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    No matter where I am the smell is always the same,

    hot steel, warm blood, oozing, distilling, leaking throughthe stones to a land that will not bear fruit any more, dead,assassinated, torn, raped in its deeper insides, a land thatwill never deserve the macabre gift of the corpses thatnow adorn it. A land that yells, a land crying a name...a name that flies over the battlefields with raven wings,that cursed name that comes out in death throes fromthe dried lips of the soldiers who will die before dawnthat name brutal, painful to pronounce, pregnant withblasphemous meanings Zenit In any language, in

    any kingdom, in any world, men, women, beasts, be-ings from light and darkness, high spirits and the dregsof corruption they all pronounce that name just in themoment they die, seeing the truth out of the corner of theireyes,

    discerning her essence just before expiring That isher power, that is her irony Zenits power and irony,the bearer of disaster; Zenit, the one bringing pain; Zenit,death; Zenit War

    Excerpts recovered from the Hunters Logbooks

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    ManagerDanielProGil

    CREDITS

    Gamedevelopment

    DanielProGil

    JessRubioZarzuela

    Creative Director

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    GraphicDesign

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    Map

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    EditorfortheEnglishEditionIanJohnstonTranslation

    MartaAlonsoJerez

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    before the startWhat you have in your hands is the Nemesisrulebook, Zenit Miniatures fantasy skirmishgame. The aim of this collection of rules isto explain the gaming system and to clarifymost of the situations that may take place in agame of Nemesis.

    Before explaining in detail all the rulesincluded in this rulebook, it is necessary thatyou remember that Nemesis is a very flexiblegame, and some situations that take place maybe difficult to resolve. Anyway, we hope thatyour common sense as well as your friendswill be enough to solve any possible doubtthat may arise while playing.

    Finally, we want to appeal to your creativ-ity. Since Nemesis has a Creative Commonslicense that allows you to change, improve, oradapt its rules as you want, we encourage youto share your ideas and experiences with thewhole community of Zenit Miniatures by visit-ing our webpage:

    www.zenitminiatures.es

    BACKGROUND..............................7GAMERULES ............................15

    : 1 : WHATDOYOU NEEDTOPLAY? ........161 : 1 MINIATURES ............................161 : 2 BATTLEFIELD ..........................161 : 3 DICE .......................................16

    : 2 : MEASURES................................... 17: 3 : USINGTHEDICE........................... 17

    3 : 1 TESTS.....................................173 : 2 ROLLS ....................................173 : 3 FLUFFS ...................................183 : 4 FEATS ....................................183 : 5 HEROISM .................................18

    : 4 : DESCRIPTION OFTHEMINIATURES..184 : 1 ATTRIBUTES ............................184 : 2 OTHERINFORMATION................194 : 3 TYPESOFMINIATURES ...............194 : 4 MINIATURES' VISION................2 04 : 5 VIEWINGANGLE......................2 04 : 6 BASESANDCONTROLAREAS ........21

    : 5 : SETTINGUPTHEBATTLE...............2 25 : 1 COMPOSITION OFTHEARMIES......225 : 2 THEBATTLEFIELD..................2 45 : 3 SETTINGUPTHEBATTLEFIELD..245 : 4 PLACINGTERRAINPIECES...........255 : 5 DEPLOYMENTOFTHEARMIES.....25

    : 6 : DURATION OFTHEBATTLE............26: 7 : THETURNAND THEROUND ..........26: 8 : MOVEMENT.................................28

    8 : 1 TERRAIN............................... 288 : 2 TERRAINTYPES......................2 98 : 3 POSITIONSOROBJECTIVES ...........30

    : 9 : ORDERS...................................... 319 : 1 COMMANDPOINTS ..................... 319 : 2 GIVINGORDERS ........................329 : 3 RECEIVINGORDERS...................329 : 4 ORDERMARKERS ......................329 : 5 ORDERSONONESOWN..............329 : 6 ORDERSINTERRUPTING

    ACTIVATION...........................32

    : 10 : ORDERSOFMOVEMENT................3510 : 1 APPROXIMATION ......................3510 : 2 GHOSTLYMARCH .....................3510 : 3 HITTHEDIRT ........................3510 : 4 RUN .....................................3610 : 5 EVASION ................................36

    10 : 6 JOININGUNITS .......................3610 : 7 SPLITTINGUNITS...................3710 : 8 CLOSINGRANKS ......................37

    : 11 : ORDERSOFSHOOTING ...................3811 : 1 SHOOT ...................................3811 : 2 GUERRILLA ............................38

    : 12 : ORDERSOFCOMBAT......................3912 : 1 CHARGE .................................3912 : 2 BERSERKERCHARGE ................4012 : 3 REACTIONTOTHECHARGE.......4012 : 4 COMBAT ...............................4 2

    : 13 : RANGEDWEAPONS .......................4313 : 1 SHOOTINGRULES.................... 4313 : 2 DESIGNATINGTARGETS............. 43

    13 : 3 SHOOTINGATACOMBAT............ 4313 : 4 HOWTOSHOOT ......................44

    : 14 : COMBAT................................... 4514 : 1 CHARACTERISTICS OFTHE

    WEAPONS ............................ 4514 : 2 WHOCANFIGHT.................... 4514 : 3 ATTACKSWITHOUTACTIVATION. 4514 : 4 ACTIVATIONSINMULTIPLE

    COMBAT...............................4614 : 5 AUTOMATICHITS...................4614 : 6 STOPPINGATTACKS................. 4714 : 7 HOWTOATTACK....................4814 : 8 MODELSWITHMORE

    THANONEATTACK................ 5014 : 9 COMBATRESULT.................... 50

    : 15 : MAGIC....................................... 5115 : 1 CONCENTRATION LEVEL............5115 : 2 CHARACTERISTICSOFTHESPELLS5115 : 3 SPELLCHOICE .........................5215 : 4 CASTINGSPELLS .....................52

    15 : 5 BLOCKINGSPELLS....................5215 : 6 BREAKINGSPELLS....................5315 : 7 SPELLSINCOMBAT...................5315 : 8 FRAGMENTSOFGALGA.............53

    : 16 : REMOVINGCASUALTIES .................5416 : 1 CASUALTIESWITHINUNITS......54

    : 17 : MORALE....................................5517 : 1 PANICDUETOEXCESSIVE

    CASUALTIES...........................5517 : 2 PANICDUETOUNITELIMINATION5517 : 3 FLEEING ...............................5517 : 4 PURSUITS ............................. 5617 : 5 REGROUPINGTEST.................. 56

    : 18 : FEARANDCOURAGE.....................5718 : 1 FEAR................................... 5718 : 2 SIZEANDFEAR...................... 5718 : 3 COURAGE- ........................ 57

    : 19 : WARMACHINES .......................... 6019 : 1 CREW ...................................6019 : 2 WARMACHINESHOTS...............6119 : 3 DIFFERENTTYPESOF

    AMMUNITION ........................6219 : 4 CATAPULTS ............................62

    : 20 : JUGGERS.................................. 6620 : 1 WOUNDSTOJUGGERS.............. 6620 : 2 JUGGERS DEATH.................... 6620 : 3 MAGICALJUGGERS.................. 67

    : 21 : SPECIALRULESOFTHEMODELS.... 70: 22 : SPECIALRULESOF THEWEAPONS..77: 23 : SPELLSANDPOTIONS...................82

    23 : 1 COMMONMAGIC.......................8223 : 2 NOTALIVE .............................8323 : 3 ORPHANS ..............................8423 : 4 THOUSAND FACESCULT...........8523 : 5 KINGDOMOFGOD................... 8623 : 6 ROCAVIVAS ............................ 87

    : 24 : SCENARIOS................................9024 : 1 FORTHESAKEOFMITER! .........9124 : 2 LETSGOGETHISHEAD! ..........9124 : 3 SEARCHFORGALGAS...............9124 : 4 BATTLEAGAINSTNATURE........9224 : 5 DELIVERINGORDERS. .............9224 : 6 STARTINGHOSTILITIES...........9324 : 7 THEARTOFBATTLE ...............93

    ARMY ES.................................. 97KINGDOMOFGOD................................99

    ORPHANS.......................................... 113THOUSAND FACESCULT...................... 131NOTALIVE...................................... 147ROCAVIVAS........................................161EXILED.......................................... 177

    index

    2006-2013 oflogos, images and illustrations, are propiety of Zenitminiatures.The rest of this book has a Creative Commons Licence Attribution-Noncommercial-Share alike.3.0 License.

    More info:

    http://creativecommons.org/licenses/by-nc-sa/3.0/es/

    Zenit miniaturesApartado de correos 20129692 San Luis de SabinillasMlaga (Espaa) [email protected]

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    BACKGROUND

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    ~ Background ~ ~ Background ~8 9

    ~ Once more.

    ~ Oncemore? But, Abbess! I know it by heart, I have repeated it fifty times a day,at least! ~ the blind girl grumbled while fitting the leather strips that fasten the carvedsilver halo of the ceremonial armor of the Illuminati. The womans silence is moreexpressive than a new order. The girl breathes out.

    ~ Today, our dark and sinful hearts fill up with joy, for we celebrate the Day ofthe Victory. And

    ~ And? ~ the Abbess burst out. The pause was too long for her.

    ~ The Day of the Victory is the most important celebration in the Kingdom ofGod Faithfuls from every nook and cranny of the territory meet here to celebrateand cry their pleas. Pilgrims all around the world spend the whole year getting ready

    for this great dayShe does not need her eyes to know it. The stench of the fervent mass that has settledthe streets of the city as a plague, making a filthy den of it, sticks into the girl's brainas a hot needle. Chants, pleas, harangues are heard everywhere. The most fanaticmutilate themselves to offer their own hands or eyes to God and bleed to death in analley. The poorest and most despaired eat the flesh of the dead and fall ill, to endin the throes of death cursing their stupidity over the corpses of those that have beentheir last supper.Rats and crows, the girl thinks, celebrate the Day of the Victorymore joyfully than the faithful themselves.

