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IMPERIALS REALM OF MEN

MOVE COMBAT COST


COURT MAGE 2 A+ 2
Wizard

ELECTOR COUNT 2 C3 3
Imperial guard

BLACK GUARD 3 B2 4
Mounted noble

FREE BRIGADE 2 C1 1
Regular soldier

GALLION 2 C2 2
Ship, short and long distance

TREBUCHET 2 D3 2
War engine, long distance

IMPERIAL PALACE Ø B4 2
Castle

SPELLS
Forced March: an unengaged Elector Count within movement range of the
1 Battle hex is added to the battle immediately. Overstacking allowed.

1 Righteous Fury: cast 2d6 @ F3. Targeting allowed.

Diversionary Tactics: remove one step from an Elector Count in the Battle
1 hex. All Free Brigade units become C2 for duration of battle.

2 Heroic Charge: Elector Counts become B3 for duration of battle.

Aerial Shackles: all enemy flying units (including wizards and chaos) are
2 forced to earth and cannot fight for one round.
Eery Mist: a mist rises about all enemy units, stifling the sights and sounds of
3 battle for 1 round. All friendly units fight first, enemy units fight at strength -1.

TREBUCHET and GALLION


Being a weapon designed for long range, the trebuchet cannot fight in close combat.
Unengaged trebuchets can attack units in an adjacent hex, even if this is a battle hex.
Although this means it cannot be hit, a trebuchet loses 1 step for each time it fires. A
gallion is able to fire as normal in close combat, but can also be used for long range.
In this case it also loses 1 step each time its cannons fire. Note: when trebuchets or
gallions are used to fire at an adjacent battle hex, own units can be hit (roll of 5 or
6)!
COURT MAGE
A+

DESERT FLY

2 2
ELECTOR COUNT
C3

DESERT FLY

3 2
BLACK GUARD
B2

DESERT FLY

4 3
FREE BRIGADE
C1

DESERT FLY

1 2
GALLION
C2

DESERT FLY

2 2
TREBUCHET
D3

DESERT FLY

2 2
IMPERIAL PALACE
B4

DESERT FLY

2 0

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