Eldfall Chronicles Core Rules Beta 1.6
Eldfall Chronicles Core Rules Beta 1.6
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Eldfall Chronicles
Introduction
Eldfall Chronicles is a skirmish game, set in a fantastical
world, where groups of adventurers face perilous
dangers and opposition. Players assemble their parties of
handpicked individuals, hailing from different realms, and
with them embark on quests, seeking various ends.
In a basic skirmish setting, players start the game with the
same amount of points, which they spend for recruiting
and outfitting their party in order to face the quest at hand.
Through various internal synergies, players can tailor
their parties to fit their preferred play-style. Finally, each
player assigns a leader, an authority who will bolster and
lead their party. After the players have assembled their
parties and assigned them leaders, they establish a turn
order and proceed to position the parties accordingly.
Afterwards, the players start the game throughout which
they compete against each other, or on occasion ally against
a greater threat. The game keeps all players engaged at
all times, as they conduct turns in a series of activations
and reactions. While one player activates their models and
pushes towards their design, the other player reacts against
them with an aim to thwart their intent. Models engage
one another in dynamic and unpredictable combat, where
a unison of tactics, resolve and a bit of luck leads towards
victory.
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Foreword
Greetings dear player. In this document, you will find the BETA core rules of the Eldfall
Chronicles skirmish game; its every option and every mechanic. Deciphering the game’s mechanics
and flow only from the rules may be a tedious task. Therefore, we recommend you to read the
following text, just so that you get a feel of the general flow of the game:
When players agree to a game, they decide on a Quest they intend to undertake. First, each player
chooses their preferred faction and recruits a war-band of individual models.
Then, the players perform a so-called Initiative Check: a roll that determines their turn order and
their starting position on the field.
After this is completed, players place the models onto the field in the determined turn order, and
the game begins.
At the beginning of each turn, each model on the field receives an amount of Activation Points,
corresponding to their Stamina.
The Active Player is the player that is currently taking their turn; their models perform their
Active Role. Meanwhile, the models of the opposing player, the Reactive Player, perform their
Reactive Role, reacting against each Activation of the Active player’s models.
If we look at this in detail: The Active player may activate a model by spending one of its
Activation points (each model may be activated according to their Activation Points). That model
may then move and perform an action. However, this may get complicated, if an opposing
-reactive- model sees the activated model during its movement. The reactive model can choose to
react to it by spending one of its own Activation points (e.g. Dodge, Attack etc.). The activated
model must now decide whether to deal with the reacting model and adjust its action (e.g. Dodge,
Attack etc.) or to continue with its original plan.
When the Active player concludes their turn, the roles of players exchange: the former Active
Player becomes the Reactive Player and vice versa.
The game ends either when players complete their 5th round, or are left without alive models,
or complete a certain objective of the Quest at hand. After the game ends, the players calculate
Victory Points, which they received as rewards for completing objectives. The one with more
points becomes the victor.
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Core Game Elements
Model Profiles 15
7 8
②: Class
Each model is assigned at least 1 class, which, to an extent,
defines its role on the field. (See page 39) 9
③: Attributes
The set parameters which display the degree of a certain
model’s default capabilities. Likelihood of a dice roll success
is primarily based on the model’s attribute value.
-STA (Stamina)- Indicates the default number of -INT (Intellect)- Indicates a model’s default mental
Activation points a model receives at the beginning of its dexterity and often its capability of casting spells and
every turn and how swiftly it can wield certain items. perceiving its surroundings.
-SPD (Speed)- Indicates the default distance that a model -AG (Agility)- Indicates the default physical nimbleness
can cross on the field when moving, indicating up to how and kinesthetic capability of a model mainly used when
many inches on the field the model can move. avoiding incoming attacks (dodge) and escaping certain
dangers.
-OFF (Offense)- Indicates a model’s default active melee
capability used during its Active Role to conduct a Melee -T (Toughness)- Indicates the default physical strength
Attack. and endurance of a model.
-DEF (Defense)- Indicates a model’s default reactive -ARM (Armor)- Indicates the default amount of natural
melee capability used during its Reactive Role to conduct or artificial protection the model has in order to cope
a Melee Attack. with the received power of a hit.
-ACC (Accuracy)- Indicates a model’s default capability -HP (Health Points)- Indicates the default health of
with ranged projectile weapons used when performing a model, or in other words, how many Wounds it can
Ranged Attacks. withstand before becoming incapacitated.
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④ : Size
Indicates the model’s volume on the field. Each Size value is represented by the corresponding Hitbox (size shown in mm
below - pictures are not true to scale).The sizes of models, from the smallest to the largest, are categorized according to
the following order: Small < Medium < Large < Huge<Gigantic < Colossal< Monstrous
(the monstrous size is not yet fully decided)*
Gigantic Colossal
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⑧: Skills
Skills are optional ABILITIES a model can use and benefit
from in certain situations. They are explained on the back of
the card most of the time. (may also be found in List of Abilities
document)
A model cannot use the same skill more than once per
activation.
Some skills can have more than one level. The level of a Skill a
certain model has is represented by the roman numerals next
to the name of the Skill. Any level of such a Skill automatically
grants access to all lower levels of the Skill to the User – the
Effects of skills with multiple levels stack.
Example: A model that has Stealth II can automatically benefit from the
Stealth I effect in addition to the effect granted by Stealth II.
⑨: Combat Arts
Combat Arts display a form of combat the model excels in
and in which it developed a certain level of mastery.
Some models have access to a variety of combat
ABILITIES organized into Combat Arts charts.
Combat Arts consist of levels, where the model has
access to all levels up to the model’s listed level of
that Combat Art.
If a model has access to several Combat Arts, it may
select only one at a time. Moreover, a model can add
the effect of only one of the Combat Art levels to its
Attack.
Example 1: If a model has Fencing III listed under its Combat Arts,
it can add the effect of one of the following: either level I, II or level III of the Fencing
art to its Attack.
Example 2: If a model has Fencing V, it can select any one of the levels (in this case there
are only 5) and add the corresponding effect to its Attack.
EX1: Fencing III - Selected level’s effect is applied to this model’s Melee Attack.
I Masterful Parry: Target’s Melee Attack suffers -3 Modifier.
II Harsh Riposte: Target’s Melee Attack suffers -1 Strike.
III Second Wind: User’s Melee Attack gains +1 Strike.
IV Grapple & Thrash: User’s Melee Attack gains Knockdown.
V Striking the Gaps: User’s Melee Attack gains Ignore Armor.
EX2: Fencing V - Selected level’s effect is applied to this model’s Melee Attack.
I Masterful Parry: Target’s Melee Attack suffers -3 Modifier.
II Harsh Riposte: Target’s Melee Attack suffers -1 Strike.
III Second Wind: User’s Melee Attack gains +1 Strike.
IV Grapple & Thrash: User’s Melee Attack gains Knockdown.
V Striking the Gaps: User’s Melee Attack gains Ignore Armor.
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⑫: Stratagems
Stratagems are abilities only the Leader of a Party
10 (See page 22) may use during its Strategic phase. If
the Leader becomes Incapacitated or Dead (states),
that Party can no longer use Stratagems. During their
Strategic phase, a player may select 1 Stratagem and
apply its effect. Available Stratagems can be found on
13 the Model Profile of the selected Leader.
