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A Note from War of Life Gaming:

Fantasy Edition: Beasts, Wizards, Magic and Spells

To fellow Wargamers,

This expansion allows players of the Empires series to add a different element to their
games.
We have used this expansion to fill the gap for Fantasy fans out there; me being one of
them.

IMPORTANT NOTICE:
For those who have not played the Empires games available from Wargame Vault, enjoy
reading but you will require one of the Empires rulebooks (Core, D6, D10 or D20) in order to
play the Fantasy Edition; all rulebooks are priced at $0.99 each.

This edition has the Fantasy rules required for the Empires: D6 Edition.

So bring out your dragons and wizards as it’s about to get fantastical on the gaming board!

Happy wargaming,

From WLG

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Daniel Hernandez Ceciliano (order #19298776)


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Contents Page Number

Empires: D6 Fantasy Edition 2

Beasts 2

Bestiary
Neutral 3

Good 6

Evil 11

Magic 16

Casting Spells 17

Wizards and their Spell Books 18

Elemental Wizard 18

Medicine Man 20

Mystic Wizard 22

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Empires: D6 Fantasy Edition


These rules have been developed to fit into the standard rules for Empires. The rules below
are a guideline only so feel free to make the Dragons stronger or the Giants weaker.

Beasts
An army may take a maximum of three beasts per game. No one army can take a mixture of
Good and Evil beasts, as it would be more likely that the creatures would fight each other!

A beast can charge and shoot at the same unit in one turn.

Beasts can never be attached to another unit, due to this, they can move in any direction
without penalty.

All Beasts have the Never Fall Back rule. Some Beasts have Regardless of Modifiers (RM) on
their attacks, so be careful of your units that are wearing armour, as it will be useless against
a beast with RM.

Any beasts labelled with an SG, SN or SE, is a Super Beast, i.e. A beast which is bigger,
stronger or more powerful than a normal breast. These beasts are difficult to control, and
are therefore subject to these additional rules:

Before the Movement Step, roll for every Super Beast separately. On a D6, if the result is a 1
the beast attacks the closest unit within 8"(friend or foe!). Once the beast has moved, even
if not in charge range of a unit, the beast cannot be used for that turn. On a D6 result of 3+
however, the beast can be used as normal.

Any unit that targets a Super Beast in the Shooting Step has a -1 modifier as the beasts are
so large, it would be hard to overlook them!

Many animals will have poisoned equipment; consider this as a Poisoned Weapon from the
Empires upgrades.

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Bestiary

Dragon

A creature often found in caves, discovered by Treasure Hunters and Explorers alike; with
the ensuing skirmish concluding with no treasure being found or the Explorer mysteriously
stops exploring...Either way, approach a Dragon with caution, not only can it maul you with
its claws, but the fireball that escapes its mouth as well.

A Dragon can sometimes be seen flying over mountaintops or catching food from the local
villages; this is when would-be knights attempt to catch a Dragon; whether it is luck, strong
team, plenty of bait, or all the above, Dragons do get caught and are enslaved into
battlefield training.

After several years, a Dragon will no longer be enslaved, and can begin training with a
Dragon Master. Dragon Masters are said to be impervious to fire, which would account for
their few burns upon their skin, or more to do with the large pieces of fresh steak the
Dragon Masters bring into the Dragon training grounds. Within three years, a Dragon is fully
trained ready to battle for its commander. The Dragon Master however, must leave the
Dragon and train the next one; a hard concept for trained Dragons to agree with and it is not
unknown for a Dragon to attack their allies because of the separated bond.

A trained Dragon provide commanders with excellent air support, firepower and strength to
hold off units whilst their army charges or retreats from the battlefield.

Special Rules

A Dragon is an SN beast; has Poisoned claws, Heavy Armour, and all of its attacks are RM
(Regardless of Modifiers).

Unit Type Cost Movement Melee Skill Shooting Attacks Lives


Skill
Neutral
Dragon 500 16* 3+ 2 x 3+ 8 10
SN 32” range

*A Dragon can fly over terrain.

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Giant

Giants are...well...giant. Some can be as ‘small’ as twenty feet, or as large as fifty feet, but
most share a few common traits, poor hygiene and carry a large club (a silly metaphor for a
tree!).

Giants can be found in forested areas or by mountains, preferring a lonely life from
civilisation; but some are able to grasp the concept of money and what it can bring. Giants
are often recruited as mercenaries for an army, and with the growing inflation of gold, the
Giants are costing more in every war; a Giant’s gotta eat.

There are very few trusted Giants in this world; most preferring to crush those they owe, or
bully others into owing; so as of yet, no army has a loyal Giant in its service, if they have,
they’re liars. Some commanders have even resorted to asking Dragon Masters to try and
befriend them (other than with money) but with little success, as it appears even a Dragon
Master is too scared to attempt it, or they’re not impervious to being crushed.

