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    Battle Chain Core Rules System

    Generic 28mm Scale Fantasy Wargame Rules

    Written by Stephen Gilbert

    [email protected]

    Introduction:

    These rules stem from (what I see as) a need for a more comprehensive andworkable rules system for fighting our miniature battles than currentlyexists. Whether we choose to play games set in Middle Earth, one of themany Dungeons & Dragons campaign worlds, design a home brew multi-verse or even re-create scenes from the Siege of Troy. These rules should bemore than adequate for meeting the challenge.

    The original concept was borrowed from, STG`s (unwieldy) collectable miniatures game,cut and spliced, own rules added, extrapolated, altered and re-invented where necessaryto create a usable and acceptable system that will work for almost any genre of game. I

    profess a liking for the Citadel range (by Games Workshop) for recreating Middle Earththemed encounters, and 25mm Dungeons & Dragons collectable miniatures (availablefrom Wizards of the Coast) for conducting other generic fantasy battles though otherswill, of course, have their own preferences. Fantasy Flight Games, Mithril Miniatures,Celtos, etc all sell ranges of reasonably priced fantasy miniatures, which exist and arereadily available for purchase at the time of writing. From time to time, I shall write rulessupplements, - which will allow us to play things like: Star Wars, Buffy the VampireSlayer, Angel, Xena etc etc .

    These rules require players to use six sided dice (D6) throughout, and owning multiplesof these is advisable the more the better. This game is intrinsically very simple to playand could probably have been made to fit onto a few dozen pages, but then many of theexplanations needed to teach you the system would have been lost. However, once the

    principles here are learned, you will find the `meat` of the rules are actually extremelystreamlined and user friendly.

    The only book keeping needed to enjoy the game is to create a stat list for each sidebefore play begins. This list will mark the statistics for each miniature; movement,attacks, (& range if armed with a missile weapons), toughness, wounds and any specialabilities (if any) the miniature possesses. All this will be explained in the rules as youread on, and will become self explanatory. Extensive and comprehensive army listscontaining complete statistics for a myriad of miniatures are included at the back of thecore rules, and within each supplement.

    Just one more thing to remember - You will hear the terms Hero and Minion mentioneda lot throughout the rules. Hero refers to personality types, leaders, officers, and anyother special troops you designate to be non-minions throughout play.

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    mailto:[email protected]:[email protected]
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    If you intend to use the same miniatures as heroes over and over again during your games, you might like to mark the base in some way so that you (and your opponent) will

    be able to differentiate. I advise painting the Hero bases a darker shade of colour fromthe minions I use dark green.

    Minion refers to the rank and file troops, ordinary miniatures and all non-hero types.Paint the bases of Minions normally (I paint mine grass green), because the majority of miniatures will fall into this category, making it only necessary for us to tell the Heroes apart from the rest. Remember ~ if a model has more than 2 wounds it is not actually aminion but is classed as a hero/personality/powerful monster etc, and its base should be

    painted differently to reflect this.

    The Models and their Statistics:

    Movement: usually 4 (squares) per move, but some minions and heroes such as Dwarvesand Hobbits have a movement of 3. Others such as elves may be as high as 5.

    Exceptionally big or swift monsters and creatures may move faster.

    Attacks: the majority of minions will have an attack value of 2. This means the modelwill get to throw 2 dice when in combat. Some unfortunates, such as Moria Goblins, mayhave an attack value as low as 1. Hero types tend usually to be more effective and their abilities range from 1 all the way up to 10.

    Shooting: similar to attacks, but applied only when projectile armed minions and heroesare shooting. It will be shown in the stat lists as two numbers separated by a slash. Thefirst number is the amount of dice thrown when shooting, and the second number is therange in squares the weapon may reach.

    Toughness: this is simply the number an enemy needs to equal or exceed (using a D6) toinflict damage. Toughness represents the model`s ability to withstand adversity.

    Wounds: all minions start with 2 wounds, heroes are usually higher. When damage diceinflict a wound on a model, that models wounds drop to reflect this. If the model is aHero type, place a marker beside the miniature or underneath the models base for eachwound received; minions are treated slightly differently (see below).

    When a models wounds drop to 0, that piece is removed from the game. During shootingand combat it is always the enemy who decides which of the opponents models aredamaged. Hero models that are not reduced to 0 by wounds have their status markedappropriately, so everyone can see at the drop of a hat exactly which model is at fullstrength and which is not. Minions who receive 2 damage dice are of course removedfrom the game immediately.

    Opponents who choose to assign dice to minions but who only cause a single wound (notenough to remove a minion from the field) instead of using some kind of a wound marker as you do with heroes, simply place a single dice (it is useful to make this a different

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    colour from the rest) to one side of the table : keep the original number rolled (put it toone side, showing the appropriate face to represent the carried over wound), and use thenumber displayed to assign damage only to enemy models whose toughness can bematched or beaten by that roll - at some later point in the game. This way; severalabstract dice could be in play and put to one side of the table at once - showing (for

    example) a 2 and a 3, a 4 and a 5 and a 6. but only one of each number should be in play at any given time. Abstract wounds should be assigned as wounds/damage at theearliest possibility. This abstract spare wound may be added to any other damage againsta minion ( not a Hero) anywhere on the game board on this or any subsequent moveduring the action phase.

    For example , during a battle an Orc Minion receives 1 wound from a Hero in a combatover on the left hand side of the board. Not enough to kill the Orc, so the wound iscarried over and put to one side as abstract damage, marked by a single dice. Later in thesame move (or another move if you like), an Archer shoots and inflicts a single wound ona similar Orc minion on the other side of the board. The Archers shot has not caused

    enough damage to remove the Orc outright, so he adds the carried over abstract woundmarked on the dice, which means he has now caused 2 wounds on the Orc - which isenough to kill it outright. The Orc is removed from play, and the abstract wound dice isremoved as well. An abstract wound must be used (added to) damage the first opportunityit can be used which is why there is never more than one of each number placed at the

    side of the board as an abstract wound at any given time.

    It sounds complicated, but believe me, once you get the hang of it, its incredibly easy.Keeping wounds abstracted like this with minions greatly speeds up play and reduces

    book keeping. Only the hero types need be marked with wound counters during play, andyou will find this greatly enhances the game.

    Battle:

    A move is divided into 6 phases.

    Battles are played out in a series of phases. Once the sides have completed all six phases -it is called a move. We then proceed to the second move and so on, repeating the steps aswe go.

    The phases and their order of play in the game are:

    1 Initiative Phase2 Attackers Strategy Phase

    3 Attackers Action Phase4 Defenders Strategy Phase5 Defenders Action Phase6 Combat Phase

    Initiative and Close Combat are italicised to show these are joint phases which both sides participate in.

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    The Game Set Up & Initiative Phase:

    Players each throw a dice (D6) and the highest scorer chooses whether to be the attacker or defender for set up purposes. The defender chooses which map the battle will befought on, and which of the map edges he will defend from (the attacker takes the

    opposite edge). Also, which map side is determined by the defender if some of thecommercially existing ones, which are often printed on both sides, are being used.

    The attacker must then set his army up within a pre agreed number of squares usuallythree or four from the map edge* of the same edge he has been allocated to attack from.The defender sets his army up after the attacker has deployed, and on the edge oppositehis opponent.

    {* Set up may differ from game to game - depending on the scenario, and whether or nothouse rules are being used to determine the initial dispositions of troops. However,

    players must decide these factors themselves before play begins}.

    On the first move of the game (only this move) the player who originally chose (or waschosen) to be the attacker gets a free +2 to his Initiative dice roll: on the second movethat player gets +1 to his roll. This represents the initial advantage of carrying forward theattack.

    Starting from the third move, each player must roll a dice in the Initiative phase (butwith no further free bonuses for being the original attacker); the player rolling highest candecide whether to be the attacker or the defender, continuing to play out the battle in aseries phases and moves. Repeat this process on each succeeding move.

    Alternative (optional) set up rules:

    Never forget, set up is only suggested here as an easy way of quickly determining a fair and balanced game, but if you prefer another way please dont hesitate to use your ownmethod. I always maintain that players and friends who cant agree on rules etiquetteshouldnt be playing with one another in the first place; so although you will find meconstantly telling you throughout the rules, to use your own instincts and not to be afraidof changing things to suit yourselves this may not always be enough to defeatargumentative attitudes occasionally encountered among fractious and rebelliouselements within the gaming community (you meet these types from time to time). If youever have the misfortune of having to deal with this ugly situation, it might be time to re-consider your acquaintances a bit more closely. But I shall continue with the assumptionthat you will be playing in good spirit.

    Before every move of the game, the players must roll one dice each. The player who rollsthe highest may decide to be either the attacker (which means he will move/shoot first,

    before his opponent); or the defender, which means he moves/shoots after the attacker has completed his action phase. In the event of a tie, always re-roll the dice. The specialability initiative may be used on any move to add a bonus to a players dice roll. Thisspecial ability is stackable, which means it can be used cumulatively with other modelsfrom the same side, allowing them to add their own initiative to the dice roll.

