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Scalemail

An OSR of Chainmail

Contents Light Foot Soldiers........ 8 Wizards ....................... 14


Introduction ........................ 2 Armored Foot Soldiers . 8 Warlocks ..................... 14
Health .................................. 2 Knights.......................... 8 Sorcerers .................... 15
Point Value .......................... 2 Spearmen ..................... 8 Seers ........................... 16
Turn Sequence .................... 2 Pikemen ....................... 8 Magicians ................... 16
Terrain and Effects .............. 2 Light Horsemen ............ 8 Necromancers ............ 16
Movement........................... 2 Armored Horsemen ..... 8 Wraiths ....................... 17
Combine .............................. 3 Mounted Knights.......... 9 Lycanthropes .............. 17
Split ..................................... 3 Samurai ........................ 9 Ursanthropes.............. 18
Fatigue ................................ 3 Ninjas ........................... 9 Trolls ........................... 18
Ranged Attacks ................... 3 Pirates .......................... 9 Ogres .......................... 18
Artillery Fire .................... 3 Rogues .......................... 9 Belials ......................... 18
Catapults .......................4 Rangers......................... 9 Giants ......................... 18
Cannons ........................4 Paladins ........................ 9 Titans .......................... 18
Boiling Oil ......................4 Monks......................... 10 Treefolk ...................... 19
Missile Fire ...................... 4 Druids ......................... 10 Dragons ...................... 19
Archers ..........................4 Clerics ......................... 10 Rocs ............................ 19
Gunners.........................4 Bards .......................... 10 Wyverns ..................... 19
Cone Fire ......................... 4 Barbarians .................. 10 Griffins ........................ 20
Cover ............................... 4 Generals ..................... 10 Hippogriff Riders ........ 20
Melee .................................. 5 Folk Heroes ................ 11 Paraldas ...................... 20
Flanking Attack ................ 5 Super Heroes .............. 11 Ghobs ......................... 20
Charging Attack ............... 5 Anti-Heroes ................ 11 Nichsas ....................... 21
Jousting Attack ..............5 Rams ........................... 11 Djinns.......................... 21
Opportunity Attack ......... 5 Fantasy .......................... 12 Aethers ....................... 21
Hedgehog Attack............. 5 Halflings...................... 12 Basilisks ...................... 22
Stealth Attack .................. 5 Sprites ........................ 12 Cockatrices ................. 22
Morale ................................. 6 Pixies .......................... 12 Chimeras .................... 22
Victory Conditions ............... 6 Dwarves...................... 12 Giant Spiders .............. 22
Weather .............................. 6 Gnomes ...................... 12 Giant Bats ................... 23
Units .................................... 7 Goblins ....................... 12 Giant Cobras ............... 23
How to read the stats ..... 7 Hobgoblins ................. 13 Giant Rhinos ............... 23
Mundane ......................... 7 Kobolds....................... 13 Giant Wolves .............. 23
Crew ..............................7 Dogolds ...................... 13 Dire Wolves ................ 23
Peasants ........................7 Elves ........................... 13 Fenrirs ........................ 23
Conscripts .....................7 Fairies ......................... 13 Giant Eagles ................ 24
Mercenaries ..................7 Orcs ............................ 13 Wights ........................ 24
Archers ..........................8 Brute Orcs .................. 14 Ghouls ........................ 24

1
Zombies.......................24 Skeletons .................... 24

Introduction Turn Sequence


Welcome to Scalemail, the Old School Recrea- 1. Both opponents roll a die. Higher roll de-
tion of Chainmail, the wargame that inspired cides whether or not to move first
Dungeons & Dragons. There has been many rec- (Move) or last (Counter-Move)
reations of the classic RPG that the very founda- 2. Those who move first can invoke any ac-
tion of which it came from was overlooked. tions with their Units.
3. Those who counter move can invoke any
In time, the game aged, and with it, its rules also
actions with their Units.
aged. In a way, its me looking at the text of the
4. Artillery Fire is resolved
original Chainmail for inspiration and reinter-
5. Missile Fire is resolved
preting the rules as well as adding a new yet sim-
6. Melee is resolved.
ple spin on it.
7. Morale is resolved, if any.
This is where the name comes in. Scalemail is 8. Repeat steps 2 through 6, repeating step
cheaper and lighter than Chainmail armor. With 1 if you and your opponent agree to re-
that, I hope you enjoy playing wargames with roll.
these rules in mind.
Terrain and Effects
Health Plains: Move normally.
Scalemail runs on a 20:1 ratio system. This means Forests: Move normally. Add +1 to your
that one Unit equals twenty Troops. This is re- armor when dealing with Missile Fire
flected with their Health. Twenty is the maxi- and -1 to your Death Chance when deal-
mum for most Units. The lower the Health, the ing with Artillery Fire.
weaker the Units become. This is reflected with Swamps: Slows movement by 50% for
there being a reduction in Troops, or a Unit get- footmen, 75% for horsemen. At the end
ting heavily wounded. of the round, roll dice equal to the
amount of men on the swamp and kill
The Health also represents how strong a Unit is.
any men that roll a 1. Horsemen who roll
Combat is done through rolling an amount of
a 1 or a 2 will lose their horse and be re-
dice equal to Units Current Health divided by
duced to a footman.
four, rounded down. A Unit at full Health will be
Mountains: Slows movement by 75% for
able to roll five dice while a Unit with only one or
footmen. Horsemen cant traverse
two Health remaining would be too weak to even
mountains. At the end of the round, roll
fight.
dice equal to the amount of men on the
Some Units, like the Troll or Giant, have more mountain and kill any men that roll a 1.
than twenty Health, while others, like the Fairy Hills: Slows movement 50%, prevents all
or Pixie, have less than twenty Health. This rep- charge moves, but movement downhill
resents their overall strength. is at double speed.
Marshes: Slows movement 50%, pre-
Point Value vents all charge moves and entrances of
All Units have a point value. These are based off heavy equipment, catapults, and guns.
how powerful they are. The higher the points, Rivers: Takes two Move to cross a river.
the more powerful they are. However, you have Arctic: Slows movement by 50%. At the
a limited amount of points to purchase these end of the round, roll dice equal to the
Units for your skirmishes and armies, so choose amount of men in the arctic and kill any
wisely. men that roll a 1.
Rough Terrain: Prevents all charge
Most skirmishes give players thirty points to moves.
spend on Units, but you may determine with
your opponent of how many points you can
spend.
Movement
Most maps have a fifteen inch per square ratio.
These points are also used if scores are being A Units movement rate is determined by a num-
kept. ber of how many squares they can move. Most
units can move 1 Square, or fifteen inches. Some-
times Squares are used for measurement instead

2
of Inches and vice versa. Just remember that 1 Ranged Attacks
Square = 15 Inches.
After movement comes the ranged attacks.
When charging, Units move at double their move Theres two phases here: Artillery Fire, dealing
rating. with the heavier siege weapons, and Missile Fire,
dealing with lighter arrow/bullet-based weapons.
When making a formation, the Unit uses up one
square. Below you will see how each weapon works, as
well as see what their Armor and Health are.
Column Line: 1 Move
Line Column: 1 Move Artillery Fire
Column Square: 1 1 Move The first phase of the Ranged Attacks is the Artil-
Line Square: 1 2 Moves lery Fire. In certain scenarios or certain skir-
Hedgehog: 2 2 Moves mishes, one or both players would have access
to siege weapons like Catapults or Cannons.
Line of Sight is always their Move length doubled,
so someone who can move one Square can see They must be manned by Crewmen, unique
up to thirty inches. Units devoted to moving and firing of these siege
weapons. Without them, the weapons are use-
Combine less. A siege weapon needs only a single Crew-
man Unit to function, as the Unit translates to
If you have two Units with less than 20 Troops
about twenty men. A Crewman Unit must be a
standing together, you may spend a Move on
square close to the siege weapon to use it.
both of them to Combine their Troops together
into a single Unit. Each siege weapon takes a few turns to be able
to fire. Below is a list of how often a weapon can
However, both Troops must have a combined
be fired depending on how many Crewmen
health equal to or less than twenty. For example,
Troops there are. If there are multiple Crewmen
two Units with 15 Troops each cant combine to-
Units near the siege weapon, then the one with
gether, but two Units with 10 Troops each can.
the most Troops takes priority.

Split 20-17: Fire normally.


The contrast to this is splitting. If you wish, you 16-13: Fire requires one extra turn.
may split a Unit into two Units with an evenly dis- 12-9: Fire requires two extra turns.
tributed amount of Troops. However, the Troops 8-5: Fire requires three extra turns.
must have an even number. Splitting costs a 4-1: Fire requires four extra turns.
Move.
The weapons also have a range that they are able
to fire at, as well as an area of how many squares
Fatigue the ammos impact affects.
Fatigue can be caused by one of the following ac-
tions: When a Unit is hit by Artillery Fire, they must roll
what is called a Death Chance Check. Roll as
1. Moving for five consecutive turns. many dice as there are Troops for that Unit and
2. Moving for two consecutive turns, compare the results to the Units Death Chance
charging, and then meleeing. score. If its lower than the score, than that Troop
3. Moving for one turn, charging, and then dies. If its equal to or higher, then the Troop lives.
meleeing for two consecutive rounds. The same goes for Single Units, though they lose
4. Meleeing for three consecutive rounds. Health instead of Troops.
5. Preforming a Charging action.
An example for this is that a Unit of twenty sol-
When any troops fulfill any of the above five, diers is hit with a cannon fire. Their Death
then they become fatigued and take these fol- Chance is six. After rolling twenty six-sided dice,
lowing effects: only four of them rolled a six. And thus, sixteen
Their morale rating drops by one. Troops in that Unit died.
Their armor and toughness drops by one. Siege Weapons dont make Toughness checks. If
Whenever they attack, the armor of they are hit, they lose health equal to how many
their opponent increases by one. dice pass the Armor.
One turn without melee or movement fully re-
stores troops.

