Rulebook 1.4 · Readable edition

Core Rules

Choose Language above to translate this chapter. View the original illustrated PDF.

Models & Units: In the rules, individual miniatures are referred to as models, whilst groups of one or more models are referred to as units. This means that when a rule applies to a unit it applies to all miniatures within that unit, whilst if a rule applies to a model it only applies to one individual miniature.

Dice: To play the game players will need some six-sided dice, which will be referred to as D6. Certain rules will refer to different types of dice, for example D3, 2D6 and D6+1. There are many types of dice, but the notation remains the same, so just apply the following explanations to all types of dice players come across.

• D3: To use these dice, roll a D6 and halve the result, rounding up.

• 2D6: To use these dice, roll two D6 and

sum the results of both dice.

• D6+1: To use these dice, roll a D6 and add 1 to the result.

Re-Rolls: Whenever a rule tells players to re-roll a dice result, pick up the number of dice players have to re-roll, and roll them again. The result of the second roll is the final result, even if it’s worse than the first. A die roll may only be re-rolled once, regardless of how many rules apply to it.

Roll-Offs: Whenever a rule tells players to roll-off, players involved in the roll-off must roll one die, and then compare their results. The player with the highest result wins the roll-off, and in the event of a tie the players must re-roll until there is a winner.

Dice Tests: During the game players will be required to take dice tests in order to see if a unit succeeds at doing various things such as hitting its targets or passing morale tests. Whenever a rule states that a unit must take a dice test, roll one die. If players score the required value or higher, then it counts as a success, else it counts as a failure.

Modifiers: Throughout the game there are going to be rules that apply modifiers to players' die rolls. These will usually raise or lower the value of a unit’s roll results by either +1 or -1, but the exact number may vary. Whenever a modifier applies to one of players rolls, add or subtract the value from the roll and the new value counts as the final result, however a roll of 6 counts as a success and a roll of 1 counts as a fail, regardless of how much it is being modified by.

Weapons: All weapons in the game are separated into two categories: ranged and melee. Ranged weapons have a range value and can be used for attacking at a distance, whilst melee weapons don’t have a range value and can only be used in base contact.

Measuring Distances: To play the game players are going to need a measuring tape marked in inches, which players may use to measure distances at any time. Distances are usually measured from a model’s base. When measuring the distance between two models players measure from/to the closest point of their bases. When measuring the distance between two units players measure from/to the closest model in each unit.

Measuring Movement: When measuring how far a model moves, measure so that no part of its base moves further than the total distance.

Line of Sight: When playing the game, line of sight is used to determine if a model can see another model for any purpose. Players must look down from the perspective of the model to determine if it has line of sight.

• Models can see in all directions, regardless of where the miniature is actually facing.

• Models may not see through solid obstacles, including the perimeter of other units (friendly or enemy).

• Models have line of sight to themselves, and may target themselves (unless stated otherwise).

Game Structure: The game is structured into game rounds, player turns. Here is the breakdown of what these mean:

• Rounds: Each round is made up of 1 turn per player.

• Turns: Each turn is made up of all the phases.

Playing the Game: After both players have deployed their armies, the game starts with the first round and the player that won the deployment roll-off can choose whether he goes first. During their turn, a player does all his phases with all of his units. Once all phases are done, their turn ends and the opposing player’s turn starts. This continues until all players have taken a turn, at which point the round ends and a new game round begins. On each new round the player that went first gets to go first again. After 4 rounds have been played the game ends, and players determine who won by checking their victory points.

Phases: Players whose turn it is performs each phase with all of their units in the following order below (except for the morale phase which is performed by the opponent):

Move

Magic

Shooting

Charge

Combat

Morale

Move Phase:

Each unit in the move phase can either hold, move, advance or retreat. However they must always remain in unit coherency when doing so.

• Hold - Doesn’t move, can attack with ranged weapons.

