What You Need To Play
Immortal is a quick and easy game system using 28mm models and a 4’x4’ table, designed to be played in a couple of hours. Immortal was designed as a
At minimum, you will need:
1.A handful of D6s
2.A tape measure with inches on it
3.A 4’x4’ table
4.A few pieces of terrain
5.A set of counters. Anything will do, and counters can be quite elaborate. For example, small bases with broken swords, shields or animal spirits represented by crows or wolves can be used to add to the feel of the game. (A set of counter tokens is supplied in this rulebook, and you are encouraged to photocopy the counter page so you can cut them out with ruining your book).
6.Two suitable forces from the fantastic 'Immortal' range of models supplied by West Wind Productions and/or Footsore Miniatures.
Terminology & Intentions
D6 means a
D3 means to roll a D6 and divide by two (rounding up). So a roll of 1 or 2 equals 1; 3 or 4 equals 2; and 5 or 6 equals 3
2D6 means to roll two six sided dice and add them together.
Any number followed by a plus (+) sign, represents the number required of a die roll. For example, an Aura Save requires a 5+. This means that to pass this save you will need to roll a 5 or higher.
Essential game concepts are highlighted in bold (E.g. Command Grade). When you see a term in bold font, it means that more information on that term can be found in a specific section dedicated to that term, elsewhere in the text.
There are numerous modifiers discussed throughout the game, and these are given in the form of +1 or
No
Distances should be measured from the edge of the model base.
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This pack will enable you to come to grips with the basic rules for the fantastic new Dark Age Fantasy Game
– IMMORTAL! In this version of the rules we will teach you how to rally a human warband and raid a neighbours village! This is the perfect starting point for players of other Dark Age Skirmish Games and New Players to the Genre alike but that's not all....
The Quick Start rules presented here are expanded on in the main rulebook to make the game even more action packed and tactical. This is achieved by the inclusion of:
>Celestial Beings such as Immortals, Heavenly Warriors and Mighty Demons
>Additonal actions and rules such as feats for Heroes and Immortals and The Faith Mechanic.
The Turn
1. Initiative Roll:
Each Player rolls a D6, the player with the highest Scouting Level adds +1 to their dice roll. The Winner of this roll decides who goes first and that player follows the steps below first:
2. Maintenance Phase:
Remove any charge and crouch counters from the table that were placed in the previous turn.
I.Roll to Rally units: If a unit fails to rally it automatically flees, if it passes a rally check then it may activate as normal this turn.
2.Activation Phase:
Each individual/unit gets one activation point per turn. This can be spent on one of the actions listed below. All models in a unit must perform the same action, costing one activation point for the whole unit.
Crouch - Any model/unit may crouch either at the end of an advance move or if they are standing still. Crouching makes for a harder target in shooting so if you are being targeted by missile fire, the shooting unit/model has a
Advance - A model moving using an Advance can move at their normal rate A model must stop if its intended path takes it within 1” of an enemy model. Remember to take any terrain effects into account.
Advance and Crouch - Place a Crouch Counter beside the crouching model/unit - at the start of the next turn the model/unit is no longer counted as crouching, so remove the counter.
Advance and Shoot
Shoot - Models with missile weapons may shoot any target within range and LOS. The target model/unit does not have to be the closest one.
Double - Models may move at double their normal Advance rate. A model must stop if its intended path takes it within 1” of an enemy model. Remember to take any terrain effects into account.
Charge - Place a Charge Counter beside the charging model/unit – Models/units wanting to enter Close Combat must use this activation to close on their chosen enemy. See also the section on Close Combat. Remember to take any terrain effects into account. Once the charge has occurred (whether contacted the enemy or not) remove the counter. You may charge as many times as you like in subsequent turns and there is no limit as to how many models/units can charge in a single turn.
Envelope - If a unit is engaged in Close Combat, this is the only type of activation they can use. Models not yet engaged in combat, that are part of a unit that is engaged, may move 4” into base contact with any enemy model from the unit that is currently being fought. Remember to take any terrain effects into account.
3.Close Combat Phase:
Once all units and models on both sides have been activated, the person that won the initiative picks any available Close Combat for resolution. Once that close combat has been resolved, the other player picks any remaining close combat for resolution. This alternating selection continues until all available close combat encounters have been resolved. You will need to roll for Morale checks where relevant.
