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DE BELLIS FANTASTICUS-HERE THERE BE DRAGONS II

CONTENTS
0
0. INTRODUCTION....................................................2
1
1. DESIGN PHILOSOPHY..........................................2
2
2. DBF DEFINITIONS.................................................3
3
3. REPRESENTATIONAL SCALES...........................2
3.1 TROOP RAPRESENTATION AND DEPICTION
..................................................................................3
4
4.1 CREATURE DEFINITIONS.................................3
4.2 AERIAL..................................................................6
4.3 LAND BOUND ELEMENTS................................7
4.4 GRADE DEFINITIONS.........................................3
4.5.2 MAGI and CLERICS.........................................10
4.6 SPELLS AND MAGICAL RANGED ATTACK.11
4.6.1 MAGIC ABILITIES..........................................11
4.6.2 MAGICAL RANGED ATTACK......................12
4.6.3 SPELL LIST......................................................12
4.7 EXCHANGING MOUNTED AERIAL AND
FOOT ELEMENTS................................................16
4.8 AERIAL LANDING FORCES.............................16
5
5. ORGANIZING AN ARMY....................................16
5. PREPARING FOR BATTLE.................................18
5.1 ELEMENT BASING............................................16
5.2 DOUBLE WIDTH................................................16
5.3 EXTENDED DEPTH...........................................17
6
6.1 TIME OF DAY OR NIGHT.................................19
6.2 WEATHER...........................................................19
6.3 VISIBILITY.........................................................19
6.4 DEPLOYMENT...................................................19
6.5 OFF TABLE FLANK MARCHES.......................19
7
7.1 SEQUENCE OF PLAY........................................20
7.10 MOVING THROUGH FRIENDLY TROOPS OR
GAPS......................................................................23
7.12 DISTANT SHOOTING INVOLVING FLYING
ELEMENTS............................................................23
7.13 CLOSE COMBAT..............................................23
7.14 CLOSE COMBAT INVOLVING FLYING
ELEMENTS............................................................24
7.17.3 Combat outcome between airborne elements and
swooping attacks.....................................................24
7.17.4 Other combat outcomes...................................26
7.18 DESTROYED ELEMENTS...............................27

7.19 RECOILING ELEMENTS.................................27


7.20 FLEEING ELEMENTS......................................27
7.21 PURSUING ELEMENTS...................................27
7.23 LOST ELEMENTS.............................................28
7.24.1 Break factor modifiers.....................................28
7.3 PLAYER INITIATIVE POINT DICING.............20
7.4 ALIGNMENT AND UNRELIABLE ALLIES....20
7.6 TACTICAL MOVES FOR AERIAL....................20
7.6.1 Single element moves........................................20
7.6.3 Movement restrictions.......................................21
7.7 MARCH MOVES.................................................22
7.8 SPONTANEOUS ADVANCE.............................22
8
8. THE ARMY LISTS................................................29
8.1 CREATING AN ARMY.......................................29
8.2 ALIGNMENT.......................................................29
8.3 ALLIED COMMANDS........................................29
A
APPENDIX 1........................................................75, 76
B
Blades............................................................................8
Bowmen........................................................................8
C
Cavalry..........................................................................8
Combat............................................................................
close...........................................................................8
E
Expendables..................................................................8
K
Knights..........................................................................8
L
Light troops.....................................................................
auxilia........................................................................8
light horse..................................................................8
N
Naval.............................................................................8
P
Pikes..............................................................................8
R
Rear...............................................................................8
Rear support..................................................................8
S
Skirmishers......................................................................
psiloi..........................................................................8
Spears............................................................................8
W
Warband........................................................................8

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0. INTRODUCTION
Welcome to DBF, a game that should go some way to giving the fantasy wargamers a more
comprehensive and logical system, that does not belittle or add silliness to the rules for the sake of calling it
a fantasy game. DBF has been written specially for players of DBM with a fantasy twist to it so wargamers
can add something a little bit more colourful to existing armies.
Version II has come about due to input via email, snail mail and meetings of like minds at shows.
All kinds of ideas have been exchanged and requests made for additions. Consequently changes have come
about to some things, while new troop types have been created to better reflect fantasy creatures. The style
of this version has become orientated towards providing more rules for fantastical creatures and to enable
players to customise them. Many of the restrictions in the first version where to keep things balanced, but
player preferences have brought about many new changes.
DBF uses a tried and tested system as the basis for the rules mechanism called De Bellis
Multitudinis. DBM continues to evolve Apace and as before DBF can be played using any version with only
a little adjustment. As this system works very well we have tried to change as little as possible to maintain
play balance but still give you the flavour of fantasy gaming, with Mythical creatures that fly, Magi that help
on a tactical level, Gods that make a brief guest Appearance and Heroes who arewellheroic.
The races are given their own army lists which provides the colour and feel that they will need e.g.
Elves have a large number of Superior Bow and the Undead have a Unique classification allowing for the
Unpredictability of their moral effects and their grip on reality. Beasts have a new category, new rules for
Demonic and Angelic elements, addition of Sneakers and finally the ground itself may come alive.
Copyright Madan M Mitra, Peter Denham & Mark Stannard 1997 - 2004
1. DESIGN PHILOSOPHY
As stated in the introduction DBF is a supplement of the well known and (in)famous DBM
Wargames rules for Ancient and Medieval battles; this choice is not casual, as the vast majority of fantasy
warfare is set in a pre-technological environment, when human bravery was not defied by wily things like
gunpowder or laser, well described by DBM system.
The aim is to produce a highly generic and adaptable set of fantasy wargame rules, enabling players
to simulate different types of monsters, magic and creatures. So DBF is not tied to specified works of
fiction, folklore and cinema; this is the greatest difference in scope between DBF and HOTT, and makes it
more diverse than DBM and DBA.
In order to simulate creatures, which add the most colour to any table, but without making them over
the top, we have used existing DBM troop types as models to reproduce the desired effect of combat result.
E.g. the Ogre and Griffins uncontrollable, ferocious nature and their effects on ranks of ordered troops are
similar to those of the Warbands and Knights but the Beasts required a little tweak.
For larger creatures the Elephant model fits the bill very well, because of its effect on men and the
combat factors for them includes any bonus it would have received for any moral effects. This similarity
doesn't mean that Elephants and Dragons behave in the same manner on battlefield and so their effectiveness
on tabletop will not be the same. This misconception is avoided in DBF via special rules for them.
Another big problem is, to render the battlefield impact of aerial creatures, without making them too
powerful, but we can trace a parallel with modern aerial warfare. In DBF et al they are very good at
interdiction, delay and vertical encirclement missions, like our modern helicopters, but they are hampered by
communication difficulties (air control is always a problem in aerial warfare, especially without Air
Liaison Teams and Flight Controllers). It is true that armies without aerial elements are at disadvantage
against armies with air capacity, but this is not such a bad thing; consider the effects of lacking air power in
modern warfare.
Regarding Magic, the aim is for the Magus to assist but not to dominate the game has proved to be
quite popular. So in this version we have enlarged the number of spells and hope that players can find some
newer uses to put them to. There are also the new 'Enchanted Terrain' rules that allow a terrain feature to
have a magical ability such as an Enchanted Wood. The vast and varied world of fantasy allows for a lot of
variability.
Because it has not been possible to incorporate DBF into DBM we have had to put into effect 'Plan
B', which is to change the style and layout to allow better integration of DBF into DBM and pick out more
easily the subject matter. Where you expected to read about PIP dicing in DBM, you will now find it in the
same general section and layout as DBM.
2. REPRESENTATIONAL SCALES
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2.1 TROOP REPRESENTATION AND DEPICTION


Typical DBF elements represent a number of fantasy troops or beings, usually formed in a single
rank or in an unformed mass, such as 100 to 250 Beasts, 25 to 50 Large Humanoids, 15 to 30 Flyers, 1 to 5
Flying Vehicles, 1 Behemoth (flying or not) or 1 Giant. These figures may be altered depending on
individual size. So when you see an element of Ogres get destroyed by what looks like puny men remember
the number of troops involved in the combat. Unicorns, Heroes and Magi are obvious exceptions
representing only one individual and their escort, if any.
3. DEFINITIONS
3.1 DBF DEFINITIONS
Airborne Elements: Are any element that are currently classed as Flying at March or Attack Height.
Grounded Elements: Aerial elements that have landed.
Aerial Elements: Are any element with a flying capability.
Ground Elements: Are elements that cannot fly.
Attack Height: This refers to the relative position of an aerial element when flying low enough to engage
and be engaged by ground elements and is usually below the treetops but still airborne.
March Height: This refers to the relative position of an aerial element when flying high enough to ignore
all elements at Attack height or on the Ground and cannot be affected by them or be able to affect them.
Base Cost: This refers to the cost (AP) of an element that has had no improvements, alterations or additions.
Associated Command: Is a command that a Hero or Magus has, for the time being attached itself to.
Break Factor: Is defined as one third of a commands original equivalent elements i.e. 15 elements equals a
Break Factor of 5, a Hero, for example would increase this to 6 and a Magus would further increase this to
7.
Fantastical Creatures: All beings or troops not already covered in DBM and specific to DBF. They are
represented by the new DBF elements (Behemoths, Flying Behemoths, Giants, Flying Vehicles, Flyers,
Winged Humanoids, Large Humanoids, Beasts and Elementals). By new DBF grades (Racial), (Undead),
(Angelic) & (Dimensional), by individual elements such as Hero, Paladin, Magus, Clerics, Unicorn,
Sneakers and finally by giving an element Spells or Ranged Attack or by a combination of above also with
typical DBM elements i.e. WWg (I) with a Magical Ability.
Quick Killed: Elements that if just beaten in combat outcome table are destroyed by certain other elements.
Kill Zone: The area where elements are destroyed due to the destruction of other elements as stated in
DBM's DESTROYED ELEMENTS; in DBF kill is synonymous of destroy in DBM terms.
Magic User (MU): Any element using a Magical ability (for example a WWg (I) with a magical ability or a
Magus). Magical Abilities are listed in the SPELL LIST.
Double Width (DW): This refers to any element that has had its base width Doubled in size.
Double Depth (DD): An element that has had its base depth Doubled in size.
3.1 CREATURE DEFINITIONS
This section defines exactly what the elements consist of. By their very nature they can be
interpreted as different types according to each player's conception (or book) so some creatures will crop up
as different elements. These elements therefore must be more flexible than classifications given in DBM,
consequently new grades such as (R) for Racial have been created to suite certain races.
Aerial - Flying Behemoths, Flying Vehicles, Flyers, Winged Humanoids and the Air Elemental.
Mounted - Behemoths, Beasts, and Unicorns, , .
Foot - Large Humanoids, Giants, Sneakers, Water/Earth/Fire Elementals, Magical Baggage and Enchanted
Elements.
3.2 DBF GRADE DEFINITIONS
Angelic (A), elements represent a divine power or its servants that have manifested themselves on the prime
material plane. They receive a +1 to CF if their score is less than that of the enemy in close combat, shooting
or shot at, or of their score is equal to (O) or (F) opponents of shooting, or 1 more than (S) opponents
Artillery (R) - 7 AP
Representing Ratmen Jezzails, plus other long range rifled firearms and Dwarven Bazooka crews and other
hand held rockets that are more advanced and manoeuvrable than Art (I) and have a longer range than
Handgunners and arquebuses. They inflict and suffer combat outcomes as Art (I) and like other Art (I) they
can only fire in their own bound and have a range of 200 paces, however they count as Bw (O) for
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movement, they do not pay the extra +1 pip for artillery moving; they can move and shoot in the same
bound. They are always regular.
Blade (R), 8Ap Regular, 6AP Irregular
Comprising Dwarven, High Elven and Dark Elf infantry, equipped similarly to Bd (O), but with a large
proportion of individuals using minor magical weapons and armour, such as Rune Axes, poisoned scimitars
and magical Mithril, Elven or Dark Elf mail. They are accomplished at dealing with enemy warbands, such
as orcs and ratmen, large humanoids such as Ogres and Trolls and behemoths, such as dragons and wyverns.
They are treated as Bd (O) in all respects except that enemy Flying Behemoths, Behemoths, Large
Humanoids and warband do not destroy them in their own bound.
Bow (E), 8AP Regular, 6AP Irregular
Representing the majority of massed Elven archers, whose skill with a longbow is unmatched by any other
race. To reflect their almost magical ability with bows made from legendary wood they receive a bonus of
+1 to shooting if they score more than theyre opponents shooting after which any opponents (F), (I) or (S)
factors are Applied. In all other circumstances they are classed as Bow (S).
Bow (G), 9AP if Regular, 7AP if Irregular
Representing elite Elven Guards, equipped with Longbows and emphasising shooting, but drilled to fight in
close cooperation with Elven Guard heavy infantry regiments. Bow (G) can shoot from a rear rank behind
Blade (R) as a single rank of Bow (E) and provide a rear support to Blade (R) in close combat as Ps (O) if
expressly permitted in their army lists. When acting as supporting Ps (O) they will not be passed through if
the Bd or Pl they are supporting is recoiled in close combat. However they may pass through, or be passed
through by Bd or Pl in the same or opposite direction as per the main DBM rules.
Polearms
Representing heavy foot armed with halberds, bills or other polearms. They are more effective than blades
in close combat against mounted opponents but are more vulnerable to missile fire due to lack of shields.
They can be regular or irregular and (S), (O), (F) or (I).
Polearm (R), 8Ap Regular, 6AP Irregular
Comprising Dwarven, High Elven and Dark Elf infantry, equipped similarly to Pl (O), but with a large
proportion of individuals using minor magical weapons and armour, such as magical Mithril, Elven or Dark
Elf mail. They are accomplished at dealing with enemy warbands, such as orcs and ratmen, large humanoids
such as Ogres and Trolls and behemoths, such as dragons and wyverns. They are treated as Pl (O) in all
respects except that enemy Flying Behemoths, Behemoths, Large Humanoids and warband do not destroy
them in their own bound.
Bow (H), 8AP Regular,
Representing elite Sea Elf merchant companies, equipped with heavy spear or two-handed sword, plus
shield and Longbow (all of which are often magical) and wearing magical Elven mail. They are treated as
Bow (E) when in close combat with any mounted, aerial or shooting, or being shot at, and as Spear (R)
when in close combat against any foot or naval. When fighting as Sp (R) they can provide and receive rear
support from other Bw (H) elements, or if the army list expressly permits it, from Ps (O). They are always
regular.
Bow (W), 6AP Irregular
Representing the Wood Elves known for their almost magical speed, manoeuvrability and archery skills.
They are considered to be in a dispersed formation and are therefore a faster and more manoeuvrable troop
type, whilst their shooting abilities are such, that they are still counted as massed bow. They count as
Auxilia for all movement and terrain purposes but when in close combat or shooting they are considered as
Bow (O). They are always irregular.
Cavalry (R), This grade is specifically meant to represent the ultimate fusion of Man and Horse, the
Centaur, they were known as great archers and always depicted with a bow. They operate exactly as Cavalry
(O) but can shoot up to 200 paces, when shooting; they do so as Bow and can provide and receive rear
support. When they are shot at, they count as mounted.
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Demonic (D), Representing different demons, from princess to lesser demons, from the different planes of
hell and the abyss and are not from the prime material plane. They are incredibly powerful and are capable
of overwhelming creatures of a similar size, which are not of a demonic or angelic nature. They receive a +1
to their CF if their die roll is higher than that of their opponent.
Horde (R), This grade is specifically meant for the Horde Masters List. These elements behave and use
rules in exactly the same way as Horde (F) except that they receive +1 in close combat for each 2 nd or 3rd
rank of the same grade. They may also be 'Recycled' and bought back into the battle as per the rules laid
down in the Horde Masters army list.
Knight (E) 13 Regular, 11 Irregular
Comprising Elven knights, riding Elven steeds, armed with lance and sword (often magical) and wearing
Elven mail, which although as light as leather or light mail corselets is as strong as mail and plate. Also
Elven war chariots made from Lueralorne wood, which is as strong as Iron, but very light, pulled by 4 Elven
steeds, with a crew of 4, comprising driver, archer, spellsinger and knight with lance. They are treated as
Kn (F) for all movement, and as Kn (O) for all combat outcomes. They can be regular or irregular.
Knight (R) 15 Regular, 12AP Irregular
Warriors mounted on large carnivorous mounts, such as giant spiders, raptors & giant lizards, dire wolves,
sabre tooth tigers & other large predators; or chariots pulled by any of the creatures mentioned above. They
are capable of defeating all but the best enemy mounted forces quickly and are highly effective against
infantry, due to the fear caused by the beasts. Their destructive nature entitles them to a +1 in close combat
if their die score is higher than their opponents, except elephants and behemoths, in all other circumstances
they are as (O) grade. Moreover they have deeper bases, due to the size of their mounts and to simulate their
poorer mobility compared with other knights. They can be regular or irregular.
Spear (R) 6 Regular, 5AP Irregular
Representing High Elven, Wood Elf and Dark Elf infantry, equipped similarly to Sp (O), but with a large
proportion of warriors carrying minor magical weapons and armour, such as Singing and poisoned spears
and magical Elven or Dark Elf mail; whilst being accomplished at dealing with enemy warbands, such as
Orcs and ratmen, and large humanoids such as Ogres and Trolls. They are treated as Sp (O) in all respects
except that enemy Flying Behemoths, Behemoths, Large Humanoids & warband do not quick kill them in
their own bound.
Warband (R), Representing Orc warriors, heavily armed with a mixture of heavy cutting and crushing
weapons and throwing spears and axes, and heavily armoured, but able to cover distances far quicker than
similarly equipped soldiers from other races. They count as any other (O) grade of Warband but move 50
paces faster.
War Wagon (I), in a land where magic exists, a Holy Relic can inspire armies beyond normal abilities and
contain a great power similar to The Ark of the Covenant or a powerful ancient artefact. To represent this
power a War Wagon (I) may buy a Magic Ability.
NB, All War Wagons may be Double Depth and Double Width if purchased. Additionally, (X) and (I)
may also purchase a Ranged Attack.
War Wagon (R) 18 AP
Representing Dwarven and similar mechanical tanks and other large War Wagons mounting a large
projectile weapon, whilst being heavily armoured and capable of fending off attacks at close range by
multiple missile armed crew and escorting infantry. They count as Artillery (F) or WWg (O) when shooting
in their own bound and as WWg (O) when shooting in an enemy bound and for movement and when in
Close combat or shot at. They are always regular.
Undead (U), Comprising all non-ethereal undead creatures, such as skeletons, zombies, ghouls and ghasts,
but not ethereal undead such as wraiths, ghost and spectres, which are covered by the (W) category. These
frightening creatures cause fear in living creatures and suffer from instability, as they are summoned from
their dead to the material plane. They can cause enemy units not used to fighting them or of low morale to
break and withdraw, but they can also be destroyed more quickly than conventional troops if the magic
surrounding them is disturbed. Accordingly, when in close combat against (U) elements the player that
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rolled the highest value automatically gains a +1 to their CF (so in effect a die roll of 6 becomes a 7 if the
opponent rolled 5 or less). If both players rolled the same value then no +1 is Applied. Once the (U) grade
has been Applied normal DBM combat and support modifiers are Applied with the (U) element considered
as (O). They still possess the abilities of the element itself such as spontaneous advance and any of the close
combat or shooting outcomes associated with that type. They are always regular, except FBe, Be, WHm,
Bst, LHm, Hd, Gi, El & Wb (U), which are always irregular. Irregular elements are treated as (O)
equivalents, to determine whether they are impetuous or not. Their cost is identical to (O) equivalents.
Superior Undead (SU) Comprising all ethereal undead, such as wraiths, wights, spectres, banshees, ghosts;
and other powerful non-ethereal undead, such as skeleton Lords, Vampires and Liches. They are more
powerful and are classed as (S) as they do not suffer from instability. Accordingly, when in close combat
(SU) elements that rolled a higher value automatically gains a +1 to their CF (so in effect a die roll of 6
becomes a 7 if the opponent rolled 5 or less). In all other circumstances (SU) elements are considered as
(S). They are always regular, except for FV and Fl, which are always irregular. Their cost is 1 point extra
than their (S) equivalents, except FVs & flyers, which cost 2 points extra than (S) equivalents.

3.3 AERIAL ELEMENTS


Flying Vehicles (FV), including Giant Balloons, Steam Driven vehicles, Magically Enhanced vehicles,
Flying Behemoth with a basket or howdah or those Pulled by Flocks of Birds, All have some form of
magical construction so may purchase a single Magical Ability. They are always irregular.
Superior(S): Strong sturdy vehicles or equivalent beings with large marine contingents, magical rams and
other giant close combat weapons such as giant grapples, mechanical flails & scythes: plus
fire siphons, cauldrons of boiling oil and artillery, such as anti-gravity ships, Zeppelins,
heavy winged galleys, or large flying beasts carrying artillery.
Ordinary(O): Smaller version of the above with fewer crew and marines and shooting capability such as
gas balloons, smaller winged galleys and air ships.
Inferior(I):
Poorly constructed flying vehicles or lesser beings, which are poorly crewed or defended.
Fast(F):
Small, light and fast, usually only 1 or 2 man vehicles, such as gyrocopters and Flying
Carpets.
Flying Behemoths (FBe), are the stuff of legends and myths such as Dragons, Avatars, Greater Demons and
Archangels. They usually have some form of magical power, so all have a Ranged Attack and may purchase
Magic Abilities. They are always irregular:
Superior(S): These are the Great Dragons of legends and myths such as the classical Fire Breathing
Dragon, Avatars or Great Demon of the nether reaches, good Gods tend to inspire mortals to
be heroic and save the day (although the Arch Angel has been known to make an
Appearance if sufficiently put out). They may be upgraded to a Mage if allowed in the
army lists.
Ordinary(O): Lesser Dragons, Giant manticores or just a very big aggressive creatures that may have up to
3 Magical Abilities.
Inferior(I):
Wyverns or giant versions of Flyers such as the Roc or other large flying beasts that are not
a match for a Dragon but can put smaller Flyers to flight (pun intended).
Fast(F):
The Giant Feathered Serpent of Aztec Mythology or anything similar.
Flyers (Fl), are creatures of the air able to fly on their own power such as Griffins and Pegasi. Flyers may
have a rider who will improve their fighting ability according to parameters set below i.e. a Pegasi is (I) but
with a Wraith sitting on it will make it an (S). They receive a +1 in close combat if their die score is higher
than their opponents, except elephants, aerials and behemoths, or if they are fighting in strong winds. They
are always irregular:
Superior(S): Creatures that can be twice the size of a horse with a ferocity to match such as Manticores
and Griffins or anything with a Wraith or other Exceptional rider.
Ordinary(O): Can be Elementals such as Air and Fire or any lesser creature with an Ordinary rider.
Inferior(I):
Clumsy creatures not designed to fly and lacking the ferocity of (S) such as Pegasi.
Fast(F):
Giant Eagles, Pterodactyls and the like who are unmatched in speed and agility.
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Exception(X): Bad tempered and extremely aggressive flocks of small flying creatures that like to enter
into close combat such as Hollywood Vampire Bats, Irate Crows and Nasty Little Winged
Creatures from Somewhere Nasty. They are graded as (I) to all, but (S) to all ranged attacks,
including that of artillery.
Winged Humanoids (WHm), are creatures that rely on their speed and agility to out manoeuvre enemy and
harass ground enemy and to engage other airborne elements. This category also includes Magic Carpets with
Missile capabilities or a Magus. They can all have rear support of the same type and grade; this simulates an
organised mobbing attack. They are always irregulars.
Superior(S): These could be the likes of Lesser Demons and Minor Angels who may purchase a 'Ranged
Attack', this represents the possible magical powers they may have. May be a Flying Carpet
with an exceptional rider.
Ordinary(O): These are likes of Gargoyles or other well trained winged races such as harpies. A Flying
Carpet with an ordinary rider slides into this category.
Inferior(I):
Any creature that is weaker than those mentioned above or is of a cowardly nature, such as
mutated winged goblins. Carpet with an inferior rider anyone?
Exception(X): This grade represents swarms of insects, very small Winged Humanoids or other similar
creatures. They are graded as (I) to all, but (S) to all ranged attacks, including artillery.
3.4 LAND BOUND ELEMENTS
Behemoths (Be), are all those gigantic creatures whether fantasy based or mundane that do not fly such as
Great Cave Wyrms (wingless dragons) and some flightless Demons, Hydras, Dinosaurs, Mammoths and any
Elephant that is posing as a fantasy creature or needs its base size altered. (A), (D), (S) & (O) have Ranged
Attacks or up to 3 Magic Abilities as detailed below. They are always irregular:
Superior(S): The Great Cave wyrms (wingless dragons) and the Great Demon that may have up to 3
Magical Abilities or be a full Magus if allowed in the army lists, and they have a Ranged
Attack. Others in this category may be an exceptionally fearsome monster, such as a that do
not have Magic Abilities.
Ordinary(O): Basilisks and other innately magical creatures that may have up to 3 Magical Abilities and
they posses a Ranged Attack. Other creatures in this category may be the likes of the Hydra.
Inferior(I):
Mammoths & Rhinos, or other slow-witted beasts, such as slow bulky dinosaurs that
primarily rely on bulk and brute force.
Fast(F):
T-Rex, nuff said.
Exception(X): Any of the above that have howdahs or mount any form of artillery, this does tend to cramp
the beasts preferred style of fighting. They shoot and inflict shooting outcomes as if (F)
artillery, but suffer outcomes as if (I) behemoths. They are treated as (I) Behemoths in all
other circumstances.
Beasts (Bst), have been created to be used as any of the following- Lions, Tigers, Jaguars, Giant or
Enhanced Wolves, packs of Super Beasts, Shape Changers or any other creature of a similar vein. Being
wily and cunning they are always probing for a kill so can be very destructive. They are effective against
mounted but less so against formed or ordered ranks in the open also their dispersed nature aids against
missiles fire. Beasts consider Rough Going, orchards, and woods as Good. The presence of a rider adds an
element of control but sacrifices their abilities in Rough Going. They are always irregular.
Superior(S): These may be the likes of Giant or Enhanced wolves, Hellhounds, Raptors, Shape Changers,
or exceptionally fearsome Tigers, Lions and Sabre-toothed Tigers.
Ordinary(O): Lions, Tigers, Jaguars, Wolves or other fearsome predatory pack animal.
Fast(F):
Cheetahs, sleek Reptilians and Wolfhounds or similar.
Inferior(I):
Weaker predatory animals, which hunt in packs and are generally cowardly in nature, such
as packs of Hyenas, Jackals and such like.
Exception (X): This grade is specifically meant for The Horde Masters List. These elements behave and use
rules in exactly the same way as Beast (F) except that they may be 'Recycled' and bought
back into the battle as per the rules laid down in the Horde Masters army list.
Racial (R):
Slow moving but powerful creatures, such as bears. They are treated as (S) Beasts, but they
only move 150 paces.

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Giants (Gi), are those creatures that are bipedal and usually the size of a four-story building such as the
'Titans' from Greek legend. They may purchase a Magic Ability or become a full Magus similar to the genie
in the 'Thief of Baghdad' if allowed in the army list. They are always irregular.
Superior(S):

Exceptionally powerful giants such as Titans or Storm Giants, which can throw rocks and
other missiles (lightening bolts) up to 200p
Ordinary (O): More common giant kin, still very powerful and able to throw rocks and other missiles up to
200 paces, such as Hill and Stone giants.
Inferior (I): Smaller giants, less powerful and not large enough to throw large missiles over long
distances, such as Fire Giants, Frost Giants
Exception (X): Giants carrying artillery platforms, they count as Art (F) when shooting and as (I) for
combat.
Racial (R):
Treemen count as (O) for combat and consider Rough Going, orchards, and woods as Good
and can throw rocks and other missiles up to 200p.
Large Humanoids (LHm), sentient (wellalmost) beings larger than a man but smaller than a giant such
as Ogres, Trolls, Vertically Challenged Giants and may even include the likes of Frankenstein's Monster.
They are always irregular.
Superior(S): Well-motivated and equipped large humanoids, such as ogre, Minotaur or troll guards in the
service of a powerful master, or smaller giants, such as young frost or fire giants.
Ordinary(O): Ogres, Troglodytes and Trolls or other armoured and well armed large humanoids.
Fast(F):
Fast moving units in looser formations emphasising speed over staying power, such as Giant
Weres in wolfman form.
3.5 ELEMENTAL ELEMENTS
Elementals, are magical physical manifestations of Nature itself, specifically they are Earth, Fire, Water
and Air. Each has its own peculiarities associated with its type and is detailed below.
Earth, this element is strong and powerful consisting of the very earth on which it stands and is
represented using the rules for Giants. It considers all hills as Good Going and is graded as (S) while on
them, (I) in marsh and (O) in all other terrain except it cannot cross over a waterway or river.
Fire, this element is fierce in its preferred terrain and is represented using rules for Expendables and
costed as (X). As long as it is moving forward consuming terrain it remains ferocious. It classes Brush,
Scrub and any Wooded features as Good Going. When in these types of terrain its speed is increased by 50
paces and +1 to CF.
Water, this element is best when it is charging forward but when this impetus is stopped, or
countered, it falls Apart similar to a Wave. It is represented using rules for Expendables and costed as (X). It
treats any River, Waterway or Marsh as Good Going and its speed is increased by 50 paces and +1 to CF
when in these types of terrain. It cannot enter any type of wooded terrain.
Air, this element is fast and powerful like a tornado, it varies in size so is represented using rules for
Flying Behemoth (F). Its flying capability is not affected by any weather condition except Fog and Snow. (If
youve ever seen one splattered against a cliff youll know why!)
3.6 EXCEPTION ELEMENTS
This section will detail those (X) elements that need have their role defined with regards to the
fantasy elements that have been introduced in this book.
Knights (X): They are treated as (S) knights when shot at by bowmen or naval, or in close combat to their
front against Bst, light horse, spears, pikes, or bowmen, as (I) knights in close combat to their
front against, Fl, , Gi, LHm, or knights except (X), expendables, blades or warband, otherwise
as (O) knights. They cannot claim rear support.
Pike (X):

As (I), but with at least the front rank carrying large pavises and a reduced number of ranks
allowed to fight. They are treated as (S) pikes when shot at by bowmen or in close combat to
their front with Bst, cavalry, light horse, auxilia, bowmen or psiloi, otherwise as (I) pikes.

Auxilia (X): They are treated as (S) auxilia if in close combat to their front against Bst, knights, cavalry,
warband, Large Humanoids or expendables, otherwise as (I) auxilia.
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3.7 INDIVIDUAL ELEMENTS


Unicorns (Ucn), are physically similar to horses but with a single large horn protruding from the forehead,
only a beautiful virgin may ride one, if you are lucky enough to find one. They may not be a Hero, Magi or
General of any sort and are treated as Regular Light Horse (S), but with a better CF.
They have a certain amount of resistance to magic so Unicorns are impervious to any ranged
magical attack including those of the likes of Dragons and any element that is simulating a ranged attack
through artillery similar to the Eye of Balor or any enhancement through magic. They may also purchase a
Magic Ability and are immune to the effects of any Enchanted Terrain.
Sneakers (Sn), are the likes of assassins, ninjas, wraiths or adventurers who are specialised in infiltration
and attack on individual targets but they lack the numbers to take on front line ranks of troops. As Sneakers
are very good at sneaking up on unsuspecting enemy and killing key persons, they pose a great threat to
Magi, Heroes, Generals, Unicorns and Enchanted Elements.
They may lay an ambush as per rules regarding Psiloi and class all terrain types as Good Going.
They are capable of Flank Marching as single elements as per heroes.
Hero, elements may represent the following: a Holy warrior, a Demi-god, an Exceptional swordsman, a
Champion of Evil, be Magically gifted, in possession of a Unique weapon or Artefact or are just plain lucky,
its what makes an Hero an Hero.
Paladin's use all rules as for other Heroes but can purchase the 'Hinder Magic' spell, no other Hero may
purchase Hinder Magic. Finally, Paladins are immune to the effects of any Enchanted Terrain.
Traditionally, these individuals have some special ability or are loved by poets or that the Gods like
putting us through all manner of hell and adversity in the face of insurmountable odds when the chips are
down and...Ahemand to succeed when those around them fail, to reflect this all;
Hero elements can never be a (O) or (I) grade, an Artillery element, an Elephant, any type of
Behemoth, Baggage or a Vehicle of any sort unless carried in one. If Hero is carried in a vehicle, then the
Hero may not use its own command die to aid the vehicle and does not alter the status or grade of said
vehicle.
There can be only one Hero per side unless an ally is used (i.e. there must be an allied command)
which may bring its own Hero along. The Hero must remain with its own people, even if the command
becomes demoralised (making the Hero demoralised as well) or change sides. The type of Hero element
must be available in the army list, however the grade may be changed as stated above. Heroes also have the
following rules Applied to them:
1. Heroes move independently in their own d6, this does not affect the weather but they can move as part
of a group using the pips from a command to which they have affiliated themselves to.
2. They can move from one command to another but Apply any ability Applicable to the nearest general.
3. They are never normally demoralised, exceptions are stated as and when needed.
4. The type of Hero must be available in the army list, i.e. Warband or Blades, but they can never be (I).
5. If the command pip die is magically boosted, the most amount of die a Hero is allowed can not be
increased beyond 2.
6. All Heroes have +1 to their Combat Factor unless the Hero has the 'Great Leader' Ability, in which case
only the +1 for being a General Applies (they're good, but not that good).
7. A Hero may use any of its own remaining pips to make a tactical move with a single non-vehicular
element, which must be in the command the Hero is associated with at the time.
8. Heroes may purchase a rear support element that must be Double based with it. The cost is not reduced
for this element and it is not included as a base cost.
They may select a single ability from the following list which details any exception to the above.
Heroic Abilities
1. Inspirational, this Hero inspires all those around so adds to the BF of the nearest general by a factor of
+1. @ 5AP
2. Fearsome Reputation, this Hero is feared as a mighty opponent, so all enemy elements must be ordered
to engage Hero in close combat, therefore no impetuous moves allowed against Hero. @ 5AP
3. Magicians Bane, this Hero cannot be affected by any ranged attack from a Mage and has an additional
+1 to its CF versus anything summoned by Mage. @ 10AP
Page 9/35

4.

5.

6.

7.
8.

9.
10.

Charismatic Leader, this Hero may rally d3+2 (nearest to Hero) elements of a broken command. These
elements form a new command lead by that Hero. It has a BF of 2 and if it too becomes demoralised
then so does that Hero. @ 15AP
Great Leader, this Hero may be upgraded to the C-in-C to lead the army. The Heroes element must be
included in the BF of the army and command. (This Hero may also purchase the Inspirational Heroic
Ability @ 5AP). @ 5AP
Discretion, being the better part of valour, so to speak. This best suits an Evil aligned type more. The
'first' destroy result becomes a flee x d3 move, if it leaves the battlefield it is considered as lost and
counts for the purposes of calculating defeats. If the Hero does not leave the table it will continue as
normal. @ 10AP
Elusive, this Hero is able to hide in any terrain feature regardless of element type. Therefore it may hide
and ambush from any terrain feature. @ 5AP
Lycanthrope, this Hero will shape change the first time it enters into base to base contact with an
enemy element. If the Hero is a mounted element it will become an (S) Beast, if on foot it will be an (S)
Large Humanoid. Once it has shape changed it may not change back. @ 10AP
Lucky, (or Hero of a Lesser God), this Hero has a unusual gift, any die roll of a 1 for its pip die is
transformed into a 2, its as though some is watching out for the Heroa little bit. @ 5AP
Intangible, this Hero has a mysterious spooky quality, for some reason it is impossible to focus on
Hero. Therefore any form of distance attack is subject to a -2. It does not need to declare its type until
close combat is instigated. @ 10AP

Magi, element represents a Being gifted with a deeper understanding and working of Magic or otherwise
able to channel the power of their God in the form of spells. These Beings may be Wizards, Witches,
Warlocks, Priests, Sorcerers, Enchanters, Necromancers, Liches, Shamans, Druids and I could go onbut
you get the point, so they will be referred to as Magi, Magus and Mage(hmm).
Magi are assumed to be using the usual paraphernalia associated with them to cast spells or help
enhance their innate magic abilities, such as Staffs, Wands, All Seeing Mirrors, Artefacts and Crystal Balls.
A small amount of the usual followers may be placed as figures on the base such as Acolytes, Cultists,
Slaves and Sacrifices. If a larger gathering of followers who assist need to be used then refer to the Magical
Baggage further below.
Magi may be any irregular element that you purchase them as but they do not have to look like that
element. This must be pointed out to the opponent. For example a Magi be purchased as a Light Horse
element but the figure used is in fact seated on a throne and deemed to be moving as if by magic. The mage
will be subject to all rules as per Light Horse.
Magi may not be Heroes or generals as all their attention is given to the magic and spells that they
are performing. Magi may not be any of the following elements unless stated otherwise in army lists,
Artillery, an Elephant, any type of Behemoth, baggage or any type of vehicle, unless carried in one. If
Magus is carried in a vehicle then the Magus may not use its own command die to aid the vehicle unless via
a spell.
Magi are able to cast a single magical spell in their own bound at any time (roll for Mage first, it
can make all the difference). Each spell requires 2 pips to perform and the effect can be instant. Magi are
also broken down into several sub groups these affect the number of spells that they are allowed to purchase.
No other element on the same side may select any of the same spells. They can be as follows:
Arch Mage:

These are Magi of great power and renown the likes of Merlin or Liches. A Dragon
of great age and cunning. They may even be ancient Genies or a Demon Prince or
Archangel.
Magician: These Magi are young but still very powerful and are on the way to being considered as
great. They also encompass the likes of younger Dragons and Greater Demons.
Lesser Mage:
These Magi include the likes of Druids, Shamans, Clerics and other magically
attuned creatures.
Novice:
These cover such diverse Magic Users as Village Witches, an Initiate Magus, an Item
imbued with power carried by a non MU, a Gift from God for the likes of Paladins
or creatures that have some innate magical abilities.
Mage
Arch Mage
Mage

Base Cost
40AP
30AP

Magic Points
15MP
10MP

Page 10/35

Clerics
20AP
Lesser Mage 15AP
Novice
5AP
N.B. The MP refers to the cost of a spell as listed in
amount that a mage can spend on spell purchase.