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    Note on special abilities ~ As well as determining who will be the attacker and who willget to defend for the move, some special abilities may onl y be activated during theAttacker`s Strategy Phase (in the same way that some other special abilities only get to beactivated during other phases). The key to playing the game properly lies in knowinghow to use the special abilities and understanding exactly when (in the game move) they

    become activated.Attackers Strategy Phase

    The attacker can activate some of his special abilities during this phase if he intends touse these at all during the turn (see the special abilities list to see which phases they all

    become activated in).

    Attackers Action Phase

    During the attackers action phase, each of his heroes and minions may perform 1 action

    (unless a Special Ability says differently). Possible actions include:Move: see the movement section below.

    Shooting : see the shooting section below.

    Using special abilities does not count as performing actions: rather, they compliment the phases. More than one ability may be used by a figure, but an individual ability can only be used once per move by each figure.

    Note ~ a hero or a minion does not have to take an action if you dont want it to.

    Movement:

    Miniatures used in our games are listed extensively, and their movement allowance can be found in the stat sheets. While it is assumed throughout the rules that you will beemploying squared maps to play your games on, there is absolutely no reason why youshouldnt use hexagonal tiled maps or even dispense with using maps all together andsimply measure distances in inches.

    The number of movement points, indicated on a figures stats, determines how far (insquares) it can move in a phase. Movement can be in any direction, regardless which waya figure is facing on the map, and may end the movement phase facing any of the four square sides. The movement cost to enter a square depends on the colour of the line thefigure base has to cross to get there.

    Clear (usually grey) 1Rough (usually green) 2Water (always blue) 3Impassable (usually red) *N/A

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    Line Of Sight ~ if the target is in range, you must now check if the target is in theshooting models line of sight. Remember, you can change the direction your shootingmodel faces before you check. Line of sight is determined by drawing an imaginarystraight line to a target from the shooting model.

    If the target is visible, you must now check to see if any impassable terrain blocks theactual line of sight. Draw an imaginary line from any corner of the square the shootingmodel is aiming from, and trace your shot to the target square. If that line passes throughany impassable terrain or another model (friend or foe), the line of sight is blocked andthe enemy model is not an eligible target. In addition, if a model is out of sight (in asquare directly behind the blocking terrain), the shooter has to be able to see the corner diagonally opposite the initial target square to get a clear shot. An enemy model is either (a) not able to be seen i.e. is not visible as an eligible target; or (b) is visible but incover and entitled to a +1 to hit bonus.

    Elevated Terrain ~ If the shooting model is on elevated terrain, it gets one moreadditional dice (+1), and other models that are not on elevated terrain do not block line of sight (even if adjacent). Elevated terrain should be clearly marked and defined before

    play begins. Some big miniatures are classed as Large and elevated terrain andintervening models does not affect them in the same way. Elevated shooters also gain arange bonus of 1 square for each level of elevation over the target square.

    The Shooting ( or To Hit ) Roll ~ roll a number of dice equal to the number shown on theshooting figures army list stat. Each roll of 5 or 6 scores a hit. Each score of 1 scores a

    glancing blow . For every 2 glancing blows you score, you may convert one of those intoa 6.

    The Damage Roll ~ for each hit you score, roll another die. These are called damagedice. For each damage dice that is equal to (or greater) than the targets toughness, thatmodel loses 1 wound. Each die roll of 1 scores a critical hit. For every 2 critical hits youroll, you may convert one of these into a 6.

    Note ~ you may not shoot at anyone engaged in combat i.e. within a battle chain( Spearman and Large models are an exception to this rule). Similarly, the shootercan not use a ranged attack while within an enemy figures kill zone.

    Defenders Strategy Phase:Certain special abilities (such as healing and magical force ) are activated by thedefender for his own use or to affect an enemy during this phase.

    Defenders Action Phase:

    Once the attacker has finished his strategy and action phase, and the defender hascompleted his own strategy phase: the defender moves on to his action phase. The rulesfor the defenders action phase are the same as the attackers.

    Combat Phase:During the combat phase, all melees on the map are resolved. The attacking player for themove decides which order the combats are resolved in. A combat is defined as a singlegroup of engaged figures that are all part of the same battle chain.

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    A battle chain is created by drawing an imaginary line between each models kill zone,going back and forward between friend and foe until the chain can not be continuedfurther. This must form a single contiguous link of kill zones, and all the dice for thatcombat are thrown as one roll.

    Models who are not part of this single battle chain must resolve their combat(s) inseparate battle chains even friendly flankers who are involved in the same fight, butwho do not meet the above criteria, do not count as part of one continuous battle chain.

    The Combat Roll ~ each player totals up the number of attacks on their engaged models,then rolls that many dice. Each roll of 4, 5 or 6 scores a hit. Each roll of 1 scores a

    glancing blow. For every 2 glancing blow rolled, you may convert one of these into a 6.

    The Damage Roll ~ for each hit you score, roll a damage dice. Exactly the same as withshooting, each 1 rolled scores a critical hit . For every 2 critical hit you roll, you mayconvert one of these into a 6.

    Assigning Damage ~ after throwing for all hits and damage, the attacker assigns all hisdamage dice to enemy models (within the same battle chain). The player taking theDefenders Action Phase follows suit, makes his Combat and Damage Rolls , and thenassigns his own damage dice, after any losses sustained during the Attackers CombatPhase.

    You may only assign damage to enemy models that are adjacent to any friendly modelswithin a battle chain (though damage can usually be assigned to any model anywhereactually within the battle chain and which is adjacent to at least one of the opponentsminiatures), and only to enemy models whose toughness is lower or equal to the assigneddamage dice. In other words for each successful damage dice (i.e. a dice equal or higher than the targets toughness) assigned to an enemy, that enemy model loses 1wound. Models reduced to 0 wounds are removed from the map.

    Any damage die that can not be assigned to an enemy model is ignored. The attacker assigns damage dice to the defender and the defender assigns damage dice to theattackers models.

    After the first combat is resolved, the attacker chooses the next combat. Once all combatshave been resolved in this way, check for victory. If neither side has won, a new move

    begins.

    Free Attacks ~ some abilities and game situations (such as disengaging) grant freeattacks. The model making the free attack gets to make a combat roll and damage roll, as

    it would in normal combat. The model can only assign damage dice to the enemy they aremaking the free attack against. Multiple free attacks must form a single battle chain. Thisform of attack is called an attack of opportunity .

    Elevated Terrain ~ fighting on elevated terrain also provides an advantage duringcombat. Each model on elevated terrain receives +1 dice for each and every enemy in itskill zone that is on a lower terrain level than self (regardless of any situation where thereare enemies in its own kill zone, the +1 applies). Remember, kill zones include allsquares adjacent to a model.

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    Determining Victory:The first player, whose army is reduced to over % 50 of its original number of models,loses the game. Determine victory conditions at the end of each move.

    Using Special Abilities:

    A models Special abilities are shown by name on the stat list. Activated abilities dontdeactivate until the end of the move. A model may activate an ability once per move.An exception to this rule is if borrowing an enemys ability (by using steal essence ) andthen activating the same ability again yourself, using a model possessing the duplicateability.

    SPECIAL ABILITIES

    Battle Cry: This ability should be given to leader and charismatic hero types. Your minions involved in this battle chain each get an additional dice (+1 attack dice) until theend of the move ( Battle Cry is cumulative with other friendly models possessing thesame ability). Activate when you are adding up the combat attacks for the model

    possessing this ability.

    Berserker: This ability works well when Berserker models are lumped together intounits of similar minions. Certain hero types (such as lone barbarians, dwarves, chaosknights etc) might also fit the Berserker role. Each Berserker model gets +1 attack dicefor each enemy adjacent to it within the battle chain. Activate when you are adding up theattacks for the model with this ability.

    Spearman: The friendly figure in front (anywhere within the kill zone - adjacent to - thespearman behind) gets +1 attack dice. Note ~ a spearman taking part in combat in thisway is not classed as part of the battle chain (unless it is adjacent to an enemy model) andmay not have damage assigned to it as a legitimate target. However, it can be fired upon

    by shooters if it is not in the kill zone of any enemy models. Activate when you areadding up the attacks for the model directly in front of this model. Please note that most infantry armed with spear-like-weapons possess the ability spearman. However,commoners armed with makeshift weapons, pitchforks, shovels etc do not.

    Dirty Fighting: This special ability is subtly very powerful, and should only be given toexceptionally fierce and scary hero types, and represents the influence these charactershave over the whole combat. 2s you roll (for all dice within this battle chain) count asglancing blows and critical hits as well as 1s. Activate before you roll the dice for this

    battle chain.

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    Fast: Useful ability to give your scouts and `shooty` troops. This model gets double itsnormal move (as long as it doesnt shoot or move into an enemy zone of control on thismove). Activate before you move this model.

    Fast Strike: This special ability is absolutely deadly when used properly. Provided the

    model is not in an enemys kill zone at the start of its action phase, this model mayinterrupt its move at any time to get a single free attack (full dice) versus enemy modelsin the kill zone it enters, and then continue moving (provided all enemy in its own killzone are removed as a result of the free combat). Activate during this models movement.

