Norsgard Rulebook
Norsgard Rulebook
Ram Skallen to the Dragontongue Coast forever bound in eternal ice. After a thousand years of peace, once again a shadow of a terrible war looms. From the darkness of the Far North the forces of the undead emerge and only the Templars are there to stand against them. The dark secret buried deep within the dungeons of their fortress makes them face the crisis alone. Yet without the aid of others they will fall, and without them the rest of Isbran will follow. A time of difficult choices approaches, a time of winter storms
Mork Tribe
Barbarians living at the foot of the mountain range of Ram Skallen. Their never-ending struggles against beasts, demons, and each other forged them into fierce warriors. They value nothing but strength and concern themselves with nothing but survival. In their darkest of nights they made a pact with the demons - in exchange for part of their soul they were granted power. When they march to battle, inhuman screams echo in the night to freeze their foes in terror before attacking in the earliest light of the dawn. After sunrise, all that is left are ruins and blood frozen on the snow. One has to know that going into battle with them means staring into the eyes of sheer madness Possessed by demons, they march alongside subdued beasts of wild so far few have survived an encounter with them and even fewer are still of sound enough mind to be able to tell the tale.
Dragens Tribe
The Dragontongue Coast is littered with tiny port towns, each of them autonomous. When a need arises, though, the Guardians of Truth of each town assemble in the largest one and come to joint decisions. The last such assembly took place prior to the Battle of the Plains of Fire. Ever since, the inhabitants of the Plains have been leading peaceful lives of fishermen, merchants, explorers or pirates. Their everyday communion with the sea has raised men as stern as they are playful. In exchange for a good tale they will receive anyone under their roof, but if one abuses their hospitality, they will draw their swords without hesitation. Individually, they are magnificent warriors, however their independence makes them unite and form a coherent army only in face of great danger.
The Undead
Defeated a thousand years ago in the Battle of the Plains of Fire. The time that has passed since has faded the memory of the moments when Isbran was on the brink of destruction. Nowadays the Plains of Fire are but a wasteland separated from the main continent by the massive mountains of Ram Skallen. The undead have slowly rebuilt their legions, patiently awaiting the day when they are powerful enough to conquer the lands, a day that grows near. All that is left now is to cross the mountain passes
Section 5: Appendixes
Appendix A: Combat Cards Appendix B: Terrain Effects Appendix C: Special Abilities Appendix D: Spells List Appendix E: Scenarios 24 25 25 28 30
Credits
Original idea & rules: Pawe RED uchowski Translation: Maciej DE Kuczyski Editor: Jeremy Petravicz Writer: Brian Nelms Graphic Design: Oliver Trockle
Leading concept artist: El Theo Concept Artists: Nico Kopf, Gonzalo Ordonez, Didier Poli Sculptors: Sergio Alonso, Benoit Cosse, Nicolas NGuyen, Stephane NGuyen, Krysa Project Special thanks: Gregoire Boisbelaud, Alfred Broda, Steven Bjornaas, Marta Dura, Maciej wierczyski, Jarosaw & Halina uchowscy
orsgard is a tabletop wargame set in the cold realm of Isbran - a land of Ice and Fire. Players engage in skirmishes consisting small bands of warriors lead into battle by valiant heroes to determine the fate of their band of chosen few. During the game the ebb and flow of battle changes rapidly - until you have secured your victory, you can never be sure of it. React to your opponents actions, block their charges, and outmaneuver your enemies at the crucial moment. Special cards can be played to swing advantage to your warriors, or to interfere with the to turn the tide of battle to your advantage, and when combat commences, choose the right Tactic and push your enemies into the defensive. From turn to turn build your dominance, win combats, so that the initiative stays with you. Press your opponent until you reach your goals. Together, crate an epic battle in which every warrior plays their part! Never again you will have to depend on a single dice roll - in this game you literally roll a handful. Watch as they shape the fate of your warriors and thanks to simple mechanics you will be able to concentrate on your strategy - counting successes on the dice will only be a pleasure. Create your own saga, direct your heroes and influence their future. In many cases the players will decide the fate of their characters, on big tournaments, during fierce battles they may acquire legendary artifacts, gain experience - become a great leader, a fearsome warrior - or they may perish...
Norsgard awaits it's heroes, and always remember: Fortune favors the bold!
A Skoll will kill its master just as soon as kill an enemy. Of course, to a Hel-spawned beast, everything is an enemy. - Mork Beastmaster Hron.
