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100% found this document useful (4 votes)
3K views161 pages

Kow Vanguard PDF

Uploaded by

d33tly
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 161

mantic

Your Warband, Your Story


Vanguard

The Fantasy Skirmish Game

Your Warband, Your Story

1
Contents

Contents
Welcome to the Vanguard........... 4 Basic Equipment Lists.............120
What you will need....................................... 6
Dice and Counters......................................... 7 Advanced Spellbook................122
Model Stats................................................... 8 Noble Spells...............................................123
Primordial Spells........................................124
The Rules.................................. 12 Corrupt Spells............................................125
Rounds & Turns...........................................13
Rolling for Power.........................................15 Campaigns...............................127
Activations & Actions................................. 16 Campaign Terms.........................................127
Fatigue......................................................... 19 Starting a Campaign...................................128
Using Power.................................................21 Building your Company.............................130
Movement.................................................... 22 Pre-Engagement.........................................136
Arcs & Line of Sight.................................... 25 Post-Engagement........................................138
Ranged Attacks........................................... 27 Casualty Table............................................139
Melee Attacks.............................................. 29 Experience..................................................141
Nerve........................................................... 33 Exploration Table.......................................146
Terrain......................................................... 34 Company Retinue.......................................151
Special Rules..................................................37 Combining with Kings of War....................155
Magic..............................................................40
Basic Spellbook..............................................41

Creating a Warband.................. 45
Scenarios.................................. 47
1. Supply Grab............................................. 49
2. Light the Beacon..................................... 50
3. Free the Princess......................................51
4. Recover the Plans.................................... 52 Vanguard Game Design
5. Kill the Bard!........................................... 53 Matt Gilbert with Ciaran Morris and
6. The Dragon’s Egg.................................... 56 Andrew Sharp
7. The Power Stones.................................... 57 Additional Development
8. Capture the Giant.................................... 58 Rob Burman, Stewart Gibbs
9. Destroy the Baggage Train...................... 60
10. Burn the Stores...................................... 61 Painting
11. Secure the Portal................................... 63 Dave Nield
12. Kill the Commander.............................. 64 Graphic Design
Duncan Aldis, Ben Sandum
Background.............................. 67
Photography
Warband Lists........................... 77 Ben Sandum
Basileans..................................................... 77
Dwarfs......................................................... 80 Scenery
Elves............................................................ 83 Tabletop World & the author’s collection
Northern Alliance....................................... 86 Special Thanks
Forces of Nature.......................................... 89
Ogres........................................................... 92 Simon Brown, Steven Clark, Vane
The Trident Realm...................................... 95 Dolenc, Tom Farley, Elvis Fisher, Rob
Abyssal Dwarfs............................................ 98 Harper, Matt Hobday, Kev Honeysett,
Forces of the Abyss....................................101 Marc Langworthy, Richard McAdam,
Empire of Dust.......................................... 104 Calum McIntosh, Martin Penneck,
Goblins.......................................................107 Philip Scicluna, Dave Symonds,
Nightstalkers..............................................110 Rob Taylor, Donn Turner, Sharad Vora,
Orcs............................................................113 Alex Younger, and all our Kickstarter
Undead.......................................................116 Backers.

2
Contents

“Up! Up! Into them now!”


Hezketh roared his men on, letting the raw aggression of his voice give them courage and spur
them forward into the melee.
The enemy had them. There was no point in deceiving himself, and it was on his head. He
cursed himself for allowing them to be taken unawares in such a simple ambush. Another
shower of arrows dropped among them and he saw someone on his left snatched back with a
smack and a sudden intake of breath. They were tired, at the end of their endurance, a ragged
remnant of the patrol that had set out to determine the enemy’s strength. They had let their
guard down, and now they were paying the price.
“Into them!”
His boots slipped and slid in the mud as he sought desperately to close the distance to the
sudden enemy. His heart crashed against his ribs and an inchoate growl formed as he charged
onwards, reverberating in his chest. He let the anger at his complacency feed his building rage,
and the first flecks of white spittle began to speckle his beard.
The enemy were few but well armed, and Janah Hezketh knew well how vital it was that they
escape this ambush as quickly as possible. He had seen too many patrols set upon and cut to
pieces by ambushing archers, pinned down and then crushed by the oncoming infantry. He had
fought in - even commanded - such attacks, and knew the lethal toll that could be levied upon a
trapped and unsuspecting enemy once they were transfixed and afraid.
No, the secret was to break out, and to do it quickly. To his right Ralat and Jeneth kept pace
with him. Ralat stayed close to Jeneth as he had told him to. The lad could learn from old
Jeneth. It was for that reason he had put them together. He would learn, or he would die. Such
was the way of things.
He gulped down air as mud gave way to earth and thin grasses. An arrow flashed past his face,
black fletching making a dark smear across his vision for a fraction of a moment. Behind and to
his left an answering shaft, then a second, sprang out into the brush that concealed the as yet
unseen enemy. Morna and Sholen had strung their bows and were bringing them to bear on the
foe. A sharp, brittle, scream of pain answered them and, in spite of the extremity of their plight,
Hezketh found himself hoping that their few archers would not rob his axe of the chance to win
him some glory.
The enemy were slight creatures, and seemed delicate, but this belied a wiry strength and a
speed and agility that seemed scarcely possible. As he crested the rise, one stood to face him,
spear raised. He brought back his axe in a wide arc and leapt.
“See me! See me and die!” The battle rage was upon him now, all reason and circumspection
fled as he led Ralet and Jeneth crashing and screaming into the first of the enemy.
—•—
Hezketh sat on the fresh, steaming corpse of a horse that the enemy had clearly thought to ride
away on after they had mopped up his little patrol. He looked up as Ralet approached. A bright
splash of blood, red and vibrant, stained his young face and his eyes were alive with the joy of
battle. “Janah, are you injured?” asked Ralet. Once, he supposed, he must have looked the same
to the veterans of his company. Now, as the adrenaline ebbed away, he just felt tired.
“No lad,” he answered, smiling at the young warrior. “Just tired from doing all the work for the
likes of you, that’s all.” Just old. Just too old for this, he thought.
They had escaped. They had not deserved to.
“Jeneth?” he asked. Ralet could not meet his gaze. He just shook his head.
Janah closed his eyes. Friends would be left behind. And it was his fault.

3
Introduction

Welcome to the Vanguard


Vanguard is the fantasy skirmish game set in the world of Mantica. It is a magical place, full of
wonder, but also one of conflict and war, as almighty armies clash and empires crumble. Gods
and demons roam the world and the skies light up with the crackle of magic. The mortal races
strive for dominance across the vastness of the world; from the depths of the oceans, across
to the deserts and plains, to the soaring mountain ranges and ice-covered peaks – there is
adventure, glory and peril to be had in equal measure.
Vanguard gives you the chance to explore the
world through the eyes of an elite Warband. As
neighbours and kingdoms wage war, it’s often the
deeds of a hand-picked few - specialists in their
trade - that ultimately win wars for their masters.
Whether they are tasked with plundering an
enemy camp, burning their stores, stealing
information or assassination of an enemy
commander, the scouting parties of the
vanguard are always in the thick of
the action, operating alone and
in the greatest of danger.

4
Introduction

Vanguard is a miniatures game, played on


your tabletop, and puts you right at the
heart of the action. In this book,
you will find all the rules you
need to play, ideas on how to
paint your models and build
amazing gaming tables, and
also a detailed campaign Can you guide your band of
system allowing you to warriors to complete their
develop your warband missions and find fame and
through a series of linked glory? Only time, skill and a
games with friends. little luck will tell.
Welcome to the Vanguard!

5
Introduction

What you will need


Table and Terrain
You will need a firm, level playing surface to
play your games of Vanguard. An area 3’ x 3’
is the standard size of playing space required,
although it’s possible to play on larger

Models
surfaces too.
Many players will build a collection of
Mantic Games supply a range of ready-made detailed terrain like hills, buildings, walls
Warbands for Vanguard so it’s easy to start and trees which all adds to the realism of
your collection and get playing. You don’t the game. If you don’t already have a terrain
have to paint your models to play the game, collection however, you can simply use what
but painting is a fantastic part of the gaming you have to hand such as books and boxes.
hobby and we would encourage you to do so.
Playing with amazing looking miniatures you
have painted yourself only adds to the fun!
Throughout this book, you will find wonderful
examples of painted models and warbands to
inspire your own collection.
The models for Vanguard are the same scale
as the models used in Mantic’s mass-battle
game, Kings of War. Indeed, players of both
games could easily use their Vanguard models
as heroes and unit champions in their Kings of
War armies.

Bases
Models should be glued to the square or
Tape Measure
rectangular base they are supplied with Distances and ranges in Vanguard are
which will be the size appropriate for measured in inches.
the model. A model, or parts of one, may
extend over the base, but the base itself Pre-measuring is allowed – you can check
defines where the model is for all game distances and ranges at any time during the
purposes (such as measuring movement game. When measuring to or from a model,
or range to a target). use the model’s base.

Typically, human-sized models come on


square 20mm or 25mm bases. Big brutes
like ogres and trolls can be on 40mm
or 50mm bases and cavalry models or
similar will be on rectangular 25mm x
50mm bases.
Models should be positioned on their
base in a way which clearly shows the
way the model is facing so that it is
obvious where the model’s front and rear
arcs are (see page 25).

6
Introduction

Dice
Vanguard uses two types of dice.
Re-rolls
Sometimes you will get the opportunity
D8 to re-roll one or more dice. You must
accept the second result, even if it is
8-sided dice are used for determining most worse than the first. You cannot re-roll
actions and results in the game. These are an already re-rolled die!
rolled and read just like normal 6-sided dice.

Counters
Vanguard uses a number of counters to
represent the status of models during play.
These are placed next to the models as a
reminder. Some have more than one status on
them to help keep the number of counters on
the table to a minimum. These are available to
purchase separately.

You may sometimes have to roll more than


one die to see what happens. For example,
Activated
2D8 means roll 2 8-sided dice and check each
score.
Dice results may be modified. For example, a
modifier of -1 means subtract 1 from each of Braced
your results. Unless specified otherwise, these
are cumulative (e.g. two different +1 modifiers
results in a +2 modifier for the roll).
Sometimes rolls may benefit from bonus dice
(or even lose dice). Add or remove the number Fatigued
of dice specified before making the roll.

Power Dice
Power Dice are 6-sided dice with special
symbols on them. They are rolled to generate Knocked-down
Power which is then spent on Special Abilities
and activations for your models in the game.

Wounds

If the rules specify to roll a die, a D8 is Spell Effects


implied. The rules will be explicit if a Power
Die is to be used.

7
Introduction

Speed (Sp)
Model Stats This value shows the distance the model can
Not all Warbands and their warriors are equal. move in inches.
They will all have different abilities, strengths
and weaknesses. In the game, these are Ranged (Ra)
represented by each model having a number of
statistics (stats for short), skills, special rules This value is the target number the model
and other game values. Warband stat cards are needs to roll to hit a target when using a
available as a great reference to use during the ranged attack, typically as part of a Shoot or
game so the details of your warband are easily Cast action.
at hand.
Melee (Me)
Snow Troll
40mm 34
This value is the target number the model
Troll • Large
Wn H needs to roll to hit an opponent when making
Sp Me Ra Ar Ne
6 5+ - 4+ 4
+ 5 3 a Melee attack.
rate (6+ ), Vic iou s,
Regene
Crushing Strength (2) Armour (Ar)
nt: Good
Ranged: - Melee: 4d8 Alig nme
This value is the target number a model needs
pting to Break Away from
a Troll, enemy models have a -1 modifier to roll to avoid taking damage and suffering
n attem
Vicious Swipe - Whe
when they make their
Armour Save roll. wounds.

Nerve (Ne)
This value is the target number for any Nerve
Each model in the Warband will have the tests the model needs to take. This will
following stats: come into play if the Warband is broken or if
something unnerving happens!
Faction Symbol
Which faction the model is fighting for.
For example, Goblins, Northern Alliance,
Basileans, Nightstalkers etc. Your Warband
has a single faction, although it is possible to
draft in other soldiers, such as Mercenaries.

Race Wounds (Wn)


What race the model is. The model’s Race is
also a keyword that may interact with other This value shows the number of wounds the
rules. model can suffer before it is usually removed
from play as a casualty. The larger the
Class number, the more resilient (or stupid!) the
model is.
Models will be one (or more) of the following
classes: Wound counters are used to track how many
wounds a model has suffered. They are placed
GRUNT, WARRIOR, SUPPORT, COMMAND, next to the model as each wound is suffered.
SPELLCASTER, LARGE When a model reaches 0 wounds (or fewer!),
Class is important when building a Warband. it is usually removed from the game as a
A model’s Class is also a keyword that may casualty (too injured to continue…or possibly
interact with other rules. dead!).

Height (H) Base


The height of a model affects how it interacts Each model’s card or entry will indicate the
with other models and terrain for Line of model’s base size (e.g. 20mm, 40mm etc.)
Sight (LOS). A base size of Cav means a 25mm x 50mm
cavalry base.

8
Introduction

Equipment
Every model in the game is assumed to be
naturally equipped with the basic weapons
(or teeth, claws etc.) and armour they need to
survive. However, some models come equipped
with extra ranged weapons, specialist armour
and even rare or magical artefacts. This will
be listed on a model’s stat card. Additional
equipment can also be purchased for models
(see page 120)

Attack dice
By default, models will use the number
of Ranged or Melee attack dice
stated on their stat cards. However,
some equipment comes with its own
replacement number of attack dice.
If the Type of equipment is followed by a
number of dice, use that many dice (with
any appropriate modifiers) when making
an attack with the equipment.
For example, a Bow has a Type of
Ranged. The model making a Ranged
attack with a Bow uses the number of
dice stated on its model stat card.
However, if the same model was given a
Dwarf Flame Thrower, that equipment
has a Type listed as Ranged (4D8). When
the model uses the Flame Thrower to
make a Ranged Attack, 4D8 would be
used instead.
A model must have a weapon or spell
with a listed range in order to make a
Ranged Attack. If not, even if a number
of dice are listed for the model, an attack
cannot be made.
Equipment Cards
Some equipment may be represented using
Vanguard equipment cards. If a card is used
to represent a model’s piece of equipment, it
should be placed with the model’s stat card as
a reference during play.

9
Introduction

10
Introduction

11
The Rules

THE RULES
In a game of Vanguard, both you and your The following pages are intended to introduce
opponent take control of a Warband that you you to the rules in a prescribed way as follows:
will be using to play an exciting skirmish
• The structure of the game
encounter using your models. In each game,
you will play a particular scenario that • Rounds and Turns
describes what each player needs to do to • Rolling for Power
win. Maybe one side has to defend their • The End Phase
army’s baggage train from the enemy force,
• Things you can do
or perhaps both are fighting over control of a
vital river crossing. • Activations (and Actions)
• Fatigue
Once the battlefield has been set up with
terrain and any objectives, the scenario you • Using Power
are playing will also tell you how to deploy • How you do them
your models ready to play. Details on how to • Movement
set up the table ready for play are found on
page 47. • Arcs and Line of Sight
• Ranged Attacks
• Melee Attacks
• Nerve

Exploding 8s!
For certain rolls in the game, a
mechanism called Exploding 8s! is used.
This means that for each natural dice
result of 8 in the roll (regardless of
any modifiers), an automatic success
is achieved and another bonus die can
be rolled to see if a further success is
achieved. It’s possible to keep rolling 8s
and to keep getting bonus dice!
Conversely, all natural die results of
1 (regardless of any modifiers) are
automatic failures.

Friendly Models Scoring a 1 or an 8 after the application


of any modifiers is not an automatic
If a rule refers to friendly models, this result.
means all models in your Warband.

Enemy Models
Conversely, your Warband’s opponents
are considered the enemy models in the
rules.

Neutral Models
If a scenario requires other, third
party models to be involved, these are
considered Neutral.

12
The Rules

Rounds and Turns


A game of Vanguard is played across a number
of Rounds. Within each Round, players
alternate taking Turns, activating their
models, until both players have completed
activating their whole Warband. A game
might last a set number of Rounds, or be
determined by a particular victory (or defeat!)
condition. The scenario being played will tell
you how long to play for. Typically, games last
around 5 or 6 Rounds.

Game Sequence
1. Set up
2. Deploy your models
3. Determine who takes the first turn
4. Play Rounds
a. Roll for Power
b. Take alternating Turns,
activating models
c. End Phase
5. Determine the winner!

A Round will always begin with both players


Rolling for Power. Players then take their
Who goes first? alternating Turns. During each of their Turns,
The scenario being played will determine a player gets to do something (act) with a
which side will take the first Turn in the first single model, or group of models, of their
Round. choice. Each model in a Warband only gets
to act once in each Round. During the Turn
In subsequent Rounds, the player that in which it is acting, a model is known as the
finished activating their models first in the acting (or active) model. Once it has finished
previous Round takes the first Turn in the acting, the model is marked as Activated by
new Round. placing an Activation counter next to it.

Taking Turns
Once a player has finished activating all their
models and declares they are finished, the
player with models yet to activate continues
playing Turns until their models are also all
Activated. Once a player has declared they
are finished for the Round (including any/
all Forced Fatigue Actions – see pages 19 and
20), they cannot then change their mind! All
models must be Activated, even if they then
don’t perform any actions. Players may not
choose to pass a Turn.
Once all models on both sides have Activated,
no more Turns are played and the Round
concludes with the End Phase.

13
The Rules

14
The Rules

Rolling for Power


Power Dice are a representation of the
training, co-ordination and cunning of
a well led and experienced fighting
team. They are a limited resource
that can be spent on accessing
certain abilities or even
boosting spells and attacks.
Learning to manage your
Power resource and when to
spend it is a skill you will have
to master!

1) Roll
At the start of each Round, before any
Turns are taken, each player rolls their
Power Dice. Create your pool of Power Dice
by taking three RED Power Dice and then
adding any extra dice as indicated on your
Warband’s stat cards (count only models
that are still in play, not any removed as a
casualty). These extra dice will be either RED,
WHITE or BLUE. Roll all your Power Dice
simultaneously.

2) Re-Roll
After rolling, starting with the player who will
go first this Round, both players may re-roll
one of their Power Dice for each model of
COMMAND Class they have on the table in
play. If a player re-rolls any of their dice, they
must keep the new result(s). The End Phase
Important: If no models with the COMMAND Once both players have finished activating all
Class are left alive in a Warband, that player their models, including any Forced Fatigue
loses the ability to re-roll any Power Dice. (see pages 19 and 20), the Round concludes
with the End Phase. During the End Phase,
3) Set both players now perform the following steps
Finally, each player sets their Power Dice in order:
results beside their edge of the table. They 1. Resolve all effects and abilities that state
will be available to spend on augmenting the they take place in the End Phase.
actions and abilities of the Warbands during
the Turns of both players in the coming 2. Spend any remaining Power to clear
Round. The total number of swords rolled Fatigue counters from models in their
on all the dice combined is the total amount Warband. This is not mandatory however,
of Power the player has to spend during the a player is free to keep a model Fatigued
Round. if they wish.
3. In readiness for the next Round, clear
Players can spend as much Power as they like away all activation counters from the
during a Turn and the dice can be used to table and any other counters (e.g. some
track this. Any Power that is not spent by the spell effects) that are no longer required.
end of the Round is discarded. See the table
on page 20 for more detail about how and 4. Any Power still unused at the end of this
when Power can be used. phase is discarded – it is not carried over
to the next Round.

15
The Rules

Activations
When a model is activated during a player’s Shoot (short) – Only models with a ranged
Turn, it may perform either one long action or attack option (spell or weapon) and that are
up to two different short actions. Any model not Engaged may take this action. Target
that is in the middle of its activation is called a single enemy model unless specified
the acting, or active, model. otherwise. The target must be in range, in
the front arc of the firing model and the
Note that unless specified otherwise by a
firing model must have LOS to the target. In
Special Ability, rule, or by Force Fatiguing the
addition, the target cannot be Engaged. See
model later (see page 20), a model may only
the Ranged attack rules on page 27.
perform each type of action once in a Turn.
Stand Up (short) – A model that is Knocked-
A model that starts its activation Knocked-
down and is lying on the ground must Stand
down, must Stand Up as its first action, even if
Up before it can take any other actions.
Engaged.
The basic actions available to models in
the game are listed below. Each action also
indicates whether it is (short) or (long). An
action must be completed fully before another
can be taken.

Actions
Walk (short) – Only models that are not Melee (short) – The model makes a Melee
Engaged may take this action. Move the model attack against one model it is Engaged with
up to its Speed in inches in any direction and in its front arc. Unless it intends to make a
leave it facing a desired direction. A Walk Break Away action, a standing model that is
action must be performed even if the model is Engaged with one or more standing enemy
being simply turned on the spot to face a new models must perform a Melee action on one of
direction. Models cannot move within 1” of those models. It may turn on the spot to put
enemy models unless they are Engaging one the target in its front arc if there is room for
of them (see ‘Engaged’ opposite). See the full the base to fit. See the Melee attack rules on
rules for Movement on page 22. page 29.

16
The Rules

Cast (variable) – Only models that are not


Engaged and with the SPELLCASTER Class Engaged
can use the Cast action.
Models in base-to-base contact with a
Note: Cast can be repeated as an action in a standing enemy model are Engaged by it.
Turn. When a model moves to Engage another
model, place the front of the moving
The spell name will indicate if it takes a long model’s base flush against the target’s
or short action to cast. See Magic on page 40. base on the side contact was made, as
Run (long) – As a Walk action but the model centrally as possible.
may move up to twice its Speed in inches in If a Group Charge (see page 20) is being
any direction. If the model Engages an enemy performed, arrange the moving models
model at the end of its move, the Run will as equally as possible if they are going to
qualify as a Charge action instead if both: Engage the same target. Corner-to-corner
1. The moving model had Line of Sight (see base contact is not enough to Engage a
page 25) to the Engaged enemy model model so is not a valid charge move for
before it moved. that target. See the Melee attack rules on
2. It took the most direct route it could to page 29.
the target, only deviating from a straight Only a qualifying Charge action to
line to avoid Impassable Terrain or Engage an enemy model triggers a free
friendly models. In addition, the moving Melee action.
model cannot come within 1” of enemy
models it is not going to Engage unless A model that is Knocked-down cannot
they themselves would be within 1” of Engage an enemy model (but can be
the moving model’s final position once Engaged by one). See page 23 for more
Engaged. details.
If the move qualifies as a Charge action, the A standing model that is Engaged by an
charging model gets an immediate free Melee enemy model can only make Melee or
action against the Engaged target. Break Away actions.

17
The Rules

Brace (long) – The model prepares and steels


Engaging models behind itself for an attack. The model may turn to
face any direction but otherwise doesn’t
obstacles move or act in any other way. Its Armour is
Sometimes a model will position itself improved by one (e.g. 5+ becomes 4+) from
so that it is touching an obstacle to any attack coming from its front arc until the
put a barrier between it and any enemy model is next activated (place a Brace counter
models. It is still possible to Engage such next to the model as a reminder).
a model and attack it. The attacking
model must be able to move and reach
the obstacle itself, make contact on the
long edge of an obstacle and within 2”
of the target model – there’s no charging
one end and then fighting a model way
down the other end! If the moving model
can achieve this, place it flush against
the obstacle, directly opposite and facing
the model it is going to attack. Break Away (long) – A model that is Engaged
Even if a model can move to within by one or more enemy models may attempt to
2” of a target on the other side of an break away instead of taking a Melee action.
obstacle, there must still be room to Make 1 unmodified Armour Roll (see page 30)
move the model into position opposite to for each enemy model the activating model
be Engaged. If other models are already is breaking away from. However, for each of
Engaged and in the way, then the model these enemy models that is LARGE, instead
cannot Engage the target. Project the make 2 unmodified Armour Rolls.
edge of the target’s base against the Models that are Knocked-down are ignored,
obstacle across it to determine how much as are any models that the model Breaking
space attacking models have to use. Away is wholly in the rear-arc of. The model
Models that are Engaged across an will suffer a wound for each failed save. If
obstacle are free to move away from one the model is still alive and standing, it makes
another without having to use a Break a Run action in any direction, following
Away action. the normal movement rules. It may Engage
another enemy model when doing so.

18
The Rules

Fatigue
Sometimes, individuals in a Warband will push A Fatigue Action cannot be given to a group
themselves to make an extra yard of ground, or (see page 20), only to a single model. That
fight that little bit harder. Such heroic efforts is, you cannot combine Fatigue Actions with
can come at the expense of exhaustion however, Group Actions. An activated member of a
or finding yourself exposed. group may still receive a Forced Fatigue
Action later by spending Power however.
During its activation, a model can be given
an additional short action. This extra action If a model is marked as Fatigued at the start
must be taken after the model’s “normal” of its activation, it may only perform one
actions for the Turn. It is known as a Fatigue short action. In addition, it cannot have a
Action, and the model is then marked as further Fatigue action played on it that Turn
both Activated and Fatigued at the end of its (although it may have Forced Fatigue played
activation (i.e. once all its actions and any on it in a later Turn). Once the model’s
attacks are resolved). A Fatigue Action cannot activation is complete, the model is marked as
be a repeat of an action the model already activated and the Fatigue counter it started
made this Turn (this includes any free Melee the activation with is removed.
action as a result of a Charge).
A Fatigue Action can also be given to a model
that has already activated by spending Power
as described below. This is known as “Forced
Fatigue”. See the table on page 20 for more
details.

19
The Rules

Standard Power Uses


Power Purchase Description
Cost
1 +1 Model What: Activate a second model that has not yet been activated. Cannot be used to trigger
Activation a Group Action.
When: After you have finished your first activation. You may only purchase one +1
Model Activation result per Turn. Unless specified otherwise by a model ability or
Warband special rule, you may only activate a maximum of two models (or 1 model and 1
group) per Turn.

1 +1 Die What: Add 1 bonus die to any of your Shoot, Cast, Armour Save or Melee rolls.
When: Whenever you make a Shoot, Cast, Armour Save or Melee roll, including during
your opponent’s Turn (e.g. when Retaliating). The Power must be spent, and the bonus
die added, before the roll is made.
You may purchase a maximum of one extra die for a single dice roll.

1 Forced Fatigue What: 1 Power may be spent to give any single model that has already activated this
Action Round a “Fatigue” short action.
When: The model chosen cannot already be Fatigued. Going back to a model to give it a
Fatigue Action in this way is done instead of activating a model (or group) normally for
a Turn (i.e. it replaces a normal activation). For the purposes of any rules or abilities, it
is still considered an activation of the model. A Forced Fatigue action bought like this
with Power CAN be a repeat of an action the model already performed earlier in the
Round. A player may continue to buy Forced Fatigue Actions during a round even if all
their models have activated normally until they declare they are finished for the Round.

1 Clear Fatigue What: 1 Power may be spent to remove a Fatigue counter from a model in a player’s
Warband. Each Power spent clears one Fatigue counter.
When: In the End Phase.

2 Group Defence What: GROUP ACTION. The members of the group each make a Walk and then a Brace
(up to 3 models) action.
When: Spend the Power to nominate a group and activate them together. The group
members must finish their movement within 3” of each other.

2 Group Shoot What: GROUP ACTION. The group members may all either Walk then Shoot, or Shoot
(up to 3 models) then Walk. If Shooting is a long action normally for any model in the group, that model
may not Walk as part of the group action. All members of the group must have a ranged
weapon or spell to use.
When: Spend the Power to nominate a group and activate them together. The shooting
models must all shoot the same target or different targets within 3” of each other. Shoot
with all models in the group before Walking (or vice-versa). Shooting is resolved one at
a time in any order you wish but all targets must be declared before dice are rolled.

2 Group Assault What: GROUP ACTION. The group members all make a Run action and Engage an
(up to 3 models) enemy model.
When: Spend the Power to nominate a group and activate them together. Models in the
group may already be Engaged (in which case they will not move, nor get any possible
Charge bonuses). The group leader must have LOS to the initial target. Models
moving after the first has made contact, must Engage either the same model another
member of the group already has (or is already Engaged with), or a target within 3” of a
model a group member has Engaged. Declare the targets and then move all the attacking
models first, before resolving any free Melee actions for qualifying Charge actions in the
order you wish. Models in the group that were already Engaged also make a single Melee
action each.
Any follow up moves for killing enemy models are performed after all attacks are
resolved. Models in the group making follow up moves do not have to finish them within
3” of each other.

Various Warband or Model What: Use a Warband or model’s Special Ability. The effect is different for each
Special Ability (n) Warband or model and explained in the warband list or on the model’s card. Special
Abilities do not count towards any other restriction on the number of actions per Turn
unless specifically mentioned otherwise (e.g. as a Group Action).
The Power cost of the Special Ability will be given in brackets after its name. For
example, a Special Ability with a (2) after it, requires 2 Power to use.
When: The rules for abilities will indicate when you may spend Power to use the ability.
Unless specified otherwise, a model with a Special Ability may only use it once per
Round. They may use multiple abilities if they have them however.
If a model dies, any Special Ability listed on its card can no longer be used. A Warband’s
Special Ability is always available to use however.

20
The Rules

Using Power
Each Round, players have a limited resource
of Power to spend and enhance the actions
and abilities of their models. A player can
spend as much of their Power as they wish to
during a Turn.
To help keep track of Power, it’s easiest to put
the Power Dice to one side as you spend it. If
you have a die result which shows a higher
amount of Power than you want to spend,
simply turn the die to the amount remaining
(for example, from 2 swords down to 1).

Model Special Abilities


Some models have Special Abilities. These will
be described on the model’s card or Warband
Spending Power entry, and cost Power to use as explained
previously.
Players may spend their Power to “purchase”
various options or activate special abilities. Mind- screech
These might be specific to a model or 50mm
31
Nightstalker • Sp
Warband, or one of the standard uses from the ellcaster, Large
table opposite. Sp Me Ra Ar
Ne Wn H
4 - 4+ 5+
4+ 4 3
Group Actions 1x Stealthy, Fly

Using Power, you can activate a group of


Ranged: -
models together. All models in the group Melee: - Alignment: Evil
Spells: Lightning
must not have already been activated this Bolt (long), Hamm
DRAW DARK PO er (long)
Round. This is called a Group Action and all WER
the model to cas (1) - Use this ability
t a long action spe when taking a cas
ll as a short action t action. Draw Da
models are considered to be performing a long All-seeing - The
. rk Power allows
Mind-screech can
action for the Turn. Once the Group Action is rear arcs). draw LOS and cas
t spells all round
(into both its front
complete, all models in the group are marked and

as activated.
To make a Group Action, nominate a model
and then up to 2 more models within 3” of Warband Special Abilities
the first model. The selected models form the While the makeup of Warbands can and will
group. Some models have Special Abilities that be very different, every faction has a generic
are also Group Actions. The model with the Special Ability that is always available to
Special Ability must be the nominated model Warbands of that type.
of the group in order to use the ability.
Unless specified otherwise, Warband Special
Participating in a Group Action replaces a Abilities can only be used once per Round, at
model’s normal activation for the Turn. You any time during one of that Warband’s Turns.
cannot activate a single model, move it to
join a group and then attempt a Group Action Just like Model Special Abilities, these cost
involving that model, for example. Power to use as explained earlier.

The common Group Actions available to all


models and Warbands are listed in the table
opposite.

21
The Rules

Sister Arvenia loosed another arrow. It Movement


struck one of the creatures in the chest. It
Moving your models around the battlefield is a
screamed in what she could only assume
vitally important part of the game if you want
was pain – a piercing shriek that tore into
to ensure you have the right models in the
her mind like a serrated blade. Wincing
right places and doing the job you need!
through the noise, she nocked another
arrow and loosed. This shaft stuck the How far a model can move, in inches, will
creature’s head, silencing its horrifying be stated in the action they are taking (see
screams. page 16).
From her hidden vantage point at the Unless stated otherwise, models can move in
forest’s edge, she had a good position to any direction and turn as many times as they
see the rest of the ambush. Her sisters, wish. Use a tape measure along the path the
supported by the men–at-arms of the model is taking to determine how far it has
local garrison, had tried to intercept an moved.

