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  • EPIC HEROES ASH CAN SUPPLEMENT FOR BRINK OF BATTLE: SKIRMISH GAMING THROUGH THE AGES

    1 Robert A. Faust 2012

    Jason Pelland (order #4231778)

  • EPIC HEROES ASH CAN SUPPLEMENT FOR BRINK OF BATTLE: SKIRMISH GAMING THROUGH THE AGES

    2 Robert A. Faust 2012

    Welcome to Epic Heroes! This is what the

    Comic Book industry refers to as an Ashcan

    copy of the rules. This is an unfinished, rough

    draft, unattractive working copy of the

    supplement that will be released in January

    2013. Dont worry, Alan and Gib are slaving

    away making pretty pictures, and me and the

    rest of the gang are going to have pretty

    miniatures and scenery pics for the full color

    book. In the mean time, please dont judge this

    by its appearance.

    You will need a copy of the Brink of Battle:

    Skirmish Gaming through the Ages rulebook

    to use this supplement.

    The whole point of this booklet was to let my

    fellow players enjoy Brink of Battle with their

    Fantasy miniatures to some degree without

    waiting for the finished product.

    The other motive here was to drop some rules in

    your lap that might be open to further

    development for mass market play testing. So

    your feedback may shape the final product!

    Before we get to the main rules that you will use

    to create Epic battles on the table top, Id like to

    share some core concepts that will later appear

    in the finished book.

    Core Concepts

    During the writing of Brink of Battle, my intent

    was to add Fantasy and Science Fiction

    supplements down the road. I knew that if I

    established a core mechanic that played well for

    historical games and created the Playable

    Realism I was looking for in a skirmish game, I

    could easily add phantasmagorical elements to it

    later on.

    In creating these new rules, I felt there were

    three core design concepts that I wanted to

    communicate. They were three power levels,

    for three periods, with three methods of play.

    On top of that I wanted to have one High

    Fantasy Official Game Universe, one Quasi-

    Historical Fantasy Universe, and rules for a Do It

    Yourself Fantasy Universe. Lets take a closer

    look.

    Legend Level

    In the final version, players will be introduced to

    the Legend Level mechanic. This mechanic is

    designed to allow you and your group of players

    to decide just how much Magic will play a part in

    your game Setting. Players will be Building a

    Legend in the games they play, and with some

    extra imagination tossed in, can truly tell their

    own game story.

    The three Legend Levels dictate the maximum

    amount of Magic, Magic Gear, and Trait types

    that are available to the players, as well as

    control how powerful those items are.

    The Heroic Legend represents a game setting

    where Magic and Monsters arent commonplace,

    but are still part of the setting nonetheless. This

    would be best represented in Fantasy fiction in

    the writings of Robert E. Howard and Clark

    Ashton Smith. So Magic, Magic Gear and such

    will be present, but not so powerful as to tip the

    scales too much. Any bonuses from these items

    are at a +1 cap.

    The next higher power jump is the Mighty

    Legend Level. This imposes a +2 bonus cap for

    Magic Gear and Traits. It also opens up new

    Inborn, or racial type Traits to the players to

    choose from. This Legend Level is well

    represented by the writings of Fritz Leiber and

    Frank Frazettas work with James Silke.

    The Epic Legend Level is High Fantasy at its

    finest. Terrifying monsters and powerful wizards

    face off with heroes wielding magic weapons

    and armor of legend. Damn near anything goes

    at this level. It allows access to Big Monsters

    and Big Magic. Bonuses from Magic Traits and

    Gear hit the +3 cap. Its the realm of Tolkien

    Jason Pelland (order #4231778)

  • EPIC HEROES ASH CAN SUPPLEMENT FOR BRINK OF BATTLE: SKIRMISH GAMING THROUGH THE AGES

    3 Robert A. Faust 2012

    and Moorcock with larger than life elements

    everywhere you look.

    Players choose the Legend Level when they

    pick their Setting. This is to make sure all

    players are on an even field when building their

    forces.

    Equivalent Year

    As with the BoB main rules, players choose a

    specific year in which to base their games. This

    establishes the base technological level for the

    games played.

    I want Brink of Battle to be the game system that

    lets players add the Fantasy genre as an overlay

    to any of the three Periods defined in the rules.

    Instead of being pigeonholed into the standard

    Medieval/Renaissance setting, players will be

    able to create and play games from any time

    period with as much or as little Magic &

    Monsters added in.

    With this concept you can play Weird West or

    Weird War 2 games just as easily as traditional

    Fantasy settings. Sword & Sandal games can

    happen as you add Fantasy elements to your

    Spartans or Greeks. Face off against Zombie

    Gunfighters or Elder Things from the Great

    Beyond !

    Gothic Horror games set in the Roaring

    Twenties or other periods can happen, as can

    near future type games with a Cyber Magic feel.

    Epic Heroes will let you play anything you can

    imagine.

    Three Methods of Play

    The final design concept included in the new

    supplement will be allowing players three ways

    to play Epic Heroes: As one-off Tournament

    games, Campaign games, or Quests.

    Tourney and Campaign games are already part

    of the BoB system. Quests are new and bring a

    heaping helping of storyline and role-playing feel

    to the Epic Heroes Campaign experience.

    Quest cards will be included in the final product

    release as free downloads from our website

    www.brinkofbattle.com when the time comes.

    Quests will introduce players to special

    Objectives and Victory conditions that will be

    obtained through play. Once a player has

    accomplished its required number of Objectives

    on the Quest card, he will have fulfilled his

    Quest and win the Campaign.

    Whats in this Booklet?

    Being a rough draft copy, this supplement will

    have only some of the rules available at final

    release. That being said, they are some very

    essential rules that will likely remain untouched

    through the process, unless play testing

    demands a change.

    New Traits are included that add to the list of

    Profile Traits and Gear Traits in the BoB main

    book. These are Champion, Inborn, Power,

    Gear, and Source Traits. These are

    accompanied by a few Profile Traits that can

    also be used in Historical BoB games.

    New Gear is here as well as Magic Gear which

    is a selection of different types of magic items.

    Magic is here in limited amounts. The full Magic

    rules are very robust, and will be introduced in

    their fullness in the final release. What Magic is

    included will get you by with 9 different spells to

    choose from as well as some Arcane Artifacts

    for your wizards to use.

    Whats Still to Come?

    The final book will have full rules for Quests,

    Magic, Magic Gear, new Force Organization

    variants, Build Your Own Monsters, Build Your

    Own Fantasy World, and other tasty bits. There

    will also be some sample pre-generated

    Archetypal Profiles for Generic Fantasy models

    that will give the gamer some Plug & Play

    Jason Pelland (order #4231778)

    http://www.brinkofbattle.com/

  • EPIC HEROES ASH CAN SUPPLEMENT FOR BRINK OF BATTLE: SKIRMISH GAMING THROUGH THE AGES

    4 Robert A. Faust 2012

    options if he doesnt have the time or interest to

    create his own.

    Getting Started

    Before jumping into the new shiny rules, there

    are some general items of housekeeping to

    review. This section will answer some basic

    questions on how to adjudicate certain

    combinations of abilities and game effects for

    the various Traits and Gear that follow.

    Force Organization Types

    For the purposes of this booklet, when building

    your Force, you must have 1 Commander

    model. You may have any number of models up

    to a maximum of 20. You may also spend your

    points without minimums or maximums on

    models in any way you choose. You can also

    make any number of models Veterans or

    Troopers as you decide.

    Campaign Results & Trait Combinations

    For now, use the normal BoB Campaign rules in

    your Epic Heroes games. Three items of

    clarification to note: First, everyone uses the

    Trauma Table for now. In the final version

    different Trauma Tables will be added, allowing

    for things like Undead models to have results

    more fitting their supernatural status.

    Secondly, duplicate effects from Traits do not

    combine unless they are Stackable. If a model

    has two Traits that both share the same included

    Trait, then there is no additional effect. For

    example, if you wanted to make a Pigman by

    taking the Stout and Feral inborn Traits, they

    both include the Durable Trait. The model does

    not have any additional benefit from the second

    occurrence of Durable.

    Also, if a Stackable Trait is being increased, pay

    the difference in the levels as usual, even if the

    Trait is included within another Trait. If two Traits

    have the same basic effect but with different

    bonuses, they do not combine, instead, take the

    higher bonus.

    Third, if the Cranial Fracture Trauma result is

    applied by a model, and the only viable Trait to

    remove is an Inborn Trait, it is not removed.

    Instead, reduce the models CMD Rating by -1

    point.

    Adding new Traits and Gear

    Unless specified in the following rules, all normal

    Brink of Battle rules will apply to Epic Heroes

    games and Force building.

    Legend Levels

    For the purposes of this document, Legend

    Levels are not used. They will be incorporated

    later. For now, what you see in this supplement

    you can use as is.

