battle chain core rules system
TRANSCRIPT
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Battle Chain Core Rules System
Generic 28mm Scale Fantasy Wargame Rules
Written by Stephen Gilbert
Introduction:
These rules stem from (what I see as) a need for a more comprehensive and workable
rules system for fighting our miniature battles than currently exists. Whether we choose
to play games set in Middle Earth, one of the many Dungeons & Dragons campaign
worlds, design a home brew multi-verse or even re-create scenes from the Siege of Troy.
These rules should be more 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 necessary
to 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 Earth
themed encounters, and 25mm Dungeons & Dragons collectable miniatures (available
from Wizards of the Coast) for conducting other generic fantasy battles – though others
will, of course, have their own preferences. Fantasy Flight Games, Mithril Miniatures,
Celtos, etc all sell ranges of reasonably priced fantasy miniatures, which exist and are
readily available for purchase at the time of writing. From time to time, I shall write rules
supplements, - which will allow us to play things like: Star Wars, Buffy the Vampire
Slayer, Angel, Xena etc etc.
These rules require players to use six sided dice (D6) throughout, and owning multiples
of these is advisable… the more the better. This game is intrinsically very simple to play
and could probably have been made to fit onto a few dozen pages, but then many of the
explanations 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 extremely
streamlined and user friendly.
The only book keeping needed to enjoy the game is to create a stat list for each side
before play begins. This list will mark the statistics for each miniature; movement,
attacks, (& range if armed with a missile weapons), toughness, wounds and any special
abilities (if any) the miniature possesses. All this will be explained in the rules as you
read on, and will become self explanatory. Extensive and comprehensive army lists
containing complete statistics for a myriad of miniatures are included at the back of the
core rules, and within each supplement.
Just one more thing to remember - You will hear the terms Hero and Minion mentioned
a lot throughout the rules. Hero refers to personality types, leaders, officers, and any
other special troops you designate to be non-minions throughout play.
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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 from
the 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 a
minion 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 Dwarves
and 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 model
will get to throw 2 dice when in combat. Some unfortunates, such as Moria Goblins, may
have 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 heroes
are shooting. It will be shown in the stat lists as two numbers separated by a slash. The
first number is the amount of dice thrown when shooting, and the second number is the
range in squares the weapon may reach.
Toughness: this is simply the number an enemy needs to equal or exceed (using a D6) to
inflict damage. Toughness represents the model`s ability to withstand adversity.
Wounds: all minions start with 2 wounds, heroes are usually higher. When damage dice
inflict a wound on a model, that model’s wounds drop to reflect this. If the model is a
Hero type, place a marker beside the miniature or underneath the model’s base for each
wound received; minions are treated slightly differently (see below).
When a model’s wounds drop to 0, that piece is removed from the game. During shooting
and combat it is always the enemy who decides which of the opponent’s models are
damaged. Hero models that are not reduced to 0 by wounds have their status marked
appropriately, so everyone can see at the drop of a hat exactly which model is at full
strength and which is not. Minions who receive 2 damage dice are of course removed
from the game immediately.
Opponents who choose to assign dice to minions but who only cause a single wound (not
enough 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 to
one side, showing the appropriate face to represent the carried over wound), and use the
number displayed to assign damage only to enemy models whose toughness can be
matched or beaten by that roll - at some later point in the game. This way; several
abstract 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 the
earliest possibility. This abstract spare wound may be added to any other damage against
a minion (not a Hero) anywhere on the game board on this or any subsequent move
during the action phase.
For example, during a battle an Orc Minion receives 1 wound from a Hero in a combat
over on the left hand side of the board. Not enough to kill the Orc, so the wound is
carried over and put to one side as abstract damage, marked by a single dice. Later in the
same move (or another move if you like), an Archer shoots and inflicts a single wound on
a similar Orc minion on the other side of the board. The Archer’s shot has not caused
enough damage to remove the Orc outright, so he adds the carried over abstract wound
marked on the dice, which means he has now caused 2 wounds on the Orc - which is
enough to kill it outright. The Orc is removed from play, and the abstract wound dice is
removed as well. An abstract wound must be used (added to) damage the first opportunity
it 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, it’s 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, and
you 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 as
we go.
The phases and their order of play in the game are:
1 Initiative Phase
2 Attacker’s Strategy Phase
3 Attacker’s Action Phase
4 Defender’s Strategy Phase
5 Defender’s Action Phase
6 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 be
fought 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 the
commercially 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 usually
three 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 opposite
his opponent.
{* Set up may differ from game to game - depending on the scenario, and whether or not
house 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 was
chosen) to be the attacker gets a free +2 to his Initiative dice roll: on the second move
that player gets +1 to his roll. This represents the initial advantage of carrying forward the
attack.
Starting from the third move, each player must roll a dice in the Initiative phase (but
with no further free bonuses for being the original attacker); the player rolling highest can
decide whether to be the attacker or the defender, continuing to play out the battle in a
series 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 don’t hesitate to use your own
method. I always maintain that players and friends who can’t agree on rules etiquette
shouldn’t be playing with one another in the first place; so although you will find me
constantly telling you throughout the rules, to use your own instincts and not to be afraid
of changing things to suit yourselves… this may not always be enough to defeat
argumentative attitudes occasionally encountered among fractious and rebellious
elements within the gaming community (you meet these types from time to time). If you
ever 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 assumption
that you will be playing in good spirit.
Before every move of the game, the players must roll one dice each. The player who rolls
the 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 special
ability initiative may be used on any move to add a bonus to a player’s dice roll. This
special ability is stackable, which means it can be used cumulatively with other models
from 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 will
get to defend for the move, some special abilities may only be activated during the
Attacker`s Strategy Phase (in the same way that some other special abilities only get to be
activated during other phases). The key to playing the game properly lies in knowing
how to use the special abilities and understanding exactly when (in the game move) they
become activated.
Attacker’s Strategy Phase
The attacker can activate some of his special abilities during this phase if he intends to
use these at all during the turn (see the special abilities list to see which phases they all
become activated in).
Attacker’s Action Phase
During the attacker’s 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 don’t 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 be
employing squared maps to play your games on, there is absolutely no reason why you
shouldn’t use hexagonal tiled maps – or even dispense with using maps all together and
simply measure distances in inches.
The number of movement points, indicated on a figure’s stats, determines how far (in
squares) it can move in a phase. Movement can be in any direction, regardless which way
a 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 the
figure base has to cross to get there.
Clear (usually grey) 1
Rough (usually green) 2
Water (always blue) 3
Impassable (usually red) *N/A
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*Ledges: Ledges must be designated before play commences. A ledge may be a castle
wall, a vertical drop, the roof of a house etc. They are similar to solid red lines in that a
miniature can not cross them, and kill zones are blocked by them. Line of sight is blocked
(when firing up at a ledge) if it passes two squares beyond the ledge.
Ledges and Cover: shooting at a target behind a ledge requires a 6 to score a hit - not the
normal 5 or 6. This rule similarly applies for other forms of cover (on or behind crates
and boxes, walls, behind a hedge or tree, etc).
