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Beta

Beta Preview Rules


(Rules subject to change)

Credits
Design: Jack Emmert
Development: Timothy Brown, George Vasilakos, and Shane Hensley
Graphic Design & Layout: George Vasilakos, Shane Hensley, and Darrell Hayhurst
Art and Sculpting: Victor Moreno, plus selections used with permission from Darkhorse Comics

www.pulposaurus.com
CONAN and 2015 Conan Properties International LLC. All Rights Reserved. Rise of Monsters 2015 and Sigil
game system and 2015 Pulposaurus Entertainment, LLC.
All Rights Reserved.

1
Set Rises Mitra & Other Interlopers
Thoth-Amon knows his chief rivals are the other
Know, O prince, that between the years when gods, for were Father Set to slither upon the soil
their followers and the source of their power would
the oceans drank Atlantis and the gleaming
be lost to them. To prevent their intervention, his
cities, and the years of the rise of the Sons of silent legions have begun to despoil their images,
Aryas, there was an Age undreamed of, when taint their religions, and convert or slaughter their
a power-mad wizard set in motion a chain followers. Soon it will be time to reveal themselves.
Then they will topple their monuments, burn their
of events that would come to be calledthe temples, and block their meddling from Sets holy
Rise of Monsters! quest.
Thoth-Amon seeks the greatest power he can Once Mitra and the others have fallen, Thoths
conceive, to become an avatar of Father Set, the foes will be nothing but mere mortalslike the
Great Serpent God. meddling barbarian who sits upon the throne of
Aquilonia.
This is not some exalted priesthood Thoth covets
with paltry baubles and a handful of slave girls
as his reward. No, the Stygian sorcerer wants far King Conan
morehe seeks nothing less than to summon the
elder god into the physical world to destroy all who King Conan broods in his keep, longing for a
would oppose his mad rule. return to his days of high adventure. He is not
to be disappointed long. Outriders, scouts, and
If he is successful, the arrogant wizard would not emissaries from neighboring lands speak of grisly
become a god, but he would command one. Or so he murders in the dead of night, or fierce civil wars
believes. erupting among the generally peaceful followers of
Mitra and Ibis.
Serpents and Shadows
The barbarian king smells dark sorcery. His
Summoning the Great Serpent is no easy task. It suspicions are confirmed when guardians of a
first requires an army of believers, a return of the distant desert ruin tells of a wizard who seeks the
ancient cults which rose unbidden in the dark legendary scrolls of Skellos. Conan and Thoths
timesand fell when great heroes and common paths have crossed many times, but always
citizens uncovered their vile deeds. indirectly. Now the barbarian feels the time has
The new serpent cult is far more insidious. Their come to meet the scheming necromancer in the
inhuman acts are conducted in secrecy and their flesh.
schemes more subtle, though no less foul. Offers The old spark fills the kings eyes. He calls for his
of arcane power, political influence, or simple armor. His sword. His mount. Conan the Barbarian
wealth have quickly given rise to legions of new rises once more. He will lead an alliance of warriors
worshippers. Most are little more than foot soldiers to protect the weakhe will form a Circle of Iron
for the cause, but some are priests or dabblers in the about the helpless. He will ride into the fields and
dark arts who can in turn raise other foul things in valleys and deserts against this wizard, his servants,
the service of the Scaled One. and his foul creations. He will ride to blood and
This new Legion of Set now hides in the shadows thunder and glory once more. And he will teach his
of every city of every nation of Hyboria. enemies the true answer to the riddle of steel!

2
The Rise of
Monsters
Thoth fears the coming of Conan. He has
watched the iron-thewed warrior-king from afar
and has had more than one of his schemes foiled
by the barbarians actions. The necromancer has
watched the Cimmerian decimate mortal armies
who challenged his rule, and has heard tales of
his conquests over powerful wizards such as the
ancient Xaltotun and insidious Thugra Khotan.
Thoth knows he needs more than an army to defeat
Conan; more even than sorcery. He needs the most
abominable creatures of the earthand some from
those beyond. He gathers ancient tomes and tainted
scrolls and performs the ancient rites that give rise
to horrors beyond imagining.
Though the cost is great, the sorcerer is successful.
Thoth laughs at his new-found strength. He
gives the word and the Legion of Set rises. At his
command are mortal warriors bought with pledges
of gold or power and horrors dredged from the
stuff of nightmare. King Conan assembles his
own coalition of iron-hearted warriors, cutthroat
mercenaries, and great beasts of the far forests and
jungles to oppose him. Together they are the Circle
of Iron.
The epic battles between these two titanic forces are
fought from the jungles of Kush to the cold reaches
of Cimmeria and the lotus fields of Khitai. The war
promises to leave a trail of blood and horror the
likes of which Hyboria has never seen. Truly, this is
the Rise of Monsters!

