Kow Vanguard PDF
Kow Vanguard PDF
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
3
Introduction
4
Introduction
5
Introduction
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.
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.
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
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.
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.
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
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!
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
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
17
The Rules
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
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).
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.
21
The Rules
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.
22
The Rules
23
The Rules
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.
24
The Rules
25
The Rules
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
28
The Rules
29
The Rules
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
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
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.
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.
41
The Rules
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
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.
45
GAME SCENARIOS
46
Scenarios
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
Player A Deployment
Player B Deployment
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
50
Scenarios
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
51
Scenarios
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
53
54
55
Scenarios
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
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.
57
Scenarios
Set up 2 3 4
Player B Deployment 4”
8 7 6
58
Scenarios
59
Scenarios
Attacker Deployment 6”
60
Scenarios
61
Scenarios
62
Scenarios
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
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
67
Background
68
Background
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
71
Background
72
Background
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.
77
Warbands
78
Warbands
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.
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)
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.
80
Warbands
Equipment: -
Hammer and Anvil - Ironclad models engaged with
the same enemy model as one or more friendly
Shieldbreakers, have the Swarm special rule.
81
Warbands
Equipment: -
Equipment: -
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.
Equipment: -
83
Warbands
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.
Equipment: -
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
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.
Equipment: -
86
Warbands
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.
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
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.
Equipment: - Equipment: -
89
Warbands
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
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.
Equipment: -
Body Guard - Ogre Brave models have a +1 modifier to
their Melee attacks while within 6” of a friendly Ogre
Warlock.
92
Warbands
Equipment: -
93
Warbands
Equipment: -
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
Equipment: -
Equipment: -
95
Warbands
96
Warbands
Equipment: -
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.
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
Equipment: -
99
Warbands
Equipment: -
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
Equipment: -
Equipment: -
101
Warbands
Equipment: -
Firebolt - This model has a ranged attack with Range
9” and Piercing (1).
Equipment: -
102
Warbands
Equipment: -
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.
Equipment: -
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.
104
Warbands
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
105
Warbands
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.
107
Warbands
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
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.
Equipment: -
Equipment: -
110
Warbands
Equipment: -
Equipment: -
Bane Chant - Friendly NIGHTSTALKER models (but
not the model itself) have the Vicious special rule while
within 6” of this model.
111
Warbands
Equipment: -
Equipment: -
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.
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.
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
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.
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
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.
Equipment: -
116
Warbands
Equipment: -
Equipment: -
Equipment: -
Equipment: -
117
Warbands
Equipment: - Equipment: -
118
119
Equipment
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
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.
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
123
Spellbook
124
Spellbook
125
CAMPAIGNS
126
Campaigns
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
128
Campaigns
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.
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.
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.
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
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.
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!
137
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
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
142
Campaigns
143
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
144
Campaigns
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
149
Campaigns
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.
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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+).
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COMBINING VANGUARD
AND KINGS OF WAR
154
Kings of War
155
Vanguard Campaign-Company Roster
Name Faction Alignment
TOTAL UNSPENT
Campaign Gold
Supplies Caravan
Notes
158
Vanguard
159
Escalate the conflict in
Big Armies
Epic Battles
160