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Realm - Fantasy Warfare is a large scale miniature ar game set in t!e Realm "uring its great struggle. #layers control forces of arriors an" creatures ali$e% engaging in "ee&ly tactical 'attles% attem&ting to out- it an" outmanoeu(re t!eir o&&onent o(er s&ra ling 'attle)el"s.
Getting Started
*!e rules are 'ro$en "o n into t!ree &arts. Realm Warfare contains all of t!e core rules necessary to start &laying games. +rmies of Realm "escri'es eac! unit a(aila'le in t!e game an" rules on !o to 'uil" a &laya'le force. Lastly% t!e Force +""en"um contains rules for all of t!e fun a""itions to your force% t!oug! not necessary to &lay a game% suc! as ,agic% Siege -ngines an" Fien"s.
Credits
Serious Lemon is
Scott .in$s / 0ame 1esign
Getting in touch
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Email:
contact<realmf .com
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Contents
Realm Warfare...............................................................................
B(er(ie ........................................................................................................................................................................6 Cnits D Formation.........................................................................................................................................................? 4!aracteristics..............................................................................................................................................................= SeEuence D Br"ers......................................................................................................................................................A -ngaging t!e -nemy..................................................................................................................................................10 S&ecial +'ilities...........................................................................................................................................................12 4omman"ers D ,agic...............................................................................................................................................16 -ngines D Fien"s........................................................................................................................................................1? *errain..........................................................................................................................................................................1? Set-u& D Victory..........................................................................................................................................................1@ Scenarios.....................................................................................................................................................................20
!rmies of Realm............................................................................"#
B(er(ie ......................................................................................................................................................................2> *!e +llie" 5ing"oms of Regnalia..............................................................................................................................26 *!e Vaetari..................................................................................................................................................................2? 1rogar..........................................................................................................................................................................2= *engu of t!e Sultanates of ,arra$!an.....................................................................................................................2@ +etan............................................................................................................................................................................30 *!e 4urse"..................................................................................................................................................................31 *it!oreans....................................................................................................................................................................33 3llat!ynns......................................................................................................................................................................36 *!e 0reat We!rlig -m&ire.........................................................................................................................................3? +rac!ne........................................................................................................................................................................3= +nu'i............................................................................................................................................................................3@ *!e 4a'allian :or"e..................................................................................................................................................>0
'(er(iew
)he Law of the Realm
*!is section contains all of t!e rules reEuire" for simulating 'attles in t!e Realm. *!e rules "escri'e !o to mo(e your troo&s aroun" t!e 'attle)el"% )re missile ea&ons% engage in melee% !arness t!e arcane arts an" "e&loy mac!ines of ar. *!roug!out t!e rules% masculine t!ir" &erson &ronouns are use" eFclusi(ely. *!is in no ay im&lies t!at all t!e c!aracters in t!e Realm are maleG it is merely use" for consistency an" to a(oi" confusion.
Eti+uette
Fractions s!oul" 'e roun"e" u& 8to t!e nearest 0.6cm !en regar"ing "istance9. 1ice can only e(er 'e re-rolle" once. 3f a re-roll is c!osen% t!e secon" result must 'e ta$en. W!ene(er ran"omising is necessary% use a "10. 3n case of any am'iguity or "is&utes% resol(e situations it! a "10. ,ost im&ortantly% itJs a fantasy ar game% itJs meant to 'e funK ,a$e sure you an" your o&&onent are enLoying yoursel(es.
*ice
"10s are t!e only "ice you ill nee" to &lay 'attles in t!e Realm. 3f your "ice are num'ere" 2ero to nine% t!e 2ero is consi"ere" as a ten. 2"10 means rolls t o "ice an" a"" t!eir resultsG 3"10 means roll t!ree "ice% a""ing t!e result an" so on. "6 means rolling a single "10 an" !al(ing t!e result% roun"ing u&% gi(ing a result from one to )(e. Sometimes you may 'e reEuire" to mo"ify t!e result of t!e "ice% suc! as 2"10 I 6. *!is means% roll t o "ice an" a"" )(e to t!e total on t!e "ice.
-nits . $ormation
-nit )ypes
*!ere are siF Cnit *y&es t!at "etermine general &ro&erties of !o t!e unit 'e!a(es on t!e 'attle)el".
/ases1-nit
*!is s!o s !o many 'ases ma$e u& a unit of t!e rele(ant ty&e. 3n t!e Realm% 'ases are grou&e" toget!er in a formation calle" a unit. + unit is ma"e u& of one or more 'ases 8an" a 'ase is ma"e u& of one or more mo"els9.
2t 32eight4
Ht is an a'stracte" (alue use" !en "etermining line of sig!t. 4omman"ers use t!e Ht an" line of sig!t of t!e unit t!ey are lea"ing.
%ow 3%ower4
Pow "escri'es t!e unitJs &otential to inMict "amage in com'at an" is use" !en calculating a unitJs +* 8+ttac$ *otal9.
/ase Si,e
+ll mo"els nee" to 'e a&&ro&riately 'ase". .ase si2e "escri'es t!e "imensions of t!e 'ase% regar"less of !ic! scale mo"els are 'eing use". *!e num'er in &arent!esis is a sim&li)e" form of t!e 'ase si2e% useful for Euic$ly calculating t!e 'ase si2e of a unit.
$ormation
+ unit is ma"e u& of a num'er of 'ases. Cnits may at most 'e 2 'ases i"e. +""itional 'ases are &lace" "irectly 'e!in" t!e initial 'ases forming a secon" ran$ !en "e&loying a larger unit. +ll units !a(e front% Man$ an" rear arcs. +rcs are "etermine" 'y "ra ing an imaginary line at a >6N angle from t!e corners of t!e unit.
0odels1/ase
*!is s!o s !o many mo"els s!oul" 'e on eac! 'ase of t!is Cnit *y&e. 3f &laying it! a larger scale suc! as 26;2Amm% "e&en"ing on t!e mo"els use"% it ill most li$ely 'e necessary to re"uce t!e num'er of mo"els &er 'ase. *!e num'er of mo"els on eac! 'ase "oes not inMuence game-&lay.
Line of Sight
Cnits !a(e 3?0N line of sig!t. *o measure line of sig!t% measure from any &oint on t!e e"ge of t!e unitJs 'ase in a straig!t line to t!e target. *!e unit !as line of sig!t if eit!er: *!ere are no inter(ening mo"els or terrain *!ere are inter(ening mo"els or terrain 'ut eit!er t!e source mo"elJs Ht an";or t!e targetJs Ht is greater t!an t!e Ht of t!e inter(ening mo"els or terrain
Characteristics
Characteristics
-(ery unit in t!e Realm !as a 4!aracteristic #ro)le !ic! "etermines t!eir a'ility in 'attle. Regar"less of source or mo"i)ers% no single 4!aracteristic can 'e greater t!an 10 or less t!an 0.
0el 30elee4
Mel re&resents t!e unitJs s$ill le(el an" training in close com'at. + unit it! Mel: 0 may not ma$e ,elee attac$s.
Cnits in ,elee !a(e line of sig!t only to t!e ot!er units in t!e same ,elee.
0easuring *istances
W!en mo(ing% al ays measure from t!e front of t!e unitJs 'ase. 1istances can 'e measure" at any time. W!en measuring a "istance 'et een t o &oints 8t o units for eFam&le9% t!e &oints are sai" to 'e it!in t!e "istance if t!e s!ortest &at! 'et een t!e t o &oints is eEual to or less t!an t!e "istance.
Rng 3Ranged4
Rng re&resents t!e unitJs s$ill le(el an" training in range" com'at. + unit it! Rng: 0 may not ma$e Range" attac$s.
Spd 3Speed4
Spd s!o s !o many centimetres t!e unit may tra(el on t!e ta'leto& at t!e normal rate.
Remo(ing /ases
+s armies clas! an" (aliant arriors 'egin to fall% units on t!e ta'le ta$e casualties an" 'ases nee" to 'e remo(e". .ases are remo(e" from t!e 'ac$ ran$% from rig!t to left.
Cmp 3Composure4
Cmp "escri'es !o stea"y an" com&ose" t!e unit is in 'attle an" t!eir ten"ency to stay an" )g!t e(en !en t!eir comra"es fall aroun" t!em. Cmp also inclu"es an element of 'attle)el" intelligence an" eF&erience.
Wp 3Willpower4
Wp is t!e strengt! of t!e min". 3t s!o s a ,ageJs &otential to cast s&ells "uring t!e 'attle. Wp is feature" in s&ell casting an" as suc!% it is only s!o n on a 4omman"ers &ro)le.
Characteristic Checks
4!aracteristic 4!ec$s are resol(e" 'y rolling a "10. *!e 4!ec$ is successful if you roll less t!an or eEual to t!e 4!aracteristic. + roll of 10 is consi"ere" a 4ritical Fail an" al ays fails regar"less of mo"i)ers. + roll of 1 is a 4ritical Success an" is al ays successful regar"less of mo"i)ers.
Se+uence . 'rders
Game Se+uence
+ game of Realm is 'ro$en u& into a num'er of turns. 3n eac! turn% eac! &layer ill gi(e an Br"er to eac! of !is units. *!e Br"ers gi(en are eFecute" in t!ree Wa(es% it! troo&s from 'ot! si"es acting in eac! Wa(e. Bnce all t!ree Wa(es are com&lete"% any mo"els loc$e" into ,elee ill )g!t.
Composure Checks
+s a unit fails Cmp 4!ec$s% its morale orsens as ell as its a'ility to o&erate in com'at. Bn failing its fourt! 4!ec$% t!e entire unit routs an" is imme"iately remo(e" as a casualty. +ny unit it! a 'ase si2e of 3 or more gains a I1 'onus to t!eir Cmp !en reEuire" to ma$e a 4!ec$.
%lacing 'rders
+t t!e start of eac! turn% eac! &layer &laces a single Br"er *o$en face-"o n 'esi"e eac! of !is units not currently in ,elee 8!i"ing !is intentions from !is o&&onent9. *!ere are t!ree &otential Br"ers: ,arc!% 4!arge an" -ngage. -ac! unit must also 'e allocate" a Wa(e in !ic! t!ey ill eFecute t!e Br"er% eit!er 1% 2 or 3. Bne unit may 'e gi(en a Wa(e 1 Br"er% t o units may 'e gi(en Wa(e 2 Br"ers an" t!e remaining units ill 'e gi(en Wa(e 3 Br"ers.
E5ecuting 'rders
Bnce 'ot! &layers are !a&&y it! t!e Br"ers gi(en to t!eir units% t!e Br"ers are eFecute" in Wa(es% 'eginning it! Wa(e 1. *!e Wa(es t!emsel(es are 'ro$en "o n into t!ree &!ases: 3nitiati(e% ,o(ement an" Range".
&nitiati(e
!rmour Checks
Armour 'e!a(es similarly to 4!aracteristics% it! some small 'ut im&ortant c!anges. *roo&s gain an Armour (alue from t!eir 4lass !ile ot!er units !a(e an Armour trait 'uilt into t!eir &ro)le. Regar"less of t!e source% Armour can ne(er go 'elo 2. Armour 4!ec$s are ma"e in t!e same manner as 4!aracteristic 4!ec$s% attem&ting to roll eEual to or less t!an t!e Armour (alue on a "10. Armour 4!ec$s !o e(er% are al ays ma"e against your o&&onentJs Armour% ne(er against your o n.
