quick reference sheets - tekumel · seal of the imperium volume 2, issue 1 159 quick reference...

40
Seal of the Imperium Volume 2, Issue 1 159 QUICK REFERENCE SHEETS Turn Sequence 1) ACTIVATION PHASE First Player chooses one Army. That Army, and any in hexes adjacent to it, Activate. Player may choose one more Army to Activate: roll distance in hexes from first Army chosen, or more, on a d6. Armies six hexes away or more, or besieged two or more hexes away, need a roll of “6.” No penalty for failing die-roll. Active Player Options Move Raid (once per adjacent hex entered during the same Activation) Force Combat by moving into the same hex with an enemy Army Pursue after winning a Battle Attempt to Storm a City or Sákbe Road Fortification (once per turn). Reacting Player Options Raid (Reacting player gets first chance when enemy Army moves into an adjacent hex) Choose to fight a Battle or a Delaying Action. [Exceptions: as per Fate Cards.] Pursue after winning a Battle. Both players check their Armies for Attrition losses at the end of each Activation, even if they did not move. Reacting player checks all armies that Retreated during that Activation. Mark all Armies that were Activated or Retreated as “Moved.” Players take turns Activating Armies in the order listed in the scenario until all Armies have been Activated. If one side has none remaining, the side with Armies yet to activate Activates finishes Activating the rest. When all Army Counters on the board have been Activated, even if only to check for Attrition losses, the Activation Phase ends. 2) NEW TURN PREPARATION PHASE (all players simultaneously) Replace “Moved” Army Counters with their regular counterparts Flip Irregular Cards face-up Discard all un-played Fate Cards (unless the card says otherwise) Draw new Fate Cards for next turn. Place/Replace Garrison Units in friendly, unbesieged, Cities/Sákbe Road hexes. Advance the turn marker Place arriving Reinforcement Units and/or Irregular Cards Roll for next turn’s Weather 3) INTER-PHASE (Campaign Game only) a) Collect Revenue b) Build/Rebuild units c) Spend Other Revenue

Upload: vuongduong

Post on 31-Mar-2018

229 views

Category:

Documents


1 download

TRANSCRIPT

Page 1: QUICK REFERENCE SHEETS - Tekumel · Seal of the Imperium Volume 2, Issue 1 159 QUICK REFERENCE SHEETS Turn Sequence 1) ACTIVATION PHASE First Player chooses one Army

Seal of the Imperium Volume 2, Issue 1

159

QUICK REFERENCE SHEETS Turn Sequence 1) ACTIVATION PHASE

First Player chooses one Army. That Army, and any in hexes adjacent to it, Activate. Player may choose one more Army to Activate: roll distance in hexes from first Army chosen, or more, on a d6. Armies six hexes away or more, or besieged two or more hexes away, need a roll of “6.” No penalty for failing die-roll.

Active Player Options

Move Raid (once per adjacent hex entered during the same Activation) Force Combat by moving into the same hex with an enemy Army Pursue after winning a Battle Attempt to Storm a City or Sákbe Road Fortification (once per turn).

Reacting Player Options

Raid (Reacting player gets first chance when enemy Army moves into an adjacent hex) Choose to fight a Battle or a Delaying Action. [Exceptions: as per Fate Cards.] Pursue after winning a Battle.

Both players check their Armies for Attrition losses at the end of each Activation, even if they did

not move. Reacting player checks all armies that Retreated during that Activation. Mark all Armies that were Activated or Retreated as “Moved.” Players take turns Activating Armies in the order listed in the scenario until all Armies have been

Activated. If one side has none remaining, the side with Armies yet to activate Activates finishes Activating the rest. When all Army Counters on the board have been Activated, even if only to check for Attrition losses, the Activation Phase ends.

2) NEW TURN PREPARATION PHASE (all players simultaneously)

Replace “Moved” Army Counters with their regular counterparts Flip Irregular Cards face-up Discard all un-played Fate Cards (unless the card says otherwise) Draw new Fate Cards for next turn. Place/Replace Garrison Units in friendly, unbesieged, Cities/Sákbe Road hexes. Advance the turn marker Place arriving Reinforcement Units and/or Irregular Cards Roll for next turn’s Weather

3) INTER-PHASE (Campaign Game only) a) Collect Revenue b) Build/Rebuild units

c) Spend Other Revenue

Page 2: QUICK REFERENCE SHEETS - Tekumel · Seal of the Imperium Volume 2, Issue 1 159 QUICK REFERENCE SHEETS Turn Sequence 1) ACTIVATION PHASE First Player chooses one Army

160

Attrition When Armies and besieged Garrison Units finish their Activation, Retreat out of a hex, or survive an attempt to Storm their Fortification, check to see if they suffer losses from Attrition. Resolve Attrition as an attack on the CRT. The odds-column is the number of Attrition Factors minus any Forage and Supply Points available in the hex.

CAUSES OF ATTRITION

ATTRITION FACTORS

Size of Army 1 per 2 Steps (round up) Retreated out of hex 3 Forced March 3 Desert (per hex-side crossed) 3 Hot Weather Turn 2 Besieging/Besieged 2 Land Units Transported via Sea Movement 2 Mountains (per hex-side crossed) 1 Moving During Rain Weather Turn 1 Swamp (per hex-side crossed) 3

SOURCES OF SUPPLY

SUPPLY POINTS

Un-besieged Friendly Cities in or Adjacent to Hex

3 each

Un-besieged Friendly Cities Two Hexes Away 2 each Un-besieged Friendly Cities Three Hexes Away 1 each Clear Terrain Hex 3 One or More Fleets in Hex (Supply by Sea) 3 One or More Fleets in Hex ("appropriations") 1 per Fleet Sákbe Road, any River, any City +1 for each terrain type in hex

(maximum +3) All other Terrain except Desert 1

Page 3: QUICK REFERENCE SHEETS - Tekumel · Seal of the Imperium Volume 2, Issue 1 159 QUICK REFERENCE SHEETS Turn Sequence 1) ACTIVATION PHASE First Player chooses one Army

Seal of the Imperium Volume 2, Issue 1

161

Terrain Effects Chart (TEC)

Terrain Type

Sample

Hex

Movement Point Cost

Forage Value

Column-Shifts

subtracted from Active/Added to

Reacting side

Major City

(see p. 149 for list)

3618

Other Terrain

in Hex

+1 to Other

Terrain in Hex

6 (Sieges only)

City

3906

Other Terrain

in Hex

+1 to Other

Terrain in Hex

5 (Sieges only)

Avanthár

3818

Other Terrain

in Hex

+1 to Other

Terrain in Hex

8 (Sieges only)

Open (“Clear”)

3809

1

3

0

Desert

4608

1

0

0

Woods/Hill

/ Rough

4813

2

1

1

Forest

3605

2

1

2

Mountain

4313

3

1

4

River

3610

Other Terrain

in Hex

+1 to Other

Terrain in Hex

1

Major River (navigable)

3315

+1 to cross; 2

for Fleets

+1 to Other

Terrain in Hex

2

Swamp

3009 3

1

3

Shallow Sea 2714 2 (Fleets only) 0 Naval Combat only

Ocean 1814 1 (Fleets only) 0 Naval Combat only

Sákbe Road

4008

1 (possible 1 MP bonus)

+1 to Other

Terrain in Hex

2 (Battle) 4 (Siege)

Page 4: QUICK REFERENCE SHEETS - Tekumel · Seal of the Imperium Volume 2, Issue 1 159 QUICK REFERENCE SHEETS Turn Sequence 1) ACTIVATION PHASE First Player chooses one Army

162

Turn Record and Weather Chart

Turn/Month or Inter-phase

Weather (roll d6): 1-4 normal; 5 = up one box; 6 = down one box.

Hasnapór (Spring Equinox)

Rain

Shápru

Temperate (Rain in the South)

Spring Inter-phase

Not applicable

Didóm

Temperate

Langála

Temperate

Fésru

Hot (Temperate in the North)

Dréngar

Hot (Temperate in the North)

Firasúl

Hot (Rain in the South)

Pardán

Hot (Rain in the South)

Fall Inter-phase

N/A

Halír

Temperate

Trantór

Temperate

Lésdrim

Temperate (Rain in the North)

Dohála

Rain

Notes: All non-parenthetically listed weather applies to the Central Weather Zone: all hexes south of Yán Kór, Pijéna, and the 4400 hex row. The Northern Weather Zone is the area north of the above, inclusive. The Southern Weather Zone is defined as any hex within 2 hexes of a complete or partial hex of the Southern Ocean.

