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Army Selection

Races have been made into similarly potent forces; each player should have
the same number. Similarly different Dragon species are also meant to be
roughly equal, so each player should have the same amount of Dragons
each. Artillery are also the same, so each player should have the same
amount of Artillery pieces.

Turn Sequence
- Movement Phase
- Combat Phase
- Next Player’s Turn.
That’s it. Really.

Throughout these rules the term ‘Minifig’ is used to represent the average
man-sized and shaped figure. ‘Model’ is used to describe any moveable unit
that can influence the game; this includes Minifigs, Dragons, Horses, and
Artillery etc.

Movement Phase
A Minifig can move up to 6” a turn. This can include vertical movement, i.e.
climbing. They can also include a jump up to 2” as part of their move. Only
one jump per turn is allowed. If a Minifig wishes to perform an action, e.g. pick
up a weapon, activate an item, press a switch, mount a Horse, they must end
their movement to do so, and may not move any further that turn. A Minifig
can conduct any number of possible actions from the same spot per turn. The
exception to this is if an enemy is with 2”; only combat can be initiated, and a
Minifig may perform no other actions until they are outside the 2” again,
however this is achieved.

A Minifig can run up to 9” a turn instead of using their normal movement. This
can only occur in the horizontal plane i.e. where you would normally be able
to run. They may jump up to 3” as part of their move, again only once per
turn. A Minifig that runs is not allowed to conduct any actions or initiate
combat in the turn that he runs.

A Minifig on horseback may move 9” a turn as normal, including a singular


jump of up to 4” per turn. A mounted Minifig may gallop up to 12”, with the
possible jump increasing to 6”, but suffers all the penalties applicable to
normal Minifigs when they run. All riding must be conducted in the horizontal
plane, i.e. no Spiderhorses!

A prone Minifig may crawl up to 2” and remain prone. They may perform
actions and initiate combat as normal. A Minifig may rise from prone without
penalty, unless wearing particular defensive equipment. If a Minifig is wearing
either a Helmet or Armour, then they must forfeit 3” of their total move. If a
Minifig is equipped with both Helmet and Armour, they must forfeit 6” of their
total move. Rising from prone may be combined with running, but all the
penalties will apply from both. A prone Horse will take a whole turn to get up,
and may do nothing else that turn (except accept a rider).
Swimming movement is handled a little differently to other movement. Any
Minifig movement that covers ‘deep water’ of more than 1” on length counts
as swimming, even if the majority of movement is on the land. ‘Deep water’
must be specified at the beginning of the battle. The maximum move is 6”,
and this includes any move where the Minifig gets back out of the water, no
matter the distance moved in the water. Swimmers are automatically placed
prone, and count as prone at all times.

If a Minifig is wearing either a Helmet or Armour, their maximum swimming


move is lowered to 3”. If the Minifig is wearing both Helmet and Armour, their
move remains at 3”, but if they do not exit the water on the turn after they
entered, they will automatically drown, and are removed from the game.

A swimmer may not carry more than one object/weapon; if they enter the
water with more than one item, the controlling player must pick one that is lost
to the bottom of the waterway, and is permanently removed from the game. A
model cannot carry a shield at all whilst swimming. The Minifig must drop the
shield, even if he is not carrying anything else, and the shield is removed from
the game as above.

If a Minifig wishes to fight whilst swimming, he may do so, but has to do so


with his bare hands, i.e. at a range of 1” and only using their base value of
Combat Dice.

Boats?
Combat Phase
Once all a player’s movement has occurred, combat can be initiated. In order
to be able to fight, a Minifig must have an enemy with his range, and have line
of sight. If you are unsure of this, take a model’s eye view. The range is
measured from directly in front of a Minifig’s feet. His personal range depends
upon what weapons he is using at the time.

Weapon Types
A Minifig may be given objects/weapons to hold, which will increase their
combat ability. There are several types of weapon, with different attributes:

No Weapons (Hands): A Minifig (or other model) can still fight with his bare
hands/hook/teeth/claws/other appendage, and gets to use his base value of
one Combat Dice for this. His range is 1”; unless otherwise specified, this is
the default range for any model’s attacks.

Hand Weapons: These are generally weapons that can only be held in one
hand, e.g. cutlass, sword, axe. These weapons give an extra Combat Dice on
top of a Minifig’s base value, and as they can be used in one hand only, can
be used in pairs for an extra dice each. The range for Hand Weapons is 2”.

A Hand Weapon may also be thrown in a ranged attack using just the base
value of one Combat Dice, up to 4” away. The weapon must be removed
from the thrower and placed at the feet of the target.

Two Handed Weapons: These weapons must be able to actually fit into both
hands of the Minifig simultaneously and are commonly around the height of a
Minifig or longer e.g. spear, halberd, staff, lance, pole arm, oar. They can still
be used in one hand exactly like a Hand Weapon above, except cannot be
thrown. If held in two hands, they add two Combat Dice to a Minifig’s total,
and have a range of 4”.

Horse: Although not actually a weapon, a Minifig on horseback may add an


additional Combat Dice to his total for weapons and base amount. Whilst a
Minifig is mounted on a Horse, they count as one entity, and cannot be fought
separately. If a Two Handed Weapon is used on horseback, it may be held in
one hand, but gains all the advantages of being held in two hands, as detailed
above.

Short-Ranged Weapons: These are normally one-handed weapons, e.g.


pistols, blowpipes, magic wands, (although the latter normally count as
Magical Weapons in addition!). They have no additional Combat Dice, but
allow attacks to be made, using a Minifig’s base value, up to a range of 8”. As
they are one handed, an additional Short-Ranged Weapon may be used in
the other hand, giving an additional Combat Dice to a Minifig’s total.