#layers turn o(er t!eir to$ens for t!e gi(en Wa(e% re(ealing !ic! units are to 'e acti(ate". *!e si"e it! t!e acti(ating unit it! t!e !ig!est Cmp ta$es t!e 3nitiati(e. 3f 'ot! si"es are tie"% 'ot! &layerJs s!oul" instea" roll a "10G !ome(er rolls !ig!est ta$es 3nitiati(e. +t t!is time 'ot! &layers !a(e t!e o&&ortunity to measure any &otential targets for a Range" attac$. +ny targets t!at are (ali" "uring t!e 3nitiati(e &!ase are automatically (ali" "uring t!e Range" &!ase.
0o(ement
1uring ,o(ement any Br"ers to ,arc! or 4!arge are com&lete". +ny mo(ement com&onent of an -ngage Br"er is also com&lete" !ere. *!e si"e it! t!e 3nitiati(e may c!oose to mo(e all of !is units 'efore or after !is o&&onent.
'rders
*!ere are t!ree &ossi'le Br"ers a(aila'le to all units in t!e game. -ac! oHers a tactical o&tion t!at must 'e a&&lie" successfully t!roug!out t!e 'attle in or"er to 'e (ictorious.
Ranged
1uring t!e Range" &!ase% any units it! an -ngage Br"er may ma$e a Range" attac$. #layers again measure any &otential targets for t!eir Range" attac$s. +ny unit t!at as a (ali" target "uring t!e 3nitiati(e &!ase% or t!at is a (ali" target no may 'e targete" 'y a Range" attac$. Range" attac$s from 'ot! si"es are ma"e simultaneously. *!e si"e it! 3nitiati(e may "eclare !is targets 'efore or after !is o&&onent. 1ue to t!e simultaneous nature of eac! Wa(e% any unit is!ing to ma$e a Range" attac$ t!at !as 'een 4!arge" or -ngage" in ,elee "uring t!e same Wa(e% may still "o so% assuming t!ey !a" a (ali" target in t!e 3nitiati(e &!ase.
0arch
Cnits can ,arc! for ar" any "istance u& to t ice t!eir Spd or "irectly 'ac$ ar"s or si"e ays at t!eir normal Spd. + unit may &i(ot a'out its centre u& to @0O t ice !ile ,arc!ing for ar"s.
Charge
+ 4!arge Br"er targets an enemy unit. + unit may 4!arge any enemy unit t!at is currently it!in t!eir front arc% line of sig!t an" it!in range. Cnits may mo(e u& to t ice t!eir Spd !ile 4!arging% &i(oting a'out its centre u& to @0O once "uring t!e 4!arge. + unit may only 4!arge a target if t!ere is enoug! s&ace a(aila'le to mo(e into 'ase contact it! it. 3f t!e target is 'e!in" "efensi(e terrain% t!e *errain s!oul" 'e contacte" instea" of t!e target unit. *!e 4!argers only nee" to ma$e contact at any &oint on t!e target an" ill automatically align Mus! against t!em on "oing so. 3f it is not &ossi'le for t!e 4!argers to align to t!e target% t!en attem&t to align t!e target to t!em% or meet !alf ay an" align 'ot! target an" 4!arger. 3f t!e com'atants are una'le to align% or t!ere are ot!er ise no eligi'le targets% t!e 4!arge is "eeme" to !a(e faile". + unit failing a 4!arge must mo(e t!eir Spd "irectly for ar"s 8sto& 'efore contacting any units9. + unit may intentionally or ot!er ise contact multi&le enemy units as &art of a 4!arge.
Engage
+ unit gi(en Br"ers to -ngage may mo(e u& to t!eir Spd for ar"s% &i(oting t ice a'out its centre u& to @0O. + unit may also mo(e 'ac$ ar"s or si"e ays at !alf t!eir Spd. + unit mo(ing for ar"s may mo(e into contact it! one or more enemy units in or"er to initiate ,elee. + unit it! an -ngage Br"er not engaging a unit in ,elee may ma$e a Range" attac$ "uring t!e Range" &!ase.
10
%ressing 'n
0i(en casualties an" units routing% it is &ossi'le t!at one or more units may no longer 'e in 'ase contact it! eac! ot!er. 3n t!is situation% any si"e t!at is &ressing on% may re-engage any "isengage" units 'ac$ into ,elee. +ny unit attem&ting to re-engage in t!is manner may only engage a unit t!at as or still remains &resent in t!e ,elee. 3t is entirely &ossi'le t!at an a""itional ,elee may 'e forme" 'y t o units !a(ing se&arate" from t!e original melee re-engaging. 3f a secon" Roun" !as not yet 'een foug!t% !ene(er one si"e &resses on% a secon" an" )nal Roun" is foug!t imme"iately 8inclu"ing in any ne ly forme" ,elee9. 0i(en a Roun" in ,elee in !ic! t!e num'er of casualties from 'ot! si"es is tie"% neit!er si"e may &ress on.
Ranged 0odi6ers
*!ere are a num'er of mo"i)ers !ic! may aHect a unit !en )ring a range" ea&on. -ac! mo"i)er is a cumulati(e a"Lustment to t!e AT.
0elee Combat
,elee com'at is "etermine" in muc! t!e same ay as Range" com'at. :o e(er% unli$e Range" com'at% a ,elee lasts &otentially t o Roun"s% it! eac! unit in ,elee !a(ing t!e o&&ortunity to )g!t eac! Roun". +ll units )g!t simultaneously% no casualties are recor"e" 'y eit!er si"e until t!e en" of t!e Roun". + unit may target a single enemy unit in t!e ,elee t!ey are currently in 'ase contact it!. .ot! &layers s!oul" "eclare t!eir targets at t!e 'eginning of t!e Roun" 'efore any "ice are rolle"% it! t!e aggressor "eclaring )rst. 3n case of units from 'ot! si"es entering t!e same ,elee on t!e same turn% t!e unit !ic! entere" t!e ,elee )rst is consi"ere" t!e aggressor. *!e en" of t!e Roun" is reac!e" once eac! unit in t!e ,elee !as resol(e" t!eir attac$s. *!e si"e t!at cause" t!e most casualties may elect to &ress on.
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Special !bilities
Special !bilities
*!e follo ing are "escri&tions of s&ecial a'ilities t!at &articular units may !a(e or gain "uring t!e course of t!e 'attle. +ll s&ecial a'ilities are cumulati(e.
Combustible374
-ac! time a Combustible 'ase is remo(e" as a casualty% e(ery unit in ,elee it! t!e Combustible Cnit 8frien" or foe9 suHers a num'er of +utomatic 1amage.
*amaging30el1Rng 74
*!e unit a""s eac! &oint of !m!ging as a 'onus to t!eir AT.
0elee 0odi6ers
*!ere are a num'er of mo"i)ers !ic! may aHect a unitJs AT in ,elee. Li$e Range" mo"i)ers% eac! is a cumulati(e a"Lustment.
*egrade3Characteristic 74
*!e unit suHers a &enalty to t!e rele(ant 4!aracteristic.
!utomatic *amage
Bccasionally% s&ecial attac$s or eHects cause +utomatic 1amage. Suc! "amage reEuire no Mel or Rng 4!ec$s% only reEuiring an Armour 4!ec$ 'efore inMicting a casualty.
*read
+ unit gains egr!de"Cmp 1# !ilst in ,elee it! an enemy unit !a(ing re!d.
Enhance3Characteristic 74
*!e unit gains a 'onus to t!e rele(ant 4!aracteristic.
Entangle
+ll $nt!ngle attac$s are range". For eac! casualty suHere"% t!e aPicte" unit gains egr!de"Spd 1# t!e neFt time t!ey are acti(ate"% instea" of ta$ing normal casualties. $nt!ngle attac$s !a(e Pier%ing"2#.
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E+uipped3Class4
*!e unit is eEui&&e" it! a man"atory 4lass an" may not eEui& anot!er.
$ly
Some units !a(e t!e a'ility to My. + unit in Mig!t is consi"ere" to 'e Ht 10% regar"less of its normal Ht. + Mying unit may ta$e oH an" lan" at any time an" as many times as t!ey is! "uring t!eir mo(ement. + Mying unit may mo(e o(er all terrain an" units 8eFce&t ot!er Mying units9 it!out &enalty. *!ey may e(en en" t!eir mo(ement a'o(e groun" units an" terrain if t!ey remain in Mig!t. 3n or"er to enter ,elee it! a groun" unit% a Mying unit must lan". * o Mying units may engage in ,elee !ilst in Mig!t. *!is follo s all t!e normal rules t!at go(ern groun" units in ,elee. 3f a Fien" "ies !ilst in Mig!t for any reason% it falls to t!e groun". +ny unit un"er its 'ase suHers "10 +utomatic 1amage. 3f it falls onto a unit in ,elee% all units in t!e ,elee are struc$ 8roll se&arately for eac!9. +ll units it! Fly !a(e Wild.
$earless
&e!rless units ignore t!e eHects of Terri'(ing.
Lucky
+ )u%*( unit may re-roll all 4ritically Faile" 4!aracteristic 4!ec$s.
0agic Resistance374
+n enemy ,age must a"" a num'er of &oints to !is 4asting Roll !en targeting a M!gi%!ll( Resist!nt enemy unit it! a s&ell.
0echanical
Me%+!ni%!l units !a(e Ste!d'!st an" are immune to t!e eHects of Poisonous "amage.
0ounted3Steed4
*!e unit is mounte" on t!e s&eci)e" stee" an" may not c!oose anot!er% nor remo(e it. *!e cost of t!e 4a(alry u&gra"e is inclu"e" in t!e &ro)le.
13
%ath6nder3)errain4
Cnits it! P!t+,nder ignore t!e eHects of t!e Cne(en or .ro$en 0roun" *raits for t!e associate" terrain.
)errifying
+t t!e 'eginning of eac! roun" of ,elee% after "eclaring t!e target of t!e Terri'(ing unit% t!e target must ma$e a Cmp 4!ec$. 3f t!e 4!ec$ is faile"% t!e target counts as Terri,ed of t!e unit until t!e en" of t!e roun". Terri'(ing units !a(e &e!rless.
%iercing30el1Rng 74
Armour 4!ec$s from Pier%ing attac$s are ma"e at a &enalty to t!e enemyJs Armour.
)rample374
Some units 8suc! as War -ngines9 Tr!mple t!e enemy !en t!ey 4!arge into ,elee. Tr!mple is +utomatic 1amage an" occurs as soon as t!e unit contacts t!e target% follo ing a successful 4!arge.
%oisonous30el1Rng4
4ritically successful Armour 4!ec$s from Poisonous attac$s cause t o casualties eac! instea" of one.
Sa(age
S!-!ge units may elect to #ress Bn an" )g!t anot!er Roun" of ,elee in any Roun" !ic! t!ey cause" t!e most casualties% regar"less of !o many roun"s !a(e 'een foug!t.
-nlucky
+n .nlu%*( unit must re-roll all 4ritically Successful 4!aracteristic 4!ec$s.
