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ArcWorlde Core Rulebook Edition 2.2

This document provides the rules for playing a fantasy miniatures game called ArcWorlde. It covers the basics of gameplay, including activating characters, movement, combat, equipment, magic, and more. Scenarios and campaigns can be created using these rules to tell stories with miniatures in battles.

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Apothecarium
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0% found this document useful (0 votes)
485 views33 pages

ArcWorlde Core Rulebook Edition 2.2

This document provides the rules for playing a fantasy miniatures game called ArcWorlde. It covers the basics of gameplay, including activating characters, movement, combat, equipment, magic, and more. Scenarios and campaigns can be created using these rules to tell stories with miniatures in battles.

Uploaded by

Apothecarium
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
  • The Gentlefolk’s Code of Conduct: Outlines the behavior guidelines for players within the ArcWorlde game, promoting fair play and sportsmanship.
  • Introduction: Provides an overview of the ArcWorlde game, its narrative setting, and core gameplay concepts.
  • The Basics: Covers the fundamental rules and components needed to play ArcWorlde, including items, setup, and basic gameplay mechanics.
  • The Warband: Describes how to organize a Warband, including selecting characters and managing resources like gold and equipment.
  • Stat Profiles in ArcWorlde: Explains the characteristics and statistics of different models in the game, including their abilities and movements.
  • The Round: Details the structure of a game round in ArcWorlde, including activations, actions, and player turns.
  • Feats: Defines Feats as special abilities or actions characters can perform during gameplay to give them advantages.
  • Interacting with Terrain: Explores how different types of terrain can affect gameplay dynamics and character movements.
  • Narrative Feats: Discusses advanced and thematic feats that add depth to storytelling and character interactions in the game.
  • Combat: Examines the combat system in ArcWorlde, including melee, ranged attacks, and strategic maneuvers.
  • Bravery: Explains the bravery test mechanics, determining how characters respond to threats and challenges.
  • Equipment: Details how equipment is managed, including picking up items and using gear to gain tactical advantages.
  • Arcantics: Covers magical abilities and items known as Arcantics, which offer special powers during gameplay.
  • Magic: Discusses the magic system, including how spells are cast and the role of mages within the game.
  • Creatures in ArcWorlde: Describes the different creatures that can inhabit ArcWorlde and how they can be used in Warbands.
  • Swords for Hire: Introduces the concept of hiring external characters or mercenaries to bolster a Warband's strength.
  • Solo Play: Provides rules for solo gameplay, allowing a single player to engage with the ArcWorlde universe.
  • Environment: The Mildaark Forest: Describes the environment and setting background of the Mildaark Forest, including terrain and scenarios.

The Fantasy Miniatures Game

Edition 2.2
Interacting with Equipment ........................................................ 28
Contents
Introduction 6 Narrative Feats 28
The Gentlefolk’s Code of Conduct 7 Combat 32
Melee Combat ..................................................................................32
The Basics 8
Ranged Combat ............................................................................... 33
What You Need to Play ...................................................................8
Making Attacks ................................................................................ 33
Dice in ArcWorlde.............................................................................8
Line of Sight and Cover ................................................................ 35
Successes, Failures and Criticals ................................................... 9
Health Points (HP) ..........................................................................37
Re-Rolls ............................................................................................. 9
Advantage/Disadvantage................................................................ 9 Bravery 38
Taking a Bravery Test ....................................................................38
The ArcDeck ................................................................................... 10
Broken Characters ..........................................................................39
Gold (GP) ........................................................................................... 11
Rallying a Broken Character .......................................................39
Stat Profiles in ArcWorlde ............................................................12
Commanders and Bravery Tests ..................................................39
Miniatures in ArcWorlde ............................................................... 15
Bases in ArcWorlde ......................................................................... 15 Equipment 40
Scenarios ............................................................................................17 Representing Equipment With Your Miniatures..................40

Environment .....................................................................................19 Stealing Items .................................................................................. 41


Using Equipment ........................................................................... 41
The Round 20
Knocked Out Characters and Equipment ............................... 41
Activations .........................................................................................21
Fabled Artefacts .............................................................................. 42
Movement ..........................................................................................21
Legging It ........................................................................................ 22 Arcanite 43
Prone ...................................................................................................23 Magic 45
Charging ............................................................................................23 Creatures in ArcWorlde 47
Terrain and Movement ................................................................. 24 Swords for Hire 49
Feats 24 Common Traits 51
Difficulty ............................................................................................25 Solo Play 54
Taking Shots .................................................................................... 26
Environment: The Mildaark Forest 61
Interacting with Terrain ............................................................... 28

4 5
Introduction The Gentlefolk’s
ArcWorlde is a narrative battle game for one or more Code of Conduct
players, where Warbands, heroes and monsters clash within
the wilds of the mysterious Mildaark Forest. When adventuring in the realms of
ArcWorlde, it’s recommended that
There are beasts to slay, treasures to discover, objectives to players have a light-hearted and
capture, and rival Commanders to defeat. Using these cooperative mindset to get the most
rules, your imagination, and the wide range of characterful out of the game.
ArcWorlde miniatures available, you and your friends can
play out fantastic tales within this fantasy realm. Many aspects of ArcWorlde involve roleplaying and
working together, and any unsporting behaviour is highly
Each of your models is a Character. These Characters discouraged. Whether it’s being stubborn when discussing
make up your Warband, and it’s up to you to lead them to Narrative Feats or getting grumpy when a Troll eats your
victory. Although ArcWorlde can be enjoyed as a one-off favourite Character.
game, you can also create campaigns of linked narrative
events. Before you read the rest of the rulebook, know that the
most important rule of ArcWorlde is that it’s meant to be
The core of ArcWorlde is playing out exciting battles with fun for everyone involved.
your Characters and creating stories that you and your
friends will love and remember. ArcWorlde isn’t a game
that’s just about winning — the main objective is having
fun!

What adventures await you and your Warbands in the


depths of the Mildaark Forest?

6 7
ArcWorlde almost always uses six-sided dice (referred to as
The Basics D6) — if a rule tells you to roll a die and doesn’t specify, it
These are the basic rules that you’ll need to understand always means a six-sided die.
before you start setting up the game. Once you’ve read
However, sometimes a roll might require a three-sided die
over these, you should have a firm footing from which to
to be rolled (a D3). If you don’t have a D3, then you can use
leap into action!
a D6 to get the result: 1–2 counts as a result of 1; 3–4 counts
as a result of 2; and 5–6 counts as a result of 3.
What You Need to Play
To play ArcWorlde, you’ll need: Successes, Failures and Criticals
• A copy of the ArcWorlde Core Most of the time, when a 4 or more is rolled on a die, it’s
Rules. referred to as a Success. If you are lucky enough to roll a 6,
you’ve rolled a Critical (or Crit), which counts as two
• Your ArcWorlde Warband and their Stat Profiles, Successes. An unfortunate roll of a 1, 2 or 3 is a Failure.
which are available on the Warp Miniatures website.
Successes are used to determine the outcome of various
• A handful of six-sided dice, Arcanite Tokens and other Actions in the game. There are certain Actions that aren’t
generic tokens to help you keep track of various things determined by Successes, but these will always be clearly
throughout the game. noted in the rules.