    Magic Gear Limits

    A Battle Force may only include up to three

    pieces of Magic Gear at the outset. These are

    defined by Gear that has the Mystical Trait. Any

    Gear that does not bear this Trait may be

    purchased normally.

    Troopers may not have Magic Gear. Veterans

    may each only have up to one item, and

    Commanders can have up to two.

    So, your Commander could have two pieces of

    Magic Gear, and one Veteran could have one.

    Or your Commander and two Veterans could

    have one each.

    This rule stands unadjusted for Tournament

    style one-off games. For Campaign games, the

    rule above only applies for Starting Forces.

    Once one Campaign game has been fought,

    players may use SPs to purchase additional

    Magic Gear.

    The most pieces of Magic Gear that a model can

    have is 3 for a Commander, 2 for a Veteran and

    1 for a Trooper thereafter.

    Jason Pelland (order #4231778)

  • EPIC HEROES ASH CAN SUPPLEMENT FOR BRINK OF BATTLE: SKIRMISH GAMING THROUGH THE AGES

    5 Robert A. Faust 2012

    Finally, models may only carry Magic Gear that

    they are qualified to use. For example, you

    could not have a non-Arcanist model carry an

    Arcane Artifact which is only available to models

    with the Arcana Trait.

    Fantasy Settings

    With Epic Heroes players will be able to create

    their own Fantasy Setting through a

    collaborative process. For those who, for

    various reasons, do not have the time or interest

    to do so, they can either use a favorite setting

    from their other games, or they can use the

    official Epic Heroes back drop Plug & Play

    Fantasy world set in the Ruins of Vanis-Trymno.

    That settings back story is included at the end

    of this booklet.

    For Historical players looking to play some

    quasi-fantasy games, we have included a small

    piece on the Dread Europa alternate history

    timeline to give you a starting point for playing

    with historical and fantasy figures together.

    EPIC HEROES TRAITS

    Source Traits

    Sometimes it is important to know what type of

    energy, power, or origin a particular effect has to

    gauge its interaction with other game effects.

    These Traits will sometimes have actual effects

    depending on what other Traits they are

    grouped with, and at other times will only act to

    trigger other Traits that check for a Source.

    Each instance will clearly define what that

    Source Trait entails.

    Whenever a model has a Trait that requires him

    to choose a Source Trait, he may do so from the

    following list:

    Ascendant

    Cold

    Diabolic

    Earth

    Fire

    Holy

    Lightning

    Mystical

    Poison

    Primeval

    Shocked

    Water

    Champion Traits

    When a warrior lives in a land touched by magic

    and monstrosity, he learns that his abilities must

    rise above and beyond normal limits just to

    survive. Champion Traits represent such

    training, experience, or supernatural boon which

    grants superior ability on a heroic scale.

    Jason Pelland (order #4231778)

  • EPIC HEROES ASH CAN SUPPLEMENT FOR BRINK OF BATTLE: SKIRMISH GAMING THROUGH THE AGES

    6 Robert A. Faust 2012

    Acrobat This model is an expert in gymnastics

    and feats of tumbling, jumping, and balance.

    The model with this Trait gains a +3 CBT bonus

    when making all Jump, Climb, Falling, or

    Disengage checks. This Trait may not be used if

    this model is subject to the Heavy Trait.

    5 SP

    Claw Fighter Extensive training and field

    experience with the Fighting Claws Gear has

    given this model the ability to inflict terrible

    wounds on its opponents. This model must be

    equipped with two Fighting Claws, and may not

    use any other Weapons for the duration of the

    battle. This Trait includes the Two Weapon

    Fighting Trait and also grants the Fighting Claws

    the Buckler Trait. 15 SP

    Combat Reflexes (S) Training or supernatural

    ability has given this model improved defenses

    in Close combat. This model may add between

    +1-3 points to its CBT Rating when it is a

    Defender in Close combat and not subject to the

    Heavy Trait.

    3/6/9 SP

    Combat Shooter A model with this Trait is an

    expert at fighting in Close combat with a Ranged

    Weapon. Any Ranged Weapons used by this

    model gain the Sidearm Trait and uses all

    applicable rules. This Trait does not work on

    Thrown Weapons.

    15 SP

    Danger Sense This model is especially

    attuned to impending danger. This model

    doubles its Detection range for spotting enemy

    models in Ambush.

    5 SP

    Deflection A model with this Trait is trained in

    batting aside slower missile weapons used

    against it. When this model becomes a

    Defender against a Ranged combat Attack from

    a Bow, Short Bow, Long Bow, Crossbow, Heavy

    Crossbow, Hand Crossbow, or Thrown Weapon,

    it may use its Full CBT Rating even while in

    Open Ground.

    10 SP

    Disarm A model with this Trait has trained

    extensively to knock his opponents weapon out

    of his hand. Whenever this model has a

    Damage Bonus on his opponent, he may

    choose to Disarm his opponent instead of

    inflicting Damage with his Attack or Counter-

    Attack.

    An opposing model may be Disarmed if it has at

    least one single-handed weapon its using in

    Close combat. This weapon is removed from

    play, until its owning model is no longer

    Engaged in Close combat with this model.

    If an opposing model has a weapon with the 2-

    Hands or Bound Traits, it cannot be Disarmed.

    Models that lose their only weapon must make

    all Attack and Defense rolls with the Unarmed

    weapon profile. If the model is equipped with

    another Close combat weapon it may use it

    instead.

    10 SP

    Expert Sniper When this model executes a

    Take Aim Action he gets a +5 CBT modifier

    instead of a +3.

    30 SP

    Fast Reflexes - This model is quick to react.

    Increase any of its Weapon Reach numbers in

    Close combat by +1.

    5 SP

    Furious Charge This model gains +1 Base

    Attack when charging on Foot. This applies only

    during the execution of the Charge Action.

    15 SP

    Incredible Reflexes - This model is really quick

    to react. Increase any of its Weapon Reach

    numbers in Close combat by +3.

    15 SP

    Iron Will A model with this Trait has an

    indomitable will that enables him to push his

    body beyond its normal limits. When making a

    Resistance check, this model may use its CMD

    Rating instead of its CON Rating. Its CMD

    Jason Pelland (order #4231778)

  • EPIC HEROES ASH CAN SUPPLEMENT FOR BRINK OF BATTLE: SKIRMISH GAMING THROUGH THE AGES

    7 Robert A. Faust 2012

    Rating may be modified by other Traits for this

    purpose. The models Armor Rating is still used,

    just added to the CMD Rating for the Resistance

    Check.

    35 SP

    Killing Stroke This model is especially deadly

    in hand-to-hand combat. His Base Damage with

    any hand held Close combat weapon is

    increased by +1. This Bonus adds with all other

    Bonuses.

    15 SP

    Knight Champion - This model gains +1 Base

    Attack when charging as a Cavalry model. This

    applies only during the execution of the Charge

    Action.

    20 SP

    Lightning Reflexes This model is really quick

    to react. Increase any of its Weapon Reach

    numbers in Close combat by +2.

    10 SP

    True Grit - The model with this Trait may force a

    re-roll of the opposed Attackers Damage Check.

    This may only be done once per Turn.

    25 SP

    Weapon Mastery (Type) Choose a weapon

    category from the list below. This model is +1 to

    CBT and Base Damage when using a weapon

    from that group. This counts on Ranged Attacks

    for Ranged weapons and both Attack and

    Defense Checks for Close combat weapons.

    This does not add when Defending against

    Ranged Attacks. Include the Weapon category

    in parenthesis next to Weapon Mastery on the

    Force Roster so it reads like this: Weapon

    Mastery (Bludgeons) and so forth.

    Weapon Mastery List:

    Bludgeons (Includes Great Bludgeon)

    Bows (Includes Short, Long, Elven, &

    normal Bows)

    Cleavers (Normal & Great Cleavers &

    Dwarven Waraxes)

    Club

    Crossbows (Normal, Dwarven, Hand, &

    Heavy Crossbows)

    Fencing (Rapier, Saber, & Main

    Gauche)

    Fighting Claw (Single & Pair)

    Lancer (Lance and Mounted Spear)

    Longarms (All types)

    Polearms (Double-headed Spear,

    Greatspear, Halberd, Spear, Pike)

    Sidearms (All types)

    Swords (Normal & Great Swords and

    Elven Warblades)

    Thrown (All with the Thrown Trait)

    25 SP

    Jason Pelland (order #4231778)

  • EPIC HEROES ASH CAN SUPPLEMENT FOR BRINK OF BATTLE: SKIRMISH GAMING THROUGH THE AGES

    8 Robert A. Faust 2012

    Inborn Traits

    These Traits represent special physiological

    conditions that are inherent to a particular

    fantasy race or creature type. They may only be

    purchased at the time the model is created.

    The first Inborn Trait a model buys does not

    count against his maximum number of Traits,

    but does cost Supply Points. A model may

    have additional Inborn Traits purchased at

    model creation that do count toward its

    maximum number of Traits.