15 There are two types of Stratagems:
Authority, which affects allied models, and
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Subterfuge, which affects enemy models.
12 Unless specified otherwise, after a Stratagem is
applied, its effect lasts until the player's next
Strategic phase.
Stratagems have infinite Reach.
IMPORTANT
* Friendly models without the same Affiliation
10 12 as the Leader cannot benefit from that Leader’s
Authority Stratagems (see page 11).
* If the player does not specify what Stratagem the
Leader is using, the default used Stratagem will be
the one listed highest in the Leader’s Stratagem
chart.
⑩: Spellcraft
Some models have access to a variety of individual spells, or
spells organized into Spellcraft charts. Similarly to Combat
Art charts, Spellcrafts consist of levels, where the model
has access to all levels up to the model’s listed level of that
Spellcraft. However, it can only cast spells of the same
Element as it has access to (see page 20).
⑪: Special
Some models have unique abilities, which effects are
displayed under this section. (Currently, there are no models with these abilities.)*
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⑬: Inventory (X)
⑭: Items
It represents the available space a model has for carrying
Items on a Quest. The value X represents the total weight Items grant models various abilities.
or number of Items a model can carry on itself during the - A model can only have one Item from each Category
quest. If the total Quantity or total Weight of Items in the equipped at a time.
model’s Inventory exceeds the X value, the model becomes - A model may equip or unequip Items once per Activation
over-encumbered and may not perform any Movement (or Reaction).
or Special Action. - In the Activation step (Page 26) an Activated model may drop
When a model activates, it may drop any number of Items, not listed on its default profile, from
any number of Items. If the items its Inventory. If the items are dropped, they are represented
are dropped, they are represented by by a Cache token. They are placed in base contact with the
a Cache token and are placed in Base model who dropped them and left on the field.
Contact with the model that dropped - Items are divided into 4 categories; depending on their
them and left on the field. application and effect:
If an Item has “/” marked as its
Quantity and Weight, it fills no space in
the model’s Inventory. - Weapons give an attack the specified amount of Reach,
NOTE: unless somehow removed, the items that are Strike, Power (PW) and effects when equipped.
already in the model’s inventory have to be included when
calculating the total weight and quantity. - Shields provide a passive effect when equipped. A
model may use an equipped Shield to perform an Attack
QTY (Quantity): indicates the amount of an Item a model instead of with a weapon, spell or another Item (more on
has in its Inventory. this in the Melee Attack section, page 32).
WGT (Weight): indicates the heaviness of a single Item
in the model’s Inventory (or how cumbersome it is to carry - Accessory items provide a passive effect when
around). Note that Weight is multiplied with Quantity when equipped.
checking the total weight of Items in the model’s Inventory.
- Consumables: After use, no matter if the Action was
successful or not, the consumable item must be discarded
from the model’s Inventory. A model may use only one
consumable item at a time. You do not need to unequip
other items to use a consumable item (the model equips
the Consumable Item for only a brief moment when
using it).
IMPORTANT
If the player does not specify what a model has equipped
and the model has multiple Items of the same category in
its Inventory, the default equipped Item (of each category)
is the one listed highest in the Inventory.
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EXAMPLES OF ITEMS
AND THEIR PROFILES:
Weapon 1:
Name Effects PW RCH Strike Type Qty Wgt
Weapon 2:
Name Effects PW RCH Strike Type Qty Wgt
0-20’: 0 Ranged, Weap-
Short Bow Two-Handed T STA 1 2
21-40’: -6 on
In terms of damage, the Short Bow is similar to the Sword above. However, unlike the Sword, the Short Bow is a Ranged Weapon,
thus it can be used for Ranged Attacks. It has a Trait listed under its Effects. Ranged Weapon’s Reach is different from other types of
weapons, as it displays sets of intervals with their respective modifiers imposed on the model's Accuracy. The Short Bow is capable of
attacking targets up to 40 inches away, but will impose a -6 negative Modifier to the user’s Accuracy when shooting at targets that are
more than 20 inches away. Its Strike is equal to the wearer’s Stamina. While its Quantity is 1, the bow and its arrows take up a bit more
of the model's Inventory, thus its Weight is 2. (More on Ranged Attack on page 33)
Accessory:
Name Effects PW RCH Strike Type Qty Wgt
+1 Strike when casting
Staff of Sorceries / / / Accessory 1 2
Sorceries.
Staff of Sorceries is an Accessory. While it has no particular Power, Reach or Strike value, it grants its Effect to the wearer as long as
it is Equipped.
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Shield:
Name Effects PW RCH Strike Type Qty Wgt
-3 to incoming Melee Attacks
to Front, +3 ARM against
Ranged Attacks to the Front. Melee,
Shield T 0 1 1 2
wearer’s Melee Weapons Shield
with Reach more than 0 have
-1 Strike.
As defined in the rules above, when the wearer has a shield equipped, it automatically becomes af-
fected by its effect. Therefore, any frontal Melee Attack towards the wearer will suffer a -3 Modifier
(namely to its Offense or Defense). In addition, the wearer will also have +3 Armor when dealing
with frontal Ranged Attacks. However, if the wearer decides to perform a Melee Attack with a Me-
lee Weapon with reach greater than 0, the wearer’s attack will suffer -1 Strike. In addition, instead
of attacking with a Weapon, the wearer may also attempt to perform a Shield Bash (See Melee Attack,
page 32), damaging and knocking back the target. Note however, that in order to effectively use the
shield for a Melee Attack, the target should be in base contact with the wearer of the shield, as its
Reach is 0.
Consumable:
Name Effects PW RCH Strike Type Qty Wgt
Grapeshot Targetless 12 T, AOE: 1 Ranged, 3 0
Circular L Consumable
Grapeshot is a bomb, a Consumable. It has Reach equal to the user’s Toughness and has an Area
of Effect of a large circular template when it lands. When using it for a Ranged Attack, the Targetless trait allows the user to target
any area on the field within its Reach (model’s Toughness), while the AOE: Circular L will affect any model inside the Large Circular
template, centered on the targeted area. Affected models suffer a Hit with Power 12 if the Grapeshot lands successfully (or if they
somehow failed to avoid the impact). More on Templates and AOE on page 17.
⑮: Affiliation
Affiliation is represented by the banner on the model’s profile. It displays the factions into which this model may be recruit-
ed and to which it belongs.
Models with Neutral affiliation can be recruited into any faction. Some models have a split banner, displaying emblems of
two different factions, meaning that the model can be recruited in both factions. If one half represents Neutral faction, it
means that the model can be recruited by any faction as a neutral model, while it originally belongs into the other displayed
faction (where it is recruited as a model of that faction).
Coalition of Coalition of
Neutral Thenion &
Thenion
Neutral
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Dice Rolls - Damage Roll:
Whenever a model performs an action that would require a When your model hits another model, you must perform a
roll, the player determines the success or fail of the action by Damage Roll for each Hit that model suffered.
performing the corresponding dice rolls. Rolls are performed In order to perform a successful Damage Roll, the total sum
with 20-sided dice (D20). of the ARM value and the dice roll should be lower than
the Power (PW) of a Hit (the ARM attribute value is added
to the result of a dice roll).