• A table or gaming board and some Terrain. Although Re-Rolls


ArcWorlde can be played on a board of any size, a
gaming area of at least 3’ x 3’ ( or 91cm x 91cm ) is Certain effects in the game allow you to re-roll dice.
recommended. Several effects may be in play at the same time so there are
times when you can re-roll the same result more than once.
• A deck of playing cards (the ArcDeck).
Advantage/Disadvantage
Dice in ArcWorlde
Some effects in the game require you to roll at an
The events that unfold in ArcWorlde Advantage or Disadvantage. When rolling at an
sometimes have their outcomes Advantage, you roll an extra D6 and discard the
determined by the rolling of dice. least-desired die (usually the lowest).

8 9
When rolling at a Disadvantage, you roll an extra D6 and
discard the most-desired die (usually the highest).
The Warband
If a roll is at both an Advantage and a Disadvantage, they
cancel each other out. You can’t be at an Advantage or a
Disadvantage more than once on the same roll — no matter
how many effects are applied, you only ever roll at most
one extra D6.

The ArcDeck
The ArcDeck is a standard 54-card deck of playing cards The Warband is your hand-picked group of miniatures,
(including Jokers) used to represent the whims of magic known as Characters, that you field in a game. These
when playing ArcWorlde. Characters are chosen from Faction Rulesets, or from the
Bestiary or Swords for Hire Rulesets, and each has a Stat
After a card is drawn from the ArcDeck, it’s discarded. Profile that tells you how they play in the game.
After all cards have been used they’re reshuffled and the
ArcDeck starts anew. Some players prefer to have their Players usually write Warband Lists that include each
own ArcDecks, whereas others prefer to share. What you Character, as well as any Items or Gear they’ve been
do with yours is entirely up to you! equipped with. It’s good form for players to show each
other their Warband Lists, though some opponents may
agree to keep theirs secret to add extra intrigue to their
game.

Gold (GP)
Each Character costs a certain number
of Gold Pieces (GP) to hire. When
setting up for a game of ArcWorlde, the
players will decide upon a Game Value
to play with. This will dictate how many
GP each player has to spend on their
Warbands.

10 11
A game can be played with any Game Value the players 1. Name – The name of the Character. This is usually a
wish, but as a rough guideline, a small game would be description of their role within the Warband. You can
around 400GP, a medium game would be around 600GP choose to give them a proper name as well, of course.
and a large game would be 1000GP or more.
2. Cost – This is the base GP cost of the Character. If you
Stat Profiles in ArcWorlde choose to equip them with additional Equipment, their
Cost will go up depending on the Equipment’s stated GP
All the Stat Profiles for ArcWorlde are provided as value.
printer-friendly PDFs on the Warp Miniatures website.
These are ‘living rules’ that are updated as feedback is 3. Class – Each Character has one or more Classes that
collected from the ArcWorlde community, so be sure to reflect how they play in the game:
check for the latest versions.
• Commander – The leader of your Warband. Usually
there can only be one Commander in your Warband,
but certain Factions have Special Rules that allow them
to hire more. The Faction that your Commander is
from determines the Faction of your Warband.

• Mage – A Character who can use magic and cast Spells


(see Magic).

• Unit – The main troops of your Faction. These usually


make up the bulk of your Warband.

• Elite – These Characters are more powerful than the


Units, though cost more GP to hire.

• Irregular – These Characters have unusual rules that


add some additional variety to the game.

• Heavy – The largest and hardest-hitting Characters in


the Warband.

• Beast – A small Creature (see Creatures in ArcWorlde)


who’s on a 30 or 40mm base size.

12 13
• Monster – A large Creature that’s on a 50 or 60mm base In addition, each Character can make one or more Attacks,
size. which have the following stats:

• Titan – A massive Creature that’s on a 120mm base size. 9. AP Cost – The amount of AP required to use this Attack.
Some Attacks, mainly Ranged Attacks, don’t have a set AP
• Sword for Hire – A mercenary Character that has been Cost because they require a Feat instead (see Taking
hired temporarily by your Warband (see Swords for Shots).
Hire).
10. Name - The name of the Attack.
4. Action Points (AP) – How many Action Points the
Character can spend per Activation. These points can be 11. Power – The number of D6s you roll when making the
spent on Attacking, Legging It, Feats or other Actions. Attack. The more powerful the Attack, the more D6s you
Some game mechanics may affect this stat, so make sure to roll.
keep track of it during play.
12. Special Rules – Any other effects of the Attack.
5. Movement – How far in inches a Character can travel
before they need to make a Leg It roll. Some game
mechanics may affect this stat, so make sure to keep track
of it during play.

6. Bravery – How courageous a Character is in the face of


danger. This is the total that needs to be rolled equal to or Miniatures in ArcWorlde
under to pass a Bravery Test. Some game mechanics may
You’re welcome to use any ArcWorlde miniatures from
affect this stat, so make sure to keep track of it during play.
your collection to represent your Characters if you feel the
7. Health Points (HP) – The number of undefended Hits sculpt looks right. Although the range is growing all the
the Character can take before they’re Knocked Out. Track time, be encouraged to dig out old models and use the
the HP of a Character by using dice, tokens, or keeping current rules in creative ways to represent them.
notes during the game — whatever works best for you.
Bases in ArcWorlde
8. Traits and Equipment – Most Characters have Traits that
alter how they can be played on the battlefield. Characters Each ArcWorlde miniature is provided with a base that
can also be outfitted with Equipment (see Equipment). matches the size of the model.

14 15
Human-sized or smaller Characters are on 30mm bases;
larger Characters such as Ourks, Elves or Beastfolk are on
Setting up the Game
40mm bases; and particularly large Characters such as Before the game begins, decide on the Scenario that’s
Dark Lords are on 50mm bases. being played and arrange the game board to the desired
layout with the Terrain you’ve chosen. If you’d like to, you
Creatures have a base size dictated by their Class: Beasts
can also choose an Environment for your game to take
are on 30mm or 40mm bases; Monsters are on 50mm or
place in. All of these concepts are explained in this section.
60mm bases; and Titans are on 120mm bases.
Once the board is ready, each player rolls a D6 until
Random Placement someone has a highest number. They then choose the
order of deployment, with each player taking turns placing
Sometimes, the rules will ask you to place something
their Characters one by one on the board until all are in
‘randomly’ on the game board. When this happens, divide
position and ready to play.
the table into a grid six units long and six wide and roll
2D6, one die indicating length and one indicating width.
Then, place the object in the appropriate area of the table.
Scenarios
Games of ArcWorlde are rarely about just beating your
opponent in combat. The best games have many other
objectives, pitting your Warbands against each other in
ways other than just going on the attack! The rules for
these objectives are known as Scenarios and the reward for
completing them is Victory Points (VP). The player with
the most VP wins the game.

Many players create their own Scenarios inspired by their


Warbands or the campaign they’re playing. However, to
get you started, a few examples have been included in the
ArcWorlde Scenarios document on the Warp Miniatures
website. The website also includes an ArcDeck-based
Scenario Generator to randomly determine Missions and
Of course, not every game board will be an exact square, Secondary Missions for your games.
but this will still allow you to determine areas to place
objects. As ArcWorlde grows, more Scenarios will be added, so be
sure to check the website for updates.
16 17
Terrain • Impassable Terrain – Large obstacles and barriers to
movement that need to be manoeuvred around or over.
The wilds of ArcWorlde are varied and exciting, populated This may be a large tree, a fast-flowing river, a wall, or
with all sorts of Terrain for your Characters to fight even a swirling vortex of deadly magical energy.
amongst. Terrain in ArcWorlde is a very important part of
the game. Not only does it make your gaming board look
enchanting, but it also allows players to really make the
most of the environment when creating their adventures.

