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Warcrow

Warcrow Rulebook

Table of Contents

Table of Contents

  • Game summary
  • What do you need to play?
  • Miniatures. Troops and units
    • Number of models per unit
    • Troop Leader
      • Follow the leader
    • Game profile
    • Characters with two game profiles
    • Allied, enemy and neutral units
      • Allies and "other allies"
    • Units and formation
      • Broken formation
  • Basic concepts
    • How to resolve contradictions
    • Distances and measurements
    • Line of Sight (LoS)
    • Dice and symbols
      • Offensive and defensive dice
    • Dice pools
      • Simple roll
        • Willpower test (WP)
      • Face to Face roll
  • Prepare the Game
    • 1. Prepare the gaming table
    • 2. Choose the scenario
    • 3. Recruit your company
      • Choose faction
      • Agree on the size of the game
      • Select a commander
      • Add the rest of the units
    • 4. Form your command token reserve (COM)
    • 5. Decide who has the initiative
    • 6. Prepare the terrain elements
      • Number of terrain elements
  • Play the Game
    • Game rounds
      • Turn counter
    • Start of the round
      • Check effects of the tinge
    • Turns phase
      • Game turns
      • Activation tokens
      • Pass
      • Events
    • End of the round
      • Get your Victory Points
      • Reduce stress
  • Activate a unit
      • Long action
    • Move
      • Templates
      • Units composed of several troops
      • Engage in combat
      • Opportunity attack
  • Attack
    • Switches
    • Melee attack
      • Combat
      • Combat result
      • Push back the defeated unit
      • End of combat
      • Destroyed unit additional movement
      • Positioning maneuvers
      • Example of a melee attack
      • Multiple combats
    • Ranged Attacks
      • Example of a ranged attack
  • Characters
    • Officers and Supports
      • Chain of command
    • Join a unit
    • Characters joining a unit
      • A. Join during deployment
      • B. Join during activation
      • Character game profile in units
      • Combat
      • Damage, stress, states and other tokens
    • Characters as members of a unit
      • Skills, Passive Skills, and Spells
  • Stress and morale
    • Increase and reduce stress levels
    • Morale (MOR)
    • Effects of stress
    • Demoralized unit
    • Flee
    • Rally a demoralized unit
    • Reduce stress
  • Command tokens
    • Command skills
  • States
    • Immunity to a state
  • Damage
    • Heal
    • Recover
  • Magic
    • The price of magic
      • Tinge
    • Spellcasters and spells
    • Casting a spell
    • Requirements and properties
    • Block a spell
    • Tinge effects
    • Active spells
    • Spells with duration
    • Spells in combat
  • Terms and keywords
    • Rolls, dice and symbols
      • Cancel a die
      • Cancel a symbol
      • Repeat a die
      • Repeat a roll
      • Fix a die
    • Shove, attract, place and displace
      • Shove (X)
      • Attract (X)
      • Place (X)
      • Displace (X)
      • Collide
  • Terrain
    • Terrain Element Base
    • Unit inside a terrain element
    • Unit within "X" strides from a terrain element
    • Unit adjacent to a terrain element
    • Keywords and Terrain elements
      • Block LoS
      • Cover (D)
      • Impassable
      • Lethal (X : D)
      • Rugged (X)
      • Sinister (X)
      • Trap
  • Scenarios
    • Objectives
      • Conquest markers
      • Control an objective
      • Colored objectives
    • Neutral units
      • Hostile neutral units
      • Example of a hostile neutral unit
    • Take positions
      • Preparation
      • Rounds
      • Scoring
      • End of the game

Game summary

Warcrow is a miniatures game set in the fantastical world of Lindwurm. In this setting you control a small military force made up of warriors, creatures and wizards, who fight skirmishes pursuing the interests of your faction.

Before starting the game, you must select a scenario to play. Each of the Warcrow scenarios describes the conditions and requirements necessary to achieve victory. Once you have chosen the scenario, prepare the gaming table and deploy the indicated terrain elements: hedges, forests, buildings... Some of them will be very favorable to your faction. Once you have understood all the details of the scenario, choose your faction and create the company list that best suits your strategy and victory plans. The game begins with the deployment of the troops, following the instructions stipulated in the scenario rules.

Warcrow scenarios have a variable length of game rounds, which continue until the end-of-game conditions are met. Each round, you and your opponent will take alternating turns activating your units. You can move them around the battlefield, attack your opponent, cast powerful spells... until you achieve the objectives of the scenario. To win, you must have accumulated more Victory Points (VP) than your opponent at the end of the game.

What do you need to play?

In order to start playing Warcrow you will need:

  • This rulebook.
  • Miniatures from Corvus Belli's Warcrow range to represent your units.
  • The profile cards of your units.
  • A gaming table of at least 90 cm x 90 cm (3' x 3'). Although Warcrow can be played on other sized surfaces, these are the standard dimensions for the battlefield.
  • A complete set of Warcrow dice.
  • The two Warcrow distance templates. It is recommended that each player have their own.
  • The turn counter.
  • The tokens and markers.
  • Terrain elements like those included in the battle box.

Miniatures. Troops and units

Every warrior and creature participating in the battle is represented on the gaming table by a miniature. In Corvus Belli's Warcrow range you will find high quality miniatures, sculpted in great detail to show the dynamism and tension of combat, the personality of the leaders and the equipment they carry.

The rules contained in this manual explain how to move and fight with your miniatures, as well as how they interact with terrain elements.

All miniatures must be mounted on the bases that accompany them in the product box. These represent the space occupied by the miniature, although their size may vary. Under no circumstances can bases overlap during the course of the game.

From now on, we will refer to all individual models as troops. Thus, a horse-mounted Hetman of the Hegemony, an Orc Hunter, and a Rock Troll are troops.

We will call groups made up of one or more troops units.

The set of units under your control is your company, the military force that will face your opponent to achieve victory on the battlefield. (See "Recruit your company").

Number of models per unit

Each Warcrow box contains exactly the models and profile card required to form a unit and play with them. You cannot join miniatures from two or more boxes to create a larger unit, with more troops, regardless of them being the same type. You must only use the number of models provided by the boxes.

Troop Leader

Your units must have a designated troop leader at all times. The main function of the unit's troop leader is to be the reference point for determining movement, as well as indicating which troops are in formation and what actions the unit is performing.

Models that make up a solo unit are considered their own troop leader.

Follow the leader

All troops in the unit must at all times replicate what their troop leader does. If the leader charges into combat, the other troops charge against the same target. If the leader does not engage in combat with the enemy, none of the troops in its unit will be able to do so. If the leader cannot fire on a target, because it is not in range or does not have Line of Sight (LoS) towards it, the unit will not fire, even if some of its troops do have the target within range and LoS.

Game profile

Each unit has its own game profile, printed on a card, which contains the set of values, keywords and rules necessary to be able to play with it during the game.

  1. Name of the unit.
  2. Cost. This is the army point value of the unit. (See "Preparing for the game. Recruit your company").
  3. Attributes. These values define the basic traits of each of the troops that make up the unit.
    • MOV (Movement). The "A-B" value pair indicates the maximum distance the unit can travel when moving normally. The number in parentheses "(C)" is the charge move (see "Charge"). All values are in strides, the unit of measurement in Warcrow. (See "Distances and measurements").
    • W (Wounds). This value indicates the maximum amount of damage that each troop in the unit can suffer. When the total damage tokens equal this value, a troop is out of combat. When the number of troops in a unit decreases to half its initial number, its combat performance declines. (See "Combat Panel").
    • WP (Willpower). This roll of dice (identified by colored icons) represents determination, willpower and mental toughness. It is also the value that Spellcaster units use to cast spells. (See "Magic").
    • MOR (Morale). The morale value indicates the maximum amount of stress the unit can withstand. Whenever the accumulated stress exceeds this value, the unit must pass a Willpower test to avoid becoming demoralized. (See "Willpower Test" and "Stress and Morale").
    • AVB (Availability). This value determines the maximum number of units with this profile that you can add to your company, as long as you do not exceed the total cost in army points agreed upon for the game.
  4. Characteristics (first line) and Keywords (second line). Characteristics are descriptive labels (for example, Dwarf) that are used to refer to units that share that characteristic. Thus, a spell could, for example, only affect units with the Dwarf characteristic. Keywords are terms that refer to special rules that indicate how the unit behaves (for example, Scout). (See "Keywords").
  5. Characters can be of two types: Officer or Support (in this example we have a Support type Character).
  6. Number of command tokens that the unit contributes to your company at the start of the game. (See "Command tokens").
  7. Combat panel. Shows the unit's attack and defense values during combat, as well as its ability to take objectives.

The rules and effects of the game profiles are written in the second person (you), referring to the unit that owns them, to make them more direct, simple and enjoyable. For example, the restriction "during your activation" refers to the activation of the unit, not your turn to activate as an individual.

Characters with two game profiles

Some Characters are sold accompanied by two game profiles: theirs, and an additional profile for you to have the chance to play with the standard version of the troop. Thus, for instance, with the same miniature of Drago you may use the "Hetman" profile.

Allied, enemy and neutral units

All units of your company, controlled by you, are allies of each other. All units controlled by your opponent are enemies of all your units.

In some scenarios it is possible for neutral units to be deployed or appear, which have their own profile, but do not belong to any side. The rules on their use are described in their profile or the scenario itself. Neutral units are neither allies nor enemies of yours, so you cannot target them with your attacks, abilities, or spells unless they have the Hostile keyword. Learn more about them in the "Scenarios" chapter.

Allies and "other allies"

By definition, a unit is an ally of itself. When the text of an effect, action, or passive ability of your unit indicates that it affects "an allied unit," "allied units," or "your allies," it includes the unit itself. However, if the text indicates that it affects "other allied units" or "other allies", your unit is excluded.

Units and formation

All troops in a unit, whenever possible, must be in formation. Troops are in formation with their unit if:

  • They are at most 2 strides from their troop leader.
  • They have Line of Sight (LoS) toward their troop leader (see "Line of Sight").

Example: all the troops in the Black Legion Bucklermen unit are in formation, since they are 2 strides or less from their troop leader and have Line of Sight towards them. In the second example, Bucklerman A is not in formation, since although she is 2 strides from his troop leader, there is an element that blocks her Line of Sight towards him.

Broken formation

As soon as at least one of the troops in your unit is more than 2 strides from the troop leader or no longer has LoS towards them, we say that the formation is broken.

When you activate a unit with a broken formation, you can only perform the move action with the troops that are further than 2 strides from the leader, until all its troops are back in formation. If the first move action is sufficient, then you can then declare any other action as usual. (See "Activate a unit" and "Attack"). If this first movement is not enough, your second action must be moving again.

Troops in a unit cannot break formation voluntarily. If it is impossible for a troop to be in formation, they must be positioned as close as possible to the troop leader.

Basic concepts

How to resolve contradictions

In the event that two or more rules contradict each other, apply the following contradiction resolution guide ordered from highest to lowest priority:

  1. If a rule indicates that an effect cannot be applied (written in bold), then this prohibition takes precedence over everything else.
  2. The scenario rules take precedence over unit game profiles and the rules in this manual.
  3. Unit game profiles take precedence over the rules in this manual.

Distances and measurements

Distances in Warcrow are expressed in strides.

One stride is equivalent to the radius of an infantry base (15 mm).

Two templates are used in Warcrow to measure distances: the short template and the long template. All measurements between two game elements are made on the battlefield from base to base, in the case of miniatures, or using the edge of their base in the case of a terrain element.

Short template. This template is used to measure short distances comfortably and to resolve the movement of units. (See "Move").

Long template. This template is used to measure long distances, such as the range of ranged weapons or spells. It is also used to perform movements of more than 5 strides.

You can measure the distance between game elements at any time and for any reason.

Line of Sight (LoS)

A unit's Line of Sight (LoS) represents everything it can see on the battlefield.

Your unit has LoS to another unit if your troop leader can draw a straight line between its base and the base of at least half of the other unit's troops (rounded up). This line is not valid if it passes through any game element that blocks the Line of Sight (for example, the models of other units or a building).

When calculating LoS, keep in mind that:

  • A unit always has LoS towards itself.
  • The troops that make up a unit do not block the LoS to their companions.
  • Other units (friendly, enemy and neutral) block LoS.
  • Miniatures have a 360º angle of vision, so you can trace LoS from any point on their base.
  • The lines that join the center of the bases of the troops of the same unit block the LoS towards other game elements.
  • Terrain features with the "Block LoS" keyword prevent the tracing of a LoS through them. (See "Terrain")
  • When calculating the LoS to a unit, the troops that make it up do not block the LoS to other members of the same unit. For example, when tracing LoS over an Orc Hunter unit, those in front do not block the LoS to those behind.

