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The document provides an overview of a fantasy wargame supplement called Age of Magic that introduces several factions and troop types as well as a magic system.

The six factions presented are the Great Kingdoms, Lords of the Wild, Undead Legions, the Horde, the Otherworld, and the Masters of the Underworld.

Troop types described include warlords, lieutenants, sorcerors, behemoths, titans, bipeds, quadrupeds, and more.

I

..

Saga: Age of Magic, by Alex Buch el and Fred Machu.


Graphic. Design: Fred Machu
Proofreading and Editing: Arnaud Lapeyrade
English Translation: Matt Moran
Illustrations: •RU-MOR
Photos: Fred Ma<;hu, Dan WI, Maria Ansell, Kevin Dallimore
Painting: Alex Buchel, Kevin Dallimore, Xavier Dufresne, Y9nnick Henriquet,
Gripping Beast, Greg and Alex from Hobbyshop, Fred Machu, Beranger Soulier,
Warmonger and Boris Wisnicki.
The figures illustrating this book are produced by Assault Group, Fantasy Flight Games,
Fireforge Games, Foundry Miniatures Ltd, GCT Studio, Gripping Beast, Mantic Games,
Mierce Miniatures, MOM Miniaturas, Mythic Battles, Norba Miniatures, North Star,
Rackham , Scibor Miniatures, Warmongerminiatures.com © Foundry Miniatures Ltd,
and belong to their respective paioters.
We thank all our playtesters and proofreaders, without whom this book could not have
been published.
Find Saga and Studio Tomahawk news at
www.studio-tomahawk.com or at facebook.com/studiotomahawk
Saga is published by Studio Tomahawk SARL, 3 Rue d ~Athenes , 67380 Lingolsheim . .
Saga is© Studio Tomahawk SARL
ISBN 979-10-95599-12-8
Printed in Lithuania in 2019.
© Studio Tomahawk

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---~--

HOW TO USE. THIS SUPPLE.ME}{T .... p. 4


l\E.W TROOP TYPES ........ ................. . ............ ... .. p. 8
l'{E.W SPECIAL 1\VLES & EQUIPME}{T .... p. 16
MAGIC .......................................... . ................. p.18
THE. FACTid.\{S OF THE. AGE. OF MAGIC .. p. 26
THE._ GlWIT Kt_"N.GDOMS ........ ... ... . ...... p.28
ThE._ LORDS OF THE._ W1LD ......... p.38
ThE._ U"N.DE'JID LEGI01{8 ·· ············ ...... p. 50
THE._ HORDE._ . . . . .. .. .... p.60
THE._ 0THER._WOR_LD . p. 72

ThE._ MJISTERS OF THE._ U"N.DEREllRTH ........ p. 82

THE. G"NMOIRE. ................. . .......p.92


£N.ERGv ... ..... p.94
LIGHT ........ . .... p.95
£.flRTH ..... p.96
METJIL .. . p.97
]M~ .............. p.98
1)E'JITH .... p.99

SPELL CA1\.DS .. p.100


1)ESIQ{ l\OTES p.106

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How o UsE
'Dus UPPLEMEJ\l.T
~

T he Age of Magic is a Saga Universe devoted to the worlds offantasy,


that popular literary genre that draws inspiration from myths and
legends and transposes them into worlds that are often imaginary - like those
conceived by writers like ].R.R. Tolkien, G.R.R. Martin or Michael Moorcock.
Compared with other Saga Universes, the Age of Magic gives players much
more freedom in how they represent their faction . While the game's other
supplements generally deal with historical peoples and cultures about whom
it is relatively easy to find information, this Saga Universe only presents
fantasy's major archetypes, allowing you to represent a vast array of
imaginary armies, kingdoms and peoples.

This supplement presents six factions, or rather archetypes, which allow the vast majority
of fantasy peoples to be represented on the table.
Here is a quick summary of each faction's theme, which will be developed in the chapters
dedicated to them in the pages of this boo k.

'Gbe Grear .Kingdoms


The Great Kingdoms represent their worlds' most culturally, technologically
or spiritually developed civilisations. They are vast societies ruled by a
central power, whether royal, theocratic or democratic. The prosperity
of the Great Kingdoms makes them the object of their less civilised
neighbours' envy.

Valkeras t:he Wise...


I am Va/keras the Wise, Guardian of Braoth's Nine Sacred Tomes of
Knowledge, Archmage of the Sulfuric Tower, Supreme Eminence of the
Empire of Tarth, High Lector of.. well, I have a flock of other boring titles
accumulated over the centuries. Enough nonsense, Jet's be sensible and put an
end to these tedious formalities!
You seem surprised to be speaking with a Sorceror in a Saga Universe.
However, fantasy worlds are filled with heroic deeds, courageous
captains, malicious sorcerors and terrifying monsters.
The Age of Magic is a unique Saga Universe, overflowing with
unexplored territory, even for those veterans who have been
playing since the start.
Since I see a little impatience in your face, let me lead you in the
footsteps of these legends.
But before starting your journey, forget not my advice: no
fantasy world is more interesting than the one you create with
you friends, no Saga grander than the one you weave across
your gaming table...
Come! Let us play and tell our tales of heroism...

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or nefarious creatures just waiting for their moment to
Ghe lords of the Wild tear their way into reality and fulfil their schemes. Cults,
These peoples are intimately linked to the primordial peoples or nations are often pledged body and soul to
forces which fashioned the world . They live as close these beings, either by worship or contracts, and this
to nature as possible in the heart of dense forests, faction represents an alliance between these servants
the deepest inhospitable marshes or the depths of and the inhabitants of an Otherworld.
the oceans. They might live in harmony with their
environment, or display animalistic savagery and
brutality.
Even more than other Saga Universes, the Age
of Magic is a stand-alone universe. Although
Ghe Undead legions it is mechanically possible to pit historical and
The Legions have vanquished Death and shattered fantastical armies against one another, the mix
the barrier separating the living world from eternal will certainly be rather explosive. We prefer to
rest. Leading hordes of reanimated skeletons, lurching recommend that players with historical armies
cadavers or vengeful spectres, the Lords of the Dead explore the possibility of transposing their armies
curdle their enemies' hearts with fear. into imaginary worlds. It's easy to imagine a Viking
warband fighting alongside a few creatures from
Norse mythology using the Horde Battle Board,
Gheftorde or a French army from the Hundred Years' War
This faction represents the conquering and warlike using the Great Kingdoms Battle Board, with a
people so common to imaginary worlds. They can be few angels or fantastic creatures added to their
human barbarians or exiles from civilisation , or fantasy ranks (though if you're English, you 'd probably
races with war and pillage in their blood. rather they keep to the Subterranean Pao~les
board)! The possibilities are endless, and the
Ghe Otherworld freedom offered by the Age of Magic is unique,
allowing you to use and re-use a vast assortment
Many fantasy worlds theorise a parallel dimension to of historical and fantasy figures.
the real world, peopled with demons, magical beings,

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Each of these un its has its own special rules, which are
Ghe CDasrers ofthe Underearth described in the relevant chapter (see New Troop Types,
Living beneath the surface of the world , the Masters of the p. 8).
Underearth have prospered and developed underground
kingdoms on ly interacting with the world above when
pushed by necessity-or their ambitions. If they are 1'{EW SPECIAL 1\VLES
humans, their physiology is probably adapted to this
This Universe also adds a certain number of new special
cavebound life. They are more likely to be races particular
rules, wh ich will allow you to fine-tune certain aspects of
to their environment, like stocky dwarves, daylight-
how the troops you recruit are represented. It also adds
fearing goblins, or sneaky ratmen .
new weapons and mounts foryourwarbands.

MAGI~
Age of fvlagic introduces three new types of troops to
.
Magic being one of the foundation stones of fantasy, this
Saga, to complement Heroes, Hearthguards, Warriors and
book gives it the treatment its importance deserves. Its
Levies: Monsters, Creatures and War Machines.
chapter will explain how to use Sorcerors and how they
To these three new troop types are added new Heroes that cast spells in Saga.
can be recruited by the warbands in this book: Sorcerors
and Lieutenants.

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This book comes with six cardboard sheets presenting The Activation Pool lets you increase the n"umber of Saga
the Battle Boards for each of this Universe's factions. dice at your disposal. You just need to spend the die on
Each warband must use both its faction's board and its the Activation Pool, then take two available Saga dice,
special rules. You can't use the Otherworld Battle Board roll them, and add them to your inactive Saga dice-the
with the Horde's special rules! ones you have not yet assigned to a Saga ability.
The five abilities situated at the top of the Battle Boards The Magic Bonus lets you choose whether to re-roll one
(not including the central textbox) are the basic abilities. · or two of your inactive Saga dice (the ones you 've rolled
These are three basic Activation abilities, the Activation but not yet placed on your Battle Board), or to gain two
Pool and the Magic Bonus. They are common to most Magic dice. For more detail on Magic dice, refer to the
factions and can each be triggered several times during eponymous chapter (see Magic, p. 18).
the same turn . The abilities appearing in the central textbox are
The three basic Activation abilities allow you to activate advanced abilities, which can each only be triggered or
different types of troops. By triggering one of these activated once per turn. Each Battle Board's advanced
abilities, you can activate a unit of the types described Saga abilities are explained and described in their
in the ability's text. faction's chapter.

Basic Saga
Abilities

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the faction's two
Domains of Magic

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DewroSaga?
Ifyou have just started out with Saga, the new rules presented in this supplement might seem daunting. Don't
worry! Age of Magic lends itself very well to the progressive introduction of its new rules.
Therefore, stick to four point warbands for your first few games, and only use Hearthguard, Warrior and levy
units, led - obviously- by your Warlord.
Then introduce the other elements one at a time as you increase your budget. For example, after learning the
basic rules, move to a cap ofsix points and let yourself include Sorcerors in your warbands. Once all that has 15el!n
mastered, you will more easily understand the innovations introduced by Monsters, Creatures and War Machines,
which you can include by graduating to a cap ofeight points.
This method of/earning also allows you to collect a new warband while learning the new rules piece by piece. As if
you needed a reason to buy new figures ...

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}(EW TROOP TYPES .
~

I n most Saga Universes, the traditional division of units into four troop types (Heroes, Hearthguards,
Warriors and levies) largely suffices to cover those involved.
In an imaginary universe, things are more complicated... Imagine what you could come across on the
battlefield: a brutal and hideous troll; scouting wolf riders or giant eagles; monstrous dragons or
magicians able to turn the tide of battle with powerful sorceries.
The different troop types in the Saga rulebook obviously aren't enough to satisfactorily represent all the
units which contribute to the attraction offantastical worlds. That's why Age of Magic introduces several
new troop types which are added to the troop types described on pages 44 and 45 of the rulebook.

Size ofWarbands
Age of Magic offers far greater choice in
warband construction than other Saga
Universes. Monsters, Sorcerors and Creatures
will have a powerful effect on the gaming table,
and will form a not insignificant part ofyour
warband.
Thus, while the standard cap for most Saga
Universes is six points, we have realised that
this Universe lends itself better to games played
with eight points of troops on each side," without
any further changes to rules, scenarios or table
sizes.
We encourage you therefore to do the same and
Courageous warriors confront a Behemoth. (Gripping Beast) build your warbands with eight points of troops.

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These new classes follow the same structure as those warchief's barbarian elite could well be classed as
presented in the Saga rulebook: they do or don't H~arthguards, even if they go to war bearing nothing
generate Saga dice, have Armour and Aggression more than a kilt and (very large) axe! '· ·
values, and Finally special rules. For that matter, if you Their rules are the same as those laid out on page 44 of
look at the Battle Board For one of this supplement's the rulebook.
factions, you'll see them appear in the basic Activation
A Hearthguard base must Ftt within a 30mm by 30mm
abilities, next to the existing troop types.
square (on foot), or a SOmm by 40mm rectangle
(mounted). It cannot measure less than 20mm by 20mm
· (on foot), or 40mm by 20mm (mounted).

Warriors
Warriors form the backbone of many warbands in the
Age of fvlagic, as is the case in most other Universes.
In most factions they represent the typical soldier,
whether an ore warrior, a valiant sergeant of the Great
Kingdom, or a minor demon emerged from Hell.
Their rules are the same as those described on page 44
of the rulebook.
A Warrior's base must Ftt within a 30mm by 30mm
square (on foot), or a SOmm by 40mm rectangle (if
mounted). It cannot measure less than 20mm by 20mm
(on foot), or 40mm by 20mm (if mounted).

This basic ability allows you to activate a Levy, Monster, levies


or War Machine unit.
Levies are Found in most of this book's factions. They
Note that each of these troop types is an independent
can be less well-trained or equipped soldiers, like most
type, even if it shares an Activation ability with other
armies' missile troops, or subjugated subspecies used
types. Therefore, a Monster unit is not a Levy unit, and
as slaves. As we mentioned in the introduction to this
no game effect affecting Levies will affect Monsters
work, each player is very free in how they represent their
(and vice-versa).
troops, and Levies should be very obviously different
Now let's have a look at all the troop types of the Age of to Hearthguards and Warriors, whether via their
fvlagic . equipment or their appearance.
Their rules are the same as those described on page 45
Warlords of the rulebook.
As indicated in the Saga rules, each warband must A Levy base must Ftt within a square of 30mm by 30mm
include a single and solitary Warlord to lead it to battle. (on Foot), or a rectangle of SO mm by 40mm (if mounted).
Their rules are the same as those described on page 44 It cannot measure less than 20mm by 20mm (on Foot),
of the rulebook. The Warlord's equipment options are or 40mm by 20mm (if mounted).
described in the chapters devoted to each Faction .
A Warlord 's base must Ftt within a 60mm by 60mm
square . It cannot measure less than 20mm by 20mm (on
Foot). or 40mm by 20mm (mounted) .

Dearthguards
Of course, the worlds of fantasy also have elite soldiers,
trained for battle since childhood . The Hearthguards
class represents individuals of various sizes, but who
probably will not exceed seven or eight feet. Therefore,
those from the most awe-inspiring humanoid races will
be classed as Hearthguards. Those soldiers exceeding
this respectable size will certainly be classed as
Creatures.
Note that though in most Saga Universes, armour
is linked to the combatants' physical protection, in
imaginary worlds that is not as true, and an increased
Armour value can also represent an uncommon
stubbornness and determination. Therefore, your

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Sorcerors
What would fantasy be without mag ic? And by extension, Sorceror Characteristics
without mages? Depending on the world , this magic
might be more or less discreet. Sometimes, it seems to be
only superstition ... sometimes it can be seen everywhere ...
Other times it is confused with technology beyond mortal
understanding. And in yet others, it comes directly from
Bodyguards, Determination, Magic'', Presence,
the Gods, who thus intervene in the affairs of ordinary Resilience (1), Unarmed
mortals. ·
Any warband in the Age of Magic can include one or more ''This special rule allows the Sorceror to cast spells. They start
Sorcerors. Sorcerors are Heroes, with characteristics and the game with three spells chosen from within their Domains
special rules of their own . Their equipment options, any of Magic (see Magic, p. 18).
extra special rules and the Sorceror's Domains of Magic
Victory Points
wilt be described in the chapters devoted to each Faction.
When calculating a scenario's victory points, a Sorceror is
Recruitment
a Hero and is therefore counted as such .
You can recruit a Sorceror to your warband for 1 point. It is
Basing
possible to recruit several Sorcerors for 1 point each.
A Sorceror's base must fit within a 60mm by 60mm square.
Unit
It cannot measure less than 20mm by 20mm (on foot). or
A Sorceror always forms a unit made up of a single figure.
40mm by 20mm (if mounted).

Lieutenants
Lieutenants represent the Warlord 's loyal right hand, their Lieutenant Characteristics
closest atty, or even a member of their brotherhood or
clan . Captain of the Guard, Brother of the Order, or vicious
Master Slave-Driver: the possibilities are endless.
Recruitment
A warband from the Age of Magic can recruit a single
unique Lieutenant. Ifit includes a Lieutenant, the warband
"Each faction grants its Lieutenant a particular special rule,
must remove its choice of the following : 1 Creature figure,
described in the faction rules.
2 Hearthguard figures, 4 Warrior figures or 6 Levy figures.
For example, if you had spent 3 points on Warriors, you Victory Points
could remove four of your warband 's twenty-four Warriors
When calculating victory points during a scenario, a
to add a Lieutenant to yourwarband .
Lieutenant is a Hero and is therefore counted as such .
Unit
Basing
Lieutenants always form a unit comprised of a single
A Lieutenant's base must be contained within a 60mm
figure .
by 60mm square. It cannot measure less than 20mm by
20mm (on foot), of 40mm by 20mm (if mounted).

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Creatures. However, he decides to only deploy 12 Warriors
Crcarures in order to get one extra Creature. Therefore, for three
Trolls, Ogres, Minotaurs and Half-Giants are only some recruitment points, _t1e deploys a unit of 12 Warriors and a
of the names that come to mind when we bring up the' unit of 3 Creatures.
most impressive beings in fantasy worlds.
Unit
The Creature troop type represents individuals that
Creatures form units of2 to 6 figures. This is an exception
are largely bigger and more imposing than human
beings and gifted with a form-however limited-of
to the rule imposing a minimum of 4 figures per unit. •
intelligence. Creatures are able to obey orders and can Creature Characteristics
use weapons. It is not rare for them to wear armour when There are 3 types of Creatures: Bipeds, Quadrupeds
their natural toughness is insufficient. Creatures can and Flyers. Each unit of Creatures must be composed of
coexist with other cultures, or forge their own society, the same type of Creatures, but a warband can include
allowing us to imagine warbands made up entirely of several units of Creatures, each composed of a different
such individuals. type offigure.
The Creature troop type also includes all knights rid ing
Bipeds
any animals that are bigger and more aggressive
than trad itional mounts. We can easily imagine riders These are humanoids with mo re imposing proportions
mounted on powerful sabretooth tigers or on the backs than those of humans. They can be armed or
of giant eagles. armou red , but their equ ipment has no effect on the ir
characteristics, and their striking power is included in
Recruitment
their profile.
Each po int spent on Creatures allows you to recru it
2 Creatures. Alternatively, a player can remove 2
Hearthguards, 4 Warriors or 6 Levies from their warband
to recruit 1 Creature.
Example: When recruiting his warband, Fred buys two
points of Warriors (16 Warriors) and one point of

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O,uadrupeds Victory Points
When calculating a scenarios victory points, each
Quadrupeds are Faster than Bipeds and rival horses for
Creature figure is worth two Hearthguard figures.
speed. They can be uncommonly large animals, or riders
Example: each slain Creature figure brings your opponent
mounted on Fantastic beasts (giant wolves, warbeasts,
unicorns, etc.). 2 massacre points. If a un it of 3 Creatures controls an
objective, it counts as a unit of 6 Hearthguards when
calculating the victory points earned by controlling that
objective.
Basing
A Bipedal Creature's base must fit within a SOmm by
SOmm square. On the other hand, a Quadrupedal or Flying
Flyers Creature 's base must fit in an 80mm by SOmm rectangle.
As their name suggests, Flyers move by Flying. It makes No Creature 's base can be smaller than a 40mm diameter
no difference to the game whether they are propelled by circle.
wings, magic or technology. They are capable of moving
swiftly and passing over other troops.
As with Quadrupeds, Flyers can be independent creatures,
Crearu.res and,Presence
or be ridden by humanoids; it makes no difference to the
game. The Presence rule which affects every Creature
unit means that each figure in the unit counts as
4 figures when determining the effects of Saga
abilities. Therefore, a unit of three_Cr.eatures counts
as a unit of 12 figures when determining the effects
of Saga abilities. This only affects Saga abilities, not
victory points or other game effects.
" The reduction in Armour is included in the profile.

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Among the frequent types of Behemoth are Hydras,
CDonsrers
the beasts of the Apocalypse and Abominations of the
Monsters represent creatures of colossal size, utterly Twisted Void born in the Ninth Circle of Hell.
unlike human beings. Among these beings from
mythological tales are giants, dragons, titans and
even divine avatars! Hardly docile, these Monsters are
controlled by magic, or the might of the warband's
Warlord. Led by their instincts, they can only rarely
participate in more elaborate plans, and are often
content to throw themselves like beasts into melee. Girans
Monsters can be ridden by humanoids, which has no Titans are less savage than Behemoths, and are usually
effect on the rules. slow and clumsy. What they lack in aggression and
Recruitment speed , they make up in increased resilience, whether
You can recruit a Monster into your warband for 1 point. from plates of armour, scales, fur or magic. Among
It is possible to recruit several Monsters for 1 point the most common Titans are immense Golems,
each-if your faction's special rules permit it. quadrupedal dinosaurs, Constructs, and the hell-slugs
from the Zabraz Dimension.
Unit
Monsters always Form a unit composed of a single figure.
Monster Characteristics
There are three types of Monsters: Behemoths, Titans
and Scourges, each with their own characteristics.

Bebemoms Slow : The move and charge distances are S instead


of M .
Behemoths are Monsters of extreme savagery, whose
blind violence generally terrifies their adversaries. They
can be bipeds, quadrupeds, or slithering monstrosities.

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Scourges Unit
War Machines form units composed of a single figure.
Scourges are legendary flying Monsters. They sow death
They can be modelled with several gunners working the
in their wake, and can fire jets of flame or acid at their
engine, but the whole base counts as a single figure for the
enemies. They fall upon their prey at great speed, making
purposes of the rules.
the battlefield echo with piercing cries. Dragons, Wyrms,
Manticores and Griffins are a few examples of the type. All War Mach ines count as foot un its equipped with
ranged weapons.
Whatever their type, these un its can never be activated
to charge, and count uneven and dangerous terrain as
impassable.
Breath, Flight". Imposing, Presence, Primitive, Resilience (2) War Machine Characteristics
*The reduction in Armour is included in the profile. There are three types of War Mach ines: Static, Mobile and
Flying , each with its own characteristics.
Victory Points
Static War machines
When calculating victory points fo r a scenario, a Monster
counts as a Hero. Catapults, cannons, and stone-throwers are examples of
these machines, which are almost impossible to move and
Basing
take a long time to reload .
A Monster base must fit within a 1SOmm by 1OOmm
rectangle. It cannot be smaller than a 60mm diameter
circle.

War CDachines
War Machines can be part of several different warbands in
the Age of fvlagic, and can take on diverse forms depending
on the faction : catapults, ballistae or stranger machines. Cumbersome: A Static War Machine is difficu lt to move.
These engines can be entirely mechanical, or be powered During a movement activation, its movement distance is
by enchantments or sorceries. always VS
and can never be increased by any means.
Recruitment Powerful Shot: A Static War Machine gets a +1 bonus
Each faction's rules will tell you if you can recruit War to its attack dice.
Machines, and if so, the maximum number. For each A Static War Machine's shooting attac;ks have an unlimited
War Machine in the warband, the player must remove range. If the target of its shooting attack is at a range of L
their choice of the following : 4 Warrior figures or 6 Levy or less, it has a shooting Aggression of 4. Otherwise it has
figures. For example, if you spent 3 points on Warriors, you a shooting Aggression of 2.
could retire 4 of your warband 's 24 Warriors to add a War
The War Machine can only be activated to shoot once per
Machine to yourwarband .
turn.

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CDobile War CDachines
Mobile War Machines take the Form of chariots or other
machines capable of moving themselves, on which
are mounted terrifying ranged weapons. Due to their
complex construction, they are less efficient at shooting Removing figures During
than Static War Machines, but don't have the latter's
restricted movement.
Recruitmen-r:
Several units (like Lieutenants, War Machines and
Creatures) allow figures to be removed in order
to recruit them. Generally the choice is between 2
Hearthguards, 4 Warriors or 6 Levies, but some
Firearms", Presence, Resilience (1 ), Unarmed options, like War Machines, are more restrictive.
"The reduction in Armour is included in the profile. The choice to remove figures is made during
recruitment, and not when the warband is
Flying War CDachines deployed. Your warband list must therefore
Nothing should surprise the reader in a Fantasy world, include these choices. So ifyou have spent your
and the sight of heavily armed Aying machines in the eight points on Hearthguards, and have only
skies will therefore trouble no-one. Whether thanks to recruited a Lieutenant, you will have thirty
technology or magic, these creations tear through the
Hearthguards to deploy on the table, since two
skies, pouring hellfire onto the unlucky warriors on the
figures were removed to pay for the Lieutenant's
ground, spitting bombs, projectiles or Aames on all their recruitment. Ifyou have removed four Warriors
enemies. to recruit a War Machine, and your warband has
three points of Warriors, you would actually have
twenty Warrior figures from which to build your
units.
Figures removed this way are not casualties! They
Breath, Flight, Presence, Resilience (1 ), Unarmed just give you access to new options. In addition, it
Victory Points is forbidden to recruit a unit by removing a mix of
figures from several troop types. Therefore your
When calculating victory points For a scenario, each War
War Machine must be recruited by removing 4
Machine counts as a unit of two Hearthguards.
Warriors OR 6 Levies, and not a mix of the two.
Basing
A War Machine's base must fit within a 1SOmm by
60mm rectangle. It cannot be smaller than a SOmm
diameter circle.

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1\{E_W 8PECIJIL ~LES
& EQuIPMEJ\l.T
~

F antasy worlds present us with troops and characters who defy the laws of nature as we know
them, capable offeats that would be impossible in most other Saga Universes. That's why this
supplement has several new special rules to deal with the Age of Magic 's more incredible aspects.

A unit equipped with firearms can never resolve two


consecutive shooting activations during the same turn .
It must resolve another type of activation (so a cancelled
activation doesn't count!) before being able to activate to
shoot again.
Only foot figures can be equipped with firearms. Mounted
figures cannot use this equ ipment.

Imposing
Some units are much larger in size than humans,
sometimes rivalling the bulk of animals like elephants.
Units with this special rule can never benefit from
cover and cannot close ranks. However, the exhaustion
threshold of an Imposing unit is increased by one. On the
whole, that means that these units will become exhausted
after suffering 4 fatigues, instead of 3 like other troops.
The formation radius fo r Imposing units is M rather than
S. That means that the figures must finish their initial
deployment, movements and charges with in M of the
first figure to be deployed or moved, rather than S like
most other units.

CDount: Animal
Due to the almost limitless variety of mounts in the
fantasy universe, units will generally have access to this
Firearms option , which covers all swift and domesticated mounts,
no bigger than horses, and not aggressive enough to add
Black powder exists in many fantasy worlds. In others,
to their rider's striking power: wolves, giant spiders (the
enchantments allow weapons to produce devastating,
ones smaller than horses) or goats.
often uncontrollable ranged attacks. The following rules
allow you to integrate these unstable but very powerful Units with this special rule are subject to all the rules
weapons into the Age of f.1agic. described in the f.1ounts: Horses section of the Saga
rulebook (see Rulebook, Mounts: Horses, p. 39).
Firearms are ranged weapons with a range of L. A unit
equipped with firearms reduces its Armour by -1 against
both melee and shooting attacks. It can never close ranks CDount: Beast::
during a melee. Certain Heroes, primarily Warlords, can be mounted on a
A unit with firearms gets a +1 bonus to its attack dice beast. Beasts are imposing and aggressive mounts that
when resolving a shooting attack if the target is within only a Warlord could ride, like giant wolves, sabretooth
M of the shooting unit. In addition , if the target is within tigers, or pegasi.
M and the shooting attack inflicts at least one casualty, A Warlord can ride a beast at no additional cost. If .that is
the target unit suffers a fatigue after the shooting attack the case, they become subject to the following rules:
is resolved . This represents the chaos caused by the
• A Warlord mounted on a beast has a charge distance
explosions, smoke and smell of gunpowder!
of L if the charge movement is made entirely in open
Note: Casualties cancelled by the Resilience special rule are terrain . Their move distance remains M .
not taken into account when applying that last rule.
• Their melee Aggression is increased by 2 to a total of 10.