The Emissary by Brian Nelms Eigrid kept her expression neutral, offering the barest of polite nods to acknowledge she had heard the dwarf speak. She wore her tunic and skirt, both woven so fine that on anyone else they would have stood out as extravagant. On a valkyrie, they only seemed proper. Even with her irritation, the woman's flawless skin gave off the very slightest of glows, not enough to affect any actual lighting, but a clear mark of her divinity that could be recognized anywhere in Isbran. The valkyrie still felt practically naked without her weapons or armor; she'd never been outside the Temple of Storms without them. She betrayed none of her frustration over the extravagant wordings and rituals the dwarves followed, even in speech, but the growl at her side prompted a hand to lower and brush delicate-seeming digits over the animal there. The snow leopard her fingers touched tilted into the caress, the gentle affections calming the massive beast as only the battle maiden's attention could. The dwarf who'd spoken managed to look uneasy even as he pressed a stone in the wall seemingly like any other. Eigrid let a bit of her smile show. It was unlikely the dwarf had ever been so close to a predator taller than he was. A crack resounded in the entry chamber, the source showing as the solid stone slab in front of the woman split down its center and swung outwards, towards her. As a line of light became visible between the two heavy stones, Eigrid's ears picked up faint sounds of steam, only just audible over the sound of stone sliding against stone. The chamber beyond was brightly lit at ground level with a mixture of torches and lamps, the ceiling impossibly out of sight above the valkyrie's head even as it spread at least fifty feet to each side and a hundred from where she stood to the heavy chair at the far end. The throne sitting on a trio of raised steps at that distance was solid metal, glinting in the light with a dull dark gray, almost black coloring. Eigrid could recognize the metal as being one of the substances that only the dwarfs seemed able to create or find, but the notations telling of the valkyries' last audience with the king of the dwarfs had spoken of a throne made of forged steel. The dwarf king himself was seated, leaning back and watching the entryway part with a neutral expression, inscrutable gray eyes peering over his immaculately-groomed beard, the facial fur profuse enough to hide most of his upper body, leaving only finely-made but utilitarian boots clearly visible. The crown on the dwarf's head was of a metal matching the throne itself. The battle maiden stood patiently for a polite period, then stepped through the parted stone and across the lengthy hall, her feline companion keeping pace. Moving through the wide chamber emphasized that there were no pillars for support, nothing visible at all holding up the ceiling high over her head. A dwarf stepped around from behind the throne as she approached, armored head to toe in dull metallic plates so that even his face was hidden behind slitted bars and hefting an axe-headed pole arm easily a foot taller than the dwarf himself was. He held a hand up, palm to the valkyrie, and she stopped moving. To be continued
controlling the second leader rolled 10 on his die, which means he can roll again. The second result is 5. His final score then is 3 + 10 + 5 = 18. Which means that the player controlling the second leader is the winner of the test. Example 3: Attribute test A mage is trying to cast a spell, the attribute used is MPW, which in his case equals 4. That means that he will use 4 dice for this test, and any result of 4 or less will be a success. He rolled: 4, 3, 7, 10. That means he had two successes (results 3 and 4) and two failures (results 7 and 10). As one of the results was a 10, that die can be rolled again. On the re-roll the result is 2. So finally, the mage scored three successes.
Example 1: Standard Test An Orc attacks a Mork Tribe assassin. To hit, he uses ATT, which equals 5. The difficulty in this test is the DEF of the assassin, which is 7. So the player controlling the orc rolls 5 dice, a result of 7 or more on a dice counts as a success.
Example 2: Opposed Test Leaders of opposing armies test their command attribute. The CMD of the first leader is 7, and the second 3. The player controlling the first one rolled an 8, his final result is 8 + 7 =15. The player
Mage
Priest
Faction: This symbol represent the faction this unit is a member of. The number located below the faction symbol is the point cost per single model for the unit.
Command [CMD] determines the models tactical acumen and leadership qualities in battle.
Health Points [HP] the last attribute characterizing all models. It determines how many wounds the model can suffer before it is incapacitated. Mystic Power [MPW] Mages and Priests posses an additional attribute. Models with this attribute can use mystical powers, received either through prayer from gods, in the case of priests, or by reciting spells, in the case of mages. Although both types of mystics use the same attribute, its applications differ greatly.
the earliest to the latest. E.g. in turn 2, a models STR was permanently reduced from 4 to 2. In a later turn a blessing multiplies its STR by 3. As a result its current STR equals 6 ((4 - 2) x 3). a models attribute, apply the order of operations
identical to the one used in mathematics, i.e. multiplication/division is done first and addition/ subtraction is done second.
Cover
If a model is no farther than 1 from a scenery piece taller than half its height, it is considered behind cover to the models on the other side of that scenery piece.
Determining Line of Sight: A Mork Assassin encounters two Orcs and wants to launch an attack. The only legal target is the orc that in front of the Mork because it is within the models line of sight. The second orc is outside the 180 degree arc in front of the Assassin and is therefore outside its LoS.
Models see only in a 90 o arc in any direction from the models front marked on its base. The players should paint a line or a dot on the edge of the base of each of their models to represent the models front. Due to the dynamic poses of some models and the use of the so-called scenic bases by some players, assume the following universal model dimensions:
CMD. Once all the HPs in yellow have been crossed, increase this penalty to -2. If the model recovers HP through any means, adjust the above penalty to reflect the models current HP.
a standard test with a number of dice and a difficulty level as per Table 1 (also Appendix F) . For each failure in that test, the model loses 1 HP. The player is not obligated to re-roll results of 10.
X X X X X X X
No penalty
-1penalty
-2 penalty
Marking wounds and health points: This unit has suffered several wounds, putting its health points into the yellow range. The unit now applies a 1 penalty to its ATT, STR, DEF, BRV, and CMD attributes. If it suffers two more wounds, it will move into the red range and suffer 2 to each of those attributes.
Stunned
A model that has been stunned suffers a penalty of -1 to ATT and DEF. This effect lasts until the end of the turn. A model stunned after making a charge loses all bonuses gained from it.
Falling
If a model falls down from a scenery piece a distance greater than 1.5, the owning player makes
Table 1: Falling Damage Chart. For each failure, the model loses 1 HP.
