Kings of war pdf download






















Inline Feedbacks. Info Contact Us Corrections Privacy. Follow Us Social Media. Supporters Patreon. Geek Native "Smoke me a kipper, I'll be back for breakfast! Plus, you can browse the stats for the other armies on EasyArmy. This is our army building website that allows you to build your list and check out the different armies.

You can view EasyArmy here. These explain the three key phases of the game:. Movement Phase — does what it says on the tin, really. Movement is absolutely key in Kings of War though, as you carefully position your units to give you the upper hand when it comes to combat. Ranged Phase — death from above! Even within the Free Dwarf Clans, dark rumours are whispered of King Golloch, that his success in matters of war is surely due in part to his religious devotion not to the Shining One Fulgria, but to Ariagful.

Overking of the Abyssal Dwarfs, Zerkziz of Zarak, is consumed by a desire to destroy his former kin. He looks to the burgeoning kingdom of Golloch, and wishes nothing more than the subjugation of every Dwarf who serves him. But to reach Abercarr, Zerkziz must first destroy the Free Dwarfs that stand in his way. With their holds under his command, his armies would surely swell beyond measure, and the lands to the south would be his to conquer. Primovantor The Grand Republic of Primovantor was the greatest civilisation Mantica had seen, at its height covering a third of the known world.

It was the High Consul of the Primovantians who urged the ending of Winter, and thus sealed the fate of his own land. Most of Primovantor that was not ruined in the war was drowned under the Infant Sea. The holy city of Primantor itself survived. The city is now mostly ruinous, trees fill its wide boulevards, and the inhabited parts Some of the glory of Primovantor did survive, in Basilea, the Eastern portion of the Republic. Basilea persists to this day, albeit in much diminished form and certainly not as a republic, but as the hidebound Hegemony.

The Successor Kingdoms The High Consul dead, much of the land laid waste, the shock of the inundation was the final blow to the tottering Republic. The remnants of it broke up into warring statelets, and much was forgotten. The greatest of them all is Valentica, which occupies the entirety of the lands bearing the same name.

Primovantor itself persists as one of these states, although it is greatly shrunk in size, its inhabited portions are like villages surrounded by a harsh wilderness of broken stone and briars.

The people here are great traders, keeneyed sailors with a thirst for adventure, and hold close ties with the Sea Elves. Also of note is the mountain duchy of Sathoi, a provider of skilled mercenary companies, and the city-state of Geneza, another sea nation of traders, and great rivals of both the Valenticans and Sea Kindred.

Geneza is unique in that it is built atop the ruins of an earlier city, drowned by the sea. Unable to escape, the Genezans simply built upwards, and modern Geneza sits upon the waves like a For the main part small and individually weak, it is these same kingdoms now that see the flowerings of rebirth. For many years little more than barbarian realms, the city states, dukedoms and petty principalities of the coast and mountains have reached fresh levels of understanding, while art and science once again flourish.

Over the mountains to the north, realms expand and new countries are born from the virgin lands of the Young Kingdoms, often with the Men of the Successor Kingdoms as their founders. Its cities are the largest, its princes the richest, its mages the most powerful of all the kingdoms of Men. Temples are still maintained to the long-gone Celestians in Basilea, while the worship of their good aspects, the Shining Ones, is an integral part of life. It is a kingdom where time has stood still, where some of the glories of the elder days might still be found.

Noble Paladins devote their entire lives to battle and prayer, undergoing arduous quests to prove their purity to the Shining Ones. Many Orders of the Sisterhood guard the borders.

Purity, courage, and strength are the watchwords of these warrior virgins. The Hegemon is king and high priest both. It is within his power to appeal directly to the Shining Ones. These remaining noble aspects of the Celestians dwell atop the mountain of Kolosu, an impossibly high pillar of rock, and from there they watch over the Hegemony.

They rarely manifest directly, although it is not unknown for one or the other of them to take to the battlefield even in these lesser times, but will send their servants to the aid of the Basilean armies, should the occasion warrant it. These are the Elohi, angelic beings of immense power, who appear in the guise of beautiful, winged humans armoured all in gold. In war they are all but unstoppable, as terrible in combat as they are merciful and kind out of it.