A Short-Ranged Weapon may also be used in concert with a Hand Weapon,


(one in each hand). With this combination, a Minifig may either fire the Short-
Ranged Weapon at a target or fight at a range of 2” as if they had two Hand
Weapons (i.e. two Combat Dice added to their base value). They may not
throw their Hand Weapon whilst holding a Short-Ranged Weapon, (but they
can drop the Short-Ranged Weapon in order to do so!)

Long-Ranged Weapons: These are bigger and bulkier that their smaller
cousins above, e.g. rifles, bows, crossbows, and as such command a longer
range. They require two hands to fire, add an extra Combat Dice to the base
value and have a range of 12”. They may not be used on horseback (but a
rider can dismount to use one).

Magical Weapons: These will still be one of the particular weapons types
above, but will be more ornate, shiny or translucent! They add an additional
Combat Dice to a Minifig’s total Combat Dice, in addition to those normally
used for weapon type. They may also have further effects, as details in other
sections of the rules.

Defensive Equipment
A Minifig may be given a various equipment to aid in their defence in combat.
All of these can be combined together to provide extra protection, but must be
evident on the Minifig.

Lying Prone: Although not actually equipment, this tactic bestows some
defensive advantages. If an enemy attacks a prone Minifig from 4” or further
away, a prone model gains an additional automatic Defend Hit result to use
that turn. They may only use it against these ranged attacks; any enemy
closer will not have to content with this additional defence. This rule only
applies if the Minifig was prone prior to any combat initiation this turn.

Armour: This provides a Minifig with a single automatic Defend Hit result to
add to their Combat Dice results, per turn of combat. Armour does not count
as an object, and cannot be swapped between Minifigs.

Helmet: This provides a Minifig with a single automatic Defend Shock result
to add to their Combat Dice results, per turn of combat. A Helmet does not
count as an object, and cannot be swapped between Minifigs.

Shield: This provides a Minifig with a choice of either a Defend Hit or Defend
Shock automatic result to add to their Combat Dice roll, once per turn of
combat. The player controlling the Minifig can choose which result they want
to apply after their opponents dice have been rolled. A Shield may also be
uniquely used to counteract an opponent’s Critical Hit result, instead of one
of the choices above. If used in this fashion, the shield is destroyed or
rendered useless, and is removed from the game. A Shield does count as an
object, and therefore can be swapped between Minifigs.

Magical Shields: These are very rare, and allow a Minifig all the benefits of a
standard Shield, except that a Critical Hit does not destroy them. They may
still only counteract a single Shock/Hit/Critical Hit per turn.
Combat Dice
Symbol Term Effect
This result allows a player to either knock an
opposing Minifig prone, or too kill an opposing Minifig
that is already prone. Killed Minifigs are removed
Hit
from the game (or separated for a body-littered
battlefield!), but their weapons and objects are left for
other to utilise if they wish.

Defend If this is rolled, it enables the player to counteract a


Hit single Hit result rolled by their opponent.

This result acts in exactly the same way as a Hit


Critical
result, except that it cannot be counteracted by a
Hit
Defend Hit result.
This result signifies a sudden or disorientating attack.
It forces its target to drop a hand-held object; the
attacker’s choice if more than one. If the target holds
Shock
no objects, then they are knocked prone. A Minifig
already prone, with no held objects may not be
targeted by this result.

Defend If this is rolled, it enables the player to counteract a


Shock single Shock result rolled by their opponent.

This result can be used either offensively or


defensively: The first use allows you to knock one of
the opposing Minifigs prone. The defensive use
Brute
allows the roller to counteract any other result that
Strength
would normally mean your Minifig is knocked prone
itself. It can’t be used in this way if the user is
already prone, i.e. to stop a Hit from killing its target.

Attributing Combat Dice Results


Each Minifig involved in a particular combat has his dice rolled separately at
the beginning of that combat. Starting with those controlled by the player
whose turn it is currently, they then take it in turn to allocate each dice to any
enemy model with that Minifig’s own range, in any order that the owning
player wishes. Each Minifig’s dice may only be allocated once. Defend
results/defensive equipment can be applied to counteract these attacks as
they occur, but can also be ‘saved’ for subsequent attacks is the player thinks
it necessary, (i.e. doesn’t mind being knocked prone, but wants to avoid being
killed). The opposing side will then allocate their own offensive dice they
rolled, although they must be within their own range to do so. Any enemy
model that is knocked prone and/or killed by these attacks may still contribute
their full number of dice to the fight this turn (all combat is deemed to be
simultaneous in effect). No results can be carried over to the next turn, so if a
result is not used, or has no viable targets, it is wasted.
If a Minifig on Horseback is knocked prone, he will also become unseated
from his mount, and will no longer gain the extra combat die from the Horse to
add to his total. The Horse will not attack an enemy in subsequent turns, but
can still use one dice to defend itself; it can still be knocked prone and be
killed as any other Minifig. A rider may not attempt to mount a Horse unless
he is outside of 2” from an enemy.

Artillery
Artillery can be fired by any one Minifig within ½” of it; this counts as an
action, so if there are enemy models within 2”, a Minifig may not
shoot the piece. Although firing counts as an action, it is
conducted in the Combat phase. Artillery has no allegiance; any
player with a Minifig in range, and no enemy preventing it, may
shoot the Artillery. Artillery may only be shot in a 90o arc to the
front, as per the illustration.