Your unit has LoS to a terrain element if your troop leader can draw a straight line from any point on their base to any point on the terrain element's base.

You and your opponent can check LoS at any time to prevent actions from being declared against targets you don't have LoS to.

Example: The Frostfire Herald has LoS to the Black Legion Bucklermen unit. Although the forest has the Block LoS keyword, he has LoS to the Orc Hunter unit, as he can draw a straight line to at least half of its troops (the lead troop does not block LoS to the Orc Hunter behind it). He has no LoS towards the Evoker, because the Black Legion Bucklermen unit blocks his LoS. And he also does not have LoS towards Alborc because, when drawing LoS towards him, the space between the Bucklermen unit prevents it.

Dice and symbols

Warcrow uses a series of eight-sided dice, differentiated by color, which contain the following symbols:

  1. Success
  2. Hollow Success
  3. Block
  4. Hollow Block
  5. Special
  6. Hollow Special

These are the Warcrow dice and the symbols that can be obtained on them:

Offensive and defensive dice

Red, orange and yellow are the three offensive dice. All three colors of offensive dice offer the opportunity to roll Success symbols, which represent successful results, either in an attack or in an ability check.

Green, blue and black are the defensive dice. These dice have Block symbols which represent successful defense results.

Special symbols offer the chance for your troops to activate special abilities or other interactions (See "Switches").

The hollow versions of the symbols (Hollow Success, Hollow Block, Hollow Special) are only valid under certain conditions, like Switches (See "Switches").

Dice pools

Some attributes or values such as the attack and defense values of units are represented by a dice pool that you gather and roll. For example, orange-orange-blue means you must roll two orange dice and one blue die.

Automatic symbols may appear next to these icons, which you will have to add to the result obtained. For example, orange + Success means you must roll an orange die and add a Success to the result.

You cannot roll more than 3 dice of the same color under any circumstances.

In Warcrow we distinguish between two types of rolls: when only you roll the dice (simple roll) and when you and your opponent roll the dice at the same time with the intention of mutually influencing the outcome of your rolls (Face to Face roll).

Simple roll

In a simple roll only you participate. Follow these steps to resolve it:

  1. Gather your dice pool. If a rule or effect allows you to add more dice or forces you to remove some of them, do so now.
  2. Roll the dice.
  3. Add automatic symbols if any require adding.
  4. Switches. In this step you can spend any number of symbols obtained on your dice to activate the switches that your roll has available. (See "Switches").
  5. Resolution. The symbols that you have not spent in your switches are the ones that you finally get in your roll. If there is at least one Success among them, we say that you were successful or that the roll was successful.
Willpower test (WP)

A WP (Willpower) test is a simple roll that uses your unit's WP value. We say you pass the test if you get at least one Success. Otherwise, we say you have failed the test.

Some rules or effects may indicate that more than one Success is necessary to pass a Willpower test, for example, Intimidating (See "Keywords, Intimidating").

Face to Face roll

In a Face to Face roll, you and your opponent participate at the same time, so that your rolls affect one another. Follow these steps to resolve it:

  1. Gather your respective dice pools. If any rule or effect allows you to add more dice or forces you to remove them, do so now.
  2. Roll the dice at the same time.
  3. Add the automatic symbols to your rolls if there are any to add.
  4. Switches. The player with the current Activation can spend whatever symbols they want from their roll to apply any number of switches they have available for this roll. Their opponent will then have the same opportunity to apply their switches. (See "Switches").
  5. Resolution. Cancel as many Success symbols from your opponent's roll as there are Block symbols left in your roll. And vice versa, your opponent cancels as many Success symbols of your roll as Block symbols remain in theirs. You and your opponent can then apply the effects that are activated by the symbols that remain in your rolls.

After the resolution, the attacker may also take damage, not just the defender.

Sometimes you will have to resolve Face to Face rolls "against the system." For example, combat against a neutral Hostile unit or when casting a spell. In this case, your opponent must roll the dice on behalf of the system.

Example: Alborc attacks Drago The Anvil, resulting in a Face to Face roll between Alborc's attack roll and Drago's defense roll. They both roll their dice, getting what is shown in the example. During the switches step, Alborc spends his two Special symbols to inflict 1 damage on Drago and spends another Special symbol to give the Officer the disarmed status. Since Drago has no switches, we advance to the resolution step of the Face to Face roll: Alborc has a total of 3 Success symbols and Drago 2 Block symbols plus a Special. Drago's blocks cancel two of Alborc's successes, causing him to suffer 1 damage for Alborc's uncancelled Success.

Prepare the Game

We recommend that, as far as possible, you have enough space on the table to accommodate the battlefield as well as this rules manual, profile cards, dice, markers, tokens, turn counter, and even the miniatures that will abandon the gaming table as casualties.

Before starting to play, you need to make the following preparations in the order shown:

  1. Prepare the gaming table.
  2. Choose the scenario.
  3. Recruit your company.
  4. Form your command tokens reserve.
  5. Decide who has the initiative.
  6. Prepare the terrain elements.
  7. Choose the deployment zone.
  8. Deploy your units.

Once finished, you can start playing the first round. (See "Game Rounds").

1. Prepare the gaming table

The first thing you need to play a game of Warcrow is a firm surface on which to arrange all the game elements, which we call the gaming table. You must define the battlefield upon it, which is the area in which the game will take place. The standard size for playing Warcrow is 90cm x 90cm (3' x 3').

If the table is larger than the battlefield, you must clearly define the limits to fit the established size. For this you can use a mat that has standard measurements. If you don't have one, you can use colored tape, thread, string, books, boxes... or even draw the boundaries (assuming it is possible to do so on the surface you use to play).

2. Choose the scenario

Agree with your opponent to choose a scenario from those proposed within this rules manual, or among those that we will publish for free on the official Warcrow website: https://warcrow.com/resources/warcrow

All scenarios contain the information necessary to configure unit deployment zones, the specific use of terrain elements and, most importantly, the victory and end-of-game conditions. In the "Scenarios" section of this manual you will find all this detailed information.

It is essential that you and your opponent have a good understanding of the rules and victory conditions of the scenario. If necessary, clarify in advance any doubts about the application of the rules of your units to anticipate discussions that could break the good atmosphere and rhythm of the game.

3. Recruit your company

Once the characteristics of the scenario are known, it is time to recruit the units that will make up your company. Always keep in mind the characteristics of the scenario and what strategy you plan to follow to achieve victory.

Choose faction

The first thing you have to do is select a faction. Each one has its own style of play and offers different tools to achieve victory in each scenario. Choose the one that best suits your play style or whose aesthetics you have fallen in love with. After all, assembling and painting miniatures is an essential part of this hobby, so we recommend that you choose the faction that most visually appeals to you.

Agree on the size of the game

You and your opponent must agree on the number of army points available to recruit your companies. In the case of a standard Warcrow game, this will be 250 points. When you have enough experience in the game you may want to try playing at more or less points.

All scenarios published in this manual are designed to be played at 250 points. In the event that you agree on another amount for the game, we advise you to adapt the duration of turns per round of the scenario.

Select a commander

From among all the different Characters with the type Officer in your faction, you must select one and appoint them as commander of your company. (See "Characters"). Some Characters have the High Command characteristic, which means that if you include one of them in your company, they automatically become your commander.

You cannot add two or more Characters with High Command to your company.

Deduct the cost of your commander from the total army points available to recruit your company.

Add the rest of the units

Once your commander is selected, you can add as many units as you want by paying their cost in army points, as long as you meet the following requirements:

  • The sum of all unit costs in your company must be equal to or less than the agreed upon total army points for the game (250 points for the standard game).
  • You cannot include more copies of the same unit in your company than its availability value (AVB).

You don't need to spend exactly the total army points. For example, for a 250 point game, you can create a company with a total cost of 240 points.

4. Form your command token reserve (COM)

Add up the total COM (Command) value of all the units you have recruited into your company. Take as many command tokens as the total you have obtained and group them together. This is known as your command token reserve.

Command tokens allow your units to activate command abilities, powerful effects that can sometimes unbalance the outcome of a battle. You will have to manage them wisely, since, once spent, you will not recover them unless the effects of one of your units or the scenario allow it. (See "Command tokens").

5. Decide who has the initiative

In this step you must decide together with your opponent who will start the game in possession of the initiative token:

  • If you have initiative, you will decide who starts by deploying their first unit onto the battlefield and who starts by activating each turn of the round in play.
  • If you do not have the initiative, you will decide who starts by placing the first terrain element and select a deployment area.

To determine who will have the initiative, do the following:

  • Gather an orange die and a yellow die into your hand.
  • Add up separately the total COM (command) value of all your units. If you have more total COM than your opponent, add an orange die to your roll.
  • Resolve a Face to Face roll. Whoever obtains the most Success symbols decides whether to keep the initiative token or give it to their rival. In case of a tie, repeat the roll until someone gets more Success symbols.

6. Prepare the terrain elements

Whoever does not have the initiative must decide who will start by placing the first terrain element on any point on the battlefield. You and your opponent must place at least one of them. You will then alternate and continue placing terrain elements until there is a satisfactory amount or you have placed all the available ones.

In the "Terrain" chapter you will find more information on how to define your terrain elements and the recommended dimensions.

Number of terrain elements

We can't give strict rules about how many terrain elements to deploy on the battlefield and their characteristics, because we don't want to limit your imagination when creating your own or using those you already have at home. Following are some tips in this regard that can serve as a guide in your first games:

  • Place at least two terrain elements whose bases have an area equivalent to a square 7 to 10 strides a side, that affect movement or Line of Sight. For example: forests, hills, a lake or ruins.
  • Place up to two buildings or up to four small structures.
  • Place up to four hedges, barricades or walls.

Distance between terrain features

Arrange the terrain elements so that the resulting scenario is practicable for both companies. Creating dead ends or overlapping elements can detract from your gaming experience. This is why terrain elements should be spaced at least 2 strides apart, with the exception of walls and hedges. However, it isn't a problem if you and your opponent agree to take on these types of challenges.

It is also advisable not to place terrain elements less than 5 strides from the scenario objectives, since these are points where most of the miniatures will gather. (See "Scenarios").

7. Choose the deployment zone

Whoever does not have the initiative must select the deployment area they will use to place their units on the battlefield. Your opponent will use the deployment zone you discard.

8. Deploy your units

Whoever has the initiative must decide which side deploys one of its units first. You and your opponent must take turns deploying one unit at a time until all have been deployed.

To deploy a unit, place all its models within the boundaries of your deployment zone. That is, all their bases must be completely within your deployment zone and the boundaries of the battlefield. All troops in the unit must be in formation. (See "Units and formation").

Special deployment

Some units, such as Scouts and Ambushers, can deploy at different times during the game. We explain in detail how these types of units are deployed in the "Keywords" chapter.

Play the Game

The battlefield is prepared, the objectives are clear, and you have recruited the company that will achieve victory. It's time to roll the dice!

A game of Warcrow takes place over a series of game rounds (or simply rounds), divided into turns in which you and your opponent alternate activating your units.

The game will end when you or your opponent meet the victory requirements or have played the maximum number of rounds indicated by the scenario.

Game rounds

"Round" and "turn" are two different concepts. A round consists of several turns.

Each round consists of the following phases:

  • Start of the round
  • Turns phase
  • End of the round

Turn counter

We use this counter to know when the round ends, when possible scenario events take place, how long spell effects last, and when broken units can rally. All of these effects are each represented by a token that you place on the turn counter when the rules tell you to do so. When you have to place a token on a position which already contains another, place it on top, forming a stack. The only exception is the "End of the round" token, which is always placed in the last position (at the bottom), since it is the only one that must be managed at the end of the game turn.

The turn counter has 10 numbered positions that correspond to one game turn each. The central dial indicates the position of the current game turn.

Start of the round

First, place the "End of round" token on the turn counter in the position indicated by the scenario rules. For example, if the scenario indicates that each round consists of 4 turns, place the "End of round" token in position 4. If it is the first round of the game, place the turn marker pointing to position 1.

"End of round" token. This token indicates in which turn the current round will end, after player activations and the resolution of events or effects. Its position is determined at the beginning of the game by the scenario. (See "Scenarios").

Next, all those effects that indicate that they apply "at the beginning of the round" take place. Each effect must be applied and resolved in order, one after the other. You must first apply the scenario effects and then resolve the effects of both companies. If you and your opponent have effects to apply, whoever has the initiative decides which side executes all of their effects first. You determine the order in which your effects are applied.

Check effects of the tinge

In this step, each unit that has at least one tinge token in its profile must create a tinge roll from the tinge tokens it has. If you get at least one Hollow Special symbol when you roll, you must face the effects of the tinge. Consult the tinge effects table and, starting with the first row, apply, in ascending order, the effects of as many rows as the amount of tinge your unit has. (See "Magic. Effects of the tinge").

