KOW 2nd Ed WIP6 PDF
KOW 2nd Ed WIP6 PDF
KOW 2nd Ed WIP6 PDF
2 Ed
nd
Units
In Kings of War, all units are made up of one or more
models. These models must be glued on the bases provided
with them and formed up into units as described below.
Each unit belongs to one of the following categories:
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Kings of War - Units
Large Infantry models are based on 40mm square bases, apart from some that will be marked as exceptions in their
entry (such as Lesser Obsidian Golems, which are on 50mm square bases).
Large Cavalry models are based on 50mm square bases, apart from some that will be marked as exceptions in their
entry (such as Mincers, all Chariots & Fight Wagons, which are on 50x100mm).
Monsters and War Engine models are based on 50mm square bases, but you can use a base that is 50mm wide and
100mm deep if your model doesn’t fit. You may even need a wider or deeper base for exceptionally large models – in
such rare cases, use the smallest base that you can fit your model on.
Heroes fit on the relevant base – i.e. a model on foot will use a 20mm base (unless it’s an Orc or other race that uses
larger bases for infantry, as noted). If you mount a character on a horse, he is then put on a 25x50mm. Mount them
on something bigger like a Slasher/Griffon/Dragon etc, and they’ll be on a 50mm square base. Again, if your Dragon
needs a bigger base, that’s fine.
It is even faster, not to mention more practical, to actually glue the models’ bases directly onto the tray – that way
you have an army that effectively consists of a very small number of individual ‘elements’ – very compact and easy
to store and transport. Some people even go to the next level, and glue their models directly onto the tray, without
first placing them on their individual bases. We refer to these solutions as ‘multibases’. Multibases are very useful, but
make sure that the multibase itself conforms to the correct size for the ranked up models as if their were mounted
onto their individual bases. To continue the example above, you could mount the 20 Elf infantry models directly onto
a 100x80mm multibase.
This last way of mounting models directly onto the multibase offers great modelling opportunities, as the multibase
can effectively be treated as a mini-diorama in itself, creating great looking and very individual units like the ones
shown below. You might even end up with a little more or less than the correct number of models on the multibase
– this is fine, but it must be reasonably close to the correct amount, so that there is no chance of misleading your
opponents in regards to the real size of the unit. It’s best to quickly explain to your opponent what your units are
before you play to clarify anything like this.
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Kings of War - Units
Arc of Sight
First, we’ll assume that your unit can only see things Diagram A
that are at least partially in its front arc – its ‘arc of
sight’. The flank and rear arcs are completely blind.
then line of sight is blocked.
Line of Sight (LOS) Note that the line of sight does not have to be the
Of course, terrain and other units can still get in the way shortest line between your unit’s front centre and the
and hide targets that are in your unit’s arc of sight. To target unit’s base; any line from the front centre of your
determine whether your unit can actually see a target unit to any part of the target unit’s base will do fine.
that is in its arc of sight, follow the rules below.
If you’re unsure whether your unit can see a target unit
Unit height or not, roll a die. On a 4+ it can see it, on 3 or less it
Each unit has a height assigned according to its type: cannot.
Drawing LOS
To determine line of sight, draw an imaginary line from
the point in the exact centre of the front of your your Terrain and LOS
unit’s base to ANY point of its target’s base. If this This is discussed in more detail on page @@.
imaginary line passes over no other unit’s base or terrain
features, then line of sight is not blocked.
If either your unit or the target unit are taller than any
other units or terrain in the way, then line of sight is not
blocked. If any units or terrain in the way are the same
height or taller than both your unit and the target unit,
4
Kings of War - Units
• Melee (Me). The score needed by the unit to hit in melee. If models don’t have bases or movement trays (a very rare
case possible with some very large models), then measure
• Ranged (Ra). The score needed by the unit to hit with to the nearest part of the model’s body, ignoring limbs,
ranged attacks. If it has no normal ranged attacks, this weapons and other elements that ‘stick out’ of the body.
is a ‘–’.
• Defence (De). The score the enemy requires to damage Keep your distance!
the unit. In order to avoid confusion, keep your units at least
1” away from enemy units at all times, except when
• Attacks (Att). The number of dice the unit rolls when carging.
attacking, both at range and in melee.
For the same reason, make sure your own units are not
• Nerve (Ne). A combination of the unit’s size and its literally in base to base contact, as for example two
training and discipline, this stat shows how resistant it Regiments pushed together side by side look very much
is to damage suffered. like a Horde. So it’s best to keep your units at least 1mm
away from friendly units at all times.
• Special. Any special equipment (like ranged weapons)
and rules the unit has.
Example
Elf Bowmen (Type: Infantry)
Unit Size Sp Me Ra De Att Ne Pts
Troop (10) 6 4+ 4+ 4+ 10 11/13 120
Regiment (20) 6 4+ 4+ 4+ 10 14/16 160
Horde (40) 6 4+ 4+ 4+ 20 21/23 305
5
The Turn
Much like chess, Kings of War is played in turns. Just roll Dice
a die to decide who is going to have the first turn – the
player winning the die roll decides who goes first. That In these rules, whenever we refer to a die or dice,
we mean a normal six-sided die, which we call D6.
player moves, shoots and strikes blows in close combat
Sometimes we also use terms like ‘D3’, which is
with his units – this concludes Turn 1 of the game. After
the result of a D6 divided by 2 (rounding up), or
that, his opponent takes a turn – Turn 2 of the game,
‘D6+1’, meaning rolling a D6 and adding 1 to the
and then the players keep alternating this way until an
result, or 2D6, which is rolling two dice and adding
agreed time limit or turn limit is reached.
them together.
In his turn a player goes through the following three Re-rolls
phases:
1) Move phase; When you are allowed a re-roll, simply pick up the
2) Shoot phase; number of dice you are allowed to re-roll and roll
them again. The second result stands, even if it’s
3) Melee phase. worse than the first. Regardless of the number of
We’ll examine each of these phases in detail on the special rules that apply to a particular circumstance,
following pages. you can never re-roll a re-roll, the second roll always
stands.
6
7
Move
During the Move phase of your turn, pick each of your
Diagram B
units in turn, and the unit’s Leader will give them one of
the following orders:
Halt!
The unit does not move at all.
Change Facing!
The unit remains stationary and can pivot around its
centre to face any direction. See Diagram B.
Advance!
The unit can advance straight forward up to a number of
inches equal to its Speed. At any point during this move
(i.e. before or after advancing, or anywhere along its
advance), the unit can also make a single pivot around Change Facing!
its centre of up to 90 degrees from its original facing.
See Diagram C.
Sidestep! Charge!
The unit can move sideways straight to its left or straight This is by far the most exciting of orders. It is also the
to its right at up to half of its Speed. See Diagram D. most complicated and so it’s described in detail below.
8
Kings of War - Move
Friends
Friendly units can be moved through (except when
charging, see below), but you cannot end a unit’s move
on top of another unit, so you’ll have to be sure that
your units have enough movement to end up clear of
their friends. Also, at the end of their move, your units
must be at least 1mm away from friendly units. This
ensures that both you and your opponent can clearly tell
them apart.
4"
Enemies
Enemy units, on the other hand, block movement. Your
units can never approach to within 1” of them, except
when charging or during a pivot.
Charge!
A charge is the only way your units can move into contact
with the enemy. A unit can charge a single enemy unit
(‘the target’) as long as the following conditions are met:
• there is enough space for your unit to physically move into At The
contact with the target by moving as described below. Double!
10"
Diagram D
9
Kings of War - Move
Finally, shuffle the chargers sideways until the centre of Defending an Obstacle
their front is facing directly opposite the centre of the Sometimes a unit will be placed with one of its facings
target unit, or as close as possible to it. in contact with an obstacle, as this makes for a strong
defensive position. Even though it’s physically impossible
to move a charging unit in contact with the target unit’s
Flank and Rear Charges facing that is ‘defended’ by the obstacle, your units can still
If the point in the exact centre of the front of the charge it – move the charger to align against the obstacle
charging unit is in the target’s front arc when the order rather than the target unit’s facing. If the majority of the
to Charge is given, the unit must charge the target’s charging unit’s front is covered by the obstacle, then the
front facing. target counts as Defending an Obstacle, and will benefit
from a defensive bonus in the ensuing combat, as explained
If the point in the exact centre of the front of the in the Melee section on page @@.
charging unit is in the target’s right or left flank arc
when the order to Charge is given, the unit must charge
the target’s appropriate flank facing.
<DIAGRAM!>
Proximity to enemies
Remember that when charging, units don’t have to stay
1” away from enemies, and this means that sometimes a
charging unit may end up in contact with both its target
and one or more enemy units it has not charged (e.g.
when charging a unit that is part of a tight enemy battle
line). In this case, you’ll have to nudge these enemy units
Multiple Charges
Against the Same Target
If two or more of your units are able to charge the same
enemy unit, they can do so, as long as they can fit
(leaving the mandatory 1mm distance between friendly
units!). Just issue a simultaneous order to all of the units
that are charging the same target.
If there isn’t enough space for all of the units to fit against
the facing of the target they are charging, some of the
units will not charge and must be given a different order.
Diagram E
Two units charge a single enemy unit to its front. The charging units share the space available
on the front facing as equally as possible.
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11
Terrain
Elements of terrain make your table look more impressive,
but they also make the game more complex, so don’t use Terrain and LOS
too much terrain in your first games of Kings of War.
Units that have received an ‘At the Double’ order that • +1 close range. The target is within 6”.
turn are too busy moving to be able to shoot.
• -1 cover. The target is in cover (see below).
Melee and Shooting • –1 moving. The firing unit received any order other
than Halt that turn. This modifier does not apply to
Units that are in base contact with enemies cannot pistols, javelins, thrown weapons.
shoot, and cannot be shot at.
For each of these factors, add or deduct one from
the score rolled by the dice. For example, if your unit
Picking a Target normally needs a 4 or more to hit, but it has moved, you
will need 5 or more to hit instead. If the target was in
A unit can pick a single enemy unit as a target for its cover as well, you would need 6s.
ranged attacks as long as the following conditions are met:
Any dice that rolls a 1 is always a miss, regardless of
• the target is at least partially in the unit’s front arc. modifiers. However, if modifiers to the roll mean that the
unit would need more than 6 to hit, it can still shoot and
• the target is visible to the unit. will need 6 to hit, but it only rolls dice equal to half of
its Attacks (rounding down).
