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Arcane Companion V-A.1

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0% found this document useful (0 votes)
457 views37 pages

Arcane Companion V-A.1

Uploaded by

clara.garcia
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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A Magic and Fantasy Supplement for CLASH

Mateo Felez Lecha (Order #39571072)


Table of Contents

Introduction 3 Fantasy Army Lists 25


1.1 How to use this book. 3 4.1 How to use these lists ? 25

New Rules 4 4.2 Characters 26

2.1 Magic in CLASH 4 4.3 Point System 26

2.1.1 Arcanists and Spells 4 Dark Dwarfs 28

2.1.2 Arcanist level 4 Raiders from the North 29

2.1.3 New action: The Draugr 30


Cast Spell (+1 fatigue) 5
The Ghosts of Cannae 31
2.1.4 Spells with variable range 6
Elven Kingdoms 32
2.1.5 Spells with lasting effects 7
Men of The South 33
2.1.8 Esoteric Disciplines 7
The Men of the Mark 34
2.1.9 Pre-Battle Casting 8
The Army of the Red Eye 35
2.1.10 Add Arcanists to your force 8
The Orcs of the White Hand 36
2.2 Legion force organization. 10

Soldiers & War Gear 11


3.1 The Undead 11

3.1.1 Animated 11

3.1.2 Pallor Mortis 17

3.1.3 Controller(X) 17

3.2 Other New Traits 18

3.3 New Weapons 24

Living rulebook version was last updated on May 19, 2023

Mateo Felez Lecha (Order #39571072)


1

Introduction

1.1 How to use this book. use fantasy miniatures available from different
manufacturers.
The Arcane Companion is a living rulebook We also provide the point system used which
that will over time consolidate general rules to follows the standard system in other CLASH
include Fantasy elements in your CLASH supplements so you can experiment with de-
games. signing your own army lists. You will also be
There are many ways for you to use this sup- able to use this supplement in combination
plement. with other fan created list.

You could use these rules to add fantastic ele- Note that the point system is not designed to
ments to your historical games, maybe that prevent a list designer from creating unbal-
shaman is not just helping to consult the anced army lists. When we release supple-
omens and can actually cast magic, maybe sud- ments we do careful analysis and comparison
denly the ghosts of Cannae have returned to of the lists. It is possible that fan created lists
the battle�ield looking for revenge against the might not be balanced against our own lists but
barbarian hordes of Hannibal. sometimes players are just looking for a fun
game to bring minis to the table and not the
You can also use this supplement to use the optimal army building exercise.
CLASH rules with armies entirely based on fan-
tasy worlds such as Middle Earth, Glorantha, Finally, this is a living document so when the
The Hyborian Age, etc. Over time we will also document is updated you will be noti�ied that it
add a few lists to this supplement so you can is time to update your copy to see what great
new goodness has been added.

Mateo Felez Lecha (Order #39571072)


2

New Rules

2.1 Magic in CLASH 2.1.2 Arcanist level


Wizards, Sorcerers, Warlocks, and many other Arcanists have three power levels ranging from
types of scholars dedicate themselves to the Apprentice (level 1) to Mage (level 2) and �i-
practice of the esoteric arts. They achieve pow- nally Archmage (level 3). This is indicated with
ers and abilities that defy the natural laws of the the Arcanist trait with the level in parentheses.
known world. Having one of these practitioners Arcanist(1), Arcanist(2), Arcanist(3)
in your force can provide great advantages at
the time of need but beware since their powers Although any Arcanist can learn and attempt
are not always easy to control. any spells, higher level Arcanists have a higher
chance of success in the process of casting a
given spell while lower-level practitioners
might suffer more severe consequences when
2.1.1 Arcanists and Spells failing to cast a very advanced spell.
Characters with the Arcanist trait can cast Characters with the Arcanist trait cannot wear
spells according to the magic rules outlined in armor as these heavy inert materials interfere
this chapter, this will include all types of wiz- with the practitioner’s ability to cast spells. The
ards, necromancers, sorcerers, and others that exception to this is magical armor specially
will join your warband to provide unnatural crafted for them.
advantages to your troops. We will refer to
characters with this trait simply as Arcanists to
include all possible varieties of practitioners of
the esoteric arts.

Mateo Felez Lecha (Order #39571072)


2.1.3 New action: Cast Spell (+1 fatigue) In addition to this classi�ication each spell is
also identi�ied with a target dif�iculty, a
We now need to introduce a new action to al- number ranging from 5 (easiest) to 8 (hardest)
low our Arcanists to cast spells.
In the actions prior to attempting to cast the
Casting a spell is a standard action. This means spell the wizard will sometimes choose to
that the model gains an action token and spend actions preparing to cast in order to
checks the fatigue table to see if any fatigue is either improve the chances of successfully
gained. Casting a spell always adds an addi- casting the spell and/or to improve the effects
tional point of fatigue on top of what is indi- of the spell.
cated by the fatigue table (+1 fatigue modi�ier).
In order to prepare a spell the player indicates
To cast a spell the player must select a target what is the spell that the Arcanist is preparing
for the spell and announce it. Unless otherwise and takes a ready action. This allows the
stated the casting Arcanist must have line of Arcanist to gain a ready token. Although the
sight to the target and must be within the max- spell is declared, the target of the spell will
imum range indicated by the spell. only be selected at the moment of casting.
Spells in CLASH are classi�ied into three main The arcanist can continue to prepare the same
types based on the amount of effort and prepa- spell in subsequent actions. All ready tokens
ration required by the caster in order to suc- get lost if the Arcanist takes any action other
ceed. than a ready action or if the Arcanist rests of
rallies. Recovering during the end phase does
not result in losing the ready tokens.
▪ Simple: Basic spell that requires There is no limit to the number of ready tokens
minimum preparation and tends to that an Arcanist can accumulate in this manner.
have lesser effects.
Preparing to cast spell tends to call attention.
▪ Complex: This is the standard spell, of For this reason, any Arcanist that currently
reasonable power and requires a accumulates one or more ready tokens can be
reasonable amount of time and focus to the target of an enemy attack, even if the
cast. arcanist is not the closest target. However
when doing a missile attack, apply a -1 to hit if
▪ Ritual: This is a powerful spell that can the Arcanist is not the closest enemy target.
have signi�icant in�luence on the battle
but requires practice and time to cast An Arcanist looses all ready tokens if they gain
effectively. any fatigue as a result of an enemy action, or if
they are engaged in melee and they choose any
combat response other than hold.

When the Arcanist �inally performs the Cast


Spell action, the player rolls 1D6 plus an
additional D6 per each ready token that the
Arcanist has accumulated so far, and at this
point the tokens are removed.

Each dice result is modi�ied as follows:

▪ Add +1 per Arcanist level of the caster

▪ Apply the fatigue modi�iers that apply


to Grit, -1 if fatigue is 3 or more. Note
that you cannot cast if you have 6
fatigues since you cannot execute an
action that would gain a wound.

Mateo Felez Lecha (Order #39571072)


Each modi�ied result that matches or exceeds 2.1.4 Spells with variable range
the dif�iculty of the spell is a success.
Some spells indicate that their range is variable
The minimum number of successes required to rather than �ixed. In this case the range de-
cast a spell effectively depends on the spell pends on the number of success rolled in the
type: Arcana test.
▪ Simple: 1 success required If the minimum required successes were rolled,
then the range is 4”, if one more success than
▪ Complex: 2 successes required required was rolled the range is 8” and if 2 or
more successes that required were rolled the
▪ Ritual: 3 successes required range is 12”.

If the minimum required successes are The player may choose any target within 12”
achieved the spell is successful and the base ef- but if the number of successes rolled result in a
fect described for that spell takes effect. lower range than required the spell fails.

Sometimes a spell will indicate additional ef-


fects or bene�its from achieving a number of
successes greater than the minimum required
by the type of spell. This can be an important
consideration when deciding how much previ-
ous preparation should be taken prior to cast-
ing the spell.

Backlash
Failing to cast a spell can have negative conse-
quences for the Arcanist.
If an Arcanist fails to cast a spell by not rolling
the required number of success, the model
gains one fatigue point for each 1s rolled on the
dice, before applying any modi�iers.

The Arcana Test


Roll 1D6 plus an additional D6 per each ready token: Type Successes needed
Apply the following modi�iers to the dice rolls: Simple One
Complex two
▪ +1 per Arcanist level of the caster
Ritual three
▪ -1 if the caster has 3 or more fatigue points

Each result matching or exceeding the dif�iculty of the spell is a success, for the spell’s base
effect to be applied, the number of successes needed is indicated by the type of spell

If the minimum number of success are not achieved the Arcanist gains one fatigue point for
each result of one rolled, before applying any modi�iers.

