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Page 1: Realm Fantasy Warfare
Page 2: Realm Fantasy Warfare

Version: 13.11 | © 2012 - 2013 Serious Lemon

Welcome to the RealmRealm - Fantasy Warfare is a large scale miniature war game set in the Realm during its great struggle. Players control forces of warriors and creatures alike, engaging in deeply tactical battles, attempting to out-witand outmanoeuvre their opponent over sprawling battlefields.

Getting StartedThe rules are broken down into three parts.

Realm Warfare contains all of the core rules necessary to start playing games. Armies of Realm describes each unit available in the game and rules on how to build a playable force. Lastly, the Force Addendum contains rules for all of the fun additions to your force, though not necessary to play a game, such as Magic, Siege Engines and Fiends.

Credits

Serious Lemon is

Scott Binks – Game Design

with help from

Mark Ponczek – Illustration

David Lascelles – Creative Writing

Kenny Ip – Graphic Design

Kriptanik – Lead Play-testing

and many thanks to

Camtron50k, Michael Binks, Nic Robson, Patrick Vuillermin, Vulcan (DakkaDakka) and Andrew Hannagan.

Getting in touch

Web:

http://realmfw.com/

Email:

[email protected]

Social:

http://www.facebook.com/seriouslemon

https://plus.google.com/101745698425900927043/

Page 3: Realm Fantasy Warfare

ContentsRealm Warfare...............................................................................4

Overview........................................................................................................................................................................5

Units & Formation.........................................................................................................................................................6

Characteristics..............................................................................................................................................................7

Sequence & Orders......................................................................................................................................................8

Engaging the Enemy..................................................................................................................................................10

Special Abilities...........................................................................................................................................................12

Commanders & Magic...............................................................................................................................................15

Engines & Fiends........................................................................................................................................................16

Terrain..........................................................................................................................................................................16

Set-up & Victory..........................................................................................................................................................19

Scenarios.....................................................................................................................................................................20

Armies of Realm............................................................................23Overview......................................................................................................................................................................24

The Allied Kingdoms of Regnalia..............................................................................................................................25

The Vaetari..................................................................................................................................................................26

Drogar..........................................................................................................................................................................27

Tengu of the Sultanates of Marrakhan.....................................................................................................................29

Aetan............................................................................................................................................................................30

The Cursed..................................................................................................................................................................31

Tithoreans....................................................................................................................................................................33

Illathynns......................................................................................................................................................................35

The Great Wehrlig Empire.........................................................................................................................................36

Arachne........................................................................................................................................................................37

Anubi............................................................................................................................................................................39

The Caballian Horde..................................................................................................................................................40

Force Addendum...........................................................................42Overview......................................................................................................................................................................43

Siege Workshop.........................................................................................................................................................44

Bestiary........................................................................................................................................................................47

Armoury.......................................................................................................................................................................50

Stables.........................................................................................................................................................................52

Guild of Master Craftsmen.........................................................................................................................................53

Library for the Arcane Arts.........................................................................................................................................54

Page 4: Realm Fantasy Warfare

Part IPart IRealm WarfareRealm Warfare

Page 5: Realm Fantasy Warfare

Overview

The Law of the RealmThis section contains all of the rules required for simulating battles in the Realm.

The rules describe how to move your troops around the battlefield, fire missile weapons, engage in melee, harness the arcane arts and deploy machines of war.

Throughout the rules, masculine third person pronouns are used exclusively. This in no way implies that all the characters in the Realm are male;it is merely used for consistency and to avoid confusion.

What you need• These rules • Appropriately based miniatures • At least ten, ten-sided dice (d10) • A tape measure/ruler (cm)• A playing surface, ideally 120cm x 120cm • Appropriate tokens (or similar bookkeeping

system) for designated status effects and orders

• An opponent

Diced10s are the only dice you will need to play battles inthe Realm. If your dice are numbered zero to nine, the zero is considered as a ten.

2d10 means rolls two dice and add their results; 3d10 means roll three dice, adding the result and so on. d5 means rolling a single d10 and halving the result, rounding up, giving a result from one to five.

Sometimes you may be required to modify the result of the dice, such as 2d10 + 5. This means, roll two dice and add five to the total on the dice.

EtiquetteFractions should be rounded up (to the nearest 0.5cm when regarding distance).

Dice can only ever be re-rolled once. If a re-roll is chosen, the second result must be taken.

Whenever randomising is necessary, use a d10.

In case of any ambiguity or disputes, resolve situations with a d10.

Most importantly, it's a fantasy war game, it's meant to be fun! Make sure you and your opponent are enjoying yourselves.

Size and ScaleRealm is designed to be used with 15/18mm scale miniatures. However, it plays well without modification at any scale up to 25/28mm.

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Units & Formation

Unit TypesThere are six Unit Types that determine general properties of how the unit behaves on the battlefield.

TypeThe Type describes what sort of unit it is. As can be seen above, Commanders are not a typical Unit Type and have specific rules governing their use.

Base SizeAll models need to be appropriately based. Base size describes the dimensions of the base, regardless of which scale models are being used. The number in parenthesis is a simplified form of thebase size, useful for quickly calculating the base size of a unit.

Models/BaseThis shows how many models should be on each base of this Unit Type.

If playing with a larger scale such as 25/28mm, depending on the models used, it will most likely be necessary to reduce the number of models per base. The number of models on each base does not influence game-play.

Bases/UnitThis shows how many bases make up a unit of the relevant type. In the Realm, bases are grouped together in a formation called a unit. A unit is made up of one or more bases (and a base is made up of one or more models).

Ht (Height)Ht is an abstracted value used when determining line of sight.

Commanders use the Ht and line of sight of the unit they are leading.

Pow (Power)Pow describes the unit's potential to inflict damage in combat and is used when calculating a unit's AT (Attack Total).

Res (Resilience)Res is a counter representing how many casualties a base may take before being unable to continue fighting. Each time a base receives a casualty their Res is reduced by 1. Once Res reaches 0, the baseis lost and removed from the battle.

Commanders require no Res characteristic as they cannot be targeted directly by enemy attacks.

Ht, Pow and Res are all treated like Characteristics.

FormationA unit is made up of a number of bases. Units may at most be 2 bases wide. Additional bases are placed directly behind the initial bases forming a second rank when deploying a larger unit.

All units have front, flank and rear arcs. Arcs are determined by drawing an imaginary line at a 45° angle from the corners of the unit.

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Line of SightUnits have 360° line of sight. To measure line of sight, measure from any point on the edge of the unit's base in a straight line to the target.

The unit has line of sight if either:

• There are no intervening models or terrain • There are intervening models or terrain but

either the source model's Ht and/or the target's Ht is greater than the Ht of the intervening models or terrain

Units in Melee have line of sight only to the other units in the same Melee.

Measuring DistancesWhen moving, always measure from the front of the unit's base. Distances can be measured at any time.

When measuring a distance between two points (two units for example), the points are said to be within the distance if the shortest path between the two points is equal to or less than the distance.

Removing BasesAs armies clash and valiant warriors begin to fall, units on the table take casualties and bases need to be removed. Bases are removed from the back rank, from right to left.

Characteristics

CharacteristicsEvery unit in the Realm has a Characteristic Profile which determines their ability in battle. Regardless of source or modifiers, no single Characteristic can be greater than 10 or less than 0.

Mel (Melee)Mel represents the unit's skill level and training in close combat. A unit with Mel: 0 may not make Melee attacks.

Rng (Ranged)Rng represents the unit's skill level and training in ranged combat. A unit with Rng: 0 may not make Ranged attacks.

Spd (Speed)Spd shows how many centimetres the unit may travel on the tabletop at the normal rate.

Cmp (Composure)Cmp describes how steady and composed the unit is in battle and their tendency to stay and fight even when their comrades fall around them. Cmp also includes an element of battlefield intelligence and experience.

Wp (Willpower)Wp is the strength of the mind. It shows a Mage's potential to cast spells during the battle. Wp is featured in spell casting and as such, it is only shown on a Commanders profile.

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Characteristic ChecksCharacteristic Checks are resolved by rolling a d10. The Check is successful if you roll less than or equalto the Characteristic.

A roll of 10 is considered a Critical Fail and always fails regardless of modifiers. A roll of 1 is a Critical Success and is always successful regardless of modifiers.

Composure ChecksAs a unit fails Cmp Checks, its morale worsens as well as its ability to operate in combat. On failing its fourth Check, the entire unit routs and is immediatelyremoved as a casualty.

Any unit with a base size of 3 or more gains a +1 bonus to their Cmp when required to make a Check.

Armour ChecksArmour behaves similarly to Characteristics, with some small but important changes. Troops gain an Armour value from their Class while other units have an Armour trait built into their profile. Regardless of the source, Armour can never go below 2.

Armour Checks are made in the same manner as Characteristic Checks, attempting to roll equal to or less than the Armour value on a d10. Armour Checks however, are always made against your opponent's Armour, never against your own.

Sequence & Orders

Game SequenceA game of Realm is broken up into a number of turns. In each turn, each player will give an Order to each of his units. The Orders given are executed in three Waves, with troops from both sides acting in each Wave. Once all three Waves are completed, any models locked into Melee will fight.

Placing OrdersAt the start of each turn, each player places a single Order Token face-down beside each of his units not currently in Melee (hiding his intentions from his opponent).

There are three potential Orders: March, Charge and Engage. Each unit must also be allocated a Wave in which they will execute the Order, either 1, 2 or 3. One unit may be given a Wave 1 Order, two units may be given Wave 2 Orders and the remaining units will be given Wave 3 Orders.

