IceVault by Manrann
The General Principles: to the total, along with any other modifiers.
If the shooter wins, the taget takes damage,
The Most Important Rule: Whenever the Movement: otherwise the attack misses. Damage is
rules seem unclear, use common sense and Action Notes dealt same as combat.
personal preference. Have Fun!
Move Move 6”. Any move action Cover: If a target is partly hidden by a piece
Rolling Dice: Whenever you are told to after 1st one only moves 3”. of terrain or another model, it is said to be
make a roll, simply roll 2D6. Fight Must be in base contact with in cover, and gets +1 to its roll. If the target
an enemy unit to use this is mostly hidden, it is in Heavy Cover, and
Preparation: action. gets +2 to its roll.
The Battlefield: The game is played on a flat Shoot Must have a ranged
weapon. If the shooter moved before shooting, the
30”x30” surface, with at least 15-20 pieces
Cast Must be a wizard or an target gets +1 to its roll.
of terrain on it. Terrain must be placed to
minimize open spaces and lanes. Spell apprentice.
Interact Using an item or picking up
Spellcasting:
Warbands: Each player puts together a or dropping treasure. When a unit attempts to cast a spell, it rolls,
warband, led by a wizard. Warband creation A unit may use its movement to travel in adding its quality any modifiers. If the total
is detailed on the next page. any direction, and change direction at any is greater than or equal to the Casting Value
point during its movement.Units may move of the spell it is trying to cast, the spell goes
Treasure: Place 6 treasure tokens. Players
through allied units, and may move within off. Else, it fails.
alternate placing one token each over 6”
1“ of enemy units. However, if a unit moves
away from a board edge and 6” away from Apprentices get -1 to their casting roll.
in base contact with an enemy unit, it enters
each other. As an action, a unit in base
combat. A unit in combat may not move. Empowering spells: A unit may empower its
contact with a token may pick it up if there
are no enemy units in 1” of the token. It Gaps: A unit cannot move through a gap of spells by spending HP. Add +1 to the casting
then holds the token until it dies, leaves the less than 1“. roll for every point of HP spent.
battlefield, or the game ends. If a unit with a Denying Spells: if an enemy unit cats a spell
token moves off the edge of the battlefield, Climbing/Difficult Terrain: A unit must
spend 2“ of movement for every 1“ of within 9“ of a Wizard and in Line of Sight,
it is removed from the game and the player the Wizard may attempt to deny it. To deny
the unit belongs to secures the token for the vertical distance or difficult terrain it covers.
a spell, the Wizard rolls as if casting a spell,
rest of the game. The unit that moved off Intercepting: A unit not in combat may and if its total is greater than the total of the
the edge may not return to the game. intercept an enemy unit moving within 1“ of enemy spellcaster, the spell fails.
Deployment: Players roll-off, and the it, locking them both in combat.
Failing Spells:If a wizard fails a spell roll, it
winner picks an edge of the battlefield, with Jumping: units may jump upto 4“ may take damage depending on the amount
their opponent taking the opposite. Players horizontally, but must have moved at least they failed by.
then alternate placing one unit within 6” of that ditance in a straight line beforehand.
their table edge, starting with the player Amount by Damage Taken by
that lost the roll off. Falling/Dropping: A unit may fall/ drop from which roll failed Caster
a height of upto 3“ without taking damage.
Playing the Game: If it falls/drops from a height of more than 1-5 0
3“, it takes D3 dmg for every 3“ it falls. 6-9 1 damage
The game is played in rounds, split into four 10-11 2 damage
phases in which the player with initiative Combat: 12+ 4 damage
activates all their units for each phase, after
which the other player activates their units Units in base contact with an enemy unit
for that phase. A unit may choose to do are in combat. When a unit takes a fight Ending the Game and Victory:
nothing during a phase, but it must still be action, both combatants roll, adding their
quality, along with any other modifiers to The game ends:
activated. The Phases are:
their total, and the one with a higher total 1. After 6 rounds.
1. Initiative Phase: Players roll-off, and wins. The winner then compares their roll to 2. If there are no units of one warband
the winner of the roll-off gets initiative the armor value of the loser, and deals on the board: if this happens, the
for the rest of the round. damage equal to the difference between player with units remaining
2. Wizard Phase: The active player may them. If a unit wins a fight, but cannot beat automatically secures all remaining
activate their Wizard, as well as upto its target’s armor value, no damage is dealt. treasures
three other units in 3” of the wizard
At the end of combat, the winner may 3. If there are no more treasures left on
and within Line of Sight.
pusheither unit back 1“, or stay in combat. the board
3. Apprentice Phase: The active player
may activate their apprentice, as well Units may not be pushed off the battlefield In any case, the player with the most
as up to three other units within 3” of this way. treasure tokens wins the game!
the apprentice and within Line of Sight. If an allied unit is in base contact with the
4. Soldiers Phase: The active player enemy unit, and in base contact with no
activates any companions which have other enemy units, the unit making the roll
yet to be activated. may add +1 to their fight total.
