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Battlerune Fantasy Rulebook Alpha V4.9
Battlerune Fantasy Rulebook Alpha V4.9
Archvillain Games®
4
Table of Contents Credits
Game Design and Development
Battlerune: Rulebook ..........................................1 Vaughn Reynolds
Other:
Keywords and Abilities: The unit’s keywords and abilities,
• Terrain
described in detail in the Abilities and Keywords sections
• 2d6 (per player)
near the end of the rulebook.
• Tape measure
• Round tracker (1d6 works well) Battlerunes
Note: Objective tokens come in many types, so we encourage you to Name & (Cost)
use visuals that make thematic sense, or whatever fits your playstyle
Giantfolk ( )
best! For example, if you are marking treasures, you can use a
treasure chest model or metal coins. Bigger Arms: Target allied unit gains Reach
Abilities
+2” until the end of the round.
1
Quests rank, or type. They often have a higher Rune Point cost.
• Bosses & Non-Player Units (NPU) (coming soon)
Bosses and non-player units (NPU) are units that do not
Quest: For Glory! belong to any player and cannot be added to an army list.
These units may be controlled by unit A.I. or control may
Setup: Place 1 objective token at the center of the
shift between players.
battlefield.
Victory: At the end of rounds 1 through 4, a player gains 1 Ranks
VP if they control the objective. At the end of the game, a Units in Battlerune have a rank which relates to their role on
player gains 3 VP if they control the objective. A player the battlefield. This rank is used to keep army compositions
controls the objective if they have more units within 6” of more cohesive across the battlefields.
the objective token than any other player.
• Champion: This represents “you” on the battlefield!
Quest: The name of the Quest. Every army has exactly one.
Setup: Setup requirements before the first round of combat. • Avatar: Gods, titans, and other powerful beings.
Victory: Condition to be met to end the game and/or earn • Brute: Giants, hydras, and other monstrosities.
additional victory points. • Siege: Catapults, war wagons, and other contraptions.
• Spells: (coming soon)
Treasures: • Cavalry: Mounted units, four-legged units and other fast
Coming Soon creatures.
• Support: Healers, wizards, and other helpful units.
Condition Tokens • Infantry: Front-line creatures ready for a fight.
Coming Soon
2
Champions (doesn’t cost Rune Shards) 3. Pass Turn: The active player now passes priority to the
(Coming soon) next player, who becomes the active player. Repeat these
three steps until all players have used all of their Activation
Battlerunes (costs Rune Shards) Tokens. Next, move onto the Cleanup Phase.
There are many powerful beings and ideals across the
Drifting Havens. Some have even allowed the strongest Cleanup Phase
mortals, also known as Champions, to harness fragments of Players refresh the battlefield for the next round. Following
that power on the battlefield through Battlerunes. these steps:
But beware, the victories achieved on the battlefield also feed 1. Remove Tokens: Players remove all activation and
the power source of your Battlerune! The one you choose will condition tokens from the battlefield.
represent the power source for your Champion and army, so 2. Award Victory Points: If the current Quest awards end of
choose wisely. Do you want to fight for Lilith the First, Giants, round victory points, make a note of them now.
Orcus or an Elven goddess? Choose the right Battlerune to 3. Advance Round Tracker: Advance the round tracker to the
represent this. The Battlerune also does not restrict unit next highest number. A large d6 works well for this.
types. You could harness the power of Giants without having
a Giant type unit in your army.
5. Activation
There are two kinds of Battlerune abilities: ongoing and
activated. Ongoing effects are active at all times. Battlerunes Tokens & Actions
are far too powerful to be suppressed or destroyed... at least by
mortal means! Activation Tokens
In Battlerune, you will have one Activation Token per unit in
• Activating a Battlerune ability costs no action points. your army while they remain on the battlefield.
• Battlerunes may only be activated on your turn.
• Battlerunes may only be activated once per turn. When you activate a unit, it gains 2 Action Points. All actions
• Each Battlerune activated ability may only be used once are only usable once per activation except attacks and unit
per game. abilities.
