broken empire

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Broken Empire: ATabletop Wargame Authors Note Welcome to Broken Empire: A Tabletop Wargame. This wargame was created by me in an effort to create a wargame that would offer a wide variety of troops and units but still be relatively affordable to play and one that allowed for great strategic potential but not require large capacities to play. What follows will be the main rule book outlining the factions, armies, units and lore that makes up the world of Broken Empire and I hope you have as much playing this, as I did making it.

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A beta wargames ruleset for wargaming in a fictional land torn apart by civil war.

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Broken Empire: A Tabletop Wargame

Author’s NoteWelcome to Broken Empire: A Tabletop Wargame. This wargame was created by me in an effort to

create a wargame that would offer a wide variety of troops and units but still be relatively affordable

to play and one that allowed for great strategic potential but not require large capacities to play.

What follows will be the main rule book outlining the factions, armies, units and lore that makes up

the world of Broken Empire and I hope you have as much playing this, as I did making it.

ContentAuthor’s Note 1

Introduction 6

Principles of Combat 7

Getting Started 7

What you will need 7

The Unit 7

Centre of the Unit 7

Unit Modelling 7

Unit Facing 7

Anatomy of a Unit 8

The Game Sequence 9

Recovery and Resolution 9

Movement 9

Missiles and Magic 9

Melee 9

Resolve 9

Recovery and Resolution 10

Critical Success and Critical Failure 10

Taking a Check 10

Movement Phase 11

Types of Orders 11

Advance 11

Rapid Advance 11

Charge 13

Charging and Multiple Units 14

Missiles and Magic 15

War Machines 15

General Rules for War Machines 15

Morale 15

Movement 15

Missile and Magic Phase 16

Melee 16

Catapults 16

Trebuchets 16

Cannons 17

Missiles 18

Components of a Range Weapon 18

Who can Fire? 19

Valid Targets 19

Firing with the Unit 19

Dealing Damage 19

Magic 20

Spell Book 21

Prayers 21

Spells 21

Nature 23

Melee 24

Composition of a Melee 24

Attacking 24

Roll to Hit 24

Damage 25

Critical Hit 25

Resolving a Melee 25

Multiple Unit Melees 25

Morale Conditions and Effects 25

Armoury of the Empire 27

Melee Weapons (General) 27

Spear 27

Short Sword 28

Long Sword 28

Cavalry Spear 28

Lance 28

Greatsword 28

Halberd 28

Pike 28

Runesword 29

Holy Staff 29

Druidic Lance 29

Wizard Blade 29

Griffon Claws 30

Ranged Weapons 30

Shortbow 30

Bow 30

Crossbow 30

Musket 30

Armour 31

Shield [Light] 31

Light Armour [Light] 32

Light Armour and Shield [Light] 32

Heavy Armour [Heavy] 32

Heavy Armour and Shield [Heavy] 32

Breastplate [Light] 32

Feathered Hide [Light] 32

Ranger Cloak [Light] 32

Minor Ward [Light] 32

Nature’s Cloak [Heavy] 33

Holy Vestments [Light] 33

Relic Armour [Heavy] 33

Special Rules 33

CumbersomeWeapons 33

Deft Horsemanship 33

Fearsome 33

Flammable 34

Formation 34

Icon of Hope 34

Master Archers 34

Pike Wall 34

Scout 34

Siege Weapon 34

Stealth 35

Unruly Mob 35

Charge 35

Unit List 35

Militiaman 37

Footman 38

Swordsman 38

Halberdier 39

Pikeman 39

Greatswordsman 40

Raider 41

Light Cavalry 41

Mounted Bowman 42

Knight 42

Griffon Knight 43

Archer 44

Crossbowman 45

Musketeer 45

Ranger 46

Shaman 46

Druid 47

Wizard 47

Priest 48

Hero 49

Unit Types 49

Formation: 49

Skirmisher: 49

Cavalry: 49

Flier: 50

War Machine: 50

Hero 50

Army Composition 50

Army Building 51

Army Setup 51

Victory Conditions 52

Terrain 52

Normal Terrain 52

Difficult Terrain 52

DefensiveTerrain 52

Fortifications 52

Mercenaries 53

Using Mercenaries 53

Basing Template 54

Acknowledgements 54

IntroductionIt is the year 2017. By the blessed grace of the Goddess Diacta, the Bastonne Empire has flourished

for a 1000 years. Presiding over vast armies, the Emperors of Bastonne have gradually and brutally

come to lay claim to all nations in the land of Alena. The previous Emperor Julius Cato, has passed on,

the first Emperor to ever die peacefully in his sleep. His successor and grandnephew, Markus

Sagacious Remus, has come to the throne amidst great turmoil amongst the subjects of the Empire.

Increasingly, the various subjected lands are calling for independence and the young Emperor is

struggling to assert Imperial authority. Tensions finally reached boiling point when the Conclave of

Nations, a peaceful assembly meant to mediate relations, breaks down when unknown assassins

failed to kill Emperor Remus. Almost overnight, all the old loyalties fell away as each of the realms

declared independence and broke away from Imperial rule. It is the year 2017 and the 1000 year

Empire is finally shattered.

Principles of Combat

Getting Started

What you will needTo play this game, you will require a number of things. Firstly, you will need a flat playing surface of a

size appropriate to the typeof battle you will play. Secondly, you will require a number of dice of

various kinds ranging from d3 up to d10. You will also need measuring implements like rulers or tape

measures to measure distances in inches. Lastly you will need the units that will make up your army

but that will be discussed in detail later. It is also recommended, but not necessary, to make use of

small tokens as markers or counters for special events that will be explained later.

The UnitA unit is the most basic denomination of fighting force in this game. All units will have a base. This

base refers to a square flat tile that the models that make up the unit are placed on. All units,

regardless of type, all have the same base. This base is a square with the dimensions 8cm by 8cm.

The soldiers that make up the unit can be arranged however you wish on this base.

Centre of the UnitThe unit centre is a point taken from 4 cm from one edge and 4 cm from the adjacent edge. That is, if

you were to start at half of one edge and rule a perpendicular line to that edge and then repeat the

process from either of the two adjacent edges, you would get the unit centre.

Unit ModellingUnits are ostensibly made up of a number of soldiers. Realistically, force sizes would normally

depend on a variety of conditions however for the purposes of this game, we use a single set of

standard conventions.

· Infantry (Formation/Skirmisher)units are made up of 10 models

· Cavalry units are made up of 5 models

· Hero units (Demarcated as such) are made up of 1 model

Unit FacingThere are four sides to the unit and its base. One side, clearly indicated by the owning player, is the

unit front. The side opposite it is the unit rear. That leaves the two remaining sides as flanks.

Anatomy of a Unit

Front

FlankFlank

Rear

There are various components that define a unit beyond just the physical model. These

characteristics will be explained below.

Health:This is an unstated characteristic but no less vital. All units, regardless of type, have 10 Hit Points. All

units start with 10 and this number may be reduced as a result of battle damage. When a unit

reaches 0 HP, it dies and is removed from the table. Here, you can use counters or d10 dice to

indicate how much damage a unit has taken. Alternatively, you can removea single model from the

appropriate unit for every 1 damagepoint taken. In the case of cavalry models, 1 model equals 2

damage points.

Cost:Cost defines how expensive in Gold Coins a unit is. It represents a combination of the cost of training,

equipping and upkeeping soldiers in the field. A lowly militiaman will cost a mere 50 Gold Coin or GC

to field with his simple spear and shield but a powerful knight costs 300 GC, 6 times that amount.

Movement:Movement is a measure of how nimble a unit can be on the field. It is not a measure of how fast the

individual soldier can move but rather a group of soldiers who are trying to keep some semblance of

order and cohesion as they move. The value indicated is in number of inches

Type:Type refers to what particular designation a unit might have. Different types of troops have different

rules which will be explained later on.

Hit:Hit refers to the skill of the unit in melee in terms of landing and coordinating attacks against other

units. Successfully coordinating attacks is a skill that takes great degrees of training to be effective in

any significant capacity. Anyonecan take a sword and swing it but a true soldier can land a blow and

return the weapon to guard position before his foe’s corpse has fallen. It is this distinction that

separates the dead from the living.

When rolling to hit, a hit is scored when the roll is a value that is greater than or equal to the value

listed here.

Defence ():Defence is an indication of how well armoured a unit is and how sturdy and tough the soldiers are

when taking damage. You will notice that there are two values listed here: one normal value and

another value in brackets. The value listed in brackets refers to a separate defence value that the

unit has when taking damage from ranged attacks. The first value refers to the unit’s defence when

taking damagefrom melee damage.

Resolve:Resolve is a measure of how determined and spirited a unit it. It is used to determine how a unit will

react to the realities of battle and whether or not it can resist the temptations to flee or retreat in

the face of danger.

Abilities:The Abilities section refers to special rules that a unit might have because of its training or equipment

. Please refer to the Special Rule list later in the book for explanation of each individual’s abilities.

Gear:Gear is a list of what weapons and armour a unit might be equipped with. Any bonuses or special

rules have already been accounted for by the other characteristics and this gear list is simply a

shortcut to knowing what a unit might be equipped with.

The Game SequenceThere are a number of components to a player turn. Normally, there are two players who each get a

turn per round. A number of rounds makeup a single game but depending on the number of players,

this can change. What remains constant, however, is the structure of a player turn.

Recovery and Resolution1. Take any Resolve Checks on units with broken, disrupted morale or any other condition

2. Resolve any status effects

Movement1. State move types of all units

2. Charges must be declared first and no measuring beforehand is allowed.

3. Resolve all moves

Missiles and Magic1. Attempt to fire any war machines

2. Attempt to fire with any missile troops

3. Attempt to cast any magic

Melee1. Resolve any melee combats

Resolve1. Take Resolve Checks on any units that suffered Morale Damage.

The player turns are largely self-contained in that a player will take almost all of his actions

independently of the other player in terms of attempting his own Resolve Checks, moving all of his

units and attempting magic and ranged attacks without the other player’s response. However, in the

melee phase, the units that are attacked by the player with the current turn will have a chance to

respond with attacks of their own if they are not destroyed.

After all attacks, from both players during the turn, have been resolved, the melee phase ends and

the resolve phase, takes place. After that, the process restarts for the other player. This continues

until one player is defeated or some other victory condition occurs.

Recovery and ResolutionIn this phase, units that were under somestatus effect or morale damage take their checks to see if

they overcome the effect and regain order.

Critical Success and Critical FailureOn a Resolve Check, rolling double 1s results in an automatic success and this means that regardless

of what modifiers a unit is facing, it passes the Resolve Check. In this case, we assume the unit has

shown impossible, if not insane, courage and will stand against the foe heedless of danger.

Similarly, rolling double 6s on the Resolve check results in automatic failure and this means that

regardless of what modifiers a unit is facing and resolve it has, it fails the Resolve Check. In this case,

we assume the unit has shown boundless, if not spineless, cowardice and will rather fleet against the

foe.

Taking a CheckThe phrase take a check refers to a process whereby the player taking the check rolls 2 d6 dice and

adds the result together. They then comparethis result to whatever value is stipulated by the check.