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• They count as a mounted unit. elements. They fly over these units and areas of terrain
• They have Resilience (2) instead of Resilience (1). without difficulty.

• They gain the Imposing special rule. • During a charge, they can totally ignore 'friehdly units
and terrain elements. They can also fly over enemy
• They cannot have any other equipment options.
units, but for each enemy unit overflown (that is, when
• They lose the We Obey and Bodyguards special rules. a flying figure passes over the base of at least one
Certain beasts can have the Flight special rule. In this figure from said unit) during a charge, the flying unit
case, the Flight movement rules replace the first part of suffers one fatigue at the end of the charge- before
the rules above. The rest of the rules apply normally-for the melee is resolved. This is in addition to any fatigues
example, the Warlord reduces their Armour due to Flight. they would normally receive.
The base of a Warlord mounted on a beast must fit • During a manoeuvre, if the opponent doesn't use
within a 80mm by SOmm rectangle, and cannot be their fatigue to reduce their movement distance, units
smaller than a 40mm diameter circle. with Flight can move to a higher altitude rather than
making their usual manoeuvre move. This consists
Primitive of removing the unit from the table, then replacing it
anywhere in open terrain. As is usual for manoeuvres,
Primitive units are driven only by their bestial instincts, it must be more than L away from any enemy units. If
and are not generally blessed with a developed intellect. the opponent uses the unit's fatigue, it instead makes
They are not capable of executing elaborate tactics, the usual move of S .
and are rarely willing to follow complex orders. But they
• Flying units reduce their Armour by 1 against shooting
display a terrible ferocity during the battle!
attacks.
These units are subject to the following rules.
• Neither terrain nor units block line of sight to units
• Primitive units cannot be activated by any advanced with this special rule. It is therefore not possible to hide
Saga abilities on your Battle Board. flyers behind other units or a terrain element-even if
• You cannot trigger any advanced Saga abilities during a it is high, like a hill or a wood. However the opposite is
melee or shooting attack in which a Primitive unit from not true: a flying unit's own line of sight is blocked by
your warband is either the attacker or the defender. high terrain areas and both friendly and enemy units.
• Primitive units reduce their melee Aggression by 1 for • Flying units can never close ranks or benefit from
each fatigue they have. If the unit has several figures, cover.
it is the total Aggression that is reduced by 1, not that
of each figure in the unit.

Swift
Swift units have a movement and charge distance of L .
During a move, they can replace their L ruler with two
M rulers.
Swift units are considered mounted units.

Breath
A unit with Breath can breathe a powerful jet of flames,
acid or other toxic matter. This attack can also represent
attacks while flying over the enemy.
Once per turn, this unit can activate for free to resolve
a shooting attack with a range of M which does not
generate fatigue. Note that this is the only way for a
unit with Breath to make a shooting attack-it cannot
activate normally to resolve a shooting attack.

Certain units can fly, whether thanks to wings, magic or


technology.
These units are subject to the following special rules.
• If the unit's movement begins and ends in open
terrain , their movement and charge movement is L.
During move activations, they can replace this L ruler
with two M rulers and can totally ignore friendly and
enemy units during their movement, as well as terrain

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MJIGIC
~

~
l V1 / [ ag ic is at the heart of many fantasy worlds and a /lows a chosen few - mages, sorcerors, druids
and invocationists - to bend the laws of physics to their will and accomplish miracles beyond
ordinary understariding.

In this Universe, magic can be encountered in several These dice resemble Saga dice, since they have symbols
forms. Some of the most spectacular Saga abilities on their faces instead of numbers or pips. However, Magic
are certainly of 'magical ' orig in. Certain Monsters and dice do not count as Saga dice . They are not thrown except
Creatures owe their existence to magic, like golems, when a Sorceror wants to cast a spell.
elementals, and beings from other dimensions. Similarly, Therefore, game effects which affect Saga dice do not
many powers and special rules could also be seen to have affect Magic dice, and vice-versa.
a supernatural origin.
If you have no Magic dice, you will find a chart below
In this chapter, we will concentrate on Sorcerors and the showing the relationship between the faces of a traditional
spells they can cast. die and the symbols ofa Magic die.

""'
~

1-3 4-5 6
CTJagicDice

~ ~
*
The Age of fvfagic introduces a new type of dice: Magic dice.
If the warband has a Sorceror, its player must have a set of
six Magic dice.

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Sorcerors
As we saw in the chapter about new troops, the Sorcerer
is a new Hero available to every warband in the Age of When Go Choose Spells?
Magic. Only Sorcerers can cast spells, so if a Sorcerer in Spells must be chosen when you assemble
your warband has been eliminated, both the spells he your warband. Ifyou recruit a Sorceror, you
has cast and their lasting effects are cancelled. immediately choose the spells that they know.
Your faction's particular rules will define the equipment It is not possible to choose their spells based on
options your Sorcerers can take advantage of, as well as the warband you are facing. In the Age of Magic,
which Domains of Magic they have access to. Sorcerors don't carry their 'Sacred Grimoire of
All the Incantations in the World' on them at all
Spells times to find the perfect spell to ruin the enemy
warband!
Each Sorcerer has three spells in every game, chosen
from among those in the Domains of Magic to which
the Sorcerer has access. Each Sorcerer usually has
access to two different Domains of Magic. The spells
that a Sorcerer can use in the Age of Magic include on ly You will find a chapter called The Grimoire at the end of
those talents that are useful during the battle. Without this book, which contains descriptions of all the spells in
any doubt, most Sorcerers can perform other tricks, the Age of Magic.
like turning water to tea with a magical incantation, or
cleaning their desk by twitching their nose. But let's be Gbe CDagic Pool
honest- none of that is any use in the face of the enemy!
Each warband in the Age of Magic has a magic pool,
There are six different Domains of Magic governing the formed at the start of the turn at the same time as the
whole of the worlds of fantasy's primordial energies. warband's Saga dice are generated.
This pool is made up of 1 Magic die, plus 1 extra Magic
die per Sorcerer in the warband . A magic pool can never
exceed six dice, no matter the number of Sorcerers in
light E'.arth yourwarband.
The dice in the magic pool are not rolled at the start of
the turn. Place them near your Battle Board so they are
within reach when one of your Sorcerers begins to chant
metal Gime
an incantation in a dramatic pose!

Death Energy
Gbe CDagic Bonus
Each Battle Board in the Age of Magic has a
Each spell known and mastered by the Sorcerer must 'Magic Bonus' basic Saga ability. Once this ability
come from one of the Domains of Magic allowed by their is triggered, it allows you to choose between re-
faction's rules. The Sorcerer can choose their spells from rol/ing one or two ofyour Saga dice, or gaining
a single Domain, or take a mix of their choice from the extra Magic dice. Remember that your magic
two Domains they have access to. pool can never exceed six dice. If using this ability
Example: A Sorceror of the Horde must choose their three increases your magic pool to more than six dice,
spells from the Domains of Earth or Metal. They can the extra dice are discarded and therefore lost.
therefore choose 0, 1, 2, or 3 spells from the first of these
Domains, and take the remainderfrom the second one that
they have access to.

Each spell can only be chosen once by each warband, The magic pool empties itself at the end of each turn .
even if it has several Sorcerers. If one of the Sorcerers If you still have Magic dice after your Activation phase,
has the spell Bolt, no other Sorcerer in yourwarband can they are discarded and lost. Your magic pool will not be
choose it. replenished until the start of your next turn. ~

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Anatomy of a spell
All the spells are presented in the same way. 8) The maximum effect. Once. again, a symbol or a
1) The name of the spell. It gives an indication of its effects. combination of specific symbols is necessary to obtain
th is effect, which is often extremely powerful. However,
2) An icon representing the spell 's Domain of Magic.
to achieve their goals, the Sorceror must draw upon
3) The description of the spelt. Magic's most uncontrollable depths... They must
4) The number of Magic dice necessary to cast the spell. therefore roll on the Abuse of Power table described
Each spell needs a minimum number of dice to be c;:ast. later.
Generally, this is one die, but some spells can require
two Magic dice.
Sorcerors cannot fa il when casting their spells. We're
5) The symbols needed for the spell's different effects. talking about experienced practitioners of the art of
Next to each effect are one or two symbols from the magic, not bespectacled adolescents at school!
Magic dice. These are the symbols needed to resolve
However, in the Age of Magic, each spell has a min imum,
the effect or effects. A blank die means that any symbol
optimum and maximum effect. The Sorceror is never
can be used.
certain to get exactly the result they wanted . On the other
6) The minimum effect. This is the spell's smallest effect. hand, the results you can expect from these three levels
The least powerful, but easiest to obtain ... do escalate. Watch out-a Sorceror can only use a spell 's
7) The optimum effect. To produce this effect you will maximum power by risking its perils.
need one or more specific symbols. The result produced
is generally more impressive than that of the min imum
effect, but a Sorceror is never sure to obtain it.

....--.....

Choose an enemy unit within L


and line of sight of your Sorceror.
Roll 2 dice and apply
one of the following effects:

The targeted unit suffers


a casualty for each roll that
exceeds its Armour against
shooting attacks. •
The targeted unit suffers
a casualty for each roll that
matches or exceeds its Armour _H~-~
against shooting attacks .

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Casting a Spell .Preparing-the Spell
Spells are cast during your Activation phase, at any To cast a spell, you must h.ave at least 'the ' necessary
point when you could trigger a Saga ability with the number of Magic dice needed to cast the spell in your
Activation keyword. That is to say, at almost any point magic pool. Take that many dice, to which you tan add
at all except during the resolution of another ability, or as many additional Magic dice as you like. However, note
during a melee or shooting attack. carefully that the number of Magic dice used to cast a
A Sorceror cannot cast a spell if they are exhausted. If spell can never exceed four dice, no matter the reason.
your Sorceror is exhausted , they cannot cast a spell · Determine the Effects
until they have fewer fatigues than their exhaustion
With an appropriate gesture-we leave you to judge
threshold.
which pose to adopt based on the Domain of Magic your
spell belongs to-roll the Magic dice that you assembled
for the incantation.
From among the symbols obtained, choose the
symbol or symbols you want to use to resolve the spell
and announce the effect thus obtained-minimum,
Casting Spells andlktivation optimum, or maximum-based on your choice of the
symbols rolled on the dice.
Casting a spell does not count as an activation
for the Sorceror. It cannot therefore be cancelled, When the symbol appears, it means that any
and having cast a spell does not incur fatigue symbol on the die can trigger that effect. The majority
during later activations. The only common point of spells can be triggered without a particular symbol.
between an activation and the incantation of However, it will be the minimum-that is to say the
a spell is that both take place in the Activation weakest-effect. Getting better symbols increases the
phase. spell's magical power, and consequently brings more
impressive effects.
If a spell requires a combination of two dice, and one or
more of them is , it means that any die can replace
that symbol.

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Abuse ofPower
If you decide to cast a spell at its r,naximum effect, you
Dore must first pray to the gods or spirits, cross your fingers,
During the triggering ofa spell, you choose the and finally roll two dice on the Abuse of Power table
effect that you want by choosing the relevant die below to discover the consequences.
or dice. Nothing prevents you from allocating an Once the effects of the Abuse of Power have been
'fe. to an effect indicating . It is therefore never applied, the spell is resolved normally, even ifthe Abuse
obligatory to keep the maximum effect. of Power caused the Sorceror's death or the spell to be
forgotten .
Once the magical energies have been invoked, nothing
Example: Arnaud has four dice in his magic pool, and can stop them!
decides to cast the Gempest: spell with his Sorceror. Resolve me Effects
Casting this spell requires at least two dice. Arnaud takes
Refer to the description of the effects you have triggered
two dice and chooses to add a third.
He therefore rolls his three dice and scores an
'fe. .
*, ~ and
in order to determine the spell's consequences. The
Grimoire at the end of the book has all the useful details
for each of the spells in the Age of fvlagic.
Gempest:'s minimum effect can be obtained with any
combination of symbols.
;. ~
The optimum effect needs one
The maximum effect needs one *
~ and one ow .
and one 'fe. .
With his lucky die roll, Arnaud can therefore choose any of
Import:ant
Each Sorceror can only cast each of their spells
the spel/'s three effects. Not wishing to risk his Sorceror's once each turn. Magical power has its limits!
physical or mental health, Arnaud reflects and chooses
to cast the spell with the optimum effect. He therefore he
does not need to roll on the Abuse of Power table.
Abuse ofpower 'Gable
Before resolving the maximum effect of a spell, the
player must roll two dice on the table below in order to
determine the consequences of their Abuse of Power.

206 Consequences

The Sorceror has accumulated far too much magical energy! They explode, and depending on the Domain
of Magic concerned , produce a fountain of blood , a rainbow of colours, or a soaring flock of flying unicorns.
2
The Sorceror is eliminated . Roll a die for each friendly and enemy unit within S. On a result of 4 or more,
that unit suffers a casualty.

The Absolute Power Corruptive fills the Sorceror and they must roll three dice. They suffer a fatigue for
each 4 or more rolled. If they suffer at least two fatigues, the Sorceror forgets the spell and cannot cast
3
it again that game. If the Sorceror is exhausted after suffering these fatigues, they fall down stone dead,
seemingly victim of an overcharge of magical energy.

Magical energy engulfs the Sorceror, who has trouble containing it. They must roll two dice, and suffer a
4-5 fatigue for each result of 4 or more rolled. If the Sorceror is exhausted after suffering these fatigues, they
fall down stone dead, seemingly victim of an overcharge of magical energy.

6-7-8 The Sorceror, an experienced practitioner, controls their sorcery perfectly. All goes well ... for now!

After casting their spell, the Sorceror suffers a magical backlash. Roll a die. On a result of 4 or more, they
9-10
will forget the spell and cannot cast it again during the game.

Sparks gush from the Sorceror's ears and nostrils. They must roll three dice and must choose one of thelr
11 ~
spells to forget for each 4 or more they roll. They cannot cast the forgotten spells for the rest of the game.

In a thundering detonation, the Sorceror is thrown far away at the speed of light. Each friendly unit within
12 Mof the Sorcerorsuffers a fatigue from the effect of the infernal tornado they created . As forthe Sorceror,
they end up disintegrated in a deafening clap of thunder and are thus eliminated.

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THE MJISSJICR_E_ JIT THE_
~11\lS OF ISHl\flR.
No good came of Baalor the Apostate setting his sights on the Duchy of Drachenblut.
When night fell, as his warband retreated with their train of slaves, the dead rose
and the Duke appeared at the head of his Carmine Guard.
The Dwarves of Neggaruth were torn apart by the walking dead, and Baalor only survived
thanks to his stubbornness and rage.

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TuE_ f)ICTIO'ltS _ . .
OF THE_ AGE_ OF MJIGIC

I n the following p~ges, we will introduce you to the six factions of the Age of Magic. Their layout is
standardised in order to make it easier to read and learn about these warbands.
You will find the following information about each of them.

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Introduction faction Units
A quick overview of the Faction's theme, From which you This section is made up of a table summarising the
can develop your own interpretation. It ends with three characteristics of all that particular Faction's troop
example warbands that can be built using that Faction, types and their variants.
and which are also examples of the many possible
interpretations of the archetype. faction legendary Units
Also, the Saga dice necessary to play each Faction are
Each Faction has two legendary units, usable if all the
Found underneath the Faction's name on the first page
players agree. Refer to page 47 of the Saga rulebook For
of their Faction introduction.
the rules regarding Legendary Units.
We cannot emphasise enough that this description
is only a guide For your own interpretation, and not
a straitjacket. The Age of Magic was designed to let
faction legendary Warbands
players give their imagination Free rein , or represent Age of Magic introduces the concept of Legendary
Fantasy worlds that are dear to their hearts. The Faction Warbands. These are specific warband concepts,
archetypes should be sources of inspiration and points offering variations on the Faction's basic rules, and
of departure, not the final word . which introduce specific restrictions and advantages.
As with Legendary Units, Legendary Warbands can only
faction Groops be used with the consent of all the players. If you recruit
a Legendary Warband, you must Follow the Faction's
We continue to explore the Faction by describing what
rules and special rules, while also obeying the extra
each troop type could represent, so that players can
rules which will give you access to new options.
easily give shape to the Heroes, Monsters, Creatures,
Hearthguards and others within the Faction . Certain Legendary Warbands require the use of specific
units. These units, while part of a Legendary Warband,
are not considered Legendary Units. Therefore they
faction Rules do not offer bonus massacre points when they are
This section presents the Faction's various equipment eliminated.
options, as well as any Faction-specific troop restrictions . Unless otherwise noted, a Legendary Warband cannot
recruit any Legendary Units.
faction Special Rules
Each Faction has a set of specific rules, which are
covered in th is section .

Whether they are for units or Legendary Warbands,


Sacred Ground the descriptions we give are just one version of
Each faction has a Sacred Ground. This is a piece of the concept. Ifyou would prefer the Legendary
terrain specific to the fa ction which grants it unique Warband known as the 'Minotaurs of the Black
and thematic bonuses. Hills' were actually the 'Stinkwood Trolls; change
the name, collect a horde ofsmelly trolls and enjoy
When setting up the scenery, a player can place yourself! We can only encourage players to display
their Sacred Ground instead ofan area of terrain, imagination and have fun with the concepts we
subject to the same deployment rules for other present!
terrain pieces dictated by the scenario.
Sacred Ground is always a small, high, and
impassable area of terrain.
A player can only place a single Sacred Ground.
The Sacred Ground does not count towards the
minimum number of terrain elements placed on the
table. Therefore, if a scenario indicates that three
terrain elements must be placed on the table, all
Sacred Ground is ignored when calculating if the
minimum has been met.

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THE__ GR.EllT Ri..."N.GDOMS
~
Ghe worlds of fanrasy are full of
t7<llllples of these Greax: I\.ingdoms. Qou

T echnological progress and the development of


civilisation allow large societies to emerge. They are
born, guided by common goals and the aspirations of their
certainly have several in mind already.
f]owever, in order to illustrare the point,
we have provided you a few below.
• The Empire of Newfoundland is born from
citizens to prosperity and security- things which are not the rebellion of men against the oppression
possible without uniting a people under a single government. of the Shadow. It is led by an unchallenged
While we call these societies the Great Kingdoms, they imperial dynasty, supported by a powerful
clergy that has made Sol, the God of Light,
can also be Empires, Duchies, City-States or enlightened
the Empire's official religion .
theocracies. They are all single governments that govern the
lives of thousands of people who share a common cultural • The Sapphire Isle is peopled with reclusive
base, whether said base arises from a shared history or was Elves who assure their safety by forcible
imposed from above. isolationism. They raise Aying reptiles
in order to patrol around the island and
These kingdoms can be human, multi-racial or even composed prevent any attempt at invasion.
exclusively of humanoid races like Elves. Their infrastructure,
• The Iron Barony is an impenetrable and
religions and teachings are often their worlds' cultural
tyrannical regime, whose only goal is to
lighthouses and motors of progress. They ensure their
allow its leaders to bask in total idleness.
security through weaponry that is often technologically more Its police, the Order Militant, is comprised
advanced. of warrior monks who patrol the lands in
fanatical devotion to their cult.

TR._00-PS OF THE. GR._E.AT I<J}{G'"DOMS


The J)eroes of the Great Kingdoms are exceptional often part of a chivalric order or praetorian guard. They
peers called to participate in battles. They can be are heavily protected , and often mounted on horseback
constables, captains of the army, even powerful to show their social status. The most deserving can ride
priests or mages whose esoteric talents can be put winged mounts like pegasi or giant eagles.
to good use during battles. Unique to the Great Warriors and Levies form the backbone of the Great
Kingdoms are Paladins, hand-picked veterans Kingdoms' armies. They are generally equipped
who want to carve their names into legend by with weapons like spears and shields that are
confronting the most powerful enemies . cheap to produce, or ranged weapons like bows and
The CDonsrers of the Great Kingdoms are tame crossbows-or in more technologically advanced
creatures, often from their leaders' personal kingdoms, firearms.
zoo or menagerie. They generally take the
form of mythological creatures like dragons and
hippogriffs, or are technological wonders like steel
giants.
Attracted by the lure of wealth, Crearures are
mercenaries from strange lands like Ogres, or elite
sold iers mounted on warbeasts like the Griffon-
Knights of Newfoundland, who ride lion-eagle
hybrids.
J)ean:hguards form the elite of the Great Kingdoms'
armies. They are generally of the same race as the
majority of the kingdom's inhabitants, and are

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For as long as men can remember, the Order Their vow sums up their commitment:
of the Golden Light has always defended the ,
"In the day as in the night,
Sanctuary of the White Dawn. Its knights and
To the Sanctuary our lives we plight,
men-at-arms are sworn to serve and protect
For none shall e'er retreat from fight,
with their very lives the holy hermits who
In the Order of the Golden Light!"
spend day after day honouring the memory of
the kingdom's heroes and patron deities. By entering the holy Order, nobles and commoners
alike abandon their name, their possessions and
Their green and gold livery makes them ea~ily
their past to devote their existence to the defence
identifiable and all know a warrior in those
of the sanctuary and its guardians.
colours is courageous and pure of heart.

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FACTI<l\{ 1\VLE.S
The Warlord of the Great Kingdoms can be mounted A Great Kingdoms .warband can include a single
on an animal, a beast, or a winged mount. If they are not CDonsrer.
mounted, they can be equipped with a heavy weapon. A Great Kingdoms warband can include a single unit of
The Lieurenam:: of the Great Kingdoms is a Captain, Crearures, which cannot be Flying Creatures.
who can be mounted on an animal or a winged mount. If f)earthguards can be mounted on animals or winged
they are not mounted, they can be equipped with a heavy mounts. If they are not mounted, Great Kingdoms
weapon . Hearthguards can be equipped with heavy weapons.
A Great Kingdoms warband may include up to two Warriors of the Great Kingdoms can be mounted on
J'aladins. A Paladin can be mounted on an animal or animals.
a winged mount. If they are not mounted, they can be
Levies of the Great Kingdoms must be equipped with one
equipped with a heavy weapon .
of the following : bows, crossbows or firearms.
A Sorceror of the Great Kingdoms can be mounted on
A Great Kingdoms warband may include a single War
an animal or a winged mount. They have access to the
CDachine.
Domains of €nergy and Light.

FACTI<l\{ SPECIAL JWLE.8


The Great Kingdoms have four faction special rules: Captain Sacred Ground CDemoriaL
(their Lieutenant's special rule), Paladins (a specific type of
Hero), Winged f"'1ounts (a unique equipment option), and This Sacred Ground is a place of remembrance or worship
f"'1emoria/ (their Sacred Ground). in the Great Kingdoms, raised in memory of heroes of old .
It can take the form of a statue commemorating great
deeds, a calvary or a small patch of blessed earth.
Captain
Special Rules
The Great Kingdoms Lieutenant has the We Obey special
rule. However, this cannot be used to activate Hero,
While you have a unit of eight figures or more withinVS
of the Memorial, and no enemy units are within S of it,
Monster, Creature or War Machine units. On the other
you can re-roll one of your Saga dice during your Orders
hand, it can be used on Hearthguard, Warrior or Levy units.
phase.

Paladin
You may recruit up to two Paladins for your warband . For
each Paladin recruited, you must remove 2 Hearthguards,
4 Warriors or 6 Levies from yourwarband as you assemble it.
A Paladin is a Hero. They have the following characteristics.

Heroic
When in combat with a Monster or a unit of Creatures, the
Paladin has an Aggression of 10 and Resilience (2) .

Winged CDount
A winged mount gives the unit the Flight special rule.
A Great Kingdoms Warlord mounted on a beast can
choose to ride a winged beast. In this case, as well as
the f"'1ount: Beast special rule, they gain the Flight special
rule-remember to apply the reduction in Armour against
shooting.

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GREAT K._ft{Gl)OMS 'ON.ITS
Armour Aggression
Unit Equipment Options Special Rules
Melee (Shooting) Melee (Shooting)
- 5 (5)
Heavy Weapon 4 (5) 8(4) Bodyguards, Determination, Presence,
Mount: Animal Pride, Resilience (1), We Obey
Warlord 5 (4)
Winged Mount
Mount: Beast 5 (5) Determination, Imposing, Presence,
10 (4)
Mount: Beast (Fliqht) 5 (4) Pride, Resilience (2)
- 5 (5)
Heavy Weapon 4 (5) Captain, Determination, Presence,
Capt:ain 4 (2)
Mount: Animal Resilience (1)
5 (4)
Winged Mount
- 5 (5)
Heavy Weapon 4(5) Determination, Heroic, Presence,
.Paladin 5 (0)
Mount: Animal Resilience (1)
5 (4)
Winged Mount
- 3 (4)
Bodyguards, Determination, Magic,
Sorccror Mount: Animal 2 (O)
3 (3) Presence, Resilience (1), Unarmed
Winged Mount
Imposing, Presence, Primitive,
Behemoth 4(4) 14 (O)
Resilience (2)
Imposing, Presence, Primitive,
OJonst:er Titan 5 (5) 12 (0)
Resilience (2), Slow
Breath, Imposing, Presence, Primitive,
Scourge (Flight) 4(4) 10 (4)
Resilience (2)
Bipeds 4(4) 5 (1) Imposing, Presence, Resilience (1)
Crcarures 4 (3) 5 (1) Imposing, Presence, Resilience (1 ), Swi~
Quadrupeds
- 5 (5)
Heavy Weapon 4 (5)
l?eartbguards 2 (1) -
Mount: Animal
5 (4)
Winqed Mount
- 4(4)
Warriors 1 (1/2) -
Mount: Animal 4 (3)
Bow
Levies Crossbow 3 (3) 1/3 (1/2) - ___.,,
Firearms
Cumbersome, Powerful Shot, Presence,
Static 3 (4) 1 (4 or 2)
Resilience (1 ), Unarmed
War OJachine Firearms, Presence, Resilience (1 ),
Mobile 2 (4)
4(4) Unarmed
Flying 1 (4) Breath, Presence, Resilience (1 ), Unarmed

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LE.GEl(DA1\Y ~ITS OF THE. Gl\_E.AT K..Th(GllOMS

Ghe Conclave
The Conclave is the military arm of the Great College of Magic
fvlagic, and is composed of mages, sorcerors and other The Conclave can cast spells like a Sorceror.
priests using their spells to do their part in combat. Their
presence alone has swung the balance of more than 9ne Mastery
battle, for their opponen.ts are often painfully aware of the The Conclave never rolls on the Abuse of Power table. On
feats these arcane masters can perform. the other hand, each time the Conclave casts a spell with
maximum effect, you must roll a die. On a 5 or a 6, remove
Legendary Unit one figure from the unit as a casualty. This casualty
The Conclave is a unit of four figures and costs 3 points. cannot be cancelled, transferred or ignored in any way
If your warband includes the Conclave, it cannot include whatsoever.
any Sorcerors. This unit counts as a unit of Hearthguards. Miracles
ft possesses the following characteristics.
When assembling your magic pool at the start of the
turn (at the same time as your warband's Saga dice are
generated). each figure in the Conclave counts as a
Sorceror. Therefore, while the unit is intact, your magic
pool will be five dice-one plus an extra one for each
figure in the unit.
The unit knows four spells, which can come from any
Magical Projectiles Domain of Magic. Each time the unit loses a figure, it
must also lose the Great Kingdoms player's choice of one
The Conclave can throw lightning bolts or other magic
of its spells.
missiles. In game terms, these projectiles count as
crossbows, but ignore all cover the target might benefit Victory Points
from, whether it is provided by terrain , a special rule, a Each figure from the Conclave counts as 3 Hearthguards
spell or anything else. when calculating victory points.