It is said that in the far south of the known world there is nothing but mountains, and that
there is a place known as Gargon, the city of Giants; but no one has seen it; many believing
this as an untruth spread by parents to scare children. But if it is true, what riches would be
there? Maybe a portion of the gold from a Giants ‘work’ is sent there, a kind of tax income
for Gargon? Either way, no sane commander has authorised a search as of yet, but an
insane commander....

Special Rules

A Giant is an SN beast carrying a Long Sword and Light Armour. All attacks are RM.

Unit Type Cost Movement Melee Skill Shooting Attacks Lives


Skill
Neutral
Giant 475 8 3+ N/A 4 15
SN

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Spectral Warrior

Ever heard a whisper in the night? Seen a flash of white go past your window? Or have
smelt rotting flesh when there is nothing near you? If yes to any of these questions, seek a
Medicine Man, or believe it to be a Spectral Warrior (this will most likely be the simplest
option as Medicine Men tend to be grumpy, smell of dried herbs, and live far, far away).

A Spectral Warrior is commonly found in old haunted homes, crumbling castles, large grassy
plains, or sunken ships. Most of these warriors have old, rotted white skin and float just
above the ground or water, carrying a rusted sword and a driftwood shield.

Spectral Warriors are soldiers who have died with a grudge, failed to finish a mission and
still wish to carry it through, or just like a good scare! Either way, Spectral Warriors will
often side with an army to finish their struggles and finally slip into the afterlife.

Kings and Queens are known to request a Spectral Warriors experience of war to execute
well written battle plans or win a campaign; some even portraying as assassins due to their
ability to travel through walls to get to their targets!

Commanders must always be aware that a Spectral Warrior will not fight for money, and so
cannot be bought; only if the Warriors true enemy is present and killed will the Warrior
finally be free to go to the afterlife, sometimes leaving the commander surrounded and
alone.

Special Rules

A Spectral Warrior is a Neutral beast. Carries a Poisoned sword, Spiked Shield, Bow, and due
to the difficulty to wound a ghost with a mortal weapon, is wearing Platemail Armour.

Unit Type Cost Movement Melee Skill Shooting Attacks Lives


Skill
Neutral
Spectral 50 7* 4+ 5+ 3 3
Warrior

A Spectral Warrior is able to travel over water without penalty, and is able to move through
scenery (buildings, trees etc.).

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Phoenix

A Phoenix is a large flying bird, capable of harnessing fire, rejuvenating others and if killed,
becoming reborn from its own ashes; if only your troops could do the same...

Phoenixes are fiercely loyal creatures, and not just to those who befriend them, but also
others that the Phoenix believe to have good intentions. It is a bird with morals, so will
never assist wild creatures, thieves or murderers, and has even been known to kill those
poor individuals who show up on trial in the courthouse; all that is left are the ashes of the
criminal. No Professor has ever understood how a bird can deduce morals from an
individual without speech, leading to many believing that they are the Will of the Gods,
smiting those who bring pain to the world.

Every Phoenix on the world has been found, mostly ‘owned’ now by Lords and Ladies not
just to protect them and their estates, but also to show off their prized possession. Many
Lords will allow a leader to use their Phoenix in battle, but only if the Phoenix agrees; this is
performed by the Phoenix Rites; the Chosen man/women must look directly at the
Phoenix’s eyes; if the Phoenix flies over to the Chosen, they are worthy; otherwise, the last
thing the Chosen will see is the fireball coming towards them. During the Dark Age of Man,
three Kings were judged unworthy by Phoenixes; this led to a complete change of the royal
bloodline on every occasion and a Phoenix later becoming a part of the pre-coronation
ceremony.

Phoenixes are a valuable ally on the battlefield, able to soar above the enemy ground
troops, and harass them from afar or pick off the soldiers who stray from protection.

Special Rules

A Phoenix counts as having Poisoned Weapons and Light Armour.

If a Phoenix is killed in battle, and you are playing a campaign battle, the Phoenix can be
used again next game due to its ability of rebirth.

Unit Type Cost Movement Melee Skill Shooting Attacks Lives


Skill
Good
Phoenix 50 18* 3+ 5+ (RM) 3 3
28” range

*A Phoenix can fly over terrain.

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7

Pegasus

Found on the rocky plains of the Central Peninsula, a Pegasus is a flying horse typically white
in colour. Their wings enable them to fly higher than most birds in order to catch their flying
prey.

A Pegasus is a stubborn and ignorant beast that will typically stay away from humans and
other creatures, preferring to stay with its own kind; even horses keep a wide berth from a
Pegasus.

The history of the Pegasus is said to be the love child between the Giant Eagle God, and the
Horse God; but many non believers feel that it was the work of a wizard (even though the
Pegasus species are many years older than a human!) that took the blood of an eagle and a
horse and combined them to create a baby female Pegasus. The wizard is then said to have
created a male Pegasus using the same technique, thus securing the species future. What
happened to the wizard after is unsure; some think he was killed by his own Pegasus or that
he continued mixing species, creating something far larger in his abode...