Weather Effects Temperate: No Effect. Hot: +2 Attrition

Naval Movement halved (round up) Rain: Land movement off of Sákbe Roads costs +1 MP

Treat Rain as Temperate in Desert hexes.

Page 5: QUICK REFERENCE SHEETS - Tekumel · Seal of the Imperium Volume 2, Issue 1 159 QUICK REFERENCE SHEETS Turn Sequence 1) ACTIVATION PHASE First Player chooses one Army

Seal of the Imperium Volume 2, Issue 1

163

Combat and Attrition Results Table NUMBER of ODDS COLUMN and COMBAT FACTORS ATTACKING

Die-roll

1) 1 or 2

2) 3 to 5

3) 6 to 9

4) 10 to 14

5) 15

to 20

6) 21

to 30

7) 31

to 40

8) 41

to 50

1

-

-

-

D

D

2D

2D

2D/

E 2

-

-

-

D

D

2D

2D

2D/

E 3

-

-

D

D

D

2D

2D/

E

2D/

E 4

-

D

D

D

2D

2D/

E

2D/

E

3D/

E 5

D

D

D

2D

2D/

E

2D/

E

2D/

E

3D/

E 6

D

D

2D

2D/

E

2D/

E

2D/

E

2D/

E

3D/2E

Die-roll

9) 51

to 60

10)

61 to 70

11)

71 to 80

12)

81 to 100

13) 101 to 120

14) 121 to 140

15) 141 to

200

16)

201+

1

3D/

E

3D/

E

3D/2E

4D/2E

5D/3E

6D/3E

7D/4E

8D/5E

2

3D/

E

3D/

E

3D/2E

4D/2E

5D/3E

6D/3E

7D/4E

8D/5E

3

3D/

E

3D/2E

3D/2E

4D/3E

5D/3E

6D/3E

7D/4E

8D/5E

4

3D/

E

3D/2E

4D/2E

5D/3E

6D/3E

7D/4E

8D/4E

9D/5E

5

3D/2E

3D/2E

4D/3E

5D/3E

6D/3E

7D/4E

8D/4E

9D/5E

6

3D/2E

3D/2E

4D/3E

5D/3E

6D/3E

7D/4E

8D/4E

9D/5E

Page 6: QUICK REFERENCE SHEETS - Tekumel · Seal of the Imperium Volume 2, Issue 1 159 QUICK REFERENCE SHEETS Turn Sequence 1) ACTIVATION PHASE First Player chooses one Army

164

Explanation:

"-" means No Effect.

"D" is the number of enemy Steps that are Disrupted. Disrupted units halve their Combat

Factors (round up) for the remainder of the current TURN (not just the current Activation). There is no other effect unless such a unit is Disrupted again during the same turn. Place Disrupted Units beneath a Disrupted Units card. If they are Disrupted again during the same turn they suffer one Step-Loss. Garrison Units always suffer the first “D” result, which instead eliminates them. The last remaining Step in a besieged Fortification is eliminated by any “D” result.

"E" is the number of Steps Eliminated (player suffering loss chooses). Units with Tactical

Factors of 3 or more suffer any “E” results first when Storming Fortifications (highest first). Always eliminate Steps before Disrupting units.

Page 7: QUICK REFERENCE SHEETS - Tekumel · Seal of the Imperium Volume 2, Issue 1 159 QUICK REFERENCE SHEETS Turn Sequence 1) ACTIVATION PHASE First Player chooses one Army

Seal of the Imperium Volume 2, Issue 1

165

Combat Resolution Raid, Delaying Action, and Pursuit

1) Total the Missile Combat factors in both Armies. Halve them for Raids (round up). 2) Both sides check the CRT, roll a die, and apply any losses. 3) If the combat was a Raid, and the Army with fewer remaining Missile Combat Factors was the target, the player who controls it must reveal the total Melee Combat Factor for that Army, +/- 50%.

Minor Battle (less than three units on one or both sides) and Siege Combat

1) Total the Melee Combat Factors in both Armies. 2) Apply any Column-Shifts for Terrain. Apply Column-Shifts for MP spent in the hex, if it is an Attempt to Storm a City or Sákbe Road. 3) Check the CRT, roll a d6, both sides mark losses. 4a) The Army with fewer Melee Combat Factors remaining must Retreat from a Minor Battle. 4b) If an entire Army was eliminated or Retreated out of the hex, leaving no unit inside a Fortification, that fortification is now controlled by the surviving Army. Both sides check for Attrition losses.

Major Battle

1) Total the Melee Combat Factors on each side. 2) Apply any Column-Shifts for Terrain. 3) Each side secretly chooses a Battle Formation. 4) Each side secretly assigns all of the Unit Cards in their Army to the Center, Wings, or Flanks of their chosen formation: one unit minimum per section. 5) [Optional] Each side secretly marks losses for units that will act as Shock Troops. 6) [Optional] Each side secretly chooses a Battle Magic Card and places it with the units in the Center, Wings, and/or Flanks of their Battle Formation. 7) Reveal Battle Formations and unit placements to determine Tactical Advantage or Tactical Superiority for each of the three areas of the battlefield: Center; Wings; and Flanks. 8) Apply any Column-Shifts for Tactical Advantage and Tactical Superiority. 9) Each player finds their odds-column, rolls a die, checks the CRT, and marks losses.

10) The Army with more Melee Combat Factors remaining wins (Active player wins ties). Losing Army Retreats and/or remains in Fortification. 11) The winner may Pursue. Resolve any Pursuit Combat as above. 12) Check for Attrition losses: both winners and losers.

Retreat Rules

1) Reacting Army may not Retreat into the hex from which the Active Army came. 2) Retreat into a hex with an enemy Army triggers new combat, just like a new Activation. 3) Retreating Armies count as having Moved: use "Moved" version of the Army counter. 4) Retreating Armies, and Armies that survive Storm Attempts, must check for Attrition Losses.

Note: Units Disrupted twice in the same turn suffer a Step Loss (excepting Elite Units). This often occurs as a result of Pursuit Combat or Attrition that follows Battles or Siege Assaults.

Page 8: QUICK REFERENCE SHEETS - Tekumel · Seal of the Imperium Volume 2, Issue 1 159 QUICK REFERENCE SHEETS Turn Sequence 1) ACTIVATION PHASE First Player chooses one Army

166

CARD DISPLAY SHEET

Battle Formation Cards and Battle Magic Cards

Units in the Center of the present Battle Formation:

3 Column-shifts for Tactical Advantage

4 Column-shifts for Tactical

Superiority

Units on the Wings of the present Battle Formation:

2 Column-shifts for Tactical Advantage

4 Column-shifts for Tactical

Superiority

Units on the Flanks of the present Battle Formation:

1 Column-shift for Tactical Advantage

4 Column-shifts for Tactical

Superiority

Irregular Cards

Fate Cards

Army # 1

Army # 2

Page 9: QUICK REFERENCE SHEETS - Tekumel · Seal of the Imperium Volume 2, Issue 1 159 QUICK REFERENCE SHEETS Turn Sequence 1) ACTIVATION PHASE First Player chooses one Army

Seal of the Imperium Volume 2, Issue 1

167

CARD DISPLAY SHEET

Army # 3

Army # 4

Army # 5

Army # 6

Army # 7

Army # 8

Army # 9

Army #10

Page 10: QUICK REFERENCE SHEETS - Tekumel · Seal of the Imperium Volume 2, Issue 1 159 QUICK REFERENCE SHEETS Turn Sequence 1) ACTIVATION PHASE First Player chooses one Army

168

BATTLE FORMATION CARDS

THE INVINCIBLE GLORY OF HNÁU TÉKTIS Center: -1 Wings: +4 Flanks: -3 +1 Tactical Factor for Salarvyá and Yán Kór