Minifigs may move an Artillery piece 1” and turn it up to 45o per Minifig
assisting to move it, up to a maximum of 6. A Minifig that assists in this may
do nothing else that turn; no other movement, actions or combat may take
place. Artillery that is moved may not be fired until the next turn.

Artillery can be attacked using the normal combat rules. However, only
Critical Hits will damage them. If a total of two Critical Hits are allocated to
an Artillery piece in any one turn, then it is rendered useless for the remainder
of the game.

Artillery Types
Catapult: These massive machines can fire any ammunition to
hand, and can also fire at unseen targets, making them the best
for overall battlefield supremacy; however they require a good
eye, and cannot operate at very close range. They have a
maximum range of 48”, and unlike other Artillery, a minimum range of 12”.
Also unlike other Artillery, they do not need line of sight. To fire a Catapult,
pick a specific direction (normally done by detailing an ‘aim point’ at the other
end of the battlefield), and then guess the range to the target area. The
guess must be between 12” and 48”. Then measure the guessed distance
along the line from the front of the catapult to the ‘aim point’; where the
guessed distance ends, that is the impact point. Each model within 1” of the
centre of the impact point is hit with the equivalent of two Critical Hits. Each
model outside of 1”, but within 3” gets hit with the equivalent of a Shock result
on the Combat Dice.

Ballista: These spear or harpoon firing machines are very


deadly to individual targets, but may only fire at one enemy per
turn. They have a maximum range of 24”, and
require line of sight. To fire a Ballista, pick a
target and roll a Leader Dice. If you roll a Blank, then it
misses. Any other result hits the target with the equivalent of
two Critical Hits.
Cannon: These massive gunpowder weapons fire large
cannonballs, which can behave in different ways for each shot
fired, and as such are probably the game’s most all-round, but
unpredictable Artillery. They have a maximum range of 36”,
and require line of sight. Pick a target within range (must be a
physical thing on the battlefield, not an abstract point), roll a Leader Dice and
consult the following table:

Symbol(s) Term Cannon Effect


[None] Blank The Cannon misses.
Brute The target is hit with the equivalent of
Strength two Critical Hits.
The target, and anything else in the
Guard, continuation of a straight line between
Focussed the Cannon and the target, for 6”, are
Guard each hit with the equivalent of a single
Critical Hit.
The target and any other model within
Surge,
2” if the central point of the target are
Critical
each hit with the equivalent of a single
Surge
Critical Hit.
Dragons
Dragons are magical, monstrous creatures that can team up with an army of
Minifigs in their encounters. They are independent entities, controlled
completely by their owning player, but can also be ridden by Minifig Leaders
into battle. They are also extremely tough, and very hard to disable or kill.
Dragons come in different shapes and sizes; these different species have
different statistics, and are represented by different models.

Dragon Movement
Dragons can have up to three different types of movement, and the type
chosen applies to the whole of a Dragon’s move for that turn. The type of
movement chosen will also affect the choice of attacks that are open to a
Dragon when they reach the Combat Phase. The maximum distances
involved are different for each species of Dragon, and will be given on their
specific stats. Dragons cannot perform any actions.

Flying movement can be made over any obstacles, and a Dragon may use
either Breath Weapon or Down Draft attacks in the Combat Phase after flying.
Walking movement is limited to the horizontal plane, although it can be made
up in part, or completely by any number of jumps over ‘recessed obstacles’,
such as chasms, or over anything ≤2” high. A walking Dragon may utilise
either Breath Weapon or Combat Dice attacks. Swimming movement is only
available to some Dragons; any movement that passes through water of
greater than 2” in length can count as a swim, even if it encompasses some
land movement too. A swimming Dragon may not make any jumps during the
course of its move and may utilise either Breath Weapon or Combat Dice
attacks.

Dragon Attacks
A Dragon may only use one of its attack types available to it per turn, and only
in the turn of it’s controlling player. They do not roll any Combat Dice in
opposing player’s turns (they have no real need to).

Down Draft: This attack targets all models (friend or foe) within 6” of the
points where the Dragon’s wings meet its body. Each affected model is hit
with the equivalent of a Brute Strength result on the Combat Dice.

Combat Attacks: The Dragon rolls a number of dice equal to his Combat
Dice stat, and allocates them in normal combat, just like any other model.
The Dragon’s range can be measured as 3” from any of the head, claws or tail
of the model itself. If the Dragon has a rider, then any Defend Hit, Defend
Shock or Brute Strength results rolled may be used in defence of the rider,
(not during opponents’ turns), but otherwise the two models are treated as
separate entities in combat. If the Dragon has no rider, then any Defend Hit
or Defend Shock rolls are wasted.

Breath Weapon: The Dragon may use one if its two allocated types of attack
this turn. (For specific effects see below).
Attacking Dragons
Dragons are only affected by Critical Hits. Any other attacks allocated to
them are wasted.

If the number of Critical Hits in the current turn equals a Dragon’s specific
Break Point, then the Dragon becomes stunned. They will not be in a position
to fight back, (as Dragons only fight during their own turn, and would have
gone first, prior to the allocation of an enemies Critical Hits or this would
occur in an enemy turn), and if they are carrying a rider, the Leader must be
placed prone next to the Dragon. The Dragon may not perform any
movement or combat in his next turn, but may accept a rider.

If the number of Critical Hits in the current turn is greater in number than the
Dragon’s specific Break Point, then the Dragon is killed. The model is
removed from play, and if they are carrying a rider, the Leader must be placed
prone next to where the Dragon was.