For the very fortunate individuals, captured Pegasus can be seen in the King’s Royal Garden
where they are all treated like Lords/Ladies. Brave Princes are known to ride a Pegasus,
leading to many injuries; but it is said that any Prince able to tame a Pegasus can expect a
loyal companion, and that the Prince is then able to mix with the other Pegasus without the
worry of being kicked or ‘flapped’ (hitting a living creature with the front of the wing).

Special Rules

A Pegasus has Poisoned claws and counts as wearing Light Armour. A Pegasus can choose to
move out of melee combat in its Movement Step with no penalty.

Unit Type Cost Movement Melee Skill Shooting Attacks Lives


Skill
Good
Pegasus 45 12* 4+ N/A 3 3

*A Pegasus can fly over terrain.

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Centaur

Centaurs have the torso, head and arms of a man, and the legs and body of a horse.
Centaurs are older than Man and believed to be the keepers of the forest, helping those
humans who stray too far from the safe forest path or kill those who wish to destroy the
woods.

Centaurs are rarely seen away from their own kind, but are known to trade with the
foresters and lumberjacks (not considered ‘destroying the woods’ by the Centaur kind) who
live within the woods; trading for seeds and weapons.

The Centaur are some of the only ‘wild’ creatures to carry a man-made weapon, the
cumbersome yet efficient two handed axe; with this weapon Centaurs are able to
incapacitate any enemies of the forest with only a few blows. Before Man, the Centaurs
used a primitive sword made from flint which was too brittle for Centaurs to wield but was
easily found in the deep forest undergrowths.

In most forests a river or stream will be wandering through; this is the common area to find
a troll; the sworn enemy of the Centaur as the Trolls will do anything to destroy the trees
surrounding ‘their’ river in order to gain a suitable habitat for living. On finding a Troll, the
Centaur gains a primeval rush to kill, seeing only red, the Centaur will roar to other Centaurs
in the area, and charge the Troll, fighting a brutal skirmish until the Troll is killed.

Centaurs will rarely wander away from the forest, believing the other plains to be that of
Men, but a trusted commander can request the services of a Centaur as long as the it is not
away from the forest for over two weeks (home sickness) and is given a new two handed
axe; Centaurs may be intelligent creatures but they do love a nice new shiny weapon.

Special Rules

A Centaur carries a Two Handed Axe, and counts as wearing Light Armour. If the enemy has
requested the use of a Troll, and that Troll is within charge distance, a Centaur will always
charge the Troll, gaining a -1 melee skill in combat.

Unit Type Cost Movement Melee Skill Shooting Attacks Lives


Skill
Good
Centaur 45 12 4+ N/A 3 3

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9

Taurus

The Taurus is a bull, but unlike its cattle cousin, is in excess of thirty feet long, and fifteen
feet high. A Taurus is said to be so strong that it is able to pull houses down or smash castle
watchtowers down, which would explain why some Lords had reported broken keeps but no
evidence of a struggle; maybe it was a Taurus that got lost in the night and bumped into it?
Or the Lord wanted funds to build a new keep?

A Taurus had not been seen in the world for over 200 hundred years; believed to be instinct
by many, but those privy to the ear of the King’s Royal Consul know different.

With the Taurus’s unmatched strength and terrifying presence against the enemy, the
Consul requested many knights to find and capture the apparent unruly beast. Records from
the time show hundreds of knights were never seen again, but one knight was recorded to
have come back, with five of the Taurus beasts. The Royal records show that the knight had
all but given up in the search, but on the last three days in the West came upon a wounded
Taurus, blood seeping from a severe leg wound that was slowly turning into gangrene. The
Taurus snorted on seeing the approaching knight (probably felt more like a roar to a human
ear), but was too ill to sit up and charge. The brave knight continued to walk towards the
Taurus and was able to seal the wound, and using the herbs from the apothecary pouch, rid
the pestilence of gangrene. The Taurus remained in the area for three weeks, not without
complication to the knight that had to defend the Taurus from any creature that wished to
feast on the Taurus’s flesh day and night. Once the Taurus had finally stood up and was
ready to move, the knight expected it to walk away, but the opposite occurred; everywhere
the knight walked the Taurus surely followed. The knight decided to walk further into the
West in search of more of the species. After many months, four more Taurus’s joined the
knight thanks to the ever snorting ally already befriended to the knight. On returning to the
King’s castle the knight was given a hero’s welcome, gained a new title and was appointed
the head of the King’s Loyal Guard where he would train the Taurus to fight for the Kings
and their many wars. The hero’s name was William Baker or ‘The Taurus’ once returning
from his adventures.

Special Rules

A Taurus has Poisoned horns, and counts as wearing Platemail Armour. A Taurus must
always charge an enemy unit if in range. All Taurus attacks are counted as RM.

Unit Type Cost Movement Melee Skill Shooting Attacks Lives


Skill
Good
Taurus 170 10 3+ N/A 6 8
SG

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10

Titan

One of the three largest ‘beasts’ known to man; a Titan was designed by the mad wizard
Iando in the Mechanical Era. Powered by sorcery and many intricate cogs, the Titan is built
over forty feet high and takes over fourteen days to fully erect.

