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Roll off, winner activates first. • Burst combat pool. More Rules
Momentum: Whoever wins initiative after a • Roll d6s: Add damage bonus against TERRAIN
Focus: Roll 2d10 discard lowest Thicket: +1 defense inside. Block LOS
• TN equal to Gore within 5”. Max TN 10.
through.
LONG ORDERS • Test: d10 + Faith etc.
FORMATIONS
Charge: Move 2x speed toward target and • Pass: Remove 1 stress or 4 gore. Crit: 2
use close combat action. Gain +1 on close Line: Invisible line from one end to other
stress or 8 gore.
combat test. If attack fails, fall back 3”. crosses all bases and base contact. +1 ranged
• Fail: Gain 1 stress.
orders.
Combat: Use close combat action. If attack
• Stress Wounds: If total stress is greater
fails, fall back 3”. Column: All in contact with two others. +1
than wound stat, take that many
defense and -1 burst.
Fire: Use ranged combat action. wounds and lose 1 stress. If in close
Hold Position: Gain hold position token for combat, flee 3”. ARTILLERY
• Roll: Rolls a d10 against TN. • Roll Damage on each figure separately.
GORE
• Partial Hits: Burst -1 for each number When a unit suffers wounds the controlling
TN missed by. player places one gore token in contact with
• Critical Hits: Natural 10, +1 burst. the unit for each wound they suffer. Tokens
may not be stacked. If there are already gore
tokens within 2” of the wounded unit, the
tokens must be placed in contact with any
other gore tokens within 2” of the unit. Once
placed, gore tokens remain in that position
until removed by another game effect.
UNIT STATISTICS
NA ME SPEED BRUTALITY CU NNING FA ITH A RCA NA DEFENSE WOU NDS
CO M M A N D ER 4 2 2 2 0 6 4
A RC A N I S T S 4 0 1 1 1(2) 6 1
O F F I C ER 4 2 1 2 0 6 2
C H A PL A I N 4 0 1 2 0 6 2
S O RC ER ER 4 1 1 0 2 6 2
L I N E I N FA N T RY 3 1 1 1 0 5 3
JAG ER S 4 1 1 1 0 5 1
FO O T K N I G H T S 3 2 1 2 0 7 1
S H O C K T RO O PER S 4 2 1 1 0 6 1
L I G H T C AVA L RY 5 1 1 1 0 5 1
H E AV Y C AVA L RY 5 1 1 1 0 6 2
H E AV Y K N I G H T S 5 2 1 2 0 7 1
F I EL D G U N 2 0 1 1 0 7 4
WEAPONS
NA ME TYPE R A NGE TN BURST DA M AGE OR EFFECT
B AYO N E T S Close - 7 3 +2
MUSKETS Ranged 12 6 1 +2
C RO S S B OW VO L L E Y Ranged 14 7 3 +1
C RO S S B OW S Ranged 14 7 2 +1
SHOCK
Weapons with the SHOCK special rule are terrible to behold. Units that For example, a unit of line infantry suffers 3 wounds from a field gun with
suffer wounds from a weapon with the SHOCK special rule increase the TN SHOCK 4. They must take a nerve test. This is the first combat of the game, so
of their nerve test by the SHOCK value. Some weapons only cause shock there is only 3 gore from the 3 wounds suffered. The total nerve TN is 3 for the
during the activation in which the unit charged. gore plus 4 for the field gun’s shock value. The line infantry must pass a TN 7
nerve test or gain a stress token.
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