• Move - Moves speed distance Models may move and turn in any direction regardless of their facing, as long as no part of their bases move further than the total speed distance. Models may never move through other models or units, even if they are taking a Charge action. Units cannot move out of combat but can move to reposition as long as they remain in combat.

• Advance - its the units speed + D6 but can’t attack with ranged weapons. The same rules about turning. Units who advance cannot charge. Units cannot advance while in combat.

• Retreat - Move a unit's speed out of combat. Units who retreat cannot charge, shoot or move into range with any melee weapons.

Unit Coherency: All models in a unit must stay within 1” Horizontally of at least one other model at all times, and all models must stay within 7” Vertically of all other models at all times (or as close as possible). If a model is not in coherency with its unit at the beginning of the move phase, then you must take its move so that the model gets back into coherency.

Magic Phase

Units with Caster may attempt to cast their listed spells during this phase. Their Caster level determines whether they may dispel. Each spell states when its effects resolve.

Spell Rules: Players may only have one spell of the same name per caster on the board at a time. Damaging spells use the To Hit value in their spell profile. Spell profiles are resolved only when the spell's casting and timing rules allow; they do not grant ordinary shooting or melee attacks. A spell's own text determines its placement, targets and area of effect. A dash in a spell profile does not supply an unstated value. When attempting to hit warlords with spells it is always measured from the caster being the closest unit and not the spell unless the caster who casted them is no longer in play. The same spell cannot be attempted to be cast twice in the same turn.

Casting and Dispelling: During the magic phase, this model may attempt its listed spells by rolling 2D6 and resolving a spell when the roll meets its casting value. Level 1 casters can attempt to dispel spells within 14 inches and level 2 casters within 18 inches; both players roll 2D6 and the higher total wins. A successful dispel removes the spell, the same spell cannot be challenged by multiple warlords in one round, and level 0 casters cannot dispel.

Shooting Phase

Picking Targets: When attacking, a unit must pick one target and all models in the unit may attack it. If at least one model in the unit has line of sight to an enemy model, and has a weapon that is within range of that model, then that enemy is a valid target.

Who Can Attack: All models in a unit with line of sight to the target, and that have a weapon that is within range of it or in base contact, may attack it. Units in melee range cannot attack with ranged weapons. Units who have attacked back cannot attack again.

Multiple Weapon Types: If a unit is attacking with multiple weapons. Each weapon may attack a different target, however players may attack only at up to two different targets. The target for each weapon must be declared before rolling, and all weapons must attack simultaneously.

The Attacking Sequence: attacking is done in a simple sequence which has to be followed separately for each weapon:

1. Determine Attacks

2. Roll to Hit

3. Roll to Block

4. Allocate Damage & Remove Casualties

1. Determine Attacks: Add the A values from the weapon profiles of all models eligible to attack. Resolve different To Hit values or weapon effects separately. Apply any attack modifiers to the relevant weapon profiles, observing any restrictions in the ability.

2. Roll to Hit: Roll one D6 for each attack. A result equal to or greater than the weapon profile's To Hit value scores a hit, after modifiers. An unmodified 6 succeeds and an unmodified 1 fails.

3. Roll to Block: For every hit that the unit has taken, the defending player must roll one die, trying to score the target’s armor value. Each success counts as a blocked hit, and all failed rolls cause the weapons damage each to the target.

4. Allocate Damage & Remove Casualties: For each damage that the unit has taken, the defending player must take damage on the same model until it is removed. The defending player may remove models from the target in any order, but must take damage on damaged units first keeping unit coherency in mind. Damage from one individual attack does not spill if a model is killed and there is still damage from a single attack it is lost.Multiple individual attacks can damage multiple models in a unit.

Attacking units in combat with ranged weapons or Spell Attacks: If an enemy unit is in combat with your unit, rolls of 1 to hit your unit instead. Units with orc in their name hit their own units on 2’s and 1’s.

