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Darklands QuickStarter Rules

It is the year 650, as the Christians note it, and the darkness that has engulfed
the world since the Romanii betrayed the lands of the north and west only
intensifies with each passing year. Established kingdoms and ruthless overlords war
with each other even as they are raided by murderous pirates, once-slaves and
northmen, and the brooding threat of the ice devils of the sea is matched only by
the malevolent power of the inheritors of the ancient realms. In these lands of
darkness only the strongest prevail in a never-ending struggle for survival against
the bestial horrors man both brings to war and creates for it, and yet the greatest
threat of all is perhaps the nature of man himself...
Darklands is a tabletop skirmish wargame in which YOU command the hosts of man and beast
that your ancestors once did for glory, power or simple survival. Fight breathtaking battles on your
tabletop with some of the most stunning resin miniatures ever released!
What if dragons really flew, in those ancient times, and giants really walked the earth? What if
berserkers actually were bear-men, man and bear joined together? What if all of the myths and
legends we take for granted were real and our ancestors fought against - and with - creatures and
beings and realms we thought were nothing more than the fantasies of our uncivilised selves?
Darklands answers all of those questions for you and more, so take a deep breath and re-create the
true history of our world...
Darklands QuickStarter Rules v 10·6
Last updated 17th February 2014

Created by Rob Lane

Written by Rob Lane

Cover Art by Stefan Kopinski

Illustrations by Danny Cruz, Des Hanley, Stefan Kopinski and Christophe Madura

Playtested by Rob Lane, Tim Fisher and the Miercna Warriors with special thanks to Michael Brown
Mierce Miniatures, the Mierce Miniatures logo, Darklands, the Darklands logo
are either ®, TM and/or © Mierce Miniatures Ltd., 2012-2014

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·1·
DARKLANDS
QUICKSTARTER RULES
The Darklands QuickStarter rules are a simplified version of the forthcoming Darklands wargame
rules that will allow the keen wargamer to play a very basic version of Darklands easily and long
before the full rules are released.
As such, wargamers must understand that - whilst the basic procedures of how to play Darklands
are presented here - there will be much more to those procedures within the full rules. In effect the
QuickStarter rules are the very basic rules of Darklands, with the advanced and expert rules to be
released in the near future!

1·1 1·2
GAME TERMS DICE AND ROUNDING
Darklands uses a few common terms within the Darklands uses ten-sided dice or D10s to determine
game, or battle, and it is worth explaining what they almost everything within the battle, from moving
mean and how they connect to other terms. across rough ground to striking enemies in combat.
Some rules require the rolling of more than one
Players are the players of the game. The word D10, and if that is the case a number is shown such
general is used interchangeably with player as, to all as “2D10” which means players must roll two D10
intents and purposes, the players are the generals. dice to gain one particular result. Many rules require
The battle is the game of Darklands itself and the players to roll a lot of D10s at once which can be a
battlefield is of course the table or tabletop, and great deal of fun!
again these words are used interchangeably. Note that the values on D10s used in Darklands are
All of the miniatures within a host are called the exact values on the dice themselves. Thus, a roll
warriors within these rules and the words of a 0 is exactly that - a 0, and not a 10. The results
“miniature” and “warrior” are used of D10s used in Darklands have a range of 0-9.
interchangeably. All of the warriors in a Sometimes a player is asked to roll a D5. A D5 is
player's host are called friendly simply the roll of a D10 with the result halved,
warriors, with his opponent's warriors rounding any fractions down.
called enemy warriors. The word
“warrior” is also interchangeable Attribute Tests and some other rules require players
with the word “unit”, to roll D100s to determine a number from 0 to 99.
especially if the unit is In such cases players must roll two differently
comprised of just one coloured D10s with one D10 representing the tens,
miniature, and thus the colour of which must be declared before the roll
“friendly units” and takes place.
“friendly
warriors” 1·3
mean
MEASURING
DISTANCES
much
Darklands uses inches to measure distances
the same
upon the wargaming table. When
thing. There are
measuring distances, players must
some important
note that no measurement can be
distinctions between
made past a maximum range, as not
warriors and units, but
knowing distances is very important in Darklands.
these are discussed in
detail later in these rules. When measuring the distance to or from a warrior,
all measurements must be made to or from the edge
of the warrior's base and not to or from a part of the
miniature itself. A warrior is within a certain distance

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if the nearest edge of its base or any part of it is
equal to or within the measurement. A warrior is
1·5 CAN, CANNOT
completely within a certain distance if all of its base THE SPIRIT Like virtually all wargaming rule sets, the
Darklands QuickStarter Rules simply tell players
is equal to or within the measurement.
OF what they can - and only sometimes cannot - do.
Warrior contact occurs if two bases are physically
touching on the battlefield and this is also called DARKLANDS If there is not a rule that tells a player he can do
something during the battle, he cannot do it.
attack contact or even base contact for combat Players should remember
purposes. The distance - or range - between two that once an action has been This simple rule ensures there are no exclamations
warriors in warrior contact or attack contact is resolved, nothing can change of “Well, the rules don't tell me I can't do it, so
considered to be 0”. what has already happened - I can do it!” and other such nonsense.
no matter what either player
Don't Pre-Measure... has forgotten or
Some wargames allow players to measure distances wished they'd
wherever and whenever they wish, but this is done.
strictly forbidden in Darklands in almost all
circumstances and no player is allowed to measure
before they are required to. For example, no
player is allowed to measure the distance
a miniature can Move before they
physically move it.

If players are in doubt as to


when a distance can be
measured, the simple rule of
thumb is - neither
player should measure
anything until the action
they are performing has
been declared!

It should also be
noted that if a
distance is measured, both players must be made
aware of the resulting measurement.

...except for Attack Ranges It is


That being said, a warrior's attack range with any inevitable
combat weapon may be measured at any time during in Darklands
a battle by either player. This ensures warriors can battles,
avoid entering attack ranges accidentally during especially
movement. the first
few to be
1·4 fought,

RULE PRECEDENCE
that
things
The Darklands QuickStarter rules are governed by will be
a strict order of precedence where the rules of some forgotten by both
warrior profiles or musters will overrule others. players. This is part and
parcel of learning and RULE FORMATTING
1. Darklands QuickStarter Rules: this rulebook playing with a set of For ease of understanding, much of the formatting of
wargaming rules, and it text within this rulebook corresponds to orders,
2. Muster Rules: a kindred or realm's Muster rules
should be remembered by actions, rules or simple emphasis.
3. Warrior Profile Rules: an individual warrior's all players that mistakes are
bold: emboldened text emphasises the first use of a
profile often the best way to learn.
particular rule's name within a section, or simply
The higher the number, the greater the precedence; to draw attention to a certain rule.
in other words, Warrior Profile Rules will always ITALIC: text in upper case italics always
overrule Muster Rules and the Darklands references an order, such as “HOLD orders”.
QuickStarter Rules.
Italic: text in sentence case italics always
references an action, such as “Attack action”.

4
SMALL CAPITALS: text in small capitals
always reference an attribute.
·2·
HOSTS
Darklands is a wargame for two or more players who each control an army - called a host - of
units containing warriors with varying capabilities and functions. Each host is commanded by a
general, who represents the players upon the battlefield, and each unit is commanded either by the
general himself or by the general's commanders.
The structure of a host in Darklands is quite different to many other wargames for whilst the
general can command some units by himself, once a host becomes quite large it proves to be very
difficult for him to control all of them. Thus, generals can call upon commanders - individual
warriors, perhaps nobles, princes or other champions of stature - to command more units for him in
commands of their own. By issuing orders to those commanders as he does his own command, the
general can control much larger hosts than he would be able to on his own.

2·1 Most units are composed of warriors of the same


class and SKILL, but can sometimes include nobles
COMMANDS who either Join or Bind themselves to a unit. Some
vassal units can even Bind to other units and
A command is a grouping of one or more units led
effectively become one unit.
by a commander or even the general himself. There
must be at least one command within a host and at
2·2·1
least one unit within that command. No general or
commander may lead more than one command LEADER
within a host. Some rules reference leaders, which is always either
a noble or a champion. Nobles, if present in a unit,
Commanders (including the general) are considered will always be the unit's leader, and if there is more
to be part of their command, and if a certain rule than one noble within a unit, the noble with the
affects a command as a whole, that rule will also highest AUTHORITY is the unit's leader. In the
affect its commander. absence of any nobles, a champion is always the
Should a commander be killed, most units are unit's leader. Note that a unit led by a noble will
capable of acting independently but some poorly-led also have a champion.
or mindless ones often flee the field or wander Any attribute tests that a unit is required to make
aimlessly, looking for mushrooms to eat or sheep to are performed upon the leader's current attributes.
bother.
If a warrior is solitary - i.e., he forms a unit of his
2·1·1 own which has no other warriors - he is considered
ALLIED COMMANDS to be his own leader.
Dependent upon their kindred, some generals may
be able to pay for commands from other realms to
2·3
fight in their host and these are called allied WARRIORS
commands. For example, a Mierce general may pay
Each unit in a Darklands host comprises one or
for the services of a Gwynedd command. The only
more warriors. A warrior can be anything from a
real difference between an allied command and a
humble human, the mount for a mighty general or a
normal command is that they could respond to orders
monstrous beast twenty feet tall and almost as broad.
differently and some rules may not affect them, as
In short, a warrior is any individual miniature upon
described in the orders and actions sections. Allied
the Darklands battlefield, regardless of their abilities
commands are considered to be commands like any
or what they look like.
other in their general's host.

2·2
Whilst every single warrior within a Darklands host
represents an individual, the mechanics of warfare
UNITS require all warriors to be categorised somewhat. In
Darklands, warriors are categorised according to
Units are the basic building blocks of hosts within their freedom to act independently, the kind of
Darklands. A unit can be a group of warriors that act warrior they are as well as their ability to understand
together as a single entity upon the battlefield or their role upon the battlefield. These three
even a single warrior acting independently. categories are privilege, class and acuity and are
listed on every warrior's profile.
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Some warriors also have physical or mental Individual warriors usually fight alone, THE DEATH OF A
characteristics that can prove the difference between although some may Join or Bind to units if
victory and defeat. These abilities are called traits they wish to do so and their rules allow it. GENERAL
and it is usually the larger and more bestial warriors Unlike generals or commanders, individuals When the mustered general of a
that have them. may never act as commanders of other host dies, the resolve of his
warriors. Individuals may move freely around warriors weaken noticeably.
2·3·1 the battlefield alone, should they wish to do Without his steady hand and
WARRIOR PRIVILEGE so, and do not have to be mustered as a unit uncompromising presence, units
within a command. Some Warchiefs, a few suddenly feel fear where before
A warrior's privilege is the measure of a how
War Engines and most sell-swords are there was only confidence and
independently a warrior acts in the midst of a battle,
individuals. the will to win.
whether he can move freely and give or take orders
or whether he is more suited to working alongside 2·3·1·2 Should a mustered general die,
others in a unit. In many ways, a warrior's privilege VASSALS the commander with the highest
is simply dependent upon the manner of his birth. Authority (except for Allies)
Vassals are obliged to nobles in some way,
now becomes the general of the
2·3·1·1 most often for their service in battle, in
host, called a replacement
NOBLES exchange for certain privileges which are
general. Allied commanders can
usually the right to work their lord's land and
There are three types of warrior who are, to all never become the general of the
to gain their lord's protection of their
intents and purposes, nobles and thus independent of host.
families. Whilst many vassals are free men,
any other warrior upon the battlefield - generals,
they could also be low born beasts and If there are no non-Allied
commanders and individuals. It is important to note, commanders left in the fight,
animals or even slaves.
however, that nobles are still warriors. the non-Allied leader with the
Warrior vassals can only act upon the orders highest Authority becomes the
Generals their commanders are given, although some replacement general of the host.
The general is the leader of a host of Darklands and monstrous beasts are so uncontrollable it is Beasts, Monstrous Beasts and
he wields absolute power within his host, just as he almost impossible for them to do so War Engines may never be
usually does outside of war; for most generals are effectively. Such is their might, however, replacement generals unless there
kings or princes, the highest born of all. they are persuaded to join battle regardless. is no other choice.

Generals represent the player upon the battlefield Infantry, Monstrous Infantry, Cavalry,
and there must always be one general in a Darklands Monstrous Cavalry, Beasts, Monstrous
Host. A general may lead any non-allied unit in his Beasts and some War Engines are vassals.
host, even those under a commander. All orders come
from the general and only the general may issue new 2·3·2
orders. Warlords are often the general of a host but WARRIOR CLASS
sometimes smaller hosts use Warchiefs as their
A warrior's class, put very simply, describes the role
generals.
he performs upon the battlefield and further
distinguishes how warriors fight compared to
Commanders
others. Infantry, for example, are a very THE DEATH OF A
Commanders are lesser nobles, perhaps princes or different type of warrior to a Monstrous
landlords, or even just the most forceful warrior in a Beast. Some warriors may even comprise COMMANDER
particular group. Even so, they enjoy a great deal of two or more classes, such as mounted The death of a commander does
freedom and are second only to the general in terms Warlords and Warchiefs. not have the same impact upon
of their authority within a host. a host as the death of a general,
· Warlord: a Warlord is a powerful warrior in but those units within his
A commander leads a command of one or more units his own right and in most circumstances command still feel his loss. This
on behalf of the general, either as part of a unit or as commands a host of Darklands as a general.
does not necessarily weaken
a solitary warrior. He interprets the orders given to their resolve, but it does impact
· Warchief: Warchiefs may also command hosts
him by the general and ensures his command acts but may never command one if a Warlord is their ability to fight effectively
upon them as the general wishes. Most Warchiefs present in the same host. as they are, essentially,
are commanders. leaderless.
· Infantry: Infantry are roughly human-sized
Individuals warriors that fight on foot who work together When a commander dies, the
in units. Infantry come in many forms such as units within his command -
Individuals can be wandering sell-swords or famous specialists in close-combat, those that use now called a leaderless
warriors of great renown, perhaps even roguish ranged attacks or simple soldiers.
command - continue the battle
nobles that prefer their own company to that of their under the same orders they were
· Monstrous Infantry: Monstrous Infantry are
peers. Whatever they are and whatever their status, those warriors that fight on foot in units but under whilst he was alive.
such warriors come and go as they please and are are much larger than humans. This continues until the general
rarely subject to the whims of kings and princes. himself intervenes and Issues
· Cavalry: roughly human-sized warriors that
fight in a unit whilst mounted - or are even a New Orders to the individual

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units within the leaderless
command.
hybrid of mount and human - are called Cavalry. · Veteran: veterans are, thanks to living through
The mounts themselves may vary but are usually many battles, highly experienced warriors who
horse-sized. know how to stand against a ferocious enemy and
stay alive. Veterans are the backbone of many
· Monstrous Cavalry: Monstrous Cavalry may be
hosts and serve to ground those around them who
any size of warrior in a unit mounted upon a beast
are new to battle.
that is larger than a horse, or even a hybrid of
mount and monstrous creature such as a · Drilled: drilled warriors have been highly trained
Cawrdraig. in the arts of war and are used to the sights and
sounds upon the battlefield. They are very useful
· Beast: a Beast is usually a wild creature, such as a
warriors and often find themselves in the thick of
horse or a wolf, that has little intelligence but can still
battle.
heed the commands of higher beings.
· Trained: a trained warrior has been taught how to
· Monstrous Beast: a Monstrous Beast is just that;
hold a weapon and how to use it, but very little
a huge, powerful creature that is much larger than
else. Trained warriors are the very basic warriors
a human and roams about the battlefield virtually
in a host that can truly be said to be useful.
unmolested.
· Fanatical: fanatics believe in their cause so
· War Engine: a War Engine can be a machine
strongly they are willing to die for it and are very
with crew or a construct created by artificial
dangerous warriors, for not only do they possess
means.
the intelligence of those around them they also
Infantry, Monstrous Infantry, Cavalry, Monstrous care little for their own fate.
Cavalry, Beasts, Monstrous Beasts and some War · Levy: levy are peasants and farmers, sometimes
Engines are vassals. slaves, but certainly not warriors for they are more
used to wielding a hoe than a sword. Levy are
2·3·2·1 usually brought to war by their lords to fill out
WARRIOR SUBCLASS the bulk of a host in times of emergency. They are
Some specialised warriors are further categorised not expected to fight well, but they are expected
their subclass which simply means that, whilst they to take their toll of the enemy before more
may be of a particular class, there are some experienced or better trained warriors can join the
fray.
differences between warriors within that class.
Subclasses are shown on a warrior's profile · Wild: in the Darklands many beasts or beast-men
underneath their class, in italics. understand the need to fight and make use of
weapons and armour. Instinct rather than training
An obvious example of a subclass would be that of a dominates the way such beings behave but that
mount (such as a horse), which is a Beast but can makes them no less deadly than the most highly
also be a mount or an ardent mount. trained warrior, for wild creatures are often brutal
and savage and extremely cunning.
· Individual: an individual is a type of noble that
operates independently upon the battlefield.
· Feral: there are some creatures in the Darklands
that are almost impossible to control upon the
· Mount: a mount is a creature that can be ridden battlefield but they are so powerful and so
by another to bring certain benefits to the rider, ferocious that many generals bring them to battle
usually speed. regardless, for they know that such warriors,
when carefully used in the right place, can make
· Ardent Mount: an ardent mount is also a creature the difference between victory and defeat. Feral
that can be ridden, but will not flee the battlefield units may never be given MOVE or HOLD orders.
should its rider die. They must always be given ATTACK orders.
· Solitary: solitary warriors may never Join another · Mindless: many warriors fight without knowing
unit nor allow another warrior to Join them. they are even upon the battlefield, either because
2·3·3 they are too stupid to understand what they are
doing or because they are merely animals. Such
WARRIOR ACUITY warriors simply react to the threats around them
A warrior's acuity reflects his ability to understand in an animalistic way and move and fight
and reason, to interpret what is happening upon the accordingly.
battlefield, as well as his training or discipline and a 2·3·4
measure of how he reacts to the fear and violence
around him. WARRIOR TRAITS
Traits reflect the variations in form and capability of
· Elite: elite warriors are highly skilled and highly warriors upon the battlefield. Some warriors are
motivated individuals who fight willingly for a huge and powerful and thus extremely frightening;
cause they believe in. Their skills do, however, some fight in a serene calm that can be almost as
come at a price, for few elite warriors live out
unnerving as an unbelievably foul beast that offends
their years in peace.
the eye and the nose.

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· Loathsome: Loathsome warriors are foul, Whenever they move voluntarily, warriors MUSTERING A
unnatural creatures that most right-thinking folk must attempt to remain within their join
abhor. Whatever the form of their repugnance, distance when their movement is completed. HOST
perhaps through physical appearance or a revolting However, a warrior can be forced outside of To play a game of Darklands,
smell, so disgusting are loathsome warriors that
the join distance by some other rule or a player must choose a
their foes are debilitated by it.
perhaps through deaths in combat. kindred's realm they really like
· Fearsome: fearsome warriors are usually huge and the look of and build a host
powerful, many times larger than a man and often A unit cannot voluntarily leave a warrior from its muster. Musters
just as broad, but some warriors are feared because outside of their join distance unless it is compile all the warrior profiles
of their reputation or perhaps because of the impossible for the warrior to remain within available to a general from that
weapons they wield. Most find that facing such join distance during their activation. realm in one volume, as well as
warriors requires the steeling of their nerves and a
listing the rules of mustering,
quick prayer to their gods. Unjoined Warriors the allies that realm may call
· Terrifying: in the lands of darkness there are many If a unit activates and a warrior from that upon and any sell-swords they
huge and terrible creatures brought to battle, not unit (called an unjoined warrior until the end may hire.
least because they test the courage of those sent of the unit's activation) is not within the join
against them. These monsters can sometimes break All of the musters will be
distance of another warrior from that unit at
an enemy host on their own. downloadable from the Mierce
the beginning of their activation, the unjoined Miniatures website in time
· Fearless: there are many who hold no fear in warrior must immediately perform an action and will be kept updated
battle, maybe because of their training, their that enables him to perform a Direct Move
exposure to so many terrible sights or simply
should any warrior profiles or
toward his unit (such as a Walk or an Attack muster rules change. Eventually
because they have few peers on the battlefield. Move) so that he is within join distance. This individual kindred or realm
· Forester: many warriors are naturally attuned to does not affect the rest of the unit's musters will be produced in
moving and fighting within woods or forests. A activation, and whilst the unjoined warrior is book form as well as warrior
Forester treats a wood as open ground for the considered to have performed an action, his profiles in card form.
purposes of Movement. unit is not and can perform actions normally.
The unjoined warrior performs further actions It is worth noting the difference
· Amphibious: some warriors live their lives within
based upon the action that enabled him to between kindreds and realms,
water as well as on land. An amphibious warrior
treats water terrain as area terrain and rough perform a Direct Move. for hosts are mustered according
ground for the purposes of Movement, and may to realms and not kindreds.
claim cover whilst within it. If the unjoined warrior cannot perform this Kindreds represent the race or
Direct Move for some reason, he is considered broad grouping of a particular
2·3·5 to have lost his nerve and fled the field, and warrior, whereas realms
JOINED WARRIORS is thus removed from the battlefield as if he represent that warrior's
had fled. allegiance within that race. For
Most vassals in a host are mustered in units and thus
example, whilst the men of
each individual warrior within those units is joined to 2·3·5·2 Mierce are Angles, their kin -
another warrior from the same unit. Such warriors
UNIT COMMAND WARRIORS the Angles of Northumbraland
within units are called joined warriors, and any noble
Many units can muster unit command in particular - are mostly their
that Joins a unit also becomes a joined warrior (yet
warriors, usually in the form of a mustered enemies.
still a noble) of that unit.
champion, banner bearer and herald. Such
2·3·5·1 options, if mustered, bolster their unit in
JOIN DISTANCE certain ways and are often desirable to
Units of joined warriors usually move, act and fight include in a host.
as one body and the individual warriors within it
may never act independently or leave it, unless they
Champions
are a noble. Joined warriors must remain within a Units always contain a champion. A champion, as the
certain distance of at least one other warrior in the name implies, is usually the best warrior in the unit
same unit (called a joining warrior), known as the and usually leads it. As such, champions cannot leave
join distance, which is always 2” unless otherwise their unit. Many units have the option to include a
specified on a warrior's profile. The joining warrior mustered champion before the battle, which is
must also remain within the join distance of another desirable for they are usually more powerful than a
joining warrior, so that all of the warriors within the normal warrior; but if a mustered champion is not
unit can draw an unbroken join line (i.e., the 2” join included in a unit simply choose any warrior from
distance is not broken) to every other warrior the unit - called a unit warrior - to be the champion
within the unit. before the battle begins.

Warriors may not voluntarily end their activation Similarly, if the mustered champion or champion of
further than their join distance from another warrior a unit dies, a unit warrior becomes the unit's
in their unit. champion. Simply replace the unit warrior miniature
with the champion miniature that has been removed,

8
to mark him from the rest. Other unit command 2·3·6
warriors - banner bearers and heralds - may only be
champions if there are no unit warriors left. A noble MOUNTED WARRIORS
can never become the champion of a unit, even if he Some warriors may be mounted upon steeds, beasts
is the leader. or even large monsters, and both the rider and his
mount are collectively known as a mounted warrior.
Banner Bearers Mounted warriors are considered to be a single
Many units can muster a warrior that carries its warrior whilst the rider remains mounted, even
standard or icon, known as a mustered banner bearer, though both rider and mount have differing profiles.
who bolsters the unit's attributes for some tests. 2·3·6·1
Banner bearers, like champions, may never leave
MOUNT WHEN MUSTERED
their unit.
Mounted warriors may only be mustered as such
If the mustered banner bearer of a unit dies, he may before the battle if their profile states that they are
be replaced by a unit warrior who then becomes the mounted warriors. Any mount options and mount
unit's banner bearer. Simply replace the unit warrior armour options a warrior has are also listed on their
miniature with the banner bearer miniature that has profile. Some warriors may only be mustered as
been removed. This represents warriors retrieving mounted, such as Cavalry. Note that some Cavalry
their banner as it falls and effectively means a unit and Monstrous Cavalry warriors are not necessarily
will always have a banner bearer until mounted warriors, such as a Cawrdraig.
the majority of its warriors are dead.
Other unit command warriors cannot Although this is specifically restricted by warrior
become a banner bearer. A noble cannot profiles, and thus players do not really need to
become the banner bearer of a unit, even if address this when mustering a host, it should be
he is a host banner bearer. noted that riders must always have a higher
AUTHORITY than the mount they wish to ride.
Herald 2·3·6·2
Many units can muster a warrior who acts MOUNTED WARRIORS IN PLAY
as its mustered herald. This warrior can The combination of mount and rider can lead to
help the champion to command his unit confusion regarding how the combined mounted
effectively and may even prove the warrior acts upon the battlefield. It is worth
difference between a unit carrying out explaining, then, how a mounted warrior takes
orders or ignoring them completely. attribute tests, how the traits of both mount and
Heralds may never leave their unit. rider work and many other rules.
If the mustered herald of a unit dies, he
Warrior Profiles
may be replaced by a unit warrior who
then becomes its herald. Simply replace Mounted warriors essentially combine two warrior
the unit warrior miniature with the profiles (that of the rider and the mount) into one
herald miniature that has been removed. warrior profile, although there are differences
This represents warriors retrieving the between how mounts and ardent mounts combine
herald's instrument as it falls or taking with riders. See section 3·5: Mounted Warriors for
over the herald's duties and effectively full details.
means a unit will always have a herald
until the majority of its warriors are Warrior Details
dead. Other unit command warriors Rules that use the kin of the rider do not affect the
cannot become a herald. A noble mount, and similarly, rules that use the kin of the
cannot become the herald of a unit, mount do not affect the rider.
even if he is a host herald.
A mounted warrior's privilege, class, acuity, ubiquity
2·3·5·3 and unit size is always that of the rider. A mounted
UNIT WARRIORS warrior's base is always that of the mount.
Most members of a unit are individual
A mounted warrior's cost is the sum of the rider's
warriors armed and armoured in roughly
and mount's cost.
the same fashion who are otherwise
unremarkable. Unit warriors may never leave their
Attributes
unit and can become champions, banner bearers and
heralds if those unit command warriors die. A unit Mounted warriors Move at the PACE or FLIGHT of
warrior's attributes or rules do not change to that of the mount, but Movement is always controlled by the
a mustered unit command warrior if he becomes a rider.
unit command warrior.

9
PACE or FLIGHT tests are taken on the mount's mount under certain circumstances. Focus
attributes. SKILL tests are taken on the rider's invocations can generally be applied to either the
SKILL. MIGHT and CONSTITUTION tests are mount or the rider. See section ?? for details.
taken on the sum of the rider's and mount's MIGHT
or CONSTITUTION attributes. FORTITUDE, Sorcerers Invoke focus invocations against the rider if
AUTHORITY and TEMPER tests are taken on the the mount is not an ardent mount, but may choose
rider's attributes. to Mark an ardent mount or its rider as they desire.
Sorcerers must always use the TEMPER of the rider
Traits when Invoking a focus invocation against a mounted
warrior, however. See section 10·1·4·3: Mounted
If the rider is Loathsome, Fearless, Fearsome or
Warrior Marks for details.
Terrifying, the mount is considered to be the same
while it is being ridden. Similarly, if the mount is 2·3·6·6
Loathsome, Fearless, Fearsome or Terrifying, the MOUNT OR RIDER DEATH
rider is considered to be the same while he is riding If a mount is an ardent mount, as listed on its
the mount. profile, and its rider dies, it immediately reverts to
2·3·6·3 its own profile and continues the battle as a solitary
warrior. If the mount is not an ardent mount, the
ATTACKING
mount is considered to be dead along with its rider
Riders and mounts may perform separate Attack
and must be removed from the battlefield.
actions in normal Attack order sequence, using their
own SKILL, MIGHT and CONSTITUTION as well If the mount dies, the rider immediately reverts to
as their own weapons and armour, but may combine his own profile and a warrior representing the
their Attack actions where possible. dismounted rider must be placed on the battlefield
anywhere within the area of the mount's base. If a
Attacking a Mounted Warrior warrior cannot be provided, the rider is removed
Enemy warriors may choose to Attack either the from play and counts as being dead.
mount or the rider as they wish if the mount is an
When a mount dies, the rider takes either D5
ardent mount. Enemy warriors must Attack the rider
impact strikes (if the mounted warrior's class is
if the mount is not an ardent mount.
Cavalry or the rider is mounted upon a Beast) or
2·3·6·4 D10 impact strikes (if the mounted warrior's class is
SHOOTING Monstrous Cavalry or the rider is mounted upon a
Monstrous Beast or War Engine), both using the
Riders and mounts may perform separate Shoot
MIGHT of the mount itself, to represent the death
actions in normal SKILL order sequence, using their
of the mount under him. This does not count as an
own SKILL and MIGHT as well as their own shot
Attack action.
weapons, but may combine their Shoot actions where
possible. 2·3·7
Shooting a Mounted Warrior WARRIOR SIGHT
Shooting warriors use the SKILL of the rider when In Darklands, the miniature itself is used to
Shooting against a mounted warrior, and all shots are determine what that warrior can see upon the
applied against the rider, if the mount is not an battlefield, with its base perhaps the most important
ardent mount. If the mount is an ardent mount, part of this. Darklands bases are round and have
Shooting warriors can target both rider and mount three sight marks upon them that determine both a
under certain circumstances. See section 9·1·2·1: warrior's sight and therefore his line of sight.
Mounted Warrior Targets for details. 2·3·7·1
2·3·6·5 SIGHT MARKS
INVOKING To determine a warrior's sight, bases have three
Riders and mounts may perform separate Invoke marks upon them - head, left and right.
actions in normal Invoke order sequence, using their The head sight mark is where the head of a
own TEMPER as well as their own invocations, but miniature (in the case of mounted miniatures, the
may combine their Invoke actions where possible. rider's head) should be pointing, even if only for
aesthetics, for the head mark itself is the actual
Invoking against a Mounted Warrior reference point of where the warrior is looking for
For sight invocations, Invokers use the SKILL of battle purposes. This ensures warriors of all types
the rider when Invoking against a mounted warrior, show their sight and therefore lines of sight
and all invokes are applied against the rider if the consistently.
mount is not an ardent mount. If the mount is an
ardent mount, Invokers can mark both rider and

10
LINES OF SIGHT Sight Arcs Diagram
DIAGRAM
In the diagram shown here,
the Werwulf can see the Troll
as the Duguth warriors
intervening have a smaller
base (sight line 1). Similarly,
the Troll can also see the
Mierce Werwulf (sight line
2) for the same reason. The blind line - the line between the sight arc and
The Duguth warrior is in the the blind arc - extends to the left and right of a
same unit as the other warrior's base infinitely.
Duguth, of course, and thus 2·3·7·2
can see through them to the
LINE OF SIGHT
Norse Troll (sight line 3).
During battle a warrior's line of sight will govern
what actions he can perform more than any other
factor, for it defines what a warrior can or cannot
see. If a warrior can draw a line of sight to any
warrior within a unit, that unit can be seen by the
warrior and his unit and may become the target of
any actions that unit can perform. For example, a
unit that wishes to Charge an enemy unit must be
able to see it first!

The Werwulf, however, Sight Line


cannot see Vore a behind
The line of sight for all warriors is determined by
him (sight line 4) because
their sight arc as well as any intervening warriors or
the sight line would have
terrain upon the tabletop. To determine a warrior's
to pass through his blind
line of sight at any time, draw a straight line (called
line.
a sight line) with a laser pointer or straight object
Vore b cannot see the from any part of the sighting warrior's sight arc to
Werwulf as there is any part of the desired target warrior's base.
another Vore in the way
(sight line 5), which has Sight lines may be drawn at any time during a battle
the same base size. by either player, unless they are drawing the sight
line from an unsighted warrior (see 2·3·7·5:
Unsighted). Note that the sight line is considered to
Sight Marks Diagram be drawn along the ground at all times.

Lines of Sight
In the interests of clarity, the following numbered
rules (some of which correspond to the sight line
diagram overleaf), govern when a sight line is
blocked or not.

1: Warriors with smaller bases than the sighting


warrior's base do not block the sight line
2: Warriors with smaller bases than the target
warrior's base do not block the sight line
The marks either side of the head mark are the left 3: Warriors from the same unit as the sighting
and right sight marks. These define the sight arc that warrior do not block the sight line
governs what the miniature can see, effectively
4: The sighting warrior's blind arc (and thus his
meaning that warriors can see 180° around them,
infinitely wide blind line), if he has one, blocks
and also defines the blind arc - the opposite 180° to
the sight line
their sight arc, effectively the warrior's rear - that
defines what they cannot see.

11
5: Warriors - now called blocking warriors - with 2·3·7·6
bases larger than or equal in size to the sighting
warrior block the sight line, as long as the Target
UNSEEN
warrior's base is smaller than or equal in size to Some effects (particularly from invocations) cause
the blocking warriors warriors to become Unseen. Line of sight cannot be
6: Warriors with equal size bases to or larger size
drawn to unseen warriors under any circumstances
bases than the sighting warrior do not block the and they cannot be seen at all. They also do not
sight line if the sighting warrior is upon elevated block sight lines in any way.
terrain and they are not
2·3·7·7
7: Elevated terrain blocks the sight line unless the COVER
sighting warrior is upon the blocking elevated
terrain or the target warrior is upon the blocking Many places on a battlefield offer cover to the
elevated terrain. cowardly, a place where arrows are no longer a
tangible threat or even somewhere to hide from
8: A wood blocks the sight line unless the target
great and terrible creatures.
warrior is within 6” of the sighting warrior or
unless the target warrior's base is partly upon the
edge of the wood that the sighting warrior can see
Cover Diagrams
9: Any part of a building blocks the sight line The following rules, which are graphically explained
overleaf, govern how a warrior can claim cover.
If a sight line is both blocked and not blocked by the
rules above, the fact that the sight line is blocked · Area Terrain: if a target warrior is partly or
always takes precedence. It is to be hoped that in completely within area terrain that offers cover
these Quickstarter Rules players use their common (such as a wood or scrub), that target warrior may
claim cover
sense as much as these rules to define what units can
or cannot see, especially where terrain is concerned. · Obstacle: if line of sight is drawn to a target
warrior through an obstacle (such as a hedge),
2·3·7·3 that target warrior may claim cover. This rule
SIGHTED does not apply if the sighting warrior is within 1”
Most warriors are by definition sighted and thus can of the obstacle offering cover to the target warrior
see or draw line of sight. However, some hours · Beyond an Obstacle: if line of sight is drawn
during a battle (such as the hours of darkness), some beyond an obstacle (but not through it) before it
effects (such as those from invocations) and some touches a target warrior's base, and that target
warriors (perhaps because they are blind or partially warrior is completely within 1” of the obstacle,
sighted) are often restricted as to how far they can that target warrior may claim cover. This rule
see. This will be noted, either on the unit's profile does not apply if the sighting warrior is within 1”
of the obstacle offering cover to the target warrior
or via a rule, as sighted n”, meaning that unit can
only see up to and including n inches from the sight · Larger Warrior: if line of sight passes within 1”
arc of their base. of an intervening warrior's base - and beyond that
intervening warrior's blind line - before it touches
2·3·7·4 a target warrior's base, that target warrior may
BLIND SIGHTED claim cover from the intervening warrior. Note
that the intervening warrior's base must be equal
Many warriors can see without the obvious use of
to or larger in size than the target warrior's base
eyes, and this is called blind sight, perhaps gained
through sorcery or the use of senses other than eyes. If a weapon or effect ignores cover, no warrior
Warriors that are blind sighted are also sighted, but affected by that weapon or effect can claim cover
their sight arc comprises the whole of their base (so regardless of the above rules.
effectively 360° around them) and they do not have
a blind arc - and thus a blind line. Whilst they can 2·3·8
see all around them their line of sight can still be WARRIOR MOVEMENT
blocked in the same way as sighted warriors, perhaps Movement upon the battlefield is the key to almost
because their senses are hindered by warriors or everything that unfolds, for to attack an enemy a
terrain features that are in the way. warrior must get there first! Warriors and thus units
2·3·7·5 can Move around the battlefield according to the
orders they receive, the actions and reactions they
UNSIGHTED
perform and, of course, their PACE or FLIGHT
Warriors that are unsighted cannot see enemies attribute. The greater the value of their PACE or
around them, perhaps because they are naturally FLIGHT attribute, the further they can physically
blind or thanks to the effect of certain invocations. Move.
Unsighted warriors cannot draw line of sight to any
unit under any circumstances and effectively cannot
see anything.

12
COVER DIAGRAMS
In the diagram shown to the left, the werwulfas gain cover from
being both partly and completely within the area terrain (sight line
1).
The Thegn gains cover from the bow-drunes because the sight line
passes through an obstacle (sight line 2).
The Cyning gains cover from the bow-drune on the far right because
the sight line passes beyond the obstacle and he is within 1” of it
(sight line 3).
The Host Herald cannot claim any cover at all.