Turns phase

Each round consists of a number of game turns in which you and your opponent will alternate activating your units. If it is the first turn of the round, whoever has initiative must decide who activates a unit first and who activates second. This activation order will remain until the end of the round. The number of turns is indicated by the position of the "End of Round" token on the turn counter. When you finish resolving the game turn in which this token is found, the round ends. (See "Turn counter").

Game turns

Each game turn has the following structure:

  1. Start of turn. Effects that activate "at the start of the turn" are applied.
  2. Company A activates one of its units.
  3. Company B activates one of its units.
  4. End of turn. Effects that activate "at the end of the turn" are applied.

Activation tokens

When your unit activates for the first time during the current game round, place an activation token on its profile card. If your unit activates more times during the same round, it will become stressed, which may even end up demoralizing it and forcing it to flee. (See "Stress and morale").

When you and your opponent have resolved your activations, check the turn counter for any unresolved effects and advance the turn counter marker one position. If one of the effects indicated by the turn counter is the "End of Round" token, the current round ends. (See "End of the round"). If not, resolve another game turn.

Pass

If you have already activated all the units you have on the battlefield, you can pass the activation of a unit at least once. If your opponent also passes, advance the marker on the turn counter to the position where the "End of Round" token is located (activating all effects in its path). Treat this game turn as the last of the current round.

If your opponent does not pass, you will once again have the opportunity to activate a unit or pass on the next game turn.

Events

In this step you must check if events are activated on the turn counter, as well as manage active effects or demoralized units. Check if there are any tokens in the current position, resolve or activate their effects, and remove them (except the "End of Round" token). If there is more than one token forming a stack, apply their effects one after the other, starting with the top one, and remove them until the position is empty or only the "End of the round" token remains.

Whenever a turn ends, do the following:

  • Resolve one by one the effects indicated by the tokens in the current position (the one indicated by the dial of the turn counter).
  • If the "End of Round" token is in the current position, always resolve it last. Apply all the steps of the "End of the round" phase to solve it. If the requirements to conclude the game are not met, a new round begins.
  • Advance the dial one position. If it is in position 10, that means moving it to position 1.

Event tokens. The scenario may indicate that at the end of some turns, events will be triggered. To manage them, we will use event tokens. These are placed in the turn counter position indicated by the scenario and, when activated, the associated event takes effect (see "Scenarios"). For example, the scenario tells us that on the sixth turn the "Rain" event is activated, so we place an event token on position 6 of the turn counter. At the end of game turn 6, we remove the event token and apply the effects indicated in the scenario under the heading "Rain".

Demoralized unit tokens. Each of these tokens on the turn counter corresponds to a unit that is demoralized. When you resolve this token, the associated unit will attempt to rally or must flee again. (See "Stress and morale. Demoralized unit").

End of the round

In this phase all those effects that apply "at the end of the round" take place. Each effect must be applied and resolved in order, one after the other. First you apply the scenario effects and then the effects of both companies are resolved. If you and your opponent have effects to apply, whoever has the initiative decides which side executes all of their effects first. You determine the order in which your own effects are applied.

Once all the effects that occur "at the end of the round" have been resolved, execute the following steps in order:

Get your Victory Points

You will earn Victory Points (VP) by taking objectives or fulfilling scenario requirements. Calculate your total VP at this point and check if you have achieved victory to end the game. (See "Scenarios").

Reduce stress

Reduce stress on non-demoralized units in your company. (See "Stress and morale").

  • First reduce the stress of units that did not activate during the round by a maximum of 2 levels. They do not have an activation token on their profile.
  • Then, reduce the stress of the units that were activated by 1 level (they have an activation token).

No one gets left behind

Whoever has the initiative must decide who performs this step first. All units on the battlefield that do not have an activation token on their profile can perform the move action once (see "Activate a unit. Move") or Rest (a Long action) if they meet these requirements:

  • They are not demoralized.
  • They are not engaged in combat.

Remove your activation tokens

Remove activation tokens from all your units.

Change of initiative

If you have fewer Victory Points (VP) than your opponent, you will have the initiative during the next round. In the event of a tie, the initiative token changes hands.

Advance the "End of the round" token

If the requirements to conclude the game are not met, a new round begins. Advance the piece as many positions as the scenario indicates in turns per round, and the game continues.

The marker does not reset to the initial position at the end of a round, but continues to advance clockwise.

End of the game

When you or your opponent meet the requirements that end the scenario, or when the maximum number of rounds indicated have been played, the game ends. The side that has accumulated the most Victory Points will be the winner. In case of a tie, the scenario will tell you how to resolve it, if possible.

Activate a unit

When you declare one of your units activated, place an activation token on its profile. If it's already assigned one, your unit gets stressed instead. (See "Stress and morale").

You can declare up to two actions that your unit will perform during its activation. Choose between:

  • A. Two simple actions. Any combination of the following as long as at least one is move (you can perform the move action twice):
    • Move
    • Attack
    • Perform a skill
    • Cast a spell
  • B. A single Long action:
    • Assault
    • Charge
    • Rest
    • A Long action described in your profile

Long action

These actions, always preceded by the Long action icon (a double chevron), consume all of your unit's activation, so they cannot be combined with any other action.

Units can have skills or even spells with the Long action icon. In this case, executing the ability or casting the spell uses up all of the unit's activation.

Move

To perform this action, you must pay attention to the two "A-B" values of the movement attribute (MOV) of your unit. Each of these two numbers represents a distance, measured in strides, that your unit can travel in any order you want. For example, if your unit has MOV 3-2, you can move first 3 strides and then 2 strides or the other way around: first 2 strides then 3 strides.

It is not mandatory that you complete each distance completely. In the example, MOV 3-2, you can move up to 3 strides and then up to 2 strides (and vice versa). The distance you do not cover during the first distance is not saved for the next one.

Templates

To move your unit, place the short template touching the edge of the base. Make sure you are using the side corresponding to the troop movement. You can move from zero strides to the end of the selected distance.

To perform movements of more than 5 strides, you must use the long template. In the same way as with the short template, place the base touching the edge. Then, move the miniature until it is right at the end of the distance.

Example: Alborc has MOV 3-2 (10). When he charges, he may move up to 10 strides. To move 3 strides, Alborc can travel the entire distance (first case) or just a section (second case).

The unit must be able to travel in a straight line without obstacles. That is, its base must be able to move without colliding with the base of an enemy unit, a neutral unit or the base of a terrain element that prevents movement (Impassable).

Notice that movement is from the "front" part to the "back" part of the base. Bear in mind that the amount of movement indicated is not the total amount that your unit travels, since this distance is the one you interpose between the initial position and the end of your movement. To calculate the total distance you have to add the diameter of the base itself (marked on the long template).

Units composed of several troops

To move a unit consisting of two or more troops, follow these steps:

  • Move the troop leader.
  • Place the other troops of the unit in formation (maximum 2 strides from the troop leader and with line of sight towards them).

Example: The Black Legion Bucklermen unit moves 3-2. Your troop leader moves first. Once his movement is complete, the rest of the unit's troops move into formation.

If your troop leader ends their movement on one of the troops in their unit, withdraw the troop first, resolve the troop leader's movement, and then place the withdrawn troop back into formation with the others.

Example: Case A. Drago can move through the Orc Hunters unit because the Hunter on the right is not in formation. Case B. Drago can move between the Orc Hunters and the Skin changers because they are two different units. Case C. Drago cannot move through the Skin Changers because they are in formation and he cannot cross the line joining their bases. Case D. Drago cannot move between Alborc and the Skin changers because his base does not fit.

Remember that:

  • Your unit can perform the move action and not advance (travel distance 0).
  • Your unit can move through any terrain element that does not have the Impassible keyword. Keep in mind that other keywords can reduce your unit's movement ability. (See "Terrain. Keywords").
  • Your unit cannot end its movement on terrain features with the Impassible keyword. (See "Terrain. Keywords").
  • Your unit cannot end its movement in contact with other units. The only way to come into contact with an enemy unit is through the Assault and Charge actions. (See "Assault" and "Charge").
  • Your unit cannot pass through the troops that form a unit (as long as their members are in formation).

Engage in combat

Your unit is engaged in combat with an enemy unit whenever at least one of its troops is in base-to-base contact with one or more troops of the enemy unit. Unless indicated in its profile, the only actions a unit engaged in combat can perform are:

  • Attack the enemy unit it is engaged with.
  • Move to disengage.
  • Cast a spell, only if the spell is targeted against the caster themself or the enemy unit with which they are engaged.

Opportunity attack

If you declare the move action with a unit that is engaged in combat, the enemy unit will have a chance to stress itself to make an opportunity attack against your unit before you move.

In the case that your opponent decides to make the opportunity attack, resolve a Face to Face roll between your defense roll and your opponent's attack roll. This is not considered as an Attack action, so you will not be able to apply modifiers to your rolls or activate any switches available to you. Your opponent will receive as much damage as there are successes left on your roll and vice versa, your unit will receive as much damage as there are successes left on your opponent's roll.

Once you have resolved the Face to Face roll, your unit will make the movement you declared, unless, during the Face to Face roll, your unit's position has changed (for example, it has been displaced). In that case you must continue moving but you can modify your trajectory.

Keep in mind that this opportunity attack does not initiate any combat, so there is no winning or defeated unit. (See "Attacking melee").

The enemy unit cannot make an opportunity attack if it is demoralized or if it is engaged, in turn, with another unit other than the one that is moving.

Example: The Orc Hunters unit declares a move to disengage from the Black Legion Bucklermen unit. As these are in turn engaged with Alborc, they cannot make an opportunity attack against the orcs, so the Orcs move away freely.

Attack

All units have at least one attack in their profile:

  1. Type. Attacks can be of two types: ranged attacks (projectile attacks) or melee attacks.
  2. Range. Distance within which the target of your ranged attack must be.
  3. Attack dice pool. These are the dice you must roll when you make the attack (they may be accompanied by automatic symbols).
  4. Modifier. Your unit can be stressed to add the modifier value to the roll when you create it. (See "Face to Face roll. Step 1"). Keep in mind that your unit must be able to be stressed, that is, have less stress than its MOR value.
  5. Switches. Offer the possibility of spending some of the symbols obtained in the attack roll to apply various effects.

Switches

Every time you make a roll, you will get a series of symbols to which are added the automatic symbols that your roll may have. Switches give you the chance to spend some of the symbols to apply various effects before resolving the roll.

Switches are available in your unit profile as a row listing the symbols you must spend (the requirement, 1) followed by the effect it applies (2). For example: "Inflict 1 damage to your target" and "Your target receives the vulnerable state".

You can activate the same switch multiple times, as long as you have enough symbols to spend each time.

It is essential that you spend the symbols indicated as a requirement (1) to activate the switch and apply its effects (2). Spent symbols will no longer be available for further switches and will not count during the Resolution step of the roll.

You don't have to be able to apply the effect of a switch to activate it. For example, you can activate a switch with an effect that heals you 1 damage even if you don't have any damage to heal.

The switch can apply different effects when activated. In this case, apply each effect in the order they are described. For example: "Remove a Block from your target and add a Success to your roll." Even if your opponent has not obtained any Block to cancel, you can add a Success to your roll.

Melee attack

Units that are stressed beyond their MOR value must pass a WP test at the end of the activation to avoid becoming demoralized and fleeing. (See "Stress and morale").

In order for your unit to make a melee attack against an enemy unit, your unit must be engaged in combat with it. When you attack a unit in melee we say that a combat begins. Until the end of the action, your unit is the attacking unit and the enemy unit is the defending unit.

Combat

Follow these steps to resolve the combat:

  1. Your unit must perform positioning maneuvers if any of its troops are not engaged in combat. (See section "Positioning maneuvers").
  2. Select a melee attack from your unit profile.
  3. All troops in your unit participate in the attack, just as all troops in the enemy unit defend.
  4. Your opponent makes the defense roll indicated on their combat panel based on the number of troops in their unit. If the unit includes a Character, it may add dice or automatic symbols to the roll. (See "Characters"). At this point they must declare whether their unit is stressed to add their modifier to the defense roll. If your opponent decides not to do this, they won't be able to change their mind later.
  5. Gather your attack dice pool. Take the dice indicated on your unit's combat panel based on the number of troops currently in it. If your unit includes a Character, they may add dice or automatic symbols to the roll. (See "Characters"). Declare now if your unit is stressed to add the modifier to its attack roll.
  6. Resolve a Face to Face roll between your attack roll and your opponent's defense roll.
  7. Your opponent receives as much damage as Success symbols remain on your roll and vice versa, your unit receives as much damage as Success symbols remain on your opponent's roll.