THE TWO PEAKS OF TSO'Ó KINÉL Center: -2 Wings: +3 Flanks: -1

THE TWO MIGHTY GAUNTLETS OF HRÚGGA Center: -2 Wings: 0 Flanks: +2 +1 Tactical Factor for Tsolyánu and Salarvyá

THE MACE OF KARAKÁN Center: -1 Wings: +2 Flanks: -1 +1 Tactical Factor for Tsolyánu and Yán Kór

THE CLAWS OF THE KRÚA Center: 0 Wings: -3 Flanks: +3

THE FIVE FINGERS OF DEATH Center: -2 Wings: +1 Flanks: +1

THE INEXORABLE SEA Center: +3 Wings: -1 Flanks: -2

THE GATES OF WÚRU Center: +2 Wings: 0 Flanks: -2 +1 Tactical Factor for Mu'ugalavyá

THE TRIPLE PALACE OF SKULLS Center: +3 Wings: +1 Flanks: -4 +1 Tactical Factor for Mu'ugalavyá

THE MANY DOORS OF DESTINY Center: +2 Wings: +1 Flanks: -3 +1 Tactical Factor for Mu'ugalavyá and Salarvyá

Page 11: QUICK REFERENCE SHEETS - Tekumel · Seal of the Imperium Volume 2, Issue 1 159 QUICK REFERENCE SHEETS Turn Sequence 1) ACTIVATION PHASE First Player chooses one Army

Seal of the Imperium Volume 2, Issue 1

169

BATTLE FORMATION CARDS

THE JAWS OF QAME'ÉL Center: +3 Wings: +1 Flanks: -2 +1 Tactical Factor for Livyánu and Mu'ugalavyá

THE ONCOMING WINGS OF THE HEREAFTER Center: 0 Wings: 0 Flanks: 0 +1 Tactical Factor for Salarvyá and Yán Kór

THE ARENA OF CHEGÁRRA Center: -3 Wings: 0 Flanks: +3 +1 Tactical Factor for Yán Kór

THE LASH OF CHITÉNG Center: -4 Wings: +2 Flanks: +2 +1 Tactical Factor for Mu'ugalavyá

THE ORNAMENT OF OUR LADY Center: +1 Wings: 0 Flanks: -1 +1 Tactical Factor for Salarvyá and Tsolyánu

Page 12: QUICK REFERENCE SHEETS - Tekumel · Seal of the Imperium Volume 2, Issue 1 159 QUICK REFERENCE SHEETS Turn Sequence 1) ACTIVATION PHASE First Player chooses one Army

170

FATE CARDS

Fate: Surplus Dná Play before checking for Attrition losses: Add two Supply Points to any un-besieged Army in a Sákbe Road hex.

Fate: Starvation and Pestilence Play before an opponent checks for Attrition losses for a besieged Army or Garrison Unit: Add four Attrition Factors. Add two to their besiegers as well.

Fate: Carter Clans Demand Advance Payment Play before an opponent checks an Army or Garrison Unit for Attrition losses: Add two Attrition Factors due to undelivered supplies.

Fate: Extra Bearer Slaves Play before checking for Attrition losses: Add one supply point to any un-besieged Army.

Fate: Plump Non-Combatants Play before checking for Attrition losses in a besieged Army: Add one Supply Point and sour spices.

Fate: Extra Chlén Carts Play before checking for Attrition losses for an un-besieged Army: Double any Supply Points from Cities.

Fate: Bearer Shortage Play before an opponent checks for Attrition losses for an un-besieged Army not in a Sákbe Road hex: No Supply Points from Cities.

Fate: Chlén Cart Shortage Play before an opponent checks of Attrition losses for an un-besieged Army in a Sákbe Road hex: No Supply Points from Cities.

Fate: Freak Storm Play immediately prior to any combat: Weather prevents significant action. Both Armies remain in the same hex.

Fate: Rains Abate Move one of your Armies, and any others that Activate at the same time, as if a Rain Weather turn were Temperate instead.

Page 13: QUICK REFERENCE SHEETS - Tekumel · Seal of the Imperium Volume 2, Issue 1 159 QUICK REFERENCE SHEETS Turn Sequence 1) ACTIVATION PHASE First Player chooses one Army

Seal of the Imperium Volume 2, Issue 1

171

FATE CARDS

Fate: Wrath of Hnálla Massive heat wave doubles all Disruptions from Attrition or combat for the remainder of the turn.

Fate: The Mists of Conflict Play immediately prior to a Reacting player's choice of Battle or Delaying Action: Uncertainty about the advancing enemy commands prudence; fight a Delaying Action.

Fate: Play Immediately! Draw a total of one more Fate Card than allotted to your side in the scenario.

Fate: Play Immediately! Reshuffle the discard pile back into the deck after this deal.

Campaign Game Fate: Play during Inter- phase Enthusiastic temple support: player may Re-build or Replace one Step for any unit. A Rebuilt unit may not receive Replacements in this same Inter-phase.

Campaign Game Fate: Play during Inter-phase High Clan Support: Add 10 Revenue Points.

Campaign Game Fate: Play Anytime Slave Revolt: Lose 30 Revenue Points. Place three un-besieged Steps of units on this card. Units suppress revolt and return as if Rebuilt during next Inter- phase.

Fate: Black Flux Epidemics Play on any City hex during Activation Phase: Armies and Garrison Unit in hex attack themselves with ¼ of Melee Combat Factors (round up).Target chooses second City for same attack. Non-humans don't count.

Fate: Inscrutable Will of the Gods Play anytime: Try one die roll again. Keep the second result.

Fate: Grey Ssú Raid Play during Activations Phase: Select an Army or Garrison Unit within six hexes of Ssúyal to suffer a Step-Loss.

Page 14: QUICK REFERENCE SHEETS - Tekumel · Seal of the Imperium Volume 2, Issue 1 159 QUICK REFERENCE SHEETS Turn Sequence 1) ACTIVATION PHASE First Player chooses one Army

172

FATE CARDS

Fate: Cyclone! Play during enemy Naval Move in a Hot Weather turn: Roll for each Moving Fleet; it suffers a Step-Loss on a roll of 1 or 2. Target hex is worth no Forage Value and is not a Supply Source that turn.

Fate: Lord Karakán Demands Sacrifice Play after moving into a hex with an enemy Army: They must fight a Battle. The winner must Pursue.

Fate: Lord Vimúhla, Sacker of Cities Add 4 Column-Shifts when Storming an enemy City. Add 3 Attrition Factors to all Armies, and any Garrison Unit in the hex.

Fate: Unintended Mercy There is no Pursuit after this Battle.

Fate: Unanticipated Reaction The Army targeted by a Raid may immediately move into the hex of the Raiding Army and force it to fight a Battle.

Fate: The Palace of Ever-Glorious War Play during a New Turn Preparation Phase: Initiate a Battle or Raid this turn or lose 2 Victory Points.

Fate: Underworld Egress One unit of a besieged Army may move to an adjacent hex without triggering combat. It may form a new Army and continue moving normally

Fate: Audacity Double your CF when initiating a Raid.

Fate: Unaccountable Delays Play during an enemy Activation: One Army is reduced to 2 MP this turn.

Fate: Unreliable Hláka Play during an enemy Activation: one opponent may not use his or her Hláka Irregular Card this turn.

Page 15: QUICK REFERENCE SHEETS - Tekumel · Seal of the Imperium Volume 2, Issue 1 159 QUICK REFERENCE SHEETS Turn Sequence 1) ACTIVATION PHASE First Player chooses one Army

Seal of the Imperium Volume 2, Issue 1

173

FATE CARDS

Fate: Accurate Estimation Play anytime: Examine the Unit Cards of any Army.

Fate: Portents Heeded Force the enemy to fight a Delaying Action or Battle- your choice.

Fate: Noble Assistance from a Subordinate Add one Column-Shift on the CRT.

Fate: Ignoble Inaction by a Subordinate Reduce the Tactical Factors of any enemy unit to zero.

Fate: Impatient Instructions from Those Not Present The enemy Army must fight a Battle.

Fate: Skein of Destiny Restored Cancel the effects of the Fate Card just played

Fate: Underworld Access Storm any Major City with no Column- Shifts for terrain.

Campaign Game Fate: Háida Pakálan Pirates

Cancel this turn’s die roll for the Salarvyáni Eastern Provinces Irregulars Card and remove the Jaekánta Fleet from the game permanently.

