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1
7. DEPLOYMENT purposes of determining cover. This does mean that units
Divide the table in half to create a centerline. Deployment stood on hills gain cover, from up on their vantage point.
Zones begin 12" away from the centerline of the table, and Cover: (Strength) When defending against an attack at any
stretch the full width of the table. Players alternate range greater than 1", the attacker suffers a -1 to wound.
deploying units.
BUILDINGS & FORTIFICATIONS
You must deploy your Commander and Battle Standard into
units during deployment. Each counts as a unit for the A unit with more than 50% of its footprint touching a
purposes of alternating the deployment of units. building, castle battlement, or similarly occupiable
earthwork or solid structure, gains the Defensive Position
strength.
The Turn Defensive Position: (Strength) When attacking a unit that
is in a Defensive position, at any range, the attacker suffers a
FIRST TURN -1 to wound. Note: Cover and Defensive position can stack
The player who deployed the first unit takes the first turn. for a -2 to wound. Remember a 6 is always a success.
TURN SUMMARY
Every Game Turn, the player with the initiative has a Player Movement
Turn, which is an opportunity to act with each of his units
in turn. Play then passes to his opponent, who will activate Every unit has a number of movement points available,
each of his units in turn, which is his player turn. After all normally 4. Each movement point will allow the unit to
players have had their player turn, the game turn ends. move a certain number of inches, directly forward,
depending on the terrain they are moving though. The
Each unit may move and, after moving, may attack. This is movement rate is determined by the unit's type, and by the
called an Activation. terrain that the movement point begins in.
A unit is neither forced to move in order to attack, nor is it Movement must be directly forward; else the unit must
forced to attack. A unit may pass. One unit must complete wheel (see below). Unit cannot move through other units.
both its movement and attack before another unit may Units cannot move backwards or sideways, you coward!
activate. A unit may not activate twice in the same game
turn. ROUGH TERRAIN
Almost all battlefield terrain will count as rough. For
example: forests, water terrain, walls, ruins, and hedgerows.
Line of Sight Hills do not count as rough, unless they have loose ground.
If a line can be drawn from the centre point of the front WHEELING
edge of the attacking unit to any point the target unit, When expending each movement point: a unit may either
without that line passing though the attacking unit itself, or move directly forward by the movement distance indicated;
any other unit, or though blocking terrain, then the or may wheel. To wheel, keep one front corner of the unit
attacking unit has line of sight to the target. Ignore any (the "inside" corner), in a fixed position, and rotate the other
piece of terrain that either unit is touching for the purposes front corner (the "outside" corner) forward by up to 45º.
of determining line of sight. This outside corner must not travel further than the
movement rate of the unit in this terrain, (e.g. 2" for an
BLOCKING TERRAIN
Infantry unit in open ground).
Buildings and hills count as blocking terrain. Fences, hedges,
forests and water features are not blocking. It may help to
agree with your opponent which terrain pieces are
considered blocking before the game begins.
HILLS
A unit with more than 50% of its footprint touching a hill,
or other elevated terrain such as a castle battlement, may
ignore friendly units for the purposes of drawing line of
sight.
REFORM
COVER
A unit may spend 2 movement points to Reform. When a
Draw a line from the centre point of the front edge of the
unit reforms: you may rotate the unit around its centre point
attacking unit to the point on the target unit nearest to the
to face any new direction. During this rotation, you may
attacker. If that line crosses any piece of terrain then the
ignore other units, friendly or enemy, but you must end the
target unit gains the Cover strength. For avoidance of
reform such that the unit is not touching any other units.
doubt: unit do not gain cover from other units. Ignore any
piece of terrain that the attacking unit is touching for the Units, once deployed, are of a fixed shape and cannot
change their depth or breadth during the game. There is no
2
concept of reforming between column and line in NUMBER OF ATTACKS
Hobgoblin. The attacking unit rolls a D6 for each wound the unit
currently has remaining. For example, a unit at full health
DISENGAGING THE ENEMY
will roll 10 attack dice, whereas a unit that has suffered 3
A unit is free to disengage from an enemy unit, so long as wounds will roll 7 attack dice. A unit may never roll more
they are able to do so using the Wheeling or Reform rules. than 12 attack dice.