6MP (see rules listed below)


5MP
3MP (Max of 1 spell)
the relevant spell description and is the maximum

Clerics, are Magi with a few additional powers (and limitations) to really make them stand out. They use all
rules as for other Magi, but have the following extra gifts from you know who:
1. Clerics may not be used if there is a Magi on the same side.
2. They must have the Hinder Magic Spell or Bless Spell (bless may be cast 2 times in battle). Evil Clerics
must substitute Bless for Dishearten Enemy and can cast it 2 times in the battle.
3. If they purchase the Summon Warriors spell, they will automatically summon Angelic (A) elements.
Evil Clerics may summon (U) or (D) elements.
4. If the Shape Change spell is used, it will automatically be an (A) grade or (D) if of Evil alignment. If
cleric is of a Neutral alignment then they will shape change into a grade according to the list detailed in
the Summon Warriors spell.
5. They receive a +1 to close combat against any Summoned Warriors or any (U) grade elements. Good
aligned Clerics get this bonus versus (D) elements and Evil aligned Clerics get this bonus versus (A)
elements.
6. When casting Divine Appearance, they receive a bonus of +1.
7. Clerics are immune to the effects of any Enchanted Terrain.
3.8 DBF to DBM Conversion Table
There are those players who like to use the army lists but prefer to use only DBM elements. To
make this easier for those players a conversion table is provided below to replace DBF elements with DBM
elements.
DBF
FV
Be
Earth
Hero
(A)
Art(R)
Cv(R)
Polearm
s

DBM
Not
possible
Elephant
War
Wagon
General
(S)

DBF
FBe

DBM
Elephant

DBF
Fl

DBM
Knight

DBF
WHm

DBM
Psiloi

Bst
Fire

Light Horse
Expendable

Gi
Water

War Wagons
Expendable

LHm
Air

Warband
Light Horse

Sn
(SU)

Psiloi (S)
(S)

Ucn
(U)

Light Horse (S)


(O)

Magi,
Clerics

Art (I)
Cavalry
(S)
Blade (X)

Bd(R)
Hd(R)

Bd (O)
Horde (S)

Bw(E)
Kn(E)

Bw(W)
Kn(R)

Sp(R)

Spear (O)

Wb(R
)

Bow (S)
Knights (F), or
(O)
Warband (F)

Youre
kidding,
right?
Bow (O)
Knights (S)

WWg(R
)

WWg (O) or
Art (F)

4. MAGIC
4.1 MAGICAL ABILITIES
Any element that is allowed to purchase a Magical Ability may do so from the spell list for Magi.
They do not require any pips to cast if element is only allowed to purchase 1 Spell. It require 2 pips to cast a
spell as stated in 4.4. All Spells are subject to all rules for that Spell in its description. The limiting factors
are:
a) No spell may be selected if another element on the 'same side' has already purchased it.
b) C-in-C's, Allied Generals, Flying Vehicles, Flying Behemoths (I), Giants and War Wagon (I) are
allowed 1 spell. Flying Behemoths (O) or (F) or Behemoth (O) are allowed 2 spells. Flying Behemoths
(S) or Behemoths (S), are allowed 3 spells. No other element may have a spell unless specified in this
book.
c) A spell may not be used if the element has already used a 'Ranged Attack' in the same turn.
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d) Elements with only 1 spell may not change that spell for another during a campaign except a Novice

magi.
4.2 MAGICAL BAGGAGE
This represents all those aspects of magic that support from a distance by channelling power to the
Mage or Cleric. This can be anything from a Stone Circle, a gathering of Praying Monks, a Summoning
Pentagram, a Portal of Power, Sacrificing Cultist or down to a Power Generator (if you are the Leonardo's).
The Magical Baggage allows a Mage or Cleric to select another 3 Magic Points worth of spells from
the spell list. However, if the Magical Baggage is destroyed the Mage will suffer a permanent -2 to all die
rolls for the duration of the battle. The Mage or Cleric may create a new form of Magical Baggage for the
next battle if it wishes.
The Magical Baggage may be moved via the pips from the Mage or Cleric. Only 1 Magical Baggage
is allowed per side but it is not compulsory to have one at all. If it is selected then it must be size of 4 normal
elements of Baggage that are based together in a square. See figure 3 for possible deployment
configurations.
4.3 RANGED ATTACK
This represents an element's ability to inflict damage to another element via a ranged magical or
non-magical strike. This could be a Lightning Strike, Extra Crew, Fireballs, Extra Equipment, a form of
Breath Power or any other similar type. Flying Behemoths, Behemoths, Flying Vehicles and Giants have the
Ranged Attack as part of their base cost.
When using a Ranged Attack an element uses its own combat factors but must double its opponent
total score to destroy it, i.e. if Behemoth it will be +5 v mounted, +4 v foot, +3 v naval and it may add +1 for
Double Depth. There is a further -1 for each 2nd or 3rd element that is aiding in a Ranged Attack on an
enemy.
It may not be used in the same bound if the element has or wishes to cast a Spell, use a Magic
Ability or if at March Height against grounded elements. If element is at Attack Height it maybe used as Art
(F) to shoot over friendly grounded elements. It requires no pips to cast and may be used any number of
times in the battle but only once per bound and has a range of 200 paces. In all other circumstances Ranged
Attack is subject to all distant shooting DBM rules.
4.4 SPELL LIST
The following spells are available to any eligible element (Magi or elements allowed to purchase
them) during the battle but must be selected before the battle starts. All spells cost 2 pips to cast. All
Individual Elements must use their own pip die to cast spells, all others must use pip points from their own
commands pip die. They may be used as many times as stated in the spell description. By reducing the
number of spells and the frequency that they may be cast, Magi become more tactical than is at first
Apparent.
Elements may not cast a spell if it is involved in 'any' form of combat that bound but may cast spell
before combat is forced upon the mage. Elements may not select a spell already allotted to another element
on the same side and no spell may be selected more than once. Some spells are reserved to certain elements
only and are detailed in the relevant spell's description.
1. Awaken Enchantment: This spell will enable a MU to awaken an inactive Enchanted Element. The MU
must be in base to base contact with the feature to cast this spell. Once this spell is cast enchanted Element
will behave as per its description detailed in 8.1. The exact enchantment must be rolled for randomly. This
spell may only be used 1 time and costs 4MP.
2. Bless: Is cast after the command die have been rolled and will convert all friendly rolls of a 1 to a 3 for
the duration of that bound if desired by the player. If this spell is cast at the end of the MUs bound it
Applies during the opponents bound and ends at the end of that bound. This spell can only be cast 1 time
and costs 3MP.
3. Command Warriors: This spell allows the MU to Apply his remaining pips to the command that he is
associated with. These pips may only be Applied to a single element or one group. If this command is
demoralised, this spell could allow one additional tactical move. This spell has a range of 1,200 paces and
may only be cast 2 times in the battle and costs 1MP.
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4. Dishearten Enemy: All enemy elements fully within 250 paces of the casting MU are subject to a -1 for
the duration of that bound on close combat dice rolls, this spell does not make the enemy demoralised as
described by DBM so troops do not flee or become impetuous. This will not work on an already demoralised
enemy. If this spell is cast at the end of the MUs bound it then Applies during opponents bound and ends
at the end of that bound. This spell can only be cast 1 time in the battle and costs 4MP.
5. Disrupt Enemy: Can only be cast 1 time in the battle and will force all regular commands to stick with
die rolled for each command and not be allocated by the C-in-C as usual. This spell is cast at the end of the
MUs bound and Applies in opponents bound and ends at end of that bound. This spell costs 3MP.
6. Divine Appearance: This spell may only be cast by Magi, Clerics and War Wagons (I). The MU may
call for aid if his command die is a 6 and all the Pips must be used to summon a Great Demon or Archangel.
Upon rolling a 6 the MU must decide to summon the divinity or use up 1 of the 2 chances to cast this spell,
however, a single successful summoning cancels out any further attempts by that player. By deciding to not
summon the divinity the mage may still cast another spell that bound as normal.
The Divinity will receive its own pip die for movement purposes and this is the die that will cause it
to disappear on a roll of 1 or 2 by it on a d6. A suitable element will Appear within 500 paces of MU but
more than 300 paces from an enemy, if this cannot be managed it fails to arrive and the spell is used up.
Upon arrival the Divinity will infer a +1 increase to the Break Factor of all the commands on the
side that summoned the divinity, except those that are already broken. Should the Divinity be destroyed, this
bonus to the Break Factor is removed immediately with all the ramifications associated with his loss.
A die is also rolled upon arrival as this determines the amount of power its worshippers have
channelled into it and sets the Magic Points for its spell purchase. Once per battle it may select and cast a
single spell as per the rules in section 4.4 except the divinity chooses the spell as and when it needs to.
The Divinity has the Spell 'Hinder Magic part 2' permanently active but can cast any magic without
having to test. If close combat is to be instigated by either side, then treat the element as a Flying Behemoth
(S) taking base size fully into account. If shot at it will return fire in any direction as if Artillery (S) with 1
supporting, but cannot choose to fire of its own accord. This spell can be attempted 2 times per player
during the battle and costs 4MP.
7. Divine Power: This spell may be cast onto any a group of elements and will boost all their fighting
capabilities for a number of bounds. It will make the elements (S) until the spell fades, this is tested for at
the end of each bound by a die roll. A roll of a 1 on a d6 will cause the spell to fade and the elements will be
reduced to (I) regardless of their original grade. The elements that may be boosted must be wholly or
partially within the area of affect, which is 250 paces across. This spell may be cast 2 times in the battle and
never on the same unit twice and costs 2MP.
8. Dragons Breath: Only the Magi, Divinities and Dragons may cast this spell. It will create a circle of
mist that can be up to 350 paces across and subject to all the rules for fog. The centre point may be cast
anywhere on the table within 1,200 paces of the MU. If cast in the air it only affects airborne elements and if
cast on the ground it only affects other grounded elements. This circle of Fog will last until the caster has a
command pip die result between 1 to 4 which forces it instantly vanish.
Visibility into, out of and in the mist is reduced to 100 paces. Any regular general within the mist
must have its own command die rolled for, as if irregular. Elements airborne will not enter the mist, nor may
grounded elements take flight. Any element that has a front edge in contact is subject to these rules. This
spell may only be cast 1 time in the battle and costs 5MP.
9. Fire Ball: MU can shoot fireballs equivalent to 1 element of (S) bow with 1 rear support. In this roll the
MU is considered as bow so can also act as support to any missile armed troops shooting. These spells end
after they are cast. These spells may be cast 3 times and costs 1MP.
10. Fire Missiles: MU can assist a group of missile armed troops in shooting by igniting the missiles giving
them the effect of (S) for that bound only. The MU must be in base to base contact with at least 1 element of
the group and no more than 8 elements may be assisted. All must be in edge to edge and corner to corner
contact. If this spell is cast at end of MUs bound it then Applies in the opponents bound and ends at the
end of that bound. This spell may be cast 3 times in the battle and costs 1MP.
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11. Fortunes of War: This spell allows the MU to aid the C-in-C by providing more command die. The MU
must roll its die first to see if it can even cast the spell. Then the command die for the MU own Generals are
enhanced as follows for the present turn only:
1. If the C-in-C is regular, then 2 extra dice are rolled, then discard the lowest two.
2. If the C-in-C is irregular then each Sub General and the C-in-C rolls 2 die and discards the lower die.
This spell may only be cast 1 time in the battle and costs 5MP.
12. Freedom of Action: The Mage can turn any piece of Rough going (up to 500 paces across) into Good
for the duration of 2 turns. The Mage must be in base to base contact with this feature. This spell mat only
be cast 1 time in the battle and costs 3MP.
13. Hand of Destiny: Any die roll on the MU own side may be re-rolled unless the MU is in close combat
in which case only its own die roll may be re-rolled. This spell only Applies to a single die roll and ends
after it is cast. This spell can be cast 2 times in the battle and costs 5MP.
14. Haste: This spell allows a group or single element to make one free march move even if they have not
moved yet or have marched already and wish to once more. Or may allow a single element or group to move
an additional 50 paces in a tactical move. This spell has a range of 1,200 paces and may be cast 3 times in a
battle and costs 2MP.
15. Hinder Magic: Only a Paladin, Cleric or War Wagon (I) can purchase this spell, it has an area of
affect of 250 paces around the element throughout the game. Any element wishing to cast magic in this area
(including, any magically enhanced missile attacks or any Ranged Attack) must roll 5 or 6 on a d6 for it to
succeed, if not, it fails but still counts toward the maximum time the spell can be cast. Clerics may cast
magic on a die roll of 3 or more. Existing magic is unaffected i.e. those boosted by the Divine Power spell
will not immediately become (I) and illusions would continue to function as per spell. Bless and Hand of
Destiny are also not affected. God has this spell permanently on and only allows a spell to succeed on a die
roll of 6. God does not need to test. Failures to cast are still counted towards the maximum time spell may
be used. Paladins and War Wagons (I) must purchase @ 10AP, Clerics must pay 3MP.
16. Insect Swarm: Only Magi, Clerics and Divinities may purchase this spell. The Mage may summon a
swarm of insects and send them in to attack an element and has a range of 600 paces, the mage may not
select supporting ranks as a target. The target element is on -1 to close combat and shooting. The attacking
element on the MU side are not affected enough to warrant any minus. This spell will last as long as the MU
does not move or cast any other Spell, Magus may then be able to redirect the Swarm to another element
within 100 paces otherwise it will dissipate automatically. This spell may be cast 1 time in the battle and
costs 2MP.
17. Illusions: This spell has two ways of being used.
1. The MU can create an image of another type of element to the one being used, up to 5 mounted elements
or 10 foot elements may be disguised this way. It must however behave in all ways as the original
element.
2. The MU may cast an illusion on two groups of no more than 10 infantry elements (20 in total) or 5
mounted elements (10 in total). The image of the two said groups is swapped around, however the
groups will behave as befitting the original type and do not have to be in the same command.
In both variations foot may only substitute other foot, mounted only for other mounted and in all
cases the base sizes must be of the same depth. The illusion is broken immediately on contact, by any
ranged attack or if the MU is destroyed. The following may not be used with this spell: an Aerial element,
an Elephant, any type of Behemoth, a Giant, Artillery or any kind of vehicle.
This spell is cast before deployment and must be noted down. It may only be cast 1 time before play
but still counts as part of the selection limits. The illusions move according to the controlling commands PIP
die (if the MU moved them it would give it away). This spell costs 2MP.
18. Magical Bolt: This is a blast of 'pure concentrated magic'. It acts exactly like 1 element of Artillery (S)
including range and effect and is defended against as if artillery. It may be cast 3 times and costs 3MP.

Page 14/35

19. Magic Disruption: This spell is cast at the end of that elements bound and is effective for a complete
Turn. While this spell is active, no magic spell may be cast nor may any Magical Ability be used, unless a
roll of a 5 or 6 on a d6 is rolled by that element. This affects the whole battlefield. Failures still count
towards the maximum time the spell can be used. This spell may be cast 1 time in a battle and costs 2MP.
20. Restrain: This spell will cause all impetuous elements fully within 400 paces of the mage to stop
spontaneously advancing, it lasts for 1 turn from when it cast. This spell may be cast 2 times and costs 1MP.
21. Shape Change: Only Magi and Clerics may purchase this spell. This spell has two ways of being used.
1. The MU may Shape Change himself into any other element until he stops the spell, but may not cast any
magic while in this state; the MU will behave and is considered as an irregular element of the chosen
type. If a Flyer is desired then only a (I) element with no magic ability can be used otherwise roll for
quality as per the Summon Warriors spell.
2. As above but the MU may Shape Change another friendly element that mage is in contact with. This
spell must be checked for failure at the end of any bound. On a die roll of 1 the element will revert back
to the original type but as an (I) element.
In both cases the MU or the shape-changed element may not become any of the following: Any type of
Vehicle, a distant shooting capable element, an Elephant or any type of Behemoth. May only be cast 1 time
in the battle and costs 2MP.
22. Summon Elementals: Only Magi, Clerics and Divinities may purchase this spell, may not purchased if
element has Summon Warriors. The caster must select from one type of elemental and then cannot choose
another type. The caster may summon 3 Fire or Water Elementals or 2 Earth Elementals. This is subject to
the Summon Warriors restrictions for placement and no elemental may be Double Depth or Double Width.
A Mage who has this spell does not need to win a die roll versus another MU for weather purposes if it is of
a higher rank than the enemy unless it too has this spell and is of the same rank. This spell may only be cast
1 time and costs 7MP.
23. Summon Warriors: Only Magi, Clerics, Divinities and War Wagon (I) may cast this spell, may not
purchased if element has Summon Elementals. Elements can be summoned one full move for that type away
from MU but 100 paces away from any enemy (or in base to base contact with MU if this is not possible).
All summoned elements must be in must be in base to base contact with each other (see figure two). They
can then be moved as normal in MUs next bound. They can also be summoned before the battle starts or
deployment.
If the MU is destroyed then those summoned will fade at the end of that bound. They are not in
original element count up so they never count as losses. They will never become demoralised and must be
Irregular unless not possible for the troop type summoned. They may not dismount, and are moved using
Magus PIP's; if the troops are summoned by a Magus or a Magus call for the Divinity who summoned the
troops; by the PIP's of the command controlling the MU that summoned the troops (or that called for the
Divinity who summoned the troops) in all other cases. Note that if a Hero called for the Divinity who
summoned the troops, they are moved using the Hero PIP's.
The troop type is up to the MU (i.e. Blades, Knights, etc) but the grade is subsequently decided for
on a d6, Good Clerics automatically summon (A) elements and Evil Clerics summon (D).
1
2

Inferior
Fast

3
4

Ordinary
Ordinary

5
6

Exception or (R)
Superior or (A)

The caster may if it chooses to select (U) elements rather than roll on the above table. If the grade of
troop is not possible then simply select he next grade up. MU may not summon any of the following:
Elephants, any Behemoth, Artillery, or any form of Vehicle. Only 1 Giant or 1 Flyer (X or I) or 1 Winged
Humanoid (S) or 2 Large Humanoids or 2 Mounted or 4 Foot may be summoned. None of the
aforementioned may have any magic abilities or be Double Depth or Double Width. Once a troop type
(Aerial, Mounted or Foot) is selected for summoning, the MU may not then select another troop type (i.e.
MU may summon 1 Blade, 2 Warband and 1 Auxilia but no mounted). This spell may be cast as many times
as the number limitations, (i.e. if foot are summoned, then the MU may summon 1 element a bound over 4
bounds or all 4 in 1 bound or any other combination, each summoning requires 2 PIP's). This spell costs
6MP.
Page 15/35

24. Whither: This spell rots all vegetation so it will reduce all wooded terrain within 250 paces of the MU
to Rough Going. If used on a Tree-man it will make it (I) grade permanently and destroy it on a die roll of 6
on a d6. The MU must be in base to base contact with the target. This spell may only be cast 1 time in the
battle and costs 4MP
5. EXCHANGING MOUNTED AERIAL AND FOOT ELEMENTS
Unicorns, Behemoths, Beasts, Winged Humanoids Cavalry (R), may not dismount under any
circumstances Undead mounted troops Flyers and Flying Behemoths ridden by Heroes or Generals
cannot dismount, unless:
1. If allowed by army lists, or to defend fortifications or within 300p of enemy fortifications, Flyers
carrying a rider may dismount exchanging 3 Flyers elements for 1 of foot; they dismount as Bd (S)
unless stated otherwise in the army lists.
2. Any type of Hero is allowed to dismount as Bd (S) unless stated otherwise in their army list on a 1 for 1
basis.
3. (U) and (I) Undead Light Horse, Cavalry and Knights dismount only to defend fortifications or
within 300p of enemy fortifications. They also dismount as for DBM rules relative to their type,
considering (U) grade as (O) grade. Their mounts will vanish if they move or are contacted by enemy.
6. AERIAL LANDING FORCES
A Flying Vehicle may land and disembark or embark landing troops and then take off again.
Landing troops must disembark or embark in single element moves, onto or from good going only, from or
in any Flying Vehicle edge. Until landing troops are re-embarked (a minimum of 1 element), the Flying
Vehicle is assumed to have few fighting men, so has minimal ability to defend itself. If the terrain lacks any
landing point for aerial elements, their landing troops instead deploy on land. See Combat Outcome Tables.
7. ORGANISING AN ARMY
7.1 ELEMENT BASING
Any scale of miniature based for DBM may be used with this system therefore only the new troop
types are listed. (If you are using single figures and do not wish to base them to DBM then a simple
alternative is to cut some card to the right size, Apply some blue tac to card and press on figures, as seen on
T.V.). As long as both sides have the same frontage any army of any base width may be employed.
If figure scale is (all values are in millimetres)
Largest recommended navel scale is
Element frontage (width) is:
Depth if:
Behemoth, Flying Behemoth, Giants, Chariots, Knight (R),
Expendables, Baggage, Beasts, Art unless (X) or on wagon.
Flyers, Enchanted Element and The Mythical Unicorn
Winged Humanoids, Blades (F) or (X), Warband (F), Auxilia,
Bowmen, Psiloi, Artillery (X), Sneakers.
Flying Vehicles
Large Humanoids, Knights, Cavalry, Light Horse, Camelry, Hordes,
Spears, Pikes, other Blades, other Warband
War Wagon, Artillery on wagons or Navel (min for navel scale
above)
Ruler, 300 paces long, where 50 paces equals-

25
15
60

15
6
40

10
6
40

6
1/600
40

2
1/1200
10

80

40

40

40

10

60
30

40
20

40
20

40
10

20
10

80
40
20
120

60
30
15
80

60
30
15
80

30
20
5
80

30
10
10
60

40

25

25

25

20

Fantasy figures come in all shapes and sizes therefore we must dispense with the number of figures
on the base rule. The depth is a minimum so may be exceeded by any element. The size bonus is Applied to
those that are eligible, i.e.
FV, FBe, Be, WWg & Gi may be Double Depth & Double Width.
All Flyers may be Double Width based.
7.2 DOUBLE WIDTH

Page 16/35

The frontage is all in important in DBM and must be maintained but the depth may vary, however,
some figures will not fit on a normal width base so may be mounted on a Double Width base by paying extra
points. Once an element is has a 'Double Width' it must treat enemy contacts to their front as a War Wagon
treats enemies in contact to its flank.
Double Width or Double Depth elements will count as 2 elements when working out the Break
Factor for a command. A Double Width vehicle (Naval or Flying Vehicle) will Double the number of
elements it can carry.
A Double Width element is in combat with two elements face on it must destroy or recoil both or
cause both its close combat opponents flee or break off, to follow up, so in this instance it may fight twice in
a turn unless it is recoiled, destroyed or forced to flee by the first attack.
A Double Width element counts as one element in all other circumstances, so:
1. A single destroy result will destroy the Double Width element.
2. A Double Width element make outcome moves as if a single element.
3. A Double Width element contacts enemy or responds to contact as if a single element.
4. If two Double Width elements are in frontal edge to edge and corner to corner contact, close combat is
made as per any normal single element.
5. A Double Width element shoots as a single element.
6. A Double Width element not part of a group contacts enemy or responds to contact as if a single
element.
7.3 DOUBLE DEPTH
The depth can also be doubled at a cost and will give an element +1 to close combat and shooting
factors. The base depth must actually be increased by 100% of original size to qualify for the +1. A Double
Depth vehicle (Naval or Flying Vehicle) may carry 1 extra element of troops, so, for example, Double Depth
add +1 element and then Double Width doubles the capacity so it can now carry a total of 4 elements instead
of the usual 1.
A Double Depth element counts as one element in all circumstances, so:
1. A single destroy result will destroy the Double Depth element.
2. A Double Depth element makes outcome moves as if a single element.
7.5 ELEMENT COST
(S)

15

12

10

11

Cavalry
Light Horse
Camelry
Expendables
Beasts
The Mythical Unicorn
Giants

10
7

8
5

6
3

Large Humanoids
Sneakers
Spears
Pike
Blades
Polearms
Warband
Auxilia
Bowmen
Psiloi

(O)

(I)

Regular
(F)
(X)

Basic cost of element


of:
Flying Vehicles
Flying Behemoth
Flyers
Winged Humanoids
Behemoths
Elephants
Knights

(R)

13

15
E13

10

12

(A)
24
52
26
14
38
22
16
11
8

(S)

(O)

(I)

Irregular
(F) (X)

22

18

14

16

48
24
12
34

40
20
10
28

34
16
8
20

36
18

20
12

16
10

14
8

9
7
11

7
5
6
7
8

5
3
5

2
0
11

16

13

22
9

(R)

22
8
32
22
11

(D)
22
50
26
12
36
22
13

12
E1
1
10

9
12
10

10

22

18

22

10
7

14
22

20
7
5
9
9

5
4
7
7

4
3
5
5

5
7

4
5

3
4

4
7

6
7
7

4
8
8

8
8

E8
H8
G9

Page 17/35

8
6
10
10

6
8

7
7
5
4
5

5
5
3
3
4

7
3
3
4
4

5
5
3

12

4
6
6

2
3

3
5

6
6
4

7
7
5
4
5

W6
E6
G7

Artillery
War Wagons
Hordes
Galleys
Ships
Boats
Land Baggage
Magical Baggage
Basic cost of element
of:

10
14
4

(S)

8
10

4
3

(O)

10

5
7

7
18

(I)

12
16

10
2

8
1

2
.5

4
3

3
2
0
0
(O)

2
1
0

6
1

11
2

(F)

(X)

(R)

(A)

(S)

(I)

(F)

(X)

(R)

(D)

(Gap intended, will go in proper version.)


Irregular
Adjustment for all grades if Regular
Knights or Cavalry if Chariots
-1
-1
Mounted Infantry
+1
+1
Rear element of Double base if specified by army list
-1
-2
C-in-C's or Sub-general element
+10
+20
Ally-general's element
+5
+10
Temporary fortifications to cover front of 1 element
2
2
Adjustment if TF is specified in army list defending camps or baggage
-1
-1
Permanent fortifications to cover the front of 1 element
2
2
Adjustment if raised tower
+1
+1
Adjustment if gateway
+2
+2
Double Width Aerial element (add to current total-accumulative)
+75%
+75%
Double Width Land element (add to current total-accumulative)
+75%
+75%
Double Depth Aerial element (add to current total-accumulative)
+50%
+50%
Double Depth Land element (add to current total-accumulative)
+50%
+50%
Magic Abilities maximum of 1 per element
+10
+10
Hero
+10
+10
Aerial Hero
+20
-Mage or Cleric are Base Cost + Cost of Element as detailed above
---Undead (U) elements cost the same as their (O) equivalents
-Superior Undead (SU) are always regular, except for Fl, which are
always irregular. Their cost is 1 point extra than (S) equivalents, except
flyers, which cost 2 points extra than a flyer (S)
Non-outward-facing parapets of a tower are free, so for example: A square PF of four corner tower (4x 6AP), 1 gate tower (1 x 5AP),
3 interval towers (3 x 3AP) and 8 wall sections (8 x 2AP) costs 54AP.

8. PREPARING FOR BATTLE


8.1 ENCHANTED TERRAIN
Enchanted Terrain represents a great many locations or encounters in fantasy worlds such as an
Enchanted Wood, (or turning up at precisely the wrong time during a ritual), a Burial Ground, (or
stumbling on a lost tribe), a Forgotten Temple, (or a forgotten Gate to Hell), Haunted Swamps, (or spiteful
sprites) a Cursed City, (or an Enchanter, enchanting) and so on! This is achieved by giving the terrain
feature a 'Terrain Magical Ability' from the selection below.
The Terrain's 'Magical Ability' is rolled for each location that is first entered by each player's
elements once per game, therefore Player A may enter a terrain piece and roll a 5 but Player B then enters it
and rolls a 6 thereby awakening the enchantment. This obviously excludes any terrain piece which has an
element deployed in it from the start. On a result of 6 on a d6, roll on list below for the effect. These
abilities are only effective within the terrain piece itself.
Deep within the heart of the Enchanted Terrain, there is an Enchanted Element (EE), this
represents the essence or spirit of the feature. It only Appears if a player wishes to attack and destroy it.
Place an exotic element in the very centre of terrain piece. This represents the cause of the effect, i.e.
Standing Stones, a Magical Ritual, a Tomb, a Rogue Magus, or even a Dragon. The choice is limitless. The
enchanted element may not move from its spot in the centre of the terrain and may only be attacked in close
combat (elements must be in contact). If defeated, the enchanted element and the effect will vanish instantly.
It has a CF of +3 v Generals, Heroes, Magus, Sneakers and Unicorns and +4 v all others, no overlaps count
in this combat.
Once the Enchanted Element is defeated, a Gift or Boon is rewarded to the element that defeated it.
A Hero, Paladin, Mage, Cleric, General or Sneaker does not receive a Gift or Boon (its part of their job
description). Any normal element receives +1 to its CF permanently. The second time 'that' element destroys
an EE it may select a Heroic Ability. The third time this element destroys an EE it becomes a full Hero and
may alter its grade and troop type for no extra cost permanently (its earned it). Alternatively, in a campaign
under the control of a GM, they can decide what that gift is.
Page 18/35

1.

2.
3.
4.
5.

6.

Cursed- this feature is permeated with unreasoning fear and terror, any phobia is greatly exaggerated in
the minds of the elements in it. Mounted troops will simply not enter this feature in any way as their
mounts can detect this aura. Any recoil result in Cursed terrain is altered to a destroy result.
Despair- this feature exudes an overwhelming sense of despair therefore any recoil becomes flee result.
Haunted- there are d6 Beasts (per player) present and they attack any element entering terrain. They
are moved in both players' turns impetuously.
Enthused- any elements of the player who first entered the terrain may move 50 paces extra, each time
they move.
Test Of Faith- any element that has just entered this feature must stop less than 100 paces in regardless
of remaining movement. It must then take a test as if in close combat in the combat phase against the
Enchanted Element, if it equals or wins, it may proceed as normal in its next bound otherwise it is
forced to flee.
Blessed- Any die roll of a 1 becomes a 2 for the player who activated this enchantment.

8.2 TIME OF DAY OR NIGHT


At night no flying is possible at all, so all airborne elements must land. If a side attempts to delay or
break off the battle, all airborne aerial elements must land and camp or retire off-table. Aerial elements
retiring off table for the night do not count as lost, but reappear at the same place on the same table edge 2
hours after sunrise next day.
8.3 WEATHER
By calling on the Gods or pre battle spell casting, Magi can affect weather by 1 in any direction
after dice throws for weather are worked out. If there is a Magus on each side then roll a d6 for each magus,
only the highest scoring magus may affect the weather. The only die rolls that affect the weather are those
belonging to the generals.
Airborne elements are subject to disadvantages from the weather as follows:
1. From strong winds except within 45 degrees of directly down wind. Otherwise -50 paces for move
disadvantages, if not, then +50 paces for a tail wind (except the Air Elementals).
2. Disembarking troops in Strong winds may result in the Flying Vehicle to crash on a die roll of 1.
3. In Rain -50 paces on all movement when airborne (except Air Elementals).
4. In a Dust Storm, Fog or at night, no flying is possible at all: all airborne elements must land.
8.4 VISIBILITY
Airborne elements are visible in daylight and clear weather to all viewers whose direct line of sight
is not blocked by intervening higher ground such as Hills and Woods or Orchard; this rule also Applies to
airborne elements seeing ground elements. Aerial elements at march height may spot ambushes placed
behind intervening terrain, if they are further than 200p from the terrain, replicating the angle of

visibility from the Aerial element. They cannot spot elements inside terrain.
8.5 DEPLOYMENT
Along with those rules detailed in DBM all troops detailed in DBF use the same rules but with the
following necessary additions. Each player must record:
the relative position of their commands, Heroes, Magi and Sneaker from right to left and front to rear;
the flank of arrival of any Hero, Magus or Sneaker making flank marches;
the position and direction faced of each Hero, Magus or Sneaker deployed in ambush;
8.6 OFF TABLE FLANK MARCHES
Aerial elements can flank march to arrive on a table edge occupied by a waterway. The Magus
(devious) and the Hero (heroic) may flank march as a single element and use their own die to arrive on a 5
or 6. A Sneaker may only flank march as a single element (after all, it is the perfectly sneaky thing to do!)
and arrives on a roll of 5 or 6 on its own die. If an element flank marches as a single element and rolls a 5 to
arrive, then they do not trigger an enemy flank march but must still make the opponent aware of the arrival
of a small group of enemy. A roll of 6 will trigger a flank march and force the single element to flee onto the
table.
A Hero Associated Command as a flank march, arrives on a roll of 5 or 6 on the Heroes die. By
using his magic to divine the best route, the Magus may enable a flank march to arrive on a roll of a 5 or 6

Page 19/35

on the Magus own die but Magus must be with the flank march. If both are in the same flank command,
nominate one die to decide the time of arrival.
9. FIGHTING THE BATTLE
9.1 SEQUENCE OF PLAY
A player starts his bound when command die is rolled for his Magus, followed by other PIPs dicing,
movement, Ranged Attacks, other shooting and finally close combat. The bound ends when the Magus has
finished casting a spell that is active in the opponent's next bound. Now the next player's bound begins.
Consecutive bounds are paired off in Turns.
9.2 PLAYER INITIATIVE POINT DICING
The C-in-C first rolls a separated die for his Magus, then simultaneously throw a PIP die on behalf
of each and every command, Hero, and Sneaker. Heroic Generals roll an extra command die specifically
for them. They must then discard the lower die roll. Furthermore, Heroes (if not General), Magi and
Sneakers do not constitute separated one element commands.
Heroes and Sneakers move on their own d6 pips, this die is of a different colour and is used by the
Hero or Sneaker throughout the game. This simulates them the ability to be in the right place at the right
time and to always be able to act, normal restrictions Apply such as march moves. Magi, too, perform all
actions on their own d6 (this die is of a different colour and is used by the Magi throughout the game) but
cannot use these pips to command any troops other than those summoned by that Magi. Fast (F) Flying
Vehicles do not need to expend pips to slow down or hold if in base to base contact with an (S), (O), (I) or
(X) Flying Vehicle.
Giants Large Humanoids and Elephants are often brigaded with slower moving infantry or warwagons and
to represent this they do not suffer the +1 pip modifier for Irregular elements moving a shorter distance than
their full move.
Any Ariel element does not suffer the +1 pip modifier for Irregular elements moving a shorter distance than
their full move.
Winged Humanoids are treated as cavalry regarding extra pips for moving other than directly ahead.
9.3 ALIGNMENT AND UNRELIABLE ALLIES
Due to the nature of the races in fantasylands and their racial attitudes, alignment has been
introduced for any possible alliances and natural enemies. They consist of Good, Evil and Neutral. The two
opposites are Good and Evil and may never ally, Neutral may ally with either.
All armies taken from DBM army lists are considered neutral.
If an allied command is used, then it must test for reliability as per DBM, but the following special
rules Apply:
The die roll may not be magically altered;
Due to the introduction of alignment, an unreliable allied general will not change sides if they are
fighting an opposite alignment e.g. Good versus Evil;
If an allied command changes sides, so does the Hero of that ally.
Dwarven/ Elven Animosity. The distant annals of history record the long and numerous clashes between
the Dwarves and Elves. Relations between the two are usually strained, but they share many dangerous
and powerful enemies, which necessitates them often fighting on the same side. However both races like
to prove to the other that they are their superiors and this leads to what is known as Dwarven/Elven
Animosity. When an Elven ally general is fighting for a Dwarven CNC, or Vice versa, then it will
become unreliable on a roll of 1 or 2 on a D6. However the ally will not change sides even if it is
irregular and will only start fighting once the CNC rolls a 6, or if a friendly or enemy, command is
broken. Both the Elves and Dwarves like to see the sight of their allies fleeing in terror before they roll
up their sleeves and show them how its done; but they do not like the idea of the others stealing all
the glory before weve had a chance to finish breakfast.
9.4 TACTICAL MOVES FOR AERIAL
9.4.1 Group and Single element moves
Page 20/35