Once standing, the Titan can then begin the armouring stage. Scaffolding and pulleys allow
the engineers and wizards to place the sizable armour across the exposed insides. Wizards
hate for their creations to be destroyed and so arm Titans to the teeth with weapons; axes,
swords, morning stars, lances, shields, and the dreaded spiked feet. A fully clothed Titan is
then able to move into battle.

Using a form of telekinesis, a wizard is able to remotely move the beast across
battlegrounds but only for a short amount of time as all the workings require massive
supplies of concentration which can lead to a wizard fainting, going into a coma, becoming
insane, or dying; the link between the master and machine is still attached until brain waves
cease, but a wizard fainting can often lead to whole battalions becoming crushed under the
falling Titan.

When two Titans collide the ground becomes unstable, all surrounding units flee, and the
wits between the two controlling wizards are put to the test. It is no secret that many
wizards do not live past their second battle, but every wizard is resolute that they will
survive the link and endure the torture of the Titan’s mind. Those lucky few wizards that do
survive over five battles are considered masters, and are able to enter the University for
Psychics as Professors to teach juniors the telekinesis art.

A commander will often place a Titan at the forefront of the battle, pushing through heavily
defended lines, or to cease endless sieges by using the Titans shear strength to batter down
castle walls.

Special Rules

A Titan counts as carrying a Long Sword, Spiked feet and wearing Heavy Armour. All Titan
attacks are RM. On a roll of a 1 on the Super Beast test, the Titan remains still for one whole
turn instead of charging; as the wizard has lost the link; the Titan is unable to attack back in
the Melee Step, but any units still in melee with the Titan cannot gain a modifier for
charging i.e. Moving out and then back into the melee.

Unit Type Cost Movement Melee Skill Shooting Attacks Lives


Skill
Good
Titan 275 8 4+ N/A 5 15
SG

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11

Trolls

Commonly found by the river, a troll is a tall scaly creature that deters from contact of all
creatures, preferring solitude even from its own kind unless absolutely necessary. Trolls
were once humans, but after a mix of laziness, heavy water drinking and hiding away from
sunlight, gradually changed their appearance and depending on the location of the river in
the world, altered the colour of the Troll’s skin. Typically a Troll found in the east will have a
yellow tinge to its skin, whereas a Troll found in the west will have a green tinge to its skin;
this makes no difference to the toughness or resilience to the troll merely the quality of the
water and food that they drink.

A Troll that settles in the forest will often become face to face with a Centaur, the ensuing
battle is predominately in the Troll favour due to its toughness, but unlike a Troll, a Centaur
can call allies to aid them at a moment’s notice.

A Troll cannot be bought with money, land or slaves and so must be captured and tortured
to aid a commander’s battle; it is this torture that pushes a troll to become an evil creature,
attacking anything it is pointed at or smashing any of those that meet its displeasure. A Troll
that survives many battles will no longer require chaining to a post (the thickest tree stump
in the area) and can walk amongst a camp freely; terrorising the troops or eating the dogs.

Special Rules

A Troll carries Poisoned fists, and the scaly skin counts as Light Armour. A Troll’s attacks are
RM.

Unit Type Cost Movement Melee Skill Shooting Attacks Lives


Skill
Evil
Troll 45 6 5+ N/A 3 3

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12

Ogres

An Ogre is a fat creature seen only in the night that is believed to feast on children when
they are asleep.

Ogres are humanoid in nature but grow two heads higher than a man and slouch when they
walk. When not feasting on human children, the creature will eat the vermin that inhabit
the streets near to where it sleeps. Although very few humans ever see an ogre, there is
always at least one a mile away from them. The Town/City Watch will often be on the
lookout at night for any suspicious behaviour for an Ogre by their thick smell and dropped
crates (Ogre’s clumsy nature).

Ogres are typically unintelligent creatures that are led only by their bellies no matter where
it may take them; this makes an Ogre simple to train for an army. The Ogre training crew
must first teach basic speech to the creature by way of food i.e. Do something the crew like
and you get food, failing to do something and an Ogre will receive water. In battle, once the
Ogre is let off the chain, the crew informs the Ogre (by way of hand gestures) to attack the
enemy, stating that there is food on the other side of them.

Once the battle is over, the Ogre will begin searching for food and will be directed to the
baggage trains (if any) where food is plentiful; any ally that comes near the train whilst the
Ogre is still there should avoid eye contact and stay well away from any food or the Ogre is
sure to start a fight.

A commander will always tolerate an Ogre in the army as they provide great diversions for
the enemy and are ruthlessly loyal to the commander once befriended.

Special Rules

An Ogre carries Poisoned fists and wears Light Armour. Ogre attacks are RM. If an ogre
destroys a unit in one turn, the ogre cannot be used the next turn as it will be searching for
the food; if the Ogre is charged during that turn, the enemy receives no charge bonus and
the Ogre counts as rear charging the unit that assaulted it.