But alongside the purest aspect of true faith and benevolence, Basilea has its sinister side too. Free thinking of any kind is not easily tolerated, and Basilean culture therefore remains hidebound and unchanging. Periodic panics about agents of the Wicked Ones sweep the nation, leading to innocent and guilty alike being condemned to death by mass drowning in the Cleansing Pools.

The Hegemon does not rule unchallenged; blood feud is all too common, driven by fires of honour and religious fervour that cannot be quenched. Orcs press upon Basilea from the north, while relations with the Dwarfs to the east are at their lowest ebb. And atop their pillar of stone, the Shining Ones watch, for the most part silent.

Protectors of Mankind, some say, capricious immortals who toy with the lives of lesser beings, say others. Over a millions citizens live within its precincts according to the Royal Census, and the tr e fig re is li el to be m ch higher.

The Golden Horn is a promontory projecting into the Sea of Eriskos. The city was built in ancient times upon the eastern bank of what was once a broad river canyon, now lapped by the sea, and has grown so huge it covers both shores.

It is the crossroads of the world. Men of all nations can be found there, merchants from every sea, and sellswords from every land.

The Golden Horn is the home of the Hegemon, and his palace rises majestically from the warren of streets around it. Here too are the greatest temples to the Celestians and the Shining Ones, the Universities of Golden horn Magic, the Duma of Nobility, and many other important parts of the state apparatus.

It is said a man may buy anything in the Golden Horn. Trade extends deep into the intrigues of the Hegemonic Court, and this saying knowingly includes the fates of kingdoms. The Golden Horn is home both to squalor and beauty, to cruelty and mercy. Man in all his great variety walks its streets, as do Elves, Dwarfs, and other races.

Protected behind three rows of thick walls of increasing height, studded with hundreds of brazen cannon, the city is an impregnable fortress and has never fallen. The Golden Horn, however, occupies land that King Golloch of the Dwarfs claims as his own, so perhaps this fine record will not go ntarnished or much longer.

The majority are ruled by Men, although there are realms of all kinds to be found, from Dwarfs and Elves to even — it is whispered — Vampires. After nine centuries, some are only now showing promise, absorbing others through treaty or conflict, and becoming players on the grander stage. Cruel tyrants, idealistic nobles, religious zealots, chancers, pauperkings, outcast knights, sorcerers and mercenaries — many and more have attempted to carve out a kingdom here, by the strength of their steel or the depths of their cunning.

The Young Kingdoms Upon the Ardovikian plain, new nations are being born. To be a king here is hard, but then again, here anyone can become a king. Indeed, one of the largest battles ever fought there, at an accursed maze of canyons known as the Knife Spires, was contested between Elves and Dwarfs. Baiting the Dwarfs into marching against him at the Knife Spires, Prince Nualador delivered a masterful ambush against Balor Ironhelm at the Battle of Black Pass, which resulted in the deaths of ten thousand Dwarf warriors, including the old lord himself.

The Elves, as a result, have become one of the most feared powers in the Young Kingdoms. The Dwarfs, almost destroyed by the battle, have locked themselves away in their mines, where the son o alor, alfi ronhelm, lots his revenge. Whether it comes in a month, a year, or a century, the Dwarves will not let the slaughter of their people go unpunished, and the feud shows no signs of ending.

Long the rival of Primovantor, it has survived from the ancient time of light until today. For more than ten thousand years the God-Kings have watched over their subjects, who toil as they ever have on the perilously thin green strip of fertile land adjoining the River Ophid.

Ophidia is a harsh land, of ritual and cruelty, but also of beauty and opportunity, of gold and mystery.

Its nobility are sorcerers, demonologists and even necromancers, though many whisper that its true masters are anything but human. It is a place where adventurers can find their fortune, braving serpent-haunted tombs and ancient ruins. Assassins lurk in every shadow, alchemists ply their trade in vast painted markets, and women of enviable beauty dance the long nights away to the hypnotic sound of drums.

In crumbling temples and golden towers, the cult of the Magi make pacts with demonic Djinn in exchange for wealth and near-immortality. From this source, the Magi draw magical powers the envy of other realms of Men, but they do so at a cost to their souls that few would be willing to pay. It is only the wisdom of the Elven Southern Kindreds that allows the Magi to tread the fine line between arcane mastery and damnation, and this pact between Men and Elves is a rare thing in these troubled times.