Ghe Incredible and €xtraordinary CDachine


Some engineers or master sorcerors are able to give life to range and a bonus of+ 1 to each of its attack dice. If the
veritable miracles of technology or magic. The Incredible and target is within L, it has a shooting Aggression of 6.
Extraordinary fvlachine is the most perfect example. Whether Otherwise, its shooting Aggression is 3.
it takes the form of a slowly advancing cuirassier (with an After having made this shooting attack, the Incredible
enormous cannon), or a carriage dedicated to the might of and Extraordinary Machine cannot be activated again in
fvlagic or the Kingdom's tutelary divinity (and which throws the same turn .
divinely powerful lightning) , its imposing presence terrifies
Firing Platform
even the bravestfoes.
After each movement activation, the Incredible and
Legendary Unit Extraordinary Machine can activate for free to make a
The Incredible and Extraordinary Machine can be shooting attack with a range of L. This activation does
recruited for 2 points. It is a single figure War Machine not cause fatigue. During this shooting attack, the
unit, with a base size between 1SOmm by 1OOmm and Incredible and Extraordinary Machine has a shooting
200mm by 1SOmm. This unit possesses the following Aggression of 4.
characteristics. It Moves!
The Incredible and Extraordinary Machine has a
movement distance of S. It can never activate to charge,
and can never move through uneven or dangerous terrain.
Victory Points
Determination, Firing Platform, Imposing, It Moves!,
Presence, Resilience (2). When calculating victory points, Ile Incredible and
Extraordinary Machine counts as a unit of8 Hearthguards.
Boom!
The Incredible and Extraordinary Machine can activate to
Boom! shoot. This shooting attack is made with unlimited

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LE.GEJ+{DAR)" WA"R_13A}fDS OF THE. G"R_E.AT l(_Th{G1)0MS

Gbe Sapphire €Lves


A wise and ancient civilisation, the Sapphire Kingdom • Your Warriors can be equipped with bows if they are
is isolated from the world, which it finds barbaric and not mounted.
corrupt. It has left behind only afew harbours and trading • Your unit of Creatures may not be made up of Bipedal
posts which keep it apprised of the outside world's travails. Creatures.
The Elves are the greatest masters of the magical arts, and Your warband also benefits from the following faction
their armies show unequalled discipline on the battlefield. special rule.
Unique Faction Rules Masters of the Magical Arts
If you choose to recruit a warband of Sapphire Elves, When a Sapphire Elf Sorcerer has to roll on the Abuse
the following unique rules modify the Great Kingdoms of Power table, they can modify the total of their die roll
faction rules. by+ 1 or -1 after rolling the dice, but before reading the
• Your warband may not include Levies. result from the table.

Gbe Order OJiliranr


The Order /vlilitant is the archetypal armed wing of a Zealous Fanatics
religion, composed of soldiers who are totally devoted to Your warband can recruit up to three units of Fanatics
their faith. They go on crusade against those who they for 1 point each. Each of these units contains 8
judge to be heretics or miscreants, and spend the rest of Warriors. It is impossible to change this number by
their free time burning witches on pyres. combining your units of Fanatics! This unit possesses
Unique Faction Rules the following characteristics.
If you decide to recruit an Order Militant warband, the
following unique rules modify the Great Kingdoms
faction rules.
• Your warband cannot include Monsters or Creatures,
who are obviously judged impure.
• Noneofyourunitsmayhavewinged mounts-although Fanatic Determination
your Warlord may ride a winged beast.
Zealous Fanatics have the Determination spefial rule,
• Your Sorcerers may only choose spells from the but they can only use it for charge activations, not for
Domain of Light. resting or moving.
Also, your warband benefits from the following faction
special rule.

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Gbe Great R_ingdo~.. as seen by Valkeras
The Great Kingdoms faction has a great variety of troops, from which very 'd ifferent warbands can be
drawn. Some depend on their ability to inflict damage at range, others rely on the incredible mobility of
their winged mounts and yet more seek to repulse the enemy with a solid line of infantry. But it is likely
that the most effective Great Kingdoms warbands are those who combine these options.
This faction's Battle Board offers a combined approach to using these options. It also emphasises the
faction's heroic character, by accentuating the contributions of Heroes, who bring significant support
to your troops. The Great Kingdoms have several Hero options in addition to their Warlord: Sorcerors,
Paladins and the Captain bring various bonuses to your troops through their advanced Saga abilities.
It is a Battle Board that will perfectly suit players who want a flexible force which can adapt to any opponent
and resist the most vigorous assaults.

'°DE.scRIPTI01\lS OF Anvff1'{.CED 8ffGff AmuTIES

BAN.ISH EVIL fl{FILA1>E.


CD dee Activation
(triggered during step 3 of a melee) (triggered during your Activation phase)
In comparison with other factions of the Age of Magic, the This ability allows you to activate two units with ranged
Great Kingdoms have few options for Creatures or Monsters. weapons. The only constraint is that these two units must
But their Battle Board gives them the means to fight on a be more than M away from each other. That means that the
level playing field against the most powerful enemy units. distance separating the two closest figures from each unit
When Banish Evil is triggered, your unit gains 2 attack dice. must be more than 1 Scm.
However, if the unit you face during this me lee has at least 12 Since it is a multiple activation, you should resolve them
attack dice, your unit gains 4 attack dice instead of 2. Note completely one after the other. You must therefore completely
that the enemy unit must have 12 attack dice at the moment finish shooting with the first unit before resolving the second
the ability is triggered-it could have started with fewer dice unit's shooting attack.
but have gained more through Saga abilities. And all that for the cost of a common Saga die!
If you use a ~ to trigger this ability, you also get a +1 bonus
to all the attack dice you roll during this melee.
lt-{SPIJ\ATIO}{
Orders or Orders/Reaction
REPEL THE. 8HA1>0WS (triggered during your Orders phase after having rolled your Saga
CDdcc dice OR during an opponent's Orders phase)
(triggered during step 3 of a melee)
Inspiration is triggered at the start of the turn, and its effects
This is the defensive counterpart to Banish last until the end of the current turn-that is to say yours or
Evil. Its effects are similar, although it grants your opponent's, depending on when you trigger this ability.
defence dice rather than attack dice. For the effects of Inspiration to manifest, you have to inflict
You can of course Banish Evil and Repel a fatigue on your Hero. Therefore, a Hero who cannot take
the Shadows during the same melee! fatigue (because they are exhausted, for example) cannot
satisfy the ability's conditions and the effects cannot be
applied.
Once trigge.ceg, and until the end of the turn, as soon as a
unit within M of the Hero who triggered Inspiration fights
in melee, it gains 2 bonus attack dice, which are added to its
combat pool during step 2 of the melee.
For a unit to count as within MMof the Hero, it is enough for
one of its figures to be within of them at the start of the
melee.
Finally, note that the Hero who triggered Inspiration does not
benefit from the bonus themselves. That is why the ability's
text specifies 'other friendly units'.
It can be useful to mark the Hero who triggered Inspiration
in some way so that you and your opponent remember the
bonus. It's certainly a chance to let you r modelling· talents
shine by creating a fitting little marker.

Norba Miniatures

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E.:x.HOWATI01'{ CLos11'{G Fr~
Orders or Orders/Reaction llcctvation;Rcaccton
(triggered during your Orders phase after rolling your Saga (triggered during an enemy Activation phase, according to the
dice OR during an opponent's Orders phase) conditions described below)

The defensive counterpart to Inspiration. Its effects are This ability is triggered after an enemy unit is activated
similar, except that it provides defence dice rather than for a charge whose nominated target is one of your units
equipped with ranged weapons-a War Machine or one
attack dice.
of your Levy units.
It is ideal to brace for the ene111y turn, or to reduce the
Before resolving the charge activation, you activate your
attrition of your own troops in the brawls they start.
unit to shoot. They must target the unit which declared
the charge. Resolve the shooting attack by following
the usual process, then once this Activation/Reaction
SHIEL"D OF "Bl\AVERY is resolved , your opponent can continue resolving their
CDdee or Shooting/Reaction charge.

(triggered during step 3 of a melee OR during step 2 of a This ability is particularly effective with a unit bearing
firearms, since if the target is close and they suffer
shooting attack)
a casualty, it will inflict a fatigue on the target (see
This ability is a powerful defence against enemy attacks. Firearms, p. 16), which you can use during the charge to
It allows a unit to benefit from 3 additional defence dice, reduce their movement distance, and maybe even cancel
which noticeably increase the ir chances of cancelling the it! Re-read the chapter on fatigue in the rulebook (see
hits they will suffer during this melee or shooting attack. Rulebook, Using Fatigue, p.31 and onwards) to remind
yourself of all the ways to use fatigue .
If your unit is a Hero, they can choose to increase their
Armour by +1 instead of gaining the 3 defence dice.
Depending on the circumstances, this option may be
more worthwhile than gaining defence dice.
Activation
(triggered during your Activation phase)
LEGE}{DARY HERO Warcry allows you to activate one of your units for a
CDdee or Shooting/Reaction charge and to add the two following complementary
effects.
(triggered during step 3 of a melee OR during step 2 of a
shooting attack) • The unit you charge must close ranks if it is able
to-remember that unless a special rule Forbids it, all
This ability can only be used by a Hero, and on ly if they units can close ranks
are the defender- that means the target of the shooting
• During step 3 of the melee, each time the enemy unit
attack, or the un it that was charged during this melee. triggers a Saga ability or uses your unit's fatigue , it must
They also cannot be exhausted before th is ability is discard 2 attack dice. Note that this is not a constraint:
triggered. a unit that has no more attack dice can still trigger Saga
Legendary Hero , one of the Great Kingdoms' most abilities. But if it has attack dice, it must discard 2. A
powerful Saga abilities, allows you to protect one of your unit with only a single attack die must still discard it.
characters during a melee or shooting attack. This ability will prove very useful when engaging in
For that, you first need to inflict upon them enough combat against an enemy with lots of active Saga
Fatigues to exhaust them-generally three fat igues if abilities, to make them pay for triggering their abilities!
they had none to start with .
The ability's effect is to automatically cancel all the
LAST 1}£.FB{CE
casualties suffered during this melee or shooting attack,
rendering the Hero virtually invincible. If they want to, Orders/Reaction
your opponent can still roll their attack dice, and you can (triggered during an opponent's Orders phase)
then roll your defence dice-for the fun of watching dice This ability's effect is as simple as it is powerful. It
roll on the table-but ultimately the ability will cancel increases all your units' Armour by 1 against melee and
all the hits your Hero should have suffered during the shooting attacks until the end of the current turn.
sequence. Note that it really is ALL your units, including Primitive
We should point out that this ability, being triggered units. Reread the Primitive special rule carefully and
during a melee or shooting attack, would be no help you'll notice that an Orders or Orders/Reaction ability
against an enemy spell. can affect these units.
A Hero's last resort, this ability can be activated very Remember that a unit's maximum Armour is 6. This SC!i.ga
early on in the game, but triggered only once the life of ability has no effect on the Armour of a unit ifit is already
one of your characters is threatened. at the maximum.

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OF THE_ W1LD .
Gheworlds offanrasy are full of
o:amples of the lords of the Wild. You

I n the most inaccessible parts of the world, there live peoples


who have prospered while cut offfrom the more developed
civilisations which surround them. For cultural, spiritual
certainly have several in mind already.
I}owever, in order to illustrate their
nanire, we have presented a few below.

• The Minotaurs of the Black Hills worship the


or traditional reasons, these societies have never sought to Great Horned One, the Primordial Bull who
exploit their environment, instead seeking harmony with the bucked and stamped to create the world.
surroundings which provide them with what they need to The clans are united around the Longhorns
develop. (their chiefs). While not very aggressive,
they are very hot-tempered, which regularly
These peoples, who we call the lords of the Wild, can be human, inflames tensions with their neighbours.
but often have traits which differentiate them from their
peers. They might be animal hybrids, ancient elves, gnomes or • The ShadowbriarWood is led by an
Elven dynasty that lives in harmony
hobgoblins. Their existence gives life to the legends we tell to
with the fairies of the woods. The woods
children, and embodies a mass of superstitions. They are often
are also protected from intruders by
feared and misunderstood. Entering their homeland unleashes
powerful enchantments prepared by the
their fury and has been the cause of numerous wars that they Shadowbriar Witches.
have wreaked upon their neighbours.
• The Underwater City of Atlantis is peopled
These societies generally organise themselves on tribal or clan with humanoids who can only survive on
lines, beneath the authority of a king or chief They are rarely land while protected by their shamans'
geographically spread out, since the difficulty of establishing powerful rituals, and who only venture onto
lines of communication in these hostile environs constitutes a the surface when it proves to be absolutely
real brake on their development. necessary.

~
Tl\_00-PS OF THE LQl\_l)S OF THE WIL1)
The I}eroes of the Lords of the Wild are often the chiefs As with Hearthguards, the Warriors of the Wild are
of clans and tribes, or members of their families, and often equipped with ranged weapons, the hunt being
are used to taking part in front-line combat. They can one of the pillars of subsistence in these cultures.
also be shamans or enchanters, versed in their culture's Finally, the levies are o~en raised from different
animist magical practices. It is not rare to see them ride species to those who Form the heart
the fantastical creatures of their homeland. They are of the warband, and accompany
able to weave a bond with them that is almost a fusion the veteran warriors to war. They
of minds. can be imps, fairies or goblins,
CDonsters are generally beings residing in the lands and sometimes even a swarm
where the Lords of the Wild live. They can be sentient, of animals given a collective
moving trees, semi-aquatic beasts of enormous size, or consciousness by a shaman's
magically-created beings like titanic elementals. magic.
Creatures can be drawn from entirely separate peoples
who share their habitat with the Lords of the Wild. They
are often of animal original: hybrids like Minotaurs and
Yetis, or gigantic animals like giant eagles, direwolves or
giant crabs.
Oearthguards are the most experienced warriors in the
clan or tribe. They are often equipped with bows and can
ride the local animals. Their armour is often of natural
origin-bark, scales or shells.
Warmonger Miniatures

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Blackspine Forest has existed since the dawn If the invaders manage to escape the Forest,
of time, and belongs to the servants of Aella,' the Gorehounds will not hes \ tat~ to pu rsue
Mother of All. Several races coexist peacefully . them into the n~ighbouring plains. Their
at the heart of the Forest, united by their pitiless hunts have given rise to many legends
common aim: to protect the First Forest From in the wider world, but there are Few who have
which the primordial goddess draws her power. crossed their path and lived to tell the tale.
Tamerlane is the Gorehounds' Warlord .
This group is made up of the most savage .
Blackspine lighters, whose mission is to hunt MIERCE~
and punish intruders who profane the Forest. MINIATURES . . .
Riding Quicksilver, his great stag, he leads
Painting by Alex (HobbyShop)
men, minotaurs and Ancients to war, Following
the invaders' trail to trap them in murderous
ambushes.

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FACTION, JWLE.8 ,,
The Warlord of this Faction can be mounted on an A Lords of the Wild warband can include one or more
animal, a beast or a winged beast. In the latter case, they units oF Crearures.
have the Flight special rule, and must therefore reduce The l?eart:hguards in a Lords of the Wild warband can
their Armour against shooting (see New Special Rules, be mounted on animals. If they are mounted, they can be
p. 16). equipped with composite bows. If they are not mounted,
If they are not mounted on a beast, they can choose to they can be equipped with heavy weapons or bows.
be equipped with a bow if on Foot, or a composite bow if The Lords of the Wild's Warriors can be mounted on
mounted on an animal. animals. IF they are mounted, they can be equipped with
The lieutenanc of the Lords of the Wild is a Ranger, who composite bows. If they are not mounted, they can be
can be equipped with a bow. equipped with bows.
The Sorcerors of the Lords of the Wild can be mounted The Lords of the Wild's levies are equipped with javelins.
on animals. They have access to the Domains of Earth A Lords of the Wild warband cannot recruit any War
and lighc. machines.
A Lords of the Wild warband can include up to two
ffionscers.

FACTI{]\{ 8-PE.CIAL JWLE.8


The Lords of the Wild have three factions special rules: Insignificant
Ranger (their Lieutenant's special rule). the Swarm (a special The Swarm always counts as being in light cover when it
kind of Levy), and the Primitive Totem (their Sacred Ground). is targeted by a shooting attack. Eliminating the Swarm
does not inflict Fatigue on Friendly units within S.
Ranger Tiny
The Ranger can move through uneven ground without The Swarm does not reduce its charge or movement
penalty. This applies to movement and charges. distance when moving across uneven or dangerous
Also, if the Ranger is in an area of uneven terrain, all other terrain. It also suffers no Fatigue when moving across
units in your warband count that terrain as open terrain, dangerous terrain .
and can therefore move through it without penalty even
if they are mounted. Note however that an area of high Sacred Ground: Primitive Gotem.
terrain remains high and continues to block line of sight.
Finally, this special rule only applies to uneven terrain, not The Primitive Totem has existed since the dawn of time.
dangerous terrain . It is connected to Nature by its mysterious location,
and provides a direct link to the primal Forces. It can
take various Forms: a carved stone scarred with ancient
GheSwarm inscriptions, a venerable tree or a magical copse. The
The Swarm is called Forth by the Warlords and Sorcerors Lords of the Wild venerate it, and in return, the Primitive
of the Lords of the Wild to confront their enemies . They Totem strikes their enemies with its magic.
are small animals like wolves, boars, swarms of serpents Special Rules
or other more Fantastical animals.
At the end of your Activation phase, and before the end
You can promote one (and only one) unit of Levies in your of your turn, every enemy unit within VS of this Sacred
warband to a Swarm at no additional cost. As with all Levy Ground suffers a Fatigue if you have a unit within VS of
units, the Swarm must be composed of 4 to 12 figures. It the Primitive Totem which generates a Saga die.
has no equipment options.
Each of the unit's bases (which must be the size of an
ordinary infantry base) represents an individual, even if
it is possible to model it with several animals, as in the
case of snakes.

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LOJ\.1}8 OF THE. WIL1) Ul'\ITS
Armour Aggression
Unit Equipment Options Special Rules
Melee (Shooting) Melee (Shooting)
- 5 (5)
Bow 4(4)
8 (4) Bodyguards, Determination, Presence,
Mount: Animal 5 (4) Pride, Resilience (1 ), We Obey
Warlord Mount: Animal,
4 (4)
Composite Bow
Mount: Beast 5 (5) Determination, Imposing, Presence,
10 (4)
Mount: Beast (Flight) 5 (4) Pride, Resilience (2)
- 5 (5) Determination , Presen ce, Ranger,
lieutenant 4 (2)
Bow 4(4) Resilience (1)
- 3 (4) Bodyguards, Determination, Magic,
Sorceror 2 (0)
Mount: Animal 3 (3) Presence, Resilience (1 ), Unarmed
Imposing, Presence, Primitive,
Behemoth 4 (4) 14 (O)
Resilience (2)
Imposing, Presence, Primitive,
CDonsters Titan 5 (5) 12 (O)
Resilience (2), Slow
Breath, Imposing, Presence,
Scourge (Flight) 4(4) 10 (4)
Primitive, Resilience (2)
Bipeds 4(4) 5 (1) Imposing, Presence, Resilience (1)
Crearures Quadrupeds 4 (3) 5 (1) Imposing, Presence, Resilience (1), Swift
Five rs 4 (3) 4 (1) Imposing, Presence, Resilience (1)
- 5 (5)
Bow 4(4)
Heavy Weapon 4 (5)
I}earth guards 2 (1) -
Mount: Animal 5 (4)
Mount: Animal,
4(4)
Composite Bow
- 4 (4)
Bow 3 (3)
Warriors Mount: Animal 4 (3) 1 (1 /2) -
~
Mount: Animal,
3 (3)
Composite Bow
levies javelins 3 (4) 1/3(1/2) -
Swarm 4 (3) 1/2 (O) Insignificant, Primitive, Tiny

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LE.GEl\[DAl\Y pt\ITS OF T~E. L01'_1)S OF THE. WIL1)
Companions
Gbe f)unttr and t:be Great I]unr
Sometimes, in the darkest forests and the wildest woods,
the Hunter's horn echoes in its call to the Great Hunt. When
it sounds, it is because a great wrong has been done to the
Lords of the Wild, and the insult will be washed away in blo~d.

Legendary Unit Victory Points


The Hunter and the Great Hunt replace your warband 's When calculating victory points, the Hunter counts as a
Warlord and cost you 1 point to recruit. This heroic unit Hero and each Companion figure as 2 Hearthguard figures.
comprises the Hunter (a Hero), and two Companions
(Creatures). The unit counts as mounted, and possesses
the following characteristics.

Call of the Hunter, Determination, Imposing, Presence,


Resilience (1). Swift

Call of the Hunter


Once per game, the Hunter can blow his horn at the start
of one of your Activation phases. All other units in the
warband gain the Determination special rule during that
turn if they do not already have it.

Surprise
Gbe Sbapeshifters
At the start of the resolution of a melee involving a
fvlany of the Lords of the Wi/d's races have those among their unit hiding one or more Shapeshifters, you must reveal
ranks who can change form and turn into animals, often the Shapeshifters. For each Shapeshifter in the un it,
aggressive and powerful ones. When the wardrums sound, replace one of the Warrior figures with an appropriate
they take their place in the battle line. miniature-often a terrifying animal! The removed figure
counts as having been eliminated during the melee.
Legendary Unit
If the enemy unit had no Fatigue when the Shapesh ifter
You can recruit 4 Shapeshifters for 1 point. It is not
was revealed, it takes one immed iately. When you are
possible to have more than 4 Shapeshifters in the same
collecting the combat pool, remember to add 5 attac k
warband . The Shapeshifters possess the following
dice for each Shapeshifter present!
characteristics.
Once transformed, a Shapeshifter is considered to be a
figure in the un it with no equipment options.
Vulnerable
Each time one or more casualties are suffered by a unit
including one or more revealed Shapeshifters (those
still hidden are unaffected), roll a die for each casualty
Hidden suffered by the unit. If at least one of those dice scores a 5
The Shapeshifters are not deployed at the start of the or a 6, you must remove at least one Sb,apeshifter to fulfil
game. Instead, note secretly which units they are hidden the casualties suffered .
in. Each unit oFWarriors on foot (and only them) can hide
Victory Points
a maximum of2 Shapeshifters.
Each Shapeshifter figure counts as a Hearthguard when
A Shapeshifter's Armour is the same as that of the unit
calculating victory points.
they accompany.

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LE.GE]\[DA1')7 WAR_13AffD8 OF T~E. LOR_1)8 OF THE. WIL1)

Gbe ffiinota.urs oftbe Blackftills Gbe Aracbnaean Jungle


The Black Hills are an arid and desolate region, where only The dark and tropical Arachnaean jungle is the dominion
the most stubborn vegetation grows. They are inhabited of the Tarantula Riders, a race of gnomes who have
by minotaurs, living in clans under the authority of al/- established a strange relationship with the giant
powerful chiefs. tarantulas of this stifling jungle. They ride these creatures
into combat, which allows them to move with ease among
They rarely venture out of their homeland, mainly when a the trees.
particularly vindictive Warlord manages to unite the clans
under their authority. They extract a peculiar venom from the spiders, in
which they douse their arrows, and which their shamans
Unique Faction Rules drink before casting spells. Cut off from the world, they
If you decide to recruit a warband of Minotaurs of the mercilessly attack any enemies who dare enter their
Black Hills, the following unique rules modify the Lords territory
of the Wild Faction rules.
Unique Faction Rules
• Yourwarband can only includeyourWarlord, Sorcerers,
Creatures and Monsters. If you decide to recruit a warband of the Arachnaean
Jungle, the following unique rules modify the Lords of
• Your warband can only include a single unit of
the Wild faction rules.
Quadruped Creatures or Flying Creatures. All the
other units must be Biped Creatures. It therefore • Your warband may not include a Lieutenant, or any
cannot include Hearthguards, Warriors, Levies or Creatures, Hearthguards or Levies.
Swarms. • Your Warlord cannot be mounted on a beast.
• Yourwarband can only include a single Monster • All your Heroes and your Warrior units must be
• Your Heroes have no equipment options. mounted.

Also, your warband benefits from the following faction • All units with the Mount: Animal special rule replace it
special rule. with the Mount: Spider special rule.

Minotaur Heroes • No unit in your warband may have the Flight special
rule.
At no additional cost, your Heroes all gain the Imposing
special rule. You may also remove Creature figures in order Also, your warband benefits from the following faction
to cancel casualties with the Bodyguards special rule. special rules.
Mount: Spider
Units with this special rule are subject to all the rules
described under Mounts: Horses in the Saga rulebook
(see Rulebook, Mounts: Horses, p. 39), with the
following modifications:
• They suffer no Fatigue when they start in, end in or
cross an area of uneven terrain during a move or a
charge.
• Their movement distance is not affected by uneven
terrain. In other words, uneven terrain has no effect on
their movement. They are still subject to reductions in
movement from dangerous terrain.
Venom
All figures equipped with composite bows in an
Arachnaean Jungle warband halve their melee
Aggression. Warriors will therefore have an Aggression
of Yi, which is equal to half the figures in the unit.
When an enemy with composite bows targets an enemy
unit within VS
of it For a shooting attack, it gets a + 1
bonus to its attack rolls. Remember that only one figure
in the unit has to be within range of the target unit For
this bonus to apply.

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Gbe Lords oftbe Wild as seen by Valkeras
The Lords of the Wild are a balanced faction, which you can approach from different angles. At the
heart of the faction are interactions with terrain elements. Several Saga abilities on the Battle
Board require the presence of uneven terrain areas, and all Lords of the Wild players would do
well to bear this in mind when setting up the table. It can therefore make terrain its greatest ally,
which makes sense for a people with such a close link to their environment.
The Battle Board's second special feature is the presence of several abilities linked to shooting.
Not all of them make your shooting more effective, and several of these abilities have different
effects depending on whether the unit triggering them have ranged weapons or not. However, we
recommend that a Lords of the Wild warband have at least one or two units able to punish the enemy
from a distance.
In this sense, the choice of troops offers numerous possibilities. This faction is the only one that can
deploy Hearthguards or Heroes with ranged weapons. Apart from Monsters and Creatures, most of
their units can also equip themselves with bows or javelins, able to deal damage to the enemy while
staying out of arm's reach.
Although the faction does not have the powerful offensive tools of most other factions, it benefits
from numerous abilities which synergise well with each other. The forces of nature need a bit of
practice and experience to master.