DBM works along a series of assumptions to reflect given situations i.e. Light Horse are not actually
in Hand to Hand when in close combat but maybe 10 paces away. In the same way Aerial elements that are
at March Height may move over grounded elements and are considered as flying high enough to stay out of
trouble and avoid all terrain and missile fire.
There are TWO different height levels in DBF specifically due to the introduction of Aerial
elements. These being March Height and Attack Height and are explained further below. It will be
necessary to place a counter (or marker) to indicate when an element is at March Height. This counter is
placed next to the element when it Applies, so, an element without the counter is assumed to be at Attack
Height.
Aerial elements are always at Attack Height and never grounded unless it is to dismount,
disembark/embark troops.
When aerial elements drop down from March Height to Attack Height or the Ground they are
considered as having performed a normal move, with all the restrictions associated, in addition the
descending element may not end in contact with an enemy, or act as an overlap, or provide rear support.
At Attack Height they are skimming the surface or hovering but are below the treetops, when in this
mode they may be contacted by any ground element and are subject to ALL ground engagement rules and
restrictions. At Attack Height aerial elements may fly over all ground terrain (except Woods, Hills, BUA,
Dunes and Orchards which they may only enter to engage in close combat with a Ground element) as if in
Good Going until they are engaged in close combat. Once an aerial element is at Attack Height it can only
gain altitude to reach March Height in its own turn by expending 1 command pip as long as it is not in an
enemies Zone of Control and has at least 100 paces of free space along its intended route. Going from
Attack Height to March Height is considered a full Tactical Move if the Arial element starts within 200
paces of the enemy, so it may not March Move.
Aerial elements move as any other DBM elements in a group or as singles. Besides standard DBM
rules, a move by a single or group aerial element can be used to:
Ascend or descend in a bound but not both; they cannot ascend from or descend in or move on water.
A Flying Vehicle wishing to land and be grounded must have its base size +50 paces of space to land in
to the front including if it wishes to enter into close combat. Other aerial need only their base-size to
land in and can drop directly down to Attack Height or be grounded in exactly the same location.
All aerials must expend +1 extra command pip to drop down to Attack Height or move up to March
Height.
Taking off or moving to March Height requires 100 paces of free space along the direction that it
intends to move; it must turn in the desired direction as if on the ground before it can proceed. When
they take off they must move 100 paces straight ahead but they will end up being fully at March Height
or Attack Height at the end of that move.
To stop Flying Vehicles drifting in strong winds.
Moreover:
A move by a single Aerial element can be used to break off from non Aerial grounded troops, from
naval, from other aerial if having greater maximum move than the aerial element being broken off from
or if at night.
A move by a single grounded Flyer element can be used to dismount or remount (grounded Flyers or a
Heroic Flying Behemoth only). A full single element move is required for each dismounted element. If
this replaces or is replaced by 3 elements, each of these must stand or end in edge contact with at least
one of others. Elements using a tactical move to mount or dismount cannot start or end in edge contact
with enemy.
A move by a single grounded Flying Vehicle element can be used to embark or disembark (grounded
Flying Vehicles only) from or into good going only. It can disembark to contact-to-contact enemy who
are positioned away from its base edge or corners, these being moved back if necessary to make room.
9.4.3 Movement restrictions
Aerial elements at March Height can always cross the front or retire from in front of any enemy
grounded element or one at Attack Height closer than one element base width or having done so continue
moving. Aerial elements may not land in a wood/orchard or take off from within a wood/orchard or enter a
wood/orchard if at Attack Height. Grounded elements, too, can always cross the front or retire from in front
of any enemy Aerial element closer than one element base width or having done so continue moving if aerial
is at March Height.
Page 21/35

When Aerial elements are at March Height they may pass over any grounded element and grounded
elements may pass under them; there is never any base-to-base contact between grounded and airborne
troops at march height. When Aerial elements are at March Height they ignore the effect of underlying
terrain features or fortifications, so they can enter fortifications by landing behind them, if there is room for
the landing, and can leave fortifications taking-off from behind them.
Grounded Flying Vehicles are immobile but they can turn to face to take off. Aerial elements ignore
any wall or fortifications for purpose of moving over them from any height level.
Flying Behemoths, except those ridden by heroes or generals, and Winged Humanoids cannot
dismount.
9.5 MARCH MOVES
Aerial elements may march move at both height levels, however, when they are at Attack Height
they are subject to ALL ground rules. When they march move at March Height they ignore and are ignored
by any element on the ground. There is never any interaction between elements at March Height with those
at Attack Height or with those that are grounded.
9.6 SPONTANEOUS ADVANCE
Along with those troop types detailed in DBM page 19, the following troop types are classed as
impetuous and liable to advance without waiting for orders: all Large Humanoids, all Beasts, all Flying
Behemoths, all Flyers, all Giants, all Behemoths, all Elementals and the following (D) elements - Hd,
Bd, & Kn. War Wagon (I) are never impetuous regardless of any alteration or addition.
Grounded Aerial or those at Attack Height elements making a spontaneous advance must remain
grounded or at attack height unless it is towards an airborne element in which case it will take flight if it
legally can. Non-Aerial elements are not impetuous towards elements at March Height.
Aerial elements at March Height only make a spontaneous advance towards other Aerial elements
that are at March Height or enemy baggage. Aerial Elements at Attack Height or Grounded make a
spontaneous advance towards any other enemy elements except those at March Height.
If any except train are passed through by a spontaneous advance, the following actions are taken as
the interpenetration starts: Foot elements passed through by, Flyers, Knights, Beasts and any type of
Behemoth or Expendable flee.
Impetuous elements must make a spontaneous advance as individual elements unless the any of the
following Apply including those specified on page 19 of DBM:
They are not any type of Behemoth and they would contact enemy Elephants, Giants or any type of
Behemoth.
They would contact a Hero with the Fearsome Reputation ability.
They would contact or are in Enchanted Terrain.
They would contact a Sneaker.
They would need to ascend to march Height.
9.7 TACTICAL AND MARCH MOVE DISTANCES
At least partly off-road in
The maximum distance in paces (p) that
any single element or element of a group
can move if permitted in that terrain, is:
Flying Behemoths
Flyers
Winged Humanoids
Flying Vehicles
Flying Vehicles (X)
Behemoths, Elephants, Knights
Giants, Large Humanoids
Light Horse, Unicorns

Aerial
Attack
height

Entirely
along
road

200
200
200
150
100

150
150
200
--200
200
250

Page 22/35

Aerial at
March
Height

Good
Rough
150
150
150
--150
150
250

100
100
100
--150
150
200

Difficult
50
50
50
--100
100
100

300
350
300
250
200
----

Beasts

250
200
200
200

200
200
150
100

200
150
150
100

150
150
150
100

-----

War Wagons, Artillery, mobile Land & Magical


Baggage

150

100

50

50

--

Artillery (S)
Navel except (X)
Navel (X)

100
---

50
200
100

50
100
50

----

----

Cavalry, Camelry, Expendables, Sneakers

Auxilia, Psiloi, Bow (W), Warband (R)


Spears, Pikes, Blades, Warband, Bowmen,
Hordes

Beasts and Giants (R) consider Rough Going, orchards, and woods as Good. The. Sneakers flee 300 paces.
Aerial ignore terrain modifiers unless disembarking in which case it must be Good Going. Troops graded as
Fast (F), add an extra 50p to their maximum tactical, march or fleeing move distance off-road, if either
mounted, artillery or navel in good going or if other foot. Maximum distance is further restricted to 100p if
any element is crossing any but a paltry river unless at a road ford or bridge, or is moving off-road when
visibility is reduced to 100p by night and/or, unless Bedouin or Tuaregs in a dust storm, by weather.
9.8 MOVING THROUGH FRIENDLY TROOPS OR GAPS
If at Attack Height or Grounded, Flying Behemoths, Flyers and Winged Humanoids can pass
through friendly psiloi who are facing in the same or opposite direction. Psiloi can pass through friendlygrounded troops who are facing in the same or opposite direction.
Elements making a spontaneous advance can and must pass through any friends to their front except
Behemoths and Flying Behemoths (if at Attack Height) along with any other exceptions stated in standard
DBM rules.
Giants, Large Humanoids passed through by spontaneous advance join in, following behind even
if previously moved or halted that bound.
Sneakers may pass or be passed through by any friends. Sneakers can enter a gAp less than one
element wide as long as its depth can enter that gAp. In their own bound they may interpenetrate an enemy
element if they beat it in a close combat engagement as per normal DBM rules. If successful they are placed
on the other side of the enemy element and enemies supporting ranks or those in base-to-base contact with
enemy using its remaining move allowance. If this takes it beyond its move limit it must be slipped out to
the 'best side' for the Sneaker, if this exceeds its move allowance as well then it can't pass through, (there's
just too many of them sir!). If, having passed through the ranks into a gap and this puts it into contact with
another element, it must fight this element immediately. If successful it must pass through again, 'defence in
depth' just does not work against a Sneaker. In all cases the maximum move allowance can not be exceeded.
9.9 CROSSING WATER OBSTACLES
Elements capable of flight may ignore any water obstacle if at March or Attack Height. The Fire
Elemental may not cross over a Waterway, River or Marsh if it is recoiled into them it is destroyed.
9.10 DISTANT SHOOTING
Elements in addition to those outlined in DBM V3 eligible to shoot include Giants (not (I)),
Flying Vehicles, plus Behemoths and Flying Behemoths; all of which have a range of 200 paces.
Giants, Behemoths, Aerials at Attack Height and War Wagons that have a Ranged Attack and
Behemoth (X) can shoot at enemy over friendly infantry unless Pike or Bowmen or within 150
paces of target.
Aerial Elements at March height may not shoot at or be shot at by elements on the ground or at
attack height, however they may shoot at and be shot at by other Arial elements at March height.
Bowmen that are being shot at by a Bw (G) who are acting as a 2nd rank to Bd or Pl (R), may
elect to return fire rather than shooting at the first rank of Bd or Pl. Only one element may
return fire in this way. All other elements capable of shooting must shoot at the Bd in the front
rank.
9.11 CLOSE COMBAT
Page 23/35

Behemoths and grounded Flying Behemoths cannot count as overlaps for friendly mounted troops
except other Behemoths and other Flying Behemoths. Any type of Behemoth can assault a gateway.
9.12 CLOSE COMBAT INVOLVING AERIAL ELEMENTS
Aerial elements can only enter into close combat with grounded elements if it is at Attack Height
and then obeys all DBM rules i.e. in arc, in range, not marched move, not an overlap, crossed the frontage of
another element and so on.
Grounded troops may not initiate close combat against Aerial elements unless they are at Attack
Height or grounded or already in close combat with other ground elements.
9.13 COMBAT OUTCOME AT MARCH HEIGHT
Any outcome resulting from Combat or Ranged Attacks at March Height such as kill zone or
recoiling, will not effect any grounded elements or those at Attack Height, but will only affect other
elements at March Height. Any push backs and follow up are deemed to be taking place in the air and above
other grounded troops, any elements that are destroyed are assumed to have limped off some where and are
no longer a factor in the battle.
9.14 RESOLVING DISTANT SHOOTING OR CLOSE COMBAT
Whether in contact, shooting or only shot at, each player dices for his element and adds its Combat
Factor (CF) to its score as follows, together with any rear support or tactical factors that may Apply.
[See play-sheet]
Element

Vs. Mounted
And Aerial
Elephants, Behemoths or Flying Behemoths
+5
Spears, Expendables, Artillery or
+4
Large Humanoids or Giants
Knights, Flyers or War Wagons
+4

Vs. Naval and


Flying Vehicle
+3
+4

Vs. Foot

+4

+3

Vs. other
Miscellaneous

+4
+4
+4 v bowmen
shooting

Pikes
+4
+4
+3
Bowmen or Camelry
+4
+3
+2
Beasts
+4
+3
+3
Blades
+3
+4
+5
+4 v shooting
Polearms
+4
+4
+5
+3 v shooting
Cavalry, Galleys, Ships, Unicorn, Sneakers
+3
+3
+3
or Flying Vehicles
Warband or Auxilia
+2
+3
+3
Light Horse, Psiloi, Hordes, Boats, Winged
+2
+2
+2
Humanoids or Magical Baggage
Baggage or any Naval or Flying Vehicle if
+1
+1
+1
troops disembarked
Enchanted Element terrain feature is +3 v Generals, Heroes, Magi, Unicorns and Sneakers, +4 v all others.
REAR SUPPORT FACTORS
Rear support factors are identical to DBM 3 with the following inclusions: Rear Support Factors
Some troop types add to their normal combat factor if supported to their rear by contiguous friendly elements of
appropriate type and of the same command, lined up with them and facing in the same direction, provided that no rank is of chariots,
nor in difficult going, nor defending fortifications, nor being shot at unless knights (I), nor has any edge in contact with the front
edge of enemy expendables, nor has just moved into close combat against artillery (S).

If expressly required by their army list to be mounted on a double element base, knights (I) fighting foot, knights, flyers, cavalry
or light horse to their front or shot at except by artillery and behemoths add +1 for a supporting 2nd rank of knights (I).

Cavalry who are fighting cavalry or LH to their front add +1 for a supporting 2nd rank of Cv (I) if (I), (O) if not.
Spears add +1 for a supporting 2nd rank of spears, if both are the same grade and in good going.
Pikes except (X) add +1 for each supporting 2nd, 3rd or 4th rank of pikes, if all are the same grade and in good going.
Pikes (X) add +1 for each supporting 2nd or 3rd rank of pikes (X) or (I), if all are in good going.

Page 24/35

Blades who are fighting behemoths, flyers, knights, camelry (S) or beasts to their front add +1 for a supporting 2nd rank of
blades.

Polearms who are fighting behemoths, flyers, knights, camelry (S) or beasts to their front add +1 for a supporting 2nd rank of
Polearms of same garde.

Warband add +1 for a supporting 2nd rank of Warband.

Large Humanoids add +1 for a 2nd rank or Large Humanoids of the same grade Vs Mounted and Aerial.

Bowmen in close combat against spear, pikes, blades, auxilia or bowmen to their front add +1 for a supporting 2nd rank of
bowmen of the same grade, armed with the same type of bow.

Psiloi who are fighting skirmishers to their front add +1 for a supporting 2nd rank of psiloi (O).

If expressly permitted by their army list, Cavalry who are fighting Cavalry or Kn (X) to their front add +1 for a supporting 2nd
rank of Ps (S) or (I).

Winged Humanoids add +1 for a supporting 2nd rank of Winged Humanoids of same grade.

Warband (S) & (D) who are fighting mounted troops to their front add +1 for each supporting 3rd or 4th rank of Wb (S) if all
ranks are of Wb (S), or if all ranks are of Wb (D).
Auxilia (X) add +1 for each supporting 2nd or 3rd rank of auxilia (X), if the second rank is of auxilia (X).
Other auxilia in close combat to against spears, pikes, blades, auxilia, Giants or bowmen add +1 for a supporting rank of auxilia
of the same grade.

If expressly permitted by their army list, spears, pikes, blades or auxilia who are fighting warband, Large Humanoids, Giants or
mounted troops except knights (X) to their front or attacking fortifications or war wagons add +1 if supported by a single 2nd or
3rd rank of psiloi armed with bows, or a single 2nd rank of psiloi armed with crossbows or handguns or Bow (G).

(U) elements are subject to all rear support factors associated with the (O) grade.
Large Humanoids add +1 for a supporting 2nd rank of same type and grade if specified in the army list.
Horde (R) add +1 for each supporting 2nd or 3rd rank of Horde (R).
Hordes in close combat against any except cavalry, beasts or light troops add +1 for a supporting 2nd rank of Hordes of the same
grade.

Tactical Factors
Add to or subtract from scores for each of the following tactical factors that applies:
+2 If foot defending behind Fortifications when shot at or in close combat unless any of the following apply:
They are War Wagons.

They are behind permanent Fortifications and being shot at by Artillery (S).
They are behind temporary Fortifications and being shot at by any Artillery or in close combat with Psiloi (X).

They are behind any Fortifications and in close combat with or shot at by a War Wagon (S) or Ship (X) tower.
If the generals element of an un-demoralised command, and either in close combat or shot at,
If in close combat and either up slope, on a raised PF tower, or defending a riverbank except at a road ford/bridge.
For each flank overlapped, and/or each enemy element in frontal contact with flank or rear except against an EE.
For each 2nd or 3rd element aiding a shooting enemy.
If disadvantaged by the weather, or shooting to or from a wood, orchard or olive or palm grove.
If Giants who are in close combat while in rough going.
If Giants who are in close combat while in difficult going.
If an element of a demoralised command, other than its general, and either in close combat or shot at.
If mounted and aerial troops who are attacking across fortifications; or who are in close combat either on or off-road while in, or
in contact with the front edge of enemy foot who are in, going rough or difficult to the mounted troops.
-2 If blades, (S), (R), (D), (U) or (O) warband or (S), (U), (D) or (O) Large Humanoid who are in close combat against foot to
their front while in rough or difficult going either on or off-road.
-2 If spears, pikes, (O) hordes or train in close combat while in rough or difficult going either on or off-road or while crossing any
but a paltry river except by a road ford or bridge.
DBF additions:
+1 If Hero element, and either in close combat, shooting or shot at; if Hero is a General, then this +1 does not apply.
+1 For Good Clerics versus (U) and (D), Evil Clerics versus (U) and (A) (poor old (U).
+1 If an Extended depth element, and either in close combat, shooting or shot at.
-1 If Artillery except (X) which is shooting at an Airborne element.
-1 If Fire Elemental in close combat in the Rain or Marsh or a Water Elemental in a Dust Storm or Sand Dune.
Beasts except (X) do not suffer -2 for being in close combat either on off-road while in, or in contact with the front edge of
enemy foot who are in, going rough to mounted troops.
+1
+1
-1
-1
-1
-1
-2
-2
-2

Grading Factors
+1 if Kn (R) in close combat, or (D) in close combat, shooting or being shot at, if their die roll is higher than their opponents
die, unless opponents are artillery, or Behemoths shooting, or elephants, Behemoths in close combat, apply immediately, then
apply other Grading Factors.
+1 if Aerial Element in close combat if their die roll is higher than their opponents die, unless fighting in strong winds or their
opponents are behemoths or any type of Aerial element, apply immediately, then apply other Grading Factors.

Page 25/35

+1 if close combat involves a (U) element to either player with the higher die roll, apply immediately, then apply other Grading
Factors
+1 if your element is (SU) and rolled the higher die roll, apply immediately, then apply other Grading Factors
+1 if your element is (A) and scored less than opponents in close combat or shooting, unless opponents are artillery, or
Behemoths shooting, or elephants, Behemoths in close combat.
-1 if your element is neither artillery, or Behemoths shooting nor elephants, Giants, Behemoths in close combat, and scored
more than (S) or (SU) opponents.
+1 if your element is (SU), (S) or (A) shooting, and your total score was exactly 1 more than (S), (SU) opponents, or equal to
(O) or (F) opponents.
+1 if your element is (E) shooting, and your total score was more than opponents, now apply any opponent (I), (A), (F), (SU) or
(S) factors.
+1 if your element is (W) shooting, and scored more than (S) opponents.
+1 if your element is shooting or in close combat, and scored equal to or more than (I) opponents.
+1 if your element is in close combat in your bound or shooting, is not artillery, and scored more than (F) opponents.

Combat Outcomes Tables


If an elements TOTAL IS EQUAL to that of its opponent:
Expendables
Destroyed.
Enchanted Element
Destroyed by any in contact.
Other troops
Continue fighting next bound if in close combat and neither side breaks off.
If a Hero, Paladin, Sneaker, Mage, Cleric, Unicorn or Enchanted Element's TOTAL IS LESS than that of its opponent:
Magi & Clerics
Destroyed by Hero or Paladin regardless of element type or Sneakers. Flee from EE if Mage.
Hero, Paladin, General & Unicorn
Destroyed by Sneakers.
Destroyed by Hero, Paladin, General, Mage or Cleric. Flee from any in close combat.
Sneakers Sn
Destroyed by any in contact.
Enchanted Element EE
Once this table has been applied, move on to the next Combat Outcome tables below.
If an elements TOTAL IS LESS than that of its opponent:
Behemoths &
Destroyed by Hero, Paladin, Art except (X), by Clerics of an opposite alignment, or if in close combat
Flying Behemoths
in difficult going. Stand if against Sneakers. If not recoil.
Flyers Fl
If grounded destroyed by El, Be, FBe, Hero, Paladin and Exp or LH, by Bw (S) (E), (H) & (G) they
have moved into contact with this bound, or in close combat in difficult going. If not then recoil. If
airborne flee from FBe if in close combat. Stand if against Sn.
Destroyed if in close combat in difficult going. Flee from Fl & FBe if airborne. If not, recoil..
Winged Humanoids WHm
Elephants El
Destroyed by light troops, Cm (X), Hero, Paladin or Art, or if in close combat in difficult going.
Stand if against Sneakers. If not recoil.
Knights Kn
Destroyed by El, Be, FBe, Exp, or LH, by (S) (E), (H) & (G) Bw they have moved into contact with
this bound, by Bd (X) in an enemy bound or by any enemy if in close combat in difficult ground.
Stand if against Sneakers. If not, recoil.
Stand if against Sneakers otherwise destroyed.
Expendables Exp
Flee from Exp & EE, or if in difficult going. Stand if against Sneakers. If not, recoil.
Cavalry Cv or Camelry Cm
Beasts Bst
Destroyed by FBe, Be, Exp, Ps (X) or Art (X) or LH. Recoil from other Beasts, shooting, flee from
any other in contact. Stand if against Sneakers.
Beasts Bst (R)
Destroyed by FBe, Be, Exp, Ps (X) or Art (X) & (I) or LH, if in close combat. If not recoil. Stand if
against Sneakers.
Flee from Art shooting, from Exp, or if in difficult going. If not, recoil. Stand if against Sneakers.
Light Horse LH
Giants Gi
Destroyed by FBe, Be, Hero, Paladin or Art except (X). Recoil from other shooting, and Art (X), Bw,
Pk, Sp, Exp Flying Vehicles except (F) if in contact and permanent fortification otherwise continue to
fight next bound.
Warband Wb or
Destroyed by Bst LHm or Gi in an enemy bound, by Kn or Fl, Cm (S) or Exp in going these counts as
good, or by El, Be or FBe. Stand if against Sneakers. If not recoil.
Large Humanoid LHm
Spears Sp, Pikes Pk or
Destroyed by FBe, Be, Bst or Gi in an enemy bound, by Kn, Fl, Cm (S) or Exp if in going these count
as good or by Wb or LHm. Stand if against Sneakers. If not recoil.
Polearms Pl Blades Bd
Spears Sp (R), or
Destroyed by FBe, Be, Bst, Kn, Fl, Cm (S) or Exp in an enemy bound, if in going these count as good
or by Wb, Gi or LHm in an enemy bound. Stand if against Sneakers. If not recoil.
Polearms Pl (R) Blades Bd (R)
Auxilia Ax
Destroyed by Bst in an enemy bound, by Kn, Fl, Cm (S) if in going these count as good, and also if
Ax (X), by FBe, Be, El, Exp or Wb. Stand if against Sneakers. If not recoil.
Destroyed by any mounted troop or aerial, except grounded FV, in contact. Stand if against Sneakers.
Bowmen Bw
If not recoil.
Psiloi Ps or
Destroyed by Bst in an enemy bound, Kn, Cv, by LH or Cm (S) if in going these count as good.
Recoil from El or Exp, or if shot at except by Art, or in going neither counts as good. Stand against
Lurkers Lk
Sn. If not, flee.

Page 26/35

Hordes Hd
Artillery Art
War Wagons WWg
Naval or Flying Vehicles FV
Unladen Naval or Flying Vehicle
Any type of Baggage

Destroyed by Bst in an enemy bound, by Kn, Fl or Cm (S), Hero or Exp if in going these count as
good, or by El, Be, FBe, Wb Gi, or LHm. Stand if against Sneakers. If not recoil.
Destroyed by any in contact. If not recoil except in a fortification.
Destroyed by Art except (X) or, unless (X) by EE, El, Be, FBe or Gi. If not recoil if (S) assaulting
fortifications.
Recoils.
Destroyed by any in contact except Expendables
Destroyed by any in contact. If not flee, if mobile

If an elements TOTAL IS HALF OR LESS than half that of the enemy:


Cavalry
Flee from Sp or Pk or Ax (X) if in good going, from close combat with Art except (I) or (X), or from
naval. Stand if against Sn. Otherwise destroyed
Light Horse
Destroyed if in close combat by any mounted troop, Bw, Ps (O), WWg (O), aerial, except grounded
FV if in close combat, or if in close combat in difficult going. Stand if against Sneakers. If not flee.
Psiloi or Lurkers
Destroyed by any mounted troops or aerial, except grounded FV, if in going these count as good, by
Bw, Ax except (X), or Ps, or if (X) Stand if against Sneakers. If not, flee.
Others on land
Flee from close combat with Art except (I) or (X), or from naval. Otherwise destroyed. Stand if
against Sneakers.
Winged Humanoids
Flee from any shooting and from close combat with Art except (I) or (X), or from naval. Otherwise
destroyed. Stand if against Sneakers.
Other Airborne troops
Flee from close combat with Art except (I) or (X), or from naval. Otherwise destroyed. Stand if
against Sneakers.
Naval or FV
Destroyed by artillery (S), or by any in contact except Exp. Flee from other shooting.
Unladen Naval, FV
Destroyed by any except Expendables

9.15 DESTROYED ELEMENTS

If a Double Depth element is destroyed, its kill zone is its original base depth measured from the extended rear edge.

Elements destroyed while at March Height do not impose a kill zone on any grounded element or
element at attack height.
9.16 RECOILING ELEMENTS
Recoiling Double Depth elements move back their original (i.e. non-Double) base depth.
Aerials at Attack Height push back friends facing the same direction.
Elements that would ordinarily be passed through or be pushed back by recoiling Behemoths or Flying
Behemoth at Attack Height will instead flee.
When an element of Blades is recoiled into friendly Bow facing the same direction the Blades simply
push the Bow back and do not pass through them.
9.17 FLEEING ELEMENTS
Fleeing grounded Aerial elements that can take off do so, moving directly to its own rear after the initial
recoil. In addition it is assumed to have moved up to march height as part of its flee move.
An element of Aerial landing troops fleeing in spontaneous retreat as a result of demoralisation, moves
towards the nearest unladen friendly Flying Vehicle capable of embarking it if any exist. Otherwise
towards own table edge.
An element fleeing from a recoiling or destroyed Behemoths or Flying Behemoths element at Attack
Height, moves directly away from the initial position of the Behemoth or Flying Behemoths element
making an initial turn if necessary. In addition it is assumed to have moved up to march height as part of
its flee move.
9.18 PURSUING ELEMENTS
Along with those detailed on page 25 of DBM the add the following bullet points:
Pursuing Double Depth element pursues its original base depth (i.e. non-Double).
Grounded elements may choose to not pursue airborne Aerial elements.
Elements in close combat with a Behemoth or airborne Aerial element may choose to not follow up or
pursue.
Flying Behemoths, Flyers Winged Humanoids do not have to pursue Psiloi.
If a grounded Flying Vehicles close combat land opponents recoil, break off, flee or are destroyed, its
landing troops can choose to pursue.
Aerial elements will pursue across a fortification.
Page 27/35

9.19 LOST ELEMENTS


For the purpose of calculating demoralisation, defeat and tie break situations:
Double Width elements will count as 2 elements lost.
One Hero or Magus elements count as one element each and add to the army total for break factors, as
per the main rules.
Heroes or Magi are not included in the original element equivalents for the purpose of calculating
demoralisation (they dont belong to any command) unless a Hero is also a General. Destroyed Heroes,
Magi, Heroes that changed side or a Hero General controlling a demoralised command must be included in
the original element equivalents for the purpose of calculating a defeat or tie break.
9.20 BREAK FACTOR MODIFIERS
A Hero with the Inspirational Heroic Ability or Magus will add +1 to break factor of the nearest
friendly general commands, through either fear or fearless example or spiritual means, until that Hero or
Magus is destroyed. This will vary if the Inspirational Hero or Magus moves so keep a Tab on them. A Hero
General with the Inspirational Ability on the other hand, may only add this extra +1 to its own commands
break factor as well as counting as an element of that command. The Mythical Unicorn or a War Wagon (I)
with Magic Ability will add +1 to BF of their command, until destroyed at which point they immediately
return to their normal values. These bonuses are all accumulative.

Page 28/35

BOOK FIVE:
Armies of Fantasy, Mythology and Legend
10. THE ARMY LISTS
10.1 CREATING AN ARMY
When working out an army the compulsory (minimums) troops must be bought first, these
represent the usual bulk troops that a nation employed or were available to them. Next you may buy other
more exotic and more expensive troops. It is advisable to have a good solid ground based army before
spending points on such things as Magi, Heroes and Flyers.
Unless the battle is a campaign or scenario game, DBF is played using between 300AP to 700AP
per side. In all games, 2 to 4 generals control each army.
Recommended points for games using flyers and mages are listed below:
- 400AP 25mm singles
- 500AP15mm singles
- 650AP 15mm Doubles
10.2 ALIGNMENT
Due to the nature of the races in fantasy and their racial attitudes, alignment has been introduced for
any possible alliances and natural enemies. They consist of Good, Evil and Neutral. The two opposites are
Good and Evil and may never ally; neutral may ally with either but not with both in the same army.
10.3 ALLIED COMMANDS
If an allied command is used it must test for reliability as per DBM, the following special rules
Apply:
The first die roll may not be magically altered.
Due to the introduction of alignment, an unreliable allied general will not change sides if they are
fighting an opposite alignment e.g. Good versus Evil.
When buying an allied command it must be lead by its own general, when buying the troops only
the compulsory troops can be bought up to a maximum of a third and a minimum of a quarter of the
permitted maximum or one element which ever is the greater. This represents the usual troop types and
numbers that any nation sent out to aid others. The exception is when the allies are part of the army list for
that race similar to the Highlanders in the Dwarven army list.
10.4 NOTES ON ARMY LISTS
Because of the vast and varied amount of fantasy figures available, a certain amount of player
interpretation and justification must be Applied to the troop types in the army list. For instance the Artillery
(F) in the Imperial Human list may not necessarily be a bolt shooter mounted on a cart but a Magus letting
loose Lightning bolts. All colourful creatures troop type, classification and enhancements (except spells)
must be pointed out to your opponent before play to avoid any painful misunderstandings later.
These battles will be fought in epic proportions with thousands of individuals on each side and at
this scale the relative differences of the races is unimportant. Their fighting styles are of more concern to the
generals that will deploy them. So the army lists are more than just numbers and costs, but actually give you
the feel for the race, rather than tie it to any specific author interpretations or games company world.
The Army lists in this book do not relate to any one figure manufacturer but are of a generic style
trying to capture the feel of the race concerned, however if you wish to use your own personal twist to any
race then adapt away folks.
10.5 DIY ARMY LISTS
The following rules are intended for those players that wish to create an army of their own. They
may fit into The Popular Period easily but this method is not intended for creating armies from history. For
those that wish to create an army from history it would be best to adapt an existing army from one of the
four DBM army books.
First you must decide on an alignment that best reflects the race you wish to create, then add to this
the possible troop types that could belong to the race. Next Apply the percent options below to the troops
desired. Each percent option is for a single troop type (regular and irregular of the same troop type all
classed as separate percent options), all the points must be used to purchase that troop type. Any surplus
points are put to one side for later use.
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Once a troop type is chosen, its grade must be defined, each different grade represent a separate
percent option. This continues until all the percent options have been used up. The two largest percent
options may be combined to give a larger number of one particular troop type.
The percent options are 40, 20, 15, 10, 10 & 5. The generals are promoted from the ranks as it were,
so must be a troop type purchased unless the general wishes to be in any type of chariot or on a behemoth.
The surplus points cost can be used to pay for a general. Up to half of the Psiloi that have been purchased
may support either Blades or Spear but not both. Lastly the '9.1 Popular Period Additions' may be purchased
by an agreed upon sum before game play and the surplus points cost is added to it if any remain. For the
aerial elements the 15% value includes the cost of the entire army including the newly added allocation of
the Popular Period Additions.
Allies are according to the alignment chosen and conform to normal DBM rules for pre-generated
lists. If it is an army created by the percent options method, then up to half of the 40% troop type and up to
half of the 20% troop type may be selected along with one allied general.
Once an army is created and ready for battle, its 40% troop type selection must be made known to
the opponent, in addition the other troop types that have been purchased but not their percentages. These
details must be given before the opponent creates their own army list except if it too is a DIY army in which
case no information is given at all.
10.6 ARMY LIST ABBREVIATIONS
Army Points
Artillery
Auxilia
AP
Art
Ax
Blades
Behemoth
Baggage
Bd
Be
Bg
Beasts
Boats
Built Up Area- DGo
Bst
Bts
BUA
Bowmen
Camelry
Cavalry
Bw
Cm
Cv
Dunes- Dgo
Difficult Going
Enclosed Field- DGo
D
DGo
E
Enchanted Element
Elephant
Expendables
EE
El
Exp
Flying Behemoth
Flyer
Flying Vehicle
FBe
Fl
FV
Galleys
Giant
Hill Gentle
Gal
Gi
H(G)
Hill Steep- DGo
Hordes
Light Horse
H(S)
Hd
LH
Knights
LHm Large Humanoids
Kn
Magical Baggage
Marsh- DGo
Orchard- DGo
MBg
M
O
Permanent
Fortification
Pikes
Psiloi
PF
Pk
Ps
Road
River
Rd
RGo* Rough Going
Rv
Ships
Sneakers
Spears
Shp
Sn
Sp
Temporary Fortification Unc
Unicorn
Vines- DGo
TF
V
Warband
Wood- DGo
Wb
Wd
WHm Winged Humanoids
Water Way
WW
WWg War Wagon
* A moderately boggy marsh or rocky, brush & scrub or a gentle hill can also be classed as RGo.
Any abbreviations or troop types that are shown in bold are compulsory and must be represented on
the battlefield. Troop types shown in bold form the core of the army and is the troop type that is the most
readily available or it typifies that race. Terrain features shown in bold are both enchanted (on a die roll of
4 or more) and compulsory, however, they are not enchanted if the terrain feature is in the attacker's
deployment area. The type of enchantment for compulsory Enchanted Terrain is rolled after terrain
deployment but before troop deployment is noted down. It must be rolled by the defender in secret and noted
on the defender's deployment map. This excludes any form of Fortification or Built Up Area. (Having said
that, you could if you wanted to, have a Ghost Town or Haunted Castle? This would be Scenario Driven of
course!)