û
advancing group of the repulsive creatures.
They didn’t seem to have any kind of
military organisation but they were vicious
and utterly lethal. As she scanned for

ü
targets, she saw a swordsman hewn in two
by a sickle-wielding spectral monstrosity.
One of her sisters choked for air as her
lungs were pierced by a dozen black claws. 6”
At the centre of it all, the Abbess held firm.
She wheeled and spun, cracking skulls and
parrying claws with each movement, but
always staying in the same place; refusing
5”
to yield a single step to these monsters.
It was like seeing a single light standing
against the darkness – a stirring sight for 4”
any daughter of Basilea.
Arvenia felt her blood run cold. Her spine
tingled. Had she been flanked? There was
3”
no time to hesitate – she had seen first-
hand how fast they were. She spun around,
bow still drawn, ready to fire in a moment. 2”
The forest stretched out before her. Its
boughs were dark and unnerving, its roots
resembled tangled limbs. Nothing moved, 1”
there was no sound, no life of any kind. No
threats. She stared into the gloom, trying to
quiet her breathing. A cold sweat covered
her skin as she tried to supress a shiver. 0
She never felt the blade sink into her back.

Make sure that at the end of the move the


model is facing the direction you want it to
as they cannot change facing after the action
is over.
Unless a model is moving to Engage an
enemy model, it may not move within 1” of
any enemy models (See Run on page 17).
A model cannot move through any other
models, including friendly ones.

22
The Rules

Terrain on the table can affect the way models


move. See the Terrain section on page 34 for
more details. Knocked-down
Unless specified otherwise, models cannot Models that have been Knocked-down,
leave the playing surface (treat the edges of are simply placed on their side where
the table as Impassable terrain). they stood. They lose any Brace counter
Models ending their movement with their base they had and are considered to be half
touching an obstacle (e.g. a wall) must align their normal Height (rounding down) for
one side of their base flush with it. LOS purposes. They are still Engaged if
they were before by any standing enemy
models. Standing models in contact with
1) Move into a Knocked-down model are NOT Engaged
contact by that model so can cast spells or make
ranged attacks against it as well as make
a Melee attack against it if they wish.
Any attacks against a model that is
Knocked-down are considered to be from
its rear arc.
A model that is Knocked-down and
is lying on the ground must Stand Up
before it can take any other actions.
Players may not
2) Align to wish to lay their
painted models on
obstacle the table (or there
might not be enough
space). In this case,
place a marker next
to the model to
show its status.

23
The Rules

Strength (n), where n is the difference in


inches between the model’s Height and the
distance to the ground, rounding down.
Thus a Height 2 model pushed down a 4”
high wall will take 2 hits from Falling, each
3” with Crushing Strength (2). A Height 1 model
moving down the same wall would take 3 hits
from falling, each with Crushing Strength (3).
A model that takes any wounds from Falling
ends its action and is Knocked-down. See the
special rules on page 38 for details on Crushing
Strength.
3”

Vertical Movement
Moving up and down stairs has no penalty.
Jumping
Models can Climb up or down ladders,
counting the height of the ladder in inches as A model can Jump across gaps at the same
part of their movement. level that are equal to or less than half its Sp
value in inches but must make a test against
Models can Climb up or down surfaces that its Sp value to do so and have sufficient
the players have agreed require it, counting movement to land and be placed on the
the height in inches of the surface being opposite side. Roll a D8. If the result is equal
scaled as Difficult Terrain and part of their or under the model’s Sp value, the model
movement. successfully jumps the gap and may continue
In both cases, they must reach the top (or moving on the other side. Otherwise, the
bottom) by the end of their activation. Models model Falls into the gap and may take damage
cannot stop part-way up a wall, ladder or as a result (see Falling above). The falling
other surface during a Climb. A model that model is placed in the level it lands, directly
would end its movement at the top or bottom below the point the jump was attempted from.
of a surface being climbed is considered to Note that for this test, a roll of 8 is always a
have successfully moved between levels and is failure and 1 is always a success.
placed at the appropriate end, with no further
movement allowed as part of that action, but
there must be sufficient room to place the
model in position or the action cannot be
performed.
Models of Race BEAST or with the special rule
Cavalry, cannot Climb.

Dropping Down and Falling


On vertical surfaces, models can safely
drop down their Height in inches without
taking any injury (instead of a controlled
Climb). This movement can be voluntary (e.g.
dropping to a lower level) or involuntary (e.g.
pushed off a cliff!). The vertical distance is
counted as part of the model’s movement.
Models dropping further than their Height
are Falling and take (n) hits with Crushing

24
The Rules

Arcs and Line of Sight


Arcs
Models in Vanguard are mounted on
square bases, with the back edge of the
base defining the rear arc of the model.
To make it obvious which is the back edge,
models should be glued to their base clearly
facing one of the straight edges.
A model can potentially see anything in its
front arc (subject to Line of Sight). Line of
Sight (LOS) to anything wholly in the model’s
rear arc is considered to be Blocked.

If a model is standing on (not in) terrain, then


add the height of the terrain to the Height of
Front Arc the model when determining LOS.
Example: A model standing in an area of forest
would not add the height of the forest to its own
Height for LOS, but a model standing on the
first floor of a building would add the height of
that floor to its Height.

Rear Arc Blocked & Partially Blocked


Obviously on a battlefield there are many
obstacles and pieces of cover that the enemy
may utilise to protect themselves. The
Height system is used to determine whether
Line of Sight (LOS) you still have LOS when you can’t draw an
Even if something is in a model’s front arc, uninterrupted line.
other models and terrain may prevent the LOS from your model to an enemy model is
model from having LOS to it. A lumbering considered Blocked if a line to all parts of the
troll will most certainly block the view of a enemy model’s base passes through:
lowly goblin!
• A model or terrain piece of the same
LOS is determined using a bird’s eye view. If height or more as your model, and the
your model can draw an uninterrupted line enemy model does not have a greater
from anywhere on its base to the whole of the Height than the blocking item. (If the
enemy model’s base then you have Clear LOS. enemy model does have a greater height,
In most cases, it will be obvious if a model LOS is only Partially Blocked) – see
has LOS to something or not. In cases where below.
it isn’t however, all models and terrain have a • A blocking model or blocking terrain
Height which can be used to check for LOS. piece of the same height as the enemy
model. However, this may be ignored
As a general rule for terrain, each 1” of height if your model has a greater height than
is equivalent to 1 point of Height. For models, the blocking item and is within 3” of the
the Height is listed on their cards. blocking item.
Models that are Knocked-down are considered • If LOS to an enemy model traces through
to be half their normal Height (rounding more than 3” of Difficult Terrain that is
down) for LOS purposes. equal or greater than its Height, LOS is
Blocked.

25
The Rules

LOS from your model to an enemy model is


considered Partially Blocked if: Obstacles
• Only part (not all) of the enemy model’s A model in direct contact with, and
base is in a position that would be tracing LOS over an obstacle that is
considered Blocked. of a lower Height than it, can ignore
• The enemy model is behind a blocking that obstacle for determining LOS. For
item but has a greater Height. example, an archer standing against a
• The enemy model is within an area of wall, firing over it, would not have their
Difficult Terrain that is at least Height 1 LOS blocked by the wall itself.
(e.g. shooting at a model within a wood).
• The enemy model is 3” or less within
Difficult Terrain of equal or greater
height.
An enemy model can be seen so long as LOS is
either Clear or Partially Blocked. When LOS
is Partially Blocked, the enemy model is often
said to be “in cover”.

A
r Arc
Rea
X

B û
C

Models A and B can both see model X but in Model X is in direct contact with and facing
both cases, LOS is Partially Blocked by the the obstacle, so can ignore it when tracing LOS
Height 1 obstacle and/or the building. LOS from across it. Therefore model X has Clear LOS to
model C to model X is Blocked by the building. model A. LOS to model B is Partially Blocked
Model D has Clear LOS to model X. by the building which also Blocks LOS to model
C. LOS to model D is also Blocked because D is
wholly within the rear arc of X.

26
The Rules

Ranged Attacks
Whether your models are firing with bows,
throwing knives, hurling arcane explosives or
casting deadly spells, the following rules will
explain how to resolve such attacks.
Ranged Attacks are made due to Shoot or Cast
actions. Unless specified otherwise, a model
may fire one weapon (or cast one spell) at a
single enemy model with its action.
The target of a ranged attack must be in range
and LOS of the firing model. Measure the
distance from the base of the firing model
to the base of the target model between the
closest points. If the distance is equal to or
less than the range value of the weapon, the
target is in range. If LOS is blocked, the attack
cannot be made.
Modifiers and Bonuses
Models can only make a Shoot action if they
• If the firing model has a Clear LOS to the
have a number of dice specified in their stats
target model, the firing model receives
and are equipped with a Ranged weapon. If
one bonus die to add to its roll.
a model has a “-“ listed for its Ra stat, it may
not make a Ranged attack or be given any • If the firing model is standing on terrain
equipment of type Ranged. that has elevated the model’s Height to
3 or more Height levels higher than the
A model may not fire at another model that target model, the firing model receives a
is Engaged with a friendly model. A model +1 modifier to its roll.
that is Engaged itself may not make a Ranged
For example, a Height 2 model standing on a
attack.
Height 3 piece of terrain has a total Height of
If a model has more than one type of Ranged 5. It will gain a +1 modifier when shooting at
attack the player using the model must state models with a Height of 2 or less.
which is being used before any dice are rolled.
Each dice that equals or betters the Ra stat of
To make the attack, the player rolls the the firing or casting model scores 1 hit on the
number of dice shown in the model’s Ranged target. The Exploding 8s! mechanism is used
section on its stat card (or equipment). with each 8 result automatically scoring 1 hit.

27
The Rules

Armour Roll Modifiers and Bonuses


The owner of the target model then rolls 1 die • If the firing model’s base is wholly in the
for each hit scored. For each die that equals rear arc of the target model, the attack
or betters the target’s Armour value, 1 hit is gains Piercing (1) or increases the n value
ignored (saved). by 1 if the Ranged attack already has the
Piercing special rule. Remember, if the
The Exploding 8s! mechanism is used, with
target is Knocked-down, the attack is
each 8 result automatically saving 1 hit.
considered to be from the rear arc.
Finally, the target model suffers one wound
for each unsaved hit. If this takes the target
to zero or less wounds, check the following
conditions:
• If the model’s Class is GRUNT it is
removed from the table as a casualty and
plays no further part in the game.
Example:
• Otherwise, a model on zero or fewer
wounds must now make a Nerve test Player A’s model takes a Shoot action at Player
(see page 33). If the model has taken B’s model. The model is determined to be within
more wounds than it had remaining, the the range of the weapon and LOS to the target is
difference is used to modify the Nerve Clear. The shooting model’s Ranged section says
test. For example, if a model with 1 wound to roll 2D8 and the model rolls an extra dice (3
suffers 2 wounds, the Nerve test has a -1 in total) for the Clear LOS bonus. The model has
modifier: an Ra stat of 5+.
• Down But Not Out - If the test is Player A rolls the three D8s and scores 2, 6 and
passed, the model survives with 1 8. The Exploding 8 means another die is rolled
wound remaining but is marked as which scores a 4.
fatigued (if not already). The model
In total, the target is hit twice (the 6 and the 8).
is additionally Knocked-down.
• Too Much Damage - If the test is Player B now rolls 2 dice for the Armour roll on
failed, the model is removed from the target. The target model’s Armour is 6+. The
the table as a casualty and plays no dice score 4 and 7 so one hit is saved but the
further part in the game. other one causes a wound on the target model.

28
The Rules

Modifiers and Bonuses


Melee Attacks • If the attacking model Charged (Charge
A model that is in base to base contact with action) into the Melee this Turn, it gains 1
one or more enemy models is said to be bonus die unless:
Engaged.
• The target model is defending an
A model that takes a Melee action makes a obstacle
Melee attack against one enemy model it is • The charging model moved through
engaged with and in its front arc. The owner Difficult Terrain or over an obstacle
of the attacking model chooses which enemy
• If the target model is Knocked-down, the
is being attacked if it is engaged with more
attacking model gains a +1 modifier to its
than one enemy model.
roll.
Before any dice are rolled, the attacking • Outnumbering: If one or more other
player may turn their model on its centre to friendly models, that are not Knocked-
face any direction, so long as it remains in down or Fatigued, are also Engaging the
base contact with all the same enemy models target model, the attacking model adds 1
and there is room to still fit the base in the bonus die).
new facing.
Each die that equals or betters the Me number
If a model has more than one type of Melee of the attacking model causes 1 hit on the
attack the player using the model must state target. The Exploding 8s! mechanism is used
which is being used before any dice are rolled. with each 8 result automatically scoring 1 hit.
To make the attack, the player rolls the
number of dice shown in the model’s Melee
section on its card.

29
The Rules

Modifiers and Bonuses


• If the attacking model’s base is wholly
in the rear arc of the target when the
move to Engage is declared (or is in the
rear arc anyway while already Engaged),
the resulting attack gains Crushing
Strength (1) or increases the n value
by 1 if the Melee attack already has
Crushing Strength. Remember, if the target
is Knocked-down, the attack will be
considered to be from the rear arc.
• If the defending model is the other side
of an obstacle and the attack is in its
front arc, its Armour is improved by 1
for this Armour roll, as if it were Braced.
A model already Braced will still receive
this bonus.

Follow-up moves
If a model kills its enemy and there are no
other enemy models in base-to-base contact
with it, it may make a free follow-up move
Armour Roll of 3” into its front arc, following the normal
The owner of the target model then rolls 1 die movement rules. However, when making a
for each hit scored. For each die that equals follow-up move, models are allowed to move
or betters the target’s Armour value, 1 hit is within 1” of enemy models but they cannot
ignored (saved). contact and Engage them (models will often
be fighting in tight conditions and will have
The Exploding 8s! mechanism is used, with to remain closer than normal to their enemies
each 8 result automatically saving 1 hit. out of necessity). Models in a Group Assault
Finally, the target model loses one wound action that kill their enemies and are no
for each unsaved hit. If this takes the target longer Engaged can each make a free follow-
to zero or less wounds, check the following up move.
conditions: If a model kills its enemy and is still Engaged
• If the model’s Class is GRUNT or it is with other models, it may be turned to face any
already Knocked-down it is removed direction as long as it can still physically fit.
from the table as a casualty and plays no
further part in the game.
• Otherwise, a model on zero or fewer The goblins’ intentions were clear. To
wounds must now make a Nerve test overwhelm them in a rush and pin them down
(see page 33). If the model has taken with sheer numbers, stopping them from
more wounds than it had remaining, the being able to present a coordinated defence
difference is used to modify the Nerve when the greenskins brought up their heavier
test. For example, if a model with 1 wound troops. Indeed, behind the capering throng
suffers 2 wounds, the Nerve test has a -1 that hurtled towards him he could see the
modifier: broad, hulking shape of a troll lumbering out
• Down But Not Out - If the test is of the tree line. A simple strategy, but one
passed, the model survives with 1 that could expose the main army to attack if
wound remaining but is marked as ignored. In any other foe he would have found
fatigued (if not already). The model a grudging respect for their bravery, but the
is additionally Knocked-down. mindless green rabble could not be judged as
• Too Much Damage - If the test is other races. Brazak allowed himself a snort of
failed, the model is removed from derision and waited until the group of goblins
the table as a casualty and plays no was fully committed to their charge before
further part in the game. issuing the order in a single, angular syllable.

30
The Rules

Retaliate
A model that has been attacked in a Melee and
has survived now has a chance to Retaliate
and attack back. The intention to Retaliate
is declared after the attack is resolved. If the
model is being attacked by more than one
enemy (for example as part of a Group Assault
action), the intention to Retaliate is declared
after each attack in turn but before the next
one is resolved.
A model that is Knocked-down or that is
already both Activated and Fatigued cannot
Retaliate in a Melee. Therefore, a model may
retaliate a maximum of two times during a
Round.
To Retaliate, the model is turned so that the
enemy model it is retaliating against is in
its front arc. If there is no room to turn the
model, it cannot Retaliate. It then makes
a Melee Attack against its opponent as
described above. Resolve the attack and then
check the following conditions and use the
first which applies:
1. If the retaliating model is not already
marked as Fatigued, mark it as such with
a Fatigued counter.
2. If the retaliating model has not already Group Assaults
been marked as Activated this round mark
it as such with an Activation counter. When resolving a Group Assault, the
player whose models are attacking
If a retaliating model kills its opponent and is chooses the order to resolve each Melee.
no longer engaged with any enemy models, it Each attack (and any Retaliation) is
may make a follow-up move. resolved fully before moving onto the
Models can’t retaliate against a retaliation next.
– once both models have struck blows, the
Melee action is over.

The three Ironclad warriors to his front moved At the last moment the Ironclad squatted back
as one, momentarily evoking the powerful, on their haunches, then gave a massive shove
deliberate motion of the golem automata to meet the goblins. With a shuddering crunch,
used by their dark kin. They braced their small, green bodies burst in all directions
wide shields together in a perfectly executed as the goblin charge was stopped dead in its
Draz’nuth, the edges clattering against one tracks. Brazak issued another curt instruction
another for a moment before becoming still and and the dwarfs took one, very deliberate,
solid as a bastion wall. step forward into their disordered foes. Their
hammers rose up, came crashing down, rose up
The rabble of goblins did not break stride,
again - this time caked with goblin blood - and
however, and Brazak sneered beneath his
fell once more.
beard as they rushed headlong towards the
small shield wall that now protected the only Brazak did not know why the enemy were
entrance to the encampment. A desultory poking around the encampment and he did not
shower of arrows from some too-distant much care. They would not get past his picket
archers thudded into the earth around them while he still breathed.
or pattered harmlessly off their shields, their
energy spent.

31
The Rules

32
The Rules

Fallback Checks
Nerve To make a Fallback Check, simply make a
A model’s Nerve value is a representation Nerve test.
of its morale, willpower and self-control. If
things start to go wrong, or an individual If the test is passed, the Fallback Check is
is required to do something they aren’t succesful and the model (or group) may be
comfortable with, it might take a test of nerve activated as normal.
to overcome it or the Warband will struggle to If the test is failed, the Fallback Check is not
act as a coherent fighting force. successful and the model (or group) must
make a special Fallback! action this Turn (see
Nerve Tests below).
If the rules say a model must make a Nerve If a group fails a Fallback Check, all group
test, roll a single die and apply any modifiers members must make a Fallback! action and
given. If the result is equal or better than the must finish their moves within 3” of each
model’s Nerve stat, the test is passed. If it is other. Power must be spent on the Group
under the model’s Nerve stat, the test is failed. Action before any Fallback Check is made.
A Fatigued model that fails its Fallback Check
is marked as Fatigued again after the Fallback!
action (i.e. it doesn’t lose its Fatigue marker at
the end of its activation).

Fallback!
A model making a Fallback! action, must
move towards its own table edge (as
defined by the scenario being played)
along as direct a path as possible and as
far as possible up to twice its Speed in
inches (Run). If there is more than one
Fallback edge defined for a warband,
use the closest. A retreating model
cannot engage enemy models and normal
movement rules apply. Its Activation is
then complete (mark it as activated).
Models that Fallback! may not have
Fatigue Actions or Special Abilities
played on them during their Activation.
Power may be spent to give a model a
Forced Fatigue Action later, however,
without having to make another Fallback
Check.
If a model that is falling back reaches
Warband Morale the edge of the table (or started its
A Warband is broken if it has less than half Fallback there), it must make another
the number of starting models remaining Fallback Check immediately. If the test
(by model count). Determine if a Warband is is passed, the model stops and is marked
broken at the start of each Round. as activated. If it fails, it is removed from
the board as a casualty.
Once a Warband is broken, each unengaged
model in the Warband must make a Fallback If a model that is Knocked-down must
Check the first time it activates in a Round. Fallback! it will first Stand Up and then
If performing a group action, use the Nerve make a Walk action towards its own table
value of the model nominated for the group to edge.
make the Fallback Check.

33
The Rules

Terrain
An empty battlefield might make moving
models around simple but it’s not very
exciting! Adding scenery to your games makes
for a dynamic and tactical experience that will
help immerse you in the action. While you can
use books to represent hills or a piece of card
to mark the boundary of a small wood, having
some great looking model terrain will really
bring your games to life.
In Vanguard, the different types of scenery
and terrain used are classified into the
following categories:

Open Ground
Areas of flat open grass, road, or any other
clear swathe of land is considered to be Open
Ground. Open Ground doesn’t impede a
model’s movement in any way.

Obstacles will often provide cover for targets


behind them as they can cause LOS (see page
25) to be Partially Blocked.
Models standing at windows treat them as
obstacles for all purposes.

Obstacles
Obstacles are linear barriers that may lie
in a model’s path as it moves. Examples are
walls, hedges and fences. Obstacles up to the
height of the model cost 2” of movement to
cross over, regardless of how fast the model is
moving. Anything taller than the model will
need to be climbed up and over.

34
The Rules

Difficult Terrain Impassable Terrain


Areas of broken ground, wooded areas, ruins, Some terrain simply blocks movement. Solid
steep scree slopes and marshy ground are all buildings, lava pools, large rock pillars are all
examples of Difficult Terrain. Models count good examples. Models cannot move into or
every inch moved in Difficult Terrain as 2”. on top of Impassable Terrain and must move
Thus, a model moving 3” through Difficult around it.
Terrain counts as having moved 6”.

Areas of Difficult Terrain should be clearly


defined with an obvious boundary. Unless
the players agree, or a scenario specifies an
exact configuration of the elements within the Terrain Heights
area, they are simply representations and can Terrain will have a Height, just like models do
be moved to make model placement easier if and so will interact with the LOS rules in the
required (e.g. you may need to move a tree to same way.
one side to make room for a model that has
moved). Players should agree what Height each piece
of terrain they are using will be before they
play a game. Because everyone has different
terrain collections, the following table should
be considered a guideline to defining terrain
in your games, rather than hard and fast rules.

Feature Height
Floor 0
Walls, Hedges, Fences,
areas of low-lying ruins 1
and boulders, heavy
scrubland etc.
Gentle hill 2
Wood 5+
Single storey building/ruin 4
2-storey building/ruin 6

35
The Rules

36
The Rules

Special rules
Some models, spells, effects and attacks Breath
make use of a collection of abilities known as
Using the width of the firing model’s base,
Special Rules. Each of these Special Rules is
extend a rectangle out to the range of the
an exception to the normal rules. The most
attack. Unless LOS is blocked to them, make
common are listed below. Rules unique to a
separate attack rolls against all models
model will be printed on its reference card.
whose bases are partially or wholly inside the
6th Sense designated area. No bonus die is granted for
Clear LOS however. A Breath attack may be
A standing model with this rule attacked
targeted at the same Terrain Height the firing
by Melee in their rear arc may turn to face
model is in or on, or 1 Height either way (e.g.
the attacker, which occurs before any Melee
firing up or down a level). The attack will
attack is resolved. The attacking model loses
affect all the models in the area of the Breath,
any bonus for attacking from the rear. A
on or in the target Height. For example, a
model Engaged with any other enemy model
Height 2 model standing in a Height 2 ruin
may not use this rule.
(total Height 4) could choose to target its Breath
Area Effect (range / dice / rules) attack at any Height from 1 to 5.
Attacks that have the Area Effect rule may also
hit models near to the original target and at
the same Terrain Height the target is currently
on or in. The Area Effect rule will detail the 6”
size of the affected area, how many attack
dice are rolled and any Special Rules that may
apply (note that the Special Rules from the
initial attack don’t automatically apply). Once
any damage and effects on the original target C B
are resolved, the extended area effect attacks
are then resolved in any order the player using
the attack wishes.
For example, if an attack has Area Effect (2”
/ 2D8 / Piercing (1)), all models (not just
enemy ones!) within 2” of the original target
would be attacked with 2D8 and any hits
resolved with Piercing (1). Roll for each model
separately. Area Effect attacks on a model
A
other than the original target are always
assumed to be from the direction of the
original target.
If the original target is killed, leave it in place
until all Area Effect hits have been measured
and resolved, then remove it. X
Unless specified otherwise, models can only
avoid being hit by an Area Effect attack if LOS
to them from the original target would be
blocked by impassable Terrain. Assume the Model X uses an attack with a 6” Breath.
original target has full LOS into both front Models A and B are both attacked. While model
and rear arcs for working this out. No bonus C is within the template, LOS is Blocked by a
die for Clear LOS is granted however. Height 4 wall and so model C is not attacked.

37
The Rules

Bloodlust Marksman
Models with this rule add 1 bonus die to their A model with this rule can re-roll any 1s when
Melee attack if the model they are attacking making Ranged attacks.
has already suffered one or more wounds.
Mob Assault
Cavalry When involved in a Group Assault action,
Models with this rule receive a +1 modifier all models with this rule taking part gain
when making Melee attacks against models of Crushing Strength (n), where n is the number
a lower Height (including any Terrain). They of models in the group sharing this rule and
cannot Climb however, and will automatically attacking the same target. Thus, two models
attacking would each have Crushing Strength
Fall if they attempt to Climb down a surface.
(2). Calculate this before each attack, allowing
Crushing Strength (n) Retaliate to reduce the effects by killing
members of the assaulting mob.
Melee attacks from models or weapons with
this rule apply a -(n) modifier to the target’s
Armour Roll when attempting to save against
hits. For example, an attack made with
Crushing Strength (1) would change a roll of 5
to 4.

Defender Parry
Brace is a short action for models with this
When targeted in Melee, which includes
special rule.
Retaliate, the player owning the target model
Dodge can force the attacking player to re-roll one
die that scored a hit. This can be used to
When targeted by a Ranged attack, the
re-roll an Exploding 8 to try and prevent it
player owning the target model can force the
Exploding!
attacking player to re-roll one die that caused
a hit. This can be used to re-roll an Exploding Pathfinder
8 to try and prevent it Exploding!
Models with this rule treat any Difficult
Fly Terrain they move through as Open Ground
(including in a Charge action).
Models with this special rule can move over
other models and terrain that would normally Piercing (n)
block their way. They can also move up or
Ranged attacks from models or weapons
down a number of levels of height up to their
with this rule apply a -(n) modifier to the
Sp value with no penalty (or chance of injury).
target’s Armour Roll when attempting to save
However, they still cannot end their move on
against hits. For example, an attack made with
impassable terrain or other models.
Piercing (2) would change a roll of 7 to 5.

Pound
If an attack with this rule scores 3 or more
hits and the target is not killed, it is Knocked-
down. Apply this rule after any possible Down
But Not Out result.

Regenerate (n+)
When a model with this rule activates for the
Headstrong first time in a Round, roll a die. If the result is
If a model with this special rule is Fatigued, equal to or better than the n value, the model
when it is activated, roll a die. On a 6+, the recovers one wound previously suffered in the
game
Fatigue counter is removed and the model may
act as normal. Reload
Inspiring Shoot is a long action for any Ranged weapons
with the Reload rule. However, the model may
A model with this rule, and all friendly models
pivot on the spot before making an attack.
within 6” of it, may re-roll failed Nerve tests.

38
The Rules

Scout Stealthy
After all standard model deployments have When making Ranged attacks at a model with
been made, but before the game starts, models this rule, attacking models suffer a -1 modifier
with the Scout skill may set up outside their when rolling for hits (including casting
deployment area but not within 12” of the spells).
enemy deployment area or 12” of an enemy
model. If both players have models with Scout, Stubborn
the player that finished deploying their other A model with this rule may re-roll failed
models first chooses the first Scout model Nerve tests.
to be deployed – the players then alternate
placing their Scouts. Models with Scout may Swarm
always be placed in their own deployment area When contributing to an outnumbering bonus
if desired. for another models Melee attack, models with
this rule grant 2 bonus dice.
Smash
A model with this rule gains the Pound special Unbreakable
rule in the subsequent Melee attack when it A model with with this rule automatically
performs a Charge action. passes any Fallback Check it is required to
make for any reason.
Sneaky
When attacking the rear arc of a model in Very Inspiring
Melee, rolls of 7 or 8 are Exploding! and A model with this rule, and all friendly models
therefore score a hit and can be rerolled. within 9” of it, may re-roll failed Nerve tests.

Steady Vicious
If a model with this rule is Knocked-down, roll A model with this rule can re-roll any 1s when
a die. On a 5+, the model remains standing. making Melee attacks.

39
The Rules

Magic
In the fantasy setting of Vanguard, certain
talented (or warped!) individuals can harness
and utilise arcane and mysterious magical
powers.

Casting spells
In the game, models with the ability to cast
magical spells have the SPELLCASTER Class. Each spell description will state the Range
All spells are Ranged Attacks using a Cast of the spell (if applicable), how many dice to
action. Unless specified otherwise, normal roll and then any special or unique rules that
LOS, ranged targeting rules and damage apply.
resolution apply. A spell will specify after its
name if it takes a short or long Cast action to Boosted Spells
use. Unless also specified otherwise, spells roll Some spells can be Boosted by Special
to attack using the Ra of the casting model. Abilities, by Power directly (in addition to
A model may use the Cast action more than the normal action cost), or by taking a longer
once in its activation. However, a model may action. This will be detailed in the spell
not cast the same spell more than once in a description, or the Special Ability. Where a
Turn. model has a Special Ability that can boost a
spell (e.g. extending the range), and the spell
The most common spells are listed on the can be boosted itself, it is possible to do both,
following pages. Spells unique to a model so long as the appropriate action is taken, and
will be printed on their stat card. Typically, Power spent.
models will only be able to use a small number
of spells, as specified on their card. If a model has a Special Ability that boosts
a spell’s range, it will only affect spells that
explicitly list a Range (e.g. [Range 12”]).
If a model is listed as having a spell, it
automatically has access to the boosted
version too, where the spell has one.

Ongoing Spell Effects


Some spells have delayed or lasting effects.
Spell Effect counters are provided to help
track models that have these spells cast on
them. Unless specified otherwise in the spell
description, Spell Effect counters should be
removed from the board in the End Phase,
ending any effect they may have caused.

40
The Rules

Vanguard Basic
Spellbook Heal (short): Range 6”
The following list details the Vanguard Basic Target a single friendly model in range (but
Spellbook. Additional spells are available if not the caster), even if it is Engaged, and roll
you are playing a campaign, as spellcasters 3D8. For each 6+ rolled, the target recovers 1
gain experience and learn new incantations wound previously suffered.
and tricks. There are also options for gaining
new spells in one-off games. See page 122 and Boosted version: Cast as a long action
144 for more details. instead. As above, but for each 5+ rolled
on this casting, the target recovers 1
Fireball (short): Range 9”, 2D8 wound previously suffered.

Boosted version: Cast as a long action


instead to add the Breath Special Rule to Lightning Bolt (long): Range 12”,
the spell for this casting. 3D8, Piercing (1), Marksman
Boosted version: Cost 2 Power. As above,
Hammer (long): Range 12”, 2D8 but the attack gains the Area Effect (2” /
If any hits are scored, no wounds are caused. 2D8) special rule for this casting.
Instead, the target is Knocked-down.

41
The Rules

Mind Storm (long): Range 6”, 2D8,


Piercing (1)
LOS is not required to the target to cast this
spell.

Shield (short)
Cast on self. No dice roll required. Caster
gains the Stealthy Special Rule and decreases
its Armour value by 1 until the end of the
round (e.g. Ar 5+ becomes 4+). Place a Spell
Effect marker on the target as a reminder.
Stun (short): Range 12”, 2D8
Shockwave (long)
If any hits are scored, no wounds are caused.
All models (including friendly ones) of up to Instead, the target is marked as Fatigued.
Height 2 within 3” of the caster are moved
3” directly away from the caster. Movement Windblast (long): Range 9”, 3D8
will only be blocked by Impassable Terrain or No wounds are caused. Instead, for each hit
other models not affected by the Shockwave. scored, the target model is pushed back 3”
Move the models furthest away from the directly away from the caster stopping only
caster first. Models cannot become Engaged for Impassable terrain or other models. If a
when moved by Shockwave – halt them model is pushed into an enemy model, it stops
1” away if they would be. Models already and is Engaged.
Engaged will still end up Engaged with each
other if both are moved. Zap (short): Range 12”, 3D8

Boosted version: Cost 1 Power. As above, Boosted version: Cast as a long action
but models up to Height 3 are affected for instead. As above, but the spell has the
this casting. Piercing (1) special rule for this attack.

