RulesPal
Chat
Rulebook
Chronopia thumbnail

Chronopia

Chronopia Rulebook

Table of Contents

Table of Contents

  • Introduction
  • Before You Start To Play
    • Rolling Dice
    • Setting Up
  • Choose Your Armies
    • Point Costs
    • Army Lists
  • Arrange Your Battlefield
  • Deploy Your Armies
    • Deployment Area
  • Measuring
  • The Turn Sequence
    • Step 1: Initiative
    • Step 2: Nominating the First Unit
    • Step 3: Activating a Unit
  • Winning the Battle
    • Victory Points
    • Scenarios
      • Break-Through
      • Showdown
      • Stand and Fight
      • Get the Artifact
  • Units
    • Warbands
    • Individuals
    • Mounted Troops
  • Command Distance
  • Using Actions
  • Facing
  • Movement
    • Rough
    • Impassable
    • Linear
    • The Table Edge
  • Your Army
    • The Character Profile
    • Weapon Profile
  • Weapons
    • Types of Weapons
    • Template Weapons
    • Deviation
  • Shields
  • Combat
    • Close Combat
      • To Hit
      • Defensive Modifiers
      • Doing Damage
      • Weapons with Damage Modifiers
      • Multiple Attackers
      • Eligibility to Fight
      • Breaking Away
      • Cover
    • Getting Into Close Combat
      • Charge
      • Countercharge
  • Magic Combat
    • Casting
    • Spells
    • Casting a Spell
    • Summoning
      • Summary
    • Controlling a Summoned Unit
    • Resisting a Spell
    • Concentrate
  • Other Actions
    • Wait
    • Spot
    • Giving Orders
    • Dive for Cover
  • Morale Test
    • Panic
    • Rally
    • Resisting the Effects of Panic
    • Fear
  • Special Abilities
    • Hide
    • Stealth
    • Magical Resistance
    • Immunity
    • Leap
    • Shield Wall
    • Feint
    • Ram Attack
    • Killing Stroke
    • Eagle Eye
    • Hail of Arrows
    • Secondary Attack
    • Berserk
  • Lastly
  • Unit Descriptions
  • Army Lists
  • Firstborn Army List
    • Firstborn Knights
      • Firstborn Swordsmen
      • Firstborn Macemen
      • Firstborn Longbowmen
      • Firstborn Crossbowmen
      • Sons of Kronos
      • Iron Guard
      • Nightwalkers
      • Black Sisters
      • Repulsar Knights
      • Repulsar Knight Marksman
      • Chronomancers
  • Elven Army List
    • Generic Troops for the Elven Houses
      • Elven Axemen
      • Elven Spearmen
      • Elven Archers
      • Elven Swordsmen
    • House of the Crystal Lotus
      • Dragonbane Riders
      • Lotus-Eaters
      • Crystal Knights
      • Lotus Guard
    • House of Helios
      • Lotus-Eaters
  • Dwarven Army List
    • Vulture Clan
      • The Vulture Legion
      • Vulture Crossbowmen
      • Vulture Mallet Warriors
      • Vulture Marksmen
      • Vulture Blood Totem
    • The Dark-Tusks
      • The Dark-Tusk Legion
      • Dark-Star Warriors
      • Dark-Axe Warriors
      • Dark-Tusk Hero
      • Dark-Tusk Blood Totem
  • Blackblood Army List
    • Orc Swordsmen
    • Orc Archers
    • Orc Assault Warriors
    • Goblin Swordmasters
    • Goblin Archers
    • Goblin Spearmen
    • Ogre Heavy Infantry
    • Ogre Elite Guard
    • Trolls
    • Orc Kutara
    • Goblin Ripper Beasts
    • Deathseekers
  • Devout Army List
    • Devout Followers
      • Swordsman Followers
      • Greatsword Followers
    • The Risen
      • Skeleton Swordsman
      • Skeleton Archers
    • Dark Eyes
    • The Cursed
    • Dusk Realm Warriors
    • Tormented
    • Harbinger of the Darkwings
      • Darkwings
  • Reference Sheet
    • Game Setup and Turn Sequence
    • Available Actions
    • Special Abilities (Summary)
    • Weapons Reference Chart
    • Combat Modifiers
      • Missile Weapon Modifiers
      • Close Combat Modifiers

Introduction

All you need to play Chronopia is this rulebook, some Heartbreaker miniatures, a twenty-sided die, a pen, a ruler and some scrap paper. At the back of the book you will find some markers and templates that you will also need. You can either cut these out or photocopy them onto some paper or, ideally, clear plastic acetate.

A purpose built wargames table with some model scenery would also be nice but is not essential. You can play Chronopia on any clear, flat area, like a dining room table or even a stretch of floor.

Before You Start To Play

Before you start to play, you should first acquire and paint your Heartbreaker miniatures. Each player should choose an Army that appeals to them and assemble at least one Warband. You should also skim through these rules at least once. All you need to do at this stage is familiarize yourself with the rules. As you play your first battle, follow along with the rules, referring to the appropriate sections where necessary.

Rolling Dice

In the text, a twenty-sided die is referred to as a d20. Whether a high or low score is desired will be detailed in the relevant section. However, if both player's modified scores are equal they should simply roll again. Where it states that a player needs to roll under a certain number, for example: roll under a model's Leadership, this means equal to or less than the number in question.

When a player rolls a natural 1 (before any modifications are applied) this is called a "perfect success" and usually results in something special happening in the player's favor. When a player rolls a natural 20, this is called a "fumble" and usually results in something adverse happening to the model involved.

Example.

  • PERFECT: If a 1 is rolled when making an Armor roll you automatically save against all remaining damage being dealt.
  • FUMBLE: If a 20 is rolled when making an Armor roll, you automatically take all remaining Wounds the weapon can deal.

The exact effects of any particular PERFECT or FUMBLE roll are dealt with in the section of rules concerning the activity in question. If no special effects are listed for a certain type of roll, then none apply.

Setting Up

There are a few things you need to do before you actually get down to playing a game of Chronopia. You need to pick your armies, arrange the battlefield and place your armies on the field. Once you've done all that, you're ready to start fighting!

Choose Your Armies

Point Costs

Every model in Chronopia has a value known as its Point Cost. These points are an indication of the relative strength of a Unit. Thus a model which "Costs" 80 points is deemed to be more powerful than one of 20 points. No point-based system is perfectly accurate, but generally speaking, a Unit's Point Cost is a reasonable guide to its strength.

Army Lists

To ensure that a game begins in a fair and balanced way the players decide upon the size of the armies to be used. By starting the game with armies of equal Point Cost the players ensure that, while their armies will be very different, they will still be of a similar overall strength. Let's say that the players agree to fight with armies of 1000 Points. They can then choose the makeup of their army to their own preference, so long as they follow the rules laid down for Units and purchasing Warbands. Note that certain spells also have a Point Cost so don't overlook them if you have a "spell caster" in your force.

Example. A player with a Firstborn army decides to have a Warband of First Born Macemen. He buys 4 Macemen at 21 points and 1 leader at 23 points, a total of 107. He now has 893 points to spend on the rest of his army.

Once you have decided on the size of the battle, you can select your army from the appropriate Army List. As a guide, an army of 1000 points should make for a short battle, while one of 2000 points would obviously take longer, though even this should take no more than a few hours.

Arrange Your Battlefield

Armies need a field on which to do battle and battlefields are rarely flat and featureless, they are broken by hills and streams and covered with rocks and woodland. We call these features of the battlefield Terrain and the specific effects of Terrain will be detailed later. You can play Chronopia on any flat open surface. However the optimum size for larger battles would be about 6 feet x 4 feet, or 4 feet x 4 feet for smaller encounters.

Before the battle begins, you must set up the battlefield. You can either make your own Terrain or purchase it from your local hobby shop. Alternatively you can effectively use household items so long as you first agree that, "this book represents a hill and this strip of aluminum foil is a river. Etc."

It is essential that players agree on how terrain is to be used during the battle to avoid disagreement later. The perimeter of woodlands for instance can cause confusion unless it is clearly stated.

Example. If you have only four trees available and you wish to depict an area of woodland you could use the following method. Place your four trees and agree that a line drawn between each tree marks the edge of the woods.

To avoid giving one side an unfair advantage terrain should be placed on the "battlefield" as follows:

Players roll 1D20. The person with the highest score gets to choose and place a piece of terrain first. Players then take it in turns until they are satisfied with the layout of the battlefield. Some thought is needed during this stage to avoid excessively tight areas and large open spaces that might give an unfair advantage to Units such as archers. With more than two players, the player with the highest score goes first followed by the others in clockwise order.

Deploy Your Armies

Deployment Area

This describes the area of the table in which players must place their Units at the beginning of a game. It is designed to avoid immediate contact between armies. Players roll 1D20 and the player with the highest score gets to choose which side of the playing area to set up his Army. His opponent must set up on the opposite side. You can place your figures anywhere within 12 inches of your edge of the playing area, but not within 6 inches to the left and the right edge of the table. This area is called your "Deployment Area".

On a good-sized gaming table, with two players, deploy your forces like this (diagram):

  • A) 12 inches from table edge to allow for adequate spacing.
  • B) Leave 6 inches from the sides of the table.
  • C) Leave about 18 inches between armies to avoid immediate conflict.

If there are more than two players, they should roll 1D20 and choose their positions, starting with the player with the highest score and working down. However, rather than occupying an edge they should set up in a corner. The exact size and position of these deployment areas depends upon the size and shape of the "table top". Bear in mind that the idea is to keep some tactical space between the forces and try to keep a distance of at least 18 inches between armies.

Once the deployment areas have been decided it is time to place your Units on the table. To avoid a player waiting to see his opponent's strategy this is done one Unit at a time with the players taking it in turns. Players roll 1D20. This time however, they look through their army for the model with the highest Leadership value or "stat" (see character profile - LD) and add that figure to the die roll. The winner is the person with the highest score. The winner can either choose to place a Unit on the table or ask his opponent to place one of their Units first. All models in a Warband must be placed within Command Distance (4 inches) of the Warband leader. Players then alternate, placing Units on the table until the Armies have been deployed.

In multi-player games, having nominated an opponent's Unit to go first, the winner will go next followed by the other players in descending order of scores.

Example. Johan scores 36, Carl scores 34, Julie scores 32, Steve scores 30. Johan wins and nominates Carl to go first. Then Johan takes his turn because he has the highest score followed by Julie and Steve.

Measuring

When measuring distances between two models, you measure from the closest edge of the bases. Also remember that "pre-measuring" before declaring a shot or to see how far a model will reach when moving, is not allowed. Measuring for Template weapons and certain spells will be detailed in the relevant section. However if it states line of sight (LOS) then measuring is not required, you need only to be able to see the model or area in question.

The Turn Sequence

A real battlefield is a confused mass of activity. To give some order to the confusion the game is divided into Turns. Each Turn models carry out a series of Actions such as moving, firing or casting a spell etc. Turns are then repeated until the outcome of the battle is decided.

A series of markers are also used to indicate the state of play. An "activation marker" is used to show when a Unit has had its turn. Other markers are used to show when a figure is Hidden, panicked, on Wait etc. and can apply to entire Units or specific models and will be detailed in the relevant section.

The turn sequence is divided into three steps.

Step 1: Initiative

Initiative is used to decide who gets to "activate" a Unit first. Both players roll 1D20 and add the single highest Leadership stat (LD) from among their surviving models. Panicked models are not included, so a player whose models are all panicked does not add a Leadership stat to the D20 roll. The person with the higher score wins the initiative and goes first.

Step 2: Nominating the First Unit

If you have won the initiative, you can either activate one of your own Units or nominate an opponent's Unit to take its turn first. After this first Unit has taken its turn play alternates as normal. If you nominate one of your opponent's Units, your foe still controls it, you have simply elected to make that Unit go first. Gaining the initiative is the only time when a player can nominate an opponent's Unit and may only be done once per initiative and only at the start of the Turn.

Step 3: Activating a Unit

When you direct a Unit to take its Turn this is called activating the Unit.

If the activated Warband is in a state of Panic, it must follow the rules for panicked Warbands detailed later in the book. If the activated Unit is not panicked, the controlling player chooses any single model in the Unit. That model may then take as many Actions as listed in its AC characteristic. A figure is not obliged to take any action unless it is panicked or out of Command Distance (again this is detailed later). Once the figure has used up all its Actions, the player selects another figure in the Warband. Models in the Warband can be selected in any order, but each figure must complete all of its Actions before another model can be used. This goes on until all the models in that Unit have finished their Actions. Once this is done the player marks the Unit with an activation marker to show its turn is over.

The opposing player now activates a Unit. Play passes back and forth until all the Units on both sides have been activated. Once this happens, the Turn is over, all activation markers are removed from the board and the players return to step 1.

(Note, some markers remain until the next Turn to indicate specific conditions. These will be detailed later.)

In multi-player games, the player with the initiative either activates a Unit of his own or nominates an opponent's Unit. Having nominated an opponent's Unit to go first, the winner will go next, followed by the other players in descending order of scores.

Example. Johan scores 36, Carl scores 34, Julie scores 32, Steve scores 30. Johan wins and nominates Carl to go first. Then Johan takes his turn because he has the highest score followed by Julie and Steve. Players follow the same order until all the Units on all sides have been activated. Once this happens, the Turn is over, all activation markers are removed from the board and the players return to step 1.

When it is your turn to activate a Unit, you must do so. Even if certain models in a Warband do nothing, you cannot return and activate them later. A Unit can be activated only once per Turn.

You are now ready to begin playing.

Winning the Battle

In Chronopia the prime objective is to have fun. Ok, we lied. The prime object is to win. To crush your opponent utterly, without mercy or remorse! Usually, players repeat the turn sequence until one player surrenders or loses every Unit in his army. The survivor is the winner. However you can use a system of Victory Points to determine who wins.

Victory Points

If you are playing to a time limit or for an agreed number of turns, you can calculate victory points based on the Point Cost of your army. At the end of the agreed time or number of turns add up the total Point Cost of your Army. The player with the highest remaining Point Cost is the winner. As the Point Cost is a good indication of an army's strength, this is the fairest method of deciding victory.

Scenarios

You can add an additional element to a game of Chronopia by playing out scenarios with specific victory conditions. These can be as simple or as complex as you like. The important thing is that all players agree on the scenario and the conditions of the game are clearly understood before the battle begins.

Break-Through

Your goal here is to break through the enemy forces. You could define your opponent's deployment zone as the target area and state that the first person to get a particular Unit or a certain number of Units into the area wins the game. A time or turn limit can be set on this so that Units need not only to reach the area but hold out until the end of the game.

Showdown

Players choose one notable Unit from their army and make them the key figures on the battlefield. The idea being to kill these important Units. Maybe call them Champions. The first person to kill his opponent's Champion or the player with the last surviving Champion, in multiplayer games, is the winner.

Stand and Fight

Mark out or decide on an area to defend. You can either say that the first person to get a Unit into this area is the winner or just fight a normal battle with one force defending while the other attacks. In this scenario it is advisable to adjust the point cost of the armies in favor of the attackers. Example: 1500 points for the attackers, 1000 points for the defenders.

Get the Artifact

An "ancient artifact" is placed somewhere on the battlefield. The first model to reach the location and spend one Action to pick it up is considered carrying it. The artifact can be handed to a different model by spending one Action while in base-to-base contact with a friendly model. You can either decide on a target location to take the artifact or say that the player holding the artifact at the end of a set time or number of turns is the winner.

You will no doubt come up with your own scenarios, depending on your preference and style of play. The important thing is that all players are clear on the objectives and conditions.

Units

Units are the basic military groups in the world of Chronopia. There are two different types of Unit: Warbands and Individuals. Mounted Troops can be either Individuals or Warbands but they also have specific characteristics as listed below.

Warbands

A Warband is a group of figures who work together as a Unit on the battlefield. The figures in them learn to act together and to trust and rely on each other. They are also likely to be unnerved when they see their comrades dying around them.

In Chronopia a Warband can have as few as 2 - 4 members as with The Sons of Kronos, or as many as 6 - 12 as with Goblin Spearmen.

Most Warbands have a Leader, a specific model with a higher Leadership (LD) stat. They coordinate the Warband and hold it together. While the leader is alive they fight at maximum efficiency. If the leader dies, the Warband will become disorganized and less effective. Many rules such as Command Distance (see below) and Morale tests apply to the LD stat and they will be detailed in the relevant section. Some Warbands also use Standard Bearers, or Banner Bearers. By purchasing such a model for a Warband you can enhance the Warband's ability. Standard Bearers and the benefits they provide will be detailed in the relevant Army Lists. There are certain restrictions on purchasing Units designed to promote balanced and varied armies. They are listed below.

  • When purchasing Units no force may contain more missile weapon Warbands than other Warbands in your army (Warbands with ranged weapons, which can be fired in Close Combat, are not classed as "missile weapon" Warbands).

Example. You decide to purchase 3 Warbands of Elf Axemen, therefore, you may have up to 3 Warbands of any Elven missile weapon troops. You do not need to purchase the 3 Warbands of missile weapon troops, but that is the limit you are allowed.

Individuals

Not all models need to be part of a Warband. Certain heroic individuals and monsters are quite capable of acting independently on the battlefield. In effect, they are Units of one. We refer to them as "Individuals" and they include models such as the Repulsar Knight from the One King army. Individuals are not to be confused with single figures from a Warband. They have certain other abilities and restrictions:

  • If an Individual model is within 4 inches of a Warband, the Warband may use the Individual's LD value in Morale tests if it is higher than the Warband's Leader.
  • Only Individuals may use the Give Orders action.
  • Only Individuals may use the Rally action on Units other than themselves.
  • You may not have more than 1 "Individual" per Warband in your army.

Example. One King has four Warbands, 3 Warbands of First Born Macemen and 1 Warband of First Born Crossbowmen, so it may also take up to 4 individuals. You don't have to take as many Individuals as Warbands, but the number of Warbands in your army sets the limit.

Mounted Troops

Some of the most dangerous warriors in the world of Chronopia do not fight on foot but from the backs of great war-stallions and other battle-beasts. All models on a mount are considered Mounted Troops and follow the rules below.

  • In the Character Profile (described shortly) there is normally only one line of statistics for both the battle-beast and its rider. This shows how inseparable a unit they are on the battlefield. If the model's Wounds reach zero both mount and rider are removed from play. A rider cannot choose to dismount, he and the beast are always counted as one. The Special Rules in the Army Lists will state whether a Unit is a Mounted Troop or not.
  • When Mounted Troops attack in Close Combat, both the rider and the mount may perform an attack. The mount's attack and the damage of the attack will be stated in the Special Rules of the model.
  • Mounted Troops armed with missile weapons may move and fire with the same Action but due to the difficulty of the maneuver they suffer a -6 to hit.
  • Mounted Troops have a 360 degree firing arc.

Command Distance

A Warband Leader gives orders to the Warband, holding it together and directing it during the confusion of battle. Therefore all the models must remain within a certain distance of the Leader. This distance is known as the Command Distance and is normally set at 4 inches. If, at the beginning of a Turn, models are within Command Distance, they may move and act as normal. If for any reason a model finds itself outside Command Distance at the beginning of a turn, it must move back within Command Distance as soon as possible. Such a figure can only make Move Actions until it is back within Command Distance, at which point it may carry out any remaining Actions as normal.

(Diagram: A) 4 inches. B) Out of Command Distance.)

If the Leader of a Warband dies the model with the next highest LD value becomes the new Leader. If there are two or more models with the same LD stat then the first one to take its Actions that Turn is deemed to be the new Leader. However, he will only be the Leader for that Turn, which means the Warband Leader will vary from Turn to Turn. This reflects that the Warband still holds together but not with one strong and single voice.

Using Actions

Most models in Chronopia have 2 Actions (AC). This means they have two opportunities to do something during their Turn. There are many different Actions a figure can take during its Turn. These include Move, Fire, Aim, Spot, Rally, Hide etc. There are certain limitations on some Actions but generally a model can do them in any order.

Example. It is perfectly permissible for a figure with two Actions to Move twice, or to Fire twice, or to Aim then Fire. Etc....

There are exceptions to this but specific restrictions on Actions will be detailed in the relevant section.

Facing

All models have two facings: front and back. Generally speaking a model can only see and attack things that are in its front facing.

Before you start playing, you should decide how to indicate your model's Facing. You may want to mark your models in some way to indicate which direction is "front".

Example. You can paint something on the base or decide that the model's actual face always indicates "front".

  • Models on foot, whether as a Warband or an Individual, have a firing arc of 180 degrees to their front facing.
  • Mounted Troop models, whether as a Warband or an Individual, can fire 360 degrees.

There may be exceptions to these rules, in which case the firing arc of the model will be expressed in the special abilities of that model.

Movement

Movement (MV) shows how far a model can move in inches with one Action.

Example. A Goblin Spearman has 2 Actions and 3 Movement so he can move a total of 6 inches in one Turn. During the course of its Move Action, it can turn as many times as it wants, and end its move facing in any direction. It can also turn as it makes an attack in Close Combat. However if a figure simply wants to turn around, to fire at, or Spot a model behind it, it must use an Action to do so.

  • Models in the same Warband may move through each other without penalty.
  • Models from one Warband may move through those of a different friendly Warband so long as their base can fit through the gap. As a general rule one model can not move through or over another model's base, it must move around it. While, for the purpose of measuring, this might be practical with larger models, it is less so with standard sized bases so some discretion on the part of the players is required. As usual, if there is any disagreement players should roll 1D20 with the decision going in the winner's favor.
  • Models may not move through an enemy Warband regardless of the size of the gap.
  • Models can move between two separate enemy Warbands so long as the gap between them is at least 4 inches.
  • A Move that brings a model into base-to-base contact with an enemy model is considered a Charge. This particular Move is covered in greater detail in the Getting Into Close Combat section.

