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Guilds - Rules v08231

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Iruhiro
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

Topics covered

  • Heroic Costs,
  • Game Setup,
  • Valor,
  • Recruiting Units,
  • Monsters,
  • Characteristic Tests,
  • Heroic Mounts,
  • Game Mechanics,
  • Game Strategies,
  • Engagement
0% found this document useful (0 votes)
361 views49 pages

Guilds - Rules v08231

Uploaded by

Iruhiro
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

Topics covered

  • Heroic Costs,
  • Game Setup,
  • Valor,
  • Recruiting Units,
  • Monsters,
  • Characteristic Tests,
  • Heroic Mounts,
  • Game Mechanics,
  • Game Strategies,
  • Engagement

A Tabletop Miniatures Skirmish Game by Artisan Guild

RULES- BETA 0.8231 INTRODUCTION


Thank you for participating in this ambitious Welcome to the universe of Guilds!
project! We are really thankful that you In Guilds you play a powerful Guild in an
decided to pick this manual and embark on intriguing arcane world called Mundus, a
this adventure with us. We hope you’ll have place pervaded by legendary creatures and
lots of fun! torn by war.

In this new update, we want to give you total As a Guildmaster of a rising guild will you
freedom in the guild you are creating. inspire brave men and women to face your
That’s why each model will now have a cost rivals and epic monstrosities, or will you
in Glory Points, so you can recruit, one by surround yourself with hordes of minions to
one, the number of guild members that you unleash havoc on the battlefield?
like and need.
Run expeditions through the world, advance
The vision behind the enormous update 0.82 through Quests in exciting campaigns,
is to bring back the great stories of upgrade your guild to recruit even more
companionship and legend of the fantasy powerful creatures and learn new spells,
tales on the tabletop; to make each character and inspire legendary characters of Mundus
shine; to represent a true guild, your guild! to join your cause!

A Huge thanks to everyone who helped with But choose your allies wisely, Guildmaster,
testing and provided feedback for this project, as siding with certain factions will prevent
especially Giulio Urso, Dustin Henderson and you from recruiting those who don’t share
Aniangela Chacón Torres. the same vision of the world.
May the skalds sing your deeds!
Paragraphs written in this format are
examples.

Paragraphs like this are lore and immersive


descriptions.

1
THE WHEEL OF FORCES Order (White) upholds the dual
principles of law tempered by compassion
and justice moderated by mercy. Factions
such as the Fighters Guild, the Requiem
Brotherhood, the Arcanist Guild and the
imposing minocs of the Order of the
Labyrinth side with the force of Order.
Order is Adjacent to Wild and Fortitude and
Opposed to Chaos and Corruption.

Wild (Green) represents the wilderness,


promotes the flourishing of natural places,
and revenge against industrialization.
Adherents of the force of Wild include the
reclusive Alfar of the Deepwood and the
Sylvan Knights, the Sunken Kingdom and
the noble Arverian Woodkeepers, the
Lizardmen tribes and the Gurunda of the
swamps. Wild is Adjacent to Order and
When you choose a Guildmaster and the Corruption, and opposite to Chaos and
starting members of your Guild, you may Fortitude.
pick Units from various factions.
Corruption (Black) is the power of
A faction is made up of several heroes and
terror, and boundless ambition, the
troops belonging to the same race or creed.
willingness to sacrifice anything for
Each faction belongs to one of the five
immortality. The Draugr from the lands of
major Forces, identified by a colored rune in
Skutagaard and the skeletons from Oldburg,
the Wheel.
the oppressive Ashen Alfar Inquisitors and
Every Force defines the principles of the the vampiric Bloodhunt Knights, the cursed
factions who belong to it, their vision of the orcs and ogres of the Frostmetal Clan, and
world, their goals and common beliefs. the enigmatic Slathaai are part of this Force,
which is adjacent to Wild and Chaos, and
This doesn’t mean that all the factions and Opposed to Fortitude and Order.
characters of the same Force know each
other; some of them belong to different Chaos (Red) represents physical brawn,
cultures—or even worlds—but at the very brutality, and rage. Chaos factions include
core their philosophy is similar enough to the unpredictable Rakshakin Headhunters,
foster cooperation. It's up to your the dark fire dwarves Dumlok Flameseekers,
Guildmaster to build bridges and find the demonic legions of The Gorge, the
synergies among your potential allies. Hobgoblin and Orcish Tribes. Chaos is
Adjacent to Corruption and Fortitude, and
At first, you will only be able to pick Opposed to Order and Wild.
characters from a single Force, but as you
expand your Guild you will be able to Fortitude (Bronze) embodies the virtues
recruit creatures from adjacent Forces. of resilience, perseverance, and honor, and
Each Force on the wheel has two Adjacent seeks to thrive amidst adversity. The
Forces, with two Minor Opposing Forces stalwart Dwarves of Skutagaard and
and one Major Opposing Force across it. Lok-Badar Dwarves, the resolute
Dragonguard, the mighty barbarians of the
Dragonpeak mountains and the deep
gnomes of Golemmar are some of the
factions within Fortitude. Fortitude is
Adjacent to Order and Chaos, and Opposed
to Corruption and Wild.
2
CREATING A GUILD The Guildhall
The Guildhall is your first GU, and is
Your Guild is composed of three elements: automatically included in your Guild at no
the essential Guild Record, the Guild Deck, cost. It gives you your first 35 GP to recruit
and the fantastic Models of your Infantry Units and as you’ll see later, enough
Guildmaster and guild member that you will Guild Valor to attract your first Hero.
deploy on the battlefield to bring epic You can’t recruit non-Infantry Units such as
battles to life. Cavalry Units without the correspondent
GU.
The Guild Deck is composed of Unit Cards
of your warriors which are recruited
through Glory Points, and the Guild
Upgrades.

Models
In the rules, the word Model refers to any
single physical miniature on the battlefield;
it may represent a Hero, Heroic Mount,
Heroic Beast or one of the Infantry/Cavalry
miniatures assigned to a Unit Card.

Glory Points
In order to recruit Regular Units such as
Infantry or Cavalry for your guild, you will
use Glory Point (GP for short), the unit of
measurement of your guild's wealth in
Guilds.
GP and Game Modes
There are multiple ways to play Guilds, and Expeditions are one-off random Quests
depending on the way you and your fellow where each player uses the same amount of
player wish to play, your guild can start as a GP and GU to build its guild.
small rookie Guild of 35 GP, or a bigger one. Expeditions guilds are usually composed of
60 GP , a Guildhall and 6 GU. It’s up to you
Guild Upgrades to choose what to do with these.
The infrastructure and facilities of your
Guild’s headquarters are represented by the A Campaign is a long sequence of Quest
Guild Upgrades Cards (GU for short). with a narrative thread that connects them,
played over multiple sessions in a specific
GU make the difference between a rookie order until the dramatic conclusion.
guild or a great one. Unlock Stables to Multiple Guildmasters compete to seize the
recruit Cavalry Units, an Armory to switch rewards of Quests over many weeks or
weapons of your Infantry, a Temple to have months and gradually gather mighty armies
a higher chance of saving victims of war and of followers. During a Campaign any Units
even Beast Lairs to recruit legendary can permanently die bringing you at
creatures such as Gryphons or giant disadvantage against your opponents. In
Golems. Many more GU are available and this game format each move is extremely
will aid you on your way to greatness. important.
In a Campaign, players begin only with their
Guildhall. This provides them with 35 GP to
recruit infantry, which in turn provides
enough Guild Valor to establish your guild’s
Guildmaster.

3
Recruiting Units Each Heroic Unit has a different Heroic
Cost value. To recruit a Hero, you invest an
amount of Guild Valor equal to its Heroic
The management of your Guild, such as
Cost. As long as he is in your Guild this
recruiting Units or getting Guild Upgrades
amount of Guild Valor is unavailable.
is not done in the battlefield during a Quest
Update the Guild Record to track your total
or Expedition, but before starting one (or
and available Guild Valor as these numbers
after one ends if you are playing a
may change progressing in a Campaign.
Campaign) by filling and updating your
If, while playing a Campaign, a Model
Guild Record.
permanently dies reducing your Guild’s
By recruiting a Unit you’ll get its Model and Valor, Heroic Units will not leave if the Guild
the corresponding Unit Card. Valor goes below their requirements.
The Model is the representation of the Unit
in the tridimensional Battlefield. Your guild is made of 3 Infantry Units: a
The Unit Card provides information for the Dragonguard - Priest, a Dwarven
Unit (or Units) to which it is associated, and Oathbreaker - Axegunner, and a Dwarven
is activated during the Activation Phase to Mountaineer - Drengr, whose total Guild
perform movements or attacks for its Costs makes for a Guild Valor of 28.
associated models.In your Guild Record you Being able to recruit a Hero of 28 Heroic Cost,
have to list your Units and name each one of you decide to recruit Ulfgar Runekeeper (22
them. Heroic Cost). 22 out of 28 Guild Valor points
are locked by Ulfgar, so you are left with 6
Units are divided in two major groups: Guild Valor Points.
Regular Units such Infantry and Cavalry,
and Heroic Units: Heroes, Heroic Beasts and
Heroic Mounts.

Valor
Each non-heroic Model has an associated
cost paid in Glory Points called Valor, as
indicated on its Unit Card. To include a Unit
in your guild you have to pay its Valor in
Glory Points. Use your Guild Record to
write down how many GP you are left after
every transaction, and how many Units you
have recruited.
Choosing a Guildmaster
By recruiting a Fighter’s Guild Vanguard The first Hero you recruit is elected as
whose Valor is 6, you will pay 6 GP from your Guildmaster (GM for short), the backbone
reserve. At the beginning of a Campaign of any Guild. The Force of the GM and his
starting with 35 GP per guild, your guild will starting Units must be the same and
be left with 29 GP by recruiting a Fighter’s determines your Guild's starting Force.
Guild Vanguard. You get the Unit Card and Any other Units you recruit must be from
the correspondent Model, and list it in your your starting Force, but can be from any
Guild Record giving it a name: Erik, Fighter’s faction or race within that Force.
Guild Vanguard. As you recruit new Heroes, you may elect a
new GM, which takes the place of the
Guild Valor & Heroic Cost previous one.
Heroic Units can’t be bought with GP. They
All GMs are Heroes, but not all Heroes are
are attracted by your Guild’s total Valor
GMs! For this reason, rules that are specific
value, excluding the valor values of Heroes
to Heroes also apply to a GM; but rules that
and Guildmasters.
are unique to GMs do not apply to other
Heroes. Each Guild can have only one GM.

4
UNIT CARDS
As introduced, every time you recruit a Unit
and add it to your Guild Record, you also get
the corresponding Unit Card added to your
Guild Deck.

In addition to Guild Upgrades, your Guild


Deck will include all Unit Cards of your
regular and Heroic Units.

Assigning Units to a Card


You can get multiple Infantry and Cavalry
Units of the same name and weaponry if you
have enough GP.
When you do so, a single Unit Card is
shared for up to three Units of the same
name and weaponry.
Cards are in fact an active component of the
game and are used to Activate the assigned
Units on the battlefield.
When you recruit more than three Units of
the same name and weaponry, you gain the
ability to get one more Card, and assign the
rest of those Units to that Card.
The final cards will be available at a later
Having spent 30 GP to recruit 5 Fighter’s stage.
Guild - Vanguard (FG - V for short), you
assign 3 of them to a Fighter’s Guild -
Vanguard Card, and the last one to another
copy. Your Guild Record now contains 2
Cards of FG - V, one of which has 3 Units
assigned, the other2.

Recruit Limit
Heroes, Heroic Mounts, Heroic Beasts, and
every Unit with more than 1 Heroism
(represented by the little Skull next to the
Card name) are Unique characters: you can
include just one of those in your guild.

5
Unit Characteristics Might
A Unit’sMight represents its
The next few paragraphs help you physical toughness and ability
familiarize yourself with the Unit Cards and to shrug off lethal damage.
how to read them. When a model takes damage
The functions of each characteristic will be from an attack or effect, it
explained in greater detail in the following suffers Wounds. When a model has a
chapters. number of Wounds equal to or greater than
its Might, it’s Vanquished and removed from
Force the battlefield.
The gem on your card represents its Force.
Each Unit Card belongs to a Force. You can Might (Regenerant)
only recruit Unit Cards that match the A Regenerat Might score,
Force of your Guildmaster or that of your indicated with this symbol,
Diplomatic Deal. represents the ability of the
model to heal a Wound at the
Name beginning of each Activation
Each Unit has a default name to identify it. Phase.
Except for Heroic Units, the name includes
the Weaponry used by the model, such as Deflection
Archer or Defender. A Unit’s Deflection (Def)
In your Guild Record, you can assign a represents the coverage of
personal name to every Regular Unit. protective armor or thick
natural hide that prevents
Tags enemy blows from causing
Tags listed on the Unit Card help you injury. When an enemy rolls attack dice
identify extremely important information against a model, the target number for the
about the Model; whether they are Infantry, dice rolls to damage it is its Deflection.
Cavalry, Heroes, ect.
Willpower
Heroism A model’s Willpower (Will)
Heroism represents the Unit’s represents its courage,
resolve or its favored destiny. It presence of mind, and focus.
is represented by the Skull Willpower is used for certain
Icons next to the Unit Card tests, such as resisting the
name and it indicates how many effects of fear or supernatural mental
Heroic Wounds a model can collect before influence. Additionally, Willpower directly
being removed from the game. All determines how many spells an Arcanist can
non-heroic Models have only one Heroism, cast.
and while it is common for Heroes to have
two Heroism, some extremely powerful Dexterity
Heroes may have as many as three Heroism. A model’s Dexterity represents
both its physical agility as well
Valor / Heroic Cost as movement speed. When
The number located on the Force Gem making a Movement during its
indicates the cost of recruiting the Model. activation, a model can move a
If the Unit Card represents a Heroic Unit, number of inches equal to its Dexterity.
this score represents his Heroic Cost. Dexterity is also used for certain tests, such
as disengaging from melee, jumping, or
climbing.