In the diagram shown above, the Thegn gains cover from the bow-
drunes because the sight line passes beyond the larger-based
Werwulf's blind line and within 1” of its base.

2·3·8·1 compel warriors to make a Ground Move or a


MOVE ATTRIBUTE Flight Move are not Sorcerous Moves.

Moving a warrior in any way is called a Move or 2·3·8·2


Movement. It is mostly governed by a warrior's MOVE ATTRIBUTE
PACE and FLIGHT attributes - which are found on When Moving, a warrior is physically moved upon
their profile - and the action or reaction the warrior is the battlefield up to the value of its MOVE attribute
performing. Thus, MOVE is considered to be an in inches. Under normal circumstances, a warrior
attribute. that has a PACE attribute of 6 - and thus a MOVE
attribute of 6 - can make a Ground Move during a
There are three different physical types of Move and
Walk action of up to 6”. Similarly, a warrior with a
some warriors can perform all of them. Note that
FLIGHT of 20 (and so a MOVE of 20) can make a
any rules that affect Moves as a whole also apply to
Flight Move during a Fly action of 20”. Warriors do
Ground, Flight and Sorcerous Moves.
not have to use all of their MOVE unless an action or
· Ground Move: All warriors can make a Ground reaction specifically states so.
Move if they have a PACE attribute. As the name
suggests, this Move is performed along the ground
During the course of a warrior's Movement, his
and thus is affected by terrain and other warriors. MOVE attribute is reduced by the distance he has
travelled until it reaches 0, at which point the
· Flight Move: Any warrior with a FLIGHT warrior cannot make any further Moves of any type
attribute can make a Flight Move. Flight Moves during that hour except for Sorcerous Moves.
occur in the air and thus are not affected by
terrain or other warriors until the flying warrior Measurements to physically move a warrior are
wishes to land. made from the edge of his base.
· Sorcerous Move: Some very powerful sorcerers
can perform invocations that move themselves or
2·3·8·3
other warriors. These moves are called Sorcerous MOVING FORWARDS
Moves and are not ground or Flight Moves. In order to Move Forwards, a warrior must first
Sorcerous moves are not affected by terrain or Turn to Face the direction he will be Moving in by
other warriors in any way. Invocations that turning the warrior's base until the head mark is
pointing towards the desired direction.
13
A warrior must always Move Forwards in the terrain (as defined in the Terrain section) or thanks MOVING
direction of where his head mark is pointing but he to a sorcerous effect that causes rough ground to FORWARDS
may freely Change Direction by rotating his base at appear. Difficult Moves affect the amount a warrior
any point in his movement (including when he has can physically move over a certain area on the The Teulu warrior
completed his Move) unless otherwise restricted. battlefield. below shows how a
Changing Direction does not reduce a warrior's warrior moves forward.
remaining MOVE. The amount a warrior can Difficult Move - the
Difficult Move Rate - is variable and this is
2·3·8·4 determined by rolling a D10 for each piece of rough
MOVING BACKWARDS ground the unit (now also called a Difficult Moving
In order to Move Backwards, a warrior must first unit) Moves over, called a Difficult Move Roll.
Turn to Face the opposite direction he will be moving Note that a unit makes a Difficult Move Roll for
in by turning the warrior's base until the head mark the whole of the unit and not per individual warrior
is pointing directly away from the desired direction. within the unit.
A warrior must always Move Backwards in the
opposite direction of where his head mark is pointing
Difficult Move Roll
and cannot Change Direction while doing so. Thus, D10 Difficult Move Rate
Moving Backwards is also a Direct Move.
0-1 Each inch of rough ground Moved over
2·3·8·5 reduces a warrior's MOVE by a factor of
DIRECT MOVEMENT 3, i.e. it increases the amount of MOVE
that must be expended by a factor of 3
If a warrior is compelled to perform a Direct Move,
such as during a Charge action, he cannot Change 2-7 Each inch of rough ground Moved over
Direction at any point in his Movement except to reduces a warrior's MOVE by a factor of
Turn to Face the direction (or opposite direction if 2, i.e. it increases the amount of MOVE
Moving Backwards) he is Moving in before the that must be expended by a factor of 2
movement begins.
8-9 Each inch of rough ground Moved over
2·3·8·6 reduces a warrior's MOVE by a factor of
1.5 (rounding down fractions to the
MOVEMENT SEQUENCE nearest half inch), i.e. it increases the
Each of the individual warriors within a unit are amount of MOVE that must be
deemed to Move in the order they are physically expended by a factor of 1.5
MOVING
moved. This could mean that some warriors cannot BACKWARDS
fight because another warrior is in their way or do As can be seen, a Difficult Move reduces a warrior's The Teulu warrior
not quite make it into cover as the rest of their unit remaining MOVE at a greater rate than a normal below shows how a
does. A warrior's Move must be completed before Move. warrior moves
Moving another warrior in all circumstances. backwards. He turns to
If the Difficult Moving warrior still has MOVE
2·3·8·7 face the opposite
remaining after performing the Difficult Move, he
direction of his head
CONTACTING INTERVENING may Move as normal and could possibly enter further mark and then moves
TERRAIN OR WARRIORS rough ground, at which point they make a separate directly backwards.
Warriors cannot make a Ground Move through any Difficult Move with a separate Difficult Move roll.
other warrior, whether they are friend or enemy. No
part of any Moving warrior's base can pass through EXAMPLE
any enemy warrior's base during a Ground Move A unit of Trolls (PACE 6) wish to perform a
Run action and thus have a MOVE of 12.
under any circumstances. Similarly, no part of any
However, they will have to perform a Difficult
Moving warrior's base can pass through impasable
Move through a wood to get to their destination
terrain under any circumstances. beyond it. The Trolls start 2” away from the
wood and so, when they reach it, have a
Intervening Enemy Warriors remaining MOVE of 10. To get to the open
No part of any warrior's base can voluntarily Move ground beyond the wood they must Difficult Move
through any enemy warrior's attack range - i.e., through 4” of rough ground. The Trolls' player
rolls a 6 for the Difficult Move Rate and thus
enter and leave his attack range during the same
their movement
activation, or leave his attack range voluntarily if through the wood
within it - except when performing a Charge or will use up twice as
Attack Move action. much of their DIRECT MOVEMENT
remaining MOVE as
2·3·8·8 normal. Thus, they
The Teulu warrior to the right
DIFFICULT MOVES must reduce their
shows how a warrior moves
remaining MOVE by directly. He turns to face the
Sometimes a warrior must make a Difficult Move,
8 to reach the open direction he wishes to travel
perhaps because he wishes to Move through rough
and then moves directly
14 forwards.
ground beyond the wood. This the Trolls do, and If a warrior is compelled to make a Difficult Move
NO TAKE then Move a further 2” over open ground, whilst already performing a Slow Move, the warrior's
reducing their remaining MOVE to 0.
BACKS! remaining MOVE is still affected by the Difficult
Once a warrior has Warriors within a unit that do not have to make a Move as normal.
physically moved, it Difficult Move - perhaps because they are not If a warrior is compelled to make a Slow Move
cannot be moved back to entering the rough ground - simply Move normally, whilst already performing a Slow Move, the effect
its original position should although join distances must of course be adhered to. does not double up - the warrior simply ignores the
the player feel he has
If a warrior is compelled to make a Difficult Move second compulsion to make a Slow Move.
made a mistake. That is,
unless that warrior has whilst already performing a Slow Move, the Warriors that have performed a Slow Move cannot
enough Move to return to Difficult Move Rate affects the remaining MOVE be classed as Swift Chargers in the same activation.
that position and is not as calculated for the Slow Move.
affected by any other rule! 2 · 3 · 8 · 10
If a warrior is compelled to make a Difficult Move FLIGHT
whilst already performing a Difficult Move, the
Warriors that can fly enjoy a freedom of movement
effect does not double up - the warrior simply
completely unlike those who must travel along the
ignores the second compulsion to make a Difficult
ground. Not only can they move where they wish,
Move.
they can often escape injury or death far easier than
Warriors that have performed a Difficult Move other warriors. However, this can make flyers a
cannot be classed as Swift Chargers in the same little less inclined to stand their ground when
activation. required.

2·3·8·9 Warriors that have a FLIGHT attribute are called


SLOW MOVES Flying warriors or Flyers and are governed by a few
Sometimes a warrior must make a Slow Move, simple rules.
perhaps because he has performed a laborious · Flyers can always perform a Fly action regardless
previous action or through some sorcerous effect. of the orders they are under.
Slow Moves reduce the total amount a warrior can
physically move on the battlefield. · Flyers may never be placed under HOLD orders;
they must always be placed under either MOVE
The amount a warrior can Slow Move - the Slow or ATTACK orders.
Move Amount - is variable and affects all of the · Flyers may still perform a Walk action as other
warrior's remaining MOVE in the current activation. warriors do - unless they do not have a PACE
The Slow Move Amount is determined by rolling a attribute - but cannot perform a Ground Move and
D10 for the unit (now also called a Slow Moving a Flight Move in the same activation.
unit), called a Slow Move Roll. Note that a unit
· Flyers may never perform Run or March actions
makes a Slow Move Roll for the whole of the unit unless they cannot Fly for some reason. If they
and not per individual warrior within the unit. want to move a long distance, they simply Fly
there!
Slow Move Roll
· Flyers that perform Charge actions must always
D10 Slow Move Amount perform their Charge Move as if it were a Flight
Move unless they cannot Fly for some reason.
0-1 A quarter of the warrior's remaining
MOVE, rounding up any fractions to the · Flyers cannot be compelled to perform a Direct
nearest inch. Move when they make a Flight Move under any
circumstances (except when Charging); instead,
2-7 Half of the warrior's remaining MOVE, they simply perform a Flight Move.
rounding up any fractions to the nearest
inch. · Flyers that are compelled to Move Backwards
during a Flight Move simply Turn to Face the
8-9 Three-quarters of the warrior's direction of travel and Move Forwards instead.
remaining MOVE, rounding up any
fractions to the nearest inch. · Flyers may Change Direction at any point in their
Flight Move (except when Charging) regardless of
any other rule.
EXAMPLE
· Flyers ignore the Intervening Warriors or Terrain
A unit of Bow-Drunes have performed a Shoot
rules when they make a Flight Move except when
action and wish to Walk afterwards in the same
they Land, which is always performed at the end
activation, which must be a Slow Move. The
of any Flight Move. Additionally, Flying warriors
Bow-Drune unit's player rolls a 6 for the Slow
cannot be placed within a wood or upon an object
Move Amount and thus their remaining MOVE is
when they Land, nor can they perform a Flight
halved. As they had not already Moved in the
Move when they are within a wood.
current activation, the Bow-Drune unit's MOVE -
originally 5” - is reduced to 2.5”.
15
·3· CONSTITUTION CHART AND DICE MARKERS
A warrior's Constitution Chart on his profile is very important, for it tracks his

WARRIOR wounds; but it also shows how much weaker his attacks have become, for both
attack dice and shoot dice are modified by the amount of damage a warrior has

PROFILES
taken. Thus, dice markers are shown on every warrior profile's Constitution Chart
in yellow. Every time a yellow dice marker box has been filled in, a warrior's
attack dice or shoot dice for one weapon are reduced by 1 after the action that
Every warrior in a host has a profile that lists caused the damage is resolved. Simply blank out one attack die or shoot die marker
on the warrior's profile. Thus, a heavily wounded warrior will roll less attack dice
his details and his attributes (a numerical
or shoot dice than an unwounded one.
representation of his ability to fight, to endure, to
The minimum amount of attack or shoot dice a warrior has is 1, which effectively
perform sorcery and much more besides) as well
means at the last of his strength, a warrior may still attack, albeit ineffectually!
as listing his weapons and armour and any
options he has when he is mustered. There is a Note that attack dice and shoot dice are completely separate - i.e., if an attack dice
is removed, a shoot dice is not.
great deal of information contained within a
warrior's profile and players should get to know Multiple Weapons
If a warrior has multiple weapons, attack and shoot dice are reduced as above but
them intimately.
the player chooses from which combat or shot weapon. The minimum attack or shoot
3·1 dice any warrior may have is still 1, but the attack or shoot dice of a particular
weapon can reduce to 0. If the attack or shoot dice of a weapon reduces to 0, that
DETAILS weapon may no longer be used in an action (although it is not destroyed). The
player may choose which weapons lose attack or shoot dice in whichever order they
A warrior's details are important for many rules
wish.
depend upon them, both in game and when hosts are
mustered. Switch Hands
If a warrior has the ability to use a weapon in more than one hand thanks to the
· Kindred: the kindred the warrior belongs to, Switch Hands rule, the attack or shoot dice for that weapon are reduced for both
perhaps a tribe or a grouping of peoples, such as hands at the same time. Thus, if a sword has four attack dice when used in one
the Angles - the Angelcynn.
hand and three attack dice when used in two hands, the loss of an attack dice for
· Realm: the realm the warrior belongs to, a that weapon would result in the sword having three attack dice when used in one
subdivision of a kindred. For example, within the hand and two attack dice when used in two hands.
Angelcynn kindred, there are three major realms -
Mierce, Northumbraland and the Eofingas.
Bulk Charges
Attack dice for weapons with the name “Bulk Charge” are never reduced.
· Kin: the warrior's race, which can be more than Weapons of a different name that have the weapon rule “Impact Strike” can still
one. Many rules affect particular races and so this have their attack dice reduced, however.
definition can be important.
· Privilege: the warrior's privilege, explained in

3·2
detail in the 2·3·1: Privilege section.
· Class: the warrior's class, explained in detail in
the 2·3·2: Class section. ATTRIBUTES
· Subclass: the warrior's subclass, if it has one, Attributes represent the worth of an
explained in detail in the 2·3·2·1: Subclass section. individual warrior's particular
physical or mental characteristics
· Acuity: the warrior's acuity, explained in detail in
during a battle and are usually listed
the 2·3·3: Acuity section.
as a value between 1 and 100.
· Ubiquity: The amount of units of this warrior These attributes may increase or
that can be mustered in a host. This is explained decrease as the battle continues so a
in the Muster Rules. keen record must be kept of any
· Hands: the amount of hands (or equivalent) the changes at all times.
warrior has. This governs how many weapons or
armour elements he may wield at once. Attributes influence almost everything
that happens within a battle and thus
· Unit Size: The minimum and maximum amount they are very important. They can
of warriors that may be included in a single unit.
be altered during a battle, both to
· Base: the size of the Darklands base that this a warrior's benefit and detriment,
warrior must be based upon. and so must not be taken at
· Cost: The cost of this warrior in gold. Note that
all costs listed on a profile are for an individual
warrior.

16
simple face value. That being said, it is quite obvious
that a huge and powerful creature would have higher
3·4
attributes in some areas than a single human warrior, EQUIPMENT
but the human warrior counters that deficiency by
A warrior's equipment is a very important aspect of
being nimbler and wielding powerful weapons,
his profile for they a great deal of what the warrior
armour and, of course, bringing his companions to
does on the battlefield. Almost every single warrior
bear.
will have at least one combat weapon listed on their
· P, PACE or FL, FLIGHT: this attribute represents profile - what is called a weapon line - and some will
a warrior's movement upon the battlefield. A also have a shot weapon. Many warriors wear
warrior may usually Move up to its PACE armour or bear artefacts and sorcerers almost always
attribute in inches, or FLIGHT attribute in inches know invocations.
if the warrior can Fly.
Some warriors also have options when they are
ATTRIBUTE · S, SKILL: SKILL represents a warrior's prowess mustered, giving their general a lot of flexibility as
in battle. This attribute is sometimes modified by a
TESTS warrior wielding a weapon he is most suited to.
to how they are equipped for battle.
During a battle · M, MIGHT: the innate strength of a warrior. 3·4·1
warriors may
sometimes have to take
MIGHT represents the power within his body and COMBAT WEAPONS
the force he can apply against his enemies.
an Attribute Test to see Combat weapons, as their name suggests, are only
how they react in a · C, CONSTITUTION: CONSTITUTION represents used within hand-to-hand combat, during an Attack
certain situation. For toughness, the amount of punishment a warrior action or similar (although certain aspects, such as
can take before his body is broken and his spirit
example, a warrior attack ranges, are used throughout a battle), and are
departs to the otherworld. CONSTITUTION is the
may have to take a defined on a warrior's profile in terms of their attack
difference between life and death, for if it drops to
Fortitude Test in order 0, a warrior is dead. dice, their MIGHT and damage bonuses and their
to fight a terrible attack range, as well as many other values and rules
creature. · F, FORTITUDE: there are many terrifying sights as explained below.
and sounds upon the battlefield; FORTITUDE is
To perform an attribute the measure of a warrior's ability to withstand the 3·4·1·1
test, a warrior must murderous horror of battle and the monstrosities COMBAT WEAPON TYPE
roll a D100 and they are confronted with.
compare the result All combat weapons have a combat weapon type -
· A, AUTHORITY: AUTHORITY is the such as “Sword” or “Axe” - which is generally
against the value of the representation of a warrior's leadership and
attribute in question on used to refer to that weapon either on a warrior's
discipline, whether they are able to command profile or within the rules, displayed under the
his profile. other warriors to do their bidding and whether
weapon's name. If a certain rule affects Sword
In most cases, a those warriors will respond to those commands.
AUTHORITY can increase and decrease during a
weapons, for example, weapons of the type
warrior fails an “Sword” are affected by that rule.
battle.
attribute test if he rolls
higher than the value of · T, TEMPER: the measure of a warrior's ability to 3·4·1·2
that attribute on the perform sorcery or to withstand a sorcerous COMBAT WEAPON CLASS
D100. attack, as well as measuring the fury within them.
Combat weapons are also bound by the rules of their
Conversely, he passes 3·2·1 combat weapon class which can be natural or borne,
the attribute test if he BASIC AND CURRENT as indicated on their weapon lines.
rolls equal to or lower
than the value of that ATTRIBUTES · Natural: Natural weapons are usually physical
parts of a warrior, such as the bite of a krokod or
attribute on the D100. A warrior's basic attributes are those represented on
the claws of a werwulf. This class of weapon can
his profile as he is mustered. A warrior's current never be destroyed or negated.
Unless a rule states
attributes are those at any given time during the
otherwise, any attribute · Borne: manufactured weapons such as swords or
battle and include anything that affects them, such as
test must be made upon axes or spears are borne into combat, wielded by a
weapons, sorcerous effects or other benefits or
a warrior's current warrior rather than being part of him.
detriments. A warrior's attributes can fluctuate
attributes.
wildly during battle and thus a record must be kept 3·4·1·3
of its current attributes at all times, usually on his ATTACK DICE
profile. Attack dice are mostly used during Attack actions and

3·3 each weapon line shows a certain number of them. If


a weapon has no attack dice, usually thanks to its
TRAITS wielder losing CONSTITUTION, it cannot be used
to Attack an enemy.
A warrior's traits are shown on his profile
underneath his name, next to his attribute values.

17
3·4·1·4 be wielded in combat, and many require more. Some
WEAPON+ can even be wielded in one hand or two hands. The
amount of hands a combat weapon or armour
Almost all weapons have a weapon+ value, which
element requires in order to be used in combat is
signifies the extra power such a weapon lends to the
listed on its line as a hands value.
warrior wielding it, perhaps because of its balance or
keen edge. It is mostly used in an Attack action, Regardless of how many hands are required to use a
added to a warrior's MIGHT to find his COMBINED weapon, a warrior cannot wield weapons and armour
MIGHT, which is calculated for players as “M+W” in the same Attack action such that the total amount
on a weapon line. of hands those weapons and armour require exceed
his own hands value.
3·4·1·5
ATTACK RANGES EXAMPLE
The attack range of a combat weapon is a measure Penda the Bloody-Handed is wielding Nægling
of how far away an enemy can be struck with that and the Shield of the Wulf. Both have a hands
weapon. Long weapons such as spears or pikes can value of 1, and as Penda has 2 hands, he can wield
strike quite far around a warrior, whereas very short both in the same Attack action.
weapons such as daggers or even fists can only be
If a weapon or armour element's hands value is 0, it
used close to. Thus, attack ranges can vary
does not require the use of a warrior's hands in order
depending on the warrior and the weapons he is
to be wielded and so can always be wielded in any of
using.
that warrior's Attack actions.
The attack ranges of a warrior's weapons are shown
on his profile, which can vary from 0” to 6” in the 3·4·2
case of very large creatures, but all warriors have an SHOT WEAPONS
attack range of at least 0” with every weapon they Used during Shoot actions, shot weapons project
possess. An attack range of 0” is called attack missiles to an enemy that is out of combat range.
contact, and this means the warrior needs to be in Shot weapons are defined on a warrior's profile in
base contact with an enemy warrior to use that terms of their shoot dice, their MIGHT and damage
weapon. bonuses and their ranges (which are minimum,
Weapons without an attack range at all (i.e., lethal, effective and maximum), as well as many
declared as “-”) may not be used during an Attack other rules. Some shot weapons may be used in
action. combat, but most only for ranged attacks.

3·4·1·6 3·4·2·1
CHARGE+ SHOT WEAPON TYPE
Some combat weapons are more effective when All shot weapons have a shot weapon type - such as
combined with momentum behind it, such as a “bow” or “longbow” - which is generally used to
mounted warrior using a spear or a mighty creature refer to that weapon either on a warrior's profile or
charging into combat and using its bulk to inflict within the rules, displayed under the weapon's name.
injury upon its puny foes. Such weapons have a If a certain rule affects bow weapons, for example,
charge+ or mounted charge+ value, which is added to shot weapons of the type “bow” are affected by
a warrior's weapon+ and MIGHT to find his that rule.
COMBINED MIGHT if the warrior is a swift charger 3·4·2·2
(see the 7·7·4·1: Swift Chargers section for details). SHOT WEAPON CLASS
This is calculated for players as “M+W+Ch” on a
Shot weapons are bound by the rules of their shot
weapon line.
weapon class which can be natural or borne, as
3·4·1·7 indicated on their weapon lines.
WOUND+ · Natural: Natural shot weapons are usually
If a weapon has a wound+ value it causes extra physical parts of a warrior, such as the breath of a
damage to an enemy when he is struck, perhaps dyndraig. This class of shot weapon can never be
because the weapon is very heavy or simply because destroyed or negated..
it is of a horrific kind that inflicts terrible injury.
· Borne: manufactured shot weapons such as bows
Wound+ is added to the combat damage caused by a or slings are borne by a warrior rather than being
weapon at the end of an Attack action. part of him.
3·4·1·8 3·4·2·3
HANDS SHOOT DICE
Almost all weapons (and some armour elements, Shoot dice are mostly used during Shoot actions and
such as shields) require at least one hand in order to each weapon line shows a certain number of them. If

18
a weapon has no shoot dice, usually Wound+ is added to the shoot damage caused by a
thanks to its wielder losing shot weapon at the end of a Shoot action.
CONSTITUTION, it cannot be
used to Shoot an enemy. 3·4·2·7
HANDS
3·4·2·4 Just like combat weapons, shot weapons require at
WEAPON+ least one hand (and usually two!) in order to be used
Shot weapons to shoot an enemy. The amount of hands a shot
have a weapon requires in order to be used in a Shoot action
weapon+ is listed on its line as a hands value.
value
which Regardless of how many hands are required to use a
signifies the extra shot weapon, a warrior cannot wield weapons and
power such a weapon armour in the same Shoot action such that the total
lends to the warrior using it, perhaps amount of hands those weapons and armour elements
because of its strength or the missiles require exceeds his own hands value.
being shot. It is mostly used in a Shoot If a shot weapon's hands value is 0, it does not
action, added to a warrior's MIGHT require the use of a warrior's hands in order to be
to find his COMBINED MIGHT, wielded and so can always be wielded in any of that
which is calculated for players as warrior's Shoot actions (and sometimes Attack
“M+W” on a weapon line. actions).
3·4·2·5
3·4·3
SHOT WEAPON RANGES
The minimum range, lethal
ARMOUR
range, effective range and Armour can take many forms, from full plate armour
maximum range of a shot to light leather jerkins to tower shields almost the
weapon is a measure of how height of the warriors bearing them, but all armour
effective a weapon is at certain range or, indeed, is designed to protect against or deflect an enemy's
whether an enemy can be shot at all, and are shown attacks from wherever they may come from.
on a warrior's profile in inches. Some shot weapons,
Many warriors have armour listed on their profile
such as bows, can shoot missiles for quite a long
upon an armour line. As armour is an uncountable
distance, whereas some are only used closer to.
noun, sometimes we refer to individual armour lines
· Minimum Range: the minimum range of a shot as armour elements. Some warriors also have armour
weapon indicates how close a Target can be options when they are mustered, giving their general
before it cannot be shot. Weapons such as stone a lot of flexibility. Armour is defined on a warrior's
throwers have a minimum range. profile in terms of their CONSTITUTION bonuses,
· Lethal Range: some shot weapons are more their type and many other rules.
effective the closer they are to the Shooter. If a 3·4·3·1
Target is within a shot weapon's lethal range, the
effectiveness of the shot is increased. ARMOUR TYPE
All armour elements have an armour type - such as
· Effective Range: many shot weapons are more
“light armour” or “shield” - which is generally
effective at certain ranges. If a Target is further
from a Shooter than his shot weapon's effective
used to refer to that armour element either on a
range, the effectiveness of the shot is reduced. warrior's profile or within the rules, displayed under
the armour element's name. If a certain rule affects
· Maximum Range: the maximum range of a shot shields, for example, armour of the type “shield”
weapon indicates how far a warrior can be to are affected by that rule.
become a Target. If a Target is further from a
Shooter than his shot weapon's maximum range, 3·4·3·2
that Target cannot be shot at.
ARMOUR CLASS
Shot weapons without an effective range (i.e., Armour elements are also bound by the rules of their
declared as “-”) may not be used during a Shoot armour class which can be natural, worn or borne, as
action. indicated on their armour lines.
3·4·2·6 · Natural: Natural armour is an innate part of a
WOUND+ warrior, perhaps through scaled or tough skin or
If a shot weapon has a wound+ value it causes extra even bony ridges or spikes. This class of armour
can never be destroyed or negated, and such
damage to an enemy when he is shot, perhaps
armour is usually found on beasts or monsters.
because the weapon is very heavy or simply because
it is of a horrific kind that inflicts terrible injury.

19
· Worn: Many warriors wear armour of many 3·4·5·1
different materials, sizes and shapes, such as plate
INVOCATION TYPE
armour, chainmail, leather shirts, helmets, greaves
- almost anything that can be placed on a body and All invocations have an invocation type - either
worn effectively for protection. Worn armour can “sight” or “focus” - which is used to refer to that
never be negated. invocation either on a warrior's profile or within the
rules, and displayed under the invocation's name. If a
· Borne: the obvious example being a shield, some
armour is borne and wielded in a similar way to a
certain rule affects sight invocations, for example,
weapon and requires one hand or more to use. invocations of the type “sight” are affected by that
rule.
3·4·3·3
ARMOUR+ Sight Invocations
Almost all armour elements have an armour+ value, Sight invocations are those that the sorcerer uses to
which indicates the protection such armour gives to project physical manifestations or divert natural
the warrior wearing it. Armour+ is mostly used in an objects in order to directly harm or affect an enemy
Attack action, added to a warrior's CONSTITUTION unit physically. As such, the sorcerer must be able to
to find his COMBINED CONSTITUTION, which is see the enemy unit in question and their SKILL - as
calculated for players as “C+A” on an armour line. well as other battlefield factors - can determine
3·4·3·4 whether the enemy is actually hit.
WOUND- Focus Invocations
If an armour element has a wound- value it reduces
damage caused by an enemy when a warrior is Sorcerers can affect friends and enemies alike with
struck, perhaps because the armour element is focus invocations but, unlike sight invocations, the
extremely dense. Wound- is deducted from the sorcerer does not need to see the enemy to affect
damage caused by a weapon at the end of an Attack them. However, focus invocations require a
action, Shoot action or Invoke action. concentration of mind that ensures their range is
limited, and so in many ways they are more
3·4·3·5 dangerous to the sorcerer. With their effects often
HANDS much greater than sight invocations, even if not
Just like weapons, some armour elements require at directly harming the enemy, sorcerers are usually
least one hand in order to be wielded in combat, willing to take the risks that focus invocations bring.
such as a shield. The amount of hands an armour 3·4·5·2
element requires in order to be used in combat is
INVOKE DICE
listed on its armour line as a hands value.
Used only to Invoke, invoke dice are, like attack and
3·4·4 shoot dice, listed on the invocation line of a warrior's
profile. If an invocation has no invoke dice, perhaps
ARTEFACTS because of some effect, it cannot be Invoked.
Many warriors bear artefacts that help them during a
battle, perhaps a potion to recover their strength, a 3·4·5·3
sorcerous staff or a sacred talisman that they believe POWER+
protects them against mighty beasts. Whatever its Most sight invocations and some focus invocations
form, an artefact gives its bearer certain advantages have a power+ value which signifies the extra power
over others, and these are listed in its rules. such an invocation produces. It is always used in an
Invoke action, added to an invocation's total price to
3·4·5 find its Combined Power, which is calculated for
INVOCATIONS players as “P+P” on a weapon line.
Sorcerers or sorcerous units always know one or 3·4·5·4
more invocations and these are listed on their profile
INVOCATION RANGES
upon an invocation line. Some warriors also have
invocation options when they are mustered, giving The minimum range, lethal range, effective range and
their general a lot of flexibility. Invocations vary maximum range of an invocation is a measure of how
greatly from sorcerer to sorcerer, from the throwing effective it is at a certain range or, indeed, whether
of magic missiles to spells of healing to trickery or an enemy can be be the Mark of that invocation at
illusion, but almost all invocations draw their power all, and are shown on a warrior's profile in inches.
directly from the sorcerer himself. Some invocations can be used at a great distance,
usually sight invocations, whereas some can only be
Invocations are defined on a warrior's profile in used close to.
terms of their invoke dice, power and price and,
depending on their type the invocation's range, · Minimum Range: the minimum range of an
invocation indicates how close a Mark can be
damage or effects.
before it cannot be the Mark of an invocation.

20
· Lethal Range: some invocations are more 3·5·1·1
effective the closer they are to the Invoker. If a
MOUNT CONSTITUTION
Mark is within an invocation's lethal range, the
effectiveness of the invocation is increased. Whilst ridden, a mount's CONSTITUTION is
effectively added to that of its rider. A rider, when
· Effective Range: many invocations are more suffering wounds from attack damage, shoot damage
effective at certain ranges. If a Mark is further
or invoke damage, may transfer any of those wounds
from an Invoker than his invocation's effective
range, the effectiveness of the invocation is
suffered to his mount's CONSTITUTION, which of
reduced. course affects the mount's combat abilities.

· Maximum Range: the maximum range of an If the mount's Constitution is reduced to 0, the
invocation indicates how far a warrior can be to mount dies but the rider may carry on the fight
become a Mark. If a Mark is further from an despite this. See 2·3·6·6: Mount or Rider Death for
Invoker than an invocation's maximum range, that full details.
Mark cannot be affected by that invocation.
3·4·5·5 Sorcerers
WOUND+ Sorcerers may not pay the price of their invocations
If an invocation has a wound+ value it causes extra with their mount's CONSTITUTION, and similarly
damage to an enemy when he is the Mark of an may not Recover CONSTITUTION to their mount.
invocation, perhaps because the invocation inflicts
terrible injury. Wound+ is added to the invoke
3·5·1·2
damage caused by an invocation at the end of an MOUNT ARMOUR
Invoke action. Some mounts include armour elements on their
profile, and some riders have the option to purchase
3·4·5·6 armour elements when mustering upon a mount.
INVOCATION RULES Regardless of how a mount gains its armour, the
Many invocations, especially focus invocations, armour+ value of a mount's armour elements are
contain unique rules that govern how its effects are simply added to the rider's armour+ value, even if
applied. These rules have their own name and are the rider doesn't have any armour himself.
explained in full on a warrior's profile.
3·5·1
3·4·5·7 ARDENT MOUNTS
INITIAL PRICE
Riders still gain protection from riding an ardent
The initial price of an invocation is the amount of mount, but this takes a different form.
CONSTITUTION a sorcerer must pay in order to
create the invocation. If the sorcerer does not have 3·5·1·1
enough CONSTITUTION to do so, the invocation ARDENT MOUNT CONSTITUTION
may not be created! Ardent mounts, as they can be singled out in Attack
If the initial price value has a “+” suffix, the price actions, Shoot actions and much else besides, do not
may also be increased by increasing the amount of combine their CONSTITUTION with that of the
CONSTITUTION the sorcerer pays to create that rider.
invocation. 3·5·1·2
ARDENT MOUNT ARMOUR
3·5 The armour elements of ardent mounts do not
MOUNTED WARRIORS increase the armour+ value of the rider. However,
Mounted warriors essentially combine two warrior the rider still gains some protection from riding such
profiles, that of the rider and the mount, into one beasts, and this is reflected upon his profile under
warrior profile. However, there are major mount options as a mount+ value. Mount+ values are
differences between how riders and mounts are added to the rider's armour+ value, even if the rider
combined and how riders and ardent mounts are doesn't have any armour himself.
combined.
3·6
3·5·1 EQUIPMENT RULES
MOUNTS Some equipment has extra rules associated with it
When riding a mount (rather than an ardent mount) and these are listed under the rules sections of their
the rider gains protection from the mount's bulk and lines.
its armour, and this is reflected by the rules below.

21
3·6·1 · the warrior's head mark is touching an enemy's
base
STANDARD EQUIPMENT
3·6·1·6
RULES PARRY
Standard equipment rules are used by a lot of Some weapons and armour can be used effectively to
different equipment and are included in these rules parry an enemy's strike, such as a shield or even a
rather than listed in full on a warrior's profile. sword in the hands of a skilled wielder. Weapons or
3·6·1·1 armour elements with the rule “Parry” gain a
beneficial parry modifier in combat, although only
SWITCH
armour elements with the rule “Parry” gain evade
It is often the case that some weapons or armour on and avoid modifiers against shooting and sight
a warrior's profile must be switched with another invocations.
weapon so that it can be used. For example, a sword
may have the rule “Switch (spear)”. In this case, 3·6·1·7
the sword may not be used in the same Combat SPRAY WEAPONS
action as that of the spear, and vice versa. Some weapons are also “Spray weapons” which are
Sometimes more than one weapon or armour generally used as part of a Shoot action, perhaps
element must be switched; for example, a two- thanks to a natural ability such as a dragon's fiery
handed sword may have the rule “Switch (sword, breath. Spray weapons are very accurate as they use
shield)”. In this case, the two-handed sword must templates to determine how many warriors are hit
be switched with both the sword and the shield in and, whilst they can be indiscriminate, are often used
order to be used. in combat.

If a weapon or armour element can be switched


3·6·1·8
with more than one other weapon or armour CRUSH WEAPONS
element, it would have a similar rule to “Switch Many powerful war machines or monstrous beasts
(weapon or spear)”. This rule means the weapon in have the ability to use “Crush weapons” as part of a
question can be switched with either a sword or a Shoot action, perhaps by throwing a huge stone or a
spear. block of ice. A template is used to determine how
many warriors are hit, but the accuracy of crush
Switching Hands weapons is poor and - whilst the effects can be
A weapon or armour element can be used in either devastating - it can prove difficult for the thrower to
one hand or two hands if it has a rule similar to hit exactly what he wants every time he uses one.
“Switch Hands (sword)”. This means that a 3·6·1·9
warrior can use his sword in either one hand during ONE USE ONLY
an Attack action or two hands. Such a weapon will
Equipment marked “One use only” may only be used
have two weapon lines for its different hand usage.
once per battle.
3·6·1·2
MOUNTED CHARGE+ 3·6·2
If a weapon has the rule “Mounted charge+”, UNIQUE EQUIPMENT RULES
charge+ bonuses only apply if the warrior is the rider Unique equipment rules have their own name and
of a mount as well as a swift charger. are explained in full on a warrior's profile.
3·6·1·3 3·6·3
FOOT ONLY MUSTER EQUIPMENT RULES
If a weapon has the rule “Foot only”, it may only
Only used when mustering a host, muster equipment
be used if the warrior is not the rider of a mount.
rules are listed under a warrior's weapon or armour
3·6·1·4 options. These are explained in the Muster Rules.
MOUNTED ONLY
If a weapon has the rule “Mounted only”, it may
only be used if the warrior is the rider of a mount.

3·6·1·5
IMPACT STRIKE
Weapons that have the weapon rule “Impact strike”
may be used in the Impact Strike step of the Attack
Sequence if:

· the warrior using that weapon is a Swift Charger


22
·4·
THE BATTLEFIELD
The site of the battlefield is very important for it determines the terrain fought over and therefore
how both hosts position themselves. Advantages can be gained from a forest on a flank or a
commanding position on a hill, but as units move and hours pass the terrain itself can affect the
outcome of the battle.