Unit Type Cost Movement Melee Skill Shooting Attacks Lives


Skill
Evil
Ogre 45 6 4+ N/A 3 3

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13

Werewolf

Who said the Werewolf was a man during the day and a wolf at night? This is untrue, a
Werewolf has always been a wolf, never a human; some wizards can transform subjects into
Werewolves but only for a very short period of time lasting seconds not hours. Werewolves
are solitary animals that live in the forest, prone to hiding in caves or burrows during the
daytime, and hunting their prey during the night. Werewolves eat rabbits mostly, but deer
or horses are also a tasty treat.

Werewolves are large wolves that are able to stand upright like a human if sniffing for
enemies, or walking on all fours when stalking prey. Many a human strayed into the path of
a Werewolf never sure on what they see. A Werewolf hides in the shadow when it hunts,
this is to confuse the enemy and so inflict paranoia. When the Werewolf cries, it sounds like
a wolf; so many Explorers have often set up camp near a Werewolf’s burrow, believing it to
be a wolf’s home only to never wake up in the morning.

The Barons of the West will invest hundreds of gold to any man who brings a Werewolf to
their keep. Many Huntsmen and Rangers will attempt to search for the beast only to be
outwitted at their own game and become the hunted, not the hunter; those few that do
survive and capture a Werewolf have soaked the rope in vinegar as this hurts the creature
by burning the skin underneath the hair, causing small amounts of pain that becomes
unbearable for the animal. After several minutes the beast will submit, and will be taken to
its new master where it will be awed by many.

A Werewolf causes fear into enemy eyes and has been known to rout entire units of troops,
which gives the Werewolf an excellent advantage on the battlefield.

Special Rules

A Werewolf has Poisoned claws and its skin counts as Light Armour. If the Werewolf is 4” or
less of an enemy unit of Trained Standard Troops of less than 20 strong, the unit will
automatically run away, essentially failing a Bravery test; this can only occur once however,
as the Troops unit will no longer be afraid of the animal once they have regrouped.

Unit Type Cost Movement Melee Skill Shooting Attacks Lives


Skill
Evil
Werewolf 50 9 4+ N/A 3 3

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14

Wyrm

Not to be confused with an earthworm, a Wyrm grows up to forty feet in length. Other than
being very large, a Wyrm has ribbed skin that helps to prevent blows against it by means of
deflection and also helps the Wyrm to move quickly underground. A Wyrm is blind, using
the senses of smell and hearing to find its prey; even underground a Wyrm can find its food
of large beasts and vermin up to a mile away. By the Wyrm’s ‘ears’ there is a gaping mouth
teeming with sharp teeth, capable of crushing bones and rocks.

Many scholars believed the Wyrms to be extinct after the Purity Wars, but after a sighting
three hundred years later, the Wyrms had moved from the South to the East, enduring the
harsh wind and scorching sands. The Wyrms were able to travel quicker through the sand
and the constant heat kept their body temperature higher, meaning an increase in the
Wyrm’s mass and activities. The Barons of the West however, took the news of the sightings
as an opportunity to lead an expedition against the King’s orders, to capture the Wyrms. The
Barons bypassed any civilisation all the way to the East, to avoid the King’s spies reporting
back. After just five days, a Wyrm was spotted eating another of its kind; using this time, the
Barons men removed any rattling armour and led their men downwind to avoid detection.
The Wyrm was not captured easily at first as the chains used to secure it constantly
snapped, but before the Wyrm had time to sink underground, the hired Giants leapt onto
the beast and bashed the tree clubs against the Wyrm’s ‘head’, successfully knocking it
unconscious. It took thirty three days to get to the East, but seventy days to get back to the
Baron’s lands, where a large team of engineers had created an iron prison to hold the beast
and eventually tame. Wyrms are still brought to the Baron’s lands by their expedition
parties, but this is no longer a secret to the King. Even when questioned by the Law Lords
about the Wyrms, the Barons profusely deny any involvement and with no strong evidence
to support the claim, the Wyrms continue to be captured by the Barons of the West.

Special Rules

A Wyrm has Poisoned phlegm in melee combat, counts as wearing Heavy Armour and all of
its attacks are RM. A Wyrm is never deployed during deployment: when it is the start of the
controlling players’ turn; place the Wyrm 19” away from the edge of the board as it has
tunnelled underneath the ground from its allies deployment zone; the Wyrm can then be
used as normal during the Movement Step. If the Wyrm hits an enemy unit on its return to
solid ground, that unit automatically fails a Bravery test and runs away, unless it has the
Never Fall Back rule, where the unit and the Wyrm are placed into combat, with the Wyrm
gaining a rear charge bonus.

Unit Type Cost Movement Melee Skill Shooting Skill Attacks Lives

Evil
Wyrm 100 7 3+ 5+ 5 5
SE

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15

Cyclops

A Cyclops was a myth to all but the King’s Secret Guardians; believed to be the largest Giant
of them all and capable of matching the Titan’s strength and endurance. Only once has the
Cyclops been seen in battle, smashing warmachines and lesser creatures in one swoop of its
sword. The Battle of the Passing River was between twelve Giants and the Cyclops versus
the King’s Secret Guardians (a band of the greatest warriors of all races that are sworn to
protect the King and keep any secrets that could cause chaos in the world hushed). The
Cyclops was larger than its Giant cousins, but also wielded a large sword-like weapon.
Scholars later believed that the Cyclops was the ruler of the Giant species, but many Giants
that were spoken to after the battle deny this claim.