Disengage 1
3
must use the disengage action. Roll 2d6 plus the disengaging
Other Actions unit’s Speed. Then, the opponent chooses their unit with the
highest Speed and does the same. Whoever rolls highest
Battlerune activated abilities Free wins. The disengaging unit wins on ties.
• If the disengaging unit wins the roll, they move up to
Variable cost listed in [ ]
Unit abilities* their Speed away from the melee.
brackets before ability text
• If the disengaging unit loses the roll, the opponent gets
Trigger Objective 2 an attack of opportunity with every unit within melee
range. Then the disengaging unit moves up to their
Speed away from the melee.
* May be used more than once per turn.
Embark: A unit may embark a transport unit if it is within 2”
Aim: This unit gets +1 Attack (Atk) and deals +1 damage until of the transport. For further transport rules, see Transport
the end of the turn. Units under the Movement Section.
Attack: The Attack Action allows a unit to perform a melee or Guard: This unit chooses one of two effects. These effects
ranged attack. For more detail on ranged and melee attacks, end immediately if the unit Moves after using the Guard
refer to the Combat section below. action.
• Fortify: This unit gains +2 Defense until the end of the
Attack of Opportunity: An attack of opportunity can trigger round
in one of two ways. If a unit passes through an opposing • Standby: After an opposing unit attacks, moves, or takes
unit's threat range without entering melee, or when a unit an action within range, this unit may make one free
leaves a melee without succeeding with a Disengage action. melee or ranged attack against the opposing unit if
When either of these occur, the stationary units may make an available.
attack against the moving unit. This attack action does not
cost action points. Abilities and ranged attacks may not be Move: A unit moves their Speed in inches across the
used with an attack of opportunity. battlefield. For example, if a unit has [Speed 6”] they may
move up to 6” around the battlefield either in a straight line
Battlerune abilities: Every army wields a Battlerune. Each or segments that total 6”.
Battlerune has up to two abilities. These abilities are either
ongoing or activated. To learn more, refer to the Battlerune Allied units may move through each other as long as they
subsection under Army Building earlier in this rulebook. finish their move in an open space. Units cannot move
through opposing units or end their movement in an
Charge: This unit may move up to its Speed. If it comes occupied space. This action may be used once per turn.
within base contact with an opposing unit, it may make a free
melee attack with +2 ATK. If the unit ends its movement Rush: A unit moves up to one-and-a-half times their Speed
within 2” of an opposing unit, it must move up to 2” and in inches on the battlefield. For example, if your unit has a
make base contact with the opposing unit. Then it makes a Speed 12”, if they Rush they may move up to 18”.
free melee attack with no additional attack bonus. If the
defender survives the attack, it may then make a free melee Trigger Objective: If something requires you to activate an
attack against the unit that charged. objective or pick up an objective token, open a chest, or
otherwise engage with a non-player unit or objective token, a
Climb: Climbing allows a unit to move half their Speed up or Trigger Objective action is required. A unit must be within
over terrain. The climbing unit must begin and end its reach of the unit or token to use this action on it.
movement on flat terrain. A unit may only use one Climb
movement action per round. Climb cannot be used in the Unit abilities: Some units have abilities that can be activated
same round as Rush. by spending Action Points. To learn more, refer to the
Abilities section later in this rulebook.
If a unit is attempting to climb down a height greater than
half their Speed, they fall the remainder of the distance. They
must roll 1d6 and subtract 1 for every inch beyond their
speed they descended. If their result is a 1 or lower, they gain
a Stunned token.
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6. Setup provide cover. Tokens are placed during terrain placement
after the Quest is revealed.
1. Quests: Each game of Battlerune will have a shared Quest Objective Token Placement
that both players are competing to achieve. The Quest is No token may be placed within 12” of either player’s starting
chosen randomly after the terrain has been set up, but before side or corner of the battlefield. Objective tokens must be
units have deployed. placed on a location that is accessible by non-flying units of
large size or smaller. If multiple tokens are being placed, they
Optional: Players may agree to a Quest ahead of time to build cannot be placed within 3” of each other. Try to spread them
armies that emphasize the scenario and choose which “side” they are as evenly as possible across the available battlefield space so
on. This game is meant to be enjoyed! as not to favor 10 of 19any player over another. If this cannot
be achieved, agree to adjust the terrain to accommodate fair
2. Reconnaissance: Each player gives only their army list to placement.
their opponent(s) to patiently review, and ask for any rules
clarifications. Assume the armies have done their Side Quests
reconnaissance prior to the combat occurring. Unless the (Coming soon)
Quest or another effect states otherwise.