Combat result

To determine who won the fight, compare the total damage inflicted by each side:

  • If your unit has inflicted more damage (at least 1), we say that it has won the combat or that it is the winning unit.
  • If your unit has suffered more damage (at least 1), it has lost the combat or is the defeated unit. Also, your unit is stressed at the end of activation.
  • If both units have suffered the same amount of damage, there is no winner or loser and both units remain in contention.

Push back the defeated unit

If your unit has won the combat and is still engaged, you can push back the enemy unit to force it to abandon its position. If you want to push back the enemy unit, your opponent will have the option to prevent this by stressing his unit, to do this he must be eligible to stress his unit. (See "Stress and morale").

The pushed back unit must make a move using only its first MOV value in any direction, as long as it places as much distance as possible between itself and the winning unit.

If you have pushed back the defeated unit, you can pursue it by moving your first MOV value in its direction, even engaging in combat if your troop leader manages to reach base-to-base contact with any of its troops (you are not considered to have charged).

Push back and pursuit movements do not provoke opportunity attacks.

End of combat

At the end of combat, if your unit is engaged with the unit targeted by your attack, it must carry out positioning maneuvers if any of its troops are not engaged. (See "Positioning maneuvers").

Destroyed unit additional movement

If you have completely eliminated the enemy unit, your unit can perform the move action once for free (it does not count as an activation).

If you eliminate one of the enemy units your unit is engaged with, you cannot use the destroyed unit additional movement, if your own unit prevails engaged in combat.

Positioning maneuvers

All troops in your unit are required to assist their companions when your unit attacks a target. These maneuvers represent the efforts of the attacking unit trying to gain ground on the defending unit. To perform positioning maneuvers, your unit must be engaged in combat. Follow these steps:

  • Starting with your troop leader, you must place unengaged troops in your unit in contact with at least one enemy troop. Remember that they must always be in formation. In order to adapt to each situation and maintain your unit's formation, you can exchange your troop leader for any troop engaged with the enemy.
  • If it is impossible for you to engage a troop in combat (because it does not have space or because in doing so you break formation), you must place it in contact with your troop leader or, failing that, with any other troop in your unit, as close as possible to any enemy troop of the defending unit.
  • If it is not possible to fulfill any of the above points, place the troop as close to your troop leader as possible.

Positioning maneuvers do not generate opportunity attacks.

Example of a melee attack

It is the turn of the Hegemony of Embersig. The Black Legion Bucklermen unit activates and performs the attack action against the Orc Hunters unit, starting a combat. Consulting the attack and defense values for 3 Black Legion Bucklermen and 4 Orc Hunters, both sides create their rolls, roll the dice at the same time and obtain the symbols shown in the graph.

The Hunters decide to activate their switch, so they spend one of their Block symbols to add 1 Success to their roll. The Bucklermen, on their end, don't have symbols to activate any of their switches. Thus, these are the symbols that remain after the switches step.

During the resolution step, the Hunters cancel two Success symbols of their enemies and their unblocked Success inflicts 1 damage to the Bucklermen. Finally, the Bucklermen inflict 3 damage to the Hunters. Since the Wounds value (W) of the Hunters is 2, they must remove a miniature and add the extra damage on their profile (3 damage = 1 casualty + 1 damage).

The Bucklermen are the unit that wins the combat and the Hunters must stress at the end of the activation. Since the Bucklermen are still engaged in combat with the Hunters, they decide to push them back to force them to abandon their position. The orcs don't want to receive any more stress in this activation, so they accept being pushed back.

The Orc Hunters have MOV 3-2, so they move 3 strides away from the Black Legion Bucklermen unit, who now have the option of whether or not to pursue the orcs. The Hegemons decide to pursue the Hunters and move 3 strides (they have MOV 3-2) towards them.

The troop leader of the Black Legion Bucklermen unit fails to engage in combat with the orcs with his movement, so the combat ends. The Black Legion Bucklermen's attack action ends. They could still take a move action, but it wouldn't allow them to engage the Orc Hunters again, so they decide to end their activation. At this moment, the orcs are stressed from having been defeated in combat. If the stress level exceeds their MOR value, they must pass a WP test or become demoralized and must flee.

Multiple combats

In the event that your unit is engaged with more than one enemy unit, you must choose one of them as the target of your attack and resolve it in the normal way. After resolution, your opponent can make an opportune attack with the rest of their units that are engaged with yours, as long as they are only engaged with your unit.

Additionally, if your unit is engaged with more than one enemy unit, its performance will be penalized. When you gather your attack or defense roll, you must cancel one die or automatic symbol for each enemy unit engaged with you above the first. You can decide which dice or symbols you cancel. For example, if your unit is locked with 3 enemy units, you must cancel 2 dice or automatic symbols from your roll.

When defending against opportunity attacks launched by units you are engaged with during a multiple combat, you must also cancel one die or automatic symbol for each enemy unit above the first.

Ranged Attacks

In order for your unit to perform a ranged attack against an enemy unit, you must meet the following requirements:

  • Your unit cannot be engaged in combat.
  • Your unit must have LoS to the target unit.
  • The target unit must be within range of your unit's ranged attack.

Remember that your unit has LoS to another unit if your troop leader can draw a straight line between their base and the base of at least half of the opposing unit's troops (rounded up). (See "Line of Sight").

Until the end of the action, your unit is the attacking unit and the enemy unit is the defending unit. Follow these steps to resolve the attack:

  1. Your opponent gathers his defense roll. If the unit includes a Character, it may add dice and automatic symbols to the roll. (See "Characters"). At this point your opponent must declare whether they wish to stress their unit to add the modifier to the defense roll. If your opponent decides not to do so, they won't be able to change their mind later. The defending unit can only use the defensive dice (green, blue and black) and the automatic symbols Block and Hollow Block; other dice and automatic symbols are ignored.
  2. Form your ranged attack roll. If your unit includes a Character, they may add dice and automatic symbols to the roll. (See "Characters"). Declare at this time whether you want to stress your unit to add the modifier to its ranged attack roll.
  3. Make a Face to Face roll between your ranged attack roll and your opponent's defense roll. The unit defending from a ranged attack cannot activate its switches; the attacking unit, however, can.
  4. Your opponent takes as much damage as Success symbols remain in your roll.

Example of a ranged attack

Drago wants to make a ranged attack with his pistol, which has a range of 8 strides. The Evoker is out of range, so she cannot be targeted. He does not have LoS to the Orc Hunters, since he can only trace LoS to one of them. Alborc is in range and there is LoS to him, so Drago declares a ranged attack against the orc warlord.

They both form their ranged attack and defense rolls respectively. Drago has no switches to apply, so Alborc's Block symbols cancel out Drago's Success symbols. The attack ends without consequences.

Range

All ranged attacks, as well as some actions and spells, indicate a range at which the target must be. When checking the distance between your unit and another game element, always measure the distance from your unit's troop leader.

If the target element is a unit, measure the shortest distance between the bases of your troop leader and the nearest troop of the target unit.

If the target is a terrain element, measure the shortest distance between your troop leader and the base of the terrain element.

You can use either template to measure the distance.

Example: The Orc Hunters unit is located 7 strides from the Black Legion Bucklermen unit. Drago's ranged attack has range 8, so his target must be within 8 strides away. The Evoker is out of range in the first case, but is within 8 strides away in the next 2.

Target "within X strides"

When it is indicated that the target of an effect must be "within X strides", the distance must be between 0 and X strides.

Adjacent

A game element is adjacent to another if the distance between them is 0.

A unit is adjacent to a terrain element if its troop leader's base is in contact with the element's base.

Cover

When your unit is the target of a ranged attack, it can benefit from cover if it is adjacent to a game element (another unit or a terrain element) with the Cover (D) keyword. Additionally, another condition must be met depending on whether the game element blocks LoS or not:

  • Block LoS (for example, a miniature or a building). Your unit is in cover if the element blocks LoS to at least half of your unit's troops (rounded up).
  • Doesn't block LoS (for example, a fence or hedge). Your unit is in cover if when you draw LoS to at least half of your troops (rounding up) it has to pass through the element.

Cover (D). The 'D' value indicates the dice or automatic symbols that your unit adds to its defense roll against the ranged attack. If your unit can benefit from multiple cover values, you should choose one.

Example: Drago The Anvil has LoS to the Orc Hunters unit in all three cases. In cases A, B and C, terrain features have the Cover keyword. In case A, the orcs benefit from cover, since they are adjacent to the terrain element and, when LoS is drawn from Drago, it must inevitably pass through it to reach half of the unit's troops. In case B, the forest Blocks LoS, so Drago only has LoS to half the orcs. As the Hunters are adjacent to the forest, they benefit from cover. In case C, Drago must trace LoS through the terrain element to all troops in the Orc Hunter unit. However, these are not adjacent to the terrain element because their troop leader is not; therefore, they cannot benefit from cover.

Ranged attack on a combat

You can make a ranged attack against an enemy unit that is engaged in combat with a friendly unit. In this case, you must consider your own unit to be a game element that provides Cover (a black die), only in this case, following the LoS and Cover rules. Additionally, the friendly unit will become stressed at the end of the activation.

Remember that the lines joining the center of the allied unit's troop bases block the LoS to the enemy unit's troops.

Damage

When your unit takes damage or is caused or dealt X amount of damage by something, place that same amount (X) of damage tokens on its profile. If the number of tokens equals or exceeds its Wounds (W) value, a troop is taken out of combat. Remove the model from the battlefield and remove as many damage tokens equal to W from its profile. Repeat this process until there are fewer damage tokens left on its profile than its W value.

When removing miniatures from a unit, follow this order:

  • Troops
  • Troop leader

Supports can be removed instead of a troop. (See "Characters").

Assault (Long action)

This action allows your unit to move to engage an enemy unit and attack. When you declare it, you must select a target enemy unit. This long action is made up of two simple actions that you must execute one after the other in this order:

  1. Move. Your unit's troop leader must be able to move, using the unit's two MOV values, until engaged in combat with the target unit. Otherwise, you will not be able to perform this action. Move the troop leader and place the other troops in your unit into formation. (See "Move").
    • This step 1 move is an exception to the rule that a unit executing a "Move" cannot engage another.
    • It is not necessary for your unit to have LoS to the enemy unit at the start of the action in order to assault it.
    • Your unit must be able to engage using its movement after applying the effects of terrain elements it must pass through.
  2. Attack the target unit in melee. Your unit starts a combat with the enemy unit that is resolved by applying all the rules described in "Attacking in melee".

Charge (Long action)

This action allows your unit to move in a straight line to engage an enemy unit and attack. When you declare it, you must select a target enemy unit that you have LoS to. This long action is made up of two simple actions that you must execute in the following order:

  1. Move. Your unit's troop leader must be able to move in a straight line, using the unit's charging movement, until engaged in combat with the target unit. Otherwise, you will not be able to perform this action. Move the troop leader and place the other troops in the unit into formation. At this point your unit is considered to have charged.
    • This step 1 move is an exception to the rule that a unit executing a "Move" cannot engage another.
    • Some units can activate their own effects when charging or when they are the target of a charge.
  2. Attack the target unit in melee. Your unit starts a combat with the enemy unit that is resolved by applying all the rules described in "Attacking in melee".

For having charged, your unit can re-roll its attack roll.

Note that Charge requires LoS, while Assault does not.

Hold and shoot

The moment your opponent declares a charge against a unit of yours (and you verify that it is feasible), you can declare that you apply this rule only if:

  • Your unit has not been activated yet during the current round (it does not have an activation token on its profile).
  • Your unit has LoS towards the enemy unit.

In case of applying hold and shoot, follow these steps:

  • Place an activation token on the unit's profile.
  • Make a ranged attack against the enemy unit before it moves. Your unit must meet all the requirements to attack at range, except range, as the shot is considered to occur at any time during the charger's path. (See "Attacking at Range").
  • Once the ranged attack is resolved, the enemy unit continues with its charge action.

Your unit cannot activate the switches from its attack roll when holding and shooting.

Perform a skill

Your unit must have at least one skill in its profile to perform this action.

Skills are presented in the following format:

  1. Name. If the name is preceded by the Long action icon it means that the ability is a long action which consumes all of the unit's activation.
  2. Requirements (optional) that you must meet to be able to perform the skill and properties that indicate how it functions.*
  3. Effects. This text describes the rules that must be applied once the skill requirements, if any, have been met (range, target, or successful roll).

*The most common requirements are:

  • Target. When it is indicated that the ability targets another unit or a terrain element, your unit must always have LoS unless otherwise indicated by the term No LoS.
  • Timing. The ability can indicate when it can be used or express how often it is available, for example, "once per round" or "once per game."

Cast a spell

Units with the Spellcaster keyword have the ability to cast spells. Go to the "Magic" chapter of this manual to learn everything about spellcasting.

Rest (Long action)

When your unit performs this action, you can use as many of the following options as you like:

  • Eliminate all of the unit's stress.
  • Remove any state from your profile.
  • Perform a move using only your second MOV value.

