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Page 11 Troop Types

Infantry Warriors fighting on foot are the most numerous part of many fantasy armies. Infantry units
are further subdivided into Heavy, Medium, Light and Bestial Infantry.
Cavalry Mounted warriors form an important arm in many fantasy armies, cavalry units are further
subdivided into Super Heavy or cataphract, Heavy, Medium, Light, Horse Archers and Bestial cavalry.
Although cavalry are generally mounted on horses we also count camel mounted warriors and
Centaurs as cavalry in armies that include them.
Flyers An important arm in most fantasy armies, flying units are further subdivided into Flying
Infantry, Flying Cavalry, Bestial flyers and Flying Monsters.
Monsters All manner of weird, wonderful and damn right terrifying creatures stalk battlefields.
Monsters are further subdivided into Large, Gigantic and Monstrous Monsters. Note that some war
machines are classed as monsters a good example being the Dwarves aerial bomber
Swarms Wizards are capable of binding many a small creature to the cause of their master, from
snakes, rats, bats to scorpions, all small creatures that gather together to wash over the enemy are
classed as swarms.
Artillery Many armies understand the worth of the artillery they drag to the battlefield. Artillery
units are subdivided into Light, Medium and Heavy.
Chariots A number of armies understand the battlefield prowess of units of chariots, they are
subdivided into Light and Heavy.
Wagons and Baggage all armies require a huge amount of logistical support, apart from the Undead
of course. We represent Wagons and baggage with these units.

Page 14 Base Sizes


Add to the table
Large Monster 80 x 80mm
Gigantic Monster 80 x 80mm
Monstrous Monster 100 x 100mm
Flying Infantry 20 x 20mm
Flying Cavalry 25 x 50mm
Bestial Flyers 40 x 40 mm
Bestial Infantry 40 x 40mm
Bestial Cavalry 50 x 50mm
Swarms 40 x 40mm

Page 16 Size of Units


Add to table
Type of troops
Monsters
Flying Infantry
Flying Cavalry
Bestial Flyers
Bestial Infantry
Bestial Cavalry
Swarms

Standard Size
1 model
16 to 24 models
12 to 18
4 to 5
8 to 10
3 to 4
8 to 10

Large
32 to 40 models
24 to 36
8 to 10
16 +
6 to 8
16 +

Small

Tiny

8 to 12
6 to 8
2 to 3
2 to 3
2
2 to 3

3 to 6
1 to 2
1
1 to 2
1
1 to 2

Page 16 Unit Frontage Table


Add to table
Type of troops
Monsters
Flying Infantry
Flying Cavalry
Bestial Flyers
Bestial Infantry

Bestial Cavalry
Swarms

Formation
1 Model
Open Order
Open Order
Open Order
2 or 3 deep
battle line to
taste
1 deep battle
line
2 or 3 deep
battle line to
taste

Standard Size

Large

Small

160 -200mm
150 -200mm
160 -200mm
160 -200mm

320 -400mm
300-400mm
320 -400mm
320 -400mm

80 -120mm
75 -100mm
80 -120mm
80 -120mm

150 -200mm

300-400mm

100mm

160 -200mm

320 -400mm

80 -120mm

Page 18 Formations
Battle line This is the basic fighting formation for most units whether they are infantry, cavalry,
chariots or artillery. A battle line is a straight line of troops deployed as shown.
A standard battle line of infantry or cavalry is represented in the game by a unit arranged into two to
three ranks of troops depending on your taste. A battle line of chariots and artillery is arranged one
deep.
Column A column is a unit arranged for moving quickly and generally speaking for marching and
making rapid advances across the battlefield. It is an extremely poor formation for fighting purposes,
and troops attacked by the enemy whilst in column are likely to suffer badly as a result. An Infantry
column must be between 2 and 4 models wide and must have more ranks than files (i.e. the
formation must be deeper than it is wide) All other columns must be one or two models wide and
must have more ranks than files. Flying units cannot form columns.

A column of troops need not necessarily be a perfect rectangle, but can be arranged to flow around
obstacles or follow a curving track, for example. Columns will often be marching along roads or
tracks, or between buildings or around other troops, and must obviously be free to follow the
necessary path.
As Monsters are single models they too cannot form columns.
Open Order Open Order formation is a dispersed fighting formation where individual models or
their bases are spaced apart. Units in open order are often distinguished from formed units for
rules purposes as will become apparent.
Flying Infantry, Flying Cavalry, Flying Beasts, Skirmishers, Horse archers and all tiny units are
restricted to open order or column formations and cannot adopt any other formation.
Light Infantry, Light Cavalry and Light chariots can adopt open order as an option during the battle.
These troops can operate in column, battle line or open order as the occasion demands.
Other infantry and cavalry can only adopt open order when moving in situations where they could
not otherwise move at all or where they could not move without incurring some penalty. This
usually happens when operating in woodland, moving over rough ground and crossing rivers or
other kinds of obstacles (See Terrain page **) Such units must revert back to battle line or other
formation as soon as possible once they are out of the woods, rough ground etc.
Other units Heavy chariots, artillery cannot adopt open order at all. This will restrict their ability to
move through some kinds of terrain such as woods and rough ground.
When a unit adopts open order the models bases are spaced up to 1 apart so they form a chain or
loose mass.
Phalanx Usually reserved for Pike armed troops who fought in very deep formations. A phalanx unit
is represented in the game by a unit arranged four models deep. A phalanx is an unwieldy formation
that demands a very high degree of discipline and training to operate effectively. Consequently we
will require special rules to deal with pike men as well as a distinct formation. Some other
formations, due to the steadiness of the warriors that form the unit do have the phalanx special rule,
Dwarf Guards spring to mind here
War band An infantry war band is a mass of loosely ordered warriors who lack formal organisation
and training. Infantry war bands are arranged into formations four ranks deep. This is their usual
formation and the equivalent of a battle line for such troops, they are not allowed to form into two
or three rank battle lines as described above.
If composed of light infantry they are not allowed to form into open order except in the same way as
medium or heavy infantry.
Swarm An insect or animal unit that follows the rules for a Warband, although they are allowed to
mover over terrain as if they were in open order.
Monster All monsters are single models and as such have no formation.

