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BLEAK WARS

Bleak Wars is the game of fantasy combat in the world of Solaxia. You
command armies of courageous humans, graceful elves, resilient dwarves,
savage orcs and other, stranger forces on bloodied battlefields and under
blazing skies.

COMPONENTS
*A suitable battlefield.
*A few pieces of terrain.
*Two or more armies.
*Lots of 6-sided dice.
*Some way of measuring distance(Distances in this game are measured in
inches).
*This rules booklet.
*Relevant Army Booklets.
*An opponent!
*The teardrop-shaped "Shot" template.
*The small circular "Aura" template.
*The large circular "Blast" template.

STATISTICS
Each of your warriors have special statistics(STATS), which denote how
effective they are in combat. These stats will be explained later on in the
rules. No skill may be increased past 10 or decreased past 1, except Health.
MOVEMENT(MOV)-How far your units can move.
SKILL(SKI)-How well your units can fight in close combat.
RANGED(RAN)-How well your units can hit an enemy with ranged attacks.
STRENGTH(STR)-How strong your warriors are.

DEFENCE(DEF)-How tough your warriors are.


HEALTH(HEA)-How many hits your warrior can take before it dies.
SPEED(SPE)-How fast your warriors are in combat.
ATTACKS(ATT)-How many blows your warrior can strike in combat.
COURAGE(COU)-How brave your warrior is.
ARMOUR(ARM)-How well armoured your warriors are.
These following statistics are only given to certain warriors, such as great
leaders or mighty wizards.
AURA(AUR)-How well the warrior's magical defences are made.
LEADERSHIP(LEA)-How well the warrior can lead units in battle.
MAGIC(MAG)-How in tune the wizard is to the workings of magic.
MANA(MAN)-How much magical power the wizard can call upon. This may go
past 10.
SANITY(SAN)-How sane the warrior is.
ENGINEERING(ENG)-How good the warrior is with the workings of machinery.

THE PHASES
The game is split into four phases-Movement, Shooting, Melee and Magic.
MOVEMENT-Move your units accross the battlefield.
SHOOTING-Shoot ranged weapons at the enemy.
MELEE-Units hit the enemy (hopefully) with their melee weapons.
MAGIC-Units with magical abilities unleash their fury at the enemy.

THE MOVEMENT PHASE


During the movement phase, units may move up to their movement(MOV)
value in inches.
They may move towards an enemy to try to get into contact with them-this is
a special kind of move, called a charge. If a unit wants to attempt a charge,

they must first measure and see if the enemy is within range of their MOV-if
they are, the unit may move into combat and it is resolved in the Melee
phase. If it is not enough, however, they may roll a d6 and add it to their move
value-if they do, however, they subtract 1 from their skill(SKI) in the combat if
they reach it(SKI will be explained in the Melee phase). If they still don't reach
combat, they may keep adding d6 to their MOV until they either reach combat
or are reduced to 1 SKI. You may only charge at units that this unit can see at
the start of their move.
Of course, the defenders aren't just going to sit idly by while the enemy
charges towards them-they may fire their ranged weapons at the foe if they
have any(Covered in the Shooting phase), increase their DEF by 1 if they have
shields or get free strikes on the enemy before the Melee phase if they have
spears/pikes. If the unit being charged doesn't have any of these, it must
either suck it up and resolve combat normally, or try to flee. If they try to flee,
you must first check what their courage(COU) is, then check this chart:
COU Number Needed
1

6+

5+

4+

4
5

3+
2+

2+, 6+

2+, 5+

8
9
10

2+, 4+
2+, 3+
2+, 2+

Note: the first number means the number required to pass the test or higher,
and the second number means that if you fail the first time, you may try again
using the second value.
If the unit passes the test, they may run up to their MOV in inches directly
away from the enemy. If this is not enough to escape, the enemy stll gets into
combat but they get +1 SKI as they run your cowardly soldiers down. If they
fail the test, however, they are frozen in fear and cannot run.