Mateo Felez Lecha (Order #39571072)


2.1.5 Spells with lasting effects 2.1.6 Spells that allow the target to Dodge
While some spells are instantaneous and their Some spells may indicate that the target can at-
effect takes place immediately and it is done, tempt to Dodge to avoid the effects.
some spells persist in time.
Attempting to dodge requires the unit to gain
When a spell persists in time it will be indi- an action token, this means that a unit that has
cated in the spell card as lasting effects. no remaining actions cannot dodge.
How long the spell last depends on the number After placing an action token next to the unit
of successes compared to the base require- the player may rolls one D6 per hit the unit re-
ment. ceived from the spell. The player applies a -2
If the successes in the Arcana test equal the modi�ier to the dice roll if the target unit has
minimum requirement for that spell then the the mounted trait. No other modi�iers are ap-
spell lasts until the end of the turn. During the plied unless otherwise speci�ied.
end phase of the turn, before recovering units, Any modi�ied result that is lower than the save
all effects of the spell cease to apply. stat of the unit cancels one hit.
If the player rolled one more success than re- A unit that is in close order and decides to at-
quired then the effects will continue until the tempt to Dodge immediately goes into loose or-
end of the following turn. During the end phase der.
of the following turn, before recovering units,
all effects of the spell cease to apply. No fatigue is gained from attempting to Dodge.
If the player rolled two or more successes than
required then the effect of the spell continues
for the reminder of the game. 2.1.7 Spells that cause panic
When a spell has lasting effects it is convenient
to put a tracker next to the unit to indicate how Some spells indicate that they cause panic on
many turns it will last and adjust this marker at the target. When this is the case, if the target
the end of phase accordingly. unit is required to take a morale test as a result
of the spell then the player must add an extra
Every Arcanist has access to a dispel spell that D6 to the test just as they had received an addi-
can be used to end any spell with lasting ef- tional casualty.
fects.

2.1.8 Esoteric Disciplines


Lasting Effects
Spells are classi�ied into Esoteric Disciplines
based on the nature of spells.

▪ Same success as required, lasts until Every Arcanist has access to the core Esoteric
end of current turn Discipline known as Battle Magic, and the army
list will indicate when the Arcanist has access
▪ One more success than required, lasts to other Esoteric Disciplines.
until end of next turn

▪ Two or more success more than


required, last for the rest of the game

Mateo Felez Lecha (Order #39571072)


Casting Example:

Marcos activates his Arcanist(1) and decides he will attempt to cast an Arcane Bolt Spell which is a
Simple(5).

For the �irst action he chooses to prepare the spell so he does a ready action placing a ready token
on top of the spell card next to the model.

He announces he will perform another ready action, and his opponent decides to attempt a reaction
with a missile unit nearby. The unit reacts and does a shoot action scoring one hit on the Arcanist
who fails the saving throw and suffers a wound. The spell caster is still alive since he has a wound
remaining so Marcos rolls a two dice morale test for the missile attack and fortunately passes both
rolls. Since the Arcanist gained no fatigue from the attack the ready token on the spell is not lost !

For a second action Marcos chooses to prepare again, does a ready action and places another ready
token on the spell card. Marcos informs he will attempt a third action and the same missile unit
attempts to react again, but this time they fail the reaction test.

Now on the third action it is time to cast. Marcos selects the missile unit that has been shooting at
him and is within 8” and rolls 3D6, 1 for the test plus 1 more fore each ready token on the spell. The
target number is the dif�iculty of 5 adding +1 for his Arcanist level and hence looking for a 4+.

He rolls 2,4,6. This means that two hits are scored on the enemy. After rolling for saves one wound is
scored and a model removed. The enemy rolls a morale test and gains two fatigue points.

Now the activation is over, the Arcanist spent all three actions, and despite having no armor and
being in the open he does gain a fatigue point for the cast action.

2.1.9 Pre-Battle Casting 2.1.10 Incorporating Arcanists to your


During the pre-battle sequence, a warband force
with a Arcanist can choose to cast a spell in- Different army lists can include special
stead of the other options such as Giving a characters with the Arcanist trait as Spell
Rousing Speech, Consulting the Omens, etc. casters or other practitioners of the Esoteric
arts.
The player can choose to have one of their Ar-
canists attempt to cast a single Simple or Com- However, this section provides some general
plex spell, casting a Ritual is not possible. This rules to add Arcanists to your armies. You
has the same effect on the deployment se- could use these rules to add a �lare of fantasy to
quence as giving a speech or any of the other your otherwise historical armies or when
alternatives. designing your own fantasy lists.
The player can only cast the spell on the Arcan- These are standard Arcanist characters that
ist or on any other friendly units, range and can be added to other lists already available in
line of sight are ignored in this case. CLASH supplements.
The Arcana test is taken as normal rolling
three dice, which re�lects the time available to
prepare the spell before the battle. Ignore any
backlash effects if the test is failed.

Mateo Felez Lecha (Order #39571072)


Battle mages, Arcanists for CLASH Arcana Level # Of Spells
We have created the following three type of Arcanist (1) three
Arcanist characters.
Arcana (II) four
A battle mage is a new type of character that Arcana (III) �ive
you can incorporate in your lists. It should be
considered in the same way as other characters
in your list and follow the same rules for other
characters in the army, with one exception, a
battle mage cannot attach to any units. Battle
mages are not interested in mingling with
regular �ighters in the midst of hand-to-hand
combat and prefer to remain free while
roaming the battle�ield.

Your force can never include more than one


Archmage and you may include up to one Mage
per every 1000pts in the army. No additional
limits apply for Apprentices.

A Battle mage has access to the Battle Magic


Esoteric Discipline.

The number of spells available to the Arcanist


is determined by the Arcanist level of the
character. In addition to the spells indicated,
every Arcanist also has an additional spell
called Dispel that is not counted towards the
prior indicated total.

Battle mage characters


▪ You may add them to your list just as other characters.
▪ Your force cannot include more than one Archmage.
▪ Your force cannot include more than one Mage per 1000 pts or fraction thereof.
▪ No additional limits for Apprentices.
▪ The pro�iles below assume the Battle mage carries no equipment. You may add
equipment as for other characters except armor.

Type CBT RNG GRT SAV CP CR Traits PTS


Archmage 4 5 3 7 2 8” Wounds(3),Iron Will, Arcanist(3) 134

Mage 4 5 3 7 2 8” Wounds(2), Iron Will, Arcanist(2) 89

Wounds(2), Iron Will, Arcanist(1),


Apprentice 4 5 3 7 0 - 46
Independent

Mateo Felez Lecha (Order #39571072)


2.2 Legion force organization. through the greater effort of a lord of the dark
arts.
In the next Chapter we will cover in detail all Undead armies can follow the Legion organiza-
the rules that apply to troops with the Undead tional structure by observing the following
trait. However, it is necessary now to introduce conditions:
a speci�ic type of Force Organization that ap-
plies to those armies in which the majority of The number of Reanimated models must be
the models have the Undead trait. greater than or equal to the number of Re-
turned models.
Undead armies follow a different troop avail-
ability classi�ication, they are classi�ied in: Re- The number of Rare models cannot exceed the
animated, Returned & Rare sum of the command points of all the charac-
ters with the controller trait.
Reanimated troops are poor souls that have
perished in the past and whose peaceful rest is A force that follows the Legion organizational
disturbed by a curse or by a practitioner of the structure may ignore a failed result on the �irst
dark arts. These unwilling creatures are forced break test taken, applying all other results.
into the battle�ield to �ight once again. This is the same as the muster force bene�it.
Returned troops were avid warriors in the past A force that follows the Legion organizational
and their souls do not rest easy due to the structure starts the game with two fate points,
harsh violence they experienced during their although these might be modi�ied as usual dur-
time among the living. These warriors, when ing the pre-battle segment.
brought back to the battle�ield, still retain their
lust for violence and many times are driven by If your force includes non Undead troops they
their own thirst for vengeance. will be identi�ied in the previous categories to
make things consistent even if this does not
Rare troops are uncommon creatures brought necessarily describe the nature of the troops..
back to life due to very special circumstances or

The Legion Force


▪ # Returned models must be less than or equal to # Reanimated models

▪ # Rare models must be less than or equal to the sum of #CP from Characters with
Controller trait

▪ A Legion Force gains the same bene�its granted to the Muster force in the core rules.

10

Mateo Felez Lecha (Order #39571072)


3

Soldiers & War Gear

3.1 The Undead These two traits are explained in the next sec-
tion and other troops could share one of these
It is out of the lore and experience of the an- traits but in general when you see the Undead
cients and of all those who have studied the trait you need to remember that it simply
powers of the Un-Dead. When they become such, means that they combine those two traits.
there comes with the change the curse of immor-
tality; they cannot die but must go on age after
age adding new victims and multiplying the evils 3.1.1 Animated
of the world.
Animated creatures do not �ight driven by their
Bram Stoker own motivation, they are magically animated by
Creatures with the Undead trait follow very dif- sinister causes, this could be a curse that they
ferent rules to all others in CLASH. Undead suffered in a past life or the magical energy em-
creatures lack their own initiative and motiva- anating from a practitioner of the dark arts.
tion. The undead are driven by the desires of Animated creatures replace the grit stat with a
their controller or in some cases by a thirst of stat called Will. The Will stat represents the
un�inished business in the land of the living. magical energy that propels these creatures
For this reason, we require a special section into combat.
outlining the special rules that apply to undead Creatures with low Will stat are usually low-
troops. In CLASH, troops with the Undead trait level automatons brought into the battle�ield in
count as having two separate traits, Animated a mindless state and will be slower to react and
and Pallor Mortis.

11

Mateo Felez Lecha (Order #39571072)


control than those animated with a high will To have the unit take an action the player must
stat. use those Bind tokens they got during the Bind
test and as they are used they are placed next
Creatures with a high Will stat are those ani- to the unit taking the action.
mated warriors that have been magically im-
bued with an unnatural determination to bring Animated units/models can ever accumulate
their foes to their demise at all costs. more than three Bind tokens.
Animated creatures never gain fatigue, never To take a bind test the player rolls two D6 and
take morale or grit tests, and may never rest or compares the result of each roll to the Will stat
rally. Because they don’t take morale tests they of the unit/character. The player then grabs
are also not affected by traits that affect such one Bind Token for each result that matches or
tests or by effects of those tests such as stalled, exceeds the Will stat of the unit and will use
etc. those Bind Tokens to execute actions.
The player can spend additional Cps from the
same character to improve the chances in this
The Bind Test, activating animated test, for each additional CP spent before the
units. test roll an additional D6.
Animated troops are activated in a different Inert materials worn by animated creatures
manner than other troops in CLASH. can interfere with the magical bond that pro-
vides their motivation, thus affecting their will.
To activate a unit/model with the Animated
trait, a character with the Controller trait that When taking a binding test a player must apply
has that unit/model within control range must a -1 to the dice rolls if the unit has a save of 4,
spend a command point to take a Bind Test for and a -2 if the units has a save of 2 and -3 if
the unit. As a result of the Bind Test the player save 2 or better. Troops with save 5 or worse
grabs a number of Bind Tokens that can be suffer no negative modi�iers.
used to push the unit/model to take actions.
When taking a test for a unit/model that cur-
The normal action sequence is still observed rently does not accumulate any Bind Tokens
with the player taking actions and the oppo- the player always gains an additional Bind To-
nent being allowed to react in between consec- ken to those resulting from the test.
utive actions as normal.
This means the player will always get at least
Animated troops never gain any fatigue or con- one Bind Token when attempting to activated a
sult the fatigue table when executing actions unit that currently has none.
but the actions have a cost in Bind Tokens that
the player needs to expend.

The Bind Test


A character with the Controller in control range spends a CP :

Save Stat Dice Modifier


▪ Roll 2D6 against Will stat of the unit/model
attempting to activate Save 5 or worse No modi�ier
Save 4 -1
▪ Add one D6 per each extra CP spent
Save 3 -2
▪ Apply Save Stat modi�ier to rolls Save 2 or better -3

▪ The player grabs one Bind Token per each modi�ied result that matches or exceeds the
Will stat plus an additional Bind Token if the unit does not currently accumulate any
Bind Tokens.

12

Mateo Felez Lecha (Order #39571072)


Executing actions with animated troops After executing each action, the player must
place the corresponding Bind Tokens next to
Actions are done in a different way for ani- the unit.
mated units. As explained before animated
units never gain fatigue so there is no need to As usual enemy players can always attempt to
consult the fatigue table. react whenever an animated unit attempts to
take consecutive actions, ie. between the �irst
To execute an action the player must expend and second action or between the second and
the Bind Tokens grabbed during the Bind Test. third action of an activation.
Different actions have different costs in Bind
Tokens and after the action is taken the player A a unit/model can never execute an action
must place the used Bind Tokens next to the that would require them to accumulate more
unit. than three Bind Tokens.
▪ Move, Form Close Order, Ready, Any other actions not listed above only require
Attach, Detach, Attack one Bind Token, and whenever the rules re-
These actions can be executed by the quire a unit to add an action counter for any
animated unit/character by expending special circumstances, for example like at-
a single Bind Token. tempting to dodge a spell effect, simply add a
Bind Token to the unit.
▪ Shoot, Throw, Mounted Shooting
Missile attacks can be taken by A player is never forced to use all the Bind To-
expending a single Bind Token but in kens grabbed during the Bind Test. When a
this case the unit/model suffers a -1 to- player ends the activation for a given unit/
hit modi�ier to the dice roll. character, any unused Bind Tokens are dis-
carded.
A player can choose to spend two Bind
Tokens to execute any of the missile At the end of the turn, during the Recover Units
actions and in that case the -1 to-hit Phase all Bind Tokens accumulated during the
dice modi�ier is ignored. turn are removed just like you would normally
do with action tokens.
Weapons that cancel the Fatigue
modi�ier of the missile action, for
example the crossbow, never suffer the
-1 to-hit modi�ier when a single Bind
Token is used.

▪ All-Out-Attack
All-Out-Attack requires the use of two
Bind Tokens.

Animated troops action cost in Bind Tokens

Action Bind Tokens Required


Move, Form Close Order, Ready, Attach, Detach, Attack One
Shoot, Throw, Mounted Shooting One* or Two
All-Out-Attack Two
* If only one Bind Token us used apply -1 to all to-hit rolls unless the weapon special rules indicate
that the fatigue modi�ier from the missile action is ignored
Place the used Bind Token next to the unit/model. The accumulated number of Bind Tokens can
never exceed three for a given unit/model.

13

Mateo Felez Lecha (Order #39571072)


Reacting with animated troops Example1: A controller spends a command
point to activate an unarmored animated unit in
Reacting with animated troops is also slightly range armed with bows and with a Will stat of
different than with other troops given that ac- 5+ that currently accumulates no bind tokens.
tions have different Bind Tokens cost of the ac- The player rolls a 5 and a 6, resulting in two suc-
tions. cess and gaining three tokens, two for the suc-
When attempting to react the player spends a cesses and one for free because the unit does not
command point from a character with the Con- currently accumulate any Bind Tokens.
troller trait that has the unit in command range The player chooses to execute a shoot action and
and rolls a D6. The player can spend additional chooses to spend two Bind Token for that action.
CPs from the same character and add a D6 per By choosing to spend two Bind Tokens the player
CP spend before rolling the dice. avoids suffering the -1 to-hit modi�ier that
After applying the same modi�iers due to ar- would take effect if only one token was used.
mor used for the Bind Test, the player com- After the action is �inished the player announces
pares each dice to the Will stat for each modi- that they will do another action and the oppo-
�ied result that matches or exceeds the target nent player decided not to react.
number the player grabs one Bind Token to be
used for the reaction. The player selects shoot again as the second ac-
tion. This time the player can only spend one
Only a single action can be chosen as a reaction Bind Token for the action since only one token
and the player must have the required number remains from the ones gained in the Bind Test
of Bind Tokens for that action. The Bind Token but also because spending two would put the to-
cost for each action is the same as indicated be- tal number of tokens for the unit at four which is
fore. As usual this cannot result in the unit not allowed.
gaining a total number of Bind Tokens greater
than three. The shoot action is taken, but this time the
player suffers a -1 to-hit modi�ier during the ac-
tion as only one Bind Token was used.
After the action is �inished the player adds the
third token to the unit and the activation ends.

Example2: A controller wants to have a unit of


animated troops in controller range armed with
bows and with a Will stat of 5+ that currently
accumulate no Bid Tokens react before an en-
emy unit takes the second action of their activa-
tion.
The player spends a CP and spends an additional
CP to roll two dice for the reaction test. A 4 and
a 5 are rolled thus the player only gains one
Bind Token.
The player can only choose actions that required
one token. The player chooses to do a shoot ac-
tion, and since only one Bind Token is spent the
unit suffers a -1 to-hit modi�ier. If two successes
had been rolled for the test the player could
have chosen to do a shoot action with two Bind
Tokens and avoid the to-hit modi�ier.

14

Mateo Felez Lecha (Order #39571072)


The severance test test Hand-to-Hand Combat
As explained before, animated troops never When animated troops are engaged in hand-to-
take morale tests. However, the bond and moti- hand combat by the enemy they must choose a
vation that drive the animated creatures can be combat response just like other troops do.
severed as they suffer wounds and take casual-
ties. However, the standard cost of actions and fa-
tigue is not used for animated units, instead
When an animated unit suffers any hits as a re- the unit gains a number of Bind Tokens de-
sult of any enemy action the owning player pending on the chosen combat response.
must take a severance test.
The player rolls one D6 for each unsaved Combat Response Bind Tokens
wound suffered by the unit/model plus an ad- Hold Zero
ditional D6 if the unit currently accumulates 3 Defend One
bind tokens. Each result is compared against Counterattack Two
the troops’ Will stat and for each result that
does not match or exceed the target the unit/
model gains an additional bind token.
There is no need to do a Bind Test to choose a
Note that if a unit currently accumulates two or combat response, the unit simply adds the
less bind tokens and no wounds were suffered number of Bind Tokens required for the se-
no dice are rolled. This represents the dif�iculty lected combat response. As always, the total
in severing the bond with the controller for number Bind Tokes for the unit can never go
units that have not been pushed to the limit above three and the player cannot chose a
when you score a hit but cause no wounds. combat response that would result in exceed-
ing that limit.
Since animated troops may never accumulate
more than three Bind Tokens, for each addi- When �ighting in hand-to-hand combat against
tional token beyond three that an animated animated troops the retreat rules in the main
unit/model would accumulate they suffer an rules are ignored.
additional wound with no saving throw.
Standard troops �ighting animated troops will
An Arcanist that gains one or more wounds as ALWAYS retreat from melee, unless they can
a result of a severance test immediately looses force the animated troops to retreat.
any ready tokens they have accumulated to-
wards preparing a spell as explained under the An animated unit is forced to retreat from
magic rules. melee if they suffer one or more wounds as a
result of a severance test.
If the retreat is obstructed in such manner that
When a unit takes any hits it must take a any models from the animated unit must end
Severance test: within 1” of an enemy then the unit must take a
one dice severance test.
▪ Roll one D6 per unsaved wound against
Will plus one D6 if the unit accumulates If animated troops are �ighting other animated
3 bind tokens. troops the unit/model that gained more
wounds because of a severance test must re-
▪ Gain one bind token for each failed treat. If they suffer no wounds or the same
result. wounds from the severance test, then the de-
fending unit must retreat.
▪ For each bind token that the unit would
accumulate beyond 3, suffer a wound As usual, if one of the units/model in the melee
instead. is exterminated the other side does not retreat.
▪ An Arcanist looses all ready tokens if
they gain one or more wounds from a
severance test