Terrain affects the movement of models on the battlefield and will be detailed shortly, in general terms a model can only move through Terrain so long as its base can fit through the gap. Steps and uneven Terrain will always be open to debate as to how they limit movement. Players should agree before the game on what effects such features will have. As a general rule assume that for each inch a model has to climb his linear movement is reduced by one inch. Figures cannot climb over terrain taller than the model, unless they have special abilities.

The terrain of the battlefield can adversely affect the movement rate of a model. Terrain can be broken down into three headings. The following list gives examples of the kind of Terrain in each category along with the effects it has on a model's movement.

Rough

Dense foliage, such as jungle, forest and swamps as well as heavily broken ground, steep slopes and shallow water are all considered as rough terrain. When moving through such Terrain a Unit's movement is halved (rounded up to the nearest inch). Note: you can never move less than 1 inch when moving through Rough terrain.

Impassable

Impassable terrain includes features such as cliff-faces, ravines and wide rivers. No models may cross these features unless they have special abilities or equipment.

Linear

Walls, hedges and fordable rivers are described as Linear terrain. As a general rule so long as the feature is smaller than the model, it may climb over or cross it, by expending one Action. Some features may require the model to expend more than one Action to cross or none at all. Obviously, such conditions must be agreed upon before the battle begins.

The Table Edge

If, for any reason, a model moves off the edge of the playing area, it is gone. It may not re-enter the game.

Your Army

The Character Profile

Every model in Chronopia has a character profile. This describes everything you need to know about the way that model performs on the battlefield. The profiles for each model can be found in the Army Lists section at the back of this book.

The profile begins with the name for the particular type of model or "Troop". Followed by a line of abbreviations known as its "stat line". These cover all the standard characteristics of the model. Each model has twelve characteristics. The first nine stats range in value from 1 to 30, where 1 is a very poor rating and 30 an exceptionally good rating. The last three also vary and are detailed below.

The characteristics are:

  • CLOSE COMBAT (CC): This tells you how good the model is in hand-to-hand combat, either using its natural weapons, such as claws; or melee weapons, such as a sword or a mace.
  • MISSILE WEAPONS (MW): This tells you how good the model is with ranged weapons, such as bows and thrown weapons, like throwing daggers and spears. (Note: just because a Troop has a value for this stat doesn't mean it is counted as a "missile weapon troop" for the purpose of choosing your army as described in the Units section. This will be stated in the Special Rules section of the profile).
  • POWERS (PW): Certain models such as Lotus Eaters and Necromancers, possess unusual and magical powers. This characteristic indicates the relative strength of the model's mystical abilities. Not all models will have a value.
  • LEADERSHIP (LD): This characteristic indicates how well trained and disciplined the model is and how effectively it can control other models in its Warband. It is also used to resist some of the effects of mystical powers.
  • ACTIONS (AC): This characteristic reflects the model's agility and reaction time. It represents the number of Actions the model can make in a turn. The higher the number of Actions a model has, the better its reflexes are and, consequently, the more Actions it can take. Usually this number will be 2.
  • WOUNDS (W): This score tells you how tough the model is and how many "hits" it can take before dying. Most models possess only one Wound, but powerful monsters and some Individuals may possess more.
  • STRENGTH (ST): This determines how strong your model is. Models with high strength will inflict extra damage with Close Combat and certain missile weapons. They can also throw weapons a greater distance.
  • MOVEMENT (MV): This dictates how many inches the model can move with every "Move" action it makes.

Example profiles (stat line order: CC, MW, PW, LD, AC, W / ST, MV, A, DEF, SIZE, COST):

TroopCCMWPWLDACWSTMVADEFSIZECOST
Goblin Swordmaster1410-13310319-2130
Orc Assault Warrior1513-14

Weapon Profile

Like models, weapons also have a profile. The profile lists the name of the weapon, the type (One-Handed, Two-handed, Missile Weapon etc.) and the stats that describe the characteristics of the weapon. Weapons usually have four stats attached to them: Close Range, Maximum Range, Range Modifier, and Damage.

In addition some weapons may have special rules attached to their profiles, describing other effects they may have when they hit.

  • CLOSE RANGE (CR): This is the optimum range, in inches, a weapon can fire. The weapons may still be able to fire at targets beyond this range, but they will lose accuracy.
    • If the weapon has a TP (Template) listed in its range description it uses a template (see below).
    • If the weapon has CC (Close Combat) listed in its range description, it can only be used in Close Combat.
    • If a weapon has T (Thrown) listed in its range description, it is "throwable" and uses the rules for thrown weapons.
  • MAXIMUM RANGE (MX): This is the maximum distance, in inches, that a weapon can fire.
  • RANGE MODIFIER (RM): Weapons lose accuracy when firing at targets beyond Close Range. The Range Modifier indicates how drastic this loss is. It is subtracted from the firer's MW skill when a weapon is fired at targets farther than Close Range.
  • DAMAGE (DAM): This characteristic describes the amount of damage a weapon can inflict. The higher the score, the greater the chance of penetrating an opponent's armor and inflicting a Wound. Some weapons have a DAM modifier, for example 10(x3). These are weapons with the potential to inflict greater damage than normal.

Think of it in these terms: a sword with a jagged edge not only cuts the victim as it hits but also inflicts further damage as it is torn free. Or, an arrow is fitted with a special barbed tip so that as it strikes the victim it twists to inflict further damage. Alternatively it might just be a particularly sharp or effective weapon that cuts more deeply than most. The rules for dealing with such weapons are explained shortly in the "Doing Damage" section.

Example weapon profiles:

WeaponTypeCRMXRMDAM
Fist SpikeSingle HandedCC--6
Composite BowMissile weapon2026-49

Weapons

Types of Weapons

  • NATURAL WEAPONS: Natural weapons include claws, teeth, horns etc. These weapons will be described in the Unit's profile.
  • SINGLE HANDED: Single-Handed weapons are weapons held in one hand. The typical Single-Handed weapon is a Sword.
  • TWO HANDED: Two-Handed weapons require both hands to wield them. These are large and heavy weapons.
  • POLEARM: Polearms are very long weapons, to show this any model may make an attack on a model from up to 2 inches away. However, if you are not in base-to-base contact then you do not get any charge bonuses for such attacks.
  • LANCE: Lances are long weapons particularly suited to making charge attacks. When a mounted model charges into Close Combat with a Lance, instead of the normal +2 to hit and +2 Damage, they get a +2 to hit and a +4 to damage. Lances are only used when charging and not in Close Combat.
  • MISSILE WEAPONS: Missile weapons allow a Unit to strike at the enemy from a distance. They include weapons such as bows and crossbows.
  • THROWN WEAPONS: Thrown Weapons have a range of 6 inches plus 1 inch for every point of Strength you have.
  • TEMPLATE WEAPONS: Template weapons include such things as catapults and flame throwers. They affect an area rather than an individual model.

Template Weapons

There are two basic types of Template weapons: "directly placed Template weapons" and "ranged Template weapons". When firing directly placed Template weapons, such as flame-throwers, the template is placed directly in front of the weapon. All enemy models under the template (even if they are only partially covered) are automatically hit. No roll to hit is necessary.

When firing ranged Template weapons, such as catapults, a player targets an enemy model as usual. Then you roll to hit the target model (if needed). If the hit is successful the template is centered on the target. Any enemy models under the template are hit, even if they are only partially covered. However, if the targeting roll is unsuccessful, due to the nature of the weapon it will still affect an area, the shot has merely deviated.

Deviation

A weapon that uses a ranged template may cause damage even though the targeting roll was inaccurate. When a targeting roll has been unsuccessful you must roll for deviation to determine where the shot lands.

You will find a deviation template at the back of this book. Place the center of the template on the original target with the number 1 facing directly away from the "firer". Roll a D20 and divide the result by 2 (rounding up). This will give a number between 1 to 10. This number corresponds to 1 to 10 on the template, which determines the direction in which the attack deviates. Roll a further D20 and divide the result by 2 (rounding up) to determine how far the attack deviates in inches. Center the template over the new target-point and work out the hits as normal.

Note: The template cannot deviate further than half the distance back towards the firer. This is to avoid the ridiculous notion of attacks being fired backwards!

Shields

On the battlefield, Shields offer protection from a variety of attacks. It will be just as easy for a soldier to hit his enemy, but more likely that he hits his opponent's Shield. So while the enemy may be just as easy to hit, he will be harder to damage. To account for this models attacking someone with a Shield receive a minus to their DAM if they score a successful hit.

  • SHIELD: When a model is equipped with a Shield all weapons that hit it suffer a -1 to their DAM stat.
  • WARSHIELD: When a model is armed with a Warshield all weapons that hit it suffer a -2 to their DAM stat.

Note: Any Units using Two-Handed weapons do not receive this bonus when in CC.

Example. A knight that uses a Shield as he advances across the field will gain its benefit. However, when he slings the Shield across his back to draw his Two-Handed Sword he will no longer be able to use the Shield effectively.

Combat

Close Combat

To attack enemy Units in Close Combat, the models must be in base-to-base contact. Once in base-to-base contact the models are now thought to be fighting hand-to-hand. Neither side may use any missile weapons while they remain in base-to-base contact. Certain special ranged weapons such as a Hand Crossbow may be used in CC. This will be stated in the weapon profile for the weapon.

To Hit

To hit in Close Combat, you must roll equal to or under your CC skill. Remember to subtract your opponent's Defensive Modifier (DEF) from your CC stat first. This reflects the fact that he is using his skill to avoid being hit.

Example. You have a model with a CC of 15. Your opponent has a DEF of -1. So you need to roll 14 or under to hit him. If you succeed, your opponent must now make an Armor roll to see if his armor blocks your attack. If he fails this roll he takes a Wound. This will be explained in detail shortly.

When in combat, whether by fortune or by skill, you may strike a blow that cuts through your opponent's defenses and armor so efficiently that he can do nothing about it. Such attacks are represented when you roll an unmodified 1 on a D20 and are called PERFECT.

Rolling to hit

  • PERFECT: Your target does not get to make an Armor roll and automatically takes a Wound. If the weapon has a Damage Multiplier, for example 10(x3), the first Wound is automatic but an Armor roll is made for the remaining multipliers. (See "Doing Damage" below.)

Likewise, if you misjudge your attack or slip in the mud, you might miss completely and spend the next few seconds regaining your composure. This occurs if you roll an unmodified 20 with your "to hit" roll, referred to as a Fumble.

  • FUMBLE: Your Warrior loses any remaining Actions for his turn.

Defensive Modifiers

A model's chance to hit an opponent in Close Combat depends not only on the model's skill, but also on whom he is up against. In Chronopia this is shown by the Defensive Modifier, which is used to modify the attacker's CC before the attack roll is made.

You will find a model's DEF in its character profile. Remember to subtract your opponent's Defensive Modifier (DEF) from your CC stat when you make an attack. This reflects the fact that he is using his skill to avoid being hit. This modifier is not used against missile weapon attacks.

Example. You have a model with a CC of 15. Your opponent has a DEF of -1. You subtract this -1 from your CC of 15. So you need to roll 14 or under to hit him.

Doing Damage

Once your figure has been hit in Close Combat, you must make an Armor roll to see if the attack penetrates your armor. To do this, subtract the DAM of the attacker's weapon from your figure's Armor stat. This gives the score you need to roll equal to or under, to avoid taking damage. If you fail, the model takes a Wound.

Example.

  • You have an Armor stat of 25. Your opponent hits you with a Falchion DAM 11. You subtract the DAM of the weapon from your Armor to give you 14. You now need to roll 14 or under to save. If you fail you take a Wound.
  • Your Ogre Heavy Infantry has an Armor of 25 but he also has a Shield. Your opponent hits you with a Falchion DAM 11. This time you subtract 1 from the weapon's DAM to account for the Shield, which leaves you with 10. You now subtract this from your Armor of 25 to give you 15. You now need to roll 15 or under to save. If you fail you take a Wound.

Note: As stated above, you do not get an Armor roll if your opponent rolls a 1 with his "to hit" roll.

Armor roll

  • PERFECT: If you roll a 1 when making an Armor roll you automatically save all remaining damage being dealt. (See below for details on Weapons with Damage Modifiers.)
  • FUMBLE: If you roll a 20 when making an Armor roll you automatically take all remaining Wounds the weapon can deal.

If the target's Wound's score falls to zero, it is dead and removed from the board. However, if Units with the ability to affect dead models, such as a Necromancer, are in play the figure should be laid on its side until the end of the following turn, at which point it is then removed from the table as normal.

Weapons with Damage Modifiers

As described earlier, some particularly nasty or efficient weapons have a Damage Modifier.

When such a weapon hits, the target must make an Armor roll for each of the modifiers. Example: 2 for a x2 weapon, 3 for a x3 weapon and 4 for a x4 weapon.

Take the Repulsar Knight's Maiming Polearm - Dam 10(x3). This weapon effectively hits three times, for each successful hit. In other words when a Repulsar Knight hits, the target must make three Armor rolls. For each failed Armor roll the target takes a Wound.

Armor rolls against damage modified weapons

  • PERFECT: If you roll a 1 when making an Armor roll, you automatically save against all remaining damage being dealt. Example. You roll a 1 with your first Armor roll against a x3 weapon, therefore you save against all 3 attacks. If you fail the first roll, but roll a 1 against the second, you take one Wound but save against the remaining 2.
  • FUMBLE: If you roll a 20 when making an Armor roll, you automatically take all the remaining Wounds the weapon can deal. Example. You roll a 20 with your first Armor roll against a x3 weapon; therefore you take all three remaining Wounds. If you save with the first, but roll a 20 with the second, you only take the remaining two Wounds.

This is the equivalent of leaving yourself wide open, giving your opponent the opportunity to remove your head with one massive stroke from his huge two-handed sword!

Strength. Obviously, in Close Combat very strong creatures have a greater chance of inflicting damage. To simulate this, a model's Strength (ST) is added to its weapon's Damage (DAM) when using Close Combat or Thrown weapons.

Multiple Attackers

When two or more models attack a single model in Close Combat they gain a considerable advantage. To simulate this, models engaging an enemy that is already in Close Combat with models from their army, get a bonus. For every friendly model already engaging the enemy, they get a +1 to their CC and DAM.

Eligibility to Fight

To determine how many figures can attack a single model, you look at the model's size (S). You may have a "combined size" of four times the size of the model being attacked.

Example. Four Size 1 models can attack a Size 1 model, whereas eight size 1 models can attack a size 2 model. Equally, two size 1 models and one size 2 model can attack a size 1 model. Any combination of sizes can attack the same model so long as their combined size does not exceed four times the Size of the target.

This is not as complicated as it sounds! If a model has its back to a wall you would simply halve the number of models eligible to fight it.

Breaking Away

If a model wants to break away from Close Combat with an enemy model it must spend an Action to do so. If the opposing player wants to prevent this, both players roll a D20 and add their model's Strength (ST). If the figure trying to move away gets the higher score, it may move as normal. If it doesn't, it is locked in place and the Action is wasted. The figure can always try again on its next Action if it wants to. Large models get a +2 bonus and Giant models get a +4 bonus, when trying to break away.

If you are in Close Combat with several models and trying to break away, each of the models you are fighting gets to roll a D20 and add its Strength (ST). You must beat the highest score.

Cover

Cover provides no modifiers in Close Combat. However, certain linear obstacles, such as walls and hedges, may prevent models from moving into base-to-base contact, even though the two figures are close enough to hit each other. When this happens, the figures can still attack each other so long as their bases are in contact with the "wall" separating them. They also need to be able to see over the wall. As a general rule, models can fight over linear Terrain so long as it is not taller or wider than 1 inch. Models with Polearms that can attack from 2 inches away may do so, so long as the target's base is in contact with the wall. Obviously, with an obstacle in the way there would be no need to roll for Breaking Away. Also moving into Close Combat like this does not count as a charge.

Fighting over linear terrain. Bases are in contact with a low wall; models may fight across it.

Getting Into Close Combat

Charge

Any move that brings you into base-to-base contact with a visible enemy model is considered a charge. You must state when you intend to "charge" a model so that the enemy model may announce a counter charge. However, you must charge the nearest enemy model unless it is already engaged in Close Combat and you must charge it by the shortest possible route. This avoids people swerving around a model to attack a more appealing target.

  • Individual models are an exception to the rule of attacking the closest enemy model. They may make a LD test in order to attack a model from a different Warband that may be further away so long as it is still within charging distance. However, if the Individual fails the LD test it cannot make its charge and will have wasted that Action.
  • Once in base-to-base contact, your model may make its normal Close Combat attack with a bonus of +2 to its CC and DAM. This accounts for the momentum of charge and rewards the model brave enough to go in first. However there is no bonus awarded if the model is "charging" uphill, for game purposes this means a hill or slope of any kind.
  • If the opposing model is still alive after a charge, Close Combat proceeds as normal and you no longer get the charge bonus.

Countercharge

Any model on Wait (see Other Actions) can choose to countercharge an enemy model charging its Warband, or charge a model attempting to move past its Warband. Once your opponent declares a charge on a model in your Warband, any waiting model in that Warband may declare a countercharge. Charging and countercharging models meet half way between their starting positions or at the limit of the slower model's movement.

When a charging model is countercharged, the initiative could go in either model's favor. In the event of a countercharge, both players roll a D20 and add their model's LD score. The model with the highest total gets to make its Close Combat attack first. The losing model then makes its attack, if it is still alive. Normal charging bonuses to CC and DAM apply to both models in combat resulting from a countercharge. If both models are still alive following the countercharge, normal Close Combat rules apply.

If Your Model Is Hidden

If you begin a charge while Hidden, your opponent cannot countercharge. The enemy model is taken totally by surprise. This surprise works in the favor of the attacker, giving the attacking model an additional +2 to its CC and DAM as well as its charge bonus. (See Hide under Special Abilities.)

Charging Hidden Troops

You cannot charge Hidden troops. Instead, if you declare a charge against a visible model and the movement happens to bring your model into base to base contact with Hidden troops, the Hidden troops are considered to have charged your model, and get a free attack. If the Hidden figure is also on Wait, it can use its Wait action after it makes its free attack. It also gets the additional +2 to CC and DAM for charging from Hidden.

Ranged Combat

Fire

Any models armed with Missile weapons may expend one Action to fire them. In order for a Unit to fire at a target the target must be:

  • Within line of sight (LOS).
  • Within the Unit's arc of fire.

Note: Arrows, like Thrown Spears and Daggers, are deemed to be limitless in the game.

Rolling to Hit

If you have line of sight to your target and it is within the firing arc (see Facing), you can open fire. Remember there is no pre-measuring allowed. Players must decide if they are firing at an enemy model before they measure the range. If the target is not within the Maximum Range then the firing model has wasted an Action. This is a question of judgment and part of the skill of playing the game.

To hit your foe, you need roll equal to or under your MW score on 1D20. There are certain modifiers to this.

If the target is beyond the Close Range of your weapon, but within Maximum Range then you subtract the Range Modifier stat (RM) from your chance to hit.

Example. Your Elven Archer has a MW stat of 13. He fires at a target 20 inches away. The CR of your longbow is 18 inches and the MX is 24 inches. Although the target is within range you must subtract the Range Modifier from your MW stat of 13. The RM for a longbow is -3. So your Longbowman now needs 10 or below on 1d20 to hit.

  • PERFECT: The target does not get to make an Armor roll and automatically takes a Wound. If the weapon has a Damage Multiplier, Example. 10(x3), the first Wound is automatic but an Armor roll is made for the remaining multipliers. (See "Doing Damage".)

Example. If the target is hit by a 10(x3) weapon and the roll was a 1, the target would automatically take 1 Wound. It would then get to make 2 Armor rolls against the remaining 2 multipliers.

  • FUMBLE: Your Warrior misses and loses any remaining actions for his turn.

Doing Damage (Missile Fire)

Once your figure has been hit by missile fire, you must make an Armor roll to see if the attack penetrates your armor. To do this, subtract the DAM of the attacker's weapon from your figure's Armor stat. This gives the score you need to roll equal to or under, to avoid taking damage. If you fail, the model takes a Wound.

Example.

  • You have an Armor stat of 25. Your opponent hits you with an arrow from his longbow DAM 9. You subtract the DAM of the weapon from your Armor to give you 16. You now need to roll 16 or under to save. If you fail you take a Wound.
  • Your Ogre Heavy Infantry has an Armor of 25 but he also has a Shield. Your opponent hits you with an arrow from his longbow DAM 9. This time you subtract 1 from the weapon's DAM to account for the Shield, which leaves you with 8. You now subtract this from your Armor of 25 to give you 17. You now need to roll 17 or under to save. If you fail you take a Wound.

Armor roll

  • PERFECT: If you roll a 1 when making an Armor roll you automatically save against all remaining damage being dealt. (See Weapons with Damage Modifiers.)
  • FUMBLE: If you roll a 20 when making an Armor roll you automatically take all remaining Wounds the weapon can deal.

If the target's Wound's score falls to zero, it is dead and removed from the board. However, if Units with the ability to affect dead models, such as a Necromancer, are in play the figure should be laid on its side until the end of the following turn, at which point it is then removed from the table as normal.

Weapons with Damage Modifiers (Missile Fire)

As described earlier, some particularly nasty or efficient weapons have a Damage Modifier. When such a weapon hits, the target must make an Armor roll for each of the modifiers. Example: 2 for a x2 weapon, 3 for a x3 weapon and 4 for a x4 weapon.

Armor rolls against DAM modified weapons

  • PERFECT: If you roll a 1 when making an Armor roll, you automatically save against all remaining damage being dealt. Example. You roll a 1 with your first Armor roll against a x3 weapon, you save against all 3 attacks. If you fail the first roll, but roll a 1 against the second, you take one Wound but save against the remaining 2.
  • FUMBLE: If you roll a 20 when making an Armor roll, you automatically take all the remaining Wounds the weapon can deal. Example. You roll a 20 with your first Armor roll against a x3 weapon; therefore you take all three remaining Wounds. If you save with the first, but roll a 20 with the second, you only take the remaining two Wounds.