1 2
Foot soldiers only. Spearmen and Pikemen only.

3
Catapults Boiling Oil
Catapults are divided into two categories: Light These are rather unique. The Boiling Oil is situ-
Catapults and Heavy Catapults. ated on top of walls and are only available for the
defender during a Siege. They only activate if an
Light Catapults
Enemy Unit is standing in front of the wall they
Move: 2 Squares
are placed on.
Health: 5
Armor: 3 The oil is automatically spilled onto that Enemy
Fire Per Turn: Every other turn. Units space. Each Unit adjacent to the Enemy
Range: 2 squares Units space (including the Enemy Unit and ex-
Impact: 30 inch area. cluding any Units on top of or on the other side
Single: Cannot split or combine. of the wall) must make a Death Chance Check.
Point Value: 5 The oil takes five rounds to refill before it can at-
Heavy Catapults tack again. They cannot be attacked or destroyed.
Move: 3 Squares Missile Fire
Health: 10 The alternative is to give weapons to your Units.
Armor: 4 The Units attack like normal, but ranged Units
Fire Per Turn: Every three turns. have the distinct ability to be able to attack twice,
Range: 4 squares provided theyre not in Melee or they have not
Impact: 30 inch area. moved.
Single: Cannot split or combine.
Point Value: 10 Archers
Bowmen, Longbowmen, Crossbowmen, doesnt
Cannons matter. Units with bows as weapons are able to
Cannons are divided into three categories: Light shoot up to six squares away and consume a
Field Guns, Heavy Field Guns, and Bombards. Move to aim. The Unit must aim in order to shoot.
Light Field Gun They resolve the same Hit checks as Melee Units,
Move: 1 Square however, when the opposing Unit is making their
Health: 15 Toughness check, subtract one to each die rolled.
Armor: 4
Giving a Unit a bow will add a point to the Units
Fire Per Turn: Every other turn.
total Point Value.
Range: 4 squares
Impact: 30 inch area. Gunners
Single: Cannot split or combine. Gunners are able to fire up to twelve squares
Point Value: 10 away consume a Move to reload. The Unit can
shoot once, then must reload.
Heavy Field Gun
Move: 1 Square They resolve the same Hit checks as Melee Units,
Health: 15 however, they add one to all the dice they roll to
Armor: 5 hit.
Fire Per Turn: Every second turn. Giving a Unit a gun will add two points to the
Range: 5 squares Units total Point Value.
Impact: 45 inch area.
Single: Cannot split or combine. Cone Fire
Point Value: 5 Some Units are able to attack, not in an area, but
in a cone. When Cone Fire is described, the num-
Bombard ber would mean what its maximum reach is. For
Move: 2 Squares example, a 4-Square Cone would reach four
Health: 20 squares away from the Unit firing.
Armor: 6
Fire Per Turn: Every third turn. How Cone Fire works is simple: It starts from one
Range: 6 squares square away from a unit, then two squares away
Impact: 60 inch area. from that square, then three, then four, until it
Single: Cannot split or combine. reaches its maximum. The squares are always in
a straight line.
Point Value: 5
Cover
Some terrain provide cover for Units to defend
them from the attacks. For example, hiding in a

4
Forest reduces the odds of you getting hit with The Unit, now having 17 Troops, rolls eight dice
an arrow or dying to a cannonball. to counterattack, but must take the four lowest
results for his total attack.
The other way to do cover is to hide behind a
building. An Archer cannot hit a unit if the unit is However, after charging, the charging Units im-
behind a building in their line of sight. mediately fatigued.

Jousting Attack
Melee When two Units charge at each other from op-
Melee combat is conducted when two units of posite ends (a Knight on one side charges at a
opposite sides are touching each other. The com- Knight on the other side), it becomes what is
bat has a simple system when it comes to resolv- known as a Jousting Attack.
ing them.
This works by having one Unit charge, and then
1. The person going first rolls dice equal to an Opposing Unit charging at that Unit after-
the Troops/Health his Unit has divided wards. The two Units clash, pushing the first
by four, rounded down. (20 becomes 5, Charging Unit back two spaces. Melee rolls
16 becomes 4, 12 becomes 3, and so caused by Charging are resolved prior to resolv-
forth) ing Jousting Melee, which is different.
2. Any dice that equal or are above the op-
posing Units Armor is considered a hit. Each person rolls dice equal to the total
3. The opponent then rolls that many hits. health/troops that their unit has, divided by four.
4. Any dice that equal or are below the However, whoever has the highest sixes wins the
Units Toughness kills a Troop/takes clash and deals that many dice in hits to the Op-
away a Health. posing Unit. If there are no sixes or its a tie, then
5. If there are zero Troops/Health, the Unit whoever has the highest fives, and so forth.
is considered killed.
6. Repeat steps 1-5 for the Opponent.
Opportunity Attack
The contrast to a Charge is an Attack of Oppor-
In addition, there are different techniques for tunity. When a Unit passes an opposing Units
Units when it comes to Melee. reach without Charging or stopping, the oppos-
ing Unit immediately takes an Opportunity At-
Flanking Attack tack on the unit. It is resolved like normal Melee,
If one Unit and a friendly Unit are in-between an but the defending Unit cannot Counterattack.
opposing Unit, they are able to flank the Unit.
The Attacking Unit rolls double the amount of Example, a Soldier passes an opposing Knight.
dice needed to roll for an attack and take the The Knight takes an Opportunity Attack and
highest dice equal to the dice needed to nor- damages him, killing three Troops from the Sol-
mally roll. diers Unit.

Example, two Knights are flanking a Soldier. One Hedgehog Attack


Knight, having twenty Troops, attacks and rolls This is exclusive to any Unit with pikes or spears.
ten dice, taking only the five highest dice for his The Unit forms into a defensive position, spikes
total attack. out. The Unit moves at half speed and can never
charge, but has the benefit of automatically hit-
Charging Attack ting whatever unit it touches when Melee is re-
The Unit can move at double their Movement solved.
Speed and even go past opposing Units, provided
that they touch at least one Unit. The Melee Example, a Unit of Twenty Spearmen preforms
phase is then resolved for each opposing Unit the Hedgehog Positon and engages in battle with
the charging Unit had passed. heavily armored Knights. Normally, they have a
very low chance to hit him, but with Hedgehog,
The opposing Units, when responding to the at- they automatically hit him five times.
tack, roll double the dice needed to roll for an at-
tack and take the lowest dice equal to the dice Stealth Attack
needed to normally roll. Some Units are able to hide themselves and
strike enemies from behind. When a Stealthed
Example, one mounted Knight charges past
Unit attacks an enemy, divide the number of
three Melee units. In one attack, a Knight re-
troops the Stealthed Unit has by four, then mul-
duces three Troops from a Unit that contained
tiply it by two. Thats how many dice you roll to
20 Troops.
attack.

5
For example, a Ninja with twenty Troops attacks pick up the item. If that Unit carrying the
a Knight. He is Stealthed, so instead of rolling five, item goes off the edge of the map, then
he rolls ten. Damage rolls apply as normal. that Units player wins.
4. Siege: One player becomes the defender
Once a Stealthed Unit attacks, he is no longer
and another player becomes the at-
Stealthed and can no longer use the Stealth At-
tacker. The attacker gets double the
tack method unless stated otherwise in their ef-
amount of points to spend on Units, but
fects.
does not have access to Catapults and
Cannons. The Defender has a Keep
Morale guarded by a line of walls in front of it,
At the end of the Melee phase, players check to each having an Armor of 6 and a Health
see the amount of Health/Troops left on their of 15. The game is over when those walls
Unit. If they go below a given threshold, different fall and an Opposing Unit is on the other
for each Unit, then they must perform a Morale side of the wall.
check.

A Morale check is done by rolling two six-sided Weather


dice and adding the totals, comparing it to the An optional rule to the game is to introduce a
Units Morale score. If the total meet or go above Weather effect. For the duration of the skirmish,
the score, then the Unit remains calm. If, how- you can choose or randomly determine a
ever, the total is below, they are Routed. weather effect that happens.

