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It is the year 650, as the Christians note it, and the darkness that has engulfed

the world since the Romanii betrayed the lands of the north and west only
intensifies with each passing year !stablished kingdoms and ruthless o"erlords war
with each other e"en as they are raided by murderous pirates, once#sla"es and
northmen, and the brooding threat of the ice de"ils of the sea is matched only by
the male"olent power of the inheritors of the ancient realms In these lands of
darkness only the strongest pre"ail in a ne"er#ending struggle for sur"i"al against
the bestial horrors man both brings to war and creates for it, and yet the greatest
threat of all is perhaps the nature of man himself
Darklands is a tabletop skirmish wargame in which YOU command the hosts of man and beast
that your ancestors once did for glory, power or simple survival. Fight breathtaking battles on your
tabletop with some of the most stunning resin miniatures ever released!
hat if dragons really flew, in those ancient times, and giants really walked the earth! hat if
berserkers actually were bear"men, man and bear #oined together! hat if all of the myths and
legends we take for granted were real and our ancestors fought against " and with " creatures and
beings and realms we thought were nothing more than the fantasies of our uncivilised selves!
Darklands answers all of those $uestions for you and more, so take a deep breath and re"create the
true history of our world...
Darklands %uster &ules v '()
*ast updated +,th February '-+.
/reated by &ob *ane
ritten by &ob *ane
/over 0rt by 1tefan 2opinski
3llustrations by Danny /ru4, Des 5anley, 1tefan 2opinski and /hristophe %adura
6laytested by &ob *ane, 7im Fisher and the %iercna arriors
%ierce %iniatures, the %ierce %iniatures logo, Darklands, the Darklands logo
are either 8,
7%
and9or : %ierce %iniatures *td., '-+'"'-+.
7o play a game of Darklands, a player must choose a kindred or realm they like and a general from
its muster. 7hen an opponent with a host must be found and a battle si4e agreed upon. ;oth players
then spend their gold wisely to muster their host and ultimately meet upon the battlefield!
% $ %
'I)DR!D* &)D
R!&(M*
The various kindreds of Darklands comprise one or
more realms that may or may not work together for
the good of their kindred. For example, the
Angelcynn kindred is a tribal grouping of Angles
from many realms, of which Mierce is but one but
few other Angelcynn realms wish to ally with the
Miercna and some are even their enemies, especially
the !hristian Angles of "orthumbraland. Thus, the
Angelcynn may be kin, but religion and history
combine to ensure they become enemies.
#t is worth noting the difference between kindreds
and realms, given the example above, for many hosts
are mustered according to realms and not kindreds,
such as the Miercna. #n a nutshell, his kindred
represents the race or grouping or bloodline of a
particular warrior, whereas his realm represents his
particular allegiance within that race.
% $ -
M+*,!R*
A muster is a compilation of all the warrior profiles
available to field from a particular kindred or realm
and thus contains all a player needs to create a host.
$ome musters contain warriors that are more vicious
and swift than others, some are more suited to
defensive warfare, but all have their own
motivations, advantages and disadvantages. $ome
musters allow allies, and sell%swords can usually be
added to any host, depending on their personal
allegiances.
&egardless of any other factor, players should choose
to create a host for a kindred or realm that interests
them, for any other choice will ultimately prove
unsatisfying to play with'
% $ - $ %
M+(,I.(! R!&(M*
!ertain warriors list more than one realm on their
profile. These warriors may be mustered within a
host from any of the realms listed on his profile,
although of course this is taken care of in the
musters.
% $ /
0&,,(! *I1!
(roadly, the battle si)e *and thus the battlefield si)e+
should be determined by the amount of time both
players have to play a game of Darklands, although
of course the miniatures the players have in their
possession is the largest limiting factor.
As long as both players have a good grasp of how to
play Darklands, an ,ncounter will take around an
hour to play and a $kirmish will take around two
hours to play, whereas a (attle could take up to four
or five hours, depending on the hosts chosen and the
si)e of the hosts. #t is advised that players choose
-ar only if they have a full day to play a battle %
and a table that is big enough'
;attle 1i4e
(attle $i)e .old Field $i)e
,ncounter / to 011 02 x 02 field
$kirmish 3// to 111 02 x 02 field
(attle
4,/// to
5,011
62 x 02 field
-ar
5,3// to
0,111
72 x 02 field
% $ 2
34(D
The battle si)e thus informs the players how much
gold they have to muster their host with. .old is the
measure of a warrior2s cost, for ultimately all fighting
men and beasts cost gold to bring to battle
professional warriors re8uire payment in coin, let
alone food and drink, which is of course what every
warrior % including beasts and monsters % need to be
able to fight. Thus, if a $kirmish is played, both
players have 4,/// gold to spend on their hosts.
For game purposes we assume each method of
payment % which varied wildly from the (y)antine
$olidus to the bartering of cattle in -ales to the
practice of ring%giving amongst the "orse % is of
roughly the same worth.
D45)(4&D*
0ll of the musters
avaiable will be
downloadable from the
%ierce %iniatures
website in time and
will be kept updated
should any warrior
profiles change.
<ventually, individual
musters will be
produced in book form
as well as warrior
profiles in card form.
Darklands is a wargame for two or more players who each control an army " called a host " of
units containing warriors with varying capabilities and functions. <ach host is commanded by a
general, who represents the players upon the battlefield, and each unit is commanded either by the
general himself or by the general=s commanders.
7he structure of a host in Darklands is $uite different to many other wargames for whilst the
general can command some units by himself, once a host becomes $uite large it proves to be very
difficult for him to control all of them. 7hus, generals can call upon commanders " individual
warriors, perhaps nobles, princes or other champions of stature " to command more units for him in
commands of their own. ;y issuing orders to those commanders as he does his own command, the
general can control much larger hosts than he would be able to on his own.
- $ %
C4MM&)D*
A command is a grouping of one or more units led
by a commander or even the general himself. There
must be at least one command within a host and at
least one unit within that command. "o general or
commander may lead more than one command
within a host.
- $ -
+)I,*
9nits are the basic building blocks of hosts within
Darklands. A unit can be a group of warriors that act
together as a single entity upon the battlefield or
even a single warrior acting independently.
- $ - $ %
(!&D!R
$ome rules reference leaders, which is always either
a noble or a champion. "obles, if present in a unit,
will always be the unit2s leader, and if there is more
than one noble within a unit, the noble with the
highest A9T:;&#T< is the unit2s leader. #n the
absence of any nobles, a champion is always the
unit2s leader. "ote that a unit led by a noble will
also have a champion.
#f a warrior is solitary % i.e., he forms a unit of his
own which has no other warriors % he is considered
to be his own leader.
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+)I, C4MM&)D 5&RRI4R*
Many units can muster unit command warriors, also
called unit commanders, usually in the form of a
champion, banner bearer or herald. $uch options, if
mustered, bolster their unit in certain ways and are
often desirable to include in a host.
- $ - $ - $ %
C6&M.I4)*
9nits always contain a champion. A champion, as the
name implies, is usually the best warrior in the unit
and usually leads it. As such, champions cannot leave
their unit. Many units have the option to include a
mustered champion before the battle, which is
desirable for they are usually more powerful than a
normal warrior but if a mustered champion is not
included in a unit simply choose any warrior from
the unit % called a unit warrior % to be the champion
before the battle begins.
$imilarly, if the mustered champion or champion of
a unit dies, a unit warrior becomes the unit2s
champion. $imply replace the unit warrior miniature
with the champion miniature that has been removed,
to mark him from the rest. ;ther unit command
warriors % banner bearers and heralds % may only be
champions if there are no unit warriors left. A noble
can never become the champion of a unit, even if he
is the leader.
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0&))!R 0!&R!R*
Many units can muster a warrior that carries its
standard or icon, known as a mustered banner bearer,
who bolsters the unit2s attributes for some tests.
(anner bearers, like champions, may never leave
their unit.
#f the mustered banner bearer of a unit dies, he may
be replaced by a unit warrior who then becomes the
unit2s banner bearer. $imply replace the unit warrior
miniature with the banner bearer miniature that has
been removed. This represents warriors retrieving
their banner as it falls and effectively means a unit
will always have a banner bearer until the ma=ority
of its warriors are dead. ;ther unit command
warriors cannot become a banner bearer. A noble
cannot become the banner bearer of a unit, even if
he is a host banner bearer.
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6!R&(D*
Many units can muster a warrior who acts as its
mustered herald. This warrior can help the champion
to command his unit effectively and may even prove
the difference between a unit carrying out orders or
ignoring them completely. :eralds may never leave
their unit.
#f the mustered herald of a unit dies, he may be
replaced by a unit warrior who then becomes its
herald. $imply replace the unit warrior miniature
with the herald miniature that has been removed.
This represents warriors retrieving the herald2s
instrument as it falls or taking over the herald2s
duties and effectively means a unit will always have a
herald until the ma=ority of its warriors are dead.