Difficulty Level
Small 3 4 6 8
Medium 2 5 8 11
Large 2 6 9 12
Small 4 5 6 7
Medium 3 5 7 8
Large 3 6 8 9
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assembles his army being careful not to exceed the limit set. Suggested point ranges are included for each the scenarios included in Appendix D on pgXX of the rulebook.
pieces such as hills, buildings, woods, etc. In addition, you should place between 6 and 8 smaller scenery pieces such as fences, lone trees, ruins, etc. After agreeing upon the number and types of scenery pieces, the players alternate in placing them on the table. Specific rules for terrain are in Appendix A on pg XX in the back of the rulebook.
Deployment Zone
No Mans Land
The game is divided into turns. Each turn is composed of following phases: I. Command Phase II. Activation Phase III. Close Combat Phase
Deployment Zone
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Table Layout: The game table is 36 by 30, and has two deployment zones that are available and determined by the scenario.
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To be continued.
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Example: A Templar army lost their leader in turn 3 and it accumulated 4 victory tokens on that turn. That means on turn 4 in the Command Phase the controlling player will only roll a D10 in the command test, and will add 4 to the result (the number of victory tokens for turn 3).
3.2.1. Movement
An activated model can perform one of the following actions: A. Standard Move a move with a range equal to the models MOV. If at any point during this move the model comes into base to base contact with an enemy model(s), the move immediately ends and the model is assumed to have entered close combat. If the model is in Close Combat, it may attempt to Break Away (see below). If at no point during the move the model comes into base to base contact with the enemy, it can perform one of the following actions: Shoot a model can shoot once per turn, either before the move or after. Cast a spell or miracle a model can cast spells or miracles multiple times per round, each of them either before the move or after. Special Action described in the scenario played or on the models army card. Play Special Card B. Run a move with a range equal to the models MOV multiplied by 2. At no point during this action is the model allowed to come into base to base contact with an enemy model(s). C. Ram (see below). D. Charge (see below). Both at the very start and the very end of its activation, a model can freely change its facing. Change of facing precedes all the four actions outlined above (move, run, ram, charge), however if an effect forbids the model from moving, it is not allowed to change its facing.
If the leader is no longer on the table for any reason, the owning player does not add that leaders or any other of his models CMD to the roll nor benefit from Commander/X possessed by any of his models. He still benefits from the bonus gained through Victory tokens (see Chapter 5.3 Resolving combat) or any applicable special rules.
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If the active player wins, his model may make a standard move, it can even come into contact with another enemy model as a result of it; however, it cannot run or charge. If the active player loses, each of the enemy models in contact with his model may make a standard move, however they must remain in contact with that model during the entirety of this move. Additionally, the model that failed to break away cannot play any combat cards during the combat, and his ATT is reduced by -1 for the duration of the combat phase.
If the above requirements have been fulfilled, the model can move up to its current MOV +2 in the direction of the target and towards the center of its base. If the target is in ramming range and the model moved a distance equal to or higher than 2, the action is a success. In this case, both models make an opposed test based on the sum of ATT + STR for the attacker and DEF for the target. Additionally, apply the resolution modifiers listed in Table 2. If the attacker wins the test, the target is pushed away from him in a straight line a distance equal to half the attackers STR (rounding up). Reduce the distance by 1 for every class of difference in base size between them in favor of the target. The model rammed is stunned and receives a hit with a STR equal to half the attackers STR (rounding down). Additionally, if the target is pushed and crashes into another model or an obstacle, its move immediately ends and the STR of the hit increases by 1 for every inch that was left to cover (rounding down). If the target crashes into another model, it too becomes stunned and receives a hit with a STR equal to the number of inches the target had left to cover (rounding down). Reduce the STR of the hit by 1 for every class of difference in base size between them in favor of that model. If the target crashes into a destructible scenery piece, it receives a hit with a STR equal to the number of inches the target had left to cover (rounding down). Additionally, if the target is on a large base, increase the STR of the hit by 1.
Ramming
A model wishing to perform this action must fulfill the following requirements: 1. At the start of its activation, it cannot be in melee with an enemy model(s). 2. It must have LoS to the target. It can only move in a straight line towards the center of the targets base. If there are any obstacles along this path that would prevent this, it cannot ram. You may only Ram enemy models, even if they are engaged in Close Combat granted the LoS allows.
Ramming Movement : In the left hand figure above, the Orc hero makes a successful Ramming action against the Mork assassin. The Ramming action fails on the right hand figure because the Orc berserker is blocking the movement path.
Medium Large
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If the model rammed wins the test, the attacker is pushed 2 away from it; increase the distance by 1 per class of difference in base size between them in favor of the target. Additionally, the model rammed is stunned and receives a hit with a STR equal to the attackers STR. If the attacker moved less than 2, the ram becomes a standard charge; he does not receive any bonuses for the charge, however.