THE SHOOTING PHASE


In the shooting phase, your warriors fire ranged bombardment accross the
battlefield.
First, you must check the range of your chosen weapon and see if the enemy
is within the required distance. If they are, move on to the next step. If they
aren't, you may add d6" to the range at the cost of 1 RNG for every d6". You
may keep doing this until the target is in range or you reach 1 RNG.
If the target is within range, check if the unit can see the target. You do this by
bending down to the model's height and seeing if you can see the target. If
you can, move on to the next step. If you're not sure, roll off with your
opponent.
If the target is within range, and your unit can see the enemy, then you roll
your RNG and see if you hit them, in the same way as COU tests.
RNG Number Needed
1

6+

5+

4+

4
5

3+
2+

2+, 6+

2+, 5+

8
9
10

2+, 4+
2+, 3+
2+, 2+

If you hit, check your weapon's Strength(STR) against your enemy's


Defence(DEF) and consult this chart:
DEF
1 2 3 4 5 6 7 8 9 10

4+ 5+ 6+ -

- -

3+ 4+ 5+ 6+ -

- -

3
4
STR 5

2+ 3+ 4+ 5+ 6+ - -

A 2+ 3+ 4+ 5+ 6+ - -

A A 2+ 3+ 4+ 5+ 6+ - -

A A A 2+ 3+ 4+ 5+ 6+ - -

A A A 2+ 3+ 4+ 5+ 6+ -

A A A A 2+ 3+ 4+ 5+ 6+

AA

A A A 2+ 3+ 4+ 5+

10 A

AA

A A A A 2+ 3+ 4+

Note:"A" means it automatically hurts the foe and ignores ARM.


If the shot hits, and gets throught the enemy's defences, then your opponent
rolls his warrior's ARM-5+ needs a 5 or 6 to stop a shot, 3+ needs 3 or more,
etc. (If something would say "-1 ARM", a 5+ becomes a 4+, and so on.) If the
warrior has an AUR rating, he/she may roll that as well as ARM. Neither ARM
nor AUR may go below 2+. If neither stop the shot, the warrior is hurt, and
loses a point of health(HEA). If a warrior loses it's last point of health, it falls in
battle and is removed as a causalty. If you fired at a unit, you remove models
starting with the back rank, from either side.

THE MELEE PHASE


In the melee phase, your warriors engage in bloody close combat.
First, you check what warriors have the highest Speed(SPE); those warriors
strike at the same time, then the next highest SPE, and so on.
To see if your warriors hit your foe, roll your SKI and consult the chart:
SKI Number Needed
1

6+

5+

4+

3+

2+

2+, 6+

2+, 5+

2+, 4+

2+, 3+

10

2+, 2+

Then check your warrior's STR vs the enemy's Def, as with shooting attacks,
and consult the chart:
DEF
1 2 3 4 5 6 7 8 9 10
1

4+ 5+ 6+ -

- -

3+ 4+ 5+ 6+ -

- -

3
4
STR 5

2+ 3+ 4+ 5+ 6+ - -

A 2+ 3+ 4+ 5+ 6+ - -

A A 2+ 3+ 4+ 5+ 6+ - -

A A A 2+ 3+ 4+ 5+ 6+ - -

A A A 2+ 3+ 4+ 5+ 6+ -

A A A A 2+ 3+ 4+ 5+ 6+

AA

A A A 2+ 3+ 4+ 5+

10 A

AA

A A A A 2+ 3+ 4+

If the attack hits and hurts the foe, your opponent rolls ARM/AUR as with
shooting attacks and remove causalties as needed from the back rank of the
unit that suffered them, from either one of the ranks' sides. Each warrior may
attack the number of times specified on their profile.
Then you must find out who won the combat-Count up the total number
damage inflicted and add any relevant modifiers:

+1 If unit charged this turn.


-1 If model in charging unit was killed during charge(Does not stack).
+1 if unit has Banner Bearer.
+1 if unit has spears/pikes(Defender only).
+1 if unit Frenzied.
-1 if fighting in Rough Terrain.
-2 if fighting in Broken Terrain.
+1 if charging unit has Axes/Greataxes.
If no unit won the combat, then continue the combat next turn. If a unit won
the combat, the losing unit must take a COU test with -1 COU for every 2
points the enemy unit(s) won by. If they fail, they must flee as described in the
Movement phase except that the unit that won my, if they wish, follow by
charging, also as described in the Movement phase. If they catch them,
combat resumes and the pursuing warriors get +1 Attack(ATT) each.
If multiple units are in one combat, count it as a regular combat except that
the outnumbered unit cannot flee unless there is enough room between the
enemy units to let the unit through. If there are more than two units on both
sides, try to seperate them into as many 1v1 combats as you can, e.g. a 2v3
combat would become a 1v1 combat and a 1v2 combat.

