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Tes Cta Core-Rulebook Revised Lores 003mr
Tes Cta Core-Rulebook Revised Lores 003mr
®
© 2023 Bethesda Softworks LLC. The Elder Scrolls® and related logos are trademarks or registered trademarks of ZeniMax Media Inc.
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CREDITS
Game Design Editing Photography
STATUS EFFECT
STATUS AND EFFECT
REMOVAL
Any Staggered Tokens are removed at the end
Mark Latham Jen Farrant and Bryce Johnston Salwar Azar, Fátima Martín Pérez, Cannot Boost any Actions, and models attacking
and Rocío Martín Pérez Staggered of a model’s activation, providing that the model
Line Development Interior Art this target gain -2 to Melee Attacks
Gavin Dady Bethesda Softworks Project Management started their activation with said tokens
Design/Development Mapsheet Artist Gavin Dady Can perform no Actions and only Recover
Jono Green, Ethan Heywood, Jason Enos, Damien Mammoliti Production Management and can not replenish Reserves. Damage or
Giles Neville,Charlie Perkins, 3D Design Peter Grochulski Being target of an Aid Action, flipped to Staggered
Incapacitated a Damage Effect Token will cause the model
Kieran Street, Aled Lawlor, Paul Howell, Joana Abbott, Ben de Bosdari, Studio Painting during Recover
Adam Potts, and James Barry Sean Bullough, Domingo Diaz Fermin, to be removed from the board, and models
Castlebrush
Playtesting and Quality Assurance Colin Grayson, Jonny La Trobe-Lewis, attacking this target in melee automatically hit
Terrain
Samantha Laydon, Nathan Perry, and and Chris “Chrispy” Peacey
Gamemat.eu, DeepcutStudio.com, Shaken Lose one Action Wisdom Attribute Test at start of Activation
Dominic Westerland Additional 3D Design UrbanMatz.com, Tony Harwood,
Matthew Clarke, Gael Goumon, and Dreamspirit Being target of an Aid Action, Agility Attribute Test
Graphic Design One damage (ignoring Armor) at start of
Andrew Martin, Ben Misenar,
Mark Raynor, Michal E. Cross,
Niklas Norman, Jamie Phipps,
Burning as a Special Action, ending a Move in a piece of
Stephanie Toro Gurumendi, activation
Ana Román Peña, Gary Storkamp, water, recieve Frost Type Damage
Mark Whittington, Richard L. Gale,
and Alain Viesca
and Chris Webb Being target of an Aid Action, Endurance
MODIPHIUS ENTERTAINMENT Bleed One damage (ignoring Armor) per Action Attribute Test at start of turn, 1 removed per
Chief Creative Officer Audio and Video Producer Tool Makers Action performed
Chris Birch Steve Daldry Luke Gill and David Hextall
Removes one point of a specific Reserve,
Chief Operations Officer Editing Customer Service and Accounts Manager Being target of an Aid Action, removed after
Rita Birch Bryce Johnston Lloyd Gyan Poison dependant on Reserve Token on Poison Token
resolving damage
Managing Director Development Coordinator Events Manager
(Health, Magicka, or Stamina)
Cameron Dicks Jason Enos Gregoire Boisbelaud Slowed Basic Move Allowance lowered by 2" per token 1 token removed at end of Activation
Head of Product Developers Community Manager
Adds to Armor Rating, or can be discarded Taking an Attack Action, becoming Incapacitated
Samantha Webb Jono Green and Ethan Heywood April Hill
Block when attacked to take a Block Skill Test to add
Head of Development 2D20 Developer Translations and Publishing Manager or Boosting any Action
Sophie Williams Nathan Dowdell Matt Timm Shield’s Block Dice to Armor Rating
Head of Creative Services QA Testers Distribution and Discarded to take an Attack Action, becoming
May be spent in response to an enemy Action
Jon Webb Samantha Laydon, Nathan Perry, Key Accounts Manager Ready Incapacitated, removed at the start of the model’s
and Dominic Westerland Gary Moore to take an Attack Action
Creative Coordinator next activation
Kieran Street Senior Project Manager Marketing Manager
Gavin Dady Ben O’Brien Any Action taken unless model can Sneak,
Financial Controller Treat Height as 1 level lower, and enables
removed at any point by choice, detected by an
Luc Woolfenden Project Managers Marketing Coordinator Hidden a model to Sneak if it has the skill. Hidden
James Barry, Daniel Lade, Ben Maunder, Shaun Hocking enemy, triggering a trap, taking damage, receiving
Logistics and Production Manager models cannot be targeted
Peter Grochulski and Chris Shepperson Customer Support Representative a Damage Status Token or Boosting any Action
Art Directors Assistant Project Manager Chris Dann Weapon cannot be used until the Reloading
Kris Aubin, Rocío Martín Pérez, Haralampos Tsakiris Webstore Manager Slow to Fire Token is removed. Represented by the Special Taking a Special Action and using 1 Stamina
and Ariel Orea Operations Manager Apinya Ramakomud Token.
Studio Coordinator John Wilson Bookkeeper
Rocío Martín Pérez Factory Manager Valya Mkrtchyan Berserk Add to a Melee Attack, but cannot Block Discard token during a Melee Attack
Photography Martin Jones With Thanks to until the token is spent
Fátima Martín Pérez Senior Production Operatives The Bethesda design team: Blessed Effect varies dependent on Blessing Dependant on Blessing
Lead 3D Designer Drew Cox and Warrick Voyzey Michael Kochis, David Evans,
Jonny La Trobe-Lewis Lauren Syzmanski, Jessica Williams, Gain the Disease Diminishing
Lead Production Operative Diseased Cured or by waiting until fully diminished
Anthony Morris Alan Nanes, Matt Daniels, Kurt Kuhlmann, Effect Card
Senior 3D Designers
Jon Paul Duvall, Jessica Daniels
Domingo Díaz Fermín and Production Operatives and Emil Pagliarulo
Chris “Chrispy” Peacey Thomas Bull, Louis Hartley-Edwards,
Lead Graphic Designer Jake Pink, Jake Skinner-Guy, Wargames: Painting And Terrain INJURED MODELS
Michal E. Cross and Miles Turner MINIATURE PAINTING - Castle Brush Studios An injured Hero or Master Adversary takes an Endurance Followers and Minions are immediately removed from
Assembly Team TERRAIN - Gamemat.eu, Dreamspirit,
Graphic Designers Attribute Test when its’ Health Reserve is reduced to 0. the table if their Health Reserve drops to 0.
Elaine Elizabeth Hughes DeepcutStudio.com, UrbanMatz.com,
Stephanie Toro Gurumendi, Chris Webb,
and Nichola Jones Tony Harwood,
Mark Whittington, and Leigh Woosey
❖ If passed, the model is incapacitated.
ELDER SCROLLS: CALL TO ARMS BETHESDA ❖ If the result is a Critical Hit, the model is
Based on Fallout Wasteland Warfare by Special Thanks staggered and set to 1 Health.
James Sheahan The Bethesda design team: Michael Kochis, David Evans, Jessica Williams, Alan Nanes,
Matt Daniels, Kurt Kuhlmann, Jon Paul Duvall, Jessica Daniels and Emil Pagliarulo ❖ If the test is failed, the model is immediately
removed from play.
REVISED PRINTING VERSION 1.1 JUNE 2023 APPENDICES 129
CONTENTS
INTRODUCTION p.2 SPELLS p.50
Playing The Elder Scrolls: Call To Arms p.4 Spell Cards p.50
Summary of Gameplay p.6 Targeting Types p.52
Prepare for Battle/Conventions p.8 Spell Subtypes p.54
Line of Sight p.9
Pre-game Sequence p.11 DRAGON SHOUTS p.58
Character Cards p.12
Upgrade Cards p.14 TERRAIN p.60
Skill Tests p.17
Skills p.20 ADVERSARIES p.67
Adversary Models p.67
THE GAME ROUND p.21 Using Adversaries p.69
The Activation Phase p.22 Adversary Activations p.72
The Event Phase p.23 Adversary Responses p.74
Notes on Adversary Activations p.82
THE ACTIONS p.24
Move p.24 SPECIAL RULES p.84
Attack p.26 Keywords p.84
Block/Ready p.32 Special Attack Rules p.92
Command/Aid p.33 Perks p.94
Hide p.34
Pickpocket p.35 RACES OF TAMRIEL
p.102
Search p.36 Other Races p.104
Swap Items/Special Actions p.37 Paths p.105
THE BATTLEFIELD
Tamriel is a land of spectacular and varied terrain, from dusty tombs to sprawling cities. The battlefields of The
Elder Scrolls: Call to Arms are no different! This game excels on boards that are full of characterful terrain, with
enough space for your miniatures to move around freely. A few larger pieces with a healthy amount of smaller,
scattered terrain like walls or crates will provide an interactive battlefield to fight over. The smaller pieces of terrain
are useful for providing cover to models, while larger pieces such as a watch tower or a Word Wall add to the
cinematic feel of a game. Having said that, you don’t need to spend an age making terrain for your table. You could
use anything you have lying around (with a healthy bit of imagination!) or if you really want something that’ll stand
out, you can visit the Modiphius web store for top quality terrain straight from the video game!
CHAPTER 1: INTRODUCTION 5
SUMMARY OF GAMEPLAY
1. MOVE ACTION
The Breton Ranger performs a Move Action. They can move the Standard Movement Distance of 6". Measurements
are taken from the front of the model’s base, and no part of the Breton Ranger’s base may move beyond 6".
2. ATTACK ACTION
An Orc Barbarian is engaged in mortal combat with a
Draugr. The Orc Barbarian gathers a dice pool of the
Skill and Effect Dice from their weapon, and rolls all of
them at once. The Orc’s attack hits, so the Draugr will
be forced to roll its Armor. Any damage over the value
rolled will be inflicted upon the Draugr. Luckily for our
adventurers, the Draugr is unable to block any damage
and is smashed to pieces. Other models in the game are
able to attack from further away with ranged weapons
or arcane spells.
ATTACK ACTION
3. SEARCH ACTION
The Khajiit Thief has stumbled across a Treasure
Chest - but it is locked! They roll a Skill Dice, scoring
a 2. Comparing this to their Lockpicking Skill of 4,
they have rolled below it. A success - Divines be
praised! Rubbing their hands with glee, the Khajiit
Thief draws a card from the Treasure Deck and the
Treasure Chest token is discarded.
SEARCH ACTION
ADVERSARY ACTIVATION
5. LEVEL UP!
During the course of a game, a force can acquire
Victory Points (or VPs) through means such as
completing scenario objectives or opening a Treasure
Chest like the Khajiit Thief did earlier. Hero models
can use these VPs to level up, becoming stronger
and unlocking new abilities! The Dragonborn has
just done this by turning their character card over,
getting an increased Strength attribute and a few
new abilities too.
LEVEL UP!
CHAPTER 1: INTRODUCTION 7
PREPARE FOR BATTLE
The Elder Scrolls: Call to Arms uses a number of conventions and unique game components to keep track of the
action. In this section we’ll cover these conventions, and break down all the custom components. Take a moment to
familiarize yourself with these basics before diving into the thick of battle!
CONVENTIONS
THE BATTLEFIELD FRIENDS AND ENEMIES
Every game takes place on a flat gaming area,
A friendly model is any model from your own Party (or
referred to as the ‘battlefield’. Page 3 of the Quests
from an allied Party, if the Game Mode being played has
book describes the ideal size of gaming area for
allied Parties). An enemy model is any model that is not
games of different sizes. A battlefield of 36" (3')
one of your own, or an ally’s. All opposing models and
square is the most common size for most battles.
Adversaries are ‘enemies’. A player may not declare an
Attack targeting a friendly model.
MEASURING
All distances in the game are measured in inches (").
A measuring tape is particularly useful for checking
THE DICE
long ranges and getting into hard-to-reach areas of
The game includes five special dice of different colors
the battlefield.
and shapes. These will be referenced throughout the
rules using the following icons:
COMPONENTS
The Elder Scrolls: Call to Arms uses a variety of White Skill Dice (20-sided)
custom components. We’ll give an overview of these
Green Accuracy Dice (6-sided)
here, and explain them in detail throughout the rulebook.