    She makes a useless effort to hold back a retch. The taste of vomit fills up her mouthand she surreptitiously spits out in the back of her sleeve, although she knows the Ab-bess has heard her and she must be grimacing.

    I wish I die tonight, the blind girl thinks. But she suppresses her desperation, swal-lows hard and continues reciting excerpts of History.

    ~ The Day of the Victory commemorates King Janoss uprising against the SevenFamilies. King Janos bent Zenit to his will and gave the power to his people, whostamped any trace of the Seven Families out of their farming lands. The few that

    survived fled and scattered. Many say that the half-humans inhabiting the Islands ofthe Thousand Faces are their descendants and that is why they batter and bother us,because of a dark and latent feeling of revenge.

    The Abbess produces a sound of satisfaction.

    The blind girl folds with delicacy a silk cloth and rubs the reliefs of the wards, wingedkeys of bright gold.

    ~ Have you anything else to say about Janos?

    The girl frowns.

    ~ Janos, the Shepherd King, who freed us from slavery, bore Zenit and showed usthe ways of God. Janos heard Gods call while taking care of his flock. He sufferedgreat hardships to raise Zenit against the Seven Families but with Zenit, everyone hadaccess to the power that had previously belonged to only a few. God had been hidden tomen, but he considered Janos to be trustworthy and he became his First Faithful. If ithad not been for Janos' goodness, we would still be lost in the deep shadows of atheism.

    The Reverend Mother nods smugly.

    ~ And Zenit, what is it?

    ~ Zenit is Everything that is Evil.

    The Abess makes a long pause which she used to check that the girths were well fit.The smelly clamor of the pilgrims came from the street. Somebody cries out for hiseyes to be gouged out, for he wants to see the bright countenance of God without any

    physical impediments. The blind girl does not doubt that his desire will be satisfiedand that the martyrs eyes will become a worthy relic. A deaf terror clings to herbreastbone. She feels a whiff of mixed smells. The window. Jumping would be so easy

    The voice of the Illuminati brings her back.

    ~ And why would God give Janos something so dangerous as Zenit?

    ~ Because God wanted to test Janos goodness. Janos can take up the Zenit withoutbeing submitted to its evil. That is why she had the Sacrarium built, to keep God'sWeapon from others. Only if submitted to his will and to that of his descendents, itcan be released from its confinement and showed to the whole world. The fact that a

    Janitian may hold the Zenit without being destroyed because of its iniquity shows thatGod is great and almighty, and that He chooses His serfs well.

    The Abbess let some air go out of her nose with that the blind girl interprets as a smileof satisfaction.

    ~ I have taught you well. You are worthy of succeeding me when I die in combat.The blind girl feels a pang of anguish. Is that her fate? Becoming the Abbess? Beinga Hound of God? She feels trapped and miserable. She takes a deep breath, tastes,smells, calculates the position of the window, tenses the muscles of her legs, prays forthem not to fail. She moves her tongue closer to her palate, she swallows hard. She isresolved Although she has been born blind, she can see herself, a skinny and slightgirl, underfed, with her cheeks covered by small blue veins, falling towards the people.

    A shred in the wind, a meaningless white brushstroke, a broken body, red blood overthe dirt.

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    ~ Background ~ ~ Background ~10 11

    She swallows hard once more, calculates the d istance once more, and bends her kneesslightly.

    Two sharp and urgent knocks at the door. The blind girl loses her concentration, herinterest, her courage. She settles the mist again.

    A few hours have passed.

    The blind girl still feels odd in the presence of Queen Joana, who had come for herto the Abbess's chamber. The Illuminati can hardly hide her anger the Queen herselfasked for the girl. Since then, the child has tried to discover the Queens reasons forsummoning her. Her voice is soft, adolescent, almost a whisper, almost erotic. Shetalks about trivialities of the festivities, but the blind girl knows she is looking forsomething in her, that she is probing her in search of an answer.

    ~ Well ~ the Queen says after a strange silence. The girl can hear the rustle of thecloths and smells the scent of the herbs that perfume her clothes ~

    You have provedto me you know a lot about our kingdom, I can see that the Abbess has taught you

    well and I know that, before I arrived, you were undergoing this same exam. Nowtell me What about the others? What do you know about the others?

    ~ The others? ~ the girl stutters.

    ~ About our enemies. About Gods enemies ~ Joanas voice rises, but the blind girlnotices that the religious fanaticism mixes with something too similar to a mockery.

    ~ The Kingdom of God is threatened by many, my Lady The followers of theCult of the Thousand Faces, descendants of those who were exiled by Janos. They arehuge and bloodthirsty beings that implant into themselves and pray to small stonefaces ~ the girl swallows hard, tired of the History lesson she is imparting to herself~The other side there are the Notalive, imperfect and sinful creations of the ancientSerifans, those beings from other world that wanted to steal from God his power toinfuse life, and that is why they were damned... The Notalive try to imitate us andthat is why they dress up like us and try to establish a parody of our noble society inthe ruins of what once was the dwelling of the Serifan, the remains of the Sajarmoetower And the Orphans and their home, Arbonte, the Living Forest, infant spirits

    of wars passed that~ Well, well enough ~ the Queens voice sounds bored ~. Remember the Roca-

    vivas too although we cannot know still if they are friendly or enemy it is notlong ago that we discovered their existence in the Eastern jungles apparently, they

    were born just like us, but their way of life has taken them through a different pathAccording to my spies, they now maintain a matriarchal society based on the power oftwo regents, and they enslave poor unfortunate beings called Pebbles.

    The girl feels how the Queen approaches her. A wave of herbs and other aromas sur-rounds her. Her presence is strange, less solid than that of the other people, as if she

    weighed less, as if she was in a different place and the girl could only perceive herreflection.

    ~ And what about the true others? Those enemies that are here, among us, withinus those shadows that threaten us those who want to take hold of us...?

    The blind girl is confused. The voice of the Queen is odd and dark, it hides secretsand mysteries.

    ~ Listen, little child pay attention ~ Joana remains silent.

    From the street, the chants go on sounding, the prayers, the sick peoples moans, thecries of the merchants who try to make some money taking advantage of the festivity,the laments of the penitents who cut their backs with glass whips~.

    What do you hear out there? What do you think it is happening? Is this Gods will?

    The voice of the Queen has become a serpentine whisper, broken, moist.

    ~ Come! ~ she cries. The blind girl feels how the Queen grasps her by the wrist,she hurts her.

    A vertiginous run, trips, tugs. They run through corridors and halls, they come down-stairs, gates open, they paddle about frozen waters... the intense herbal aroma of theQueen surrounds her and makes her dizzy, she becomes disoriented, she gets lost.Dampness that absorbs the echo of her steps, ground of dirt, roots, the creaking of aheavy grille. They stop. The Queens breath is fast and uneven, she barely moans in amutter. The girl suffocates, coughs, gets her breath back. Where is it? They have runa lot, underground, she is sure about that, moving away from the noises of the city.

    There are muffled echoes, a room with a high ceiling, maybe a dome and a pres-ence a strength so intense it can even be tasted, something with a metallic a ftertaste,of accumulated soil and dust, something like blood on ones gums.

    And a light. Although she was born blind, the girl knows she can see, that there is alight, cold, pitiless, inhuman, a brilliant arch in the center of her vision field, a curvedspear which forces her to turn her head, a soundless voice, a bladeless sword Zenit...

    ~ Madam ~ the girl struggles to set herself free from the Queens grasp, butJoanas skinny fingersplunge into her flesh with an inhuman strength ~.Madam,

    please I am scared~ Scared? ~ the Queens voice sounds as a cat's tongue ~Scared?Why should you

    be scared? I am Janitian, Zenit belongs to me I have meditated a lot on this mo-ment on this day the day everything changes

    The girl gets frightened. The light flutters excited. Joana holds out her hand towardsZenit

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    GAME RULES

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    ~ rules ~ ~ rules ~16 17

    : 1 :WHAT DO YOUNEED TO PLAY?

    1 : 1MINIATURES

    Nemesis is played with 33mm models rep-resenting warriors, war machines, monstersand artifacts fighting on the battlefields ofMiter.

    1 : 2BATTLEFIELD

    The play area represents a fantasy battle-field. It can be decorated with lavishly mod-eled terrain like forests, hills, and ruins, orit can be a kitchen table with books in placeof terrain. We recommend a playing area ofat least 100cm. by 100cm.

    1 : 3DICE

    Nemesis uses ten-sided dice, commonly ab-breviated as D10. When called to rollmore than 1 die, a number will appear beforethe abbreviation. So, roll 3D10 means to roll3 ten-sided dice (see : 3 : Using the Dice).

    Sometimes, you will be asked to roll a D5.In these situations, roll 1D10 and halve theresult, rounding up.

    All measurements in Nemesis are expressedin centimeters (abbreviated as cm."). Youare only allowed to measure after you haveactivated a unit and declared what the unitis going to do.

    3 : 1TESTS

    In certain circumstances, you will have tomake rolls based on your miniatures' At-tributes. These are called Tests. In orderto make a Test, roll 1D10, add or subtractany modifiers, and compare the result to therelevant Attribute. If the result is equal orlower than the Attribute, the Test is passed.Normally, a unit only has to pass one Testas a group (not one Test for each of its mem-bers). Tests always use the highest Attributeof any model in the unit (generally, theLeader's).

    For example: A Halberdier unit ofthe Kingdom of God must successfullypass a Courage Test. The Halberdier'sCourage is 5, but there is a Leader

    within the unit with a Courage valueof 6. Thus, the unit makes a singleCourage Test using its Leader's Cour-age value. 1D10 is rolled and a 4 isobtained. Since the die result is lowerthan the Courage value of the Leaderthe Test is passed.