This is the equivalent of being struck in a critical place such as the neck or, like King Harold at the Battle of Hastings, the eye!!

Cover

Cover from missile fire can be just about anything. Even light brush and undergrowth can divert the course of an arrow. The degree to which a model is concealed will also affect the difficulty of hitting it. The following terms will help to decide just what benefit a target gets under different conditions.

  • HARD COVER: This includes walls, rocks and other substantial terrain. Basically if the target is behind terrain and you can see less than half of the figure it is considered to be in hard cover. Hard Cover gives a penalty of -8 to the firer's MW stat. (Diagram: less than half the model is visible.)
  • SOFT COVER: This includes woods, undergrowth and jungle. A figure obscured behind such terrain is considered to be in Soft Cover. Also, if the target is behind more substantial terrain but you can see more than half the figure it is considered to be in Soft Cover. Soft Cover gives a -4 to the firer's MW stat. (Diagram: more than half the model is visible.)

Again, it is very important to establish at the beginning of the game what constitutes hard and soft cover since it is virtually impossible to set down all the conditions for every situation. In case of dispute just roll a D20 with the decision going in the winner's favor.

Line of Sight

Line of sight simply means being able to see your target. On a gaming table, covered with troops and various types of Terrain, LOS is not always easy to determine. Obviously if the target is behind a hill or a large castle you will not be able to shoot it. However Terrain is rarely such a simple affair. If there is any doubt about LOS then simply get down to eye level of the models. If you can see the target then you can shoot it. However, if it is the case that you can just make out the plume of a helmet or the tip of a spear then some discretion is obviously required.

Here is a list of conditions that govern whether or not a target is available.

  • You cannot fire at Hidden Units. However, an Action can be spent to try and Spot them first.
  • Models block line of sight. The specific rules concerning this will be detailed shortly.
  • Walls and hedges block LOS if they are taller than the targeted model. Otherwise they can provide cover as detailed above.
  • Forest and jungle must be at least 3 inches deep to block LOS. In other words you cannot fire through 3 inches or more of forest. Any less counts as Soft Cover. So if a model is at the center of a circular forest 6 inches in diameter, he can neither shoot out or be shot at, because he is surrounded by 3 inches of forest.

(Diagram, firing through forest or jungle: forest is 3 inches deep, model cannot fire out, or be fired upon. Forest only 1 inch deep, firing through here counts as Soft Cover.)

Aiming

By aiming, you increase your chances of both hitting and damaging with Missile weapons. If you use an Action to Aim then you add +4 to your Missile weapons score and +2 to your weapon's Damage rating. You cannot Aim with directly placed template weapons.

Once you have aimed at a target, you continue to get the bonus for aiming until you move, your target moves or your turn ends.

Aiming is not cumulative. You cannot Aim twice and get +8 to hit and +4 to Damage.

Restrictions on Firing

Certain restrictions are placed on firing to make the game fairer and to reflect the conditions of battle. For example when firing across the battlefield it would be unrealistic to hit one particular figure from a Warband that is constantly moving and milling about. It would also be a very cool customer that chose a distant target rather than shooting at the screaming berserker breathing down his neck. Therefore the following rules apply:

  • When missile troops fire at an enemy Unit, they always target the nearest model in that Unit. Therefore, when firing at Warbands, you cannot choose to shoot the leader if other models in that Warband are closer. However, if he is the closest he is targeted like any other.
  • If an Individual model is within 4 inches of any model in a "friendly" Warband, it is considered part of that Warband for the purposes of being targeted. Example. As above, you must target the closest model.
  • You can choose to fire at a size 2 or larger model, such as a Harbinger, even if there is a smaller model closer, so long as you can see half or more of the figure. This accounts for the fact that larger size models will often tower above smaller Units. However it also accounts for the fact that some size 2 models do not stand upright but run or crawl along the ground.
  • Missile weapon troops cannot choose to fire upon a distant Unit if a visible enemy Unit is within 6 inches and within their arc of fire. They must fire at this Unit as it poses an immediate threat.
  • An Individual, with its greater composure and self-discipline, can elect to fire at an alternative target, even if there is a visible Unit within 6 inches. However it must still target the closest model in the alternative Warband.
  • You can opt to fire at a target in open ground rather than a target in cover, even if the target in cover is closer.

(Diagram, targeting priority: nearest enemy model is in cover, so the more distant model can be targeted.)

Firing Through Friendly Troops

It has already been stated that you cannot fire through enemy troops. However it is possible to fire through friendly troops, so long as you have a clear "channel" 1 inch wide between the models' bases. You can use the ruler at the back of the book to determine if you have such a channel. If the ruler fits between the models' bases you can fire through, if not then you can't. If you have such a gap but the target is obscured by figures on one side or the other then use the Rule for hard and soft cover, namely if you can see more than half the figure it is soft cover, less than half equals hard cover.

It is permissible to shoot one of your own troops in order to clear the 1 inch path necessary to fire through, so long as it is the nearest in the Warband.

(Diagram: A) Gap is one inch wide, target is available. B) Gap is too narrow, target is not available.)

Firing Into Close Combat

Models may decide to fire into Close Combat. However, they run the risk of hitting and damaging friendly models engaged in that Close Combat. Roll to hit the enemy model as before. If the roll fails, then no models are hit. If the roll is successful then you need to determine which model, whether a friendly or an enemy, has been hit. To determine which model has been hit:

  • Add up all the Size values of the enemy models engaged in the Close Combat.
  • Add up all the Size values of the friendly models engaged in the Close Combat.
  • Subtract the total size value of the friendly models from the total of the enemy models. (If there are more friendly Units than enemy, or a greater total size value, this will give you a negative number.)
  • Add 10 to this value. This will give you a number that you will have to roll equal to or under in order to hit the enemy models. If this roll is successful the nearest enemy model is hit. If the roll fails, the nearest friendly model is hit.

Example. You have one size 1 model in combat with two size 1 and one size 2 enemy models. So your total is 1. The enemy's total is 4. Subtract 1 from 4 to give you 3. Add 10 to give you 13. Roll 13 or below and you hit the enemy.

Imagine it the other way round: Your total is 4. The enemy total is 1. Subtract 4 from 1 to give you -3. Add 10 to give you 7. Roll 7 or below and you hit the enemy.

If your total size values are equal, you will need to roll 10 or under to hit the enemy. In other words a fifty-fifty chance.

Magic Combat

Casting

Some models in Chronopia have magical abilities. This is reflected in their PW statistic, the higher the value the better the Individual is at casting spells.

Spells

Spells vary enormously in complexity and the length of time needed to cast them. Each spell is assigned a certain level, the higher the level the harder it is to cast. Also, certain spells may take more than one Action to cast.

  • To use a spell a model must have a PW greater than 0.
  • You may not cast the same spell more than once per turn.

Casting a Spell

In order to cast a spell, subtract the spell's level from the caster's Power. This tells you the number which you need to roll, equal to or under, for the spell to be successfully cast.

  • COST: Spells need to be purchased when buying your army. They have a Point Cost just like a Unit. This tells you how much the spell costs. (Bear this in mind when building your army. Don't buy a Necromancer and leave yourself with no points left for spells!)
  • RANGE: This is exactly the same as the range of a weapon. Spells can be targeted at models within Line of Sight or with a certain range detailed in the spell description. If a model is Hidden it must first be spotted before a spell can be cast on, or at, it. If a spell says SELF in its Range it may only be cast on the model casting the spell. If a spell has SUMMON under Range the Summoned model must be placed within 4 inches of the Summoner (Command Distance).
  • LEVEL: This tells you how difficult the spell is to cast. Some spells can be cast at variable levels of potency. Which means the caster can decide how powerful he will make the spell (to a maximum of 10). Remember the higher the level of the spell the harder it is to cast, but it is also harder for the targeted model to resist.
  • ACTIONS: This tells you how many Actions you need to spend to cast this certain spell.
  • SAVE: This tells you if the target may resist the effects of the spell or not. Some spells do not target models so this will let you know when you are allowed to make a resistance roll.
  • EFFECT: This tells you the effect the spell will have if successfully cast. The effects of spells are detailed in the relevant spells.

Summoning

This ability enables certain magic users to Summon beings from other "realms" to aid them on the battlefield. Some beings are more difficult to Summon than others and this is reflected in the number of Actions listed in the spell. A Summoner can Summon more than one Unit per turn so long as he has sufficient Actions to do so. However, he can only ever Summon as many Units in one game, as he has actions. Example. A Necromancer has 3 Actions, so during the course of a game he may only Summon a total of 3 Units, regardless of whether some die during play.

When you Summon a Unit from another plane of existence, you are doing so against its will. Therefore it takes a lot of concentration to keep it under control. To represent this, the Summoner must spend 1 action per turn, for each of his Summoned Units, to maintain control over them.

Example. A Necromancer with 3 Actions can attempt to "Summon Undead" at a cost of 3 Actions. This uses all his Actions for that turn. Next turn however, he must use one Action to maintain control over his new "servants". He now has only 2 Actions remaining. It is worth bearing in mind that a Necromancer with two Units in play must use 2 Actions to maintain control over them. This leaves him with only 1 Action which means he cannot attempt to Summon a Unit that requires 2 or more Actions.

If for any reason the Summoner does not expend an Action to control a Summoned Unit, that Unit is said to be out of control. The table below describes the random behavior of such a Unit. A magic user may choose not to control a Unit if it suits him. However he should take care when doing this as the Unit may turn on him or attack members of his army. Also if he does lose control he may not regain it unless a 1 is rolled on the chart below.

Summary

  • Summoner may only Summon as many Units, in an entire game, as he has Actions for one turn.
  • Summoned Units must be placed within Command Distance (4 inches) of the Summoner.
  • Summoner must spend 1 Action per turn, for each Summoned Unit, to maintain control over it.
  • When a Summoner Summons a Unit, the Unit "arrives" in that turn but cannot act until the next.
  • In the turn sequence Summoners must be activated before any of their Summoned Units.
  • Uncontrolled Summoned Units (as described below) always go first in the turn sequence and they can not be nominated by the person with the Initiative.
  • You do not need LOS to maintain control of a Summoned Unit.

Controlling a Summoned Unit

Certain conditions may result in a Summoner losing control of a Summoned Unit. It could be that he needs to move into cover from an advancing enemy Unit and so is unable to spend the necessary Action to control his "servant". He might choose not to spend the necessary Action, thus taking his chances when the Unit begins to rampage across the field. He might be killed or immobilized by an opponent, as with a Freeze spell from a Silver Lotus Eater. Whatever the case if he does not spend an Action to control a Summoned Unit he loses control and you roll (d20) on the table below.

RollEffect
1Summoner regains control of the Unit as if he spent an Action to control it. He may then control it again during his turn as normal (if Summoner is dead, see 2-5).
2-5The Unit is activated immediately and uses ALL its available actions to attack the closest enemy model.
6-10The Unit is activated immediately and uses ALL its available Actions to attack the closest model. The opposing player gets to control the Unit. (If enemy and friendly models are the same distance away, roll a d20, the person with the higher result gets to control the Unit this turn.)
11-15The Unit is activated immediately and uses ALL its available Actions to Move in a random direction (use rules for Deviation to determine the direction the beast runs, with the 1 on the template to the model's front facing).
16-19The Unit is activated immediately and uses ALL its available Actions to attack the closest model in the Summoner's army (your opponent gets to control the Unit this turn).
20The Unit is activated immediately and uses ALL its available Actions to attack the Summoner (your opponent gets to control the Unit this turn). (If Summoner is dead see results 16-19.)

Resisting a Spell

To resist a spell, a model subtracts the spell's level from its Leadership. This tells you the number that you will need to roll, equal to or less than, to successfully resist a spell. Certain spells do not allow a resistance roll; this will be stated in the spell description.

Concentrate

A figure that uses an Action to concentrate may add 2 to its PW rating, thus giving any spell it casts in that turn a greater chance of success. This represents the fact that the figure is focusing all its mental and spiritual ability on the task at hand. This bonus is not cumulative, e.g. you may not concentrate twice to get a +4.

Other Actions

Wait

When a model is on Wait, it is doing nothing except watching and waiting, ready to react to enemy activity. A model must spend an Action to go on Wait, its turn is over and a Wait marker is placed beside it. Either the entire Warband or particular models in the Warband can be placed on Wait. Basically, a Waiting model is holding an Action in reserve, which it can use out of the normal turn sequence. For it to be able to use its Wait Action an enemy model must perform a Visible Action within its line of sight.

The following count as Visible Actions: Move, Fire, Charge, Countercharge, Close Combat, Casting a spell, Leap, Diving for Cover.

If your model is activated by an enemy's visible Action it may use its Wait Action. And the following rules apply:

  • You do not have to use your Wait Action unless an enemy model engages your model in CC, in which case you must defend yourself.
  • If an enemy model charges your model or a member of its Warband you may Countercharge so long as it is in range of your movement. Follow the rules for Countercharge.
  • If a model attempts to move past your model and is within its Move range you may Charge it. The enemy may then Countercharge if he has remaining Actions. Follow the rules for Countercharge. Remember you must charge the closest enemy unless it is already engaged in CC.
  • You can interrupt an enemy's movement at any time. Example. Your enemy attempts to move behind cover from your waiting archer. As he begins his move you can Activate your archer and take a shot at the enemy model. Normal rules for targeting priority apply.
  • If a model makes an Action that requires a roll (such as firing or casting a spell) you must wait until it has finished the Action before you can use your Wait Action.
  • If you are on Wait you may Dive for Cover from Template weapons.
  • You cannot use a Wait Action to perform an Action such as Rally, Give Orders or Cast Spell. Basically you are reacting to something, not just choosing when to act.
  • You can not Hide as a Wait Action.
  • You can not Spot on a Wait Action.

The Wait marker is removed when your model has used its Wait Action or when the model is next activated.

Spot

In order to locate or hit a Hidden foe, (see Hide below) you must first be able to see it. In Chronopia you need to make a Spot Action, to see or hit Hidden troops. To Spot a hidden model, you must have line of sight to the model and you must roll equal to or under the "spotting" model's Leadership score. If you roll more than this score, you have failed and the Action is wasted. If you are successful remove the model's Hidden marker, it is no longer considered Hidden. A Spot must be made for each member of a Warband, unless you roll a Perfect (1 on a d20). See below. If you do Spot only one member from a Warband you may still target it with Template weapons. Any Hidden models beneath the Template are hit regardless of being Hidden.

Every additional Action spent trying to Spot the same model gives the spotter a +4 to Spot.

Example. A Goblin Archer uses his first Action to Spot a Nightwalker on Hide. The Goblin's LD is 11, so it needs 11 or below to spot. It fails and the Nightwalker remains Hidden. The Goblin Archer is sure there is something there and decides to use his second Action to Spot. He now gets a +4 bonus which means he must roll 15 or below. He rolls a 13 and the Nightwalker is no longer Hidden. He calls out the position of the now exposed target and the other members of his Warband fill the unfortunate Nightwalker with arrows.

There is a -4 penalty if the Hidden model is behind Hard cover, and -2 behind Soft cover.

There is also a -4 penalty when trying to Spot a model at a distance of over 12 inches.

Example. This time the Nightwalker is in Hard cover and over 12 inches away. Our Goblin Archer now needs to subtract a total of 8 from his LD stat of 11, so he needs a 3 or below to Spot. As you can see, it's not looking good for the Goblin.

You can Spot someone and still remain Hidden yourself until you launch your attack.

  • PERFECT: If you roll a 1 on your Spot roll, you have spotted all the models within LOS, in that Warband, and their Hidden markers are removed.
  • FUMBLE: If you roll a 20 on your Spot roll, your figure becomes so absorbed in its efforts to spot the enemy that it loses all the rest of its Actions for that turn.

Giving Orders

An Individual model may spend an Action and give orders to any friendly Unit within 4 inches. By doing so, it can activate the Unit so long as it has not already been activated this turn. If the Individual chooses to activate a Unit, then all the figures in that Unit must take their Actions as if it was their turn. They will begin immediately after the Individual giving them the orders has finished its turn.

A figure may only give orders to one Unit per turn. It can only give orders to another Individual model if its Leadership is higher than the model being ordered. A figure can give orders and remain Hidden.

Dive for Cover

When targeted with spells or "ranged template weapons" like Hail of Arrows, troops on Wait may react. After the template is placed, any waiting model may try to dive for cover.

Roll equal to or under the model's leadership. If successful, the model gets to make one Move Action. If the roll fails, the model stays where it is. After the roll has been made, remove any Wait markers.

Morale Test

Morale Tests are made for any situation that challenges the courage and determination of your troops. They decide whether or not your troops have the self-discipline to hold their ground in desperate situations or show courage in the face of a terrifying enemy. A Morale Test is made against the model with the highest Leadership in a Warband. If your model has a Leadership of 12 you need to roll 12 or under to make a successful Morale Test.

Panic

Certain situations occur on the battlefield that severely test the mettle of the warriors in conflict. When fellow comrades are falling all around and the enemy is attacking with overwhelming numbers even the bravest warriors may crack and flee the field.

Once a Warband is reduced to 50% or less, its morale is said to be broken and it must make a Morale Test to avoid Panic. Also for every casualty they take from then on, they must make a Morale test, unless they are already panicked.

Example. A Warband of 9 Elven Spearman (8 Spearmen and 1 Leader) suffers 5 casualties, it is now at 50% or less and considered to be broken. They must now make a Morale Test, each time they take another casualty.

Rally

Only an Individual can use this Action on Units other than itself. It may try to Rally any panicked Unit within 4 inches. If the Individual can roll beneath its Leadership score, the panicked Warband will Rally.

  • Because the Individual model must stand up in plain sight and call the troops to rally, it cannot remain Hidden while performing this Action and any Hidden markers are removed.
  • An Individual model may only use this Action once per turn.
  • An Individual may Rally a Unit and then activate it by Giving Orders in the same turn.
  • An Individual may only Rally a Unit with a lower Leadership stat than its own.

Resisting the Effects of Panic

To resist the effects of Panic a Unit must make a successful Morale Test. If the Warband is within the Command Distance of an Individual, they may use the Individual's Leadership for the Morale Test. If a Warband fails it is said to be Panicked. (The Individual does not flee, he has simply failed to hold the Warband together.) Such models are immediately turned around and must spend all of their Actions moving towards their deployment zone (for game purposes this serves as a place they consider to be relatively safe). Panicked Units are allowed a Morale Test at the start of their turn with a penalty of -4 (so a Leadership of 12 is now reduced to one of 8). If they fail they continue using all Actions to reach their deployment zone. If they succeed, turn your models back around. This ends their turn but they are no longer panicked.

At the beginning of a turn when the entire Warband is in the deployment zone the panicked Warband automatically rallies unless an enemy Unit is within 4 inches. Once rallied they may perform any Actions as normal.

  • Troops that are panicked may not move through un-panicked Warbands, for fear of being chopped down for deserting their comrades on the battlefield.
  • Panicked troops can automatically Break Away while in Close Combat without having to make a Break Test. However, enemy models in base-to-base contact are entitled to one free attack at their departing foe.
  • Panicked models gain no bonus from Shields and can not use their Defensive Modifier against models attacking them.
  • When attacking panicked troops you gain a +2 to hit in addition to any other bonuses you might already have.
  • PERFECT: If you roll a 1 for your Morale test, the Unit is so overcome with shame at its cowardice that it is galvanized into immediate action. They may take all their Actions as normal this turn.
  • FUMBLE: If you roll a 20 for your Morale Test the Unit loses its head completely and flees from the battlefield. Remove the entire Unit from the battlefield.

Fear

Many creatures or Individuals in Chronopia are so terrifying or of such a dangerous reputation, that they can paralyze their enemies with fear. When a Fear-causing Unit moves within 4 inches of an enemy Unit, and is within LOS, the enemy must make a Morale Test to resist the effects of Fear. If they fail they suffer a -1 to their Actions each turn. They are now considered to be afraid and will be more timid and cautious. A Fear marker is placed beside the Unit to represent the fact. While the Individual, or any model from a Warband, remains within the influence of the Fear-causing Unit (4 inches) they must make a Morale Test at the beginning of their turn. If they are already in a state of Fear they must make the test with a penalty of -4. If the Fear-causing creature moves away or is killed, Units in a state of Fear still need to make a Morale Test at the start of each turn, only now with a penalty of -2. If the affected Unit makes a successful Morale Test, they have conquered their Fear and may act as normal.

Models Immune to Panic are not always Immune to Fear. Models Immune to Fear will have that stated in the Special Rules section of their character description.

Special Abilities

Hide

When playing Chronopia, the players can see every model on the battlefield. Obviously, in a real battle this is not the case. Enemies could be concealed in ditches, rocks or tall grass, sneaking up on, or just waiting to ambush the enemy. To simulate this, we use the Hide Action.

If your Unit has this Special Ability it can spend an Action to Hide. A Unit may Hide anywhere on the table. A Hidden marker is placed beside the model. Now, in order to see the model, your opponent must make a Spot roll as described earlier. A model can still take damage while Hidden, if for example, a template weapon is centered on a nearby visible model and a part of the template covers the Hidden model.

If the model Moves or Fires, then the Hidden marker must be removed, unless, like the Nightwalker, the Unit can attack while Hidden.

You can remain Hidden while infiltrating, waiting, aiming, spotting, and concentrating.

You cannot remain Hidden while performing any other type of Action.

You may not Hide if you are in LOS and within 6 inches of an enemy model.

For Line of Sight, imagine that all the Hidden models are invisible, they do not block LOS.