- Attribute Roll: If the combined sum of a roll and the ARM value
In order to perform a successful Attribute Roll, the result is higher than the received Hit’s Power, the damage is
of the dice roll should be equal to or lower than the negated.
modified attribute. If the combined sum of a roll and the ARM value is the
same or lower than the received Hit’s Power, the hit model
suffers a Wound (unless specified otherwise).
Example: In order to perform a successful Agility Roll,
the result of the dice roll should be equal to or lower
than the modified AG attribute. Example:
STA 2
A model performs
a Damage Roll using SPD 6
the Armor attribute: OFF 14
DEF 10
- Attack Roll: ACC 8
In order to perform a successful Attribute Roll, the result
INT 10
of the dice roll should be equal to or lower than the
AG 10
modified attribute.
T 13
ARM 5
Example: A model performs STA 2
an Attack roll using the Offence HP 3
SPD 6
M 17
attribute: OFF 14
DEF 10
ACC 8
INT 10
AG 10
T 13
ARM 5
HP 3
M 17
- Re-roll:
After the dice are rolled, the player may roll (depending on
the ability) a selected number of dice once again, completely
negating their previous roll result.
Note: Re-roll is granted by certain Abilities.
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Modifiers Distance and Measurement
- Modifiers modify a model’s attribute and affect - During the game, distances are measured in inches.
the outcome roll results. Modifiers are numbers that - Measurement is done after the Movement, Action or
are added to or subtracted from the model’s default Reaction has been declared.
attribute value. (For example: various Abilities, Items, - Measuring should always be related to
Spells, Stratagems etc. may modify attributes.) the performed Action or Movement.
- They are applied after the Action has been declared and - The distance between models is measured in a straight line
before the rolls are performed. from the closest points of their Silhouettes.
- If modifiers reduce an attribute to a 0, the action will - The Movement distance is always measured from the same
result in an automatic failure (except for Armor and part of the model’s base (See page 14, example of correct measuring).
Damage rolls). An attribute cannot be modified bellow 0 (it When measuring the Movement, a player must measure the
cannot be negative). If an attribute is increased over 20, the exact route of the model’s Movement.
roll result of 20 also becomes a Critical Hit.
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Movement Line of Sight
Movement types allow models to move differently across the Line of Sight is crucial for determining whether a model can see
field. There are two kinds of Movement a model may declare another model and declare an action against it.
- NORMAL MOVEMENT AND SPECIAL MOVEMENT. - Line of Sight is a term defining an imaginary straight
line connecting the Hitbox of two models. It
defines whether a model can see the other model. To check
it, simply draw an imaginary straight line from one model’s
GENERAL RULES OF edge of the Hitbox or base to the edge of another model’s
MOVEMENT Hitbox or base.
- A player may voluntarily move or place models only - Unless specified otherwise, a model can draw Line of Sight
on non-vertical surfaces, unless stated otherwise (e.g. by only from its Front arc.
performing Climb or Jump Special Actions, or if a model - A model’s Hitbox is from the top divided into the
has a certain Ability that would allow that). Front and the Back section, each representing an arc of
- The distance of the Movement is, at the beginning and 180°. We recommend that players clearly mark Line of
at the end of it, measured from the same spot on the Sight arcs on each model’s base, defining the models’ Front
base. and Back arcs.
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Awareness Actions
Awareness represents the model’s perception of its surroundings. Models can perform different actions with different intents.
Awareness is an area surrounding the model, with a radius There are two kinds of Actions a model may declare:
measured in inches equal to the represented model’s Agility NORMAL ACTIONS AND SPECIAL ACTIONS.
value. The radius of Awareness is measured from the edge
of the miniature’s base. Normal Actions can be declared both during the model’s
A model is considered to be within another Active and the Reactive Role. However, in order to declare a
model’s Awareness (area) as long as its hitbox is within or in Special Action, a model must first declare “Idle” during its
contact with that model’s Awareness. Movement phase.
For more information on Actions, see page 31.
States
- A state represents a certain circumstance a model found
itself in.
- When a model enters a certain state, a token/marker
representing that state can be placed next to the model’s
figure or onto the model’s profile card for the player’s
convenience. Note: in competitive play, it is advisable that all
players use tokens, so that all players can keep track of them.
- A model can find itself in more than one state at the same
time.
- States of the same name are not cumulative.
- List of states can be found on page 42.
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Active & Reactive Role Reach (RCH)
Reach represents the distance (measured in inches) at which
an Item or a Spell can be used. Reach is measured from
Essentially, the Reactive Player’s models perform anywhere on the model's Hitbox. If the Reach is 0, Item,
the Reactive Role while the Active Player’s models Spell or Skill can only be used when in Base Contact with
perform the Active Role. the target.
When the Active player concludes their turn, the If the target of an action, performed with a certain item, is
outside of the item’s Reach, the action resolves as a failure.
roles of players and their models exchange: the Ranged Weapons are special in this regard, as their Reach
former Active player becomes the Reactive player value displays a single or multiple intervals (see the Example
and vice versa. 1 below). These intervals indicate the distances at which that
ranged weapon has a certain Modifier applied to the user’s
Accuracy attribute.
If the Reach distance of such weapons would be modified,
The Active player’s models conduct Activations, every interval becomes modified (Example below).
through which they carry out their Active Role, NOTE: A model can even hit a target that is on different
whereas the Reactive player’s models carry out elevation, if it has enough Reach.
Reactions, through which they may attempt to hinder
the Active models’ Activations.
(Further explained in “Playing the Game” section, page 23.) Example 1:
0-20’: 0; 21-40’: -3. In this particular example, the first interval indicates
that the Accuracy of the user will not be modified when performing a
Ranged Attack at the distance of up to 20 inches. However, the second in-
terval indicates that when the distance to the target is longer than 20 inches
and up to 40, the user’s Accuracy will suffer -3 modifier. If the distance to
the target is larger than 40 inches, the attack fails automatically.)
Example 2:
A model, using a Short Bow with Reach 0-20’: 0; 21-40’: -6, uses an abil-
ity which extends the Reach of his weapon for 2 inches on every interval.
This means that the new modified reach of his Short Bow is: 0-22’: 0;
23-42’: -6
Casting Aura
- Some Spells can only be cast in the proximity of their
caster. Casting Aura is an area, in size equal to the
caster’s Awareness (see page 15) and is centered on the
caster.
- Spells with Casting Aura reach can only target models
within the Casting Aura area.
- In the Active Role, the caster of a Spell can target
models within the Casting Aura, even if it has no Line
of Sight towards them. In such cases, the caster’s
casting attribute suffers a halving Modifier.
- Targets of an Attack with this reach cannot benefit
from Cover.
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Templates and AOE • SPRAY (SMALL -S, LARGE -L): Teardrop templates
are placed with the narrow end in base contact with the
attacking model. The target of the attack must be fully
Some skills, spells or items have an Area of Effect, or AoE for covered by the template.
short. Large teardrop template length: 260 mm
- In order to determine the number of models affected by Small teardrop template length: 213 mm
such abilities, a player places a template over the affected
area. The template will affect all models whose Hitboxes are
at least partially covered or in contact with the template.
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Strikes & Hits Critical Hit
- During an Attack, when the result of a dice roll is 1 it
is considered a Critical Hit.
Strike value specifies the number of dice rolled when - Critical Hit reduces the hit model’s Armor to 0 (but
performing an action with a certain Item, only for that particular Hit).