If their dice roll is less than the result, the check is passed and the status effect ends. In the case of a

Resolve Check, the unit will lose whatever morale condition they had and gain the Normal condition.

In this phase, every unit under a status effect or morale condition must take their Resolve Checks.

You may pick the order in which to take the checks.

If any of the checks are failed, take the required response.

Movement PhaseIn this phase, you will move your units around the battlefield and take actions that may later bring

them into melee with other enemy units.

There are two components to a Movement Phase: Issuing Orders and Resolving Orders. Issuing

Orders happens before Resolving Orders.

In the Issuing Orders component, you may issue Movement Orders to any unit in your army that is

not currently under some morale condition or in melee.

Once all units in the army have been issued orders, you may then resolve the orders in any order that

you wish by performing the attack required by the type of order.

Types of Orders

AdvanceAn Advance is the most basic type of move that exists. It consists of all the soldiers in the unit moving

as cohesively as possible in a direction at a normal pace.

Advances can only use up to the value listed in the Movement Characteristic.

An Advance can consist of the following types of actions:

1) Moving in a straight line forward from the unit Front

2) Turn 45 degrees per inch of Movement either left or right. You measure the degrees from

the centre of the unit

3) Moving in a straight line backwards from the unit Rear

An Advance can be comprised of any combination of these actions provided the inches moved is less

than or equal to the total Movement of the unit.

If a unit ends its advance in base contact with another enemy unit, the two units are then engaged in

melee.

Rapid AdvanceA Rapid Advance is more difficult manoeuvre to perform under battlefield conditions because it

requires all the soldiers in the regiment to rapidly move forward and still maintain their formations

or cohesion. Generally speaking, a Rapid Advance is used to cover ground quickly and not for assaults

because the goal is to cover ground and not prepare for an ensuing melee.

A Rapid Advance can usedouble the Movement Character of the unit and can consist of the following

types of actions:

1) Moving in a straight line forward from the unit Front

2) Turn 45 degrees per inch of Movement either left or right. You measure the degrees from

the centre of the unit.

An Advance can be comprised of a move forward in a straight line. A single rotation of the unit is

permitted but only before the actual unit moves forward.

A Rapid Advance may not end 2 inches before any enemy and may never be used to bring one unit

into base contact with another for the purposes of melee.

Charge

A Charge is a special kind move that is explicitly used to engage the enemy with some additional

momentum and shock so as to break the enemy in the ensuing melee. Although infantry charges are

fearsome in their own right, it is cavalry who are best suited for charges.

To that end, there are two separate types of charges: infantry and cavalry charges. When ordering a

charge, use the one appropriate to the type

Infantry ChargeWhen issuing an Infantry Charge to a unit, you must nominate one enemy unit to receive the charge.

Then you may move in a straight line towards that unit. The maximum distanceyou are allowed to

move is equal to 1.5 times the movement, rounding down. You are allowed a single rotation of 45

degrees in either direction at the start of your charge. However, you must have had the enemy unit

in the front facing arc of your unit before declaring the charge.

If you do not reach the enemy unit, your charge is considered to have failed and you must move your

unit as close to the enemy as you are able. Furthermore because your unit prepared itself for a

melee that it never fought, your unit counts as Disrupted.

If the charge is successful, the two units, yours and the enemy, are now considered to be engaged in

melee.

Cavalry ChargeWhen issuing a Cavalry Charge to a unit, you must nominate one enemy unit to receive the charge.

Then you may move in a straight line towards that unit. The maximum distanceyou are allowed to

move is equal to 2 times the movement. You are allowed a single rotation of 45 degrees in either

direction at the start of your charge. However, you must havehad the enemy unit in the front facing

arc of your unit before declaring the charge.

If you do not reach the enemy unit, your charge is considered to have failed and you must move your

unit as close to the enemy as you are able. Furthermore because your unit prepared itself for a

melee that it never fought, your unit counts as Disrupted.

If the charge is successful, the two units, yours and the enemy, are now considered to be engaged in

melee.

Charging and Multiple UnitsIt is possible that you may want to elect multiple units to charge against a single target so as to

maximise the amount of damage that enemy might face. If multiple units area able to charge against

a unit successfully, you must spread the contact that each unit has with the enemy base to maximise

the contact the units have with their enemy. Only a maximum of two units may declare a charge

against the same target.

Advances follow this rule when multiple units advance into the same enemy.

It is possible to charge at the flanks, or even rear, of an enemy unit and in that case, you treat the

side as the front for the purposes of resolving charges. The benefits of such a charge will be given

later in the Melee Section.

Missiles and Magic

There are a number of missile weapons in the world of Broken Empire, from the simple shortbows of

the Derov horse archers to the complex and powerful longbows used by the Rangers of Yslomir and

even the deadly muskets found in elite units in the armies of Valenheim. Adding to this, are

numerous spells that can be performed by fell mages or noble priests.

To this end, this section details the various kinds of ranged weapons, what their rules are and as well

as how to cast magic.

War Machine s

There are 3 types of war machines that armies can use: Catapult, Trebuchet and Cannon.

Each weapon works differently and will be explained in their sections.

General Rules for War MachinesA number of general rules apply to war machines.

MoraleUnless otherwise stated by a specific rule, war machines are never subject to Resolve Checks like

normal units.

MovementWar Machines are only able to receive Advance Orders in the movement phase.

Missile and Magic Phase

War Machines can be targeted by other war machines and missile troops. Also, unless otherwise

stated, war machines can be targeted by spells and magic. War Machines are all Move or Fire

weapons.

MeleeWar Machines never fight in melee and never retaliate when attacked. War Machines are valid

targets for charges however and a war machine may not fire if it is successfully charged by an enemy

until such a time as the engaging enemy unit is driven off.

In melee, war machines suffer melee damage as per normal.

CatapultsCatapults are the most common typeof Warmachine amongst the nations of the Empire. Considered

a powerful weapon against masses of infantry and cavalry to a lesser extent, the humble catapult

sees service in armies across the Empire though the design may reflect the builders to a great degree.

Catapults vary in design, from the sturdy and robust frames used in Harlievia to the primitive and

ramshackle ones made in Kynmach. Regardless of their origin, all catapults launch large masses of

rocks towards the enemy with somedegree of accuracy.

FiringTo fire this weapon, nominate any point within line of sight, 360 degrees, that is at least 6 inches

away but no farther than 25. This point is the blast origin.

Next, roll a d6. On a roll of 1, the machine has malfunctioned and does not fire, instead taking 1 point

of damage directly to its HP. On a 2+, the weapon fires properly.

If the weapon fired properly, roll another d6. This value is the weapon spread and refers to how

widely the distribution of the rocks thrown reached.

You must then roll to hit the enemy unit units. Enemy units less than 3 inches away from the blast

origin are hit on a 3+. Units that are greater than 3 inches away are hit on a 5+. Units that are

successfully hit take a d4 damagedie. If a 6 is rolled, this is a critical damage roll and the unit hit by it

takes a d4 damage die that ignores 1 point of defence.

Once the damage dice havebeen rolled, see the applying damage chart below to determine the

effect.

TrebuchetsA trebuchet is essentially one massive torsion arm that makes use of a counterweight and gravity to

fling a single large object, usually a boulder but also a diseased corpse in times of siege, a large

distance. Trebuchets are significantly more powerful than a catapult but only damagea single target.

For this reason, they are usually employed to besiege castle walls. However, they do see use on

normal battlefields as counters to other war machines or particularly potent and fearsome

formations.

FiringTo fire this weapon, nominate any point within line of sight, 360 degrees, that is at least 8 inches

away but no farther than 30. This point is the blast origin and it is 4 inches in diameter.

Next, roll a d6. On a roll of 1, the machine has malfunctioned and does not fire, instead taking 1 point

of damage directly to its HP. On a 2+, the weapon fires properly.

If the weapon fired properly, roll another d6. This value is a measure of how accurate the shot was.

On a roll between 1 and 2, the shot flies widely off course and is discarded. Otherwise, the shot

landed on the blast origin.

Roll a d6 for every unit in the blast radius from the blast origin. The unit is hit on a 4+ and takes a d6

damage die. If a 6 is rolled, then the d6 damage die ignores the defence value of the enemy unit.

Once the damage dice havebeen rolled, see the applying damage chart below to determine the

effect.

CannonsCannons are a very rare war machine in the lands of Broken Empire. Only specialised engineers in

Valenheim are known to possess the knowledge and tools needed to produce these mighty weapons

that usea strangeblack powder to fire hugeiron balls great distances. Ordinarily, one might assume

that the presence of these weapons would make Valenheim a super power but that is far from the

truth. Cannons are extremely expensive and rare weapons with one costing almost entire company

of troops. Added to this is the fact that while advanced in relation to other siege weapons, cannons

are still extremely primitive devices that disastrously prone to misfire and catastrophic failure. It

comes as no surprise then that the men who man these weapons tend to be extremely superstitious

and fearful of their weapons.

FiringTo fire this weapon, nominate any point within line of sight and within the 180 degree front facing

arc that is at least 8 inches away but no farther than 35. This point is the blast origin.

Next, roll a d6. On a roll of less than 4, the machine has malfunctioned and does not fire, instead

taking 1 point of damage directly to its HP. On a 4+, the weapon fires properly.

If the weapon fired properly, roll another d6. This value is a measure of how far the cannonball

bounced. Extend a straight line from the blast origin the number of inches you haverolled. If the roll

is a 1, the cannon ball has become embedded in the ground and does not bounce.

The first unit hit by the cannon that was not hit by the bounce, takes a d6 damagedie that ignores

the armour of the enemy unit.

The first enemy unit hit by the bounce takes a d4 damage die that treats the enemy armour as half

its original value. Any units hit after that take a d3 damage die that has no effect on the enemy

armour.

Once the damage dice havebeen rolled, see the applying damage chart below to determine the

effect.

Bear in mind that any unit hit by the bounce, regardless of side, will take damage. So if the bounce

takes the cannonball into an allied unit, it will take damage as per normal.

GrapeshotA special type of attack only applicable to cannons, grapeshot is so called because instead of firing a

large iron ball, the cannon fires dozens of smaller, grape-sized ones. Though nowhere near as

destructive against fortifications or buildings and very short ranged, grapeshot will cut through all but

the very best armoured units with ease. Cannon may not fire grapeshot and a cannonball in the same

turn. You must choose which one to fire before electing a target.

Firing

To fire grapeshot, extend two lines from both edges of the Front side of the cannon. These lines are

equal in length, in inches, to a d6 roll. This forms a cone shape in front of the cannon. Any units

caught in the blast cone take d8 damage if they have Heavy Armour and d6 if they haveLight Armour.

Armour is ignored from the damage done by Grapeshot.

This attack can be done in melee.

Grapeshot fouls the barrel of the cannon and it cannot fire for 1 turn afterwards while the crew clean

the barrel.

Missiles

Components of a Range WeaponA ranged weapon will have a number of facets to it.

Range:Range indicates the maximum firing distance in inches that a unit may fire their weapon at. The

minimum distance given is 0 but any unit in base contact with a unit with ranged weapons counts as

engaged in melee.