6
Dexterity (Special) Abilities
Special Dexterity describes the Most models have one or more special
ability to ignore Difficult Abilities granted from intense training and
Terrains movements, and to experience or supernatural powers that sets
Climb and Jump without them apart from other warriors.
difficulty. In the Cards it is
indicated by a (S) near the Dexterity score. ◆ Passive abilities indicated with ‘(P)’ are
always in effect.
Dexterity (Levitating)
◆ Fatigue abilities indicated with ‘(F)’ are
Levitating Dexterity indicates
Active Abilities that require extreme
the ability of a model to
physical exertion to accomplish. A model
Levitate. In the Cards it is
gains one or more Fatigue when it uses a
indicated by a (L) near the
Fatigue ability.
Dexterity score.
◆ Torment abilities indicated with ‘(T)’ are
Resistance and Weakness Active Abilities that cause mental or
This space on the Unit Card supernatural stress in order to manifest.
represents the Resistance and the A model gains one or more Torment when it
Weakness of the Unit to source of uses a Torment ability.
damage such Fire or Thunder, or
against special conditions like Stun
or Bleed.

Attack (ATK)
Attack dice rapresent the
strength, weapon quality and
the ability of a model to inflict a
decisive blow.
Each model has one or more
attacks they can perform with equipped or
natural weapons. When a model makes an
attack roll with a weapon, roll a number of
dice equal to that weapon’s Attack stat. Each
die result that equals or beats the target’s
Deflection stat is a Hit. Most attacks cause
one Wound per Hit, but when the result of
an attack die is a natural 6, it’s a Critical Hit,
which causes two Wounds to the target.

7
GUILD UPGRADES
◆ Animancy Arcanum: Unlock a single rank of
Whether you're playing a quick Expedition Spells from this domain every time you get
with a high number of Guild Upgrades, or a this Upgrade (I, II and III) to all your
Campaign where you start as a rookie Guild proficient Arcanists.
with no GU and slowly unlock them, this list
will help you plan your guild. ◆ Necromancy Arcanum: Unlock a single rank
of Spells from this domain every time you
Whether you are rewarded with a GU for get this Upgrade (I, II and III) to all your
completing a Quest Objective, or are getting proficient Arcanists.
it for an equally balanced match in an
Expedition against your opponent, you list it ◆ Armory (unique) (only Campaigns): Allows
in your Guild Record and its Card is added you to exchange the Weapon sets of Regular
to your Guild Deck. Units between a Quest and another.
Check the Campaign Rules for more details.
◆ Guildhall (unique): Let you spend GP to
recruit Infantry and Heroes. Provides your ◆ Training Halls (unique) (only Campaigns):
first 35 GP. Allows you to promote Regular Units to
Champions between a Quest and another.
◆ Stables (unique): Let you spend GP to Check the Campaign Rules for more details.
recruit Cavalry Units.
◆ Temple (unique) (only Campaigns): Let you
◆ Diplomatic Deal (unique): Choose an roll 2 dice instead of 1 for each Casualty Roll.
adjacent Force; from now on you are Check the Campaign Rules for more details.
allowed to recruit from this Force.

◆ Beast Lair: Let you invest Guild Valor to


recruit a single Heroic Beasts or Heroic
Mounts.

◆ Elemental Arcanum I, II and III: Unlock a


single rank of Spells from this domain every
time you get this Upgrade (I, II and III) to all
your proficient Arcanists.

◆ Druidcraft Arcanum I, II and III: Unlock a


single rank of Spells from this domain every
time you get this Upgrade (I, II and III) to all
your proficient Arcanists.

8
DICE For example: during an Attack Action, an
Archer with ATK 2 would roll 2D6 when
Gilds uses regular six-sided dice, also shooting with its bow. Then, every single dice
referred to as D6, for all dice rolls such as result is compared with the DEF of the target.
attacks or tests. When rolling one or more For instance, to Wound a model with DEF 4
dice, the notation ‘1D6’ indicates one die, only rolls with the result of 4 or more are
while 2D6 means two dice, 3D6 means valid.
three dice, etc.
The outcome of many types of Actions, such Always pay attention to Spells and Abilities
attacks, casting spells, and tests are offensive rolls: some Spells or Abilities use
determined by a dice roll. When a die is these rolls only to determine if they succeed
rolled, the value showing on the top face is to inflict their effect or not, without causing
the Result. Compare the result to the Target any Wounds.
Number of the roll to determine if the die
generated a Success. In GUILDS, at least that Defensive Rolls
is not otherwise specified 1 is always a
Failure. Defensive rolls are provided by Shields,
certain Abilities or Spells, by getting Cover
Offensive Rolls behind a Barrier or by following a
Guildmaster shouted order to guard a spot.
An Offensive dice roll is used for Attacks, Depending on the source, a model may
Abilities and Spells. possess various Defensive Rolls as they can
stack.
The player making the dice roll is the
attacker, while the target of the attack is Certain Defensive Rolls are temporary and
the defender. The attacker gathers a they run out once used, like the one gained
number of dice equal to the ATK of their by following a Guard! Shout Order.
weapon or spell to form a dice pool. Some
A model with 1 Defensive Roll may roll 1D6
effects or special rules modify this pool by
when receiving a Wound: by obtaining 5 or
adding or removing dice. The target number
6, the Wound is ignored.
of the attack roll is typically the target’s Def,
but it could be another stat such as Will, or By possessing multiple Defensive Rolls, a
a static number such as 4. model may roll multiple dice to ignore
multiple wounds.
The attacker rolls the dice of their pool and
compares the result of each die to the
A Orc Grunt receives 3 Wounds from an
target number. Each result that equals or
attack inflicted on it by a Gryphkin Defender.
exceeds the target number is a success, and
The Orc is in possession of a total of 3
each result of 6 is a Critical Hit.
Defensive Rolls: 1 for carrying out a Guard!
Each result lower than the target number is Order in the right place shouted by his
not a success and has no effect. The Guildmaster, 1 for getting Cover behind a
attacker is said to have Failed if none of the Barrier, and 1 additional one bestowed by his
attack dice are successes. Shield.
The Orc makes his Defensive Rolls for 3 dice:
Some special abilities and rules apply when his results are 2, 4 and 6. Being 2 and 4 two
a model fails an offensive dice roll. fails, he ignores only one Wounds out of the 3
thus getting 2 Wounds.
Typically, the target suffers a number of
Wounds equal to the number of Successes
on the attack roll. Each critical hit also
causes an additional Wound.

9
Characteristic Tests Rerolls
Some special rules or effects allow one or
A Characteristic Test is used to determine more dice to be Rerolled. When a die is
the outcome of some physical or mental rerolled, pick it up and roll it again, ignoring
challenges a model might face. the first result and taking the second result.
A characteristic test will indicate what stat A die can never be rerolled more than once.
is used to determine the target number. For If more than one effect allows dice to be
example, a WILL test uses the target’s own rerolled, reroll all of those dice once at the
WILL stat. When a model makes a same time.
characteristic test, roll a single die and
compare the result to that model’s stat Roll Off
being tested. The special rule or effect Two or more players may perform a Roll-Off
describes what happens if the model to determine the outcome of some game
succeeds or fails the stat test. rule. Each player rolls a single die and
compares the result to all other players’. The
If the result is either greater than the player with the highest result wins the
model’s stat, or a natural 1, the test is failed. roll-off. If two or more players have the
If the result is not a 1 but less than or equal highest result, those players roll again.
to the model’s stat, the test is Successful. Continue rolling until only one player has
the highest result.
Models with 0 Will are generally artifacts or
siege machines. Immune to Will
characteristic tests, they don’t perform it
and have guaranteed Success.

Double, Triple and Scale


Some special abilities or effects are
triggered when a model rolls doubles,
triples, or scales during an offensive roll.
The effect will describe what happens when
these results occur.

A Double is when two or more dice results


are the same, such as two 3s.

A Triple is when three or more dice results


have the same number such as three 5s.

A Scale is when three dice results are a


sequence of either (1,2,3), (2,3,4), (3,4,5), or
(4,5,6).

A double, triple, or scale can occur even if


none of the dice results are successful. For
example, if you roll (2,3,4) against a target
with DEF 5, it’s still considered a scale, even
though none of the dice are successful.
Similarly, rolling (1,1,4) is still a double, and
(2,2,2) is still a triple.

A roll could be more than one of these. For


example, a roll of (3,4,4,5) is both a double
and a scale.

10
QUESTS Battlefield Setup
Quests are the place where epic battles are The 30”x 30” Battlefield is divided by 4
played and heroic deeds are accomplished. imaginary lines generating 9 Quadrants of
10" x 10", as in the picture.
There are two kinds of Quests: the
randomly generated Guild Expeditions
(Expeditions for short), and the pre-built
Quests that compose the Campaigns, which
feature a sequence of thematic Quests
relevant to a storyline.

Quests determine how the battlefield is


built, where the models can be Deployed,
Special Rules, Events, what’s the main
Objective to achieve Victory and so on.

You can play a standalone Guild Expedition,


start and play with your friends a full
Campaign where your Guild grows Quest by
Quest, or even combine the two and have a
unique story composed of various
Expeditions following the Campaign Rules.
Scenic Elements
Scenic Elements such as rocks, ruins and
The Tabletop trees are extremely important to add a
strategic value to the Battlefield, letting the
Guilds is played on a square 36” by 36” Models take advantage of walls and barriers
surface called the Tabletop. to take cover.
Each player has their own table edges, with Scenic Elements are placed by the players:
the immediate 3” area in front of the edge During an Expedition, as seen in the
called Card Zone. This area is reserved to Expedition Chapter, players randomly pick a
place your Upgrade and Unit Cards, leaving Biome and alternate decorating the
a square 30” by 30” area in the center called Battlefield with Scenic Elements on each
the Battlefield. Quadrant.
Also during a Campaign’s Quest players
Your Unit Cards are active components of
alternate each other, but to decorate
the game, for this reason, they need to be
Quadrants they must follow the Quest
aligned on your side of the table well in
Description to carefully place the Scenic
sight of the other opponent(s).
Elements as described.
As seen in the Expedition Chapter, your
You can use anything to simulate the
Deployment Quadrant is randomly picked
needed Scenic Elements on the battlefield,
in an Expedition, and fixed in a Campaign
like pencil for barriers, bottles for trees, cut
Quest.
out paper silhouettes to simulate lakes,
ponds and so on.

After the Terrain is ready, all players roll for


Initiative.

11
Quest Winner Quickstart Guide
Main Objectives are goals relevant to the 1. Create your Guild.
storyline typical of Campaign Quest.
If a Guild achieves the Main Objective of the 2. Set up the Battlefield (See Expedition
Quest it automatically wins the Quest. Chapter or the Campaign Book)

In case of Expeditions, or if no guild 3. Roll for Initiative.


manages to complete the Main Objective of
4. The player who won the Initiative chose a
a Campaign when the fifth Round ends, the
corner Quadrant and Deploy its Units.
total Valor and Heroic Costs of the
Vanquished enemies are summed and the 5. The other players Deploy in Initiative Order.
guild who scores the most is elected as
Winner. 6. Follow the Game Structure as seen in the
next Chapter and have fun!

12
QUEST STRUCTURE Deployment
At the beginning of the Quest, the Player
A Quest of Guilds takes place on the who won the first Initiative Roll starts by
Battlefield over five rounds. In each round, deploying his or her Guild models on one of
the players play through each phase. the 4 corner Quadrants of his choice; when
that is done, the next player will do the
Rounds same in the opposing Quadrant.
Each round is divided in 4 phases: It starts In most Campaign’s Quest there are
with the players determining Initiative reserved Quadrants for the players to start.
order. Then the round proceeds through the In this case, the player who won the first
Event Phase, the Activation Phase where the Initiative roll may decide in which one of
Units move and fight, and the End Phase. the available player Quadrants he or she
When the End Phase is terminated, another wants to deploy its guild.
Round starts from the Initiative Roll. In certain quests, there might even be a
fixed starting position for each Guild.
◆ Initiative Roll
◆ Event Phase
◆ Activation Phase Event Phase
◆ End Phase
During the Event Phase any special event
specific to a Campaign Quest takes place,
Initiative Roll
and Spawn Points are activated.
At the beginning of each round, the players
Finally, Guildmasters are able to issue Shout
roll to establish the Initiative Order for the
Order following the Initiative order.
round. The initiative order determines who
The Event Phase ends and the Activation
goes first in each subsequent phase of the
Phase begins.
current round.

Each player chooses one of their models on Activation Phase


the battlefield and rolls a number of dice
equal to that model's DEX. Then they add During the Activation Phase, players take
the results of their dice together to get an turns Activating one of their Ready Unit
initiative total. The player with the highest Cards to perform Movements and Actions,
total is the Initiative Player for that round, such Spellcasting, Attacking or using
and the rest of the players have an initiative Abilities, with all the models assigned to
order in descending order from highest to that Card.
lowest. Initiative Roll is made at the
beginning of each new round. After a Unit Card has finished its activation,
it becomes Exhausted: Turn its Unit Card
If two or more players have the same sideways to show that all models assigned
initiative total, those players Roll Off to to that card had already been activated this
determine which player is considered round.
higher in initiative.
Once all players have Activated and
You choose Alvar Giantslayer (Dex 4) to roll Exhausted all of their ready Unit Cards on
for Initiative, so you roll 4D6. Your opponent the Battlefield, the Activation Phase ends
chooses Kaladas Soulsplitter with Dex 6 and and the End Phase begins.
rolls 6D6. You roll a 13 with your dice and
your opponent rolls a 22. Your opponent
starts the Round issuing the first Shout
Order.

13
End Phase Card Status Terminology
During the End Phase, players Activate The following terms apply to Unit Cards as
Monsters and check any scenario-specific players Activate them.
victory conditions.
Ready
Once all phases of a round are over, if the A Ready Unit Card’s model(s) haven’t been
victory conditions are met, the game is over Activated yet in a round. Ready Unit Cards
with one or more players declared the are indicated with their Unit Card oriented
winner(s). If the game is not yet over, it upright in the player’s Card Zone.
continues with a new round, beginning
again with an Initiative Roll. Exhausted
A game of Guilds is over after five rounds. An Exhausted Unit Card is one whose
model(s) had already been Activated in a
round. After all models assigned to a Unit
Card ends their Activation, turn their Unit
Card 90 degrees on its side to mark that it is
Exhausted.