A figure directly below (adjacent to) a ledge square may only use ranged attacks on a
target above if the target is anywhere within the three front squares (facing the ledge) of
the enemy model’s base.
You can not cross a red (impassable) line, unless the rules for siege warfare are being
used. You are allowed to move through your own figures, but you can not move through
an enemy figure’s base. You may never end your movement phase in a square that
contains a figure (enemy or friend), similarly, a square designated as impassable.
If you move into an enemy kill zone (all the squares adjacent to an enemy model’s base),
you must stop moving with the figure that entered the kill zone, and no further movement
with that figure may be made for the rest of this game move: using a special ability like
fast strike or being targeted by an enemy using magical force are exceptions to this rule.
You may choose to disengage a model that starts the phase in an enemy kill zone by
moving away from that enemy, into a non adjoining square. But if you do so, the enemy
who’s figure base you disengaged from makes a free (full dice privilege) attack of
opportunity on the model moving away. This free attack is made immediately even
though it is out of phase. Assuming your model survives, it may then carry on moving
normally. A model that disengages from one enemy, but immediately enters the kill zone
of another must stop moving for the remainder of that action phase unless using sneak. A
model that disengages from multiple enemies is subject to a free attack from each. Add
up their attacks and make a single combat and damage roll.
Note ~ free attacks of opportunity are covered fully in the combat section.
Also please note ~ the actual facing of a miniature is not relevant to the game.
Shooting:
Instead of moving, a model with ranged attack ability may shoot. Check the miniatures
stats from the list to see if the model has ranged attack and what its ability is.
Example = 3/10
The first number tells you how many dice you roll to hit with your shoot attack. The
second number tells you how far (in squares) the model can shoot. Your model may only
shoot at a single target (unless using certain special abilities). Before you can shoot at an
enemy, you must check two things: range and line of sight. You may check both of these
before deciding to shoot at an enemy.
Range ~ to check range, count the number of squares between the shooting model and
the target, including the square the target occupies. If this number is greater than the one
listed on the ranged attack of your shooting model, you can not shoot at that target.
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Line Of Sight ~ if the target is in range, you must now check if the target is in the
shooting model’s line of sight. Remember, you can change the direction your shooting
model faces before you check. Line of sight is determined by drawing an imaginary
straight line to a target from the shooting model.
If the target is visible, you must now check to see if any impassable terrain blocks the
actual line of sight. Draw an imaginary line from any corner of the square the shooting
model is aiming from, and trace your shot to the target square. If that line passes through
any impassable terrain or another model (friend or foe), the line of sight is blocked and
the enemy model is not an eligible target. In addition, if a model is out of sight (in a
square 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 in
cover and entitled to a +1 to hit bonus.
Elevated Terrain ~ If the shooting model is on elevated terrain, it gets one more
additional 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 and
intervening models does not affect them in the same way. Elevated shooters also gain a
range 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 the
shooting figure’s 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 into
a 6.
The Damage Roll ~ for each hit you score, roll another die. These are called damage
dice. For each damage dice that is equal to (or greater) than the target’s toughness, that
model loses 1 wound. Each die roll of 1 scores a critical hit. For every 2 critical hits you
roll, 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 shooter
can not use a ranged attack while within an enemy figure’s kill zone.
Defender’s Strategy Phase:
Certain special abilities (such as healing and magical force) are activated by the
defender for his own use or to affect an enemy during this phase.
Defender’s Action Phase:
Once the attacker has finished his strategy and action phase, and the defender has
completed his own strategy phase: the defender moves on to his action phase. The rules
for the defender’s action phase are the same as the attacker’s.
Combat Phase:
During the combat phase, all melees on the map are resolved. The attacking player for the
move decides which order the combats are resolved in. A combat is defined as a single
group 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 model’s kill zone,
going back and forward between friend and foe until the chain can not be continued
further. This must form a single contiguous link of kill zones, and all the dice for that
combat are thrown as one roll.
Models who are not part of this single battle chain must resolve their combat(s) in
separate battle chains – even friendly flankers who are involved in the same fight, but
who 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 with
shooting, each 1 rolled scores a critical hit. For every 2 critical hit you roll, you may
convert one of these into a 6.
Assigning Damage ~ after throwing for all hits and damage, the attacker assigns all his
damage dice to enemy models (within the same battle chain). The player taking the
Defender’s Action Phase follows suit, makes his Combat and Damage Rolls, and then
assigns his own damage dice, after any losses sustained during the Attacker’s Combat
Phase.
You may only assign damage to enemy models that are adjacent to any friendly models
within a battle chain (though damage can usually be assigned to any model anywhere
actually within the battle chain and which is adjacent to at least one of the opponent’s
miniatures), and only to enemy models whose toughness is lower or equal to the assigned
damage dice. In other words… for each successful damage dice (i.e. a dice equal or
higher than the target’s toughness) assigned to an enemy, that enemy model loses 1
wound. 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 the
attacker’s models.
After the first combat is resolved, the attacker chooses the next combat. Once all combats
have 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 free
attacks. 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 are
making the free attack against. Multiple free attacks must form a single battle chain. This
form of attack is called an attack of opportunity.
Elevated Terrain ~ fighting on elevated terrain also provides an advantage during
combat. Each model on elevated terrain receives +1 dice for each and every enemy in its
kill zone that is on a lower terrain level than self (regardless of any situation where there
are enemies in it’s own kill zone, the +1 applies). Remember, kill zones include all
squares 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 model’s Special abilities are shown by name on the stat list. Activated abilities don’t
‘deactivate’ until the end of the move. A model may activate an ability once per move.
An exception to this rule is if borrowing an enemy‘s ability (by using steal essence) and
then activating the same ability again yourself, using a model possessing the duplicate
ability.
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 the
end of the move (Battle Cry is cumulative with other friendly models possessing the
same 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 into
units of similar minions. Certain hero types (such as lone barbarians, dwarves, chaos
knights etc) might also fit the Berserker role. Each Berserker model gets +1 attack dice
for each enemy adjacent to it within the battle chain. Activate when you are adding up the
attacks for the model with this ability.
Spearman: The friendly figure in front (anywhere within the kill zone - adjacent to - the
spearman behind) gets +1 attack dice. Note ~ a spearman taking part in combat in this
way is not classed as part of the battle chain (unless it is adjacent to an enemy model) and
may 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 are
adding 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 to
exceptionally fierce and scary hero types, and represents the influence these characters
have over the whole combat. 2’s you roll (for all dice within this battle chain) count as
glancing blows and critical hits as well as 1’s. Activate before you roll the dice for this
battle chain.
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Aggressive Strategy: This special ability should be given to exceptional leader types,
and represents strong instincts and quick initiative, which give them an edge and allows
These types to predict what to do in any given situation. You may re-roll any number of
your damage dice (throughout the whole battle chain). This ability is cumulative.
Activate after you make your damage roll for this battle chain.