Type:Type refers to whether or not a weapon can be fired after the unit has moved. A Move and Fire

weapon allows the unit to perform any kind of Movement Order and still fire their weapons. A Move

or Fire weapon means that the unit must not have moved in the Movement Phase, or fled, to fire

their weapons.

Damage [Light]:This damage value refers to the damage done by the weapon against enemy units in light armour.

For what constitutes light armour, see the Armour and Weapons Section.

Damage [Heavy]:This damage value refers to the damage done by the weapon against enemy units in heavy armour.

For what constitutes heavy armour, see the Armour and Weapons Section.

Who can Fire?At the start of the Missiles and Magic Phase, after all war machines have fired, you may have any of

your units with missile weapons fire at the enemy.

To be eligible, a unit must meet the following criteria:

· Possess a ranged weapon

· Meet the specific requirement of the weapon type

· Not be Disrupted, Shocked, Panicked or Fleeing

· Must not be currently engaged in melee

Valid TargetsA valid enemy target meets the following criteria:

· Not engaged in melee

· In range of the weapon being fired

Firing with the UnitTo fire with a unit, declare that the unit is going to be firing and then nominate onetarget in range of

the unit’s weapons.

Then, roll a d6 for that unit. Apply any modifiers listed in the table below to your result and then if

the value is greater than or equal to 4, a hit is scored.

Modifier Condition EffectShort Range: The enemy unit is at a distanceless than or equalto half the maximum range of the weapon

+1 to result

Long Range: The enemy unit is at a distance greater than halfthe maximum range of the weapon

-1 to result

Entrenched: The enemy unit is in terrain classified asFortifications

-2 to result

Standardised Damage DiceAll units, unless otherwise stated, will use a d4 dice for damage.

Dealing DamageOnce a hit has been scored, roll a damagedie. Once the damagedie has been rolled, you compare

the result to the Defence value in brackets listed on the enemy unit. If your value is less than the

Defence value or equal to, then no damage is done to the enemy unit. We consider a combination of

effective armour and poor aim to be the reason that the enemy survived. If the value is greater than

the Defence value then some damage was done. Apply the difference between Defence value and

damage result as damage to the enemy.

If the enemy is reduced to 0 HP from the attack, they are considered destroyed and are removed

from the table.

If the enemy unit is not destroyed, consult the chart below for the effect

Damage Condition(Health Remaining)

Effect

1-4 Take a Resolve Check with a -1 penalty.If the Check is failed, the unit gains theMorale Condition: Panicked. If the checkis passed, the unit is unaffected.

5-7 Take A Resolve Check. If the unit fails,gains the Morale Condition: Shocked. Theunit is unaffected if it passes.

7-9 The unit is unaffected.

Magic

The practice of magic is something that is a recent introduction to the armies of the nations in the

Bastonne Empire. Only 300 years ago, Emperor Cestus the Wise met with a secret order of sages

from Hessia and bade them go into the world to find gifted children that may be taught how to

harness the magical energies that lay imperceptible to their fellow men. His successors all built upon

the tradition until sorcery was commonplace enough for schools to be established for the study of

magic. However, Emperor Justinian the Rash grew wary of the power wielded by mages and sought

to break their power and outlawed the practice of magic and set up inquisitions to root out the

mages. His Proclamation of Heresy, a law outlawing magic and its practice, were passed in all nations

except for Kynmach, where Imperial control was tenuous at best, and Hessia where the people

stubbornly refused to abandon their heritage. So these two nations are the only ones left that can

field war mages of any significant ability.

That is not to say that magical energy is dead in the land. The Goddess Diacta, the Glorious One, is

said to bestowgreat powers on her favoured priests. These priests can manifest great powers of

healing and divine wrath in the midst of battle. Across the length of the Empire, various deities that

are worshipped in great numbers are said to bestow similar powers to their extremely faithful and as

such, members of many priesthoods carry their holy staves and vestments into battle against their

nation’s foes as proudly as any soldier.

Finally, though “proper”magic began in Hessia under sages and arcane tutelage, by far, the nation

with the most gifted practitioners is Kynmach. Unlike the other civilised realms, Kynmach still has a

powerful druidic and shamanistic culture with the members of those orders able to manifest

fearsome powers unlike any other seen in the world.

Spell BookBelow is list of the various kinds of spells that can be cast. They are so subdivided because each

category has different casting processes and rules.

PrayersPrayers are not spells in the traditional sense in that they do not require the caster to wrestle with

the natural magical currents to gain enough power to cast. Rather, they rely on the caster

maintaining his or her focus while chanting a specific set of words.

Although there are various kinds of prayers, the 3 below are representative of the 3 most common

types of divine appeals

Casting ProcessTo “cast”a prayer, simply select the appropriate unit and cast the prayer that you wish. Prayers are

cast automatically and do not require any additional effort but only a single prayer may be cast a turn

and the same prayer cannot be cast consecutively.

Name Description EffectHeal the Faithful Calling upon the favour of

their divine patron, the priestsummons forth healing spiritsto heal and revive fallensoldiers and restore hope

Select a unit with 12 inches. This unitgains either 2HP or instantly pass aResolve Check.

Shield the Righteous Invoking the name of theirdeity, the priest summonsprotective blessings to bolsterthe defences of the faithfulwarriors

Select a unit within 12 inches. This unitgains 1 extra point of Defence againstattacks of any kind. This lasts until theprayer is cast again. It may not be cast onthe same unit twice consecutively.

Retribution for theFallen

Uttering the ancient rites ofretribution, the priest calls fordivine wrath to flow through

Select a unit within 12 inches.This unit gains the Vengefulspecial rule.the faithful so that they maysmite the wicked

SpellsUnlike prayers which are divinely sanctioned, the magic used by mages is instead forced into being

by virtue of the caster’s will. It takes immense effort and practice to even summon the most basic of

flames or spirits but the few mages that exist in the world are well versed in their ancient lore. Of

note is the fact that Hessia still maintains a single arcane academy where novice mages are taught by

the few remaining master wizards. The academy accepts all students from across the Empire so it is

not uncommon for fearful nobles to send children with potential for magic to the academy to avoid

the scrutiny of Imperial Witch Finders.

Casting ProcessCasting a spell involves trying to bend the magical currents around the caster to a purpose. Each spell

listed has a casting difficulty in terms of the number of successes needed to cast. Unlike prayers, the

same spell may be casted consecutively and a mage may cast as many spells in a turn as he is able.

At the start of every Missile and Magic Phase, roll a d6 for any mages or wizards that you wish to cast

spells. This result represents how much magical energy they were able to siphon into themselves and

is represented by a d6 dice pool.

To cast a spell, subtract the number of dice needed from the caster’s pool and roll them. Every 4+

counts as a success and if the number of successes rolled is equal to or greater than the needed

value, the spell is cast otherwise the spell has failed. The wizard is still able to cast again if he has any

casting dice left. Regardless of whether the spell is successful or not, the dice used to cast are spent

and removed from the casting pool. If a 6 is rolled on any casting rolls, that dice is not used up and

instead gets added back to the casting pool in addition to counting as a success.

Name Description Casting Value EffectFireball The wizard focuses,

channelling magical energyinto his palms until a brighthot blaze erupts. With a singlegesture, he throws themagical ball of fire towardsand enemy.

1 Nominate an enemy unit within18 inches. This unit immediatelytakes d4 damage and, regardlessof health, must take a ResolveCheck after damagehas beenresolved. The unit will bePanicked if the check is failed.This is a Fire attack and affectsunits with the Flammable Rule

Ice Field The wizard reaches out withboth hands and beckons thespirits of ice to shower his foeswith ice.

2 Nominate a single enemy unitwithin 16 inches. This unit has itsMovement characteristic halvedfor 2 turns. It also takes d3

damage.Lightning Storm Tapping into a powerful

current of magic, the wizard 3draws forth a massive well ofenergy to supercharge theskies and summon lightning toblast his foes.

Roll a d6. On a roll of 1-2, select1 enemy unit anywhere on thetable. On a roll of 2-5, select two.On a roll of 6, select 3 enemyunits.

Each enemy unit selected takesd4 damage.

Blood Pact Drawing upon some of his lifeforce, the wizard taps into theprimal power of life energyand either siphons somefroma nearby ally or gives some ofhis own to heal the wounded.

Blood magic not only heals butlends great fury to thoseinvolved.

2 Nominate a friendly unit within 8inches. This unit either gains 2points of health and your wizardloses 2 points of health or thewizard gains 2 points of healthand the unit loses 2 points ofhealth.

Regardless of the transfer, boththe unit and the wizard gain theVengeful rule for 2 turns.

NatureNature magic is not so much magic in the sense that it is forcibly constructed by drawing upon

magical currents nor is it like Divine magic which is channelled from a divine source. Nature magic

rather comes from a connection between the caster and the natural world around them. The secrets

of such magic are not known to anyone outside of the forests of Kynmach however and despite

attempts, the inner workings behind the transformation of man into beast and summoning raw fury

of nature are still as mysterious as the rare few able to use them.

Casting ProcessNature magic operates differently to the other kinds of magic in that the caster draws upon their

own energies to cast the magic.

There are two disciplines of nature magic: Druidism and Shamanism.

Druidism focuses on the bond between man and nature and connecting man to nature. As such,

Druids are able to useShapeshifting to morph their forms into powerful animal ones.

Shamanism focuses on reconciling the earth with man and strengthening the bonds between the

natural and spiritual world. To this end, Shamans are able to cast Spirit Shroud.

Either caster may cast their spell without additional effort. Shamans are able to cast Spirit Shroud

every turn. Druids start with the ability to cast Shapeshift but must wait 1 turn between successive

castings.

Name Description EffectShapeshift Drawing upon a powerful connection

with the naturalworld, the Druidmorphs his form into an animal form.

· Bear· Stag· Eagle

Consult the profiles below for furtherinformation.Bolstered by magic, these spiritanimals are potent forces on abattlefield and not to be Select oneof the following forms. A form maybe taken in consecutive castings.underestimated.

Attacks made are still made with the DruidicLance’s damage die

Spirit Shroud Drawing upon the spirit world andthose of his ancestors, the Shamanasks for either fury to emboldenfriendly warriors or despair toenfeeble enemy ones

Select either a friendly unit within 10 inchesor an enemy unit within 8 inches.

If the selected unit is an enemy, they are nowunder the Morale Condition: Despair

If the selected unit is a friendly unit, they arenow under the Morale Condition: Vigour

Both effects last 3 turns.A shaman can cast this spell on multiple unitswithout the effect fading.

Name Type Movement Resolve DefenceBear Skirmisher 6 10 4(4)Stag Skirmisher 9 8 3(3)Eagle Flier 12 7 2(3)

Melee

The melee phase is where the large part of most battles are won or lost. Despite magic and missile

weapons, a large part of battles are still won or lost with men fighting in close quarters with a

number of hand weapons. This section will detail how to conduct those very same fights.

Composition of a MeleeAt the very lowest level, a melee consists of two units that fighting at extremely close quarters. In

this game, a melee occurs when two units from opposing armies are in base contact with one

another. A unit can get into melee either through charging or advancing but the effect remains the

same.

There may be several melees currently in progress at the start of your Melee Phase. In this case, the

player whose turn it is chooses the order in which the melees are resolved.