This is a land where desert-borne spirits are enslaved to raise the monuments of the God-Kings, where elaborate funerary rituals are essential to prevent the return of the dead, where proud warriors fight alongside their reanimated fallen ancestors, and where, at the heart of it all, the true, cold-blooded Ophidians plot and scheme from their glittering towers.

Hassim staggered into the ancient tomb, clutching his shoulder, from which half an arrow still jutted. The Orcs are too many — give the command, and I shall sound the retreat. Instead, he traced his fingers across a anel of etched gold upon a stone altar, muttering strange incantations. And from its depths marched the old ones, the Eternal ard. They formed up into disciplined regiments, hundreds strong, a wall of bronze, steel and bone awaiting the command of the Magi.

Not today. He turned to face the baking sun outside, thinking that the Orcs had unleashed some new devilry upon his forces, before realising that the sound came from beneath them. From the catacombs. The Magi did not stop — he clambered atop a stone dais upon the side of the temple, even as the monument shook, and raised his golden sta to the s n.

These models must be glued onto bases and formed up into units as described below. Each unit belongs to one of the following Types. It may also have number of crew models, but these are purely decorative and should be arranged around the machine in a suitably entertaining fashion.

Since the crew is merely decorative, they are ignored for all in-game purposes, such as checking ranges, movement etc. Monsters Mon A Monster is a unit consisting of a single model — a large and powerful mythical beast or magical construct. It can be an officer, a sorcerer or even a mighty lord of its race. Heroes vary in size between different races, and can ride many types of mount or even monstrous war-beast, so Heroes always have a tag in bracket specifying what type of unit they belong to — which helps with determining their height and other special rules that are related with certain units.

Large Infantry models are based on 40mm square bases, apart from some that will be marked as exceptions in their entry such as Lesser Obsidian Golems, which are on 50mm square bases.

Rear Arc Cavalry models are based on 25x50mm. Right Flank Arc Left Flank Arc Leader Point Large Cavalry models are based on 50mm square bases, apart from some that will be marked as exceptions in their entry such as Chariots, which are on 50xmm.

Monsters and War Engine models are based on 50mm square bases. Heroes fit on the relevant base of their type unless specified otherwise. For example, a Hero Inf will be on a 20mm square base except for Orc Heroes, which are on 25mm square bases , a Hero Cav will be on a 25x50mm base, etc.

Exceptional Base Sizes You may need a wider or deeper base for exceptionally large heroes, monsters or war engines — in such rare cases, use the smallest base that you can fit your model on. During the game, you will at times need to determine whether one of your units can see another one, normally an enemy unit that your unit intends to charge or shoot. To determine whether your unit can actually see a target that is in its arc of sight, follow the rules below.

Unit Height Each unit has a height assigned according to its type: Infantry Large Infantry Cavalry Large Cavalry Monsters War Engines Some units may be an exception and have a different height — this will be specified in their entry e. Orclings are height 0. The flank and rear arcs are completely blind. For example, a Hero Inf will have a height of 1, while a Hero Cav will have a height of 2. If either your unit or the target unit are taller than any other units or terrain in the way, then line of sight is not blocked.

If any units or terrain in the way are the same height or taller than both your unit and the target unit, then line of sight is blocked. Terrain and LOS This is discussed in more detail on page MeasuRing disTanCes You can measure any distance at any time you like. Keep Your Distance! In order to avoid confusion, keep your units at least 1" away from enemy units at all times, except when charging or regrouping as explained later.

To remove any confusion, ensure that your units are not in base contact with other friendly units at all times. The dotted line represents the line of sight trying to be drawn. Whether the unit is Infantry, Cavalry, etc. The number of dice the unit rolls when attacking, both at range and in melee.

How many models the unit comprises of. How valuable the unit is. Used for picking a force and often for working out victory points, depending on the scenario used. How fast the unit moves, in inches. Any special equipment like ranged weapons and rules the unit has.

The score needed by the unit to hit in melee. The score needed by the unit to hit with ranged attacks. The score the enemy requires to damage the unit. Just roll a die to decide who is going to have the first turn — the player winning the die roll decides who goes first.