melee with an enemy model(s). It must have LoS to the target. If the above requirements have been fulfilled, the model can move up to its current MOV +2 in the direction of the target. At the end of this move, any part of the attackers base must touch any part of the targets. If at the beginning of charge distance between models was equal or greater than 2, treat the move as a charge, otherwise it is considered a standard entry into close combat. Unlike Ramming, a Charge is not required to be in a straight line. As long as long as the total distance traveled by the charging model is lower than his charge range, the charging model may contact the target models base at any point. If the model charged is out of range, the charging model must move his full move distance in the targets direction using the shortest path possible If all the above requirements are fulfilled, the action is a success and the model charging increases its ATT by 1 when attacking the model charged this turn. The model charged cannot willfully move this turn as long as it is in base to base contact with the model charging. If it is activated when in this state it cannot perform any actions unless its rules specifically say otherwise. This means that even if a model assigned to a card was charged this turn, but is no longer in base to base contact with the model charging due to the actions of other models
Ramming Example: Templar Brother wants to ram a Tribal Warrior. The ram action is viable. The distance between the two models is 4.5 so the basic requirement for ramming is fulfilled. The player controlling the Templar Brother moves him in a straight line, so that he is in base contact with his target the Tribal Warrior. In this case, the players perform an opposed test. The player controlling the Templar Brother adds his ATT and STR attributes, so 4 and 5, and also rolls a die, the result being a 3. The Templar Brother is a model on a medium base, and the Tribal Warrior has a small one. According to table 2, Templar Brother adds 2 to his result in that case. His final result is 4 + 5 + 2 + 3 = 14. The player controllingthe Tribal Warrior only adds his DEF to the roll, in this case 4. He rolls a 9, so his final score is 9 + 4 = 13. That means that the ramming was a success for the Templar Brother. Now the unfortunate Tribal Warrior will receive a hit with half of the Templar Brother's STR, so with STR 2 (rounded down) and will be pushed back 2.
If the target is found to be farther than the current MOV + 2, move the attacker towards the target by the number of inches equal to his current MOV + 2 and turn him to face the center of the targets base. The attackers activation then ends.
Charge
A model wishing to charge must fulfill the following requirements: At the start of its activation, it cannot be in
Charging Movement : The Orc Berserker wants to Charge the Mork Assassin. It has LoS to the Assassin over the low wall and therefore can Charge. The Orc may use its current MOV +2 to move along any of the paths to engage the target.
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assigned to that card, it still cannot perform any actions this turn. If at any point during the charge move the attackers current MOV is reduced to below its base value (e.g. due to charging through difficult terrain), he receives no bonuses for the charge.
long range begins over 15 and ends at the maximum distance of 22, and all shots at this range are made with a penalty of -2 . The STR of the shot at any range is 4.
Shooting
Some models come equipped with ranged weaponry. Whether a model is equipped with a ranged weapon will be noted on its army card along with all the necessary statistics. A model willing to shoot must nominate a target enemy model within its LoS. You may only shoot at enemy models. Measure the distance between the edge of the attackers base and the edge of the targets base. Compare this distance with the range of the weapon found on the card. If the target is found to be beyond that range, the shot is wasted. Otherwise make a standard ATT test with a difficulty level equal to the targets DEF. Apply the weapons range modifier (see below) and applicable shooting modifiers listed in Table 3. If the test results in at least one success, the target suffers damage. Further, if the shooter incapacitates his target, the player who controls the shooter gains 1 Victory token. Ranged weapon statistics Ranged weapons usually have three ranges: short, medium, and long. Depending on the weapon type, accuracy at each range can differ, as can the distances. Example: Crossbow: 8(-1)/15(+1)/22(-2); STR 4 The crossbows statistics are: short range is between 0 and 8 from the target, and at this range the user suffers a penalty of -1 to shooting. medium range begins over 8 and ends at 15, and at this range the user receives a bonus of +1 to shooting.
You can target an enemy model in melee. In this case, regardless of the circumstances, ignore the modifier for shooting from outside the targets LoS. If the test results in more failures than successes, the shot hits another model, chosen randomly, in contact with the original target (the
Duty. We fight the Forgotten Battle. Honor. We remember the Forgotten Heroes. Guard. We protect those who have forgotten Us. We are the Wall Against the Storm. - Credo of the Order of the Ram
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Type Shooting from outside the targets LoS Target is stunned Shooter is elevated relative to target Shooter has not moved and will not move on his activation (if able) Target is elevated relative to Shooter Target has partial cover (less than 50% of model obscured) Target is in area of low visibility Target is behind cover (more than 50% of model obscured) Target is in contact with an enemy model(s) Shooter was in contact with an enemy model(s) at any point of this turn
Modifier Value
+1 +1 +1 +1 -1 -1 -1 -2 -2 -2
shooter does not have to have LoS to the new target). In this case, calculate the damage as if it were a standard shooting test. If you fail to achieve any successes in the test, the shot misses entirely and does not hit any models.
Test the casters MPW; its type is listed in the spells or miracles description. If the test is passed, resolve the effects of the spell or miracle according to its description.
Casting spells and miracles Before or after making a move, a model possessing the MPW attribute can cast a spell or miracle, but only if it has not moved farther than its current MOV, is not in contact with an enemy model at the end of the move, and has not charged or rammed this turn. In order to do this, it must: Choose one of the spells or miracles it knows. Pay the cost listed in the chosen spells or miracles description. Nominate the target of the spell or miracle. Check whether the target is in range of the spell or miracle. If it is out of range, the spell or miracle fails.
Example of Combat Division: Due to positioning and the One-on-One combat rules, A1 can fight only against B2 and B3. He cannot fight against B1, because A2 can only fight against B1. Fighter A3 can fight against B2 or B3.