When a Unit gets Routed, they have the follow- 1. Clear Skies: Treat as normal.
ing traits: 2. Harsh Sunlight: All fatigue conditions de-
crease by one due to heat. (Example,
They automatically move towards the moving for four consecutive turns now
nearest end of the map. causes fatigue instead of five)
They move twice, as though Charging. 3. Rain: Decreases all heavily armored
They are subject to Opportunity Attacks. Units Armor score by 1 due to rust. (Ex-
If they stop in any adjacent space next to ample, a Knight is attacked. fives and
an enemy Unit, they cannot partake in sixes hit instead of just sixes)
their attacking phase for Melee. 4. Sandstorm: Slows movement by 50%
If they go off the edge of the map, they unless that already applies.
are considered lost. 5. Hail: At the end of the round, both play-
ers choose which of each others Units
Once per round, you may attempt to rally the
will be hit by hail. Then they roll dice as
Routed Unit, provided they dont go off the edge
though theyre resolving Melee for their
of the map. Rallying the troops is another Morale
Units, using five attacking dice.
check.
6. Snowstorm: At the end of the round, roll
dice equal to the amount of men in the
Victory Conditions arctic and kill any men that roll a 1.
The game ends when one side runs out of Units 7. Fog: Decreases every Units Attack Die
to command. A game can also end if scores are Value by one. (Example, a Knight rolls at-
being kept and someone has fifteen (or any tack dice. His six becomes a five)
amount) of points. Though if you wish, theres 8. Windy: At the end of the round, roll a 6-
some other ways to win the game if you and your sided die, then move all Units one space
opponent wish. That, or you can randomly deter- in that direction. If a 1 or 6 is rolled, dont
mine it. move them.
1. Assassination: Each player designates 1. No direction
one of their Units as their most valued 2. North
Unit. If that Unit falls, they lose. 3. East
2. King of the Hill: Randomly determine a 4. South
forty-five inch area. At the end of a 5. West
Round, count how many Units are stand- 6. No direction
ing in that area, subtracting from the
Units of the opposite end. The player
with the most units in that area gets the
total amount of points.
3. Capture: Place an item in the center of
the map. A Unit can spend a Move to

6
Units short comings, though, they are invaluable and
perhaps victory can be in a simple soul.
So, you want to build an army, huh? Well, you
come to the right place. Here, you can read up Move: 1
on the stats of each of the Units featured in Scal- Troops: 20
email. Hopefully youll find something thats Armor: 2
right for you. Toughness: 4
The Units are split into two sections, Mundane Death Chance: 6
and Fantasy. Mundane Units are normal Units, Morale: 5 Troops (8)
such as Soldiers, Horsemen, and so forth. Fan- Cowardice: Before moving, roll two six-
tasy Units are more bizarre and includes crazy, sided dice. If the results is seven or bet-
game-changing Units like Elves, Dwarves, and ter, then the Units able to move.
even Dragons. Inept: When attacking Units in Melee
range, divide the number of troops by
How to read the stats eight instead of four. (Example, 20
Move: How many squares can this Unit Troops now yields 2 Attack Dice instead
go? of 5)
Troops/Health: How many troops or Point Value:
health does this unit have?
Armor: What is the score needed to get Conscripts
a hit on this Unit? Peasants, but trained to become fighters. No
Toughness: What does this Unit need to longer are they cowardly. For a slight increase in
get in order to not lose Troops or Health price, these inexpensive troops can be a benefit
to hits? to your army.
Death Chance: What is the likely chance Move: 1
that theyll survive a massive, Artillery Troops: 20
attack? Armor: 3
Morale: How many Troops must die in Toughness: 4
order to trigger a Morale check on this Death Chance: 6
unit? (And what is the score needed to Morale: 5 Troops (8)
roll equal to or higher in order to stop
Point Value:
them from Routing?)
Special Qualities: Can this Unit do some- Mercenaries
thing no other Unit can? For a certain price, these gun-toting baddies can
Point Value: How many points would help you clear out an entire army of people. How-
this Unit cost? ever, their greed can get the better of them. Be
sure to have a coin on you when they get rowdy.
Mundane
These are the soldiers that served in most Medi- Move: 1
eval armies and will make up the chunk of your Troops: 20
own army. Armor: 4
Toughness: 4
Crew
Death Chance: 6
Every Siege Weapon needs a Crewman. The Crew
Morale: None
Unit, while a weak Unit, is able to man powerful
Greed: Before moving, roll one six-sided
Siege Weapons that devastate the Enemy.
die. If its a 1, they dont move. 2-5, they
Move: 1 act normally. If they, however, roll a 6,
Troops: 20 then reroll the die and apply the follow-
Armor: 1 ing result.
Toughness: 4 1: They demand more pay and
Death Chance: 6 will stand for the remainder of
Morale: 5 Troops (9) the Skirmish until you pay one
Siege Weapon Training: This Unit is able Point to activate them.
to operate a Siege Weapon. 2: They decide that things arent
Point Value: going well and they are Routed.
They can only be rallied with the
Peasants cost of one Point.
Forced out of their homes to fight, the Peasants 3: They are bribed by the enemy
are scared, cowardly, and unreliable. Despite the and immediately turn on you.

7
The opponent treats the Merce- Morale: 10 Troops (6)
nary now as though they are Point Value: 2
their Unit.
4-6: Carries out moves normally Spearmen
for the next three rounds, no These Spearmen carry with them a shield and
checks required in that time. light metal armor. They are able to get into a
Gunner: They can perform ranged at- phalanx position to damage enemies.
tacks. Treat like Gunners. Move: 1
Point Value: 1 Troops: 20
Archers Armor: 5
Soldiers with bows, these hawkeyed snipers can Toughness: 4
hit people without even aiming. Death Chance: 5
Morale: 7 Troops (6)
Move: 1 Hedgehog: Can perform the Hedgehog
Troops: 20 maneuver.
Armor: 4 Point Value: 2
Toughness: 4
Death Chance: 6 Pikemen
Morale: 5 Troops (8) Known to some as Impalers, the Pikemen are vi-
Archer: They have a ranged attack. Treat cious warriors whose favorite color is red.
like Archers. Move: 1
Inept: When attacking Units in Melee Troops: 20
range, divide the number of troops by Armor: 4
eight instead of four. (Example, 20 Toughness: 4
Troops now yields 2 Attack Dice instead
Death Chance: 6
of 5)
Morale: 10 Troops (5)
Point Value: 1
Hedgehog: Can perform the Hedgehog
Light Foot Soldiers maneuver.
Your typical foot soldiers with basic leather ar- No Prisoners: When your opponent is
mor. making a Toughness Check against a
Pikemans attack, any fives or sixes must
Move: 1 be rerolled, though only once.
Troops: 20 Point Value: 2
Armor: 4
Toughness: 4 Light Horsemen
Death Chance: 6 Your typical horsemen with leather armor.
Morale: 5 Troops (8) Move: 2
Point Value: 1 Troops: 20
Armored Foot Soldiers Armor: 4
Your typical foot soldiers with basic scale mail ar- Toughness: 4
mor. Death Chance: 6
Morale: 7 Troops (7)
Move: 1 Charge: Can perform the Charge maneu-
Troops: 20 ver.
Armor: 5 Point Value: 3
Toughness: 4
Death Chance: 6 Armored Horsemen
Morale: 7 Troops (7) Your typical horsemen with scale mail armor.
Point Value: 1 Move: 2
Knights Troops: 20
Your typical foot soldiers with plate mail armor. Armor: 5
Toughness: 4
Move: 1 Death Chance: 6
Troops: 20 Morale: 10 Troops (6)
Armor: 6 Charge: Can perform the Charge maneu-
Toughness: 4 ver.
Death Chance: 5 Point Value: 4

8
Mounted Knights Pirates
Your typical horsemen with plate mail armor. Hailing from the more savage parts of the sea,
the Pirates are a vicious force to be reckon with.
Move: 2
Troops: 20 Move: 1
Armor: 4 Troops: 20
Toughness: 4 Armor: 4
Death Chance: 5 Toughness: 4
Morale: 13 Troops (5) Death Chance: 6
Charge: Can perform the Charge maneu- Morale: 10 Troops (5)
ver. Flintlock: They can perform ranged at-
Point Value: 5 tacks. Treat like Gunners.
No Prisoners: When your opponent is
Samurai making a Toughness Check against a Pi-
They know only honor. Until the dawn, theyll rates attack, any fives or sixes must be
hold on, even if they are outnumbered 60-to-1 rerolled, though only once.
and facing a gun.
Point Value: 3
Move: 1
Rogues
Troops: 20
Though less deadly than the Ninjas, Rogues can
Armor: 4 be quite an annoyance to handle.
Toughness: 3
Death Chance: 6 Move: 2
Morale: None Troops: 20
Honor: They cannot do Opportunity At- Armor: 4
tacks on opposing Units. Toughness: 4
Last Breath: When dividing the troops by Death Chance: 5
four when determining Attack Dice, Morale: 10 Troops (6)
round up instead of down. (Example, if Stealth: Can become Stealthed by wait-
theres two Samurai troops left, their At- ing a round without any Opposing Unit
tack Strength is 0.5. However, with Last seeing you in their Line of Sight.
Breath, instead of rolling no dice, you in- Sneak Attack: When performing a Flank-
stead roll one die for an attack) ing Attack, add one die to the total At-
Point Value: 3 tack Dice.
Point Value: 3
Ninjas
Mysterious assassins from the Eastern hemi- Rangers
sphere, these Ninjas are skilled in their deadly Known for their well-versed knowledge of the
craft of stealth. lands, the Rangers are able to traverse across
any terrain without hassle, making them the per-
Move: 2
fect scouts.
Troops: 20
Armor: 3 Move: 2
Toughness: 5 Troops: 20
Death Chance: 5 Armor: 4
Morale: 10 Troops (6) Toughness: 4
Stealth: Can become Stealthed. Death Chance: 6
Shuriken: They have a ranged attack. Morale: 10 Troops (7)
Treat like Archers. Nature Explorer: Negates all Terrain Ef-
Stealthed Shuriken: When Stealthed or fects.
hidden via terrain, they can perform a Point Value: 3
Stealthed Ranged Attack, treating a
Ranged Attack as though it was a Paladins
Stealthed Attack. Making their debut in the Crusades, the Paladins
Hidden In The Leaves: A Ninja can be- are combat medics, with an emphasis on Combat.
come Stealthed by going into a forest, Move: 1
not being seen by any opposing Units Troops: 20
line of sight. Armor: 5
Point Value: 3 Toughness: 4
Death Chance: 6

9
Morale: 10 Troops (6) Healer: Can heal a six-sided dies worth
Honor: They cannot do Opportunity At- of Health/Troops to an Adjacent Unit. Af-
tacks on opposing Units. terwards, it cant do this again for one
Lay on Hands: Can heal as many turn.
Health/Troops to an Adjacent Unit in the Single: Cannot split or combine.
same means that one calculates attack. Point Value: 3
(Example, 20 Paladins can heal up to five
Health/Troops). Afterwards, it cant do Bards
this again for two turns. While mostly seen in taverns, occasionally youll
Point Value: 3 see one on the battlefield rallying troops up.