'°DESCRIPTIO}{S OF ADVJil{CED 8f1Gfl ABILITIES

AMBUSH~ 8HA1\PEl'{ED ARROWS


lktivarion Shooting
(triggered during your turn 's Activation phase) (triggered in step 2 of a shooting attack)
Affects only Warrior and Levy units. The Sharpened Arrows ability is particularly effective against
This rather unique ability could surprise more than one the best-protected targets. Once it is triggered, you can
opponent. When you use it, you activate one of your units to discard 1 to 3 of your attack dice. They are removed from
shoot. However, if you wish to, when you measure the range your pool and cannot be rolled . In exchange for each die you
and determine the line of sight from your figures to the unit discard, you inflict an automatic hit on the target, in addition
you are targeting, you can measure and trace these lines of to the automatic hit provided by the ability. Therefore, by
sight from any point in an unoccupied area of uneven terrain discarding 3 attack dice you get 4 automatic hits!
anywhere on the table. Faced with weaker Armour, against which most of your attack
Apart from this change, the shooting attack is resolved in the dice would score a hit, this ability is not very useful. On the
usual way. other hand, against a high Armour of 5 or 6, it will show itself
to be particularly powerful! A good ability to use against the
In a way, it's as though the unit temporarily found itself in
enemy's elite units.
that terrain piece when it triggered its shooting attack!
This makes the placement of a small area of terrain near the
enemy deployment zone particularly advantageous. Your
opponent will have to choose whether to start the game
1\._E..TRE..AT
by occupying it with his troops, or take the risk of watching lktivati.on/Reaction
shooting attacks pour from the terrain piece while your (triggered during an enemy Activation phase, according to the
shooting unit stays safely behind your lines! conditions described below)
-.z. This ability allows you to activate one of your units in reaction
to an enemy activation . What makes it particularly powerful
SACPJ'.]) l)At-{CE_ is that it is triggered after the activation is declared, but
CDelee before its resolution.
(triggered during step 3 of a melee) Once it has been triggered, you activate one of your units for
a movement. The unit cannot be more than S away from a
This ability has different effects depending on your unit's
terrain element of any type, or have any fatigue. Note that a
melee Armour value. If it is 3 or less, you gain 3 defence dice.
unit in an area of terrain is considered to be within S of said
If it is 4 or more, you gain 2 attack dice.
area.
Note that it is the Armour at the moment the ability is
One of the ability's most natural uses is to react to an enemy
triggered that is taken into account. Using fatigue or Saga
charge activation. After its move, your unit finds itself out of
abilities might have modified their starting Armour value.
range of the charge and is thus saved. A tactical retreat, you
Therefore, a unit with an Armour of 3 gains 3 defence dice,
might say!
even if it started the combat with an Armour of 4, 5 or 6.

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POI}{T HLA}{J\.. ~}{GE. CALL OF THE. WIED
ffielec fficlee
(triggered during step 3 of a melee) (triggered during step 3 of a melee)°
Can only be used by a unit with ranged weapons. Call ofthe Wild is the third ability on the Battle Board with
When this ability is triggered, you roll a die For each an effect that depends on the unit that triggers it. If your
figure in your unit. For each 6 rolled, you may discard one unit has less than 8 attack dice at the moment when the
of your attack dice. If you do so, you score an automatic ability is triggered, it increases its Armour by 1. If this is
hit on the enemy unit. not the case, it gains 3 dice wh ich can be attack dice,
defence dice, or a mix of the two.
As with Sharpened Arrows, it is an ability that is
particularly useful against high Armour values, against
which your attack dice are unlikely to score hits.
}qsE. OF THE. S-PrRJTS
Orders
Fuw (triggered during your Orders phase, after having rolled your
ffielee or Shooting Saga dice)
(triggered during step 3 of a melee OR step 2 of a shooting Rise of the Spirits is one of the most surprising abilities
attack) of any Faction in Age of Magic, and potentially one of the
most powerful. When you trigger it, you must bi:_ a_ble to
Fury can be used during a melee or during one of your
designate a small area of uneven terrain within M of at
shooting attacks. In either case, this ability grants 2
attack dice, or 4 if a 'f!'
was spent to trigger the ability.
least one of your units. It is enough For one figure from
the unit to be within M
of the terrain.
You can also discard one of the enemy unit's fatigues .
If you do so, you gain 3 additional attack dice. A simple From then until the end of the turn , the area in question
ability to use, which can supply a lot of attack dice! becomes a Titan-type Monster under your control. The
whole terrain element is considered as a Titan figure, so
the base of that unit is the terrain element, even if it is
bigger than the maximum size For a Monster base. You
POISO}{ED BLADES can activate this Titan like any other unit-it can fight
fficlce enemies and move. It is in all respects a unit in your
(triggered during step 3 of a me/ee) warband , but note that since the turn has already begun,
you cannot roll the Saga die that this newly-created unit
This ability has different effects depending on whether would generate.
the unit which triggers it has ranged weapons or not.
This Titan has all the special rules of a Monster of its type,
If this is the case, the unit gains 4 attack dice. Otherwise, including Resilience. Place any Fatigues suffered next to
it gets a + 1 bonus to its attack dice. the terrain element as you would For any other unit.
If the Titan is eliminated during the turn, the terrain
element is removed from play, and the opponent counts
LIVI}{G 1\QoTs as having eliminated a Monster when calculating victory
lktivation/Reaction points.
(triggered during an enemy Activation phase, according to the At the end of the turn, after the Activation phase,
conditions described below) the terrain element becomes inert again. Discard any
Fatigues it accumulated, and leave it in place. Even if the
This ability is triggered during an opponent's Activation
Titan has not Fought, this ability is an excellent way to
phase, but after the resolution of the enemy activation. move small areas of uneven terrain.
Once triggered, it affects the next movement or charge in We encourage the Lords of the Wild to acquire an extra
the current turn, whichever player resolves it-although
it is likely to be the player whose turn it is. If a 'f!'
was
Titan figure to place in animated terrain to represent the
Rise of the Spirits!
used to trigger this ability, the next two movement or
charge activations in this turn are affected by the ability.
The affected move or charge is resolved as though
the unit were moving in uneven terrain, with all the
consequences that has For movement and other rules.
In this case, a unit mounted on animals would suffer a
Fatigue. OF course, the opponent can work around this
ability by activating a secondary unit to take the penalty.
But whatever happens, they must use an activation in Far
From optimal circumstances. This is particularly true if
you triggered the ability with a 'f!'.

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AssJiuLT 01'(
FfnVIWffY FoRT
_,.,
Gazag's shaman had promised him the world to convince him to attack
the humans' temple.
But the scrying bones apparently forgot to prophesy the Knights of the
Golden Light's stubborn defence, which inflicted a crushing defeat on
the greenskins outside the Sanctuary.

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Ghe worlds of fam:a sy are full of
t:Xamples ofmeseUndeadlegions. !Jou

1) eath can be overcome. Whether it is by sorcery that


bestows eternal youth or wicked spells that raise the
cerrainly have several in mind already.
f]owever, w illusrrare me meme, we have
a few t:Xamples for you below.
slumbering dead from their tombs, it is no more than one natural
• The Wallachian Dynasty is a noble Family who
law among so many others that can be bent by supernatural rule a mountainous region rich in minerals.
powers. Luckily, this Family-entirely made up of
The Undead Legions faction represents those groups, sects or immortal vampires-has what it takes to repel
even kingdoms who have used dark magic to break the eternal their fi.erce and greedy neighbours.

cycle of life and death. It can range from the isolated schemes • Rotten marsh is cursed place where death has
of an occult practitioner who has raised cadavers from their no dominion. Those who die rise again rapidly
cemetery to avenge an injury, to the practice of an entire people and wander aimlessly. Some madmen still
who have decreed that they will not submit to the natural venture in, in the Foolish hope of raising an
order. It can even be imagined that a fallen civilisation might be army on the cheap.
brought back from the dead by their determination not to fall • The Wandering Circus has travelled the
into oblivion. Four corners of the kingdom since time
immemorial, putting on a quality show with a
While macabre, the Undead Legions are not necessarily an evil
cast of strangely and eternally young beings.
force. Having come back from the other side - or having found a Sometimes, a village and all its inhabitants
way to never have to go there- does not necessarily make them disappear without a trace. And the circus
enemies of life. They often pursue their own goals, which can be continues on its way...
as noble or contemptible as those of the living.

~
TROOPS OF THE. Dl\1>E.A1> LE.GI~S
The f)eroes of the Undead Legions are able to and often the hero's praetorian guard. They can be living
command undead soldiers, either with magic, beings in servile submission to their master, like an
a powerful artefact, or a hereditary power. order of corrupted knights, or the reanimated corpses
They may even have come back from the dead of powerful warriors, like the skeletons of a praetorian
themselves, or have managed to break free of guard or the mummies of ancient kings.
the cycle of life. Their origins are very diverse: The Warriors of the Undead Legions are often the
apprentice mage who has made a pact with remains of soldiers who were trained in combat when
dark forces, ancient king returned to life and they were alive. They return with their old equipment,
millenarian vampire are only a few of the many ready to continue what they couldn't finish
incarnations of these heroes. before their passing. Sometimes primitive
The ffionsters of the Undead Legions can be humanoids like ghouls act as warriors for
enormous beasts reanimated by magic, like a less scrupulous Warlords.
necromantically-powered dinosaur skeleton, or The levies of the Undead Legions
- tamed - nightmarish monsters like a are called the Mindless. Maybe the
black dragon or a giant made from a magic that returned them to life was
multitude of corpses. less powerful than it needed to be, or
The Creanires of the Undead Legions maybe the living being they h~been
are often raised from popular folklore: wasn't considered to be worth much. For
werewolves, strigoi, giant bats or riders whatever reason, they are a horde stripped
mounted on powerful destriers from hell. of wit, advancing slowly, driven only by the
The f)earthguards of the Undead Legions magic that raised them.
are the warband's most powerful combatants,

Warmonger /vliniatures

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The once prosperous Duchy of Drachenb lut day, and by the fireside it is whispered that he
is now a realm haunted by evil and fear. This feeds on the blood of infants tqrn from their
perversion was caused by a deal Duke Wilhelm mother's arms. Except for the duke's personal
made with dark forces to repulse an enemy guard, the duchy no longer has an army - and
invasion. In exchange for their aid, he promised they too are rumoured to be blood drinkers
the soul of the seventh son of his seventh son. one and all. If danger threatens Drachenblut,
the soldiers of yore return to serve the Duke as
The Duke's descendants never had a seventh
loyally as they served his ancestors.
child, for fear of fulfilling the curse. But as time
wore memories away, what had been a strictly
adhered-to interdiction became a fable to scare
children . A seventh son was born, and with him
came the fall of the house ofDrachenblut.

Today, th is child of the shadows reigns as a '::- :·

tyrant. He is never seen to come out during the Painting by Greg

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FACTION. 1\VL~S
The Warlord of the Undead Legions can be mounted on The f]eart:hguards of the ' Undead Legions can be
an animal, a beast, or a winged beast, in which case they mounted on animals. If they are not mounted, they can
have the Flight special rule, and therefore reduce their be equipped with heavy weapons.
Armour against shooting attacks-see New Special Rules, The Warriors of the Undead Legions can be equipped
p. 16. with bows. However, your warband cannot include more
The Lieutenant: is a Black Knight and can be mounted units of Warriors equipped with bows than units of
on an animal. Warriors without bows.
Sorcerors can be mounted on animals. They have access The Levies of the Un dead Legions are the Mindless.
to the Domains of Deat:h and Gime. An Undead Legions warband can recruit a single St:at:ic
An Undead Legions warband can only include a single War CDachine, but can only remove Warrior figures to
CDonst:er. include it.
An Undead Legions warband can include one or more
units of Crcarures.

FACTION. SPE.CIAL 1\VLE.S


The Undead Legions have four faction special rules: Horde
Necromancer (an option for your Warlord), Black Knight When recruiting your warband, 1 point gets you 20
(their Lieutenant's special rule), Mindless (a unique type of Mindless instead of the usual 12 Levies. However, you
Levy), and Crypt (their Sacred Ground). cannot spend more points on Mindless than you spend
recruiting the rest ofyourwarband's units.
necromancer When they are deployed, units of Mindless must be
You can decide that your Warlord will be a Necromancer. comprised of 12 to 24 figures, which is an exception to
In that case, they replace their profile with the following the rule that restricts units to 12 figures.
characteristics. The Mindless can never close ranks.
Apart from these exceptions, the Mindless are considered
to be Levies (particularly for victory points). except that
they do not generate Saga dice.
Mindless
Bodyguards, Determination, Magic, Presence,
Resilience (1). We Obey Units of Mindless never suffer fatigue, but cannot only be
activated by advanced Saga abilities or by your Warlord 's
The Necromancer can be mounted on an animal, a beast We Obey special rule. Therefore, it is not possible to
or a winged beast. They have access to the Domains of activate them with basic Saga abilities or spells.
Death and Time.
Slow
The Mindless have a movement and charge distance of S .
Black.Knight
Once per turn , when a friendly Hero should suffer a Sacred Ground Gbe Crypt
fatigue, you can choose to inflict it on the Black Knight
instead of on the Hero. The Black Knight cannot use this The Crypt is a place wreathed in necromantic magic. lt
rule if they are exhausted. can also take the form of a stone sepulchre, a cairn, a
small cemetery or a gallows tree.

GbeCDindless Special Rules


Whenever you trigger the Necromancy Saga ability on
The Levies of the Undead Legions are made up of creature
a unit within S of the Crypt during any of your turns,
without any kind of intelligence or animal instinct. They
increase the number of figures added to the unit by 1.
are usually corpses returned to life by primitive magic, or
swarms of tiny animals like rodents or insects controlled
by enchantments.
The Mindless possess the following characteristics.

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f

Ul(DEA1> LEGI~S ~ITS


Armour Aggression
Unit Equipment Options Special Rules
Melee (Shooting) Melee (Shooting)
- 5 (5) 8(4) Bodyguards, Determination, Presence,
Mount: Animal 5 (4) Pride, Resilience (1) , We Obey
Warlord
Mount: Beast 5 (5) Determination, Imposing, Presence,
10 (4)
Mount: Beast (Fliqht) 5 (4) Pride, Resilience (2)
- 4 (4) Bodyguards, Determination, Magic,
2 (0)
Mount: Animal 4 (3) Presence, Resilience (1), We Obey
necromancer 4 (4)
Mount: Beast Determination, Imposing, Magic,
4(0)
Mount: Beast (Flight) 4 (3) Presence, Resilience (2)
- 5 (5) Black Knight, Determination,
lieutenam: 4 (2)
Presence, Resilience (1)
Mount: Animal 5 (4)
- 3 (4) Bodyguards, Determination, Magic,
Sorccror 2 (O)
Presence, Resilience (1). Unarmed
Mount: Animal 3 (3)
Imposing, Presence, Primitive,
Behemoth 4 (4) 14 (O)
Resilience (2)
Imposing, Presence, Primitive,
monsters Titan 5 (5) 12 (0)
Resilience (2) , Slow
Breath, Imposing, Presence, Primitive,
Scourge (Flight) 4(4) 10 (4)
Resilience (2)
Biped 4 (4) 5 (1) Imposing, Presence, Resilience (1)
Creatures Quadruped 4 (3) 5 (1) Imposing, Presence, Resilience (1). Swift
Flyers 4(3) 4 (1) Imposing, Presence, Resilience (1)
- 5 (5)
J')earthguards Heavy Weapon 4 (5) 2 (1) -
Mount: Animal 5 (4)
- 4(4) __.,.,
Warriors 1 (1 /2) -
Bow 3 (3)
ffiindless - 4 (4) 1/5 (0) Horde, Mindless, Slow
Cumbersome, Powerful Shot, Presence,
Warffiachine Static 3 (4) 1 (4 or 2)
Resilience (1 ). Unarmed

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LEGElfDAW Dl\{I'fS PF: THE Dl\{1)£A1) LEGI{j\{_8
,, II _ Spectres
Not all the dead who fight in the Legions are reanimated. Intangible
Some are called back but.find themselves caught in the.fine The Spectres can never suffer casualties, cannot be
membrane that separates the other side from the world we charged, and cannot be targeted by ranged attacks,
know. They are condemned to know no rest, unable to walk spells, or any special rules. Activation/Reaction abilities
the earth. These phan,tasmagorica/ spirits are full oj rage cannot be triggered in response to the activation of the

and envy for the living. A hate which the Necromancers of Spectres.
the Legions put to good use against their enemies.
Spectral Presence
Legendary Unit If the Spectres pass over an enemy unit during a Flight
You can replace one of your Hearthguard units with a movement, roll a die for each Spectre fi.gure that passed
unit of Spectres of the same size at no additional cost. over at least one enemy model. If at least one die rolls
A Legion warband cannot have more than one unit of a 6, the unit that was flown over suffers a fatigue, or a
Spectres. Spectres are Hearthguards with the Following casualty if it is exhausted.
characteristics: During their movement, the Spectres suffer one fatigue
For each enemy unit passed over. They can never perform
a Manoeuvre.
You can never fly over the same enemy unit twice in the
same Activation phase.
Apparitions, Flight, Intangible, Spectral Presence At the end of the Activation phase, roll a die and add the
number of fatigues on the unit of Spectres. If the total is
Apparitions
more than 5, remove a fi.gure From the unit for each point
The Spectres are not placed on the table at the start of
by which the result exceeds 5. For example, if you get a 7,
the table. At the start of each of your Activation phases,
the unit loses two fi.gures. After the die roll, remove all the
place the Spectres on the table 8 away from one of your
I unit's fatigues and remove it from the table.
units. You can activate it during the turn, but at the end
Each spectre thus removed counts as being elim inated by
of the Activation phase they are removed From the table
the opponent when calcu lating victory points.
after rolling their Spectral Presence die (see below) .

I
I

- Ghe Four Ilorsemen of the Apocalypse


I The Four Seals have been broken, and the hour ofjudgement Death
approaches, announced by the thundering hooves of the As soon as the Four Horsemen's unit suffers its fourth
Four Horsemen: Conquest, War, Famine and Death. The Void Fatigue and becomes exhausted, a Horseman is
will swallow up Life in their wake. eliminated. Then all the unit's fatigues are removed. This
is an immediate effect, which can take place during a
Legendary Unit
casualty step. For example, if the unit takes six casualties,
You can recruit the Four Horsemen for 2 points. In game it fi.rst suffers four fatigues thanks to its Resilience,
terms, they are a unit of Hearthguards mounted on removes a Horseman, removes its fatigues, then suffers
animals. A warband that includes the Four Horsemen two more fatigues to cancel the two remaining casualties.
cannot include Heroes, and the Four Horsemen's unit
When a Horseman is eliminated, choose which of
counts as the warband 's Warlord. The Four Horsemen
Conquest, Famine and War is removed . You lose the
have the following characteristics.
special rule named after that Horseman until the end of
the game.

'
I

J Death is always the last Horseman to be eliminated. If he


is eliminated , you immediately lose the game, and all your
units are removed from the table.
Conquest, Death, Fam ine, Four, Imposing, Mount: Animal,
Resilience (1 ), War Famine
--<" •
During a melee involving the Four Horsemen, you can
Conquest
use the fatigue of any enemy unit within L of the Four
Once per turn, the Horsemen are activated for free. It is Horsemen to reduce the enemy unit's Armour, as though
not possible to use their fatigue when they are activated the fatigue had been removed from the unit against
' For a movement or a charge, though it is possible to use whom the Four Horsemen are engaged.
their fatigue during your melee against them .

I
I• ~6.J ==-__,
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Four combat pool has fewer dice than their opponent's, roll
The Horsemen's unit generates a Saga die for each ~me die per Horseman still in play and gain that many

figure in the unit. attack dice.


Note that even with this bonus, your combat pool
War
cannot exceed 16 dice before the Saga abilities step.
During a melee, the Four Horsemen of the Apocalypse
collect their combat pool after their opponent. If their

LE.GE}fDAR.)7 WA1(BA1\1JS OF THE ~1JE.A1J LE.GI(j\{S


The Dynasty's Chariots possess the following
Gbe Royal Dynasty offlepbren-1\a characteristics.
A once flourishing and influential civilisation, the Dynasty
of Nephren-Ka has sunk into oblivion and dived into the
abyss due to the madness of its last Pharaoh, whose name
has been erased from the records. Nothing is left of her but
records about the last years of the mad king, who used evil Composite Bows, Determination, Imposing, Mount:
spells to control his subjects and sealed pacts with shadowy Animal, Resilience (1)
forces to assure his immortality. The black pyramids he
erected at the cost of thousands of slaves' lives bear witness
to the decadence of his reign. Gbe Carrion Realm
Today, that immortality reveals itself as armies rise from the Ghouls are among the most repugnant creatures in
sands and march out to conquer the world... existence. They feed exclusively on cadavers, and have a
Unique Faction Rules definite preference for those of human origin. Nothing
is known about the first members of this reviled race.
If you decide to recru it a Dynasty of Nephren-Ka
Some think they are the fruit of male.fie and degenerate
warband, the following unique rules modify the Un dead
experiments.
Legions faction rules .
Sometimes they gather in subterranean society, extending
• At least half the figures in the warband must be
under cemeteries and necropolises, which are so many
Warriors.
larders to them. Cowards by nature, these things rarely lash
• Your warband cannot include a Black Knight or any out at surface-dwellers, but willfuriously defend themselves
Mindless. if they are hunted down.
• Yourwarband can only include a single Sorcerer.
Unique Faction Rules
• Your warband can only include units of Bipedal
lf you decide to recruit a Carrion Realm warband, the
Creatures.
following special rules modify the Undead Legions
• Your warband can include the Dynasty's Chariots. faction rules.
There can only be a single unit of this type in your
• Your warband can only include a single Hero, namely
warband . The characteristics of this unit can be found
your Warlord .
below.
• Other than them , your warband can only include
The Dynasty's Chariots Monsters, Creatures and Warriors.
In ancient times, the best soldiers fought from Also, all your Hero, Creature and Warrior units benefit
mobile firing platforms, war chariots like those of the from the following faction special rule.
Egyptians. Now those chariots serve once more, and
lead armies into combat.
Carrion - Eaters
During a melee, if your unit has no fatigue, it can suffer
You can recruit two Chariots for 1 point. A unit of the
a fatigue instead of triggering a Saga ability in order to
Dynasty's Chariots is made up of 4 to 6 figures. In game
gain 3 attack dice. If they do so, their fatigue can no
terms, it is a unit of Hearthguards mounted on animals.
longer be used during that melee.
A Chariot's base must fit within a 120mm by 60mm
rectangle, and cannot be smaller than an 80mm by Additionally, when Necromancy or Tide of Reanimation
40mm rectangle. see one or more previously eliminated figures.r.eturned
to a unit in your warband , remove a fatigue from the
When calculating victory points, each Chariot counts
unit instead of returning one or more figures to the
as two Hearthguards.
unit. Only remove a single fatigue no matter how many
figures you would have added to the unit.

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Gbe Undead Legions,. as seen by Valkeras
The speciality of the Undead Legions Battle Board is the chance to restore 'to life' Warrior or
Mindless figures who have been eliminated. This gives the faction a resilience to attrition
unequalled by any other warband of the Age of Magic. Thus for the Undead Legions player,
the loss of Warriors or Mindless will not be seen in the same way, since they know the figures
can be used again later. Generally, the first contact with a Undead Legions warband brings
feelings of irritation, frustration and discouragement. However, it must be kept in mind that
figures can only return to units that are still on the table: a unit that is eliminated is definitively
.a nd irredeemably eliminated: Therefore, an experienced Undead Legions player will use subtlety
when wielding their troops, not hesitating to risk figures when the game is worth the candle, but
preserving their units to restock them throughout the game.
The Battle Board also offers several abilities allowing simultaneous activation of several units,
which favours a massed approach based on Warriors and Mindless. That said, don't neglect your
elite units like Hearthguards and Creatures. Other than the fact that they provide welcome striking
power in a warband that can lack it, these units have exclusive Saga abilities on the Battle Board
which are very useful.

THE. ~IMATED LITA}{IE.8 OF THE. '"DE.Al>


lktivation .Rcr:ivation
(triggered during your Activation phase) (triggered during your Activation phase)
This ability lets you activate one or more units, depending The Litanies of the Dead ability allows several units to be
on the die used. Any unit type can be activated (excluding activated simultaneously. These can be one to four units of
Monsters, due to their Primitive rule), including Mindless. If Warriors who can each activate to either move or shoot, or
your warband contains at least one unit of these troops, this one or two un its of Mindless, who all activate to move.
activation will in all likelihood be reserved for activating them. With this ability, you have the choice between activating
With a @ . you can activate up to 3 different units, but in this either Warriors or Mindless, but it is never possible to activate
case none of them can be Mindless. Note that you can still both types of troops at once.
choose to activate a single unit of Mindless, even with a @ .
If you activate several units, it will be a multiple activation
(see Rulebook, Multiple Activations, p. 41 ). TIDE. OF "R_E.A}{IMATIO}{
Orders/Reaction
(triggered during an opponent's Orders phase)
}\E.C"R_OMA}{CY
Acr:ivation Tide of Reanimation is the second Undead Legions Saga ability
that returns previously slain figures. Unlike Necromancy, it
(triggered during your Activation phase) does not target a specific unit, but affects every unit in your
Necromancy is the first of two abilities allowing you to return warband.
figures to a unit of Warriors or Mindless. You can return one figure to each Warrior unit, in formation .
How does that actually work? After triggering the ability, you Each Mindless unit returns two figures in formation.
choose a unit of Warriors or Mindless who have suffered at Refer to the description of Necromancy for a complete
least one casualty. You can then place a certain number of description of how to return in formation.
figures the unit lost since the start of the game in formation As with figures returned via Necromancy, those reanimated
with the survivors. The maximum number depends on the by Tide of Reanimation do not earn the opponent massacre
type of unit and the die used. points.
• 4 figures in a unit of Warriors if a @ was used, otherwise 2
figures.
• 6 figures in a unit of Mindless if a @ was used, otherwise 4
figures.
The figures must be placed in formation, which means that
they must all be placed within VS
of an existing figure. f'io_te
that each of the returned figures must be placed within VS
of a figure that was present in the unit before the abilityV:was
triggered . That means you can't return on~ fi~ure within 8
of another, then place a second within \/~ of the newly-
returned figure.
The returned (and thus previously eliminated) figures no
longer earn the player who eliminated them massacre
points-almost as if they had never been slain ...
.·.:;:

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AL11s1>usr ALJ\~.ADY 'DEAD~
llctivarion ffielee
(triggered during your Activation phase) (triggered during step 3 of a melee)
This ability allows a unit to get rid of its fatigues easily. Can only be triggered by one of your Warrior units.
They just have to eliminate one to three figures to discard This ability is one of the most powerful defensive abilities
that many fatigues. It is particularly useful for Warriors, in the Age of fv!agic. Once triggered, the targeted unit
who can get those figures back with Necromancy or Tide of Warriors gains the Resilience (4) special rule, which
of Reanimation. means that they can cancel up to 4 casualties for the
price of just one Fatigue!
That said, the Warrior unit cannot throw any attack dice,
HoWLI'N.G P ACR._ or even defence dice. That means it is only protected by
meicc its Resilience and cannot inflict hits on the enemy.

(triggered during step 3 of a melee)


Can only be triggered by one of your Warrior or MAsrE.~ OF THE. ToMns
Mindless units.
ffielec or Shooting:;Reaction
This ability only has an effect if your unit is larger than
(triggered during step 3 of a me/ee OR during step 2 of a
the enemy unit. If so, you gain 1 attack die for each extra
shooting attack)
figure. Keep in mind that you can at most double the
number of attack dice with which you started the Saga Can only be triggered by one of your Hearthguard or
abilities phase. We apologise if you thought you 'd get 12 Creature units.
attack dice for your unit of Mindless quite that easily! Once the Masters of the Tombs ability is triggered, your
In exchange, your defence dice suffer a penalty of -1, unit's Armour goes From its current value to 5, no matter
wh ich means you wilt only cancel hits on a 6, or a 5 if your what its previous value was. In the best case scenario,
unit is in solid cover. that could mean an increase of3 Armour points! It can of
course be reduced again afterwards, for example if the
opponent uses your unit's fatigue. That means that the
moment when it is triggered can be important, and may
VAMPIR!SM play its part in a bluff.
me lee IF you use a !gr, you also gain 3 additional defence dice,
(triggered during step 3 of a melee) which provides excellent protection for your units.
Can only be triggered by one of your Hero,
Hearthguard, or Creature units.
This ability grants the unit 2 attack dice. Also, if this unit
inflicts at least one casualty on the enemy unit, or said
unit uses their Resilience special rule to cancel one or
more casualties, you can remove a fatigue From your unit
after the melee is resolved. That means after the step
in which the units which fought each take a Fatigue.
If you use a !gr to trigger this ability, you can remove
two fatigues after the melee-especially useful if
your unit used its Resilience to cancel casualties.