• the distance between the unit and its target is equal to
or less than your unit’s weapon range.
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Kings of War - Shoot
Testing Nerve If a unit is visible, but the LOS to at least half of its
At the end of the Shoot phase, test the Nerve of any side is drawn over intervening blocking terrain or units
unit you inflicted damage on in that phase. This test is that are smaller than the target, the unit is in cover.
described on page 37, and will determine whether the
damaged units stand, waver or run away. Note however that if the intervening units/terrain are
three height levels smaller than the target, then they
offer no cover.
Obstacles
Obstacles follow the rules above, but as they are lower
than height 1, they offer cover exclusively to height
1 units.
Not sure?
In the rare, marginal cases when you’re not sure
whether your target is in cover or not, simply roll a die.
On a 4+ it is not, on 3 or less it is.
<insert diagrams>
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Melee
When you’re done shooting with all of your units, it’s Recording Damage
time for your warriors to strike against the enemies This process is exactly the same as described for ranged
that they have charged that turn. Of course, in reality attacks.
the enemy warriors would be striking against yours,
but for the sake of playability we imagine that in your
turn the impetus of the charge means that your men
will be doing most of the hacking and slashing, while Testing Nerve
the enemy mostly defend themselves. If the enemy is At the end of each combat, if you have managed to
not annihilated or routed, your men will fall back and score at least one point of Damage on the target, test
brace themselves, for you can be sure that the enemy will the target’s Nerve. This test is described on page 37, and
charge back into the fight during their turn to avenge will determine whether the damaged units stand, waver
their fallen comrades. or run away.
To attack the unit you charged, roll a number of dice • stay where it is and pivot around its centre to face any
equal to the charging unit’s Attacks value. direction (as per a Change Facing order).
If your unit is attacking an enemy to the flank, it doubles • move directly forward D6”. The unit must move the full
its Attacks. distance rolled. This move is not affected by difficult
terrain and obstacles.
If your unit is attacking an enemy to the rear, it trebles
its Attacks. • move directly backwards D3” (as above).
Note that in any of the cases above the unit must stop
Damaging the Target sure that your own units are separated by a little visible
gap (a millimetre or so...). If it is impossible to achieve
This process is exactly the same as described for ranged the 1” distance from enemies, see if this can be done by
attacks. moving said enemies away until they are 1” away. In the
very rare cases when even this is impossible, then it’s fine
to leave them closer than 1”.
Disordered
Units that have just come out of combat with the
enemy (i.e. were charged in the previous enemy turn
and survived), and have suffered at least ONE point
of damage in the previous melee, are Disordered –
mark them with an appropriate counter.
No Ranged Attacks
Disordered units cannot use any form of ranged
attack (including magic). This is because they have
been disrupted by the melee or are busy fighting
back in close quarters.
Counter-charge!
When a Disordered unit charges back into melee with a
unit it had fought in the previous turn, this is called a
Counter-charge.
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Nerve
As a unit accumulates damage, it will become more and the unit is said to be Steady, which means it is completely
more likely to lose cohesion, until eventually it will turn unaffected and continues to fight on as normal.
tail and run from the field, never to return.
For example, let’s assume you are testing the Nerve of an
enemy unit that has a Nerve of 11/13 and has suffered
When to Test 3 points of damage. If you roll a seven or less, your total
will be ten or less and the enemy will be Steady. If you
At the end of both the Move and Shoot phase of your roll an eight or nine, your total will be eleven or twelve
turn, you test the Nerve of any enemy unit you managed and the enemy will be Wavering. If you roll a ten or
to inflict damage upon during that phase. In the Melee more, the enemy Routs!
phase, however, this test is done immediately at the end
of each combat, if you managed to inflict damage on
the target during that combat. In a combat where more Steady
than two units are involved, resolve all of the attacks The unit continues to fight normally and does not suffer
first, and then take the Nerve test. any negative effects. Remember however that units
capable of ranged attacks, which have been Disordered
will not be able to use their ranged attacks in their
How to Test next turn. You may want to mark these units with an
“Disordered” counter.
Each unit has two numbers under its Nerve value. The
first number is the unit’s Wavering limit, the second
number is its Routing limit. Wavering
The unit does not rout, but is severely shaken. In
To test the Nerve of an enemy unit, roll 2D6 and add to its next Move phase, it can only be given one of
the result the points of damage currently on the unit, the following orders: Halt, Change Facing or Back.
plus any other modifiers that apply (such as some special In addition, the unit is Disordered (so it will not be able
rules). This is the total you’re using to ‘attack’ the enemy to use its ranged attacks in its next Shoot phase).
unit’s Nerve. This total is then compared with the Nerve
value of the enemy unit. It is normally a good idea to mark Wavering units with a
token of some kind (like a bit of cotton wool).
• If the total is equal to or higher than the unit’s Routing
limit, the unit suffers a Rout (see below).
Rout!
• If the total is lower than the Routing limit, but equal The unit routs of the field, is butchered to a man, or
to or higher than the Wavering limit, the unit suffers surrenders to the enemy and is taken prisoner – in any case,
from a Wavering result (see below). as far as this game is concerned, it is destroyed. Remove it.
Move
War Engines cannot be ordered to move At the Double, nor to
Charge.
Terrain
War Engines treat all obstacles as blocking terrain instead.
Shooting
Unless otherwise specified, War Engines have a range of 60”.
Melee
Attacking War Engines
Units attacking a War Engine always treble their Attacks,
regardless of position. Remember also that even if it survived
such an onslaught, a War Engine would become Disordered as
normal.
Individuals
Units with this rule are normally made of a single model Also note that if the new enemy is another individual,
representing a roughly man-sized individual, on foot or which is then routed, the charger can again advance D6”
horseback. These obviously behave in a very different forward as above, and so on – you can run over any
manner from regimented units or very large creatures. number of meddling individuals in a single charge!
The following rules represent this:
Objectives
Line of sight Individuals are always ignored when it comes to
The individual is able to see, and therefore shoot and dertermine who controls an objective.
charge, all around.
Move
Individuals have the Nimble special rule.
Shooting
Enemies shooting against Individuals suffer an additional
-1 to hit modifier.
Melee
Enemies never double/treble their Attacks when fighting
the individual. Similarly, the individual does not double/
treble its own attacks when attacking an enemy in the
flank/rear. It does still treble its attacks against war
engines, however.
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Special Rules
Some units, or even entire armies, possess what we call The unit can move over anything (blocking terrain,
‘special rules’. Each of these special rules is an exception enemy units, friendly units when charging, etc.), but
to the normal rules. More of these will be added later still cannot land on top of them. As a consequence, in
(we won’t be able to help ourselves...), but the most melee it never suffers the -1 to hit penalty for charging
common are listed below. a defensive position or for a hindered charge. The unit
also has the Nimble special rule.
Blast (n)
This rule is used for all weapons that explode on impact Headstrong
with the target or otherwise inflict massive amounts of “Wavering’s for little wide-eyed girls with ribbons in
damage with a single hit. their hair... and Elves.” – Dwarf proverb.
If the unit’s attack hits the target, the target suffers a Whenever the unit begins a turn Wavering, it rolls a die.
number of hits equal to the number in brackets, rather On a 4+ it shrugs off the effects of Wavering and is
than a single hit. For example, if a unit suffers a hit from Disordered instead.
a Blast (D6+3) attack, it will suffer from four to nine
hits rather than a single one. Once this is done, roll for
damage as normal for all of the hits caused. Indirect Fire
The unit fires its shots in high arcing trajectories,
which means that the distance to the target is pretty
Breath Attack (n) much irrelevant and that most cover is pretty much
This rule is used for dragon breath and other attacks useless. However, if any enemies get really close, it’s
where a great gout of flame or toxic gas fills an area. impossible to hit them.
The unit has a ranged attack for which you roll (n) dice The unit fires in high arcs, hitting the target from the
rather than the Attacks value of the unit. This attack top, which means it does not suffers the –1 to hit
has a range of 12” and always hits on 4+, regardless of modifier for cover.
any modifier.
On the other hand, the unit cannnot shoot targets that
are within 12”.
Crushing Strength (n)
This rule is used to represent the devastating effects of Note that the firing unit does still need to see its target
melee hits from creatures of terrible strength or that to fire at it.
are equipped with very heavy close combat weapons or
even magical weaponry.
Inspiring
All melee hits inflicted by the unit have a +(n) modifier The bravery of a heroic general, or the presence of a great
when rolling to damage. big flag, can convince warriors to stand their ground a
little longer. For creatures like the undead (that don’t care
much about banners), the proximity of their general or of
Elite a sorcerous banner fills them with supernatural energy.
Creatures with this rule are supremely skilled – true
masters of the art of war. If this unit, or any friendly unit within 6” of this unit, is
Routed, the opponent must re-roll that Nerve test. The
Whenever the unit rolls to hit, it can re-roll all dice that second result stands.
score a natural, unmodified 1.
Nimble
Fly Used for flyers, lightly armed units like skirmishers and
This rule can literally represent flying movement scouting cavalry, and heroic individuals that venture
(not really soaring high in the sky, however... more on the battlefield on their own, this rule makes the unit
like fluttering around, a bit like a chicken), or even considerably more manoeuvrable and more suited at
a ghostly creature’s ability to move through solid using their ranged weapons to harass the enemy.
matter.
21
Kings of War - Special Rules
Phalanx
From the front, these units look like a forest of sharp Thunderous Charge (n)
spikes pointing at you – not the most inviting of This rule is used for mounted knights equipped with
proposals for a charging horse… or anyone else really. lances and other units that rely on momentum to
deliver a powerful charge, but that can lose efficacy if
Units that charge this unit’s front cannot use the bogged down in a protracted fight.
Thunderous Charge special rule.
All melee hits inflicted by the unit have a +(n) modifier
when rolling to damage. This bonus is in addition to the
Pathfinder unit’s Crushing Strength (if any), however the unit loses
Mystical affinity to nature or simply a very good eye this bonus when Disordered or during Hindered charges.
for terrain?