Attacking

Roll to HitTo make an attack, roll a d6 die that is linked to the weapon possessed by the unit. If this value is

greater than or equal to the value listed in the Hit characteristic of the unit, then a hit is scored.

DamageNow roll the damage die listed for the unit. Compare this result to the Defence Value of the enemy

unit that is not in brackets. If your result is less than or equal to the defence value, your attacks do no

damage. If your result is greater than the enemy defence value, the difference between the two is

the damage dealt to the enemy unit.

Critical HitA critical hit is a specific type of hit that occurs when the roll to hit results in a 6. When this occurs,

the attack will treat the enemy armour as being half its original value.

If, for whatever reason, the unit normally needs a 6 to hit the enemy, then a critical hit will not be

scored if a 6 is rolled.

Once your unit has attacked, the enemy unit will attack in their turn. We assume that the enemy unit

is too busy defending itself to mount a serious counterattack.

Resolving a MeleeAfter your unit has made its attack, and presuming one side was not destroyed, the combat must be

resolved.

To resolve the combat, use the chart below to determine your next action.

Health (of Enemy Unit) Effect1-2 The unit must take a Resolve Check with a -1

penalty.

The unit suffers the Morale Condition: Broken ifthe Check is failed.

3-5 The unit takes a Resolve Check

If the test is failed, the unit suffers the MoraleCondition: Broken.

6-7 The unit takes a Resolve Check

If the test is failed, the unit suffers the MoraleCondition: Shaken.

8-10 The unit takes a Resolve Check

If the test is failed, the unit suffers the MoraleCondition: Despair. This Despair lasts for 1 turn.

If the test is passed, the unit gains the MoraleCondition: Vigour. This Vigour lasts for 1 turn.

Neither of these effects stacks with any spellsand if it occurs on a unit that was alreadyaffected by either of those effects, then ignorethis check then. The unit has the MoraleCondition: Normal.

Multiple Unit MeleesA multiple unit melee occurs when there are more than 2 units engaged in a melee. This can take

many shapes and forms but the two common ones would be when 2 units fight against 1 or when

several units battle against each other because several charges/advances brought them all into base

contact.

A number of rules apply in this case.

· A unit may only make 1 attack in its turn against an enemy unit.

· A unit may counter attack that is respond to an attack by an enemy, as many times as it is

attacked.

· When working out resolution, all units on the same side count as one unit and all units in

that single collection must abide by the results of the chart. Morale: Conditions and Effects

Morale Conditions and EffectsMorale is a crucial component of fighting battles and many battles are won not when the enemy is

utterly destroyed but rather when they have lost the will to continue fighting.

Condition Description EffectNormal This is the normal state for soldiers to be

in.No special effects. This is considered to bethe default condition for all units unlessotherwise stated.

Shocked Soldiers in this state are either on theverge of collapse or tending there. Usuallythe charge of heavy cavalry is enough to A

any charges or advances that would resultin melee with the enemy.

unit with this condition functions in thesame way as a unit with the NormalCondition except that it cannot declareshock even veteran soldiers but severeenemy fire may do so as well.Regardless, unless something is done, theunit will be limited in combateffectiveness.

Shaken Soldiers with this condition have recentlyseen or experienced somekind of traumaor stress but not quite enough to get Aunit with the Shaken Condition functionslike a unit with the Normal Conditionexcept that it will do 1 less damage pointthem to waver. They will fight on, atreduced effectiveness, but it is wise toprevent them from continuing along whatmight be a lethal spiral.

in its next attack.

Shaken ends automatically in the nextRecovery and Resolution Phase.

Panicked The condition Panicked is as close to theedge of routing that soldiers can getwithout actually trying to flee the field.

Soldiers in this state will not think ofanything but self-preservation and will tryto avoid combat, though will respond ifattacked, until they either regain theirnerve or are driven from the field.

A unit with this condition is unable todeclare charges, advances, or otherwiseseek out the enemy. If it is charged orotherwise engaged in melee, it will onlyrespond and never attack.

Outside of combat, it will only move usingadvances.

Vengeful In war, many might break down under thestress of combat. Some, however,become enraged at the thought of theenemy and will fight all the harder to killthem, empowered by the loss ofcomrades around them.

For every friendly unit that is killed within6 inches of this unit, it gains a permanent+1 bonus to its damage rolls.

Despair War often contains very horrific andtraumatic events. Even veteran soldiershave been known to become afraidduring intense combat.

Soldiers that despair are less effective atfighting as they feel their willpower, andbloodlust, fade.

The unit under the effect of Despairsuffers a -1 penalty to their roll to hit.

This penalty increases by 1 for every turnthat Despair affects the units.

The minimum that a roll to hit can bemade by this is 6.

Winning a melee cancels the effect.Vigour By working the strangemagic of the

Kynmach, the shamans are able infusetheir soldiers with otherworldly fury thatenables simple tribesmen to fight, andbest, armoured knights.

The unit under the effect of Despair gains+1 bonus to their roll to hit.

This bonus increases by 1 for every turnthat Vigour affects the units.

The maximum that a roll to hit can bemade by this is 2.

Losing a melee cancels the effect.Broken By the time a unit is broke, almost all of

the will to fight has been beaten of theunit and its soldiers, the few that remain,will do their best to flee the field as soonas possible.

This unit is unable to do anything exceptmake a Rapid Advance towards thenearest table edge, avoiding the enemy tothe greatest degree possible.

They will not attack if engaged in meleeand will automatically lose the meleeshould they survive to the resolutionphase.

Disrupted For whatever reason, this unit is disruptedand as such, cannot perform its more Theunit cannot shoot or cast magic but canotherwise act normally.advanced duties. For infantrymen, adisruption is not so great that theirfighting prowess is affected but for magesor missile troops that require great focus,a disruption halts their ability to function.

Armoury of the Empire

This section contains a list and description of all the arms and armour that are found on the forces of

the Empire militaries. More specialised equipment will go under the nation specific armoury.

Melee Weapons (General)

SpearThe spear is perhaps the oldest and most commonplace weapon to be found. From veteran

mercenaries to newly raised peasant militia, the humble spear find service all throughout the land as

a cheap and effective weapon, especially in large numbers. Despite being just a wooden pole with a

sharp piece of metal at one end, the spear is a vital weapon for any force to resist cavalry and even

other infantry.

Short SwordThe short sword is another ubiquitous weapon in the militaries of the Empire. All the nations tend to

have short swords that reflect their landscape and proclivities in war. The short sword used in Derov

is more like a large curved dagger ideal for quick slashes on horseback whereas the short sword in

Bastonne is a simple weapon with two straight edges and a simple iron crossguard. Regardless of

their origins, the short sword is a potent, if underestimated weapon that is ideal for fighting in

confined spaces like castle corridors or sapping tunnels.

Long SwordA larger version of the common short sword, the long sword is the typical weapon of nobles and

professional soldiers alike. Several feet in length and forged from strong steel, these weapons are

both deadly and expensive, ensuring that only the skilled or wealthy enough can wield them.

Cavalry SpearThe cavalry spear is slightly different to the infantry equivalent. It is longer and sturdier, meant to

withstand being plunged into an enemy at high speed. It is also less wieldy without the momentum

of a horse. Still, light to medium horse companies will make useof the cavalry spear as an effective

weapon of shock. The horsemen of Derov are renowned for their barbed cavalry spears that leave

especially vicious wounds.

LanceThe lance is a significant improvement the cavalry spear. It is much larger and much stronger, able to

deliver a killing blow on a galloping horse. Unfortunately, it takes more skill to use one effectively in

addition to requiring a truly powerful warhorse that can bear the rider at the speeds needed for the

lance to be devastating.

GreatswordThe greatsword is aptly named for it easily stands the height of a fully grown man. Greatswords are w

eapons that extremely useful in open combat for few can withstand the destructivepower of these

weapons for long, provided the user can have enough space to swing them. It is said that a trained

greatswordsman can cut a charging knight in twain, something which goes a long way towards

explaining their high cost.

HalberdUnlike the spear from which it is descended, the halberd is a very versatile and lethal weapon. It is

essentially a spear but instead of a single point for a head, it possesses a combination of axe, spear

and hook as a head. The combination is lethally effective against armoured and unarmoured foes

with the halberd being a good replacement for the spear where available.

PikeThe pike is the ultimate extension of the anti-cavalry effect seen with the spear. Much, much longer,

the pike must be wielded with two hands and sturdy arms to be of any use. Its length means that it

gives its user a decisive advantage in the early stages of a melee by allowing them the freedom to

strike from a much farther distance. Although clumsy at short ranges, the pike is the ultimate

deterrent for cavalry.

RuneswordThe Runesword is a product of ancient magic wrought in the days when the Bastonne Empire was

still young. Each nation in the Empire is said to possess a handful of these incredibly potent weapons

and entrusts them only to the most able of swordsmen and only in the direst need for they cannot be

replaced.

Centuries ago, a strangewizard came to the court of Emperor Heracles Juno and said that he could

forge for him unstoppable weapons in exchange for some trifling possession, a mirror from the

Imperial Vault. The Emperor, as bellicose as they come, agreed thinking that the wizard gained little

in the bargain. For 1 year, the wizard toiled in the Imperial Forge, requesting strange minerals and

ingredients to forge these weapons. After 1 year, he emerged with a golden platter upon which lay

24 magnificent blades. The Emperor and his 24 most trusted followers, including his sons, each lined

up to take a sword. When the last blade was claimed, the wizard suddenly leapt up onto the platter

and smashed the mirror that he had taken a year ago. A purple smoke erupted from the shards and

all the swords burned with intense heat. Too late to see the treachery, Emperor Juno died along with

his 24 followers. The wizard took somecrest from Juno’s body and disappeared. When the royal

guard burst into the chamber, they found 24 statues of the fallen men each presenting their sword.

The swords kept in the Imperial Armoury until one by one; they were gifted to nobles and leaders

across the Empire.

Today, the Runeswords are incredibly powerful weapons that are enchanted to never break and cut

through even the thickest armour with ease. It is said that a portion of the warrior who once died

with the weapon remains in the blade, infusing their bearer with a measure of the hero’s skills.

Holy StaffThough the various priesthoods of the land are different in many ways, they all espouse the use of

staves as a symbol of office for their priests. In battle, these staves are imbued with a portion of the

same divine might that the priest wields so they enable an otherwise ordinary person to fight like a

veteran soldier.

Druidic LanceThese strange staves glow with an otherworldly light in the hands of their even more enigmatic

bearers. Somehow what appears to be a large spear or glaive is able to deliver massive bone

breaking cuts or jabs and even pierce the platemail of a knight. Weapons taken from fallen druids,

not a small feat itself, haveproven wholly inert even under magical impelling. Whatever magic

makes these weapons so potent is a secret known only to the Druids.

Wizard BladeA wizard is not likely to want to engage in the close quarters fighting that other lowly mortals must

stoop to. Ideally, a wizard will stay away from the battle and use their spells to cause mayhem and

carnage but there are times when even a wizard must be forced to sully his hands in melee. When

such an event happens, wizards will often conjure up eldritch weapons that glow with baleful fire.