Executing OrdersOnce both players are happy with the Orders given to their units, the Orders are executed in Waves, beginning with Wave 1. The Waves themselves are broken down into three phases: Initiative, Movementand Ranged.

InitiativePlayers turn over their tokens for the given Wave, revealing which units are to be activated. The side with the activating unit with the highest Cmp takes the Initiative. If both sides are tied, both player's should instead roll a d10; whomever rolls highest takes Initiative.

At this time both players have the opportunity to measure any potential targets for a Ranged attack. Any targets that are valid during the Initiative phase are automatically valid during the Ranged phase.

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MovementDuring Movement any Orders to March or Charge are completed. Any movement component of an Engage Order is also completed here.

The side with the Initiative may choose to move all ofhis units before or after his opponent.

RangedDuring the Ranged phase, any units with an Engage Order may make a Ranged attack. Players again measure any potential targets for their Ranged attacks. Any unit that was a valid target during the Initiative phase, or that is a valid target now may be targeted by a Ranged attack. Ranged attacks from both sides are made simultaneously. The side with Initiative may declare his targets before or after his opponent.

Due to the simultaneous nature of each Wave, any unit wishing to make a Ranged attack that has been Charged or Engaged in Melee during the same Wave, may still do so, assuming they had a valid target in the Initiative phase.

Commander Movement & MeleeAt the end of Wave 3, after all Orders have been completed, Commanders from both sides have an opportunity to move into a more tactical position. Commanders may move up to 30cm in order to join another friendly unit. To join any friendly unit, move the Commander into base contact with it and place him behind the unit, in contact with its back rank. A Commander may not leave a unit currently in Melee,but may join one already engaged in Melee. The Commander with the highest Cmp may determine Movement order. Both player's should roll a d10 withwhomever rolling highest determining Movement order if both Commanders have equal Cmp.

Following Commander movement, any units currently in Melee fight for survival.

Once the Melees have all been resolved, the currentturn is completed. Players should determine if victory conditions have been met, ending the game; or whether to begin a new turn.

OrdersThere are three possible Orders available to all unitsin the game. Each offers a tactical option that must be applied successfully throughout the battle in order to be victorious.

MarchUnits can March forward any distance up to twice their Spd or directly backwards or sideways at their normal Spd. A unit may pivot about its centre up to 90º twice while Marching forwards.

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ChargeA Charge Order targets an enemy unit. A unit may Charge any enemy unit that is currently within their front arc, line of sight and within range. Units may move up to twice their Spd while Charging, pivoting about its centre up to 90º once during the Charge.

A unit may only Charge a target if there is enough space available to move into base contact with it. If the target is behind defensive terrain, the Terrain should be contacted instead of the target unit. The Chargers only need to make contact at any point on the target and will automatically align flush against them on doing so. If it is not possible for the Chargers to align to the target, then attempt to align the target to them, or meet halfway and align both target and Charger.

If the combatants are unable to align, or there are otherwise no eligible targets, the Charge is deemed to have failed. A unit failing a Charge must move their Spd directly forwards (stop before contacting any units).

A unit may intentionally or otherwise contact multipleenemy units as part of a Charge.

EngageA unit given Orders to Engage may move up to their Spd forwards, pivoting twice about its centre up to 90º. A unit may also move backwards or sideways at half their Spd. A unit moving forwards may move into contact with one or more enemy units in order toinitiate Melee.

A unit with an Engage Order not engaging a unit in Melee may make a Ranged attack during the Ranged phase.

Engaging the Enemy

Ranged CombatA unit may fire at any enemy unit not currently in Melee and within their front arc, line of sight and range of the missile weapon.

To complete the Ranged attack, the attacker calculates their base AT by adding together the Pow of each base in the unit. To this, apply any applicable modifiers from the Ranged Modifiers table below to reach the final AT.

The attacker then rolls a number of Rng Checks equal to their AT, discarding any failures.

The attacker then rolls the successes again, this time as an Armour Check, using the Armour of the defender, discarding any failures. Each success inflicts a casualty on the defenders.

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Ranged Combat Sequence1. The attackers determine their AT by adding

together the Pow of each base in their unit, plusor minus any modifiers.

2. The attackers roll a Rng Check for each point intheir AT, discarding any failures.

3. The successes are rolled again, as Armour Checks, using the Armour of the defender, discarding any failures.

4. For each success, the defender takes a casualty. The defender makes any Cmp Checksrequired and remove bases as necessary.

Ranged ModifiersThere are a number of modifiers which may affect a unit when firing a ranged weapon. Each modifier is acumulative adjustment to the AT.

Melee CombatMelee combat is determined inmuch the same way as Rangedcombat. However, unlike Rangedcombat, a Melee lasts potentiallytwo Rounds, with each unit inMelee having the opportunity tofight each Round. All units fightsimultaneously, no casualties arerecorded by either side until theend of the Round.

A unit may target a single enemyunit in the Melee they arecurrently in base contact with.Both players should declare theirtargets at the beginning of theRound before any dice are rolled,with the aggressor declaring first.In case of units from both sidesentering the same Melee on thesame turn, the unit which enteredthe Melee first is considered theaggressor.

The end of the Round is reached once each unit in the Melee has resolved their attacks. The side that caused the most casualties may elect to press on.

Pressing OnGiven casualties and units routing, it is possible that one or more units may no longer be in base contact with each other. In this situation, any side that is pressing on, may re-engage any disengaged units back into Melee. Any unit attempting to re-engage inthis manner may only engage a unit that was or still remains present in the Melee. It is entirely possible that an additional Melee may be formed by two unitshaving separated from the original melee re-engaging.

If a second Round has not yet been fought, whenever one side presses on, a second and final Round is fought immediately (including in any newly formed Melee).

Given a Round in Melee in which the number of casualties from both sides is tied, neither side may press on.

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Melee Combat Sequence1. Each unit determines their AT by adding

together the Pow of each base in their unit, plusor minus any modifiers.

2. Each unit rolls a Mel Check for each point in their AT, discarding any failed Checks.

3. The successes are rolled again, as Armour Checks, using the Armour of the defender, discarding any failures.

4. For each success, the defender takes a casualty. The defender makes any Cmp Checksrequired and remove bases as necessary.

5. This marks the end of the Round. Determine if either side is Pressing On. Move any re-engaging units and resolve a second Round if necessary.

Melee ModifiersThere are a number of modifiers which may affect a unit's AT in Melee. Like Ranged modifiers, each is a cumulative adjustment.

Automatic DamageOccasionally, special attacks or effects cause Automatic Damage. Such damage require no Mel orRng Checks, only requiring an Armour Check before inflicting a casualty.

Special Abilities

Special AbilitiesThe following are descriptions of special abilities that particular units may have or gain during the course of the battle.

All special abilities are cumulative.

Combustible(#)

Each time a Combustible base is removed as a casualty, every unit in Melee with the Combustible Unit (friend or foe) suffers a number of Automatic Damage.

Damaging(Mel/Rng #)

The unit adds each point of Damaging as a bonus to their AT.

Degrade(Characteristic #)

The unit suffers a penalty to the relevant Characteristic.

Dread

A unit gains Degrade(Cmp 1) whilst in Melee with an enemy unit having Dread.

Enhance(Characteristic #)

The unit gains a bonus to the relevant Characteristic.

Entangle

All Entangle attacks are ranged. For each casualty suffered, the afflicted unit gains Degrade(Spd 1) thenext time they are activated, instead of taking normal casualties.

Entangle attacks have Piercing(2).

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Equipped(Class)

The unit is equipped with a mandatory Class and may not equip another.

Fearless

Fearless units ignore the effects of Terrifying.

Fly

Some units have the ability to fly. A unit in flight is considered to be Ht 10, regardless of its normal Ht.

A flying unit may take off and land at any time and asmany times as they wish during their movement. A flying unit may move over all terrain and units (except other flying units) without penalty. They may even end their movement above ground units and terrain if they remain in flight. In order to enter Meleewith a ground unit, a flying unit must land.

Two flying units may engage in Melee whilst in flight. This follows all the normal rules that govern ground units in Melee.

If a Fiend dies whilst in flight for any reason, it falls to the ground. Any unit under its base suffers d10 Automatic Damage. If it falls onto a unit in Melee, all units in the Melee are struck (roll separately for each).

All units with Fly have Wild.

Lucky

A Lucky unit may re-roll all Critically Failed Characteristic Checks.

Magic Resistance(#)

An enemy Mage must add a number of points to his Casting Roll when targeting a Magically Resistant enemy unit with a spell.

Mechanical

Mechanical units have Steadfast and are immune to the effects of Poisonous damage.

Mounted(Steed)

The unit is mounted on the specified steed and may not choose another, nor remove it. The cost of the Cavalry upgrade is included in the profile.

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Pathfinder(Terrain)

Units with Pathfinder ignore the effects of the Uneven or Broken Ground Traits for the associated terrain.

Piercing(Mel/Rng #)

Armour Checks from Piercing attacks are made ata penalty to the enemy's Armour.

Poisonous(Mel/Rng)

Critically successful Armour Checks from Poisonous attacks cause two casualties each instead of one.

Savage

Savage units may elect to Press On and fight another Round of Melee in any Round which they caused the most casualties, regardless of how manyrounds have been fought.

Skirmisher

Skirmishers do not block line of sight and friendly units are able to freely move through them when they are not in Melee provided there is room to do so.

Skirmishers have Pathfinder(All) and are considered to be within Covering(2) terrain at all times. Additionally, Skirmishers provide a Covering(2) bonus for all friendly units partially obscured by them, following the rules for Covering terrain.

A unit with Skirmisher must be Infantry in order to take advantage of the rules.

Steadfast

A Steadfast unit automatically passes all Cmp Checks.