Dragon Breath Weapons


At the beginning of the game, each Dragon must be allocated a particular
Aspect; from a choice of Electric, Fire, Ice, Poison and Shadow. This will
then allow them access to the specific Breath Weapons for that Aspect, as
detailed below. Each Aspect has two Breath Weapons available to it; the
Dragon may only use one of these per turn, but always has the choice of
which one.

The Dragon also has immunity to any Breath Weapons or Surge spells of its
chosen Aspect that are directed towards it, can ignore the effects of Guard
spells of its chosen Aspect on others, and can decide whether to allow friendly
Guard spells of the same Aspect to be cast upon it or not.

All Breath Weapons can only be used within a 180o arc to the front of the
Dragon; anything to the rear half of the Dragon is unaffected by any of these
attacks. All ranges are measured from the front of the head that is using the
Breath Weapon.

Electric Breath Weapon Attacks


Thunderbolt: The Dragon fires out a powerful bolt of electrical energy at its
target. This attack works in exactly the same way as a Ballista’s attack.

Electric Arc: The Dragon releases several glowing steams of electrical


energy, which snake out and are attracted to large metal objects, sometimes
bouncing from one to another. Any enemy within 6” that are wearing either a
Helmet or Armour struck by the equivalent of both a Hit and a Shock result.
Any enemy models within range that are equipped with both a Helmet and
Armour suffer a Critical Hit instead.
Fire Breath Weapon Attacks
Fireball: The Dragons shoots out a massive ball of glowing, fiery energy,
which can impact upon its target in differing ways each time. This attack
works in exactly the same way as a Cannon’s attack.

Flamethrower: The Dragons launches forth a long, sweeping flame, setting


light to all enemies directly in front of it. Any enemy model with 3” is gets
struck with the equivalent of 3 Hits each. Artillery pieces within range are
automatically destroyed.

Ice Breath Weapon Attacks


Ice Shards: The Dragon can shoot out various ice shards, some times in
clouds of small splinters, other times as larges chunks of ice. This attack
works in almost the same way as a Cannon’s attack, except that the
maximum range is reduced to 18”, but as long as a Blank is not rolled by the
controlling player, they may choose what other result to apply from the options
available.

Freezing Breath: The Dragon expels a cloud of freezing gas, chilling its
enemies to the bone, and sometimes encasing them in ice. All enemy models
within 6” are affected by this attack; they may not do anything in their next
turn.

Poison Breath Weapon Attacks


Acid Slime: The Dragon shoots out several large gobbets of a severely
corrosive viscous liquid. Up to three enemy models within 8” are hit with two
Critical Hits each. The Dragon may not hit a model twice in one turn with this
attack, i.e. allocate the Critical Hits cumulatively.

Poison Gas: The Dragon expels a cloud of poisonous and/or corrosive gas
in front of it, but cannot specifically target its effects. All models within 3”,
(friend and foe), suffer a Critical Hit each.

Shadow Breath Weapon Attacks


Bolt of Darkness: The Dragon shoots out a ray of pure darkness, in an
attempt to replace the mind if its target with the void of nothingness. This
attack has a range of 36” and is targeted against a single enemy model. It
doesn’t affect Artillery (who don’t have minds) or Dragons (who are too
strong-minded to submit to this attack). The target’s player rolls a Combat
Dice: if they roll a Defend Hit or Defend Shock result, the target has evaded
that attack, and must be placed prone if he is not already. If the target fails to
evade, he is killed automatically.

Aura of Fear: The Dragons exudes thin wisps of shadow energy, which
affect the minds of its enemies, causing them to panic. Any enemy within 3”
gets struck with the equivalent of 3 Shock results each.
Dragon Species
There are several different types of Dragon, all with different characteristics:

Common Dragon
Walking Move = 8”
Flying Move = 15”
Combat Dice = 6 Dice
Break Point =3

Cavern Dragon
Walking Move = 12”
Swimming Move = 9”
Combat Dice = 6 Dice
Break Point =4
Special Rules: A Cavern Dragon cannot fly, due to its vestigial wings.

Sea Dragon
Walking Move = 6”
Flying Move = 12”
Swimming Move = 12”
Combat Dice = 7 Dice
Break Point =3

Spirit Dragon
Walking Move = 6”
Flying Move = 9”
Combat Dice = 6 Dice
Break Point =2
Special Rules: As a psychic representation of a dead Dragon, a Spirit
Dragon does not to get to make any Breath Weapon attacks, and has no
immunity to any Aspect. As with Spirit Warriors, it can only be harmed when
an enemy counterattacks it in the Dragon’s turn, except when attacked by
Spells, Breath Weapons or Magical Weapons, which can attack it as normal.
They may move through physical barriers and even enemy models. Spirit
Dragons are the only mounts Spirit Warriors may ride, but still only Leaders.

Two-Headed Dragon
Walking Move = 8”
Flying Move = 12”
Combat Dice = 8 Dice
Break Point =2
Special Rules: A Two-Headed Dragon has two Breath Weapons that it can
use each turn; one for each head. The Dragon is also allowed to choose a
separate Aspect for each of its heads; the player must specify which head has
which Aspect for range purposes. If this is the case, the Two Headed Dragon
looses its normal immunity to either Aspect; each head is vulnerable to the
other’s chosen Aspect. Where the Dragon has the same Aspect for both
heads, it can choose to make the same attack with each head, or use different
attacks in the Combat Phase.
Three-Headed Dragon
Walking Move = 4”
Combat Dice = 8 Dice
Break Point =2
Special Rules: A Three-Headed Dragon has three Breath Weapons that it
can use each turn; one for each head. The Dragon is also allowed to choose
a separate Aspect for each of its heads; the player must specify which head
has which Aspect for range purposes. If more than one Aspect is chosen, the
Three Headed Dragon looses its normal immunity to any Aspect; each head is
vulnerable to the others’ different Aspect. Where the Dragon has the same
Aspect for all heads, it keeps its standard immunity, and each head can
independently choose which of the two attacks to make. A Three-Headed
Dragon is far too volatile to allow a rider, and cannot fly.