For example a unit that is facing and touching an enemy
unit may spend two movement points to reform 180º, and ROLLING TO WOUND
then two more points to cowardly move away from the Each unit has a type. Look at the following table to find the
enemy. target number that an attacking unit of a given type needs to
roll to successfully remove a wound from a target unit of a
Attacking
given type. For example, a unit of Infantry that is attacking
A unit may attack or counter-attack any enemy unit within another unit of Infantry will require a 4+ on any of its attack
range. A unit cannot make more than one attack once each dice to remove a wound from the target.
game turn. A unit may make any number of counter-attacks
Missile Troops
Heavy Cavalry
War Machine
Light Cavalry
in a single game turn.
Foot Knights
War Beast
Monster
There are a couple of differences between attacking at range
Infantry
Chariot
(shooting) and attacking at close-quarters. The most ! Attacker
important is that shooting attacks require line of sight to the Infantry 4+ 3+ 5+ 4+ 6+ 6+ 5+ 2+ 3+
target, and close-quarter attacks do not. The second most
Missile 5+ 5+ 6+ 5+ 6+ 6+ 6+ 6+ 5+
important is that shooting attacks roll half dice, and close-
quarter attacks do not. Foot Knights 3+ 2+ 4+ 3+ 5+ 6+ 4+ 2+ 3+
Light Cav. 5+ 4+ 5+ 4+ 5+ 6+ 4+ 2+ 4+
DETERMINING RANGE Heavy Cav. 2+ 2+ 4+ 3+ 4+ 5+ 4+ 4+ 3+
Each unit has a minimum and maximum range. For Monster 2+ 3+ 3+ 4+ 4+ 4+ 2+ 2+ 2+
example, units without missile weapons will commonly be Chariot 2+ 3+ 3+ 6+ 4+ 6+ 5+ 6+ 3+
0-1", meaning they can attack any unit that is 1" away or
War Machine 4+ 6+ 4+ 6+ 4+ 3+ 4+ 4+ 6+
closer. A war machine will commonly have 8-48", meaning
they can attack any unit that is 48" away or closer, but War Beasts 5+ 4+ 6+ 4+ 6+ 6+ 5+ 2+ 4+
3
may never be rolled a third time, and the second result
always stands.
A unit may only have one copy of a strength or weakness at
any time. If some game effect, (such as the battle standard
or a spell), would result in a unit gaining a strength or a
weakness that they already have, the second copy is simply
ignored.
STRENGTHS
Hero – The unit rolls two additional attack dice (up to a
maximum of 12).
Wizard – This unit contains a wizard.
Elite – Re-roll failures when attacking. If a unit has both
When counter-attacking, if the target is in the unit's flank Elite and Clumsy, they cancel each other out, and both are
or rear, the counter-attacking unit suffers the Disrupted ignored.
weakness. Stubborn – When defending, attackers must discount one
An attacking unit also gains the Elite strength if they are in success before removing wounds.
the rear of the target. Frenzied – When attacking at close-quarters, for every roll
These bonuses are awarded both for shooting and at close- of 6, the unit may make an additional free attack.
quarters. Merciless – When defending at close-quarters, the attacker
takes a wound for every 1 they roll (after any re-rolls).
COMBAT EXAMPLE
When fighting a unit with In-Fighting, each '1' results in a
It is the goblin player's turn. He selects a unit of goblins single wound, not two wounds.
mounted on wolves. The wolf-riders are Light Cavalry and
have the In-fighting weakness. In order to soften up a unit Monstrous – When attacking: +1 to wound anything that
of elven sword-masters, (Foot Knights with the Elite isn't Monstrous or a Monster. When defending: attacking
strength), the goblin player spends 2 movement points to suffers a -1 to wound if they are not Monstrous or a
move the wolf-riders 6" over open ground to touch the Monster. Monsters may not take this strength.
sword-masters. Both units are at full starting wounds of 10. Flying – This unit gains +4 movement points (normally
The goblin wolf-riders now attack, rolling 10D6, needing 5s resulting in 8 movement points). This unit may ignore
or 6s. They roll 1, 1, 2, 3, 3, 3, 4, 5, 5, and 6. This is three other units and terrain when moving.
wounds against the sword-masters, but also two wounds Swift – This unit may divide its movement points to spend
against the wolf-riders, due to the In-fighting weakness! as it pleases before and/or after attacking. This unit may
Before the wounds are applied, the sword-masters make reform for 1 movement point.