Terrifying

At the beginning of each round of Melee, after declaring the target of the Terrifying unit, the targetmust make a Cmp Check. If the Check is failed, the target counts as Terrified of the unit until the end of the round.

Terrifying units have Fearless.

Trample(#)

Some units (such as War Engines) Trample the enemy when they Charge into Melee. Trample is Automatic Damage and occurs as soon as the unit contacts the target, following a successful Charge.

Unlucky

An Unlucky unit must re-roll all Critically SuccessfulCharacteristic Checks.

Unstable

Regardless of Order given, when an Unstable unit is activated, if an enemy unit can potentially be Charged, the Unstable unit must do so. Unstable units have Fearless.

Weakened(Mel/Rng #)

A unit that is Weakened has its AT reduced by a number of points.

Wild

A Wild unit has Equipped(Rabble) and may not beequipped with a mount. In addition, a Wild unit cannot be lead by a Commander.

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Commanders & Magic

CommandersThe Commander is a single unit representing your General and a small retinue, including a Mage. The Commander may also be referred to as the 'Mage' within the rules, when describing magic.

Commanders do not have a profile such as that of a typical unit. Commanders have values for Mel, Rng and Cmp, however unlike Troops, Commanders have a value for Wp instead of Spd.

Commanders begin the battle attached to the rear ofa friendly unit, moving with them throughout the battle. During the battle, they may leave the unit in order to lead another, during Commander Movement.

Any unit led by the Commander gains the benefit of his Mel and Rng Characteristics as bonuses to theirAT during combat. If the unit a Commander is leading is removed as a casualty, the Commander isremoved as a casualty along with it.

In addition to the benefits of being led by a Commander, any friendly unit within 30cm of the Commander may add his Cmp to their own when making Cmp Checks.

MagicMagi have a list of spells available to them which they can use in battle. These range from protective or healing spells to highly destructive blasts of pure energy.

Each Mage has a Wp which determines his abilities in spell casting. Each time a Mage casts a spell, his Wp depletes. Once his Wp reaches 0, he may no longer cast spells.

Spell ProfileEach spell has a Level, typically 1, 2 or 3. A spell's Level represents the difficulty of casting and relative power of the spell.

Each spell also has a Range; the maximum distancein cm that the spell may affect its target. Spells with a Range of 0cm may only be cast on the Mage himself, or the unit he is leading.

Some spells are labelled as 'counter' spells. These are range-less and affect the opposing Mage's current spell casting attempt. Counter spells are cast before resolving any effects of the opposing Mage's spell casting, thereby having an opportunity to disrupt them.

The majority of spells have no restrictions on the number of times they may be cast. However, for each additional casting of the same spell in a single turn, the Spell Level increases by 1.

Casting SpellsAt any time during the battle, players from either side may cast spells with their Mage. A player simply needs to declare he is doing so (he does not need to declare which spell at this time). If both players wish to cast at the same time, the Mage whocurrently has the highest Wp will attempt to cast first. Any time a Mage casts a spell, the opposing Mage may cast a spell in return. The sequence then resets with either Mage once again free to declare they are casting a spell at any time.

Players must roll d10's equal to the Spell Level, totalling the result to reach their CT (Casting Total). If the CT is less than or equal to the Mage's current Wp, the spell is cast successfully and the effects areresolved (assuming no disruption from a counter spell). Regardless of the result, reduce the Mage's Wp by the Spell Level.

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Engines & Fiends

Operating EnginesEngines are generally comprised of the engine itself and a number of crew.

All Engines have a Cover trait built into their profile. This provides the Engine with an Armour bonus against ranged attacks, as if it were within Covering terrain of the given value; reflecting the crew taking shelter in or behind the Engine itself.

Engines are typically very weak in Melee but make up for it by being explosive on the charge in the caseof War Engines, or with devastating Ranged attacks in the case of Siege Engines.

War EnginesWar Engines are carriages drawn into battle by steeds or mechanical means, typically ridden or operated by crews.

In addition to Cover, War Engines have an additional trait in their profile: Trample. All War Engines have the Trample Special Ability with the value given in the profile.

War Engines do not fare well on uneven ground. War Engines treat Uneven Ground as Broken and Broken Ground as Impassable.

Siege EnginesSiege Engines are massive weapons of destruction, operated by a number of crew.

Like War Engines, Siege Engines have an additionaltrait built into their profile: Siege. Siege Engines maymake Ranged attacks, using their Siege Trait as a modifier to their AT, following the same rules as a normal Ranged attack.

FiendsFiends are fantastically powerful creatures, capable of decimating the ranks of even the most resilient warriors.

Although Fiends are not equipped from the Armoury like troops, they typically do have a natural form of defence, such as scaly skin or hardened hides. As such, all Fiends have an Armour trait in their profile which works in exactly the same way as any Armour from the Armoury.

In all other ways, Fiends may be treated like a typical unit.

Terrain

TerrainTerrain is a great way to add variation to your battles. A few pieces of terrain can add tactical variability and provide something for your forces to fight over. Terrain should be there to supplement your games however, not to direct them (unless playing a specific scenario).

Players are encouraged to make up rules for the pieces of terrain they have available. Not all terrain is made equal and we could not possibly cover every piece of terrain in these rules. However, everyone should be clear as to the effects and exact dimensions of each terrain piece used, before the game commences.

Controlling TerrainA unit is considered to be within the terrain, benefiting or otherwise suffering from its effects, while any part of the front rank of the unit is touchingit.

A unit may control a piece of terrain by being the largest (base size) unit within it. If two units are competing for control and sizes are equal, neither may control the terrain. If a unit cannot physically enter the terrain (such with a statue or fence), a unit can instead be considered for rules purposes, 'within' or controlling the terrain by being within 2cm of it.

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Terrain TraitsTerrain is made up of one or more traits which govern its rules. As demonstrated by the examples below, it promotes the ideal that terrain should be fun and interactive if they have at least one positive trait.

The following is by no means an exhaustive list but should cover most common terrain pieces.

Blocking

Blocks line of sight.

Broken Ground

Whenever any part of a unit's movement is within Broken Ground, the unit gains Degrade(Spd 4).

Covering(#)

Units within the terrain receive a bonus to their Armour against Ranged attacks. In the case of a wall or similar, a unit receives cover by being at leastpartially obscured to the enemy unit targeting them. Units can only receive one cover bonus at any one time. Given multiple sources of cover, the cover withthe highest value must be used.

Defensible

Defensible terrain offers an advantage in Melee - allowing units to dig into a defensive position.

Disruptive(#)

A Mage within Disruptive terrain adds a number of points to all Casting rolls.

Harmonious(#)

A Mage within Harmonious terrain reduces all Casting rolls by a number of points.

Height(#)

The same abstracted value used for units.

Impassable

Units (except those in flight) may not voluntarily enter Impassable Terrain and if they ever do so for any reason, are removed instantly as a casualty.

Revitalising(#)

Any unit beginning its activation within Revitalising terrain may regain a number of lost Res.

Strategic Location

Whilst a player is in control of a Strategic Location, his opponent suffer a -1 penalty to his Fortitude.

Uneven Ground

Whenever any part of a unit's movement is within Uneven Ground, the unit gains Degrade(Spd 2).

Vantage Point

Bonuses are available to units firing missile weapons from a Vantage Point.

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Example TerrainBelow are some examples of how you can build rules for your terrain using the aforementioned traits.

Bridge

• Strategic Location

Building

• Covering • Ht(4) • Impassable • Solid

Hill

• Ht(2) • Vantage Point

Fence

• Covering(1) • Defensible • Uneven Ground

Forest

• Blocking • Height(5) • Broken Ground

Freshwater River

• Broken Ground • Revitalising(1)

Ruins

• Uneven Ground • Covering(1) • Harmonious(2)

Wall

• Ht(1) • Solid

Woods

• Covering(2) • Ht(5) • Uneven Ground

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Set-up & Victory

Playing a gameBoth players build an army using the armycreation rules outlined in Armies of Realm. Unlessotherwise noted, armies are limited to a total of100 points and eight units.

All games of Realm are played on a 120cm x120cm board. If that is not available, then use asurface as close to it as possible.

Randomly choose one player to roll on theScenario table to determine which scenario willbe played. Both players then roll a d10, withwhomever rolling highest having the option to bethe attacker or defender. The game is then set upfollowing the rules for the scenario.

Placing TerrainUnless stated otherwise, the defender places 3 -6 pieces of terrain. Reasonable sized terrainpieces should be used, though larger pieces maybe used, counting as double or even treble at theplayers' discretion. Each piece of terrain should be distinct and not overlap another when placed.

DeploymentThe attacker chooses which side of the table he will deploy from, with the defender automatically assuming the opposite side. Both players have a deployment zone of up to 30cm from their deployment edge, in which to deploy all of their units.

Players sketch their deployment on their army list privately. Once both players are done, they each deploy their units onto the tabletop per their deployment sketch.

Before commencing play, players should share a copy of their army list (along with the deployment sketch) with their opponent.

The VictorEach army begins the battle with a Fortitude rating equal to the number of units in his army, less one. Each time a unit is destroyed, the army's Fortitude is decreased by 1. If the Commander is slain, it is reduced by an additional 1.

At the end of each turn, if either side's Fortitude is 0 or less, the army routs and the battle is lost. It is possible that both sides have 0 or less Fortitude at the end of a turn. In this case, the army with the lowest Fortitude has lost. If Fortitude is equal, but one army's Commander is surviving, whilst their opponent's is lost, the surviving Commander's side is victorious. If Fortitude is equal and neither side, or both sides have lost their Commander - then the battle ends as a draw.

After 6 turns, the game ends regardless of each army's Fortitude. Follow the same methods to determine the winner as above.

