visions 04
TRANSCRIPT
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VisionsIssue 4
Spring 2005
Editors Glenn McClune
Mario N. Bonassin
Contributing WritersGlenn McClune
David McGeeRoss Franks
Interior ArtworkMario N. Bonassin
Glenn McCluneExcelsior Entertain-
ment
From the depths of the Fallen Lands
To the Jungles of Venus
We will take you to the Edge of
your World.
VISIONS
ISIONS
ISIONS
A Warzone
and Chronopia Fanzine
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Contents
Chronopia 3Tactics—Action Allocation and CC 4Painting Guide—Swamp Goblins 5Terrain Workshop—Jungle Plants 6Scenario—The Toxic Swamps 7
Warzone 8Tactics—General RC Tactics 9 Scenario—Interrogation 11 Cerulean Mists ToC Appendix A Ultimate Warzone Index Appendix B
From the Editor:
Welcome to Issue number 4 of Visions, first of all,Thanks, I had a great turn out early into this issue mak-ing it a quick assembly. Mario has done a great jobwith the layout in Issue three so I attempted to replicatemuch of it here, I hope you like the result. I decided totheme the Issues, one theme for Chronopia and one forWarzone. This issues themes are the Fallen Land andVenus.
Thanks and as always submissions make this maga-zine, the more steady our supply of articles the fasterthe Issues can be churned out. So keep it up.
Thanks,Glenn McClune
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Chronopia—War
in the Eternal
Realm
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then charge, use the ones with less actions be-
fore those with more so their actions will bemore effective. Make sure the last to charge isa leader or champion, or for example like Elven
Axemen the standard since he has more at-tacks per action, the extra CC and DAM bo-
nuses will make his attacks much more effec-tive. Unless of course he'll only be able tospend one action in CC.
When fighting warbands, try to use figureswith fewer actions first, spread them amongst
the front of the opponents warbands, thenmove in your nearer figures and gain themultiple attacker bonuses as much as possi-ble. Leaders and champs go last and attackwhatever you haven't killed yet.
Now take a look at the first photo, you cansee a Reaper moving from the rear of the war-band to fight a sister. It costs him one action tomove up and then a charge. Now if the Sisterwas on wait she probably would have counter-
charged which would remove her wait counterso the other guys would have an easier time.Now in the 2nd photo theother Reaper can charge inand then have another attack.He’ll have a +2 bonus on thefirst action and a +1 on the2nd. If you reversed thesetwo, then he would have got-ten a +1 on the first action, butno bonus on the 2nd and theother guy would have gotten a+2 on his charge and thatwould have been it.
So by simply moving properly you can increaseyour odds of hitting and killing a target quicklyand efficiently, this is especially needed whenusing the Stygian and SoK since youwill have less models every hit
counts.
Tactics—Properly using Activa-
tions when getti ng to CC.
By Glenn McClune
If you seem tohave troublegetting maxi-mum effective-ness out of
your CC unitsit is probablybecause youare not activat-ing them prop-erly. There isa science to activating your CC units to get themost effectiveness out of them.Firstly always remember when you select aunit, you move ONE figure at a time, if your op-ponent moves them all he/she is cheating in a
far larger way than you realize.Let's say you are in charge distance some canget there with one actionsome with two, withoutrealization you grab theclosest figure and runhim into CC. Bad move,your opponent may ormay not know that you
just lowered the effec-tiveness of the entire
warband.
When fighting individualsfollow these guidelines, ifyou can get figures in with a charge and thenfollow-up attacks (if they'll have left over ac-tions), then do so, but leave charge lines open.Make sure to note if you have perhaps two fig-ures which can get there with an action left af-ter the charge, the rest will be required to move
First Move
Second
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Painting Clin ic—Swamp Gob-
lins
By Glenn McClune
This is a painting guide for quick and easy SwampGoblins. Grab your swampies, assemble them andget them cleaned up for painting.First step is preparation for painting. You’ll want tothin down some tacky glue and then glue sanddown to the base plate. Next you’ll need to whip outsome black primer and spray them down.
Next, we take out a dark shade of gray and drybrush it over the whole model and base-plate. Ifyou are not familiar with the term “dry brush” it sim-ply means dip your brush into the paint and thenwipe most all of the paint off on a paper towel untillittle to no paint comes off. Then brush your figure,what happens is the paint will stick to the highlights,bringing out the details of the figure. Repeat with acouple of lighter shades of gray.
Next we’ll paint the skin tones and details, I use adark brown watered down a little for the flesh, be-cause he is already highlighted the shading willshow through, you may need to do a couple of lay-ers to make it look right. For details I use greens,blues and gold. Paint whatever looks like it needsdetail. For weapons I paint them gray and shadethem up a bit more. I use brown on the weaponshafts.
Now if you feel up to it, painting in theeyes can bring a lot of character to yourmodel. Grab a nice fine brush, or a
toothpick shaved down to a sharp tip.Pull out some yellow paint and then verycarefully paint in his eyes, if you make amistake don’t fret, it isn’t a huge deal,
just make sure to use very little paint. Ifyou messed up anywhere this is the time tofix it, grab whatever color needed and touch upthe figure.You’ll note we never painted the armor, that is be-cause with the shading it doesn’t really need it,they’ll look like ants. Also you mustn’t forget the
base, paint it dark green and dry brush it with a
lighter shade.
Grab some Gloss Coat and slap on two layers, thenget some Dull Coat and put a layer on. Now if youwant them to look really good, get some brush onGloss coat and carefully paint over the armor. Thiscreates a nice shine that looks as though his armoris actual carapace.
Now for a more ad-vanced paint schemepick two non-
clashing colors,groups I have usedare Red and Tan,and Teal and Gray. Ihave also seen Yellowand Black (Wasps), Redand Blue (Clashes too much to me)and many other colors, when picking your colors geta book on bugs from your local library and pickthrough it, you’ll see a lot of spiffy colors, also checkodd plants, these could also have your army onthem. Anyways, to do stripes you’ll need a steadyhand. For something like is on my Mantis GuardLeader or Blowpipers, you’ll need to wet blend, thisisn’t hard, but you need to be patient. Paint on yourmain color and when it is still wet paint on your sec-ondary color in the pattern you want, be it along thebottoms or top (Mantis Guard), or else from centerout (Blowpipes) just work the colors out and mix itwith the wet paint already on it, if the paint starts to
dry and it doesn’t look right, add just a littlewater and continue.
I hope you have found this Tutorial helpfuland good luck with your Swampies.
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Terrain Workshop—Jungle
Plants
By Glenn McClune
This Guide is to show you how to makeJungle plants for Chronopia and theyshould also work for Warzone.Oddball plants can be made from and numberof things, for this exercise we will use the fol-lowing things, a tennis ball, Green Garden
Foam (Really cheap), Aquarium Plants, and Li-chen.