Shambling
Braiiinsss… braiiiinnnssss…
22
Kings of War - Special Rules
23
Picking a Force
You can play Kings of War with just a few units per E.g. including 3 Hordes gives you access to up
side, without worrying about the two sides being equally to 3 additional War Engines, up to 3 additional
matched. This is great for learning the game, but after Heroes AND up to 3 additional Monsters.
you’ve become familiar with the rules and have amassed
a large collection of models, you might want to try a Troops
game where the forces facing one another across the Your army can include up to 2 Troops per
battlefield are balanced, so that both players have an Regiment in the army.
equal chance of winning the game.
Your army can also include up to 4 Troops per
In order to achieve this, you and your opponent must Horde in the army.
pick an army before the game. First agree a total of
points, say for example 2,000 points. Then start picking < Insert diagram! see right >
units from one of the force lists provided in this book –
each unit costs a certain amount of points, as listed in its Irregular units
entry in the appropriate force list (including any options Note that some units have an asterisk next to their
like magical artefacts). For example a regiment will cost name (for example: Gargoyles*). We call these irregular
around 100 points. As you pick them and include them units, because they are not representative of the core, or
in your army, keep adding their cost until you have mainstay force, of their army. This means that the unit
reached the total you agreed. You can of course spend is treated as a Troop from the point of view of Army
less than the agreed total, but you cannot spend even a Selection, even if it is a Regiment or Horde – i.e. it does
single point more. However, an army is still considered not unlock any optional Troops, Heroes, Monsters or War
to be the size of the maximum total the players agreed Engines, and it needs to be unlocked by a Regiment or
on (e.g. an army which come to 1995 points would still Horde of ‘regular’ troops.
be considered a 2000 point army).
Living Legends
In addition, if a unit has [1] after its name in the list,
Army selection it is a Living Legend and this means that only one such
In order to restrict the possible (nasty) combinations unit exists and can therefore be included in an army.
that can be fielded and to make sure armies have a Of course it might happen that both opponents field
resemblance of ‘realism’ about them, we introduce the this unit... in which case one of them must surely be
following limitations to the unit types that can make up an impostor and only the test of battle can show which
your army: one!
Regiments
Your army can include as many Regiments as
you like.
Hordes
Your army can include as many Hordes as you
like.
24
Kings of War - Picking a Force
Good races should never ally with Evil races, but 1 Troop of Ghouls. . . . . . . . . . . . . . . . . . . . . . . . . 45 points
anybody can ally with Neutral races. So please don’t 1 Balefire Catapult . . . . . . . . . . . . . . . . . . . . . . . 65 points
mix Evil and Good units in the same army, unless
your opponent agrees, of course. Total: 800 points
You can also join forces with your friends and play
with several allied armies on either or both sides, as
long as the points values are balanced.
25
Magic
Magical Artefacts javelins, thrown weapons and the like, and not those
conferred or covered by a spell.
Unless the artefact specifies otherwise, the following Mace of Crushing Cost: 5 pts
limits also apply: When the unit attacks in melee, roll one of its dice
separately. This one attack has Crushing Strength (1),
• Each artefact is unique and therefore can only be or if the unit already has Crushing Strength, this one
chosen once per army. attack’s Crushing Strength is increased by 1.
Artefacts are magical in nature (some of them might Talisman of Inspiration Cost: 20 pts
even be sentient!), and all of them have the magical This artefact can only be used by Heroes. The Hero has
power of changing their shape. This allows them to the Inspiring special rule.
morph into a weapon, piece of armour, jewel or other
implement that is more akin to the race of the warrior
carrying it. For example, a Blade of Slashing could be an Brew of Haste Cost: 15 pts
elegant sword in the hands of an Elf, but will turn into a The unit has +1 Speed.
crude meat cleaver in the hands of an Orc. This magical
property is of course very convenient from the point of
view of the average war gamer! Pipes of Terror Cost: 15 pts
If this unit inflicts damage on an enemy in melee, it adds
As the presence of these items is not obvious, players an additional +1 to the ensuing Nerve test.
must tell their opponent which artefact any of their
units is carrying as they deploy them on the battlefield.
If both players agree before deployment, you may want Blasting Arrow Cost: 25 pts
to play with ‘hidden artefacts’. This is somewhat less fair, Every time the unit uses a ranged attack, roll one of its
but can be considerably more fun… dice separately. This one attack has the Blast (D6) rule on
top of any other special rule. This artefact only works on
Note that when an item refers to ‘normal’ ranged attacks, ‘normal’ ranged attacks. If the unit already has Blast D3
it means shots from bows, crossbows, rifles, pistols, then it is replaced by D6 on this single attack.
26
Kings of War - Magic
27
The Basilean Legacy
28
Magical Lore
Casting any one of the spells listed below counts as Each wizard’s individual entry lists which spells can
making a Shooting attack. Spells follow the normal rules be purchased for him/her, much in the same way as
for shooting attacks (e.g. a model that moves at the equipment, and how much each additional spell is going
Double cannot use these powers that turn), with the few to cost. This allows you to customise your wizards for your
exceptions listed below. favourite battlefield role. Keep in mind, however, that a
unit can make only a single shooting attack per turn, so
• For spells, you always roll the number of dice indicated buying more than one spell gives your wizard flexibility, as
in the (n) value in the Wizard’s entry for that spell, rather you can choose which one to use, but does not allow the
than the Att value of the Wizard itself. The Att value Wizard to cast more than one spell per turn.
of the Wizard is only used if the model was to use a
normal ranged attack, like a bow, instead of his spells.
Heal (n) 12” Friendly unit only, including units engaged in combat. For every hit ‘inflicted’, the
friendly unit removes a point of damage that it has previously suffered.
Surge (n) 12” Friendly unit with the Shambling special rule only. For every hit ‘inflicted’, the
Shambling friendly unit moves straight forward a full inch (stopping just out of
contact from friendly units and blocking terrain). If this movement brings it into
contact with an enemy unit, treat this as a successful charge against the enemy
facing that has been contacted. However, the charged unit will not take any Nerve
tests for any damage it might have taken previously in that Shoot phase.
Note that in this ensuing combat the penalty for hindered charge or defended obstacle
apply as normal if charging the target unit normally would have encountered these
conditions.
29
Game Scenarios
1) Prepare your Forces turn and then the game ends – work out the winner as
First of all you and your opponent need to pick armies described below.
to an agreed total of points, using the process described
in ‘Picking a Force’, on page 21. You can of course vary the number of turns you want
to play for, or decide to play for a set amount of time
instead (e.g. two hours), after which the game continues
2) Choose a Gaming Area until each player has had the same number of turns.
We assume that games of Kings of War will be played on Alternatively, you could also play a Timed Game, as
a 6’x4’ foot table or other flat surface, like a floor. explained in the Timed Games section (page 51).
Kill!
4) Duration At the end of the game, add up the cost of all of enemy
The game lasts twelve turns (each player taking six units you Routed. That is your score. Your opponent
turns). At the end of turn 12, the player rolls a die. On a does the same and you compare scores.
1-3 the game ends. On a 4-6 both players play an extra
Diagram F
Set-up Area A
12"
12"
Set-up Area B
30
Kings of War - Game Scenario
If the difference between the scores in favour of a player picks it up as it moves. That unit will then keep the loot
is at least 10% of the total cost of the armies, that player counter. Units with one or more loot counters can leave
wins, otherwise the game is a draw. For example, in a the battle by moving into contact with their own table
game where armies are 2,000 points, you need at least edge. If your unit leaves the battle it cannot return, but
200 points more than your opponent to win. the loot counters it is carrying are safe. If one of your
units is Routed while carrying loot, place the counters
Invade! anywhere within its footprint before removing the unit.
At the end of the game, add up the cost of all of your If the unit was destroyed in a melee, the opponent
units that are entirely inside the opponent’s half of the automatically distributes the loot counters however he
table. That is your score. Your opponent does the same likes among his units that are in contact with yours
and you compare scores. before your unit is removed. Individuals cannot pick up
nor carry the Loot – the best they can do is stand on a
If the difference between the scores in favour of a player loot counter to defend it – as long as an individual is
is at least 10% of the total cost of the armies, that player standing on a Loot counter, it cannor be picked up by
wins, otherwise the game is a draw. For example, in a the enemy.
game where armies are 2,000 points, you need at least
200 points more than your opponent to win. At the end of the game you score one point for each loot
counter in possession of one of your units, including
Dominate! those that have left the battle. If you score more points
At the end of the game, add up the cost of all of your than your opponent, you win, otherwise the game is a
units that are entirely within 12” of the centre of the draw.
playing area. That is your score. Your opponent does the
same and you compare scores. Kill and Pillage!
Proceed as for Pillage above, but at the end of the
If the difference between the scores in favour of a player game count the points just like in a Kill game. In
is at least 10% of the total cost of the armies, that player addition to points for Routing units, however, any
wins, otherwise the game is a draw. For example, in a objective you control at the end of the game (as
game where armies are 2,000 points, you need at least described in Pillage) is worth an amount of points
200 points more than your opponent to win. equal to 10% of the total cost of the armies. For
example, in a game where armies are 2,000 points,
Pillage! each objective is worth 200 points.
Place D3+4 objective markers on the battlefield. For
objective markers you should use 25 mm round bases,
but two pence coins or other items of similar size are 6) Set-up
also acceptable. After rolling for the type of game and setting up the
objectives/loot, if any, both players roll a die. The person
Both players roll a die. Whoever scores highest places a scoring highest chooses one long edge of the battlefield
marker anywhere on the battlefield. Players then take as his own and then places one of his units on that side
turns to place objective markers, which must be more of the battlefield, more than 12” from the middle line
than 12” apart from one another. (see Diagram F, left). His opponent then does the same
on the opposite side of the table.
If, at the end of the game you have at least a unit
within 3” of an objective and there are no enemy units The players keep alternating in doing this until they have
within 3” of it, you control that objective. Individuals placed all of their units onto the table.
are always ignored from the point of view of controlling
objectives (if it helps, remove them from the table before
determining control of objectives). A single unit can 7) Who Goes First?
control any number of objectives. Both you and your opponent roll a die. The highest
scorer chooses whether he is going to have the first
If you control more objectives than your opponent, you turn or give the first turn to his opponent instead.
win, otherwise the game is a draw. Game on!
Loot!
Place D3+4 loot markers (same size as objective markers)
on the battlefield, using the same procedure described
above for the objectives.