The Cyclops is named due to only having one eye, said to pierce into the hearts of its
enemies and bring fear to their souls, but with only one entanglement between the monster
and mortal races this skill has not yet been seen.

The Cyclops cannot be killed by mortal weapons, only stalled; as wherever the Cyclops falls
once defeated, the body vanishes. After many hundreds of years, the Cyclops is reborn
where it once fell and it is the job of the King’s Secret Guardians to ensure the Cyclops does
not wreak havoc when it arrives.

If a commander could control the Cyclops, their enemies would be destroyed within days of
the Cyclops arrival; and all the commander's need fear is the wrath of the Secret Guardians.

Special Rules

A Cyclops carries a Claymore, Spiked feet and counts as wearing Heavy Amour. All attacks
are RM. After all units are placed in the deployment, the eye of the Cyclops can redeploy
one enemy unit; this must still be placed in the enemy’s deployment zone. A Cyclops is
invulnerable to any flame/fire attacks.

Unit Type Cost Movement Melee Skill Shooting Attacks Lives


Skill
Evil
Cyclops 250 8 4+ N/A 8 15
SE

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16

Magic
To cast magic a wizard must be purchased. Each type of wizard can cast one spell a turn and
has five spells to choose from:

Elemental Wizard – A wizard that uses the elements of the world to cause chaos amongst
enemy ranks with fire, water, lightning, wind and earth.

Medicine Man – A wizard that heals or protects the unit they are attached to.

Mystic Wizard- A wizard that uses the power of their own mind to limit enemy activity or
deflect damage on them or the unit they are with.

Magic is cast in the Shooting Step, as long as the wizard is not in melee combat. Magic can
never be fired into melee or fired through terrain. Magic may be fired through allied units as
long as the enemy can be seen (using line of sight).

There is a limit of 3 wizards per army, but any combination of wizards can be chosen.

A wizard is always attached to a unit at the start of the game, placed in the front rank and
will be the last to die in a unit. A wizard always uses the same movement distance to the
unit they are attached to (some extra points are required for a wizard to be placed on
horseback). If a wizard has a different melee skill to their unit, roll the dice separately to
avoid confusion. A unit is given the Never Fall Back rule when attached to a wizard.

When calculating melee or shooting damage against the wizard’s unit, the modifiers are
calculated using the modifiers attributed to that unit, unless the wizard only has one other
soldier left in their unit, in which case the damage is calculated on the wizard’s modifiers i.e.
Light Armour, etc.

All wizards follow these stats:

Unit Cost Melee Skill Attacks Lives


Wizard 50pts / 60pts* 3+ 2 3

*Cost to put a wizard on horseback without the modifiers included with the cavalry unit
they are attached to i.e. Good Shoes or Thoroughbred Horse.

A Wizard counts as having Light Armour, carries a Long Sword and Hidden Weapon.

A wizard cannot be given any other upgrades, unless a horse is purchased, then any
modifiers the cavalry unit take, the wizard must also take.

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Casting Spells
To cast a spell, first decide what spell to use, carefully reading the advantages of the spell,
and balancing the risk if the spell casting goes horribly wrong.

Casting spells will require a D12; this is when two D6 are thrown and the total of both dice
gives a D12 result e.g. Two D6 are rolled, one shows a result of 5, and the other a 4,
meaning the D12 result is 9 (5+4). Some spells will cause D3 effects; this is calculated by
rolling a D6, and halving the result (rounding up) e.g. A D6 result of 5 would be 3 on a D3, as
5 divided by 2 is 2.5 rounded up to 3.

Once a spell has been decided, check to see if it is successfully cast, this is called a Magic
Check. On a D12, 3-4 the spell has failed. If a 2 is rolled, the wizard automatically loses one
life, otherwise the spell is cast.

If a magic spell affects an enemy unit, the controlling player must first check the range of
the spell (all ranged spells have an 18” shooting distance) from the edge of the wizards base
to the enemy unit and then roll a hit test to see if the spell has touched the enemy. Tested
on a D6 of 2+ RM. Failing to hit the enemy cancels the spell.

Most spells have a major or minor effect depending on the skill of the wizard at that time.
Once the Magic Check has passed, roll a D12. A roll of 3-8, has a minor effect. 9-12 has a
major effect. This test is called a Spell Damage Check (SDC).

A roll of 2 on the SDC will automatically damage the wizards unit, whoops! The spell has a
major effect, and automatically hits the unit the wizard is attached to. Some spells will
require an SDC to be taken on a D6, where a result of a 1 is a fail, 2-4 is a minor effect and
5+ is a major effect.

Unless stated otherwise, all spells are RM.