    Once a model has been added to the Force

    Roster it may not purchase any additional Inborn

    Traits thereafter, nor may they increase any

    Stackable Inborn Traits.

    Abomination (I) From beyond the edge of

    perception or the bowls of the etheric abyss, this

    twisted aberration was born. Abominations

    come in innumerable shapes and sizes, and

    their appearance in the natural world can drive

    other intelligent beings into utter madness.

    This Trait is usually taken in conjunction with

    one or more Inborn Traits that help define what

    kind of creature this is.

    Being wholly unnatural and emanating an alien

    or supernatural intelligence, this model disturbs

    all other living beings on a subconscious level.

    This Trait includes the Aura of Madness,

    Intimidating, and Mystical Traits.

    40 SP

    Amorphous (I) This race is blob-like,

    malleable, or able to contort its body shape

    significantly. It has the ability to increase or

    reduce its size and shape to facilitate easy

    transit over its environment. The drawback is

    that it is limited to slower speeds over land than

    are its bipedal or quadrupedal counter parts.

    It may not Hustle or have the Hack & Slash or

    Cuirassier Traits. It has the Ranger and Press

    the Attack Traits included.

    20 SP

    Amphibious (I) This model is from a species

    that can breathe both air and water. It treats all

    Water Terrain features as Open Ground. When

    its base is completely within Water Terrain

    features it gets Concealment and Cover.

    5 SP

    Automaton (I) A model with this Trait is an

    animated construct or summoned being that has

    the ability to move and act, but without much

    self-awareness or will to do so of its own volition.

    It is limited to a maximum base CMD Rating of 5

    for a Commander, 4 for a Veteran, and 3 for a

    Trooper. Additionally, this model may not

    execute Break Actions of any kind.

    Brute (I) This model is a monstrous brute akin

    to an Ogre, Minotaur, Troll, etc. It typically

    stands between 7-10 feet tall, and is usually

    mounted on a 40mm or larger base.

    Due to its size and toughness, this model is only

    Wounded when the Attackers Total Damage

    Score equals or exceeds the Total Resistance

    Score by 7 or greater.

    This Trait includes the Long Strider, Great

    Reach, Heroic Strength, Intimidating, and

    Obtuse Traits.

    In close combat, Brutes count as 2 models for

    Outnumbering purposes if their CON Rating is 5

    or less, and as 3 models if their CON Rating is 6

    or more.

    50 SP

    Centaur (I) Models with this Trait have the

    upper torso of a humanoid and the lower body of

    a quadruped or multi-legged animal like a Riding

    or War Horse. The model is treated as a

    Cavalry model for all purposes except as noted

    below.

    Jason Pelland (order #4231778)

  • EPIC HEROES ASH CAN SUPPLEMENT FOR BRINK OF BATTLE: SKIRMISH GAMING THROUGH THE AGES

    9 Robert A. Faust 2012

    Since the Centaur is one creature, there is no

    Hit Location Check if this model is successfully

    Attacked in combat.

    If the Centaur model has a CON Rating of 5 or

    less, it is treated like a Riding Horse for

    movement and combat. If the Centaur model

    has a CON Rating of 6 or more, it is treated like

    a War Horse for movement and combat.

    Unlike Horses of both types, Centaurs can be

    Shocked like a normal Foot model. However,

    they are more resistant to injury than their Horse

    cousins, and are only Wounded on a result of 7

    or greater on the Damage Check.

    Centaur models fight in Close combat normally

    as if they were a Rider of a Cavalry model.

    Weapon Traits that area used only by a Cavalry

    model work, such as Mounted Charge, work

    normally for this model. Encumbrance is based

    on the Centaur models CON Rating and do not

    use the Encumbrance of a Horse.

    Unlike Cavalry models, Centaurs have much

    more control of their bodies than a rider does of

    his mount when in Difficult Ground. Therefore, a

    Centaur does not suffer the CBT/2 penalty while

    within Difficult Ground, nor is its movement

    reduced to 3 as with Cavalry models.

    Centaurs get the same Trample Attack that

    normal Cavalry models have. Use the Centaur

    models CON Rating for this Attack. Just like

    other Horses, this Trample Attack is resolved

    after the Centaurs normal Attacks are first

    resolved during a Charge Action.

    If a Centaur model has a CON Rating of 6 or

    more, it may purchase the Endurance Trait in

    place of the Destrier Trait for negating the

    effects of Heavy Armor or Shields. This model

    may purchase Barding as for a normal War

    Horse. This Barding will also incorporate any

    Armor on the humanoid upper torso of the

    model. It may also purchase any type of Shield

    or Buckler. All WYSIWYG restrictions apply for

    the entire model.

    If a Centaur model has a CON Rating of 5 or

    less, it may purchase the Light Barding Gear if

    appropriately modeled on the upper and/or lower

    body of the figurine. It may also be equipped

    with a Shield or Buckler, but not a Heavy or

    Tower Shield.

    Because of their humanoid upper torso, a

    Centaur may be equipped with any Weapon or

    other non-Armor Gear as if a normal Foot

    model.

    Centaur models may use all Traits available to

    Foot models. If a Centaur model has a CON

    Rating of 5 or less, it may also purchase the

    Fast Cavalry Trait for +10 Supply Points.

    This Trait assumes the model is a traditional

    half-man half-horse type of fantasy or

    mythological Centaur. However, Brink of Battle

    allows for other Centauroid models to be

    represented. The game mechanics remain the

    same, but players may feel free to use any half-

    humanoid half-creature as their models dictate,

    such as Boar Centaurs, Stag Centaurs, Lion

    Centaurs, or Insectoid Centaurs just to name a

    few possibilities.

    50 SP

    Construct (I) This model is an artificial

    magical being. Most Constructs are nothing

    more than magically animated golems or

    homunculi. Some are imbued with more

    intelligence and ability. Regardless, they all have

    many common qualities represented by this

    Trait.

    Constructs cannot Hustle due to their slow

    reaction times and lumbering frames. Being

    under the control of their creator and lacking

    their own initiative, Constructs cannot execute

    Break Actions.

    This model has the Durable, Ironhide, Heroic

    Strength, and Automaton Traits. Constructs are

    not living beings and are thereby Immune (Gas),

    Immune (Horrible Stench), Immune (Shocked),

    Immune (Etheric), and Immune (Panic).

    Jason Pelland (order #4231778)

  • EPIC HEROES ASH CAN SUPPLEMENT FOR BRINK OF BATTLE: SKIRMISH GAMING THROUGH THE AGES

    10 Robert A. Faust 2012

    When purchasing this Trait you may take the

    Stoneflesh Trait to replace Ironhide for an

    additional +25 Supply Points.

    75 SP

    Craven (I) A model with this Trait is a natural

    born coward. Others friendly to this model

    expect it to flee in battle or times of crisis, and as

    a result, this model never causes friendly

    models to Panic from Losses.

    Furthermore, when other friendly models are

    Outnumbered in Close combat, they cannot

    count this model as a friendly model within 3

    because it is unreliable for support.

    Additionally, if a Craven model becomes Broken

    for any reason, it may not benefit from the

    execution of a Steady Action, and cannot have

    the Stubborn Trait. Craven models cannot have

    CMD Ratings above a 3.

    0 SP

    Diabolic (I) This model is a creature of

    darkness and evil made flesh. It has broken into

    the material plane and assumed a form with

    powers and abilities beyond the ken on normal

    men. Or is has a demonic bloodline that

    dominates its appearance and abilities.

    This Trait includes the Ironhide, Immune (Panic),

    Intimidating, and Mystical Traits.

    Being a creature of darkest evil this model has

    the Vulnerable (Ascendant) and Vulnerable

    (Holy) Traits.

    25 SP

    Durable (I) The model is naturally more

    resistant to illness and injury. It is Wounded on

    a result of 6 or more on damage checks instead

    of 5 or more. It also gets a +1 to CON on all

    Trauma checks in the After Action Report.

    15 SP

    Extra Arms (I) A model with this Trait has one

    or more additional arms, tentacles, or other

    manipulating limbs. The additional arms are

    fully coordinated and are fully functional just like

    the normal limbs. This Trait grants the Extra

    Attack+1 Trait, as well as a +1 Bonus to the

    Maximum Encumbrance limit of the model.

    This Trait may not be taken more than once by a

    model.

    30 SP

    Feral (I) This race is brutish and tough, with

    more in common with beasts than civilized men.

    This model exudes savagery and thrives on its

    lust of battle. It is also inured to life in the wild

    and is more resistant to injury than most.

    This Trait includes the Savage Aspect, Bravado,

    Durable, and Obtuse Traits.

    15 SP

    Graceful (I) This race exhibits high manual

    dexterity, slender graceful bodies, and low

    muscle mass. They are swift to react and have

    above average hand-eye co-ordination.

    This Trait includes the Heroic Accuracy, Fast

    Reflexes, Sprinter, and Slight Traits.