It is not alone the rebellious lords of Aquilonia and


the armies of Nemedia who are arrayed against you.
answered Hadrathus. It is sorcery - grisly black magic
from the grim youth of the world. An awful shape has
risen out of the grim shades of the past, and none can
stand before it.
The Hour of the Dragon

3
The Drums of War
A players force consists of units from the Conan: Rise of Monsters Starter Box or Warbands as his treasure
horde allows. Those who fight for the Great Serpent and Ruler of Darkness are called the Legion of Set.
Those who gather beneath King Conans mighty sword are the Legion of Iron. Each Starter includes a
number of loyal soldiers, deadly minions, and of coursea ferocious monster!
This quickstart guide has the rules needed to play, a small sample of Fate Cards to print and use, and a
card for each of the Circle of Iron and Legion of Sets starter units. Standard sided dice may be substituted
for Sigil dice by reading the faces in the following manner:

The full game adds the Starter Box Contents listed on the opposite page, the full compliment of Fate
Cards, and deeper scenario rules. Scenarios add features such as:
New way to earn Victory Points or increase a war bands Destiny Pool during play
Heroic Quests specific to characters which allow them to pursue personal missions during a battle
Campaign Cards that modify unit abilities or add new tactical options during extended play

4
Starter Box Join the CROM
Contents Community
The full Conan: Rise of Monsters Starter Box Previews and other information about the game
includes: can be found at the Ulisses North America website:
30 pre-painted miniatures: ulisses-us.com/category/conan-rise-of-monsters/
1 King Conan miniature
1 Three miniature Poitainian Knight
warband We would also love to have you join our community
1 Five miniature Bossonian Archer forums and talk about your experiences playing
warband this Quick-Start! Just look for the Conan: Rise of
1 Five miniature Gunderland Pikeman Monsters section:
warband ulisses-us.com/forum
1 Oliphant monster miniature
1 Thoth-Amon miniature
1 Three miniature Priests of Set warband And be sure to follow us on Facebook and Twitter
1 Five miniature Stygian Skirmishers to catch all the latest news!
warband facebook.com/conanminiatures
1 Five miniature Ancestor Guard
warband twitter.com/USNAGames
1 Scion of Set monster miniature
1 Rules of Play booklet
20 SIGIL Dice
10 Unit Cards
30 Circle of Iron Fate Cards
30 Legion of Set Fate Cards
1 counter sheet of Destiny Tokens and
Wound, Cower, and Activation Markers

Man, said he, tell me your name, so that my


brothers in Vanaheim may know who was the last of
Wulfheres band to fall before the sword of Heimdul.
Not in Vanaheim, growled the black-haired warrior,
but in Valhalla will you tell your brothers that you met
Conan of Cimmeria.
The Frost Giants Daughter

5
To play Conan: Rise of Monsters , each playeror Warriors are the soldiers who serve
Warlordcommands an army of heroes or villains, the Legion of Set and Circle of Iron.
warriors, beasts, or war machinesrepresented by They range from Cimmerian raiders
the pre-painted miniatures found in a Starter Box or to Aquilonian legionnaires, Stygian
Warband. There are enough models in each Starter assassins, and Hyrkanian horseman.
Box to create a thundering force of Aquilonians and A Warrior unit may consist of any number of
other allies led by King Conan of the Circle of Iron, models. Mounted warriors count as a single model
or Thoth-Amon and his nightmarish Legion of Set. (rider and mount considered a single model) unless
otherwise stated on their Unit Card.
Forces Monsters are Hyborian beasts and
creatures pressed into service by
Each Warlord represents either the Circle of Iron
their taskmasters, or might be dark
or Legion of Set.
abominations conjured with black magic
The Legion of Set is led by and foul sorcery. Monsters include
the insidious wizard, Thoth- everything from Asgardian War Mammoths to
Amon. He and his merciless demons from the Outer Void.
minions, servants, and
A Monster unit can consist of any number of
monsters defile Hyboria in an
models.
attempt to raise their dark and
ancient masterSet! War Machines are usually created for
sieges or to wreak mass carnage on the
King Conan leads the Circle
battlefield. They range from ballistae to
of Iron, a coalition of men,
catapults and stranger devices.
women, sages, beasts and
their handlers in an attempt to A War Machine unit can consist of any number of
thwart Sets rise. models.
Units marked with either the
Cohesion
Legion of Set or the Circle of
Iron may only be used by those sides. Mercenaries All the models in a unit function as a single playing
sell their swords to the highest bidder, and may be piece, moving together, attacking together, and so
used by either faction! on. Each units model must stay within 2 of at least
one other model from the same unit. When models
Units are lost due to combat or other reasons, the owning
player must readjusts his units models to bring
There are five different types of units: Commanders,
them back in cohesion as quickly as possible within
Heroes, Warriors, Monsters, and War Machines.
the units next Movement.
Commanders are great wizards or
champions who lead armies into battle.
Conan and Thoth-Amon are the most
famous of these during the time of
Conan: Rise of Monsters.
Every army must have a Commander. Choose a
force by selecting the Commander first, then select
other units allied with that Commanders side, or
Mercenaries. 2
A Commander consists of a single model.
Heroes are formidable fighters though
they yet lack the qualities to lead an
army. Like Commanders, they are
single-model units.