Charge Phase

Charge - 2D6 into melee. Charging units may only charge if their 2D6 would bring at least one model into base contact with another model from the target unit if the unit does not move. Once all charging models have moved, all models from the target unit that are not in base contact with a charging model must move by up to 3” to get into base contact with a charging model, or as close as possible, maintaining unit coherency. Units in combat cannot charge another unit. Units gain +1 to initiative for charging, +2 if its unit type cavalry or has a mount(i.e King on Gryphon, Boss on Wyvern etc).

Overwatch - If a unit didn’t attack with ranged weapons this round it can shoot a unit that is charging it. However, that means it cannot attack with ranged weapons during its turn. If a unit is already in combat it cannot overwatch.

Moment of Courage: During the charge phase warlords within 3” inches of an unit that was charged can move 3” inches in and join the combat.

Combat Phase

Who Can Attack: Units within base contact can attack and units within base contact of friendly models(within the same unit) in base contact with enemy models.

Initiative: Compare both units in combat initiative. The unit that has the highest initiative may attack first if they have not attacked already this round even if it's not the player controlling the unit's turn. If units have the same initiative units make the attack at the same time taking damage once both attacks and armor rolls have been resolved.

Pile In: Units whose initiative is first get to move in combat 3 inches this must be close to the enemy models. If both players have the same initiative then it's the players whose turn it is that can pile in first.

The Attacking Sequence: is exactly the same as the shooting phase. Except before determining attacks add this first to the sequence.

Consolidation Moves: If one of the two units was destroyed with melee weapons (by removing all models as casualties, or by routing due to a failed morale test), then the other unit may move by up to 3”.

Combat: Units with at least one model within range of melee weapons with one model from an enemy unit are considered to be in combat.

Morale Phase

Test for Morale: Whenever a unit takes damage that leaves with less models then it had before or with damage below half or less rounded up of its health value (for units with a single model), then it must take a morale test.

Demoralized: Units at half their unit size rounded down suffer -1 to their nerve stat.

Taking Morale Tests: To take a morale test, the affected unit must roll 2D6 if the result is more than or equal to the unit's nerve stat that unit is considered routed. The nerve stat is always used by the model in the unit with the highest nerve.

Routed Units: Routed units must immediately make a move action at their full speed value towards the closest table edge when initially routed. If the unit goes over the table edge it is removed from the game. At the end of each round check if the unit is still routed if so make another move action at their full speed value towards the closest table edge. Units who are already routed suffer -1 to their nerve.

Miscellaneous

Disperse Dice: Certain times a rule will call for an object (a template, counter, model or even a whole unit) to be placed on the battlefield and then dispersed. When this occurs, follow this procedure:

Place the object on the battlefield as instructed by the rule. Roll a disperse dice to determine the direction and distance of disperse in inches. If a unit hits, then the object does not move – leave it in place and resolve the remainder of the rule. If not or the rule immediately calls for you to roll a disperse dice, move the object the distance shown in the direction of the arrow. Ignore intervening terrain, units, etc… Once the object has dispersed to its final position, resolve its effects.

Auras: banners, war instruments and abilities that affect friendly models also affect the unit/model in which it comes from itself.

Quest Cards

Decks: Each player gets a personal deck of 27 quest cards.

Drawing Cards: At the beginning of each round, players draw cards from their own deck until they have 3, which are placed face up on the table. You draw a new card for each objective completed on the previous turn, cards discarded and one for it being your turn.

Scoring Cards: At the end of each round, players check if they have completed at least one condition on any of their cards. If they did, then they must score the one worth most victory points, and discard that card from the game.

Discarding Cards: After scoring cards, each player may discard one of their remaining cards from the game. You cannot discard cards you’ve already discarded.

Mulligan: During a player's first turn they may choose to shuffle their drawn cards back in their deck and redraw their starting hand. Players get one free mulligan, however, for each subsequent mulligan, they draw one less card.