    15 SP

    Grasping Extremities (I) A multiplicity of

    appendages protrudes from this model. These

    could be tentacles, extra limbs, fleshy hooks,

    feelers, webs, grasping vines, or other

    entangling extensions of the model.

    These additional appendages will try to clutch

    and confine enemy models. Whenever an

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    enemy model becomes Engaged in Close

    combat with this model, after Weapon Reach is

    compared, enemy models must pass a CON

    Check opposed by the CON of this model. If the

    check is passed the enemy model may fight

    normally. If the Check fails, then while it is

    Engaged with this model, that enemy model will

    fight at CBT/2 regardless of other Traits or game

    effects.

    If this model suffers a CON/2 penalty for any

    reason, and that adjusted number is lower than

    the unmodified CON of an enemy model

    Engaged in Close combat, that enemy model is

    no longer CBT/2 from the Grasping Extremities.

    If this models unmodified CON is less than the

    enemy models unmodified CON, then there is

    no additional effect.

    25 SP

    Horrible Stench (I) A powerful pungent, acrid,

    noxious, or putrid odor reeks from this model.

    Enemy models that are Engaged with this model

    in Close combat are CBT/2 for all Checks as

    they choke and gag on the Horrible Stench.

    This Trait includes the Immune (Horrible Stench)

    Trait.

    25 SP

    Icthyoid (I) This model is from a race of

    intelligent fish men, shark men, or other fishlike

    creatures that walk like air breathing humanoids.

    This Trait could also cover generic races that

    live in the sea and have through adaptation or

    magic come to dry land to fulfill their hidden

    agendas.

    Icthyoids are unaccustomed to movement on dry

    land and this affects their agility and combat

    ability to a degree. They reek with an

    overpowering smell from life undersea, and their

    flesh is covered in fine scales.

    This Trait includes the Horrible Stench,

    Toughskin, Amphibious, and Ungainly Traits.

    20 SP

    Insectoid (I) - This is a race of intelligent, multi-

    limbed bug-men. This could also be used to

    represent any crustaceous or hard shelled

    organism that is not technically Insectoid but has

    an exoskeleton.

    This model has use of additional limbs or

    appendages that grant it the Extra Attack+1

    Trait. Its hard, chitinous exoskeleton confers

    the Toughskin Trait as well. However, weapons

    with the Impact Trait do +1 additional point of

    Base Damage, having greater effect on cracking

    through the hard outer shell.

    Able to lift burdens many times its normal

    strength, it is never subject to the Heavy Trait

    from Gear. When checking Encumbrance, any

    Heavy Gear equipped to this model counts as

    one Gear each, instead of the usual two Gear

    each.

    Insectoid models have greater advantage

    crossing Difficult Ground due to their body

    structure. They have the Ranger Trait for all but

    Water Terrain features like Rivers, Lakes, etc.

    Insectoid models also have the Natural Climber

    Trait included.

    A model with this Trait that suffers a second

    Shattered Limb Trauma result is not Disabled;

    instead, remove the Extra Attack+1 Trait from

    this model. A further result of Shattered Limb

    will Disable this model.

    35 SP

    Ironhide (I) This models skin or hide is very

    resistant to breaking and injury. This model can

    add +2 to its CON for Resistance Checks only.

    20 SP

    Just Wont Die (I) This model is especially

    resistant to injury, and is very hard to take out of

    the fight. It takes 3 Shocked results in the same

    Turn to cause an automatic Wound on this

    model.

    40 SP

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    Long Strider (I) - A model with this Trait has a

    long stride and stands much taller than normal

    Foot models.

    It adds +2 to its Move, Charge, and Hustle

    maximum distances. It may also treat Obstacles

    2 or less as Open Ground, and gains a +2

    bonus to CBT on all Climb Checks. Its Move

    distance in Difficult Ground is 5 instead of 3.

    Its size does not allow it to benefit from

    Concealment or Cover, unless such Terrain

    stands taller than the actual model.

    10 SP

    Natural Climber (I) A model with this Trait has

    some form of natural climbing ability or

    physiological aid which makes climbing easier.

    This Trait includes the Mountaineer Trait and

    acts as if the model was equipped with the

    Climbing Rig Gear for increased Climb distance

    only.

    5 SP

    Obtuse (I) - A lack of imagination, mental deficit,

    or reduced ability to inspire confidence in others

    has diminished the leadership capabilities of this

    model. It is limited to a maximum base CMD

    Rating of 6 for a Commander, 5 for a Veteran,

    and 4 for a Trooper. Traits that increase this

    models CMD Rating, such as Heroic Presence,

    will function normally and are not affected. Only

    this models base CMD Rating is limited.

    Organic Weapons (I,S) This model has

    natural weapons such as teeth, fangs, claws,

    spines, horns, etc. which it can use to Attack

    and Defend in Close combat.

    The model has the following Weapon Profile in

    Close combat: For the +1 level the profile is

    1/C/1; for +2 the profile is 1/C/2; and for +3 it is

    1/C/3. This model must have some form of

    natural weapon like those listed previously

    showing on the model.

    The +1, +2, and +3 numbers are bonuses to the

    models CBT Rating for all Attack and Defense

    Checks. This Trait cannot be used in

    conjunction with the Man-At-Arms, Knife Fighter,

    or Kung Fu Traits, and includes the Bound

    Weapon Trait.

    For additional Supply Points the following Traits

    may be added to the Organic Weapons: Impact

    (Horns, hard head butt, club like tail, or kicking

    hooves, etc.) +10 SP; Vicious (Fangs, Claws,

    sharp spines, etc.) +10 SP; Savage Aspect

    (Large Antlers/horns, long spines, unusual

    physiology, etc.) +5 SP. The player should

    specify what features on the model are

    representing these Traits.

    While the Impact, Vicious, and Savage Aspect

    Traits must be purchased at model creation, if

    the player wants to spend Experience Points in

    a Campaign game to improve the bonus to CBT

    for this Trait he may do so at the EXP cost noted

    below. This will only increase the CBT Rating

    for Attack and Defense, and will not increase

    Weapon Reach, Base Close combat Attacks, or

    Base Damage which are fixed at model creation.

    This increase should be clearly noted on the

    Force Roster.

    Base cost per level 10/20/30 SP.

    Impact +10 SP

    Vicious +10 SP

    Savage Aspect +5 SP

    To increase from +1 CBT to +2 costs 10 EXP

    To increase from +2 CBT to +3 costs 15 EXP

    Ratskin (I) A model with this Inborn Trait is an

    intelligent, bipedal rat man, whiskers and all.

    This model exhibits many of the same physical

    and mental characteristics of that species. He is

    quick to react and sense impending danger, and

    is faster than an average man when running full

    tilt.

    Unfortunately, the heightened awareness of

    danger and path of least resistance instinct

    inherit in this race makes them twitchy and less

    likely to stick around and fight when the going

    gets tough.

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    This model has the Fast Reflexes, Sprinter,

    Danger Sense, and Obtuse Traits.

    10 SP

    Reptilian (I) A model with this Trait is some

    form of sentient reptile. This model is cold

    blooded and becomes sluggish when in cold

    environments. In warmer climes, this model is

    quick to move and react.

    Reptilian models have a natural covering of

    scales that grants the Toughskin Trait. They are

    gifted at scrambling up sheer or vertical surfaces

    and are also granted the Natural Climber Trait.

    Reptilians are inscrutable creatures and are not

    easily rattled. As a result of this the Stoic Trait is

    also included.

    For an additional +5 Supply Points, this model

    may have the Amphibious Trait included as well.

    If this model is successfully hit by an Attack with

    the Cold Trait and is still in play, it is CBT/2 for

    all Checks, cannot Hustle, and cannot execute

    Break Actions for the remainder of the Turn.

    15 SP

    Runt (I) This model is physically smaller than

    other creatures. As a result of its small size, it

    cannot Move more than 6. It cannot, therefore,

    Hustle or use the Hack & Slash Trait.

    Cavalry, Centaurs, Brutes, and Monstrosities

    Engaged in Close combat are CBT/2 when

    Attacking a Runt model because they are harder

    to hit, wot wif being wee gits and all.

    Due to their diminutive size, Runt models are

    harder to target with distance shooting. Add +6

    to the actual distance of this model from any

    Ranged Combat Attacker. Use the modified

    score for calculating all Long Range modifiers

    against this target model.

    3 SP

    Sentient Construct (I) A Construct model

    may purchase this Trait. This model is imbued

    with a greater sense of self, and has its own

    initiative outside that of its creator or controller.

    This model may execute Break Actions

    normally, and this Trait negates the Automaton

    Trait from this model.

    10 SP

    Slight (I) Lower body strength, slender

    musculature, or a reduced resistance to injury

    inhibits the physique of this model. It is limited

    to a maximum base CON Rating of 6 for a

    Commander, 5 for a Veteran, and 4 for a

    Trooper. Traits that increase this models CON

    Rating, such as Heroic Stamina, will function

    normally and are not affected. Only this models

    base CON Rating is limited.