19

Page 20: Realm Fantasy Warfare

Scenarios

The Art of WarEach scenario changesthe way you play gamesof Realm. Your armyshould be versatileenough to reignvictorious, regardless ofwhich scenario is beingplayed.

Any rules noted in thescenario descriptionsbelow override thestandard game rules.

Scenarios

Arcane SurgeThe forces of magic flow wildly in this scenario.

Special

All Commanders have 50% more Wp for this battle. However, for every Critical Fail rolled when casting aspell, the Commander must roll on the Arcane Mishap table below. Roll after resolving the effects of the spell.

Vital PointsThe objective in this scenario is to control key areas of the battlefield.

Terrain

Before placing terrain, players should determine which side they will be deploying in. The defender chooses three pieces of terrain to be placed on the battlefield. The attacker places the first piece of terrain in the defender's half of the table, outside of the deployment zone. The defender then does the same, placing one of the terrain pieces in the

attacker's half of thetable, outside of the deployment zone. The final piece is placed in the centre of the table.

Special

Each piece of terrain gives the controlling Force a +1 bonus to Fortitude.

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Page 21: Realm Fantasy Warfare

Last StandThe defenders must hold out long enough for reinforcements to arrive.

Force Creation

The defenders are limited to 75% of the points allocated to the battle (75 points in a standard game). Subtract units from your list after determiningwho is the defender.

Terrain

In addition to placing terrain normally, one piece of terrain must be placed in the centre of the table. Thecentral piece may be fortified with the Defensible trait on up to two sides. (For example, a fortified hill.)

Deployment

The defenders are deployed anywhere within 30cm of the centre of the table. The attackers are deployed within 10cm of any table edge, with a maximum of two units per edge.

Victory

At the end of the battle, whichever Force is in controlof the central terrain piece wins the battle.

Quest for the RelicBoth forces are seeking to unearth a trove of other-worldly relics.

Terrain

After placing terrain, the defender places five markers, representing five possible sites of the Relic. No marker may be within 20cm of another or within 60cm of a table edge.

Special

Any unit beginning their turn within a Relic site may search the site by first receiving an Engage Order. If the unit chooses to search, they may not move or engage the enemy this turn, unless engaged in Melee by the enemy as normal.

If searching, roll a d10 and consult the chart below for the effect. Once a Relic is found, all subsequent results of Relic will automatically result in Nothing. After searching, on any result except Nothing, the marker is removed and may not be searched again.

If an enemy unit kills a unit holding the Relic in Melee, it automatically takes possession of it. If the unit is destroyed for any other reason, the Relic is lost.

Victory

The Force in possession of the Relic at the end of the gameis the winner. If the Relic was not found or theRelic was lost inbattle, normal victory conditions apply.

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DominationIn this scenario, one must dominate his opponent across the entire battlefield.

Terrain

The defender places exactly one piece of terrain in each table quarter.

Victory

In addition to the normal victory conditions, a Force controlling more terrain pieces than his opponent gains the benefit of controlling a Strategic Location. If either player controls all four pieces of terrain at any point, they immediately win the game.

Capture the FlagPlayers must race to the centre, rescue the Damsel in Distress (or hostage, or priceless artefact) and protect her as they fall back to their stronghold.

Terrain

In addition to the normal placement of terrain, place an objective in the centre of the table. The objective should not be within another terrain piece such as the normal rules for placing terrain.

Special

The objective may only be controlled by a unit of troops. Any unit in control of the objective may placethe objective to their rear and carry it with them as they move. If a unit carrying the objective receives an Order to March or to Charge, the objective must be left behind.

Victory

The Force having the objective closest to their deployment table edge, regardless of whether or notthey control the objective at game's end, is the winner.

Death-matchDeath to the ignoble enemy!

Special

For each enemy unit removed from battle, you scoreone Kill Point (KP). Commanders are worth an additional KP.

Each time a unit is removed from battle, at the beginning of the next turn, it is placed anywhere along your deployment table edge. Attackers place their units first in the case of both players placing reinforcement units in the same turn.

Once removed from battle, Commanders may not return.

There is no limit to the number of turns in this scenario.

Victory

At the end of a turn, if either player has reached 10 or more KP, the game ends. The player with the most KPs is the winner.

AssassinationSeek out the enemy's commander for destruction.

Special

Forces loses 2 Fortitude when their Commander is removed from battle.

King of the HillKing of the Hill focuses the attention of both armies on a Strategic Location in the centre of the table.

Terrain

The defender places terrain as usual on the table. One piece however must be a Strategic Location and placed in the centre of the table.

Pitched BattlePitched Battle follows all of the standard rules of a game of Realm.

Player's may add their own special rules to the Pitched Battle if they agree to do so.

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Part IIPart IIArmies of RealmArmies of Realm

Page 24: Realm Fantasy Warfare

Overview

Marching to WarArmies of Realm contains all of the information required to build a Force for battles in the Realm, including some basic guidelines that must be followed.

A Force is formed from one of the twelve major warring Armies of Realm. The standard Force size is100 points, with the most basic composition possible being a Commander and two units of Troops from a particular Army. Above this an additional six units may be added from any Army, the Siege Workshop or Bestiary. Each Force is restricted to a maximum combined total of three Engine or Fiend units, and may only have a single unit of any one type of Engine or Fiend.

Units of Troops may be hired as a Company (2 bases) or as a Regiment (4 bases) - shown withtheir respective costs on their profile.

There are two methods of Force Creation, Simpleor Advanced; players are free to use eithermethod. Simple Force Creation is intended for useby beginners or for anyone who does not wish tospend too long building their Force.

Simple Force CreationEach unit entry has a default Class which must beselected (a default Tome in the case of theCommander) - no choice is made from theArmoury. In addition, there is a pre-definedStarting Force (Commander and two units ofTroops) for each Army, which must be selected.Up to six units may be added to this to make upthe rest of the Force as normal.

Each Commander's profile also states theirfavoured Fiend and Engine. These are the onlyselections one can make from the Armoury and Bestiary (and thus limits the Force to a maximum two Fiend and Engine units).

Advanced Force CreationAdvanced Force creation offers a lot more flexibility but is potentially time consuming and can be a little overwhelming at first, with the breadth of options available.

Players may ignore the Starting Force, instead choosing whichever two units they wish to join the Commander. Players may also ignore the default Class, instead choosing an appropriate Class from the Armoury. Note some units have special rules restricting their Armoury options. Infantry may also be upgraded to Cavalry (at a cost) by choosing a steed from the Stables.

Any Tome may be chosen for the Commander and the full selection of Engines and Fiends are available.

24

Page 25: Realm Fantasy Warfare

The Allied Kingdoms of Regnalia

Commander

Troops

Starting Force

DukeTome: A Treatise on the Nature of Natural Magic

Peasant RegimentClass: Marksman Cost: 8

City Militia RegimentClass: Pikeman Cost: 10

25

Man-at-ArmsMel: 6 | Rng: 6 | Spd: 10 | Cmp: 5

Company: 7 Regiment: 14

Type: Charger Cavalry Class: Knight

• Men-at-Arms suffer no penalties to Spd whenequipping the Knight Class.

City MilitiaMel: 5 | Rng: 5 | Spd: 10 | Cmp: 5

Company: 5 Regiment: 10

Type: Infantry Class: Pikeman

• City Militia must spend their first turn Marching directly forward at the maximum rate.

Hounds of WarMel: 4 | Rng: 0 | Spd: 14 | Cmp: 3

Company: 3 Regiment: 6

Type: Infantry Class: Rabble

• Hounds of War have Wild.

PeasantMel: 4 | Rng: 4 | Spd: 10 | Cmp: 4

Company: 4 Regiment: 8

Type: Infantry Class: Marksman

• If equipped with the Marksman Class, a unit of Peasants may be deployed behind stakes or similar barricade, placed by the owning player on deployment. The stakes are a terrain piece with the Defensible trait.

Duke Mel: 2 | Rng: 2 | Cmp: 2 | Wp: 20

Type: Commander Tome: A Treatise on the Nature of Natural Magic

Engine: Bombard Fiend: Wyvern

• You may hire a Craftsman at no cost. • Any Regnalian unit joined by the Duke gains Fearless.

Page 26: Realm Fantasy Warfare

The Vaetari

Commander

Troops

Starting Force

SenatorTome: Fundamentum Materia

Soldier RegimentClass: Marksman Cost: 12

Trapper CompanyClass: Ranger Cost: 6

26

SenatorMel: 1 | Rng: 3 | Cmp: 1 | Wp: 22

Type: Commander Tome: Fundamentum Materia

Engine: Ballista Fiend: Cerberus

• Once per battle, a single Vaetari unit may change an Order on activation. • Vaetari units joined by the Senator gain Lucky.

SoldierMel: 5 | Rng: 6 | Spd: 12 | Cmp: 5

Company: 6 Regiment: 12

Type: Infantry Class: Marksman

• If equipped with the Marksman Class, Soldiers gain the ability to Volley Fire replacing a normal Ranged attack. The Soldiers gain Enhance(Pow 1) and Degrade(Rng 1) for the purposes of volley fire only.

TrapperMel: 6 | Rng: 4 | Spd: 12 | Cmp: 6

Company: 6 Regiment: 12

Type: Infantry Class: Ranger

• Trappers have Skirmisher. • When making a Ranged attack

within 30cm, Trappers may choose to gain Entangle.

Veterani PhalanxMel: 6 | Rng: 5 | Spd: 12 | Cmp: 5

Company: 7 Regiment: 14

Type: Infantry Class: Pikeman

• Veterani Phalanx gain Steadfast when equipped with the Pikeman Class. Steadfast is lost however, wheneverin Melee with an enemy to their flank or rear.

