Forcemaster Vs Warlord Rulebook PDF

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 4

FORCEMASTER VS WARLORD

INTRODUCTION
THE COMPASS ROSE
Welcome to the Mage Wars®: Forcemaster vs. Warlord
expansion set! In this set you’ll find 2 Mage Cards, 2 Mage Ability We’ve included a Compass Rose with your
Cards, 216 spell cards, 2 spellbooks, and a sheet of die-cut markers, markers. Use this to determine a random
as well as these rules. You’ll need the Mage Wars®: Core Set in direction when the resolution of a spell
order to play. With the spells included you will be able to construct calls for this (e.g. Repulse). Align the
both a Forcemaster and a Warlord spellbook, as well as develop compass directions (N, E, S, and W) with
new strategies for the original four Mages. We’ve even included the different sides of a zone. Roll a d12
recommended spell lists for the Forcemaster and Warlord. Your and reference the number rolled with those
cards come organized in this same order printed on the Rose to determine the direction.
for your convenience. Let’s get
started!

THE FORCEMASTER

The Forcemaster is a master of telekinetic


force and mind magic. She is more of a lone
warrior, but her keen intellect and powers
more than make up for her lack of creature
support. She is a master of control and can
push enemies aside with a glance, hold and
crush them with invisible force, and even take
THE FORCEMASTER’S SPELLBOOK
control of their mind. All battles are won in It may be cast once per round, just as if
Equipment 1 Dancing Scimitar the mind first, and the Forcemaster has the she had chosen it as a spell during the
1 Defense Ring greatest mind of all. Planning Phase. Unlike a card spell, it is not
1 Force Ring discarded after it is cast, and she can cast it
1 Galvitar Attributes again every round!
1 Psi-Orb The Forcemaster has a Channeling rate of The Force Pull will Push the target creature
1 Storm Drake Hide 10, a Life of 32, and a basic melee attack of directly towards the Forcemaster. This is
3 attack dice. Her subclass is Pellian. the opposite of a typical Push effect, which
moves creatures away. If there are a choice
CONJURATIONS 2 Wall of Pikes Training of zones to be Pushed into (such as if the
The Forcemaster is trained in the Mind creature is diagonally 2 zones away), then
school. She is a powerful solo fighter, and she may choose which of those zones the
CREATURES 1 Invisible Stalker prefers to put her resources into combat, creature is Pushed into.
3 Psylok rather than Summoning. Thus, she pays Note that the Force Pull is not strong
3 Thoughtspore triple for non-Mind creature spells. enough to Push a creature through a wall
with the Passage Attacks trait. Force Pull
SPECIAL ABILITIES has no effect on Unmovable creatures.
ENCHANTMENTS 3 Charm Deflect As a quick spell, she can use a quick action
1 Circle of Fire The Forcemaster can use telekinesis to to cast it, which means it can be used with
2 Force Crush deflect attacks, which gives her a powerful her normal action or with her quickcast
1 Forcefield “built-in” Defense. Her defense is used action. As a spell, it can be countered or
2 Mind Control just like any other Defense printed on a affected by spells like Jinx.
creature card. It can avoid either a melee or
a ranged attack on a roll of 7+, and can be
INCANTATIONS 1 Destroy Magic used once per round. THE WARLORD
1 Dispel Remember, you can only use one Defense
1 Dissolve per attack. The Warlord is a
2 Force Bash Her Deflect master of the art of
2 Force Push defense requires War. He commands
3 Force Wave her to pay 1 a wide variety of
1 Heal mana each soldiers, from
1 Mass Sleep time it is used. the frontline
1 Minor Heal This is paid at the Goblin Grunt
1 Power Strike beginning of the Avoid to his retinue
3 Repulse Attack Step, before she rolls the d12 to see of legendary
1 Seeking Dispel if the Defense is successful or not. champions. He
1 Steal Equipment augments his forces
Force Pull with fortifications,
The Forcemaster can use telekinesis to war machines, and
ATTACKS 3 Force Hammer pull creatures towards her. Force Pull is a powerful Earth magic. The Warlord was
2 Hail of Stones quick force spell. It costs 1 mana to cast, raised on the battlefield, it is his home, and
4 Invisible Fist and targets a creature 1-2 zones away. all who meet him there will surely know it.
THE WARLORD’S SPELLBOOK
Attributes be used with his normal action or with
The Warlord has a Channeling rate of 9, his quickcast action. As a spell it can be Equipment 1 Helm of Command
a Life of 36, and a basic melee attack of 3 countered or affected by spells like Jinx. 1 Horn of Gothos
attack dice. His subclass is Bloodwave. There are 3 different Battle Order spells 1 Ring of Command
the Warlord can cast. They all function 1 Storm Drake Hide
Training similarly, but each grants different traits to 1 War Sledge
The Warlord is trained in the War school his soldiers.
and Earth school. He prefers direct conflict Each Battle Order affects all friendly soldier CONJURATIONS 1 Akiro’s Hammer
and to leave Arcane trickery to the Wizards. creatures in the Warlord’s Zone at the time 2 Archer’s Watchtower
Thus, he pays triple for Arcane spells. the spell is cast, and the effect on those 1 Barracks
soldiers lasts until the end of the round. A 2 Garrison Post
SPECIAL ABILITIES soldier can leave the zone and still retain 2 Mangler Caltrops
Veterans the trait(s) he gained until the end of the 2 Quicksand
The Warlord’s troops gain round. Soldiers which were not in the 2 Wall of Pikes
battle experience as the Warlord’s zone when he cast the Battle
battle progresses. Whenever Order, do not receive the trait(s), even if CREATURES 2 Dwarf Kriegsbiel
a friendly non-Mage creature makes a they later enter the Warlord’s zone that 2 Goblin Bomber
melee attack on an enemy creature, which round. 2 Goblin Builder
destroys that creature, you may place a The Battle Order choices are: 5 Goblin Grunt
Veteran marker on that creature. Each 3 Goblin Slinger
creature may only have one Veteran marker Release Volley! – All friendly soldiers gain 1 Grimson Deadeye, Sniper
on it. The Veteran marker gives the creature the Ranged +1 trait. 1 Iron Golem
Melee +1 and Armor +1. To Battle! – All friendly soldiers gain the 1 Ludwig Boltstorm
To get the most out of this ability, the Charge +1 trait. 3 Orc Butcher
Warlord will need to carefully time his On Guard! – All friendly soldiers, gain the 1 Sir Corazin, Blademaster
attacks, thus ensuring that each of his Melee +1 trait and Armor +1, only while 1 Thorg, Chief Bodyguard
creatures can gain a Veteran marker. This they are guarding this round.
ability works best when he has a large ENCHANTMENTS 1 Falcon Precision
number of creatures on the battlefield. Using his Horn of Gothos equipment, the 3 Fortified Position
Warlord can extend these Battle Orders to 2 Mind Shield
Battle Orders affect all friendly soldiers throughout the 1 Standard Bearer
The Warlord can issue a special command entire arena! By clever use of this ability,
to his soldiers called a Battle Order. A Battle the Warlord can manage a multipurpose INCANTATIONS 2 Dispel
Order is a quick command spell. It costs 1 army with a variety of different soldier 2 Dissolve
mana to cast, and he can cast it just once creatures. 1 Earthquake
per round. He casts this quick spell just 1 Group Heal
as if he had chosen it as a spell during the Battle Skill 1 Minor Heal
Planning Phase. It gives him another good The Warlord is a strong 2 Power Strike
option each round. Unlike a card spell, it is fighter, and thus he has the 2 Sniper Shot
not discarded after it is cast. He can use it Melee +1 trait. This trait 1 Whirling Strike
again every round! affects his basic melee attack,
Because it is a quick spell, he can use a which means he actually rolls ATTACKS 2 Hail of Stones
quick action to cast it, which means it can 4 dice when he uses that attack. 2 Hurl Boulder
CODEX