Even if it has already been activated during this round, your unit does not become stressed by performing this action.

Your unit cannot Rest if it is demoralized or engaged in combat.

Characters

Characters are single miniature units that feature the Character keyword in their profile. Depending on the strength of their leadership or their role in your company, we distinguish between Officers and Supports.

Officers and Supports

The type of Character a unit is is indicated by an icon on its profile: Officer or Support.

A unit cannot include more than one Character.

In addition to fighting individually like any unit, Characters can join allied units to lead them, improve their capabilities, or give them unique abilities.

Chain of command

Officer type Characters automatically become the troop leader of the unit they join.

Join a unit

Characters with the ability to join a unit have it indicated in their profile using the keyword Join (X), where "X" can be the name of a unit, a characteristic, a keyword or several groups of them separated by lines ("|"). In the latter case, the target unit must have all the keywords or characteristics, or be named as at least one of the groups.

Characters who do not have the Join (X) keyword cannot join any unit in any way.

Examples:

  • Join (Infantry). The Character can join a unit with the Infantry characteristic.
  • Join (Orc Hunters). The Character can only join a unit of "Orc Hunters".
  • Join (Infantry, Varank). The Character can join a unit that has the Infantry and Varank characteristics.
  • Join (Infantry, Ghent | Scout). The character can join a unit that has the Infantry and Ghent characteristics; or a unit with the Scout keyword.

Characters joining a unit

You can join a Character to a unit during deployment or during its activation.

A. Join during deployment

When you are going to deploy your Character, select one of your units that is already deployed (that meets the requirements of its keyword Join and in which there is no other Character) and declare to your opponent that your Character is joining the unit. Then place the Character on the battlefield in formation with the unit (you can reposition troops to make room for them and ensure the unit is in formation).

Remember that if the Character is of the Officer type they become the troop leader, so the unit's troops must have LoS towards them and be within 2 strides.

If you want to deploy your Character with a unit that is deployed at another time in the game (for example, Scout and Ambusher units), you must reserve them hidden and deploy them at the same time you deploy the unit.

B. Join during activation

During activation, your Character can join a unit (that meets the requirements of its Join keyword) as long as:

  • There are no other Characters in the unit.
  • The unit is not demoralized.

If these requirements are met, declare to your opponent that the Character is joining the unit. The only action your Character can perform is move (you can move twice) and they must finish their activation in formation with their new unit (having LoS and being 2 strides from the troop leader).

At the end of their activation, in the case of an Officer, your Character automatically becomes the troop leader, so you can exchange their position with the previous troop leader of the unit so that all the troops are in formation with the Character.

Character game profile in units

When a Character has joined a unit, you must use their "Character in Unit" game profile. The unit will make use of the values that the Character shares (for example, in the case of Officers, their WP). To manage this union more comfortably, we have designed the cards with the game profiles so that you can place the Character card under the unit card, and therefore have both profiles grouped together.

When these values are absolute, they will replace those of the unit, while if they are modifiers (they are preceded by "+") they are added to those of the unit (even if it has no value). Remember that when modifying a roll you cannot roll more than 3 dice of the same color, so ignore all dice of a color that exceed that amount.

Combat

Characters participate with their unit in combat, providing their corresponding modifiers and switches if they have them.

Damage, stress, states and other tokens

If your Character has tokens on their profile, do the following for each type of token:

  • Damage tokens. The Character keeps their damage tokens on their own profile. While joined to a unit they will be ignored. Damage tokens are only be taken into account again if the unit is destroyed or the Character abandons it.
  • Stress tokens. Compare the stress level between the Character and the unit and leave the higher of the two on the unit.
  • State tokens. Place the Characters state tokens on the unit. Since you can only have one token of each state, remove any repeated states. (See "States").
  • Effects tokens. If the Character has any number of effects tokens assigned to them (for example, spells), they are transferred to the unit's profile.
  • Activation token. Remove the activation token from the Character.

Characters as members of a unit

Officer type Characters count as another member of the unit when determining the number of troops participating in a combat (attacking and defending), as well as to quantify the unit's conquest value (although the Officer Character can modify it).

Supports do not count towards the number of troops in the unit.

Example: Although there are only two Hunters left in the unit, Alborc counts as one more (he is an Officer Character), so the unit will use the attack, defense and conquest values of the profile "3+".

Characters inherit all keywords of the unit they join since, for all intents and purposes, you play with the unit's profile while the Character is included in it.

Skills, Passive Skills, and Spells

The unit can use the skills, command skills, passive skills and spells present in the "Character in unit" profile as if they were its own, since it is the unit that activates and performs the actions.

Characters leaving their unit

To have your Character leave their unit, follow these steps:

  • Declare to your opponent that your Character is leaving the unit.
  • Your Character can perform the move action up to two times (this movement does not generate opportunity attacks).
  • Your Character has been activated, so place an Activation token on their profile.
  • If the Character is an Officer, you can place the unit's troop leader in the position the Character was in so that all other troops are in formation.

Characters cannot leave and join a unit (and vice versa) during the same activation.

When a Character leaves a unit, the unit regains the original values of its attributes. If its stress level exceeds its original MOR, take a WP test. If you do not pass it, the unit is demoralized and must flee immediately. (See "Stress and morale. Flee"). Remember, every time a Character leaves their unit (or is removed from the game because they are eliminated), you must designate a new leader troop for the unit.

Damage, stress, states and other tokens

If the unit has tokens on its profile, do the following for each type of token:

  • Damage tokens. The unit keeps all damage tokens. The Character only keeps the damage tokens they had before joining the unit.
  • Stress tokens. The Character receives the same level of stress as the unit.
  • State tokens. Place the same state tokens on your Character as the unit has.
  • Effects tokens. The unit keeps all effect tokens.

Assign damage to units with Characters

Officer Characters that are part of a unit are the last to suffer damage, since they are the troop leader. Support Characters that are part of a unit can be eliminated like any other troop. When the damage suffered equals the unit's W (Wounds) value, you can remove the Support Character instead of a trooper.

Characters and destroyed units

When all the troops of a unit are taken out of combat, deal the remaining damage to the Character. Since the unit has been destroyed, the Character is no longer part of it. Before removing the unit from the battlefield perform the following actions:

  • Separate the character and unit profile cards.
  • Transfer the corresponding tokens from the unit to the Character as indicated in the "Damage, Stress, Status, and Other Tokens" section.

Once these steps are completed, you can remove all of the unit's gaming elements from the game.

Stress and morale

Stress in Warcrow represents the tension of combat, physical fatigue and mental exhaustion to which your troops are subjected.

Place 1 stress token on the unit's profile each time it suffers from stress. The stress tokens are numbered to indicate the level of stress (or total stress) the unit has using a single token.

If at any time your unit is stressed above its MOR value, it must pass a WP test at the end of the current activation or else it will be demoralized and must flee.

A unit is stressed if:

  • Its activation ends and it was already activated previously during the current round. (See "Activate a unit").
  • It uses its modifier on the attack or defense roll. (See "Attack").
  • It loses in melee. (See "Combat result").
  • It decides not to be pushed back at the end of a fight in which it has lost. (See "Push back the defeated unit").
  • The effects of a skill, passive skill, attack, spell, or switch cause stress.
  • In the case of a Spellcaster unit, to avoid canceling a spell that remains active. (See "Magic").

Increase and reduce stress levels

When is indicated for a unit to reduce its stress, subtract 1 from its current stress level. When a unit is indicated to be stressed by X levels, add X to its stress level. When a unit is indicated to reduce X stress levels, subtract X from its current level (a unit's stress cannot fall below zero).

Morale (MOR)

Your unit's MOR value indicates the maximum level of stress it can handle before its nerves are put to the test. If at the end of the current activation your unit has a stress level higher than its MOR, it must pass a WP test to avoid becoming demoralized. Following this, you will have to remove all the stress tokens exceeding the MOR value.

Effects of stress

As long as your unit's stress equals its MOR, you can only activate it to perform the Rest action (see "Rest").

If your unit has as much stress as its MOR, you cannot voluntarily stress it, so you cannot apply any effects or rules that require it to be stressed. For example, stress it to add a modifier to its attack or defense roll; or stress it so that it is not pushed back at the end of a combat.

If your unit is stressed beyond its MOR value, you must perform a WP test at the end of the current activation. If you do not pass it, your unit will become demoralized and must flee immediately. (See "Flee").

Demoralized unit

The moment your unit becomes demoralized, do the following:

  • Place a demoralized unit token (small) on their profile.
  • Take the corresponding broken unit token (large, with the same number) and place it on the turn counter two positions ahead of the current turn.

Example: The Black Legion Bucklermen unit is stressed at the end of its activation. Since its stress level exceeds its MOR value (1), they must make a WP test in which they do not obtain any Success, so the Bucklermen unit becomes demoralized. As it is turn 1 of the round, a demoralization token is placed on the turn counter and another on their profile (both with the same number). At the end of turn 3, the Bucklermen unit will have the opportunity to rally. The excess stress (a stress token) is then removed.

Demoralized Unit Tokens. These counters have a unique numbering system to easily identify units that are demoralized. They come in pairs with the same number: a smaller one that is assigned to the unit and a larger one that is placed on the turn counter so we know at the end of which turn the unit will try to rally.

If your unit is demoralized:

  • It cannot be activated in any way.
  • It cannot stress itself in any way and cannot reduce its stress.
  • It cannot control objectives (we consider its conquest value null).
  • If it participates in combat, it will always flee after the result. (See "Melee Attack").

Flee

If your unit flees, you must immediately move it using both of its MOV values towards your deployment zone, following the shortest possible path and, if it is already there, move it towards the nearest edge of the battlefield. When a fleeing unit comes into contact with one of the battlefield edges, remove it. The unit will count as eliminated for all purposes.

For a unit to be considered to have entered your deployment zone, all its troops must have bases completely within the zone's limits. It is enough for one of them to touch the border of the battlefield for the unit to leave the battlefield.

Flee movement does not generate an opportunity attack.

Rally a demoralized unit

When the turn counter marker activates your unit's broken unit token, you must make a WP check to rally:

  • A. If you pass the test:
    • Your unit is no longer demoralized. Remove the broken unit tokens from the turn counter and their game profile.
    • Reduce the unit's stress level to its MOR value minus 1.
    • You can perform the move action once.
  • B. If you don't pass the test:
    • Advance the demoralized unit token two positions on the turn counter.
    • Your unit flees.

If an effect or rule allows you to automatically rally a unit (even before the broken unit marker activates), follow the steps as if it had passed the WP test. (See "A. If you pass the test").

It is possible for a broken unit to make more than one rally test in the same round if, having failed a test and after advancing the broken unit counter, the token remains positioned before the "End of Turn Token".

Reduce stress

At the end of each round, reduce the stress of each of your stressed units that are not demoralized. (See "End of the round").

  • First reduce a maximum of 2 stress levels of units that were not activated during the round (they do not have an activation token).
  • Then, reduce the stress of the units that were activated by 1.

Command tokens

Command tokens represent the leadership capacity of some units in your company.

Your command reserve is formed at the start of the game by adding the COM of all units in your company and taking that number of command tokens. Command tokens allow your units to activate their command abilities.

Spent command tokens are not recovered (unless the effects of one of your units or the scenario allow it).

Command skills

To perform these skills you do not have to take any action. You just need to meet the requirements and spend a command token.

If you and your opponent want to use command skills at the same time, whoever has Initiative decides who spends their command tokens and applies their skills first.

States

States are represented by their respective tokens. When your unit suffers a state, place the corresponding token on its profile. The effects of the state apply immediately and last until it is removed.

Your unit can only have one token of the same state. If you receive a state you already have, do not place a new token.

These are the states, the effects they cause, when they should be applied and when they are removed:

  • Frightened. Your unit must re-roll all of its successful Willpower Tests (maximum once per test). Remove this state when you pass a willpower test.
  • Slowed. Your unit cannot use its second movement value (MOV) when performing the move and assault actions. Additionally, you must subtract 4 strides from your charge movement (up to a minimum value of 0). For example, if your unit has movement 3-2 (9), it can only move 3 and can only move 5 when it charges. Remove this state at the end of the activation in which your unit performs the action move or assault.
  • Disarmed. Your unit must cancel one die from its attack rolls in which it has obtained at least one Success. In the case of multiple dice, your opponent will choose which one. You must apply this effect after rolling the dice (with all possible repetitions), but just before starting the Switches step. Remove this state at the end of the activation in which you have applied its effects (if you have not been able to cancel any dice, the state is considered to remain active).
  • Vulnerable. Your unit must cancel one die from its defense rolls in which it has rolled at least one Block. In the case of multiple dice, your opponent will choose which one. You must apply this effect after rolling the dice (with all possible repetitions), but just before starting the Switches step. Remove this state at the end of the activation in which you have applied its effects (if you have not been able to cancel any dice, the state is considered to remain active).