Assassin: Until the end of the move, all glancing blows and critical hits are converted to
6s. Dice converted this way must attempt to be applied to enemy models within the
assassin model’s kill zone, but converted dice can be taken from across the whole battle
chain. Active when you assign damage to models in this model`s kill zone.
Fearless (LotR Deathless): An army with half it’s remaining figures consisting of
fearless/deathless models does not lose when it sustains %50 casualties. Victory does
not automatically go to the opposing side while (a) at least half the army comprises
fearless/deathless models; and (b) if the whole army is undead to start with – the %50
victory condition never applies to this side during the game. A fully undead army has to
be led by an undead leader – this reduces the army`s initiative by minus 1 (-1) for the
whole game.
Bodyguard: Your enemy may not assign damage dice to a figure next to the bodyguard
in this battle chain. The model possessing `bodyguard` can decide who he wants to
protect when he activates the ability (so long as the chosen model is in a square next to
the bodyguard). Other models with the bodyguard ability may, similarly, protect other
heroes or minions. Activate after your enemy rolls his damage dice for this combat, but
before he assigns damage.
Paralyze: This Hero inflicts 1 additional wound (+1 assigned damage) to enemies within
its kill zone during Close Combat for every ordinary (non paralyze) point of damage
assigned. If the model possessing Paralyze is a Minion, e.g. a ghoul, or Shade of
Dunharrow, etc, it can only have a single +1 per combat. Active when you assign damage
to models in this models kill zone.
Breathe Fire: Demon types, and Dragons can make ranged attacks using their natural
breath weapon. Similar to Arrow Flurry, except all the dice must be placed on a single
enemy model or/and those adjacent to the initial target. (Note ~Remember, if the breath
user is large, then the fire breather may target models behind other troops). Active in the
shooting phase.
Battle Awareness: A favoured special ability of players who love the idea of their
beloved Dwarves wading neck deep through their enemies, axes and hammers sweeping
left and right as they go. This model may ignore enemy kill zones, when moving, enough
to push forward one square (but must not at any time move into a square actually
containing an enemy model) and does not evoke attacks of opportunity while moving in
this way. Activate when the model moves in the action phase (even on the phase of initial
contact).
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Fast: Useful ability to give your scouts and `shooty` troops. This model gets double its
normal move (as long as it doesn’t shoot or move into an enemy zone of control on this
move). Activate before you move this model.
Fast Strike: This special ability is absolutely deadly when used properly. Provided the
model is not in an enemy‘s kill zone at the start of its action phase, this model may
interrupt its move at any time to get a single free attack (full dice) versus enemy models
in the kill zone it enters, and then continue moving (provided all enemy in its own kill
zone are removed as a result of the free combat). Activate during this model’s movement.
Magical Force: This one is real wizards` duel or mind manipulation stuff. You may
move any single enemy that this model has line of sight to (provided neither the target
nor the ability user starts in the kill zone of an enemy) using the target model’s full
movement ability (but not by using the special ability fast). This special ability has no
effect on models who occupy more than one square. Activate in either the attacker or
defender’s 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 all
terrain while it moves, even terrain which would otherwise be considered impassable. It
may move through enemy models and is not subject to free attacks for leaving enemy kill
zones. 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 to
the 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 the
influence of the gaze attack). If (a) the gazer loses line of sight with the target, (b) the
affected model takes damage in any way, or (c) another special ability is used on the
affected model, then the gaze attack is broken and the model can act again as normal.
Activated only during the Attacker’s 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 flight
range. 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 flight
speed and normal speed are the same.
Crack Shot: This model may shoot before or after it moves (not in the middle). This in
effect means the model gets to move and shoot, both in the same move. Activate before
this model takes an action.
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Arrow Flurry: This ability was simply MADE for Legolas and elite hero types. The
model 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 model’s shooting separately from other dice). Please note; the
special 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 & Dragons
game.
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 amongst
the enemy ranks, not just at the front (a bit like the shooter is on elevated terrain, but
without 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 the
dice 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 next
to 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 its
maximum. This model may heal itself Activate in either the attacker or defender’s
strategy phase.
Initiative: This ability greatly increases your chances of controlling the pace of the
battle, 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 with
other friendly models possessing the same ability. Activate before the initiative roll.
13
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 is
successful. Activate after an enemy model activates a special ability (regardless which
phase) either in this model’s 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 the
map). Provided - using a D6 to make the attempt - a 5, 6 can be rolled. The ability may
not be used to steal ranged attack abilities if the model using steal essence does not
naturally possess statistics for ranged attack. Neither can the ability be used while within
an enemy model’s kill zone. Activate whenever you would use the copied ability
(provided the stolen ability is used in the correct phase that it normally would be
activated 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 there
is 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 subject
to free attacks for leaving kill zones.
They may convert every glancing blow and/or critical hit each turn (that means every
dice 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 as
single 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 models
can 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 difficult
terrain if any part of their space moves into a square containing the obstruction.
14
Extended Reach: This model may make a free attack (full dice privilege) on a single
enemy 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 the
combat phase).
Regeneration: When using this special ability on any given move, roll a D6 for each
wound the model has lost in the game so far. For each roll of 4+ the troll recovers 1
wound. Active instead of this model`s action phase (note ~ the combat phase is not
effected).
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 and
Ward can’t cancel the effects of this ability.
15
Valhalla The Battle of All Time
Where to begin? My story is long ago, and I may not live to tell it again: so remember the words that I set forth in
these journals, so that they may guide you in your journey.
My name first, and my original origins. I am Thormun. Valhalla is my homeland, though I do not recognize the
regions that I now dare to visit. My people, the Kyrie, lived peacefully here for thousands of years under the rule
of our Archkyries. Then the wellsprings were found, and everything changed.
Ah, the mysterious wellsprings. Sixty-some years ago I discovered the first one quite by accident in that
treacherous marshy and loch land area - quite aptly named, The Tarn of Volsunga. When I drank its water I
became stronger in body and mind: my wings grew to a wondrous size: I gained mystical powers: and to my
astonishment, I stopped aging. Yet if I did not drink from the wellspring often, the powers faded.
I lived quite happily in this way for a time… except for the visions. You see, along with the powers came strange
visions of armies at war on bleak, unknown battlegrounds. Their images were so terrifying, and I lived I fear of them:
yet I still drank the water.
I was not surprised to hear that other wellsprings had been found. Other Kyrie drank from them, gained powers
from them, and saw visions. They became a super-species: they named themselves Valkyrie, and they seized
control of the wellsprings. Inevitably, there began a violent struggle over the precious waters. I fled before they
could find me, for I was alone and I did not want war. My powers soon vanished, and the visions along with them.
As for the visions of the Valkyrie – they became a horrifying reality. The Valkyrie discovered that the images in
those visions were of great heroes, warriors and creatures from other worlds, other eras, and other realities. They
devised ways to beckon them to Valhalla and gather them into powerful armies to fight for their side. Lush valleys
and hillsides became military strongholds. Majestic mountains became vantage points for deadly attacks on those
below. Armies marched, fought, claimed victory or were defeated, all for the wellsprings.