    Slithering Body (I) The lower half of this

    races body has a snake-like form. This model

    is able to slither across the ground at faster than

    walking speeds and negotiate terrain easier than

    models on foot. The model has an 8 Move and

    the Ranger Trait.

    20 SP

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    Stoneflesh (I) A model with this Inborn Trait

    has such exceptionally tough skin or hide that it

    is like unto stone in its ability to deflect damage.

    This model can add +3 to its CON for

    Resistance Checks only.

    30 SP

    Stout (I) This race is short, stocky, and able to

    bear heavy burdens easily. This Trait includes

    the Endurance Trait. When checking

    Encumbrance, any Heavy Gear equipped to this

    model counts as one Gear each, instead of the

    usual two Gear each.

    Gifted with a strapping physique, this model is

    able to shrug off injury easier than most and

    wield Great Weapons with ease. This Trait

    includes the Durable and Strongarm Traits.

    As a result of its smaller size and body type, a

    model with this Trait is only able to Hustle 8.

    The Hack & Slash Trait is also limited by this, so

    it will cost 10 SP for this model instead of its

    normal cost of 15 Supply Points. This model is

    also CBT/2 for all Climb and Jump Checks.

    15 SP

    Toughskin (I) The model possesses tough

    hide or other types of thick, natural armor that

    increases its resistance to harm. This model

    can add +1 to its CON for Resistance checks

    only.

    10 SP

    Treeskin (I) A bark-like armor covers this

    model from head to foot. This could be from

    being an animated tree-being, some natural

    body out-growth, or other supernatural means.

    This is a special Stackable Trait. Instead of the

    normal +1-3 bonus per level, this Trait grants an

    Armor Rating of 2, 3, and 4 per level

    respectively. If the highest Armor Rating level of

    4 is purchased the model is also subject to the

    Heavy Trait.

    The fibrous sinews beneath the hardened

    surface are more resistant to blunt force than

    metallic armors to such a degree that this model

    has the Immune (Impact) Trait included.

    However, the model with this Trait gains the

    Vulnerable (Fire) Trait as well.

    The Armor Rating from this Trait can be

    improved with the use of a Shield as with normal

    Armors.

    10/20/30 SP

    Undead (I) This model is neither living nor

    dead, but Undead forever! Whether

    supernaturally animated, or willful beyond the

    power of the Grave, this model has cheated

    Death and can walk among the living.

    This includes the Immune (Shocked), Immune

    (Panic), Immune (Gas), and Immune (Horrible

    Stench) Traits.

    Undead models are highly unnerving to living

    beings and this Trait also includes the

    Intimidating Trait.

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    Being infused with Diabolic energies, Undead

    models have the Vulnerable (Ascendant) and

    Vulnerable (Holy) Traits.

    25 SP

    Ungainly (I) Poor balance, low agility, or a

    lack of proper physiology reduces the overall

    coordination of this model. It is limited to a

    maximum base CBT Rating of 6 for a

    Commander, 5 for a Veteran, and 4 for a

    Trooper. Traits that increase this models CBT

    Rating, such as Man-At-Arms, will function

    normally and are not affected. Only this models

    base CBT Rating is limited.

    Zombie (I) This is an animated, reeking,

    rotting, once alive meat bag that stumbles

    toward the nearest living thing in order to devour

    it.

    Zombies have the Undead Trait and may not

    Hustle, Climb, or Jump. Nor may they execute a

    Break Action or gain Experience Points.

    They may not have any Gear and Attack and

    Defend as if armed with a Club.

    10 SP

    New Profile Traits

    Assassin This model is expert at remaining

    undetected while in Ambush. The Detection

    Range for all models is CBT/2 when trying to

    detect this model while its in Ambush.

    5 SP

    Gang Up A model with the Gang Up Trait is

    used to fighting with a large group of allies to

    swamp the enemy with numbers.

    Whenever models with the Gang Up Trait are

    Engaged in Close combat with the same enemy

    model, if they Outnumber that enemy model,

    then this Trait will negate the Myrmidon and

    Knight Traits if possessed by the enemy model

    they Outnumber.

    If they are Engaged with a model they have

    Outnumbered and negated Myrmidon or Knight

    on, and due to game play, no longer Outnumber

    that model, the Myrmidon or Knight Traits return

    to normal use.

    5 SP

    Henchman Not being a professional soldier,

    this model is a hired henchman who follows

    orders but has very unsteady nerves. This Trait

    is only available to Trooper models.

    The Henchman is not able to have more than

    one Weapon, and may not have more than Light

    Armor and/or a Shield or Buckler. He is not

    allowed to be equipped with anything more than

    that basic Gear.

    When first purchased, a Henchman cannot have

    Ratings that exceed a 3. Nor may he have any

    other Traits than this one. If playing a Campaign

    game, he may later purchase Traits, and/or raise

    his Ratings by spending Experience Points.

    Henchmen are not expected to remain calm in

    stressful combat situations, and as such, they do

    not trigger Panic Checks from Losses if

    Wounded while within 3 of friendly models.

    A Henchman model will count toward

    determining a Forces Rout Check threshold of

    25% or more Wounded models. However, a

    Henchman model does not count as a Wounded

    model for the opposed roll of a Rout Check.

    For example, Kris has a Force of 5 normal

    models and 3 Henchmen models. For purposes

    of determining when Kris will need to start

    making Rout Checks, all 8 models are counted,

    and if she loses 25% or more, which in this case

    is 2 models, she will need to make a Rout Check

    at the SitRep of each subsequent Turn.

    Later in the game, she has lost 3 models in one

    Turn. In the SitRep Phase of the next Turn, Kris

    has to make a Rout Check. Her opponent would

    normally count Kris number of Wounded models

    and add the roll of a d10 to determine the score

    Kris would have to meet or beat with a CMD

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    Check from her Commander. However, 2 of the

    3 models were Henchmen, so they do not count

    for the opposed roll. Kris Command Check will

    be against a d10+1 instead of a d10+3.

    Trauma Checks are calculated differently for

    Henchmen. If the Trauma Check is passed,

    then the Henchman recovers fully. If the Check

    is failed, the Henchman was Mortally Wounded

    and is removed from the Roster.

    A Force may not include more Henchmen

    models than the Commanders unmodified

    Command Rating.

    5 SP

    Ronin Originally a term for Masterless

    Samurai, it has become synonymous with loner

    in common parlance. A Ronin model does not

    wait to take orders from others, seeking his own

    path of action.

    This model generates its own Action Token

    during the Orders Phase every Turn. It may not

    be assigned an Action from the Tactical Pool. A

    Battle Force may only have one model with the

    Ronin Trait in it at any time, and it can only be a

    Veteran. Models with the Commander Trait may

    not have the Ronin Trait either.

    A model with the Ronin Trait may not use the

    Command Radius of a model with the

    Commander Trait. A Ronin model cannot be the

    recipient of an Action Token from the use of the

    Inspiring or Belay Order Traits. This model

    automatically passes all Outnumbered Panic

    Checks.

    25 SP

    Slippery This fighter is very agile on his feet

    and gets to roll an extra d10 for his Disengage

    Actions and is allowed to choose which result he

    wants to keep. This may only be used while this

    model is on Foot and not subject to the Heavy

    Trait.

    3 SP

    Zealot The model with this Trait is a crazed

    fanatic for its cause. It is immune to Panic from

    all sources and automatically passes any

    Psychology CMD Check it is required to make.

    10 SP

    Power Traits

    Power Traits are used to represent some type of

    supernatural power or ability not normally

    obtained through training or innate talent. The

    section on Power Checks will explain how to

    make use of Power Traits that do not have an

    automatic effect.

    Animal Magnetism A Feral or Ratskin model

    may purchase this Trait. This model exudes a

    powerful animal magnetism and is more adept at

    leadership than others of its ilk. This Trait

    negates the Obtuse Trait for this model.

    10 SP

    Arcana (S) The secrets, powers, and

    disciplines of Magic are contained within this

    Trait. Any model that has this Trait will gain

    access to Spells, Familiars, and Arcane

    Artifacts.

    The Arcana Trait encompasses wizardry,

    shamanism, divination, necromancy, diabolism,

    hedge magic, sorcery, and clerical powers. It is

    the catchall Trait for mystical powers that are

    derived through the systematic use of arcane

    knowledge, focused will, and physical

    components to render a given supernatural

    effect. Whether hurling a bolt of lightning,

    healing an injured ally, or summoning a demon,

    it is essentially the same supernatural

    mechanism.

    Arcana is a Power Trait, a Stackable Trait, and a

    Skill Trait rolled into one. It allows access to the

    purchase of Spells which are Powers, and it also

    is taken in one of three levels that act as their

    own Ratings when Power Checks are made.