Even if, due to a switch, you receive the unarmed [sic] and vulnerable states, they will not take effect until the next attack or defense roll you make. If your unit has the Elite keyword, you must apply the unarmed [sic] and vulnerable effects before replacing the hollow symbols. (See "Terms and keywords. Elite").

Immunity to a state

If your unit receives a condition to which it is immune, do not place the token on its profile and ignore its effects completely.

Damage

Your units can take damage from an attack, as well as from the effects of an ability, passive ability, spell, or terrain element. When your unit takes damage or is dealt or inflicted X amount of damage by something, place that same X amount of damage tokens on your unit's profile. When the total of tokens is equal to or greater than the value of your Wounds attribute (W), one of your troops will be taken out of combat. Immediately remove the model from the battlefield and remove from its game profile as many damage tokens as its W value.

A unit is destroyed when the last troop that composed it is out of combat. Remember that the Character that joined it does not count. Remove all tokens and markers that the unit has assigned to its profile.

Units made up of multiple models have two entries on their combat panel. The first represents the performance of the unit when it has all or most of its troops, and the second represents the combat capacity of the unit when its number of troops drops by half. Remember that Officer type Characters count towards the total number of troops in their unit.

Example: When the Orc Hunters unit has 3 or more troops, it will use the attack roll, defense roll, and conquest value of the first entry on its combat panel (3+). When the number of troops in it decreases to 2 or 1, it will use the corresponding values from the second entry (2-).

Heal

If an effect allows you to "heal X damage" from a unit, remove a maximum number of damage tokens from it as indicated by 'X'.

Recover

If an effect allows you to "recover X troops" from a unit, take as many models that are out of combat as indicated by X and place them on the battlefield in formation with their unit.

A unit cannot recover troops above its starting number (should the unit have a Character joined, do not include them in the counting).

Magic

The price of magic

In Warcrow, using magical forces comes at a high cost. Only those who have an iron will and years of study can manipulate it without suffering serious consequences. Magic negatively affects those who use it intensely and/or for a long time. It causes them to lose their minds, and even causes mutations and physical changes in their body, which are known in Lindwurm as the tinge. Those who venture to use magic in any of its many forms must confront the adversity and darkness inherent in it with their knowledge and mental integrity.

Tinge

Tinge is the negative effect of the intensive practice of magic. It manifests itself physically by a cracking of the skin with accompanying dark spots and suppurations that expand over the body, a reflection of the psychological degeneration that accompanies the abuse of such powers.

In Warcrow tinge is represented by tinge tokens, which affect both spellcasting and the Spellcaster unit.

Spellcasters and spells

Units with the Spellcaster keyword have the ability to manipulate magical energy to cast the spells listed on their game profile.

If your unit only has the Spellcaster keyword, it can only cast the spells described in its game profile.

Spells have the following format:

  1. Name of the spell. If the name is preceded by the Long action icon it means that casting the spell is a long action that consumes all of the unit's activation.
  2. Requirements that you must comply with to be able to cast the spell and its properties indicating how it works.
  3. Effects which must be applied if the spell is successful.
  4. Alterations. The Spellcaster unit can alter the characteristics of the spell, adding as many black dice to the tinge roll as indicated by each alteration. (See "Casting a Spell").

Casting a spell

In order to apply the effects of a spell, your Spellcaster unit must be successful with a Face to Face roll between its WP and the tinge roll that is created from the amount of tinge it has.

Follow these steps to cast a spell:

  1. Select one of your spells and declare that you are casting it.
  2. Decide if you are going to alter the spell's properties, and then declare what alterations you will apply.
    • Alter a spell. Spells can offer different alterations, which are modifications to their effects or properties. You can select as many alterations as you wish for the same casting, a maximum of once each.
  3. Check that all requirements for casting the spell are met, taking into account any properties altered during the previous step (for example, the spell might have more range). If any requirement is not met, you will not be able to cast the spell, so you will have to select another one or perform a different action.
  4. Create your tinge roll. Take one black die for each tinge token your Spellcaster unit has. Additionally, each selected alteration adds as many black dice as its cost indicates. The first 3 dice of the tinge roll will be black, the next 3 dice will be blue, and the last 3 will be green. You cannot roll more than 9 dice on a tinge roll.
  5. Resolve a Face to Face roll between the WP value of your Spellcaster unit and the tinge roll (your opponent rolls the dice). As with any Face to Face roll, the Block symbols obtained on the tinge roll will cancel the Success symbols you roll on your WP roll.
  6. Your Spellcaster unit can receive a tinge token in exchange for adding a Success to its WP roll (only once per roll).
  7. If after the resolution you keep at least one Success on your roll, apply the spell's effects taking into account any altered properties.
  8. For each Hollow Block symbol rolled on the tinge roll, your Spellcaster unit receives one tinge token.
  9. If at least one Hollow Special symbol was rolled on the tinge roll, the effects of the tinge will manifest at the end of the activation. (See "Tinge Effects").
    • If you roll at least one Hollow Special symbol and your Spellcaster unit has at least one tinge token, the effects of the tinge will manifest at the end of the activation. (See "Tinge Effects").

Requirements and properties

These are the requirements and properties that are involved with spells:

  • Automatic. The spell does not require a Willpower roll, is always cast successfully, and cannot be blocked. (See "Blocking a spell").
  • Target. The spell requires selecting a target on which its effects are applied. Your unit must have LoS to the target unless otherwise indicated by the term No LoS.
  • Target within X strides. You can select any valid target that is within a maximum distance of 'X' strides from your Spellcaster unit. This is equivalent to saying that the spell has 'range X strides'.
  • No LoS. The spell can affect a target that is in range whether the Spellcaster unit has Line of Sight to it or not.
  • Remain active. The spell remains active once it has been successfully cast. (See "Active Spells").
  • Duration. The spell's effects are applied for a number of turns after being cast. (See "Spells with duration").

Unless noted in the requirements as No LoS, all spells that affect a target require the Spellcaster unit to have LoS to it.

Block a spell

When your opponent declares they are casting a spell, and resolves the Face to Face roll between his WP and tinge roll, you can try to block the attempt if you have at least one Spellcaster unit within 20 strides of the casting enemy. Blocking a spell is resolved before determining if the spell is successfully cast and applying the spell's effects. (See "Casting a Spell, Step 8").

You cannot attempt to block a spell more than once or with more than one unit.

To block the spell you must follow these steps:

  • Stress your Spellcaster unit.
  • Choose how many black dice to roll, from 1 to 3.
  • For each Block symbol you roll, you cancel one Success from your opponent's WP roll.
  • For each Hollow Block symbol you obtain, your Spellcaster unit will receive a tinge token.
  • If you roll at least one Hollow Special symbol and your Spellcaster unit has at least one tinge token, the effects of the tinge will manifest at the end of the activation. (See "Tinge Effects").

Remember that you cannot voluntarily become stressed if your stress level is equal to your MOR. If this is the case you cannot block a spell.

Tinge effects

When at least one Hollow Special symbol is rolled in the tinge roll, your Spellcaster unit must face the consequences of the tinge. Consult the following table and, starting with the first row, apply in ascending order, the effects of as many rows as the amount of tinge your unit has. For example, if your unit has 3 tinge tokens you must apply the effects of rows 1, 2 and 3 in order.

TingeEffect
1The unit is stressed
2All units within 5 strides of this unit must pass a WP test or receive the Frightened state.
3The unit receives 1 tinge token.
4The unit gains Intimidating (2). All units within 8 strides must pass a WP check with at least 2 Success symbols or receive the Frightened state.
5+The unit is destroyed. All units within 2 strides must pass a WP test with at least 2 Success symbols or they suffer 1 damage for every two troops in the unit (rounded up).

Check the effects of the tinge at the start of the round. At the beginning of each round, units that have at least one tinge token in their profile must make a tinge roll based on the tinge tokens they have. If they obtain at least one Hollow Special symbol they must face the effects of the tinge as described in the previous entry.

Active spells

Some spells remain active. The same Spellcaster unit cannot keep more than one spell active at a time. An active spell can be voluntarily canceled at any time. When you cast a spell that remains active, place an effect token on your Spellcaster unit's spell and its corresponding pair on the target's profile.

Effects tokens. The effect tokens are numbered on one side to make it easier to associate them with spells that share the same numbering.

A spell that remains active is immediately canceled in the following situations:

  • Whenever you voluntarily choose to cancel it.
  • When you declare the casting of another spell that remains active with the same Spellcaster unit, any active spell that they have already cast is automatically canceled.
  • When the Spellcaster unit is demoralized or eliminated.
  • When the Spellcaster unit performs any action other than moving or resting. In this case, you can prevent the cancellation of the active spell by stressing your Spellcaster unit at the end of its activation.
  • When the Spellcaster unit takes any amount of damage. In the case of not being taken out of the game due to damage, you can prevent the cancellation of the active spell by stressing your Spellcaster at the end of the current activation.

When the spell that remains active is canceled, remove the effect token from your Spellcaster's profile and its corresponding partner from the target's profile.

Spells with duration

Some spells indicate their duration in turns. When you cast a spell with a duration, place an effect token on the turn counter, as many places ahead of the current turn as the duration of the spell. Then, place its corresponding pair on the profile of the target or on the spell card itself if it does not require a target. When the turn in which the effect token is placed ends, remove it along with its corresponding pair.

A spell with a duration is not the same as a spell that remains active.

Example: The Evoker casts the Spirit of the Thermapleurus spell on the Orc Hunters unit on turn 1, which lasts 4 turns. To identify it, effects tokens numbered with a "1" are used, which correspond to the spell number. One goes to the Hunters unit's profile and the other is placed on the turn counter. Since the spell lasts 4 turns, the effects token is placed three positions on from the current one.

Spells in combat

You can cast spells against an enemy unit that is engaged in combat with a friendly unit. If the spell requires your Spellcaster unit to have LoS to the target, calculate the LoS following the rules described in the "Line of Sight" section.

Terms and keywords

Below are the details of the most common game terms and keywords used in this manual and in the game profiles.

Rolls, dice and symbols

Cancel a die

When a rule allows you to cancel a die from a roll, select the desired die from all those rolled and remove it before proceeding to the switches step. All symbols rolled on the selected die are completely ignored, as if it had not been rolled.

Cancel a symbol

When a rule allows you to cancel a symbol from a roll, select the one you want from all the symbols obtained when rolling the dice (including automatic symbols) before proceeding to the switches step. The selected symbol should be ignored as if it had not been obtained.

Repeat a die

When a rule or effect allows you to reroll a die from your roll, you can reroll any die you want. You will need to do this after rolling the dice for the first time and before advancing to the switches step.

When a rule or effect forces you to reroll a die, you must reroll a die that meets the indicated requirements.

Repeat a roll

A rule or effect can allow or force you to reroll a roll. In that case, roll all the dice again, before advancing to the switches step.

Fix a die

When an effect allows you to "fix a die", before rolling your dice, you may select one of your die sides. You then roll the rest of your dice pool and calculate the result, using the chosen face on your fixed die as if that die had rolled that face naturally.

Shove, attract, place and displace

The effects of some of your unit's actions, switches, spells, abilities, and passive abilities can shove, attract, position, and displace a target unit.

Shove (X)

The target unit must distance itself from your unit by making a movement of X strides in the direction that joins the center of the opponent's troop leaders base to the center of your troop leaders base. This movement does not cause an opportunity attack.

If the target unit comes into contact with a unit or an Impassable terrain element while moving, it will stop its movement right at that point.

Example: The Black Legion Bucklermen unit shoves (3) the Orc Hunters.

Attract (X)

The target unit must approach your unit by making a movement of X strides in the direction that joins the center of the opponents troop leaders base to the center of your troop leaders base. This movement does not cause an opportunity attack.

If the target unit comes into contact with a unit or an Impassable terrain element while moving, it will stop its movement right at that point.

If the targeted unit gets in touch with your unit, they will be engaged in combat (but we do not consider it has charged).

Example: The Black Legion Bucklermen unit attracts (3) the Orc Hunters.

Place (X)

Indicate a point on the battlefield X strides from your unit's troop leader. Whoever controls the target unit must take their troop leader and place it on the designated point. You must then place the rest of the target unit's troops into formation with it.

The placed unit does not provoke opportune attacks.

Remember that you cannot place models on top of other models, and you cannot place a unit on an Impassable terrain feature.

You can place the target unit engaged in combat with another unit (it is not considered to have charged).

Example: The Black Legion Bucklermen unit places (5) the Orc Hunters.

Displace (X)

The unit you displace must make a straight movement of X strides in the direction you indicate. The effects of Terrain elements cannot affect this move (except Impassable). This movement does not cause an opportunity attack.