Symbiotic Dragons
Walking Move = 8”
Flying Move = 12”
Combat Dice = 5 Dice
Break Point =2
Special Rules: These pairs of Dragons count as a single Dragon for army
selection purposes. They must both be of the same Aspect, and neither may
accept a rider, as they are so closely linked to each other they would not want
another being to get so close. They may act independently during a battle,
unless one of the pair dies: if this occurs, the surviving Dragon must move as
fast as possible to be within 6” of the body of its partner. Once there, it may
act as normal for the remainder of the battle, but may not move further than 6”
from the corpse at any time.

Zombie Dragon
Walking Move = 6”
Flying Move = 9”
Combat Dice = 5 Dice
Break Point =3
Special Rules: If a player chooses a Zombie Dragon, they must designate
one of their Leaders as the necromancer that has reanimated the corpse;
either a Wizard by his own magic, or a Hero by using a magical artefact. If a
player does not have any Leaders, they may not choose the Zombie Dragon.
The specified necromancer gains no extra powers, but whilst he is still alive,
on a turn that the Zombie Dragon suffers a number of Critical Hits greater
than its Break Point, these are treated as being only equal to its Break Point.
(In effect the Zombie Dragon cannot be killed whilst the necromancer is still
alive). The title of necromancer cannot be passed to another Minifig during
the game. As it is only a reanimated corpse, and is falling apart, every time
the Zombie Dragon uses its Breath Weapon, it inflicts a Critical Hit on itself
for that turn.
Daemonic Dragon
Walking Move = 4”
Flying Move = 9”
Combat Dice = 7 Dice
Break Point =5
Special Rules: Daemonic Dragons are summoned from one of the Hell
dimensions, and as such are immune to most attacks. Only Magical
Weapons or Wizards’ Spells can affect them; however, normal Hits from
these attacks will count as Critical Hits when against a daemonic Dragon. A
Daemonic Dragon can reduce an opponent Dragons’ Break Point total by 1,
(to a minimum of 1), as long as the Daemonic Dragon allocates at least one
Critical Hit to the target Dragon’s total this turn. This Break Point reduction
counts for all subsequent attacks this turn.

Juvenile Common Dragon


Walking Move = 6”
Flying Move = 12”
Combat Dice = 3 Dice
Break Point =1
Special Rules: Juvenile Dragons are much smaller and weaker than their
grown up cousins. They count as Artillery as far as Army Selection is
concerned. They may not take a rider, as are too small. When they choose
an Aspect, instead of the normal Breath Weapons, they may only use the
Surge spells available to Wizards who have chosen that Aspect. They
automatically upgrade the spells to the Critical Surge level. They still retain
their immunity to their chosen Aspect.

Dragon Riders
Only Leaders have the strength of mind to be able to ride a Dragon. Mounting
a Dragon requires an action, and is such an ungainly process that neither the
rider nor the Dragon may initiate combat in the turn this occurs. Dismounting
is not an action, but part of movement, and does not effect either party.

Whilst riding a Dragon, the Leader may fight as normal; you still measure the
range from the Minifig, so some attacks may be out of range. The rider gets
no extra advantage from being on a Dragon; the Dragon is advantage
enough! The Leader can be targeted separately from the Dragon. A Two
Handed Weapon can be used in one hand exactly like as on horseback, whilst
a Long-Ranged Weapon may be used whilst riding a Dragon. If a rider is
knocked prone, he falls from the Dragon to the ground next to his seat.
Leaders
Leaders are rarer Minifigs that command their brethren in battle. As such,
they can rise above standard Minifigs’ abilities, and can turn the tides of
battle. At the beginning of a player’s Combat Phase, they roll one Leader
Dice for each Leader they have on the field. These will tell the player what
special ability the Leader has for that turn. A player does not roll any Leader
Dice when it is not their turn. There are two types of Leader; at the beginning
of the game, a player must choose which of these types apply to each of their
Leader Minifigs.

Heroes: These lead from the front and have the ability to inspire their men to
greater feats and have the potential themselves to become combat monsters.
At the start of your Combat Phase, roll a Leader Dice to see what advantage
a hero will get this turn.

Wizards: These spell casters can use their magical powers to support their
troops. If a leader is designated a Wizard at the beginning of the game, the
controlling player must choose one Guard and one Surge spell from the list
available to them, for them to use throughout the game. At the beginning of a
player’s Combat Phase, roll a Leader Dice for each Wizard. The result will tell
you which of their chosen spells they can use this turn.