Senatorial GuardMel: 6 | Rng: 6 | Spd: 12 | Cmp: 6

Company: 8 Regiment: 16

Type: Infantry Class: Swordsman

• Senatorial Guard gain Steadfast when joined by a Senator.

Page 27: Realm Fantasy Warfare

Drogar

Commander

Troops

27

TacticianMel: 3 | Rng: 2 | Cmp: 2 | Wp: 16

Type: Commander Tome: The Art of Masks

Engine: Rocket Launcher Fiend: Dragon

• After both sides have finished deployment, you may reposition a unit, or alternately, two units may swappositions. Deployment Zone restrictions remain in effect however. If both players have Drogar Commanders, the defender must do so first.

• The Tactician may lead a Rocket Launcher, following the normal rules for leading Troops. In doing so, the Rocket Launcher gains the usual benefits of being led by a Commander.

WarriorMel: 5 | Rng: 5 | Spd: 8 | Cmp: 6

Company: 5 Regiment: 10

Type: Infantry Class: Swordsman

• Whenever Warriors roll a Critical Success when making a Cmp Check due to suffering casualties, not only is there no loss of Morale, the casualty is also ignored.

SapperMel: 5 | Rng: 5 | Spd: 8 | Cmp: 6

Company: 6 Regiment: 12

Type: Infantry Class: Ranger

• Sappers have Skirmisher. • Sappers have two additional actions available

when executing an Order to Engage - Fortify and Demolish. These actions are in lieu of engaging the enemy in any other manner.

Fortify

The Sappers build a 10cm barricade. Place the barricade in any direction, touching the unit of Sappers at any point. The Barricade has the Covering and Defensible Terrain Traits.

Demolish

The Sappers may destroy a 10cm barricade (or similar) that they are in contact with at any point of their unit.

Page 28: Realm Fantasy Warfare

Starting Force

TacticianTome: The Art of Masks

Warrior RegimentClass: Swordsman Cost: 10

Sapper CompanyClass: Ranger Cost: 6

28

Zhen FlockMel: 3 | Rng: 0 | Spd: 18 | Cmp: 4

Company: 10 Regiment: 20

Type: Infantry Class: Rabble

• Zhen have Wild, Enhance(Pow 2), Fly and Poisonous(Mel).

Exalted VeteranMel: 6 | Rng: 6 | Spd: 8 | Cmp: 6

Company: 7 Regiment: 14

Type: Mystical Cavalry Class: Knight

• Exalted Veterans gain Enhance(Mel 1) when in a unit with a base size of two or less.

Page 29: Realm Fantasy Warfare

Tengu of the Sultanates of Marrakhan

Commander

Troops

Starting Force

Minister of WarTome: The Dark Mirror

Recruit RegimentClass: Pikeman Cost: 6

Enlightened One RegimentClass: Ranger Cost: 12

29

Tengu-CinMel: 5 | Rng: 5 | Spd: 10 | Cmp: 5

Company: 5 Regiment: 10

Type: Swift Cavalry Class: Lancer

• Tengu-Cin have Damaging(Mel 2). However, anyenemy unit in Melee with the Tengu-Cin gains Damaging(Mel 2).

Minister of WarMel: 3 | Rng: 1 | Cmp: 2 | Wp: 18

Type: Commander Tome: The Dark Mirror

Engine: War Elephant Fiend: Manticore

• Tengu units gain Damaging(Mel 1) if at the beginning of any Round the unit is in Melee, the combined base size of friendly Tengu units in the Melee is greater than that of the combined opponent's base size.

• A single Enlightened One Regiment may be upgraded to the Minister of War's Bodyguard. The Ministerof War must lead this unit and can never leave it during the battle. The Enlightened One gain Enhance(Mel 1), Enhance(Rng 1) and Lucky when upgraded.

TenghulMel: 3 | Rng: 3 | Spd: 10 | Cmp: 7

Company: 4 Regiment: 8

Type: Infantry Class: Rabble

• Tenghul have Enhance(Pow 1), Wild and Terrifying.

RecruitMel: 4 | Rng: 4 | Spd: 10 | Cmp: 4

Company: 3 Regiment: 6

Type: Infantry Class: Pikeman

• Recruits may March through Unstable or Broken Ground without penalty.

Enlightened OneMel: 5 | Rng: 5 | Spd: 10 | Cmp: 4

Company: 6 Regiment: 12

Type: Infantry Class: Ranger

• Enlightened One have Enhance(Res 2).

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Aetan

Commander

Troops

Starting Force

ChieftainTome: Die Einberufung der Winde

Half-Breed RegimentClass: Axeman Cost: 12

Berserker CompanyClass: Rabble Cost: 7

30

ClansmanMel: 6 | Rng: 2 | Spd: 8 | Cmp: 6

Company: 18 Regiment: 36

Type: Titan Class: Breaker

• Clansmen gain Trample(1) per base when Charging.

YggraMel: 5 | Rng: 3 | Spd: 8 | Cmp: 6

Company: 12 Regiment: 24

Type: Titan Class: Bruiser

• Yggra have Savage.

ChieftainMel: 6 | Rng: 0 | Cmp: 1 | Wp: 14

Type: Commander Tome: Die Einberufung der Winde

Engine: Sling Fiend: Fenris Wolf

• Aetan units may move an additional d10cm when Charging. • Any Aetan unit led by the Chieftain gains Trample(2) when Charging.

BerserkerMel: 5 | Rng: 4 | Spd: 8 | Cmp: 8

Company: 7 Regiment: 14

Type: Infantry Class: Rabble

• Berserkers have Unstable and Skirmisher. • Berserkers gain Savage when equipped with

the Rabble Class.

Half-BreedMel: 5 | Rng: 4 | Spd: 8 | Cmp: 5

Company: 6 Regiment: 12

Type: Infantry Class: Axeman

• Half-Breeds gain Enhance(Mel 1) when equipped with the Axeman Class.

Page 31: Realm Fantasy Warfare

The Cursed

Commander

Troops

31

Wretched ConscriptMel: 4 | Rng: 4 | Spd: 10 | Cmp: 3

Company: 3 Regiment: 6

Type: Infantry Class: Gunner

• Wretched Conscripts are never required to take Cmp Checks for Casualties suffered from Ranged attacks.

Revenant LordMel: 3 | Rng: 0 | Cmp: 2 | Wp: 24

Type: Commander Tome: Whispers Through the Veil

Engine: Fire Herd Fiend: Gashadokuro

• Cursed units gain Dread. • A Revenant Lord may, during Commander Movement, remove himself from the battle. He may do so

even if he is currently in Melee. When removed in this manner, he is not considered to have been slain by the enemy. However all friendly units must immediately make a Cmp - 2 Check.

Feral ImpMel: 4 | Rng: 3 | Spd: 12 | Cmp: 3

Company: 4 Regiment: 8

Type: Armoured Cavalry Class: Mounted Archer

• Feral Imps have Pathfinder(Water) and gain Enhance(Pow 1) whilst within water terrain.

Page 32: Realm Fantasy Warfare

Starting Force

Revenant LordTome: Whispers Through the Veil

Wretched Conscript RegimentClass: Gunner Cost: 6

Daemon Ox CompanyClass: Breaker Cost: 14

32

Daemon OxMel: 5 | Rng: 5 | Spd: 12 | Cmp: 5

Company: 14 Regiment: 28

Type: Titan Class: Breaker

• On the turn a unit of Daemon Ox Charge into Melee, the Daemon Ox will strike before the enemy. The Daemon Ox's attacks are resolved and any casualties removed before the enemy has the opportunity to strike back.

Honour GuardMel: 4 | Rng: 4 | Spd: 10 | Cmp: 4

Company: 5 Regiment: 10

Type: Infantry Class: Axeman

• Tally the base size of each base removed as a casualty by the Honour Guard and use the table below to track their progress. All effects are cumulative.

Page 33: Realm Fantasy Warfare

Tithoreans

Commander

Troops

33

The WatcherMel: 1 | Rng: 3 | Cmp: 0 | Wp: 24

Type: Commander Tome: A Treatise on the Nature of Natural Magic

Engine: Great Oak Fiend: Wendigo

• Tithorean units gain Damaging(Mel 1) whilst within forest/woods. • Any Tithorean unit led by the Watcher is always considered to be within Covering(1) terrain.

ElderMel: 5 | Rng: 5 | Spd: 12 | Cmp: 5

Company: 7 Regiment: 14

Type: Savage Cavalry Class: Knight

• Elders have Pathfinder(Forest/Woods). • Elders have an additional action available

when executing an Order to Engage - Shift. Shift is executed in lieu of engagingthe enemy in any other manner.

Shift

A unit of Elders may target a wooded area within 30cm. The wooded area and all units within are moved 2d10cm in a direction chosenby the controlling Player.

ProtectorMel: 4 | Rng: 5 | Spd: 12 | Cmp: 5

Company: 6 Regiment: 12

Type: Infantry Class: Marksman

• Protectors have Pathfinder(Forest/Woods). • Whenever a unit of Protectors is successfully

Charged or Engaged in Melee by the enemy, a second unit of Protectors within 15cm may immediately join the Melee beside the first unit (shuffling the units over if necessary), if there is room to do so.

Page 34: Realm Fantasy Warfare

Starting Force

The WatcherTome: A Treatise on the Nature of Natural Magic

Protector RegimentClass: Marksman Cost: 12

Skin Walker CompanyClass: Axeman Cost: 7

34

Minor OakMel: 4 | Rng: 0 | Spd: 8 | Cmp: 7

Company: 16 Regiment: 32

Type: Titan Class: Bruiser

• Minor Oaks have Pathfinder(Forest/Woods).

