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Races have been made into similarly potent forces; each player should have
the same number. Similarly different Dragon species are also meant to be
roughly equal, so each player should have the same amount of Dragons
each. Artillery are also the same, so each player should have the same
amount of Artillery pieces.
Turn Sequence
- Movement Phase
- Combat Phase
- Next Player’s Turn.
That’s it. Really.
Throughout these rules the term ‘Minifig’ is used to represent the average
man-sized and shaped figure. ‘Model’ is used to describe any moveable unit
that can influence the game; this includes Minifigs, Dragons, Horses, and
Artillery etc.
Movement Phase
A Minifig can move up to 6” a turn. This can include vertical movement, i.e.
climbing. They can also include a jump up to 2” as part of their move. Only
one jump per turn is allowed. If a Minifig wishes to perform an action, e.g. pick
up a weapon, activate an item, press a switch, mount a Horse, they must end
their movement to do so, and may not move any further that turn. A Minifig
can conduct any number of possible actions from the same spot per turn. The
exception to this is if an enemy is with 2”; only combat can be initiated, and a
Minifig may perform no other actions until they are outside the 2” again,
however this is achieved.
A Minifig can run up to 9” a turn instead of using their normal movement. This
can only occur in the horizontal plane i.e. where you would normally be able
to run. They may jump up to 3” as part of their move, again only once per
turn. A Minifig that runs is not allowed to conduct any actions or initiate
combat in the turn that he runs.
A prone Minifig may crawl up to 2” and remain prone. They may perform
actions and initiate combat as normal. A Minifig may rise from prone without
penalty, unless wearing particular defensive equipment. If a Minifig is wearing
either a Helmet or Armour, then they must forfeit 3” of their total move. If a
Minifig is equipped with both Helmet and Armour, they must forfeit 6” of their
total move. Rising from prone may be combined with running, but all the
penalties will apply from both. A prone Horse will take a whole turn to get up,
and may do nothing else that turn (except accept a rider).
Swimming movement is handled a little differently to other movement. Any
Minifig movement that covers ‘deep water’ of more than 1” on length counts
as swimming, even if the majority of movement is on the land. ‘Deep water’
must be specified at the beginning of the battle. The maximum move is 6”,
and this includes any move where the Minifig gets back out of the water, no
matter the distance moved in the water. Swimmers are automatically placed
prone, and count as prone at all times.
A swimmer may not carry more than one object/weapon; if they enter the
water with more than one item, the controlling player must pick one that is lost
to the bottom of the waterway, and is permanently removed from the game. A
model cannot carry a shield at all whilst swimming. The Minifig must drop the
shield, even if he is not carrying anything else, and the shield is removed from
the game as above.
Boats?
Combat Phase
Once all a player’s movement has occurred, combat can be initiated. In order
to be able to fight, a Minifig must have an enemy with his range, and have line
of sight. If you are unsure of this, take a model’s eye view. The range is
measured from directly in front of a Minifig’s feet. His personal range depends
upon what weapons he is using at the time.
Weapon Types
A Minifig may be given objects/weapons to hold, which will increase their
combat ability. There are several types of weapon, with different attributes:
No Weapons (Hands): A Minifig (or other model) can still fight with his bare
hands/hook/teeth/claws/other appendage, and gets to use his base value of
one Combat Dice for this. His range is 1”; unless otherwise specified, this is
the default range for any model’s attacks.
Hand Weapons: These are generally weapons that can only be held in one
hand, e.g. cutlass, sword, axe. These weapons give an extra Combat Dice on
top of a Minifig’s base value, and as they can be used in one hand only, can
be used in pairs for an extra dice each. The range for Hand Weapons is 2”.
A Hand Weapon may also be thrown in a ranged attack using just the base
value of one Combat Dice, up to 4” away. The weapon must be removed
from the thrower and placed at the feet of the target.
Two Handed Weapons: These weapons must be able to actually fit into both
hands of the Minifig simultaneously and are commonly around the height of a
Minifig or longer e.g. spear, halberd, staff, lance, pole arm, oar. They can still
be used in one hand exactly like a Hand Weapon above, except cannot be
thrown. If held in two hands, they add two Combat Dice to a Minifig’s total,
and have a range of 4”.