That player moves, shoots and strikes blows in close combat with their units — this concludes Turn 1 of the game. After that, the opposing player takes a turn — Turn 2 of the game, and then the players keep alternating this way until an agreed time limit or turn limit is reached.

A player goes through the following three phases in their turn: 1 Move phase; 2 Shoot phase; 3 Melee phase. Re-Rolls When you are allowed a re-roll, simply pick up the number of dice you are allowed to re-roll and roll them again. Regardless of the number of special rules that apply to a particular circumstance, you can never re-roll a re-roll, the second roll always stands.

The Rules 53 The Rules Move During the Move phase of your turn, pick each of your units in turn and give them one of the following orders: Halt! The unit does not move at all. Change Facing! The unit remains stationary and can pivot around its centre to face any direction. See Diagram C. Diagram C — Change Facing Advance! The unit can advance straight forward up to a number of inches equal to its Speed. At any point during this move i. See Diagram D. The unit can move straight backwards at up to half of its Speed.

See Diagram E. The unit can move sideways straight to its left or straight to its right at up to half of its Speed. At the Double! The unit can advance straight forward up to double its Speed. Diagram D — Advance! This is by far the most exciting of orders. Also, at the end of their move, your units must not be in base contact friendly units.

This ensures that both you and your opponent can clearly tell them apart. A charge is the only way your units can move into contact with the enemy.

Your units can never approach to within 1" of them, except when charging or during a pivot. Interpenetration When Pivoting In reality, regimented units are more flexible in rearranging their ranks and files than our miniatures, so when a unit is pivoting around its centre it can pivot through both friends and enemy units, and all types of terrain, including blocking terrain and the edge of the table.

They must of course still end their pivot and their entire move clear of blocking terrain and completely on the table!

They must, however, always use the shortest way possible, going around any blocking terrain and any unit in their way friends and foes.

Note that they must go through any area of difficult terrain or obstacle that would normally slow down their movement. These elements of terrain do not slow down Charge moves, but they cause the charging unit to suffer a slight penalty in the ensuing melee. Basically, the main thing that matters during a Charge move is that the unit has physically enough space to move into contact with the target.

Note that the unit needs to be able to have at least some of its front physically into contact with the unit being charged, contacting a unit exclusively with the point in the exact corner of the unit is not allowed. See Diagram F. Enemy Regiment This represents the charging unit concentrating its fighting efforts against a single enemy, while holding at bay the other enemy units nearby.

It might look a bit strange at first, but remember that the enemy units will normally get to charge back into the fight to help their friends in their following turn. Corner-to-Corner Charges In some rare cases, the only possible way for a charger to make physical contact with a target would be by literally having one corner of its frontage in contact with one corner of the target. We deem that this is not enough to warrant a sensible charge and combat, so we disallow these charges.

The player chooses B and C. The player chooses B and A. Diagram H — Multiple Charges Multiple Charges Against the Same Target If two or more of your units are able to charge the same enemy unit, they can do so, as long as they can fit.

Just issue a simultaneous order to all of the units that are charging the same target. Any units that have charged the same facing of the target will have to share the space available as equally as possible, as long as they can fit after all chargers have moved. You will notice how it is impossible for three units of exactly the same frontage e. This is because corner-to-corner charges are not allowed — so only two such units can charge the same facing, the third will have to be given a different order.

Counter Charge If a unit was charged by one or more enemy units in the previous turn, it may elect to perform a Counter-Charge instead of a regular Charge. If a unit decides to Counter-Charge then it may only do so against an enemy unit which charged it in the previous turn. It does not need Line of Sight and the enemy unit does not need to be in the front arc, so it may CounterCharge against units in its flank or rear arcs.

The unit cannot move through friendly or enemy units while making this move, though it may pivot through other units as long as it ends clear of them. Once it makes contact, it aligns with the target unit as normal. Counter-Charging to the flank or rear can sometime prove slightly tricky in narrow confines. It is perfectly fine to slide the unit sideways to fit against the front of the enemy, as long as the final position does not overlap any other unit.

If the unit cannot fit against the target, then it cannot Counter-Charge that unit. All rules that apply in a Charge also apply in a Counter-Charge, unless otherwise specified.