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4. Scenario Special Rules:
Check the scenario specific special rules for game objectives and game length. The game ends if any of the victory conditions for the scenario are met.
Note: The player that wins the initiative chooses which side goes first. The elected side then performs their maintenance phase, followed by the activation of each unit in their force until all units/models have been activated. The turn then passes to the remaining player and the maintenance/activation process is repeated. Once all the units on the table have activated, the player that won the initiative chooses which close combat to resolve first. Once resolved, the other player chooses the next close combat and so on until all have fought. The turn ends when all the units have finished close combat. The next turn starts when the initiative is once again rolled, whereupon the whole turn sequence is repeated.
Movement
All models have a LOS of 360 degrees and can move in any direction. Terrain will affect movement unless your models are unarmoured. Unarmoured models are models that do not wear body armour. A model armed with just a shield is classed as unarmoured. A mount (horse) does not affect the unarmoured status of the rider and as such, you may be mounted and armed with a shield but are still classed as unarmoured.
All movement is measured in inches and measurement is taken from the front of the base. When moving a model between objects, there must be at least a 1” gap for cavalry and a ½” gap for infantry. If there isn’t enough room then the model cannot force its way through. Models may not move through models from their own side (apart from fleeing).
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Movement Table |
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Unit/Model |
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Advance |
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Charge |
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Infantry |
4” |
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8” |
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Cavalry |
6” |
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12” |
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Special |
6” |
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6” |
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Terrain Modifiers for Movement |
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Movement modifiers |
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Terrain |
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(inches) for |
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Infantry/Cavalry |
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Obstacles |
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Hills |
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0/0 |
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Forests/Woods |
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Buildings |
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Advance only |
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Streams/Rivers |
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Lakes/Ponds |
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None allowed |
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Ruins/Rocky Areas |
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Squad Cohesion
Models have one of two possible formations:
Individual: A model is classed as an individual if it is bought as a single model. Heroes, Immortals and some Minions come to the battle by themselves. Individual models are immune to the effects of morale (apart from the effects of Martyr Beacons). An individual does not have to worry about cohesion and disregards all cohesion rules.
Unit: A unit comprises of at least four models and can have no more than twelve models (the exception is a human unit joined by a Brethren which may have thirteen). All models must stay within 2” of each other at all times. If a model for whatever reason falls out of cohesion, the player must endeavour to get the model back into cohesion via the most direct route during the next activation sequence. If the model cannot get into cohesion through normal movement the player must move the model in the direction of the nearest point that would bring it
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into cohesion. Models in close combat will often end up out of cohesion as their comrades are killed from around them but do not have to worry about cohesion until the close combat is resolved. Cohesion can then be rectified as per the rules above once the enemy are either all dead or have fled.
Shooting
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Ranged Weapons Table |
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Weapon |
Range |
Special |
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Bow |
18” |
Can move and shoot |
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Crossbow |
18” |
Target is at |
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Sling |
10” |
Target receives +1 armour point. |
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Only Unarmoured models may use slings. |
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Perform the following steps in sequence:
1.Choose a target in LOS - All models have
2.Check range – NO
3.For each shooting model in range, roll a d6. - All basic missile attacks hit on a roll of 4+.
4.Apply any relevant Shooting Modifiers - Any modifiers are added to the dice roll required to hit (see the Shooting Modifiers Table). Modifiers are cumulative, so shooting from a building on a hill at a target downhill in a forest will be (+1 building, +1 hill,
NOTE: Shooting from a Building- Models may shoot from buildings so long as there is enough room for a base to fit in a window or doorway. You may not fire through models in your own unit when firing from windows or doors. If you are firing from a floor or level (must be higher than a human model) that is above ground level then you get a +1 modifier to your die roll to hit targets that are at ground level.
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Shooting Modifiers Table |
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Terrain |
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Shooting from |
Shooting Over/Into |
Terrain Obstacles |
0 |
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Hills |
+1 |
0 |
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Forests/Woods |
0 |
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Buildings |
+1 |
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Streams/Rivers |
0 |
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Lakes/Ponds |
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None allowed |
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Ruins/Rocky Areas |
0 |
5.For each d6 that hit, roll another d6 to wound - Immortal is almost statistic free, but in some areas, it is essential. In Immortal, humans, minions and Immortals all have a certain number that you need to roll to cause them harm. Humans/Heroes require a 4+ to wound
6.The target then rolls any Armour Saves and then any Aura Saves (if applicable).