    Magical Force: This one is real wizards` duel or mind manipulation stuff. You maymove any single enemy that this model has line of sight to (provided neither the targetnor the ability user starts in the kill zone of an enemy) using the target models fullmovement ability (but not by using the special ability fast ). This special ability has noeffect on models who occupy more than one square. Activate in either the attacker or defenders strategy phase.

    Sneak: Spy types, insignificant beings that no one takes any notice of, vermin, ghosts, spectral beings, wraiths, and Ring Bearers should use this one. This model ignores allterrain while it moves, even terrain which would otherwise be considered impassable. Itmay move through enemy models and is not subject to free attacks for leaving enemy killzones. It may not end its movement in an impassable square or a square that is occupied

    by another model. Activate when you move this model.

    Gaze Aattack: A single target model within range of the gaze attack remains frozen tothe spot, unable to move, shoot, use a special ability, or add any dice to combat for this move (place a coin or similar token next to the piece to show the model is under theinfluence of the gaze attack). If (a) the gazer loses line of sight with the target, (b) theaffected model takes damage in any way, or (c) another special ability is used on theaffected model, then the gaze attack is broken and the model can act again as normal.Activated only during the Attackers Action Phase.

    Fly: Winged/repulsion engine models may move over impassable terrain (including enemy and friendly models), and alight in any legal square within the model`s flightrange. The fly allowance is usually displayed by a second number (in brackets) right after the normal move amount. E.g. 6 (12). Where there is only one number shown, then flightspeed and normal speed are the same.

    Crack Shot: This model may shoot before or after it moves (not in the middle). This ineffect means the model gets to move and shoot, both in the same move. Activate beforethis model takes an action.

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    Arrow Flurry: This ability was simply MADE for Legolas and elite hero types. Themodel gets double its shots (X2 dice), and it may assign damage dice to any number of enemy models within range and line of sight. Activate before you shoot with this model.(Throw dice for this models shooting separately from other dice). Please note; thespecial ability arrow flurry does not just apply to bow armed troops. When arrow

    flurry is given to a wizard, or belongs to a rogue/thief type possessing a magic scroll etc,imagine the flurry working a bit like the magic missile spell in the Dungeons & Dragonsgame.

    Elite Shooter: Other friendly models in front of the shooter (up to 2 deep) do not block line of sight for this model. In addition, targets may be chosen from anywhere amongstthe enemy ranks, not just at the front (a bit like the shooter is on elevated terrain, butwithout the +1 dice). Activate before you shoot with this model.

    Shot Caller: Choose an enemy that this model has line of sight to. Your minions each get+1 dice if they target that enemy. Activate before you shoot with any of your minions.

    Perfect Aim: When using this ability, immediately remove one dice from the total(before throwing). The removed dice is an automatic hit and inflicts one wound. Turn thedice to a 6 and return to the pile as though it were a converted critical hit . Active before shooting.

    Dread: Typically, this ability belongs to anti-hero types and minions that cause fear and horror in their enemies. No enemy next to a model using dread (or anywhere within the

    same battle chain during that phase) may use a special ability. Activate whenever an

    enemy attempts to spends action points.

    Dread Immune: Totally counters the effects of dread for any friendly model either nextto the dread immune hero or anywhere within this combat chain. Activated when dread itself would otherwise become activated.

    Healing: One friendly hero or minion adjacent to this model gets +D6 wounds, up to itsmaximum. This model may heal itself Activate in either the attacker or defendersstrategy phase.

    Initiative: This ability greatly increases your chances of controlling the pace of thebattle, especially as you can stack the ability with other models to get an even bigger advantage. You get +1 to your initiative roll each move. This ability is cumulative withother friendly models possessing the same ability. Activate before the initiative roll.

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    Ward: Throw a die to see if the chosen ability takes effect this move: if the roll is 1, 2,or 3, the special ability fails to take effect. If the roll is 4, 5, or 6, then the ward ability issuccessful. Activate after an enemy model activates a special ability (regardless which

    phase) either in this models combat or within line of sight. Ward cancels the effects of that ability; but can not be used to cancel another ward. Ward can only be used once a

    move per user.

    Steal Essence: This model gets to use the ability of any enemy hero or minion (on themap). Provided - using a D6 to make the attempt - a 5, 6 can be rolled. The ability maynot be used to steal ranged attack abilities if the model using steal essence does notnaturally possess statistics for ranged attack. Neither can the ability be used while withinan enemy models kill zone. Activate whenever you would use the copied ability(provided the stolen ability is used in the correct phase that it normally would beactivated in).

    Dire: Monsters and creatures with dire are exceptionally fierce and no enemy minion in

    a square adjacent to a dire model can add more than 1 dice to a battle chain, unless thereis a hero type model within that battle chain. Active when the adjacent models add their dice during combat.

    Large: Large models have several benefits:

    Non-large models do not block their line of sight.

    They can shoot even while in a non-large enemy kill zone.

    They do not have to stop when entering a non-large enemy kill zone, and are not subjectto free attacks for leaving kill zones.

    They may convert every glancing blow and/or critical hit each turn (that means everydice within the combat chain the large creature is involved in).

    They block the line of sight of models on elevated terrain.

    Large models have a few drawbacks:

    When shooting at a large model, non-large models do not block line of sight.

    They do not get the bonus for being on elevated terrain.

    When moving a large model, it can squeeze through small openings and gaps (such assingle square doorways, down narrow halls and passages etc) at normal terrain cost,

    provided they end their movement in an area they can normally occupy. Large modelscan not squeeze past enemy models if any of their base squares enters an enemy one.They pay the highest terrain cost for moving over low objects and through difficultterrain if any part of their space moves into a square containing the obstruction.

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    Extended Reach: This model may make a free attack (full dice privilege) on a singleenemy up to 2 squares away, even if another non large friend or foe stands in the way.Active instead of this model`s action phase (note ~ this ability is not instead of thecombat phase).

    Regeneration: When using this special ability on any given move, roll a D6 for eachwound the model has lost in the game so far. For each roll of 4+ the troll recovers 1wound. Active instead of this model`s action phase (note ~ the combat phase is noteffected).

    Hero: A model possessing hero must be assigned 2 damage dice for each actual point of damage received. Active just before damage is assigned to a model. Note ~ Dread andWard cant cancel the effects of this ability.

    Valhalla The Battle of All Time

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    Moving Up When you move up to a higher level, count the sides of each higher levelas one space. If your figure cant move enough spaces to reach the top of a ledge, then itcant move there.

    Note: Glyphs and water spaces do not add height to any spaces on which theyre placed.

    Moving Down When you move to a lower level, you dont need to count sides on theway down, but there may be a penalty for moving to a much lower level (see falling).

    Falling When a figure moves down to a much lower level, it may get wounded (thisrule does not apply if a figure drops onto a water space). A fall is defined as follows.

    If the drop is equal to or more than the figures height, you must roll 1 die after moving tosee if it was wounded. Major fall: if the drop is 10 levels or more then you must roll anadditional die (for a total of two dice).

    Each 4, 5, or 6 you roll, inflicts one automatic wound on the figure.

    Moving large base figures A figure can only enter a higher/lower level of terrain if itsentire base can fit onto the hexes on the new level. If the terrain has insufficient hexes toaccommodate the base, or the figure does not have enough movement points to enter thenew terrain, it can not move there.

    Tight Quarters Some battlefields have narrow passageways, ruins, and overhangs thatmay limit the movement of some figures. A figure can`t move through or into a spacethat it cant fit completely onto.

    Engagement Rules Close Combat can not occur between adjacent figures that areseparated by a height which is equal to or more than the height of the lowest figure.

    Line of Sight Check line of sight exactly the same way you would on a twodimensional playing area. You might find using a ruler (or long stick) handy for determining awkward lines of sight; in which case you can simply hold the ruler horizontally level between the two points of reference, and read the results by lookingdirectly below the ruler to get an accurate LOS fix.

    Height/elevation rules in HeroScape - Each level above the first (i.e. ground level )creates a 2 hex blind spot when shooting beyond the target space from a higher level.Every 2 levels the shooter achieves above the target hex reduces the blind spot by 1 hex.However, this ruling only applies to open space hexes i.e. not trees, buildings, ruins,icebergs, bridge, or any other obvious cover hexes.

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    This simple rule also applies to line of sight.

    Terrain Types

    Grey hexes represent rough terrain and costs 2 movement points to enter.

    Blue hexes are of course water, and cost 3 movement points to enter.

    Sand coloured hexes represent dry sandy beach, desert, or gravely areas, and costs 2movement points to enter. Water hexes which have sand coloured hexes next to at least

    part of a chain of water hexes only costs 2 movement points to enter, but miniatures maynot drop from higher ground into the water without potentially taking damage (just likewith normal terrain hexes).

    Green hexes represent grass and costs 1 movement point to enter. Volcanic hexes are treated as rough terrain and costs 2 movement points to enterhowever, any warrior who falls equal to or more than its height onto a volcanic hex isimmediately removed as a casualty.

    Lava hexes cost 2 movement points to enter, though this type of terrain is an extremelydangerous place to tarry. Any model (except a Balrog or Fire Dragon) which ends itsmove in such a hex must throw a D6 at the beginning of the owning players nextstrategy phase; if the roll is 1 or 2, the model loses 1 damage point. If the roll is 2 or 3,the model loses 2 damage points. If the roll is 4, the model loses 3 damage points. If theroll is 5 or 6, the model is unharmed this move.