• Minor Oaks may only ever receive Wave 3 Orders.

Skin WalkerMel: 5 | Rng: 4 | Spd: 10 | Cmp: 6

Company: 7 Regiment: 14

Type: Infantry Class: Axeman

• Skin Walkers have Skirmisher and Pathfinder(Forest/Woods).

• At the start of their activation, Skin Walkers may shape-shift into an animal form or return to their normal state, for the duration of the turn.

Page 35: Realm Fantasy Warfare

Illathynns

Commander

Troops

Starting Force

Fleet CaptainTome: The Art of Masks

Crewman RegimentClass: Gunner Cost: 10

Demolition Crew CompanyClass: Rabble Cost: 8

35

Cultist of the DeepMel: 3 | Rng: 3 | Spd: 10 | Cmp: 7

Company: 7 Regiment: 14

Type: Infantry Class: Axeman

• Cultists have Poisonous(Mel) and Enhance(Res 1).

Fleet CaptainMel: 2 | Rng: 2 | Cmp: 3 | Wp: 16

Type: Commander Tome: The Art of Masks

Engine: Cannon Fiend: Hydra

• After deployment but before the first turn, each Illathynn unit may make a Cmp Check. Pass the Check and the unit gains Enhance(Mel, Rng 1) for the rest of the battle. Fail however and the unit gains Degrade(Mel, Rng 1) for the rest of the battle.

• Any Illathynn unit led by the Fleet Captain gains Steadfast when in Melee with the opposing Commander.

CrewmanMel: 4 | Rng: 5 | Spd: 10 | Cmp: 4

Company: 5 Regiment: 10

Type: Infantry Class: Gunner

• Crewmen suffer no penalties to Rng as a result of equipping the Gunner Class.

SwashbucklerMel: 5 | Rng: 4 | Spd: 10 | Cmp: 5

Company: 6 Regiment: 12

Type: Infantry Class: Ranger

• Swashbucklers have Skirmisher. • Swashbucklers may attempt an Heroic Strike in Melee.

When making an Heroic Strike, a Swashbuckler unit gains Degrade(Mel 2) and Piercing(Mel 3).

Demolition CrewMel: 4 | Rng: 4 | Spd: 10 | Cmp: 9

Company: 8 Regiment: 16

Type: Infantry Class: Rabble

• Demolition Crews have Equipped(Rabble). • Demolition Crews gain Trample(d5) for each base in

the unit in the first Melee they successfully Charge. All units in the Melee are affected, including the Demolition Crew themselves - roll separately for each.

Page 36: Realm Fantasy Warfare

The Great Wehrlig Empire

Commander

Troops

Starting Force

Chief Military ScientistTome: Fundamentum Materia

Field Support CompanySteed: Hulking Class: Mounted Archer

Cost: 8

Experimental Weapons RegimentClass: Gunner Cost: 12

36

Flesh GolemMel: 3 | Rng: 2 | Spd: 8 | Cmp: 1

Company: 10 Regiment: 20

Type: Titan Class: Breaker

• Flesh Golems have Steadfast.

Chief Military ScientistMel: 1 | Rng: 5 | Cmp: 1 | Wp: 14

Type: Commander Tome: Fundamentum Materia

Engine: Lightning Carriage Fiend: The Wild Hunt

• Once a game, after Orders have been placed, but before the first Wave activates, the Chief Military Scientist may declare a Blitz. Any Wehrlig unit having Mechanical (including the Lightning Carriage) may be activated in Wave 1 regardless of which Wave they were actually assigned to. Non-mechanical units may not be given Wave 1 Orders during a Blitz.

• Scientists may lead a Lightning Carriage, following the normal rules for leading Troops. In doing so, the Lightning Carriage gains the usual benefits of being led by a Commander.

Experimental Weapons TeamMel: 4 | Rng: 4 | Spd: 8 | Cmp: 4

Company: 6 Regiment: 12

Type: Infantry Class: Gunner

• Experimental Weapons Teams have Piercing(Rng 2).

• Experimental Weapons Teams gain Damaging(Rng 1) on each subsequent turn that it targets the same enemy unit with a Ranged attack.

AutomataMel: 3 | Rng: 4 | Spd: 2d10 | Cmp: 2

Company: 15 Regiment: 30

Type: Titan Class: Blaster

• Automata have Mechanical and Enhance(Armour 2).

Field SupportMel: 4 | Rng: 4 | Spd: 8 | Cmp: 4

Company: 3 Regiment: 6

Type: Hulking Cavalry Class: Mounted Archer

• Field Support gain Mechanical when mounted on a Hulking steed.

Page 37: Realm Fantasy Warfare

Arachne

Commander

Troops

37

Spider SwarmMel: 3 | Rng: 0 | Spd: 12 | Cmp: 9

Company: 7 Regiment: 14

Type: Infantry Class: Rabble

• Spider Swarms have Enhance(Pow 3) and Wild.

War HeadMel: 4 | Rng: 5 | Spd: 10 | Cmp: 4

Company: 4 Regiment: 8

Type: Infantry Class: Gunner

• War Heads have Poisonous(Rng).

PriestessMel: 4 | Rng: 0 | Cmp: 1 | Wp: 22

Type: Commander Tome: Whispers Through the Veil

Engine: Scythed Chariot Fiend: Asanbosam

• The Priestess may inflict a number of casualties on an Arachnean unit she is leading. For each casualtysuffered, the unit gains Enhance(Cmp 1) until the end of the turn. She may choose to do so at any time. A Cmp Check is not required for casualties suffered in this manner.

• After terrain has been placed during game set-up, but before deploying troops, place three Hunting Traps on the table, outside of the deployment zones and not within 20cm of another Hunting Trap. The Hunting Traps should be no larger than 10cm in any direction. Only one of the three Hunting Traps is active, secretly make a note of which one.

Hunting Trap

The first non-Arachnean unit to move within the Hunting Trap must immediately stop moving and end its activation. It receives d10 Automatic Damage. The unit recovers automatically once the effects are resolved and the trap has no further effects for the rest of the game.

Page 38: Realm Fantasy Warfare

Starting Force

PriestessTome: The Dark Mirror

War Head RegimentClass: Gunner Cost: 8

War Servant CompanyClass: Mystical Lancer Cost: 10

38

War ServantMel: 4 | Rng: 4 | Spd: 16 | Cmp: 5

Company: 10 Regiment: 20

Type: Mystical Cavalry Class: Lancer

• War Servants have Mounted(Mystical). • When activated, any unit of War Servants

may force a Cmp Check on any enemy unit within 15cm. If the enemy unit fails, it suffers no effects to Morale, though it gains Unstable towards the War Servant unit only; until the end of the turn.

GiganweaverMel: 4 | Rng: 8 | Spd: 16 | Cmp: 7

Company: 16 Regiment: 32

Type: Titan Class: Blaster

• The Giganweaver has Poisonous(Mel). • The Giganweaver gains Entangle when

equipped with the Blaster Class.

Page 39: Realm Fantasy Warfare

Anubi

Commander

Troops

Starting Force

Sepati of the Sacrificial SerpentTome: Whispers Through the Veil

Cyno born unto the Templeof War RegimentClass: Swordsman Cost: 8

Anupa of the Eternal Desert CompanyClass: Marksman Cost: 8

39

Ifrit of the DamnedMel: 3 | Rng: 5 | Spd: 16 | Cmp: 5

Company: 15 Regiment: 30

Type: Titan Class: Blaster

• Ifrit have Magic Resistance(4). • Each Ifrit within 15cm of a friendly

Commander reduces their Commander's CT by 1.

Sepati of the Sacrificial SerpentMel: 1 | Rng: 4 | Cmp: 1 | Wp: 20

Type: Commander Tome: The Dark Mirror

Engine: Light Chariot Fiend: Griffin

• The Sepati may hire a Light Chariot unit at the cost of 10 for an Individual and 20 for a Company. • The Sepati may lead a Light Chariot, following the normal rules for leading Troops. In doing so, the

Light Chariot gains the usual benefits of being led by a Commander.

Anupa of the Eternal DesertMel: 6 | Rng: 5 | Spd: 12 | Cmp: 6

Company: 8 Regiment: 16

Type: Infantry Class: Marksman

• Anupa gain Enhance(Rng 1) when equippedwith the Marksmen Class.

Cyno born unto the Temple of WarMel: 4 | Rng: 4 | Spd: 12 | Cmp: 4

Company: 4 Regiment: 8

Type: Infantry Class: Swordsman

• Cyno gain Enhance(Cmp 1) whilst within 15cm on another Cyno unit.

Gatekeeper of the Realm of the DeadMel: 5 | Rng: 2 | Spd: 10 | Cmp: 8

Company: 17 Regiment: 34

Type: Titan Class: Bruiser

• Gatekeepers ignore all casualties made by Poisonous strikes and in fact, may regain one lost Res for each casualty suffered by such an attack. Lost bases may not be recovered in this manner.

Page 40: Realm Fantasy Warfare

The Caballian Horde

Commander

Troops

40

TribalMel: 4 | Rng: 5 | Spd: 18 | Cmp: 5

Company: 11 Regiment: 22

Type: Swift Cavalry Class: Mounted Archer

• Tribals have Mounted(Swift).

Herd AlphaMel: 1 | Rng: 3 | Cmp: 2 | Wp: 18

Type: Commander Tome: Die Einberufung der Winde

Engine: Knife Cart Fiend: Death Worm

• Caballian units may attempt a Feigned Retreat when Charged or Engaged in Melee by an enemy unit. Prior to the enemy moving, move the Caballian directly away (do not pivot) from the Charger a distance equal to half their Spd. This may or may not take them out of reach of the enemy.

