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Crucible Promo

Promo of Crucible wargame

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100% found this document useful (3 votes)
487 views32 pages

Crucible Promo

Promo of Crucible wargame

Uploaded by

Morvan Breuss
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
You are on page 1/ 32

Crucible: Conquest of the Final Realm is a trademark of FASA Corp. Copyright 2000 FASA Corp. All rights reserved.

INTRODUCTION
Once you choose the faction or factions you want to
play, the next step is to assemble and paint your miniatures.
Though you can play Crucible with unpainted miniatures,
most fans of table-top gaming consider painting their
forces just as much fun as playing the game!
We used Ral Partha paints for the figures shown in this
flyer. Ral Partha also offers a painting kit that includes
paints, brushes, two miniatures and a full-color guide offering step-by-step instructions for learning how to
paint. Even if youre not a practiced painter,
theres plenty of information available to
help you learn.

This 32-page volume is a promotional piece only. It


does not contain the entire Crucible background, game
rules, or army lists. This flyer does provide a detailed
overview of those materials.
The rulebook for Crucible, Conquest of the Final Realm
contains complete army lists and magic lists for all eleven
factions currently in the game: the Principate, the Orcs, the
Royal Elves, the Witches of Selene, the Tauren, the Infernal
Elves, the Goblins, the Dwarves, the Necromancers,
the Legion and the Bane.
Crucible: Conquest of the Final
Realm is a mass-combat miniatures
game in which players take on the
role of generals on a battlefield,
commanding large armies with
a simple goaldefeat the
enemy.
Most of the races living on
Ashkelon believed their land
was the only continent on the
planet. For thousands of years,
human, elf, dwarf and Tauren
have battled one another, for reasons as old as time itself:
resources, survival and sheer ambition. As the true origins of the separate nations faded into the mists of legend, civilizations rose. Now, Ashkelon is a
patchwork of peoples and countries, each with
its own agenda and plans.
The discovery of a new continent to the west of
Ashkelon launched a headlong race to exploit the valuable
riches of this land. But the continent dubbed Crucible is
already inhabitedthe fierce, fearless orcs fight to defend
their land and its secrets from the invaders. Constant battles
rage across Crucibles teeming jungles, sweeping plains and
dark swamps over who will finally claim Crucible as their
own.

TERRAIN
A miniatures game isnt only
about the miniaturesits also
about the battlefield. As in real
life, where you fight can be as
important to victory or defeat
as your weapons or the experience level of your troops.
The amount and type of terrain that you place on your battlefield allows you to design a
strategy for your faction.
Local hobby stores sell a wide
variety of terrain, including railroad
trees, resin kits of ruins, fences and
walls, bits of alien technology, spacefaring
flora and fauna, and much more. You can also
create your own terrain, or you can use household objects
as terrain features. A stack of books can substitute for a hill
or a building, but a piece of terrain that is a hill or building
will look more authentic and provide better results for
movement and combat.
RULERS
Movement, and missile weapon and spell ranges are
measured in inches. Players can use one or more rulers to
measure these distances, but experience has proven that
metal or fabric tape measures are easiest to use and provide
more accurate measurements.

COMPONENTS
In order to play Crucible, you need miniatures, terrain,
rulers and dice. An average-sized game requires a playing
area approximately four feet by four feet.

DICE
Players use dice rolls to determine whether or not a
unit succeeds in taking an action, such as charging across
the battlefield or attacking an enemy. Crucible uses a 12sided die, available at hobby and game stores and various
websites. Because the game will move more quickly if players can roll enough dice at once to represent an entire unit,
we recommend that each player have at least have ten dice.

MINIATURES
Ral Partha produces an extensive and impressive line
of miniatures for the Crucible game. There are miniatures
currently available in local hobby and game stores and
through the FASA website, and more will continue to be
produced.

The Eternal Queen seemed pleased enough by the


horde of gold, the kraal beast, the captured orc warrior, and
the reports of fertile lands we brought to her. But when
Badinus presented his findings, she immediately cleared
the hall to confer with him and her closest advisors. After
several hours, we were summoned to appear before her
again.
Captain Phineus, she began. You have earned the
undying gratitude of myself and the entire Principate. This
new land you have discovered, this Crucible, will enable us
to extend our dominion over all the races of Ashkelon. For
when we have seized this land and its riches, as undoubtedly the Creators have pre-ordained, our power will be
unsurpassed. Elf, Tauren, human, dwarf and goblin alike
shall bow before us, and the human race will take its rightful place as the undisputed rulers of all.

tion and on the flanks our cavalry units readied their


mounts. All the while, others continued to clear our wounded and dead from the battlefield and hurried to finish
unloading our ships, as the black clouds of a massive thunderstorm gathered over our heads.
Several of the commanders, including General Heiron,
seemed intent on sending men out into the hills to track the
orcs. But the captain insisted that we form ranks and stand
fast, lest we spread ourselves too thin. The arguments
quickly ended when the orc army appeared on the surrounding hill tops, stretching from one end of the horizon to
the other.
With a great roar, the orcs charged us for the second
time that day. With the sea at our backs, we braced for the
attack. As the orcs came within range, our archers let loose
a volley of arrows. The missiles felled a few of the attackers,
but within minutes wave after wave of orc riders and skirmishers began to smash into the ranks of spearmen at the
front of our lines.

You shall spearhead our conquest of the new land and


reign as governor, in my name, of all Crucible.
And so it was we returned to the new land, commanding an army three thousand strong. Word of the new discovery had spread throughout Ashkelon, and all the great
powers were hastily outfitting expeditions to follow in our
wake. But none would arrive to challenge our claim to the
new continent for weeks, perhaps even months. The captain
had promised us all grants of land, and we were confident
of our rich futures as we disembarked on Crucibles shores
for the second time.
The great orc attack came the following day.
The first wave of orc riders and skirmishers attacked at
dawn, ravaging our pickets and striking terror into many of
the new troops. The orcs seemed to withdraw as quickly as
they had struck. In the uneasy stillness that followed, our
men formed ranks. The spearmen grouped themselves into
tight phalanxes, while behind them our archers took posi-

Hold your ranks, hold your ranks! The cry echoed


throughout the encampment, as a steady stream of foot soldiers entered the formations to replace their fallen comrades. The slaughter seemed to continue for hours. The orcs
fell before the tight, massed ranks of the spearmen, but
more continued to charge into battle, intent on driving us
back into the sea. Then, as the stream of orc attackers
seemed to slow, Captain Phineus lead several cavalry units
out from behind our lines and attacked the orcs flanks. By
nightfall, no orc was left standing. Corpses littered the wet,
blood-stained ground, and the sickly sweet odor of death
hung heavily in the air.
I walked with Captain Phineus as he wearily strode
through camp, inspecting the battered troops.
Captain, captain, one man cried as we passed his litter. We beat them, didnt we? Weve won.
Yes, soldier, we beat them, the captain replied. But I
believe the battle for Crucible has only just begun.

Excerpted from In the Queens Name, an account of the


voyages of Captain Phineus, discoverer of Crucible.

GAME CONCEPTS
ment statistic represents two types of movement. The number before the slash represents the number of inches a
model can travel using standard movement. The number
following the slash is the number of inches the model can
travel using charging movement. Flying models have a
third number following a slash, which is the Movement rate
of the model when flying.
Battle Factor (BF): The Battle Factor determines the
models ability when attacking other models in hand-tohand (melee) or missile combat.
Defense Factor (DF): The Defense Factor reflects how
resistant a model is to damage. This statistic takes into
account the models armor, natural toughness and skill at
avoiding or parrying attacks.
Discipline (DIS): Discipline represents a models bravery, skill and level of training. This statistic determines how
well a model performs when changing formations, charging an enemy or resisting the temptation to rout.
Psyche (PSY): This statistic represents the power of a
models mind. Models capable of using magic use this statistic to cast spells. All models use this statistic to resist magical effects directed against them.
Attacks (ATK): Attacks indicates the number of melee
attacks the model may make in a turn.
Wounds (WDS): The Wounds statistic indicates the
number of times a model can take a hit before being
removed from the field.

This section explains basic concepts of table-top gaming and terms specific to Crucible: Conquest of the Final Realm.