    Snow hexes slow all movement to a crawl. Movement costs 3 movement points to enter.A fall into a snow hex never harms the falling model however far the fall .

    Ice hexes reduces movement, and costs 2 movement points per hex (3 if its a four leggedanimal or creature). In addition, no miniature can use the special abilities Fast , FastStrike , or Sneak whilst on ice hexes.

    Too few Movement Points to enter a hex Warriors who possess too few movement points to be able to enter a hex may not move to that space.

    HeroScape Glyphs

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    Permanent Glyphs: The power of each glyph is given as long as a figure is standing onit. Exception: the two glyphs of Brandar are artifacts, which represents objects asdirected by the specific scenario .

    Glyph of Astrid - (+1 Attack Dice). Each of your figures on the battlefield rolls oneextra attack dice as long as a friendly figure remains on this glyph hex.

    Glyph of Gerda (+1 Toughness up to a maximum toughness of six ). Each of your figures adds one point to its toughness as long as a friendly figure remains on this glyphhex.

    Glyph of Ivor (range +4). If a friendly figure is standing on this glyph hex, one figureon that player`s side may shoot double its normal range during the Action Phase.

    Glyph of Valda (move +2). As long as a friendly figure remains on the glyph hex, each

    of your figures may add 2 to their movement allowance for the move.

    Glyph of Dagmar (Initiative +1). As long as a friendly figure starts the move on thisglyph, that player gets plus one to his initiative throws each move.

    Glyph of Brandar (Artifact). The rules for these two glyphs vary depending on thescenario being played.

    Glyph of Lodin any time you have a figure standing on this glyph, you may re-throwany (to hit) shooting or Close Combat damage chain roll within sight of the figure

    standing on the glyph. Active once per move during the Action Phase.

    Glyph of Jalgard - any time you have a figure standing on this glyph, and for as long asthat figure stands there , all the figures in your army gain an extra toughness.

    Temporary Glyphs: The power of each temporary glyph effects only once. When one of your figures moves onto any of these glyphs, follow the rules then remove the piece formthe game.

    Glyph of Kelda - (Healing). A figure moving onto this glyph recovers all its wounds upto its full starting total.

    Glyph of Erland (Summoning). When one of your figures stops here, you may`summon` one other figure (yours or your opponents) by moving it to a space adjacent tothe figure on the glyph. The summoned figure does not suffer any free attacks of opportunity for leaving an enemy kill zone. If there is no empty adjacent space youobviously can not use the summon power.

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    Glyph of Mitonsoul (Massive Curse). If you have a friendly figure standing on thisglyph at the beginning of the Initiative Phase, for each and every figure on the battlefield(yours and your opponents) roll a 2D6. If you roll 2 or 12 the figure is destroyed. If youroll 3 through 11 the figure is safe.

    Glyph of Sturla One time only, roll a D6 for each figure so far destroyed in this battle(yours or the enemy). If you roll 1 to 5, nothing happens. If the roll is a 6, place thedestroyed figure at the edge of the map (in a starting zone) with full stats. Active duringthe Action Phase.

    Mimring surveys the battle: secure atop his domain.

    New Heroes, Minions, & Special Abilities for HeroScape:

    Deathwalker 9000

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    Deadly! ` That is how one would describe this sentient machine. It is not clear howintelligent it is, but one thing is certain: it is a deadly adversary. The Soulborgs are a

    strange mixture of metal and reason. Whether that reason is an artificial intelligence or an actual biological one, no one from Valhalla seems to know.

    The Deathwalker 9000 is just slightly less dangerous than his big brother, and a littlemore vulnerable. Any hit that gets through his shields will neutralize him. However, hisability to rapid fire, sometimes hitting multiple targets, makes him plenty dangerousenough.

    Movement Attacks Toughness Wounds4 5(15/8*) 6 4

    Explosive Attack, Range Enhancement.

    Explosive Attack* This special ability allows Deathwalker 9000 to place an explosiveshell anywhere that is visible (to the owning model) up to 8 squares away. Simply place

    the shell in the desired legal square and declare that is the intended target. However, lineof sight is blocked by models, impassible obstacles (not low wall, hedges, boxes, crates, barrels etc) and around corners. If Deathwalker 9000 has a height advantage or isstanding on a low obstacle shells may be tossed over enemy models heads and maytarget squares provided (a) the enemy is not large or (b) the target square is not directly

    behind an obstacle.

    Once placed, throw a D6 for the shell. If the roll is 1, 2, or 3 it goes off as planned, andmodels within the target square and each adjacent one around it sustain a pooled total of 15 Attack Dice. Throw for hits and assign damage as normal. Any friendly models fallingwithin the shell zones nine surrounding squares must also sustain a single automatic

    point of damage per model (this in no way affects Deathwalker 9000`s 15 Attack Dice). A throw of 4, 5 or 6 means the shell bounces away and goes off harmlessly.

    Range Enhancement Any Soulborg or Zettian Guards adjacent to Deathwalker gains+2 to its range when shooting.

    ---------------------------------------------------------------------------

    Deathwalker 800Soulborgs from Alpha Prime: fight for Vyder.

    Movement Attacks Toughness Wounds4 6(6/10) 6 3

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    advancing despite a barrage of enemy fire. But this defensive edge has its price: theweighty armour slows the Zettians down and affects their aim. To make up for this, theytend to target a single enemy and attack it in quick succession with their laser-powered weapons. An enemy that survives the attack and can find the weakness in their armour has a good chance of defeating a Zettian Guard.

    Movement Attacks Toughness Wounds3 3 (2/7) 5 2

    Zettian Targeting.

    Zettian Targeting A second Zettian Guard who shoots at the same enemy as the first gains 2 attack dice (+2 dice). Every 2 nd, 4 th, 6 th etc Zettian shooter gains this advantage);as first one shoots, then a colleague uses the initial shot as a targeting program to enhanceits own aim.

    --------------------------------------------------------------------------------

    Major X17

    Major X17 earned its reputation in the Soulborg fighting pits as a gladiator of renowned ability. It was

    granted a command position in the Soulborg battlefield forces, and later went on to earn the rank of Major. Like its Gladiatron counterparts, Major X17 uses a Cyberclaw to lock down its victims. With itsimmense size, it can lock down even larger opponents.

    After years of refinement and expert programming, the defence mechanisms of this disciplined gladiator are rivalled by few others. It is well known that any warrior foolish enough to engage Major X17 in hand-to-hand combat is likely asking for certain defeat.

    Movement Attacks Toughness Wounds5 6 5 5

    Cyberclaw.

    Cyberclaw adjacent enemies may not break away from Major X17. Not even those possessing Sneak .

    Deathreavers

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    Movement Attacks Toughness Wounds5 3 5 2

    Disengage ( same as Sneak), Agile.

    Agile Deathreavers never take fall damage (except onto volcanic hexes in which casecheck for damage as normal), and may spring 8 hexes upwards into adjacent spaces at no

    additional cost in Movement Points beyond the normal cost of moving into a space.

    Deathstalkers

    Movement Attacks Toughness Wounds6 4 6 2

    Maul ( same as Berserker ).

    Blastatrons

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    Movement Attacks Toughness Wounds6 4 (2/10) 4 2

    Fast, Shot Caller.

    ----------------------------------------------------------------

    Gladiatrons

    Movement Attacks Toughness Wounds4 4 4 2

    Cyberclaw (like Major X17 , adjacent enemies may not break away from Gladiatrons. Not even those possessing Sneak) .

    ------------------------------------------------------------

    Mimring

    Who would suspect that a creature of his size could ambush even the most wary of warriors? Yet Mimring is notorious for such attacks. This fire-breathing behemoth can swoop down undetected and, within

    seconds, incinerate tight knit groups of enemy warriors. In this war of horrific battlefield events, Mimring's Fire Attack is absolutely the most terrifying of all.

    Mimring is no slack-jawed, mindless minion; he has a keen intelligence, and can communicate with surprising eloquence when it serves him. But these powers are squandered on a life devoted solely to

    stalking, burning and brutalizing. In Mimring, there is a chilling lack of morality and remorse. His onlyallegiance is to Utgar, his only goal to forge an ever-widening swath of destruction.

    Movement Attacks Toughness Wounds(8) 5(8/10) 6 7

    Fly, Breathe Fire, Extended Reach, Large.

    Grimnak

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    Exiled from the primitive world of Grut, Grimnak is an orc warrior of the most menacing kind. He thunders onto the battlefield atop his ferocious T-Rex, raising his spear and

    pole axe triumphantly and daring his foes to outrun him or to take cover. Enemies whocannot do so may very likely meet either of two gruesome fates. Those who manage toevade the vicious jabbing of Grimnak`s spears may face the T-Rex`s deadly chomp. Manya warrior has been swallowed whole or munched a morsel at a time by the barbarousbeast, while their comrades could only look on in terror and revulsion.