Spell, Skill etc. Oftentimes, when performing an offensive - A Critical Hit beats all opponent’s Confrontation
roll, the roll itself can also be called a Strike. In the Roll results. (see section “Confrontation”, page 19)
Reactive Role, a model’s default Strike value becomes - When both (or more) players declare Attack and
1. score a Critical Hit, both (or all) models suffer the Hit,
applying all additional effects.
A successful Attack roll is considered as delivering a Hit
to the attacked model. When performing an Attack, the NOTE:
attacking model delivers a Hit with each successful Attack - Some items, spells, etc. have effects that are triggered
roll. with a scored Critical Hit.
- Some skills can increase or decrease the likelihood of a
Strike value cannot be modified below 1. Critical Hit.
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Confrontation Damage & Wounds
When a model hits another model, it must perform a
Confrontation commonly occurs when two or more Damage roll for every Hit it dealt to that model in order
opposing models compete against one another, i.e. when to damage and wound it. In the occasion of a successful
they declare Attacks against one another. The purpose Damage roll, the hit model suffers a Wound for every
of a Confrontation is to determine which of the models successful Damage Roll. It looses 1 HP for every suffered
involved beat all of the other opposing models and Wound.
successfully performed their Attack.
Players resolve Confrontation by performing A model whose HP value would be reduced to 0 becomes
Confrontation Rolls. Incapacitated (state). The model enters the Incapacitated
state at the end of the turn and cannot be rendered Dead in
the same turn (unless stated otherwise).
Confrontation Roll Suffering a Hit allows the model to rotate and adjust its
line of sight.
Confrontation rolls are performed among the models that are
in a Confrontation. NOTE: Unless specified otherwise the hit model
- The model with one or more successful Confrontation suffers a number of Wounds equal to the amount of
rolls wins the confrontation. It is the only model Hits not prevented. However, some abilities may modify
between the two that deals damage to the other and the number of Wounds a model suffers when receiving
successfully performs the Attack. damage.
- Confrontation Rolls are considered successful if
each roll’s result is within (i.e. is equal or lower than) Fall Damage
the model’s used modified attribute and higher than
the enemy model’s successful rolls. Each successful If a sequence somehow resolves with a model being
Confrontation roll negates all enemy model’s rolls moved from a higher to a lower surface, that model
with a lower result. The model with one or more might suffer damage from the fall.
successful Confrontation Rolls wins the confrontation. - A model falls, when it is somehow moved from a higher
surface onto a lower surface (if Climb was not used).
NOTE: Even if a model’s Attack Rolls would be - If a model falls for a distance that is greater than its
within the parameters of success, they are considered halved Speed value (measured vertically from the point
unsuccessful if the result of the opponent model’s rolls of falling to the point of landing), it must perform an
are within the parameter of success and the roll results Agility Roll for each interval of the fall equal to the
model’s halved Speed value. The model suffers a Wound
are higher.
for every failed Agility Roll.
Example:
Model A moves into Line of Sight of Model B. Model
B reacts with an Attack, targeting Model A. Model A also
declares Attack, targeting Model B. Both models perform their
Attack Rolls. As a Reacting model, Model B has Strike 1, while
Model A has Strike 2. Model B’s used modified attribute value is
12 and the result of its roll is 8. Model A’s used modified attribute
is 13 and the results of its rolls are 6 and 11. Model B’s roll of 8
is higher than Model A’s roll of 6, therefore it negates the roll of 6
of Model A. However, Model A’s roll of 11 is higher than Model
B’s roll of 8 and is still within its used attribute (13), therefore it
negates Model B’s roll and is considered a successful Confrontation
roll. As a result, Model B receives 1 Hit from Model A. Model B’s
Attack is negated.
Example:
If a model that has a Speed of 6 falls, it must perform an
Agility roll for every 3 inches of its fall from the point of
falling to the surface it falls onto.
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Spells and Magic
Spells are a focused representation of magic. Wielders of magic channel raw mana from the elements or items and shape
it into unique forms known as spells. Spells represent a large portion of the gameplay as many factions offer the player a
variety of models, well-versed in the use of magic.
- The process of using spells is often referred to as Casting.
- The model who uses the spell in question is often referred to as the Caster.
-Unless stated otherwise, the model uses the Intellect attribute when casting Spells.
- In order to cast spells of a certain Element, the caster must have an Affinity (Element) of the specified Element. Exam-
ple: Affinity (Fire). (Found in List of Abilities document)
- In the Active Role, if a Spell has a Strike value greater than 1, the Caster may choose a number of targets up to the speci-
fied Strike value. (Note: This cannot be applied to the casting of Conjuration spells.)
- A model can cast only one Spell at a time.
- A model cannot cast spells if it has “both hands full”. Example: a model has at the same time equipped a weapon and a
shield, two weapons, or a two-handed weapon.
Mana Counters:
- Mana Counters are a resource that represents mana - the energy required for casting spells. Mana counters
can be spent for covering the price of Conjuration-type Spells or some other powerful spells.
- When in the Active Role, a Mage (Class - see page 39) can convert any number of its Activation
Points into the corresponding amount of Mana Counters (replace Activation Points with Mana
Counters) and place them in its personal pool. Mana counters are cumulative and do not disappear
at the end of the turn!
Depending on their application and purpose, spells are divided into 5 Types:
Sorcery:
- Sorceries are spells, mainly with short-lasting effects.
- Unless specified otherwise, the effect of a Sorcery-Type spell
lasts until the end of the Activation Sequence.
- Its effect is dealt to the target or affected models.
Healing:
- Healing spells have short-lasting effects.
- Unless specified otherwise, the effect of a Healing Spell lasts
until the end of the Activation sequence.
- They can be cast only in the caster’s Active Role.
Enchantment:
- Enchantments are spells that last for an extended period of time.
- Unless specified otherwise, the Effect of an Enchantment lasts
until the caster’s next Strategic phase.
- They can only be cast in the caster’s Active Role.
- If the Enchantment Spell is cast successfully, its target
receives the Enchantment Spell’s Effect.
20
Transmutation:
- Transmutations are spells that are permanent and affect the environment.
- Transmutation Spells remain present on the field until removed or destroyed.
- Transmutation Spells with an Armor value in its Effect can be targeted with attacks and destroyed with a successful
Damage roll.
- When cast successfully, Transmutation Spells are placed in Base Contact with the caster.
Conjuration:
Conjuration Spells allow the caster to summon a creature to the field, and bind it under their command.
- Conjuration Spells can only be cast in the caster’s Active Role, by declaring a Ritual (Special Action) (See
page 36).
- A successfully cast Conjuration Spell allows the caster to summon a corresponding creature to the field,
and it may be used as one of the models under the player’s command. The creature immediately receives
Activation Points equal to its Stamina.
- Creatures summoned to the game by a Conjuration Spell are at the same time considered as models and as
Conjuration-Type Spells.
- Conjuration Spells have a Mana Cost of 1 or more. (Found in List of Abilities document- Mana Cost (X) trait)
Mana Cost (X): In order to cast a Spell with this trait, the caster must spend an amount of Mana Counters equal
to the X value (see page 20).
- Creatures summoned to the field by Conjuration Spells have Mana Upkeep, which is equal to the creature’s Tier (listed
in the creature’s profile).