If when displacing the unit it comes into contact with a unit or an Impassable terrain element, stop its movement right at that point.

You can displace a unit to engage it in combat (it is not considered to have charged).

Example: The Black Legion Bucklermen unit displaces (4) the Orc Hunters.

Collide

When a shoved, attracted or displaced unit stops its movement by coming into contact with an Impassable terrain element, we say that they collide.

Keywords

These are the keywords used in the profiles:

Aim

Your unit can re-roll its ranged attack rolls. The target unit of your ranged attack cannot benefit from Cover(D).

Ambusher

Ambusher units wait in hiding, ready to move into action once the battle has already started, striking by surprise. If you want, you can keep your Ambusher units secret and not deploy them until after you have started the game.

You can activate your Ambusher unit during your turn instead of activating another unit, as if your Ambushers were on the battlefield. In this case, do the following:

  • Deploy it on the battlefield:
    • At any point in your deployment area. You can deploy it engaged in combat with an enemy unit. It is considered to have charged, but the enemy unit cannot hold and fire.
    • Anywhere on the battlefield, except your opponent's deployment zone, and as long as no enemy units within 10 strides have Line of Sight to it.
  • Then activate it.

Example: Lady Télia is activated and deployed using the Ambusher unit rules. The selected point on the battlefield is correct, since the Evoker is the only unit that has LoS to her, and she is more than 10 strides away. Alborc and the Orc Hunters are less than 10 strides away, but neither unit has LoS to Lady Télia.

Berserker rage

Your unit can inflict 1 damage on itself to add a symbol of your choice to an attack, defense, or willpower roll. You must do this after rolling the dice and before advancing to the switches step.

You cannot deal damage if it means eliminating the unit. This damage is not taken into account when resolving a combat.

Bloodlust (X)

If your unit is not engaged in combat when activated, it is forced to Charge an enemy unit indicated by 'X', whenever possible. 'X' can be the name of a unit, a keyword or groups of them separated by lines ("|"). If no 'X' value is specified, this unit must Charge the nearest enemy unit.

If your unit charges due to its Bloodlust, it can re-roll all of its attack rolls while engaged with the enemy unit (not just while charging).

At the beginning of its activation, your unit can ignore the effects of Bloodlust until the end of its activation by passing a WP test.

Cover (D)

Units adjacent to this unit (allied or not) can benefit from cover against a ranged attack. (See "Attacking at a distance. Cover"). The 'D' value indicates the automatic dice or symbols that adjacent units add to their defense roll.

Dispel (D)

When this unit is targeted by a spell it can attempt to block it. The 'D' value indicates the dice or automatic symbols that must be rolled to block the spell. This unit does not gain tinge by Hollow Block symbols obtained. Remember that you cannot attempt to block a spell more than once or with more than one unit.

Elite

Once the dice have been rolled (rerolls included) and before advancing to the switches step, your unit may replace any Hollow Success with Success, any Hollow Block with Block, and any Hollow Special with Special.

This effect applies to any rolls your unit makes.

Fearless

Your unit ignores the effects of Intimidating and is immune to the frightened status.

Golem

  • Your unit ignores the effects of Intimidating.
  • Your unit is immune to the effects of the frightened state.
  • Your unit cannot be demoralized. If you are stressed above your MOR value, you ignore the excess stress.

Immovable

Your unit cannot be attracted, shoved, placed, displaced, or pushed back unless you want it to.

Intimidating (N)

When this unit engages in combat, the enemy unit must perform a WP test in which they must obtain at least as many Success symbols as indicated by 'N' to avoid stress. For every unobtained Success, they'll have to gain stress.

For example, if a unit with Intimidating (2) becomes engaged by charging an enemy unit and this enemy unit only gets 1 Success on its WP check, it will be stressed once. If it doesn't get any Success, it will become stressed twice.

Large

  • Large units can move through units that are not Large. The unit you move through must pass a WP test to avoid stress. In addition, the unit through which it has moved must Face to Face roll its defense against as many Success symbols as there are troops in said unit (up to a maximum of 3) and will suffer as much damage as Success symbols not canceled.
  • Even if engaged in combat, your unit can charge a different unit if it has LoS to it and can move to engage. This charge move will provoke an opportune attack.
  • Only other Large units and terrain elements with the LoS Block keyword can block LoS to Large units.
  • Large units are Immovable.

Manned

  • Your unit ignores the effects of Intimidating.
  • It only becomes stressed when activated more than once during the same round.

Preferred terrain (E)

Your unit can ignore the effects of any keywords on terrain elements indicated by 'E', which can indicate one type of terrain element, one keyword, or several groups of them separated by lines ("|"). For example, preferred terrain (Forest, Rugged | Lake) would allow your unit to ignore the effects of any keywords from all forests with the Rugged keyword or from all lakes.

Additionally, if your unit is adjacent to the terrain element at the start of its activation, add 2 strides to its first MOV value and its charge movement. For example, if your unit has MOV 4-3 (10), it will have MOV 6-3 (12) during the activation that begins adjacent to its preferred terrain.

Raging

Your unit adds 1 to its attack rolls when it charges.

Scout

Scout units can deploy right after all other units on both sides have finished deploying. In this way, they represent that they are advance guards that have recognized the terrain or the enemy and choose the best position.

If your opponent also has Scout units, whoever has the initiative decides who deploys one of their Scout units first. You and your opponent must alternate until you have deployed all of them.

You can also keep your Scout unit secret and deploy it once the game has started. The restrictions to deploy it are as follows:

  • You can deploy your Scout unit anywhere in your deployment zone (it cannot be deployed engaged in combat).
  • You can deploy your Scout unit adjacent to one of the battlefield edges, as long as you do not enter your opponent's deployment zone and no enemy units within 12 strides have Line of Sight to it.

If you decide to deploy it once the game has started, you must activate it immediately and consume one of the two actions for its activation. Thus, it will only be able to perform one action that is not long.

Terrain

Terrain elements represent the landscape, structures, etc. that are part of the battlefield and with which units can interact.

You are free to use any terrain elements you want. A complete set of scenery is provided in the Warcrow starter box. The most important rule when including a terrain element of your own construction is that before starting the game, you and your opponent agree on the element's keywords that define how it should be interacted with during the battle.

Terrain Element Base

Although not necessary, it is highly recommended that terrain elements be mounted on a base that clearly defines the area where their effects are applied, to facilitate gameplay when a unit is inside the element and for the purposes of measuring the distance to it.

In the case of choosing not to use a base (for example, a building), the structure itself must be used as a reference (for example, the walls). If the element does not consist of a single structure, but is composed of several (for example, three trees forming a forest), it is important that you agree with your opponent how to determine its boundaries (for example, by drawing a straight line between its components).

Unit inside a terrain element

A unit is inside a terrain element if its troop leader is entirely within the area bounded by the element's base.

Unit within "X" strides from a terrain element

A unit is within X strides from a terrain element if the distance between the base of its troop leader and the base of the element is between 0 and X strides.

The units that are inside the element are also within X strides (they are considered to be at 0 strides, so the X value does not matter).

Unit adjacent to a terrain element

A unit is adjacent to a terrain element if its troop leader's base is in contact with the element's base. It is also considered adjacent if the base is partially or completely within the terrain element.

Example: The Orc Hunters unit, the Evoker, and Alborc are adjacent to the forest. The Skinchanger unit is not, since the base of its troop leader is not in contact with the base of the terrain element.

Keywords and Terrain elements

Each terrain feature can have one or more of the following keywords:

Block LoS

The element blocks all Lines of Sight drawn through it, as well as LoS drawn from within it and those drawn into it. Unless a terrain feature has this keyword, it is never considered to block LoS.

Terrain features do not block LoS unless they have the Block LoS keyword.

Cover (D)

Units adjacent to this terrain feature can benefit from cover from a ranged attack. (See "Attacking at a distance. Cover"). The 'D' value indicates the automatic dice or symbols that adjacent units add to their defense roll.

Impassable

Units cannot move through this terrain feature or end their movement on it. If an element gains the Impassable characteristic during battle (for example, as a result of a spell), units within it must move to become adjacent.

Lethal (X : D)

Units defined by 'X', which are adjacent to this element at the beginning of their activation, suffer a melee attack with a 'D' roll. The terrain element cannot take damage and will not push back units.

"X" can be the name of a unit, a characteristic, a keyword, or several groups of them separated by lines ("|"). (See examples in "Characters. Join a unit"). If no 'X' value is specified, the effect is applicable to all units.

Rugged (X)

Units defined by 'X' receive the slowed state at any moment they are adjacent to the terrain element during their activation. In addition, these units cannot declare charge if the charge movement would take the unit adjacent to the terrain element at any point of its trajectory.

"X" can be the name of a unit, a characteristic, a keyword, or several groups of them separated by lines ("|"). (See examples in "Characters. Join a unit"). If no 'X' value is specified, the effect is applicable to all units.

Sinister (X)

Units defined by 'X' that are within 4 strides of this element at the start of their activation must pass a WP test or become stressed.

"X" can be the name of a unit, a characteristic, a keyword, or several groups of them separated by lines ("|"). (See examples in "Characters. Join a unit"). If no 'X' value is specified, the effect is applicable to all units.

Trap

This terrain feature has been created by a unit using a skill or spell. Units that can remove traps can remove this terrain element from the battlefield.

Basic terrain elements

Below we offer you a list of the basic elements for any Warcrow game. We recommend using the characteristics and dimensions indicated, but you are free to use the scenery you want and assign the keywords that best define it. Remember that the most important thing is that both you and your opponent understand well how to interact with each element before starting the game.

(Cover with a black die is written Cover(7) in the book's icon font; Cover with a blue die is Cover(8).)

Terrain elementKeywordsDimensions
Fence / BarricadeCover (black die)Base between 4 and 13 strides long and no more than 1 stride wide.
WallCover (blue die)Base between 4 and 13 strides long and no more than 1 stride wide.
Small structureBlock LoS, Cover (black die), ImpassableBase with a surface equivalent to a square measuring between 4 and 7 strides a side.
BuildingBlock LoS, Cover (blue die), ImpassableBase with a surface equivalent to a square measuring between 7 and 10 strides a side.
Light forestBlock LoS, Cover (black die)Base with a surface equivalent to a square measuring between 7 and 10 strides a side.
Dense forestRugged (Cavalry, Golem), Block LoS, Cover (blue die)Base with a surface equivalent to a square measuring between 7 and 10 strides a side.
RiverRugged

Hedges, barricades and walls

These are terrain features with a height equal to or less than half the height of a humanoid model.

Buildings

Skirmishes in Warcrow take place in border areas or away from large towns, so the most common buildings may be farms, mills, inns, watchtowers or hermitages.

Small structures

These are small constructions or individual elements that are especially relevant. For example: a well, a fountain, a statue, a store or an ancient tree.

Forests

The easiest way to represent a forest terrain feature is to place two or three model trees on a base. If you also create a small base for each tree so that it fits at the base of the forest, you can remove them so that they do not disturb or take up space if there are many units in the forest interacting with each other.

You can also place the trees so that the line joining their bases defines the area where the forest effects should be applied. However, we do not recommend this system because it is more cumbersome when interacting with the terrain element.

Rivers and lakes

Although the base of this type of terrain represents the limits where water begins and ends, the entire element applies the rules of its keywords. Your unit does not need to be completely "in deep water" to apply the Rugged terrain effects, nor does it need to be placed on the edge of an Impassable lake.

Rugged terrain

This type of terrain includes all types of areas of the battlefield that make it difficult for units to advance on it, such as, for example, a scree or a quagmire.

Ruins

This type of terrain makes it difficult for units to advance. The ruins may be the remains of a building or structure belonging to the ancient Empire of Gae Assail. They could also be the remains of a natural disaster, such as a fire or an earthquake.

Scenarios

Armies in Warcrow represent small forces or warbands that the lords and leaders of Lindwurm gather for specific purposes. Although you can easily play a battle in which both sides fight until the rival is annihilated, it is much more interesting and fun to have objectives, since they give meaning to the role of your units and the company you compose to obtain victory.

The scenarios provide the context that puts your company and that of your rival in a conflicting situation, as well as the specific rules for playing, the victory conditions and the end-of-game conditions.

It is important that both you and your opponent understand the rules and how to obtain Victory Points for the selected scenario. If necessary, clarify in advance any doubts about the application of the rules of your units to anticipate discussions that could break the rhythm and good atmosphere of the game.