42
The Rules

The filthy slavers had outfoxed them. Damian with a sickening crunch and hauled the limp
knew his scouting party had tracked them body over the cart and onto the floor. Damian
without detection. All his experience told him he had slit the creature’s throat almost before it hit
was right. the deck.
The screams and carnage in front of him told More elves had poured into the square and
him otherwise. now at least half a dozen were at the cart, a
baying, frenzied mob. To Damian’s left, Amelia
As the last of the terrified townsfolk fled across
winced as a spear breached the lines and tore
the square towards Damian’s crew, who were
a crimson slash across her cheek. Next to her,
sheltering behind a blockade they had hastily
Vargus hoisted himself onto the cart and loosed
erected at the north gate to shield the escape,
an arrow from his hunting bow at almost point
a dwarf woman clutching a child tripped and
blank range into the chest of a tattooed blade-
staggered into an over-turned market stall.
dancer, only for him to be immediately hacked
Crashing to the ground to howls of delight from
almost in two by a mighty blow from an unseen
her pursuers, she clung hard to the child, even as
halberd.
the whips lashed round her ankles and dragged
her bloodily towards the snarling warriors that An ungodly cacophony reverberated around the
were now running into the cobbled market. square, cutting through the din of battle. In the
far distance, a stooped, fragile being stepped
“Not on my watch.” The upturned cart
over the body of a market trader. A black, multi-
threatened to topple over as Arthur leapt the
headed monstrosity paced at the crone’s feet and
obstacle and sprinted towards the stricken
stopped to feast on the corpse, entrails dripping
dwarf. His twin Amelia stood, nocked an arrow,
from its wicked teeth. The dark elf sorceress
and let fly all in one fluid motion. The missile
raised her eyes to the skies and screamed aloud
struck the slaver with unnerving accuracy,
once more, arms to the heavens. An unnatural
burying itself through the eye slit of a tarnished
silence washed through the square accompanied
helmet and eliciting an audible snap from the
by the acrid stench of ozone.
dark elf’s neck. The distraction gave Arthur
the chance he needed to dive for cover and roll “Run!”
towards the outstretched arms of the panicking
Too late. The Nightstalker reaper that had been
mother who had realised his goal. Tearing the
summoned smashed through the wall behind the
child from her arms, he spun away and almost
defenders. Its blind head scanned the warriors
dropped the boy as arrows skipped off the
in front of it for a brief second before it lunged
ground by his feet. Racing back to the makeshift
forwards, lashing out in all directions with teeth,
defences, he vaulted the cart and took a glancing
claw and blade. Arthur screamed and dropped
blow to his shoulder as another arrow blurred
the child he was holding as the reaper’s serrated
through the air and into the open window of
limbs punched through his body and pinned
a nearby shop. The screams of the babe were
him to the wall. In almost the same motion it
echoed on the other side of the square as its
decapitated Rydiger, the dwarf ranger, a veteran
mother was dragged to a life of hellish torment.
of seventy-five years of combat. The reaper
“Brace!” Two shadows detached themselves screamed as its body jerked wildly, trying to
from the corner of the square and solidified extricate itself from the wall its blade-like limbs
into dark elves, faces hidden by black cloth. The were now buried in.
hatred that fuelled their lethal intent was almost
Instinct kicked in, and grabbing the child on the
palpable as first one and then the other pounced
floor, praying it was not hurt, Damian screamed
against the barricade’s defenders with a feline
at the remains of his warband and ran. They
grace. The kin were known to coat the edges of
fled, leaving their wounded to an unthinkable
their weapons in poisons and bodily waste so
fate as the tide of elves rolled over the barricade
that even the mildest of cuts might result in their
and set about them. They had been a good crew.
victims succumbing to the ravages of a hideous
They still would be. Damian passed the child to
toxin or infection. Blades the colour of night
Amelia and locked her gaze. They’d known each
whirled and slashed at the faces of Damian’s
other for years. She knew what he intended to do
beleaguered warband and they desperately
and merely nodded. Shouting her instructions,
parried and held their ground against the
she fled.
onslaught.
Damian turned back to face the slavers. The
With a roar, Tuvook, the orge mercenary
Twilight Kin. Knife in one hand and sword in
currently contracted to the warband, reached
the other, he steadied his breathing, wiped sweat
across and caught the forearm of one elf and
from his brow, and prepared to buy his warband
hauled it towards him. With a grimace, he
as much time as he possibly could.
slammed his massive fist into the face of the elf

43
The Rules

Grunt Command
LOWER ABYSSAL BLOOD-MASQUE
Example Abyssal Warband:
Grunt Spellcaster Narahkt’s Hell-Raisers
LOWER ABYSSAL
Hellequin Blood-Masque 42 pts
Grunt Support + Blade of Slashing 4 pts
FLAMEBEARER SUCCUBUS LURKER + Healing Herbs 3 pts
Lower Abyssal 8 pts
Lower Abyssal 8 pts
Grunt Command
FLAMEBEARER Flamebearer 9 pts
Flamebearer 9 pts
Grunt Spellcaster
IMPS Imps 13 pts
Abyssal Guard 14 pts
Warrior Support Abyssal Guard 14 pts
ABYSSAL GUARD GARGOYLE Abyssal Guard 14 pts
Abyssal Guard 14 pts
+ Large Shield 3 pts
Warrior Command
ABYSSAL GUARD Succubus Lurker 24 pts
+ Bandages 2 pts
+ Lucky Charm 1 pts
Warrior Spellcaster
ABYSSAL GUARD Gargoyle 18 pts

Warrior Support TOTAL 200 pts


ABYSSAL GUARD

44
The Rules

Creating a Warband
You can play Vanguard with just a few models • You must take a minimum of 5
per player, without worrying about the two WARRIORS and/or GRUNT models and 1
sides being equally matched. This is great for COMMAND model.
learning the game, but after you’ve become • You may take up to 1 COMMAND, 1
familiar with the rules and have amassed a SUPPORT and 1 SPELLCASTER model for
larger collection of models, you will want every 3 WARRIOR and/or GRUNT models
to play games where the forces facing one you select.
another across the battlefield are balanced,
• You may take up to 1 LARGE model for
so that both players have an equal chance of
every full 150 points in the Warband.
winning the game (at least to start with!).
However, the first COMMAND model that
In order to achieve this, you and your is also LARGE in the Warband does not
opponent must pick a Warband before the count against this limit.
game by spending a number of ‘points’. Both • You may take up to 1 of each different
players have 200 points to spend on their type of model (as defined by their cards)
Warband for a game unless the scenario being for every full 40 points in the Warband.
played specifies otherwise. However, once Thus in a 200 point game, you can select a
players are familiar with the game they may maximum of 5 of each type of model (e.g.
wish to experiment and play larger or smaller 5 Goblin Rabble, 5 Mawbeasts etc.)
games with different points values.
• If a model has more than one Class (e.g.
SUPPORT and SPELLCASTER), it counts
as 1 of each for the purposes of selection
within a Warband.

Models with a * after their name are


unique Named Characters. Only one
model with a * in its name may be taken
Each player picks models from one of the in a Warband.
faction lists provided in this book, or from
their deck of Vanguard Warband cards for the
faction. Each model costs a certain amount
of points, as shown in its entry or card. Smaller Games
More powerful or specialist models will cost
more points. You may also buy additional When you are learning to play, or if
equipment for your Warband (see page 120). you just want a quick fun game with
a handful of models, you can modify
As you pick models and equipment items and the selection rules above as follows,
include them in your Warband, keep adding recommended for games of 100 points
their cost until you have reached the total per side or less:
you agreed. You can of course spend less than
the agreed total, but you cannot spend even a • You must take a minimum of 2
single point more. However, a Warband is still WARRIORS.
considered to be the size of the maximum total • You do not have to take any
the players agreed on (e.g. a Warband which COMMAND models but may always
comes to 197 points would still be considered take one if you wish.
a 200 point Warband). • You may take a maximum of 1
LARGE model.
Warband Selection Because smaller games do not insist on
In order to restrict the possible (nasty!) COMMAND models, remember that this
combinations that can be fielded and to make means a warband might not be able to
sure Warbands have a semblance of ‘realism’ re-roll its Power Dice at the start of each
about them, the following limitations are Round!
placed on the model Classes and numbers that
can make up your Warband:

45
GAME SCENARIOS

46
Scenarios

Games of Vanguard are played on a space 3’


x 3’ square. The scenarios presented on the Result Scenario
following pages assume this size of playing 1-2 Supply Grab
area when describing their set up. Experienced
players may choose to play on larger or 3-4 Light the Beacon
smaller areas once they are more familiar with
5-6 Free the Princess
the rules and want to try something different.
7-8 Recover the Plans
Although some scenarios may differ, the
standard steps for preparing for a game of 9 Kill the Bard!
Vanguard are as follows:
10 The Dragon’s Egg
11 The Power Stones
12 Capture the Giant!
13 Destroy the Baggage Train
14 Burn the Stores
15 Secure the Portal
16 Kill the Commander

3) Place Terrain
Before the game, it’s a good idea for you and
your opponent to have some terrain ready
to put on the battlefield. Take it in turns to
place the terrain, or ask a third-party to place
it for you. Arrange it in a sensible manner,
aiming to recreate a plausible landscape of the
fantastic and dangerous world your Warbands
are operating in and at least 25% coverage on
the table. Some scenarios may dictate some
terrain elements for you.
During this stage it is vital that you agree
with your opponent what each piece of terrain
1) Prepare your Warband is going to be during the game – Difficult,
Blocking etc. Also agree terrain heights.
First of all, you and your opponent must select
your Warbands, up to a limit of 200 points, as
described on page 45.

2) Determine Scenario
Each scenario will have a different objective
for the players to complete in order to win the
game (and thwart their opponent!). You may
either mutually agree which scenario you will
play, or you can roll randomly as described
below.
Roll a D8 and note the result. Now roll a
second D8. If this scores a 5 or higher, add 8
to the first D8 result, otherwise the first result
is unadjusted.
Now consult your result of 1 to 16 on the
following table to see which scenario will be
played.

47
Scenarios

4) Set up 7) The Winner


After rolling for the scenario and placing The scenario being played will tell you what
terrain, any required objective counters or the victory conditions are to determine the
scenario-specific items should be placed as winner.
instructed. Both players now roll a die. Re-
roll any ties. The player scoring highest now Game on!
chooses which side of the table will be theirs
and places (deploys) one of their models onto
the battlefield no more than 4” on from their
chosen table edge (some scenarios may have
different deployment areas). Their opponent
does the same on their opposite side of the
table. The players keep alternating in doing
this until they have placed all of their models
onto the table. The Fallback table edges for
each player will be highlighted on the scenario
map.

Player A Fallback Edge

Player A Deployment

Player B Deployment

Player B Fallback Edge

5) Who goes first?


Both players now roll a die. The player that
Kings of War
finished deploying their models first, adds 1 to Vanguard is all about the events that take
their result. Re-roll any ties. The player that place before, between and after major
scores the highest chooses who takes the first battles. They are part of a bigger story
Turn in the first Round. and by combining games of Vanguard
with Mantic’s Kings of War, this larger
6) Duration narrative can be explored.

Play the game for 5 Rounds. In each of the scenarios that follow,
there is a Kings of War story “hook”
At the end of Round 5, the player that finished presented which will tie the result of
activating their models first rolls a D8. On a your Vanguard games into your next
roll of 1-5, the game ends. On a roll of 6 or linked Kings of War battle against the
more, one more Round is played and then the same opponent and enemy army. Some
game ends. results might have effects for both sides!
See the section of combining Kings of
If one side wipes out the other before the last
War and Vanguard games for more detail
Round ends, the rest of the current Round is
(page 155).
played to completion and then the game ends.

48
Scenarios

1. Supply Grab
A raid on a resupply to one of the armies has resulted in the few remaining supplies scattered
in the wild. One side desperately needs to retrieve what remains to bring it back to their ailing
forces and the other side is determined to stop them, thus further weakening the enemy army.

Set up
Place 3 objective counters on the table to Player A Deployment 4”
represent the scattered remaining supplies
– these can simply be coins, or models
representing weapons, food, treasure or
similar. Counters should not be larger than
40mm across. Place one in the centre of the
table between the players, and the others 12”
away in either direction from the central one
and 4” towards the players as shown below.
Now deploy the forces using the standard set-
up as described on page 48.

The Winner
Both players are aiming to capture the
objectives. The centre one is worth 3 Victory
Player B Deployment 4”
Points (VPs). The outer ones are worth 2 VPs
each.
Calculate the VP scores for each side at the
end of the game. The player with the most VPs Kings of War Hook
wins.
Both players will earn supplies in
relation to the number and value of
objectives they capture.
For the next KoW battle, each player
gains an additional number of points to
spend on their army equal to 1% of the
army multiplied by the number of VPs
they scored.
For Example: Player A captures objectives
totalling 4VP. With a 2000 point KoW
game to play, 1% of 2000 is 20 points.
Multiplied by 4 VPs gives 20x4 = 80 extra
points to spend. Thus Player A can select
an army up to 2080 points.
Scenario Rules
To capture an objective, a model must be in Alternate game
base contact with it, standing, not Engaged Try playing with 5 objective counters instead
and with no enemy models in base contact of 3. Place 1 in the middle worth 3 VPs and
with the same objective. In any other then the players take it in turns to place the
condition, an objective cannot be claimed. others outside deployment areas and not
Objective counters are static, don’t block within 6” of another counter. These are worth
movement or LOS and cannot be picked up or 1VP each.
moved.  

49
Scenarios

2. Light the Beacon


High upon the hills of Mantica stand signal beacons used to call allies in times of need.
Just such a beacon has been captured by an invading force’s smaller warband, guarding it
to prevent reinforcements being summoned for the main battle in the days ahead. Can the
attackers break the enemy lines and light the signal to call forth help?

Set up Scenario Rules


Roll-off to decide who will be the Attacker To interact with the beacon, a model must be
and who will be the Defender. The Attacker standing in base contact with it, not Engaged
selects a warband to 200 points, the Defender and with no enemy models in base contact
to 175 points. with the beacon. A model may take a long
action to light or douse the beacon. The
Place the beacon objective marker centrally
beacon objective marker is a static piece of
on the table 6” in from the Defending player’s
Height 4 Impassable Terrain that blocks LOS.
table edge. Place it on a small Height 2 hill.
The beacon starts the game unlit. The area Use a marker or better, a removable flame
between the two deployment zones should be model, to show the current status of the
filled with a variety of ruins, walls and some beacon – lit or unlit.
light wooded areas – about 30% coverage.
The Attacker completes all their deployment Attacker Deployment 4”
first, then the Defender places all of their
models. Up to two WARRIOR or GRUNT
models from the Defender’s force may be
placed in contact with the beacon. All other
defending models must be deployed more
than 12” from it and within the Defender’s
deployment area.
Defender Deployment
The Scout special rule cannot be used in this
scenario.
The Defender takes the first Turn in the first
12”
Round.
15”
6”

Kings of War Hook


If the Attacker wins, in their next KoW
game, they may select an Infantry unit
from an army list of the same alignment
as their army, up to the value of 10%
of the army total (e.g. in a 2000 points
game, a unit up to 200 points). This unit
The Winner is added to their army for free.
The Attacking player wins if the beacon is If the Defender wins, they may select 2
alight at the end of the last Round. non-Hero units from the enemy army
that will be delayed. These units cannot
The Defending player wins if the beacon is not move (must make a Halt! Order) in their
lit or has been put out (doused) by the end of first turn to represent this.
the last Round.

50
Scenarios

3. Free the Princess


Taken and forced into chains, the princess knows not what her fate holds. Her successful
capture will be seen as a boon to the invading army and a despairing loss to her own people.
Held captive at an overnight camp, can she be freed at first light to renew her people’s hopes,
or will she be delivered to a lifetime of servitude, torture and endless suffering?

or Knocked-down, place the princess marker

Set-up back on the battlefield in the footprint of the


removed model or adjacent to it if Knocked
Roll-off to decide who will be the Attacker down. The Defender may recapture her by
and who will be the Defender (with the moving into base contact with her when no
captured princess). attacking model is controlling her.

Place the captured princess objective marker If the Princess is ever cut free and
on the table 3” from the Defending player’s uncontrolled, at the start of each Round she
table edge in the centre. The Defenders are will wander D8+3” towards a random board
deployed in a 9” x 18” rectangle around the point (Roll a D8 and see map below for the
princess. The Attackers approach from the corresponding location). If the Princess
opposite side of the board and can be deployed reaches the edge of the battlefield she will
anywhere on the battlefield more than 20” stop. At the start of the next Round, instead
from the princess. of rolling a die, turn the Pricess to face back
into the table and move her D8+3” towards
Place 1/3 of the terrain to be used in the the exact centre. She will never fight, stopping
Attacker’s half of the battlefield and the rest 1” from any model if her move would make
in the Defender’s half. her engage in combat and will move around
The Attacker takes the first Turn in the first Impassable Terrain
Round.

The Winner 2 3 4

The Attacking player wins if the princess


is cut free and is controlled by one of their
Attacker Deployment
models at the end of the last Round OR she is
cut free and all Defenders have been killed.
The Defending player wins if the princess 20”
remains tied up, is controlled by one of their
models.
1 5

In the case of the Princess being still on the 18”


board uncontrolled, the game ends in a draw.
Defender Deployment
Scenario Rules 9”
To interact with the princess, a standing 3”
model must be in base contact with her, not 8 7 6
Engaged and with no enemy models in base
contact with her. A model may take a long
action to cut the princess free. The princess
objective marker is static, blocks both Kings of War Hook
movement and LOS until an action is taken to
cut her free. At that point a model may control The winner of this scenario, in their next
her as a free action (only the attacker may cut KoW game, they may grant one unit in
her free). Once controlled, place the princess their army the Inspiring special rule.
marker on the card of the controlling model Nightstalker armies must instead add +2
(or next to the model). If that model is killed to the Ne values of one of their units.

51
Scenarios

4. Recover the Plans


Intelligence about an opponent is key in any war. When word reaches you that an enemy spy
has been cut down amidst an unexpected skirmish, the chance to retrieve the stolen battle
plans must be grasped. Can the spy’s comrades complete the mission and capture the plans or
can the defender retrieve this vital information and keep it from the enemy?

Set up the dead spy objective has been searched and


the plans (or trail to the hidden stash) located.
Place a marker representing a dead spy in To capture the plans, a model must be in base
the exact centre of the table. Prepare an contact with an objective marker (either the
additional objective counter but don’t place it original one or a revealed one if the plans
yet. This will represent the possible location were not found on the spy), standing, not
of the plans if they are not found on the dead Engaged and with no enemy models in base
spy’s body. Counters should not be larger than contact with the same objective marker. A
40mm across. The additional objective marker, model must make a short action to claim
if revealed during play, will be placed in one the plans. In any other condition, the plans
of the opposite corners of the table, 3” in from cannot be claimed.
the table edges.
Once captured, place the spy marker on the
Concentrate some of your terrain around the card of the controlling model. While carrying
two potential outlying objective locations the plans, a model has a maximum Speed value
S1 and S2, making them equally difficult to of 6. If that model is killed or Knocked-down,
access. place the spy marker back on the battlefield
Roll off to decide who will be the Attacker in the footprint of the removed model or
(trying to seize the plans) and the Defender adjacent to it if Knocked-down. The plans can
(trying to recover their plans!). Now deploy be claimed from this marker by another model
the forces as normal, into the deployment as described above.
zones in each corner as shown in the diagram.
9”

The Winner Attacker S2

Both players are aiming to find the plans. The


player that has a model in control of the plans
at the end of the last Round is the winner.

Scenario Rules
S1 Defender
Objective counters are static, don’t block
movement or LOS and cannot be moved. 9”
When any model reaches the dead spy
objective marker (base contact) for the first
time, roll a die. On a 6-8 the plans are found Kings of War Hook
on the dead spy. Otherwise roll another die. If the Attacker wins, in their next game
On a 1-4 a trail to objective marker location of KoW, they may deploy up to 3 of their
S1 is discovered instead. The plans had been units after all their opponent’s units
stashed away in secret (before the spy’s have been deployed and before Vanguard
untimely death!). On a 5-8 a trail to objective moves.
marker location S2 is discovered instead.
Place the additional objective marker on the If the Defender wins, they may choose to
newly discovered location – this is where the give the Vanguard Special Rule to up to
plans are. 2 of their units AFTER both sides have
deployed their models but before any
No model may be within 3” of either of the Vanguard moves are taken.
potential objective marker locations before

52
Scenarios

5. Kill the Bard!


Famous they said. Notorious they said. Neither was really true of the bard. He had big ideas,
a bigger mouth and a fondness for talking out of turn; listening to things he should not and
singing of things better left unsaid. Better dead and quiet than any further risk was what the
Captain said - and you mean to see it done. It seems others have the same idea…

Set up moving directly towards the opposite corner if


Impassable Terrain is encountered. The bard
Place a model or marker representing the bard never takes Nerve checks, and is never marked
in the position marked on the map, 3” in from as Activated or Fatigued. As soon as the bard
the corner. reaches 0 wounds, he is killed - replace the
model with a marker representing the fallen
Use a couple of buildings and some hedges, lute.
hills and some wooded areas, leaving a “road”
clear for the bard to move to the opposite To capture the lute, a model must be in base
corner. Focus the terrain placement in the contact with the lute marker, standing, not
green areas as shown on the map. Engaged and with no enemy models in base
contact with the lute objective. The model
Players may only deploy 50% (rounding up) must make a short action to claim the lute.
of their models at the start of the game. In any other condition, the lute cannot be
The remaining models must enter play into claimed.
their deployment zones (from an edge) as
activations in Round 2. Once captured, place the lute marker on the
card of the controlling model. If that model is
The Winner killed or Knocked-down, place the lute marker
back on the battlefield in the footprint of the
Both players are aiming to reach and kill the removed model or adjacent to it if Knocked
bard and then capture his lute as proof. The down.
player with control of the lute at the end of The game immediately ends if the bard
the last Round is the winner. reaches the opposite corner of the battlefield

Scenario Rules where he then escapes!

At the start of each Round before any player 9”


takes a Turn, roll a die and apply the following
result. Player A
Roll Action
1-3 Meandering poet. Move the bard 6”
4-6 Skipping along! Move the bard 12”
7-8 Awful cacophony! Move the bard 3”
and mark all models within 6” of the
bard as Fatigued.
The bard has the Stealthy and Dodge special Player B
rules if shot with a ranged weapon and always
counts as partially obscured. The bard cannot
9”
attack but has the Parry special rule, and has
an Armour of 5+ and 6 Wounds. The bard
can break away from models without having Kings of War Hook
to make any Armour Rolls and can move
The winning player may take the Lute of
through any models, skipping past them as if
Insatiable Darkness artefact for free in
they were not there. The bard is not affected
their next game of KoW.
by Difficult Terrain and only deviates from

53
54
55
Scenarios

6. The Dragon’s Egg


A treasure rarely spoken of and even rarer held. An egg taken from the nest of a great wyrm
demands an impressive price that would restock army supplies aplenty. Though it might serve
other purposes too, some tales tell that such a gift can even lead its angered mother upon the
battlefield to rain flame and fury!

Set up 6”
Place a model or marker representing a
dragon’s egg in the position marked on the
map, 6” in from the centre of an edge.
Focus the terrain placement in the green areas
as shown on the map.
Players roll-off and set up in the corners
marked on the map on the opposite side to the
egg.

The Winner
Both players are aiming to reach and capture Player A Player B
the egg and then carry it back to their army.
The player with control of the egg at the end 9” 9”
of the last Round is the winner. If any player
has a model controlling the egg in their own
deployment zone at the end of any Round, Once captured, place the egg marker on the
they automatically win the game. card of the controlling model. If that model is
killed or Knocked-down, place the egg marker
back on the battlefield in the footprint of the
removed model or adjacent to it if Knocked-
down.
A model controlling the egg may only make
Walk and Run actions and cannot Retaliate
in a Melee. Models that are BEASTS cannot
control the egg. Models carrying the egg
cannot use the Fly special rule and may move
a maximum of 12” with a single action.
At the start of each Round roll a die. On the
roll of 6 or more, any model carrying the
egg is attacked by an angry dragon from the
skies and must make an Armour roll with a -3
modifier to avoid taking a wound and being
Knocked-down!
Scenario Rules
To claim and control the egg, a model must be
in base contact with the egg marker, standing,
not Engaged and with no enemy models in Kings of War Hook
base contact with the egg objective. The model In their next game of Kings of War, the
must make a short action to claim the egg. winning player may give one unit in their
In any other condition, the egg cannot be army the Breath (12) and Piercing (1)
claimed. special rules.

56
Scenarios

7. The Power Stones


Mantica endures a delicate balance between the forces of nature and the abyss. Certain
waypoints exist in the world, where the natural forces of magic flow more strongly through the
earth. Ancient stones, carved by people’s lost to the mists of time act as lodestones that can
harness these currents and protect the natural balance… or destroy it.

Set up Power stone markers are Height 4 Impassable


Terrain.
Place 3 terrain pieces on the table to represent If they are within 3” of the central Power
the power stones – these should not be larger Stone at the start of a Round, COMMAND
than 40mm across. Place one in the centre of models may add an extra RED power dice to
the table between the players, and the others their player’s pool.
12” away in either direction from the central
one and 4” towards the players as shown While within 3” of any of the Power Stones,
below. SPELLCASTERS may add 3” to any spell they
cast that has a Range.
Now deploy the forces using the standard set-
up as described on page 48.
Player A Deployment 4”

Player B Deployment 4”

The Winner
Both players are aiming to capture the stones Kings of War Hook
and tap their power. The centre one is worth
2 Victory Points (VPs). The outer ones are The winning player may give either the
worth 1 VP each. Heal (2) spell (Good and Neutral armies)
or Lightning Bolt (2) (Evil armies) to any
Calculate the VP scores for each side at the unit in their army. If the unit already has
end of EACH ROUND. At the end of the game, this spell, its n value is increased by 2
sum the VPs each player scored in each Round (e.g. Lightning Bolt (3) becomes (5).
to find the total for each player. The player
with the most VPs wins.

Scenario Rules Alternate game


To capture a power stone, a model must Try playing with 5 Power Stones instead of 3.
be in base contact with it, standing, not Place 1 in the middle worth 3 VPs and then
Engaged and with no enemy models in base the players take it in turns to place the others
contact with the same objective. In any other outside deployment areas and not within 6” of
condition, an objective cannot be claimed. another counter. These are worth 1VP each

57
Scenarios

8. Capture the Giant!


Rumours of a fearsome mountain giant, descended from its mountain lair and terrorising the
local farmsteads, have reached the ears of your scouts. Capturing and subjugating such a beast
would surely be a huge boon for your forces and a terrible monster to unleash upon your foe.
It’s an easy job… what are you waiting for!?

Set up 2 3 4

Make sure you have a suitable model ready to Player A Deployment 4”


represent the giant on a 50mm square base or
even bigger.
Place the Giant in the exact centre of the table
facing the 1 point on the board edge.
Now deploy the forces using the standard set- 1 5
up as described on page 48.

Player B Deployment 4”
8 7 6

The Winner Scenario Rules


Both players are aiming to capture the giant At the start of each Round after the first,
by wearing it down and tiring it out while at before a Turn is taken, roll a die. Turn the
the same time weakening the enemy warband. Giant to face the point on the table indicated
At the end of each Round, the Warband which on the map and move it D8+8” directly
caused the most wounds on the Giant that towards that point (for example, if you
Round, scores 3 VPs. If both Warbands cause rolled a 4, the Giant would move 12”). The
the same number of wounds, neither score Giant isn’t affected by anything other than
any VPs that Round. Players also score 1 VP Impassable Terrain which it will move around,
for each enemy COMMAND, SPELLCASTER, taking the most direct route it can. Any model
LARGE or SUPPORT model they kill. Models that the Giant passes through or comes within
that have more than one Class still only score 2” of it will attack before continuing to move.
1 VP. Roll 6D8, hitting on 5+, with the Crushing
Strength (2) and Pound special rules. Models
The player with the most VPs at the end of that were Engaging the Giant at the start of
the last Round is the winner. If the totals are the Round can be ignored and will not be
equal, the game is a draw. attacked in this way but must each make a
single Armour Roll to avoid suffering a wound
as the Giant moves away.

58
Scenarios

The Giant never takes Nerve checks and is


never marked as Activated or Fatigued.
The Giant is largely immune to shooting. It
effectively has the Dodge special rule and
the Piercing value of all shooting against it
is reduced by 2, to a minimum of 0.
The Giant is Height 8, has Armour 3+ and
unlimited wounds. It cannot be Knocked-
down and can always Break Away without
making an Armour Roll. Basically, it’s
almost unstoppable! If the Giant reaches
the edge of the battlefield it will stop.
At the start of the next Round, instead of
rolling a die, turn it to face back into the
table and move it D8+8” towards the exact
centre where it first began.

Kings of War Hook


The winning player may take
a free Giant unit in its next
game of KoW…even if the army
doesn’t have one in its list! Use
the unit entry from the Ogre
force list. However, the poor
thing is a little wounded after
its encounter with the warbands
and so starts the game with
D8 damage. The giant is
considered an Ally but doesn’t
count towards the points cost
limit of any Allied contingent
in the army

59
Scenarios

9. Destroy the Baggage Train


All armies need a large baggage train to support their troops with food, money, tradesmen,
tools, victuallers, camp followers and slaves. Not to mention the siege engines and ammunition
that many armies use to batter enemy fortifications to the ground. Catching an enemy’s
baggage train poorly defended is an opportunity not to be missed!

Set up Scenario Rules


Roll off to decide who will be the Attacker and The wagons are Height 3 Impassable Terrain
the Defender. and block LOS. They have 6 Wounds each
and an Ar value of 4+. They have no Rear
You will need 3 model wagons or carts to
Arc. As soon as they reach 0 wounds, they are
represent the baggage train.
destroyed. Once destroyed, mark them as such
Set up your scenery, leaving a 4” wide “road” but leave them where they are
across the middle line of the table, between

the two players as shown.
The Defender deploys their whole warband
and the 3 wagons in the deployment zone
along the road. At least 1 model must be Attacker Deployment 6”
placed in base contact with each wagon. The
wagons must be further than 6” from a table
edge and more than 6” from each other. The
Attacker then deploys their whole warband
first in the areas marked on the map, with at
least 2 models in each area. Ignore the Scout
special rule during set up. Defender Deployment 4”

Attacker Deployment 6”

Kings of War Hook


The Winner In your next game of KoW, before
The Attacker scores 1 VP for each wound deployment if the Attacking player
they cause on a wagon. If all three wagons won, they may select the cheapest (by
are destroyed at the end of the game, the points) value Troop unit (or Regiment if
Attacker scores an additional 2 VPs. The no Troops) from their opponent’s army
Defender scores 1 VP for each full 10 points and remove them as already destroyed
of Attacking models they kill (assuming a (which will also count towards the KoW
standard 200 point game). Thus both sides can game result) – they are not deployed. In
score up to 20 VPs. addition, if the Attacker destroyed all
three wagons, they may also remove 1
The player with the most VPs at the end of the magical artefact from an enemy unit up
last Round is the winner. The Attacker cannot to the value of 25 points.
win by simply killing the defending models!

60
Scenarios

10. Burn the Stores


An army marches on its stomach. Finding and destroying your enemy’s store house is as good
as killing them in battle – and with less risk!

Set up Scenario Rules


You will need some small markers to represent The buildings are both Height 6 Impassable
flames. Coins or even wound counters are Terrain and block LOS.
sufficient.
An unengaged, standing model that is in
Roll off to decide who will be the Attacker and contact with the barn may take a long action
the Defender. to either add a Flame marker (Attacker) onto
the building, or remove an existing Flame
Set up your scenery, placing a building
marker (Defender). This represents the
representing a barn (containing the army
struggle between the sides to set the barn
stores), roughly 6” square in size in the
alight… or douse the flames! Keep track of the
position indicated on the map (B). In the other
number of Flame markers on the barn with the
corner, place another building representing an
counters next to it.
ale house as shown on the map (A).

The Defender deploys their whole warband
first. They must place 3 models in base
contact with the barn to represent the guards.
Two of these must be WARRIORs and/or 9” 6”
GRUNTs. The Defender then deploys all their X
remaining warband models in base contact Y
with the alehouse. They have been alerted to
the danger and are on their way to help.
The Attacker now places 3 models in the
deployment zone marked X on the map. Two
of these must be WARRIORs and/or GRUNTs.
The Attacker then deploys all their remaining
warband models in the area marked Y on the
map.
Ignore the Scout special rule during set up. A B
The Attacker takes the first Turn in the first
Round. 3” 3”

Kings of War Hook


If the Attacking player won, in their
next game of KoW, they may select up 2
The Winner Infantry, Large Infantry or Cavalry units
from their opponent’s army. These units
The Attacker wins if there are 4 or more are suffering from the effects of reduced
Flame markers on the barn at the end of the sustenance and poor equipment! Their
last Round. Any other result is a win for the Speed value is reduced by one and they
Defender. suffer a -1 modifier to hit in Melee.