Cu~ED~
Orders/Reaction
(triggered during an opponent's Orders phase)
When an ability is triggered, you designate two
enemy units. From the moment when this ability is
triggered until the end of the turn, whenever one
of these two units suffers a Fatigue, the second
unit suffers one too.
The source of the fatigue is irrelevant: it could
be one unit's successive activations, the use
of Resilience, or other special rules. As soon as
one unit suffers a Fatigue, the other takes
one too.
A real spoke in the opponent's wheel,
that will overturn their plans!

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Ghe worlds of tanrasy are full of

~hat
1.7amples of these f)ordes. You

I tis a rare fantasy world is not under constant th.reat ofinvasion


by barbaric, savage and primitive forces. These invaders come from
the edges of the world, drawn to destroy civilisation by a lust for conquest,
certainly have several in mind
already. f)owever, to illustrate
the theme, we will show you a few
below.
unquenchable greed, or old grudges. Within the Age of Magic, these • The Border Greenskins are a Horde
peoples are collectively known as the Horde. made up of ores and goblins who
The Horde is made up ofcultures that are generally organised along clan live only for pillage and war. Their
or tribal lines, beneath the yoke ofa chiefor powerful king who rules their internal quarrels keep them from
people by force. The Hordes can be humans, or humanoids like ores, ogres being a serious threat, but their
invasions are still feared on the
and halfgiants. Sometimes, they are even an assembly ofseveral races,
frontiers.
united under the same banner and working towards the same ends.
• The Barren Steppes of Damakar are
It would be easy to cast a scornful glance over those who form the an immense steppe found in the
Horde, and to see them only as a pack ofbackwards barbarians bent on East, inhabited by the fearsome
overthrowing all forms ofsophisticated civilisation. But these men and horsemen of Damakar. They are
women may have been forced on the move by the dangers menacing their regularly united by a Great Khans
motherland- maybe even hounded out by another, even more dangerous who lead them towards the Green
Horde! It is often the instinct to survive and a thirst for prosperity that Meadows of the west in an infernal
drives them to shake the foundations of the neighbouring civilisations stampede.
who, due to selfishness or protectionism, do not give them the space that • Jack Frisk's Revolt is an enormous
might be their due. uprising led by a charismatic
The Horde generally comes from the most inhospitable parts of the world, blacksmith , tired of the taxes
imposed by the nobility. Nothing
which hardens and toughens its members. The difficult living conditions
seems to stop what has become a
and need for teamwork paradoxically often breed a more equal society
tide of armed humans, dedicated to
than more developed cultures. It is therefore not uncommon to see men overthrowing the established order.
and women fighting as equals at the heart of the Horde.

TR._00-PS OF THE HOR._1)E


The J)eroes of the Horde are great warriors and clan or household. They are heavily protected by
important members of the clan or tribe. The owe their either armour or a shaman's magical tattoos, and have
rank to the fear they inspire, from which comes a certain unparalleled combat experience.
kind of respect. The Warriors of the Horde form the majority of
The ITTonst:ers of the Horde generally live alongside the most Hordes. They are trained men, practiced in
Horde in their homeland. They can be enormous animals either hunting or ritual combat.
like giant bears, or unintelligent beings like The levies of the Horde are often formed
giants. from the youngest and most inexperienced
The Crearures of the Horde also come members of the tribe. They are
from the Horde's homeland. They are generally equipped with bows, and
generally quite primitive bipeds like act as sharpshooters and scouts for
trolls or yetis, but also creatures ridden the Horde. __.r-
by the army's best warriors, like huge sabretooth The Horde's War ITTachines are often
tigers and other terrifying and aggressive quite rudimentary. The most common
mounts. of these machines are crude
The J)earthguards of the Horde are the catapults or simple ballistae.
Warlord's loyal soldiers, drawn from their

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The Tribe of the Seeing Eye are greenskins living means, but since the raids have always been
in caves in the faces of the Scorched Cliffs. successful until now, it wouldn't seem wise to
Gazag the Strong has been the undisputed chief break with tradition. ' '
of the tribe since he overthrew the previous
As well as his loyal followers, Gazag likes to
chief - by throwing him from the Great Cave
include trolls in his warband . The original
into thin air.
inhabitants of the Scorched Cliffs' caves, they
The Scorched Cliffs are a harsh and hostile fight for the chance to feast on the human and
place to live, which forces Gazag to frequently elven Aesh they hunger for...
raid and plunder surrounding lands. It is now
tradition for these raids to be launched during
the summer solstice, since the tribe's shaman
says this is the time when "The Seeing Eye is
wide open". No-one really knows what that

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FACTI<l{ JWL~S
The Warlord of the Horde can be mounted on an The Horde can include one or mdre unit~ of Creatures,
animal or mounted on a beast, which can be represented but they cannot be flyingCrearures.
perfectly by a war-chariot and its team . If they are not f]eart::hguards can be mounted on animals. If they are
mounted on an animal or a beast, they can be equipped not mounted, they can be equipped with heavy weapons.
with a heavy weapon.
Warriors can be mounted on animals. If this is the case,
The lieutenant:: of the Horde is a Champion. They can they can be equipped with composite bows. If they are
be mounted on an animal, but if they are not, they can be not mounted, they can be equipped with heavy weapons.
equipped with a heavy weapon.
The Horde's levies are equipped with bows.
The Sorcerors of the Horde can be mounted on animals .
The Horde can only include a single War machine, which
They have access to the Domains of €art::h and metal.
cannot be a flying War machine.
The Horde can only recruit a single monster.

FACTict{ SPECIAL JWLES


The Horde has three factions special rules: Champion (which
is their Lieutenant's special rule), War Chariots (a specific
kind of Hero) and Sacrificial Stone (their Sacred Ground).

Champion Devastating Charge, javelins", Mount: Animal", Presence,


Resilience (1)
The Champion has a melee Aggression of 6 instead of 4 " The Armour penalty is already included in the profile.
like other Lieutenants. They are also subject to the Pride
special rule.
Devastating Charge
At the start of a melee where the War Chariot is the
attacker and has no fatigue, its Aggression is doubled to
War Chariots
a total of 8 instead of 4
War Chariots are drawn by animals, generally horses,
and ridden by veteran warriors who use them to lead
devastating charges into the heart of the enemy lines.
Sacred Ground: Sacrifidal Srone
The Horde can include up to two War Chariots. Each War This is an edifice that the members of the Horde raised to
honour their religion and to venerate the Gods or Spirits.
Chariot is a Hero unit, costing 1 point and mounted on
It can be a standing stone, an altar, or a pile of the skulls
a Monster base. A War Chariot possesses the following
of vanquished enemies.
characteristics.
Special Rules
All Horde units fighting in melee within S of the Sacrificial
Stone are invigorated: they get a bonus attack die during
each melee.

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HOR_l)E. ~ITS
Armour Aggression
Unit Equipment Options Special Rules
Melee (Shooting) Melee (Shooting)
T
- 5 (5)
8(4) Bodyguards, Determination, Presence,
Heavy Weapon 4 (5)
Pride, Resilience (1), We Obey
Warlord Mount: Animal 5 (4)
Determination, Imposing, Presence,
Mount: Beast 5 (5) 10 (4)
Pride, Resilience (2)
5 (5)
Determ ination, Presence, Pride,
lieutenant Heavy Weapon 4 (5) 6 (2)
Resilience (1)
Mount: An i mal 5 (4)
Devastating Charge, javelins,
War Chariot Javelins 5 (5) 4 (2)
Mount: Animal, Presence, Resilience (1)
3 (4) Bodyguards, Determination, Magic,
Sorceror 2 (O)
Mount: Animal 3 (3) Presence, Resilience (1), Unarmed
Imposing, Presence, Primitive,
Behemoth 4(4) 14 (O)
Resilience (2)
Imposing, Presence, Primitive,
CDonsters Titan 5 (5) 12 (0)
Resilience (2). Slow
Breath, Imposing , Presence, Primitive,
Scourge (Flight) 4(4) 10 (4)
Resilience (2)
Biped 4 (4) 5 (1) Imposing, Presence, Resilience (1)
Creatures 4 (3) 5 (1) Imposing, Presence, Resilience (1 ), Swift
Quadruped
5 (5)
I) earthguards Heavy Weapon 4 (5) 2 (1) -
Mount: Animal 5 (4)
4(4)
Heavy Weapon 3 (4)
Warriors Mount: Animal 4 (3) 1 (1 /2) -
Mount: Animal,
3 (3)
___.,
composite bow
Levies Bow 3 (3) 1/3 (1/2) -
Cumbersome, Powerful Shot, Presence,
Static 3 (4) 1 (4 or 2)
Resilience (1), Unarmed
War CDachine Firearms, Presence, Resilience (1 ),
Mobile 4 (4) 2 (4)
Unarmed

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LE.GE}fDAI\Y- Dl\(ITS OF THE.
*
HOR_1>E. ~ ~

Ghe War monster


The War Monster is an enormous creature, tamed by the
tribes living on the plains. Ridden by a group of fighters
who use it as a firing platform, the War Monster is equally Firing Platform, Imposing, Primitive, Resilience (3),
capable of wreaking infinite ruin among enemy troops with Terrifying Presence
its enormous tusks.
Firing Platform
Legendary Unit
The War Monster's riders count as being equippe_d with
You may recruit the War Monster into your warband for
composite bows with a range of L rather than M. Note
3 points. If you do you, your Horde may not include any
that the Firing platform does not inflict an Armour penalty.
other Monsters.
Terrifying Presence
The War Monster is a Monster unit whose base must be at
least 20cm by 1Scm, without exceeding 30cm by 20cm. It The War Monster counts as a unit of 12 Figures in regards
has the following characteristics. to Saga abilities. Also, any unit charged by the War
Monster suffers a fatigue at the beg inning of the melee's
resolution .
Victory Points
The War Monster counts as a unit of 12 Hearthguards
when calculating victory points.

Ghe Berserkers
The Berserkers are a tradition in tribal barbarian societies.
These warriors enter frenzied trances by drinking
concoctions or through powerful magical rituals. Then they
throw themselves on the enemy without thought for their
own lives, thirsting for blood and destruction. Destined to Die
Legendary Unit Eliminating a unit oFBerserkers does not inflict fatigue on
friendly units within S.
You can include up to three units of Berserkers in your
warband for 1 point each . Berserkers are units of 4
Hearthguards, possessing the following characteristics.

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Rh' urn's Ruffians CDorrow Island


Rh 'um is a warchief exiled by his peers. Humiliated, he was In the immense ocean that bounds the edge of the known
forced to grovel at his successor's feet. As he was about world, there had been since the dawn of time an island
to be executed, a comet passed through the heavens. The inhabited by extraordinary creatures who had defied the
tribe's shaman (who happened to be his brother-in-law) course of evolution. These titanic beings had never left
saw it as a sign. He was spared and banished.followed by a their island, and no man had tread its beaches before a
few close companions who had sworn their loyalty to him. volcanic cataclysm plunged this paradise into the depths
Since then, he has plotted his vengeance and vented his of the sea.
frustration on the surrounding villages ... These creatures therefore left the island, and though
Unique Faction Rules many of them died, others reached the continent's
inhabited shores. Now a host of fvlonsters travels through
If you choose to recruit a Rh'um's Ruffians warband , the
the lands, devastating everything in their path.
following unique rules modify the Horde faction rules.
Unique Faction Rules
• Your warband can only include Heroes, Hearthguards,
Quadruped Creatures (representing the strange If you decide to include a warband from Morrow Island,
creatures that Rh'um's minions sometimes ride) and the following unique rules modify the Horde faction
War Chariots. rules.

• You can never place a Sacrificial Stone on the table, • Your warband can only include Monsters
since Rh'um left his in the village he used to rule. Your warband also benefits from the following faction
• You can recruit two Champions instead of just one . special rule.

Your warband also benefits from the following Faction Alpha


special rules. Choose one of your monsters to be the Alpha. They
Who's the Boss? count as yourwarband's Warlord, but remain a Monster!

If Rh' um uses the fv!e First! Saga ability, he gains 8 bonus While your Alpha is on the table, you can discard a
attack dice instead of the 4 indicated by the ability. If die from your Magic Pool during the Orders phase
another unit in your Horde uses it, they only get 2 bonus to designate a Monster within L of your Alpha.
attack dice, instead of the 4 indicated by the ability. That Monster does not count as Primitive until the
start of your next turn . You can use this special rule
You Annoy Me!
several times per turn, and the Alpha can-l.!Se it on
Each time a unit in Rh'um's warband suffers one or themselves.
more losses from a shooting attack or a spell, it can
remove a fatigue after the shooting attack or spell has
been resolved.

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Ghe l}orde. as see:i by Valkeras
The Horde is a resolutely aggressive faction, and their Battle Board is the best tool to release this
tide of violence. ·
Many abilities grant attack dice or let units charge more easily, so the Horde player will often be
the aggressor during their battles.
The choice of troops reinforces this characterisation. Numerous units have access to heavy
weapons which let them inAict more damage. War Chariots are swift and powerful units that let
you to strike enemy lines with the power of a hammer. And Creatures, whether Biped or Quadruped,
are powerful strike forces which are not limited in number in this warband.
The Horde will therefore suit players who are ready to take the initiative against their opponents, and
risk their troops in bloody engagements and rapid, brutal melees. I know that many of you recognise
yourselves in this portrait. It means the blood of the Horde runs through your veins!

lfi'scRIPTI01\l.S OF Anvfl1'{.CED 8flGfl AmuTIES

FOR THE. HOR__l)E.l RAGE.


Orders CDelee
(triggered during your Orders phase, after having rolled your Saga (triggered during step 3 of a melee)
dice)
Rage gains your unit 2 attack dice. This bonus is increased
This ability, triggered during your Orders phase, produces to 4 attack dice if your unit has at least 12 attack dice at the
its effects during your whole Activation phase. The charge moment the ability is triggered. It does not matter whether
distance of all your units is increased by S.Also, no opponent the unit started the combat with more or less than 12 dice;
can use your units' fatigue to reduce their charge distance. how many are in the pool when Rage is triggered is what
Here are a few points concerning this ability that are matters.
important to keep in mind:
• Even with an increase in distance of S, the charge must
always be a straight-line movement. PR!\YE."RS TO THE. 011) G01)S
• If your unit makes part of its move through uneven terrain, CDdee
its charge distance is reduced to S and the bonus is lost. (triggered during step 3 of a melee)
• Your opponent cannot reduce your charge distances, but
can still cancel your charges by discarding two fatigues from Prayers to the Old Gods is one of the rare purely defensive
the unit trying to charge. abilities in the Horde's arsenal. When it is triggered, the unit
can discard up to 4 attack dice to gain that many defence
This very useful ability will be decisive in many situations. dice. If a @ is used to trigger the ability, the unit gains 2
It can be the difference between reaching the enemy in additional defence dice.
one activation rather than two, and suffering a fatigue for
successive activations. Don't under-estimate it! Sometimes you will have enough attack dice to turn the
enemy unit into a pulp smeared across all four corners of the
--- battlefield. In that case, why not lose a little striking power to
ensure you minimise the casualties suffered during the fight?
LE.T THE. BL001) ~}{
Activation
(triggered during your Activation phase) ME. FI"RSTi
This very simple ability lets you activate two of your units for Orders
a charge. Neither of the chosen units can have more than one (triggered during your Orders phase, after having rolled your Saga
fatigue. dice)
The resolution of these two activations is governed by the This ability is triggered during your Orders phase, and only
rules on multiple activations (see the Rulebook, Multiple has an effect if your first activation of the turn is a charge.
Activations, p. 41 ). Start by choosing the two units you want
to activate then resolve the first one's activation-including In that case, it gives the charging unit 4 bonus attack dice,
the melee that follows the charge-before resolving the which are added to its combat pool.
second activation, which can target the same unit charged Very useful when starting the turn with an assault on the
in the first charge! enemy battle line.

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SHOUL'"DER TO SHOUL'"DER THE. POWER OF STE.EL
illelee metee or Shooting-
(triggered during step 3 ofa melee) (triggered during step 3 ofa me/ee OR during step 2 ofa
shooting attack)
Although it costs two dice to trigger, this ability can
potentially prove very powerful if the Horde player has This ability can only be used against enemy units with
planned its use. It grants the unit one atta~k_die and one an Armour of 5 or more. Note that it is the Armour at
defence die for each friendly unit within VS. To begin the moment the ability is triggered that is taken into
with, it's important to remember that a unit is always consideration. Therefore, it could be an enemy unit who
within X of itself. That means that even without any started the combat with lower Armour and increased it
nearby units, the unit will get its two dice. using fatigue or Saga abilities.
Also, it doesn't matter what type of friendly unit is It allows any 1 sand 2s rolled on your dice to be re-rolled.
nearby, or how many figures are in it. So the presence of These must be the scores after modifiers, so in the case
a simple hero like a Sorcerer is enough to grant an extra of heavy weapons, only the dice showing a 1 (before
attack die and an extra defence die. modifiers) could be re-rolled.
With a minimum of preparation, this ability will easily get If you used a ~ to trigger this ability, you can re-roll all
you 3 attack die and 3 defence dice, which is an excellent the dice you choose.
result from a Saga ability!

=-:
FOLLOW MY LEA-o~
EJ{DU}\_Al'{CE ITTelee
Shootinglfu:action (triggered during step 3 ofa melee)
(triggered during step 2 ofa shooting attack)
Can only be triggered by a Hero.
Endurance protects the Horde against enemy ranged This ability offers no immediate gain, but has an effect
attacks. Once triggered, the unit benefits from solid until the end of the turn.
cover during the shooting attack, which gives the
If your Hero wins the melee (to determine the winner of
following advantages:
a melee, see the Rulebook, step 6: Removing Casualties,
• Its Armour increases by 1. p. 28), all your units get 2 bonus attack dice and 2 bonus
• Hits are cancelled on a result of 3 or more, instead of defence dice during every melee they are part of until the
4 or more. end of the turn.
Finally, the unit can benefit from this ability even if it Well orchestrated, this ability could well turn the
can't usually benefit from cover, as is the case for units tide of a game, since it can benefit a large number of
that are Imposing or mounted on animals units. Also bear in mind that all units benefit, without
distinction-including Primitive units like Monsters.
The War Chariot is a type of Hero that is particularly well
lRO}{ WILL suited to triggering Follow fvly Lead! For example, if you
Activatiorv'Rcacrion triggered fvle First! at the start of the turn, it would probably
win its melee, opening the way to an unprecedented
(triggered during an enemy Activation phase, according to the sequence of carnage ...
conditions described below)
This ability is triggered after an enemy unit is activated
for a charge whose nominated target is one of your units,
but before said charge is resolved.
Remove a fatigue from the unit your opponent wants to
charge. Once that's done, the opponent continues the
charge process, measuring the distance and moving
their unit.
It is a very powerful ability, which prevents the opponent
from using your unit's fatigue to gain the advantage.
Also bear in mind that since it is an Activation/Reaction
ability, it can target Primitive units
like Monsters, who can therefore
remove a fatigue. That's very
attractive given their Resilience (2).

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THE 13JITTLE__ OF
OwL FtiLLS
The terrible Battle of Owl Falls took place near Stonetown's western fort. It was needlesslysparked
by a band of drunken dwarves, who got lost in Blackspine Forest after a night of merry-making .
Realising their error, they took to their heels with Tamerlane's hunters on their trail.
The garrison sent a force to intervene, and a bloody battle followed. No-one can say who emerged
victorious, if it is even possible for such a needless battle to have a victor...

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Ghe worlds of f.mrasy are full of
i;xampl.es of warbands from the

0 utside our reality, beyond the perception of most


mortals, there extends a multitude of dimensions and
planes of existence. Whether their origins are magical, astral or
Ot::herworld. !Jou cen:ainLy have several
in mind already. J)owever, ro illustrate
the theme, we have listed a few (:7'ampLes
below.
divine, these realms contain powerful beings who often want to • The Theocracy ofQwan-T'ang is entirely
escape their reality and enter ours. dedicated to the worship of demons From
the Seven In Fern al Planes. Day after day,
Our world and these dimensions are generally separate. However, thousands of slaves are Forced to mine the
cracks, portals or breaches can open, allowing the entities living volcanic stone that the Sorcerer-Priests
in these outer dimensions to cross the threshold of the worlds. ofQwan-T'ang use to Forge weapons that
This access can be opened by natural or magical catastrophes, enslave the souls of demons.
linked to particular locations where the barrier between the
• The Pantheon dimension is home to the
worlds is thin, or be caused by rituals performed by cults devoted
Seven Pillars, the world's original deities.
to these entities. When the Balance seems threatened, these
We call any warband linked to these planes or dimensions gods will not hesitate to breach the barrier
Otherworld. It would be wrong to think all the entities from other between the worlds, preceded by the Virgins
dimensions are always malevolent towards the inhabitants of of Battle, their devout servants.
the worlds offantasy. Of course the Otherworld contains infernal • The Cult oFZhur-Ben-Zhaar is a sect
dimensions whose only desire is the destruction of all life. But it venerating the Ancient Sleeping Gods,
also covers divine planes that are home to ancient gods who can whose nightmares birth obscene and
take physical form when they enter our world as avatars offlesh grotesque creatures that the depraved
and blood, accompanied by their divine - often angelic - servants. members of this sect want to draw into our
world.
As well as the whole of these dimensions' armed forces,
Otherworld warbands also include cults, sects and cabals
dedicated to these entities. Often secret and clandestine, but
sometimes taking the form ofempires sworn to the outer powers,
these organisations are mostly formed of worshippers from our
worlds supported by summoned creatures.

T1\_00PSOFTHEOTHE1\_WO~~
The f]eroes of the Otherworld are often the lords of The f]earthguards of the Otherworld are powerful
religious orders sworn to the worship of other planes of beings From other dimensions, or the best parts of the
existence or the entities that live there, like divine beings cults devoted to these dimensions.
or powerful demons. Warriors Form the core of Otherworld warbands. They
The CDonst:ers of the Otherworld are almost always are worshippers, often humans or at least hom"anoids,
From these other dimensions, and can therefore take or minor entities From the outer dimensions like imps,
extremely varied Forms. Their appearance will nearly minor demons or even stranger beings.
always be intimidating. The Otherworld has no levies or War CDachines.
The Creatures of the Otherworld are often major angels
or demons From other planes of existence.

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The Cauldron ofNeggaruth is the name given to Baalor the Apostate has gathered around him a
the realm of the Black Dwarves, a rebel dynasty warband of his most devoted relatives to hunt
of the Great Kings-Beneath-the-Mountain . down slaves to feed·the Cauldron's ~ines and
In times now almost forgotten, these dwarves workshops. His warband mixes his most loyal
made pacts with Neggaruth, the Arch-Demon warriors with Neggaruth's demons, who have
for whom they opened a door into the world. abandoned their infernal plane in favour of
The horrible beings that surged forth were conquering the world of men.
put at their service, and turned what had
been a powerful city into a crucible of death
and cruelty, known today as the Cauldron of
Neggaruth.
Painting by Fred

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FACTI(i\l JWLE.S
An Otherworld Warlord can be mounted on a beast or a Otherworld warbands can recruit up to three monsters,
winged beast. In the latter case, they have the Flight special but none of them can be 'Gitans.
rule and therefore reduce their Armour against shooting Otherworld warbands can recruit up to two units of
(see New Special Rules, p. 16). lfthey are not mounted on a Creatures.
beast, they can be equipped with a heavy weapon .
Otherworld J]earrbguards can be equipped with heavy
An Otherworld lieuttnant is a Conjuror. They have no weapons.
equipment options.
Otherworld Warriors can be equipped with heavy
Otherworld Sorcerors have no equipment options. They weapons.
have access to the Domains of Deatb and Energy.

The Otherworld has four factions special rules: Conjuror


(their Lieutenant's special rule), Hunters (a specific kind of
Warrior) , Winged (a unique equipment option), and Unstable
Portal (their Sacred Ground).

Coniuror
,

Once per turn , during your Orders phase, you can


eliminate one friendly figure within VS of the Con juror
to roll two available Saga dice, choose one of them and
add it to your inactive Saga dice. The Saga die you don't
choose returns to your available dice.
Note that for the Saga dice to be rolled, the figure must
be removed . If the casualty is cancelled by Resilience
or any other special rule, this special rule has no effect.
The removed figure counts as a casualty inflicted by your
opponent.

Ilunrers
Spewed Forth by portals, Hunters have only one thing in
mind-chasing living beings. They are dangerous entities
who can take many Forms-corrupted and deformed
humanoids, quadrupeds driven by the call of the hunt, or
even stranger apparitions.
You can promote up to half your warband's Warrior units
to Hunters at no additional cost. Only units of Warriors
without heavy weapons or wings can be thus promoted. Sacred Ground: Unstable Portal
Hunters possess the following characteristics. A portal has opened on the battlefield. It can take many
Forms: a crack in reality opening onto other dimensions,
an altar erected by worshippers who have connected it to
other plains of existence, or a mutated and transformed
Forest.
Special Rules
The Unstable Portal must fit within a square of S by S.
Hunt
or 1Ocm by 1Ocm. At the end of each of their turns, the
If Hunters start a melee as the attackers, their Aggression warband facing the Otherworld must roll a die For each
is 2 instead of 1. Trackers have a charge distance of L. of its units with in S of the Unstable Portal. They suffer a
rather than M like other troops. casualty on a roll of 6, as tentacles and other appendages
surge from the portal to seize the Otherworld's ~nemies
Winged and drag them into another dimensib'n.

Any Hero, Hearth guard or Warrior units in yourwarband can


be winged. These units get the Flight special rule - remember
to apply the reduction in Armour against shooting.
Winged units cannot have heavy weapons.

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Armour Aggression
Unit Equipment Options Special Rules
Melee (Shooting) Melee (Shooting)
- 5 (5) 8(4)
Bodyguards, Determination, Presence,
Heavy Weapon 4 (5)
Pride, Resilience (1), We Obey
Warlord Winged 5 (4) 8 (4)
Mount: Beast 5 (5) 10 (4) Determ ination , Imposing, Presence,
Mount: Beast (Flight) 5 (4) 10 (4) Pride, Resilience (2)
- 5 (5) Conjuror, Determ inat ion, Presence,
lieutenant 4 (2)
Winged 5 (4) Resilience (1)
- 3 (4) Bodyguards, Determination, Magic,
Sorceror 2 (O)
Winged 3 (3) Presence, Resilience (1), Unarmed
Imposing, Presence, Primitive,
Behemoth 4 (4) 14 (O)
Resilience (2)
CDonsters Breath, Imposing, Presence,
Scourge (Flight) 4(4) 10 (4)
Primitive, Resilience (2)
Biped 4(4) 5 (1) Imposing, Presence, Resilience (1)

Creatures Quadruped 4 (3) 5 (1) Imposing, Presence, Resilience (1 ), Swi~


Flvers 4 (3) 4 (1) Imposing, Presence, Resilience (1)
- 5 (5)
Ikartbguards Heavy Weapon 4 (5) 2 (1) - ~
Winged 5 (4)
- 4(4)
Heavy Weapon 3 (4) 1 (1/2) -
Warriors 4 (3)
Winged
Hunters 3 (3) 1 (O) Hunt, Primitive, cannot close ranks

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LE.G;l\[DAl\Y ill{ITS OF THE. OTHE.R_\VQ""RJi1)

Gbe llrcbdemon
An all-powerful prince in their own dimension, the
Archdemon is an entity of incredible power who leads
the infernal legions in the conquest of the world. He is a
nightmare to his enemies, and sows death and destruction
throughout the mortal kingdoms. ·

Legendary Unit
You can transform your Warlord into the Archdemon For
1 point. The Archdemon must be based on a Monster
base. It is a Hero with the Following characteristics.