Yellow Effect Dice (6-sided)
❖ Tokens: These are card counters
of various sizes and designs. Tokens Red Effect Dice (6-sided)
can either show effects that remain
Black Effect Dice (6-sided)
in play for lengthy periods of the
game, like Battlefield Objectives and As well as numbers and ‘pips’, these dice contain
Treasure Chests, or more temporary icons, which produce various Special Effects.
effects such as Burning and Incapacitated.
REROLLS
❖ Terrain: Players may wish to enhance their
gaming setups with three-dimensional scenic Occasionally, a rule may instruct a player to ‘reroll’ one
elements, like those used in the photographs or more dice. The player should pick up the dice they
throughout the book. All of these, from walls and are asked to reroll and roll them again. The new result
small houses to ruined temples and magical gates replaces the old one. No dice may be rerolled more than
counts as ‘Terrain’. Modiphius also produces a once as part of the same Test, no matter how many
range of scenic Terrain items, including token reroll rules there may be. The result of a reroll must be
upgrade sets, terrain elements and gaming mats, accepted, even if it is worse than the first roll.
available from Modiphius.net.
CHAPTER 1: INTRODUCTION 9
THE PARTY Quest Cards - Quest cards are A RARE GIFT
Players group their models together into a fighting additional tasks that your party
make friends and
influence people… You
must find a rare
talisman for a contact
back at Whiterun.
Unfortunately, it’s in
the possession of a very
protective creature.
force, called a ‘Party’. This usually contains in the can undertake during games Requirements: At least three
Each time you remove an
Adversaries.
Adversary from
play with a Melee Attack, take
an Agility
Attribute Test. When the test
is passed, you
region of 5-12 models, although some Parties will be that generate rewards.
have found the talisman! The
model that
finds the talisman must survive
the game.
#144
The Elder Scrolls: Call to Arms uses a number of Deal damage and/or inflict
on enemy models at least
Status Effects
three times using
game ends.
events that can help or hinder you.
Dragon Shouts before the
BEAR TRAP
Race: Nord
4
Path: Might #103
PE R K S
Persuasion, Sword and Board
K E Y WO R D S 4
Frost Resistance
S PE C I A L A B I L I T Y
Hold Your Ground: When Hadvar
an Objective, Hadvar and friendly
is within 3” of
Imperial Faction Effect Cards - Effect
Followers within 3” may reroll
their Armor Rating.
3
DISEASE
cards represent different
46
4
3 0 2
conditions, bonuses, and
-1 -1
4
-2 -1 -1
22 3
Follower Cards -
I M P E R I ASLH ISE O LDIER
LD
DRAUGR
RIX
AT TAC K
1. N E A R E S T
2. E N G AG E D
3. WO U N D E D
Adversary Cards - D R AU G R
G R E AT S W O R D W
ARRIOR 3
Adversaries represent
Race: Undead Path: Might Attitude: Aggressive
AT TAC K
Melee : Damage: 3
$
: Piercing 1
% : Punishing
1 2
UPGRADE (ITEM
)
S TA F F O F F L A M
ES
Upgrade Cards - These include #81
(+
$
%:
vs Elves)
: Bleed
Cumbersome,
Two-Handed Block,
Enchanted
1. Choose the Game Mode. The Elder Scrolls: Call 4. Choose a Scenario. There are dozens of
to Arms features two Game Modes: Battle and Scenarios to play, many are listed in the
Delve. Battle Mode is for playing a two player game Quests book.
against an opponent. Delve Mode is for playing solo
5. Set up the decks and tokens. Separate out the
or cooperative games against Adversaries who will
Quest Deck , Trap Deck , Event Deck ,
be activated by their AI rules.
and Treasure Deck Treasure
, shuffle each of
2. Choose a Party. Parties can be made up of a them, and place them face down near the playing
wide variety of models. You can find the full rules area, ideally where all playersMaster Treasurethem. In
can reach
for choosing Parties on page 116. Place the Hero addition, take all the game tokens out, separate
and Follower cards for each player’s Party close them out, and place them near the playing area
Consumable
to where that player will be playing the game so where all players can reach them.
they can see them. Junk
6. Draw Quest Cards and select Oaths for the
3. Set up the battlefield. A 3' by 3' board will be Parties (see pages 6-7 of the Quests book).
Superior
big enough for most battles, but the size of the
7. Deploy any Adversaries according to the
battlefield can vary depending on the Septim count
Scenario being played. Bonus
and the scenario for the game. In terms of Terrain,
we recommend one large piece (6" diameter or 8. Deploy the Party or Parties according to the
more) or two smaller Terrain pieces per square foot Scenario and Mode being played.
(12") of table area. You can find more information
9. Fight! Start the first round and begin the battle!
on this on page 3 of the The Elder Scrolls: Call to
Arms Quests book.
CHAPTER 1: INTRODUCTION 11
CHARACTER CARDS
Every model has a corresponding reference card, called a Character Card, which illustrates its key abilities,
current damage taken, and a wealth of other useful information. There are two types of Character Cards; Hero
and Follower. Heroes are powerful and mighty warriors who can serve as leaders for your Party. Followers are
the common soldiers, mages, and people of Tamriel who follow your Heroes into battle. Followers are individually
weaker than Heroes, but naturally, you can field a great deal more of them.
HERO CHARACTER CARDS Paths are often taken into account when choosing
These large Character Cards are for Heroes. The base a Party. See page 105 for more information.
side has a beige background, and is used for adding
5. Perks: This section of the Character Card lists the
Heroes to your Party before a game; it has the Hero’s
Hero’s Perks. Perks are special rules that are tied
Septim cost listed. The Leveled Up side has a blue
to Hero Skills and Attributes. See pages 94-101
background, and is used when your Heroes Level Up
for more information.
throughout the game. Here’s a breakdown of all the
information contained on a Hero Character Card. 6. Keywords: This section of the Character Card
lists the Hero’s Keywords. Keywords tend to be
1. Name & Title: All models have a name. Some
racial bonuses, active effects, and weapon or
characters have multiple different models and
damage properties. See pages 84-91 for a list
cards, representing different versions of the
of Keywords.
character at various stages of their adventuring
career. Different titles are used to distinguish 7. Special Abilities: Some Heroes possess one
between these versions. These are unique or more unique Special Abilities they can use
characters from the lore of Tamriel, and have an during a game, such as Banish the Wicked or The
asterisk (*) next to their name to indicate this. You Strong Survive. These are explained on the Hero
can only include one of any unique character in a Character Cards.
Party, so you could not include The Dragonborn,
8. Reserves: These are the three vital figures that
Champion of Skyrim and The Dragonborn,
show how tough, energetic, or magically powerful
Steadfast Adventurer in the same Party.
a model is. Each model starts with a pool of
2. Faction Symbol(s): This symbol denotes which Health, Stamina, and Magicka equal to the
faction(s) the model belongs to. Factions have numbers shown on their card. At the start of a
their own Special Rules which usually dictate game, all models begin with their Reserve pools
what models can be in a Party of that Faction. A at maximum. As models use Stamina or Magicka,
model with more than one faction icon always has or lose Health, add tokens to the respective
one icon larger than the others, colored gold – pools to show the current figure. During battle,
this is their ‘primary’ faction. these tokens will be added and removed as the
Reserves are restored or used. The number of
3. Race: The races of Tamriel have various traits that
tokens in a pool may never exceed the maximum
offer unique options on the battlefield. See pages
value printed on the model’s card. So for instance
102-104 for more information.
a model has Health 5. If they suffer 2 damage,
4. Path: All models belong to one of three broad place two tokens on the model’s Health Reserve
paths – Might, Shadow, or Sorcery – which in order to show that the model only has 3
represents their expertise and preferred tactics. remaining Health.
1
attacked.
has already
if this model
Action, even
as a Free
Melee Attack
Perform a
13 THE DRAGONBORN* 5
CHAMPION OF SKYRIM
E L E M E N TA L F U R Y
DRAGON SHOUT
12
3
2
round.
keyword this
the Follow-Up
weapon gains
Primary
attacked.
has already
if this model
Action, even
as a Free
Melee Attack
Perform a
Race: Nord
4
#63
Path: Might
4 PE R K S
5
Dual Savagery, Intimidation, Treasure Hunter
3
round.
keywords this
Lightweight
Follow-Up and
ons gain the
melee weap-
All equipped
attacked.
has already
if this model
Action, even
as a Free
Melee Attack
Perform a
K E Y WO R D S
Dragon Shouts, Frost Resistance
6 4
S PE C I A L A B I L I T Y
12
Banish the Wicked: The Dragonborn adds to all
7
Attacks performed against models of the Daedra,
Undead, Vampire and Werewolf races.
3
5 3 2 2 74 5
8 9 10
Reserve
tokens 13 13 13
UPGRADE (WEAPON) UPGRADE (ARMOR)
N O R D I C C A RV E D
S T E E L WA R A X E ARMOR
6 18
D A M AG E ARMOR RATING S PE C I A L
Add to Heavy
$ : Bleed ^ : Armor skill tests.
#12 #29
9. Height Level: Every model has a Height Level, 12. Skills: Most models have one or more Skill icons.
which affects how they interact with terrain. See Each Skill is assigned to a specific Attribute.
page 16. These are integral to gameplay (see ‘Skill Tests’,
page 17, and ‘Summary of Skills’, page 20).
10. Gold Septims: All models, Upgrades, and
Adversaries in the game are assigned a cost in 13. Upgrade Slots: All Heroes have five Upgrade
Gold Septims, representing their comparative worth Slots, 2x Hand Slots, 1x Body Slot, and 2x Fbs.
in battle. These values are used at the start of the Each Upgrade Card in the game can be Equipped
game to create evenly matched Parties. This is to one of these five slots. Heroes can start the
covered in ‘Gathering the Party’ on page 116. game with Upgrades Equipped, and can also find
additional Upgrade Cards throughout their games.
11. Attributes: All models, from the mightiest general
to the lowliest beggar, have a set of five attributes
on their Character Card: Strength, Agility,
Endurance, Intelligence, and Wisdom. These are
each represented by a numeric value, indicating
how good a model is at combat, how tough they
are, how well they interact with other models and
objectives, and so on (see page 18).
CHAPTER 1: INTRODUCTION 13
FOLLOWERS CHARACTER CARDS ATTRIBUTES
These smaller cards are for Followers and Familiars.
The five Attributes at the heart of a model’s abilities are:
These models cannot Equip Upgrades. Instead, all their
default Attacks, defense options, and Special Rules are Strength:
Physical prowess, inner power,
detailed on the Character Card (shown below). and might of arms.
15. Armor and Defense: Most Followers have Intelligence: Book-learning, tactical
acumen, and spellcraft.
an Armor Rating, representing either natural
resistances or equipped Armor. They may also Wisdom: Courage, faith, and worldly
have a bonus to their defenses (such as Block). knowledge.
See ‘Armor’, pages 39-40.
22
STORMCLOAK SOLDIER 4
G R E AT S W O R D
3 2 0 2 20 3
2
UPGRADE CARDS
UPGRADE (RANGE
D)
I M PE R I A L B OW These smaller cards represent a cards can be carried by a model but are kept in a small
range of items and abilities which pile near to the Character Card. This is the model’s
you can use to make your Heroes ‘Inventory’ – those Upgrades are not Equipped and have
more powerful. Upgrades are no in game effect until they are, but they are considered
10
D A M AG E
6
denoting the associated Skill must be Equipped to the
#18
with this item. Most Ranged Weapons will have the Body Upgrade Slot on a
, linking these items to the Archery Skill. 3 Character Card. Clothing is
18
2 also Equipped to the Body
3. Gold Septim Cost: This shows how many Gold ARMOR RATING S PE C I A L
4 ^ :
Add to Heavy
Armor skill tests. Upgrade Slot, but are not
Septims the card is worth.
#29
5 6 considered to be Armor.
4. Range and Effect: Will always be ordered with
2. Skill Icon: A red circle denoting the associated
Short Range first, then Long Range (if applicable).
Skill with this item. Armor will have either a
5. Special Effects: This shows any effects that are or , linking the item to the Light or Heavy
resolved when a , , or symbol is rolled. Armor Skill respectively.
6. Keywords: Some items will have Keywords. They 3. Gold Septim Cost: Shows how many Gold
will be listed under the Special Effects. Septims the card is worth.
