Warfare. Casualties Once a casualty die reaches 1, another casualty removes the unit from the battle. Each unit can be Rallied once at this point.

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Warfare Issuing An Order To order a unit to attack, select the attacking unit and a legal defender (see The Order of Battle below). ing The attacking unit makes an test against the target units. Roll 1d20, add the acting unit s bonus. If the result equals or exceeds the defending units, the attack is successful, move to the test. ing exhausts a unit. Exhausted units cannot attack. Once all units are exhausted, all units refresh. In order to inflict a casualty, you must make a test against the target s. Roll 1d20, add the acting unit s bonus. If the result equals or exceeds the defending units, you inflicted a casualty! Decrement the casualty die! Casualties Once a casualty die reaches 1, another casualty removes the unit from the battle. Each unit can be Rallied once at this point. Rally A unit about to be removed from battle can be Rallied. Their commander makes a Test, DC15. If successful, the unit remains in the battle, but cannot be Rallied again. Diminished Once a unit is at half strength (for instance, 3 or less on a D6), if it takes a casualty, it must make a test against DC 15 or suffer another casualty. The Order of Battle All units belong to a Rank specified on their unit card. A unit s rank determines who they can attack, and who they can be attacked by. There are six ranks; Infantry (incl. Levies). Anyone can attack these units. Archers. Cannot be attacked by enemy Infantry while their own Infantry is still on the field. Cavalry. Cannot be attacked by Infantry. Archers attack Calvary with disadvantage. Aerial. Can only be attacked by archers and other aerial units. Fortifications, can only be attacked by siege units. Siege Engines. Can attack infantry, archers, and Fortifications. Cannot be attacked while their own Infantry, Archers, and Cavalry are still on the field.

Red Hand Marauders Hobgoblin Regular Medium Infantry 200 17 15 +3 1d8 Abilities Bred for War: Hobgoblin units cannot be Diminished. When making morale checks, Hobgoblins never have disadvantage. Martial Advantage: Inflicts two casualties on a successful test if the Hobgoblin's unit size is greater than their target's. Corrupted Ents Treant Regular Light Infantry (siege) 99 +10 21 +13 23 +9 1d4 Twisting Roots: The Corrupted Ents spend their action sapping the walls of a fortification. Seige units have advantage on power tests against sapped fortifications. Hurl Rocks: The Ents attack the walls of Castle Rend, dealing 1d6 damage on a hit.

Castle Rend Medium Fortification - - - 26-10 Units defending this structure gain +2 morale. Bedegar Peasants Human Irregular Light Levies 14 +3 12 +2 11 +1 1d6 Levies: This unit is always diminished. They'd really rather not be here.

HellRiders Gnoll Regular Light Cavalry +10 18 +9 19 +8 1d6 Cavalry: This unit can flank other units. Flanking grants advantage on attack, and flanked units make moral tests (DC13) after suffering casualties. Cavalry can only attack every other round (unless engaged). Legions of Hell Barbed Devil Regular Medium Archers 264 +11 20 +13 19 +10 1d8 Hellspawn: Mortal units must make a morale test (DC17) to attack this unit. Barbs: Infantry inflicting casualties on this unit suffer a 8 test.

Blood Moon Infantry Ghoul Regular Medium Infantry 249 +3 19 17 +3 1d10 Feast: While there is a diminished enemy unit, Ghoul infantry can spend an round feeding on the corpses. Increment their casualty die. Undead: Green and Irregular troops must pass a morale test to attack this unit. Each enemy unit need only do this once. Horrify: inflicting a casualty on a mortal unit forces a DC 15 test. Failure exhausts the unit. Blood Moon Condemned Skeletal Irregular Light Infantry +0 15 +2 14-1d12 Mindless Undead: Cannot fail morale tests. Undead: Green and Irregular troops must pass a morale test to attack this unit. Each enemy unit need only do this once.

Ironheart Defenders Dwarven Seasoned Medium Infantry +9 18 17 +5 1d6 Made of Sterner Stuff: Enemy Battle Magic has disadvantage on power tests. Stand your ground! Once per battle, for the next round all successful enemy power tests must be rerolled. That Just Made Them Angry: Advantage on attack tests while diminished. Enemy power tests have disadvantage. The Blue Dragonflight Dragonborn Super-elite Super-heavy Infantry 390 +10 23 +12 19 +9 1d4 The Dragon Phalanx: Cannot be diminished. Lorewise: Advantage on morale tests against Battle Magic. For Omund! (Reaction, Casualty=2) Make a Rally test (DC15) to increment the casualty die. Shock Troops: Advantage on the first attack and power test made against each enemy unit.

The Grey Elves Elven Green Light Infantry +5 +4 1d4 Unarmed Adepts: Two attacks per round. Engage: After a successful attack test, the enemy unit cannot attack another unit while this one is engaged with it. Scrum: Engaged enemies have disadvantage on attack tests against this unit. They stole our weapons! If this unit diminishes an enemy unit, that unit has disadvantage on attack and power tests for the rest of the battle. Xanxarite Shield Breakers Gnomish Veteran Heavy Infantry 19 14 +5 1d8 Deep Dwellers: Enemy units have advantage on attack tests against this unit. Loremasters: Does not make morale tests against battle magic. Battle Magic Blind 1/battle: make a power test (+8) against an enemy unit. If it fails it is blinded and must make a morale test each round (DC13) to attack. Once it succeeds, the effect is over.

Dalrath Longbowmen Human Seasoned Medium Archers 15 1d6 Veterans of the Psychic Wars. Cannot be horrified. This unit does not count as mortal for the purposes of fighting undead and fiends. The Black Cliffs of Dalrath Human Seasoned Medium Infantry 17 +5 1d8 Veterans of the Psychic Wars. Cannot be horrified. This unit does not count as mortal for the purposes of fighting undead and fiends.

Dalrath Hounds Human Seasoned Medium Cavalry +8 17 1d4 Veterans of the Psychic Wars. Cannot be horrified. This unit does not count as mortal for the purposes of fighting undead and fiends. Shields of Rend Human Green Light Infantry 14 +5 +4 1d6 Dragontrained: Advantage on morale checks against battle magic. For Lord Nekodemus! Make a Rally test (DC15) to increment the casualty die.

Catapults Heavy Siege Engine 99 +10 21 +13 20-1d4 Siege Weapon: Advantage on attack tests against fortifications. Reload: 1.