Page 24 Sequence of Play


Add to this section
Blue
1. Blue Command After rolling for any units with the special rule Elite, Blue randomly selects
their magic item/s, they then move units starting with initiative moves and then cast magic.
2. As per rules
3. As per rules
4. Blue removes magic item cards

Page 26 Command
As per rules although there is a soft core version of the rules see free moves.

Page 29 Distance modifiers


Add to last paragraph . No distance modifiers apply when orders are issued to skirmishers in open
order, light cavalry in open order, horse archers in open order and all flyers.

Page 31 Free Moves


Add to the list of free moves
1. All Undead, Swarms, Monsters, Elementals move once if they fail an order.

Page 33 Moving units


Moving units table
Troop Type
Dwarf infantry and Swarms
Infantry, Monsters, Super Heavy Cavalry,
Heavy Chariots, , Wagons and Baggage
Light Chariots, other formed Cavalry, Flying
Monsters
Light Cavalry in OO, Horse Archers and Flying units

Move
5
6
9
12

Page 34 Proximity and Open Order Troops


Add a third paragraph This section applies to all flyers and Gigantic and Monstrous monsters that
cannot fly.

Page 34 Moving Through Enemies and Combats


Flyers can fly over any opposing units except enemy flyers. Flyers still have to comply with proximity
restrictions.

Page 35 Moving Through Friendly Units . Or Size Matters!


Add to the second to last paragraph that the score required can be affected depending on what type
of units are interpenetrating each other. Normal sized units interpenetrating stays at 1 to 3, if any
units are Bestial -1 to die roll , Large Monster -2 to die roll, Gigantic and Monstrous always disorder
when interpenetrating or being interpenetrated. Note that Flyers can move over friendly troops
without penalty. They cannot however land on friendly units.

Page 38 Terrain
Woods Add to the third paragraph that flyers of any kind cannot enter a wood, they can of course
fly over it. None flying Monsters designated as Gigantic and Monstrous can enter a wood and have
their move reduced to 4 inches for each move that begins within the wood.

Rough Ground Add to second paragraph Apart from infantry in open order, cavalry in open
order, monsters of any kind and commanders and other individuals, units moving over rough ground
are restricted to a maximum of one move. A unit moving into rough ground completes its move and
moves no further that turn, whilst a unit already in rough ground is limited to a maximum of one
move. Open order infantry and open order cavalry can make up to three moves. Note flyers of any
kid can land in move in or over rough ground without penalty.

Linear Obstacles Add to second paragraph Infantry in open order, cavalry in open order,
monsters of any kind and flyers can cross linear obstacles without penalty.

Page 40 Ranged Attacks


Range New weapons
Blowpipe, Pistol
Breath/Scream/Stare/Throw, Grab

Short Bow

12

Bow, Long Bow/Crossbow/Handgun

18

Page 45 To Hit Modifiers for Ranged Attacks


Change reference to cataphract to Super Heavy Cavalry (SHC )
+1 to hit a Gigantic or Monstrous Monster
Remove -1 penalty to hit heavy infantry to the front with weapons with Bounce through special rule.

Page 50 Traversing Shots


All Infantry, Cavalry and Monster types that have a long range shooting value can shoot at a flying
unit that flies over them or a friendly unit within 6 inches of them in the movement phase. The
flying unit must have flown within the shooting units front arc to be eligible. Note that the shooting
unit still takes the -1 penalty for taking a traversing shot

Page 55 Units not allowed to charge


Add to Open Order note that Flying Infantry, Flying Cavalry, Bestial Flyers although in open order
are not restricted by this rule and therefore can charge most enemy formations of whatever type.
Add to Cavalry and Chariots against Pike Phalanx Bestial Cavalry, Flying Cavalry, Bestial Flyers are
not allowed to charge home onto the front of a pike phalanx unless the pike phalanx is already
shaken or disordered.

Page 59 Charging with Open Order Units


Add to first paragraph. As we have already explained, troops in open order, unless they are flying
infantry, flying cavalry or bestial flyers, are not allowed to charge enemy infantry or cavalry unless
these too are in open order or sheltering within a building.

Page 60 Charge Responses


Add to Evade... as Flying infantry, Flying Cavalry, Flying Beasts are Open Order troops they too can
evade.
Add to Counter Charge A cavalry, chariot, monster or flying unit that has been charged to its front
can elect to counter charge, assuming it would otherwise be allowed to charge the enemy
concerned. Add same to Counter charge section.
Please note then that flyers are very versatile units, being capable of evading or charging as the
situation demands.

Page 66 Supports
Add to units that cannot be supported
Units in Open Order including Flying Infantry, Flying Cavalry, and Bestial Flyers cannot be supported
Gigantic and Monstrous Monsters cannot be supported or support nearby friendly troops are far too
busy trying to keep out of the way.

Page 73 Test Categories


Infantry this category covers all infantry, Bestial Infantry and all Monsters
Cavalry this category covers all mounted troops and Flying Infantry, Flying Cavalry and Bestial
Flyers
Skirmishers which covers infantry skirmishers. It also includes baggage and where necessary
civilians.

Page 74 Ranged Attack Tests Results


Add to Retreat in Good Order Note that flying units can fly over intervening units, if a flying units
move would have it land amongst a friendly unit it will comply as far as it can and then becomes
disordered.
Add to Retreat Disordered Note that flying units can fly over intervening units , if a flying units
move would have it land amongst a friendly unit it will comply as far as it can and then becomes
disordered.

Page 75 Retreats Take cognisance of the above ranged attack and flyers rules
Page 76 Give Ground Add to this section Flyers that give ground will do so, but as they cannot
be supported they do so alone and they will fly over any intervening terrain or unit. They will only
cause a friendly unit to make a decision to move out of the way if they land on it.
A flying unit then will only be destroyed if it lands in an enemy unit, impassable terrain or a friendly
unit that refuses to move out of the way.

Page 80 Commanders
Commander Models
Commanders and ridden Monsters
Some commanders are lucky enough to come to battle with their own formidable mount such as a
Wyvern or Dragon. If this is the case the commander still leads their specific division, but they are
also a unit in their own right adding the Clash or Sustained rating to that of the monster they ride. A
monster ridden by a commander adds +1 to its Stamina value.
In order to act, a commander will issue their mount with an order, note if the commander fails the
order they will get 1 move as they are sat astride a monster.