Except Wounds, Heroic Wounds, Torment


and Fatigue, 1 Token for each type is
discarded when a model is Exhausted,
including Penalties, Boosts and Condition
Tokens.

Rally
At the beginning of the Event Phase of each
round, each player Rallies all of their
surviving Unit Cards by turning their
Exhausted Cards upright to the Ready state.

Rarely, some special Ability or Effect might


rally a Unit Card in the middle of the round.
If so, that Units becomes Ready again and
can be chosen to Activate an additional
time. Heroes discard 1 Fatigue and 1
Torment when their Card rally.

Routed
A Unit Card becomes Routed if it once had
models on the battlefield, but now has no
remaining models due to them being
Vanquished: Flip the Unit Card in your Card
Zone upside-down. Routed Units don’t
ready or Activate for the rest of the Quest.

If at least one model assigned to the Routed


Unit Card gets back in game through
Resurrection or other abilities, spells or
effects, turn its Unit Card upright.

14
EVENT PHASE Shout Orders
At the beginning of the Event Phase, each During the Event Phase, after eventual
player Rallies each of their Exhausted Unit Quest Events take place, each Player’s
Cards with at least one surviving model on Guildmaster (if still in play) can Shout
the battlefield. Orders to a single model that is within 12”
from him/her. Shout Orders follow the
Then, the players resolve the Special Events Initiative order rolled at the beginning of
of the Quest and Spawn Points, if present. the Round.

To do that, the player with the lowest Order subjects and instructions are aimed
Initiative rolls 3D6 for each Event or Spawn at a single one of your models and have to
Points: Quest Events and Monster be clear: you must point which model must
Deployment could occur in relation to the follow the order and who or what its target
roll as described in the Quest Scroll or is, by pointing it with your finger. Orders
Spawn Point. are such as “Lok Badar Shieldbreaker, charge
that Ogre Marauder!”, “Merrian Silverfinger,
After that is done, each Guildmaster has an run to that point!” or “Ashen Inquisitor,
opportunity to issue Shout Orders. defend that Shrine!”.

There are various types of Shout Orders and


each one uses a special Token that is placed
on the table.
In order to Shout an Order, all targets (both
allies and enemies) of the Order need to be
at sight of the GM.

Attack!
The GM orders a model of his guild to
attack a target model during the current
Round. Declare which model is receiving the
order and place the first Attack Order
around it; the second Attack Order Token is
placed next to the enemy target to mark it.

The next time the friendly model with the


Attack Order Token activates this round it
may roll +1 Atk with his Attack Action.

If the model successfully carries out the


order by attacking the target, remove the
Attack Order Token.

If the friendly model possessing the Attack


Order Token does not attack the target,
then the Token remains till the end of the
round, then is removed and the GM suffers 1
Torment.

15
Guard! Run!
The GM orders a model of his guild to The guildmaster orders a model of his guild
defend a particular spot. Declare which to quickly run to a specific spot. Declare
friendly model is receiving the order and which friendly model is receiving this order
place the first Guard Order next to it; a by placing a Run Order Token next to it, and
second Guard Order Token is placed on the place a second Run Order Token on a spot
spot you wish to defend on the battlefield, on the battlefield within Line of Sight from
within Line of Sight of the GM. the Guildmaster: this will be the spot your
target must reach.
If the model possessing the Guard Order
Token is within 1” of the spot to defend with The Run Token confers your friendly target
a Guard Order Token, it gets a temporary +1” Movement for every Movement it makes
Defensive roll. during the current round.

The model chosen to guard the spot If the model ends its activation within 1” of
successfully carries out the order if it is the Move Order Token on the battlefield,
within 1” of the Guard Order Token at the then the model has successfully carried out
end of the round. The Token remains on the the order: remove the Token from the
battlefield and is not removed. battlefield.

If at the end of the round the chosen If the Token remains on the spot at the end
friendly model possessing the Guard Order of the round, showing that the model failed
Token is not within 1” of the spot to defend to carry out the order, then remove the
where the Token is, then it failed to carry Token and the guildmaster suffers one
out the order. If this happens, the Torment.
Guildmaster suffers 1 Torment.

During the Event Phase, immediately before


giving a Shout order, you may remove a
Guard Order Token from the battlefield.
Each Guildmaster can have up to one Guard

Order Token on the battlefield at a time: if


you issue a Guard! Shout order, and there is
already a Guard Order Token on the
battlefield, remove the old one before
placing a new one.

16
ACTIVATION PHASE During the Activation Phase, you decide to
activate first Kivael Silverwind. You Move the
Guilds uses a timely alternate activation Alfar Hero and finally cast a Spell as Action.
system where players take turns activating At the end of its Activation Kivael’s Card is
one card at a time. Exhausted.

During the Activation phase, players After that, your opponent decides to activate
Activate one Card at a time to pursue their the Lok-Badar Defender Card. As she
objectives and counter the strategic choices possesses 3 Lok-Badar Defenders and all of
of their opponents. By doing so, the models them belong to the same Unit Card, she
assigned to a Card make their Movements, Activates all the 3 Defenders by moving
perform Actions such as Attacking with forward 2 to engage Kivael, while the 3th
their Weapons, Spellcasting and so on. Defender moves to the left to engage a
wandering Monster and Attacks it. Once each
The players continue alternating by Defenders Activation has been sorted, the
activating one Unit Card at time until they Lok-Badar Defender Card is Exhausted.
have no more Ready Unit Cards.
It’s again your turn during this first
Activation Phase, so you Activate your
Activating a Unit Card
Deepwood Alfar Predator Card to shoot an
Starting with the player who won the
arrow to one of them. As every surviving Unit
Initiative Roll, players alternate in initiative
Card is Exhausted, this Activation Phase ends
order activating 1 of their Unit Cards at time
until all surviving Unit Cards have been
activated. Multiple Models
Assigned to a Card
When it’s your turn to activate a Unit Card, In Guilds, models assigned to the same Unit
choose a Ready Unit Card you control and Card don’t need to remain near to each
activate it. Take any Movement, Attack other during their Activation.
actions, or other actions for that Unit Card. Activating a Unit Card with more than a
When it’s done taking its actions, exhaust model assigned is a way to activate more
the Unit Card by rotating it 90 degrees. than a model at once before your adversary
Then the next player in Initiative order can take its turn on activating Units.
activates a Unit Card.
When you activate a Regular Unit Card
It’s possible that a Player has no more Unit consisting of two or more models, such as a
Cards to Activate while the other players Infantry or Cavalry Card with assigned 2 or
yes. In this case, Players who have Unit 3 models of the same name and weapons,
Cards to Activate alternate between them, You select one model in the Unit Card and
while the Player with all Unit Cards take all of its movement and other actions.
exhausted waits till the next Round. Once that model is done, choose another
model in the Unit Card and take all its
When it’s your turn to activate a Unit Card
actions. Continue until each model in the
and you have at least one Ready Units, you
Unit Card has performed all its actions.
must Activate a Units, even if you plan to
Then the Unit Card activation is over.
just Exhaust the Card not performing any
movement or Actions with it. In fact, you
cannot skip Activating a Unit Card if you
have at least one of them Ready.

Once all Unit Cards are Exhausted in a


round, the Activation Phase ends.

17
Multiples of Unit Cards Guildmaster Commands
If your Guild contains two or more copies of
the same Unit Card, you have to mark or Guildmaster Commands (GM Commands for
indicate which of those models belongs to short) are special Abilities available to your
specific Unit Cards. You can paint the GM that you use to immediately Activate
models of the first Unit Card in one color one or more models of your guilds during
and use a different color for the models in his Activation. GM Commands doesn't
the second Unit Card, or some other means provide extra Activations per round, but
to differentiate them, such as numerating allows the target Units to act immediately,
their bases or writing the Units name on it. quickly changing the tide of the battle.
The important thing is that when activating
one Unit Card, it’s clear that only the A Guildmaster can make a total of GM
models in that specific Unit Card can move Commands equal to his Heroism during a
or attack, and not the models in the other Quest, and no more than 1 per Round.
Unit Card, even if they are the same kind of
infantry or cavalry models. GM Commands are extra Action a GM can
perform anytime during his Activation.
Example: Your guild includes two Units of
Exhaust the Card of a Unit that is Activated
Gorge Mezzalfiend Mauler Infantry. Each
with a GM Command like you normally do;
Unit Card is assigned with 3 infantry models,
If you use a GM Command to a Unit whose
for a total of 6. To mark which model belongs
Cards have multiple models assigned, mark
to which Unit Card, you could mark the bases
the target models of your GM Command
of the first 3 with “I”, and mark the bases of
with a Exhausted Token after you end its
the other 3 with “II” to show which Unit
Activation through this special Ability.
Cards they belong to. Alternatively, you could
paint the armor of one Unit a particular color
To Me!
and use a different color for the other Units.
The GM may use this Command right before
As long as it’s clear to all players which it takes Movement and use his Action, or
models belong with which card, you can use after it.
whatever method you like Pick up to three models of your guild within
12” from the GM and Activate them to move
toward the Guildmaster. The Action of the
Unit Activated with this Command must use
both his Movement and no other Actions.
After that is done, the models Moved with
this Commands get an Exhausted Token.

With Me!
You can use this GM Command at the
beginning or at the end of the GM
Activation: pick up to three models of your
guild within 3” from the GM, and activate
these models as if they were assigned to the
Guildmaster Card.
Once they are done, the target models are
Exhausted.

18
UNIT ACTIVATION Charging
When a model Moves toward an enemy
When a Unit Card is activated, each model model to engage it in melee, it gains the
assigned to the Unit Card can perform up to Rush bonus, which provides +2 inches of
two Movements, or one Movement and one Movements. The Rush bonus is valid only as
Action. A model can’t perform two Actions long as it allows the model to touch the
twice during his Activation, however you enemy Threat Range, otherwise it is not
can decide in which order to Move and use applied.
an Action.
When a model moves till being in contact
with an enemy model’s Threat Range or
Movements base, independently if it used the Rush
bonus or not, it has performed a Movement
When a model takes a Movement, it can called a Charge.
move on the battlefield a number of inches Certain model’s abilities may provide
equal or lower to its Dex characteristic. additional benefits to successful Charges.
◆ Models have no facing and can move in any A movement is considered a Charge only if
combination of directions, as long as the made during the model’s Activation, not
total distance traveled doesn’t exceed their accidentally like running in Terror.
maximum move distance.

◆ While moving, a model’s base can’t overlap


Cavalry and Mount Charge
Units tagged with Cavalry and Heroic
the base of an enemy model.
Mounts roll for +1 Atk in melee when
◆ A model can’t end a Movement with its base successfully Charging their target by
overlapping another model’s base, or in a moving for 4” or more.
spot where the model can’t physically fit
without falling over. Climbing
While moving, a model in contact with a
◆ A model who passes across an enemy’s surface that is climbable can Climb it by
Threat Range (seen in the next pages), or moving vertically up or down up to 3”, as
ends its movement inside it, is automatically long as it has enough movement to end on
Engaged with it and ends its Movement. flat terrain where the model can fit. If a
model ends its Activation with its base not
◆ A model that passes through debris, on flat terrain, it falls.
thickest vegetation or moves through an
Aquatic Terrain (like a swamp) is considered For walls and cliffs greater than 3”, when a
to be under the effect of the Difficult model with enough remaining movement to
Terrain, which reduces its Dex by 1 and reach the top or bottom begins to Climb,
consequently its Movement as long as it is that model must succeed on a Dex
on it. characteristic test.

◆ Models with a Special or Levitating If successful, the model proceeds with its
Dexterity ignore Difficult Terrains penalties, movement and reaches the top or bottom of
and Amphibian models are immune to the surface safely. If it fails the test, the
Aquatic Terrain. model is unable to Climb up, or if Climbing
down, it falls.
Running Models with Special or Levitating Dexterity
A model can take the Movement 2 times in automatically pass the Dex test.
the same Activation, effectively enabling it
to Run by moving twice. A model can’t Run
after performing an Action, and it’s
Exhausted after Running.

19
Jumping Levitating
While moving, a model can Jump Models with a Levitating Dexterity may
horizontally up to 3” in order to skip holes Levitate (or fly) during their movement.
or ditches, as long as it ends the Jump on or
in contact with terrain. They ignore Difficult/Special Terrain
penalties and can avoid Engagement with
In order to jump greater than 3”, a model models that they pass along their
must succeed on a Dex characteristic test. If Movement; they still get Engaged to models
successful, the model can jump further than when their Movement ends.
3”, up to its remaining movement.
If it fails the test, the model jumps 3”, but In addition, models with this rule may also
then immediately falls. Take Altitude by declaring it, consuming
half their movement and receiving a Flying
Models with Special or Levitating Dexterity Token. Models with a Flying Token are
automatically pass the Dex test. invulnerable to Melee, and Ranged Attacks
targeting them see their range halved.
Falling Differently, a model with a Flying Token may
When a model falls, place it on the closest perform Actions without penalties.
flat terrain directly beneath the position
from which it fell where its base can fit. If A Unit with a Flying Token cannot perform
the model falls vertically more than 2”, it Melee Attacks unless it’s against another
suffers one Wound for each inch of distance model who has taken Altitude, marked with
greater than 2. a Flying Token.

A model can choose to end the Altitude at


Example: a Dwarf with 4 Dex can’t Jump
any time during its Activation.
through a cliff wider than 4”, but can try to
Climb on a wall tall 3,9”. Being the wall Flying Tokens are not discarded upon
higher than 3”, the Dwarf rolls a Dex test to exhausting a unit.
Climb the Wall. By obtaining 5 as result, the
Dwarf fails the Test.