- The caster cannot cast any more Conjuration Spells if the combined Mana Upkeep of the creatures that had been
summoned by the caster and are now present on the field, equals or exceeds the caster’s modified Stamina.
- During the Strategic phase, each caster can voluntarily dismiss one of its summoned creatures. When done so, the
summoned creature is instantly removed from the field.
IMPORTANT
When the caster of a Conjuration Spell becomes
Incapacitated or Dead (states), the creatures it
summoned to the field are removed from the field at
the end of the Activation Sequence.
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Game Setup
In most Quests, both players start the game with the same particular faction and are available to all factions.)
amount of Recruitment Points. They may spend these points -When players select a Faction, at least 1 enlisted model
for recruiting and outfitting their Party members, tailoring must be affiliated with the selected Faction. A player may
their Parties to match the selected Quest and preferred play- choose the Neutral Faction, in which case they may only
style. Players also assign one of their models as the Leader enlist models with the Neutral affiliation and purchase only
of their Party - an authority who will bolster and lead their Neutral Upgrades.
Party. Afterwards, players will establish a turn order and - The number of enlisted models of the same name must not
proceed to position the Parties onto the field accordingly. exceed their Limit.
- A single party may contain up to 10 models.
- Players create their parties in private.
Quest Selection - Note: With unspent points, players may purchase
Upgrades and assign them to their models during the
Deployment phase. (See page 24)
Before or after the players have determined the Game Size,
they determine the Quest (Found in Quests document) they will
undertake, to which they may tailor their parties accordingly. Leader
A leader is the model that represents the player on the field.
Determine the Game Size After a player has finished assembling the party, they
must assign the status of a party Leader to a model in
their party.
Players must first determine the point size of the game As long as the Leader is not Incapacitated or Dead, the
by selecting how many Recruitment points each player player controlling it may use Stratagems during their
will have at their disposal for the creation of their Strategic Phase (see page 25).
Parties. The Game Size determines the amount of Hint: since only the Leader may use Stratagems,
Recruitment Points each player has for assembling and choosing a model with Stratagems on its profile is
outfitting their Party. Each model that a player may enlist beneficial.
into the Party has its own Point Value. The model’s Point
Value indicates the amount of Recruitment Points a player
needs to spend for enlisting the model into their party. Upgrades
Creating a Party - When creating a party, a player may also purchase
Upgrades and assign them to their models during their
Deployment phase. A player purchases Upgrades with their
In order to depart on a Quest, the players must assemble remaining Recruitment Points.
the parties which will represent their interests in the - A player may purchase only Neutral Upgrades and
game. Simply put, a party consists of models - individuals, Upgrades belonging to the Faction they are currently
handpicked by the player. playing.
After the Game’s Size and Quest have been determined, - A player may purchase up to 3 upgrades. They can assign
players may assemble their parties. A Party is a group of up to 1 Upgrade per model.
models belonging to a player. A player assembles their party - A player may purchase an Upgrade with the same name
by first choosing a Faction. Each model belongs to a specific more than once (unless stated otherwise).
Faction, displayed on their Model Profile. In order to create a valid Party, the combined Point Value of
- When enlisting models, a player may only enlist models the party members and their Upgrades must not exceed the
from the chosen Faction along with Neutral models. decided Game Size.
(Neutral models are models that do not belong fully to any
22
Playing the Game
→ Field Setup
The table, or rather, the field may be set up according to the players’ preferences. Any terrain can be used.
For the standard play, we recommend the use of 3D scenery (obstacles of different heights) and a field size of 36x36 inches.
NOTE: different field setups affect the gameplay in different ways. Example field setups are on page# (not yet added).
Game Sequence
IMPORTANT
A game consists of a number of ROUNDS each divided into a number of TURNS (one for each player).
In the first Turn of a Round, the first player will assume the role of Active Player and the second player will
assume the role of Reactive Player.
During the Turn, the Active Player will spend activation points to activate their models. The Active Player's
models carry out their Activations, performing their Active Role. At the same time, the Reactive Player will
spend Activation Points to react with their own models in response; the models carry out their Reactions,
performing their Reactive Role.
Once all of the Active Player’s models have been activated the roles are reversed and the next Turn starts.
The first player now becomes the Reactive Player whilst the second player becomes the Active Player.
Once both Turns are complete, the Round ends and a new one begins.
• At the beginning of the game (at the beginning of the first Round), players perform an Initiative Check.
• After players have decided the above, they may deploy their models in the decided turn order.
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→ Deployment
Players deploy their models fully within their Deployment zone unless specified
otherwise.
Deployment zones are imaginary belts on the field measured from the opposing
edges (of the table) and are commonly 8 inches wide (however this is largely
dependent upon the Quest).
- A model can only be deployed on a surface where at least half of its base fully
fits.
- A model may be deployed in the Crouched state.
• The player who deploys their models first is considered the 1st Player, the
player who deploys their models second the 2nd Player and so forth.
→ Initiative Check
Players roll a single dice. They add the Party Leaders’ Morale value to the roll's result. The player with the
higher sum wins the initiative and may choose one of the following (the other decision is left to the other player):
• Deployment position: on which Deployment zone of the board to place (deploy) their models (the other
player will deploy within the other available Deployment zone). Furthermore they may decide whether the
players will deploy their entire parties at once or interchangeably deploy one model after the other.
After all players have deployed their models, they reveal their party list to each other.
• Turn order: who, in a round, will be the Active Player first and who second. Players will deploy models in
the same order.
24
Turn Phases
Active player
1) THE STRATEGIC PHASE:
During the Strategic Phase, models of the Active Player may declare the use of any applicable Abilities, Items, Skills or
Strategems in an order of their choosing.
NOTE: You do not have to Activate every model and you can Activate them in whichever order or use any number of their
available Activation points. Activation Points of one model do not have to be spent in sequence - you can activate a different model
before spending all the points the first model has in one turn!
→ After the Active player ends their turn, the players exchange their roles – the Active player becomes the
Reactive player, and the opponent now assumes the role of an Active player.
Reactive player
→ Following the rules of Reaction and the Activation Sequence, the Reactive player’s models may
immediately react against each activation of the Active player’s models during the Reaction Step of each
Activation Sequence (page 27).
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Tactical Phase: Activation sequence
An Activation Sequence occurs with every Activation DURING THE TACTICAL PHASE (discussed on page 25).
(More on each separate Movement and Action can be found on page 30-37.)
1) ACTIVATION STEP
- The Active player Activates a model by spending one of its available Activation points (represented by the token on the
right).
- An activated model suffers any effect it might be affected by when the model activates.
2) MOVEMENT STEP
-An activated model may declare Normal Movement or Special Movement (see page 30).
-The Active player must declare all skills used during this movement declaration, if any.
-During this step, the activated model may either enter or cancel the Crouched state (at the start or the end of the
Movement).
-After the movement is declared, the model is moved.
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3) REACTION STEP
- Following the rules of Reaction (below), the Reactive Player may now declare which models will react against the
Activated model, if any.
- After declaring reactions, the Reactive player must now declare a Normal Action (See page 31) the reacting model will
perform (more than one model can react against an activated model, however, the Reactive Player must specify each reacting
model’s actions).
- If the declared reaction is Attack, the Reactive Player must also declare the means of the Attack (Ranged or Melee,
Skills, Items, Combat Arts, etc. used with the Attack).