In war games, terrain is normally made in either of two ways: single terrain pieces or areas of terrain. The rules for both are below. As a rough guideline, a piece of terrain has one level of height for each inch of actual physical height, so a 2" high wall would be height 2 for example. See below for some example pieces of terrain and their designations. We recommend treating buildings, high walls and other large pieces as blocking terrain.

The edge of the table is also normally treated as blocking terrain. Units can pivot through Blocking Terrain in the same way as other units see Interpenetration when pivoting on page They are normally made by gluing a number of pieces of terrain onto a large base. This conveniently shows the area of the terrain — the entire area of this base counts as difficult terrain. Obstacles should be no more than 1" high — any higher and they will be Blocking Terrain instead. Obstacles are height 1 for determining cover, but never block Line of Sight.

For example, a height 2 or higher wall will block LOS between two height 2 units. Some pieces of terrain, such as rivers and ponds, will be completely flat and never block Line of Sight. As always, these should be agreed with your opponent before the game. Difficult Terrain If any part of a unit is inside a piece of difficult terrain then that piece of terrain will not block LOS. In order words, areas of difficult terrain block LOS to units behind them depending on height, of course , but not to units inside them.

Hills While standing on a hill, a unit adds that hills height to its own. For example, a height 1 war engine on a height 2 hill would be height 3, while large infantry height 2 would be height 4 while stood on the hill.

A unit must have the majority of its base on a hill in order to be standing on it. Pick one of your units at a time, choose a target for them, and let loose! Melee and shooTing Units that are in base contact with enemies cannot use or be targeted by ranged attacks, unless specifically allowed. If you start the Shoot phase and have not issued orders to all of your units, it is assumed that all units you have not ordered during the Move phase have been ordered to Halt.

If a unit has two or more types of ranged attacks including spells , it can only use one per turn. Discard any dice that score less than that. Modifiers For each of these factors, deduct one from the score rolled by the dice. For example, if your unit normally needs a 4 or more to hit, but it has moved, you will need 5 or more to hit instead. If the target was in cover as well, you would need 6s. Any dice that rolls a 1 is always a miss, regardless of modifiers.

However, if modifiers to the roll mean that the unit would need more than 6 to hit, it can still use ranged attacks and will need 6 to hit, but it only rolls dice equal to half of its Attacks rounding down. The firing unit received any order other than Halt that turn. This modifier does not apply to pistols, javelins, thrown weapons.

The target is in cover see overleaf. To decide whether the target unit is in cover, draw LOS from the unit leader point of the firing unit to the side of the target unit that the firing unit is in front, rear, or either flank. The target unit will be in cover if: A firing unit ignores any piece of terrain that it is currently within, or in base contact with, for determining whether an enemy unit is in cover, unless the enemy unit is also touching or within the same piece of terrain.

Big Targets A unit which is standing on a hill ignores any intervening units or pieces of terrain that have an equal or smaller height than the hill when determining if a target is in cover, except for pieces of difficult terrain that the target is within. Not Sure? This roll can sometimes be modified by special rules, etc. Recording Damage For each hit that scores damage, place a damage marker next to the unit. As the unit accumulates damage markers, it might be more convenient to record this by writing it down, or placing a die possibly an unusual one, of a different size or colour, to avoid rolling it by mistake next to a single damage marker behind the unit, or using some other suitable tokens.

TesTing neRve Any die that rolls a 1 always fails to damage, regardless of modifiers. If a modifier brings the score required to damage a target to above 6, that target cannot be damaged. This test is described on page 68, and will determine whether the damaged units stand, waver or run away. Of course, in reality the enemy warriors would be striking against yours, but for the sake of playability we imagine that in your turn the impetus of the charge means that your men will be doing most of the hacking and slashing, while the enemy mostly defend themselves.

If the enemy is not annihilated or routed, your men will fall back and brace themselves, for you can be sure that the enemy will charge back into the fight during their turn to avenge their fallen comrades. At this stage, there will be a number of combats on the table equal to the number of enemy units you charged in the Move phase.

Pick one of these combats and resolve it completely before moving to the next, and so on until all combats have been resolved. The ground shudders under the march of thousands of slaves and soldiers, and the air shivers with the sound of arcane weaponry and dark sorcery.

The Abyssal Dwarfs are the wicked and malevolent take on their dwarf cousins. The core units are comparable with the dwarfs and are as slow moving, but players have access to the winged nuisances that are gargoyles and also fast-moving cavalry in the form of Abyssal Halfbreeds part dwarf, part… thing.