4·1 · Obstacle: any feature such as a gate, a fence, a


wall or a hedge is an obstacle. Obstacles are rough
TERRAIN ground and may offer cover to warriors behind it.

The various terrain features on the battlefield can · Water: any feature such as a river or a lake is
affect many things during the battle itself, not least water terrain and is impassable ground to warriors
line of sight, but the chief impact of terrain is upon a that are not amphibious. If a warrior is
amphibious, water terrain is area terrain and rough
warrior's movement. Some terrain is easy to move
ground and amphibious warriors may claim cover
through, some quite difficult and some almost whilst within it.
impassable.
· Shallow Water: marshes or similar features such
4·1·1 as fords or streams are shallow water terrain but
TERRAIN not impassable. They are, however, area terrain
and rough ground to all warriors, including
FEATURES amphibious ones.
Terrain features upon a · Scrub: any feature comprising rocky ground,
Darklands battlefield could bushes, scree or the like counts as scrub, which is
take the form of both area terrain and rough ground. Warriors
almost anything a partly or completely within scrub may claim cover.
player could think 4·1·2
of that would be
relevant to a OPEN GROUND
dark ages Most battles are fought over open ground, that is to
battle. say any part of the battlefield without a terrain
feature. Under normal circumstances, warriors Move
1” for each MOVE value over open ground, and so a
warrior with a MOVE of 5 can Move 5” over open
ground.

4·1·3
ROUGH GROUND
Most patches of terrain - such as woodland,
brush or scrub - are considered to be rough
ground and whilst it can be moved across such
ground restricts the movement of almost everything
that does so. Any Ground Movement over rough
However, ground via any action is a Difficult Move.
every single piece of terrain
on the battlefield must be 4·1·4
classified as one of the
following before a battle:
IMPASSABLE GROUND
Some terrain is simply impossible to traverse for
· Hill: any feature higher than the battlefield itself most warriors, examples being cliff faces, deep lakes
(and that is not a building) represents a hill. Hills or lava flows. Any such terrain is impassable ground
are both area terrain and elevated terrain but are and cannot be moved across by any action using
not rough ground unless parts of them are scrub.
Ground Movement.
· Wood: any feature containing trees. Woods are
area terrain, elevated terrain and rough ground. 4·1·5
Whilst partly or completely within a wood, OBJECTS
warriors may claim cover.
Some rules reference objects upon the battlefield,
· Building: Buildings are area terrain, impassable such as an invocation that allows a warrior to burn a
ground and elevated terrain.
23
forest or destroy a column of rocks. An object can be chooses a unit from his host to be positioned upon
any terrain feature, marker or obstruction on the the battlefield first (as per the Positioning
battlefield that is not a warrior. Restrictions below), or he may force his opponent
to position a unit first should he wish.
4·1·6
POINTS The players then alternate placing units from their
own hosts - in any order they wish - upon the
Some rules reference points upon the battlefield, battlefield until there are none left to position from
such as an invocation that can be created at any within their respective hosts.
point within range. A point can be any particular
spot of the battlefield regardless of what lies upon 4·4·2
that spot, such as a terrain feature or a unit.
POSITIONING RESTRICTIONS
4·2 There are some restrictions to when and where units

POSITIONING
can be positioned on the battlefield, as outlined
below.
TERRAIN · Units may not be positioned further than 10”
Terrain should be positioned before before hosts are from the player's battlefield edge
positioned. Simply place at least four or five pieces · Units may not be placed within 2” of the left and
of terrain around the battlefield in a random manner right battlefield edges
that is agreeable to both players.
· Units may not be placed within 1” of any other
4·3 unit

BATTLE SIZE · Units may not be placed within 10” of an enemy


unit
Broadly, the battle size (and thus the battlefield
· Nobles that can Join a unit - if they have not
size) should be determined by the amount of time
already been mustered as such - may do so when
both players have to play a game of Darklands, they are positioned. Nobles that have Joined a unit
although of course the miniatures the players have in when mustered must be positioned on the
their possession is the largest limiting factor. battlefield within the unit they have Joined.

As long as both players have a good grasp of how to · Similarly, if they have not been mustered as such,
play Darklands, a Skirmish will take around two units may Bind to other units when positioning
hours to play, whereas a Battle could take up to four them (if they are allowed to form a Bound unit of
or five hours, depending on the hosts chosen. It is course). If a Bound unit was formed when
mustering, all of the units within that Bound unit
advised that players choose War only if they have a
must be positioned on the battlefield at the same
full day to play a battle - and a table that is big time.
enough!

Battle Size
Battle Size Gold Field Size

Skirmish 0 to 1,000 4' x 4' field

1,000 to
Battle 6' x 4' field
2,500

2,500 to
War 8' x 4' field
5,000

4·4
POSITION THE HOSTS
Before battle is joined, both hosts must be positioned
upon the battlefield itself by both players taking
turns to place a unit.

4·4·1
POSITIONING ROLL
To see which player positions a unit first, both
players must roll a D100. This is called the
Positioning Roll. The player who rolls highest

24
·5·
THE BATTLE
Once the hosts have been deployed upon the battlefield, the first orders must be issued and the
general with the initiative determined. Only then are both hosts ready to join battle and fight for the
glory - or survival - of their realm!

5·1 when they are activated and never before, although


of course players may look at the order tokens for
INITIAL ORDERS their own units whenever they wish.
Before the battle begins, both generals must issue Order tokens are turned face down again at the end
initial orders to every command in their host. These of each hour, and then turned over during their next
must be issued in secret so that players do not know activation. This ensures players do not forget which
the initial orders that have been issued to enemy units have activated and which have not!
commands and thus gain an advantage.

When issuing initial orders, generals may issue


5·2
different orders to each of the units within his own BATTLE HOURS
command, but may only issue orders to the
The battle is divided into battle hours (or more
commanders of other commands or individuals
simply, hours), which measure both the length of
outside of commands. In other words, each command
time that battle is joined and the weariness of the
and individual (if outside of a command) is placed
hosts. During each hour, every unit on the
under one order before the battle begins.
battlefield may perform one or more actions from
Units that only accept certain orders (such as Feral their current orders in any sequence they wish,
units) ignore any other orders from their depending on their vigour and heart, although they
commanders. may be forced into reactions thanks to certain
occurrences that are not under their control.
During the battle, commanders and even individual
units may be issued with new orders, either by the Once every unit on the battlefield has performed an
general himself or by their commander. action or is weary, the current hour ends and the
next hour begins.
If a unit is positioned so that none of its warriors are
within its commander's command range, that unit 5·2·1
may not receive Initial orders and is automatically BATTLE HOUR SEQUENCE
placed under HOLD orders (except for Feral units,
The sequence of the battle within each hour is
which are placed under ATTACK orders, and for
relatively simple to follow and yet the actions that
Flyers, which are placed under MOVE orders).
are made during that hour can ensure that
5·1·1 proceedings become quite complex.

ORDER TOKENS 5·2·1·1


When the initial orders are decided upon, both DETERMINE UNIT STATES
players must place the relevant order tokens face At the beginning of each new hour, each unit's state
down behind each unit within the general's - their vigour as well as their heart (which does not
command and also behind each commander. really feature in the QuickStarter Rules but is
included here out of completeness) - must be
Whilst generals and units within commands do not determined. This is important, for it directly
necessarily need order influences the actions those units can perform.
tokens at the beginning
of the battle, it is Vigour
VIGOUR STATE
recommended that all
The readiness of a unit to do battle is governed by its units, whether a single At the beginning of each new hour every unit's
vigour. Every unit upon the battlefield is one of either miniature or a unit of vigour changes to lively. Every unit's vigour is lively
lively, active or weary at any time during a battle. twenty warriors, has an at the beginning of the battle.
order token.
Lively: a unit that has not activated during this hour Heart
and may be chosen to activate once Order tokens are only At the beginning of each new hour every unit's
Active: a unit that has been activated during this ever turned over to heart changes to resolute. Every unit's heart is
hour, but not yet completed the actions chosen reveal the unit's (or resolute at the beginning of the battle.
command's) orders
Weary: a unit that has been activated once during this
hour and completed the actions chosen 25
5·2·1·2 Perform Compulsory Actions HEART STATE
GAINING THE INITIATIVE Some actions are compulsory actions for units Many battles are won or lost
At the beginning of each new hour - including the containing warriors of a certain acuity or in a through the morale of its
very first of the battle - the general who shows the particular situation, and these must take place warriors. Those that lose heart
greatest initiative will be able to perform the first where possible before any actions are chosen can often run from the field,
action. Some generals are quicker of thought than to be performed. whilst those with renewed
others or perhaps more used to exercising their courage can fight on through
authority quickly, and so a general's AUTHORITY Perform Voluntary Actions impossible odds. Such
attribute becomes very important at this time. Once an action is chosen to be performed, the willingness to fight is measured
active unit must perform that action until it - in Darklands by a unit's
Initiative Test and any reactions for any unit that occur as a Heart.
To find out which general Gains the Initiative, and result of performing that action - are resolved. Resolute: a unit that is not in
can thus perform an action with one of the units any other heart. Such units are
within his host before his opponent, both players' Perform Further Actions willing to fight and will do so
generals must take an AUTHORITY TEST (in this An active unit does not have to perform whenever they are asked
case an INITIATIVE TEST). more than one action but may do so if the
If the INITIATIVE TEST is passed by both players, actions they perform allow this (see the 7·1:
the general that rolled lowest Gains the Initiative (in Further Actions rules for more details). Some
the case of a tie, both generals must take the actions cannot be performed after certain other
INITIATIVE TEST again). actions, so the choice of which actions to perform in
which order is very important.
If one general passes the INITIATIVE TEST and the
other fails it, the general that passes the INITIATIVE Active Unit Becomes Weary
TEST Gains the Initiative. Once an active unit has resolved all of the actions it
wishes to perform, and any resulting reactions have
If neither general passes the INITIATIVE TEST,
been resolved, the active unit's activation ends and it
both generals must take the INITIATIVE TEST
becomes weary until the next hour begins.
again.

The general that did not Gain the Initiative in the


5·2·1·4
previous hour may re-roll their INITIATIVE TEST RETAINING THE INITIATIVE
once (called an INITIATIVE TEST RE-ROLL) if The player who has Gained the Initiative may now
they pass this test yet wish to gain a lower result. try to activate another lively unit within his host
However, the second roll is binding. with either his general or his commanders.
However, this is fraught with danger for the unit
5·2·1·3 may not be ready to fulfil their wishes.
USING THE INITIATIVE
The general who has Gained the Initiative may Retained Initiative Test
activate any one lively unit within his host to To Retain the Initiative, the lively unit chosen to
perform an action. This unit then becomes an active activate - now also called the Retained unit - must
unit immediately. take an AUTHORITY TEST, called a RETAINED
INITIATIVE TEST. This AUTHORITY TEST may
In the very first activation of each hour (including
be taken against the AUTHORITY of either the
the first hour of the battle), a general may Pass the
general (if the Retained unit is within his command
Initiative to the opposing general instead of choosing
range) or the Retained unit's commander (if the
a lively unit of his own to perform an action. By
Retained unit is within his command range). In all
Passing the Initiative, a general also passes the ability
other circumstances the RETAINED INITIATIVE
to perform an INITIATIVE TEST RE-ROLL to the
TEST must be taken against the Retained unit's
opposing general at the beginning of the next hour.
AUTHORITY.
If all of the units within a general's host are weary,
he can only Pass the Initiative to the opposing EXAMPLE
general until the next hour begins. The Norse general Eirik Longaxe wishes to
Retain the Initiative with a unit of Trolls, which
Whoever has the Initiative, the active unit must are lively. The Trolls are part of his command and
choose to perform one or more actions from the list within his command range, and thus the Trolls
of actions that their current order allows. See sections may take the RETAINED INITIATIVE TEST
against Eirik's AUTHORITY.
6: Orders and 7: Actions for further details.
If the RETAINED INITIATIVE TEST is passed, the
Retained unit immediately becomes active and may
perform actions as outlined above. If this test is

26
failed, the Retained unit immediately becomes hour. Before that can begin, however, both players
weary. must first follow the Gathering Courage Sequence
below - with the player who last Had the Initiative
Generals and commanders may each only attempt to following the sequence last - to see if their units and
Retain the Initiative once per battle, and only one possibly their hosts have the courage to stay on the
attempt to Retain the Initiative may be made per battlefield.
battle hour. Generals may try to Retain the Initiative
with any lively unit within his host (including the Gathering Courage Sequence
general himself) and any allied units. Commanders
1: Woe! Woe!: if a host's mustered general dies,
may only try to Retain the Initiative with lively units
panic spreads and warriors often flee the field
within their own command, including themselves.
before a subordinate establishes order. Each unit
Replacement generals, unless they are commanders from a host whose mustered general dies must
that have not already Retained the Initiative, may not take a FORTITUDE TEST, in this case a WOE
attempt to Retain the Initiative. TEST, on its replacement general's FORTITUDE
attribute regardless of where he is on the field (see
5·2·1·5 2: The Death of a General to determine
PASSING THE replacement generals). If the WOE TEST is
INITIATIVE passed, the unit remains on the field. If the WOE
TEST is failed, the unit is removed from the
If a general has not attempted to Retain the
battlefield and counts as having fled when
Initiative, has completed an activation calculating whether a host is ravaged and when
with a retained unit or has no lively units calculating the butcher's bill. Elite, Veteran,
to activate, he must Pass the Initiative to the Feral, Fanatical or Mindless units need not take a
opposing general. WOE TEST and always remain on the field. A
unit only need take the WOE TEST once per
Once the Initiative has been battle and will pass any future WOE TESTS it is
passed, the opposing general required to make.
has now Gained the Initiative
2: Ravaged: any host that has less than 25% of its
and must choose a lively unit warriors remaining on the field in terms of Gold
from his host to activate and cost (not including allied warriors or sell-swords)
perform actions as per the has been ravaged and thus could flee the field
5·2·1·3: Using entirely when victory conditions are checked.
the Initiative Note that the CONSTITUTION of individual
rules. warriors does not make any difference to their
host being ravaged. It is the sight of a great
number of friendly warriors scattered in death that
breaks a host!
3: Winning the Field: a player must check if they
have won the field as per the 5·3·2: Winning the
Field step.
If neither player has won the field, the battle
continues and the next hour begins from step
5.2.1.1: Determine Unit States of the Battle
Hour Sequence above.

Remember, if he has 5·3


THE END OF THE
no more lively
units to activate,
he can only Pass the
Initiative back to his
BATTLE
opponent until the Non-competitive battles generally end in one of two
next hour begins. ways - either the rules dictate that a general wins
the field or the players decide to end the battle at a
Generals may not Pass the mutually agreed hour. Additionally, a player may
Initiative in sequence. In other words, if a accept the inevitable and withdraw their host,
general has Passed the Initiative to his opponent, that ensuring his opponent has won the field.
opponent may not then Pass the Initiative back.
5·3·1
5·2·1·6
LAST BATTLE HOUR
AN HOUR PASSES
A simple method to end any battle is for both
Once all of the units on the battlefield are weary,
players to decide, before the battle begins, how
the battle hour is deemed to have passed and both
many battle hours it will last. A good rule of thumb
players must ready themselves for the next battle

27
to decide how many battle hours to play, at least 5·3·3
when playing a Skirmish, is to work out how many
real hours the players have to play the battle and THE BUTCHER'S BILL
double that number to find the last battle hour. In victory or defeat, generals always seek out the
Thus, if players have three hours in which to play a butcher's bill to quantify the breadth of their victory
game of Darklands, they should play six battle hours - or, indeed, the depths of their defeat.
and end the battle once the sixth battle hour has
passed. Each player has their own butcher's bill. A player
must add the cost in Gold (when mustered) of every
Of course, in the allotted hours one general may win dead or fled warrior from his host to to calculate
the field thanks to a victory condition being fulfilled, their butcher's bill.
but if that does not happen both players know the
battle will end at a certain hour. Additionally, players must add half of the cost in
Gold of every warrior from their host that has
5·3·2 become a casualty to their butcher's bill. A player
WINNING THE FIELD may choose which warrior from a unit is the
wounded warrior for this purpose.
If players wish to fight to the bitter end with their
hosts in a no-quarter-asked - no-quarter-given Dead Warriors
manner, complete with gritted teeth and clenched
Dead warriors are defined as warriors having 0
jaws, the battle simply continues until either player
CONSTITUTION at the end of the battle.
has won the field. Even if players have decided to
reach the last battle hour and then end the battle, Casualties
either general could still win the field during the
course of the hours they play. Casualties are defined as warriors having less than
half their basic CONSITUTION remaining at the end
Regardless of intent, if any of the victory conditions of the battle.
below are met at the end of any battle hour, a
general has won the field and the battle ends. It is 5·3·3·1
then left for both players to seek out the butcher's COMPARING THE BUTCHER'S BILL
bill and thus gain bragging rights... until their next Once both players have calculated their respective
battle! butcher's bill, they must then compare the results.
5·3·2·1 The player that has the lowest butcher's bill has won
VICTORY CONDITIONS the field if no other victory condition has been met;
At the end of each hour, players must check the he may not have destroyed his foe, but more of his
following Victory Condition Sequence in the order warriors live to fight another day.
presented below to see if the field has been won. If a
If both player's butcher's bills are within 100 Gold
victory condition is fulfilled, the battle may end and
of each other, neither player has won the field and
thus the player indicated wins the field. No further
the battle is deemed to be a stalemate.
victory conditions are checked should a player win
the field.

Victory Condition Sequence


1: Slaughtered!: if all of the warriors within a host
are dead or have fled, the opposing general wins
the field.
2: Cowardly Withdrawal: if a player voluntarily
withdraws his host from the battle, his opponent
wins the field.
3: Ravaged: if a host's death toll is very large, it
could flee the field. Any host that has been
ravaged must take a FORTITUDE TEST, in this
case a NERVE TEST, on its general's
FORTITUDE attribute every hour after it became
ravaged. If this test is passed, the host continues
the battle. If this test is failed, the general's nerve
breaks and any remaining warriors, including the
general, count as having fled. Thus, the battle
ends and his opponent wins the field.
4: Last Battle Hour: if the end of the last battle
hour has been reached, the butcher's bill is sought.

28
·6·
ORDERS
Orders in Darklands are directives given by the general to his host's commands (including his
own). By giving orders to his subordinates, who then direct the units in their command to do the
general's bidding, the general can control his host effectively and not have to worry about what
individual units are doing. That, at least, is the theory.
In the Quickstarter rules there are three types of order, ATTACK orders, MOVE orders and
HOLD orders, and each order enables a unit to perform certain actions in different ways.
Sometimes more than one action can be performed during the same hour.
It is recommended that the various actions available to each order are read through before the
battle to make sure players understand the benefits and detriments of those orders.

6·1 6·1·1
NOBLES THE GENERAL
The general need not issue orders to himself in the
Nobles enjoy a great deal of freedom upon the
same way as other units; he is the general, he does
battlefield, especially the general himself. Whilst the
as he wishes. Instead, he simply decides at the
general will issue orders to lesser nobles,
beginning of his activation which action(s) he wishes
many can perform other actions as
to perform. As such, he is not considered to be
well as those allowed by their
under any orders at all.
orders.
The general (and thus any
unit he has Joined or is
Bound to) may perform
any of these actions
during his activation:

Walk, Run, Fly, March,


Charge, Attack, Attack
Move, Shoot, Attack Shoot,
Invoke, Attack Invoke,
Recover, Brace, Reform, Join,
Issue New Orders

6·1·2
COMMANDERS
AND
INDIVIDUALS
Commanders and individuals are
not as hidebound by the general's
orders as vassals - they enjoy some
personal freedoms and thus are quite
flexible.

Noble Commanders
Noble commanders (and any unit they have
Joined or are Bound to), including allied
commanders, may perform any of these actions,
in addition to any allowed by the orders they are
under, during their activation:

Walk, Run, Fly, Recover, Brace, Reform, Join, Issue


New Orders

29
Noble Individuals GENERALS, COMMANDERS AND COMMAND RANGE
Noble individuals, including allies and sell- Generals and commanders are expected to command effectively, to encourage the warriors
swords, may perform any of these actions, in under their command to fight well but also to curse them when they are not fighting well
addition to any allowed by the orders they are enough. Thus, warriors look to their leaders to lead, in the truest sense of the word.
under, during their activation:
Except for allied units, any friendly unit within the general's command range may use their
Walk, Run, Fly, Recover, Brace, Reform, Join general's Fortitude for any Fortitude Test they must take, or the general's Authority for any
Authority Test they must take. The general's command range is determined by simply
6·2 dividing the general's Fortitude by 10, rounding down any fractions.

VASSALS Any unit within a commander's command range that belong to his command may use their
commander's Fortitude for any Fortitude Test they must take, or the commander's Authority
Vassals are the subjects of their kings and lords
for any Authority Test they must take. The commander's command range is determined by
(whether they know it or not) and thus are
simply dividing the commander's Fortitude by 10, rounding down any fractions.
strictly controlled upon the battlefield - and
woe betide those who do not perform the
general's will! Vassals may only perform the they can manoeuvre around the battlefield and
actions their orders allow them to and rarely enjoy position themselves to attack more effectively later.
any kind of freedom to do otherwise. If attacked they can defend themselves, but
commands under these orders do not attack as
Vassal Generals and Commanders effectively as those who have fortified themselves for
Vassal generals act as noble generals and thus can a fight.
perform any action a noble general can, as can the
unit they lead. Vassal commanders may only act 6·4·1
upon the orders given to them by the general. MOVE ORDER ACTIONS
6·2·1 The following actions may be performed by a unit
under MOVE orders: Walk, Run, March, Fly,
FLYING UNITS Attack, Attack Move, Shoot, Attack Shoot, Invoke,
Flying vassals, in addition to any actions allowed by Attack Invoke, Reform, Join, Bind
the orders they are under, may perform a Fly action
during their activation. 6·5
6·2·2 HOLD ORDERS
SORCEROUS UNITS Sometimes a general needs to be defensive with a
part of his host, perhaps because of a lack of
Sorcerous vassals, in addition to any actions allowed
numbers or even because of the type of warriors a
by the orders they are under, may perform a Recover
commander has brought to a battle. HOLD orders
action during their activation.
are perfect for commands to be defensive, for they
6·3 expect to be attacked and are ready to hold their
ground and defend their position.
ATTACK ORDERS
ATTACK orders are issued to commands and units so
6·5·1
that they join battle with or try to inflict damage HOLD ORDER ACTIONS
upon the enemy as soon as possible. To that end The following actions may be performed by a unit
such orders are inherently offensive, enabling units under HOLD orders:
under those orders to Move quickly towards their
foes, to Charge and destroy them and perhaps hurl Brace, Shoot, Volley Shoot, Attack, Attack Move,
themselves onto further enemies. Attack Shoot, Invoke, Attack Invoke, Recover, Reform

6·3·1
ATTACK ORDER ACTIONS
The following actions may be performed by a unit
under ATTACK Orders: Walk, Run, Fly, Charge,
Attack, Attack Move, Shoot, Attack Shoot, Invoke,
Attack Invoke

6·4
MOVE ORDERS
If a general wishes to be more circumspect, he may
give some of his commands MOVE orders so that
30
·7·
ACTIONS
During a battle a general's warriors must be called upon to move, fight, shoot or indeed anything
else necessary to force the enemy from the field of battle. Collectively, these are called actions. Actions
are directly related to orders and only certain orders will allow a unit to perform certain actions.
For example, a vassal unit under HOLD orders cannot perform a Walk action, and nor can a
unit under ATTACK orders perform a Brace action!

7·1 actions it is allowed to perform afterwards (column)


on the Action Matrix. If the cross-referenced
PERFORMING AN element is marked “X”, that action can be

ACTION performed as a further action. If the cross-reference


element is marked “X*” there are consequences to
Once an action is chosen to be performed, the unit performing that further action! Players must read
must perform that action until it - and any reactions the further action's rules to see the form of those
for any unit that occur as a result of performing that consequences.
action - are resolved.
7·1·2
7·1·1 PREVIOUS ACTIONS
FURTHER ACTIONS It should be noted that all further actions available
Many actions allow further actions to be performed in depend upon the action that has just been resolved,
the same activation, and these are noted both in the called the previous action. Thus, whilst a Walk action
Action Matrix to the left and within the various allows warriors to perform an Attack action
actions themselves. Note that further actions are often afterwards in the same activation, any further actions
affected by those already performed; for example, if after the Attack action that has been performed
a unit has performed a Walk action and then a Shoot depend upon the Attack action, not the Walk action.
action, the unit's shots are hindered somewhat.
EXAMPLE
To see whether another action can be performed by Euryalia has performed a Walk action and becomes
a unit in the same activation, cross reference the engaged in combat. She can then perform an
action the unit has already performed (row) with the

ACTION MATRIX
FURTHER ACTION
CHARGE ATTACK VOLLEY ATTACK ATTACK I S SUE NEW
WALK RUN MARCH FLY CHARGE ATTACK SHOOT INVOKE RECOVER BRACE REFORM JOIN BIND
ATTACK MOVE SHOOT SHOOT INVOKE O R D ER S

WALK - - - - - X - - X* X* - X* - X* - - X X X

RUN - - - - - X - - X* X* - X* - - - - X X X

MARCH - - - - - - - - - - - - - - - - X - X

FLY - - - - - X - - X* X* - X* - - - - X X X

CHARGE - - - - - X* X* - - - - - - - - X* X - X

ATTACK - - - - - X† - - - - - X* X* - - X* X - X
CHARGE
ATTACK
- - - - - X - - - - - - - - - X* X - X
PREVIOUS ACTION

ATTACK
MOVE
- - - - - X - - - - - X* X - - X* X - X

SHOOT X* X* - X* - X* - - X† X† - - - - - - X X X
VOLLEY
SHOOT - - - - - - - - X† X† - X* X* - - - X - X
ATTACK
SHOOT
- - - - - X - - - - X† X* - - - X* X - X

INVOKE X* X* - X* - X* - X* X* - - X† - - - - X X X
ATTACK
INVOKE
- - - - - X - - - - - X† - - - X* X - X

RECOVER - - - - - - - - - - - - - - - - X - X

BRACE - - - - - X* - - X* X* X* X* - - - - X X X

REFORM - - - - - - - - - - - - - - - - X - X

JOIN X X X X X X X X X X X X X X X X - X X

BIND X X - X - X - - X - - X - - X - X - X
I SSUE NEW
O R DER S X X X X X X X X X X X X X X X X X X X†

31
* indicates a further action that has special rules because of the previous action
† indicates an action that may be repeated consecutively in the same activation
Attack action, as that is a further action allowed to Note that most individuals cannot Join a unit, let
warriors that have just performed a Walk action; alone lead them, but there are some exceptions to
but if she does so, she cannot then perform a this depending on the individual warrior involved.
Recover action, as that cannot be performed after an
Attack action.
7·3
7·1·3 WALK ACTION
ONCE PER ACTIVATION Sometimes the sight of a slowly advancing enemy,
Most actions can only be performed voluntarily once swords clashing against shields as they walk, is just
per activation. For example, a unit cannot perform as terrifying as an enemy charging into battle, for
two Walk actions voluntarily in the same activation, there would be time to think, to worry, for bowels
or Join, Leave and then Join another unit. to loosen in the face of a relentless foe.

However, there are some actions - denoted by 7·3·1


“X†” on the Action Matrix - that can be repeated
PERFORMING A WALK
consecutively, i.e., uninterrupted by any other action.
See their rules for details. ACTION
Walk actions are voluntary actions. To perform a
7·1·4 Walk action a unit must simply declare that it is
INCONSEQUENTIAL doing so, thus becoming a Walking unit until the
ACTIONS Walk action is resolved.

Generals may Issue New Orders whenever they wish Units performing a Walk action make a Ground Move
during an activation and however many times they up to their current PACE attribute in inches, and
wish, as long as that does not interrupt any other must Walk at least 1” where possible.
action. As such, Issue New Orders is the only
Inconsequential Action in the QuickStarter rules - it If a unit is engaged in combat, beset or is immobile,
has no bearing on the performing of further or it cannot perform a Walk action. Units engaged in
previous actions. combat or beset may perform a Walk action as part
of an Attack Move action, however.
7·2 7·3·1·1
NOBLES WITHIN RESOLVING A WALK ACTION
UNITS Once all of the Walking warriors or Walkers have
completed their Move, the Walk action is resolved.
Generals and commanders often Join units to bolster
their fighting qualities or to keep them steady, but 7·3·1·2
an added benefit is that they usually become the UNDER ATTACK ORDERS
unit's leader. Walking units under ATTACK orders must end their
Walk action closer to an enemy unit than when they
Having units with noble leaders is often highly began it. In other words, they must walk towards an
desirable as such units can be very flexible in the enemy unit!
ensuing battle. If a general, commander or individual
is the leader of a unit, that unit is considered to be 7·3·1·3
under that leader's orders. However, whilst that unit PREVIOUS ACTIONS
may have access to that leader's orders, and thus his Units that have performed Shoot, Invoke, Bind, Join
actions, it does not necessarily follow that the unit or Issue New Orders actions may perform a Walk
can perform a certain action that the noble can. For action afterward in the same activation.
example, if a sorcerer becomes a unit's leader, he
may still perform a Recover action, but the unit If a Walking unit has Shot or Invoked previously in
cannot perform a Recover action unless it is sorcerous the same activation, all Movement during the Walk
itself. action is performed as if it is a Slow Move.

Note, however, the Joined unit would count as 7·3·1·4


having performed the Recover action as the noble is FURTHER ACTIONS
still a part of it. This of course restricts the Joined Units that have performed a Walk action (that is not
unit's further actions, and it is suggested that players part of an Attack Move action) may only perform an
plan the actions their Joined units perform, and in Attack, Shoot, Invoke, Recover, Bind, Join or Issue
what order they are performed, carefully. It may be, New Orders action afterward in the same activation.
for example, that the best way for a noble to
perform an action that would restrict their unit's
further actions would be to Leave that unit first (see
7·13·3: Leaving).

32
7·4 weapons and shields in order to do so, and thus can
be quite vulnerable both during and after the march.
RUN ACTION 7·5·1
Most warriors simply run as quick as they can into
battle, to get to grips with the enemy before they PERFORMING A MARCH
have a chance to react, to gain the initiative and ACTION
place their foes into a position they do not wish to March actions are voluntary actions. To perform a
be in. March action a unit must simply declare that it is
7·4·1 doing so, thus becoming a Marching unit until the
March action is resolved.
PERFORMING A RUN ACTION
Run actions are voluntary actions. To perform a Run Units performing a March action make a Ground
action a unit must simply declare that it is doing so, Move up to thrice their current PACE attribute in
thus becoming a Running unit until the Run action is inches, and must Move at least 1” further than twice
resolved. their current PACE where possible.

Units performing a Run action make a Ground Move Marching warriors may not Change Direction more
up to twice their current PACE attribute in inches, than once during their March Move.
and must Move at least 1” further than their current If a unit is engaged in combat, beset or is immobile,
PACE where possible. it cannot perform a March action.
If a unit is engaged in combat, beset or is immobile, 7·5·1·1
it cannot perform a Run action. Units engaged in RESOLVING A MARCH ACTION
combat or beset may perform a Run action as part of
Once all of the Marching warriors or Marchers have
an Attack Move action, however.
completed their Move, the March action is resolved.
7·4·1·1
7·5·1·2
RESOLVING A RUN ACTION
PREVIOUS ACTIONS
Once all of the Running warriors or Runners have
Units that have performed a Join or Issue New
completed their Move, the Run action is resolved.
Orders action may perform a March action afterward
7·4·1·2 in the same activation.
UNDER ATTACK ORDERS 7·5·1·3
Running units under ATTACK orders must end FURTHER ACTIONS
their Run action closer to an enemy unit than when
Units that have performed a March action may only
they began it. In other words, they must run
perform a Join or Issue New Orders action afterward
towards an enemy unit!
in the same activation.
7·4·1·3
PREVIOUS ACTIONS 7·6
Units that have performed Invoke, Bind, Join or Issue FLY ACTION
New Orders actions may perform a Run action
Some warriors or creatures have the ability to fly,
afterward in the same activation.
and such freedom of movement is unknown to those
If a Running unit has Invoked previously in the same who can only tramp along the ground in the mud
activation, all Movement during the Run action is and blood. Thus, flyers have a much greater range of
performed as if it is a Slow Move. movement than most warriors.

7·4·1·4 7·6·1
FURTHER ACTIONS PERFORMING A FLY ACTION
Units that have performed a Run action (that is not Fly actions are voluntary actions. To perform a Fly
part of an Attack Move action) may only perform an action a unit must simply declare that it is doing so,
Attack, Shoot, Invoke, Bind, Join or Issue New Orders thus becoming a Flying unit until the Fly action is
action afterward in the same activation. resolved.

7·5 Units performing a Fly action make a Flight Move up

MARCH ACTION to their current FLIGHT attribute in inches, and


must Fly at least 1” where possible.
Marching warriors sacrifice almost everything to
move quickly upon the battlefield, shouldering If a unit is engaged in combat, beset or is immobile,
it cannot perform a Fly action. Units engaged in

33
combat or beset may perform a
Fly action as part of an Attack
Move action, however.

7·6·1·1
RESOLVING A FLY ACTION
Once all of the Flying warriors or Flyers have
completed their Move, the Fly action is resolved.

7·6·1·2 Charging unit


PREVIOUS ACTIONS have line of sight to
Units that have performed Shoot, Invoke, Bind, Join at least one enemy unit,
or Issue New Orders actions may perform a Fly action the line of sight of any
of the Charging
afterward in the same activation.
unit's unit warriors
7·6·1·3 may be used instead.
FURTHER ACTIONS If the Charging unit
Units that have performed a Fly action (that is not cannot fulfil any of those
part of an Attack Move action) may only perform an requirements (or there
Attack, Shoot, Invoke, Bind, Join or Issue New Orders are no enemy units in
action afterward in the same activation. line of sight) the Charge
action does not take
7·7 place and the Charging

CHARGE ACTION unit may choose a different action to perform.