UPGRADE (ITEM)
POTION OF
MINOR HEALING
with this item (A melee weapon will have a or of different types of Upgrade
a , linking this item to either the One-Handed Card are classed as Items,
or Two-Handed Skill respectively). including Potions, Food, and
2 Poisons. For the full list of
3. Gold Septim Cost: This shows how many Gold 3
1 Items, see page 121.
Septims the card is worth. One Use. Free Action. Restore Health
3 points.
CHAPTER 1: INTRODUCTION 15
HEIGHT LEVEL AND BASE SIZE
Every model in the game is assigned a being unable to fit through narrow gaps or being
Height Level of 1-5, according to its card. able to attack several models at once due to the
2
The model’s Height Level is the number larger area covered). As an example, an average
shown in the arrowed circle shown here. human, such as a Nord or Imperial, is Height Level 2,
and is usually mounted on a 30mm base. Note that
The model’s actual height is not taken into account,
base width does not always correlate to a model’s
as it might be modeled on a tall, scenic base for
height (see above).
example, which might give anyone shooting at it an
unfair advantage. See page 66 for more on Height Levels.
5
THE
W AY
OF
THE
VOI
GH
OS BA
❖ Quest Cards represent secondary objectives,
D
O V E R LNO R You CE T TT
D R A U GL R and
have
been Th OF
This icon means the Skill Test has failed. Accuracy bonuses
The Skill Test
cannot modify it into a Success. One also bears a Potion
Failure has not been
icon , which restores Health, Stamina or Magicka even
successful
though the test is unsuccessful.
CHAPTER 1: INTRODUCTION 17
ATTRIBUTE AND SKILL MODIFIERS
MODIFIERS Most modifiers are applied to the score rolled on
Some Special Rules, Potions and Magical Effects apply the Skill Dice. These will usually take the form of
temporary bonuses to a model’s Attributes or specific penalties, which increase the score, and thus reduce
skills, modifying the value up or down. These are the chance of success. For example, if a Test has a
always applied before rolling the Skill Dice. +2 penalty and the player rolled a 5, the +2 penalty
would change the result to a 7.
ATTRIBUTE TESTS
Note: Regardless of how many penalties or bonuses
Sometimes a model will be asked to make an
are applied to an Attribute value, the final result can
Attribute Test instead of a Skill Test. In addition,
never be greater than 10, or less than 1.
in some instances a model may be able to use an
Attribute in place of a Skill. The Path of Might, for
FAILURE
instance, allows a model to use its Strength in place
If is rolled on the Skill Dice, the Test is always a
of a Weapon Skill. In this instance the Attribute value
failure regardless of any modifiers.
is still used for the Skill Test, but it is an Attribute
Test instead. Attribute Tests work exactly the same
as Skill Tests, with one exception. The symbol
does not inflict a Critical Hit when taking an Attribute
Test. The symbol still counts as a result of a ‘1’, but
no additional damage is rolled for critical hits. A
result still provides the benefits of the result.
Increases chances Found only on , these bonuses modify the number rolled on
-1 -2 -3 Skill Bonus of success from a the Skill Dice during a Skill or Attribute Test, making success more
Skill Test likely. Bonus modifiers can never reduce a score to less than 1.
EFFECT DICE
❖ Accuracy Dice ( ): These primarily modify the Example: If a model’s equipment and abilities confer
target value when taking a Skill Test. If an effect a total bonus of 5 Black Dice and 2 Yellow Dice to a
generates additional Green Dice, roll all of them Skill Test, the player would actually roll 3 Black Dice
before determining success or failure. and 2 Yellow Dice, discarding the two extra Black Dice
before rolling.
❖ Effect Dice ( , and ): These primarily
add Successes and Special Effects to attack and
defense rolls. SKILL TEST SUMMARY
1. Select the Skill to use and find the corresponding
Results rolled on the Accuracy Dice ( ) modify the
Attribute.
Skill Dice roll. Minus numbers help achieve a lower
result (which is better since you’re trying to roll under 2. Apply bonuses and penalties to the Attribute or
or equal to the model’s relevant Attribute). Skill Value if applicable.
One or more six-sided Effect Dice are usually rolled 3. Gather the Skill Dice and any Effect Dice the Skill
alongside the Skill Dice to determine extra effects. Test requires, then roll them all at once.
There are three types of Effect Dice, each of a
4. Apply any modifiers to the Test.
different color. The exact type and quantity rolled is
dictated by the Action a model is performing. 5. If the final total rolled is equal to or lower than
the Attribute being tested against, the Test is
THE RULE OF THREE successful. If it is higher, the Test has failed.
A single Skill or Attribute Test cannot contain more
6. If the Test was successful, resolve the effect of
than 3 Effect Dice of the same color. Any dice over this
the Test. In addition, whether the Test succeeded
limit go unused. This also applies to Armor Rolls.
or failed, resolve any Special Effects and
symbols rolled.
CHAPTER 1: INTRODUCTION 19
SKILLS
Each Skill is assigned to an Attribute. The full list of ENDURANCE SKILLS
Skills and their associated icons are listed below.
Heavy Armor: This Skill allows the model to
Note: Many Upgrade Cards display a prominent fight in battle while wearing Heavy Armor.
Skill, which is tested against when the card is used.
Light Armor: This Skill allows the model to
Unless a special ability or Perk allows otherwise, a
fight while wearing Light Armor.
model must have the specified Skill in order to Equip
the Upgrade Card in one of their Upgrade Slots. Smithing: The art of creating items with
various materials.
STRENGTH SKILLS
INTELLIGENCE SKILLS
Block: This Skill determines how well the
model can use a Shield to fend off incoming Alteration: This type of magic deals with
attacks. altering the world around your models.
Two-Handed: This Skill determines how well Destruction: This type of magic deals with
the model can use Two-Handed Weapons, channeling the elements into destructive
like greatswords and battleaxes. properties.
Pickpocket: The ability to steal an enemy’s Enchanting: The art of imbuing mundane
items or peruse their secrets. Weapons and items with powerful charms
and magical properties.
Sneak: The ability to move around without
being seen or heard. Restoration: This type of magic deals
with healing the model and their companions.
When all players have completed the sequence of play, 1. ADVANTAGE PHASE
a new round begins, and the process starts again. 2. ACTIVATION PHASE
Rounds go on until the round limit is reached, or the 3. EVENT PHASE
victory conditions for the game are met. Each scenario
STANDARD ACTIONS
ACTIVATING A MODEL ❖ Aid
Players take it in turns to Activate one model at a
❖ Attack
time, until all models that can Activate have done so.
❖ Block
Occasionally, a player may be instructed to Activate
❖ Command (Heroes Only)
two or more models consecutively, interrupting the
❖ Hide
normal sequence of play. The player must finish one
❖ Move
model’s Activation entirely before beginning the next.
❖ Pickpocket (Heroes only)
The Activation sequence for each model is as follows: ❖ Ready
❖ Search
1. Replenish Reserves
❖ Special Action
2. Perform Actions
❖ Swap Items
3. Recover
In war, the advantage that one side possesses over the other
can be lost in a heartbeat as each side seeks to exploit their
enemies to wrest back control. From the machinations of
fate to the obstacles that confound the best laid plans, every
battle has similarities but no two fights are the same.
MOVE
When a model makes a Move Action it can move up ❖ Models cannot move through enemy models,
to 6" – this is its ‘Basic Move Allowance’. and if moving around an enemy model without
wishing to Engage, a model must leave a gap of
❖ Movement is always measured from the front
at least ½" at all times during the Move Action.
edge of the model’s base to the destination
point. When placing the model at the destination,
ENGAGEMENT
the front edge of the base must not exceed the
The only way a model can Move into base contact
measured distance.
with an enemy model is if that model chooses to do so
❖ A model does not have to move the full 6" – they during a Move Action. When a model is in base contact
can move any distance up to 6", including 0". with one or more enemy models, it is Engaged. A
model is Unengaged if it is not in base contact with
❖ A model does not have to move in a straight
any enemy models. If a model Moves into Engagement
line, but when moving around obstacles or other
with an enemy model, that model must end its Move
models, the player must measure around the
Action immediately, even if it has some Movement
obstruction carefully.
Allowance left. If a player does not wish to start a
combat, they should ensure that the Moving model
stays at least 1⁄2" away from an enemy throughout
the whole Move to be clear that the models are not
Engaged. A model cannot Move if it is Engaged with
an enemy unless all the enemies in base contact are
Incapacitated or it Withdraws (see below).
MOVE BOOSTS
½"
The following Boosts are available when making a
Move Action:
ATTACK
UPGRADE (RANGED)
I M PE R I A L B OW
When performing an Attack Action, a model must ❖ The Attacker must not be Engaged with an enemy.
choose whether to make a Ranged Attack or a Melee
❖ The Target must be within the Weapon’s Range.
Attack. The model performing an Attack is referred to
as the Attacker. The target enemy is the Target. ❖ The Attacker’s Line of Sight to the Target must be
either Clear or Obscured, it cannot be Blocked.
RANGED ATTACK (SHOOT)
10
This Action allows a model to shoot at a OTHER RANGED ATTACKS
target enemy with an equipped Ranged
M AG E Some Spells, Shouts, Scrolls, Wands, and Staffs
Range: 10” Weapon or Spell. It is sometimes called a Shoot
Range: 20” use the Ranged Attack rules in addition to Ranged
PIERCING 1 (ShortAction. Ranged Weapons are recognizable by the
Range Only)
Weapons. These items follow all of the rules below,
Archery Skill icon on the Upgrade Card.
#19 and may have their own
Followers and Adversaries have a summary of additional Special Rules,
UPGRADE (ITEM)
S TA F F O F F L A M E S
their Ranged Attack options, if any, printed on their detailed later. The main
Character Card, denoted by the word “Ranged” thing to note is that not all
followed by the Attack details. To make a Ranged of these abilities use the
Attack with a Ranged Weapon: Archery Skill to resolve the 12
Attack – the relevant Skill Ranged Attack. Range 8”. Fire. Add
PRECISION STRIKE
Spend 1 Stamina to add to the Attack roll.
Model on
terrain piece
1 Height Level
higher
Model standing on
ground level
UNARMED ATTACKS
A model with no Attacks listed on its Character
Card, and no equipped Melee Weapons or special
UPGRA
DE (WE
AP ON)
UNARM
ED
Melee Attacks can still fight in melee, but will
have to fight Unarmed. Every model in the game UPGRA
TEETH
DE (WE
AP ON)
& C L AW
S
is capable of fighting Unarmed if the situation
becomes desperate enough, so this type of
Attack is listed here for ease of reference.
-
An Unarmed Attack is always a Strength
D A M AG
E
Attribute Test. It may never be used to / * * Use the sec
dice value if
ond
the
attacker ha
Dual Wield. Strength of
sa
6 or
-
more. D A M AG
E * Use the sec
/ ond
Beasts and Khajiit can go one better – when #1 * dice value if
the
attacker ha
sa
they fight Unarmed, they instead use Teeth and Claws, Strength of
more.
6 or
READY
The Ready Action may not be performed ❖ A model with an Equipped Melee Weapon may
in the same Activation as an Attack spend its Ready Token to perform a Melee Attack
Action. Place a Ready Token beside the against an enemy it is Engaged with, as soon as
model. The Ready Token stays in place until it is that enemy completes an Action (for example,
used, or until the start of the model’s next Activation, Attack or Move). This Attack follows all of the
whichever comes first. normal Melee Attack rules.
The token may be spent out-of-sequence whenever an A Ready token cannot be used in response to a Ready
eligible enemy model completes an Action, as follows: Action or an Action taken as a result of a Ready token.
❖ A model with an Equipped Ranged Weapon may If multiple players can use Ready tokens to respond to
spend a Ready Token to make a Ranged Attack the same Action, the player with Advantage chooses
at an enemy in Range and Line of Sight as soon the order.
as that enemy completes an Action. This Attack
follows all of the normal Ranged Attack rules.
HOLD
The Hero targets one eligible friendly model within 6"
WITH ME!
and Line of Sight. The target model adds to Morale
The Hero targets one eligible friendly model within 6"
Checks until the end of the round.
and Line of Sight that is yet to Activate. As soon as the
Hero’s Activation is over, the target model Activates
next, interrupting the usual sequence of play.
AID
A model may come to the assistance of a comrade in ❖ Flip an Incapacitated Token to Staggered.
need by performing the Aid Action. A model cannot
❖ Remove one Damage Effect Token (such as
perform an Aid Action if it is shaken or staggered, or if
Bleed or Fire) or Poison Token.
it has any Damage Effect Tokens.