    Grimnak`s fellow orc warriors are wise to travel with him when they can: during battlethey are well protected by Grimnak and the T-Rex, and with the added security and confidence comes increased attack power. It is rumoured that Grimnak has a half brother who rides the female mate of his own T-Rex mount (Custom made figure).

    Movement Attacks Toughness Wounds8 8 5 5

    Chomp, Battle Cry, Large.

    Chomp Before conducting any combat rolls within this damage chain, choose a single nonlarge figure adjacent to the model using chomp. If the target is a minion it is killed and removedfrom play. If the target is a hero figure, roll a D6 if you roll a 6 the chosen hero is destroyed andremoved from the game. Activated just prior to conducting the combat phase.

    Izumi SamuraiThese fight for the Archkyrie Einar,

    though fierce rivalry between fighting orders is common.

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    Inscrutable, unpredictable and dangerous: there are no better words to describe the Izumi Samurai warriors. This precision-trained squad puts honour and ethics above all virtues; yet they are highly secretive, and will shift their allegiance if the cause inspiresthem.

    Any warrior brave enough to attack an Izumi Samurai must plan carefully and make nomistakes. The Izumi are artful masters of the riposte: the lightning-quick, deadly-accurate counterstrike.

    Movement Attacks Toughness Wounds5 4 4 2

    Counter Strike.

    Counter Strike When a figure possessing counter strike is on the receiving end of (andsurvives) an enemy close combat, any dice which fail to hit on the Combat Roll are re-

    rolled (by the counter strike side) by the defender against the enemy within that battlechain. This ability is stackable. Activated when an enemy is making his Combat Rolldice.

    --------------------------------------------------------------------------

    Shaolin MonksThese fight for the Archkyrie Ullar,

    though fierce rivalry between these and other fighting orders is common.

    Originally trained to defend their Temples, the Shaolin Monks became one of the most

    deadly and feared fighting orders. Their legendary skills are based upon the movementsof 5 animals (Tiger, Crane, Dragon, Snake and Leopard) and the properties of the 5elements (Wood, Fire, Gold, Water and Earth).

    Centuries of refinement of their fighting art make the Shaolin Monks one of the most dangerous opponents on the battlefield. They can attack all of their enemies who areadjacent to them, delivering lethal strikes simultaneously. Their ability to leap into and out of engagements and over obstacles makes the Monks a necessary choice for almost any battle.

    Movement Attacks Toughness Wounds5 3 4 2

    Sneak, Berserker, Fast Strike.

    --------------------------------------------------------------

    Kozuke & Tagawa SamuraiThese fight for the Archkyrie Einar,

    though fierce rivalry between these and other fighting orders is common.

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    Even though their reputations as formidable assassins preceded their arrival in Valhalla,the Tagawa Samurai have proven to be even faster, more ferocious and deadly than their adversaries expected. These disciplined warriors believe that their victims' spiritsdeserve the highest honour and are united with their own, adding to their collective

    strength. In addition to this honoured code of offence, the Tagawa & Kozuke, (unliketheir Izumi brothers, who are artful masters of the riposte - the lightning-quick, deadly-accurate counterstrike) have perfected the art of striking first. The Tagawa Samurai gointo battle expecting death; ironically, it is this very mindset that has been the heart of the Samurai code for centuries and which has allowed them many victories.

    Movement Attacks Toughness Wounds5 5 4 2

    Fast Strike X2.

    ---------------------------------------------------

    Ninja of the North WindThese fight for the Archkyrie Einar,

    though fierce rivalry between these and other fighting orders is common.

    Movement Attacks Toughness Wounds6 3 5 2

    Wild Wind (use Sneak), Acrobatics (may not be targeted by any ranged attacks) .

    Grishi(custom model)

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    The viciousness of Ne-Gok-Sa could only be matched by one soulless warlord, Me-Burq-Sa. This leader commands attention as he rides into battle on top of this Marro horsewhose skeletal body brings grimace to even the toughest soldiers in battle. Me-Burq-Sacarries a powerful plasma blaster at his side, although with his presence and daunting

    stare, he almost has no need for it. His stare is so powerful that sometimes his enemies

    cannot even muster the strength to defend themselves against his relentless attack.

    As with all Marro creatures Me-Burq-Sa is unpredictable on the battlefield, the onlyway to know his next move is to understand his bloodthirsty drive and undeniable need

    for power. He charges into battles at an earth shattering pace, unstoppable by most adversaries.

    Movement Attacks Toughness Wounds5 6(3/8) 4 4

    Fast, Gaze.

    Marro Drones

    Within the Marro Hive, drones are the lowest breed, nearly mindless but with great savagery. Capable of little independent thought, the drones respond to the commands of higher Marro to move and fight. They are not trusted with advanced weaponry but are

    given the most primal of slicing weapons. At times they respond to the neural commandsof their superiors and fight as a coherent unit. Many times only part of the drone squad responds while the rest stand by, unaware of anything

    Movement Attacks Toughness Wounds4 2 3 2

    Hive Swarm Stupidity.

    Hive Swarm Stupidity roll a D6 before attempting to move each Marro Drone. If theresult is a 1, or 2 the piece rolled for may not conduct its normal movement this action

    phase and instead stands about looking stupid but may engage in combat as normal, if attacked.

    Marriden Hounds

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    Wild and diseased, these large skeletal hunters look horrid. They hunt in a wild pack, and their movement can range from slow and deliberate, to fast and ferocious if they detect your scent. On

    Marr, they were and still are used as the first assault troops for the Marro Army.

    Even scarier is their ability to inflict all living things with the deadly Marro Plague. Just being near them can be enough to cause instant damage.

    Only Soulborgs and other Wulsinu are immune to this plague. Ne-Gok-Sa especially likes the Marrden Hounds; he often travels with a pack of them.

    Movement Attacks Toughness Wounds3 2 5 2

    Fast, Marro Plague.

    Marro Plague during close combat each Marriden Hound throws D6`s and count allthrows which result in 4, 5, or 6 as automatic hits and wounds i.e. every 4+ rolledrepresents a point of damage i rregardless of target toughness, and there is no need tothrow these dice again to check for damage.

    -------------------------------------------------------------

    Su-Bak-Na

    This Marro Hivelord`s command of the battlefield is supreme. His mere presence on the field inspires even mindless Marro drones to become bolder and more effective. Mounted on his

    skeletal dragon, Su-Bak-Na can survey his surroundings in an instant and fly to wherever hisdaunting presence is required. There is no way to understand this Marro`s devious behavior.

    He may be inclined to stand back and control the field from the rear, or swoop into battle,obliterating all that stand in his way.

    Movement Attacks Toughness Wounds(8) 7 4 5

    Fly, Initiative +2. Large.

    Initiative +2 exactly as it says. Su-Bak-Na may use his special ability to add 2 to theinitiative die roll.

    Ne-Gok-Sa

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    It is little wonder that the most vicious warlord from the planet Marro aligned himself with Utgar, the most vicious Valkyrie General. Bloodthirsty, brutal, and single-mindedlyobsessed in his quest for power, Ne-Gok-Sa is never unprepared for battle; his head,arms and shoulders are implanted with permanent armour, and his right hand is techno-bionically forged into a lethal weapon.

    But Ne-Gok-Sa's most fearsome power is invisible, insidious, and impossible to resist: it is the power of mind control. With this extraordinary gift that is wasted on wickedness,

    Ne-Gok-Sa enslaves the minds of followers and foes alike. Though the strange chittering of his native language is foreign to Valhallans, Ne-Gok-Sa gives orders telepathically, inthe native tongues of his captors.

    Movement Attacks Toughness Wounds4 4 5 4

    Mind Shackle (replace with Magical Force).

    --------------------------------------------------------------

    Syvarris

    Syvarris hails from the forest planet of Feylund, where he was the finest archer in itsrecorded history. He poses a formidable threat to Utgar`s foes, though he may be hisown worst enemy as well.

    Ullar`s welcomeing gift to Syvarris was the enchanted Bow of Ullar, with its remarkablerange and unlimited supply of arrows. To the power of this magical bow, Syvarris addshis own dead-on accuracy to pick off enemies with alarming speed. Yet for all of his

    mastery, Syvarris has an Achilles Heel: he must struggle against arrogance,recklessness, and a dangerous tendency to compromise his safety while showing off for his fellow warriors.

    Movement Attacks Toughness Wounds5 4(6/14) 5 4

    Double Attack (replace with Arrow Flurry).

    -------------------------------------------------------------------------------

    Warriors of Ashra

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    Elves from Feylund: these fight for Ullar

    Movement Attacks Toughness Wounds5 5 4 2

    Hero, Fast Strike.

    ---------------------------------------------------------------------

    AubrianArchers Elves from Feylund: these fight for Ullar

    From the heart of the great forest of Feylund come the Aubrien Archers. Only young elves who pass the four tests of the Queen are allowed to join the Aubrien squad. Of those who are admitted, only 10% finish. Those who are left show a skill with the bowthat is feared across Feylund, and now, even beyond.

    Movement Attacks Toughness Wounds5 2(4/12) 5 2

    Crack Shot.