THE MAGIC PHASE


In the magic phase, mighty wizards and powerful mages cast spells that
destroy the enemy, enchant your soldiers and other, more exotic effects.
To attempt to cast a spell, you must first check the wizard's Magic(MAG), then
check the spell's Difficulty(DIF). If the caster's MAG is equal to or higher than
the spell's DIF, then the wizard may cast the spell. Then, check the wizard's
Mana(MAN), then check the spell's Casting Cost(CC). If you cast the spell,
deduct the spell's CC from the wizard's MAN-This is the new MAN value of the
wizard until the game ends or he/she finds a way to recover it.
There are several Schools of Magic, and each wizard knows some or all of the
spells from one or more Schools.
PYROMANCY-Fire Magic.
CYROMANCY-Ice Magic.

AEROMANCY-Air Magic.
TERRAMANCY-Earth Magic.
AQUAMANCY-Water Magic.
CHRONOMANCY-Time Magic.
NECROMANCY-Death Magic.
ARCOMANCY-Arcane Magic.
PRIMOMANCY-Primal Magic.
TELEMANCY-Mind Magic.
The specific spells for each school are outlined here:
PYROMANCY
Ember-DIF:1 CC:1 RNG:12" Target unit suffers a single STR 4 Flaming hit.
Fireball-DIF:3 CC:3 RNG:18" Target unit suffers d3 STR 5 Flaming hits.
Firebreath-DIF:3 CC:3 RNG:Shot All models under the Shot template suffer a
STR 4 Flaming hit.
Firestorm-DIF:4 CC:4 RNG: 20" Place the Blast template anywhere within
range. Any models underneath take a STR 4 Flaming hit.
Smoke Screen-DIF:3 CC:2 RNG:- Place the Blast template over the caster. All
units underneath gain a 5+ COV or increase their COV by 2 if they already
have one until the next Magic phase.
CYROMANCY
Freeze-DIF:2 CC:2 RNG:12" Target unit's MOV is reduced by d6, to a minimum
of 1 until the next Magic phase.
Icicle Shot-DIF:2 CC:2 RNG:18" Target unit takes a single STR 4 Piercing hit.
Blizzard-Dif:4 CC:4 RNG:24" Place the Blast template anywhere within range.
Any models underneath take a STR 4 hit.
Frostmark-DIF:3 CC:3 RNG:12" Target unit gains +1 STR until the next Magic
phase.
Icebreath-DIF:3 CC:3 RNG:Shot All models under the Shot template suffer 2
STR 3 hits.

AEROMANCY
Spark-DIF:1 CC:1 RNG: 12" Target unit suffers d3 STR 3 hits.
Quicken-DIF:2 CC:2 RNG:18" Target unit gains +1 SPE and +2 MOV until the
next Magic phase.
Buffet-DIF:2 CC:2 RNG:18" Target unit loses -1 SPE and -2 MOV until the next
Magic phase.
Lightning Bolt-DIF:3 CC:3 RNG:30" Target unit suffers d6 STR 4 hits.
Hurricane-DIF:5 CC:5 RNG:30" Place the Blast template anywhere within
range. Any models underneath take a STR 5 hit. It then scatters 2d6". Any
models in its' path also take a STR 5 hit.
TERRAMANCY
Rock Shot-DIF:2 CC:2 RNG:12" Target unit takes a single S5 hit.
Stone Form-DIF:2 CC:2 RNG:12" Target unit gains +2 DEF and -1 ARM but lose
-2 MOV.
Ground Rift-DIF:5 CC:5 RNG:Shot. All non-flying units under the Shot template
take a STR 7 hit.
Dust Aura-DIF:2 CC:1 RNG:- Place the Aura template over the caster. All
models underneath gain a 5+ COV or increase their COV by 2 if they already
have one until the next Magic phase.
Sandstorm-DIF:4 CC:4 RNG: 12" Place the Blast template anywhere within
range. Any models underneath take a STR 4 hit and lose -1 RNG until the next
Magic phase.
AQUAMANCY
Water Arrow-DIF:1 CC:1 RNG: 18" Target unit takes a single STR 3 hit.
Protecting Waters-DIF:2 CC:2 RNG:12" Target unit gains a 6+ AUR or increases
their AUR by 1 if they already have one.
Healing Waters-DIF:3 CC:3 RNG:12" Target unit recovers d6 lost HEA, gaining
back lost models if they lost any, up to their starting HEA. Does not work on
Undead or Constructs.
Rain Of Plenty-DIF:3 CC:3 RNG:18" Place the Blast template anywhere within
range. Any models underneath gain +1 ATT and +1 SKI, to a maximum of 10,
until the next Magic phase.