    Arcana can be purchased at the 3, 5, and 7

    point levels. These numbers are used in place

    of the normal Ratings Profile of CBT, CMD, and

    CON. So when making an Arcana Power Check

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    the models Arcana Rating is substituted. For

    notation on the Force Roster, simply list the

    number in parenthesis following the Trait name.

    For example, Arcana (5), Arcana (7), etc. This

    is similar to Difficulty Check listings.

    The higher the number, the better the Arcanist is

    at controlling the preternatural forces he seeks

    to command. This number will be used for all

    Checks involving the Arcana Trait, and can be

    modified as normal Ratings are. However, the

    Spell description will define any such modifiers.

    Unlike traditional fantasy games or conventions

    of the past, Arcanists are not restricted to a

    proscribed list of weapons and armor. An

    Arcanist cannot cast Spells or use Arcane

    Artifacts if they are subject to the Heavy Trait

    from any source, be it Heavy Gear or other

    game effects that give the Arcanist the Heavy

    Trait, such as a Spell. Aside from that, they are

    free to use whatever Weapons, Armor, or other

    Gear that is modeled on the miniature per the

    normal WYSIWYG rules described in the BoB

    main rule book.

    The Magic Chapter will cover additional rules

    that use the Arcana Trait, as does the Arcane

    Artifacts and Familiars sections.

    Arcana (3) costs 15 SP

    Arcana (5) costs 30 SP

    Arcana (7) costs 45 SP

    Aura of Madness Unnatural psychic energies

    radiate from this model. So disturbing are the

    images, feelings, and thoughts emanating from

    this model that all enemy models Engaged with

    it are at a CMD/2 while Engaged.

    15 SP

    Cunning Brute A Brute model may purchase

    this Trait. This model is possessed with greater

    insight and leadership ability than its peers. This

    Trait negates the Obtuse Trait for this model.

    10 SP

    Great Reach This model has a greater reach

    than most. Add +2 to any of its Weapon Reach

    numbers in Close combat.

    Heroic Accuracy This model adds +1 to CBT

    for all Attack rolls.

    5 SP

    Heroic Strength This model adds +1 to its

    Close combat Base Damage and Encumbrance

    limit.

    5 SP

    Immune This Trait represents a high degree

    of resistance or immunity to certain types of

    game effects. Whenever a model has this Trait

    it will define what it is Immune to in parenthesis.

    For example, Immune (Shocked) means that

    whenever this model is subject to the Shocked

    Condition, it can ignore the effects. The model,

    therefore, cannot be Shocked and would treat

    such a result as No Effect instead.

    When choosing this Trait, the player must pick

    one of the following game effects and pay the

    associated Supply Points for that type of

    Immunity. Each type will have a separate cost

    and count as a separate Trait.

    Immune to:

    Ascendant

    Cold

    Diabolic

    Earth

    Etheric

    Fire

    Holy

    Horrible Stench

    Impact

    Lightning

    Mystical

    Panic

    Poison

    Primeval

    Shocked

    Vicious

    Water

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    5 SP each for all except Shocked & Panic which

    are 10 SP each.

    Intimidating - A model with this Trait exudes an

    above average degree of threat toward its

    enemies. Whether due to a menacing physical

    size or appearance, display of combat prowess,

    dire reputation, or intimidating personal

    presence, enemies dread fighting this model.

    Immediately after this model becomes Engaged

    in Close combat, all Engaged enemy models

    must pass an Intimidating Check or this model

    gains a +3 to its Weapon Reach in Close

    combat for this Turn.

    An Intimidating Check is a CMD Check that is

    opposed by this models highest modified

    Rating. If the Check is passed, then the bonus

    to Weapon Reach is not gained against the

    model that passed the Check.

    It is therefore possible that some models pass

    and others fail their Intimidating Checks. Apply

    the Weapon Reach bonus separately for

    comparing Weapon Reach versus each

    opposing model.

    The Intimidating Weapon Reach bonus adds to

    all other Weapon Reach numbers for this model.

    Once added, use this total to compare with each

    opposing model. After this has been done,

    proceed with the Attack Step as usual.

    Models with this Trait automatically pass

    Intimidating Checks from other models with this

    Trait.

    10 SP

    Land Legs An Icthyoid model may purchase

    this Trait. This model has spent sufficient time

    on dry land to compensate for being a fish out of

    water. This Trait negates the Ungainly Trait for

    this model.

    10 SP

    Rugged A Graceful model may purchase this

    Trait. This model is inured to hardships others of

    his kind would find debilitating. This Trait

    negates the Slight Trait for this model.

    10 SP

    Vulnerable A model with this Trait is very

    susceptible to certain types of damage from a

    specific Source. Damage sustained from this

    Source will be far more grievous than it would be

    for someone not so Vulnerable.

    The Vulnerable Trait will have the Source of the

    vulnerability listed in parenthesis indicating the

    type of Attacks from that Source that will trigger

    this Trait. For example, Vulnerable (Fire) would

    trigger any time the model was successfully hit

    by an Attack bearing the Fire Source Trait.

    When a Vulnerable model is Attacked

    successfully by the Source of its vulnerability,

    this Trait makes the result of the Damage Check

    one step worse than determined by the Check

    result. If the result was No Effect, it instead

    becomes Shocked. If the result was Shocked, it

    becomes Wounded.

    The following is a list of Vulnerabilities that are

    commonly found in Epic Heroes:

    Ascendant

    Cold

    Diabolic

    Earth

    Etheric

    Fire

    Gas

    Holy

    Impact

    Lightning

    Mystical

    Poison

    Primeval

    Vicious

    Water

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    MAGIC

    Nothing defines the Fantasy genre better than

    the use of Magic. Magic is the Science of Sword

    & Sorcery tales, a power understood by the

    initiated and feared by the commoner.

    This section will discuss the use of Magic, the

    Arcana Power Trait, and how to purchase and

    use Spells and Arcane Artifacts for your Arcanist

    models.

    Three Types of Magic

    In the full version of Epic Heroes, Magic is

    divided into three distinct types, or source

    categories, that define the nature of the

    supernatural energies or entities that each type

    represents. However, for the Ashcan version we

    will only touch on them briefly.

    Ascendant Magic comes from the higher planes

    of existence and represents the good, white,

    or high magic source types.

    Primeval Magic is tied to the natural world, Fey

    realms, and material planes of existence. This

    magic is elemental, primal, and in tune with

    natural forces or power sources.

    Diabolic Magic is the realm of darkness, death,

    deviltry, and malice. This magic is considered

    dark, evil, or destructive and includes

    demonism and necromancy.

    Power Checks

    The use of Spells will require the model makes

    an Arcana Power Check. This is a special

    version of a Power Check that applies to models

    with the Arcana Trait.

    To make an Arcana Power Check, roll the

    number of Casting Dice allowed for the Arcanist

    model, take the highest result and add the

    models Arcana Rating for the Total Power

    Check result. If the result is equal to or greater

    than the Difficulty Check number of the Spell, it

    has been successfully cast and its effects are

    executed. If the result is lower than the Difficulty

    Check number then the Spell has failed and the

    models Action ends.

    When the Power Check result exceeds the

    amount it needed to succeed, the difference is

    called the Success Bonus. This is identical to

    the Damage Bonus in combat, but the excess

    points can be used for different purposes

    depending on the type of Spell.

    When making an Attack with a Spell, any

    Success Bonus above the Difficulty number of

    the Spell is converted into Damage Bonus and

    used accordingly.

    Arcana Casting Dice

    While the Arcana Trait represents the models

    training and ability to control and manipulate

    magical forces, the amount of power he can

    access is a direct result of his mind and force of

    will. This is represented by the Command

    Rating of the model.

    An Arcanist model has a Base Casting Dice

    number equal to its unmodified CMD/2 Rating.

    This is the number of d10s the model rolls for all

    Arcana Power Checks. It is also the number of

    dice used when executing Attacks using Arcane

    Artifacts.

    Arcane Aura

    The Arcane Aura represents the effective

    distance of influence around the model based on

    its personal power. Think of it as a Magical

    Command Radius of sorts. It is a measurement

    used often when determining the distance or

    area of effect a spell caster has when using

    Magic.

    The Arcane Aura is a distance in inches from

    this models base equal to its modified

    Command Rating. This is a 360 radius around

    the model.

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    Total Number of Spells

    Spells are purchased separately by an Arcanist

    model. Each Arcanist may have a number of

    Spells equal to his unmodified CMD/2 Rating.

    These are the Spells known to this model.

    In Campaign games, an Arcanist can use EXP

    to purchase additional Spells once he has

    survived his first Battle. The total limit for Spells

    in Campaign games is the Arcanists CMD

    Rating.

    Spells are a type of Magic Gear that is never

    represented in any way. Nor do they count

    toward a models limit on Magic Gear.

    Casting Actions

    The Spells listed here are a small representation

    of the Spells available in the full supplement.

    Any use of these Spells is done as a Standing

    Fire, Mobile Fire, or Stand & Fight Action. The

    player declares hes going to have target

    Arcanist execute the Action to cast the Spell.