Fate: Commendable Circumspection Careful preparations allow one Army to avoid Battle with a superior force. Double your CF during the Delaying Action that covers your withdrawal. [Cancels cards forcing Battle]

Fate: Sambuká Add 3 Column-Shifts to any attempt to Storm a Port City.

Page 16: QUICK REFERENCE SHEETS - Tekumel · Seal of the Imperium Volume 2, Issue 1 159 QUICK REFERENCE SHEETS Turn Sequence 1) ACTIVATION PHASE First Player chooses one Army

174

FATE CARDS

Fate: Hungry Akhó One Fleet not in a Port or Major River hex suffers a Step Loss.

Fate: Zo'óra Leviathan Eliminate two Steps worth of Fleet units from any Fleet not in a Port or Major River hex. Canceled by presence of enemy Ahoggyá unit in hex. May not play in hex adjacent to Sharúna Lowlands

Fate: Gate Inducements Bribery before Siege Assault, roll die: 1,2, or 3) Conspirators impaled: no effect 4,5) Gate opens: Ignore Fortification Column-shifts for Defenders. 6) Double-cross: -1 Column-shift for Attacker

Fate: Gate Inducements Bribery before Siege Assault, roll die: 1,2, or 3) Conspirators impaled: no effect 4,5) Gate opens: Ignore Fortification Column-shifts for Defenders. 6) Double-cross: -1 Column-shift for Attacker

Fate: Treatment for Last Turn Syndrome Play after each player has completed at least one Activation during the last scheduled turn for the scenario: The game ends now.

Fate: "No, this isn't the last turn." Play after the Activations Phase of the last turn scheduled for the scenario: Play one more turn.

Fate: Constant Uncertainty Immediately re-shuffle the discard pile into the deck.

Fate: Judicious Inducements Automatically re-use any Irregular Card.

Fate: Jettison Excess Baggage One Army adds 1 MP. It may still Forced March.

Fate: "Interrogate the prisoners and sacrifice them to the Gods." After winning a major battle, you may examine the unit cards in any Army. Gain one Victory Point for the noble observance of rituals.

Page 17: QUICK REFERENCE SHEETS - Tekumel · Seal of the Imperium Volume 2, Issue 1 159 QUICK REFERENCE SHEETS Turn Sequence 1) ACTIVATION PHASE First Player chooses one Army

Seal of the Imperium Volume 2, Issue 1

175

IRREGULARS CARDS

IRREGULARS: SALARVYÁNI EASTERN PROVINCES Add 20 Revenue Points per Inter-phase. Roll once per Temperate or Rain Weather Turn: 1 or 2) Nothing 3-5) 1 Replacement Step 6) Jaekánta Fleet (arrives in Tsatsayágga)

IRREGULARS: THE WEAVERS OF SILK Play anywhere in Salarvyá or the Protectorates: Learn the Melee CF of any Army, +/- 50%, or... Cancel the effects of any Gate Inducements Fate Card on a die-roll of 1-4. Re-use same turn on die-roll of 1.

IRREGULARS: THE FURIES OF THE GODDESS

Play once per turn before any Salarvyáni Activation: Replace lone enemy Garrison Unit in Salarvyá with the corresponding one of your own or... Force any Army in Salarvyá to check for Attrition losses.

IRREGULARS: MU'UGALAVYÁNI SUBSIDIES Add 10 Revenue Points per Inter-phase. Play on any un-besieged Port for 2 Supply Points once per turn.

IRREGULARS: LIGHTNING BRINGERS Play before any Battle or Siege Combat in a friendly, home nation City hex. Roll die: 1, 2, or 3) No effect 4 or 5) Attack enemy on 41-50 column of CRT 6) Explosion! Attack self on 31-40 column of CRT

IRREGULARS: SALARVYÁNI HLÁKA Learn the number of units in an enemy Army or add 5 CF to any combat. Re-use same turn on die-roll of 1-3.

IRREGULARS: SALARVYÁNI PARTISANS IN THE PROTECTORATES Play once per turn during any Activation of an enemy Army in Kaijá, Kerunán, or Chaigári: Examine the units of any Army or force any Enemy Army to check for Attrition losses.

IRREGULARS: LIGHTNING BRINGERS Play before any Battle or Siege Combat in a friendly, home nation City hex. Roll die: 1, 2, or 3) No effect 4 or 5) Attack enemy on 41-50 column of CRT 6) Explosion! Attack self on 31-40 column of CRT

IRREGULARS: TSOLYÁNI HLÁKA Learn the number of units in an enemy Army or add 5 CF to any combat. Re-use same turn on die-roll of 1-4.

IRREGULARS: AGENTS OF THE OMNIPOTENT AZURE LEGION Learn the Melee Combat Factor total for any two armies before every turn. May also negate the defensive Column-Shifts for any Fortification on a die-roll of 1, once per turn.

Page 18: QUICK REFERENCE SHEETS - Tekumel · Seal of the Imperium Volume 2, Issue 1 159 QUICK REFERENCE SHEETS Turn Sequence 1) ACTIVATION PHASE First Player chooses one Army

176

BATTLE MAGIC CARDS BATTLE MAGIC: STABILITY Remove one Disruption Result or restore 3 Tactical Factors lost to enemy Battle Magic. Cancels "Fear" Battle Magic Card.

BATTLE MAGIC CARD: CHANGE Die roll for Effect: 1-3) Enemy loses 3 Tactical Factors 4, 5) Randomly Disrupt one enemy unit in this section of the Battle Formation. 6) Both of the above

BATTLE MAGIC: DESTRUCTION Inflict one Step-Loss on enemy; enemy selects which unit of his is affected.

BATTLE MAGIC: AUGMENTATION Add 3 Tactical Factors to this section of the Battle Formation or cancel the Deception Battle Magic Card

BATTLE MAGIC: PERCEPTION Examine all units in every section of the enemy Battle Formation, and then move one of your units into, or out of, this section of your Battle Formation.

BATTLE MAGIC: CONCESSION Reduces enemy Tactical Superiority in this section of the Battle Formation to Tactical Advantage. No effect if enemy lacks Superiority in this section of the Battle Formation.

BATTLE MAGIC: INSPIRATION Increase Tactical Advantage to Tactical Superiority in this section of the Battle Formation. Cancels "Concession" and "Fear" Battle Magic Cards. No effect if your Army lacks Tactical Advantage in this section of the Battle Formation.

BATTLE MAGIC: ESTIMATION Add 3 Tactical Factors to this section of the Battle Formation, if it is the one in the Enemy Army that contains the most Tactical Factors.

BATTLE MAGIC: FEAR The enemy unit with the lowest Tactical Factor in this section of the Battle Formation flees the field and takes no part in the fighting. It must fight in any Pursuit combat and dies first.

BATTLE MAGIC: DEFLECTION All units in this section of the Battle Formation with printed Missile Combat Factors higher than their Melee Combat Factors count as half-strength for the CRT (round down).

Page 19: QUICK REFERENCE SHEETS - Tekumel · Seal of the Imperium Volume 2, Issue 1 159 QUICK REFERENCE SHEETS Turn Sequence 1) ACTIVATION PHASE First Player chooses one Army

Seal of the Imperium Volume 2, Issue 1

177

DISRUPTED & REDUCED-STRENGTH UNITS Disrupted Units

Disrupted Units

Disrupted Units

Disrupted Units

Disrupted Units

Disrupted Units

Reduced-Strength Units

Reduced-Strength Units

Reduced-Strength Units

Reduced-Strength Units

Page 20: QUICK REFERENCE SHEETS - Tekumel · Seal of the Imperium Volume 2, Issue 1 159 QUICK REFERENCE SHEETS Turn Sequence 1) ACTIVATION PHASE First Player chooses one Army

178

DISRUPTED & REDUCED-STRENGTH UNITS Disrupted Units

Disrupted Units

Disrupted Units

Disrupted Units

Disrupted Units

Disrupted Units

Reduced-Strength Units

Reduced-Strength Units

Reduced-Strength Units

Reduced-Strength Units

Page 21: QUICK REFERENCE SHEETS - Tekumel · Seal of the Imperium Volume 2, Issue 1 159 QUICK REFERENCE SHEETS Turn Sequence 1) ACTIVATION PHASE First Player chooses one Army