• A Caballian unit led by the Herd Alpha may make a Feigned Retreat at a distance equal to their Spd.

Fire SpiritMel: 5 | Rng: 3 | Spd: 12 | Cmp: 4

Company: 5 Regiment: 10

Type: Infantry Class: Swordsman

• Fire Spirits have Combustible(1).

Prisoner of WarMel: 4 | Rng: 4 | Spd: 10 | Cmp: 4

Company: 4 Regiment: 8

Type: Infantry Class: Pikeman

• Prisoners of War have Skirmisher. • Whenever a Prisoners of War unit would

normally provide Cover for a friendly unit, the Prisoners of War unit must be targeted by the attack instead.

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Starting Force

Herd AlphaTome: Die Einberufung der Winde

Prisoner of War RegimentClass: Pikeman Cost: 8

Tribal CompanyClass: Swift Mounted Archer Cost: 11

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Palace GuardMel: 6 | Rng: 5 | Spd: 14 | Cmp: 6

Company: 14 Regiment: 28

Type: Charger Cavalry Class: Lancer

• Palace Guard have Mounted(Charger). • Palace Guard are not deployed on the table at

the beginning on the battle - instead they are withheld as reserves. From Turn 2 onwards, at the beginning of the turn, make a Cmp Check. If passed, the Palace Guard unit may be placed with it's back rank flush against any table edge. If failed, the table edge must be randomised - though the Player may re-try nextturn. The Palace Guard may be given Orders as normal on the turn they arrive.

• Palace Guard may not be led by the Herd Alpha until they arrive in battle.

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Part IIIPart IIIForce AddendumForce Addendum

Page 43: Realm Fantasy Warfare

Overview

Bolstering your ForceThe Force Addendum is not required inorder to play a game of Realm. Indeed,for newcomers to war gaming, it couldwell be overlooked until you have asolid understanding of the core rules.

Within are rules for hiring War Enginesand Siege Engines, leading (orcoercing) Fiends, hiring of localmerchants and craftsmen, preparingyour Mage for war and of courseequipping your troops.

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Siege Workshop

Hiring EnginesEngines may be hired at a cost of 15 for an Individual (one base) and 30 for a Company (two bases).

War Engines

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War ElephantMel: 6 | Rng: 4 | Spd: 12 | Cmp: 6

Type: War Engine Trample: d5 Cover: 4

• War Elephants have Enhance(Pow 2) in Melee.

Lightning CarriageMel: 2 | Rng: 4 | Spd: 3d10 | Cmp: 10

Type: War Engine Trample: d5 Cover: 8

• The Lightning Carriage has Mechanical.

• The Lightning Carriage is able to make Ranged attacks. At the start of each turn, the Lightning Carriagegains one Charge Point with which to fire the Pulse Cannon. Any number of Charge Points may be used; for each point used, the Lightning Carriage gains Enhance(Pow 6) whilst making the attack. ThePulse Cannon may be fired up to 30cm with Piercing(Rng 4).

Fire HerdMel: 4 | Rng: 4 | Spd: 10 | Cmp: 3

Type: War Engine Trample: d10 Cover: 0

• The Cursed Fire Herd operates normally until the first time it is given a Charge Order. From this point, its Spd becomes 4d10cm (determined at the start of each activation thereafter) and may only be given further orders to Charge.

• For each point of lost Res, the Fire Herd suffers a cumulative -1 penalty to its Trample roll (to a minimum of 1).

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45

Light ChariotMel: 4 | Rng: 6 | Spd: 14 | Cmp: 4

Type: War Engine Trample: d5 + 1 Cover: 4

• Light Chariots do not suffer the associated penalties of a War Engine travelling on Uneven or Broken terrain.

Scythed ChariotMel: 4 | Rng: 4 | Spd: 18 | Cmp: 5

Type: War Engine Trample: d5 + 3 Cover: 6

Knife CartMel: 5 | Rng: 5 | Spd: 16 | Cmp: 5

Type: War Engine Trample: 0 Cover: 8

• The Knife Cart acts as mobile terrain with the Defensible trait for its crew.

• The Knife Cart gains Trample(2) per 5cm of Charge distance.

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Siege Engines

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BallistaMel: 5 | Rng: 6 | Spd: 0 | Cmp: 5

Type: Siege Engine Siege: 3|90cm Cover: 2

• The Ballista has Piercing(Rng 3).

Rocket LauncherMel: 5 | Rng: 4 | Spd: 6 | Cmp: 6

Type: Siege Engine Siege: 18|45cm Cover: 2

SlingMel: 5 | Rng: 4 | Spd: 0 | Cmp: 6

Type: Siege Engine Siege: 9|60cm Cover: 2

• Units gain Degrade(Cmp 1) when making Cmp Checks for casualties suffered from the Sling.

Great OakMel: 4 | Rng: 4 | Spd: 6 | Cmp: 4

Type: Siege Engine Siege: 12|45cm Cover: 0

• The Great Oak has Armour: 3, Steadfast, Enhance(Pow 4) in Melee and Piercing(Rng 1).

Great CannonMel: 4 | Rng: 5 | Spd: 0 | Cmp: 4

Type: Siege Engine Siege: 5|90cm Cover: 4

• The Great Cannon has Piercing(Rng 4).

BombardMel: 4 | Rng: 4 | Spd: 0 | Cmp: 4

Type: Siege Engine Siege: 15|60cm Cover: 4

• The Bombard has Piercing(Rng 2).

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Bestiary

Hiring FiendsFiends may be hired at a cost of 15 for an Individual (one base) and 30 for a Company (two bases).

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ManticoreMel: 6 | Rng: 6 | Spd: 12 | Cmp: 7

Type: Fiend Armour: 7

• The Manticore has Poisonous(Mel, Rng) and may make Ranged attacks up to 30cm.

Fenris WolfMel: 6 | Rng: 0 | Spd: 18 | Cmp: 7

Type: Fiend Armour: 7

• Once deployed, the Fenris Wolf is bound to the spot and unable to move until he has suffered a casualty. If by the end of turn 2 he is still bound, he is automatically freed and gains Enhance(Pow 2) and Unstable.

• The Fenris Wolf has Pathfinder(Water).

WyvernMel: 6 | Rng: 0 | Spd: 16 | Cmp: 7

Type: Fiend Armour: 5

• The Wyvern has Poisonous(Mel) and Fly.

HydraMel: 5 | Rng: 0 | Spd: 10 | Cmp: 7

Type: Fiend Armour: 6

• A Hydra gains Enhance(Pow 1) with each point of lost Res.

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Death WormMel: 6 | Rng: 0 | Spd: 8 | Cmp: 7

Type: Fiend Armour: 7

• The Death Worm has Piercing(Mel 8).

• The Death Worm may choose to tunnel underground instead of crawling on the battlefield surface. Whilst tunnelling, the Death Worm gains Degrade(Spd 2). Replace the unit with a token to track its movement. The controlling Player may place up to three tokens, with only one being secretly marked asthe actual unit - the others are simply decoys. Whilst tunnelling, the Death Worm cannot be targeted in any way. As part of a Charge or Engage Order, a tunnelling Death Worm may resurface in base contactwith an enemy unit in order to fight in Melee.

WendigoMel: 6 | Rng: 0 | Spd: 12 | Cmp: 9

Type: Fiend Armour: 7

• For each Casualty inflicted on the enemy, roll a d10 and consult the following chart to determine what effect it has on the Wendigo.

AsanbosamMel: 6 | Rng: 0 | Spd: 12 | Cmp: 7

Type: Fiend Armour: 7

• The Asanbosam has Pathfinder(Forest/Woods) and Piercing(Mel 2).

• The Asanbosam may be deployed at the start of the game within any Forest or Woodland terrain outside of the opponents deployment zone.

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CerberusMel: 5 | Rng: 0 | Spd: 14 | Cmp: 7

Type: Fiend Armour: 6

• At the start of each round in Melee, a Cerberus may choose to gain either Enhance(Pow 2), Piercing(Mel 2) or Poisonous(Mel).

GashadokuroMel: 4 | Rng: 0 | Spd: 8 | Cmp: 1

Type: Fiend Armour: 3

• The Gashadokuro has Terrifying and Steadfast.

• The Gashadokuro may in lieu of making a normal attack against Troops in Melee, attempt to make a special Devour attack. Devour is made at Pow: 1, Piercing(8). If successful, the Gashadokuro gains previously lost Res, at the rate of one for Infantry, two for Cavalry and three for Titans.

The Wild HuntMel: 6 | Rng: 0 | Spd: 14 | Cmp: 9

Type: Fiend Armour: 5

• The Wild Hunt receive double the Charge Modifier in Melee.

• When activating within any piece of natural terrain, The Wild Hunt may be placed within any other pieceof natural terrain before completing their Order.

GriffinMel: 7 | Rng: 0 | Spd: 16 | Cmp: 10

Type: Fiend Armour: 6

• The Griffin has Steadfast and Fly.

DragonMel: 7 | Rng: 0 | Spd: 16 | Cmp: 7

Type: Fiend Armour: 5

• The Dragon has Lucky and Fly.

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Armoury

Advanced Force Creation

Equipping TroopsEach unit of troops must be equipped with asingle Class as shown below. A choice must bemade which relates to their Unit Type. If no Classis chosen for the unit, Rabble is selected bydefault.

Note: Class names are not to be taken literally.Use the traits as a guide as to what your modelmay be represented as. An Axeman for instancedoes not necessarily wield an axe. Rather, it couldbe represented by any model with a powerfulweapon and medium to light armour. Swordsmanconversely may be represented by any infantrymodel with heavy armour but less offensivecapabilities.