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Animated troops and the engagement Force break test for animated troops
phase
Armies composed mainly of animated troops
While during the engagement phase living lack the general psychological animus that will
troops maneuver and scout at the expense of make them withdraw from combat depending
gaining fatigue , animated troops simply sham- on the evolution of the battle. However, when
ble forward looking for the enemy unaffected the battle turns against them it is harder for
by these considerations but at the same time the controllers to maintain the magical drive
without the sense of urgency and awareness. that pushes the troops forward.
However, a controller can choose to push ani- If the majority of models in the army have the
mated troops during the engagement phase if animated trait, the force observes these rules
they consider this of critical importance. when it comes to the force break test.
During the engagement phase treat animated The force accumulates break points in the
troops as other troops and count the fatigue same way as all other armies and the same
they would accumulate if they were living conditions apply when it comes to when the
troops. At the end of the engagement phase force break test is taken.
and before starting the battle, add all the fa-
tigue that animated troops have accumulated When called to take a force break test the test
and remove it from the units, you must now ex- is always done against a target number of 5+.
pend the same number of command points Modi�iers to the dice roll apply as normal when
from the controllers in your army. These Cps the force has accumulated more than 3 break
will be recovered as normal at the end of the points.
�irst turn of the game. The player may use command points that be-
For any point of fatigue that you cannot offset long to characters with the controller trait, that
with command points from a controller, you where not spent during the turn, to in�luence
must remove one animated mode as a casualty the break test.
from one of the units that incurred on that fa- The player can spend up to two command
tigue. points from the same or different controllers
Animated troops in your army never deploy and per each command point spent apply a +1
scouts, lacking the initiative to conduct such to all the dice rolled for the break test. The
activities. standard results for the force break test apply.

However, you may add one scouting engage- If all characters with the controller trait have
ment counter for each controller in your army, been killed, the force breaks at the end of the
representing ghostly apparitions of themselves turn. If all line units have been exterminated
that can sometimes confuse the enemy. and only characters remain then the con-
trollers may not use CPs to in�luence the break
test.

Force Break Test for Animated troops


▪ Follow the normal rules for the break test but use a target of 5+ instead of the best grit
of units on the table.

▪ The player may spend up to two unused command points from one or more characters
with the controller trait and apply a +1 modi�ier to the dice rolled for each CP spent.

▪ Apply standard force break test results.

▪ If all characters with the controller trait are dead, the force breaks at the end of the turn

▪ If all line units have been exterminated, then the characters may not spend CPs to
in�luence the test.

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3.1.2 Pallor Mortis 3.1.3 Controller(X)
There are not many among the living can look
These characters can spend CPs to control ani-
death straight in the eyes and not feel despair
mated creatures.
and anguish. The deathly presence of an enemy
with Pallor Mortis will try the grit of the tough- Characters with this trait can spend their CPs
est warrior. to activate units/characters with the animated
trait by performing the required Bind Test.
When troops do an Attack or All-Out-Attack ac-
Characters with the animated trait must also
tion, or choose Counterattack as a combat re-
have the controller trait if they want to use
sponse, against enemies with Pallor Mortis
their CPs to activate themselves.
they must take a Grit test. If the test is passed
they will �ight as normal, but if the test is failed The X in the controller trait indicates the con-
all to-hit rolls will suffer a -1 modi�ier. trol range in inches. Control range is measured
just like command range in the core rules. A
In addition to this, any troops forced to take a
unit must be within control range for the char-
morale test due to melee against an enemy
acter to be able to spend the CPs to attempt a
with Pallor Mortis must add an additional D6
bind test.
to the morale test.
Troops with the Pallor Mortis trait are not
themselves affected by other troops with Pallor
Mortis.

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3.2 Other New Traits to test morale. The number of hits suffered by
the attacker can never exceed the number of
Blitz attacks from the defending unit, any excess
hits are ignored.
When a unit in Close Order is engaged in melee The combat response still counts as defend, so
by an enemy with the Blitz trait that executes the unit gains an action token but will not gain
an Attack or All-Out-Attack action they are im- fatigue, and the defender is the one that must
mediately forced into Loose Order. retreat after the melee.

Bushmaster Charge
These warriors are experts in the use of terrain, A mounted unit with this trait that executes an
skillfully melding with it when needed and feel- attack while in loose order and using a weapon
ing con�ident in their natural environment. with higher initiative than their enemy will
Troops with the Bushmaster trait that have to gain the following advantages:
take a morale test while all the models in the
unit are in high area terrain may re-roll any 1s If the unit is armed with cavalry spear or cav-
rolled, before applying any modi�iers. alry long spear, then the target will suffer a -1
These troops gain a +1 save modi�iers against save roll modi�ier.
missile attacks while in high area terrain.
If the unit is armed with lance, then the target
will suffer a -2 save roll modi�ier.
Blade Wave

Troops with this trait and armed with halberds Combined Arms
are expert in the defensive swing of this
weapon to practice a more elaborate type of de- Theses troops are used to �ighting in groups
fensive combat response. with mixed weaponry and have developed ef-
fective melee techniques to leverage the
When these troops select defend as a combat strengths of each weapon when attacking.
response they have the option of using this skill
instead of rolling to cancel enemy hits. When executing an Attack action, or when se-
lecting Defend as a combat response, troops
If the skill is used, then the enemy must take a with this trait may re-roll any to-hit or defend
grit test before rolling to hit, applying any rele- rolls of 1 before applying any relevant modi-
vant modi�iers. The player may add an addi- �iers.
tional D6 to increase the chance of success if
the attackers are more than double the models
in the unit with Blade Wave.
Cutthroat
•If the test is failed they may only roll half the
total number of attacks they would normally Enemy units engaged in melee with units with
roll, round up. this trait, and that currently accumulate more
fatigue points that the unit with cutthroat, add
•If the test is passed they may roll their normal an extra D6 if they need to test morale, just as
number of attacks. if they had suffered an additional casualty dur-
ing the melee.
In either case, the attacker to-hit rolls will suf-
fer a -1 to hit. In addition, each 1 rolled by the
attacker, before applying any modi�iers, will re-
sult in a hit caused to the attacker! These hits
will bene�it from the save modi�ier from the
weapon but will not cause the attacker to have

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Large Creature table when the number of fatigue points
This trait applies to most large creature over 10 accumulated is more than twice the
fee tall, other standard troops are referred to as number of models in the unit.
“human sized” throughout the rule to
differentiate them. The following rules apply to • Characters that do not have the Large
models with this trait: Creature trait cannot attach to a unit with
the Large Creature trait and vice versa.
• When in loose order in open terrain these
models can move up to 6” instead of 4”.
These troop treat low rough area terrain as
open terrain and high area terrain as Off-Hand Parry
broken terrain. They also ignore low
obstacles for movement or line of sight. Some soldiers train in the use of a weapon
with their secondary “off-hand” to parry en-
• Any active unit executing missile attacks emy blows.
against these troops gain a +1 modi�ier to
their to-hit rolls. Note that this modi�ier While in loose order, if these troops select De-
does not bene�it a unit that is reacting. fend as their combat response, they may re-roll
any defense rolls of 1 and 2 before applying
• When attempting to save hits against any any modi�iers.
missle or magic attack with a save modi�ier
of -2 (or lower) if they roll a 1, after
applying re-rolls but before any modi�iers,
the model suffers two wounds instead of Overhead Shot
one.
When executing a Shoot action while in close
• When armed with hand weapons or natural order, these troops can shoot over friendly
weapons these models count as having troops within 4”.
initiative 2 and always apply a -1 save
modi�ier. The unit can trace line of sight over any
friendly troops within 4”.
• These models gain a +1 save modi�ier in
melee against human sized troops unless As long as at least one of the shooting models
those troops are mounted or have weapons has to trace line of sight over the friendly unit,
with initiative 2 or higher. treat the shot as a long range shot thus only
rolling half their normal shooting dice as ex-
• Human sized troops engaged in melee plained under the shoot action rules.
against Large Creatures that need to take a
morale test add a D6 to the dice rolled. Alternatively, you can choose not to have those
models participate in the shooting.
• These troops may never bene�it from the
use of your sides’ fate points.
Overwhelm
• During deployment these troops do not
provide any engagement counters. They are
placed directly on the deployment zone. When executing an Attack action in loose order
after the engagement counters are placed. against an enemy within 2” distance, if the at-
Just before the “revealing the troops” step tacking unit has more models than the de-
in the engagement phase, they may execute fender, the attacker may re-roll any to-hit rolls
a single move action. of 1, before applying any modi�iers.