Seal of the Imperium Volume 2, Issue 1

179

UNIT CARDS

TSLOYÁNI HALF-LEGION: 14th PÉ CHÓI

Tactical: 2 Missile: 5 Melee: 5 Move: 4

TSLOYÁNI HALF-LEGION: 14th PÉ CHÓI Tactical: 2 Missile: 5 Melee: 5 Move: 4

TSOLYÁNI HALF-LEGION: 7th ARCHERS Tactical: 1 Missile: 8 Melee: 2 Move: 4

TSOLYÁNI HALF-LEGION: 12th ARCHERS Tactical: 1 Missile: 7 Melee: 2 Move: 4

TSOLYÁNI HALF-LEGION: 12th ARCHERS Tactical: 1 Missile: 7 Melee: 2 Move: 4

TSOLYÁNI HALF-LEGION: 19th ARCHERS Tactical: 1 Missile: 8 Melee: 2 Move: 4

TSOLYÁNI HALF-LEGION: 19th ARCHERS Tactical: 1 Missile: 8 Melee: 2 Move: 4

TSOLYÁNI HALF-LEGION: 30th ARCHERS Tactical: 1 Missile: 7 Melee: 2 Move: 4

TSOLYÁNI HALF-LEGION: 30th ARCHERS Tactical: 1 Missile: 7 Melee: 2 Move: 4

TSOLYÁNI HALF-LEGION: 50th ARCHERS Tactical: 1 Missile: 8 Melee: 2 Move: 4

Page 22: QUICK REFERENCE SHEETS - Tekumel · Seal of the Imperium Volume 2, Issue 1 159 QUICK REFERENCE SHEETS Turn Sequence 1) ACTIVATION PHASE First Player chooses one Army

180

UNIT CARDS

TSOLYÁNI HALF-LEGION: 50th ARCHERS Tactical: 1 Missile: 8 Melee: 2 Move: 4

TSOLYÁNI HALF-LEGION: 60th ARCHERS Tactical: 1 Missile: 8 Melee: 2 Move: 4

TSOLYÁNI HALF-LEGION: 60th ARCHERS Tactical: 1 Missile: 8 Melee: 2 Move: 4

TSOLYÁNI HALF-LEGION: 5th CROSSBOW Tactical: 1 Missile: 5 Melee: 4 Move: 3

TSOLYÁNI HALF-LEGION: 5th CROSSBOW Tactical: 1 Missile: 5 Melee: 4 Move: 3

TSOLYÁNI HALF-LEGION: 9th CROSSBOW Tactical: 1 Missile: 5 Melee: 4 Move: 3

TSOLYÁNI HALF-LEGION: 9th CROSSBOW Tactical: 1 Missile: 5 Melee: 4 Move: 3

TSOLYÁNI HALF-LEGION: 10th CROSSBOW Tactical: 1 Missile: 5 Melee: 4 Move: 3

TSOLYÁNI HALF-LEGION: 10th CROSSBOW Tactical: 1 Missile: 5 Melee: 4 Move: 3

TSOLYÁNI HALF-LEGION: 14th CROSSBOW Tactical: 1 Missile: 6 Melee: 5 Move: 3

Page 23: QUICK REFERENCE SHEETS - Tekumel · Seal of the Imperium Volume 2, Issue 1 159 QUICK REFERENCE SHEETS Turn Sequence 1) ACTIVATION PHASE First Player chooses one Army

Seal of the Imperium Volume 2, Issue 1

181

UNIT CARDS

TSOLYÁNI HALF-LEGION: 14th CROSSBOW Tactical: 1 Missile: 6 Melee: 4 Move: 3

TSOLYÁNI HALF-LEGION: 2nd SLINGERS Tactical: 1 Missile: 4 Melee: 2 Move: 4

TSOLYÁNI HALF-LEGION: 2nd SLINGERS Tactical: 1 Missile: 4 Melee: 2 Move: 4

TSOLYÁNI HALF-LEGION: 9th SLINGERS Tactical: 1 Missile: 4 Melee: 3 Move: 4 Fanatic

TSOLYÁNI HALF-LEGION: 9th SLINGERS Tactical: 1 Missile: 4 Melee: 3 Move: 4 Fanatic

KOYLUGÁ FACTION NCHÉSH: "Unsheathed Blade" (2 of 3) Tactical: 1 Missile: 8 Melee: 4 Move: 4

KOYLUGÁ FACTION NCHÉSH: "Unsheathed Blade" (3 of 3) Tactical: 1 Missile: 8 Melee: 4 Move: 4

KOYLUGÁ FACTION NCHÉSH: "Mace of Steel" (2 of 5) Tactical: 1 Missile: 5 Melee: 2 Move: 4

KOYLUGÁ FACTION NCHÉSH: "Mace of Steel" (3 of 5) Tactical: 1 Missile: 4 Melee: 3 Move: 4

KOYLUGÁ FACTION NCHÉSH: "Mace of Steel" (4 of 5) Tactical: 1 Missile: 4 Melee: 3 Move: 4

Page 24: QUICK REFERENCE SHEETS - Tekumel · Seal of the Imperium Volume 2, Issue 1 159 QUICK REFERENCE SHEETS Turn Sequence 1) ACTIVATION PHASE First Player chooses one Army

182

UNIT CARDS

KOYLUGÁ FACTION NCHÉSH: "Mace of Steel" (5 of 5) Tactical: 1 Missile: 4 Melee: 3 Move: 4

TSATSAYÁGGA FACTION NCHÉSH: "Sea-Grey Wave" (1 of 2) Naval Combat Factor: 14 Tactical: 2 Missile: 6 Melee: 7 Move: 3 Use in Scenario 2.

TSATSAYÁGGA FACTION NCHÉSH: "Sea-Grey Wave" (2 of 2) Naval Combat Factor: 12 Tactical: 1 Missile: 6 Melee: 3 Move: 3 Use in Scenario 2.

TSATSAYÁGGA FACTION NCHÉSH: "Silver Standard" (2 of 4) Tactical: 1 Missile: 8 Melee: 2 Move: 4

TSATSAYÁGGA FACTION NCHÉSH: "Silver Standard" (3 of 4) Tactical: 1 Missile: 4 Melee: 2 Move: 4

TSATSAYÁGGA FACTION NCHÉSH: "Silver Standard" (4 of 4) Tactical: 1 Missile: 4 Melee: 2 Move: 4

TSATSAYÁGGA FACTION NCHÉSH: "White Standard" (2 of 3) Tactical: 1 Missile: 5 Melee: 2 Move: 4

TSATSAYÁGGA FACTION NCHÉSH: "White Standard" (3 of 3) Tactical: 1 Missile: 4 Melee: 2 Move: 4

TSATSAYÁGGA FACTION NCHÉSH: "Black Standard" (2 of 2) Tactical: 1 Missile: 4 Melee: 4 Move: 4 Use in Scenario 2.

TSATSAYÁGGA FACTION NCHÉSH: "Obsidian Monolith" Tactical: 2 Missile: 7 Melee: 7 Move: 3 Use in Scenario 2.

Page 25: QUICK REFERENCE SHEETS - Tekumel · Seal of the Imperium Volume 2, Issue 1 159 QUICK REFERENCE SHEETS Turn Sequence 1) ACTIVATION PHASE First Player chooses one Army

Seal of the Imperium Volume 2, Issue 1

183

UNIT CARDS

TSATSAYÁGGA FACTION NCHÉSH: "The Nchésh of the West" Tactical: 2 Missile: 5 Melee: 7 Move: 3 Use in Scenario 2.

CHAME'ÉL FACTION NCHÉSH: "Sóngyal Isle" (1 of 2) Naval Combat Factor: 14 Tactical: 2 Missile: 0 Melee: 7 Move: 3 Use in Scenario 2.

CHAME'ÉL FACTION NCHÉSH: "Sóngyal Isle" (2 of 2) Tactical: 1 Missile: 6 Melee: 4 Move: 4 Use in Scenario 2.