-nstable
Regar"less of Br"er gi(en% !en an .nst!ble unit is acti(ate"% if an enemy unit can &otentially 'e 4!arge"% t!e .nst!ble unit must "o so. Cnsta'le units !a(e &e!rless.
Skirmisher
S$irmis!ers "o not 'loc$ line of sig!t an" frien"ly units are a'le to freely mo(e t!roug! t!em !en t!ey are not in ,elee &ro(i"e" t!ere is room to "o so. S$irmis!ers !a(e P!t+,nder"All# an" are consi"ere" to 'e it!in 4o(ering829 terrain at all times. +""itionally% S$irmis!ers &ro(i"e a Co-ering"2# 'onus for all frien"ly units &artially o'scure" 'y t!em% follo ing t!e rules for Co-ering terrain. + unit it! S*irmis+er must 'e 3nfantry in or"er to ta$e a"(antage of t!e rules.
Weakened30el1Rng 74
+ unit t!at is We!*ened !as its AT re"uce" 'y a num'er of &oints.
Wild
+ Wild unit !as $/uipped"R!bble# an" may not 'e eEui&&e" it! a mount. 3n a""ition% a Wild unit cannot 'e lea" 'y a 4omman"er.
Steadfast
+ Ste!d'!st unit automatically &asses all Cmp 4!ec$s.
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Commanders . 0agic
Commanders
*!e 4omman"er is a single unit re&resenting your 0eneral an" a small retinue% inclu"ing a ,age. *!e 4omman"er may also 'e referre" to as t!e J,ageJ it!in t!e rules% !en "escri'ing magic. 4omman"ers "o not !a(e a &ro)le suc! as t!at of a ty&ical unit. 4omman"ers !a(e (alues for Mel% Rng an" Cmp% !o e(er unli$e *roo&s% 4omman"ers !a(e a (alue for Wp instea" of Spd. 4omman"ers 'egin t!e 'attle attac!e" to t!e rear of a frien"ly unit% mo(ing it! t!em t!roug!out t!e 'attle. 1uring t!e 'attle% t!ey may lea(e t!e unit in or"er to lea" anot!er% "uring 4omman"er ,o(ement. +ny unit le" 'y t!e 4omman"er gains t!e 'ene)t of !is Mel an" Rng 4!aracteristics as 'onuses to t!eir AT "uring com'at. 3f t!e unit a 4omman"er is lea"ing is remo(e" as a casualty% t!e 4omman"er is remo(e" as a casualty along it! it. 3n a""ition to t!e 'ene)ts of 'eing le" 'y a 4omman"er% any frien"ly unit it!in 30cm of t!e 4omman"er may a"" !is Cmp to t!eir o n !en ma$ing Cmp 4!ec$s.
Spell %ro6le
-ac! s&ell !as a Le(el% ty&ically 1% 2 or 3. + s&ellJs Le(el re&resents t!e "iQculty of casting an" relati(e &o er of t!e s&ell. -ac! s&ell also !as a RangeG t!e maFimum "istance in cm t!at t!e s&ell may aHect its target. S&ells it! a Range of 0cm may only 'e cast on t!e ,age !imself% or t!e unit !e is lea"ing. Some s&ells are la'elle" as JcounterJ s&ells. *!ese are range-less an" aHect t!e o&&osing ,ageJs current s&ell casting attem&t. 4ounter s&ells are cast 'efore resol(ing any eHects of t!e o&&osing ,ageJs s&ell casting% t!ere'y !a(ing an o&&ortunity to "isru&t t!em. *!e maLority of s&ells !a(e no restrictions on t!e num'er of times t!ey may 'e cast. :o e(er% for eac! a""itional casting of t!e same s&ell in a single turn% t!e S&ell Le(el increases 'y 1.
Casting Spells
+t any time "uring t!e 'attle% &layers from eit!er si"e may cast s&ells it! t!eir ,age. + &layer sim&ly nee"s to "eclare !e is "oing so 8!e "oes not nee" to "eclare !ic! s&ell at t!is time9. 3f 'ot! &layers is! to cast at t!e same time% t!e ,age !o currently !as t!e !ig!est Wp ill attem&t to cast )rst. +ny time a ,age casts a s&ell% t!e o&&osing ,age may cast a s&ell in return. *!e seEuence t!en resets it! eit!er ,age once again free to "eclare t!ey are casting a s&ell at any time. #layers must roll "10Js eEual to t!e S&ell Le(el% totalling t!e result to reac! t!eir CT 84asting *otal9. 3f t!e CT is less t!an or eEual to t!e ,ageJs current Wp% t!e s&ell is cast successfully an" t!e eHects are resol(e" 8assuming no "isru&tion from a counter s&ell9. Regar"less of t!e result% re"uce t!e ,ageJs Wp 'y t!e S&ell Le(el.
0agic
,agi !a(e a list of s&ells a(aila'le to t!em !ic! t!ey can use in 'attle. *!ese range from &rotecti(e or !ealing s&ells to !ig!ly "estructi(e 'lasts of &ure energy. -ac! ,age !as a Wp !ic! "etermines !is a'ilities in s&ell casting. -ac! time a ,age casts a s&ell% !is Wp "e&letes. Bnce !is Wp reac!es 0% !e may no longer cast s&ells.
15
Engines . $iends
'perating Engines
-ngines are generally com&rise" of t!e engine itself an" a num'er of cre . +ll -ngines !a(e a Co-er trait 'uilt into t!eir &ro)le. *!is &ro(i"es t!e -ngine it! an Armour 'onus against range" attac$s% as if it ere it!in 4o(ering terrain of t!e gi(en (alueG reMecting t!e cre ta$ing s!elter in or 'e!in" t!e -ngine itself. -ngines are ty&ically (ery ea$ in ,elee 'ut ma$e u& for it 'y 'eing eF&losi(e on t!e c!arge in t!e case of War -ngines% or it! "e(astating Range" attac$s in t!e case of Siege -ngines.
$iends
Fien"s are fantastically &o erful creatures% ca&a'le of "ecimating t!e ran$s of e(en t!e most resilient arriors. +lt!oug! Fien"s are not eEui&&e" from t!e +rmoury li$e troo&s% t!ey ty&ically "o !a(e a natural form of "efence% suc! as scaly s$in or !ar"ene" !i"es. +s suc!% all Fien"s !a(e an Armour trait in t!eir &ro)le !ic! or$s in eFactly t!e same ay as any Armour from t!e +rmoury. 3n all ot!er ays% Fien"s may 'e treate" li$e a ty&ical unit.
)errain
)errain
*errain is a great ay to a"" (ariation to your 'attles. + fe &ieces of terrain can a"" tactical (aria'ility an" &ro(i"e somet!ing for your forces to )g!t o(er. *errain s!oul" 'e t!ere to su&&lement your games !o e(er% not to "irect t!em 8unless &laying a s&eci)c scenario9. #layers are encourage" to ma$e u& rules for t!e &ieces of terrain t!ey !a(e a(aila'le. 7ot all terrain is ma"e eEual an" e coul" not &ossi'ly co(er e(ery &iece of terrain in t!ese rules. :o e(er% e(eryone s!oul" 'e clear as to t!e eHects an" eFact "imensions of eac! terrain &iece use"% 'efore t!e game commences.
War Engines
War -ngines are carriages "ra n into 'attle 'y stee"s or mec!anical means% ty&ically ri""en or o&erate" 'y cre s. 3n a""ition to Co-er% War -ngines !a(e an a""itional trait in t!eir &ro)le: Tr!mple. +ll War -ngines !a(e t!e Tr!mple S&ecial +'ility it! t!e (alue gi(en in t!e &ro)le. War -ngines "o not fare ell on une(en groun". War -ngines treat Cne(en 0roun" as .ro$en an" .ro$en 0roun" as 3m&assa'le.
Siege Engines
Siege -ngines are massi(e ea&ons of "estruction% o&erate" 'y a num'er of cre . Li$e War -ngines% Siege -ngines !a(e an a""itional trait 'uilt into t!eir &ro)le: Siege. Siege -ngines may ma$e Range" attac$s% using t!eir Siege *rait as a mo"i)er to t!eir AT% follo ing t!e same rules as a normal Range" attac$.
Controlling )errain
+ unit is consi"ere" to 'e it!in t!e terrain% 'ene)ting or ot!er ise suHering from its eHects% !ile any &art of t!e front ran$ of t!e unit is touc!ing it. + unit may control a &iece of terrain 'y 'eing t!e largest 8'ase si2e9 unit it!in it. 3f t o units are com&eting for control an" si2es are eEual% neit!er may control t!e terrain. 3f a unit cannot &!ysically enter t!e terrain 8suc! it! a statue or fence9% a unit can instea" 'e consi"ere" for rules &ur&oses% J it!inJ or controlling t!e terrain 'y 'eing it!in 2cm of it.
16
)errain )raits
*errain is ma"e u& of one or more traits !ic! go(ern its rules. +s "emonstrate" 'y t!e eFam&les 'elo % it &romotes t!e i"eal t!at terrain s!oul" 'e fun an" interacti(e if t!ey !a(e at least one &ositi(e trait. *!e follo ing is 'y no means an eF!austi(e list 'ut s!oul" co(er most common terrain &ieces.
&mpassable
Cnits 8eFce&t t!ose in Mig!t9 may not (oluntarily enter 3m&assa'le *errain an" if t!ey e(er "o so for any reason% are remo(e" instantly as a casualty.
Re(italising374
+ny unit 'eginning its acti(ation it!in Re(italising terrain may regain a num'er of lost Res.
/locking
.loc$s line of sig!t.
Strategic Location
W!ilst a &layer is in control of a Str!tegi% )o%!tion% !is o&&onent suHer a -1 &enalty to !is &ortitude.
/roken Ground
W!ene(er any &art of a unitJs mo(ement is it!in .ro$en 0roun"% t!e unit gains egr!de"Spd 4#.
-ne(en Ground
W!ene(er any &art of a unitJs mo(ement is it!in Cne(en 0roun"% t!e unit gains egr!de"Spd 2#.
Co(ering374
Cnits it!in t!e terrain recei(e a 'onus to t!eir Armour against Range" attac$s. 3n t!e case of a all or similar% a unit recei(es co(er 'y 'eing at least &artially o'scure" to t!e enemy unit targeting t!em. Cnits can only recei(e one co(er 'onus at any one time. 0i(en multi&le sources of co(er% t!e co(er it! t!e !ig!est (alue must 'e use".
8antage %oint
.onuses are a(aila'le to units )ring missile ea&ons from a Vantage #oint.
*efensible
1efensi'le terrain oHers an a"(antage in ,elee allo ing units to "ig into a "efensi(e &osition.
*isrupti(e374
+ ,age it!in 1isru&ti(e terrain a""s a num'er of &oints to all 4asting rolls.
2armonious374
+ ,age it!in :armonious terrain re"uces all 4asting rolls 'y a num'er of &oints.
2eight374
*!e same a'stracte" (alue use" for units.
17
E5ample )errain
.elo are some eFam&les of !o you can 'uil" rules for your terrain using t!e aforementione" traits.