Charging warriors run hard into battle - yelling 7·7·1·2


battle cries or howling in madness, more often than IDENTIFY THE CHARGED UNIT
not - to use their momentum and battle-lust to With the Charging unit identified, it must then
attack with more power and purpose than merely identify the enemy unit it wishes to Charge (the
joining battle. Sometimes a charge can break the Charged unit). Any enemy unit the Charging unit's
enemy battle line in two, such is the effect of the unit leader can see - including those already in
momentum gained! combat - is a potential Charged unit and some of
them may eventually become Charged units.
7·7·1
PERFORMING A CHARGE The Charged unit will usually be the nearest enemy
unit the majority of the warriors within the
ACTION Charging unit can see, but this does depend on the
To perform a Charge action it must first be declared unit's acuity, as outlined below.
as per the sequence below.
· A Charging unit that is Elite, Veteran or
7·7·1·1 Fanatical may select any potential Charged unit to
IDENTIFY THE CHARGING UNIT be the Charged unit and may Charge multiple
potential Charged units
Players must first identify the unit they wish to
charge with (the Charging unit or Charger), which · A Charging unit that is Drilled, Trained or Wild
must meet the following requirements: may select any potential Charged unit to be the
Charged unit, but must first take a FORTITUDE
· The Charging unit must be unengaged. Engaged TEST - in this case a CHARGING TEST - to do
or beset units may perform an Attack Move action so. If the CHARGING TEST is passed, the
instead Charging unit may select any potential Charged
unit to be the Charged unit and may Charge
· At least one warrior within the Charging
unit must be armed with a combat weapon
· The unit leader of the Charging unit must FERAL UNITS
have line of sight to at least one enemy unit,
although this does not mean all of the Feral Units are almost impossible to control upon the battlefield, for the sights, smells and
warriors within the Charging unit will be sounds of the murderous carnage around them drive them into a frenzy of blood-lust and fury.
able to make it to the Charged unit.
Immediately they are activated, players of unengaged Feral units must check if their unit leader
· If the unit leader does not have line of sight is within charge distance of an enemy unit that he can see before anything else occurs.
to at least one enemy unit, the line of sight
of other warriors within the Charging unit
If the unit leader is within charge distance of an enemy unit that he can see, he must
may be used instead, starting with the immediately declare a Charge action upon the closest enemy unit to him that his unit is able to
Charging unit's champion. If neither the engage by Charging.
unit leader nor the champion of the If his unit cannot Charge an enemy unit, they may perform other actions as allowed by
34 ATTACK orders as normal.
ENGAGING ENEMY UNITS IN COMBAT unit, and may Charge multiple potential Charged
units in closest charge order
Charging is not the only movement a unit can use to engage an enemy in combat, but
only if a unit cannot Charge for some reason is it able to Move to Engage instead.
7·7·1·3
CHARGING MULTIPLE UNITS
Charge to Engage: Unless it is restricted by its orders - or by intervening units or
Charging units are allowed to Charge multiple enemy
terrain - a unit must Charge an enemy unit to engage them in combat.
units, but in all circumstances Charging warriors
Move to Engage: If a unit cannot Charge an enemy unit for any reason (except for must remain within join distance of each other once
Failing their Charge), it is allowed to Walk, Fly or Run into combat instead, as their Charge Move is completed.
long as its champion can see the enemy unit when it began its movement. All a unit
must do is use its normal Move (as the above actions allow) to enter the Attack Charge Order
Range of the enemy it wishes to engage. Whilst the unit does not gain the momentum of Charging units must decide in which order they
a Charge and thus enjoy those benefits in the coming Attack, its warriors can still Charge multiple units by numbering each Charged
deal a lot of damage. unit, called the charge number, beginning with the
Like Charge Moves, however, warriors that Move to Engage are only allowed to number “1”. Charged units are then Charged in
engage an enemy warrior in the arc of sight the majority of their base lay within charge order (also called charge number order),
when they begun their movement. lowest charge number to highest charge number,
with the unit having the lowest charge number
Attack Move to Engage: If a unit is already in combat and some of its warriors are
Charged first.
not engaged, those warriors must Attack Move into combat.
Closest Charge Order
multiple potential Charged units. If the In some cases a Charged unit's charge number is
CHARGING TEST is failed, the Charging unit compulsorily appointed. If a unit is a Closest
(now also called a Closest Charging unit) must Charging unit, i.e., compelled to Charge the nearest
Charge the nearest enemy unit its leader can see
enemy unit (such as by failing a CHARGING TEST
that is not in combat (unless there is no other
or being Levy, Feral or Mindless, or perhaps due to
choice), which then becomes the Charged unit,
and may Charge multiple potential Charged units another rule), Charged units are numbered nearest
in closest charge order to furthest as measured from the Charging unit's
leader, with the nearest Charged unit having the
· A Charging unit that is Levy, Feral or Mindless charge number “1”, the next nearest Charged unit
(also called a Closest Charging unit) must always having the charge number “2”, and so on.
Charge the nearest enemy unit its leader can see
that is not already in combat (unless there is no If the leader of a Closest Charging unit is
other choice), which then becomes the Charged equidistant from two Charged units, the
Closest Charging unit's player chooses
which unit to Charge before the other.
CHARGE ARCS
Closest Charging units must engage as
In the diagram below, the Werwulf can be Charged by both the Srónax unit and the Srónax many of its warriors as possible with
Untain. However, the Werwulf's blind arc is vulnerable. Charged units before they can Charge the
The majority of Srónax 1's base (and all of Srónax 2's base) is within the Werwulf's sight Charged unit with the next-lowest charge
arc, so they must Charge Move into his sight arc. number.

All of Srónax 3's base, however, is within the Involuntary Charges


Werwulf's blind arc and so he may charge into his A Charging unit's warriors may also
blind arc. become engaged with multiple enemy units
simply through the act of moving into
attack range when the Charge Move is
completed. Every enemy unit thus engaged
or beset by the Charging unit, regardless of
how this occurs, become Charged units.
However, the Charging unit must engage
as many of its warriors as possible with the
Charged units and in charge order.

7·7·2
CHARGE SEQUENCE
Similarly, the majority of the Srónax Once the Charging and Charged units
Untain's base (4), however, is within the have been identified, the Charge action must
Werwulf's blind arc, and so he may charge be resolved. Resolving a Charge takes place
into his blind arc. in a particular sequence called the Charge

35
Sequence which must be followed to its conclusion If the charge distance is equal to or ENGAGEMENT TYPES
in all instances. greater than the engagement
There are many different types of
distance, the Charging unit makes a
7·7·2·1 Charge Move as per the 7·7·2·5:
engagement and it is useful to
TURN TO FACE THE CHARGED Charge! step of the Charge
understand exactly what each actually
entails.
UNIT Sequence below.
Each of the Charging unit's warriors must first Turn Unengaged: if a Defender is not within
to Face any warrior from the Charged units that it
7·7·2·5 attack range of any of an Attacker's
can see. Simply turn the base of each warrior CHARGE! weapons, the Attacker is unengaged.
involved in the Charge action so that their head marks The Charging unit's warriors then Beset: if an Attacker is unengaged but
face toward a warrior from the Charged units. Blind make their Charge Move directly within attack range of any of a
sighted warriors must still Turn to Face the Charged toward the Charged units, up to Defender's weapons, the Attacker is
units. their CHARGE MOVE in inches, in beset.
order to engage the Charged units
7·7·2·2 in combat. Engaged: if a Defender is within
CHARGED UNITS DECLARE attack range of any of an Attacker's
CHARGE REACTIONS In order to do so, the Charging weapons, the Attacker is engaged.
unit's player must select one
The Charged unit's player must then declare any Attack Engaged: if a Defender is
warrior from the Charing unit to be
voluntary Charge reactions to the Charge action for all within attack range of all of an
the First Charging warrior or First
of the Charged units. Voluntary Charge reactions are Attacker's weapons, the Attacker is
Charger. This warrior must be
usually either Hold or Hold and Shoot, but depending attack engaged. By definition, the
Charge Moved so that he engages Attacker is also engaged.
on the acuity of the units involved other reactions
the Charged unit, and if he cannot,
may occur. Contact Engaged: if an Attacker is in
the Charging unit Fails its Charge.
Compulsory or Involuntary Charge reactions are As can be understood, the very first base contact with a Defender, the
Charging warrior Charge Moved is Attacker is contact engaged. By
determined after the engagement distance is
very important! definition, the Attacker is also attack
measured.
engaged and engaged.
7·7·2·3 Once the First Charging warrior is
MEASURE THE ENGAGEMENT engaged with the Charged unit, the
rest of the Charging unit can then perform their
DISTANCE
Charge Move and follow the rules outlined below.
The Charging unit's player must measure in a
straight line (called the engagement line) the Engage as Many as Possible...
smallest distance between both the Charging unit
and the Charged unit, called the engagement The Charging unit must engage as many of its
distance, where warriors from both units may Attack warriors as possible with the Charged units, without
each other in combat. breaking other Charge rules of course.

The engagement line may only be drawn from a ...but Remain within Join Distance!
Charging warrior's sight arc. The engagement line However, Charging warriors must engage so that,
must not cross any other warrior's base except those when they have completed their Charge Move, they
from the Charged unit, nor pass through impassable remain within their normal join distance. Thus, a
terrain. If the engagement line cannot be drawn to Charging warrior must Charge Move so that he is
the Charged unit because of those restrictions, the within join distance of another warrior from his unit
engagement distance is considered to be 0”. when he engages an enemy (except for the First
7·7·2·4 Charging warrior) and must stop his Charge Move
immediately he would leave that join distance. This
CALCULATE THE CHARGE
is not a Failed Charge reaction as long as another
DISTANCE warrior from his unit is engaged with or beset by an
The engagement distance is then compared to the enemy.
charge distance, which is equal to their initial
CHARGE MOVE attribute. A warrior's CHARGE Difficult and Slow Charge Moves
MOVE is defined as twice the Charging unit's
Sometimes Charging warriors must perform a
current PACE attribute (or the same as their current
Difficult Move or Slow Move to get to grips with the
FLIGHT attribute in the case of Flyers).
enemy. This is called a Difficult Charge Move or
If the charge distance is less than the engagement Slow Charge Move and simply reduces the Charging
distance, the Charging unit performs a Failed Charge warrior's remaining CHARGE MOVE in exactly the
reaction but the Charge action is still deemed to have same way as a normal Difficult Move or Charge Move
taken place as the Charging unit must still make its reduces a warrior's MOVE.
full Charge Move.

36
The problem, of course, is that this could reduce a Charge Move as close as possible to any engaged
warrior's CHARGE MOVE enough so that he cannot Charging warrior from his own unit.
engage an enemy. Again, this is not a Failed Charge
reaction as long as another warrior from his unit is 7·7·3
engaged with or beset by an enemy unit. PREVIOUS ACTIONS
Warriors that have performed either a Difficult Units that have performed a Join and/or Issue New
Charge Move or Slow Charge Move can never be Orders action may perform a Charge action afterward
classed as Swift Chargers in the same activation. in the same activation.

Do Not Change Direction! 7·7·4


Charging warriors are not allowed to Change FURTHER ACTIONS
Direction under any circumstances during a Charge Units that have performed a Charge action may only
Move, including when they complete it. perform an Attack, Charge Attack, Join or Issue New
Orders action afterward in the same activation. In
Halt when Engaged... certain circumstances they may also perform a
Reform action after an Attack or Charge Attack action
A Charging warrior may not voluntarily halt his
(see the 8·2·7·1: Destroyed Enemies rule).
Movement before he engages a Charged unit, unless
he would leave the Charging unit's join distance or 7·7·4·1
does not have enough MOVE remaining, but a SWIFT CHARGERS
Charging warrior may end his Charge Move at any
Any Charging warrior that Charge Moves equal to or
time once he is engaged.
further than half his CHARGE MOVE attribute -
...except for the Wilder Warriors! also called a SWIFT CHARGE MOVE - during his
Charge Move is also called a Swift Charging warrior
Wild, Feral or Fanatical warriors, however, must or Swift Charger. Swift Chargers are entitled to
attempt to attack engage - i.e., get into attack certain bonuses during a Charge Attack action.
contact of - the Charged unit where possible. This
means they must use as much of their Charge Move Remember that warriors that have performed either
as they possibly can. They are keen to get to grips a Difficult Charge Move or Slow Charge Move can
with the enemy with their claws and teeth and never be classed as Swift Chargers in the same
hooves! activation.

Charge into Arcs 7·7·4·2


CHARGE ATTACK ACTION
Charging warriors may only Charge Move into the
enemy warrior's arc of sight the majority of their A Charge Attack action may be performed by any
base lay within when the Charging unit declared the Charging warrior instead of an Attack action.
Charge. This ensures warriors do not use their Charge
Move to engage an enemy in his blind arc when they 7·8
were face to face. REFORM ACTION
Once engaged, a Charging unit may not voluntarily In battle warriors can sometimes find themselves a
disengage from combat in the same activation. little scattered or displaced and it is important to
keep battle lines close and warriors within
Contacting Other Warriors supporting distance. This can sometimes prove
crucial!
A Charging warrior must halt if it is in attack
contact with a warrior from any other unit but the 7·8·1
Charged unit (including friendly units) or tries to
Charge Move through impassable terrain. PERFORMING A REFORM
ACTION
Move Through Attack Ranges Reform actions are voluntary actions. To perform a
Charging warriors may Charge Move through enemy Reform action a unit must simply declare that it is
attack ranges freely. doing so, thus becoming a Reforming unit until the
Reform action is resolved.
Fulfil Charge Moves
Performing a Reform action allows a Reforming unit
A Charging warrior that cannot engage an enemy
to arrange their warriors as they wish; any warrior
(also called an Unengaged Charging warrior) -
in the Reforming unit may make a Reform Move,
perhaps because other Charging warriors are
which allows them to Turn to Face any direction and
blocking his path, or if he has run out of CHARGE
make a Ground Move of up to 2”, as long as all of
MOVE - must still perform their Charge Move
directly toward the Charged unit and must end his
37
the warriors stay within their join distance and they If the RECOVER TEST is
do not enter the attack range of any enemy warrior. failed, the Recoverer does
not recover any
7·8·1·1 CONSTITUTION. Instead, the
RESOLVING A REFORM ACTION Recoverer rolls a D10 and
Once all of the Reforming warriors or Reformers deducts the result from his
have completed their Reform Move, the Reform action TEMPER attribute. In the
is resolved. case of sorcerous units
failing the RECOVER
7·8·1·2 TEST, every unit warrior's
PREVIOUS ACTIONS TEMPER, including those of
Units that have performed a Join and/or an Issue its unit command warriors, is
New Orders action may perform a Reform action reduced.
afterward in the same activation. Additionally,
Triumphant units may perform a Reform action after Noble sorcerers must
all of their Attack actions have been resolved in the perform Recover actions
same activation (see the 8·2·7·1: Destroyed Enemies
rule).
separately
7·8·1·3 to any other
FURTHER ACTIONS warrior,
Units that have performed a Reform action may only including other
perform a Join or Issue New Orders action afterward nobles. Sorcerous
in the same activation. units must perform
Recover actions as a unit,
7·9 upon the champion's

RECOVER ACTION
TEMPER attribute, and only
the wounded warrior gains
Sorcerers ultimately draw power from their soul in CONSTITUTION.
order to create invocations, but they are trained to
heal themselves in moments of quiet and thus create 7·9·1·1
more invocations as the battle dictates. RESOLVING A RECOVER ACTION
Once the RECOVER TEST has been passed or failed
7·9·1 and any attributes adjusted, the Recover action is
PERFORMING A RECOVER resolved.
ACTION 7·9·1·2
Recover actions are voluntary actions. Only sorcerers PREVIOUS ACTIONS
or sorcerous units (i.e., a unit in which every vassal is Units that have performed a Walk, Run, Join or
a sorcerer) may perform a Recover action. To perform Issue New Orders action may perform a Recover action
a Recover action a sorcerer must first declare that it is afterward in the same activation.
doing so, becoming a Recovering warrior or
Recoverer (or Recovering unit if it is a sorcerous 7·9·1·3
unit) until the action is resolved. FURTHER ACTIONS
Units that have performed a Recover action may only
The Recoverer must then take a TEMPER TEST, perform a Walk, Run, Join or Issue New Orders
in this case a RECOVER TEST, to draw power from action afterward in the same activation.
the world surrounding them to heal their soul and
enable them to perform more sorcery. If the
RECOVER TEST is passed, the Recoverer must roll
7 · 10
the amount of recover dice (as indicated on his BRACE ACTION
profile) and regains CONSTITUTION equal to the Most warriors, at some point during a battle, must
result of that recovery roll. defend against an enemy attack. Sometimes,
however, they are called upon to forego their own
Any rolls of a 9 on the recover dice signify a deep
offensive instincts and brace themselves to defend a
recover and the Recoverer immediately rolls another
position or a friendly unit, or simply to halt an
recover die, adding the result to his
enemy's charge.
CONSTITUTION attribute.

The Recoverer's CONSTITUTION cannot increase


further than its basic value from the results of a
recovery roll.

38
7 · 10 · 1 7 · 11 · 1
PERFORMING A BRACE PERFORMING AN ISSUE NEW
ACTION ORDERS ACTION
Brace actions are voluntary actions. To perform a Issue New Orders actions are voluntary actions for the
Brace action a unit must simply declare that it is general and compulsory actions for the ordered
doing so, thus becoming a Braced unit until the commander. Generals may Issue New Orders to any
Brace action is resolved. unit in their own command or any other command as
a whole during their activation, but only lively units
While Braced, a unit's normal parries become easy can be issued with new orders.
parries during an Attack action. Similarly, while
Braced and using a shield, a unit's normal evades A general may issue any new order he wishes and to
become easy evades during a Shoot action; and while as many units as he wishes at any point during his
Braced and using a shield, a unit's normal avoids activation, although only one new order may be
become easy avoids during an Invoke action. issued to each unit or command during each
activation.
Mindless or Feral units may never perform a Brace
action. 7 · 11 · 1 · 1
ISSUING NEW ORDERS
7 · 10 · 1 · 1
Generals (including replacement generals) may only
RESOLVING A BRACE ACTION
Issue New Orders to the leader of a unit in his own
Braced units remain Braced until the beginning of command, the champion of a unit in a leaderless
their next activation, immediately they are activated, command or to the commander of another command.
at which point their Brace action is resolved. As such,
a Brace action is a continuous action. Note that if a general issues a new order to a unit or
commander, by definition it must be a different order
Braced units may not Move from their position and to that which they are currently under.
if forced to do so are no longer Braced.

7 · 10 · 1 · 2 Issuing New Orders to a Unit in the


PREVIOUS ACTIONS General's Command
Units that have performed a Bind, Join and/or Issue To accept and thus act upon these new orders, a unit
New Orders action may perform a Brace action in the general's command (or an individual outside of
afterward in the same activation. a command) whose leader is within his command
range (now called an ordered unit until the new
7 · 10 · 1 · 3 orders are accepted or ignored by it) must take an
FURTHER ACTIONS ORDER TEST. If a leader in the general's own
Units that have performed a Brace action may only command is outside of his command range, he must
perform an Attack, Shoot, Invoke, Join, Bind or Issue send a message to the leader if possible. If this is not
New Orders action afterward in the same activation. possible, the new orders cannot be issued to that unit.

Should a Braced unit Attack, their attack dice are Generals may Issue New Orders to any unit they
halved and all strikes are difficult strikes. Should a themselves Lead without the need for an ORDER
Braced unit Shoot, their shoot dice are halved and all TEST.
shots are difficult shots. Should a Braced unit Invoke,
their invoke dice are halved and all invokes are Issuing New Orders to another Command
difficult invokes. All fractions are rounded down If a commander is within the general's command
with no minimum, so some warriors could lose all of range (now called an ordered commander until the
their attack dice, shot dice or invoke dice by being new orders are accepted or ignored by him), he must
Braced. take an ORDER TEST to accept and thus act upon

7 · 11
these new orders. If the ordered commander is
outside of the general's command range, the general
ISSUE NEW ORDERS must send a message to him if possible. If this is not
possible, the new orders cannot be issued to that
It can happen that during a battle a general would commander.
like the units under his command to attack when
they had been briefed to hold, or perhaps a unit that Ordered commanders must, in their next activation
has rallied needs fresh orders to get back into the after accepting the new orders, perform an Issue New
fray. Orders action to the units in his command in the same
way as a general does to his own command.
Commanders may only ever issue the orders they

39
ORDER TESTS
Sometimes units or warriors will not hear correctly, understand or perhaps even care about new orders, even from their general, and fail to comprehend
exactly what is required of them. The battlefield is enough of a confusing place without their champions telling them to do things differently!
Thus, to ensure the general's new orders are correctly understood, the ordered unit must take an Authority Test, in this case an Order Test, on their
champion's (or the general's or commander's, if they are in command range) own Authority attribute, taking into account any Order Test modifiers.
Ordered commanders must always take Order Tests on their own Authority and can never take it upon the general's Authority. Elite units do not have
to take an Order Test unless they are a commander or are Allies.
If the Order Test is passed, the ordered unit or ordered commander accept the new orders and immediately continue the battle under those new orders.
Their old order token should be replaced with another order token that corresponds to the new order, face down so that the opposing player does not see it.
If the Order Test is failed, the ordered unit or ordered commander ignore the new orders and continue the battle under their previous orders.
Units that may only follow one type of order cannot be Issued New Orders and fail any Order Test they are required to make. Similarly, Flyers
compelled to follow HOLD Orders will fail the Order Test.

ORDER TEST MODIFIERS


Modify the result of the Order Test according to the following:
-D10 - Ordered unit taking the test contains a herald
-D10 - Message was sent via a signal from the host herald or host banner bearer
-D10 - Message was delivered by a messenger
-D10 - Message was sent via an invocation from the general
-D10 - Ordered unit is within their commander's command range (remember that the general is also the commander of his own command)
+D10 - Ordered unit or ordered commander is Allied
+D10 - General has issued a new order to the ordered unit without issuing the order through their commander
+D10 - General has issued a new order to the ordered unit of a leaderless command
+D10 - General is a replacement general
+D10 - Message was delivered by a pressed messenger
+D10 - Ordered unit is an individual or sell-sword
+D10 - Ordered unit is Fanatical or Mindless
These modifiers are cumulative.

have just accepted from the general to the units To accept the new orders sent as a signal from the
within their command. host herald, the ordered unit or ordered commander
must simply take an ORDER TEST as above.
Commanders may Issue New Orders to any unit they
are the leader of in the same activation as they have To accept the new orders sent as a signal by the host
accepted new orders, and without the need for an banner bearer, the ordered unit or ordered
ORDER TEST. commander must have line of sight to the host
banner bearer and must taken an ORDER TEST as
Commanders may never Issue New Orders in an above.
activation unless they have accepted new orders from
the general before their current activation. Sending a Messenger
7 · 11 · 1 · 2 To Send a Message by a messenger, the general may
SENDING A MESSAGE command a messenger to deliver it to the ordered
If an ordered unit or ordered commander is too far unit or ordered commander, as long as that
from their commander or general to hear or see the messenger is within the general's command range.
new orders, messages are sent to them instead. This must be done at the same time as issuing the
Messages may be sent by a general (or commander new order.
on behalf of the general) in the same activation as The general may also command one warrior of any
issuing other orders and must take the form of a friendly (but not allied) unit within his command
signal, a messenger or an invocation. range to deliver the message, as long as the warrior
is not Feral, Mindless or Fanatical or a Beast,
Sending a Signal Monstrous Beast or War Engine. The warrior
To send a message in the form of a signal, the commanded to do so is called a pressed messenger.
general may command his host herald or host banner While acting as a messenger, the pressed messenger
bearer to do so if they are within his command range becomes an individual, just like a messenger, and is
at the same time as issuing the new order. If they are no longer considered part of its unit.
not within his command range, they cannot send the
message. Messengers and pressed messengers may only
voluntarily make March actions (or Fly actions if a
Flyer) and whilst delivering the message must

40
March or Fly as quickly as possible and as directly as commander must simply take an ORDER TEST as
possible toward the ordered unit or ordered above.
commander.
7 · 11 · 1 · 3
Once the messenger or pressed messenger is within RESOLVING AN ISSUE NEW ORDERS
2” of the leader of the ordered unit or within 2” of ACTION
the ordered commander, they may impart the new
Once the general or commander has issued the new
orders. To accept them, the ordered unit or ordered
order or has sent a message, the Issue New Orders
commander must take an ORDER TEST as above.
action is resolved.
Once the message has been accepted or ignored, the 7 · 11 · 1 · 4
messenger must return to any point on the battlefield
PREVIOUS ACTIONS
within the command range of the general as soon as
possible. Pressed messengers must return to any Generals and commanders may perform an Issue
point on the battlefield within join distance of the New Orders action regardless of the actions they have
unit he Left, at which point he is no longer a pressed performed already in the same activation.
messenger. When this occurs, he must Join the unit 7 · 11 · 1 · 5
he Left previously.
FURTHER ACTIONS
Only one order may be sent per messenger or The Issue New Orders action has no bearing on
pressed messenger. performing any other action afterward in the same
activation. As such, a warrior's previous action can
Sending an Invocation only be the action that immediately preceded the
If the general is a sorcerer, he may Send a Message Issue New Orders action.
in the form of an invocation to the ordered unit or
the ordered commander and becomes a sorcerous 7 · 12
messenger until the new orders are accepted or BIND
ignored.
Hosts are mostly comprised of similar warriors who
A general may command any sorcerer within his join together into units in order to support each
command range to Send a Message in the form of an other and thus fight better than if they were
invocation to the ordered unit or the ordered separate. Some warriors, such as lowly beasts or
commander on his behalf. This sorcerer becomes the maddened monsters, fight better with the assistance
sorcerous messenger until the new orders are or control of others.
accepted or ignored.
7 · 12 · 1
To accept the new orders sent as an invocation from PERFORMING A BIND
the general or sorcerous
messenger, the ordered ACTION
unit or A Bind action is a voluntary action. Some units can
ordered (and sometimes must) Bind to other units, an
example being a unit of Goad-Drunes who may
Bind to a unit in order to Goad it. Binding options
are shown on a warrior's profile.

To perform a Bind action, the leader of the unit that


wishes to Bind (called the Binding unit) must be
within 2” of the unit

that it
wishes to Bind
to (called the Bind unit) and declare it
is Binding to that unit during its activation.
The Bind unit may be of any vigour or heart, and
may even be in combat.

If the Binding unit's leader is within 2” of the Bind


unit when the Bind action is declared, a Bound unit
is formed that contains both the Binding unit and
Bind unit. If the Binding unit's leader is not within

41
2” of the Bind unit when the Bind action is Warrior Details
declared, the Bind action does not take place.
Rules that use the kin, class or acuity of the Binding
No Binding unit may Bind to an enemy unit, an unit do not affect the Bind unit, and similarly, rules
allied unit or a sell-sword. that use the kin, class or acuity of the Bind unit do
not affect the Binding unit.
7 · 12 · 1 · 1
MUSTERED BINDING A Bound unit's privilege and ubiquity is always that
Some units may Bind to other units before the battle of the Binding unit.
as part of their muster, and this possibility is shown A Bound unit's cost is the sum of the Binding unit's
on their profile. They thus begin the battle as a and the Bind unit's cost.
Bound unit and must be positioned on the battlefield
at the same time. Attributes
7 · 12 · 1 · 2 Bound warriors Move at their own PACE or
RESOLVING A BIND ACTION FLIGHT value and the action they are performing,
Immediately a Bound unit is formed, the Bind action but Movement is always controlled by the Binding
is considered to be resolved. unit's leader.

7 · 12 · 1 · 3 PACE, FLIGHT, SKILL, MIGHT and


CONSTITUTION tests are taken separately by the
PREVIOUS ACTIONS
Binding unit and Bind unit. FORTITUDE,
Binding units that have performed Walk, Run, Fly, AUTHORITY and TEMPER tests are taken on the
Brace, Invoke, Join, Bind or Issue New Orders actions Binding unit's leader.
may perform a Bind action afterward in the same
activation. Traits
7 · 12 · 1 · 4 If either the Binding unit or Bind
FURTHER ACTIONS unit is Fearless, Fearsome or
A Bound unit formed from a Binding unit and a Terrifying, the Bound unit is.
lively Bind unit becomes active immediately it is Other Traits are applied to
created. Thus, the Bound unit as a whole is only Binding units and
considered to have performed any other actions the Bind units
Binding unit has performed, ignoring the Bind action. individually.
As such, a Bound unit's previous action can only be
the action that immediately preceded the Bind action
Orders
by the Binding unit If the Binding unit had not Bound units are
performed any previous actions, the Bound unit is considered to
free to perform any further action possible under its be under the
current orders. same orders the
Binding unit was
A Bound unit formed from a Binding unit and a before it performed the
weary Bind unit becomes weary immediately it is Bind action. If a
created, regardless of whether the Binding unit had Bound unit
performed any actions previously. Thus, the Binding contains a
unit's activation ends and Bound units may not Feral
perform any other action after the Bind action in the unit, the
same activation if the Bind unit has already activated Bound
that hour. unit must
7 · 12 · 2 be
under
placed

BOUND UNITS
Bound units activate as a single unit and perform
actions and reactions as if they are one unit. The
Binding unit's champion is considered to be the
champion of the Bound unit.

In most other respects, Binding units and


Bind units are treated as separate units.

42
ATTACK orders immediately it is formed. If a
Bound unit contains a Flying unit, it cannot be
7 · 13
placed under HOLD orders. JOIN
7 · 12 · 2 · 1 It is advantageous for individual warriors to join a
BIND DISTANCE unit of similar warriors, if only for protection from
missiles or invocations, but the addition of a
All of the warriors within the Binding unit must
powerful hero or a steady commander to their ranks
stay within 6” of the Bind unit where possible.
can give warriors a great boost in confidence and
This is called the bind distance. If any warriors from
renewed vigour.
the Binding unit are further than the bind distance at
the beginning of their activation, they must - by 7 · 13 · 1
performing an action as part of their activation -
Move to be within the bind distance as quickly as PERFORMING A JOIN ACTION
possible. If this is not possible, the Bound unit A Join action is a voluntary action. Generals,
immediately Unbinds involuntarily. commanders and some individuals as noted on their
profiles may Join a unit.
Warriors from the Binding unit are not joined to
those of the Bind unit, and thus do not need to stay To perform a Join action, the warrior that wishes to
within join distance of the Bind unit. Similarly, Join (called the Joining warrior) must be within 2”
warriors from the Bind unit are not joined to those of the unit he wishes to Join (called the Join unit)
of the Binding unit. and declare he is Joining to that unit during his
activation. The Join unit may be of any vigour or
7 · 12 · 3 heart, and may even be in combat.
UNBINDING If the Joining warrior is within 2” of the Join unit
Bound units can Unbind both voluntarily and when the Join action is declared, he becomes a part
involuntarily, as outlined below. of the Join unit (which is now called a Joined unit)
and is thus a Joined warrior like its other members.
· Bound units may Unbind voluntarily at any point
If the Joining warrior is not within 2” of the Join
during their activation when they are not
performing an action
unit when the Join action is declared, the Join action
does not take place.
· If all of the warriors within either a Binding unit
or a Bind unit die, the Bound unit Unbinds 7 · 13 · 1 · 1
involuntarily once the action that caused either MUSTERED JOINING
unit to die is resolved
Nobles may Join a unit before the battle as part of
· If a Binding unit's warriors cannot Move to within their muster, but only to units within their own
the bind distance, the Bound unit immediately command. They thus begin the battle as a Joined
Unbinds involuntarily unit and must be positioned on the battlefield as one
unit.
If a Bound unit Unbinds involuntarily and both
Binding and Bind unit remain on the battlefield, 7 · 13 · 1 · 2
both activate separately in their next activation and JOIN RESTRICTIONS
are immediately considered to be separate units. There are some Joining restrictions, as outlined
below.
If a Bound unit Unbinds voluntarily, both the
Binding and Bind unit are active. · Generals may Join any unit within their host
during the battle except for allied units, but
Players may choose either the Binding unit or the commanders may only Join units within their own
Bind unit to continue the Bound unit's activation command during the battle
first; but whichever goes first, the other unit
comprising the Bound unit must activate · Individuals may only Join other units (or be Joined
to) if this possibility is shown on their profile
immediately afterward without Passing the Initiative.
Whilst they may perform further actions after · Nobles may Join with other nobles to form a unit
Unbinding, Binding and Bind units are both
· Nobles may not Join to a solitary warrior.
considered to have performed any action the Bound
Similarly, warriors that are themselves solitary can
unit performed. never Join a unit
Unbinding is not considered to be an action and thus · Nobles may not Join to a Feral unit unless they
has no bearing on previous or further actions. are themselves Feral
· Nobles may not Join to a Fanatical unit unless
they are themselves Fanatical

43
· Nobles may not Join to a Flying unit unless they · A noble may Leave a Joined unit voluntarily at
themselves have a FLIGHT attribute the beginning of a Joined unit's activation, in
which case the vassals within the unit retain the
7 · 13 · 1 · 3 order the noble was under he has Left. A noble
PREVIOUS ACTIONS may not Leave a Joined unit until the next hour if
Joining warriors that have performed any action may the Joined unit has activated and performed an
perform a Join action afterward in the same action
activation. · If all of the vassals within a unit die, all of the
nobles within the Joined unit Leave the unit
7 · 13 · 1 · 4 involuntarily
FURTHER ACTIONS
· Nobles may never Leave and Join the same unit in
A Joined unit formed from a Joining unit and a
the same activation, but they may Leave a unit to
lively Join unit becomes active immediately it is Join a different unit in the same activation
created. Thus, the Joined unit as a whole is
considered to have performed any other actions the If a noble voluntarily Leaves a Joined unit at the
Joining warrior has performed, ignoring the Join beginning of its activation, both the noble and the
action. As such, a Joined unit's previous action can unit Left are immediately considered to be separate
only be the action that immediately preceded the Join units. However, it is the noble that remains active
action by the Joining unit. If the Joining unit had not after he Leaves; the Left unit becomes lively
performed any previous actions, the Joined unit is instead. Thus, the Left unit can activate whenever
free to perform any further action possible under its its general wishes during the remains of the hour, as
current orders. per another unit.

A Joined unit formed from a Joining unit and a Leaving is not considered to be an action and thus has
weary Join unit becomes weary immediately it is no bearing on previous or further actions.
created, regardless of whether the Joining unit had
performed any actions previously. Thus, Joined units
may not perform any other action after the Join
action in the same activation if the Join unit has
already activated that hour.

The Joining warrior, however, is free to perform


any further action possible under its current orders for
the rest of his activation as long as this does not
force the unit around him perform the same action. If
he is a sorcerer, for example, he could Join a weary
unit and also perform a Recover action in the same
activation. He is a noble, after all!

7 · 13 · 2
JOINED UNITS
Joined units activate as a single unit and perform
actions and reactions as if they are one unit.

If the Joining warrior is the general, he is


immediately considered to be the Joined unit's
leader. If the Joining warrior is a commander and
the unit does not contain the general (or another
commander with a greater AUTHORITY attribute),
the Joining commander is immediately considered to
be the Joined unit's leader.

Joined units are considered to be under the same


orders the Joinining warrior was before the Join
action was performed.

7 · 13 · 3
LEAVING A JOINED UNIT
Nobles can Leave a Joined unit both voluntarily and
involuntarily, as outlined below.

44
COMBAT ACTIONS
·8·
ATTACK ACTION
For game purposes, all Attacking and
Defending units are considered to be in Combat
whilst they are engaged and their individual
Attack actions combine into a Combat action
the moment the first Attack action takes place.
Whilst a rain of arrows, sorcery or even the presence of terrible creatures can
Combat actions are unusual in that they are not force many enemies from the field, in the end battles are almost always won or
declared by any player and they are not lost in murderous and bloody hand-to-hand combat where no quarter is given
reactions; they simply occur as a by product of and none asked.
Attack actions.
The same Combat action continues until there 8·1 the same Combat action or Attack action such that the
total amount of hands that equipment requires
are no more Attacking or Defending units
within the Combat - which could take many
DECLARING exceed his own hands value.

hours, depending on the doggedness of the AN ATTACK For example, if a warrior can Switch the use of two

ACTION
combatants - at which point the Combat action combat weapons and a shield, each of which require
ends and is resolved. This enables other rules, one hand to use, that warrior must decide whether
such as those for a Shoot action, to take part in Most Attack actions are to use one combat weapon and a shield or two
the swirling mêlée that is hand-to-hand combat compulsory actions. If an active combat weapons during the imminent Combat action.
in a different manner, as it is usually very unit is engaged in combat or Attacking units may not Switch equipment during a
difficult to establish friends and enemies when beset by an enemy, it must Combat action (i.e., during all Attack actions until the
they are trying to kill each other! perform an Attack action against Attacking unit is disengaged) except for weapons
the enemies it is engaged with that have the rule Switch (Hands), which can be
In subsequent hours more units may join the
or beset by. There's no hiding declared per Attack action.
established Combat, should the Combat action
in Darklands!
not resolve in the hour it began, in which case The use of any invocations can be decided upon
they are considered to be a part of the same To perform an Attack action, it before an Attack Invoke action begins.
Combat. Other Combat actions may break out must first be declared as per
elsewhere on the battlefield, but they will be 8·1·1·2
the sequence below.
separate Combat actions unless they somehow DECLARE DEFENDING UNIT'S
combine into one as more units join the fray. 8·1·1 EQUIPMENT
When units within a Combat can no longer DECLARE The Defending unit's player must then declare all of
the equipment - combat weapons, shot weapons,
perform any Attack actions against a unit, they
ATTACKING armour elements and artefacts - the Defending unit
are considered to have left the Combat and are
not bound by its rules. UNIT will use throughout the ensuing Combat action in
Players must first identify the exactly the same way as the Attacking unit.
unit they wish to Attack with
8·1·2
(the Attacking unit or Attacker), which must meet
the following requirements: DECLARE ANY DEFENDER
· The Attacking unit must be engaged in combat or
ATTACK ACTIONS
beset by an enemy unit. Any warrior (the Once the Attacking unit's Attack action (sometimes
Attacking warrior or Attacker) within attack range referred to as the Attacker's Attack action for clarity)
or beset by an enemy warrior (the Defending has been declared, the opposing player may then
warrior or Defender) can perform an Attack action declare an Attack action (sometimes referred to as
· At least one Attacker must be armed with at least the Defender's Attack action) with any or all of its
one combat weapon that is not destroyed and has Defending units against the Attacking unit, who
not yet been used in an Attack action that hour must meet the following requirements:

If the Attacking unit cannot fulfil any of those · The Defending unit must be lively
requirements, the Attack action does not take place
· The Defending unit must be engaged in combat or
and the Attacking unit may choose a different action
beset by the Attacking unit. Any warrior (the
to perform. Defending warrior or Defender) within attack
8·1·1·1 range or beset by an enemy warrior (the
DECLARE ATTACKING UNIT'S Attacking warrior or Attacker) can perform a
Defender's Attack action
EQUIPMENT
The Attacking unit's player must then declare all of · At least one Defender must be armed with at least
one combat weapon that is not destroyed and has
the equipment - combat weapons, shot weapons,
not yet been used in an Attack action that hour
armour elements and artefacts - the Attacking unit
will use throughout the ensuing Combat action. As such, Defender Attack actions are voluntary actions,
Remember that a warrior cannot wield equipment in except for Feral units, whose Defending Attack

45
COMBINED ATTACKS AND DICE ROLLING
Players combining the attacks of warriors with different attributes against the same enemy
must roll attack dice, strike dice and wound dice separately, or use different-coloured dice in
the same roll, to differentiate between the attributes of the attackers. This ensures no
mistakes are made!

of differing
privilege, class or
attributes or faces
multiple enemies of differing
types they may, and sometimes must, split their
Attacks, treating each Attack separately and
resolving it before moving on to another.