7.For every shooting hit that failed to save, add a wound token. Remove any models that are wounded equal to, or in excess of their wound rating. Heroes have 3 Wounds and Human Warriors have 1 wound.
8.Check morale for targeted unit (if below 50% strength)
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Close Combat
Close combat is the core of the game. It will determine if the Gods of Victory will shine praise upon you, or whether the shame of defeat will hang over you like a curse. To be in close combat a model must have either charged (as an activation) or be locked in combat with another unit due to having been charged. To be classed as being in
Charging
1.A model/unit wanting to enter close combat must first choose the charge activation and must have LOS to the enemy.
2.A unit attempting to charge another unit must be able to see at least one model of the target unit.
3.Models are then moved in a straight line into
4.A model may only ever touch one other model’s base in a charge (you can never charge one model into two enemy). You can however charge two models into the same target (see point 5). However, combat should be one-
5.A model may only have a maximum of three enemy models touching its base at a time. You may never have four or more enemies touching a single base.
Close Combat Sequence
1.Check target unit/model is in LOS and, if targeting a unit, that at least one model can be seen.
2.Measure the distance between the two closest models. If they are in range, move the first model into base contact. If the enemy are out of range then the charging unit freezes in position where it started and misses its turn. Move the remainder of the unit up to their full charge distance so that they are either within cohesion distance of one another, or in
3.For each model that is now in
Combat Example
A warlord and two infantry models have enveloped an enemy archer. The Warlord has two attacks and the infantry have one attack each, giving a total of four attack dice. The Warlord also charged into the combat so all of the attack dice count as charged for the purposes of a draw (which is a big advantage). If
4.Once the winner is determined, wound rolls must be made to see if the winner has inflicted any damage. The winner
5.Once a wound is scored, the wounded model must make a saving throw for each wound caused. See Saving Throws & Armour below. If the model fails its armour save and only has 1 wound point, or its wound points are reduced to zero, it is removed from play.
6.Check for Morale if necessary.
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Ferocity Level
Ferocity is a representation of a model’s natural aggression on the battlefield. Immortals have the highest, then Heroes and Minions and lowest of all is humans. For this Quick Starter Rules Pack you only need to know that a Hero has a Ferocity of 2 and Human Warriors have a Ferocity of 1. Any time a draw occurs in combat, check the Ferocity Level for the two combatants. The model with the highest Ferocity Level wins the draw. Ferocity levels are disregarded if a model charges and draws with an enemy (models that charge, always win a draw). If both models/units have the same ferocity level, the combat is a draw for this turn and continues next turn. If a multiple combat is happening with models with different ferocity levels, the model with the highest Ferocity Level wins the combat.
Close Combat In Buildings
Buildings tend to favour defenders in close combat, as narrow doorways and halls prevent attackers from using superior numbers to gain advantage. In theory, a very small force can hold off a large force of attackers in a corridor or stairwell for many turns.
If you are outside and want to charge a unit/model that is inside a building then you may only attack
Attacks & Wounds
If a model that is outnumbered in combat
Armour & Saving Throws
In Immortal, there are two main types of armour:
1.Physical Armour, which includes things such as chain mail, leather cuirasses, scale mail and shields.
2.Supernatural Armour, which consists of Aura Saves and Magical Saves.
Physical Armour
Armour from this category gives extra points of armour that modify saving throws.
1.Shields: 1 point
2.Light Armour: 1 point (Chainmail, Scalemail, Leather, Cuirasses, Jerkins)
3.Heavy Armour: 2 points (A combination of Leather, Jerkins and Metal armour - only allowed on Warlords)
4.Cavalry: 1 point (Horses, bless them, are better at taking damage than humans, though aren’t as tasty as we’re led to believe. But I digress…)
The two armour types (Light & Heavy) may be combined with a shield so, for example, a model with plate armour and a shield will get 2 points of armour. The same model mounted on a horse would get 3 points. A model can only have one type of worn armour. You cannot be wearing heavy armour at the same time as light armour. This isn’t a fashion show for armour dandies…though what you get up to in your own time is no concern of ours.
Armour Table
If a model is wounded in combat or shooting, it needs to make a save. If it has no armour then it is automatically hit. For every point of armour, the chance of deflecting the hit is increased. Add up the armour points for the model and check the table below. If you make the required roll then the hit bounces off, much to the dismay of your opponent. Feel
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free to dance around and make disparaging comments about your enemy’s ancestors and their lack of fighting skill. If, however, you fail this die roll then you will suffer a wound.