Amazingly, these swords move and float about on their own accord, parrying and slashing at the

wizard’s foes while he remains free to cast spells. There is a legend of a wizard that was once able to

summon 50 of the blades and best a small army by himself.

Griffon ClawsThe claws of a griffon are razor sharp and incredibly lethal when swung by so muscular a beast.

Combine this with the naturalpredatory instincts of the griffon and these claws are easily able to

rend apart plate armour and destroy men with ease.

Ranged Weapons

ShortbowA shortbow is type of bow that is small enough to maintain a large degree of mobility with and still

fire. As such, it lacks a lot of the penetrative power of its larger versions that would haveallowed it to

pierce armour. Still, such a weapon is still deadly against lightly armoured foes and is especially

potent when combined with the great mobility that it enables.

BowBow is a generic term that refers to a variety of different kind of projectile weapons found across the

Empire. Almost all the nations of the Empire, at one point, employed a bow in oneform or another in

warfare. Bows are considered the weapons of peasants due to their lowly origins most likely users.

Still, massed archery can be a potent weapon especially given that it can be bought relatively cheaply.

CrossbowThe crossbow is an evolution of the bow. It features a wooden or steel stock on which a horizontal

bow stave is placed. This enables it to be aimed and fired from a proneposition and means that it

takes much less effort to fire well. A crossbow is more expensive to build than a normal bow but the

costs and time required to train a soldier to use one effectively are much less. In addition, crossbows

are much better against heavier armour than normal bows.

MusketThe Musket is a curious weapon to see in the Empire. Only the secretive gunsmiths of Valenheim

know how to make these strange tube-like weapons that are able to cause death at great ranges.

Unlike the both and crossbow, the training cost and manufacture cost keep this weapon to only the

very elite of Valenheim’s military units. Still weapon is remarkably consistent against all armour types

and its range is not to be underestimated.

Chosen WeaponChosen Weapon refers to a wide assortment of hand weapons that are used by the various leaders

and nobles amongst the nations of the Empire. Typically much better quality than any conventional

infantry arms, these weapons reflect the rich histories of their owners’lands and are as deadly as

they are prestigious.

Name Range Type Ability

Shortbow 0—10 Move and Fire

Long Bow 0—20 More or Fire

Crossbow 0—18 Move or Fire

Musket 0—16 Move or FireArmourPiercing

ArmourThere are various kinds and styles of armour used by the nations of the Empire. Broadly speaking,

there are two categories: Light and Heavy armour. What armour is under what classification is

indicated in the square brackets.

Shield [Light]A shield is the very basic level of personalprotection to be found. It is merely a shaped piece of wood,

metal or hides with somekind of handle hold. A poor warrior will often only have a shield to protect

himself but a shield is not to be underestimated for its ability to protect against ranged attacks like

arrows.

Light Armour [Light]For many warriors and militia, the only armour they will have will be light armour. It will either be

stiffened leather, leather studded with iron or crude rings. In any event, the armour can occasionally

turn aside a sword or spear thrust and is often the most protection a soldier may receive for free.

Light Armour and Shield [Light]This armour combines the protectiveness of a shield with the basic protection of a shield to greatly

enhance the survivability of the soldier bearing them.

Heavy Armour [Heavy]Heavy armour is a catchall term for a number of more protective, and expensive, types of armour.

These range from full suits of chain mail to partial or even full suits of articulated plate armour.

Furthermore, this can also refer to several layers of armour all worn together like chain, leather and

scale, which are able to achieve the sameeffect as plate or chainmail by virtue of quantity.

Heavy Armour and Shield [Heavy]That a warrior can afford to wear heavy armour does not mean he is invulnerable. Armour may still

be pierced and a number of weapons like halberds are able to penetrate even thick plate mail.

Adding a shield helps the warrior avoid damagebeing done to his body at the cost of losing the

ability to wield more cumbersome weapons.

Breastplate [Light]

A breastplate is an intermediate form of armour. It consists of a single, strong piece of metal armour

worn around the torso, with tassets for thigh protection and sometimes a helmet. While it certainly

would protect a soldier better than light armour, it still leaves much of the soldier vulnerable to

ranged weapons.

Feathered Hide [Light]The natural hide of the griffon is a tough one. Griffon hides are several times stronger than leather

and in somecases chain armour. The griffons seem to know this and they will wade into melee

combat never quite as fearful for being hurt as animals like horses would.

Ranger Cloak [Light]To be a ranger is to walk silently in the day and unseen at night. To help them achieve the feats of

stealth for which they are renowned, rangers wear cloaks that have been made to look like the forest

greenery and conceal their wearer. It does provide a measure of protection like light armour but it is

most valuable for the concealment it enables.

Minor Ward [Light]Wizards cannot wear armour in the same way as warriors would. The metal would only serve to

burden them and hinder their ability to cast magic. Instead, wizards place upon themselves arcane

wards that will negate a portion of the damage they would normally get. While not immuneto harm,

the wards keep the wizard well protected and are well suited to stopping bolts and arrows from the

enemy. Unfortunately, the wards do not work at the close range of melee and as such wizards are

seldom seen so close to the front. More potent wards would unfortunately sap a wizard of much of

his energy and leave him unable to cast his more potent spells.

Nature’s Cloak [Heavy]The Druids of Kynmach wear a curious mixture of leather and furs. Despite being clad in what

amounts to ordinary vestments, soldiers report that when struck, the cloaks were as hard as steel

and protected as such. Whatever magic works upon these cloaks, the Druids keep it a secret.

Holy Vestments [Light]A priest will not march into war clad in the armour of the material world. Instead, they will armour

themselves in holy and blessed vestments given to them by their order as a sign of their faith and

piety. Indeed, these vestments are given a small portion of the holy power that powers the priests

and will protect the priest in the way chain might without any of the encumbrance.

Relic Armour [Heavy]Almost as old as the scared Runeswords, the Relic Armours are a remnant of a greater time in the

Empire. Each is a masterwork, crafted by the finest Imperial smiths and artisans of ages past and

blessed by both powerful magic and prayer to guard the wearer against all harm. There are only 2

dozen of these suits left in the world and they are worn only by the most powerful heroes from each

of the nations in the Empire. Each suit is individually suited to the land to which it belongs to. Suits

belonging to Valenheim are shining gold and inlaid with gems, intended to be worn with only the

finest silks, a symbol of that land’s great wealth. The suits that belong to the Derov horselords are

mighty ensembles of scale and glittering chain and are proudly adorned with the clan markings of

their owner.

Special RulesBelow is a list of all the special rules used in the game.

Cumbersome WeaponsSome weapons are so great that they can never be used with any speed but when they hit, they

destroy

Ability: When in combat with enemy units, on a roll of 1 during the roll to hit, this unit has become

overcome with exhaustion from the great exertions of the weapons. To this end, it will skip the next

turn of combat if the combat continues.

If the combat does not continue, and it was not broken or otherwise destroyed, then it cannot make

a rapid advance for one turn while it recovers.

Deft HorsemanshipTo claim to have been born in the saddle is a boast few could easily make

Ability: A unit with this ability may fire twice per turn but not at the same target twice.

Slayer of HeroesEven the mightiest heroes fear death from afar

Ability: A unit with this ability can reroll its damage die against enemy units with the Hero Type.

Furthermore, against enemy units with the Hero Type, it ignores 2 Defence and not just 1 as per

Armour Piercing.

FearsomeSometimes, no one can fault you for fleeing from a griffon

Ability: Any enemy unit wishing to attack a unit with this rule in melee must first pass a Resolve

Check. If the Check is failed, the attacking enemy unit fails its attack and cannot attack for the rest of

that turn. Enemy units must test every time they wish to attack this unit. Ranged and magical attacks

are not affected by this rule.

FlammableThere is good reason for keeping cooking pots far away from siege engines

Ability: If this unit is hit with an attack that has the special rule: Flaming it immediately takes D6

points of damage.

FormationIt is neither strength nor speed but discipline a soldier makes

Ability: Formation takes effect when 2 or more units with the rule Formation are within 5 inches of

each other. A unit with this rule in effect gains a +1 bonus to its Def value. This does not stack

cumulatively.

Icon of Hope

“And he raised his standard high, high enough to bring hope to failing hearts and strength to

weakened arms”

Ability: All units within 12 inches of this unit may reroll any failed Resolve Checks.

Master ArchersThere are tales of archers so masterful, even the eagles are jealous of their keen eyes

Ability: Units with this ability may elect to fire after moving.

Ensorcelle d WeaponsFew can resist the awesome power of the ancient runecraft made manifest

Ability: Units with this ability have Magical attacks. They also replace their d4 damage die with a d6

damage die.

Pike WallWith stern discipline and stout courage, a wall of pikemen is the rock no ocean of cavalry can wash

away

Ability: If a unit with this rule does not attack for a turn, it enters a Pike Wall stance. Pike Wall ends

when it makes an attack, either a response to an enemy attack or an attack of its own. Furthermore,

when Pike Wall is active, this unit can reroll its damage die against any cavalry unit that attacked it,

Hero unit included, and take the higher of the two results.

Furthermore, against cavalry units, Pikemen havea Hit characteristic of 3+.

ScoutThe ability to know the enemy before they know you should never be taken for granted

Ability: A unit with this ability may be redeployed before the start of the game anywhere within a

valid deployment zone but after both players have deployed all units without this ability.

Siege WeaponSome weapons are best deployed against targets that unable to move.

Ability: Units with this ability do extra 4 damage to Fortifications.

Mighty HeftSome weapons are so mighty that to be struck by them is to be sundered apart. Such blows are

seldom struck but when they are, few live to tell the tale.

Ability: When rolling to attack, if this unit rolls a 6 on the roll to hit, it ignores half of the enemy unit’s

armour, rounding down.

Armour PiercingWhether by design or enchantment, these weapons are crafted to prove lethal to armour and those

that depend on it

Ability: Attacks made by this unit ignore 1 point of defence on enemy units.

StealthThe worst blow is most of the time, the onewe never see coming

Ability: When a unit with this ability enters terrain classified as forested, this unit may opt to "hide".

Hiding only takes effect in forested terrain and will end the moment the unit with this rule leaves the

aforementioned forested terrain. While hidden, this unit cannot be attacked in melee or targeted by

ranged attacks as it has concealed itself from conventional spotting techniques. However, any

magical attacks or artillery-based attacks can still affect a unit that is hiding. Furthermore, if this unit

is hiding, it cannot attack enemy units but can contest objectives. If this unit does get damaged,

either through magic or artillery or is otherwise attacked, then the Stealth ability is deactivated and it

is targetable again.

Unruly MobQuantity is a quality all of its own.

Ability: Unruly Mob takes effect when 2 or more units with the rule Unruly Mob are within 5 inches

of each other. A unit with this rule in effect gains a +1 bonus to its Resolve Checks for every unit,

excluding this one, with the Unruly Mob rule within 3 inches of it up to a maximum of 3.

ChargeFor centuries, the thunder of cavalry has long been the beating drum of war

Ability: Units with this ability are specialised for the attack of charging enemy units. To this end,

when they land a successful charge against an enemy unit, which is not pikemen, they attack with a

d6 damage die for the first turn of the combat.