Combat actions are resolved in this sequence:

1: Impact Strikes: Impact strikes from Charge


Attacks. If there are multiple active units that can
make impact strikes, they must resolve those
impact strikes in SKILL order, greatest to lowest,
actions regardless of which unit the warriors belong to.
are Only Swift Charging warriors whose head marks
compulsory are touching an enemy warrior's base are entitled
actions. to make impact strikes, and only if they have a
weapon that has the “Impact strike” rule.
Note that
Defending warriors, if they 2: Charge Attacks: Any other Charge Attack. If
there are multiple active units that can make
are engaged with or beset by other enemy units as
Charge Attacks, they must resolve those Charge
well as the Attacker, must use at least one combat
Attacks in SKILL order, greatest to lowest,
weapon per Defender against the Attacker before
regardless of which unit the warriors belong to.
Attacking those other enemy units.
3: Attacker's Attack Moves: Active Attackers
No further Attack actions may be declared by either must perform Attack Moves where possible.
player in that Combat action once the Attacking unit Perform Attack Moves in SKILL order, greatest
and any Defending units have declared Attack to lowest. If the SKILL of one or more warriors is
actions. Defending units that have declared Attack the same, the player that controls them decides the
actions become active and will become weary order of their Attack Moves.
immediately after the Attacking unit becomes weary. 4: Attacker's Attack Shoots: Active Attackers may
In other words, that's their activation for that hour! perform Attack Shoot actions if able. Perform
Attack Shoots in SKILL order, greatest to lowest.
Defending units that choose to perform a Defender's
If the SKILL of one or more warriors is the same,
Attack action, even though they become active, may the player that controls them decides the order of
not perform any other action other than an Attack their Attack Shoots.
action or an Attack Move action. They cannot
perform any further actions once their Defending 5: Attacker's Attack Invokes: Active Attackers
Attack actions have been resolved, except to Reform. may perform Attack Invoke actions if able.
Perform Attack Invokes in TEMPER order,
Defending units that do not choose to perform a greatest to lowest. If the TEMPER of one or more
Defender's Attack action can, of course, activate warriors is the same, the player that controls them
normally when called upon later on in that hour. decides the order of their Attack Invokes.

8·2
6: Attacker's Attacks: The Attacking unit will
Attack first in SKILL
COMBAT SEQUENCE order, greatest to lowest.
If the SKILL of one or
Before any Attack action begins, the sequence in more warriors is the same CHARGE ATTACK ACTIONS
which all Attack actions are made within a combat - and they are not Charge Attack actions are performed in almost
the Combat Sequence - must be established. combining Attacks, the exactly the same way as an Attack action. The
Usually, Attacking units fight as one body of player that controls them only differences are that Charge Attack actions
warriors against the unit they are engaged with or decides the order of their
(and thus any impact strikes) are performed before
beset by, but if the Attacking unit contains warriors Attacks.
any other Attack action, and that there are both

46
attack and evade modifiers. Evade modifiers only
apply to Swift Chargers, however.
STRIKE SIGHT
Attacker first. Penda's SKILL is the highest of all
the Attackers, so he goes first. Next are the
Some strikes, by their very nature, are restricted by the sight of the warrior resolving Duguth and, if there are any Trolls left, they will
the Attack. All strike sight rules are combined with a strike's type. Attack last.

SIGHTED STRIKES It is useful to either write down the Combat


Sight Strikes Sequence during complex combats, or perhaps place
Strikes by any weapon, unless otherwise noted, are sight strikes and may only be a dice next to each unit involved in number order.
performed against defenders in an Attacker's sight arc. A sight strike is also a sighted That way nobody forgets who Attacks next!

8·2
strike.

SIGHTLESS STRIKES
Sightless Strikes ATTACK SEQUENCE
Some Attackers or weapons can strike against any defender within attack range, Once Attackers and Defenders are declared, the
regardless of what the Attacker can see. These are called sightless strikes and may be first Attack action of the combat must be resolved.
performed against Defenders in either sight or blind arcs. Resolving an Attack action takes place in a
Blind Strikes particular sequence called the Attack Sequence
Blind strikes may only be performed against Defenders in an Attacker's blind arc, which must be followed to its conclusion in all
within attack range of the weapon that allows this of course. Blind strikes are not instances. Note that, if both players are resolving
difficult strikes. A blind strike is also a sightless strike. Attacks, the terms “Attacker” and “Defender”
will reverse each time a player wishes to perform an
UNSIGHTED STRIKES Attack action. Thus, a Defender will become an
Unsighted Strikes Attacker, and so on.
Warriors that are unsighted may only make unsighted strikes, even if they are entitled
to sightless or blind strikes. Unsighted strikes may be performed against Defenders in 8·2·1
either sight or blind arcs, but will always be difficult strikes. DETERMINE ATTACKERS
With the various Attack actions taking place in the
7: Defender's Attack Moves: Active Defenders Combat Sequence, it is simply left to the Attacking
must perform Attack Moves where possible. unit's player to determine whether those Attacks are
Perform Attack Moves in SKILL order, greatest Combined or Split. For example, a commander
to lowest. If the SKILL of one or more warriors is within a unit may wish to combine his Attack with
the same, the player that controls them decides the the other warriors in the unit, or a mighty beast may
order of their Attack Moves. wish to Attack different enemies to the left and right
8: Defender's Attack Shoots: Active Defenders may
and perhaps even behind him.
perform Attack Shoot actions if able. Perform 8·2·1·1
Attack Shoots in SKILL order, greatest to lowest.
If the SKILL of one or more warriors is the same,
COMBINING ATTACKS
the player that controls them decides the order of There are a number of set requirements to combine
their Attack Shoots. the Attacks of Attacking warriors. Note that, if the
first and second requirements cannot be fulfilled, no
9: Defender's Attack Invokes: Active Defenders
combined Attack takes place.
may perform Attack Invoke actions if able.
Perform Attack Invokes in TEMPER order, · Combined Attacks may only be made against
greatest to lowest. If the TEMPER of one or more Defenders of the same class and SKILL
warriors is the same, the player that controls them
decides the order of their Attack Invokes. EXAMPLE
A unit of five Ax-Drunes are Attacking a unit of
10: Defender's Attacks: The Defender's Attacks three Tarvax that includes a Tarvax Untain. All
must now be performed, resolved in SKILL order, five Ax-Drunes could combine their Attacks
greatest to lowest, regardless of which unit the against the Tarvax warriors, or three Ax-Drunes
warriors belong to. If the SKILL of one or more could combine their Attacks against the Tarvax
warriors is the same and they are not combining Untain and the remaining two against the Tarvax
Attacks, the player that controls them decides the warriors.
order of their Attacks.
· Attackers combining their Attacks must all be
11: Combat Results: once all of the Attack actions engaged with Defenders of the same class and
in that Combat action for that hour have been SKILL and that are from the same Defending unit
resolved, the Combat Results must be
· Nobles may combine their Attacks with vassals if
determined. Note, however, that Combat Results
the combat sequence allows this
are not determined in the QuickStarter rules.
EXAMPLE
EXAMPLE
Penda the Bloody-Handed and a unit of Duguth
Penda is fighting within a unit of Duguth against
are in Combat with a unit of Trolls. As the
a unit of Trolls. There are no Charge Attacks, so
the Attacks are resolved in SKILL order with the

47
Angelcynn are Attacking and the Trolls Defending, the Attack itself. Some Defenders
they can combine their Attacks against the Trolls. will only be engaged with certain
· Riders may combine their Attacks with their Attackers, and thus can only STRIKE TYPES
mounts if the combat sequence allows this expect to be Attacked by those There are a number of different types of
· Vassals may combine their Attacks with vassals warriors. strike, each of which has its own rules.
from their unit, but if vassals of an Attacking unit Strike types are combined with strike sight
are Attacking Defenders of the same class and EXAMPLE rules.
SKILL from the same Defending unit, they must A unit of Ax-Drunes with an
attack range of 1” are Attacking a Strike
combine those Attacks
Jötunn and a unit of Trolls. The A strike is any type of strike and thus any
· Combined Attacks, regardless of how or when rules that apply to strikes apply to all strike
Ax-Drunes are in attack range of
dice are rolled, are considered to be simultaneous types unless altered by that strike type.
the Trolls but not Mjagnir.
and thus any Defending warriors that are killed
However, as Mjagnir has an
during that combined Attack may still be Attacked Normal Strike
attack range of 5” with his
by all of those taking part in it
hammer, Mjagnir can still Attack
These are strikes that are not impact, easy,
8·2·1·2 the Ax-Drunes. difficult or fated.
SPLITTING ATTACKS 8·2·2·1 Impact Strike
Impact strikes occur when a larger or
Warriors with multiple attack dice, such as a DECLARE DEFENDING particularly spiky warrior charges into
powerful Warlord or a mighty Monstrous Beast,
UNIT'S EQUIPMENT combat and can cause quite a lot of damage.
may divide their Attacks against differing class
Defenders as they wish. Should this occur, each The Defending unit's player must Attacks by impact strikes are resolved
Attack action is resolved separately. declare how a weapon with the before any other Attack in that Combat
rule Switch (Hands) is used. action and are also easy strikes. Impact
strikes may only be used by Swift Chargers
EXAMPLE 8·2·3 and only if the weapon on their profile has
Carrowek of Carn Dhu is in combat with a unit
of Tarvax and Chaagmuth the Jaw-Taker. As DETERMINE the “Impact strikes” rule.
Carrowek has multiple attack dice, Carrowek ATTACK DICE Easy Strike
decides to use three of them against the Tarvax
The amount of attack dice a Easy strikes are those that are easy to
and the remaining two attack dice against
warrior has per weapon is shown accomplish, perhaps because the enemy is
Chaagmuth the Jaw-Taker.
on his profile, but this can be prone, fleeing or is Mindless. If an
Warriors with multiple weapons, such as a many- modified if a warrior is wounded. Attacker is entitled to an easy strike, the
limbed Monstrous Beast, may divide their Attacks The Attacking unit thus uses that strike value is calculated normally but is
against differing class Defenders as they wish, but if many D10 dice per warrior in the then halved, rounding any fractions down.
they use more than one weapon against the same Attack action. Difficult Strike
Defender they must always combine the Attacks Difficult strikes are those that are difficult
from those weapons so that they occur When warriors combine their
to accomplish, perhaps because the enemy is
simultaneously. Attacks the attack dice of each
simply too quick or a warrior is fighting
warrior Attacking is added
against an enemy in his blind arc. If an
8·2·1·3 together so that a lot of dice are
Attacker makes a difficult strike, the strike
DECLARE ATTACKING UNIT'S rolled. This can be quite enjoyable
value is calculated normally but is then
EQUIPMENT for the Attacking player! doubled, rounding any fractions up.
The Attacking unit's player must declare how a
EXAMPLE Fated Strike
weapon with the rule Switch (Hands) is used - i.e.,
A unit of five Sword-Melusines is Fated strikes are those that are impossible
in one or two hands - before determining Defenders.
combining their Attacks against a for the Defender to avoid and simply become
8·2·2 unit of Duguth. As they have 2 strike dice immediately the Attack action
DETERMINE DEFENDERS
attack dice each, they will roll a is begun and before any other Attacks are
total of 10 attack dice. attempted - there is no need to roll attack
Defenders may only be determined at the point that dice as below for such strikes.
each separate Attack action in a combat is begun and 8·2·4
are nominated only by the Attacking player. This ATTACK! Easy against Difficult
If an Attacker can perform an easy strike
means that the Attack Sequence determines much of
Once attack dice are determined, and yet it is a difficult strike against a
how Attacks are resolved. It could even be that the
the Attacking unit must then particular Defender, the Attack becomes a
first Attack made in the combat destroys all of the
fellow the Strike Sequence below normal strike. Similarly, if an Attacker
Defenders in attack range who could perform a
to attempt to strike the Defender. must perform a difficult strike and yet it is
Defender's Attack action, perhaps leaving another
an easy strike against a particular
Attacker with no enemies to Attack at all. 8·2·4·1
Defender, the Attack becomes a normal
When an Attack action is begun, any enemy warrior
MEASURE THE strike.
engaged by the Attackers is considered to be a ATTACK DISTANCE
Defender, although that does not necessarily mean The Attacking unit's player must
they will become the target, or even the victim, of measure the distance between all

48
STRIKE CHART
DEFENDER'S SKILL VALUE
0-9 10-19 20-29 30-39 40-49 50-59 60-69 70-79 80-89 90-99 100

0-9 5 5 6 6 7 7 8 8 9 9 9
ATTACKER'S SKILL VALUE

10-19 4 5 5 6 6 7 7 8 8 9 9

20-29 4 4 5 5 6 6 7 7 8 8 9

30-39 3 4 4 5 5 6 6 7 7 8 8

40-49 3 3 4 4 5 5 6 6 7 7 8

50-59 2 3 3 4 4 5 5 6 6 7 7

60-69 2 2 3 3 4 4 5 5 6 6 7

70-79 1 2 2 3 3 4 4 5 5 6 6

80-89 1 1 2 2 3 3 4 4 5 5 6

90-99 1 1 1 2 2 3 3 4 4 5 5

100 1 1 1 1 2 2 3 3 4 4 5

of the Attacking warriors taking part in the Attack Attack the strike value is reduced by 1, thus making
action and the Defenders, called the attack distance. the Defender easier to strike.
If the attack distance for any Attacking warrior is
further than their weapon's attack range, that Numbered modifiers are cumulative. If a Defender
weapon cannot be used to strike the Defender, is performing a Charge Attack against a Loathsome
although they are still deemed to have performed the enemy, the strike value is reduced by 1 but also
Attack action with that weapon. increased by 1.

If the attack distance for any Attacking warrior is Strike modifiers may never increase the strike value
equal to or closer than their weapon's attack range, above 9, nor may they decrease the strike value
they continue with the Attack action. below 1. Note that a roll of a 0 is always a parry
and the roll of a 9 is always a strike, regardless of
8·2·4·2 any other rule.
CONSULT THE STRIKE CHART
The Attacking unit's player must consult the Strike
Strike Modifiers
Chart (above) to find the number he needs to roll easy strike - Attacker is unseen
with his attack dice in order to strike the Defender,
easy strike - Defender is unsighted
the strike value. Cross reference the Attacker's
SKILL value (row) against the Defender's SKILL easy strike - Attacking a Defender in his
value (column) to find the strike value. blind arc, unless the
Defender can make blind
strikes or is blind sighted
EXAMPLE
A Dyndraig warrior (SKILL 26) is Attacking a -1 - Attacker is performing a
Duguth warrior (SKILL 41). Cross-referencing Charge Attack action
both SKILL values on the Strike Chart - 26 falls
+1 - Defender is Loathsome
into the “20-29” range of the Attacker's SKILL
value row, and 41 falls into the “40-49” range +1 - Attacker (if performing a
of the Defender's SKILL value column - the strike Defender's Attack action) has
value for the Dyndraig warrior is 6. performed a Hold and Shoot
Charge reaction
8·2·4·3
+2 - Attacker has Invoked in the
APPLY STRIKE MODIFIERS same activation, unless the
The Attacking unit's player must apply any strike only Invoke action was to
modifiers to the strike value where appropriate. perform an invocation with
the rule Attack and Attack
Strike modifiers are applied to the strike value. For Invoke
example, if an Attacker is performing a Charge
+2 - Attacker has performed a

49
Shoot action in the same 8·2·5 PARRY SIGHT
activation, unless the only
Shoot action used a shot PARRY Some parries, by their very
nature, are restricted by the
weapon with the rule Once the strike dice are determined, the
Attack and Attack Shoot sight of the warrior defending
Defender must follow the Parry Sequence
against the attack. All parry
difficult strike - Attacker is unsighted below to Defend himself and attempt to parry
sight rules are combined with a
the Attack.
difficult strike - Defender is unseen parry's type.
difficult strike - Attacker is Braced No Strike Dice SIGHTED PARRIES
If there are no strike dice, do not follow the Sight Parries
EXAMPLE Parry Sequence and instead resolve the Parries against Attacks in a
The Dyndraig warrior is performing a Charge Attack as per step 8·2·7: Resolve the Attack Defender's sight arc are sight
Attack action against the Duguth warrior. Thus, Action of the Attack Sequence. parries. Defenders may combine
thanks to the strike modifier when peforming a their Constitution with the
Charge Attack action, the strike value is reduced by
Ignores Parries Armour+ values of natural,
1 to 5. worn and borne armour classes
If there are strike dice and the Attacker's
8·2·4·4 weapon Ignores Parries, do not follow the
to find their Combined
Constitution against such
ROLL THE ATTACK DICE Parry Sequence and instead continue the attacks. A sight parry is also a
The Attacking unit's player must then roll the Attack from step 8·2·6: Assess Wounds sighted parry.
attack dice. Caused of the Attack Sequence.
SIGHTLESS PARRIES
EXAMPLE
8·2·5·1 Sightless Parries
A Dyndraig warrior's combat weapon - a two- CONSULT THE PARRY CHART Parries against attacks in a
handed cleaver - has 3 attack dice. He thus rolls The Defending unit's player must consult the Defender's blind arc are
those three attack dice against the Duguth Parry Chart (overleaf) to find the number he sightless parries. Defenders may
warrior. needs to roll with the strike dice in order to only combine their Constitution
block the Attacker's strike, the parry value. with the Armour+ values of
Strike Dice Cross reference the Attacker's current natural or worn armour classes
Any attack dice rolled that are equal to or higher MIGHT and Weapon+ (called COMBINED to find their Combined
than the strike value become strike dice and are MIGHT) values (row) against the Defender's Constitution against such
placed to one side for further use - those Attacks current CONSTITUTION and Armour+ Attacks.
have struck the Defender. (called COMBINED CONSTITUTION) values Blind Parries
(column) to find the parry value. Defenders may combine their
Miss Dice Constitution with the value of
Any attack dice rolled that are lower than the strike
Ignores Weapons any armour entitled to a blind
value are discarded and called miss dice - those Attackers only use their MIGHT as their parry in addition to any other
Attacks have missed the Defender. COMBINED MIGHT if the Defender's Armour+ value they would
armour Ignores Weapons. normally be entitled to. Blind
EXAMPLE parries are not difficult parries.
The Dyndraig warrior rolls a 5, a 3 and a 9 on his Ignores Armour A blind parry is also a
attack dice. The 9 and 5 are equal to or above the sightless parry.
Defenders only use their CONSTITUTION as
strike value, and thus become strike dice. The 3,
however, is lower than the strike value and is thus
their COMBINED CONSTITUTION if the UNSIGHTED
Attacker's weapon Ignores Armour. Mount+
a miss die. PARRIES
values still apply.
Unsighted Parries
Swift Strikes and Fated Strikes Defenders that are completely
Use the Highest Constitution
Any rolls of a 9 with the attack dice - as long as a 9 unsighted may only combine
is not the strike value - signify a swift strike. That When Attacking a unit containing warriors of their Constitution with the
particular Attack proved too quick for the Defender, the same class and SKILL, the highest Armour+ values of natural or
and for each roll of a 9, another strike die is added current CONSTITUTION and Armour values worn armour classes to find
to the total, signifying a fated strike. must be used for the purposes of COMBINED their Combined Constitution
CONSTITUTION and the Parry Chart. This against any Attack from any
EXAMPLE ensures the wounded warrior is not targeted arc. Unsighted parries are
The Dyndraig warrior has rolled a 9 - and thus a each time a unit is Attacked. always difficult parries.
swift strike. He immediately adds another strike
die to the two he rolled, the 5 and the 9, which EXAMPLE
means he now has three strike dice. The Dyndraig warrior's COMBINED MIGHT is
72, and the Duguth's COMBINED
CONSTITUTION is 36 as he is wearing light
armour and carrying a shield. Cross-referencing
those values on the Parry Chart, the Duguth

50
PARRY CHART
DEFENDER'S COMBINED CONSTITUTION
0-9 10-19 20-29 30-39 40-49 50-59 60-69 70-79 80-89 90-99 100+
ATTACKER'S COMBINED MIGHT

0-9 5 5 4 4 3 3 2 2 1 1 1

10-19 6 5 5 4 4 3 3 2 2 1 1

20-29 6 6 5 5 4 4 3 3 2 2 1

30-39 7 6 6 5 5 4 4 3 3 2 2

40-49 7 7 6 6 5 5 4 4 3 3 2

50-59 8 7 7 6 6 5 5 4 4 3 3

60-69 8 8 7 7 6 6 5 5 4 4 3

70-79 9 8 8 7 7 6 6 5 5 4 4

80-89 9 9 8 8 7 7 6 6 5 5 4

90-99 9 9 9 8 8 7 7 6 6 5 5

100+ 9 9 9 9 8 8 7 7 6 6 5

Increase the Parry Value by 1 (to a maximum of 9) in the sequence established on the Parry Chart should an Attacker's Combined Might be greater
than 100. Similarly, decrease the Parry Value by 1 (to a minimum of 1) in the sequence established on the Parry Chart should a Defender's Combined
Constitution be greater than 100.

warrior requires a 7 on all three strike dice to particularly one with a heavy weapon or using a
parry those strikes. particular weapon whilst mounted - can deliver if he
gathers pace and is applied only during a Charge
Charging Might Attack. Simply add the Mounted Charge+ or
Some warrior profiles include a Charge+ value or Charge+ value to the charging warrior's Weapon+
Mounted Charge+ on their weapon listing. This value and thus COMBINED MIGHT value.
indicates the extra power a charging warrior -
If weapons with Charge+ values are
disabled or destroyed that Charge+
PARRY TYPES value will not increase the Charging
warrior's weapon value, as the weapon
There are a number of different types of parry, each of which has its own rules. Parry types are
itself does not exist.
combined with parry sight rules.
Parry Obviously, only a warrior that is
A parry is any type of parry and thus any rules that apply to parries apply to all parry types unless mounted may utilise the Mounted
altered by that parry type. Charge+ benefit.
Normal Parry
Charge+ values for those weapons
Normal parries are parries that are not easy, difficult or fated.
without a Weapon+ value only apply
Easy Parry when impact strikes are made and add
Easy parries are those that are easy to accomplish, perhaps because the enemy warrior is mindless to a warrior's MIGHT, and therefore
or incapacitated in some way. If a Defender is entitled to an easy parry, the parry value is COMBINED MIGHT value, rather than
calculated normally but is then halved, rounding any fractions down. weapon value.
Difficult Parry 8·2·5·2
Difficult parries are those that are difficult to accomplish, perhaps because the enemy is simply too
quick or a Defender is fighting against an enemy in its blind arc. If a Defender makes a difficult
APPLY PARRY MODIFIERS
parry, the parry value is calculated normally but is then doubled, rounding any fractions up. The Defending unit's player must apply
any parry modifiers to the parry value
Fated Parry where appropriate.
Fated parries are those that are impossible for the Attacker to avoid and as a result strike dice are
simply discarded before the parry is begun - there is no need to roll strike dice for such parries. Modifiers are applied to the parry value.
For example, if an Attacker has
Easy against Difficult
performed a Charge Attack, the parry
If a Defender can perform an easy parry and yet it is a difficult parry against a particular

51
Attacker, the parry becomes a normal parry. Similarly, if a Defender must perform a difficult parry
and yet it is an easy parry against a particular Attacker, the parry becomes a normal parry.
value is increased by 1, thus making the parry more Swift Parries and Fated Parries
difficult to accomplish.
Any rolls of a 9 with the strike dice are discarded
Numbered modifiers are cumulative. If an Attacker and called parried dice, but - as long as a 9 is not
has performed a Charge Attack and is Loathsome, the the parry value - also signify a swift parry. For each
parry value is increased by 2, thus making the parry roll of a 9, one wound die is also discarded and
much more difficult to accomplish. called a parried die, signifying a fated parry. If there
are no wound dice, however, a fated parry has not
Parry modifiers may never increase the parry value taken place.
above 9, nor may they decrease the parry value
below 1. Note that a roll of a 0 is always a failure EXAMPLE
and the roll of a 9 is always a parry, regardless of The Duguth warrior has rolled a 9, signifying a
any other rule. swift parry. Thus, he discards another wound die,
signifying a fated parry which means there is only
Parry Modifiers one wound die to contend with.

easy parry - Defender is Braced 8·2·6


easy parry - Defender is unseen ASSESS WOUNDS CAUSED
easy parry - Attacker is unsighted If there are any wound dice, the Attacker must
-1 - Defender is using a weapon follow the Attack Wound Sequence below to find WOUND
or armour element with the out how many wounds have actually been caused to TYPES
rule “Parry” the Defender. If there are no wound dice, do not There are a number of
+1 - Attacker is a Swift Charger
follow the Attack Wound Sequence and instead different types of wound,
follow the procedures of step 8·2·7: Resolve the each of which has its
+1 - Defender has performed a Attack Action in the Attack Sequence to resolve
Hold and Shoot Charge own rules.
the Attack action.
reaction Wound
+1 - Attacker is Loathsome 8·2·6·1 A wound is any type of
difficult parry - Defender is unsighted
ROLL THE WOUND DICE wound and thus any
The Attacking unit's player must roll the wound rules that apply to
difficult parry - Attacker is unseen wounds apply to all
dice.
wound types unless
EXAMPLE Any rolls of a 9 with the wound dice signify a altered by that wound
The Dyndraig warrior is a Swift Charger, and vicious wound. That wound is particularly brutal type.
thus the parry value is increased by 1. This means and becomes a fated wound immediately, thus
Normal Wound
the Duguth warrior must roll a 7 on all three enabling the Attacker to roll another wound die.
strike dice (thanks to carrying a shield) to avoid Normal wounds are
being wounded! Any rolls of a 0 with the wound dice signify a wounds that are not
graze. Other than stinging the Defender, perhaps in fated.
8·2·5·3 a paper cut kind of way where teeth are sucked and Fated Wounds
ROLL THE STRIKE DICE curses aired, that wound does not cause any Fated wounds are those
The Defending unit's player must roll the strike damage. that cause major damage
dice. to the Defender and add
Any other value on the wound dice result in a
another D10 to the
Parried Dice wound.
attack damage
Any strike dice rolled that are equal to or higher immediately. This fated
EXAMPLE wound, if a 9 is rolled,
than the parry value are discarded and become
The Dyndraig warrior rolls the single remaining
parried dice - those strikes have been parried and will generate another
wound die, which results in an 8 - and is thus a
have failed to wound the Defender. wound die (a D10
wound!
which must immediately
Wound Dice 8·2·6·2 be rolled) and thus it is
Any strike dice rolled that are lower than the parry APPLY WOUND MODIFIERS theoretically possible for
Players must apply any wound modifiers to the one wound die to strike
value become wound dice and are placed to one side
remaining wound dice as appropriate. Wound down a powerful
- those strikes have not been parried and have
opponent.
wounded the Defender. modifiers apply to each wound die rolled and thus
are applied per wound. A graze is not a wound and
EXAMPLE thus no wound modifiers are applied to that die.
The Duguth warrior rolls a 3, a 6 and a 9 on the
three strike dice. The 3 and 6 are below the parry Wound+
value, and thus become wound dice. The 9,
Some weapons include a Wound+ value,
however, is above the parry value, and thus
representing a weapon that, once it has penetrated
becomes a parried die.

52
armour, creates a particularly nasty wound. This any order and from any position the Defender
Wound+ value should be added as a wound modifier wishes, but there are some caveats to this.
to each wound die.
Keep Attackers and Defenders Engaged
However, if the Wound+ value states to roll dice,
Most of the time it is obvious which warriors are
roll how many dice are indicated per wound die and
dead and must be removed, but combined attacks
add the results to the attack damage.
will often take place against a number of Defenders,
all of whom could be the first warrior to be
EXAMPLE
The Dyndraig warrior's two-handed weapon has a
removed. The Defending player can remove his dead
Wound+ value of “D10”. Thus, the Dyndraig warriors as he sees fit, but he must remove warriors
warrior gets to roll another wound die, which within the attack range of the Attacks that caused
results in a 9 - and thus a vicious wound, which is the deaths first.
also a “fated wound”. The Dyndraig warrior rolls
a 0 on this further wound die, signifying a graze - Additionally, the Defending player may never
and thus not a wound. remove warriors to disengage with an enemy unit
unless he has no other choice. The simple rule of
Wound- thumb is, keep as many warriors engaged as possible
Some shields and armour include a Wound- value, from both Attackers and Defenders when removing
representing armour that can reduce the effects of a dead warriors!
weapon. This Wound- value should be deducted as a
wound modifier from each wound die.
Removing Unit Command Warriors
Champions, banner bearers and heralds may be the
However, if the Wound- value states to roll dice, only warriors within attack range that can be
roll how many dice are indicated per wound die and removed from play. As they cannot effectively be
deduct the results from the attack damage. removed until every other member of their unit is
dead, simply replace the closest unit warrior to the
Apply Wound+ modifiers before applying Wound-
dead unit command warrior (who is a member of the
modifiers to wound dice if weapons and armour are
unit command warrior's unit, of course) with the
used against each other in an Attack action.
dead unit command warrior. If unit command
8·2·6·3 warriors are the only remaining members of their
CALCULATE ATTACK DAMAGE unit, they must be removed where they stand.
The Attacking unit's player must add the result of
Remaining Wounds
each wound die (plus wound modifiers) together to
find the attack damage. Any wounds from attack damage that are still to be
deducted after a warrior dies (called remaining
EXAMPLE wounds) may carry over to Defenders of the same
The Dyndraig warrior has rolled an 8 and a 9 on class and SKILL whether they are within attack
his wound dice. Added together, this means the range of the Attacker or not. This represents an
attack damage from the Dyndraig's Attack action is Attacker stepping forward during the mêlée, hacking
17. into the Defenders. In this way, combined Attacks
8·2·6·4 can kill many warriors within units.
DEDUCT ATTACK DAMAGE
EXAMPLE
The Defending unit's player must then deduct the The Duguth warrior had to deduct 17 attack
attack damage from the Defender's damage from his CONSTITUTION but he only has
CONSTITUTION. If a Defender's CONSTITUTION 12. Thus, there are 5 remaining wounds, and as
is reduced to zero, the warrior is dead and removed there is another Duguth warrior in his unit, that
from the battlefield. warrior's CONSTITUTION is reduced by 5.

EXAMPLE Marking Wounds


The Duguth warrior deducts the attack damage, Wounds can easily be recorded on the Constitution
17, from his CONSTITUTION. Unfortunately, as Chart of a warrior profile. We recommend,
he only has 12 points of CONSTITUTION left however, that players use different coloured pens
from his basic 15, the Duguth warrior is dead!
and alternate the colours used after each combat
Remember to reduce a warrior's attack dice or shoot action is completed.
dice if he has taken enough wounds!
The Wounded Warrior
8·2·6·6 Whilst every wound suffered by a warrior should be
REMOVING DEAD WARRIORS marked on his profile, on his Constitution Chart, it
Dead warriors are removed from their position on can be problematic to have more than one warrior
the battlefield after the Attack action is resolved, in
53
within a unit of the same class and SKILL to be from the 8·2·1: Determine Attackers step of the
wounded at the same time. Thus, the first time a Attack Sequence above (and in the Combat
warrior from a unit is wounded, one of those Sequence established before the first Attack actions
warriors becomes the wounded warrior. This warrior were made) until there are no more Attack actions to
suffers any further wounds that the unit takes from perform in that Combat action.
any source until he is himself dead, at which point
another member of the unit becomes the wounded 8·3
warrior.
PREVIOUS ACTIONS
The wounded warrior is never marked upon the Units that have performed a Walk, Run, Fly, Charge,
battlefield. Instead, when the unit takes enough Attack, Charge Attack, Attack Move, Attack Shoot,
wounds for the wounded warrior to die, one warrior Invoke, Attack Invoke, Brace, Bind, Join and/or Issue
within range of the action that caused the death is New Orders action may perform an Attack action
removed from play. In this way, book-keeping is afterward in the same activation.
kept to a minimum and warriors that are actually in
combat die. Units that have performed a Hold, Hold and Shoot
and/or a Hold and Brace reaction may perform an
EXAMPLE Attack action afterward in the same activation.
A Duguth warrior has died, and thus a wounded
warrior must be removed. There is only one Should a Braced unit Attack, their attack dice are
Duguth warrior within attack range of the halved, rounding any fractions down.

8·4
Dyndraig that caused the death, so the Defender
removes that warrior from play. As there are
remaining wounds, the “wounded warrior”
mantle passes to another Duguth - but nobody FURTHER ACTIONS
knows which is the wounded warrior until another Units that have performed a Attack action may
death is caused! perform another Attack action immediately (see the
8·2: Combat Sequence rule), and/or an Invoke, Join
If all of the Attacking unit's warriors are engaged in
or Issue New Orders action afterward in the same
combat, the Attacker may choose which warrior is
activation. Additionally, Triumphant units may
the wounded warrior when Attacking; for the
perform a Reform action after all of their Attack
wounded warrior could of course have reduced
actions have been resolved in the same activation (see
attack dice. Otherwise, a warrior that is not engaged
the 8·2·7·1: Destroyed Enemies rule).
in combat is the wounded warrior whilst his unit is
Attacking. This is only right, for wounded warriors
would hang back rather than put themselves further
8·5
at risk. ATTACK MOVE
8·2·7 ACTION
RESOLVE THE ATTACK It can happen that some warriors within an
ACTION Attacking or Defending unit that is already in
Combat are not actually engaged with an enemy
After the attack damage has been assessed and dead unit. If that is the case, an Attack Move action must
warriors removed, the Attack action is deemed to be performed by the active unit.
have been resolved and both players must ready
themselves for any further Attack actions to be 8·5·1
performed during that Combat action.
PERFORMING AN ATTACK
8·2·7·1 MOVE ACTION
DESTROYED ENEMIES Attack Move actions are compulsory actions. As such,
If an Attacking unit has killed at least one enemy they must be performed by units with unengaged or
warrior with their Attack actions for that activation beset warriors that have not already Moved that
and is no longer engaged with or beset by any hour, who become Attacking and Moving units until
enemy unit when all of its Attack actions for that the Attack Move action is resolved.
activation are resolved, it is deemed to be a
Triumphant unit. Triumphant units may immediately Attack Move actions may only be performed after
perform a Reform action. some other Attack actions have already taken place;
see the 8·2: Combat Sequence rule for details.
8·2·8
Attackers may perform an Attack Shoot or Attack
FURTHER ATTACK ACTIONS Invoke action instead of an Attack Move action, if
Once the Attack action has been resolved and any their weapons or rules allow them to.
dead warriors removed, the next Attack action begins

54
If a unit is immobile, it cannot perform an Attack · they remain engaged (or contact engaged if Wild
Move action. or Feral) with the enemy warriors they are
currently engaged with
Unengaged Warriors · if Wild or Feral and not already contact engaged,
Unengaged Attacking and Moving warriors must become contact engaged where possible
perform either a Walk, Fly or Run action (regardless · they do not disengage themselves from an enemy
of their current orders), as long as the following warrior's current engagement (i.e., they cannot
requirements are met: move out of an enemy's attack range if they are
within it)
· they engage (or attack engage if Wild or Feral) at
least one enemy warrior from the enemy unit that · they do not move from the arc of sight of the
their own unit is engaged with enemy warriors they are currently engaged with

· if they cannot engage enemy warriors from the · they remain within join distance of warriors from
enemy unit that their own unit is engaged with, their own unit
unengaged Attacking and Moving warriors must
This could enable a warrior to Attack Move to a
engage (or attack engage if Wild or Feral) at least
one enemy warrior from another enemy unit more advantageous position, Attack Move to engage
another enemy unit (thus drawing them into the
· if no enemy warriors can be engaged, unengaged combat) or even Turn to Face an enemy Attacking
Attacking and Moving warriors must Walk or their own blind arc.
Run to a position as close as possible to a warrior
from their own unit that is engaged with an Engage as Many Warriors as Possible!
enemy warrior
All units in Combat must engage as many of its
· they do not move from the arc of sight of the
warriors against an enemy warrior as it is physically
enemy warriors they can engage, unless there is no
other choice than to do so
possible to do so, and in order to do so some
warriors must Attack Move to make room for them,
· they remain within join distance of warriors from as long as individual warriors do not break any of the
their own unit above Attack Move rules.
Beset Warriors The general rule of thumb is, both players must
Beset Attacking and Moving warriors must perform engage as many warriors in Combat as physically
either a Walk, Fly or Run action (regardless of their possible without breaking engagement rules or join
current orders), as long as the following distances.
requirements are met:
8·5·1·1
· they engage (or attack engage if Wild or Feral) at RESOLVING AN ATTACK MOVE
least one enemy warrior from the unit they are ACTION
beset by
Once all of the Attacking and Moving warriors have
· if they cannot engage enemy warriors from the completed their Attack Move so that as many as
enemy unit that their own unit is engaged with, possible are engaged with an enemy warrior, the
beset Attacking and Moving warriors must engage Attack Move action is resolved.
(or attack engage if Wild or Feral) at least one
enemy warrior from another enemy unit 8·5·1·2
· if no enemy warriors can be engaged, beset PREVIOUS ACTIONS
Attacking and Moving warriors must Walk or Defenders that have chosen to Hold and Brace or
Run to a position as close as possible to a warrior Hold and Shoot as a Charge reaction may not perform
from their own unit that is engaged with an an Attack Move action.
enemy warrior
8·5·1·3
· they do not move from the arc of sight of the
enemy warriors they are beset by, unless there is FURTHER ACTIONS
no other choice than to do so Attacking and Moving warriors can, of course,
perform an Attack action afterward in the same
· they remain within join distance of warriors from
their own unit
activation.