Armour Points |
D6 Roll To Save |
1 |
6+ |
2 |
5+ |
3 |
4+ |
4 |
3+ |
5 |
2+ |
Aura Saves
An Aura Save is a very special type of save, which can never be reduced. An Aura Save gives an unmodified saving throw of a 5+. A model with both armour and an aura save takes its armour save first, and if that fails it then takes an aura save.
Unarmoured Models
A model that is unarmoured may still use a shield and still be classed as unarmoured. This designation not only affords the movement bonuses but also allows the use of slings. Being unarmoured is the only way you can equip a model with a sling as only light troops use these weapons.
Morale & Command
Command Grade
All creatures in Immortal have a Command Grade. This number (see below) is used to make Morale Checks and define the Command Range that leaders (Immortals and Heroes) can use.
Individual models such as Heroes and Immortals are totally immune to the effects of morale; they never flee and are immune to fear. These individuals use their command grade as their Command Range.
Model |
Command Grade |
Human |
7 |
Hero |
10 |
Command Range
Immortals and Heroes have a command range equal to their Command Grade. For example, Immortals and Heroes normally have a Command Grade of 10. This then gives them a Command Range of 10”, so any Skills or Feats they use will affect all friendly or enemy models within a 10” radius. Note: The
Morale Checks
A Morale Check is taken using the model/unit’s Command Grade. Roll 2d6 and if you roll equal to or lower than the Command Grade number, the test is passed.
Morale checks are taken in the following situations:
1.When a unit loses more than 50% of its models. You must also test immediately every time you lose another model from unit that is under 50% strength.
2.When you need to make a Rally Check to rally after fleeing.
50% Loss of unit
As soon as you have lost more than 50% of your unit for any reason, play is interrupted and the unit must take an immediate Morale Check. If the test is passed then the unit continues as normal. However, if it fails, the unit must immediately flee. Even if the unit passes the Morale Check, it must make a new test every time another model is killed. Units that flee in close combat are at a significant disadvantage and are much easier to attack and kill!
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Fleeing
When a unit flees in battle for any reason, it immediately moves at the double towards its own deployment zone. The unit ignores all terrain (and terrain modifiers) and models in its path (mortal fear is a highly effective motivator and so nothing will stand in the way of their rout). Units that flee from a Close Combat exchange automatically take 1 hit per model that was in base contact with the enemy. It doesn’t matter how many enemies the fleeing model was in contact with, the fleeing model only ever takes one automatic hit (so a model in contact with two or three enemy would still only take one automatic hit). The enemy player rolls to wound as normal and saves are also taken as normal. However, a fleeing model does not get a saving throw from any shield it might have.
If a unit that is fleeing is charged, the charging unit stays where it is when it declared the charge and the fleeing unit automatically flees again. In this way, a fleeing unit can be charged several times within the same turn and can be run off the table…never to return.
Rally Checks
A rally check is taken in the Maintenance Phase of your turn. A rally check is just a Morale Check that is taken to try and rally fleeing troops. If the unit passes the test, turn the models around and activate them as normal in the current turn. However, if the unit fails the check, it immediately flees again and loses its activation for that turn.
Terrain
Terrain takes two forms, Area Terrain and Terrain Obstacles. Both are dealt with differently
Area Terrain
1.Hills: Models on the top of a hill can see over all
2.Woods/Forests: Models can only see, or be seen, if they are within 2” of the edge. Models within a wooded area can only see 2” for charging and shooting purposes. A wooded area blocks LOS from one side to the other even if it is only 2” wide. Note: if a section of woods/forest is less than 2” wide, it is classed as a Terrain Obstacle and does not block line of sight. Shooting into a wood is a
3.Ruins/Rocky Areas: Models can only see, or be seen, if they are within 2” of the edge. Models within a ruined/rocky area can only see 2” for charging and shooting purposes. A ruined/rocky area blocks LOS from one side to the other even if it is only 2” wide. Shooting into a ruined/rocky area is a
4.Buildings: Models may only Advance into or through a building. Leaving a building may only be done via an Advance activation (unless fleeing). A Charge activation may be used to attack into a building but you may only move at your normal advance rate. Cavalry units/models may not enter buildings and may not dismount at any time in the game. Combat in buildings is explained in the Close Combat section. Shooting from a building is explained in the Shooting section.