61
Scenarios

62
Scenarios

11. Secure the Portal


A portal to the heart of the Abyss has been opened by a mad zealot. The Abyss is a fickle
mistress however and it has pulled the zealot into its depths to suffer an eternity of torment.
Whether you choose to seal the portal as soon as possible or keep it open for your own
nefarious purposes is up to you and your schemes...

Set up
Before placing other terrain, place a model
representing the portal on a small hill in Player A 6”
the exact middle of the table. Roll to choose
deployment areas and proceed as normal.

The Winner 6”
Players can score VPs at the end of each
Round and should keep a running total.
The player with the most VPs at the end of the
game is the winner.
6”

Scenario Rules
For each standing model a player has in base
contact with the portal at the end of a Round, 6” Player B
they score 1VP. If a model is a SPELLCASTER
and/or COMMAND it scores 3VPs instead of 1.
After VPs have been scored and before the
next Round, roll a die for each model in
base contact with the portal. On a roll of
7 or 8, that model is sucked into the Abyss
and counts as killed for the purposes of this
scenario! In a campaign, they return to the Kings of War Hook
mortal realm, deposited in a heap – roll for In the next game of KoW, if the winner’s
any injuries as normal for a “killed” model. KoW army alignment is Good, they may
The portal is Height 3 Impassable Terrain and add the Elite special rule to any one unit
blocks LOS. in their army for free. If the winner’s
KoW army alignment is Evil, they may
add the Vicious special rule to any one
unit in their army for free. If their army
alignment is Neutral, they may choose
which of the two special rules to give
a single unit If a unit already has the
special rule, it may be granted the other
one instead (Elite or Vicious).
The losing player finds their army
cursed. In their next game of KoW, the
first time the Inspiring or Very Inspiring
rule would grant a re-roll on a Nerve test
for one of their units, the re-roll cannot
be taken and the initial result stands.

63
Scenarios

12. Kill the Commander


Everyone needs a safe place to call home, even when on campaign. Therefore, attacking an
enemy in their bed has both military and psychological advantages. If you happen to find and
catch the enemy commander napping, even better.

Set up Each tent may only be searched once per


Round but any number of times in a game.
Roll off to decide who will be the Attacker and
Once the sleeping commander is found, any
the Defender.
further result of 7-8 is treated as “Found
You will need 3 model tents to represent the Battle Plans”. If the commander has not been
campsite. Place these and a good amount of found by the time the last tent is searched for
battlefield debris in the campsite area shown the first time, the commander is automatically
on the map (within 9” of the centre of the found. Place the now awakened commander
table). One tent must be placed in the exact model in 1” away from the tent and the model
middle of the table. No tent may be within 4” that found them.
of another. Set up all other terrain outside this
The Commander may now act normally as part
area as normal.
of the Defender’s warband. Until it is awake, it
The Defender sets up first, deploying their does not count as being on the table and may
whole warband within the campsite area. not be used to re-roll power dice (although a
Select one of their COMMAND models to be second COMMAND model would still allow
the Commander. This model is not deployed this).
with the rest of the warband (see scenario
Any table edge is a Fallback edge for BOTH
special rules). The Attacker then deploys their
sides.
whole warband in the four corners of the map.
A least one attacking model must be placed in
each corner. 6” 6”
Both sides ignore the Scout special rule during
set-up.
9”
The Attacker takes the first Turn in the first
Round.

The Winner
The Attacker wins if the sleeping commander
is found and killed by the end of the game.
The Defender wins if the sleeping commander
is not killed by the end of the game. 6” 6”

Scenario Rules
The tents are Height 3 Impassable Terrain and
block LOS.
Kings of War Hook
If the Attacker wins, they may choose
If a standing, unengaged Attacking model is in the table edge they wish to deploy on in
base contact with a tent it may search it as a their next game of Kings of War without
short action. Roll a die to make the search: having to roll off.
Roll Result If the Attacker found the battle plans,
1-4 Found nothing they may choose to go first or second
in the KoW game, after both sides have
5-6 Found battle plans deployed (regardless of whether they
7-8 Found the sleeping commander! killed the Commander or not).

64
Scenarios

65
BACKGROUND

66
Background

Once, the world was in balance. That time is


no more; it is an age recorded only in dusty
scrolls or on the monuments of drowned
The Forces of Good
cities. It is little more than a legend, for Among the noble peoples of Mantica, there
those who live in Mantica today remember is universal agreement on just one point –
little but war. There are, perhaps, some who that the Time of Light was good. Since those
remember better days – those half-gods or ancient days, through the God War, the Time
near-immortals gifted in sorcery – but if so, of Ice, the Winter War and the Age of Conflict,
they hold their silence. evil has spread steadily through the world,
purveyed by its despicable agents. It is only
the forces of good that stand in their way,
who seek to stem this flow, who would see
evil banished from the world and Mantica
returned to a state in which goodness prevails.
Of course, even among these races there are
those who are more inclined to evil, whose
hearts are tainted with the allure of the darker
side of things – such is its corrupting nature.
Nevertheless, there are races and peoples who,
Since ancient times, the world has been as a whole, pull collectively towards the light.
ravaged by war. The wise foresee an age of
horror approaching, for the spirit of the earth
is sick, tainted by deadly sorcery in a great
conflict ages past. Not that the warlords of
this bloody era care, not while there is glory
to be won, territory to be wrested from the
enemy, foes to be slaughtered. The so-called
Noble Peoples – Men, Elves and Dwarfs – now
struggle for power and influence, battling
across the ruins of long-dead realms, or
staking claim to new lands. Their ancient
pacts are no more. The kingdoms that pledged
their armies in service of those sacred treaties
are gone into legend, the descendants of the
noble princes who swore eternal oaths of
friendship warring openly with one another.
The glorious empires of those days are lost to
the ocean, or buried beneath shifting sands,
the palaces of the wise now home to kraken or
shambling revenants, while the scions of their
great houses are exiled or long-dead.
There are but a few places where the light
of the old era persists, where the remaining
deities of noble intent might still be implored
for aid, but ranged against such evil, what
hope is there for the world?
Legions of darkness, stirred to a frenzy by
the Wicked Ones, march savagely upon the
myriad kingdoms of Men, the scattered Elven
kindreds and the subterranean holds of the
Dwarfs. Mercenaries and adventurers find
fame and fortune in battle, while the servants
of the Shining Ones cling to a way of life
that seems almost lost. Nine hundred years
after the last dark god was cast down into the
Abyss, Mantica trembles once more to the
marching of vast armies.

67
Background

The Neutral Forces


To be neutral in the world of Mantica is not
merely a refusal to align oneself with this
race or that, nor merely a failure to declare
for the forces of good of evil. Such measures
of behaviour barely exist in the frame of
reference for these intriguing races, and
often there are not even words for these
outlooks in their vocabularies. Instead, their
motivations lie in far more sweeping concepts,
less vague, less prone to interpretation. In the
case of the Forces of Nature, natural balance
and ecological harmony are the guiding
influences. For the mercenary race of Ogres it
is simply a matter of coin, of the building and
maintaining of certain reputations. Neutral
armies can therefore be found on either side
of any battle, switching allegiances at any
moment based on their own private principles,
and this only adds to their already intriguing
nature.

The Forces of Evil


Unlike the forces of good, whose impure
hearts often waver towards the allure of
darkness, the forces of evil themselves are
near-uniformly devoid of goodness. What
little good exists in the cultures of this dark
end of the spectrum is brutally hunted down
and obliterated at every opportunity. These
are the cruel, the malicious, and almost
without exception the vile-hearted races - foul
creatures beyond imagining being chief among
their number.
They bring nothing but chaos and suffering to
the world.
Of course, to them, these are the greatest
glories of all, the sources of all their power,
pleasure, and desire. Their accomplishments
are ever more far reaching, and having come
this far there are many in Mantica who believe
they can never be stopped.

68
Background

The reaction was instant. The rains stopped


Basilea with a thundercrack of pressure and a blinding
flash of lightning. As the eyes of all present
After the events of the God War and the adjusted in the aftermath, it was to the sight
ruinous scouring of Winter’s floods, the of thousands of Elohi, the winged warrior
belligerent dwarfs had retreated underground, guardians of the Shining Ones, standing ready
determined no longer to involve themselves over the men of the Golden Horn. The orcs
in affairs outside their own. The elves faltered, and were destroyed. The magnificent
fragmented along the lines of the shattered and terrible creatures overwhelmed them
remains of their former glories, concerned with violence and fury that even their savage
more with their own survival than the nature could not match.
matters of lesser races. In the face of this
abandonment, men faced creatures of the
Abyss, marauding orcs and goblins, and
even the savage men of the steppes, alone.
Humanity teetered on the brink of extinction
many times over during those dark centuries,
surviving by dint of sheer tenacity. Even the
Shining Ones, the broken remains of their
former patrons the Celestians, had become
unreliable and fickle.

It was at the last, when all hope seemed lost,


when the Hegemon Bolisean’s armies were
exhausted, surrounded and cut off by a far
larger orc horde, that the balance shifted.
Bolisean was alone, his guards smashed into
the mud, a fresh charge of orcs pounding
towards him, and his blade shattered.
Slumping to his knees, Bolisean threw
his head back and bellowed a plea to the
lightning-streaked skies above for the Shining
Ones to descend and save him and his people.
In return, he offered the eternal and heartfelt
fealty of him and his people to the Shining
Ones as the true gods of humanity.
Whether his plea caught the fickle Shining
Ones in a favourable mood by chance, or
whether there was something different in his
cries that moved them, none will ever know. The pact had been made in blood, and on that
But what happened next passed forever into bloody field at the edge of their protectorate,
legend. The spirit of Domivar himself – the the realm of Basilea was born, Bolisean
son of Mescator and the hero who smote the becoming the first Hegemon of this new
wicked ones into the Abyss at the end of the empire of men.
God War, appeared before Bolisean, and asked Since that day, Basilea has been the last
him to repeat his oath, sealing it with his own shining bastion of humanity, the centre of
blood in the sacred ground on which he knelt. man’s power and learning, and the upholder
Without thinking to pause, Bolisean sliced of the traditions of Primovantor, in whose
open his palm on the jagged end of his sword, shadow it persists.
allowing several drops to mix with the wet
filth of the ground.

69
Background

Basilea Today
Though conservative by nature and paralysed other of them to take to the battlefield even in
by ritual it may be, Basilea still reflects some these lesser times, but will send their servants
of the ancient glories of Primovantor. Its cities to the aid of the Basilean armies, should the
are the largest, its princes the richest, its occasion warrant it. These are the Elohi,
mages the most powerful of all the kingdoms angelic beings of immense power, who appear
of Men. Basilea insists that it is the only true in the guise of beautiful, winged humans
protector of Primovantor’s legacy. armoured all in gold. In war they are all but
unstoppable, as terrible in combat as they are
Temples are still maintained to the long-gone
merciful and kind out of it.
Celestians in Basilea, while the worship of
their good aspects, the Shining Ones, is an But alongside the purest aspect of true faith
integral part of life. It is a kingdom where and benevolence, Basilea has its sinister side
time has stood still, where some of the glories too. Free thinking of any kind is not easily
of the elder days might still be found. Noble tolerated, and Basilean culture therefore
Paladins devote their entire lives to battle and remains hidebound and unchanging. Periodic
prayer, undergoing arduous quests to prove panics about agents of the Wicked Ones
their purity to the Shining Ones. Many Orders sweep the nation, leading to innocent and
of the Sisterhood guard the borders. Purity, guilty alike being condemned to death by
courage, and strength are the watchwords of mass drowning in the Cleansing Pools. The
these warrior virgins. Hegemon does not rule unchallenged; blood
feud is all too common, driven by fires of
The Hegemon of Basilea is king and high
honour and religious fervour that cannot be
priest both. It is within his power to appeal
quenched. Orcs press upon Basilea from the
directly to the Shining Ones. These remaining
north, while relations with the Dwarfs to the
noble aspects of the Celestians dwell atop
east are at their lowest ebb. And atop their
the mountain of Kolosu, an impossibly high
pillar of stone, the Shining Ones watch, for
pillar of rock, and from there they watch over
the most part silent. Protectors of Mankind,
the Hegemony. They rarely manifest directly,
some say, capricious immortals who toy with
although it is not unknown for one or the
the lives of lesser beings, say others.

70
Background

The People of Basilea


Being a people watched over by literal gods,
the Basileans are both pious and conceited.
It is difficult not to feel arrogant when one
has beings of such power at one’s back, and
it is equally difficult not to have faith when
your gods manifest physically before you.

The Golden Horn is full of churches, and the


faith holds great temporal power. It is through
the Shining Ones power and guardianship
that the Hegemony has persisted these last
nine hundred years, and none of its people
are soon likely to forget this. Its position as
a trade route and its importance as a central
hub in human civilisation, combined with
the reliance of smaller, satellite states on
its protection, have seen Basilea grow rich
and powerful. Though it may never truly
rival the scale and sheer majesty of the old
Primovantor, Basilea is undoubtedly one of The Armies of Basilea
the wealthiest nation states in all of Mantica.
The Basileans are adherents of the Shining
Ones, and large numbers of paladins, warrior
monks and battle nuns are found in their
armies. The angelic Elohi fly above the hosts
of Basilea, lending their pure voices to the
battle hymns of holy warriors, and their
strength to the army’s assault.
Basilea’s wealth means that its footsoldiers
march to war clad in the finest plate and
bearing the very best weapons that money
can buy. Vast armies of them march to
protect its borders, bolstered by the elite
religious warriors of the Paladins on foot
and atop mighty warhorses, and the fanatical
sisterhood, fighting on foot or riding to
battle mounted on war panthers or chariots
pulled by these magnificent, if terrifying apex
predators. Their warmachines are intricate
and well built, and their magical support is
second to none, Basilea having the highest
concentration of magical colleges anywhere
in the world. With these forces alone, Basilea
could endure for centuries as one of the
great powers of Mantica. When the forces
of the Shining Ones are added, the eternal
supremacy of the Golden Horn is assured.
Elohi march alongside the troops of Basilea,
living manifestations of divine fury, each the
equal of many dozens of men. It is no surprise
that Basilea has become as arrogant as it is
fervent. There are simply no powers in the
world who can match it. For now.

71
Background

barriers between realities, that unimaginable


The Nightstalkers things gather and lurk, desperate to find a
way into the world of mortals. These are what
The elven Conclave of Heaven was a secretive, remains of the beings horrifically torn from
intellectual project devoted to the study the world as Oskan was born. And in their
of higher consciousness and the nature of absence from the mortal world they have
divinity. The pinnacle of the conclave’s encountered other things, too. Cosmic entities
achievements came when it attracted the and obscene horrors who follow the shadows
attentions of the young and seemingly curious to the thinning veil, eying a new world to
Celestian known as Oskan. While contact was conquer; new souls to devour.
often brief and sporadic, Oskan seemed to
display a bond with the elves and hinted at
great changes soon to come with wonderful
gifts bestowed upon the mortal world. Oskan
began to teach the elven arch-mages how to
travel the paths between worlds and walk in
the footsteps of the gods, luring them ever
further away from their bodies, testing their
minds for his own amusement.
One day, the entire conclave was invited
deeper into the paths, beyond the mists
of time, with Oskan leading and the elves
displaying an almost childish glee to see
the wonders of the galaxy and other,
unimaginable planes of existence. Then
Elinathora smashed The Fenulian Mirror.
Chaos erupted and sorcerous turmoil swept
across the land and skies as the bodies of the
Celestians were ripped in two. As Oskan’s
body was split in twain, the backwash of
cosmic energy shattered the bodies, minds
and spirits of the conclave around him. Acting
as a conduit for this devastating surge of raw These are the Nightstalkers: the dreams,
power, the mortal bodies of the elves formed nightmares, fears and horrors of mortals
the epicentre of an explosion that utterly become manifest. They lurk in the shadows
destroyed the city where the conclave had and feed on the most powerful of mortal
met. The souls of the entire population and emotions - fear, hatred and pride. The essence
all living creatures for miles in every direction of the Stalkers burrows deep into the psyche
were torn from the mortal plane and scattered of mortals, so that each time an incursion
across countless dimensions; the screams through the veil occurs, the spirits gain a
of the victims echoing across both time and greater foothold in the world. When the power
space. Feeding greedily on the minds so of the Abyss swells anew, those seeds that
cruelly sacrificed, Oskan, Father of Lies, was have taken root erupt violently until dark
born. manifestations tear themselves from mortal
When Domivar created the Abyss with the hosts, terrorising communities, and sometimes
axe of Oskan it created a rent not only in the gathering into vast hosts of unimaginable
earth but in the fabric of the universe too. The horrors. They come from shadow, sweeping
paths between realities twisted, crossed, and through the mortal realm, taking nourishment
swelled with power. The veil between worlds from the very fear that precedes them. As
grew so thin in parts that the shadow-forms their grip on the physical form fades, Stalkers
of myriad, strange creatures could be seen often latch onto the bodies of the dead – or
flickering in the air, and it is the waxing and even undead – in desperation; this explains in
waning power of the Abyss that attracts and part why shadowy spectres are so often seen
repels these creatures in turn. The Abyss and in graveyards or roaming ancient battlefields.
other sites like it across the world of Mantica Such wretched spirits are often sought out
are areas where reality has thinned, and such by Necromancers, for there is much they can
places draw things from other dimensions into teach the practitioners of dark magic, if they
the mortal world. It is here, behind fragile can be successfully bound.

72
Background

painful for mortals to see directly. At the


Cosmic Horrors edge of vision the portal seems like a cage of
glossy black, writhing serpents, screaming
While the vast majority of the Nightstalker in perpetual agony. Nightstalker shadow-
host comprises hollow remnants of Mantica’s hosts burst forth into reality: a gibbering,
distant past, the things that follow them cacophonous explosion of fear wreathed in the
through the veil are more terrifying by far. purple lightning of the portal. The baying of
They come from other planes, other universes spectral hounds goes before the ravenous host,
– even other worlds beyond space and time. while the soul-rending screams of heartless
They are alien, cold and unfathomable. Their Banshees chills their foe to the bone.
twisted forms speak to the mortals of Mantica
on some primal level that few can understand. Most numerous of the shadow-hosts are
The oldest of the elves believe that these Spectres – hollow remnants of once-living
creatures serve cyclopean beings that were ancients. These are the creatures that often
once gods, worshipped even before the haunt places where the dead are interred.
Celestians, by cultures thankfully forgotten, They are mournful, skeletal creatures,
or wiped out long before the elder races began wreathed in cloaks of mist and shadow.
to write down their history. They whisper Cowardly beings, they huddle in vicious packs,
strange names, almost unpronounceable, such lashing out at any mortal that comes near with
as the Ch’wthall’thoi, and Tsatt’huul the fear- tendrils of soul-mist. From their obfuscating
demon. Almost as a racial memory, these dark presence, shambling, zombie-like Scarecrows
star-gods are still feared, such that the very emerge. Their presence is often heralded by
sight of them can cause the weak of mind to wriggling swarms of bloated Blood Worms,
be driven mad. which congregate around the Spectres’
victims, sucking the blood from the dead and
dying.
Manifesting from the primal fears of their
enemies, blade-limbed Reapers and skull-
faced Phantasms are the harbingers of the
horde, whose purpose is to sow the terror
required for the rest of the host to manifest.
Wherever they appear, Doppelgangers are not
far behind, whose mimicry of the enemy often
leads to mistrust and bloody murder. And it
is not merely the twisted spirits of men, Elves
and Dwarfs that join the host: monstrous
Stalkers also exist, such as the Shadow-hulks,
seemingly fused from the souls of several
giant Cyclopes and now filled with the hunger
of the void.
And from the void come those emissaries of
the ancient star-gods. If these creatures were
ever mortal at all, it must have been some

The Hosts of Shadow bizarre form of life that no longer exists on


Mantica. Unspeakable and indescribable
Stalkers take many forms – often perceived things, they have lived in the dimensions
by different races in different ways depending between worlds for an eternity. Some, like the
on the superstitions and fears of a culture or monstrous Void Lurkers, have an intelligence
individual. As in the life they were so cruelly of sorts and understand enough to sense the
ripped away from, there are many different rents in the fabric of the universe and know
types of Stalker, sometimes even shaped by how to locate them. They attach themselves
remnants of memories and personalities of to Nightstalkers as they stream into reality.
their lost mortality. Sometimes, when the There, they coalesce into mismatched and
powers of the Abyss are strong, the presence petrifying shapes. Other squamous horrors
of the Nightstalkers rips a portal in the fabric accompany these beasts, from vaguely
of reality – a doorway between dimensions. arachnoid Fiends, to flickering, tenebrous
The power of the Abyss is channelled through Planar Apparitions.
such rents that seethe and boil in the air,

73
74
75
WARBAND LISTS

76
Warbands

Basileans
In a world beset by evil there is a single beacon of hope for the world of man. Holy crusaders
and scourges of the Abyss, the resplendent forces of Basilea stride forth from their golden city
to strike fear into the hearts of evildoers across the land. Their faith is as strong as their martial
prowess, maintained by the pious Sisterhood and Paladin warrior-scholars in their ranks and
bolstered by the dutiful Men-at-Arms and fearsome Ogre Palace Guard that march to battle
alongside them.

WARBAND SPECIAL ABILITY


IRON RESOLVE (2) - This ability may be used any number of times and at any time a
BASILEAN model suffers 1 or more hits. When the ability is used, the model can roll all
Armour Saves at an unmodified 3+ .

FACTION SPECIFIC SPELLS


Blessed Light (long): Range 12”
Choose a friendly model within 12” of the caster. No dice roll is required. The next time
that model is targeted by an attack, the attacking model must re-roll any dice that caused a
hit and accept the new result.

Divine Flame (long): Range 6”


Choose a friendly model within range of the caster as the target. No dice roll is required.
The target model may make a single 2D8 Melee attack at Me 3+ on an enemy model using
any Crushing Strength the target model normally has. The enemy model may already be
Engaged with the target or up to 1” away. The target model must have a Melee stat to be
able to use this spell.
Boosted Version: Cost 1 Power. As above but the target model may make a second 2D8
attack in the same way against a different enemy model following the same rules.

CROSSBOWMAN 20mm 9pts


Power Dice: - Basilean Grunt
Sp Me Ra Ar Ne Wn Ht
5 6+ 5+ 6+ 5+ 1 2

Ranged: 2D8 Melee: 1D8 Good


Equipment: Crossbow: Range 12”, Piercing (1),
Reload

SISTERHOOD 20mm 11pts


Power Dice: - Basilean Warrior
Sp Me Ra Ar Ne Wn Ht
5 4+ 6+ 6+ 5+ 2 2

Ranged: 1D8 Melee: 2D8 Good


Equipment: -

77
Warbands

SISTERHOOD SCOUT 20mm 16pts


Power Dice: - Basilean Warrior
Sp Me Ra Ar Ne Wn Ht PALADIN DEFENDER 20mm 17pts
5 6+ 4+ 6+ 4+ 2 2 Power Dice: - Basilean Warrior
Marksman, Scout Sp Me Ra Ar Ne Wn Ht
Ranged: 2D8 Melee: 1D8 Good 5 4+ - 4+ 4+ 2 2
Equipment: Bow: Range 12” Crushing Strength (1), Defender, Parry
SHARP SHOOTER (1) - use this ability when this Ranged: 1D8 Melee: 2D8 Good
model makes a Shoot action with its Bow before any
dice are rolled. Any hits are resolved with Piercing (1). Equipment: -

78
Warbands

SERGEANT 20mm 20pts


Power Dice: Basilean Warrior
Sp Me Ra Ar Ne Wn Ht
5 5+ 5+ 5+ 4+ 2 2
Parry
Ranged: 1D8 Melee: 2D8 Good

Equipment: -
EVADE (1) - Use this ability when the Sergeant is to
perform a Break Away action.The Sergeant may Break
Away from any models it is Engaged with without
having to make Armour rolls and may then perform a
Brace Action if desired.

GUR PANTHER Cav 21pts


Power Dice: - Basilean, Beast Support
Sp Me Ra Ar Ne Wn Ht
8 4+ - 6+ 5+ 3 2
Vicious
Ranged: - Melee: 2D8 Good

Equipment: -
Reactive Bite - If this model Retaliates in Melee, it PALADIN CHAPLAIN 20mm 38pts
adds a bonus dice to its roll in addition to any other
bonus dice or modifiers that may apply. Power Dice: - Basilean Spellcaster
Sp Me Ra Ar Ne Wn Ht
5 4+ 4+ 4+ 4+ 3 2
Crushing Strength (1), Defender, Parry
Ranged: 1D8 Melee: 2D8 Good
Spells: Heal (short), Shield (short), Stun (short)

VETERAN SERGEANT 20mm 30pts


Power Dice: Basilean Command
Sp Me Ra Ar Ne Wn Ht
5 5+ 5+ 5+ 4+ 3 2
Inspiring, Parry
Ranged: 1D8 Melee: 3D8 Good

Equipment: -
RALLY ON ME! (2) - This is a Group Action. The
Veteran Sergeant and all members of the group may
Break Away from any models they are Engaged with
without having to make Armour rolls. Other models
in the group must end their moves within 3” of the
Veteran Sergeant. All group members then perform a
Brace Action.

79
Warbands

Dwarfs
Short in stature but as unyielding as the mountains themselves, the Dwarfs are a proud and
noble people who attach a great deal of importance to heritage and custom. It is a naïve
opponent indeed who does not acknowledge the Dwarf talents for war. When the Dwarfs go to
war, they do so to win.

WARBAND SPECIAL ABILITY


TACTICAL REDEPLOYMENT (2) - Select a DWARF COMMAND model in the warband.
All DWARF models within 9”, including the nominated COMMAND model that are not
knocked-down or Engaged, may immediately move up to 3” in any direction, following the
normal movement rules. Models are not marked as activated after moving if they are not
already. Once any moves are completed, all models that were eligible to move are given a
free Brace action (mark them all as such).

FACTION SPECIFIC SPELLS


These spells are only available to SPELLCASTERS from the Dwarf faction. They are
available to learn during a campaign (see page 144) or in one-off games (see page 122).

Earthquake (long): Range 6”, Breath


Each model under the area of the Breath attack must roll a die. If a model rolls equal to or
under its Sp stat, it is Knocked-down and must make a single Armour Roll to avoid suffering
a wound. Models that have the Steady special rule may re-roll the test against their Sp stat.

Forged Anew (short): Range 6”


Cast on self or target a single friendly model within range, even if it is Engaged. Roll 3D8.
For each 7+ rolled, the Ar stat of the target is improved by 1 until the end of the Round.
(e.g. 5+ becomes 4+), to a maximum of 3+.

80
Warbands

DWARF LEVY 20mm 8pts


Power Dice: - Dwarf Grunt
Sp Me Ra Ar Ne Wn Ht
4 5+ 5+ 5+ 5+ 1 2
Headstrong
Ranged: 1D8 Melee: 2D8 Good

Equipment: May take a Spear for +1pt


Spear - Models with spears not Engaged with an enemy
model but within 2” of a friendly model that is, grant
the Engaged model one bonus die for its Melee attacks.
Only 1 bonus die may be given to a model in this way,
regardless of the number of spears in range. Models
with spears participating in a Group Charge Action to
do not have to engage enemy models but must end their
move within 2” of a model in the group that is engaged.

SHIELDBREAKER 20mm 14pts


Power Dice: - Dwarf Warrior
Sp Me Ra Ar Ne Wn Ht
IRONCLAD 20mm 13pts 4 4+ 6+ 5+ 5+ 2 2
Power Dice: - Dwarf Warrior Crushing Strength (1), Headstrong
Sp Me Ra Ar Ne Wn Ht Ranged: 1D8 Melee: 2D8 Good
4 4+ 6+ 4+ 5+ 2 2 Equipment: -
Headstrong Shieldbreaker Hammer - The model may reroll one of
its Melee attack dice that failed to cause a hit.
Ranged: 1D8 Melee: 2D8 Good

Equipment: -
Hammer and Anvil - Ironclad models engaged with
the same enemy model as one or more friendly
Shieldbreakers, have the Swarm special rule.

IRONWATCH 20mm 16pts


Power Dice: - Dwarf Warrior
Sp Me Ra Ar Ne Wn Ht
4 5+ 5+ 5+ 5+ 2 2
Headstrong
Ranged: 2D8 Melee: 1D8 Good
Equipment: Crossbow: Range 12”, Piercing (1),
Reload
Combined Fire - When involved in a Group Shoot
Action, Ironwatch models add +1 dice to their Ranged
Attack roll if one or more other Ironwatch models in
the group fire at the same target.

81
Warbands

EARTH ELEMENTAL 40mm 35pts


Power Dice: - Elemental Large
Sp Me Ra Ar Ne Wn Ht
4 5+ - 4+ 4+ 6 3
Crushing Strength (2), Smash, Steady
Ranged: - Melee: 4D8 Good

Equipment: -

IRONGUARD 20mm 27pts


Power Dice: Dwarf Support
Sp Me Ra Ar Ne Wn Ht
4 3+ 6+ 4+ 4+ 2 2
Crushing Strength (1), Defender, Headstrong
Ranged: 1D8 Melee: 3D8 Good

Equipment: -

STONE PRIEST 20mm 28pts


Power Dice: - Dwarf Spellcaster
Sp Me Ra Ar Ne Wn Ht
4 6+ 4+ 6+ 4+ 3 2
Headstrong, Inspiring
Ranged: 1D8 Melee: 2D8 Good
Spells: Fireball (short), Hammer (long), Heal
(short)

DWARF SERGEANT 20mm 31pts


Power Dice: Dwarf Command
Sp Me Ra Ar Ne Wn Ht
4 4+ 5+ 4+ 5+ 4 2
Crushing Strength (1), Headstrong, Inspiring
Ranged: 1D8 Melee: 3D8 Good

Equipment: -

82
Warbands

Elves
One of the oldest of the civilised races, the Elves have mastered warfare as they have every
other pastime to which they turn their minds. Elves rarely take to the field in great numbers,
but when they do their victory is all but assured. Mercilessly drilled infantry and uncannily
accurate bowmen combine to wipe their foes from existence in short order.

WARBAND SPECIAL ABILITY


PRETERNATURAL AGILITY (3) - Until the end of the current Round, all models in the
warband of race ELF, have the Parry and Dodge rules.

FACTION SPECIFIC SPELLS


These spells are only available to SPELLCASTERS from the Elf faction. They are available
to learn during a campaign (see page 144) or in one-off games (see page 122).

Enchant Weapons (short): Range 12”, 1D8


Target a friendly, un-activated model, even if it is Engaged. If a hit is scored, no wounds are
caused. Instead, the model gains a +1 modifier to all its Melee and Ranged attack rolls in its
new Turn.

Astral Mirror (long): Range 9”


Target an enemy SPELLCASTER. For the remainder of the Round, roll a die each time that
SPELLCASTER casts a spell. On a 6+ the spell fails with no effect. Any action (short or
long) or Power the model used is still spent. In adition, the enemy SPELLCASTER must
then make an Armour roll to avoid taking a wound.

CITIZEN LEVY 20mm 8pts


Power Dice: - Elf Grunt
Sp Me Ra Ar Ne Wn Ht
6 5+ 6+ 5+ 5+ 1 2

Ranged: 1D8 Melee: 2D8 Good

Equipment: -

KINDRED ARCHER 20mm 16pts


Power Dice: - Elf Warrior
Sp Me Ra Ar Ne Wn Ht
6 6+ 4+ 5+ 5+ 2 2

Ranged: 2D8 Melee: 1D8 Good

Equipment: Bow: Range 12”


Combined Fire - When involved in a Group Shoot
Action, Kindred Archer models add +1 dice to their
Ranged Attack roll if one or more other Kindred Archer
models in the group fire at the same target.