Engaged Warriors
Attack Move actions can also be voluntary actions.
Warriors already engaged with an enemy unit that
have not already Moved that hour may Attack Move
as long as the following requirements are met:

55
·9·
SHOOT ACTION
In Darklands, death does not always come from close quarters, from an enemy warrior's
blade or claw, where breaths stink and bowels void; death can come from far away and
sometimes without warning, for arrows and other long range weapons are indiscriminate
and rightly feared.

9·1 Target unit and some


of them may
DECLARING A SHOOT eventually become

ACTION Target units.

Shoot actions are voluntary actions in all circumstances. The Target unit will usually be the
To perform a Shoot action, it must first be declared as nearest enemy unit the Shooting
per the sequence below. unit's leader can see, but this does
depend on the unit's acuity, as
9·1·1 outlined below.
IDENTIFY SHOOTING UNIT · A Shooting unit that is Elite,
Players must first identify the unit they wish to Veteran or Fanatical, or has the
Shoot with (the Shooting unit or Shooter), which ability to choose Distinct Target
must meet the following requirements: Units, may select any potential
Target unit to be the Target unit
· The Shooting unit must be unengaged. Engaged · A Shooting unit that has
Shooting units may perform an Attack Shoot action the ability to choose a
if any Shooters are unengaged Distinct Target Warrior
· At least one warrior within the Shooting unit may select any single
must be armed with a shot weapon that has not warrior from any
yet been used that hour potential Target Unit
to be the Target
· At least one warrior (a Shooting warrior) within Warrior
the Shooting unit must have line of sight to at
least one enemy unit, although this does not mean · A Shooting unit that
all of the warriors within the Shooting unit will is Drilled, Trained
be able to Shoot at that Target unit. or Wild may select
any potential Target
If the Shooting unit cannot fulfil any of those unit to be the Target unit, but
requirements (or if there are no potential Target must first take a FORTITUDE TEST - in this case
units), the Shoot action does not take place and the a TARGETING TEST - to do so. If the
Shooting unit may choose a different action to TARGETING TEST is passed, the Shooting unit
perform. may select any potential Target unit to be the
Target unit. If the TARGETING TEST is failed,
9·1·1·1 the Shooting unit must Shoot at the nearest enemy
DECLARE SHOOTING UNIT'S unit its leader can see that is not in combat (unless
there is no other choice than to Shoot at an enemy
EQUIPMENT unit in combat), which then becomes the Target
The Shooting unit's player must then declare all of unit
the equipment - shot weapons and artefacts - the
· A Shooting unit that is Levy, Feral or Mindless must
Shooting unit will use throughout the ensuing Shoot
always Shoot at the nearest enemy unit its leader can
action. Remember that a warrior cannot wield see that is not in combat (unless there is no other
equipment in the same Shoot action such that the choice than to Shoot at an enemy unit in combat),
total amount of hands that equipment requires which then becomes the Target unit
exceed his own hands value.
9·1·2·1
9·1·2 MOUNTED WARRIOR TARGETS
IDENTIFY TARGET UNITS Shooting units that have selected a mounted unit or
With the Shooting unit established, it must then mounted warrior as a Target (also called a Mounted
identify the enemy unit it wishes to Shoot (the Target) must, depending upon the type of mount
Target unit). Any enemy unit the Shooting unit can ridden, choose either the riders or their mounts as
see - including those in combat - is a potential the Target. The Target will usually be the mounts

56
if they are ardent mounts and the riders if the 9·1·2·4
mounts are not ardent mounts, as outlined below. VASSAL SHOOTERS
· A Shooting unit that is Elite, Veteran or Vassals within a Shooting unit must combine their
Fanatical, or has the ability to choose Distinct Shoot action against the same Target unit where
Target Warriors, may select either the Mounted possible. A vassal must Shoot the same Target unit
Target's rider to be the Rider Target or the with all of his shot weapons should he have more
Mounted Target's mount to be the Mount Target
than one, but each shot weapon must be used in a
· A Shooting unit that is Drilled, Trained or Wild separate Shoot action (ensuring their shot weapons
may select the Mounted Target's rider to be the may be used on other Target units if one is
Rider Target but must first take a FORTITUDE destroyed).
TEST - in this case a MOUNT TARGETING
TEST - to do so, as long as they have not taken a 9·1·3
IDENTIFY SEPARATE TARGET
TARGETING TEST in the same Shoot action. If
the MOUNT TARGETING TEST is passed, the
Shooting unit may select either the Mounted UNITS
Target's rider to be the Rider Target or the
Usually, Shooting units can only nominate one
Mounted Target's mount to be the Mount
Target. If the MOUNT TARGETING TEST is
enemy unit to be the Target unit, but there are
failed or not taken, or if the Shooting unit has some instances in which more than one unit may -
already taken a TARGETING TEST in the same or sometimes must - be Shot at.
Shoot action, the Shooting
unit must select the · Nobles within the Shooting unit may Shoot other
Mounted Target's mount to potential Target units as a separate Shoot action
SHOT SIGHT be the Mount Target. · Some vassals within the Shooting unit may not be
Some shots, by their very nature, are able to draw line of sight to the Target unit,
· A Shooting unit that is
restricted by the sight of the warrior resolving perhaps because of intervening terrain, other
Levy, Feral or Mindless
the attack. All shot sight rules are combined must always select the warriors or even some sorcerous effect. If this is
with a shot's type. Mounted Target's mount to the case, those warriors that cannot see the Target
be the Mount Target. may Shoot another potential Target unit as a
SIGHTED SHOTS separate Shoot action
Sight Shots · If the Mounted Target's
Shots using any shot weapon, unless otherwise mount is not an ardent A good rule of thumb when splitting Shooting as
noted, are sight shots and may only be mount, the Shooting unit above is to ensure that vassals within a Shooting unit
must select the rider to be Shoot the least amount of Target units as possible,
performed against Target units in a Shooter's
sight arc. A sight shot is also a sighted shot. the Rider Target. with as many warriors as possible per Shoot action.
9·1·2·2 9·1·4
SIGHTLESS SHOTS
DECLARE TARGET
Sightless Shots
UNIT'S EQUIPMENT PERFORM SHOOT ACTIONS
Some Shooters or shot weapons can be used to
Shoot against any Target unit within range, The Target unit's player must IN SKILL ORDER
regardless of what the Shooter can see. These then declare all of the equipment Shooting units that have split their Shooting perform
are called sightless shots and may be - armour elements and artefacts separate Shoot actions that are not simultaneous. This
performed against Target units in either sight - the Target unit will use ensures that, if the first Shoot action completely
or blind arcs. throughout the ensuing Shoot destroys a unit, the second Shoot action can select a
action. Remember that a warrior different Target unit.
Blind Shots
cannot wield equipment in the
Blind shots are those that may only be Any separate Shoot actions must be performed in
same Shoot action such that the
performed against Target units in a Shooter's SKILL order, highest to lowest, the Shooter with
total amount of hands that
blind arc. Blind shots are not difficult shots. the highest SKILL within a unit performing their
equipment requires exceed his
A blind shot is also a sightless shot. Shoot action first.
own hands value.
UNSIGHTED SHOTS 9·1·2·3 EXAMPLE
Unsighted Shots
NOBLE SHOOTERS A unit of ten Bow-Drunes contains a Battle-
Warriors that are unsighted may only make
Nobles within a Shooting unit Drune with a bow. The Battle-Drune decides to
unsighted shots, even if they are entitled to Shoot at the same Target as the Bow-Drunes, but
sightless or blind shots. Unsighted shots may may combine their Shoot action
in a separate Shoot action. As he has greater SKILL
be performed against Target units in either with its vassals. A noble may
than the vassals he will perform the Shoot action
sight or blind arcs, but will always be Shoot the same Target unit with first. He manages to kill the Target warrior, and
difficult shots. all of his shot weapons should he the Bow-Drunes then select a different Target
have more than one, but each unit.
shot weapon must be shot in a
separate Shoot action (ensuring If two separate Shoot actions are performed by
his shot weapons may be used on other Target units Shooters with the same SKILL, the Shooting player
if one is destroyed). may decide which Shoot action is performed first.

57
Shooting with Mounted Warriors SHOT TYPES
Riders and mounts may perform separate Shoot There are a number of different types of shot, each of which has its own rules.
actions in normal SKILL order sequence, using their Shot
own SKILL and MIGHT as well as their own shot A shot is any type of shot and thus any rules that apply to Shots apply to all shot
weapons, but may combine their Shoot actions where types unless altered by that shot type.
possible.
Normal Shot
9·2 These are shots that are not easy, difficult or fated.

SHOOT SEQUENCE Easy Shot


Easy shots are those that are easy to accomplish, perhaps because the Target is at
Once Target units have been identified and short range or is a huge beast. If a Shooter is entitled to an easy shot, the shoot value
combined or split Shooting declared, the first Shoot is calculated normally but is then halved, rounding any fractions down.
action must be resolved. Resolving a Shoot takes
place in a particular sequence called the Shoot Difficult Shot
Sequence which must be followed to its conclusion Difficult shots are those that are difficult to accomplish, perhaps because the Target is
too far away or a warrior has moved too quickly to shoot. If a Shooter takes a
in all instances.
difficult shot, the shoot value is calculated normally but is then doubled, rounding any
9·2·1 fractions up.

TURN TO FACE THE TARGET Fated Shot


Fated shots are those that are impossible for the Target to avoid and simply become
The Shooters must first Turn to Face the direction
shot dice immediately the Shoot action is begun and before any other Shoot actions are
they are Shooting, if they are not already doing so.
attempted - there is no need to roll shoot dice as below for such shots.
Simply turn the base of each warrior involved in the
Shoot action so that their head marks face directly Easy against Difficult
towards any warrior from the Target unit that they If a Shooter can take an easy shot and yet it is a difficult shot against a particular
can draw line of sight to. This does not count as Target, the shot becomes a normal shot. Similarly, if a Shooter must perform a
Moving. difficult shot and yet it is an easy shot against a particular Target, the shot becomes a
normal shot.
9·2·2
DETERMINE SHOOT DICE
The amount of shoot dice a warrior has per shot 9·2·3
weapon is shown on their profile, although this can
be reduced if a warrior is wounded enough (see the
SHOOT!
3: Warrior Profiles section, “Constitution Chart Once their shoot dice are determined, the Shooting
and Dice Markers” box). The Shooting unit thus unit must then follow the Shot Sequence below to
uses that many D10 dice per warrior in the Shoot attempt to Shoot the Target unit.
action. Note that there is a difference between 9·2·3·1
“shoot dice” (the amount of D10 dice a warrior
MEASURE THE SHOOT DISTANCE
may use to shoot) and “shot dice” (the amount of
times an enemy warrior has been shot). The Shooting unit's player must measure the
distance between the Shooting unit's warriors and
When Shooters combine their Shoot actions the shoot the Target unit, called the shoot distance. The
dice of each warrior Shooting are added together so length of the shoot distance will determine how
that a lot of dice are rolled. This can be quite difficult the Target unit is to Shoot and wound
enjoyable for the Shooting player! (closer Targets are much easier to Shoot and wound
than those far away) and whether their shots
EXAMPLE actually make it to the Target, for many shot
A unit of ten Bow-Drunes is combining their weapons have a maximum range and some even have
Shoot action against an enemy unit of Duguth. As a minimum range.
they have 1 shoot dice each, they will roll a total
of 10 shoot dice. If the shoot distance for any Shooting warrior is
further than their shot weapon's maximum range, or
Spray and Crush Weapons closer than their shot weapon's minimum range, they
The shoot dice of spray and crush shot weapons are may not take further part in the Shoot action,
multiplied by how many warriors are under their although they are still deemed to have performed it.
template's placement. See the 9·5: Spray Weapons
If the shoot distance for any Shooter is equal to or
and 9·6: Crush Weapons rules for details.
closer than their shot weapon's maximum range, as
well as equal to or greater than their shot weapon's
minimum range, or if the invocation does not have a
maximum or minimum range, they continue with
the Shoot action.
58
SHOOT CHART
TARGET'S SKILL VALUE
0-9 10-19 20-29 30-39 40-49 50-59 60-69 70-79 80-89 90-99 100

0-9 5 5 6 6 7 7 8 8 9 9 9

10-19 4 5 5 6 6 7 7 8 8 9 9
SHOOTER'S SKILL VALUE

20-29 4 4 5 5 6 6 7 7 8 8 9

30-39 3 4 4 5 5 6 6 7 7 8 8

40-49 3 3 4 4 5 5 6 6 7 7 8

50-59 2 3 3 4 4 5 5 6 6 7 7

60-69 2 2 3 3 4 4 5 5 6 6 7

70-79 1 2 2 3 3 4 4 5 5 6 6

80-89 1 1 2 2 3 3 4 4 5 5 6

90-99 1 1 1 2 2 3 3 4 4 5 5

100 1 1 1 1 2 2 3 3 4 4 5

Note Lethal and Effective Ranges If the Target is a Mounted Target and the shooter
has nominated a Mount Target, cross reference the
When measuring the shoot distance, the Shooting
Shooter's SKILL value (row) against the Mount
unit's player must also note whether the Target is
Target's SKILL value (column) to find the shoot
within lethal or effective range of any warriors from
value.
the Shooting unit. If any Target warrior is within
lethal range or further than effective range of any 9·2·3·3
Shooting warrior, those Target warriors (and those APPLY SHOOT MODIFIERS
warriors only) must apply the appropriate shoot The Shooting unit's player must apply any shoot
modifiers to the shoot value and evade modifiers to modifiers to the shoot value where appropriate.
the evade value. Shoot modifiers are applied to the shoot value. For
9·2·3·2 example, if a Target is within cover the shoot value
is increased by 1, thus making the Target harder to
CONSULT THE SHOOT CHART
Shoot.
The Shooting unit's player must consult the Shoot
Chart (above) to find the number he needs to roll Numbered modifiers are cumulative. If a Target is
with his shoot dice in order to Shoot the Defender, both within cover and the Shooting unit is
the shoot value. Cross reference the Shooter's performing a Volley Shoot action, the shoot value is
SKILL value (row) against the Target's SKILL increased by 2, thus making the Target much more
value (column) to find the shoot value. difficult to Shoot.

EXAMPLE Modifiers may never increase the shoot value above


A unit of five Bow-Drunes ( SKILL 33) is 9, nor may they decrease the shoot value below 1.
Shooting a unit of Duguth warriors ( SKILL 41). Note that a roll of a 0 is always an evasion and the
Cross-referencing both SKILL values on the roll of a 9 is always a shot, regardless of any other
Shoot Chart - 33 falls into the “30-39” range of rule.
the Shooter's SKILL value row, and 41 falls into
the “40-49” range of the Target's SKILL value Shoot Modifiers
column - the shoot value for the Bow-Drune
warriors is 5. easy shot - Target is an easy target
-1 - Target is within lethal
If the Target is a Mounted Target and the shooter
range of a shot weapon
has nominated a Rider Target, cross reference the
Shooter's SKILL value (row) against the Rider -1 - every 3” closer than lethal
Target's SKILL value (column) to find the shoot range of the shot weapon
value. the Target lies

59
-1 - The majority of the more Harder Targets with differing profiles that
Shooting warrior's base is require the same shoot value to Shoot, they are
within the Target's blind further divided by their SKILL value.
arc
Dividing the Harder Targets in this manner is
+1 - Shooting unit has performed
important, for shot dice are applied to Target
a Walk or Fly action
previously in their current warriors in Easiest Target to Hardest Target order,
activation with shot dice applied the Easiest Target first, then
to the next Hardest Target and so on until all the
+1 - Shooting unit is performing
shot dice are applied. What this means, effectively, is
a Hold and Shoot Charge
reaction
that easier targets are killed before any others.

+1 - Shooting unit is performing EXAMPLE


a Volley Shoot action The Thegn and the two Duguth warriors within
+1 - Target is within cover the scrub are both Harder Targets when
compared to the Duguth warriors outside of the
+1 - per unit (friend and enemy) scrub. The Duguth warriors within the scrub
in the combat shot at count as one Harder Target (as they have the
+1 - Target is further than same SKILL) and the Thegn counts as the next-
effective range of the shot hardest Target as his shoot value would be 7,
weapon more than the Duguth in the scrub. After any shot
dice are applied to the Easier Target, any
+1 - every 3” further than the remaining shot dice are applied to the Duguth
effective range of a shot warriors first and, if there are still shot dice
weapon the Target unit lies remaining, the Thegn.
+2 - Shooting unit has performed
an Invoke or Run action Shooting Mounted Warriors
previously in their current
If a mounted warrior (or a unit of mounted
activation
warriors) is the Target unit, all shots are applied
difficult shot - Target is a difficult target against the rider if the mount is not an ardent mount.
difficult shot - Shooting unit is Braced
If the mount of a mounted warrior is an ardent
9·2·3·5 mount, shot dice are distributed to the rider and the
mount depending upon which was the Target.
SHOOTING AT A MIXED TARGET
If a Target unit comprises warriors with different If the Rider was the Target, shot dice are
profiles, has some warriors within lethal range and distributed to the rider first and then the mount in
some within effective range, is a Bound unit or the ratio of 4:1.
straddles terrain so that some warriors can claim
cover and some cannot - in short, if there is any Similarly, if the Mount was the Target, shot dice
reason that individual Target warriors from a Target are distributed to the mount first and then the rider
unit could require different shoot values - the in the ratio of 4:1.
Target's SKILL value (for the purposes of the Shoot
Chart) must always be the Easier Target's SKILL EXAMPLE
A unit of ten Bow-Drunes have shot at Kraan
value.
who is riding his bear, Aarwä, and have hit six
The Easier Target is defined as those warriors times. As they chose to select the Mount as the
within the Target unit that require the lowest shoot Target, four of those shot dice are allocated to
Aarwä, then one to Kraan, then another to Aarwä.
value to Shoot by the Shooting unit, after any shoot
modifiers have been calculated and applied. 9·2·3·6
ROLL THE SHOOT DICE
EXAMPLE
The Shooting unit's player must then roll the shoot
A Thegn and two of the Duguth warriors shot at
dice.
by the Bow-Drunes are within scrub, and can
thus claim cover. The three Duguth outside of the
scrub are the Easier Target, requiring a 5 to Shoot EXAMPLE
(rather than the 6 against those Duguth within The Bow-Drunes' shot weapons - their bows -
the scrub and the 7 against the Thegn). Thus, the have 1 shoot die each. As there are five Bow-
shoot value is still 5. Drunes combining their Shoot action against the
Duguth warriors, the unit rolls five shoot dice.
Harder Targets are those that are progressively
harder to shoot, i.e., they require higher shoot values Shot Dice
than the Easier Target after any shoot modifiers Any shoot dice rolled that are equal to or higher
have been calculated and applied. If there are two or than the shoot value become shot dice and are placed
60
EVADE CHART
TARGET'S COMBINED CONSTITUTION
0-9 10-19 20-29 30-39 40-49 50-59 60-69 70-79 80-89 90-99 100+

0-9 5 5 4 4 3 3 2 2 1 1 1
SHOOTER'S COMBINED MIGHT

10-19 6 5 5 4 4 3 3 2 2 1 1

20-29 6 6 5 5 4 4 3 3 2 2 1

30-39 7 6 6 5 5 4 4 3 3 2 2

40-49 7 7 6 6 5 5 4 4 3 3 2

50-59 8 7 7 6 6 5 5 4 4 3 3

60-69 8 8 7 7 6 6 5 5 4 4 3

70-79 9 8 8 7 7 6 6 5 5 4 4

80-89 9 9 8 8 7 7 6 6 5 5 4

90-99 9 9 9 8 8 7 7 6 6 5 5

100+ 9 9 9 9 8 8 7 7 6 6 5

Increase the Evade Value by 1 (to a maximum of 9) in the sequence established on the Evade Chart should a Shooter's Combined Might be greater
than 100. Similarly, decrease the Evade Value by 1 (to a minimum of 1) in the sequence established on the Evade Chart should a Target's Combined
Constitution be greater than 100.

to one side for further use - those shots have hit the Fallen Dice
Target unit.
Any shoot dice rolled that are lower than the shoot
value are discarded and called fallen dice - those
shots have missed and fallen around the Target unit.

EXAMPLE
The Bow-Drunes roll a 3, a 5, a 6
and two 9s against the Duguth
EVASION TYPES warriors. The 9s, 6 and 5 are equal
There are a number of different types of evasion, each of which has its own rules. Evasion types are to or above th shoot value, and thus
become shot dice. The 3, however,
combined with evasion sight rules.
is lower than the shoot value and is
Evasion thus a fallen die.
An evasion is any type of evasion and thus any rules that apply to evasions apply to all evasion
types unless altered by that evasion type. Sure Shots and Fated Shots
Normal Evasion Any rolls of a 9 with the shoot dice -
Normal evasions are evasions that are not easy, difficult or fated. as long as a 9 is not the shoot value -
signify a sure shot. That particular Shoot
Easy Evasion proved uncannily accurate and for each
Easy evasions are those that are easy to accomplish, perhaps because the target is very quick or is
roll of a 9, another shot die is added to
virtually unaffected by shot weapons. If a target is entitled to an easy evasion, the evasion value is
the total, signifying a fated shot.
calculated normally but is then halved, rounding any fractions down.
Difficult Evasion EXAMPLE
Difficult evasions are those that are difficult to accomplish, perhaps because the Shooting unit is Two Bow-Drunes have rolled a 9 -
simply too skilled or a Target is not paying attention to the Shoot. If a Target makes a difficult and thus two sure shots. They
evasion, the evasion value is calculated normally but is then doubled, rounding any fractions up. immediately add two more shot die
to the 9s and the three his mates
Fated Evasion rolled, which means the Bow-
Fated evasions are those that avoid the shot uncannily and as a result shot dice are simply Drunes have six shot dice.
discarded before the evasion is begun - there is no need to roll evasion dice below for such evasions.
Easy against Difficult
If a Target can perform an easy evasion and yet it is a difficult evasion against a particular shot,
the evasion becomes a normal evasion. Similarly, if a Target must perform a difficult evasion and
yet it is an easy evasion against a particular shot, the evasion becomes a normal evasion. 61
9·2·4 EXAMPLE EVASION SIGHT
EVADE With there being six shot dice, the first three
are applied to the Duguth warriors outside the
Some evasions, by their very
nature, are restricted by the
Once the shot dice are determined, the Target unit scrub and the remaining three shot dice to the sight of the warrior evading the
must follow the Evade Sequence below to attempt Duguth within the scrub and the Thegn. The
shot. All evasion sight rules are
to evade the Shoot. Thegn immediately becomes a Different
combined with an evasion's
Target as his profile is different to the Duguth
type.
No Shot Dice warriors.

If there are no shot dice, do not follow the Evade The Bow-Drunes' COMBINED MIGHT is SIGHTED EVASIONS
Sequence and instead resolve the Shoot as per the 35, and the Duguth's COMBINED Sight Evasions
CONSTITUTION is 36 as they are wearing Evasions against shots in a
9·2·6: Resolve the Shoot Action step of the Shoot
light armour and carrying a shield. Cross- target's sight arc are sight
Sequence.
referencing those values on the Evade Chart, evasions. Targets may combine
all of the Duguth warriors require a 5 on all
Ignores Evades five shot dice to evade those shots. However,
their Constitution with the
Armour+ values of natural,
If there are shot dice and the Shooter's weapon the three Duguth outside of the scrub roll
differently-coloured dice to those within the worn and borne armour classes
ignores evades, do not follow the Evade Sequence to find their Combined
and instead continue the Shoot from step 9·2·5: scrub to differentiate their shots.
Constitution against such shots.
Assess Wounds Caused of the Shoot Sequence. The Thegn's COMBINED CONSTITUTION is A sight evasion is also a
52, and thus he requires a 4 to evade the shot.
9·2·4·1 sighted evasion.
CONSULT THE EVADE CHART 9·2·4·2
SIGHTLESS
The Target unit's player must consult the Evade APPLY EVADE MODIFIERS
EVASIONS
Chart (above) to find the number he needs to roll The Target unit's player must apply any Sightless Evasions
with the shot dice in order to evade the shots, the evade modifiers to the evade value where Evasions against shots in a
evade value. Cross reference the Shooter's current appropriate. target's blind arc are sightless
MIGHT and Weapon (called COMBINED MIGHT) evasions. Targets may only
Evade modifiers are applied to the evade
values (row) against the Target's current combine their Constitution with
value of any individual warrior. For example,
CONSTITUTION and Armour (called COMBINED the Armour+ values of natural
if a Target is 3” closer than lethal range the
CONSTITUTION) values (column) to find the evade or worn armour classes to find
evade value is increased by 1, thus making
value. their Combined Constitution
the evasion harder to accomplish.
against such shots.
Ignores Weapons Numbered Modifiers are cumulative. If a Blind Evasions
Shooters only use their MIGHT as their COMBINED Target is 6” further than the effective range Targets may combine their
MIGHT if the Target's armour Ignores Weapons. of the shot weapon, the evade value is Constitution with the value of
decreased by 2, thus making the evasion any armour entitled to a blind
Ignores Armour much easier to accomplish. parry in addition to any other
Targets only use their CONSTITUTION as their Armour+ value they would
Modifiers may never increase the evade value
COMBINED CONSTITUTION if the Shooter's shot normally be entitled to. Blind
above 9, nor may they decrease the evade
weapon Ignores Armour. evasions are not difficult
value below 1. Note that a roll of a 0 is
evasions. A blind parry is also
always an evasion and the roll of a 9 is
Use the Highest Constitution a sightless evasion.
always a shot, regardless of any other rule.
When Shooting at a unit containing warriors of the UNSIGHTED
same class and SKILL, the highest current Evade Modifiers EVASIONS
CONSTITUTION and Armour values must be used
easy evasion - the Target unit is Unsighted Evasions
for the purposes of COMBINED MIGHT and the
Braced and using a Targets that are unsighted may
Evade Chart. shield only combine their Constitution
with the Armour+ values of
Harder Targets -1 - every 3” further than
natural or worn armour classes
effective range of the
If there are enough shot dice to force Harder to find their Combined
shot weapon the Target
Targets to try to evade the shots, these evasions warrior lies Constitution against any shot
must be performed separately (or with differently- from any arc. Unsighted
coloured dice) to ensure confusion is minimised. -1 - the Target is using an evasions are always difficult
armour element with evasions.
Additionally, if one of the Harder Targets is shot the rule “Parry”
and that Harder Target is a warrior or unit with a
+1 - every 3” closer than
different profile, it immediately becomes a Different
lethal range of the shot
Target - which effectively means that warrior or
weapon the Target warrior
unit completes a separate Evade Sequence. lies

+1 - The majority of the

62
Shooting warrior's base is 9·2·5
within the Target's blind
arc ASSESS WOUNDS CAUSED
difficult evasion - the Target unit is unsighted If there are any wound dice, the Shooter must
follow the Shot Wound Sequence to find out how
difficult evasion - the Target unit is in combat many wounds have actually been caused to the
Target. If there are no wound dice, do not follow
EXAMPLE the Shot Wound Sequence and instead follow the
One of the Duguth warriors within the scrub is procedures of the 9·2·6: Resolve the Shoot Action
1” further than any of the Bow-Drunes' effective step in the Shot Sequence to resolve the Shoot action.
range. As this deducts -1 from the evade value and
as he has to roll a shot die, his particular evasion 9·2·5·1
will be successful on a 4, not a 5. ROLL THE WOUND DICE
9·2·4·3 The Shooting unit's player must roll the wound
dice.
ROLL THE SHOT DICE
The Target unit's player must roll the shot dice. Any rolls of a 9 with the wound dice signify a
vicious wound. That wound is particularly brutal and
Evade Dice another wound die is added which becomes a fated
Any shot dice rolled that are equal to or higher than wound immediately, thus enabling the Shooter to
the evade value are discarded and become evade dice roll another wound die.
- those shots have been evaded and have failed to
Any rolls of a 0 with the wound dice signify a graze.
wound the Target.
Other than stinging the Target, perhaps in a paper
cut kind of way where teeth are sucked and curses
Wound Dice
aired, that wound does not cause any damage.
Any shot dice rolled that are lower than the evade
value become wound dice and are placed to one side Any other value on the wound dice result in a
- those shots have not been evaded and have wound.
wounded the Target.
EXAMPLE
EXAMPLE The Bow-Drunes roll the two remaining wound
The Duguth warriors outside the scrub roll a 3, a dice, rolling 9 for the warrior outside the scrub
4 and a 9 on their shot dice. The 3 and 4 are and 7 for the warrior within the scrub. As the first
below the evade value, and thus become wound die rolled was a 9, the Bow-Drunes get to roll
dice, with the 9 equal or higher than the evade another wound die, achieving a 3.
value - that is an evade die.
9·2·5·2
The Duguth within the scrub in effective range APPLY WOUND MODIFIERS
rolls a 0 and the Duguth outside of effective range
The Shooting unit's player must apply any wound
rolls a 4 on the shot dice. The 4, thanks to being
outside effective range, is an evade die and the 0 a modifiers to the remaining wound dice as
wound die. appropriate. These modifiers are exactly the same as
those for Attack actions. See the 8·2·6·2: Apply
Swift Evasions and Fated Evasions Wound Modifiers rule for details.
Any rolls of a 9 with the shot dice are discarded and 9·2·5·3
called evade dice, but - as long as a 9 is not the CALCULATE SHOOT DAMAGE
evade value - also signify a swift evasion. For each
The Shooting unit's player must add the result of
roll of a 9, one wound die is also discarded and
each wound die (plus any wound modifiers) together
called an evade die, signifying a fated evasion. If
to find the shoot damage.
there are no wound dice, however, a fated evasion
has not taken place.
EXAMPLE
The Bow-Drunes have rolled 9, 7 and 3 on their
EXAMPLE wound dice. Added together, this means the shoot
A Duguth warrior outside the scrub rolled a 9 on damage from the Bow-Drunes' Shoot action is 19.
his shot die, signifying a swift evasion. Thus, he
discards another wound die, signifying a fated 9·2·5·4
evasion which means there is only one wound die DEDUCT SHOOT DAMAGE
to contend with for those Duguth outside the
scrub. The Target unit's player must then deduct the shoot
damage value from the Target's CONSTITUTION. If
a Target warrior's CONSTITUTION is reduced to
zero, the warrior is dead and removed from the
battlefield.

63
EXAMPLE As always, the remaining wounds must be applied to
The Duguth warriors deduct the shoot damage, the Easier Targets first.
19, from the wounded warrior's CONSTITUTION.
Unfortunately, as the wounded Duguth warrior EXAMPLE
only has 4 points of CONSTITUTION left from his The Duguth warrior had to deduct 20 attack
basic 15, he is dead! damage from his CONSTITUTION but he only had
4. Thus, there are 16 remaining wounds, and as
Remember to reduce a warrior's attack dice or shoot there are other Duguth warriors in his unit,
dice if he has taken enough wounds! another Duguth's CONSTITUTION is reduced by
16. Thus, another Duguth warrior is dead as their
9·2·5·5 basic CONSTITUTION is 15, leaving 1 wound
REMOVING DEAD WARRIORS remaining which is applied to the wounded
Dead warriors are removed from their position on warrior. However, the dead Duguth must be one
of those outside the scrub, as they are the Easier
the battlefield after the Shoot action is resolved, in
Target.
any order and from any position the Target unit's
player wishes, but there are some caveats to this. Remaining wounds must never be applied to
Different Targets, even though they are a part of
Remove Warriors in Easier Order... the same Shoot action.
Most of the time it is obvious which warriors are
dead and must be removed, but combined Shoots will EXAMPLE
often take place against a number of Targets, all of Even though the Thegn was a Target of the same
whom could be the first warrior to be removed. The Shoot action, he is a Different Target as his profile
is different to the Duguth. As such, he follows the
Target player can remove his dead warriors as he
Evade Sequence separately. He rolls a 3 to evade
sees fit, but he must remove warriors in Easier
the shot, which becomes a wound die as he
Target to Harder Target order, with the Easier required a 4. This wound die results in a roll of 3,
targets being removed first. which is then deducted from the Thegn's
CONSTITUTION.
EXAMPLE
The dead Duguth warrior is removed from those Remaining wounds must never be applied to any
outside the scrub, but the Target player may warrior from the Target unit that the Shooting unit
choose which warrior from those three are cannot see, even if this results in discarding
removed from play. remaining wounds.

...then in Range Order EXAMPLE


Whichever warriors are being removed, Easier or One of the Duguth warriors outside of the scrub
Harder, they must then be removed in range order, is actually behind a Werwulf, who blocks line of
lethal to effective to outside effective range, with sight to him. Thus, he cannot be removed from
play as he could not have been a Target.
those in lethal range removed first, effective next
However, this would not result in discarding a
and outside effective last. wound as the two Duguth warriors within the
scrub can be seen. Thus, the Duguth unit's
Removing Unit Command Warriors wounded warrior carries the remaining wound.
Champions, banner bearers and heralds may be the
only warriors within range that can be removed from Marking Wounds
play. As they cannot effectively be removed until Wounds can easily be recorded on the Constitution
every other member of their unit is dead, simply Chart of a warrior profile. We recommend,
replace the closest unit warrior to the dead unit however, that players use different coloured pens
command warrior (who is a member of the unit and alternate the colours used after each combat
command warrior's unit, of course) with the dead action is completed.
unit command warrior. If unit command warriors are
the only remaining members of their unit, they will The Wounded Warrior
be removed where they stand. The wounded warrior is defined in exactly the same
way as within the Attack action section, under the
Remaining Wounds
8·2·6·6: Removing Dead Warriors rule, with a few
Any wounds from shoot damage that are still to be differences regarding who can be the wounded
deducted after a warrior dies (called remaining warrior when he dies.
wounds) may carry over to Targets of the same class
and SKILL in the Target unit as long as those When the Target unit takes enough wounds for the
individual warriors can be seen by the Shooters that wounded warrior to die, one warrior within range of
performed the Shoot action (except when they have the Shoot action that caused the death is removed
Shot into Combat). In this way, combined Shooting can from play and this warrior must be an Easier Target.
kill many warriors within units. Similarly, this warrior must have been a Target -

64
i.e., a Shooting warrior must have been able to see
him.
9·4
The Shooter may choose which warrior is the
FURTHER ACTIONS
wounded warrior when Shooting; for the wounded Units that have performed a Shoot action may
warrior could of course have reduced shoot dice. perform another Shoot action (see the 9·2·7: New
Shoot Action rule), or a Walk, Run, Fly, Invoke,
Distinct Target Warriors Join, Bind, or Issue New Orders action afterward in
the same activation.
If a Shooter is able to select a Distinct Target
warrior - i.e., single out a particular warrior from an Additionally, Charged units that have performed a
enemy unit as his target - then that warrior must Shoot action as part of a Hold and Shoot Charge reaction
take the shoot damage rather than the wounded may perform an Attack action afterward, although
warrior, even if it is a noble or a unit command strike modifiers are applied to the Holding and
warrior. The only exception to this rule is if the Shooting unit.
wounded warrior is the only remaining member of
the unit or if the Shooter wishes to shoot the Should a unit that has Shot perform a Walk or Run
wounded warrior. action afterward in the same activation, any
Movement will be performed as if it is a Slow Move.
If the shoot damage on the Distinct Target warrior
- called the distinct shoot damage - is enough to kill Should a unit that has Shot perform an Invoke action
the Distinct Target warrior, then that warrior is afterward in the same activation, invoke modifiers
removed from play rather than the wounded warrior. are applied.