5.Areas of Boulders/Standing Stones: These areas work the same as Ruins/Rocky areas.
6.Areas of Plantation/Bushes: These areas work the same as Wood/Forest areas.
7.Lakes / Ponds / Streams: Lakes and ponds are special places and are imbued with powerful and arcane sorcery. For purposes of this Quick Start Rules Pack They are area terrain that slows movement when crossing. Look out for the special rules for this terrain type in the full IMMORTAL – Dark Age Fantasy Rulebook!
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Terrain Obstacles
Terrain Obstacles are battlefield clutter and basically consist of any terrain features that do not fall into the category of Area Terrain but could still be realistically used as cover for a unit, or would reasonably impair movement by either slowing progress to cross or requiring a redirection to move around it. Terrain Obstacles can never have units “in” them although things like wagons, crates and walls could have units on them. Examples include:
Wooden or stone fences
Brick walls
Hedges
Boxes / Crates / Barrels
Wagons and other battlefield debris (eg. dead horses or cows)
Statues and small monuments
Single trees or a row of trees less than 2” wide
Terrain Obstacle Rules
All Terrain Obstacles have the following traits.
1.Any model/unit crossing an obstacle loses 1” from its movement. Cavalry and unarmoured foot units suffer no modifiers.
2.If an obstacle is the same height as a model then it is impossible to cross.
3.No matter how many obstacles are being fired over, the shooting model/unit is only ever at a
4.When two units/models are fighting across terrain obstacles, both combatants receive 1 point of armour whilst in base contact with it. This bonus may not give them an Armour Save better than 2+.
Rallying A Warband for the Raid
This section will show you how to create a force to play Immortal. Firstly though, there are some basic principles that must be adhered to in order to ensure that your force is legal.
1.First, choose whether your force will follow good or evil.
2.Choose your Nation -
•The
National Characteristic: Will of the Legion - All Hero and human units in a
Scouting Level: 0
Force Organisation: 0+ Unarmoured
•The Picts - The Picts are an elusive foe, and armies venturing into their territories will suddenly find themselves ambushed by scouting parties using hit and run tactics. This gives the Picts an advantage in battle by allowing them to disrupt their enemy’s plans while their own forces push forward to take key points on the battlefield.
National Characteristic: Concealed Deployment - Before deployment begins, indicate one human unit (must contain at least 4 models) to your opponent that you wish to place in concealment. Once all other units from both sides are deployed, place this unit in a terrain piece in
Scouting Level: 2
Force Organisation: 0+ Unarmoured
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•The Welsh - Wales is divided but must stand strong. The Irish raiders strike at the coast and the Romano- Britons are a constant threat from the east. The Immortals promise the Welsh a safe and unified kingdom, and the Welsh give their souls gladly for the promise of salvation.
National Characteristic: Way of the Druids - All Welsh forces add 1 extra point of faith to their pool at the start of the game.
Scouting Level: 2
Force Organisation: 0+ Unarmoured
•The Irish - The Irish have a resilience other nations do not have, disregarding blows that would fell less desperate men. The Irish are known for never faltering under fire, their desire to carve a life out in the fertile coastal lands is a powerful incentive. 'Not One Step Back' is their creed.
National Characteristic: Not One Step Back - Every time a Hero or human unit takes a wound from missile fire (not shooting from Immortals or Minions), they ignore the first wound caused. This represents their iron will to move forward to complete their goal. (E.g. a unit of six Irish spearmen take four wounds from a unit of Welsh bowmen. One wound is saved by armour. So, using this rule, the three wounds that are left are reduced to two and so only two models are removed from play. This also means that if a unit only suffers one wound after saving throws, the unit is left unharmed.)
Scouting Level: 1
Force Organisation: 0+ Unarmoured
•The Saxons
National Characteristic: Blood Frenzy - All humans, including heroes and cavalry, in the Saxon army enter the battle in state of heightened aggression. All Saxon human units add +2” to their charge movement (Saxon charge movement becomes 10” for infantry and 14” for cavalry). One Saxon unit may reroll the first morale check it has to make in a battle. It must abide by the second roll.