Spell Casting Example

To understand how a spell is used to damage a unit, we will use this example:

The Earth spell is used by an Elemental Wizard. The player rolls a Magic Check; the result is
5, so it passed.

The wizard must then see how powerful the spell has become so the player rolls Spell
Damage Check on a D12, showing a result of 10, which is a major effect. As the spell is a
ranged attack it must pass a 2+ hitting test, and the D6 result is a 3 therefore it is a pass.

The Earth spell major effect is labelled as D12 hits on a D6 3+; so D12 is rolled with a result
of 7. So 7 D6’s are rolled, and for every 3+ on a D6, an enemy troop has been
killed/wounded.

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Wizards and their Spell Books

Elemental Wizard

Elemental Wizards are taught at the University of Ruin under the strict guidance of their tutors.
Many a wizard has felt the need to practice with the elements without the proper skill and
experience leading to the Universities destruction on several occasions; and only when that junior
wizard has apologised and grovelled to the University for Psychics will the University of Ruin be
rebuilt; to date, this has occurred thirty times since the University’s founding.

Once an Elemental Wizard is trained, though foolhardy and a show off, they are a welcome sight on
the battlefield, able to decimate the enemy with floods, fireballs and tornados.

Spells available:

Earth: The wizard picks up the rocks, mud and earth surrounding the enemy, and pelts this
at their heads; a more powerful wizard is able to cause earthquakes with this spell.

Minor Spell Major Spell

D6 hits on a D6 4+ D12 hits on a D6 3+

If four or more enemy troops are hit by the Earth spell, the unit cannot move in its next
turn.

Wind: The Wizard builds up the strength of the wind from a breeze, to a gust then to a
gale, this is launched upon their foes.

Minor Spell Major Spell

D6 hits on a D6 4+ D12 hits on a D6 3+

If four or more enemy troops are hit by the Wind spell, the unit is moved 6” in any direction
(not onto an allied unit). If landed on top of another enemy unit, inflict D6 hits of a 5+ to be
rolled separately on both units.

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Fire: The wizard focuses all their energy to create a blazing inferno between their cupped
hands until the pressure is too great and the fireball is cast onto the enemy, growing three
times its size when it has reached its target.

Minor Spell Major Spell

D6 hits on a D6 4+ D12 hits on a D6 3+

If the enemy unit targeted is not wearing armour, a -1 modifier is taken away from the
above score required to damage.

Lightning: The wizard uses the heavens to provide the source of power for the lightning
spell; the heavens shoot down a bolt directly at the wizard, who catches and launches the
bolt at the enemy.

Minor Spell Major Spell

D6 hits on a D6 4+ D12 hits on a D6 3+

If the enemy unit targeted is wearing armour (any type), a -1 modifier is taken away from
the above score required to damage.

Water: The wizard calls for the water in the ground, clouds and wind to throw at the
enemy. A powerful wizard can create a Tsunami from mere drops of water.

Minor Spell Major Spell

D6 hits on a D6 4+ D12 hits on a D6 3+

If four or more enemy troops are hit by the Water spell, the unit automatically fails the
Bravery test in trying to run from the Tsunami. A unit with Never Fall Back will not be
affected by the wave.

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Medicine Man

A Medicine Man has been trained at the University of Healing for over five years before they are
allowed to assist on the battlefield; learning the arts of protecting units, healing others and nullifying
enemy poisons. When not in battle, Medicine Men can be found in the healing tents: healing the
wounded or resurrecting the dead (provided most of the parts are there and the time of passing is
not too great).

Though the Medicine Man’s official title is the Restoration Wizard many wizards prefer adopting a
title that is easier for the local people to say and understand. When not in war, Medicine Men earn
gold from consulting non-magical doctors on how to dress wounds and cure diseases.

Spells available:

Shield: A successful shield spell can withstand heavy fire from the enemy’s projectiles or a
wizard’s powerful magic. Experienced Medicine Men are able to guard a unit through an
entire enemy barrage if required.

Minor Spell - Absorb D3 hits from shooting and melee (cumulative).

Major Spell – Absorb D6 hits from shooting and melee (cumulative).

For this spell, the SDC is taken on a D6.

A failed SDC on this spell provides the closest enemy unit with the Major Shield spell.

Back to Life: In the final year of a Medicine Man’s training at the University, they will be
taught how to resurrect the dead. Professors will send their pupils to the healing tents to
practice the art and after many failed attempts, those who successfully tallies three soldiers
back to life are given the title of Restoration Wizard.

Minor Spell- D3 units return from their deaths, and can be used in the Shooting and Melee
Step as normal.

Major Spell- D6 units return from their deaths, and can be used in the Shooting and Melee
Step as normal.

The number of troops that return from the dead cannot exceed the number that was in the
original unit size.

For this spell, the SDC is taken on a D6.

A failed SDC on this spell kills two troops on a 5+ RM. If the wizard is all that is left in the
squad, then the spell merely dissipates and no further damage is caused.