Breath, Determination, Flight, Imposing, Magic, Presence,


Resilience (1). We Obey

I I Magic
I
The Archdemon is also a sorceror, who must choose their
three spells From the Domain of €nergy.

Gbellvarar
The Avatar is the incarnation of a god, who has taken physical Avatar Trait
form to intervene in the affairs of men. Its appearance varies The Avatar can be personalised by choosing a trait from
according to the god who has incarnated themselves, from the list be low.
an athletic and divinely beautiful warrior of inhuman size to
Goe JUL-Powerful: The Avatar is a Sorceror and has the
a nightmarish entity of changeable form whose gaze freezes
fvlagic rule, but only knows the Lightning spell. Their
men's hearts.
Armour becomes 4 (4) .
Legendary Unit Goe Corruptor: Each enemy unit must add + 1 to its roll
Your warband can recruit the Avatar For 2 points. It is For the Avatar's Terror special rule. It has Resilience (1)
a Monster (who counts as one of the three monsters instead of Resilience (2) .
that can be included in your warband) and who has the Goe €ternal: If the Avatar is eliminated, roll a die at the
following characteristics. start of each of your Activation phases . On a result of 5 or
6, place it within L of your table edge, more than M From
all enemy units. It no longer counts as eliminated.
Goe fu:dempror: The Avatar has the Flight special rule.
Their Armour therefore becomes 5 (4).
Avatar Trait, Imposing, Presence, Primitive, Resilience (2). Goe Shadow: The Avatar loses the Primitive special rule,
Terror but their Aggression goes from 16 to 10.

Terror Goe Unspeakable: The Avatar has Resilience (3) instead


of Resilience (2), but their charge and movement distance
The sight of an incarnated god can shake even the bravest
is S instead of M .
warrior's determination. At the start of their Activation
phase, each enemy unit within S of the Avatar which does
not have the Primitive rule must roll a dice. On a 4 or more,
they must take a Fatigue or a casualty (the unit's owner's
choice). Heroes, Creatures and Hearthguards deduct 1
from the result of the die roll, while Levies add 1 to the
die roll.

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LEGE}{DAl\Y ~ \VAR_13MfDS OF THE OTHER_\VORJ.i-:0

Gbe Gide from me Depths


Somewhere in the deepest ocean rifts sleeps the Great • Your warband cannot include any Hearthguards.
Slumberer, an entity of unimaginable power who is • None of your units can have heavy weapons or be
determined to devour the world and its inhabitants. It winged.
sleeps surrounded by a coterie of deformed half-man,
Your warband also benefits From the Following Faction
half-fish creatures, who have nothing but hate for
special rule.
those who live above. Sometimes the Slumberer's rest is
disturbed, and its nightmares cause waves and ripples Beyond Number
that drive its minions to invade the coasts. At the start of each of your turns (before generating
and rolling your Saga dice), roll a die For each of your
Unique Faction Rules eliminated units of Warriors. On a roll of a 6, place that
If you decide to recruit a Tide From the Depths warband, unit on the table, entirely within S of any board edge
the following unique rules modify the Otherworld other than your opponent's. This unit no longer counts
Faction rules. as eliminated.
• Your warband cannot include any Heroes. You
therefore have no Warlord.

Gbe Gbeocracy ofQwan G'ang


For as far back as /vlen remember, the isle of Qwan T'ang Unique Faction Rules
has always been linked to demons. It is ruled by the church If you decide to recruit a Theocracy of Qwan T'ang
of the Demoniac Cult, which has developed demon- warband, the Following unique rules modify the
summoning techniques that can trap demons in weapons Otherworld Faction rules.
or armour and thus create powerful artefacts.
• Your warband cannot include Monsters, Hunters or
Only the volcanic rock of the isle of Qwan T'ang allows the Creatures.
forging of objects tough enough to serve as cages to such • Your Warriors can be equipped with crossbows or
beings. Thousands of slaves serve in the cult's mines. bows instead of heavy weapons.
• You do not have the Winged special rule, but any
of your units without equipment options can be
mounted, and get the /vlount: Animal special rule.
Also, each Hero in your warband can choose one of
the three Following special rules. Each Hero in your
warband can choose a different special rule.
Demon Armour
The bearer's Resilience value is increased by 1 the First
time they use their Resilience special rule during each
melee or shooting attack. In the majority of cases, they
will have Resilience (2) instead of Resilience (1 ).
Demon Helm
At the start of each of your turns, you can decide
whether your Hero will benefit From the Flight special
rule. The benefits and penalties of this special rule
apply until the start of your next turn.
Demon Weapon
At the end of each melee, if the bearer of the demon
weapon has inflicted at least one casualty, _tb~y can
discard one of their Fatigues. You also automatically
add one hit to the hits inflicted by the Hero's attacks.

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Ghe Otherworld ~ seen by Valkeras
The beings who live in these other dimensions form a unique faction with 'very notable features.
The first of them is the absence of Levies, which deprives the warband of easily sacrificed cannon
fodder. The second feature is the almost total absence of ranged attacks, except for the breath
of Scourge Monsters and one of the Battle Board's advanced Saga abilities. Therefore the
Otherworld has to win its games at close quarters, and make the most of its melee superiority. The
warband has several advantages in that area. Firstly, a Battle Board rich in particularly powerful
defensive abilities, and secondly the option to give nearly all your units wings via the Winged
· special rule. These wings give the warband a mobility that is unequalled in the Age of Magic, but
make them particularly vulnerable to enemy units with ranged weapons. Those need to be eliminated
as quickly as possible, especially since you won't have any Shooting/Reaction abilities.
The Otherworld is therefore a warband that offers numerous possibilities, more subtle than they
might seem on first glance, and which will appeal to experienced players.

1)ESCRJPTIO"l'{S OF Anv.fi"l'{CED S.!iG.li AmLITIES

~FT SUPE.R1{ATU"R!\L STATURE.


Activation CDdee
(triggered during your Activation phase) (triggered during step 3 ofa melee)
While it is not really a ranged attack, Rift can cause enemy This Saga ability is conditional. You have to score at least
casualties without your units engaging the enemy in melee. three hits with your attack dice, so you won't be sure that
When this ability is triggered, place an L ruler in contact it will do anything when the ability is triggered. That said,
with one of your figures with the Presence special if you trigger it with a unit of eight Hearth guards fighting
rule-generally a Hero, Monster or Creature. pitiful Levies, it is highly probable that you'll get your three
hits. If that doesn't happen, we suggest you take your dice
You can aim the ruler in any direction, and orient it as you
to an accredited laboratory to get them checked ...
like. Note that the ruler must touch a figure in your unit,
but not necessarily on its end. You can therefore place it If you get all three hits, all your defence dice get a+ 1 bonus,
so that the figure touches the side of the ruler. Remember and will therefore cancel hits on a 4 or more, or 3 or more if
that Saga ruler cannot be more than 2.Scm wide. your unit is in solid cover.
Next, determine how many different units are touched Also, if you use a @ to trigger this ability, you gain 2 attack
by the ruler. Only units without the Flight special rule are dice to help you get the 3 hits you need .
affected, and the unit that triggered Rift is never affected
either. Watch out-you can affect friendly units, so be
careful when placing the ruler! 1>0MI1{A}{T POSITIO}{
Each affected unit must roll a die, and suffers a casualty if Orders
the result is 5 or more. (triggered during your Orders phase)
Dominant Position is a very useful ability for flying units.
Although it is also useless for any other units ...
A"'BYSSAL BREATH
When it is triggered, you choose one of your units with the
Activation
Flight special rule. Enemy units can only charge that unit if
(triggered during your Activation phase) they have at least one figure within S of one of the figures
Abyssal Breath allows you to activate a unit to shoot in your unit before the charge- no matter what the unit's
whether it has i;!. r9-nged attack or not. This shooting attack charge distance is.
has a range of M . How many attack dice the unit gets for Ideal for flanking manoeuvres, or to avoid a surprise charge
this shooting attack depends on its shooting Aggression, during the enemy turn.
as indicated in the description of its troop type. Therefore,
if the unit has a shooting Aggression of 0 (like Sorcerors,
Behemoths and Hunters), this ability will be useless to
them.
If you used a @ to trigger this ability, each attack die rolled
by the unit gets a +1 bonus.

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MIGHT 'DOPPELGAN.GE."R,S
illel.ee O)el.ee
(triggered during step 3 of a melee) (triggered during step 3 of a melee)
This very simple ability allows you to re-roll up to 3 of Doppelgangers is the most powerful defensive ability in
your attack dice, generally those that didn't score a hit. the Age of Magic. Once triggered, all the enemy unit's
If the unit has the Presence special rule (like a Hero or a attack dice become defence dice. So unless they have
unit of Creatures), it also gains 2 attack dice. abilities to gain attack dice waiting in reserve, the enemy
unit cannot roll any dice to inflict hits on your unit. On
~~-. · .
the downside, it's not very likely that you'll inflict a lot of
casualties against their glut of defence dice, but it could
POWAL shake up your opponent's plans a little!
illel.ee
:· .·:=-:: ; -.; .....
(triggered during step 3 of a melee)
The Portal ability literally lets you teleport a unit from FLOOD OF POWER.
one point on the battlefield to another. That unit cannot Ordcn; or Orders/Reaction
have any fatigue. (triggered during your Orders phase, or during an opponent's
Take the unit and redeploy it anywhere on the table in Orders phase)
open terrain, as though you were deploying it at the start
The Flood of Power ability is quite similar to Astral Bond in
of the game. It must be M away from least one enemy
how it protects your units. The unit on which you trigger
unit. That means that at least one figure from your unit
it increases their Armour by +1 during its next melee of
must be within M of at least one enemy figure, without
the turn. After resolving that combat, the ability ceases
being in contact with it.
to have any effect.
The teleported unit may not then activate to move or
Unless you trigger the ability with algl, the unit suffers a
charge, but can be activated to shoot, for example with a
-1 penalty to the result of each of its attack dice. But it
Scourge's breath or by using the Abyssal Breath ability. A
becomes considerably tougher.
Sorceror who has been teleported can cast spells, since
these do not count as activations. And since it is an Orders or Orders/Reaction ability ... if
you don't remember, re-read Astral Bond!
Portal does not activate the unit, which means it can be
used on a Primitive unit like a Monster to give it some
mobility! Wisely used, this ability can turn the tide of a
battle. POSSE.SSIOl{
ill dee
(triggered during step 3 of a melee)
AsrRA.L 13o1'(D Can only be triggered by Heroes
Orders or Orders/Reaction
This ability is reserved for your Heroes-your Warlord,
(triggered during your Orders phase, or during an opponent's Lieutenant or Sorcerers. The recipient increases their
Orders phase) Armour by +1 and gains 2 attack dice.
A very useful defensive ability. It increases the Resilience
value of a unit of your choice by + 1 until the end of the
turn. Therefore, a unit with Resilience (1) gets
Resilience (2), a unit with Resilience (2) gets
Resilience (3), etc.
If you trigger it on a unit without the
Resilience special rule, it gains Resilience
(1) until the end of the turn.
As the cherry on the sundae, since it is an Orders
or Orders/Reaction ability, it can be used on
Primitive units like Monsters or Hunters!

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Gheworlds offamasy are full of

th~t
t;Xamples of theseCDasters of the

U nknown to surface dwellers, there are races prosper


beneath the earth. These Masters of the Underearth
have established themselves beneath the mountains and in vast
Undereart:h. You'll certainly have
several in mind already. I)owever,
to illustrate the theme we have
included a few t;Xamples below.
troglodytic labyrinths. Depending on their organisation and their
• The Volcanians of Firepeak are a race
level of technology, their homes can be primitive or extremely of humanoids who live at the heart
sophisticated. of dormant volcanoes, Feeding huge
There are many reasons that can lead sentient beings to establish Forges dedicated to their god Vulcan.
themselves in an environment that is, to say the least, inhospitable. Their weapons are made From metal
of very high quality, and sell For
They can be cavern-dwellers, troglodytes, or simply dependant on
astronomical prices ...
extracting minerals, forcing them to dig deeper and deeper into the
earth as the lodes are exhausted. • The Dwarves of the Silverheights are
ruled by a King whose palace was
The difficulty of carving a home from the stone and rock often built in the heart of the mountains
leads the Masters of the Underearth to be competitively ingenious and who operates ancestral mines.
in creating tools to ease their labours. those cultures are therefore This people's prosperity is assured by
often quite technologically advanced, or have developed magical commerce, and the trading routes are
practices that allow them to survive in their environment. Fiercely guarded by patrols of dwarves
riding boars.
They generally do not have good relationships with the societies
of the world above, who often pour scorn on those peoples buried • The Exiles oFGreatharrow live in
beneath the earth. That's why their societies are often self sufficient the sewers of the sprawling city
and only make contact with the surface world when it is absolutely and are led by the Banished King.
This subterranean society unites
necessary, or when their interests are threatened.
the exiled, the deprived and the
leprous in a rookery that resists
the despotism of Greatharrow's
burgomaster, often violently.

~
TROOPS OF THE. MASTE.1\S OF THE. l.11'{1lE.'R_E.AWH
In the extremely hierarchical societies of the Masters of the The Masters of the Underearth's Warriors are trained
Underearth, f]eroes are important individuals like kings, in combat, and generally Fight with ranged
Foremen, master engineers and slave-drivers. weapons. The Masters of the Underearth
Since their environment does not lend itself well to the Favour technologically advanced weapons
development of species of great size, monsters are quite like crossbows or Firearms.
rare among the Masters of the Underearth. They might be levies are the dregs of society,
domesticated dragons or creations mixed from magic and often slaves. They are mostly
technology, like steel giants or unnatural abominations equipped with bows, slingshots,
born in an alchemist's laboratory. or simply armed with their
Crearures are uncommon For the same reasons. They too work tools-pickaxes, mallets or
are often the creations of the Masters of the Underearth's brooms.
craftsmen, providing a workforce capable of unequalled The Masters of the Underearth's
physical prowess that doesn't need to eat or rest, like War machines are often
mutants or mechanical golems. very technologically
The Masters of the Underearth's f]earthguards are their advanced and very in
society's elite, entirely devoted to warfare. They have demand, but rarely of
exceptional weaponry, even by the standards of the surface. any great size.

Mierce Miniatures

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The Great Kings-Beneath-the-Mountain have Olfred Guntharsson is one ofStonetown's most
established colonies in most of the known famous guardians. f:le has drivel'l back countless
world's mountain ranges. The dwarves have assailants at the head of his men. His flying
tirelessly hollowed out the mountains to machines patrol the skies, and when danger
establish trading posts, which grow into towns threatens, seemingly harmless stone statues are
and sometimes into gigantic subterranean awoken by ancient magic to defend the colony.
cities.
The defence of these colonies is not simple, for
assembling an artny from the depths is a slow
and complex task. This is why there is a chain of
forts around each colony, serving as a first line
of defence against invaders. Painting by Fred

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FACTI(]\{ 1\PLE.8
A Masters of the Underearth Warlord can be mounted mounted on animals. If they are not mounted, they can
on a beast. If they are not mounted, they can be equipped be equipped with heavy weapons.
with a heavy weapon. Warriors can be equipped with heavy weapons,
A Masters of the Underearth lieut:enant is an Alchemist. crossbows or firearms.
They have no special equipment. Masters of the Underearth levies can be equipped with
Masters of the Underearth Sorcerors have no spe~ial bows or slings.
equipment. They use the Domains of CDetal. and Gime. The Masters of the Underearth can recruit up to two War
The Masters of the Underearth can recruit a single CDachines.
CDonster.
The Masters of the Underearth can recruit a single unit of
Crean.ires. They cannot be Flying Creatures.
Masters of the Underearth l?eartnguards can be

FACTI(]\{ SPECIAL 1\PLE.8


The Masters of the Underearth have three faction special Destruction Teams have the following characteristics.
rules: Alchemist (their Lieutenant's special rule), Destruction
Teams (a unique kind of Warrior), and Underground Network
(their Sacred Ground).

lUchemist
An Alchemist is equipped with incendiary bombs, Unstable and Dangerous
explosive vials and a whole arsenal of concoctions that
If at least 3 attack dice score the same result, the unit is
are as unstable as they are dangerous.
destroyed in an impressive pyrotechnic display after the
They can be activated to shoot once per turn, and can shooting attack has been resolved .
only perform a single shooting attack per turn . Their
shooting attack has a range of L and generates no
fatigue. Alchemists also get the following bonuses if the
Sacred Ground: Underground network
target of the shooting attack is within M. The Masters of the Underearth have tunnelled beneath
• They gain 1d3 bonus attack dice. This is the result of a the surface since the dawn of time, extending an
die roll divided by two. enormous underground network of galleries and tunnels
that they can navigate through and emerge from at any
• If the target's armour is more than 4, it is reduced to 4. This
time.
decrease takes place before Saga abilities are triggered,
and so can be increased during the shooting attack. Special Rules
• If the target suffers at least one casualty during the When you place the Underground Network, place two
shooting attack, it suffers a fatigue after the shooting areas of terrain . Neitherofthese terrain pieces can exceed
attack has been resolved . M by M.They are areas of low impassable terrain .
These two terrain pieces are placed at the same time, and
Destruction Geam.s count as a single terrain piece when setting up the table.
They cannot be moved by the enemy.
The Masters of the Underearth can include up to two
Any unit in your warband can use the Underground
Destruction Teams. These soldiers are mad enough to
carry dangerous but light weapons such as small cannon,
Network if it activates for a manoeuvre within VSof
one of the Network's two areas. If the movement is not
projectile throwers, and terrifying magical war-drums.
cancelled or reduced , place the unit within VS
of the
They are units of a single figure on a base that cannot Network's other terrain piece (and more than S from all
exceed 40mm in diameter. A Destruction Team can enemy units) instead of resolving the manoeuvre.
of course be modelled with several crew serving their
The unit that used the Undergroun~ ~etwork ca1111ot be
weapon, but in game terms, the whole base counts as a
activated again during that turn.
single figure unit.
Only one unit can use the network during your Activation
A team is recruited by removing two Warrior figures from
phase.
yourwarband, and counts as a unit of two Warriors when
calculating victory points.

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MASTERS OF THE lJN.1)E1\_EAWH UN.ITS
Armour Aggression
Unit Equipment Options Special Rules
Melee (Shooting) Melee (Shooting)
- 5 (5) 8(4) Bodyguards, Determination, Presence,
Heavy Weapon 4 (5) Pride, Resilience (1), We Obey
Warlord
Determination, Imposing, Presence,
Mount: Beast 5 (5) 10 (4)
Pride, Resilience (2)
Alchemist, Determination, Presence,
lieurenant - 5 (5) 4 (2)
Resilience (1)
Bodyguards, Determination, Magic,
Sorceror - 3 (4) 2 (O)
Presence, Resilience (1 ), Unarmed
Imposing, Presence, Primitive,
Behemoth 4(4) 14 (O)
Resilience (2)
Imposing, Presence, Primitive,
CDonst:ers Titan 5 (5) 12 (O)
Resilience (2), Slow
Breath, Imposing, Presence, Primitive,
Scourge (Flight) 4(4) 10 (4)
Resilience (2)
Biped 4(4) 5 (1) Imposing, Presence, Resilience (1)
Crearures Quadruped 4 (3) 5 (1) Imposing, Presence, Resilience (1), Swift
- 5 (5)
f)eard1guards Heavy Weapon 4(5) 2 (1) -
Mount: Animal 5 (4)
- 4(4)
Heavy Weapon 3 (4) -
Warriors 1 (1 /2)
Crossbow
3 (3)
Firearm
- 4(4)
levies 1/3(1/2) -
Bow or sling 3 (3)
Cumbersome, Powerful Shot, Presence,
Static 3 (4) 1 (4 or 2)
Resilience (1), Unarmed ~
War CDachine Firearms, Presence, Resilience (1 ),
Mobile 4(4) 2 (4)
Unarmed
Flying 4(4) 1 (4) Breath, Presence, Resilience (1). Unarmed

Destruction - 3 (4) 1 (3)


Firearms, Resilience (1) ,
Gearn Unstable and Dangerous

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Burrowing
Gbe Burrower
The Burrower can only be activated to move-it can't
The Burrower is a machine as improbable as it is extravagant. even rest. When activated to move, it has a movement
Originally built to pierce the hardest rock of the most distance of L, and can ignore both units and terrain when
imposing mountains, the fv!asters of the Underearth quickly moving. It cannot end a move in impassable terrain, but
learnt it had another use. It can dig into the ground at gre~t can easily start or end it in uneven or dangerous terrain.
speed, resurfacing leagues. away and transporting soldiers
over great distances. Transport
If there is a friendly unit of up to 8 ngures within ofVS
This strange machine has a tendency to break down when the Burrower before it resolves its move (not Monsters,
it is used too long, either due to mechanical issues or a lack Creatures or War Machines), it can transport them .
offuel. Remove the unit from the table before the Burrower's
movement.
Legendary Unit
After the Burrower has moved, return the unit to the
The Burrower can be included in your warband for 1
table in such a way that all its ngures are within S of the
point. It counts as a Mobile War Machine, and is one of
Machine without being in contact with the enemy. This
the two War Machines your warband can recruit. It must
transportation counts as a move activation for the unit if
be mounted on a base of no more than 20cm by 8cm , and
it activates again during the same turn .
no less than 1Scm by Scm.
This Mobile War Machine has the following characteristics.

Burrowing, Imposing, Primitive, Resilience (1 O), Transport

I.

Gbe ffiutantAberrations
The results of the fv!asters of the Underearth ' strangest
experiments, the fv!utant Aberrations were designed long
ago as a submissive workforce for use in the deeps. But
they proved themselves too uncontrollable to be used as
labourers. To this day they remain in cages until a warchief is
desperate enough to loose them on their enemies.

Legendary Unit
You can promote one ofyourwarband's units of up to four
Bipedal Creatures to Mutant Aberrations for 1 point.
Mutant Aberrations possess the following characteristics.

Imposing, Presence, Primitive, Regeneration, Resilience (2)

Regeneration
_...,,
Remove a Fatigue from the Mutant Aberrations uriit at
the end of each of your turns.

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'Gbe Dwarves ofme SiLverbeights
The Dwarves have been extracting minerals from the Silver • Your Warriors can be equipped with bows.
Mountains since before the age of fv!en . Their prosperity • Your warband can include the Burrower, even though
comes from the sale of precious metals, which guarantees it is a legendary unit.
them wealth and riches. Throughout history there have
Your warband also benefits From the Following Faction
been many who have sought to seize the Dwarves' mines,
special rule.
but they have stubbornly seen off every assault their
enemies have orchestrated. Stoic and Determined
All your units without the Imposing special rule gain
Unique Faction Rules an exhaustion limit of 4, and can therefore suffer 4
IF you decide to recruit a warband of Dwarves of the Fatigues before being exhausted instead of3 .
Silverheights, the Following unique rules modify the The movement distance of all these units is S, or M if
Masters of the Underearth Faction rules. they are mounted on animals. The charge distance of
• Your warband cannot include Monsters, Levies or these units remains unchanged.
Destruction Teams.

'GbeVermin

The Vermin is the name fv1en generally give to the races • Yourwarband cannot include Warriors.
driven by envy and greed that pollute the deeps. Whether • Your Levies can be equipped with firearms or crossbows.
they are goblins, rat-things or degenerate humans, these
• No unit in yourwarband may have the Flight special rule.
tribes share a thirst for chaos, destruction and looting.
They often emerge at the heart of the largest cities via the • Your warband can include Mutant Aberrations even
labyrinth of sewers connected to the tunnels of their own though they are a Legendary Unit.
subterranean galleries. Your warband also benefits From the Following Faction
special rule.
Unique Faction Rules
Scorn and Envy
If you decide to recruit a Vermin warband, the Following
In a Vermin warband, the elimination of a Levy or Hero
unique rules modify the Masters of the Underearth
unit (other than the Warlord) never inflicts Fatigue on
Faction rules.
Friendly units within S of the eliminated unit.
• Your warband can include up to two Monsters.

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t?be ffiasrers of me Underearth as seen by Valkeras
The Masters of the Underearth faction offers a rich rang~ of troops with access to almost all
possible unit types, and thus lets you vary the composition of your warband as you will. Their
Battle Board is a reflection of their warband: varied and flexible, with abilities covering most
areas of the game.
This bounty can throw off players who find themselves lost in all the possible options. To make
best use of the board, you will have to recruit a balanced warband with a maximum of different
troop types-including a few u.nits equipped with ranged weapons.
The Masters of the Underearth can recruit two War Machines, and this option oftens proves effective
at crushing the enemy under a hail of powerful projectiles that target their keystone units.
Don't neglect your Levies! They can provide shooters in bulk, or massed units that defend effectively.

l)E.ScRIPTIO}{S OF AnvJI}{CED SJIGJI AmuTIE.S

TE}{ACITY 01Q)E.1\ OF UATTLE.


Ordcrs/Rpction Activation
(triggered during an opponent's Orders phase) (triggered during your Activation phase)
This ability provides excellent protection for one of your key Order of Battle is an ability that allows you to inexpensively
units. It is triggered at the start of the turn (note that it can activate several units simultaneously.
target a Primitive unit), and grants the unit 3 bonus defence Choose a uri,.it:_1ou want to activate, and up to three other
dice during each melee or shooting attack. That means units within \l~ ofthe unit you chose first.
that at the start of the sequence, it automatically receives 3
The units thus activated can only be activated for a move or a
defence dice.
charge, but with cunning deployment at the start of the game
On the other hand, this unit receives a -1 penalty to its attack you can activate a not-insignificant part of your warband at
dice. a low cost!
The resolution of these activations is governed by the multiple
activations rules (see the Rulebook, Multiple Activations, p.
OuT"N.UMBE.1\ED, OuTCLASSED 41 ). You start by choosing the units you want to activate, then
illclcc activate the first one (including the resolution of the melee
that follows a charge if there is one), before moving on to
(triggered during step 3 of a melee) resolve the second activation and so on.
To trigger this ability, your unit must outnumber the enemy OR
have a higher melee Armour than the enemy unit. Remember
that each figure with the Presence special rule counts as 4
TACTICAL WITIIDRAWAL
figures when calculating how many figures are in a unit.
Activation
Note that it is the number of figures or the Armour value at
the moment when the ability is triggered that matters, not (triggered during your Activation phase)
that at the start of the melee. This ability allows one of your units retire after shooting, or
If your unit fulfils at least one of these two conditions at the retreat aher making a charge.
moment the ability is triggered, it can re-roll all its attack dice It activates a unit to move. If the unit made a shooting attack
which score a 1 or 2 (aher modifiers), or all its attack dice if OR fought in a melee this turn, this activation generates no
you triggered the ability with a "f!". fatigue.
It's a good way to keep your distance after a volley, or to get
out of range of a counter-attack after a fight.