    Units can only use a Hero's Attribute in aTest if the Hero has joined the unit unlessotherwise specified by a Special Rule.

    3 : 2ROLLS

    Rolls are typically used when a model tries toattack an enemy. A Roll always has a Difficul-ty. In order to make a Roll, roll 1D10, add therelevant Attribute, add or subtract any modi-fiers, and compare the result to the Difficulty.If the result is equal to or higher than theDifficulty, the Roll is usually a success. SomeRolls, such as Combat Rolls, require that youRoll higher than the Difficulty.

    Units have to make individual Rolls for eachmodel, so it is best to make each Roll sepa-rately to avoid confusion.

    For example: A Halberdier of theKingdom of God tries to hit an OrphanGrasshopper. To do this, it has to make

    a Combat Skill Roll (or Combat Roll,as it is usually called). 1D10 is rolledand a 5 is obtained. Then, the Halber-dier's Combat Skill is added, which is5, making a total of 10. The Difficultyis set by the opp onent's Combat Roll,and the Grasshopper had rolled a totalof 8. Thus, the Halberdier has ex-ceeded the Difficulty and successfullyhits the Grasshopper.

    Some Rolls, such as Shooting or Concentra-tion Rolls, work in a slightly different way.

    These are explained in the correspondingsections of this rulebook.

    : 3 :USING THE DICE

    : 2 :MEASURES

    All measurements are taken f rom the edgeof a miniature's base, never from the center.

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    ~ rules ~ ~ rules ~18 19

    3 : 3FLUFFS

    In Nemesis nothing is 100% effective. Thatis why a natural 1 (the die's face shows a 1)is a fluff: an automatic fail no matter whatmodifiers it may have.

    There are some exceptions when a natural 1is not considered a fluff, such as:

    * When making Command Rolls.

    * When making Magic Rolls.

    * Whenever it is specifically indicatedthat a rule is not affected by fluffs.

    3 : 4FEATSWhenever you get a natural 10 (the die's faceshows a 10) in a Roll, you can roll one ad-ditional D10 and add the new result. This is

    called a feat. If the new roll shows another10, you can roll another die and add the re-sult. This continues until you roll a resultother than 10, or until you decide not to rollthe die again. Any Roll applying this rulealso applies the rules for fluffs. Thus, if anyof these additional dice shows a natural 1,the whole Roll is considered a fluff, no mat-ter the previous results.

    3 : 5HEROISM

    Heroism allows Legendary Heroes to accom-plish what, for others, would be impossible.

    Any Legendary Hero can re-roll one singleRoll or Test it makes each round. Doing so re-quires that the Hero reduces its Survival Fac-tor by 1 point for the rest of the battle.

    Size (TAM): Indicates how big or small themodel is. The value of this Attribute rangesfrom 1 to 6, 3 being the usual Size for modelsrepresenting humans.

    Survival Factor (FS): Indicates how muchdamage can be endured by the miniaturebefore being removed from the game board.

    All miniatures must be removed as soon asthey lose their last FS point.

    In the case of Heroes, this Attribute alsoindicates the value required to successfully

    pass Survival Tests (see 13 : 5 : 4 SurvivalTest). When it reaches 0, the Hero must beremoved from the game board, just like any

    other type of miniature.Finally, in the case of Legendary Heroes,this Attribute can also be used to re-roll adie (see 3 : 5 Heroism).

    Courage (VAL): It represents the modelsbravery and ability to resist fear and not toflee adverse situations. Miniatures withoutany value in this Attribute automaticallysucceed in any Courage Test they must per-form (unless stated otherwise).

    Concentration (CON): It indicates howmuch power a Whisperer can take from itsGalgas each round.

    Command (MAN): It determines the num-ber of Orders that can be assigned by eachHero in a single round.

    Availability (DIS): It indicates the maxi-mum quantity of models of a same type thatcan be included in a standard sized army (upto 400 points). In the case of models thatorganize in units, it indicates the maximumnumber of units of that type that can be in-cluded in your army. When playing at 200

    points or less, reduce a units DIS by 1, toa minimum of 1. When playing with morethan 400 points increase the units DIS by 1

    per 200 points (rounding up).

    For example: A unit of Archers withDIS 2 would allow you to take 2 unitsof Archers (with each unit consi sting

    of 2-5 models) in a 400 point game.If you were playing at 200 points, youcould only take 1 unit of Archers. In a500 point game, you could take 3 unitsof Archers.

    4 : 2OTHER INFORMATION

    The Reference Sheet includes additional in-formation necessary to play Nemesis. Thisincludes:

    Cost: It represents the value in points of eachmodel.

    Equipment: It specifies anything that themodels might carry and the rules for howthe equipment is used.

    Special Rules: In this section the modelsSpecial Rules are explained. More informa-tion can be found in the section for Addi-tional Rules.

    4 : 3TYPES OF MINIATURES

    Models can be of several types. These are:

    Legendary Heroes

    These are Heroes that have made a namefor themselves in Miter thanks to their pow-er and experience. They can assign Ordersto all the units in your army, even common

    Heroes.Heroes

    They are independent models, hardened inbattle, that stand out from the rest. With them,

    you will be able to give Orders to your Troops,Marksmen, Creatures or War Machines.

    Troops

    They are the basic units of your army. Theyusually fight in units.

    : 4 :DESCRIPTION

    OF THE MINIATURESThroughout this rulebook, models onthe battlefield will often be referred to asunits, even when referring to a singlemodel. Always assume a single model is aunit, and single models operate exactly likea group of models, except where specificallystated otherwise.

    4 : 1ATTRIBUTES

    Each of your models has a profile of Attrib-utes defining its physical and mental charac-teristics. You can find these and other infor-mation in the A rmies section.

    A models Attributes are the following:

    Movement (MO): Indicates the basic dis-tance in centimeters that a model can moveacross the battlefield. If a second value ap-

    pears, it means that this model can f ly, andit indicates the distance it can fly over thebattlefield.

    Combat Skill (DC): Represents its ability to hit,attack, and fight with close combat weapons.

    Aim (PU): Represents the models masteryin using ranged weapons. The value of thisAttribute only appears on models bearingranged weapons (usually Marksmen).

    Strength (FU): Represents its ability to deal dam-age in Close Combat (also known as C-C).

    Toughness (RE): Represents the modelsability to endure physical damage.

    Attack Factor (FA): Indicates the number ofattacks a model can make each time it acti-

    vates in C-C.

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    Marksmen

    They are less common than troops. Theyoften fight in units too.

    Creatures or War Machines

    This category includes monsters, mutants,as well as war artifacts made by the racesfrom Miter. They act alone or in the com-

    pany of a caretaker, pilot, or crew.

    4 : 4MINIATURES' VISION

    In order to perform some actions, your mod-els must have a line of sight (LoS) to theirtarget.

    To determine LoS, real line of sight is used.This means we try and get to eye level withthe model to determine if it can see thetarget. When determining LoS, weapons,standards or any other ornamental elementthat is not an essential part of the model isnot taken into account. Models are not pe-nalized, nor do they gain a benefit, fromhaving decorative bases or unusual poses.When determining LoS, a model is consid-ered to be a standard model of its type stand-ing on its base. If necessary, temporarily re-

    place the model with one that has a normalpose without a special base.

    A model has a LoS to the target model ifyou can see any part of the target (not tak-ing into account weapons, standards or anyother ornamental element) or to the edge ofits base without any interruptions.

    However, if this LoS crosses any terrain withrules that block LoS, models (either friendlyor enemy), or models bases whose Size isequal to or greater than the model drawingthe LoS, the LoS is considered blocked andthe target cannot be seen.

    Finally, if this LoS can be drawn but thereare some parts of the target model that re-main hidden, the target is considered to bebehind Cover (see 8 : 2 Terrain Types).

    Models included in the same unit (includingany Heroes joined to them) do not block LoSfrom their comrades.

    4 : 5VIEWING ANGLE

    All models have a 360 degree field of vision.This represents the models actively lookingaround for threats during the battle.

    4 : 6BASES AND CONTROL

    AREAS

    Bases

    Anything affecting a base, also affects themodel. This means that if a model's base canbe seen so can the model, though it may havecover. Anything touching a model's base isconsidered to be touching the model too.

    A model Fleeing, or engaged in Close Com-bat, does not have a Control Zone. In fact,they lose it as soon as they Flee, or are en-gaged in C-C. Models do not recover theirControl Zones until they regroup or untilthe combat is completely finished.

    Control Zones (ZC)

    Around each of your models you can find itsControl Zone, which covers 3cm. from theedge of its base.

    Any model crossing theControl Zone of a hos-tile model withoutengaging that modelin combat suffers an

    Automatic Hit (see15 : 5 AutomaticHits). Even if amodel performs asuccessful Charge,it can still sufferautomatic hits if itcrosses other enemy mod-el's Control Zone.

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    When setting up a battle, you must first selectthe Scenario you are going to play. They arelisted and described in the Scenario section.

    In the description of each Scenario, you canfind its objectives, Special Rules and the sizeof the armies to be deployed. A standardsized game of Nemesis uses 400-point ar-

    mies. These points represent the total pointcost of the models included in the army.Some scenarios call for larger or smallersized armies, such as Confrontation (200

    points) and Great Battle (600 points).

    5 : 1COMPOSITION OF THE

    ARMIES

    When building an army, the first choice iswhich Hero will be your Commander. Then,additional Heroes, Troops, Marksmen, andCreatures or War Machines can be selected.

    For every Hero you must include at least 1Troop or Marksmen. For each LegendaryHero you must include at least 2 Troops orMarksmen, or 1 of each.

    Limitations When IncludingHeroes

    The total point cost of all your Heroes can-not exceed 50% of your army size. Thus, if

    your army size is 400 points, you can onlyinclude up to 200 points of Heroes.

    There is no limit to the maximum number ofHeroes that you can include in your army.Legendary Heroes, however, are limited toone per army.