;ther unit command warriors cannot become a
herald. A noble cannot become the herald of a unit,
even if he is a host herald.
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+)I, 5&RRI4R*
Most members of a unit are individual warriors
armed and armoured in roughly the same fashion
who are otherwise unremarkable. 9nit warriors may
never leave their unit and can become champions,
banner bearers and heralds if those unit command
warriors die. A unit warrior2s attributes or rules do
not change to that of a mustered unit command
warrior if he becomes a unit command warrior.
- $ /
5&RRI4R*
,ach unit in a Darklands host comprises one or
more warriors. A warrior can be anything from a
humble human, the mount for a mighty general or a
monstrous beast twenty feet tall and almost as broad.
#n short, a warrior is any individual miniature upon
the Darklands battlefield, regardless of their abilities
or what they look like.
-hilst every single warrior within a Darklands host
represents an individual, the mechanics of warfare
re8uire all warriors to be categorised somewhat. #n
Darklands, warriors are categorised according to
their freedom to act independently, the kind of
warrior they are as well as their ability to understand
their role upon the battlefield. These three
categories are privilege, class and acuity and are
listed on every warrior2s profile.
$ome warriors also have physical or mental
characteristics that can prove the difference between
victory and defeat. These abilities are called traits
and it is usually the larger and more bestial warriors
that have them.
- $ / $ %
5&RRI4R .RI7I(!3!
A warrior2s privilege is the measure of a how
independently a warrior acts in the midst of a battle,
whether he can move freely and give or take orders
or whether he is more suited to working alongside
others in a unit. #n many ways, a warrior2s privilege
is simply dependent upon the manner of his birth.
- $ / $ % $ %
)40(!*
There are three types of warrior who are, to all
intents and purposes, nobles and thus independent of
any other warrior upon the battlefield % generals,
commanders and individuals. #t is important to note,
however, that nobles are still warriors.
>enerals
The general is the leader of a host of Darklands and
he wields absolute power within his host, =ust as he
usually does outside of war for most generals are
kings or princes, the highest born of all.
.enerals represent the player upon the battlefield
and there must always be one general in a Darklands
:ost. A general may lead any non%allied unit in his
host, even those under a commander. All orders come
from the general and only the general may issue new
orders. -arlords are often the general of a host but
sometimes smaller hosts use -archiefs as their
generals.
/ommanders
!ommanders are lesser nobles, perhaps princes or
landlords, or even =ust the most forceful warrior in a
particular group. ,ven so, they en=oy a great deal of
freedom and are second only to the general in terms
of their authority within a host.
A commander leads a command of one or more units
on behalf of the general, either as part of a unit or as
a solitary warrior. :e interprets the orders given to
him by the general and ensures his command acts
upon them as the general wishes. Most -archiefs
are commanders.
3ndividuals
#ndividuals can be wandering sell%swords or famous
warriors of great renown, perhaps even roguish
nobles that prefer their own company to that of their
peers. -hatever they are and whatever their status,
such warriors come and go as they please and are
rarely sub=ect to the whims of kings and princes.
#ndividual warriors usually fight alone, although
some may ?oin or ;ind to units if they wish to do so
and their rules allow it. 9nlike generals or
commanders, individuals may never act as
commanders of other warriors. #ndividuals may move
freely around the battlefield alone, should they wish
to do so, and do not have to be mustered as a unit
within a command. $ome -archiefs, a few -ar
,ngines and most sell%swords are individuals.
- $ / $ % $ -
7&**&(*
>assals are obliged to nobles in some way, most
often for their service in battle, in exchange for
certain privileges which are usually the right to
work their lord2s land and to gain their lord2s
protection of their families. -hilst many vassals are
free men, they could also be low born beasts and
animals or even slaves.
-arrior vassals can only act upon the orders their
commanders are given, although some monstrous
beasts are so uncontrollable it is almost impossible
for them to do so effectively. $uch is their might,
however, they are persuaded to =oin battle regardless.
#nfantry, Monstrous #nfantry, !avalry, Monstrous
!avalry, (easts, Monstrous (easts and some -ar
,ngines are vassals.
- $ / $ -
5&RRI4R C(&**
A warrior2s class, put very simply, describes the role
he performs upon the battlefield and further
distinguishes how warriors fight compared to others.
#nfantry, for example, are a very different type of
warrior to a Monstrous (east. $ome warriors may
even comprise two or more classes, such as mounted
-arlords and -archiefs.
? arlord@ a -arlord is a powerful warrior in his
own right and in most circumstances commands a
host of Darklands as a general.
? archief@ -archiefs may also command hosts but
may never command one if a -arlord is present in
the same host.
? 3nfantry@ #nfantry are roughly human%si)ed
warriors that fight on foot who work together in
units. #nfantry come in many forms such as
specialists in close%combat, those that use ranged
attacks or simple soldiers.
? %onstrous 3nfantry@ Monstrous #nfantry are those
warriors that fight on foot in units but are much
larger than humans.
? /avalry@ roughly human%si)ed warriors that fight
in a unit whilst mounted % or are even a hybrid of
mount and human % are called !avalry. The
mounts themselves may vary but are usually horse%
si)ed.
? %onstrous /avalry@ Monstrous !avalry may be
any si)e of warrior in a unit mounted upon a beast
that is larger than a horse, or even a hybrid of
mount and monstrous creature such as a
!awrdraig.
? ;east@ a (east is usually a wild creature, such as a
horse or a wolf, that has little intelligence but can still
heed the commands of higher beings.
? %onstrous ;east@ a Monstrous (east is =ust that
a huge, powerful creature that is much larger than
a human and roams about the battlefield virtually
unmolested.
? ar <ngine@ a -ar ,ngine can be a machine
with crew or a construct created by artificial
means.
#nfantry, Monstrous #nfantry, !avalry, Monstrous
!avalry, (easts, Monstrous (easts and some -ar
,ngines are vassals.
- $ / $ - $ %
5&RRI4R *+0C(&**
$ome specialised warriors are further categorised by
their subclass which simply means that, whilst they
may be of a particular class, there are some
differences between warriors within that class.
$ubclasses are shown on a warrior2s profile
underneath their class, in italics.
An obvious example of a subclass would be that of a
mount *such as a horse+, which is a (east but can
also be a mount or an ardent mount.
? 3ndividual@ an individual is a type of noble that
operates independently upon the battlefield.
? %ount@ a mount is a creature that can be ridden
by another to bring certain benefits to the rider,
usually speed.
? 0rdent %ount@ an ardent mount is also a creature
that can be ridden, but will not flee the battlefield
should its rider die.
? 1olitary@ solitary warriors may never ?oin another
unit nor allow another warrior to ?oin them.
- $ / $ /
5&RRI4R &C+I,8
A warrior2s acuity reflects his ability to understand
and reason, to interpret what is happening upon the
battlefield, as well as his training or discipline and a
measure of how he reacts to the fear and violence
around him.
? <lite@ elite warriors are highly skilled and highly
motivated individuals who fight willingly for a
cause they believe in. Their skills do, however,
come at a price, for few elite warriors live out
their years in peace.
? Aeteran@ veterans are, thanks to living through
many battles, highly experienced warriors who
know how to stand against a ferocious enemy and
stay alive. >eterans are the backbone of many
hosts and serve to ground those around them who
are new to battle.
? Drilled@ drilled warriors have been highly trained
in the arts of war and are used to the sights and
sounds upon the battlefield. They are very useful
warriors and often find themselves in the thick of
battle.
? 7rained@ a trained warrior has been taught how to
hold a weapon and how to use it, but very little
else. Trained warriors are the very basic warriors
in a host that can truly be said to be useful.
? Fanatical@ fanatics believe in their cause so
strongly they are willing to die for it and are very
dangerous warriors, for not only do they possess
the intelligence of those around them they also
care little for their own fate.
? *evy@ levy are peasants and farmers, sometimes
slaves, but certainly not warriors for they are more
used to wielding a hoe than a sword. @evy are
usually brought to war by their lords to fill out
the bulk of a host in times of emergency. They are
not expected to fight well, but they are expected
to take their toll of the enemy before more
experienced or better trained warriors can =oin the
fray.
? ild@ in the Darklands many beasts or beast%men
understand the need to fight and make use of
weapons and armour. #nstinct rather than training
dominates the way such beings behave but that
makes them no less deadly than the most highly
trained warrior, for wild creatures are often brutal
and savage and extremely cunning.
? Feral@ there are some creatures in the Darklands
that are almost impossible to control upon the
battlefield but they are so powerful and so
ferocious that many generals bring them to battle
regardless, for they know that such warriors,
when carefully used in the right place, can make
the difference between victory and defeat. Feral
units may never be given %OA< or 5O*D orders.
They must always be given 0770/2 orders.
? %indless@ many warriors fight without knowing
they are even upon the battlefield, either because
they are too stupid to understand what they are
doing or because they are merely animals. $uch
warriors simply react to the threats around them
in an animalistic way and move and fight
accordingly.
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5&RRI4R ,R&I,*
Traits reflect the variations in form and capability of
warriors upon the battlefield. $ome warriors are
huge and powerful and thus extremely frightening
some fight in a serene calm that can be almost as
unnerving as an unbelievably foul beast that offends
the eye and the nose.
? *oathsome@ @oathsome warriors are foul,
unnatural creatures that most right%thinking folk
abhor. -hatever the form of their repugnance,
perhaps through physical appearance or a revolting
smell, so disgusting are loathsome warriors that
their foes are debilitated by it.
? Fearsome@ fearsome warriors are usually huge and
powerful, many times larger than a man and often
=ust as broad, but some warriors are feared because
of their reputation or perhaps because of the
weapons they wield. Most find that facing such
warriors re8uires the steeling of their nerves and a
8uick prayer to their gods.
? 7errifying@ in the lands of darkness there are many
huge and terrible creatures brought to battle, not
least because they test the courage of those sent
against them. These monsters can sometimes break
an enemy host on their own.
? Fearless@ there are many who hold no fear in
battle, maybe because of their training, their
exposure to so many terrible sights or simply
because they have few peers on the battlefield.
? Forester@ many warriors are naturally attuned to
moving and fighting within woods or forests. A
Forester treats a wood as open ground for the
purposes of Movement.
? 0mphibious@ some warriors live their lives within
water as well as on land. An amphibious warrior
treats water terrain as area terrain and rough
ground for the purposes of Movement, and may
claim cover whilst within it.
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94I)!D 5&RRI4R*
Most vassals in a host are mustered in units and thus
each individual warrior within those units is =oined to
another warrior from the same unit. $uch warriors
within units are called =oined warriors, and any noble
that ?oins a unit also becomes a =oined warrior of that
unit.
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94I) DI*,&)C!
9nits of =oined warriors usually move, act and fight
as one body and the individual warriors within it
may never act independently or leave it, unless they
are a noble. Aoined warriors must remain within a
certain distance of at least one other warrior in the
same unit *called a =oining warrior+, known as the
=oin distance, which is always 5B unless otherwise
specified on a warrior2s profile.
- $ / $ 6
M4+),!D 5&RRI4R*
$ome warriors may be mounted upon steeds, beasts
or even large monsters, and both the rider and his
mount are collectively known as a mounted warrior.
Mounted warriors are considered to be a single
warrior whilst the rider remains mounted, even
though both rider and mount have differing profiles.
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M4+), 56!) M+*,!R!D
Mounted warriors may only be mustered as such
before the battle if their profile states that they are
mounted warriors. Any mount options and mount
armour options a warrior has are also listed on their
profile. $ome warriors may only be mustered as
mounted, such as !avalry. "ote that some !avalry
and Monstrous !avalry warriors are not necessarily
mounted warriors, such as a !awrdraig.
Although this is specifically restricted by warrior
profiles, and thus players do not really need to
address this when mustering a host, it should be
noted that riders must always have a higher
A9T:;&#T< than the mount they wish to ride.
Although this is specifically restricted by warrior
profiles, and thus players do not really need to
address this when mustering a host, it should be
noted that riders must always have a higher
A9T:;&#T< than the mount they wish to ride.
<very warrior in a host has a profile that lists his details and his attributes Ba numerical
representation of his ability to fight, to endure, to perform sorcery and much more besidesC as well
as listing his weapons and armour and any options he has when he is mustered. 7here is a great
deal of information contained within a warrior=s profile and players should get to know them
intimately.
/ $ %
D!,&I(*
A warrior2s details are important for many rules
depend upon them, both in game and when hosts are
mustered.
? 2indred@ the kindred the warrior belongs to,
perhaps a tribe or a grouping of peoples, such as
the Angles % the Angelcynn.
? &ealm@ the realm the warrior belongs to, a
subdivision of a kindred. For example, within the
Angelcynn kindred, there are three ma=or realms %
Mierce, "orthumbraland and the ,ofingas.
? 2in@ the warrior2s race, which can be more than
one. Many rules affect particular races and so this
definition can be important.
? 6rivilege@ the warrior2s privilege, explained in
detail in the 5?C?4D Erivilege section.
? /lass@ the warrior2s class, explained in detail in
the 5?C?5D !lass section.
? 1ubclass@ the warrior2s subclass, if it has one,
explained in detail in the 5?C?5?4D $ubclass section.
? 0cuity@ the warrior2s acuity, explained in detail in
the 5?C?CD Acuity section.
? Ubi$uity@ The amount of units of this warrior
that can be mustered in a host. This is explained
in the Muster &ules.
? 5ands@ the amount of hands *or e8uivalent+ the
warrior has. This governs how many weapons or
armour elements he may wield at once.
? Unit 1i4e@ The minimum and maximum amount
of warriors that may be included in a single unit.
? ;ase@ the si)e of the Darklands base that this
warrior must be based upon.
? /ost@ The cost of this warrior in gold. "ote that
all costs listed on a profile are for an individual
warrior.
/ $ -
&,,RI0+,!*
Attributes represent the worth of an individual
warrior2s particular physical or mental characteristics
during a battle and are usually listed as a value
between 4 and 4//. These attributes may increase or
decrease as the battle continues so a keen record
must be kept of any changes at all times.
Attributes influence almost everything that happens
within a battle and thus they are very important.
They can be altered during a battle, both to a
warrior2s benefit and detriment, and so must not be
taken at simple face value. That being said, it is
8uite obvious that a huge and powerful creature
would have higher attributes in some areas than a
single human warrior, but the human warrior
counters that deficiency by being nimbler and
wielding powerful weapons, armour and, of course,
bringing his companions to bear.
? 6, 60/< or F*, F*3>57@ this attribute represents
a warrior2s movement upon the battlefield. A
warrior may usually %ove up to its EA!,
attribute in inches, or F@#.:T attribute in inches
if the warrior can Fly.
? 1, 123**@ $F#@@ represents a warrior2s prowess
in battle. This attribute is sometimes modified by a
warrior wielding a weapon he is most suited to.
? %, %3>57@ the innate strength of a warrior.
M#.:T represents the power within his body and
the force he can apply against his enemies.
? /, /OD1737U73OD@ !;"$T#T9T#;" represents
toughness, the amount of punishment a warrior
can take before his body is broken and his spirit
departs to the otherworld. !;"$T#T9T#;" is the
difference between life and death, for if it drops to
/, a warrior is dead.
? F, FO&737UD<@ there are many terrifying sights
and sounds upon the battlefield F;&T#T9D, is
the measure of a warrior2s ability to withstand the
murderous horror of battle and the monstrosities
they are confronted with.
? 0, 0U75O&37Y@ A9T:;&#T< is the
representation of a warrior2s leadership and
discipline, whether they are able to command
other warriors to do their bidding and whether
those warriors will respond to those commands.
A9T:;&#T< can increase and decrease during a
battle.
? 7, 7<%6<&@ the measure of a warrior2s ability to
perform sorcery or to withstand a sorcerous
attack, as well as measuring the fury within them.
/ $ - $ %
0&*IC &)D C+RR!),
&,,RI0+,!*
A warrior2s basic attributes are those represented on
his profile as he is mustered. A warrior2s current
attributes are those at any given time during the
battle and include anything that affects them, such as
weapons, sorcerous effects or other benefits or
detriments. A warrior2s attributes can fluctuate
wildly during battle and thus a record must be kept
of its current attributes at all times, usually on his
profile.
/ $ /
,R&I,*
A warrior2s traits are shown on his profile
underneath his name, next to his attribute values.
/ $ 2
!;+I.M!),
A warrior2s e8uipment is a very important aspect of
his profile for they a great deal of what the warrior
does on the battlefield. Almost every single warrior
will have at least one combat weapon listed on their
profile % what is called a weapon line % and some will
also have a shot weapon *and thus a shot weapon
line+. Many warriors wear armour or bear artefacts
and sorcerers almost always know invocations.
$ome warriors also have options when they are
mustered, giving their general a lot of flexibility as
to how they are e8uipped for battle.
/ $ 2 $ %
C4M0&, 5!&.4)*
!ombat weapons, as their name suggests, are only
used within hand%to%hand combat, during an 0ttack
action or similar *although certain aspects of a
combat weapon, such as its attack range, are used
throughout a battle+, and are defined on a warrior2s
profile in terms of their attack dice, their M#.:T
and damage bonuses and their attack range, as well
as many other values and rules as explained below.
/ $ 2 $ % $ %
C4M0&, 5!&.4) ,8.!
All combat weapons have a combat weapon type %
such as G$wordB or GAxeB % which is generally
used to refer to that weapon either on a warrior2s
profile or within the rules, displayed under the
weapon2s name. #f a certain rule affects $word
weapons, for example, weapons of the type
G$wordB are affected by that rule.