Now both the evil Valkyrie and the fair Kyrie are caught in a deadly war: each calling warriors from afar to fight in
their bloody struggle. So powerful have they now become, they say that even the slain can be resurrected to live
and fight again.
Alas, Valhalla, my once serene homeland, has now become a war torn and desolate ruin.
They are calling this age of war The Rise of the Valkyrie.
I travel the land in secret, carrying little more than my journals and my heavy burden of guilt. For it all began with my
innocent discovery. I record all that I witness or hear; a record for those who will come after me… indeed, if any do.
)o(
16
HeroScape Supplement (Master Set & Expansions)
Movement – HeroScape uses Hexes (not squares) and also utilizes a three dimensional
playing area.
Moving Up – When you move up to a higher level, count the sides of each higher level
as one space. If your figure can’t move enough spaces to reach the top of a ledge, then it
can’t move there.
Note: Glyphs and water spaces do not add height to any spaces on which they’re placed.
Moving Down – When you move to a lower level, you don’t need to count sides on the
way 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 (this
rule 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 figure’s height, you must roll 1 die after moving to
see if it was wounded. Major fall: if the drop is 10 levels or more then you must roll an
additional 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 its
entire base can fit onto the hexes on the new level. If the terrain has insufficient hexes to
accommodate the base, or the figure does not have enough movement points to enter the
new terrain, it can not move there.
Tight Quarters – Some battlefields have narrow passageways, ruins, and overhangs that
may limit the movement of some figures. A figure can`t move through or into a space
that it can’t fit completely onto.
Engagement Rules – Close Combat can not occur between adjacent figures that are
separated 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 two
dimensional 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 looking
directly below the ruler to get an accurate LOS fix.
17
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.
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 2
movement 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 may
not drop from higher ground into the water without potentially taking damage (just like
with 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 enter…
however, any warrior who falls equal to or more than its height onto a volcanic hex is
immediately removed as a casualty.
Lava hexes cost 2 movement points to enter, though this type of terrain is an extremely
dangerous place to tarry. Any model (except a Balrog or Fire Dragon) which ends its
move in such a hex must throw a D6 at the beginning of the owning player’s next
strategy 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 the
roll 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 legged
animal or creature). In addition, no miniature can use the special abilities Fast, Fast
Strike, or Sneak whilst on ice hexes.
18
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
Permanent Glyphs: The power of each glyph is given as long as a figure is standing on
it. Exception: the two glyphs of Brandar are artifacts, which represents objects as
directed by the specific scenario.
Glyph of Astrid - (+1 Attack Dice). Each of your figures on the battlefield rolls one
extra 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 glyph
hex.
Glyph of Ivor – (range +4). If a friendly figure is standing on this glyph hex, one figure
on 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 this
glyph, that player gets plus one to his initiative throws each move.
Glyph of Brandar – (Artifact). The rules for these two glyphs vary depending on the
scenario being played.
Glyph of Lodin – any time you have a figure standing on this glyph, you may re-throw
any (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 as
that 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 form
the game.
Glyph of Kelda - (Healing). A figure moving onto this glyph recovers all its wounds up
to its full starting total.
19
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 to
the 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 you
obviously can not use the summon power.
Glyph of Mitonsoul – (Massive Curse). If you have a friendly figure standing on this
glyph at the beginning of the Initiative Phase, for each and every figure on the battlefield
(yours and your opponent’s) roll a 2D6. If you roll 2 or 12 the figure is destroyed. If you
roll 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 the
destroyed figure at the edge of the map (in a starting zone) with full stats. Active during
the Action Phase.
Mimring surveys the battle: secure atop his domain.
20
New Heroes, Minions, & Special Abilities for HeroScape:
Deathwalker 9000
Deadly! ` That is how one would describe this sentient machine. It is not clear how
intelligent 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 little
more vulnerable. Any hit that gets through his shields will neutralize him. However, his
ability to rapid fire, sometimes hitting multiple targets, makes him plenty dangerous
enough.
Movement Attacks Toughness Wounds
4 5(15/8*) 6 4
Explosive Attack, Range Enhancement.
Explosive Attack* – This special ability allows Deathwalker 9000 to place an explosive
shell 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, line
of 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 is
standing on a low obstacle… shells may be tossed over enemy models heads and may
target 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, and
models 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 falling
within the shell zone’s 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.
---------------------------------------------------------------------------
21
Deathwalker 800 Soulborgs from Alpha Prime: fight for Vyder.
Movement Attacks Toughness Wounds
4 6(6/10) 6 3
Midi-Gun (count as Arrow Flurry).
---------------------------------------------------------------------
Deathwalker 7000
This tricky Soulborg is what one would refer to as a walking bomb, designed to infiltrate
an enemy army and obliterate them from the inside. Many a foe has been caught flat-
footed with a Deathwalker 7000 in their midst. The result is not pretty. The Deathwalker
uses its speed to get right into the middle of opposing forces. It then simply blows up,
wounding all surrounding foes and causing many fatalities.
The other ability that makes this tin can so dangerous is its resistance to ranged attacks).
It also has the uncanny ability to simply dodge many missile attacks (which is why
Deathwalker 7000`s toughness is so high). This is enough to make even an arrogant Elf
like Syvarris cringe.
Movement Attacks Toughness Wounds
5 3 6 2
Self Destruct.
Self Destruct – Any time during the action phase even after moving, Deathwalker 7000
may choose to self destruct. Each and every legal* target friend or foe (* i.e. not
protected by any cover, out of sight, or otherwise impossible to hit… note - other
miniatures do not count as cover) within 3 hexes receives 2 automatic wounds.
22
---------------------------------------------------------------------
Zettian Guards
Though these fairly small, robot-like Soulborgs travel slowly and only in pairs, they are
not easy targets. Their thick, full-body armour is tough to penetrate, so they often keep
advancing despite a barrage of enemy fire. But this defensive edge has its price: the
weighty armour slows the Zettians down and affects their aim. To make up for this, they
tend 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 Wounds
3 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 2nd, 4th, 6th etc Zettian shooter gains this advantage);
as first one shoots, then a colleague uses the initial shot as a targeting program to enhance
its 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 its immense
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 Wounds
5 6 5 5
Cyberclaw.
Cyberclaw – adjacent enemies may not break away from Major X17. Not even those
possessing Sneak.
23
Deathreavers
Movement Attacks Toughness Wounds
5 3 5 2
Disengage (same as Sneak), Agile.
Agile – Deathreavers never take fall damage (except onto volcanic hexes – in which case
check 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 Wounds
6 4 6 2
Maul (same as Berserker).
24
Blastatrons
Movement Attacks Toughness Wounds
6 4 (2/10) 4 2
Fast, Shot Caller.
----------------------------------------------------------------
Gladiatrons
Movement Attacks Toughness Wounds
4 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 only
allegiance 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.
25
Grimnak
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 who cannot
do so may very likely meet either of two gruesome fates. Those who manage to evade the
vicious jabbing of Grimnak`s spears may face the T-Rex`s deadly chomp. Many a warrior
has been swallowed whole or munched a morsel at a time – by the barbarous beast, 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 battle
they 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 Wounds
8 8 5 5
Chomp, Battle Cry, Large.