    Commander

    At least one Hero has to be selected as yourCommander. Your Commander gets +1 to itsCommand Attribute. If your army includesa Legendary Hero, it must be your Com-mander. Otherwise, the Hero with the high-est Command Attribute must be selected. Ifthere are several Heroes with the same Com-mand value, you can choose any one of them.

    Command HierarchyThe loss of your Commander has seriousconsequences. If your Commander is re-moved from the game board, any unit thathas not yet activated must pass a VAL testat the start of its activation. In this case, aunit without a Courage Attribute (indicatedas -) is considered to have a value of 3.

    Any unit that fails must flee toward its de-ployment zone. At the beginning of the nextround, a new Commander must be designat-ed. In order to do this, the surviving Hero

    with the highest MAN attribute is selected,in case of ties, the player can choose any oneof them. When activated, that Hero loses allits Orders for that round, representing thetime spent by the Hero asserting its leader-ship of the army. From that point on, thatHero becomes the Commander of the army.

    Note, that this new Commander does notgain a bonus +1 to its Command attribute.

    For example: A Commander of theKingdom of God falls in battle a gainsta unit of Lion Men. This round aunit of Iluminatis, a unit of Zealotsand a unit of Swordsmen have notyet activated so they must each pass aVAL test when they activate or Flee.The Iluminatis roll their VAL testand pass it, so they activate normally;the Zealots also pass; but when theSwordsmen activate, they fail! So, asexplained in section 17 : 3, they must

    Units Cohesion

    The distance between members of the sameunit cannot exceed 5cm.

    If a unit loses its cohesion (that is, the dis-tance between any of its members exceeds

    5cm.) and it is not in Close Combat, the unithas to try to regain cohesion with its nextmovement.

    No unit can be given Orders if it is not in

    cohesion, unless it is in Close Combat.Unit Leaders

    Any unit that can include Leaders and con-sists of at least three models can transformone of them into a unit Leader for the indi-cated point cost.

    Heroes as Unit Leaders

    Any of your Heroes can join a unit. To dothis, when activating the Hero, declare thatit will now lead a unit, and then use its move-ment to bring it to within 5cm. of any mem-

    run away towards their deploymentzone. At the beginning of the nextround, the Kingdom of God playerdesignates a Sergeant as the new Com-mander and decides to activate it first.Once this model is activated, it spends2 MAN points to take the lead of thearmy. From this turn on the otherunits act normally as they have a newCommander on the battlefield.

    This Courage Test must always be madeat the start of each units activation. If theunit is engaged in C-C and fails the Courage

    Test, the following may take place:

    * If the engaged enemy decides not to ac-

    tivate: The unit that failed the CourageTest must Flee, but it is not Pursued bythe enemy. It does suffer the automaticimpacts for Fleeing from combat.

    * If the engaged enemy decides to acti-vate: The unit that failed the CourageTest is considered to have Fled and tohave been caught in the Pursuit, so theusual rules for miniatures caught in Pur-suits are applied (see 17 : 4 Pursuits).

    Limitations when IncludingMarksmen Troops

    The total cost of all your Marksmen cannotexceed the 25% of the total army points; thatis, no more than 100 points in Marksmen areallowed within a 400 point army.

    Unit Formation

    Those models designated as Troops orMarksmen must form units of 2 to 5 models,unless they have any Special Rule statingotherwise. Moreover, all the members of theunit must belong to the same type of Troopor Marksmen group.

    : 5 :SETTING UP THE BATTLE

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    ber of the unit placing it in cohesion. Onlyone Hero can join each unit.

    A Hero joined to a unit is considered part ofthe unit, and must act along with the unit(activating and carrying out any Orders as-signed). The Hero is now the unit Leader,even if it already had a Leader. Thus, theunit can use the Heros Courage Attribute forany Courage Tests.

    For a Hero to leave a unit, declare that itis leaving the unit when the unit activates.During the units activation, you must movethe unit and the Hero out of cohesion. Lateron, even in the same turn, you can activate

    your Hero independently.Limitations when IncludingCreatures or War Machines

    Another limitation when building your armyis the total cost of all your Creatures or WarMachines, which cannot exceed 30% of thetotal army points; so the cost of all the Crea-tures and War Machines within your armycannot exceed 120 points in a 400 pointarmy.

    For example: We will now build anarmy list of the Kingdom of God:To play a 200 point game we willstart with the models included inthe Kingdom of God Starter Pack: 1Captain (55 points), 2 Swordsmen(32 points) and 2 Archers (24 points).This makes 111 points and we can

    upgrade 1 Swordsman to a Leader (19points). By adding an Alchemist of the

    Kingdom (43 points) and 2 IluminatiSealers (26 points), we have 199 pointsand are ready to play.

    5 : 2THE BATTLEFIELD

    Nemesis is a game mainly designed for two-player skirmishes with each army deploy-ing 60cm. apart from each other. We rec-ommend a battlefield of at least 100cm. by100cm.

    5 : 3SETTING UP THE

    BATTLEFIELD

    Once your opponent and you have your ar-mies and a game board you still have to placeterrain pieces and deploy your armies.

    * Placing terrain pieces

    * Deployment of the armies.

    5 : 4PLACING TERRAIN

    PIECES

    Since Nemesis is a skirmish game with min-iatures, the terrain pieces are very important

    when setting up a battlefield. That is why werecommend you use enough terrain piecesto make the battle more interesting but youshould not fill the whole board.Terrain be-longs to one of two categories:

    * Obstructions: This category includesany terrain element 15cm. in diameteror larger.

    * Obstacles: This category consists of lin-

    ear terrain pieces being 10-15cm. longand 3-5cm. wide, approximately.

    Terrain pieces may be placed randomly or asexplained below:

    * You and your opponent agree on 5 Ob-structions from whatever terrain pieces

    you have available.

    * Divide the game board into 4 quadrantsusing an imaginary line dividing thebattlefield in half from top to bottom,and another line dividing the battlefieldin half from side to side.

    * You and your opponent each roll 1D10.The player with the highest result canselect one of the Obstructions and placeit in any one of the quadrants or in thecenter of the board.

    Then, the other player places anotherObstruction, and so on until all theObstructions have been placed on the

    board. No more than 1 Obstruction canbe placed in any quadrant, or in thecenter of the board.

    * Roll 1D10 for each Obstruction on theboard. The top face of the die will actas an arrow. The Obstruction must bemoved in the direction of the arrowa number of cm. equal to the numbershown on the die.

    * Finally, repeat this process for placingObstacles, but do not roll to move themafter placement. This process is just asuggestion. If you wish, and your oppo-nent agrees, you can place terrain piecesany other way you like.

    5 : 5DEPLOYMENT OF THE

    ARMIES

    Each army deploys on opposite sides of thebattlefield. Whatever areas are designatedfor each player, they must be 60cm. fromeach other unless the Scenario states other-

    wise.

    To determine which army deploys first andin which deployment zone, you and your op-

    ponent must roll 1D10 and compare your re-sults. The player with the highest result canchoose one of the options below:

    *

    Deploying first, choosing his or herdeployment zone (unless the Scenariostates otherwise).

    * Deciding that their opponent deploysfirst. Their opponent may choose hisor her deployment zone (unless theScenario states otherwise).

    Finally, throughout deployment, the fol-lowing rules must be observed:

    * Whichever player deploys first placesone unit in his or her deployment zone.

    Then, their opponent sets up a unitin their deployment zone. Take turnsdeploying units until both armies are onthe battlefield (except for those havingany Special Rule that allows them todeploy later).

    * No unit is allowed to be deployedoutside the deployment zone of its army,except those with a Special Rule statingotherwise.

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    The length of a battle in Nemesis is deter-mined by the Scenario, as well as its VictoryConditions. Typically, a battle in Nemesislasts 6 rounds.

    In Nemesis actions are mostly considered si-multaneous; however, practicality demandsthat time be divided into turns and rounds.

    Each round consists of the activation ofevery unit on the board. A battle lasts fora set number of rounds or until victory isachieved.

    Each round consists of turns. One playerwill activate a unit on his or her turn, andthen the other player takes a turn activatinga unit. Each player alternately takes turnsuntil all models have activated, and then theround is over. No unit can be activated morethan once unless specified by a Special Ruleor Spell.

    Each round follows the same sequence,starting with a Command Roll, and followedby alternating turns activating units.

    * Command Roll: At the beginning ofeach round, both players must Roll theCommand Roll. The winner of thisRoll decides which player activates aunit first.

    To resolve this Roll, each player rolls1D10 and adds the highest Command

    Attribute from among his or her Heroes.The one with the highest result wins.

    * Activation Sequence or turns: At thispoint, both players take turns activatingunits. Once all units on the battlefieldhave been activated, the round is overand another one begins.

    Normally, you can only activate each unitonce per round.

    During the activation of a unit, you can per-form one or more of the following actions:

    * Movement: The unit moves.

    * Magic: The unit uses Magic.

    * Carrying Out Orders: The active unitwill carry out assigned Orders. Theunit carrying out the Orders makes anyapplicable rolls.

    : 7 :THE TURN AND

    THE ROUND

    : 6 :DURATION

    OF THE BATTLE

    A unit can be activated and not assigned or-ders or be activated and be assigned one ormore Orders. Either situation must be indi-cated by means of a marker.

    When a unit ends its activation, it cannot beactivated again until the following round, un-less a Spell or Special Rule states otherwise.

    For example: A player of the King-dom of God wins the Command Rolland activates a Halberdier unit. Theunit moves toward the enemy andit receives the Order to Run to bringthem even closer. The Halberdier unitRuns, thus carrying out its Order;after this, its activation ends.

    Now, it is his or her opponents turnto activate a unit.

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    Any model or unit removed from the board isconsidered to be destroyed. Models cannotmove through other models, either friendlyor enemy.