Activation: Shooting:
When a unit is activated, it may perform up A unit with a ranged weapon may shoot at
to two actions: an enemy model within the range of the
weapon. Both units roll, adding their quality
1
IceVault: Warbands by Manrann
Wizard Creation:
Stats: All wizards start with the same base Witch: Archer (50g):
stats: Opposing school: Thaumaturge Qua +0(+1 to fight and shoot rolls)
Stat Spell(Cast): Description Def 7
Qua +1 Curse(10+): 1 enemy unit in 18” gets -2 HP 7
Def 6 to its next roll. Notes Bow, Dagger, Leather Armor
HP 10 Leech(10+): 1 enemy unit in 24” takes 1 Crossbowman (50g):
Items: A wizard may carry upto five items. dmg. 1 friendly unit in 12” heals 1 dmg
Spellsick(8+): 1 enemy spellcaster in 18” Qua +0(+1 to fight and shoot rolls)
These include equipment, magic items,
potions etc. gets -1 to its next spell casting roll. Def 7
Earthshatter(12+) All ground within 3” of HP 7
Equipment: A wizard starts the game with a point in 24” becomes difficult terrain. Notes Crossbow, Dagger, Leather
either a Hand Weapon or a Staff. One Drain(8+): 1 enemy unit in 18” may only Armor
additional Weapon may be purchased for 5g move upto 3” on its next activation. Infantryman (50g):
Magic:
A wizard must choose a school of magic Warband Creation: Qua +0(+1 to fight rolls)
they belong to. They get +1 to their casting Def 7
rolls when casting spells of their own school, A player starts with 500g to build their HP 7
and -1 when casting spells of an opposing warband with a max of 9 soldiers. Notes Two-handed weapon, Leather
school. armor
Spells: A starting wizard knows 6 spells.
Apprentice:
Tracker (80g):
Three must be from the school the wizard An Apprentice costs 200g. Qua +1
belongs to, two from neutral schools and
one must be from the opposing school. Stats: Def 7
Elementalist: Stat HP 8
Qua Wizard -1 Notes Staff, Bow, Leather armor
Opposing school: Illusionist Def 6 Man-At-Arms (80g):
Spell(Cast): Description HP Wizard -2 Qua +1(+1 to fight rolls)
Firebolt(8+): 1 enemy unit in 24” takes a Items: An apprentice may hold up to four Def 7 (-1 to Enemy roll)
ranged attack at +1 shoot items. It starts the game with a Hand HP 8
Magic Wind(12+):Target friendly unit in Weapon or a staff, and may buy an Notes Two handed Weapon, Leather
12” may take a full move action. additional weapon for 5g. armor, shield
Ray of frost(8+): 1 enemy unit in 24” may
take only 1 action on its next activation. Spells: An Apprentice knows all the spells Weapons:
Lightning(10+): 1 enemy unit in 24” takes the wizard knows. Weapons are used by all units. They are
an attack at +2 modifier detailed below.
Stoneblade(10+): 1 friendly unit in 12”
Companions:
gets +2 to its roll in its next combat. Companions can be purchased for the cost Damage Modifier: The amount added or
Thaumaturge: given next to each one. They may only hold subtracted from damage dealt after the
Opposing school: Witch upto one item, and their stats never winner of combat has been determined
Spell(Cast): Description increase, and equipment is fixed. Weapon Dmg Notes
Invigorate(8+): 1 friendly unit in 12” gets Mastiff (10g): Mod
+1 to its next roll. Dagger -1
Qua +0
Null(12+): 1 enemy spellcaster may not Hand -
cast spells the next time it activates. Def 6
HP 6 Weapon
Heal(10+): 1 friendly unit in 12” heals D3 Two +1
HP Notes Fast: This unit moves 9” for its
first move. Handed
Spellshield(8+): 1 friendly unit in 6” may Weapon
take 1 less damage the next time it takes Animal: Cannot carry items or
treasure Staff -1 -1 Dmg Mod. to
damage. enemy’s attacks in
Valor(10+): 1 friendly unit in 12” gets +2 Thug (20g):
combat
to its roll next time it is in combat. Qua +0(+1 to fight rolls)
Bow - Load and fire as 1
Illusionist: Def 6 action. 24” range
Opposing school: Elementalist HP 7 Crossbow +1 Load and fire as
Notes Hand Weapon separate actions.
Spell(Cast): Description Thief (20g): 24” range
Shadows(10+): 1 friendly unit in 12” get Qua +0(+1 to fight rolls) Unarmed -1 -1 to fight rolls
+2 to its roll the next time it is shot at.
Def 6
Teleport(12+): 1 friendly unit in 6” may
HP 7
move to any point in LoS and within 24”
Notes Fast: This unit moves 9” for its
Illusion(8+): 1 friendly unit in 12” gets +1
first move
to its roll next time it is attacked.
Dagger.
Rage(10+):1 enemy unit must attack the
nearest unit when it activates next.
Psyshock(8+): 1 enemy unit in 12” takes
2 damage.