Ruins
Cne(en 0roun" 4o(ering819 :armonious829
/ridge
Strategic Location
Wall
:t819 Soli"
/uilding
4o(ering :t8>9 3m&assa'le Soli"
Woods
4o(ering829 :t869 Cne(en 0roun"
2ill
:t829 Vantage #oint
$ence
4o(ering819 1efensi'le Cne(en 0roun"
$orest
.loc$ing :eig!t869 .ro$en 0roun"
$reshwater Ri(er
.ro$en 0roun" Re(italising819
18
Set9up . 8ictory
%laying a game
.ot! &layers 'uil" an army using t!e army creation rules outline" in +rmies of Realm. Cnless ot!er ise note"% armies are limite" to a total of 100 &oints an" eig!t units. +ll games of Realm are &laye" on a 120cm F 120cm 'oar". 3f t!at is not a(aila'le% t!en use a surface as close to it as &ossi'le. Ran"omly c!oose one &layer to roll on t!e Scenario ta'le to "etermine !ic! scenario ill 'e &laye". .ot! &layers t!en roll a "10% it! !ome(er rolling !ig!est !a(ing t!e o&tion to 'e t!e attac$er or "efen"er. *!e game is t!en set u& follo ing t!e rules for t!e scenario.
%lacing )errain
Cnless state" ot!er ise% t!e "efen"er &laces 3 ? &ieces of terrain. Reasona'le si2e" terrain &ieces s!oul" 'e use"% t!oug! larger &ieces may 'e use"% counting as "ou'le or e(en tre'le at t!e &layersJ "iscretion. -ac! &iece of terrain s!oul" 'e "istinct an" not o(erla& anot!er !en &lace".
)he 8ictor
-ac! army 'egins t!e 'attle it! a &ortitude rating eEual to t!e num'er of units in !is army% less one. -ac! time a unit is "estroye"% t!e armyJs &ortitude is "ecrease" 'y 1. 3f t!e 4omman"er is slain% it is re"uce" 'y an a""itional 1. +t t!e en" of eac! turn% if eit!er si"eJs &ortitude is 0 or less% t!e army routs an" t!e 'attle is lost. 3t is &ossi'le t!at 'ot! si"es !a(e 0 or less &ortitude at t!e en" of a turn. 3n t!is case% t!e army it! t!e lo est &ortitude !as lost. 3f &ortitude is eEual% 'ut one armyJs 4omman"er is sur(i(ing% !ilst t!eir o&&onentJs is lost% t!e sur(i(ing 4omman"erJs si"e is (ictorious. 3f &ortitude is eEual an" neit!er si"e% or 'ot! si"es !a(e lost t!eir 4omman"er - t!en t!e 'attle en"s as a "ra . +fter ? turns% t!e game en"s regar"less of eac! armyJs &ortitude. Follo t!e same met!o"s to "etermine t!e inner as a'o(e.
*eployment
*!e attac$er c!ooses !ic! si"e of t!e ta'le !e ill "e&loy from% it! t!e "efen"er automatically assuming t!e o&&osite si"e. .ot! &layers !a(e a "e&loyment 2one of u& to 30cm from t!eir "e&loyment e"ge% in !ic! to "e&loy all of t!eir units. #layers s$etc! t!eir "e&loyment on t!eir army list &ri(ately. Bnce 'ot! &layers are "one% t!ey eac! "e&loy t!eir units onto t!e ta'leto& &er t!eir "e&loyment s$etc!. .efore commencing &lay% &layers s!oul" s!are a co&y of t!eir army list 8along it! t!e "e&loyment s$etc!9 it! t!eir o&&onent.
19
Scenarios
)he !rt of War
-ac! scenario c!anges t!e ay you &lay games of Realm. Rour army s!oul" 'e (ersatile enoug! to reign (ictorious% regar"less of !ic! scenario is 'eing &laye". +ny rules note" in t!e scenario "escri&tions 'elo o(erri"e t!e stan"ar" game rules.
Scenarios
!rcane Surge
*!e forces of magic Mo il"ly in t!is scenario.
Special
+ll 4omman"ers !a(e 60S more Wp for t!is 'attle. :o e(er% for e(ery 4ritical Fail rolle" !en casting a s&ell% t!e 4omman"er must roll on t!e +rcane ,is!a& ta'le 'elo . Roll after resol(ing t!e eHects of t!e s&ell.
8ital %oints
*!e o'Lecti(e in t!is scenario is to control $ey areas of t!e 'attle)el".
)errain
.efore &lacing terrain% &layers s!oul" "etermine !ic! si"e t!ey ill 'e "e&loying in. *!e "efen"er c!ooses t!ree &ieces of terrain to 'e &lace" on t!e 'attle)el". *!e attac$er &laces t!e )rst &iece of terrain in t!e "efen"erJs !alf of t!e ta'le% outsi"e of t!e "e&loyment 2one. *!e "efen"er t!en "oes t!e same% &lacing one of t!e terrain &ieces in t!e attac$erJs !alf of t!e ta'le% outsi"e of t!e "e&loyment 2one. *!e )nal &iece is &lace" in t!e centre of t!e ta'le.
Special
-ac! &iece of terrain gi(es t!e controlling Force a I1 'onus to &ortitude.
20
Last Stand
*!e "efen"ers must !ol" out long enoug! for reinforcements to arri(e.
$orce Creation
*!e "efen"ers are limite" to =6S of t!e &oints allocate" to t!e 'attle 8=6 &oints in a stan"ar" game9. Su'tract units from your list after "etermining !o is t!e "efen"er.
)errain
+fter &lacing terrain% t!e "efen"er &laces )(e mar$ers% re&resenting )(e &ossi'le sites of t!e Relic. 7o mar$er may 'e it!in 20cm of anot!er or it!in ?0cm of a ta'le e"ge.
)errain
3n a""ition to &lacing terrain normally% one &iece of terrain must 'e &lace" in t!e centre of t!e ta'le. *!e central &iece may 'e forti)e" it! t!e e'ensible trait on u& to t o si"es. 8For eFam&le% a forti)e" !ill.9
Special
+ny unit 'eginning t!eir turn it!in a Relic site may searc! t!e site 'y )rst recei(ing an -ngage Br"er. 3f t!e unit c!ooses to searc!% t!ey may not mo(e or engage t!e enemy t!is turn% unless engage" in ,elee 'y t!e enemy as normal. 3f searc!ing% roll a "10 an" consult t!e c!art 'elo for t!e eHect. Bnce a Relic is foun"% all su'seEuent results of Relic ill automatically result in 7ot!ing. +fter searc!ing% on any result eFce&t 7ot!ing% t!e mar$er is remo(e" an" may not 'e searc!e" again. 3f an enemy unit $ills a unit !ol"ing t!e Relic in ,elee% it automatically ta$es &ossession of it. 3f t!e unit is "estroye" for any ot!er reason% t!e Relic is lost.
*eployment
*!e "efen"ers are "e&loye" any !ere it!in 30cm of t!e centre of t!e ta'le. *!e attac$ers are "e&loye" it!in 10cm of any ta'le e"ge% it! a maFimum of t o units &er e"ge.
8ictory
+t t!e en" of t!e 'attle% !ic!e(er Force is in control of t!e central terrain &iece ins t!e 'attle.
8ictory
*!e Force in &ossession of t!e Relic at t!e en" of t!e game is t!e inner. 3f t!e Relic as not foun" or t!e Relic as lost in 'attle% normal (ictory con"itions a&&ly.
21
*omination
3n t!is scenario% one must "ominate !is o&&onent across t!e entire 'attle)el".
*eath9match
1eat! to t!e igno'le enemyK
)errain
*!e "efen"er &laces eFactly one &iece of terrain in eac! ta'le Euarter.
Special
For eac! enemy unit remo(e" from 'attle% you score one 0ill Point "0P#. 4omman"ers are ort! an a""itional 0P. -ac! time a unit is remo(e" from 'attle% at t!e 'eginning of t!e neFt turn% it is &lace" any !ere along your "e&loyment ta'le e"ge. +ttac$ers &lace t!eir units )rst in t!e case of 'ot! &layers &lacing reinforcement units in t!e same turn. Bnce remo(e" from 'attle% 4omman"ers may not return. *!ere is no limit to t!e num'er of turns in t!is scenario.
8ictory
3n a""ition to t!e normal (ictory con"itions% a Force controlling more terrain &ieces t!an !is o&&onent gains t!e 'ene)t of controlling a Str!tegi% )o%!tion. 3f eit!er &layer controls all four &ieces of terrain at any &oint% t!ey imme"iately in t!e game.
8ictory
+t t!e en" of a turn% if eit!er &layer !as reac!e" 10 or more 0P% t!e game en"s. *!e &layer it! t!e most 0Ps is t!e inner.
)errain
3n a""ition to t!e normal &lacement of terrain% &lace an o'Lecti(e in t!e centre of t!e ta'le. *!e o'Lecti(e s!oul" not 'e it!in anot!er terrain &iece suc! as t!e normal rules for &lacing terrain.
!ssassination
See$ out t!e enemyJs comman"er for "estruction.
Special
*!e o'Lecti(e may only 'e controlle" 'y a unit of troo&s. +ny unit in control of t!e o'Lecti(e may &lace t!e o'Lecti(e to t!eir rear an" carry it it! t!em as t!ey mo(e. 3f a unit carrying t!e o'Lecti(e recei(es an Br"er to ,arc! or to 4!arge% t!e o'Lecti(e must 'e left 'e!in".
Special
Forces loses 2 &ortitude !en t!eir 4omman"er is remo(e" from 'attle.
8ictory
*!e Force !a(ing t!e o'Lecti(e closest to t!eir "e&loyment ta'le e"ge% regar"less of !et!er or not t!ey control t!e o'Lecti(e at gameJs en"% is t!e inner.
)errain
*!e "efen"er &laces terrain as usual on t!e ta'le. Bne &iece !o e(er must 'e a Strategic Location an" &lace" in t!e centre of t!e ta'le.
%itched /attle
#itc!e" .attle follo s all of t!e stan"ar" rules of a game of Realm. #layerJs may a"" t!eir o n s&ecial rules to t!e #itc!e" .attle if t!ey agree to "o so.
22
'(er(iew
0arching to War
+rmies of Realm contains all of t!e information reEuire" to 'uil" a Force for 'attles in t!e Realm% inclu"ing some 'asic gui"elines t!at must 'e follo e". + Force is forme" from one of t!e t el(e maLor arring +rmies of Realm. *!e stan"ar" Force si2e is 100 &oints% it! t!e most 'asic com&osition &ossi'le 'eing a 4omman"er an" t o units of *roo&s from a &articular +rmy. +'o(e t!is an a""itional siF units may 'e a""e" from any +rmy% t!e Siege Wor$s!o& or .estiary. -ac! Force is restricte" to a maFimum com'ine" total of t!ree -ngine or Fien" units% an" may only !a(e a single unit of any one ty&e of -ngine or Fien". Cnits of *roo&s may 'e !ire" as a 4om&any 82 'ases9 or as a Regiment 8> 'ases9 - s!o n it! t!eir res&ecti(e costs on t!eir &ro)le. *!ere are t o met!o"s of Force 4reation% Sim&le or +"(ance"G &layers are free to use eit!er met!o". Sim&le Force 4reation is inten"e" for use 'y 'eginners or for anyone !o "oes not is! to s&en" too long 'uil"ing t!eir Force.
24
Rou may !ire a 4raftsman at no cost. +ny Regnalian unit Loine" 'y t!e 1u$e gains &e!rless.