Attached Wizards
A wizard bought to fight for your army can be attached to a commander of your choice (modelled on
the commanders base) or unattached (see Unattached Heros and Wizards) an attached wizard can
add their combat die to any combat that the commander is involved in. This is over and above any
dice that the commander adds to the combat.
If the commander is killed then the attached wizard will attach themselves to the reserve
commander.
Note. A wizard cannot attach themselves to a commander riding a monster.

Unattached Heroes and Wizards (Advanced Rules)


These are just that heros and Wizards bought for a division that are not attached to any unit and
have no specific command duties, heroes willing to risk all in the cause of their lord or leader. A Hero
moves at the same time as the commander of the division that they have joined.
Heroes can join any unit in their division, except Monsters and can only join flyers if they have been
given a suitable mount (one that flys). Note that only one Command base or unattached Hero can
join a single unit.
Unattached Heroes and wizards that join a unit add their combat bonus to the unit when it fights.
If an unattached hero or wizard joins a unit then that unit can have up to two magic items played on
it in a turn
If an unattached hero or wizard joins a unit then that unit can make a free move if they fail an order.

Enemy shooting or magic cannot target unattached Heros and Wizards and if moved over they will
follow the rules for command models. This means that the only way such a model can be harmed is
through their attachment to units.
Alternatively, some heroes are lucky enough to come to the battle with their own formidable mount
such as a Wyvern or Dragon; in this case, the hero is a unit in their own right adding the Clash or
Sustained rating to that of the monster they ride. A monster ridden by a Hero adds +1 to its Stamina
value. A commander must order a hero ridden monster as they would do a unit of troops. Note that
a commander cannot give a follow me order to a hero riding such a mount.

Mighty Heros (Advanced Rules)


Some heroes are so famous or skilled in their profession that they have attracted a small band of
followers or other heroes who aid them in their cause.
Mighty Heroes are units in their own right and although they are Tiny units they can be supported by
other troop types that conform with the rules for supports (see page **)
Although Mighty Heroes are not Open Order troops proximity applies to them as if they were OO
troops (i.e. they are pinned at 6 not 12)
The basic stats line for Mighty Heroes is shown below. These stats are built upon by adding various
attributes. Attributes cannot be replicated in the same army.
Mighty Heros

Bh,D,
34
M, St
Tiny
All Mighty Heroes have the special rules Battle Hardened, Drilled, Marauder and Stoic as a matter of
course
General Attributes
Mighty Heros may take 2 general attributes but they cannot have two of the ones in black.

Winged = The Mighty Heroes have the ability to Fly. +5 points


Leader = may be SR8 commander +5 pts, SR9 Commander +25 pts or SR10 General 50 pts

Mighty Warriors = +1 Clash/ Sustained, +1 SR and +2 LR (18inches) +5 points


Ferocious = gain Tough Fighter & Ferocious Charge at +10pts
Magician = gain Magic user attribute SR 8 +20 points, SR 9 30 points
Bestial = Mighty Heroes can be a great Beasts, +1 Clash/Sustained & gain Fear +5 pts
Unstoppable = + 1 Moral and Stamina +5 points
Resilient = Magic resistance 4 and Regeneration 4 +6 points
Courageous = Moral becomes 3 + +5 points
Inspirational = Has the special rule Inspire +3 points
Brave = Has the special rule Brave +3 points
Mounted = classed as Cavalry + 3 points
Dragon Slayer = immune to fear and terror caused by monsters + 2 attacks v monsters

Mighty Heroes who have the general attribute Leader must command a Division of their own of at
least two units, not including the Mighty Hero unit.
Good Attributes
A Mighty Hero may take one Good Attribute and/or trade one General attribute for another good
attribute.

Laurels of Victory = Allows one unit per turn within 12 to re-roll a Break test result,
character also counts as Valiant. +10 points
Iron Will = Cannot be disordered. +5 points
Armour of Light = Moral cannot be reduced below 4+ and can re-roll one failed Moral test
per turn (that is one full game turn not per phase). +5pts
Sword of Righteousness = will always hit on at least 4+ despite any modifiers. +5pts
Protection of the Gods = Can ignore the effects of any enemy magic spell cast on bearer on a
3+ +6pts

Evil Attributes
A Mighty Hero may take 1 Evil attribute and may exchange 1 General attribute for a second evil
attribute.

Fire-wielder = Can make up to 3 Ranged attacks (12 inches) hitting on 4+ All attacks have -1
Moral modifier +10pts
Aura of Oppression = Enemy in a combat in which the Mighty Heroes are involved take
break tests at an additional -1 +5 points
Whips of Hell = Friendly units within 12 of bearers front arc gain Eager (units with Eager
gain an additional D3 move). +5 points
Bloodlust = Gains Wild Fighter + 3 points
Dirty trick = Gains Trick and Traps + 3 points
Self-preservation = Once per game the bearer can transfer up to D3 points of damage onto
another friendly unit with 6 +10pts
Hideous Visage = Causes fear +3 points

Unique Commanders
Some commanders are unique in that they are in themselves powerful beings or monsters in their
own right. Such commanders are identified where necessary in specific army lists and the special
rules that apply to them can be found there. E.g. Demonic Lord

Page 82 Risk to Commanders


Commanders and Heros that are considered units cannot be moved over by enemy.

Risk from Ranged Attacks


A unattached hero or wizard cannot be targeted unless they have joined a unit; if they have done so
:If a hero or wizard is hit from range attacks then roll a die on 1 to 3 they are killed outright remove
them from play, on a 4 to 6 they are wounded and their combat potential is reduced by 1 CR or SR
to a minimum of 0. A hero with a CR or SR of 0 is removed from play too seriously wounded to
continue.

Commander and unattached heroes and wizards riding a monster


Once a commander or hero/wizard and monster has reached its stamina value there is a chance
that every subsequent hit could kill the commander. For each unsaved hit taken Roll a die 1 to 3 the
commander is killed outright if such a commander is killed in battle the bond between monster and
master is broken immediately remove the model and replace with a reserve commander, following
all rules in the reserve commander section.
A roll of 4 to 6 the commander is wounded and their combat potential is reduced by 1 CR or SR to a
minimum of 0. A Commander with a CR or SR of 0 is removed from play too seriously wounded to
continue, remove the model including the mount and replace with a reserve commander, following
all rules in the reserve commander section. If the commander survives take a break test from
shooting if the hits were caused in the shooting phase

Page 83 Risk from Hand to Hand Combat


Replace wounding procedure with the following
Roll of 1 to 3 the commander is killed outright
Roll of 4 to 6 the commander is wounded, reduce their Combat value by 1. A commander whose
combat value is reduced to 0 is classed as seriously wounded and cannot continue, remove the
model and replace with a reserve commander, following all rules in the reserve commander section.