Whether it’s leaping from the treetops, vaulting over


buildings and structures, or activating ancient portals to You can find rules on how these different kinds of terrain
distant realms, the landscape and features of the battlefield will impact your Characters in the ‘Movement’ and
can help to get the creative storytelling juices flowing. ‘Combat’ sections of this rulebook.

Terrain may be grouped into three different types: Environment


• Open Terrain – Open ground with no major obstacles. As an optional rule, you can choose to set your game of
ArcWorlde in a particular Environment. Each
Environment reflects a different kind of landscape or
locale and provides some additional rules that affect your
game as you play. You don’t have to play using an
Environment if you don’t want to — in fact, you may wish
to wait until you’ve played a few games and are familiar
• Difficult Terrain – Rough ground with some small with the rules before introducing one!
obstacles or debris. This could be deep snow, dense
forest or even thick mud. If you do want to use an Environment, then there’s one
included at the end of these rules (The Mildaark Forest).
There will be more made available in the future on the
Warp Miniatures website and in upcoming publications.

18 19
The Round Activations

A game of ArcWorlde is divided into Rounds, in which During their Activation, a Character may move and
players take turns to Activate the Characters in their perform one or more Actions by spending their AP. These
Warband. When Activated, a Character can perform a Actions can be of many different types, but the
number of Actions by spending Action Points (AP). most common are:

At the start of a Round, players roll a D6 to determine the • Attacking


order of play. The player with the highest roll Activates a
• Legging It
Character first, followed by the next highest and so on. If
two players roll the same number, re-roll until there’s a • Feats
winner.
Movement
Once a Character’s AP has been spent, the Character’s
Activation ends and the game moves to the next player. Just about every
Once all players have Activated a Character, the Character in ArcWorlde can move
first player Activates their next Character, and so about the board, whether they’re
on. A player with no more Characters to Activate marching through open ground,
simply skips their turn. If all of the Characters on charging towards an enemy or clambering over all that
the board have been Activated, the Round ends exciting terrain you’ve been longing to use.
and a new one begins.
To move a Character, simply measure from the front of
A standard game lasts for their base to the point where you’d like them to be. If the
five Rounds. However, Character’s base fits and their path doesn’t go over any
sometimes a game is so Impassable Terrain, they can move there, placing the lip of
epic that it requires their base at the point you measured to.
more than just five
Rounds, in which case During their Activation, a Character may make a single
play until all players feel free movement up to their Movement stat in inches. For
it has reached a example, if a Character’s Movement stat is 5, they can
satisfying conclusion. move up to 5” without having to spend any AP.

20 21
Legging It Prone
In the wilds of During the game, a Character may be knocked to the
ArcWorlde, sometimes a ground and become Prone. Whilst Prone, they may not
little bit of extra speed is make any Actions, and all Defence Rolls are at a
needed. If a Character has used Disadvantage (see Making Attacks). They may also have
their free movement in an their Equipment stolen from them by devious foes (see
Activation and has yet to make an Action, the player may Equipment).
spend 1AP to Leg It.
A Prone Character may get up off the ground with a
To Leg It, roll a D6. The Character may move additional successful Easy Feat. They may also be helped up by an
inches up to the value rolled. For example, if a 4 is rolled, Activated Character in base contact with an Easy Feat if
the Character can move an extra 4”. This can be a great they’re on the same or smaller base size, or a Medium Feat
way for Characters to Charge into combat, push further to if the Prone Character is on a larger base size (see Feats).
reach an objective or escape from danger.
If a Character with the Split Activation Trait becomes
However, there’s a risk. If a 6 is rolled, the Character is far Prone (see Common Traits), their current Activation
too keen and instead trips and falls head over heels onto immediately ends.
the floor! The Character doesn’t move any further as part
of the Leg It Action and is knocked Prone. Prone Characters get up for free at the start of their
Activation in the following Round.
If the Character succeeds in keeping their footing, you
may attempt as many additional Leg It rolls this Activation Charging
as you feel brave enough to do for no extra AP cost.
However, the chance of falling over increases by 1 each Sometimes, a Character will use extra movement to hurtle
time (on a 5+, 4+, 3+ etc.), so be careful! headlong into combat. If a Character uses a Leg It roll to
move into base contact with an enemy Character, it counts
If the Character stops to as a Charge. The Charging Character gets +1AP for this
attempt another Action, they Activation and may unlock Special Rules in an Attack,
can’t try to Leg It again this piece of Equipment or Trait.
Activation, unless included in a
Feat (see Feats).

22 23
Terrain and Movement Feats might be attempted for a number of different
reasons, but the most common ones are:
Terrain can slow down or even prevent movement. Open
Terrain has no impact on movement but movement • To take a Shot.
through Difficult Terrain, including Leg It rolls, is halved.
Impassable Terrain blocks movement entirely — to pass • To interact with Terrain.
over or through it, you’ll need to perform a Feat (see
• To interact with Equipment.
Interacting with Terrain).
• To perform a Narrative Feat.
Some Traits allow Characters to ignore the effects of
Terrain when moving, such as Fly (see Common Traits). Difficulty
Each Feat has a level of difficulty based on how difficult
the task is for the Character to accomplish:

• Easy – Requires one Success. A simple action such as


getting up off the floor after becoming Prone or
picking up an Item.

• Medium – Requires two Successes. Something more


difficult such as a human-sized Character vaulting over
Feats a high wall or taking a difficult Shot with a Ranged
Weapon.
Feats are a means of representing the countless ways that
your Characters can interact with the world. Many actions • Hard – Requires three Successes. A much more arduous
a Character might take in the game require a Feat to be task, such as a Halfling vaulting over the same high
completed, and players can even devise their own Feats to wall or an Ourk smashing through a locked door.
add narrative elements to their games.
• Legendary – Requires four Successes. A truly difficult
Attempting a Feat requires the spending of a Character’s Feat that takes a lot of luck to accomplish.Imagine an
AP, with each AP spent allowing one D6 to be rolled in the epic hero moment where a Character hits a Dragon in
attempt. The number of AP spent on a Feat attempt must just the right spot to take it down, or a Character
be declared before the attempt is made. dodging out of the way of a fatal Attack at the last
moment!