    8 : 1TERRAIN

    Before any game of Nemesis, it is advisable

    that you agree with your opponent on howthe terrain elements on the battlefield willwork to avoid confusion.

    Remember that terrain blocks line of sight,and Nemesis uses real line of sight. So in or-der to determine if a piece of terrain grantsany type of cover, you just have to look fromthe point of view of the miniature.

    8 : 2TERRAIN TYPES

    All the terrain pieces on the board affectyour armys Movement. Thus, before thebattle begins, you must make clear whichterrain pieces are considered Clear, Difficultor Impassible terrain.

    * Clear Terrain: The terrain does notaffect movement. Any model withinthis type of terrain can move its wholeMovement. If an area has not been de-fined, it is assumed to be Clear terrain.

    * Difficult Terrain: Models movingthrough this terrain must spend 2cm.of movement for every 1cm.they travel.

    A model is only considered to be insidea terrain piece when its whole base isinside. Debris, swamps, etc. belong tothis category.

    * Impassible Terrain: This terrain ty pecan never be crossed. Cliffs, high walls,large rocks, etc. belong to this category.

    Obstructions

    As explained in section 5 : 4 Placing Ter-rain Pieces, Obstructions are terrain piecesof a specific size. Most have no other specificrules than the ones mentioned above.

    Forests

    Forests are Difficult terrain Obstructionswith unique characteristics. Forests stopLoS from one side to the other, but not tothe forest or from it. Thus, any model within

    a Forest can see outside the forest, and canbe seen from the outside. Models in a Foresthave Cover against enemy Shots (see 13 : 5How to Shoot ).

    Individual trees in a Forest are consideredImpassible terrain and models cannot climb

    them, unless they have a Special Rule statingotherwise, or they are under the effect of aSpell or Potion that allows them to do it.

    Remember that in order to benefit from be-ing within a Forest, a models base must becompletely inside it.

    Obstacles

    Obstacles are another category of terrainpieces, as was explained in 5 : 4 Placing Ter-rain Pieces.

    If the Obstacle is higher than the model try-ing to move through or over it, the terrainis considered Impassible terrain. If it is thesame size or lower, the model must considersit Difficult terrain. Even if the width of theterrain is less than the width of the modelsbase, it is still slowed when crossing the Ob-

    stacle at least once (spending 2cm. to moveonly 1cm.)

    If a model does not have enough Movementto cross the Obstacle completely, it stops incontact with it and may cross it the follow-ing turn.

    : 8 :MOVEMENT

    The first thing you can do when activating aunit is move it. The unit may move as manycentimeters as specified by its Movement At-tribute in any direction. A unit cannot makethis move after it receives an Order. If theunit is not already engaged in Close Combat,this move cannot take them into base to basecontact with enemy models.

    If one of your units is engaged in combat,you can only move models that are not inbase to base contact with enemy models.Unengaged models must be moved into baseto base contact with the enemy if possible,otherwise move them as far as possible to-

    ward the enemy. Unengaged models maybe placed in contact with any of the models

    within that unit.

    If a unit includes models with differentMovement Attributes, you can move eachmodel up to its whole Movement value aslong as they maintain coherency (staying

    within 5cm. of each other).

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    8 : 3POSITIONS OROBJECTIVES

    Once all the terrain pieces are set up andtheir types specified, you have to determine

    which of those terrain pieces will be con-sidered Positions or Objectives and deciding

    whether they can be defended from bothsides (such as a stone wall), or just from oneside (such a wall with stakes on one side),or from one position (such as higher up ona hill).

    Positions or Objectives may be either Ob-structions or Obstacles. They are definedby being easy to defend or important to theresolution of the battle.

    Only units of two or more models are ableto defend Positions or Objectives. Heroes

    within units count as members of those unitswhen defending Positions or Objectives.

    A unit can end its movement in base to basecontact with a Position or Objective and de-clare it is going to Defend it.

    Defending a Position or Objective

    A unit Defending a Position or Objective canapply the following modifiers in combat:

    * +1 To all their Combat Rolls.

    * -1 To all their Courage Tests.

    A unit Charging an enemy Defending a Posi-tion or Objective must measure normally todetermine if it reaches their target (see 12 : 1Charge ), but it is obliged to be placed in baseto base contact with the Position or Objec-tive, not with enemy models Defending that

    position.

    A unit Defending a Position or Objective thatis Charged by an enemy can only be assignedthe Order to Withstand the Charge as a Re-action to the Charge (see 12 : 3 Reaction tothe Charge ).

    If a unit Defending a Position or Objectiveloses a combat, the victors can use half theirMovement to be placed into the Position orObjective and will now be considered De-fending it (see 15 : 9 Combat Result).

    After moving a unit, it must be given an Or-der, usually by a Hero, for it to do anythingelse. Assigning Orders does not mean that

    you activate the Hero giving the order. AHero can give Orders on turns before it ac-tivates, on the turn it activates, and on laterturns.

    Each of your Heroes has a Command At-tribute which indicates the number of ordersit can assign each round. These Orders aredivided into 3 groups:

    Orders of Movement* Approximation

    * Ghostly March(Notalive only)* Run

    * Evasion

    * Joining Units

    * Splitting Units

    * Closing Ranks(Kingdom of God only)

    * Hit the Ground(Rocavivas only)

    Orders of Shooting* Shoot

    * Guerrilla(Orphans only)

    Orders of Combat* Charge

    * Berserker Charge(Thousand Faces Cult only)

    * React to a Charge

    * Combat

    9 : 1COMMAND POINTS

    When you activate one of your units, and a f-ter moving it, one of your Heroes less than30cm. away can spend 1 Command point togive it an Order. Legendary Heroes can is-sue orders to units up to 40cm. away. Leg-endary Heroes cannot receive any Command

    points from other Heroes.

    Each Hero regains all their CommandPoints at the beginning of each round.

    Heroes and Actions

    When your Heroes act on their own, theycan be assigned Orders like any other unit,but only from Legendary Heroes. However,they also have 2 free Actions. These are aseries of unique Orders that do not cost anyCommand points and which each Hero canassign to itself; these Orders do not countagainst the usual limitation to the number ofOrders each unit can be assigned each turn(see 9 : 3 Receiving Orders).

    For example: An Orphan Pranksterwants to Charge a unit of Morlacosfrom The Thou sand Faces Cult. Sinceit is alone and there is no Legend-

    ary Hero near enough to assign it anOrder, the player decides to use its firstfree Action to Approximate the Morla-cos and once this Action is fulfilled, itssecond Action is used to Charge.

    If one of your Heroes joins a unit, it mustcarry out exactly the same Orders as theunit, no more. This means it cannot use its2 free Actions.

    : 9 :ORDERS

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    Firmness

    Each round, one of your Heroes can spend 1Command point to allow a unit within 30cm.to re-roll a failed Courage Test.

    9 : 2GIVING ORDERS

    Your Heroes must be no more than 30cm.(40cm. in case of Legendary Heroes) awayfrom the unit being assigned Orders. This iscalled the Command Area.

    Giving an Order implies not only selecting

    that Order, but also its target.For example: A unit of Archers ofthe Kingdom of God is activated andmoves 10cm. towards a hill, seeinga unit of Skeleton Warriors that isbehind a rock. Then, a Captain of theKingdom of God, 25cm. away fromthe Archer unit, uses 1 Commandpoint to assign a Shooting Order andthe Archers open fire on the SkeletonWarriors.

    9 : 3RECEIVING ORDERS

    Each of your units can only be given a singleOrder per round, unless a Spell or SpecialRule states otherwise.

    If a unit can be assigned more than one Order

    per round, it cannot be assigned two Ordersof the same type. Thus, a unit could be as-signed one Order of Movement and an Orderof Shooting, but not two Orders of Shooting.

    For example: A unit of Orphan Scar-abs (with the Disciplined SpecialRule that allows them to receive twoOrders per turn) has ju st carried outan Order to Run. Now it can be givena new Order, but since the previousOrder was one of Movement, the newOrder can only be of Shooting or ofCombat.

    9 : 4ORDER MARKERS

    Whenever you declare an Order, you mustplace the relevant Order Marker next tothe unit that is going to carry it out; OrderMarkers help you to keep track of the Orders

    you have used and of the units activated eachturn.

    If a unit ends its activation and it has notbeen assigned an Order, place an ActivationMarker next to it (which is simply a facedown Order Marker). This helps keep trackof units that have activated.

    9 : 5ORDERS ON ONES OWN

    When your Heroes have exhausted all theirCommand points, or they are too far awayfrom your troops to give them Orders, unitscan still carry out an Order on their own.When the unit activates, declare which typeof Order you want it to carry out. The unitmust pass a Courage Test. If successful, theunit can carry out that Order freely. If itfails, the unit must immediately end its ac-tivation.

    A unit can only carr y out a single Order ontheir own per round, no matter what Spellsor Special Rules affect the unit.

    9 : 6

    ORDERS INTERRUPTINGACTIVATION

    Generally, you can only assign Orders whenit is your turn to activate a unit. However, insome cases you can assign an order to one of

    your units that has not yet activated duringthe opponents turn, interrupting an enemyunits activation.

    Those Orders momentarily alter the turn se-quence, but once resolved, activations go onas usual.

    These Orders are Reactions to the Charge,Combat and Activation of Opportunity.

    Reaction to the Charge

    If one of your units is the target of a ChargeOrder, you can activate it to react against theCharge. This activation allows you to give asingle Order to the unit that is the target ofthe Charge.

    As a reaction to the Charge you can onlycarry out one of the following actions:

    * Withstand a Charge

    * Close Ranks

    *

    Retreat* Counter-Charge

    * Shoot

    All this is explained in detail in section 12 : 3Reaction to the Charge.