Drought-DIF:3 CC:3 RNG:18" Place the Blast template anywhere within range.
Any models underneath lose -1 ATT and -1 SKI, to a minimum of 1, until the
next Magic phase.
CHRONOMANCY
Timebolt-DIF:2 CC:2 RNG:18" Target unit suffers a single STR 4 Piercing hit.
Timeshift-DIF:5 CC:5 RNG:- If a wizard has this spell, at the start of every turn,
place a marker where the wizard and/or the wizard's unit are. When you cast
this spell, your caster and/or your unit immediately return to that point,
regaining any lost causalties, HEA, MAN(except for the MAN used to cast this
spell) and items.
Slow Time-DIF:4 CC:4 RNG:12" Target unit's SPE and SKI are 1 until the next
Magic phase.
Hasten Time-DIF:4 CC:4 RNG:12" Target unit's SPE and SKI are 10 until the
next Magic phase.
Timebreak-DIF:6 CC:6 RNG:Shot All models under the Shot template must roll
a dice. On a 1-3, remove the model as a causalty.
NECROMANCY
Raise Dead-DIF:2 CC:2 RNG:12" Target Undead unit regains d6 lost HEA,
gaining back lost models if they lost any, and creating new models if there is
an excess.
Lower Living-DIF:3 CC:3 RNG:12" Target non-Undead, non-Construct unit takes
d6 STR 5 hits.
Bone Shards-DIF:1 CC:1 RNG:18" Target unit takes d3 STR 3 hits.
Grasping Claws-DIF:4 CC:4 RNG:18" Place the Blast template anywhere within
range. Any models underneath take d3 STR 3 hits.
Wraithcloak-DIF:4 CC:4 RNG:- Place the Aura template over the caster. All
models underneath become Incorpereal until the next Magic phase.
ARCOMANCY
Arcane Bolt-DIF:1 CC:1 RNG: 18" Target unit takes a single STR 4 hit.
Arcane Portal-DIF:4 CC:4 RNG:12" Target unit, then roll a dice. On a 1-3, they
scatter 2d6" in a random direction; on a 4-6, you can choose the direction. If
they appear with models touching or in terrain/another unit, the models
touching/in the terrain/unit are removed as causalties. Reform the unit not
touching anything afterwards.

Arcane Curse-DIF:2 CC:2 RNG:18" Target unit loses either -1 STR or -1 SKI until
the next Magic phase.
Arcane Blessing-DIF:2 CC:2 RNG:18" Target unit gains either +1 STR or +1 SKI
until the next Magic phase.
Arcane Rift-DIF:6 CC:6 RNG:Shot All models under the Shot template must roll
a dice. On a 1-3, remove the model as a causalty.
PRIMOMANCY
Primal Fury-DIF:2 CC:2 RNG:12" Target unit gains +1 STR and +1 ATT until the
next Magic phase.
Primal Frenzy-DIF:2 CC:2 RNG:12" Target unit gains Frenzied until the next
Magic phase.
Beastform-DIF:3 CC:5 RNG:- The caster gains +1 HEA, +2 ATT, +1 SKI, +2
STR, +4 COU, +1 DEF and can't cast any more spells for the rest of the game.
(All stat increases are up to a maximum of 10).
Primal Roar-DIF:2 CC:2 RNG:Shot All units under the Shot template have to
take a COU test or flee.
Blood Sport-DIF:3 CC:3 RNG:24" Mark target unit. All units have +1 SKI against
that unit until the next Magic phase.
TELEMANCY
Divination-DIF:2 CC:2 RNG:12" Target unit gains +3 SPE until the next Magic
phase.
Telekinesis-DIF:3 CC:3 RNG:24" Place the Blast template anywhere within
range. All models underneath take a STR 5 hit.
Mind Control-DIF:4 CC:4 RNG:24" Target unit must take d6 COU tests, with the
caster deciding who takes the tests. If a model fails, it immediately strikes
against it's own unit.
Terror-DIF:2 CC:2 RNG:24" Target unit must take a COU test at -3 COU; if it
fails, it flees.
Courage-DIF:2 CC:2 RNG:24" Target unit gains +3 COU until the next Magic
phase.