Chomp – Before conducting any combat rolls within this damage chain, choose a single non
large figure adjacent to the model using chomp. If the target is a minion it is killed and removed
from play. If the target is a hero figure, roll a D6 – if you roll a 6 the chosen hero is destroyed and
removed from the game. Activated just prior to conducting the combat phase.
26
Izumi Samurai
These fight for the Archkyrie Einar,
though fierce rivalry between fighting orders is common.
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 inspires
them.
Any warrior brave enough to attack an Izumi Samurai must plan carefully and make no
mistakes. The Izumi are artful masters of the riposte: the lightning-quick, deadly-
accurate counterstrike.
Movement Attacks Toughness Wounds
5 4 4 2
Counter Strike.
Counter Strike – When a figure possessing counter strike is on the receiving end of (and
survives) 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 battle
chain. This ability is stackable. Activated when an enemy is making his Combat Roll
dice.
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Shaolin Monks
These 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 movements
of 5 animals (Tiger, Crane, Dragon, Snake and Leopard) and the properties of the 5
elements (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 are
adjacent 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 Wounds
5 3 4 2
Sneak, Berserker, Fast Strike.
--------------------------------------------------------------
27
Kozuke & Tagawa Samurai
These fight for the Archkyrie Einar,
though fierce rivalry between these and other fighting orders is common.
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' spirits
deserve 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, (unlike
their 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 go
into 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 Wounds
5 5 4 2
Fast Strike X2.
---------------------------------------------------
Ninja of the North Wind
These fight for the Archkyrie Einar,
though fierce rivalry between these and other fighting orders is common.
Movement Attacks Toughness Wounds
6 3 5 2
Wild Wind (use Sneak), Acrobatics (may not be targeted by any ranged attacks).
28
Grishi
(custom model)
Like his half brother, Grishi is a fierce and dangerous adversary to meet face to face in
battle. Not only because he wields similar weapons to Grimnak (long spear and pole axe,
traditional weapons for thrusting and slashing at the enemy when riding on a trained
dinosaur), but also his mount is every bit as deadly as his brother’s terrible beast. Grishi
is not a true leader… yet! But he is ambitious, and although he loves and respects his half
brother, he is also keen to prove himself, and would no doubt leap to seize Grimnak`s
leadership if the right opportunity ever arose.
Movement Attacks Toughness Wounds
7 5 5 5
Chomp, Large.
Chomp – Before conducting any combat rolls within this damage chain, choose a single
non large figure adjacent to the model using chomp. If the target is a minion it is killed
and removed from play. If the target is a hero figure, roll a D6 – if you roll a 6 the chosen
hero is destroyed and removed from the game. Activated just prior to conducting the
combat phase.
The Marro Hive
Marro Warriors
Steely skeletal frames distinguish these savage predators. Mind-shackled by Ne-Gok-Sa,
Marro Warriors have no will of their own. On the battlefield they are unpredictable,
wild, and intimidating: they advance quickly with single-minded intent, firing furiously
from long distance with their plasma blasters as they move forward like a silent wave.
Perhaps the most powerful weapon in the Marros` arsenal is their eerie ability to clone
themselves. Standing quite still for several moments/minutes, they divide in half to
become separate and fully functioning selves. The Marro clone most easily in water, but
they have been known to be able to do so anywhere.
Movement Attacks Toughness Wounds
4 2(2/10) 4 2
Water Clone.
Water Clone – roll a die once (in total) per move for the Marro Warriors during the
Attacker/Defender Strategy Phase. If the roll is a 5, or 6: a previously removed Marro
may be re-placed adjacent to a Marro Warrior already in play provided the replaced
model is positioned either on or adjacent to a legally available water hex. A 6 will
replace a marro warrior spawned from a non water hex.
---------------------------------------------------------------------------
29
Me-Burq-Sa.
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 horse
whose skeletal body brings grimace to even the toughest soldiers in battle. Me-Burq-Sa
carries 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 only way
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 Wounds
5 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 commands
of 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 Wounds
4 2 3 2
Hive Swarm Stupidity.
Hive Swarm Stupidity – roll a D6 before attempting to move each Marro Drone. If the
result 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.
30
Marriden Hounds
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 Wounds
3 2 5 2
Fast, Marro Plague.
Marro Plague – during close combat each Marriden Hound throws D6`s and count all
throws which result in 4, 5, or 6 as automatic hits and wounds… i.e. every 4+ rolled
represents a point of damage irregardless of target toughness, and there is no need to
throw 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 his
daunting 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 the
initiative die roll.
31
Ne-Gok-Sa
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-mindedly
obsessed 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, in
the native tongues of his captors.
Movement Attacks Toughness Wounds
4 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 its
recorded history. He poses a formidable threat to Utgar`s foes, though he may be his own
worst enemy as well.
Ullar`s welcomeing gift to Syvarris was the enchanted Bow of Ullar, with its remarkable
range and unlimited supply of arrows. To the power of this magical bow, Syvarris adds
his 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 Wounds
5 4(6/14) 5 4
Double Attack (replace with Arrow Flurry).
-------------------------------------------------------------------------------
32
Warriors of Ashra
Elves from Feylund: these fight for Ullar
Movement Attacks Toughness Wounds
5 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 bow that is
feared across Feylund, and now, even beyond.
Movement Attacks Toughness Wounds
5 2(4/12) 5 2
Crack Shot.
-----------------------------------------------------------------
33
Morsbane
An Elf from Feylund who fights for Ullar
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 the
mighty become meek. In some cases, the Rod is powerful enough to negate a being's very
existence.
Movement Attacks Toughness Wounds
4 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 years
ago, when Khosumet the Darklord and Marhana, a mighty female Elf Banisher, formed an
unlikely alliance to exile Sudema from Feylund. Khosumet later turned on Marhana during the
battle 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 no
one will stand in her way for vengeance against Marhana's son.
Movement Attacks Toughness Wounds
4 4(8/10) 5 5
Steal Essence, Arrow Flurry, Magical Force, Regeneration.
34
Valguard
Born in blood and raised on war, the vicious battle leader of the Dreadguls was rescued and
brought to Valhalla by Einar to serve in his quest for control of the wellsprings. On Earth,
Valguard fought alongside his father Ulrick, raiding and pillaging with the terrifying Dreadguls.
When Finn's castle was under siege, his brother Thorgrim challenged Valguard in single combat.
Thorgrim found Valguard to be too fierce of an opponent, and it was only when a tumbling
boulder pinned and crushed Valguard's shield arm that Thorgrim could escape. Einar
transported the injured warlord to Valhalla, and Ulrick, thinking his son dead, began his
campaign to eradicate the Tarn Vikings and their leaders, Thorgrim and Finn.
It was on Valhalla that Valguard had the alien lizard arm magically attached by Durnipia, to
replace his lost arm. The arm gives Valguard superhuman stamina and a lust for blood in battle.