)roops
2ounds of War
Mel: > | Rng: 0 | Spd: 1> | Cmp: 3 Comp!n(: 3 Regiment: ? T(pe: 3nfantry Cl!ss: Ra''le :oun"s of War !a(e Wild.
%easant
Mel: > | Rng: > | Spd: 10 | Cmp: > Comp!n(: > Regiment: A T(pe: 3nfantry Cl!ss: ,ar$sman 3f eEui&&e" it! t!e ,ar$sman 4lass% a unit of #easants may 'e "e&loye" 'e!in" sta$es or similar 'arrica"e% &lace" 'y t!e o ning &layer on "e&loyment. *!e sta$es are a terrain &iece it! t!e e'ensible trait.
City 0ilitia
Mel: 6 | Rng: 6 | Spd: 10 | Cmp: 6 Comp!n(: 6 Regiment: 10 T(pe: 3nfantry Cl!ss: #i$eman 4ity ,ilitia must s&en" t!eir )rst turn ,arc!ing "irectly for ar" at t!e maFimum rate.
0an9at9!rms
Mel: ? | Rng: ? | Spd: 10 | Cmp: 6 Comp!n(: = Regiment: 1> T(pe: 4!arger 4a(alry Cl!ss: 5nig!t ,en-at-+rms suHer no &enalties to Spd !en eEui&&ing t!e 5nig!t 4lass.
Starting $orce
*uke
Tome: + *reatise on t!e 7ature of 7atural ,agic
%easant Regiment
Cl!ss: ,ar$sman Cost: A
25
)he 8aetari
Commander
Senator
Mel: 1 | Rng: 3 | Cmp: 1 | Wp: 22 T(pe: 4omman"er $ngine: .allista Tome: Fun"amentum ,ateria &iend: 4er'erus
Bnce &er 'attle% a single Vaetari unit may c!ange an Br"er on acti(ation. Vaetari units Loine" 'y t!e Senator gain )u%*(.
)roops
Soldier
Mel: 6 | Rng: ? | Spd: 12 | Cmp: 6 Comp!n(: ? Regiment: 12 T(pe: 3nfantry Cl!ss: ,ar$sman 3f eEui&&e" it! t!e ,ar$sman 4lass% Sol"iers gain t!e a'ility to Volley Fire re&lacing a normal Range" attac$. *!e Sol"iers gain $n+!n%e"Pow 1# an" egr!de"Rng 1# for t!e &ur&oses of (olley )re only.
)rapper
Mel: ? | Rng: > | Spd: 12 | Cmp: ? Comp!n(: ? Regiment: 12 T(pe: 3nfantry Cl!ss: Ranger *ra&&ers !a(e S*irmis+er. W!en ma$ing a Range" attac$ it!in 30cm% *ra&&ers may c!oose to gain $nt!ngle.
8eterani %halan5
Mel: ? | Rng: 6 | Spd: 12 | Cmp: 6 Comp!n(: = Regiment: 1> T(pe: 3nfantry Cl!ss: #i$eman Veterani #!alanF gain Ste!d'!st !en eEui&&e" it! t!e #i$eman 4lass. Ste!d'!st is lost !o e(er% !ene(er in ,elee it! an enemy to t!eir Man$ or rear.
Senatorial Guard
Mel: ? | Rng: ? | Spd: 12 | Cmp: ? Comp!n(: A Regiment: 1? T(pe: 3nfantry Cl!ss: S or"sman Senatorial 0uar" gain Ste!d'!st !en Loine" 'y a Senator.
Starting $orce
Senator
Tome: Fun"amentum ,ateria
Soldier Regiment
Cl!ss: ,ar$sman Cost: 12
)rapper Company
Cl!ss: Ranger Cost: ?
26
*rogar
Commander
)actician
Mel: 3 | Rng: 2 | Cmp: 2 | Wp: 1? T(pe: 4omman"er Tome: *!e +rt of ,as$s &iend: 1ragon $ngine: Roc$et Launc!er
+fter 'ot! si"es !a(e )nis!e" "e&loyment% you may re&osition a unit% or alternately% t o units may s a& &ositions. 1e&loyment Tone restrictions remain in eHect !o e(er. 3f 'ot! &layers !a(e 1rogar 4omman"ers% t!e "efen"er must "o so )rst. *!e *actician may lea" a Roc$et Launc!er% follo ing t!e normal rules for lea"ing *roo&s. 3n "oing so% t!e Roc$et Launc!er gains t!e usual 'ene)ts of 'eing le" 'y a 4omman"er.
)roops
Warrior
Mel: 6 | Rng: 6 | Spd: A | Cmp: ? Comp!n(: 6 Regiment: 10 T(pe: 3nfantry Cl!ss: S or"sman W!ene(er Warriors roll a 4ritical Success !en ma$ing a Cmp 4!ec$ "ue to suHering casualties% not only is t!ere no loss of ,orale% t!e casualty is also ignore".
Sapper
Mel: 6 | Rng: 6 | Spd: A | Cmp: ? Comp!n(: ? Regiment: 12 T(pe: 3nfantry Cl!ss: Ranger Sa&&ers !a(e S*irmis+er. Sa&&ers !a(e t o a""itional actions a(aila'le !en eFecuting an Br"er to -ngage - &orti'( an" emolis+. *!ese actions are in lieu of engaging t!e enemy in any ot!er manner.
$ortify
*!e Sa&&ers 'uil" a 10cm 'arrica"e. #lace t!e 'arrica"e in any "irection% touc!ing t!e unit of Sa&&ers at any &oint. *!e .arrica"e !as t!e 4o(ering an" 1efensi'le *errain *raits.
*emolish
*!e Sa&&ers may "estroy a 10cm 'arrica"e 8or similar9 t!at t!ey are in contact it! at any &oint of t!eir unit.
27
E5alted 8eteran
Mel: ? | Rng: ? | Spd: A | Cmp: ? Comp!n(: = Regiment: 1> T(pe: ,ystical 4a(alry Cl!ss: 5nig!t -Falte" Veterans gain $n+!n%e"Mel 1# !en in a unit it! a 'ase si2e of t o or less.
<hen $lock
Mel: 3 | Rng: 0 | Spd: 1A | Cmp: > Comp!n(: 10 Regiment: 20 T(pe: 3nfantry Cl!ss: Ra''le T!en !a(e Wild% $n+!n%e"Pow 2#% &l( an" Poisonous"Mel#.
Starting $orce
)actician
Tome: *!e +rt of ,as$s
Warrior Regiment
Cl!ss: S or"sman Cost: 10
Sapper Company
Cl!ss: Ranger Cost: ?
28
)roops
Recruit
Mel: > | Rng: > | Spd: 10 | Cmp: > Comp!n(: 3 Regiment: ? T(pe: 3nfantry Cl!ss: #i$eman Recruits may ,arc! t!roug! Cnsta'le or .ro$en 0roun" it!out &enalty.
)enghul
Mel: 3 | Rng: 3 | Spd: 10 | Cmp: = Comp!n(: > Regiment: A T(pe: 3nfantry Cl!ss: Ra''le *eng!ul !a(e $n+!n%e"Pow 1#% Wild an" Terri'(ing.
)engu9Cin
Mel: 6 | Rng: 6 | Spd: 10 | Cmp: 6 Comp!n(: 6 Regiment: 10 Cl!ss: Lancer T(pe: S ift 4a(alry
Enlightened 'ne
Mel: 6 | Rng: 6 | Spd: 10 | Cmp: > Comp!n(: ? Regiment: 12 T(pe: 3nfantry Cl!ss: Ranger -nlig!tene" Bne !a(e $n+!n%e"Res 2#.
*engu-4in !a(e !m!ging"Mel 2#. :o e(er% any enemy unit in ,elee it! t!e *engu-4in gains !m!ging"Mel 2#.
Starting $orce
0inister of War
Tome: *!e 1ar$ ,irror
Recruit Regiment
Cl!ss: #i$eman Cost: ?
29
!etan
Commander
Chieftain
Mel: ? | Rng: 0 | Cmp: 1 | Wp: 1> T(pe: 4omman"er $ngine: Sling Tome: 1ie -in'erufung "er Win"e &iend: Fenris Wolf
+etan units may mo(e an a""itional "10cm !en 4!arging. +ny +etan unit le" 'y t!e 4!ieftain gains Tr!mple"2# !en 4!arging.
)roops
2alf9/reed
Mel: 6 | Rng: > | Spd: A | Cmp: 6 Comp!n(: ? Regiment: 12 T(pe: 3nfantry Cl!ss: +Feman :alf-.ree"s gain $n+!n%e"Mel 1# !en eEui&&e" it! t!e +Feman 4lass.
/erserker
Mel: 6 | Rng: > | Spd: A | Cmp: A Comp!n(: = Regiment: 1> T(pe: 3nfantry Cl!ss: Ra''le .erser$ers !a(e .nst!ble an" S*irmis+er. .erser$ers gain S!-!ge !en eEui&&e" it! t!e R!bble 4lass.
=ggra
Mel: 6 | Rng: 3 | Spd: A | Cmp: ? Comp!n(: 12 Regiment: 2> T(pe: *itan Cl!ss: .ruiser Rggra !a(e S!-!ge.
Clansman
Mel: ? | Rng: 2 | Spd: A | Cmp: ? Comp!n(: 1A Regiment: 3? T(pe: *itan Cl!ss: .rea$er 4lansmen gain Tr!mple"1# &er 'ase !en 4!arging.
Starting $orce
Chieftain
Tome: 1ie -in'erufung "er Win"e
2alf9/reed Regiment
Cl!ss: +Feman Cost: 12
/erserker Company
Cl!ss: Ra''le Cost: =
30
)he Cursed
Commander
Re(enant Lord
Mel: 3 | Rng: 0 | Cmp: 2 | Wp: 2> T(pe: 4omman"er $ngine: Fire :er" Tome: W!is&ers *!roug! t!e Veil &iend: 0as!a"o$uro
4urse" units gain re!d. + Re(enant Lor" may% "uring 4omman"er ,o(ement% remo(e !imself from t!e 'attle. :e may "o so e(en if !e is currently in ,elee. W!en remo(e" in t!is manner% !e is not consi"ere" to !a(e 'een slain 'y t!e enemy. :o e(er all frien"ly units must imme"iately ma$e a Cmp 1 2 4!ec$.
)roops
Wretched Conscript
Mel: > | Rng: > | Spd: 10 | Cmp: 3 Comp!n(: 3 Regiment: ? T(pe: 3nfantry Cl!ss: 0unner Wretc!e" 4onscri&ts are ne(er reEuire" to ta$e Cmp 4!ec$s for 4asualties suHere" from Range" attac$s.
$eral &mp
Mel: > | Rng: 3 | Spd: 12 | Cmp: 3 Comp!n(: > Regiment: A T(pe: +rmoure" 4a(alry Cl!ss: ,ounte" +rc!er Feral 3m&s !a(e P!t+,nder"W!ter# an" gain $n+!n%e"Pow 1# !ilst it!in ater terrain.
31
2onour Guard
Mel: > | Rng: > | Spd: 10 | Cmp: > Comp!n(: 6 Regiment: 10 T(pe: 3nfantry Cl!ss: +Feman *ally t!e 'ase si2e of eac! 'ase remo(e" as a casualty 'y t!e :onour 0uar" an" use t!e ta'le 'elo to trac$ t!eir &rogress. +ll eHects are cumulati(e.