Long-Ranged Weapons: These are bigger and bulkier that their smaller
cousins above, e.g. rifles, bows, crossbows, and as such command a longer
range. They require two hands to fire, add an extra Combat Dice to the base
value and have a range of 12”. They may not be used on horseback (but a
rider can dismount to use one).
Magical Weapons: These will still be one of the particular weapons types
above, but will be more ornate, shiny or translucent! They add an additional
Combat Dice to a Minifig’s total Combat Dice, in addition to those normally
used for weapon type. They may also have further effects, as details in other
sections of the rules.
Defensive Equipment
A Minifig may be given a various equipment to aid in their defence in combat.
All of these can be combined together to provide extra protection, but must be
evident on the Minifig.
Lying Prone: Although not actually equipment, this tactic bestows some
defensive advantages. If an enemy attacks a prone Minifig from 4” or further
away, a prone model gains an additional automatic Defend Hit result to use
that turn. They may only use it against these ranged attacks; any enemy
closer will not have to content with this additional defence. This rule only
applies if the Minifig was prone prior to any combat initiation this turn.
Armour: This provides a Minifig with a single automatic Defend Hit result to
add to their Combat Dice results, per turn of combat. Armour does not count
as an object, and cannot be swapped between Minifigs.
Helmet: This provides a Minifig with a single automatic Defend Shock result
to add to their Combat Dice results, per turn of combat. A Helmet does not
count as an object, and cannot be swapped between Minifigs.
Shield: This provides a Minifig with a choice of either a Defend Hit or Defend
Shock automatic result to add to their Combat Dice roll, once per turn of
combat. The player controlling the Minifig can choose which result they want
to apply after their opponents dice have been rolled. A Shield may also be
uniquely used to counteract an opponent’s Critical Hit result, instead of one
of the choices above. If used in this fashion, the shield is destroyed or
rendered useless, and is removed from the game. A Shield does count as an
object, and therefore can be swapped between Minifigs.
Magical Shields: These are very rare, and allow a Minifig all the benefits of a
standard Shield, except that a Critical Hit does not destroy them. They may
still only counteract a single Shock/Hit/Critical Hit per turn.
Combat Dice
Symbol Term Effect
This result allows a player to either knock an
opposing Minifig prone, or too kill an opposing Minifig
that is already prone. Killed Minifigs are removed
Hit
from the game (or separated for a body-littered
battlefield!), but their weapons and objects are left for
other to utilise if they wish.
Artillery
Artillery can be fired by any one Minifig within ½” of it; this counts as an
action, so if there are enemy models within 2”, a Minifig may not
shoot the piece. Although firing counts as an action, it is
conducted in the Combat phase. Artillery has no allegiance; any
player with a Minifig in range, and no enemy preventing it, may
shoot the Artillery. Artillery may only be shot in a 90o arc to the
front, as per the illustration.
Minifigs may move an Artillery piece 1” and turn it up to 45o per Minifig
assisting to move it, up to a maximum of 6. A Minifig that assists in this may
do nothing else that turn; no other movement, actions or combat may take
place. Artillery that is moved may not be fired until the next turn.
Artillery can be attacked using the normal combat rules. However, only
Critical Hits will damage them. If a total of two Critical Hits are allocated to
an Artillery piece in any one turn, then it is rendered useless for the remainder
of the game.
Artillery Types
Catapult: These massive machines can fire any ammunition to
hand, and can also fire at unseen targets, making them the best
for overall battlefield supremacy; however they require a good
eye, and cannot operate at very close range. They have a
maximum range of 48”, and unlike other Artillery, a minimum range of 12”.
Also unlike other Artillery, they do not need line of sight. To fire a Catapult,
pick a specific direction (normally done by detailing an ‘aim point’ at the other
end of the battlefield), and then guess the range to the target area. The
guess must be between 12” and 48”. Then measure the guessed distance
along the line from the front of the catapult to the ‘aim point’; where the
guessed distance ends, that is the impact point. Each model within 1” of the
centre of the impact point is hit with the equivalent of two Critical Hits. Each
model outside of 1”, but within 3” gets hit with the equivalent of a Shock result
on the Combat Dice.