Commander riding a monster


A commander riding a monster still has the option to commit some or all of their attacks to a combat
that they are engaged in, the monster must commit all its attacks. Roll as normal at the end of the
combat to injure the commander, the role required depends on the number of attacks the
commander committed to the combat. If the commander is hit follow the normal procedure

Roll of 1 to 3 the commander is killed outright, if such a commander is killed in battle the bond
between monster and master is broken immediately remove the model and replace with a reserve
commander, following all rules in the reserve commander section.

Roll of 4 to 6 the commander is wounded, reduce their Combat value by 1. A commander whose
combat value is reduced to 0 is classed as seriously wounded and cannot continue, remove the
model and replace with a reserve commander, following all rules in the reserve commander section.

Once a commander and monster has reached its stamina value there is a chance that every
subsequent hit could kill the commander. For each unsaved hit taken Roll a die 1 to 3 the
commander is killed outright if such a commander is killed in battle the bond between monster and
master is broken immediately remove the model and replace with a reserve commander, following
all rules in the reserve commander section.
A roll of 4 to 6 the commander is wounded and their combat potential is reduced by 1 CR or SR to a
minimum of 0. A Commander with a CR or SR of 0 is removed from play too seriously wounded to
continue, remove the model including the mount and replace with a reserve commander, following
all rules in the reserve commander section. riding a monster

Attached wizards
As we have seen an attached wizard can add their combat die to any combat that the commander is
involved in. This is over and above any dice that the commander adds to the combat. Roll to injure
the wizard that does contribute separately from the roll to injure the commander.
Note that if both commander and wizard are hit in combat only a +1 combat result score is applied
not +2.
If the commander is killed then the attached wizard will now attach themselves to the reserve
commander.

Unattached Heroes and Wizards


If a hero or wizard is hit from hand to hand combat then roll a die on 1 to 3 they are killed outright
remove them from play, on a 4 to 6 they are wounded and their combat potential is reduced by 1
CR or SR to a minimum of 0. A hero with a CR or SR of 0 is removed from play too seriously wounded
to continue.

Unattached Heroes and Wizards Riding a Monster


An unattached hero or wizard riding a monster still has the option to commit some or all of their
attacks to a combat that they are engaged in, the monster must commit all its attacks. Roll as normal
at the end of the combat to injure the commander, the role required depends on the number of
attacks the commander committed to the combat. If the commander is hit follow the normal
procedure
Roll of 1 to 3 the commander is killed outright if such a unattached hero or wizard is killed in battle
the bond between monster and master is broken immediately remove the model .

Roll of 4 to 6 the commander is wounded, reduce their Combat value by 1. A commander whose
combat value is reduced to 0 is classed as seriously wounded and cannot continue, remove the
model.

Once a Hero or wizard riding a monster has reached its stamina, value there is a chance that every
subsequent hit could kill the commander. For each unsaved hit taken Roll a die 1 to 3 the
commander is killed outright if such a commander is killed in battle the bond between monster and
master is broken immediately remove the model and replace with a reserve commander, following
all rules in the reserve commander section.
A roll of 4 to 6 the hero or wizard is wounded and their combat potential is reduced by 1 CR or SR to
a minimum of 0. A hero or wizard with a CR or SR of 0 is removed from play too seriously wounded
to continue, remove the model including the mount.
Note that if a hero or wizard dies in such a way in combat a +1 combat result modifier is applied to
the enemies combat result score.
If a hero or wizard survives, take a break test from shooting if the hits were caused in the shooting
phase or a break test from combat if the hero or wizard was engaged in combat in which their side
lost.
A Commander hero or wizard that is riding a monster as part of a broken division must follow all the
rules that are pertinent to units in a broken division

All new section Magic


Magic can tip the scales of a battle and it is a foolish warrior indeed who goes to battle with a host
which does not boast a powerful wizard, warlock, seer or shaman. All manner of spell casters are
included in this section but for the time being I will call them wizards.
A wizard is represented in the game in four ways
1. Wizard Commander, a wizard that also has the added responsibility of commanding his or
her own division.
2. Attached wizard, a wizard that becomes part of the divisional commanders entourage and is
modelled with the commanding model.
Note that an attached wizard can add their combat die to any combat that the commander
is involved in. This is over and above any dice that the commander adds to the combat. Roll
to injure the wizard that does contribute separately from the roll to injure the commander.
If the commander is killed then the attached wizard will now attach themselves to the
reserve commander.
3. An Unattached wizard
4. A Mighty Hero who is upgraded with the Wizard ability.
All wizards have a strategy rating and it is the strategy rating that indicates to us how powerful they
are in the arts of magic:SR 7 = 2 level 1 spells and 1 level 2.
SR 8 = 2 level 1 spells, 2 level 2 spells and 1 level 3 spell.
SR 9 = 3 level 1 spells, 2 level 2 spells and 2 level 3 spells.
SR 10 = 3 level 1 spells, 3 level 2 spells and 2 level 3 spells.

Selecting spells
Before the beginning of the game a wizards spells are randomly selected by rolling 2 die 6 and
referring to the relevant spell charts (see page **)
A wizard that rolls the same spell twice can choose a spell one above or below the one rolled, a
wizard that rolls a spell they have selected in such a way can choose a spell one above or below that
spell, if the wizard rolls the same spell for a third time they can choose that spell.
Alternatively create 11 cards marked 2 to 12 and randomly select the required number of each spell
cross-referencing the card number to the spell deck and spell number. E.g. Blue selects three level 1
cards they randomly draw cards 3, 6 and 8 which means they have Marksman, Tough Fighter and
Move. (Preferred method)
Alternatively create the spell decks in their entirety and randomly select each spell. (Most preferred)