ADVANCED RULES

These rules are for people already versed in the game and may be ignored in
your first few games.
WEAPONS
Swords/Daggers-+1 SKI.
Axes/Picks-+1 STR, +1 Combat Score if charging.
Maces/Clubs-+1 STR, -1 SPE, Armour Piercing.
Greatswords-+2 STR, -1 SPE, Two-Handed.
Greataxes/Halberds-+2 STR, -2 SPE, +1 Combat Score if charging, TwoHanded.
Warhammers/Mauls-+2 STR, -2 SPE, Armour Piercing, Two-Handed.
Spears-First rank gets a free strike against a charging enemy in front arc; 3rd
rank can fight too.
Pikes-First and second ranks get free strikes against a charging enemy in front
arc; 3rd and 4th ranks can fight too, Two-Handed.
Flails-+1 STR, -2 SKI, Ignores Shields.
Whips-+1 SPE, -1 SKI, Entangling.
Lance-Momuntum(4), Mounted Only.
Two One-Handed weapons-Gains an extra ATT but half your ATTs(Rounded
Down) are at -1 STR.
Bow-RNG:18" STR:3
Short Bow-RNG:12" STR:3 Two Shots.
Long Bow-RNG:24" STR:4 Slow To Fire.
Crossbow-RNG:18" STR:4 Armour Piercing.
Hand Crossbow-RNG:12" STR:3 d3 Shots.
Sling-RNG:12" STR:3
Javelins-RNG:6" STR:4 Armour Piercing.
Throwing Axes-RNG:6" STR:4
Throwing Knives-RNG:8" STR:3 d3 Shots.

Pistol-RNG:12" STR:4 Armour Piercing.


Handgun-RNG:18" STR:5 Armour Piercing, Slow To Fire.
ARMOUR
Shield--1 ARM, +1 DEF when defending.
Light Armour--1 ARM.
Heavy Armour--2 ARM.
Plate Armour--3 ARM.
Fortified Armour--4 ARM.
Charmed Armour--1 AUR +whatever ARM bonus the armour being charmed
has.
Enchanted Armour--2 AUR +whatever ARM bonus the armour being enchanted
has.
Magical Armour--3 AUR +whatever ARM bonus the magical armour has.

POTIONS
Potion Of Healing-Heals d3 points of HEA.
Potion Of Mana-Recovers d3 points of MAN.
Potion Of Courage-Automatically passes this COU test.
Potion Of Strength-Gains d3 STR until the next Magic phase.
Potion Of Speed-Gains d3 SPE until the next Magic phase.
Potion Of Swiftness-Gains d3 MOV until the next Magic phase.
Potion Of Defence-Gains d3 DEF until the next Magic phase.
Potion Of Ferocity-Gains d3 ATT until the next Magic phase.
Potion Of Accuracy-Gains d3 RNG until the next Magic phase.
Potion Of Finesse-Gains d3 SKI until the next Magic phase.
Potion Of Clarity-Recovers d3 points of SAN.

SIEGE ENGINES
While some armies may have access to exotic weapons of war, these are
some of the most common Siege Engines you will see on the battlefield. Siege
Engines need at least two Crewmen in order to function properly. All Siege
Engines have Slow To Fire.
CATAPULTS
Catapults are usually wooden constructs that lob large rocks or other
projectiles through the sky and (hopefully) towards the enemy. Catapults have
the following profile:
DEF HEA ARM
5

5+

Stone Shot-RNG:36" STR:8 Blast Template.