Aquarium plants are ob-viously the easiest towork with as they areprepainted and every-thing all you need todo is glue them to abase. I just grab an
AOL cd; cover the hole inthe middle with a scrap of card and
then glue a layer of sand down, next paint thesand green and shade it. Once the base isdone, grab a handful of Aquarium plants of dif-ferent types and a bit of Lichen. Glue themdown and to disguise the glue location addsome lichen around the bottoms, it creates anovergrown look since you wouldn’t tread thereoften. This is relatively simple and looks prettygood.Now doing something with a tennis ball is odd Iknow, just bear with me, these make very alien
and odd looking plants. Take and cut out ahole in the side of it. Glue the ball down with theside facing out and then glue the piece you cutout onto the base facing down. Mix up someplaster and coat the thing, and I mean coat it.No fuzzies should be coming through when youare done. Spray paint it and paint whatevercolors you want, be it green brown or pink, it willbe odd no matter what you do.
And the most challenging yet best looking of
them all, Spore Pods made of Gar-
den Foam, these are my favoriteand I have a handful of these totoss around my table. I just cutthe foam down into smallblocks of whatever size I
wanted the pods to be. Thencarve them into a pod-type shape
with a knife. After they are of thebasic shape, rub the pod with your fin-
gers, it will wear down pretty easy making ahuge mess, but it works great. I like to make
patterns in the pods by rubbing grooves into itwith my finger and then drawing lines in with apaintbrush handle. After you get a handful intoappropriate shapes, glue them down onto somebases and paint away, note that you can spraypaint this, it doesn’t melt. After that glue somelichen down around them to cover up anythingyou did wrong and to cover the glue joints.This concludes the Jungleterrain making processwhich I use
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Scenario -The Toxic Swamps
By Glenn McClune
Motives You and a small unit are to traverse into the jungles ofthe Fallen Land into an area known as the Toxic Swampsin search of a lost Scion Stone rumored to be here. ThisScion Stone is said to have belonged to the Priestesswho almost overtook the world once. The paths aretreacherous but you must succeed.
Players 2-3 Players
Points: 1 or 2 of the players need to bring 500 pt armies,and one player will “run” the Event, he needs a handful ofSwamp Goblins, oddball Monsters and maybe some Sty-gian.
VC The Searching Parties (Players with actual armies)win if the find the lost Stone and escape to their deploy-ment zone alive. The player who plays as the SwampCreatures wins if he eliminates the other Players. TheStone is worth 300 VP.
Set-up You will need very dense Jungle and Swamp Ter-
rain for this game. This requires large pieces of the
board to be covered in hazardous terrain, I recommendusing dark green and brown felt patches all over theboard or else using hills fit closely together, there shouldbe paths between into more open areas, there needs tobe 3-6 more open areas, with various bits of terrain inthem. Also one or two (Depending on player count)paths need to run to the edge of the table. Place Chits inevery open area, they need to be identical on the top and
then one will be marked as the Stone on the bottom.
Deployment The Warbands will deploy within the path,the Swamp player does not deploy at this time.
Special RulesPlayers may move through dense areas at half move-ment (Even with Swamp Warrior) and the encounter ratedoubles (Every Activation)
At the Beginning of every other activation the SwampPlayer rolls on chart below once per player.Roll Effect1-2 Hunting Spider3 Giant Scorpion4-5 1d6 (4) Swamp Goblin Spearmen
6-7 1d3 (2) Heavy Spearmen8 1d3 (2) Blowpipers9 1d3 (2) Stygian Warriors (Any Variety)10 1d3 (2) Stygian Reapers11-13 1d3 (2) Giant Snakes14 2x Hunting Spiders15 2d6 (6) Swamp Goblin Spearmen16 1d6 (4) Heavy Spearmen17 1d6 Stygian Warriors18 1d6 (4) Giant Snakes19-20 Roll a Jungle Hazard Effect Centered on a Ran-dom model
Please not that the Swamp Player should not try andmassacre the players if too many creatures are on theboard he should forgo rolling, he should never outnumberthe players.
To attempt to find the Scion Stone a player must move upto the Chit and expend one action searching it, flip overthe chit, if blank he finds nothing, if it holds the Stone hemay pick it up with his next available action. He mustthen carry it back to the area he deployed to win.
(The Example map show how your area could look theBrown line shows the Deployment area and the greendots represent tokens, also note the Giant Scorpion andGiant Snakes cards are on the final page)
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Warzone—
Universe Under
Siege
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Tactics Chapter 1 – Ranged
Combat
By David McGee
Ranged combat is an art form. At times, itseems like so much chaos and random lead-slinging, but, if done properly, can be not onlyeffective, but intimidating and deadly. It canwipe out entire squads, and reduce the amountof fire the enemy can throw back at you.
Ultimate Warzone® simulates the stresses of
battle by forcing one to fire at the nearest avail-able target. This represents the soldier wantingto kill what he/she perceives to be the greatestimmediate threat to their own life. With propermaneuvering and concentration of available
firepower, this can be used to great effect
against the enemy.
When using a “shooty” army, concentrate yourunits. By doing this, will bring as much avail-able firepower to bear on the enemy’s unit(s).This can be accomplished in many ways, theeasiest of which is proper deployment. Whensetting up your unit cards, be sure group similarsquads of ranged weapon equipped soldiers/units/vehicles. Not doing so spreads firepower,reducing the number of shots you can put on
one particular unit and makes picking off yourown units easy for the enemy. Do not bunchthem too close together, as this can make the
enemy’s template weap-ons more effective thanthey should be. If youhave a mix (shootyunits/CC units) I still rec-ommend concentration.This can clear a path forthe CC troops to get to
where they need to be.
If you have support unitsand/or battle-suits(Vulkans, Phoenixes,etc.), keep these withyour troops. They aretargets for the enemy.Use your grunts as ei-ther a screen, or a diver-sion, as these units arecapable of tearing wholeunits apart, and the en-emy will want themgone. Vehicles are awhole other entity, but
should still start near friendly troops in order to
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breakout and exploit a weakness of the en-
emy’s.
When maneuvering into position for the shot(s),take care to ensure that the enemy will be keptin your arc of fire, and you LOS. There is noth-ing more frustrating than assuming a hardenedfire position, only to have the enemy skirt it andtry to find a back door. If the only target avail-able is a weak squad of grunts, remove themwithout second thought. Not only will this helpdemoralize the enemy, but they will not be able
to fire back. Seldom should you need to useTac Sense, but, if the unit beyond the immedi-ate target is of greater threat/importance, thenuse it, but be aware that you are leaving an en-emy in closer range/position to fire back at you.
Use weapons/platforms that receive multipleROF/action (the Vulkan being one of this au-thor’s personal favorites). In this way, when thetarget drops on the first shot, subsequent shotsare not wasted, and receive the initial bonuses
when shooting following targets.