The army has a different take on black-powder weaponry, favouring mortars and blast weaponry over more direct cannon fire. The impressive golems can form an implacable line to provide solidity and stopping power. Units in the army are typically Vicious, which means they re-roll 1s when wounding a unit.

Nasty stuff! Blacksouls, Immortal Guard and Decimators shape the army core and make for a typically stubborn dwarvern battle line. The Decimators are deadly at short range with their Thunderpipes — if they can get into position. Abyssal Berserkers and Slave Orc units are slightly faster units that can be a first wave or counter attacking element.

Lesser Obsidian Golems, Gargoyles and Abyssal Halfbreeds give the player options on how the army should behave and be themed. A would-be Abyssal Dwarf player is spoilt for choice with three different types of mortar and a flame-thrower to choose from. Heroes are pretty decent with some good hitting power, flying options and magic too. An ancient empire punished for its hubris and fall into chaos. The cursed peoples of the Ahmunites are now a nightmare that haunt the parched, unforgiving lands of the south.

Stripped of their power and life by the Ophidians and cursed for all time, the Ahmunite empire wages a vengeful war on both the living and dead alike.

Fuelled by hatred and compelled by sinister necromancy, the ranks of the Ahmunites march relentlessly across the scorched earth. The Empire of Dust typically fights with combined arms, setting a battle line bolstered with unholy healing while bow, crossbow, and catapult fire rain down on the enemy. Finally, surging forward with dark magic, the Ahmunite forces crash into what remains of the enemy, finishing them off and absorbing what little life essence is left into their own.

Led by their mighty pharaohs and cursed high priests, the undying legions of skeletons are raised into undead service on foot, undead horse, and chariot. In addition, the undead cursed high priests have used their twisted dark magic to capture djinns into animated statues to fight alongside the skeletal hordes, and have even raised the corpses of giants and wyrms under their eternal undead service.

Marc Taylor. The Abyss is a strange other-realm, populated by wicked creatures locked in an eternal battle with each other.

Whenever they are directed to fight the outside world, it is a time of woe for all civilised races, for the Abyssals recognise no allies. Mass incursions of the forces of the Abyss are thankfully rare, for when they do happen, the suffering is terrible. Pouring forth in waves of demonic creatures on foot and in the air, an Abyssal horde may only ever be stopped at great cost and after much bloodshed.

This is a horde army which allows large numbers of Abyssals out of the pit onto the battlefield! The army can take plenty of punishment and keep going thanks to a lot of units having the Fury rule. This allows them to always counter charge, even when wavered — so you can exact immediate retribution. This makes it very tough to break up Hordes because they can keep healing wounds and have high nerve.

There are the leering legions of Lower Abyssals, Flamebearers, Succubi and other creepy demonic monstrosities. Winged gargoyles flap above in the skies while huge ogre-like demons known as Molochs march amongst the throng. Abyssal horsemen thunder towards the enemy as snarling hellhounds menace the enemy flanks. Meanwhile Efreets, Temptresses and Archfiends lead the army to war, while the Warlock casts spells over the head of troops. Small, unpleasant and spiteful, Goblins are often written off by those who know no better as simply the weaker serving class of the Orc race.

In fact, Goblins are utterly separate from Orcs, being not only smaller and less imposing but also far cleverer and more dextrous. They might not beat you in a straight fight, but to underestimate even a small force of Goblins would be a grave mistake. The only thing more dangerous than a small Goblin army is a Goblin horde.

When a Biggit gets important enough to rally hundreds of Goblins to his banner, he becomes a force to be reckoned with, their numbers serving to offset their natural cowardice as well as overwhelm the enemy under a swarming tide of vicious, stabby little bodies. Goblins are the eponymous and classic horde army. What goblins lack in strength and bravery, they more than make up for in sheer numbers. Giants and trolls are often lured into joining the tide of goblin warriors while fleabags and mawbeats are goaded into fighting or being ridden into battle.

A goblin player is expecting numbers to win them the day with the odd rock chucked in from a safe distance for good measure. The usual goblin rabble armed with a variety of pointy weapons form the heart of any army in large blocks of sneaky, skittish warriors.



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