SWAMPED~
illel.ee
(triggered during step 3 of a melee)
This ability has no immediate effect when it is triggered.
Worse, if you don't win the melee it has no effect at all! But if
you win, it inAicts real punishment on your enemies!
After the units involved withdraw, you can roll a die for each
figure remaining in your unit. Remember rl'fat each figure with
the Presence rule counts as four figures. For each 6 you roll,
the enemy unit suffers a casualty. Harsh!

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CAVE l)WELLE~ ExPERJMfil\TAL TE.CH"N_IQUE.S
lktivation/Reacrion Shooting
(triggered during an opposing Activation phase, under the (triggered during step 2 of a shooting attack)
conditions described below)
This very simple ability is murderous. Each 6 scored on
This ability is triggered after the resolution of an enemy your attack dice during this shooting attack inflicts an
unit's activation. It doesn't matter which activation: extra hit, so two hits instead of one.
movement, rest, shooting or charge. In the latter case, That is of course the result after any modifiers are
you trigger the ability after the melee has also been taken into account, making this ability very useful with
resolved. crossbows, firearms or Static War Mach in es!
Choose one of your units. Until the end of the enemy
turn, it benefits from solid cover, even if (like Imposing
units or units mounted on animals) it normally couldn't.
In real terms, that means it cancels its hits on a 4 or Tl\APS
more in melee and a 3 or more in shooting, as well as Orders/Reaction
increasing its Armour by+ 1 against enemy shooting. (triggered during an opposing Orders phase)
Traps seriously penalises an enemy unit during the
opponent's turn. When this ability is triggered, you
BATTLE.SO"N_G choose an enemy unit. Each time it is activated to move
Orders or charge until the end of the turn, it must roll a die before
resolving the activation. If it charges, this happens after
(triggered during your Orders phase)
choosing the target of the charge. If the roll is lower than
Battlesong has two different effects. its melee Armour, it immediately suffers a fatigue unless
First effect: each rest activation you resolve this turn it chooses to cancel its activation-without getting back
allows a unit that rests to discard two fatigues instead of the die it paid to activate!
one. However, the units that rest cannot activate again This ability is particularly effective against the best-
that turn. protected enemy units, like Hearthguards and Titans.
Second effect: each of your units get a bonus attack die
during their first melee of the turn.
These two effects complement each other perfectly: CHASM
units worn down by combat can rest to remove their
fatigues, while fresh units from the reserve get a combat Orders/Reaction
bonus. (triggered during an opposing Orders phase)
This is also the perfect time for you to sing yourself In the hands of an experienced player, this ability is
hoarse with your favourite martial tune! absolutely terrifying.

- Once triggered, you place an M


ruler on the table. It
must be placel;l ('!ntirely in open terrain, and no part of it
can be within VS of any figure. If necessary, we remind
you that a Saga ruler cannot be more than 2.Scm wide!
This ruler is considered to be an area of low impassable
terrain. We also encourage you as a Masters of the
Underearth player to convert your own chasm marker
that fits your warband's theme.
At the end of the turn, check if any units without the
Flight special rule are within 8 of the ruler. This affects
both friendly and enemy units. If this is the case, each of
those units immediately suffers 1d6 casualties. Once the
chasm has closed once more, the ruler is removed from
the table.

Shieldwolf Miniatures

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t:
C7
.,..,.

~
±?
"A
0
'--'
~
.?'
THE. GRJMOIRE
..J
The effects of the spells available to Sorcerors in the Age of Magic are detailed in these
9
'I pages. They are followed by the spell cards you will use during your games. These cards can
"f also be downloadedfrom our website. Each page is dedicated to one of the six Domains of
J; Magic, and details each of the spells in that Domain along with their three effects (minimum,
C7
optimum·and maximum) while trying to anticipate any questions that might come up.

;:,"'"°
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y:z
0 Listen ro Valkeras me Wise...
J
~ I have taught you the rules that govern the use of Magic,
Z:;:. but as I like to say to my young apprentices: "Repetition

~'
is the mother of all learning!" I will therefore once again
repeat the important points to you so that you have them in
j; mind - at the risking oflosing mine...
,::;
,..,. These points will come up again later. Remember them and
win or die!
"'....,
~
''ti.
...;;. • /vlagic dice are not Saga dice, and are not affected by game effects which target Saga dice. They
0 are also not rolled at the start of the turn, but used only when a Sorceror casts a spell.
J)
9 • You create a magic pool at the start of the turn. This is made up of one /vlagic die, plus an extra .._,,_
~ /vlagic die per Sorceror present in your warband.
j; • Spells are not Saga abilities. No game effect affecting Saga abilities has any impact on spells.

-C7

~"""
• Casting spells takes place during the Activation phase. You can cast them at any point in this
phase, except during the resolution of an activation -you must wait for the activation to be
resolved before casting a spell. You cannot.for example, begin to cast a spell in the moment
±-'
jJ....
between a unit charging an enemy and the resolution of the me lee.
0
'-'
• Casting a spell does not count as an activation for the Sorceror. However, an exhausted Sorceror
0' cannot cast spells.
\I)
9 • Several spells require the Sorceror to be able to trace a line of sight to their target. This line of
~ sight is determined in the same way as shooting (see the Rulebook, Line of Sight, p.22) and the
j;
range of a spell is measured in an identical way to that ofa ranged weapon.
£7
,..,. • Nevertheless, spells are never considered to be ranged attacks. A Sorceror is therefore not
considered to be a unit equipped with ranged weapons, even if they can harm their enemies by
~ hurling lightning bolts, tree trunks or unicorns at them!
J..J
• When a spell activates one or more units, you must immediately resolve these activations. You
fJ cannot cast another spell or move on to another activation unless you have totally resolved the
0
'--- spell's effects.
.J'
© • A Sorceror can only cast spells during their own players' turn. Any /vlagic dice remaining in the
Z:;:.
j magic pool at the end of the turn are discarded and lost.
:::
• /vlany spells inflict casualties. It is not possible to cancel these casualties with a defence die (as
J;
.::7
with hits during me/ees or shooting attacks), but they can be cancelled with the Resilience
ry special rule, or any other rule allowing you to cancel casualties, like Bodyguards.
~ • When a spell targets "a"friendly unit within X of the Sorceror, they can target themselves. If a
±-3 spell targets "another" or an "other" friendly unit, they cannot target themselves. ~

fJ • In a mu/tip/ayer game, a unit can only be affected by a certain spell once at any one time.
ec Therefore, even if two players have Rust, only one ofthem can cast it on a given unit.
(})
9
~
92
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Another Custodes Libris share. Buy the stuff if you like it!
The Domain of Energy is that of primitive elementalforces. The Sorcerors of this Domain tame thunder, fire or the wind
to craft their weapons and defences.
It is a straightforward and powetful way of practising magic, which suits Sorcerors who don't want to bother with
sophisticated formulae or complicated consequences.

Bolt: Gransmu"tati.on
This spell targets an enemy unit, striking them with a lightning bolt, a This spell is purely defensive, and allows the Sorceror to gain welcome
fireball, or any other elemental projectile. protection by turning into a being ofstone, wind orfire. This bonus
You can target any enemy unit within L and line of sight ofthe lasts until the start ofyour next turn, and the spell's effects are as
Sorceror. Roll two dice and apply the spel/'s effect, as follows: follows:
• Minimum Fffect: each die that exceeds the target's Armour against •Minimum Effect: the Sorceror gains Resilience (2). This Resilience
shooting attacks inflicts a casualty. replaces their usual Resilience.
• Optimum Effect: each die that matches or exceeds the target's •Optimum Effect: the Sorceror gains Resilience (3). This Resilience
Armour against shooting attacks inflicts a casualty. replaces their usual Resilience.
•Maximum Fffect: each die that rolls a3 or more inflicts a casualty, no •Maximum Effect: the Sorceror gains Resilience (3). This Resilience
matter the target's Armour. Also, if at least one ofthe two dice rolled replaces their usual Resilience. They also increase their Armour
scores a 6, the target suffers an extra casualty on top ofthose caused against both melee and shooting attacks by+ 2. Let's just say they
by the die roll. basically become invulnerable!

Elemental Barrier Gempest


This is a spell of protection that you cast on a unit within Sof the Idea/for Sorcerors who love the spectacular. Tempest affects all the
Sorceror, no line of sight required. The unit cannot be activated again units in an area ofthe battlefield. The Sorceror chooses a point within
during that turn, but gains the spel/'s effect, as follows: L and line of sight. You can mark this point with a token ifyou like, but
•Minimum Fffect: the chosen unit benefits from light cover until the it isn't strictly necessary. Every unit (both friendly and enemy) with at
start of its next turn. This applies even if the unit cannot usually least one figure within Sof that point must roll a die and suffer the
benefit from cover, like units which are Imposing or mounted on spell's effect, as follows:
animals. •Minimum Effect: the unit suffers afatigue if they roll a 6.
• Optimum Effect:As per the minimum effect, except that the cover •Optimum Effect: the unit suffers afatigue if they roll a 5 or a 6.
granted is solid instead of light. •Maximum Effect the unit suffers a casualty and afatigue if they roll
•Maximum Effect: the unit gains Resilience (4). This replaces their a4, 5 or6.
normal Resilience if they have any-the two aren't combined!
CDisu;
Bream Mists limits line ofsight until the start ofyour next turn. That means
Breath is another offensive spell from the Domain of Energy, which this spell affects shooting (reducing their range, since the target is
targets all enemy units within M and line of sight ofthe Sorceror. invisible past that distance) and spells which require
Each of these units must roll 3 dice and suffer injuries line of sight to their target. The maximum distance at
corresponding to the spel/'s effect, as follows: which a.figure can draw line of sight depends on the
• Minimum Fffect: the unit suffers afatigue for each 6 spell's effect, as follows:
rolled on one ofits dice. • Minimum Effect: the maximum distance for line of
• Optimum Effect: the unit suffers a casualtyfor each 6 sightis L.
rolled on one ofits dice. • Optimum Effect: the maximum distance for line of
•Maximum Effect: the unit suffers sight is M.
a casualtyfor each 4 or more •Maximum Effect: the maximum distance for line ofsight is
rolled on one of its dice. VS.
A lovely area effect, but one which forces
the Sorceror to approach the enemy to optimise its
target area.

North Star

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LIGHT
The Domain of Light is also that of Life. It manipulates the positive forces that suffuse the world, generally
bringing warmth and comfort, but just as easily burning like the sun. It is common for the Sorcerors of this
Domain to have a priestly role at the centre of a church dedicated to a benevolent and protective god.

Blinding Shield of light


This spell impedes an enemy unit's activations during its next turn. Shield of light is a protective spell that improves afriendly unit's
It targets a unit within L and line ofsight of the Sorceror. Until the Armour. That can be the Sorceror, or afriendly unit within VS. That
start of the Sorceror's next turn, each time the unit activates it must unit keeps its new Armour value until the start ofyour next turn. What
roll a die. This occurs after the activation cost is paid and before the that Armour value is depends on the spel/'s effect, as follows:
activation is resolved. The spell's effect is as follows: •Minimum Effect: the unit's Armour against shooting attacks
•Minimum Effect: this activation is cancelled on a result of 5 or more. becomes 5.
• Optimum Effect: this activation is cancelled on a result of 4 or more. • Optimum Effect: the unit's Armour against melee and shooting
•Maximum Elfect: Effect:this activation is cancelled on a result of3 or attacks becomes 5.
more. •Maximum Elfect: the unit's Armour against melee and shooting
The unit must roll a die before each of its activations for as long as it attacks becomes 6.
affected by this spell. Note that the Armour value granted by Shield of Light replaces the
spel/'s target's Armour. So if a unit already had an Armour of 5 and
Burning gets the minimum or optimum effect, it gets no benefit from the spell.
An incantation to save for your most fragile units, like Levies.
Burning protects the units closest to the Sorceror by punishing enemy
units who try to engage them in me/ee. Once cast, this spell stays active
until the start ofyour next turn. It affects all friendly units within VS of
Spear of light
the Sorceror, as well as the Sorceror themselves. Before the resolution With this spell, the Sorceror fires a projectile of pure light from their
ofa me/ee involving one of these units begins, the enemy unit suffers a hand into the enemy ranks. Once the spell is cast, place an Lruler so 'f
penalty based on the following spell effects: that one end is in contact with the Sorceror's base. It can be aimed in
•Minimum Effect: the enemy unit has to roll a die, and suffers afatigue the direction ofyour choice. Each enemy unit with at least one figure
on a roll of5 or more. touched by the ruler must roll two dice, and suffer consequences
depending on the spel/'s effect, as follows:
• Optimum Effect: the enemy unit has to roll a die, and suffers a
fatigue on a roll of4 or more. •Minimum Effect: the unit suffers a casualtyfor each 6 rolled.
•Maximum Effect: Effect: the enemy unit immediately suffers a • Optimum Effect: the unit suffers a casualtyfor each 5 or more rolled.
fatigue. •Maximum Elfect: the closest enemy unit to the Sorceror that is
touched by the ruler suffers casualties equal to the lower of the two
Banishment rolls on the two dice. The other affected units each suffer a casualty
without rolling dice.
This spell is designed to repel an enemy unit. The Sorceror targets We remind you that the maximum width of a Saga ruler is 2.Scm!
an enemy unit within M,though not necessarily in line ofsight. The
enemy unit must make a withdrawal move, moving as far awayfrom
the Sorceror as possible. The movement distance depends on the Laying on I] ands
spel/'s effect, as follows: This spell lets you discard fatigue from a nearby unit. Choose afriendly
•Minimum Effect: the movement distance is VS. unit within VS ofthe Sorceror and apply the spell's effect, as follows:
• Optimum Effect: the movement distance is S. •Minimum Effect: roll a die. The unit can remove afatigue ifyou roll a
•Maximum Effect: the movement distance is M.The enemy unit also 3 or more.
suffers afatigue after the move. •Optimum Effect: the unit removes afatigue. Then roll a die, and
Refer to page 28 of the Saga Rulebook to learn more about withdrawal. remove a second fatigue from the unit ifyou roll a 6.
To resolve the move, count the enemy unit as having fought the •Maximum Effect: roll a die for each of the chosen unit'sfatigues.
Sorceror in melee. It is therefore the Sorceror that the first figure from Remove afatigue for every roll of3 or more.
the withdrawing unit has to move away from. This spell does not in any way constitute a rest activation for the
targeted unit. It can therefore benefit from the spell even if it has
rested, and benefitingfrom the spell does not stop it from resting later
in the turn. --<"'

95
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The Domain of Earth is intimately linked to nature. The practitioners of ii:s magic are called druids, shamans or
animists. They often live apart from society, preferring a close relationship with their environment to help them
channel the magical energy of the earth and plants. It is a generally peaceful magic, which puts nature at the mage's
service.
Several spells from this Domain are linked to the presence of an area of terrain with specific characteristics. Keep that in mind when
you're setting up the terrain.

Chrysalis Wall of 'Gborns


By creating a cocoon of plants and bark, the Sorceror can protect Wall ofThorns targets an area of terrain, which must be small,
themselves from the enemy and benefit from a nexus of mana. uneven and offerlight cover. This terrain piece must be within L ofthe
Chrysalis remains active until the start of the Sorceror's next turn. As Sorceror, but does not need to be their in line ofsight. Until the start of
long as the Chrysalis is active, the Sorcerer can re-roll one Magic Die your next turn, the zone's properties change according to the spel/'s
each time he casts a spell. The cocoon's protection depends on the effect, as follows:
spel/'s effect, as follows: • Minimum ijfect the terrain area offers solid cover rather than light
• Minimum ijfect the Sorceror benefits f ram solid cover during cover.
J melees, but only if they can normally benefit from cover. • Optimum Effect the terrain area offers solid cover rather than light
• Optimum Effect the Sorceror can no longer be the target ofa charge. cover. The terrain piece also counts as dangerous terrain to all enemy
• Maximum Effect the Sorceror can no longer be the target of either a units.
charge or a shooting attack. • Maximum Effect enemy units count this terrain piece as impassable,
and cannot draw line ofsight to units within the terrain piece -which
'Gransformation means they cannot fire on said units. If enemy units find themselves
within the terrain piece in question as the spell is cast, they are not
Transformation allows the Sorceror to temporarily change shape. The affected.
spell remains active until the end ofthe turn, after which the Sorceror
retakes their natural form. While the Sorceror is transformed, their
characteristics are replaced by those below. They cannot cast spells Choking Weeds
while transformed, which means they cannot cast spells for the rest of This spell targets an enemy unit within line ofsight of the Sorceror,
the turn. The characteristics gained by the Sorceror vary according to and within Sofan area of uneven terrain offering light cover. A unit in
the spel/'s effect, as follows: such a terrain piece counts as within Sof it. The consequences for your
• Minimum ijfect the Sorceror becomes your choice of a Biped, opponent depend on the spel/'s effect, as follows:
Quadruped or Flying Creature. •Minimum Effect: until the start of the Sorceror's next turn, all the
• Optimum Effect the Sorceror becomes a Warlord mounted on a beast. targeted unit's moves and charge moves count as taking place
entirely in uneven terrain.
•Maximum Effect: the Sorceror becomes your choice ofa Behemoth,
Titan, or Scourge Monster. • Optimum Effect the targeted unit cannot activate until until the start
ofyour next turn.
The Sorceror loses all their special rules during the transformation,
but gains the special rules of the unit whose characteristics they have • Maximum Effect the targeted unit immediately suffers enough
taken on. They also lose all their equipment options for the duration of fatigues to become exhausted.
the spell. They still activate like a Hero.
At the end ofthe turn, remove al/fatigues above the Sorceror's Verdant Wakening
exhaustion threshold, if there are any. That means the Sorceror should Verdant Wakening creates a terrain area on the table. When it is cast,
be left with exactly the number offatigues needed to exhaust them. you can place a new terrain piece in open terrain within Sofyour
The Sorceror's base does not change during the transformation, even Sorceror. You cannot place it on friendly or enemy units. The terrain
if it is smaller than the base ofthe unit whose characteristics they piece's characteristics depend on the spel/'s effect, as follows:
adopt. However, if both players agree, you can replace the Sorceror's • Minimum Effect the terrain piece is a small area oflow, uneven
figure with an appropriate miniature that has the correct size of base. terrain that offers light cover. It stays on the table until the start of
A beautiful game is more important than micro-tactical advantage! your next turn, and is then removed.
•Optimum Effect: the terrain piece is a small area of high, dangerous
Animal Prowess terrain that offers light cover. It stays on the table until the start of
This spell only affects friendly Creatures and Monsters. When casting your next turn, and is then removed.
it, the Sorceror chooses one unit ofeither type within S of themselves. •Maximum Effect: the terrain piece is ffsnfall area of high, dangerous
The results depend on the spel/'s effect, as follows: terrain that offers light cover. It is permanent, and so stays in play
•Minimum Effect the unit is activated to rest for free . until the end ofthe game.
.• The terrain area cannot be placed on a unit, eitherfriend orfoe. On
•Optimum Effect the unit is activated to rest for free, and then
activated to move for free. the other hand, it can be placed less than Sawayfrom another terrain
piece.
• Maximum Effect: you can remove up to 2 fatigues from the unit, then
give it afree activation of any type.
96
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ME.TAL
The Domain of Metal is that of enchantments, which transfer magical energy into objects like weapons and
armour. This Domain is also that of war, which explains why it prospers among violent cultures and at the .
heart of warrior civilisations. Sorcerors of Metal are often blacksmiths and artisans able to forge artefacts they
enchant with mysterious magics.

CleavingBlades Rust
This spell allows afriendly unit to cause trouble for even the most Rust affects an enemy unit's weapons, blunting them and lessening
';;.
powerful enemy units. Choose afriendly unit within S ofyour Sorceror the targeted unit's offensive power. The Sorceror can target any enemy
- if they are feeling suicidal, they can nominate themselves. During unit within L and line ofsight. The consequences last until the start of
that unit's next melee of the turn against a unit with the Imposing the Sorceror's next turn, and depend on the spell's effect, as follows:
special rule, they gain certain bonuses depending on the spell's effect, •Minimum q]'ect: the targeted unit must re-roll every 6 (after
as follows: modifiers) rolled on their attack dice in melees and shooting attacks.
•Minimum Effect: this unit can re-roll all their attack dice which score •Optimum Effect: the targeted unit must re-roll every 5 and 6 (after
a 1or a 2 (after modifiers). modifiers) rolled on their attack dice in melees and shooting attacks.
• Optimum Effect: each of their attack dice get a + 1bonus. •Maximum Effect: all the targeted unit's attack dice and defence dice
•Maximum Effect: this unit inflicts three automatic hits on the suffer a -1 penalty.
Imposing enemy unit, which are added to the hits scored with their
attack dice. Rites of Battle
This spell gives a combat bonus to al/friendly units engaged in melee
Stoke Fury near the Sorceror. Once cast, until the end of the next turn, 2 bonus
Stoke Fury galvanises a nearby unit. If their next charge is made attack dice are bestowed on each unit engaged in melee within a
entirely across open terrain, their charge distance receives a bonus certain distance of the Sorceror. That distance depends on the spell's
based on the spel/'s effect, as follows: effect, as follows:
•Minimum Effect: its charge distance gets a bonus ofS . •Minimum Effect: this distance is M.
• Optimum Effect: its charge distance gets a bonus ofS and they gain • Optimum Effect: this distance is L.
2 bonus attack dice. •Maximum q]'ect: this distance is L. The targeted units also get 2
•Maximum Effect: its charge distance gets a bonus o JS,they gain 3 bonus defence dice.
bonus attack dice, and the charged unit suffers afatigue immediately The Sorceror's position at the moment of the melee determines
after the charge is resolved. whether the bonus is bestowed or not. Therefore, the Sorceror can
None of these bonuses apply if the charge is not made entirely through move to affect new units. And of course, this bonus also benefits the
open terrain. Terrain areas ove!flown byflying units are ignored and do Sorceror themselves.
not lose them these bonuses.

Violence
Violence grants afriendly unit within S ofthe Sorceror a bonus in their
next melee. This bonus depends on the spel/'s effect, as follows:
•Minimum Effect: the chosen unit gets 2 bonus attack dice during the
melee.
• Optimum Effect: the chosen unit inflicts an automatic hit, which
is added to the hits scored with their attack dice.
•Maximum Effect: all their attack dice get a + 1bonus.

Strengthen
Strengthen gives afriendly unit within S of the Sorceror a defensive
bonus. This bonus remains active until the start ofyour next turn, and
depends on the spell's effect, as follows:
•Minimum Effect: the chosen unit can re-roll all the 1sand 2s rolled
on their defence dice during a melee.
•Optimum Effect: the chosen unit can re-roll all their defence dice
during a melee.
•Maximum Effect: all the chosen unit's defence dice get a + 1bonus
during a melee.
Once a unit is under the influence ofStrengthen, it cannot activate
again that turn. North Star
97
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TIME - - , ,
According to some, the Domain of Time is the master of all the Domains. It draws its strength from the very nature
of existence: the inexorable flow of Time. Sorcerors from this Domain can exert limited control over this flow,
temporarily slowing or speeding it up, concentrating the effects of this change on particular objects or individuals.

Decay Erosion
This spells affects up to three units. Each of these units must be within This spell affects an area ofterrain. This terrain piece must be small
- L and line of sight of the Sori:eror.
For each of these targets, roll a die and apply the spell's effect, as follows:
and uneven, and the Sorceror must have line ofsight to some part of
the terrain piece. Once the spell has been cast, the terrain piece counts
as low and open terrain. Therefore, it has no more effect on movement,
•Minimum qject: if the die roll is higher than the target's melee
gives no cover, and does not block line ofsight. The length of the spell
Armour, the target suffers afatigue.
depends on the effect obtained:
• Optimum Effect if the die roll is higher than the target's Armour
•Minimum Effect: the spell lasts until the start ofyour next turn.
against shooting, it suffers a casualty.
• Optimum qfect:the spell lasts until the end ofyour turn.
•Maximum Effect: if the die roll is equal to or higher than the lower
of the target's melee and shooting Armour values, the unit suffers a •Maximum ~ect the spell last until the end of the game.
casualty and afatigue.
Decay is therefore a good spell for striking several units Prcrognition
simultaneously, particularly ifyou target weakly protected units like Precognition gives a benefit to afriendly unit (which can be the
Levies. Sorceror) during their next melee ofthe turn. This unit must be within
Sofyour Sorceror, but not necessarily within line ofsight. The bonus
SiowedGime granted depends on the spell's effect, as follows:
This spell targets afriendly unit within Sof the Sorceror. This unit must •Minimum Effect the unit can re-roll any of their defence dice which
be equipped with ranged weapons. The effect is variable, but facilitates score 1s or 2s after modifiers.
a shooting activation, as follows: •Optimum Effect the unit can re-roll any of their defence dice.
•Minimum Effect:the unit ignores the first fatigue that it suffers after •Maximum qfect the unit increases its Armour by+ 1during this
a shooting activation this turn. In other words, this generally lets a melee, and can re-roll all their defence dice.
unit activate to shoot twice in a row, without generating fatigue from
the second activation. Rush
• Optimum Effect the unit is immediately activated for a shooting
attack, and this shooting attack does not generate fatigue. This spell targets afriendly unit within Softhe Sorceror. ltfacilitates
the next movement or charge activation of the turn, though how
•Maximum Effect the unit is immediately activatedfor a shooting depends on the spel/'s effect, as follows:
attack, and this shooting attack does not generate fatigue. Also, all
their attack dice get a + 1 bonus during this shooting attack. •Minimum Effect: the unit's next movement or charge activation of
the turn is free.
The ideal target for Slowed Time is therefore afriendly unit of
shooters, who have already been activated to shoot this turn and have • Optimum qfect: the unit's next movement or charge activation
at least one target in range and line of sight. You will thus be sure to of the turn is free. The activation is also ignored when calculating
benefit from the spell, no matter its effect. fatigue inflicted by subsequent activations.
•Maximum Effect:the unit's next movement or charge
activation of the turn is free. After resolving said
llging activation, activate the unit to move or charge a second
This spell has no immediate effect, but affects a chosen unit time. This second activation is free and generates no
within L and line of sight of the Sorcerorin the following turn. fatigue.
.· Over the following turn, the chosen unit suffers a penalty
according to the follow spell effects:
•Minimum Effect the chosen unit suffers afatigue
after each melee it participates in. This fatigue is on
top of the usual one suffered after a melee.
.- • Optimum ~ect the chosen unit suffers a
fatigue after each of its movement and charge
activations. In the latter case, the fatigue is
taken before the melee is resolved.
•Maximum Effect: the chosen unit suffers a
fatigue after each each of its activations,
and an additional fatigue at the end of their
turn.
~
North Star
98
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£::c:o:::c:ce000<><-~~
1)£.ATH
The sinister Domain of Death is not the exclusive preserve of malevolent Sorcerors. In many cultures and
civilisations, the end of existence is the subject of intense study and magical practices are developed around
the phenomenon. Nevertheless, if there is a constant among all the practitioners of this Domain, it is their
immoderate love of dark and sober clothing, stripped of all the appealing artifices that adorn the living.