Dragon Movement
Dragons can have up to three different types of movement, and the type
chosen applies to the whole of a Dragon’s move for that turn. The type of
movement chosen will also affect the choice of attacks that are open to a
Dragon when they reach the Combat Phase. The maximum distances
involved are different for each species of Dragon, and will be given on their
specific stats. Dragons cannot perform any actions.
Flying movement can be made over any obstacles, and a Dragon may use
either Breath Weapon or Down Draft attacks in the Combat Phase after flying.
Walking movement is limited to the horizontal plane, although it can be made
up in part, or completely by any number of jumps over ‘recessed obstacles’,
such as chasms, or over anything ≤2” high. A walking Dragon may utilise
either Breath Weapon or Combat Dice attacks. Swimming movement is only
available to some Dragons; any movement that passes through water of
greater than 2” in length can count as a swim, even if it encompasses some
land movement too. A swimming Dragon may not make any jumps during the
course of its move and may utilise either Breath Weapon or Combat Dice
attacks.
Dragon Attacks
A Dragon may only use one of its attack types available to it per turn, and only
in the turn of it’s controlling player. They do not roll any Combat Dice in
opposing player’s turns (they have no real need to).
Down Draft: This attack targets all models (friend or foe) within 6” of the
points where the Dragon’s wings meet its body. Each affected model is hit
with the equivalent of a Brute Strength result on the Combat Dice.
Combat Attacks: The Dragon rolls a number of dice equal to his Combat
Dice stat, and allocates them in normal combat, just like any other model.
The Dragon’s range can be measured as 3” from any of the head, claws or tail
of the model itself. If the Dragon has a rider, then any Defend Hit, Defend
Shock or Brute Strength results rolled may be used in defence of the rider,
(not during opponents’ turns), but otherwise the two models are treated as
separate entities in combat. If the Dragon has no rider, then any Defend Hit
or Defend Shock rolls are wasted.
Breath Weapon: The Dragon may use one if its two allocated types of attack
this turn. (For specific effects see below).
Attacking Dragons
Dragons are only affected by Critical Hits. Any other attacks allocated to
them are wasted.
If the number of Critical Hits in the current turn equals a Dragon’s specific
Break Point, then the Dragon becomes stunned. They will not be in a position
to fight back, (as Dragons only fight during their own turn, and would have
gone first, prior to the allocation of an enemies Critical Hits or this would
occur in an enemy turn), and if they are carrying a rider, the Leader must be
placed prone next to the Dragon. The Dragon may not perform any
movement or combat in his next turn, but may accept a rider.
If the number of Critical Hits in the current turn is greater in number than the
Dragon’s specific Break Point, then the Dragon is killed. The model is
removed from play, and if they are carrying a rider, the Leader must be placed
prone next to where the Dragon was.
The Dragon also has immunity to any Breath Weapons or Surge spells of its
chosen Aspect that are directed towards it, can ignore the effects of Guard
spells of its chosen Aspect on others, and can decide whether to allow friendly
Guard spells of the same Aspect to be cast upon it or not.
All Breath Weapons can only be used within a 180o arc to the front of the
Dragon; anything to the rear half of the Dragon is unaffected by any of these
attacks. All ranges are measured from the front of the head that is using the
Breath Weapon.
Freezing Breath: The Dragon expels a cloud of freezing gas, chilling its
enemies to the bone, and sometimes encasing them in ice. All enemy models
within 6” are affected by this attack; they may not do anything in their next
turn.
Poison Gas: The Dragon expels a cloud of poisonous and/or corrosive gas
in front of it, but cannot specifically target its effects. All models within 3”,
(friend and foe), suffer a Critical Hit each.
Aura of Fear: The Dragons exudes thin wisps of shadow energy, which
affect the minds of its enemies, causing them to panic. Any enemy within 3”
gets struck with the equivalent of 3 Shock results each.