Casting Spells
Wizards cast spells once all units have moved in the command part of the turn. Note that a wizard
commander who has blundered whilst giving orders can still cast spells.
A wizard can attempt to cast anyone of their spells once per turn. The number of spells that a side
can cast in a turn depends on how strong the magical flux is on the battlefield. The level of magical
flux is determined at the start of each players magic phase, and this is done each and every turn; roll
a die 3 and add 3, to set a flux level of between 4 and 6. ( this can be altered to taste)
If for example we take the magic flux number of 4 this shows us that a side can cast levels of spells
until they reach the number 4. So a player could cast 4 level 1 spells. 2 level 1 spells and a level 2
spell, 2 level 2 spells or 1 level 3 spell and a level 1 spell
To cast a spell a wizard must select the target of their spell either friend or foe depending on the
spell type and then roll two dice and refer to their strategy rating in a similar manner to that of a
commander rolling for orders, this is called the casting roll. The score of the dice rolled and the level
of spell are then cross referenced to see if the spell casting is successful. See chart, (note no line of
sight is required to cast a spell)
Level of Spell
One

Roll Required
Strategy Rating or below

Two
Three

One under Strategy Rating


Two under Strategy Rating

Spell Casting modifiers

-1 to Strategy Rating if an enemy wizard of higher level is within 12 inches


+1 to Strategy Rating for FIRST spell cast that turn
+1 to Strategy Rating for targeting enemy WITHIN 12 inches
Wizards do not require line of sight to the target of their spells, the target only needs to be within
the specified range of the spell. Spells can also be cast into combat.

If a wizard fails to cast a spell they can continue to cast spells up to the magic flux level that has
been set. A wizard must cast the spells they intend to cast that turn before you move onto
another wizard.

Defending against spells


If a spell is cast onto an enemy unit there is little that the enemy can do about it unless they are
magic resistant, or the player plays a magic item that interacts with the spell (see useful rules page
**) or you have a powerful anti magic item ( see magic items page **)
Note that only one attempt can be made to dispel a spell that has been cast.

Miscasts
If a wizards casting roll is double 6 then the wizard has blundered whilst casting the spell. No further
spells can be cast by the wizard that turn and Roll a die 6 and refer to the following table

1. Ka blam the wizard blows themselves to smithereens, remove the wizard from the table, or
if attached, record their death. A replacement commander replaces a wizard commander.
2. -2 from Strategy Rating for the rest of the game,
3. -1 from Strategy Rating for the rest of the game,
4. -1 from Strategy Rating for the rest of the game
5. No more casting this turn by any friendly wizards
6. Magical feedback, the nearest unit to the wizard, friend or foe takes die 3 hits capped at 5

Spells Bold are offensive spells


Level 1
2 Shadows Protection
One of your units becomes Stubborn until the start of the next magic phase
3 Shadows Mark
One of your units becomes Marksmen until the start of your next magic phase
4 Shadow Blade
One of your units adds +1 to Number of Combat or shooting dice until the start
of your next magic phase
5 Shadow Coil
One enemy unit deducts -1 to No. of Combat or shooting dice until the start
of your next magic phase
6 Shadow Dance
One of your units becomes Tough Fighter until the start of your next magic
phase
7 Shadow Stalker
Spells cast in the enemies next turn are dispelled on a 6+
8 Ice Shard
Your Wizard immediately makes 1 attack 4 to hit 24 inch range
9 Chill Wind
One enemy unit becomes Militia until the start of your next magic phase
10 Shadows Curse

One enemy unit has -1 to Break test result that they take until your next magic
phase
11 Frost Heart
One of your units gains +1 to any Break test result that they have to take until
the start of your next magic phase
12 Blood Shadow
One of your units removes 1 Stamina hit
Friendly Effected units have to be within 12 inches of the wizard model.
Enemy Effected units have to be with 24 inches (note see modifiers)

Level 2
2 Storm clouds
One enemy unit decreases its moral by 1 until the start of your next magic
phase
3 Ice Shield
One of your units increase its moral by +1 until the start of your next magic
phase
4 Mist coils
Prevent one enemy unit shooting in the enemies next shooting phase
5 Shadow barbs
One of your units gains +1 to shooting to hit roll
6 Ice Shards
Your wizard immediately makes 2 attacks 4 to hit 24 inch range
7 Shadow Walker
Spells cast in the enemies next turn are dispelled on a 5+
8 Swirling winds
One of your missile units gains +2 to the number of shooting dice, until the
start of your next magic phase
9 Mist Coils
Prevents one enemy unit shooting in the enemies next shooting phase
10 Shadows
One of your units Remove Disorder
11 Ice Heart
One of your units adds +2 to Break test result it has to take until the start of
your next magic phase
12 Blood Shadows
One of your units can remove Remove 2 Stamina hits
Friendly Effected units have to be within 12 inches of the wizard model.
Enemy Effected units have to be with 24 inches (note see modifiers)

Level 3 Spells
2 Rolling Thunder
One of your units gains +1 Combat resolution until the start of your next turn
3 Soul Stealer
One of your units gains +2 to the number of Combat dice until the start of the
next magic phase
4 Shadows protection
One friendly unit becomes Magic resilient 3+ until the start of your next magic
phase
5 Hail storm
One of your units gains +3 Shooting attacks until the start of the next magic
phase
6 Ice Shard Blizzard
Your wizard immediately makes 3 attacks 4 to hit range 24 inch
7 Shadows Aura
Spells cast in the enemies next turn are dispelled on a 4+
8 Shadows Curse
One of your units causes fear until the start of your next magic phase
9 Ravens Call
One of your units gains Valiant until the start of your next magic phase
10 Chain Lightning
One of your units gains Ferocious Charge until the start of your next magic
phase
11Deluge
One enemy unit is Prevented from Moving

(a unit fixed in such a way, which is required to retreat


through a shooting break test is disordered, a unit fixed in such a way, which is required to retreat through a combat break test is
destroyed)

12 Shadow Storm
Your wizard immediately makes 4 attacks 4s to hit range 24 inch

Friendly Effected units have to be within 12 inches of the wizard model.