MAKING TESTS
The success or failure of most actions in Crucible are
determined by rolling a 12-sided (D12) die and comparing
the result to the appropriate statistic. To make a successful
test, the die roll result must be equal to or greater than the
statistic. In general, high results indicate success, and low
results indicate failure.
MODIFIERS
Certain actions, conditions or equipment, called modifiers, may affect the outcome of a test. A positive modifier is
always an advantage; a negative modifier is always a disadvantage. Apply the modifier to the die roll result of the
test before comparing the result to the appropriate statistic.
RESULTS OF 1 AND 12
An unmodified die roll result of 1 (a natural 1) is
always a failure. An unmodified die roll result of 12 is
always a success. In combat, a natural 1 indicates a Critical
Miss and a natural 12 scores a Deadly Hit.

MODELS
The term model refers to any miniature used in the
game, regardless of its size, shape or type. Each model in
Crucible represents a single soldier, leader or creature,
defined by a set of statistics. Some models play a unique
role in the game, and are referred to as individuals. A group
of models organized into a fighting force is called a unit.

OTHER CHARACTERISTICS
The following characteristics also appear in each
models description.
Size: Small, medium, large and huge.
Formation: The formation indicates how a unit is organized on the battlefield. Units may organize into one of
eight basic formations. Individual models need not organize into formations, but may be included in units if they
possess applicable special abilities.
Weapon: This lists the weapon(s) a model carries.
Each weapon has a Defense Factor Test Modifier (DFT
Mod) that appears in parentheses following the weapon
type. This number is a negative modifier applied to the targets Defense Factor Test die roll result. For example, a target model that suffers a hit from a weapon with a DFT Mod
1 must subtract 1 from its die roll result when making its
Defense Factor Test.
Leader: Some units can be assigned a leader; a model
of the same type as the rest of the unit, but whose greater
skill and experience enhance the units tactical ability.
Point Value (PV): The Point Value represents the cost
of recruiting the model into your force.
Unit Size: The number of models in a unit.

MODEL STATISTICS
The statistics for individual models are unique to that
model. Troops of the same type have the same statistics. For
example, all of the spearmen in a Principate army have the
same statistics, while those of their leaders are all unique.
Seven basic statistics, rated from 1 to 12, define all
models. Because the die roll result for a test must be higher
than the appropriate statistic to be a success, low statistics
are better than high statistics. For example, for an orc chieftain with a Battle Factor of 4, the player needs to roll only a
4 or higher to succeed at a Battle Factor Test. Orc skirmishers, on the other hand, have less training, and so have a
Battle Factor of 8. To make a successful Battle Factor Test,
the player must roll 8 or higher.
Movement (MOV) (Standard/Charging): The move-

tions. (Cavalry units are defined as any model consisting of


a figure mounted on or riding another figure, either a creature or a machine.) Each formation is classified as tight or
loose as shown in the Formations Table.
Tight Formation: A tight formation must have a front,
flanks and rear. All the models in a tight formation must
face the same direction and be in base-to-base contact. Tight
formations form up in a series of ranks. Each rank may consist of any number of models, but must contain a minimum
of five models to be considered a full rank.
Phalanxes and massed cavalry are considered tight formations.
Loose Formation: Each model in a loose formation
may face any direction. Loose formations have no front,
flanks or rear, and may resemble any shape.
Picket, skirmish and horde formations are considered
loose formations.

FORMATIONS TABLE
Coherency
(in inches)

Type

8
4
2
1/base-to-base
Base-to-base

Loose
Loose
Loose
Loose or Tight
Tight

Cavalry
Scouting
Light
Massed

8
4
Base-to-base

Loose
Loose
Tight

Artillery
Artillery

Loose

Formation
Infantry
Picket
Skirmish
Horde
Maniple
Phalanx

SCALE
The game of Crucible lets players fight large-scale fantasy battles in miniature. This means that the models, terrain and the time required to play are representing larger
entities.
Models: One individual model represents one general
or hero. One soldier model represents 10 soldiers.
Distance: One inch on the gaming table represents 20
yards.
Time: One turn equals approximately 30 minutes.

Availability: The Availability indicates the rarity of the


unit type.
Special Abilities: Some units possess special abilities
that allow them to do unique things on the battlefield.

FORMATIONS
Understanding and using formations is an important
part of playing Crucible, because a formation determines
how a unit moves. The Faction Lists identify the formations
allowed for each troop type. Most troop types can use only
one formation. For example, Principate spearmen can be
fielded only in the phalanx formation.

FORCE CONSTRUCTION
Before the game can begin, each player must choose the
models they will field in their force. First, each player
chooses a faction from which he will recruit his troops.
Players may only recruit troops from the list of their faction.
Then, the players decide upon a Point Value (PV) for the
battle, and use those points to recruit models for their force
based on the PV statistics of the models. A factions magic
also has a PV cost. Each faction has specific guidelines on
how the points can be distributed among your force. These
guidelines usually limit the number of points that can be
spent on the more powerful models available to the faction
such as leaders, creatures and spellcasters. A standard twoplayer game lasting two or three hours will normally be
between 1,0002,000 PV.

COHERENCY
The troops in a unit must stay close enough together to
effectively communicate and coordinate their attacks. In
addition, strategies for using certain formations depend
entirely on the models in the units moving together in very
specific ways.
Each formation requires a unit to maintain a certain
coherency, defined as the maximum distance allowed
between models in a unit. For example, models in a horde
formation must remain within at least 2 inches of one another, while models in a phalanx must maintain base-to-base
contact.
Though the members of a unit may temporarily break
coherency while moving, all models in a unit must be in
coherency at the end of the Movement Phase.

THE GAME TURN


Each game of Crucible is broken down into a number of
game turns. Depending upon the victory conditions or the
scenario being played, the duration of the game will vary.
Some games will be played for a predetermined number of
turns while others will end when one side achieves a specific goal or the enemy simply has no one left standing!

FORMATION TYPES
Ground units are placed on the table in one of five specific formations. Cavalry units use three different forma-

INITIATIVE PHASE
At the start of each phase, the player who has Initiative
may choose to activate one of his own units or force his
opponent to activate one of his units. Following the first
activation of the phase, players alternate activating units
until every unit that is capable of performing an action during the current phase has been activated.
DETERMINING INITIATIVE
Both players roll D12 and subtract the Discipline of
their general or the leader with the lowest Discipline statistic. The player with the highest modified roll wins Initiative
for the entire turn. If the player has no generals or leaders,
he uses the lowest Discipline score of the remaining models.
The player with the highest modified roll wins Initiative for
the entire turn and also determines when the Magic Phase
occurs during the turn.

RALLY PHASE
Routed units may attempt to rally during the Rally
Phase. Units that make a successful Discipline Test to rally
may participate in all subsequent phases of the turn. Units
that fail to rally or do not attempt to rally must continue
their rout move during the Movement Phase.

MISSILE COMBAT PHASE


Any units with missile weapons may fire them at legal
targets.

ARTILLERY COMBAT PHASE


Any units with artillery weapons, such as catapults
and cannons, may fire them at legal targets.

MOVEMENT PHASE

During a game turn, each unit has a chance to act, usually by moving and/or attacking enemy units. In general,
each game turn is divided into phases during which each
player may have his units take the particular types of
actions associated with each phase. All opponents perform
all the appropriate actions of each phase before the game
moves to the next phase. Players take turns activating units
in a phase, and the player who wins the Initiative for the
turn chooses which unit (friend or foe) goes first in each
phase of the turn.
Game turns take place in the following order. The player who won Initiative chooses when the Magic Phase occurs
in the turn.

Units that are eligible to move may perform one of the


five types of movement: standard movement, running,
charging, a change in formation, or flying (if the unit has the
ability to do so). Routed units must make their rout moves
during this phase.

MELEE COMBAT PHASE


Any units in base-to-base contact with an enemy unit
must engage in melee combat. All melee combat is simultaneous, so the order in which the melee attacks are resolved
does not matter.

MAGIC PHASE
Initiative Phase
Rally Phase
Missile Combat Phase
Artillery Combat Phase
Movement Phase
Melee Combat Phase

The Magic Phase occurs at the discretion of the player


who won the Initiative. The Magic Phase must occur each
turn and only after the conclusion of one phase and before the
start of the next. For each model casting a spell or otherwise
using magic, players must announce what magic the model is
using and the target of the effect. Unless otherwise noted,
spells and other uses of magic take effect immediately.