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model. Models in close combat are not required to have LoS to each other, they need only be in base to base contact. If it is not possible to divide the combats this way, divide them into smallest combats possible. If both players possess precisely the same number of models in melee, the player who won this turns command test divides the combats. Afterwards, the player who won the command test nominates the first combat to be resolved. After it is resolved, the opposing player nominates another combat, and so on. A combat is considered to be resolved when all the models participating in it have finished all their actions.
5. If, as the result of the attack resolved, one or more models are no longer in contact with the enemy, once per turn each of them can make a move up to half their MOV. This move can be used to enter another combat. If this combat has not been yet resolved, resolve it immediately. Otherwise nothing in particular happens proceed to resolving another combat.
Close Combat Example: A Templar Brother fights a Tribal Warrior. The Templar Brother will use a Defense combat card, and the Tribal Warrior's combat card is an All-out Attack. The ATT/STR 4/5 and DEF/ARM 3/7 that the Templar Brother has, will be modified by the Defense card: ATT/STR -1/-2 and DEF/ARM +2/0. His attributes will be ATT/STR 3/3 and DEF/ARM 5/7 for this test. The base attributes of a Tribal Warrior are ATT/STR 3/4 and DEF/ARM 4/4, after playing an All-out Attack combat card those will change to ATT/STR 4/5 and DEF/ARM 2/4. In his attack test the Templar Brother rolls the number of dice equal to his ATT, that is 3. The Tribal Warrior however, will roll 4 dice (ATT 4). Both models will perform a standard test. The difficulty for the Templar Brother is 2 (current DEF of the Tribal Warrior) and for the Tribal Warrior, 5 (current DEF of the Templar Brother). The player controlling the Templar Brother rolls 3 dice and must have a result of at least 2 to succeed in the test. The player controlling the Tribal Warrior rolls 4 dice and must roll at least 5 to succeed. The Templar Brother has 3 successes in his test, and the lucky Tribal Warrior has as much as 6 in his! That means that the Tribal Warrior's attack will be resolved first. Now the player controlling the Tribal Warrior will make a wound roll. His current STR is 5, and a 6 is added for the number of successes that the Tribal Warrior had rolling to hit. Unfortunately, the maximum value of any attribute cannot be more than 10, so that is the final value of his STR. The player controlling the Tribal Warrior will be rolling 10 dice. He performs a standard test with the difficulty level of the Templar Brother's ARM, which is 7. Each roll of 7 or more will count as a success. In this test the player scored
To resolve close combat, follow these steps in order: 1. In secret, each player assigns to his model(s) in combat one of the combat cards available to that model(s). The basic combat cards are as follows: All-out Attack, Standard Attack, and Defense. Both players then simultaneously reveal their combat cards. 2. Each player applies all the ATT and DEF modifiers for his model(s) in combat, e.g. the modifiers stemming from the combat card chosen, wounds suffered, charging, spells/ miracles, etc. 3. Each model makes a standard ATT test with the difficulty level equal to the enemy models DEF. 4. The model with the higher number of successes in the test resolves the damage from the attack before its enemy. In case of a draw, both models resolve their attacks simultaneously. Perform a wound roll (see chapter 1.7).
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a staggering total of 6 successes! Because of that the Templar Brother loses 6 HP (takes 6 wounds) so many HP boxes need to be crossed out on his card. After marking the boxes, it turned out that the first unmarked HP box is now yellow. So the Templar Brother's ATT/STR that was 3/3 and his DEF/ARM that was 5/7, need to be modified as described in chapter 1.7. The final values of his attributes are now ATT/STR 2/2 and DEF/ARM 4/7. In this situation the most important fact is that his STR is decreased by 1, because it will be used in the next test. The Templar Brother performs his wound roll. His STR 2 is increased by 3 (the number of successes in his ATT test). The player controlling him will be rolling 5 dice, and to wound the Tribal Warrior he will need to roll at least 4 on each (Tribal Warrior's ARM).
Fighting Multiple Enemies Example: A Templar Brother (ATT/STR 4/5 and DEF/ARM 3/7) fights a Beastmaster (ATT/STR 4/4 and DEF/ARM 4/6) and 2 Tribal Warrior (ATT/STR 3/4 and DEF/ARM 4/4). Each warrior of the Mork Tribe has two allies in this fight. Because of that their ATT and DEF will be increased by 2. Even before playing a combat card, their attributes will be:
Beastmaster (ATT/STR 6/4, DEF/ARM 6/6) Tribal Warrior (ATT/STR 5/4 and DEF/ARM 6/4).
The players play their combat cards. The one controlling the Mork Tribe warriors plays an All-out Attack (the card used must be the same for all models) and the player controlling the Templar Brother plays Defense. The final values of the warriors attributes after modification will be:
Templar Brother ATT/STR 3/3 and DEF/ARM 5/7 Beast Master ATT/STR 7/5 and DEF/ARM 4/6 Tribal Warriors ATT/STR 6/5 and DEF/ARM 4/4
Fighting multiple enemies The player controlling more than one model picks only one combat card. After the players have revealed their cards, he designates one of his models to make the attack. A model in combat with multiple opponents can attack only one chosen enemy. The chosen models ATT and DEF are increased by 1 for each friendly model in the same combat other than itself. Resolving Combat The model(s) that has dealt more wounds to the enemy wins. In case of a draw, both sides counts as having lost. The winners owning player gains 1 Victory token.