Scouting level: 0
Force Organisation: 0+ Unarmoured
•The Tribes of the Pennines, Barbarians & Cults - This is an opportunity to use a mix of whatever models you like to create a unique faction. This might be remnants of a Roman legion, an ancient Greek cult, or maybe even a particular Celtic tribe. Choose any models you desire as long as you stick to the weapon and armour tables (no gunpowder weapons or the like). They must also be a historical human group from the Dark Ages or before (no Trolls, Elves, Orcs or anything else from a fantasy setting). Like all the other factions, the Immortals’ influence is ever present; after all, they aren’t fussy whose souls they harvest. Feel free to make up any
National Characteristic: Know No Fear - The Tribes so loathe the idea of submission to other factions that they would rather die than surrender. Whenever a Tribes human unit is forced to make a panic test from losing 50% casualties, they
Scouting Level: 1
Force Organisation: 0+ Unarmoured
3.All forces must have a Hero as a compulsory choice.
Hero - Warlords
Warlords are the military and political leaders of the human factions. They consist of Kings, Queens, Lords, Knights and powerful landowners. These men and women have trained to the highest levels of martial prowess and are well learned in the ways of battle tactics. Fighters will follow them into the jaws of death. Whether
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fighting for righteousness or greed, warlords bring strength to the battlefield but lack Faith. Warlords are the only humans in the game that can wear Heavy Armour.
Skill: In the full rulebook there is a selection of skills that can be chosen but for purposes of these Quick Start Rules the skill listed below is used. Skills may only be used as part of an Advance Activation.
Rally to Me: Every friendly human unit within 5” that is forced to make a command check for morale automatically passes the test.
Blessing: Choose one of the following blessings for your Warlord:
Protective Aura: The Warlord receives an Aura Save of 5+. This is in addition to any armour saves that they might have.
Teleport: Move to any point on the battlefield with 12”. This skill is classed as an Activation, and a Warlord may not use it to move into close combat or move out of close combat.
Devotional Bodyguard: Place a bodyguard model (any model that looks the part) within 2” of the Warlord. Always move the bodyguard with the Warlord and keep him within 2” where possible. A Warlord with a bodyguard is not a unit. The bodyguard model is only there to represent the blessing; the bodyguard model does not block LOS or fight separately in combat. The only thing the bodyguard does is absorb wounds the Warlord has taken. A bodyguard may be used to absorb any number of wounds taken by the Warlord, but can only absorb wounds once per game. Once bodyguard takes wounds it is removed from play, after which Warlord will take wounds as normal.
Dragon Hide: The Hero’s skin thickens and toughens making it harder to cut or pierce. The Hero is now wounded on a 5+ instead of a 4+.
Hero - Priests
Priests are made up of healers, zealots, fanatics, men of the clergy and Samaritans of kindness. These men inspire the peoples of Britannia to go to war or to perform great deeds of kindness all in the name of a particular Immortal. Since the Romans left Britannia, taking with them much of the administrative apparatus of the Roman Catholic Church, some of those left have looked to the old religions of the Celts and Druids. Priests will bring extra faith to the battle, which will keep the Immortals and their forces on the battlefield for longer. Priests may not use any physical armour (including shields), and so are classed as unarmoured.
Skill: In the full rulebook there is a selection of skills that can be chosen but for purposes of these Quick Start Rules the skill listed below is used. Skills may only be used as part of an Advance Activation.
Healing Aura: Friendly human models within 5” receive an Aura Save of 5+. Note: This skill may be taken in conjunction with the blessing Protective Aura and if the Priest has both, his Aura Save is increased to a 4+ (this is the only time an Aura Save can be increased to a 4+). You cannot have two Aura Saves.
Blessing: Choose one of the following blessings for your Priest:
Protective Aura: The Priest receives an Aura Save of 5+.
Teleport: Move to any point on the battlefield with 12”. This skill is classed as an Activation, and the Priest may not use it to move into close combat or move out of close combat.
Devotional Bodyguard: Place a bodyguard model (any model that looks the part) within 2” of the Priest. Always move the bodyguard with the Priest and keep him in
Dragon Hide: The Hero’s skin thickens and toughens making it harder to cut or pierce. The Hero is now wounded on a 5+ instead of a 4+.
4.A force may include any number of human units - All Humans cost 5 points. Addiotional equipment is purchased from the Armour and Weapons Table but all models in a unit must be armed the same. You may Upgrade a model to a Standard Bearer, Musician and/or Champion for +10Pts each. Unit size:
5.To mount a human on a horse costs 5 points - All members of this unit must be mounted.