Page 30/35

11. THE POPULAR PERIOD


11.1 POPULAR PERIOD ADDITIONS
Rather than continuous repetition, the following can be added to all army lists in the Popular period
0-1 Hero as detailed in its description or re-grade to Paladin.
0-1 Magi as detailed in their description or re-grade to Cleric.
0-1 Sneaker as detailed in their description.
11.2 POPULAR PERIOD ARMY SIZES
The army lists in the 'Popular Period' are designed to be played using 500AP to 800AP including 9.1
Popular Period Additions. For games less than 500AP you must reduce by 33% all Minimum and Maximum
compulsory troop types
THE EMPIRE
Alignment: Good. Cold. Ag 2. WW, Rv, H(S), H(G), Wd, RGo, Rd, V, O, M, BUA.
1
1-2
0-1
0-2
0-4
0-6
0-6
Any
0-6
0-6
0-6
0-4
0-16
0-2
0-3
4-16
0-10
0-6
2-6
4-16
4-24
4-16
0.8
0-12
0-12
0-8
*4-8
*4-12
*4-12
0.12
0-8
0.12
0-12
0-8
0-2
0-4
0-4
0-8
0-2
0-2
0-4
0-12

Cnc Reg Kn (S) @ 35AP


Sub Generals Reg Kn (O) @ 32Ap or Double based Reg Kn (I) @ 36AP
Upgrade Sub General to Imperial Guard Reg Kn (S) @ 35AP
Imperial Dragon Irr Fl Be (O) @ 36Ap
Imperial Griffon Riders Irr Fl (S) @ 24Ap
Imperial Guard Cavalry Reg Kn (S) @ 15AP
Imperial Guard Infantry Reg Pl (S) or Reg Bd (S) @ 9AP
Replace Imperial Guard Infantry with Dwarven Guard Reg Bd (S) @ 9AP
Imperial Guard Auxiliaries Reg Ps (O) @ 2AP(can support Imperial or Dwarven Guard Infantry)
Imperial Guard Archers Reg Bw (S) @ 7AP
Templars Irr Kn (S) @ 12AP
Flagellants Irr Wb (S) @ 5AP
Temple Guards Reg Sp (O) @ 5AP or Reg Bd (O) @ 7AP, or up to half Reg Bw (O) @ 5AP
Clerical Wagons Reg Art (F) @10Ap
Temple Standards Reg WWg (I) @3AP
City Knights Double based Reg Kn (I) front rank @ 10AP rear rank @ 8AP
Horse Archers Irr LH (F) @ 4AP
Light lancers/crossbowmen Reg LH (O) @ 5AP
Mounted crossbowmen Reg Cv (O) @ 8AP, upgrade any to Pistolers Reg Cv (S) @ 10AP
Halberdiers Reg Pl (O) @ 7AP
Landsknechts Reg Pk (O) @ 4AP upgrade up to as Free Canton Regiments Reg Pk (S) @ 5AP
Crossbowmen Reg Bw (O) @ 5AP, or Reg Ps (O) @ 2AP (may support Halberdiers)
Handgunners Reg Art (X) @ 5AP, or Reg Ps (S) @ 3AP (may support Halberdiers)
Peasants Irr Hd (O) @ 1AP, or religious mob Irr Hd (S) @ 2AP
Woodsmen Irr Ax (O) @3AP, upgrade up to half with axes, Irr Ax (S) @ 4AP
Foresters Irr Bw (S) @ 5AP, or Reg Bw (S) @ 7AP
Feudal Knights Irr Kn (O) @ 10AP
Feudal bowmen & crossbowmen Irr Bw (O) @ 4APor Irr Bw (I) @ 3AP, or Irr Ps (O) @ 2Ap
Feudal Sergeants Irr Sp (I) @ 3Ap
Dwarven Mercenaries up to half with axes Reg Bd (R) @ 8Ap, up to half with crossbows Reg Bw (O) @
5AP or Reg Ps (O) @ 2AP (can support Dwarven Mercenary Bd)
Halfling militia Irr Ax (O) @ 3AP
Halfling archers Irr Ps (O) @ 2AP (may support Halfling militia) up to may be - Irr Bw (O) @ 4AP
Peasants Irr Hd (O) @ 1AP or religious mob Irr Hd (S) @2 AP
Ogre Mercenaries Irr LHm (S) @ 12AP, or (O) @ 8AP
Giant Mercenaries Irr Gi (O)
Bombards Reg Art (S) @10AP
Lt Guns Reg Art (I) @ 4AP
War Wagons Reg WWg (O) @ 10AP
Upgrade War Wagons to Iron Tanks Reg WWg (R) @ 18AP
Replace Griffin Riders with Air Galleys Irr FV (S) @ [Reg Bw (O) or Reg Bd (O)]
Cogs Irr Shp (S) [Reg Bd (O)] @ 4AP
Marines Reg Bd (O) @ 7AP [1 per Shp (S)]
Laager for Camp Temporary Fortifications @ 1AP
Page 31/35

The Empire is the largest and most powerful human state in the western realms, with a formidable army made up from
the well-trained and equipped professional soldiers of the standing armies of the great nobles of the Electoral Provinces,
supplemented by elite units from the many orders of Knight hood and the personal retinues of feudal Lords.
The army is built around the central pillar of the Imperial Guard, an elite body of professional troops in the direct
service of the Emperor and entrusted with the Imperial familys safety and the defence of royal castles and palaces.
Imperial Guard cavalry elements include all elite regiments of knights in the service of the Emperor, such as the Tall
Helms (a regiment of giant warriors of noble birth) and the Order of the Knights of the Leopard. Imperial Guard Infantry
include all royal foot regiments; they are equipped identically to a dismounted knight, wearing full-plate mail and
wielding pole-arms, 2-handed swords or axes and broad or long swords with shields. Because of the close relationship
between the Empire and various Dwarf realms, it was not uncommon for these realms to provide regiments of Dwarves
to act as guards for the Emperor. Consequently Dwarven Guards can replace Imperial Guard Regiments. All heavy
infantry, whether Human or Dwarven are usually supplemented by light archer formations, which can support Guard Bd.
Other archers are grouped into larger regiments and emphasised shooting rather than skirmishing. These regiments also
wear heavy armour and were equipped with powerful longbows and side arms, hence their classification as Bw (S). The
last arm of the Imperial Guard is the most prestigious, being made up of the most noble and chivalrous knights mounted
on Dragons and Griffins, which were reared in specially built mountain fortresses that are only accessible from the air.
Imperial Guard and Dwarven Guard units must be lead by an Imperial Guard sub-general or the CNC, which is either
the Emperor or an Imperial Marshal. These generals may however, command other troops.
As well as the Imperial Guard the Empire can call on other elite units; the most noteworthy of which are from the
military orders of the various temples to warrior gods that are worshipped throughout the Empire. The Templars are the
elite knights of these orders, whose ferocity in battle is matched only by their impetuosity. They are greatly feared, but
many generals view their headstrong zeal and battle lust as much as a liability as they do an asset and stories of small
detachments of Templars charging huge Orc or chaos armies to certain destruction are common throughout the Empire.
Worse still are the flagellants, fanatical warrior clerics armed with flails, axes and maces and wearing no armour save
the protection given from their belief in their gods and the justice of their cause. They are classed as Wb (S) because of
their ferocious charges and indifference to wounds. Clerical Wagons represent carts crewed by high ranking clerics
shooting off various spells such as lightening bolts and fireballs, they are best represented as Art (F), and Temple
standards represent the religious banners of the different military orders mounted on wagons. These can only be
included in a command that contains at least 4 other military order elements. The last part of the military order force is
made up of Temple Guards. These soldiers are superbly trained and equipped and give the orders a bedrock of sturdy
infantry.
Although most poets dwell on the glamorous exploits of the Imperial Guard and Military Orders, it is the armies of the
electoral provinces that supply the main part of any Imperial force. These provinces are huge city-states and Duchys
ruled by the most powerful Imperial nobles, each of which maintains a standing army of well-equipped and trained
professional soldiers, including halberdiers, crossbowmen, pikemen, and handgunners, all of fine quality. Half of the
pikemen may be upgraded to Free Canton regiments, tough veterans that are greatly prized as mercenaries coming from
a region that ceded from the Empire after a series of bloody secessionist wars. Other prized provincial infantry include
tough woodsmen, from the many forests that cover the Empire and Foresters expert archers, whose ability with the
longbow rivals even those of the wood elves! Some Forester regiments were so effective, that they were not disbanded
after times of emergency, but formed into regular standing units; such units are classed as Regular. The Electoral
Provinces also supply various mounted units including light lancers, mounted crossbowmen, horse archers from the
eastern marches and mounted pistolers from the richer cities. The light lancer/crossbow regiments and horse archers are
employed in a skirmishing role whilst the mounted crossbowmen and pistolers are deployed in larger formations and
used to defend the flanks of the knights. The large cities also provide drilled regiments of knights, armed with a mixture
of lance, mace and even crossbows and grouped together into deep wedges, using sheer weight to break through the
enemy, rather than prowess or skill. Consequently all City knights must be represented as double-based Kn (I) elements.
The electors can also field a massive array of artillery and other war-machines such as air-galleys, war-wagons and the
new iron tanks developed with the Dwarves, plus various mercenary regiments from a number of races ranging from
Dwarves to Giants and Ogres.
The Dales is a semi autonomous region within the Empire populated by the Halflings; these keep a small force of militia
infantry and archers, made from the inhabitants of its many villages and hamlets within the region. Occasionally they are
called upon to provide troops for the armies of the Empire, which are usually deployed to guard the armys storehouses
and baggage.
The final contingent of the Imperial army is supplied by the feudal lords from the more remote regions of the Empire,
each of which owes allegiance to the more powerful Grand Dukes, Grand Princes and other electors. These contingents
include the feudal nobles and their personal retinues of knights, (whose skill is only bested by the regiments of the
Imperial Guard or military orders), and foot sergeants equipped with either spears, or crossbows/bows. The feudal lords
do not always contribute large forces to Imperial armies, consequently the minima marked * only Applies if more than 6
elements of troops so marked are used.
Most Imperial Mounted units can dismount Kn (S) and (O) may dismount as Bd (S) Kn (I) as Bd (O), Cv (S) as Art
(X) and Cv (O) as Bw (O).
Friendly, High Elven Wood Elf and Barbarian realms, plus the Merchant States the Leonardos, The Amurru Empire,
Nippon, Imperial Cathay and the Knights of the Sacred Flame often send allied contingents to fight alongside the
Page 32/35

Empire, which acts as the principle bastion against the evil races in the west. However their strongest alliance is with the
Dwarves who regularly contribute forces to aid the Imperial army, especially against their mutual enemy the Orcs, and
consequently Dwarven ally generals count as sub-generals. Only 2 Allies may be used at any time, and Barbarians may
not be used with High Elves, The Leonardos or the Merchant States.

Page 33/35

Knights of the Sacred Flame


Alignment: Good. Cold. Ag 4. WW, Rv, H(S), H(G), Wd, RGo, Rd, V, O, M, BUA.
1
Cnc - Reg Kn (S) @ 35Ap or mounted on a Griffin Irr Fl (S) 34Ap
1- 2
Sub Generals as above or on foot - Reg Bd (S) @ 29Ap
0-2
Dragon Riders of the Order or Arch Angels - Irr FBe (A) @ 48Ap
0-4
Griffin Riders of the Order - Irr Fl (S) @ 24Ap or (A) @ 30Ap
0-4
Paladins of the Order - Reg Kn (A) @ 16Ap
3-9
Knights of the Order - Reg Kn (S) @ 15Ap
0-6
Separately deployed sergeants of the Order - Reg Cv (O) @ 10Ap
0-6
Lay & adventuring Knights - Reg Kn (O) @ 12Ap
3-16
Light lancers of the Order - Reg LH (O) @ 5Ap
0-8
Guards of the Order - Reg Bd (O) or Reg Pl (O) @ 7AP
0-8
Archers of the Order - Reg Bw (S) 7Ap or Reg Mtd Bw (S) @ 8Ap
2-24
Spearmen of the Order - Reg Sp (O) @ 7Ap
2-24
Crossbowmen of the Order - Reg Bw (O) @ 5Ap or Reg PS (O) @ 2Ap (may support Sp or Bd)
0-3
Ordnance of the Order - Reg Art (S) @ 10Ap
0-6
War Wagons of the Order - Reg WWg (O) @ 10Ap
Chapter standard mounted on wagons 0-1 per general.
0-12
Rangers of the Order - Irr Ax (S) @ 5AP up to half Irr Ps (O) @ 2Ap (may support Ax)
Any
Mount Rangers on horses 1AP
0-8
Baptised Ogres of the Order - Irr LHm (S) @ 7Ap
4-16
Crusader Crossbowmen - Irr Bw (O) 4Ap or Irr Ps (O) @ 2Ap
0-16
Crusader Infantry - Irr Sp (O) @ 4Ap or Irr Sp (I) @ 3Ap
0-12
Crusader Foresters - Irr Ax (O) @ 3Ap or Irr Ps (O) @ 2Ap
0-4
Carracks - Irr Sh (S) @ 4Ap [Bw, Ps, Bd (O) or (S) dismounted Kn, Sp]
The most holy order of Knights of the Sacred Flame is the most revered and powerful order of Paladins and Knights in
the realms. Unlike the military orders of the Empire, the knights of the sacred flame do not owe their allegiance to any
particular realm, instead they have forces, known as Chapters, throughout many realms, serving and protecting all the
goodly kingdoms of the West. Each chapter is centred on one of their great fortress cities and commanded by a Grand
Master of the Order, all of who are Paladins of great renown and power. Foremost among these is the head of the Order,
High Grand Master Lord Pelenor the Just, who rules over the Orders principle city Origo. The white towers of Origo
are home to the great hall of the Sacred Flame, the spiritual heart of the order. Here the Grey council, (made up of the
highest ranking members of the order of the Sacred Flame and the order of Grey Wizards) meets every year to discuss
the affairs of the order and give counsel to the realms of the west. It is also the chief meeting place of the Eternal
Alliance, made up from the ambassadors of the chief Human, Dwarven and Elven realms of the west and their allies
from as far a field as Amurru and Nippon.
The Order trains rigorously in all the arts of warfare, resulting in an effective command and control structure that is able
to use its various professional and exotic troops to best effective. The most famous of these are the Paladins riding
ancient Platinum Dragons, armoured in full magical plate and armed with holly avenging swords and great lances. It is
rumoured these Dragons have the power to polymorph and that some of the members of the Grey council are in fact
Platinum Dragons. Sometimes the Dragons are accompanied by Archangels and avatars of the gods of law, giant 40
beings resplendent in their attire of burning gold and silver armour and swords of flame. Other Paladins ride magnificent
Griffins into battle, or are mounted on great white stallions all are equipped with magical armour and weapons similar
to those carried by the Dragon riders.
As well as these powerful Paladins the order can also call upon many knights, some of which are part of the Order Kn
(S), whilst others are laymen fighting for adventure and to uphold the crusading ideal Kn (O). All knights can
dismount and fight on foot as Bd (S). Occasionally sergeants are deployed separately from the knights to form lighter
units of cavalry; these in turn are supported by regiments of light lancers equipped with lances and chain armour, which
are used as scouts and as skirmishers.
Before an initiate of the order can become a fully-fledged knight, he is commanded to go into the wilds to understand
the ways and customs of the many races, both good and evil in the world. These rangers become expert trackers and
woodsmen, able to live off the land and travel long distances on little food and water. In times of war they are called
back to the armies of the order and grouped into elite regiments of light infantry, which are sometimes mounted on
sturdy weather stained ponies for increased mobility.
Elite regiments of guards, armed with either longswords & shields or halberds and full chain & partial plate armour,
defend the cities, fortresses and temples of the order. Other infantry are made up of spearmen and crossbowmen,
equipped with chain and plate armour and trained to an exceptionally high degree. The Order also boasts elite regiments
of longbowmen - who are often mounted to enable them to support the mounted formations - and units of baptised
Ogres, who have turned away from their savage instincts and embraced the ideals of the knights. The Order is also
capable of fielding large numbers of artillery and war wagons, including those with magical powers, entrusted with
housing the sacred Standards of the Orders many Chapters.
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As well as the professional troops of the Order, the Knights of the Sacred Flame can field large numbers of volunteer,
crusading infantry. These include spearmen, crossbowmen and even foresters, who willing join the armies of the knights
to help rid their lands of vile evil creatures and to experience the excitement of an adventuring life. Many of these
volunteers eventually join the order themselves with the most virtuous and skilful rising to the highest ranks. It is
thought that Lord Pelenor himself originally joined the Order as a young woodsman nearly 30 years ago.
The Knights of the Sacred Flame are able to call upon many allies in their wars against the dark forces, including armies
from The Empire, The Merchant States, The Leonardos, High Elves, the Amurru Empire, Wood Elves, Dwarves and
Good Barbarians.

Page 35/35

MERCHANT STATES
Alignment: Good. Cold. Ag 1. WW, Rv, H(G), Wd, RGo, Rd, BUA.
1
C-in-C City Mayor or Burgher and Bodyguard - Reg Kn (O) @ 32AP
0.2
Sub General City Elders and Bodyguard - Reg Kn (O) @ 32AP
0.2
Avatars of Aeggir Irr Fl Beh (S)
0-4
Gyrocopters Irr FV (F) [Ps (I)]
1 per FV (F)
Pilots Reg Ps (I)
Any Replace Gyrocopters with Air Galleys Irr FV (S) [Bw, Ps (O)]
2-6
Guild-masters and personal Retainers Reg Kn (I) @ 10AP or Reg Kn (O) @ 12AP
12-36 Guild Pikemen - Reg Pk (O) @ 4AP
2-6
Guild of Cannoniers - Reg Art (I) @ 4AP
2-8
City Quarrellers - Reg Bw (O) @ 5AP
2-8
City Guard - Reg Bd (X) @ 8AP
0-6
Master Bowyers - Reg Bw (S) @ 7AP
0-2
Master Cannoniers - Reg Art (S) @ 10AP
0-2
Guns mounted on light Carts Reg Art (F)
0-8
Guild of Fletching and Bowyers - Reg Bw (O) @ 5AP
0-8
Guild Apprentices - Reg Ps (O) @ 2AP
0-12
Citizens Levy - Irr Hd (O) @ 1AP
0-1 per gen
City Standard Wagon - Irr WWg (I) @ 2AP
0-4
Storm Giants Irr Gi (S)
0-4
Priest of Aeggir summoned water spirits & elementals Irr W El
0-3
Harbour Patrol - Reg Ax (S) @ 5AP
0-3
Galleys - Reg Gal (F) @ 2AP [Reg Ax (S)]
0-3
Guild Navy - Irr Ax (O) @ 3AP
0-3
Guild Cogs - Irr Shp (S) @ 4AP [Ax (O)]
0-24
Ditch and Bank or Wagon Laager TF @ 2AP
FEUDAL LORDS
1*
Sub General Feudal Prince and Bodyguard - Irr Kn (S) @ 17AP
3-9*
Feudal Nobles and Retainers - Irr Kn (O) @ 10AP
0-4
Upgrade Nobles to those from Picardy & Bordoyne Irr Kn (S) @ 12AP
4-12* Country Gentry - Irr Cv (O) @ 7AP
0-12
Garrison troops either front-rank Irr Bw (X) @ 5AP & rear rank Irr Bw (O) @ 3AP,
or all Irr Bw (X) @ 5AP or all Irr Bw (O) @ 4AP
0-6
Herders and Woodsman - Irr Ps (O) @ 2AP
BORDER PRINCES
1**
Sub General Border Prince and Bodyguard - Irr Cv (S) @ 14AP
3-9** Border Nobles and Retainers - Irr Cv (S) @ 9AP
4-12** Border Gentry - Irr Cv (O) @ 7AP
4-12** Border Scouts - Irr LH (F) @ 4AP
0-12
Mountain Men - Irr Ax (O) @ 3AP
0-6
Mountain Boys - Irr Ps (S) @ 3AP
The cities and territories, which border the Purple Sea and are now known collectively as the Merchant States, were
once a powerful kingdom called Amorria. The Kings of Amorria were the greatest of all the human seafarers in the
western realms; their mighty navies ploughed the northern seas and their merchants rivalled even the Sea Elves.
However, although Amorria was rich and powerful it was not capable of withstanding the onslaught unleashed by the
Horde of the Dragons Teeth. The royal family was all but wiped out and many of the leading noble families were
eliminated. The Burghers of the major towns and cities and merchant princes readily filled the power vacuum that
followed and the country split into a dozen or so smaller states each centred on one of the larger cities. The remaining
noble families could only to be found in the interior, cut off from the coastal centres of power and commerce; and the
border Princes effectively became independent baronets.
This list represents armies of the various individual Merchant States and their feudal and border allies, or a coalition of
Merchant States. Merchant State armies are built around a core of professional soldiers and highly trained volunteers,
lead by Guild Elders & Masters and their personal retainers. These personal retainers are equipped as knights. Initially
their efficiency was extremely poor, but as time has gone on they have improved markedly, to a point where they are the
equals of all but the finest feudal knights. All Guild Kn may dismount as Bd (S), or be deployed as Pike (O).
The most common type of soldier in any Merchant army is the pikeman, armed with 18 pike and short sword and
armoured in mail shirt and helmet, with the front ranks wearing armour only slightly lighter than that of a dismounted
Page 36/35

knight. These are supported by Regiments of City Guards, equipped with a mixture of polearms and the fearsome
Planecon a large spiked club. They are expert at fighting heavy cavalry, such as knights and one is reputed to have
crushed an Orc general and his mount with a single blow! These regular regiments are supplemented by City levies in
times of emergency.
As well as these close combat troops the Merchant States can field large numbers of missile troops armed with
crossbows and a smaller number with longbows. All are well trained and drilled and armoured with mail or mail and
plate, or shields. Furthermore the longbowmen also carry military picks, axes and two handed cutting or concussive
weapons and are equally prepared to fight hand to hand as they are to engage at range with their bows - we class these as
Bw (S). Light archers are provided by apprentices of the guild of Fletching and Bowyers, deployed in a skirmishing role.
The Merchant States are also capable of deploying large numbers of light and heavy cannons, supplied by the guild of
cannoniers; these are either carried on light carts Art (F) or sometimes positioned in prefabricated artillery forts TF,
which are carried by light carts, enabling them to be constructed at a moments notice on any battlefield.
Even though the navies of the Merchant States are not as powerful or as well trained as the united navies of the former
kingdom of Amorria, the Merchant States still posses a formidable navy, including a large number of Cogs and Light
Galleys, some of which have reputedly been converted to enable them to carry squadrons of Gyro Copters! The galleys
have elite naval parties that are extremely well drilled and equipped; the cogs, which are armed merchant ships, have to
rely on less well-equipped and drilled merchant sailors. However, the most recent innovation in the navies of the
Merchant States are the air galleys and gyrocopters that are now being fielded in large numbers
Aeggir God of the sea is the chief deity of the Merchant States and his principle temple is housed in the capital city of
the former kingdom of Amorria Navarrl. Consequently the armies of the Merchant States are able to invoke the
protection of their patron and summon avatars of Aeggir. These look like giant humans standing over 80 tall with sea
green skin and thick wild flowing hair and beards that appear to be made from silvery-green seaweed. They are armed
with bolts of lightening and their battle cry can summon storms as untamed as their wild eyes. Furthermore they are
often accompanied by fearsome Storm Giants, which act as Aeggirs permanent ambassadors to the realms. These look
similar to the Avatars of Aeggir, but their skin has a blue hue and they are slightly smaller standing at roughly 60 tall.
Other magical creatures summoned by the Priests of Aeggir include powerful water spirits & Elementals.
The Merchant States are able to call upon the autonomous feudal Lords that live in the interior of Amorria and the
virtually independent Border Princes, which dwell in the hilly southern regions that border the Merchant states. Both are
sufficiently loyal (and well paid) to be considered as sub generals, but they are not always mobilised, so the minima
marked * & ** only applies if more than 4 elements so marked are used. Chief among the forces of the feudal lords are
their retinues of knights, including those from the Duchy of Picardy and County of Bordoyne, which are some of the
finest and noblest to be found anywhere in the realms; even if they are a little head strong and impetuous. All may
dismount as Bd (S). The knights are supported by units of cavalry - provided by the country gentry, which are more
manoeuvrable than the heavier knights, and regiments of archers and crossbowmen, which often include a front rank of
pavisiers armed with spears. Herders and woodsmen are also employed on occasion to act as light skirmishing archers.
The Border Princes live in and around the hilly borders of the Merchant states. Most are little more than robber barons
or bandit kings, but others can still trace their lineage back to senior officers of the royal Amorrian army that was
entrusted with the defence of the border. These forces emphasise mobility and their nobles contain a mixture of mounted
lancers and archers, riding partially armoured horses Cv (S), supported by similarly equipped gentry, but lacking horse
armour Cv (O). Other equestrian units are provided by fast moving horse archers, which excel in a skirmishing and
scouting role; their few infantry are made up of tough clans of hillmen armed with javelins those skirmishing are
considered as Ps (S) and those not as Ax (O).
The Merchant States are able to call upon a number of allies; these include The Empire, The Leonardos, The Dwarves,
High & Wood Elves, Nippon, Imperial Cathay, The Knights of the Sacred Flame and those from The Amurru Empire.
Relations with the northern barbarians are very poor as these clans continually raid the shipping lanes and colonies of
the Merchant States.

DARK ELVES
Alignment: Evil. Cold. Ag 3. WW, Rv, H(S), H(G), Wd, RGo, Rd, V, O, M, BUA. WW if containing up to
half the maximum number of naval, H(S), if not.
1

CNC - On Lizard Reg Kn (R) @ 35AP or Irr Kn (R) @ 22AP, or in Chariot Reg Kn (R) @ 34APor Irr Kn
Page 37/35

1-2
4-18
0-
1-6
2-8
0-
6-30

4-16
4-24
0-12
0-8
0-4
0-1
0-1
0-4
0-4
0-4
0-4
0-2
0-6
0-6
*0-12
*4-40
0-
0-
0-
*4-30
All/0
*0-10

(R) @ 21AP, or mounted on horse Reg Kn (F) @ 31AP, or Reg Cv (S) @ 30 AP


Sub General As above or Reg Bd (R), or Reg Sp (S)
Lizard Riders/Raptor Riders or similar All Reg Kn (R) @ 15AP or All Irr Kn (R) @ 12AP
Downgrade Lizard Riders or similar to chariots @ 14AP if Reg or @ 11AP if Irr
Dark Elf Cavalry Reg Kn (F) @ 11AP or Reg Cv (S) @ 10AP
Dark Elf Light Cavalry Reg LH (O) 8Ap
Upgrade Light Cavalry to Light Raptor Riders All Reg LH (S) @ 7AP or All Irr LH (S) @ 7 AP
Dark Elf Warriors
Armed with scimitars, two handed weapons, 2 hand weapons Reg Bd (R) @ 8AP
Armed with spear Reg Sp (R) @ 6 AP or Reg Sp (S) @ 7AP
Up to armed with Halberds or polearms Reg Pl (R) @ 8AP
Witch Elves Irr Wb (S) @ 5 AP
Dark Elf Crossbows Reg Bw (O) @ 5APor mixed spear and Bow formations front rank Reg Bw (X) @
7AP Rear rank Reg Bw (O) @ 3AP, or Reg Ps (O) (can support Dark Elf Warriors)
Dark Elf Repeating Crossbows Reg Art (X) @ 5AP or Reg Ps (S) @ 3AP(can support Dark Elf Warriors)
Dark Elf Assassins Up to half Reg Ax (S) @ 5AP or Reg Bd (X) @ 8AP rest Reg Ps (S) @ 3AP
(can support Assassin Bd & Ax)
Dark Elf Repeating Bolt Throwers Reg Art (I) @ 4AP, or on Wagons Reg WWg (S) @ 14AP
Sacred Relic Altar - Reg WWg (I) @ 3
1 per WWg (I)nWitch Elf Alter Guards - Reg Bd (R)
Black Galleys Reg Gal (S) [Bd (R) art (X), Bw, Witch Elf Wb or Reg Sp]
Raiders Reg Gal (F) [Bd (R) art (X), Bw, Witch Elf Wb or Reg Sp]
Black Sales Reg Shp (I) [Kn, Cv, LH]
Harpies Irr WHm (S) @ 12AP, upgrade any to Manticores Irr Fl (D) @ 24Ap
Cold Drakes Irr FBe (O) @ 36Ap
Giant Spiders - Irr Bst (F) @ 6AP or (S) @ 9AP
Hill/Mountain/Frost/Fire Giants - Irr Gi (O) @ 10, up to half (S) @ 14AP
Minotaurs, Troll & Ogre Slaves - Irr LHm (O) @ 8, or (S) @ 12
Slave Soldiers - Orcs/Gnolls or similar - Irr Wb (R) @ 4AP,
Regrade Slave Soldiers to Ratmen, Irr Sp (I) @ 3AP or Irr Wb (F) @ 3AP, or Irr Bd (F) @ 5AP
Upgrade Slave Soldiers to Black Orcs/Bugbears/Beastmen/Barbarians or similar Irr Wb (S) @ 5AP
Downgrade Slave Soldiers to Human, Dwarven and similar Irr Hd (O) Irr Hd (O) @ 1AP, or drugged
as Irr Hd (S) 2AP
Goblin/Kobold & Similar Lesser Slaves - Irr Ax (I) @ 2, or Irr Hd (F) @ 1; up to half with bow, Irr Bw (I) @
3AP, or Irr Ps (O) @ 2 (may support lesser slave Ax)
Downgrade Slave Soldiers & Lesser Slaves to poorly armed or unwilling Irr Sp (I) @ 3AP, Irr Hd (O) @
1AP, or drugged Irr Hd (S) 2AP
Unarmed slaves or unarmed civilians Irr Hd (I) @ 0.5AP

The Dark Elves are the Dark Kin of the other Elven races, expelled from Elven society thousands of years ago for
turning to the Dark Gods of evil sorcery. The Fall as this episode is known, was a bloody and long conflict and since
then the Dark Elves have been rightly feared. Their formidable armies have carved out huge empires both above and
below the surface of the World, enslaving lesser evil races and pressing them into their service. These slaves include
entire tribes and nations of Orcs, goblins, ratmen, gnolls, giants, trolls, ogres and other fell creatures, whose true names
are known only by the Dark Elves and the Evil Gods they worship.
The Dark Elves are a naturally magical race and all Dark Elves field some sort of magical armour and weapons, hence
the high number of (S) and (R) class troops within the list. Furthermore within most Dark Elf realms, females dominate
society and consequently all Dark Elf armies field a large number of female warriors, including the feared Witch Elves.
Their armies are highly organised and ruthlessly efficient, with a defined command structure, which is often clan or
family based. The most famous and feared arm of this dark host are the nobles mounted on giant lizards and raptors.
Although no one would question the iron discipline and efficient drill of all Dark Elf soldiers there is still some debate
as to whether a rider mounted on a 12ft carnivorous lizard can be classed as regular! This list allows for both
interpretations, however if the Kn (R) are classed as either Reg or Irr then all Kn (R) generals and LH (S) lizard riders
must be classed the same. Furthermore Kn (R) can dismount, to defend or attack fortifications; irrespective of whether
they are Irr Kn or Reg Kn they always dismount as Reg elements - up to half with crossbows as Bw (O), or repeating
crossbows as Art (X) and the remainder as Bd (R).
Dark Elf Cavalry are armed with a combination of lances, crossbows and repeating crossbows. Their role is to protect
the flanks of the Lizard riders and chase off any enemy skirmishing mounted troops. In some accounts they are
mentioned charging fiercely, whilst in others they are described as showering their opponents with crossbow darts and
using feigned retreats to lure the enemy into a position where he could be defeated by controlled charges. In the first
instance we class them as Kn (F) and in the second as Cv (S). Dark Elf cavalry can also dismount. Up to half with
crossbows Reg Bw (O) or repeating crossbows Reg Art (X), the rest with scimitars, halberds and similar weapons as
Reg Bd (R). Their light cavalry are armed in a similar fashion to their heavier counterparts, with some being mounted on
smaller sleeker lizards; we class these as (S).
Page 38/35

The core of any Dark Elf force is made up of their excellent heavy infantry regiments. Those armed with Halberds are
classed as Pl (R), those with two-handed weapons, scimitars and 2 hand weapons are classed as Bd (R), whilst those
with spear as Sp (R). Sp (S) represents elite regiments, such as the Black Guard or the Dark Blood Guard. However the
most dreaded of all Dark Elf infantry are the fearsome Witch Elves; terrible warrior maidens whose blood curdling cries
and frenzied attacks are the stuff of legend. Because of their fearsome reputation, their belief in their own invincibility
(often shared by their opponents) and their battlefield exploits, they are classified as Wb (S). These darkest of all elves
frequently go to battle with gruesome bloodstained shrines dedicated to their dark gods, to offer sacrifices before and
after the bloodletting. These shrines are protected by veteran Witch Elf alter guards, who being more experienced and
less headstrong than their younger sisters, warrant a classification of Reg Bd (R).
Dark Elves regard Assassination as an accepted part of Dark Elf culture and all of the great noble houses, posses a small
retinue of assassins. These are grouped together to form elite light infantry units, those emphasising a skirmishing role as
Ps (S) and those in denser formations as Ax (S) or Bd (X).
The Dark Elves gave up the longbow (the hated symbol of their oppressors) almost immediately after The Fall, adopting
the crossbow instead. Large numbers of crossbow armed regiments are to be found in most of their armies, those
grouped together and emphasising shooting are classed as Bw (O) and those in smaller groups of skirmishers as Ps (O).
They also use mixed spear and bow formations, which are represented as double-based elements with a front rank of Bw
(X), and a rear rank of Bw (O); however contrary to the main rules the Bw (X) count as a single rank of Sp (O) when
fighting foot. The Dark Elves later refined the Crossbow into a shorter-range weapon, capable of firing multiple darts
before requiring reloading. The repeating crossbow, as this weapon is known, is classed, as Art (X) or Ps (S), as their
battlefield role and performance is similar to Handgunners. Repeating crossbow regiments fire by rotation, with the front
ranks retiring back to load another magazine, once their ammunition is spent. Furthermore the points of the darts are
usually poisoned or explode magically upon contact with the enemy. A larger version of the repeating crossbow has
been developed the repeating bolt thrower and the Dark Elves use these evil machines to provide artillery support for
their infantry, sometimes mounting them on giant war towers pulled by fell creatures. The Dark Elves make use of other
evil creatures in their armies including Manticores giant winged beasts with a lions body and the tail of a scorpion,
classed as Fl (D), and harpies vile demonic flying creatures larger than a man and armed with poisoned weapons. We
class these as Winged Humanoids (S). Of the other creatures used by the Dark Elves, the Cold Drakes are the most
fearsome. An adult drake can grow to over 60 meters long from nose to tail and can fly at great speeds over long
distances; however these are not as powerful as the mighty High Elven Dragonkin and so they are classed as Irr Be (O),
rather than (S).
The Dark Elves are a great maritime power and their ships are a constant menace, raiding and slaving across the world.
All Dark Elf realms depend heavily on slaves from conquered peoples and races. Very often Dark Elf forces will contain
slave soldiers from subjugated tribes of Orcs, gnolls, goblins, ratmen, kobolds, ogres, beastmen and even dwarves and
humans. Dwarves and Humans (save for savage or barbarian tribes) are always poorly armed as they will turn on their
masters given the opportunity, hence their classification as Hd (O), or (S) if drugged by potions. Hd (I) represent
captured civilians, or slaves driven ahead of the Dark host to screen the main army from enemy missile fire and trigger
magical defences, such as explosive wards and glyphs! There are never any elves in slave units as these are always used
for sacrifices to the dark gods and other evil ceremonies. Some Dark Elf forces use thousands upon thousands of slave
troops, which usually fight in their own native styles and consequently different races cannot provide or receive rear
support from one another, or from Dark Elves. There are also examples of poorly armed or unwilling slave contingents
chained together and practiced only at keeping line, being used in battle. The larger of these notoriously inefficient
slaves (Bugbears/Orcs/Ratmen) if fighting in this way are classed as Sp (I) and lesser slaves (goblins/kobolds) as Hd
(O). However not all Dark Elf forces use slaves, so the minima marked * only Applies if any troops so marked are used.
Allied contingents of Orcs, ratmen, barbarians and Lizardmen are from tribes that owe allegiance to Dark Elf Realms,
but have not been fully subjugated and enslaved. They are notoriously unreliable and there are numerous accounts of
them failing to fight for the Dark Elves in the hope that the defeat of their masters will help secure their freedom! Allied
Undead are the armies of friendly necromancers or Liches, or those summoned by the Dark Elves themselves and these
are eminently more reliable, and are considered sub-generals. Allied contingents from Hobgoblins, Chaos Lords and
various evil human states are usually marriages of convenience e.g. to attack a particular city. Undead can be used
with any other allies, other than that only 1 allied contingent can be used.

Page 39/35

DWARVEN REALMS
Alignment: Good. Cold. Ag 1. WW, Rv, H(S), Wd, RGo, Rd, BUA,
1
1-3
2-12
12-40
2-8
0-8
4-24

C-n-C - Reg Bd (S) @30AP


Sub Generals - As above or Reg Bd (R) @ 28AP, or Reg Pk (S) @ 25AP
Hearthguard - Reg Bd (S) @ 10AP
Warriors - Reg Bd (R) @ 8AP
Hammers - Reg Bd (X) @ 8AP
Iron Beaters - Reg Bw (X) @ 7AP
Crossbow - Reg Bw (O) @ 5AP or as rear rank to Bw (X) @ 3AP or Reg Ps (O) @ 2AP
(can support Bd, Ax, Pk)
0-1 per Bd, Pk, Ax Supporting archers and Dwarves with crossbows Reg Ps (O) (can support Bd, Ax, Pk)
0-12
Hand gunners - Reg Art (X) @ 5AP or Reg Ps (S) @ 3AP
0-16
Pikes - Reg Pk (O) @ 4Ap or Reg Pk (S) @ 4AP
0-16
Light carts to mount regular infantry @ 1AP
0-4
Slayers - Irr Wb (S) @ 5AP
4-12
Rangers- Irr Ax (S) @ 4AP
0-4
Pony Riders - Irr LH (I) @ 3AP
0-4
Bear/Battleram riders Double based Irr Kn (I) front-rank @ 8AP rear-rank @ 7AP
0-4
Heavy Guns/Stone throwers - Reg Art (S) @ 10AP
0-4
Mounted Guns/Bolt throwers - Reg Art (O) @ 8 AP, or Mounted on Carts Reg Art (F) @ 10AP
0-6
Lt guns/ light bolt throwers - Reg Art (I) @ 4AP
0-6
Bazooka Crews - Reg Art (R) @ 7AP
0.16
War Wagons - Reg WWg (O) @ 10AP, upgrade up to half as Iron Tanks, Reg WWg (R) @ 18AP
0-1
Sacred War Alter Reg WWg (I) @ 3AP
0-4
Grenadiers/Flame throwers - Reg Ps (X) @ 6AP
0-8
Ogre Mercenaries - Irr LHm (O) @ 8AP, or (S) @ 12AP
0-2
Mountain Giants - Irr Gi (O) or (X)
0-1
Great Cave Wyrm - Irr Be (O)
0.6
Gyro Copters - FV (F) [Ps (I)] up to half Zeppelins Irr FV (S) [Bd or Bw, Ps] @ 18Ap
1 per Gyrocopter if FV (Pilots) Reg Ps (I) @ 1AP
0-16
Laager for Camp TF @ 1AP
0-24
Temporary fort TF @ 2AP
The Dwarves are among the finest warriors in all the realms. There are countless tales of isolated Dwarf fortresses,
holding off attacks from hordes of Orcs, goblins and other fell creatures, or of small Dwarf armies defeating vast evil
hosts in epic pitched battles. The strength of the Dwarven army rests on a combination of its superb organisation and
discipline; and its various heavy infantry units, optimised for fighting enemy warbands, large humanoids, dragons,
knights and other mounted troops.
Dwarven armies follow a rigid command structure, which are able to give, interpret and carryout orders rapidly,
enabling smaller Dwarven armies to overwhelm larger Orc hordes, by breaking up the enemys formation and beating
them piecemeal. Also most Dwarven forces use reserve divisions hence the 4 generals, to block weak points and
exploit breaks in the enemy. These are sometimes mounted on swift light carts (a practise first developed by the
Dwarven realm of Kazak Kursk), to give them greater mobility as Dwarves posses very few cavalry units.
The backbone of the Dwarven army is its various heavy infantry regiments; foremost among these are the Hearthguard,
the household troops of the Dwarf Kings, made up of fellow nobles, encased in enchanted Mithril mail and plate and
wielding rune axes of tremendous power and are thus classified as Bd (S). The most common infantry regiments in the
Dwarven army are made up of veteran Dwarf warriors of exceptional quality, which are experts at fighting warbands and
large humanoids and so they are classified as Bd (R). They are similarly equipped and armed to the Hearthguard, though
with less powerful magical armour and weapons. It is also not uncommon for these regiments of warriors to deploy in
looser formations with less armour, especially when fighting in difficult terrain. Consequently, up to half the Bd (R) may
be downgraded to Ax (S) prior to a battle.
Alongside these units sit other heavy infantry formations that specialise in fighting giants, large humanoids and heavy
cavalry. The first of these are the Slayers, fanatical Dwarven berserkers, who seek out the largest and most dangerous
foes on the battlefield, namely giants, ogres, dragons and the like, to seek their own death or the destruction of their
races gravest foes. The second are known as Hammers, heavily armoured veterans employing large two-handed
warhammers specially designed for crushing heavily armoured cavalrymen and their mounts. Next are the Iron Beaters,
mixed formations of warriors armed with either two-handed axes or heavy crossbows. These are classed as Bw (X), but
contrary to the main rules they are considered to fight as a single rank of Sp (O), even though they do not have a
supporting rank of Bw (S) behind them. They can either be deployed separately or with a supporting rank of crossbows Bw (O). The last heavy infantry formation pikemen, are relatively new to the Dwarven army. After the Dwarves saw
the Pikemen of the Free Cantons defeat a number of Imperial armies made up of heavily armoured horsemen, some
Dwarven realms began to introduce them into their forces and these have been put to good use against Orc Wolf riders
Page 40/35

and other shock cavalry. Pk (S) are considered to be troops from standing armies and Pk (O) volunteers called up only
in times of war.
The Dwarves primary missile weapon is the crossbow, although the use of the handgun is becoming more widespread in
certain Dwarf realms. Both handgunners and crossbowmen are deployed in large formations, emphasising shooting or
smaller detachments of skirmishers, used to support the heavy infantry companies. As well as these skirmishing missilearmed troops, the Dwarves also employ tough mountain folk living on the frontiers to act as light infantry, which are
classed as irregular as they are not drilled. Armed with a combination of crossbows, axes and two-handed weapons, and
emphasising mobility over staying power or shooting, these rangers make excellent forward guards for actions in
difficult terrain.
The Dwarves posses very few mounted units, due to the terrain they inhabit, and those they do posses are of poor
quality. Pony riders are employed to deliver messages by the Dwarf realms in times of peace, and to act as outriders and
scouts in times of war. However Dwarves are relatively poor horsemen and are not well suited fighting mounted hence
the (I) option for both the Pony riders and the heavier bear/Battleram/Boar riders, used tactically as shock cavalry.
These knights are usually deployed in deep clumsy wedges; to make up for their poor talent at fighting mounted, and
consequently all Dwarf Kn (I) elements must be double based. Both the Lh and Kn are classed as Irregular, as the
mounted units usually draw the eccentrics of Dwarf society and are therefore not so well taken to drilling; and also to
reflect the Dwarves poor riding abilities. Both may dismount Kn (I) as Irr Bd (R) and LH (I) as Ps (S)
Dwarven society also shuns the use of magic in the form by which it is practiced in Human and Elven society and
consequently Dwarves may not purchase magi of archmage rank. Instead they rely on the magical craft of alchemy and
technology, which has enabled the Dwarves to develop more war machines than any other race. As a result Dwarven
armies can field an abundance of artillery, Iron tanks, war-wagons and even zeppelins and gyro-copters. The fact the
Dwarves possess so many weapons of such power has resulted in them taming many of the larger beasts that used to
plague their mountain strongholds, especially great cave wyrms (flightless dragons), and now it is not uncommon to see
some of these creatures fighting alongside Dwarven hosts. Furthermore some Dwarven holds have begun to employ
ogres and even mountain giants as mercenaries, though this development has appalled the more traditional Dwarven
realms.
Allied contingents may be drawn from High and Wood Elves (though the rules for Dwarven/Elven animosity Apply),
the Merchant States, Barbarians, Knights of the sacred Page, Halflings, Leonardos and The Empire. No more than 2
allied contingents may be used and Barbarians cannot be used with High Elves, Leonardos or Merchant States; and
Empire ally generals count as sub-generals.