/ $ 2 $ % $ -
C4M0&, 5!&.4) C(&**
!ombat weapons are also bound by the rules of their
combat weapon class which can be natural or borne,
as indicated on their weapon lines.
? Datural@ "atural weapons are usually physical
parts of a warrior, such as the bite of a krokod or
the claws of a werwulf. This class of weapon can
never be destroyed or negated.
? ;orne@ manufactured weapons such as swords or
axes or spears are borne into combat, wielded by a
warrior rather than being part of him.
/ $ 2 $ % $ /
&,,&C' DIC!
Attack dice are mostly used during 0ttack actions and
each weapon line shows a certain number of them. #f
a weapon has no attack dice, usually thanks to its
wielder losing !;"$T#T9T#;", it cannot be used
to 0ttack an enemy.
/ $ 2 $ % $ 2
5!&.4)<
Almost all weapons have a weaponH value, which
signifies the extra power such a weapon lends to the
warrior wielding it, perhaps because of its balance or
keen edge. #t is mostly used in an 0ttack action,
added to a warrior2s M#.:T to find his !;M(#",D
M#.:T, which is calculated for players as GMH-B
on a weapon line.
C4)*,I,+,I4) C6&R, &)D DIC! M&R'!R*
0 warrior=s /onstitution /hart on his profile is very important, for it tracks his
woundsE but it also shows how much weaker his attacks have become, for both
attack dice and shoot dice are modified by the amount of damage a warrior has
taken. 7hus, dice markers are shown on every warrior profile=s /onstitution /hart
in yellow. <very time a yellow dice marker boF has been filled in, a warrior=s
attack dice or shoot dice for one weapon are reduced by + after the action that
caused the damage is resolved. 1imply blank out one attack die or shoot die marker
on the warrior=s profile. 7hus, a heavily wounded warrior will roll less attack dice
or shoot dice than an unwounded one.
7he minimum amount of attack or shoot dice a warrior has is +, which effectively
means at the last of his strength, a warrior may still attack, albeit ineffectually!
Dote that attack dice and shoot dice are completely separate " i.e., if an attack dice
is removed, a shoot dice is not.
%ultiple eapons
3f a warrior has multiple weapons, attack and shoot dice are reduced as above but
the player chooses from which combat or shot weapon. 7he minimum attack or shoot
dice any warrior may have is still +, but the attack or shoot dice of a particular
weapon can reduce to -. 3f the attack or shoot dice of a weapon reduces to -, that
weapon may no longer be used in an action Balthough it is not destroyedC. 7he
player may choose which weapons lose attack or shoot dice in whichever order they
wish.
1witch 5ands
3f a warrior has the ability to use a weapon in more than one hand thanks to the
1witch 5ands rule, the attack or shoot dice for that weapon are reduced for both
hands at the same time. 7hus, if a sword has four attack dice when used in one
hand and three attack dice when used in two hands, the loss of an attack dice for
that weapon would result in the sword having three attack dice when used in one
hand and two attack dice when used in two hands.
;ulk /harges
0ttack dice for weapons with the name G;ulk /hargeH are never reduced.
eapons of a different name that have the weapon rule G3mpact 1trikeH can still
have their attack dice reduced, however.
/ $ 2 $ % $ 5
&,,&C' R&)3!*
The attack range of a combat weapon is a measure
of how far away an enemy can be struck with that
weapon. @ong weapons such as spears or pikes can
strike 8uite far around a warrior, whereas very short
weapons such as daggers or even fists can only be
used close to. Thus, attack ranges can vary
depending on the warrior and the weapons he is
using.
The attack ranges of a warrior2s weapons are shown
on his profile, which can vary from /B to 6B in the
case of very large creatures, but all warriors have an
attack range of at least /B with every weapon they
possess. An attack range of /B is called attack
contact, and this means the warrior needs to be in
base contact with an enemy warrior to use that
weapon.
-eapons without an attack range at all *i.e.,
declared as G%B+ may not be used during an 0ttack
action.
/ $ 2 $ % $ 6
C6&R3!<
$ome combat weapons are more effective when
combined with momentum behind it, such as a
mounted warrior using a spear or a mighty creature
charging into combat and using its bulk to inflict
in=ury upon its puny foes. $uch weapons have a
chargeH or mounted chargeH value, which is added to
a warrior2s weaponH and M#.:T to find his
!;M(#",D M#.:T if the warrior is a swift charger
*see the I?I?0?4D $wift !hargers section for details+.
This is calculated for players as GMH-H!hB on a
weapon line.
/ $ 2 $ % $ =
54+)D<
#f a weapon has a woundH value it causes extra
damage to an enemy when he is struck, perhaps
because the weapon is very heavy or simply because
it is of a horrific kind that inflicts terrible in=ury.
-oundH is added to the combat damage caused by a
weapon at the end of an 0ttack action.
/ $ 2 $ % $ >
6&)D*
Almost all weapons *and some armour elements,
such as shields+ re8uire at least one hand in order to
be wielded in combat, and many re8uire more. $ome
can even be wielded in one hand or two hands. The
amount of hands a combat weapon or armour
element re8uires in order to be used in combat is
listed on its line as a hands value.
&egardless of how many hands are re8uired to use a
weapon, a warrior cannot wield weapons and armour
in the same 0ttack action such that the total amount
of hands those weapons and armour re8uire exceed
his own hands value.
!?&M.(!
Eenda the (loody%:anded is wielding "Jgling
and the $hield of the -ulf. (oth have a hands
value of 4, and as Eenda has 5 hands, he can wield
both in the same 0ttack action.
#f a weapon or armour element2s hands value is /, it
does not re8uire the use of a warrior2s hands in order
to be wielded and so can always be wielded in any of
that warrior2s 0ttack actions.
/ $ 2 $ -
*64, 5!&.4)*
9sed during 1hoot actions, shot weapons pro=ect
missiles to an enemy that is out of combat range.
$hot weapons are defined on a warrior2s profile in
terms of their shoot dice, their M#.:T and damage
bonuses and their ranges *which are minimum,
lethal, effective and maximum+, as well as many
other rules. $ome shot weapons may be used in
combat, but most only for ranged attacks.
/ $ 2 $ - $ %
*64, 5!&.4) ,8.!
All shot weapons have a shot weapon type % such as
GbowB or GlongbowB % which is generally used to
refer to that weapon either on a warrior2s profile or
within the rules, displayed under the weapon2s name.
#f a certain rule affects bow weapons, for example,
shot weapons of the type GbowB are affected by
that rule.
/ $ 2 $ - $ -
*64, 5!&.4) C(&**
$hot weapons are bound by the rules of their shot
weapon class which can be natural or borne, as
indicated on their weapon lines.
? Datural@ "atural shot weapons are usually
physical parts of a warrior, such as the breath of a
dyndraig. This class of shot weapon can never be
destroyed or negated..
? ;orne@ manufactured shot weapons such as bows
or slings are borne by a warrior rather than being
part of him.
/ $ 2 $ - $ /
*644, DIC!
$hoot dice are mostly used during 1hoot actions and
each weapon line shows a certain number of them. #f
a weapon has no shoot dice, usually thanks to its
wielder losing !;"$T#T9T#;", it cannot be used
to 1hoot an enemy.
/ $ 2 $ - $ 2
5!&.4)<
$hot weapons have a weaponH value which signifies
the extra power such a weapon lends to the warrior
using it, perhaps because of its strength or the
missiles being shot. #t is mostly used in a 1hoot action,
added to a warrior2s M#.:T to find his !;M(#",D
M#.:T, which is calculated for players as GMH-B
on a weapon line.
/ $ 2 $ - $ 5
*64, 5!&.4) R&)3!*
The minimum range, lethal range, effective range and
maximum range of a shot weapon is a measure of
how effective a weapon is at certain range or,
indeed, whether an enemy can be shot at all, and are
shown on a warrior2s profile in inches. $ome shot
weapons, such as bows, can shoot missiles for 8uite a
long distance, whereas some are only used closer to.
? %inimum &ange@ the minimum range of a shot
weapon indicates how close a Target can be
before it cannot be shot. -eapons such as stone
throwers have a minimum range.
? *ethal &ange@ some shot weapons are more
effective the closer they are to the $hooter. #f a
Target is within a shot weapon2s lethal range, the
effectiveness of the shot is increased.
? <ffective &ange@ many shot weapons are more
effective at certain ranges. #f a Target is further
from a $hooter than his shot weapon2s effective
range, the effectiveness of the shot is reduced.
? %aFimum &ange@ the maximum range of a shot
weapon indicates how far a warrior can be to
become a Target. #f a Target is further from a
$hooter than his shot weapon2s maximum range,
that Target cannot be shot at.
$hot weapons without an effective range *i.e.,
declared as G%B+ may not be used during a 1hoot
action.
/ $ 2 $ - $ 6
54+)D<
#f a shot weapon has a woundH value it causes extra
damage to an enemy when he is shot, perhaps
because the weapon is very heavy or simply because
it is of a horrific kind that inflicts terrible in=ury.