• For army selection and for break points In addition to this, the enemy adds a D6 to any
from casualties each model with the Large morale test they might be required to take due
Creature trait counts as a number of to this melee, just as if it had received an addi-
models equal to their starting number of tional casualty.
wounds.

• Large Creatures are not removed from the

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Dvergr Hack

If this unit executes a Move, Attack or All-Out- These warriors are especially trained in the
Attack action when it already has two action to- use of hacking weapons to pierce enemy ar-
kens, then the unit gains an additional fatigue mor.
on top of the normal fatigue that they would
have gained. When executing an Attack action, hits resulting
from any 6s rolled receive a -1 save modi�ier,
Dvergrs have a natural resilience and mental the opposing player must roll these saves sepa-
stamina. When doing morale tests ignore Grit rately to account for this.
stat modi�iers due to fatigue. Grit modi�iers
from fatigue still apply to other tests such as ac-
tivation or reaction. Implacable

Animated troops with the Implacable trait al-


Endurance ways push against enemies that appear vulner-
able.
When a unit with this trait that has already ac-
cumulated two action tokens chooses to exe- Animated troops with this trait can do an All-
cute another action, and this action is a Move Out-Attack by expending only one Bind Token,
action in open terrain, the unit does not gain instead of the normal two required, if they tar-
any fatigue, and in that Move action, they can get an enemy unit that currently accumulates 3
move 6” instead of the normal 4”. action tokens

Form Up Independent

These mounted warriors are trained in fast ma- These troops have a natural initiative that al-
neuvers to close ranks when needed. When a lows them to act on their own. They can still be
unit with the mounted trait and this trait exe- commanded, but often they’ll be in situations
cutes a move action while in loose order in where they are expected to act independently.
which no models move more than 4”, the unit Troops with the independent trait do not re-
may immediately execute a form close order ac- quire a command point to activate or to react,
tion for free once the move action is �inished. if they currently don’t accumulate any action
This still counts as a single move action for all tokens.
purposes but the forming close order action is
executed as indicated in the rules. Activation and reaction tests are still required
and can be in�luenced by CPs as normal.
When attempting a reaction without the use of
Gushing Wounds CPs, if the reaction is failed the unit gains an
action token, unless the unit is bene�iting from
When executing an all-out attack, for each de- a different trait that allows to react without us-
fender’s saving throw roll of 1, before applying ing CPs. CPs can still be use to activate or react
any modi�iers but after any possible re-rolls, if needed.
the defender must add 1D6 to the required
morale tests, just as if an additional wound had
been received.

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Natural Armor(X) Pride

These troops gain a save modi�ier of +X to any These troops consider themselves batter than
saving throw they take. This save modi�ier does many other troops in the battle�ield, and this
not impact the base save stat that is used when usually gives them additional con�idence in
consulting the fatigue table to determine fa- battle.
tigue from actions.
When troops with this trait are required to
For example a model with Natural Armor(2) take a moral test as a result of casualties from
and partial armor has a saving throw of 6 for melee or missile attacks from enemy troops
partial armor and for calculating fatigue, yet with a higher (worse) unmodi�ied Grit stat
dice rolls will always get a +2 modi�ier so any they may re-roll any 1’s rolled in the morale
rolls of 4+ will prevent a wound. Other save test.
modi�iers may also apply of course.
These troops do not to take a morale when a
friendly unit is exterminated in melee as long
as the unit exterminated has higher (worse)
Pike Specialist unmodi�ied Grit stat than these troops.
Troops with this trait still count as using the
Pike while in loose order and are not forced to
use a hand weapon, as indicated by the Pike Robur
rules, as long as all the models in the unit are
fully in open terrain. These warriors are especially big and strong.
They have spent their lives training themselves
In addition to this, troops with this trait that to use their size and strength in combat to
wish to do a Form Close Order action as a reac- overpower the enemy.
tion when they have an active enemy within 8”
do not need to be in command range to react, When infantry troops with this trait execute an
nor do they need a CP to react. attack action, they may re-roll any 1s rolled be-
fore applying any modi�iers.
They do, however, need to do a reaction test as
usual. A character in command range can
spends CPs as usual to improve the odds of suc-
cess. Finally, these troops never gain fatigue for Simpleminded
executing a form close order action, even when
the fatigue table would indicate otherwise. These troops have trouble understanding even
simple commands.
These models roll one less dice on activation
and reaction. Models don’t have to roll morale
if they save all hits

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Schiltron Self Motivated

This troops are trained to �ight in large close These animated troop have their own drive for
order formations, during small skirmishes their vengeance.
natural training can sometimes prove useful,
even while �ighting in small numbers. Troops with this trait do not require a com-
mand point to activate or to react, if they cur-
When a unit with the Schiltron trait is formed rently don’t accumulate any Bind tokens.
in close order, they gain the following bene�its.
A Bind Test or Reaction tests is still required
If the unit has a higher weapon initiative than and can be in�luenced by a controller CPs as
the attacker and selects hold as a combat re- normal.
sponse, then modify the hold response as fol-
lows: When attempting a reaction without the use of
CPs, if the reaction is failed the unit gains a
• The defender rolls a number of D6 equal to Bind token, unless the unit is bene�iting from
half the enemy attacks rounded up, not another trait that allows them to react without
exceeding the total number of attacks of the the use of Cps. Controllers can still use CPs to
defending unit applying any modi�iers. activate or react if needed.
• Every result matching or exceeding the
Combat of the defending unit will cause one
hit on the enemy. Sharpshooter

• The enemy immediately rolls the These soldiers can take extra time to pick tar-
corresponding saving throws and any gets when shooting to improve aim.
unsaved hits cause wounds as usual and the
enemy removes the corresponding When these troops perform a Ready action,
casualties. Those models are removed place a Ready token or marker next to them to
before they get a chance to attack. indicate that they have taken the Ready action.

• The attacker does not need to take a morale This token remains there until after the unit
test as a result of these hits or casualties. performs an action or rests/rally, at which
point the token is removed. If a unit with this
In addition to this, troops with this trait that token next to them executes a shoot action
wish to do a Form Close Order action as a reac- they add +1 to their to-hit rolls.
tion when they have an active enemy within 8”
do not need to be in command range to react,
nor do they need a CP to react. Shields Up
They do, however, need to do a reaction test as
usual. A character in command range can These troops are used to temporarily closing
spends CPs as usual to improve the odds of suc- shields when under missile attacks to improve
cess. their protection.

Troops with this trait always suffer a -1 to the A unit with this trait, with no models in high
reaction test while they are in close order. area terrain, may declare they are using this
trait when they are chosen as a target of a mis-
sile attack. The unit gains an action token and
receives the following bene�its:
• Troops gain a +1 save modi�ier

• Troops may re-roll any 1s, before applying


any modi�iers, on saving throws unless the
attack has a negative save modi�ier, -1, -2,
etc.

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The troops must gain an action token to earn Stubborn
this bene�it for this speci�ic attack.
These soldiers have a natural resilience and
The troops can use this trait each time attacked mental stamina. When doing morale tests ig-
as long as they can continue to gain action to- nore Grit stat modi�iers due to fatigue. Grit
kens. modi�iers from fatigue still apply to other tests
Gaining these action tokens does not result in such as activation or reaction.
the unit gaining any additional fatigue so you
do not need to consult the fatigue table, since
this is neither a reaction or an action, just a
trait bene�it.

Warmount
Shieldwall
These troops ride to battle on mounts specially
Any unit with the shieldwall trait formed in trained for battle.
close order gains a +1 save modi�ier vs any
melee or missile attacks coming from an enemy Troops with this trait always count as having
located to their front. the mounted trait.
Note that the troops need to be able to use their Troops with this trait re-roll any 1s rolled to
shield to gain this bene�it so troops armed with hit while executing an Attack or All-Out-Attack
weapons that prevent the use of shields in action against human-sized infantry, this rep-
melee, for example, would not gain the shield- resents the additional trample or similar at-
wall bene�it while in melee. tack of the mount contributing to the rider’s
action.
In addition, units with this trait never gain fa-
tigue when executing a form close order action,
even if the fatigue chart indicates they should.
Natural Armor(X)

These troops gain a save modi�ier of +X to any


saving throw they take. This save modi�ier
does not impact the base save stat that is used
Strike
when consulting the fatigue table to determine
fatigue from actions.
This is the standard form of attack used by
troops using spears or pikes with both hands to For example a model with Natural Armor(2)
maximize range and transfer of energy to the and partial armor has a saving throw of 6 for
enemy and make it dif�icult for enemies with partial armor and for calculating fatigue, yet
shorter weapons to counterattack. dice rolls will always get a +2 modi�ier so any
rolls of 4+ will prevent a wound. Other save
The trait takes effect when the unit executes an
modi�iers may also apply of course.
Attack action against an enemy with weapons
of lower initiative, as long as all the attacking
models are in open terrain.
In this case, if the enemy selects counter-attack
as the combat response, any 1s rolled by the
counter-attacking player, before applying any
modi�iers but after any re-rolls, will count as
additional hits caused by the attacker.