    For example: A Halberdier unit isactivated and is given an Order toCharge an Archer unit of the Cult. Inthat moment, its activation is inter-rupted because the Cult player declaresthat his or her Archers are going to beactivated as a Reaction to the Charge.They decide to Shoot. The Archersshooting is resolved (the Halberdierslose one member), and then the Hal-berdiers are activated, finally Charg-ing against the Cult Archers.

    Combat is resolved as usual, and oncefinished, the activation of both unitsends and it is the Cult players turn toactivate a unit.

    Combat

    If a unit is engaged in Close Combat it canactivate to attack. Any units that it declaresan attack against can also activate to attackback. This alters the usual activation orderto receive the Order of Combat (see 12 : 4Combat).

    Activation of Opportunity

    Once per round, one of your units can carryout an Activation of Opportunity. To dothis, the unit must meet the following re-quirements:

    * It cannot be engaged in close combat.

    * It has not been previously activated thisround.

    * It must have LoS to the enemy unitthat is the target of the Activation ofOpportunity.

    * An Activation of Opportunity cannotbe performed in response to another

    Activation of Opportunity.

    The Activation of Opportunity must be de-clared after its target has finished its move-ment, but before any Order is assigned to it.

    The unit carrying out the Activation of Op-portunity can only be assigned two ty pes ofOrders: Charge or Shoot. To resolve theseOrders, it follows the rules described in sec-tions 15 : Combat and 13 : Shooting; but withthe restrictions below:

    Charge

    You may only Charge the enemy that pro-voked the Activation of Opportunity. Theenemy can React to the Charge normally.

    Shoot

    You can only Shoot at the enemy that pro-

    voked the Activation of Opportunity. TheseShots are resolved immediately, interruptingthe enemys activation. The Range of all

    your weapons is halved (rounding up) whenShooting during an Activation of Opportunity.

    A unit carrying out an Activation of Oppor-tunity can not activate again during the cur-rent round.

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    For example: A unit of Halberdiersof the Kingdom of God activate andmove towards a unit of Archers of theThousand Faces Cult. The Cult playerdeclares that the Archers are going tocarry out an Activation of Opportunityto Charge the Halberdiers before theyare assigned any Order. The Hal-berdiers can React to the Charge asnormal. Thus, the Charge is resolvedand the Halberdiers are engaged by theArchers of the Cult.

    : 10 :ORDERS OF MOVEMENT

    All Orders explained below involve move-ment. No unit engaged in close combat canbe assigned Orders of Movement, with theexception of the Order of Evasion.

    10 : 1APPROXIMATION

    Approximation Movement is half the mod-els movement (rounding up). Thus, the Ap-

    proximation movement for a model with aMovement Attribute of 9, would be 5cm.

    Requirements to carry out this Order:

    * The unit can only move towards thenearest enemy it can see.

    * The unit is not Defending a Positionor Objective (see 8 : 3 Positions andObjectives).

    * The unit is not Fleeing.

    10 : 2GHOSTLY MARCH

    Ghostly March is an Approximation Orderexclusive to the Notalive. It operates differ-ently from a normal Approximation Order.

    * Any enemy unit 20cm. or less from theunit carrying out this Order (before,during or after its movement ends) and

    with LoS to it must pass a Courage Testor Flee towards its deployment area (see17 : 3 Fleeing). Units with the SpecialRules Notalive, Fear or Immuneto Fear do not need to pass this Test.Fleeing from Ghostly March does notmean the unit has activated. So a unitFleeing because of this can be activatednormally and try to regroup (see 17 : 5Regrouping Test).

    To carry out this Order, the unit must meetthe following requirements, in addition tothose of the Order of Approximation:

    * This Order can only be assigned in aNotalive army.

    * This Order can only be assigned onceper round.

    * This Order can only be assigned to unitsformed by 4 or more models with theNotalive Special Rule.

    10 : 3HIT THE DIRT

    Hit the Dirt is an Approximation Orderunique to the Rocavivas army. When car-rying out this Order and for the rest of theround, the unit is af fected as follows:

    * This unit gains +1 to its Toughness if itis within Difficult Terrain.

    * This unit considers Difficult Terrain asClear Terrain when moving or Charging.

    To carry out this Order, the unit must meetthe following requirements, in addition tothose of the Order of Approximation:

    * This Order can only be assigned in aRocavivas army.

    * This Order can only be assigned onceper round.

    Then, combat is resolved as usualand, once finished, both units acti-vations end.

    Now it is the turn of the Cult playerto activate a unit.

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    10 : 4RUN

    A Run allows a unit to move its whole Move-ment in any direction.

    Requirements to carry out this Order:

    * Your unit is not Defending a Positionor Objective (see 8 : 3 Positions andObjectives)

    If a unit that has been given the Order toRun is engaged in close combat at any timein the same round, it must apply a modifierof -2 to all its Combat Rolls.

    Any unit carrying out this Order cannot useits ranged weapons for the rest of the round.

    10 : 5EVASION

    This Order allows a unit to move up to itsMovement +1D10cm. towards its deploy-ment zone to leave a Close Combat.

    Requirements to carry out this Order:

    * The unit is engaged in Close Combat.

    * The unit has not suffered any wounds incombat this round.

    * The unit is not Defending a Positionor Objective (see 8 : 3 Positions andObjectives).

    * Your unit has enough space to leave thecombat.

    *

    Your unit has not charged an enemy thisround.

    A unit carrying out an Order of Evasion willsuffer automatic hits (see 14 : 5 AutomaticHits). Moreover, enemy units can activateto Pursue if they are not engaged with anyother unit and if they have enough space toPursue (see 17 : 4 Pursuits).

    * If the enemy unit reaches the Evad-ing unit, the unit suffers additionalautomatic hits and is engaged in CloseCombat again.

    * If the enemy does NOT reach theEvading model or unit, it must move therolled distance. It is considered to haveRun.

    Any Evading unit is considered to be Flee-ing and it cannot be assigned any Combat orShooting Orders for the rest of the round,although Spells or Special Rules may stateotherwise.

    10 : 6

    JOINING UNITSThis Order allows a unit to join a friendlyunit of the same type. The models formingthe unit may move up to half their Move-ment to reach cohesion with the unit theyare joining.

    Requirements to carry out this Order:

    * This Order can only be assigned tomodels that are purchased in units.

    * Your unit carrying out this Order is notDefending a Position or Objective (see 8: 3 Positions and Objectives).

    * The unit is of the same type as the unitit is joining.

    * Neither the Ordered unit nor the onebeing joined is Fleeing.

    * There is a Leader present in only oneof the two joining units or no Leader in

    either.* The maximum size of the joined unit is5 models.

    The second unit is automatically activatedwhen the unit carrying out the Order joinsit. It may move (including the models that

    joined). The new unit then ends its activa-tion and it cannot receive any more Ordersfor the rest of the round.

    10 : 7SPLITTING UNITS

    This Order a llows a unit to split into twounits. Move the members of the new unit upto half their Movement, placing them out ofcohesion with the other models of their oldunit.

    Requirements to carry out this Order:

    * This Order can only be assigned tomodels that are purchased in units.

    * The unit is not Fleeing.

    * The unit is not Defending a Position orObjective (see 8 : 3 Positions and Objec-tives)

    * Each of the two units formed aftercarrying out this Order must include atleast 2 models.

    Once the Order for Splitting Units is carriedout, the activation of both units end and theycannot receive any more Orders for the restof the round.

    10 : 8CLOSING RANKS

    Closing ranks is an Order unique of theKingdom of God army. It may be used as aReaction to a Charge. Models in the unitmay move up to half their Movement so longas every model ends up in base to base con-tact with another model in the unit. Modelsmust form an unbroken line of models when

    possible. When carr ying out this Order andfor the rest of the round, your unit ga ins thefollowing modifiers:

    * It gains +1 to its Toughness.

    * It gains +1 its Courage.

    Requirements to carry out this Order:

    * This Order can only be assigned in theKingdom of God army.

    * This Order can only be assigned onceper round.

    * This Order can only be assigned to unitsformed by 3 or more models.

    * The unit is not Fleeing.

    * The unit cannot be using the Self-Pro-tect Special Rule.

    * If the unit is Defending a Position orObjective, its movement cannot abandonthe Position or Objective (see 8 : 3 Posi-tions and Objectives).

    None of the models in the unit carrying outthis Order can be moved closer to the closestenemy unit.

    Although this is an Order of Movement, itcan also be used as a Reaction to a Charge.In this case, the unit Closing Ranks mustcarry out this Order before the enemy meas-ures its Charging movement.

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    : 11 :ORDERS OF SHOOTING

    The Orders described below can only be as-signed to units with ranged weapons, nor-mally Marksmen.

    Once assigned an Order of Shooting it mustbe carried out as explained in the followingsection and apply the general rules included

    in section 13 : Shooting.

    11 : 1SHOOT

    This Order allows a unit to use ranged weap-ons.

    Requirements to carry out this Order:

    * The unit has LoS to the target.

    * The unit has not been assigned an Orderto Run this turn. Af ter receiving an Or-der to Shoot, the unit cannot be orderedto Run unless a Special Rule specificallyallows the unit to Run after Shooting.

    * The unit is not engaged in Close Combat.

    * The unit is not Fleeing.

    11 : 2GUERRILLA

    Guerrilla is an Order of Shooting unique ofthe Orphan army that allows the unit car-rying out this Order to move up to half itsMovement in any direction after Shooting.

    Requirements to carry out this Order in ad-dition to those for above:

    *

    This Order can only be assigned in anOrphan army.

    * This Order can only be assigned onceper round.

    * The unit has not been assigned anyOrder of Movement this round. A unitcarrying out the Guerrilla Order cannotlater receive an Order of Movement.

    * The unit is not Defending a Position orObjective (see 8 : 3 Positions or Objec-tives).

    Most Orders explained below involve move-ment. Moves from Combat Orders are theonly way a unit can be placed in base to basecontact with the enemy. Models in base tobase contact with enemy models are consid-ered engaged.Remember that no measure-ment between models can be taken untilafter the Order is declared.