Monks Move: 1
Another threat from the East, the Monks are in- Health: 20
credibly deadly in the battlefield. Just one Monk Armor: 4
could easily battle an army of a hundred troops. Toughness: 4
Death Chance: 6
Move: 2 Morale: 10 Health (6)
Health: 20 Song and Dance: When Adjacent to a
Armor: 5 Routing Unit, it can play a song to stop
Toughness: 4 the Unit from Routing. It can also play a
Death Chance: 6 song to Units who already moved to
Morale: 10 Health (6) move one more square.
Martial Arts: This units trained in Melee. Single: Cannot split or combine.
Cancels Flanking from Opposing Units Point Value: 3
and can attack each Opposing Unit thats
adjacent to him. Barbarians
Single: Cannot split or combine. Vikings, Berserkers, Mongols, Huns, they all have
Point Value: 3 one thing in common: a barbaric rage. Everyone
trembles in fear to these powerful and unstoppa-
Druids ble forces.
Rangers embrace the forest. Druids are born in it.
While their policy of wearing clothes made of Move: 3
leaves is laughable in the battlefield, their Troops: 20
knowhow of potent berries is what gives them Armor: 5
their staying power. Toughness: 3
Death Chance: 6
Move: 3 Morale: 15 Troops (4)
Troops: 20 Berserker Rage: When you toggle this
Armor: 3 trait on, Barbarians resolve their Melee
Toughness: 3 as though theyre always Flanking. How-
Death Chance: 6 ever, when Units attack the Barbarian,
Morale: 10 Troops (6) they are also treated as though they are
One With The Forest: Heals one Troop Flanking it.
for each round theyre in a Forest Terrain. No Prisoners: When your opponent is
Point Value: 3 making a Toughness Check against a Bar-
barians attack, any fives or sixes must
Clerics
be rerolled, though only once.
Priests, Bishops, Medics, these Clerics have been
Point Value: 3
given many names, and considering their healing
prowess, theres good reason for it. Generals
Of course, you cant have an army without a Gen-
Move: 1
eral. Some Generals hide away in a camp to make
Troops: 20
plans while others advance onto the Battlefield
Armor: 5
along with the soldiers they command.
Toughness: 4
Death Chance: 6 Move: 1
Morale: 10 Health (6) Health: 20
Armor: 4
Toughness: 4
Death Chance: 6

10
Morale: None the Hero Unit needs to fail 4 Toughness
Rally: All units within a Generals forty Checks in order to die.
five foot radius can reroll any ones or Single: Cannot split or combine.
sixes (depending on the situation) once Unique: There cannot be more than one
per action per round. of these units in your army.
Checkmate: When a General falls, all Point Value: 4
Units in his forty five inch radius must
make a Morale Check. Anti-Heroes
Of course, with every hero, theres an Anti-Hero
Single: Cannot split or combine.
who represents all the negative aspects that hu-
Unique: There cannot be more than one
manity has. People like Nobunaga, Billy the Kid,
of these units in your army.
and Lancelot are examples of this.
Point Value: 2
Move: 1
Folk Heroes
Health: 20
Robin Hood, Joan of Arc, Davey Crockett, these
Armor: 4
famous icons all have the trait of being Folk He-
Toughness: 3
roes. Legendary heroes who fight for what is
right. Death Chance: 6
Morale: None
Move: 1 Sacrifice: Can kill off one adjacent Unit
Health: 20 and take their health. Use the same rules
Armor: 4 as when Combining Units.
Toughness: 3 Divide: Can make a Melee attack against
Death Chance: 6 all Opposing Units within fifteen inches.
Morale: None Single: Cannot split or combine.
Not Today: When doing Toughness Unique: There cannot be more than one
Checks, reroll all 1s, even if the reroll re- of these units in your army.
sults in a 1. Point Value: 5
Know The Name: All opposing Units
within the Folk Heros fifteen inch radius Rams
must make a Morale Check, though only Need a wall torn down? The Rams your man! Its
once. also your own personal limo!
Single: Cannot split or combine. Move: 0.5 (takes two Rounds to move 1
Unique: There cannot be more than one square)
of these units in your army. Health: 20
Point Value: 3 Armor: 5
Super Heroes Toughness: 4
People only speak of these people in legends. Death Chance: 6
King Arthur, Gilgamesh, Alexander, these people Morale: None
exceed being just mere Folk Heroes and are out- Heavy Pressure: When attacking, roll as
right Super Heroes through their feats of fighting many dice as the unit has health. (Exam-
and survival. ple, 20 Dice when its at full health)
Transport: This can transport up to 100
Move: 1 troops. Cannot transport large units.
Health: 20 Units inside are not affected by damage
Armor: 5 done onto the Ram, but if the Ram is de-
Toughness: 3 stroyed with Units inside, those Units
Death Chance: 5 must make a Death Chance check.
Morale: None Single: Cannot split or combine.
I May Fall: Once per Round, you may re- Point Value: 5
roll any 1s and 2s during your Toughness
checks, though only once.
But Not Like This: While it can be
harmed by Artillery Fire, it cannot die to
them.
It Wont Be By Your Hand: Similarly,
while it can be harmed by Melee and
Ranged attacks, on its last legs (4 Health),

11
Fantasy Toughness: 5
If you want your battles to have a little bit of a Death Chance: 3
kick to it, you can always include these lovely op- Morale: 10 Troops (5)
tions. Determine with your opponent if these Flight: Can be toggled. It can fly two
Units are allowed. spaces for a maximum of three rounds
before landing. It then must wait a turn
Halflings before they can use it again. Archers tar-
Although small, the Halflings can be effective geting an in-flight Unit can make a
burglars in the lines of battle, especially when ranged attack as though they are Flank-
they lob rocks. ing.
Move: 1 (2 in forest) Pixie Dust: Once per turn, a Pixie can tar-
Troops: 20 get one Opposing Unit within forty-five
Armor: 4 inches reach. When Attacking, the Op-
Toughness: 4 posing Unit must roll double the amount
Death Chance: 6 of Attacking dice and take the lowest of
their normal dice. (Example, 20 Knights
Morale: 10 Troops (5)
attack, but are Pixie Dusted, thus they
Blend in the Background: It moves twice
take the five lowest of the ten dice they
its length when in the Forest.
rolled.)
Stones: They have a ranged attack. Treat
Point Value: 5
like Archers.
Point Value: 3 Dwarves
Miners first and warriors second, the Dwarves
Sprites
are formidable people when you see them on the
Tiny and curious, the sprites dance around. They
battlefield.
are mostly pacifistic, but if their home is threat-
ened, then they can fight back. Move: 1
Troops: 20
Move: 1 (2 in flight)
Armor: 5
Troops: 20
Toughness: 3
Armor: 5
Death Chance: 5
Toughness: 5
Morale: 13 Troops (5)
Death Chance: 3
Morale: 5 Troops (7)
Point Value: 2
Stealth: Can perform Stealth Attacks Gnomes
when Invisible. Gnomes are quirky little people. Theyre more in
Flight: Can be toggled. It can fly two touch with the earth than their Dwarven breth-
spaces for a maximum of three rounds ren and what they lack in Dwarven resilience,
before landing. It then must wait a turn they make up for in Gnomish magic.
before they can use it again. Archers tar-
geting an in-flight Unit can make a Move: 1
ranged attack as though they are Flank- Troops: 20
ing. Armor: 4
Invisibility: They are invisible from the Toughness: 4
start and cannot be targeted by any Op- Death Chance: 6
posing Unit except for Artillery Fire. Morale: 10 Troops (6)
When it attacks or is damaged, its invisi- Earth Shield: Instead of moving, they can
bility wears off and can be targeted nor- create a shield from the earth itself, in-
mally. It cannot go invisible for the rest creasing their armor by one for one
of the Skirmish. round.
Point Value: 4 Point Value: 3

Pixies Goblins
A little more rebellious than Sprites, Pixies trade Greedy little green men, the Goblins can ravage
in their ability to be invisible for a more aggres- and ransack all they want, but are incredibly
sive front in the form of Pixie Dust, hallucinogens weak and will run from any sort of danger.
that disorientate even the strongest of soldiers.
Move: 2
Move: 1 (2 in flight) Troops: 20
Troops: 20 Armor: 3
Armor: 5 Toughness: 5