    If the Arcana Power Check fails, and the

    Arcanist model has not finished the Movement

    portion of the Mobile Fire Action, it gets to finish

    this before the Action ends.

    When making a Mobile Fire Action, the RoF

    penalty is substituted with the Arcana Casting

    Dice number divided in half.

    All normal rules for Target Priority, Range, etc

    apply to Spells and Arcane Artifacts alike.

    When checking Range, if a target model is out of

    Range the Spell effect fails automatically.

    Arcane Artifacts

    Arcane Artifacts are items of Magic Gear that

    can only be purchased by models in your force

    with the Arcana Trait. These items are counted

    as Magic Gear, but differ in that most of them

    have attack based effects that require a normal

    Attack using the models Arcana Trait Rating

    (3/5/7) instead of CBT. Those items that do not

    make these types of Attacks will instead provide

    a static effect.

    Each model is restricted by its Model Type for

    the number of Arcane Artifacts with which it can

    begin play, as with other Magic Gear.

    A model may not have more than one of the

    same type of Arcane Artifact at a time. That is,

    having two of the same type of Wand would

    render no benefit. Having two different Wands

    would give the model a choice of which one to

    use. Models may only use one Arcane Artifact

    per Turn.

    Unlike Spells, Arcane Artifacts do not require a

    Power Check by the user to cast its effect. The

    enchantment of the item provides all of the

    necessary power and focus to create the effect.

    Many of these items require an Attack roll be

    made against a Defending model. This Attack

    uses the models Arcana Trait Rating to make

    the Attack, and the number of dice used for the

    Check is equal to the users CMD/2 Rating.

    As with Arcana Power Checks, the Success

    Bonus becomes a Damage Bonus when making

    Attacks with Arcane Artifacts.

    Arcane Artifacts do not always function when the

    user commands, and sometimes lose magical

    power at inconvenient times. To simulate this in

    BoB games, they are subject to a Mana Check

    any time the user rolls a 1 on the Attack dice if

    applicable. A Mana Check is an Arcana Base

    Check. Use the Arcana level of the user to

    make the Base Check. If successful, the Arcane

    Artifact functions normally. If the Check fails,

    then the entire Action fails and may not be

    attempted again this Turn.

    Arcane Artifact Profiles

    Arcane Artifacts that provide a static effect have

    no Profile. They will always work the same way

    and their description text will specify this. If they

    are useable as a weapon with Attack effects,

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    then they will have an Arcane Profile much like a

    Weapon Profile.

    The Rate of Fire spot is replaced with an A.

    This is the number of the Arcanists Arcana Trait

    Rating halved; so Arcana (3) would be 1d10,

    Arcana (5) would be 2d10, and Arcana (7) would

    be 3d10 rolled, taking the highest result and

    adding the models Arcana Rating to it for a final

    result.

    Range and Base Damage of the Arcane Profile

    are treated just like normal Weapon Profiles.

    Maximum Long Range is 2x Effective Range.

    Normal Ranged combat Actions are declared

    and executed to use these type of Arcane

    Artifacts. Mobile Fires RoF penalty takes the

    Arcanists Dice total and divides it in half,

    rounded down.

    EPIC HEROES GEAR

    New Gear Traits

    Bound The weapon is firmly bound or

    attached to the models hands, paws, forearms,

    etc. As a result of this, the weapon may not be

    Disarmed by an enemy models use of that Trait.

    Double Strike This weapon may be used as a

    normal Spear. If the model with this Gear also

    has the Two Weapon Fighting Trait then it may

    use this weapon as a 2-hands Spear that allows

    the model to use the Two Weapon Fighting Trait

    re-roll and the Double-headed Spear Weapon

    Profile.

    Dwarven Edge The Dwarf race is renowned

    for their mastery of smithing. This Weapon has

    a keen edge hardened by master workmanship.

    It is whispered that the Dwarven Smiths forge

    their bitterness and spite into the metal which

    makes the edge harder than an unforgiving

    Dwarf heart. Any Damage Bonus caused by a

    Weapon with this Trait is increased by +3 points.

    Elvish Steel The Elven race has its own

    mysteries of metal working that are renowned

    around the world and to realms beyond. It is

    said that Elvish Steel carries a minor residue of

    Fey magic that makes it lighter without reducing

    strength. Elven smiths forge the best balanced

    blades of the Known Realms, and that perfection

    gives the wielder almost preternatural swiftness

    when fighting with this weapon.

    When using this weapon, if this model is a

    Defender, when checking to see if a Counter-

    Attack is made, if the difference in scores is

    exactly the same as the Attackers base Combat

    Rating, then this model will increase his Total

    Defense Score by +1 point. All Damage from the

    Counter-Attack is calculated normally, counting

    the +1 as a permanent bonus to the Defenders

    Total Defense Score.

    Heres an example of this Weapon Trait as it

    stands alone: A dwarf attacks an elf who is

    wielding an Elven Warblade with this Weapon

    Trait. The dwarf has a CBT of 5 and misses

    with his Attack Score by 5 points. Normally, this

    would not result in a Counter-Attack from the elf,

    needing to miss by at least 6 or more points for

    that to occur. However, Elvish Steel increases

    the elf Defenders total score by +1 point in this

    instance which, by increasing his result to 6, will

    give him a Counter-Attack. And when the

    Damage Bonus is calculated, it is done so from

    the 6 result which in this case will be 6/2 or 3

    points.

    Since both Elven Warblade types also have the

    Riposte Weapon Trait, the Attackers CBT is

    halved when checking for Counter-Attacks. So,

    adding this to the example above, the dwarf

    Attacker would trigger a Counter-Attack if he

    missed by more than 2 points, being his CBT/2

    Riposte threshold. Assuming the elf Defenders

    Total Defense Score was exactly 2 points

    greater, no Counter-Attack would be had. The

    Elvish Steel Weapon Trait increases this result

    by +1, so the elf Defender actually had a 3 point

    difference and gets a Counter-Attack with a +1

    Damage Bonus (3/2 rounded down = 1).

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    Etheric Attacks from this Gear target the mind

    or soul of the Defender. All Resistance checks

    made against this weapon use the Defender's

    CMD Rating instead of its CON Rating. No

    Armor is used for the Resistance Check.

    Off-hand This Trait is used on weapons

    designed for use in a warriors off-hand. The

    model must have the Two Weapon Fighting Trait

    to use this weapon and any other Weapon Traits

    it has.

    Quick A weapon with this Trait is light and fast

    in the hand of a trained swordsman. The

    Weapon Reach of this weapon is increased by

    +1 when the model executes a Charge Action.

    New Gear

    Weapons

    Elven Bow Period Any Profile: 20/2/3 Elves are the undisputed masters of bow craft and archery. They weave fey magics into their weapons and craft them for perfect balance, strength and accuracy. An Elf Bow has tremendous penetrating force at close range. It also has a greater range than traditional Long Bows crafter by other cultures. Gear Traits:

    Piercing

    2-hands 25 SP Elven Warblade Period - Any Profile: 1/C/2 Elven weapon smiths craft incredibly fine blades that incorporate and element from the Fey Realm called Truesteel. These weapons have perfect balance and keen edges providing a lethal instrument of defense in the hands of a trained swordsman. Gear Traits:

    Elvish Steel

    Riposte 10 SP

    Elven Great Warblade Period Any Profile: 2/C/3 This is the larger cousin of the Elven Warblade. It is an impressive sight to behold in the hands of an Elven Weapon Master. Gear Traits:

    Elvish Steel

    Riposte

    2-hands 25 SP

    Great Spear Period Any Profile: 2/C/2 The Great Spear combines the two-handed thrusting power of a Pike with a shorter and more maneuverable shaft length of a Spear. It will usually have a longer blade on the tip for better piercing damage.

    Gear Trait: 2-Hands 12 SP Fighting Claw Period Any Profile: 0/C/1 A Fighting Claw is a gauntlet that has one or more blades or sharp protrusions attached that are used to stab and cut enemy combatants. This weapon is securely bound to the arm of the user and is very difficult to remove against his will. This weapon is favored among Gladiators and Pit Fighters. Gear Traits:

    Bound

    Vicious 5 SP Fighting Claws (2) Period Any Profile: 0/C/1 This is a matched set of Fighting Claws. The model using this pair cannot use any other Weapon or Shield during the battle, since he is securely bound into these weapons. Gear Traits:

    Bound

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    Vicious

    2-Hands 10 SP Rapier Period 1, 2 Profile: 1/C/1 The Rapier is a fencing sword known for its thinner, but typically longer blade. It is lighter and easier to use than a bulkier blade, and in the hands of a trained fencer, highly lethal. Gear Traits:

    Quick

    Riposte 8 SP

    Main Gauche

    Period 1, 2

    Profile: 0/C/1

    The Main Gauche, or left handed dagger, is a

    small blade used by fencers in their off-hand to

    block and stab in concert with their main

    weapon.