20
Engagement Attack Ranges
In Guilds, each model has a circular base. Melee attacks and Ranged attacks on a
Most infantry and heroes have a 25-30mm model’s Unit Card indicate its range.
diameter base, Large creatures such as There are multiple types of weapons (or
Cavalry or certain monsters use 50mm base, attacks type) in Guilds, but all of them can
and Towering creatures use 100mm bases. be listed in two categories: Melee and
Ranged.
Measuring Distances
When measuring distances, always measure Melee Weapons
from the edge of a model’s base. Usually, you Melee weapons can be used against enemies
can ignore any vertical component of in base contact with the attacking model,
distances and just measure horizontally, out to a maximum range.
except when Attacking at range or climbing. Most melee weapons such as swords and
greataxes have a range of 0”, meaning the
Threat Range enemy must be in base contact.
Each model has a Threat Range, which is an As seen in the Weaponry Chapter, there are
imaginary circle that extends 1” from its various types of melee weapons and each
base edge. When a model approaches the one has its special uses.
Threat Range of another one, they are
considered Engaged, therefore, put the Ranged Weapons
moving model in contact with the base of Ranged weapons have a minimum and
the other. maximum range, such as 3-12”. A ranged
weapon can’t be used on a target closer than
While Engaged, a model can easily use
minimum range, outside of the maximum
Melee attacks and other Actions, however it
range, or outside the Line of Sight.
cannot perform Ranged Attacks and Spells,
An engaged Unit can’t use ranged attacks.
or any Movements except a Disengage
Distances for ranged attack are measured
move.
also considering elevation.
Disengagement
When a model begins its Activation Engaged
by one or more enemy models, it can take a
Movement to Disengage.
The disengaging model must succeed on a
Dex characteristic test. If the test is failed,
the model can’t move away from his enemy
and the Movement is lost. If successful, the
Disengaging model moves up to 3”, with the
possibility of ending up Engaged with
another enemy model.

If due to terrains or other Units a model has


no path that would let him Disengage, then
it can’t.

If a model fails a Disengage test but has one


remaining Action, it can consume its Action
in order to try Disengaging again.

Towering models automatically succeed at


Disengage against non-towering models.

21
Line of Sight Barriers and Cover
A model may benefit from Cover against an
Most attacks and special abilities require a attack if it is behind a Barrier.
model to be able to see its target.
A Barrier is a long physical obstacle such as
A model can see another model if it has Line a fence or wall typically no thicker and taller
of Sight to it. In order to determine if the than 1”. A model in base contact with the
source model has the target model in Line Barrier gains a number of benefits:
of Sight, consider an imaginary line from
the center of the source model’s base to the ◆ If the Barrier is not taller than the base
target model’s base center. If the line has no diameter of the model, the model can see
obstruction from other model bases, walls, over the Barrier.
or obstacles, then the source model has
◆ The model’s Threat Range extends across
Line of Sight to the target model.
the Barrier to the other side and beyond out
Sometimes terrain such as solid walls block to its normal distance.
the Line of Sight, as do other models,
◆ A model gains the Cover bonus against
friendly or enemy. The base diameter of the
melee and ranged attacks if Line of Sight
model determines if it can see over other
passes over the Barrier: it gains 2 Defensive
models and terrain. Line of Sight is blocked
Rolls (2D6), cumulative with eventual Guard!
if it passes over models with a base size
Shout Order, Shield rolls and so on.
equal to or larger than both the source
model and the target model. Similarly, ◆ A model in contact with a Barrier using any
terrain taller than either the source or kind of ranged attack against models behind
target model blocks Line of Sight. the same barrier considers them not in
Cover. This is useful to repair behind a
barrier and use it to shoot.

22
Attack Action Deflection Check
After gathering an offensive dice pool and
When a model takes the Attack action, it assigning attacks to melee targets, choose
targets an enemy in range with one of its one of the targets and resolve the attacks
weapons listed on the model’s Unit Card. against it.

There are four steps to performing an To resolve an attack, roll the attack dice
attack action: Declaring weapon and target, assigned to it and apply any rerolls. If none
gathering and rolling attack dice, of the attack dice results are equal to or
determining successes, and applying greater than the target’s Deflection
wounds. characteristic, then the attack Fails.

Declaring Attack Each Attack roll result that meets or


exceeds the target’s DEF characteristic, is a
The first step when performing an attack is
Success and deals one Wound.
to decide which weapon the active model is
using and which enemy model is the target. A Critical Hit (die result of natural 6) causes
If the attacking model has more than one an additional Wound.
weapon, choose only one of them for the
attack. Check to see if the target is within Defensive Rolls
range of the weapon and within Line of
If the target model has one or more
Sight to the attacker.
Defensive Rolls, the player controlling it
It’s possible to split Melee attacks between rolls them. Each Defensive roll result of 5 or
two or more targets, as long as all targets 6 eliminates one of the Success rolled by the
are within range. attacker during the Deflection Check.

Attack Dice Apply Wounds


After determining the weapon and the After determining the amount of Successes
target, the attacker gathers an offensive caused by an attack, the target model
dice pool with a number of dice equal to the suffers a number of Wounds equal to the
ATK characteristic of the chosen weapon. amount of Success suffered.

When attacking a single target, all dice are As seen in the next Chapter, Regular Units
assigned to the one target. receiving enough Wounds to match (or
exceed) their Might are Vanquished, while
When splitting attacks with a Melee Heroic Units get an Heroic Wound.
Weapon between two or more engaged
targets, assign each die to a target first
before rolling any of them.

Uldar the Shapeshifter is engaged with a


Kobold and an Ogre. During its Activation,
after failing a Disengage, he decides to Attack
both enemies using his melee claw weapon of
4 ATK . Before rolling his 4 ATK dice, he
declares he wants to assign 3 Dice to the Ogre
and only 1 to the Kobold, which is much
weaker. He rolls the first 1D6 and wounds the
Kobold, killing it, then rolls the remaining
3D6 to hit the Ogre.

23
Wound Type Resistance and Weakness
A model’s Weapon, Ability or Spell may Certain models have Resistance or Weakness
indicate a Type of Wounds inflicted, such as to one or more Wound Types.
Fire, Arcane or Poison. If the Wound type is
not specified, then the Attack is Physical. When a model has Resistance against the
Wound Type inflicted by its attacker
Weakness or Resistance are used to reduce (including Spells and Abilities), the Attacker
or increase the Wounds received depending rolls one dice less, to a minimum of zero.
on the Type.
On the opposite, if the model has Weakness
You decide to unleash Thunderbeak The against the Wound Type inflicted by its
Gryphon’s Thunderbreath against a group of aggressor (including Spells and Abilities),
Tritons. This specific Weapon Set inflicts one additional dice is rolled by the Attacker,
Thunder Wounds: perfect against the Tritons potentially inflicting more Wounds.
who are weak against it.
By rolling less or more dice, Scales and
Doubles may be prevented or made easier.
Attacks Inflicting Conditions
Wound Type may inflict Conditions, seen in Resistance and Weakness, applied on
the next chapters, when Doubles are rolled Wounds that are not rolled through dice,
during any Attack Action. This may happen directly increase or reduce the amount of
rolling a double such 4-4 in a Weapon Attack Wounds inflicted by 1.
roll, Spell, or Ability, as long as it is of the For example, a model getting (a non rolled) 1
correct Type. Fire Wound due to a Burning Token, will get
0 Wounds instead.
◆ Fire Wounds: on Double inflicts a Burning
Token. Resistances and Weakness can also affect
◆ Frost Wounds: on Double inflicts a Freezing Conditions: If an Ability, a Spell or an effect
Token. would apply a special Condition to a model
◆ Poison Wounds: on Double inflicts a Poison with Resistance to that Condition, the
Token. model can Reroll once the Characteristic
◆ Thunder Wounds: on Double inflicts a Test to resist that specific Condition.
Broken Shield Token.
A Draugr has Weakness to Fire and
Resistance to Frost. Attacking this model with
an Attack that causes Fire Wounds let you roll
1 dice more. Differently, you roll 1 dice less, up
to 0, by Attacking the Draugr with a Weapon
which inflicts Frost Wounds.

On a Quest, a Fire Dart is casted against a


Draugr. Being Weak to Fire, 2 dice will be
rolled instead of 1 to the Draugr. By rolling a
1-1, the Firebolt inflicts no Wounds to the
Draugr, but being 1-1 a Double the Draugr
receives a Burning Token.

24
Healing High Ground
Some special rules and Abilities allow a The High Ground rule is considered when a
model to Heal from Wounds or Conditions. model Attacks another one who is at least 2”
below, both with Melee (Indirect
When a model Heals Wounds, remove that Engagement) or Ranged Attacks; for
number of wounds from the model. example by shooting an arrow from a hill or
by hitting a model with a spear from the top
Healing from Heroic Wounds is distinct
of a rock.
from regular wounds; an effect that heals
A model on High Ground gets to reroll a
Wounds has no effect on Heroic Wounds and
single Atk dice against a model not on High
vice versa.
Ground.
When an effect allows a model to Recover
from a condition, remove that Condition
Token from the model.

Gino the Brewmaster has 1 Heroic Wounds


and 1 normal Wound. He uses his Ability
“Gino’s Spiced Brew (T)” during the End
Phase to take a sip of his brew and Heal from
2 Wounds and all his Fatigue.

First of all he collects a Torment using a


Torment Ability. Next, he removes 1 Wounds
and a Fatigue from his Card due to the
secondary effect of this ability. He can’t
recover from the Heroic Wound with this
Ability.

25
VANQUISHED UNITS Vanquishing a Heroic Unit
When enough Heroic Wounds are collected
Regular Units who collect enough Wounds on the Heroic Unit Card to match or surpass
to match their Might score are immediately his Heroism, the model is removed from the
Vanquished and removed from the gaming table (exactly how Regular Units are
battlefield. Vanquished).

This doesn’t happen so simply for Heroic Aaron Blacksparrow (4 Def, 4 Might, 2
Units, as seen in the next paragraph. Heroism) is being Attacked by a Dragonpeak
Barbarian. The Barbarian rolls 3 Atk and
Casualties are calculated at the end of a obtains a 5, and two 6.
Quest if you play a Campaign, as Vanquished 5 is a Success (1 Wounds) and the two 6 are
models are not guaranteed to be able to two Critical Hit (4 Wounds); the Barbarian
participate in the following Quest. Take care Attack inflicts 5 Wounds to Aaron
of your companions! Blacksparrow: it matches the Hero’s Might of
4, inflicting him 1 Heroic Wound and 1
Heroic Wounds additional Wound as they were 5 in total.

Wounds which would normally kill a soldier The Hero survived this Attack Action who
or mercenary are not enough to stop a hero of would have Vanquished an Infantry model of
war. Legendary commanders, battlemasters the same Might, but having 2 Heroism is still
and veteran arcanists have the ability to alive and can receive 3 Wounds more.
withstand the most ferocious wounds and
During the same round, the Dragonpeak
survive.
Wyvern attacks the wounded Aaron
Every time a model with more than 1 Blacksparrow with his fangs for 4 Atk. By
Heroism gets enough Wounds to match its rolling a 1 (miss), a 3 (miss), a 4 (a Success)
Might, it receives an Heroic Wound instead and a 6 (2 Successes) the Wyvern inflicts 3
of being Vanquished. Wounds to the Hero. 3 Wounds are not
enough to match the Might of the enemy
If enough Wounds are inflicted to surpass Hero, but lucky for the Wyvern, the Hero is
the Might, a Heroic Wound is caused and already carrying an Heroic Wound and a
the rest of the Wounds are allocated as regular Wound from a previous Round.
regular Wounds; those will add up with Collecting a total of 2 Heroic Wounds,
future Wounds eventually turning into a matching his Heroism, Aaron is Vanquished
Heroic Woud. and removed from the Battlefield.

In short, a model with 2 or more Heroism


gets a Heroic Wound every X Wounds,
Resurrection
where X stands to its Might.
Models who are not Vanquished are
This generates the possibility that enough considered In Game, as Vanquished models
Wounds are being inflicted to match the are placed outside of the Battlefield.
Might multiple times, inflicting more Heroic
Specific Abilities might bring back models
Wounds at once.
into the Battlefield during a Quest to let
The Heroic Wounds markers are collected them fight for more rounds, these effects
on the Unit Card. are said to Resurrect a model. Unless
specified otherwise, these models are
Resurrected in the same spot they were
Vanquished, with no Wounds, Heroic
Wounds or any kind of other Token or
counter on it.

26
ABILITIES Active Abilities
There are three kinds of Abilities: Passive, Active abilities can be used during a model’s
Fatigue, and Torment. While most Regular Activation. An Active Ability might also
Units use passive Abilities which are always come with a cost associated with using it.
in play, you must choose wisely how to You are never forced to use an Ability which
spend the resources of your Heroic Units to is not Passive, not even if it activates out of
perform their Active Abilities and Spells. your Round.

Fatigue
Fatigue Abilities are Active Abilities that
cause the model to gain one Fatigue.

A Heroic Unit with one or more Fatigue is


considered Fatigued, and cannot use Fatigue
Abilities or Heroic Reactions.

Torment
Torment Abilities are Active Abilities that
cause the model to gain one or more
Torment. When a model gains enough
Torment, it might suffer a Torment break.

A model can’t use a Torment ability if it


already has its maximum amount of
Torment, which corresponds to its Will
score.

Recovering from Fatigue and


Torment
Passive Abilities When a Heroic Unit is Rallied (when its Card
gets rotated upright), remove 1 Fatigue and 1
Passive abilities are always in effect, or take Torment from it. Non Heroic Units can’t get
effect when an event or circumstance in the Fatigue or Torment.
game triggers them.
Ability Counters
When a passive ability is triggered on a Certain Abilities make uses of specific
double, triple, or scale result of an attack roll, tokens called Counters to provide certain
its effect occurs simultaneously with the benefits, such as Trophy Counter or Soul
damage. Counter. On these Abilities, variable
numbers are described with an X, where X
Ulfgar Runekeeper smashes his hammer stands for a variable number of your choice,
against a Svartwood Troll with a Def of 4. By depending on the situation. For example
obtaining 1, 2, 3, 3, 5 and 5, it inflicts only 2 you might choose to discard X Counters to
Wounds to the Troll, but its passive Ability provide the same amount of +1 Atk Tokens,
Wrath of the Mountains Rune (P) occurs as he like discarding 3 Soul Counter to gain a
rolls a scale (1,2 and 3), casting Storm bonus of +3 Atk.
Infusion automatically to empowering his
allies. Counters, differently from Boosts, Penalties
or Condition Tokens, are not discarded
automatically Exhausting a Unit.