their counter-attack, rolling 10D6, and needing 3+. They Horde – Only Infantry units may take this upgrade. This
roll 6 successes, and then re-roll the 4 failures, due their unit gains 10 additional wounds. When attacking, halve the
Elite strength, scoring 2 more for a grand total of 8 wounds. unit's remaining wounds to calculate the number of attacks,
Wounds are now applied. The sword-masters drop to 7 before adding any additional dice for Hero or similar.
wounds, and the wolf-riders are removed from play, as they Pikes – Only Infantry or Foot Knight units may take this
suffered 8 wounds from the elves, and did 2 wounds to upgrade. This unit may spend 1 Movement Point to gain
themselves as well! Pikes Set.
CASUALTIES Pikes Set: This unit gains +1 to wound against
When a unit loses it's last reminding wound, the unit it Light Cavalry, Heavy Cavalry and Monsters. If
immediate removed from play. Whenever one of your units this unit moves: remove Pikes Set.
is removed as a casualty, you may immediately either gain Shield Wall – Only Infantry or Foot Knight units may take
two mana dice, or draw a new fortune card. this upgrade. This unit may spend 2 Movement Points to
gain Shield Wall.
Shield Wall: attackers suffer a -1 to wound this
Strengths & Weaknesses unit. If this unit moves: remove Shield Wall.
Units may have additional strengths and weaknesses. These Stakes – Only Infantry, Missile Troops or War Machines
capture the unit's particular skills or shortcomings. They may take this upgrade. This unit gains Merciless if
may be innate skills or traits possessed by the unit, or they defending against Light Cavalry, Heavy Cavalry or
may be granted though magic or other means. Monsters. If this unit moves: discard this upgrade.
Many strength and weakness affect target numbers to Trample – If this unit destroys an enemy unit in close-
wound. Target numbers may never be reduced to less than quarters during an activation in which it moved more than
2+ or raised above a 6+. Once a dice has been "re-rolled", it
4
4", it immediately gains 4 movement points and may make a WAR MACHINES
second move after combat is resolved. War Machines cannot move, and always have the Stiff
Rangers – This unit ignores the effects of rough terrain. Breeze weakness, which is included in their points cost.
They may be given a second weakness, which may not be
Skirmishers – This unit may reform for free before or after Stiff Breeze, Slow, or Uncontrolled.
each Movement Point.
Indirect Fire – This unit may target a unit with a shooting
attack that it cannot draw line of sight to. If it does, the Magic
attack suffers a -1 to wound.
The purpose of the magic system in Hobgoblin is to change
Ambush – Only Infantry, War Beasts or Missile Troops impossible situations into winnable ones, to dramatically and
may take this upgrade. This unit may be held in reserve, unexpectedly shift odds, and replace moments of potential
rather than deployed at the start of the game. During any of staleness with ones of excitement and uncertainty.
your player turns after your first, when you have an
opportunity to activate a unit, you may place this unit WIZARDS
anywhere on the board that is more than 6" from an enemy In order to use magic, you must purchase at least one wizard
unit. This unit activates immediately. This unit does count for your army, as an upgrade to any unit. You may wish to
for the purposes of establishing the army's initial Breaking represent the upgrade on the battlefield by use of a token or
Point. nicely painted model. The unit with the upgrade is the unit
Mounted War Machine – Only Monsters or Chariots may that the wizard is lurking in, or perhaps the monstrous beast
take this upgrade. Range increases to 0-24". When making he is riding into the battle upon. This unit is then used for
a shooting attack, suffer a -2 to wound. the purposes of drawing line of sight and range for spells.
Missile Fire – Unit increases range to 0-10". When making SELECTING SPELLS
a shooting attack, suffer a -2 to wound.
Each wizard that you purchase in your army must select a
WEAKNESSES single school of magic. The selected school determines the
spells that that wizard is able to cast.
Clumsy – Re-roll successes when attacking. If a unit has
both Elite and Clumsy, they cancel each other out, and both BUILDING MANA
are ignored.