12
Death Chance: 5 Point Value: 2
Morale: 5 Troops (9)
Elves
Weak To Sunlight: When fighting in day-
The high and mighty rulers of the forests, Elves
light or bright light, subtract 1 from their
are no stranger to conflicts outside their wooden
Morale and Attack Checks.
walls and are not afraid to intervene if those con-
Point Value: 1
flicts flood into their kingdom.
Hobgoblins
Move: 2
However, that isnt to say that their slightly big-
Troops: 20
ger counterparts, the Hobgoblins, are cowardly.
Armor: 4
Despite their skin color being yellow, they are not
Toughness: 4
yellow-bellied.
Death Chance: 6
Move: 1 Morale: 10 Troops (6)
Troops: 20 Keen Eyes: Are able to see Stealthed and
Armor: 4 Invisible Units in their Line of Sight.
Toughness: 4 Archers: They have ranged attacks. Treat
Death Chance: 6 like Archers.
Morale: 7 Troops (6) Point Value: 2
Ruthless: Add one Die to the total
Fairies
amount of Dice used to Attack (Example,
These Fairies are bigger than their Sprite and
6 Dice for Attacks instead of 5 when at-
Pixie Counterparts and much more magically po-
tacking with a Hobgoblin Unit with 20
tent than them.
Troops)
Point Value: 1 Move: 2 (4 in Flight)
Troops: 20
Kobolds
Armor: 4
Reptilian foot soldiers. Rumors have it that Kob-
olds are descended from Dragons. Toughness: 3
Death Chance: 2
Move: 1 Morale: 10 Troops (7)
Troops: 20 Stealth: Can perform Stealth Attacks
Armor: 3 when Invisible.
Toughness: 5 Flight: Can be toggled. It can fly four
Death Chance: 5 spaces for a maximum of three rounds
Morale: 5 Troops (9) before landing. However, Archers tar-
Gang Up: If a Kobold is adjacent to an- geting an in-flight Unit can make a
other friendly Kobold when Attacking an ranged attack as though they are Flank-
Opposing Unit that the two are adjacent ing.
to, then they can attack as though they Invisibility: They are invisible from the
are Flanking. start and cannot be targeted by any Op-
Point Value: 2 posing Unit except for Artillery Fire.
When it attacks or is damaged, its invisi-
Dogolds bility wears off and can be targeted nor-
Whats more true is the fact that Dogolds are de- mally. At the end of the round after it
scended from feral wolves. Sharing the body type wears off, the Fairy can become Invisible
of the Kobolds but having fur like a dog (hence again.
the name), Dogolds also have the fury of a wolf. Healer: Can heal a six-sided dies worth
Move: 2 of Health/Troops to an Adjacent Unit. Af-
Troops: 20 terwards, it cant do this again for one
Armor: 4 turn.
Toughness: 3 Point Value: 4
Death Chance: 4 Orcs
Morale: 10 Troops (9) Big, nasty, but tend to disagree with other Orcs,
Ruthless: Add one Die to the total the Orcs, while a nice addition to any evil over-
amount of Dice used to Attack (Example, lords army, have their limits in the form of their
6 Dice for Attacks instead of 5 when at- quarrels.
tacking with a Dogold Unit with 20
Troops) Move: 1
Troops: 20

13
Armor: 4 Fireball: You lob a giant fireball
Toughness: 4 up to 5 Squares ahead of you.
Death Chance: 6 The fireball erupts in a 4 square
Morale: 10 (5) radius and everyone caught in it
Ruthless: Add one Die to the total must make a Death Chance
amount of Dice used to Attack (Example, check. Radius fades when the
6 Dice for Attacks instead of 5 when at- round ends.
tacking with a Orc Unit with 20 Troops) Lightning Bolt: Declare a ranged
Quarrelsome: If two Orc Units are adja- attack against an Opposing Unit
cent to each other in the Melee phase, within forty-five inches. Then
roll a six-sided dice. If its less than four, roll as though you are resolving
theyll attack each other instead of their an Archers Ranged Attack. How-
target. ever, for every unit adjacent to
Point Value: 1 the Hit Unit, they too are con-
fronted by the Ranged Attack.
Brute Orcs This goes until five Units are af-
Bigger, nastier, and even crankier, Brute Orcs, fected.
while powerful, have the same tendencies to Silence: Casts a five square ra-
fight other Orcs instead of their own enemies. dius (up to ten squares away
from the Wizard) that disables
Move: 1
all magical powers for two
Troops: 30
rounds.
Armor: 5
Haste: Doubles the speed of all
Toughness: 4
units within two squares.
Death Chance: 5
Slow: Halves the speed of all
Morale: 10 (6)
units within two squares.
Brutal: Every 6 rolled against an Oppos-
Inept: When attacking Units in Melee
ing Units Armor is worth one additional
range, divide the number of health by
hit.
eight instead of four. (Example, 20
Quarrelsome: If two Orc Units are adja- Health now yields 2 Attack Dice instead
cent to each other in the Melee phase, of 5)
roll a six-sided dice. If its less than four,
Single: Cannot split or combine.
theyll attack each other instead of their
Unique: There cannot be more than one
target.
of these units in your army.
Point Value: 2
Point Value: 14
Wizards Warlocks
Self-taught for many years, Wizards have the
Warlocks, however, obtained their magic
magical potential to change the tides of battle
through a deal. Enacting their masters will, they
dramatically. march onto the field with a tenacity that has no
Move: 1 equal.
Health: 20 Move: 1
Armor: 1 Health: 20
Toughness: 4 Armor: 2
Death Chance: 6 Toughness: 4
Morale: 10 Health (8) Death Chance: 6
Magic: This Unit can cast magic spells. It Morale: 10 (6)
can only cast one spell before spending Magic: This Unit can cast magic spells. It
a turn recharging. can only cast one spell before spending
The spells a Wizard can use are:
a turn recharging.
Arcane Darts: Declare a ranged The spells a Warlock can use are:
attack against an Opposing Unit Warlocks Blast: Declare a
within forty-five inches, then roll ranged attack against an Oppos-
one six-sided dice, subtracting
ing Unit, then roll one six-sided
the number by two. The result is dice, the result is how many
how many Troops or Health your Troops or Health your darts
darts damage. If the result is less damage.
than one, the spell fails.

14
Warlocks Armor: Increases Unit would attack as though
your armor by one for two they are Flanking. Effect lasts for
rounds. one round, but can be length-
Warlocks Choke: Ethereal arms ened by Concentration.
emerge from two squares sur- Sleep: All units within a forty-
rounding the Warlock. The War- five inch radius are put into a
lock is able to Melee attack any deep sleep, unable to move or
unit caught in the radius without attack for one round. This length
being Inept. The radius fades af- can be extended by Concentra-
ter the round. tion.
Warlocks Rebuke: If the War- Fire Spray: The unit fires a 3-
lock is damaged and has not cast Square Cone of Fire. All Units
a spell on his turn, he can invoke caught in the Cone must make a
this spell and inflict the same Death Chance check. The length
amount of wounds as his at- can be extended with Concen-
tacker inflicted upon him. tration.
Warlocks Hex: Subtracts 1 from Command: Choose an Opposing
all Morale, Attack, and Death Unit within forty-five inches. You
Chance checks from a chosen can now control that Unit for
Opposing Unit. one round as though its your
Warlocks Hunger: Casts a two own. This length can be ex-
square radius (up to ten squares tended by Concentration.
away from the Warlock). A black Phantasmal Earworm: Choose
void is created and attempts to an Opposing Unit within forty-
suck in as many people as it can. five inches. This Unit now has a
Everyone caught in it must make psychic earworm eating away at
a Death Chance check. The ra- him. For one round, you can
dius fades after the round. make a Melee attack against this
Inept: When attacking Units in Melee Unit without being Inept. You
range, divide the number of health by can increase the length via Con-
eight instead of four. (Example, 20 centration.
Health now yields 2 Attack Dice instead Induce Laughter: Choose three
of 5) Opposing Unit within forty-five
Single: Cannot split or combine. inches. These three Units burst
Unique: There cannot be more than one into a fit of laughter, unable to
of these units in your army. do anything for one round. You
Point Value: 12 can increase the length via Con-
centration.
Sorcerers Concentration: When a Sorcerer casts
Sorcerers are born with magical potential. How- his spell, you can choose to have the Sor-
ever, this magic is potentially fatal, as too much cerer concentrate on the spell and
of it can cause a magical explosion. lengthen its time. However, with each
Move: 1 turn, increase the number to check for
Explosion (see below) by one.
Health: 20
Explosion: At the end of the round, if the
Armor: 1
Sorcerer had cast a spell, roll a six-sided
Toughness: 4
die. If it lands on a one, then the Sorcerer
Death Chance: 6
then magical energy explodes from the
Morale: 10 Health (9)
Sorcerer. Everyone caught in a three
Magic: This Unit can cast magic spells. It
square radius, including the Sorcerer,
can only cast one spell before spending
must make a Death Chance check. The
a turn recharging. If the Sorcerer is hit
radius fades after the round.
before the Spells effect wears off, the
Inept: When attacking Units in Melee
Spell ends immediately.
range, divide the number of health by
The spells a Sorcerer can use are:
eight instead of four. (Example, 20
Fairy Dust: Choose an Opposing
Health now yields 2 Attack Dice instead
Unit within forty-five inches. The
of 5)
Unit is affected by a potent pow-
Single: Cannot split or combine.
der. Any Unit that attacks the