Enemy Effected units have to be with 24 inches (note see modifiers)

All New Section. Magic Items


A commander has little say in the types of magic items that their vast host brings to the battlefield,
to reflect this players are entitled to draw three magic items from the magic item deck at the start of
the game. (Altered to taste) Written on the card are details of the specific magic item, when it can
be played and the in game effect. A player draws a further card at the start of each of their turns
after the first. A player can only have three magic cards in their hand at any one time and only one
card can be played on the same unit, commander or unattached hero or wizard in a turn.
The above numbers are for guidance only and players are free to set the limits on their magic item
decks as high or low as they want.
Alternatively you can roll on the following chart and refer to the magic item you rolled, its not as
much fun as guessing what magic item cards your opponent has drawn though.
Roll two Die 10s to get you a score between 1 and 100
The effects of magic items take effect immediately the card is played or a player states that they are
using an item that has been rolled for
1,61
Horror
Banner

9,69
Rings of
Command
ment

17,77
Fine Forged
Mace

25,85
Banners of
the Flux

33,93
World
Vision
Scroll

41
Apothec
ary

49
Scroll of
Protection

2,62
Sword
of
Defianc
e
3,63
Bain
Weapo
ns
4,64
Rings of
Luck

10,70
Banners of
Stoicism

18,78
Helms of
Dominance

26,86
Bain
Weapons

42
World
Vision
Scroll

50
Staff of
Command
ment

11,71
Apothecary

19,79
Scroll of
Magic Flux

43
Slicing
Shards

51
Scrolls of
Magic Flux

12,72
Dispel
Scrolls

36,96

44
Executio
ner

52
Helms of
Dominance

5,65
Fine
Forged
Weapo
ns
6,66
Fine
Forged
Protecti
on

13,73
Scrolls of
Protection

20,80
Staff of
Command
ment
21,81
Charm of
Spite

27,87
Rings of
Command
ment
28,88
Fine Forged
Protection

34,94
Fine
Forged
Vambra
ce
35,95
Slicing
Shards

29,89
Ring of
Spite

37,97
Banner
s of the
Flux

45
Executio
ner

53
Fine Forged
Mace

14,74
Banner of
Nature

22,82
Lightning
Fire Ring

30,90
Banners of
the Flux

38,98
World
Vision
Scroll

46
Helm Of
Dominan
ce

54
Ring of
Dread

57
Fine
Forged
Weapo
ns
58
Bain
Weapo
ns
59
Ring of
Rebirt
h
60
Terror
Banner

7,67
Banners
of the
Flux
8,68
Banners
of the
Flux

15,75
Ring of
Spite

23,83
Apothecary

31,91
Fine forged
Weapons

16,76
Banners of
Arrow
Blight

24,84
Banners of
the March

32,92
Dragon
Slayer Ring

39,99
Horns
of
Justice
40, 100
Horns
of
Justice

47
Terror
Banner

55
Destroy
Scrolls

48
Ring of
rebirth

56
Fine Forged
Protection

The number at the side of each item is the number of them in the deck. E.g. There will be two Horror Banners in the magic item deck

Terror Banner (1)


This magical banner exudes an aura of pure evil.
It can be played in the magic phase.
Any infantry, chariot or cavalry unit gains Terror 1 for a turn.

Horror Banner (2)


This magical banner has been dipped in the tears of horror victims
It can be played in the magic phase
Any infantry, chariot or cavalry unit gains fear for a turn.

Ring or Rebirth (2)


This magic ring contains the essence of life itself
It can be played whenever a commander, hero or unattached wizard dies
Immediately replace the character on the battlefield within 12 inches of the place where they died.
They cannot be placed in combat on the turn they are reborn. If they were riding a monster the
monster does not return.
Sword of Defiance (2)
These magical swords give their users renewed confidence in battle
It can be played at the start of the combat phase
Any Infantry, chariot or cavalry unit gains +1 combat resolution.

Bain weapons (3)


These magical weapons ensure that the blood of the enemy is spilt
It can be played at the start of the shooting or combat phase
Any Infantry, chariot or cavalry unit can re roll shooting or combat dice rolls to hit that roll 1s.
This card cannot be played on a unit that has the special rule Ferocious Charge or Wild fighter.

Rings of luck (2)


These lucky rings aid your warriors in their duties
It can be played in the command phase
Add or subtract 1 from any dice roll that you make this turn

Fine Forged weapons (3)


These magical weapons ensure that the blood of the enemy is spilt
It can be played at the start of the shooting or combat phase
Any Infantry, chariot or cavalry unit gains +1 attack this turn.

Fine Forged Protection (3)


This magical armour ensures your warriors have the best protection available
It can be played at the start of the shooting or combat phase
Any Infantry, chariot or cavalry unit can reroll moral save dice rolls of 1 this turn.

Banners of the Flux (4)


These magical banners are laced with pure magical flux
It can be played in the command phase
Add +1 to the number of magic flux you have this turn

Rings of Commandment (2)


These magical rings aid your commanders in their duties
It can be played at the start of the command phase
Add +1 to the strategy rating of a commander up to a maximum of 10 for a turn

Banners of Stoicism (2)


These magical banners ease their bearers toil
It can be played in the command phase
Any Infantry, chariot or cavalry unit is immune to fear and terror this turn.

Apothecary (2)
This magical item sooths your warriors in their times of need
It can be played at the end of any of your turns
Any unit removes a stamina hit on a 3 +

Dispel scrolls (4)


These scrolls are imbued with anti-magic
It can be played when your enemy successfully casts a spell
The effects of the spell are negated on a dice roll of 4+

Destroy scroll (1)


This scroll contains a powerful anti-magic rune
It can be played when your enemy successfully casts a spell
The effects of the spell are negated immediately and on a dice roll of 4+ the spell is removed from
The casting wizards arsenal of spells.

Scroll of Protection (1)


This scroll contains a powerful rune of protection
It can be played in the shooting phase or combat phase
Any Infantry, chariot or cavalry unit can increase their moral save by +1 for a turn

Ring of Dread (1)


A ring that is capable of filling the mind of the enemy with visions of their greatest fears
It can be played in the enemies command phase
Select an enemy commander, they have -1 to their strategy rating for a turn

Banner of Nature (2)


These magical banners enhance the abilities of Mother Nature
It can be played in the enemies command phase
Any enemy unit that is wholly or partly in a natural terrain feature cannot move this turn

Ring of Spite (2)


These magical rings enhance the malicious side of Mother Nature
It can be played in the enemies command phase
Any enemy unit that is wholly or partly in a natural terrain feature takes die 3 hits that can be saved
capped at 5.