3. Determine First Player: Each player rolls 2d6 and adds any
Initiative bonuses they have from their army. The highest
7. Terrain Rules
roll is considered the first player for setup purposes. Initiative Terrain represents the physical features of the battlefield
is rerolled for the first round of combat. The army with the such as buildings, trees, barricades, and bushes. Terrain
least units wins ties. affects line of sight and movement, explained in detail below.
Line of Sight
Battlerune uses True Line of Sight, which means visibility is
determined from the viewpoint of the model. If an invisible
line can be drawn from the head or eyes of the model to a
significant part of another unit, they can see them. If a unit
has multiple heads or eyes, the player attempting to see
another unit chooses which head or eyes are the viewpoint
source.
5. Deploy Units:
However, small limbs, weapons, and other parts extending
5. Let the Battle Begin!: First player takes their first action away from the unit’s center mass are not considered for
and play proceeds clockwise. visibility.
Tokens This means a unit with small eyestalks can look around
Objectives, Treasures, and other interactive features are partial and full cover without being “seen”.
represented on the battlefield with a token or model smaller
than a 25mm base. Tokens do not block movement or
5
Cover c. Apply Modifiers: If the attacking unit has any
The three types of cover are none, partial and full. No cover modifiers from abilities or keywords, apply them to
means nothing is blocking line of sight between the units. the attack roll.
Partial cover means there is some cover between units but it
does not block complete line of sight. Full cover means the 4. Defense Roll: Resolve the following substeps in order:
unit cannot be seen. a. Roll Dice: The defending player rolls 2d6 and adds
1. Partial: Provides +2 Defense to the unit behind the cover. their totals together.
2. Full: Blocks line of sight. b. Apply Stat: If the attack is a melee or ranged Attack
Note: A larger size category unit provides full cover to a unit of a Action, add the unit’s Defense (Def) to the dice total.
smaller size category behind it. Medium units do not provide cover. This total is your defense roll.
c. Apply Modifiers: If the defending unit has any
modifiers from cover, abilities or keywords, apply
8. Combat them to the defense roll.
In Battlerune, units perform attacks to attempt to defeat Magic Attack Rolls: If an ability says Magic or (Mgk) in its
opposing units. Here are key points to remember: description, the attacker and defender apply their
respective unit’s Magic (Mgk) during the “Apply Stat”
All units can make melee attacks even if they are not listed. substep instead of Attack (Atk) and Defense (Def)
All unlisted melee attacks do standard damage. respectively.
Units must be within base-to-base contact or within reach to
make melee attacks. 5. Compare Results:
Only units with a ranged attack listed may make ranged a. If the attack roll is higher than the defense roll, the
attacks. attack is successful.
Attacks can be melee or ranged. b. If the defense roll is equal to or higher than the attack
Attacks and effects can do either standard, energy, or magic roll, the attack fails. The defender always wins on
damage. ties.
The attacking unit is the Attacker, and the target is the
Defender. 6. Resolve Attack: If the attack is a success, deal damage and
Attacks are resolved with opposed rolls between the Attacker apply any additional effects of the attack.
and the Defender.
Attacks made with the Attack Action are basic attacks. Note: Pre-measuring is allowed at any time, however if a model is
Attacks made with standard or Energy use the Attack and picked up, it must complete a move if able.
Defense stats.
Attacks made with Magic (Mgk) in their description are magic Contested Rolls (CR: [Trait]) or
attacks and use the Magic stat rather than Attack. (CR: [Trait] [Target Number])
If an ability lists a damage type in the description, the attack Contested Rolls occur when two units must make an
is considered to be of that type. opposing roll besides attacking and defending. For simplicity,
Reach attacks are explained in more detail in the Keywords the player owning the unit creating the effect is the Attacker
section. and the player owning the opposing unit is the Defender.