INFILTRATE: If a model is already Hidden, it may "Infiltrate" instead of taking a normal Move Action. The model's Movement is reduced by half but it may remain Hidden while it moves. The infiltrating model loses its Hidden status if it performs any Action that can not be performed while Hidden. (see Hide above) The movement penalty for infiltrating is applied before any movement penalties for terrain. However a model may never move less than 1 inch per Infiltrate Action regardless of the penalties for Infiltrating or terrain. You may not Infiltrate over Linear terrain.

Stealth

All models with this Special Ability are experts at using their surroundings to their advantage. Models with Stealth can Move their full distance while Hidden. This is like an advanced version of Infiltrate.

Magical Resistance

Models with this ability have an innate ability to resist Magic and its effects. To illustrate this, the model gets a resistance roll of a 10 or under on a d20 when he is targeted by a spell. If it succeeds the spell has no effect. If this roll fails, the model still gets to make a normal Save like normal models. Models with this Special Ability also get to resist spells that don't normally allow a Save.

Immunity

When a model is said to be Immune from something, the specified attack or cause has no effect on them whatsoever. This could be Immunity to Panic and Fear in the case of the Repulsar Knight or arrows and crossbow bolts in the case of skeletons. Some models are Immune to Fire or Cold based attacks, in most cases such attacks will be obvious. It will be stated in the Weapon or spell's description if they are a Cold or Fire based attack.

Leap

The model can expend one Action to jump 2 inches high, 3 inches long. If the model lands in Close Combat it counts as a charge but it can not be countercharged. Also models can Leap over size 1 models to attack those behind. It does not need to adhere to the rules for targeting the nearest enemy and passing through enemy Units.

Shield Wall

A group of models with the Shield Wall Special Ability may form a straight wall of protection. While in this formation the Warband can only move. The entire Warband moves at the same time and can alter its direction so long as the models on the ends do not exceed their Move range. This Special Ability provides all models in the wall protection from missile weapons.

  • Missile weapons get a -6 from their DAM when trying to penetrate a Shield Wall to the wall's front facing.
  • Enemy models get a -8 to hit anyone in the Shield Wall with missile fire to the wall's front facing.

To perform this ability all models act together and must use their first Action to create the Wall and also their first Action each following turn to maintain the wall. Models can not move more than their allotted Movement to form the Wall. Therefore a player can not just choose his foremost model and line the others up alongside it. All models in the Warband must be in the Shield Wall with the Leader in the middle. If models in a Shield Wall are killed then, regardless of the model in question, you always remove a model from one end of the wall. The player controlling the wall chooses which end to remove a model from. This simulates the fact that such troops are trained to plug any gaps in the wall immediately.

  • At least two models are required to form a Shield Wall.
  • Shield Wall does not reduce DAM from template weapons, including Hail of Arrows.
  • A Shield Wall can perform a "break" maneuver with the last of its Actions. With this maneuver the members of the Shield Wall swiftly break apart until there is a 1 inch gap between their bases. This will allow friendly models behind them to fire through the models as described in Firing Through Friendly Troops.

(Diagram, Shield Wall: A) All members of Warband use their first Action to form the Shield Wall. B) All members of Warband spend one Action each turn to maintain the formation. C) The Shield Wall can then move as a single Unit. D) One end moves forward, while the other end remains still or even steps back. This way the Shield Wall can rotate and change direction.)

Feint

By using this ability you can mislead your opponent and catch him unawares. Models with the Feint Special Ability negate their opponent's DEF modifier.

Ram Attack

Models with this Special Ability get a free Ram Attack as they Charge into Close Combat. Roll to hit as a normal CC attack. If the Ram Attack is successful your opponent must make an Armor roll. The Damage of the Ram Attack may vary depending on the Unit. Deduct the stated Damage from the victim's Armor as you would with a weapon. If the Armor roll fails, rather than taking a Wound, the victim is knocked over (just place the model on its side). When a model is knocked over it suffers a penalty of -4 to its Armor and must use its next available Action to stand up. Ramming models always attack first in Countercharge situations.

Killing Stroke

This Special Ability simulates a particularly vicious or deadly attack. It gives the weapon in question an additional (x1) modifier.

Example. If a model with the Killing Stroke Special Ability has a weapon with a damage 13, it would now be a Damage 13(x2), if he had a 13(x2) damage it would now be a 13(x3) etc.

Eagle Eye

This allows the model to shoot at any enemy model in a Warband. He does not have to fire at the closest model in the Warband, though he still requires LOS to the target. (Diagram: archer with Eagle Eye chooses not to fire at nearest enemy model.)

Hail of Arrows

When a group of archers in a Warband has this Special Ability they may unleash a lethal hail of arrows at their enemy.

  • This Special Ability requires all models to spend all their Actions for the turn.
  • You must declare a Hail of Arrows attack before you measure the range to the target.
  • The Leader of the firing Unit must have LOS to the Leader of the target Unit. However, for the purposes of this attack models in the target Warband do not block LOS to their Leader. This is to avoid players bunching their troops to obscure the Leader.
  • The range is measured from the Leader of the firing Unit, to the Leader of the target Unit.
  • The range of the target must be over the weapon's CR but within the weapon's MX range.
  • If the Leader of the target Unit is not between CR and MX range, then the attack fails and the firing Unit's Actions are wasted.
  • If the Leader of the target Unit is between CR and MX range, then the attack is successful and the Hail of Arrows template is centered on the target Leader. (Diagram: the Leader of the target Warband falls between Close Range (A) and Maximum Range (B). The attack is successful and the template is centred on the enemy Leader.)
  • Each member of the firing Unit, apart from the Leader, now scores an automatic hit.
  • If there are more models in the firing Unit, than the target Unit, then some models will take two or more hits. (In this case all models must take 1 hit before another model takes 2 etc.) The targeted player gets to choose which models will take the extra hits.
  • If there are fewer in the firing Unit than the target Unit, the targeted player gets to choose which models are hit.
  • Hail of Arrows may not be used against Individual models.

Example. If you have 8 archers, plus a Leader in your Warband and the target Warband has 8 models in it, they will all take a hit automatically and must make an Armor roll or take a Wound. If the target Unit has only 3 models they will all take 2 hits automatically, and two of the models would take an additional hit.

Secondary Attack

Some models carry two weapons into combat. Any figure which has the Secondary Attack Special Ability gets to make an attack with their Primary weapon and an attack with their secondary weapon in the same Action.

When you attack with such a figure you must announce which is the primary weapon and which is the secondary. There is a penalty of -4 to your CC when attacking with your secondary weapon.

Berserk

A model with this Special Ability may spend one Action to go into a berserker rage and attack an enemy model with increased ferocity. When in this rage he gets a +4 to his CC and a +2 to his ST, however he gets a -4 to his Armor, if he is countercharged or fired upon. As usual he must attack the nearest enemy model in LOS. The rage ends when the berserker's target is killed or the berserker himself dies! Models in a berserker rage are Immune to Panic and Fear. However you may not berserk if panicked.

Group Attack

Models with Group Attack are better trained at fighting as a team. When two or more models, with this Special Ability, attack a single model in Close Combat they gain even more of an advantage than normal troops. For every friendly model already engaging the enemy, they get a +2 to their CC and DAM. (See Multiple Attackers.)

Brace

When a model with this Special Ability is charged while on Wait they may brace their spears ready to impale the oncoming Units. The models Bracing get to hit the charging Unit before the charging Unit gets to attack them. The braced Unit receives the bonuses as if they had charged (+2 CC, +2 DAM). Bracing also negates the effect of the enemy charge. So they attack as normal without their bonus to CC and DAM. As you can see it is a brave model that attacks a Braced and Waiting Unit.

Lastly

No set of Rules can cover every eventuality in a game. As you play, you will find areas and conditions that are not covered here. This is inevitable, because you will use different terrain and fight with your own tactics and style. Any disagreement should be decided by rolling a D20 with the decision going in the winner's favor. This is the fairest way of deciding a dispute. After the game you may want to discuss the issue further, when tempers have cooled down, to avoid misunderstanding next time the situation arises.

Unit Descriptions

In each Army list, you'll find a number of Unit descriptions. These all follow the same format:

  • DESCRIPTION: This tells you a little about the Unit.
  • SPECIAL RULES: Any special rules that may apply to the Unit.
  • EQUIPMENT: This tells you how the Unit is equipped.
  • STRUCTURE: This tells you the number and type of soldiers in each Warband. Warbands usually have a minimum and maximum number of soldiers that can be in them when purchased.

Army Lists

Stat line columns in every table below: CC, MW, PW, LD, AC, W, ST, MV, A, DEF, S (size), COST.

Firstborn Army List

Firstborn Knights

Firstborn Swordsmen

ModelCCMWPWLDACWSTMVADEFSCOST
Swordsman1310-13210321-1123
Swordsman Leader1410-142

SPECIAL RULES: None

EQUIPMENT: The Firstborn Swordsman are armed with Straightswords and Shields. The Firstborn Greatswordsmen are armed with Two-Handed Swords. The Firstborn Standard Bearer is armed with a Straightsword and carries the Swordsman Standard.

STRUCTURE (Warband):

  • 4 to 8 Firstborn Swordsmen
  • 1 Firstborn Swordsmen Leader
  • Up to 2 Firstborn Greatswordsmen*
  • Up to 1 Firstborn Swordsmen Standard Bearer
    • You may purchase one Greatswordsman for every 4 Swordsmen you purchase.

Firstborn Macemen

ModelCCMWPWLDACWSTMVADEFSCOST
Maceman1510-12210321-1121
Maceman Leader1610-132

SPECIAL RULES: None

EQUIPMENT: The Firstborn Macemen and Leader are armed with Maces and Shields. The Firstborn Greatmacemen are armed with Two-Handed Maces. A Firstborn Maceman Standard Bearer is armed with a Mace and carries the Maceman Standard.

STRUCTURE (Warband):

  • 4 to 8 Firstborn Macemen
  • 1 Firstborn Macemen Leader
  • Up to 2 Firstborn Greatmacemen*
  • Up to 1 Firstborn Macemen Standard Bearer
    • You may purchase one Greatmaceman for every 4 Macemen you purchase.

Firstborn Longbowmen

ModelCCMWPWLDACWSTMVADEFSCOST
Longbowman1012-13210319+1128
Longbowman Leader1013-142

SPECIAL RULES:

  • The Firstborn Longbowmen have the Hail of Arrows Special Ability.

EQUIPMENT: Firstborn Longbowmen and Leaders are armed with Longbows and Hand Axes.

STRUCTURE (Warband): 4 to 8 Firstborn Longbowmen; 1 Firstborn Longbowmen Leader.

Firstborn Crossbowmen

ModelCCMWPWLDACWSTMVADEFSCOST
Crossbowman1212-132103200134
Crossbowman Leader1313-142

SPECIAL RULES: None

EQUIPMENT: Firstborn Crossbowmen and Leader are armed with Bladed Heavy Crossbows, and Straightswords.

STRUCTURE (Warband): 4 to 8 Firstborn Crossbowmen; 1 Firstborn Crossbowmen Leader.

Sons of Kronos

ModelCCMWPWLDACWSTMVADEFSCOST
Sons of Kronos Warrior1410-12211418-2145
Sons of Kronos Chieftain1511-13

SPECIAL RULES:

  • Sons of Kronos have the Berserk Special Ability.
  • The Sons of Kronos Swordmasters have the Secondary Attack Special Ability.
  • When the Sons of Kronos Warriors and Chieftains move into Close Combat they throw their Spears as they charge, as part of the same Action. If they kill the model with their Spear they may switch their charge to a different model as long as it is within range of their movement.

EQUIPMENT: The Sons of Kronos Warriors and Chieftain are armed with Throwing Spears and Straightswords. The Sons of Kronos Swordmaster is armed with two Straightswords. The Sons of Kronos Standard Bearer is armed with Throwing Spears, a Straightsword and also carries the Sons of Kronos Standard.

STRUCTURE (Warband):

  • 2 to 4 Sons of Kronos
  • 1 Sons of Kronos Chieftain
  • Up to 1 Sons of Kronos Swordmaster*
  • Up to 1 Sons of Kronos Standard Bearer
    • A Swordmaster may only be purchased if you have 4 Sons of Kronos.

Iron Guard

ModelCCMWPWLDACWSTMVADEFSCOST
Iron Guardsman1512-15212323-2154
Iron Guardsman Leader1612-162

SPECIAL RULES:

  • The Iron Guard are Immune to Panic.
  • The Iron Guard have the Shield Wall Special Ability.

EQUIPMENT: Iron Guardsmen and Leader are armed with Broad Bladed Spears and a Warshield. The Iron Guard Standard Bearer is armed with a Broad Bladed Spear-Standard and a Warshield.

STRUCTURE (Warband): 4 Iron Guardsmen; 1 Iron Guard Leader; Up to 1 Iron Guard Standard Bearer.

Nightwalkers

ModelCCMWPWLDACWSTMVADEFSCOST
Nightwalker1415-14210421-3167

SPECIAL RULES:

  • Nightwalkers are Immune to Panic.
  • Nightwalkers have the Hide Special Ability.
  • Nightwalkers have the Stealth Special Ability.
  • Nightwalkers may throw their Thin Bladed Throwing Dirks and remain hidden.
  • Once per turn, Nightwalkers may throw 3 Thin Bladed Throwing Dirks as one Action, but they must be thrown at the same target.

EQUIPMENT: Nightwalkers are armed with The Black Blade of Justice and Thin Bladed Throwing Dirks.

STRUCTURE: Individual

Black Sisters

ModelCCMWPWLDACWSTMVADEFSCOST
Black Sister1510-16311317-2141
Black Sister Leader1610-173

SPECIAL RULES:

  • Black Sisters are Immune to Fear and Panic.

EQUIPMENT: Black Sisters and Leader are armed with a Two-Handed Sword.

STRUCTURE: Warband: 2 to 4 Black Sisters; 1 Black Sister Leader. OR Individual: 1 Black Sister Leader.

Repulsar Knights

ModelCCMWPWLDACWSTMVADEFSCOST
Repulsar Knight1610-16323326-3191

SPECIAL RULES:

  • Repulsar Knights cause Fear.
  • Repulsar Knights are Immune to Panic and Fear.
  • Any friendly model within Command Distance of a Repulsar Knight receives a bonus of +2 to their CC and MW. Other Repulsar Knights do not receive this bonus. Two Repulsar Knights cannot combine their influence to give a Warband +4 to its CC and MW.

EQUIPMENT: All Repulsar Knights are armed with the Maiming Polearm.

STRUCTURE: Individual

Repulsar Knight Marksman

ModelCCMWPWLDACWSTMVADEFSCOST
Repulsar Knight Marksman1216-163224230182

SPECIAL RULES:

  • Repulsar Knight Marksmen cause Fear.
  • Repulsar Knight Marksmen are Immune to Panic and Fear.
  • Repulsar Knight Marksmen have the Eagle Eye Special Ability.

EQUIPMENT: Repulsar Knight Marksman are armed with a Two-Handed Sword and a Composite Bow.

STRUCTURE: Individual

Chronomancers

ModelCCMWPWLDACWSTMVADEFSCOST
Chronomancer14151216421323-1185

SPECIAL RULES:

  • The Chronomancer is Immune to Panic and Fear.
  • The Chronomancer may purchase spells from the Chronomancer's Spell List.
  • The Chronomancer may activate anytime during the turn as long as he has not yet been activated that turn. He may also interrupt an enemy Unit's turn. However if he does so he must finish all his Actions before the interrupted Unit continues with its Actions. A Chronomancer may not interrupt a Chronomancer's turn.

EQUIPMENT: Chronomancers are armed with a Power Staff.

STRUCTURE: Individual. 1 Chronomancer for every 1000 points. Example: 1 Chronomancer for an army of 1 to 1000 Points, 2 Chronomancers for an army of 1001 to 2000 Points etc...

Judges

ModelCCMWPWLDACWSTMVADEFSCOST
Judge1510-15322323-2175

SPECIAL RULES:

  • Judges are Immune to Panic and Fear.
  • Judges have a sinister reputation. The sight of cowardice is abhorrent to them. They will attempt to kill any panicked friendly Unit that passes within their movement range. For this reason no Unit will Panic within 4 inches of a Judge. If a Judge does kill a panicked friendly model then all panicked Units in his army will automatically Rally - such is the awesome reputation of the Judge.

EQUIPMENT: Judges are armed with the Truthbringer.

STRUCTURE: Individual

Firstborn Mounted Knights

ModelCCMWPWLDACWSTMVADEFSCOST
Mounted Knight1510-16221622-2278

SPECIAL RULES:

  • Firstborn Mounted Knights are Mounted Troops.
  • The Mounted Knight's War-horse has a Kick attack, Damage 10.
  • The Firstborn Mounted Knights have the Leap Special Ability.
  • The Firstborn Mounted Knights are Immune to Fear.

EQUIPMENT: Mounted Knights are armed with Straightswords, Shields, and Lances.

STRUCTURE: Individual

Firstborn Armory

WeaponTypeCRMXRMDAM
StraightswordSingle Handed weaponCC--10
MaceSingle Handed WeaponCC--7
Hand AxeSingle Handed WeaponCC--7
Black Blade of JusticeSingle Handed WeaponCC--10(x2)

Standards

  • SWORDSMAN STANDARD: When a Warband is armed with the Swordsman Standard all members in the Warband gain +1 to their CC stat.
  • MACEMAN STANDARD: When a Warband is armed with the Maceman Standard all Members in the Warband gain a +1 to their LD Stat.
  • IRON GUARD STANDARD: When a Warband is armed with the Iron Guard Standard any enemy model within 10 inches must make a Morale Test against Fear.
  • SONS OF KRONOS STANDARD: When a Warband is armed with the Sons of Kronos Standard, all members in the Warband are Immune to Panic.

Chronomancer Spells

Control

  • Cost: 10; Range: LOS; Level: 1; Actions: 1; Save: Yes
  • Effect: When the Chronomancer casts this spell he exerts his influence over the enemy forces. In game terms the Chronomancer chooses which enemy Unit will be activated next. Your opponent still gets to control it, the Chronomancer simply gets to choose which Unit is activated. This may only be cast during the Chronomancer's turn and as soon as the Chronomancer finishes its turn the enemy Unit is activated. This can not be cast when the Chronomancer has interrupted an enemy Unit's turn.

Time Stop

  • Cost: 25; Range: SELF; Level: 5; Actions: 2; Save: N/A
  • Effect: When the Chronomancer casts this spell all time stops around him. In game terms this means he may take an additional set of Actions immediately after finishing his turn. Also, all models are considered to be 'frozen in time', so they do not gain any defensive bonuses from the following: Defensive Modifier, Shield Bonus or any Action made while on Wait. However models with inherent defenses and immunities retain their characteristics.
  • Example: Weapons hitting the Adamantite Golem still get -2 to DAM and a Daughter of the Phoenix would still be Immune to Fire.

Second Chance

  • Cost: 7; Range: LOS; Level: 1; Actions: 1; Save: N/A
  • Effect: This spell allows the player controlling the Chronomancer to take back and re-roll one friendly die roll immediately after it was thrown.
  • Example: Your Repulsar Knight has just failed his roll to avoid falling into a Chasm. The Chronomancer now interrupts the turn and manipulates time to give him a Second Chance and make the roll again.

Wither

  • Cost: 30; Range: Enemy Individual within LOS; Level: 5; Actions: 3; Save: YES
  • Effect: When the Chronomancer casts this spell, on an enemy Individual, the target gets to take 4 turns immediately. During this time the target may do whatever it likes. At the end of the 4 turns however, the target Individual ages rapidly and dies. This may only be done once per battle.

Accelerate

  • Cost: 17; Range: LOS; Level: 4; Actions: 3; Save: N/A
  • Effect: The Chronomancer nominates a Unit. Every model in this Unit has 1 extra Action for its next turn.

Set Back

  • Cost: 15; Range: LOS; Level: 2; Actions: 2; Save: YES
  • Effect: Immediately after a Unit ends a Move Action the Chronomancer pushes time back and the Unit is moved back to where it started. This can be done to a Unit that takes all its Movement Actions, but for each Movement Action the Spell Level is increased by 2.
  • Example: 1 Move Action and the Spell Level is 2, 2 Move Actions and the Spell Level is 4, 3 Move Actions and the Spell Level is 6, etc... This can not be used against a Charge Action. This may only be used if the Chronomancer has not yet been activated this turn.

True Sight

  • Cost: 13; Range: None; Level: 3; Actions: 2; Save: N/A
  • Effect: This automatically gives the Chronomancer's army the Initiative for the next turn regardless of who wins the Initiative roll. If you and your opponent both have a Chronomancer and both cast this spell, the Chronomancer that casts this spell last gets the Initiative. The opposing Chronomancer would go next followed by other players in descending order of scores. This spell may only be cast once per battle.

Elven Army List

Before the Game begins you must choose which Elven House you will be fighting with. You may only use One House in your army. There are generic troops that all of the Houses use but once you choose a House you may only use their Elite troops.

Generic Troops for the Elven Houses

Elven Axemen

ModelCCMWPWLDACWSTMVADEFSCOST
Axeman1310-13211322-1137
Axeman Leader1410-142

SPECIAL RULES:

  • All Axemen are Immune to Panic.
  • The Axemasters and Axemen Standard bearers have the Secondary Attack Special Ability.

EQUIPMENT: Axemen and Leaders are armed with Battle Axes. The Axemaster and the Standard Bearer are armed with two Hand Axes. The Axemen Standard Bearer is also equipped with the Axeman Standard.

STRUCTURE (Warband): 4 to 8 Axemen; 1 Axeman Leader; Up to 2 Axemasters*; Up to 1 Standard Bearer. * You may purchase 1 Axemaster for every 4 Axemen you have in your Warband.

Elven Spearmen

ModelCCMWPWLDACWSTMVADEFSCOST
Elven Spearman1210-132103220130
Spearman Leader1310-142

SPECIAL ABILITIES:

  • All Elven Spearmen have the Brace Special Ability.