24 25
When a Character attempts a Feat, their controlling player Measure the distance between the Character taking the
announces how many AP they’ll spend. It’s up to the Shot and the target. If the target is within the range shown
player how many AP they wish to spend on a Feat attempt, on the Attack’s Special Rules, the Character may attempt a
no matter the difficulty. The more AP spent, the more dice Feat to take the Shot.
rolled and the more likely it is to get the required number
of Successes to make the Feat happen. If successful, resolve the Attack as described in the
Combat section of these rules. If unsuccessful, the Shot
After announcing the Feat attempt, the player rolls a misses its mark. A Character may not attempt a Shot if
number of dice equal to the number of AP spent (all at the they’re in base contact with an enemy Character.
same time). The number of Successes rolled is then
compared to the difficulty of the Feat. If the number of If a Character is shooting at a target in base contact with a
Successes equals or exceeds the number required by the friendly Character and the Shot is unsuccessful, the
difficulty, the Feat is accomplished. If not, the Feat fails friendly Character is hit by the Shot. If there’s more than
and there may be dire consequences! one friendly Character in base contact with the target, the
nearest one to the shooting Character is hit.
Taking Shots
Some Characters can cause damage from afar due to an
Attack mentioned on their Stat Profile, a Trait, or a
weapon they’re equipped with. Any Attack that has a range
in its Special Rules counts as a Ranged Attack and requires
a Shot to make. Oftentimes, Ranged Attacks won’t have
AP costs like regular Attacks, as the success or failure of a
Shot is determined by attempting a Feat.

Unless stated otherwise, aiming and firing a Shot requires


the Character to successfully make an Easy Feat. As such,
the player may choose to spend as many AP as they wish to
attempt it, representing the Character taking more time
and effort to carefully line up the Shot. If they want to try
a quick Shot, they may choose to spend 1AP. However, if
they would like to try a more carefully aimed Shot, they
may choose to spend 2AP or more on the attempt.

26 27
Interacting with Terrain Narrative Feats allow you to have in-game effects for
roleplayed actions you make for your Characters. Do you
Certain Terrain features (such as buildings) may be want your Halfling to distract a Troll with her packed
interacted with by Characters in the game. As a rule, if the lunch so it misses an Attack? Would you like your Elf to
Character’s base can fit on or within the Terrain, they can somersault over a Terrain feature to land in combat?
move there. If the player desires a Character to interact Would you like your Ogre to push down a tree to crush the
with Terrain in other ways (such as climbing up it, jumping Vampire hiding behind it? The only limits to what
over it, destroying it and so on), a Narrative Feat is Narrative Feats can do are your imagination and the luck
required. of the dice.

Interacting with Equipment Before attempting a Narrative Feat, describe to your


opponent(s) what you’d like it to be and what difficulty of
Characters can also interact with Equipment using Feats. Feat you think it would be to accomplish. All Narrative
Characters can perform an Easy Feat to pick up an Feats, their difficulty, and any possible effects of failure
unclaimed piece of Equipment they’re in base contact with must be discussed and agreed upon by all players before
or give a friendly Character in base contact an Item they’re the attempt.
holding. Some Equipment has additional rules about how
it can be interacted with and what difficulty of Feat is If the players can’t agree on the difficulty of a Narrative
required. Feat, a good compromise is to use the lowest preferred
difficulty and make the consequences of failure more
dangerous!
Narrative Feats
Have you ever played a game when you
had a great idea for something
cool for your miniatures to do but
there weren’t the rules to do it? Do
Example: A player wants their Imperial Captain to jump
you enjoy roleplaying and thinking
across a river. The Imperial player tells this to their
about interesting ways for your
opponent and suggests that it would be an Easy Feat.
Characters to act? If so, you’re in
Their opponent disagrees, saying it’s a pretty wide river
luck. For in ArcWorlde you can
and it would be a Medium Feat. As a compromise, the
do just those things with special
players agree that it would be an Easy Feat, but if the
‘Narrative’ Feats.
Captain fails, they fall into the river and become Prone.

28 29
Although Narrative Feats can be used to escape danger, Another thing you may wish to incorporate into a
discover hidden treasure or cast a particularly potent Spell, Narrative Feat is an extra Leg It roll for your Character to
much of what players wish to roleplay involves fun ways of dash into or out of danger. This can be done even if the
dealing damage. This may include death-defying dives, Character has already Legged It this Activation, or if
creatively using Terrain to stun enemies, or even taking they’ve made an Action since their free movement. If a
ridiculous trick shots. Leg It roll is part of a Narrative Feat, roll for it separately
even if the Feat succeeds.
Any damage caused by a Narrative Feat is equal to three
Hits (see Combat) per Success required . For example, a
Hard Narrative Feat (which needs three Successes) would
cause nine Hits. If there are multiple targets for the
Narrative Feat, you must divide the Hits equally between
them (rounded up to the nearest whole number).

Example: An Ourk Brute attempts to topple a statue onto


a group of three Halflings. The statue is large and the
players all agree it would take a mighty Legendary
Narrative Feat (four Successes) to accomplish. The Ourk
player decides to spend 3AP on the attempt, and rolls a six,
a five and a four. A Crit (six
counts as two Successes)
plus two Successes (five Example: After dusting himself off, one of the Halflings
and four) means the really wants to get away from that Ourk. He would like to
Narrative Feat is successful! move, shoot his bow at the Ourk, and then attempt a
As it’s Legendary, the statue Narrative Feat to Leg It a little further. The player
falling over causes a total of 12 describes this to their opponent, and both agree it would
Hits against the three be a Medium Narrative Feat. The Halfling makes his free
targets, landing movement, takes one Shot, and then his final AP is spent
them with four to roll one D6 to attempt the Narrative Feat. The player
Hits each. rolls a six – a Crit (two Successes) and the Narrative Feat is
pulled off! They then roll for a Leg It attempt and gets a
three, so the Halfling successfully scurries an extra 3” away.

30 31
The goal of the Narrative Feat system is to add to the Ranged Combat
narrative of the game and create memorable moments to
enjoy and share. What Narrative Feats will you make with Ranged Combat requires Feats to hit targets with Shots
your friends? from afar. These rules are outlined in the Feats section.
Ranged Combat doesn't involve Characters being
Engaged, and they’re free to make Ranged Attacks and
Combat go on to other Actions without any restrictions.
Every great story needs conflict, and
the conflict found in ArcWorlde is
Making Attacks
no exception. Warriors clash in Melee Attacks can only be made (unless otherwise stated)
face-to-face combat, and by Characters in base contact with the target. When a
skilled sharpshooters fire Character is Engaged with an enemy Character during
volleys across the battlefield. their Activation, you may choose an Attack to use against
Combat in ArcWorlde takes the form of them. To make a Melee Attack, choose one from your
either Melee Combat or Ranged Combat. Character’s Stat Profile and deduct the AP cost
from your Character’s remaining total.
Melee Combat
You can make any number of Attacks in an
Melee Combat is when two noble warriors slug it out
Activation as you wish, as long
hand-to-hand until one or both either run away or are
as your Character has the AP
Knocked Out. When a Character moves into base contact
to spend on them.
with one or more enemy Characters, they are Engaged in
Melee Combat. Once the Attack is made
(either by taking the
A Character may only Disengage
Shot with a Ranged Attack
from an enemy in Melee Combat
or selecting a Melee Attack
by succeeding at an Easy Feat,
and spending the required
which increases in difficulty one step for
AP), the process of
each additional enemy present. If
resolving it is always the
successful, the Character moves as normal.
same:
If unsuccessful, the Character remains
where they are and loses 1HP per enemy
Character in base contact.