83
Warbands

KINDRED TALLSPEAR 20mm 13pts


Power Dice: - Elf Warrior
Sp Me Ra Ar Ne Wn Ht
6 4+ 6+ 5+ 5+ 2 2

Ranged: 1D8 Melee: 2D8 Good

Equipment: Spear
Spear - Models with spears not Engaged with an enemy
model but within 2” of a friendly model that is, grant
the Engaged model one bonus die for its Melee attacks.
Only 1 bonus die may be given to a model in this way,
regardless of the number of spears in range. Models
with spears participating in a Group Charge Action to
do not have to engage enemy models but must end their
move within 2” of a model in the group that is engaged.

KINDRED GLADESTALKER 20mm 26pts


Power Dice: - Elf Support
Sp Me Ra Ar Ne Wn Ht
6 4+ 4+ 6+ 5+ 2 2
Marksman, Pathfinder, Scout
BATTLE-CAT Cav 17pts
Ranged: 2D8 Melee: 2D8 Good
Power Dice: - Beast Support
Equipment: Bow: Range 12”
Sp Me Ra Ar Ne Wn Ht
7 5+ - 6+ 5+ 2 2
Bloodlust
Ranged: - Melee: 3D8 Good

Equipment: -

GUARDIAN SHAMBLER 40mm 35pts


Power Dice: - Beast, Nature Large
Sp Me Ra Ar Ne Wn Ht
5 5+ - 3+ 5+ 6 3
Crushing Strength (2), Steady
Ranged: - Melee: 3D8 Good

Equipment: -
PROTECT (n) - Pay (n) Power, up to the number of
wounds the Guardian Shambler has left, to transfer
any wounds just caused on a single friendly ELF model
within 3” onto the Shambler instead. Reduce the
Shambler’s wounds accordingly and remove it if it is
reduced to zero. This ability can be used at any time.

84
Warbands

BATTLE-MAGE 20mm 38pts PRINCE 20mm 44pts


Power Dice: Elf Spellcaster Power Dice: Elf Command
Sp Me Ra Ar Ne Wn Ht Sp Me Ra Ar Ne Wn Ht
6 5+ 4+ 6+ 4+ 3 2 6 3+ 4+ 4+ 4+ 4 2
6th Sense, Crushing Strength (1), Inspiring
Ranged: 1D8 Melee: 2D8 Good Ranged: 2D8 Melee: 4D8 Good
Spells: Heal (short), Lightning Bolt (long), Equipment: -
Mind Storm (long)
BATTLE RAGE (2) - If this model can Engage an enemy
RANGE BOOST (2) - Use this ability to increase the model with a follow-up move, it may Engage that model
range of one of the caster’s spells by 6” (where a Range and initiate another Melee by using the ability to go
is specified). The RANGE BOOST must be paid for into a Battle Rage. This model will not get any bonus
during the caster’s activation just before the chosen dice for charging however. Once this second Melee has
spell is cast. been resolved, mark this model as Fatigued.

85
Warbands

Northern Alliance
In the frozen wastes of the Winterlands, the Northern Alliance has carved out a fledgling
empire, quite literally from the ice and rock of a bleak and unforgiving wilderness. The
exiled prince, Talannar, has assembled a formidable and eclectic mix of the dispossessed and
disenfranchised, uniting them under a common banner and goal. For what purpose though,
outsiders can only speculate, for little news or rumour spills from the icy grip of Talannar’s
fortress city of Chill.

WARBAND SPECIAL ABILITY


HARDY VETERANS (1) - Use this ability when a model would be Knocked-down, Spend 1
power to gain the Steady special rule for this attack. Models that already have Steady may
re-roll the result.
Talannar’s Pack - Northern Alliance Warbands may take 1 additional LARGE model than
the game size would normally allow.

FACTION SPECIFIC SPELLS


These spells are only available to SPELLCASTERS from the Northern Aliance faction. They
are available to learn during a campaign (see page 144) or in one-off games (see page 122).

Hold Fast (short): Range 9”


Target a friendly model, even if it is Engaged. For the remainder of the Round, that model
has a +1 modifier to any Nerve tests it is required to make and may add 1 bonus die to any
Armour rolls it must take.
Boosted version: Cast as a long action instead. As above, but the modifier is increased to +2
and the bonus dice are increased to 2.

Winter’s Bite (long): Range 12”, 3D8


If the target suffers any wounds, they are Knocked-down and marked as Fatigued.

DWARF CLANSMAN 20mm 8pts HUMAN CLANSMAN 20mm 8pts


Power Dice: - Dwarf Grunt Power Dice: - Human Grunt
Sp Me Ra Ar Ne Wn Ht Sp Me Ra Ar Ne Wn Ht
4 5+ 5+ 5+ 5+ 1 2 5 5+ 5+ 5+ 5+ 1 2
Headstrong
Ranged: 1D8 Melee: 2D8 Good Ranged: 1D8 Melee: 2D8 Good

Equipment: May take a Frosthammer for +1pt Equipment: -


Frosthammer - A great two-handed hammer wielded
by the Dwarf clans in the North. The model gains
Crushing Strength (1) but increases its Ar by 1 (i.e. 5+
to 6+). HUSCARL 25mm 15pts
Power Dice: - Human Warrior
Sp Me Ra Ar Ne Wn Ht
5 5+ 5+ 4+ 4+ 2 2
Crushing Strength (1)
Ranged: 1D8 Melee: 3D8 Good

Equipment: -

86
Warbands

ICE NAIAD 20mm 12pts


Power Dice: - Neritican Warrior
Sp Me Ra Ar Ne Wn Ht
6 5+ 5+ 6+ 5+ 2 2
Regenerate (7+)
Ranged: 1D8 Melee: 2D8 Good

Equipment: Frost-Trident
Frost-Trident - For any wound caused by a Melee
attack with the Frost-Trident, the target model is
pinned in place until the end of their next activation.
While the model is pinned their Sp is reduced to 0 and
they cannot make a Break Away action.

HALF-ELF BERSERKER 20mm 19pts


Power Dice: - Half-elf Warrior
Sp Me Ra Ar Ne Wn Ht
6 4+ - 6+ 4+ 2 2
Bloodlust
Ranged: - Melee: 3D8 Good

Equipment: -
FRENZY (1) - Use this ability to gain 2 bonus
dice when this model makes a Melee attack (not a
Retaliation). Spend the power before rolling any dice.
Cannot be used in conjunction with the normal use of
Power to gain a bonus dice for a roll.

87
Warbands

ICE KIN HUNTER 20mm 26pts


Power Dice: - Elf Support
Sp Me Ra Ar Ne Wn Ht
6 5+ 4+ 6+ 4+ 2 2
Marksman, Pathfinder, Scout
Ranged: 2D8 Melee: 1D8 Good

Equipment: Bow: Range 12”


RAPID FIRE (2) - Use this ability when this model
is about to perform a ranged attack, before dice are
rolled. The model may shoot twice at two different
targets that are within 3” of each other following the
normal targeting rules. This cannot be as part of a
Group or Fatigue Action.

SNOW TROLL 40mm 34pts


Power Dice: - Troll Large
Sp Me Ra Ar Ne Wn Ht SNOW TROLL PRIME 40mm 54pts
6 5+ - 4+ 4+ 5 3 Power Dice: Troll Large, Command
Crushing Strength (2), Regenerate (6+), Vicious Sp Me Ra Ar Ne Wn Ht
Ranged: - Melee: 4D8 Good 6 4+ - 4+ 3+ 5 3
Equipment: - Crushing Strength (2), Regenerate (6+), Vicious
Vicious Swipe - When attempting to Break Away from Ranged: - Melee: 5D8 Good
a Troll, enemy models have a -1 modifier when
they make their Armour Save roll. Equipment: -
Vicious Swipe - When attempting
to Break Away from a Troll,
enemy models have a -1
modifier when they make
their Armour Save roll.

88
Warbands

Forces of Nature
When the balance of the world is truly threatened, the Druids call upon all manner of creatures
to protect it. From the vicious Salamanders to the lumbering Forest Shamblers, all answer the
call. The ground shakes and the forests heave as the Forces of Nature march to war.

WARBAND SPECIAL ABILITY


FOREST DWELLERS (1) - Until the end of the current Round, all models in this warband
have the Pathfinder rule.
AMBUSH (1) - During any Turn, when an enemy model comes within 3” of the terrain
piece nominated for your Lurker model, or enters it, you can use this ability to place your
ambushing (Lurker) model into play within 3” of the enemy model. If the enemy model
enters the terrain, the ambushing model may be placed in contact with it, Engaged, in its
front arc. The ambushing model is marked as Fatigued but may be activated as normal later
in the Round. The enemy model immediately ends its current action but may continue its
Turn.
Lurker - During deployment, you may elect to place ONE of your SUPPORT models in
ambush in any piece of Difficult Terrain (not Impassable) outside of your opponent’s
deployment area. Make a note of which terrain piece you are choosing and put the model to
one side of the table. This model is a Lurker.

FACTION SPECIFIC SPELLS


These spells are only available to SPELLCASTERS from the Forces of Nature faction. They
are available to learn during a campaign (see page 144) or in one-off games (see page 122).

Barrier of Vines (long)


Place a 1”x 6” marker anywhere within 12” of the caster, into Open Ground and clear of
any models. The area described by the marker is Height 10 Impassable Terrain and blocks
LOS. In the End Phase of each Round roll a die. On a 5+, the barrier is removed. The casting
model can only have one such barrier in play at any time.

Vengeful Flock (long): Range 6”


A blizzard of furious birds is summoned. Target a single enemy model within 6”. All models
within 2” of the target may suffer the effects of this attack as follows. Roll 1D8: on a roll
of 1-4 all models suffer a 2D8 6+ Melee attack; on a 5-6 all models suffer a 2D8 5+ Melee
attack; on a 7-8 the the original target model takes the full fury of the flock and suffers a
3D8 3+ Melee attack. In addition, if the model survives it is picked up and moved 6” in a
direction of the casting player’s choice, and is then placed Knocked-down and Fatigued. The
model cannot be placed in Impassable Terrain or within 1” of another model.

SALAMANDER UNBLOODED 25mm 11pts CENTAUR BRAY-STRIDER Cav 22pts


Power Dice: - Salamander Grunt Power Dice: - Nature Warrior
Sp Me Ra Ar Ne Wn Ht Sp Me Ra Ar Ne Wn Ht
5 4+ - 5+ 6+ 2 2 7 3+ - 5+ 5+ 2 3
Crushing Strength (1) Cavalry, Smash
Ranged: - Melee: 2D8 Neutral Ranged: - Melee: 2D8 Neutral

Equipment: - Equipment: -

89
Warbands

NAIAD 20mm 12pts


Power Dice: - Neritican Warrior
Sp Me Ra Ar Ne Wn Ht
6 5+ 5+ 6+ 5+ 2 2
Regenerate (7+)
Ranged: 1D8 Melee: 2D8 Neutral
Equipment: Trident. May take a Harpoon-gun
for +3pts
Trident - For any hit scored with this weapon the
target model is automatically Fatigued.

Harpoon-gun - Range 9”, Piercing (1)

NAIAD ENSNARER 20mm 17pts


Power Dice: - Neritican Support
Sp Me Ra Ar Ne Wn Ht
6 5+ 5+ 6+ 5+ 2 2
Regenerate (7+)
Ranged: 1D8 Melee: 2D8 Neutral

Equipment: Trident, Net


Trident - For any hit scored with this weapon the
target model is automatically Fatigued.

Net - Break away actions from this model are made


rolling 2 dice for the armour roll rather than the
normal 1. Each failed roll causes a wound as normal.

FOREST SHAMBLER 40mm 33pts


Power Dice: - Beast, Nature Large
Sp Me Ra Ar Ne Wn Ht
5 5+ - 3+ 5+ 6 3
Crushing Strength (2), Steady
Ranged: - Melee: 3D8 Neutral
WILD COMPANION 20mm 17pts Equipment: -
Power Dice: - Beast, Nature Support
Sp Me Ra Ar Ne Wn Ht
7 5+ - 6+ 5+ 2 2
Pathfinder
Ranged: - Melee: 2D8 Neutral

Equipment: -
HIS MASTER’S VOICE (1) - Use this ability to activate
up to two friendly Wild Companion models within 3” of
a friendly COMMAND or SPELLCASTER Class model.
The activations are taken at the same time but the
models may complete their activation independently
(this is not a group activation). This can be performed
in addition to the normal +1 model activation if bought
with Power.

90
Warbands

DRUID 20mm 36pts CENTAUR CHIEF Cav 45pts


Power Dice: Nature Spellcaster Power Dice: Nature Command
Sp Me Ra Ar Ne Wn Ht Sp Me Ra Ar Ne Wn Ht
5 5+ 4+ 6+ 4+ 3 2 8 3+ 4+ 5+ 4+ 4 3
Inspiring Cavalry, Smash
Ranged: 1D8 Melee: 2D8 Neutral Ranged: 2D8 Melee: 3D8 Neutral
Spells: Heal (short), Lightning Bolt (long), Equipment: Bow: Range 12”
Windblast (long)
RANGE BOOST (2) - Use this ability to increase the
range of one of the caster’s spells by 6” (where a Range
is specified). The RANGE BOOST must be paid for
during the caster’s activation just before the chosen
spell is cast.

91
Warbands

Ogres
Ogres are mercenaries, happy to sell their skills to the highest bidder. Huge, powerful creatures
that might almost have been purpose bred for war, few races can match them for sheer
belligerent power and endurance, and many a war has been won by the side that hired the most.
When Ogres do unite into larger Companies, it is a rare thing indeed. There is no record of an
army ever holding fast against them and scholars debate long into the night as to whether this is
because Ogres have so rarely united in force, or because no opposition has ever survived to tell
the tale.

WARBAND SPECIAL ABILITY


BRUTAL ROAR (1) - Use this ability when an OGRE model charges. When the model
becomes engaged, the target must make a Nerve test. If it fails, place a Fatigue counter on it.
High & Mighty - An Ogre Warband (or Company) has no limits on the number of LARGE
OGRE models it can have. The normal limit still applies to any other LARGE models the
warband might take.

FACTION SPECIFIC SPELLS


These spells are only available to SPELLCASTERS from the Ogre faction. They are available
to learn during a campaign (see page 144) or in one-off games (see page 122).

Battle Fury (long): Range: 9”


Target a friendly Engaged model that is not Knocked-down. No dice roll is required. That
model may immediately make a Melee action for free against any model it is Engaged with,
even if it is already Activated and/or Fatigued.

Might of the Tribes (long): Range 9”


Target a friendly model, even if it is Engaged. That model may re-roll any failed Armour
rolls until the end of the Round. In addition, the Crushing Strength and Piercing special rules
are limited to (1) against this model unti the end of the Round.

BRAVE 40mm 17pts


Power Dice: - Ogre Large, Grunt
Sp Me Ra Ar Ne Wn Ht
6 5+ - 5+ 5+ 3 3
Crushing Strength (1)
Ranged: - Melee: 3D8 Neutral

Equipment: -
Body Guard - Ogre Brave models have a +1 modifier to
their Melee attacks while within 6” of a friendly Ogre
Warlock.

92
Warbands

RED GOBLIN RABBLE 20mm 7pts


Power Dice: - Goblin Grunt
Sp Me Ra Ar Ne Wn Ht
5 5+ 7+ 5+ 6+ 1 2
Sneaky
Ranged: 1D8 Melee: 1D8 Neutral

Equipment: May take a Spear for +1pt


Spear - Models with spears not Engaged with an enemy
model but within 2” of a friendly model that is, grant
the Engaged model one bonus die for its Melee attacks.
Only 1 bonus die may be given to a model in this way,
regardless of the number of spears in range. Models
with spears participating in a Group Charge Action to
do not have to engage enemy models but must end their
OGRE WARRIOR 40mm 23pts move within 2” of a model in the group that is engaged.

Power Dice: - Ogre Large, Warrior


Sp Me Ra Ar Ne Wn Ht
6 4+ - 5+ 5+ 3 3
Crushing Strength (1)
Ranged: - Melee: 4D8 Neutral

Equipment: -

93
Warbands

SIEGE BREAKER 40mm 34pts


Power Dice: - Ogre Large, Support
Sp Me Ra Ar Ne Wn Ht
5 4+ - 4+ 5+ 4 3
Crushing Strength (3), Smash
Ranged: - Melee: 4D8 Neutral

Equipment: -

BOOMER 40mm 40pts


Power Dice: - Ogre Large, Support
Sp Me Ra Ar Ne Wn Ht
6 6+ 5+ 5+ 5+ 3 3
Crushing Strength (1)
Ranged: 1D8 Melee: 2D8 Neutral
Equipment: Boomer: Range: 9”, 4D8, Piercing
(1), Reload, Area Effect (3” / 2D8 / Piercing (1))

RED GOBLIN BIGGIT 20mm 23pts OGRE WARLOCK 40mm 36pts


Power Dice: Goblin Support Power Dice: Ogre L
arge, Spellcaster
Sp Me Ra Ar Ne Wn Ht Sp Me Ra Ar Ne Wn Ht
5 5+ 5+ 5+ 5+ 3 2 6 5+ 5+ 5+ 5+ 3 3
Crushing Strength (1), Inspiring (Goblin models
only), Sneaky
Ranged: 3D8 Melee: 2D8 Neutral
Ranged: 2D8 Melee: 3D8 Neutral
Spells: Fireball (short), Tribal Assault (short),
Equipment: - Windblast (long)
CACKLE! (1) - Use when the model activates. The
model may cast the same spell twice this Turn if it has
enough actions.

TRIBAL ASSAULT (1) - Use this ability as a spell.


Choose an enemy model within 9” and LOS of the
Warlock. The chosen model must roll 2D8, plus one
extra dice for each friendly Brave within 6” of the
Warlock. If any dice roll an 8, the target takes one
wound with no amour roll possible.

OGRE CAPTAIN 40mm 48pts


Power Dice: Ogre L
arge, Command
Sp Me Ra Ar Ne Wn Ht
5 3+ - 4+ 5+ 5 3
Crushing Strength (2), Headstrong, Vicious
Ranged: - Melee: 4D8 Neutral

Equipment: -
DEFENSIVE SLAM (2) - Use this ability when the
Captain attacks a model in Melee. That model cannot
Retaliate against any Melee attacks made by the
Captain this Turn.

94
Warbands

The Trident Realm


The Kingdoms of the Trident Realm are proud and territorial, and can commit to violence with
little provocation. The lord of any land-bound territory would be wise to treat their inlets and
coasts cautiously, lest they stir the fierce Neriticans who claim them as their own. When the
Trident Realm stirs, the very seas boil – storms rage, waves crash upon coastlines and the tides
rise only to retreat, revealing the Neritican host, water cascading off shells and armour and
ready for war.

WARBAND SPECIAL ABILITY


RISING TIDES (2) - Use this ability at the start of a Turn. Until the end of the Round, all
models in the warband of Race NERITICAN increase their Speed stat by 2 when making any
basic Walk or Run movement action (climbing is excluded). Alternatively, instead of gaining
the extra Speed, any NERITICAN model that is Knocked-down can perform a Stand Up
action for free when they are activated. This ability may only be used once per Turn.

FACTION SPECIFIC SPELLS


These spells are only available to SPELLCASTERS from the Trident Realm faction. They are
available to learn during a campaign (see page 144) or in one-off games (see page 122).

Crushing Pressure (long): Range: 6”, 3D8, Piercing (1)


If the target suffers any wounds, they are pinned in place and cannot make any Walk or Run
actions for the rest of this Round.

Riptide (long): Range 9”


Target up to two enemy models within 3” of each other, even if they are Engaged. Targeted
models are moved 3” (as directly and as far as possible) away from the caster, making
Armour rolls if forced to Break Away as normal. Any models that were moved are then
Knocked-down. Models with the Steady special rules are only Knocked down on a 5+ on a
single die roll.

OTTER BEVY 40mm 10pts


Power Dice: - Beast, Neritican Grunt
Sp Me Ra Ar Ne Wn Ht
6 4+ - 7+ 7+ 3 1
Swarm, Vicious
Ranged: - Melee: 2D8 Neutral

Equipment: -

THUUL 20mm 12pts


Power Dice: - Neritican Warrior
Sp Me Ra Ar Ne Wn Ht
5 3+ 7+ 6+ 5+ 2 2

Ranged: - Melee: 2D8 Neutral

Equipment: -

95
Warbands

NAIAD HEARTPIERCER 20mm 14pts


Power Dice: - Neritican Warrior
Sp Me Ra Ar Ne Wn Ht
6 5+ 5+ 6+ 5+ 2 2
Regenerate (7+)
Ranged: 2D8 Melee: 1D8 Neutral

Equipment: Harpoon-gun: Range 9”, Piercing (1)

RIVERGUARD 20mm 14pts


Power Dice: - Neritican Warrior
Sp Me Ra Ar Ne Wn Ht
6 6+ 5+ 6+ 6+ 2 2
Pathfinder, Vicious
Ranged: 2D8 Melee: 1D8 Neutral

Equipment: Javelin: Range 9”, Pound


BOUNDER (1) - Use this ability when this model is
activated. Grants this model the Fly ability until the
end of the Round.

96
Warbands

THUUL MYTHICAN 20mm 26pts NAIAD LURKER 20mm 18pts


Power Dice: Neritican Spellcaster Power Dice: Neritican Support
Sp Me Ra Ar Ne Wn Ht Sp Me Ra Ar Ne Wn Ht
5 5+ 5+ 6+ 5+ 2 2 6 5+ 5+ 6+ 5+ 2 2
Inspiring Regenerate (7+), Scout
Ranged: 1D8 Melee: 2D8 Neutral Ranged: 1D8 Melee: 2D8 Neutral
Spells: Shockwave (long), Stun (short), Equipment: Trident, Net
Windblast (long)
Trident - For any hit scored with this weapon the
target model is automatically Fatigued.

Net - Break away actions from this model are made


rolling 2 dice for the armour roll rather than the
normal 1. Each failed roll causes a wound as normal.

WATER ELEMENTAL 40mm 32pts


Power Dice: - Elemental Large
Sp Me Ra Ar Ne Wn Ht
6 5+ - 4+ 4+ 4 3
Crushing Strength (2), Regenerate (6+)
Ranged: - Melee: 5D8 Neutral

Equipment: -

NAIAD CENTURION 20mm 45pts


Power Dice: Neritican Command
Sp Me Ra Ar Ne Wn Ht
6 4+ 4+ 5+ 4+ 3 2
Crushing Strength (1), Inspiring, Regenerate
(7+)
Ranged: 2D8 Melee: 4D8 Neutral

Equipment: Harpoon-gun: Range 9”, Piercing (1)


BATTLE RAGE (2) - If this model can Engage an enemy
model with a follow-up move, it may Engage that model
and initiate another Melee by using the ability to go
into a Battle Rage. This model will not get any bonus
dice for charging however. Once this second Melee has
been resolved, mark this model as Fatigued.

97
Warbands

Abyssal Dwarfs
Twisted, evil parodies of their mountain-dwelling brethren. The Abyssal Dwarfs make use of
slaves to bolster their numbers, and dark technologies to rain fire and destruction on their foes.
When the hordes of Tragar march forth, the world trembles before them. The ground shudders
under the march of thousands of slaves and soldiers, and the air shivers with the sound of
arcane weaponry and dark sorcery.

WARBAND SPECIAL ABILITY


SLAVEHOOKS (X) - Use this ability when activating an un-Engaged, standing, ABYSSAL
DWARF model in this warband. Make a free Ranged attack with the activating model with
Range 6”, (X+1)D8, Piercing (1), where X is the amount of Power used. If the attack causes
any wounds on the target enemy model, it must roll 1D8. If the result is greater than the
Speed of the model (or a natural 8), mark it as Fatigued. For example, if 2 Power were used,
the number of dice rolled would be (2+1)D8 = 3D8 dice in total.

FACTION SPECIFIC SPELLS


These spells are only available to SPELLCASTERS from the Abyssal Dwarf faction. They are
available to learn during a campaign (see page 144) or in one-off games (see page 122).

Iron Slam (long): Range: 9”, 3D8, Crushing Strength (n)


If any hits are scored, the target is picked up and slammed into the ground. The Crushing
Strength of the attack is equivalent to the number of hits scored. For example, if 2 hits
are scored, the hits have Crushing Strength (2). If any wounds are suffered, the target is
Knocked-down.

Slave to the Flame (long): Range 6”


The target suffers 1 automatic hit with Crushing Strength (3). If the model is not killed,
it MUST be the first model in its Warband to activate in the following Round. If multiple
models must act first before any others, the owning player may choose the order they are
activated. Mark the casting model as Fatigued.

SLAVE ORC 25mm 11pts BLACKSOUL 20mm 14pts


Power Dice: - Orc Grunt Power Dice: - Abyssal Dwarf Warrior
Sp Me Ra Ar Ne Wn Ht Sp Me Ra Ar Ne Wn Ht
5 5+ 7+ 5+ 6+ 2 2 4 4+ 6+ 4+ 5+ 2 2
Crushing Strength (1) Vicious
Ranged: 1D8 Melee: 2D8 Evil Ranged: 1D8 Melee: 3D8 Evil

Equipment: - Equipment: -
Stay in Line! - While within 3” of a friendly Slave Hammer and Anvil - Blacksoul models engaged
Driver model, a Slave Orc automatically passes all with the same enemy model as one or more friendly
Nerve tests. Immortal Guard have the Swarm special rule.

98
Warbands

ABYSSAL HALFBREED Cav 24pts


Power Dice: - Beast Warrior
Sp Me Ra Ar Ne Wn Ht
6 4+ 6+ 4+ 5+ 2 3
Cavalry, Smash, Vicious
Ranged: 1D8 Melee: 3D8 Evil

Equipment: -

DECIMATOR 20mm 21pts


Power Dice: - Abyssal Dwarf Warrior
Sp Me Ra Ar Ne Wn Ht
4 5+ 5+ 5+ 5+ 2 2
Vicious
Ranged: 2D8 Melee: 1D8 Evil
Equipment: Blunderbuss: Range 9”, Breath,
Piercing (1), Reload

99
Warbands

GARGOYLE 25mm 18pts


Power Dice: - Abyssal Support
Sp Me Ra Ar Ne Wn Ht
7 5+ - 6+ 6+ 2 2
Fly, Regenerate (4+), Vicious
Ranged: - Melee: 2D8 Evil

Equipment: -

MOBILE KATSUCHAN 20mm 34pts


Power Dice: - Abyssal Dwarf Support
Sp Me Ra Ar Ne Wn Ht
4 5+ 5+ 5+ 5+ 2 2
Vicious
Ranged: 1D8 Melee: 1D8 Evil
Equipment: Rocket Launcher: Range 9”, 3D8,
Piercing (1), Reload, Area Effect (2” / 1D8)

LESSER OBSIDIAN GOLEM 50mm 37pts SLAVE DRIVER 20mm 34pts


Power Dice: - Elemental Large Power Dice: Abyssal Dwarf Command
Sp Me Ra Ar Ne Wn Ht Sp Me Ra Ar Ne Wn Ht
4 5+ - 4+ 4+ 4 3 4 4+ 5+ 5+ 5+ 3 2
Crushing Strength (3), Smash, Steady Inspiring, Vicious
Ranged: - Melee: 5D8 Evil Ranged: 1D8 Melee: 3D8 Evil

Equipment: - Equipment: -
HARD AS NAILS (2) - Use this ability when the Golem Slavers Whip - Roll (X+2)D8 when using the
fails any Armour Rolls. Re-roll all the dice that failed. SLAVEHOOKS warband ability with this model. In
Any that score a 5+ will save a wound (note that addition, the target model will be Fatigued on a 4+,
exploding 8s do not apply to any dice re-rolled using regardless of its Speed stat.
this ability).

100
Warbands

Forces of the Abyss


The Abyss is a strange other-realm, populated by wicked creatures locked in an eternal battle
with each other. Whenever they are directed to fight the outside world, it is a time of woe for all
civilised races, for the Abyssals recognise no allies.
Mass incursions of the forces of the Abyss are thankfully rare, for when they do happen, the
suffering is terrible. Pouring forth in waves of demonic creatures on foot and in the air, an
Abyssal horde may only ever be stopped at great cost and after much bloodshed.

WARBAND SPECIAL ABILITY


FURY (1) – Use the ability when an ABYSSAL model Retaliates in a Melee. The ABYSSAL
model gets 2 bonus dice to attack. This special action may even be used on a model that
is already Activated and Fatigued, allowing them to Retaliate as normal, but without the
additional 2 bonus dice. This Special Ability may be used any number of times in a Round.

FACTION SPECIFIC SPELLS


These spells are only available to SPELLCASTERS from the Forces of the Abyss faction.
They are available to learn during a campaign (see page 144) or in one-off games (see page
122).

Torment (short): Range: 6”


The target must make 2 Nerve tests. For each test that is failed, the target suffers a wound
with no Armour roll possible.

Immolation (long): Range 6”


The target suffers 1 automatic hit. If a wound is caused, the target suffers another
automatic hit as the flames continue to burn. Repeat this process until the target is either
dead or the flames are put out by a successful Armour roll.

IMPS 40mm 13pts


Power Dice: - Abyssal Grunt
Sp Me Ra Ar Ne Wn Ht
6 5+ - 7+ 6+ 3 1
Stubborn, Swarm, Vicious
Ranged: - Melee: 3D8 Evil

Equipment: -

LOWER ABYSSAL 20mm 8pts


Power Dice: - Abyssal Grunt
Sp Me Ra Ar Ne Wn Ht
5 5+ - 5+ 5+ 1 2

Ranged: - Melee: 2D8 Evil

Equipment: -

101
Warbands

FLAMEBEARER 20mm 9pts


Power Dice: - Abyssal Grunt
Sp Me Ra Ar Ne Wn Ht
5 7+ 5+ 6+ 5+ 1 2

Ranged: 2D8 Melee: 1D8 Evil

Equipment: -
Firebolt - This model has a ranged attack with Range
9” and Piercing (1).

LEAPING FIREBOLT (1) - Use this ability when this


model makes a ranged attack with Firebolt. Spend 1
power to boost the range of the attack by a further
3” (from 9” to 12”). The boosted attack remains at
Piercing (1).

ABYSSAL GUARD 20mm 14pts


Power Dice: - Abyssal Warrior
Sp Me Ra Ar Ne Wn Ht
5 4+ - 4+ 5+ 2 2
Crushing Strength (1), Regenerate (6+)
Ranged: - Melee: 2D8 Evil

Equipment: -

102
Warbands

GARGOYLE 25mm 18pts


Power Dice: - Abyssal Support
Sp Me Ra Ar Ne Wn Ht
7 5+ - 6+ 6+ 2 2
Fly, Regenerate (4+), Vicious
Ranged: - Melee: 2D8 Evil

Equipment: -

SUCCUBUS LURKER 20mm 24pts


Power Dice: - Abyssal Support
Sp Me Ra Ar Ne Wn Ht
6 4+ - 6+ 4+ 2 2
Scout, Sneaky, Stealthy, Vicious
Ranged: - Melee: 3D8 Evil

Equipment: -
Fatal Attraction - While within 3” of one or more
models in a warband with this rule, enemy models
suffer a -1 modifier on their Melee attacks.

HELLEQUIN Cav 29pts


Power Dice: - Abyssal Support
Sp Me Ra Ar Ne Wn Ht
7 3+ - 4+ 4+ 3 3
6th Sense, Cavalry, Crushing Strength (1)
Ranged: - Melee: 3D8 Evil

Equipment: -

HELLEQUIN BLOOD-MASQUE Cav 42pts


Power Dice: Abyssal Command
Sp Me Ra Ar Ne Wn Ht
7 3+ - 4+ 4+ 4 3
6th Sense, Cavalry, Crushing Strength (2)
Ranged: - Melee: 3D8 Evil

Equipment: -
Expert Rider - This model can also claim the +1 Melee
attack modifier for its Cavalry special rule against
targets of equal Height, not just those of lower Height.

103
Warbands

Empire of Dust
An ancient empire punished for its hubris and fall
into chaos. The peoples of the Ahmunites are now
a nightmare that haunt the parched, unforgiving
lands of the south. Stripped of their power and
life by the Ophidians and cursed for all time, the
Ahmunite empire wages a vengeful war on both
the living and dead alike. Fuelled by hatred and
compelled by sinister necromancy, the ranks
of the Ahmunites march relentlessly across the
scorched earth.