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3.3 New Weapons Crossbow

This category includes heavy crossbows used


in battle.
War Bow
• Troops armed with War Bow use the shoot
action when attacking with their missile
This category includes large heavy bows used weapons, however they ignore the +1
in battle. fatigue modi�ier and only gain the fatigue
indicated by the fatigue table.
• Troops armed with War Bow use the shoot
action when attacking with their missile • The War Bow has a short range of 8” and a
weapons long range of 16”
• The War Bow has a short range of 8” and a • War Bow attacks have a save modi�ier of 0
long range of 20” against troops within 6” and +1 save
modi�ier against troops beyond 6”.
• War Bow attacks have a save modi�ier of 0
against troops within 4” and +1 save • After executing a shoot action with the
modi�ier against troops beyond 4” crossbow the troops gain an unloaded
token. The unit must execute a ready
action to remove the unloaded token and
may not shoot again until the token is
War Bow (mounted) removed.
This category includes large heavy bows used
by mounted troops.
Cavalry Long Spear
• Mounted troops armed with War Bow use
the mounted shoot action when attacking This is a longer version of the spear that is the
with their missile weapons precursor of the cavalry lance but that is not
yet being used with the saddle improvements
• The War Bow has a short range of 4” and a developed later that allowed the knightly lance
long range of 16” to better transfer the mass of the attacker to
the enemy.
• War Bow attacks have a save modi�ier of 0
against troops within 2” and +1 save The cavalry long spear has an initiative of 3
modi�ier against troops beyond 2”.

Natural Weapons

Some troops may indicate that they are armed


with natural weapons. Natural weapons are
treated as hand weapons for any rules
purposes.

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4

Fantasy Army Lists

4.1 How to use these lists ? with the typical “options” that you see on our
other supplements and you should feel free to
In the following pages we provide a few lists make changes where it helps you represent
that include fantasy elements. your troops by adding valid options using the
point system.
These lists are generic enough that can be used
with many lines of miniatures available. Players are also encouraged to attempt their
Northstar miniatures and Ragnarok Miniatures own design of fantasy lists.
are two of many exampled of excellent fantasy
lines of miniatures available these days. You can use the magic rules to add Arcanists to
your historical lists and, and in the same way
We encourage players to use this lists more as you could add options from historical lists
guidelines rather than strict competitive lists. such as standard bearers, musicians, to the
fantasy lists if they appear suitable to the army
represented.
We expect to add and/or modify the lists
available over time.
Players should engage in a more �lexible
approach when using the Arcane Companion
Players should feel free to adjust the equipment to be able to explore other settings that might
and even sometimes the traits available to the not be fully represented by the lists presented
unit types in the lists if such modi�ications will
make them a better match for the models
available to them. As usual we provide you the full detailed point
system for you to explore and attempt your
own army creations.
Because of this, the lists do not provide you

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4.2 Characters 4.3 Point System
As mentioned before, the idea is to use these The point system has been made available in
lists together with those in other CLASH other supplements but it is repeated and here
supplements. for your convenience and also expanded to
include new material in this supplement.
As always, our core point system applies which
means that you should be able to use the As always this gives you the base points for the
standard characters from CLASH of Spears standard troop type and the cost of traits and
when building armies from these lists. equipment.

In some cases we have provided a selection of All points for models and characters here are
characters that we feel match with the calculated before adding any equipment.
framework and setting of the army list but you
should feel free to use other variants of
characters from other supplements.

Training Combat Ranged Grit Points


Inexperienced 5+ 5+ 5+ 5
Raw 5+ 5+ 4+ 7
Untrained 4+ 5+ 5+ 7
Trained 4+ 5+ 4+ 9
Hardened 4+ 5+ 3+ 11
Seasoned 3+ 5+ 4+ 11
Veteran Melee 3+ 5+ 3+ 13
Veteran Missile 4+ 4+ 3+ 13

Characters Combat Ranged Grit CP CR Traits PTS


Level 5 3+ 5+ 3+ 5 10” Wounds(3), Attacks(3), Iron Will 151
Level 4 3+ 5+ 3+ 4 10” Wounds(3), Attacks(2), Iron Will 121
Level 3 3+ 5+ 3+ 3 8” Wounds(2), Attacks(2), Iron Will 91
Level 2 3+ 5+ 3+ 2 8” Wounds(2), Iron Will 61

Characters Combat Ranged Grit CP CR Traits PTS


Archmage 4+ 5+ 3+ 2 8” Wounds(3), Arcanist(3), Iron Will 134
Mage 4+ 5+ 3+ 2 8” Wounds(2), Arcanist(2), Iron Will 89
Wounds(2), Arcanist(1), Iron Will,
Apprentice 4+ 5+ 3+ - - Independent 46

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Armor Weapon PTS
Equipment PTS
Points
Buckler 1* 1 Hand Weapon, Additional H. Weapon, Natural Weapons 0
Shield 1 1 Thrusting Spear, Cavalry Spear, Mixed Weapons, Pike 1
Partial Armor 2 2 Bow, Heavy Weapon, Polearms, Sling, Javelin 2
Full Armor 3 3
Crossbow, Warbow 3
Enclosed Armor 4 5
Make Armor
Improved - 1
*Applies only to melee

Traits PTS

Independent or Self Motivated, Undead 2


Independent /Self Motivated 7
(when used for characters)
Natural Armor(1) 3
Natural Armor(2) 5
Natural Armor(3) 8
Natural Armor(4) 11
Mounted 4
Warmount 5
Large Creatures 3
Allies, Dvergr, Controller(10), Animated 0
Arcanist(1) 10
Arcanist(2) 30
Arcanist(3) 60
Simpleminded -2
All other traits 1

Non-character models with multiple wounds and attacks: when a model has multiple
wounds and/or attacks, calculate the total point of the model including all other traits and
equipment and then multiply the total cost by the average of wounds and attacks. Round-
up the �inal result.

27

Mateo Felez Lecha (Order #39571072)


Dark Dwarfs
Evil brethren of the ‘true' dwarfs. Cruel and cunning, long had they harbored their envy and hatred
of mankind, especially those who dwelt in the fabled halls of Valhalla. Matches the line of �igures by
Ragnarok Miniatures. This list follows the Muster organization rules.
Troop Type Avail CBT RNG GRT SAV Weapons Armor Traits PTS

Bone Heads Civis 5+ 5+ 5+ 6 Javelin Shield Skirmish Specialist, Dvergr 9

Shieldwall, Schiltron, Strike


Dvergr Bondi Civis 4+ 5+ 4+ 6 Thrusting Spear Shield 14
Dvergr
Partial Armor Combined Arms, Shields UP
Raiders Civis 4+ 5+ 4+ 5 Mixed Weapons 15
Shield Dvergr
Shields Up, Wall of Spears
Goblin allies Milites 4+ 5+ 5+ 6 Throwing Spear Shield 14
Strike, Allies

Archers Milites 4+ 5+ 4+ 6 Bow Partial Armor Skirmish Specialist, Dvergr 14

Schiltron Infantry Milites 3+ 5+ 3+ 5 Polearms Full Armor Schiltron, Strike, Dvergr 20

Undead, Overwhelm
Draugr Rare 4+ 5+ 5+* 6 Mixed weapons Shield 14
Self-motivated
Partial Armor Shieldwall, Schiltron, Strike
Death Heads Milites 3+ 5+ 3+ 5 Thrusting Spear 20
Shield Dvergr
Combined Arms, Furor, Ira
Ul�hednar Rare 3+ 5+ 3+ 6 Mixed Weapons Shield 18
Dvergr
* This is their Will Stat
The following Characters can be used for this list:
Character CBT RNG GRT SAV CP CR Traits PTS
Warlord 3 5 3 7 5 10” Dvergr, Wounds(3), Attacks(3), Iron Will 151
Lord 3 5 3 7 4 10” Dvergr , Wounds(3), Attacks(2), Iron Will 121
Hero 3 5 3 7 3 8” Dvergr, Wounds(2), Attacks(2), Iron Will 91
Champion 3 5 3 7 2 8” Dvergr , Wounds(2), Iron Will 61
Sorcerer 4 5 3 7 2 8” Dvergr, Wounds(2), Attacks(2), Arcanist(2), Iron Will 89

28

Mateo Felez Lecha (Order #39571072)


Raiders from the North
This list represents raiders from the north combining dwarfs and humans into one force, although
you have enough options to build a combined force or a single race force. The force follows the
Muster warband rules. Ragnarok miniatures has excellent Norse Dwarf �igures.
Troop Type Avail CBT RNG GRT SAV Weapons Armor Traits PTS

Thralls Civis 5+ 5+ 5+ 6 Javelin Shield Skirmish Specialist 9

Bondsmen Civis 4+ 5+ 4+ 6 Thrusting Spear Shield Shieldwall, Schiltron, Strike 14