❖ Use one of the Activating model’s Potions as if it
Target one friendly model in base contact with this
were their own.
model. It may choose one of the following options:
DETECTING 1"
HIDDEN MODELS
While a model is Hidden, enemy models may not 0"
Target it or move into base contact with it, unless
they first roll to Detect it. Declare the action the model
is attempting (Ranged Attack, for instance) then roll
to Detect the Hidden model. Models cannot Detect RALOF IS OUTSIDE OF 6" AND LINE OF SIGHT
AND CAN NOW PERFORM THE HIDE ACTION
Hidden models to which their LoS is Blocked. Detecting
Hidden models is an Intelligence Attribute Test. Add
to the Test if the Hidden model is within 6" of the
model trying to Detect it. If the Test succeeds, the
Hidden model is targeted successfully and the Hidden
Token is removed. Continue the Action as normal.
PICKPOCKET
Only Heroes with the Sneak and Pickpocket Skills ❖ Next, the Pickpocketing model must choose:
can make this action while Hidden. To attempt a remain Engaged, or move 1” away from the
Pickpocket, a Hero must be Engaged with an enemy target. This move may not be used to Engage
Hero, or an enemy Follower with an Upgrade Card in another enemy. The enemy model may not make
its Inventory. a Parting Blow as a result of this move.
The model makes a Pickpocket Skill Test. If the Test If the Pickpocket Test is failed, however, the thief
is passed: has been detected! The Hidden Token is removed
immediately, and the models are now Engaged
❖ Shuffle any Equipment Cards (i.e. not
as normal.
Enchantments, Spells, or Shouts) in the Target’s
Inventory, and randomly take one. Put this Upgrade If a model is Engaged with more than one enemy, the
Card in the Pickpocketing model’s own Inventory, Pickpocket Action may not be used by that model.
or Equip it immediately, swapping it for an already
Equipped Upgrade if necessary.
SWAP ITEMS
A Hero may use this action to rearrange their ❖ If the target friendly model is a Follower with
Inventory and Equipped Upgrades, swapping around one or more Treasure Cards, the Hero takes any
any currently Equipped Upgrade Cards they like from or all of the Follower’s Treasure Cards and may
their Slots or replacing them with their Unequipped rearrange their Inventory and Equipment as
Upgrade Cards. Spells, Shouts, and additional abilities normal. Follower models without any Treasure
that need to be Equipped may also be swapped using Cards may be given Treasure Cards, however
this Action. these go into the Follower model’s Inventory and
cannot be Equipped by that model.
❖ If the Hero is Unengaged, Swap Items uses a
single Action.
FOLLOWERS AND
❖ If the Hero is Engaged with one or more enemies, THE SWAP ITEMS ACTION
Swap Items uses two Actions. A Follower may only perform the Swap Items Action if
they have one or more Treasure Cards, and there is a
Additionally, a model that performs a Swap Items
friendly model within 2" and Line of Sight. If the target
Action within 2" and LoS of a friendly Unengaged
is a Hero, they may take any or all of the Follower’s
model may target that model as part of this Action:
Treasure Cards, and then may rearrange their
❖ If the target friendly model is a Hero, this model Inventory and Equipped cards. If a piece of Equipment
may exchange any of its Equipment Cards (other is swapped to a Follower (including Hireling
than Spells or Shouts) with that Hero. Both Heroes Followers), the card is placed into that model’s
may freely exchange Equipment Cards and Equip Inventory. It may not be Equipped by the Follower.
whichever Equipment Cards they like from their
Inventories (as long as they meet all prerequisites
and restrictions for those cards).
SPECIAL ACTIONS
Some models are able to use Special Actions or use A model may perform more than one Special Action a
a particular rule or piece of Equipment ‘as an Action’. turn but each individual Special Actions may only be
Unless stated otherwise, such rules follow all of the used once per turn.
normal rules for performing Actions.
APPLYING DAMAGE
After an Attack roll is successful, follow the sequence ❖ If the Test is passed, the model is no longer
below to see how much damage is inflicted. Injured, and remains in play with 1 Health
remaining but is incapacitated. It gains an
1. Count up the total number of Successes ( ) from
Incapicitated token.
the Damage Effect Dice rolled during the Attack.
❖ If the dice rolls a icon, the model is no longer
2. Any Special Effect icons rolled may indicate
Injured, and remains in play with 1 Health remaining
additional damage, as well as other effects
but is staggered. It gains a Staggered token.
described on the Weapon Card. See ‘Special
Effects’ on page 41.
REMOVED FROM PLAY
3. The target rolls its Armor Rating. Each Success When a model is removed from play by being reduced
cancels out one of the Attacker’s Successes (see to 0 Health or for any other reason, physically remove
‘Armor’, below). the model from the tabletop and place it to the side. It
will take no further part in this battle (unless it can be
4. Each remaining Success from the Attack roll
revived via some dark magic!).
inflicts one point of damage – add one token to the
target’s Health reserve for each point of damage.
OVERKILL
If the amount of damage inflicted by an Attack
INJURED MODELS
is equal to or more than double the target’s
When a Follower or an Adversary (other than an
remaining Health, the target suffers a +2 modifier
Adversary Master) is Injured, it is removed from play.
on the Endurance Attribute Test (this is cumulative
When a Hero or Adversary Master is reduced to less with other Special Rules that affect Endurance Tests
than 1 Health, however, it is not necessarily dead. when a model becomes Injured, such as Punishing).
Remove tokens from the model’s Health Reserve until
the model has 1 Health remaining, then the model DAMAGING
takes an Endurance Attribute Test. INCAPACITATED MODELS
If an incapacitated model becomes Injured, it cannot
❖ If the Test is failed, the model is removed
roll an Endurance Attribute Test, it is automatically
from play.
removed from play.
.
TREASURE
UPGRADE (ARMOR) U PP G
U G RR AA D
D EE (( AA RR M
MOO RR ))
R I N G O F F O RT I F Y
IMPERIAL ARMOR ARMOR II M
M PP EE R
R II A
A LL SS H
H II EE LL D
D
10 55
$ :
$ ::
#28 #86 #32
#32
CHAPTER 4: DAMAGE 39
DON’T INTERFERE WITH IMPERIAL LEGION BUSINESS
the Dragonborn icon , the Crossed Swords icon Race: Imperial Path: Might
AT TAC K
3
, or the Oblivion icon . Melee : Damage:
% : Piercing 1
ARMOR 4
If a piece of Equipment has one or more Special Armor : Rating:
$ :
When a Special Effect roll indicates that extra dice are The Steel Warhammer (right)
UPGRADE (
to be added to the Test, take all the specified dice and will always do a base of
WEAPON )
S T E E L WA R H
AMME R
❖ If any of the Bonus dice score further Special and are rolled the D A M AG E
K E Y WO R D S
Cumbersome,
Effects, the icons are ignored – remember that payer has to choose either $ : Stagger
%:
Two-Handed Block
only one Special Effect can be triggered per Test. Staggered or an extra .
#16
❖ If, after rolling all the bonus dice, the Skill Test is
still a failure, none of the effects apply.
CHAPTER 4: DAMAGE 41
Chapter 5
THE EVENT PHASE
The Event phase plays slightly differently depending 3. End of Round: Check to see if any Objectives are
upon which Game Mode is being played (see the controlled, bonus VPs awarded, or Special Effects
Quests book for more on Game Modes). The Event need to be resolved. Then, the round ends.
phase follows the sequence below:
A NOTE ON ADVERSARIES
1. Adversaries Activate (Battle Mode Only):
In Battle Mode games, a random number of An Adversary model is an ‘enemy’ to all player models.
Adversaries Activate at the start of the They are a force of nature, acting according to their
Event phase. own artificial intelligence rules (AI), and pose a threat
to all Parties. Detailed information on Adversary
2. Draw Event Card: The player with Advantage draws
Behaviors can be found on page 72.
and resolves the top card from the Event Deck, and
resolves it immediately, in the following order:
❖ Spawn Adversaries.
❖ Resolve Event Card text.
ADVERSARIES ACTIVATE
In Battle Mode games, some of the Adversaries in ADVERSARY ACTIVATIONS -
BATTLE MODE
play not already Activated earlier in the round (due to PLAYER PARTY ACTIVATION LIMIT
Reacting) will now Activate (see page 70). This step is GOLD SEPTIM LIMIT (Not including Reactions)
skipped in Delve Mode games (see page 70). 0-99 1
100-199 2
If there aren’t enough eligible Adversaries to
200-299 3
Activate, move onto the Draw an Event Card part of
300-399 4
the phase.
400+ 5
so, the player with Advantage draws the top card of You have been summoned to High Hrothgar,
and proclaimed Dragonborn. Now, you must
the Event Deck. Event Cards will do one or more of prove your power in a series of tests.
Flees
S
CHAPTER 6: MORALE 47
Chapter 7
STATUS EFFECTS
During the course of a game, warriors take both physical and psychological punishment; this is reflected by three
common Status Effect Tokens.
A model may never have more than one of the same type of Status Effect Token.
INCAPACITATED
An Incapacitated Token replaces any Models with an Incapacitated Token flip it to staggered
other Status Effect Tokens assigned to at the end of their activation. An Incapacitated model
the model. A model may not receive with any Damage Effect Tokens (i.e. bleed or burning)
further Status Effects whilst incapacitated. A model is unable to Recover at the end of its Activation.
with an Incapacitated Token: Instead of flipping the token to staggered, the model
is removed from play (this cannot be avoided by an
❖ Immediately loses any Block or Ready Token it
Endurance Attribute Test if the model is a Hero or
had, and cannot gain new ones while it has an
Adversary Master).
Incapacitated Token.
In addition, an Attacker hits incapacitated models in
❖ Cannot Replenish Reserves or perform Actions.
melee on any roll that doesn’t include an . They
incapacitated models do not count towards the
must roll damage as normal. A roll of will add a
Party’s total number of models for the purposes of
bonus damage dice as normal).
Passing an Activation.
If an incapacitated model becomes Injured, it does not
❖ Never counts as Engaged, although it may be the
take an Endurance Attribute Test, it is just removed
target of enemy Attack Actions.
from play.
❖ Cannot control Objectives.
STAGGERED
A model with a Staggered Token cannot At the end of a model’s Activation, remove any
use Stamina Boosts of any kind. Staggered Token it began its Activation with.
C H A P T E R 7 : S TAT U S E F F E C T S 49
Chapter 8
SPELLS
Magic is an integral part of adventuring and warfare in Tamriel. Those who dabble in the arcane arts, from the mages of
Winterhold to the humble priests of the Divines, can bring terrible energies to bear in battle, just as easily as a warrior can
swing a sword. All Spells require a Skill Test to use, whether they are an Attack or something more esoteric.
MAGICKA
Magicka is a Reserve pool, like Health and Stamina, which is primarily used to power Spells.
SPELL CARDS
For Heroes, Spells take the form of Upgrade Cards, just 2. Name: This is the Spell’s name.
like Weapons, Armor and other items. Some Followers
3. Difficulty: All Spells have a Difficulty modifier, either
can also cast Spells, and their spells are detailed on
a bonus, a penalty, or 0, representing how easy or
the Follower’s card.
hard the Spell is to cast. This modifier is applied to
Spell Cards contain the following information: the Skill Dice result when making the Test to cast
the Spell (Note: this modifier is not applied to the
1. Equipment Slot: This icon corresponds to one
Attack roll when using Bound Weapons).
of a Hero’s Equipment Slots. A Spell cannot
be used unless it is Equipped (the exception 4. Magicka Cost: This value is the amount of
being Personal Spells, see page 52). Spells are Magicka that must be spent each time the Spell
Equipped at the start of the game or with the is used. For example, a magical Melee Attack
Swap Items Action, just like other Upgrade Cards. might require only 1 Magicka to strike in combat,
whereas summoning an Atronach might require
3 or more Magicka. A model cannot Equip a Spell
DESTRUCTION SPELL
that requires more Magicka to cast than that
FLAMES
1 2 model’s maximum Magicka Reserve.
Spell is an Attack, this information will be similar to Race: Imperial (Vampire) Path: Shadow Attitude: Cautious
4
AT TAC K S ARMOR
CASTING A SPELL
CASTING PROCEDURE 2. Pay Magicka cost. The Magicka cost for the spell
Although Spells come in a variety of types, the basic must be paid before the Skill Test is made. The
procedure for casting a Spell is always the same. The Magicka remains spent whether the Skill Test is
model using a spell is called the Caster. successful or not.