6
UNIT Wounds (W): This is the number of wounds each
model in the unit can take before being removed
CHARACTERISTICS from play.
Side (Si): The affiliated faction of the unit: Circle
Warlords keep track of their various men, monsters, of Iron, Legion of Set, or Mercenary.
and machines with Unit Cards. What each ability,
number, and symbol means is explained below: Special Abilities: These are any extraordinary
capabilities the units possess. Sometimes these
Model Count (MC): The number of models in the abilities are triggered by melee or ranged attack
unit. rolls, defense rolls, or spirit rolls. Some special
Movement (M): The number of inches the unit may abilities bend or ignore the normal rules; in cases
move on the battlefield using normal movement (it where a special ability contradicts another game
may run or charge more than this distance). rule, apply the special ability rule.
Melee Attack (MA): The units skill and power Type: Commander, hero, warrior, monster, or
in hand-to-hand combat. It is also the number of war machine, determined by the icons as shown on
dice rolled by each model in the unit when making a page 6.
melee attack against an enemy.
Ranged Attack (RA): This represents the units REINFORCED UNITS
skill and power with missile weapons, such as
bows, spears, javelins, or magic. It is the number of Any Warrior unit can enter the game at (exactly)
dice rolled by each model in the unit when making double strength. A unit of five Gunderland
a ranged attack against an enemy. Note that a unit Pikemen, for example, can begin a game as a single
with a Ranged Attack value of zero has no ranged unit of 10 Gunderland Pikemen.
attack. This gives the reinforced unit more raw combat
Range (RN): The distance in inches each model in power and increases its resistance to casualties
the unit can make its ranged attack. since it only tests morale after half its starting nuber
has fallen (see Morale Checks, page 14).
Defense (DE): This is the units ability to avoid
taking damage from enemy melee and ranged A reinforced unit must remain as a single unit for
attacks due to armor, agility, the blessings of the the duration of the game; it cannot split into two
gods, or simple good fortune. The Defense value regular sized units.
is the base number of dice rolled to try to block Cost: A reinforced unit costs twice the normal unit
incoming hits against that unit (plus one more die points.
for each potential hit inflicted against the defending
Destiny: A reinforced unit contributes the same
unitsee page 12).
number of Destiny Tokens as normal (not double
the number).
A Unit Card for the foul Priests of Set. The
symbol in the upper right shows it has three
infantry models. Its point cost is displayed
in the gold coin on the bottom right, and the
symbol of Father Set appears lest you forget
its dark allegiance.
The priests characteristics are displayed
in the middle in rednote that they have a
deadly 18 ranged attack and can take two
wounds each.
They also have a special ability, Hex Magic,
which allows them to reroll Sigils when
using their arcane missiles.