Movement Attacks Toughness Wounds
4 7 6 5
---------------------------------------------------------------
Tarn Viking Warriors
These hardy warriors from the ice regions of Earth adopted well to the physical stress of
Valhalla`s rugged environment. Tarn Warriors can travel quickly despite their heavy helmets,
weapons, and armour. A primitive lot, they are prone to infighting, gambling, and a host of
superstitious activities.
On Earth, the Tarn squad served Thorgrim. After Jandar rescued them, these elite warriors were
the only survivors to defend the Viking castle. Greatly outnumbered, they fled to the woods of
Korland, where Thorgrim`s enemies (Ulrick and his Dreadguls) hunted them down. Jandar
returned for the Tarn Vikings, sparing them from certain slaughter at the hands of the
bloodthirsty Ulrick.
Movement Attacks Toughness Wounds
4 3 5 2
Berserker Charge.
Berserker Charge – on the roll of 5 or 6 (on any given move using a D6) the TarnViking
Warriors may use the special ability Fast X2 (i.e. twice).
35
Thorgrim Viking Champion
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 leader’s presence.
Movement Attacks Toughness Wounds
4 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 Wounds
4 4 5 4
Finns Aura.
Finn`s Aura – (replace with battle cry) Even if Finn is killed in battle, Tarn Viking
Warriors retain `battle cry` for the duration of the game.
--------------------------------------------
36
Raelin the Kyrie Warrior
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 a
carefree 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. The
warriors within this aura are instantly protected-even from Mimring's ferocious Line of Fire.
Movement Attacks Toughness Wounds
6 4 4 4
Fly, Raelin`s Aura.
Raelin`s Aura – Any friendly figures (heroes and minions) within 4 clear line of sight
hexes 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 Raelin
that finally convinced the Kyrie to join Jandar. He has been a loyal warrior in Jandar's cause
ever since.
Movement Attacks Toughness Wounds
5 4 4 4
Fly, Paladin Aura.
Paladin Aura – friendly Sentinels adjacent to Concan receive two extra attack dice (+2
dice) and have their toughness temporarily raised by 1 (maximum 6).
--------------------------------
37
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 Wounds
6 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 his
army 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 Wounds
6 3 3 3
Hero, Fly, Healing.
----------------------------------------------
38
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 may
try to summon any ally on the battlefield to her side. This weapon makes Saylind a very
dangerous opponent indeed, when combined with the Kyries' natural ability to fly. Many
of 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 like
Charos.
Movement Attacks Toughness Wounds
6 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 legal
space 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 each
other, and lasted a full two days. In the end, only one warrior was left standing: the
mighty Taelord. For his savagery, strength and stamina, Taelord was rewarded with a
drink from a Wellspring. On the battlefield, Taelord's natural military superiority extends
to all of those who fight nearby.
Movement Attacks Toughness Wounds
6 6 4 5
Fly, Berserker, Aggressive Strategy
----------------------------------------------------
39
(Kyrie) Minions of Utgar
Dwelling amongst the jagged peaks of the Mountains of Kyrien, the Minions were
recruited into the ranks of Utgar's vast hordes long before the first wellsprings were
discovered. This warrior society holds the strength of arms and the might of steel above
all virtues. Fearless and blind with rage, the Minions take their battle-hardened cruelty
to 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 Wounds
4 5 5 2
Fly.
-------------------------------------------------
Grav Maga Agents
Hand-picked by Agent Carr for intensive Krav Maga and weapons training, these agents
worked for several secret agencies on Earth before being pressed into service in
Valhalla. 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 impossible
missions with no questions asked-or answered. Thus, they are perhaps the most
dangerous of Vydar's followers.
Movement Attacks Toughness Wounds
4 4(4/10) 4 2
Stealth Dodge (re-roll assigned damage dice from enemy ranged attacks). Shot Caller,
Perfect Aim.
40
Agent Carr
On his home planet Earth, Agent Carr was a revered master of Krav Maga, the "no
rules" 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 (his
Valkyrie General). Agent Carr is the strong, silent type who asks few questions, and
answers even fewer.
Movement Attacks Toughness Wounds
5 6(4/10) 4 5
Ghost Walk (replace with Sneak), Dirty Fighting.
--------------------------------------------------------------------------------
Nakita Agents
Movement Attacks Toughness Wounds
4 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 anyone
adjacent to them are hidden by smoke and may not be targeted (that move) by ranged
attacks. Nakita seem to have a special bond and infinity with Gorillanators – but the
reasons why remains a mystery to this day.
--------------------------------------------------
41
Microcorp Agents
Relying on their advanced technology rather than brute strength, Microcorp Agents
combine technology with relentless training in order to infiltrate and neutralize key
positions. Not only do their weapons have superior range, they are also much more
effective when firing from a greater height.
But that`s only part of the story. The Agents wear special suits that allow them to glide
easily through the water and provides extra protection in that environment. The suit is
also equipped with Stealth Armour ability, enabling the Microcorp Agents to dodge
attacks.
Movement Attacks Toughness Wounds
4 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 1
movement point to enter.
Sighting – When a Microcorp Agent is making a ranged attack with a height advantage
over 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 Omnicron
warriors 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 to be
invaluable assets to their allies.
Movement Attacks Toughness Wounds
4 3(3/16) 4 2
Crack Shot, Elite Shooter.
42
Airborne Elite
Battle-trained on the planet Earth, the Airborne Elite squad has plagued the enemy with
its 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, focus
and fearlessness.
Movement Attacks Toughness Wounds
5 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 the
grenade 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 height
advantage or is standing on a low obstacle… shells may be tossed over enemy models
heads and may target 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, and
models 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 falling
within the shell zone’s 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 the
owning player`s Action Phase he throws a D6: any move he manages to roll is 5, or 6 all
four 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.
------------------------------------------------------
43
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 by
the 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 impossible
to strike. With his magical sword, his laser-guided Grapple Gun and his steely will to
conquer evil Sgt. Alexander has become one of Jandar's best soldiers.
Movement Attacks Toughness Wounds
5 6(2/10) 4 4
Thorin Speed, Grapple Gun, The Drop.
Thorin Speed – No enemy may ever target Sgt. Drake Alexander with normal ranged
attacks, 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 be
up to 25 levels higher. Activated during the Attacker’s 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.
44
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 the
legend 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 to
Utgar and will give his life if necessary. He is feared for Skelblade, a massive weapon cast from
the 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 Wounds
4 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.
---------------------------------------------------------------------
45
Anubian Wolves
The sheer fury of these wild warriors can make even the most fearless foe's blood run
cold. 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 be
dreadfully, painfully slow: these wolves are devourers, so the sweet taste of victory has a
very special meaning for them.
Movement Attacks Toughness Wounds
5 2 4 2
Pack.
Pack - : a wolf possessing this special ability gains 1 extra attack die in combat for each
and 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's
rage. 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. Friendly
warriors 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 Wounds
5 3 5 4
Aggressive Strategy, Fast.
46
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 they
move, 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 the
archers, the Arrow Gruts become capable of deadly attacks that become the stuff of
legend.