Leader Dice
Symbol Term Hero Advantage Wizard Spell
Hero has no advantage The Wizard can cast no
[None] Blank
in combat this turn. spell in combat this turn.
The Hero may add an The Wizard may cast
Guard extra Combat Dice to his one of the Guard spells
total for this turn. for his chosen Aspect.
The Wizard may cast
The Hero may add two
Focussed one of the Guard spells
extra Combat Dice to his
Guard for his chosen Aspect,
total for this turn.
but at Focussed level.
The Wizard may cast a
Applies as if the Hero spell with the exact
Brute had rolled an additional same effects as a Brute
Strength Brute Strength roll on Strength roll on the
his Combat Dice. Combat Dice, but with a
range of 6”.
All allied Minifigs within
2” of the Hero (but not The Wizard may cast
Surge himself) may add an one of the Surge spells
extra Combat Dice to for his chosen Aspect.
their total for this turn.
All allied Minifigs within
The Wizard may cast
4” of the Hero (including
Critical one of the Surge spells
himself) may add an
Surge for his chosen Aspect,
extra Combat Dice to
but at Critical level.
their total for this turn.
Spells
Each Wizard must be allocated a specific Aspect before the battle begins.
When he rolls the Leader Dice, he may use either of the Surge/Guard spells
available to him, depending on the result of his roll. Wizards may not pick
more than one Aspect.

The Wizard also has immunity to any Breath Weapons or Surge spells of his
chosen Aspect that are directed towards him, can ignore the effects of Guard
spells of his chosen Aspect on others, and can decide whether to allow
friendly Guard spells of the same Aspect to be cast upon him or not.

Guard Spells Surge Spells


Electric Spells
Forcefield Electrify
The Wizard, or a Minifig within 6” of A specified target model within 12”,
him, gains an additional automatic and any enemy models within 2” of
Defend Hit result this turn. him, all suffer a Shock result.
Focussed: The model gains the Critical: The affected models now
equivalent of a Magical Shield instead suffer two Shock results.
Teleport
Electromagnetic Attraction
The Wizard may teleport himself (or
Specify a target model within 12” of
another Minifig within 3”) to any other
the Wizard. All enemy Minifigs with
part of the battlefield.
6” of the target must be moved so
Focussed: The Wizard may either
that they are within 2” of the target.
teleport up to four Minifigs (including
Critical: As above, except that all the
himself if required) or one large
moved Minifigs are placed prone as
model. If teleporting Minifigs, they
well. The original target is unaffected.
must finish within 3” of each other.
Fire Spells
Burning Wrath
Fire Blast
The caster, or a Minifig within 3”, may
A target model within 18” is hit with
count all his Hits as Critical Hits.
the equivalent of a Critical Hit.
Focussed: The spell’s target may
Critical: The target model is hit with
turn any or all of their Combat Dice
the equivalent of two Critical Hits.
into Critical Hits automatically.
Fiery Blade
One Minifig within 3” of the Wizard (or Rain Of Fire
the Wizard himself), and holding at A target model within 12”, and any
least one weapon, counts as having a other enemy models within 2” of it, all
Magical Weapon this Combat Phase. suffer a Hit result.
Focussed: All friendly-held weapons Critical: The affected models now
within 2” of the Wizard count as suffer two Hit results.
Magical for this Combat Phase.
Ice Spells
Ice Shield
Time Freeze
The Wizard, or any Minifig within 3”,
A targeted enemy Minifig within 12”
may not fight during the Combat
must miss his next turn, and cannot
Phase, but also becomes completely
be affected by anything during it.
impervious to harm.
Critical: The caster may target up to
Focussed: Both the Wizard and all
three enemy Minifigs with this spell,
Minifigs within 2” all gain the benefits
or one larger enemy model.
(and penalties) of this spell.
Cool Head
Hail Storm
The Wizard, or another Minifig within
All enemy models within 4” of the
3” may reroll any of his Combat Dice
Wizard suffer a single Shock result.
(once only) this turn.
Critical: The affected models suffer
Focussed: The model can choose
two Shock results instead.
the result of each of his Combat Dice.
Poison Spells
Living Vine Summon Creatures
All prone enemy Minifigs within 4” of The caster may independently place
the Wizard at the end of this Combat two Poison Critters within 8”. They
Phase may not stand up in their next may attack as normal this turn.
turn, although they may still crawl. Critical: The amount of Poison
Focussed: The range extends to 8”. Critters summoned rises to five.
Unhealthy Aura
Corrosive Decay
All enemy models within 3” of the
The Wizard can destroy a single
Wizard may roll one less Combat
object/weapon within 12”, even those
Dice than normal this Combat Phase.
held by enemy Minifigs.
Focussed: Enemy models within 4”
Critical: Up to three objects/weapons
of the Wizard now roll 2 less Combat
may be destroyed by the caster.
Dice in this turn.
Shadow Spells
Cloak of Shadows Deadly Curse
Any models with 2” of the caster may One enemy Minifig within 12” may be
not be attacked at all unless the forced to reroll (once only) any
attacker is also within 2” of the Combat Dice he rolls this turn, at the
Wizard. This lasts until the beginning caster’s choice.
of the Wizard’s next turn. Critical: Instead of the above spell,
Focussed: The range of the spell one enemy Minifig within 8” of the
becomes 4”, but possible attackers caster will automatically die at the end
must still be within 2” of the Wizard. if his next turn.
Steal Soul
Time’s Shadow
One enemy Minifig within 8” may only
One friendly Minifig within 6” of the
roll one Combat Dice in this Combat
Wizard can immediately move again,
Phase. The surplus Combat Dice are
and may double his Combat Dice
given to the Wizard instead.
during this Combat Phase.
Critical: The surplus may now be
Focussed: The spell can affect up to
given to another friendly Minifig within
three Minifigs, but not the Wizard.
8”, instead of the Wizard.
Additional Rules

Hippogriff: These mounts are crosses between Horses and eagles. Ridden
as mounts, they obey all the rules for Horses, with a few exceptions. They will
add two Combat Dice to their rider’s total instead of a Horse’s one, and if their
rider is knocked prone, will continue to fight with these two dice as a normal
Minifig. In fact they can operate completely independently to their riders in
this respect. Just like Horses, Hippogriffs cannot be mounted within 2” of an
enemy. As well as a Horse’s normal 9” move, Hippogriffs can fly up to 18”. A
Hippogriff that flies is not allowed to conduct any actions or initiate combat in
the turn that he flies, even accept a rider. Hippogriffs cannot gallop like
Horses.