15
Unique: There cannot be more than one casters. But hey! If you want to mess with the en-
of these units in your army. emy, this is right up your alley!
Point Value: 13
Move: 1
Seers Health: 20
Oracles, Psychics, Shamans, these Seers are vital Armor: 1
for Generals who have lingering doubts that their Toughness: 4
empire would last. Death Chance: 6
Morale: 10 Health (10)
Move: 1
Magic: This Unit can cast magic spells. It
Troops: 20
can only cast one spell before spending
Armor: 1
a turn recharging.
Toughness: 5
The spells a Seer can use are:
Death Chance: 6
Blinding Ray: All Units within a
Morale: 10 Troops (11) five foot cone are blinded for
Magic: This Unit can cast magic spells. It three rounds and must roll dou-
can only cast one spell before spending ble their Attack Dice, taking only
a turn recharging. the lower of their normal Attack
The spells a Seer can use are: Dice.
Reveal: Reveals all Invisible or Blurry Image: Adds 2 Armor to
Stealthed Units within 45 inches your Magician.
of the Seer. Scary Image: Casts a five square
Foresight: Choose a friendly radius (up to ten squares away
Unit within forty-five inches. from the Magician). All Units in
This Unit can see their future de- that area see a scary image and
mise. The next time the Unit must make a Morale check. The
makes a Toughness Check, they radius fades after the round.
can reroll any 1s and 2s but must Invisibility: Makes the Magician
keep the rerolled ones. invisible and able to Stealth At-
Guidance: Choose a friendly tack.
Unit within forty-five inches. Smoke Screen: Creates a smoke
This Unit can roll one more At- screen as the Magician automat-
tack Die the next time it gets into ically moves up to five squares in
Melee. the direction of your choosing
Strike: Choose an Opposing Unit and without invoking an Attack
within forty-five inches. The of Opportunity.
next Melee it gets in, all attacks Another Me: Creates an illusion-
against it will be resolved as ary copy of the Magician, placed
though they are Flanking. within fifteen inches. The copy
Mark: Choose an Opposing Unit has the exact same amount of
within forty-five inches. This health as the original and can
Unit gets one automatic hit the move around and cast spells.
next time it gets into Melee. Inept: When attacking Units in Melee
Protection: All Friendly Units range, divide the number of health by
within 45 inches, including the eight instead of four. (Example, 20
Seer, gains one armor. Health now yields 2 Attack Dice instead
Inept: When attacking Units in Melee of 5)
range, divide the number of health by Single: Cannot split or combine.
eight instead of four. (Example, 20 Unique: There cannot be more than one
Health now yields 2 Attack Dice instead of these units in your army.
of 5)
Point Value: 10
Single: Cannot split or combine.
Unique: There cannot be more than one Necromancers
of these units in your army. Lords of dark magic, the Necromancers are the
Point Value: 11 bane of anyone expecting to live a nice and quiet
afterlife.
Magicians
They are great! They are powerful! They are Ac- Move: 1
tually pretty weak compared to the other spell Health: 20
Armor: 2

16
Toughness: 4 eight instead of four. (Example, 20
Death Chance: 5 Health now yields 2 Attack Dice instead
Morale: 10 Health (7) of 5)
Magic: This Unit can cast magic spells. It Single: Cannot split or combine.
can only cast one spell before spending Unique: There cannot be more than one
a turn recharging. of these units in your army.
The spells a Necromancer can use are: Point Value: 15
Spectral Hand: Choose an Op-
Wraiths
posing Unit within forty-five
Unable to move on, yet unable to die, Wraiths are
inches. A ghostly hand chokes
heroic spirits who remain on the battlefield to
the Unit. The Necromancer is
help their successors fight.
able to Melee attack this Unit
without being Inept. Move: 3
False Flesh: The Necromancer Health: 20
can heal himself. Roll one six- Armor: 1
sided die. The result is how Toughness: 2
much they heal themselves by. Death Chance: 3
Blinding Cloud: All units within a Morale: None
45 inch radius from the Necro- Resolve: All Friendly Units within forty
mancer are rendered blind for five inches of the Wraith add one to their
three rounds and must roll dou- Morale checks, while all Enemy Units
ble their Attack Dice, taking only must make Morale Checks, though only
the lower of their normal Attack once.
Dice. The radius fades after the Paralyzing Touch: After it makes a Melee
round. attack on a Unit, roll a six-sided die. If its
Summon Undead: Summons a one or a two, then that Unit is Para-
four Zombies or Skeletons (or a lyzed and is unable to attack and move
mix) and places them in a spot for this round and the next round.
15 inches away from the Necro- Wraiths cannot do this to Wraiths,
mancer. They can move and at- Wights, Ghouls, Zombies, or Skeletons.
tack like normal Units. However, Single: Cannot split or combine.
if theyre killed, they count as
Unique: There cannot be more than one
points for your Opponent.
of these units in your army.
Revive Dead: Select a Unit that
Point Value: 10
has been killed. This units
brought back to life with a per- Lycanthropes
centage of Health/Troops deter- Otherwise known as Werewolves, Lycanthropes,
mined by a six-sided die. Place as the legends say, are vicious, big, and bad like
the revived unit back at your their wolf kin.
side of the table. If this Unit is
killed again, then it cannot be re- Move: 4
vived a second time. Troops: 20
1. 25% Armor: 3
2. 33% Toughness: 4
3. 50% Death Chance: 5
4. 66% Morale: 10 Troops (5)
5. 75% Ruthless: Add one Die to the total
6. 100% amount of Dice used to Attack (Example,
Circle of Death: Casts a five 6 Dice for Attacks instead of 5 when at-
square radius (up to ten squares tacking with a Lycanthrope Unit with 20
away from the Magician). All Troops)
Units in that area are given a No Prisoners: When your opponent is
brief sampling of the Black making a Toughness Check against a Ly-
Death. All Units in that area canthropes attack, any fives or sixes
must make a Death Chance must be rerolled, though only once.
check. The radius fades after the Point Value: 10
round.
Inept: When attacking Units in Melee
range, divide the number of health by

17
Ursanthropes Belials
Stories say less about the Ursanthrope, or the Demonic overlords who spawn from the under-
Werebear. Slower than the Lycanthropes, the world, Belials are the last thing an army wants to
Ursanthrope more than makes up for it with see roaming the battleground.
sheer strength.
Move: 1 (2 in flight)
Move: 2 Health: 40
Troops: 20 Armor: 5
Armor: 4 Toughness: 3
Toughness: 4 Death Chance: 3
Death Chance: 5 Morale: None
Morale: 10 Troops (5) Flame Strike: Every hit the Belial causes
Maul: The Ursanthrope can move up to against an Opposing Unit counts as two.
four squares towards an Opposing Unit. Flight: Can be toggled. It can fly two
It can then attack it as though its a spaces for a maximum of three rounds
Stealth Attack. After its done this, it before landing. It then must wait a turn
must take a turn to recover this ability. before they can use it again. Archers tar-
Brutal: Every 6 rolled against an Oppos- geting an in-flight Unit can make a
ing Units Armor is worth one additional ranged attack as though they are Flank-
hit. ing.
Point Value: 20 Size: This unit is 2 Squares by 2 Squares
large.
Trolls
Fire Creature: All hits from attacks re-
While not as tall as a giant, trolls make up for it
lated to water are doubled.
with a regenerative factor. They may or may not
Single: Cannot split or combine.
be toxic when it comes to conversations.
Unique: There cannot be more than one
Move: 1 of these units in your army.
Health: 40 Point Value: 25
Armor: 4
Giants
Toughness: 4
Tall, proud, and strong, Giants are a notable and
Death Chance: 6
formidable monster on the field of battle.
Morale: None
Regeneration: At the end of every round, Move: 0.5 (takes two Rounds to move 1
roll a six-side die. The result is how many square)
health the Troll recovers. Health: 60
Size: This unit is 2 Squares by 2 Squares Armor: 4
large. Toughness: 3
Single: Cannot split or combine. Death Chance: 6
Point Value: 25 Morale: None
Size: This unit is 3 Squares by 3 Squares
Ogres
large.
A smaller version of the Trolls, Ogres lack a heal-
Single: Cannot split or combine.
ing factor and instead rely on their thick layers of
Point Value: 30
skin to protect them.
Titans
Move: 1
Known to most as the One Man Army, Titans
Troops: 20
serve a grim reminder to most soldiers that one
Armor: 5
man is all it takes to wipe out an entire kingdom.
Toughness: 4
Death Chance: 6 Move: 0 (See Stomp)
Morale: 10 Troops (8) Health: 80
Frightening Presence: All opposing Units Armor: 5
within the Ogres fifteen inch radius Toughness: 4
must make a Morale Check, though only Death Chance: 6
once. Morale: None
Point Value: 15 Stomp: This Unit moves one square in
any direction. Any Unit adjacent to the
Titan in that direction must make a
Death Chance check.