32 33
1. The player rolls a number of D6 equal to the Power Example: A Beastfolk Verman attacks a Wizard
stat of the Attack. Each Success is a Hit upon the Apprentice. The Beastfolk player chooses the ‘Stab’
target! A Crit counts as two Hits and may unlock Attack, which has a Power of 3. They roll 3D6 and get 6
Special Rules for the Attack. (Crit), 5 (Success) and 2 (Failure). The Apprentice has no
Armour, so this results in 3 Hits.
2. The total number of Hits is reduced by the Armour
Value of the target (see Armour Value). The Wizard player then rolls their first Defence Roll and
gets a 6 (Crit), which defends two Hits. They then roll a 1
3. The target’s player then rolls a Defence Roll using one (Failure), so the remaining Hit causes 1 Damage and
D6. A Success defends one Hit, and a Crit defends two. removes 1HP from the Apprentice.
Repeat until a Defence Roll is a Failure or all Hits are
defended. Line of Sight and Cover
4. If a Defence Roll is failed, the target takes the When facing danger on the battlefield, players may use the
remaining Hits as Damage and the amount is deducted Terrain on the game board to protect their Characters
from the target’s remaining HP. from harm.

If any part of a Character can be ‘seen’ by an attacker, they


can be targeted by them. Only if a Character’s miniature is
completely hidden from the perspective of the attacking
Character’s miniature can they not be the target of Attacks
or Spells.

However, even if fully hidden from an attacker, a


Character can still be affected by Attacks, Traits or Spells
that have a radius of effect.

Terrain features can also help to protect Characters from


Attacks. A Character is counted as being in Cover if 50% or
more of their miniature is visibly obstructed by Terrain,
either from the perspective of the attacker or the focal
point of an Attack/Spell.

34 35
If a Character is in Cover, all of their Defence Rolls are at Armour Value
an Advantage.
Some Characters have protection
from the effects of enemy
a) b) Attacks, be it in the form of
sheets of armour, thick
hide or magical warding.

In the game, this is


represented by an Armour
Value. Armour can be given to
a Character by certain Equipment,
Spells or Traits.

Armour negates Hits from foes. When a Character takes


Hits, reduce the total by their Armour Value before
making their first Defence Roll.

However, some Attacks ignore Armour, and some can even


break it! If subjected to an effect that breaks Armour,
c) reduce a Character’s Armour Value by 1 for the rest of the
game.

Examples of a) a hidden Character, b) a Character in


Cover c) a Character being targeted by an Attack with a
radius. In Attack 1 the target would be in Cover, whereas
in Attack 2 they would not be.
Health Points (HP)
Every Character has a set number of Health Points (HP),
which are reduced by Damage. Each point of Damage
removes 1HP. If a Character reaches 0HP, they’re
Knocked Out and removed from the board.
36 37
Bravery Broken Characters

On the field of battle, only the most courageous can hope If currently Activated, a Broken Character must attempt
to stand against the dangers of ArcWorlde. Often, t0 Flee. This is a movement equal to their Movement stat
Characters are seen scurrying for cover when the going towards the nearest board edge or a piece of Terrain that
gets tough! could give them Cover, whichever is closer. If they make
base contact with either, they halt their flight. Fleeing is a
The Bravery stat represents the courageousness of a free movement but replaces the Character’s free move if it
Character. The higher the stat, the more likely they’ll hold hasn’t been used this Activation.
their nerve in the face of overwhelming odds or in the
actual face of a bellowing Troll. If the Broken Character isn’t currently Activated, they
stand frozen with fear and Flee at the start of their next
A Bravery Test must be taken by a Character (even outside Activation instead.
of their Activation) when:
If a Character is Broken whilst in Melee Combat, they
• A friendly Character is Knocked Out within 3”. must make as many attempts to Disengage as possible until
all of their AP is spent. If a Character is Attacked while
• An effect of an Attack, Spell or Trait requires it. Broken, their Defence Rolls are at a Disadvantage.

Taking a Bravery Test Rallying a Broken Character


To take a Bravery Test, the player After they Flee, a Broken Character may try to muster
must roll 2D6 to their courage at the start of their next Activation by taking
determine the amount of a Bravery Test. If successful, they stop being Broken and
fear the Character may act as normal. If unsuccessful, they remain Broken for
experiences. If the total is the rest of their Activation and must Flee again.
equal to or lower than
their Bravery stat, they Commanders and Bravery Tests
stand firm and fight on. If
the roll is higher than their Commanders not only inspire (or bully) their warriors to
Bravery stat, they become fight but also keep up morale when the going gets tough.
Broken. Broken Characters can If a Character is within 8” of their Commander, they may
be marked with a token or any roll all Bravery Tests at an Advantage.
other way you prefer.

38 39
If this is something you’d like to do, keep an eye on the
Equipment ever-expanding ArcWorlde miniatures range as more
In ArcWorlde, Characters can carry models are released!
and use all sorts of weapons, armour
and artefacts. They can be given Stealing Items
Equipment before the game or find
When an enemy is Prone, their valuables may be pilfered.
it on the battlefield.
If an enemy Character is Prone, a Character in base
Equipment comes in two types: contact may steal an Item they hold by attempting an Easy
Feat.
• Items – Smaller objects such as potions, trinkets and
Arcanite Tokens (see Arcanite). Using an Easy Feat, Using Equipment
Items can be picked up, dropped, or given to a friendly
Some Items can only be used once and are destroyed or
Character in base contact.
otherwise inactive after use. Some Items are in effect until
• Gear – This includes most weapons and armour as well the player chooses to put them away or the Character loses
as mounts and other paraphernalia. Gear can’t be possession of them. These details will be explained in the
removed from the Character during a game unless a Item’s rules.
rule specifically says so. Gear found in a game can be
Gear is always in effect, as are weapons if the Character is
picked up by attempting an Easy Feat, though once
only equipped with one. If you’ve equipped your
equipped can’t be removed.
Character with two or more weapons, announce at the start
Before the game starts, players may purchase Equipment of their Activation which one they’ll be using. Characters
for their Characters from the Common Armoury and the can attempt an Easy Feat to change weapons mid-
Faction Armouries found in their Faction Rulesets. Activation.

Representing Equipment With Your Unless specifically stated in their rules, Equipment can’t
be used by Creatures. It’s just so hard to wield a sword with
Miniatures big, clumsy paws.
There are hundreds of possible combinations of
Equipment, and players aren’t required to equip their Knocked Out Characters and Equipment
Characters exactly how their miniatures are sculpted. A
If a Character is Knocked Out, whatever Items or Gear
model sculpted holding a spear could absolutely be played
they’re holding are also removed from the game.
as a Character holding a bow.
40 41
However, depending on the Scenario or the personal
preference of the players, you may use tokens to represent
Arcanite
dropped Equipment when a Character is removed from Throughout ArcWorlde, Arcanite is
the board. This is usually done for Scenario-specific Items, amongst the most sought-after
Arcanite Tokens (see Arcanite) or Fabled Artefacts. treasures of all. A glittering blue-
green gem that thrums softly with
Fabled Artefacts power, it stores pure magical energy
that can be channelled by those who
Legends tell of ancient relics that can be found deep
possess it.
within the unknown places of ArcWorlde. Hidden in
forgotten tombs or wielded by formidable warriors, these Wars are fought over it, Mages are fuelled by it, and many
Fabled Artefacts may be discovered on your adventures. go to great lengths to hoard it for themselves. The depths
of the Mildaark Forest are said to be where it’s found most
Fabled Artefacts are particularly powerful pieces of
abundantly, if one is brave enough to venture into the
Equipment that you can introduce to your games to add
trees to find out.
even more narrative flavour. An ancient sword may be
pulled out of a rock, a magic ring may be found at the Arcanite is a highly valuable resource in ArcWorlde and is
bottom of a river, or an enchanted suit of armour may be represented in the game by Arcanite Tokens. The magic
worn by a vengeful Undead stored within Arcanite Tokens can be used by a Character
king who’s determined to stop for many special effects and can really turn the tide if spent
you from taking it. at the right moment.
Players are encouraged to
design their own Fabled
Obtaining Arcanite Tokens
Artefacts to include in their There are two sources that a Character can obtain Arcanite
games, and a list of pre-made Tokens from:
Fabled Artefacts can be found
on the Warp Miniatures website. • In Game – Tokens can be found on the battlefield for
Fabled Artefacts can be included Characters to collect, or generated by Equipment or
as part of a Scenario, held by a Characters. Some Scenarios or other game rules require
Rogue Character (see Rogue Arcanite Tokens to be on the gaming table, or players
Warbands) or just randomly plonked may choose to place any number on the board before
on the board. It’s entirely up to you. the game starts.