Mana is represented by dice. Use dice of another colour to
Weak – Remove one success, after re-rolls, when attacking. represent and track your mana. You gain mana dice in two
ways. Immediately before you activate your first unit in your
In-fighting – When attacking: the unit takes a wound for
player turn, you gain two mana dice. In addition, whenever
every 1 they roll (after any re-rolls). When fighting a unit
one of your units is removed as a casualty, you may
with Merciless, each '1' results in a single wound, not two
immediately either gain two mana dice, or draw a new
wounds.
fortune card.
Cowardly – When attacking: each roll of a 1, after re-rolls,
cancels out a success. CASTING SPELLS
When you select a unit to activate that contains a wizard,
Stiff Breeze – When defending at close-quarters, the
you have an opportunity to cast magic. You may cast magic
attacker may double the number of successes before wounds
before or after you have moved. You may cast magic before
are applied.
or after you have attacked.
Tiny – When attacking: -1 to wound anything that isn't
To attempt to cast a spell, name a spell, and select any
Tiny. When defending: the attacker gains a +1 to wound if
number of mana dice from your pool of available mana dice.
they are not also Tiny. Monsters may not take Tiny.
Roll the dice: the total of the results is your casting value. If
Uncontrolled – When this unit activates; if there is an the casting value is equal to or greater than the spell's target
enemy unit within 12": this unit must roll under the distance number: the spell is cast; resolve the spell's effect. If the
to the nearest enemy unit on 2D6 or immediately move casting value is less than the spell's target number: the spell
towards the nearest enemy unit, ending as close to that unit is not cast; do not resolve the spell's effects.
as possible. War Machines may not take this weakness.
Regardless of the target number, a roll of 4 or less is always a
Slow – This unit loses 1 Movement Point, (usually leaving failure when casting.
the unit with 3 MP). War Machines may not take this
After a casting attempt, whether successful or unsuccessful,
weakness.
you may not attempt to cast that spell again in the same
CHARIOTS game turn.
Chariots always have the Stiff Breeze weakness, which is TARGET NUMBERS
included in their points cost. They may be given a second
Most spells have target numbers that are dependant on the
weakness, which may not be Stiff Breeze.
current wounds of the target unit.
Cantrips require that you roll equal to or higher than a target
number equal to the current wounds of the target unit.
5
Makings require that you roll equal to or higher than twice Illusions – Making. Range 18". Target friendly unit gains
the current wounds of the target unit. the Illusions strength until beginning of caster's next player
turn. Illusions: When engaged with an enemy unit at close-
The most powerful spells, Cataclysms, affect more than one
quarters, establish the number of dice the attacker would
unit, and these always have a target number of 21.
roll, and the number that the defender would roll when
MAGIC & LINE OF SIGHT counter-attacking. Swap these numbers between the two
units before rolling. E.g. if the attacking unit would
All Cantrips and Makings require line of sight, as per a
normally roll 3 dice when attacking, and the defending unit
shooting attack, as they required you to target a unit.
would normally roll 10 dice when counter-attacking, the
Cataclysms do not require line of sight, and affect every unit
attacker now attacks with 10 dice, and the defender now
within range.
counter-attacks with 3 dice.
Visions of Death – Cataclysm. Every enemy unit within 12"
Schools Of Magic gains Cowardly until the start of the caster's next player turn
PENUMBAL
CONJURATION
Spectral Hand – Cantrip. Range 12”. Target friendly unit
Ice Blast – Cantrip. Range 18”. Target unit is reduced to 0 gains Flying until the beginning of the caster's next player
Movement Points until the end of its next activation. turn.
Fireball – Making. Range 18”. Target unit immediately Shadows Coil – Cantrip. Range 12”. Target friendly unit
suffers D3 wounds. gains the Defensive Position strength until the beginning of
Fire Storm – Cataclysm. Every enemy unit within 18" suffers the caster's next player turn.
D3 wounds. Death's Carriage – Making. Range 12”. Target friendly unit
gains both the Hero and Trample strengths until the
MALIDICTION
beginning of the caster's next player turn.
Weaken – Cantrip. Range 18". Target unit gains Weak until
the start of the caster's next player turn.
Shrink – Making. Range 18". Target unit gains Tiny until Fortunes
the start of the caster's next player turn.
In battle, some information is known, and some information
Decay – Cataclysm. Every enemy unit within 12" must roll is hidden. Some situations may appear to be clear, but then
under its current wounds on 2D6 or suffer D6 wounds. twist unexpectedly. Fortunes are "one shot" cards that allow
you to surprise your enemy with unexpected shifts in the
VITALITY
odds. They are dealt secretly at the start of the game, and
Growth – Making. Range 18". Target friendly unit gains held hidden in your hand for the right moment to arise.