Dragon Species
There are several different types of Dragon, all with different characteristics:
Common Dragon
Walking Move = 8”
Flying Move = 15”
Combat Dice = 6 Dice
Break Point =3
Cavern Dragon
Walking Move = 12”
Swimming Move = 9”
Combat Dice = 6 Dice
Break Point =4
Special Rules: A Cavern Dragon cannot fly, due to its vestigial wings.
Sea Dragon
Walking Move = 6”
Flying Move = 12”
Swimming Move = 12”
Combat Dice = 7 Dice
Break Point =3
Spirit Dragon
Walking Move = 6”
Flying Move = 9”
Combat Dice = 6 Dice
Break Point =2
Special Rules: As a psychic representation of a dead Dragon, a Spirit
Dragon does not to get to make any Breath Weapon attacks, and has no
immunity to any Aspect. As with Spirit Warriors, it can only be harmed when
an enemy counterattacks it in the Dragon’s turn, except when attacked by
Spells, Breath Weapons or Magical Weapons, which can attack it as normal.
They may move through physical barriers and even enemy models. Spirit
Dragons are the only mounts Spirit Warriors may ride, but still only Leaders.
Two-Headed Dragon
Walking Move = 8”
Flying Move = 12”
Combat Dice = 8 Dice
Break Point =2
Special Rules: A Two-Headed Dragon has two Breath Weapons that it can
use each turn; one for each head. The Dragon is also allowed to choose a
separate Aspect for each of its heads; the player must specify which head has
which Aspect for range purposes. If this is the case, the Two Headed Dragon
looses its normal immunity to either Aspect; each head is vulnerable to the
other’s chosen Aspect. Where the Dragon has the same Aspect for both
heads, it can choose to make the same attack with each head, or use different
attacks in the Combat Phase.
Three-Headed Dragon
Walking Move = 4”
Combat Dice = 8 Dice
Break Point =2
Special Rules: A Three-Headed Dragon has three Breath Weapons that it
can use each turn; one for each head. The Dragon is also allowed to choose
a separate Aspect for each of its heads; the player must specify which head
has which Aspect for range purposes. If more than one Aspect is chosen, the
Three Headed Dragon looses its normal immunity to any Aspect; each head is
vulnerable to the others’ different Aspect. Where the Dragon has the same
Aspect for all heads, it keeps its standard immunity, and each head can
independently choose which of the two attacks to make. A Three-Headed
Dragon is far too volatile to allow a rider, and cannot fly.
Symbiotic Dragons
Walking Move = 8”
Flying Move = 12”
Combat Dice = 5 Dice
Break Point =2
Special Rules: These pairs of Dragons count as a single Dragon for army
selection purposes. They must both be of the same Aspect, and neither may
accept a rider, as they are so closely linked to each other they would not want
another being to get so close. They may act independently during a battle,
unless one of the pair dies: if this occurs, the surviving Dragon must move as
fast as possible to be within 6” of the body of its partner. Once there, it may
act as normal for the remainder of the battle, but may not move further than 6”
from the corpse at any time.
Zombie Dragon
Walking Move = 6”
Flying Move = 9”
Combat Dice = 5 Dice
Break Point =3
Special Rules: If a player chooses a Zombie Dragon, they must designate
one of their Leaders as the necromancer that has reanimated the corpse;
either a Wizard by his own magic, or a Hero by using a magical artefact. If a
player does not have any Leaders, they may not choose the Zombie Dragon.
The specified necromancer gains no extra powers, but whilst he is still alive,
on a turn that the Zombie Dragon suffers a number of Critical Hits greater
than its Break Point, these are treated as being only equal to its Break Point.
(In effect the Zombie Dragon cannot be killed whilst the necromancer is still
alive). The title of necromancer cannot be passed to another Minifig during
the game. As it is only a reanimated corpse, and is falling apart, every time
the Zombie Dragon uses its Breath Weapon, it inflicts a Critical Hit on itself
for that turn.