Unit ListBelow, you will find a list of all the units in the game.

Name Cost Movement Hit Type Resolve Def(Ranged) Abilities Gear

Militiaman 50 65+

Skirmisher 7 1(1) Untrained RabbleShield

Spear

Footman 75 6 4+ Formation 8 1(1) Formation

Light Armour andShield

Spear

Swordsman 125 6

4+

Formation 8 2(2) Formation

Heavy Armour andShield

Long Sword

Halberdier 125 64+

Formation 8 1(1)FormationArmour Piercing

Light Armour

Halberd

Pikeman 150 6

4+

Formation 8 2(0)

Formation Pike

Pike wall Breastplate

Greatswordsman

150 6

3+

Formation 8 2(1)

FormationCumbersomeWeaponsMighty Heft

GreatswordHeavy Armour

Raider 100 85+

Skirmisher 7 1(1) Short Sword Shield

Light Cavalry 200 8

4+

Cavalry 8 2(1) ChargeLight Armour andShieldCavalry Spear

MountedBowman

250 85+

Cavalry 7 1(1) ScoutsLight ArmourShortbow

Knight 300 8

3+

Cavalry 9 3(2) ChargeHeavy Armour andShieldLance

GriffonKnight(*)

400 10

3+

Flyer, Hero 9 2(3)ChargeFearsomeCreature

Feathered HideGriffon Claws

Archer 100 6

5+

Skirmisher 7 0(1)BowShort SwordClothing

Crossbowman

125 6

5+

Formation 7 0(2) FormationCrossbowShort SwordClothing

Musketeer 175 6

5+

Formation 7 0(1) FormationMusketShort SwordClothing

Ranger 200 6

4+

Skirmisher 8 2(2)StealthMaster Archers

ShortbowLong SwordRanger Cloak

Catapult 300 4- War

Machine0 0(2) Flammable Rock

Trebuchet 300 4- War

Machine0 0(2) Flammable Boulder

Cannon 400 4- War

Machine0 0(2) Siege Weapon

GrapeshotCannonball

Shaman 200 64+ Skirmisher,

Hero7 2(1) Spirit Shroud

Nature's CloakSpear

Priest 300 6

5+

Skirmisher,Hero

8 2(2)

FormationPrayer: Heal theFaithfulPrayer: Shield theRighteousPrayer:Retribution forthe Fallen

Holy VestmentsHoly Staff

Wizard(*) 500 6

4+

Flier, Hero 9 0(3)

Magic: Fire BallMagic: Ice FieldMagic: LightingStorm

Minor WardWizard Blade

Druid 300 63+ Skirmisher,

Hero9 2(2) Shapeshift

Nature's CloakDruidic Lance

Militiaman

Broadly speaking, all nations in the Empire use militia in one form or another. From the semi-

professional forces used by Bastonne to the ad-hoc peasantry used in Valenheim, all nations have a

need and a capacity to field basic men armed with basic weapons and armour in times of war.

Footman

A footman is a step up from the basic militiaman. He will often be a semi-professional soldier who

has at least some training in how to usehis shield and spear to someeffect, keep formation with his

fellows and even be given a basic set of leather armour. Footmen are a fairly basic component of

infantry armies and only Kynmach, Valenheim and Derov choose not to trust in their prowess.

Swordsman

A swordsman is a true military professional. Armed with chainmail or plate and sword and shield,

these troops are a significant degree better than other basic soldiers and are drilled to a much higher

standard. For the nations that field them, swordsmen are a worthwhile addition to any infantry army.

Halberdier

A halberdier is a type of soldier whose chief abilities lie in engaging and fighting the heavier elements

of an enemy army. The reach of the halberd allows him to fight against cavalry of all kinds and the

penetrative power of the halberd makes him a suitable threat for heavily armoured foes. The only

downside is the lack of protection on halberdiers themselves.

Pikeman

Pikemen reflect the ultimate anti-cavalry option. Rows upon rows of men armed with massive pikes

presents an almost impenetrable wall that no cavalry can easily assail. As such, in nations that often

fight against cavalry or bereft of their own, pikemen are the apex of cavalry defence and armies tend

to be built around large cores of these soldiers supported with ranged weaponry.

Greatswordsman

To be a greatswordsman is not only to be a master of the impressive weapon from which you derive

your name, it is also to be the most formidable assault troops in the Empire. Greatswordsmen are

clad in heavy plate armour that protects them well enough to let them swing their giant weapons

without worry of injury. Drilled to the highest standards, these troops usually die to the last man

than flee in the face of the enemy. It is also said that Greatswordsmen are the only soldiers that can

hope to match the destructive power of a Runesword or the fearsome array of pikes presented by a

pike block.

Raider

Raiders are by and large, troops meant to scout ahead of the rest of the army and never really

engage in heavy combat. Only lightly armed and lacking much armour, Raiders excel at moving

quickly through the field to capture and assail targets that are otherwise beyond the reach of normal

forces like war machines or archers who make tempting targets for the vicious raiders.

Light Cavalry

Light Cavalry are the first major investment a nation will have in fielding a serious cavalry wing. These

soldiers ride strong horsethat are taught to not be afraid of the sounds of warfare and will wear half

plate or scale armour. Though they lack the true élan of knights, Light Cavalry are nevertheless useful

in helping to break infantry lines.

Mounted Bowman

To use a bow on horseback takes supreme precision and skill; to do so repeatedly in the heat of

battle takes dedication and mastery well beyond the ordinary archer. Horse archers or Mounted

Bowmen are extremely powerful troops that combine the fast mobility of horses and the ranged

lethality of archers into a single fearsome military unit.

Knight

Mounted on a powerful warhorse, clad in ornateand gilded armour and wielding the finest weapons

available, Knights are the kings of the battlefield. Usually hailing from noble houses or other upper

class sources, Knights are a major force of destruction on the battlefield when used properly to

smash infantry lines and break through defences. When used incorrectly, they are a costly pile of

noble corpses that no commander wants to be held responsible for.

Griffon Knight

Hailing from the Golden City of Hessia, the Order of the Griffon is a knightly brotherhood that

exclusively trains to fly and fight atop the backs of the noble Griffons that call the mountains of

Hessia home. These knights look almost as if taken from legends of old as they soar through the skies

slaying all beneath them with beak and claw.

Though not nearly as regal, there are a number of wild griffons that live in the craggy peaks found in

Kynmach. Exceedingly rare, a few tribesmen every generation will manage to tame one of these

beasts as a steed for war. These lucky few are able to rise far above their fellows and become heroes

of legend amongst their people, something almost unheard of for someone not belonging to the

Druidic Order.

Archer

An archer is a man given a basic bow of somekind and enough training to land an arrow with some

accuracy on a target. Though somenations like Yslomir revere archery as a whole, others like Tirovin

despise it, leading to a rather variable collection of archers throughout the Empire.

Crossbowman

A crossbowman is a professionalsoldier, trained and equipped at someexpense to a lord or noble.

Armed with his potent weapon, crossbowmen are most often seen atop castle walls where their

weapons allow them to attack from afar and unhorse even an armoured knight.

In battle, crossbowmen will often carry large shields called pavises to protect themselves against any

fire.

Musketeer

The most elite of all soldiers in the Valenheim army, Musketeers all belong to an ancient fraternity of

guards meant to protect and serve the interests of the resident Marquise. Armed with their

incredible muskets and given a level of training and privilege not seen for normalsoldiers,

musketeers are fiercely loyal to their leaders.

Ranger

To be a ranger is to be a man capable of legendary stealth, swiftness and archery. In truth, Rangers

are only partially as good as their legends make them out to be for they are still mortals after all.

However, they are still as finely drilled and trained in the art of archery, stealth and forestry as any

unit can be and are even said to be a match for the finest trackers in the Kynmach.

Shaman

A shaman is part leader, part soldier and part priest in Kynmach culture. They will often commune

with the spirits of a tribe to see to its spiritual needs and if fit of body will be seen at the forefront of

the war parties to protect the tribe against invaders. It is not currently known how the magic used by

these shamans to stir the hearts of warriors, or sap the will to fight of enemies, works but soldiers

who have survived postings to the Kynmach advise great caution.

Druid

Druids belong to a secret ruling caste that governs the Kynmach and all of its tribes. Ordinarily, these

elusive figures will stay out of mundane affairs in their land but should invaders come, they will stir

up their people with an unprecedented ferocity and lead entire armies of tribesmen to drive out the

invaders. Like Shamans, Druids possess mystical powers of unknown origins that haveeasily proven

the equal to many of the finest soldiers across the Empire.

Wizard

The wizards today are a far cry from the world changing Magister Lords that once walked the Empire.

Religious persecution and fear haveall but driven their ways into extinction. The last bastion of magic

in the Empire is in an academy built when the Empire was young in the Golden City of Hessia. There,

the last great mages labour to pass on their traditions and knowledge to a new generation of gifted

youngsters. In the days of turmoil, these wizards will bear their magic against foes as ably as any

soldier. Additionally, much of the mage tradition has survived, albeit in a different form, in Kynmach

where hedge mages practice their cruder but no less deadly form of magic free of oppression.

Priest

The various clergies across the Empire typically advocate peace but recently, there has been a strong

surge across the various faiths for calls of crusades against none-believers. Though religious freedom

is practiced throughout the Empire, the coming civil war gives many faiths reasons to wage war on

each other. To show their commitment, the faiths will dispatch chosen disciplines or priests that have

the rare gift to summon divine power. The sight of a priest in flowing vestments, eyes alight with

divine power smiting heretics or healing the wounded has no doubt resulted in battlefield

conversions in more than 1 soldier.

Hero

To bear the title of Hero, a soldier must accomplish feats of bravery and martial skill well beyond his

peers. He must have faced down death dozens of times and emerged victorious and prove his loyalty

and dedication to his noble lords beyond doubt. Only then will he be allowed to don a venerable suit

of Relic Armour and wield the might of a Runesword in his lord’s name. Only then shall a true Hero

emerge.

Heroes run the gamut in terms of arms and armour, skills and talents. Many imagine a stern noble

wearing glimmering plate mail with magical weapons but many heroes are hard pressed soldiers in

scavenged armour fighting for home and country.

Building the HeroA Hero unit is a special kind of unit that is unique in that it has a number of options that can be

purchased for it.

A Hero unit starts with the following profile.

Name Cost Movement Hit Type Resolve Def(Ranged) Abilities Gear

Hero 50 6 3+ Skirmisher 9 1(1) Icon of HopeChosen Weapon

Clothing

Options

· Warhorse 75 GC ->Change Type to Cavalry and Movement to 8.

· Replace Clothing with Light Armour 20 GC -> Change Defence to 2(1)

· Replace Clothing with Heavy Armour 30 GC-> Change Defence to 2(2)

· Replace Clothing with Relic Armour 100 GC-> Change Defence to 3(3)

· Replace Chosen Weapon with Runesword 150GC -> Gain Special Rule: Ensorcelled Weapons

Furthermore, a Hero unit may take 1 item from the Treasured Relics and Heirlooms list of the nation

that he specifically represents.

Additionally, he may purchase 1 item from the Mysterious and Arcane Artefacts Bizarre, following

any additionalrestrictions stipulated by the items.