Now the player controlling the warriors of the Mork Tribe designates which of his models will perform the attack. The Beast Master is chosen. Next, the player controlling the Templar Brother chooses the target for his attack. That will be one of the Tribal Warriors. Both players perform attack tests. The player that scores more successes will perform his attack first. After resolving both attacks, the fight ends.
the victory conditions of the scenario played. If the end conditions are not met, proceed to the next step. 3. Work out the difference between the number of Victory tokens gained by each player this turn. The player with the positive result receives a bonus equal to it in the next command test. Both players then discard all their Victory tokens. 4. Mages renew their mystic powers [MPW]. 5. The turn ends. Begin the next turn.
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are two or more priests within the same distance, the owning player decides which one of them receives the BG. Priests regain sea gems [SG] each time a friendly model within 8 loses HP. For each 3 HP lost, the priest regains 1 SG (rounding up). Only the priest closest to that friendly model gains the SG. If there are two or more priests within the same distance, the owning player decides which one of them receives the SG. At any point in the game, a priest can only posses a number of SG up to twice his MPW. When casting a miracle, a priest can spend 2 BG instead of 1 SG and 2 SG instead of 1 BG. Any number of gems can be substituted for the other type and there are no restrictions regarding the combination of gems used to cast a miracle as long as its cost is paid in full. Spells and miracles Each spell and miracle has the following characteristics: Cost specifies the number and type of rune stones or soul games the mage or priest must remove from his pool to cast the spell or miracle. Frequency specifies how many times the spell or miracle can be cast each turn. Difficulty level specifies the difficulty level of the MPW test the caster has to make. Test type specifies the type of MPW test the caster has to make. Mastery specifies how many additional rune stones or soul gems the caster can spend. For each rune stone or soul gem sacrificed this way, the caster rolls an additional die in the MPW test. Range specifies the maximum range in inches the spell or miracle can be cast at. Additionally, each spell and miracle has an army points cost the player has to spend in order to supply one of his mages or priests with it.
Fire
Ice
At the start of the game, each mage is in possession of a number of rune stones [RS] equal to his MPW. Before the game starts, the owning player must decide how many of the stones will be runes of fire and how many will be runes of ice. At any point in the game, a mage can only posses a number of RS up to twice his MPW. In the resolution phase, make an attribute test of each mages MPW the number of successes achieved is the number of RS the mage regains; the owning player distributes them between fire and ice runes at his discretion. On the next turn, the mage starts with the number of RS equal to the sum of the number regained and the number he had left before making the test.
Priests Priests command the spirits of blood and the sea. Blood
Sea
At the start of the game, each priest is in possession of a number of soul gems equal to his MPW. Before the game starts, the owning player must decide how many of the gems will be blood gems and how many will be sea gems. Priests regain blood gems [BG] each time an enemy model within 8 loses HP. For each 3 HP lost, the priest regains 1 BG (rounding up). Only the priest closest to that enemy gains the BG. If there
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4.2 Heroes
Heroes are a special type of models. Each army can include a maximum of one hero. Apart from the abilities listed on his card, each hero can once per game perform one of the following actions: Heroic attack - in close combat, he can attack all enemies in base to base contact and the same close combat as him. You must declare this action before the combat cards have been chosen. The hero makes the attack as per the standard rules of close combat, however instead of hitting one enemy he makes an attack against each eligible enemy; make a separate roll against each. The owning player decides the order of the attacks. You can only attack another model after resolving the previous attack. The order of these attacks is determined by the number of successes achieved by the hero compared to the enemy currently making an attack against him, exactly as per standard combat. The hero can re-roll one test he participates in or force one enemy within LoS to re-roll his.
Heroic Attack Example: A gravely wounded Templar Hero is surrounded by 4 Tribal Warriors of the Mork Tribe. The player controlling the hero decides to use a special action reserved for heroes Heroic Attack. The player controlling the barbarians chooses Tribal Warrior #4 and scores 6 successes in his attack. The player controlling the ork Hero performs separate attack tests against each Tribal Warrior. Attacking Tribal Warrior #1 he scores 7 successes, Tribal Warrior #2 8 successes, Tribal #3 6 successes, Tribal Warrior # 4 5 successes. As a result, the order of resolving attacks is the following: 1. Orc Hero attack against Tribal Warrior #2 2. Orc Hero attack against Tribal Warrior #1 3. The multiple attack on the orc Hero by Tribal Warrior #3 and Tribal Warrior #4 4. Orc Hero attack (if he is still alive) against Tribal Warrior #4
Youve never seen an Executioner lad, and pray you never do. Because if you do, it means the Temple of Storms thinks you need to be removed from this world and nothing will save ye. - Dwarven Lore Master Harfner
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Special cases Woods if a segment of LoS greater than 4 crosses woods, there is no LoS between the points. Additionally, models in woods are considered to be in cover for the purposes of shooting. Water models submerged in water are considered to be in cover for the purposes of shooting. If a model falls into water, the damage it should suffer is ignored unless it fell from a height greater than 5.5. In this case, the damage is not ignored, but treat the model as if it fell from a height of 2.5 4.5.