31
Timed Games
We really enjoy playing Kings of War in a relaxed Other Timers
atmosphere, accompanied by epic music, beer, pizza and If you don’t have a chess clock at hand, don’t worry
the unavoidable truculent banter. However, the game – the stopwatch in your phone or watch, or even an
is designed so that you can also decide to introduce hourglass or egg timer will do fine. If you use one of
another dimension to the fight: time. This way you’ll be these, then each player gets an agreed amount of time
able to experience some of the pressure of real battle, per turn (agree first how many turns the game is going to
when snap decisions make the difference between last for). We suggest that each turn should take around
victory or defeat, life or death! two to three minutes per 500 points in your game (say,
ten minutes in a 2,000 points game). If a player runs out
of time during his turn, his move ends and any melee
Chess Clocks that has not been fought yet is cancelled – move the
The best tool for timed games is a chess clock, a device chargers back 1”.
that ensures time is equally divided amongst the players,
thus creating the ultimate fair and balanced war game. Make sure you set a time limit for set-up (30 seconds per
unit works fine).
Simply agree a number of turns for the game and an
amount of time per player, and set the chess clock
accordingly. For a 2,000 points game, we suggest six Be Nice!
turns and one hour per player, but it’s up you to find the Of course it’s only fair to stop the chess clock or timer
pace you prefer for your games. if one of the players is distracted from the game (by a
phone call or the like), or if the players need to check
After deciding which player begins to set-up, start that a rule, an unclear line of sight, etc. It is also best if
player’s clock. Once he’s finished setting up his first unit, any unit you destroy during your turn is removed by the
he stops his clock and activates his opponent’s clock, opponent, together with all of its damage markers, at
and so on. Once set-up is finished, stop both clocks and the beginning of his turn.
roll to see who has the first turn. Once the winner of the
roll has made his choice, re-start that player’s clock. That By all means, you and your opponent can vary the
player plays a turn then stops his clock and activates the amount of time you have for your game or your turns
opponent’s clock, and so on. according to your own taste, but if you’re like us, you
are going to love the pressure created by timed games –
The game ends at the agreed number of turns and after all, in real war one rarely has the luxury of time...
victory conditions are worked out as normal. However,
if a player happens to run out of time during one of
his turns, the game ends instantly and his entire army
routs – immediately remove all of his remaining units, as
if they suffered a Rout result, and work out the victory
conditions as normal. However, in an objective-based
game (like ‘Pillage’ or ‘Kill and Pillage’, in the Scenarios
section), the opponent is allowed to keep moving his
units for as many turns as there are left in the game in
order to grab objectives before the victory conditions are
worked out.
32
Force
Lists
33
Dwarfs
Dwarfs are an ancient people, their civilisation second and hawkish noses speak volumes about the Dwarf
only in age to that of the Elves. For all their history, the character – suspicious and insular. Dwarfs do not offer
Dwarfs have dwelled in halls under the earth, carving their friendship easily, and are widely mistrusted for it.
out a large subterranean empire beneath the feet of the However, once a dwarf does become a friend, he will
surface peoples who remain largely ignorant of the true prove a great ally indeed.
extent of the Dwarfs’ realm.
Dwarfs are stolid and unyielding in all matters, whether
Tenacious, hardy and determined, an average Dwarf in business or war, and Dwarfs excel at both. “Never cross
stands only as high as the shoulder of a man, yet a Dwarf” is a common saying, for Dwarfs are sticklers for
they are far more massive, broad across the back and detail, and a contract struck by them will be adhered to
heavy-skulled. The hands of a Dwarf are wide, with the letter, if not always the spirit.
strong fingers whose thickness belies their dexterity.
Their hair tends toward the red, from a deep russet Dwarfs are expert craftsmen, workers of metal beyond
brown to flaming orange. Their heads are set forward compare, and their Warsmiths experiment endlessly.
from their shoulders, giving them a downward facing Their artefacts are wondrous creations and all, from
countenance that other races unkindly say comes jewelled clockworks of marvellous intricacy to new-
from the Dwarfs’ never-ending search for gold (those fangled black powder weaponry are much sought
unkinder still say that it is to prevent the Dwarf tripping after. Their armour and weaponry are the envy of
over his large feet, while the unkindest yet whisper it the world, their technology giving them a superior
is because Dwarfs bear such enormous chips on their advantage in times of war, yet all of it can be bought,
shoulders). Their flinty brows, small glittering eyes for a price.
34
Kings of War - Dwarfs
35
Kings of War - Dwarfs
Ironclad Infantry
Ironguard Infantry
Unit Size Sp Me Ra De Att Ne Pts
Unit Size Sp Me Ra De Att Ne Pts
Troop (10) 4 4+ – 5+ 10 11/13 85
Troop (10) 4 3+ – 6+ 10 11/13
115
Regiment (20) 4 4+ – 5+ 12
15/17
115
Regiment (20) 4 3+ – 6+ 12
15/17
150
Horde (40) 4 4+ – 5+ 20 21/23
185
Options
Options • Exchange shields for two-handed weapons for free
• Dwarven Throwing Mastiff (+15 pts) (lower Defence to 5+, gain Crushing Strength (1))
• Dwarven Throwing Mastiff (+15 pts)
The core of most Dwarven armies consists of reliable,
solid Dwarf warriors equipped with heavy armour, Hand-picked veterans and sworn defenders of the Dwarf
shields and axes or hammers. As solid as a rock, and Lords, the Ironguard are the toughest and most stalwart
just as flexible and compromising, these dour fighters of Dwarf troops – it is said that nothing can breach their
are difficult to stop once they gather momentum. shield wall.
Shieldbreakers Infantry
Regiment (20) 4 4+ – 4+ 12
15/17
130 Unit Size Sp Me Ra De Att Ne Pts
Horde (40) 4 4+ – 4+ 20 21/23
210 Troop (10) 4 4+ – 5+ 10 11/13
110
Special: Crushing Strength (2) Regiment (20) 4 4+ – 5+ 15
15/17
145
Horde (40) 4 4+ – 5+ 25 21/23
230
Options
• Dwarven Throwing Mastiff (+15 pts) Special: Phalanx
36
Kings of War - Dwarfs
37
Kings of War - Dwarfs
Rangers Infantry
Special
Light crossbows (treat as bows)
Crushing Strength (1)
Vanguard, Pathfinder
38
Kings of War - Dwarfs
39
Kings of War - Dwarfs
Special Special
Reload!, Blast (D6+3), Piercing (4), Reload!, Range 24”. Piercing (2)
Dwarfs are masters at designing and forging engines of The Ironbelcher Organ Gun is a new design, built on the
destruction. The most ancient and reliable of Dwarven same chassis as the Ironbelcher cannon, which employs
war machines is the Ironbelcher cannon, which fires a number of smaller barrels that are fired all at the same
round iron shot into the ranks of the enemy with time, riddling the target with a veritable hail of shot.
horrendous consequences.
40
Kings of War - Dwarfs
Special
Individual, Inspiring (Earth Elementals only), Surge (8),
Bane Chant (3)
Options
• Bane Chant (2) for +30 pts
41
Elves
The Elves are the eldest of all the races of Mantica. Their Elves are slender, much thinner than a man, but
kind has raised cities and song since time immemorial, since deceptively strong. Their muscles are hard and supple,
even before the advent of the Celestians. They are a people and they can perform athletic feats that other races
in decline. Many of their ancestral lands are gone, all could not hope to perform. Next to an Elf, a human
of the Western Kin’s holdings, bar the city of Therennia is graceless and ungainly. They are beings of poise,
Adar, are lost to the sea, most of those of the Southern uniformly beautiful, quick to laugh and quick to anger.
Kin’s and a good deal of the Eastern Kin’s are buried They are long-lived and wise, and yet impulsive. They
under desert sands. Still the Elves are mighty, masters love to create, their arts are beyond compare, and
of magic beyond compare. Their mages are the greatest an Elven sword is as fine as it is sharp. They are less
the in the world. Their armies are disciplined, as effective joyous than once however, the passing of their golden
as individual warriors as they are as in ranks. Bows and age has given many cause to regret, and some have
spears are their favoured weaponry, and regiments become bitter. Others are seized with sorrow so deep
equipped with such are deadly indeed. they die of it, or gripped by lassitude that leaves them
helpless for months. The Elves also bear terrible guilt,
A host of creatures accompany the Elves to war and for they are responsible for much folly. It was the Mage
among the greatest are the dragons. Only the Elves have Calisor Fenulian who forged the mirror that caused the
ever truly mastered these ancient reptiles. Others have tried Sundering of the Celestials and ruined the world. If that
but the ties of respect that a dragon forms with an Elf are were not a heavy enough shame to bear, more recently
unsurpassed. These bonds are so strong that should an Elf their affection for a human youth blinded them to his
Dragon Lord die his mount quickly pines and falls into a propensity for evil, and so the necromancer Mhorgoth
deep sleep from which it can only rarely be roused. was made by their love.
42
Kings of War - Elves
Elves are born of the deep green places of the world, their
primitive ancestors creeping out from under the boughs of Alignment: Good
the greenwood to gaze upon the young world. Leaving the
trees behind, they made the world their own, but always Army Special Rules
they have kept an affinity for nature, wherever they dwell. Unless otherwise specified, all units are Elite.
When the Celestians came to Mantica the Elves were readily
adopted by the female known as the Green Lady, whom Elven Sabre-Toothed Pussycat
they hold her dear to this day. Most Kins can call upon her Meeoww!
aid in battle, summoning Tree Herds, Forest Shamblers and Mark a Hero that is accompanied by a sabre-toothed
elementals of the earth and forest to their armies. pussycat with an Elven cat model. The Hero then
counts as being equipped with a throwing weapon
that can be used only once per game (remove the cat
The Kins of the Elves once it has been unleashed). This weapon can only
There are many kindreds of Elves, ranging in size from be used against Heroes or Monsters, War Engines
small bands to entire nations consisting of subclans and and units of Infantry or Cavalry of 10 models or
different tribes. Below are the largest and most renowned. less. The cat, with typical feline obedience, refuses
to attack any body of troops larger than that.