Treasured Relics and HeirloomsIn the many centuries of warfare the nations of the Empire have all amassed countless relics and

vaunted heirlooms that have served their scions and leaders throughout their darkest hours and

brightest triumphs.

Kept within secretive vaults and guarded keeps, these historic items are reserved for only the

greatest need and direst hour. When such an hour has come for a nation, with ever growing

frequency in these past decades, a hero will petition the relevant custodian for use of a single item

for a battle but also infrequently an entire campaign. This is not something undertaken lightly for

should the hero fall and the item be unrecoverable or, worse, stolen by the enemy, a great shame

will fall upon the hero’s house and family until either reparations are made or the item can be

recovered.

The soldier’s life is one filled with superstition, few soldiers will ever go into battle without at least a

single token or charm to help protect them in battle and keep them safe. Many of these charms and

tokens are purchased from travelling vendors and salesmen and are admittedly of dubious and

spurious origin. A rare few, perhaps purchased from a hedge wizard or witch, might be empowered

with real albeit weak magic and save their wearer’s life once or twice.

When the fate of nations hangs in the balance and the future of a country rests upon the shoulders

of its greatest general, few heroes can afford to easily go into the devastating warfare of the modern

age without a charm to protect themselves or someother esoteric item for an equally esoteric

purpose. Such heroes would never deign to purchase the gaudy trinkets and baubles sold by the

wayside. Instead these heroes to a secretive mystical market, secreted deep within the bowls of the

nation’s capital Kardia in the land of Bastonne. In disguise, agents of the heroes or the heroes

themselves will travel to this bizarre to locate rare and expensive artefacts plundered from exotic

tombs or fabricated by hidden sages.

Although a hero might look silly bedecked in all manner of strange and peculiar charms and talismans,

the very real power that they can provide easily outweighs whatever laughter may follow.

Tirovin

Favoured TokenAspiring knights will often beseech a lady of the court for a favoured item or token of affection to

wear into battle. Usually taking the form of a locket or brooch, these tokens are blessed by the

Sisterhood of Diacta and grant a degree of blessed protection to their wearers.

Effect: This unit gains +1 Defence against ranged damage. This does stack with other effects.

Cost: 50 GC

Blessed LanceIn ages past, knights would often try to prove their valour by questing against the various evils that

beset their realm. Though the knights would more than not fight mere bandits, they would ask a

priest to bless their weapons to slay evil.

Effect: This unit gains the Charge Special Rule. It can also reroll the first attack it makes against an

enemy unit each turn. This cannot be taken if the Runesword is taken. It replaces the Chosen

Weapon.

Cost: 60 GC

Reliquary ShieldIt is custom for great knights to be buried with their shields if at all possible. In most cases, little will

be left of the shield but a few fragments. However, in the rare cases where the shield outlives the

user, it is buried with great honours and ceremony in the Hallowed Reliquaries dotted across the

land. In times of great need, the shields can be taken and given to living heroes to gift the living a

measure of their divine grace rather than a means of protection.

Effect: Increase the Icon of Hope range to 18 inches and Resolve to 10.

Cost: 100 GC

Kynmach

Bloody FetishThese strange and macabre fetishes are made of a disgusting mix of human hair and bone. Somehow,

Kynmach Shamans are able imbue these bloody charms with vengeful spirits and this passes onto

their wearers.

Effect: The unit that has this gains the Special Rule: Vengeful.

Cost: 30 GC

Curious ConcoctionNo one knows what exactly goes into these foul smelling brews but their efficacy cannot be denied.

When consumed, the drinker experiences extreme vitality and rage, often displaying feats of

strength beyond what might have been humanly possible. Unfortunately for the drinker, the drink

fades quickly from the system and wrecks a terrible toll on the body of anyone unlucky enough to

survive the experience.

Effect: Once per game, this unit can drink the Curious Concoction during the start of the Recovery

phase. Until the next recovery phase, it gains +5 to its damagerolls. At the next Recovery Phase, it

takes 3 points of damage.

Cost: 120 GC

Karnack’s KillerKarnack was a mighty druid whose unearthly weapon was said to have slain over 100 men. Although

empowered beyond usual means, Karnack himself was not made immuneto death. During a

particularly large invasion by an ambitious Valenheim nobleman looking for a rare plant said to grant

eternal youth, Karnack was shot by a marksman and bleed out on the battlefield, his weapon never

bloodied and its rage undiminished.

Effect: This unit it gains +2 to its damage rolls. This unit’s Resolve is lowered to 7. This cannot be

taken if the Runesword is taken. It replaces the Chosen Weapon.

Cost: 150 GC

Hessia

Griffon LordGreat knights in the service of the Golden City will often earn the right to ride a griffon to war even if

they were not borneinto a particular house that would typically allow them to. These great lords are

even greater upon their noble steeds.

Effect: The unit that has this gains the Special Rule: Charge, Fearsome. Add Flier to its type. You

cannot take the Runesword, Relic Armour or Warhorseoptions. Replace Chosen Weapon with

Griffon Claws and gain Defence 3(3).

Cost: 500 GC

Relic HelmThe ancient lords of Hessia wore elaborate great helms with brilliant plumes of griffon feathers.

These venerable helms shinebrightly in the golden sun and inspire soldiers around them to greater

heights.

Effect: This unit gains +1 to its Resolve and gains 3 inches to its Icon of Hope range.

Cost: 25 GC

Sicilia’s EyeSicilia was a Seer in ancient Hessia. Blessed with the incredibly rare gift of foresight, Sicilia was kept

in a tower prison where the lords of the city used her powers to predict the plans of their enemies.

Sicilia grew tired of the constant questioning and torture by her masters and one day delivered false

prophecy leading to her execution. Only her eyes survived, kept by a torturer who had crystallised

them as was fashion. The Eye retains a portion of Sicilia’s gift, giving its wearer great insight.

Effect: Once per turn, the owning player of this unit can measure their charge distance of one unit

before deciding to charge. They must declare that they are doing so before using the skill.

Cost: 60 GC

Bastonne

Imperial StandardEvery division of the Imperial Army has a Battle Standard. These impressive banners are housed in

the Imperial Armoury awaiting noble and worthy heroes to bear them aloft in pursuit of Imperial

Glory.

Effect: Warhorseand Runesword cannot be taken. Increase the range of Icon of Hope to 18 inches.

Cost: 200 GC

Braga’s DrumsIn the Imperial Army, musicians earn great rewards for standing alongsideother soldiers during

battle and playing not only inspiration and morale-boosting music but also the specific battle tunes

sergeants use to coordinate their unit’s actions. To be a bearer of the drums of Braga who defended

his unit’s colours from enemy assaults whilst still playing his drums is to hold the instrument of a true

Imperial Hero.

Effect: No unit within 8 inches of this one can suffer from the Morale Condition: Shaken.

Cost: 60 GC

Sanctified LaurelsThe practice of wearing laurel wreaths in victory is an ancient one in Bastonne. To be granted the

right to wear these holy laurels is to have shown that you can stand against any foe and retain your

nerve.

Effect: This unit can never suffer the Morale Condition: Broken.

Cost: 40 GC

Yslomir

Poisoned WeaponsA great many curious and wondrous plants grow on the isle of Yslomir. The natives are well versed in

herbalism and there are many heroes that swear by the baleful brews to fell the hardiest of foes.

Effect: The unit that has gains +1 damage to its attack rolls.

Cost: 30 GC

Finn’s LongbowFinn the Huntsman is a legendary figure in Yslomir culture for it was he that slew the invading Tirovin

lord Duke Macrath the Savage. Duke Macrath had already managed to land his armies on the isle, a

feat that surely spelt doom for any defenders, when Finn, a local huntsman, had left his hut in the

woods for his daily hunt. When he had returned, scouts of the invaders had razed the tiny hut and

those of his neighbours without cause. Enraged, Finn vowed to slay Macrath then and there. To this

end, he marched to the cliffs that overlooked the landing beach and leapt from their heights. It was

said he fired a single arrow that had pierced Macrath’s heart before dying from the fall.

Effect: You cannot take the Runesword,Relic Armour or Warhorseoptions. Replace Chosen Weapon

with Finn’s Longbow. It has a range of 30 inches. Any Cavalry units hit, regardless of damage done,

must immediately take a Resolve Check at a -2 penalty.

Cost: 150 GC

Oak BroachThis small, unassuming silver broach is shaped like the leaves of an oak tree. To the untrained eye, it

is a simple piece of jewellery. Only a few know that the broach is a prize awarded to the finest

archers in the land. The bearers of these prizes attract the finest archers to them, hoping to gain a

measure of their skill.

Effect: Archer units within 8 inches of this unit can reroll failed to hit rolls.

Cost: 80 GC

Derov

Kuban’s SabreKuban was a mighty Horse Lord in the lands of the Derov. He slew many warriors before he was

finally felled. Mysteriously, the strangeblade with the large ruby in the hilt that he carried was never

recovered from his body.

Effect: The unit that has gains +2 damage to its attack rolls. You cannot take the Runesword option.

Replace Chosen Weapons with Kuban’s Sabre.

Cost: 90 GC

Gilded ArmourThe armourers of the Derov are masters of laying precious gems and gold onto armour. While it is

not perhaps the most practical way of protecting oneself, it certain would do wonders for anyone’s

ego.

Effect: You cannot take Relic Armour options. Replace Clothing with Gilded Armour. You gain a

Defence of 2(2) if not on a Warhorse and 3(3) if on a Warhorse. You also gain +1 Resolve.

Cost: 30 GC

Purebred HorseTo the horsemen of the Derov, the horse is sacred animal. Centuries of care and skill havebred the

finest warhorses to be found amongst the lands of the Empire. These mighty and swift beasts bear

their riders with an élan and skill few others could hope to match.

Effect: You cannot take the Warhorseoption. Change Type to Cavalry, add the Special Rule: Charge

and Movement to 10.

Cost: 85 GC

Valenheim

Vison’s RapierVison was an impoverished nobleman at the court of the Marquis of Valenheim’s estate. Though his

fortunes were much diminished, his skills with a rapier were beyond compareand it was he who

served as the official duellist for the Marquis. Unfortunately his skills with a sword far exceeded his

skills at court and he was slain, poisoned, by a jealous courtier who he had embarrassed. His sword

outlived him and remained in the official armoury awaiting a worthy swordsman.

Effect: The unit that has gains +1 damage to its attack rolls. You cannot take the Runesword option.

Replace Chosen Weapons with Vison’s Rapier. You can reroll your damage roll and take the higher of

the two rolls.

Cost: 60 GC

Jacque’s CuirassJacque du Valais was a mercenary general of great repute in the state of Valenheim. Obsessively

paranoid, even for a mercenary, Jacquecommissioned a custom cuirass of polished silver to be

blessed by no less than a dozen priests. This cuirass is reputed to have protected Jacquefrom even a

direct shot by a musket during a siege. Ironically, it was a poisoned chalice that ended the mercenary’

s life

Effect: You cannot take Relic Armour options. Replace Clothing with Jacque’s Cuirass. You gain a

Defence of 2(3).

