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    Resolving Assaults:

    1. Both players roll a D6 and add the result to their own units Celerity (Re-roll ties).

    2. If the parrying model as one more attacks available after he parries, he may attack ifhe survives.

    3. Recite to the chart below for resolving Assaults/Parries, assuming the top being the

    attacker and the left side the defender, add the D6 roll result to the A/Pa value.4. The modifiers for the units in assault follow this (attackers/defenders).

    5. All models will always roll to hit/block on a 4+.

    6. If attackers/defenders get a +3 modifier, they automatically hit/block.7. If attackers/defenders get a -3 modifier, it will go to a maximum roll of 6.

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    Universal Special Rules

    Black Magic: Those who wield unnatural powers must pass madness if the roll fails.

    Unholy: Whether it is from corruption, taint, or some form of blessing, models with thisspecial rule can cast black magic without suffering madness. In addition, their dark god has

    given them invulnerability

    Skilled Warrior: They re-roll any failed hit rolls.

    Adept Warrior: They re-roll any failed hit and defense rolls.

    Expert Warrior: They re-roll any failed hit and defense rolls. In addition, evasion saves

    cannot be made.

    Legendary Warrior: They re-roll any failed hit and defense rolls. In addition, evasion savescannot be made and wounds always result as a 6.

    Skilled Marksman: No Evasion Saves may be taken from shots made by Skilled

    Marksmen.

    Adept Marksman: No Evasion Saves may be taken from shots made by Adept Marksmen.

    In addition, the model can choose any model in the target unit.

    Expert Marksman: No Evasion Saves may be taken from shots made by Expert Marksmen.In addition, the model can choose any model in the target unit and which part of the body

    he can shoot.

    Legendary Marksman: No Evasion Saves may be taken from shots made by Legendary

    Marksmen. In addition, the model can choose any model in the target unit and which part

    of the body he can shoot, and will always result as a 6.

    Dauntless: Does not need to roll for timid.

    Indomitable: Does not suffer from wounds except from blows to the chest.

    Immortal: Unnatural beings or fiends from another dimension do not die from ordinary

    means, and can only die by Annihilation or by damaging a part of a body (Impaled: PiercedHeart and/or Decapitation Only). In profiles, this rule will show up like so: Immortal

    (Pierced Heart) that means it can only be harmed by Pierced Heart results. If a character

    with Immortal loses all of his grit points, Treat him as if both his legs (or whatever makeshim upright) are chopped. Then on the next turn, roll a D3. If it results a 1-2, he does not

    get back up, 3-4, he gets up with half of his grit points (rounding up), 5-6, he gets up with

    all of his grit points.

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    Godly: Creatures cannot die from even the most massive blow thrown at them, and are

    unaffected by wounds caused by weapons that are not unnatural.

    Spiritual Gifts: These powers are wholly unique, unlike certain magics created and cast by

    mortals who are very likely to fall into mental destruction, spiritual gifts are given to the

    wielders by their worshipping god, and uses 2D6 for testing concentration, removing thehighest result.

    Know Thou Enemies: Rolls to hit and wound on a 3+, if it would normally require a 3+,they will hit and wound on a 2+. Any further modifier to hit will become automatic.

    Fast Reflexes: Re-roll any failed dodge rolls.

    Enchanted Weapons: A model that wields an enchanted weapon must roll a D3 each time

    they inflict a hit. On a 1, the model suffers an Impaled: Pierced Heart. On a 2, the model is

    annihilated. On a 3, if the wounded model has the Immortal Special Rule, it is Banished. If

    it does not, then it is simply annihilated.

    Holy: Whether it is a weapon of purity, or another supernatural coming, models equippedwith a weapon or other form of offensive weapon that has the holy special rules

    automatically counts as a 6 result when wounding towards anything unholy. In addition, no

    ward saves can be taken against wounds caused by Holy attacks.

    Annihilated: Some creatures or weapons can be so powerful that it can utterly destroy those

    unlucky to fall in their shadows. If a creature fails to block (successfully!), dodge, or save

    any attack that has power twice over its grit, it loses all of its grit points and is removed asa casualty.

    Emerge:

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    Materials

    Materials are what give models a save or a form of weapon. There are a few types of

    materials used for such things.

    Material Types Weapon Usage Save

    Animal Skin N/A 6+

    Iron Iron, Animal Skin, Cloth 5+Steel Steel, Iron, Animal Skin,

    Cloth

    4+

    Unnatural Substance All materials *

    Steel: Steel is a strong metal that can be forged into armor, weapons, battlements, and other

    reasonable things. 4+ save

    Iron: Iron is slightly weaker than steel, but still provides a good protection. 5+ save.

    Animal Skin (Leather, Fur, or Hide): A second skin (literally!) for a model which provides

    minor protection. 6+ save.

    *Unnatural Substance: Little is known about this type of material. Although it is metal in

    nature, the substances cause it to not be easily destroyed by ordinary means, or even takingthe raw material and smelt it. Only one forging method can turn this material into actual

    use, but none of common mortals seem to acquire such steps. Rumors say that those who

    worship and are very close to their gods are gifted with the ways of unnatural material. Asfor usage, these cut through the thickest layers of Steel like butter, and can shrug of hits by

    a large creature with the sharpest blade and the armor wont even scratch. Models that wear

    this type of armor do not suffer negative armor save modifiers if hit with weapons that arenot an Unnatural Substance, and weapons ignore all armor except armor made from

    Unnatural Substance.

    Armor Accessories

    Accessories Save Modifier

    Chain mail +1

    Covered joints +1

    Shield +2

    Armor layers Poor Formidability

    Chain mail: Usually a coat of chains linked with one another to provide protection against

    blades. +1 save modifier if the hit was inflicted by a knife or a sword of any kind.

    Covered Joints: All armor has weak spots in them, and it is not uncommon to have suchvulnerability in battle, however some warrior prefer that defense is better than offense, and

    would rather cover them rather than leaving them open. +1 Save modifier.

    Shield: A common defense armament, shields are used to better protect the wielder from

    more attacks just by raising it at the correct location. The wielder can also make attacks

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    against the foe as well, even if the enemy is attacking first, but he loses half of his actions

    (rounding down) while doing so.

    Formidability: To roll to save using formidable armor, roll 2D6 and choose the highest

    result

    Quality SavePoor 6

    Fair 5

    Fine 4

    Flawless 3

    Legendary 2

    Blades Edge

    Quality Save Modifier Material against

    Material

    Save ModifierMaterial against

    Better Material

    Save ModifierMaterial against

    Lesser Material

    Dull 0 0 -1Sharp -1 0 -2

    Fine -2 -1 -3

    Flawless -3 -2 -4

    Legendary -4 -3 -5