WARBAND SPECIAL ABILITY


Entomb - During deployment, up to half of your warband’s models (rounding up) with this
special rule may be set aside and declared to be waiting in ambush under the ground. These
Entombed models can only arrive using the Attack From Below special ability. Any models
that fail to arrive by the end of the game are casualties (killed).
ATTACK FROM BELOW (X) - Use this ability once during any of your Turns. For each
Power you spend, you can place one curently Entombed model anywhere in Open Terrain
within 9” of a friendly Empire of Dust (Emp. of Dust) COMMAND model (this cannot be
a model that was itself Entombed and set up this Round) and more than 3” away from any
enemy models. Models set up this way are marked as Activated. You may still activate other
models as normal. This ability is not limited to once per Round (just once per Turn).
Deathless Bond - Unlike a normal warband, an Empire of Dust warband is not Broken
once it has less than half its models remaining. Instead, when the last COMMAND model
in an Empire of Dust warband is killed, the warband is Broken, regardless of the number of
models it has remaining.
Back from the Grave - While the warband is not broken, all standing UNDEAD models
within 6” of a friendly COMMAND model, including GRUNTS, that are reduced to zero (or
fewer) wounds, automatically get a Down But Not Out result. UNDEAD models attacked
in Melee when already Knocked-down, are removed as normal if reduced to zero (or fewer)
wounds.
Once the warband is broken however, all UNDEAD models that are reduced to zero (or
fewer) wounds, automatically get a Too Much Damage result.

FACTION SPECIFIC SPELLS


These spells are only available to SPELLCASTERS from the Empire of Dust faction. They
are available to learn during a campaign (see page 144) or in one-off games (see page 122).

Weakness (long): Range 9”, 2D8


If any hits are scored, instead of suffering a wound, the model may roll a maximum of 2D8
(including any bonus dice) for any Ranged or Melee attack it makes until the end of the
Round.
Boosted version: Costs 1 Power. As above, but in addition, any hits will halve the target’s
Sp stat (rounding down) and it may not use the Crushing Strength special rule if it has it,
until the end of the Round.

Sand Storm (long): Range 12”, 3D8, Piercing (1)


If the target suffers any wounds, they are marked as Fatigued.

104
Warbands

SKELETON 20mm 6pts SKELETON ARCHER 20mm 7pts


Power Dice: - Undead, Emp. of Dust Grunt Power Dice: - Undead, Emp. of Dust Grunt
Sp Me Ra Ar Ne Wn Ht Sp Me Ra Ar Ne Wn Ht
4 5+ 6+ 5+ 6+ 1 2 4 6+ 6+ 6+ 6+ 1 2
Entomb Entomb
Ranged: - Melee: 1D8 Evil Ranged: 1D8 Melee: 1D8 Evil

Equipment: - Equipment: Bow: Range 12”

DESERT SWARM 40mm 10pts REVENANT 20mm 10pts


Power Dice: - Emp. of Dust, Beast Grunt Power Dice: - Undead, Emp. of Dust Warrior
Sp Me Ra Ar Ne Wn Ht Sp Me Ra Ar Ne Wn Ht
6 7+ - 7+ 4+ 2 1 4 5+ - 4+ 6+ 2 2
Swarm, Vicious Entomb
Ranged: - Melee: 2D8 Evil Ranged: - Melee: 2D8 Evil

Equipment: - Equipment: -
THEY’RE INSIDE MY ARMOUR! (2) - You may use
this ability when the Desert Swarm attacks a model
in Melee and gets one or more hits. The target cannot
make any Armour Rolls to save against these hits.
ENSLAVED GUARDIAN 40mm 44pts
Power Dice: - Emp. of Dust Large, Spellcaster

SAND WRAITH 20mm 23pts Sp Me Ra Ar Ne Wn Ht

Power Dice: - Undead, Emp. of Dust Support 5 5+ 6+ 4+ 4+ 5 3

Sp Me Ra Ar Ne Wn Ht Crushing Strength (2), Parry

6 4+ - 4+ 5+ 2 2 Ranged: - Melee: 5D8 Evil

Crushing Strength (1), Entomb, Fly, Stealthy Spells: Windblast (long)


Ranged: - Melee: 2D8 Evil Djinn Unleashed - When this model is killed, all
other models within 3” (friend and foe!) must make an
Equipment: - Armour roll to avoid suffering a wound.

105
Warbands

REVENANT CHAMPION 20mm 26pts PHAROAH’S CHAMPION 20mm 48pts


Power Dice: Undead, Emp. of Dust Support Power Dice: Undead, Emp. of Dust Command
Sp Me Ra Ar Ne Wn Ht Sp Me Ra Ar Ne Wn Ht
4 4+ - 4+ 5+ 3 2 5 3+ 5+ 4+ 4+ 4 2
Crushing Strength (1), Entomb Crushing Strength (2), Inspiring, Regenerate (6+)
Ranged: - Melee: 3D8 Evil Ranged: 1D8 Melee: 4D8 Evil

Equipment: - Equipment: -
Directed Effort - Other Emp.of Dust Skeletons and CURSE (1) - You may use this ability when an enemy
Revenants in this warband add +1 bonus die to their model that inflicts one or more unsaved wounds on
Range and Melee attack rolls while involved in any type the Pharoah’s Champion. The enemy model is marked
of Group Action with the Revenant Champion. as Cursed until the end of the Round. Cursed models
suffer a -1 penalty on all their attack, armour and nerve
rolls. This is not cumulative with other sources of
Curse but is with other applicable modifiers.

106
Warbands

Goblins
Small, unpleasant and spiteful, Goblins are often written off by those who know no better as
simply the weaker serving class of the Orc race. In fact, Goblins are utterly separate from Orcs,
being not only smaller and less imposing but also far cleverer and more dexterous. They might
not beat you in a straight fight, but to underestimate even a small force of Goblins would be a
grave mistake.

WARBAND SPECIAL ABILITY


FLEE! (1) - When an enemy model declares the intention to Engage a GOBLIN model, the
GOBLIN model may elect to Flee unless it is already activated, Fatigued or Engaged. If
the GOBLIN elects to FLEE, it moves before, and directly away from, the enemy model as
far as possible up to its Speed following the normal movement rules. It is then marked as
Fatigued. If the enemy model can no longer reach the GOBLIN to Engage it, it may perform
a Walk action (if it hasn’t already) and then its activation is over. This special ability is not
limited to one use per Round.

FACTION SPECIFIC SPELLS


These spells are only available to SPELLCASTERS from the Gobin faction. They are
available to learn during a campaign (see page 144) or in one-off games (see page 122).

Slink (short): Range 6”, 1D8


Target a friendly, model with a -1 modifier on the roll. If a hit is scored, instead of suffering
a wound, the target model removes any Activation counter on it and can be activated again
this Round in a later Turn.

Shrivel (short): Range 9”, 2D8


For each hit scored, the target suffers a -1 modifier to any Melee or Ranged attack it makes
until the end of the Round.
Boosted version: Cast as a long action instead. The spell rolls 3D8 rather than 2D8.

RABBLE 20mm 8pts


Power Dice: - Goblin Grunt
Sp Me Ra Ar Ne Wn Ht
5 5+ 7+ 5+ 6+ 1 2
Sneaky, Swarm
Ranged: 1D8 Melee: 1D8 Evil

Equipment: May take a Spear for +1pt


Spear - Models with spears not Engaged with an enemy
model but within 2” of a friendly model that is, grant
the Engaged model one bonus die for its Melee attacks.
Only 1 bonus die may be given to a model in this way,
regardless of the number of spears in range. Models
with spears participating in a Group Charge Action to
do not have to engage enemy models but must end their
move within 2” of a model in the group that is engaged.

107
Warbands

SPITTER 20mm 8pts LUGGIT 20mm 10pts


Power Dice: - Goblin Grunt Power Dice: - Goblin Warrior
Sp Me Ra Ar Ne Wn Ht Sp Me Ra Ar Ne Wn Ht
5 6+ 6+ 6+ 6+ 1 2 5 5+ 6+ 5+ 6+ 2 2
Scout Sneaky
Ranged: 2D8 Melee: 1D8 Evil Ranged: 1D8 Melee: 2D8 Evil

Equipment: Bow: Range 12” Equipment: -

MAWBEAST Cav 19pts


Power Dice: - Beast Support
Sp Me Ra Ar Ne Wn Ht
7 5+ - 6+ 5+ 2 2
Vicious
Ranged: - Melee: 3D8 Evil

Equipment: -
HOWL! (1) - Use when the model activates or after it
has finished its actions. Any friendly, non-Fatigued
and non-activated Mawbeasts within 6” of this model
can immediately make a Walk action directly towards
this model without being marked as activated. An
individual Mawbeast can only Howl! once per Round.

108
Warbands

TROLL 40mm 34pts BANGGIT 20mm 28pts


Power Dice: - Troll Large Power Dice: - Goblin Support
Sp Me Ra Ar Ne Wn Ht Sp Me Ra Ar Ne Wn Ht
6 5+ - 4+ 4+ 4 3 6 6+ 5+ 6+ 5+ 2 2
Crushing Strength (2), Pound, Regenerate (6+) Dodge, Sneaky
Ranged: - Melee: 5D8 Evil Ranged: 2D8 Melee: 1D8 Evil

Equipment: - Equipment: Dodgy Grenades: Range 6”, Piercing


(2), Area Effect (2” / 1D8)
Vicious Swipe - When attempting to Break Away from
a Troll, enemy models have a -1 modifier when they Dodgy Grenades - When making a ranged attack, first
make their Armour Save roll. roll 1D8. On the roll of 1, the grenande fails to explode
and no further dice are rolled. Otherwise, the attack
proceeds as normal.

WIZ 20mm 29pts


Power Dice: Goblin Spellcaster
Sp Me Ra Ar Ne Wn Ht BIGGIT 20mm 37pts
5 6+ 5+ 6+ 3+ 3 2 Power Dice: Goblin Command
Inspiring Sp Me Ra Ar Ne Wn Ht
Ranged: 1D8 Melee: 1D8 Evil 5 4+ 5+ 5+ 5+ 3 2

Spells: Stun (short), Zap (short) Crushing Strength (1), Inspiring, Sneaky
CACKLE! (1) - Use when the model activates. The Ranged: 2D8 Melee: 3D8 Evil
model may cast the same spell twice this Turn if it has
enough actions. Equipment: -

109
Warbands

Nightstalkers
The Nightstalkers are the dreams, nightmares, fears and horrors of mortals become manifest.
They lurk in the shadows and feed on the most powerful of mortal emotions - fear, hatred and
pride. Nightstalker shadow-hosts burst forth into reality: a gibbering, cacophonous explosion of
fear wreathed in the purple lightning of the portal. The baying of spectral hounds goes before
the ravenous host, while the soul-rending screams of heartless Banshees chills their foe to the
bone.

WARBAND SPECIAL ABILITY


DREAD (1) - Nominate any one of your Nightstalker models on the table that is not
Fatigued. Pick one enemy model within 3” of the nominated Nightstalker. This model must
immediately make a Nerve test with a -1 modifier. If the test if failed the model is marked
as Activated. Any rules that apply to Nerve tests (e.g. Inspiring) can be used normally. This
ability may be used once in each Nightstalker Turn, and is not limited to one use per Round.

FACTION SPECIFIC SPELLS


These spells are only available to SPELLCASTERS from the Nightstalker faction. They are
available to learn during a campaign (see page 144) or in one-off games (see page 122).

Horrify (short): Range 6”


No dice roll is necessary and LOS is not required to the target. The target model must
immediately make a Fallback Check with a -1 modifier.
Boosted version: Cast as a long action instead. As above, but the modifier is increased to -2
and a failure cannot be re-rolled for any reason.

Fear the Darkness (long): Range 12”, 1D8


LOS to the target is not required. If a hit is scored, instead of taking any wounds, the target
is marked as both Activated and Fatigued and must then make a Nerve test. If it is failed,
the target is Knocked-down.

NEEDLEFANGS 40mm 11pts


Power Dice: - Beast, Nightstalker Grunt
Sp Me Ra Ar Ne Wn Ht
6 5+ - 6+ 4+ 2 1
Bloodlust, Stealthy, Swarm
Ranged: - Melee: 2D8 Evil

Equipment: -

SCARECROW 20mm 8pts


Power Dice: - Nightstalker Grunt
Sp Me Ra Ar Ne Wn Ht
5 6+ - 6+ 4+ 1 2
Mob Assault, Stealthy
Ranged: - Melee: 1D8 Evil

Equipment: -

110
Warbands

PHANTOM 20mm 14pts


Power Dice: - Nightstalker Warrior
Sp Me Ra Ar Ne Wn Ht
5 5+ - 5+ 4+ 2 2
Fly, Stealthy, Vicious
Ranged: - Melee: 2D8 Evil

Equipment: -

HORROR 20mm 12pts


Power Dice: - Nightstalker Warrior
Sp Me Ra Ar Ne Wn Ht
5 6+ - 4+ 4+ 2 2
Stealthy
Ranged: - Melee: 2D8 Evil

Equipment: -
Bane Chant - Friendly NIGHTSTALKER models (but
not the model itself) have the Vicious special rule while
within 6” of this model.

111
Warbands

REAPER 20mm 16pts


Power Dice: - Nightstalker Warrior
Sp Me Ra Ar Ne Wn Ht
5 5+ - 5+ 3+ 2 2
Crushing Strength (1), Stealthy
Ranged: - Melee: 3D8 Evil

Equipment: -

SHADOWHOUND Cav 22pts


Power Dice: - Beast, Nightstalker Support
Sp Me Ra Ar Ne Wn Ht
7 5+ - 5+ 4+ 3 2
Bloodlust, Regenerate (6+), Stealthy
Ranged: - Melee: 2D8 Evil

Equipment: -

REAPER SOULDRINKER 20mm 25pts


Power Dice: Nightstalker Command
Sp Me Ra Ar Ne Wn Ht

BUTCHER 40mm 33pts 5 5+ - 4+ 3+ 2 2

Power Dice: - Nightstalker Large Crushing Strength (1), Stealthy

Sp Me Ra Ar Ne Wn Ht Ranged: - Melee: 2D8 Evil

6 5+ - 4+ 3+ 4 3 Equipment: -
Crushing Strength (2), Pound, Stealthy Soul Thirst (short) - Use as an action. Friendly
NIGHTSTALKER models (but not the model itself),
Ranged: - Melee: 4D8 Evil while within 6” of this model, gain 1 bonus die for any
Melee attack they make until the end of the current
Equipment: - Round.

112
Warbands

Orcs
Orcs live for war in a quite literal sense, having been bred for that very purpose by the
machinations of an evil god. Over the centuries, they have developed neither culture nor
civilisation, busy as they are locked in eternal battle with anything in reach, including each
other. Orcs thankfully spend so much time fighting each other that they rarely gather in enough
force to truly threaten the civilised races of the world. When such a gathering does occur
though, it is nigh unstoppable.

WARBAND SPECIAL ABILITY


GREEN TIDE (2) - Group Charge Action. Until the end of the Turn, all members of the
group of Race ORC gain Crushing Strength (1) or increase their Crushing Strength by one if
they already have this special rule.

FACTION SPECIFIC SPELLS


These spells are only available to SPELLCASTERS from the Orc faction. They are available
to learn during a campaign (see page 144) or in one-off games (see page 122).

Green Rage (short): Range 12”, 1D8


Target a single friendly, non-Fatigued, un-Activated and un-Engaged model. If a hit is
scored, the model suffers no wounds but must make an immediate Run move to Engage an
enemy model. A free Melee attack will be granted for a qualifying Charge Action as normal.
Resolve the attack as normal and then mark the model that Ran as Fatigued (not Activated)
before continuing with the caster’s Turn. If an enemy model cannot be Engaged, the target
model will Walk towards the closest enemy model instead.

God-fuel (long)
Roll 4D8. For each 6+ rolled, remove a Fatigue counter
from a friendly model within 6” of the caster. The
caster is then marked as Fatigued.

ORCLINGS 40mm 10pts


Power Dice: - Orcling Grunt
Sp Me Ra Ar Ne Wn Ht
6 4+ - 7+ 7+ 2 1
Swarm, Vicious
Ranged: - Melee: 2D8 Evil

Equipment: -

AX 25mm 12pts
Power Dice: - Orc Grunt
Sp Me Ra Ar Ne Wn Ht
5 4+ 7+ 5+ 5+ 2 2
Crushing Strength (1)
Ranged: 1D8 Melee: 2D8 Evil

Equipment: -

113
Warbands

MORAX 25mm 22pts GREATAX 25mm 16pts


Power Dice: - Orc Warrior Power Dice: - Orc Warrior
Sp Me Ra Ar Ne Wn Ht Sp Me Ra Ar Ne Wn Ht
5 3+ - 7+ 4+ 3 2 5 4+ 7+ 6+ 5+ 2 2
Crushing Strength (1), Vicious Crushing Strength (2)
Ranged: - Melee: 3D8 Evil Ranged: 1D8 Melee: 3D8 Evil

Equipment: - Equipment: -
FRENZY (1) - Use this ability to gain 2 bonus
dice when this model makes a Melee attack (not a
Retaliation). Spend the power before rolling any dice.
Cannot be used in conjunction with the normal use of
Power to gain a bonus dice for a roll.

GORE RIDER Cav 24pts


Power Dice: - Orc Support
Sp Me Ra Ar Ne Wn Ht
7 4+ - 5+ 5+ 2 3
Cavalry, Crushing Strength (1), Smash
Ranged: - Melee: 3D8 Evil

Equipment: -
GORE (1) - Use this ability when making a Melee
attack with this model. The model has the Bloodlust
special rule until the end of its Turn. However, it gains
2 bonus dice instead of 1 if the target model is already TROLL 40mm 34pts
wounded.
Power Dice: - Troll Large
Sp Me Ra Ar Ne Wn Ht
6 5+ - 4+ 4+ 4 3
Crushing Strength (2), Pound, Regenerate (6+)
Ranged: - Melee: 5D8 Evil

Equipment: -
Vicious Swipe - When attempting to Break
Away from a Troll, enemy models have a
-1 modifier when they make their Armour
Save roll.

114
Warbands

GOD SPEAKER 25mm 28pts KRUDGER 25mm 45pts


Power Dice: - Orc Spellcaster Power Dice: Orc Command
Sp Me Ra Ar Ne Wn Ht Sp Me Ra Ar Ne Wn Ht
5 5+ 4+ 6+ 4+ 3 2 5 3+ 7+ 4+ 4+ 4 2
Headstrong Crushing Strength (1), Inspiring, Vicious
Ranged: 1D8 Melee: 2D8 Evil Ranged: 1D8 Melee: 4D8 Evil

Spells: Fireball (short), Mind Storm (long) Equipment: -


SAVAGE (1) - If the Krudger fails to kill a model in
Melee, the enemy model is Knocked-down. Use the
ability after armour rolls are made. Cannot be used on
LARGE models.

115
Warbands

Undead
The dead do not rest easy in Mantica, for there are those who would use them as macabre
puppets to fulfil their own mortal ends. Skeletal foot troops and cavalry shamble onwards in a
relentless tide, overwhelming any who stand in their path.
Even the bravest of men will blanch in terror at the sight of an Undead horde. Legions of
foulness advance in horrifying silence, destroying all that they see before them without mercy
or restraint. And then, the greatest horror of all, the recently dead rise up on the invisible
strings of their necromantic masters to turn on those they called friends and comrades.

WARBAND SPECIAL ABILITY


SURGE (2) - Nominate a model with the COMMAND type in the Undead warband. All
friendly undead WARRIOR and GRUNT models within 9” of the nominated COMMAND
model may immediately make a free Walk action, even if they have already activated this
Round or are Fatigued.
Deathless Bond - Unlike a normal warband, an Undead warband is not Broken once it
has less than half its models remaining. Instead, when the last COMMAND model in an
Undead warband is killed, the warband is Broken, regardless of the number of models it has
remaining.
Back from the Grave - While the warband is not broken, all standing UNDEAD models
within 6” of a friendly COMMAND model, including GRUNTS, that are reduced to zero (or
fewer) wounds, automatically get a Down But Not Out result. UNDEAD models attacked
in Melee when already Knocked-down, are removed as normal if reduced to zero (or fewer)
wounds.
Once the warband is broken however, all UNDEAD models that are reduced to zero (or
fewer) wounds, automatically get a Too Much Damage result.

FACTION SPECIFIC SPELLS


These spells are only available to SPELLCASTERS from the Undead faction. They are
available to learn during a campaign (see page 144) or in one-off games (see page 122).

Curse of Ages (long)


No dice roll required. Until the end of the Round, all enemy models within 6” of the caster
suffer a -1 modifier to all their Melee and Ranged attacks. Mark the caster as Fatigued.

Ectoplasmic Blast (long): Range 9”, 1D8, Breath, Piercing (1)

GHOUL 20mm 9pts


Power Dice: - Undead Grunt
Sp Me Ra Ar Ne Wn Ht
6 5+ - 6+ 4+ 1 2
Dodge
Ranged: - Melee: 2D8 Evil

Equipment: -

116
Warbands

ZOMBIE 20mm 6pts


Power Dice: - Undead Grunt
Sp Me Ra Ar Ne Wn Ht
4 6+ - 7+ 6+ 1 2
Mob Assault
Ranged: - Melee: 1D8 Evil

Equipment: -

SKELETON 20mm 6pts


Power Dice: - Undead Grunt
Sp Me Ra Ar Ne Wn Ht
4 6+ - 5+ 6+ 1 2

Ranged: - Melee: 1D8 Evil

Equipment: -

SKELETAL DOG PACK 40mm 9pts


Power Dice: - Beast, Undead Grunt
Sp Me Ra Ar Ne Wn Ht
5 6+ - 5+ 6+ 2 2
Swarm, Vicious
Ranged: - Melee: 2D8 Evil

Equipment: -

REVENANT 20mm 10pts


Power Dice: - Undead Warrior
Sp Me Ra Ar Ne Wn Ht
4 5+ - 4+ 6+ 2 2

Ranged: - Melee: 2D8 Evil

Equipment: -

117
Warbands

WRAITH 20mm 20pts WEREWOLF 40mm 33pts


Power Dice: - Undead Support Power Dice: - Undead Large
Sp Me Ra Ar Ne Wn Ht Sp Me Ra Ar Ne Wn Ht
7 5+ - 3+ 6+ 2 2 7 4+ - 4+ 4+ 4 3
Crushing Strength (1), Fly Bloodlust, Crushing Strength (2), Vicious
Ranged: - Melee: 2D8 Evil Ranged: - Melee: 4D8 Evil

Equipment: - Equipment: -

NECROMANCER 20mm 39pts


Power Dice: Undead Command, Spellcaster
Sp Me Ra Ar Ne Wn Ht
5 6+ 5+ 5+ 5+ 3 2

Ranged: 1D8 Melee: 1D8 Evil


Spells: Heal (short), Lightning Bolt (long), Raise
Dead (long), Shield (short)
Raise Dead (long) - Place a new Skeleton model (not an
Archer) anywhere within 3” of the Necromancer (and
more than 1” from any enemy models). Mark the new
model as Activated. The newly raised Skeleton is now a
member of the warband for the duration of the current
game only.

118
119
Equipment

BASIC EQUIPMENT LISTS


The following list details the basic equipment and they must be of different Types. GRUNTS
items that are available to players to purchase may only be given a single Common item.
in one-off games or for those playing in BEASTS may not be given any equipment.
Campaigns (see page 131) and the effect each
one has on the model with the item while they Only Common equipment items may be
have it. In a Campaign, if an instruction is duplicated within a Warband for a game, Rare
given to randomly select equipment, use the items may not be. In a Campaign, a Company
dice result in this table to determine the items may only have one of each Unique item.
found. Warbands in one-off games may not purchase
Unique items.
When assembling a Warband, equipment has a
points value and is paid for just like a model. Items listed as Single
Use are permanently
Models may be equipped with a maximum discarded once used.
of 2 different pieces of extra equipment (in
addition to any already listed on their cards)

Common Items Campaign Price: 2 CG each


D88
Name Type Rules Points Notes
Roll
Models with spears not Engaged with an
enemy model but within 2” of a friendly
model that is, grant the Engaged model
one bonus die for its Melee attacks. Only 1
bonus die may be given to a model in this
11-18 Spear Melee way, regardless of the number of spears in 2
range. Models with spears participating in
a Group Charge Action to do not have to
engage enemy models but must end their
move within 2" of a model in the group that
is Engaged.
A model with this item may discard it
during its activation to Roll a die. On a 4+,
21-28 Bandages Sundries 2 Single Use
recover 1 Wound the model has previously
suffered.
Use this item to re-roll any one die for any Use once per
31-34 Lucky Charm Magic 1
roll made by this model. game.
When this item is used, the model gains
Piercing (1) or adds +1 to its Piercing value
35-38 Bodkin Arrow Sundries 2 Single Use
when making a Ranged attack with this
ammunition (excluding spells).
When this item is used, the model gains a
41-44 Sheaf of Arrows Sundries bonus die when making a Ranged attack 2 Single Use
with this ammunition (excluding spells).
The model gains Crushing Strength (1) or
45-52 Heavy Weapon Melee adds +1 to its Crushing Strength value when 3
making a Melee attack with this weapon.
Bow/Light-
53-62 Ranged Range 12” 2
crossbow
Cannot be taken
The model gains +2 Sp to a maximum of 8, by LARGE
+1 Height and the Cavalry special rule. The
63-68 Common Mount Mount 5 models or those
model’s base size becomes Cav. Models lose with the Cavalry
the Fly special rule while using a Mount. special rule.

71-74 Crossbow Ranged Range 12”. Piercing (1), Reload. 2

Cannot be
75-78 Large Shield Armour The model has the Defender special rule. 3 taken by
SPELLCASTERS
Crude Throwing
81-84 Ranged Range 6” 1
Knife
The model has the Sneaky special rule when
85-88 Wicked dagger Melee 1
making a Melee attack with this item.

120
Equipment

Rare Items Campaign Price: 4 CG each


D8
Name Type Rules Points Notes
Roll
A model with this item may discard it
1 Healing Herbs Sundries during its activation to recover 1 Wound the 3 Single Use
model has previously suffered.
A model with this item may discard it when
2 Battle Potion Sundries 3 Single Use
making a Melee attack to gain 2 bonus dice.
When this item is used, the model may Run
3 Potion of Haste Sundries as a short action and has the Pathfinder 2 Single Use
special rule until the end of the Turn.

4 Long Bow Ranged Range 15” 3

Potion of A model with this item may discard it to


5 Sundries 2 Single Use
Concentration automatically pass a Nerve test.
Blade of When Retaliating, the model has a +1
6 Melee 4
Slashing modifier to its Melee attacks.
The model gains +2 Sp to a maximum of Cannot be taken
8, +1 Height, +1 Wound and the Cavalry by LARGE
7 Rare Mount Mount special rule. The mode’s base size becomes 8 models or those
Cav. Models lose the Fly special rule while with the Cavalry
using a Mount. special rule.
Marksman’s
8 Ranged Range 15”. Piercing (1), Marksman, Reload. 6
Rifle

Unique Items Campaign Price: 8 CG each


D8
Name Type Rules Points Notes
Roll
A model with this item may discard it
1 Healing Potion Sundries during its activation to recover up to 3 5 Single Use
Wounds the model has previously suffered.
Holy Hand Range 6”, Piercing (2), Area Effect [2”, 2D8,
2 Ranged 8
Grenades Piercing(1)]
Ophidian Book Add 3” to the range of any spells this model SPELLCASTERS
3 Magic 8
of Secrets casts that have a printed [Range x”] value. only
Firescorch Use once per
4 Ranged Range 9”, Breath, Piercing (2). 6
scroll game.
A model with this item may use it during its
activation. Until the end of the Round, this
Helm of Use once per
5 Magic model and all within 9” of it automatically 8
Command game.
pass any Nerve tests they are required to
make.
Cannot be taken
by LARGE
Wings of
6 Magic The model has the Fly special rule. 10 models or those
Honeymaze with the Cavalry
special rule.
The model gains +2 Sp to a maximum of LARGE models
8, +1 Height, +1 Wound and the Cavalry with this item
special rule. In addition, the models gains have a 50mm
7 Battle Mount Mount an extra 2D8 for its Melee attacks and has 15 base. Cannot be
the Pound special rule. The mode’s base size taken by models
becomes Cav. Models lose the Fly special with the Cavalry
rule while using a Mount. special rule.
A model with this item has the Sneaky,
Cloak of the Stealthy and Dodge special rules. In
8 Magic 10
Chameleon addition, it may re-roll failed Armour rolls
when making Break Away actions.

In the future, additional or extended equipment lists may be provided as well as equipment
reference cards. If cards are being used and equipment is to be randomly selected, all the
appropriate cards can be shuffled and dealt as an alternative to rolling on a table.

121
Spellbook

VANGUARD ADVANCED
SPELLBOOK
Magic permeates through all things in Mantica
and is bound up with each of its races in one
fashion or another. The scribes in the great
colleges of Basilea and the Elven kingdoms
have recorded that magic flows in four major
currents or strands they call “Stratum”.
The spells categorised as being in the
Universal strand have been outlined already
in the Basic Spellbook. The other major
strands are classified as Noble, Primordial and
Corrupt.
In a one-off game, SPELLCASTERS can get
access to advanced spells as follows:
• A SPELLCASTER may swap ONE of the
spells on its card with ONE of its faction
specific spells for free OR
• A SPELLCASTER may purchase an
additional spell for 10 points. This can
be any one of their faction specific or
advanced spellbook spells permitted
based on their faction alignment.
During a campaign, SPELLCASTERS will learn
new spells from their faction spells or the
advanced spellbook as they gain experience.

Spells & Alignment


Factions have an Alignment, and this dictates
which strands of magic, and spells they have
access to.
SPELLCASTERS are only permitted access to
spells based on their faction’s Alignment as
follows:
• Those of Good Alignment may learn and
use Noble spells. In a campaign they may
learn ONE Primordial spell.
• Those of Neutral Alignment may learn
and use Priordial spells. In a campaign
they may learn ONE Noble or Corrupt
spell.
• Those of Evil alignment may learn and
use Corrupt spells. In a campaign they
may learn ONE Primordial spell.

122
Spellbook

Noble Spells
When rolling randomly to learn a spell, use
the following table:
1-2: Dazzle
3-4: Deteriorate
5: Transpose
6: Blur
7: Teleport
8: Chain Lightning

Dazzle (short): Range 9”, 2D8


If any hits are scored, the target is considered
blinded. For the remainder of the Round, it
cannot make any Ranged attacks and rolls
1 less die when making Melee attacks. The
target doesn’t suffer any wounds.

Boosted version: Cast as a long action


instead. As above, but in addition each
attack made against the model counts as
being made from the rear arc. Blur (short): Range 9”, 1D8
Target a friendly model. If any hits are scored,
the model cannot be targeted directly by any
Deteriorate (long): Range 6”, 2D8 other Ranged attacks from any source for the
May be targeted against enemy models that remainder of the Round. The target doesn’t
are Engaged. For each 6+ scored, the target’s suffer any wounds.
Ar stat is increased by 1 until the end of the
Round (e.g. 4+ becomes 5+). Teleport (long): Range 6”, 1D8
Target a friendly, un-Engaged model of Height
Boosted version: Cost 2 Power. As above, 2 or less and roll a single die. On a score of
but for each 5+ scored, the target’s Ar 4+, pick up and replace the model anywhere
stat is increased by 1 until the end of the within 6” of the casting model facing a
Round. direction of your choosing. The target model
must now take a Nerve test. If failed, the
Transpose (long): Range 6” target model is marked as Fatigued.

No dice roll is required. The caster and one


Boosted version: Cost 2 Power. As above
friendly model that is not engaged within 6”
but the caster may target an enemy model
of the caster swap places. They may be placed
instead. Your opponent may choose the
facing any direction but otherwise must be put
facing of any of their teleported models.
exactly in the other model’s position (or as
close as possible, base-size permitting). Both
models are marked as Activated. Chain Lightning (long): Range 9”,
2D8, Piercing (2)
Boosted version: Cost 2 Power. As above, If any wounds are suffered by the target,
but the friendly model being swapped is choose another un-Engaged enemy model
not marked as Activated unless it already within 3” of the target and roll to attack again.
is. The caster is still marked as Activated Repeat this process until there are no eligible
as normal. models. Each model can only be attacked once
from a single casting of this spell. Targets
beyond the first may be outside LOS of the
casting model but must in LOS from the
previous target.