Partial Armor Combined Arms, Shieldwall
Dwarf Warriors Civis 4+ 5+ 4+ 5 Mixed Weapons 15
Shield Dvergr
Dwarf Schiltron Civis 4+ 5+ 4+ 5 Polearms Full Armor Schiltron, Strike, Dvergr 16
Infantry
Bondi Archers Milites 5+ 5+ 4+ 7 Bow Skirmish Specialist 10

Crossbowmen Milites 4+ 5+ 4+ 6 Crossbow Partial Armor 14

Dwarf Archers Milites 4+ 5+ 4+ 6 Bow Partial Armor Skirmish Specialist, Dvergr 14


Partial Armor Combined Arms, Shields Up
Hirdmen Milites 3+ 5+ 3+ 5 Mixed Weapons 20
Shield Cutthroat
Schiltron, Shieldwall, Strike
Dwarf Veteran Infantry Milites 3+ 5+ 3+ 4 Thrusting Spear Full Armor Shield 21
Dvergr
Huscarls Rare 3+ 5+ 3+ 5 Heavy Weapons Full Armor Gushing Wounds, Cutthroat 20

Dwarf Companions Rare 3+ 5+ 3+ 4 Hand Weapon Full Armor Shield Hack, Shields Up, Dvergr 19

Berserkers Rare 3+ 5+ 3+ 6 Mixed Weapons Shield Combined Arms, Furor, Ira 18


Mounted, Massed Charge,
Outriders Rare 3+ 5+ 4+ 4 Cavalry Spear Full Armor Shield 22
Form Up

You can use standard human characters and/or these Dwarf characters:
Character CBT RNG GRT SAV CP CR Traits PTS
Warlord 3 5 3 7 5 10” Dvergr, Wounds(3), Attacks(3), Iron Will 151
Lord 3 5 3 7 4 10” Dvergr, Wounds(3), Attacks(2), Iron Will 121
Hero 3 5 3 7 3 8” Dvergr, Wounds(2), Attacks(2), Iron Will 91
Champion 3 5 3 7 2 8” Dvergr, Wounds(2), Iron Will 61
Sorcerer 4 5 3 7 2 8” Dvergr, Wounds(2), Attacks(2), Arcanist(2), Iron Will 89

29

Mateo Felez Lecha (Order #39571072)


The Draugr
This list represent an undead army of Norse mythology. This list can use the Legion force
organization. Ragnarok Miniatures line of Draugr is an ideal match.

Troop Type Avail CBT RNG WILL SAV Weapons Armor Traits PTS

The Humiliated reanimated 5+ 5+ 5+ 6 Mixed weapons Shield Undead, Overwhelm 10

Shields Up, Wall of Spears


Goblin allies reanimated 4+ 5+ 5+ 6 Throwing Spear Shield 14
Strike , Allies
Partial Armor
The Dishonored reanimated 4+ 5+ 5+ 5 Mixed weapons Undead, Combined Arms 14
Shield

The Betrayers returned 4+ 5+ 4+ 6 Bow Partial Armor Undead 15

The Doomed & The Partial Armor Undead, Combined Arms


returned 4+ 5+ 4+ 5 Throwing Spear 20
Shameful Shield Shieldwall, Implacable
The Treacherous & Undead, Wall of Spears
returned 4+ 5+ 4+ 4 Throwing Spear Full Armor Shield 21
The Ill Favored Shieldwall, Drilled
Undead, Gushing Wounds
The Outlawed returned 3+ 5+ 4+ 5 Heavy Weapons Full Armor 20
Implacable
Undead, Large Creature , Blitz
Undead Mammoth rare 3+ 5+ 4+ 7 Natural Weapons - Wounds(3) Attacks(3), 60
Natural Armor(2), Simpleminded

The following Characters can be used for this list:


Character CBT RNG WILL SAV CP CR Traits PTS
Death Lord 3 5 3 7 5 10” Undead, Controller(10) Wounds(3) Attacks(3) 153
Charnel Warrior 3 5 3 7 4 10” Undead, Controller(10) Wounds(3) Attacks(2) 123
Eldark 3 5 3 7 3 10” Undead, Controller(10) Wounds(2) Attacks(2) 93
Skogarmadr 3 5 3 7 2 10” Undead, Controller(10) Wounds(2) 63
Necrach 4 5 3 7 2 10” Undead, Controller(10) Wounds(3) Arcanist(3) 136
Sorcerer 4 5 3 7 2 10” Undead, Controller(10) Wounds(2) Arcanist(2) 91

Draugr arcanists have access to Necromantic Esoteric Discipline and Battle Magic

30

Mateo Felez Lecha (Order #39571072)


The Ghosts of Cannae
More than �ifty thousand Roman soldiers perished at Cannae. Unknown to many historians, on the
second night after the battle, while the memories of their suffering was still fresh, a ghostly army of
resurrected legionnaires came back from the dead seeking vengeance against the barbarians.

This undead list allows you to imagine a great fantasy scenario with an undead roman army looking
to avenge the defeat of Cannae. It should be used against the historical lists in CLASH of Spears.
This list follows the Legion Force Organization. The troops are grouped into:
Skirmishers, representing a mix of velites and hastati
The First Casualties, those that perished early and are brought back through the wish of the dead
Consul Paulus Aemilius resuscitated.
The Legion , the mass of Hastati and Princeps �ighting to redeem their honor.
The Dead Triarii, who held the line till the end.
The Vengeful Legionnaires, self-motivated for revenge and driven by their hatred of the living.

Troop Type Avail CBT RNG GRT SAV Weapons Armor Traits PTS

The skirmishers reanimated 4+ 5+ 5+ 6 Javelin Shield Undead 12

Partial Armor
The First Casualties reanimated 4+ 5+ 4+ 4 Mixed Weapons Undead, Overwhelm 17
Heavy Shield

Partial Armor
The Legion returned 3+ 5+ 4+ 4 Mixed Weapons Undead, Shield Overlap, Drilled 20
Heavy Shield

Undead, Shield Overlap


full armor Heavy
The Dead Triarii returned 3+ 5+ 4+ 3 Thrusting Spear Offensive Spear, Wall of Spears 23
Shield Drilled
The Vengeful full armor Heavy Undead, Combined Arms
rare 3+ 5+ 3+ 3 Mixed Weapons 25
Legionnaires Shield Implacable, Self-motivated

The Dead Equites rare 3+ 5+ 4+ 4 Cavalry Spear full armor Shield Mounted, Charge, Undead 23

Only these characters are available for this list:


Character CBT RNG WILL SAV CP CR Traits PTS
Consul 3 5 3 7 5 10” Undead, Controller(10) Wounds(3) Attacks(3), Arcanist(2) 183
Centurion 3 5 3 7 4 10” Undead, Controller(10) Wounds(3) Attacks(2) 123
Optio 3 5 3 7 3 10” Undead, Controller(10) Wounds(2) Attacks(2) 93

The Dead Consul, Lucius Aemilius Paullus can only select spells from the Necromantic Esoteric Tradition

31

Mateo Felez Lecha (Order #39571072)


Elven Kingdoms
The Elves, and elder and proud race that will �ight against the forces of evil whenever there is need.
This force follows the Muster warband organization.

Troop Type Avail CBT RNG GRT SAV Weapons Armor Traits PTS

Infantry civis 4+ 5+ 4+ 6 Mixed Weapons Partial Armor Bushmaster , Combined Arms 14

Scouts civis 4+ 5+ 4+ 6 Warbow Partial Armor Skirmish Specialist, Bushmaster 16

Archers civis 4+ 5+ 4+ 6 Warbow Partial Armor Overhead Shot 15


Shieldwall, Wall of Spears
Veteran Spearmen milites 3+ 5+ 3+ 4 Thrusting Spear Full Armor Shield 23
Offensive Spear, Pride Drilled
Veteran Archers milites 4+ 4+ 3+ 5 Warbow Full Armor Overhead Shot , Pride, Drilled 22

Veteran Infantry milites 3+ 5+ 3+ 5 Polearms Full Armor Blade Wave, Strike, Pride 21

Mounted Archers rare 4+ 4+ 3+ 5 Warbow Full Armor Mounted, Pride 24

Cavalry rare 3+ 5+ 3+ 4 Hand Weapon Full Armor Shield Mounted, Pride 22

The following Characters can be used for this list:


Character CBT RNG GRT SAV CP CR Traits PTS
Prince 3 5 3 7 5 10” Pride Wounds(3) Attacks(3) Iron Will 152
Kinlord 3 5 3 7 4 10” Pride Wounds(3) Attacks(2) Iron Will 122
Earl 3 5 3 7 3 8” Pride Wounds(2) Attacks(2) Iron Will 92
Kinthane 3 5 3 7 2 8” Pride Wounds(2) Iron Will 62
Elven Mage 4 5 3 7 4 10” Pride Wounds(3) Arcanist(3) Iron Will 165

The Elven Kingdoms have the Men of the South and the Men of the Mark as their close allies.