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fails, he receives a penalty of -1 to ATT and DEF until the end of the turn. Otherwise nothing in particular happens and, until the end of the game, the model becomes immune to fear with a value equal to or lower than X. Fearless the model is immune to fear. Final Attack if the model becomes incapacitated in close combat, it can immediately make an attack against the model that incapacitated it. For the purposes of this attack, assume the model has 1 HP left. Fencer before an enemy model(s) in close combat with this model chooses a combat card, it must first reveal and discard a combat card. Frenzy at the beginning of its activation and until the end of the turn, the model can ignore all modifiers due to wounds and being stunned. At the end of the following upkeep phase, the model loses 1 HP. Hunter after the deployment phase ends but before the first turn of the game starts, the models owning player nominates one of his opponents army cards. When making shooting and close combat attacks against models assigned to that army card, this model and all the models assigned to the same army card as this model treat them as having -1 DEF and ARM. Indomitable the model cannot be stunned. Killer Instinct once per round, the model can reroll all failures on a STR test when dealing damage to the enemy. Large if the model ties in close combat, it wins instead. Mighty (X) the model adds X to the results of its ramming tests. Murder of Crows enemy models that are or have been in contact with the model this turn suffer a penalty of -1 to ATT and DEF until the end of the turn. Additionally, upon deploying this model, place one Crow Token (small base) within 4 of it. It can be placed outside the deployment zone. The token is automatically activated any time this model is activated. It can move independently up to 6
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ignoring all terrain modifiers, scenery pieces, and models, and does not affect LoS. It cannot end its move in impassable terrain, however. The token does not count as a model, does not occupy any space, and cannot be the target of any effects that affect models. Enemy models that are or have been in contact with the token this turn suffer a penalty of -1 to ATT and DEF until the end of the turn. Pathfinder the model ignores all penalties for moving through difficult terrain. Poison/X during STR tests in close combat, the model can roll X fewer dice. In this case, it deals X wounds automatically. Scout the model can be deployed at any point on the table that is no farther than 2 from the opponents deployment zone and no closer than 1.5 of its MOV in inches from any enemy model or mission objective (only if it is deployed outside its deployment zone). Spear if the models charge is a success, its first close combat attack this round receives a bonus of +2 to STR instead of the standard +1 to ATT. Steadfast models charging a model with this ability do not receive any bonuses for charging, all other modifiers for charging, including other abilities not included in the rulebook, are in effect. True Mage all friendly models in 8 radius around this model receive an extra die for all spell casting tests. This ability has no effect on models that have it.
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A Game of Death
Army Points: 8 Cost: Frequency: 2 Difficulty Level: 6 Test Type: ST Mastery: 4 Range: 12 Effect: Inflict 2 points of damage to the target model. Additionally, the player can choose to inflict on both the caster and the target a hit with a STR of X, where X is any number lower than the number of successes achieved by the caster in the MPW test.
Blood Lust
Army Points: 8 Cost: Frequency: 3 Difficulty Level: Target ARM or RES (whichever is higher) Test Type: ST Mastery: 2 Range: 6
Demons Chosen
Army Points: 4 Cost: Frequency: 2 Difficulty Level: 5 Test Type: ST Mastery: 2 Range: 8 Effect: If the target model wins a combat this turn, the owning player gains additional victory tokens equal to the number of successes achieved by the caster in the MPW test, up to a maximum of 6. If the target model does not win a combat or does not participate in one at all this turn, the owning player must divide between the caster and the target a number of damage points equal to the number of successes achieved in the MPW test. + or
Effect: Decrease the target models ARM by the number of successes achieved in the MPW test and increase its STR by the same amount. Its ARM cannot fall below 3 and its STR cannot increase by more than 3.
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during the following command test, add to your result that leaders base CMD and apply his Commander/X (if he had it).
Winter Fury
Army Points: 8 Cost: Frequency: 1 Difficulty Level: Test Type: AT Mastery: 5 Range: 10 Effect: Place a card within the spells range so that it does not touch any enemy models; it can be placed outside the casters LoS. When shooting, if the LoS crosses the space occupied by the card (consider its height to be infinite), the difficulty level of the shot increases by 1. In addition, any enemy model that crosses the card receives a hit with a STR of 2 + the number of successes achieved in the MPW test, up to a maximum of 7.
Eternal Duty
Army Points: 5 Cost: Frequency: 1 Difficulty Level: Targets RES Test Type: ST Mastery: 4 Range: 6 Effect: The target gains a number of HPs (red) equal to the number of successes achieved in the MPW test, up to a maximum of 5. At the end of the turn, if the model lost a total of more HPs than their basic value this turn, it becomes incapacitated. +
Counterattack
Army Points: 10 Cost: Frequency: 1 Difficulty Level: Test Type: AT Mastery: 3 Range: 6 Effect: You cannot target a model that has already been activated this turn with this spell. If the caster achieves at least 3 successes in the MPW test, after he has finished his activation, immediately activate the target model. Upon activating the army card that model is assigned to, it cannot perform any actions.
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Appendix E: Scenarios
Basic Scenario Killem All!!!
Charge!!!!!!!!!!!
Army size: 200-400 army points. Table size: width: 30; length: 36. Deployment zones: width: 30; length: 12; between both deployment zones there is no mans land (length: 12). Terrain: players choice, however there should be no fewer than 3 scenery pieces. Scenario objective: incapacitate as many enemy models as possible. Game duration: 6 turns. Victory conditions: after turn 6, the players count the army point values of their models still on the table. The player with the higher total wins.