When units make a contested roll, the owning players each
Resolve attacks in the following steps: roll 2d6 and add the relevant modifier. Whoever rolls the
highest total wins. If there is a tie, the defender wins.
1. Declare Attacker: The attacking player declares their
activated unit which is now considered the attacker. If the Contested Roll trait is followed by a number, the
Attacker does not make a roll. The Defender must meet or
2. Declare Defender: The attacking player chooses an exceed the Target Number to resist the effects.
opposing unit which is now considered the defender.
For example, if two units are making a speed contested roll, it
If the attack is ranged or uses reach, the attacking player then would read “CR: Speed”, followed by the effect.
measures the range from any edge of the base of the
attacking unit to any edge of the base of the defending unit to Damage
ensure they are within range. All attacks deal 1 damage. Effects such as keywords, critical
hits, and unit size categories can affect this damage.
3. Attack Roll: Resolve the following substeps in order:
a. Roll Dice: The attacking player rolls 2d6 and adds Damage Types
their totals together. In Battlerune there are three types of damage: Standard,
b. Apply Stat: If the attack is a melee or ranged Attack Energy, and Magic.
Action, add the unit’s Attack (Atk) to the dice total.
This total is your attack roll. All attacks deal standard damage, unless otherwise specified
on the ability, attack, or effect.
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Armor only mitigates standard damage. Energy Armor more rules clarifications on reach, please refer to listing in the
mitigates standard and energy damage. Magic Armor Keywords section.
mitigates standard, energy and magic damage.
Colossal +4 +3 +2 +1 +0
Gargantuan +3 +2 +1 +0 +0
Huge +2 +1 +0 +0 +0
Large +1 +0 +0 +0 +0
Medium +0 +0 +0 +0 +0
Threat Range
All units have a melee threat range of 1” from the edge of
their base. If a unit passes through the threat range of an
opposing unit without entering melee, the stationary unit
may make an attack of opportunity against the passerby.
Note: The Reach keyword also increases a unit’s threat range. For
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9. Abilities Other Keywords
Below is a list of keywords used by units in Battlerune:
Note: Only abilities that use the Magic stat are magical.
Energy Armor X
Energy damage this unit receives is reduced by X to a
Keywords are ongoing effects for your champion and army Evasion
units. A unit can contain any number of these in their This unit does not incur attacks of opportunity.
description box. Keywords do not require Action Points to
activate. Fearless
This unit cannot be frightened.
Triggered keywords are automatically activated when a
specific criteria is met. Triggered keywords and criteria are Flight
listed below: Unless engaged in melee, this unit may only be attacked by
ranged attacks, units with reach, or units with flight. This unit
• Deathblow: When this unit defeats another unit, apply may move through opposing units. This unit may move over
the effects listed after the colon (:) on this keyword. impassable and difficult terrain as if it were flat.
• Defeated: When this unit is defeated, apply the effects
listed after the colon (:) on this keyword. Foe (Type) X
This unit gains a +X bonus to attack when targeting a unit of
Trigger Timing: If two triggers occur simultaneously, the
their Foe type.
active player’s trigger occurs first. If both triggers are
owned by the same player, they choose the order in which
Giantslayer X
they resolve.
This unit deals +X damage for each size category the target is
larger than them.
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Haste shown. Line of sight must be present between the attacker
When this unit activates, it has an additional action point. and the defender. If a type is listed, the attack is also that type
of ranged attack. More on non-basic ranged attacks is
Incorporeal explained in the Combat section.
This unit may pass through enemy units and terrain. This
unit does not trigger traps. This unit does not trigger attacks Reach
of opportunity. This unit may target units within range with a melee attack.
This attack is not considered a ranged attack and does not
Larger require base-to-base contact. Reach cannot be used to attack
This unit is considered the one size category larger for units outside of a melee the unit with reach is actively
purposes of dealing and receiving damage. This does not engaged in. Reach cannot be used to attack units engaged in
affect line of sight, threat range, or transport. melee like ranged attacks. Cover affects attacks made with
reach. Reach increases a unit’s threat range.
Lethal X
This unit deals +X damage with non-magical melee and Riposte
ranged attacks. When this unit is attacked within melee range, it makes a
melee attack against the attacker after the attack resolves.
Lumbering This may only trigger a number of times per round equal to
This unit cannot attack and move in the same round. the units attack score.
Multishot Sniper X
Once per round, this unit may make an additional basic This unit gets +X attack to ranged attacks when behind partial
ranged attack when using the attack action to make a ranged cover.
attack. This unit must have a ranged attack to use Multishot.
Stealth (X”)
Nimble This unit cannot be targeted past X”.
This unit automatically succeeds on Disengage checks and
ignores the effects of difficult terrain. Trample
This unit may move through opposing units. When it does, it
Pack Tactics (Type): Bonus makes a free melee attack against the units they are moving
This unit gains a bonus based on the number of other allied through. These attacks deal an additional point of damage
units of the same type within 6-inches. per size category the attacker is larger than the defender.
For example, Pack Tactics (Human): +1 Defense, means this
unit gets +1 to defense based on how many other allied units Transport (X, Size Category)
with the human type are within 6-inches. This unit can transport other units around the battlefield.
The max number of units it can carry simultaneously is
Pierce X represented by the X, followed by the max size category. For
This attack ignores Armor X or lower. If the Pierce value does further transport rules, see Transport Units under the
not equal or exceed the Armor value, it has no effect. This Movement Section.
does not affect [Type] Armor.
Warmonger
Potent X This unit gets +1 attack when in melee combat with two or
This unit's damage-dealing magic abilities deal +X damage. more other units. At least one of the units must be an
opposing unit.
Quickshot
You may make a free ranged attack after a movement action. Waylay X
This unit must have a ranged attack to use Quickshot. If this unit makes an attack against a unit that has attacked it
this round, this unit gets +X attack against that unit once this
Rage X round.
When this unit has damage on it, it has +X attack.
Veil
Ranged (X”) This unit cannot be targeted unless it has been activated this
This unit may make an attack at a range up to the distance round.
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11. Conditions & Effects 12. Movement
Blast Jumping
Blast effects ignore partial cover and deal area damage. Models may cross gaps of up to 1” without making a jump
roll. If they attempt to move over a gap greater than 1”, they
Damage Over Time “DoT” (token) must roll 2d6 plus the unit’s speed minus the distance they
Represented as a token, this indicates that at the end of the are attempting to jump (2d6 + Speed - Distance = Total). On a
round, remove the token(s) and deal 1 damage to the unit per total of 6+, the jump succeeds. For example, if a unit has SPD
token removed. The damage can be standard, energy, or 6” and is attempting to jump across a 4” gap, they roll 2d6
magic, and will be listed on the ability. Armor mitigates plus 6 minus 4 and succeed on a total of 6+.
damage over time.
Transport Units
Falling Units being transported cannot do anything or be affected in
If a unit climbs down a height that exceeds half their Speed any way while they are embarked within a transport.
or is pushed by Knockback, they fall. They must roll 1d6 and
subtract 1 for every inch they fell. If their result is a 1 or lower, Embark:
they gain a Stunned token and take 1 damage per size • A unit may embark a transport unit if it is within 2” of
category they are. For example, Medium units falling take 1 the transport.
damage, while a Huge unit would take 3. • A unit cannot embark a transport engaged in melee
combat.
Frightened • A unit cannot embark if it disembarked this round.
When a unit becomes frightened, it must use its next Disembark:
available action point to take a Move action. They must move • Place disembarking units with 2” of the transport.
their maximum speed directly away from the source that • A unit cannot disembark if the transport is stunned.
frightened them. This effect cannot move a unit off the • Units cannot Rush, Charge or Climb on the same turn
battlefield. If the unit comes within 1” of base contact with an they disembark.
opposing unit, it ends its movement. This movement may Destruction:
trigger attacks of opportunity. • Resolve Defeated abilities.
• Defeated abilities do not affect the embarked units
Knockback (X”) unless specified.