    -----------------------------------------------------------------

    Morsbane An Elf from Feylund who fights for Ullar

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    The ninth generation Banisher in his family, Morsbane wields the Rod of Negation in the service to his queen. Enemies are brought low, the powerful become powerless, and themighty become meek. In some cases, the Rod is powerful enough to negate a being's veryexistence.

    Movement Attacks Toughness Wounds4 4(5/10) 5 5

    Hero, Arrow Flurry, Healing.

    -----------------------------------------------------------------------

    Sudema

    Only Feylund's mighiest warriors survived her deadly stare. She was last seen over twenty yearsago, when Khosumet the Darklord and Marhana, a mighty female Elf Banisher, formed anunlikely alliance to exile Sudema from Feylund. Khosumet later turned on Marhana during thebattle but she lived long enough to leave Sudema weak and powerless. Marhana's only son,

    Morsbane, continued her quest for peace until he was eventually betrayed and slain in Feylund.

    Sudema was not heard from against until now. Her arrival casts a dark cloud over Valhalla and marks a new beginning for Vydar and his forces. Her powers are now stronger than ever and noone will stand in her way for vengeance against Marhana's son.

    Movement Attacks Toughness Wounds4 4(8/10) 5 5

    Steal Essence, Arrow Flurry, Magical Force, Regeneration.Valguard

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    Not so aggressive as his brother Finn, Thorgrim is more thoughtful, almost a poet-warrior. He has a keen eye for an opponent's weaknesses and a penchant for

    perfectionism, always adjusting his warband, closing gaps, realigning his forces.Thorgrim's loyal followers have come to trust his instincts as a natural tactician.

    Like his brother Finn, Thorgrim received an enchanted weapon from his benefactor, Jandar: the Shield of Gerda. With this shield, Thorgrim is able to project a force field that mentally protects both himself and all who battle beside him from the effects of dread, and instils a deep sense of confidence when in their leaders presence.

    Movement Attacks Toughness Wounds4 5 6 4

    Thorgrim`s Aura (replace with battle cry and dread immune ).

    Finn the Viking

    Bold, brash, commanding Finn, brother of Thorgrim, is well respected as a spirited

    warrior and an inspiring leader. When Jandar rescued Finn from the Dreadguls and brought him to Valhalla, he gave him the indestructible Sword of Guether. Drawing power from this wondrous weapon, friendly forces fighting beside Finn increase their strength several-fold.

    Finn's swordsmanship is solid, but not supreme. It is his sheer fearlessness and denial of death that binds and motivates his followers. So transcending is Finn's charisma that if he perishes, it is rumoured that his spirit will live on inside of them, inspiring him to fight with even greater ferocity.

    Movement Attacks Toughness Wounds4 4 5 4

    Finns Aura.

    Finn`s Aura (replace with battle cry ) Even if Finn is killed in battle, Tarn VikingWarriors retain `battle cry` for the duration of the game.

    --------------------------------------------Raelin the Kyrie Warrior

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    Raelin the Protector, Raelin the Kindhearted, Raelin the Valorous; this beautiful, benevolent Valkyrie is called many such names by her loyal followers. A native of Valhalla, Raelin enjoyed acarefree and adventurous youth; then the war began, and her abiding friendship with Jandar bound her to his cause.

    To the relief of friendly forces, Raelin will often swoop into the throes of battle and, striking the ground with her magical Spear of Gerda, engulf them in a shimmering blue force field. Thewarriors within this aura are instantly protected-even from Mimring's ferocious Line of Fire.

    Movement Attacks Toughness Wounds6 4 4 4

    Fly, Raelin`s Aura.

    Raelin`s Aura Any friendly figures (heroes and minions) within 4 clear line of sighthexes of Raelin gain 2 attack dice. In addition, friendly heroes and minions within 4 clear line of sight hexes gain +1 Toughness (up to a maximum of 6 toughness).

    ---------------------------------------------------------------

    Concan (the Kyrie Warrior)

    Concan the 'Knight Protector' is a valiant hero dedicated to Jandar. The powerful Kyrie is best known for his dedication to the Knights and Sentinels in his care. This protection is an aura that radiates from his Great sword and benefits all friendly Knights and Sentinels within his range.

    Although valiant, Concan is also stubborn and was slow to choose sides in this great struggle.When the war in Valhalla began, both sides courted Concan. It was his friendship with Raelinthat finally convinced the Kyrie to join Jandar. He has been a loyal warrior in Jandar's causeever since.

    Movement Attacks Toughness Wounds5 4 4 4

    Fly, Paladin Aura.

    Paladin Aura friendly Sentinels adjacent to Concan receive two extra attack dice (+2dice) and have their toughness temporarily raised by 1 (maximum 6).

    --------------------------------

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    Sentinels of Janar

    These powerful warriors from Nostralund are extremely loyal to their General and Archkyrie Jandar. They are the backbone of Jandar`s army or what is left of it.

    Each Sentinel of Jandar has a mighty shield crafted by Jandar`s blacksmith `Kaintar`. After Kaintar completes a shield he dips it in the Wellspring near Caelios. This magical water enchants the shield with an incredible power.

    With these enchanted Shields of Valour the Sentinels are able to fend of blows more effectively,blocking more attacks than should be possible.

    Movement Attacks Toughness Wounds6 3 6 2

    Fly.

    -----------------------------------------------------------------------

    Kelda (the Kyrie Warrior)

    Found near death by Jandar, Kelda was nursed back to health by the Valkyrie and his followers. Upon her recovery, Kelda gratefully pledged her support to Jandar and hisarmy in their battle for Valhalla. She has become one of Jandar's most fearless, loyal and useful warriors. Drinking from a Wellspring gives the merciful Kelda the power of healing, which she uses to cure the battle wounds of nearby allies.

    Movement Attacks Toughness Wounds6 3 3 3

    Hero, Fly, Healing.

    ----------------------------------------------

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    Saylind The Kyrie Warrior

    Ullar recognized the fearless nature of Saylind, and he rewarded her with one of his most prized possessions: the Spear of Summoning. With this spear in her hands, Saylind maytry to summon any ally on the battlefield to her side. This weapon makes Saylind a verydangerous opponent indeed, when combined with the Kyries' natural ability to fly. Manyof Utgar's minions have found themselves outflanked with more than one enemy in their

    midst, and nowhere to run. With this spear, she can also summon a huge dragon likeCharos.

    Movement Attacks Toughness Wounds6 3 5 4

    Fly, Spear of Summoning.

    Spear of Summoning before or after moving, choose any figure you control on the battle field, then roll a D6. If the result is a 4, 5, or 6 move the chosen figure to any legalspace adjacent to Saylind. The summoned figure is not subject to any free attacks for disengaging from an enemy kill zone. Saylind may attempt this special ability once each

    move, provided she does not start or end her move within an enemy kill zone.

    ----------------------------------------------

    Taelord (the Kyrie Warrior) Follower of Utgar

    When Utgar held a gladiatorial contest to determine who his chief warrior would be,Taelord was the hands-down victor. The battle pitted 83 worthy warriors against eachother, and lasted a full two days. In the end, only one warrior was left standing: themighty Taelord. For his savagery, strength and stamina, Taelord was rewarded with a

    drink from a Wellspring. On the battlefield, Taelord's natural military superiority extendsto all of those who fight nearby.

    Movement Attacks Toughness Wounds6 6 4 5

    Fly, Berserker, Aggressive Strategy

    ----------------------------------------------------

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    (Kyrie) Minions of Utgar

    Dwelling amongst the jagged peaks of the Mountains of Kyrien, the Minions wererecruited into the ranks of Utgar's vast hordes long before the first wellsprings werediscovered. This warrior society holds the strength of arms and the might of steel aboveall virtues. Fearless and blind with rage, the Minions take their battle-hardened crueltyto the enemies of their lord Utgar. Swooping in with axes raised high, they take aim with

    such force that they can do twice the damage of a normal minion warrior.

    Movement Attacks Toughness Wounds4 5 5 2

    Fly.

    -------------------------------------------------

    Grav Maga Agents

    Hand-picked by Agent Carr for intensive Krav Maga and weapons training, these agentsworked for several secret agencies on Earth before being pressed into service inValhalla. They can dodge long-range attacks with almost superhuman agility; and their

    sharp-shooting skills are legendary throughout Valhalla.

    With single-minded focus and fierce loyalty, they routinely carry out nearly impossiblemissions with no questions asked-or answered. Thus, they are perhaps the most dangerous of Vydar's followers.

    Movement Attacks Toughness Wounds4 4(4/10) 4 2

    Stealth Dodge (re-roll assigned damage dice from enemy ranged attacks). Shot Caller,Perfect Aim.

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    Agent Carr

    On his home planet Earth, Agent Carr was a revered master of Krav Maga, the "norules" art of face-to-face street combat. With his superhuman senses, lightning-fast reflexes and advanced stealth techniques, Agent Carr simply cannot be caught off-guard.

    A cautious man who leaves nothing to chance, Carr is also well-schooled in the art of weaponry. He usually carries a gun and a long sword, both gifts from Vydar (hisValkyrie General). Agent Carr is the strong, silent type who asks few questions, and answers even fewer.

    Movement Attacks Toughness Wounds5 6(4/10) 4 5

    Ghost Walk (replace with Sneak), Dirty Fighting .

