epic heros skirmish
DESCRIPTION
Trial skirmish rules for BOBTRANSCRIPT
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EPIC HEROES ASH CAN SUPPLEMENT FOR BRINK OF BATTLE: SKIRMISH GAMING THROUGH THE AGES
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Jason Pelland (order #4231778)
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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
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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
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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.
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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.
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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
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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
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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.
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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).
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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: