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Gameplay Summary
Activation Procedure
First player chooses model to activate for the turn
Roll 1,2 or 3 dice, each die >= Q is a success
Each success = one action (move, attack, etc.) then the player
chooses the next model to activate - models activate only once per
turn --- Two failures -> turn switches to other player
1 always fails. 6 always succeeds. Same for Quality Checks
A Game Turn ends when both players finish their turn.
1 failure
1 success
Possible actions
No action; player may nominate another
model to activate
1 action, then player nominates another
figure and rolls to activate it
1 success,
1 failure
1 success,
2 failures
2 or 3 failures
2 successes
2 successes,
1 failure
3 successes
Quality Check
2 actions
1 action
2 actions
Spellcasting Roll
Quality Check
Resist poison
Resistance Check
Will Check
Check
Rules
Quality
Resistance
Will
Strength
note: game cards have bonuses for Res, Will and Str included
Activities
Action
1 action
Checks
Activation Results
Roll result
Cost
1 action
2 actions
3 actions
Physical Activity
1 action
2 actions
1 action
1 action
2 actions
1 action
2 actions
1 action
2 actions
Physical Activities
Ability
Drag or
Force
Activity Modifiers
Short item (0) Medium item (-1) Long item (-3) Huge
item (-6) stone/metal (-1)
soft coral (+1) each extra model (+1)
Big (+2) Huge (+4) Powerful (+2)
Break
stone (-1) bronze (-1) gold (0) ancient alloy (-2) brittle
coral (+1) wood (0) crystal (-1) glass (+2) coral head (-2)
door (-1) wall (-2) ship hull (-2) statue (-1) pillar (-2)
each extra model (+1)
Big (+2) Huge (+4) Sunder (+2) Powerful (+2)
Fast
Dive/
Ascend
+1 to shooter
+1 to shooter
No bonus
Target transfixed
+2 to shooter
+1 to shooter
-1 on opponents CS or +1
Armor Break to shooter
Combat Procedure
Adjacent models roll 1 die + Combat Score
Combat Score (CS) = C + weapon + modifiers.
Beaten with a roll of 1,2,3 = Recoil (victim moves one base width
in the direction of its choice. If no space, victim is Fallen)
Beaten with a roll of 4,5,6 = Fallen (victim needs to spend 1
action to recover, then can act again)
Hit location
Body
Head / Controls
Modifier
Rear attack
Flanked or surrounded by
enemy
Coordinated attack
Attacking a transfixed or
fallen foe
Vulnerable Spot
Ambush bonus
Modifier
Standard attack with no other modifiers.
Apply regular rules for fallen, dazed,
transfixed, etc.
-4 to attackers Combat Score. If attacker
wins, defender is killed. If doubled gruesome kill.
Locomotion
Weapon
+1 to attacker
+1 to mounted attacker
Swimming creature
attacking deeper model
+1 to combatant on higher
ground or obstacle
+1 to bigger model
+1 to attacker / +2 to attacker
Step&Attack (1 action)
Morale Check
Combat situation
Morale Check
Gruesome kill
Hallucination Spell
-1 to shooter
-2 / -4 to shooter
A fleeing model must swim towards the closest map edge while
staying at least one Short move away from any enemy
2
Spellcasting Procedure
Declare Spellcasting Roll - this is to account for spell mishap
Roll 1,2 or 3 dice, each die >= Q is a success
Each success = 1 power point | Amplify by saving points from one
turn and rolling again the next turn
Spell Type
Transfix
Min
SP
Mishap
No spells
until
healed
No spells
until
healed
Caster
makes
Morale
Check &
No spells
until
healed
Mind Control
Hallucination
Energy Beam
Pressure Wave
Vortex
Hydrothermal
Eruption
No spells
until
healed
No spells
until
healed
Vortex
around
caster no spells
until
healed
fallen &
no spells
until
healed
Spell Type
Psychic
Linkage
Illusory Zone
Zone of
Terror
Phosphorescent
Glow
Acoustic
Resonance
Boiling Wall
No spells
until
healed
No spells
until
healed
Fire Wall
on caster
no spells
until
healed
Mishap
No spells
until
healed
Caster
fallen &
no spells
until
healed
Caster
fallen &
no spells
until
healed
Spell Type
Min
SP
Portal
Dimension
Jump
Time Shift
Min
SP
Mishap
Res
Check
or death
fallen
& No
spells
until
healed
Will
Check
or
gruesome
death
Spell Type
MultiImages
Dimensional
Vortex
Call Elder
Ethereal
fallen &
No spells
until
healed
Strength
Check or
death
gruesome
death
Mishap
Ethereal
Shield
Mind Shield
Deflection
Shield
No spells
until
healed
No spells
until
healed
No spells
until
healed
Mishap
Spell Type
Banishment
No spells
until
healed
No spells
until
healed
Anti-Magic
Zone
Zone of
Calm
Mishap
10
10
15
Instruction Manual - Any model with Ether Tech (1) can use. The
manual allows a warband to equip a model with low-tech training
with hi-tech items during a Campaign (between battles only).
4
4
10
4
No spells
until
healed
Upgrade Type
Battle Master - gain +1 to all Combat Scores for the entire battle
or Critical Hit or Deadeye once per battle.
Magic Scholar - a spellcaster gains the ability to cast from one
additional magical discipline.
Doctor of Science - a Scientist gains an additional level (i.e.
Scientist (2) goes to 3). Or learn one point of Bio-Weapon ability.
Scenario Archetypes
1
Skirmish - seafloor with five Scenic Features or the open ocean with
four Wild Sea Creatures. Victory conditions: 1 VP per 20 points of killed
opponents. 5 VP for the winning side.
Ambush - Defender places 2 markers per model (decoys and real). Turn
over marker when attacked. Use five Scenic Features. Victory conditions:
Attacker gets 1 VP per 20 points of killed opponents, Defender gets 1 VP per
30 points of killed opponents. 5 VP for the winning side.
Each advance costs 10 Victory Points and can be bought only once.
Warband Advances can only be used once per Scenario.
Scenario Type
roll
Warband Advances
Survival - four Scenic Terrain features, two Deadly Terrain and three
Wild Sea Creatures of up to 100 points each (only predators). Victory
conditions: 1 VP per 20 points of killed opponents. 5 VP for surviving
longer than the enemy. 1 VP per 50 points of Wild Sea Creatures made to
flee, charmed or killed.
Treasure Type
2-3
4-5
6-7
8-10
11-12
Lucky: A model can re-roll one Check roll. The new result is final
Personal Advance
3
3
Result
Model survives
Model is dead.
4
4
4
4
First Aid - gain the ability to help injured allies. Fallen or dazed
or transfixed models are revived with two actions.
Technician - model with Ether Tech ability can repair other
models devices and gains +1 to rolls to learn new tech devices.
Ether Infused - gain +1 to Spellcasting Rolls for entire battle.
Veteran - gain +1 to all Check rolls for the entire battle
Battle Master - gain +1 to all Combat Scores for the entire
battle or Critical Hit or Deadeye once per battle.
Magic Scholar - a spellcaster gains the ability to cast from one
additional magical discipline.
Doctor of Science - a Scientist gains an additional level (i.e.
Scientist (2) goes to 3). Or learn one point of Bio-Weapon
10
11
12
13
14