MOVEMENT
The Movement rating of a model consists of two numbers separated by a slash. The first number is the standard
movement rate of the model. When a unit elects to use standard movement, each model in the unit may move a number
of inches equal to the first number of the Movement rating.
The second number is the movement rate of the model
when charging.
Flying models have a third number following a slash,
which is the movement rate of the model when flying.

TERRAIN MODIFIER TABLE


Light woods
Dense woods
Swamps
Rough ground
Water*

+1 inch/inch moved
+2 inches/inch moved
+2 inches/inch moved
+1 inch/inch moved
+1 inch/inch moved

* Small and medium models may only move through


bodies of water up to 6 inches across. Large models
may through up to 8 inches of water, and huge models may move through up to 12 inches of water.

TERRAIN
The movement rate of a model may be affected when it
moves over any terrain on the battlefield that is not considered clear, such as hills, forests, lakes and ruins. Clear terrain is defined as flat ground with no obstructions.

enemy unit. Also, if a unit is attacked in melee combat in the


same turn it ran, it suffers DFT Mod 2. Before a unit can
run, it must make a Discipline Test. If the unit fails the
Discipline Test, it may still move, but only at its standard
Movement rate. Mark any unit that ran during the
Movement Phase with a running marker for the remainder
of the turn.

TIGHT FORMATION MOVEMENT


Tight-formation units can move directly forward,
directly sideways in either direction, or in any direction
within the front arc of the unit. The facing of the unit does
not change during such a move. If the unit started its move
facing directly east, and moves its full movement to the left,
it must still face directly east when the move is finished. A
tight formation may not move directly backwards unless it
performs an about-face (see below).

CHARGING
One of the most dramatic and important moves on the
field of battle is the charge. Charging not only allows a unit
to move faster than normal, it also provides an excellent
modifier in melee combat.

TURNING
A tight-formation unit may turn by wheeling. One
end of the front rank acts as an anchor point upon which the
rest of the unit turns. Before performing a turn, indicate
which model at the end of the front rank will act as the
anchor for the turn. The end of the front rank opposite the
anchor can then move up to its full normal movement rate,
wheeling the entire unit into a new facing.

CHARGE CRITERIA

The well-disciplined soldiers of a tight-formation unit


are trained to make quick changes in direction to the right,
left, or rear. Any of these maneuvers can occur at any time
during the units movement; the unit must spend 1 inch of
movement to perform any of these maneuvers.

To gain the special benefits of a charge, a unit must


meet the following criteria. If any of these criteria are not
met, the unit cannot charge.
1. A unit may not currently be in base-to-base contact
with another enemy unit.
2. A unit must begin its Movement Phase with a clear
line of sight to the intended target of the charge. As long as
one model in the unit has line of sight to the target enemy
unit, the unit may attempt the charge.
3. The unit must have a straight path of movement
across clear, unobstructed terrain.

RUNNING

SUCCESSFUL CHARGE

The fastest way to move across the field of battle is in a


full-out run. If a player decides that a unit will run during
its Movement Phase, it may travel 2 inches more than its
charging Movement rate. However, the increased mobility
of a running unit has a tactical disadvantage. A running unit
may not end its movement in base-to-base contact with an

For the charge to be successful, the unit attempting the


charge must make a Discipline Test, and the distance to the
target enemy unit must be within range of the charging
Movement rate of at least one model in the charging unit. A
charging model ends its movement as soon as it comes into
base-to-base contact with an enemy model.

RIGHT, LEFT AND ABOUT-FACE

Discipline Test when attempting to charge units in a tight


formation.
Picket Formation: Units in the picket formation cannot
charge.

If a unit in a tight formation has successfully charged


and a model at one of the ends of the front rank is the first
to contact the enemy unit, the unit may then wheel until its
entire front rank comes into base-to-base contact with the
enemy unit, provided no model will exceed its charge
Movement rate for the phase.

CAVALRY CHARGE
A charging cavalry unit gains a first-strike advantage
against all enemy units except for those armed with shaft
weapons.

CHARGE MODIFIER
A charging unit receives a +2 modifier to its Battle
Factor Test during its attack in the Melee Combat Phase.
The charge modifier is only applied in the turn in which the
unit charged.
Mark those units receiving the charge modifier with a
charging marker.

FLYING
Some units have the ability to fly. The distance in inches a unit can fly is shown in the Movement statistics as a
third number following a slash.
Flying units are classified as either low-altitude fliers or
high-altitude fliers. Whenever a flying unit is activated during the Movement Phase, its controlling player must declare
the altitude at which his flying unit will move and the altitude at which the unit will end its movement. Low-altitude
fliers may be on the ground or flying at low altitude. Highaltitude fliers may be on the ground, flying at low altitude
or flying at high altitude.
A flying unit may only ascend or descend one level of
altitude per Movement Phase. For example, during its
Movement Phase, a flying unit may move from high altitude to low altitude, but may not move from high altitude
to ground level in one Movement Phase.
Charging: When in flight, a flying unit uses its flying
Movement rate for a charge. When on the ground, the unit
uses its charge Movement rate.

FAILED CHARGE
Because the distance between the charging unit and the
target unit cannot be measured before a charge is declared,
if the unit attempting to charge does not have enough
movement to reach its intended target (or if the Discipline
Test fails), the unit cannot charge, but must move its standard Movement rate in the direction of the intended targetonce a charge is declared, the unit is committed to the
attempt.
A unit that failed a charge may still move into base-tobase contact with an enemy unit using standard movement
and then engage in combat during the Melee Combat
Phase.
Tight Formations: The densely packed nature of tight
formations makes them difficult to charge. Cavalry units
and units in a loose formation suffer a 2 modifier to their

CRUCIBLE BATTLE REPORT

The battle is engaged! A Principate duke takes the field against a marauding orc chieftain.
The duke must hold his armys left flank against the orc hordes. His army consists of a tenmodel unit of spearmen arranged in phalanx formation with two ranks of five models each, a ninemodel unit of Archers of Lanas in maniple formation deployed in the light woods (its models all
ORK CHIEFTAIN
within 1 inch of each other to maintain coherency), and an arcane master to his right.
The orc chieftain commands an army consisting of a five-model unit of javeliners deployed in
skirmish formation on his furthest right, an eight-model unit of skirmishers in skirmish formation directly to the chieftains left, a tenmodel unit of warriors in horde formation behind the skirmishers, and a river behemoth on his furthest left.

TURN 1
INITIATIVE PHASE
Both players roll D12 and subtract the Discipline of their generals. The Principate player rolls a 9 and subtracts the dukes Discipline
of 4, making the final result 5. The orc player rolls a 12 and subtracts the chieftains Discipline of 4, making the final result 8. The orc
player wins Initiative for the whole turn.

RALLY PHASE
Neither side has any routed units, so nothing occurs in the Rally Phase.

10

MISSILE COMBAT PHASE


The orc player elects to activate his javeliners to go first in this phase. He announces that they are firing their atlatls at the unit of
spearmen, then measures the range. Only the three javeliners at the front of the formation are within the atlatls long range (16 inches).
Checking the Missile Attack Modifiers Table, the only modifier that applies is the 2 for long range. So the orc player makes the Battle
Factor Test for his javeliner unit by rolling 3 dice, one for each javeliner (BF 9) able to fire. The results are 3, 4 and 11. He then subtracts
the modifier for long range from each roll, making the final results 1, 2 and 9. Only the last roll achieves a hit against the spearmen,
because its the only modified roll greater than or equal to the javeliners Battle Factor 9.
The Principate player then rolls one Defense Factor Test for his spearmen (DF 8), taking into account the atlatls DF Test modifier
(DFT Mod) of 1. The result is a 10, which is then modified by the DFT Mod of the atlatl, yielding a final result of 9. Because the result of
the Defense Factor Test is greater than or equal to the spearmens Defense Factor 8, the spearmen suffer no wounds from the javeliners
missile fire.
The Principate player is now free to fire his missile weapons, but he chooses not to fire so that he can move the archers later in the
turn. The orc player has no further missile combat, so the phase is concluded.

ARTILLERY COMBAT PHASE


Neither side has artillery weapons.