Monstrous until the start of the caster's next player turn.
Each player draws one Fortune Card for each 1000pts (or
Healing – Making. Range 18". Target friendly unit gains part thereof) in their army, and then two more if his general
D3+2 wounds, to a maximum of its starting wounds. is the Tactician.
Breath of Life – Cataclysm. Every friendly unit within 12" In addition, whenever one of your units is removed as a
regains D3 wounds, to a maximum of its starting wounds. casualty, you may immediately either gain two mana dice, or
draw a new Fortune Card.
NECROMANCY
By My Will – Cantrip. Range 12". Target unit may ignore You may play Fortune Cards from your hand at various
any weaknesses it possesses until the start of the caster's next times, as indicated on the cards. You must nominate a unit
player turn. when you play the Fortune Card. Most fortunes may be
played on either friendly or enemy units, unless noted.
Re-stitch – Making. Range 12". Target friendly non-
monster, non-war-machine unit gains D6 wounds, which FORTUNE CARDS
may cause the unit to exceed its starting wounds. Shock and Awe – Play at the start of any combat. The
Raise Dead – Cataclysm. Place a new unit of Infantry with defending unit may not counter-attack during this combat.
the Clumsy weakness, and no other upgrades, anywhere Discard after use.
within 12". Placement of this new unit does not cause the Moment of Glory – Play at the start of any combat. This
army's breaking point, which is established at the start of the unit gains Elite until the end of the current player turn.
game, to be recalculated, but it does count for the purposes of Discard after use.
establishing if the army is currently broken or not.
Eldritch Protection – Play when a unit would be affected by
ILLUSION a spell. This unit ignores the effect of the spell. Discard
Spectral Horrors – Cantrip. Range 18". Target friendly after use.
unit gains Merciless until the start of the caster's next player Against All Odds – Play when a unit looses its last wound.
turn. Ignore all damage done to this unit. This unit now has 1
wound remaining. Discard after use.
6
Out Maneuvered – Play during the deployment phase, on a Healing Potion – Play at any time. The unit immediately
friendly unit that has already been deployed. Pick this unit regains 2 wounds, to a maximum of its starting wounds.
up and deploy it again. This counts as a unit deployment. Discard after use.
Discard after use.
Vanguard – Play at the end of the deployment phase, before
the first game turn begins. This unit may make an Determining Victory
immediate move. Discard after use.
STRATEGY CARDS
Cape of Despair – Play after an attack fails to wound a
friendly unit with an attack. The attacking unit immediately During setup of the game, randomly deal each player one of
takes 1 wound. Discard after use. the three Strategy Cards face down. Each Strategy Card has
a set of four victory conditions on it, which the player will
Terrifying Roar – Play at any time. Enemy units may not need to complete in order to earn victory points.
end a move within 3" of this unit, until the start of your next
player turn. Discard after use. STRATEGY CARD 1 – SLAUGHTER
Strong Wind – Play after a shooting attack wounds a 1. Kill the Commander
friendly unit. This unit may ignore the effects of this 2. Capture the Battle Standard
shooting attack. Discard after use. 3. Eliminate a Unit Type (secret)
4. Break the Enemy
Drive Them Back – Play after a unit wounds an enemy unit
with a shooting attack. The enemy unit is immediately STRATEGY CARD 2 – BESIEGED
pushed 4" directly backwards, stopping if it comes into 1. Capture the Battle Standard
contact with blocking terrain or another unit. Discard after 2. Hold Them Back
use. 3. Capture Landmark (secret)
Heroic Last Stand – Play when you are defending against an 4. Break the Enemy
enemy unit with more wounds remaining than your unit.
STRATEGY CARD 3 – TAKE GROUND
Your unit rolls 10 dice during its next counter-attack.
Discard after use. 1. Capture Three Quarters
2. Hold Them Back
Assassin – Play at any time. This unit gains Hero until the 3. Capture Landmark (secret)
end of the current player turn. Discard after use. 4. Break the Enemy
War Cry – Play at any time. This unit gains Frenzied until
the end of the current player turn. Discard after use. ENDING THE GAME
At the end of any unit's activation, if the opposing army is
Magic Sword – Play at any time. This unit gains +1 to
broken, you may reveal your Strategy Card and end the
Wound until the end of the current player turn. Discard
game immediately.
after use.