Banners of Arrow Blight (2)


These magical banners confuse missile armed troops who believe that they have run out of ammo
It can be played in your enemies shooting phase
Play on an enemy missile armed unit (one with a long range factor) the unit halves its missile attacks
rounding down.

Fine Forged Mace (3)


These magical weapons aid your commanders in battle
It can be played at the start of the combat phase
Any one of your characters who is engaged in combat can reroll their missed attacks

Helms of Dominance (3)


This magical helm provides a commander with clear tactical insight
It can be played in the command phase prior to any commander rolling to move units
Any one of you commanders has a Strategy Rating of 10 for their first SR attempt that turn.

Scroll of Magical Flux (3)


These magical scroll aid wizards with their attempts to cast spells
It can be played in the command phase prior to casting magic
Any one of your wizards have their Strategy rating increased by 1 for a turn

Staff of Commandment (3)


These magical staffs aid your commanders in their tactical deliberations
It can be played in the command phase when a commander fails to order a unit/s
One of your commanders can immediately reroll the dice they rolled that led to the failed order.

Charm of Spite (2)


These magical charms contain powerful anti-magic
It can be played whenever your enemy uses a magic card
The effects of the card played by the enemy are immediately negated

Lightning Fire Ring (2)


These magical rings spit fourth devastating lightning fire
Played in the shooting phase
One of your units can make a 2 dice short range or long range shooting attack in the
Requiring 3s to hit.

Banners of the March (2)


These magic banners aid your troops in their efforts to get at the enemy
It can be played in the command phase
One of your units can add +1 to its movement factor

Dragon Slayer Ring (2)


These fine rings aid warriors intent on taking down the largest of foes
Played in the combat phase
One of your units adds +1 to hit when in hand to hand combat with
Gigantic or Monstrous Monsters

World Vision Scroll (4)


These scrolls allow wizards to extend the range of their spells
Played in the magic phase
A wizard spell range is extended to 18inches and 30inches respectively

Slicing Shards (2)


These powerful shards blast the enemy with powerful magic
Played in the shooting phase
One enemy unit within 12 inches of one of your command models
must take an immediate break test, the worse effect that they can receive is to retreat
disorder

Horns of Justice (4)


The tunes played on these magical instruments aid commanders with their duties
Played when your commander blunders
The commander can re roll the blunder result, but they must accept the
Rerolled result

Fine Forged Vambrace (2)


This armour helps true heroes avoid death
Play on one of your commanders who has committed attacks into the combat,
when your opponent rolls to injure your Commander -1 to the enemy dice roll

Executioner (2)
These terrible weapons spell death and destruction to your commanders
Play in the combat phase
Play on an enemy commander who has committed attacks into a combat
Whenyou role to injure the commander +1 to your dice roll.

All New Section. Monsters

Monsters can either be mounts for riders as we have seen in the commanders section or can be
stand-alone units in their own right
There are three types of monsters in the game they are:Large
Gigantic
Monstrous

Large Monsters
Can support and be supported. They usually cause fear (see selection of useful rules page**)

Gigantic Monsters
Cannot be supported or support and reduce an enemys moralesave by 1. They usually cause Terror
(see selection of useful rules page**)

Monstrous Monsters
Cannot be supported or support and reduce an enemys morale save by 1. They usually cause Terror
(see selection of useful rules page**)

Summary of useful monster rules


Most monsters move at 6 if on foot or 9 if they are a flying monster, they get a free move on a
failed order. They have the combat reactions of heavy cavalry and can turn to face or counter charge
if charged. If they counter charge charging infantry, they will disorder the infantry automatically.
Only one Gigantic or Monstrous monster can contact the front side or rear facing of an enemy unit
at any one time. If a Gigantic or monstrous monster is in contact with the front side or rear facing of
an enemy unit then no other units can contact that same facing.

Monsters as we have seen fall into three categories, these can be further subdivided, and it is in
these sub categories where you will find your favourite monsters of legend. See the table below
for reference

Monster
Clash Sust Short
Long Morale Stamina Special
Type
Range Range
Large
6
6
2/?
0
4
4
Large
Monster
Fear
Large
5
4
3/?
0
4
4
Large Fear
Flying
Flyer
Monster
Gigantic
7
7
0/?
0
4
5
Gigantic
Monster
Terror 1
Gigantic
7
6
0/?
0
4
5
Gigantic
Flying
Terror1
Monster
Flyer
Monstrous 8
8
0/?
0
4
6
Monstrous
Monster
Terror 2
Monstrous 8
7
0/?
0
4
6
Monstrous
Flying
Terror 2
Monster
Flyer
The ? in the monster short range statistic represents a variable of between
0 and 3 depending on whether a certain type of monster has a breath,
stare, scream, throw attack. Etc.

Examples of Monsters
Unit

Clash Sustained Short Long Morale Stamina Special


Range Range
Dragon
8
7
0/3
0
4
6
Monstrous
Flyer
Terror2
Demonic 8
8
0/2
0
4
6
Gigantic
Lord
Terror2
Hippogriff 6
5
0/2
0
4
5
Gigantic
Flyer
Terror 1
Cockatrice 6
5
0/3
0
4
5
Gigantic
Flyer
Terror 1

Arachnid

Large
Fear

Page 98 a Selection of useful rules


Battle Hardened (Bh)
Grizzled veterans of many a conflicts do not easily shy away from danger they are allowed to roll
three dice when they take a break test from shooting and choose the highest.
Bestial (B)
Powerful beasts such as ogres and trolls would think little of ripping a puny human apart there hits
have a -1 modifier to armour saves.
Bounce through (Bt)
Cannons and the like fire solid projectiles at the enemy, those projectiles can cause damage not only
to the intended target but also to those in the targets rear, troops in rear support of a unit targeted
by a weapon with bounce through are also targets of the shot, roll to damage as normal
Brave (Br)
Shaken unit can rally without an order
Crossbow (Cb)
Enemy morale capped at 5 no traversing or closing fire
Doom seeker (Ds)
Treat all retreat results for range and combat break tests as hold your ground, they are also immune
to Fear and Terror
Double handed Infantry arms Enemy (Dhw)
Moral capped at 5
Drilled (D)
Free move on failed order, move through and out of the way without disorder
Eager (Eg)
Free move on charge order
Elite (E4)
Recover from disorder 3,4,5,6 also overcome fear on 3 to 6 rather than 4 to 6

Elven Bow (Eb)


Range 24 inches -1 morale save at <12

Ethereal (Et)
Enemy Troops half their attacks, rounding up, when targeting ethereal troops in the shooting phase
or combat phase. The following attacks are not halved: - Commanders and Heros combat attacks.
Magic attacks and attacks from Monsters and other ethereal creatures.
Ethereal troops are not hindered by terrain of any kind. Ethereal troops have a free move on a failed
order.