11

MOVEMENT PHASE
The orc player chooses to have the Principate player go first this phase and forces him to activate his Principate spearmen. Using
the first model on the right flank of the formation as an anchor, the Principate player wheels the spearmen 3 inches along their left flank
and then moves the entire unit directly forward 1 more inch, using up all 4 inches of their standard movement.
The orc player then chooses to move his river behemoth its full standard movement of 6 inches toward the woods.
The Principate player goes next. He activates the duke, but chooses not to move him.
Play passes to the orc player, and he moves his chieftain closer to his javeliner unit.
The Principate player then activates his arcane master, but chooses not to move him, either.
The orc player activates his skirmishers and decides he wants them to run. In order to do so, the skirmishers must pass a Discipline
Test. The skirmishers fail the test (the player rolled a 5, and the skirmishers Discipline is 6), but they are within the 12-inch command
radius of the chieftain, who has a Discipline of 4. This makes the test a success. The skirmishers move their running Movement rate,
which is their standard Movement rate plus 2 inches (for a total of 7 inches).
The Principate player then activates the last unit he has in play, the Archers of Lanas. He moves the unit forward through the light
woods, which has a terrain modifier of +1 inch per inch of movement. The archers have a standard movement rate of 4 inches, so they
move forward 2 inches to the edge of the light woods.
The orc player then completes his Movement Phase by activating his unit of orc warriors and running
them forward. The warriors make their Discipline Test and succeed. The unit runs forward 7 inches.
The javeliners cannot move this turn because they fired their missile weapons in the Missile Combat
Phase.

MELEE COMBAT PHASE


No models are in base-to-base contact with an enemy model, so there is no melee combat.

PRINCIPATE
ARCANE MASTER

12

MAGIC PHASE
Because the orc player has not yet inserted the Magic Phase into the turn, it must occur now. The Principate player examines his
arcane masters cache of runes and chooses to launch a fireball at the orc chieftain. He immediately expends 2 essence and 2 projection
runes to cast the spell.
The Principate player declares the orc chieftain to be the target of the fireball, then determines if there is line of sight (LOS). The
skirmishers block direct LOS from the arcane master to the orc chieftain. However, the arcane masters blind sight special ability provides him with LOS to anywhere on the table regardless of interference from terrain or other models. The player measures the range to
the target, which falls well within the fireballs 18-inch range.
Now, the arcane master (PSY 5) must make a Psyche Test in order to hit his target, the orc chieftain. He rolls a 2 and fails. Per the
spell description, the fireball scatters. To determine the scatter, the Principate player rolls one die near the target miniature. The result is
a 7, and the apex of the die points away from the chieftain and to his left. The point of impact of the fireball is then moved 7 inches in
the direction of the apex, landing it in the middle of the skirmishers.
The fireball has an area effect of 1.5 inches, and when the template is placed over the unit, four of the skirmishers fall within the
area effect. Each model within the area effect makes a DF Test with no modifiers. Two of the rolls succeed. The two models that failed
their DF Tests suffer 2 Wounds each, which kills them.
The orc player removes two skirmishers from the formation as casualties. The two casualties are not quite one-third of the units
eight models with which it started the turn, so a Discipline Test for routing is not required.

13

TURN 2
DWARF GRANDFATHER

INITIATIVE PHASE
The players roll D12 again, subtracting their leaders Discipline, and once again the orc player wins
the Initiative.

RALLY PHASE
Neither side has any routed units, so nothing occurs in the Rally Phase.

MISSILE COMBAT PHASE


The orc player chooses to have the Principate player go first this phase and forces him to activate his Archers of Lanas. The Principate
player chooses not to fire their weapons this turn. Next, the orc player activates his javeliners and also chooses not to fire this turn.

ARTILLERY COMBAT PHASE


Neither side has artillery weapons.

MOVEMENT PHASE
The orc player activates his skirmisher unit first and decides to charge them into the Principate spearmen. They meet all the criteria for a charge (free from enemy contact, line of sight, straight line to the target with no intervening terrain), so the distance is measured
between the two units. The distance is well within the charge Movement rate of the skirmishers, so they make a Discipline Test to see if
they can actually perform the charge. The roll succeeds, and the models are moved into contact with the spearmen.
The Principate player responds by charging his duke into the skirmishers. He meets all the criteria and succeeds with his Discipline
Test. The duke is moved into base-to-base contact with the skirmishers.
The orc player then activates his javeliners and chooses to charge the spearmen as well. However, the javeliners fail their Discipline
Test. They must move forward using their standard movement rate, but fall short of contact with the spearmen.
The Principate player announces that he has no more movement this turn, so the orc player then completes all of his moves, moving the river behemoth, orc warriors and the chieftain forward using standard movement.

14

MELEE COMBAT PHASE


None of the combatants in the melee have first-strike capability, so all the fighting is done simultaneously.
The orc player makes his Battle Factor Tests. Four skirmisher models are in base-to-base contact with the Principate spearmen, and
the one on the furthest left is in contact with the duke. The orc player chooses to attack the duke with the one skirmisher model in contact with the duke. He makes 3 Battle Factor Tests for his skirmishers (BF 8) against the spearmen, all with the +2 BF charge modifier.
He rolls a 4, 9 and 12. The 12 counts as a Deadly Hit, and the other two rolls are modified by the charge modifier, yielding the final results
of 6, 11 and the natural 12two hits, including the Deadly Hit. He makes another Battle Factor Test against the duke (without the charge
modifier, because the skirmishers did not charge the duke). The orc player rolls a 5, which fails.
Now, the Principate player must make Defense Factor Tests for his spearmen (DF 8) to see if they can deflect the blows. One test is
against a Deadly Hit and the other is against a normal hit. The long knives of the orc skirmishers have a DFT Mod 0, so the rolls will be
unmodified. First, the Principate player rolls the Defense Factor Test against the Deadly Hit, and gets an 11, failing to deflect the blow.
Against the normal hit, he rolls a 9, which does deflect the blow. The spearmen suffer one casualty, which the Principate player will pull
off the back rank when the melee is finished.
Time for the Principate player to retaliate. The unit of ten spearmen (BF 8) is armed with shaft weapons, so both ranks of the unit
can attack, giving the unit a total of ten attacks. The Principate player makes his Battle Factor Tests without any modifiers. He rolls the
following results: 3, 3, 4, 5, 7, 7, 8, 8, 9 and 10, scoring 4 hits. The orc skirmishers (DF 9) roll four Defense Factor Tests, modified by the
DFT Mod 1 of the spearmens spears. After all the Defense Factor Tests are made and modified, the orc skirmishers only deflect one hit,
leaving them with three casualities.
The duke (BF 5) can also attack. He has three attacks and will receive the +2 charge modifier to his Battle Factor Tests in melee combat this turn. For the dukes Battle Factor Tests, the Principate player rolls a 1, 9 and 10. The natural 1 counts as a Critical Miss, and the
other two rolls are modified by the charge modifier, yielding the final results of 1, 11 and 12two hits. The orc skirmishers (DF 9) make
two Defense Factor Tests, modified by the DFT Mod 1 of the dukes long sword. After all the DF Tests are made and modified, the orc
skirmishers fail to deflect the blows, and the duke inflicts 2 Wounds, which would cause two casualties against the skirmishers.
However, because the duke is in base-to-base contact with only one skirmisher model, he can only inflict one casualty.
The orc player removes the skirmisher model in contact with the duke and three other models from anywhere in the unit. The
Principate player pulls one model off the back rank of the spearmen.

15

The orc skirmishers must make a Discipline Test for routing because they suffered a number of casualties equal to or greater than
one-third of the number of models with which they started the turn. Because the number of casualties (4) equaled two-thirds of the starting number of models for the turn (6), the skirmishers receive a 5 modifier to their Discipline Test.
The orc player rolls an 8, and with the 5 modifier, the final result is 3. The skirmishers (DIS 6) are routed, even though they are
within the command radius of the chieftain (DIS 4).
The skirmishers must turn directly away from the enemy and move their full running Movement rate (7 inches).

MAGIC PHASE
Again, because the orc player has not yet inserted the Magic Phase into the turn, it must occur now. The Principate player chooses
not to use any magic this turn.

TURN 3
INITIATIVE PHASE
The players roll D12 again, subtracting their leaders Discipline, but this time the Principate player wins the Initiative.

RALLY PHASE
The skirmishers must make a Discipline Test to rally. Once again, they fail the test, and must continue their rout move, running another 7 inches further from the battle.

PRINCIPATE BARBARIAN

16

MISSILE COMBAT PHASE


Neither side chooses to fire missile weapons.

ARTILLERY COMBAT PHASE


Neither side has any artillery weapons.

MOVEMENT PHASE
The Principate player chooses to have the orc player go first this phase and forces him to activate his orc javeliners. The orc player
decides to keep the javeliners right where they are, so he does not move them.
The Principate player activates his duke, moving him slightly back along the side of his unit of spearmen.
The orc player then activates his orc warriors and announces a charge against the spearmen. They meet the charge criteria and pass
their Discipline Test, so he moves the warriors into base-to-base contact with the spearmen.
The Principate player announces he has no further movement, so the orc player moves the rest of his units.
The orc player successfully charges the chieftain into the spearmen, and successfully charges the river behemoth into the Archers
of Lanas.
Because the Archers of Lanas did not fire during the Missile Combat Phase, they are eligible to receive the charge of the river
behemoth. Before the river behemoth moves, the archers may fire their weapons. The seven archers furthest left in the unit have LOS to
the river behemoth. The Principate player makes seven Battle Factor Tests for the archers (BF 7), each with the +3 modifier for receiving
the charge and the +1 modifier for firing at a large target. After all seven dice rolls are complete and modified, the archers succeed with
five hits against the river behemoth.
The river behemoth (DF 5) makes five Defense Factor Tests, modified by the DFT Mod 1 of the archers longbows. Only two of the
DF tests succeed, so the river behemoth suffers 3 Wounds. He is now down to 2 Wounds remaining.
As a result of the receive the charge missile fire from the archers, the river behemoth must make another Discipline Test to continue the charge. The river behemoth succeeds with the test and moves into base-to-base contact with the Archers of Lanas.

17

MAGIC PHASE
The Principate player chooses to insert the Magic Phase between the Movement
Phase and the Melee Combat Phase. He announces the target of the arcane masters
wraththe orc warriorsand attempts to launch a Disruptive Wave spell against them.
He spends the 1 sundering rune and 1 essence rune required, and succeeds with his
Psyche Test. The orc warriors will now suffer a DFT Mod 4 until the beginning of the
next Magic Phase.

WITCHES OF SELENE
PUMPKINEAD

18

MELEE COMBAT PHASE


The Principate spearmen (BF 8) make seven Battle Factor Tests against the orc warriors and two against the orc chieftain. They score
five hits against the warriors and one against the chieftain.
The warriors (DF 8) make five Defense Factor Tests, modified by the DFT Mod 1 of the spearmens spears and the DFT Mod 4 of
the Disruptive Wave spell. The warriors succeed in blocking only one hit, so the unit suffers four casualties, which will be taken from
the back of the unit at the conclusion of melee combat. (Normally, the spearmen could only inflict casualties on the models with which
they are in base-to-base contact, but their shaft weapons allow them to reach into the second rank to inflict casualties.) The chieftain (DF
6) makes one Defense Factor Test, with only a DFT Mod 1 from the spears. He fails to deflect the blow and takes 1 Wound.
Time for the orcs to retaliate. The orc warriors (BF 6) make three Battle Factor Tests against the spearmen, aided by the + 2 charge
modifier, and score three hits. The orc chieftain, with a whopping four attacks, makes his Battle Factor Tests against the spearmen, also
aided by the + 2 charge modifier. He scores two normal hits and 2 Deadly Hits.
The spearmen (DF 8) make their Defense Factor Tests against the attacks of the orc warriors first, modified by the DFT Mod 1 of the
warriors battle axes. They only succeed with one test. The two casualties are removed from the back rank of the unit. The spearmen
next make their Defense Factor Tests against the barrage of attacks from the orc chieftain. None of the hits are deflected. However,
because the chieftain is in base-to-base contact with only one model of the unit, only a single casualty can be inflicted upon the unit. The
Principate player removes one model from the back rank.
The orc warriors must make a Discipline Test for routing because they suffered a number of casualties equal to or greater than onethird of the number of models with which they started the turn (4 casualties/10 models at the start of the turn). The Discipline Test succeeds, so the warriors stay on and fight.
The Principate spearmen must also make a Discipline Test for routing (3 casualties/9 models at the start of the turn). However, the
dukes inspiring presence special ability automatically keeps the spearmen from routing.

19

Meanwhile, at the woods, the river behemoth (BF 5) resolves his charge against the
Archers of Lanas. The behemoth has three attacks (two with its poleax and one with its
bite), aided by the +2 charge modifier. All three Battle Factor Tests succeed.
The archers (DF 9) must make two Defense Factor Tests against the poleax attacks, modified by the DFT Mod 1 for receiving the charge, the DFT Mod +1 for defending in light
woods, and the DFT Mod 1 of the poleax, which yields a final DFT Mod 1. Both tests fail. Then
the archers make one Defense Factor Test against the bite attack, which yields a final DFT
Mod 2. The archers fail this test as well. The river behemoth inflicts 3 Wounds on the archers,
and thus, three casualties. Because the river behemoth is only in base-to-base contact with two
models from the unit of archers, however, the archers can only suffer two casualties. The
Principate player chooses to remove the casualties from the far right side of the unit.

NECROMANCER NECRO LORD

20

TURN 4
INITIATIVE PHASE
The players roll D12, subtracting their leaders Discipline.
The Principate player wins the Initiative.

RALLY PHASE
The orc skirmishers must make a Discipline Test to rally. They
have moved beyond the orc chieftains 12-inch command radius,
so they must make the test against their own Discipline rating of
6. The orc player rolls a 9, and the skirmishers rally.

MAGIC PHASE
The Principate player chooses to have the Magic Phase occur
now. He wants his arcane master to use his Wrathful Blow spell
against the river behemoth before the beast damages the archers
again. The arcane master has line of sight to his target, and the target is within the 18-inch range of the spell. The arcane master succeeds with his Psyche Test, so the spell takes effect. Per the spell
description, the river behemoth must make a Defense Factor Test
with a DFT Mod 4 or suffer 2 Wounds. The river behemoth (DF 5)
fails the test, and suffers 2 Wounds, which destroys it.

BANE DEMON

21

MISSILE COMBAT PHASE


The Archers of Lanas, freed from melee combat with the river behemoth by the arcane masters timely intervention, fire into the orc
warrior unit even though the warriors are in melee combat with the Principate spearmen.
All the orc warriors are within the 16-inch short range of the archers longbows. The Principate player rolls two normal hits, one
Deadly Hit, three misses and one Critical Miss. The orc warriors (DF 8) make two Defense Factor tests against the normal hits and one
Defense Factor Test against the Deadly Hit, modified by the DFT Mod 1 of the archers longbows. The orc warriors fail their Defense
Factor Test against the Deadly Hit, but deflect one of the normal hits, so they suffer 2 Wounds. The orc player removes two casualties
from the back of the unit.
Because the archers fired into a melee involving their own troops, the Critical Miss counts as a successful hit against the spearmen.
The Principate player must make a Defense Factor Test for the spearmen (DF 8), modified by the DFT Mod 1 of the archers longbows.
The spearmen fail the test and take another casualty, removed from the back of the unit by the Principate player.
At the end of the Missile Phase, the orc warriors must make a Discipline Test for routing (2 casualties/6 models at the start of the
turn). However, they are within the command radius of the orc chieftain (DIS 4), and easily avoid routing.

22

MOVEMENT
The Principate player chooses to have the orc player go first this phase and forces him to activate his orc warriors. The orc player
decides to have the warriors break away from melee combat. The Principate player opposes the attempt to break away, so both players
make Discipline Tests for their respective units. The Principate player fails the test while the orc player succeeds (thanks to a hefty bonus
as a result of the guerilla tactics special ability). The warriors break away, and move their standard Movement rate away from the spearmen.
The Principate player then activates his arcane master, who does not move.
The orc player activates his chieftain, who also attempts to break away from melee combat with the spearmen. Again, the Principate
player opposes the attempt. And once again, the Principate player fails his
Discipline Test, while the orc player succeeds. The chieftain moves his standard
Movement rate away from the spearmen.
The Principate player activates the spearmen, reforms their ranks by putting
them all into one rank of five models, and turns them to face the orc javeliners.
The orc player charges the spearmen with the javeliners. The javeliners succeed with their Discipline Test and move into base-to-base contact with the spearmen.
The Principate player announces he has no further moves. The duke holds his
ground and the Archers of Lanas cannot move because they fired their missile
weapons this turn.
The orc player finishes his Movement Phase by bringing the skirmishers closer to the battle.