EQUIPMENT: Elven Spearmen and Leaders are armed with Oval Spears and Shields. The Standard Bearer is armed with an Oval Spear and Shield he also carries the Elven Spearman Standard.

STRUCTURE (Warband): 4 to 8 Elven Spearmen; 1 Leader; Up to 1 Standard Bearer.

Elven Archers

ModelCCMWPWLDACWSTMVADEFSCOST
Elven Archer1013-11210420+1132
Archer Leader1114-122

SPECIAL RULES:

  • Elven Archers have the Hail of Arrows Special Ability.

EQUIPMENT: Elven Archers and Leaders are armed with Longbows and Shortswords.

STRUCTURE (Warband): 4 to 8 Elven Archers; 1 Elven Archer Leader.

Elven Swordsmen

ModelCCMWPWLDACWSTMVADEFSCOST
Elven Swordsman1110-122103210118
Greatswordman1110-122

SPECIAL RULES: None

EQUIPMENT: Elven Swordsmen and Leader are armed with Longswords and Shields. The Greatswordman is armed with a Two-Handed Sword.

STRUCTURE (Warband): 4 to 8 Elven Swordsmen; 1 Elven Swordsmen Leader; Up to 2 Greatswordmen*. * For every 4 Swordsmen purchased you may purchase 1 Greatswordman.

House of the Crystal Lotus

Dragonbane Riders

ModelCCMWPWLDACWSTMVADEFSCOST
Warkiller1510-14232622-2285
Scout1015-142

SPECIAL RULES:

  • Dragonbane Riders are Mounted Troops.
  • Dragonbane Rider mounts have a Bite attack, Damage 12.
  • Dragonbane Riders cause Fear.

EQUIPMENT: Warkillers are armed with Lances and Longswords. Scouts are armed with Longbows and Longswords.

STRUCTURE: Individual

Lotus-Eaters

ModelCCMWPWLDACWSTMVADEFSCOST
Silver Lotus-Eater10101513310320+1139
Blue Lotus-Eater101015133

SPECIAL RULES:

  • Silver Lotus-Eaters are Immune to Panic and Fear.
  • Silver Lotus-Eaters may purchase spells from the Silver Lotus Spell List.
  • Silver Lotus-Eaters are Immune to all harmful Silver Lotus Magic.
  • Silver Lotus-Eaters are Immune to all Cold based damage and effects.
  • Blue Lotus-Eaters are Immune to Panic and Fear.
  • Blue Lotus-Eaters may purchase spells from the Blue Lotus Spell List.
  • Blue Lotus-Eaters are Immune to all harmful Blue Lotus Magic.
  • Only 1 Lotus Eater may be purchased for every 1000 points in your army. Example: An army of between 1 and 1000 points may include 1 Lotus Eater. An army of between 1001 and 2000 points may include 2 Lotus-Eaters. Etc....

EQUIPMENT: Lotus-Eaters are armed with a Longsword and they carry a Staff of Channeling. The staff channels power gained from the Lotus Flower they consume, and is not used in Close Combat.

STRUCTURE: Individual - Silver Lotus Eater Individual; Blue Lotus Eater Individual.

Crystal Knights

ModelCCMWPWLDACWSTMVADEFSCOST
Crystal Knight1510-15322326-3168

SPECIAL RULES:

  • Crystal Knights are Immune to Panic and Fear.
  • Any enemy models within 4 inches of the Crystal Knight suffer a -2 penalty to CC and MW because of the disturbing 'cold aura' surrounding the Crystal Knight.

EQUIPMENT: Crystal Knights are armed with the Crystalline Spear.

STRUCTURE: Individual

Lotus Guard

ModelCCMWPWLDACWSTMVADEFSCOST
Lotus Guard1410-14211324-1139
Lotus Guard Leader1510-152

SPECIAL RULES:

  • The Lotus Guard are Immune to Panic.
  • The Lotus Guard have the Secondary Attack Special Ability.

EQUIPMENT: The Lotus Guard and Leader are armed with two Longswords. The Lotus Guard Standard Bearer is armed with two Longswords and also carries the Lotus Guard Standard.

STRUCTURE (Warband): 4 Lotus Guard; 1 Lotus Guard Leader; Up to 1 Lotus Guard Standard Bearer.

House of Helios

Lotus-Eaters

ModelCCMWPWLDACWSTMVADEFSCOST
Red Lotus Eater10101513310320+1139

SPECIAL RULES:

  • Red Lotus-Eaters are Immune to Panic and Fear.
  • Red Lotus-Eaters are Immune to all harmful Red Lotus Magic.
  • Red Lotus-Eaters may purchase spells from Red Lotus Spell List.
  • Red Lotus-Eaters are Immune to Fire and Heat based damage and effects.
  • Only 1 Lotus-Eater may be purchased for every 1000 points in your army. Example: An army of between 1 and 1000 points may include 1 Lotus Eater. An army of between 1001 and 2000 points may include 2 Lotus-Eaters. Etc....

EQUIPMENT: The Lotus-Eaters are armed with a Longsword and a Staff of Channeling. The staff channels the power gained from the Lotus flower they consume, and is not used in Close Combat.

STRUCTURE: Individual

Keepers of the Flame

ModelCCMWPWLDACWSTMVADEFSCOST
Keeper of the Flame Sister1510-15211321-2153
Keeper of the Flame Leader1610-16

SPECIAL RULES:

  • Keepers of the Flame have the Killing Stroke Special Ability.
  • Keepers of the Flame have the Secondary Attack Special Ability.

EQUIPMENT: Keepers of the Flame and Leader are armed with the Sword of the Phoenix, and a Sundisk Dagger.

STRUCTURE (Warband): 4 Sisters; 1 Leader.

Warriors of the Sun

ModelCCMWPWLDACWSTMVADEFSCOST
Warrior of the Sun1413-16332325-2195

SPECIAL RULES:

  • Warriors of the Sun are Immune to Panic and Fear.
  • Warriors of the Sun have the Feint Special Ability.
  • Once per turn by spending 1 Action the Warriors of the Sun may produce a Flame Strike. Every model within 2 inches of the Warrior is automatically hit with a Damage 12 Flame attack. If the victim fails his Armor roll it takes a Wound. If the model fails his Armor roll and has more than one Wound, it must continue to make Armor rolls for each of its Wounds until it saves or dies. This shows that the model has caught fire and will burn until the flames go out.

EQUIPMENT: The Warriors of the Sun are armed with Firesword, Longbows of Fire-Runes and Shields.

STRUCTURE: Individual

House of the Obsidian Serpent

Lotus-Eaters

ModelCCMWPWLDACWSTMVADEFSCOST
Black Lotus Eater10101513310320+1134

SPECIAL RULES:

  • Black Lotus-Eaters are Immune to Panic and Fear.
  • Black Lotus-Eaters are Immune to all harmful Black Lotus Magic.
  • Black Lotus-Eaters may purchase spells from the Black Lotus Spell List.
  • Only 1 Lotus Eater may be purchased for every 1000 points. Example: An army of between 1 and 1000 points may include 1 Black Lotus Eater. An army of between 1001 and 2000 points may include 2 Black Lotus-Eaters. Etc....

EQUIPMENT: The Black Lotus-Eaters are armed with a Longsword and a Staff of channeling. The staff channels the power gained from the Lotus Flower they consume, and is used in Close Combat. (sic: printed as "is used in Close Combat"; the other Lotus-Eater entries say "is not used".)

STRUCTURE: Individual

Obsidian Guard

ModelCCMWPWLDACWSTMVADEFSCOST
Obsidian Guard1510-17334326-2274

SPECIAL RULES:

  • The Obsidian Guard is Immune to Panic and Fear.
  • The Obsidian Guard has the Berserk Special Ability.

EQUIPMENT: The Obsidian Guard are armed with Two-Handed Runeswords.

STRUCTURE: Individual

Dragonskull Warriors

ModelCCMWPWLDACWSTMVADEFSCOST
Dragonskull Warrior1410-15212324-1144
Dragonskull Leader1510-162

SPECIAL RULES:

  • Dragonskull Warriors cause Fear to any Unit they charge, unless the charged Unit makes a successful Morale Test.
  • Dragonskull Warriors have the Berserk Special Ability.

EQUIPMENT: The Dragonskull Warriors and Leaders are armed with Two-handed Dragonbone Swords.

STRUCTURE (Warband): 4 Dragonskull Warriors; 1 Dragonskull Leader.

Elven Armory

WeaponTypeCRMXRMDAM
Sundisk DaggerSingle Handed WeaponCC--5
ShortswordSingle Handed WeaponCC--6
HandaxeSingle Handed WeaponCC--7
LongswordSingle Handed WeaponCC--9
  • Sword of the Phoenix: The Keeper of the Flame can spend one Action heating the sword to even greater intensity before striking her opponent. The Damage of the blade will then be 15, but only for the next successful hit delivered.
  • Black Hammer: This weapon automatically causes 2 Wounds on a successful hit, if the target fails its Armor roll.
  • Runesword: This weapon automatically causes 2 Wounds on a successful hit if the target fails its Armor roll.

Standards

  • AXEMEN STANDARD: When a Warband is equipped with this Standard all members in the Warband are Immune to Fear.
  • SPEARMEN STANDARD: When the Warband is equipped with this Standard all Members in the Warband receive +1 to CC.
  • LOTUS GUARD STANDARD: When the Warband is equipped with this Standard all members of the Warband cause Fear.

Lotus-Eater Spells

Silver-Lotus Spells

Summon Ice Warriors
  • Cost: 70; Range: Summon; Level: 3; Actions: 2; Save: N/A
  • Effect: When this spell is successfully cast a Warband of Ice Warriors are Summoned to the battlefield.
ModelCCMWPWLDACWSTMVADEFS
Ice Warrior1410-10214320-11
Ice Warrior Leader1510-11214

SPECIAL RULES:

  • Ice Warriors are Immune to all Silver Lotus Magic.
  • Ice Warriors are Immune to Panic and Fear.
  • When Ice Warriors are hit by any Fire based attack, add a multiplier of (x1) to the weapon hitting them. Example - If the Damage is 13 it would be a 13(x2), if the Damage was 13(x2) it is now a 13(x3) etc...
  • Ice Warriors are Immune to Cold based attacks.

EQUIPMENT: Ice Warriors and Leader are armed with Ice Swords and Shields.

STRUCTURE (Warband): 4 Ice Warriors; 1 Ice Warrior Leader.

Icewall
  • Cost: 15; Range: LOS; Level: 4; Actions: 1; Save: N/A
  • Effect: When this spell is successfully cast the caster may conjure an Icewall anywhere within LOS. The Ice Wall is considered Impassable terrain (See template). The Ice Wall is a feature that will remain until it is destroyed. It has an Armor of 26 and 3 Wounds. Roll to hit, using your Close Combat as usual, and subtract your weapon's Damage from the Wall's Armor, to see if you inflict a 'Wound'. When the Ice Wall's Wounds reach 0 it is removed from the board. You may charge the Wall with the usual bonus. The player who cast the spell gets to make the Wall's Armor roll. The Ice Wall blocks Line of Sight. This spell does not count as a Cold based attack.
Blizzard
  • Cost: 10; Range: LOS; Level: 2; Actions: 2; Save: N/A
  • Effect: The caster may cast this spell on any Unit. However if casting it on a Warband they must have LOS to the Warband's Leader. It causes the affected Unit to be surrounded by a Blizzard (If the Troops move the Blizzard moves with them). The Blizzard blocks Line of Sight for missile fire. The unit can not fire out or be fired upon. It also reduces the target's Actions by 1. However it does not interfere with Close Combat. The Blizzard remains until the start of the Caster's next turn at which time it fades away. Fire based spells will not work in a Blizzard. This spell does not count as a Cold based attack.
Freeze
  • Cost: 25; Range: LOS; Level: 5; Actions: 3; Save: YES
  • Effect: Freeze can be cast on any Unit. To cast this spell on a Warband the caster must have Line of Sight to the Warband's Leader. If the target Unit fails its save, it is frozen in a layer of ice. The next time the Frozen Unit is activated the Individual or the model in the Warband with the highest strength, must use an Action to make a Strength test against the Freeze. The Freeze is said to have a strength of 12 so the Individual or specific model must roll 12 or over to break free. Remember to add the model's Strength to the roll. If they fail to break free, after 3 attempts, the Individual or all members of the Warband Freeze to death the models are removed from the board. This is a Cold based attack.

Blue-Lotus Spells

Ethereal Dragon
  • Cost: 13; Range: LOS; Level: 3; Actions: 2; Save: N/A
  • Effect: This can be cast on any Unit in Line of Sight (including the caster). The affected Unit is totally protected from missile fire, until the next time they are activated.
Wind Blast
  • Cost: 8; Range: LOS; Level: 2; Actions: 1; Save: YES
  • Effect: When cast at an enemy Unit they must make a successful save or be pushed back 4 inches, in a straight line away from the caster. Models can NOT be pushed off the battlefield using this spell, but they can be pushed into harmful or troublesome terrain like a Lavapool for instance.
Tempest
  • Cost: 14; Range: LOS; Level: 3; Actions: 3; Save: Yes
  • Effect: This spell may be cast on any Unit within Line of Sight. If the affected Unit fails its save then the Tempest picks them up and deposits them somewhere else. Place the deviation template over the Individual or the Leader of the target Warband, with the 1 facing directly away from the caster. Now follow the rules for Deviation. The Individual is then placed in the new location. However, this can not be in base-to-base contact with enemy models. When an entire Warband has been displaced the Leader is placed in the new location and the caster and victim take turns (with the victim going first) placing the rest of the Warband. Models can be placed anywhere so long as they are within 8 inches of the Leader. If any model is then out of Command Distance it must use all available Actions to get back into Command Distance.
Sky Chariot
  • Cost: 8; Range: Any Unit within 10 inches; Level: 2; Actions: 3; Save: Yes
  • Effect: When the Sky Chariot is cast on a friendly Unit they may immediately move up to 15 inches in any direction without using their Actions (this does not have to be in a straight line). There are NO movement penalties concerning terrain or enemy models when moving with the Sky Chariot. However, troops may not be moved directly into or out of Close Combat. Models in base-to-base contact with enemy models, when the caster tries to move their Unit away, must remain where they are. Such models may only make Break Away attempts until they are out of CC, at which point they must use all available Actions to Move back into Command Distance. Troops being moved, are considered to be making a Visible Action for the purpose of enemy troops on Wait and may be fired upon before they reach their destination.

Black-Lotus Spells

Summon Adamantite Golem
  • Cost: 50; Range: Summon; Level: 4; Actions: 3; Save: N/A
  • Effect: When this spell is successfully cast a great Adamantite Golem is Summoned to the battlefield.
ModelCCMWPWLDACWSTMVADEFS
Adamantite Golem1610-13334426-22

SPECIAL RULES:

  • The Adamantite Golem is Immune to both Panic and Fear.
  • Due to the Adamantite Golem's rock-like skin, Damage from all weapons is reduced by 2.

EQUIPMENT: The Adamantite Golem is armed with The Black Hammer.

STRUCTURE: Individual

Chasm
  • Cost: 35; Range: LOS; Level: 5; Actions: 3; Save: Detailed below
  • Effect: When the spell is successfully cast a great rift opens in the earth. The caster chooses where and how to place the Chasm so long as both ends of the template are within Line of Sight. Any model, even partially touched, by the template must roll equal to or under their LD stat or fall into the Chasm. All such models are removed from the board. If they make their save they are placed at the edge of the template, closest to their original position. They have managed to leap to safety. The Chasm closes after all the affected models have made their LD test.
Stone Shield
  • Cost: 5; Range: Any Friendly model within 15 inches; Level: 1; Actions: 3; Save: N/A
  • Effect: Casting this spell on a model gives the target a bonus of +2 to its Armor for the rest of the game (To a max of 30). This spell may only be cast on the same model once per game. Indicate the model with the Shield on its record sheet.
Rock Outcrops
  • Cost: 10; Range: LOS; Level: 4; Actions: 2; Save: N/A
  • Effect: When this spell is cast a Rock Outcrop rises up from the earth. Use the Rock Outcrop template. The Rock Outcrop stays for the rest of the battle. It is now a permanent piece of terrain.
Summon Crusher
  • Cost: 30; Range: SUMMONED; Level: 5; Actions: 3; Save: N/A
  • Effect: When this spell is cast a Crusher is Summoned to the battlefield.
ModelCCMWPWLDACWSTMVADEFS
Crusher1013-12113-20(none printed)2

SPECIAL RULES:

  • Crushers are Immune to Panic and Fear.
  • Crushers are Immune to ALL magic.
  • The Crusher cannot move from his Summoned position but he has a 360 degree firing arc.

EQUIPMENT: The Crusher is armed with Boulders, Dam 13. The Crusher must have Line of Sight to its target. When throwing boulder, center the boulder template over your intended target then roll to hit. If successful all models even partially touched by the template are hit. If the Crusher misses follow the rules for Deviation. The Crusher can throw the boulders up to a maximum range of 30 inches and a minimum range of 10.

STRUCTURE: Individual

Red Lotus Spells

Summon Daughters of the Phoenix
  • Cost: 40; Range: SUMMON; Level: 4; Actions: 2; Save: N/A
  • Effect: When this spell is successfully cast a Daughter of the Phoenix is Summoned to the battlefield.
ModelCCMWPWLDACWSTMVADEFS
Daughter of the Phoenix1610-14323422-21

SPECIAL RULES:

  • Daughters of the Phoenix are Immune to Panic and Fear.
  • Daughters of the Phoenix are Immune to all Fire based attacks.
  • Daughters of the Phoenix are Immune to all Red Lotus Magic.
  • Once per turn by spending one Action Daughters of the Phoenix may move 10 inches, due to their limited flight ability.

EQUIPMENT: Daughters of the Phoenix are armed with a Sword of the Phoenix and a Shield.

STRUCTURE: Individual

Fireball
  • Cost: 10; Range: 20 inches; Level: 5; Actions: 1; Save: Detailed below
  • Effect: When this spell is successfully cast a ball of fire explodes from the caster and strikes any model in a straight line up to 20 inches away. The Damage of the Fireball is 12. If a model is struck by the Fireball and fails its Armor roll it takes a Wound. If the model fails its Armor roll and has more than one Wound, it must continue to make Armor rolls for each of its Wounds until it saves or dies. This shows that the model has caught fire and will burn until the flames go out. This is a Fire based spell.
Lavapool
  • Cost: 5; Range: Within 20 inches of Caster and in LOS; Level: 2; Actions: 2; Save: N/A
  • Effect: When this spell is successfully cast a Lavapool bursts open in the ground. If any model enters or tries to cross the Lavapool they will take a Damage 14 hit. This may not be cast directly beneath a model. This is a Fire based attack and a permanent piece of terrain.
Ring of Fire
  • Cost: 15; Range: Up to 15 inches from Caster; Level: 3; Actions: 2; Save: N/A
  • Effect: When this spell is successfully cast, a Ring of Fire is formed around the targeted area or model. Place the template around the target area or model. The Ring of Fire does not block Line of Sight but there is a 2 MW penalty when firing out from within it or at a model inside it. If a Model wishes to pass through the ring it takes a Damage 12 hit. If the Armor roll fails it takes a Wound. If the model fails its Armor roll and has more than one Wound it must continue to make Armor rolls for each of its Wounds until it saves or dies, this shows that the model has caught fire and will burn until the flames go out. If models are caught in the flames when the template is placed, they must use their next available Action to move out of the flames and make Armor rolls as described above. This is a Fire based attack.
Summon Fire Demons
  • Cost: 55; Range: SUMMON; Level: 5; Actions: 2; Save: N/A
  • Effect: When this spell is successfully cast you summon a Warband of Fire Demons to the battlefield.
ModelCCMWPWLDACWSTMVADEFS
Fire Demon13--10212515-11

SPECIAL RULES:

  • Fire Demons are Immune to Panic and Fear.
  • Fire Demons are Immune to all Fire based attacks.
  • Fire Demons are Immune to a Red Lotus Magic. (sic)

EQUIPMENT: The Fire Demons are armed with Claws, Damage 12 Fire based attack.

STRUCTURE (Warband): 4 Fire Demons

Dwarven Army List

You may purchase models from any Clan for you Dwarven Army and have any combination of Clans.

Vulture Clan

The Vulture Legion

ModelCCMWPWLDACWSTMVADEFSCOST
Vulture Legion Swordsman1410-14211223-1131
Swordsman Legion Leader1510-15

SPECIAL RULES:

  • All Vulture Legion Gauntlets have the Secondary Attack Special Ability.
  • You may mix Vulture Legion Gauntlets and Vulture Legion Swordsmen in the same Warband.

EQUIPMENT: Vulture Legion Swordsmen are armed with Bastard Swords and Shields. Vulture Legion Gauntlets are armed with Bastard Swords and Brawling Gauntlets. The Vulture Legion Standard is armed with a Bastard Sword and carries the Vulture Legion Standard.

STRUCTURE (Warband): 4 to 8 Vulture Legion Troops (Swordsman or Gauntlets); 1 Vulture Legion Leader (Swordsman or Gauntlets); Up to 1 Vulture Legion Standard.

Vulture Crossbowmen

ModelCCMWPWLDACWSTMVADEFSCOST
Vulture Crossbowman1313-13211222-1139

SPECIAL RULES:

  • Vulture Crossbowmen are Immune to Panic.

EQUIPMENT: Vulture Crossbowmen are armed with Heavy Crossbows and Bastard Swords.

STRUCTURE (Warband): 4 Vulture Crossbowmen

Vulture Mallet Warriors

ModelCCMWPWLDACWSTMVADEFSCOST
Mallet Warrior1210-122122230130

SPECIAL RULES:

  • The Vulture Mallet Warriors have the Killing Stroke Special Ability.

EQUIPMENT: Vulture Mallet Warriors are armed with War Mallets.