-oundH is added to the shoot damage caused by a
shot weapon at the end of a 1hoot action.
/ $ 2 $ - $ =
6&)D*
Aust like combat weapons, shot weapons re8uire at
least one hand *and usually two'+ in order to be used
to shoot an enemy. The amount of hands a shot
weapon re8uires in order to be used in a 1hoot action
is listed on its line as a hands value.
&egardless of how many hands are re8uired to use a
shot weapon, a warrior cannot wield weapons and
armour in the same 1hoot action such that the total
amount of hands those weapons and armour elements
re8uire exceeds his own hands value.
#f a shot weapon2s hands value is /, it does not
re8uire the use of a warrior2s hands in order to be
wielded and so can always be wielded in any of that
warrior2s 1hoot actions *and sometimes 0ttack
actions+.
/ $ 2 $ /
&RM4+R
Armour can take many forms, from full plate armour
to light leather =erkins to tower shields almost the
height of the warriors bearing them, but all armour
is designed to protect against or deflect an enemy2s
attacks from wherever they may come from.
Many warriors have armour listed on their profile
upon an armour line. As armour is an uncountable
noun, sometimes we refer to individual armour lines
as armour elements. $ome warriors also have armour
options when they are mustered, giving their general
a lot of flexibility. Armour is defined on a warrior2s
profile in terms of their !;"$T#T9T#;" bonuses,
their type and many other rules.
/ $ 2 $ / $ %
&RM4+R ,8.!
All armour elements have an armour type % such as
Glight armourB or GshieldB % which is generally
used to refer to that armour element either on a
warrior2s profile or within the rules, displayed under
the armour element2s name. #f a certain rule affects
shields, for example, armour of the type GshieldB
are affected by that rule.
/ $ 2 $ / $ -
&RM4+R C(&**
Armour elements are also bound by the rules of their
armour class which can be natural, worn or borne, as
indicated on their armour lines.
? Datural@ "atural armour is an innate part of a
warrior, perhaps through scaled or tough skin or
even bony ridges or spikes. This class of armour
can never be destroyed or negated, and such
armour is usually found on beasts or monsters.
? orn@ Many warriors wear armour of many
different materials, si)es and shapes, such as plate
armour, chainmail, leather shirts, helmets, greaves
% almost anything that can be placed on a body and
worn effectively for protection. -orn armour can
never be negated.
? ;orne@ the obvious example being a shield, some
armour is borne and wielded in a similar way to a
weapon and re8uires one hand or more to use.
/ $ 2 $ / $ /
&RM4+R<
Almost all armour elements have an armourH value,
which indicates the protection such armour gives to
the warrior wearing it. ArmourH is mostly used in an
0ttack action, added to a warrior2s !;"$T#T9T#;"
to find his !;M(#",D !;"$T#T9T#;", which is
calculated for players as G!HAB on an armour line.
/ $ 2 $ / $ 2
54+)D#
#f a weapon has a wound% value it reduces damage
caused by an enemy when a warrior is struck,
perhaps because the armour is extremely dense.
-ound% is deducted from the damage caused by a
weapon at the end of an 0ttack action, 1hoot action or
3nvoke action.
/ $ 2 $ / $ 5
6&)D*
Aust like weapons, some armour elements re8uire at
least one hand in order to be wielded in combat,
such as a shield. The amount of hands an armour
element re8uires in order to be used in combat is
listed on its armour line as a hands value.
/ $ 2 $ 2
&R,!:&C,*
Many warriors bear artefacts that help them during a
battle, perhaps a potion to recover their strength, a
sorcerous staff or a sacred talisman that they believe
protects them against mighty beasts. -hatever its
form, an artefact gives its bearer certain advantages
over others, and these are listed in its rules.
/ $ 2 $ 5
I)74C&,I4)*
$orcerers or sorcerous units always know one or
more invocations and these are listed on their profile
upon an invocation line. $ome warriors also have
invocation options when they are mustered, giving
their general a lot of flexibility. #nvocations vary
greatly from sorcerer to sorcerer, from the throwing
of magic missiles to spells of healing to trickery or
illusion, but almost all invocations draw their power
directly from the sorcerer himself.
#nvocations are defined on a warrior2s profile in
terms of their invoke dice, power and price and,
depending on their type the invocation2s range,
damage or effects.
/ $ 2 $ 5 $ %
I)74C&,I4) ,8.!
All invocations have an invocation type % either
GsightB or GfocusB % which is used to refer to that
invocation either on a warrior2s profile or within the
rules, and displayed under the invocation2s name. #f a
certain rule affects sight invocations, for example,
invocations of the type GsightB are affected by that
rule.
1ight 3nvocations
$ight invocations are those that the sorcerer uses to
pro=ect physical manifestations or divert natural
ob=ects in order to directly harm or affect an enemy
unit physically. As such, the sorcerer must be able to
see the enemy unit in 8uestion and their $F#@@ % as
well as other battlefield factors % can determine
whether the enemy is actually hit.
Focus 3nvocations
$orcerers can affect friends and enemies alike with
focus invocations but, unlike sight invocations, the
sorcerer does not need to see the enemy to affect
them. :owever, focus invocations re8uire a
concentration of mind that ensures their range is
limited, and so in many ways they are more
dangerous to the sorcerer. -ith their effects often
much greater than sight invocations, even if not
directly harming the enemy, sorcerers are usually
willing to take the risks that focus invocations bring.
/ $ 2 $ 5 $ -
I)74'! DIC!
9sed only to 3nvoke, invoke dice are, like attack and
shoot dice, listed on the invocation line of a warrior2s
profile. #f an invocation has no invoke dice, perhaps
because of some effect, it cannot be 3nvoked.
/ $ 2 $ 5 $ /
.45!R<
Most sight invocations and some focus invocations
have a powerH value which signifies the extra power
such an invocation produces. #t is always used in an
3nvoke action, added to an invocation2s total price to
find its !ombined Eower, which is calculated for
players as GEHEB on a weapon line.
/ $ 2 $ 5 $ 2
I)74C&,I4) R&)3!*
The minimum range, lethal range, effective range and
maximum range of an invocation is a measure of how
effective it is at a certain range or, indeed, whether
an enemy can be be the Mark of that invocation at
all, and are shown on a warrior2s profile in inches.
$ome invocations can be used at a great distance,
usually sight invocations, whereas some can only be
used close to.
? %inimum &ange@ the minimum range of an
invocation indicates how close a Mark can be
before it cannot be the Mark of an invocation.
? *ethal &ange@ some invocations are more
effective the closer they are to the #nvoker. #f a
Mark is within an invocation2s lethal range, the
effectiveness of the invocation is increased.
? <ffective &ange@ many invocations are more
effective at certain ranges. #f a Mark is further
from an #nvoker than his invocation2s effective
range, the effectiveness of the invocation is
reduced.
? %aFimum &ange@ the maximum range of an
invocation indicates how far a warrior can be to
become a Mark. #f a Mark is further from an
#nvoker than an invocation2s maximum range, that
Mark cannot be affected by that invocation.
/ $ 2 $ 5 $ 5
54+)D<
#f an invocation has a woundH value it causes extra
damage to an enemy when he is the Mark of an
invocation, perhaps because the invocation inflicts
terrible in=ury. -oundH is added to the invoke
damage caused by an invocation at the end of an
3nvoke action.
/ $ 2 $ 5 $ 6
I)74C&,I4) R+(!*
Many invocations, especially focus invocations,
contain uni8ue rules that govern how its effects are
applied. These rules have their own name and are
explained in full on a warrior2s profile.
/ $ 2 $ 5 $ =
I)I,I&( .RIC!
The initial price of an invocation is the amount of
!;"$T#T9T#;" a sorcerer must pay in order to
create the invocation. #f the sorcerer does not have
enough !;"$T#T9T#;" to do so, the invocation
may not be created'
#f the initial price value has a GHB suffix, the price
may also be increased by increasing the amount of
!;"$T#T9T#;" the sorcerer pays to create that
invocation.
/ $ 5
M4+),!D 5&RRI4R*
Mounted warriors essentially combine two warrior
profiles, that of the rider and the mount, into one
warrior profile. :owever, there are ma=or
differences between how riders and mounts are
combined and how riders and ardent mounts are
combined.
/ $ 5 $ %
M4+),*
-hen riding a mount *rather than an ardent mount+
the rider gains protection from the mount2s bulk and
its armour, and this is reflected by the rules below.
/ $ 5 $ % $ %
M4+), C4)*,I,+,I4)
-hilst ridden, a mount2s !;"$T#T9T#;" is
effectively added to that of its rider. A rider, when
suffering wounds from attack damage, shoot damage
or invoke damage, may transfer any of those wounds
suffered to his mount2s !;"$T#T9T#;", which of
course affects the mount2s combat abilities.