7
Setup TAPE MEASURE
Even the greatest swordsmen often mis-guess
Once each Warlord has assembled his troops, he length and distance.
should gather his other tools of war:
Warlords need a tape measure, ruler, or other
measuring device to accurately move their
Sigil Dice miniatures and range their weapons.
Conan: Rise of Monsters
All measurements are done from the edge of a
uses special dice marked
models base (to the targets base, if firing). Pre-
with symbols rather than
measurement before conducting movement
numbers or pips. An
or missile fire is not alloweda Warlord must
ample supply is provided
commit to his actions and liveor dieby the
in each Starter Box, and
consequences.
additional dice are sold
separately in the bazaar.
FATE CARDS
Swords are offensive and most often
Each Starter Box comes
represent successful hits in bloody
with 30 Fate Cards
combat.
themed to its side, either
Shields are defensive and generally
Circle of Iron or Legion
represent blocked hits.
of Set. At the start of
Sigils are special symbols that trigger
the game, each Warlord
other game effects.
shuffles his full Fate Card
TOKENS of the Gods deck and places it face
down off the battlefield.
A number of tokens are also provided in your
He then draws three
Starter Box to represent
cards into his hand
Activation Tokens mark those units that have for the first turn, and
already acted in a turn. then draws one more
Destiny Tokens can be expended each turn to at the start of each turn
get additional die rolls (see page 9). Each Warlord subsequent turn. If the entire draw
starts with a pool of one Destiny Tokens for each deck is exhausted, shuffle the discards to create a
unit in play. A rare few fated individualslike new one.
Thoth-Amonprovide two Destiny Tokens Fate Cards can be played at any time as appropriate
instead of the usual one. Collectively, all of your to the specific card. If a Fate Card contradicts a
tokens make up your Destiny Pool. Losing units general game rule, the Fate Card takes precedence.
in battle does not change the pools size.
Wounds accrue as combatants meet
their foes in desperate swordplay.
The Battlefield
Most models that suffer damage Crom revels in fields painted with the blood
are removed from the battlefield, and brains of mortals. Ancient ruins, shrines to
but some can suffer several injuries mad gods, wild jungles, and raging rivers may be
before they fall. Accumulated represented with official Conan: Rise of Monsters
wounds are noted with Wound Terrain Sets, or three-dimensional sets purchased or
Markers placed next to the model in play or on constructed by the Warlord and his valiant cohort.
its unit card. Skirmishes up to 20 points per side are played
Fleeing is not a noble act for any on a 4-foot by 4-foot battlefield.
warrior, but it is sometimes a Battles of 21 to 40 points, increase the
necessity. Units that take losses may battlefield to 4 feet deep by 6 feet wide.
flee, and are so noted with a Fleeing Wars of 41+ points require a battlefield 4 feet
Marker. deep by 8 feet wide.

8
Battles 4) Victory
After every unit on both sides has been activated,
Sides are chosen. Swords are drawn. The drums turn over the next Turn Card. The game ends after
beat. It is time for war. the sixth turn and Victory Points are counted.
Conan: Rise of Monsters is played in turns, and in Each Warlords Victory Points are equal to any
a turn each player alternates activating units. Once scenario objectives plus the number of enemy units
every unit has been activated, the turn is over and a completely removed from the board. Units with
new one begins. any models left in play are not counted.
Each turn in Conan: Rise of Monsters consists of four The Warlord with the most Victory Points wins
phases: the day and may celebrate in the lamentation of his
foes women.
1) Fate Card Draw Phase
Each Warlord draws a Fate Card from his deck
(except the first turn).
Destiny Tokens
Destiny Tokens represent dice a player
2) INITIATIVE PHASE may use to augment initiative, attack,
Each Warlord rolls a number of dice equal to defense and morale rolls. They are spent
his entire Destiny Pool total. Whoever rolls more throughout the turn as desired, then
Swords chooses which side goes first this turn. (Roll replenished at the beginning of each
again if tied.) turn during the Fate Card Draw Phase.
First Turn Setup: The Warlord who wins Initiative Initiative: Any number of Destiny Tokens
on the first turn decides who sets up all his forces may be used to add dice to an Initiative roll.
first. That player places all his units within 6 of his Each Warlord should conceal the number of
battlefield edge; then the other player deploys his tokens he wishes to spend, then reveal them
units within 6 of his own table edge. simultaneously before rolling initiative.
The Warlord who set up first is also the first to Attacking: The attacker declares how many
activate in Turn One (see below). Destiny Tokens hes expending to add dice to
his attack roll. He then rolls the dice and generates
3) UNIT ACTIVATION PHASES hits as usual.
Each Warlord activates one unit at a time. Defense: The defender declares the number of
Generally, a unit can move and then make a melee Destiny Tokens hell use after the attacker has rolled
or ranged attack against enemy units. to hit but before the target rolls its defense. Each
Destiny Token adds another die to the defense roll.
No unit can be activated more than once in a game
turn, but an activated unit does not have to actually Morale: The player may spend Destiny Tokens
move or attack on its turn. to add to the two dice normally rolled for morale
checks, but they must be announced and expended
When both Warlords have activated all of their before the morale check is rolled.
units, the turn is over. When the player with the
fewest units has moved and attacked with all of Destiny Token Limits
them, the other player then moves the remainder of
his unmoved units one at a time until finished. The number of Destiny Tokens that can be
expended on a single roll is limited by the unit type
Use the Activation Markers to mark each units its being used on:
card or the figures on the map as it finishes its
activation. Commanders may benefit from a maximum
of 4 Destiny Tokens per attack, defense, or
morale roll for the Commander.

