Crucible Promo
Crucible Promo
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.
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.
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-
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.
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.
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.
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.
MAGIC PHASE
Initiative Phase
Rally Phase
Missile Combat Phase
Artillery Combat Phase
Movement Phase
Melee Combat Phase
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.
+1 inch/inch moved
+2 inches/inch moved
+2 inches/inch moved
+1 inch/inch moved
+1 inch/inch moved
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.
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
RUNNING
SUCCESSFUL CHARGE
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
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
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.
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.
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
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
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
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.
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
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.
23
24
COMBAT
defense modifier that is applied to the defenders Defense
Factor Test roll result.
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.
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.
CRITICAL MISSES
Any natural (unmodified) Battle Factor Test die roll
result of 1 is considered a Critical Miss, regardless of the
attackers Battle Factor.
+1
+3
+2
+0
+0
+1
+0
+0
+1
+3
+0
+1
+2
+0
+0
+0
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.
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.
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**
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
* 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
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.
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
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.
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
Timothy Brown
PLAYTESTERS:
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:
PSY: 9
PAINTING:
29
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
$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
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
NECROMANCER
FALLEN #2
DEVILS
INFERNAL ELVES
91-600
91-601
91-602
91-603
91-604
$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
9102
9103
$30.00
$
$
$
PUMPKINEAD
GREAT RAVEN
32