6.A force must be no more than 150pts
IMMORTAL – Dark Age Fantasy – THE RAID Quick Starter Rules & Scenario Version 002 |
Page 12 of 18 |
All Images and Rules content presented in this document are property of Broken Spirit Wargames 2015
Weaponry
Melee Weapons
All Spiritual Beings and Heroes are armed with Spirit
Blades.
Hand Weapons
All Humans and Minions are armed with a hand weapon, whether it is a dagger, sword, club, sickle, axe or spear. When creating a force, the first weapon is free but all other equipment must be paid for separately. Hand weapons do not have any special rules.
These weapons are huge heavy weapons designed for crushing bones or hacking flesh. A model armed with a
Additional Hand Weapon
A model may buy an additional hand weapon and wield a weapon in each hand. In this case, the model may not be armed with a shield but gains an extra attack.
Example Of Pointing Up A Force
Choose a Kingdom: Saxon (Evil Alignment)
Javelins
A model may be armed with a javelin as an extra weapon regardless of other equipment. Javelins are only used when a model charges into combat. When a model charges in combat stop the model 1” away from its target and throw the javelin, the javelin hits on a 3+ and the enemy target has a
Points Table for Armour and Weapons
Equipment |
Points |
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Cost |
||
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Shield |
1 |
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Leather armour |
1 |
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Light armour |
1 |
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Heavy armour |
2 |
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Bow |
2 |
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Crossbow |
2 |
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Sling |
1 |
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Javelin |
1 |
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1st Hand weapon |
Free |
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Additional hand weapon |
1 |
|
2 |
Model /
Unit
Hero
Humans
(1st Unit)
Humans
(2nd Unit)
Totals
Notes
Warlord: Hand Weapon
Heavy Armour, Shield, Javelins Blessing (choose): e.g. Protective Aura Skill Rally to Me
8 x 5pts each
Hand weapons (free) Shield (8 x 1pt)
Light Armour (8 x 1pt) Standard Bearer (Unit Upgrade)
4 x 5pts each
Hand weapons (free) Bow (4 x 2pts
Cost
50
4
40
0
8
8
10
20
0
8
148pts
IMMORTAL – Dark Age Fantasy – THE RAID Quick Starter Rules & Scenario Version 002 |
Page 13 of 18 |
All Images and Rules content presented in this document are property of Broken Spirit Wargames 2015
Scouting Level
Each nation has a scouting level stated in the national characteristics section of the rules. The scouting level represents a force’s ability to make the best use of the terrain before engaging in combat and is a reflection of the main fighting style of the force. Highly mobile forces, like the Welsh and the Picts have a scouting level of two, while traditionally heavier massed forces like the
After the terrain is laid but before you deploy your units on the table, both players roll a d6 and add their scouting level to the dice roll. If the result of the die roll is a tie then the process is repeated until there is a winner. The player that wins may take any one piece of terrain on the battlefield and move it to anywhere they like in
As an example, if we compare the Picts and the Saxons, we see that the Picts have a scouting level of 2 and the Saxons a level of 0. The Picts, with their national rule and scouting level bonus will have a big advantage at the start of the game by being able to make better use of the terrain. However, the Saxons have an extended charge range and a morale bonus because of their national rule. So, despite their initial disadvantage, they will have a bonus later in the game. The Picts, conversely, get no advantage in the later part of the game.
Your nation’s scouting level also has an effect on the initiative each turn during the Initiative Phase.
IMMORTAL – Dark Age Fantasy – THE RAID Quick Starter Rules & Scenario Version 002 |
Page 14 of 18 |
All Images and Rules content presented in this document are property of Broken Spirit Wargames 2015
Scenario: Raiding Party
Points = 150
Length = 10 turns
This scenario is designed as a starter in order to introduce the basic game mechanics but it’s also a fantastic little battle that can be completed in under an hour). Raiding neighbouring tribes and clans for food, gold or just for revenge were commonplace occurrences in Dark Age Britain. Rivals groups are constantly testing each other’s defenses and probing for weaknesses. This scenario depends heavily on your human units, as it does not use Immortals, Minions or the Faith Pool. This is all about
Raiding Party Special Rules
1.Each force must contain a hero.
2.Each force may only contain Humans (no spiritual creatures allowed)
3.Each force is allowed 150 points. Force points cannot exceed this value.
4.Welsh factions get +1 to their Scouting Level
5.Any compulsory minion units that a nation is required to take are ignored in this scenario.