Fire Shot-RNG:36" STR:5 Blast Template, Flaming.
Plague Shot-RNG:36" STR:4 Blast Template, Poisoned.
To fire a catapult, you roll a crewman's RNG and see if you hit-If you do, then
place the Blast template over your target and resolve. If you miss, roll another
dice-On a 4-6, place the Blast marker over the target unit and it scatters 2d6";
On a 1-3, someting has gone wrong! Roll on the following chart:
1-2-The Siege Engine is destroyed in a mess of wood and smoke; the Siege
Engine is destroyed.
3-4-A part breaks or comes flying off; The Siege Engine takes a STR 5 hit and
can't fire next turn.
5-6-The firing mechanism jams or the Siege Engine isn't loaded properly; The
Siege Engine resumes working next turn.
BALLISTAE
Ballistae are mechanisms that fire a suitable rock or bolt towards the enemy.
Ballistae have the following profile:
DEF HEA ARM
4

6+

Rock Shot-RNG:18" STR:4 d3 Shots.


Bolt Shot-RNG:18" STR:5 Piercing.

To fire a Ballista, you roll a crewman's RNG and see if you hit-If you do, then
resolve the hit(s) as normal. If you miss, roll another dice-On a 4-6, the shot
merely fails to hit; On a 1-3, someting has gone wrong! Roll on the same chart
as before.
CANNONS
Cannons are metal tubes that fire great chunks of metal towards the enemy.
Cannons have the following profile:
DEF HEA ARM
5

4+

Ball Shot-RNG:36" STR:8 Piercing.


Grape Shot-RNG:Shot STR:4 Shot Template.
Chain Shot-RNG:18" STR:5 Entangling.
To fire a Cannon, you roll a crewman's RNG and see if you hit-If you do, then
resolve the hit as normal. If you miss, roll another dice-On a 4-6, the shot
merely fails to hit; On a 1-3, someting has gone wrong! Again, roll on the
same chart as before but at -1 to roll.
SPECIAL RULES
Armour Piercing-Weapons with this rule add +1 to target's ARM.
Automated-Automated Siege Engines do not need Crewmen to function.
Construct-Construct are built, not born, and so they may never be healed and
never count as alive.
Entangling-Models struck by something with Entangling must take a DEF test;
if they fail, they are at 1 SPE and 1 SKI until the next Melee phase.
Explosive-When models with this rule die, roll a dice. On a 4+, it explodes-All
models within 2" take a STR 5 hit. If a model with this rule is hurt by a Flaming
attack, it explodes automatically-remove the model as a causalty and resolve
the explosion normally.
Fearless-This model automatically passes all COU tests it has to make.
Flaming-Attacks with the Flaming special rule do not confer any special
effects, but certain rules have extra effects if Flaming applies.
Flammable-Models with this rule take double damage from Flaming attacks.

Flying-Flying creatures Soar over the battlefield, ignoring intervening terrain


and Non-Flying units. Non-Flying units cannot charge Flying unit, but Flying
units may charge Non-Flying units.
Frenzied-Frenzied units gain +1 ATT but they must charge the closest enemy
unit if possible and may never gain Leadership bonuses.
Ignores Shields-Ignores the +1 DEF bonus from Shields when charging.
Incorpereal-Incorpereal units may not harm or be harmed by Non-Incorpeareal
models and may move through(Though not stop in) terrain.
Insane-Insane models have a special stat, Sanity(SAN). Whenever they start a
Melee phase in combat, charge an enemy unit, begin their Movement phase in
basic charge range of an enemy, or end a turn in sight of two or more
enemies, they lose a point of SAN. When they run out of SAN, special effects
are activated, as detailed in thet unit's profile.
Momentum(X)-This unit deals a single STR(X) hit to any unit it sucessfuly
charges into, right after you move the units into combat.
Move Through Terrain-This unit ignores Rough and Broken Terrain.
Piercing-Attacks with the Piercing rule hit all units on the way to their
destination, e.g. a unit of Goblins is behind a unit of Trolls and in front of a
Tilosian Ballista. The ballista could fire at the Trolls and hit the Goblins as well.
Poisoned-If a model with this rule sucessfully hurts an enemy, roll a dice-on a
4+, the model is hurt again. Keep rolling until you roll under 4 or the target
dies.
Regeneration-At the start of every game turn, a model with this rule recovers
one lost point of HEA unless one of those was lost because of a Flaming
attack.
Scout-Units with this rule may count their deployment zone as 6" further than
it actually is.
Slayer-Models with this rule may hurt Incorpereal models and Undead and
Incorpeareal models take double damage from succesful attacks.
Slow To Fire-May not move then shoot with this weapon.
Stealth-Units with this rule add -1 to any COV they may have.
Undead-Undead models do not count as alive and when fighting a NonUndead unit, they must take a COU test or flee at the start of every Melee
phase or when charged.