Daemonic Dragon
Walking Move = 4”
Flying Move = 9”
Combat Dice = 7 Dice
Break Point =5
Special Rules: Daemonic Dragons are summoned from one of the Hell
dimensions, and as such are immune to most attacks. Only Magical
Weapons or Wizards’ Spells can affect them; however, normal Hits from
these attacks will count as Critical Hits when against a daemonic Dragon. A
Daemonic Dragon can reduce an opponent Dragons’ Break Point total by 1,
(to a minimum of 1), as long as the Daemonic Dragon allocates at least one
Critical Hit to the target Dragon’s total this turn. This Break Point reduction
counts for all subsequent attacks this turn.
Dragon Riders
Only Leaders have the strength of mind to be able to ride a Dragon. Mounting
a Dragon requires an action, and is such an ungainly process that neither the
rider nor the Dragon may initiate combat in the turn this occurs. Dismounting
is not an action, but part of movement, and does not effect either party.
Whilst riding a Dragon, the Leader may fight as normal; you still measure the
range from the Minifig, so some attacks may be out of range. The rider gets
no extra advantage from being on a Dragon; the Dragon is advantage
enough! The Leader can be targeted separately from the Dragon. A Two
Handed Weapon can be used in one hand exactly like as on horseback, whilst
a Long-Ranged Weapon may be used whilst riding a Dragon. If a rider is
knocked prone, he falls from the Dragon to the ground next to his seat.
Leaders
Leaders are rarer Minifigs that command their brethren in battle. As such,
they can rise above standard Minifigs’ abilities, and can turn the tides of
battle. At the beginning of a player’s Combat Phase, they roll one Leader
Dice for each Leader they have on the field. These will tell the player what
special ability the Leader has for that turn. A player does not roll any Leader
Dice when it is not their turn. There are two types of Leader; at the beginning
of the game, a player must choose which of these types apply to each of their
Leader Minifigs.
Heroes: These lead from the front and have the ability to inspire their men to
greater feats and have the potential themselves to become combat monsters.
At the start of your Combat Phase, roll a Leader Dice to see what advantage
a hero will get this turn.
Wizards: These spell casters can use their magical powers to support their
troops. If a leader is designated a Wizard at the beginning of the game, the
controlling player must choose one Guard and one Surge spell from the list
available to them, for them to use throughout the game. At the beginning of a
player’s Combat Phase, roll a Leader Dice for each Wizard. The result will tell
you which of their chosen spells they can use this turn.
Leader Dice
Symbol Term Hero Advantage Wizard Spell
Hero has no advantage The Wizard can cast no
[None] Blank
in combat this turn. spell in combat this turn.
The Hero may add an The Wizard may cast
Guard extra Combat Dice to his one of the Guard spells
total for this turn. for his chosen Aspect.
The Wizard may cast
The Hero may add two
Focussed one of the Guard spells
extra Combat Dice to his
Guard for his chosen Aspect,
total for this turn.
but at Focussed level.
The Wizard may cast a
Applies as if the Hero spell with the exact
Brute had rolled an additional same effects as a Brute
Strength Brute Strength roll on Strength roll on the
his Combat Dice. Combat Dice, but with a
range of 6”.
All allied Minifigs within
2” of the Hero (but not The Wizard may cast
Surge himself) may add an one of the Surge spells
extra Combat Dice to for his chosen Aspect.
their total for this turn.
All allied Minifigs within
The Wizard may cast
4” of the Hero (including
Critical one of the Surge spells
himself) may add an
Surge for his chosen Aspect,
extra Combat Dice to
but at Critical level.
their total for this turn.
Spells
Each Wizard must be allocated a specific Aspect before the battle begins.
When he rolls the Leader Dice, he may use either of the Surge/Guard spells
available to him, depending on the result of his roll. Wizards may not pick
more than one Aspect.
The Wizard also has immunity to any Breath Weapons or Surge spells of his
chosen Aspect that are directed towards him, can ignore the effects of Guard
spells of his chosen Aspect on others, and can decide whether to allow
friendly Guard spells of the same Aspect to be cast upon him or not.