Page 41/35

HIGH ELVEN KINGDOMS


Alignment: Good. Cold. Ag 3. WW, Rv, Wd, H(S), H(G), RGo, BUA, V, E. WW, If containing Sea Elf sub
general H(S), if not
1
C-in-C - Reg Kn (E) 33AP or Chariot Reg Kn (E) 32AP, or Reg Bw (E) @ 28AP, or Reg Bd (R) @ 28AP
1-2
Sub Generals as above or Reg Sp (R) @ 26AP, or Reg LH (O) @ 25AP
0-2
Dragon Kin - Irr FBe (S) @ 44Ap or (O) @ 36Ap
0-4
Eagle Lords - Irr Fl (S) @ 24Ap or (F) @ 18Ap
4-14
High Elven Lords & Knights - Reg Kn (R) @ 13AP, downgrade up to half as chariots Reg Kn (R) @ 12AP
0-6
High Elven Cavalry - Reg Cv (S) @ 10AP or Reg Kn (F) @ 11 AP
2-8
High Elven Light Lancers - Reg LH (O) @ 5AP
4-16
High Elven Horse Archers - Reg LH (F) @ 4AP
0.8
Elven Guard Infantry - Reg Bd (R) @ 8Apor Reg Pl (R) @ 8AP
0.8
Elven Guard Archers - Reg Bw (G) @ 9AP (can support Elven Guard Bd)
4-24
Elven Spear All Reg Sp (R) @ 6AP or All Reg Sp (O) @ 5AP
0-
Upgrade Elven Spear to separately deployed Wardens - Reg Sp (S) @ 7AP
6-32
Elven Archers - Reg Bw (E) @ 8AP, up to half may downgrade to undrilled Irr Bw (E) @ 6AP
0-16
Upgrade Reg Bw (E) to mounted @ 1AP extra
2-16
Elven Rangers - Reg Ax (S) @ 5AP, or undrilled Irr Ax (S) @ 4AP, or Irr Ax (O) @ 3AP
0-1 per Sp/Ax Archers supporting Spear and Rangers - Reg Ps (O) @ 2AP
2-12
Skirmishers - Reg Ps (O) (may support Sp & Ax)
0-4
Elven Field Batteries or Elven mages mounted in chariots, casting magic missiles - Reg Art (F) @ 10AP
Any
Replace Eagle Lords with Air Galleys Irr FV (S) [Bd, Sp, Ax, Ps]
0-1
Sacred Artefact Altar - Reg WWg (I) @ 3AP
SEA ELVES
*1
Admiral Sub general - Reg Kn (E) @ 33AP
0-4
Sea Elf Lords - Reg Kn (E) @ 13AP
*2-6
Ships Companies - Reg Bd (R) @ 8AP
*4-16 Merchant Companies - Reg Bw (H) @ 8AP
Any
Regrade Merchant Companies to equal numbers of Reg Sp (R) @ 6AP & Bw (E) @ 8AP
*2-6
Ships Archers - Reg Ps (O) @ 2AP (can support ships companies Bd or merchant companies Bw (H))
0-4
Ships Batteries - Reg Art (S) @ 10AP
0-1 per Sub General Elven Flag Ships - Reg Shp (I) @ 3AP
0-1 per Bd (R) Elven War Galleys - Reg Gal (S) @ 4AP
0-1 per Bw (H) Elven Merchant Galleys - Reg Gal (O) @ 3AP
0-1 per Ps (O) Elven Light Galleys - Reg Gal (F) @ 2AP
0-1 per Mtd element Horse Transports - Reg Shp (I) @ 2AP
0-1 per Art (S) Elven Lightening Ships - Reg Shp (X) @ 6AP
The High & Sea Elves are among the oldest and most powerful of all the races of the world. The difference between the
two races is negligible, sea elves are simply high elves that dwell on the coastal areas and major ports and are more
concerned with the affairs of mortals, such as trading and exploring, whilst high elves are those elves with a loftier more
enigmatic purpose, less concerned with the affairs of the younger races, save in teaching those they deem worthy their
ancient wisdom and knowledge. Their magnificent cities of white towers, tranquil harbours, and schools of magic are the
wonder and envy of all the realms, but it is their formidable armies & navies that have enabled them to spread their
wisdom and knowledge to the younger races and vanquish their many foes.
High Elven armies are a complex amalgamation of different soldiers from various sections of Elven society, each owing
allegiance to their own Lords, cities, academies of magic or merchant houses. These diverse elements are fused together
into a coherent and disciplined force, with a formal command structure and hierarchy, which is capable of wielding its
many exotic troops to best effect. Elves are immortal and so these armies can rely on many warriors, who are veterans of
many campaigns, often wielding ancient magical weapons and armour of incredible power, hence the large number of
(S) & (R) troops and some cases exclusive (E), (G) & (H) grades.
The most famous part of the High Elven army comes from their fearsome Dragon Lords, riding the giant Dragon kin,
which are among the largest and most ancient of any Dragons to be found throughout the realms. The Dragon Lords
themselves wear armour made from the carapace of ancient Gold and silver dragons, offering magical protection from
swords and spells alike, and wield magnificent lances and longswords forged in the furnace of their dragons breath.
Alongside these ride the magnificent Eagle Lords, giant intelligent beasts, who will only submit to being mounted by
the purest and bravest Elven knights. Those classed as Fl (S) are Eagles with fully armoured knights, armed with lance
and sword mounted on them and Fl (F) are those without riders. Occasionally Eagle Lords are supported or replaced by
squadrons of Elven Air Galleys.
The main heavy cavalry force of any High Elven army is made up of the various Elven Lords and their retinues of noble
knights, riding fast Elven steeds, armed with lances and swords (usually magical) and wearing Elven mail, which is as
Page 42/35

light as leather armour, but offers the same protection as mail and plate! Some Elven lords still prefer to ride into battle
in the ancient tradition, using Elven War Chariots. These beautifully crafted War-Wains as the elves call their chariots,
are made from Lueralorne wood, which is as strong as Iron, but very light, pulled by 4 Elven steeds, with a crew of 4,
comprising driver, archer, spellsinger and knight with lance. Both the knights and the chariots are far faster and
manoeuvrable than any equivalent force fielded by the other races. The former can dismount as Bd (S) and the latter as
Bw (H).
High Elven cavalry also ride Elven steeds and are equipped with lances and bows, but wear smaller corsets of Elven
mail. In some instances they are described charging fiercely at the gallop, while others talk of them showering their
opponents with missiles, using their superior manoeuvrability to stay out of the enemys reach and only charging once
his formation had been disrupted. In the first instance we class them as Kn (F) and in the second as Cv (S). High Elven
cavalry can also dismount either as Bd (R) or Bw (E). The Elves also employ elite light cavalry formations equipped
identically to those above, but emphasising a skirmishing and scouting role. However the main Elven light cavalry
formations are made up of lightly armoured horse archers, shooting from the saddle and relying on evasion to counter
threats posed by enemy mounted forces.
High Elven Infantry are built around a core of superb guard units, in the service of royal households, schools of magic,
Elven temples, cities of the Elven lords and navies of the merchant princes. They are usually brigaded together in times
of war to form elite regiments of exceptional quality and efficiency. All wear full Elven mail of ancient design, affording
magical protection to its wearer. The guard infantry regiments wield two-handed weapons, hand weapons and shields, or
halberds and emphasise close combat, hence their classification as Bd or Pl (R). Archer regiments are equipped with
longbows and emphasise shooting - Bw (G). These are drilled to operate in close cooperation with footguard regiments
and are trained to loose off large volleys of arrows from behind them, enabling them to shoot at enemies at a distance, or
support the footguards in close combat, acting as conventional supporting archers.
As well as these elite regiments the elves can also field dozens of veteran spear-armed heavy infantry brigades. These
warriors are summoned only in times of emergency to the temples of the Elven war gods, to done their full Elven mail
hauberks and wield their 12 spears, all of which are ancient heirlooms of the temple, handed down through the
generations and possess great magical abilities. The wardens of these temples who tend the magical shrines in times of
peace act as officers and form the front & rear ranks of the spear blocks in time of war. Occasionally they are brigaded
together to form elite regiments - Sp (S), which act as bodyguards to generals or are placed in strategic areas of the
battlefield, where the fighting is expected to be thickest. However it is the archers, who form the backbone of any High
Elven army. Many of these warriors are professional soldiers and are consequently classed as regular, but others are
formed from volunteers, who whilst being magnificent archers do not drill and are therefore not deserving of regular
status. Occasionally regular archer regiments are mounted on Elven steeds to enable them to keep up with the fast
moving cavalry formations, which they are ordered to support.
The elves also deploy large numbers of light archers used tactically to skirmish and support the heavy infantry and other
light infantry formations. Other light troops are armed with a combination of javelins, bows, swords and light axes, but
emphasis mobility rather than staying power. Some of these formations are permanently embodied regular units, such as
the Royal Avelorian Rangers, whilst others are made up of elves from the woodlands, skilled in woodcraft, but not
drilled, such as the Rangers of Ithilorne and are therefore classed as irregular. Moreover some of these irregular
volunteers are armed only with javelins and wear little or no armour; we class these as Irr Ax (O).
The Elves are able to deploy large numbers of artillery. The most common of these are bolt-throwers mounted on light
carts, or Elven mages equipped with lightening bolt scrolls and wands containing other magic missile spells, riding in
heavy chariots. Both of these are classed as Art (F).
The Elves are the pre-eminent maritime power in the realms; their graceful Swan ships are a common sight on the open
oceans and ports of the world, inspiring fear in their enemies and courage in their allies. Many a besieged city or fortress
has welcomed the sight of an Elven fleet sailing to its relief. Elven ships are powerful craft; some [Gal (S) & Shp (X)]
are pure warships, or military transports [Shp (I)], but others are armed merchant vessels used for trading, [Gal (O)] or
exploring [Gal (F)]. Unlike in the main rules for attackers selecting terrain, Elven armies can select a WW if attacking if
they have 6 or more naval elements, because of the large numbers of naval elements this army can use.
The vast majority of the Elven fleet is provided by the Merchant Princes and when on campaign the usual practise is for
the highest ranking and most experienced merchant prince to be elected as Admiral second only to the CNC himself.
However not all High Elven forces field large sea elf detachments, so the minima marked * only apply if more than 6
elements (including naval elements) are used. If present all sea elves must be commanded by the admiral, who can
command other troops. The Kn (E) elements represent the Merchant princes and their retinues of noble knights, whilst
the Bd (R) represents the warships large marine contingents. The merchant companies are specialist regiments of Elves
armed with a mixture of heavy spear & shield and longbows, able to outshoot most opponents or fight indefinitely in
hand-to-hand, hence their classification as Bw (H). Small companies of archers defend the lighter galleys; these are
deployed in skirmishing formations when fighting on land and are often used to support the ships companies or
merchant companies. Sea Elves are very resourceful individuals and it is common for them to deploy large naval
artillery batteries on land for ground actions. Very often these batteries are magical, such as the famous lightening
batteries used by the Elves at the battle of Mezorbareanzan, where they severely damaged the Dark Elf fortress and
drove back orc counter attacks with heavy losses.
The High Elves can field allied contingents from the Empire, the Wood Elves, The Dwarves (the rules for
Dwarven/Elven animosity Apply), The Merchant States, the Leonardos and the Knights of the Sacred Flame. Only 2
allies can be used at any one time. Wood Elf allied commands count as sub-generals, to represent the close relationship
Page 43/35

between the various Elven Kingdoms, or the fact that some of the larger more powerful High Elf realms claim suzerainty
over many smaller wood elf dominions.

Page 44/35

WOOD ELVEN REALMS


Alignment: Good. Cold. Ag 0. Rv, H(S), H(G), Wd, O, RGo, Rd, BUA.
1
1-2
0-1
0-5
0-4
0.6
0-6
0-12
0-4
0-4
0-6
16-40
4-30
Any
0-8
0-8
8-24
2-20
0-8
0-4
0-1
0-1

C-in-C - Irr Kn (E) @ 21AP or Irr Cv (S) @ 19AP, or Irr Sp (S) @ 15AP
Sub General - as above or Irr Bw (W) 16AP, or Irr Bw (E) @ 16AP or Irr Bd (F) @ 15AP
Forest Dragon Irr Fl Be (O) @ 36Ap
Great Eagles - Irr Fl (F) @ 18Ap or with Riders Irr Fl (O) @ 20Ap
Wain Riders - Irr Kn (E) @ 11AP
Lords Riders - Irr Kn (E) @ 11AP or Cv (S) @ 9AP
Centaurs Irr Cv (R), or Irr Lh (S)
Wood Riders - Irr LH (F) @ 4AP
Lords Guards - Irr Bd (R) @ 6AP
Lords Archers Irr Bw (G) @ 7AP
Lords Spear Bearers - Irr Sp (S) @ 5AP
Archers - Irr Bw (E) @ 6AP or Irr Bw (W) @ 6AP
Warriors
Armed with spears All Irr Sp (R) @ 5AP or All Irr Sp (O) @ 4AP
Regrade spear to unshielded Irr Ax (X) @ 3AP
Armed with swords and two handed swords - Irr Bd (F) @ 5AP
Fey Warriors - Irr Wb (F) @ 3AP
Rangers - Irr Ax (S) @ 4AP, or Irr Ax (O) @ 3AP
Skirmishers - Irr Ps (O) @ 2AP (Can support Sp, Ax, Bd)
Beast Masters - Wild Cats Irr Bst (F) @ 7AP or Bears as Irr Bst (O) @ 8AP
Tree Men - Irr Gi (R) @ 12AP
Sacred Artefact Altar - Irr WWg (I) @ 2AP
The Mythical Unicorn - Reg Ucn (S) @ 14AP

Amongst the forests, woods and hidden valleys of the world dwell the sylvan elves more commonly known as wood
elves. Like their High elven kin they are a magical race, tending the forests and woodlands and protecting its flora a
fauna from the encroachment of marauding bands of orcs and other evil creatures. Their cities are sculpted from magical
Lueralorne wood and the living earth to form beautiful palaces, courtyards and terraces. These cities are usually found in
hidden valleys, protected by powerful illusions, which keep them concealed from unwelcome eyes. Wood elves are
masters of woodcraft, and their armies are famous for appearing out of no-where, crushing their enemies, and then
fading back into the undergrowth in the blink of an eye.
Wood elves are immortal and thus they can rely on warriors that are veterans of many campaigns, often wielding ancient
magical weapons and armour of incredible power, hence the large number of (S) & (R) troops and some cases exclusive
(E), (G) & (W) grades. Their armies are based along family and clan lines similar to the feudal make-up of many human
kingdoms; consequently these forces do not have the same degree of organisation as those fielded by their High Elven
cousins. Even so Wood Elven armies are very powerful, combining many strange and exotic creatures and troop types
with a solid core of excellent foot and mounted warriors of exceptional quality.
Foremost among these strange creatures are the terrifying Forest Dragons, which are used by the bravest Wood Elven
princes as war-mounts. These beasts can grow over 55m in length and are able to devour the largest hill giant or ogre
with a single bite! Other flying beasts include Great Eagles - Fl (F), some of which are ridden by wood elven knights,
wielding light lances, javelins and bows - Fl (O).
Wood Elves are great exponents of the chariot, which they field in large numbers. Their war-wains are beautifully
crafted works of art, made from magical Lueralorne wood, which is incredibly strong and light. These chariots comprise
a crew of knight, archer, spellsinger and driver, pulled by 4 elven steeds. Other wood elven nobles are grouped together
to form heavy cavalry formations; some are armed with lances and swords and equipped with elven mail and full
knightly panoply, which are graded as Kn (E). Other mounted elven nobles are equipped with a combination of bows,
light javelins and lances, skirmishing when tactically necessary; we class these as Cv (S). Wood Elf equestrian forces are
supported by mounted archers and Centaurs equipped with bows, who patrol the marches of the wood elven realms in
times of peace, acting as the unseen eyes and ears of the wood elf kings. All Wood elves may dismount, chariots as Bw
(H), Kn (E) as Bd (R), Cv (S) as Bw (E) and Lh (F) as Ps (O).
The elven Lords and Kings keep permanently embodied household troops entrusted with the security of the Lords and
their subjects and with protecting the borders of the wood elf realms. Although these soldiers are magnificent warriors
they do not drill and are therefore not deserving of regular status. All are armoured in magical elven mail and are
equipped with magical weapons of immense power; some wielding spears Sp (S), other with swords Bd (R), and
others with bows Bw (G). The archers and swordsmen usually fight together and consequently the Bw can shoot as a
2nd rank behind the guard blade and can support them as Ps (O).
The main strength of any wood elf army is its superb regiments of archers, who are deemed to be the greatest bowmen in
all the realms hence their classification as Bw (E). Sometimes they fight in fast elusive dispersed formations, in which
case they are classed as Bw (W). Other wood elf warriors, such as the rangers fight in similar dispersed formations, and
are armed with light bows, javelins, swords, axes and darts. They are expert at fighting in broken terrain and they are
Page 45/35

often supported by light skirmishing archers, who also support wood elf warriors armed with either spear or swords.
Those warriors armed with spears can either be deployed in close formation Sp (O) or in dispersed groups Ax (X), and
consequently up to half of the Sp (O) may be downgraded to AX (X) prior to a battle, or purchased as Ax (X). Wood
elven swordsmen are noted as graceful yet fanatical fighters, lightly armoured and wielding either 2 hand weapons, or
two handed cutting and crushing weapons, which they use to deadly effect. Even more fearsome are the dreaded fey
warriors, whose whirling dances of death are terrifying to behold and fatal to encounter.
As guardians of the woods and wild places the elves are able to call upon many beasts that inhabit such regions to fight
alongside their armies. These beasts are marshalled by the famous elven beatmasters, who are able to commune with
mountain lions, wild cats, boars, bears and the like. However the most fearsome and powerful of all the creatures that
share the forests of the wood elves are the treemen. These giant beings are the oldest guardians of the woods and the
wood elves closest allies; they stand as high and as wide as the largest and most ancient oak, elm or beach tree to be
found anywhere in the world and they are as strong as a titan!
The Wood Elves can field allied contingents from the Empire, the High Elves, The Dwarves (the rules for
Dwarven/Elven animosity Apply), good aligned barbarians and the Knights of the Sacred Flame. Only 2 allies can be
used at any one time. High Elf allied commands count as sub-generals, to represent the close relationship between the
various Elven Kingdoms.

Page 46/35

Hobgoblins of The Dark Lands


Alignment: Evil. Cold. Ag 4. Rv, H(G), RGo, M, Rd, BUA, Wd.
1
1-3
0-1
0-1
0-4
0-6
4-16
6-60
0-12
0-8
0-8
*2-8
*4-16
*2-12
*4-16
*4-16
*2-12
0-12
0-10
0-4
0-6
0-2
0-2
0-2
0-4
0-2
0-2

CNC - Reg Kn (R) @ 35AP


Sub Generals - As above or Reg Cv (S) @ 30AP or Reg Kn (F) @ 31AP or Reg Lh (S) @ 27AP
Oriental Dragon - Irr FBe (O) @ 36Ap
Wyvern Riders Irr FBe (F) @ 34Ap
Gargoyles - Irr WHm (O) @ 10Ap, or Chimeras or similar - Irr Fl (D) 26Ap
Hobgoblin & Orc Dire-Wolf Riders - Reg Kn (R) @ 15AP
Hobgoblin & Orc Wolf Riders - Reg Cv (S) @ 10AP or Reg Kn (F) @ 11AP
Hobgoblin & Orc Light Wolf Riders - Reg LH (S) @ 7APor Reg LH (O) @ 5AP
Goblin Wolf Riders - Irr LH (F) @ 4AP
Hobgoblin best masters Wargs Irr Bst (F) @ 7Ap, or Mountain Lions Irr Bst (O) @ 8Ap
Uroks/Black Orc Guards - Irr Wb (S)@ 5AP
Hobgoblin Banner Infantry - Reg Bd (F) @ 7AP, or Reg Bw (X) @ 7AP
Orc Warriors - Irr Wb (R) @ 4AP, up to 1/3 Irr Bd (F) @ 5AP
Armoured Orc Archers - Irr Bw (O) @ 4AP
Goblin Warriors - Irr Ax (O) @ 3AP, up to half Irr Sp (I) @ 3AP
Goblin Archers - Irr Bw (I) @ 3Ap or Irr Ps (O) @ 2AP (may support goblin warriors)
Goblin Dregs - Irr Hd (F) @ 1AP
Civilians driven ahead of the army - Irr Hd (I) @ 0.5AP
Trolls, Ogres or similar - Irr LHm (O) @ 8Ap
Hill Giants, or similar - Irr Gi (I) or Irr Gi (O)
Oni (Oriental Ogres) - Irr Lhm (S) @12Ap
Wiang Liang - Irr Gi (O) @ 12Ap
Giants with Artillery Irr Gi (X) @ 18Ap
Wagon Mounted Artillery - Reg Art (F) @ 10AP
Warwagons Irr WWg (O) @ 8AP
Siege Towers Irr WWg (S) @ 10AP
Siege engines Reg Art (S) @ 10AP

The Hobgoblins are the pre-eminent power in the Darklands, a region encompassing the vast steppes, mountains and
forests towards the north and east of the Realms. Hobgoblins differ from the other goblin races in two principal ways firstly they possess iron discipline and secondly they maintain a degree of organisation that is far beyond any other
orcish force. This has allowed them to subjugate the lesser orcish tribes of the Dark Lands, conquer countless cities and
become a major power within the Eastern realms. Even the Dark Elves have a healthy respect for the Hobgoblins and
use them as their allies of choice, a harsh fact that many Dwarven, Human and other kingdoms have learned to their
cost. In theory their vast empire is ruled over by the Great Khan, with his Khans governing huge tracts of this empire on
his behalf. In practice however, the Khans are virtually autonomous with the Great Khan able only to exert his political
will in regions where he can apply military control. His most effective method in ruling these vast domains is to play the
Khans off against one another, which he does by keeping them competing over territory, wealth and prestige.
This list represents Hobgoblin armies of the Great Khan and the lesser Khans. The strength of any Hobgoblin army lies
in its excellent organisation and ruthlessly efficient command structure. Most armies are drawn up in 4 divisions each
commanded by an experienced general and unlike any other goblin force these armies are organised enough for the
generals to be considered regular!
The main strike force of the Hobgoblin army comes from its various mounted units, made up from the upper classes of
the various Hobgoblin clans and the subjugated Orc and goblin tribes. All of these are drilled to the same perfection of
the Hobgoblins, with the exception of goblin units, which are impossible to drill even for the Hobgoblin discipline
masters! Foremost among these cavalry formations are the most fearsome Hobgoblin and Black Orc nobles wearing
heavy laminated armour of lacquered wood and iron, armed with lances, bows and swords, riding the dreaded Dire
Wolves 10 long beasts, capable of ripping a man in two with a single bite! Because of their ferocity they are
considered Kn (R), but we class them as regular as they are recorded as requesting permission to charge.
Alongside these fearsome monsters are other heavy wolf-mounted units, provided by the lesser hobgoblin and orc
nobility and their retainers, armed and armoured similarly to those above. The hobgoblins tactic was to surround an
enemy and shower them with missiles, before closing in for the kill and we class these as Cv (S), however as time went
on many hobgoblins began to adopt the orc tactic of firing their bows prior to charging the enemy fiercely at the gallop
and so they may be classed as Kn (F). Conversely we also postulate that many orc regiments adopted hobgoblin tactics
and may therefore be considered Cv (S), importantly however both were drilled to a very high standard and are therefore
considered regular. Both can dismount as Bw (O).
Other wolf riders are armed with a combination of spears and bows, but wear no armour and fight in looser skirmishing
formations and are classed as LH (O) or (S). They are all regular, except for those goblins mounted on smaller swift
wolves and armed only with bows, or light javelins, which we class as Irr LH (F).
Page 47/35

Many Hobgoblin armies are made up entirely of wolf riders and so the minima marked * only Applies if any foot or
train elements, except baggage, are used. The vast majority of the infantry are undisciplined orcs and goblins fighting in
their native styles, (though usually better equipped and more effective) supplemented by elite Hobgoblin Banner
Infantry. These troops act as elite guards to the Khans and wear lacquered wooden armour and wield either samurai
swords, or a combination of bow and spear. In the first instance we class them as Bd (F) and in the second as Bw (X), as
they emphasise shooting over close combat. They may not be double based with other Bw elements and they may not
provide or receive rear support from one another.
Black Orc or Urok infantry supply other guard units to the Hobgoblin armies. Armed with a combination of heavy
cutting and crushing weApons, halberds and spears, these 7 giants are the fiercest warriors in the entire goblin race and
are capable of sweeping aside all but the stoutest foot and even mounted units. They are consequently graded as Wb (S).
Other Orc units are armed with a mixture of different weapons similar to those mentioned above, though less heavy; they
are heavily armoured, employing rush tactics to overwhelm opponents and are consequently graded as Wb (R). Some
Orc units, though similarly armed, emphasised individual fencing skills and are classed as Bd (F), whilst others employ
bows and crossbows in large formations, and are classed as Bw (O), as a large number are armoured and prepared to
fight hand-to-hand if the situation arises.
Only the largest and most intelligent Goblins are admitted into the ranks of the Hobgoblin armies, with the lesser goblins
consigned to a life of slavery, carrying out only menial tasks for the Khans forces. If deployed these dregs are graded as
Hd (F) as they are reasonably adept at ambushes and fighting from difficult terrain. The other goblin units are trained to
a relatively high degree, which has enabled them to surprise their overlords and enemies with their fighting skills. Those
armed with bows are classed as Bw (I) or Ps (O) if skirmishing and those armed with light spears and javelins as Ax (O)
if fighting in loose formation, or Sp (I), if clumped together.
Hobgoblins are incredibly cruel and it is common for them to drive captured civilians ahead of the main army, instilling
terror into the hearts of their enemies. Hobgoblins also employ contingents of Hill Giants, ogre and troll mercenaries, to
further intimidate their enemies, though these are deployed in much smaller numbers than in other orc armies. As well as
these fearsome giants the armies of the Khans are able to deploy an array of artillery (often mounted on wagons or even
on platforms carried by mountain giants for extra mobility) and other crude but effective war machines, such as war
wagons, and siege towers. These machines of destruction have enabled the Hobgoblins to sweep aside the strongest
walled cities as efficiently as they have crushed many armies, another alarming factor for the realms bordering the
Darklands!
The Hobgoblins are also able to call on the services of numerous magical eastern races, including mercenary Oni, more
commonly known as Oriental Ogres and their larger cousins Wiang Liang. Although only 9 tall we class Oni as LHm
(S) due to their magical abilities and although only 14 tall Wiang Liang are classed as Gi (O), for the same reason. A
large number of evil Oriental Dragons can be found throughout the Darklands and these are often coerced into the
service of the Hobgoblins, with promises of a share in the spoils of treasure and slaves. Gargoyles hideous evil winged
creatures from the mountainous regions of the Darklands are also willing to fight for loot and can consequently be found
in the service of many Hobgoblin Khans, as can powerful creatures such as Chimeras 3 headed winged beasts, with the
head and wings of a Dragon, the head and fore quarters of a Lion and the head and hind quarters of a Goat and wargs
giant savage wolves, which are bred by Hobgoblins from birth for war and their cruel sports. Long ago the Khans were
able to field many Wyverns in their armies, but now only a handful remain as the Orc clans which bred and reared the
great beasts lead an unsuccessful rebellion against their Hobgoblin overlords and were all wiped out, save for a handful
of loyal tribes.
The Hobgoblins can call on contingents of Orc allies, when setting off on their campaigns of conquest. These represent
semi-autonomous orc tribes that control the vast subterranean tracts under the mountains, and forests of the Hobgoblin
Empire, which the Hobgoblins, being primarily a surface dwelling race, care little. These tribes owe military service to
their Hobgoblin overlords and are totally dependent on the Khans for their continued existence; they are therefore very
reliable, and we class them as sub-generals. Dark Elves and various Undead forces from Necromancers and Liches also
fight alongside the armies of the Khans, and although such alliances are common they are too unpredictable to be
classed as sub-generals. Other allied forces may be drawn from Chaos Lords, Ratmen, Evil barbarian clans and the
Vampire Lords. No more than 2 allies can be used together and Barbarian clans cannot be used with the Vampire Lords.

Page 48/35

RATMEN CLANS
Alignment: Evil. Warm, Ag 3, H(S), H(G), Wd, RGo, M, BUA, Rd, O, V, Rv.
1
0.2
Any
1-2
0-1
0-1
0-4
0-8
10-40
6-40
0-16
4-40
10-40
0-8
2.24
0-8
0.8
0-4
0.9
0-10
0-8
0-6
0-8
0-8
0-1

C-in-C Chief of Clan Irr Wb (S) @ 15Ap or Irr Bd (S) @ 17Ap or Irr Bst (R) @ 18Ap
Sub General as above or Irr Bd (F) @ 15Ap or Irr Sp (O) @ 15Ap
Downgrade Sub General to Allied General as above but -5Ap
Allied General as above but -5Ap
Emissary of the Great Rat Irr Be (D) @
Plague Dragon Irr Fl Beh (O)
Giant Bats Irr Fl (X), or Jabberwocks or chimeras Irr Fl (D) @
Vermin Guard Irr Wb (S) @ 5Ap
Clan Warpacks Irr Wb (F) or Irr Bd (F) @ 5Ap
Clan Spearats Irr Sp (O) @ 4Ap or Irr Ax (X) @ 3Ap
Clan Raiders Irr Ax (O) @ 3Ap
Clan Skirmishers Irr Ps (O) @ 2Ap (may support Clan Sp, Bd & Ax)
Ratmen Slave Spear Irr Sp (I) @ 3Ap or Irr Hd (O) @1AP
Ratmen Slave Pike Irr Pk (I) @ 3Ap
Ratmen Slave Slingers Irr Ps (O) @ 2Ap (may support Slave Pk & Sp)
Infiltrators Irr Ps (S) @ 3Ap, or Irr Ps (O) @ 2Ap (may support Assassins)
Assassins Irr Ax (S) @ 4Ap
Plague Monks Irr Wb (S) @ 5 AP
Beast Masters Irr Bst (R) @ 8Ap or Irr Bst (S) @ 9Ap
rabid Packs Irr Bst (I) @ 6Ap or Rat Hounds as Irr Bst (F) @ 7Ap
Vermin Ogres or Trolls Irr LHm (O) @ 8Ap
Scythed War Machine Irr Exp (O) @ 7Ap
Flamers & Poison Grenadiers Irr Ps (X) @ 8Ap
Jezzails Art (R) @ 7Ap
Sacred Altar Reg WWg (I) @ 3Ap

Under the foul dank sewers of countless human cities, the salt marshes of the wasteland and the caves of the worlds
mountain ranges lurk the Ratmen; a foul race of evil mutated creatures, that owe their very existence to the fetid Gods of
pestilence and decay. They are the physical embodiment of their chief god the Great Rat, and they sow their pestilence
throughout all the realms in his dire service, brining death and plague to all in his name. Ratmen are rare and unwelcome
visitors to the world of men and elves, though the vast tentacles of their Underealm stretch across the whole world,
clinging to the cities of men, the forests of the elves, the mountain holds of the dwarves and even the subterranean cities
of the dark elves like a giant cancer. From this network of tunnels the Ratmen are able to conduct raids, capture slaves,
assassinate enemies and even launch full-scale invasions, making this unseen foe a terrible threat, even to the most
formidable powers within the realms.
Ratmen armies are designed for moving speedily underground, enabling them to field large forces in the heart of their
enemies territory. To represent this ratmen armies have a 4th terrain option when they are the attacker. They can deploy
2-4 pieces of any of the following - M, RGo, G, D, Wd, BUA, E, H(S), if the defender has any of these terrain types.
This represents the Ratmen attacking through tunnels that lead into this terrain. A BUA represents a defenders town,
which has a honeycomb of Ratmen tunnels underneath it and has been captured by a Ratmen assault prior to the main
invasion. If the Ratmen uses this option their force will suffer the equivalent of 4 elements of casualties to the army if
enemy elements pass through the centre of the BUA. Furthermore one of the Ratmens chosen terrain pieces may be
classed as a warren and the ratmen can ambush from this piece of terrain as if it were an Orchard, unless the warren is
placed in a wood or BUA, in which it acts as either of these types. If the Ratmen player chooses a BUA, then the warren
must be placed there; otherwise the ratmen player does not have to declare where the warren is and it may be placed in a
central sector, enabling an ambush from this part of the battlefield. A warren may not be placed in the defenders side of
the table, if all the attackers terrain ends up in this part of the table then it is assumed that the ratmen have advanced
beyond the confines of the warren and it is not present on the table. All other ambush rules apply as per the main rules.
Ratmen may also deploy a warren if they choose to be the defender and again this must be placed on the defenders side
of the battlefield.
The Great Rat encourages the philosophy of survival of the fittest and consequently it is not only common for ratmen to
fight one another, it is desirable. This leads to blood feuds and a pragmatic approach to politics where assassination and
double-cross are legitimate modes of advancement for individuals and clans alike. To simulate this Ratmen armies must
have 1 allied general, representing ambitious lieutenants, or vassal tribes; however, it is possible to downgrade all the
generals to allies, simulating an alliance of multiple clans, or a single clan in the middle of a power struggle with no
unanimous leader. Allied generals do not have to control both clan Spearats - Irr Sp (O) and Clan Warpacks, but they
must control either one or the other.
The backbone of any Ratmen army is made up of the warriors of the warlord clans. Many of these are fast heavy infantry
armed with swords and other hand weapons, which we class as either Wb (F) or Bd (F). Other warriors are equipped
Page 49/35

with spears and fight in formed lines using shieldwall tactics Sp (O), however it is common for clan Spearats to leave
their shields behind in raids, so they may be purchased as Ax (X), or up to half of the Sp (O) may be downgraded to AX
(X) prior to a battle. The most formidable clan warriors are bred from the litters of the chieftains themselves and
deployed in elite shock regiments; these Vermin guard stand well over 6 tall and are heavily armed and armoured, often
acting as guards to the most senior warlords. Other clan infantry are made up of light troops, such as fast moving raiders,
armed with a mixture of light close combat and missile weapons, and slingers, which are often used to support the
heavier clan regiments.
The Ratmen make great use of slaves captured in raids against rival ratmen clans or even dwarves, humans, orcs or
lizardmen. Consequently slave elements should contain mostly ratmen figures, with the odd orc or dwarf thrown in if
desired. Slaves are the lowest of the low in the brutal society of the ratmen, undertaking the most dangerous tasks.
Although usually chained together to stop them from running away in battle, they are spirited fighters, wielding either
spears or long pikes and often being supported by other slaves with slings.
Ratmen are noted for their Beastmasters, who capture terrifying beasts and put them to the evil service of the warlords.
The most powerful of these creatures are the dreaded Plague Dragons, giant winged drakes riddled with pestilence,
spewing forth clouds of acrid poison. Other fell beasts include plague-infested jabberwocks, fearsome chimeras and
giant bats, as well as packs of mutated wear rats, giant spiders, rabid giant rats, mutant wolfhounds and other horrific
forms. Arguably the most terrifying mutant beasts of all are the Vermin Ogres and Trolls, created by blending foul
magic and arcane beast craft. These giant volatile beasts are used as elite shock troops by the chieftains, and they are
capable of sweeping aside all but the most formidable foot with relative ease.
Plague monks, the priests of the great rat, are often found in the armies of the Ratmen, sometimes riding in sacred plague
carts. These fanatical warrior monks are classed as Wb (S), due to their indifference to wounds and the fear they instil in
opponents, who naturally do not wish to come into contact with their various diseases. Favoured Warlords can even call
upon the services of the emissaries of the Great Rat. These are giant demons of immense power, resembling giant
ratmen, with a giant horn protruding from their forehead, standing over 40 high, and cloaked in nauseas gases. Their
disease-ridden bodies sport great open sores and other bubonic gifts from the master of pestilence and they wield giant
decaying, poisonous blades.
Assassination is an accepted part of Ratmen society and there are a number of clans that specialise in this dark art. The
loyalty of these assassin clans is crucial for Warlords that not only wish to retain their power and status, but also their
lives, and assassins are mush prized soldiers. In raids or open battles they are usually grouped into elite warpacks of fast
light infantry, armed with poison swords, darts and slings.
Other specialist clans manufacture terrible machineries of destruction, such as giant scythed war machines, bristling with
gruesome spikes and lances, which partially make up for the Ratmens lack of cavalry. Other ingeniously evil weapons
include poison grenades, flamethrowers and jezzails heavy muskets crewed by teams of 2 ratmen, capable of killing a
mammoth at 200 paces!
Undead lords and necromancers find the ratmen to be useful allies that do not pry into their necromantic designs.
Consequently Ratmen can class undead allied generals as sub generals. Other races and powers that occasionally work
with Ratmen include Chaos Lords, Beastmen, Dark Elves, Orcs, Hobgoblins and Vampire Lords and the Ratmen can
have allies from any of these armies. No more than 2 non-Ratmen ally generals can be used together at the same time.