Elephant
Now classed as a large monster
Fanatic (Fa)
Morale save +1 until shaken
Fear (F)
A unit charged or charging a unit that causes fear must roll a die 6 on a 1to 3 they become
disordered as some of the unit recoils in fear. A unit that causes fear is itself immune to fear. A unit
that causes fear treats Terror 1 as fear and Terror 2 as Terror 1 instead.
Feigned Flight (Ff)
Can move out of combat in their movement phase
Ferocious charge (Fc)
Re roll missed attacks in first round of combat, when charged or sweeping advance.
Frenzied charge (FrC)
Must charge with three moves allowed
Freshly Raised (Fr)
As per rules
Good Death (Gd)
Units that have this trait do not count towards a divisions losses, they expect to die and it is
expected of them

Handgun (Hg)
Save capped at 6 no traversing or closing fire
Inspire (In)
Some units or things can inspire their colleagues to even greater fetes of arms all units within 12
inches of a unit with inspiring gain the stubborn trait

Kontos (K)
Counteracts enemy charge bonus, counteracts long spear and infantry disorder
Lance (L)
-1 to morale save when a unit with a lance charges or counter charges or makes a sweeping
advance
Levy (Lv)
Roll 4 + to recover from disorder at the end of the turn
Long bow (Lb)
Range 18 -1 save <12
Long Spear (Ls)
Charging cavalry including Bestial Cavalry and Flying Cavalry, Chariots and Bestial Flyers are
disordered on a 1to 3, chargers lose charge bonus unless other long spears or pike
Magical resistance 4,5,6 (Mr4)
Defeat the effects of a spells effect on die roll
Marauder (M)
Ignore distance for command
Marksman 1, 2,3 (Mk1)
Re roll missed shot can be from 1 to 3 shots
Militia (Mi)
No move on equal command roll
Parthian Shot (Ps)
Can evade and make closing shots
Phalanx (Ph)
Lost combat by up to 2 is treat as a draw

Pike (P)
Cavalry, Bestial Cavalry, Flying Cavalry, Chariots and Bestial Flyers cannot charge a pike armed unit to
the front unless the Pike unit is shaken or disordered, Chargers roll for disorder unless they too are
pike armed, if the pike block is disordered then the chargers still roll for disorder.
Pilum (Pl)
Enemy morale save at -1 in first round of any combat

Pistols (Ps)
Range 6 Enemy save capped at 5
Reanimated (R)
Always get one move on failed order, they are immune to fear and terror, they can never make way,
they ignore retreat results from shooting treating it as hold your ground.

Regenerate 4,5,6 (Rg4)


At the start of the turn roll a die for each unit with regenerate if the required score is achieved
remove 1 stamina hit
Shortbow (Sb)
12inches range
Slings (Sl)
Enemy moral at -1 at short range
Stakes (Sk)
Enemy cavalry disordered on a 1to 3 except spirits elements and monsters, all enemy lose charge
bonus, except Bestial Cavalry, Flyers and all spirits, elementals and monsters
Steady (Std)
Ignore first 6 for break test each turn
Stoic (Sto)
Immune to fear and terror
Stubborn (St)
Reroll 1 failed moral roll in shooting phase and combat phase
Stupid (Stu)
-1 to commanders strategy rating when ordering a unit that is stupid, they cannot make way, they
add +1 to the dice rolled for ranged attack and combat break tests

Swarm (Sw)
Ignore disorder, ignore ranged test results of retreat, cannot make way, charging or counter
charging enemy are disordered on a 1 or a 2

Temperamental (Tp)
Black powder weapons are prone to blowing themselves up , when rolling to hit if a black powder
weapon rolls two or more 1s then something has gone terribly wrong
Roll a die 6 ...... 1. Ka boom the weapon blows up remove it from the board and any unit friend or
foe within 2 inches take 1 stamina hit with no save allowed. 2. Ka boom the weapon blows up
remove it from the board. 3. No firing for rest of the game 4. No firing next turn 5. No firing next turn
6. Dud misfire pheew

Terror 1,2, (T1)


Immune to fear and terror, units engaged in combat attacking terror-causing monsters lose up to 2
attacks as some shirk away from the horror. A unit that loses a combat to a terror-causing monster
re rolls one die at opponents request
Tricks and Traps (Tt)
Units with this rule disorder enemy units that charge them on a 1 or 2, representing nets, hidden
pits, miners chargers etc
Tough Fighter (Tf)
Re roll a missed attack in the combat phase
Valiant (V)
Reroll a break test result once per battle
Wavering (W)
Take a break test every time the unit takes a casualty
Wild fighters (Wf)
Reroll up to three missed close combat attacks

Notes on playing the game

Step by Step
There are a lot more layers to this fantasy variant of Hail Caesar, some
players may find this daunting on first contact, believe me though you will
soon get the hang of everything, some players when learning new rules start
of by adding just a few to their first games for example playing the game
without monsters and just the magic item cards/ rolls or with just the magic
phase added. I leave to you how you wish to learn the game but will

guarantee you an enjoyable time once you have all the layers to the game
cracked (or so people who have played the game have told me)

Flyers
Flying units and models give an added dimension to the game that as a player
you will really need to think about, if you set up in one long battle line it may
give your enemy the opportunity to fly straight over your army and then
attack your rear in subsequent turns. Now there are many ways to TRY and
prevent this, I will mention a few here but I am sure over time you will come
up with your own cunning plans.
Fix them The Proximity rule is a very important aspect of the rules and it
can be used to help you fix troublesome flyers. What I mean by fix them is by
moving one of your own units into the flying units proximity range, which
then forces the flyer to react to the unit you have placed rather than flying
over your army.

Trap them . Creating a tactical reserve is a very good way to deal with
flyers, they fly over your main battle line and you in turn counter with your
reserve

Shoot them Remember a flying unit that flys over them or over a unit
within 6 inches of them can be shot at by a unit with a long range weapon
value,

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