If an attack roll from a unit or effect with Knockback is 2+ • Embarked units must disembark on their next action.
higher than the defense roll, the defender is immediately • Roll 1d6 per unit. For each 1, the unit is destroyed.
moved X” directly away from the attacker. The movement • Models that cannot disembark the destroyed transport
stops if the unit comes in contact with another unit or terrain by the end of the round are destroyed.
and they take an additional 1 damage. This may cause units to
fall off the edge of terrain.
Pull
If an attack roll from a unit or effect with Pull succeeds, move
the defender X” directly towards the attacker. The movement
stops if the unit comes in contact with another unit or terrain
and they take an additional 1 damage. This may cause units to
fall off the edge of terrain.
Rooted / Immobilized
This unit cannot take move actions until the rooted effect has
ended.
Stunned / Incapacitated
Stunned units cannot take actions until the stunned effect has
ended.
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Appendix I: The • (1) Rage - When this unit has damage on it, it has +1
attack.
Champion Builder
• (1) Ranged (12”) (Taking this replaces any other
“Ranged (X”)” attacks)
• (2) Reach (2”) - Reach allows a unit to make a
Battlerune Champion Designer melee attack at a distance away from the model,
Three easy steps: similar to a ranged attack.
• Choose one Archetype. These provide your base stats. • (1) Evasion - This unit does not incur attacks of
• Choose one Focus. These further define your character’s opportunity.
intent on the battlefield. • (2) Sniper 1 - This unit gets a +1 attack bonus to
• Choose Keywords and Abilities. ranged attacks when behind partial cover.
• (2) Warmonger - This unit gets +1 attack when in
1. Choose 1 Archetype: melee combat with two or more other units. At
a. Melee: Atk 3, Def 3, Mgk 0, Spd 6, HP 4 least one of the units must be an opposing unit.
b. Ranged: Atk 3, Def 1, Mgk 1, Spd 8, HP 4; Ranged (6”) • (3) Veil - This unit cannot be targeted unless it has
c. Support: Atk 1, Def 3, Mgk 1, Spd 6, HP 3; +2 Keyword been activated this round.
& Ability Points that must be used on a magic ability.
c. Abilities: The number shown in brackets [ ] indicates
2. Choose 1 Focus: the action point cost to use the ability.
a. Combat: +1 Atk or +1 Def /and/ +2 Spd or +1 HP
b. Magic: +2 Mgk or +1 Mgk and +2 HP • Basic Abilities:
• (2) [1] Bite/Punch/Kick (you choose the name) -
3. Choose Keywords and Abilities: Spend 3 points total This unit makes a basic melee attack with +1
across General, Keywords and Abilities. Point cost is shown in attack and +1 damage.
parenthesis ( ). • (3) [2] Run and Gun - This unit moves half its
a. General: speed. Then the unit makes a ranged attack.
• (3) Size increased to Large (40-54mm model Finally, the unit moves half its speed. This
base size) unit must have a ranged attack to use Run
• (1) +1 Atk, +1 Def, or +1 Mgk (May only be and Gun.
chosen once) • (2) [1] Shove - This unit makes a basic melee
• (2) +2 HP attack with Knockback 2”.
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Appendix II: Appendix III: Quests
Battlerunes
Battlerune: Ziskal ( ) Quests: For Glory!
Setup: Place 1 objective token closest to the center of the
Endless Warcry: Ongoing - Your units have +1 Attack.
battlefield.
Devastating Charge: Target allied unit immediately makes Victory: At the end of rounds 1 through 4, a player gains 1
a free move up to 6” in a straight line”. It must stop if it VP if they control the objective. At the end of the game, a
makes contact with any terrain or unit. If it enters melee player gains 3 VP if they control the objective. A player
range with an opposing unit, it makes a free melee attack controls the objective if they have more units within 4” of
with +2 attack and +1 damage. the objective token than any other player.
Reference for the Appendix I: The Champion Builder: Battlerune Champion Designer
(Multishot: Once per round, this unit may make an additional basic ranged attack when using the attack
action to make a ranged attack. This unit must have a ranged attack to use Multishot.)
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