The Sea Kin – The lands of the Western Kin were located
When you send the cat to seek its prey, roll 5 dice
to the far west, and are now under the waters of the Great
to hit, regardless of the firer’s Attacks. The cat
Ocean. Only the Brokenwall islands and the City of Therennia
always hits on 4+, regardless of modifiers, and
Adar – known by men as Walldeep - remains, saved by the
has the Piercing (1) rule. Then, for any point of
sacrifice of Valandor the Great, although its Sacred Groves
damage caused, roll to hit and to damage again,
are drowned. The Western Kin are more commonly called
as the cat has its way with the victims. Repeat this
the Sea Kin or Sea Elves in this age, for those that remain
process again and again until you fail to score any
have become masters of the oceans. Their thin-hulled ships
damage, at which point the cat has been slain or has
leaps like gulls over the waves. Their Sea Mages can sing wandered off to lick the gore off its paws.
up a storm, and command the mighty Kraken with a word.
These mariners furnish the Elven Kins with their navy, and
are the finest sailors in Mantica.
The Northern Kin – The most powerful of all the Kins, Elves, even more reclusive and hostile to strangers than
the Northern Elves counts the Mage-Queen among their the Sylvan Kin. Followers of the renegade King Tyris,
number. Ileuthar, the de facto capital of Elvenholme in they permit access to their lands infrequently, and travel
these dark days, is their city, and the Twilight Glades rarely to the courts of the Twilight Glades and Walldeep.
grow upon their land.
The Sylvan Kin – Living deep in the green places of
The Dragon Kin – Once a tribe among the Northern Kin, the the world, the Sylvan Kin are at one with nature. Long
Dragon Lords’ power is out of all proportion to their Kin’s ago they rejected the ways of the other kindreds, and
small size. Inhabiting the peaks of the Alandar mountains, fully embraced the arboreal origins of all elves. They are
the Dragon Lords are arrogant people, if noble to the core. antagonistic to any who would alter the natural order of
the world, and have little contact with other races. Most
The Eastern Kin - These Elves were once renowned as the dwell inside the bounds of the mystic forest of Galahir,
most carefree of all. In their silk-covered wagons they but a large contingent live in Ileuthar, and several are the
roamed the savannahs of the east, making camp under closest confidantes of Mage-Queen Laraentha.
the stars. The most talented musicians and poets were said
to be of the Eastern Kin, quick-witted and mirthful. Now
they are a dour people, victims of the encroaching desert
and the depredations of the Twilight Kin, they are better
known for blade craft than poetry. The bladedancers and
Drakon riders are their greatest warriors.
43
Kings of War - Elves
Spearmen Infantry
Special
Phalanx
engines.
Special
Bows, Phalanx
Special
Crushing Strength (1)
44
Kings of War - Elves
Bowmen Infantry
Special
Bows
Scouts Infantry
Special
Bows. A Troop has Nimble & Vanguard
Special Special
Vanguard, Pathfinder. This unit is not Elite. Shambling, Pathfinder, Crushing Strength (1), Vanguard.
This unit is not Elite.
Spirits and faery folk of the forest realms, these creatures
can assume many guises, but their war-aspect is of Even the trees animate and march against the enemies
humanoid elementals of nature, fighting with the fury of the Elves, or the very earth animates as humanoid
of the Great Wild. beings of foliage, mud and stone.
45
Kings of War - Elves
46
Kings of War - Elves
Special: Fly, Inspiring, Regeneration, Heal (8) Special: Individual, Altar of the Elements
47
Kings of War - Elves
48
Kings of War - Elves
Prince on Drakon Hero (Large Cav) Lord on Battle Dragon Hero (Mon)
Special Special
Crushing Strength (1), Thunderous Charge (1), Fly Breath Attack (15), Crushing Strength (3), Fly, Inspiring
Smaller than a full-grown Dragon, Drakons nevertheless The noblest Elves can call upon the ancient pact between
make excellent flying mounts for Elven generals. their people and the Dragons.
49
Kingdoms of Men
Of all the Noble Peoples, men are the most numerous. Every man who fought for Primovantor did so willingly,
Men can be found everywhere, from the most verdant to protect a land they were proud to call their own.
valley to the harshest environment, anywhere a living
can be scratched from the land. In blazing deserts, the Winter’s war finished the Republic, already severely
frozen north, jungle, plain and mountain, men dwell. weakened by the God War. The provinces north of the
They exhibit a bewildering array of outer forms and skin Dragon’s Teeth mountains were ground to clay under
colour, and the palette of their emotions is equally as the ice, its rich southlands drowned by the sea. Whereas
varied. Men can be black of heart or as pure as snow. once Primovantor was a mountain kingdom looking over
Men have been known as great Elf Friends, men have fertile plains, it is now a peninsula.
been known to embrace and serve the Abyss willingly.
Men are anything but predictable. The memory of this noble state lives on in Basilea,
the largest and most powerful of today’s nations. The
Men were once more inclined to good than they are Basileans are adherents of the Shining Ones, and large
now. The Republic of Primovantor was the apogee of numbers of paladins, warrior monks and battle nuns are
human civilisation, a grand coalition of nations ruled found in their armies. The angelic Elohi fly above the hosts
by an elected senate and headed by the High Consul. of Basilea, lending their pure voices to the battle hymns
The men of this time were long-lived and keen-minded. of holy warriors, and their strength to the army’s assault.
Nearly a thousand years after the republic collapsed,
its feats of magic and art have yet to be matched. The The Successor Kingdoms are descended from Primovantor
Primovantians learned much from the Elves, and gave also, but the similarity to Basilea ends there, for they have
them much in return. From their mountain home of been much influenced by admixtures of culture and thought
Primovantia, the early Primovantians brought as many from other lands and have followed their own path. There
lands into their Republic by diplomacy as by conquest. are as many as a hundred of these small statelets, ranging
All citizens were treated equally under her laws, no from independent cities to large dukedoms, and the genuine
matter whether they willingly joined or their country had kingdom of Valentica. These small lands are in a constant
been defeated in war, and it flourished because of it. state of rivalry. War between them is not uncommon. As a
50
Kings of War - Kingdoms of Men
51
Kings of War - Kingdoms of Men
Human noblemen tend to equip the elite warriors making The most classic variant on the shield wall formation is a
up their bodyguard with the best armour and weaponry shield wall bristling with sharp metal-tipped spears.
that their wealth can afford.
52
Kings of War - Units
Bowmen Infantry
Special: Bows
Crossbowmen Infantry
Arquebusiers Infantry
53
Kings of War - Units
Fanatical templars, brave knights on a chivalrous quests, Lightly armed compared with the knights, these swift
or disinherited noblemen in search of redemption, these cavalry units are used most often on the wings of a
heavily armoured cavalrymen make fearsome shock troops. battle line, and to pursue and cut down enemies that
are retreating from the battlefield.
Options
• Exchange bows with pistols for free (gain Piercing
(1) but halve their range) or exchange bows with
rifles for free (gain Piercing (2) and Reload)
These fast and flexible warriors form the eyes and ears of
the army as it advances.
54
Kings of War - Kingdoms of Men
Special: Crushing Strength (1), Individual, Very Inspiring Special: Individual, Very Inspiring
Options Options
• Mount on a horse, increasing Speed to 9 (+20 pts) • Mount on a horse, increasing Speed to 9
and changing to Hero (Cav), or mount on a Pegasus, (+10 pts) and changing to Hero (Cav)
increasing Speed to 10 and gaining Fly, but losing the
Individual special rule (+50 pts) and changing to Hero Men are especially trained to follow the battle-signals
(Large Cav). issued by these large banners.
Options
• Mount on a horse, increasing Speed to 9 (+10 pts)
and changing to Hero (Cav), or mount on a Pegasus,
increasing Speed to 10 and gaining Fly, but losing the
Individual special rule (+25 pts) and changing to Hero
(Large Cav).
56
Kings of War - Abyssal Dwarfs
Decimators Infantry
Abyssal Berserkers Infantry
57
Kings of War - Abyssal Dwarfs
Special
Crushing Strength (2), Regeneration
Unit Size Sp Me Ra De Att Ne Pts At the start of an engagement, the Katsuchans unleash
1 4 – 5+ 5+ 1 10/12
50 a relentless bombardment that is used to force the hand
of the enemy, leaving them no choice but to retreat or
Special: Reload!, Blast (D6+3), Indirect Fire, Piercing (1) advance into the waiting Decimators and Blacksouls.
58
Kings of War - Abyssal Dwarfs
Special: Breath Attack (10), Individual Special: Reload!, Blast (D6+5), Indirect Fire, Piercing (3)
This fiendish weapon consists of a team of two, carrying The Angkor mortar is a large artillery piece that fires
a canister of a highly volatile, flammable liquid with a huge shells filled with the explosive concoctions of the
pipe coming from it, which is used to project great gouts Iron-casters – any regiment it hits directly disappears in
of alchemical fire into the ranks of the enemy. a cloud of smoke.
59
Kings of War - Abyssal Dwarfs
Options
Lightning Bolt (3) for +20 pts
Surge (8) for +15 pts Supreme Iron-caster on
Great Winged Halfbreed Hero (Mon)
Unit Size Sp Me Ra De Att Ne Pts
1 10 4+ – 5+ 5 15/17
190
Special
Crushing Strength (2), Fly, Heal (4 – works
only on War Engines, Golems and Immortal
Guard), Inspiring, Fireball (10)
Options
Lightning Bolt (3) for +20 pts
Surge (10) for +20 pts
60
Kings of War - Abyssal Dwarfs
Special
Shambling, Crushing Strength (3), Pathfinder
A halfbreed of great power, Ba’su’su the Vile, Lord of When he goes to war Barka leads from the front and while
Gargoyles, is a mighty pinioned monster, tormented by he is nominally the Lord of the Legion of Bardoom, his
the low status his halfbreed nature condemns him to. battle orders are a single bellow of the word ‘Bhardoom’,
that roars impossibly loud over the entire field of battle
– its message unmistakable.
Vile Spawn
If your army includes Ba’su’su, for +20 pts
you may upgrade a single unit of Gargoyles to
represent his flock of elder Gargoyles. This unit
Bhardoom!
Because of his awesome battle-cry, and what that
has Defence 4+ and Crushing Strength (1).
means to his own troops, Brakki Barka is Extremely
Inspiring (this is the same as the Inspiring special
rule, except that it has a range of 12”).