1orcerers
$orcerers may not pay the price of their invocations
with their mount2s !;"$T#T9T#;", and similarly
may not &ecover !;"$T#T9T#;" to their mount.
/ $ 5 $ % $ -
M4+), &RM4+R
$ome mounts include armour elements on their
profile, and some riders have the option to purchase
armour elements when mustering upon a mount.
&egardless of how a mount gains its armour, the
armourH value of a mount2s armour elements are
simply added to the rider2s armourH value, even if
the rider doesn2t have any armour himself.
/ $ 5 $ %
&RD!), M4+),*
&iders still gain protection from riding an ardent
mount, but this takes a different form.
/ $ 5 $ % $ %
&RD!), M4+), C4)*,I,+,I4)
Ardent mounts, as they can be singled out in 0ttack
actions, 1hoot actions and much else besides, do not
combine their !;"$T#T9T#;" with that of the
rider.
/ $ 5 $ % $ -
&RD!), M4+), &RM4+R
The armour elements of ardent mounts do not
increase the armourH value of the rider. :owever,
the rider still gains some protection from riding such
beasts, and this is reflected upon his profile under
mount options as a mountH value. MountH values are
added to the rider2s armourH value, even if the rider
doesn2t have any armour himself.
/ $ 6
!;+I.M!), R+(!*
$ome e8uipment has extra rules associated with it
and these are listed under the rules sections of their
lines.
/ $ 6 $ %
*,&)D&RD !;+I.M!),
R+(!*
$tandard e8uipment rules are used by a lot of
different e8uipment and are included in these rules
rather than listed in full on a warrior2s profile.
/ $ 6 $ % $ %
*5I,C6
#t is often the case that some weapons or armour on
a warrior2s profile must be switched with another
weapon so that it can be used. For example, a sword
may have the rule G$witch *spear+B. #n this case,
the sword may not be used in the same /ombat
action as that of the spear, and vice versa.
$ometimes more than one weapon or armour
element must be switched for example, a two%
handed sword may have the rule G$witch *sword,
shield+B. #n this case, the two%handed sword must
be switched with both the sword and the shield in
order to be used.
#f a weapon or armour element can be switched
with more than one other weapon or armour
element, it would have a similar rule to G$witch
*weapon or spear+B. This rule means the weapon in
8uestion can be switched with either a sword or a
spear.
1witching 5ands
A weapon or armour element can be used in either
one hand or two hands if it has a rule similar to
G$witch :ands *sword+B. This means that a
warrior can use his sword in either one hand during
an 0ttack action or two hands. $uch a weapon will
have two weapon lines for its different hand usage.
/ $ 6 $ % $ -
M4+),!D C6&R3!<
#f a weapon has the rule GMounted chargeHB,
chargeH bonuses only apply if the warrior is the rider
of a mount as well as a swift charger.
/ $ 6 $ % $ /
:44, 4)(8
#f a weapon has the rule GFoot onlyB, it may only
be used if the warrior is not the rider of a mount.
/ $ 6 $ % $ 2
M4+),!D 4)(8
#f a weapon has the rule GMounted onlyB, it may
only be used if the warrior is the rider of a mount.
/ $ 6 $ % $ 5
IM.&C, *,RI'!
-eapons that have the weapon rule G#mpact strikeB
may be used in the #mpact $trike step of the Attack
$e8uence ifD
? the warrior using that weapon is a $wift !harger
? the warrior2s head mark is touching an enemy2s
base
/ $ 6 $ % $ 6
.&RR8
$ome weapons and armour can be used effectively to
parry an enemy2s strike, such as a shield or even a
sword in the hands of a skilled wielder. -eapons or
armour elements with the rule GEarryB gain a
beneficial parry modifier in combat, although only
armour elements with the rule GEarryB gain evade
and avoid modifiers against shooting and sight
invocations.
/ $ 6 $ % $ =
*.R&8 5!&.4)*
$ome weapons are also G$pray weaponsB which are
generally used as part of a 1hoot action, perhaps
thanks to a natural ability such as a dragon2s fiery
breath. $pray weapons are very accurate as they use
templates to determine how many warriors are hit
and, whilst they can be indiscriminate, are often used
in combat.
/ $ 6 $ % $ >
CR+*6 5!&.4)*
Many powerful war machines or monstrous beasts
have the ability to use G!rush weaponsB as part of a
1hoot action, perhaps by throwing a huge stone or a
block of ice. A template is used to determine how
many warriors are hit, but the accuracy of crush
weapons is poor and % whilst the effects can be
devastating % it can prove difficult for the thrower to
hit exactly what he wants every time he uses one.
/ $ 6 $ % $ @
4)! +*! 4)(8
,8uipment marked GOne use onlyB may only be used
once per battle.
/ $ 6 $ -
+)I;+! !;+I.M!), R+(!*
9ni8ue e8uipment rules have their own name and
are explained in full on a warrior2s profile.
/ $ 6 $ /
M+*,!R !;+I.M!), R+(!*
;nly used when mustering a host, muster e8uipment
rules are listed under a warrior2s weapon or armour
options. These are explained in the Muster &ules.
Once a muster has been chosen and a battle si4e agreed, players must refer to that muster to see
which warriors can be included in its host. <very warrior=s profile, including the general, lists a
realm, his cost in gold, his unit si4e and his ubi$uity, which together ensure that players do not
field more warriors than would be available.
%ustering a host is $uite a compleF process at first, especially because there are a few rules to
follow. 7hese are listed below.
2 $ %
0&,,(! C4*,*
All hosts are mustered according to the gold cost of
the battle si)e, called the battle cost. #n other words,
both players must spend as much gold as possible on
their hosts without spending more than the battle
si)e allows.
2 $ % $ %
.&8I)3 :4R & 5&RRI4R
-hen mustering a unit, take note of its gold cost.
This unit cost must be paid in order to muster it,
and so if a unit is mustered, that cost is added to the
host cost, which starts at / of course.
2 $ % $ -
.&8I)3 :4R & +)I,
,very warrior profile, it must be noted, lists an
individual warrior2s cost. Thus, if a unit of more than
one warrior is purchased, that cost is multiplied by
the amount of warriors in the unit.
2 $ % $ /
.&8I)3 :4R 4.,I4)*
Many warriors have options that boost their prowess
in battle, give them different weapons or allow them
to ride a mount. -hatever option is chosen, that
option must be paid for and the option cost of each
option is listed on the option2s line.
$ome options have a negative cost, and thus if those
options are selected they decrease the cost of an
individual warrior by that amount. $uch negative
costs are usually the result of swapping a weapon for
a less powerful weapon, but could be almost any
option.
2 $ -
M+*,!R & 3!)!R&(
,very host of Darklands must contain a general to
command it and at least one command of his own.
This command must contain at least one unit of
warriors from the same realm as the general.
The general must be the warrior with the highest
A9T:;&#T< attribute in a host *although not
necessarily the muster+, and while he may be any
class of warrior he is almost always a noble and thus
a -arlord or a -archief.
!?&M.(!
A -ar%Drune has been chosen as the general of a
host of Fer%<s, and he is both a noble and a
-arlord. :is cost in gold is 443, but he has 111
gold in his coffers.
-hilst GgeneralB might not be the warrior2s actual
title it is what the warrior with the highest
A9T:;&#T< in the host is called for game purposes.
Aassal >enerals
#n very small skirmishes, a vassal unit leader % often
a champion % could be the general of a host, thus
called a vassal general. >assal generals are mustered
with their unit.
(easts, Monstrous (easts and -ar ,ngines cannot
be a vassal general.
#f two or more warriors have the same
A9T:;&#T< value in the host, their player may
choose which warrior is the general, except that unit
leaders must be chosen before unit warriors.
!?&M.(!
#n an encounter of 011 .old, the <sian player
may not wish to use any -arlords or -archiefs.
:owever, he must choose a general, and thus
chooses an Ax%Drune champion to be the vassal
general.
2 $ /
M+*,!R & C4MM&)D
The general may muster a command of his own %
that he directly commands and must =oin on the
battlefield, thus called the general2s command % or he
may muster one or more commanders from the same
realm as he. !ommanders act upon the general2s
orders and have their own commands, but any
commander mustered must have an A9T:;&#T<
that is lower than the general2s own A9T:;&#T<.
!?&M.(!
The -ar%Drune decides to muster a commander,
a (attle%Drune, whose A9T:;&#T< is less than
his own. Thus, he can be a commander within the
-ar%Drune2s host.
The (attle%Drune2s gold cost is I0, thus making
the host2s gold cost 471 so far. This leaves 74/
gold yet to be spent on the host.
#f the general musters a command of his own, he is
thus its commander and follows any rules that bind
other commanders and do not conflict with being a
general.
#t is worth re%iterating that a host of Darklands
must include the general and at least one command,
whether his own or a commanders2.
Aassal /ommanders
#n very small skirmishes, a unit2s leader % often a
champion % could be a commander, thus called a
vassal commander. >assal commanders are mustered
with their unit.