1. Select a Spell from those Equipped to one of the 3. Take a Skill Test, modified by the Spell’s Difficulty.
Caster’s upgrade slots. The Caster must meet all
4. If the Skill Test is successful, resolve the Spell
the criteria for casting the chosen Spell (note that
effect plus any applicable rules for its Targeting
some Targeting Types restrict which Spells can be
Type. If the Skill Test is unsuccessful, the spell is
cast at any given time – Ranged Attack Spells, for
not cast and has no effect.
example, can’t be cast if the model is Engaged).
CHAPTER 8: SPELLS 51
TARGETING TYPES
The Targeting Type of the Spell dictates who or what ENVIRONMENT
the target has to be. There are eight Targeting Types, As a Special Action, pay the Magicka cost to
which dictate how a Spell is cast: Aura, Blessing, choose a point on the battlefield within range and
Curse, Environment, Melee Attack, Personal, Line of Sight as the initial target. Mark this point
Ranged Attack, and Rune. Each Type shows the with a spare token while performing the Action. The
Action required to cast the Spell – if the Action has target cannot be a model or overlap a model’s base.
its own rules (such as Ranged Attack), they all apply These Types of Spells often result in an Area Effect,
except where noted. token, or even another model being centered on the
target point.
Some Spells (such as Flames) have more than one
Targeting Type – each time these Spells are cast, the
player must choose one of the Targeting Types. For MELEE ATTACK
that cast, only the rules for the chosen Type apply. Equipped Melee Attack Spells count as One-Handed
Melee Weapons and follow all of the rules for Melee
Attacks (page 29).
AURA
As a Special Action, pay the Magicka cost to target ❖ The Spell’s Magicka cost must be paid each time
the caster. The Spell’s effect extends outwards from an Attack is performed with that spell, before
the caster’s base a number of inches equal to the taking the Skill Test.
listed range, affecting the caster and all models within
❖ When taking the Skill Test to Attack with a Melee
its Area (see Area Effect, page 92)
Attack Spell, the Spell’s associated Magic Skill
(usually Destruction) is used, rather than the One-
BLESSING Handed Skill.
As a Special Action, pay the Magicka cost to target
❖ The Difficulty of the Spell applies to the Skill Test.
one friendly model (which may be the caster themself)
within range and Line of Sight. Melee Attack Spells may be Dual Wielded alongside an
identical or different Spell, or with a Weapon Card.
As a Special Action, the caster targets themselves. ❖ Ranged Attack Spells have only a single
If successful, for a Hero Caster, the Spell is Equipped Range value.
to the slot specified on the Spell Card (e.g. Hand
❖ When taking the Skill Test to Attack with a
Slot, Body Slot, or Quick Slot), and remains active
Ranged Attack Spell, the Spell’s associated
while Equipped using the Upkeep rules. If the Spell’s
Magic Skill (usually Destruction) is used.
specified slot is also a Quick Slot, the Upkeep Token
signifies that it is active. ❖ The Difficulty of the Spell applies to the Skill Test.
When the Spell ends, it is removed from the specified A Hero’s Ranged Spells cannot benefit from any
Slot and placed back in a Quick Slot (if available), or Ranged Attack Boosts but may have their own Spell
in the model’s Inventory. Remove the Upkeep Token to Boosts listed on the Spell Card.
show that it is not active.
CHAPTER 8: SPELLS 53
3
7
7
SOME RUNES CAN BE THROWN AND CREATE AREA EFFECTS. LIKE
SUMMONING, THEY CANNOT BE PLACED NEXT TO ANOTHER MODEL.
BLAST RADIUS
RUNE
If a Rune specifies that it has an Area Effect, the Rune
A Rune Spell is a Special Action. Pay the
uses the Area Effect rules on page 92, centering the
Magicka cost, then make a Skill Test.
Area Effect on the Rune Token.
Don’t roll any , , or dice during
this Skill Test and ignore Special Effects on the
UPKEEP
Accuracy Dice. If the Skill Test is successful, choose
a point on the battlefield within range and LoS of the Some Spells have an ongoing effect, which
Caster, and place a Rune Token there. continues into subsequent rounds. As soon as
a Spell with an Upkeep Token is used, place the
The target may not be a model, and the Rune Token
Upkeep Token on the Spell Card. At the start of each
may not be placed so that it overlaps or touches a
of this model’s Activations, after it has replenished
model’s base, or on any scenic item on which the token
Reserves, it must pay 1 Magicka for each Spell with
will not fit. The Rune Token shows the center of the
an Upkeep Token it wishes to maintain.
proximity trigger area – an area around the token equal
to the Radius value shown on the card in inches.
For each Spell, in order the Player with Advantage
Once in place, a Rune is triggered whenever an enemy Chooses, pay 1 Magicka and immediately apply the
model moves (even involuntarily) within the proximity effect (if the effect is limited to a specific target, the
trigger area or ends any Action within the proximity same target receives the Spell’s effect again).
trigger area. Movement is paused to resolve the effects of
the Rune before the model’s Action is completed. If the Magicka cannot be paid, or the caster chooses
When the Rune Spell is triggered by an enemy model, roll not to pay it, the Spell ends immediately.
all the Effect dice shown in the spell effect plus any dice
If a model wishes to re-cast the Spell again (perhaps
which would normally modify the Skill Test or Attack
to choose a different target), the original effect
and resolve damage and any other effects generated by
automatically ends.
the Effect dice. Rules which affect Attacks of this Type
will also affect this Damage Roll (e.g. the Disintegrate
or Intense Flames Perks). Note: This means you roll the
accuracy Dice twice, once for the Skill Test and once with
the Effects Dice to check for Special Effects.
❖ Melee Attacks with a Bound Weapon use the One- Note: Unlike Melee and Ranged Attack Spells, Bound
Handed or Two-Handed Skill rather than the magical Weapons may benefit from Boosts when Attacking,
School. If the model does not have the requisite Skill, just like ordinary Weapons. The Caster must pay the
it may make a Strength Attribute Test instead. The Stamina cost as normal.
Spell’s Difficulty modifier is not applied to the Test.
36
IMPERIAL MAGE 3
Bound Weapon as a Spell,
SPELLSWORD
4
Ranged
:
+2
Keywords: Enchanted
$
Damage: 10”
% : Piercing 1
B O U N D B OW
C O N J U R AT I O N S P E L L
3 2 4 2 36 4
:
#345
2
; 20”
15
1 C O N J U R AT I O N S P E L L
B O U N D B OW
+2 2 15
2 $ :
#345
CHAPTER 8: SPELLS 55
When a Summoned Creature appears, it must Activate
BOUND ARMOR
as soon as the caster’s Activation is complete,
Bound Armor is a subtype of Personal Spell.
ignoring the usual sequence of play. In subsequent
As a Special Action, a Hero model may cast the rounds, the creature activates as a normal member of
Spell, targeting itself. Spend the Magicka, and take the Party, with the exceptions noted below.
the Skill Test, with the usual Difficulty modifier. If
Unless otherwise specified, Summon Spells receive
the Test is successful, Equip the Bound Armor to the
an Upkeep Token – unlike normal Upkeep, 1 Magicka
Body Slot – any Upgrade Card already Equipped to
must be paid each time the creature Activates, not the
the Body Slot is placed in the model’s Inventory. Turn
Caster. The Upkeep is not paid in the Round in which
the card on its side when Equipped to the Body Slot
the creature is Summoned. A Summoned Creature
to show that it is now in its ‘Armor Form’ and use the
remains in play for as long as the caster is able to
rules that are now on the bottom of the card when
pay the Upkeep. If the Upkeep cannot be paid (or the
defending against Attacks.
caster chooses not to pay it), the creature is removed
While the Spell is Equipped to the Body Slot, the from play immediately.
Bound Armor is used exactly like a normal Armor
Summoned models are subject to the following
Card – no Magicka is expended when defending with
restrictions:
Bound Armor. The cost is considered paid when the
Spell is Equipped, and it remains in play. ❖ Any Summoned model that ends its Activation
more than 12" from the model that summoned it
❖ Skill Tests using Bound Armor use the Light Armor
is removed from play.
or Heavy Armor Skill rather than the magical
School. If the model does not have the requisite ❖ If the caster chooses to end the Spell, remove the
Skill, it may make an Endurance Attribute Test Upkeep Token – all the models summoned by that
instead. The Spell’s Difficulty modifier is not Spell are removed from play.
applied to the Test.
❖ A model may not have more than one Spell of the
Followers do not use Spell Cards or Slots so the Summon sub-type active at any one time. If the
Effect of any Personal spell will be detailed on their user casts another Summoning Spell, or re-casts
Follower Card. the same Spell, Summoned Creatures from the
previous iteration are removed from play.
SUMMON
❖ If there are no models left from the same
Summoning Spells are subtypes of Environment
Summoning Spell for whatever reason, the Spell
Spells. When a Spell with this subtype is successfully
ends, and the Upkeep Token is removed. For
cast, it results in a model being placed on the board,
example, if a Summoned Creature is removed
in accordance with the Environment Targeting Types
from play, and no other Summoned Creatures
Rules. These models (or Summoned Creatures) are
placed by that spell remain, the Spell ends.
treated exactly like friendly Followers while the Spell
has an Upkeep Token.
While the Spell is Equipped to a Hand Slot, the Ward is Followers do not use Spell Cards or Slots so the
used exactly like a normal Shield Card – no Magicka Effect of any Personal spell will be detailed on their
is expended when Blocking with a Ward. The cost is Follower Card.
considered paid when the Spell is Equipped, and it
remains in play. SPELLS AND INCAPACITATED
If a spell caster is incapacitated, all active Spells
When the Block Action is performed with an Equipped
cease to be active. Rune Spells are an exception to
Ward, the model gains a Block Token as normal.
this rule and will remain in play even if the model that
❖ While the model has a Block Token, the Special cast them is Incapacitated.
Rules on the Ward Card are in effect (for example,
Lesser Ward provides the caster Resistance:
Magic as long as the Block Token is assigned).
CHAPTER 8: SPELLS 57
Chapter 9
DRAGON SHOUTS
A Dragon Shout, or simply a ‘Shout’, is similar to a ENCHANTED ATTACKS
Spell, and is unique to certain Heroes, most notably
Just like Spells, all Shouts automatically have the
a Dragonborn. If a model can perform Shouts, it
Enchanted Keyword (page 87).
will have the Dragon Shouts Keyword listed on its
Character Card. To perform a Dragon Shout a model
must use a Special Action, then use the following BOOSTING SHOUTS
rules to resolve the Shout. Each Shout has three ‘levels’, based on the utterance
of one, two, or three Words of Power. These words
Much like Spells, a Shout must be Equipped before it
channel a model’s ‘Thu’um’ into incredible feats of
can be used, representing a Hero steeling themselves
magical power!
in preparation to unleash a mighty roar. However:
By spending one, two, or three Thu’um, a model
❖ Shouts can only be equipped to the Quick Slot.
performs the corresponding level of Shout shown on
❖ Each model can only have one Shout Equipped at the card – these effects are not cumulative.
any time.
Some Shouts have a ‘default’ effect or rule that is
Before the game begins, each Hero with the supplemented by the level of Thu’um (for example,
Dragon Shouts Keyword takes a Thu’um Card Unrelenting Force always has a Range of 6", but its
and a Thu’um Token, and places these beside the damage changes depending on the Thu’um level).
Character Card. Thu’um is spent in varying numbers
(either 1, 2, or 3 points at a time) whenever a Shout is RANGE AND
performed. To spend Thu’um, move the Thu’um Token TARGETING TYPES
up by the number of points you want to spend. The These are exactly the same as the rules for Spells.
number of Thu’um spent alters the effect of the Shout, The only exception, as noted above, is that Shouts are
as shown on the Shout Card, and must therefore be fueled by Thu’um rather than Magicka.
chosen before rolling any dice to perform the Action.
If a Shout would require a Skill Test (such as when
performing a Ranged Attack Shout), it instead uses a
Strength Attribute Test. Remember that this means
Critical Hit results are ignored.