LEADERSHIP
Certain warriors are born to lead others into battle. These models have certain
special abilities that they may use during the course of the game.
Commanders have a special stat-Leadership(LEA). LEA goes from 1-3, with 1
being Minor Commanders, such as officers or captains, 2 being Major
Commanders, such as leuitenants or princes, and 3 being Great Commanders,
such as generals or kings. Each Commander may only use one Power a turn.
Each Commander may only use each Power once. These Powers do not stack
with other Powers. Leaders may be a unit on their own or join other units at
the start of the game or during it. Musicians in a unit boost the range of a
Commander's Powers by 6".
The amount of LEA a model has dictates what abilities it can use, plus the
abilities of lower ranks; e.g.; a LEA 2 Commander would be able to use LEA 1
+ LEA 2 powers.
LEA 1:
Fire!-All friendly units with ranged weapons within 6" gain +1 RNG for one
phase.
Charge!-All friendly units within 6" may add one extra d6 to their MOV without
sacrificing a SKI for one phase.
Brace Yourselves!-All friendly units within 6" gain +1 DEF for one phase.
LEA 2:
Set Alight!-All friendly units within 12" count their attacks as Flaming for one
phase.
March Onwards!-All friendly units within 12" may move double their MOV (but
not charge or fire ranged weapons all turn) for one phase.
Stand Your Ground!-All friendly units within 12" may automatically pass all
COU tests for one phase.
LEA 3:
FOR GLORY!-All friendly units within 18" may add d6 extra d6 to their MOV
without sacrificing SKI and gain +1 STR for one phase.
Bring It Down!-All friendly units within 18" with ranged weapons gain +1 RNG
and their weapons gain +1 STR for one phase.
We Shall Not Fall!-All friendly units within 18" may automatically pass all COU
tests and gain +2 DEF for one phase.

ENGINEERS
Engineers are people who are skilled in crafting and repairing the only
recently-understood art of machinery. They have a special stat,
Engineering(ENG), that outlines how well they are able to repair machinery.
Engineers can attempt to heal lost HEA from a Construct or Siege Engine by
rolling on this chart, as with SKI/RNG tests:
ENG

Number Needed

6+

5+

4+

4
5

3+
2+

2+, 6+

2+, 5+

8
9
10

2+, 4+
2+, 3+
2+, 2+

If you suceed, return one lost HEA from the Construct/Siege Engine.

TERRAIN
Battles are usually not fought on flat expanses of land-and the ones that are
tend to be rather dull! To represent the myriad variety of terrain pieces you
may have in your collection while also keeping the rules simple, I have split
terrain into five groups:
ROUGH TERRAIN
Units moving in/into/out of Rough Terrain half their MOV value.
e.g.:Forests, Hills, Bushes, Fences, Marshes, etc.
BROKEN TERRAIN
Units moving in/into/out of Broken Terrain may only move a quarter of their

MOV value.
e.g.:Crags, Large Rocks, Cracked Ground, Briar Swamps, Thick Undergrowth,
etc.
HAZARDOUS TERRAIN
Units moving in/into/out of Hazardous Terrain must roll a dice for each model
in it; on a 1-3, that model loses one point of HEA.
e.g.:Lava Flows, Spiked Ground, Bloodthorn Patches, Quicksand, Furnace Slag
Heap, etc.
IMPASSIBLE TERRAIN
Non-Flying units may not move through Impassible Terrain.
e.g.:Mountains, Forcefields, Large Rock Piles, Idols, Monoliths.
FORTIFIABLE TERRAIN
Non-Flying units may occupy Fortifiable Terrain and gain a 5+ COV, or increase
their COV by 2 if they already have one.
e.g.:Houses, Towers, Castles, Forts, Temples.
Note: Terrain may belong to one or more categories, as seems appropriate.
At the start of a game, place 2d6 terrain pieces in any combination you
choose, evenly-spaced accross the battlefield.
COVER
Sometimes, warriors may find themselves in such a position that they can
utilise the landscape around them to become better protected against the
enemy. If a unit is at least a quarter obscured by terrain, it may be eligible for
a Cover(COV) save against ranged attacks, appropriate on the type of terrain
they are obscrued by:
Hay, Bushes, Fences, Wire:6+
Low Walls, Log Piles, House Walls, Barricades:5+
Medium Walls, Rock Piles, Stone Walls, Hills:4+
High Walls, Large Rocks, Iron Walls, Mountains:3+
Castle Walls, Monoliths, Crystal Walls, Spires:2+
Models:4+, if passed shot(s) hit(s) intervening unit instead.