If the Distinct Target warrior is a vassal and the 9·5


distinct shoot damage is not enough to kill him, the
wounded warrior will take that damage as normal. SPRAY WEAPONS
However, distinct shoot damage may never carry Some particularly powerful warriors can breathe
over to Targets of the same class and SKILL in the fire, spray noxious fumes, exude freezing air or
Target unit should the wounded warrior die. If the otherwise damage enemies with all manner of nasty
wounded warrior does die in this manner, remove spraying weapons. These shot weapons are
the Distinct Target warrior from play. collectively called spray weapons and are listed on a
warrior's profile as such. The warriors that use them
9·2·6 are called Spraying warriors or Sprayers.
RESOLVE THE SHOOT
9·5·1
ACTION
SHOOTING WITH
After the shoot damage has been assessed and dead
warriors removed, the Shoot action is deemed to have A SPRAY WEAPON
been resolved and both players must ready All spray weapons are also shot weapons and thus
themselves for any further Shoot actions to be may be used to perform a Shoot action in almost
performed by the Shooting unit. exactly the same way as any other shot weapon.
There are some major differences, however, as
9·2·7 outlined below.
FURTHER SHOOT ACTIONS · A spray template is used to determine the Target
Once the Shoot action has been resolved, the next units
Shoot action by the Shooting unit begins from the
9·1·2: Identify Target Units step of the Shoot · All shots from spray weapons are easy shots
Sequence above until it has no more Shoot actions left · Spray weapons may never be used to perform a
to perform in that activation. Volley Shoot action

9·3 · Units with spray weapons perform single Shoot


actions rather than each warrior performing a
PREVIOUS ACTIONS single Shoot action

Units that have performed a Walk, Run, Fly, Shoot, 9·5·1·1


Volley Shoot, Invoke, Brace, Bind, Join and/or Issue SPRAY TEMPLATES
New Orders action may perform a Shoot action Spray templates differ greatly in both size and shape
afterward in the same activation. from warrior to warrior, and thus only spray
templates specifically designed for that spray weapon
Should a Braced unit Shoot, their shoot dice are
may be used to perform a Shoot action with it. If a
halved, rounding any fractions down. There are also
player does not have the correct spray template for a
shoot and evade modifiers for units that have Moved
particular spray weapon, he cannot perform a Shoot
during their previous action.
action with that spray weapon.
65
9·5·1·2 If the Sprayer places the spray template upon a
DETERMINING SPRAY TARGETS warrior that is in combat, again, the Shooting into
Combat rule is not followed and it is simply placed as
To determine the Target of a Shoot action when
if it were a normal Target.
Shooting with a spray weapon, its placement must
first be defined by placing the spray template upon Spray templates may thus be placed over friendly
enemy warriors. warriors accidentally. These friendly warriors will
suffer the effects of the spray weapon in exactly the
Place the narrow end of the Spraying warrior's
same way as enemy warriors.
spray template so that it is directly above the head
mark on his base. Keeping the spray template in 9·5·1·4
place above the head mark, the Sprayer must move SPRAY DAMAGE
the template so that it is above an enemy unit,
Shoot actions with spray weapons are separately
parallel to the battlefield, following the normal rules
performed against each Target unit as if it were a
for selecting potential Target units (so most
normal shot weapon, except that remaining wounds
Sprayers would have to select the nearest enemy
are never carried over to warriors outside of the
unit, for example). The Sprayer then decides its
spray template's placement - i.e., warriors that are
final placement and this defines the Target units. If
not Sprayed warriors.
at least one warrior's base is partly or completely
within the Spray Template when it is placed, his
unit becomes a Target unit. Every single warrior
9·6
under the spray template is considered to be a CRUSH WEAPONS
Sprayed warrior and the unit he belongs to a Sometimes flung by an arcane war engine or simply
Sprayed unit. thrown by a warrior's strength of arms, enemies can
If a Sprayed warrior is a mounted warrior (now also find themselves crushed by large rocks, metal balls
known as a Sprayed Mounted warrior) and his or even the odd pig or cow that seemingly appear
mount is an ardent mount, the rider and the mount from nowhere. These shot weapons are collectively
count as separate sprayed warriors. If a Sprayed called Crush Weapons and are listed on a warrior's
Mounted warrior's mount is not an ardent mount, profile as such. The warriors that use them are called
only the rider suffers the effects of the spray weapon. Throwing warriors or Throwers.

If there are no warriors under the spray template at 9·6·1


all, the spray weapon has missed and the Shoot action SHOOTING WITH
is considered to be resolved.
A CRUSH WEAPON
Spray Weapon Shoot Dice All crush weapons are also shot weapons and thus
may be used to perform a Shoot action in almost
A Spraying unit's shoot dice are determined by how
exactly the same way as any other shot weapon.
many Sprayed warriors there are. Simply multiply
There are some major differences, however, as
the amount of shoot dice each Spraying warrior has
outlined below.
by how many sprayed warriors are under his
template. · A crush template is used to determine the Target
units
EXAMPLE
· Crush weapons may never be used to perform a
A unit of three Dyndraig are spraying a unit of ten
Volley Shoot action
Ax-Drunes with their fiery breath. The first
Dyndraig can breathe fire upon three Ax-Drunes. · Warriors with crush weapons perform individual
The second Dyndraig has six Ax-Drunes under Shoot actions rather than the unit performing a
his template. The third Dyndraig can burn four single Shoot action
more Ax-Drunes. As each Dyndraig's shot
weapon has one shoot die, the Brythoniaid player 9·6·1·1
rolls twelve shoot dice against the Ax-Drune unit CRUSH TEMPLATES
in the ensuing Shoot action. Crush templates differ greatly in both size and shape
from warrior to warrior, and thus only crush
9·5·1·3
templates specifically designed for that crush weapon
SPRAYING INTO COMBAT may be used to perform a Shoot action with it. If a
If the Sprayer is in combat and performs an Attack player does not have the correct crush template for a
Shoot action, the Shooting into Combat rule is not particular crush weapon, he cannot perform a Shoot
followed. Instead, the spray template's placement action with that crush weapon.
must cover as many enemy warriors from the units
the Sprayer is engaged with or beset by as possible.

66
9·6·1·2 Mounted Warriors
DETERMINING CRUSH TARGETS If a Crushed warriors or Splashed warrior is a
A Shoot action using a crush weapon is performed as mounted warrior (now also known as a Crushed
a normal shot weapon until the 9·2·3·6: Roll the Mounted Warrior or Splashed Mounted warrior) and
Shoot Dice step of the Shot Sequence is completed. his mount is an ardent mount, the rider and the
mount count as separate Crushed warriors or
At this step, if the majority of the Thrower's shoot
Splashed warriors. If a Crushed Mounted warrior's
dice have hit (i.e., have become shot dice) or the
or Splashed Mounted warrior's mount is not an
amount of shot dice and fallen dice are equal, the
ardent mount, only the rider suffers the effects of the
crush weapon has hit the Target as the Thrower
crush weapon.
intended.

The crush template must be placed so that:


Crush Weapon Shot Dice
Every single Crushed unit must continue the Shoot
· its crush hole (the largest hole in the template) is action from the 9·2·4: Evade step of the Shot
centred over one warrior from the Target unit
Sequence, in any order the Target unit's player
· its 90° angle arrow (at the end of the 90° angle wishes, once the crush template is placed. However,
line) is pointing directly away from the Thrower the amount of shot dice to roll depends upon how
If the majority of the Thrower's shoot dice have many warriors are under the crush template and of
missed (i.e., have become fallen dice), the crush which type.
weapon has still hit the Target but the Thrower's Each Crushed warrior must try to evade the shot
aim was slightly off. The crush template must be dice. Any Evasions made by Crushed warriors are
placed so that its crush hole is centred over one also Difficult Evasions.
warrior from the Target unit, chosen by the Target
unit's player. Splashed warriors only need try to evade one shot
die each rather than the amount of shot dice each.
Scatter!
If there are no warriors under the crush template at
If there are no shot dice, the crush weapon has not all, the thrown object has missed and the Shoot action
hit the Target at all and must scatter. The Target is considered to be resolved.
unit's player must first centre the crush hole over
one warrior from the Target unit of his choice. The 9·6·1·3
Thrower then rolls a D10, called a direction roll. CRUSH AND SPLASH DAMAGE
The D10 rolled - the direction die - indicates the Crushed warriors suffer the full Combined MIGHT
direction the crush template will scatter, called the of the crush weapon, called crush damage. Splashed
scatter direction, as shown on the crush template warriors suffer the splash damage of the crush
itself. The Thrower then rolls another D10, called a weapon as indicated on its warrior's profile.
distance roll. The resulting distance die result, called
the scatter distance, indicates how far in inches the Remaining wounds from crush damage may carry
crush template must be moved in the scatter over to other Crushed or Splashed warriors.
direction, where it is then placed. Measure this Similarly, remaining wounds from splash damage
distance from the centre of the crush hole. may carry over to Crushed or Splashed warriors. No
remaining wounds carry over to warriors outside of
Any unit whose warriors' bases are partly or the crush template's placement.
completely under the Crush Template is considered
to have been hit by it and are now the Target units 9·7
VOLLEY SHOOT
as well as the Crushed unit.

Crushed Warriors
ACTION
The warrior centred under the crush hole, and any
Instead of a Shoot or an Attack Shoot action, a unit
other warrior whose base is partly or completely
may declare a Volley Shoot action if they are under
under it, is considered to be a Crushed warrior.
HOLD orders and if their shot weapons have the rule
Splashed Warriors Volley Shoot.

Warriors whose bases are not partly or completely 9·7·1


under the crush hole, but partly or completely under
PERFORMING A VOLLEY
the crush template, are Splashed warriors and suffer
the reduced effects of the crush weapon. SHOOT ACTION
Volley Shoot actions are voluntary actions. A Volley Shoot
action is performed by a unit - called a Volley
Shooting unit - in exactly the same way as a normal

67
Shoot action, except that the amount of shoot dice for Unengaged Attacking and SHOOTING INTO
each shot weapon are doubled, rounding any Shooting warriors thus chosen
fractions up. simply Shoot into Combat when COMBAT
the Combat Sequence dictates If the Shooter's Target is in combat, there
9·7·1·1 (see the 8·2: Combat Sequence is a risk that those shots could hit his
RESOLVING A VOLLEY SHOOT rule for details). friends or even other enemy units because
ACTION arrows and other missiles are
The units the Attacking and indiscriminate - most of the time.
After the shoot damage from the Volley Shoot action
Shooting unit is in Combat with
has been assessed and dead warriors removed, the
must be the potential Target If a shooter has shot into a combat and this
Volley Shoot action is deemed to have been resolved has resulted in fallen dice, those fallen dice
units, but the Attacking and
and both players must ready themselves for any (after any shots against the Target unit are
Shooting player may choose which
further Volley Shoot actions or Shoot actions to be resolved) immediately become untargeted
enemy unit from those potential
performed by the Volley Shooting unit. shoot dice. These must be divided equally
Target units to become the
8·5·1·2 Target unit. amongst every unit within the combat other
than the Target unit, starting with the unit
PREVIOUS ACTIONS
If no Attacking and Shooting closest to the Target unit's champion, and
Units that have performed a Walk, Run, Fly, Shoot, warrior can see an enemy warrior remainders applied to that closest unit. All
Volley Shoot, Brace, Bind, Join and/or Issue New in combat with his unit, the of the units in the combat other than the
Orders action may perform a Volley Shoot action Attacking and Shooting unit must Target unit that are assigned untargeted
afterward in the same activation. Attack Move instead. shoot dice in this way are called Untargeted
units.
Should a Braced unit Volley Shoot, their halved shoot
dice cancel out the doubled shoot dice from the
Attack and Attack Shoot Once untargeted shoot dice are assigned to
action. Thus, they simply roll their normal amount of Some warriors can perform an each Untargeted unit, another Shoot action
shoot dice - do not double, then halve! Attack Shoot action as well as an is performed - called an Untargeted Shoot -
Attack action even when they are against each Untargeted unit as if they
There are also shoot and evade modifiers for units engaged or beset in combat, such were a Target. Any fallen dice in this
that have Moved during their previous action. as a Brythoniaid Dyndraig, which Untargeted Shoot are discarded as normal.
8·5·1·3 can breathe fire on their enemies
For example, a unit is shooting into a
while Attacking with its combat
FURTHER ACTIONS combat where two friendly units and four
weapons. The ability to do so is
Units that have performed a Volley Shoot action may enemy units are in combat. One of the enemy
listed on a warrior's profile and is
perform another Volley Shoot action or Shoot action units is the Target unit. After resolving the
called Attack and Attack Shoot. shots against the Target unit, the shoot
(see the 9·2·7: New Shoot Action rule), or a Join
or Issue New Orders action afterward in the same 9·8·1·1 results in nine fallen dice. The closest unit
activation. RESOLVING AN to the Target unit is the unit it is in
combat with, a friendly unit, then two
ATTACK SHOOT
9·8 ACTION
enemy units and another friendly unit. The
fallen dice become untargeted shoot dice, and
ATTACK SHOOT After the shoot damage from the are divided between the Untargeted units so
ACTION Attack Shoot action has been
assessed and dead warriors
that two dice are assigned to the closest
friendly unit, two dice each to the enemy
It can happen that some warriors within a unit in removed, the Attack Shoot action is units, two dice to the furthest away
Combat are not actually engaged with an enemy deemed to have been resolved and friendly unit and finally, the remaining
unit. If that is the case, and they may use shot both players resume the Combat shoot die assigned to the closest friendly unit
weapons, an Attack Shoot action may be performed Sequence. again.
by the active unit.
9·8·1·2
9·8·1 PREVIOUS ACTIONS
PERFORMING AN ATTACK Defenders that have chosen to Hold and Brace or
SHOOT ACTION Hold and Shoot as a Charge reaction may not perform
an Attack Shoot action.
Attack Shoot actions are voluntary actions and may be
performed by units with unengaged warriors that 9·8·1·3
have not already Moved that hour, thus becoming an FURTHER ACTIONS
Attacking and Shooting unit until the Attack Shoot Units that have performed an Attack Shoot action
action is resolved. However, if a Shooting unit may perform another Attack Shoot action immediately
chooses not to perform an Attack Shoot, or cannot, it (see the 9·2·7: New Shoot Action rule), and
must perform an Attack Move as a compulsory action engaged warriors from the Attacking and Shooting
instead. Feral, Fanatical, Mindless and Levy units unit may of course perform an Attack action
may not Attack Shoot - they may only Attack Move. afterward in the same activation.

68
· 10 ·
INVOKE ACTION
Virtually all of the kindreds in Darklands can call upon the powers of the elements and of the
spirits, as well as the power within them, to create invocations that affect both friends and enemies
alike to win the field of battle. Only sorcerous units - a sorcerer or a unit of sorcerers - may perform
an Invoke action, however.

10 · 1 If the Invoking unit cannot fulfil any of those


requirements, it cannot create an invocation, the
DECLARING AN Invoke action does not take place and the Invoking

INVOKE ACTION unit may choose another invocation or a different


action to perform.
Invoke actions are voluntary actions in all
circumstances. To perform an Invoke action, it must 10 · 1 · 3
first be declared as per the sequence below. DECLARE THE PRICE
10 · 1 · 1 Performing sorcery comes with a price, as every
sorcerer knows, and that price is their own well-
IDENTIFY INVOKING UNIT being - for to create an invocation is to draw power
Players must first identify the unit they wish to from themselves.
Invoke with (the Invoking unit or Invoker), which
must meet the following requirements: When an Invoke action is performed, the Invoker
must pay an initial price as listed on his profile, the
· The Invoking unit must be unengaged. Engaged value of which is deducted from his CONSITUTION
or beset Invoking units may perform an Attack after the Invoke action is resolved. Prudent sorcerers
Invoke action where possible or those with little courage will stop there, but
· At least one warrior within the Invoking unit many invocations allow sorcerers to augment the
must be a sorcerer that can create an invocation power of the invocation itself and even the range of
its effects by drawing more strength from their life-
If the Invoking unit cannot fulfil any of those force. This is of course fraught with danger for doing
requirements, it cannot create an invocation, the so deducts an augmented price from their
Invoke action does not take place and the Invoking CONSITUTION.
unit may choose a different action to perform.
10 · 1 · 3 · 1
10 · 1 · 1 · 1
INITIAL PRICE
DECLARE INVOKING UNIT'S
The initial price of creating an invocation is listed on
EQUIPMENT a sorcerer's profile, on the invocation's line. If an
The Invoking unit's player must then declare all of Invoking unit does not have enough
the equipment - artefacts - the Invoking unit will CONSTITUTION to pay the initial price without
use throughout the ensuing Invoke action. Remember reducing all of its warriors' CONSTITUTION to 0,
that a warrior cannot wield equipment in the same the invocation cannot be created, the Invoke action
Invoke action such that the total amount of hands that does not take place and the Invoking unit may
equipment requires exceed his own hands value. choose another invocation or a different action to
10 · 1 · 2 perform.

IDENTIFY INVOCATION EXAMPLE


The Invoking unit must then reveal the invocation A Seer-Drune is creating a Bones of the Lost
it will attempt to create (as well as its type, either a invocation against a unit of Duguth warriors. The
sight invocation or a focus invocation), which in turn initial price of that invocation is 3, and the Seer-
ensures the following requirements must be met: Drune has taken no wounds so far and thus has
plenty of CONSTITUTION to pay the initial price.
· The invocation attempted must not have already
been attempted in an Invoke action during the 10 · 1 · 3 · 2
current activation AUGMENTED PRICE
· If a sight invocation is being attempted, the If the initial price of creating an invocation is
Invoking unit's leader must have line of sight to at suffixed by “+” then it may be augmented to
least one enemy unit increase its power or range, which can of course be
very desirable.

69
Invocations thus identified may be augmented to 10 · 1 · 3 · 3
increase one of either its focus range, effective range TOTAL PRICE
or power; for example, an invocation's focus range
The initial price and augmented price are added
and power cannot both be augmented in the same
together to form the total price that a sorcerer must
Invoke action.
pay to create the invocation. The augmented price
To augment an invocation, an Invoker simply and thus the total price must always be declared
declares that he is doing so and by how much, this before the Invoke Sequence is begun, but the total
amount becoming the augmented price. price is only deducted from an Invoking unit's
CONSTITUTION when the Invoke action is resolved.
EXAMPLE
The Bones of the Lost invocation's initial price is EXAMPLE
3+, and thus can be augmented. The Seer-Drune With the Seer-Drune's initial price being 3 and
decideds to augment it by 7, so 7 is the the augmented price 7, the total price that he
augmented price. must pay is 10, which he deducts from his
CONSTITUTION when the Invoke action is
If an Invoking unit does not have enough resolved.
CONSTITUTION to pay the initial price as well as
the augmented price without reducing all of its 10 · 1 · 3 · 4
warriors' CONSTITUTION to 0, the augmented UNITS AND PRICE
price is simply reduced so that the Invoker has 1 An Invoking unit that combines its Invoke action
point of CONSTITUTION left. must pay the augmented price per Invoking warrior,
but the total price is deducted from the wounded
Augmenting the Power of an Invocation warrior's CONSTITUTION first and the remainder
An invocation's power can be increased by from other warriors' CONSTITUTION. Thus,
augmenting it, called power augmentation. Each sorcerous units can sacrifice warriors to create more
point of augmentation used adds +1 to the powerful invocations!
invocation's power and this, added to the
invocation's initial price, becomes the invocation's EXAMPLE
total power. A unit of five Sword-Melusines Invokes Sairen-
Song upon an enemy unit, increasing its range to
9” by paying the augmented price of 1
EXAMPLE CONSTITUTION per warrior, increasing the total
The Seer-Drune decides to augment the power of price to 8. Thus, the wounded warrior with 4
the Bones of the Lost invocation, which is 30. CONSTITUTION dies, leaving 4 CONSTITUTION
He augments it by 7, thus increasing the to be paid, which reduces another warrior's
invocation's total power to 37. CONSTITUTION by 4 and leaving
her on 5 CONSTITUTION.
If an invocation does not have a stated power value,
its power cannot be augmented. If a wounded warrior within an
Invoking unit that is creating
Augmenting the Range of an Invocation an invocation does not have
An Invoking unit's focus range is defined as the enough CONSTITUTION to
value of their current TEMPER attribute divided by pay the augmented price of
10, rounding any fractions down. An Invoking unit's doing so, he may not
focus range for a particular invocation can be perform the Invoke action
increased by augmenting it and this is called range with the other Invokers
augmentation. Each point of range augmentation within the unit. However,
adds +1” to the Invoking unit's focus range and this the total price will still be
becomes the total focus range. deducted from his
CONSTITUTION
The effective range of a sight invocation can be first.
increased by augmenting it, also called range
augmentation. Each point of range augmentation
adds +1” to the invocation's effective range. If a
sight invocation does not have a stated effective
range, its effective range cannot be augmented. 10 · 1 · 4
Lethal ranges may never be augmented. IDENTIFY
EXAMPLE
MARK
The Seer-Drune has augmented the power of the With the Invoking unit (as well
invocation, and thus cannot augment its range as as the invocation it is
well in the same Invoke action. attempting to create and
its total price)
70
established, it must then identify the unit - or indeed an enemy in combat), which then becomes the
the object or point on the battlefield - it wishes to Marked unit
perform the invocation upon (the Marked unit or · An Invoking unit attempting a sight invocation
Mark). Depending upon the invocation, either the that is Levy, Feral or Mindless must always select
Invoker himself or a unit or point within range - the nearest potential Marked unit its leader can
including friendly units and those in combat - is a see that is not in combat (unless there is no other
potential Marked unit or potential Mark and some of choice than to Invoke at an enemy in combat) to
them may eventually become Marked units or become the Marked unit
Marks. 10 · 1 · 4 · 2
Note that, unless otherwise stated, Marks may only FOCUS INVOCATIONS
be units. If an object or point on the battlefield can In the case of a focus invocation, any warrior, unit,
be the Mark, this is stated on the invocation line on object or point on the battlefield within the
the sorcerer's profile as “Object” or “Point” Invoking unit's focus range - including friendly units
(sometimes both) and no other Mark - including a or those in combat - is a potential Marked unit and
unit - can be selected. See section 4·1: Terrain for some of them may eventually become Marked units.
object and point definitions. Line of sight does not need to be drawn to a
potential Marked unit in order to perform a focus
Potential Marks are determined in different ways invocation upon it.
according to the invocation being attempted, as
outlined below. Note, however, that an Invoker may not measure
their focus range until the total price of the
10 · 1 · 4 · 1 invocation has been declared.
SIGHT INVOCATIONS
For most focus invocations, the Marked unit will
In the case of a sight invocation, any enemy unit the
usually be the nearest enemy unit to the Invoking
Invoking unit can see - including those in combat -
unit's leader within focus range, but again, different
is a potential Marked unit and some of them may
Marks may be selected depending on the Invoker's
eventually become Marked units.
acuity and whether they are performing an
Note, however, that an Invoker may not measure invocation against a friend or an enemy.
the lethal or effective range until the total price of
· Any friendly potential Marked unit within focus
the invocation has been declared.
range may become the Marked unit regardless of
For sight invocations, the Marked unit will usually the Invoker's acuity
be the nearest enemy unit the Invoking unit's leader · Any object or point on the battlefield may become
can see, but this does depend on the unit's acuity, as the Mark regardless of the Invoker's acuity
outlined below.
· An Invoking unit attempting a focus invocation
· Friendly units may never be selected as a Marked that is Elite, Veteran or Fanatical may select any
unit if the invocation is a sight invocation under potential Marked unit to be the Marked unit
any circumstances · An Invoking unit attempting a focus invocation
· Any object or point on the battlefield may become that is Drilled, Trained or Wild may select any
the Mark regardless of the Invoker's acuity potential Marked unit to be the Marked unit, but
must first take a FORTITUDE TEST - in this case
· An Invoking unit attempting a sight invocation a MARKING TEST - to do so. If the MARKING
that is Elite, Veteran or Fanatical, or has the TEST is passed, the Invoking unit may select any
ability to choose Distinct Marked Units, may potential Marked unit to be the Marked unit. If
select any potential Marked unit to be the the MARKING TEST is failed, the Invoking unit
Marked unit must select the nearest potential Marked unit to
its leader that is not in combat (unless there is no
· An Invoking unit attempting a sight invocation other choice) to become the Marked unit
that has the ability to choose a Distinct Marked
Warrior may select any single warrior from any · An Invoking unit attempting a focus invocation
potential Marked Unit to be the Marked Warrior that is Levy, Feral or Mindless must always select
the nearest potential Marked unit to its leader that
· An Invoking unit attempting a sight invocation
is not in combat (unless there is no other choice)
that is Drilled, Trained or Wild may select any
to become the Marked unit
potential Marked unit to be the Marked unit, but
must first take a FORTITUDE TEST - in this case · An Invoking unit may select any individual
a MARKING TEST - to do so. If the MARKING warrior from the Marked unit to be the Marked
TEST is passed, the Invoking unit may select any warrior; effectively, single warriors can be picked
potential Marked unit to be the Marked unit. If out by the Invoker from a unit, thus meaning
the MARKING TEST is failed, the Invoking unit nobles or champions can be selected as the Mark
must perform the sight invocation at the nearest
enemy unit its leader can see that is not in combat
(unless there is no other choice than to Invoke at

71
10 · 1 · 4 · 3 10 · 1 · 4 · 4
MOUNTED WARRIOR MARKS NOBLE INVOKERS
Invoking units that have selected a mounted unit or Nobles within an Invoking unit may combine their
mounted warrior as a Mark (also called a Mounted Invoke action with its vassals - or another noble - as
Mark) must, depending upon the type of mount long as they are attempting to create the same
ridden, choose either the riders or their mounts as invocation at the same Marked unit. In this way,
the Mark. The Mark will usually be the mounts if they could draw on their fellows' life-force rather
they are ardent mounts and the riders if the mounts than their own.
are not ardent mounts, as outlined below.
A noble may perform an Invoke action against the
· An Invoking unit attempting a sight invocation same Marked unit with all of his invocations should
that is Elite, Veteran or Fanatical, or has the he have more than one, but each invocation must be
ability to choose Distinct Target Warriors, may
created in a separate Invoke action.
select either the Mounted Mark's rider to be the
Rider Mark or the Mounted Mark's mount to be 10 · 1 · 4 · 5
the Mount Mark
VASSAL INVOKERS
· An Invoking unit attempting a sight invocation Vassals within an Invoking unit must combine their
that is Drilled, Trained or Wild may select the Invoke action against the same Mark where possible.
Mounted Mark's rider to be the Rider Mark but
A vassal may perform an Invoke action against the
must first take a FORTITUDE TEST - in this case
same Mark with all of his invocations should he have
a MOUNT MARKING TEST - to do so, as long as
they have not taken a MARKING TEST in the more than one, but each invocation must be created
same Invoke action. If the MOUNT MARKING in a separate Invoke action (and thus may be used on
TEST is passed, the Invoking unit may select other Marked units if one is destroyed).
either the Mounted Mark's rider to be the Rider
Mark or the Mounted Mark's mount to be the 10 · 1 · 5
Mount Mark. If the MOUNT MARKING TEST is
failed or not taken, or if the Invoking unit has
IDENTIFY SEPARATE MARKED
already taken a MARKING TEST in the same UNITS
Invoke action, the Invoking unit must select the Invoking units usually nominate one enemy unit to
Mounted Mark's mount to be the Mount Mark. be the Marked unit per Invoke action, but there are
· An Invoking unit attempting a sight invocation some instances in which more than one unit may or
that is Levy, Feral or Mindless must always select must be Marked during one Invoke action.
the Mounted Mark's mount to be the Mount
Mark. · Nobles within the Invoking unit may Invoke
against other potential Marks as a separate Invoke
· If the Mounted Mark's mount is not an ardent action
mount, the Invoking unit - if attempting to create
a sight invocation - must select the rider to be the As vassal Invokers create their invocation through
Rider Mark. their leader, they may not split their Invoke action,
· An Invoking unit attempting to create a focus even if they cannot see the Marked unit and they
invocation that causes invoke damage may select are performing a sight invocation.
either the rider to be the Rider Mark or the
mount to be the Mount Mark. 10 · 1 · 6
· An Invoking unit attempting to create a focus PERFORM INVOKE
invocation that does not cause invoke damage ACTIONS IN TEMPER
must apply the effects of that invocation against
the mounted warrior as a whole. ORDER
10 · 1 · 4 · 3 Invoking units that have split their Invoking perform
separate Invoke actions that are not simultaneous. In
DECLARE MARKED UNIT'S other words, if the first Invoke action completely
EQUIPMENT destroys a unit, the second Invoke action must select
The Marked unit's player must then declare all of a different Marked unit.
the equipment - armour elements and artefacts - the
Marked unit will use throughout the ensuing Invoke These separate Invoke actions must be performed in
action. Remember that a warrior cannot wield TEMPER order, however, the Invoker with the
equipment in the same Invoke action such that the highest TEMPER performing their Invoke action first.
total amount of hands that equipment requires If two separate Invoke actions are performed by
exceed his own hands value. Invokers with the same TEMPER, the Invoking
player may decide which Invoke action is performed
first.

72
Invoking with Mounted Warriors 10 · 2 · 3
Riders and mounts may perform separate Invoke INVOKE!
actions in normal TEMPER order sequence, using Once their invoke dice are determined, the Invoking
their own TEMPER as well as their own unit must then follow the Invoking Sequence below
invocations, but may combine their Invoke actions to attempt to create the invocation.
where possible.
10 · 2 · 3 · 1
10 · 2 MEASURE THE INVOKE DISTANCE
INVOKE SEQUENCE The Invoking unit's player must measure the
distance between the Invoking unit's leader and the
Once Marked units have been identified and
closest warrior from the Marked unit to him, called
combined or split Invoking declared, the first Invoke
the invoke distance. If the invocation is a sight
action must be resolved. Resolving an Invoke action
invocation, the invoke distance is the distance
takes place in a particular sequence called the Invoke
between the Invoking unit's leader and the closest
Sequence which must be followed to its conclusion
warrior from the Marked unit to him that he can
in all instances.
see.
10 · 2 · 1 The length of the invoke distance will determine the
TURN TO FACE THE TARGET strength of a sight invocation (closer Marks are
If they are attempting a sight invocation, the much easier to affect than those far away) and, for
Invokers must first Turn to Face the direction of the all types of invocation, whether the Mark is close
Marked unit, if they are not already doing so. enough; for many invocations have a maximum or
Simply turn the base of each warrior involved in the minimum range or are dependent upon the Invoking
Invoke action so that their head marks face directly unit's focus range.
towards any warrior from the Marked unit that they
can draw line of sight to. This does not count as
Sight Invocations
Moving. If the invoke distance is further than the invocation's
maximum range or closer than its minimum range,
10 · 2 · 2 the Marked unit is completely unaffected by the
DETERMINE INVOKE DICE invocation. The Invoke action is still deemed to have
been performed, however, and the total price must
The amount of invoke dice a warrior has per
still be paid by the Invoking unit.
invocation is shown on their profile, but unlike
attack dice or shoot dice, these are not modified by If the invoke distance is equal to or closer than the
the amount of damage they have taken during the invocation's maximum range as well as equal to or
battle. greater than the invocation's minimum range, or if
the invocation does not have a maximum or
EXAMPLE minimum range, the Invoke action continues as
The Seer-Drune's Bones of the Lost invocation below.
as listed on his profile has 5 invoke dice, so the
Seer-Drune rolls 5 invoke dice. Focus Invocations
Even so, some effects can reduce a warrior's invoke If the invoke distance is further than the invocation's
dice, and some instances may reduce the invoke dice total focus range, the Marked unit is completely
for a particular invocation to 0; in such cases, that unaffected by the invocation. The Invoke action is
invocation may not be used. If all of the invoke dice still deemed to have been performed, however, and
for all of a sorcerer's invocations are reduced to 0, the total price must still be paid by the Invoking
that sorcerer may not perform an Invoke action. unit.
When Invokers combine their Invoking the invoke If the invoke distance is equal to or closer than the
dice of each Invoking warrior are added together so invocation's total focus range the Invoke action
that a lot of dice are rolled. This can be quite continues as below.
enjoyable for the Invoking player!
Note Lethal and Effective Ranges
EXAMPLE When measuring the invoke distance, the Invoking
A unit of ten Sword-Melusines is combining their
unit's player must also note whether the Mark is
Invoke action to create the Sairen-Song invocation.
As they have 1 invoke die each, they will roll a
within lethal or effective range of any warriors from
total of 10 invoke dice. the Invoking unit. If any Marked warrior is within
lethal range or further than effective range of the
Invoking unit's leader, those Marked warriors (and
those warriors only) must apply the appropriate

73
INVOKE CHART
MARK'S TEMPER or SKILL VALUE
0-9 10-19 20-29 30-39 40-49 50-59 60-69 70-79 80-89 90-99 100

0-9 5 5 6 6 7 7 8 8 9 9 9
INVOKER'S TEMPER VALUE

10-19 4 5 5 6 6 7 7 8 8 9 9

20-29 4 4 5 5 6 6 7 7 8 8 9

30-39 3 4 4 5 5 6 6 7 7 8 8

40-49 3 3 4 4 5 5 6 6 7 7 8

50-59 2 3 3 4 4 5 5 6 6 7 7

60-69 2 2 3 3 4 4 5 5 6 6 7

70-79 1 2 2 3 3 4 4 5 5 6 6

80-89 1 1 2 2 3 3 4 4 5 5 6

90-99 1 1 1 2 2 3 3 4 4 5 5

100 1 1 1 1 2 2 3 3 4 4 5

invoke modifiers to the invoke value and avoid the “70-79” range of the
modifiers to the avoid value. Invoker's TEMPER value
row, and 41 falls into the INVOKE SIGHT
10 · 2 · 3 · 2 “40-49” range of the Some invocations, by their very nature, are
MARK DECLARES WILL REACTIONS Mark's SKILL value restricted by the sight of the Invoker. All invoke
column - the invoke value sight rules are combined with an invocation's type.
Once an Invoke action has been declared, the Marked for the Seer-Drune is 3.
unit's player must declare whether a Will reaction SIGHTED INVOCATIONS
takes place, and thus the source of the Will reaction, For focus invocations, cross Sight Invocations
how many will dice will be used for the Resistance reference the Invoker's Sight invocations may only be performed against
Roll and the will range, if any. TEMPER (row) against the Marked units in an Invoker's sight arc. A sight
Mark's TEMPER (column) invocation is also a sighted invocation.
EXAMPLE to find the invoke value.
Urbad is within 5” of a Marked unit of ten SIGHTLESS INVOCATIONS
Duguth warriors, and so they are within will Objects and Points Sightless Invocations
range of his Stone of Cruithin, which is 10”. His All focus invocations may be performed against
Any Mark that does not
player declares a Will reaction using Urbad's will Marked units within total focus range, regardless of
dice. Urbad has three will dice remaining to use have a TEMPER attribute what the Invoker can see. These are called sightless
that hour and decides to use all of them against the (such as an object or point invocations and may be performed against Marked
invocation. upon the battlefield) is units in either sight or blind arcs. Some warriors
arbitrarily deemed to have a
10 · 2 · 3 · 4 TEMPER attribute within
are also entitled to perform sightless invocations;
this means they do not require line of sight to
CONSULT THE INVOKE CHART the 0-9 range, and thus perform any invocation, whether sight or focus.
The Invoking unit's player must consult the Invoke such invocations are
Chart (above) to find the number he needs to roll relatively easy to create. Blind Invocations
with his invoke dice in order to create the Blind invocations are those that may only be
invocation, the invoke value. However, this is 10 · 2 · 3 · 5 performed against Marked units in an Invoker's
calculated differently for sight invocations and focus APPLY INVOKE blind arc, within range of the invocation of course.
invocations. MODIFIERS Blind invocations are not difficult invocations. A
blind invocation is also a sightless invocation.
The Invoking unit's player
For sight invocations, cross reference the Invoker's
must apply any invoke UNSIGHTED INVOCATIONS
TEMPER (row) against the Mark's SKILL (column)
modifiers to the invoke value Unsighted Invocations
to find the invoke value.
where appropriate. Invoke Warriors that are unsighted - and are not
modifiers are applied to the attempting a focus invocation - may only make
EXAMPLE invoke value. For example,
The Seer-Drune's TEMPER is 71 and the
unsighted invocations, even if they are entitled to
if a Mark is within cover sightless or blind invocations. Unsighted invocations
Duguth warriors' SKILL is 41. Cross-referencing
these values on the Invoke Chart - 71 falls into the invoke value is increased may be performed against Marked units in either