STRUCTURE (Warband): 4 to 8 Vulture Mallet Warriors

Vulture Marksmen

ModelCCMWPWLDACWSTMVADEFSCOST
Vulture Marksman1315-15311322-1159

SPECIAL RULES:

  • The Vulture Marksmen have the Eagle Eye Special Ability.
  • The Vulture Marksmen have the Hide Special Ability.

EQUIPMENT: Vulture Marksmen are armed with a Heavy Crossbow and a Bastard Sword.

STRUCTURE: Individual

Vulture Blood Totem

ModelCCMWPWLDACWSTMVADEFSCOST
Vulture Totem1510-13331421-2265

SPECIAL RULES:

  • The Vulture Blood Totem is Immune to Panic and Fear.
  • The Vulture Blood Totem has the Leap Special Ability.
  • For every 'attack' Action spent in Close Combat the Totem gets 3 attacks (1 Beak and 2 Leg attacks).

EQUIPMENT: The Vulture Blood Totem has a Bladed Beak, Damage 11, and Bladed Leg Greaves, Damage 13.

STRUCTURE: Individual. You must have a Keeper to purchase the Vulture Blood Totem.

The Dark-Tusks

The Dark-Tusk Legion

ModelCCMWPWLDACWSTMVADEFSCOST
Dark-Tusk Legion Swordsman1410-13212224-1137
Dark-Tusk Legion Leader1510-14

SPECIAL RULES:

  • The Dark-Tusk Legion are Immune to Fear.
  • All Dark-Tusk Gauntlets have the Secondary Attack Special Ability.
  • When the Dark-Tusk Legion charges into Close Combat they get a special Tusk attack in addition to their normal bonus for charging. This does not count as a Secondary Attack in Close Combat, only as a bonus when charging. The Tusk damage is DAM 10 (no Strength Modifier is added).
  • You may mix Dark-Tusk Gauntlets and Dark-Tusk Swordsmen in the same Warband.

EQUIPMENT: Dark-Tusk Swordsmen are armed with Bastard Swords and Shields. Dark-Tusk Gauntlets are armed with Bastard Swords and Brawling Gauntlets. The Dark-Tusk Standard Bearer is armed with a Bastard Sword and carries the Dark-Tusk Legion Standard.

STRUCTURE (Warband): 4 Dark-Tusk (Swordsmen or Gauntlets); 1 Dark-Tusk Leader (Swordsman or Gauntlet); Up to 1 Dark-Tusk Standard Bearer.

Dark-Star Warriors

ModelCCMWPWLDACWSTMVADEFSCOST
Dark-Star Warrior1410-12212225-1127

SPECIAL RULES:

  • When the Dark-Star Warriors charge into Close Combat they get a special Tusk attack in addition to their normal bonus for charging. This does not count as a secondary attack in CC, only as a special attack when charging. The Tusk Damage is 10 (no Strength Modifier is added).

EQUIPMENT: All Dark-Star Warriors are armed with Two-Handed Morning Stars.

STRUCTURE (Warband): 4 Dark-Star Warriors

Dark-Axe Warriors

ModelCCMWPWLDACWSTMVADEFSCOST
Dark-Axe Warrior1210-122122250132

SPECIAL RULES:

  • The Dark-Axe Warriors have the Berserk Special Ability.
  • When the Dark-Axe Warriors charge into Close Combat they get a special Tusk attack in addition to their normal bonus for charging. This does not count as a secondary attack in CC, only as a special attack when charging. The Tusk Damage is 10 (no Strength Modifier is added).

EQUIPMENT: All Dark-Axe Warriors are armed with Pick Axes.

STRUCTURE (Warband): 4 to 8 Dark-Axe warriors

Dark-Tusk Hero

ModelCCMWPWLDACWSTMVADEFSCOST
Dark-Tusk Hero1610-15332325-2179

SPECIAL RULES:

  • The Dark-Tusk Hero is Immune to Panic and Fear.
  • The Dark-Tusk Hero has the Berserk Special Ability.
  • When the Dark-Tusk Hero charges into Close Combat he gets a special Tusk attack in addition to his normal bonus for charging. This does not count as a Secondary Attack in Close Combat, only as a special attack when charging. The Tusk Damage is 10 (no Strength Modifier is added).

EQUIPMENT: The Dark-Tusk Hero is armed with a Boar-Headed Pick Axe.

STRUCTURE: Individual

Dark-Tusk Blood Totem

ModelCCMWPWLDACWSTMVADEFSCOST
Dark-Tusk Totem1510-12444326-2386

SPECIAL RULES:

  • The Dark-Tusk Blood Totem is Immune to Panic and Fear.
  • The Dark-Tusk Blood Totem has the Killing Stroke Special Ability.
  • The Dark-Tusk Blood Totem has the Berserk Special Ability.

EQUIPMENT: The Dark-Tusk Blood Totem uses its Tusks to gore its enemies. The Tusk Damage is 15.

STRUCTURE: Individual. You must have a Keeper to purchase the Dark-Tusk Blood Totem.

Blood-Bone

The Blood-Bone Legion

ModelCCMWPWLDACWSTMVADEFSCOST
Blood-Bone Legion Clawsman1210-10213322-1130
Blood-Bone Legion Clawsman Leader1310-11

SPECIAL RULES:

  • All Blood-Bone Gauntlets have the Secondary Attack Special Ability.
  • You may mix Blood-Bone Gauntlets and Blood-Bone Clawsmen in the same Warband.

EQUIPMENT: Blood-Bone Clawsmen are armed with Ripper Claws and Shields. Blood-Bone Gauntlets are armed with Ripper Claws and Brawling Gauntlets. The Blood-Bone Standard Bearer is armed with Ripper Claws and carries the Blood-Bone Standard.

STRUCTURE (Warband): 4 to 8 Blood-Bone (Clawsmen or Gauntlets); 1 Blood-Bone Leader (Clawsman or Gauntlet); Up to 1 Blood-Bone Legion Standard Bearer.

Blood-Bone Axemen

ModelCCMWPWLDACWSTMVADEFSCOST
Blood-Bone Axeman1110-16213322-1138
Blood-Bone Axeman Leader1210-17

SPECIAL RULES:

  • Blood-Bone Axemen are Immune to Panic.

EQUIPMENT: The Blood-Bone Axemen are armed with an Axe and Shield.

STRUCTURE (Warband): 4 to 8 Blood-Bone Axemen; 1 Blood-Bone Leader.

Blood-Bone Flayers

ModelCCMWPWLDACWSTMVADEFSCOST
Blood-Bone Flayer1510-11313222-2129
Blood-Bone Flayer Leader1610-12

SPECIAL RULES: None

EQUIPMENT: The Blood-Bone Flayers and Leader are armed with Ripper Claws and a Shield.

STRUCTURE (Warband): 4 Blood-Bone Flayers; 1 Blood-Bone Leader.

Mauler

ModelCCMWPWLDACWSTMVADEFSCOST
Mauler1710-15333324-3174

SPECIAL RULES:

  • The Mauler is Immune to Panic and Fear.
  • The Mauler has the Secondary Attack Special Ability.

EQUIPMENT: The Mauler is armed with two Ripper Claws.

STRUCTURE: Individual

Blood-Bone Totem

ModelCCMWPWLDACWSTMVADEFSCOST
Blood-Bone Totem1610-14436323-2290

SPECIAL RULES:

  • The Blood-Bone Totem is Immune to Panic and Fear.
  • The Blood-Bone Totem causes Fear.
  • The Blood-Bone Totem has a special Bear Hug attack, if it spends an Action while in CC and rolls equal to or under its CC on a d20, it performs the Bear Hug successfully. Once it takes hold, the Blood Totem may spend an Action to 'crush' its opponent. When this is done the Blood Totem and its victim make a strength test. Each player rolls a d20 and adds its strength. The model with the higher score wins. If the Blood Totem wins it inflicts a Wound on the victim, if the victim wins, no Wound occurs. An enemy model in a Bear Hug may do nothing other than attempt to Break Away. However, if he Breaks Away successfully the captive model simply escapes the Blood Totem's clutches. It remains in CC and must make a further Break Away attempt if it wishes to move away.

EQUIPMENT: Apart from its Hug, the Blood-Bone Totem's only weapons are its claws and teeth. It can Bite, Damage 17 (a Strength Modifier is not added to this attack). OR By using its claws, it gets 2 attacks with each CC Action, at Damage 6 (a Strength Modifier is added to this attack).

STRUCTURE: Individual. You must have a Keeper to purchase the Blood-Bone Totem.

The Horned Ones

Legion of the Horned Ones

ModelCCMWPWLDACWSTMVADEFSCOST
Legion of the Horned Ones Swordsman1310-132122241 (as printed)134
Legion of the Horned Ones Swordsman Leader1410-14

SPECIAL RULES:

  • All the Horned Legion Gauntlets have the Secondary Attack Special Ability.
  • You may mix Horned Legion Gauntlets and Horned Legion Swordsmen in the same Warband.
  • The Horned Legion have the Ram Attack Special Ability, Dam 8.

EQUIPMENT: Horned Legion Swordsmen are armed with Bastard Swords and Shields. Horned Legion Gauntlets are armed with Bastard Swords and Brawling Gauntlets. The Horned Legion Standard is armed with a Bastard Sword and carries the Standard of The Horned Ones.

STRUCTURE (Warband): 4 to 8 Horned Legion (Swordsmen or Gauntlets); 1 Horned Legion Leader (Swordsmen or Gauntlets); Up to 1 Horned Legion Standard Bearer.

Horned Ones Spearmen

ModelCCMWPWLDACWSTMVADEFSCOST
Horned Ones Spearman1410-13312222-1143

SPECIAL RULES:

  • Horned Ones Spearmen have the Brace Special Ability.
  • Horned Ones Spearmen have the Group Attack Special Ability.
  • Horned Ones Spearmen have the Ram Attack Special Ability, Dam 8.

EQUIPMENT: All Horned Ones Spearmen are armed with Spears.

STRUCTURE (Warband): 4 to 8 Horned Ones Spearmen; 1 Horned Ones Spearmen Leader.

Axe-Horn Warriors

ModelCCMWPWLDACWSTMVADEFSCOST
Axe-Horn Warrior1510-12311320-2145
Axe-Horn Leader1610-133

SPECIAL RULES:

  • Axe-Horn Warriors have the Secondary Attack Special Ability.
  • Axe-Horn Warriors have the Ram Attack Special Ability, Dam 8.

EQUIPMENT: The Axe-Horn Warriors are armed with two Axes.

STRUCTURE (Warband): 4 to 8 Axe-Horn Warriors; 1 Axe-Horn Leader.

Horn-Skull Champions

ModelCCMWPWLDACWSTMVADEFSCOST
Horn-Skull Champion1610-14332324-2180

SPECIAL RULES:

  • The Horn-Skull Champion is Immune to Panic and Fear.
  • The Horn-Skull Champion has the Ram Attack Special Ability, Dam 8.
  • The Horn-Skull Champion has the Berserk Special Ability.

EQUIPMENT: The Horn-Skull Champion is armed with a Clawed Halberd.

STRUCTURE: Individual

Blood Totem of the Horned Ones

ModelCCMWPWLDACWSTMVADEFSCOST
Horned Ones Totem1710-16344325-3295

SPECIAL RULES:

  • The Blood Totem of the Horned Ones causes Fear.
  • The Blood Totem of the Horned Ones is Immune to Panic and Fear.
  • The Blood Totem of the Horned Ones has the Berserk Special Ability.
  • The Blood Totem of the Horned Ones has the Ram Attack Special Ability, Dam 8.

EQUIPMENT: The Blood Totem of the Horned Ones is armed with a Ram Skull Mace.

STRUCTURE: Individual. You must have a Keeper to purchase the Blood Totem of the Horned Ones.

Wolf

The Wolf Legion

ModelCCMWPWLDACWSTMVADEFSCOST
Wolf Legion Swordsman1210-162113210129
Wolf Legion Swordsman Leader1310-17

SPECIAL RULES:

  • All Wolf Legion Gauntlets have the Secondary Attack Special Ability.
  • You may mix Wolf Legion Gauntlets and Wolf Legion Swordsman in the same Warband.

EQUIPMENT: Wolf Legion Swordsman and Leaders are armed with Bastard Swords and Shields. Wolf Legion Gauntlets are armed with Bastard Swords and Brawling Gauntlets. The Wolf Legion Standard Bearer is armed with a Bastard Sword and carries the Wolf Legion Standard.

STRUCTURE (Warband): 8 to 12 Wolf Legion (Swordsman or Gauntlet); 1 Wolf Legion Leader (Swordsman or Gauntlet); Up to 1 Wolf Legion Standard Bearer.

Wolven Axe Warriors

ModelCCMWPWLDACWSTMVADEFSCOST
Wolven Axe Warrior1310-15213322-1145
Wolven Axe Leader1410-162

SPECIAL RULES:

  • Wolven Axe Warriors have the Group Attack Special Ability.
  • Wolven Axe Warriors have the Berserk Special Ability.

EQUIPMENT: Wolven Axe Warriors and Leaders are armed with Battle Axes.

STRUCTURE (Warband): 4 Wolven Axe Warriors; 1 Wolven Axe Warrior Leader.

Wolven Scout Pack

ModelCCMWPWLDACWSTMVADEFSCOST
Wolven Scout Warrior1313-13311320-1159
Wolven Scout Leader1414-14

SPECIAL RULES:

  • The Wolven Scout Pack have the Secondary Attack Special Ability.
  • The Wolven Scout Pack have the Hide Special Ability.
  • The Wolven Scout Pack have the Stealth Special Ability.
  • Howl - To perform the Howl all members must spend their first Action to Howl. Any enemy models within 15 inches of the Scout Pack's Leader must make a Morale Test to resist the effects of Fear. (Only one model from an enemy Warband need be within 15 inches of the Pack Leader for the entire Warband to be affected). The Scout Pack may remain Hidden and perform this Action, but anyone trying to spot them gets a +4 during the turn in which the Pack Howled.

EQUIPMENT: All Members of the Wolven Scout Pack are armed with Hand Crossbows and an Axe.

STRUCTURE (Warband): 4 Wolven Scout Pack Warriors; 1 Wolven Scout Pack Leader.

Scavenger

ModelCCMWPWLDACWSTMVADEFSCOST
Scavenger1515-15322322-2172

SPECIAL RULES:

  • The Scavenger has the Hide Special Ability.
  • The Scavenger has the Stealth Special Ability.
  • The Scavenger has the Secondary Attack Special Ability.
  • The Scavenger is Immune to Panic and Fear.

EQUIPMENT: The Scavenger is armed with a Hand Crossbow and an Axe.

STRUCTURE: Individual

Wolven Blood Totem

ModelCCMWPWLDACWSTMVADEFSCOST
Wolven Totem1510-14432421-2285

SPECIAL RULES:

  • The Wolven Blood Totem is Immune to Panic and Fear.
  • The Wolven Blood Totem causes Fear.
  • The Wolven Blood Totem has the Leap Special Ability.
  • The Wolven Blood Totem has two heads and may attack with both of them with one Action.
  • If a model takes a Wound from a Wolven Blood Totem they must make a second Armor roll to see if the Totem's Acid Saliva has eaten through their armor and into their flesh. If the additional Armor roll is failed then they take another Wound.

EQUIPMENT: The Wolven Blood Totem's only weapons are its teeth and its Acid Saliva. Both its teeth and its Acid Saliva are Damage 11 (no Strength Modifier is added to either attack).

STRUCTURE: Individual. You must have a Keeper to purchase the Wolven Blood Totem.

Keeper

All Dwarven Clans have Keepers, they are defined by the Clan you choose to play.

ModelCCMWPWLDACWSTMVADEFSCOST
Dwarven Keeper1410-17333225-1177

SPECIAL RULES:

  • You must state which Clan the Keeper is from. Once stated you may purchase as many Blood Totems from that Clan as you like so long as you follow the restrictions for purchasing Individuals.
  • Keepers have the Secondary Attack Ability.
  • If a Keeper spends all 3 of his Actions he may transform into the Blood Totem of his Clan. He will remain this way for two complete turns before reverting back to his normal self. While transformed he is treated as a Blood Totem, with all the relevant stats and Special Abilities. At the beginning of the third turn he transforms back into the Keeper, and may start his turn as normal. If the Keeper takes more Wounds, when in Blood Totem form, than he has as a Keeper, he will die when he transforms back into the Keeper!
  • A Keeper may spend 1 Action per turn and try to unsettle any Mounted model within LOS. When the Keeper attempts this, the target must make a successful Leadership test or go out of control. When the target is next activated he must use his Actions making Leadership tests to try and regain control. Each Leadership test counts as an Action. All he can do is make Leadership tests until he makes a successful roll. Once he makes a successful Leadership test he is back in control and may act as normal with any remaining Actions. This does not work on Undead Knights.

EQUIPMENT: The Keeper is armed with a Goading Spear and a Bastard Sword.

STRUCTURE: Individual

Dwarf Armory

WeaponTypeCRMXRMDAM
Hand AxeSingle Handed WeaponCC--7
Brawling GauntletSingle Handed WeaponCC--5
AxeSingle Handed WeaponCC--7(x2)
Ripper ClawSingle Handed WeaponCC--6(x2)

Dwarven Standards

  • VULTURE LEGION STANDARD: This Standard gives all models in the Warband +1 to their LD.
  • DARK-TUSK LEGION STANDARD: This standard Causes Fear to all enemy Units within 6 inches and LOS of the Standard.
  • BLOOD-BONE LEGION STANDARD: This Standard makes all members in the Warband Immune to Fear.
  • WOLF LEGION STANDARD: This Standard makes all models in the Warband Immune to Panic.
  • THE HORNED ONES LEGION STANDARD: This Standard gives all models in the Warband +1 to their CC.

Blackblood Army List

Orc Swordsmen

ModelCCMWPWLDACWSTMVADEFSCOST
Orc Swordsman1210-112113200122
Orc Swordsman Leader1310-122

SPECIAL RULES: None

EQUIPMENT: Orc Swordsmen and Leaders are armed with Falchions and Shields. Orc Greatswordsmen are armed with a Two-Handed Falchion. Orc Swordsman Standard Bearers are armed with a Falchion, Shield and carry the Orc Swordsman Standard.

STRUCTURE (Warband): 4 to 8 Orc Swordsmen; 1 Orc Swordsman Leader; Up to 2 Orc Greatswordsmen*; Up to 1 Orc Swordsman Standard Bearer. * You may purchase one for every 4 Orc Swordsmen you have in your Warband.

Orc Archers

ModelCCMWPWLDACWSTMVADEFSCOST
Orc Archer1212-132113180135
Orc Archer Leader1313-142

SPECIAL RULES:

  • Orc Archers have the Hail of Arrows Special Ability.

EQUIPMENT: Orc Archers and Leaders are armed with Composite Bows and Maces.

STRUCTURE (Warband): 4 to 8 Orc Archers; 1 Orc Archer Leader.

Orc Assault Warriors

ModelCCMWPWLDACWSTMVADEFSCOST
Orc Assault Warrior1513-14212322-2155
Orc Assault Leader1613-152

SPECIAL RULES:

  • Orc Assault Warriors are Immune to Panic and Fear.

EQUIPMENT: Orc Assault Warriors are armed with a Spear, Shield, and a Composite Bow. Orc Assault Warrior Leaders are armed with a Falchion, Shield, and a Composite Bow. Orc Assault Warrior Standard Bearers are armed with a Spear, a Shield, and a Composite Bow. This particular Spear is mounted with the Orc Assault Warrior Standard.

STRUCTURE (Warband): 4 to 8 Orc Assault Warriors; 1 Orc Assault Warrior Leader; Up to 1 Orc Assault Warrior Standard Bearer.

Goblin Swordmasters

ModelCCMWPWLDACWSTMVADEFSCOST
Goblin Swordmaster1410-13310319-2130
Goblin Swordmaster Leader1510-14

SPECIAL RULES:

  • Goblin Swordmasters have the Secondary Attack Special Ability.

EQUIPMENT: Goblin Swordmasters and Leaders are armed with two Scimitars.

STRUCTURE: Warband: 4 to 8 Goblin Swordmasters; 1 Goblin Swordmaster Leader. OR 1 Goblin Swordmaster Leader as an Individual.

Goblin Archers

ModelCCMWPWLDACWSTMVADEFSCOST
Goblin Archer1010-11210316+119
Goblin Archer Leader1011-122

SPECIAL RULES: None

EQUIPMENT: Goblin Archers and Leaders are armed with Shortbows and Daggers.

STRUCTURE (Warband): 4 to 8 Goblin Archers; 1 Goblin Archer Leader.

Goblin Spearmen

ModelCCMWPWLDACWSTMVADEFSCOST
Goblin Spearman1210-112103170116
Goblin Spearman Leader1311-122

SPECIAL RULES:

  • Goblin Spearmen have the Group Attack Special Ability.

EQUIPMENT: Goblin Spearmen and Leaders are armed with Spears.

STRUCTURE (Warband): 6 to 12 Goblin Spearmen; 1 Goblin Spearman Leader.

Ogre Heavy Infantry

ModelCCMWPWLDACWSTMVADEFSCOST
Ogre Heavy Infantry1410-14213325-1239
Ogre Heavy Infantry Leader1510-15

SPECIAL RULES:

  • Ogre Heavy Infantry Swordmasters have the Secondary Attack Special Ability.

EQUIPMENT: Ogre Heavy Infantry and Leaders are armed with a Falchion and a Shield. Ogre Heavy Infantry Swordmasters are armed with two Falchions. Ogre Heavy Infantry Standard Bearers are armed with a Falchion, a Shield and carry the Ogre Infantry Standard.

STRUCTURE (Warband): 2 to 4 Ogre Heavy Infantry; 1 Ogre Leader; Up to 1 Ogre Swordmaster*; Up to 1 Ogre Standard Bearer. * You must have at least 4 Infantry to purchase a Swordmaster.