(easts, Monstrous (easts and -ar ,ngines cannot
be a vassal commander.
2 $ 2
M+*,!R & +)I,
,very command must include at least one unit from
the same realm as its commander but may include as
many units as the commander wishes, as allowed by
9bi8uity rules, other rules and his command2s
!;MMA"D A9T:;&#T<.
!;MMA"D A9T:;&#T< is simply the sum of the
A9T:;&#T< of every unit2s leader within that
command. The !;MMA"D A9T:;&#T< of a
command cannot be greater than its commander2s
A9T:;&#T<.
!?&M.(!
The -ar%Drune wishes to muster a command of
his own that includes a unit of Ax%Drune
-arriors *A9T:;&#T< 55+, a unit of (ow%
Drunes *4C+ and a (one%Aberrant *05+. Thus,
the !;MMA"D A9T:;&#T< of the -ar%Drune2s
command stands at II, and as his A9T:;&#T< is
7C he can muster all three units in his command.
The -ar%Drune could muster another unit in his
command, but that unit must have an
A9T:;&#T< of 6 or less'
9nits, unless they are individuals or sell%swords, may
never be mustered outside of a command.
The A9T:;&#T< of a (ound unit for mustering
purposes is always that of the (inding unit2s leader.
2 $ 2 $ %
+)I, *I1!
Many warriors can only be mustered within a unit
of more than one warrior, and such a warrior has a
minimum si)e listed on his profile. This is always the
first number listed under the 9nit $i)e box.
!?&M.(!
The Ax%Drune unit has a minimum unit si)e of 3,
signified by the first number listed under the 9nit
$i)e box on their profile. Thus, the -ar%Drune
has to muster at least five Ax%Drunes within a
unit. As each Ax%Drune warrior costs 55 gold,
the unit of five Ax%Drune warriors costs 44/ gold
in total.
#f this number is suffixed by a GHB sign, the unit
may muster more warriors than the minimum si)e.
!?&M.(!
The first number listed under the 9nit $i)e box
on the Ax%Drunes profile has the suffix GHB, and
thus the -ar%Drune could muster more than 3
warriors in the unit if he wanted to.
#f the first number does not have the GHB suffix, the
unit may not muster more than that first number.
!?&M.(!
The (one%Aberrant2s 9nit $i)e is simply G4B,
which does not have a suffix. Thus, (one%
Aberrants may only be mustered in units of a
single warrior.
Many units cannot muster more than a certain
number of warriors within them, called the
maximum si)e. This is listed after the unit2s
minimum si)e.
!?&M.(!
The (ow%Drune unit has a minimum si)e of 3
and a maximum si)e of 5/, signified by the 9nit
$i)e listing G3HK5/B, which means the unit2s
minimum si)e is 3 warriors, but up to 5/ warriors
can be mustered within it. The -ar%Drune
decides to muster 4/ (ow%Drunes in the unit,
which costs 40/ gold.
After adding the unit cost of the Ax%Drunes *44/
gold+, (ow%Drunes *40/+ and the (one%
Aberrant *5/6+, the host cost is now 603.
"obles that can ?oin a unit at the start of the battle
do not count towards either the minimum or
maximum number of warriors allowed within a unit.
2 $ 2 $ -
+0I;+I,8
A warrior2s ubi8uity is the measure of how common
that particular warrior is in a host from his realm.
$ome warriors are a realm2s mainstay and at least
one unit of them must always be present upon the
field of battle, whereas others are extremely rare and
only a few units of them may be mustered. $ome
warriors are uni8ue and only one of them can ever
be fielded in a host.
? %ainstay@ warriors of this type are almost always
mustered within a host, for they form the bulk of
a particular realm2s standing army and are often
professional warriors. $ome battle si)es must
include a Mainstay unit.
? /ommon@ common warriors are often found in a
host and generals are almost unlimited in how
many units of this ubi8uity they can muster. #n
larger battles, they must be included as they are so
readily available.
? Uncommon@ some warriors are perhaps not as
available as others at short notice, or live in the
wilds where contact is infre8uent. Thus, such
warriors are often called upon only in times of
need.
? &are@ these warriors are rarely found in a realm2s
hosts, perhaps because they are difficult to ca=ole
into fighting but often simply because there are
not many of them.
? Uni$ue@ these warriors are completely uni8ue, for
they represent famous individuals or units that
have no e8ual.
Elayers must include the minimum number of units
of a particular ubi8uity *for a particular battle si)e+
in their hosts, as per the 9bi8uity @imits table
below. #f there is no minimum number of units,
players do not have to muster a unit of that ubi8uity
in a battle of that si)e.
Elayers may not include more than the maximum
number of units of a particular ubi8uity in their hosts
that their battle si)e allows. #f there is no maximum
number of units, players may muster as many units
of that ubi8uity as they wish, as long as they do not
exceed the battle cost, of course.
Ubi$uity *imits
encounter skirmish battle war
ubi8uity minKmax minKmax minKmax minKmax
Mainstay /K% /K% 4K% 5K%
!ommon /K0 /K6 /K7 4K4/
9ncommon /K5 /K0 /K6 /K7
&are /K4 /K5 /KC /K0
9ni8ue /K/ /K/ /K4 /K5
"ote that these ubi8uity limits apply to all of the
common or rare units within a host one particular
type of common unit could be included six times in a
skirmish, or the general could muster six different
common units instead.
!?&M.(!
The battle is a skirmish of 111 gold and thus no
Mainstay unit has to be mustered, but the -ar%
Drune2s warrior rules state that if he is the host2s
general, Ax%Drunes become a Mainstay unit % and
he must include an Ax%Drune unit in his own
command. :e has done so and thus has fulfilled his
warrior rules.
The (ow%Drunes are !ommon and the (one%
Aberrant is &are, and so the -ar%Drune has not
exceeded the maximum number of units of their
ubi8uity in a skirmish.
Uni$ue %eetings
Fings and 8ueens, celebrated heroes or infamous
villains are often found upon the Darklands
battlefield and whilst they represent a uni8ue
character, perhaps even a real character from our
history, it can be imagined that two players may
choose hosts that have mustered the same uni8ue
warrior. $hould this occur, the victor can be assured
that his uni8ue warrior is the real one and his
opponent2s uni8ue warrior is merely a pretender'
%ount Ubi$uity
As mounts can only be mustered as such, their
ubi8uity is always that of the rider himself. Thus, if
an 9ncommon noble rides a &are beast, the
mounted warrior formed is 9ncommon.
;ound Units
Many units can ;ind to another unit when
mustering and thus become a mustered (ound unit.
A (ound unit2s ubi8uity is counted as that of the
(inding unit2s leader, i.e., the unit that ;inds to
another unit.
!?&M.(!
The -ar%Drune musters three .oad%Drunes to
(ind to the (one%Aberrant, costing I3 gold and
bringing the host2s gold cost to I5/. As the
.oad%Drune unit is the (inding unit, the ubi8uity
of the (ound unit as a whole is 9ncommon, thus
meaning the (one%Aberrant does not count as a
&are muster.
2 $ 2 $ /
5&RRI4R 4.,I4)*
Many profiles have options listed that can bolster the
unit2s prowess in battle. Most warrior options will
have an associated cost, the option cost, that each
warrior from the unit must pay in order to use them.
All of the various weapon, armour, artefact and
mount options can only be purchased once by a
warrior when mustering.
2 $ 2 $ / $ %
5!&.4) 4.,I4)*
Many warrior profiles list weapon options, which
could replace their standard weapon entirely or add
to it somehow.
All of the warriors within a unit must purchase the
same weapon options. #f a unit decides to replace
their sword with a spear, for example, all of the
warriors within the unit must swap their swords for
spears.
#n other words, every unit warrior within a unit
must wield the same weapons when mustered.
1tandard eapons
Any weapon that is not additional or replacement is a
standard weapon. -henever a warrior is mustered,
he is mustered with his standard weapons.
0dditional eapons
Additional weapons are mustered in addition to other
weapons. The warrior in 8uestion would be able to
use both its standard weapons and its additional
weapons in battle, as long as they have enough
:ands to do so.
There is no limit to the amount of additional
weapons a warrior may muster except the limit
inherent in its profile or its weapon rules. #t should
be noted that the :ands rule only limits how much
e8uipment a warrior can wield at once % it does not
restrict how much e8uipment a warrior can muster.
&eplacement eapons
&eplacement weapons are mustered in exchange for
the weapon listed within the optional weapon2s rules.
For example, an optional sword with the rule
&eplacement BspearC means that the warrior2s spear
must be exchanged for the sword.
!?&M.(!
The (attle%Drune decides to replace his (attle%
Ax with a (attle%!hain, and pays 0 gold for the
privilege, increasing his cost to I7. This increases
the hosts2 gold cost to I50.
A warrior2s standard weapon may not be replaced
more than once. #f there are multiple replacement
weapon options for the same standard weapon, only
one can be chosen.