61
Goblins
Goblins can be found in every corner of Mantica. They are they are a kind of cosmic mistake, something cobbled
a persistent nuisance, and sometimes a genuine threat, together by lesser Abyssals while the dark gods were
to all other creatures. Goblins are even more numerous looking the other way. They are not entirely evil. Goblins
than their Orcish cousins. For the most part, they are can be traded with. As one finds the occasional truly
subservient to the larger Orcs, employed in every role in evil man, it is possible to find the occasional truly good
society that Orcs are too lazy to fill themselves (meaning goblin, but such individuals are rarer than hen’s teeth,
most of them). They are deployed in war by their masters and are usually murdered by their compatriots. Goblins
to wear down an enemy with sheer weight of numbers are certainly nowhere near as brave as Orcs, exhibiting a
before the Orcs move in for the kill. Where they are not degree cowardice that verges on the comical. The only
enslaved by Orcs, they form their own petty kingdoms thing that Goblins have in great abundance, apart from
and tribes. These are of a bewildering variety – Goblins each other, is self-preservation.
dwell in swamps, jungle, deserts, forests, mountains,
hills, caverns and even sewers. Thousands roam the Most Goblins are far too weaselly for proper fighting,
mammoth steppe in huge federations of clans, riding a generally taking to the field in a large, poorly armed
variety of fierce and malodorous beasts. Here they fight rabble that has to be kicked toward the enemy. Whereas
with savage humans and hunt the shaggy behemoths Orcs are badly disciplined but bold, Goblins are just
that live there. badly disciplined. Given the chance, they will flee from
a fight at the slightest opportunity, and must be tightly
That Goblins are related to Orcs is obvious. They share controlled by their betters if they are to function as a
the same colour of skin, similar physiological quirks and useful force.
an underlying sense of malice. A Goblin’s idea of heaven
is finding something smaller and weaker than itself and The greater strategists among Orc-kind recognise this
tormenting it to death, although in reality they are so and give allow their smaller cousins bows, provided the
jumpy the source of their attentions has to be half-dead Goblins stand in front of the Orcs and point the weapons
already. But whereas the creation of the Orcs is relatively away from them. The bow is the preferred weapon of the
well-understood, not one scholar has a clear idea how Goblin in any case, as they generally feel safer when they
the goblins came about, and it has been opined that can inflict harm on their enemies from a distance, and,
62
Kings of War - Goblins
63
Kings of War - Goblins
Special Special
Phalanx Bow
The best Goblin warriors (i.e. those that stand their Goblins have a natural preference for keeping their
ground at least once against the enemy) are armed with distance and peppering the enemy with missile weapons,
long spiky sticks, which better suit their mainly defensive so these diminutive archers are the most valued troops
combat style. of Goblindom.
64
Kings of War - Goblins
Giant Monster
65
Kings of War - Goblins
Special Special
Reload!, Blast (D3+2), Piercing (3) Breath Attack (15), Piercing (1)
This crude bolt thrower allows its crew to ‘stick’ the enemy Certainly less reassuring than a sharpstick thrower
from a reasonably safe distance – this explains the huge because of its considerably more limited range, the war-
number of volunteers that vie for this role in battle. trombones are still quite popular because these huge
wheeled blunderbusses can unleash terrible destruction
amongst the enemy.
The largest Goblins boss around their smaller brethren in The largest Goblins boss around their smaller brethren in
a fashion reminiscent of the Orcs they want to emulate. a fashion reminiscent of the Orcs they want to emulate.
Options
• Wind Blast (5) for +15pts
Bane-chant for +15pts
Fireball (6) for +15pts
• Mount on a Fleabag, increasing Speed to 10 (+10 pts)
and changing to Hero (Cav)
Options Options
• Mount on a Fleabag, increasing Speed to 10 (+10 pts) • Mount on it a small sharpstick thrower – Range 36”, 2
and changing to Hero (Cav) attacks, Piercing (2) – for +10 pts.
The job of carrying one of the sorcerous Wiz-banners is A small crew of particularly brave (insane?) Goblins riding
very sought-after, as it involves staying well away from atop a wooden platform unsteadily strapped onto the
the enemy. back of a giant Slasher... with a sharpstick thrower on it!
Mincer Monster
Keep the models within 1” of each other. The model of Magwa was a simple Mawbeast handler until the day he
Magwa is just decorative and is always ignored, except found a magical sharpstick in an abandoned Troll’s lair.
when working out the range of his Inspiring rule, and the The powerful artefact allowed him to subdue and gain
range and line of sight of his Lightning Bolt. control of the mightiest of Mawbeasts – the terrible Jo’os.
67
Orcs
Orcs are among the vilest of all creatures; evil beings Although the dark gods were cast down into the Abyss
created for war. They delight in destruction, all their at the climax of the War With Gods many millennia ago,
essence is bent towards violence, mind and body. They and Winter, the last of their kind, was finally driven
despise beauty and goodness, finding their presence from the surface of the world 900 past, their servants
painful, and do all they can to bring what is right in the have prospered in the gods’ absence. After Winter’s
world to ash. It is said that if they ever achieve this aim, armies were defeated, many lands were left empty and
they will then fight among themselves in the ruins of the desolate, and more still were revealed by the melting
realms of better races, unheeding and uncaring, hatred ice. Orcs breed quickly, and they have spread like a
driving them on to ultimate self-destruction. disease to infest large tracts of this new earth. From
deep caverns to the heights of the mountains, Orcs
Orcs are the foot soldiers of evil. At the height of the and their wicked kin dwell everywhere. Small bands
War with Gods, Garkan the Black, the dark aspect of of them can be found in the most civilised of lands,
the God of Smiths, bethought himself that he would while in the wild north kingdoms of slaughter are
forge an army of man-beasts made for his armies. raised and cast down by Orcs in relentless succession.
For 900 days and nights he toiled in his forge pits Roving hordes of Orcs, Goblins, Hobgoblins, Half-Orcs
until, by the light of a blood-moon, he hauled forth and worse, accompanied by all manner of monsters
in chains the first of Orc kind. Not forged of metal, and war engines, are a constant threat to the realms
these warriors, for Garkan took the living bodies of of finer folk.
purer souls, and struck with his hammer upon them,
working and reshaping them with magical heat on Orcs are large, muscular creatures, with hugely muscled
his forge of sorrow-cursed obsidian until they were limbs and thick bones. Their hands are large and grasping,
made anew; twisted into near-animals by pain and their arms long, like an ape’s. They hunch habitually, but
self-loathing at what they had become. when they stand tall they overtop most men, and their
body mass easily twice as great as a man’s. An Orc is
Other gods, and later, other speaking creatures, took tireless. They are lazy creatures, but suitably motivated
these monsters and experimented on them, much to by the promise of war or the slaver’s lash, they can run
Garkan’s annoyance, giving rise to the confusing array without pause for day upon day, their shuffling run
of Orcoids that plague the world to this day. eating up leagues eagerly.
68
Kings of War - Orcs
Orc Heroes
As far as an Orc is concerned, might is right. He who There are Goblin chiefs and war leaders, and even those
hits hardest laughs longest, and all of their leaders have who wield power in the domains of the Orcs. But they
had to fight their way into their positions of power. A are rare beings, and if there are Orcs nearby, Goblin
good Orc chief might last a decade or more, before age, tribes are usually crushed and subjugated. However,
infirmity or old wounds weaken him, and then he will be Goblins do have one big advantage over their larger
bested in combat by another Orc and replaced, his body relative, and that is magic. Orcs have very little affinity
devoured at his vanquisher’s victory feast. It is a brutal for wizardry, and certainly lack the patience. Goblins,
way of life, but the Orcs do not bemoan it. For them it is on the other hand, are quite imaginative creatures,
the way of things, and so only right. Other creatures that and among their kind spell-weavers of sort can be
follow more civilised ways they see as weak and feeble. found; beast-callers, shaman and other low kinds of
wizard, natural born and untutored, although some are
As a result, Orc heroes tend to be very large. Big Orcs powerful indeed…
are stronger Orcs, and so big Orcs are more likely to be
king. Powerful Orcs are marked out from youth. This
can be dangerous, as some Orc chiefs prefer to cull the
bigger young, sparing themselves from the blade for a
few years longer, and Abyssal Dwarf slavers follow this
line of reasoning religiously, to prevent rebellion. Many
Orc kings, however, have little truck with this, holding
that to kill the biggest and best weakens the tribe, and a
king with a weak tribe is nothing. With weak followers, a
king’s achievements will be unremarkable, and his name
forgotten to song and legend. To be forgotten is the fate
of most chiefs; but to be remembered for all time is the
goal of them all.
69
Kings of War - Orcs
Ax Infantry
Greatax Infantry
Special
Crushing Strength (2)
Skulks Infantry
Special
Bows. Vanguard
70
Kings of War - Orcs
Morax Infantry
71
Kings of War - Orcs
Special
Thunderous Charge (1)
72
Kings of War - Orcs
73
Kings of War - Orcs
Options
• Mount on a Gore, increasing Speed to 8
(+20 pts) and changing to Hero (Cav)
• Goblin Stabby Sneak (+10 pts)
• Goblin Zappy Sneak (+15 pts)
Special
Crushing Strength (3), Inspiring
Options
• Mount on a Winged Slasher instead, increasing Speed
to 10 and gaining the Fly special rule (+50 pts) Troll Bruiser Hero (Large Inf)
Options
• Goblin Stabby Sneak (+10 pts)
• Goblin Zappy Sneak (+15 pts)
74
Kings of War - Orcs
Trying to convince these hand-picked Orc champions A mysterious summoner of the powers of the Orc gods
not to use the large implement they carry to hit the of war.
enemy on the head is not difficult... it’s pointless.
Giant Monster
Special
Crushing Strength (3)
Options
Wip the Half-cast [1] Hero (Inf) • Mount on a Gore, increasing Speed to 8 (+30 pts)
• Have a Goblin Stabby Sneak (+10 pts)
Unit Size Sp Me Ra De Att Ne Pts • Have a Goblin Zappy Sneak (+15 pts)
1 6 4+ – 4+ 1 11/13
90
In battle, Gakamak the Smasher lives up to the title
Special by which he is known and feared across the whole of
Elite, Heal (3), Individual, Lighning Bolt (3) northern Mantica. He is utterly unafraid of engaging
even the most threatening enemy and has felled every
Note: Wip does not have Crushing Strength foe from noble Elven Drakon Knights to the winged
Abyssal demon known only as the Lord of Midnight.