Ogre Elite Guard

ModelCCMWPWLDACWSTMVADEFSCOST
Ogre Elite Guard1510-15224323-1254
Ogre Elite Guard Leader1610-16

SPECIAL RULES:

  • Ogre Elite Guard have the Feint Special Ability.
  • Ogre Elite Guard are Immune to Panic.

EQUIPMENT: Ogre Elite Guard and Leader are armed with a Two-Handed Falchion.

STRUCTURE (Warband): 2 to 4 Ogre Elite Guards; 1 Ogre Elite Leader.

Trolls

ModelCCMWPWLDACWSTMVADEFSCOST
Troll1614-14224424-3290

SPECIAL RULES:

  • Trolls are Immune to Panic and Fear.
  • The Troll makes two normal attacks and two Secondary Attacks with each Close Combat Action. You must state before you attack which will be the Primary and Secondary Attack. If he is armed with the Net he makes two normal attacks but only 1 Secondary Attack. The Net cannot be used in CC. See the description in the Armory List.

EQUIPMENT: Trolls are armed with either: 1) 2 Gauntlet Scythes, a Falchion and a Net. OR 2) 2 Gauntlet Scythes and a Two-Handed Falchion.

STRUCTURE: Individual

Orc Kutara

ModelCCMWPWLDACWSTMVADEFSCOST
Orc Kutara Lancer1510-15223623-2286

SPECIAL RULES:

  • Orc Kutaras are Mounted Troops.
  • Orc Kutaras have a Bite attack, Damage 9.
  • Orc Kutaras have the Leap Special Ability.

EQUIPMENT: Orc Kutaras are armed with a Lance, Falchion, and Shield.

STRUCTURE: Individual

Goblin Ripper Beasts

ModelCCMWPWLDACWSTMVADEFSCOST
Goblin Ripper Beast Archer1013-12221619+1157
Goblin Ripper Beast Lancer1310-12

SPECIAL RULES:

  • Goblin Ripper Beasts are Mounted Troops.
  • Goblin Ripper Beasts have a Beak attack, Damage 7.
  • Goblin Ripper Beasts have the Leap Special Ability.

EQUIPMENT: Goblin Ripper Beast Archers are armed with a Bow and a Scimitar. Goblin Ripper Beast Lancers are armed with a Lance and a Scimitar.

STRUCTURE: Warband: 2 to 4 Goblin Ripper Beast Archers, OR Individual. Warband: 2 to 4 Ripper Beasts Lancers, OR Individual.

Deathseekers

ModelCCMWPWLDACWSTMVADEFSCOST
Ogre Deathseeker1610-16323324-3273
Troll Deathseeker1710-153

SPECIAL RULES:

Deathseeker Ogre

  • Deathseeker Ogres are Immune to Panic and Fear.
  • Deathseeker Ogres have the Berserk Special Ability.
  • Deathseeker Ogres have the Secondary Attack Special Ability.

Deathseeker Troll

  • Deathseeker Trolls are Immune to Panic and Fear.
  • Deathseeker Trolls have the Berserk Special Ability.
  • Deathseeker Trolls have the Secondary Attack Special Ability.
  • For each Close Combat Action the Deathseeker Troll makes two attacks. One with his Two Handed Razor Sword and one with each of his two Short Razor Swords. You must therefore state before your Action which will be your Primary and which will be your Secondary Attack.

Example. Your Deathseeker Troll is locked in Close Combat. He decides to attack first with his Two Handed Razor Sword, making this his primary attack. So his CC is 17. He then makes his Secondary Attack with his two Short Razor Swords. So rolls two attacks with a CC 13 (17 with the penalty of -4).

EQUIPMENT: Deathseeker Ogres are armed with two Short Razor Swords. Deathseeker Trolls are armed with two Short Razor Swords, and a Two-Handed Razor Sword.

STRUCTURE: Individual

Alchemist

ModelCCMWPWLDACWSTMVADEFSCOST
Alchemist11114133203200158

SPECIAL RULES: None

EQUIPMENT: The Alchemist is armed with a Scimitar and all the Potions listed in the Potion section.

STRUCTURE: Individual

Potions

Potions are used in the same way as if casting a spell. However to use most Potions models need to be in base-to-base contact (unless otherwise stated). An Alchemist is deemed to have enough Potions to last the entire battle.

Breath of Life

  • Range: Potion; Level: 2; Actions: 1; Save: N/A
  • Effect: If you have an Alchemist in your army and a friendly model dies, do not remove the model, instead place the model on its side. The model is considered dead and may not make any Actions (this model may no longer be targeted by the enemy). The next time this model is 'activated' remove it from the table, unless the Alchemist successfully reaches the dead model and revives it with the Breath of Life Potion. The Alchemist must be in base-to-base contact with the dead model to use the Potion. If the Breath of Life Potion is successful stand the 'dead' model back up, it has been revived! It may now be activated and use its Actions so long as it has not yet been activated that turn. Revived models do not regain all their Wounds but have 1 Wound when revived.

Mending

  • Range: Potion; Level: 1; Actions: 1; Save: N/A
  • Effect: When the Alchemist is in base-to-base contact with a wounded model (NOT DEAD), he may use a Mending Potion to heal one Wound on the wounded model. Each time the Potion is used only one Wound is regained. You may not exceed the maximum Wounds the model started the game with.

Transfer

  • Range: Any model in LOS up to 30 inches away; Level: 4; Actions: 2; Save: Yes
  • Effect: If the Alchemist suffers a Wound he may Transfer it to another model. The model must make a successful resistance roll or take one Wound. If the targeted model fails to resist it takes the Wound, the Transfer was successful and the Alchemist regains a Wound. This may not be done to increase the Alchemist's Wounds but only to replace any he may have lost. If the Alchemist is at full Wounds this Potion may not be used.

Blackblood Armory

WeaponTypeCRMXRMDAM
DaggerSingle Handed WeaponCC--4
MaceSingle Handed WeaponCC--7
Fist SpikeSingle Handed WeaponCC--6
ScimitarSingle Handed WeaponCC--7
  • Composite Bow: You add your strength bonus to the Damage of this bow.
  • Net: When you throw the Net you can add your Strength to the range. When you throw the Net, roll to hit as normal, if the hit is successful your opponent needs to make an Armor roll. If your opponent fails his Armor roll the model has been netted. The only thing a Netted model may do is make Break Away attempts to free himself from the Net. The Strength of the Net is 10. You get a +4 to hit any model caught in a net.

Standards

  • OGRE HEAVY INFANTRY STANDARD: When a Warband has this Standard in its ranks all models in the Warband get a +1 to their CC.
  • ORC SWORDSMAN STANDARD: When a Warband has this Standard in its ranks all members of the Warband gain a +1 to their LD.
  • ORC ASSAULT WARRIOR STANDARD: When a Warband has this Standard in its ranks all members in the Warband gain +1 to their MW.

Devout Army List

Devout Followers

Swordsman Followers

ModelCCMWPWLDACWSTMVADEFSCOST
Devout Swordsman1310-152103201 (as printed)127
Devout Swordsman Leader1410-16

SPECIAL RULES:

  • Swordsman Followers are Immune to Fear.

EQUIPMENT: Swordsman Followers and Leaders are armed with a Sword and Shield. Musicians are armed with a Straightsword and carry a Horn of Darkness.

STRUCTURE (Warband): 4 to 8 Swordsman Warriors; 1 Swordsman Warrior Leader; Up to 1 Swordsman Warrior Musician.

Greatsword Followers

ModelCCMWPWLDACWSTMVADEFSCOST
Greatsword Follower1210-142113200129
Greatsword Follower Leader1310-15

SPECIAL RULES:

  • Greatsword Followers are Immune to Fear.

EQUIPMENT: Greatsword Followers and Leaders are armed with Two-Handed Swords. Greatsword Follower Standard Bearers are armed with a Sword and carry the Standard of Defiance.

STRUCTURE (Warband): 4 to 8 Greatsword Follower Warriors; 1 Greatsword Follower Leader; Up to 1 Greatsword Follower Standard Bearer.

The Risen

Skeleton Swordsman

ModelCCMWPWLDACWSTMVADEFSCOST
Dwarf Skeleton1310-101113190120
Elf Skeleton1210-101

SPECIAL RULES:

  • Skeleton Swordsmen are Immune to arrows and crossbow bolts.
  • Skeleton Swordsmen are Immune to Panic and Fear.

EQUIPMENT: Skeleton Swordsmen are armed with Swords and Shields.

STRUCTURE (Warband): 8 to 12 Skeleton Swordsmen of mixed race.

Skeleton Archers

ModelCCMWPWLDACWSTMVADEFSCOST
Dwarf1011-10110319+1115
Elf1013-101

SPECIAL RULES:

  • Skeleton Archers are Immune to arrows and crossbow bolts.
  • Skeleton Archers are Immune to Panic and Fear.

EQUIPMENT: Skeleton Archers are armed with Bows, with the exception of the Dwarves, who are armed with Crossbows.

STRUCTURE (Warband): 8 to 12 Skeleton Archers of mixed race.

Dark Eyes

ModelCCMWPWLDACWSTMVADEFSCOST
Dark Eye1410-15312322-2163

SPECIAL RULES:

  • The Dark Eyes have the Secondary Attack Special Ability.
  • The Dark Eyes are Immune to Panic and Fear.
  • The Dark Eyes have LOS to anyone on the board. They see through terrain, they see Hidden models, they see all models. Hidden markers are not removed when the Dark Eyes are in play. Hidden models are still considered Hidden from other models until Spotted as normal. Because Dark Eyes do not see the world in the same way as others they cannot use their special senses to expose Hidden models to others in their army. Models with ordinary sight must make a Spot roll as normal.

EQUIPMENT: The Dark Eyes are armed with two Swords.

STRUCTURE (Warband): 4 Dark Eyes

The Cursed

ModelCCMWPWLDACWSTMVADEFSCOST
Cursed1410-16212322-1139

SPECIAL RULES:

  • The Cursed are Immune to Panic and Fear.

EQUIPMENT: The Cursed are armed with Battle Axes.

STRUCTURE (Warband): 4 to 8 Cursed

Dusk Realm Warriors

ModelCCMWPWLDACWSTMVADEFSCOST
Dusk Realm Warrior1610-13213225-2168

SPECIAL RULES:

  • Dusk Realm Warriors have the Ram Attack Special Ability, DAM 13.
  • Dusk Realm Warriors are Immune to Fear.
  • Dusk Realm Warriors cause Fear.

EQUIPMENT: The Dusk Realm Warriors are armed with Cursed Blades and Shields.

STRUCTURE (Warband): 2 to 4 Dusk Realm Warriors

Tormented

ModelCCMWPWLDACWSTMVADEFSCOST
Tormented1510-12344325-2391

SPECIAL RULES:

  • The Tormented have the Berserk Special Ability.
  • The Tormented are Immune to Panic and Fear.
  • The Tormented cause Fear.
  • The Tormented have the Feint Special Ability.

EQUIPMENT: When the Tormented are in CC they may spend one Action to make a Gore and Bite attack. The Gore attack is Damage 14, and the Bite attack is Damage 12. Strength is not added to the bite attack.

STRUCTURE: Individual

Harbinger of the Darkwings

ModelCCMWPWLDACWSTMVADEFSCOST
Harbinger1410-13322322-12110

SPECIAL RULES:

  • When the Harbinger of the Darkwings is in CC, it may choose to try and bite its opponent without using an Action (this may only be attempted once per turn). Roll to hit as a normal CC attack. If the Bite successfully hits the victim he must make an Armor roll as for a Damage 10 weapon (no strength modifier is added). If the Armor roll fails the victim does not take a Wound but is caught in the Harbinger's jaws. When the Harbinger has successfully bitten its opponent it automatically inflicts 1 Wound for every Action it spends savaging its victim. The model that was bitten may only spend Actions to make Break Away tests until he escapes, at which point he will still be in base-to-base contact and would need to make a further Break Away test to flee.
  • The Harbinger of the Darkwings Causes Fear.
  • The Harbinger of the Darkwings is Immune to Fear.
  • When the Harbinger is purchased 2 Clouds of Darkwings come with him. Each of the Clouds of Darkwings act independently of the Harbinger, but they must start the game within Command Distance of the Harbinger. Even though the Darkwings act independently they are activated at the same time as the Harbinger.

EQUIPMENT: The Harbinger of the Darkwings is armed with a Releaser Sword.

STRUCTURE: Individual

Darkwings

ModelCCMWPWLDACWSTMVADEFS
Darkwings1010-10110615(none printed)1

SPECIAL RULES:

  • The Darkwings are Immune to missile fire.
  • The Darkwings are considered to be hovering. Because of this they have no movement penalties for changes in elevation over terrain, or when crossing Linear terrain or anything 1 inch high or less. The Darkwings also have a 360 degree LOS and attack arc.

EQUIPMENT: The Darkwings are only armed with their teeth and claws, Damage 6.

STRUCTURE: Individual

Demon Wings

ModelCCMWPWLDACWSTMVADEFSCOST
Demon Wing121013142116170152

SPECIAL RULES:

  • When the Demon Wings are in CC all opponents in Close Combat get a -2 to hit them.
  • All models that fire missile weapons at the Demon Wings get a +2 to hit them. You do not get any bonuses firing at the Demon Wings if you are in CC with them.
  • The Demon Wings are considered to be hovering. Because of this they have no movement penalties for changes in elevation over terrain, or when crossing Linear terrain (anything 1 inch high or less) or rivers. The Demon Wings also have a 360 degree LOS and attack arc.

EQUIPMENT: The Demon Wings are armed with a Long Spear.

STRUCTURE (Warband): 2 to 6 Demon Wings

The Damned

ModelCCMWPWLDACWSTMVADEFSCOST
The Damned1410-13235424-2267

SPECIAL RULES:

  • The Damned are Immune to Panic and Fear.
  • The Damned have the Killing Stroke Special Ability.
  • The Damned have the Feint Special Ability.

EQUIPMENT: The Damned are armed with a Two-Handed Flail.

STRUCTURE: Individual

Necromancer

ModelCCMWPWLDACWSTMVADEFSCOST
Necromancer10101615321320+1178

SPECIAL RULES:

  • The Necromancer may purchase spells from the Necromancers Spell List.
  • The Necromancer is Immune to Panic and Fear.
  • The Necromancer causes Fear.

EQUIPMENT: The Necromancer is armed with the Staff of the Seven Hells.

STRUCTURE: Individual

Warped Lords

ModelCCMWPWLDACWSTMVADEFSCOST
Warped Lord121016153103220168

SPECIAL RULES:

  • The Warped Lord may purchase spells from the Warped Lord Spell list.
  • The Warped Lord is Immune to Panic and Fear.
  • If the Warped Lord Spends 2 Actions he may sound his Horn of Decay. All Models within 15 inches of the Warped Lord must remove all Hidden and Waiting markers.

EQUIPMENT: The Warped Lord is armed with a Staff of Summoning and the Horn of Decay.

STRUCTURE: Individual

Devout Armory

WeaponTypeCRMXRMDAM
SwordSingle Handed WeaponCC--9
StraightswordSingle Handed WeaponCC--10
Cursed BladeSingle Handed WeaponCC--9(x3)
Two-Handed SwordTwo-Handed WeaponCC--14
  • Staff of Summoning: The Staff of Summoning lets the wielder control a 1 Summoned Unit without spending an Action. Example: When a Warped Lord Summons a Unit he would normally have to spend 1 Action each round to control it, but since he is armed with the Staff of Summoning he can control 1 Summoned Unit without spending an Action. The next round he decides to Summon another Unit. He now has 2 Summoned Units in the game at the same time. He would normally have to spend 2 Actions per turn to control the Units, but he has the Staff of Summoning, so now he only needs to spend 1 Action. If he had 3 Summoned demons on the board he would only have to spend 2 Actions and so on.
  • Staff of the Seven Hells: A Model armed with a Staff of the Seven Hells may raise 1 dead model (skeletons not included), per turn, into a Skeleton Swordsman if the model was armed with only Close Combat weapons. Or, a Skeleton Archer if the model was armed with only Missile Weapons. Or if the model was armed with both types of weapon the owner of the Staff may choose which it will be. The model possessing the Staff of the Seven Hells may do this at anytime and it costs no Actions to do so. Just say which model you wish to Raise. Such models should have been laid on their side rather than removed from the board, so the skeleton will rise in the same spot that it died (see Doing Damage in the main rules). Unlike Summoned Units, raised Units act independently of the caster and do not require an Action to maintain control over them. They are activated just like any other Unit in the caster's army. The raised model's race will be the same as when the model was alive. The only races that can be raised by this staff are Elves, Humans, Orcs, and Dwarves. They have to be size 1 models.

Horns and Standards

  • HORN OF DECAY: When the Horn of Decay is blown all models within 15 inches must make a Morale Test against Fear.
  • HORN OF DARKNESS: All enemy models within 6 inches of a model with a Horn of Darkness receive a -1 penalty to their CC stat.
  • STANDARD OF DEFIANCE: All enemy models within 6 inches of a model with a Standard of Defiance must make a Morale Test against Panic.

Devout Spells

Warped Lord Spell List

Possession
  • Cost: 17; Range: LOS; Level: 5; Actions: 3; Save: YES
  • Effect: When this spell is cast it allows the caster to Possess any enemy model within LOS that has NOT yet been activated that turn. Once the caster has finished his turn he immediately gets to activate and perform Actions with the Possessed enemy model, as if it were his own. Such a model has now been activated and its turn is over.
Summon Demon of the Twilight
  • Cost: 25; Range: SUMMON; Level: 4; Actions: 2; Save: N/A
  • Effect: When this spell is successfully cast the caster Summons a Demon of the Twilight to the battlefield.
ModelCCMWPWLDACWSTMVADEFS
Demon of the Twilight1310-13211321-11

SPECIAL RULES:

  • Demons of the Twilight are Immune to Panic and Fear.
  • Demons of the Twilight are Immune to all Fire Based Attacks.

EQUIPMENT: The Demon of the Twilight uses its Fiery Claws in CC. This is a Damage 14, Fire Based attack.

STRUCTURE: Individual

Summon Greater Demon of the Twilight
  • Cost: 33; Range: SUMMON; Level: 5; Actions: 3; Save: N/A
  • Effect: When this spell is successfully cast the caster Summons a Greater Demon to aid him in battle.
ModelCCMWPWLDACWSTMVADEFS
Greater Demon1510-13322321-22

SPECIAL RULES:

  • Greater Demons of the Twilight are Immune to Panic and Fear.
  • Greater Demons of the Twilight are Immune to all Fire Based Attacks.

EQUIPMENT: The Greater Demon of the Twilight uses its Fiery Claws in CC, Damage 16, Fire Based Attack.

STRUCTURE: Individual

Summon Demon Knight
  • Cost: 35; Range: SUMMON; Level: 6; Actions: 3; Save: N/A
  • Effect: When this spell is successfully cast the caster Summons a Demon Knight to the battlefield.
ModelCCMWPWLDACWSTMVADEFS
Demon Knight1410-14321520(none printed)2

SPECIAL RULES:

  • Demon Knights are Immune to Panic and Fear.
  • Demon Knights are Immune to all Fire Based Attacks.
  • Demon Knights are considered Mounted Troops.

EQUIPMENT: Demon Knights are armed with a Straight Sword and Shield.

STRUCTURE: Individual

Vortex
  • Cost: 10; Range: Within 20 inches and LOS; Level: 4; Actions: 3; Save: N/A
  • Effect: When this spell is cast, a great swirling Vortex is created which devastates everything in its path. The caster can place the Vortex Template anywhere within LOS and up to 20 inches away. This is where the Vortex starts. At the beginning of every turn roll for Deviation and move the Vortex in a straight line to the new position. Any model whose base is touched, even partially, by the path of the Vortex is struck by a Damage 10 attack. If the model makes a successful Armor roll it is pushed aside and placed on the outside edge of the Vortex path. If the Vortex runs into 'Impassable' terrain it stops at that point.

Necromancer Spells

Summon Undead
  • Cost: 30; Range: SUMMON; Level: 4; Actions: 3; Save: N/A
  • Effect: When this spell is successfully cast a Warband of 4 Skeleton Swordsman are brought from the dead to aid the caster during the battle. The stats and Special Abilities for the Skeletons can be found in the Devout Army List. The caster may choose any combination of Skeleton race. The appropriate models should be used as each race has different characteristics.
  • Structure: Warband
Raise Undead
  • Cost: 10; Range: Anywhere on the board; Level: 3; Actions: 2; Save: N/A
  • Effect: When this spell is cast the caster may Raise one model that died that, or the previous turn (see Doing Damage in the main rules). Just say which model you wish to Raise. Such models should have been laid on their side rather than removed from the board, so the skeleton will rise in the same spot that it died. Unlike Summoned Units, raised Units act independently of the caster and do not require an Action to maintain control over them. They are activated just like any other Unit in the caster's army. The model would turn into a Skeleton Swordsman if the model was armed with only Close Combat weapons. Or a Skeleton Archer if the model was armed with only Missile Weapons. Or if the model was armed with both types of weapons the owner of the caster may choose what it will be. The race will be the same as when the model was alive. The only models that can be raised by this spell are Elves, Humans, Orcs, and Dwarves. They have to be size 1 models. The stats and Special Abilities for the Skeletons are in the Army List of Devout. The appropriate models should be used, as each race has different characteristics.
Quicken Undead
  • Cost: 5; Range: Any Skeleton Unit on the board; Level: 4; Actions: 1; Save: N/A
  • Effect: When this spell is successfully cast it gives the target Unit an extra Action the next time it is activated.
  • Example: If cast on a Skeleton Warband when all models in the Warband have 1 Action, the next time they are activated each model in the Warband will have 2 Actions (but only for that turn). The same effect will happen if it is cast on a Skeleton Individual.
Summon Greater Undead
  • Cost: 35; Range: SUMMON; Level: 5; Actions: 3; Save: N/A
  • Effect: When cast successfully this spell Summons a Giant Skeleton Warrior to the battlefield. The stats for the Giant Skeleton are as follows:
ModelCCMWPWLDACWSTMVAS
Giant Skeleton1610-102223211

Giant skeletons are creatures such as Trolls or Ogres, however they do not have the same stats or multiple attacks as their normal living counterparts.