27
Summons Characteristic Boost
Models tagged with Summon can’t be Abilities and Spells may provide Boosts to
Recruited in your guild: certain Abilities, or the model scores and characteristics.
even Spells, let you summon them directly While every number on a specific number
into the battlefield. can indefinitely get higher through stacking
Contrary to Resurrected models, these Boosts, Defense can never go over 6.
models are temporary and disappear at the When it happens, Critical Hits are received
end of the Quest. as regular hits of 1 Wounds.
You still need to place Summoned models in
the battlefield and their Unit Cards on your Unless Characteristic Boost are Permanent,
Card Zone, imprescindible to check their Remove one Characteristic Boost Tokens
scores and Exhaust them. from a model at the end of its Activation.

Stealth
Certain Abilities could provide Stealth to a
model, Counter that is not discarded by
simply Exhausting a model. Use a Stealth
Counter to mark a model under this effect.

◆ While a model is in Stealth, it can’t be


considered at Sight by any model, but its
Dexterity is considered 1 less.

◆ A model in Stealth can’t be the target of


Single Target Ranged Abilities or Attacks,
such Arcane Channeling, Take Aim or Bonus
Attack Ranged Weapons.

◆ A model in Stealth is fully vulnerable to AoE.

◆ A model in Stealth can still be Engaged in


melee: when it happens the model loses his
Stealth status.

◆ A model in Stealth may only perform


Transformation Movements such Moving, Climbing,
Jumping or disengaging: using any Action
Some Unit Cards have the Transformation
will break Stealth.
tag. These Units cannot be Recruited: they
are automatically acquired when you have ◆ Weapon Attack rolls from Stealth break
the Unit capable of transforming into this Stealth but cause the model to roll +1 Atk
Card, like Uldar the Shapeshifter and his dice.
Druidical Beast version.

When a model is Transformed by an Ability,


Effect, or Spell, replace it with its
transformed version. Also the Unit Card in
the Zone Card is replaced with that of the
Transformation until the end of the Quest
(or until otherwise indicated).

28
Area of Effect (AoE) AoE Attacks Dice
AoE Spells, Attacks, Items and Abilities that
An Area of Effect (AoE for short) Weapons potentially inflict AoE Wounds are
and Abilities are the ones that can target a considered AoE Attacks. AoE Attacks always
point on the battlefield and affect multiple indicate a number of AoE Atk Dice.
models in an area, such as within a circular
radius from that point or a cone of 90°. AoE Atk Dice differ from regular Atk dice
because they are not split by the models in
AoE can be used to hit enemies that you the Area: each target suffers the full effect
can’t or don’t want to target, like invisible of them.
enemies or Units that apply certain
conditions if targeted, such as the Hive The caster of the AoE Attack rolls the
Colossi. corresponding dice to each target
separately (one by one), and compares the
An Ability or Weapon which has an AoE will corresponding dice results to the target
describe the shape of the AoE that could be Deflection before rolling for the next target.
a Circle, a Cone, a Square or a Line, which
always starts from the edge of the caster’s Vesdra the Shaman casts Fire Cannon, which
base. An AoE ability still needs to have an has 2 AoE ATK dice, on an area with 6
unobstructed line to each model in the area Skeletons. She needs to roll a total of 12 ATK
in order to affect the model. dice (2 for each Skeleton), so she starts by
rolling and comparing 2 dice with the first
Be careful: unless AoE Attacks, Spells and target, Vanquishing it. After the first Skeleton
Abilities specify that they affect only has been Vanquished, she proceeds rolling on
Enemies, they actually affect all models the next Skeleton. After she repeated the
inside a designated area, including allies. process with all 6 skeletons the Spell is
terminated.
AoE Attacks, Abilities or Spells can hit even
invisible Units, however it's still possible to
avoid them behind Walls, or gain Defensive
Absolute AoE (A)
Rolls against them through Barriers and Certain AoE, like most Animancy Spells,
other means. In the case of AoE which earthquakes, or magic effects that manifest
propagates in a radius from a designated from the ground are Absolute and marked
point, such as Fire Explosion, you calculate with an (A). Absolute AoE, differently from
if the targets are protected behind a Wall regular AoE which explode on a point and
tracing an imaginary line from the radially reach models in the area unless
Designated point: if it’s obstructed by interrupted by a wall, pass through any kind
obstacles (but not Units) the model can’t be of wall.
targeted.

29
WEAPONRY Breath Weapon (BW)
Certain arcane weapons or
The strategic choice of which weapons to even monster breath have the
bring into battle can determine the victory BW property. BW Attacks are
or defeat of your Guild. In this chapter you AoE Attacks (see the previous
will learn about the properties that apply to chapter) that hits all models
many weapons used by the Units.The special inside a cone of 90° which starts from the
properties of a Weapon are described in an edge of the base of the caster and extends
abbreviation in brackets next to the range of till the maximum range of the weapon,
a Weapon. Certain weapons have no special hitting friendly or enemy models alike in
properties, but as you will see in the Unit this area. You can decide where to direct
Cards, most of the weapons without the cone to take maximum advantage of it.
properties are used with a shield or in
combination with other weapons. Dual Weapon (DW)
Dual Weapons (DW) are pairs of
As seen in the Unit Cards, In addition to weapons that are used
these properties, every weapon may inflict simultaneously to inflict many
different Types of Wounds, such Fire, wounds with great accuracy.
Poison or Thunder. These types of weapons are
listed on the Unit Card as if they were a
Arcane Channeling (AC) single weapon.
Certain Units are able to
channel arcane energy to shoot Using Weapons with the DW property
at their enemies (AC). during an Attack action allows you to reroll
A Unit has to use its whole a single Attack die failed result. Heroic Units
Activation to use an Arcane can reroll a single result of a Heroic
Channeling, skipping the Movement. These Counterattack (seen in the Heroic Reactions
Weapons can’t cause Critical Hits, but Chapter) using a DW Weapon.
natural 1 are always successes!
Indirect Engagement (IE)
Bonus Attack (BA) Certain long Melee Weapons
Lightweight, versatile weapons such as staves, spears, lances,
or extremely fast arcane bolts and halberds have the Indirect
can be used by some models to Engagement property (IE).
inflict extra Attacks, called
A model possessing an Indirect
Bonus Attacks.
Engagement weapon has an extended
A weapon with Bonus Attack (BA) can be Threat Range up to the range of the
used once during the model's activation as a Weapon, being generally 0-2”, increasing his
free extra action: before Attacking with any capabilities of controlling the Battlefield.
other weapon, or even after.
Additionally, a model using a IE Weapon can
Attack a target indirectly through a friendly
Example: a model with a sword and
Unit by being in base contact with another
one-handed crossbow with BA can fire its
friendly model, if the other friendly model is
crossbow at a model within the allowed
in base contact with the target enemy
range, and, during the same activation,
model.
charge it in melee and strike it with its
sword. The length of the IE Weapon lets the user to
Attack a model within range behind a
barrier easier, causing it to roll just 1
Defensive Roll for Barrier Cover instead of 2.

IE Weapons come with a penalty: when


attacking enemies with a IE weapon being
30
base to base with the target or not using SR Weapons can be used to Attack as all
High Ground, attacks results of 6 are not other Weapons, but they always roll for 1
considered Critical Hits and only deals 1 single D6 attacking.
Wound.
Shield rolls are distinguished by regular
Example: 3 Oldburgs Lancers (1 ATK 0-2"), are Defensive rolls because they aren't available
fighting a Requiem Templar Smiter. Only 1 of to models possessing Broken Shield Tokens
the 3 Lancers is Engaged with the Demon equal to their Atk.
Hunter, while the other 2 are base-to-base to
their ally (behind it), engaging their enemy Having accumulated 3 Broken Shield Token, a
through Indirect Engagement. The Oldburg Templar using a Tower Shield (3 Atk) can’t
Lancer base-to-base with the Templar rolls a perform Shield Rolls.
6 against him, but instead of inflicting 2
Wounds it inflicts just 1, because a 6 is not Shieldbreaker (SB)
considered Critical Hit with a IE weapon Weapons such Mauls and Great
used in direct engagement. The Lancers Axes generally have the
Engaged to the Requiem through their ally Shieldbreaker property (SB).
rolls 5 and 6, inflicting respectively 1 and 2 When a model tries a Shield
Wound, for a total of 3. Roll (or an Heroic Shield Roll)
against a Shieldbreaker Weapon and rolls 1
Powerful Critical (PC) or 2, it receives a Broken Shield Token,
Weapons such Greatswords, potentially being unable to use his shield till
Flamberges and Claymore the end of the Quest.
generally have the Powerful
Critical property (PC). Take Aim (TA)
These weapons require lots of Ranged Weapons such as Bows
strength, but are able to inflict wounds or Crossbows have the Take
with greater precision by bypassing the Aim property (TA).
opponent's armor. A model using a weapon with
TA property has to skip the
By Attacking with a PC Weapon, Critical Movement (such a Movement or a
Hits are even deadlier inflicting 3 Wounds Disengage) of its activation in order to roll
instead of 2. all the ATK dice of this weapon.
If all ATK dice are rolled, the model cannot
Shield Roll (SR) Move afterward; the model will roll 1 ATK
A model with a Shield or a less if it Moves, uses an Heroic Dodge, or
weapon which provides the Disengage before using a weapon with this
same characteristic is able to property.
knock away enemy attacks.
When a model with a Shield Throwing weapon (TW)
Roll (SR) weapon receives one or more Throwing Weapons (TW) such
Wounds, it may perform a free special as throwing knives, throwing
Defensive Roll called Shield Roll by rolling axes, or enchanted weapons
an amount of D6 equal to this weapon that return to the owner's hand
Attack value. On a 5+, 1 Wound is ignored once thrown, can be used to
during the Attack Action of their aggressors, attack both in melee and range.
totally absorbed by the Shield.
Being balanced to be used by range, attacks
If 3 or more models with a SR Weapon are in made with these weapons against Engaged
a line touching their bases, they enter the targets can’t do Critical Hits: attacks results
Shield Wall position, and by doing so even of natural 6 only deal 1 Wound.
results of 4 successfully ignore a Wound.

31
HEROIC REACTIONS If successful, negate a Wound with each
successful Defensive Roll.

What distinguishes the bravest A model with the Broken Shield condition
warrior from a hero? Soldiers and can’t perform a Heroic Shield Block.
mercenaries claim heroes are far more
resourceful leaders whose fate has Heroic Counterattack
been favored by the Gods; is it true, or When Heroic Units receive a Melee or
it’s just a matter of dedication, skill Ranged Attack which totally misses (none of
and cold blood? the attack dice are successful), after
resolving the attack, the Heroic Unit may
After being attacked, a Heroic Unit can use
perform a Heroic Counterattack with a
a Heroic Reaction to dodge, block, or
weapon in range against his aggressor.
counterattack. Heroic Reactions cause the
Heroic Unit to gain 2 Fatigue Tokens as a First of all, the Hero accumulates 2 Fatigue
cost to perform, and being Fatigue based Tokens. Choose one of the Heroic Unit’s
reactions they can’t be used while Fatigued. Melee or Ranged weapons matching the
type of the enemy attack that triggered the
Heroic Dodge counterattack. You cannot use Breath
When a model rolls Atk dice against a Weapons, Arcane Channeling, Spells or
Heroic Unit and the roll’s aim is to match or Abilities to counterattack, and Take Aim
surpass its Def, the Heroic Unit may Weapons are used for 1 Atk less (exactly like
attempt a Heroic Dodge. when the model is Moving).

This can be done after the Wounds are Some Passive abilities can improve or apply
calculated, just before applying them. additional rules to the counter, being it an
Attack.
First of all, the Heroic Unit accumulates 2
Fatigue Tokens. The target must be in range and Line of
Sight to be Counterattacked.
The Heroic Dodge is a Dex characteristic
test. The Heroic Unit immediately performs an
If the test is failed, the Heroic Unit Attack Action with the chosen weapon
performing it suffers Wounds from the targeting his aggressor.
attack as normal.
If successful, the Heroic Unit may move up A Heroic Unit may perform a Heroic
to 3”, or Disengage if it’s engaged in melee. Counterattack in response to an enemy
If the hero is outside of the range of the missing with its own Heroic Counterattack.
attack after performing this move, then the
attack counts as a miss, reducing the Heroic Quickspell
Wounds inflicted to zero. Similar to a Heroic Shield Block, an Arcanist
might interrupt any friendly or enemy
Heroic Shield Block Activation by accumulating 2 Fatigue Token
Everytime a Heroic Unit performs a and 1 additional Torment to quickly cast a
Shieldroll with a SR Weapon, the Heroic Unit Spell out of his Activation without getting
can use an Heroic Shield Block to improve Exhausted.
it.
This could be useful for example to raise a
First of all, the Heroic Unit accumulates 2 Frozen Wall to prevent the enemy archers
Fatigue Tokens. Then, it rolls additional 3 from successfully shooting with their bows
Defensive Rolls together with his Shieldroll exactly in the moment they rolled their dice.
repeats the Shield Roll.

If the test is failed, the hero suffers Wounds


from the attack as normal.

32
TOKENS AND Blind
A Blind model is marked with a Blind Token.
CONDITIONS A Blind model Deflection is always
considered 1 point lower.
In the chaos of the battle, between arcane When a blind model rolls offensive dice,
explosions, enchanted blades and the only results of a 6 counts as a success (and
poisonous breath of a wyvern, your guild are not Critical), and when it makes a Dex
must face any kind of hazard from bleeding to characteristic test, only a result of a 6
terror. Will you protect your guildmates and counts as a success.
punish the foolish monster and armies who
wish to destroy you? Burning
A Burning model is marked with a Burning
Abilities, Spells and even certain terrains Token. At the end of its Activation, a Burning
can cause Condition to the models. Mark a model discards one Burning Token and
model who suffers a Condition with the receives 1 Fire wound.
appropriate Token.