Heroes, Monsters, and War Machines may
use a maximum of 3 Destiny Tokens per roll.
Warriors may use up to 2 Destiny Tokens per
roll.

9
Sacrificing Destiny Run
If a special ability calls for sacrificing Destiny the The unit may move up to twice its Movement (M)
warlord must have the required Destiny Tokens to in inches, but it cannot make a melee or ranged
spend, and once sacrificed they are eliminated from attack if it does, nor can it end its run movement
the Destiny Pool completely, shrinking the pool within one inch of an enemy unit.
accordingly. Sacrificed Destiny doesnt refresh on If a unit is engaged in melee combat at the start of
later turns, and future Initiative rolls are based on its turn and wishes to flee like cowardly dogs, it can
the new size of the Destiny Pool. run to move away from the enemy unit.

Fate Cards Charge


The courageous charge with abandon into the fray,
Any number of Fate Cards can be played during
and are blessed by the gods for their bloodlust.
a single turn or unit activation. When a Fate Card
contradicts another game rule, the Fate Card takes A charge must meet all these requirements:
precedence. At least one model of the charging unit must
Unless it says otherwise, playing a Fate Card does have a clear line of sight to at least one model
not count as the units activation for that turnit of the enemy target unit
can be activated later in the turn normally. There can be no impassible terrain that must
be crossed by any charging model to reach the

Movement target unit


The charging unit cannot be engaged with an
Mobility is second only to savagery enemy unit before charging
on the battlefields of Hyboria. During a The base charge distance is 1.5 times the units
units activation, it may perform one Movement value (rounding up). For example,
of three types of movement: move, Stygian Skirmishers move 6 inches normally, so on
run, or charge. a charge they move 9 inches.
Contact: Coming into base If the charge is successful, the attacker gains +2
to base contact with an dice on its first attack.
enemy model automatically If a charging unit does not reach its targeted
ends the moving figures unitusually because the Warlord underestimated
movement. the distanceit moves its regular Movement rate
Movement through directly toward the intended target. Its activation
Friendly Units: A unit ends immediately and it can take no further actions.
may freely move through
friendly units, but no model
may end its movement
TERRAIN
overlapping the base of any Sets minions are found throughout Hyboria
other friendly model. from the rugged mountains to the savage jungles
and blistering deserts.
Move Terrain has one or more game effects, described on
All the models in the unit the table below.
move up to their Movement
Markers are provided for each terrain game effect.
(M) rate in inches. If a unit
These can be placed on homemade terrain so that
begins the turn engaged with
everyone is clear on its effects.
an enemy (see Engagement,
page 13), it cannot simply If you decide you want certain terrain on your
move awayit must run battlefield to have different effects than those listed
(see below). below, mark those differences using the terrain
markers you and your rival agree on.

10
Sample Terrain Types
Use this table as a guide when creating your own terrain.
Type Game Effects
Clear, field, meadow
Rough Difficult
Light Woods Light Cover, Difficult
Heavy Woods Blocks Line of Sight, Heavy Cover, Difficult
Swamp Difficult, Hazardous
Hill* Blocks Line of Sight, Height
Ruins Heavy Cover, Difficult
*Hill movement and cover are calculated by whatever other terrain type exist there

Terrain Effects
Effect
Blocks Line of Sight: The feature prevents missile fire and other special abilities dependent on line of
sight.
Light Cover: +1 die to any unit defending against ranged attacks inside the terrain.
Heavy Cover: As Light Cover, but +2 defense dice. Terrain cannot offer both Light Cover and Heavy
Cover.
Difficult: When a model moves through difficult terrain, the movement cost is doubled.
Impassable: Models may not move over or through impassible terrain.
Hazardous: Units suffer a 3 die melee attack immediately upon moving into hazardous terrain, and at
the start of any turn any models in a unit are still in contact with it. Hazardous attacks ignore cover.
Height: +1 attack die to any ranged attacks by models on the terrain piece when firing on a target at a
lower height.

Definable terrain such as buildings, large ruins, boulders, and the like, are as they appear on
the battlefield.
Forests, jungles, swamps, and rubble should be placed within a general outline that defines its
boundaries. Everything within is considered in that terrain type so that individual trees, rocks,
boulders, or other components can be moved around to accommodate the figures.
This applies to movement, line of sight, and cover, no matter how many model trees help
decorate the area or where individual bits or rubble are placed within.
At least a units models must be within the terrain in order to receive the cover bonus (and at
least the base of any model for it to count).
If a model is in terrain that blocks line of sight but its base touches the edge, it can see and be
seen normally (but still benefits from any cover the terrain provides).