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Heal: The Medicine Man’s first lesson is using the ability to heal themselves or others they
are protecting. This is a most basic spell so any wizard unable to perform a healing spell of
any kind after three attempts are thrown out of the University.

To use, decide whether the Medicine Man or a Leader in the unit will benefit from the spell;
then roll a D6: 4+ heals the character to full health, restoring all of their lives; 2-3 restores
only 1 life.

For this spell, the SDC is taken on a D6.

A failed SDC on this spell merely causes no healing to occur.

Nullify Poison: Often an enemy will soak their weapons: arrows, swords etc, into poison
to aid killing a warrior, so a wizard must learn to prevent the poison from seeping into a
warrior’s skin.

To prevent poisoned attacks, roll a D6, on a 3+, the unit is safe from any poison for a whole
turn, in shooting and melee i.e. No enemy unit can reroll a dice due to Poisoned Weapons or
Poisoned Ammo.

For this spell, the SDC is taken on a D6.

A failed SDC on this spell causes no damage to the unit, nor does it assist the enemy.

Courage Potion: In the third year of University, Medicine Men must learn how to create
potions to rid diseases or assist warriors, the most difficult potion to create are the Courage
Potions.

To use, roll a D6; on a 3+, half of the unit (rounded up) receives a -1 melee skill modifier for
one whole turn.

For this spell, the SDC is taken on a D6.

A failed SDC on this spell causes half the unit (rounded up) to receive a +1 melee skill
modifier for one whole turn.

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Mystic Wizard

A Mystic Wizard is taught at the University for Psychics under the ever watchful eyes of their tutors.
Unlike in other Universities where a tutor will teach a class of twenty pupils, a junior Mystic Wizard
has one tutor that will teach them solely for three years; this is due to the damage an untrained
psychic can cause living creatures: forcing words, or knives into people’s minds and paralysing
innocent civilians. Psychics are taken when they are young and sent to the University by the Lords,
who were given the children by the parents; knowing that a life in the University far exceeds
anything a lower class citizen could ever provide.

Spells available:

Teleport: Any Mystic Wizard can teleport from one location to another, but a fully trained
Mystic can transport their unit as well, either in battle or away from a dangerous foe.

Minor Spell – Move the unit up to 6” in any direction; not on top of any allied or enemy unit.

Major Spell – Move the unit up to 12” in any direction; not on top of any allied or enemy
unit.

A failed SDC will cause the wizard to teleport the unit up to 12” towards the closest enemy
unit. If the unit lands onto an enemy unit, that unit has been rear charged this turn.

Reflect Damage: Many Mystics work with their Medicine Men colleagues in the second
year of training to perfect the reflection spell, which uses a mix of shield and telekinesis
spells to create.

Minor Spell Major Spell

D6 markers on a D6 4+ D6 markers on a D6 3+

Magic can never be reflected.

Any successful rolls will count as a reflection marker that can be used for a whole turn, but
only in the enemies Shooting Step. When an enemy targets the unit and shoots, the
projectile is automatically fired back causing no damage to the original target, and on a roll
of a 5+ RM for each of the projectiles fired, the shooting unit loses a soldier.

Example: The enemy archers shoot at the wizard’s unit, three arrows get through, but the
wizards removes three reflection markers, and fires the arrows back at the enemy archers.
On a roll of 5+ for the three arrows fired back, two are successful, killing two archers.

A failed SDC will cause the wizard to have accidentally caused the unit to light up, glowing
brightly for the enemy to see; any enemy unit that targets the wizard’s unit in the Shooting
Step modifies the result required to hit by -1.

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Paralysis: The Mystic halts an enemy advance and prevents them from killing your
soldiers, stopping beasts and men alike.

After passing the Magic Check, roll a D12; a result of 3-5 is a failure, allowing the unit to
move, shoot etc as normal; a result of 6+ causes the targeted enemy unit to halt, and is
unable to perform any actions for a turn. Allied units gain a -2 modifier against units that
have been paralysed.

A failed SDC will cause the unit to become paralysed for a whole turn.

Levitate: Using the power of their mind, the Mystic picks up an enemy unit, throwing them
up and down in a violent manner.

Minor effect Major effect

D6 hits on D6 4+ All troops in the unit hit on a D6 4+

A failed SDC will cause the wizards own unit to be picked up and thrown downwards,
damaging all troops and the wizard (rolled separately) on a 4+.

Mind War: A Mystic Wizards most dangerous spell, the wizard delves into the minds of the
enemy, and causes massive brain haemorrhaging, dealing death in seconds.

Minor effect Major effect

2 soldiers killed on a D6 4+ 6 soldiers killed on a D6 4+

The spell can only be cast on infantry units.

For this spell, the SDC is taken on a D6.

A failed SDC causes D6 deaths onto the wizard’s own unit on a 5+ RM. A wizard can never be
injured by their own Mind War spell.

The Empires’ core rule set is registered copyright to Dominic Basta, who has given permission to the War of
Life Gaming System Organisation to use the rule set.
Registered copyright given in the UK by the UK Copyright Service. Registered copyright is international. All
Rights Reserved

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