Reaction
- Reaction is performed by the Reactive player (or rather, by a model in the Reactive Role).
- In the Reactive Role a reactive model may declare Reaction and react against an activated enemy model by
spending an Activation Point.
- Reaction can only be a Normal Action.
- Reaction requires a Line of Sight towards the activated model.
- If the activated model moves within the reactive model’s Awareness, the reacting model may react by performing
a Dodge even without Line of Sight.
NOTE 1: all modifiers are still applied to the Reacting model’s Attack.
NOTE 2: if the reacting model declares Discover and the target is outside the model’s Awareness, the Discover
will end as a failure, preventing the model to change its declaration into Attack.
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4) ACTION STEP
-The activated model may now declare a Normal Action or a Special Action.
-If the declared action is Attack, the Active Player must declare its targets and means (skills, items, Combat Arts, etc. used
with the Attack).
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Rules in General Effect
29
List of Movement:
Normal Movement
WALK
- The model may move up to its Speed value.
IDLE
- The model does not move and remains stationary.
- The player may rotate the miniature and change its Line of Sight.
Special Movement
*Note: If a model declares a Special Movement, it may only declare “Nothing” during its Action step!
CLIMB
- When a model declares Climb, its Speed becomes halved (rounded up). Climb allows a model to move over an obstacle -
a vertical surface, or scenery - that is higher than its Hitbox.
- A model cannot perform any other Action while on a vertical surface; if a model would perform any Action while on
the vertical surface, the model falls and has to apply any possible Fall Damage (see page 19).
- A model may end its movement on a vertical surface.
JUMP
In order to reach a higher or lower ground, to reach the surface across the gap, to reach ground behind an obstacle higher than the
model’s Hitbox etc. a model may perform a Jump.
- The model can move through the air horizontally, vertically, diagonally
or in a parabolic line. The distance a model can jump over is equal to half
of its Speed value.
- Jumping distance is measured horizontally, vertically, diagonally
or parabolically between the model’s starting point and the desired
destination of the jump.
-The distance of a jump is measured after the declaration was made.
- If the distance between the starting point and jump destination is
larger than the model’s halved Speed value, but the top of the model’s
Hitbox would come in contact and reach the same (or higher) level as
the surface it wants to jump onto, the model is placed on the edge of the
surface.
- If the distance between the starting point and jump destination is
larger than the model’s halved Speed value (and the model’s Hitbox does not come in contact with the surface it wants to
jump onto), the model falls vertically at the end of its Speed value, to the lower surface.
IMPORTANT: The player must measure the distance of the fall and if necessary, apply Fall Damage (See page 19).
RUN
- The model may move a distance of up to its doubled Speed value.
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List of Actions:
Normal Actions
NOTHING
Some models can assist their allies with their own set of items or abilities. Most commonly, Assist is used to cast support spells (e.g.
Enchantments, Heal, Ward etc.) among allies.
- Assist is an action which an activated model can declare by targeting itself or one or more allied models.
- When declaring Assist as a Reaction, a model may target other allied models or itself.
- During the declaration of the Assist action, the player must choose and state with which Skills or Items the assisting
model will perform the action or which Spells it will cast.
- Unless specified otherwise, when targeting allied models with an activated model, Line of Sight is required to perform
the Assist action.
- If an assisting model would have Strike 1, it may only target one model. If it’s Strike is greater than 1, it may targets a
number of models up to its Strike value.
- In order to perform Assist, the requirements of the used Skills, Spells or Items (reach, additional effects, etc.) must be
fulfilled.
DODGE
• DISENGAGE
- During the Active and/or Reactive turn, when an Engaged (state) model declares a Dodge, it may move out
of the enemy model’s melee Reach, canceling the Engaged state (even if the roll was unsuccessful).
Example: Models B and C react against the activated Model A by declaring an Attack. Model A declares a Dodge as its action (its Agility being
13). Models B and C will perform an attack roll, each using 1 dice (while reacting, their Strike value is 1). Meanwhile, Model A will perform 2
Agility rolls, 1 against Model B and 1 against Model C separately.
Against Model B, Model A rolls 8, and against Model C it rolls 14, therefore it dodges the attack of Model B, but suffers the attack of Model C.
Model C must now proceed making a Damage roll in hopes that it deals a Wound to Model A. As Model A declared Dodge, it may move up to its
halved Speed value.
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NORMAL ACTIONS
ATTACK
- Attack is an action which an activated or reacting model may declare by targeting one or more enemy’s models.
- Unless specified otherwise, Line of Sight is required in order for the attacking model to perform the attack.
- The modified Strike value, found in the Skills, Spells or Items profiles, specifies the number of dice used during the
Attack in the Active Role.
- The Attack can be RANGED OR MELEE depending on the Item, Spell or Skill.
- In the Reactive Role, when a reacting model declares an Attack, its default Strike value becomes 1.
- During the declaration of the attack, the player must choose and declare Skills and the Combat Art that the model
will use with the Attack, and select an Item or a Spell with which the model will perform the attack. Unless stated
otherwise, a model may select only 1 Item or 1 Spell.
- In order to perform an attack with a certain Skill, Spell or Item, their requirements (reach, additional effects, etc.) must
be fulfilled.
- In order to perform a successful attack, the result of a dice roll must be equal to, or lower than the used modified
attribute (Offence, Defense, Accuracy, Intellect, etc.).
- If Confrontation Rolls are performed, the attack is successful if the roll is within the above-mentioned conditions and
higher than the enemy model’s rolls. (See page 19)
- In the Active Role, during the Attack declaration, if the Active model’s Attack would have a Strike value greater than
1, its Attack may have a number of targets up to its Strike value. In other words, if the active attacker’s Strike value is
greater than 1, it can distribute its strikes among different targets.
Important: If the strikes are distributed among more than one enemy model, Confrontation rolls are resolved
separately with every targeted enemy model, for each distributed strike.
• Melee Attack
- If a model has a Shield equipped, it may choose to perform a melee attack with Shield Bash, instead of using
other melee weapons. In this case, the Attack is performed according to the following table:
Name Effect PW RCH Strike Type Qty Wgt
Shield Bash Knockback (1’), T 0 1 Melee / /
Unkeen
IMPORTANT!
- When performing a Melee Attack with a Melee Item, a model uses the Offense attribute in its Active
Role and the Defense attribute in its Reactive Role.
- Whenever a Melee Attack is performed with a spell, the Intellect attribute is used.
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• ENGAGED IN MELEE
If a model’s figure ends within the Melee Weapon’s Reach of an enemy model during the End
Step of the Activation or at the end of a phase, the model within the enemy’s Melee Weapon’s
Reach is considered Engaged (state).
• ENGAGED (STATE)
- During the Movement step (when in the Active Role), an Engaged activated model may only declare
Idle or Walk as its Movement. However, if it declares Walk, it can only move directly towards the
enemy model that is causing the Engaged state.
- While Engaged, a model may declare only Melee Attack, Assist (targeting itself) or Dodge as its
Action.
- A model ceases to be Engaged when it leaves the melee weapon reach of the enemy model, disengages
with a Dodge, or by rendering the enemy model into the Incapacitated, Petrified, Crouched or Dead state.