Terrain: players choice, however there should be no fewer than 3 scenery pieces. Scenario objective: incapacitate the enemy scout and protect your own. Game duration: 6 turns. Victory conditions: the player who has the most victory points after turn 6 wins. In case of a draw, the player whose scout is still on the table wins. If both scouts are still on the table, the game is a draw. Victory points: a player receives 1 victory point for each full 50 army points of incapacitated enemy models. A player also receives a number of points equal to 1/10 of his scouts cost, rounding down, if his scout is still on the table after turn 6 ends. In addition, a player receives a number of points equal to 1/10 of the enemy scouts cost, rounding down, if he is not on the table after turn 6 ends. Special rules: no model may be deployed within no mans land even if its special rules allow it to do so. The loser of the CMD test made during the Deployment Phase nominates one of his models which is not a hero, a mage or a priest that model becomes his scout. The player then deploys that model anywhere on his half of the table, but no farther than 2 from the center line of the table and at least 9 from the side edges of the table. Then his opponent nominates and deploys one of his models following the same rules. During turn 1, models targeted by shooting attacks receive a bonus of +1 to DEF for the duration of the shooting test.
Reconnaisance
Dawn was slowly approaching. Goerf stood motionless amidst the shadows of trees. For a moment he thought he had heard the noise of a twig cracking, as if someone was sneaking upon him. His unit will be here soon. He cursed in his mind He could barely see in the half-light and had little time to make the call. Soon the sun would be up and the mists would lift. He turned around instinctively and barely avoided the axe which hit the thick trunk with a thud. A ferocious cry broke the silence. A moment later he heard the beating of drums. The sound of a templar horn followed. From all-around the sound of water splashing beneath the warriors feet and the clatter of arms could be heard. The reconnaissance was over thought Goerf as he reached for the sword...
Army size: 200-400 army points. Table size: width: 30; length: 36. Deployment zones: width: 30; length: 12; between both deployment zones there is no mans land (length: 12).
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Appendix E: Scenarios
Defend the Shrine After two days of forced march, the squad of templars finally beheld their destination a humble shrine to the sacred tree of Ysil located in the dead center of a mountain pass. Unfortunately, in accordance to the scouts account, the opposite end was swarming with barbarians bent on desecrating it. Varkof ordered the assault without a second thought. On the other side a similar order could be heard
Army size: 200-400 army points. Table size: width: 30; length: 36. Deployment zones: width: 30; length: 12; between both deployment zones there is no mans land (length: 12). Terrain: players choice, however there should be no fewer than 3 scenery pieces. In the center of the battlefield place a card that will stand for the shrine; assume its height to be 4. Scenario objective: take control of the area around the shrine. Game duration: 6 turns. Victory conditions: the player who has the most victory points after turn 6 wins. Otherwise the game is a draw. Victory points: at the end of each turn, the player who has more models within 7 from the center of the shrine card receives 1 victory point. If there are no enemy models within that area, the player receives 2 additional victory points. Special rules: no model deployed within the no mans land can be placed closer than 8 from any edge of the shrine card. Models on medium bases count as two models for the purposes of calculating the number of models controlling the area around the shrine, while models on large bases count as three.
Ancient Shrine
The avalanche fell on one of the old paths at the foot of the mountain revealing a long-forgotten shrine. The emissaries of the Temple of Storms promptly recovered its history from their vast libraries. Many a century ago, a magical weapon was laid within A group of barbarians were already there and their priest was seemingly searching for something. There was no time to waste. In silence, the valkyries began the charge.
Army size: 200-400 army points. Table size: width: 30; length: 36. Deployment zones: width: 30; length: 12; between both deployment zones there is no mans land (length: 12). Terrain: players choice, however there should be no fewer than 3 scenery pieces. In the center of the battlefield place a card that will stand for the shrine; assume its height to be 4. The players then alternate placing 2 tokens each within no mans land, representing fragments of the stone key. Scenario objective: get the magical weapon. Game duration: 6 turns. Victory conditions: the player who has the most victory points after turn 6 wins. Otherwise the game is a draw. Victory points: for each fragment of the stone key placed on the shrine card the player receives 1 victory point. The player also receives 1 victory point after each turn that ends with one of his models in possession of the magical weapon. Additionally, at the end of turn 6, if the model carrying the magical weapon is within its own deployment zone and is not in base to base contact with an enemy model(s), its owning player receives 3 victory points. Special rules: no model deployed within the no mans land can be placed closer than 5 from a fragment of the stone key. At the end of each turn, a model can pick up a fragment it is in base to base contact with. From now on the model is carrying the fragment. The model can drop the fragment at the start or end of its move. If the model is removed from the table, place the fragment where it stood. If the model is
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incapacitated as a result of a close combat, its opponent seizes its fragment. At the end of the turn, if the model is in base to base contact with the shrine card and is not in contact with an enemy model(s), place its fragment on the shrine card. If there are at least 3 fragments on the shrine card, the player who has the most models in base to base contact with the shrine assigns the magical weapon to one of those models at the start of the next turn. Once the magical weapon has been taken from the shrine, remove all the fragments from play. The model carrying the magical weapon can drop it at the start or end of its move; it can be then picked up following the rules for fragments. If the model is removed from the table, place the weapon where it stood. If the model is incapacitated as a result of a close combat, its opponent seizes the weapon.
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