Arcane Companion V-A.1
Arcane Companion V-A.1
3.1.1 Animated 11
3.1.3 Controller(X) 17
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.
New Rules
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.
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.
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.
▪ 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
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.
▪ # 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.
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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.
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▪ 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.
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▪ All-Out-Attack
All-Out-Attack requires the use of two
Bind Tokens.
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14
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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.
▪ 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.
▪ 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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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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• 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.
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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
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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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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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
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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)
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Natural Weapons
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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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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.
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Traits PTS
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.
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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
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Dwarf Companions Rare 3+ 5+ 3+ 4 Hand Weapon Full Armor Shield Hack, Shields Up, Dvergr 19
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
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Troop Type Avail CBT RNG WILL SAV Weapons Armor Traits PTS
Draugr arcanists have access to Necromantic Esoteric Discipline and Battle Magic
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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
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
The Dead Equites rare 3+ 5+ 4+ 4 Cavalry Spear full armor Shield Mounted, Charge, Undead 23
The Dead Consul, Lucius Aemilius Paullus can only select spells from the Necromantic Esoteric Tradition
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Troop Type Avail CBT RNG GRT SAV Weapons Armor Traits PTS
Veteran Infantry milites 3+ 5+ 3+ 5 Polearms Full Armor Blade Wave, Strike, Pride 21
The Elven Kingdoms have the Men of the South and the Men of the Mark as their close allies.
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Citizen Infantry civis 4+ 5+ 4+ 4 Thrusting Spear Full Armor Shield Shieldwall, Wall of Spears 16
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.
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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
Charge, Marauders
Cavalry milites 3+ 5+ 3+ 4 Cavalry Spear Full Armor Shield 27
Extra Equipment(bow)
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.
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Partial Armor
Veteran Orc Infantry civis 4+ 5+ 4+ 5 Mixed Weapons Combined Arms, Furor 15
Shield
Pirate Swordsmen milites 3+ 5+ 4+ 6 hand weapon Shield Cutthroat, Off-hand Parry, Allies 13
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
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Partial Armor
Orc infantry civis 4+ 5+ 5+ 5 Mixed Weapons Furor 12
Shield
Skirmish Specialist
Greater Orc Scouts milites 4+ 5+ 4+ 6 Hand Weapon Partial Armor 14
Endurance , Robur
Partial Armor
Greater Orc Infantry milites 4+ 5+ 4+ 5 Hand Weapon Robur, Shields Up, Endurance 15
Shield
Gushing Wounds
Allied Barbarians milites 4+ 5+ 4+ 5 Heavy Weapons full armor 16
Cutthroat , Allies
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
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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 )
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