FORMING A UNIT
Units are not just masses of soldiers, charging towards the enemy in
unorganised jumbles; they are formed into square or rectangular shapes,
made up of "Ranks" and "Files". A "Rank" is the sideways line of warriors, a
"File" is the lengthways line of warriors. Ranks must be made up of at least 3
models, and each rank except the last must contain the same amount of
models. The last rank may not have more models than the others. The must
always be at least 1 Rank, with you adding more as you wish.

BUILDING AN ARMY
Units are split into several categories, defining their roles on the battlefield:
COMMANDERS
Commanders are the leaders,wizards and specialists of your army. You must
include 1 and may go up to 10 Commanders, if you wish.
TROOPS
Troops are the rank-and-file soldiers, the core of any army, the regular
soldiers. You must have at least 3 Troops in your army and may have as many
as you have the points for.
ELITES
Elites are the elite soldiers, the best of the best, the shock troops. You may
have between 0 and 10 Elites choices.
HEAVY
Heavy units are the heavy-hitters, the ones who will batter the foe into
submission. You may have between 0 and 10 Heavy choices.
SUPPORT
Support units stay ate the sides and back, supporting your army and providing
a boost where needed. You may have between 0 and 10 Support choices.
In summary:
1-10 Commanders.
3+ Troops.

0-10 Elites.
0-10 Heavy.
0-10 Support.
Each unit costs a certain number of points, with upgrades and reinforcements
costing more. You must spend your points wisely, for you only have a limited
supply.
500 points is about right for a beginner game.
1000 points is about right for an hour's skirmish.
2000 points is an average-sized game, taking up most of an evening.
3000 points is a large game, easily taking up most of a day.
5000 points or more is a fool's venture, only for those people with enough
time, money and disposable friends to attempt a catacylsmic battle on this
scale.

FIGHTING A BATTLE
To fight a battle, first you must have a suitable battlefield.
After you have got that sorted out, you must then roll for deployment zones.
There are 3 basic types:
1-2:CLASH OF ARMIES
Two armies face each other in open battle.
Mark a line 12" from each long table edge. Now, choose a table edge-That is
your deployment zone. Your opponent gets the deployment zone opposite
yours. Deploy your forces, taking turns, one unit at a time, until all your units
are deployed.
3-4:RUSHED ENGAGEMENT
Both armies recieving the news of war at the same time, their forces meet
whil rushing to the battlefield.
Mark a line 12" from each short table edge. Now, choose a table edge-That is
your deployment zone. Your opponent gets the deployment zone opposite
yours. Deploy your forces, taking turns, one unit at a time, until all your units
are deployed.

5-6:SIMULTANEOUS AMBUSH
Both armies attempt to ambush the other.
Mark a line anywhere 12" away from the center of the table.Your opponent
marks a line also 12" away from the center, but directly opposite yours. Now
both players roll off-the loser deploys his/her entire army first, then the winner
deploys his/her entire army.
Then you must roll for the objective:
1-2:KILL THEM ALL!
Both armies simply want to annihilate one another.
You win if the enemy has more units at the end of the game who are wiped
out or fleeing than you.
3-4:CONQUER THIS LAND!
Both armies are vying over control of this territory.
Place one Objective in your deployment zone and one in your opponent's. You
win if you either control both objectives at the end of the game or inflicted
more causalties on your opponent's army.
5-6:SIEZE THAT ARTEFACT!
Both armies are after a powerful artefact.
Place the Artefact in the center of the battlefield. Any unit can pick it up by
moving over it. A unit drops it if they suffer half or more causalties in a single
turn, are forced to flee, or are wiped out. If they are wiped out, the unit that
destroyed them(If in Melee phase) picks up the artefact. You win if you either
get the artefact off the board in your deployment zone by having the unit that
has it touch the table edge or inflicted more causalties on your opponent's
army at the end of the game.
And, above all, have fun!

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