SPECIAL RULES:

  • Giant Skeletons are Immune to arrows and crossbow bolts.
  • Giant Skeletons are Immune to Panic and Fear.
  • Giant Skeletons have the Killing Stroke Special Ability.

EQUIPMENT: Giant Skeletons are armed with a Two-Handed Sword.

STRUCTURE: Individual

Summon Undead Knight
  • Cost: 30; Range: SUMMON; Level: 4; Actions: 2; Save: N/A
  • Effect: When this spell is successfully cast the caster Summons an Undead Knight mounted on a skeleton steed. The stats for the Undead Knight are as follows:
ModelCCMWPWLDACWSTMVAS
Undead Knight1410-103214211

SPECIAL RULES:

  • Undead Knights are Immune to arrows and crossbow bolts.
  • Undead Knights are Immune to Panic and Fear.
  • Undead Knights are Mounted Troops.

EQUIPMENT: The Undead Knight is armed with a Sword, and Shield.

STRUCTURE: Individual

Reference Sheet

(Pages 199-203 of the scan are blank army record sheets, cut-out markers and templates (Ring of Fire, Ice Wall plan and profile, Boulder, Rock Outcrop, Vortex, Hail of Arrows, Deviation template); these are graphical and not transcribed. Page 205 of the scan is a blank Notes page.)

Game Setup and Turn Sequence

  • Set up battlefield.
  • Deploy armies.
  • Turn sequence: A: Initiative. B: Nominate your first Unit. C: Activate. D: Repeat steps A, B, C.

Available Actions

  • MOVE: A model may spend one Action to move up to its movement (MV) distance in inches.
  • FIRE: A model may use one Action to fire any missile weapon it possesses.
  • AIM: A model may spend one Action to aim. Aiming gives the model a +4 MW and +2 Damage. This is not cumulative. See AIM in the appropriate section of this book for the full rules.
  • CLOSE COMBAT: When a model is in base-to-base contact with an enemy model it may attack with hand-held weapons.
  • CHARGE: Is a Move Action that brings a model into base-to-base contact with an enemy model. This is essentially a Move and a Close Combat Action in one. A charge gives the attacker +2 CC and +2 to DAM (just for the charge).
  • CONCENTRATE: A model may spend one Action to concentrate. This will increase the model's Power score (PW) by 2 for the remainder of the turn. You cannot concentrate twice in one turn for a bonus of 4.
  • CAST: This shows the number of Actions needed to cast a particular spell.
  • SPOT: This is an Action used to locate and expose a Hidden model. The Spotting model needs to roll equal to or under its Leadership score (LD) to make a successful Spot. For each additional attempt to Spot a Hidden model you get a +4. If the Hidden model is over twelve inches away the Spotter gets a -4, if the Hidden model is in cover the Spotter will get an additional -4 to Spot.
  • GIVE ORDERS: An Individual model may Give Orders to any friendly Warband or Individual with a lower LD stat, within 4", provided that the Unit has not been activated yet this turn. This Action ends the turn for the model giving orders and automatically activates the model that was given orders.

Special Abilities (Summary)

  • HIDE: A model can spend one Action to Hide from its enemies. No model may target a Hidden model until Spotted. When a Model is Hidden it may Infiltrate. Infiltrate is a Move Action while Hidden. You may only move at half your movement rate, but you remain Hidden.
  • STEALTH: This Special Ability permits a Hidden model to move its full distance and still remain Hidden.
  • MAGIC RESISTANCE: Models with this Special Ability get a Resistance roll of 10 or under on a d20 when targeted by a spell. If you roll a 10 or under the spell has no effect.
  • LEAP: A model with this Special Ability may spend 1 Action to jump 2 inches high and 3 inches long. You may Leap over size 1 models, and if you land in CC then it is counted as a charge.
  • SHIELD WALL: See rules.
  • FEINT: When a model has this Special Ability it negates their opponent's DEF modifier.
  • KILLING STROKE: This Special Ability gives the attacker's weapon an additional (x1) modifier.
  • EAGLE EYE: This Special Ability lets a model shoot at any enemy model in a Warband. He does not have to fire at the closest model. However, he still needs LOS to fire at the model.
  • HAIL OF ARROWS: See Rules.
  • SECONDARY ATTACK: This lets a model carrying 2 weapons into Close Combat make two attacks with each attack Action, a primary attack and a secondary attack. The primary attack has no modifiers but there is a -4 CC penalty when attacking with the secondary weapon.

Weapons Reference Chart

(** = Special Effect, See Rule Book)

WeaponCRMXRMDAM
Single Hand Weapons
DaggerCC--4
Sun Disk DaggerCC--5
Brawling GauntletCC--5
ShortswordCC--6

Combat Modifiers

Missile Weapon Modifiers

  • LARGE MODELS (SIZE 2): Opponent is a size 2 model, you get a +1 to MW.
  • GIANT MODELS (SIZE 3): Opponent is a size 3 model, you get a +2 to MW.
  • AIM: When you Aim at an opponent you get a +4 to MW and a +2 to Damage.
  • SOFT COVER: If targeted model is in Soft Cover, you get a -4 to MW.
  • HARD COVER: If targeted model is in Hard Cover, you get a -8 to MW.
  • SHIELD: If targeted model has a Shield, you get a -1 to Damage.
  • WARSHIELD: If targeted model has a Warshield, you get a -2 to Damage.
  • PANICKED MODELS: If targeted model is panicked, you get a +2 to MW.
  • OTHER MODIFIERS: Add or subtract Special Abilities and or, effects specific to models.

Close Combat Modifiers

  • PER EXTRA MODEL IN CLOSE COMBAT: You gain a +1 to CC and Damage for each extra friendly model attacking the same enemy model.
  • CHARGE: When you Charge into CC you gain a +2 CC and +2 Damage.
  • CHARGE FROM HIDDEN: When you Charge from being Hidden you gain an additional +2 CC and +2 Damage.
  • PANICKED MODELS: If targeted model is panicked, you get a +2 to CC.
  • STRENGTH: You add your Strength to the Damage of the Weapon.
  • SHIELD: If opponent has a Shield, you get a -1 to Damage.
  • WARSHIELD: If opponent has a Warshield, you get a -2 to Damage.
  • DEFENSIVE MODIFIER: Subtract opponent's DEF from your CC.
  • OTHER MODIFIERS: Add or subtract Special Abilities and or effects specific to models.
  • If Your Model Is Hidden
  • Charging Hidden Troops
  • Ranged Combat
    • Fire
    • Rolling to Hit
    • Doing Damage (Missile Fire)
    • Weapons with Damage Modifiers (Missile Fire)
    • Cover
    • Line of Sight
    • Aiming
    • Restrictions on Firing
    • Firing Through Friendly Troops
    • Firing Into Close Combat
  • Group Attack
  • Brace
  • Judges
  • Firstborn Mounted Knights
  • Firstborn Armory
  • Standards
  • Chronomancer Spells
    • Control
    • Time Stop
    • Second Chance
    • Wither
    • Accelerate
    • Set Back
    • True Sight
  • Keepers of the Flame
  • Warriors of the Sun
  • House of the Obsidian Serpent
    • Lotus-Eaters
    • Obsidian Guard
    • Dragonskull Warriors
  • Elven Armory
  • Standards
  • Lotus-Eater Spells
    • Silver-Lotus Spells
      • Summon Ice Warriors
      • Icewall
      • Blizzard
      • Freeze
    • Blue-Lotus Spells
      • Ethereal Dragon
      • Wind Blast
      • Tempest
      • Sky Chariot
    • Black-Lotus Spells
      • Summon Adamantite Golem
      • Chasm
      • Stone Shield
      • Rock Outcrops
      • Summon Crusher
    • Red Lotus Spells
      • Summon Daughters of the Phoenix
      • Fireball
      • Lavapool
      • Ring of Fire
      • Summon Fire Demons
  • Blood-Bone
    • The Blood-Bone Legion
    • Blood-Bone Axemen
    • Blood-Bone Flayers
    • Mauler
    • Blood-Bone Totem
  • The Horned Ones
    • Legion of the Horned Ones
    • Horned Ones Spearmen
    • Axe-Horn Warriors
    • Horn-Skull Champions
    • Blood Totem of the Horned Ones
  • Wolf
    • The Wolf Legion
    • Wolven Axe Warriors
    • Wolven Scout Pack
    • Scavenger
    • Wolven Blood Totem
  • Keeper
  • Dwarf Armory
  • Dwarven Standards
  • Alchemist
  • Potions
    • Breath of Life
    • Mending
    • Transfer
  • Blackblood Armory
  • Standards
  • Demon Wings
  • The Damned
  • Necromancer
  • Warped Lords
  • Devout Armory
  • Horns and Standards
  • Devout Spells
    • Warped Lord Spell List
      • Possession
      • Summon Demon of the Twilight
      • Summon Greater Demon of the Twilight
      • Summon Demon Knight
      • Vortex
    • Necromancer Spells
      • Summon Undead
      • Raise Undead
      • Quicken Undead
      • Summon Greater Undead
      • Summon Undead Knight
  • ARMOR (A): This indicates how well protected the model is against damage. In the case of some creatures, it may represent a thick hide or innate toughness.
  • DEFENSIVE MODIFIER (DEF): This value takes account of your opponent's skill in Close Combat. Regardless of your model's CC ability it would be harder for him to get past the defenses of a Repulsar Knight than a Goblin Spearman, for example. This figure is deducted from your opponent's CC when he is attempting to hit you.
  • SIZE (S): There are three size categories used for models in Chronopia. These categories cover most of the miniatures you will encounter, although they obviously cannot cover every conceivable model. For now, however, the following three categories will suffice.
    • NORMAL MODELS: Normal models are approximately human sized. The standard rules, as written, apply to normal models with no modifications. There are no modifiers to hit Normal models. Normal models have a size value of 1.
    • LARGE MODELS: Large models are larger than human size, but less than twice the size of a human. There is a +1 to hit Large size models with missile weapons. Large models have a size value of 2.
    • GIANT MODELS: Giant models are twice the size of a human or larger. There is a +2 to hit Giant sized models with missile weapons. Giant models have a size value of 3.
  • POINT COSTS (COST): This statistic is not used in combat. It is a measure of the model's relative worth. Generally, the more points a model costs, the better it is. The Point Cost is important when you are picking your troops from the Army Lists.
  • 2
    1
    2
    3
    22
    -2
    1
    55
    Orc Assault Warrior Leader1613-15212322-2157
    Alchemist111114133203200158
    1
    0
    3
    21
    -1
    1
    25
    Greatswordsman1310-13211321-1128
    Swordsman Standard Bearer1210-132103200123
    1
    0
    3
    21
    -1
    1
    23
    Greatmaceman1510-12211321-1128
    Maceman Standard Bearer1410-12210320-1121
    1
    0
    3
    19
    +1
    1
    30
    1
    0
    3
    20
    0
    1
    37
    2
    1
    1
    4
    18
    -2
    1
    48
    Sons of Kronos Swordmaster1410-12211418-2144
    Sons of Kronos Standard Bearer1310-12211418-2151
    1
    2
    3
    23
    -2
    1
    56
    Guardsman Standard Bearer1512-15212323-2161
    1
    2
    3
    17
    -2
    1
    46
    Thin Bladed Throwing DirksThrown Weapon---5
    Throwing SpearThrown Weapon---10
    LongbowMissile Weapon1824-39
    Composite BowMissile Weapon2026-49
    Bladed Heavy CrossbowMissile Weapon/Bladed1624-411
    Broad Bladed SpearPolearmCC--13
    Maiming PolearmPolearmCC--10(x3)
    Power StaffPolearmCC--9(x2)
    TruthbringerTwo-HandedCC--17
    Two-Handed SwordTwo-HandedCC--15
    Two-Handed MaceTwo-HandedCC--13
    LanceLanceCC--13
    1
    1
    3
    22
    -1
    1
    39
    Axemaster1510-13211322-2135
    Axeman Standard1410-13211322-1143
    1
    0
    3
    22
    0
    1
    32
    Spearman Standard1210-132103220135
    1
    0
    4
    20
    +1
    1
    35
    1
    1
    3
    21
    0
    1
    24
    Swordsman Leader1210-132103210120
    2
    0
    6
    21
    +1
    2
    67
    1
    0
    3
    20
    +1
    1
    34
    1
    1
    3
    24
    -2
    1
    42
    Lotus Guard Standard1310-14211324-1145
    2
    1
    1
    3
    21
    -2
    1
    55
    1
    2
    3
    24
    -1
    1
    46
    Firesword
    Single Handed Weapon / Fire Based attack
    CC
    -
    -
    9(x2)
    Ice SwordSingle Handed Weapon / Cold based attackCC--12
    Sword of the PhoenixSingle Handed Weapon / Fire based attackCC--13
    Oval SpearPolearmCC--11
    Crystalline SpearPolearm / Cold Based attackCC--15
    Dragonbone SwordTwo-Handed WeaponCC--12(x2)
    Black HammerTwo-Handed WeaponCC--14
    BattleaxeTwo-Handed WeaponCC--16
    RuneswordTwo-Handed WeaponCC--11
    LanceLanceCC--13
    LongbowMissile Weapon1824-39
    Longbow of Fire RunesMissile Weapon / Fire Based attack1620-39(x2)
    3
    20
    -2
    1
    2
    1
    1
    2
    23
    -1
    1
    33
    Vulture Legion Gauntlet1310-14211222-1130
    Gauntlet Legion Leader1410-15211222-1132
    Vulture Legion Standard1310-14211222-1131
    2
    1
    2
    2
    24
    -2
    1
    41
    Dark-Tusk Legion Gauntlet1310-13212223-1138
    Dark-Tusk Legion Gauntlet Leader1410-14212223-1140
    Dark-Tusk Legion Standard1310-13212224-1141
    2
    1
    3
    3
    22
    -1
    1
    32
    Blood-Bone Legion Gauntlet1310-10213321-1133
    Blood-Bone Legion Gauntlet Leader1410-11213321-1135
    Blood-Bone Legion Standard1310-10213320-1134
    2
    1
    3
    3
    22
    -1
    1
    40
    3
    1
    3
    2
    22
    -2
    1
    31
    2
    1
    2
    2
    24
    -1
    1
    36
    Legion of the Horned Ones Gauntlet1210-13212223-1135
    Legion of the Horned Ones Gauntlet Leader1310-14212223-1137
    Legion of the Horned Ones Standard1310-13212222-1135
    1
    1
    3
    20
    -2
    1
    47
    2
    1
    1
    3
    21
    0
    1
    31
    Wolf Legion Gauntlet1110-162113200130
    Wolf Legion Gauntlet Leader1210-172113200132
    Wolf Legion Standard1210-162113200133
    1
    3
    3
    22
    -1
    1
    47
    3
    1
    1
    3
    20
    -1
    1
    62
    Goading SpearPolearmCC--7
    Bastard SwordSingle Handed WeaponCC--8
    Ram Skull MaceSingle Handed WeaponCC--11(x2)
    Two-Handed Morning StarTwo-Handed WeaponCC--12
    War MalletTwo-Handed WeaponCC--13
    Pick AxeTwo-Handed WeaponCC--15
    Boar-Headed Pick AxeTwo-Handed WeaponCC--15(x2)
    Battle AxeTwo-Handed WeaponCC--16
    SpearPolearmCC--10
    Clawed HalberdPolearmCC--14(x2)
    Hand CrossbowMissile Weapon (can also be used in CC)812-47
    Heavy CrossbowMissile Weapon1624-411
    1
    1
    3
    20
    0
    1
    24
    Orc Greatswordsman1210-112123190124
    Orc Swordsman Standard Bearer1110-112113190122
    1
    1
    3
    18
    0
    1
    38
    1
    2
    3
    22
    -2
    1
    57
    Orc Assault Standard Bearer1512-14212322-2159
    3
    1
    0
    3
    19
    -2
    1
    32
    1
    0
    3
    16
    +1
    1
    11
    1
    0
    3
    17
    0
    1
    18
    2
    1
    3
    3
    25
    -1
    2
    41
    Ogre Heavy Infantry Swordmaster1410-14213325-1248
    Ogre Heavy Infantry Standard Bearer1310-14213325-1243
    2
    2
    4
    3
    23
    -1
    2
    56
    2
    2
    1
    6
    20
    -1
    1
    63
    3
    4
    3
    24
    -3
    2
    108
    Gauntlet Scythe
    Single Handed Weapon
    CC
    -
    -
    8(x2)
    FalchionSingle Handed WeaponCC--11
    Two Handed FalchionTwo Handed WeaponCC--13
    LanceLanceCC--13
    SpearPolearmCC--10
    ShortbowMissile Weapon1218-36
    BowMissile Weapon16 (partly obscured in scan)20-38
    Composite BowMissile Weapon2026-49
    NetThrown Weapon---see below
    Short Razor SwordSingle Handed WeaponCC--6(x2)
    Two Handed Razor SwordTwo Handed WeaponCC--11(x2)
    2
    1
    0
    3
    20
    -1
    1
    29
    Devout Swordsman Musician1310-15210320-1132
    2
    1
    1
    3
    20
    0
    1
    31
    Greatsword Follower Standard1210-142113200136
    1
    0
    3
    17
    0
    1
    14
    Human Skeleton1310-101103180116
    Orc Skeleton1410-101113160118
    1
    0
    3
    17
    +1
    1
    14
    Human1012-10110318+1114
    Orc1012-10110316+1112
    Battle AxeTwo-Handed WeaponCC--16
    Releaser SwordTwo-Handed WeaponCC--11(x3)
    Two-Handed FlailTwo-Handed WeaponCC--14
    Long SpearPolearmCC--11
    CrossbowMissile Weapon1418-49
    BowMissile Weapon1620-38
    Staff of SummoningPolearmCC--9
    Staff of the Seven HellsPolearmCC--9
  • RALLY: Any Individual model can use an Action to try and Rally any panicked Warband within 4". The Individual must roll equal to or under its Leadership (LD) score to succeed. An Individual may only do this once per turn.
  • WAIT: In effect this model "saves" one Action and may perform it as soon as an enemy model performs a visible Action within the waiting model's LOS. Place a Wait marker next to the waiting model. See Wait for list of visible Actions.
  • BERSERK: A model with this Special Ability may spend one Action to go into a Berserker rage. When a Model Berserks it gains +4 to its CC and +2 to its ST and suffers a -4 to its Armor rating. Berserking Models are immune to Panic and Fear. A Berserk will end when the Berserker's target is killed or the Berserker himself is killed.
  • GROUP ATTACK: A model with this Special Ability gains a +2 CC and +2 DAM, instead of the usual +1 CC and DAM, for each additional friendly model attacking the same enemy model in CC. (See Multiple Attackers.)
  • BRACE: When a Model with this Special Ability is charged while on Wait they may use their Wait Action to Brace. Bracing models get to attack the Charging model before the Charging model has its attack, and the Bracing model receives the bonuses as if they charged, (+2 CC, +2 DAM) while the Brace attack negates the charging model's Charge bonuses.
  • Fist SpikeCC--6
    Ripper ClawCC--6(x2)
    Short Razor SwordCC--6(x2)
    ScimitarCC--7
    MaceCC--7
    Hand AxeCC--7
    AxeCC--7(x2)
    Bastard SwordCC--8
    Gauntlet ScytheCC--8(x2)
    SwordCC--9
    LongswordCC--9
    Firesword (Fire Based Attack)CC--9(x2)
    Cursed BladeCC--9(x3)
    StraightswordCC--10
    Black Blade of JusticeCC--10(x2)
    FalchionCC--11
    Ram Skull MaceCC--11(x2)
    Icesword (Cold Based Attack)CC--12
    Sword of the Phoenix (Fire Based attack)CC--13
    Lance
    Lance (can only be used when charging and not in Close Combat)CC--13
    Two-Handed Weapons
    Runesword**CC--11
    Two-handed Razor SwordCC--11(x2)
    Releaser SwordCC--11(x3)
    Two-handed Morning StarCC--12
    Dragonbone SwordCC--12(x2)
    War MalletCC--13
    Two-handed MaceCC--13
    Two-handed FalchionCC--13
    Two-handed FlailCC--14
    Black Hammer**CC--14
    Pick AxeCC--15
    Two-handed SwordCC--15
    Boar-headed Pick AxeCC--15(x2)
    Battle AxeCC--16
    TruthbringerCC--17
    Polearm
    Goading SpearCC--7
    Staff of Summoning**CC--9
    Staff of the Seven Hells**CC--9
    Power StaffCC--9(x2)
    SpearCC--10
    Maiming PolearmCC--10(x3)
    Long SpearCC--11
    Oval SpearCC--11
    Broad Bladed SpearCC--13
    Clawed HalberdCC--14(x2)
    Crystalline Spear (Cold Based Attack)CC--15
    Thrown Weapons
    Thin Bladed Throwing Dirk6+ST--5
    Throwing spear6+ST--10
    Net**6+ST--Special
    Missile Weapons
    Shortbow1218-36
    Hand Crossbow**812-47
    Bow1620-38
    Longbow1824-39
    Crossbow1418-49
    Longbow of Fire Runes (Fire Based Attack)1620-39(x2)
    Composite bow**2026-49
    Heavy crossbow1624-411
    Bladed Heavy Crossbow (Ranged Fire)1624-411
    Bladed Heavy Crossbow (Close Combat)CC--6