Orc and Goblin clans


Alignment: Evil. Cold. Ag 3. Rv, H(S), H(G), Wd, RGo, M, BUA.
Page 50/35

1
1.2
0-1
0-2
Any
0-3
0-3
Any
0-1
0-6

C-in-C Irr Kn (R) [Chariot] @21Ap, Irr Kn (R), Irr Wb (S) @ 15Ap Irr Cv (S) @ 19Ap Irr Kn (F) @ 19 Ap
Sub General as above or Irr Bd (F) @15Ap, Irr Wb (R) @ 14Ap,
Upgrade general to Wyvern clan chieftain - Irr FBe (F)
Allied General as above but -5Ap
Downgrade sub generals to allied generals as above but -5Ap
Orc War Wyverns Irr FBe (F) @ 28Ap
Goblin Giant Bat Riders or similar Irr Fl (I) @ 16Ap, or gargoyles Irr WHm (O) @ 10Ap
Replace Bat Riders or gargoyles with Air Galleys Irr FV (O) [Wb, Bw, Ps]
Cave wyrrm, Rhemorraz, Giant Gorgon or similar Irr Be (O) @ 24Ap
Orc Warg Riders Irr Kn (R) @12Ap

0-8

Boar/Bear Riders Double based Irr Kn (I) @ 8Ap front rank 7 rear rank

2-12
0-6
2-18
0-16
0-6
8-40
0-12
0-6
4-40
4-24
4-24
0-8
0-16
0-8
0-4
0-4
0-1
0-2

Orc Wolf Riders Irr Cv (S) @ 9Ap, or Irr Kn (F) @ 9Ap


Orc War Chariots Irr Kn (O) @ 9Ap or Goblin War Chariots Irr Kn (F) @ 8Ap
Goblin Light wolf/Spider riders Irr LH (F) @ 4Ap, or (O) @ 5Ap
Uroks/Black Orcs Irr Wb (S) @ 5Ap
Urok Crushers Irr Bd (X) @ 6Ap
Orc Warriors Irr Wb (R) @ 4Ap up to 1/3 may be Irr Bd (F) @ 5Ap
Orc Archers/Crossboworcs Irr Bw (O) @ 4Ap
Goblin Guards Irr Bd (I) @ 4Ap
Goblin Warriors up to half Irr Ax (O) @ 3Ap remainder Irr Ax (I) @ 2Ap, Ps (I) @ 2 AP, or Hd (F) @ 1Ap
Goblin Spear Irr Hd(S) @ 2AP or Irr Hd (O) @ 1Ap, upgrade up to Irr Sp (I) @ 3Ap
Goblin Bow Irr Bw (I) @ 3Ap, or Irr Ps (O) @ 2Ap (can support goblin Bd, Sp, Ax)
Wolf/Spider Packs Irr Bst (O) @ 7Ap or (F) @ 6Ap
War Trolls and Ogres Irr Lhm (O) @ 8Ap or as armoured Irr Lhm (S) @ 12Ap
Hill Giants Irr Gi (I) or Irr Gi (O) ,
Mountain Giants Irr Gi (S) @ 14Ap 0-2 to Irr Gi (X) @ 22Ap
Artillery Reg Art (O) @ 8Ap, upgrade 1 to Reg Art (S) @ 10Ap
Shamanic Alter Irr Wwg (I) @ 3Ap.
Alter Guards Irr Bd (O) @ 5Ap

From the great caves under the Dragon Spine Mountains, to the dark forests of the turbulent east, Orc and Goblin clans
are a constant menace throughout the realms. Their great holds are akin to giant volcanoes, whose sporadic eruptions
issue forth vast terrible hordes, devastating the lands around them in murderous campaigns of rape and conquest.
Countless realms and cities have succumbed to their merciless onslaughts and many cultures have been crushed under
their iron-shod boots. As well as these surface conflicts, Orcs and Goblins participate in a constant subterranean war
with rival clans plus Ratmen, Lizzardmen, Dwarves and even the powerful Dark Elves.
Orc armies are a terrible and awesome sight to behold, with an array terrifying warriors, fearsome beasts and horrifying
mercenaries, such as giants, ogres and trolls. Although very powerful these forces are poorly organised and often suffer
from internal strife as animosity between rival clans and competing chieftains spills over into open conflict. To
represent this Orc Sub Generals may be reclassified as allied generals and if the army has more than 3 generals then 1
must be an ally to represent the confederate nature of very large Orcish hordes. However allied generals need not control
otherwise compulsory troops and may not control Wyvern riders.
The pinnacle of the Orcish military is comprised of those Black Orcs mounted on Wyverns - giant winged reptiles
similar to Dragons, only sleeker even if slightly less powerful. Only the wealthiest and most powerful clans can field
such beasts, which are bred in the towering mountains above the dark caves, frequented by the orcs and goblins and their
hordes of giant bats, which the smaller orcs and goblins use as steeds. Furthermore the mountain peaks are often home
to tribes of Gargoyles, who serve the Orcs as scouts, aiding them to waylay merchant caravans that have to traverse the
dreaded peaks, or scout out the whereabouts of enemy forces. Occasionally crude but effective air galleys, with large
marine contingents, light artillery and giant rams and sabres, replace these aerial elements.
As well as these flying creatures the Orcs and Goblins employ an arsenal of other terrifying beasts from giant cave
monsters such as Cave wyrrms, Rhemorraz and Giant Gorgons to Giant Spiders and Wolves of varying types;
furthermore the Orcs use many of these creatures as bestial steeds. The most fearsome of these are the dreaded Warg
riders giant, super-intelligent, aggressive wolves, ridden by Black Orc nobles, encased in spiked leather and chain
armour, wielding lances and large cleavers. These are graded as Kn (R) for their ability to ride down all but the stoutest
foot and break most enemy cavalry with ease. Other large orcs are similarly equipped and mounted on bears, or boars
and grouped together in deep clumsy formations, which use sheer weight of numbers to break through enemy
formations. If used such elements must be double based.
However the mainstay of Orc and goblin mounted formations are made up of wolf riders, with Orcs on larger heavier
wolves and goblins on smaller sleeker beats. Orc wolf riders are armed with a mixture of spears, lances and bows and
wear light chain or heavy leather and felt armour. Most are described as using controlled charges and skirmishing when
tactically necessary, so are classed as Cv (S), but other are described as hurling spears and firing arrows at their enemies
before charging fiercely, which we class as Kn (F). Goblin wolf riders are similarly armed, but usually wear no armour
and are used in a skirmishing role; their classification of LH (O) rests as much on the fighting ability of their wolf steeds
Page 51/35

as it does on the goblins themselves. Occasionally goblins will replace their wolves with giant spiders, especially when
fighting underground.
The Orcs and goblins also make use of primitive, but effective chariots pulled by wolves. The larger less manoeuvrable
Orc chariots are considered Kn (O) and the lighter Goblin chariots as Kn (F).
Orc warlords are capable of fielding huge numbers of infantry of varying quality. The most effective and fearsome of
these are the Black Orcs, or Uroks, as they are sometimes known. Standing over 6 and a half feet tall, covered in chain
armour, often decorated with giant spikes and wielding an array of two handed cutting, thrusting and crushing weapons;
these units inspire loyalty from lesser orc and goblin units through fear. Uroks also act as personal guards to chieftains
and are sometimes grouped together into elite units of Crushers, wielding large pole axes, designed for dispatching
heavily armoured mounted enemies.
The vast majority of orc warriors are armed and armoured similarly to the Uroks, but with lighter weapons and armour.
They are famous for being able to cover distances very quickly, and using rush tactics, hence their classification as Wb
(R). Some - up to roughly one quarter, are noted for employing fencing skills and are consequently classed as Bd (F).
The Orcs also deploy units of armoured archers and crossbowmen, which are reasonably effective, even if a little ill
disciplined.
Goblins and lesser orcs are smaller relatives to the larger orcs, standing between 3 and a half and 4 and half feet tall.
They make up the lower classes of Orc society, which in reality makes them little better than slaves to their bigger
cousins, forced to undertake the menial and dangerous tasks in orc society such as mining and cleaning out the wolf
dens! During battles the Goblins are brought along to swell numbers and watch their masters grind their enemies into
dust; however particularly small Orc chiefs sometimes field goblins as guards as it makes me look bigga. If used such
guard units are classed as Bd (I); they are equipped with leather armour shields and short swords. Other Goblin warriors
are armed with a mixture of javelins and other light weapons. Units made up of larger individuals are classed as Ax (O)
and lesser goblins as Ax (I), and Hd (F); or as Ps (I) if skirmishing. Goblins armed with spears are classed as Hd (S) due
to their small size and poor equipment, coupled with their aggressive nature, and less enthusiastic individuals as Hd (O).
Some may be upgraded to Sp (I), representing veterans of raids and larger goblins more confident in their abilities,
wielding better quality weapons, often looted from victims of other battles. Although goblins as a rule make poor close
combat troops they are reasonable archers. Those grouped into large units and emphasising shooting are classed as Bw
(I) and those skirmishing as Ps (O). In fact Goblins make excellent skirmishing archers, which are often used to support
their woefully inadequate infantry.
To stiffen their reluctant Goblin serfs the Orcs employ large numbers of Ogre, Troll and Giant tribes as mercenaries,
some of which are permanently attached to individual Orc clans as allies or vassals. Both Trolls and Ogres are fearsome
opponents over 10 tall and able to smash opposing infantry with relative ease. Those classed as (S) represent elite
troops, heavily armoured and able to withstand charges by enemy mounted forces. Hill Giants stand over 20 tall and
Mountain Giants over 30 tall; both wield clubs and are capable of throwing large boulders up to 200 paces. Sometime
the Mountain Giants carry large artillery platforms, mounted with bolt throwers, which are especially useful during
sieges and assaults. Other artillery includes bolt throwers and occasionally stone throwers, crewed by orc specialists,
which are remarkably efficient and skilled.
The Orcs are a very superstitious race and most clans will not go to war without their sacred totems usually mounted on
wagons carrying the clans highest-ranking shamans. Veteran Uroks, whose pragmatic approach to warfare, coupled
with their martial prowess warrants a classification of Bd (O) rather than Wb (S), guards these sacred totems.
The Orcs can call upon a multitude of different races and forces as allies, to share in the spoils of war and pillage,
including Dark Elves, Chaos Lords, Ratmen, Hobgoblins, Undead, Beastmen, Vampire Lords and Demonic hordes. All
of these forces are notoriously unreliable, drifting away when the easy pickings have vanished, or confronted by
determined opposition.

SHAKA
Alignment: Good. Warm. Ag 2. Rv, H(S), H(G), Wd, RGo, M, Rd, BUA.
Page 52/35

1
C-in-C - Irr El (S)@ 20Ap, Irr Kn (R) @ 12Ap, Reg Cv (O) @ 8Ap, Reg Bd (F) @ 7Ap
1-3
Sub General As above or Reg Ax (S) @ 5Ap
0-2
Roc Irr FBe (F) @ 34Ap
0-4
Condor Riders Irr Fl (F) @ 18Ap
0-4
Rhino Riders Irr Be (I) @ 20Ap
0-4
Lion Riders Irr Kn (R) @12Ap
0-4
War Elephants Irr El (O) @ 16Ap or with escorts Irr El (S) @ 20Ap
0-4
Stampeding Elephants and Rhinos Irr Exp (O)
0-6
Zebra Riders Reg Cv (S) @10Ap
0-8
Impala Riders Reg LH (O) @ 5Ap
0-8
Club Wielders Reg Bd (X) @8Ap
8-32
Braves Reg Bd (F) @ 7Ap
4-24
Unmarried Warriors Irr Wb (F) @ 3Ap or Irr Bd (F) 5Ap
2-24
Juvenile Warriors Reg Ax (S) @ 5Ap
0-6
Scouts Reg Ps (S) @ 3Ap
0-1 per Bd & Ax Supporting Javelinmen Reg Ps (S) or shield-less Reg Ps (I) (may support Ax & Bd)
0-8
Beast Masters with Cheetahs Irr Bst (F) @ 7AP or Big Cats as Irr Bst (S) @ 9Ap
In the grasslands south of the Saurian Empire, the great desserts and the impassable jungles dwell the Shaka, a proud
and noble race of warriors. Taking their name from the king that unified their many warring tribes the Shaka have driven
off many evil races, including Lizzardmen, Sand Orcs & Stygians, that have threatened their homes on the great
savannah and jungles of the south. The Shaka are now a major power in this region, which has alarmed the Stygians and
even the mighty Saurian Empire, but has been cautiously welcomed by the Amurru and Khemet Empires.
The Shaka are tall strong humans with skin as black as polished ebony, adorned in clothes made from animal skins
decorated with feathers, ivory and necklaces of animals teeth. Although they look similar to the savage barbarians of
the north their forces are highly disciplined and trained to a standard equal to the Dwarves or High Elves! Their armies
are usually divided into 4 divisions, each commanded by veteran generals of exceptional quality, which can be identified
by their exuberant headdresses, made from Lion skins, or the pelts of other great cats. The command structure of the
army is rigidly defined with the generals orders being carried out without question by the armys officers (which can
also be identified by their colourful headdresses) and other ranks. Orders are issued by a mixture of visual signals and
chants, which in turn are acknowledged by the regiments by similar chanting and by the practice of beating their shields
with their spears. This also has the effect of disorientating the opposition and filling their hearts with terror!
All adult male Shaka are professional soldiers and these provide the backbone of the army. These Braves are superbly
disciplined and formidable fighters, capable of running twenty miles and then fighting a battle! They are equipped with
shields made of animal hide, short stabbing spears and clubs; are highly mobile and practised at completing complex
manoeuvres on orders given by their officers hence their classification as Reg Bd (F). Club wielders are similarly
attired, but carry a large club, used two handed, which are designed for dispatching heavy mounted enemies.
Unmarried warriors are trained and equipped identically to the braves, however they may not marry until they have
killed an enemy and consequently their aggressive tendencies tends to submerge their training, hence their classification
as Wb or Irr Bd (F). Juvenile warriors are equipped with shields, short stabbing spears and throwing spears and are
expert at fighting in broken terrain, where they can pelt an enemy with their javelins, before closing with their clubs and
stabbing spears. Scouts are also similarly equipped and are used tactically in a skirmishing role. Other units of
skirmishers are supplied by the youngest juvenile warriors, they are armed with throwing spears and are used tactically
to support the club wielders, braves, unmarried and juvenile warriors. Those carrying shields are classed as Ps (S) and
those without as Ps (I).
Apart from their superb infantry the Shaka can field large numbers of troops mounted on many exotic and spectacular
animals. Foremost among these are the magnificent Lion riders and those Shaka mounted on Black rhinos, both of which
act as shock cavalry. These are extremely fearsome in close combat and capable of smashing through virtually any
opponent, however both are susceptible to attack from missile weapons, as both the beasts and their riders wear no
armour. If used Rhinos may not be double width or extended depth. Other mounted forces are supplied by Shaka
mounted on zebras and Impala and equipped in an identical fashion to the lion & rhino riders, wielding shields, stabbing
spears and throwing spears. Those mounted on Impala are deployed in a skirmishing role Lh (O), and those on Zebras
in a more conventional fashion Cv (S). Zebra riders may dismount as Ax (S).
The Shaka are also capable of deploying large numbers of elephants, those with large howdaths and infantry escorts are
considered (S) and those without are classed as (O). Both the Elephants and rhinos are sometimes purposely stampeded
to disrupt enemy heavy infantry or shock cavalry. Furthermore the Shaka have many beastmasters, commanding large
numbers of predatory cats or hyenas. These are often used in broken terrain against enemy light troops or to chase off
opposing light cavalry.
On the great plateaus that form the north eastern border of the Shaka domains reside nests of giant condors with
wingspans of over 40 and the legendary Rocs with wingspans of nearly 80. The bravest Shaka nobles attempt to climb
these heights and take the eggs of these great birds but this is a very dangerous undertaking and most do not return.
Those that are successful rear the birds as great flying beasts and they are rewarded for their efforts by being elevated to
the highest positions within their warrior society.
Page 53/35

The Shaka can call upon numerous allies in their fight against the dark forces of the south, including crusading armies
from the Knights of the Sacred Flame, The Empire and the Leonardos, as well as adventuring and exploring forces from
the High & Wood Elves, The Dwarves, The Merchant States, Nippon and Imperial Cathay. However their closest allies
are their neighbours to the north the ancient Empires of Amurru and Khemet and these may count as sub generals. The
Shaka may have a maximum of 2 allied commands. Allied contingents drawn from this list may include half the
maximum number of Elephants, Rhino, Lion, Zebra and Impala Riders and Beastmasters.

NIPPON
Alignment: Neutral or Good. Cold. Ag 3. WW, Rv, H(S), H(G), Wd, O, E, RGo, M, Rd, BUA.
1
1.2
0.1

Cnc Mounted on Temple War Lion Irr Beh (I), or on Horse Reg Kn (F) or Reg Cv (S)
Sub Generals as above.
Kamikaze (The Divine Wind) - Irr Fl Beh (S)
Page 54/35

0-1
Oriental Cloud Dragon (Shen Lung) - Irr Fl Beh (O)
0-4
Kirin Irr Fl (S)
0-3
Temple War Lion Riders Irr Beh (I)
4-20
Mounted Samurai Reg Kn (F) or Reg Cv (S)
0-12
Emishi Light Cavalry Irr Lh (S)
0.12
Kensai & heroic samurai Reg Bd (S)
6-40
Samurai, Warrior Monks & Korobokuru (Oriental Dwarves) with naginata or katana Reg Bd (R) or Reg Pl (R)
6-30
Samurai with Bow Irr Bw (S)
Up to Upgrade Samurai with Bow to Tang-inyago (Oriental Elves) Irr Bw (E)
0.16
Ronin Irr Bd (F)
0-20
Followers with Bows Irr Bw (I) or Irr Bw (O), up to Irr Ps (O)
8-40
Ashigaru
- Armed with spear Irr Ax (X) or Irr Ax (I)
- Armed with arquebus Reg Art (X)
0-4
Cannons - Reg Art (S)
0-4
Rockets Hand Held - Reg Art (I) or on carts Reg Art (O)
0-4
Grenadiers Reg Ps (X)
0-8
Warrior Monks Irr Ax (S)
0-6
Ninja Reg Ax (S) or Reg Bd (X)
*12-24 Town Militia Irr Hd (O)
0-4
Kamikaze Suicide Bombers Irr Exp (O)
0.24
Ditch & Palisade TF
0-8
Hengankokai Irr Wb (F)
0-8
Oni (Oriental Ogres) - Irr Lhm (S) @11Ap
0-4
Greater Oni - Irr Gi (O) @
0-8
Junks Irr Sh (S) [Bd, Bw, Ax, Ps]
Far to the East, beyond Cathay and the lands of the orient lay the islands of Nippon. Ruled by a warrior elite known as
the Samurai, Nippon is an exotic and complex realm where all life is governed by the strict rules of Bushido, the code of
the warrior. The Samurai train constantly and this has enabled them to be counted among the finest human warriors to be
found anywhere in the realms, possessing many abilities and traits, which are normally only found in the older races of
the Elves and Dwarves. Theoretically the Emperor and the Imperial family rule Nippon, but in reality true power resides
with the Shogun; Nippons highest military official, elected by the most powerful dynastic clans of the islands and filled
by the head of the most powerful dynasty in Nippon. The current Shogun - Minoru Arisaka, is an adept politician and
general, whose meteoric rise to power has been the result of astute political manoeuvring, inspired generalship and sheer
ruthless. It is testament to his achievements that his own clan was one of the smallest and weakest when he first became
its leader.
Nippon has in the past been as insular inward looking country, unconcerned with the affairs of the wider world, but over
the last century Nippon has begun to engage with its neighbours and now their Junks can be seen plying the eastern seas
and occasionally they can be encountered even further from their home ports in the seas of the north and west. The last
few decades have also seen the armies of the Samurai campaigning on foreign shores, successfully intervening against
the Xian-Ti rebels in Cathay, the Hobgoblins of the Darklands and even the Dark Elven realm of Naggathor.
Nipponese armies follow a rigid command structure, based on a complex hierarchy, with the most senior samurai at the
apex and peasant levies at the bottom. The highest-ranking samurai are those mounted on magically animated stone
statues, which reside in the many temples throughout Nippon. These Temple War Lions as they are known, resemble
stylised oriental lions, standing over 5 high at the shoulder and weighing over 4 tons! We class them as Beh (I), because
their ability to destroy enemy knights with ease, as shown at the battle of the Yellow Fan River, where they swiftly
crushed the Xian-Ti cataphracts; if used they may not be double width or extended depth. Other Samurai mounted on
horses and armed with katana, longbow and naginata are classed as either Kn (F) or Cv (S), depending on whether they
rely on aggressive charges to overwhelm the enemy, or wear them down with missiles and skirmish when tactically
necessary; both Cv and Kn may dismount as either Bw (S) or Bd (R). Tough tribesmen living in the North of Nippon
called the Emishi provide excellent light horse archers, which are much prized by the Samurai as skirmishing cavalry.
Nippon produces arguably the finest human swordsmen in all the realms. Foremost amongst these are the Kensai
sword masters of unequalled skill and dedication, and the most heroic of the all the samurai lords Bd (S). Other
Samurai and warrior monks, from the many martial temples, provide infantry of exceptional quality, armed with katanas,
naginatas and protected by full laminated armour Bd (R). Moreover the Korobokuru (Oriental Dwarves) that reside on
the islands of Nippon, also provide large quantities of samurai for the Shoguns forces, these are equipped identically to
their human counterparts.
The Samurai are masters of the bow as well as the sword and they can field many excellent archers equipped with
longbows, laminated armour and katanas, who are prepared to fight hand-to-hand indefinitely Bw (S). These are
further supplemented by Tang-inyago (Oriental Elves), equipped identically to the Samurai, but possessing even more
skill Bw (E). The followers of the Samurai provide other archers. These vary greatly in quality and efficiency from the
competent to virtually useless, they also contribute the few skirmishing infantry to be found in the Nippon army.
Page 55/35

Ronin are master less samurai, who are unable to afford expensive armour and often fight with little or no protection.
They also tend to be very aggressive and impetuous, trying to impress powerful samurai lords with exploits of bravery
and courage, in the hope they will be admitted to a clan.
The majority of non-samurai foot to be found in most Nippon armies are supplied by the Ashigaru. Like other followers
of the samurai their efficiency varies greatly from poorly drilled, equipped and motivated light infantry, to good quality
light spearmen armed with yari and even handgunners. In fact the armies of Nippon rely greatly on a large and diverse
range of gunpowder weapons, from handheld rockets, and grenades, to large multiple rocket launchers and heavy
bombards. However the most notable of all the gunpowder troops are the kamikaze suicide bombers, which take their
name from the divine winds that protect the shores of the islands. These bombers are made up from a diverse cross
section of society, including fallen samurai that wish to redeem the dishonour they have brought on themselves and their
families, convicts and fanatical followers of the Samurai Lords! Some suicide bombers wear bombs strapped to their
torsos or push wheelbarrows full of gunpowder and run towards the enemy on foot, others ride horses or light carts
packed with explosives. Consequently, suicide elements should be represented by a combination of figures both on foot
and mounted.
Even though the Samurai are the greatest warriors to emerge from the shores of Nippon, they are not the most feared;
that title goes to the ninja, the infamous black clad assassins, able to infiltrate the most heavily guarded fortresses to slay
their quarry. It is said that Minorus retainers fear assassination by ninja in the service of rival clans so greatly that
Minorus chambers are reside in a specially protected compound within his palace, and the only entrance is through an
aviary, making it impossible for any assassins to sneak in unnoticed. Although open battle is not the ninjas chosen
arena, occasionally they are formed into small units of elite light infantry, where their skills can be utilised, to either
capture towns or other built up areas, or assassinate enemy generals. In the first instance we class them as Ax (S) and in
the second as Bd (X), because of their unorthodox weapons, such as bolas, lassoes and axes, fixed to chains and the
effect these weapons can have on heavy cavalry.
Nippon armies are capable of fielding other exotic and high quality warriors, such as warrior monks from the many
martial temples in Nippon. Warrior monks fight unarmed and unarmoured, however their lifelong study of the martial
arts still makes them fearsome opponents. They excel at fighting in broken terrain, but are susceptible to attack from
heavy and medium cavalry, hence their classification as Ax (S).
Town militias contribute troops in times of emergency. These are equipped with bamboo spears, wear little or no armour
and are practised only at keeping line. They are uniformly poor quality and tend to run if it looks as though they will
have to fight or at the first sign of trouble, which they tend to interpret very broadly. However they are not always used
so the minima marked * only applies if any so marked are used.
Nippon is a magical land populated by powerful spirits both good and evil. The most powerful of these are the
Kamikaze the divine winds that protect the coasts and shores of the islands from malevolent, hostile creatures and
spirits. These spirits of air are so powerful that one is reputed to have destroyed a combined Hobgoblin and Dark Elf
invasion fleet over 100 ships single-handed. They appear as giant typhoons, surrounding the ghostly appearance of a
beautiful giant human form; they can appear as either male or female. Other powerful spirits include the Kirin, a union
of the sea and air that resemble giant horses made from the winds, whose body merges with the air. Inland from the
coastal areas dwell other spirits such as the Shen Lung; these oriental cloud dragons, live in the clouds that surround the
high mountain peaks in the centre of the island. The Shen Lung are both benevolent and wise and some willingly join
the samurai to participate in worthy quests or protect the islands from evil invaders. Hengankokai are spirits able to take
on either human or animal form (such as foxes, wolves, and monkeys), or a cross between the two. Some are kind noble
spirits others are evil and manipulative. We class them as Wb (F), because of their ferocity and their tendency to fight in
loose swarms.
The last group of spirits that inhabit the islands are less welcome - Oni, are evil spirits that that dwell in crude castles in
the mountains of Nippon. More commonly known as oriental ogres, the Oni stand around 9 tall and are heavily built,
however it is their innate magical powers including those of invisibility and levitation that make them greatly feared and
dangerous foes hence classification of LHm (S). Greater Oni are larger and more powerful, standing around 14 tall,
which act as clan leaders, these too posses innate magical abilities hence their classification of Gi (O). Many Nippon
villages, towns and merchants are forced to pay tribute to Oni clans in the form of slaves, gold and food. However
although evil, the Oni are a honourable race that abide by their own strict version of Bushido and there are many tales of
indebted Oni fighting for Samurai lords. In his youth Lord Arisaka challenged the leader of an Oni clan named Tetsubo,
who had been raiding his lands to single combat. If he lost Lord Arisaka agreed to pay a yearly tribute to the Oni for a
decade, but if he won he demanded the clan give him military service for 10 years. In an epic duel Lord Arisaka slew
Tetsubo and the clan honoured their word, serving Arisaka loyally for the decade, after which they reverted back to their
old marauding ways and were crushed mercilessly by Arisakas armies.
Nippon can call upon many newfound allies including those from The Amurru Empire, Khemet, Cathay, The High
Elves, many Dwarven Realms, the Merchant states and even crusading forces sent by the Empire, Lyonesse and the
Knights of the Sacred Flame. The Knights of this illustrious order have even set up a chapter on the Island under the
protection of Arisaka and thus the Knights of the Sacred Flame count as a sub general if the Nippon armys alignment is
Good. Only 2 allies may be used at one time.

Chaos Hordes
Alignment: Evil. Cold. Ag 4. WW, Rv, H(S), H(G), Wd, RGo, M, BUA.
Page 56/35

C-in-C - Demon Prince - Irr FBe (D) @ 44Ap, Chaos Lord Irr Kn (R) @ 12Ap,
or on Chaos Monster, or similar Irr FBe (D) @ 44Ap,

1.2
0-2
0-2
0-4
0-8
0-16
*4-16
*2-8
*0-20
*0-1/2
*0-16
8-40
*0-16
*0-12
0-4
0-1/2
0-4
0-6
0-6
0-8
0-20
0.6
0-16
0-20
0-16
0-4
0-6
0-1

Sub General Chaos Lord Irr Kn (R) @ 12Ap, or Chaos Giant or Greater Demon Irr Gi (D), or Beastman
Lord Irr Wb (S), or Minotaur or Chaos Ogre Lord or similar Irr LHm (S)
Demon Princes Irr FBe (D) @ 44Ap
Demon Lords Irr Beh (D)
Greater Demons Irr Gi (D) @
Lesser Demons Irr LHm (D) @
Chaos Familiars Irr Hd (D) @ 2AP
Chaos Knights - Irr Kn (D) @ 13Ap
Chaos Warriors Irr Bd (S) or Irr Bd (D) @ 9Ap
Chaos Reavers - Armed with hand weapons Irr Wb (D) @ 5AP
Chaos Reavers - Armed with bows or crossbows, Irr Bw (D) @ 5AP
Chaos Raiders Irr Bd (F) @ 5AP or Irr Wb (F) @ 3AP
Beastmen Irr Wb (S) @ 5Ap
Chaos Dwarves Irr Bd (R), or Irr Bw (O), or Irr Ps (O) (may support Dwarven Bd)
Chaos Dark Elves Irr Bd (R), or Irr Ps (O) (may support Dark Elf Bd), or witch elves Irr Wb (S)
Chimeras, Jaberwocks, or Manticores - Irr Fl (D) @ 24Ap or Hippogriffs Irr Fl (O) @ 20Ap
Replace Chaotic Chimeras, Jaberwocks, or Manticores with Chaos ships Irr FV (D) [Wb, Bw, Bd]
Chaos Monsters Basilisks, Hydras, Hooked beasts, etc Irr Beh (O)
Chaos Centaurs Cv (C) or Lh (S)
Chaos Spawnmutations Irr Kn (X)
Chaos Giants Irr Gi (O)
Chaos Minotaurs, Ogres, Trolls, lesser giants & similar Irr LHm (O) or (F) @ 7Ap or armoured (S) @ 11Ap
Chaos Beast-masters - Chaos hounds, demonic wardogs & other similar creatures Irr Bst (D) @ 8Ap
Chaos Orcs Irr Wb (R)
Chaos Goblins Irr Ax (I) @ 2Ap, or Irr Ax (O) @ 3Ap
Chaos Goblin archers Irr Bw (I) @ 3Ap or Irr Ps (O) @ 2Ap (may support Ax)
Chaos War Machines Reg Art (I) or (O) up to half may be (S)
Chaos Machineries of Destruction Irr Exp (O) or Irr WWg (S)
Chaos Alter Irr WWg (I) @ 2Ap.

Far to the north of the realms lay the dreaded frozen wastes of the artic. This inhospitable land is a place of powerful
magic, where different planes of existence open and clash with one another releasing huge bursts of magical energy
creating gateways to the lower planes of the 9 hells and the abyss. The magical energies released by this vortex have,
over the years, resulted in the warping and mutation of huge tracts of land and the beings that dwell there, creating
thousands of mutant creatures, who roam the wilderness spreading death and destruction in their wake. Alongside this
chaos spawn walk powerful demons from the dark planes of the various hells and evil mortals, drawn to the region in a
search for power, via unholy unions with the many evil and malign beings that dwell there. This is the Realm of Chaos
and from these lands come the Chaos hordes, vast armies of demons, warriors of the dark gods, beastmen, and dreadful
mutants, who burst onto the lands to the south like a devastating cyclone.
No two Chaos armies the same, some are comprised solely of demons and beastmen, whilst others contain entire tribes
of mutated giants, trolls and ogres. Not all armies include mortals, so the minima marked * only apply if any troops so
marked are used. These forces are lead either by powerful chaos lords - mortal champions of the dark gods, demonic
princes or other powerful beings, whose ancient names are known only by themselves and the gods of the abyss.
The most feared servants of the dark gods are their demonic minions and chief among these are the demon princes,
second only to the dark gods themselves in power and callousness. They are huge hideous creatures with giant leathery
wings and horned bestial heads, carrying magical weapons of immense power. Other demonic servants include demon
lords, and greater demons, giant towering beings that come in many terrifying forms as well as lesser demons, which
range in size from those of a human to others as large as an ogre all are deadly and are classed as Lhm (D),
representing their ability to sweep aside all but the stoutest warriors with relative ease. Demonic familiars make up the
last part of the demonic host. These small aggressive minor demons come in hundreds of different shapes and forms,
standing between 2 and 3 feet tall. They are best represented as Hd (D) to reflect their fanatical nature, but relatively
poor fighting abilities.
The lure of Chaos attracts many mortals into its dark service as they search for power and wealth. The most dreadful of
these are the Chaos knights armed with magical weapons of immense power and armoured in full plate armour
decorated with spikes, skulls and other gruesome regalia. This armour, which is part of their very skin, is a gift from
their dark gods. Chaos knights ride various dark steeds, such as demonic mounts, or chaos beasts and their charge is
greatly feared. At the battle of Holmberg, Chaos knights broke the left flank of the Imperial army and at Khazak Darn
they swept aside the Dwarven Hearthguard, killing King Azzanbuiller in the ensuing melee. Chaos Knights may
dismount as Bd (D) or Bd (S). Other Chaos warriors are armed and armoured as the knights, but fight on foot. Those
with mostly offensive mutations and demonic gifts such as scorpion tails are classed Bd (D), whilst those with defensive
mutations Iron hard skin, are classed as Bd (S).
Page 57/35

Chaos Reavers are the more junior soldiers of the dark gods; they are fervent warriors, intent on proving their worth to
their masters and becoming full Chaos warriors. Although armoured in full plate and mail and carrying a mix of hand
weapons and two-handed weapons, they are classed as Wb (D), to represent their fanatical fervour and reliance on
charges to overwhelm enemies. They usually have less mutations and dark gifts from the gods they serve than the more
senior Chaos knights and warriors.
The core of most Chaos armies is provided by beastmen, fearsome mutants nearly 7 tall with the heads and hind legs of
goats, rams and other evil forms; they are armed with crude but effective axes and polearms. We class them as Wb (S) to
represent their fearsome charges and indifference to wounds coupled with their tactic of forming into large deep
columns to withstand enemy mounted charges. Minotaurs are larger cousins of the beastmen, half man and half bull, but
standing as tall as an ogre, with the strength and aggression to match!
Many Barbarian raiders, Centaur tribes, Dwarven clans, Dark Elf raiding parties, and bands of orcs, goblins, giants,
trolls and ogres dwell in or near the savage north and many of these have been mutated and driven mad by the warping
effects of the chaos portals. These groups come together to form large chaos warbands and participate in an orgy of
bloodletting and murder. All fight in their own native styles, but their mutations sometimes increase their fighting
efficiency.
Countless monsters and other creatures are found in the armies of the chaos lords including demonic and chaos hounds
lead by chaos beastmasters, Basilisks, Manticores, Jaberwocks, and hippogriffs. These sport giant mutations, such as
extra tails and heads or even molten skin and some are thus classed as (D), representing their formidable fighting
capabilities and gruesome appearance. Some creatures have suffered so many mutations; they have warped out of all
recognition. These Spawnmutations are grouped together in battle, they are terrifying to behold and fearsome in battle.
Some have the torso, head and arms of a humanoid, but have bodies of scorpions, spiders or snakes; others have the legs
of a goat and the head & body of a giant spider. They are best represented as Kn (X) because of their ability to break
through formed infantry and fight off all but the most determined mounted charges.
Chaos legions use many ingenious and terrible machineries of destruction, including giant war towers, pulled by chaos
beasts WWg (S), cannons, stone throwers and even organ guns, usually crewed by Chaos Dwarves Art, and various
carts fitted with flails, scythes and hammers, charged into the enemy to disrupt their formation Exp. However the most
important artefact of any chaos army is the sacred alter dedicated to the armies patron either one of the dark gods, or
powerful demon prince.
Many evil forces are drawn to Chaos armies to share in the spoils of war and the ensuing slaughter, these include forces
drawn from the Undead, Orcs & Goblins, Evil Barbarians, Dark Elves, Lizzardmen, Vampire Lords, Purple Wizards of
Kamesh, Hobgoblins and Ratmen. Because of the close association of the Great Rat with the other Chaos gods, Ratmen
count as Sub Generals.