CHAME'ÉL FACTION NCHÉSH: "Sable Sea" (2 of 4) Tactical: 1 Missile: 10 Melee: 2 Move: 4

Page 26: QUICK REFERENCE SHEETS - Tekumel · Seal of the Imperium Volume 2, Issue 1 159 QUICK REFERENCE SHEETS Turn Sequence 1) ACTIVATION PHASE First Player chooses one Army

184

UNIT CARDS

TSOLYÁNI LEGION: THE OMNIPOTENT AZURE LEGION Tactical: 5 Missile: 6 Melee: 15 Move: 3 Elite

TSOLYÁNI LEGION: 6th HEAVY Tactical: 3 Missile: 0 Melee: 11 Move: 3

TSOLYÁNI LEGION: 11th MEDIUM Tactical: 4 Missile: 0 Melee: 15 Move: 3

TSOLYÁNI LEGION: 27th HEAVY Tactical: 3 Missile: 2 Melee: 12 Move: 3

TSOLYÁNI LEGION: 14th HEAVY Tactical: 5 Missile: 0 Melee: 15 Move: 3 Elite

TSOLYÁNI LEGION: 10th MEDIUM Tactical: 3 Missile: 0 Melee: 12 Move: 3

TSOLYÁNI LEGION: 2nd AHOGGYÁ Tactical: 6 Missile: 0 Melee: 19 Move: 3 Warhammer Unit. Use in Scenario 2.

TSOLYÁNI LEGION: 4th SHÉN Tactical: 6 Missile: 2 Melee: 18 Move: 4 Warhammer Unit. Reduced Strength.

TSOLYÁNI LEGION: 8th MEDIUM Tactical: 3 Missile: 0 Melee: 12 Move: 3 Use in Scenario 2.

TSOLYÁNI LEGION: 10th HEAVY Tactical: 4 Missile: 0 Melee: 15 Move: 3

Page 27: QUICK REFERENCE SHEETS - Tekumel · Seal of the Imperium Volume 2, Issue 1 159 QUICK REFERENCE SHEETS Turn Sequence 1) ACTIVATION PHASE First Player chooses one Army

Seal of the Imperium Volume 2, Issue 1

185

BACKS OF TWO-STEP UNITS, REDUCED-STRENGTH

TSOLYÁNI LEGION: 6th HEAVY Tactical: 2 Missile: 0 Melee: 5 Move: 3 Reduced-Strength

TSOLYÁNI LEGION: THE OMNIPOTENT

AZURE LEGION Tactical: 4 Missile: 3 Melee: 10 Move: 3 Elite. Reduced-Strength.

TSOLYÁNI LEGION: 27th HEAVY Tactical: 2 Missile: 1 Melee: 7 Move: 3 Reduced-Strength

TSOLYÁNI LEGION: 11th MEDIUM Tactical: 3 Missile: 0 Melee: 9 Move: 3 Reduced-Strength

TSOLYÁNI LEGION: 10th MEDIUM Tactical: 2 Missile: 0 Melee: 7 Move: 3 Reduced-Strength

TSOLYÁNI LEGION: 14th HEAVY Tactical: 4 Missile: 0 Melee: 10 Move: 3 Elite. Reduced-Strength

TSOLYÁNI LEGION: 4th SHÉN Tactical: 4 Missile: 2 Melee: 11 Move: 4 Warhammer Unit. Reduced-Strength.

TSOLYÁNI LEGION: 2nd AHOGGYÁ Tactical: 4 Missile: 0 Melee: 12 Move: 3 Warhammer Unit. Reduced-Strength. Use in Scenario 2.

TSOLYÁNI LEGION: 10th HEAVY Tactical: 3 Missile: 0 Melee: 9 Move: 3 Reduced-Strength

TSOLYÁNI LEGION: 8th MEDIUM Tactical: 2 Missile: 0 Melee: 7 Move: 3 Reduced-Strength. Use in Scenario 2.

Page 28: QUICK REFERENCE SHEETS - Tekumel · Seal of the Imperium Volume 2, Issue 1 159 QUICK REFERENCE SHEETS Turn Sequence 1) ACTIVATION PHASE First Player chooses one Army

186

UNIT CARDS

TSOLYÁNI LEGION: 38th HEAVY Tactical: 4 Missile: 3 Melee: 14 Move: 3 Use in Scenario 2.

TSOLYÁNI LEGION: 24th HEAVY Tactical: 3 Missile: 2 Melee: 12 Move: 3 Use in Scenario 2.

TSOLYÁNI LEGION: 24th MEDIUM Tactical: 3 Missile: 2 Melee: 11 Move: 3 Use in Scenario 2.

TSOLYÁNI LEGION: 21st MEDIUM Tactical: 4 Missile: 5 Melee: 13 Move: 3 Use in Scenario 2.

TSOLYÁNI LEGION: TLANÉNO MARINES Naval Combat: 20 Tactical: 3 Missile: 5 Melee: 10 Move: 3 Use in Scenario 2.

TSOLYÁNI LEGION: HAGÁRR MARINES Naval Combat: 16 Tactical: 2 Missile: 4 Melee: 8 Move: 3 Use in Scenario 2.

TSOLYÁNI FLEET Naval Combat: 10 Naval Movement: 14 Tactical: 1 Missile: 5 Melee: 5 Move: 0

TSOLYÁNI FLEET Naval Combat: 10 Naval Movement: 14 Tactical: 1 Missile: 5 Melee: 5 Move: 0

TSOLYÁNI FLEET Naval Combat: 10 Naval Movement: 14 Tactical: 1 Missile: 5 Melee: 5 Move: 0

TSOLYÁNI FLEET Naval Combat: 10 Naval Movement: 14 Tactical: 1 Missile: 5 Melee: 5 Move: 0

Page 29: QUICK REFERENCE SHEETS - Tekumel · Seal of the Imperium Volume 2, Issue 1 159 QUICK REFERENCE SHEETS Turn Sequence 1) ACTIVATION PHASE First Player chooses one Army

Seal of the Imperium Volume 2, Issue 1

187

BACKS OF TWO-STEP UNITS, REDUCED-STRENGTH

TSOLYÁNI LEGION: 24th HEAVY Tactical: 2 Missile: 1 Melee: 7 Move: 3 Reduced-Strength. Use in Scenario 2.

TSOLYÁNI LEGION: 38th HEAVY Tactical: 2 Missile: 2 Melee: 8 Move: 3 Reduced-Strength. Use in Scenario 2.

TSOLYÁNI LEGION: 21st MEDIUM Tactical: 2 Missile: 5 Melee: 8 Move: 3 Reduced-Strength. Use in Scenario 2.

TSOLYÁNI LEGION: 24th MEDIUM Tactical: 2 Missile: 1 Melee: 6 Move: 3 Reduced-Strength.

TSOLYÁNI LEGION: HAGÁRR MARINES Naval Combat: 8 Tactical: 1 Missile: 2 Melee: 4 Move: 3 Reduced-Strength

TSOLYÁNI LEGION: TLANÉNO MARINES Naval Combat: 12 Tactical: 2 Missile: 3 Melee: 6 Move: 3 Reduced-Strength. Use in Scenario 2.

TSOLYÁNI FLEET Naval Combat: 5 Naval Movement: 14 Tactical: 1 Missile: 3 Melee: 3 Move: 0 Reduced-Strength

TSOLYÁNI FLEET Naval Combat: 5 Naval Movement: 14 Tactical: 1 Missile: 3 Melee: 3 Move: 0 Reduced-Strength

TSOLYÁNI FLEET Naval Combat: 5 Naval Movement: 14 Tactical: 1 Missile: 3 Melee: 3 Move: 0 Reduced-Strength

TSOLYÁNI FLEET Naval Combat: 5 Naval Movement: 14 Tactical: 1 Missile: 3 Melee: 3 Move: 0 Reduced-Strength

Page 30: QUICK REFERENCE SHEETS - Tekumel · Seal of the Imperium Volume 2, Issue 1 159 QUICK REFERENCE SHEETS Turn Sequence 1) ACTIVATION PHASE First Player chooses one Army

188

UNIT CARDS

SALARVYÁNI FLEET Naval Combat: 10 Naval Movement: 14 Tactical: 1 Missile: 5 Melee: 5 Move: 0 Tsatsayágga Faction

TSOLYÁNI FLEET Naval Combat: 10 Naval Movement: 14 Tactical: 1 Missile: 5 Melee: 5 Move: 0

SALARVYÁNI FLEET Naval Combat: 10 Naval Movement: 14 Tactical: 1 Missile: 5 Melee: 5 Move: 0 Tsatsayágga Faction

TSATSAYÁGGA FACTION NCHÉSH: "Sparkling Vision of the Dancer Of Doom" Tactical: 4 Missile: 0 Melee: 11 Move: 3 Ahoggyá Warhammer Unit. Use in Scenario 2.