11
RANGEd ATTACKS Remove Movement Dice: If the attacker moved
before the attack, subtract one die from the attack
roll.
An un-engaged unit with a ranged attack value
may make a ranged attack after it completes its Roll Attack Dice: The attacker rolls his final attack
movement as long as it did not run or charge. dice. Each Sword rolled generates one hit.
Follow the steps below to resolve the attack:
To Defend:
To Attack: Assuming theres at least one hit, the defending
player gathers a number of dice equal to the target
Gather Ranged Attack Dice: The attacker gathers
units Defense value, plus one more die for each hit
a number of dice equal to the units Ranged Attack
rolled by the attacker.
(RA) times the number of figures that can fire. Three
models with a Ranged Attack value of 2 each, for Add Cover Dice: If at least half the defenders
example, generate six attack dice. models are in cover, add additional Defense (DE)
dice (+1 for light, +2 for heavy). The unit may only
All of the firing units models must attack a single
claim one light and one heavy cover modifier for a
target unit; units cannot split their fire against
maximum of +3.
multiple enemy units.
Roll Defense Dice: The defender rolls his final
Each model must also have line of sight to any one
Defense dice. Each Shield rolled blocks one hit.
model in the target unit, and the target must be within
the attackers Range statistic. Measure from the edge The target suffers a wound for every unblocked
of the attackers base to the targets base. hit. See Wounds on page 14.
All models within range and line of sight generate
attack dice. The unit may still attack if not all its
Ranged Attacks and
models can see or reach a targetthose models just Friendly Units
dont add attack dice. When a Warlord makes a ranged attack against an
Add Height Dice: Add +1 die if the attacker is on enemy unit that is engaged with friendly models,
a hill, building, or other terrain with the Height the friendly unit may suffer wounds. Each Sigil
attribute, and the target is at a lower elevation (see rolled in the attack is an unstoppable wound (page
Terrain, page 10). 14) suffered by the allied troops. No defense roll is
made for the engaged friendly unitthey simply
Remove Range Dice: If more than half the firing
take the wounds from their careless friends.
models are at more than half their range, subtract
one die from the attack roll.

Line of Sight
Conan: Rise of Monsters uses true line of
sight. Trace a line from one model to another
to figure out if it can see its target. If none of
the firing units models have line of sight, it
cannot make a ranged attack against that unit.
Line of sight may be drawn from any
point on a model to any other point on an
opposing model. Each models arc of vision
is 360 degrees, so a model does not need to
be facing in the direction of the target unit.
Note that models within the same unit do not
block or hinder line of sight, but models in
other units do.

12
MELEE ATTACKS If engaged with multiple enemy units, the attacking
figure may split his dice as desired. That includes
any extra dice generated by charging or support
The heart of Conan: Rise of Monsters is the savage
(see below).
combat of its bloodthirsty foes.
Add Charge Dice: Add +2 dice if the attacker
Hand-to-hand (or melee) combat occurs when a
Charged into melee this turn.
unit moves or charges into combat wtih an enemy.
As long as at least one model of the attacking unit Add Support Dice: The attacker receives +1 melee
touches any model of the defending unit, bloody attack die for each friendly unit that is also engaged
melee occurs. Unlike ranged attacks, both sides with the enemy unit.
have a chance to slaughter their foes in melee. Roll Attack Dice: The attacker rolls his final attack
When an attacker moves into contact, all its figures dice. Each Sword generates a hit.
must use any available movement to touch bases Counterstrikes: The defending units now roll
with an enemy figure. Priority goes to enemies that their own attack dice, following all the steps above.
arent already in contact with figures. If the alloted Note that this occurs before defenses are rolled or
movement isnt enough each figure must still move figures are removed.
towards the enemy, as close as they can get.
To Defend:
Surge
After each side has attacked, each unit that suffers
After all the attacking figures have moved, any at least one hit rolls its Defense (DE) dice.
un-engaged defenders must use a regular Move
to get into contact with an un-engaged attacker if Gather Defense Dice: Each unit that suffered at
possible. This reactive movement is called a surge, least one hit now gathers dice equal to its Defense
as brave warriors move forward to meet their foes. value, plus one die for each hit the attacker rolled
The result should be as many figures as possible in against it.
contact generating dice for the attack roll. Roll Defense Dice: The Warlord of each defending
unit rolls his defense dice. Each Shield rolled blocks
To Attack: one hit.
Gather Melee Attack Dice: The attacker gets Determine Wounds: Each target suffers a wound
a number of dice equal to its Melee Attack (MA) for every unblocked hit. See Wounds on page 14.
times the number of models engaged with the
enemy unit. Gunderland Pikemen have an MA of
1, so three models generate 3 attack dice.