Use aim, when necessary, to achieve the mosthits possible. The more hits you score, thegreater your chance will be to wound your tar-get. Depending on RC and penalties/bonuses,aiming can greatly increase the effectiveness ofa shot. Further, if you have to shoot at thesame target a second time, you keep the aimbonus without spending another action.
Load outs can enhance a soldier’s ability to getshots on their target. No sniper should be with-out a datascope/bipod combo. When a sniper(a whole other article, to be sure)aims, combined with the sniper’sskills and load outs, “one shot – onekill” is not only attainable, it is
virtually guaranteed. At a base RC of 11, anExtreme Range shot with a bipod/datascopecombo and aim, gives a sniper a shot that hitson 17 or less, and does 16 damage on impact!
Got a vehicle in your sights? This is a great
way to put a wound on it, and, if you’re into thevehicles “unsafe” wounds, makes it easier to hitthat Chain Reaction result!
When using these tactics, it is important to re-member that you do not leave yourself open tooutflanking or susceptible to para-deploy. Awise commander leaves his force flexibleenough to respond to possible surprises by theenemy. But as long as one brings as much fire-power to bear on the enemy as is possible, then
one forces the enemy to react, instead of beingforced to react to the enemy. Take the battle toyour enemy, and ensure maximum damage.Concentrate firepower!
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Scenario: Interro-
gation
By Ross Franks
Pancreasboy)
Motive: An important mem-ber of a nearby force hasbeen captured by an enemysquad for interrogation. Intelreports he has been taken toa nearby building and willprobably be interrogated be-fore being executed or until reinforcements ar-rive. Will he talk, only time will tell...
Players: 2
Setup: Place a building or structure in the cen-tre of the board. A squad of the captor armymay be deployed within it, along with a cap-tured sgt (with no equipment or weapons) from
the captured army player (each player choosesfrom their created force).
The captured model's force (the rescuers) aredeployed along one table edge as normal.
Reinforcements for the captor's force will arriveon the opposite table edge after Turn 1, on aD20 roll of 10 or above (roll for each squad, in-dividual, etc), they can then use their full AC's.The dice roll will decrease by 2 with the pro-
ceeding Turns, making the chance of reinforce-ments more likely.
VP: If the rescuers can get their captured sgt totheir deployment zone, they win.If the captors interrogate the captured modelsuccessfully or get him to their deploymentzone, then they win.
Points: Equal, 750 points+
Special: No models may infiltrate.The captured model must be in base to base(btb) contact to interrogate or to be moved.The captors can inject a truth drug into the cap-tured model if they are in btb contact for 1 AC.The drug takes full effect in 2 whole turns. Onthe 3rd turn the interigator can try to prise theinformation out of the captured model for 1 AC.
Both the captured model and the interrigatormodel make an opposed roll adding their LDvalues to their rolls. If the interrogator wins, thegame ends, and they are the victors. If the inter-rogator fails he can continue to try and interro-gate the captured model using 1 AC for eachtry. (Only 1 model may be the interrogator perturn).If the captured model is killed by the captors be-fore he releases the information then they auto-matically lose.
If the captured model is killed by "friendly fire",continue play as a normal battle. (Revenge issweet)
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New Special Ability
Wild Beast - This Creature requires some sortof trainer or keeper that is capable of controllingit. Controllingunits will have the Beastmaster special ability. Ifthe creature does not have one than it acts ran-domly,it usually has an idea what it is trying to accom-plish but it's mind is easily clouded by other ef-fects.It suffers from Blood Frenzy when out of con-trol. This blood frenzy assumes everyone is an
enemythough. If not suffering from Blood Frenzy di-rectly then roll on the following chart.1-5 --- Move Randomly (Roll as Deviation)6-8 --- Does Nothing (Goes on Wait)8-14 --- Attacks Nearest Enemy15-17 --- Attacks Nearest Unit (Friend or Foe)18-20 --- Attacks Nearest Friendly Unit
G i a n t S n a k e
C C : 1 0
R C : 8
P W : —
L D : 1 0
A C : 2
M V : 4
W D : 1
A R : 1 5
S T : 4
S Z : 2
D e f : - 1
E q u i p m e n t :
B i t e C R
M D ( - 4 )
M X ( - 8 )
D A M
C C
______
______
8 ( R e s i d u a l )
C R
M D ( - 4 )
M X ( - 8 )
D A M
_____
______
______
_____
S p e c i a l s : C o l d - B l o o d e d ( 8 5 ) , C l i m b , ( 8 5 )
B l o o d F r e n z y ( 8 5 )
G i a n t S c o r p i o n
C C
: 1 2
R C : 8
P W
: —
L D : 8
A C
: 2
M V : 6
W D : 3
A R : 1 6
S T
: 6
S Z : 4
D e
f : - 4
C T : 1 0 5
E q u i p m e n t :
2 x C l a w s , S t i n g
C R
M D ( - 4 )
M X ( - 8 )
D A M
C C
______
______
1 2
C R
M D ( - 4 )
M X ( - 8 )
D A M
C C
______
______
1 5 ( S e e S p e c i a l s )
S p e c i a l s :
W i l d B e a s t , D e s e r t W a r r i o r ( 8 6 ) ,
C a u s e F e
a r , C o l d - B l o o d e d ( 8 5 ) , F e a s t ( 8 6 ) ,
H u n t e r ( 8
8 ) , S e c o n d a r y A t t a c k ( 9 0 ) , P o i s o n
S c o r p i o n S p e c i a l s
P o i s o n — a n y
c r e a t u r e s t r u c k b y
t h e s t i n g a t t a c k
h a s h i s a c t i o n s r e -
d u c e d b y 1 f o r
2 t u r n s d o t o a n e u -
r o t o x i n w h i c h m
a k e s t h e s c o r p i o n s
p r e y e a s i e r t o f e e d o n . I f h i t b y t h e
S t i n g n o a c t u a l w o u n d s a r e t a k e n .
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Cerulean Mists and Engines of War: Content Summary
Introduction: Cataclysm Page 1
Consider the Source: A few words from the Designer Page 2
Table of Contents Page 3
The Gathering Storm Page 4
The Rules of War
Rule Revisions- The Altered World Page 15Aerial Combat Redux Page 16
Morale Page 17
Toxins and Disease Page 20Advanced Spell Casting Page 21
New Rules- The Weaves of Magic Page 27Warp Lord Spells Page 28
Necromancer Spells Page 30
Visceramancer Spells Page 32Fire Spells Page 34
Crystal Magics Page 36
Wind Magic Page 38
Earth Magic Page 40Hyrdromancy Page 42
Chrono Magic Page 45
Earth Mother Rituals Page 47 Naqada Rune Magic Page 49
Rituals of the Red Winters Page 51
Dark Invocations Page 53Shaman Lore Page 55
New Special Abilities- Page 58
Ambush Page 58Amphibious Page 58
Aura of Decay Page 58
Beheading Page 58
Blood Whip Mastery Page 58Discordance Page 59
Enhanced Charge Page 59Executioner Page 59
Hardy Page 59Healing Page 59
Inspiration Page 60
Lightning Reflexes Page 60
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Mining Page 60
Nimbus of Darkness Page 60Plague Page 61
Psychic Feast Page 61
Protector Page 61
Regeneration Page 61Scale Page 62
Skirmisher Page 62
Superior Vision Page 62Swarm Attack Page 62
Traitorous Contacts Page 62
War Cry Page 62
Army Modifications Page 64
Cerulean Loci Page 68
Siege Warfare in the Eternal Realm Page 72
Campaigns in Chronopia Page 80
New Troops Page 86
Blackbloods
Dominar with Pride Page 87Houri Page 88
Goblin Ifits Page 89Emperors Guard Page 90
Shofi Page 91
Djinn Page 92Apprentices Page 93
Devout
Unholy Champion Page 95Bone Golem Page 96
Bane Guard Page 97
Arch Necromancer Page 98Visceramancer Page 99
Thralls Page 100
Charnel Golem Page 101Vermin Swarms Page 102
Abominations Page 103
DwarvesMiners Page 104
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Breech Teams Page 105
Vulture Handlers Page 106Engineers Page 107
Dragon Clan Netters Page 108
Dragon Clan Flame Guard Page 109
Dragon Clan Thunderers Page 110Dragon Clan Revanche Page 111
Dragon Clan Harpooners Page 112
Elves
WarWalkers (CP) Page 114
Scourge (JH) Page 115Longbowmen (ALL) Page 116
Umbral Scouts (ALL) Page 116
Ice Witches (SS) Page 117
Fangs of the Serpent (OS) Page 118
Count Elithrion the Flayed,Warmaster (OS) Page 119Dune Guard (TS) Page 120
Reavers (TS) Page 121Scira, Blade Dancer (TS) Page 122
FirstbornRepulsar Lord Page 123
Exemplar Page 124
Earl Page 125 Northern Rangers Page 126
Seraphs and Mews Page 127Mounted Knights Page 128
Knights Temporal Page 129
Men at Arms Page 130Desert Paladins Page 131
Sons of Kronos
Sidhe (TG) Page 133Druin Warden (TG) Page 134
Druin Beastmaster (ALL) Page 135
Crone (ST) Page 136Skathan Witches (ST) Page 137
Aonbarr Raiders (DT) Page 138
Rune Forged (DT) Page 139Firebrands (ALL) Page 140
Stygian
Temple Guard Page 142Handmaidens Page 143
Favored of Tiamat Page 144
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Javelineers Page 145
Serpent Chariot Page 146Canopic Born Page 147
Sand Devils Page 148
Deep Spawn Page 149
Swamp Goblins
Hunting Spiders Page 151
Hemapterans Page 152Trap Door Spiders Page 153
Foragers Page 154
Canopy Spiders Page 155Bog Worms Page 156
Guardians of the Lotus Page 157
Kardish Keepers Page 158
The FeralSpearmen Page 160
Mantis Warriors Page 161Headhunters Page 162
Berserker Page 163
Shaman Page 164
The Cerulean Horde
Shock Trooper Page 167Magus Page 168
Spawn Page 169Brood Warriors Page 170
Deep Slayers Page 171
Elder Wyrm Page 172
Weapons of War
Blackbloods
Imperial Cannon Teams Page 173Bantu Myrmadon Page 174
DevoutWar Altar Page 175
Warp Cannon Page 176
Dwarves
Driller Units Page 177
Cannon Batteries Page 178
Elves
Dragonbane Scalers Page 179
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Essence Accumulator Page 180
Firstborn
Catapult Page 181
Chronal Gate Page 182
Sons of Kronos
Light Caster Page 183
Wicker Man Page 184
Stygian
Discus Launcher Page 185Blood Altar Page 186
Swamp Goblins
Net Riders Page 187
Gourd Cannon Page 188
And so it Begins Page 189
Appendix I- Chronopia Errata
Appendix II- Chronopia FAQ
Appendix III- Chronopia Quick Reference Sheet
Appendix IV- Chariot Racing Rules
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TABLE OF CONTENTSChapter 1: Mutant Chronicles – The
Future of Mankind 5
Chapter 2: The Rules of Warfare 31
0 AN OVERVIEW OF PLAY
WINNING THE BATTLEDESIGNER NOTES
1 SOME BASIC CONCEPTS1.1 ROLLING DICE
PERFECTFUMBLEOPPOSED ROLLS
1.2 MEASURING 321.3 LINE OF SIGHT
1.4
TABLE EDGE2
UNDERSTANDING YOUR TROOPS2.1 MODEL PROFILE
MODEL STATISTICS1) CC – CLOSE COMBAT 332) RC – RANGED COMBAT3) PW – POWER4) LD – LEADERSHIP5) AC – ACTIONS6) WD – WOUNDS7)
ST – STRENGTH8) MV – MOVEMENT9) AR – ARMOR RATING10) SZ – SIZE11) PC – POINT COST
•
SPECIAL ABILITIES
• EQUIPMENT
• CLASSIFICATION 34
A.I. ASSOCIATED ARMAMENTBEASTS 35CHANNELERSUPERNATURALNECRORGANICNECROBIOTICMORTALSUMMONEDVEHICLE
3 ABOUT YOUR ARMY 36
A)
ARMY STRUCTURE• GRUNT SQUADS
• TROOPERS
SQUAD SPECIALISTSSQUAD LEADERSELITE SQUADSOFFICERS AND PERSONALITIESFORCE COMMANDERSSUPPORT UNITS 37
• MOBILE ARMOR
• AIR SUPPORT
• ARTILLERY
• ADVISORS & CONSULTANTS
4 GAME TERMS 38 4.1 COMMAND DISTANCE
LEADERLESS SQUADS4.2 MODEL’S FACING4.3
DEVIATION 39 4.4 TURN SEQUENCE4.5 DETERMINE INTIATIVE4.6 NOMINATE THE FIRST UNIT4.7
PLAYERS ALTERNATE ACTIVATING UNITS4.8 END OF TURN
5 USING ACTIONS 40 MOUNTED TROOPS AND USING ACTIONSVEHICLES AND USING ACTIONS
6 AVAILABLE ACTIONS6.1 MOVE ACTIONS
6.1.1 CLIMB6.1.2 JUMP
6.1.2.A JUMPING DOWN 416.1.2.B FALLING
Calculating Falling Damage6.1.3 MINIMIZE PRESENCE
6.2 ATTACK ACTIONS 42
6.2.1
CLOSE COMBAT ATTACK6.2.2 RANGED ATTACK6.2.3 BREAK AWAY6.2.4 AIM6.2.5 CHANNELING6.2.6 CONCENTRATE6.2.7 SPOT
Making a Spot CheckBonuses and Spot 43Spot and MovementSpot and Close CombatSpot and Ranged CombatSpot and MoraleSpot and ChannelingSpot and Wait
6.2.8
RALLY6.2.9 GIVE ORDERS6.2.10 WAIT 44
Receiving a Charge While on WaitCounterchargeFiring from WaitBrace for the ChargeWithdrawal
6.2.11 DIVE FOR COVER
7 MOVEMENT, A CLOSER LOOK 45 7.1 Move
7.1.1 Moving Between Friendly Models7.1.2
Moving Between Enemy Models7.1.3 Base Contact
7.1.4
Movement and Terrain• Normal Terrain
• Limiting Terrain
• Rough Terrain
• Impassable Terrain7.2 TYPES OF MOVEMENT 46
7.2.1 Prone vs. MP7.2.2 Crawling7.2.3 Flying Models
Flying Unit Terminology
• Airborne
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• Earthbound
• Altitude
• Ascend
• Descend 477.2.4 Flying Models & Moving
Flying Model and LOSFlying Models and Command DistanceFlying Models and Movement
Ascending and DescendingFlying Models and Ranged CombatShooting at FlyersFlying Models and Morale
Altitude and Terrain 48
8 CLOSE COMBAT8.1 Close Combat and Models8.2 Facing and Close Combat8.3 Size and Close Combat8.4 Multiple Attackers8.5 Equipment and Close Combat 498.6 Close Combat and Movement
8.6.1 Charging8.6.2 Charging and Concealment
8.7 Close Combat and Attacking 50
8.7.1
StrikeCriticalFumble
8.7.2 Close Combat and DamageDamage vs. ArmorThe Armor Roll
8.7.3 Close Combat and Channeling8.7.4 Close Combat and Terrain8.7.5 Close Combat and Ranged Combat8.7.6 Firing into Close Combat 51
8.8 MODEL TYPE8.8.1 ATTACKING MOUNTED TROOPS IN CC8.8.2 MOUNTED TROOPS ATTACKING IN CC8.8.3 FLYERS IN CLOSE COMBAT
8.9 DOING DAMGE
STRENGTH
9 RANGED COMBAT 52
9.1 Line of Sight and Ranged Combat9.1.1 Target priority and Ranged Combat9.1.2 Size and Ranged Combat 539.1.3 Friendly Models and Ranged Combat9.1.4 Equipment and Ranged Combat
9.2
Ranged Attacks9.2.1 Fire Actions
Critical RollsFumble
9.3 Types of Fire Actions9.3.1 Direct Fire9.3.2 Indirect Fire
•
With LOS (Directly) • Without LOS (Speculative) 54
Damage and Indirect FireFire Trajectory
9.4
Ranged Combat and Damage9.4.1 Ranged Combat and Wait 559.4.2 Ranged Combat and Terrain9.4.3 Line of Sight and Terrain in Ranged Combat
9.5 Cover Protection and Ranged Combat9.5.1 Hard Cover9.5.2 Soft Cover9.5.3 Obscured Cover
9.6 Firing at Mounted Troops 56
10 FIRE MISSIONS & FORWARD OBSERVERS10.1 Forward Observers 5710.2 Spotting10.3 Fire Missions 5810.4 Designated Artillery 59
10.4.1 Fire Mission Types Anti-Personnel Anti-Vehicle
NBC10.5 Fire Missions by Army
10.5.1 Capitol Weapons1) 94mm AP Folding Fin Aerial Rockets (FFARs)2) GBU-490 AV MOAB Bomb
10.5.2 Bauhaus Weapons 601) 240mm Tapered Bore Helga Cannon2) V-120 Delivered Donnerschlag AV Pod
10.5.3 Imperial Weapons1) AG-188 Sandman Missile2) AGB-90 WP Cluster Bomb 61
10.5.4 Mishima Weapons1) CSSM 4300 Death Blossom Rail Gun2) Yahont-X Land Attack Cruise Missile (LACM)
10.5.5 Cybertronic Weapons1) Z-80 Particle Accelerator Cannon2) Urban Pacification Microwave Projector 62
10.5.6 Brotherhood Weapons1) MK-90 Cardinal’s Fist Smart Bomb2) The Judgment of the Cardinal
10.5.7 Algeroth Weapon 631) Reaper Siege Cannon
10.5.8 Demnogonis Weapon1) Pestilence Plague Gate
10.5.9 Muawijhe Weapons 641) Will-o-Wisp Flares
PacifismHopelessnessDespair
10.5.10
Ilian Weapon1) The Void Gate10.5.11 Semai Weapon
1) Positron Bomb
11 MORALE 65 Morale and Models11.1
The Dire Rating11.2
The Morale Check11.2.1 Panic11.2.2 Broken
11.3 Rally and Morale11.3.1 Squad Rally
• Success
• Failure11.4 Morale and Wait 66
11.4.1
Firing into Close Combat and Morale11.4.2 Attacking a Friendly Model11.4.3
Special Circumstances
12 SPECIAL ABILITIES 69
Ambush Aura of Corruption Aura of DarknessBarbs of AlgerothBeheadingBerserkBlessed
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Blind FightingBlood Barbs of ValpurgisBodyguardCamouflage (Level 1-3) 70Carnivorous BirthChannelChanneling MediumClimb 71Close Combat Training (Level 1-4)
Commander: UnitCommander: DivisionalCommander: ForceCombat ReflexesCounter InsurgencyDeadshot 72Demolition TrainingDire Rating (Level 1-5)DisguiseDissentionDominating WhispersEctoplasmic Feast 73Enhanced Charge (Level 1-3)EspionageExecution
Fast Shot (Level 1-3)Favor (Level 1-4)FeastFerocityFiendish Torturer 74First StrikeForm FireteamForward ObserverFoul WindGroup AssaultGuerilla TrainingGunslingerHate (Level 1-5)Impenetrability 75ImpersonationInfiltrateInsinuative VisionsInspiration (Level 1-5)Irresistible ParleyKeen Eyes 76Killing StrokeLeapLitany of MadnessLurkMedic (Level 3-6)Mist of Semai 77Natural AttackNecromancy (Level 3-6)Necrorganic Resistance
Necroplasmic EruptionPara-DeployPredator Gaze 78Predator Senses (Level 4-8)Raise UndeadReconnaissance TrainingRegenerate (Level 5-10)Resolve (Level 1-3) 79Revolting PresenceScreeching ProjectileSecondary AttackShadow WalkShambling Horde
Sinstress GazeSniper 80Stalk (Level 6-8)Stealth (Level 1-3)Strategic InsightSurvival Training (Level 1-5)Swarm AssaultSymbiotic Link 81Tactical Sense
TechnomancyTelepathic CommandTunnelUnscrupulousUnseen AssailantVoid Gate 82Void TaintVoid TravelWail of the DamnedWar CryWhispered RevelationsZombie Master
13 CHANNELING 84
13.1 Channeling and ModelsCritical (Natural 1)Fumble (Natural 20)
13.2 Facing and Channeling13.3 Target Priority and Channeling13.4
Concentrate13.5 Supernatural Backlash 8513.6 Channeling and Movement13.7 MP and Channeling13.8 Climbing and Channeling13.9 Channeling and Close Combat13.10 Channeling and Ranged Combat13.11 Channeling and Morale13.12 Channeling and Terrain13.13 Channeling and Wait13.14
Channeling and Supernatural Powers 86
13.15
Supernatural PowersNameRange
• Self
• Touch
• Template
• Measured/LOS
• LOSMagnitude
ActionsTypeSaveEffect
13.16 Pre Battle Powers 87
13.17
SUMMONING POWERSPERFECTFUMBLE
13.18 CONTROLLING A SUMMONED UNIT
14 VEHICLES 89
14.1 Understanding Your Mobile Support UnitsVehicle Profile
1) Vehicle Type
• Wheeled
• Bike
• Tracked
• Walkers
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• Skimmers
• Flyers2) Chassis Configuration 90
Armored Personnel Carriers (APC)
2.0 Understanding Your Mobile Support Units2.1 Traveling in a Transport 912.2 Disembarking a Transport2.3 Surviving a Destroyed Transport
3)
Vehicles and MovementDrive4) Vehicles and Close Combat5) Vehicles and Ranged Combat 926) Vehicles and Damage
15
FIELD ENGINEERING 95
15.1 Constructed Terrain PiecesSandbagsBarbed Wire 96Dragon’s TeethTrenches
15.1
Terrain Options
Type 97 ARWD
16
MINES, DEMOLITION & MILIEU 98
Setting MinesDemo Charges 9916.1 Hostile Environments 10016.2 Effects on Play
16.2.1 General Effects 101Reduced MoraleReduced MovementCombat FatigueReduced VisibilityWeapon MalfunctionCommunications FailureFatigueExhaustion
CollapseExposureSpecial Effects 102
16.2.2 Jungle TerrainGeneral Jungle LimitationsSpecial Effects1) Insect Swarm2) Venusian Strangle Vine3) Bog 1034) Venusian Mantrap5) Venusian Devil Bats6)
Venusian Python16.2.3 Desert Terrain 104
General Desert Limitations1) Special Effects
2)
Dust Devil3) Sink Hole4) Cloud Burst 1055) Rock Adders6) Sand Storm 106
16.2.4 Artic Terrain 107General Artic LimitationsSpecial Effects1) White Out2) Hidden Crevasses3) Extreme Wind Chill4) Artic Mirage
5) Minor Avalanche 1086) Polar Worm 109
16.2.5 Subterranean TerrainGeneral Subterranean LimitationsSpecial Effects1) Falling Rocks2) Seismic Tremor3) Poison Gases4) Volcanic Venting
5)
Feral Lampreys6) Mercurian Komodo Dragon
17 TIME TO ROLL: DEPLOY YOUR ARMY 110
DEPLOYMENT ZONES 111UNIT CARDS & DEPLOYMENTS ZONES
Here’s how it all works!
18 SCENARIOS 113 18.1 Scenario Formats
Motives# of PlayersPointsVictory ConditionsSet-upDeployment
Special Rules18.2 Choosing a Scenario
Scenario 1 – Hold the LineScenario 2 – Tritium Hunt 114Scenario 3 – Capture the Army CommandScenario 4 – Invasion 115Scenario 5 – Escort/AssassinateScenario 6 – Acquisition 116Scenario 7 – DemolitionScenario 8 – Convoy 117
18.3 Special Scenarios – Applying what we taught you18.4
Beyond Scenarios 119
19 WEAPONS & EQUIPMENT 120
19.1 Weapon Values1) Rate of Fire (ROF)2)
Weapon Accuracy3) Weapon Damage4)
Weapon Effects 1215)
Anti-Personnel Weapons (AP)6) Anti-Vehicle Weapons (AV)7) Vulnerabilities8) Direct Template9) Environmental Hazards10) Indirect Fire11) Ranged Template12) Natural Weapons13) Residual Damage14) Smoke 12215)
Sweep
19.2
Weapon Profile19.3
Weapon TypesClose Combat WeaponsWeapon Range
20 MELEE WEAPONS 123
20.1 SINGLE HANDED WEAPONS20.2
TWO-HANDED WEAPONS 12520.3 POLEARMS 12620.4 LANCES 127
21 RANGED WEAPONS
Weapon RangeClose Combat (CC)
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Range Bands• Point Blank (PB)• Short Range (SR)• Medium Range (MR)• Long Range (LR)• Extreme Range (ER)
21.1 Sidearms 128PistolsMachine Pistols 129
Machine Pistol Load OutsSub Machine Guns
Sub Machine Gun Load Outs 13021.2 Flechette Weapons
Shot PistolsShot Guns
Automatic Shotguns 13121.3 Rifles
Assault Rifles Assault Rifle Load Outs 132
Sniper RiflesSniper Rifle Load Outs
Light Machine Guns 13321.4 Heavy Guns
Heavy Machine Guns
Mounted Machine Guns 134 Autocannons 135Mounted Autocannons or Chain Guns (MACs)Cannons 136Symmetry Accelerator
21.5 Launched WeaponsThrown WeaponsUnder Barrel Grenade Launchers (UBGL) 137Grenade Launchers (GLs) 138MortarsRocket Launchers (RL) 139
Rocket Launcher Load Outs21.6 Flamethrowers
Personal Light Flamethrowers (PLF)Light Flamethrowers (LFT) 140Flamethrowers (FT)Heavy Flamethrowers (HFTs)
21.7
Special Weapons 14121.8
Optional Equipment Load OutsBayonetsCorp Grunt Load Outs 142Corp Elite Load OutsCorp Officers/Leader Load OutsSupport Munitions Load Outs for UBGLs 143Support Munitions Load Outs for MortarsDemolition Specialist Load Outs 144
Demo ChargesMines
Miscellaneous Equipment 145
Chapter 3: The CapitolMegacorporation 147
The Capitol War Machine (The AFC) 159Infantry ForceCapitol Navy Force (CNF)Capitol Ground Force (CGF)
The AFC Infantry 160Light InfantryHeavy Infantry 161
Airborne Rangers 162
The Freedom BrigadesK-9 Units 163Individuals 164
Light Infantry CaptainHeavy Infantry CaptainSgt. CarterInfantry MajorInfantry Colonel 165Blood and Guts Lt. Colonel
Major Maria del TorresMajor Joe Kowalski 166
Capitol Navy Forces (CNF) 167Sea LionsFree Marines 168
Assault Marines 169Wailing Banshees 170
Admiral Colby’s Guard 171Individuals 172
Sea Lion CaptainFree Marine Gunnery Sergeant
Assault Marine CaptainWailing Banshee CaptainBig Bob Watts 173Nathan R. Parrish, ACGMitch Hunter 174
Capitol Ground Forces (CGF) 175RangersDesert Scorpions 176Sunset Strikers 177Martian Banshees – 13th Division 178Individuals
Ranger CaptainSunset Striker Captain13th Div. Martian Banshee Captain 179Covert Ops SpecialistJake Kramer
AFC SupportMortar Team
Orca Battlesuits 180Purple Shark 181Pegasus Scout Bike 182Great Grey
Capitol Armory 183
Chapter 4: The Bauhaus
Megacorporation 187
The Bauhaus Ministry of War 199The Homebuilder ProtectorateDuke Elector Forces
The Homebuilder Protectorate 200Ducal MilitiaHussarsDragoons 201Legation of the Ministry of Justice 202The Order of the Pauldron 203RecitorsIndividuals 204
ExecutionersHussar Kaptain 205Dragoon KaptainKommandantMajor Max Steiner 206Valerie Duval 207
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House Bernheim 208Mounted HussarsJungle Kommandos 209Strike KommandosIndividuals
Mounted Hussar Kaptain 210Jungle Kommando Kaptain 211Major John Emigholtz
House Saglielli 212Venusian Rangers 213Etoiles Mortant 214HMG-85TIndividuals 215
Venusian Ranger KaptainEtoiles Mortant KaptainVenusian Marshals
House Richthausen 216BlitzersJaegers 217Vulkan BattlesuitsIndividuals 218
Blitzer KaptainJaeger Kaptain
Security Specialist Henrick Wolfe 219House Romanov 220
Romanov BlitzersThe Wolfhead DragoonsViktor Battlesuits 221Individuals 222
Wolfhead Dragoon KaptainHaupt Kaptain Konrad von Juntz
Support Batteries 223Ducal Mounted HMG TeamsHussar Mortar TeamsStrike Skimmer 224GT Off-Road
Bauhaus Armory 225
Chapter 5: The Imperial
Megacorporation 229
The Imperial Regimental Army 247IDMF ForcesThe Clan AlliancesThe Wolfpacks
Imperial Defense Ministry Forces 248ISC GendarmeryISC Iron MastiffsImperial Regulars 249TrenchersWolfbairns 251
Wolfbane CommandosStorm Trenchers 252Blood BeretsIndividuals 253
Gray GhostWolfbane Vanquisher 254Trencher CaptainBlood Beret CaptainWolfbane Packmasters 255ColonelWolfbane Elder ChieftainSean Gallagher 256
Support 257Stormtrencher Mortar TeamThe Hurricane WalkersVermin APC 258Rams Air Cav 259
Imperial Clan Forces 260
Bartholomew AllianceSmythe-Axelthorpe SterlingsMorgan’s Black Berets 261Charles, The Black Prince of Craecy
Grand Murdoch Alliance 262Golden Lions 263Golden PanthersSergeant Edward S. Murdoch 264
The MacGuire Alliance 265Dunsim HuntersThe RamsLt. Colonel Timothy MacGuire 266
Wolf Packs 267Mourning WolvesWarhounds 268Head Hunters
Berserkers 269PathfindersFenris Bike 270Hedgehog Necromower
Imperial Armory 271
Chapter 6: The Cybertronic
Megacorporation 273
The Mishiman Army 293The Overlord’s RetinueLord Heir Armies
The Kamakura 294 Ashigaru
Ronin Samurai 295Crimson Devils 296Faceless 297
The Tokugowa Bushido SamuraiBushido Dragonriders 298Tiger Dragons 299Phoenix Samurai 300HatamotoIndividuals
Demon HunterTatsu 301Liege Lord 302
AmaterasuSupport 303
Ashigaru Typhoon Rocket Team Arashi Ryuu Field Artillery 304Ronin Samurai Dragon Packs 305Ronin Oni Light BattlewalkerDragon Bike 306Divine Wrath Strike Craft
The Retinues of Lord Heir Moya 307Sohei of the Soshomara TempleThe Nagano Cult 308Individuals
Hachiman MasadokaSoshomara Enlightened Master 309
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Support Kenji Class Meka
The Retinues of Lord Heir Maru 310Sohei of the Yorama TempleThe Tanjuro Cult 311Individuals
Moto YakamochiYorama Enlightened Master
Support 312
Bushi Class Meka
The Retinues of Lord Heir Mariko The Kikigomae SoheiDeathbringers 314Individuals
ToshiroYojimboKikigomae Enlightened Master 315
Support 312Typhoon Class Meka
Mishiman Armory 316
Ki Elements 318Soshomara School of Enlightenment
Bending of the Reed
Leopard’s LeapSerpent’s Balance
Alacrity of SuiseiYorama Temple Ki
Blade DanceThe Tiger’s FuryPillar of StoneIron Will
Shirii Temple List 319Command of HeavenMight of the AntSpiritual RenewalWeeping Blade
Ancestral AideBlack Temple Ki
Death Blow Assassin’s ShroudTrue SightPool of Night’s Shadow
Chapter 7: The Cybertronic
Megacorporation 321
The Cybertronic Military Battery 337The Cybertronic Army
Military Conflicts and Resolutions (MCR) 338Peoples VolunteersChasseursEnhanced Chasseurs 339
Machinators MK1 340Machinators MK2
Internal & External Security (IES) Shock Troopers 341Reavers 342
Attila CuirassiersThe 19th Silent 343Mirrormen 344Individuals 345
PV CaptainChasseur CaptainShock Trooper Captain
Vince Diamond 346Dr. Cynthia DianaCyril DentOperations Overseer 347
Support 348Cancer Mounted Machine GunSurveilerScorpion Launcher 349Chem.IMN
TA-6500The Juggernaut Division 350
Eradicator Death Droid.APEradicator Death Droid.AV
Cybertronic Enhancements 351
Cybertronic Armory 352
Chapter 8: Brotherhood
Army of the Faithful 357
The Forces of Light 373The DedicatedFirst DirectorateSecond Directorate
The Dedicated Units 374TrooperElite Troopers 375Paladins
Arch Primates 376Sacred Warriors 377Individuals
Cardinal Confessor Dominic, the Sheriff of Luna Arch Inquisitor Salvatore Nikodemus 378Redemption Assassin 379Watchmen
Support 380Death Angel
The First Directorate
PilgrimsResonators 381SentinelsFury Elite 382Individuals
Pilgrim ExecutionerVisionaryKeeper of the Art 383Keeper Miguel Sandoval
The Second Directorate 385ValkyrieMortificatorsCrucifiers 386Vestals
Officers 387InquisitorsInquisitor Majoris
Assassin 388Blessed Vestal Laura 389Mortificator Crenshaw 390
Aspects of the Art 391 Art of Kinetics
DissipationOverwhelming PresenceThe Cardinal’s Crimson BlowThe Cardinal’s Protection
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Teleportation Art of Dominance 392
The Will of the CardinalEmerald ShroudHeed the WordRestoration of FaithConfusion
Art of Exorcism 393Exorcise Barrier
Exorcise FleshExorcise DarknessExorcise SpiritExorcise Doubt
Art of Mentalism 394Litany of MarksmanshipLitany of SovereigntyLitany of SteelLitany of MightLitany of Justice
Brotherhood Armory 398
Chapter 9: The Cartel 401
The Cartel 408
Cartel Security Force (CSF)Cartel Doomtrooper Support
Cartel Security Forces 409Cartel Field AgentsCartel Peace KeepersCartel Security Police (CSP) 410Darkslayer Mercenaries 411Cartel Field SurgeonCSF Sharpshooter 412Special Agent Nick MichaelsDoomtrooper Support 413
Capitol DoomtroopersBauhaus DoomtroopersImperial Doomtroopers 414Mishima Doomtroopers
Cybertronic Doomtroopers 415
Cartel Armory 416
Chapter 10: The Infernal Legions of the
Dark Soul 417
Minions of the Enemy – The Dark Legion 435Dark Apostle ForcesCult ForceHorde Force
The Dark Cults 436 AcolytesInitiatesSacristansDestroyers 437Individuals
Reaper of SoulsTechnomancer 438NecromagusBilly, The Dark ProphetWarlord Stahler 439
Support 440Supreme NecromagusSummoned Specialists
Erisian RazideGolem of Discord
Golem of the VoidGolem of FlameGolem of Ice
Templar Partisans 441
The Horde 442Undead LegionnairesNecromutantsCursed Legionnaires 443Praetorian Stalkers
Individuals 444Centurion PreceptorsGommorian Emasculator
Archmagus ValpurgisSupport 445
Zurion RazideDefiler PodsRasputin Bolsheviks 446
Common Support 447Neronion RazidePraetorian Behemoth 448Reaver NecrotransportUnholy Carronade 449
Necrobiotic Enhancements 450
Black LungsMark of AlgerothBone CalcificationDark PremonitionNecro-MusclesNecro-ReflexesDark Sight
The Legions of Algeroth 451Neronion LegionnairesNecrotyrantsInfernal Corroder 452Carnal HarvestersIndividuals
Centurion PreceptorsTekron WarmastersRagathol 453Golgotha, The Mistress of PainNepharite of Algeroth 454
Alakhai the CunningSupport 455
Nasca RazideBio-GiantThe Defiler Pods of Algeroth
The Diseased of Demnogonis 456Blessed LegionnairesKadavers 457Last RitesmanBlight Commando SquadsCairath 458
IndividualsCenturion PreceptorsVoice of DemnogonisNepharite of Demnogonis 459Shekral the PustulatusMortis the Virulent
Support 460Contagion ColossusDefiler Pods of the Befouler
Ilian: Mistress of the Void 462Children of IlianTemplars 463
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Wheeled TemplarsBrass Apocalypts 464Individuals
Karak the KeeperSinstress Salandria 465Nepharite of IlianVahl’dredd The Hunter
Support 466Mercurian Maculator
Ilian’s Defiler PodMuawijhe: The Prince of Madness 467
Screaming LegionnairesKarnophagesImmaculate Fury 468Zenithian SoulslayersIndividuals 469
Immaculate ImperceptorZenithian Slaughtermaster
Angel of MercyDoomsday Proclaimer 470Bhalaeron the SandmanNepharite of Muawijhe
Support 471EzoghoulDefiler Pods
Semai: The Eternal Liar 472Heretic LegionnairesDissidents 473Dark HuntsmenCallistonian Intruders 474Individuals
Callistonian SundancerEonian JustifierMetropolitan Prophet 475Heretic CorruptorCallistonian ConquerorKrayst the Dark Litigator 476Nepharite of Semai
SupportInvidian ReaversSoul Reavers 477Defiler Pods of Semai
Dark Legion Armory 478
The Dark Symmetry 483Etheric Lance
Aura of DarknessBlack KarmaTemporal CompressionExchange Essence
Algeroth, The Patterns of Wrath 484 ApocalypseThe Devouring Darkness
Flow of AcidInvoke FrenzyNecrovisual Symbiosis
Ilian, The Patterns of Power 485Void PhasePower VoidDark LightningDimensional StormConstruct Void GateSoul Wither
Demnogonis, The Patterns of Pestilence and Decay 487Spray of Putridity
Fountain of FilthCloud of FliesThe Stench of CorruptionThe WastingPlague of Flies
Muawijhe, The Patterns of Mindless Abandon & Dreams 489Wind of InsanityBaffling CallConfusion of Conformity
The Mad MarionetteUltimate Nightmare
Semai, The Patterns of Mendacity and Corruption 490Dark PromisesFalse OrdersVeil of DarknessShroud of the DeceiverMisdirectionPhantom Terrain
Chapter 11: Tribes of Dark Eden
<Eurasia> 492 The Tribes of Eurasia 505
Tribes Army
Armies of the Tsar 506SoldatsNorthern SonsShock Soldats 507CossacksIndividuals 508
Jaeger CommandosCossack ScoutsCossack Storm SoldatsSoldat Kommandant 509Cossack KommandantsVicar
Support 510
Soldat SchwerwaffeCrescentia War Parties 511
BrotherboundJihad InfantryKhan’s Guard 512The LamentedIndividuals 513
ProphetSupport
Mahout Dervish
The Army of God 514DisciplesFusiliersEuthanasiCorsairs 515CavaliersIndividuals 516
Cavalier ScoutHeavy CavalierJobian Patriarch
Support 517Greymourns
The Templars 518The HordeGendarme BestalsThe Gendarme 519Panthera Cavalry
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Individuals 520Sabrebeast Cavalry HarpoonerGendarme Hunter
SupportVerounist Stingray
Crescentian Prophesies 522ForeknowledgeForethoughtForesight
ForeshadowingTemporal Dissonance
Wrought Kin Rituals 523Shield of FaithStain of the Non-BelieverWord of the LordFaith HealingSacrificeHand of God
Armor of God
Rasputin Armory 525
Crescentian Armory
Inheritor Armory 526
Templar Armory 527