INFERNAL ELF HYDRA

23

MELEE COMBAT PHASE


The orc player makes five Battle Factor Tests for his javeliners (BF 10 with knives) against the spearmen, modified by the +2 charge
modifier. Three of the attacks hit. The spearmen (DF 8) make three Defense Factor Tests with no modifiers. Only one of the hits is deflected, so the spearmen suffer two more casualties. The Principate player chooses to take one model off of each end of the rank.
The spearmen (BF 8) make five Battle Factor Tests against the javeliners (DF 9), but their retaliation only yields one hit. The javeliners roll one Defense Factor Test, modified by the DFT Mod 1 of the spearmens spears. The test fails, and the javeliners take one casualty. The orc player takes the model from the far left side, and the Melee Combat Phase comes to an end.
At this point, it looks like the Principate player is going to get the better of the orc player. But as the battle rages on, anything could
happen.

24

COMBAT
defense modifier that is applied to the defenders Defense
Factor Test roll result.

The basic procedure for each type of combat breaks


down into three stages. Each of these stages is described
below.
1. Attack using Battle Factor
2. Defend using Defense Factor
3. Determine wounds and casualties
Two other factors apply to each of the combat forms;
Critical Misses and Deadly Hits.

DETERMINE WOUNDS/CASUALTIES
Any hits not negated by Defense Factor Tests are considered wounds.
DAMAGE RATING
Each attack has a Damage rating that determines how
many wounds a hit from that attack inflicts.

ATTACK USING BATTLE FACTOR


When a unit attacks, count the number of models in
that unit that are eligible to make an attack (per the rules for
each type of combat). The result is the number of dice that
units player rolls to attack. If the attacking models have an
Attacks statistic higher than 1, multiply the number of dice
rolled and the Attacks statistic.
Make a Battle Factor Test. For every die roll result equal
to or greater than the units Battle Factor, the attacker scores
a hit.

ALLOCATING WOUNDS
If the models in a unit have a Wound statistic higher
than 1, the defender must assign the wounds to a single target before allocating them to additional models.
CHOOSING CASUALTIES
A defender can choose any model within his unit to be
a casualty. If only some models from a unit are engaged in
melee combat, casualties should be chosen from the rear of
the unit, from the models that arent actually in contact.

BATTLE FACTOR TEST MODIFIERS


Terrain, spells or other factors may modify an attacking
units Battle Factor Test. Different modifiers are applicable
depending upon the type of combat and the situation.

CRITICAL MISSES
Any natural (unmodified) Battle Factor Test die roll
result of 1 is considered a Critical Miss, regardless of the
attackers Battle Factor.

DEFEND USING DEFENSE FACTOR


For every hit scored against a
target unit, that unit makes a
Defense Factor Test. The defending player rolls a number of dice
equal to the number of hits scored
and compares them to the defending units Defense Factor.
Any roll equal to or greater
than the Defense Factor negates
one hit. Any roll less than the
Defense Factor results in one hit.
Any natural (unmodified)
roll of 1 on a Defense Factor Test
is automatically considered a failure; a natural roll of 12 is always
an automatic success.
DEFENSE FACTOR
TEST MODIFIERS
Certain attacks are more likely to inflict damage than others.
To reflect this, each attack has a

TERRAIN MODIFIERS TABLE


Modifier to Defense Factor Test
Melee Combat
Missile Combat
Artillery Combat
Terrain*#
Light Woods
+1
Dense Woods
+3
Swamps
+2
Rough, rocky ground +0
Obstructions**#
Low
+1
High
+3
Water
+2 per 2 inches
Elevations #
Up Elevation +1 per elevation

+1
+3
+2
+0

+0
+1
+0
+0

+1
+3
+0

+1
+2
+0

+0

+0

* For defending models completely inside the terrain feature.


** For defending models completely behind the obstruction.
For defending models at a higher elevation than the attacker.
A flying attacker reduces a defenders modifier to 0 regardless of elevations or
obstructions.
# Flying defenders gain no benefit from terrain, obstructions or elevation.

25

DEADLY HITS
All natural (unmodified) Battle Factor Test die
roll results of 12 are considered Deadly Hits, which
are much harder to defend against than normal hits.
To defend against Deadly Hits, the defending
player rolls a number of dice equal to the number of
Deadly Hits scored against his unit. This roll should
be made separate from the standard Defense Factor
Test.
The defending player must roll a natural
(unmodified) 12 in order to negate a Deadly Hit.

MISSILE WEAPONS TABLE


Short Range Long Range
Weapon (in inches) (in inches)
Sling
0
5
Javelin
1
5
Atlatl
1
8
Short Bow
1
12
Long Bow
1
15
Crossbow
2
20

Rate of
Fire
10
10
16
20
30
30

DFT
Mod Damage
2
+0
2
+0
1
+0
1
+0
1
+0
1
+0

BASE-TO-BASE CONTACT
A ground unit equipped with shaft weapons may also
attack flying units that are at low altitude, though they cannot charge them. Units flying at low altitude may not fight
back against ground-level shaft-weapon attacks.
If the first rank of a tight formation with shaft weapons
moves into base-to-base contact with the enemy, the second
rank can make melee attacks as well. Shaft weapons can be
used to attack any targets within the first two ranks of an
enemy formation (or within 1 inch if the enemy is in a loose
formation).

In order for a unit to attack another unit in melee combat, models from both units must be in base-to-base contact.
Units must also be at the same altitude in order to engage in
melee combat. A unit flying at low altitude may not engage
a unit flying at high altitude or a ground unit in melee combat, though it can attack another unit flying at low altitude.
SHAFT WEAPONS
Models carrying shaft weapons can make melee attacks
against enemy models up to 1 inch away. This advantage
cannot be used if the unit charges into combat, because
charging is assumed to end in base-to-base contact.

MELEE BF TEST MODIFIERS


The Battle Factor Tests made for melee attacks may be
modified by charge bonuses, terrain, spells and magic or
other factors.

MELEE ATTACK TABLE

MISSILE COMBAT

Attacker Is:
Charging
A tight formation

BFT Mod
+2*
+1 for each extra full
rank past the second*
Attacking a small target
1
Attacking a medium target
+0
Attacking a large target
+1
Attacking a huge target
+2
Attacking a tight formations flank +2**
Attacking a tight formations rear
+3**

Any units capable of firing missiles may do so during


the Missile Combat Phase. Missile combat uses all the standard combat rules.
A unit that engages in missile combat may not fire
artillery during the Artillery Combat Phase, move during
the Movement Phase or attack during the Melee Combat
Phase of the same turn, unless a special ability or magic use
allows it to do so.
SHORT RANGE AND LONG RANGE
Weapons fired at any distance longer than that
weapons short range, up to and including the long range,
modify to the units Battle Factor Test. by 2.

* These modifiers are not cumulative with each other.


** These modifiers are not cumulative with each
other.

RATE OF FIRE
The Rate of Fire (ROF) represents the Attacks statistic
for missile combatit determines the number of times a
weapon may be fired in one turn.

Defender Is:
DFT Mod
Attacked after running that turn*
2
A tight formation
Attacked on flank**
1
Attacked on rear**
2

FIRING INTO MELEE COMBAT


A unit may fire missiles at a unit engaged in melee
combat with a third unit, but taking such shots can be risky.
The missile unit draws line of sight, measures range and
makes attacks per the standard rules. Every Battle Factor
Test that results in a Critical Miss, however, hits the third

* See Running.
** These modifiers are not cumulative with each
other.

26

RECEIVING THE
CHARGE MODIFIERS
After making a successful Discipline Test
Missile Attack Battle Factor Test
Melee Attack Defense Factor Test
Discipline Test (after missile attack)

+3
1
3

MISSILE ATTACK MODIFIERS


Firing Unit Is:
BFT Mod
At short range
+0
At long range
2
Large, huge or mounted and firing
over standard or small friendly units 2
Firing through obscuring smoke or fog
1
Firing at a small target
1
Firing at a large target
+1
Firing at a huge target
+2
Firing at a low-altitude flying target
1
Firing at a high-altitude flying target
3
Receiving a charge*
+3
* Only applies if the unit succeeds in a Discipline
Test.

unit engaged in melee combat instead. The unit struck by


accident defends against the attack per the standard rules.
If a target unit is engaged in melee combat with two or
more units, divide the Critical Miss hits among the other
units randomly.

ROUT TEST MODIFIERS


ROUT TEST

One-third of models lost this turn


One-half of models lost this turn
Two-thirds of models lost this turn

A unit must make a Discipline Test to determine


whether it routs whenever it loses one-third or more of its
models in a single turn.
A unit must check to see if it requires a Discipline Test
for routing every time it takes a casualty. Therefore, a unit
may need to make multiple tests during a single turn if it
takes casualties from multiple sources. Make Discipline
Tests for routing immediately upon determining one is
required.

The following modifiers are cumulative:


Tight-formation unit being attacked
on its side (per side)
Tight-formation unit being attacked
on its rear
Missile units receiving a charge

27

1
3
5

1
3
3

PRINCIPATE UNITS

ARCHER OF LANAS

DUKE

Throughout history, the forested dukedom of Lanas has produced the finest archers in all of the Principate.

The dukes are the leaders of the Principate forces.

MOV: 4/6
BF: 7/8*
DF: 9
DIS: 6
PSY: 9
ATK: 1
WDS: 1
Size: M
Formation: Maniple
Weapon: Longbow (Range: S 16, L 20, DFT Mod 1, ROF 1),
Scimitar (DFT Mod 0)
Leader (+16 PV): BF 6/7*, DIS 5
Point Value: 23
Unit Size: 515
Availability: Uncommon
Special Abilities
Indirect Archery: The archers of Lanas are capable of firing
over obstacles to hit the enemy. An entire unit of Lanasian archers
may fire at any enemy models as long as at least one archer has LOS
to the target. Cover modifiers still apply to an indirect archery
attack.

MOV: 4/6
BF: 5
DF: 4
DIS: 4
PSY: 9
ATK: 3
WDS: 4
Size: M
Formation: Individual
Weapon: Long Sword (DFT Mod 1)
Point Value: 125
Unit Size: 1
Availability: General
Special Abilities
Command Radius: 12
Inspiring Presence: If the duke is not in base-to-base contact
with an enemy model, all tight-formation Principate units within
the dukes command radius need not check for rout during the
Melee Combat Phase.
Leadership: Whenever the duke is activated during the
Movement Phase, his controlling player may also activate any
Principate unit within the dukes command radius. Both the duke
and this unit may move at the same time.

SPELLS
DISRUPTIVE WAVE
Runes: Sundering 1, Essence 1
Duration: Temporary
Range: 18
A pulse of magical energy races through the target unit, causing armor to crack and shields to squirm in the models hands. The
affected unit suffers DFT Mod 4.

ARCANE MASTER
The arcane masters are the spellcasters of the Principate
forces.
MOV: 4/6
BF: 10
DF: 6
DIS: 5
PSY: 5
ATK: 1
WDS: 4
Size: M
Formation: Individual
Weapon: Knife (DFT Mod 0)
Point Value: 93
Unit Size: 1
Availability: Rare
Special Abilities
Blind Sight: Through their mystic senses, arcane masters have
an innate knowledge of what is happening on the battlefield.
Arcane masters have a clear line of sight to anywhere on the battlefield regardless of intervening terrain, obstructions, units, or
other barriers.
Fearsome Presence: Any units, friend or foe, must make a
Discipline Test to move within 6 of an arcane master. The unit
must make a Discipline Test for each subsequent turn spent within
6 of the arcane master. If the unit fails the Discipline Test, it will
immediately move outside the 6 radius.
Spellcaster: Rune magic.

FIREBALL
Runes: Essence 2, Projection 2
Duration: Instant
Range: 18
Area Effect: 3
The arcane master directs a fist-sized ball of flame toward the
enemy. It explodes on impact, covering a large area with deadly
magic fire. The spellcaster must make a Psyche Test to hit his target. If he misses, the fireball scatters in the same way as artillery.
Any model caught in the fireball must make a Defense Factor Test.
The explosion inflicts 2 Wounds.
WRATHFUL BLOW
Runes: Sundering 3, Projection 1
Duration: Instant
Range: 18
The arcane master attempts to magically rip apart a single
enemy model. The target model must make a successful Defense
Factor Test (DFT Mod 4) or suffer 2 Wounds.

SPEARMAN
The backbone of any Principate force is its rows of spearmen,
marching in an orderly fashion across the battlefield toward the
foe.
MOV: 4/6
BF: 8
DF: 8
ATK: 1
WDS: 1
Size: M
Formation: Phalanx
Weapon: Spears (DFT Mod 1)
Leader (+11 PV): BF 7, DIS 9
Point Value: 13
Unit Size: 540
Availability: Common, required
Special Abilities: None

DIS: 10

ORK UNITS
CHIEFTAIN

PSY: 10

The warriors of every orc kraal are led by a chieftain.


MOV: 5/7
BF: 4
DF: 6
ATK: 4
WDS: 4
Size: M
Formation: Individual
Weapon: Tusk (DFT Mod 2)
Point Value: 114
Unit Size: 1
Availability: General
Special Abilities

28

DIS: 4

PSY: 10

Command Radius: 12
Camouflage: Orc chieftains cover themselves with ornate tattoos mimicking the coloring and designs of various animals and
allowing them to seamlessly blend into the background, making
themselves a very difficult target for archers. Any unit making a
missile attack against an orc chieftain receives a 3 modifier to their
BF Test.
Devastating Might: Orc chieftains achieve a deadly hit on
unmodified BF Test results of 10, 11 or 12.
Guerrilla Tactics: Orc chieftains receive a +3 modifier to
Discipline Tests when attempting to break away from melee combat.

Formation: Skirmish
Weapon: Atlatl (Range: S 8, L 16, DFT Mod 1), Knives*
(DFT Mod 0)
Leader (+16 PV): WDS 2, DIS 6
Point Value: 15
Unit Size: 515
Availability: Uncommon
Special Abilities
Guerrilla Tactics: Orc javeliners receive a +3 modifier to
Discipline Tests when attempting to break away from melee combat.

RIVER BEHEMOTH
Early in their history, the orcs learned that the nasty, foul-tasting river behemoths make excellent combat mounts.

SKIRMISHER
The young orcs of a kraal that have not yet undergone the initiation to become full-fledged warriors serve as skirmishers.

MOV: 6/10
BF: 5/8*
DF: 5
DIS: 6
PSY: 7
ATK: 3
WDS: 5
Size: L
Formation: Individual
Weapon: Poleax (DFT Mod 1, two attacks), Bite (DFT Mod 2, one
attack), Javelins* (Range: S 12, L 16, DFT Mod 0)
Point Value: 153
Unit Size: 1
Availability: Rare
Special Abilities:
Double Throw: The well-trained rider of the river behemoth
can fire two javelins every Missile Phase.
WHAT THE!: The unusual appearance of the river behemoth can evoke quite a reaction among those not used to it. Any
non-orc unit attempting to charge a river behemoth must make
their Discipline Test with a 2 modifier.
Water Denizen: Becausee river behemoths spend most of their
time in and around rivers, water poses no obstacle for them on the
battlefield. River behemoths receive no terrain modifiers when
moving through water. The river behemoth may not charge or run
through water. While in water, river behemoths receive a +1 modifier to their DF Test.
Move and Shoot: The river behemoth rider may throw one
javelin and still move during the Movement Phase.

MOV: 5/7
BF: 8
DF: 9
DIS: 6
PSY: 10
ATK: 1
WDS: 1
Size: M
Formation: Skirmish
Weapon: Long knives (DFT Mod 0), Slings (Range: S 8, L 16, DFT
Mod 0, ROF 1)
Leader (+16 PV): WDS 2 DIS 5
Point Value: 20
Unit Size: 515
Availability: Common, required
Special Abilities
Camouflage: Orc skirmishers cover themselves with ornate
tattoos mimicking the coloring and designs of various animals.
Because of this, orc skirmishers can seamlessly blend into the background, making themselves a very difficult target for archers. Any
unit making a missile attack against orc skirmishers suffers a BF
Mod 2.
Guerrilla Tactics: Orc skirmishers receive a +3 modifier to
Discipline Tests when attempting to break away from melee combat.