UNDEAD LEGIONS
1
1-2
0-2
0-4
Up to
0-6
6-16
0-6
0-16
0-8
8-40
-

Cnc Reg Kn (SU) @ 35Ap


Sub Generals As above or Reg Bd (SU) @ 29Ap or Reg Sp (SU) @ 27Ap
Undead Dragon, Manticore, wyvern or similar Irr FBe (U) @ 36Ap
Wraith Riders Irr Fl (SU) @ 26Ap
Replace Wraith riders with Spectral Ships Irr FV (SU)
Spectral Wraith knights or similar Reg Kn (SU) @ 16Ap
Undead Knights Reg Kn (U) @ 12Ap
Undead Chariots Reg Kn (U) @11Ap
Death Riders Reg LH (U) @ 5Ap
Wraith Guard Reg Bd (SU) @ 11Ap or Reg Sp (SU) @ 8Ap
Skeletal Warriors
Armed with hand weapons, two handed weapons, halberds and similar Reg Bd (U) @ 7AP or Reg Pl (U) @ 7AP

Page 58/35

0-1/4
0-8
4-24
0-1/2
4-16
8-40
0-8
0-8
0-8
0-4
0.4
0-4
0-4
0-4
0-4

Armed with spears Reg Sp (U) @ 7Ap


Regrade Skeletal Warriors to pike Reg Pk (U) @ 4Ap
Skeletal Javelinmen and light troops Reg Ax (U) @ 4Ap
Skeletal Archers and Crossbowmen Reg Bw (U) @ 5Ap or Reg Ps (U) @ 2Ap
Upgrade Skeletal Archers to Handgunners Reg Art (X) @ 5Ap or Reg Ps (S) @ 3Ap
Zombies Irr Wb (U)
Poorly armed or damaged skeletons and Zombies Irr Hd (U) @ 1Ap
Zombie Ogres, Trolls, or similar Irr LHm (U) @ 8Ap
Ghouls Irr Wb (F) @ 3Ap
Undead ogres, troll and similar Irr Lhm (U)
Raised Giants Irr Gi (U) @ 10Ap up to half may be equipped with artillery Irr Gi (X) @ 22Ap
Skeletal Elephants or similar Irr El (U) @ 20AP up to half may be equipped with
artillery Irr El (X) @ 22Ap
Skull Throwers Reg Art (O) @ 8Ap, up to half may be Reg Art (S) @ 10Ap
Plague Carts Reg WWg (U) @ 8Ap
Ghost Ships Irr Shp (U) @ 3Ap [Bd, Sp, Bw, Ax, Ps]
Plague Galleys Reg Gal (U) @ 3Ap [Bd, Sp, Bw, Ax, Ps]

Throughout the world exist powerful necromancers, able to summon the dead from their long sleep and commune with
the evil spirits of the night - wights, wraiths, vampires and spectres. More fearsome still are the dreaded Liches,
sorcerers and necromancers, that have forgotten they are dead, or undertaken horrific pacts with evil forces to escape
death and live on in the twilight of the undead, never truly alive or dead, but lost in the grey misty realms of the living
dead, an abomination against nature. These powerful mages usually dwell in dark places, such as mountain castles or
forgotten dungeons, away from the searing pain of the light and interference of men and dwarves, wishing to be left to
their own purposes. However, on occasion these powers wake from their studies or their slumber and go forth into the
mortal world of men for purposes known only to themselves and the spirits with whom they commune; and if they feel
the world of the living interferes with their designs they will not hesitate to use their tremendous powers, to summon
armies from the dead, in order to achieve their goals.
This list represents the armies of the undead to be found throughout the realms, including the lands of the Bonemarch.
The Bonemarch is now a lifeless desert, dotted with the ruins of once great cities and tombs of powerful kings. It was
once a great and beautiful land ruled by powerful mages and sorcerers. It is not known for certain what occurred to this
region, but it is thought that its ruling wizards delved too deeply into the arcane arts of sorcery and the land and all its
inhabitants were laid waste by a terrible accident or curse? Now the region is known as the Bonemarch, as it is said that
only the dead dwell within its lands, cities and fortresses, hoping for trespassers to wander into their domain, so they too
can be elevated to the ranks of the living dead and join them in their eternal misery.
Even though this land is surrounded by evil legends there are those who travel into the Bonemarch in search of the
fabulous treasures that lay there. However only a fraction of the adventurers that have ventured into the Bonemarch have
returned and those who do are either driven insane by the horrors they have witnessed or refuse to talk of the terrifying
things they have seen. However a little under half a century ago Kublor a nephew of the Great Khan of the
Hobgoblins, entered the Bonemarch at the head of a huge army of Orcs and Hobgoblins, in search of the fabulous wealth
the legends spoke of. However no word was heard from him for over twenty years, until the city of Tarnet was sacked by
a massive undead horde whose banners and shields bore the symbol of Kublor!
Undead armies

THE LEONARDOS
Alignment: Neutral. Warm. AG1. WW, Rv, H(S), H(G), O, V, E, M, Wd, Rd, RGo, BUA.
1
1-2
0-3
4-16

0-8
2-8
4-12
0-2
2-8

Cnc Reg Kn (S) @ 35Ap


Sub General Reg Kn (O) @ 32AP or Double based Reg Kn (I) @ 36AP, or Reg Cv (S) @ 30AP
Ducal Guard Reg Kn (S) @ 35AP
Mercenary Knights
Tolino Elmetti Reg Kn (O) @ 12AP
Imperial Armigeri - Double based Reg Kn (I) front-rank @ 10AP, rear-rank @ 8AP
Heavy Mounted Pistolers Reg Cv (S) @ 10AP
Mounted Pistolers Reg Lh (S) @ 7AP
Stradiots Reg Lh (O) @ 5AP
Ducal Foot Guards Reg Bd (S) @ 10AP
Mercenary Halberdiers, Pistolers & Swordsmen - Reg Bd (O) @ 7AP or Reg Pl (O) @ 7AP
Page 59/35

0-24
0-16
0-6
4-12
0-8
0-4
0-4
0-1
0-1
0-2
0-4
0-6
0-4
0-6
0-4
0-1
0-1
0-6

Mercenary Pikemen - Reg Pk (O) @ 4AP


Mercenary Crossbow - Reg Bw (O) @ 5AP or Reg Ps (O) @ 2AP (may support Bd & Pk)
Da Vinci gunners - Reg Art (R) @ 7AP
Handgunners Reg Art (X) @ 5AP
Skirmishing Handgunners - Reg Ps (S) @ 3AP (may support Bd & Pk)
Men of the flame (flame-thrower crew) -Reg Ps (X) @ 6AP
Men of the bomb (grenadiers) - Reg Ps (X) @ 6 AP
Heavy Cannon - Reg Art (S) @ 10AP
Medium Cannon - Reg Art (O) @ 8AP
Light Cannon - Reg Art (I) @ 4AP or Light Cannons Mounted on wagons - Reg Art (F) @ 10AP
Leonardo Land Tanks - Reg WWg (R) @ 18AP
Leonardo Warwagons Reg WWg (O) @ 10 AP
Leonardo Tripods - Irr Gi (S) - @ 16AP
Air Ships - Irr FV (F) or Irr FV (S) @ 15AP [Bd, Art (X), Bw, Ps]
Artillery Reg Art (O) @ 8AP, up to half may be upgraded to Reg Art (S) @ 10Ap
V1-n-cent - Irr Wb (S) @ 5AP
Van-go (and the sunflowers) - Irr Wb (O) @ 3AP
Galleys Reg Gal (O) @ 3AP [Bd, Art (X), Bw, Ps]

The lands of Tolino, lay to the south of the Western Realms. Unlike the Empire or Lyonesse, Tolino is not a single country,
but divided into a number of different states; each centred around one of the great cities of the peninsular. It is a wealthy,
cultured land, a hub of commerce and trade. The Tolino merchant fleets ply the many seas, alongside the great trading navies
of the Elves and this wealth has enabled them to build magnificent cities featuring some of the most splendid architectural
feats of any human realm. Moreover the inhabitants of Tolino Apply the art of science to all aspects of their life and their
engineers and artisans rival even the Dwarves. Foremost among these is the great Leonardo Da Vinci, a 300-year old artist,
inventor and mathematician, whose days have been extended by the life-preserving potions he has created through his
understanding of the arcane laws of alchemy. Leonardo is one of the greatest engineers and mathematicians of all time and is
the only ever non-Dwarf to be admitted to the highly secretive Dwarven Alchemists and Engineers Guild.
The Leonardos, as the other peoples of the western realms have christened the inhabitants of the Tolino city-states, also
apply the principles of science to warfare and consequently all Tolino armies are created upon scientific lines. This has
allowed the City-states to develop an almost bloodless form of warfare when fighting one another, as the force, which is,
outmanoeuvred or outnumbered effectively cedes the battlefield to the other party in the stronger position. These bloodless
victories and defeats are not so common when fighting non-Tolino armies, and a number of Leonardo reverses at the hands of
orc war parties in the mountainous north of Tolino have been put down to the fact that the orcs being unscientific as a race
and in their Approach to warfare, were too stupid to realise they were beaten"- L.D. Vinci.
Because of this scientific Approach to warfare, all Leonardo armies are well organised and drilled, with effective command
structures. Kn (S) Cnc represent the ruler of a Tolino City-state and other Kn (S) elements represent their personal bodyguard.
These Ducal Guards are of exceptional quality, fanatically loyal to their Duke and immensely skilled; if used they must be in
the same command as the Cnc. Kn (O) generals represent other high-ranking Tolino nobles in the service of the Duke and Kn
(I), mercenary commanders. Mercenaries make up a large number of troops in Leonardo armies; most notable of these are the
mercenary knights. Tolino Elmetti are knights from Tolino itself, deployed in standard formations Kn (O) whilst Imperial
Armigeri are usually clumped together in deep clumsy wedges, with only the first rank or two fighting with lances, the
remainder wielding maces swords, or even crossbows; they are classed as double-based Kn (I). All knights may dismount, Kn
(S) & (O) as Bd (S) and Kn (I) as Bd (O).
Other mercenary mounted troops include mounted pistolers, some of which are deployed in large deep groups firing by
rotation Cv (S), with others being deployed in loose swarms and acting as skirmishers Lh (S). Cv (S) may dismount as Art
(X). However the main light cavalry type used by the Leonardos are the Stradiots, armed with light lance and shield, or light
mail and mace. These units, whilst highly effective are notorious for looting the enemy baggage train and then disappearing
off into the distance.
The Dukes also posses small standing regiments of foot guards, entrusted to maintain their palaces and villas, and protect
members of the Ducal family. These units are equipped similarly to a dismounted knight, with full-plate mail and are armed
with polearms or two-handed swords; they are consequently graded as Bd (S). Mercenaries provide the majority of the other
infantry units and chief among these are Pikemen, Halberdiers, Swordsmen and Pistolers. All are heavily armed and
armoured, with the pistolers equipped with a combination of pistols and swords, hence their classification ad Bd (O).
The Leonardos are able to deploy large numbers of missile troops including crossbowmen and handgunners, which can be
deployed in large formations emphasising shooting or smaller skirmishing units. The Leonardos are also able to field large
numbers of Da Vinci handgunners; these are heavy rifle teams, comprising of 2-men and a large jezzail-like weapon, plus
elite light infantry units equipped with grenades and even flame throwers!
However the most impressive weapons within the Leonardos arsenal are huge war machines, which they are able to deploy in
incredibly large numbers. The most fearsome of these are the Land tanks, mechanical War wagons, with huge cannons
mounted on turrets, able to kill a dragon with a single shot! And Tripods, huge 3-legged mechanical beasts, which are graded
as Irr because 1 - their unstable nature, 2 they are very difficult to control and 3 - their large and impressive size often
makes their pilots overly aggressive, as they feel completely invulnerable.
Page 60/35

Other war machines include more common war wagons, a large range of artillery, the famous Leonardo Air Galleys and the
mechanical Hero - V1-n-cent, which is controlled via an umbilical line connected to a joystick. Vincent is extremely hard to
control and no matter how hard they try the Tolino men cannot win the annual joystick games, the winner of which is given
control of V1-n-cent in the following years battles. The reigning games champion of three years is a ten-year-old boy called
Bobby Van-go. In battle bobby is protected by his own fanatical bodyguard - the sunflowers, and if Vincent is used then Vango and the sunflowers are a compulsory rear rank.
The Leonardos believe that all magic is "only an accidental Application of science by the ignorant passed down through the
generations or achieved with mirrors or hypnosis"- L.D. Vinci. Consequently, the Leonardos may not purchase magi of
archmages rank. Also their attitude towards magic has landed them in trouble once or twice, when for instance they encounter
the business end of a Dragon or get turned to goo by a Mage.
The Leonardos are constantly squabbling among themselves and fighting the evil races threatening their cities and trading
interests and are able to field allied contingents from the High Elves, Wood Elves, Dwarves, Lyonesse, The Empire The
Knights of the Sacred Flame and Merchant States against these foes. Only 2 allies may be used at any one time.

VAMPIRE LORDS
Alignment: Evil. Cold. Ag 2. WW, Rv, H(S), H(G), Wd, RGo, Rd, V, O, M, BUA.
1
1-2
1-4
0-1
0.5
2-8
2-12
8-24
2-12
0-10
0-4
0.8

Cnc Reg Kn (SU) @ 35Ap


Sub general as above
Vampiric Knights and Goulish retainers Reg Kn (SU) @ 15Ap
The Red Dragon Irr FBe (S) @ 44Ap
Giant Vampiric Bats Irr Fl (X) @ Ap, or Vampires on Vampiric Beasts Irr Fl (SU) @ 26Ap
Red Dragon Guard- with pistols Reg Cv (S) @ 10Ap, with lances and Crossbows Reg Cv (O) @ 8Ap
Raised Boyars Reg Kn (U) @ 12Ap or in wedge - Double based Reg Kn (I) front-rank @ 10AP,
rear-rank @ 8AP
Viteji up to 1/3 Irr LH (O) @ 5Ap remainder Irr LH (F) @ 4Ap, or raised Irr LH (U) @ 5Ap
Vlak Cavalry Irr LH (S) @ 12Ap
Dire Wolves & Werewolves Irr Bst (S) @ 9Ap
Vampires, wights, ghosts, spectres, and similar Reg Bd (SU) @ 10Ap
Giant Wulfen Irr LHm (F) @ 8Ap
Page 61/35

0-4
0-16
6-24
0-1/4
4-16
0-6
0-16
4-16
4-12
0-8
4-16
0-4
0-1
0-2
0-6

Giant Wulfen with Bolt Throwers Reg Art (R) @7Ap


Wolfmen or Ghouls Irr Wb (F) @ 3Ap
Skeleton Warriors Reg Pl (U) @ 7Ap or Reg Bd (U) @ 7Ap or Reg Sp (U) 5Ap
Regrade Skeletal Warriors to pike Reg Pk (U) @ 5AP
Skeleton Archers and Crossbowmen Reg Bw (U) @ 5Ap or Reg Ps (U) @ 2Ap,
(may support Bd (SU), (U) or Sp (U))
Upgrade Skeleton Archers to Red Dragon Guard Reg Bw (S) @ 7Ap
Zombies Irr Wb (U)
Raised Voynuks, Rustici and other undead foot such as poorly armed or damaged
skeletons Irr Hd (U) @ 1Ap
Gypsies Irr Ax (O) @ 3Ap
Gypsy archers and crossbowmen (may support Gypsy Ax) Irr Ps (O) @ 2Ap
Transvaalian Archers Irr Bw (I) @ 3Ap, or Irr Ps (O) @ 2Ap, upgrade up
to as shielded to Irr Bw (O) @ 4Ap
Warwagons Reg WWg (U) @ 10Ap
Coffin Bearer Irr WWg (I) @ 2Ap
Artillery Reg Art (S) @ 10Ap
Earthworks to protect artillery TF

The Transvaal is a mountainous region east of The Empire; it is a desolate land whose hills are covered in thick
impenetrable forests, dotted with small hamlets and ominous castles. Here dwell the Dracule the Vampire Lords, and
there undead, lycanthrope, and human minions. Originally the Dracule were a prominent Imperial family, but a little
over 500 years ago the head of this great house - Prince Drachen, was seduced by an ancient Vampire. The Prince then
attempted to take control of the realm, by turning many of the great nobles into Vampires and elevating them to
prominent positions within the regional and imperial governments. However Drachens plot was uncovered and the
Dracule as his Vampiric coterie became known, were driven from the lands of the Empire in a bloody civil war. The
Dracule then fled to the Transvaal, turning this frontier province into a formidable realm of darkness, summoning
necromancers, weres, and undead of all descriptions to their banner and enslaving the local population, subjecting them
to a living nightmare.
The armies of the vampire lords are incredibly formidable, incorporating Vampiric, undead, lycanthrope and even
human troops, ruthlessly commanded by the Vampire Lords themselves. They have not only driven back numerous
crusades sent against them by the Empire, the Knights of the Sacred Flame and the combined forces of the Eternal
Alliance, but they have greatly expanded their domain through a clever combination of political intrigue and force of
arms.
The most fearsome arm of the Dracule army are the Vampiric knights and their ghoulish retainers, mounted on Vampiric
horses, or even Vampiric flying beasts, both of which can only be sustained by regularly feeding on living flesh! The
former Transvaal nobility and gentry - who have been raised as undead knights since they were slaughtered after the
initial Dracule invasion, support these Vampiric knights; they are either deployed in standard formations or in deep
clumsy wedges. The elite cavalry of the Dragon Guard evil and sadistic humans in the service of the Vampires, with
the hope that one day they will be elevated to the ranks of the living dead are used as elite medium cavalry, charged with
chasing off enemy skirmishing cavalry and protecting the flanks of the knights. Other mounted forces are made up from
local Transvaal light cavalry units, which include horse archers, light lancers, and the elite Vlak cavalry armed with a
combination of both. As well as these human light cavalry formations the Vampire lords regularly raise the corpses of
their own dead and those of their enemies to further bolster their ranks!
The Vampire Lords make great use of undead soldiers to strengthen the size of their armies. These include very
powerful undead such as wights, wraiths, spectres, banshees, as well as the vampires themselves, plus lesser undead,
including skeletal guards (armed with varying weapons and armour, entrusted with crewing the bombards, and
sometimes mounted on skeletal warwagons, which occasionally are made out of bone!), ferocious flesh eating zombies
and ghouls and less competent foot such as raised peasants (Voynuks and Rustici), or badly damaged skeletons and
zombies.
In addition to these huge undead legions the vampire lords are able to call upon the services of entire tribes of weres,
and wolf packs including dire wolves and werewolves. Dire wolves are fearsome, super intelligent, giant wolves
standing over 6 at the shoulder. When grouped together in large packs the dire wolves generate an impenetrable mist,
enabling their vampire masters to roam in broad daylight. Werewolves are the most powerful of all the lycanthropes,
able to change fully into the shape of a giant wolf, similar in size and stature to dire wolves; both are incredibly fierce
and are known to be able to crush a mounted knight with a single bite from their vice-like jaws, tipped with teeth as
strong as steel. Other Shapechangers include wolfmen, lycanthropes, able to change into a form roughly halfway
between that of a man and a wolf and still capable of carrying weapons, such as spears and axes, which they use in
addition to their ferocious maws. The last of the lycanthropes are the Wulfen, which are probably the most dreaded of
all the wolfkin. Resembling giant wolfmen standing over 10 tall! Armed with giant axes and other massive crushing,
cutting and thrusting weapons, these fell beasts make terrifying adversaries. Some Wulfen are armed with crossbows,
which are similar in size to light bolt throwers, hence the classification of Art (R).

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As well as these lycanthropes the Vampire Lords employ numerous beasts and monsters including giant bats, Vampiric
steeds and Vampiric beasts. However the most powerful of all the monsters in the service of the Dracule is the Red
Dragon, summoned by Prince Drachen and bound to serve him and his line for all of eternity.
The final part of the Vampire Lords army is made up from their human servants and serfs. Chief among these are the
elite soldiers of the Red Dragon Guard, entrusted with the protection of the Dracules chief castles and coffins, which
are carried on campaign by special wagons and coaches. Aside from this elite regiment, the gypsies are longest serving
and most trusted human servants of the Vampire Lords, acting as spies and agents for their undead masters. In battle the
gypsies provide large numbers of reliable light infantry, armed with either light javelins and shields, or bows and
crossbows. Other archers are provided by less willing Transvaal peasants, deployed in either large regiments
emphasising shooting or smaller detachments of skirmishers.
The Vampire Lords can call upon the assistance of many evil powers, willing to assist them in their quest for power and
dominance, including Orc clans, Ratmen clans, Chaos Lords, Beastmen, Wolfmen and other Undead lords. However the
Dracule have struck very close alliances with both the Dark Elves and the Hobgoblins and allied contingents from these
races count as sub generals, so long as only one ally is used. If 2 are used then they count as allied generals. Only 2
allies may be used at any one time.

Purple Wizards of Kamesh


Alignment: Evil. Dry. Ag 3. WW, Rv, H(G), H (S), O, RGo, Rd, D, BUA, E, M.
1
CNC Reg Kn (S) [chariot] @ 34AP, or Reg Cv (S) @ 30AP
1.2
Sub Generals As above
0-5
Qurbuti Guard Hieraco-Sphynx Riders Irr Fl (D) @ 2-Ap
4-9
Qurbuti Guard Chariots Reg Kn (S) [chariot] @ 14AP, or Reg Kn (O) @ 11AP
4-10
Qurbuti Guard Cavalry Reg Cv (S) @ 10AP, or Reg Cv (O) @ 8AP
2-12
Qurbuti Guard Infantry Reg Sp (O) @ 5AP
1 per Sp (O) Qurbuti Guard Auxiliaries Reg Ps (O) @ 2AP (may support Guard Sp)
Any
Light Chariots to mount Guard foot - @ 1AP
0-4
Purple Wizard Acolytes Irr Wb (F) @ 3AP
0-6
Assassins Reg Ax (S) @ 5AP
0-8
Caravan Guards and Nomad Camelry Irr Cm (O) @ 6AP
*10-48 Militia Archers Irr Bw (I) @ 3Ap, or Irr Ps (O) @ 2Ap
*0-28 Upgrade Militia Archers to Line Infantry Reg Bw (X) @ 7Ap, or Reg Bw (O) @ 5Ap, or 3Ap if
Page 63/35

rear rank to Bw (X)


*0-12 Light Infantry of the Line Reg Ax (O), Reg Ps (O) (may support Ax (O))
*0-20 Reserves & Emergency Levy Irr Hd (O) @ 1AP
**All/0 Downgrade Cnc and Sub-generals to Lizardmen or Orc Irr Kn (R) @22APif Lizardmen, Irr Cv (S)
or Irr Kn (F) @ 19AP if Orc
**Any Downgrade Sub-generals to Lizardmen or Orc Irr Kn (R) @22APif Lizardmen, Irr Cv (S)
or Irr Kn (F) @ 19AP if Orc
**0-6 Lizardmen Raptor Riders Irr Kn (R) @ 14AP
**2-12 Ogre Guards Irr LHm (S) @ 12Ap
**0-8 Orc Wolf Riders Irr Cv (S) @ 9Ap or Irr Kn (F) @ 9AP
**4-16 Orc & Goblin Light Wolf Riders Irr LH (O) @ 5AP, or Irr LH (F) @ 4AP
**0-8 Black Orcs & Lizardmen Head Hunters Irr Wb (S) @ 5AP
**4-30 Orc & Lizardmen Warriors Irr Wb (R) @ 4AP, up to 1/3 Irr Bd (F) @ 5AP
**0-8 Orc & Lizardmen Archers Irr Bw (O) @ 4AP
**6-24 Goblin & lesser Lizardmen Warriors Irr Ax (I) @ 2AP, up to half my be Irr Ax (O) @ 3AP
**6-20 Goblin & lesser Lizardmen Archers Irr Bw (I) @ 3AP
or Irr Ps (O) @ 2AP (may support goblin & Lizardmen Ax)
**4-16 Goblin & lesser Lizardmen Levy Irr Hd (O) @ 1AP
0-4
War Towers Reg WWg (S) @ 14AP
0-4
Bronze Golems Irr Gi (S) @ 16Ap
0-4
Stone Golems Irr Gi (O) @ 12Ap
0-1
Basilisk Irr Be (O) @ 24Ap
0-1
Giant Manticore Irr FBe (O) @ 36Ap
0-2
Stone Throwers Reg Art (S) @ 10Ap
0-4
War ships Irr Sh (S) [Bw, Ax, Ps]
The Purple wizards have undergone a meteoric ascent to power over the last century, rising from an obscure order of
sorcerers to one of the major powers of the near-eastern realms. The order has existed for may hundreds of years, but
only arrived in Kamesh some 120 years ago, whereupon the head f the order - Shamashi-Adim quickly became vizier to
the ruling Prince. Over the next few years Shamashi-Adim weaved an intricate web of deception, manipulating and
coercing high-ranking city officials, commanders of the Qurbuti Guards and the wealthiest merchant lords to undermine
the rule of the prince and firmly establish his own power base. Within 12-years the Prince was effectively a prisoner in
his own palace and his trusted guards his jailers. The Prince then passed away from a mystery illness, which engulfed the
entire royal court, enabling Shamashi-Adim to replace royal authority with a ruling council made up of high-ranking
members of the order of the Purple Wizards, city officials, leading merchant houses and the army.
Very quickly however, control of the council came under the sole grip of the wizards, with the other factions being
slowly fazed out and to this day the Purple Council, as this body has come to be known, governs Kamesh and her many
dominions, though the Army and merchants are still important groups within Kamesh society.
After establishing their control over the wealthy trading city of Kamesh, the Purple Wizards quickly focused their
attentions on the other rich merchant cities, neighbouring the ancient metropolis. Through a complex network of spys
and agents Shamashi-Adim was able to coerce, threaten and bribe various orc, lizardmen, ogre, giant and other
humanoid clans to carry out attacks on these cities and the merchant caravans that are their life-blood. Eventually the
Purple Wizards forged these diverse groups into a massive horde, which swept through the cities of the Purple-Coast
killing and pillaging as they went. However, even at this stage the cities of the region and even the vast majority of this
huge evil host did not realise the Purple Wizards directed this army; so when Shamashi-Adim of Kamesh, one of the
only cities that had miraculously escaped the attacks, offered to help the beleaguered cities they readily jumped at the
offer and even helped fund the expansion of the Kamesh army to fight the invaders! However they were betrayed by
Shamashi-Adim the Great Deceiver and the forces of Kamesh and the humanoid host conquered the region on behalf
of the Purple Wizards.
This list represents the armies of the Purple Wizards - human, non-human and mixed from the foundation of the Purple
Council under the leadership of Shamashi-Adim to the present. The Army is made up of 4 tiers the Qurbuti Guards,
the human forces of Kamesh and the other cities and lands under the dominion of the Purple Wizards, various Orc,
Lizardmen, ogre and giant clans in the service of the Great Deceiver and lastly the order of the Purple Wizards
themselves and their magical thralls.
The Qurbuti guards are an elite corps of soldiers originally in the service of the Prince of Kamesh, who quickly switched
their allegiance to the Purple Wizards, becoming their main instrument of terror. These were greatly expanded after the
conquest of the other cities, from the remnants of these cities guard regiments. Those who were not thought loyal
enough for the new order were executed with other undesirables in the great purges that followed the conquest, or sold
into slavery alongside thousands of civilians. The remainder were broken up and reassigned to new Qurbuti regiments.
The first arm of this elite army are the most powerful warriors riding the dreaded Hieraco-Sphynx a smaller evil
relative of the Great Sphynx, resembling a hippogriff. Alongside these fearsome flyers are the heavy chariot brigades
and cavalry regiments, armed with a mixture of bows and spears and wearing a mixture of heavy felt, leather and
laminated iron armour. Both the chariots and the cavalry regiments may dismount the former as Bw (X) and the latter
as Bw (O). Foot guards are armoured similarly to the cavalry units and armed with long spears, with each guard
Page 64/35

company Sp (O) being supported by an auxiliary archer company Ps (O). Sometimes these units are carried in light
chariots in order for them to keep up with the equestrian guard formations. The Guards also provide the armys senior
officers (general elements), and these may control Qurbuti, human and nonhumans.
The human inhabitants of Kamesh and the other dominions of the Purple Wizards provide the second part of the army.
Most of these are poorly trained, poorly motivated and poorly equipped troops - Bw (I) & Hd (O), whose martial skills
have been left to decline on purpose as their loyalty to the new order is suspect. Others however, whose loyalty is more
reliable are trained and equipped to a high degree. These Line Infantry regiments are of excellent quality, they are made
up of heavy archer formations Bw (O), sometimes supplemented by a front-rank of spearmen Bw (X); or light infantry
units, equipped with light javelins Ax (O), with bows Ps (O) and trained to fight together. The Purple Wizards can
also call upon other reliable units including companies of nomads used to guard merchant caravans, which we class as
Bedouin, plus War Towers and stone-throwing artillery. However nonguard human regiments are not always present and
so the minima marked * only Applies if any troops so marked are used.
The Purple Wizards have dozens of orc, Lizzardmen, ogre and giant clans in their service. The option to regrade all the
generals as nonhuman simulates the period when the Great Deceiver used these nonhuman legions to clandestinely
attack the cities neighbouring Kamesh. If this option is used then Qurbuti or other human elements may not, nor can the
Basilisk, or any Golems. However the Giant Manticore, a huge version of the already fearsome Manticore may be used,
as this terrible beast was present in a number of battles, including the sack of Nur-Immar. War Towers may also be
present in the army, but in this instance they should be crewed by orcs and lizardmen, not humans!
Later Kamesh armies sometimes include large numbers of nonhumans, but not always, so the minima marked ** only
Applies if any troops so marked are used. When these nonhuman clans are deployed they are sometimes lead by their
own chieftains, hence the option to downgrade sub-generals to lizardmen or orc. If purchased these generals may only
control nonhuman troops. Nonhuman formations are a mixture of orcs, goblins, lizardmen, ogres and giants, all fighting
in their own native styles. The most noteworthy of these units are the fearsome lizardman raptor riders which are
classed as Camels for terrain purposes, the dreaded Head Hunters exceptionally large black orcs and lizardmen
grouped into mixed units, who take their name from the gruesome way in which they were promoted on the number of
heads collected in battle! And the ogre guards, who have increasingly come to act as bodyguards for the Purple Wizards.
Lastly the Purple Wizards can field a large number of magical creatures and monsters in their army. These include the
Basilisk of Hattusili a giant snake-like beast with eight legs, capable of turning anyone it views into stone! If used the
Basilisk must be double depth and width and must purchase a ranged attack (petrifaction). Other beasts include fearsome
Giant Manticores, mentioned above and a large number of golems - magically animated giant Bronze and Stone statues,
of tremendous power, as well as acolytes and assassins of the order of the Purple Wizards. The former are armed with a
mixture of daggers and minor magical spells, such as wards of protection and magical missiles, and so are classed as Wb
(F), as this also simulates their fanatical zeal; and the latter as Ax (S) to simulate their excellent mobility and their ability
to ambush, and overwhelm most enemies in difficult terrain such as woods or built up areas like castles and palace
compounds.
The Purple Wizards can call upon a range of allies including Orcs, Hobgoblins, Dark Elves, Beastmen and Undead.
They also have periodic alliances with the Stygians, however these two powers are eying each other increasingly as
potential threats as their rivalry threatens to spiral into armed conflict.

Amurru Empire
Alignment: Good. Cold. Ag 3. WW, Rv, H(G), O, V, RGo, Rd, D, BUA.
1
1-3
0-2
0-4
6-14
2-12
0-4
0-8
0.8
0.8
0-16
6-12
0-6
6-16
0-20
*0-1

CNC Reg Kn (S) [chariot] @ 34AP, or Reg Cv (S) @ 30AP


Sub general as above
Lamasu Irr FBe (O) @ 36Ap
Winged Chariots of Ashburnipal Irr Fl (S) @ 24Ap
Kisir Sharruti Guard Chariots Reg Kn (S) [chariot] @ 14AP, or Reg Kn (O) [chariot] @ 11AP
Kisir Sharruti Guard Heavy Cavalry Reg Cv (S) @ 10AP, or Reg Cv (O) @ 8AP
Kisir Sharruti Guard Light Cavalry Reg LH (F) @ 4AP
Kisir Sharruti Guard Kallpani Reg Mtd Ax (S) @ 6AP, Reg Mtd Ps (O) @ 3AP
Kisir Sharruti Foot Guards Royal Guards All Reg Sp (O) @ 5AP
or All Reg Sp (S) @ 7AP, Reg Ps (O) @ 2AP
Light Guards Reg Ax (S) @ 5AP Reg Ps (O) @ 2AP
Heavy Guards Reg Bd (F) @ 7AP, Reg Ps (O) @ 2AP
Infantry of the Battle Array Reg Ax (O) @ 4AP, Reg Ps (O) @ 2AP
Upgrade Ax (O) above to elite regiments of the Sabe Dannatie Reg Ax (S) @ 5AP
Kingsman Infantry Irr Ax (O) @ 3Ap, Irr Ps (O) @ 2AP
Reserve of the Battle Array Reg Ax (I) @ 3Ap, or Reg Ps (O) @ 2AP
Replace Sub general with Eastern Elf Shagulate Sub general Reg Kn (E) [Chariot] @32AP
Page 65/35

*0-4
*2-12
*8-24
**0-1
**0-1
**6-20
**0-4
**0-4
0-4
0-8
0-3
0-1

Replace Guard chariots with Eastern Elves of the Shagulate War Chariots Reg Kn (E) [Chariot] @12AP
Eastern Elves of the Shagulate Horse Archers Reg Lh (F) @ 4AP
Eastern Elves of the Shagulate
Up to half armed with bows Reg Bw (S)
Up to half armed with spears All Reg Sp (R), or All Reg Sp (O)
Up to half armed with swords Reg Bd (R) @ 8AP
Up to half skirmishers Reg Ps (O) @ 2Ap (may support Elven Sp & Bd)
Replace Sub general with Eastern Dwarf Shagulate sub general Reg Bd (R) @ 28AP
Eastern Dwarves of the Shagulate archers supporting sub general Reg Ps (O) @ 2AP
Eastern Dwarves of the Shagulate Reg Bd (R) @ 8AP, up to half supporting archers Reg Ps (O) @ 2AP
Eastern Dwarf War Towers Reg WWg (S) @ 14AP
Eastern Dwarf Stone Throwers & Bolt Throwers Reg Art (S) @ 10Ap or Reg Art (O) @ 8AP
Bronze & Stone Golems Irr Gi (S) @ 16Ap
Lesser Bronze & Stone Golems Irr LHm (S) @ 12Ap
Warships Irr Sh (S) [Ax, Ps]
Standard of Ashburnipal Reg WWg (I) @ 3AP

The Amurru Empire was founded thousands of years ago by the God-King Ashburnipal and the Lamasu, a magical race
of benevolent creatures of immense power. It is said that Ashburnipal taught the art of writing to the early humans of
the region and gave them many of the gifts of civilisation such as agriculture and architecture, forging the disparate
ethnic groups into a strong and just realm, where all government was based on the rule of law. His wisdom and
teachings also attracted the older races - Elves and Dwarves to the Kingdom, creating a flourishing culture, unique
throughout all the realms. To this day the Amurru Empire, as the kingdom of Ashburnipal would latter be called, is
ruled by Ashburnipals direct descendent Shalmaneser III a mage of tremendous power, who at 500 years old is
thought to be the oldest demi-human alive, and its many bustling cities and bountiful lands are still home to large
numbers of Men, Dwarves and Elves.
The Empire is governed by the High King and the star council made up of the realms leading nobles and wisest
advisers, including Dwarven and Elven lords and if the rumours are correct no fewer than 5 Lamasu! This figure is hard
to confirm as the Lamasu are a magical race, who posses the ability to take on the form of a human; however, the
Kings chief adviser Sennekherib is thought to be one of them. In their true form they resemble a giant winged bull with
a human head, usually sporting a perfectly curled beard, identical to the Amurru nobles. They are very powerful
creatures, nearly 20 high and 40 long, which occasionally accompany the armies of the Empire, if engaged against
particularly evil or powerful foes.
This list represents the army of the Amurru Empire, from its formation up to the present day. The empire is socially
very diverse; comprising humans, dwarves and elves, and the Imperial army makes no attempt to homogenise these
disparate groups, but allows for each to flourish in its own traditional style. Consequently the army boasts regiments of
Human charioteers, Elven archers and Dwarven close-order foot, making it a very formidable force.
The army is usually drawn up into 4 divisions, each commanded by a senior Kisir-Sharruti (royal guard), or Shagulate
(Elven or Dwarven foreign legion) officer. The heart of the Amurru army is centred on the Corps of royal guards the
Kisir Sharruti, a huge army within an army made up of various specialist divisions. Foremost among theses are the 4
man winged chariot companies, made up of magical flying horses bred from Ashburnipals own stables and crewed by
the most honourable warriors in the Empire. Next are the Guard chariot regiments, with either 3 or 4 crew, armed with
spears and bows and used to charge fiercely into the enemy and cause maximum disruption. Alongside the chariots are
the elite light and heavy cavalry formations, equipped with spears and bows and wearing leather, iron and felt armour.
The light cavalry regiments are used primarily for scouting and skirmishing, whilst the heavies are deployed to support
the chariots and guard their flanks. The Amurru army also use a large number of vehicle mounted elite light infantry,
Kallapani, whose role is to support the equestrian formations, plus a number of specialist foot guard units. First among
these are the royal guards, which act as personal bodyguards to the royal family. Half are equipped with heavy spears
and long shields covering the body and half with short bows; both wear full laminated iron armour, covered by richly
designed silk robes. The other guard regiments are made up of tough veterans, with many years experience. The light
guards are equipped with either light javelins and shields or light bows and the heavies with both sword and shield or
light bows. All wear half-body armour of laminated iron or felt; the light guards emphasise mobility, whilst the heavy
guards act as fast-moving close-order foot. All guard Ps may support their respective guard foot elements Ax, Sp, and
Bd.
The infantry of the Battle Array represent the soldiers of the armys line regiments. These are drilled to a high standard
and equipped in a similar fashion to the light Guards. On campaign it is common for the line regiments to be assigned to
garrison duty, protecting strategic bridges, supply camps and other important lines of communication. In this instance
the line regiments are replaced in the field army by the elite regiments of the Sabe Dannatie, a corps of veteran infantry
formations, usually deployed on the Empires troublesome borders. They are equipped identically to the Line
Regiments, but are considered as Ax (S). Other infantry regiments are supplied by Kingsman volunteers, which are not
drilled to as high a standard as the line regiments and are therefore not deserving of regular status, and the reserves of
the battle array, which are made up of older warriors and are only called upon in times of emergency, or to act as
garrisons for cities usually protected by front-line regiments, when these are serving with the field army. All of these
units are equipped identically to the line regiments and all Ps (O) companies can support their respective Ax companies.
Page 66/35

The Amurru Empire can also call upon considerable Elven and Dwarven contingents, which make up the corps of the
Shagulate, or foreign legion an epitaph that goes back to the early days of the Empire, when the Elves and Dwarves
were new arrivals in the land and considered as honoured guests. Now these races are part of the very fabric of Amurru
society and although the 3 races still fight in their own separate regiments, these regiments are grouped into mixed
divisions under a unified command structure, which includes senior Elven and Dwarven commanders. Consequently
Human, Elven and Dwarven troops may be commanded by Human, Elven or Dwarven generals and the rules for Elven
and Dwarven animosity do not apply.
The Elves of the Shagulate contribute archers both skirmishers and larger bodies of formed troops, charioteers, horse
archers and close order infantry to the army. All are drilled to perfection and heavily armed and armoured, wearing
flowing richly decorated silk robes in the near-eastern Amurru fashion, but fighting in their own native style hence the
large numbers of (S), (R) & (E) class troops. The Dwarves are similarly attired, wearing finely woven Amurru robes
and sporting beards and hair curled in the near-eastern fashion. The majority of Dwarven troops are axe armed heavy
infantry with supporting archers, but they also provide specialist units, such as War-Towers and artillery to the army.
Amurru is a magical realm where nearly all of the great nobles are powerful sorcerers, and the very buildings are
imbued with magical powers. Consequently many of the great statues of Bronze and Stone can be animated and brought
to life and some of these go off to war with the cities other forces. The royal palace is one such place where over 300
statues ranging from those slightly larger than life size to other that stand over 60 can be magically animated by the
high king and members of the star council to combat any threat!
The Amurru can call upon many allies including those from neighbouring Khemet, the Shaka to the south, the dwarves
and even crusading armies sent by the Knights of the Cleansing Flame, the Leonardos and even the Empire. It has also
been known for the Saurian Empire to supply troops to fight alongside the armies of Amurru Empire, to counter serious
threats posed by sand orc or lizardman hordes. However their main allies are still the High and wood elves, whose
generals count at sub generals.