*aemon '5
Mel: 6 | Rng: 6 | Spd: 12 | Cmp: 6 Comp!n(: 1> Regiment: 2A T(pe: *itan Cl!ss: .rea$er Bn t!e turn a unit of 1aemon BF 4!arge into ,elee% t!e 1aemon BF ill stri$e 'efore t!e enemy. *!e 1aemon BFJs attac$s are resol(e" an" any casualties remo(e" 'efore t!e enemy !as t!e o&&ortunity to stri$e 'ac$.
Starting $orce
Re(enant Lord
Tome: W!is&ers *!roug! t!e Veil
32
)ithoreans
Commander
)he Watcher
Mel: 1 | Rng: 3 | Cmp: 0 | Wp: 2> T(pe: 4omman"er $ngine: 0reat Ba$ Tome: + *reatise on t!e 7ature of 7atural ,agic &iend: Wen"igo
*it!orean units gain !m!ging"Mel 1# !ilst it!in forest; oo"s. +ny *it!orean unit le" 'y t!e Watc!er is al ays consi"ere" to 'e it!in Co-ering"1# terrain.
)roops
%rotector
Mel: > | Rng: 6 | Spd: 12 | Cmp: 6 Comp!n(: ? Regiment: 12 T(pe: 3nfantry Cl!ss: ,ar$sman #rotectors !a(e P!t+,nder"&orest2Woods#. W!ene(er a unit of #rotectors is successfully 4!arge" or -ngage" in ,elee 'y t!e enemy% a secon" unit of #rotectors it!in 16cm may imme"iately Loin t!e ,elee 'esi"e t!e )rst unit 8s!uPing t!e units o(er if necessary9% if t!ere is room to "o so.
Elder
Mel: 6 | Rng: 6 | Spd: 12 | Cmp: 6 Comp!n(: = Regiment: 1> T(pe: Sa(age 4a(alry Cl!ss: 5nig!t -l"ers !a(e P!t+,nder"&orest2Woods#. -l"ers !a(e an a""itional action a(aila'le !en eFecuting an Br"er to -ngage S+i't. S+i't is eFecute" in lieu of engaging t!e enemy in any ot!er manner.
Shift
+ unit of -l"ers may target a oo"e" area it!in 30cm. *!e oo"e" area an" all units it!in are mo(e" 2"10cm in a "irection c!osen 'y t!e controlling #layer.
33
Skin Walker
Mel: 6 | Rng: > | Spd: 10 | Cmp: ? Comp!n(: = Regiment: 1> T(pe: 3nfantry Cl!ss: +Feman S$in Wal$ers !a(e S*irmis+er an" P!t+,nder"&orest2Woods#. +t t!e start of t!eir acti(ation% S$in Wal$ers may s!a&e-s!ift into an animal form or return to t!eir normal state% for t!e "uration of t!e turn.
0inor 'ak
Mel: > | Rng: 0 | Spd: A | Cmp: = Comp!n(: 1? Regiment: 32 T(pe: *itan Cl!ss: .ruiser ,inor Ba$s !a(e P!t+,nder"&orest2Woods#. ,inor Ba$s may only e(er recei(e Wa(e 3 Br"ers.
Starting $orce
)he Watcher
Tome: + *reatise on t!e 7ature of 7atural ,agic
%rotector Regiment
Cl!ss: ,ar$sman Cost: 12
34
&llathynns
Commander
$leet Captain
Mel: 2 | Rng: 2 | Cmp: 3 | Wp: 1? T(pe: 4omman"er $ngine: 4annon Tome: *!e +rt of ,as$s &iend: :y"ra
+fter "e&loyment 'ut 'efore t!e )rst turn% eac! 3llat!ynn unit may ma$e a Cmp 4!ec$. #ass t!e 4!ec$ an" t!e unit gains $n+!n%e"Mel3 Rng 1# for t!e rest of t!e 'attle. Fail !o e(er an" t!e unit gains egr!de"Mel3 Rng 1# for t!e rest of t!e 'attle. +ny 3llat!ynn unit le" 'y t!e Fleet 4a&tain gains Ste!d'!st !en in ,elee it! t!e o&&osing 4omman"er.
)roops
Crewman
Mel: > | Rng: 6 | Spd: 10 | Cmp: > Comp!n(: 6 Regiment: 10 T(pe: 3nfantry Cl!ss: 0unner 4re men suHer no &enalties to Rng as a result of eEui&&ing t!e 0unner 4lass.
Swashbuckler
Mel: 6 | Rng: > | Spd: 10 | Cmp: 6 Comp!n(: ? Regiment: 12 T(pe: 3nfantry Cl!ss: Ranger S as!'uc$lers !a(e S*irmis+er. S as!'uc$lers may attem&t an Heroi% Stri*e in ,elee. W!en ma$ing an Heroi% Stri*e% a S as!'uc$ler unit gains egr!de"Mel 2# an" Pier%ing"Mel 3#.
*emolition Crew
Mel: > | Rng: > | Spd: 10 | Cmp: @ Comp!n(: A Regiment: 1? T(pe: 3nfantry Cl!ss: Ra''le 1emolition 4re s !a(e $/uipped"R!bble#. 1emolition 4re s gain Tr!mple"d4# for eac! 'ase in t!e unit in t!e )rst ,elee t!ey successfully 4!arge. +ll units in t!e ,elee are aHecte"% inclu"ing t!e 1emolition 4re t!emsel(es - roll se&arately for eac!.
Starting $orce
$leet Captain
Tome: *!e +rt of ,as$s
Crewman Regiment
Cl!ss: 0unner Cost: 10
35
Bnce a game% after Br"ers !a(e 'een &lace"% 'ut 'efore t!e )rst Wa(e acti(ates% t!e 4!ief ,ilitary Scientist may "eclare a .lit2. +ny We!rlig unit !a(ing Me%+!ni%!l 8inclu"ing t!e Lig!tning 4arriage9 may 'e acti(ate" in Wa(e 1 regar"less of !ic! Wa(e t!ey ere actually assigne" to. 7on-mec!anical units may not 'e gi(en Wa(e 1 Br"ers "uring a .lit2. Scientists may lea" a Lig!tning 4arriage% follo ing t!e normal rules for lea"ing *roo&s. 3n "oing so% t!e Lig!tning 4arriage gains t!e usual 'ene)ts of 'eing le" 'y a 4omman"er.
)roops
$ield Support
Mel: > | Rng: > | Spd: A | Cmp: > Comp!n(: 3 Regiment: ? T(pe: :ul$ing 4a(alry Cl!ss: ,ounte" +rc!er Fiel" Su&&ort gain Me%+!ni%!l !en mounte" on a :ul$ing stee".
$lesh Golem
Mel: 3 | Rng: 2 | Spd: A | Cmp: 1 Comp!n(: 10 Regiment: 20 T(pe: *itan Cl!ss: .rea$er Fles! 0olems !a(e Ste!d'!st.
!utomata
Mel: 3 | Rng: > | Spd: 2"10 | Cmp: 2 Comp!n(: 16 Regiment: 30 T(pe: *itan Cl!ss: .laster +utomata !a(e Me%+!ni%!l an" $n+!n%e"Armour 2#.
Starting $orce
Chief 0ilitary Scientist
Tome: Fun"amentum ,ateria
36
!rachne
Commander
%riestess
Mel: > | Rng: 0 | Cmp: 1 | Wp: 22 T(pe: 4omman"er Tome: W!is&ers *!roug! t!e Veil &iend: +san'osam $ngine: Scyt!e" 4!ariot
*!e #riestess may inMict a num'er of casualties on an +rac!nean unit s!e is lea"ing. For eac! casualty suHere"% t!e unit gains $n+!n%e"Cmp 1# until t!e en" of t!e turn. S!e may c!oose to "o so at any time. + Cmp 4!ec$ is not reEuire" for casualties suHere" in t!is manner. +fter terrain !as 'een &lace" "uring game set-u&% 'ut 'efore "e&loying troo&s% &lace t!ree :unting *ra&s on t!e ta'le% outsi"e of t!e "e&loyment 2ones an" not it!in 20cm of anot!er :unting *ra&. *!e :unting *ra&s s!oul" 'e no larger t!an 10cm in any "irection. Bnly one of t!e t!ree :unting *ra&s is acti(e% secretly ma$e a note of !ic! one.
2unting )rap
*!e )rst non-+rac!nean unit to mo(e it!in t!e :unting *ra& must imme"iately sto& mo(ing an" en" its acti(ation. 3t recei(es "10 +utomatic 1amage. *!e unit reco(ers automatically once t!e eHects are resol(e" an" t!e tra& !as no furt!er eHects for t!e rest of t!e game.
)roops
War 2ead
Mel: > | Rng: 6 | Spd: 10 | Cmp: > Comp!n(: > Regiment: A T(pe: 3nfantry Cl!ss: 0unner War :ea"s !a(e Poisonous"Rng#.
Spider Swarm
Mel: 3 | Rng: 0 | Spd: 12 | Cmp: @ Comp!n(: = Regiment: 1> T(pe: 3nfantry Cl!ss: Ra''le S&i"er S arms !a(e $n+!n%e"Pow 3# an" Wild.
37
War Ser(ant
Mel: > | Rng: > | Spd: 1? | Cmp: 6 Comp!n(: 10 Regiment: 20 T(pe: ,ystical 4a(alry Cl!ss: Lancer War Ser(ants !a(e Mounted"M(sti%!l#. W!en acti(ate"% any unit of War Ser(ants may force a Cmp 4!ec$ on any enemy unit it!in 16cm. 3f t!e enemy unit fails% it suHers no eHects to ,orale% t!oug! it gains .nst!ble to ar"s t!e War Ser(ant unit onlyG until t!e en" of t!e turn.
Giganwea(er
Mel: > | Rng: A | Spd: 1? | Cmp: = Comp!n(: 1? Regiment: 32 T(pe: *itan Cl!ss: .laster *!e 0igan ea(er !as Poisonous"Mel#. *!e 0igan ea(er gains $nt!ngle !en eEui&&e" it! t!e .laster 4lass.
Starting $orce
%riestess
Tome: *!e 1ar$ ,irror
38
!nubi
Commander
Sepati of the Sacri6cial Serpent
Mel: 1 | Rng: > | Cmp: 1 | Wp: 20 T(pe: 4omman"er $ngine: Lig!t 4!ariot Tome: *!e 1ar$ ,irror &iend: 0riQn
*!e Se&ati may !ire a Lig!t 4!ariot unit at t!e cost of 10 for an 3n"i(i"ual an" 20 for a 4om&any. *!e Se&ati may lea" a Lig!t 4!ariot% follo ing t!e normal rules for lea"ing *roo&s. 3n "oing so% t!e Lig!t 4!ariot gains t!e usual 'ene)ts of 'eing le" 'y a 4omman"er.
)roops
Cyno born unto the )emple of War
Mel: > | Rng: > | Spd: 12 | Cmp: > Comp!n(: > Regiment: A T(pe: 3nfantry Cl!ss: S or"sman 4yno gain $n+!n%e"Cmp 1# !ilst it!in 16cm on anot!er 4yno unit.