Cost: 40 GC

Experimental RifleWithin the existing order of Musketeers, there exists a rare group of marksmen that are entrusted to

wield the exceedingly rare Hunting Rifles. These rifles are leagues ahead of the crude weapons

wielded by the other Musketeers and take teams of craftsmen years to construct even one of these

guns. They are large and sophisticated devices but the supreme accuracy and power offered by these

weapons more than makes up for it. Ostensibly still experimental, these weapons are given to

talented marksmen who are tasked with slaying the enemy leaders.

Effect: You cannot take the Runesword,Relic Armour and Warhorse option. Replace Chosen

Weapons with Experimental Rifle. This unit now gains a ranged attack with the following profile.

Name Range Type Ability

ExperimentalHunting Rifle

0—30 Move or Fire

ArmourPiercing

Slayer ofHeroes

Cost: 145 GC

Unit TypesThere are various kinds of unit types. Descriptions for each type will follow below.

Formation:This refers to troops that are used to fighting in formation or at least somesemblance of a formation.

· Formation troops cannot perform a Rapid Advance over difficult terrain

Skirmisher:This refers to troops that are either trained to operate in a loose, flexible formation or lack the trainin

g to form more complex formations

· Skirmish troops are unaffected by terrain type

Feigned FlightUnits with the typeSkirmisher are more adept at moving than conventional infantry. Couple their

looser formations with greater mobility and skirmisher units are better able to withdraw from fights

they would otherwise lose and still retain good order.

To reflect this, units with this type can perform a Feigned Flight action when charged.

When a charged is declared, a unit with this type can elect to suffer the Morale Condition: Broken

and immediately flee. The charging unit must still perform its charge move.

In the following Recovery and Resolution phase, the owning player of the unit that has performed a

Feigned Flight action gains a +2 bonus that is you subtract 2 from their result on their Resolve Check,

on the check to restore order.

If the check is passed, they may make a free 90 degree rotation before their normal move action.

Cavalry:This refers to all cavalry units in terms of being troops mounted on some manner of creature, usually

a horse.

· Cavalry are unable to charge over difficult terrain, cannot perform a Rapid Advance over

difficult terrain and derive no benefit from Fortifications.

Flier:This refers to specific troops that are capable of flight.

· Flier troops are unaffected by terrain type but derive no benefit from any terrain.

War Machine :See the section on War Machines

HeroUnits marked Hero are only one model and behaveaccording to the other type listed.

Army CompositionNot every unit can be found in every army. Centuries of warfare haveled to each of the nations in

the Empire forming their own unique preferences for warfare and army composition. As such, please

consult the table below to learn about what units are available for use in your army.

Unit AllowancesBastonne Harlievia Hessia Yslomir Kynmach Tirovin Valenheim Derov

MilitiamanYes Yes Yes Yes Yes Yes Yes Yes

               

FootmanYes Yes Yes Yes No Yes No No

               

SwordsmanYes Yes No Yes No Yes No No

               

HalberdierYes Yes No No No Yes Yes No

               

PikemanNo Yes Yes No No No Yes No

               

Greatswordsman  Yes   Yes   Yes Yes  

Raider No No No No No No No Yes

Light CavalryYes No No Yes No No No Yes

MountedBowman No No No No No No No Yes

Knight Yes No No Yes No Yes No Yes

Griffon Knight(*)No No Yes No Yes No No No

Hero(*) Yes Yes Yes Yes Yes Yes Yes Yes

Archer Yes No Yes Yes No No No Yes

CrossbowmanYes Yes No No No No No No

MusketeerNo No No No No No Yes No

Ranger No No No Yes No No No No

Catapult Yes Yes Yes Yes Yes Yes No Yes

TrebuchetYes Yes Yes Yes Yes Yes No Yes

Cannon No No No No No No Yes No

Shaman No No No No Yes No No No

Priest Yes Yes Yes Yes Yes Yes Yes Yes

Wizard(*)No No Yes No Yes No No No

Druid No No No No Yes No No No

Army BuildingWhen playing a game, a system is used to ensure that both sides have an equal strength force: the

War Chest. Both players must agree to the size of the War Chest in Gold Coins. The War Chest

represents all the funds that you, the general, have to recruit soldiers for your army. You are allowed

to spend the chest however you wish but bear in mind that more balanced forces will typically be

better suited than extreme ones. The only restriction on your choices for each of the armies is the (*).

This indicates that only one of those units may be bought for every 500 GC in the War Chest at the

start. For example, if I had 6000 GC in my War Chest at the start, I could afford to buy up to 6 wizards

if I so wanted. Note that you cannot mix and match armies. If you want to play a force from Harlievia,

you cannot field the units that are exclusive to Kynmach for instance.

Army SetupUnless otherwise given in the rules specific to that battle, setting up for a battle works in the

following way.

1) Both players roll a d6. The highest roll decides who must deploy first at which table side. In

the event of a tie, reroll until the tie is broken.

2) Once sides are selected, both players must deploy as much of their armies as possible in the

deployment zone. The deployment zone is a rectangular zoneextended from the edges of

the table side being used to deploy, 10 inches forward. Any units that do not fit must be

deployed in this zone in the second. If they are not, they are considered destroyed.

3) Once deployed, both players follow the same process used for deciding deployment order

for determining turn order. That is the turn order used throughout the rest of the game

4) The players both take turns until they have each played 6 turns or a number they both

agreed to

Victory ConditionsA standard way to calculate victory is to sum up the GC cost of the units destroyed by each of the

players with the winner being the one with the most GC in slain enemy units.

TerrainUnless otherwise stated, the table surface counts as normal terrain.

Normal TerrainThis is terrain that would not present any kind of challenge to any force moving across it but also

presents no defensive means as well. This includes grassy plains and roads.

Difficult TerrainThis is terrain that would pose a challenge for any kind of troop movement and would severely limit

the capacity of units like cavalry to operate. These include rocky hills, small rivers and heavily

forested areas.

Defensive TerrainThis is terrain that is not terribly difficult to navigate through but offers more than negligible

defensive opportunities for soldiers moving through them. These include fences, small walls,

hedgerows and improvised defences.

FortificationsThis kind of terrain refers explicitly to terrain that is designed to provide maximum defensive

opportunities to its defenders and limit the ability of attackers to attack. These include castle walls,

keeps, towers and fortified manor houses.

Fortifications have 10HP just like normal units and can take damage from siege engines only. If a

siege weapon lands a blow against a fortification, resolve the damageas per normal. If the

fortification is reduced to 0HP, it is destroyed and you may place any units that were on it 1 inch

away from the location of the site in any direction. They have the Morale Condition: Disrupted.

For a unit to be considered “entrenched”in a fortification the terrain piece must be at least 4 cm

wide.

Mercenaries

While nearly all generals fighting wars in the lands of the Empire prefer to use troops loyal to their

state, the realities of war often demand that generals supplement their forces using soldiers

motivated exclusively by money rather than duty or obligation. Such soldiers are called mercenaries.

Mercenaries usually see to themselves for provisioning of arms and armour and can run the gamut

with styles and levels of quality. Some mercenaries are little more than bandits paid to turn their

crude weapons on an invading army whereas others are registered members of large, organised

guilds. Whatever their origin, all mercenaries fight out of a love of wealth and have gained a

reputation of being unreliable.

All nations will usually depend on mercenaries in one form or another for certain duties. In

Valenheim, large companies of cavalry will usually be hired out to support the armies as Valenheim’s

own cavalry are known to be exceedingly poor. Even Kynmach make use of mercenaries in the form

of allowing captured enemy prisoners to earn their freedom by fighting against enemies of a tribe.

For most cases, this just means a few different tribesmen fighting another but there have been

stories of exotic soldiers like Greatswordsmen or even Knights charging alongside woad painted

warriors.

Using MercenariesIf the player so chooses, and with consent of his opponent, he may choose to include mercenary

forces in his army. These units can be bought from the roster of any faction but still follow allocation

rules in the case of units like Wizards or Heroes.

Only a percentage of the army may be made of mercenaries however and the greater the reliance on

mercenaries, the more unreliable the army becomes.

Percentage Included Effect1-25 All mercenary units are at -1 Resolve to their normal Resolve value26-50 All mercenary units are at -1 Movement to their normal Movement Value.51-75 All mercenary units must reroll the lowest die during all Resolve Checks. The

second result must be accepted.

Basing TemplateBelow is a template used for constructing bases.

AcknowledgementsThe siege -http://digital-fantasy.deviantart.com/

8cm

8cm

Small Siege-http://www.deviantart.com/art/small-Siege-243802867

Battle of Kutna Hora- http://www.deviantart.com/art/Battle-of-Kutna-Hora-319268907

Battle of Grandson -http://www.deviantart.com/art/Battle-of-Grandson-513016062

Mongol vs -http://www.deviantart.com/art/Mongol-vs-Khwarezmid-307110790

Battle of Platae -http://www.deviantart.com/art/Battle-of-Platae-414138480

The charge-http://www.deviantart.com/art/The-Charge-49806919

Hastings -http://www.deviantart.com/art/Hastings-58786404

Art of War-http://www.deviantart.com/art/Machiavellis-Art-Of-War-331207579

Sicilian Archers-http://wraithdt.deviantart.com/art/Sicilian-Saracen-Archers-278946095

Wise Wizard-http://www.deviantart.com/art/Medieval-Fair-The-Wise-Wizard-414786398

Good knight-http://www.deviantart.com/art/Medieval-Fair-The-Good-Knight-414785139

Battle of Blackheath-http://www.deviantart.com/art/Battle-of-Blackheath-416207912

Urban Militia- http://rufus-jr.deviantart.com/art/Urban-Militia-54132477

Heavy Spearman-http://www.deviantart.com/art/Heavy-Spearman-278759865

Halberdiers -http://robbiemcsweeney.deviantart.com/art/Halberdiers-499805917

Pikemen-http://robbiemcsweeney.deviantart.com/art/Valdaurian-Pikemen-446880020

Swordsman-http://robbiemcsweeney.deviantart.com/art/Knight-330490465

Greatswordsman-http://www.deviantart.com/art/old-veteran-167750054

raider-http://syarul.deviantart.com/art/Scarlet-Cross-Mamluk-324630472

Light Cavalry-http://www.deviantart.com/art/Visigoth-Warriors-279129524

Mounted Bowman-http://www.deviantart.com/art/Mongol-Horseman-29507917

Griffon Knight-http://www.deviantart.com/art/Griffon-Knight-375068005

Crossbowman-https://www.pinterest.com/pin/340936634263687736/

Musketeer-https://www.pinterest.com/pin/340936634263687736/

Ranger-https://www.pinterest.com/pin/340936634263687736/

The Ranger-http://www.deviantart.com/art/Falconer-349601676

Shaman-http://www.deviantart.com/art/The-Druid-311813802

Druid-http://peterprime.deviantart.com/art/Druid-concept-370026553

The Shaman-http://www.deviantart.com/art/Druid-Concept-Art-286571970

The Wizard-http://www.deviantart.com/art/Wizard-324235889

Priest-http://www.deviantart.com/art/Priest-268778204

Hero-http://www.deviantart.com/art/Medieval-Knight-115723617

Weapons-http://www.deviantart.com/art/Weapons-I-294443450