    --------------------------------------------------------------------------------

    Nakita Agents

    Movement Attacks Toughness Wounds4 4(3/10) 4 2

    Fast, Crack Shot, Smoke.

    Smoke Grenades on the roll of 5, or 6 (on a D6) each Nakita Agent and anyoneadjacent to them are hidden by smoke and may not be targeted (that move) by rangedattacks. Nakita seem to have a special bond and infinity with Gorillanators but thereasons why remains a mystery to this day.

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    Microcorp Agents

    Relying on their advanced technology rather than brute strength, Microcorp Agentscombine technology with relentless training in order to infiltrate and neutralize key

    positions. Not only do their weapons have superior range, they are also much moreeffective when firing from a greater height.

    But that`s only part of the story. The Agents wear special suits that allow them to glideeasily through the water and provides extra protection in that environment. The suit isalso equipped with Stealth Armour ability, enabling the Microcorp Agents to dodgeattacks.

    Movement Attacks Toughness Wounds4 3 (3/16) 4 2

    Stealth Armour (same as Hero), Water Suits, Sighting.

    Water Suits Microcorp Agents only count water (including ice and snow) hexes as 1movement point to enter.

    Sighting When a Microcorp Agent is making a ranged attack with a height advantageover the target, he rolls 1 extra attack dice. Calculate for this after normal plusses for height advantage.

    -------------------------------------------------

    Omnicron Snipers Followers of Jandar

    Deathwalkers and Zettians are not the only Soulborg species summoned to Valhalla from Alpha Prime. Their long-standing Omnicron enemies were recruited by Utgar's enemy, Jandar, and they continue their civil war on the battlefields of Valhalla. The Omnicronwarriors are not so heavily armoured as the other Soulborgs, nor is their combat

    programming so flashy; but their deadly accurate sharp-shooting skills have proven tobe invaluable assets to their allies.

    Movement Attacks Toughness Wounds4 3(3/16) 4 2

    Crack Shot, Elite Shooter.

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    Airborne Elite

    Battle-trained on the planet Earth, the Airborne Elite squad has plagued the enemy withits deadly sneak attacks. Lifted high by Valkyries and dropped behind enemy lines, they

    parachute down for a surprise visit, and then quickly fire a barrage of grenades to

    unleash total havoc in the enemy's own territory.

    Off the battlefield the Elites are a fun-loving bunch, known for their practical jokes and raucous card games. When called into action, they are unmatched in fast action, focusand fearlessness.

    Movement Attacks Toughness Wounds5 6(4/12) 4 2

    Grenades, The Drop.

    Grenades This special ability allows the Airborne Elite to place an explosive grenade

    anywhere that is visible (to the owning model) up to 6 squares away. Simply place thegrenade in the desired legal square and declare that is the intended target.However, line of sight is blocked by models, impassible obstacles (not low wall, hedges,

    boxes, crates barrels etc) and around corners. If an Airborne Elite model has a heightadvantage or is standing on a low obstacle shells may be tossed over enemy modelsheads and may target squares provided (a) the enemy is not large or (b) the target squareis not directly behind an obstacle.

    Once placed, throw a D6 for the shell. If the roll is 1, 2, or 3 it goes off as planned, andmodels within the target square and each adjacent one around it sustain a pooled total of 8 Attack Dice. Throw for hits and assign damage as normal. Any friendly models fallingwithin the shell zones nine surrounding squares must also sustain a single automatic

    point of damage per model (this in no way affects the Airborne Elite`s normal 6 Attack Dice). A throw of 4, 5 or 6 means the shell bounces away and goes off harmlessly.

    The Drop Airbourne Elite do not start the game on the battlefield. At the start of theowning player`s Action Phase he throws a D6: any move he manages to roll is 5, or 6 allfour the Airbourne Elite figures may enter the game on any empty spaces on the

    battlefield. You can not place them adjacent to each other or other figures, or on glyphs.

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    Sgt. Drake Alexander

    Though he is incredibly agile and strong in hand-to-hand combat, Sergeant Alexander was injured and weaponless after being whisked away to Valhalla by Jandar. Healed bythe Valkyrie Kelda, he was then given two powerful weapons by Jandar: The Katana of

    Thorian, and Bleakwood's Grapple Gun. He learned to use them quickly, for Jandar's forces were already under attack.

    The Katana, an enchanted sword that channels the powers of the great warrior Thorian, obscures Alexander's image from afar, making him almost impossibleto strike. With his magical sword, his laser-guided Grapple Gun and his steely will toconquer evil Sgt. Alexander has become one of Jandar's best soldiers.

    Movement Attacks Toughness Wounds5 6(2/10) 4 4

    Thorin Speed, Grapple Gun, The Drop.

    Thorin Speed No enemy may ever target Sgt. Drake Alexander with normal rangedattacks, except magical force, gaze, magical attack, or breathe fire.

    Grapple Gun As well as using this piece of equipment as a ranged weapon; instead of Sgt. Drake Alexander `s normal move, he may move only one space. This space may beup to 25 levels higher. Activated during the Attackers Action Phase.

    The Drop the same as for the Airborne Elite above.

    ------------------------------------------------

    Wonderful! when the dice fall right but don`t rely in this happening too often.

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    Krug

    Bred to battle, Krug was recruited to serve in Utgar's front line. His sheer size and foul disposition make him a formidable opponent but it is his thirst for blood that makes him thelegend he is. Stomping across the battlefield, Krug will decimate anything in his path.

    Krug knows no defeat. When wounded, he battles more fiercely. He has sworn his allegiance toUtgar and will give his life if necessary. He is feared for Skelblade, a massive weapon cast fromthe armour of the enemies he has taken in battle. He swings Skelblade as a true swordsman but the power behind it is unmatched by any other known warrior. Krug has a unique fighting style.

    Each cast of his sword bring with it the promise of deadly blows, first from his initial swing and then again with a massive secondary backswing.

    Movement Attacks Toughness Wounds4 9 6 6

    Wounded Smash, Large.

    Wounded Smash - When Krug attacks in Close Combat, he receives one extra attack die(+1) for each wound he is presently carrying in the game.

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    Anubian Wolves

    The sheer fury of these wild warriors can make even the most fearless foe's blood runcold. Attacking in numbers, often beside an empowering comrade, Anubian Wolves fight with frenzied rage. While the attack is always quick, the demise of the defeated can bedreadfully, painfully slow: these wolves are devourers, so the sweet taste of victory has avery special meaning for them.

    Movement Attacks Toughness Wounds5 2 4 2

    Pack.

    Pack - : a wolf possessing this special ability gains 1 extra attack die in combat for eachand every other pack wolf within three hexes or within the same battle chain.

    ----------------------------------------------------------

    Khosumet the Darklord

    Ruthless, relentless, bloodthirsty, Khosumet is perhaps the finest example of Utgar'srage. This vicious Anubian wolf warrior is known as Utgar's grim reaper, and with good reason: charging furiously into battle swinging his swift, razor-sharp khopesh, Khosumet is well equipped to cut a path of destruction through tough enemy lines. Friendlywarriors who battle by his side become energized and even more deadly. Only utter defeat will stop him, and that will not be easy; Khosumet is well practiced in the art of defence, and his sturdy shield will easily block an attacker's blow.

    Movement Attacks Toughness Wounds5 3 5 4

    Aggressive Strategy, Fast.

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    Swog Rider

    Gruts that show great poise and leadership are recruited early to become fearsome Swog Riders. The Grut and Swog are bonded together and undergo years of training until theymove, fight, and think as one savage beast.

    The Swog Riders are held in great esteem by other Gruts, especially the archers, and Swog Riders become leaders of archer squads. Even one Swog Rider can instil acts of greatness in an otherwise average archer corps. When several Riders rally around thearchers, the Arrow Gruts become capable of deadly attacks that become the stuff of legend.

    Movement Attacks Toughness Wounds8 3 4 2

    Sneak, Orc Archer Enhancement.

    Orc Archer Enhancement All friendly Orc Archers adjacent to a Swog Rider receive

    an additional ranged attack dice. This ability is stackable.

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    Sir Denrick

    Sir Denrick of Weston is founder and chapter master of the honourable Knights of Weston. Knighted by his king he swore a righteous oath to protect the weak, to uphold honour of oneself and others, and to punish those who would seek to harm or destroy

    either. To help him in this just and noble pursuit he recruited among the most valiant and loyal men.

    A warrior of great power of arms and mind it was at the mouth of the River Lorie that hemet defeat by the jealous lords of the land and a betrayer amongst his own ranks.Lost in his own petty desires of leading and angry jealousies of his chapter master, a

    once honourable knight named Sir Christopher opened the gates of their battle fortressand lead a besieging host to lay slaughter to the noble knights. It was at this moment of utter betrayal and defeat that the Valkyrie, Jandar, intervened, teleporting Sir Denrick

    and the remaining knights to the world of Valhalla. In Valhalla, Sir Denrick vowed to selflessly regain the Knights of Weston honour that thetraitorous Sir Christopher had dirtied. In battle, Sir Denrick will zealously seek out thelargest and most fearsome opponents in the enemy force defeating them with the skills

    gained from countless victories against these behemoths of battle.