Hippogriff: These mounts are crosses between Horses and eagles. Ridden
as mounts, they obey all the rules for Horses, with a few exceptions. They will
add two Combat Dice to their rider’s total instead of a Horse’s one, and if their
rider is knocked prone, will continue to fight with these two dice as a normal
Minifig. In fact they can operate completely independently to their riders in
this respect. Just like Horses, Hippogriffs cannot be mounted within 2” of an
enemy. As well as a Horse’s normal 9” move, Hippogriffs can fly up to 18”. A
Hippogriff that flies is not allowed to conduct any actions or initiate combat in
the turn that he flies, even accept a rider. Hippogriffs cannot gallop like
Horses.
Hunting Dogs: Either bred especially for combat, or from living as wild
animals, these Minifigs have a base value of two Combat Dice. They may not
perform actions, be given defensive equipment or hold objects/weapons, but
utilise the same movement rules as Horses, except they can rise from prone
with no penalty to their movement. They may not ride Horses or other such
mounts, and they themselves may not be ridden as mounts. They may not
benefit from a Hero applying a Surge or Critical Surge result.
Werewolves: These are a cross between human and wolf, and are faster
more ferocious as a result. These Minifigs may not wear helmets, but have a
base value of two Combat Dice. They may run without penalty, i.e. may still
perform actions and initiate combat after running. They may not ride Horses
or other such mounts, as such beasts of burden will not trust them, but if
Leaders may ride Dragons as normal; Dragons are not ruled by such basic
animal instincts.
Spirit Warriors: These non-corporeal ‘ghosts’ can drift in and out of this
plane at will. They can move the same as normal Minifigs, but are not
allowed to run. They can carry regular objects, wear defensive equipment,
and conduct actions, but may not ride mounts, including Dragons (except
Spirit Dragons). They may move through physical barriers and even enemy
models, but may not end their move ‘inside’ one! They may only be harmed
when an enemy counterattacks in their own Combat Phase. However Spells,
Breath Weapons or Magical Weapons are an exception to this, and can be
used to attack a Spirit Warriors in the controlling player’s turn. As they are so
susceptible to them, Spirit Warriors may not pick up or use any Magical
Weapons or Magical Shields.
Warfang
The Warfang soldiers are born warriors, raised and trained in the
ways of battle. Distinguished by their copper-hued horned helmets
and massive shields, the Warfang go into battle armed with
traditional maces and war-hammers. Their culture is mistrustful of
humans utilising magic; as such they may not use any Magical Weapons or
Magical Shields, even those discarded by other races. They may still ally with
Dragons, who they see as the proper users of magic. Known throughout the
lands as a race of Berserkers, when a Warfang Minifig rolls their Combat
Dice, they must reroll (once only) any results that are not Hits or Critical Hits.
The rerolled dice results stand.
They gain instruction from the Dragon Sages, a martial sect open to all, even
those from other lands, who prove worthy followers of the Warfang traditions.
They advocate fighting alongside their brethren as the only way to reach true
martial prowess, and as such you are likely to see more Dragon Sage
Leaders in a Warfang party than Leaders of other races in their own groups.
Due to their culture, Dragon Sages may only be Heroes; there may not be any
Wizards in their ranks. The Warfang party contains 6 Dragon Sages and 15
Warfang Berserkers.
Valtherans
Carrying sharpened lances and battle-axes, a battle company of
Valtherans can be an awesome sight, as they all march into
combat sporting the finest magical armour; an advertisement for
the richness in different metallic ores, and the craftsmen that
utilise them, that their mountainous kingdom can boast of. Valtheran armour
is so bulky that no Valteran Minifig may run, however Dragons, Horses and
other mounts that Valtherans may ride are unaffected by this extra weight.
Standard silver Valtheran magical armour allows the wearer to completely
ignore the first critical hit they receive per turn.
The Valtheran army is led by the Iron Barons; mercenaries paid by the King of
Valthera to lead his troops to victory. Instead of the standard silver armour,
Iron Barons sport jet-black magical armour, they ‘next model up’. Although it
still prohibits its wearer from running, this armour will convert every Critical
Hit result the Minifig receives into a Brute Strength result instead. The
Valtheran battle company consists of 17 Valtherans and 3 Iron Barons.