engagement
A unit is considered engaged when at least one of its models is in base-to-base contact with an
enemy unit. An engaged unit cannot conduct a ranged attack or initiate a charge movement.
When a unit is activated and at least one of its models moves into base-to-base contact with an
enemy unit, the remaining models within the unit that can reach base-to-base contact with that
enemy unit (within the limits of movement value and cohesion, described below) must do so.
A unit engaged for a second consecutive turn against the same enemy unit that does not make
a run move to disengage must surge, moving those models not already in base-to-base contact
into contact with un-engaged that enemy units if possible.
A unit may only disengage from contact with an enemy unit by making a run move. The unit
must move in a straight line its full run movement value. If this is not possible, the unit cannot
disengage. A disengaging unit that must run through any sort of terrain must expend its entire
run movement value to get as far from the enemy unit as possible.

13
WOUNDs MORALE CHECKS
Blood and brains flow freely on the gore-soaked There are few things that bring more shame to a
battlefields of Hyboria. Hyborian than fleeing from his foesbut sometimes
The number of hits on a unit is how many wounds discretion is indeed the better part of valor.
it suffers. Three hits removes three figures with When a unit falls below half its original number of
one wound each. If the defender is a unit with two figures (three losses in a unit of five or two in a unit
wounds each, one figure is removed and another of three), it immediately checks morale.
gets a single wound marker. Similarly, when a single-model hero, creature,
Remove figures until all wounds are accounted or war machine unit falls below half its original
for, and always remove figures first before carrying wounds, the unit must make a morale check.
over hits to those with multiple wounds. Commanders never make morale tests.
When models with multiple wounds are hit but To check morale, the player rolls two dice. If one or
not killed, place Wound Markers on its Unit Card more Swords are rolled, the unit passes. Otherwise,
as a reminder. it fails, is marked with a Fleeing marker, and
For wounds suffered from ranged attacks, remove immediately runs directly towards their edge of the
models closest to the attacking unit first. mapregardless of whether the unit has activated
this turn or not!
For wounds suffered from melee attacks, remove
models that are not in base-to-base contact with A fleeing unit must take the most direct route
the attacking unit first (representing troops moving possible. If obstacles (or enemies) block that path,
into the melee as losses are suffered). move the cowardly unit around them, favoring the
center of the table rather than either edge. If any of
Special Attacks the units models move off the board edge they are
eliminated and count as Victory Points for the other
Some characters or Fate Cards have additional side.
traits a warrior must account for:
Fleeing units:
Unstoppable: Sigils count as hits and cannot be
countered by a defense roll. must run as directly as possible toward their
board edge
Poison: The defender subtracts one die from the cannot make ranged or melee attacks or use
defense pool for every Sigil rolled in the attack. special abilities
do not provide support dice for other friendly
units making melee attacks
Rally
When a fleeing unit is activated, it first attempts
to rally. This is a morale test exactly as described
above. If it fails, it continues to flee toward its board
edge. If it passes remove the Fleeing token and the
unit may immediately move and attack normally.

14
Combat Example
A foul pack of undead creep through the jungles of Kush
searching for an isolated band of Bossonian Archers.
On turn one, the Circle of Iron wins initiative. The archers are activated and
fire their deadly bolts at the approaching fiends.
The archers player gets one Ranged Attack die per figurefive dice. The
skeletons are less than 9 away so no die is lost for range. He rolls five dice
and get two Swordstwo hits.
The skeletons player rolls two dice for the two hits, plus another three for
the fiends Defense. Unlucky, he rolls a single Shield. The skeletons block
one hit with their bronze shields but another fallsits skull shattered by the
heavy iron arrow.

On their turn, the Ancestor Guard charge the ruins. Their normal Movement rate is a
lumbering 4, so they can charge six inches. They barely make it, and since the first skeleton
contacts an archer the rest of the defenders surge into the melee as well.
The remaining skeletons roll four attack dice and get three hits. The archers roll three dice
for the hits plus one for their defense. They get two Shields against the three hits, and
since they can only take one wound each, one Bossonian falls beneath the bloody
sword of the undead warriors.
The humans strike back (before their comrade falls) and roll five dice of
their own. They roll nothing but Shields and Sigilsa complete miss.
Next turn the player activates the archersand spends two Destiny
Points to add two additional dice as well! This time they strike
back with great fury and cause four hits. The Ancestor
Guard rolls four dice for the hits, three more for their
defense, and one extra for the Cover modifier since
they take advantage of the terrain as well. The
Circle of Iron player plays the First Strike!
Fate Card to force the Guard to suffer
damage before they can counterstrike.
The foul things roll a single Shield,
blocking only one hit. Three fall beneath
the Bossonians rage and the remaining
horror must make a Morale test. The
Implacable special ability of the Ancestor
Guard means they roll two extra dice for Morale
tests and gets three Swords and a Shield. The thing
stands, screeching, and only rolls a single attack die in
response.