All scenarios have the following structure in common, with all the information necessary to play them:

  • Preparation. This section provides instructions using an image to define the deployment zones, and indicates where you should place the event tokens on the turn counter and the use of specific scenery elements.
  • Initiative. The scenario can determine which side has the initiative, so it will not be necessary to resolve the fifth step of game preparation. (See "Preparing the game").
  • Rounds. In this point it is indicated how many game turns make up each round.
  • Scoring. This section explains when and how Victory Points (VP) are earned.
  • End of the game. The scenario is played until one of the armies meets the requirements that end the scenario, or until the maximum number of rounds indicated has been played.

The rules of the scenario may include other sections with differing instructions and explain which rules are necessary to play it.

Objectives

The scenarios often involve confrontations between companies for control of important strategic points on the battlefield. These strategic points of great value constitute the objectives, and are represented on the battlefield by markers with the diameter of an infantry base (2 strides).

Objectives are terrain features with the keywords Impassible and Block LoS, although each scenario can include different ones.

Conquest markers

When you control an objective, place a conquest marker on it of the same color as that of your deployment zone.

Control an objective

All objectives start free from the control of both sides at the start of the scenario. When one of your units ends its activation within 3 strides of an objective, you take control of it. You then place a conquest marker with your color on the objective to indicate it is under your control.

If both you and your opponent have at least one unit within 3 strides of an objective, you must add up the conquest value of your units. Whoever has the highest value will control the objective. In the event of a tie, the objective maintains the conquest marker it had, if any.

Once you have control of an objective, you do not need to keep any units within 3 strides of it; It will remain under your control as long as your opponent does not take it away from you.

Example: The Black Legion Bucklermen unit finishes its activation in control of the objective, since it is 3 strides away. Since no one has previously claimed it, place a conquest marker with the color that identifies the Hegemony in this game.

Colored objectives

In some scenarios, objectives are deployed with the same color as one of the deployment zones. This means that they are the company with that color's own objectives, it does not, however, mean that they begin under that company's control.

For example, if you select deployment zone A in the "Take positions" scenario, the color red corresponds to you. The objectives in red represent strategic points for your company, but that does not mean that you start off with them controlled. You must take them with one of your units and then mark them using a conquest marker of the same color (red).

Neutral units

In some scenarios it is possible that neutral units with their own profile that do not belong to any side may appear or be deployed.

Their gaming profile is very similar to that of any unit, with the addition of an initiative attribute (INI) and a table to interpret its behavior when it is activated:

  • Initiative (INI). When the neutral unit is deployed, place an event token in the turn counter position indicated by the scenario. If none is indicated, place it as many positions ahead as the INI value. When this event token is activated, the neutral unit is activated, applying its behavior. Once its activation is complete, the event card advances as many positions as its INI.
  • Behaviour. This consists of a table that indicates what objective the unit will take and what actions it will perform, whether it has an objective or not. In the case of random behavior, a dice roll may be set to determine what the neutral unit will do.

Neutral units are neither allies nor enemies of yours, so you cannot target them with your attacks, abilities, or spells unless they have the Hostile keyword.

Hostile neutral units

When a hostile neutral unit is activated, it is very likely that it will attack a unit belonging to your company or that of your opponent. In this case, resolve the attack as if it were an action that one of your units takes. Whoever is not the target of the attack must make the rolls on behalf of the hostile unit.

Hostile units always push back when they win combat and will always pursue units they push back. They will not refuse to be pushed back if they are defeated.

The gaming profile of these units may contradict the previous paragraph and indicate other rules that must apply.

Example of a hostile neutral unit

Wild Mórnmab. MOV -, W 6, WP -, MOR 1, INI 2. Hostile. Golem - Immovable - Intimidating (2). Melee attack: red, orange, orange dice + Success; switches: spend a Hollow Success symbol to inflict 1 damage to your target; spend two Special symbols so your target receives the disarmed state. Defense: blue, black, black, red, orange dice; switch (two Special symbols): your attacker receives the vulnerable state. Conquest 0.

Behavior text: The Mórnmab will take as target a unit it has LoS towards. Roll a red die and select the unit that meets the requirements. In case of a tie, the player with the Initiative chooses the target. If there is none, the Mórnmab will perform the Charge action against the closest unit. In case of a tie, the player with the Initiative chooses the target. Then, the Mórnmab performs the indicated action.

Target units within 18 strides: roll result Success: Highest W, Charge. Roll result Hollow Success: Highest MOR, Charge.

Target units further than 18 strides: Remove the Wild Mórnmab from the battlefield and remove its marker from the turn counter.

Example: At the end of the first turn, the scenario deploys and activates a Mórnmab, which has two possible targets for its action. To decide on one, the orange die is rolled and comes up with Success + Special, so it targets Alborc, who has more MOR than the Black Legion Bucklermen unit, and charges at him. If there had only been one unit within 12 strides, I would have targeted it without needing to roll the die. (Printed as in the source: the card text says a red die and 18 strides; the caption says an orange die and 12 strides; the Success result on the card selects Highest W.)

Take positions

Diagram (not reproduced): Deployment Zone A is the red zone along one end of the battlefield and Deployment Zone B the blue zone at the opposite end, each 10 strides deep; the four objectives are placed as shown (14 strides from the side edges, 28 strides apart, 11 strides from the zone borders).

Preparation

Place 4 objective markers on the battlefield with the colors shown in the diagram.

Rounds

Each round lasts for 5 turns.

Scoring

At the end of each round, you obtain:

  • 1 VP for each objective you control with your opponent's color.
  • 1 VP if your opponent doesn't control any of the objectives of your color.

End of the game

The game ends at the end of round 3 or when one of the companies has no units left on the battlefield.

If you have more Victory Points than your opponent at the end of the game, you win. If you and your opponent have the same number of Victory Points, the result will be a tie.

Consolidated progress

Diagram (not reproduced): Deployment Zone A (red) and Deployment Zone B (blue), each 10 strides deep, at opposite ends of the battlefield. A central objective is placed 29 strides from each side edge and 29 strides from Zone B's edge; each side has two objectives of its own color, 15 strides from the side edge and 10 strides in front of its own deployment zone border; the objectives are numbered 1 and 2.

Preparation

Place 5 objective markers on the battlefield with the colors shown in the diagram.

Rounds

Each round lasts for 5 turns.

Scoring

At the end of each round, you obtain:

  • 1 VP if you control the central objective
  • 1 VP if you control your opponent's objective (1)
  • 2 VPs if you control your opponent's objective (2)
  • 1 VP if your opponent controls neither of your objectives (1 and 2)

End of the game

The game ends at the end of round 3 or when one of the companies has no units left on the battlefield.

If you have more Victory Points than your opponent at the end of the game, you win. If you and your opponent have the same number of Victory Points, the result will be a tie.

Fog of death

Diagram (not reproduced): Deployment Zones A and B are 10 strides deep at opposite ends of the battlefield; the objective marker is in the center, 29 strides from each side edge and from Zone B's edge; a Fog marker sits in each of the four corners.

Preparation

Place an objective marker in the center of the battlefield, as shown in the diagram. This marker represents an ancient and powerful arcane artifact capable of manipulating the fog that surrounds the companies.

The player who deploys first must place a conquest marker (showing its color) adjacent to the objective marker. This marker indicates which side controls the artifact at all times, so it begins under the control of the first company to deploy.

Place the four Fog markers each in one corner of the battlefield, as shown in the diagram.

Place an event token on position 3 of the turn counter.

Rounds

Each round lasts for 4 turns.

Event

When the event is activated do the following:

  • Displace all Fog markers Displace 10 strides in the direction of the conquest marker.
  • All units within 8 strides of any of the Fog markers must resolve a "Fog Effects" roll for each Fog marker within 8 strides of them. Whoever has the initiative decides which side resolves all their rolls first.
  • Advance the event token 3 positions on the turn counter.

Arcane artefact

Company units in control of the objective, which are within 3 strides of it, can perform the action:

Control energy. Take a WP test. If you succeed, move the conquest marker in the desired direction 5 strides for each Success obtained.

Conquest marker

The conquest marker must always show the color of the side that controls the objective.

At the end of each turn, whoever controls the artifact (target) can move the conquest marker 2 strides in any direction. This marker can never end on units or terrain elements.

Fog effects

When the event is activated, units within 8 strides of a Fog marker must roll an orange die and apply the effects from the following table according to the result obtained. Units must resolve as many rolls as there are Fog markers within 8 strides.

ResultEffect
SuccessThe unit must face to face roll its defense roll against as many Success symbols as there are troops in it and suffers as much damage as Success symbols not canceled.
Success + SpecialThe unit must face to face roll its defense roll at 2 Success symbols for each troop that is part of it and suffers as much damage as Success symbols not canceled.
Success + Hollow SpecialThe unit must face to face roll its defense roll against as many Success symbols as there are troops in it and suffers as much damage as Success symbols not canceled. The unit is stressed.
Hollow Success + SpecialThe unit must face to face roll its defense roll at 4 Success symbols and takes as much damage as Success symbols not canceled.
SpecialThe unit must face to face roll its defense roll at 6 Success symbols and takes as much damage as Success symbols not canceled. The unit becomes stressed.
Hollow SpecialDisoriented. The unit must make a move using its first MOV value in the direction indicated by its opponent.

Scoring

You gain 1 VP if you control the artifact (objective) and a Fog marker comes into contact with the conquest marker. In this case, remove the Fog marker from the game.

At the end of each round, you get:

  • 2 VPs if you control the artifact (objective)

End of the game

The game ends at the end of round 3 or when one of the companies has no units left on the battlefield.

If you have more Victory Points than your opponent at the end of the game, you win. If you and your opponent have the same number of Victory Points, the result will be a tie.

  • Distance between terrain features
  • 7. Choose the deployment zone
  • 8. Deploy your units
    • Special deployment
  • No one gets left behind
  • Remove your activation tokens
  • Change of initiative
  • Advance the "End of the round" token
  • End of the game
  • Range
  • Target "within X strides"
  • Adjacent
  • Cover
  • Ranged attack on a combat
  • Damage
  • Assault (Long action)
  • Charge (Long action)
    • Hold and shoot
  • Perform a skill
  • Cast a spell
  • Rest (Long action)
  • Characters leaving their unit
    • Damage, stress, states and other tokens
  • Assign damage to units with Characters
    • Characters and destroyed units
  • Keywords
    • Aim
    • Ambusher
    • Berserker rage
    • Bloodlust (X)
    • Cover (D)
    • Dispel (D)
    • Elite
    • Fearless
    • Golem
    • Immovable
    • Intimidating (N)
    • Large
    • Manned
    • Preferred terrain (E)
    • Raging
    • Scout
  • Basic terrain elements
    • Hedges, barricades and walls
    • Buildings
    • Small structures
    • Forests
    • Rivers and lakes
    • Rugged terrain
    • Ruins
  • Consolidated progress
    • Preparation
    • Rounds
    • Scoring
    • End of the game
  • Fog of death
    • Preparation
    • Rounds
    • Event
    • Arcane artefact
    • Conquest marker
    • Fog effects
    • Scoring
    • End of the game
    • A. Members. Units made up of multiple models have two entries on their combat panel. Depending on the number of troops remaining, their attack and defense rolls, as well as their modifiers, may be different. The first entry represents the performance of the unit while the majority of its troops are still standing, and the second is used when its number of troops drops by half. (See "Damage. Heal and repair").
    • B. Attack. We distinguish between ranged attacks (projectile attacks) and melee attacks. In the case of ranged attacks, the range in strides at which the target must be, to be able to shoot, is indicated. Attacks can have one or more switches associated with them. (See "Switches"). If the unit has more than one attack available to it, it can only use one of them during its activation. (See "Attack").
    • C. Defense. This roll represents the unit's ability to avoid being damaged by an attack, whether due to its armor, its ability, or a mixture of both. It may have one or more switches associated with it. (See "Switches").
    • D. Modifiers. The unit can add dice and automatic symbols to its attack and defense rolls by making extra effort. (See "Attack" and "Stress and morale").
    • E. Conquest. This value is taken into account when disputing control of the objectives of a scenario with your opponent. (See "Scenarios").
  • The following may be available to a unit:
    • Skills of their own they can perform (See "Activate a unit").
    • Spells to cast during their activation (See "Magic").
    • Passive skills. Integral effects, always active and available to the unit.
    • Command skills. These abilities do not require any action to apply their effects, only the expenditure of a command token and the fulfillment of their requirements. (See "Command tokens"). In the case of units with more than one troop, their abilities are always available, no matter the number of miniatures that form it.
  • Game profile of Character in unit. These are the values and abilities that the Character brings to the unit he joins. (See "Characters").
  • Base between 4 and 13 strides long and no more than 7 strides wide.
    LakeImpassableBase with a surface equivalent to a square measuring between 7 and 10 strides a side.
    RuinsRugged, Cover (black die)Base with a surface equivalent to a square measuring between 7 and 10 strides a side.
    Rugged terrainRuggedBase with a surface equivalent to a square measuring between 7 and 10 strides a side.