CATHAY THE JADE EMPIRE


1
1.2
0.1
0-1
0.1
0-4
0-1
0-2
0.6
4-16
Any
*4-16
4-16
0.12
0-6
8-40
Any
0-1/2
6-30
0-1/2
0.16
0-10

CNC Reg Kn (R) or Reg Kn (F), or Reg Kn (X)


Sub Generals as above
Cathay Ally General
Tien Lung (Oriental Spirit Dragon) Irr FBe (A)
Chiang Lung (Oriental Wind Dragon) Irr FBe (O)
Duroch i-lin Irr Fl (S)
Shirokinakotsukami Irr Beh (O)
War Elephants Irr El (O)
Celestial Lion Riders of the Imperial Guard Reg Kn (R)
Cathay Cataphracts Reg Kn (F), Reg Kn (X),
Downgrade Cathay Cataphracts to provincial Irr Kn (F) or Irr Kn (X)
Cathay, Nomadic Mercenary or Tang-inyago (Oriental Elves) Heavy Cavalry Reg Cv (S) or Reg Cv (O)
Cathay or Tang-inyago (Oriental Elves) Horse archers Reg Lh (F) or Nomadic Horse Archers Irr Lh (F)
Nomadic Mercenary Light Cavalry Reg Lh (S) or Irr Lh (S)
Dare-to-Die Troops Irr Bd (F), Irr Ps (S), or Irr Ps (X)
Cathay Infantry Reg Bd (I) Reg Pl (I), Irr Bd (I), Irr Pl (I), or Reg Sp (I)
Upgrade Cathay infantry to seasoned troops or Imperial Guard Reg Sp (O), Reg Pl (F), or Reg Bd (F)
Upgrade Cathay infantry to Korobokuru (Oriental Dwarves) Reg Bd (O)
Cathay Archers and Crossbowmen Reg Bw (O), Reg Bw (I) or Reg Ps (O) (may support Cathay,
Korobokuru, Men-Shun or Imperial Guard Infantry)
Upgrade Cathay Archers and Crossbowmen to Tang-inyago (Oriental Elves) Reg Bw (E)
Pu She Archers and Crossbowmen All Reg Bw (X), All Irr Bw (X), All Reg Bw (O), or All Irr Bw (O)
Cathay Handgunners Reg Sh (I)
Page 67/35

0-10
0-1/2
Any
0-6
Any
**8-20
0-12
0-4
0-8
0-8
0-2
0-6
0-4
0-2
0-2
0-8
0-4
0-4
0-4

Light Guns & Rocketeers Reg Art (I)


Upgrade Rocketeers to multiple Rocket launchers mounted on carts Reg Art (O)
Upgrade Light Guns and Rocketeers to Bombards Reg Art (S)
War Wagons Reg WWg (O)
Horses to mount Regular Infantry
Disaffected Infantry Irr Hd (O)
Tuang tribesmen Irr Ax (O) or Irr Ps (O) (may support Tuang Ax)
Southern Tribal Archers Irr Bw (I) or Irr Ps (O)
WarriorMonks Irr Ax (S)
Men-Shun (Celestial Guardians) Reg Bd (S)
Hsien-Shun (Celestial Champions) Irr Gi (S)
Go-Zu-Shun (Celestial Soldiers) Irr LHm (S)
Ningyago (Nature spirit stone) Irr LHm (O) rocky going good, moderately bogy difficult
Baelyago (Nature spirit Water) Water Elemental
Tienyago (Nature spirit tree) Irr Gi (R)
Hengankokai Irr Wb (F)
Boats Irr Bts (O) or Irr Bts (S) [Sp, Bd, Bw, Ps]
Horse Transports Irr Sh (I) [Kn, Lh, Cv]
Junks Irr Sh (O) [Sp, Bd, Bw, Ps]

The lands of the orient, which lay far to the east of the realms, are dominated by Cathay The Jade Empire. This is an
ancient and vast land ranging from the wide steppes of the north to the impenetrable jungles of the south, from the
expansive mountain ranges of the west to the great ocean of the east. The Jade Emperor, who dwells in the ancient
metropolis of Beijaing, rules this great land through the apparatus of the civil service and the Imperial Guard, the
Emperors personal army. Local governors control the many provinces, most of which are ten times larger than the
mightiest kingdoms in the western realms, with their own complex government structures and armies. As well as the
provinces of Cathay, the Jade Emperor is overlord to many of the nomadic realms of the north and west and the spice
kingdoms to the south. These have to supply either troops or taxes to the jade Empire, however the flow of both
commodities is dependent on the Emperors ability to enforce his rights!
Although bordered by many hostile lands, such as the Goblin infested jungles to the south, the Hobgoblin Hegemony to
the north, the Dark Elves of the Northeast and the barbarian and nomadic realms of the northwest, Cathays greatest
threat in recent times has come from within. Sun-Tzu, commander of the northern armies, governor of Xiang-Ti
province, and a direct descendent of the first Cathay Emperor the evil Ho Tsin, launched a rebellion against the Jade
Emperor and his loyal subjects. The Xiang-Ti rebels as these traitors became known summoned many powerful evil
spirits as allies to swell their armies, nearly capturing the capital Beijaing. They were only driven back by the Emperors
forces after the Shogun of Nippon, intervened to support the Jade Emperor. Now the Jade Emperor is gathering his
many armies from the length and breadth of Cathay, the Spice Kingdoms of the South and the nomadic tribes of the
west, as well allies from Nippon, the Eastern Dwarven realms and the High Elves, to liberate the provinces conquered
by Sun Tzu and his evil host.
This list represents Cathay armies, loyal to the Jade Emperor. The CNC can be either the jade Emperor himself, in
which case it must be represented a Kn (R) Celestial Lion Rider, or one of his senior Imperial Guard or Provincial
generals. Sub Generals represent generals loyal to the Emperor and Ally Generals represent Cathay generals whose
loyalty is questionable. If used these ally generals may only command human troops, and may not command Imperial
Guard or warrior monks; furthermore if unreliable and fighting Xiang-Ti opposition they may change sides as this
counts as a civil war.
Principal among the soldiers of the Empire are the noblest warriors of the Imperial Guard mounted on celestial lions
giant magical creatures, which resemble traditional Cathay stone lions. They are incredibly powerful, noble beasts,
capable of inflicting terrible wounds on even the most terrible monsters. Their ferocity was seen in the lifting of the
siege of Beijaing, where they tore through the Xiang-Ti Heavy cavalry and foot. Other elite heavy cavalry formations
are provided by the cataphracts; these are either fully armoured, warriors riding fully armoured horses Kn (X) or
warriors with armour covering the body, but not covering all the arms and legs and riding partially armoured horses;
relying on a fierce charge to overwhelm the enemy rather than shear weight Kn (F). Cataphracts may be graded as
Irregular to represent nomadic tribesmen drafted into the armies of the Jade Emperor, but still fighting in their native
style.
Cataphracts are often supplemented or replaced by heavy cavalry, fielded by the Cathay provinces as well as the
Imperial Guard, nomadic subjects or Tang-inyago (Oriental Elves). All are equipped with a combination of lance and
bows and ride armoured horses. However heavy cavalry formations are not always present so the minima marked * only
applies if any troops so marked are used. Oriental Elves and Nomadic tribes also provide large numbers of horse
archers, supported by elite skirmishing cavalry from the nomadic tribes of the steppe armed with lances, maces and
powerful composite bows.
Dare To Die troops are fanatical volunteers, either equipped with handguns, incendiaries or swords and axes; however
the vast majority of Cathay foot is supplied by poor quality conscripts. Some have a measure of drill, but others are
undrilled rabble, or disaffected troops from remote regions, whose infrequent pay, often forces them into banditry to
survive; minima marked ** only applies if any disaffected troops are used.
Page 68/35

These conscripts are supplemented or replaced by elite professional soldiers of the Imperial Guard and veteran
regiments from the frontier provinces. Both are trained and equipped to a very high standard providing the Jade
Emperor with a core of loyal dedicated soldiers. The Imperial Guard is especially fanatical in its devotion to the
Emperor and this was clearly evident at the Siege of Beijaing, where Imperial Guard regiments outnumbered by more
than a hundred to one, kept Sun Tzus besieging army at bay for over 3 months, taking terrible casualties in the process.
Furthermore each of the three armies, which attacked the rebels to lift the siege, was spearheaded by Imperil Guard
regiments, who cut a huge swathe through the rebels ranks to relive the capital. The Korobokuru (Oriental Dwarves),
also provide a bedrock of sturdy steadfast heavy infantry. These are armed in a similar fashion to the Imperial Guard,
but tend to wear heavier armour.
Cathay armies field large numbers of archers and crossbowmen in large regiments emphasising shooting or smaller
skirmishing formations that are often used to support heavy infantry. Although all are drilled their quality is variable,
with some using weak bows and wearing little or no armour, to those fully armoured wielding powerful crossbows.
These are often augmented by elite detachments of Tang-inyago (Oriental Elves) archers using powerful longbows, and
prepared to fight hand-to-hand indefinitely, or Pu She archers, equipped with bows, or mixed formations of bows and
spears, and fierce tribesmen from the southern jungles.
Other infantry are provided by tough Tuang tribesmen, wielding light spears and shields and warrior monks from the
many martial temples dotted across Cathay; they usually fight unarmed and unarmoured, but their skill is such that the
most skilled among them can slay an ogre with their bare hands! These monks are fanatically loyal to the Jade Emperor,
who as the living representative of the Celestial Emperor is their divine master.
Regular infantry formations are often mounted on horses in order to keep pace with the fast moving cavalry regiments
used by the Jade Emperors armies and to aid their speedy transit over the huge tracts of land they are entrusted to
defend.
Cathay is technologically very advanced and has learned much from its Eastern Dwarf neighbours, especially in the
science of black powder. Consequently the Jade Empire is capable of fielding large numbers of different gunpowder
weapons from handguns and hand-launched rockets, to multiple rocket launchers mounted on carts and bombards. Other
machines of destruction include warwagons, filled with handgunners and archers, used against the predominatelymounted armies of their steppe opponents. Furthermore, Cathay is able to deploy large fleets of warships and boats, for
both sea warfare and river operations.
The Celestial Emperor is the chief divinity of the orient, ruling over the many greater and lesser spirits that dwell in the
celestial plane. The Jade Emperor is the Celestial Emperors divine representative in the realms and as such can call
upon the services of the celestial emperors many servants. The most powerful of these are the Tien Lung (Oriental
Spirit Dragons), which dwell on both the prime material plane and the celestial plane at the same time, meaning they can
only be truly killed if slain in both planes of existence at the same time! Chiang Lung (Oriental Wind Dragons) are only
slightly less powerful; their name comes from their practice of gracefully riding the wind currents in the air, even when
sleeping and it is said they never set foot on hard ground! Duroch i-lin are similar to both pegasi and unicorns of the
west and the Ki-Rin of Nippon in the east They appear as huge noble horses always rearing back on their hind legs, that
float above the ground; they have incredible magical powers, hence their classification as Fl (S). Perhaps the most
eccentric and strange greater spirit in the service of the Celestial Emperor is the Shirokinakotsukami. This creature has
the hind legs of a Tiger, the body of a horse, the face and mane of a lion, the eyes of a human, the trunk and tusks of an
elephant and the arms of an ape, with tigers claws ending with huge talons.. They are immensely powerful and
honourable and act as champions of the Celestial Emperor, seeking out and challenging the greatest foes to the balance
of harmony in the universe.
Lesser spirits in the service of the jade Emperor include Men-Shun, these are Celestial Guardians used to protect the
most sacred temples of the Jade Emperor and his many palaces. They resemble human males but their finely crafted
weapons & armour, and the fiery glow in their divine eyes hints at their celestial heritage. They are unflinching in their
loyalty to the Celestial Emperor and his loyal representative in the realms the Jade Emperor and it is said that none has
ever been bested in single combat by a mortal. Go-Zu-Shun are the Soldiers of the celestial Emperor, resembling giant
humanoids as large as an ogre, but with either the head of a bull or horse. They wear ornate eastern armour and wield
giant katanas and naginatas; their ferocity in battle is legend. The last of the Celestial Emperors soldiers in the armies of
the Jade Empire are the Hsien-Shun. These are the champions of the Celestial Emperor, they tower over 40 and look
like giant brothers of the Men-Shun, from whose ranks they have been elevated.
As ruler of the lands of Cathay, the Jade Emperor is able to call upon the many spirits that inhabit the forests, rivers, and
mountains of the land. These nature spirits include Ningyago, (stone spirits) which inhabit the stones of the mountains
and the very earth itself. They are immensely strong and are best represented as Irr LHm (O), except they consider
rocky going as good going and moderately bogy as difficult going. Baelyago are powerful water spirits, inhabiting the
rivers and seas of Cathay and Tienyago, are tree spirits, similar in size and power to the treemen of the west.
Hengankokai are spirits able to take on either human or animal form (such as foxes, wolves, and monkeys), or a cross
between the two. Some are evil and manipulative spirits others are kind and noble; these are the ones to be found in the
court of the Jade Emperor. We class them as Wb (F), because of their ferocity and their tendency to fight in loose
swarms.
The Jade Empire is able to call upon many supporters in their struggle against the Xiang-Ti rebels and their evil allies;
these include the eastern Dwarf Realms of the orient, the spice kingdoms of the south and the nomads of the north and
west. The Shogun of Nippon has already proved a valuable ally and has pledged more troops to the Jade Emperor and
the High Elves have amassed a huge fleet and army to protect their valuable trading ports in Cathay from the threat
Page 69/35

posed by Sun Tzu and his Dark Elf allies. There are rumours that crusading forces from the western realms, of the
empire, Lyonesse and Tolino are preparing to travel to Cathay to join in this titanic struggle.

XIANG-TI REBELS
1
1.2
0-1
0-1
0-1
0-4
0-1
4-16
Any
0-7
Any
0-1/2
0-6
6-18
0-8
0-6
8-40
Any
0-1/2
6-24
4-12
0.20
0.16
0-12
0-6
0-8
0-2
0-4
0-6
0-8
0-4
*6-24
*6-24
*4-12
0-4
0-4
0-4
0-4

CNC Reg Kn (S) [chariot], Reg Kn (F), Reg Kn (X),


Sub Generals - Reg Kn (O) [chariot], Reg Kn (F), Reg Kn (X), Reg Lh (F)
Cathay Ally General As above but 10 points less
Tun Mi Lung (Oriental Shadow Dragon) Irr FBe (D)
Ti Yu Lung (Oriental Mist Dragon) Irr FBe (O)
Wu Juan summoned Flame Spirits Irr Fl (F)
Krakentoa Irr Beh (D)
Xiang-Ti Cataphracts Reg Kn (F), Reg Kn (X),
Regrade Xiang-Ti Cataphracts as Headhunters Irr Kn (F) or Irr Kn (X)
Replace Cataphracts with Xiang-Ti Chariots Reg Kn (O)
Regrade Xiang-Ti Chariots as Headhunters Irr Kn (O)
Replace Xiang-Ti Chariots with Sun-Bakemono (Eastern Orc) Chariots Irr Kn (O)
Han-Bakemono (Hobgoblin) heavy wolf riders or Xiang-Ti Heavy Cavalry Reg Cv (S) or Reg Cv (O)
Xiang-Ti Horse Archers Reg Lh (F) or Barbarian horse archers or Bakemono (Goblin) wolf riders Irr Lh (F)
Han-Bakemono (Hobgoblin) light wolf riders Reg Lh (S) or Nomad Light Cavalry Irr Lh (S)
Picked Troops Irr Bd (F)
Xiang-Ti Close fighting foot Reg Sp (O) or Reg Sp (I) or Reg Ax (X) or Reg Bd (I) or Reg Bd (F) or Reg Pl (F)
Regrade close fighting foot to Headhunters Irr Wb (S)
Replace close fighting foot with Yuan-Bakemono (Eastern Black Orcs) Irr Wb (S)
Xiang-Ti Archers and Crossbowmen Reg Bw (O) or Reg Bw (I) or Reg Ps (O) (may support close fighting foot)
Skirmishers Reg Ps (S) or Reg Ps (O) (may support close fighting foot)
Impressed POWs, convicts, slave levies or Bakemono (eastern goblin) up to half Irr Bw (I) rest Irr Sp (I)
or Irr Hd (O)
Sun-Bakemono (Eastern Orc) warriors Irr Wb (R), up to 1/3rd Irr Bd (F)
Bakemono (Eastern Goblin) warriors up to half Irr Ax (O) remainder Irr Ax (I) or Irr Ps (O) (may support Bakemono Ax)
Hannya extended depth Irr LHm (O)
Hengankokai Irr Wb (F)
Wiang Liang Irr Gi (O)
Xang-Shun (oriental giants) Irr Gi (I) or Irr Gi (O)
Oni (oriental Ogres) Irr LHm (S)
Tigbanua Buso (oriental Ghouls) Irr Wb (F)
Jiki-Kentsu-gaki (oriental vampires) Reg Bd (SU)
Jiki-Niki-gaki (oriental skeletons) warriors Reg Bd (U) or Reg Sp (U)
Jiki-Niki-gaki (oriental skeletons) archers and crossbowmen Reg Bw (U) or Reg Ps (U) (may support
Sp or Bd (U))
Shiki-gaki (oriental zombies) Irr Wb (U) or Irr Hd (U)
Bolt Throwers Reg Art (O)
Boats Irr Bts (O) or Irr Bts (S) [Sp, Bd, Bw, Ps]
Horse Transports Irr Sh (I) [Kn, Lh, Cv]
Junks Irr Sh (O) [Sp, Bd, Bw, Ps]

Far to the east in the lands of the orient lays Cathay an ancient sprawling empire from the vast steppes of the north to the
impenetrable jungles of the south, from the expansive mountain ranges of the west to the great ocean of the east. XiangTi Province lies to the north of this huge empire, bordering the western mountains, northern steppes and the Darklands
beyond. Consequently this province has always had a disproportionably large military presence, to keep the many orcs,
hobgoblins, ogres, nomads and other enemies of the Empire at bay. The current governor is Sun Tzu, who can trace his
lineage back to the first Emperor of Cathay Ho Tsin. The Tsin dynasty was overthrown by the present Chiang
dynasty over a millennia ago, after the Tsin fell into evil ways and installed a reign of terror on the population and
noble houses alike.
It had always been rumoured that Sun Tzu had inherited the dark tendencies of his ancestors, but his continued success
in defeating the empires many enemies meant the emperor was loathed to remove him from his position as governor of
Xiang-Ti Province and commander of the armies of the north. Sun Tzu crushed invasions by the Orcs, Chaos hordes and
led punitive attacks against the Hobgoblins of the Darklands and northern nomadic barbarians; however unbeknown to
the emperor, Sun Tzu was head of the evil Wu Juan sect of sorcerers and was secretly amassing an army of evil spirits.
The Wu Juan are a secret cult of powerful sorcerers whose history stretches back to the very beginnings of Cathay. It is
said their help was crucial in the Tsins conquest of the other Cathay states and uniting them into one giant empire.
However after the fall of the Tsin the Wu Juan were outlawed and they were forced underground to continue their
Page 70/35

perverse rites of communing with evil spirits from other planes and those of the dead, plus their evil practice of
sacrificing humans to the dark gods in sadistic rituals.
The army amassed by Sun Tzu included many powerful and fearsome spirits, many summoned by the Wu Juan, and
when he struck at the neighbouring provinces of Cathay they were caught completely unawares and fell quickly to his
onslaught. He then struck south towards the capital of Beijaing defeating the paltry forces sent against him by the
Emperor. The situation was now critical for the emperor; his armies were spread out throughout the empire and nothing
stood in the way of Sun Tzus juggernaut. In desperation the Emperor turned to the Shogun of Nippon for help, who
quickly dispatched a fleet and an army to assist the Emperor. The Nippon army made landfall in the north east of Cathay
threatening Sun Tzus rear, forcing him to dispatch an army under his lieutenant (General Chang), to meet the threat,
whilst he continued with his main force to besiege Beijaing. The Nippon army crushed the Xiang-Ti rebels at the battle
of the Yellow Fan River forcing Sun Tzu to personally march north with much of his army. In the face of overwhelming
odds the Nippon force withdrew back to their islands, but their intervention had given the Emperor enough of a
breathing space to marshal his forces, lift the siege of Beijiang and force the rebels across the Xangste River.
The Xiang-Ti rebels now occupy roughly 1/4th of Cathay and their forces have installed a reign of terror on the occupied
provinces. Many peasants have been forced to into slavery or pressed into service of the armies of Sun Tzu. The
practices of the Wu Juan have been revived and human sacrifice and many other sadistic and macabre rituals and rites
have been resurrected. Even now Sun Tzu is gathering his forces for another strike against Beijiang, to conquer the
capital and reinstall the Tsin dynasty as the overlords of all Cathay; if he is successful the entire empire will be subject
to a reign of terror even more terrible than that brought about by Sun Tzus forefather Ho Tsin!
This list represents the armies of Sun Tzu and the Xiang-Ti Rebels. The CNC can be either Sun Tzu, in which case it
must be represented as a chariot Kn (S), or one of his senior marshals such as the unfortunate General Chang, who was
flayed alive after his defeat at the Yellow Fan River, by the Wu Juan. Sub Generals represent Sun Tzus trusted generals
from Xiang-Ti province or loyal converts from the conquered provinces and Ally Generals represent dubiously loyal
Cathay generals from the conquered provinces. If used these ally generals may only command human troops, which may
not be regraded as Headhunters; furthermore if unreliable and fighting Cathay opposition they may change sides as this
counts as a civil war.
The main arm of the Northern Cathay armies and the armies of the Xiang-Ti rebels are the cataphracts; these are either
fully armoured warriors riding fully armoured horses Kn (X) or warriors with armour covering the body, but not
covering all the arms and legs and riding partially armoured horses; relying on a fierce charge to overwhelm the enemy
rather than shear weight Kn (F). Cataphracts nay be graded as Irregular to represent the ancient Tsin practice of
promoting soldiers by numbers of heads taken in battle, which has been revived by some Xiang-Ti generals.
Accordingly all or no cataphracts in a command must be classed as Headhunters and if they are, then all chariots and
all close fighting foot in the same command must also be classed as Headhunters. The Tsin were also famous for their
heavy war chariots, another practise that has been revived by many Xiang-Ti generals, who have replaced some of their
cataphracts with them. These too may be graded as Headhunters and again if used then all cataphracts and close
fighting foot in the same command must be graded likewise. The Xiang-Ti have also made great use of Eastern Orc war
chariots and consequently up to half the number of chariots used may be provided by them. Heavy cavalry can either be
fielded by Xiang-Ti mounted lancers and archers or by Hobgoblin (Han-Bakemono) wolf riders, from minor Hobgoblin
clans, or rebels fleeing the wrath of the Great Khan. Hobgoblins are much prised by the Xiang-Ti as disciplined and
loyal mercenaries and they also provide large numbers of light wolf riders, armed with light bows, maces and lances.
Reliable nomadic mercenaries, equipped similarly to the hobgoblins, but riding swift steppe ponies, provide other elite
light cavalry. The vast majority of the Xiang-Ti light horse regiments are made up of uniformed (regular) horse archers
and irregular goblin archers mounted on sleek light wolves.
Picked troops represent elite volunteer infantry, used for particularly dangerous missions. They are lightly armoured and
equipped with swords and axes and often favour a second hand weapon rather than carrying a shield Bd (F). The
majority of the infantry are provided by Close fighting foot, which can either be equipped as shieldless light spearmen,
or standard spearmen, or swordsmen. Their quality varies greatly from tough disciplined Xiang-Ti veterans (O) & (F)
grade, to those of questionable loyalty and lower morale from the conquered provinces (I). All or no close fighting foot
in a command may be graded as Headhunters, in which case all the cataphracts and Xiang-Ti chariots must be graded
the same. Because of the dubious loyalty of many close fighting foot from the conquered provinces, the Xiang-Ti have
began to replace them with Eastern Black Orc (Yuan-Bakemono) mercenaries. Consequently up to half of the Close
fighting foot may be replaced in this way.
Xiang-Ti armies utilise large numbers of archers and crossbowmen. These can either be deployed in large regiments
emphasising shooting or smaller skirmishing units, which are often used to support the close fighting troops. Bw (I)
represent poorly motivated regulars from conquered territories and Bw (O) highly motivated loyal troops. Other
skirmishers are supplied by elite light regiments, which can also support close fighting troops, (S) are armed with
javelins or handguns and (O) with bows or crossbows.
Sun Tzus forces have fielded large numbers of impressed POWs from the armies he has defeated, combined with
convicts, slaves and peasants forcibly levied from the countryside. Most of these are low quality spearmen, practised
only at keeping line and often chained together in order to keep them from running away; however General Chang was
surprised by how quickly these troops could move when confronted by a Nippon Cloud Dragon at the battle of the
Yellow Fan River! Such troops also provide low-grade archers as well as spearmen and many are being supplemented or
replaced by oriental goblins (Bakemono).
Page 71/35

Many other oriental goblin-kin can be fund in Sun Tzus forces, including eastern orcs (Sun-Bakemono), fighting in
their own native style armed with a mixture of cutting and crushing weapons and relying on a fierce charge Wb (R), or
armed with large swords and other fencing weapons Bd (F). Goblins provide light infantry armed with javelins and
light spears Ax (O) or Ax (I), or light bows Ps (O), which are often used to support the goblin light spear.
There are much more fearsome evil spirits in the service of Sun Tzu than the different races of Bakemono, first among
these are the Hannya, which resemble giant snakelike reptiles with the torso, arms and head of an old hag. These are best
represented as extended depth LHm (O). Hengankokai are spirits able to take on either human or animal form (such as
foxes, wolves, and monkeys), or a cross between the two. Some are kind noble spirits others are evil and manipulative
and these are the ones to be found in the court of Sun Tzu. We class them as Wb (F), because of their ferocity and their
tendency to fight in loose swarms.
Oni, are evil spirits more commonly known as oriental ogres, they stand around 9 tall and are heavily built, however it
is their innate magical powers including those of invisibility and levitation that make them greatly feared and dangerous
foes hence classification of LHm (S). Wiang Liang are larger and more powerful, standing around 14 tall, these too
posses innate magical abilities hence their classification of Gi (O). Xang-Shun is a broad term describing all nonmagical oriental giant-kin, from the smaller hill giants Gi (I) to the larger mountain giants Gi (O).
Under the direction of Sun Tzu, the Wu Juan have summoned large numbers of undead spirits including Tigbanua Buso
(oriental Ghouls), which are best represented as Wb (F) and Jiki-Kentsu-gaki (oriental vampires) Reg Bd (SU). Other
undead spirits include Jiki-Niki-gaki (oriental skeletons) equipped as heavy infantry or archers and crossbowmen, plus
Shiki-gaki (oriental zombies); these can either be ferocious flesh eating monsters or badly rotten corpses, which
although horrific are generally ineffective. However these undead forces are not always mustered by the Xiang-Ti
generals, so the minima marked * only applies if any troops so marked are used; in which case the skeleton warrior and
skeleton archers elements may be deducted from the compulsory minimums of Xiang-Ti close fighting foot and XiangTi archer and crossbowmen.
Different grades of warband and large humanoids in this list may not provide rear support to one another as they
represent different races and clans.
The most powerful spirits in league with Sun Tzu include different oriental dragons, such as the Oriental Shadow
Dragon - Tun Mi Lung and the Oriental Mist Dragon - Ti Yu Lung. The Tun Mi Lung is one of the most powerful spirits
to inhabit the realms. It gets its name from its shadowy appearance, which is caused by the fact that it exists in both the
prime material plane and the dark planes of the abyss at the same time. The Mist dragon is less powerful than its
fearsome cousin, but is still a terrifying adversary, being nearly 50m in length; it gets its name from the habitat it dwells
in, misty marshlands and its ability to appear out of the fog to ambush the unwary. The Krakentoa is another formidable
greater spirit; standing over 80 tall and possessing the body of a giant human with the head of an octopus or giant squid,
it is terrifying to behold and deadly to encounter. Other powerful beings include Wu Juan summoned Flame Spirits;
these look like giant floating balls of pulsating blue-orange light, they are exceptionally fast, moving as swiftly as the
winds.
Since capturing the north eastern provinces of Cathay and their coastal ports the Xiang-Ti now have access to the
eastern ocean and a large part of the northeastern fleet of warships and horse transports, to add to their smaller fleet of
boats, which are used primarily for river operations. In addition to these naval assets the Xiang-Ti are also able to field
sizeable numbers of bolt throwers and other medium torsion artillery.
The Xiang-Ti can call upon many allies in their continued rebellion against Cathay, including many orc clans on the
western border, Ratmen, the Hobgoblins to the north and undead armies under the leadership of friendly oriental
necromancers and Liches. Other forces are provided by barbarians to the north west, chaos hordes of the artic regions
and many nomad clans on the northern and western borders including the Hsien Pi (Book 2), Hsiung Nu (Book 2),
Hunnic (Book 2), Tribal Mongolian (Book 3) and later nomadic Mongol (Book 4). However the Sun Tzus closest allies
are the Dark Elves, whose support is based on disrupting the High Elves commerce in the region, by threatening Cathay
ports that house large Elven mercantile quarters. Consequently, a Dark Elf ally counts as a sub general.

LYONESSE
1
1-2
10-22
0-10
0-4
0-6
0-8
0-8
0-8
Any
4-18
0-8
6-24
4-12
0-6

CNC Reg Kn (A) if the King, or Reg Kn (S) if Royal Marshall,


Sub Generals Reg Kn (S) as Royal Marshal
Knights Reg Kn (O)
Upgrade Knights to Royal Household Reg Kn (S)
Upgrade Knights to Paladins of the King Reg Kn (A)
Separately deployed Sergeants Reg Cv (O) or Irr Cv (O)
Royal Household Archers Reg Bw (S)
Royal Household Guards Reg Bd (O)
Royal Household Pavisiers Reg Sp (O)
Mount Household infantry on horses @ 1AP
Crossbowmen Irr Bw (O) or Irr Ps (O)
Horses to mount Crossbowmen
Archers Irr Bw (I) up to 8 may be Irr Ps (O) (may support sergeant spear)
Brigans Irr Ax (X)
Bidets Irr Ps (S)
Page 72/35

0-16
0-18
0-2
0-5
0-4
0-3
0-3

Sergeants Irr Sp (O) or Irr Sp (I)


Levies Irr Hd (O)
Light Guns Reg Art (I)
Bombards Reg Art (S)
War wagons Irr WWg (O)
Cogs Irr Sh (S) [Bw, Bd, Sp, Ps]
Galleys Reg Gal (O) [Bw, Bd, Sp, Ps]
*1
*3-19
0-6
0-8

Free Canton Mercenary Sub General Reg Pk (S)


Free Canton Pikemen Reg Pk (S)
Free Canton Skirmishers Reg Ps (O) or Reg PS (S)
Free Canton Halberdiers Reg Bd (X)

THE ETERNAL ALLIANCE


1
Paladin CNC Reg Kn (A) @ 36Ap
0-1
Dwarven Sub general
0-1
Elven Sub General
0-1
Barbarian Sub general
0-1
Western Realm Sub General
0-4
Paladins Reg Kn (A)
0-6
Western Realm Guard Knights Reg Kn (S) or Templars Irr Kn (S)
0-8
Western Realm Knights Reg Kn (I)
0-4
Elven Lords Reg Kn (E)
0-12
Elven Horse Archers Reg LH (F)
0-6
Barbarian Beast Riders Irr Kn (R)
0-4
Dwarven Hearth Guard
0-16
Dwarven Warriors
0-1 per Bd, Dwarven supporting Archers
0-8
Dwarven Crossbowmen
0-16
Elven Archers
0-12
High Elven Spear
0-4
High Elven Guards
0-1 per Bd, Bw, Sp Elven supporting Archers
0-8
Wood elf Warriors Irr Ax
0-4
Wood elf Beastmasters and Shape changers
0-16
Barbarian Warriors Irr Wb (S)
0-6
Barbarian Shape changers Irr
0-8
Western Realm Infantry
0-12
Imperial Pikemen
0-8
Western Realm Crossbowmen
0-8
Halfling warriors Irr Ax (I)
0-8
Halfling Archers Irr Ps (O) or Irr Bw (I)
0-8
Western Realm & Dwarven Hand gunners
0-4
Western Realm & Dwarven Artillery
0-4
Western Realm & Dwarven War Wagons
0-2
Western Realm & Dwarven Land Tanks
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ARMY OF THE DARK LORD

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DIAGRAMS
Elements B and C are in close combat with the Dragon. C will fight first therefore the Dragon is
subject to a -1 overlAp from element D but not A. C wins the combat and recoils the Dragon. If element E
is in the position shown below, the Dragon will be destroyed if recoiled as per normal, E only infers a -1 to
element B when it is in combat. If B fights the Dragon first it will have support from A and E.
A Double-based element must fight both elements in the example below. If the Dragon chooses to
fight C and recoils the element it will now have an overlap on B and must fight it in the same bound. A
single recoil result will destroy the Dragon and a second combat is not necessary.
Figure one

Dragon
E
A

In the example below the Magus can only summon help if at least one element is in contact with its
own base and all others must be in edge to edge contact (front, side or rear) because the enemy is with in
100 paces of the Magus. No summoned element may be summoned into contact with an enemy element.
Figure two
Magus
1

Enemy

In the example below elements X are possible baggage elements and 1 to 4 represent the equivalent
size of Magical Baggage. Any of the X's are a valid deployment for these elements in DBF if using Magical
Baggage.
Figure three
X

Table Edge
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DIAGRAMS
In the example below we see an Orc Giant in flank contact with Elven blades that are in frontal
close combat with Orc blades. If the Elven blades win the combat they will recoil the Orc Giant as per any
other element although only those elements so specified in the Giants combat outcome table can usually
make them recoil.
Figure Four
Orc Blades

Orc's
Giant

F
r
o
n
t

Elven Blades

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Orc Blades

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