32

Mateo Felez Lecha (Order #39571072)


Men of The South
For centuries the men of the realms of the South have been the �irst line of defense against the
incursions of the forces of evil. While they await the return of their departed kings they protect the
border and stay vigilant. This list follows the Muster Force Organizational rules.
Troop Type Avail CBT RNG GRT SAV Weapons Armor Traits PTS

Citizen Infantry civis 4+ 5+ 4+ 4 Thrusting Spear Full Armor Shield Shieldwall, Wall of Spears 16

Citizen Archers civis 4+ 5+ 4+ 5 Bow Full Armor Overhead Shot, Drilled 16


Shieldwall, Wall of Spears
Seasoned Infantry milites 3+ 5+ 3+ 4 Thrusting Spear Full Armor Shield 22
Drilled , Offensive Spear
Sword Fighters milites 3+ 5+ 3+ 4 Hand Weapon full armor Shield Shields Up, Off-Hand Parry 19
Skirmish Specialist
Rangers w/bow milites 4+ 4+ 3+ 6 Warbow Partial Armor 20
Sharpshooter
Skirmish Specialist
Rangers milites 3+ 5+ 3+ 6 Mixed Weapons Partial Armor 18
Combined Arms
Drilled, Strike , Wall of Spears
Guard Infantry rare 3+ 5+ 3+ 5 Thrusting Spear Full Armor 21
Stubborn
Guard Archers rare 4+ 4+ 3+ 5 Bow Full Armor Overhead Shot, Drilled 20
Massed Charge
Cavalry rare 3+ 5+ 3+ 4 Cavalry Spear Full Armor Shield 25
Form Up, Warmount

Use standard Characters for this list and you can also add the following special character:
Character CBT RNG GRT SAV CP CR Traits PTS
Wise Wizard 4 5 3 7 5 10” Arcanist(3), Iron Will, Wounds(3) 179

The Men of the South have the Elven Kingdoms and the Men of the Mark as their close allies.

33

Mateo Felez Lecha (Order #39571072)


The Men of the Mark
The Men of the Mark have settled in the plains of the central valley. There they keep constant watch
and defend their lands against raiders and orcs. There are great horsemen and noble allies to the
Men of the South. This list follows the Muster Force Organizational rules.

Troop Type Avail CBT RNG GRT SAV Weapons Armor Traits PTS

Partial Armor
Infantry civis 4+ 5+ 4+ 5 Mixed Weapons Shields Up, Combined Arms 15
Shield

Archers civis 4+ 5+ 4+ 6 Bow Partial Armor Skirmish Specialist 14

Partial Armor Shieldwall, Wall of Spears


Spearmen milites 4+ 5+ 3+ 5 Throwing Spear 20
Shield Offensive Spear

Charge, Marauders
Cavalry milites 3+ 5+ 3+ 4 Cavalry Spear Full Armor Shield 27
Extra Equipment(bow)

Shieldwall, Wall of Spears


Guard Infantry rare 3+ 5+ 3+ 4 Thrusting Spear Full Armor Shield 22
Offensive Spear, Pride

Enclosed Armor Warmount , Massed Charge


Guard Cavalry rare 3+ 5+ 3+ 3 Cavalry Spear 28
Shield Form Up, Pride

Use standard Characters for this list and you can also add the following special character:
Character CBT RNG GRT SAV CP CR Traits PTS
Wise Wizard 4 5 3 7 5 10” Arcanist(3), Iron Will, Wounds(3) 179

The Men of the Mark have the Elven Kingdoms and the Men of the South as their close allies.

34

Mateo Felez Lecha (Order #39571072)


The Army of the Red Eye
The Dark Lord from the east sends his powerful host against the kingdoms of the free peoples. This
list used the Muster warband rules. When building a list you must choose between the Eastern and
Southern allied troops and use only troops and not mix both types.
Troop Type Avail CBT RNG GRT SAV Weapons Armor Traits PTS
Partial Armor
Orc infantry civis 4+ 5+ 5+ 5 Mixed Weapons Furor 12
Shield

Orc archers civis 5+ 5+ 5+ 7 bow Skirmish Specialist 8

Partial Armor
Veteran Orc Infantry civis 4+ 5+ 4+ 5 Mixed Weapons Combined Arms, Furor 15
Shield

Veteran Orc Infantry milites 3+ 5+ 3+ 5 Polearms Full Armor Cutthroat, Strike 20

Pirate Archers milites 5+ 5+ 4+ 7 bow Skirmish Specialist, Allies 10

Priate Marines milites 3+ 5+ 4+ 7 Polearms Cutthroat, Allies 14

Pirate Swordsmen milites 3+ 5+ 4+ 6 hand weapon Shield Cutthroat, Off-hand Parry, Allies 13

Offensive Spear, Shieldwall,


Eastern Spearmen milites 4+ 5+ 4+ 4 Thrusting Spear Full Armor Shield 17
Wall of Spears, Allies

Easter Archers milites 4+ 5+ 4+ 5 Bow Full Armor Overhead Shot, Allies 15

Southern Spearmen milites 4+ 5+ 4+ 6 Thrusting Spear Partial Armor Schiltron, Strike, Allies 14

Skirmish Specialist
Southern Atchers milites 4+ 5+ 4+ 5 Bow Full Armor 16
Sharpshooter , Allies
Full Armor
Black Guard rare 3+ 5+ 3+ 3 hand weapon Robur, Shield Overlap, Drilled 21
Heavy Shield
Partial Armor Warmount, Cutthroat, Charge,
Orc Wolf Riders rare 4+ 5+ 4+ 5 Cavalry Spear 23
Shield Extra Equipment(bow)
Massed Charge, Form Up
Dark Knights rare 3+ 5+ 3+ 3 Cavalry Spear Full Armor Shield 27
Warmount

Eastern Cavalry rare 3+ 5+ 3+ 4 Hand Weapon Full Armor Shield Allies, Warmount 22

Extra Equipment(bow), Charge


Southern Cavalry rare 4+ 4+ 3+ 6 Cavalry Spear Partial Armor 24
Allies Mounted
Attacks(3), Wounds(3),
Armored Troll rare 3+ 5+ 4+ 6 hand weapon Partial Armor Natural Armor(2), Independent , 63
Large Creature, Simpleminded
Use standard characters for this list and you can also add these special characters
Character CBT RNG GRT SAV CP CR Traits PTS
Death Lord 3 5 3 7 5 10” Wounds(3) Attacks(3) Undead, Controller(10) 153
Orc Shaman 4 5 3 7 0 - Wounds(2) Arcanist(1) Iron Will, Independent 46

35

Mateo Felez Lecha (Order #39571072)


The Orcs of the White Hand
The cunning Wizard of the west tower has gathered an army of Orcs and moves towards the Men of
the Mark. This list follows the Muster organization rules.
Troop Type Avail CBT RNG GRT SAV Weapons Armor Traits PTS

Partial Armor
Orc infantry civis 4+ 5+ 5+ 5 Mixed Weapons Furor 12
Shield

Orc archers civis 5+ 5+ 5+ 7 Bow Skirmish Specialist 8

Pike Specialist , Strike


Greater Orc Pikemen civis 4+ 5+ 4+ 5 Pike full armor 16
Wall of Spears

Greater Orc w/ milites 4+ 5+ 4+ 5 Crossbow full armor 15


Crossbow

Skirmish Specialist
Greater Orc Scouts milites 4+ 5+ 4+ 6 Hand Weapon Partial Armor 14
Endurance , Robur

Greater Orc Scouts w/ Skirmish Specialist


milites 4+ 5+ 4+ 6 Bow Partial Armor 16
bow Endurance , Robur

Partial Armor
Greater Orc Infantry milites 4+ 5+ 4+ 5 Hand Weapon Robur, Shields Up, Endurance 15
Shield

Partial Armor Warmount, Charge, Cutthroat


Orc Wolf Riders milites 4+ 5+ 4+ 5 Cavalry Spear 23
Shield Extra Equipment(bow)

Gushing Wounds
Allied Barbarians milites 4+ 5+ 4+ 5 Heavy Weapons full armor 16
Cutthroat , Allies

Greater Orc Veteran Robur , Shields Up


milites 3+ 5+ 3+ 4 Hand Weapon full armor Shield 20
Infantry Off-hand Parry

Berserkers milites 3+ 5+ 4+ 6 Heavy Weapons Robur, Ira 17


Attacks(3) Wounds(3)
Armored Troll rare 3+ 5+ 4+ 6 Hand Weapon Partial Armor Independent , Natural Armor(2) 63
Large Creature, Simpleminded

Use standard Characters for this list and you can also add the following special characters:
Character CBT RNG GRT SAV CP CR Traits PTS
Cunning Wizard 4 5 3 7 5 10” Arcanist(3), Iron Will, Wounds(3) 179
Orc Shaman 4 5 3 7 0 - Arcanist(1), Iron Will, Wounds(2), Independent 46

36

Mateo Felez Lecha (Order #39571072)


Credits
Arcane Companion for CLASH by Alvaro, & Francisco Erize and Diego Spallatti

Covert and Interior art by Dean Spencer, © 2015 Dean Spencer, used with permission. All rights
reserved.

Photographs:

• Northstar Figures
(https://www.northstar�igures.com )

• Ragnarok Miniatures
( https://www.facebook.com/Nibelungen63 )

• Plus authors’ personal collection including miniatures from different manufacturers

Additional material for CLASH at: www.clashofspears.com or www.�ightinghedgehog.com , and


you can ask any rules questions to info@�ightinghedgehog.com

37

Mateo Felez Lecha (Order #39571072)

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