Class ProfileEach Class has three traits. Melee Power (MP)and Ranged Power (RP) are bonuses to the unit's AT when engaging the enemy, while Armour is the amount of general protection the unit will have. Armour checks are made by your opponent, therefore the lower the score the better.

RP also displays the maximum range possible when making a Ranged attack. A dash indicates that Ranged attacks are not possible.

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Any

Infantry

Cavalry

Titan

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BlasterMP: 0 RP: 4|60cm Armour: 6

BreakerMP: 6 RP: - Armour: 5

BruiserMP: 4 RP: - Armour: 4

RabbleMP: 0 RP: - Armour: 10

KnightMP: 2 RP: - Armour: 4

• The unit gains Degrade(Spd 2).

GunnerMP: 0 RP: 4|60cm Armour: 7

• The unit gains Degrade(Rng 1) and Piercing(Rng 1).

MarksmanMP: 0 RP: 2|90cm Armour: 8

LancerMP: 4 RP: - Armour: 5

PikemanMP: 1 RP: - Armour: 5

• The unit gains Damaging(Mel 5) when striking a Cavalry unit in Melee.

Mounted ArcherMP: 0 RP: 2|60cm Armour: 6

AxemanMP: 4 RP: - Armour: 6

SwordsmanMP: 2 RP: - Armour: 4

RangerMP: 2 RP: 1|60cm Armour: 6

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Stables

Equipping SteedsInfantry may be equipped with a single steed at the cost of 5 for Company and 10 for a Regiment. Once mounted, the Unit Type is upgraded to Cavalry, the unit's Spd is replaced with that of the steed and it gains anyspecial rules belonging to it.

Steeds

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HulkingSpd: 12

• Hulking Cavalry have Enhance(Res 1).

ChargerSpd: 14

• Charger Cavalry receive double the Charge Modifier in Melee.

MysticalSpd: 16

• Mystical Cavalry have Magic Resistance(4).

SavageSpd: 18

• Savage Cavalry have Damaging(Mel 1) and Unstable.

ArmouredSpd: 14

• Armoured Cavalry have Enhance(Armour 1).

SwiftSpd: 18

• Swift Cavalry have Degrade(Armour 1) and Pathfinder(All).

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Guild of Master Craftsmen

Hiring CraftsmenEach force may hire a single Craftsmen at the cost of 5 points; added to the total cost of the Force. Craftsmen do not need to be represented by a physical model, rather the whole army benefits from the hiring of the Craftsman.

Master Craftsmen

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Gunsmith• The Gunner Class no longer has Degrade(Rng 1).

Tanner• A single Infantry Class of your choice from the Armoury gains Enhance(Armour 1).

Bowyer• The Marksmen Class gains Damaging(Rng 1).

Ballistic Engineer• The Range of all Siege Engines is increased by 15cm.

Marshal• All Cavalry units gain Enhance(Spd 1).

Zoologist• All Fiends gain Enhance(Res 1).

Page 54: Realm Fantasy Warfare

Library for the Arcane Arts

Equipping SpellsThe Book of Spells contains six Tomes. Each Tome is centred around a single source of energy that a Mage may focus and bend to his will. Each Mage knows all the spells from a single Tome.

Unless otherwise stated, all spells target a unit. Spell effects are typically instantaneous; spells with lasting effects will state these specifically.

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A Treatise on the Nature of Natural Magic

55

InterruptLevel: 1 Range: Counter

• The opposing Mage must add an additional d10 to their casting roll and discard the lowest.

Heal InjuryLevel: 1 Range: 30cm

• Cast immediately after receiving one or more casualties. The target ignores a single casualty incurred.

Bind with RootsLevel: 1 Range: 30cm

• Cast during the Movement Phase. The target unit gains Degrade(Spd 4).

Stone FleshLevel: 2 Range: 30cm

• Cast after the enemy rolls one or more Armour Checks against the target. The target gains Enhance(Armour 2).

Hidden PathwaysLevel: 2 Range: 30cm

• Cast during Movement. The target gains Enhance(Spd 4) and Pathfinder(All).

Altar LandscapeLevel: 3 Range: 60cm

• Target a piece of natural terrain (lake, woods, hill etc.) The terrain is replaced with another piece of natural terrain of the Mage's choice.

• Altar Landscape may only be cast once during the battle.

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Fundamentum Materia

56

BreakLevel: 1 Range: Counter

• The opposing Mage must spend an additional Wp and add a d10 to the casting roll.

Inspire CourageLevel: 1 Range: 30cm

• Cast after failing one or more Cmp Checks. The target may ignore a single failed Cmp Check.

Poisoned ArrowsLevel: 1 Range: 30cm

• Cast after rolling one or more Armour Checks following a Ranged attack. The target gains Poisonous(Rng).

ShockwaveLevel: 2 Range: 0cm

• All enemy units in Melee with the Mage immediately receive d5 Automatic Damage.

Unmet DexterityLevel: 2 Range: 60cm

• Cast after rolling one or more Mel Checks. The target gains Enhance(Mel 2).

Enchanted ConstructionLevel: 3 Range: 30cm

• Target a unit that is not currently in Melee. The unit gains Steadfast and is considered to be within Defensible and Covering(2) terrain from all sides.

• The spell stays in effect until the targeted unit moves for any reason.

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The Art of Masks

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PressureLevel: 1 Range: Counter

• The Mage may spend a single point of his own Wp, adding the d10 roll to the opposing Mage's casting total.

Horrifying AppearanceLevel: 1 Range: 30cm

• Cast on a target in Melee after inflicting one or more casualties on the enemy. The target gains Dread until the end of the round.

Slow TimeLevel: 1 Range: 30cm

• Cast during Initiative. The target automatically takes the Initiative.

Disappearing ActLevel: 2 Range: 0cm

• Cast during Commander movement. The Commander may move up to 60cm to join another unit even ifin currently in Melee.

ConfusionLevel: 2 Range: 60cm

• Cast during Initiative. The target must pass a Cmp Check to complete their Order, otherwise their activation ends immediately.

DuplicateLevel: 3 Range: 0cm

• The Mage may only target a unit he has joined. Only a Critically Successful Armour Check against the target will cause a casualty. If multiple Armour Checks are rolled when a Critical Success is achieved, all other successes are counted as normal.

• The spell remains in effect until the target receives a casualty or the Mage leaves the target.

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Die Einberufung der Winde

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MeldLevel: * Range: Counter

• The Mage may choose at which Level to cast Meld. For each Level Meld is cast at, the opposing Mage must add +2 to their casting total.

Hail of StonesLevel: 1 Range: 60cm

• Make a Ranged attack against the target with Pow: 8 and Rng: 6.

Wall of FireLevel: 1 Range: 30cm

• Cast on a unit not currently in Melee immediately after being successfully Charged. The Charger suffersd5 Automatic Damage.

GaleLevel: 2 Range: 30cm

• Cast during the Movement Phase, at a unit not currently in Melee. The target immediately moves 2d10cm directly forward or d10cm directly back at the Mage's discretion.

Blinding FlareLevel: 2 Range: 60cm

• Cast after the enemy rolls one or more Rng Checks. The target gains Degrade(Rng 2).

Chain LightningLevel: 3 Range: 60cm

• Make a Ranged attack against the target with Pow: 10, Rng: 3 and Piercing(Rng 6). • After resolving the attack, roll a d10. On a roll of 1 – 3, attack another enemy unit within 15cm in the

same manner, chosen at random. On a roll of 10, a friendly unit within 15cm is struck instead. On a 4 - 9, the lightning dissipates and the spell ends.

• Each unit may only be struck once per casting.

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Whispers Through the Veil

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BacklashLevel: 1 Range: Counter

• The opposing Mage must re-roll one, two or three dice in the Casting Roll at the casting Mage's discretion. For every dice re-rolled, the casting Mage suffers d5 Automatic Damage.

PossessionLevel: 1 Range: 30cm

• Target a unit in Melee, at the beginning of a round. The target gains Damaging(Mel 2) and Degrade(Cmp 2) until the end of the round.

CurseLevel: 1 Range: 60cm

• The target gains Unlucky until the end of the turn.

RustLevel: 2 Range: 30cm

• Cast at a unit in Melee. The Target receives no Melee bonus from their Class until the end of the turn.

Dark AuraLevel: 2 Range: 30cm

• Cast after the enemy rolls one or more Mel Checks. The enemy must re-roll all of the dice used in the attack.

Daemonic OfferingLevel: 3 Range: 30cm

• Daemonic Offering remains in effect for the entire battle. Each time thetarget inflicts a casualty on the enemy, immediately roll on the tablebelow and apply the effects.

• The target is worth double to the enemy when removed as a casualty. • Daemonic Offering may only be cast once per battle.

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The Dark Mirror

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SyphonLevel: 1 Range: Counter

• The Mage may immediately cast another spell, using the opposing Mage's casting roll. The entire casting roll must be used and Wp deducted as normal.

Spirit StrikeLevel: 1 Range: 60cm

• Make a Ranged attack against the target with Pow: 9, Rng: 2 and Piercing(Rng 4).

Pestilent TouchLevel: 1 Range: 30cm

• Cast after rolling one or more Armour Checks. The target gains Poisonous(Mel).

Ethereal BladesLevel: 2 Range: 30cm

• Cast after rolling one or more Armour Checks in Melee. The target gains Piercing(Mel 3).

TraumaLevel: 2 Range: 30cm

• The target must immediately make a Cmp Check.

Death WardLevel: 3 Range: 0cm

• The Mage may only target a unit of troops he has joined. The unit may replace one lost base. • Death Ward may only be cast once per battle.

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