Strange things keep happening around Wip... things
connected with his bizarre powers, his frail yet agile
body... and his pointy ears.
Wip’s Playmates
If your army includes Wip, for +5 points you may
upgrade a single unit of Orclings to represent Wip’s
affectionate playmates and adorers. This unit has
the Headstrong special rule, and Wip counts as
Inspiring for them.
75
Undead
Necromancy is the most abhorrent of sorcery, and those afterlife they might inhabit and forced back into their
who practise it are hated and feared in equal measure. decayed mortal frames. Trapped in prisons of decayed
In all civilised places, its use is outlawed. Those caught flesh, they can only watch as their new master uses their
studying these black arts are likely to find themselves very essence as a fuel to drive their old body on as a
dragged in ensorcelled iron to a painful execution, but magical automaton, hacking down the innocent. Worse
established Necromancers are never short of acolytes. by far is the fate of those imprisoned – if the vessel is
Necromancy offers immortality to those who master it, destroyed, there is a good chance that the summoned
never mind that few actually do, and that the price of soul will not be able to find its way back to its rest.
failure is to be condemned for eternity to the endless Such benighted spirits wander Mantica in agony until
cold and night of the Utterdark. laid to rest by priest or paladin, or are cast out into the
Utterdark for all time. It is for this reason that its practice
For that handful that escape detection and that succeed causes such revulsion in right-thinking folk.
in their quest, such devotion does have its rewards - the
most powerful Necromancers are all but immortal. In Of course, there are those wicked creatures, tormented
violation of natural law, Necromancers are able to use in infernal planes of existence, who welcome a return to
their power to defy death itself, extending their own the land of the living, even if it is as an unfeeling corpse.
lives virtually indefinitely. Furthermore, they are able These spirits are the most dangerous of a Necromancer’s
to create armies to do their bidding and seize power servants, for they obey him willingly and are thus allowed
of a more mundane sort. Invoking powers learnt from some measure of self-determination.
ancient tomes, they are able to make corpses clamber
back to their feet, and skeletons claw their way up from Ophidia is a hotbed of necromancy. In this ancient
ancient battlefields. The greatest Necromancers are able kingdom all manner of vile magical practises are
to raise armies numbering the tens of thousands, armies condoned and encouraged. In Ophidia necromancy,
that never tire, never need feeding, and never disobey. demonology and other unnatural arts are studied like
any other school of magic, and there necromancers are
Necromancy is a hateful art. The souls of those risen by given high status. Far from being reviled, the people
its black magics are dragged screaming from whatever of that strange land worship the Necromancer-priests
76
Kings of War - Undead
of the great temples. They can call back the dead, and
so the common man sees for himself some measure of Alignment: Evil
immortality. Ophidia is unusual in that its armies consist
of undead and live warriors marching side by side, and Army Special Rules
its monumental buildings are raised by the labours of All units are Evil Dead.
the dead. The Ophidians are bemused by the reactions
of others to their dead magic, pointing out with some Evil Dead
justification that necromancy helps to keep their The greatest horror of fighting the Undead is that
kingdom mighty. your fallen comrades rise immediately back up to
join the ranks of the enemy.
The work of Ophidia’s dark scholars has unleashed Every time the unit manages to inflict one or more
many unclean things, close to the realm of death yet points of damage against an enemy in melee,
not truly dead, to prowl the dark. Both vampires and it regains a single point of damage that it has
Ghouls are reckoned to be the products of the sorcerers previously suffered.
of Ophidia, who, in searching for elixirs to grant
immortality, have instead made monsters. Ghouls are Undead Giant Rats (or are they Dogs?)
little more than mindless beasts, but Vampires are truly These creatures follow the shambling hordes into
dangerous. In their creation, the sorcerers of the desert battle, their venomous bites helping to spread the
were partially successful. Vampires are indeed immortal, curse of the living death.
barring the destruction of their body they cannot die, Mark a unit that has been equipped with Undead
and even something as final-seeming as burning or Giant Rats (or are they Dogs?) with one or more
dismemberment is no bar to continued life for the such models. This increases the effects of the Evil
strongest of their number. Dead rule – the unit recovers one point of damage
it has suffered for each of the first two points of
Time and again some vampire lords have been slain damage it inflicts in melee each turn, rather than a
and their ashes dispersed, only for their corrupt souls to single one.
grow a new body in some forgotten crypt. This longevity
is bought at great price. Although preternaturally swift
and strong, their bodies are prone to bizarre afflictions.
Some can not cross running water, or burst into fire
at the touch of the sun. Many of them carry the stink
of the charnel house around with them wherever they
go, some are made bestial, some cannot speak. They
hunger eternally for blood, and are inclined to terrible
cruelty as they search for it. Many of them possess at
least a grain of conscience, and are tormented by every
life they take. Others immerse themselves in savagery,
only to come to horrified realisation as to what they
are every so often where they are tormented first by
shame and guilt, and then by horror as their red thirst
reasserts itself. Because of this many vampires are mad,
and all suffer torments of the soul. Vampirism is a
curse, bestowed as a gift.
77
Kings of War - Undead
Revenants Infantry
Special: Shambling
Options
• Exchange shields for two-handed weapons for free
(lower Defence to 4+, gain Crushing Strength (1))
Revenants are the reanimated rests of elite fighters, belonging to Guard regiments and other troops that were better
equipped and trained than the average. This results in tougher, more skilled and more resilient undead warriors.
Wraiths Infantry
The souls of the most powerful enemies of the Vampires and Necromancers are cursed to a ghostly quasi-existence,
serving their masters in death.
Mummies Infantry
78
Kings of War - Undead
Special: Shambling
Options
• Undead Giant Rats (Dogs?) (+20 pts)
Options
• Undead Giant Rats (Dogs?) (+20 pts)
Options
• Undead Giant Rats (Dogs?) (+20 pts)
79
Kings of War - Undead
Zombies Infantry Zombies are freshly raised corpses, and their numbers
grow exponentially during a campaign as the bodies
Unit Size Sp Me Ra De Att Ne Pts
of felled enemy soldiers and civilian victims alike swell
Regiment (20) 5 5+ – 3+ 15 –/16 80 their ranks.
Horde (40) 5 5+ – 3+ 25 –/22
130
Special: Shambling.
Options
• Undead Giant Rats (Dogs?) (+20 pts)
Ghouls Infantry
The ghouls are not strictly walking dead, but rather deranged cannibals and eaters of the dead that slowly lose their
minds to the horror of their lives, turning into savage creatures half-human, half-undead.
80
Kings of War - Undead
Special
Thunderous Charge (2), Shambling
81
Kings of War - Undead
Mhorgoth the Faceless [1] Hero (Inf) Lady Ilona [1] Hero (Inf)
Special
Crushing Strength (2), Surge (3), Fly, Inspiring
Options
• Heal (3) for +15pts
Lightning Bolt (3) for +25pts
Special Special
Crushing Strength (2), Surge (3), Individual, Inspiring Crushing Strength (3), Surge (6), Inspiring
Options Options
• Heal (3) for +15pts • Mount on a Winged Wyrm, increasing Speed to 10 and
Lightning Bolt (3) for +25pts gaining Fly (+45 pts).
• Mount on an undead horse, increasing Speed to 8
(+10 pts) and changing to Hero (Cav)
A Great King of old buried together with its most mighty
These most powerful undead lords combine an unparalleled and faithful war-steed.
fighting ability with great necromantic powers.
82
Kings of War - Undead
83
The Basilean Legacy
Forces of Basilea
At the eastern end of the Infant Sea lies Basilea, the
richest and most powerful of all the human nations.
Watched over by the gods and situated at the crossroads
of the world’s trade network, Basilea is blessed by coin
Alignment: Good
and heaven both. Army Special Rules
For thousands of years, the lands that make up the
Holier than Thou!
Great is the Basileans’ desire to smite Evil, wherever
Hegemony of Basilea have been at the heart of human
it may be found. In melee, when attacking any
civilisation; first as independent kingdoms, then as part
unit whose alignment is Evil, all units in this list
of the Republic of Primovantor, and for the last 900
count as Vicious.
years as the nation preserving that noble land’s memory.
Primovantor fell into chaos at the end of the War with
Winter, most of its territory drowned under the ocean, Angelic
but its north-eastern provinces, centred on the Basilean Angelic units have the Fly, Heal (3) and Regeneration
Massif, endured. United under the rule of the first special rules.
Hegemon, these provinces fought bitterly to survive, to
emerge from the strife following the Great Inundation as In addition, Angelic units count as Inspiring to units
the modern Hegemony of Basilea; a rich, religious and that are not Angelic themselves.
powerful, if conservative, empire.
84
Section Title
The one missile weapon seen more often in the ranks of Special: Crushing Strength (1), Headstrong
the Hegemon’s armies is the arbalest, a heavy crossbow.
Of little use in fighting the fell creatures of the Abyss, Roving bands of lunatics, from deranged doom-sayers to
detachments of arbalesteers are common in garrisons, zealots on absurd crusades.
as their armour-piercing bolts have proved invaluable in
battling King Golloch’s heavily protected dwarf warriors.
85
The Basilean Legacy
Special: Crushing Strength (1), Thunderous Charge (1), The Phoenix is the symbol of Basilea; an emblem
Vicious of rebirth, of holy fire and of blazing fury. These
semi-magical birds are summoned by the mages of
Most of the orders eschew armour for speed and act Basilea to fight with the armies of the Hegemon. There
as skirmishers, light cavalry, scouts and infiltrators. Their are a brave few heroes who utilise them as mounts,
preferred weapons are heavy flails and the glaive, a although elaborate spells of protection from fire must be
curved variation on the koliskos, used whether on foot, performed before the Phoenix can be mounted.
mounted on Gur Panthers or even riding fast chariots
pulled by these ferocious battlecats.