WARRIOR
Once orc skirmishers have sufficiently proved themselves in
battle, they undergo a brutal initiation to become full-fledged warriors.

CRUCIBLE RULEBOOK CREDITS

MOV: 5/7
BF: 6
DF: 8
DIS: 6
PSY: 9
ATK: 1
WDS: 1
Size: M
Formation: Horde
Weapon: Battle axes (DFT Mod 1)
Leader (+19 PV): WDS 2, DIS 5
Point Value: 19
Unit Size: 530
Availability: Common
Special Abilities
Great Shields: The massive totem shields of the orc warriors
provide an excellent defense against missile weapons. Missile attacks
against a unit of orc warriors are a critical miss on an unmodified BF
Test result of 1, 2 or 3. Also, missile attacks that score a deadly hit
against the orc warriors are considered normal hits.
Guerrilla Tactics: Orc warriors receive a +3 modifier to
Discipline Tests when attempting to break away from melee combat.

GAME CONCEPT:

Chris Bledsoe

RULES CONCEPTS: Chris Bledsoe, Jack Emmert


DESIGN CONCEPTS: Flint Henry, Jeremy Lucas, Chris Bledsoe
WRITING: James Adams, Chris Bledsoe, Timothy Brown, Davidson Cole,
William W. Connors, Robert Cruz, Rick Dakan, Jack Emmert
Additional Writing/Design Concepts: Jack Emmert, Rick Dakan, Dr. Grant Kinsley,
James Adams

PRODUCT DEVELOPMENT: Timothy Brown, Jack Emmert


CRUCIBLE LINE DEVELOPER:

Timothy Brown

PLAYTESTERS:

Les Robertson, Jeremy Webb, Tony Spino, Dr. Grant


Kinsley, Mike Clark, Tom Gerlach, Mike Sopp, Ken Drushal, Mike Tilley, Tony
Swanson, Alex Garneau, William W. Connors, Peter Schweighofer, Rich Kurtin,
Paul Herkes, Rich George, Jim Moy, Vladimir Len, Jeff Dahl, Chris Hatfiled,
Linda Naughton, Mike Naughton Eleanor Holmes, Brian McDonald, Curtis
Way, Angus Todd, Jay Isaac, Frank Rettich, Martin Gotthard

FEEDBACK AND OTHER HELP:

Mike Noe, Jim Hicks, Rose


Meinkien, Stacy Rieckermann, Jason Summers, Gordon Terry, Stu Saylor, Matt
Resetaritis

JAVELINERS
As the young orcs of a kraal grow older, those with especially
sharp eyes and quick feet are selected to become javeliners.
MOV: 6/8
ATK: 1

BF: 9/10*
WDS: 1

DF: 9
Size: M

DIS: 7

SCULPTING:

Dave Summers, Steve Saunders, Jeff Wilhelm, Jeff Grace,


Tim Prow, Dennis Mize, Clint Staples, Bob Olley, Bobby Jackson, John Winter

PSY: 9

PAINTING:

Jackie Prow, Chris Smith, Melodie Smith, Dr. Faust, Raven,


Drew Williams, Jeff Wilhelm, John Winter, Steve Saunders, Chris Bledsoe

29

CRUCIBLE MINIATURE RELEASES


All miniature listed here will be available by Oct. 2000.

ORCS
91-200
91-201
91-202
91-203
91-204
91-205
91-206

ROYAL ELVES
91-000
91-001
91-002
91-003
91-004
91-005
95-000

Grand Mystic
Hippolytans (2)
Tyrennian Archers (2)
Centurions (2)
Spearmen (2)
Draconian Knights (2)
Royal Elf Wyrm

$3.95
$5.95
$5.95
$5.95
$5.95
$6.95
$16.95

Orc Chieftain
Orc Shaman
Skirmishers (2)
Orc Warriors (2)
Orc River Behemoth
Orc Javeliners (2)
Mammoth Ogre

CHIEFTAIN

HIPPOLYTANS

$3.95
$3.95
$5.95
$5.95
$9.95
$5.95
$8.95

RIVER BEHEMOTH

DRACONIAN KNIGHTS

DWARVES
91-300
91-301
91-302
91-303
91-304
91-305
95-300

TAUREN
91-100
91-101
91-102
91-103
91-104
91-105
95-100

Tauren Beastmen (2)


Tauren Werewolves (2)
Satyrs (2)
Tauren Bloodfiend
Tauren Guardian
Var-mits (2)
Tauren Rukh

$5.95
$5.95
$5.95
$8.95
$8.95
$5.95
$16.95

Dwarf Grandfather
Dwarf Shieldmen (2)
Thunder Chiefs (2)
Beasthandler (3)
Halfling Assassin (2)
Gnomes (2)
Ornithopters

GRANDFATHER

WEREWOLVES

BLOODFIEND

30

$3.95
$5.95
$5.95
$11.95
$5.95
$5.95
$14.95

SHIELDMEN

95-600
95-601

PRINCIPATE
91-400
91-401
91-402
91-403
91-404
91-405
91-406

Principate Duke
Arcane Master
Mounted Knight
Light Cavalry
Spearmen (2)
Archer of Lanas (2)
Ogre

$3.95
$3.95
$7.95
$5.95
$5.95
$5.95
$9.95

Infernal Elf Hydra


Infernal Elf Serpent Riders (2)

SPEARMEN

$14.95
$16.95

DESOLATIER

NECROMANCERS

DUKE

91-700
91-701
91-702
91-703
91-704
91-705
95-700

ARCANE MASTER

THE BANE
91-500
91-501
91-502
91-503
91-504
91-505
91-506
91-509
91-510
95-500

The Fallen #1
Devils (2)
Demon #1
Balekin (2)
Bane Fiend #1
Bane Fiend #2
Gorgons (2)
Fallen #2
Demon #2
Bane Gargoyles (2)

$6.95
$5.95
$6.95
$5.95
$7.95
$7.95
$5.95
$7.95
$6.95
$16.95

Undead Skeletons (2)


Necromancer
Flesh Golems (2)
Ghouls (2)
Zombies (2)
Bone Constructs (2)
Graveyard Dragon

NECROMANCER

FALLEN #2

DEVILS

INFERNAL ELVES
91-600
91-601
91-602
91-603
91-604

Infernal Elf Desolatier


Infernal Elf Spoiler
Infernal Elf Spearmen (2)
Archers (2)
Thorn-Cha (2)

$3.95
$5.95
$5.95
$5.95
$5.95

31

$5.95
$3.95
$5.95
$5.95
$5.95
$5.95
$24.95

FLESH GOLEMS

GOBLINS
91-800
91-801
91-802
91-803
91-804
91-805
95-800

Goblin King
Hobgoblins (2)
Swamp Terror
Troll
Goblin Deadwood
Goblins (2)
Goblin Bat Rider

GOBLIN KING

LEGION
$3.95
$5.95
$6.95
$5.95
$7.95
$5.95
$16.95

92-000
92-001
92-002
92-003
92-004
96-000
96-001

Void Dweller
Legion Invoker
Void Hunters (2)
Flagellants (2)
Berzerkers (2)
Legion Cyclops (2)
Wyvern Rider

$3.95
$3.95
$5.95
$5.95
$5.95
$14.95
$19.95

SWAMP TERROR

WITCHES OF SELENE
91-900
91-901
91-902
91-903
91-904
91-905
91-906

Witch of Selene
Pumpkinead (2)
Scarecrows (2)
Transformed (2)
Belossian Cavalry
Golems (2)
Great Raven

$3.95
$5.95
$5.95
$5.95
$7.95
$5.95
$9.95

RULES AND SOURCEBOOKS


9000
9101

Crucible: Conquest of the Final Realm


Principate Faction Book

9102

Orcs Faction Book

9103

Royal Elves Faction Book

$30.00
$
$
$

PUMPKINEAD

GREAT RAVEN

32

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