SALARVYÁNI FLEET Naval Combat: 10 Naval Movement: 14 Tactical: 1 Missile: 5 Melee: 5 Move: 0 Chame'él Faction

TSATSAYÁGGA FACTION NCHÉSH: "The Four-Limbed One" Tactical: 6 Missile: 0 Melee: 18 Move: 3 Ahoggyá Warhammer Unit

SALARVYÁNI FLEET Naval Combat: 10 Naval Movement: 14 Tactical: 1 Missile: 5 Melee: 5 Move: 0 Héru Faction

TSATSAYÁGGA FACTION NCHÉSH: "The Claws of Shényu" Tactical: 4 Missile: 1 Melee: 11 Move: 4 Shén Warhammer Unit

SALARVYÁNI FLEET Naval Combat: 10 Naval Movement: 14 Tactical: 1 Missile: 5 Melee: 5 Move: 0 Jaekánta faction

TSATSAYÁGGA FACTION NCHÉSH: "Black Standard" Tactical: 3 Missile: 2 Melee: 9 Move: 3 Shén Warhammer Unit

Page 31: QUICK REFERENCE SHEETS - Tekumel · Seal of the Imperium Volume 2, Issue 1 159 QUICK REFERENCE SHEETS Turn Sequence 1) ACTIVATION PHASE First Player chooses one Army

Seal of the Imperium Volume 2, Issue 1

189

BACKS OF TWO-STEP UNITS, REDUCED-STRENGTH

TSOLYÁNI FLEET Naval Combat: 5 Naval Movement: 14 Tactical: 1 Missile: 3 Melee: 3 Move: 0 Reduced-Strength

SALARVYÁNI FLEET Naval Combat: 5 Naval Movement: 14 Tactical: 1 Missile: 3 Melee: 3 Move: 0 Tsatsayágga Faction. Reduced-Strength

TSATSAYÁGGA FACTION NCHÉSH: "Sparkling Vision of the Dancer Of Doom" Tactical: 3 Missile: 0 Melee: 7 Move: 3 Ahoggyá Warhammer Unit. Use in Scenario 2. Reduced-Strength

SALARVYÁNI FLEET Naval Combat: 5 Naval Movement: 14 Tactical: 1 Missile: 3 Melee: 3 Move: 0 Tsatsayágga Faction. Reduced-Strength

TSATSAYÁGGA FACTION NCHÉSH: "The Four-Limbed One" Tactical: 4 Missile: 0 Melee: 11 Move: 3 Ahoggyá Warhammer Unit. Reduced-Strength

SALARVYÁNI FLEET Naval Combat: 5 Naval Movement: 14 Tactical: 1 Missile: 3 Melee: 3 Move: 0 Chame'él Faction. Reduced-Strength

TSATSAYÁGGA FACTION NCHÉSH: "The Claws of Shényu" Tactical: 3 Missile: 1 Melee: 7 Move: 4 Shén Warhammer Unit. Reduced-Strength

SALARVYÁNI FLEET Naval Combat: 5 Naval Movement: 14 Tactical: 1 Missile: 3 Melee: 3 Move: 0 Héru Faction. Reduced-Strength

TSATSAYÁGGA FACTION NCHÉSH: "Black Standard" Tactical: 1 Missile: 1 Melee: 4 Move: 3 Reduced-Strength. Use in Scenario 2.

SALARVYÁNI FLEET Naval Combat: 5 Naval Movement: 14 Tactical: 1 Missile: 3 Melee: 3 Move: 0 Jaekánta faction. Reduced-Strength

Page 32: QUICK REFERENCE SHEETS - Tekumel · Seal of the Imperium Volume 2, Issue 1 159 QUICK REFERENCE SHEETS Turn Sequence 1) ACTIVATION PHASE First Player chooses one Army

190

UNIT CARDS

TSATSAYÁGGA FACTION NCHÉSH: "Grey Standard" Tactical: 4 Missile: 10 Melee: 11 Move: 3

LAKE MRISSÚTL FACTION NCHÉSH: "Worshipful Hand" Tactical: 3 Missile: 4 Melee: 9 Move: 3

TSATSAYÁGGA FACTION NCHÉSH: "White Standard" (1 of 3) Tactical: 3 Missile: 0 Melee: 12 Move: 3

KOYLUGÁ FACTION NCHÉSH: "Mace of Steel" (1 of 5) Tactical: 4 Missile: 4 Melee: 15 Move: 3 Elite

TSATSAYÁGGA FACTION NCHÉSH: "Eastern Provincial Forces" Tactical: 4 Missile: 10 Melee: 11 Move: 3 Use in Scenario 2.

KOYLUGÁ FACTION NCHÉSH: "Unsheathed Blade" (1 of 3) Tactical: 3 Missile: 0 Melee: 10 Move: 3

LAKE MRISSÚTL FACTION NCHÉSH: "Trampling Thunder" Tactical: 5 Missile: 0 Melee: 13 Move: 3 Ahoggyá Warhammer Unit

KOYLUGÁ FACTION NCHÉSH: "Chra-Ssé-Kk" Tactical: 4 Missile: 1 Melee: 11 Move: 4 Shén Warhammer Unit

LAKE MRISSÚTL FACTION NCHÉSH: "Angry Goddess" Tactical: 5 Missile: 0 Melee: 15 Move: 3 Fanatic

CHAME'ÉL FACTION NCHÉSH: "Sable Sea" (1 of 4) Tactical: 4 Missile: 10 Melee: 12 Move: 3

Page 33: QUICK REFERENCE SHEETS - Tekumel · Seal of the Imperium Volume 2, Issue 1 159 QUICK REFERENCE SHEETS Turn Sequence 1) ACTIVATION PHASE First Player chooses one Army

Seal of the Imperium Volume 2, Issue 1

191

BACKS OF TWO-STEP UNITS, REDUCED-STRENGTH

LAKE MRISSÚTL FACTION NCHÉSH: "Worshipful Hand" Tactical: 2 Missile: 2 Melee: 5 Move: 3 Reduced-Strength

TSATSAYÁGGA FACTION NCHÉSH: "Grey Standard" Tactical: 3 Missile: 5 Melee: 6 Move: 3 Reduced-Strength

KOYLUGÁ FACTION NCHÉSH: "Mace of Steel" (1 of 5) Tactical: 3 Missile: 2 Melee: 9 Move: 3 Elite. Reduced-Strength

TSATSAYÁGGA FACTION NCHÉSH: "White Standard" (1 of 3) Tactical: 2 Missile: 0 Melee: 8 Move: 3 Reduced-Strength

KOYLUGÁ FACTION NCHÉSH: "Unsheathed Blade" (1 of 3) Tactical: 2 Missile: 0 Melee: 6 Move: 3 Reduced-Strength

TSATSAYÁGGA FACTION NCHÉSH: "Eastern Provincial Forces" Tactical: 1 Missile: 2 Melee: 4 Move: 3 Reduced-Strength. Use in Scenario 2.