!?&M.(!
The -ar%Drune has two weapon options that
could replace his -ar%Ax, the -ar%!hain and
Two -ar%Axes options. :e may only choose one
of these optional weapons to replace the -ar%Ax.
An optional replacement weapon may list more than
one weapon that could be replaced by it. $uch
options would be separated by a comma. The
replacement weapon may only replace one of the
weapons listed, not both.
%ounted Only
-eapons with the rule GMounted onlyB may only
be mustered % and used % when the warrior is a rider.
2 $ 2 $ / $ -
&RM4+R 4.,I4)*
Many warrior profiles list armour options, which
could replace their standard armour entirely or add
to it somehow.
All of the warriors within a unit must purchase the
same armour options. #f a unit decides to replace
their light armour with heavy armour, for example,
all of the warriors within the unit must swap their
light armour for heavy armour.
#n other words, every unit warrior within a unit
must wear the same armour when mustered.
1tandard 0rmour
Any armour that is not additional or replacement is
standard armour. -henever a warrior is mustered, he
is mustered with his standard armour.
0dditional 0rmour
Additional armour is mustered in addition to other
armour. The warrior in 8uestion would be able to
use both its standard armour and its additional
armour in battle, unless otherwise restricted.
There is no limit to the amount of additional armour
a warrior may wield except the limit inherent in its
profile or its armour rules. #t should be noted that
the :ands rule only limits how much e8uipment a
warrior can wield at once % it does not restrict how
much e8uipment a warrior can muster.
&eplacement 0rmour
&eplacement armour is mustered in exchange for the
armour listed within the optional armour2s rules. For
example, an optional shield with the rule &eplacement
BbucklerC means that the warrior2s buckler must be
exchanged for the shield.
A warrior2s standard armour may not be replaced
more than once. #f there are multiple replacement
armour options for the same standard armour, only
one can be chosen.
;ptional replacement armour may list more than
one piece of armour that could be replaced by it.
$uch options would be separated by a comma. The
replacement armour may only replace one of the
armours listed, not both.
%ounted Only
Armour with the rule GMounted onlyB may only be
mustered % and used % when the warrior is a rider.
2 $ 2 $ / $ /
&R,!:&C, 4.,I4)*
$ome warrior profiles list artefact options, which
allow the warrior to bear a particular artefact. A
warrior may choose any artefact from this list when
mustering.
2 $ 2 $ / $ 2
M4+), 4.,I4)*
Many warrior profiles list mount options, which
allow the warrior to ride a particular mount. A
warrior may only choose one mount to ride from this
list when mustering.
All of the warriors within a unit must purchase the
same mount option when mustering. #f a unit wishes
to ride horses, for example, all of the warriors within
the unit must ride a horse.
%ount <$uipment Options
Many mounts include mount e8uipment options, for
weapons, armour or artefacts, which could replace
the mount2s e8uipment entirely or add to it.
These mount e8uipment options follow the exact
same option rules as other warriors2 option rules.
2 $ 2 $ / $ 5
+)I, 4.,I4)*
Many warrior profiles list unit options, which allow
them to pay for various enhancements to their unit.
This could enable them to purchase unit command
warriors, but if they do so, only one of each type
may be mustered. "ote that units do not have to
purchase all of the different unit command warriors
when mustering.
!?&M.(!
The -ar%Drune decides to bolster the Ax%Drune
unit with unit commanders, and purchases a
champion, banner bearer and herald. This costs an
extra 46 gold, 7 for the champion and 0 each for
the banner bearer and herald, thus increasing the
Ax%Drunes2 unit cost to 456 and the host cost to
I0/.
2 $ 2 $ 2
0!&*,* &)D M4+),*
-arriors that have a Mount ;nly subclass % usually
(easts or Monstrous (easts % may only be mustered
as a mount. They cannot be mustered within a unit
without having a rider and thus becoming part of a
mounted warrior.
2 $ 5
M+*,!R M4R!
C4MM&)D* &)D
+)I,*
#f the general finds that he cannot select any more
units for his own command in order to muster more
units for his host, he can introduce commanders to
muster other commands and thus units for him.
A general may muster as many commanders in his
host as he wishes, as allowed by his available gold
and the commanders2 A9T:;&#T< values, but each
commander must have a command that contains at
least one unit that is not himself.
!?&M.(!
The -ar%Drune decides that he wishes to muster
a further unit in his host, a unit of four (rutes,
which have an A9T:;&#T< of 55 and a cost of
30 each, so 546 gold in total. This increases the
host cost to 136, leaving him 00 gold to spend.
:e cannot muster this unit in his own command
as doing so would exceed its !;MMA"D
A9T:;&#T<, so the (rutes can only be mustered
in another command. As he had purchased a
(attle%Drune commander, and the (attle%Drune2s
A9T:;&#T< exceeds that of the (rutes, the
(rutes can be placed within his command.
2 $ 6
M+*,!RI)3
I)DI7ID+&(*
#ndividuals can be mustered either within a
command *as any other unit+ or outside of a
command.
#f mustered within a command, an individual2s
A9T:;&#T< is never added to that command2s
!;MMA"D A9T:;&#T< but the individual2s
A9T:;&#T< must be less than their commander2s
A9T:;&#T<.
-hen mustered outside of a command they form a
command of their own *of which they are
commander+, but no other units can be mustered
within it. The only restriction to mustering an
individual outside of a command is that an
individual2s A9T:;&#T< must be lower than their
general2s A9T:;&#T<.
2 $ =
M+*,!RI)3
C4),I)3!),*
$ome realms may muster contingents of sell%swords
and allies, maybe even both in the same host, but
generals who are entitled to such luxuries are only
allowed to spend some of their gold on these units.
"o general may spend more than C/L of the gold
allowed for their battle si)e *rounding any fractions
down+ upon sell%swords or allies. This is called the
contingent limit.
!?&M.(!
#nstead of mustering another unit of <sian
warriors, the -ar%Drune could possibly muster an
allied command or a sell%sword. #f he did so, he
could not exceed the contingent limit of 111
gold, which is 511 gold.
2 $ = $ %
M+*,!RI)3 *!((#*54RD*
There are some within the lands of darkness that
fight for =ust about anyone that pays them enough,
and these notorious warriors are known as sell%
swords. A player may muster any sell%sword in their
host if he has enough gold and as long as the sell%
sword2s profile allows it, for many such mercenaries
will only fight for certain kindreds or realms.
!?&M.(!
The -ar%Drune decides to call upon (eowa2s
help in the battle head. (eowa2s gold cost is 440,
far less than the contingent limit, but would mean
the host cost would be 4,/I/ which is more than
the battle si)e allows.
The -ar%Drune removes the unit commanders
from the Ax%Drune unit, thus reducing the host
cost by 46 to 4,/30, and one (rute, reducing the
host cost by 30 to 4,///. This is still not 8uite
enough, of course, so he removes the (attle%
Drune2s (attle%!hain replacement weapon,
reducing the host cost by 0 to 116. This means
his host is perfect for a 111 gold game of
Darklands.
$ell%swords are mustered in exactly the same way as
an individual within a host, with the exception that
they can only ever be mustered outside of a
command.
!?&M.(!
The mustering of (eowa means that the -ar%
Drune now has three commands % the general2s
command, his own the (attle%Drune2s command
and (eowa2s command.
To spread his workload, the -ar%Drune decides
to muster the (one%Aberrant in the (attle%
Drune2s command as well as the (rutes. :e could
not have included the (one%Aberrant within
(eowa2s command, however, because sell%swords
cannot include any units in their own command.
2 $ = $ -
M+*,!RI)3 &((I!*
Most hosts are formed from warriors of the same
realm, for alliances are forged as often as oaths are
broken and few realms, let alone kindreds, trust each
other. ,ven so, some realms and kindreds have held
strong bonds with others for many years and % at
least most of the time % allow their own warriors to
fight in their allies2 hosts when re8uired.
Allies are mustered as a command in exactly the
same way as other commands within a host, except
that the allied commander and the allied units can
only be mustered from within their own muster.
Additionally, only one allied command may be
mustered within a host.
$ell%swords may not be mustered within an allied
command.
0llied &ealms
Elayers may muster one allied command in their host
according to the table below.
realm may ally with...
Albainn any (rythoniaid realm
Angelcynn
*Mierce+
(rythoniaid *.wynedd+,
Angelcynn *(eornica, DMra,
,ofora+
Atalantes any Atalantes realm
(rythoniaid any (rythoniaid realm, any
Albainn realm, Angelcynn
*Mierce+
(y)antii any (y)antii realm, #nfernii
*Dis+
Fomoraic any Fomoraic realm
Fhthones any Fhthones realm
"orse any "orse realm
<sians *Fer%<s+ any <sian realm, >ras
*Three%!law+
Findreds are shown in bold. &ealms are shown in
brackets. #f no brackets are shown, all realms within that
kindred may ally with the realms shown

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