18
Size: This unit is 4 Squares by 4 Squares Frightening Presence: All opposing Units
large. within the Dragons forty five inch radius
Single: Cannot split or combine. must make a Morale Check, though only
Unique: There cannot be more than one once.
of these units in your army. Keen Eyes: Are able to see Stealthed and
Point Value: 35 Invisible Units within its Line of Sight.
Fire Breath: Can shoot a 7 square Cone
Treefolk of fire. All Units caught in the Cone must
There once was a man who wanted to cut the make a Death Chance check. In order to
biggest tree in the realm. He found this tree and reuse this skill, the Dragon needs to roll
proceeded to chop it. The tree screamed and a five or a six at the beginning of the
lashed out at the man. The mans last words round.
were: No! Not the bees! Not the bees! AAAAAH! Flight: Can be toggled. It can fly six
Move: 1 (2 in forests) spaces for a maximum of three rounds
Health: 30 before landing. It then must wait a turn
Armor: 5 before they can use it again. Archers tar-
Toughness: 5 geting an in-flight Unit can make a
ranged attack as though they are Flank-
Death Chance: 5
ing.
Morale: None
Size: This unit is 2 Squares by 2 Squares
Within The Forest: When in the forest,
large.
roll a six-sided die. The result is how
Single: Cannot split or combine.
much the Treefolk recovers.
Unique: There cannot be more than one
Beehive: Lobs a beehive up to ten
of these units in your army.
squares. The beehive will shatter and an-
gry bees will swarm in a thirty inch radius. Point Value: 50
These Bees have a Troop size of 10 and Rocs
makes Melee attacks against all Units in Trained by Elves to be their envoys, the Rocs are
the Radius. Roll a six-sided die to see giant eagles dedicated to transporting large
how many bees die after stinging. The amounts of people via a cage that seemed big
radius fades after all 10 Bees are killed. enough to encase it.
Bramble: All Opposing Units within
thirty inches of the Treefolk are trapped Move: 1 (5 in flight)
by growing roots. They cannot move, but Health: 35
they can still attack and can choose the Armor: 4
Treefolk as their target via the roots, Toughness: 4
even if theyre not adjacent to it. At any Death Chance: 4
time, you may cancel Bramble. Morale: None
Burning: Roll twice as many dice for Flight: Can be toggled. It can fly five
Death Chance checks if the thing causing spaces for a maximum of three rounds
said checks relates to fire. before landing. It then must wait a turn
Size: This unit is 2 Squares by 2 Squares before they can use it again. Archers tar-
large. geting an in-flight Unit can make a
Single: Cannot split or combine. ranged attack as though they are Flank-
Point Value: 40 ing.
Transport: This can transport up to 100
Dragons troops. Cannot transport large units.
There are many dragons in the outer reaches of Units inside are not affected by damage
the realm. However, for this collection, we will be done onto the Roc, but if the Roc is de-
focusing on the fiercest of Dragons, the Draco stroyed with Units inside, those Units
Rubrum, or Red Dragon. These are absolutely must make a Death Chance check.
powerful beasts, and they know it, asking for Eagle Eye: Can detect Stealthed Units
riches from kingdoms in order to fight for them. within its Line of Sight.
Move: 1 (6 in flight) Single: Cannot split or combine.
Health: 50 Point Value: 20
Armor: 6 Wyverns
Toughness: 5 Discount Dragons as the black market calls them.
Death Chance: 4 While smaller and unable to fight as competently
Morale: None

19
as a Dragon, the Wyverns make up for it with Keen Eyes: Are able to see Stealthed and
their agile speed and sharp tail. Invisible Units within its Line of Sight.
Flight: Can be toggled. It can fly seven
Move: 5
spaces for a maximum of three rounds
Health: 25
before landing. It then must wait a turn
Armor: 3
before they can use it again. Archers tar-
Toughness: 4 geting an in-flight Unit can make a
Death Chance: 5 ranged attack as though they are Flank-
Morale: None ing.
Poisonous Tail: All units who are hit by a Point Value: 40
Wyvern must roll a six-sided die and sub-
tract the result by two. The result is how Paraldas
many troops die from the Wyverns poi- Lords of the Air. If you feel a slight chill in the air,
son-tipped tail. chances are a Paralda is close by, ready to cause
Dragon Eye: Can see Invisible Units deadly hurricanes.
within its Line of Sight.
Move: 2 (4 in flight)
Single: Cannot split or combine.
Health: 30
Point Value: 25
Armor: 4
Griffins Toughness: 4
Greedy as a Dragon, agile as a Wyvern, and Death Chance: 2
flighty as a Roc, Griffins are challenging against Morale: None
those with horses, as that is a Griffins favorite Suffocation: A Paralda can engulf a 4-
meal. square radius. All Units caught inside
must make a Death Chance check. The
Move: 2 (6 in flight)
radius fades after the round. In order to
Health: 20 reuse this skill, the Paralda needs to roll
Armor: 5 a five or a six at the beginning of the
Toughness: 4 round.
Death Chance: 5 Gust: The Paralda fires off a five-square
Morale: None cone that pushes all Units caught in it
Favorite Meal: When attacking Horse- back by one square.
men, treat as though you are Stealth At- Air Combat: It can attack in-flight units
tacking. as though its making a Flanking attack.
Flight: Can be toggled. It can fly six Flight: Can be toggled. It can fly four
spaces for a maximum of three rounds spaces for a maximum of three rounds
before landing. It then must wait a turn before landing. It then must wait a turn
before they can use it again. Archers tar- before they can use it again. Archers tar-
geting an in-flight Unit can make a geting an in-flight Unit can make a
ranged attack as though they are Flank- ranged attack as though they are Flank-
ing. ing.
Single: Cannot split or combine. Single: Cannot split or combine.
Point Value: 30 Unique: There cannot be more than one
Hippogriff Riders of these units in your army.
Hippogriffs are basically larger Griffins. People Point Value: 30
took this to their advantage and assigned Elves Ghobs
to ride on these Hippogriffs. Beings born from the Earth, Ghobs are dedicated
Move: 3 (7 in flight) to protecting their land from those who wish to
Troops: 20 harm it.
Armor: 6 Move: 1
Toughness: 4 Health: 50
Death Chance: 5 Armor: 6
Morale: 15 Troops (6) Toughness: 5
Charge: Can perform the Charge maneu- Death Chance: 4
ver. Morale: None
Archers: They have ranged attacks. Treat Earthquake: Everyone in a 4-square ra-
like Archers. dius from a Ghob is attacked by an Earth-
quake. Units within a 2-Square radius

20
from the Ghob must make a Death Move: 1 (4 in flight)
Chance check. The Ghob can attack the Health: 30
Units inside the 4-Square radius that are Armor: 3
not in the 2-Square Radius as though Toughness: 4
they are adjacent. The radius fades after Death Chance: 5
the round. In order to reuse this skill, the Morale: None
Ghob needs to roll a five or a six at the Spontaneous Combustion: A Djinn can
beginning of the round. cause a Unit it chooses within sixty
Stone Wall: Creates a five-square line of inches to combust. This unit automati-
solid wall. Units cannot pass this wall and cally makes a Death Chance check. In or-
must destroy it. Each section (divided in der to reuse this skill, the Djinn needs to
a square) has 10 health, an Armor of 6 roll a five or a six at the beginning of the
and automatically takes damage if its hit. round.
Earthbound: Adds one die to the Attack- Firewall: Creates a five-square line of
ing Die when dealing with Units on the solid wall. The wall goes out after five
ground. rounds, but any Unit that passes it or is
Single: Cannot split or combine. in it by the end of the round rolls a six-
Unique: There cannot be more than one sided die and loses that much
of these units in your army. Health/Troops.
Point Value: 35 Fire Recovery: Roll two six-sided die
when hit with a fire-based attack. The re-
Nichsas
sult is much health the Djinn recovers.
Often mistaken for mermaids, Nichsas roam the
Fire Creature: All hits from attacks re-
water, often trying to cleanse it with salt. It is said
lated to water are doubled.
that the saliva from their mouths is so clean, its
Flight: Can be toggled. It can fly four
almost acidic.
spaces for a maximum of three rounds
Move: 1 (6 when swimming) before landing. It then must wait a turn
Health: 30 before they can use it again. Archers tar-
Armor: 3 geting an in-flight Unit can make a
Toughness: 4 ranged attack as though they are Flank-
Death Chance: 5 ing.
Morale: None Single: Cannot split or combine.
Acid Spit: This Unit has a ranged attack. Unique: There cannot be more than one
Treat like archers. of these units in your army.
Flood: A 4-square radius around a Nichsa Point Value: 40
becomes flooded with water and is
Aethers
treated like Rough Terrain. The radius
Beings artificially created by alchemists, Aethers
does not fade. In order to reuse this skill,
were mankinds attempt to create a God. They
the Nichsa needs to roll a five or a six at
succeeded, but in doing so, they created their
the beginning of the round.
judge, jury, and executioner all in one being.
Water Regeneration: At the end of
every round, roll a six-side die if the Move: 2
Nichsa is near a body of water. The result Health: 30
is how many health the Nichsa recovers. Armor: 6
Water Creature: Is immune to fire dam- Toughness: 5
age. Death Chance: 4
Amphibious: Able to swim and be on Morale: None
land. Lightning Storm: Creates a five square
Single: Cannot split or combine. radius (up to ten squares away from the
Unique: There cannot be more than one Aether). A lightning storm emerges from
of these units in your army. that radius. The Aether can pick up to
Point Value: 25 five targets and can Melee attack them
as though they are adjacent to it.
Djinns
Lightning Flash: Creates a 4-square ra-
From the hot deserts of Arabia, Djinns are fierce
dius of a bright flash. All Units caught in
warriors whose fire can never cease. These be-
it are blinded for three rounds and must
ings can burn the countryside, the peasants, and
roll double their Attack Dice, taking only
even thatch roof cottages.
the lower of their normal Attack Dice.