123
Spellbook

Tanglefoot (long): Range


12”, 2D8
If any hits are scored, the target is
instead ensnared in thick and fast growing
brambles. The model must spend a long
action on its next activation (or as soon as it
can) to free itself. It cannot perform any other
action until it does so. While entangled, the
model loses 1 die from any Melee or Ranged
attack it makes and all attacks against it are
considered to be from its rear arc. The target
doesn’t suffer any wounds.

Veiling Fog (long): Range 12”


Choose a friendly model within 12” of the
caster. No dice roll is required. For the
remainder of the Round, when shooting at this
model, attacking models count their Ra value
as 2 higher when rolling for hits (including
casting spells).

Nature’s Cloak (short)


Cast on self. No dice roll is required. The
casting model cannot be the target of any

Primordial Spells Ranged attacks or be Engaged by any new


models for the remainder of the Round.
When rolling randomly to learn a spell, use
the following table:
Brisk Work (short): Range: 9”
Target a friendly model that is not Knocked-
1-2: Waterlogged down and is un-Engaged. No dice roll is
3-4: Tanglefoot required. That model may immediately take
5: Veiling Fog a Walk action for free, even if it is already
Activated and/or Fatigued.
6: Nature’s Cloak
7: Brisk Work Stoneskin (long): Range 9”
8: Stoneskin No dice roll is required. Place a spell effect
counter on any friendly model within 9” of
Waterlogged (long) the caster. This model may discard the counter
Place a 6” diameter piece of Height 0 Difficult at any time in the Round to automatically save
Terrain in base contact with the caster. The one hit against it. The counter is removed at
terrain piece remains in place until the model the end of the Round if not used.
casts the same spell again, in which case it is
move to a new position. Boosted version: Costs (n) Power
(maximum of 2). For each Power spent,
the model may add an additional counter
to the one granted in the regular version
of the spell. Each counter grants an
automatic save to the model to be used
when spent as above.

124
Spellbook

Summon Familiar (short)


Corrupt Spells Cast on self. No dice roll required. Place a
When rolling randomly to learn a spell, use suitable counter or model to represent the
the following table: familiar next to the casting model (within
1”) as a reminder (it has no physical effect
1-2: Lure on the game). In a subsequent Round, the
3-4: Shatter familiar may be removed (spent) to improve
the caster’s Ra stat by 2 for the next spell it
5: Malevolence casts (for example Ra 5+ becomes Ra 3+). A
6: Possesion caster may only have one summoned familiar
at a time.
7: Summon Familiar
Nightfall (short)
8: Nightfall
No dice roll is required. For the remainder of
Lure (long): Range 6” the Round, while within 3” of the caster, all
The player nominates a point on the board models gain the Stealthy special rule.
within 6” of the casting model and places a
counter there no larger than 25mm diameter Boosted version: Cast as a long action
(a coin is suitable). The marker cannot be instead. As above, but the area is
placed touching a model or Impassable increased to 6”.
Terrain.
When an un-Engaged enemy model that is
within 6” of the marker and has LoS to it is
activated, it must make a Nerve test. If the
test is failed, the first action the model must
take is a Walk action directly towards the
counter. The model will move around other
models so as not to Engage them. Move the
model as far as it can go. If a model must also
make a Fallback Check, this is made instead
and the test for the Lure is not required.
The marker is removed in the End Phase.

Shatter (long): Range 3”, 1D8


If the target model is hit, no wounds are
caused. Instead, the target model’s Ar stat is
increased by 1 (to a maximum of 8+) for the
remainder of the game. Multiple castings on
the same model will not have a cumulative
effect.

Malevolence (long): 1D8


If a hit is scored, all enemy models within 6”
of the caster must make an Armour roll to
avoid talking a wound.

Possession (long): Range 9”, 1D8


Target an un-Activated enemy model. If the
target model is hit, no wounds are caused.
Mark the model with a counter instead as
a reminder. When the model is Activated
roll a die. On a 6+, you can choose what the
model does for its first short action, including
attacking models in its own warband. The
marker is then removed and the model may
finish its Turn as normal. On a 5 or less,
simply remove the marker.

125
CAMPAIGNS

126
Campaigns

Campaigns allow players to link individual


games of Vanguard into a larger narrative that
chronicles the adventures of their Warband
members’ lives and trials. Campaigns can take
a bit of work, but a fun and exciting campaign
can be very rewarding, and will likely feature
in your gaming group’s conversations for years
to come!
Players who have Kings of War armies,
can also combine both games into a bigger,
more involved narrative story arc where the
adventures of the Warbands skirmishing over
strategic ground, ambushing enemy raiding
parties or destroying enemy supplies can
influence the larger battles – for better or for
Campaign Terms
worse! As well as using the normal rules, campaigns
need to more closely define a few terms and
Mantica is a dangerous place, but it is also add a couple of extra ones:
filled with great opportunities. The land may
be razed by the passing of great armies, but Vanguard Company
often critical infrastructure, supplies and
valuable items remain intact and left behind. This is your overall force of models. Think of
Warbands will have their own missions to this as your extended base camp where all the
perform, whether it is containing a threat, resources you have are collected. You will not
releasing a prisoner, assassinating an enemy have everything available at once, and this
general or stealing the enemy’s plans. As your more accurately reflects the difficulties in
Warband becomes more and more successful maintaining logistics and supply lines in the
in achieving their goals, they will encounter midst of a protracted campaign.
many useful abandoned items, artefacts and However, you will be able to tailor what
equipment to retrieve and make use of. resources you do have for specific missions –
Warriors in a Warband become adept at at least to an extent.
salvaging what they find and are sometimes
boosted by the occasional lucky find of a Supply Caravan
rare or magical item. While resupply and
This is the collection of items and equipment
intelligence from the army’s general is
gathered over the course of a campaign.
possible, it cannot always be relied upon as
Supplies are bought using Campaign Gold (see
supply lines are cut and communications are
below) found on the battlefield, or recovered
disrupted. Warbands learn to operate on their
during the Forage & Explore phase (see page
own, often far ahead or far afield from their
145). These are the only items that you can
army’s base camp. Such a life can be gruelling
choose from to take with you on a mission
and cruel, but the survivors become grizzled
when you muster a Warband.
veterans and opponents to be feared.
Warband
This is the specific group of models and
items that undertake each scenario, chosen
from your overall Vanguard Company and
with equipment from the Supply Caravan.
Unlike a standard game, during a campaign
you must draw the models and items from
your Vanguard Company and Supply Caravan
rather than simply building any force you
like. This makes campaign forces different to
those built for one-off games – they are a crew
of individuals selected for their skills for a
particular mission and drawn from the wider
Vanguard Company.

127
Campaigns

Starting a Campaign
Before beginning your campaign, your group
will need to make a few decisions around
the kind of campaign they want to play.
Campaigns can be as complex or as simple
as the players prefer, with some groups
Campaign Gold making elaborate territory maps for armies
Campaign Gold, or CG, is the currency of and Warbands to fight over, or a branching
Vanguard campaigns. It represents a range narrative decision-tree with an over-arching
of resources such as money collected, secrets plot that evolves as players win or lose games.
found or stolen, and reputation (or infamy)
earned among the armies fighting in the wider
campaign. They are earned through winning
games or exploring between games, and are
spent on new equipment, models and other Game 1:
supplies.
Recover the Plans

On your roster sheet, you will have two


spaces for Total CG, and Unspent CG. Total
CG is a record of all CG earned throughout Game 2:
the campaign, and only ever increases; this Light the Beacon
may be used by some campaign organisers to
track progress, or simply for bragging rights!
Unspent CG rises and falls as CG is earned
and spent. Player A wins Player B wins
or Draw
Retinue
This is the name given to the core group
of specialists and heroes that form the Game 3: Game 3:
leadership team of your Vanguard Company The Power Stones Capture the Portal
and Warband. Having a Retinue really helps
develop your Company and the characters
within it.
Game 4: Game 4:
The Retinue represents a variety of roles that Kill the Commander Burn the Stores
can be assigned to your models that will offer
them the chance to select unique abilities and
receive experience for specific actions as they
progress.
CONCLUSION
More details on choosing your Retinue can be
found on page 132.

Company Roster Sheet Here’s an example of a very simple campaign


The roster is a record of all the models and story tree for 2 players. It has one branching
items that make up your Vanguard Company, point which determines the following games that
specific Warbands and Supplies. Individual are played.
models have their stats and special rules • The winner of game 1 chooses to be
listed here along with any current injuries Attacker or Defender in game 2.
or experience. You will also be able to record
• The winner of game 2 (or Player A in
Campaign Points or other information
a draw) is always the Attacker for any
relevant to your campaign. Some players even
following games that require one.
keep a record of models they’ve lost on their
sheet, to remember their valued service, but • Games 1-3 score the winner 1 Campaign
this is not required. Point.
• The winner of game 4 scores 3 Campaign
A blank campaign roster that you can copy for
Points.
personal use is provided on page 156.

128
Campaigns

Campaigns can be a series of Vanguard games


only, or can be a mix of Vanguard and Kings of A simple first campaign
War games - with the results of one potentially
influencing the other. More information and For your first campaign we recommend
ideas on having mixed campaigns like this can that players play 4-8 games each and
be found on page 155. tries to play everyone else at least once.

Some players may find themselves motivated Once everyone has played the agreed
to write some short fiction or photograph upon number of games, tally up each
battle reports based on their exploits, and player’s wins and losses as follows:
share them in an online forum or wiki – while Win – 3 Campaign Points
others are content to simply swap stories over
post-game drinks of the heroic exploits and Lose/Draw – 1 Campaign Point
humiliating misfortunes experienced on the This winner of the campaign will be the
table-top. player with the most Campaign Points at
For your first few attempts at campaign play, the end.
it’s recommended to keep things simple. Alternatively, the campaign organiser
Playing a campaign through to completion might choose another metric for success,
not only feels great, but acts as a great such as tracking the total amount of
recruitment tool when seeking more players CG earnt across the entire campaign, or
for the next one; and of course there is no having the top two placeholders fight a
reason why, at the end of the campaign, a final, no-holds-barred, winner takes- all
group of players can’t decide to extend the game in a climactic fight to the death.
campaign for just a few games more.

Organisation Future Vanguard or Kings of War supplements


One player in the campaign should act as may include more complicated or involved
the campaign organiser. This person will be campaign outlines with special objectives or
responsible for reminding players to schedule Warband-specific goals to represent the many
games, keep their Warband rosters updated, and varied environments found throughout
keep track of wins and losses, and act as a Mantica.
mediator and arbitrator for rules disputes.
This may sound like a lot of work, and it
can be, but it can ultimately be a rewarding
experience.
The players should also agree on
how long they want the campaign
to go on for. Short campaigns
with fixed end points are a good
way to build experience in
running them.

129
Campaigns

Factions
Building your Each player chooses one faction for their
Company Company.
Your Leader and the other models you select
Once you have a group of players excited for
in your Company, must come from the faction
the upcoming campaign, you will need some
you choose.
Companies and Warbands to play with.
For example, if you choose Goblins as your
Each player begins with these basic steps:
faction, you would have a goblin faction leader
1. Choose a Faction and Leader and all the other models in the Company would
2. Begin a Company Roster Sheet be goblins or other entries from the goblin
faction list.
3. Enlist a Vanguard Company
4. Play some games! Leader
The Leader of your Vanguard Company is a
Choose a Faction and Leader unique individual and can be selected from
Players may have a collection of models and any COMMAND model Class in a faction
a favourite faction. For example, Isabelle list. Perhaps they were born into a privileged
might be a fanatical goblin player while Rob status and money has paved their path to
is a stalwart dwarf player. It’s more fun if leadership? Or maybe they started off in the
there is a mixture of different factions in your gutter but have risen to a position of respect
group, but the amount of infighting within and inspiration amongst their troops through
every faction on Mantica makes it perfectly sheer graft, skill and bravery?
reasonable to have multiple warbands from
Your chosen model is assigned the role of
the same faction.
Leader and is the start of your Retinue group.
Finding a faction that appeals to you When playing in a Campaign the Leader role is
aesthetically and thematically is more the only required Retinue role that all players
important than trying to decide which faction must select. Whether any further members are
is the most powerful in the game – you added to the Retinue is up to you (see page
might be spending a lot of time painting and 132 for more details on assigning a Retinue).
customising your models, and having models
The model that is assigned as the Leader
that appeal to you will go a long way to
brings additional benefits:
motivating you to keep playing and painting!
1. Assigning a Leader grants +1 Red Power
Either step can be performed first: you may
die to your Power Dice pool while the
want to build a Warband around a particular
Leader model is in play in a game.
favourite model or choose a faction first
and then assign a Leader from the range of 2. The Leader model gains bonus XP for a
possible models within it. number of WARRIOR and GRUNT models
that survive each mission.
3. The Leader model may gain bonus XP for
completing mission objectives.

Begin a Company roster


sheet
Each player will need a Company roster
sheet (you can copy the one on page 156 or
download a .PDF version from the Mantic
Games website). This is where you will record
all the details of your Company, Warbands and
your Supplies. Every time a model is Killed or
Injured, and each time they gain experience,
you note this on the roster sheet. It is the
central record of everything that makes your
Company unique. Keep it safe!

130
Campaigns

Preparing Equipment
You may only ever have one of each item
with the Unique rarity. You may purchase
one of each Rare item when making your
initial Company, but are not restricted as to
how many you may own at any given time as
the campaign develops. Likewise, you may
purchase up to six Common items initially,
but may own any amount of them at any
point as you find and purchase more for your
Enlist a Vanguard Company Supplies using CG earned.
A Company is made up of soldiers and Items purchased when enlisting your
equipment purchased from the player’s Vanguard Company are bought using their
starting funds. In a normal, one-off game of points value. During a campaign, subsequent
Vanguard, each player has 200 points to spend purchases of equipment cost the following CG:
on their models. In a campaign however,
each player has 400 points to spend building • Common Items: 2 CG each
their Company. Then, for each game to be • Rare Items: 4 CG each
played, the player will assemble their smaller • Unique Items: 8 CG each
Warband from models in their Company.
Because of this, having a balanced mix of Note that each item still has its own points
models in a Company is essential to success value which is used when building a warband
in a Vanguard campaign, because a player for a game. For example, you may buy a Long
will only be able to use the soldiers already Bow for 4 CG (Rare) to add to your Company
listed on their roster, rather than any models Supplies. To then give it to a model in a game
available to the faction as would be normal for would cost you 3 points from your Warband’s
one-off games. total points limit.

Vanguard Companies and Warbands are Equipment listed as standard on a model’s


built just like in one-off games, with the card doesn’t count towards any limits but also
same requirements for the proportion cannot be transferred to any other model.
of COMMAND, WARRIORS, SUPPORT, You will not necessarily need to own a
SPELLCASTERS and LARGE model Classes. physical model for every model you purchase
See page 45 for details. The exception is that for your Company – If you only own two
you may include any number of COMMAND Nightstalker Reaper models, for example, you
models in your Company. should feel free to purchase three, four, or
more for your initial Company and only field
Composition Rules:
two in your actual Warband for any
1. Every Company must have at least 1 given game. The others will act as
COMMAND model and 5 WARRIOR ‘spares’ or reinforcements should the
and/or GRUNT models first two become unavailable or are
2. For every 3 WARRIORS and/or GRUNTS killed (or banished to the ether!).
in a Company, 1 each of the SUPPORT
and SPELLCASTER Classes may be
enlisted.
3. For every full 150 points of models
enlisted in a Company, 1 LARGE model
Class can also be enlisted. However,
the first COMMAND model that is also
LARGE in the Company does not count
against this limit.
4. One model must be assigned as the
Company Leader.

If a model has more than one Class, it


counts as 1 of each Class for the purposes
of Company composition.

131
Campaigns

Begin a Retinue
A Company’s inner circle of senior warriors
is known as the Retinue. Beyond assigning
your Leader of a Vanguard Company who
already forms part of the Retinue, there are
other roles that can be assigned to your most
trusted, most liked or most feared soldiers.
Some roles are only available to particular
model Classes and others are open to any
model. They represent models with specialist
skillsets or the most experienced at what they
do and as such your Company can’t typically
have more than one of each Retinue role at
any one time unless an exception is stated
otherwise.
Experience & Ranks
No model may ever hold more than one As games are played, individual models within
Retinue role at any one time. If a model your Company earn Experience (XP) for
with a Retinue role is assigned to a different completing deeds within each scenario played.
role they must leave the previously held Accumulating experience allows a model to
role vacant, ready for another model to be increase in Rank. Ranks are an incremental
promoted to it if desired. scale that represents the skill and talent a
model gains as they become a more proficient
soldier and seasoned veteran.
Ranks are usually accompanied by
improvements to the model’s base stats, or
the gaining of new rules and skills which
are added to their repertoire. Additionally,
because a Rank 1 model will be less effective
on the battlefield than a Rank 5 model,
relative ranks are used to balance Vanguard
Warbands with different levels of experience
against each other. More about this will be
Assigning a model to the Retinue is very explained in the Pre-Game Sequence (see page
simple. Firstly review the benefits that 136), and Resolve Experience (see page 141)
each role provides and the model Class sections later.
restrictions. Secondly, choose the model
from your Company that you want to fill that
role, checking the model Class criteria and The stink of blood and fire filled the air.
recording their new position of authority The demons were closing in, threatening to
against their entry in the Retinue Role column overwhelm the precious few defenders. Sanya
on the Company Roster Sheet. rammed her trident into the crimson chest
The Leader Role is always free to assign. The of one of the cackling abyssals, wrenching it
first additional role in the Retinue is also free free as the monster gurgled its last breath. But
when your Company is first formed. After another horned demon took its place all too
this, you must pay CG to promote models into quickly. She was exhausted.
new roles. This means your Retinue will grow They were losing; she knew this. There was no
and develop over time as your Company earns way they could hold. She had led her Naiad
its reputation. Whether they will remain a brothers and sisters in pursuit of a small
valuable member of your command group is warband of Abyssals; a remnant cut off from
yet to be seen, but should they fail to impress the war with the Abyss. It was her duty as
further options in regards Retinue Promotions Centurion to see them destroyed before they
and Demotions during a campaign are could pose a threat to the Trident Realm. But
described on page 140. with each passing moment, more of her Naiads
The full set of roles available within a Retinue were falling to the infernal beings.
are defined in detail on page 151.

132
Campaigns

In addition to individual models increasing


in rank, the player earns Campaign Gold
(CG) for their Company. These points can be
spent on adding new models to the overall
Company roster or adding new equipment to
the Supplies Caravan, increasing the options
available to players in future games. This will
be covered in more detail in the Recruitment/
Resupply Phase (See page 149) section later.
There are some restrictions for earning
experience however. Models of Class GRUNT
never gain experience. Models of Class
WARRIOR can gain a maximum of 3 Ranks.
All other models can gain a maximum of 6
Ranks.

Getting Personal
Finally, consider naming the models in your
Company. With any luck, they will fight with
honour and enjoy a long, adventure-filled
service throughout the campaign of which
their names will surely be sung in camp fire
songs; and if not, you’ll want to know what Play some games!
name to scrawl on the broken piece of rotting
timber that will serve as their burial marker Once you have successfully enlisted your
for the shallow grave you’ll be leaving them Vanguard Company you are ready to play some
in… games of Kings of War Vanguard!
Fighting individual battles in a campaign
setting is much the same as any standard one-
off game.
However, there are a few distinct sequences
that describe pre-, during and post- game
options and steps that are outlined in the Pre-
Engagement, Engage! and Post-Engagement
sequences as follows.

Ahead, through the press of bodies, she spotted decided to survive a little longer. As Sanya
something. A woman, wielding a whip and neared the Temptress, the demon caught her eye
sword, with her red flesh exposed to the danger and a wicked smile crept across her lips.
of the battle. She would have been beautiful,
Suddenly, a large, muscled Abyssal stepped to
if not for the twisting horns atop her head and
block the Centurion’s path. Sanya brought up
the dark malice in her eyes. The female demon
her left hand and cast her net over the Abyssal
was held aloft by a pair of clawed wings, as she
Guard’s horned helmet. A hard pull brought it
looked down in contempt at those beneath her.
down on one knee. Placing a foot on its back,
Sanya knew what she was looking at – an she wrapped the net around her arm once, then
Abyssal Temptress – the warband’s leader. If she wrenched the net up. There was a sickening wet
could end this creature, then maybe it would crack as the Abyssal Guard went limp.
crush the morale of the Abyssals. It was a slim
Throwing the net aside, Sanya wielded her
chance, but it was better than waiting to die on
trident two-handed, coming to face to face with
the claws of the lower demons.
the Temptress. The whip lashed out, wrapping
Ducking, winding and lashing out with her around the haft of the trident. The Temptress
trident, she forced her way through the lower dived towards her and looked deep into her eyes.
Abyssals to stalk her prey. Some resisted and
Do you want to play, my sweet?
met a swift end, others saw her skill and wisely

133
Campaigns

134
Campaigns

135
Campaigns

Pre-Engagement
Determine Scenario These dice form an extra pool the player has
available for the game and may be added to
Sometimes, as part of a pre-determined any Roll for Power made at the start of a
narrative, the scenario to be played will Round. A player must decide before rolling
have already been decided by the campaign whether or not they will add any Underdog
organiser. If not, roll on the scenario table on Dice from the pool to their roll and they may
page 47 to see which scenario will be used for add a maximum of three to any given roll.
the game. Once used, these dice are discarded.

Muster a Warband To keep track of Underdog Power Dice


available, you may wish to note this on a piece
To play a campaign game, each player now of spare paper, keep a tally of unspent dice
musters their soldiers for battle, choosing using a spare dice, or keep a separate pool of
their Vanguard Warband to the agreed upon especially lucky dice to use in a pinch; so long
points value as normal, with the exception as both players know how many dice have
that all models forming the Vanguard been used and how many remain in the less
Warband must be chosen from those available experienced Crew’s pool the exact method
on the player’s Company Roster Sheet. Usually used to track Underdog Dice is unimportant.
games will be played at 200 points, but your
campaign organiser, or the scenario being A helping hand
played, may set a different points value for
games. Slowly escalating the points values of In addition, the difference in the totals of
games as the campaign progresses can be a the two opposing Warbands grants that many
good way to represent an intensifying conflict. “bonus” points to the player with the lower
Rank total. These bonus points are spent
The Balance of War separately to the normal points allowed on
the Warband and must be on a single model
Next, the players add up and compare their from their faction list and up to the value of
Vanguard Warband’s Ranks. This is simply the bonus points. The model must be of type
the sum of all the Ranks the models in each GRUNT, WARRIOR or SUPPORT and does
Warband have reached between them (the not count towards normal selection rules. The
Rank Total). model is only available for the one game and
The difference in the totals of the two is not added to the roster.
opposing Warbands determines the number of For example, going into a normal game of 200
“Underdog Power Dice” that are awarded to points per side, Simon’s warband has a Rank
the player with the lower Rank total. Divide total 16 lower than Jill’s. Simon creates his 200
the difference in Rank totals by two and round point Warband as normal and then can spend
down the result. The player with the lower up to 16 points on a bonus model to use in the
Rank total receives this many RED Underdog game.
Power Dice.

136
Campaigns

Mercenaries
The world of Mantica has many mighty
heroes and characters of lore, some of whom
are willing to fight for a worthy cause or the
promise of coin. Some of these heroes are
valued skirmish warriors that a Vanguard
Company can hire as mercenaries
If either player wishes to, they may
add a single MERCENARY model to
their Warband. (this is marked on the
model’s card). These sell-swords use
up points as normal from the player’s
point allotment for choosing their
Warband for the game. In addition, in
order to hire the mercenary, the player
must pay for their services out of their
Warband’s unspent CG as a hiring fee.
The hiring fee for a mercenary depends on
their points cost – the more experienced and
deadly a mercenary, the more money they
can command for their services. A Mercenary
costs 1 CG for every 5 points they are (or part
thereof). So if a Mercenary is 17 points, it will
cost 4 CG to hire for the game.
Mercenaries will have types such as LARGE or
SPELLCASTER, and sometimes COMMAND.
The Mercenary’s type(s) count towards
limitations of selection as normal.
Mercenaries are not added to your Warband
roster, and must be hired (or re-hired) before
each game they participate in. They do not
gain XP. Opposing players may hire the same
mercenary model - in reality, one or the other
will be an individual of comparable skill and
Engage!
ability, trading on the reputation of the real The meat of the game is the battle itself that
thing. The same reasoning applies to mean the core rules should have you well prepared
that Mercenaries cannot be killed and made for. However, there is one in-game option that
unavailable in later games, unless a campaign some Warbands may wish to take if the cause
organiser decides otherwise! seems lost: Retreat & Regroup!

Retreat & Regroup!


From time to time during a game, it may become obvious
that you are fighting a losing battle. In a campaign, it can
be advantageous to cut your losses and run!
At any point at the start of a player’s Turn, if 25% of their
Warband’s models (rounding up) have been removed as
casualties, the player may opt to concede victory (forfeit)
to their opponent. In doing so, they will still earn CG for
participating in a game (despite losing), but may not earn
CG for completing any scenario objectives. Carry out the
post-engagement sequence as normal.

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Campaigns

Post-Engagement
At the end of each game a number of
things may happen: models may die or gain
experience, items and CG are earned and
added to the Company’s Supplies for future
use, or new recruits and equipment may be
purchased. In order to make the steps easier,
this process is streamlined into a simple
sequence followed by each player at the end of
a game:
1. Return Equipment to the Supplies 2. Resolve Casualties
Caravan
Any model of Class GRUNT that is removed
2. Resolve Casualties from play as a casualty is considered killed
3. Retinue Assessment outright and removed from the roster. Any
4. Resolve Experience other model Class that was removed from play
as a casualty during the course of the game
5. Calculate Campaign Gold
may not, in fact, have perished. During the
6. Forage & Explore Phase confusion of a skirmish it’s hard to tell exactly
7. Recruitment and Resupply Phase what injuries a model may have sustained. It’s
8. Check roster is fully updated only afterwards, when the dust has cleared
and comrades have been dragged away on a
The following section describes each of these makeshift stretcher, are you able to tell the
phases in more detail. true extent of a model’s injuries.

1. Return Equipment to the Models that end the game Injured (with one
or more wound markers on them) but not
Supplies Caravan “killed”, or that left the battlefield due to
If any of your models are carrying items at other reasons such as a Fallback action, are
the end of the game, add them back to your presumed to receive medical aid from their
Company Supplies. This includes those you surviving comrades, and will be ready to fight
took into battle and never used, items found for the next game fully recovered. Models
during the battle, and equipment issued to removed from play as a casualty (“killed”),
your models at the start of the battle. however, may require more extensive medical
Single-Use items that were used during the treatment, and in the midst of a campaign
battle are not returned to the Supplies. a Warband may be operating miles behind
enemy lines, left to fend for themselves.
Equipment marked as ‘Use Once Per Game’ is
assumed to be recharged or reloaded between For each model removed from the game as
battles, and is not removed from your roster “killed”, roll a D88 on the Casualty Table
or discarded if it was used during a game. opposite and apply the result.
If your Warband contained one of more
surviving models with the Healer Retinue
role at the end of the game, you may re-roll
any one result on the Casualty Table for each
one. No dice can be re-rolled more than once.
If a model already has a Permanent Injury
that was rolled on the Casualty Table, and the
same type of Permanent Injury is rolled for a
second time, ignore the effects of that second
result and roll again unless the entry specifies
multiple results are possible. Each Permanent
Injury a model suffers also subtracts 1 from
its Rank.
Record any Injuries and their effects on your
Roster sheet for each model affected.

138
Campaigns

D88
result Casualty Table
Dead - The model is actually Dead. You bury them in a hastily made and unmarked grave.
11-16 Remove them and any equipment they were assigned in the game from your roster.
Haunting Nightmares - The wounds of combat run deeper than just physical. The model
17-22 suffers +1 to their Nerve stat. This is a Permanent Injury and may be gained multiple times up
to a maximum Nerve value of 8+
Mangled Leg - The model’s Speed stat is reduced by 1 (e.g. 5 becomes 4). If the model rides a
23-26 mount their Speed is still reduced due to the difficulty in riding. This is a Permanent Injury
and may be gained a maximum of twice.
Lost an Eye - The models Shoot stat is raised by 1 (e.g. 4+ becomes 5+). This is a Permanent
Injury.
27-32
If the same result is rolled again the model must be retired from the company – remove it
from the roster.
Severed Sword Arm - The models Melee stat is raised by 1 (e.g. 4+ becomes 5+). This is a
33-36 Permanent Injury. In addition the model may no longer use a Ranged weapon. If the same
result is rolled again the model must be retired from the company – remove it from the roster.
Suppurating Wound - The model’s wounds just will not heal making it uncomfortable to
37-38 wear armour. The model’s armour stat is raised by 1 (e.g. 4+ becomes 5+). This is a Permanent
Injury and may be gained a maximum of twice.
Old Wounds - At the start of each game after your warband has been chosen but before
scenario deployment, roll a D8 for this model. On a roll of 1 their old wounds have prevented
41-44 them taking part in the mission, the model is not replaced and you must play that game
without it.
Broken Bones - The model suffers -1 to their Wound stat to a minimum of 1. Roll a D8, adding
45-52 +1 for each Healer you have in your Company. On a result of 5 or more, this only applies to
the next game the model plays in. On a result of 4 or less, this is a Permanent Injury.
Slow Recovery - The model survives, but will take time to fully recover. They must miss your
53-56 next game and will be unavailable for selection.
Concussion - The model will lose a random special rule they have (not granted through
57-60 equipment) for the next game they play in.
Horrible Scars - The model’s scars are so hideous that enemies are reluctant to attack them.
61-62 Enemies wishing to Engage the model with a qualifying Charge action must pass a Nerve test
to do so. They may still engage normally otherwise. This effect is permanent.
Impressive scars - The model gains some truly extraordinary scars and the legendary exploits
63-64 to go with them. The scars are so impressive that the model gains the Inspiring ability. If they
already have the Inspiring ability, this has no further effect. This effect is permanent.
Captured - The model makes a full recovery but has been captured by the enemy. You may
ransom them back for 3CG + 5 CG per Rank the model has. Transfer the money to your
opponent in exchange for your model. If you don’t have the money or don’t wish to pay it,
roll a D8: 1-4, the model is Dead, remove it from your roster as described above; 5-6 the
65-66 model escapes but has Haunting Nightmares as described above; 7-8 the model escapes with a
Survives against the Odds result as below.
Alternatively you could build a rescue attempt into your campaign narrative as a Vanguard or
Dungeon Saga scenario!
Survives against the Odds - Left for dead on the battlefield, the model somehow makes it
back to camp alone through enemy lines and the wilderness. The model must miss your next
67-68 game but otherwise makes a full recovery. In addition, they gain 2XP from the experiences
they have been through.
Full recovery - The model survives with no lasting complications. They may participate in the
71-88 next game as normal.

139
Campaigns

3. Retinue Assessment Promotion


Rewarding Success & Punishing • Where a Retinue slot becomes available
Failure (via permanent model death or demotion -
more on that later), a Leader can promote
As a Vanguard Company expands and one of their existing troops into the
advances through the trials of multiple vacant role at a cost of 3 CG, following
missions, some characters from the Retinue normal model restrictions and Warband
may die or underperform in their assigned composition rules.
role, whilst some of the lesser troops may
show themselves to be excellent survivors or • The selected model is then simply
combatants and deserve greater recognition. promoted into the Retinue command
In this phase, each Company may perform one group by marking their new role on the
Promotion and one Demotion. Warband Roster under the Retinue Role
column for future reference. They will
now have different advancement options
available to them.
• If moving an existing Retinue role
character to fill another role in the
Retinue that has become vacant, this also
counts as a Promotion (the exception being
when filling a vacant leader role, see page
149).
• If a promoted character was already at
Rank 1 or more, their promotion carries
on from that point and they carry over
any current XP earned so far.