74 sight or blind arcs, but will always be difficult


invocations.
INVOKE TYPES by 1, thus making the Mark harder to hit 10 · 2 · 3 · 6
There are a number of different
with sorcerous missiles. INVOKING AT A MIXED MARK
types of invoke, each of which Numbered modifiers are cumulative. If the If a Marked unit comprises warriors with different
has its own rules. Invoking unit has Moved that activation and profiles, has some warriors within lethal range and
Invoke a will dice is used against the invocation, the some within effective range, is a Bound unit or
An invoke is any type of invoke invoke value is increased by 2, thus making straddles terrain so that some warriors can claim
and thus any rules that apply to the Mark much more difficult to affect. cover and some cannot - in short, if there is any
invokes apply to all invoke reason that individual Marked warriors from a
Modifiers may never increase the invoke Marked unit could require different shoot values -
types unless altered by that
invoke type. value above 9, nor may they decrease the Invoking at that Marked unit becomes a little more
invoke value below 1. Note that a roll of a 0 complicated.
Normal Invoke is always avoided and the roll of a 9 always
These are invokes that are not results in an invocation being created, Sight Invocations
easy, difficult or fated. regardless of any other rule.
Sight invocations, when Invoked against a mixed
Easy Invoke Mark, are resolved in the same way as Shooting at a
Easy invokes are those that are Invoke Modifiers
mixed Target - against the easiest Marks first. Thus,
easy to accomplish, perhaps easy invoke - Marked unit is an easy the Mark's SKILL value (for the purposes of the
because the enemy is knocked target (sight invocations Invoke Chart) must always be the Easier Mark's
down or has little Temper. If only) or an easy mark SKILL value.
an invoker is entitled to an easy (focus invocations only)
invoke, the Invoke Value is The Easier Mark is defined as those warriors within
-1 - Marked unit is within lethal
calculated normally but is then range (sight invocations the Marked unit that require the lowest invoke
halved, rounding any fractions only) value to Invoke at by the Invoking unit, after any
down. invoke modifiers have been calculated and applied.
-1 - every 3” closer than lethal
Difficult Invoke range of the invocation the Harder Marks are those that are progressively harder
Difficult invokes are those that Marked unit lies (sight to Invoke at, i.e., they require higher invoke values
are difficult to accomplish, invocations only)
than the Easier Mark after any invoke modifiers
perhaps because the enemy is too -1 - The majority of the have been calculated and applied. If there are two or
far away or a warrior has Invoking warrior's base is more Harder Marks with differing profiles that
moved too quickly. If an within the Mark's blind arc require the same invoke value to Invoke, they are
Invoker makes a difficult (sight invocations only)
further divided by their SKILL value.
invoke, the Invoke Value is +1 - Invoker has performed a
calculated normally but is then Walk or Fly action Dividing the Harder Marks in this manner is
doubled, rounding any fractions previously in his current important, for invoked dice are applied to Marked
up. activation warriors in Easiest Mark to Hardest Mark order,
Fated Invoke +1 - Marked unit is within cover
with invoked dice applied the Easiest Mark first,
Fated invokes are those that (sight invocations only) then to the next Hardest Mark and so on until all
are impossible for the Mark to the invoked dice are applied. What this means,
+1 - per unit (friend and enemy)
avoid and simply become invoke effectively, is that Easier Marks are killed before
Marked when Invoking into
dice immediately the Invoke any other Mark.
Combat
action is begun and before any
other Invoke actions are
+1 - Marked unit is further than Invoking against Mounted Warriors
effective range of the
attempted - there is no need to invocation (sight invocations If a mounted warrior (or a unit of mounted
roll invoke dice as below for only) warriors) is the Marked unit, all invoked dice from a
such Invokes. sight invocation are applied against the rider if the
+1 - every 3” further than
Easy against Difficult mount is not an ardent mount.
effective range of the
If an Invoker can create an invocation the Marked unit If the mount of a mounted warrior is an ardent
easy invoke and yet it is a lies (sight invocations only)
mount, invoked dice from a sight invocation are
difficult invoke against a +2 - Invoking unit has distributed to the rider and the mount depending
particular Mark, the Invoke performed a Shoot action, upon which was the Mark.
becomes a normal invoke. Run action or an Attack
Similarly, if an Invoker must action previously in their If the Rider was the Mark, invoked dice are
perform a difficult invoke and current activation distributed to the rider first and then the mount in
yet it is an easy invoke against difficult - Marked unit is a difficult the ratio of 4:1.
a particular Mark, the Invoke invoke target (sight invocations
becomes a normal invoke. only) or a difficult mark Similarly, if the Mount was the Mark, invoked dice
(focus invocations only) are distributed to the mount first and then the rider
in the ratio of 4:1.
difficult - Invoking unit is Braced
invoke

75
Focus Invocations to swap the 1 with the irresistible invoke, the 9,
however.
An Invoke action with a focus invocation against a
This means that the Duguth warriors roll four
mixed Mark is resolved according to its effects. If
invoked dice rather than the original five.
the focus invocation has a power value, it can be
applied at a mixed Mark in exactly the same way as 10 · 2 · 4
a sight invocation, or the Invoking player can select
any invidiual warrior from the Marked unit that is AVOID
within total focus range to become the sole Mark. Once the invoked dice are determined, the Marked
unit must follow the Avoid Sequence below to
For focus invocations that are simply effects, those attempt to avoid the invocation.
effect rules will govern how they are applied to
Marks. If there are no invoked dice, do not follow the
Avoid Sequence and instead resolve the Invoke action
10 · 2 · 3 · 7 as per the 10·2·6: Resolve the Invoke Action step
ROLL THE INVOKE DICE of the Invoke Sequence.
The Invoking unit's player must roll the invoke
Some invocations do not directly damage enemy
dice.
warriors or perhaps affect an object or point upon
Invoked Dice the battlefield. If the invocation being attempted
does not have a power value, that invocation cannot
Any invoke dice rolled that are equal to or higher be avoided in any way and its effects are simply
than the invoke value become invoked dice and are applied without following the Avoid Sequence.
placed to one side - the Marked unit has been
affected by the invocation. Friendly Units
Avoided Dice If the Marked unit is a
friendly unit, the
Any invoke dice rolled that are lower than the Invoking unit's player
invoke value are discarded and called avoided dice - AVOIDANCE SIGHT
may decide whether he
the invocation was too weak to affect the Mark. Some avoidances, by their very nature, are restricted by
wishes that unit to
the sight of the warrior avoiding the sight invocation.
avoid the invocation, in
EXAMPLE which case he follows
All avoidance sight rules are combined with an avoid's
The Seer-Drune rolls a 2, 3, 5, 5 and 9 with his type.
the Avoid Sequence as
five invoke dice. The 9, 5s and 3 are equal to or
above the invoke value, and thus become invoked
normal. SIGHTED AVOIDANCES
dice. The 2, however, is lower than the invoke Sight Avoidances
value and is thus an avoided die.
Ignores Avoidances Avoidances against sight invocations in a Mark's sight
If there are invoked arc are sight avoidances. Marks may combine their
Irresistible Invokes and Fated Invokes dice and the invocation Constitution with the Armour+ values of natural, worn
Any rolls of a 9 with the invoke dice - as long as a has the ignores and borne armour classes to find their Combined
avoidances rule, do not Constitution against such shots. A sight Avoidance is
9 is not the invoke value - signify an irresistible
follow the Avoid also a Sighted Avoidance.
invoke. That particular Invoke proved impossible to
avoid and for each roll of a 9, another invoked die is Sequence and instead
SIGHTLESS AVOIDANCES
added to the total, signifying a fated invoke. continue the Invoke
Sightless Avoidances
from step 10·2·5:
Avoidances against sight invocations in a target's blind
EXAMPLE Assess Wounds Caused arc are sightless avoidances. Marks may only combine
The Seer-Drune has rolled a 9, and thus an of the Invoke their Constitution with the Armour+ values of natural
irresistible invoke. He immediately adds another Sequence. or worn armour classes to find their Combined
invoked die to the 9, 5s and 3 that he rolled,
which means he has five invoked dice. 10 · 2 · 4 · 1 Constitution against such invocations.
CONSULT THE Blind Avoidances
10 · 2 · 3 · 8 AVOID CHART Marks may combine their Constitution with the
ROLL THE WILL DICE If the invocation being Armour+ value of armour entitled to a blind parry in
If a Will reaction has been declared against the attempted has a power addition to any other Armour+ value they would
Invoke action by the Marked unit's player, that Will value, the Marked unit normally be entitled to. Blind avoidances are not
reaction now takes place. See the 11·3·1: Resolving a must consult the Avoid difficult avoidances. A blind avoidance is also a
Will Reaction rule for details. Chart (overleaf) to find sightless avoidance.
the number he needs to UNSIGHTED AVOIDANCES
EXAMPLE roll with the invoked Unsighted Avoidances
Urbad rolls a 1, a 6 and an 8 on the three will dice in order to avoid
dice he declared earlier. Thus, he decides to swap Marks that are unsighted may only combine their
the invocation's effects, Constitution with the Armour+ values of natural or
the will die that rolled 1 with one of the invoked
dice, so he chooses a 5. He could not have chosen
the avoid value. Cross worn armour classes to find their Combined
reference the Constitution against any sight invocation from any arc.
76 Unsighted avoidances are always difficult avoidances.
AVOID CHART
MARK'S COMBINED CONSTITUTION
0-9 10-19 20-29 30-39 40-49 50-59 60-69 70-79 80-89 90-99 100+

0-9 5 5 4 4 3 3 2 2 1 1 1
INVOKER'S COMBINED POWER

10-19 6 5 5 4 4 3 3 2 2 1 1

20-29 6 6 5 5 4 4 3 3 2 2 1

30-39 7 6 6 5 5 4 4 3 3 2 2

40-49 7 7 6 6 5 5 4 4 3 3 2

50-59 8 7 7 6 6 5 5 4 4 3 3

60-69 8 8 7 7 6 6 5 5 4 4 3

70-79 9 8 8 7 7 6 6 5 5 4 4

80-89 9 9 8 8 7 7 6 6 5 5 4

90-99 9 9 9 8 8 7 7 6 6 5 5

100+ 9 9 9 9 8 8 7 7 6 6 5

Increase the Avoid Value by 1 (to a maximum of 9) in the sequence established on the Avoid Chart should an Invoker's Combined Power be greater
than 100. Similarly, decrease the Avoid Value by 1 (to a minimum of 1) in the sequence established on the Avoid Chart should a Mark's Combined
Constitution be greater than 100.

invocation's power and total price (called Combined Cross-referencing those values on the Avoid
Power) values (row) against the Mark's current Chart, the Duguth warriors require a 6 to avoid
CONSTITUTION and Armour (called COMBINED the invocation.
CONSTITUTION) values (column) to find the avoid
value.
Harder Marks
If there are enough invoked dice to force Harder
Ignores Weapons Marks to try to avoid the Invoke, these avoidances
Armour that Ignores Weapons does not ignore must be performed separately (or with differently-
invocations. coloured dice) to ensure confusion is minimised.

Additionally, if one of the Harder Marks has to


Ignores Armour
avoid and that Harder Mark is a warrior or unit
Marks can only use their CONSTITUTION as their with a different profile, it immediately becomes a
COMBINED CONSTITUTION if the invocation Different Mark - which effectively means that
Ignores Armour, even if that armour is sorcerous. warrior or unit completes a separate Avoid
Sequence.
Use the Highest Constitution
10 · 2 · 4 · 2
When creating a sight invocation at a unit containing
warriors of the same class and SKILL, the highest
APPLY AVOID MODIFIERS
current CONSTITUTION and Armour values must The Marked unit's player must apply any avoid
be used for the purposes of COMBINED modifiers to the avoid value where appropriate. For
CONSTITUTION and the Avoid Chart. example, if a Marked unit is 3” closer than lethal
range the avoid value is increased by 1, thus making
EXAMPLE the avoidance harder to accomplish.
The Combined Power of the Seer-Drune's Bones
Numbered modifiers are cumulative. If a Mark is
of the Lost invocation is 40; 30 from the
invocation's power and 10 from the total price, 6” further than the effective range of the
taken from the initial price of 3 and adding the 7 invocation, the avoid value is decreased by 2, thus
for the augmentation. The Duguth warriors' making the avoidance much easier to accomplish.
COMBINED CONSTITUTION is 36 as they are
wearing light armour and carrying a shield. Modifiers may never increase the avoid value above
9, nor may they decrease the avoid value below 1.
Note that a roll of a 0 is always a wound and the

77
roll of a 9 is always a avoidance, regardless of any Swift Avoidances and Fated AVOIDANCE
other rule. Avoidances
TYPES
Avoid Modifiers Any rolls of a 9 with the invoked dice are There are a number of different
discarded and called avoided dice, but - as types of avoidance, each of
easy avoid - Mark is Braced and using a long as a 9 is not the avoid value - also which has its own rules.
shield (sight invocations
signify a swift avoidance. For each roll of a 9,
only) Avoidance
one wound die is also discarded and called an
-1 - every 3” further than An avoidance is any type of
avoided die, signifying a fated avoidance. If
effective range of the avoidance and thus any rules
there are no wound dice, however, a fated
invocation the Marked unit that apply to avoidances apply
avoidance has not taken place.
lies to all avoidance types unless
altered by that avoidance type.
-1 - Mark is using an armour EXAMPLE
element with the rule A 9 has been rolled which is thus a swift Normal Avoidance
“Parry” (sight invocations avoid. This means the Duguth warriors can Normal avoidances are
only) discard another wound die, which means there avoidances that are not easy,
+1 - The majority of the is only one wound die left. A combination of difficult or fated.
Invoking warrior's base is Urbad's will dice and the Duguth's shields
have saved them from a lot of injury! Easy Avoidance
within the Mark's blind arc
(sight invocations only)
Easy avoidances are those that
If the invocation does not have a power are easy to accomplish, perhaps
+1 - every 3” closer than lethal value, simply resolve the invocation's effect as because the Mark is very quick
range of the invocation the noted in its rules. This may or may not or is virtually unaffected by
Marked unit lies involve the use of any invoked dice, and may invocations. If a Mark is
difficult avoid - the Marked unit is still result in wound dice or invoke damage, entitled to an easy avoidance,
unsighted (sight invocations in which case wounds and damage caused by the Avoid Value is calculated
only) the invocation are assessed as below. normally but is then halved,
rounding any fractions down.
10 · 2 · 5
difficult avoid - the Marked unit is in
combat Difficult Avoidance
ASSESS WOUNDS CAUSED Difficult avoidances are those
EXAMPLE If there are any wound dice, the Invoker that are difficult to accomplish,
The Duguth warriors bear shields, and so they can must follow the Invoke Wound Sequence perhaps because the Invoking
apply the -1 modifier to their avoid value, meaning below to find out how many wounds have unit is simply too skilled or a
that they require a 5 to avoid the invocation. actually been caused to the Mark. If there Mark is not paying attention to
10 · 2 · 4 · 3 are no wound dice, do not follow the Invoke the invocation. If a target
Wound Sequence and instead follow the makes a difficult avoidance,
ROLL THE INVOKED DICE
procedures of the 10·2·6: Resolve the the Avoid Value is calculated
The Marked unit's player must roll the invoked Invoke Action step in the Invoke Sequence normally but is then doubled,
dice. to resolve the Invoke action. rounding any fractions up.
Avoided Dice 10 · 2 · 5 · 1 Fated Avoidance
Fated avoidances are those that
Any invoked dice rolled that are equal to or higher ROLL THE WOUND DICE
avoid the shot uncannily and as
than the avoid value are discarded and become The Invoking unit's player must roll the a result shot dice are simply
avoided dice - that invocation's effects have been wound dice. discarded before the evasion is
avoided and have failed to wound the Mark. begun - there is no need to roll
Any rolls of a 9 with the wound dice signify
avoidance dice below for such
Wound Dice a vicious wound. That wound is particularly
evasions.
brutal and another wound die is added which
Any invoked dice rolled that are lower than the
becomes a fated wound immediately. Easy against Difficult
avoid value become wound dice and are placed to
If a Mark can perform an easy
one side - that invocation's effects have not been Any rolls of a 0 with the wound dice signify avoidance and yet it is a
avoided and have wounded the Mark. a graze. Other than stinging the Target, difficult avoidance against a
perhaps in a paper cut kind of way where particular invocation, the
EXAMPLE teeth are sucked and curses aired, that wound avoidance becomes a normal
The Duguth warriors roll a 2, 3 and 5 and 9 on does not cause any damage. avoidance. Similarly, if a
the invoked dice. The 2 and 3 are below the avoid
Marked must perform a
value and thus become wound dice. The 5 is equal Any other value on the wound dice result in
to the avoid value, thanks to the use of their difficult avoidance and yet it is
a wound.
shields, and so becomes an avoided die. The 9 is an easy avoidance against a
above the avoid value, and thus it becomes an particular invocation, the
EXAMPLE
avoided die. avoidance becomes a normal
The Seer-Drune rolls the single remaining
wound die, achieving a 7. This means he has
avoidance.
caused a wound.

78
10 · 2 · 5 · 2 ...then in Range Order
APPLY WOUND MODIFIERS Whichever warriors are being removed, Easier or
The Invoking unit's player must apply any wound Harder, they must then be removed in range order,
modifiers to the remaining wound dice as lethal to effective to outside effective range, with
appropriate. These modifiers are exactly the same as those in lethal range removed first, effective next
those for Attack actions. See the 8·2·6·2: Apply and outside effective last.
Wound Modifiers rule for details.
Removing Unit Command Warriors
10 · 2 · 5 · 3
CALCULATE INVOKE DAMAGE Champions, banner bearers and heralds may be the
only warriors within range that can be removed from
The Invoking unit's player must add the result of
play. As they cannot effectively be removed until
each wound die (plus any wound modifiers) together
every other member of their unit is dead, simply
to find the invoke damage.
replace the closest unit warrior to the dead unit
command warrior (who is a member of the unit
EXAMPLE command warrior's unit, of course) with the dead
The 7 on the wound die means the invoke
unit command warrior. If unit command warriors are
damage from the Seer-Drune's Invoke action is 7.
the only remaining members of their unit, they will
10 · 2 · 5 · 4 be removed where they stand.
DEDUCT INVOKE DAMAGE
The Marked unit's player must then deduct the
Remaining Wounds
invoke damage value from the Mark's Any wounds from invoke damage that are still to be
CONSTITUTION. If a Marked warrior's deducted after a warrior dies (called remaining
CONSTITUTION is reduced to zero, the warrior is wounds) may carry over to Marks of the same class
dead and removed from the battlefield. and SKILL in the Marked unit as long as those
individual warriors can be seen by the Invoking
EXAMPLE unit's leader (except when they have Invoked into
The Duguth warriors deduct the invoke damage, Combat). In this way, combined Invoking can kill
7, from the wounded warrior's CONSTITUTION. many warriors within units.
Unfortunately, as the wounded Duguth warrior
only has 6 points of CONSTITUTION left from his As always, the remaining wounds must be applied to
basic 15, he is dead! the Easier Marks first, and then in range order.

Remember to reduce a warrior's attack dice or shoot EXAMPLE


dice if he has taken enough wounds! With the Duguth warrior that died only having 6
10 · 2 · 5 · 5 wounds, and the invoke damage being 7, there is 1
remaining wound. This is applied to the wounded
REMOVING DEAD WARRIORS FOR warrior.
SIGHT INVOCATIONS
Dead warriors caused by sight invocations are Remaining wounds must never be applied to
removed from their position on the battlefield after Different Marks, even though they are a part of the
the Invoke action is resolved, in any order and from same Invoke action.
any position the Marked unit's player wishes, but Remaining wounds must never be applied to any
there are some caveats to this. warrior from the Marked unit that the Invoking
unit's leader cannot see, even if this results in
Remove Warriors in Easier Order... discarding remaining wounds.
Most of the time it is obvious which warriors are
dead and must be removed, but Invokes could take Marking Wounds
place against various Marks, all of whom could be Wounds can easily be recorded on the Constitution
the first warrior to be removed. The Marked unit's Chart of a warrior profile. We recommend,
player can remove his dead warriors as he sees fit, however, that players use different coloured pens
but he must remove warriors in Easier Mark to and alternate the colours used after each combat
Harder Mark order, with the Easier Marks being action is completed.
removed first.
The Wounded Warrior
EXAMPLE
The wounded warrior is defined in exactly the same
The dead Duguth warrior is removed from those
within effective range of the invocation. As all of way as within the Attack action section, under the
the Duguth warriors are within effective range, 8·2·6·6: Removing Dead Warriors rule, with a few
any Duguth warrior may be removed. differences regarding who can be the wounded
warrior when he dies.

79
When the Marked unit takes enough wounds for the at the Invoking player's discretion. Any remaining
wounded warrior to die, one warrior within range of wounds carried over from paying the total price are
the Invoke action that caused the death is removed applied to the wounded warrior.
from play and this warrior must be an Easier Mark.
Similarly, this warrior must have been a Mark - i.e., Once the total price has been paid, the Invoke action
the Invoking unit's leader must have been able to is deemed to have been resolved and both players
see him. must ready themselves for any further Invoke actions
to be performed by the Invoking unit.
The Invoker may choose which warrior is the
wounded warrior when Invoking if required, for the 10 · 2 · 6 · 1
wounded warrior may affect the invocation in some EFFECTS
way. Many invocations have effects as listed in their rules.
These can be anything from making an enemy
Distinct Marked Warriors unsighted to increasing a warrior's MIGHT to
If an Invoker is able to select a Distinct Marked causing them to turn around or run away, and so are
warrior - i.e., single out a particular warrior from an almost impossible to categorise here. Thus, the rules
enemy unit as his Mark - then that warrior must for an invocation's effects must be read carefully and
take the invoke damage rather than the wounded then applied at the step stated, or immediately after
warrior, even if it is a noble or a unit command the total price has been paid by the Invoking unit if
warrior. The only exception to this rule is if the no step is stated.
wounded warrior is the only remaining member of 10 · 2 · 6 · 2
the unit or if the Invoker wishes to Mark the
CONTINUOUS EFFECTS
wounded warrior.
Some invocations have continuous effects as listed in
If the invoke damage on the Distinct Marked their rules. These could affect the Marked unit, an
warrior - called the distinct invoke damage - is object or a point on the battlefield and does so until
enough to kill the Distinct Marked warrior, then a stated time, usually for an hour, and it is advisable
that warrior is removed from play rather than the to place some kind of token on the battlefield to
wounded warrior. remind players that these effects are still in play.

If the Distinct Marked warrior is a vassal and the Again, the rules for an invocation's continuous
distinct invoke damage is not enough to kill him, the effects must be read carefully and then applied at the
wounded warrior will take that damage as normal. step stated, or immediately after the total price has
However, distinct invoke damage may never carry been paid by the Invoking unit if no step is stated,
over to Marks of the same class and SKILL in the and those effects end at the time stated by the
Marked unit should the wounded warrior die. If the invocation's rules. Until that time, the Mark is
wounded warrior does die in this manner, remove affected by that invocation as stated.
the Distinct Marked warrior from play.
10 · 2 · 7
10 · 2 · 5 · 6
NEW INVOKE ACTION
REMOVING DEAD WARRIORS FOR
Once the Invoke action has been resolved and dead
FOCUS INVOCATIONS warriors removed, the next Invoke action by the
If the focus invocation has a power value, dead Invoking unit begins from the 10·1·2: Identify
warriors are removed in exactly the same way as a Invocation step above until it has no more Invoke
sight invocation unless there is a sole Mark, in actions to perform in that activation.
which case that sole Mark must be removed from
play. 10 · 3
For focus invocations that are simply effects, those PREVIOUS ACTIONS
effect rules will govern how they are applied to
Units that have performed a Walk, Run, Fly,
Marks.
Attack, Attack Move, Shoot, Attack Shoot, Invoke,
10 · 2 · 6 Attack Invoke, Brace, Bind, Join or Issue New Orders
action may perform an Invoke action afterward in the
RESOLVE THE INVOKE same activation.
ACTION
Should a Braced unit Invoke, their invoke dice are
After the invoke damage has been assessed and dead halved, rounding any fractions down. There are also
warriors removed, the Invoking unit must pay the invoke and avoid modifiers for units that have
invocation's total price by reducing the Moved, Shot or Attacked during their previous action.
CONSTITUTION of its warriors. If this results in
any warrior's CONSTITUTION being reduced to 0,
that warrior is dead and removed from the battlefield

80
INVOKING INTO
10 · 4 For sight invocations, unengaged Attacking and
Invoking warriors thus chosen simply Invoke into
COMBAT
If the Invoker's Mark is in combat,
FURTHER Combat when the Combat Sequence dictates (see

there is a risk that the invocation could ACTIONS the 8·2: Combat Sequence rule for details).
Invokers with focus invocations ignore the Invoke
affect his friends or even other enemy Units that have performed an into Combat rule and simply target the Marked unit
units because many invocations, Invoke action may perform another as required.
especially sight invocations, are Invoke or Attack Invoke action (see
indiscriminate - most of the time. The units the Attacking and Invoking unit is in
the 10·2·7: New Invoke Action
If an Invoker has Invoked into a rule), or a Walk, Run, Fly, Attack, Combat with must be the potential Marked units for
combat and this has resulted in avoided Attack Move, Shoot, Attack Shoot, all sight invocations, but the Attacking and Invoking
dice, those avoided dice (after the Bind, Join or Issue New Orders player may choose which enemy unit or warrior
Invoke actions against the Marked unit action afterward in the same from those potential Marked units to become the
are resolved) immediately become activation. Marked unit or warrior. Any potential Marked unit
unmarked invoke dice. These must be may become the Marked unit or warrior for focus
divided equally amongst every unit Should a unit that has Invoked invocations.
within the combat other than the perform a Walk, Run or Fly action
afterward in the same activation, If no Attacking and Invoking warrior can see an
Marked unit, starting with the unit
any Movement will be performed as enemy warrior in combat with his unit, and a sight
closest to the Marked unit's champion,
if it is a Slow Move. invocation is being attempted, the Attacking and
and remainders applied to that closest
Invoking unit must Attack Move instead.
unit. All of the units in the combat
Should a unit that has Invoked
other than the Marked unit that are Attack and Attack Invoke
perform an Attack or Attack Move
assigned untargeted invoke dice in this
action afterward in the same Some warriors can perform an Attack Invoke action
way are called Unmarked units.
activation, a strike modifier is as well as an Attack action against a unit they are
Once unmarked invoke dice are applied. engaged with. The ability to do so is listed on a
assigned to each Unmarked unit,
Should a unit that has Invoked warrior's profile and is called Attack and Attack
another Invoke action is performed -
perform a Shoot or Attack Shoot Invoke.
called an Unmarked Invoke - against
each Unmarked unit as if they were a action afterward in the same 10 · 3 · 1 · 1
Marked unit. Any avoided dice in this activation, a shoot modifier is RESOLVING AN ATTACK INVOKE
applied.
Unmarked Invoke are discarded as ACTION
10 · 3
normal.
After the invoke damage from the Attack Invoke
For example, a unit is Invoking into a
ATTACK
action has been assessed and dead warriors removed,
combat where two friendly units and or after the invocation's effects have been applied,
four enemy units are in combat. One of
the enemy units is the Marked unit. INVOKE the Attack Invoke action is deemed to have been
resolved and both players resume the Combat
After resolving the Invoke against the
Marked unit, the invocation results in
ACTION Sequence.

nine avoied dice. The closest unit to the It can happen that some warriors 9·8·1·2
within a unit in Combat are not
Marked unit is the unit it is in combat PREVIOUS ACTIONS
with, a friendly unit, then two enemy actually engaged with an enemy
Defenders that have chosen to Hold and Brace or
units and another friendly unit. The unit. If that is the case, and they
Hold and Shoot as a Charge reaction may not perform
avoided dice become unmarked invoke have invocations, an Attack Invoke
an Attack Invoke action.
dice, and are divided between the action may be performed by the
Unmarked units so that two dice are active unit. 9·8·1·3
assigned to the closest friendly unit, two
10 · 3 · 1 FURTHER ACTIONS
dice each to the enemy units, two dice Units that have performed an Attack Invoke action
to the furthest away friendly unit and PERFORMING AN may perform another Attack Invoke action
finally, the remaining invoke die ATTACK INVOKE immediately (see the 10·2·7: New Invoke Action
assigned to the closest friendly unit
again. ACTION rule), and engaged warriors from the Attacking and
Invoking unit may of course perform an Attack
Attack Invoke actions are voluntary
action afterward in the same activation.
actions and may be performed by
units with unengaged warriors that have not already
Moved that hour, thus becoming an Attacking and
Invoking unit until the Attack Invoke action is
resolved. However, if an Invoking unit chooses not
to perform an Attack Invoke, it must perform an
Attack Move as a compulsory action instead. Feral,
Fanatical, Mindless and Levy units may not Attack
Invoke - they may only Attack Move.

81
· 11 ·
REACTIONS
The savage and unpredictable nature of battle ensures many warriors act without thought or care,
without considering the consequences of their actions, perhaps because of their harrowing
experiences, the exultation of the kill or even the smell of blood itself. Such reactions can prove
disastrous to the most carefully-laid plans, but can also turn defeat into victory.
Reactions mostly occur as a result of other actions and are sometimes governed by the orders a unit
are under. Most of the time, however, it is the individual warriors performing on the battlefield
that decide when and how reactions occur.
For this reason, reactions can be Voluntary, Compulsory or Involuntary. In other words, reactions
may be decided by the player (voluntary), must be chosen by the player (compulsory) or will occur
whatever the wishes of the player (involuntary), depending upon the situation.
Reactions generally do not alter the vigour of a unit, although they can affect their heart.

11 · 1 Any other unit may perform a voluntary Hold Charge


reaction and thus may Turn to Face the Charging unit.
CHARGE REACTIONS 11 · 1 · 1 · 2
Charging enemies can be a fearsome sight for any RESOLVING A
warriors opposing them, for the roaring of battle-
HOLD CHARGE REACTION
cries, clashing of swords and rumbling of boots - not
to mention the sound of a great and terrible creature After Turning to Face or if involuntarily Holding, the
thundering towards them - ensures hearts quail and Holding unit simply receives the Charge and the
legs quiver even before combat is joined. Often, Hold Charge reaction is deemed to have been resolved.
some warriors that are the subject of a charge simply If the Charging unit has Failed its Charge, the Hold
turn tail and flee, much to the disgust of their Charge reaction is deemed to have been resolved
general and the rest of his host. immediately.

Charged units must declare their Charge reaction as 11 · 1 · 1 · 3


part of the Charge Sequence, at step 7·6·2·2: FURTHER ACTIONS
Charged Units Declare Charge Reactions. The Lively units that have performed a Hold Charge
various Charge reactions are described in detail below. reaction may perform an Attack, Attack Move,
Attack Shoot or Attack Invoke action afterwards
11 · 1 · 1 during their next activation if they are still engaged
HOLD CHARGE REACTION against the Charging unit.
The Hold Charge reaction can be both involuntary If the Charging unit has Failed its Charge, a lively
and voluntary and is the simplest Charge reaction to Holding unit has still performed the Hold Charge
perform. Units that perform the Hold Charge reaction reaction but may perform any action it is normally
(thus called Holding units) simply stay where they allowed to during its next activation.
are and receive the Charge, although enemies can
cause them problems if they have certain traits. 11 · 1 · 2
11 · 1 · 1 · 1 HOLD AND BRACE
PERFORMING A CHARGE REACTION
HOLD CHARGE REACTION The Hold and Brace Charge reaction is voluntary and
The following units must declare an involuntary mirrors the Hold Charge reaction, except that the
Hold Charge reaction: Holding unit may also perform a Brace action at the
same time. Flyers may never choose Hold and Brace
• Weary units as a Charge reaction. Units that are already Braced
• Charged units that are already engaged in combat or simply perform a Hold reaction.
beset by an enemy unit

• Charged units that cannot draw line of sight to


the Charging unit

• Charged units being Charged by Swift Chargers


82
11 · 1 · 2 · 1 11 · 1 · 3 · 2
PERFORMING A HOLD AND BRACE RESOLVING A HOLD AND SHOOT
CHARGE REACTION CHARGE REACTION
Only Charged units that are under HOLD orders - After the resulting Shoot action is resolved, the Hold
and are not already Braced - may perform the Hold and Shoot Charge reaction is also deemed to have been
and Brace Charge reaction. resolved.

Charged units performing the Hold and Brace Charge 11 · 1 · 3 · 1


reaction (thus called Holding and Bracing units) Turn FURTHER ACTIONS
to Face the Charging unit and perform a Brace action Lively units that have performed a Hold and Shoot
immediately before they receive the Charge, as long Charge reaction must perform a Defender's Attack
as the Charging unit is further than half the charge action afterwards if they are still engaged with or
distance from the Holding and Bracing unit. beset by the Charging unit, after which they become
11 · 1 · 2 · 2 weary.
RESOLVING A If the Charging unit has Failed its Charge, a lively
HOLD AND BRACE CHARGE Holding and Shooting unitt may perform any action
REACTION it is normally allowed to after a Shoot action during
After the Holding and Bracing unit becomes Braced, its next activation, but a Shoot action has still been
the Hold and Brace Charge reaction is deemed to have performed and thus will affect the performing of
been resolved. If the Charging unit has Failed its other actions.

11 · 2
Charge, the Hold and Brace Charge reaction is deemed
to have been resolved immediately.

11 · 1 · 2 · 3 FAILED CHARGE
FURTHER ACTIONS REACTION
Lively units that have performed a Hold and Brace If a Charging unit's charge distance is less than the
Charge reaction may only perform an Attack action engagement distance, or has had its PACE reduced
afterwards during their next activation. by rough terrain or some other effect or obstruction
so that it cannot physically engage the enemy (being
If the Charging unit has Failed its Charge, a lively
beset by an enemy does not count), that Charging
Holding and Bracing unit has still performed the
unit must perform a Failed Charge reaction.
Hold and Brace Charge reaction but may perform any
action it is normally allowed to during its next 11 · 2 · 1
activation. Additionally, it is still Braced.
PERFORMING A FAILED
11 · 1 · 3 CHARGE REACTION
HOLD AND SHOOT Units performing a Failed Charge reaction - Failed
CHARGE REACTION Charge units - must fulfil their Charge Move,
moving as far as is physically possible towards the
A common tactic upon the battlefield when charged
Charged units.
is to shoot the charging enemy before combat is
joined, although this is quite dangerous. Hold and 11 · 2 · 2
Shoot is a voluntary Charge reaction. Braced units may
not Hold and Shoot. RESOLVING A FAILED
11 · 1 · 3 · 1
CHARGE REACTION
Once their Charge Move has been completed, a
PERFORMING A HOLD AND
Failed Charge unit's Charge action as well as their
SHOOT CHARGE REACTION Failed Charge reaction is considered to be resolved.
Only Charged units that are armed with shot
weapons may perform the Hold and Shoot Charge 11 · 2 · 3
reaction.
FURTHER ACTIONS
Charged units performing the Hold and Shoot Charge Units that have performed a Failed Charge reaction
reaction (thus called Holding and Shooting units) may not perform any actions afterward in the same
Turn to Face the Charging unit and immediately activation.
perform a Shoot action (with the Charging unit being
the only potential Target unit) immediately before
they receive the Charge.

83
11 · 3 dice for their Resistance Roll, at the 10·2·3·8: Roll
the Will Dice step of the Invoke Sequence.
WILL REACTION Additionally, any Resisting unit within their will
Most sorcerers and some warriors are highly range of a focus invocation's Marked unit may use
resistant to the effects of invocations and can even those will dice for their Resistance Roll, at the
stop them before they are created. Some warriors 10·2·3·8: Roll the Will Dice step of the Invoke
may even bear artifacts, weapons or armour that are Sequence.
resistant to sorcerous attacks. Such resistance can
prove problematic to a general wishing to employ 11 · 3 · 5
sorcery to achieve his aims!
FURTHER ACTIONS
11 · 3 · 1 Perfoming a Will reaction has no bearing on further
PERFORMING A WILL actions. Thus, the Resisting unit may perform
any action they would normally be able to
REACTION perform after performing a Will reaction.
If a unit with remaining will dice on their profile
(from whatever source) becomes a Marked unit,
that unit may declare a Will reaction, thus becoming
a Resisting unit. Using will dice enables the Marked
unit to resist invocations created upon them more
effectively than leaving that resistance to their
TEMPER attribute, more often than not.

Once the Will reaction is declared, the Resisting


unit's player rolls the will dice when the
Invoker rolls the invoke dice to
create the invocation, called the
Resistance Roll, at the 10·2·3·8:
Roll the Will Dice step of the
Invoke Sequence. The
Resisting unit may swap any
of the will dice from the
Resistance Roll with any of
the invoked dice and use the result on
the will dice instead, with the exception of any
irresistible invokes. Thus, the will dice may turn
invoked dice into avoided dice.

11 · 3 · 1
RESOLVING A WILL
REACTION
Once the Resistance Roll has been performed and
any will dice swapped with invoke dice, the Will
reaction is deemed to be resolved.

11 · 3 · 3
WILL DICE
Each will die on a warrior's profile may only be
used once per hour. Any number of will dice from
those available that hour may be used for the
Resistance Roll.

11 · 3 · 4
WILL RANGE
Some warriors or artifacts are so resistant to
invocations that they affect any invocation nearby.
These warriors or artifacts have a will range - noted
in inches - and any Resisting unit within that will
range of an Invoking unit's leader may use those will

84

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