SNEAK
The Dragonborn wants to use Unrelenting Force on the
Dragon Shouts that are Attacks benefit from the usual
Draugr Overlord. She has 2 Thu’um available and decides
Sneak Attack rules if the Attacker is Hidden.
to use them both. Unrelenting Force is a Ranged Attack
with the Force Damage Type, so the Dragonborn makes When a model performs any Dragon Shout while
a Strength Attribute Test with the Skill Dice and the Hidden, the Hidden Token is always removed after the
from the Shout. She rolls , so the Action is complete.
Shout has struck the Draugr. It blocks 2 damage with
its Armor roll, takes 1 damage, and is pushed directly RECOVERING THU’UM
away from the Dragonborn by + 1 + 2 inches. (The Each time it is Activated, a model with a Thu’um Card
distance is calculated by and less than 3 Thu’um restores 1 Thu’um, up to the
DRAGON SHOUT
Skill Test.
The following rules explain how models and scenery interact in the game.
NORMAL TERRAIN
Examples: Flat, open ground; paths and roads; shallow There are no restrictions, bonuses, or penalties for
water and fords; gently sloping hills; steps and stairs. movement across Normal Terrain. This is the default
type of terrain. Everything on the battlefield that isn’t
classified as another type of scenery is Normal Terrain.
DIFFICULT TERRAIN
Examples: Rocky, ruinous, or unstable surfaces; Character Card, and it is important that players agree
deep water and marshland; thick undergrowth and on a piece of scenery’s ‘type’ for the purposes of any
overgrown fields. such rules before the game begins.
IMPASSABLE TERRAIN
Examples: Tall dungeon pillars; locked and barred ❖ The model can take a Lockpick Test – if the Test
gates and buildings; wide lava pits and magical is passed, the door is unlocked and the model
vortices; castle walls. may continue the Move, passing through the door
if the player wishes. Once the door is unlocked,
Unless otherwise agreed, no model can move through it no longer counts as Impassable Terrain and is
Impassable Terrain, nor may they deploy or end any form instead considered Normal Terrain.
of Move on it. If a model contacts Impassable Terrain
❖ If the Test is failed, the door remains locked and
during a Move, the Move immediately stops. The model
the model may continue its move, but may not
can Move away from the Impassable Terrain if it has any
pass through the door.
Movement Allowance left, but no part of its base can
overlap the Impassable Terrain at any point. Tokens of ❖ If an is rolled in the Test, the door remains
any kind cannot be placed on Impassable Terrain. locked, and the model’s Move Action ends
immediately.
LOCKED DOORS
Note that some scenarios specify that a door is Magically
Locked Doors are Impassable Terrain. A model that
Locked. These doors may only be opened with a Key,
moves into base contact with a Locked Door may try
usually provided by a specific scenario instruction.
to open it as part of the Move Action.
GAPS
Examples: Deep ditches and narrow crevasses; rivulets (page 93) it will fall into the Gap. If the Gap is a drop
of lava or acid; sharp drops between rooftops or ledges. to a lower level of the gaming area, the model takes
Falling Damage and, if it survives, is placed at the
A Gap is any drop that is either Impassable or whose bottom of the drop, in contact with the ledge, as close
depth is greater than the model’s own Height Level to its start position as possible.
but is narrow enough to be crossed by Jumping.
If the Gap is filled with something more deadly, check
If a model fails its Agility Test when jumping a Gap, the Deadly Terrain section for suggestions on what
or is pushed into the Gap by a rule such as Force could happen to the unfortunate soul.
LARGE OBSTACLES
Examples: High walls; wagons; large stacks of crates; TALL LINEAR BARRIERS
palisade outposts; rocky outcrops. If the Large Obstacle is a wall, fence, or similar, the rules
above still apply – the Climb move counts as Difficult
A Large Obstacle is any significant battlefield feature that Terrain, so any wall with a Height greater than half
could reasonably be Climbed over, up, or down, so that the Model’s Movement Allowance in inches cannot be
a model either ends up on the other side (in the case Climbed. Only measure the Climb to the top of the wall.
of tall but narrow walls, for example), or could end its From there, the model can drop down over the other
Move in a stable position on the obstacle itself where its side without using any Movement Allowance.
base wholly fits. A model must have enough Movement
❖ If the drop is greater than the model’s own Height
Allowance remaining to reach a stable point of the
Level, it counts as falling from the top of the wall
terrain feature, or the Climb may not be attempted. Large
and will suffer Falling Damage. If it survives, place
Obstacles cannot be traversed by using a Sprint Boost.
the model as near to the point it started the Climb
At the start of any vertical or near-vertical movement, as possible, on the opposite side of the wall, and
the climbing model must make an Agility Attribute (if it took no damage) continue the Move if the
Test for Climbing. If successful, the model Climbs up/ model has movement remaining.
down the surface as if traversing Difficult Terrain (i.e.
❖ If it is equal to or less than the model’s Height Level,
halving its movement rate) – place the model in its new
no damage is taken, and the distance of the drop is
position. If the Test fails, the model falls to the ground
not deducted from the model’s remaining Movement
(calculating Falling Damage from the start position),
Allowance. Place the model as near to the point it
and their Move Action ends. If the model was already at
started the climb as possible, on the opposite side of
ground level, it does not suffer Falling Damage.
the wall, and continue the move if required.
LAVA
A model may wade or crawl through lava, treating it
as Difficult Terrain. However, for every inch (or partial
inch) moved through lava, the model suffers Fire
damage (with no maximum). Armor Ratings (even
Strong Armor) are ignored against lava damage.
Any model even partially within Lava at the end of
2 Target
The Dragonborn’s
card states a Obscured
Height Level of 2 LoS
Attacker
2"
Blocked
LoS
Target is standing
more than 2 height
levels above attacker
THE ATTACKER ON THE GROUND CANNOT SEE THE TARGET WHEN THE LATTER IS MORE THAN HIS
HEIGHT (2) IN INCHES AWAY FROM THE EDGE. ONCE THE TARGET MOVES WITHIN 2 INCHES OF THE
EDGE, THE SKELETON CAN ATTACK, ALTHOUGH THE DRAGONBORN TARGET IS STILL OBSCURED.
ADVERSARY MODELS
All Adversary Models have corresponding Adversary All Adversaries selected for a game must be
Character Cards. These are presented as follows: from the same Adversary Faction. Monsters and
Beasts can be included in any Adversary Force,
1. Name & Subtype: The name and type of the
regardless of Faction.
Adversary is shown here. The ‘subtype’ is a
distinguishing feature, which usually refers to the 3. Race: An Adversary’s Race will be noted on the
Adversary’s armament or other characteristics. card if it provides any pertinent Special Rules
Like other models in the game, some Adversaries (such as Undead, for instance, see page 104).
are unique, which is shown by an asterisk (*) after
4. Path: All Adversaries belong to one of three broad
their Name. No more than one of each unique
‘Paths’ – Might, Shadow, or Sorcery – which
model can be included in an Adversary set for the
represents their expertise and preferred tactics.
same scenario.
Paths are used for Adversaries when determining
2. Faction: Like player Factions, Adversaries usually their Actions using the Adversary Reference Card.
belong to one or more Factions, and have their
5. Attitude: An Adversary’s Attitude will be listed
own associated Special Rules. These are provided
as either Aggressive or Cautious and modifies its
on the Faction Cards for convenience during play,
Actions.
which also details how Adversaries behave when
they Activate.
1 2 9
Y R S A R A L D T H R I C E - PI E RC E D* 5
STORMCLOAK COMMANDER
3
Race: Nord Path: Might Attitude: Aggressive
4 AT TAC K
3
Melee : Damage:
5
6 $
: Bleed
% : Follow-Up
4
ARMOR
7 Armor :
^:
8 S PE C I A L A B I L I T Y 2
Frost Resistance, The Strong Survive: Stormcloak Adver-
saries within 3" of Ysarald gain +1 Strength.
4 2 50 5
10 11 12 13
ADVERSARY TYPES
All Adversary models are one of three types. Elite Adversaries do not take an Endurance Test when
reduced to 0 Health; they are automatically removed
MINIONS
from play.
Minions only have 1 Health, and do not take an
Endurance Test when reduced to 0 Health; they MASTERS
are automatically removed from play. However, in a Elite and Minion Adversaries treat any friendly
scenario that uses the Spawn rules, as soon as a Minion Master from the same Faction as a Party
is removed from play, place it in the Spawn Pool (Victory Champion – this most often comes up when taking
Points are scored for the casualty if applicable to the Morale Checks.
scenario, but the Minions may return to play later).
When a Master Adversary is removed as a casualty by
ELITE Melee Attack from a Hero, that Hero draws a Treasure
Elite Adversaries have a Health Reserve, and Card. If the Master is destroyed by any other means,
never re-enter the Spawn Pool once destroyed. their treasure is lost in the confusion of battle.
REACTIONS READY!
Whenever a player model completes an Action within Some Adversary Actions allow the model to be given
6" and Line of Sight of an Adversary that does not have a Ready Token, in much the same way as player
an Activated Token, that Adversary will React as soon models. An Adversary with a Ready Token will React
as the player model ends its activation. as soon as a player model completes any Action
within 6" and Line of Sight (instead of waiting until
A Reaction is treated exactly like a normal Adversary
the player model has completed their full activation,
activation, interrupting the usual sequence of play.
as described above). As soon as the Reaction is
If a player model triggers Reactions from multiple
complete, the Ready Token is discarded. Note that
Adversaries, the player with Advantage determines the
there is no choice whether or not to spend the token
order of those activations.
– an Adversary will always use its Ready Token the
❖ When an Unengaged Adversary Activates as a result first time an enemy triggers it.
of a Reaction, the player model that triggered the
Reaction is always the target where possible. If the
Adversary cannot use that player model as the target,
use the Target Priority rules as normal (see below).
❖ If the Adversary begins its activation Engaged, ❖ If the Adversary is not within Range or Line of
its first Action will be a Melee Attack against an Sight of its Target, then its first Action will be to
enemy in contact (using Target Priority to pick if Move the shortest possible distance towards the
there are several possible targets). As its second Target until there is a viable target within Range
Action, it will Withdraw if possible. and Line of Sight. It will Sprint if required. Its
second Action will be to Shoot at the target. If it
• In the rare situation that an Engaged Adversary
has not already used its Boost to Sprint, this will
does not have a Melee Attack listed on its
be an Aimed Shot.
Adversary Card, it will instead Withdraw as its
first Action; then Shoot. If it cannot Shoot or ❖ If it is not possible to Move into Range and Line
use any ranged Spell or special effect, it will of Sight of a target, then as its first Action the
instead use its second Action to Ready. Adversary will Move as close as possible to its
preferred target. As its second Action, it will Hide.
❖ If the Adversary is within Range and Line of Sight
If it’s not possible to Hide, it Readies instead.
of its target, then its first Action will be to Shoot at
that target using its Preferred Weapon. This is an
[A] ATTACK
PREFERRED ATTACK: MELEE PREFERRED ATTACK: RANGED
ENGAGED? ENGAGED?
YES NO YES NO
[M] MOVE
AGRESSIVE CAUTIOUS
❖ If there is no enemy within 3" of the target, ❖ If there are enemies within Line of Sight, the
then as its first Action the Adversary will Move Adversary will Block if possible as its second
directly towards the target, moving as close as Action. If it cannot Block, it will instead Shoot at
possible by the shortest possible route (factoring the nearest enemy in Range and Line of Sight
in the effects of Terrain). The model will Sprint if if possible.
necessary. Note: If the Adversary is already as
close as possible to the target, it will instead move
on to its second Action, below.
ENEMY ENEMY
WITHIN 3" OF WITHIN 3" OF
YES OBJECTIVE? NO YES OBJECTIVE? NO
ENEMY IN ENEMY IN
RANGE & LOS? RANGE & LOS?
YES YES
NO NO
Block or Shoot or
Shoot Hide Block Block
SKELETONS ARE WEAK OPPONENTS, BUT DANGEROUS IN NUMBERS TO EVEN A FEARSOME WARRIOR
Move & Sprint Away From Move & Sprint Away From
Target & Into Cover Target & Into Cover
Shoot Block
STEEL, LOYALTY AND TRAINING MAKE THE LEGION A FORCE TO BE RECKONED WITH
KEYWORDS
Many Character Cards, Weapons, Spells and other ADRENALINE RUSH
Upgrades contain Keywords that reference the Heroes only. This model begins the game
following rules. These are the most common Special with a single Adrenaline Rush Token.