Daring Charge – Play at any time. This unit gains Trample VICTORY POINTS
until the end of the current player turn. Discard after use. At the end of the game, each player is awarded victory
points for the victory conditions he has completed on his
Feint – Play when a unit ends a movement point within 1"
own Strategy Card. He may not claim points for victory
of a unit it considers an enemy. The selected unit is
conditions not on his card.
immediately pushed 4" backwards. Discard after use.
Improvised missiles - Play at any time. This unit's range is
now 0-8" until the end of the current player turn. Discard Victory Conditions
after use.
Magic Shield - Play when a unit would suffer a wound. BREAK THE ENEMY
Discount one success before removing wounds. Discard Each army has a breaking point. An army is considered
after use. broken when more than 75% of its starting points value have
Magic Banner - Play when a unit would suffer wounds. been destroyed, or there is only one unit remaining. E.g. a
Halve the number of wounds suffered, rounding up. 3000 point army has a breaking point of 2250 points. If the
Discard after use. points value of units from this army removed from play
reaches or exceeds this number then that army is
Redeploy – Play at any time. The unit gains +2 Movement immediately considered to be broken.
Points until the end of the current player turn. Discard after
use. If you break the enemy, you may claim 1VP.
Scroll Of Occult Knowledge – Play when a unit makes a KILL THE COMMANDER
casting attempt. This unit gains +6 to this casting attempt. If you kill the enemy commander, you may claim 2VP.
Discard after use.
7
CAPTURE THE BATTLE STANDARD holding at the end of the game. They lose 1VP if there
If you capture the Battle Standard, and are holding it, you army is broken. In case of a tie, the player whose army is
may claim 2VP. If you have dropped it, you cannot claim not broken wins. In case of a tie at this point, the players tie
the victory points. for victory.
0 – 24"
0 – 1"
0 – 1"
0 – 1"
0 – 1"
RANGE
RANGE
RANGE
RANGE
RANGE
2"
2"
2"
2+
3+
4+
4+
5+
2.5"
Infantry
Open
Open
Open
Open
3+
2+
3+
3+
5+
Missile Troops Missile Troops Missile Troops Missile Troops Missile Troops
3+
4+
5+
5+
6+
Foot Knights Foot Knights Foot Knights Foot Knights Foot Knights
6+
3+
4+
4+
5+
Light Cavalry Light Cavalry Light Cavalry Light Cavalry Light Cavalry
2"
Rough
4+
5+
6+
6+
6+
Heavy Cavalry Heavy Cavalry Heavy Cavalry Heavy Cavalry Heavy Cavalry
Chariot
INFANTRY
INFANTRY
6+
6+
6+
6+
6+
Monster Monster Monster Monster Monster
1.5"
1.5"
1.5"
1.5"
FOOT KNIGHTS
Missile Troops
6+
Rough
Rough
Rough
Rough
5+
4+
5+
5+
6+
2+
2+
2+
6+
War Machine War Machine War Machine War Machine War Machine
3+
3+
3+
3+
War Beast War Beast War Beast War Beast War Beast
0 – 1"
Open
RANGE
0 – 1"
0 – 1"
RANGE
8 – 48"
0 – 10"
RANGE
RANGE
RANGE
-
3"
3"
4+
5+
2+
5+
2+
2.5"
Open
Open
Open
Open
Infantry
6+
4+
2+
4+
3+
Missile Troops Missile Troops Missile Troops Missile Troops Missile Troops
4+
6+
4+
5+
3+
Foot Knights Foot Knights Foot Knights Foot Knights Foot Knights
6+
4+
3+
4+
4+
Light Cavalry Light Cavalry Light Cavalry Light Cavalry Light Cavalry
2.5"
Rough
4+
6+
4+
5+
4+
Heavy Cavalry Heavy Cavalry Heavy Cavalry Heavy Cavalry Heavy Cavalry
Monster
3+
6+
5+
6+
War Beasts
4+
-
War Machine
3"
2"
2.5"
LIGHT CAVALRY
HEAVY CAVALRY
Rough
Rough
Rough
Rough
4+
5+
4+
4+
2+
4+
2+
4+
2+
2+
War Machine War Machine War Machine War Machine War Machine
6+
4+
3+
4+
War Beast War Beast War Beast War Beast War Beast
ILLUSION
CONJURATION
Spectral Horrors – Cantrip. Range 18". Target friendly
Ice Blast – Cantrip. Range 18”. Target unit is reduced to 0
unit gains Merciless until the start of the caster's next player
Movement Points until the end of its next activation.
turn.