21
The radius fades after the round. In or- Single: Cannot split or combine.
der to reuse this skill, the Aether needs Point Value: 20
to roll a five or a six at the beginning of
the round. Chimeras
Born From Magic: Roll two six-sided die A three-headed monstrosity brought to you by,
when hit with a magic spell attack. The what else, mankinds alchemy! Basically they
result is much health the Aether recov- took a goats head and half a snake and attached
ers. it to a lion.
Single: Cannot split or combine. Move: 3
Unique: There cannot be more than one Health: 20
of these units in your army. Armor: 4
Point Value: 45 Toughness: 4
Basilisks Death Chance: 6
Most commonly known as the Giant Snake, a Morale: None
Basilisk is said to be a conduit to Asmodeus him- Beast Powers: The Chimera can tap into
self. That said, they are said to be very trustwor- the heads of the animals fused to it, but
thy. So would you put your trust in one? can only use one of them per turn and
cannot use the same power in two con-
Move: 2 secutive rounds.:
Health: 20 Hypnosis: (Snake Head) Pick a
Armor: 4 Unit within fifteen inches of the
Toughness: 4 Chimera. This Unit is now under
Death Chance: 6 hypnosis and cannot move or at-
Morale: None tack. It can only snap out of it if
Hypnosis: Pick a Unit within fifteen attacked or someone spends a
inches of the Basilisk. This Unit is now move to wake them up.
under hypnosis and cannot move or at- Maul: (Lion Head) The Chimera
tack. It can only snap out of it if attacked can move up to four squares to-
or someone spends a move to wake wards an Opposing Unit. It can
them up. then attack it as though its a
Constrict: A Basilisk can, instead of mak- Stealth Attack. After its done
ing a Melee attack, can Constrict an Op- this, it must take a turn to re-
posing Unit. This Unit must make a cover this ability.
Death Chance Check. In order to reuse Charge: (Goat Head) Can per-
this skill, the Basilisk needs to roll a five form the Charge maneuver.
or a six at the beginning of the round. Point Value: 20
Single: Cannot split or combine.
Giant Spiders
Point Value: 20
They can do whatever a spider can. Can they
Cockatrices swing from a web? Well, no But they can trap
A chicken corrupted by the influence of Asmo- people in webs. Just like flies.
deus, the Cockatrice is a feral bird that has the
Move: 2
head of its normal chicken form and the body of
Health: 25
a wyvern, though without its poisonous tail.
However, Asmodeus influence allows it to turn Armor: 3
people to stone. Toughness: 4
Death Chance: 5
Move: 2 Morale: None
Health: 20 Web: Creates a three square radius (up
Armor: 4 to four squares away from the Spider). A
Toughness: 4 web is formed in this radius, rendering
Death Chance: 6 anyone caught in it unable to move,
Morale: 10 Health (8) though theyre able to attack the web,
Stony Gaze: The Cockatrice fires a three- which has an armor of 4, toughness of 3,
square cone. All Units within that area and needs three failed Toughness dice to
are turned to stone for three rounds. In be destroyed. In order to reuse this skill,
order to reuse this skill, the Cockatrice the Spider needs to roll a five or a six at
needs to roll a five or a six at the begin- the beginning of the round.
ning of the round. Single: Cannot split or combine.

22
Point Value: 10 Giant Wolves
These monsters are the reason why exporting
Giant Bats
goods to the high mountains is a problem. These
DUNANANANANANANANANANANANA-GIANT
wolves appear out of nowhere and tear apart
BAT! But no, seriously, giant bats are scary
people limb from limb. Legends say that they can
beasts. Legends say a barbarian used the carcass
still bite even if theyre reduced to a head.
of a giant bat as a hang glider.
Move: 3
Move: 1 (4 in Flight)
Health: 20
Health: 20
Armor: 4
Armor: 4
Toughness: 4
Toughness: 5
Death Chance: 6
Death Chance: 3
Morale: None
Morale: None
Gang Up: If a Giant Wolf is adjacent to
Flight: Can be toggled. It can fly four
another friendly Giant Wolf when At-
spaces for a maximum of three rounds
tacking an Opposing Unit that the two
before landing. It then must wait a turn
are adjacent to, then they can attack as
before they can use it again. Archers tar-
though they are Flanking.
geting an in-flight Unit can make a
Single: Cannot split or combine.
ranged attack as though they are Flank-
Point Value: 10
ing.
Single: Cannot split or combine. Dire Wolves
Point Value: 5 Smaller than a Giant Wolf but more ferocious.
Dire Wolves are said to have a gene that makes
Giant Cobras
them impossible to be domesticated.
Cobras are scary. Giant cobras are even scarier.
Basilisks just constrict you, but cobras? Cobras Move: 4
just want to poison you and make your insides Health: 20
dissolve. Armor: 3
Toughness: 3
Move: 2
Death Chance: 5
Health: 10
Morale: None
Armor: 4
Ruthless: Add one Die to the total
Toughness: 4
amount of Dice used to Attack (Example,
Death Chance: 4
6 Dice for Attacks instead of 5 when at-
Morale: None
tacking with a Dire Wolf Unit with 20
Acid Spit: This Unit has a ranged attack.
Health)
Treat like archers.
Single: Cannot split or combine.
Single: Cannot split or combine.
Point Value: 20
Point Value: 5
Fenrirs
Giant Rhinos
Commonly known as Winter Wolves, Fenrirs are
Natures battering ram, the Giant Rhino is a
often the sign that the end times are coming, but
tough skinned creature with a horn made of solid
thats mainly a myth. There is truth, however.
ivory. Hunters often covet this ivory as a powerful
When a Fenrir goes into town, the end result is
weapon.
nothing but a snowy field.
Move: 3
Move: 5
Health: 20
Health: 20
Armor: 6
Armor: 5
Toughness: 4
Toughness: 4
Death Chance: 6
Death Chance: 3
Morale: None
Morale: None
Charge: Is capable of doing Charging at-
Winds of Winter: Can shoot a 5 square
tacks.
Cone of ice. All Units caught in the Cone
Heavy Pressure: When attacking, roll as must make a Death Chance check. In or-
many dice as the unit has health. (Exam- der to reuse this skill, the Fenrir needs to
ple, 20 Dice when its at full health) roll a five or a six at the beginning of the
Single: Cannot split or combine. round.
Point Value: 20 Single: Cannot split or combine.

23
Point Value: 30 Point Value: 10

Giant Eagles Zombies


A common question asked throughout the realm If the Medieval Fantasy times have a bioweapon,
is why dont we just use the eagles to transport it is most definitely the zombie. Just one beast on
stuff?. The answer? Theyre prideful creatures this field would cause an army to rise up in just
who refuse to bow before anyone. moments.

Move: 1 (5 in flight) Move: 1


Health: 25 Troops: 20
Armor: 4 Armor: 1
Toughness: 4 Toughness: 6
Death Chance: 4 Death Chance: 6
Morale: None Morale: None
Flight: Can be toggled. It can fly five Residents of Evil: If a Zombie reduces a
spaces for a maximum of three rounds Unit to 0, the unit is replaced by a
before landing. It then must wait a turn friendly Zombie Unit. Zombies cannot do
before they can use it again. Archers tar- this to Wraiths, Wights, Ghouls, Zombies,
geting an in-flight Unit can make a or Skeletons.
ranged attack as though they are Flank- Point Value: 15
ing.
Single: Cannot split or combine.
Skeletons
Spooky, scary, and gives you tons of shivers.
Point Value: 10
These skeletons arent exactly powerful, but they
Wights are incredibly defensive with their hardened
Wights are basically Wraiths, but theyre not the bones. Just goes to show you that this ride is
spirits of heroes, rather fallen soldiers who have never truly over.
not left the battlefield.
Move: 1
Move: 1 Troops: 20
Troops: 20 Armor: 5
Armor: 3 Toughness: 6
Toughness: 5 Death Chance: 6
Death Chance: 5 Morale: None
Morale: None Pulling Themselves Back Together:
Paralyzing Touch: After it makes a Melee When a Skeleton Unit is fully wiped out,
attack on a Unit, roll a six-sided die. If its roll three six-sided dice. The resulting
a one, then that Unit is Paralyzed and is number is how many Troops come back.
unable to attack and move for this round The next time this happens, roll two dice
and the next round. Wights cannot do and then after that, one. After the fourth
this to Wraiths, Wights, Ghouls, Zombies, time, they are fully wiped out.
or Skeletons. Point Value: 20 (The points are awarded
Point Value: 5 to the player who killed it in increments
of 5 points as per the Pulling Themselves
Ghouls Back Together Rule)
When people talk of flesh eating zombies, they
actually mean Ghouls. Filled with necromantic
energy, Ghouls are dead soldiers who linger on,
feasting on human flesh to survive.

Move: 1
Troops: 20
Armor: 2
Toughness: 6
Death Chance: 6
Morale: None
All Flesh Must Be Eaten: For each hit a
Ghoul inflicts on an Opposing Unit, they
heal back that many Troops. Ghouls can-
not do this to Wraiths, Wights, Ghouls,
Zombies, or Skeletons.

24

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