Rules in the game, the effects of which will become Once per game, during one of their
familiar as you become more experienced. They are Activations, the Hero may discard the Adrenaline
listed here in alphabetical order for ease of reference. Rush Token as a Free Action to restore their Stamina
to maximum.
ABSORB (RESERVE) (X)
If an Attack with this Keyword inflicts any damage, the
Attacker immediately restores a number of points of
the specified Reserve (Health, Stamina, or Magicka),
equal to the amount of damage inflicted on the target,
up to a maximum of X. If the specified Reserve is
already full, this rule has no effect.
ACUTE SENSES
This model ignores all Line of Sight penalties for
fighting in Darkness. In addition, it adds to its
Intelligence Attribute Tests when attempting to Detect
a Hidden model.
DISEASE
EXTRA ACTION
If an Attack with this Keyword causes one or more
This model gains one extra Action in each Activation
points of damage, the target gains a Diseased
in which the Keyword applies. A model can never
Diminishing Effect card. A model cannot have more than
benefit from more than one Extra Action Keyword at
one Diseased Diminishing Effect Card at any one time.
the same time.
❖ Critical Charge: If this model performs a Melee ❖ Sword and Board: When this model is Equipped
Attack with an One-Handed Weapon after with both a Sword and a Shield, it may spend a
performing a Move Action in the same Activation, Block Token when making a Melee Attack with the
it adds to the Attack. Sword to add to the Attack.
❖ Defensive Posture: When Equipped with a One- ❖ Twin Slashes: When this model is Equipped
Handed Weapon, if this model is successfully hit by an with two One-Handed Weapons, it may add
enemy Melee Attack, this model may spend 1 Stamina to any Melee Attack with the Primary Weapon
to force the Attacker to reroll the Skill Test. instead of performing an extra strike with the
Secondary Weapon.
❖ Dual Savagery: When this model performs a Dual
Wield Strike, it adds to the extra strike with the
Secondary Weapon. ARCHERY
❖ Bullseye: When this model inflicts 1 or more
❖ Fighting Stance: When this model spends a
points of damage with a Ranged Weapon, the
Ready Token to make a Melee Attack with a One-
target loses Stamina.
Handed Weapon, it adds to the Attack.
❖ Critical Shot: This model’s Ranged Attacks gain
❖ Flurry: When this model is Equipped with two One-
the Piercing (1) Keyword. If the Attack already has
Handed Weapons and rolls a on a Melee Attack,
the Piercing rule, the Piercing value is increased
it may immediately perform a Follow-Up (see page
by 1 to a maximum of Piercing (3).
88) with the same Weapon instead of adding to
the Attack. Only one Follow-Up may be gained this ❖ Eagle Eye: This model increases the Long Range
way per Weapon in a single Activation. of any Ranged Weapon it uses by 6".
❖ Hack and Slash: This model adds to its Melee ❖ Hasty Retreat: When this model successfully
Attacks with War Axes. Withdraws from Engagement, it may immediately
Shoot as a Free Action with a Ranged Weapon,
❖ Low Slash: Melee Attack Boost. When declaring
even if it has already Attacked this round.
an attack with a One-Handed Weapon, this model
may spend 1 Stamina to add the Slowed Keyword ❖ Hunter’s Discipline: This model never runs out of
to the Attack. Special Ammunition.
❖ Shield Wall: This model gains to its Block ❖ Deadly Aim: This model gains one extra on its
Skill Tests while it has a Shield Equipped. Ranged Sneak Attacks.
❖ Custom Fit: When this model has Light Armor ❖ Silence: When this model is Hidden, enemy models
Equipped, it may make a Light Armor Skill Test add +2 to the Attribute Test when rolling to Detect
each time it is targeted by an Attack. If successful, it (this is cumulative with the Muffled Keyword).
add to the Armor Rating versus that Attack.
❖ Silent Roll: This model may Sprint while Hidden.
❖ Deft Movement: When this model has Light Armor
❖ Stealth: This model adds to its Sneak Skill Tests.
Equipped, it gains -1 to Agility Attribute Tests.
❖ Timely Escape: When this model successfully
❖ Evocation: This model gains the Regenerate
Withdraws, it may Hide as a Free Action if it meets
Magicka Keyword while it has Light Armor Equipped.
the criteria.
❖ Prodigy: This model adds to all Skill and
Attribute Tests taken to cast Spells while it has
Light Armor Equipped.
❖ Resistance (Fire).
ELVES
C H A P T E R 1 3 : R A C E S O F TA M R I E L 103
OTHER RACES
There are many strange creatures, supernatural DWEMER
beings, and deadly predators in the world of Tamriel ANIMUNCULI
beyond the ten sentient races detailed above. Some of The guardian machines of the ancient Dwemer holds
the most common are detailed here, while others will are all that remain of that lost civilization. Fueled by
follow in future expansions. soul gems and steam power, these golden constructs
patrol empty halls, executing their duty even though
BEASTS their masters are long gone.
While most wild beasts would rather just be left alone,
❖ Immunity (Bleed, Frost, Poison)
some are often forced to fight to defend their territory
❖ Resistance (Magic). These constructs cannot be
or pressed into the service of adventuring parties.
targeted by Illusion Spells.
❖ All Beasts gain the Fleet Keyword.
❖ Unless otherwise specified, Beasts always fight MONSTERS
with Teeth & Claws. It is almost impossible to travel far in the wilds of
Tamriel without encountering some dangerous
DAEDRA monstrosity. Whether it is one of the three-eyed Frost
Daedra are powerful, elemental creatures native to Trolls of Skyrim, or a fearsome Kagouti of Black
Oblivion. This ‘race’ covers a variety of monsters, Marsh, monsters rarely shy from the chance to slay
warriors, and entities, from hulking Atronachs to the unwary.
humanoid Dremora.
❖ Monsters have the Terrifying Keyword.
All Daedra are immune to the effects of Illusion ❖ Unless otherwise specified on their Character
Spells. In addition, Daedra fall into one of the Card, Monsters always fight with Teeth & Claws.
following three subtypes:
UNDEAD
❖ Flame Daedra have Immunity (Fire),
Across Tamriel, the dead do not rest easy in their
Weakness (Frost), and Death Explosion (Fire).
graves. From the shambling Zombies stitched together
❖ Frost Daedra have Immunity (Frost),
by dark-souled Necromancers, to the formidable
Weakness (Fire), and Death Explosion (Frost).
Draugr who guard their ancient crypts across the
❖ Storm Daedra have Immunity (Shock), and
frozen north of Skyrim, there are many forms of
Death Explosion (Shock).
Undead revenant waiting to beckon the unwary into
their ranks.
Heroes from the Path of Might may Equip and use any Heroes from the Path of Sorcery may Equip and
Melee Weapon, Shield, or Armor Upgrade cards, even if use any Spell Card, even if they do not possess
they do not possess the required Skill. When required the required Skill. When required to perform a Skill
to perform a Skill Test of the associated type, they Test of the associated type, they may make the
may make the corresponding Attribute Test instead. corresponding Attribute Test instead. Remember that
Remember that Attribute Tests do not trigger bonuses Attribute Tests do not trigger bonuses from rolls on
from rolls on the Skill Dice. the Skill Dice.
=
=
=
=
C H A P T E R 1 3 : R A C E S O F TA M R I E L 105
Chapter 14
SCENARIO RULES
In this section, we’ll cover the different Game Modes, where you can battle with your friends or take on the wilds of
Tamriel alone.
SCENARIOS
A scenario is an outline for a game, providing the Delve Mode: Players fight alone or cooperatively
essential information that allows players to set up their against Adversaries that will activate and Attack
Terrain, deploy their Parties, and achieve the objectives according to their own behavior sequences. See page 26
required for victory. A beginner scenario is outlined at of the Quests book for Delve Mode scenarios.
the end of this section, which is perfect for the first time
Each Game Mode has a variety of scenarios and
you wander into the wilds of Tamriel. A number of more
Special Rules to enhance games. Additional Game
advanced scenarios can be found in the Quests book.
Modes will be introduced in future expansions.
❖ Oaths: Each scenario includes a number of If a scenario specifies an Environment, then that
optional Oaths that players can attempt to Environment must be used for that game.
accomplish in addition to the scenario’s
Victory Conditions.
Civilians
Dungeon Wilderness Settlement
#137 #139 #142
-
place one until all Terrain has been placed on the board.
No Additional Special Rules
Players should start with the larger pieces of Terrain,
Blizzard and move down to the smaller ones. If a player places
a very large piece, the next player should place the
equivalent number of pieces (for example, a three-piece
equivalent followed by three regular pieces).
400+ 1+ 0+ 1+
Players place the required number of Treasure Tokens
one at a time, in turn, face-down so that neither player
Note: Some scenarios might specify that a particular
knows which is which.
Adversary type must be included in the scenario
No Treasure Token may be placed within 3" of another setup. These specifications overrule the restrictions on
Treasure Token or Objective. In addition, there are the table above.
limits on how close to deployment zones Treasure
Follow the steps below to set-up the Adversaries:
Tokens and Objectives can be placed. Consult the
chart under ‘Size of Gaming Area’ to see how close 1. Lay out the Adversary cards face-up near the
these can be placed based on the size of the game. battlefield.
A model cannot end a move overlapping a Treasure
2. Take Number Tokens equal to the number of
Token. Treasure Tokens must be placed in accessible
models in the Adversary force and place them at
positions, not on or surrounded by Impassable Terrain.
random on the cards.
When a model comes into contact with a Treasure
3. Take the duplicate Number Tokens with the
Token, the player flips the Token to see if the Token
matching numbers and add them to a pool next
is Open or Locked, then can choose to perform the
to the battlefield (or put them in an opaque bag or
Search Action (see page 36).
container to draw from later). These will be used for
determining which Adversaries enter play, and the
order in which the Adversary models are Activated.
ADVERSARIES CIVILIANS
The scenario requires the involvement of a group of
Civilians have a habit of running around in a panic,
Adversaries as described in the scenario being played.
getting in the way, and generally causing a nuisance.
At the start of the game, after placing Objectives and
BLIZZARD
Treasure Tokens, each player takes a number of NPC
The game takes place during a fierce snowstorm.
Tokens determined by the Gold Septim limit:
While the Blizzard rules are in play, any Burning
Tokens are removed at the start of each round. In NUMBER OF CIVILIANS
addition, Line of Sight is severely limited – at the start GOLD SEPTIM LIMIT CIVILIANS PER PLAYER
of each round, the player with Advantage rolls and 0-99 1
compares the result to the table below to determine 100-199 2
the maximum Line of Sight range that round. Note that
200-299 3
light sources cannot mitigate this effect.
300+ 4
The Blizzard rules do not apply to models that are
within buildings, but do apply if a model is within a Civilians usually remain stationary and are treated as
building and shooting at a target outside a building, enemy models with a Height Level of 2 (although they
through a door or window, for instance. never perform actions or reactions, or do anything else
except as described below). Adversaries treat them
BLIZZARD LINE OF SIGHT
as enemies but will always target a player-controlled
ROLL RESULT
model in preference, if possible.
12"
At the end of each round, up to three NPC Tokens may
- Normal Line Of Sight be moved, starting with the player who has
400+ 9
VICTORY CONDITIONS
This section explains how to win the game, and is the battlefield, gold face up. Multiple 1 VP Tokens can
usually based on the accumulation of Victory Points. be exchanged for 3 and 5 VP Tokens as necessary. Your
VP total can never go below 0 VP. VPs can be Spent
VICTORY POINTS during a game to level up Heroes. Scenarios will also
Victory Points (VPs) are used to work sometimes provide other ways to spend VPs. Spent
out the winner of a game. Each scenario VPs still count towards winning the game, but cannot
will explain how to score VPs, and bonus be spent again. When a VP is Spent, flip it to the gray
VPs available through the completion side. At the end of the game, the side with the most VPs
of; Quests, Events, succeeding at certain Skills, or wins. If the number of VPs is equal, the game is a draw.
accomplishing Oaths during the course of the battle.