42 43
• Purchasing Them – You may also buy Tokens before Commanders and Arcanite Tokens
the game, using your GP to purchase them. Arcanite
Tokens can be found in the Common Armoury and are In the field of battle, a Commander may choose to use
equipped to a Character. Purchased Tokens aren’t their stash of Arcanite to help their troops or hoard it for
counted towards any Scenario victory conditions. their own ends. If a Commander is in possession of an
Arcanite Token, it may be used by any friendly Character
Arcanite Tokens are Items and therefore can be picked up, on the board as if they were equipped with it.
given to friendly Characters or stolen from Prone enemies
by using an Easy Feat. They’re also left on the board if a
Character carrying them is Knocked Out (see Equipment). Magic
Magic is a very real presence in ArcWorlde, and some
Using Arcanite Tokens Characters can bend arcane energy to their will.
Arcanite Tokens are nuggets of pure arcane power. If
Characters that can use magic are known as Mages and can
equipped with one, a Character can use an Arcanite Token
cast all manner of Spells in the game. Magic is controlled
at any time, even outside their Activation. When used,
in the game using the ArcDeck, the draw of which
choose one of these effects:
represents the ebb and flow of the magic available to the
• Grant +1AP to the Character for their Activation. This Mage for their Spells.
option may only be chosen if used while the Character
is Activated. Casting Spells

• Add an extra D6 to any roll. Each Faction Ruleset


has a collection of Spells
• Allow a Spell to be cast (see Magic). that its Mages can cast.
Some Characters,
• Allow another card to be drawn from the ArcDeck particularly Swords for
when casting a Spell. Hire, will have their own
unique Spells on their Stat
• Re-roll a D6. Profile. Each Mage can attempt
to cast a single Spell per
Once spent, the Arcanite Token’s power is depleted and it
Activation by spending 2AP, or by
may not be used again.
spending Arcanite Tokens.

44 45
To cast a Spell:
Creatures in ArcWorlde
1. Nominate the Spell the Mage would like to cast. The
Warbands of warriors aren’t the only ones that roam the
level of this Spell is the total value of cards required to
wilds of ArcWorlde, and many terrifying beasts call this
cast it.
most dangerous of realms home. From skulking in the
2. Draw two cards from the ArcDeck and place them face depths of the Mildaark Forest to terrorising towns and
up on the table. Add the numbers on the cards villages, ‘here be monsters’ can be written almost
together. Royalty (or Face or Court) cards count as 10, everywhere on the map.
and Aces can be counted as either 1 or 11. Jokers can be
Creatures are a core part of the ArcWorlde game. They
considered any number of your choice between 1 and
can be played on their own as wild hunting packs or lone
11.
monsters, or ‘tamed’ as part of a Faction-based Warband.
3. If the total is lower than the level of the Spell, the There are many Creatures to choose from — the rules of
player may choose to spend either 1AP or an Arcanite which can be found in the ever-expanding Bestiary
Token to draw another card from the ArcDeck. If they Ruleset on the Warp Miniatures website.
choose not to, the Spell has failed. If the total is equal
All Creatures in ArcWorlde are categorised into one of
to or higher than the level of the Spell, it is successfully
three groups:
cast.
• Beasts – Small to medium-sized creatures, whose
If the total ever goes over 21, the Spell has become
models are provided with 30mm or 40mm bases.
Overpowered. The Spell is cast, but the Mage loses D6 HP
as they lose control of the magical power they’ve • Monsters – Large creatures, whose models are
summoned. Once drawn and the effects of the Spell are provided with 50mm or 60mm bases.
played out, the cards are discarded (see ArcDeck).
• Titans – Utterly huge
creatures, whose models
are provided on
whopping
120mm
bases.

46
47
Using Creatures in Your Warband Swords for Hire
Any Creature from the Bestiary can be added to your In the dangerous lands of ArcWorlde, a
Warband as if they were included in your Faction Ruleset. little extra muscle is
They’re a fantastic way to add even more narrative to your sometimes required, and
games. many sell-swords roam the
countryside offering their
It might be interesting to create a backstory of how a
services for coin. Some are
Halfling Warband tamed a Troll or how an Imperial
mighty lone heroes whose
Captain obtained his own flock of battle-ready Grifflings!
reputations precede them. Some are
Creature Warbands unlikely adventurers who find themselves
in sticky situations. Some are warriors
You may also play ArcWorlde with a Warband made out of from other Factions, willing to fight
just Creatures. To do so, build your Warband using for your cause for the right price.
Creatures from the Bestiary. Play as a hunting pack of
Death Kiwis, a lone and angry Forest Troll or even a Any Faction may hire Characters from the Swords for Hire
mighty Dragon, where multiple Warbands may have to Ruleset on the Warp Miniatures website. They’re
team up and take you down! mercenaries who will fight for anyone, as long as they have
the GP to pay them. These Characters often have fun
backstories and rules and are another wonderful way to
add narrative to your games.

Imposter!
With many heroes wandering the wilds of ArcWorlde, it is
common for some to disguise themselves as the most
famous warriors to capitalise upon their reputation. When
a Sword for Hire discovers one of these impostors, they’re
rightly outraged.

If more than one player hires the same Sword for Hire
Character, if one Knocks Out the other they get +1AP for
the rest of the game. There can be only one!

49
Hiring Characters From Different Common Traits
Factions
Traits are additional rules that Characters have on their
In times of trouble, Factions may join forces to fight a Stat Profiles. Although there are many unique Traits, there
common enemy. Perhaps they hail from a land where the are some that are commonly found:
two cultures mix, perhaps one Faction is in the thrall of
the other or maybe they’re just after some good old- Agile
fashioned loot. Hiring Characters from different Factions
This Character is particularly nimble and may re-roll a
adds a new narrative layer to your games and is an
single failed Leg It roll per Round.
opportunity to utilise all the miniatures in your collection.
Death Throes
If you’re hiring Characters from an allied Faction
specified in your Faction Ruleset, they may be hired as A creature is at its most dangerous when it is mortally
normal with no ill effects. wounded. When a Character with this Trait is reduced to
20% of its HP or less, they may re-roll one D6 per
If you’re hiring Characters from other Factions, they may Activation.
be a little more unruly. When Activated, each Character
from one of these Factions must take a Bravery Test — if Dwindling Strength
failed, their AP is halved this Round. Characters with this Trait are a struggle to bring down, but
wounds eventually take their toll.
Characters from different Factions may only access their
own Faction Armouries and Spell Lists. If a Monster loses half of their original HP, they also lose
D3 of their total AP. Each time a Titan loses a quarter of
its original HP, their total AP is reduced by D3. These
effects are reversed if the Character regains lost HP.