86
Section Title
Options Options
• Bane-chant (2) for +30pts • Mount on a barded horse, increasing Speed
• Mount on a horse, increasing Speed to 9 to 8 and acquiring Thunderous Charge (1)
(+10 pts) and changing to Hero (Cav) (+30pts) and changing to Hero (Cav)
87
The Basilean Legacy
The Ur-Elohi are the most powerful of these creatures, Samacris, Mother of Phoenixes
shining beacons of light and Good, flying high in the sky
to guide the armies of Basilea and its allies against all [1] Hero (Large Inf)
Evil. These mighty arch-angels are occasionally tasked
Unit Size Sp Me Ra De Att Ne Pts
by a Shining One to lead a crusade in their name: then
an Ur-Elohi would descend from the heavens to confer 1 10 3+ – 6+ 3 15/17 225
with the leaders of the mortals, offering his nigh-infinite Special: Angelic, Inspiring, Crushing Strength (1), Heal
knowledge and wise guidance, as well as taking active (7), Breath Attack (10), Lightning Bolt (5), Twin Souls
part in the battle, destroying the most dangerous enemy
entities with his lethal flaming sword!
Twin Souls
As long as Samacris and Jullius are within
6” of one another, they both have the Elite
special rule.
88
Section Title
89
Kings and Legends
90
Ogres
91
Kings and Legends
Drawing the lots to become the crew of the Blaster is Special: Crushing Strength (1), Bows. Nimble
nerve-wracking for the Red Goblins. Fleabags flock naturally to groups of Goblins, even more
so where they can feed on the tasty scraps of the Ogre’s
leftover food. Packs of Red Goblins mounted on the
largest Fleabags make perfect scouts and sentries for
Ogre armies on the move.
92
Ogres
Giant Monster
Captain Hero (Large Inf)
Unit Size Sp Me Ra De Att Ne Pts
Unit Size Sp Me Ra De Att Ne Pts
1 7 4+ – 5+ ( 2D6+2)* 17/19 190
1 6 3+ 5+ 5+ 5 12/14
135
Special
Special: Crushing Strength (2), Inspiring, Nimble Crushing Strength (3)
Options * Roll for the number of Attacks every time you resolve
• Exchange shield with two-handed weapon for free a melee
(lower Defence to 4+, but gain Crushing Strength (3)).
A Giant is a huge humanoid, a veritable mountain of
• Exchange shield with Att 1 heavy crossbow (see bone, sinew and flesh with a very, very tiny brain and a
Shooters, lower Defence to 4+), for +10pts. massive appetite.
93
Kings and Legends
Options
• Exchange shield with two-handed weapon for free The Amputator
(lower Defence to 4+, but gain Crushing Strength (3)). The bearer of this massive axe has an increased
• Exchange shield with two-handed weapon and Crushing Strength (already included in the profile).
mount on chariot for +35 pts, gaining Crushing In addition, the bearer’s Melee attacks also have the
Strength (3), Thunderous Charge (2) and Speed Blast (D3) special rule.
7, while Defence remains at 5+, but losing
Nimble, and changing to Hero (Large Cav)
94
Ogres
95
The Basilean Legacy
Forces of Nature
Differently from all other Celestians, the Green Lady is a The Druids wield power over the elements of nature
being of multiple facets; composed of Good and Evil in and can summon elemental energies to fuel their battle
the same measure and so neither one nor the other. She spells; however, they tend to use more subtle methods,
was born of the fusion between three entities – one a summoning to the field creatures that can do the
Celestian in tune with the many natural aspects of the fighting for them. The armies commanded by the Druids
world of Mantica and the other two a Wicked One and a are made up of many of the creatures of the Wild, which
Shining One, the different aspects of a fallen Celestian. are more attuned to nature and neutrality in the eternal
battle between Wicked Ones and Shining Ones. So, it is
The resulting entity is tri-form and thus changeable the Gnomes of Earth, the Sylphs of Air, the Salamanders
like the weather. For long periods, when dominated by of Fire and the Naiads of Earth, all peoples that are very
her Good side, the Green Lady may behave in a gentle close to one of the elements, which form the bulk of
fashion, incarnating the healing, soothing side of nature. their armies. These core troops are complemented by the
This is often the aspect that the Elves worship, and that spirits of the Wild, in the shape of walking trees, fairy
they can summon to aid their armies in times of need. folk and other powerful monsters and wild beasts.
However, with a change that is as unpredictable as it is
sudden, the Lady’s feral side will rise to the surface, and To take on the armies of the Lady is to fight against the
then woe on any creature that crosses her path. As much world of Mantica itself.
as her Good side is benign, her Evil side is dangerous and
lethal – embodying the desire to kill that resides in the
heart of every living being. This dark side is worshipped
by the Twilight Kin and other twisted races that wish to Alignment: Neutral
harness this destructive force to their own advantage.
Army Special Rules
Aside from these two shining and wicked extremes, the Creatures of Nature
Lady’s truest and most natural state, her Celestian soul, All units in this list are Pathfinders.
is one of balance – of equilibrium between life and
death, creation and destruction. This, her aspect of ‘the Wild Companions
Preserver’, is what is worshipped by the creatures that Unless otherwise stated, any and all units in this list
live in the Wild; be that deepest forests, impenetrable can be equipped with a Wild Companion for +10pts
marshes, vast prairies, icy tundra or scorched deserts. Her per unit.
nature in this form is strongly linked with the four natural
A Wild Companion is a feral animal that is bound
elements – fire, water, earth and air – the building blocks
by magical means to a Druid or other master of the
of the universe, utterly neutral and impartial in the great natural lore, or simply allied or in thrall to a particular
struggle between Good and Evil. If anything, the Lady’s race or creature. Mark units that are accompanied by
greatest fear is that either Good would ultimately prevail, a Wild Companion with a suitable model – a panther,
and then the world would risk eternal stagnation, or Evil bear, wolf, hawk, etc. The unit then counts as being
will, and then anarchy, violence and destruction would equipped with a throwing weapon that can be used
reign supreme. This means that the Lady must ally only once per game (remove the animal model once
herself, and the great forces at her command, with the it has been unleashed).
weakest side, whether it is Good or Evil, in an attempt
to balance out the course of a war. Thus, in the current When you send the beast to seek its prey, roll 5 dice
state of the world, when Evil seems to have the upper to hit, regardless of the unit’s Attacks. The beast
hand and war rages across the land, the Lady is more always hits on 4+, regardless of modifiers. Then,
often than not on the side of Good, as her strong link for any point of damage caused, roll to hit and to
with the Elves in the last few centuries fully attests. damage again, as the beast savages the victims.
Repeat this process again and again until you fail
to score any damage, at which point the beast has
The Druids are the mortal servants of the Green Lady, a
been slain or has wandered off to lick the gore off
secretive cult that worships her in her aspect of Preserver
its paws/claws/talons.
of the Natural Balance. Members of all races may join
this order, but many of them are Men. This is because
the other races are often more strongly aligned to the
Shining Ones or the Wicked Ones, while Man is the most
open-minded and dynamic (or some would say the most
malleable and easily swayed) of the races of Mantica.
96
Forces of Nature
97
The Basilean Legacy
Special
Greater Flying Elemental Monster Crushing Strength (1), Thunderous Charge (1), Regeneration
Unit Size Sp Me Ra De Att Ne Pts
Mounted on supernatural sea serpents, these naiad
1 10 3+ – 5+ 9 –/17
250 knights are one of Mantica’s most exotic heavy cavalry.
Special
Shambling, Crushing Strength (4), Breath Attack (10), Fly
98
Forces of Nature
Basilisk Monster
Options
• Can have wings, gaining Fly and increasing Speed
to 10, but reducing Defence to 5+ for free.
99
The Basilean Legacy
Options
• Bow for +15pts
• Up to two Wild Companions (+10 pts each)
Strong and fierce, the Centaur Chiefs lead the brave war-
parties in times of war.
100
Forces of Nature
Options
• Up to 2 Sabre-Toothed Pussycats (+20pts each)
102
Forces of the Abyss
Flamebearers Infantry Succubi are the living embodiment of the basest desires
of all living beings, their blade-dance both lethal and
Unit Size Sp Me Ra De Att Ne Pts mesmerizing for mortals.
Troop (10) 5 5+ – 3+ 10 11/13 90
Regiment (20) 5 5+ – 3+ 12
15/17
120
Special: Troops have Fireball (10). Regiments have Fireball
(15)
Fleshlings Infantry
These lesser Abyssals use dark sorcery to cast searing Unit Size Sp Me Ra De Att Ne Pts
firebolts against the enemy. Troop (10) 5 5+ – 4+ 10 11/13 70
Regiment (20) 5 5+ – 4+ 12
15/17 95
Horde (40) 5 5+ – 4+ 20 21/23
150
Special: Living flesh. As they are not Abyssals, the
Fleshlings do not have the Regeneration special rule (they
Larvae Infantry are still Vicious though).
Special: Shambling Men, Elves, Dwarfs... all races of Mantica lose some of
their own to the call of the Abyss. These perverse, twisted
An endless horde of pale, wailing soul-vessels of the most Abyssal-worshipping fanatics are drawn to the Pit, live a
ghastly and disturbing guises. They are driven forward by fould existence on its outskirts, and follow its legions
their Abyssal torturers with pitch-forks and barbed whips when the Abyssals march to war.
in order to tie up powerful enemy units while the rest of
the Abyssal army outflanks them.
103
The Basilean Legacy
104
Section Title
Special: Individual, Fireball (20), Pathfinder Special: Crushing Strength (3), Inspiring
Options Options
• Lightning Bolt (5), for +25pts • Can have wings, gaining Fly and increasing Speed to
Wind Blast (5) for +30 pts 10 for +40 pts
• Lightning Bolt (5), for +25pts
Surge (5) for +15 pts
The most powerful fire-wizard in all of Mantica - they
just want to watch the world burn. The most powerful lieutenants of the Lords of the
Abyss are the Fiends. Towering high above all other
combatants, just one of these colossal monsters is a
challenge for entire regiments of mortals.
Temptress Hero (Inf)
The Well of Souls [1] Hero (Mon)
Unit Size Sp Me Ra De Att Ne Pts
1 10 3+ – 4+ 5 11/13 120 Unit Size Sp Me Ra De Att Ne Pts
Special: Individual, Fly, Inspiring (Succubi only), Seductive, 1 10 – – 5+ * -/20 250
Sultry Gaze – this is the same as Wind Blast (6), but the
target is drawn towards the caster rather than away from Special: Inspiring, Fly, Heal (6), *Soul Drain (2D6+1),
it. If the target makes contact with the caster, the caster Shambling
counts as having charged it.
Options Is this screaming maelstrom of Evil energy a sentient
• Bane Chant (2) for +30 pts entity or a manifestation of the darkest powers of the
Wind Blast (5) for +30 pts Abyss?
105