Movement Attacks Toughness Wounds
8 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.
47
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 he
met 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 fortress
and 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 the
traitorous Sir Christopher had dirtied. In battle, Sir Denrick will zealously seek out the
largest 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 Wounds
4 5 5 4
A Cowards Reward, Giant Killer.
A Coward’s Reward – Sir Denrick rolls double attack dice against each enemy figure
leaving his Kill Zone.
Giant Killer – When Sir Denrick is in base contact with a Large enemy, he doubles his
attack 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 15th
century, 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, a
holy 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 his
combatant. 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.
48
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 hands
of those who feared there power and sway with people of Albion, the Knights of Weston
were actually saved by the Valkyrie, Janar, and given the chance to secure there honour
among the warriors of the planet Valhalla
Movement Attacks Toughness Wounds
4 3 5 2
A Cowards Reward. Clan Bonding.
A Coward’s Reward – just like their leader, these knights roll double attack dice against
each 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).
--------------------------------------
49
Gorillinators
When Vydar had a vision of these agents, he was not sure what to think about these
reclusive Primadons. He suspected that they were too primitive and lacking in the ways
of warfare to be of any use in his army.
But Vydar took a chance on them, and luckily, he was proven wrong. The Gorillinators
are 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 use
their ranged attacks to neutralize any threat; and their body armour is made of Kiradium
alloy, 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 Wounds
5 6(2/8) 5 2
------------------------------------------------
Dumutef Guard
Originally trained as sentries on their home planet of Feylund, the Fiantooth now serve
Utgar on Valhalla. Utgar uses them to protect several wellsprings in the Volcarren
Wasteland. They are relentless guardians and (because for some strange genetic reason
it is instinctively inherent in their psyche) these monsters benefit from attacking or
defending from any road hex.
Movement Attacks Toughness Wounds
6 4 6 2
Road Strength, Large.
Road Strength – a Dumutef Guard figure with an enemy or enemies within its kill zone
throws a D6 once. The number thrown is the amount of extra dice that model may throw
during the combat phase of this move. Resolve separately each move. Activate during the
combat phase but just before any resolution for the battle chain takes place.
50
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 John
Glover was to save their ammunition by waiting until they could see the whites of the
enemies' 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 them
of 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 his
brother 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 Wounds
4 2(2/16) 3 2
Trained Volley Fire.
Trained Volley Fire – if the whole 4th Massachusetts unit stands together so they are
each adjacent (and on the same level) as one other, they may each double their ranged
attack dice.
------------------------------------------------------------------------
51
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 the
ability to simply inactivate his prey with one gaze of his terrible eyes (plus he has his
artificial 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 Wounds
5 3 6 3
Gaze Attack. Paralyze.
---------------------------------
52
Alistair MacDirk
There is an old Scottish saying: 'The swifter the storm the stronger it is.'
When Jandar found Alistair running to the front of the battle lines, he knew this was one
of the most adventurous warriors he had ever seen.
It is said that Alistair can run all day without tiring; but his wounds on that day were too
severe, so Jandar took him to Valhalla. Kelda healed his wounds. Now Alistair and his
Claymore fight in Valhalla.
As a boy of 12, he fought alongside his father against Edward the II. As a man, he
continued to fight for Scottish independence. The clan MacDirk has always had the
fiercest soldiers in the highlands of Scotland, and Alistair is one of their finest.
Movement Attacks Toughness Wounds
5 7 5 5
Overextended Attack, Fast.
Overextended Attack – you may place an automatic wound on Alistair and have him
make double his normal number of attacks during this close combat round (attacks count
even if the automatic wound is enough to kill him…. Alistair is removed after the melee
round).
---------------------------------------
53
MacDirk Warriors.
These highlanders are among the fiercest and loyal warriors that any leader could hope
to have. They will do anything to protect their chosen Highland Hero, and their tenacity
is infectious. Leaders always gain confidence while the MacDirk clan is fighting in their
Army.
These clansmen scream and yell as they charge in to battle with an odd assortment of
weaponry. Their battle cry can be heard for miles as it echoes through the highlands.
This often confuses the enemy as to where the MacDirks will show up next. 'MacDirk!
MacDirk! For Clan and Highlands!
Movement Attacks Toughness Wounds
5 3 4 2
Highland Fury, Bonding.
Highland Fury – These warriors receive 1 extra attack dice for each wound inflicted on
their chosen hero during the battle (normally, Alistair MacDirk).
Bonding – each MacDirk Warrior who fights within the same Close Combat as Alistair
MacDirk receives 2 additional attack dice (+2 dice).
--------------------------------------
Johnny “Shotgun” Sullivan
Fights for Jandar
54
Growing up in the Republic of Texas, life was hard for little Johnny Sullivan. His family
owned 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 Johnny
Sullivan 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 Wounds
4 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
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 is
his own boss, his own leader, and his own worst enemy. The only thing worse than a man
with a whip is a mean man with a whip.
Movement Attacks Toughness Wounds
4 3(4/12) 4 4
Perfect Aim.
-----------------------------------------------------
Guilty Mc Creech
Fights for Einar
55
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 ways
caught 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 where
his loyalty should reside.
Movement Attacks Toughness Wounds
4 4(2/10) 5 4
Fast Strike.
-------------------------------------
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
of land to call his own. On the prairie he discovered his love of hunting and became an expert
marksman with his Remington Rolling Block Carbine. Dan always brought down the big game,
often making his shots from well over 300 yards. Dan's quiet little life changed one day when he
went to make a deposit at the Lead Bank, and found it being robbed by bandits. Dan quickly fled
the bank, and set up a sniper position across the street. He took down three of the bandits before
he was taken from behind. Just as Deadeye Dan was about to leave Lead by way of the gun,
General Ullar intervened and brought him to Valhalla as a sharpshooter to strike at his enemies
from afar.
Movement Attacks Toughness Wounds
4 2(6/20) 4 4
Perfect Aim, Elite Shooter.
Blade Gruts
56
Movement Attacks Toughness Wounds
4 3 3 2
Disengage - Same as Sneak
-------------------------------------------------------------------
Arrow Gruts
Movement Attacks Toughness Wounds
4 2 (2/10) 3 2
Disengage – same as sneak
--------------------------------------------------------------------
Tornak (Orc Champion)
A lesser leader on the world of Grut, Tornak has earned the respect of allies and enemies
alike on the war-torn battlefields of Valhalla. As with all Orc leaders, Tornak is fierce,
tricky, unpredictable and mean, and is never above fighting dirty to win a battle.
Tornak's aggressive battlefield tactics never fail to whip his troops into a frenzy and spur
them on to even more vicious attacks and even greater violence against their enemies.
Movement Attacks Toughness Wounds
6 4 4 4
Battle Cry, Disengage – same as Sneak
Marcus Decimus Gallus
A commander of the IX Legion, Marcus Decimus Gallus led his troops through a thick
mist while patrolling northern Britain, and entered the war-engulfed world of Valhalla.
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 Wounds
6 6 5 5
Battle Cry, Enhanced Fast.