Fearsome

This Character causes their foes to quake with fear. If this


Character moves within 3” of an enemy Character on a
smaller base size, the enemy Character must take a Bravery
Test. If they pass, this Trait has no more effect on them.

50 51
Flammable If a Gobbled Character is Knocked Out or fails a
Legendary Feat to escape, they are removed from the
This Character is vulnerable to fire. Certain Attacks, game and the hungry Creature regains D6 HP. Delicious!
Equipment and Spells may cause additional effects to
Characters with this Trait. Monstrous Mount

Some Creatures can be ridden into battle by non-Creature


Fly
Characters. Whilst mounted, riders count as being in
This Character may move over Terrain features Cover. Both riders and mounts are Activated at the same
unhindered. time and share the mounts’ base and movement Actions.
Riders and mounts should be targeted separately by
Gobble Attacks.
Many Creatures in ArcWorlde are carnivorous and relish If mounts are Knocked Out, riders take D6 Hits and count
any opportunity for an easy meal. A Character with this as Prone. If riders are Knocked Out, the mount must take
Trait can attempt to swallow a Character in base contact a Bravery Test.
whole!
Pack Hunter
Monsters may Gobble any Character on a 30mm base.
Titans may Gobble any Character on a 30mm or 40mm Up to three of the same Character with this Trait may be
base. Gobbling a foe is a Medium Feat and, if successful, Activated at the same time. They may re-roll a single failed
the Gobbled Character takes D6 Hits and is removed from Hit each if they use the same Attack against the same
the game board. target.

When the Gobbled Character is next Activated, they must Split Activation
immediately attempt a Medium Feat to try to escape. This Character can spend their AP across multiple
On a success, the Gobbled Character is coughed back up Activations. The player may end the Character’s
onto the battlefield. They may continue their Activation as Activation and Activate them again after any of their
normal, if not a little traumatised. opponent’s Activations. This may happen multiple times
within a Round until all the Character’s AP have been
If this Feat is failed, the Gobbled Character takes an spent. The Character may only make their free movement
additional D6 Hits and their Activation immediately ends. once per Round. In subsequent Activations, the Character
The next time they’re Activated they can try again, but may move again, but only by using Leg It rolls. Each Leg
each time the Feat difficulty is increased by 1. It roll difficulty progression starts afresh each Activation.

52 53
• 2–5: Beast
Solo Play
• 6–8: Unit
In ArcWorlde, there’s always a chance of encountering
dangerous Warbands or Creatures. These rules will allow • 9: Elite
you to play games of ArcWorlde against Rogue Warbands
controlled by the roll of dice, allowing you to battle them • 10: Mage
on your own in solo play or introduce an antagonist for
games with your friends. • 11: Irregular

• 12: Heavy

As there are many more options within the Bestiary, if you


Creating a Rogue Warband want to create a Creature Rogue Warband, use whatever
miniatures you have in your collection or the specific
The easiest way to create a Rogue Warband is to use the Creatures described in the Scenario you’re playing.
miniatures you have available to create a force with the
same Game Value. If you’d like to create a randomly Deploying Rogue Warbands
generated Warband to battle against, use this system to
work out its composition. If the Scenario you are playing has specific deployment
rules, follow them for the Rogue Warband as you would
First, buy a Commander and for a player. If not, deploy any Rogue Warband within 6”
equip them. If you’d like to of the opposite table edge to the player-controlled
keep things simple, purchase Warbands — choose a table edge if more than one would be
the Equipment that your valid.
miniature is sculpted with.
If you’d like to get more If you’d like the Rogue Warband to arrive on the board at
creative, equip the Commander an undetermined moment, roll a D6 at the start of every
(and any other Characters in Round. On a 4+, deploy the Rogue Warband at a table
the Warband) as you see fit. edge or Terrain feature as desired.

Once a Commander has been chosen, roll


2D6 to add additional Characters until the Game Value is
met:

54 55
Initiative If not, when a Rogue Character is Activated, roll a D6 to
determine how they’ll behave in the Activation:
When the players roll for Initiative at the start of the
Round, roll an additional die for the Rogue Warband. 1. Timid - The Rogue Character spends their free
movement to move away from the nearest player-
Activating Rogue Characters controlled Character in the opposite direction to
which that Character is facing. If this isn’t possible,
There are many potential ways to determine the order that they don’t move.
Rogue Characters are Activated during a Round,
depending on how you like to play. Here are some 2. Territorial - The Rogue Character doesn’t move
suggestions: unless a player-controlled Character is within 3”. If so,
they spend their free movement to move towards them
• Assign each Rogue Character a number and use dice, a and Engage them in Melee Combat.
random number generator or your ArcDeck to choose
which are Activated. 3. Greedy - The Rogue Character makes their free
movement and up to two Leg It rolls towards the
• Activate the Rogue Character nearest to a player- nearest objective or Arcanite Token. If they have AP
controlled Character that hasn’t already been left, they must attempt to interact with the objective
Activated. (as described in the Scenario) or attempt to pick up the
Arcanite Token.
• Activate the Rogue Characters in an order that you see
fit, depending on the flow of the game. 4. Rampage - The Rogue Character makes their free
movement and as many Leg It rolls as possible to
Before a Character with the Split Activation Trait is attempt to Charge the nearest player-controlled
Activated (see Common Traits), roll a D6. The result is the Character.
maximum number of AP they can spend in this Activation.
Once the AP is spent, their Activation is over, and the 5. Bully - The Rogue Character makes their free
game moves on to the next player. movement and up to two Leg It rolls towards the
player-controlled Character with the lowest remaining
Behaviour Rolls HP. If at any point they move close enough to use
their Ranged Attack, they stop their movement and
If a Rogue Character is Engaged, they fight as normal (see
take a single Shot. If they make base contact with a
Fighting in Melee Combat).
different player-controlled Character, they Engage
them.