Table Set Up
The player with the highest Scouting Level sets up the table terrain in any manner desired (if both players have the same Scouting Level then roll a d6 and the highest roll wins). Most gamers have bits of scatter terrain lying around. This can be anything, such as boulders, shrubbery, boxes, and trees etc. These can be placed together to form larger pieces of terrain or can be used as separate features to stop the board looking bare. Once terrain is set up, the person with the highest scouting level may place up to four pieces anywhere in no man’s land.
The opposing player then chooses a side to set up on and deploys their entire force within 12” of that table edge. The player that set the terrain then sets up their entire force in the same manner. As the Heroes aren’t using any Feats in this scenario, the Feat counters are spare. Once both sides are set up, each player takes their opponent’s Feat counters and places them symbol side up, in their own territory exactly 14” from the rear table edge and 14” from either of the table sides (see the diagram opposite).
Victory Conditions
The object of the game is to capture your Feat counters from the enemies’ half of the table and carry them off your side the table before your opponent does. To carry a counter off the table, a model must move its base over the top of the counter in its activation. Once it has the counter (place it under a model’s base), the model may then attempt to carry if off the table before it is caught in combat or shot down by bows and slings. If the
model that is carrying the counter is removed from play for any reason, it drops the Feat counter there and then. Models forced to flee for any reason also drop the counter before fleeing. Once the Feat counter is dropped, a new activation is required for it to be picked up again. Each counter that is carried off the board safely adds +1 to your Warband’s Scouting Level to make up for the loss of the model/unit that carried it off (once a unit/model leaves the board it may not return).
To claim a major victory you must take two more counters off the board than your opponent before the game ends after turn 10. A minor victory would see you take one more counter off the board than your opponent. A draw would be if both players take the same amount of counters off the board by the end of turn 10.
IMMORTAL – Dark Age Fantasy – THE RAID Quick Starter Rules & Scenario Version 002 |
Page 15 of 18 |
All Images and Rules content presented in this document are property of Broken Spirit Wargames 2015
Quick Reference Sheet
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Movement Tables |
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Unit/Model |
Advance |
Charge |
Infantry |
4” |
8” |
Cavalry |
6” |
12” |
Special |
6” |
6” |
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Shooting Tables |
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Bow |
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Can move and shoot |
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Crossbo |
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Sling |
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Immortal |
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Minion |
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IMMORTAL – Dark Age Fantasy – THE RAID Quick Starter Rules & Scenario Version 002 |
Page 16 of 18 |
All Images and Rules content presented in this document are property of Broken Spirit Wargames 2015
|
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Attack / Wound Table |
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Model |
Attacks/Wounds |
Model |
Attacks/Wounds |
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Immortal |
3/3 |
Brethren |
1/2 |
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Scion of Woe |
1/1 |
Abomination |
1/1 |
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Servant of Light |
1/1 |
Gate Keeper |
2/1 |
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Human |
1/1 |
Guardian |
3/1 |
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Warlord |
2/3 |
Succubus |
3/1 |
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Priest |
1/3 |
Armour of Souls |
4/4 |
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Captain |
2/1 |
Dryad |
4/4 |
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Close Combat Table |
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Model |
Roll Needed To |
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Wound |
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Immortal |
6 |
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Minion |
5+ |
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Human |
4+ |
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Armour Saves |
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Armour Points |
D6 Roll To Save |
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6 |
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2 |
5+ |
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3 |
4+ |
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4 |
3+ |
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5 |
2+ |
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Command Grade |
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Model |
Command Grade |
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Immortal |
10 |
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Minion |
8 |
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Human |
7 |
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Hero |
10 |
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IMMORTAL – Dark Age Fantasy – THE RAID Quick Starter Rules & Scenario Version 002 |
Page 17 of 18 |
All Images and Rules content presented in this document are property of Broken Spirit Wargames 2015
Counters
Feat |
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Feat |
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Feat |
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Feat |
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Charge |
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Charge |
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Charge |
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Charge |
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Charge |
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Charge |
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Charge |
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Charge |
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Crouch |
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Crouch |
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Crouch |
Crouch |
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Flee |
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Flee |
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Flee |
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Flee |
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IMMORTAL – Dark Age Fantasy – THE RAID Quick Starter Rules & Scenario Version 002 |
Page 18 of 18 |
All Images and Rules content presented in this document are property of Broken Spirit Wargames 2015