Draigar
Originally a nomadic people, the Draigar soon learnt they could
fight for their keep. Now Draigar tribes fight as mercenaries,
plating their golden armour with their profits, in order to advertise
their worth, and as a sort of retirement pension. Draigar warriors
grow up on the campaign trail, and often wield weapons that have been
passed down through the generations. As the Draigar value their weapons so
highly, they count all Shock results attributed to them as Brute Strength
results instead. They may use either Shock Defend or Brute Strength to
defend against these Shock attacks.
The modern equivalent of their old tribal shamans, the Spiritus Guild leads the
Draigar, specialising in communing with their ancestors.
Norvagen
Hailing from the ice flows of the extreme north, the Norvagen are
a semi nomadic people, for whom survival is a daily struggle
against the elements. Norvagen warriors wear distinctive green
magical armour, created especially for them to use in their
homeland. As such all Norvagen are immune to the effects of Ice Aspect
Dragon Breath and Ice Aspect Surge spells. Norvagen armour also allows
the wearer a certain amount of buoyancy in water; although they will still only
have a 3” swimming move, they will not drown after a prescribed length of
time in the water.
As a people, the Norvagen are led by the enigmatic Xenoz Clerics, who also
sport Norvagen armour. Used to leading their charges through their
inhospitable lands, Xenoz Clerics gain day-to-day experience of having to
make tough decisions quickly. On the battlefield, this allows them to reroll
(once only) their Leader Dice each turn, if they want to change the initial
result. The Norvagen group contains 17 Norvagen warriors and 3 Xenoz
Clerics.
Vorgons
These mutants roam the known lands in packs, fighting for many
reasons, but mostly because they like it. They wield crudely
made weapons, and leather armour; as such they can ignore the
Electric Arc Dragons’ Breath Weapon attack. Vorgons are
physically tough, but a little dim witted, and as such are completely immune to
Shock results, although they are so dumb, they all still wear helmets, and pay
all the penalties for doing so. Due to their slow lumbering, they may not inflict
Shock results on their opponents either.
Vorgans are led by the biggest and toughest Vorgons, and can be spotted on
the battlefield by their fur additions to their armour. Vorgon Leaders are so
tough, they count all Critical Hits allocated against them as standard Hits.
The Vorgon pack contains 16 Vorgons and 3 Vorgon Leaders.
Knights Exemplar
An ancient and revered sect of mythical knights, the Knights Exemplar have
strongholds all over the lands, but number only six at present. The only way
to gain entry to the sect is by invitation, and the standard is such that invitees
are already legendary in their own right before the call comes. No one has
ever discovered or divulged their actual agenda, but it’s common knowledge
that the Knights Exemplar go around righting wrongs, fighting the good fight
and are generally all-round good guys. All six of the knights count as Heroes,
ride Hippogriffs to battle, and are equipped with Magical Weapons and
Magical Shields.
Royal Court
King (only Magic Weapon). He counts as rolling Surge every turn,
on top of his normal Hero dice.
Wizard (Exempt from all Look out sir rules.)
6 Knights
23 Men At Arms – Feudal ‘Look out sir’ rule; If a Knight is due to be knocked
prone, a Man-at-arms may be knocked prone in the Knight’s place, regardless
of its own status. If there are no Men-at-arms within n2”, the Knight is
affected as normal. The King also benefits from this rule, except both Men-at
arms and Knights within may be placed prone in his stead. (No other rules as
side is big)
Foresters
Robin Hood
Little John (Super strong)
Will Scarlet
Friar Tuck (Medic)
19 Foresters – Longer range bows?
Wolfpack
12 Wolves
8 Wolfmen
Wolf leader
2 Werewolves
3 Headed Giant Dog
(No Magical Weapons)
islanders
3 Leaders
6 Temple Guards
11 Tribespeolpe
Imperial Guard
(No magic/magic weapons) Can count muskets as Two-
handed weapons in combat.
Governor (l)
2 Regular Officers (l)
11 guards and 1 sgt
1 Scout officer (l)
3 Scouts.
Imperial Navy
Admiral (L)
Captain (L)
Doctor(L)
6 Jack Tars
7 Marines – Practising @ sea makes them crack shots
– they can reroll attacks @ 4” or further.