    Once a Combat Order is assigned, it must be

    carried out as indicated in the correspond-ing section, but applying the general rulesincluded in section 15 : Combat.

    12 : 1CHARGE

    A unit carrying out a Charge may move theirwhole Movement to attempt to enter base tobase contact (also known as BtB) with en-emy models.

    Requirements to carry out this Order:

    * The unit is not engaged in Close Combat.

    * The unit is not Fleeing.

    * The unit is not Defending a Positionor Objective (see 8 : 3 Positions orObjectives).

    * The unit has LoS to its target.

    Measure the distance between the or Charg-ing unit and its target before moving.

    If your unit cannot reach its target, youhave made an estimation error. Thus, yourunit may only move up to half its Movementtowards its target. The Charging unit musthalt before entering the targets ControlZone.

    If your unit reaches its target, use the follow-ing rules to move into Close Combat:

    * If it is an individual model Charginganother model: Your model has to bemoved in a straight line until it is placedin BtB contact with its target.

    * If it is an individual model Charginga unit: Your model has to be moved ina straight line until it is placed in BtBcontact with the closest model of the

    target unit if possible. If not, it maybe placed in BtB with the next closestmodel.

    * If it is a unit Charging another unit:The model that is closest to the targetunit has to be moved in a straight lineuntil it is placed in BtB contact withthe closest model of the target unitif possible as above. Then, the secondclosest model is moved in a straight lineuntil it is placed in BtB contact with thenext closest model of the target unit.

    This goes on until all your models havemoved.

    If any model of the Charging unit cannot reach their target model, or thereis not enough space to be placed inBtB, the model may be moved into BtBcontact with another member of thetarget unit, even if the target model isalready in BtB with one of your models.If a Charging model still cannot reachan enemy model, place it behind oneof your models that is in BtB with theenemy.

    Models Charging into combat must main-tain coherency. If a Charge would moveone or more models out of coherency, movethose models into BtB with enemy modelsthat are closer. If this is not possible, movethe models are far as possible without break-ing coherency. During combat, coherencycan be broken.

    : 12 :ORDERS OF COMBAT

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    After the Chargers move, the combat is re-solved following the usual rules (see 14 :Combat).

    The unit performing the Charge is granted amodifier for the first turn of the combat (see14 : 7 How to Attack). A unit can Chargeseveral enemy units if the charge meets allthe requirements above, and models can be

    placed in BtB contact with each Chargedunit.

    12 : 2BERSERKER CHARGE

    The Berserker Charge is an Order unique tothe Thousand Faces Cult and it is otherwiseconsidered a normal Charge, with the excep-tion that it grants more modifiers through-out the combat (see 14 : 7 How to Attack).

    To carry out this Order, the following re-quirements must be met, apart from those ofthe normal Charge Order:

    * This Order can only be assigned by theThousand Faces Cult.

    * This Order can only be assigned onceper round.

    12 : 3REACTION TO THE

    CHARGE

    Any unit that is the target of a Charge can

    be activated out of turn with the Order toReact to the Charge. The unit cannot havebeen activated earlier that round. If multipleunits are being charged, multiple units can

    potentially activate and React to the Charge.

    The Reaction to the Charge is declared im-mediately after your opponent has declaredthe Charge but before any measurementsare taken. This interrupts the usual turnorder, as mentioned in section 9 : 6 OrdersInterrupting Activation. Af ter declaring theReaction to the Charge, the Charging unitmeasures to see if it has failed the Charge.

    If the Charge fails because it is too far away,the unit Reacting does not activate, and theOrder to React to the Charge is not carriedout.

    As a Reaction to the Charge one of the fol-lowing actions can be carried out:

    * Withstand a Charge

    * Close Ranks (Kingdom of God only)

    * Retreat

    * Counter-Charge

    * Shoot

    Withstand a Charge

    Withstanding the Charge is not a true Order,and so using it costs no Command points,nor does a Hero need to issue the Order.

    When you declare that your unit is going toWithstand the Charge, the unit activates and

    waits to try and stop enemy attacks (see 14 :6 Stopping Attacks).

    Close Ranks

    As it was stated in the section about theOrders of Movement, the Order to ClosingRanks can also be used as a Reaction to theCharge (see 10 : 8 Closing Ranks). In thiscase, the unit using this Order as a Reactionto the Charge can try to Stop the enemysattacks during the following combat (see 14 :6 Stopping Attacks).

    RetreatThe unit ordered to Retreat can move theirMovement +1D10cm. in a direction awayfrom the enemy performing the Charge be-fore the Charging unit moves.

    Requirements to carry out a Retreat Order:

    * The unit is not engaged in Close Combat.

    * The unit is not Fleeing.

    * The unit is not Defending a Position orObjective (see 8 : 3 Positions or Objec-tives). A Retreating unit is now Fleeing(see 17 : 3 Fleeing).

    If the enemy reaches at least one Retreatingmodel, the Retreating unit suffers an auto-matic hit for each enemy model that reachesBtB contact. The units are now engaged incombat. The retreating units Attack Attrib-ute is reduced to 0 for the rest of the round.

    Counter-Charge

    A unit performing a Counter-Charge mustremain steady and wait for the enemy unit tocarry out its Charging movement.

    After the Charging unit moves, any model inthe Charged unit that has not been engagedin Close Combat can be moved up to hal f its

    movement toward the enemy and into BtB.They must engage unengaged models if pos-sible (see 12 : 1 Charge).

    This Reaction to the Charge allows yourunits to strike back at the enemy in combat.Counter-Charging models do not gain themodifiers for Charging (see 14 : 7 How to

    Attack).

    For example: An Orphan unit formedby three Grasshoppers Charges a unitof the Kingdom of God formed by threeHalberdiers. The Halberdiers have notbeen activated, so they are assigned anOrder to Counter-Charge as a Reactionto the Charge. The Grasshoppers are6cm. away from the Halberdiers andso the Charge is successful.

    Then, the Chargers move: the Grass-

    hopper that is the closest to the Hal-berdiers moves to engage the nearestHalberdier. Then the next Grasshop-per moves 8cm. to engage the nextclosest Halberdier. Finally, the thirdGrasshopper cannot reach the last Hal-berdier, so it is placed behind one of itscomrades. Next, the Halberdier thatis not engaged moves 5cm. to engageone of the Grasshoppers that is in baseto base contact with one of its fellows,as it did not have enough movement toreach the unengaged Grasshopper.

    Finally, the combat begins. Both theGrasshoppers (who performed theCharge) and the Halberdiers (carryingout the Counter-Charge) can damageeach other, although only the Grasshop-pers have the modifier granted by theCharge.

    Shoot

    If you choose to Shoot as a Reaction toa Charge, your unit Shoots at the enemyCharging them.This Shooting is resolvedbefore the enemy makes its Charging move-ment. Obviously, the unit can only shoot atthe Charging unit.

    Requirements to carr y out this action:

    * The unit is not engaged in Close Combat.

    * The unit is not Fleeing.

    * The unit has LoS to the Charging unit.

    Remove any casualties caused by Shootingbefore the enemy makes its Charging move-ment. This may prevent the Chargers fromreaching their target if the nearest modelsare removed. Follow the rules for a failedCharge if the survivors cannot reach theirtarget.

    When performing this Reaction to theCharge, your unit can only stop the enemysattack (see 14 : 6 Stopping Attacks).

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    12 : 4COMBAT

    Combat does not require an Order from aHero, nor does it require a Courage Test ifno Hero is within 30cm. and costs no Com-mand points.

    When a unit is in base to base contact withenemy models, you may activate it and de-clare the unit will fight normally (see 14 :Combat).

    Requirements to carry out this Order:

    * The unit is engaged in Close Combat.

    For example: An Orphan unit of F lieshas been engaged in Close Combat witha unit of Archers from the Kingdomof God since the previous turn. Onthe Orphan players round, he or shedecides to activate the Flies and assignthem the Combat Order. The Archershave not been activated yet and, usingthe rules described in section 9 : 6Orders Interrupting Activation, theKingdom of God player activates theArchers and gives them the CombatOrder as well.

    Then, the combat is resolved as nor-mal. Once the combat ends, it is theKingdom of God players turn.

    : 13 :RANGED WEAPONS

    In the Armies section, under Equipment,you can find the ranged weapons that eachmodel and unit can carry, along with theircharacteristics. These are:

    Strength (S): Determines how hard it hitsthe enemy.

    Shooting Difficulty (SD): It represents the

    complexity of the weapon.Range (R): The weapons maximum range,in centimeters.

    All ranged weapons have a Short Range equalto half its maximum Range (rounding up).

    Area (AR): It represents the area affected bythe weapon, if any. Measured from the edgeof the Hit Marker.

    Special Rules: If there are any Special Rules,they are included after the characteristics ofthe weapon.

    For example: Giara Claws( S3 / SD9+ / R30 / Multiple Shot )

    13 : 1

    SHOOTING RULESEach unit with ranged weapons can per formone single Shooting action per round, unlessa Spell or Special Rule states otherwise.

    In order to Shoot, a unit must receive an Or-der to Shoot, and declare a target. You maynot measure before choosing a target. Shoot-ing follows these limitations:

    * The target cannot be changed once theOrder to Shoot is declared.

    * Only those models with a LoS to thetarget can Shoot.

    * If a model Shoots at a unit, the nearestmember of the target unit is designatedas target.

    * If a unit Shoots at a model, Shoot withthe model closest to the target first .

    Then, shoot with the next closest mod-el, and so on until the target is elimi-nated or no other models can shoot.

    * If a unit Shoots another unit, Shootwith the model closest to the targetfirst, targeting the closest member

    of the enemy unit. Then, Shoot withthe next closest model targeting thenext closest model; and so on until theenemy unit is eliminated or no othermembers in your unit can Shoot.