- While a model is Engaged, it automatically has Line of Sight to all enemy models that are causing it to
be Engaged, but cannot react against models outside of its Awareness.
Example of Engaged 1:
Example of Engaged 2 :
The blue model is not engaged, while the red model is engaged.
Clan Champion activates and declares Walk and approaches the Ranger-
Guild Hunter. Hunter reacts by declaring a Ranged Attack. Champion
then declares a Melee Attack as its Action. Confrontation Rolls
are made and the combat resolves with both models alive. Champion
activates again, and declares a Melee Attack. Hunter, now Engaged can
react only by declaring Dodge or Melee Attack.
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• COVER
A piece of scenery on the field can provide cover to a model from ranged attacks.
- A Size: Small, Medium or Large model has Cover against Ranged Attacks, if it is within 1 inch of a piece of scenery
that is higher than the model’s base and at least partially obscures the model’s Hitbox from the attacker’s Line of
Sight.
- If the model is not within 1 inch of the cover at any point of its
movement, it can still be shot upon at the moment when it is not in contact
with the cover (provided that the attacker has a visual of that exact
moment).
- This rule applies when performing a Ranged Attack without AOE targeting an enemy model that is in Base Contact
with an allied model (of the shooter). For this rule to take effect, both the allied and the enemy model must be in Base
Contact with one another.
- When performing a Ranged Attack in this situation, the model that is performing the Ranged Attack will suffer a -4
stackable Modifier for every allied model in Base Contact with the target. A Roll result of 17, 18, 19 or 20 hits one of
the allied models in Base Contact with the target (if more than 1, the opponent chooses which one gets hit).
Example of COVER:
Clan Champion is standing behind a rock, which provides him with Heavy
Cover, obscuring the LoS of Flameweaver. If the Flamweaver would cast
a Fireball spell directly targeting the Champion, the Flamweaver would
receive a -4 Intellect modifier (Fireball is a spell, therefore the Sorcerer’s
Attacking Attribute is Intellect).
Note: In this particular case however, the Fireball spell has Targetless trait,
thus it allows the Flamweaver to target the ground near the Champion as
the target of the Ranged Attack. Consequentially the Flameweaver would
not suffer a -4 modifier from the Cover, while the Champion would still be
engulfed by the blast of the spell!
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NORMAL ACTIONS
PERCEIVE
- Discover allows a model to target and reveal an enemy model, spell or an item represented by a token (Intrigue,
Shrouded etc.). The model must also have Line of Sight towards the token (unless specified otherwise).
- By passing an Intellect roll, the model may reveal the target token. If the token is revealed, the corresponding model
miniature, spell or item token is revealed and placed onto the field.
- A model can perform Discover only against tokens within its Awareness.
COUP DE ’GRACE
Coup de ’Grace is an action that renders an incapacitated enemy model into the Dead state.
- In order to declare this action, the model must be in base contact with the target Incapacitated model.
- Upon the declaration of this Action, the target incapacitated model is automatically rendered into the Dead state.
- No roll is required.
TRADE
- A model performing this action can exchange any number of Items in its Inventory with the allied model, if they are in
base contact.
- A model may exchange only acquired Items. In other words, it may not exchange the default Items listed on its profile.
INTERACT
- In order to declare this action, a model must be in base contact with an object described by the Quest.
- By declaring this action, the model may perform a roll against the object, using the attribute prescribed by the Quest.
35
Special Actions
* Note: In order to declare a Special Action, a model must first declare “Idle” during its Movement step.
RITUAL
- By declaring Ritual, a model can immediately cast (multiple) Conjuration Spells (without any roll required) or some
spells that can only be cast with the Ritual action.
- When summoning a creature, after the player pays the Mana Cost, they may place a corresponding miniature and the
profile card of the summoned creature onto the field. The miniature is placed in Base Contact with the caster.
UNCOVER
- By passing a halved Intellect roll, the Hidden state of all enemy models or items within this model’s Awareness is can-
celed. (When playing with more players, the models and items are revealed to other players as well.)
Note: Some abilities allow a model to be deployed in the Hidden state, which prevents the other player from seeing them on the field.
ISSUE A DUEL
A duel is an honorable alternative to a skirmish and to unnecessary bloodshed. When both sides agree to a duel, they
must both bow to the ancient laws and leave their fates to their singular chosen champions!
- Only a member belonging to the player’s original party can declare this action. Summoned creatures, familiars etc.
cannot declare this action.
- If a model issues a duel, the opposing player may decide whether they will accept or refuse it.
- If the opposing player accepts, they must appoint a model from their party which will duel with the model issuing the
duel.
- If the duel is agreed upon, both dueling models’ Activation points are restored to match their default Stamina value and
the duel begins.
- While the two models duel, no other model can be activated or react. If a model which is not dueling would interfere
(with a certain skill, for example Chain Attack), the side it belongs to automatically loses the duel, and the other side
automatically wins.
- Models belonging to another model, such as summoned creatures, familiars, etc. can fight alongside the dueling model
they belong to. (Note: Summoners are allowed to summon creatures which may help them in the duel.)
- The duel ends when one of the two models becomes Incapacitated or Dead (states). When
the duel ends, the game ends as well. (Note: The players should have in mind that issuing and
accepting a duel results in the end of the game and any actions and objectives outside of the duel
cannot be continued or completed after the duel starts.)
- The player of the model that became Incapacitated or Dead loses the duel, while the player
of the surviving model wins the duel. The winner of the game, however, is not necessarily
the player that won the duel.
- If both models become Incapacitated or Dead (states) during the same activation sequence,
the duel ends in a draw.
- The player that won the duel receives 6 Victory points.
- If the duel ends with a draw, the quest ends and both sides receive 3 Victory points, not
exceeding the maximum amount of Victory points available in the Quest.
Note: The winner of the game is the player that amassed the most objective points, including those
amassed during the play-through to the point of the Duel.
36
Useful tips
37
Glossary
• ACTIVATION: The spending of an Activation Point • STRIKE: Oftentimes, when performing an attack, the
of a model and the initiation of an Activation Sequence. roll itself can also be called a Strike.
• ABILITY: An umbrella term for things a model can do; • TARGET: The model that is targeted.
Class, Skill, Trait, Combat Art, Spellcraft, Special.
• TO DECLARE: To irrevocably commit or decide
• ACTIVATE: A player spends an Activation Point to something. (For example, to declare an Attack means
activate a model. that the model will perform an attack no matter what.
This cannot be changed after the declaration was clearly
• ACTIVE MODEL: A model in its Active Role. set.)
• DAMAGE: Wounds dealt to a model. • VALUE (ATTRIBUTE VALUE): the number that
represents something, commonly a stat.
• PLAYER: A person playing the game.
• WEARER: The model with an Item in question
• PASSIVE EFFECT: A continuous effect. equipped.
• REACT: To spend an Activation Point and declare • (X): A variable, that can be found with some abilities
Reaction against an activated model. and effects. Throughout the text of a certain ability or
effect, the X is substituted with a word (commonly a
• REACTIVE MODEL: A model in its Reactive Role. number, trait, size, type, etc.) found in the brackets of
that ability on the model’s profile.
• REACTING MODEL: A model that declared
Reaction.
38
Classes
ALCHEMIST
Consumables of the model of this class replenish during every Strategic phase, in which the Alchemist counts as an
Active Model.