Drain life Eruptions


This spell targets a unit within L and line ofsight of the Sorceror. Note This spell gives the Flight special rule to afriendly unit within VS of
that you can just as easily target afriendly unit, though this is often a the Sorceror. This unit must generate a Saga die at the moment the
last recourse! Life Drain's effect is as follows: spell is cast, which generally excludes the Sorceror themselves. The
•Minimum Effect: roll a die. On a result of 1to 3, nothing happens. On duration ofthis bonus depends on the spel/'s effect, as follows:
a result of4 or more, you inflict afatigue on the targeted unit and can •Minimum Effect: the chosen unit gets Flight for its next movement
remove afatigue from your Sorceror. activation of the turn.
• Optimum Effect: roll a die. On a result of 1or 2, nothing happens. On •Optimum Effect: the chosen unit gets Flight until the end of the turn.
a result of3 or more, you inflict afatigue on the targeted unit and can •Maximum Effect: the chosen unit gets Flight until the end of the
remove afatigue from your Sorceror. game. It is useful to indicate this with an appropriate marker. We like
• Maximum ~ect: the targeted unit suffers a casualty and afatigue, the idea ofa base ofbats near the unit, unless you prefer to add wings
and your Sorceror removes all theirfatigues. to all the figures in the unit benefiting from this spell!
While the unit benefits from the Flight special rule, all the rules of
Shadows Flight apply to it. Most importantly, their Armour is reduced against
shooting attacks, so bear that in mind before gifting a unit with Flight
This spell affects al/friendly units within S ofyour Sorceror, including for the rest of the game. And before you ask, ifyou grow wings for
the Sorceror. These benefits last until the start ofyour next turn and Hearthguards mounted on animals, their Armour against shooting will
depend on the spel/'s effect, as follows: indeed be reduced by-2:-1 for being mounted on animals and -1 for
•Minimum Effect: the affected units count as being in light cover when Flight!
they are the target of a shooting attack. Only units which can benefit
from cover are affected.
Bane
• Optimum Effect: the affected units count as being in light cover when
they are the target of a shooting attack. This applies even if they This spell penalises an enemy unit, which must be within L and line of
cannot usually benefit from cover, like units that are Imposing or sight ofthe Sorceror. The penalty lasts until the start ofyour next turn,
mounted on animals. and depends on the spel/'s effect, as follows:
•Maximum Effect: the affected units cannot be targeted by shooting •Minimum Effect: the unit must re-roll all 6s (after modifiers) scored
attacks. Aline of sight can still be drawn to them however, so a on its attack dice.
Sorceror can target them with a spell. • Optimum Effect: the unit suffers a -1 penalty to all their attack dice.
Note that the Sorceror casts the spell on themselves and happens •Maximum Effect: the unit suffers a -1 penalty to all their attack dice.
to benefit friendly units within S as well. So if the Sorceror moves- They also count as being Primitive during melees, which means they
voluntarily or otherwise - friendly units can move out of or into the cannot trigger advanced Saga abilities, and reduce their Aggression
area of effect. by 1for each fatigue they have.

Rirual Dighnnares
This spell facilitates the selected Sorceror's next incantation. The The spell targets an enemy unit at any range within the Sorceror's
bonus depends on the spel/'s effect, as follows: line of sight. Its effects last until the start ofyour next turn, and are
•Minimum Effect: you can re-roll up to 2 Magic dice ofyour choice triggered before each ofthe unit's activations. The spell's effects are
when casting your next spell. below:
• Optimum Effect: before rolling the Magic dice, the Sorceror can take •Minimum Effect: the unit rolls a die before each ofits activations, and
afatigue. If they do, they can choose one Magic dice and turn it to suffers afatigue on a result of 4 or more.
show the desired face instead of rolling it. •Optimum Effect: the unit rolls a die before each ofits activations, and
•Maximum Effect: the next spell is cast without needing to roll Magic suffers afatigue on a result of3 or more.
dice, and you can choose the spel/'s effect:minimum, optimum, or •Maximum Effect: the unit rolls a die before each of its activations,
maximum. and suffers afatigue on a result of 2 or more. On a 6, the unit also
suffers enough fatigue to become exhausted and theiftctivation is
cancelled.
Nightmares is an ideal spellfordamaging the most dangerous enemy
unit!

99
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Breath

Choose an enemy unit within L Choose a unit within S of the Sorceror. Every enemy unit within M
and line of sight of your Sorceror. They cannot activate again this turn. and line of sight of the Sorceror
Roll 2 dice and apply Until the start of your next turn, they rolls 3 dice and suffers
one of the following effects: benefit From one of the following effects: one of the following effects:

The targeted unit suffers The chosen unit counts


a casualty for each roll that as being in light cover, The targeted unit suffers
exceeds its Armour against even if they cannot normally a Fatigue For each 6 rolled.
shooting attacks. benefit From cover.

The targeted unit suffers The chosen unit counts


a casualty for each roll that as being in solid cover, The targeted unit suffers
matches or exceeds its Armour even if they cannot normally a casualty For each 6 rolled .
against shooting attacks. benefit From cover.

The targeted unit suffers a


casualty for each roll of 3 or more. The targeted unit suffers
The chosen unit gains
IF there is at least one 6, the a casualty for each roll
Resilience (4) .
target suffers an additional of 4 or more.
casualty.

Gransmut:arion Gempest ffiists

Choose a point within L


and line of sight of the Sorcerer. Until the start of your next turn,
Until the start of your next turn , line of sight is limited according
your Sorcerer benefits From All units within S of that point must roll a to one of the Following effects:
one of the Following effects: die and suffer one of the following effects:

The unit takes a Fatigue on a 6. Line of sight cannot


be drawn Further than L.
They gain Resilience (2).

The unit takes a Fatigue


on a roll of 5 or more. Line of sight cannot
They gain Resilience (3) . be drawn Further than M.

They gain Resilience (3) The unit takes a casualty


AND increase their Armour Line of sight cannot be drawn
and a Fatigue on a roll
by + 2 against both melee and Further than VS.
of 4 or more.
shooting attacks.

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noMA OF LIGHT

Banishment

Choose a unit within L and line of sight Choose an enemy unit within M
of the Sorceror. Until the start of your next turn, of the Sorceror.
before any melee is resolved against
Until the start of your next turn, That unit must make a withdrawal
a friendly unit within VS of the Sorceror,
that unit rolls a die each time it activates move directly away from the Sorceror.
the enemy unit must...
and suffers one of the following effects: That move is to a distance of...

The activation is cancelled ... roll a die and suffer a fatigue


on a roll of 5 or more. on a roll of 5 or more.
...VS.

The activation is cancelled ...roll a die and suffer a fatigue


...S.
on a roll of 4 or more. on a roll of 4 or more.

The activation is cancelled


.. .. M
... immediately suffer a fatigue. AND the enemy unit suffers a
on a roll of 3 or more.
fatigue a~er the move.

Shield of light Spear of light

Place the end of an L ruler in contact


Choose a friendly unit within VS
Until the start of your next turn, with the Sorceror. Each enemy unit with
(other than the Sorceror themselves)
your Sorceror or a friendly at least one figure in contact with
and apply one of the following effects:
unit within VS gets ... the ru ler must roll two dice and ...

Roll a die .
... take a casualty
for each 6 rolled . On a 3 or more, the unit
... an Armour of 5 removes a fatigue.
against shooting attacks.

Remove a fatigue from


... take a casualty
...an Armour of 5 the unit and roll a die .
for each roll of 5 or more.
against shooting attacks On a 6, remove a second fatigue .
and in melee.

... the closest unit to the Sorceror


takes casualties equal Roll a die for each
... an Armour of 6 to the lower of the two dice of the chosen unit's fatigues.
against shooting attacks For each roll of a 3 or more,
AND every other unit takes
and in melee. remove one of their fatigues.
one casualty.
~ .

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Gransformation llnimal.Prowess
--· --- ........ -~

Until the end of the turn,


Until the start of your next turn, the Sorcerer cannot cast spells Choose a unit of Monsters or Creatures
your Sorcerer can re-roll one Magic Die AND replaces their characteristics within S of your Sorcerer
each time he casts a spell and he ... and special rules with and apply one of the following effects:
one of those below:

... counts as being in solid cover


during melee, but only The Sorcerer becomes
Activate the unit to rest for free.
if they can normally benefit the Creature of your choice.
from cover.

... cannot be targeted The Sorcerer becomes Activate the unit to rest for free,
by charges. a Warlord mounted on a beast. then activate it to move for free .

Remove up to two Fatigues


... can not be targeted by charges The Sorcerer becomes
from this un it,
or shooting attacks. th e Monster of your choice.
then activate it for free .

Verdant
Wakening

Choose a unit in the Sorcerer's Deploy a terrain piece in open terrain


Choose a small area of uneven terrain line of sight, within S of an area within S of your Sorcerer.
providing light cover within L of the of uneven terrain offering light cover. It cannot be placed on friendly or enemy
Sorcerer. Apply one of the following effects: units. The terrain piece has the following
Until the start of your next turn ... characteristics:

Until the start of your next turn,


all the targeted unit's moves Small, low, uneven, provides
and charge moves count as light cover.
... this terrain piece provides solid
taking place entirely within It disappears at the start
cover instead of light cover.
uneven terrain . of your next turn.

... this terrain piece provides solid Small, high , dangerous,


cover instead of light cover. The targeted unit cannot
provides light cover.
It also counts as dangerous be activated again until
the start of your next turn. It disappears at the start
terrain for enemy units. of your next turn .

... enemy units count this terrain Small, high, dangerous,


piece as impassable AND cannot The targeted unit immediately provides light cover.
draw line of sight to units within suffers enough fatigues
to become exhausted. It stays in play until
the terrain piece. the end of the game .
...._,

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@ -OOMAI1'( OF 1)£.ATH

Rirual

Until the start of your next turn,


Choose a unit within L all friendly units within S When you cast
and line of sight of the Sorcerer. ofyourSorcerorbenefit the next spell of the turn ...
from one of the following effects:

Roll a die.
On a score of 4 or more, inflict They benefit from light cover ...you can re-roll up to
a fatigue on the targeted unit against shooting attacks. 2 Magic dice of your cho ice.
AND remove a fatigue from your
Sorcerer.

Roll a die.
They benefit from light cover ...your Sorcerer can take a fatigue
On a score of 3 or more, inflict during shooting attacks, before rolling their dice.
a fatigue on the targeted unit even if they can't usually They may then choose the face
AND remove a fatigue from your benefit from cover. of one die instead of rolling it.
Sorcerer.

Inflict a fatigue and


...you do not need to roll
a casualty on the target unit They cannot be targeted
the magic dice. Simply choose
AND remove all your by shooting attacks.
the spell's effect.
Sorcerer's fatigues.

Oigbnnares

Choose an enemy unit in your


Choose an enemy unit within L of the Sorcerer's line of sight. Until the start
Choose a unit generating at least one Sorcerer. of your next turn, the unit rolls a die
Saga die and within VS of the Sorcerer.
Until the start of your next turn ... before each of its activations and suffers
That unit gains the Flight special rule ... a fatigue on a score of...

... it must re - roll all attack dice


.. .for the ir next movement that roll a 6 (after modifiers) . e . .4ormore.
activation of the turn .

...it suffers a -1 penalty


...3 or more.
Ol@/
~ ... until the end of the turn. to all its attack dice.

...2 or more .
... it suffers a -1 penalty to all
their attack dice Also, on the roll of a 6, the unit
... until the end of the game. AND counts as Primitive immediately takes enough
during melees. Fatigue to become exhausted
and t~tivation is cancelled .

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Ci) 'DOMAI1'{_ OF TIME.

Choose up to 3 units within L Choose a friendly unit equipped with Choose a unit within L
and line of sight of your Sorceror. ranged weapons within S of the Sorceror. and line of sight of your Sorceror.
Each one rolls a die and applies It benefits from During the next turn , they suffer
one of the following effects: one of the following effects: an additional Fatigue after every...

The targeted unit suffers It ignores the first Fatigue


a Fatigue on a roll that exceeds it suffers after a shooting ... melee.
their me lee Armour value. activation this turn.

The targeted unit suffers


It is activated For free
a casualty on a roll that exceeds
For a shooting attack that ...move or charge activation.
th eir Armour against
does not generate Fatigue.
shooting attacks.

It is activated For free for a ... activation.


The targeted unit suffers a
shooting attack that doesn't
casualty AND a Fatigue The unit also suffers
generate Fatigue AND gets a
on a roll equal to or higher an additional fatigue
+ 1 bonus to all its attack dice
than their lowest Armour value. at the end of the turn.
during said shooting attack.

,Precognition

Choose a Friendly unit within S


Choose a small area of uneven terrain in Choose a friendly un it within S
of your Sorceror.
the Sorceror's line of sight. of the Sorceror.
During the next melee the unit is
This terrain piece counts as low Their next move or charge activation is ...
engaged in this turn, it can ...
and open terrain until...

...re-roll all 1sand 2s scored


on its defence dice .
C} .. .free.
... the start of your next turn .

...free AND is ignored


when calculating Fatigue
... re-roll its defence dice.
O)@/'
~ ... the end of the turn. inflicted by subsequent
activations .

.. .free. After it is resolved,


you can activate the unit a
...increase its melee Armour by+ 1
... the end of the game. second time to move or charge .
AND re-roll all its defence dice.
This activation is free and does
not generate Fatigue.
~ .

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® roMAil\ OF METAL

Cleaving Blades Srokefury Violence

Choose a friendly unit within 8 Choose a friendly unit within 8


of the Sorceror. Choose a friendly unit within 8 .
of the Sorceror.
During their next me lee of the turn During their next charge that takes place
against a unit with the Imposing special During the next melee they engage
entirely across open terrain, they get. ..
rule, they get the following bonus: in th is turn, they...

They can re-roll any


attack dice which score a 1 or a 2 ... a move bonus of S. ... get 2 bonus attack dice.
(after modifiers).

They get a + 1 to each ...a move bonus of S ... inflict an additional automatic
of their attack dice. AND 2 bonus atack dice . hit on the enemy unit .

... a move bonus ofS,


They inflict 3 additional 3 bonus attack dice
... get a +1 bonus
automatic hits AND the charged unit suffers
to all their attack dice.
on their Imposing opponent. a fatigue after the charge
is resolved .

Strengthen Rust Rites of Battle

Choose an enemy unit within L Until the start of your next turn,
Choose another friendly unit within 8 every friendly unit gets
of the Sorceror. and line of sight of your Sorceror.
2 bonus attack dice during
This unit may not activate again this turn, Until the start of your next turn ... every melee they are part of within ...
but until the start of your next turn ...

...it must re-roll all attack dice


... it can re-roll that score a 6 (after modifiers) ... M of your Sorceror.
any 1sor2s rolled on its in melees and shooting attacks.
defence dice during melees.

...it must re-roll all attack dice


... it can re-roll that score Ss or 6s
...L of your Sorceror.
(a~er modifiers) in melees
all its defence dice
during melees. and shooting attacks.

... all the chosen unit's ... all the unit's attack dice ... L of your Sorceror
defence dice get a+ 1 bonus and defence dice suffer AND they get 2 bonus
during melees. a -1 penalty. defence dice.

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WHAT A JOU~E.YJ .
And so we conclude as you finish reading the Age of That's how the Age of Magic was born. A system that
Magic. I hope the time, attention, and love that we put isn't based in a particular world, with the mad ambition
into this book ooze from its pages, and that you have of encompassing them all. That approach guided us
hours of fun playing games in this Universe. throughout the design process. It's why factions are
Rather than wax lyrical about the complexity and · archetypes rather than specific races or peoples, and
difficulty of developing a Universe that introduced so why troop types are quite abstract. It lets us include the
many new troop types, special rules and new concepts vast majority of figures on the market.
to Saga, let us linger over how this supplement got The Age of Magic was imagined as a huge sandbox in
started. which everyone could enjoy themselves. It's a good
Even as work began on Saga's second edition (and its excuse to collect your own warband with a unique
independent Universes), we knew a fantasy Universe and personal story, choosing what you like from as
would be part of the project. And so we built one many figure ranges as you like. This Universe offers
because we wanted to play in it, and no other reason . the possibility of importing backgrounds and armies
We're very egotistical designers, much more motivated from other games, but is above all an invitation to write
by our love of playing our games than anything else. your own stories of fantasy battles, to break free of the
straitjacket of over-defined worlds and give wing to
I've always loved fantasy. When I started playing
your own desires, as mad as they may be.
miniatures games, roleplaying games and board games
in the 1980s, it was what I read that inspired me to play Since this boo k is finished , I have only one wish: to find
and gave me the desire to tell stories, no matter the out what players will do with it. Surprise us, amaze us,
medium. Chief among them were Michael Moorcock's and shock us. Be inventive, and share your warbands
Eternal Champion cycles and Robert E. Howard's Conan with the community in all their extravagance.
stories. The miniatures games at these times were not _Flay...
the well-oiled machines that they are today, and in
'Gellsrories ...
those early days even the concept of an "army list" was
very loosely defined.
€njoy yourselves!
With time, miniatures games developed and the market
Finally, a quick word to the shadowy heroes without
offered more and more ever more beautiful figures .
whom our lives as publishe rs and designers would be
With them, rules and gaming universes deepened until
much more complicated. Arnaud " Nono" Lapeyrade
they were fully Fleshed - out worlds, ready for use.
has the arduous task of proofreading our writings, and
And that was when my desire to play in those imaginary bringing a little rigour and consistency to them. Matt
worlds evaporated. As more and more books were Moran is our translator, and if you 're reading this in
devoted to them, I had the paradoxical feeling that the English, it's thanks to his hard work and availability.
freedom to tell my own stories was being diminished. " Deadline: yesterday" is pretty much our leitmotif, and
Everything already seems decided in modern fantasy the fact that Matt doesn' t openly detest us says a lot
games. Even the figures used - splendid as they about his greatness of spirit. Thank you to you both .
are - leave little choice or space for interpretation.
Representing units and characters is very restrictive,
Good game ro all
and keeps you in the setting defined by the
Alex and Fred
manufacturer. It's understandable and logical, when
January 2019
all's said and done. The businesses that produce these
excellent games have figures to sell, and need to guide
the player towards buying models in the simplest
possible way with a sort of dirigisme. But that isn't what
I wanted for my own stories with miniatures.
Strangely, it seemed to me that historical miniatures
games gave more freedom to tell stories than fantasy
worlds. The Norse sagas that originally inspired Saga
are an example: for each saga that has come down to
us, how many more have been forgotten? These are
the stories I like to tell with Saga, and which pushed me
to devote the majority of my gaming career to games
with historical miniatures. But I always had the urge
to plunge back into the pleasures of my youth and
lead armies of men and monsters against adversaries
determined to pulverise me with their spells.

North Star

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Firearms Bream
Firearms are ranged weapons with a range of L. A unit equipped with Once per turn, this unit can activate for free to resolve a shooting attack with
firearms reduces its Armour by -1 against both melee and shooting attacks. , a range of M which does not generate fatigue. Note that this is the only way
It can never close ranks during a melee. for a unit with Breath to make a shooting attack-it tan not activate normally to
A unit with firearms gets a +1 bonus to its attack dice when resolving a resolve a shooting attack.
shooting attack if the target is within M of the shooting unit. In addition,
if the target is within M or less and the shooting attack inflicts at least
one casualty, the target unit suffers a fatigue after the shooting attack is
resolved. This represents the chaos caused by the explosions, smoke and These units are subject to the following special rules.
smell of gunpowder! • If the unit's movement begins and ends in open terrain, their movement
Note: Casualties cancelled by the Resilience special rule are not taken into and charge movement is L . During move activations, they can replace this
account when applying that last rule. L ruler with two M rulers and can totally ignore friendly and enemy units
A unit equipped with firearms can never resolve two consecutive shooting during their movement, as well as terrain elements. They fly over these units
activations during the same turn. It must resolve another type of activation and areas of terrain without difficulty.
(so a cancelled activation doesn 't count!) before being able to activate to • During a charge, they can totally ignore friendly units and terrain elements.
shoot again. They can also fly over enemy units, but for each enemy unit overflown (that
is, when a flying figure passes over the base of at least one figure from said
unit) during a charge, the flying unit suffers one fatigue at the end of the
Imposing charge-before the melee is resolved. This is in addition to any fatigues they
Units with this special rule can never benefit from cover and cannot close would normally receive.
ranks. However, the exhaustion level of an Imposing unit is increased by • During a manoeuvre, if the opponent doesn't use their fatigue to reduce their
one. On the whole, that means that these units will therefore become movement distance, units with Flight can move to a higher altitude rather
exhausted after suffering 4 fatigues instead of 3 like other troops. than making their usual manoeuvre move. This consists of removing the
The formation radius for Imposing units is M rather than S. That means unit from the table, then replacing it anywhere in open terrain. As is usual
that the figures must finish their initial deployment, movements and charges for manoeuvres, it must be more than L away from any enemy units. If the
within M of the first figure to be deployed or moved, rather than S like most opponent uses the unit's fatigue, it instead makes the usual move of S.
other units. • Flying units reduce their Armour by 1 against shooting attacks.
• Neither terrain nor units block line of sight for units with this special rule.
mount: llnimaL It is therefore not possible to hide flyers behind other units or a terrain
element-even if it is high, like a hill or a wood. However the opposite is not
Units with this special rule are subject to all the rules described in the true: a flying unit's own line of sight is blocked by high terrain areas and
Mounts: Horses section of the Saga rulebook (see Rulebook, Mounts: Horses, both friendly and enemy units.
p. 39). • Flying units can never close ranks or benefit from cover.

mount: Beast
A Warlord can ride a beast at no additional cost. If that is the case, they MAGIC I ABUSE OF POWER TABLE
become subject to the following rules: 206 Consequences
• A Warlord mounted on a beast has a charge distance of L if the charge
The Sorceror has accumulated far too much magical energy!
movement is made entirely in open terrain. Their move distance remains M .
They explode, and depending on the Domain of Magic concerned,
• Their melee Aggression is increased by 2 to a total of 10. produce a fountain of blood, a rainbow of colours, or a soaring flock
2
• They count as a mounted unit. of flying unicorns. The Sorceror is eliminated. Roll a die for each
• They have Resilience (2) instead of Resilience (1 ). friendly and enemy unit within S. On a result of 4 or more, that unit
suffers a casualty.
• They gain the Imposing special rule .
• They cannot have any other equipment options. The Absolute Power Corruptive fills the Sorceror and they must
roll three dice. They suffer a fatigue for each 4 or more rolled. If
• They lose the We Obey and Bodyguards special rules. they suffer at least two fatigues, the Sorceror forgets the spell and
Certain beasts can have the Flight special rule. In this case, the Flight 3
cannot cast it again that game. If the Sorceror is exhausted after
movement rules replace the first part of the rules above. The rest of the suffering these fatigues, they fall down stone dead, seemingly
rules apply normally-for example, the Warlord reduces their Armour due to victim of an overcharge of magical energy.
Flight.
Magical energy engulfs the Sorceror, who has trouble containing
it. They must roll two dice, and suffer a fatigue for each result
Primitive 4-5 of 4 or more rolled. If the Sorceror is exhausted after suffering
these fatigues, they fall down stone dead, seemingly victim of an
These units are subject to the following rules. overcharge of magical energy.
• Primitive units cannot be activated by any advanced Saga abilities on your
Battle Board. The Sorceror, an experienced practitioner, controls their sorcery
6-7-8
perfectly. All goes well ... for now!
• You cannot trigger any advanced Saga abilities during a melee or shooting
attack in which a Primitive unit from your warband is either the attacker or After casting their spell , the Sorceror suffers a magical backlash.
the defender. 9-10 Roll a die. On a result of 4 or more, they will forget the spell and
• Primitive units reduce their melee Aggression by 1 for each fatigue they cannot cast it again during the game.
have. If the unit has several figures, it is the total Aggression that is Sparks gush from the Sorceror's ears and nostrils. They must roll
reduced by 1, not that of each figure in the unit. three dice and must choose one of their sp~to forget for each 4
11
or more they roll. They cannot cast the forgotten spells for the rest
of the game.
Swift
In a thundering detonation, the Sorceror is thrown far away at the
Swift units have a movement and charge distance of L . During a move, they speed of light. Each friendly unit within M of the Sorceror suffers
can replace their L ruler with two M rulers. 12 a fatigue from the effect of the infernal tornado they created. As
Swift units are considered mounted units. for the Sorceror, they end up disintegrated in a deafening clap of
thunder and are thus eliminated.

Another Custodes Libris share. Buy the stuff if you like it!
Unit IEquipment Options I Armour I Aggression I Special Rules
Melee (Shooting) Melee (Shooting)
- 5 (5)
Heavy weapon 4 (5)
Bow 4 (4)
8 (4) Bodyguards, Determination, Presence, Pride, Resilience (1 ),
Mount: Animal We Obey
5 (4)
Warlord Flying
Mount: Animal,
4 (4)
composite bow
Mount: Beast 5 (5)
10 (4) Determination, Imposing, Presence, Pride, Resilience (2)
Mount: Beast (Flight) 5 (4)
- 5 (5)
Heavy weapon 4 (5)
lieuunanr Bow 4 (4) 4 (2) Determination, Presence , Resilience (1), Faction Special Rule
Mount: Animal
5 (4)
Flvina
- 3 (4)
Bodyguards, Determination, Magic, Presence,
Sorceror Mount: Animal 2 (0)
3 (3) Resilience (1 ), Unarmed
Volant
Behemoth 4 (4) 14 (0) Imposing, Presence , Primitive, Resilience (2)
CDonsa:r Titan 5 (5) 12 (0) Imposing, Presence , Primitive, Resilience (2), Slow
Scourae (Fliahtl 4 (4) 10 (4) Breath, lmoosina, Presence, Primitive, Resilience (2)
Bipeds 4 (4) 5 (1) Imposing, Presence, Resilience (1)
Creatures Quadrupeds 4 (3) 5 (1) Imposing, Presence, Resilience (1), Swift
Flyers 4 (3) 4 (1) Imposing, Presence, Resilience (1)
- 5 (5)
Bow 4 (4)
Heavy weapon 4 (5)
:r]earthguards Mount: Animal 2 (1) -
Flying
Mount: Animal ,
4 (4)
composite bow
- 4 (4)
Heavy weapon 3 (4)
Bow
3 (3)
Crossbow
Warriors 1 (1 /2) -
Flying
4 (3)
Mount: Animal
Mount: Animal,
3 (3)
composite bow
- 4 (4) 1/2 (1/2)
Javelins 3 (4)
levies Bow or sling -
1/3 (1 /2)
Crossbow 3 (3)
Firearm
Static 3 (4) 1 (4 or 2) Cumbersome, Powerful Shot, Presence, Resilience (1 ), Unarmed
War Mobile 2 (4) Firearms, Presence, Resilience (1 ), Unarmed
CDachine 4 (4)
Flying 1 (4) Breath, Presence, Resilience (1 ), Unarmed
1111111:.•im

- 4 (4) Bodyguards, Determination, Magic, Presence,


2 (0)
Mount: Animal 4 (3) Resilience (1 ), We Obey
necromancer
Mount: Beast 4 (4)
4 (0) Determination, Imposing, Magic, Presence , Resilience (2)
Mount: Beast (Flight) 4 (3)
- 5 (5)
Heavy weapon 4 (5)
.Paladin 5 (0) Determination, Heroic, Presence, Resilience (1)
Mount: Animal
5 (4)
Winqed mount (Fliqht)
Swann - 4 (3) 1/2 (0) Insignificant, Primitive, Tiny
CDindless - 4 (4) 1/5 (0) Horde, Mjf!9!.ess, Slow
Devastating Charge , Javelins, Mount: Animal , Presence,
WarCharior Javelins 5 (5) 4 (2)
Resilience (1)
I]una:rs - 3 (3) 1 (0) Hunt, Primitive, cannot close ranks
Destrucrion - Firearms, Resilience (1), Unstable and Dangerous
3 (4) 1 (3)
Gearn

108

Another Custodes Libris share. Buy the stuff if you like it!
Another Custodes Libris share. Buy the stuff if you like it!

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