    * If any model in the enemy unit is out ofrange, or if every model of the targetunit has been shot at, any remainingshots target the closest enemy model,then the next closest, and so on. Amodel can Shoot at Short Range if ithas LoS and the target is within theShort Range of the weapon used.

    13 : 2DESIGNATING TARGETS

    The target of your Shooting can be any en-emy unit that meets the requirements statedabove. The unit does not need to be the clos-est one to the Shooting unit.

    13 : 3SHOOTING AT A

    COMBAT

    If the target of your Shots is a unit engagedin Close Combat, apply the appropriatemodifier from 13 : 5 How to Shoot.

    When firing at a unit in Close Combat,misses may hit friendly models in the com-bat. For each miss, make another Aim Roll

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    but without the modifier for Close Combat.Those hits are allocated evenly among yourmodels in the combat.

    13 : 4HOW TO SHOOT

    After checking that your target is in range(if it isnt, the shot fails), follow the processbelow to resolve Shooting:

    1. Aim Roll

    Roll 1D10, add the value of the Aim Attrib-ute of the model performing the Shot and

    apply modifiers to the Aim Roll describedbelow. These modifiers are cumulative.

    Modifiers to the Aim Roll

    Aim Rolls may be modified for several rea-sons; they are all listed below:

    +1 If the target is 2 or more Sizepoints larger than the shootingmodel.

    -1 If the target is, at least, 2 Sizepoints smaller than the shootingmodel.

    -1 If the target is behind a model,Obstacle or terrain elementgranting Cover.

    -1 If the shooter has moved thisturn.

    +1 If the target is within a ShortRange of the models weapon.

    -3 If the model Shoots at a closecombat.

    -1 If the model Shoots at a Herothat has joined a unit. Note youcannot choose to specificallytarget a Hero that has joined aunit. See how shots are al locatedunder 13 : 2 Shooting Rules.

    To hit, the result of the Aim Roll must beequal or greater than the value of the SD ofthe ranged weapon used. This roll appliesthe rules for fluffs and feats (see 3 : 3 Fluffs,and 3 : 4 Feats).

    For example: An Archer of theThousand Faces Cult with an AimAttribute of value 4 Shoots with itsCompound Bow (S3/SD9+/R50) ata Skeleton Warrior of the Notalive22cm.away. Its controller rolls the dieand shows 4, then he or she applies themodifier for Short Range (+1) andadds the models Aim value. The totalis 9 (4+1+4=9). The result is equal to

    the SD of the ranged weapon, so theshot hits the Skeleton Warrior.

    2. Power of the Hit

    Once the target is hit, the power of the hithas to be calculated. To this end, Roll 1D10and add the Strength of the ranged weapon.

    For example: In order to calculatethe power of the hit, the Archer ofthe Thousand Faces Cult rolls 1D10and gets a 5; then, the Strength of itsCompound Bow (S3) is added, so thepower of the hit is 8.

    3. Withstand the Hit

    If the power of the hit is greater than theToughness of the model hit, the attack hasinflicted damage.

    For example: The Skeleton Warrior ofthe Notalive has Toughness 7, which islower than the Power of the Hit (8)and therefore it takes damage.

    4. Survival Test

    If the target suffers any damage, the value ofits Survival Factor Attribute is reduced by 1

    point for the rest of the battle. If its SurvivalFactor reaches 0, it must be removed fromthe battlefield as a loss immediately. If thetarget is a Hero, it can make a Survival Test;if this Test is successful, it suffers no dam-age. Otherwise, it loses one Survival Factor

    point.

    For example: A Captain of the King-dom of God (Survival Factor 3) thathas just suffered damage tries to pass aSurvival Test. Its controller rolls a dieand rolls 5. Since the result is g reaterthan its Survival Factor Attribute, theTest is failed and its Survival Factoris reduced to 2 (3-1=2) for the rest ofthe battle. Models with other waysto avoid taking damage can try thembefore making a Survival Test.

    : 14 :

    COMBAT

    14 : 1CHARACTERISTICS OF

    THE WEAPONS

    In the chapter for Armies, under Equip-ment, the weapons of every unit in Nemesisare listed. Each weapon has the followingcharacteristics: Special Rules: If there areany Special Rules, they are included afterthe weapons name.

    Spear: Grants its bearer the LongWeapon Special Rule

    All Special Rules are described in section21: Special Rules.

    14 : 2WHO CAN FIGHT

    All models in BtB contact with an enemymodel or in a position from which they canfight in Close Combat (if they are bearing a

    weapon with the Long Weapon SpecialRule, for example) can fight.

    It is advisable to make the Combat Roll foreach model separately, so the results can beeasily compared.

    14 : 3ATTACKS WITHOUT

    ACTIVATION

    Those of your units that cannot or do notwant to activate when attacked in CloseCombat, suffer automatic hits (see 14 : 5 Au-tomatic Hits), although they can attempt toStop those automatic hits (see 14 : 6 Stop-

    ping Attacks).Units that were not activatedwhen attacked in Close Combat and whichcan be activated later on, cannot fight, un-der any circumstances, the enemy that at-tacked them previously.

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    For example: A unit of three Archersof the Kingdom of God is engaged inClose Combat with a unit of SkeletonWarriors. It activates to fight the Skel-eton Warriors. However, the SkeletonWarriors do not wish to activate, asthey anticipate being Charged by a unitof Royal Guards.

    The unit of Archers automaticallyhits (no need to roll) and the SkeletonWarriors then try to Stop tho se attacks.After resolving the appropriate rolls,the Archers eliminate a Skeleton War-rior and the combat ends.

    Later on, the Royal Guards receive anOrder to Charge the remaining Skel-eton Warriors. The Skeleton Warriorsactivate to fight them. Since they werenot activated to fight the Archers, alltheir attacks must be directed towardsthe Royal Guard unit.

    14 : 4ACTIVATIONS IN

    MULTIPLE COMBAT

    When a unit Charges an enemy that is al-ready engaged in Close Combat, or a unit isactivated to attack an enemy that is engagedin Close Combat with several enemy units,the target must decide whether it activatesto defend itself or not. If the target does notactivate to defend itself, the attacking unitdeals automatic hits. If the target activates,

    it can fight normally and any other enemyin the Close Combat can also be activated tofight.

    For example: A unit of OrphanScarabs engaged in Close Combat witha Notalive Gargoyle unit is Chargedby a unit of Skeleton Warriors. Now,the Scarabs must decide whether toactivate to respond to this Charge anddefend themselves from the SkeletonWarriors or not to activate and suf-fer automatic hits. If they decide toactivate, the Gargoyles can decide toactivate too.

    The units resolve attacks in order of activa-tion. Start with the unit that Charged, or theunit that activated first.

    For example: The Scarab unit decidesto activate and divide its attacks be-tween the Skeleton Warriors that justCharged and the Gargoyles that werealready in close combat with them.After the Scarabs declare they willactivate, the Gargoyles also decide toactivate and defend themselves.

    In this case, the activation order wouldbe as follows: Skeleton Warriors, Scar-abs and, finally, Gargoyles. So, the

    Skeleton Warriors and the Scarabs thatare going to defend themselves activatefirst. Then, the remaining Scarabs,and the defending Gargoyles, activate.

    A unit deciding not to activate when beingattacked by an enemy cannot attack thisenemy later in the same round when it doesactivate.

    14 : 5AUTOMATIC HITS

    Sometimes your models become the targetsof automatic hits, attacks they cannot defendthemselves from.

    Automatic hits ta ke place in the followingcircumstances:

    * If a model enters or crosses an enemys

    Control Zone without engaging it.* If a model suffers a Close Combat attack

    and does not activate, voluntarily ornot.

    * If a model suffers a Close Combat attackand is not assigned any Order to defenditself.

    * If a models suffers a Close Combat at-tack and has a value equal to 0 on its

    Attack Factor Attribute (usually becauseit is Fleeing).

    * If a model uses an Order of Evasion toleave combat.

    In these situations, your models suffer a hitfor each point of Attack Factor of the enemymodels is in BtB contact with it, or whoseControl Zone they are passing through, ifthose models have not been activated thisround. If the enemy has been activated, yourmodels suffer a single hit.

    Although these hits are called automatic,they are not actually so, as Combat Rollshave to be made and the power of the hit cal-culated as usual. An automatic hit succeedson a Combat Roll of anything but a 1, be-cause a 1 is a lways a fluff.

    For example: A unit of two Hyena

    Women charge a unit of Archers ofthe Kingdom of God; the Archers havealready activated this Round, so theHyena Women deal two automatichits. They each roll 1D10 and the diceshow 6 and 1; since they are automatichits, they only fail with the 1 be-cause it is a fluff. This pl ayernow rolls for the successfulattack adding the HyenaWomans FU attribute,and compares the resultwith the ArchersRES to see if the at-tack deals a wound.

    14 : 6STOPPING ATTACKS

    In the situations described below, the unitcannot fight normally in combat and canonly try to stop the enemy attacks:

    * When a unit carries out an Order toWithstand the Charge, Close Ranks, orShoot as a Reaction to the Charge.

    * When a unit fails the Courage Testwhen being Charged by an enemy withthe Fear Special Rule.

    This represents your models fighting at adisadvantage.

    Under these circumstances the combat is re-solved as usual (see 14 : 7 How to Attack),but the defenders Combat Rolls that defeatthe enemys Combat Rolls do not cause dam-age. Instead, they only Stop the enemy at-tacks. Stopped attacks have no effect.

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    Modifiers to the Combat Roll

    Combat Rolls may be modified for severalreasons; they are al l listed below:

    +1 If the target is 2 or more Sizepoints larger than your model.

    -1 For each enemy, apart from thefirst, in BtB contact with theattacking or defending model.Up to maximum -2 in the case ofHeroes, unlimited otherwise.

    -1 If the model fails the CourageTest when being the target of aCh