GOLD SEPTIMS
Before a game of The Elder Scrolls: Call to Arms, would call the ensuing game a ‘200-Septim battle’.
players choose a number of Gold Septims as the The limit refers to the total used by each side, not all
amount for the game they wish to play. Players select the participants together.
the models and Upgrades they wish to use for their
Throughout this section, reference will be made to
Party, adding up the Gold Septim value of each model
‘purchasing’ models, Equipment, and other upgrades.
and Upgrade as they go. The final total can be up to
This means spending some of the Gold Septim limit in
the agreed limit.
exchange for those items.
As an example, if two opposing Parties were
comprised of around 200 Gold Septims each, they
FACTIONS
The choice of Faction is one of the most important Some models have more than one faction icon. One
choices players will make in games of The Elder of these is always larger than the others and is gold
Scrolls: Call to Arms. Each faction has its own bordered – this is that model’s primary faction. The
Faction Reference Card, containing the Faction other, smaller icons are their secondary factions. A
Special Rule, and any composition restrictions on the Hero with several faction icons may only be the
Party. As more stories of Tamriel are told, additional Champion of a Party of their primary faction. They
factions and faction rules will be added to those may join Parties of their secondary factions and are
available. Four factions are detailed over the treated exactly like a member of that faction if they
following page. do, but they may not be the Champion of a Party of
one of their secondary factions.
Many of the Party composition restrictions refer to
a portion of the overall Party (i.e. half the models). If
there is an odd number of models in the Party, round
fractions up (so half of 13 models would be 7).
ADVENTURER
HIRELINGS
S
C H A P T E R 1 5 : G AT H E R I N G T H E PA RT Y 117
PLAYER FACTIONS
ADVENTURERS IMPERIAL LEGION
“May you die with a sword in your hand.” “Long live the Emperor! Long live the Empire!”
❖ No more than half (50%) of the models in the ❖ At least a quarter (25%) of the models in the Party
Party may be from the same Path, unless it is the must be from the Path of Might.
same path as the Party Champion.
❖ Ignoring the Party Champion, Imperial Legion parties
❖ Models with the Adventurers faction icon may be may not include more Heroes than Followers (for
included as Hirelings in another Party, unless that example, a Party may contain one Party Champion,
Party’s composition restrictions specify otherwise. two Heroes, and two Followers models).
C H A P T E R 1 5 : G AT H E R I N G T H E PA RT Y 119
EQUIPPING THE PARTY
No more than five cards between Weapons, Armor, and any one model during Party construction. Models
Items may be purchased during Party building for a must fulfill all the criteria for the Spell or Shout they
single model. If there is no room to Equip any of these wish to buy.
at the start of the game, they are held in the model’s
A model can choose a number of Spell Cards equal
Inventory instead. Attachments are not counted
to its Intelligence Attribute, and a number of Shout
towards this total, but players may not choose more
Cards equal to its Strength Attribute. A model can
Attachments than they have other Weapon, Armor, or
select both Spells and Shouts if it has the option
Item Cards.
available. If there is no room to Equip any of these at
the start of the game (or if the card requires an Action
SPELLS AND SHOUTS
to Equip), they are put in the model’s Inventory.
Some models are able to choose Spells and/or
Shouts during Party construction. They do not count
towards the five card maximum for Equipment for
DIMINISHING EFFECTS
There are various items, Event Cards, and Magical Character Card, protruding to the right so that the
Effects that modify a model’s Attributes positively or column farthest to the left is showing. Be sure to
negatively. These have Diminishing Effects which align the Attributes correctly. The card will display
last for several turns, but change over time, such various bonuses or penalties, which are applied to
as a Potion of Strength which provides a dwindling the Attributes.
Strength bonus to a model until the effect expires.
At the end of each of the model’s Activations, slide
When a Diminishing Effect is first applied, the Diminishing Effect card one column to the
the corresponding card is placed beneath the left, aligning the next effect. Only ever apply the
modifiers of each card in the column nearest the
Attribute; they are not cumulative. When the card
+2 +1 slides to the left and there are no more modifiers at
all, the effect has ended. Discard the card.
P OT I O N O F S T R E N G T H
C H A P T E R 1 5 : G AT H E R I N G T H E PA RT Y 121
TREASURE CARDS MASTER TREASURE
Whenever a Treasure Card is drawn during a battle Master Treasure Cards represent some of the most
(by using the Search Action or by defeating an enemy famous, rare, and powerful artifacts in all Tamriel.
model), it may be a card of one of the categories These cards are treated like normal Treasure Cards,
detailed above. These Treasure Cards are treated but form their own deck. The Master Treasure Deck
exactly like normal Upgrade Cards – they may be is most commonly drawn from when a Master Chest
Equipped immediately or placed in the model’s Objective is Searched (see page 114), or when a Quest
Inventory until the model is ready to Equip them. Card or scenario Special Rule specifies it.
APPENDICES 125
Appendix C
INDEX
Accuracy Dice ����������������������������� 8, 19 Body Slots �������������������������������������� 13 Flee ������������������������������������������������ 47
Action �������������������������������� 22, 24-37 Boost ���������������������������������������������� 23 Follower ��������������������� 14, 37, 51, 117
Aid ���������������������������������������������� 33 Casting a Spell �������������������������������� 51 Free Action ������������������������������������� 23
Attack ����������������������������������������� 26 Character Card �������������������������� 12-13 Gaming Area Size�������������������� 107, Q3
Block ������������������������������������������� 32 Chests, Locked ������������������������������� 36 Gold Septims �������������������������������� 116
Command ����������������������������������� 33 Chests, Treasure ����������������������������� 36 Hand Slots �������������������������������������� 13
Hide �������������������������������������������� 34 Clear ����������������������� (see Line of Sight) Health (Reserve) ����������������������������� 38
Move ������������������������������������������� 24 Climb ���������������������������������������� 25, 60 Heavy Armor (Skill) ������������������� 20, 96
Pickpocket ���������������������������������� 35 Command (Action) ���������� (see Actions) Hero ��������������������������������������� 12, 117
Ready ������������������������������������������ 32 Conjuration (Skill) ��������������������� 20, 99 Height Level ����������������������������� 13, 16
Search ���������������������������������������� 36 Cover ���������������������������������������������� 28 Heroic Move ����������������������������������� 25
Special Action ����������������������������� 37 Critical Hit ��������������������������������������� 17 Hidden �������������������������������������������� 34
Swap Items ��������������������������������� 37 Damage ������������������������������������������ 38 Hide (Action)���������������������(see Actions)
Withdraw ������������������������������������ 26 Damage Types �������������������������� 92-93 Hidden �������������������������������������������� 34
Activated Token ������������������������������ 23 Darkness �������������������������������� 113, Q8 High Ground ����������������������������������� 31
Activation ��������������������������������� 22, 70 Delve Mode ��������������������� 70, Q1, Q26 Hirelings......................................... 117
Activation Phase ����������������������������� 22 Destruction (Skill) ������������������� 20, 100 Hold ������������������������������������������������ 33
Advantage��������������������������������������� 21 Dice �������������������������������������������������� 8 Illusion (Skill) ���������������������������� 20, 99
Adversaries ����������������������������� 67, Q5 Difficulty (Spell) ������������������������������ 50 Incapacitated �����������������������������48, 57
Adversary Cards ����������������������� 10, 16 Diminishing Effects ����������������������� 120 Intelligence ������������������������������� 13, 20
Adversary Faction Reference Card Dragon Shout ������������������� 58, 87, 120 Items.............................................. 121
��������������� (see Faction Reference Card) Draugr (Undead)���������������������������� 104 Jump ���������������������������������������� 25, 60
Adversary Activations ��� 42, 70, 72, 82 Dual Shot ���������������������������������������� 27 Keywords �������������������������� 12, 84-91
Adversary Reactions ����������������� 22, 71 Dual Wield Strike ���������������������������� 29 Level Up ����������������������������������������� 45
Adversary Responses ������������� 72, 74 Edge of the Battlefield ��������������������� 66 Light Armor (Skill) ��������������������� 20, 97
Attack ����������������������������������������� 74 Effect Dice ���������������������������������� 8, 19 Line of Sight (LoS) ���������������������������� 9
Defend ���������������������������������������� 79 Elite ������������������������������������������������ 68 Lockpicking (Skill)���������������������� 20, 98
Fall Back ������������������������������������� 80 Enchanting (Skill) �������������������� 20, 101 Magicka (Reserve) �������������������������� 50
Move ������������������������������������������� 76 Enchantments ������������������������������ 122 Master �������������������������������������������� 68
Objective ������������������������������������� 77 Endurance �������������������������������� 13, 20 Measuring ���������������������������������������� 8
Adversary Types ����������������������������� 68 Engaged ����������������������������������� 24, 30 Melee Attack ����������������������������������� 29
Agility ��������������������������������������� 13, 20 Environments������������������������� 108, Q2 Melee Weapon �������������������������������� 15
Aimed Shot ������������������������������������� 27 Equipment ���������������������������� 120-121 Minion �������������������������������������������� 68
Alchemy (Skill) �������������������������� 20, 98 Event Card ������������������������������� 16, 43 Modifiers ���������������������������������������� 18
Alteration (Skill) ������������������������ 20, 99 Incident ��������������������������������������� 44 Morale �������������������������������������������� 46
Archery (Skill) ��������������������������� 20, 94 Radiant Quest ������������������������������ 43 Move (Action)��������������������(see Actions)
Area Effect �������������������������������������� 92 Spawn Adversaries ���������������������� 43 No Armour �������������������������������������� 40
Armor ��������������������������������������� 15, 39 Special Quest ������������������������������ 43 Oaths �������������������������������������� 111, Q7
Armor Bonuses ������������������������������� 39 Event Phase ������������������������ 23, 42-45 Objectives ��������������������� 45, 114, Q3-4
Armor Rating ���������������������������������� 39 Faction Reference Card ������������������117 Obscured ���������������� (see Line of Sight)
Attitude ������������������������������������������� 67 Faction ���������������������������������������� 116 One-Handed (Skill) �������������������� 20, 94
Attributes ���������������������������������� 13, 14 Adventurers ������������������������������� 118 Outnumbered ��������������������������������� 30
Attribute Test ���������������������������������� 18 Bandits �������������������������������������� 118 Overkill ������������������������������������������� 38
Barriers ������������������������������������������ 62 Draugr ��������������������������������������� 118 Party ��������������������������������������������� 116
Battle Mode ������������������������������ 70, Q1 Imperial Legion ������������������������� 118 Party Champion ���������������������������� 117
Blast Radius ����������������������������������� 54 Stormcloaks ������������������������������ 118 Paths �������������������������������������������� 105
Block (Action) ����������������� (see Actions) Neutral �������������������������������������� 118 Perks ���������������������������������������������� 94
Block (Skill) ������������������������������ 20, 96 Falling �������������������������������������������� 60 Pickpocket (Action)�����������(see Actions)
Blocked/Blocking �����(see Line of Sight) Familiars ��������������������������������������� 117 Pickpocket (Skill)������������������������20, 98
“When misrule takes its place at the eight corners of the world.
When the Brass Tower walks and Time is reshaped
When the thrice-blessed fail and the Red Tower trembles
When the Dragonborn ruler loses his throne, and the White Tower falls
When the Snow Tower lies sundered, kingless, bleeding
The World-Eater wakes, and the Wheel turns upon the Last Dragonborn”.
– The Prophecy of the Dragonborn
APPENDICES 127
Appendix D
QUICK REFERENCE
SKILL DICE RESULTS
ICON NAME EFFECT DESCRIPTION
The number faces – ranging from 2 to 10 – represent the
unmodified result of the roll. To determine whether the result of a
– Numbered The numerical
Skill or Attribute Test is a success, any numerical modifiers from
Face result of the roll
and any relevant bonus are applied to this number, and the
total is then compared to the Attribute value – see page 13.
Allows some models This result counts as a result of 1. In addition, if the Skill Test
to land more powerful was for an Attack of any kind, a Critical Hit has landed.
Critical Hit
blows or achieve Immediately add to the roll (unless you are already rolling
spectacular results the maximum of 3 ).
This icon means the Skill Test has failed. As it is not a number,
The Skill Test
Accuracy bonuses cannot modify it into a Success. One
Failure has not been
also bears a Potion icon , which restores Health, Stamina or
successful
Magicka even though the test is unsuccessful.
Increases chances Found only on , these bonuses modify the number rolled on
-1 -2 -3 Skill Bonus of success from a the Skill Dice during a Skill or Attribute Test, making success more
Skill Test likely. Bonus modifiers can never reduce a score to less than 1.