Hunting Dogs: Either bred especially for combat, or from living as wild
animals, these Minifigs have a base value of two Combat Dice. They may not
perform actions, be given defensive equipment or hold objects/weapons, but
utilise the same movement rules as Horses, except they can rise from prone
with no penalty to their movement. They may not ride Horses or other such
mounts, and they themselves may not be ridden as mounts. They may not
benefit from a Hero applying a Surge or Critical Surge result.

Werewolves: These are a cross between human and wolf, and are faster
more ferocious as a result. These Minifigs may not wear helmets, but have a
base value of two Combat Dice. They may run without penalty, i.e. may still
perform actions and initiate combat after running. They may not ride Horses
or other such mounts, as such beasts of burden will not trust them, but if
Leaders may ride Dragons as normal; Dragons are not ruled by such basic
animal instincts.

Spirit Warriors: These non-corporeal ‘ghosts’ can drift in and out of this
plane at will. They can move the same as normal Minifigs, but are not
allowed to run. They can carry regular objects, wear defensive equipment,
and conduct actions, but may not ride mounts, including Dragons (except
Spirit Dragons). They may move through physical barriers and even enemy
models, but may not end their move ‘inside’ one! They may only be harmed
when an enemy counterattacks in their own Combat Phase. However Spells,
Breath Weapons or Magical Weapons are an exception to this, and can be
used to attack a Spirit Warriors in the controlling player’s turn. As they are so
susceptible to them, Spirit Warriors may not pick up or use any Magical
Weapons or Magical Shields.

Poison Critters: These Snakes/Spiders/Scorpions are small models that can


move independently up to 4” per turn and fight with a single Combat Dice
each. They count as permanently prone. If both sides have Poison Critters,
try to give different types to each player, to help keep track of ownership.
Models with the Poison Aspect are immune to attacks from these creatures.
Races
Each race will have it’s own specific rules which (unless mentioned
specifically) apply to all it’s Minifigs, including Leaders. A race’s Leaders will
also have specific rules themselves, applying only to them.

Warfang
The Warfang soldiers are born warriors, raised and trained in the
ways of battle. Distinguished by their copper-hued horned helmets
and massive shields, the Warfang go into battle armed with
traditional maces and war-hammers. Their culture is mistrustful of
humans utilising magic; as such they may not use any Magical Weapons or
Magical Shields, even those discarded by other races. They may still ally with
Dragons, who they see as the proper users of magic. Known throughout the
lands as a race of Berserkers, when a Warfang Minifig rolls their Combat
Dice, they must reroll (once only) any results that are not Hits or Critical Hits.
The rerolled dice results stand.

They gain instruction from the Dragon Sages, a martial sect open to all, even
those from other lands, who prove worthy followers of the Warfang traditions.
They advocate fighting alongside their brethren as the only way to reach true
martial prowess, and as such you are likely to see more Dragon Sage
Leaders in a Warfang party than Leaders of other races in their own groups.
Due to their culture, Dragon Sages may only be Heroes; there may not be any
Wizards in their ranks. The Warfang party contains 6 Dragon Sages and 15
Warfang Berserkers.

Valtherans
Carrying sharpened lances and battle-axes, a battle company of
Valtherans can be an awesome sight, as they all march into
combat sporting the finest magical armour; an advertisement for
the richness in different metallic ores, and the craftsmen that
utilise them, that their mountainous kingdom can boast of. Valtheran armour
is so bulky that no Valteran Minifig may run, however Dragons, Horses and
other mounts that Valtherans may ride are unaffected by this extra weight.
Standard silver Valtheran magical armour allows the wearer to completely
ignore the first critical hit they receive per turn.

The Valtheran army is led by the Iron Barons; mercenaries paid by the King of
Valthera to lead his troops to victory. Instead of the standard silver armour,
Iron Barons sport jet-black magical armour, they ‘next model up’. Although it
still prohibits its wearer from running, this armour will convert every Critical
Hit result the Minifig receives into a Brute Strength result instead. The
Valtheran battle company consists of 17 Valtherans and 3 Iron Barons.
Draigar
Originally a nomadic people, the Draigar soon learnt they could
fight for their keep. Now Draigar tribes fight as mercenaries,
plating their golden armour with their profits, in order to advertise
their worth, and as a sort of retirement pension. Draigar warriors
grow up on the campaign trail, and often wield weapons that have been
passed down through the generations. As the Draigar value their weapons so
highly, they count all Shock results attributed to them as Brute Strength
results instead. They may use either Shock Defend or Brute Strength to
defend against these Shock attacks.

The modern equivalent of their old tribal shamans, the Spiritus Guild leads the
Draigar, specialising in communing with their ancestors.

Norvagen
Hailing from the ice flows of the extreme north, the Norvagen are
a semi nomadic people, for whom survival is a daily struggle
against the elements. Norvagen warriors wear distinctive green
magical armour, created especially for them to use in their
homeland. As such all Norvagen are immune to the effects of Ice Aspect
Dragon Breath and Ice Aspect Surge spells. Norvagen armour also allows
the wearer a certain amount of buoyancy in water; although they will still only
have a 3” swimming move, they will not drown after a prescribed length of
time in the water.