Autonomous OR Attacks
This equipment is attached to a creature, and functions independently from that Some attacks have an “OR” in their attack bar. For example, Ludwig Boltstorm’s
creature. It does not take up an equipment location. It is unaffected by, and cannot attack bar presents 2 alternatives; the attack can either have the Sweeping trait
be modified by; traits, abilities, or conditions of the creature it is attached to. or be a Zone attack with the Unavoidable trait. When the attack is declared, the
However, it can be affected by other sources and objects. controller decides which of these alternatives will apply for the attack.
If the equipment provides an attack, that attack may be used once per round,
as a free action, at the end of the creature’s Action Phase. If the attack is a melee Slam
attack, it must follow the normal rules for guarding; however, it will not trigger a Creature is Incapacitated. When this creature is
counterstrike or damage barrier, and will not remove a guard marker from its target. activated remove Slam and replace with a Daze condition.
Unmovable creatures receive a Daze condition instead of
Cantrip Slam. Has a removal cost of 3.
Whenever this spell is destroyed, return it to the owner’s spellbook instead of their
discard pile. Thorg’s Taunt
Thorg, Chief Bodyguard can Taunt his enemies. If the
Indestructible Taunted creature is in a zone adjacent to Thorg, then it
This object cannot be damaged, and cannot be destroyed by damage. It can be must either move into Thorg’s zone, or make a ranged attack which targets Thorg,
destroyed by other effects or abilities which may destroy it without dealing if able. If it is in Thorg’s zone, or moves into Thorg’s zone, then it must make an
damage. attack which targets Thorg, if able.
Thorg’s Taunt does not work on Mages, or creatures
Indirect with Psychic Immunity. Thorg’s taunt will not force
This ranged attack does not have its Line of Sight (LoS) blocked by any walls. a creature to move through a Wall with the Passage
Attacks trait. If the Taunted creature is required to
Invisible take a competing action from another effect (such as
This object is invisible and cannot be targeted (there is no LoS to it). However, Bloodthirsty), then it may choose which of those actions
it can be affected by attacks, spells, or abilities which do not target it directly, to take.
such as zone attacks and spells. It can also be attacked by damage barriers and Remove Thorg’s taunt at the end of the Taunted creature’s Action Phase, or when
counterstrikes. As long as it has the Invisible trait, it also gains the Pest and Elusive Thorg is activated, whichever comes first.
traits.

CREDITS PLAYTESTERS
Game Design Bryan Pope, Benjamin Pope Connor Allen Brian Dunne Colin Meller
Art Director John Guytan Dr. Thomas Allen Joel Eddy Alexander Mont
Graphics Layout & Design Sean McCoy Marc Bennett Harry Gloss Michael Pateras
Playtest Manager Cameron Maynard Lewis Bronson Jason Hawthorne Robert Petts
Cover and Mage Art Craig Spearing Aaron Brosman Josh Hughes John Rogers

©2012 Arcane Wonders. This book may not be reproduced in whole or in part with- Patrick Connor Adam Humpolick Matthew Rumsey

out the express written consent of the author. Ray D’Arcy Matt Humpolick Dalius Rupainis

Mage Wars® is a registered trademark of Arcane Wonders®. All rights reserved. CJ DeSilvey TJ Huzl Michael Walker
Derek Dix Cameron Maynard Daniel Ward

You might also like