Starting $orce
Sepati of the Sacri6cial Serpent
Tome: W!is&ers *!roug! t!e Veil
Cyno born unto the )emple !nupa of the Eternal of War Regiment *esert Company
Cl!ss: S or"sman Cost: A Cl!ss: ,ar$sman Cost: A
39
4a'allian units may attem&t a Feigne" Retreat !en 4!arge" or -ngage" in ,elee 'y an enemy unit. #rior to t!e enemy mo(ing% mo(e t!e 4a'allian "irectly a ay 8"o not &i(ot9 from t!e 4!arger a "istance eEual to !alf t!eir Spd. *!is may or may not ta$e t!em out of reac! of t!e enemy. + 4a'allian unit le" 'y t!e :er" +l&!a may ma$e a Feigne" Retreat at a "istance eEual to t!eir Spd.
)roops
%risoner of War
Mel: > | Rng: > | Spd: 10 | Cmp: > Comp!n(: > Regiment: A T(pe: 3nfantry Cl!ss: #i$eman #risoners of War !a(e S*irmis+er. W!ene(er a #risoners of War unit oul" normally &ro(i"e 4o(er for a frien"ly unit% t!e #risoners of War unit must 'e targete" 'y t!e attac$ instea".
$ire Spirit
Mel: 6 | Rng: 3 | Spd: 12 | Cmp: > Comp!n(: 6 Regiment: 10 T(pe: 3nfantry Cl!ss: S or"sman Fire S&irits !a(e Combustible"1#.
)ribal
Mel: > | Rng: 6 | Spd: 1A | Cmp: 6 Comp!n(: 11 Regiment: 22 T(pe: S ift 4a(alry Cl!ss: ,ounte" +rc!er *ri'als !a(e Mounted"Swi't#.
40
%alace Guard
Mel: ? | Rng: 6 | Spd: 1> | Cmp: ? Comp!n(: 1> Regiment: 2A T(pe: 4!arger 4a(alry Cl!ss: Lancer #alace 0uar" !a(e Mounted"C+!rger#. #alace 0uar" are not "e&loye" on t!e ta'le at t!e 'eginning on t!e 'attle - instea" t!ey are it!!el" as reser(es. From *urn 2 on ar"s% at t!e 'eginning of t!e turn% ma$e a Cmp 4!ec$. 3f &asse"% t!e #alace 0uar" unit may 'e &lace" it! itJs 'ac$ ran$ Mus! against any ta'le e"ge. 3f faile"% t!e ta'le e"ge must 'e ran"omise" - t!oug! t!e #layer may re-try neFt turn. *!e #alace 0uar" may 'e gi(en Br"ers as normal on t!e turn t!ey arri(e. #alace 0uar" may not 'e le" 'y t!e :er" +l&!a until t!ey arri(e in 'attle.
Starting $orce
2erd !lpha
Tome: 1ie -in'erufung "er Win"e
41
'(er(iew
/olstering your $orce
*!e Force +""en"um is not reEuire" in or"er to &lay a game of Realm. 3n"ee"% for ne comers to ar gaming% it coul" ell 'e o(erloo$e" until you !a(e a soli" un"erstan"ing of t!e core rules. Wit!in are rules for !iring War -ngines an" Siege -ngines% lea"ing 8or coercing9 Fien"s% !iring of local merc!ants an" craftsmen% &reå your ,age for ar an" of course eEui&&ing your troo&s.
43
Siege Workshop
2iring Engines
-ngines may 'e !ire" at a cost of 16 for an 3n"i(i"ual 8one 'ase9 an" 30 for a 4om&any 8t o 'ases9.
War Engines
War Elephant
Mel: ? | Rng: > | Spd: 12 | Cmp: ? T(pe: War -ngine Tr!mple: "6 Co-er: > War -le&!ants !a(e $n+!n%e"Pow 2# in ,elee.
$ire 2erd
Mel: > | Rng: > | Spd: 10 | Cmp: 3 T(pe: War -ngine Tr!mple: "10 Co-er: 0 *!e 4urse" Fire :er" o&erates normally until t!e )rst time it is gi(en a 4!arge Br"er. From t!is &oint% its Spd 'ecomes >"10cm 8"etermine" at t!e start of eac! acti(ation t!ereafter9 an" may only 'e gi(en furt!er or"ers to 4!arge. For eac! &oint of lost Res% t!e Fire :er" suHers a cumulati(e -1 &enalty to its Tr!mple roll 8to a minimum of 19.
Lightning Carriage
Mel: 2 | Rng: > | Spd: 3"10 | Cmp: 10 T(pe: War -ngine Tr!mple: "6 Co-er: A *!e Lig!tning 4arriage !as Me%+!ni%!l. *!e Lig!tning 4arriage is a'le to ma$e Range" attac$s. +t t!e start of eac! turn% t!e Lig!tning 4arriage gains one 4!arge #oint it! !ic! to )re t!e #ulse 4annon. +ny num'er of 4!arge #oints may 'e use"G for eac! &oint use"% t!e Lig!tning 4arriage gains $n+!n%e"Pow 5# !ilst ma$ing t!e attac$. *!e #ulse 4annon may 'e )re" u& to 30cm it! Pier%ing"Rng 4#.
44
Light Chariot
Mel: > | Rng: ? | Spd: 1> | Cmp: > T(pe: War -ngine Tr!mple: "6 I 1 Co-er: > Lig!t 4!ariots "o not suHer t!e associate" &enalties of a War -ngine tra(elling on Cne(en or .ro$en terrain.
Scythed Chariot
Mel: > | Rng: > | Spd: 1A | Cmp: 6 T(pe: War -ngine Tr!mple: "6 I 3 Co-er: ?
;nife Cart
Mel: 6 | Rng: 6 | Spd: 1? | Cmp: 6 T(pe: War -ngine Tr!mple: 0 Co-er: A *!e 5nife 4art acts as mo'ile terrain it! t!e 1efensi'le trait for its cre . *!e 5nife 4art gains Tr!mple"2# &er 6cm of 4!arge "istance.
45
Siege Engines
/ombard
Mel: > | Rng: > | Spd: 0 | Cmp: > T(pe: Siege -ngine Siege: 16|?0cm Co-er: > *!e .om'ar" !as Pier%ing"Rng 2#.
/allista
Mel: 6 | Rng: ? | Spd: 0 | Cmp: 6 T(pe: Siege -ngine Siege: 3|@0cm *!e .allista !as Pier%ing"Rng 3#. Co-er: 2
Rocket Launcher
Mel: 6 | Rng: > | Spd: ? | Cmp: ? T(pe: Siege -ngine Siege: 1A|>6cm Co-er: 2
Sling
Mel: 6 | Rng: > | Spd: 0 | Cmp: ? T(pe: Siege -ngine Siege: @|?0cm Co-er: 2 Cnits gain egr!de"Cmp 1# !en ma$ing Cmp 4!ec$s for casualties suHere" from t!e Sling.
Great 'ak
Mel: > | Rng: > | Spd: ? | Cmp: > T(pe: Siege -ngine Siege: 12|>6cm Co-er: 0 *!e 0reat Ba$ !as Armour: 3% Ste!d'!st% $n+!n%e"Pow 4# in ,elee an" Pier%ing"Rng 1#.
Great Cannon
Mel: > | Rng: 6 | Spd: 0 | Cmp: > T(pe: Siege -ngine Siege: 6|@0cm Co-er: > *!e 0reat 4annon !as Pier%ing"Rng 4#.
46
/estiary
2iring $iends
Fien"s may 'e !ire" at a cost of 16 for an 3n"i(i"ual 8one 'ase9 an" 30 for a 4om&any 8t o 'ases9.
0anticore
Mel: ? | Rng: ? | Spd: 12 | Cmp: = T(pe: Fien" Armour: = *!e ,anticore !as Poisonous"Mel3 Rng# an" may ma$e Range" attac$s u& to 30cm.
$enris Wolf
Mel: ? | Rng: 0 | Spd: 1A | Cmp: = T(pe: Fien" Armour: = Bnce "e&loye"% t!e Fenris Wolf is 'oun" to t!e s&ot an" una'le to mo(e until !e !as suHere" a casualty. 3f 'y t!e en" of turn 2 !e is still 'oun"% !e is automatically free" an" gains $n+!n%e"Pow 2# an" .nst!ble. *!e Fenris Wolf !as P!t+,nder"W!ter#.
Wy(ern
Mel: ? | Rng: 0 | Spd: 1? | Cmp: = T(pe: Fien" Armour: 6 *!e Wy(ern !as Poisonous"Mel# an" &l(.
2ydra
Mel: 6 | Rng: 0 | Spd: 10 | Cmp: = T(pe: Fien" Armour: ? + :y"ra gains $n+!n%e"Pow 1# it! eac! &oint of lost Res.
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*eath Worm
Mel: ? | Rng: 0 | Spd: A | Cmp: = T(pe: Fien" Armour: = *!e 1eat! Worm !as Pier%ing"Mel 6#. *!e 1eat! Worm may c!oose to tunnel un"ergroun" instea" of cra ling on t!e 'attle)el" surface. W!ilst tunnelling% t!e 1eat! Worm gains egr!de"Spd 2#. Re&lace t!e unit it! a to$en to trac$ its mo(ement. *!e controlling #layer may &lace u& to t!ree to$ens% it! only one 'eing secretly mar$e" as t!e actual unit - t!e ot!ers are sim&ly "ecoys. W!ilst tunnelling% t!e 1eat! Worm cannot 'e targete" in any ay. +s &art of a 4!arge or -ngage Br"er% a tunnelling 1eat! Worm may resurface in 'ase contact it! an enemy unit in or"er to )g!t in ,elee.
Wendigo
Mel: ? | Rng: 0 | Spd: 12 | Cmp: @ T(pe: Fien" Armour: = For eac! 4asualty inMicte" on t!e enemy% roll a "10 an" consult t!e follo ing c!art to "etermine !at eHect it !as on t!e Wen"igo.
!sanbosam
Mel: ? | Rng: 0 | Spd: 12 | Cmp: = T(pe: Fien" Armour: = *!e +san'osam !as P!t+,nder"&orest2Woods# an" Pier%ing"Mel 2#. *!e +san'osam may 'e "e&loye" at t!e start of t!e game it!in any Forest or Woo"lan" terrain outsi"e of t!e o&&onents "e&loyment 2one.
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Cerberus
Mel: 6 | Rng: 0 | Spd: 1> | Cmp: = T(pe: Fien" Armour: ? +t t!e start of eac! roun" in ,elee% a 4er'erus may c!oose to gain eit!er $n+!n%e"Pow 2#% Pier%ing"Mel 2# or Poisonous"Mel#.
Gashadokuro
Mel: > | Rng: 0 | Spd: A | Cmp: 1 T(pe: Fien" Armour: 3 *!e 0as!a"o$uro !as Terri'(ing an" Ste!d'!st. *!e 0as!a"o$uro may in lieu of ma$ing a normal attac$ against *roo&s in ,elee% attem&t to ma$e a s&ecial 1e(our attac$. 1e(our is ma"e at Pow: 1% Pier%ing"6#. 3f successful% t!e 0as!a"o$uro gains &re(iously lost Res% at t!e rate of one for 3nfantry% t o for 4a(alry an" t!ree for *itans.