    Gear Traits:

    Off-hand

    Shield

    5 SP

    Saber

    Period Any

    Profile: 1/C/1

    The Saber is a lighter version of the heavier

    Cleaver type scimitar or butcher blade. It is a

    cavalrymans weapon and is also better suited to

    cut and thrust combat.

    Gear Traits:

    Vicious

    Riposte

    8 SP

    Double-headed Spear

    Period 1, 2

    Profile: 2/C/2

    This is a normal Spear that has an additional

    blade attached to the butt end. It can be used

    as a Spear one handed, or as a 2-hands

    Weapon that allows the user to benefit from the

    Two Weapon Fighting rules.

    Gear Traits:

    2-hands

    Double Strike

    15 SP

    Dwarven Crossbow

    Period Any

    Profile: 18/1/3

    Dwarves are renowned engineers and have

    brought their mastery of levers and mechanisms

    into the design of their Crossbows, making them

    faster and easier to reload. This weapon is not

    subject to the Slow Trait as are Crossbows of

    normal manufacture.

    Gear Traits:

    Piercing

    2-hands

    25 SP

    Dwarven Waraxe

    Period Any

    Profile: 1/C/2

    Ancient Dwarven smiths held within their sacred

    Temple-Forge the secret of creating the Perfect

    Edge. This knowledge was passed down

    through the generations and is used just as it

    was in ages past. Dwarven Waraxes are sought

    by warriors of all types for their incredibly honed

    cutting edges.

    Gear Trait: Dwarven Edge

    10 SP

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    Dwarven Great Waraxe

    Period Any

    Profile: 2/C/3

    This is the larger version of the Dwarven

    Waraxe and is utterly devastating in the hands

    of a skilled fighter.

    Gear Traits:

    Dwarven Edge

    2-hands

    20 SP

    Armor

    Bladed Shield

    Period 1, 2

    Armor Rating 1

    A Bladed Shield functions like a normal Shield,

    but has many sharp cutting edges and/or bladed

    protrusions that allow the user to treat the device

    as a passive weapon.

    This Shield grants the model the Vicious Trait on

    any Counter-Attacks it makes in Close combat.

    If the bearers primary weapon already has the

    Vicious Trait, add +1 to its Damage Bonus for a

    total of +3.

    If the user has the Shield Bash Trait, then it may

    add the Vicious Trait to any of his primary

    weapon Attacks, with the same increase if his

    weapon has Vicious already.

    Gear Traits:

    Shield

    Vicious

    10 SP

    Elven Warplate

    Period 1, 2

    Armor Rating 4

    This is one of a handful of ancient suits of Elven

    Truesteel plate mail armor. The secret to its

    manufacture was lost centuries ago.

    Due to its superior craftsmanship and design, it

    does not have the Heavy Trait and only counts

    as a single piece of Gear. It is still considered

    Heavy Armor for WYSIWYG coverage purposes.

    40 SP

    Dwarven Guardplate

    Period 1, 2

    Armor Rating 5

    Dwarf armorers toil for years perfecting the

    construction of this Heavy Armor. They give this

    armor to their finest warriors who need extra

    protection when embarking on special battlefield

    deployments.

    Gear Trait - Heavy

    45 SP

    Magic Gear

    Wayfinders Boots These magical boots

    imbue the wearer with the nimble skills of the

    Wayfinder scouts who wander the wilds

    protecting travelers from hostile denizens. This

    Magic Gear grants the wearer the Ranger Trait.

    It also includes the Small and Light Traits.

    25 SP

    Paladins Spurs A matched pair of magical

    spurs which carry an enchantment that grants

    the wearers mount increased movement. This

    Magic Gear adds +2 to the Move, Charge, and

    Hustle distances of a War Horse Cavalry model.

    This Magic Gear includes the Light and Small

    Traits.

    20 SP

    Ring of Heroic Protection Protective magic

    courses through this ring and grants the wearer

    supernatural defense against damage from

    enemy Attacks. This Magic Gear grants the

    wearer a +1 bonus to his CON Rating when

    making Resistance Checks. This Magic Gear

    includes the Light and Small Traits.

    25 SP

    Jumping Boots These ordinary looking

    pieces of footwear have been enchanted with

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    spells of movement and freedom. This model

    treats all Obstacles as Open Ground if they are

    2 or less in height. This model also adds a +3

    bonus to his CBT for all Jump Checks and has

    no maximum distance limit.

    15 SP

    Mysterious Shroud This Magic Gear takes

    many different forms, such as enshrouding

    cloaks, magical broaches, or strands of Diabolic

    Darkness. Regardless of its makeup, this Magic

    Gear acts to obscure the outline of its bearer

    from prying enemy eyes. This model has the

    Camouflage Uniform Gear from the Brink of

    Battle Main Rules. No camouflage needs to be

    painted on this model, and this Gear includes

    the Light and Small Traits.

    10 SP

    Mystic Markings A model with this Magic

    Gear has some form of tattoo, glyph, sigil,

    symbol, brand, or other type of marking on his

    body or Gear that has been imbued with

    mystical power. These markings vary in their

    powers and appearance, but have several

    commonalities that are represented with this

    Magic Gear.

    Furthermore, the wearers unwavering belief in

    the power of the Mystic Markings acts as the

    final catalyst to its activation. Therefore, this

    model may not wear any Armor or Shield that

    has the Heavy Trait, as that would represent a

    lack of belief in the protective powers of the

    Mystic Markings, rendering them useless.

    This model has the Mystical Trait. Any game

    effects or Actions created or taken by this model

    are considered Mystical for all purposes.

    Additionally, a player may purchase up to two

    additional Glyphs to be included with this Magic

    Gear from the following list:

    Confusion This glyph twists reality around

    this model causing his distant enemies to

    miss their target when shooting at him. All

    enemy models making a Ranged combat

    Attack against this model are at a CBT/2

    penalty at all Ranges.

    Warding These glyphs provide a

    protective ward that acts like physical armor

    for this model. This model gains a +2 bonus

    to his Armor Rating when Engaged in Close

    combat. This bonus cannot be reduced by

    the Impact Trait. If the model wears other

    Armor or Shield and is hit by an Impact

    weapon, then add this bonus to the modified

    ARM Rating after Impact has been applied

    to other existing Armor.

    Swiftness A glyph of this type increases

    the models speed and agility. As a result,

    this model may move as a Riding Horse and

    gains a +3 bonus to all Jump Checks.

    Arcane Diffusion This glyph grants a field

    of magic resistance to its wearer which

    disrupts such attacks. Whenever this model

    is Defending against a Mystical Attack, it

    may re-roll its lowest Defense die. This may

    not be used to re-roll a re-roll.

    Distraction The markings of this glyph are

    animated and swirl into shapes that warp the

    perception of the enemy. While Engaged in

    Close combat enemy models may not use

    the Man-At-Arms, Knife Fighter, Combat

    Shooter, or Kung Fu Traits when Attacking

    or Defending against this model.

    Base cost for Mystic Markings is 5 SP

    Confusion Glyph is +10 SP

    Warding Glyph is +10 SP

    Swiftness Glyph is +10 SP

    Arcane Diffusion Glyph is +5 SP

    Distraction Glyph is +15

    Guardians Shield This Magic Gear acts like

    a normal Shield for all purposes. It holds a

    minor enchantment that helps the bearer block

    enemy blows. The model bearing this Magic

    Gear is considered to be an Active Defender

    whether or not he has an Action Token ordered

    to himself.

    15 SP

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    Fey Spites A number of capricious Spites

    from the Fey Realm have accompanied this

    model to battle. These malicious spirits will

    pester, attack, and confound by swarming over

    opponents that approach for Close combat.

    This model will always Outnumber by a factor of

    1, any enemy models it is Engaged with in Close

    combat, regardless of whether or not it is

    Engaged with multiple models, or with models

    that count as more than one model for

    Outnumbering purposes. This Gear includes the

    Small and Light Traits.

    25 SP

    Arcane Artifacts Arcana Trait Required

    to purchase this Gear for model

    Fire Wand

    Period Any

    Profile: 10/A/4

    This hand held baton has mystical symbols of

    burning and flame carved on its surface. Upon

    command it streams bolts of magical fire at its

    unfortunate targets.

    Magic Gear Traits:

    Directed Burst (2)

    Fire

    Intense Blast

    Mystical

    50 SP

    Frost Wand

    Period Any

    Profile: 10/A/4

    Sigils of ice and cold cover this wand. It sprays

    a sheet of freezing ice that slows its targets

    while turning their blood to ice.

    Magic Gear Traits:

    Cold

    Directed Burst (2)

    Entangle

    Mystical

    50 SP

    Lightning Staff

    Period Any

    Profile: 18/A/4

    This ordinary looking walking stick is an arcane

    lighting rod that hurls bolts of Primeval energy at

    foes.

    Magic Gear Traits: