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Main Rules
Shane Garvey
Demond Thompson (order #5706920)
Version 1
Shane Garvey
Joe Calkins, Sade
Paul Puser
Shane Garvey
Copyright (c) 2012 by Crystal Star Games. All rights reserved.
This document is a living document. Updates will be made to it on a regular
basis. If you have bought this document, you will receive all future updates for
Demond Thompson (order #5706920)
566 years ago, the world went to hell.
Once, Raal had been a land of civilisation. Men, elves and dwarfs had lived in peace with
each other and the people ourished. Great cities were built; they housed great works of
art and science, and the people were happy.
Oh, sure, there were wars even back then; what else would you expect when brutal orcs
and sly goblins roamed the wild lands? Even amongst the civilised there was wickedness;
some men and women practised unholy rituals involving the dead, or tried to summon
demons from the Hellre Kingdoms. These people were usually caught and executed
before any harm could be done.
Alas, it was one of these demon-worshippers, an elf named Ixxian, that started what
would become the fall of civilisation. He and his brotherhood of followers - who were
known as the Cult of the Black Wind - successfully managed to break down the barriers
that separated Raal from the Hellre Kingdoms. Seeking to control the demons that
came through, they failed miserably, for they had managed to summon forth Xaar,
Demon King and Destroyer of Worlds.
Ixxian and his brethren were the rst to die. As a reward, Xaar raised them as creatures
of the walking dead and used them as part of his army. The demonic hordes poured
through the gate, and Raal found itself at war.
Within eight years, the world had been torn apart almost completely. Only small pockets
of life survived and these were hidden in heavily fortied areas. There was no hope, no
way that the remaining few could drive back the hordes. It was only a matter of time.
Then, inexplicably, the demons vanished. There was no reason for this; they were
winning and would complete their destruction within months. But they were gone. The
survivors rejoiced that they had managed to escape the carnage, but the world they
knew, the world they hoped to return to, was gone.
Emerging from their fortresses and hideouts, the people of Raal found a blasted, war-
torn landscape. A hot wind blew across a rocky, lifeless planet. The bones of the dead
littered the land, and all signs of animal and plant life was gone. The cities and towns
that were the pride of the Raalians had been torn down and destroyed.
The people despaired. They had survived the war, but would they survive the coming
months and years?
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Raal is a living world and, although she was bruised and scarred, she wasnt dead yet. As
the people of Raal were attempting to eek out a meagre and dismal existence amidst the
destruction of the planet, Raal itself began a miraculous transformation.
Throughout the land a powerful, mystical energy began seeping up through the ground.
At night, the energy could be seen as a blue, mist-like glow that owed through valleys
and across the plains. The people of Raal were both frightened and in awe of this display
and wondered what it meant.
On the rst morning after the energy was seen, scouts went and investigated the area.
They saw signs of new growth, new plants and animals that had seemingly sprung up
over night. The land began to heal.
In an unexpected boon, some people learnt that they could harness this mysterious
energy - this mana, as it was being called. They could manipulate it to perform feats of
sorcery unknown before now. They could blast their enemies with invisible power,
levitate themselves into the air, and even control the elements and the weather.
Those who could control mana became powerful. The people looked up to them as
leaders, and pleaded with them to lead them out of the dark ages and into a new era of
light. They did this with zeal and enthusiasm, but this would prove to set back the rise
of civilisation once more.
The various leaders of the small bands of survivors disagreed on how Raal should be
rebuilt. Inevitably, this led once more to conict. The survivors formed small warbands
around their leaders, supporting those whose ideas matched their own. These warbands
clashed for control of the land and it wasnt long before conict was once again the
order of the day.
More than ve hundred years later the situation is the same. Towns and villages have
sprung up in some parts, heavily fortied against roaming monsters and warbands.
Warbands led by their Battlemages (the manipulators of mana) still vie for power and
wealth, wandering Raal in search of new supporters, powerful weapons and waging war
on their enemies.
This is Raal. Welcome.
Demond Thompson (order #5706920)
Battlemage is a fantasy war game for two or more people. You control a warband on the
world of Raal, led by a Battlemage and his or her followers, as they strive to carve out a
new world based on their own ideals, images and beliefs.
Opposing you will be other warbands, each also led by similar people with their own
motives. Your goal is to defeat these enemies and carve out an empire for
Before you can play, there are some essential
items that you will need.

DICE: Each player will need at least two,

six-sided dice, numbered from 1 to 6. These
are the same sort of dice found in most board
games and you likely have many of them lying

MINIATURES: Each player will need a set of

miniature gures to represent his or her
warband. These gures will vary depending
on the warband you choose to play as. The
miniature gures (or models, as we shall call
them) should be in the 25mm to 30mm scale.
Thankfully, there are many manufacturers of such models, including (but not
limited to) Games Workshop, Mantic Games, Avatars of War, and Reaper.

SCENERY: Scenery is not absolutely necessary, but it certainly adds to the game if
you have it. Things like model trees, buildings, hills and rivers are all very useful
and make your games much more interesting.

TABLE: You will need a table to represent the battleeld. This area needs to be 4
feet by 4 feet. You can also use an area of oor.

TAPE MEASURE: A tape measure is required for measuring how far a model can
move, the range of its weapons, and so on. The tape measure needs to be marked
in inches. In a pinch a ruler can also be used.

PEN AND PAPER: Finally, you will need something to write on and something to
write with.
When we refer to
rolling dice, we use
shorthand. Roll
1d6 means roll
one die, while roll
2d6 means roll two
dice and add the
two together.
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In Battlemage, you lead an army made up of miniature gures (models) into battle
against your opponents models. These models represent your Battlemage, his or her
Commanders, and the Warriors who follow them.
In order to di!erentiate how these models operate in the game, they have a set of stats
assigned to them. For example:
Lets look at this in a little more detail.

NAME: Man At Arms is the name of this Warrior. This is nothing more than a
description to di!erentiate your models.

PTS: The amount of points the model costs to include in your warband. Warbands
have a maximum amount of points you may include; the more powerful the model,
the more points it will cost.

MV: The Move stat. This shows you the maximum amount of inches the model
may move in one turn.

ATT: The Attack stat. The higher this number is the easier it is for that model to
hit their opponents. Models roll 2d6 and add their ATT stat to determine if they
hit an enemy or not.

DEF: The Defence stat. The higher this number is the harder it is for the model to
be hurt. A higher number usually indicates that the model is wearing heavier or
Man At Arms
PTS: 10
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better armour. Attacking models must equal or beat this number in order to hurt
the model.

W: The Wounds stat. Basically, this number shows how many hits the model can
take before being put out of commission or killed.
Some models will also have special rules and abilities that will be listed beneath their
stats, where appropriate.
The stats above represent an average Warrior. The numbers are an average
representation of a human on Raal. Other creatures, races and monsters will have
di!erent stats, based on their abilities. For instance, the average dwarf is tough but slow,
and this is represented by his di!erent stats (an average dwarf has MV 5 and DEF 11).

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Before you can begin playing a game of Battlemage there are a few things you must do.
Firstly, you must pick a warband to ght with. There are ve warbands listed later in this
book, each of them representing a di!erent faction on Raal. Pick one of these factions.
Next, discuss with your opponent how many points you wish to use in your warbands.
100 points is the minimum you would want to play, with 150-200 being an
average size.
Now pick models from your chosen warband up
to the points value of the game you are playing,
and making sure you follow all of the rules for
selecting a warband, found later. Write this down
on some paper.
The battleeld is a 4 x 4 area of table or oor that
the two warbands will ght over. Mark out the
boundaries of the battleeld.
Next, place some scenery on the battleeld, using
a mixture of trees, buildings, hill, rivers and the
like. Six to eight pieces of scenery is ideal. Exactly
how scenery is used is described later.
Next, each player rolls 1d6. Whoever scores higher gets to choose which side of the
battleeld they wish to setup (deploy) on. He then deploys three of his models in his
deployment area, which is an area up to 10 from the edge of the battleeld he chose.
The other player then deploys three of his models on the opposite edge, up to 10 in
from the edge.
Players continue doing this until all of the models on each side have been deployed.
Both players now roll 1d6. Whoever scores higher gets to take the rst turn.
The setup listed
here is for a basic
game. Other ways of
playing Battlemage
(called scenarios)
are presented later
in the book.
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A standard game of Battlemage is played over a series of game turns. Each game turn is
split into player turns, with each player taking one player turn per game turn, starting
with the rst player and followed by the second. Each player turn is split into three
phases, each of which are resolved one after the other.
As mentioned above, each player turn is split into three phases. These phases are:



These phases are discussed on the following pages.
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The command phase is a rather important part of a players turn. During this phase a
check is made to see whether or not a model is within command range. If it is it can act
normally; if it isnt it may do things you do not want it to do.
A model is within command range if it is within 10 of your Battlemage. Measure this
from any point of the base of your Battlemage to the closest point of the other models
base. If any part of its base is within 10 of your Battlemages base, the model is
considered to be in command range.
Commander models can extend your Battlemages command range. If one of your
commander models is within command range of your Battlemage, then the command
range extends an additional 4 beyond the commander model.
For example, lets say one of your commander models is 8 away from your Battlemage.
As it is in command range, the commander model extends the Battlemages command
range 4 around it. Say one of your other models is 11 away from your Battlemage, but
is within 4 of the commander model. It would still count as being in command range.
Models who are not within command range are said to be out of command.
Models who are out of command have a real chance of not acting the way you want
them to. At the start of your player turn, when you check if models are in command
range, note which ones are not and roll 1d6 for each of them. If you roll 4-6, the model
may act normally this turn. If you roll 1-3, however, you must roll a further 1d6 to nd
out what that model will do. It may do nothing else this turn.
1-2 The model moves away from the nearest
enemy model its full Move distance.
3-4 The model does nothing.
5-6 The model moves towards the nearest
enemy model its full Move distance.
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During the move phase you may move none, some or all of your models up to their MV
value in inches. This is tactically the most challenging phase of them all, and mistakes
during this phase have a real chance of losing the game for you.
Moving a model is relatively simple. First, nd the models MV value on its prole. An
average MV value is 6 for an infantry model and 10 for a cavalry model. The number
listed is how many inches the model may move in one turn. The model may move in any
direction it wishes. It may move through terrain features, except for those classied as
impassable terrain. Typically, these include buildings, cli!s,
and deep water (lakes and rivers).
Once you have moved a model, you may not move it
again in the same phase even if it didnt move its full
MV value.
You may elect to have a model make a run move instead of
a normal move. If you do, the model may add extra
inches to its move this turn. A running model may
move an additional 3 if its MV is less than 10, or it
may move an additional 5 if its MV is 10 or more.
When a model runs it may not be used in the attack
phase, unless it has charged (see below).
If a model moves through any sort of terrain piece during its turn, its MV value is
reduced by 2 for that turn. For example, a model with a MV of 6 would only have a MV
of 4 that turn.
If a model runs through a piece of terrain there is a chance they may injure themselves.
Roll 1d6 if a model makes a run move through a terrain piece. On a roll of 1, the model
loses 1 Wound.
Models may move into contact with enemy models when they move. This is known as
charging and is the only way you may strike an enemy model in hand-to-hand combat.
See the attack phase for more details.
It is a good idea to
discuss with your
opponent before the
game which terrain
counts as
impassable and
what can be moved
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The attack phase begins when all of your models have moved. During this phase, any
models that moved into contact with an enemy model, or who are still in contact with
an enemy model, may attack that model. In addition, any special rules or commander
powers may also be used during this phase.
If one of your models is in base contact with an enemy model, your model may make a
single attack against it. This is done as follows.
Roll 2d6, then add your models ATT score to the total of the roll. This gives you an
attack roll score. If your attack roll score is equal to, or greater than, the enemy models
DEF value, the enemy model has been hit. If your attack roll score is less than the enemy
models DEF value, your attack has missed.
Hit models lose 1 Wound. If they now have 0 Wounds left, that model must roll on the
Wounded Models table (see later).
If your model charged the enemy model this turn, you may increase your attack roll
score by 1 this turn.
If you are in base contact with more than one enemy model, you must choose which one
to attack.
Some models have a special rule called Ranged Attack. This represents a model having
some sort of missile weapon, such as a bow, crossbow, throwing knives, and so on. The
rule is usually written as such:
Ranged Attack: 3/15
This shows you that the model has a Ranged Attack special rule, its ATT value is 3, and
it has a range of 15.
A model may make a ranged attack during its turn as long as it did not make a run
move in the move phase. First, pick the target of your attack. It must be within range of
the Ranged Attack (15 for the example above) and your attacking model must be able to
draw a straight line between it and the target models body. If it can do this, it may
make the attack.
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Roll 2d6, then add your Ranged Attack ATT value to the total of the roll (in the example
above, the ATT of the Ranged Attack is 3). This gives you an attack roll score. If your
attack roll score is equal to, or greater than, the enemy models DEF value, the enemy
model has been hit. If your attack roll score is less than the enemy models DEF value,
your attack has missed.
Hit models lose 1 Wound. If they now have 0 Wounds left, that model must roll on the
Wounded Models table (see later).
Models whose entire bodies are not visible to the attacking model, due to the fact they
are concealed by another model or piece of terrain, may increase their DEF value by 2
for that attack.
If the attacking model moved during the move phase, it must reduce its attack roll score
by 1 for this attack.
When a model is reduced to 0 Wounds it must roll 1d6 and consult the chart below.
Follow the instructions to nd out what happens to the model.
1-2 The model is dead. Remove it from the
3-4 The model is stunned. Place it face down
on the table. Roll 1d6 at the start of each
of your turns. If you roll 1-3 it remains
stunned and may do nothing. If you roll
4-6 it stands up, but may do nothing that
5-6 The model is knocked down. Place it face
down. It may stand up at the start of your
next turn, but may do nothing that turn.
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Wounded models who do not die after rolling on the chart return to 1 Wound. Models
who are knocked down or stunned may be attacked, and su!er a -2 penalty to their DEF
If two models are in contact with each other, and both have more than 1 Wound, and
neither is face down on the battleeld, the models remain engaged with each other.
Neither of these models may move in subsequent turns until they become unengaged.
Some models, notably Battlemages, have special rules or powers that can be used in the
attack phase. Follow the rules for each of these abilities on a case-by-case basis.
Note, however, that a model may either attack, make a ranged attack, or use a special
rule or power only once unless otherwise stated. A model may not perform more than
one action in the attack phase.
The exception to this is Powers. If a model has a Power, it may use it and make another
action during the attack phase. However, it may only use one Power each attack phase.
The use of a Power is not automatically guaranteed. Indeed, models with Powers may
nd they dont use one successfully at all during a game!
Each Power has a number listed after it in brackets, like this: (5+). In order to use that
Power, a model must roll 2d6 and score equal to or higher than the number listed. A
Power with (5+) would need to roll 5 or more in order to make it work.
If a model fails to use the Power successfully, nothing happens. Note that the model
cannot attempt to use another Power this turn; you only get one attempt at a Power per
model each turn!
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The object of the game is to kill as many of your opponents models as possible. The
game will end when a certain amount of models have been killed.
When one players warband has been reduced to 50% of its starting models, that
warband must start taking a morale test at the start of each of its players turns. To do
this, roll 2d6.
If you roll less than 6, your warband loses heart and ees the battleeld. Your opponent
wins the game.
If you roll 6 or more, they continue to ght and the game continues.
If, at any stage, you have less than 25% of your starting models left on the battleeld,
your opponent wins automatically.
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