Unless specified otherwise, A model may


Broken Shield
A model marked with enough Broken Shield
accumulate several Tokens, even of the
Token to match the Atk value of his
same kind.
Shieldroll Weapon has the Broken Shield
condition, and can’t perform Shield Rolls or
Shaking Off a Token use the Heroic Shield Block reaction. These
Tokens are permanent unless removed by
Token gained from Abilities, Spells or specific effects.
Conditions are used to calculate how many
rounds a model will suffer from a specific
Characteristic Penalty
Condition, Penalty or Boots and are
Certain rules might inflict Characteristic
removed at the end of its Activations by
Penalties, lowering the scores of a model.
Exhausting the Card, unless specified
These are marked with Penalties Tokens,
otherwise: to do that, simply discard 1
depending on which characteristic or other
Token from each kind from the model; even
score is lowered.
multiple ones, but no more than 1 of the
Might, Dex, Will and Atk can never go under
same type.
1. Deflection can never go under 2.
Wounds, Heroic Wounds, Torment, Fatigue
and Counters (such Trophies) can’t be Charmed
discarded this way. A Charmed model marked with a Charmed
Token. A Charmed model must surpass a
Some of the Tokens, like Poisoned and Will test to Charge, Attack or use any
Burning, inflict wounds or other effects by offensive Abilities and Spells against the
being discarded this way. Heal or get model that caused it this Condition; if it
Immunity with a proper Spell or Ability in fails, it cannot take attack actions toward it.
order to not suffer the effects of these kinds
of Wounding on discard Tokens. Confused
A Confused model is marked with a
Bleeding Confused Token.
A Bleeding model is marked with a Bleeding When a Confused model Activates, take a
Token. Will characteristic Test.
Whenever a Bleeding model suffers 1 or By failing the test, the Confused model must
more Physical Wounds, it suffers 1 more. Attack his allies: if it has a ranged weapon
Wounds which do not specify a Type (such and a friendly model is in range, it must
Poison or Arcane) are always Physical. target the closest friendly model with a
ranged attack. If not, the model must
Charge the nearest friendly model.

33
If the confused model is engaged with an Strike is automatically Vanquished; a Heroic
enemy model it must take a Disengage test, Unit, on the other hand, suffers an amount
to try to attack or approach an allied model. of Wounds equal to its Might.
If this is not possible, that model takes no
action during its activation. Poisoned
A Poisoned model is marked with a Poisoned
Fatigued Token. At the end of its Activation, a
Fatigue Abilities, Heroic Reactions and other Poisoned model discards one Poisoned
effects apply Fatigue Tokens to Heroic Units. Token and receives 1 Poison Wound.
A model marked with one or more Fatigue A poisoned model’s Might characteristic is
Tokens is Fatigued, and can’t perform considered 1 lower (do not stack with
Fatigue Abilities or Heroic Reactions. multiple Poisoned Tokens), effectively
making the model easier to Vanquish or
Freezing collect Heroic Wounds.
A Freezing model is marked with a Freezing
Token. A Freezing model's Dexterity is Stunned
reduced by 1. When a freezing model is A model marked with a Stun Token has the
attacked, if the result of the Attack roll is a Stunned condition.
scale, it receives +3 Wounds due to the A Stunned model Deflection and Willpower
shattering of frozen parts. is always considered 1 point lower.
At the beginning of its Activation, a Stunned
Impact Force model spends half of his movement to
When a model receives an Impact Force it is recover from this Condition.
forced to Move Back an amount of inches
back, pushed by the force of the blow. Terror
A model suffering from Impact Force that A Terrorized model is marked with a Terror
cannot be pushed backwards for the Token.
amount indicated in the Effect, Spell or When a Terrorized model activates, it must
Ability (trapped by walls, barriers or other flee the source of Terror (often the model
models) will receive 1 extra Wound, who causes this Condition) unless it
potentially remaining Engaged with the surpasses a Will test at the beginning of its
Attacker. Activation.
Impact Force might be even applied from a
single model to all the engaged targets To flee from the source of Terror, it must
(described in the Attack). perform two Movements (Run) instead of
Towering models are immune to Impact doing any Action in the opposite direction
Force from non-towering models. of the source of Terror.

If a model Moves to the edge of the


Immobilized
Battlefield while fleeing, the model has
A Immobilized model is marked with an
Deserted and is considered Vanquished.
Immobilized Token. An immobilized model
can’t perform any Movement during its Fallen One and Construct Units are immune
activation. to Terror.

Mind Control
A Controlled model marked with a Mind
Control Token.
When a Controlled Model activates, it is
under the control of the player who
inflicted this Condition to it.

Mortal Strike
An Infantry or Cavalry model successfully
wounded by an ability that inflicts Mortal
34
THE ARCANE Casting a Spell
Arcanists are those who study the intricate To Cast a Spell, the Arcanist must use a
principles of Arcane energy, rare and strange Spellcasting Action during his Activation.
individuals who constantly challenge their
First, Declare the Spell you want to Cast. As
will to further unravel the secrets and rules
a cost Spellcasting, the Arcanist Unit gains 1
that dominate this wild energy.
Torment per Rank of the spell, plus an
The way of an apprentice is long and additional Torment if the Spell is being cast
perilous, but well rewarded: the masters of Empowered.
Arcane energy shape it in every imaginable
way, moving objects with thought, invoking Spell Target
the elements as they please, generating Next, declare the target(s) of the Spell. Each
spectacular explosions and even opening Spell will specify if it targets friendly or
portals to remote places of the universe. enemy models, the Arcanist themself, or a
point on the battlefield. Regardless of the
Spells, forms of Arcane control born from the type of target, it must be within range and
cleverness of past and present Arcanists, Line of Sight to the Arcanist in order to be a
generate strong instability in the mind of valid target.
those who use them, often damaging them
irreversibly and attracting Planar Demons. Spell Roll
A Spell may have an immediate Effect, or it
Arcanists may require a Spell Roll. If a Spell requires
an offensive roll, the Spell’s description will
An Arcanist is a model capable of casting state the number of dice rolled and if it uses
one or more Spells of a specific Domain. a model’s Def or Will characteristic as the
The Spells an Arcanist is able to cast are target number.
listed on its Unit Card. Each Spell specifies what Effect it will inflict
to the target depending on how many
Arcane Domains successes you get on the Spell Roll.
The scope of all Spells is divided into a
number of categories called Domains. There Example: An Arcanist using Frost Bolt (Rank 1
are four arcane domains: Animancy, Spell) against a enemy model will roll 2 Atk
Druidcraft, Elementalism and Necromancy. dice and apply the Effect of the Spell
depending how many Atk die equals or
An Arcanist may be proficient in one or surpass the Def score of the target; in this
more Arcane Domains and can only learn case, the Effect says 1 Wound for each
Spells from those Domains. The Arcanist Success. If the target possesses 5+ DEF and
Unit Card indicates which spells the model the Arcanist obtains a result of 4 and 5, one
can cast initially. die breaches the Deflection inflicting 1
Wound.
Unlocking New Spells
New Spells can be unlocked through Guild Empowering Spells
Upgrades called Arcanums. There’s one By Empowering a Spell, the Spellcaster
Arcanum for each Spell Domain and Rank, accumulated 1 additional Torment, but the
for a total of 9. All your Arcanist proficient spell gains additional effects.
with a Domain can cast unlocked Spells. Spells that inflict Wounds do not describe
an Empowered version: instead, they roll +1
Spell Ranks Atk potentially inflicting 1 additional Wound
Each spell has a Rank, from 1 to 3. As part of and or Token. Spells without an
the Spellcasting Action, the Arcanist gains a Empowering description or Spells which do
number of Torment Tokens equal to the not roll to inflict Wounds can’t be
rank of the spell Casted. Empowered.

35
Spells and Torment Dispel Attempt
Torment Tokens represent mental anguish An Arcanist may attempt to Dispel Reaction
and focus necessary to control Arcane a Spell casted by another Unit as a Heroic
power. Whenever an Arcanist casts Spells, Reaction.
they gain Torment Tokens. Other effects Like other Heroic Reactions, performing a
may cause a model to gain Torment, such as Dispel attempt causes the arcanist to gain 2
when a Guildmaster gives a command that Fatigue as a cost to perform, in addition to a
isn’t successfully carried out. number of Torment.

An arcanist with a number of Torment Dispel Reaction


Tokens equal to or greater than its When an enemy Arcanist declares a Spell
Willpower characteristic cannot cast Spells. and target(s), after the Spell Roll but before
the Spell Effects take place, an Arcanist may
Arcane Instability attempt a Dispel Reaction. The Spell’s target
After declaring a spell and accumulating must be within line of Sight and within 24”
Torment, if an Arcanist has a number of of the Arcanist.
Torment equal to or greater than its Will
characteristic, it must immediately take an Declare how many dice you will use for the
Arcane Instability test before the Spell Dispel attempt. The arcanist gains 1
takes effect. Torment for each die used in the Dispel
attempt.
To do that, roll a number of dice equal to If your Arcanist is proficient or master in
the rank of the spell being cast +1, plus an the Domain of the Spell he wishes to Dispel,
additional die if the spell was cast with add an additional die. You can’t add more
Empowered Spellcasting. die after the roll.

Add up the results of all the dice for a total. When you attempt to Dispel a Spell which
The total determines what happens as a doesn’t roll dice for the Spell Roll or an AoE
consequence of the Arcane Instability: Spell Roll, the caster of the Spell rolls 2D6
for each Rank of the Spell just to confront
If the total is less than the Arcanist’s Will
your Dispel Roll.
characteristic, the Arcane Instability test is
successfully passed. The Spell is If the result of the Dispel Roll is higher than
successfully cast. Discard from the Arcanist the result of the enemy Arcanist’s Spell Roll
all the Torment accumulated through this the Spell fails and none of its effects occur.
Spellcasting Action. If you roll the same or lower, then the Spell
takes effect as normal.
If the total is exactly equal to the Arcanist’s
Will characteristic, the Arcane Instability
Cornelius Greathat uses the spell Frost Bolt
test is a Critical Success: The Spell is
and rolls 4 ATK with the result 2,3,4,6, no
successfully cast, and the Arcanist discards
matter how many Wounds are scored, the
all Torment!
result of the sum of the dice is 15. Endelshar
If the total is greater than the arcanist’s Will decides to use Dispel Reaction against
characteristic, the Arcane Instability test is Cornelius' spell, choosing how many D6 to
failed: the Spell fails to cast, and the use. She rolls 4 dice, accumulating thus 4
Arcanist is unable to cast any further spells Torment points and 2 Fatigue points being
for the rest of the Quest. Dispel a Reaction. The total rolled by
The Arcanist immediately suffers a random Endelshar is 16. Being higher than Cornelius
Doom. Remove all Torment from the Spell Roll, it successfully Dispel Frost Bolt and
Arcanist. By obtaining Double or Triple 6, none of its Effects occurs.
the Arcanist immediately enters the state of
Possessed by a Planar Demon, a Doom
affliction described in the Doom Chapter.
36
DOOM Doom Roll List
The heart and courage of Heroic Units Heroic Units are affected by collected
allows them to face the toughest shocks, Dooms until the end of the Campaign if you
where any other soldier or mercenary are playing one. Otherwise, they last until
would yield or give up. Withstanding brutal the end of the current Game. Your Guild
combat, witnessing unspeakable terrors or Record allows you to keep track of your
through Arcane Instability, Heroic Units Heroic Unit's Dooms. Once a Heroic Unit
accumulate Torment which eventually gains rolls a Doom, all Torment is completely
them Dooms. Dooms are mental states that discarded from its card. Heroic Units can’t
are often afflictions and rarely virtues. get more than 1 Doom. When a Heroic Unit
affected by a Doom accumulates enough
Torment Torment to reach their Will he has to roll a
random Doom from the list again. The new
Doom assigned replaces the previously
Torment represents a Hero, Heroic Mount
owned Doom, but if it turns out to be the
or Heroic Beasts’s mental damage and
same Doom already owned, the Heroic Unit
pressure, in fact, regular Units don’t use
will get Permanent Death instead. Once your
them. Torment can’t exceed the Will score
Heroic Unit needs to roll a Doom, roll 2D6,
of a Heroic Unit. Any Heroic Unit who
add the results together and assign it the
accumulates enough Torment to reach their
Doom based on the table below:
Will score has to immediately roll a random
Doom from the List.
(2) Permanent Death
Sources of Torment The Heroic Unit is immediately removed
from the Battlefield. In a Campaign, the
Torment are received by Heroes Units from
Heroic Unit does not return for the next
a variety of situations and sources:
Quests, but the Guild Valor invested for it is
◆ Guildmasters accumulate 1 TT at the end of available once again to recruit a different
the Round if their Shouted Orders are not one.
accomplished.
(3) Visionary
◆ When an Arcanist casts a Spell. During each Activation Phase a Visionary
Heroic Unit must perform a Will test; when
◆ By using an Active Abilities marked with a the test fails the Heroic Unit gets a Confused
“(T)”, 1 Torment is accumulated on the Unit Token.
Card using it.

◆ Some specific Terrain, Quests Special Rules


(4) Hopeless
or Artifacts could inflict Torment. A Hopeless Heroic Unit can’t perform
Heroic Reactions (such as Dispel or Heroic
Shield Block), and his Def is considered 1
point lower.

(5) Brutal
A Brutal Heroic Unit must use his
Activations to approach and Attack the
nearest enemy model using the shorter
route. The Heroic Unit can’t Heal any
Wound or Heroic Wound or Disengage. If
the Heroic Unit has Abilities that inflict
Wounds, you must use them on your
enemies whenever possible.

37
(6) Masochist
Whenever a Masochist Heroic Unit fails any
roll (Attack, Abilities, Spells, Characteristic
Tests), it punishes herself and receives 1
Wound.

(7) Kleptomaniac
The Kleptomaniac Hero spends his
Activations trying to approach and get the
nearest Treasure on the map (if there’s one),
going through the shorter route from its
point to it, risking the chance of engaging
any enemy model it passes across. In Quests
without Treasure this Doom has no effect.
At the end of a Campaign this Doom
subtract the Guild of a single unspent Guild
Upgrade reward. (*) Possessed by a Planar Demon
This Doom is received through the Arcane
(8) Fearful Instability Test and can’t be normally rolled.
A Fearful Heroic Unit can’t Charge or
The Arcanist getting this Doom becomes
Engage enemies (approach their Threat
controlled by a Planar Demon, who is
Range) if Wounded, and if it starts its
considered a Monster and is enemy to all
Activation already Engaged, the Fearful
Guilds: replace the Arcanist model with the
Hero is forced to try to Disengage and move
one of the Planar Demon.
away from the opponent.
In addition, a Fearful unit only rolls twice The Arcanist Card and model will not be
for a Will test and takes the worst result available until the Planar Demon gets
(the higher). Vanquished. When you do that, the Arcanist
will be available once again and its model
(9) Wrathful will replace the one of the Planar Demon.
A Heroic Unit getting this Doom gets a
permanent +1 to his Weapon’s Atk. After that, roll immediately for a random
Doom and apply it to the Arcanist, who also
(10) Stalwart loses the ability to cast Spells or Dispel till
A Heroic Unit getting this Doom gets a the end of the current Quest.
permanent +1 to Willpower.
Planar Demon
(11) Cunning Demon, Monster, Large
A Heroic Unit getting this Doom gets a
permanent +1 to Dexterity. Might Def Will Dex Hero.
5 5 5 5 2
(12) Unstoppable
A Heroic Unit getting this Doom gets a Demon's Claws Atk 4 Arcane 0"
permanent +1 to Might.
Soul Atk 4 (AC) Arcane
Channeling 3-10"

Behavior
Attack the most Wounded.

R: Arcane W:

38
HEROIC MOUNTS Mount the Saddle
If a Hero in base contact with a friendly
Heroic Mounts are powerful creatures, Heroic Mount, that hero can spend a
faithful steeds, or ravenous beasts that fight Movement or an Action to Mount the
alongside heroes. A single heroic mount is a Saddle (The opposite may be done too using
merciless threat that can turn the tide of a Movement).
battle.
When a Hero Mount the Saddle, replace the
Hero and the Heroic Mount models with the
mounted version of that same model. Move
the Hero’s Unit Card alongside the Heroic
Mount's Unit Card in your card area, to
show that the hero is now mounted.
As long as the Hero is mounted, the mount
and rider activate together as a single
model, called Mounted Hero.
A Mounted Hero has the following rules:

◆ The Def value is that of the Heroic Mount.

◆ During his Activation, a Mounted Hero can


perform two Attack actions in total instead
of one: one for the Hero and one for the
Heroic Mount. It will be up to the player to
decide in which order.

◆ The Dexterity and Movement used is the


one of the Heroic Mount. If the player
chooses to use a Movement twice to Run,
only the Attack Action of the hero may be
used (once).

Heroic Mounts models can be recognized by ◆ Except AoE and specific Abilities, attacks
having the Heroic Mount tag below their can’t target the Hero riding on the mount.
name. They can be deployed on the Attacks targeting Mounted Hero are
battlefield independently, or as the mount directed to the Heroic Mount. AoE attacks
of a hero using a single miniature affect Hero and Heroic Mount.
representing the beast with the rider.
◆ When the Heroic Mount receives a Heroic
Heroic Mounts are limited as to which hero Wound, a Hero must take a Dex test: by
can ride atop them. Only a hero of the same failing it is Unsaddled.
force with an appropriate rider model can
◆ If the Heroic Mount gets Vanquished, the
mount a heroic mount.
rider is automatically Unsaddled but
remains in the game

◆ A Heroic Mount with the Dooms Death,


Visionary, Hopeless, Brutal, Masochist,
Kleptomaniac or Fearful is not rideable and
automatically unsaddles its mounted Hero.

39
Unsaddled Group Mounts
When the Mounted Hero is Unsaddled,
replace the model of the Mounted Hero Certain specific Heroic Mounts or Cavalry
with the Heroic Mount, and place the Hero’s models have the Ability Group Mount,
model in base contact with it. Separe once which lets them act as a Mount for one or
again the two Unit Cards to show they are more regular models or Heroes.
no longer Activated as a single model.
These are generally chariots or huge war
Dismounting from the Saddle beasts. The amount of model able to stay on
The Mounted Hero can spend a Movement top may vary, and each Group Mount
or an Action to Dismount. When you do specifies how many of them it can fit.
that, the Hero is Unsaddled.
To go aboard a Group Mount, a model has to
By doing it, it’s considered as both the Hero spend a Movement or Action.
and the Heroic Mount have spent a
When a model with the Group Mount ability
Movement or an Action.
have models on top it follow the same rules
The controller can finish the Activation of
of an Heroic Mount:
both models in any order he prefers.
Def value is the one of the Mount;
an Attack is made for each model on top of
the Mount (even the Mount can Attack if it
has one), but only only model using ranged
or IE weapon may attack from the top op it;
The Dexterity and Movement is the one of
the Mount, Attacks are directed against the
Mount (except AoE, which affect every
model, Mount included);
A Hero on top may be unsaddled taking an
Heroic Wound.

40
TREASURE CONTROL Treasure Control
Treasure Objectives are controlled in the
same fashion, but only models within 1” are
valid to Control it. As for Terrains, Towering
Models and Guild Masters count for 2 to
calculate which Guild is controlling a
Treasure.

A model from a Guild who is Controlling a


Treasure within 1” from it can carry it.
To do that, the model Controlling the
Treasure consumes 1 Action to Gather it:
the Treasure is then moved on the table
together with the model (touching its base),
to indicate that it’s carried by it.
A model carrying a Treasure can pass it to a
friendly Unit within 1”.
There are special elements on certain
Quests that might be Controlled at your Vanquishing, inflicting a Heroic Wound, or
advantage, either to score Objectives or to Stunning a model carrying a treasure causes
gain special benefits. the model to leave it on the ground once
again.
These elements may be Treasures such
books, crystals or crowns, or Terrains such Models carrying Treasures can’t perform
shrines, altars or siege weapons. Actions outside of Moving or Passing the
Treasure unless the Treasure has the Tag
Physical Objectives require a marker on the Tiny.
table. You can use Artisan Guild Terrains,
but any kind of placeholder like bottle caps Tiny Treasures
or glasses works too! Terrain and Treasures Keys, Book, Crowns, Skulls, Jewels and so on
distances are always measured from the are tagged as Tiny, Treasures so small that
center of its marker if needed. they don't limit the Actions of the model
carrying it.
Terrain Control
Controlling a Quadrant with a Terrain is A Tiny Treasure can be Thrown to an ally
pretty simple. At the end of a Round, the target within an amount of inches equal or
player who has more models within the lower the thrower Dexterity.
Quadrant where the Terrain Objective is The target model must surpass a Dex test to
located is controlling it. Gather the Tiny Treasure: by failing it falls
in the middle of the range, on the ground.
Towering Models and Guild Masters count
for 2 when calculating which Guild controls
an objective. A model within range can
Control multiple Objectives.

41
MONSTERS Monster Behaviour
Each Monster has a simple Behavior that
lets you Activate it by following 5 simple
rules. If two players can’t agree on a
Monster Activation they can Roll Off.

1. Monsters always take the shortest path to


accomplish their Behavior.

2. Monsters only Attack player models, unless


stated otherwise.

3. If a specific target of a Monster can’t be


reached to Attack, the Monster Attacks the
Nearest enemy unless specified otherwise.

4. If there are two or more possible targets,


Monsters always Attack the one with less
Might.
Many monsters haunt the lands of Mundus,
and all of them are enemies of all the 5. Some Monsters have a second Behavior
player's Guilds on the table. Monsters may after the first, separated by a “ ; ”, used only
be Skeletons, Goblins, Zeek, but even Bandits in the case the first can’t be accomplished.
and so on.
Common Behaviors
Monsters are included in most Campaign’s
◆ Charge Nearest: the Monster’s first priority
Quests (as red dots in the quest map) and
is to Move and Engage the Nearest Model,
can be randomly placed in Expeditions,
then Attack it.
located through Spawn Points.
Monsters are Activated on their own, ◆ Shoot from Max Range: The monster
following some basic rules called Monster adjusts its distance to its Nearest possible
Behaviors. Monster Cards are always at the Target trying to Attack from its maximum
end of the Quest in which the Monsters range, retreating in an opposite direction if
appear. it is too near.

Spawn Points Monster Attacks


Spawn Points are destructible, monster lair The Player who controls the target of an
Scenic Elements that are able to generate Attacking Monster rolls its ATK dice to
Monsters until destroyed, with the determine how much Wounds the Monster
possibility to spawn during the Quest inflicts. After that, attacks work as always.
Events due to Double, Triple or Scale rolls.
Monster Abilities
Monster Activation Exactly like Units, Monsters have Abilities.
The Monster Activations happen at the End These special features are often Passive:
Phase of each Round. Monster Activations their effects are always in play.
order is based on their Dex value: higher Active Abilities uses are specified in the
Dex Monsters move first, and the others Behaviors.
follow in descending order. Monsters move
on their own according to their Monster
Behavior.

42
Epic Bosses
Epic Bosses are powerful and frightening
huge Monsters that may be found in certain
Campaigns, often as final boss encounters.

An Epic Boss Activate like a regular Monster


during the End Phase and follow his unique
Behavior, but it’s the last model to be
Activated on the table.

Possessing Heroism, Epic Bosses are very


hard to slay and can last many turns.

Rolling a Behavior
Additionally to the simple rules used to
activate any Monster, an Epic Boss Behavior
is composed of a list of up to 6 possible
Behaviors.
Accomplishing a Behavior
Epic Bosses are generally huge and their It’s finally the End Phase, and the Epic Boss
movement patterns can be predicted by is going to Activate and accomplish the
carefully observing them. Behavior rolled at the Event Phase.
For this reason, Epic Boss Behaviors are When it happens, the Epic Boss uses his
always rolled at the beginning of the Event Movement to adjust his distance to his
Phase using a D6, letting you adapt and target before attacking.
formulate a strategy depending on the
Behavior rolled. If the Behavior is a melee Attack, the Epic
Boss uses his Movements to approach his
When you do that, keep the Die used to roll chosen target and attacks it.
the Epic Boss Behavior on its Card: this will
help you track which Action or Active If the Behavior is not a melee Attack, the
Ability it will unleash during his Activation Epic Boss tries to use it against his chosen
at the End of the End Phase. target from the maximum distance.

At the beginning of the first Event Phase the If the rolled Behavior is going to
Ashen Manticore Epic Boss hints to unleash a automatically fail, the Epic Boss tries to
Cone of Fire toward your most wounded Unit approach and unleash the rolled Behavior to
during the End Phase, an Ashen Inquisitor. the nearest target and ends its Activation.

You mark the Ashen Inquisitor, and to avoid Raging Abilities


unnecessary victims, you try to isolate the An Epic Boss Rages when it accumulates 2
Inquisitor by Moving it away from other Heroic Wounds, unlocking a passive Raging
Guilds members. At the same time you use Ability.
your Inquisitor to Engage a group of models Raging Bosses don’t go back to their normal
of Scourgeland Survivors of the opponent’s state even if they heal from their Heroic
Guild, to use the Manticore Fire to your Wounds.
advantage.

Knowing the direction the Boss will take to


shoot his Cone of Fire toward the Ashen
Inquisitor, you circle around the Manticore in
the opposite direction of its target with
Ultran Dragonsmasher!

43
EXPEDITIONS Rolling Scenic Elements
The fastest way to play Guilds is to embark In this phase, Scenic Elements such as trees
into an Expedition. In this game format your or barriers are placed on the Battlefield.
Guild will explore the world of Mundus in These elements are strategically important
random Quests. From the frozen peaks of to shelter from ranged attacks, and some
Skutagaard to the arid expanses of Denmora, bring additional rules to the Quest.
you’ll travel across thematic landscapes, fight The 30”x 30” Battlefield is divided by 4
against the local monsters and collect imaginary lines generating 9 Quadrants of
treasures and resources. 10" x 10", as in the picture below.

In a Guild Expedition Quest (Expedition for


short), you and your opponent build an
equally-matched guild and battle on random
Quest.
Guilds are usually composed of 60 GP, a
Guildhall and 6 GU, but you and the other
players can agree to use more or less GP
and GU as long as they are equal.

Expeditions usually have no Main


Objectives: the Guild who Vanquished
models worth more of these points wins.
Valor and Heroic Costs of the Vanquished
enemies are calculated to choose a winner
when the Quest Ends at the end of the Fifth
Round.
During this step, the player who rolled the
This Chapter describes the rules to set up Biome will roll an additional D6 to draw a
the Map on a Guild Expedition. random Scenic Element (or combination of
small ones), to place on the first Quadrant
on the top left. After him/her, all players
Rolling a Biome alternate to roll a Scenic Element for the
rest of the 8 Quadrants.
The first step to play an Expedition is to roll
for a Biome. Biomes are the different nature The list of Scenic Elements available to roll
zones in the world of Mundus and each one from and place on the Battlefield is strictly
brings different themes, terrains and rules dependent from the rolled Biome and are
to the game. A roll off is made by any player described on each Biome subchapter,
to roll one of the 6 Biomes with a D6. however, they are divided into these
categories:
Mundus Biomes
1. Forest of Arba Scenic Elements
2. Rotvar Plains 1. Natural Elements
3. Frozen Lands of Skutagaard 2. Natural Elements
4. Deserts of Denmora 3. Difficult Terrains
5. Scourgelands / The Depths 4. Barriers
6. City Ruins 5. Interactive Terrains
6. Spawn Points
In this stage of the beta, only the Forest of
Arba is available (however, you can play it After each Quadrant is completed, the
with different types of terrain, such as snow players roll for Initiative, and whoever wins
or desert, as long as it doesn't change its rules gets to choose a corner to start deploying
and properties). Thank you for your patience! its models anywhere on its Quadrant.

44
1 - Forest of Arba 4: Barriers
You may place up to 3 Barriers such as
The lush forest of Arba is a place soaked in fallen trees, short stone walls or ruins no
ancient wild magic, whose dense vegetation is thicker and taller than 1”, roughly large 5”..
fed by the sacred Yaldain tree. The fauna of
this forest is disturbed by the constant raids
of the treacherous goblins, who try to put
their clutches on the ancient relics that keep
the balance on this enchanted ecosystem. A
constant battle rages between those who wish 5: Interactive Terrains
to protect the Forest of Arba and those who Walls and corners used to build any kind of
wish to rob it from its hidden treasures. ruin which models can Climb or enter. If
multiple neighboring Quadrants use this
When you play in this Biome, these are the element, they can be combined to create
Scenic Elements you may choose to place in even larger buildings.
a Quadrant by rolling a D6:
◆ Moonstone Well
1-2: Natural Elements The second time an Interactive Terrain is
You may place up to 3 large trees, or 3 large rolled, a Moonstone Well can be placed
rocks, or a combination of them. instead.
No more than 1 Moonstone Well may be
placed in the Battlefield.
The models of a Guild who controls the
Moonstone Well may consume either a
Movement or an Action to Heal from a
Wound.

3: Difficult Terrain
Roll an additional D6 to draw one of the
Difficult Terrain to add on the Quadrant.

◆ 1-3: Aquatic Terrain


Place a shape that roughly occupies half
Quadrant with Aquatic Terrain, such as a
pond, a lake or a crossable river if
adjacent Quadrants roll the same.
A model that passes through an Aquatic
Terrain is considered to be under the
effect of the Difficult Terrain, unless it is
an Amphibian or it has
Special/Levitating Dex.
◆ 4-6: Poisonous Terrain
Work as the Aquatic Terrain, but in
addition, a model who ends its Activation
on it gets 1 Poison Token.

45
6: Spawn Point
Place the Goblin Lair Spawn Point anywhere
in the Quadrant, add a Barrier or Natural Goblin Warrior
Element if you wish. Monster, Goblin

No more than 2 Spawn Points may be placed Might Def Will Dex Hero.
in the Battlefield: if a third one is rolled, the 1 3 3 4 1
Quadrant is considered to have Natural
Elements (1-2). Wooden Club Atk 1 0"

During each Event Phase the player with the Behavior


lowest initiative rolls 3D6 for each Goblin Charge nearest.
Lair and the following Monsters appear
anywhere in contact with it depending on
the result:
Goblin Archer
◆ Double: 1 Goblin Warrior and 1 Goblin Monster, Goblin
Archer are deployed at the Goblin Lair.
Might Def Will Dex Hero.
◆ Scale: 1 Greatgoblin Enforcer is deployed 1 3 3 4 1
at the Goblin Lair.
Wooden Bow Atk 2 (TA) 3-10"
◆ Triple: 1 Goblin Shaman is deployed at
the Goblin Lair. Behavior
Shot from max range.
Destroying the Goblin Lair
A Goblin Lair may be destroyed with attack
and spells to prevent it from Spawning
additional monsters.
Greatgoblin Enforcer
It is considered a Construct, it has 6 Might Monster, Goblin
and a Def of 3.
Might Def Will Dex Hero.
3 4 5 4 1

Spiked Mace Atk 2 0"

Wooden Shield Atk 1 (SR) 0”

Behavior
Charge nearest.

Goblin Shaman
Monster, Goblin, Champion

Might Def Will Dex Hero.


3 4 5 4 2

Wooden Staff Atk 1 0"

Poison Atk 4 (AC) Poison


Channeling 3-10"

Behavior
Shot from max range.

46
CAMPAIGN RULES
There are two ways to play using the
Campaign Rules: either picking a pre-made
Thematic Campaign from the Quest Book, or
by playing a Random Campaign by facing a
sequence of 5 Expeditions with the same
Guild, using the Campaign Rules listed in
this Chapter.

By playing with the Campaign Rules, you


start with a small rookie Guild which will
grow and improve between a Quest and
another through Glory Points (GP) and
Guild Upgrades (GU).

In a Campaign you must be careful and


protect the members of your Guild: every
action has a consequence and each one of
your precious guild comrades could come to
a terrible end.

Guild Records is a must have for the


Upgrading your Guild
Campaign, and will help you to track the While Glory Points grow at the end of each
condition of your Guild members, as well as Quest automatically, Guild Upgrades are
the various Upgrades gained between one earned through achievements and by
Quest and another. completing objectives.

Tracking reward is extremely important if


Starting Guild the players are playing a Campaign, or if
Unless specified differently in a Campaign, they agree to continue their Expeditions in
each player starts the first Quest of the a custom sequence using the Campaign
Campaign with a single Guild Upgrade: the Rules.
Guildhall, which provides you the first 35
GP to spend in Infantry Units and to attract ◆ Quest Participation: +20 GP
your first Hero.
◆ Quest Winner: +1 GU
Winning a Campaign
The winner of a Campaign is the Guild who ◆ Destroy a Monster Spawn Point: +1 GU
won the last Quest.
◆ Vanquish an enemy Hero: +1 GU

◆ Vanquish all Units of an enemy Guild: +1 GU

◆ None of your models are Vanquished by the


end of the Quest: +1 GU

Even if GP grows equally among all guilds,


you can deal a major blow to your
opponents by attempting to cause
Permanent Death to their units, thus
tipping the campaign in your favor.

47
Casualties of War Constructs automatically fail Casualty Rolls
unless you have an Armory GU.
Amid the clash of axes and hammers and When a regular Unit Permanently Die, you
thundering witchcraft, the battlefields turn don’t get back the Glory Points spent to
into seas of blood. Be careful Guildmaster, for recruit it. Additionally, Permanently Died
not even the greatest of heroes can stand up Units don’t add points to your Guild Valor.
to powerful enemy guilds without allies.
Protect your comrades as if you were Should your Guild Valor lower due to dead
protecting your honor, or surround yourself regular Units, you won't lose Heroes who
with mindless hordes of minions. are part of your Guilds.

Heroic Units Death


During a Campaign, if a Heroic Unit is
Vanquished, it must roll a Doom before
starting the next Quest, with the chance to
Permanently Die by obtaining double 1.

When a Heroic Unit Permanently Dies, it


does not return for the next Quests, but the
Guild Valor invested for it is available once
again to recruit a different one.

Should the GM Permanently Die, the player


is obliged to elect a new GM.

Casualties Rolls
When a Quest ends, all Guilds perform
Casualties Rolls to evaluate the damage
inflicted to their regular Units and to
calculate the victims.

A Willpower test is done for each regular


Unit that has been Vanquished during the
Quest. The Units who fail the test are
Permanently Dead: they can no longer
participate in the following Quest of the
Campaign.

◆ Get the Temple Guild Upgrade to roll


2D6 and choose the best result on each
Casualty Roll.

At the end of a Quest, a Blackrazor Hobgoblin


and an Orc Barbarian of your Guild had been
Vanquished. During the Casualties Roll, you
roll a die for each one of them. You obtain a 5
for the Orc and a 2 for the Hobgoblin: while
the Orc survives for the next quest, the poor
Hobgoblin dies and is permanently removed
from your Guild.

48
Armory System Training Halls
In the realms of Mundus, blacksmiths follow In a world in which forces are incessantly
the fearless guilds in their campaign, always confronted, where the interests of one prevail
ready to forge new weapons and armor for over the interests of the other, even the single
the Guildmaster troops. In the hot halls of the individual can make a difference.
armory, your personal blacksmith works Fame and glory await all the fearless who will
tirelessly to best equip your comrades. perform great deeds on the battlefield.

With an Armory, you can switch the By getting a Training Hall Guild Upgrade,
weaponry of your Regular Units between a you are able to upgrade Infantry or Cavalry
Quest and another. Units to a Champion if certain conditions
had been satisfied by the Unit.
Changing Unit Specialization
Most Regular Units (such Infantry and Electing a Champion
Cavalry) have a Specialization included in To be promoted as a Champion, a Regular
their Name. The Specialization is written Unit has to Vanquish a Heroic Unit or Epic
after the dash, like Vanguard in the Unit Boss, inflicting it the final blow. The Unit
Card Fighter’s Guild - Vanguard, or Huskarl must survive till the end of the Quest any
in the Unit Card Dwarf Mountaineer - eventual Casualty Roll, otherwise it can’t be
Huskarl. promoted to Champion.
Having an Armory in your Guild, you can Once the condition has been satisfied, you
switch between a Specialization and can promote the Unit to Champion by
another among Quests by simply switching assigning the model to a new Unit Card
Card. which will be used just for it, and attach to
it the Champion Upgrade, seen below.
◆ You get access to the Armory System by
getting the Armory Guild Upgrades. Only one model for each 35 Guild Valor can
be promoted as Champion (2 at 50, 3 at 75
Blacksmith Heroes and so on).
Pay attention to the Unit Cards tags: certain You have to make sure it’s easy to identify
Heroes possess the tag Armory, meaning the Champion from common Units of the
that they count also as an Armory Guild same type.
Upgrade as long as they are in your Guild.
Champions gets the following bonuses:
You possess 3 Fighter's Guild - Vanguards
Units who are assigned to a Fighter’s ◆ +1 Heroism
GuildCard. By deciding to change one of them ◆ +1 Atk on all Weapons
to Fighter's Guild - Defender thanks to your ◆ +1 Willpower
Armory Card, you need to assign the new ◆ Ability to perform Heroic Reactions
Defender to a new Fighter’s Guild - Defender ◆ Ability to get Doom points
Card (or an existing one if there’s one slot
left). Your Fighter’s Guild - Vanguard Card
now has assigned only 2 Vanguards.

49

Common questions

Powered by AI

The tactical implications of the Attack and Defensive Roll systems are profound. Attack Rolls are determined by the ATK characteristic of a weapon and can be split among multiple targets, while Defensive Rolls allow targeted models to mitigate successful attack rolls by negating wounds. This mechanic introduces a layer of complexity and strategic planning, as players must not only choose the right target and weapon but also anticipate enemy defense responses. Understanding how and when to apply critical hits or manage shield capabilities directly affects battlefield outcomes, thereby requiring players to make informed decisions about engagements and positioning .

Wound Types and Conditions dramatically affect battle outcomes and strategies by introducing vulnerabilities and resistances that guilds must consider during combat. Different types, such as Fire, Arcane, or Poison, can either increase or reduce the effectiveness of attacks depending on the opponent's defenses. Conditions like bleeding or terror, triggered by these wound types, can critically weaken enemy units over time or hinder their capabilities. Therefore, strategic deployment of units with specific wound-inflicting abilities while countering opponents' conditions becomes crucial to gaining superiority on the battlefield .

Heroic Reactions can significantly alter the battle flow and outcomes by allowing units to respond proactively to threats. They enable units to perform actions like dodging, blocking, or counterattacking after an attack, which can neutralize enemy successes or even turn the tables by causing damage in return. These reactions, though costly in terms of Fatigue Tokens, provide a chance to recover from adverse situations or to reevaluate strategic placement. Efficient use of Heroic Reactions can minimize damage, maintain offensive pressure, and create opportunities for counterplays that can shift the momentum of battle .

Guild Upgrades (GU) significantly enhance a guild's capabilities by providing infrastructure and facilities that elevate its status from a rookie to a great guild. They enable the recruitment of special units by unlocking specific Headquarters components, such as Stables for Cavalry Units, Armories for weapon switching, Temples for saving victims of war, and Beast Lairs for recruiting legendary creatures like Gryphons and Golems. Strategically, these upgrades offer players flexibility and potentia in tailoring their guild's strengths, thus offering unique advantages in quests and battles .

Heroic Units are recruited differently than Regular Units because they cannot be bought with GP. Instead, they are attracted based on the guild's total Valor, and each Heroic Unit has a Heroic Cost. This distinction requires players to balance their allocations between purchasing Regular Units to build up Valor and strategically unlocking Heroic Units, which provide significant advantages due to their special abilities. The unique recruitment mechanic impacts strategy as players must decide when to enhance their guild's capabilities with ordinary recruits versus saving resources for potentially game-changing Heroic Units .

Glory Points (GP) are essential in recruiting units as they serve as the currency for recruitment expenses. Each non-heroic model has an associated cost in GP, labeled as Valor. When recruiting units, a player must manage their GP carefully, because spending affects their remaining resources and dictates the units they can field. During a campaign, which requires strategic resource allocation over multiple sessions, the correct use of GP can impact a guild's strength and its ability to recruit additional units or upgrade facilities, thus influencing progression and success in achieving objectives .

Utilizing terrain features in gameplay provides both defensive and offensive strategic advantages. Terrain can form natural barriers that limit enemy movement, provide cover from ranged attacks, or offer elevated positions to bolster ranged effectiveness. It can also be used to block enemy lines of sight or funnel opponents into choke points for tactical advantage. Leveraging terrain effectively allows players to manipulate the environment to protect vulnerable units, create advantageous combat scenarios, and control the movement and positioning of enemy forces, thereby augmenting overall strategic dominance .

"Take Aim" weapons influence tactical decisions significantly, offering increased attack dice when used properly. They require players to forego movement in their activation to fully utilize attack capabilities, demanding careful planning and positioning. When managed cleverly, these weapons allow for precision strikes with enhanced impact, but they also risk exposure to enemy attacks due to the lack of mobility. This mechanic forces players to weigh the benefits of optimal offensive output against the potential vulnerabilities engendered by immobilization, thus encouraging strategic foresight for effective application .

Unit Cards serve as critical components for managing and executing game strategy. Each card provides essential information on the associated models, including characteristics, abilities, and costs. Players must utilize these cards to activate units on the battlefield and can assign multiple units of the same type to a single card. This usage encourages efficient resource allocation of GP for maximum battlefield presence without exceeding card limits. The cards thus influence strategy by demanding players organize units optimally, maintain a balanced and informed approach to recruitment, and adapt to tactical needs by leveraging unit strengths during gameplay .

Managing the Guild Record entails critical strategic considerations such as recording unit recruitment, GP allocation, and Valor management. Players must judiciously assign units to optimize their force composition for upcoming quests and campaigns. Given that Heroic Units are dependent on Valor, maintaining a balance between spending GP on regular units to increase valor and conserving resources to attract heroes is key. Furthermore, naming units and accurately tracking expenditures and associated costs necessitate strategic foresight and adaptability, ensuring that players have the right configuration to meet competitive challenges effectively .

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