56 57
6. Glory Hunter - The Rogue Character makes their free If a Rogue Character is Engaged with more than one
movement and up to two Leg It rolls towards the player-controlled Character, they target the one with the
player-controlled Character with the highest lowest amount of HP remaining.
remaining HP. If at any point they move close enough
to use their Ranged Attack, they stop their movement Feats
and take a single Shot. If they make base contact with a
different player-controlled Character, they Engage Some Rogue Characters may need to attempt Feat Rolls.
them. If so, they spend 1AP per level of difficulty to attempt the
Feat.
Taking Shots
Traits
After they’ve fulfilled their Behaviour Roll, if a Rogue
Character has a Ranged Attack, isn’t Engaged and is in If a Rogue Character has a Trait that requires AP to be
range, they spend their remaining AP Shooting at the spent to occur, after they’ve achieved the objectives in
nearest player-controlled Character. When taking a Shot, their Behaviour Roll, they roll a D6 for each Trait. On a
the Rogue Character spends 1AP per difficulty level of the Success, they use the Trait, if it’s possible or feasible to do
Feat required. If they have any remaining AP, they so. Some Traits will require a little bit of common sense, so
continue to take Shots until it has been spent. use your discretion. If it doesn’t seem like the right time to
use a Trait, then they wouldn’t use it.
Fighting in Melee Combat
Magic
If a Rogue Character is Engaged with a player-controlled
Character, they spend their remaining AP making Attacks Each Mage casts one Spell per Activation. To determine
against them. which is cast, allocate each Spell a number and roll a D6
until one of the numbers is rolled. When casting Spells, a
If a Rogue Character has three Attack possibilities, roll a Rogue Mage will always spend AP to draw more cards if
D3 to determine which one they use. If a Rogue Character needed, even if it results in the Spell being Overpowered.
has two Attack possibilities, roll a D6. On 1–3, they use the
first, and on 4–6, they use the second. Continue until all Spells that deploy Characters on the board (such as the
their AP has been spent. Wizard Spell ‘Summon Sprites’), will always be used if
there are currently undeployed Characters of that type.
If a Rogue Character doesn’t have enough AP to make the
Attack or if the Attack can otherwise not be made, they
use their Attack with the lowest AP cost instead.

58 59
Arcanite
Rogue Characters will always try to collect Arcanite, if
possible. If in base contact with an Arcanite Token, they’ll
attempt to pick it up before any other Action. Rogue
Characters will never spend Arcanite Tokens and will cling Environment:
onto them until they’re Knocked Out or the Tokens are
taken from them. The Mildaark Forest
Roleplaying Rogue Characters The Mildaark Forest is a dangerous and mysterious place
with a mind of its own. While venturing within it, you
There may be times when players feel it would be more never know how it might react to your presence. The trees
thematic for Rogue Characters to act differently to the themselves shift and change, and it seems like the very
rolls made. Maybe an enemy Wizard would cast more than fabric of reality can be warped to unknown whims. Maybe
one Spell, or a mighty Dragon wouldn’t roll a 1 on their it is all that Arcanite said to be hidden within its depths…
Behaviour Roll and skulk away with their tail between
their legs. Rogue Warbands are adversaries to add The Mildaark Forest is an Environment — an optional rule
excitement for you, so feel free to roleplay them as you added to a game to represent a particular location (see
wish to better play out the story. Setting up the Game). At the start of each Round, draw a
card from the ArcDeck to see how the Mildaark Forest
reacts to the presence of the Characters in play:

2 – A cache of armour and weapons is revealed under the


trunk of an ancient tree. Randomly place a token on the
board — Characters can pick up the token with an Easy
Feat. If they do, the Character may equip themselves with
anything from the Common Armoury, and the token is
discarded.

3 – The forest seems to come alive, with entire trees


moving to reclaim the clearing. Randomly place three
trees in open areas that contain no Characters. These
remain for the rest of the game.

60 61
4 – A seemingly innocuous mound of stones thrums with J – The air sparkles with minute crystals of Arcanite. Those
energy — an ancient Elven portal appears. Place two who breathe them in feel blessed. All Feat attempts are
tokens randomly on the board. Characters in base contact rolled at an Advantage.
with one token may instantly move to the other token.
The portal disperses at the end of the Round. Q – The forest thrums with angry energy, with branches
and vines attacking those they can reach. For this Round,
5 – A rustling in the underbrush reveals a creature that runs any Character that moves within or Activates within 6” of a
onto the battlefield. A Beast from the Bestiary appears on board edge takes D6 Hits.
the board. Use whatever model you wish and control them
using the Rogue Warbands rules. K – With a roar, a mighty creature crashes through the
trees. Place a Monster from the Bestiary on the nearest
6 – A crop of glittering Arcanite grows up from the table edge to the person who drew the card, in any
ground. Place three Arcanite Tokens randomly on the position in Open Terrain. It reacts using the Rogue
board. Warband rules and wanders off at the end of the Round.

7 – A strange aura descends upon the battlefield and time A – A magical relic is discovered on the battlefield,
seems to not act as it should. All Characters gain +2AP this embedded in an ancient cairn. Randomly place a Fabled
Round. Artefact (see Equipment) on the board. It can be pulled
out with a Medium Feat when a Character is in base
8 – A luscious bush teeming with fruit appears in the centre contact. If it isn’t claimed, it disappears into the forest at
of the battlefield. Its bounty heals those who feast upon it. the end of the Round.
Place a token up to 40mm in diameter in the centre of the
board. Each Character that manages to make base contact Joker – A mist of confusion sinks down upon the warriors.
with it regains D6 HP. The bush disappears at the end of As the trees seem to shift and close in around them, the
the Round. mightiest amongst them struggle to tell friend from foe.
For this Round, the players control the Commander(s) of
9 – The air thrums with magic, and Mages find themselves the opposing side(s).
able to cast Spells more easily than before. When casting
Spells, drawing additional cards doesn’t cost any extra AP
for this Round.

10 – A cloying mist descends upon the forest, obscuring the


view of those within. For this Round, all Feats to Shoot
are rolled at a Disadvantage.

62 63
Keep up-to-date with ArcWorlde’s living rules including
all Stat Profiles, Scenarios and other exciting game
resources. Download for free at: www.warpminiatures.com

You can learn about the lore of ArcWorlde in the


ArcWorlde Compendium, an extensive art book that
explores the peoples and creatures who populate the game.

World by Alexander Huntley


Written, illustrated and designed by Alexander Huntley
Rules edited by Edwin M. Moriarty
Proofread by Jackson Watkinson

ArcWorlde Team: Alexander Huntley, Dawn Huntley, Rob Huntley


and Wingshan Smith

Published by Warp Miniatures and Twisted Spire Press

Printed by Aldgate Press

©Warp Miniatures 2024


www.warpminiatures.com

ISBN: 9781805172840
Printed in United Kingdom

All rights reserved. No part of this publication may be reproduced or


transmitted in any form or by any means, electronic or mechanical,
including photocopying, recording or any information storage or
retrieval system, without prior permission in writing from the
publishers.

Edition 2.2
The Fantasy Miniatures Game
Contents
4
5
Interacting with Equipment ........................................................ 28
Narrative Feats 
28
Comba
Introduction
ArcWorlde is a narrative battle game for one or more 
players, where Warbands, heroes and monsters clash within
The Basics
These are the basic rules that you’ll need to understand 
before you start setting up the game. Once you’ve read
When rolling at a Disadvantage, you roll an extra D6 and 
discard the most-desired die (usually the highest).
If a roll is at
A game can be played with any Game Value the players 
wish, but as a rough guideline, a small game would be 
around 400GP, a
• 
Monster – A large Creature that’s on a 50 or 60mm base 
size.
• 
Titan – A massive Creature that’s on a 120mm base size.
•
Human-sized or smaller Characters are on 30mm bases; 
larger Characters such as Ourks, Elves or Beastfolk are on 
40mm bases;
Terrain
The wilds of ArcWorlde are varied and exciting, populated 
with all sorts of Terrain for your Characters to fight 
am

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