Enhanced Fast – Marcus may use the fast special ability. In addition, as long as this
miniature remains alive and in play, all other Roman troops in the game may also use
fast.
----------------------------------------------------------------------------
Roman Legionaries
57
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 way
in 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 Wounds
4 3 4 2
Shield Wall.
Shield Wall – if all the unit stands together so they are each adjacent (and on the same
level) as one other, they may each add 1 to their toughness against enemy shooting and
close 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 are
vulnerable in close quarters, they rely on the swords and shields of their legionnaire
brethren to protect them from hand-to-hand combat.
Movement Attacks Toughness Wounds
4 3 (3/10) 3 2
Crack Shot.
Models make good ornaments too.
Brunak
58
This ferocious creature looks like a cross between a troll and a giant lion.
Raised in the lava fields of Wolflin, Brunak is naturally resistant to the searing heat
emitted by such a climate. He is so strong that he can carry virtually any smaller ally into
battle with him.
Brunak attacks his foes with a large shimmering Falchion, making him a relentless
adversary. His attacks are so merciless that he becomes hungry for the blood of his next
opponent. This blood lust drives him on until there is no one left but allies on the field of
battle.
Movement Attacks Toughness Wounds
6 6 6 4
Blood Hungry ( count as Fast Strike X2), Lava Resistant, Large.
Fast Strike X2 – this means Brunak can use his fast strike special ability, and if this first
attack is successful (i.e. all enemy figures within Brunak`s kill zone are removed) the
model can go on to make a second fast strike attack within the same move.
Lava Resistant – this figure is immune to any adverse affects for being in a lava hex.
Venoc Warlord
59
Even though the Venocs are largely an unintelligent species, there are some who have
developed true intelligence. The Venoc Warlord, a super species of Viper, has developed
enough brainpower to speak, work out battle tactics, and lead his scouts effectively on the
battlefield. In the company of his scouts, the Venoc Warlord enhances their relentless,
frenzied attacks
Movement Attacks Toughness Wounds
5 4 4 5
Battle Cry, Fast, Slither.
Slither – this figure may travel through water/snow hexes as though they were normal
ground (i.e. 1 hex point).
---------------------------
Venoc & Armoric Vipers
Although fearsome to behold, Vipers are a passive, swamp-dwelling species. They will fight
fiercely, however, when called upon to do so-especially with their lifelong enemies, the Marro
warriors from their planet of Marr. Vipers and the Marros have a long history of war, so the
Vipers were happy to join General Ullar in the battle against Utgar's army. Vipers are brave, fast
moving (especially in water) and relentless, but they do not possess the intelligence to be cunning
or highly tactical.
When Ullar saw the visions of the Armoric & Armoc Vipers, he was pleased. He knew pure
power and feocity would not be enough to win the most critical battles. The role they play on
Valhalla is the same role they played on Marr: they are the protectors of the Venoc Warlord.
Their speed in water and advanced defensive abilities make them well-suited to work on the front
lines in any of Ullar's Campaigns.
Movement Attacks Toughness Wounds
6 2 4 2
Fast, Slither.
Slither – this figure may travel through water/snow hexes as though they were normal
ground (i.e. 1 hex point).
Charos
60
Dragons should never be underestimated, and those who do so usually don¹t live long
enough to regret it. This sentiment is doubly true of Charos. Approaching him is
dangerous, and one should think twice before attacking him. His great wings can buffet
any attack and counter it, striking the unsuspecting assailant. Of course General Ullar
knows the value of Dragons; that nothing is quite as terrifying as a huge armour plated
flying monster. Charos, however, is not all brawn and no brains. He is as valiant as he is
intelligent, and a king in his own right.
Movement Attacks Toughness Wounds
(7) 5 5 9
Fly, Magical Force, Steal Essence, Large.
)oOo( )oOo( )oOo(
Obsidian Guard
61
Born of fire, the `Moltarn` are most at home in the Lava pits of their homeland. These ferocious
creatures serve as shock troops for the likes of Brunak. Usually hand-to-hand fighters, Obsidian
guards can hurl a stream of molten lava at their enemies as long as they remain immersed in the
on their scorching terrain.
It goes without saying that the Moltarn are immune to the effects that lava has on most creatures.
They also do not have to slow down when crossing any lava fields. They do have one weakness,
however: Moltarn will become utterly destroyed if they spend too much time in water.
Movement Attacks Toughness Wounds
4 4(4/3*) 6 2
Lava Resistant, Lava Throw*, Water Weakness.
Lava Resistant – this figure is immune to any adverse affects for being in a lava hex.
Lava Throw – ranged attack ability: 4 attack dice, range 3 hexes.
Water Weakness – each Moltarn figure standing in a water hex must throw a die at the
beginning of each combat phase (i.e. before resolving any battle chains). If the throw
yields a 5 or 6, the model is immediately removed as a casualty.
----------------------------------------------
Parmenio
As one of the most celebrated generals in the Macedonian Army, Parmenio led countless victories
during the reign of Alexander the Great. For weeks, Einar has visions of these great battles
before a portal opened up allowing him to snatch up Parmenio. General Einar is impressed with
his leadership and disciplinary skills. Parmeio's abililty to urge his soldiers on - even those on
the verge of death - is legendary. He and his Sacred Band will make valuable additions to the
forces of Einar.
Movement Attacks Toughness Wounds
4 5 5 5
Battle Cry, Initiative.
62
General Parmenio
---------------------------------
Sacred Band
`The gods smile on some, and on others they do not`. That is what the members of
Parmenio's Sacred Band would say. Parmenio formed his Sacred Band in secret,
selecting only the toughest, most dedicated and courageous warriors. General Einar
brought the members of the Sacred Band through a portal shortly after he saved
Parmenio. Parmenio was happy to see his loyal soldiers. On Valahalla, they fight with
Parmenio and Marcus Decimus Gallus. This Sacred Band is disciplined and they fight
well with other disciplined troops.
Movement Attacks Toughness Wounds
4 3 4 2
Battle Awareness, Shield Wall.
Shield Wall – if all the unit stands together so they are each adjacent (and on the same
level) as one other, they may each add 1 to their toughness against enemy shooting and
close combat.
------------------------------------------------
63
Spartacus
Fights for Einar
Movement Attacks Toughness Wounds
4 9 5 6
Berserker, Aggressive Strategy, The Common Touch.
The Common Touch – when Spartacus is engaged in Close Combat with only friendly
minions on his side, each friendly minion fights with 2 additional Attack Dice (+2 dice).
---------------------------------------
Crixus & Retiarius
Spartacus’s right hand men.
Movement Attacks Toughness Wounds
4 7 5 5
Berserker.
-------------------------------------
64
Which Valkyrie Generals are allies, which ones are enemies?
Normally the good/bad lines are drawn as follows:
Good: Jandar
Bad: Utgar
Neutral with slight leanings toward one side or the other: Ullar, Vydar, Einar.
So, currently Ullar is allied with Jandar and Einar/ Vydar is with Utgar but alliances can
change...