    Movement Attacks Toughness Wounds4 5 5 4

    A Cowards Reward, Giant Killer.

    A Cowards Reward Sir Denrick rolls double attack dice against each enemy figureleaving his Kill Zone .

    Giant Killer When Sir Denrick is in base contact with a Large enemy, he doubles hisattack dice (not stackable against multiple large enemies).

    -------------------------------------------

    Knights of Weston

    The Knights of Weston were founded in the lands of Brittany and Albion in the late 15thcentury, to protect the providence of the weak against the tyranny of evil. This small chapter of knights abhors cowardice in all its form and lives by the Sanctity of Honour, aholy tome penned by their chapter master Sir Denrick of Weston. Within the tome you

    find a unique honour code, which doesn't just hold the knight to this code but also hiscombatant. This code of honour is so zealously followed that they have been known to cut down those who would attempt to escape engaged combat, rather than see them lose

    greater honour by escaping.

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    The Knights of Weston were to meet their end at the Mouth of the River Lorie where they fought a hopeless battle against innumerable opponents. Thought destroyed at the handsof those who feared there power and sway with people of Albion, the Knights of Westonwere actually saved by the Valkyrie, Janar, and given the chance to secure there honour among the warriors of the planet Valhalla

    Movement Attacks Toughness Wounds4 3 5 2

    A Cowards Reward. Clan Bonding.

    A Cowards Reward just like their leader, these knights roll double attack dice againsteach enemy figure leaving their Kill Zone .

    Clan Bonding each knight of Weston who fights within the same Close Combat as Sir Denrick receives an additional attack dice (+1 dice).

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    Gorillinators

    When Vydar had a vision of these agents, he was not sure what to think about thesereclusive Primadons. He suspected that they were too primitive and lacking in the waysof warfare to be of any use in his army.

    But Vydar took a chance on them, and luckily, he was proven wrong. The Gorillinatorsare more advanced than many others on Valhalla. The secret development of superior

    technology on Marr has given them awesome capabilities in battle:

    they can move at astounding speeds, overtaking enemy positions in minutes; they can usetheir ranged attacks to neutralize any threat; and their body armour is made of Kiradiumalloy, which makes bringing one of them down a daunting task.

    The Gorillinators seem to have a friendly bond and affinity with the Nakita Agents.

    Movement Attacks Toughness Wounds5 6(2/8) 5 2

    ------------------------------------------------

    Dumutef Guard

    Originally trained as sentries on their home planet of Feylund, the Fiantooth now serveUtgar on Valhalla. Utgar uses them to protect several wellsprings in the VolcarrenWasteland. They are relentless guardians and (because for some strange genetic reasonit is instinctively inherent in their psyche) these monsters benefit from attacking or defending from any road hex.

    Movement Attacks Toughness Wounds

    6 4 6 2Road Strength, Large.

    Road Strength a Dumutef Guard figure with an en emy or enemies within its kill zonethrows a D6 once. The number thrown is the amount of extra dice that model maythrow during the combat phase of this move. Resolve separately each move. Activateduring the combat phase but just before any resolution for the battle chain takesplace.

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    4th Massachusetts

    Before fighting for a larger cause under their commanding General Jandar, the 4th Massachusetts line had endured many harsh battles. During their training back in New England, the most important lesson they learned from their Brigadier General JohnGlover was to save their ammunition by waiting until they could see the whites of theenemies' eyes. Although this patient fighting strategy has taken years to perfect, the 4th

    Massachusetts Line is known to wreak havoc on approaching enemies with their wait and fire technique.

    They are most comfortable when in the company of other valiant allies, who remind themof their old commander General George Washington. For this reason they prefer to fight with other Valiant Heroes such as their new friend Drake Alexander, or Finn and hisbrother Thorgrim. It was not until meeting Sergeant Drake Alexander in Valhalla, that these men learned that their old cause had been won due to their sacrifices and discipline under General Washington. Now they have rallied behind the new and greater cause of securing the wellsprings and helping Jandar in the Battle of all time.

    Movement Attacks Toughness Wounds4 2(2/16) 3 2

    Trained Volley Fire.

    Trained Volley Fire if the whole 4 th Massachusetts unit stands together so they areeach adjacent (and on the same level) as one other, they may each double their rangedattack dice.

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    Dund

    The hunting hounds of Nullondia are legendary for their ability to track anything

    anywhere. They are simply more intelligent and cunning than any other animals. However, these traits are not what make them ideal for tracking. It is their ability to trick quarry into doing exactly what they want that makes them superior hunters.

    Amongst these; Dund is a sovereign. Not only is he a superior tracker, but Dund has theability to simply inactivate his prey with one gaze of his terrible eyes (plus he has hisartificial poison tip bite). His mere glance is enough to stop all but the most skilled of warriors in their tracks, rendering them helpless and an easy target.

    Movement Attacks Toughness Wounds5 3 6 3

    Gaze Attack. Paralyze.

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    Growing up in the Republic of Texas, life was hard for little Johnny Sullivan. His familyowned a huge ranch, which was constantly in danger from outlaws and cattle rustlers.

    Johnny had to learn early how to protect the ranch from outside dangers.

    His father taught Johnny how to use all kinds of rifles and six-shooters. When JohnnySullivan grew up, he decided that he wanted to be a lawman like Wyatt Earp or Bat

    Masterson. He became famous for holding off a whole group of outlaws all by himself with his favourite Shotgun. From then on, all the locals knew him as Johnny 'Shotgun' Sullivan.

    Johnny is a good man who was saved in the nick of time by Jandar after being cowardly shot in the back during church mass. Johnny has no time for desperados, and that includes the likes of James Murphy and Nelson Allen McCreech.

    Movement Attacks Toughness Wounds4 4 (4+2/4+4) 4 4

    Shotgun Blast, and Fan Shot.

    Shotgun Blast & Fan Shot any/all figures next to the target miniature are also affected by 3 separate attack dice each. Pistol fan shot range is 8 hexes and has 4 Attack Dice.Shotgun blast range is 4 hexes and has 6 Attack Dice.

    --------------------------------------------------------------

    James Murphy Fights for Vydar

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    James Murphy has left trouble in his wake since he left Five-Strings, Kansas at the age of 13. Living on and off the railroads, using only his guile and his whip, James Murphy ishis own boss, his own leader, and his own worst enemy. The only thing worse than a manwith a whip is a mean man with a whip.

    Movement Attacks Toughness Wounds4 3(4/12) 4 4Perfect Aim.

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    Guilty Mc Creech Fights for Einar

    Nelson Allen McCreech was "living high on the hog," as they say in his hometown of Wardell, Missouri. He enjoyed his power as Town Sheriff, and often abused it. But Nelson's corrupt wayscaught up with him after his archrival, the local judge, turned up dead in a back alley. Knowing that there wasn't but one man could have done this deed, the townsfolk had finally had enough.

    An angry crowd showed up at the Sheriff's office carrying a rope and shouting Guilty! Guilty! McCreech came within seconds of a hanging death when General Einar intervened; knowing that Guilty McCreech's quick hands and devious nature would be useful to his cause. Today, Guilty

    fights for Einar, and will forever bear the scarred rope burn on his neck as a reminder of wherehis loyalty should reside.

    Movement Attacks Toughness Wounds4 4(2/10) 5 4

    Fast Strike.

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    Deadeye Dan Fights for Ullar

    Dan Maverick was a Physician in the lonely town of Lead in the South Dakota Territory. Well-read and educated in Chicago, Dan had ventured west in search of wide open spaces and a piece

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    Marcus Decimus is a born leader who can inspire any soldier to move faster and attack more forcefully, regardless of their species or homeland.

    Movement Attacks Toughness Wounds6 6 5 5

    Battle Cry, Enhanced Fast.

    Enhanced Fast Marcus may use the fast special ability. In addition, as long as thisminiature remains alive and in play, all other Roman troops in the game may also usefast .

    ----------------------------------------------------------------------------Roman Legionaries

    The foot soldiers of the IX Legion are stalwart, superbly trained and well prepared for war. On Valhalla they have put their earthly training to good use, fighting endless battles

    against horrific foes. They are loyal to their commander, always letting him lead the wayin battle; and they are loyal to each other, always advancing in tight formations to shield their fellow soldiers from concentrated enemy attacks.

    Movement Attacks Toughness Wounds4 3 4 2

    Shield Wall.

    Shield Wall if all the unit stands together so they are each adjacent (and on the samelevel) as one other, they may each add 1 to their toughness against enemy shooting andclose combat.

    ------------------------------------Roman Archers

    The archers of the IX Legion are as well trained as their legionnaire counterparts, and are an even more powerful force on the battlefield. These hardy warriors have spent

    years perfecting their military craft as a unit, and can concentrate their firepower upon a single enemy in a formidable barrage of arrows. Because the Roman Archers arevulnerable in close quarters, they rely on the swords and shields of their legionnairebrethren to protect them from hand-to-hand combat .

    Movement Attacks Toughness Wounds4 3 (3/10) 3 2

    Crack Shot.

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    Models make good ornaments too.

    Brunak

    This ferocious cr