140
Campaigns

Demotion
• Aside from death taking a beloved model
from your warband, you may decide
that one or more of the Retinue are
underperforming and not pulling their
weight. Better soldiers and adventurers
are always waiting in the wings and
could prove more accomplished given the
chance.
• In this instance an active member of the
Retinue can be demoted back to “normal”
troop duties to free up a Retinue slot for a
Promotion to take place. 4. Resolve Experience
• However this comes at a cost: Each model in a Company starts a campaign
1. 1 CG must be spent on a Demotion at Rank 0 and can increase in Rank up to 6.
(this reflects the administration Individual models gain experience points (XP)
needed to strip access to upgrades and according to the table below. Each model can
equipment from the former officer) only gain 1 XP in each category per game (and
only if the model was part of the Warband
2. Both the Leader and demoted models that played the game). Adjust each model’s
lose 1 XP for each Rank the demoted entry on the roster sheet accordingly.
model has (the models will not actually
lose any acquired Rank however). • GRUNTS cannot gain XP and never
This reflects having to back track on a progress beyond Rank 0
previous decision which can look bad • WARRIORS may gain XP but cannot
in front of the rest of the Company and advance beyond Rank 3
can cause some dissent and discord.
Earning XP
Transferring the Leader role Core experience is gained through completing
It is possible to transfer the Leader role. Vanguard Deeds during an engagement:
This must be to another COMMAND model • Model participates in, and survives (not
currently in the Company of the same faction removed as a casualty) a game: +1 XP
as the current Leader. That model’s current
Retinue role, if it has one, becomes vacant • Model kills one or more enemy models in
and replaced with the Leader role. This is a game: +1XP
done at a cost of 5 CG and no other Promotion • Model plays in, and survives (not removed
or Demotion can occur this phase for the as a casualty) a game against a warband of
Company. higher Rank: +1XP
• In addition, if the Leader model
participates in, and survives (not
removed as a casualty) a game, 1XP can
be given to any other surviving member
of the warband to represent a battlefield
commendation.
Additionally however, unique experience gains
can be made by completing special Retinue
Role Deeds
• This applies specifically to characters in
the Retinue and are defined by role in
addition to any normal XP that is gained
by that model (as above). See page 151.
To help keep track of experience, the Company
roster includes locations to record the XP and
Rank for each model.
Some scenarios may also grant additional XP
under certain conditions.

141
Campaigns

Advancing in Rank Core Stat Upgrade


When a model has earned enough XP they A model may choose one of the following stat
will increase in Rank. Each increase in Rank upgrades. A stat upgrade cannot be taken on
requires more XP to achieve than the previous a stat that has a value of -. Stats are improved
one as shown below. Thus it only costs 3 XP by reducing the value in them (making them
to move to Rank 1 but a model must earn easier to achieve in a dice roll). E.g. a value of
another 5XP before it can advance to Rank 2. 5+ become 4+. However, wounds are obviously
increased!
The amount of XP required to move between
Ranks is as follows: • Ranged boost – reduce the value of the
model’s Ra stat by 1.
Rank progression XP Cost
• Melee boost – reduce the value of the
0-1 3 XP model’s Me stat by 1.
1-2 5 XP • Nerve boost – reduce the value of the
model’s Ne stat by 1.
2-3 7 XP
• Wound boost – increase the value of the
3-4 9 XP model’s Wn stat by 1.
4-5 11 XP Only one upgrade per stat may be ever be
taken unless specifically stated otherwise (e.g.
5-6 13 XP a model can only ever receive 1 Melee boost).
A model may only advance one Rank at a time. If a model subsequently suffers a penalty to
If they earn sufficient XP to advance a second an upgraded stat (such as from a Permanent
Rank, the model will only be able to actually Injury), the stat may not be upgraded again.
advance to the second Rank after the next
game played, whether that model participates No stat value can ever improve beyond 3+ or
in the game or not – make a note on the roster be worse than 8+.
so you don’t forget.
The maximum Rank a model may achieve is 6.
When a model reaches a new Rank, it may
choose one of the following options:
• Core Stat Upgrade
• New Special Rule
• Power upgrade (COMMAND models only)
• Learn new spell (SPELLCASTER models
only)
• Role specific advancement (see Retinue
Roles on page 151)

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Campaigns

New Special Rule


Your troops are constantly learning from and
adapting to conditions in the field. Even the
chilling Nightstalkers and undead hordes can
mutate or grow in power and influence, in the
right conditions.
Such skills and evolution is represented by
gaining new special rules.
A model may gain a maximum of 3 new
special rules in this way through campaign
experience.
Each model Class has a set of ability tables for
their models to roll on, based on their Class.
Any model can roll on the Standard WARRIOR
table however if desired. Models with more
SPELLCASTER
than one Class can choose which associated
table to roll on.
D8 Roll Ability
When a new special rule is selected as the
upgrade for the new Rank, roll on the chosen 1-2 6th Sense
table and add that new rule to the model’s
3-4 Dodge
entry in the Warband roster. If a rule is
rolled the model already has (not granted by 5-6 Regenerate (7+)*
additional equipment) then roll again.
7-8 Stubborn
If a model already has all the possible rules
in the tables it has access to, a different Rank *This represents the spellcaster learning a
advancement option must be chosen. basic personal mystical healing ritual.

Class Advancement Tables SUPPORT


COMMAND
D8 Roll Ability
D8 Roll Ability 1-2 Parry
1-2 6th Sense 3-4 Dodge
3-4 Unbreakable 5-6 Pathfinder
5-6 Inspiring* 7-8 Stealthy
7-8 Steady WARRIOR
*If a model already possesses Inspiring, It
D8 Roll Ability
gains Very Inspiring instead.
LARGE 1 Crushing Strength (1)*
2 Defender
D8 Roll Ability
3 Headstrong
1-2 Unbreakable
4 Marksman
3-4 Defender
5 Parry
5-6 Smash*
6 Steady
7-8 Steady
7 Smash
*If a model already possesses Smash, it 8 Vicious
replaces it with Pound.
*If a model already possesses Crushing
Strength (n), add 1 to the n value on its profile.

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Campaigns

Power Upgrade
COMMAND models can purchase a single
additional red Power Die that will remain part
of their Power Dice Pool for future battles (as
long as the same COMMAND model remains
alive and part of the Warband). Models may
only take this purchase option once, no matter
what Rank they are.
However, COMMAND models can upgrade any
single Power Die they already have (including
an additional Power Die they had purchased
previously as above) to its next subsequent
level (red > white, white > blue). This upgrade
option can be taken as part of any Rank
increase – it is not limited to only being taken
once.
Only one Power Die may be purchased or
upgraded per Rank Increase.

OR

Learn new spell


SPELLCASTERS have the option to learn
a new spell when they gain a Rank. They
may choose to learn any spell they don’t
OR already know from the Vanguard basic spell
book or one of their faction specific spells.
Alternatively, they may choose learn a spell
from the advanced spell book (see page
122). They may only learn from spells of an
once alignment that matches that of their faction
(Good, Neutral or Evil). A model learning a
only
spell from the advanced spell book has two
options:
• Roll randomly to see which spell is
learned. If the spell is already one the
model knows, roll again.
• Spend an additional 2XP and choose
which spell to learn.
Record any new spell the model now has
access to in their entry on the Company roster.
There is no limit to the number of spells a
SPELLCASTER can have.

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Campaigns

5. Calculate Campaign Gold 6. Forage & Explore Phase


(CG) After the battle, your Warband has the
opportunity to explore their surroundings,
After each game players will gain resources
searching for any resources, items, enemy
to spend on purchasing new models and
secrets and other supplies they can find. Roll
equipment.
on this table even if you forfeited the game or
The number of CG earned depends on the each were wiped out.
player’s result in the scenario that was played.
Step 1 – Forage and Loot
Roll a D8. The result is the number of CG you
Player Result CG Earned gain while exploring. Add this to your roster.
Win 16 CG • If you had any models with Pathfinder
in the Warband you may re-roll the D8.
Draw 12 CG Models must have had the rule already
Loss 10 CG during the game (not only just earnt it
through experience).
Step 2 - Exploration
Add the CG earned to both the total CG and
Roll a second D8 and add it to the first
unspent CG areas of the Company roster
to create a D88 result (e.g. you rolled a 5
sheet.
on the Forage and Loot roll and then a 6
Remember that the total CG only ever goes up, on the Exploration to give a result of 56).
whilst the unspent CG rises and falls as it is Now reference the Exploration Table on
earnt and spent. the following page, applying the results
described next to the number you have rolled.
CG earnt can be spent in the Recruitment
The following table is the standard one for
and Resupply phase of the post-engagement
Vanguard, but future Vanguard expansions
sequence, or saved for future games.
may have different environments to explore.
Watch your step!
• If you had any models with Scout in the
Warband you may reroll the
second D8. Models must
have had the rule already
during the game
(not only just
earnt it through
experience).

For the re-rolls above to apply, the


models that provide the re-roll ability
must have participated in and survived
(not been “killed”) the previous game
without suffering a Permanent Injury.
This also applies when resolving results
on the Exploration Table.

145
Campaigns

D88
result Exploration Result
Abandoned Outpost - Picking through the wreckage of an abandoned outpost you
11-12
find equipment (randomly select 2 Common equipment items).
Minor shrine - The small trinkets and dedications left by the faithful can be traded
13-14
for more valuable supplies. Gain 1D8 CG
Alchemists Laboratory - The complex alchemical instruments are lost on you but
15-16 may be of value. Gain 1D8 CG. If your Retinue contains a Healer, also gain one
Healing Herbs equipment item
Travelling Fletcher - You manage to convince the scared craftsman to provide you
17-18
with new arrows. Gain 2 Sheaves of Arrows and 1 Bodkin Arrow.
Major Shrine - You lead your troops in prayer to your chosen God of War. Roll a
die. On a 5+ you are blessed for your efforts. In your next game of Vanguard, up to
3 models in your Warband may be given the Pathfinder and Stealthy special rules
21-22
until the end of the game. On any other result, your prayers go unanswered. If your
model with the Leader role was used in and survived the last game, you may add +1
to the die roll.
Sword in the Stone - You follow local tales of a famous magical sword thrust
into solid rock. On closer inspection, the peasants were exaggerating - it’s not a
23-24
legendary masterwork, but it is an incredibly well made minor magic item. Gain a
Blade of Slashing.
Abandoned Mine - Roll a die for the type of mine found.
1-2: Slate mine; nothing of value
3-4: Coal mine; gain 1D8 CG
25-26 5-6: Silver mine; gain 1D8+2 CG
7-8: Gold mine; gain 1D8+4 CG
If you have a model with the Quartermaster role that was used in, and survived the
last game, add an additional +2 CG to any found.
Sacred Grove - Gain 2 Healing Brew equipment items by filling flasks from the holy
27-28
waters that run through the grove.
Village - Trading gains you either 3 CG or, if instead you have a model with the
Mauler role that was used in, and survived the last game, you may randomly select
31-34
a Rare equipment item by “persuading” the villagers to part with their greatest
treasure.
Abandoned Hermit’s Cave - Gain 1 CG for some minor supplies left by the previous
owner. If you have a model with the Hunter role that was used in, and survived the
35-36
last game, they find a hidden jewel in a crack in the cave wall – gain an additional
2 CG.

37-38 A Barren Land - You find nothing of value in this deserted place.

Jousting Lists - You may enter the local joust and place wagers on the finest
horsemen in the realm. For each CG you wager (up to a maximum of 5 CG) you may
roll a D8. For each 7 or 8 rolled gain 3D8 CG. But if you roll more 1s than 7s and 8s,
41-44
you lose all you wagered and a non-GRUNT model of your choice in your Company
must roll on the injury table as they try to extricate themselves from the fight
amidst allegations of cheating and match fixing!

146
Campaigns

D88
result Exploration Result
Enemy Messenger - You encounter an enemy messenger. Roll a die. On a 6+, you
capture the messenger. If you have a model with the Master Scout role that was
used in, and survived the last game, add +1 to the roll.
45-46
If you capture the messenger, you gain valuable information about your enemy. In
your next Vanguard campaign game, you may add +2 to any dice rolls to choose
table sides, choose to be attacker/defender or to go first (any that apply).
Thieves in the Night - You wake to find your food and provisions have been robbed!
47-48 Lose 2 CG or 2 common items if you do not have enough CG. You need to learn to
set a better watch…
Market Town - Trading gains you 2D8 CG and one random Rare equipment item.
51-54 If you have a model with the Quartermaster role that was used in, and survived the
last game, add an additional +1 CG to any gained.
Tavern - You reward your troops with the finest ales in
the land at the cost of 2CG. In return, all the models in
55-56 your Warband you select for your next game, improve
their Nerve by 1 until the end of the game (for example,
Ne 5+ becomes Ne 4+ for the next game).
Ambush! - You are attacked by brigands and must make 1 roll each on the Injury
table for any 2 non-GRUNT models of your choice in your Company.
57-58
Companies that have a model with the Master Scout role only make 1 roll on the
injury table due to the advanced warning of the attack.
Herd of Wild Beasts - You stumble across plains full of rare wild beasts you can
hunt for food and their valuable pelts/hides.
61-64 Gain 1D8 CG for the pelts/hides.
Companies that have a model with the Hunter role instead gain 2D8 from the pelts/
hides.
The Fighting Pits - You may enter your strongest troops into the fighting pits to
bet on if you are brave enough to take the risk. A single SUPPORT or LARGE non-
COMMAND model from your Company can enter the Fighting Pits if you wish. Roll
a D8 for each attack the model has. For each 7 or 8 rolled gain 2D8 CG. If you roll
65-66 more 1s than 7s and 8s, the model cannot be selected in your next Vanguard game
while it recovers from its wounds.
If a model with the Mauler role is selected as the model to fight, gain an additional
1CG.

67-68 Refugees - The fleeing populace have nothing to give and little to steal.

Corral - You are able to find a few mounts running wild that haven’t already been
captured by other Warbands. You gain a common Mount equipment item.
71-74
If your model with the Hunter role that was used in, and survived the last game,
you may gain a Rare Mount equipment item instead.
Nest of Vipers - You find and eat the rare but dangerous creatures. As an additional
bonus you can use their venom to coat your blades. In your next Vanguard game
75-76
you may give up to 3 models in your Warband the Vicious special rule until the end
of the game.

147
Campaigns

D88
result Exploration Result
Wizard’s Tower - The old books of lore are worth a lot of money to the right people.
Gain 2D8 CG.

77-78 If your Company has a model with the Arcanist role you may try and learn a new
spell from the books you find. Make a Nerve test for the model with the Arcanist
role with a -1 modifier. If the test is passed, choose a spell that the model s entitled
to learn and add it to the model’s profile for free.
Merchant train - Trading or stealing from the merchant gains your retinue 1D8+4
CG. In addition, if the natural die result is a 5 or more, chose one non-GRUNT
81-84
model in your Company and roll on the Injury table for them due to being wounded
by the wealthy Merchant’s bodyguards.
Goblin slaves - The goblin breeding pits are of value for slaves and trade but
whether you free them out of pity and the chance of reward, or buy and trade them,
they are tricky and cunning beings. Roll a die.
1-2: the goblins and their masters rob you blind! Lose 4 CG.
85-86
3-5: they really are just useless rabble and not worth anything to you.
6-8: some ruthless trading gains you 5 CG. If you have a model with the
Quartermaster or Mauler role that was used in, and survived the last game, add
an additional +1 CG.
Dragon’s lair - You can choose to explore the Dragon’s lair or not!
If you choose not to explore you gain nothing, sneaking quietly passed the eerie
cave entrance.
If you choose to explore roll a die:
1-2: the dragon lives and is furious at being disturbed! Permanently remove a
random non-GRUNT model from your warband!
87-88
3-5: the lair is abandoned and has been previously ransacked. You gain nothing.
6-7: you find a small treasure hoard gain 1D8+1 CG
8: The dragon is out hunting and you find an unguarded vast treasure hoard. Gain
4D8 CG and a random Unique Item. However, 2 random non-GRUNT models in
the company must each roll on the Injury table as they trigger traps in the
tunnels left to protect the beast’s treasures.

Exploring with
Dungeon Saga?
Mantic Games produces the extremely
popular fantasy Dungeon Saga board game,
set in the same world as both Vanguard and
Kings of War. Enterprising and imaginative
campaign organisers and gaming groups may
wish to take their narrative experience even
further and replace some of the results in the
table above with games of Dungeon Saga to
determine what their warbands and heroes
might discover. For example, results such as
the Dragon’s Lair, Wizard’s Tower, Abandoned
Mine and Hermit’s Cave are all great locations
that could be made into a Dungeon Saga
adventure.

148
Campaigns

7. Recruitment and Unwanted items can be sold, netting you half


their CG cost (rounding down) as a result.
Resupply Phase They are then discarded and the amount
At this point, you can spend any unspent CG added to the CG values on the roster.
you have on new equipment or recruits, this is
broken down into distinct sections below:
Drafting Replacements
Any GRUNTS that are killed in a mission
Who shall lead us? are replenished for free each time in the
If, at the end of the Exploration phase, a Recruitment & Resupply phase of a campaign
player’s Company has no COMMAND models game. This must be a like for like replacement
left alive, they must immediately purchase a with the model that died.
new one using CG. If they do not have enough If you wish to replace any other model of a
CG to purchase another, they immediately different Class, these must be recruited at
gain a COMMAND model (the one with the normal cost (see below).
lowest points value in their faction list) to add
to their army, spending as much CG as they New Recruits
have available. Update the unspent CG value You may recruit one new model to your
on your roster when you are finished. The new Vanguard Company by spending that model’s
COMMAND model is immediately assigned basic points cost in CG (as detailed on their
the Leader role. Having to purchase a new stat card). Some post-game events may give
COMMAND model to be the Leader in these you an additional ‘free’ new recruit; this does
circumstances doesn’t count towards the one not count against the one-model limit. All new
model limit on recruiting (see New Recruits recruits will start at Rank 0 and with no XP.
below).
As the Recruitment Phase happens after
Resupply Retinue Assessment, a new recruit will always
You may purchase ‘Common’ equipment enter a Company as a basic troop and must
and items without restriction. You may only earn their stripes in battle if they want to
purchase one ‘Rare’ or ‘Unique’ item during progress.
each Recruitment and Resupply phase, unless New Recruits must be taken from your
the result you rolled during the Exploration existing faction unless a rule specifies
Event Table says otherwise. You may only ever otherwise.
own one of each ‘Unique’ item.

149
Campaigns

Firing or Retiring company members


Sometimes players may wish to remove a
model from their warband, either because
they have become a liability or simply to allow
them to live out their life basking in the glory
(or infamy) they have earnt. Doing so is simple
– the model is simply removed from the
Roster. Any number of models can be removed
in this way during this phase and there is no
cost to doing so.

Retinue Roles 8. Confirm Roster Updates


If a model with a Retinue role is killed (or Double-check to make sure you’ve completed
chosen to be removed from the Roster), the your Company roster. Don’t forget to add any
role may not be assigned to a new recruit until increases to your total CG, new Store items,
that model has played in at least one game. and to note each model’s XP, Rank etc.

150
Campaigns

Company Retinue
A Retinue can be as few as only 1 model The various roles, with the
representing a single Leader role and up to 7 benefits and restrictions are
models representing the full set of possible described in detail here. With
specialist roles. the exception of the Healer
role, only one of each role may
It is up to each player to decide if they want
be assigned within a Company.
a large crack team of specialists offering
a variety of honed abilities to manage, or
a Company with a small Retinue that is
supported by a large meat-shield of lesser
troops that requires little book-keeping and
advancement.

Leader
Restriction: COMMAND models only
Bonus: The model with the Leader role
grants an extra Red Power Die when
they are used in a game (this free
die cannot be upgraded as part of a
Rank increase - it is only available
for the duration of the game).
Unique role XP: The Leader model
gains 1 XP if 3 or more WARRIOR
or GRUNT models survive a game the
Leader plays in.
Advancement Options: The Leader
model may always choose to re-roll
on any ability table. At Rank 5, the
model with the Leader role has the
Very Inspiring special rule (if it doesn’t
already have it). This only applies while
the model maintains the Leader Role.
Quartermaster
Restriction: WARRIOR models only
Bonus: If the model with the
Quartermaster role plays in a game
and survives (wasn’t removed as a
casualty), add 2 to the “Step 1 – Forage
and Loot” roll in the Forage and Explore
phase (keep the original dice roll for
determining Exploration however).
In addition, when any equipment is
randomly found, a Company that has the
Quartermaster role assigned, may re-roll
or re-draw the item that was selected.
Unique role XP: The Quartermaster
model gains one extra XP if it survives a
game (even if removed as a casualty) and
is on the winning side.
Advancement Options: There are no
specific rules for this role.

151
Campaigns

The Arcanist
Restriction: SPELLCASTER models only
Bonus: The Arcanist has the NULLIFY
(1) special ability that may be used once
per Round. The model with the Arcanist
role may attempt to nullify enemy magic.
If an enemy SPELLCASTER within 9”
of the Arcanist declares they are going
to cast a spell, the Arcanist can spend 1
Power to roll 1 die. If the die scores a 5
or more, the enemy spell fails to cast but
any action or Power used to make the
casting attempt is still used.
Unique role XP: The Arcanist model
gains one extra XP if it survives a game
(even if removed as a casualty) and cast 5
or more spells.
Advancement Options: At Rank 5, the
Arcanist model gains one additional
spell. This can be chosen from any spell
the Arcanist is eligible to learn.

The Mauler
Restriction: LARGE models only. Must have a Melee stat (not “-“ )
Bonus: Thump! If the model with the Mauler role causes a wound but doesn’t kill its
opponent, it may immediately make a second attack against the same target with a single
die (before any Retaliations).
Unique role XP: The Mauler model gains one extra XP if it survives a game (even if
removed as a casualty) and it caused 6 or more unsaved wounds on enemy models during
Melee attacks.
Advancement Options: At
Rank 4, the Mauler model
may add +1D8 to its Melee
attack dice.

152
Campaigns

Master Scout
Restriction: Models with the Scout rule
only
Bonus: In a scenario where the Scout
rule is permitted, if the model with the
Master Scout role is used in the game,
after all models are deployed, including
those with Scout, the Master Scout can
be redeployed anywhere on the table
using the normal Scout rules. If both
sides have a Master Scout, roll to see
which is moved first.
Unique role XP: The Master Scout model
gains one extra XP if it is still in play at
the end of the game.
Advancement Options: At Rank 3, the
Master Scout may become the Vanguard
Bannerman (or woman), responsible
for the Company colours. The model
gains the Very Inspiring rule as its
advancement option for this Rank.
However, if the Master Scout is
killed by an enemy model during
a game, the enemy model gets 1
extra XP.

The Healer
Restriction: Any model Class. A
Company can have up to 2 Healers.
Bonus: For each model with the Healer The Hunter
role that is used in a game and survives Restriction: SUPPORT or WARRIOR
(even if removed as a casualty), you models only. Must have a Ranged stat
may re-roll any 1 result on the Casualty (not “-“ )
Table for this or any other model in the
Warband after the game. Bonus: The model with the Hunter role
has the Pound special rule on any any
Unique role XP: None. ranged attacks it makes.
Advancement Options: At Rank 3, each Unique role XP: The Hunter model gains
Healer grants 1 Bandages equipment one extra XP if it survives a game (even if
item, for free, to its Warband for any removed as a casualty) and its side killed
game that Healer takes part 3 or more enemy models with ranged
in. This equipment may be attacks (not spells).
given to any model in
the Warband within Advancement Options: The Hunter
the normal model automatically gains the Marksman
restrictions. rule if it doesn’t already have it. If added
because of the role, this CAN be lost
if the model is demoted from the role
later. At Rank 4, the Hunter model may
take a second Ranged stat boost as its
advancement (to a maximum of 3+).

153
COMBINING VANGUARD
AND KINGS OF WAR

154
Kings of War

As well as playing campaigns featuring


games purely of Vanguard, a richer and more
Narrative
involved experience can be achieved by If you have a particular story arc you want
combining your games of Vanguard and Kings players to follow, you may want to dictate
of War – creating stories of, and between, the which scenarios players use for their Vanguard
larger conflicts. It gives players and gaming and King of War games, using either the ones
groups the chance to create epic narratives, in this book or ones you have made yourself.
writing the legends from both the daring For example, you may decide that 2 players
actions of the plucky few, and the heroic should play a Light the Beacon scenario for
clashes that such missions enable, all played Vanguard followed by a Pillage! KoW game.
out on the chaotic battlefields of Mantica
as empires vie for domination, or simply
survival.
Integrating the games and developing such a
narrative is usually best organised by a single
person – the campaign organiser. They will
be the one scheduling and recording games
and keeping track of opponents and results.
While every gaming group and experienced
campaign organiser will have their own way
of doing things (some very simple and some
downright extravagant!), there are a few
simple guidelines to consider when planning a
campaign featuring both games.
Of course, each player’s KoW army and
Vanguard Company/warband must be of the
same faction. So if a player is using an Orc
army in Kings of War, they will use an Orc
faction in Vanguard.
How many linked games?
It’s recommended that you link no more than
two Vanguard games to a following KoW
game. Otherwise, too many of the “hooks”
and advantages (or disadvantages) would
get carried into the KoW battle and become
impractical or unfair. Thus, a maximum of two
“hook” results from Vanguard scenarios can
be used by a player in their next game.

How long do the Vanguard


bonuses last for?
Linked games or not linked Any bonuses or results from the Vanguard
scenario “hooks” only apply to the next
games? KoW game against that same opponent (and
Not all games have to be linked. You may their same army faction). This should be
want players to engage in a series of Vanguard the next game both players participate in.
scenarios to get the campaign started or This logically ties the games together from a
introduce one-off games at various points in narrative point of view and means it doesn’t
a campaign as Warbands go off in search of get confusing carrying results around from
adventure and experience. It should be clear different games into different match-ups.
to players whether any game of Vanguard For example, Sarah and John play a game
they play is going to potentially affect their of Vanguard using their Undead and Goblin
next game of Kings of War against that same Warbands. They then apply any result to their
opponent or whether it’s an independent immediate next game of KoW using their
scenario. Undead and Goblin armies.

155
Vanguard Campaign-Company Roster
Name Faction Alignment
TOTAL UNSPENT
Campaign Gold

Supplies Caravan
Notes

Name Type Class Retinue Role XP Rank Points Injuries

Sp Me Ra Ar Ne Wn Ranged Dice Melee Dice Power Dice Rules & equipment

Name Type Class Retinue Role XP Rank Points Injuries

Sp Me Ra Ar Ne Wn Ranged Dice Melee Dice Power Dice Rules & equipment

Name Type Class Retinue Role XP Rank Points Injuries

Sp Me Ra Ar Ne Wn Ranged Dice Melee Dice Power Dice Rules & equipment

Permission granted to copy for personal use


Name Type Class Retinue Role XP Rank Points Injuries

Sp Me Ra Ar Ne Wn Ranged Dice Melee Dice Power Dice Rules & equipment

Name Type Class Retinue Role XP Rank Points Injuries

Sp Me Ra Ar Ne Wn Ranged Dice Melee Dice Power Dice Rules & equipment

Permission granted to copy for personal use


Name Type Class Retinue Role XP Rank Points Injuries

Sp Me Ra Ar Ne Wn Ranged Dice Melee Dice Power Dice Rules & equipment

Name Type Class Retinue Role XP Rank Points Injuries

Sp Me Ra Ar Ne Wn Ranged Dice Melee Dice Power Dice Rules & equipment


Vanguard

Standard Actions (pg 16-18)


SUMMARY SHEET Walk (short) – up to the model’s Sp
Game Sequence (pg 13) Shoot (short) – must have a Ranged weapon
1. Set up Stand Up (short) – Knocked-down models
2. Deploy your models must first stand up
3. Determine who takes the first turn Melee (short) – attack an Engaged model
4. Play Rounds:
Cast (variable) – used to cast a spell
a. Roll for Power
Run (long) – up to twice the model’s Sp. May
b. Take alternating Turns
qualify as a Charge action (free Melee action)
c. End Phase
The Run will qualify as a Charge action
5. Determine the winner!
instead if:
Power (pg 15 & 20) 1. The moving model had Line of Sight
Roll at the start of the Round. 3 red dice plus to the Engaged enemy model before it moved
those granted by models. One die can be re- AND
rolled per COMMAND model you have in play.
2. It took the most direct route it could
Power to the target, only deviating from a straight
Purchase line to avoid Impassable Terrain or friendly
Cost
models. In addition, the moving model cannot
1 +1 model activation come within 1” of enemy models it is not
1 +1 dice going to Engage unless they themselves would
be within 1” of the moving model’s final
1 Forced Fatigue Action position once Engaged.
1 Clear Fatigue If the move qualifies as a Charge action, the
2 Group Defence charging model gets an immediate free Melee
action against the Engaged target.
2 Group Shoot
Brace (long) – improve Ar by 1
2 Group Assault
Break Away (long) – make an Armour roll (2
(n) Model/Warband Special Ability (n) escaping a LARGE model). Surviving model
may Run away from the model they are
Engaged with.
Engaged (pg 17-18)
Models in base-to-base contact with a Fatigue (pg 19)
standing enemy model are Engaged by it. During its activation, a model can be given
When a model moves to Engage another an additional short action. This extra action
model, place the front of the moving must be taken after the model’s “normal”
model’s base flush against the target’s actions for the Turn. It is known as a Fatigue
base on the side contact was made, as Action, and the model is then marked as
centrally as possible. both Activated and Fatigued at the end of
its activation. It cannot be a repeat of an
• A model that is Knocked-down action the model already made this Turn (this
cannot Engage an enemy model (but includes any free Melee action as a result of a
can be Engaged by one). Charge).
• A standing model that is Engaged
A Fatigue Action can also be given to a model
by an enemy model can only make
that has already activated by spending. This is
Melee or Break Away actions.
known as “Forced Fatigue”.

Knocked-down (pg 23) A model that is Knocked-down and is lying


Any attacks against a model that is
Knocked-down are considered to be from on the ground must Stand Up before it can
its rear arc. take any other actions.

158
Vanguard

Melee Attacks (pg 29-31)


Front Arc Modifiers to hit target
• Qualifying Charge = one bonus die unless
enemy defending obstacle or moved
Rear Arc through obstacle/difficult terrain
• Target is Knocked-down = +1 modifier
Ranged Attacks (pg 27-28) • Outnumbering = 1 bonus die
Modifiers to Armour roll
Modifiers to hit target
• Attacker’s base wholly in rear arc of
• Clear LOS to target = one bonus die target when moving = attack gains
• Shooter on terrain and Height is 3 or Crushing Strength (1). Remember, if target
more Height levels than target = +1 is Knocked-down, attack is considered to
modifier. be from the rear arc
Modifiers to Armour roll • Defender behind obstacle and attacked in
its front arc = Ar improved by 1
• Shooter’s base wholly in rear arc of target
= attack gains Piercing (1). Remember, Target has zero or less wounds?
if target is Knocked-down, attack is • If target is a GRUNT or it is already
considered to be from the rear arc. Knocked-down, it is removed
Target has zero or less wounds? • Otherwise, Nerve test with remaining
wounds as a modifier.
• If target is a GRUNT, it is removed
• Pass = model remains on 1 wound, is
• Otherwise, Nerve test with remaining
Fatigued and Knocked-down.
wounds as a modifier.
• Fail = removed
• Pass = model remains on 1 wound, is
Fatigued and Knocked-down. Follow-up moves
• Fail = removed • If a model kills its enemy and there are
no other enemy models in base-to-base
contact with it, it may make a free follow-
Nerve Tests (pg 33) up move of 3” into its front arc, following
If the rules say a model must make a
the normal movement rules.
Nerve test, roll a single die, applying any
modifiers given. If the result is equal or Retaliate
better than the model’s Nerve stat, the Unless Knocked-down, or both Activated and
test is passed. If it is under the models’ Fatigued, a model that has been attacked in
Nerve stat, the test is failed. a Melee and has survived may now Retaliate.
Turn to face the model to attack and resolve
Warband Morale as normal. Now use the first of the following
A Warband is broken if it has less than to apply:
half the number of starting models
1. If the retaliating model is not already
remaining. Check at the start of each
marked as Fatigued, mark it as such with
Round.
a Fatigued counter.
Once a Warband is broken, each
2. If the retaliating model has not already
unengaged model in the Warband must
been marked as Activated this round mark
make a Fallback Check the first time it
it as such with an Activation counter.
activates in a Round. To make a Fallback
Check, simply make a Nerve test:
• If the test is passed, the Fallback The End Phase (pg 15)
Check is successful and the model
(or group) may be activated as 1. Resolve all effects and abilities that
normal. take place in the End Phase.
If the test is failed, the Fallback Check is 2. Spend any remaining Power to clear
not successful and the model (or group) Fatigue counters from models.
must make a special Fallback! action this 3. Remove all activation counters
Turn towards its own table edge (at twice and any other counters that are no
the model’s Sp). longer required.

159
Escalate the conflict in

Big Armies
Epic Battles

160

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