Grif6n
Mel: = | Rng: 0 | Spd: 1? | Cmp: 10 T(pe: Fien" Armour: ? *!e 0riQn !as Ste!d'!st an" &l(.
*ragon
Mel: = | Rng: 0 | Spd: 1? | Cmp: = T(pe: Fien" Armour: 6 *!e 1ragon !as )u%*( an" &l(.
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!rmoury
!d(anced $orce Creation
E+uipping )roops
-ac! unit of troo&s must 'e eEui&&e" it! a single 4lass as s!o n 'elo . + c!oice must 'e ma"e !ic! relates to t!eir Cnit *y&e. 3f no 4lass is c!osen for t!e unit% Ra''le is selecte" 'y "efault. 7ote: 4lass names are not to 'e ta$en literally. Cse t!e traits as a gui"e as to !at your mo"el may 'e re&resente" as. +n +Feman for instance "oes not necessarily iel" an aFe. Rat!er% it coul" 'e re&resente" 'y any mo"el it! a &o erful ea&on an" me"ium to lig!t armour. S or"sman con(ersely may 'e re&resente" 'y any infantry mo"el it! !ea(y armour 'ut less oHensi(e ca&a'ilities.
Class %ro6le
-ac! 4lass !as t!ree traits. Melee Power "MP# an" R!nged Power "RP# are 'onuses to t!e unitJs AT !en engaging t!e enemy% !ile Armour is t!e amount of general &rotection t!e unit ill !a(e. +rmour c!ec$s are ma"e 'y your o&&onent% t!erefore t!e lo er t!e score t!e 'etter. RP also "is&lays t!e maFimum range &ossi'le !en ma$ing a Range" attac$. + "as! in"icates t!at Range" attac$s are not &ossi'le.
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!ny
Rabble
MP: 0 RP: - Armour: 10
Ca(alry
;night
MP: 2 RP: - Armour: > *!e unit gains egr!de"Spd 2#.
&nfantry
Swordsman
MP: 2 RP: - Armour: >
Lancer
MP: > RP: - Armour: 6
!5eman
MP: > RP: - Armour: ?
0ounted !rcher
MP: 0 RP: 2|?0cm Armour: ?
%ikeman
MP: 1 RP: - Armour: 6 *!e unit gains !m!ging"Mel 4# !en stri$ing a 4a(alry unit in ,elee.
)itan
/ruiser
MP: > RP: - Armour: >
Ranger
MP: 2 RP: 1|?0cm Armour: ?
/reaker
MP: ? RP: - Armour: 6
0arksman
MP: 0 RP: 2|@0cm Armour: A
/laster
MP: 0 RP: >|?0cm Armour: ?
Gunner
MP: 0 RP: >|?0cm Armour: = *!e unit gains egr!de"Rng 1# an" Pier%ing"Rng 1#.
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Stables
E+uipping Steeds
3nfantry may 'e eEui&&e" it! a single stee" at t!e cost of 6 for 4om&any an" 10 for a Regiment. Bnce mounte"% t!e Cnit *y&e is u&gra"e" to 4a(alry% t!e unitJs Spd is re&lace" it! t!at of t!e stee" an" it gains any s&ecial rules 'elonging to it.
Steeds
2ulking
Spd: 12 :ul$ing 4a(alry !a(e $n+!n%e"Res 1#.
!rmoured
Spd: 1> +rmoure" 4a(alry !a(e $n+!n%e"Armour 1#.
Charger
Spd: 1> 4!arger 4a(alry recei(e "ou'le t!e 4!arge ,o"i)er in ,elee.
0ystical
Spd: 1? ,ystical 4a(alry !a(e M!gi% Resist!n%e"4#.
Sa(age
Spd: 1A Sa(age 4a(alry !a(e !m!ging"Mel 1# an" .nst!ble.
Swift
Spd: 1A S ift 4a(alry !a(e egr!de"Armour 1# an" P!t+,nder"All#.
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0aster Craftsmen
Gunsmith
*!e 0unner 4lass no longer !as egr!de"Rng 1#.
)anner
+ single 3nfantry 4lass of your c!oice from t!e +rmoury gains $n+!n%e"Armour 1#.
/owyer
*!e ,ar$smen 4lass gains !m!ging"Rng 1#.
/allistic Engineer
*!e Range of all Siege -ngines is increase" 'y 16cm.
0arshal
+ll 4a(alry units gain $n+!n%e"Spd 1#.
<oologist
+ll Fien"s gain $n+!n%e"Res 1#.
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2eal &n?ury
)e-el: 1 R!nge: 30cm 4ast imme"iately after recei(ing one or more casualties. *!e target ignores a single casualty incurre".
Stone $lesh
)e-el: 2 R!nge: 30cm 4ast after t!e enemy rolls one or more Armour 4!ec$s against t!e target. *!e target gains $n+!n%e"Armour 2#.
2idden %athways
)e-el: 2 R!nge: 30cm 4ast "uring ,o(ement. *!e target gains $n+!n%e"Spd 4# an" P!t+,nder"All#.
!ltar Landscape
)e-el: 3 R!nge: ?0cm *arget a &iece of natural terrain 8la$e% oo"s% !ill etc.9 *!e terrain is re&lace" it! anot!er &iece of natural terrain of t!e ,ageJs c!oice. +ltar Lan"sca&e may only 'e cast once "uring t!e 'attle.
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$undamentum 0ateria
/reak
)e-el: 1 R!nge: 4ounter *!e o&&osing ,age must s&en" an a""itional Wp an" a"" a "10 to t!e casting roll.
&nspire Courage
)e-el: 1 R!nge: 30cm 4ast after failing one or more Cmp 4!ec$s. *!e target may ignore a single faile" Cmp 4!ec$.
%oisoned !rrows
)e-el: 1 R!nge: 30cm 4ast after rolling one or more Armour 4!ec$s follo ing a Range" attac$. *!e target gains Poisonous"Rng#.
Shockwa(e
)e-el: 2 R!nge: 0cm +ll enemy units in ,elee it! t!e ,age imme"iately recei(e "6 +utomatic 1amage.
-nmet *e5terity
)e-el: 2 R!nge: ?0cm 4ast after rolling one or more Mel 4!ec$s. *!e target gains $n+!n%e"Mel 2#.
Enchanted Construction
)e-el: 3 R!nge: 30cm *arget a unit t!at is not currently in ,elee. *!e unit gains Ste!d'!st an" is consi"ere" to 'e it!in e'ensible an" Co-ering"2# terrain from all si"es. *!e s&ell stays in eHect until t!e targete" unit mo(es for any reason.
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2orrifying !ppearance
)e-el: 1 R!nge: 30cm 4ast on a target in ,elee after inMicting one or more casualties on t!e enemy. *!e target gains re!d until t!e en" of t!e roun".
Slow )ime
)e-el: 1 R!nge: 30cm 4ast "uring 3nitiati(e. *!e target automatically ta$es t!e 3nitiati(e.
*isappearing !ct
)e-el: 2 R!nge: 0cm 4ast "uring 4omman"er mo(ement. *!e 4omman"er may mo(e u& to ?0cm to Loin anot!er unit e(en if in currently in ,elee.
Confusion
)e-el: 2 R!nge: ?0cm 4ast "uring 3nitiati(e. *!e target must &ass a Cmp 4!ec$ to com&lete t!eir Br"er% ot!er ise t!eir acti(ation en"s imme"iately.
*uplicate
)e-el: 3 R!nge: 0cm *!e ,age may only target a unit !e !as Loine". Bnly a 4ritically Successful Armour 4!ec$ against t!e target ill cause a casualty. 3f multi&le Armour 4!ec$s are rolle" !en a 4ritical Success is ac!ie(e"% all ot!er successes are counte" as normal. *!e s&ell remains in eHect until t!e target recei(es a casualty or t!e ,age lea(es t!e target.
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2ail of Stones
)e-el: 1 R!nge: ?0cm ,a$e a Range" attac$ against t!e target it! Pow: A an" Rng: ?.
Wall of $ire
)e-el: 1 R!nge: 30cm 4ast on a unit not currently in ,elee imme"iately after 'eing successfully 4!arge". *!e 4!arger suHers "6 +utomatic 1amage.
Gale
)e-el: 2 R!nge: 30cm 4ast "uring t!e ,o(ement #!ase% at a unit not currently in ,elee. *!e target imme"iately mo(es 2"10cm "irectly for ar" or "10cm "irectly 'ac$ at t!e ,ageJs "iscretion.
/linding $lare
)e-el: 2 R!nge: ?0cm 4ast after t!e enemy rolls one or more Rng 4!ec$s. *!e target gains egr!de"Rng 2#.
Chain Lightning
)e-el: 3 R!nge: ?0cm ,a$e a Range" attac$ against t!e target it! Pow: 10% Rng: 3 an" Pier%ing"Rng 5#. +fter resol(ing t!e attac$% roll a "10. Bn a roll of 1 / 3% attac$ anot!er enemy unit it!in 16cm in t!e same manner% c!osen at ran"om. Bn a roll of 10% a frien"ly unit it!in 16cm is struc$ instea". Bn a > @% t!e lig!tning "issi&ates an" t!e s&ell en"s. -ac! unit may only 'e struc$ once &er casting.
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%ossession
)e-el: 1 R!nge: 30cm *arget a unit in ,elee% at t!e 'eginning of a roun". *!e target gains !m!ging"Mel 2# an" egr!de"Cmp 2# until t!e en" of t!e roun".
Curse
)e-el: 1 R!nge: ?0cm *!e target gains .nlu%*( until t!e en" of t!e turn.
Rust
)e-el: 2 R!nge: 30cm 4ast at a unit in ,elee. *!e *arget recei(es no Melee 'onus from t!eir 4lass until t!e en" of t!e turn.
*ark !ura
)e-el: 2 R!nge: 30cm 4ast after t!e enemy rolls one or more Mel 4!ec$s. *!e enemy must re-roll all of t!e "ice use" in t!e attac$.
*aemonic 'ffering
)e-el: 3 R!nge: 30cm 1aemonic BHering remains in eHect for t!e entire 'attle. -ac! time t!e target inMicts a casualty on t!e enemy% imme"iately roll on t!e ta'le 'elo an" a&&ly t!e eHects. *!e target is ort! "ou'le to t!e enemy !en remo(e" as a casualty. 1aemonic BHering may only 'e cast once &er 'attle.
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Spirit Strike
)e-el: 1 R!nge: ?0cm ,a$e a Range" attac$ against t!e target it! Pow: @% Rng: 2 an" Pier%ing"Rng 4#.
%estilent )ouch
)e-el: 1 R!nge: 30cm 4ast after rolling one or more Armour 4!ec$s. *!e target gains Poisonous"Mel#.
Ethereal /lades
)e-el: 2 R!nge: 30cm 4ast after rolling one or more Armour 4!ec$s in ,elee. *!e target gains Pier%ing"Mel 3#.
)rauma
)e-el: 2 R!nge: 30cm *!e target must imme"iately ma$e a Cmp 4!ec$.
*eath Ward
)e-el: 3 R!nge: 0cm *!e ,age may only target a unit of troo&s !e !as Loine". *!e unit may re&lace one lost 'ase. 1eat! War" may only 'e cast once &er 'attle.
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