As a people, the Norvagen are led by the enigmatic Xenoz Clerics, who also
sport Norvagen armour. Used to leading their charges through their
inhospitable lands, Xenoz Clerics gain day-to-day experience of having to
make tough decisions quickly. On the battlefield, this allows them to reroll
(once only) their Leader Dice each turn, if they want to change the initial
result. The Norvagen group contains 17 Norvagen warriors and 3 Xenoz
Clerics.

Vorgons
These mutants roam the known lands in packs, fighting for many
reasons, but mostly because they like it. They wield crudely
made weapons, and leather armour; as such they can ignore the
Electric Arc Dragons’ Breath Weapon attack. Vorgons are
physically tough, but a little dim witted, and as such are completely immune to
Shock results, although they are so dumb, they all still wear helmets, and pay
all the penalties for doing so. Due to their slow lumbering, they may not inflict
Shock results on their opponents either.

Vorgans are led by the biggest and toughest Vorgons, and can be spotted on
the battlefield by their fur additions to their armour. Vorgon Leaders are so
tough, they count all Critical Hits allocated against them as standard Hits.
The Vorgon pack contains 16 Vorgons and 3 Vorgon Leaders.
Knights Exemplar
An ancient and revered sect of mythical knights, the Knights Exemplar have
strongholds all over the lands, but number only six at present. The only way
to gain entry to the sect is by invitation, and the standard is such that invitees
are already legendary in their own right before the call comes. No one has
ever discovered or divulged their actual agenda, but it’s common knowledge
that the Knights Exemplar go around righting wrongs, fighting the good fight
and are generally all-round good guys. All six of the knights count as Heroes,
ride Hippogriffs to battle, and are equipped with Magical Weapons and
Magical Shields.

Levi the Bold


The current commander of the Knights Exemplar, Levi the Bold leads
from the front. For pure courage and inspirational feats, he has no
equal, and his shining gold armour declares his presence to all friends
and foes alike. As a leader of Leaders, Levi gets to roll two Leader Dice a
turn, and apply the results of both.
Danju the Wise
Generally considered to be Levi’s right hand man, Danju is both the
oldest and oldest serving of the Knights Exemplar. His skill at arms
is legendary, as is his knowledge of the customs, history and politics all the
known lands. He uses this knowledge in battle, allowing him to reroll any dice
per turn, (once only), be that Combat or Leader Dice.
Vladek the Treacherous
A rather unsavoury character before his call up, only he and Levi
know the reasons for Vladek being with the band. He does bring a
unique perspective to the Knights, and has saved them from many
pitfalls by providing a viewpoint that does not come easily to his fellow
fighters. Vladek is as wily and underhand as they come, and is immune to
Shock results as a consequence of knowing every dirty trick in the book.
Santis the Strong
Grizzled in appearance, gruff in nature, Santis is a man of few words,
but is one of the strongest men alive, both physically and mentally.
While Levi is the epitome of courageousness, Santis excels in pure dogged
determination. He is so physically strong that he may choose any of his
Combat Dice to count as a Brute Strength result, prior to his roll in that
Combat Phase and can ignore the first Critical Hit he receives per turn.
Rascus the Agile
Generally accepted as the joker of the pack, Rascus never seems
seriously interesting in anything the Knights Exemplar are doing.
But just like his fighting style, everything he does is an attempt to throw his
enemies off balance. He does not serve any movement penalty for rising
from prone, despite wearing armour, and may choose any of his Combat Dice
to count as a Shock result, prior to his Combat Phase roll.
Jayko the Quick
Young and relatively inexperienced, Jayko can be impetuous and
headstrong. But this does mean that he can normally move 9” and
run 12” in his rush to win the day!
Pirates
5 Pirate Captains (Greedy: If within 2” of a chest/krystal,
count as having a Surge result on top of normal Hero roll)
22 Pirate Crew
No magic/magic weapons; superstitious.

Royal Court
King (only Magic Weapon). He counts as rolling Surge every turn,
on top of his normal Hero dice.
Wizard (Exempt from all Look out sir rules.)
6 Knights
23 Men At Arms – Feudal ‘Look out sir’ rule; If a Knight is due to be knocked
prone, a Man-at-arms may be knocked prone in the Knight’s place, regardless
of its own status. If there are no Men-at-arms within n2”, the Knight is
affected as normal. The King also benefits from this rule, except both Men-at
arms and Knights within may be placed prone in his stead. (No other rules as
side is big)

Foresters
Robin Hood
Little John (Super strong)
Will Scarlet
Friar Tuck (Medic)
19 Foresters – Longer range bows?

Wolfpack
12 Wolves
8 Wolfmen
Wolf leader
2 Werewolves
3 Headed Giant Dog
(No Magical Weapons)

islanders
3 Leaders
6 Temple Guards
11 Tribespeolpe

Imperial Guard
(No magic/magic weapons) Can count muskets as Two-
handed weapons in combat.
Governor (l)
2 Regular Officers (l)
11 guards and 1 sgt
1 Scout officer (l)
3 Scouts.

Imperial Navy
Admiral (L)
Captain (L)
Doctor(L)
6 Jack Tars
7 Marines – Practising @ sea makes them crack shots
– they can reroll attacks @ 4” or further.

Samurai (No magic)


1 leader?
7 Samurai (Leaders)
6 Ninjas (Leaders, but ignore surge?)

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