Fireball – Making. Range 18”. Target unit immediately
Illusions – Making. Range 18". Target friendly unit gains
suffers D3 wounds.
the Illusions strength until beginning of caster's next player
Fire Storm – Cataclysm. Every enemy unit within 18" suffers turn. Illusions: When engaged with an enemy unit at close-
D3 wounds. quarters, establish the number of dice the attacker would
roll, and the number that the defender would roll when
counter-attacking. Swap these numbers between the two
units before rolling. E.g. if the attacking unit would
MALIDICTION
normally roll 3 dice when attacking, and the defending unit
Weaken – Cantrip. Range 18". Target unit gains Weak until would normally roll 10 dice when counter-attacking, the
the start of the caster's next player turn. attacker now attacks with 10 dice, and the defender now
Shrink – Making. Range 18". Target unit gains Tiny until counter-attacks with 3 dice.
the start of the caster's next player turn. Visions of Death – Cataclysm. Every enemy unit within 12"
Decay – Cataclysm. Every enemy unit within 12" must roll gains Cowardly until the start of the caster's next player turn.
under its current wounds on 2D6 or suffer D6 wounds.
PENUMBAL
VITALITY Spectral Hand – Cantrip. Range 12”. Target friendly unit
Growth – Making. Range 18". Target friendly unit gains gains Flying until the beginning of the caster's next player
Monstrous until the start of the caster's next player turn. turn.
Healing – Making. Range 18". Target friendly unit gains Shadows Coil – Cantrip. Range 12”. Target friendly unit
D3+2 wounds, to a maximum of its starting wounds. gains the Defensive Position strength until the beginning of
the caster's next player turn.
Breath of Life – Cataclysm. Every friendly unit within 12"
regains D3 wounds, to a maximum of its starting wounds. Death's Carriage – Making. Range 12”. Target friendly unit
gains both the Hero and Trample strengths until the
beginning of the caster's next player turn.
NECROMANCY
By My Will – Cantrip. Range 12". Target unit may ignore
any weaknesses it possesses until the start of the caster's next
player turn.
Re-stitch – Making. Range 12". Target friendly non-
monster, non-war-machine unit gains D6 wounds, which
may cause the unit to exceed its starting wounds.
Raise Dead – Cataclysm. Place a new unit of Infantry with
the Clumsy weakness, and no other upgrades, anywhere
within 12". Placement of this new unit does not cause the
army's breaking point, which is established at the start of the
game, to be recalculated, but it does count for the purposes of
establishing if the army is currently broken or not.
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Building an Army Quick Reference
A unit costs a basic amount of points, based on its unit type.
A strength costs a number of extra points, and a single unit
Movement Movement Rate Attack
may not buy more than two strengths. A weakness Points Range
Open Rough
discounts the cost of the unit by an amount, and a single
Infantry 4 2" 1.5" 0–1"
unit may not buy more than one weakness.
Missile Troops 4 2" 2" 0–24"
We recommend both players select an army of equal points
Foot Knights 4 2" 1.5" 0–1"
values, with 3,000 to 4,000 points providing a game of
between 60-120mins. Light Cavalry 4 3" 2.5" 0–10"
Heavy Cavalry 4 2.5" 2" 0–1"
You do not need to pay for your Commander or Battle
Standard: those come for free. Otherwise, there are no Monster 4 2.5" 2.5 0–1"
restrictions on army composition. Chariot 4 2.5" 1.5" 0–1"
War Machine 0 - - 8–48"
War Beasts 4 3" 3" 0–1"
Army List
Unit Type Points
Infantry 250
Missile Troops
Heavy Cavalry
War Machine
Light Cavalry
Foot Knights
Missile Troops 250
War Beast
Monster
Infantry
Foot Knights 430
Chariot
Light Cavalry 370 ! Attacker
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