15
Circle of Iron
Beta Units

king conan 1
Aquilonia, Cimmeria
M MA ra rn de W
6 7 0 0 4 5
Destined to Wear the Crown: Add one Attack die to
any Aquilonian unit Attacking within 12 from King
Conan
Fury: Reroll any Attack or Defense dice that roll a
Red Rage: When King Conan would take a Wound, he
may instead sacrifice one Destiny token

16
Gunderland
pikeman 5
Aquilonia, gunderland
M MA ra rn de W
6 1 0 0 1 1
Phalanx: Charging enemy units dont gain
bonus attack dice against this unit
Pikes: Add one defense die against Melee
Attacks

Poitainian
Knights 3
Aquilonia, poitain
M MA ra rn de W
9 2 0 0 3 2

Shock Unit: Reroll any Charge Attack dice


that roll a

17
oliphant 1
faction beast
M MA ra rn de W
7 6 0 0 4 5

Trample: Count any rolled on a Charge


Attack as an Unstoppable Wound

bossonian
archers 5
Aquilonia, bossonia
M MA ra rn de W
6 1 1 18 1 1
Steadfast: Roll an extra die in all Morale
checks
Excellency in Armor: Reroll any Defense dice
that roll a

18
By Babd, Morrigan,
AMBUSH BELS HAND Macha and Nemain

Add two dice to an After a unit rolls at


least one Sigil in a Melee
Sigils count as
initiative roll Attack, Move or Run with Swords for one
Play before rolling during the that unit immediately attack roll
Initiative Phase Play at the end of that Play before defense dice
units Activation are rolled

Cimmerian
no escape King of Thieves Toughness

Make a Melee Whoever rolls the Ignore one wound


Attack against fewest Swords may
choose which player Play just before wounds
an enemy unit that goes first this turn are applied
tries to Disengage Play before initiative dice
are rolled

The Gods Eye for an Eye first strike


are With Us

Add one Destiny Add two dice to a Resolve defense and


Token for this turn Warrior units wounds from a charge
Counterstrike roll before the defending
units counterstrike
Play before Counterstrike
Play before the defending
dice are rolled
19 units countstrike roll
Legion of Set
Beta Units

thoth-amon 1
stygia
M MA ra rn de W
6 4 7 18 3 5
Master Sorcerer: Adds one extra Destiny token
each turn
Hex Magic: Reroll any Ranged Attack dice that
roll a
Invigorate: Sacrifice one Destiny to remove a
units Activation token; it suffers one unstoppable
wound

20
scion of set 1
primordial
M MA ra rn de W
6 8 0 0 3 5
Venomous: Subtract one Defense die from the
target unit for every Attack die that rolls a
Sudden Strike: Move twice movement for a
charge (12 inches)

priests of set 3
stygia
M MA ra rn de W
6 1 2 18 1 2

Hex Magic: Reroll any Ranged Attack dice


that roll

21
stygian
skirmishers 5
stygia
M MA ra rn de W
6 1 1 18 1 1
Long Range: Ignore the Ranged Attack die
penalty for being beyond half range
Skirmisher: Reroll any Defense dice that roll
against Ranged Attacks

ancestor
guard 5
stygia
M MA ra rn de W
4 1 0 0 3 1

Implacable: Add two dice to any Morale


check

22
Black lotus Curse phantasm

Subtract two Force your Force one player to


attack dice from opponent to reroll initiative dice
any unit discard one Fate Play immediately after
Play before attack dice Card of his choice initiative dice are rolled
are rolled

Not your time, fool! New life Gods of yag

Force your opponent Return one eliminated Decrease a units


to activate a model to the battlefield Destiny Token maximum
with one Wound limit by two
different unit If played immediately after the
Play immediately after your
model is eliminated, return it Play immediately before
to the same location on the
battlefield; otherwise, it begins Destiny Tokens are
opponent activates a unit
anywhere on the players edge. expended upon a unit

sets kiss Poison Lemurian Sorcery

Cancel the effect Units attacks are Move an enemy unit


of another Fate considered poisoned 4 inches in any
Card (Each Sigil removes one direction
Defense die)

23
Play before Defense dice
are rolled

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