When casting a Transmutation-Type spell, an Alchemist may re-roll up to 1 failed roll.
ARMSMASTER
When in the Active Role, models of the Armsmaster class may gain +1 Strike when performing a Melee Attack.
ARTIFICER
During their Strategic phase, models of the Artificer class may select an Enchantment spell available to them and apply
its effect to themselves until their next Strategic phase.
ASSASSIN
Models of the Assassin class score a Critical Hit on roll results of 1, 2, 3.
BERSERKER
Once per turn, when a model of the Berserker class would suffer one or more Wounds as a consequence of a Damage
roll, it may perform a Toughness roll for every Wound it would suffer. If a roll is successful, the corresponding damage is
prevented.
CREATURE
Creatures have no particular abilities connected to their class. However, some Quests may have rules that add a specific
effect to the Creature class.
CIVILIAN
Civilians have no particular abilities connected to their class. However, some Quests may have rules that add a specific
effect to the Civilian class.
DRUID
Models of the Druid class gain a +4 Modifier when casting spells of the Earth element. Furthermore, Druids can choose
to cast spells with either their Intellect or Morale value.
39
ENCHANTER
Models of the Enchanter class may cast Enchantment-Type spells on allied models without performing a roll.
MAGE
- When casting a Spell, a Mage may spend an unspent Activation Point to re-roll any number of dice.
- Mana Counters are a resource that represents mana - the energy required for casting spells. Mana counters
can be spent for covering the price of Conjuration-type Spells or some other powerful spells.
- When in the Active Role, a Mage can convert any number of its Activation Points into the corresponding
amount of Mana Counters (replace Activation Points with Mana Counters) and place them in its personal
pool. Mana counters are cumulative and do not disappear at the end of the turn!
MARKSMAN
If a model of the Marksman class declares Idle during its Movement step, it gains +4 Accuracy until the end of the
Activation sequence.
MYSTIC
Models of the Mystic class must use the Morale value instead of the Intellect value when casting spells.
RANGER
During the End Phase when in the Active Role, models of the Ranger class may perform a Normal Movement (note: this
does not provoke Reaction from the reactive player).
ROGUE
On at least one successful hit against the target, a Rogue may perform an AG roll. If successful, the Rogue’s hit gains
Knockdown.
SENTINEL
When in their Reactive Role, models of the Sentinel class may gain +1 Strike when performing an Attack.
SOLDIER
Models of the Soldier class receive +1 Offense, +1 Defense, +1 Accuracy, +1 Intellect and +1 Morale for each other
Soldier in its Party.
SORCERER
In their Active Role, when casting a Sorcery-Type spell, a Sorcerer may re-roll up to 1 failed roll.
40
SUMMONER
- A model of the Summoner class can start the game with a Tier II or lower summoned creature in its Awareness area,
which could be brought to the field by one of the Conjuration spells available to them
(with no roll nor spending of an Activation point required).
- A Summoner may share its pool of Mana Counters with other Summoners in the party.
VITALIST
Models of the Vitalist class can cast Healing-Type spells on allied models that are not in the Incapacitated or Dead state
without having to perform a roll.
WARRIOR
During its Strategic phase, a warrior may shift to a Defensive Stance: The player indicates this by placing a
Defensive Stance marker next to the model. While in the Defensive Stance, when the model declares an Attack,
its Strike becomes 1 in its Active Role, whereas in its Reactive Role, its Strike is as it would be in its default
Active Role. In other words, a warrior on the Defensive Stance attacks as if it was in the Reactive Role in its
Active Role, while when in the Reactive Role, it attacks as if it was in the Active Role.
Unless stated otherwise, the Defensive Stance is canceled at the beginning of the warrior’s next Strategic
Phase.
WIZARD
When casting a spell of the Elder Element, a Wizard may re-roll up to 1 failed roll.
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States
BLEEDING
A model in this state must perform a Toughness roll in its every Strategic phase.
A failed roll causes the model to suffer a Wound.
BLINDED
A model in this state has no LoS (other than to itself) and cannot perform any actions other than
Dodge or Nothing.
CONFUSED
A model in this state has halved Offense, Defense, Accuracy, Intellect and Morale.
CRIPPLED
CROUCHED
The Hitbox of a Crouched model becomes the size and volume of its base. While in this state, the model’s Speed and
Armor value is halved and its Attack Strike value becomes 1.
Crouched models cannot make other models Engaged (state).
During the Movement step, a model in this state may only declare Walk or Idle.
In the Active Role, this state may be voluntarily canceled during the model’s Movement step.
This state may also be canceled with a Dodge.
DEAD
A Dead model’s Hitbox becomes the size and volume of its base. A Dead model cannot receive Activation
points and cannot perform Activations nor Reactions. Unless stated otherwise, it cannot use or benefit
from any Skills, Traits, etc.
ENGAGED
During the Movement step when in the Active Role, an Engaged activated model may only declare Idle or Walk.
However, if it declares Walk, it can only move directly towards the enemy model that is causing the Engaged state.
While Engaged, a model may declare only Melee Attack, Assist (targeting itself) or Dodge.
A model ceases to be Engaged when it leaves the melee weapon reach of the enemy model, Disengages
with a Dodge, or by rendering the enemy model into the Incapacitated, Petrified, Crouched or Dead state.
While a model is Engaged, it automatically has LoS to all enemy models that are causing it to be Engaged,
but cannot react against models outside of its Awareness.
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FLYING
INCAPACITATED
When a model’s HP attribute reaches 0, the model becomes Incapacitated. The Hitbox of an
Incapacitated model becomes the size and volume of its base. An Incapacitated model cannot receive
Activation points and cannot perform Activations nor Reactions.
This state is canceled if the model regains at least 1 HP. When canceled, the model may voluntarily
become Crouched (state).
An already Incapacitated model that would suffer another wound automatically becomes Dead (state).
An incapacitated Leader cannot use Stratagems.
IMMOBILIZED
This state can be canceled with a successful Dodge, which may be performed either with Agility
or Toughness. A model in this state cannot perform any Movement, Special Movement or Special
Action. When it declares Dodge, it cannot move or enter/cancel the Crouched state, unless it
performs a successful Dodge.
PANICKED
A Panicked model must perform a Morale roll at the beginning of its every Activation or Reaction. If
it fails the roll when in its Active Role, it must perform an entire Run movement towards the nearest
open edge of the field. (If the distance from the two or more edges of the field were the same, the
player must decide towards which the model will run to.) If the movement of the model in this state
would end past the edge of the field, the model is removed from play and counts as a loss.
If the model fails the roll in its Reactive Role, it can only declare Dodge towards the edge of the
field or Idle as its Reaction.
POISONED
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SHROUDED
While a model is in this state, it is represented on the field by a Shrouded token. A model in this
state cannot be a target of actions other than Discover. The Shrouded state is automatically canceled
if the model declares a Normal Action (other than Nothing) or Special Action.
Performing an Attack in this state reveals the model, but grants the Surprise Attack trait to its
Attack.
WEAKENED
CREDITS
Written by: Ziga Gantar
Edited by: Tjaša Gaber
Character art by: Ziga Gantar
Landscape art by: Aron Hommer (@thatohora)
Miniature sculpts by: Pedro Tavares Santos, Lailson Camini
Playtesters:
Owned by: Freecompany d.o.o.
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