KOYLUGÁ FACTION NCHÉSH: "Chra-Ssé-Kk" Tactical: 3 Missile: 1 Melee: 7 Move: 4 Shén Warhammer Unit. Reduced-Strength

LAKE MRISSÚTL FACTION NCHÉSH: "Trampling Thunder" Tactical: 3 Missile: 0 Melee: 8 Move: 3 Ahoggyá Warhammer Unit. Reduced-Strength

CHAME'ÉL FACTION NCHÉSH: "Sable Sea" (1 of 4) Tactical: 2 Missile: 6 Melee: 7 Move: 3 Reduced-Strength

LAKE MRISSÚTL FACTION NCHÉSH: "Angry Goddess" Tactical: 3 Missile: 0 Melee: 9 Move: 3 Fanatic. Reduced-Strength

Page 34: QUICK REFERENCE SHEETS - Tekumel · Seal of the Imperium Volume 2, Issue 1 159 QUICK REFERENCE SHEETS Turn Sequence 1) ACTIVATION PHASE First Player chooses one Army

192

UNIT CARDS

CHAME'ÉL FACTION NCHÉSH: "Circle of Light" Tactical: 4 Missile: 0 Melee: 11 Move: 4 Ahoggyá Warhammer Unit

HÉRU FACTION NCHÉSH: "Two-Pronged Spear" Tactical: 4 Missile: 0 Melee: 11 Move: 3 Ahoggyá Warhammer Unit

CHAME'ÉL FACTION NCHÉSH: "Power Upon the Land" Tactical: 4 Missile: 9 Melee: 9 Move: 3

HÉRU FACTION NCHÉSH: "Lord Zrelléshqya" Tactical: 3 Missile: 2 Melee: 9 Move: 3

Blank

Blank

Blank

Blank

Blank

Blank

Page 35: QUICK REFERENCE SHEETS - Tekumel · Seal of the Imperium Volume 2, Issue 1 159 QUICK REFERENCE SHEETS Turn Sequence 1) ACTIVATION PHASE First Player chooses one Army

Seal of the Imperium Volume 2, Issue 1

193

BACKS OF TWO-STEP UNITS, REDUCED-STRENGTH

HÉRU FACTION NCHÉSH: "Two-Pronged Spear" Tactical: 3 Missile: 0 Melee: 7 Move: 3 Ahoggyá Warhammer Unit. Reduced-Strength

CHAME'ÉL FACTION NCHÉSH: "Circle of Light" Tactical: 3 Missile: 0 Melee: 7 Move: 3 Ahoggyá Warhammer Unit Reduced-Strength

HÉRU FACTION NCHÉSH: "Lord Zrelléshqya" Tactical: 3 Missile: 2 Melee: 9 Move: 3 Reduced-Strength

CHAME'ÉL FACTION NCHÉSH: "Power Upon the Land" Tactical: 2 Missile: 5 Melee: 5 Move: 3 Reduced-Strength

Blank

Blank

Blank

Blank

Blank

Blank

Page 36: QUICK REFERENCE SHEETS - Tekumel · Seal of the Imperium Volume 2, Issue 1 159 QUICK REFERENCE SHEETS Turn Sequence 1) ACTIVATION PHASE First Player chooses one Army

194

COUNTERS

Tsol. SR

1-1-0

Tsol. SR

1-1-0

Tsol. SR

1-1-0

Tsol. SR

1-1-0

Tsol. SR

1-1-0

Tsol. SR

1-1-0

Tsol. SR

1-1-0

Tsol. SR

1-1-0

Tsol. SR

1-1-0

Tsol. SR

1-1-0

Tsol. SR

1-1-0

Tsol. SR

1-1-0

Tsol. SR

1-1-0

Tsol. SR

1-1-0

Tsol. SR

1-1-0

Tsol. SR

1-1-0

Tsol. SR

1-1-0

Tsol. SR

1-1-0

Tsol. SR

1-1-0

Tsol. SR

1-1-0

Sal. SR

1-1-0

Sal. SR

1-1-0

Sal. SR

1-1-0

Sal. SR

1-1-0

Sal. SR

1-1-0

Sal. SR

1-1-0

Sal. SR

1-1-0

Sal. SR

1-1-0

Sal. SR

1-1-0

Sal. SR

1-1-0

Sal. SR

1-1-0

Sal. SR

1-1-0

Sal. SR

1-1-0

Sal. SR

1-1-0

Sal. SR

1-1-0

Sal. SR

1-1-0

Sal. SR

1-1-0

Sal. SR

1-1-0

Sal. SR

1-1-0

Sal. SR

1-1-0

Tsol. Army 1

Tsol. Army 2

Tsol. Army 3

Tsol. Army 4

Tsol. Army 5

Tsol. Army 6

Tsol. Army 7

Tsol. Army 8

Tsol. Army 9

Tsol. Army10

Tsol. Army 1 Moved

Tsol. Army 2 Moved

Tsol. Army 3 Moved

Tsol. Army 4 Moved

Tsol. Army 5 Moved

Tsol. Army 6 Moved

Tsol. Army 7 Moved

Tsol. Army 8 Moved

Tsol. Army 9 Moved

Tsol. Army10 Moved

Sal. Army 1

Sal. Army 2

Sal. Army 3

Sal. Army 4

Sal. Army 5

Sal. Army 6

Sal. Army 7

Sal. Army 8

Sal. Army 9

Sal. Army10

Sal. Army 1 Moved

Sal. Army 2 Moved

Sal. Army 3 Moved

Sal. Army 4 Moved

Sal. Army 5 Moved

Sal. Army 6 Moved

Sal. Army 7 Moved

Sal. Army 8 Moved

Sal. Army 9 Moved

Sal. Army10 Moved

Tsol. 2920 0-8-0

Tsol. 3223 0-8-0

Tsol. 3423 0-4-0

Tsol. 3621

0-10-0

Tsol. 3527 0-4-0

Tsol. 2827 0-2-0

Tsol. 2627 0-3-0

Tsol. 2123 0-2-0

Tsol. 1922 0-3-0

Tsol. 1618 0-3-0

Tsol. 1422 0-2-0

Tsol. 1123 0-2-0

Tsol. 1926 0-3-0

Tsol. 2229 0-2-0

Tsol. 2132 0-2-0

Tsol. 2232 0-2-0

Tsol. 1630 0-3-0

Tsol. 1832 0-3-0

Tsol. 3915 0-4-0

Sal. 3130 1-1-0

Tsol. 1522 0-3-0

Tsol. 2430 0-3-0

Tsol. 1517 0-8-0

Tsol. 2824 0-3-0

Tsol. 2925 0-3-0

Tsol. 3130 0-3-0

Tsol. 3818

0-14-0

Tsol. 3618

0-12-0

Tsol. 3315 0-6-0

Tsol. 2814 0-8-0

Tsol. 3120 0-8-0

Sal. 2920 0-3-0

Sal. 3223 0-3-0

Sal. 3423 0-2-0

Sal. 3621 0-3-0

Sal. 3527 0-2-0

Sal. 2827 2-4-0

Sal. 2627 4-8-0

Sal. 2123 0-2-0

Sal. 1922 0-3-0

Sal. 1618 0-8-0

Sal. 1422 0-3-0

Sal. 1123 0-3-0

Sal. 1926 0-3-0

Sal. 2229 0-2-0

Sal. 2132 0-4-0

Sal. 2232 0-3-0

Sal. 1630 0-4-0

Sal. 1832

5-10-0

Sal. 3915 0-2-0

Sal. 3818 0-3-0

Sal. 3618 0-3-0

Sal. 3315 0-2-0

Sal. 2814 0-3-0

Sal. 3120 0-3-0

Sal. 1522 0-3-0

Sal. 2430

6-12-0

Sal. 1517 0-8-0

Sal. 2824 0-3-0

Sal. 2925 0-2-0

Page 37: QUICK REFERENCE SHEETS - Tekumel · Seal of the Imperium Volume 2, Issue 1 159 QUICK REFERENCE SHEETS Turn Sequence 1) ACTIVATION PHASE First Player chooses one Army

Seal of the Imperium Volume 2, Issue 1

195

NORTHWEST MAP

Page 38: QUICK REFERENCE SHEETS - Tekumel · Seal of the Imperium Volume 2, Issue 1 159 QUICK REFERENCE SHEETS Turn Sequence 1) ACTIVATION PHASE First Player chooses one Army

196

NORTHEAST MAP

Page 39: QUICK REFERENCE SHEETS - Tekumel · Seal of the Imperium Volume 2, Issue 1 159 QUICK REFERENCE SHEETS Turn Sequence 1) ACTIVATION PHASE First Player chooses one Army

Seal of the Imperium Volume 2, Issue 1

197

SOUTHWEST MAP

Page 40: QUICK REFERENCE SHEETS - Tekumel · Seal of the Imperium Volume 2, Issue 1 159 QUICK REFERENCE SHEETS Turn Sequence 1) ACTIVATION PHASE First Player chooses one Army

198

SOUTHEAST MAP