Post by AdamR on Oct 12, 2018 12:49:29 GMT
Because I'm an idiot I have been collating the realm rules from the core book and malign sorcery onto one page cheat sheets to save of multiple book flipping at the table, There's no flavour text and some of the entries have been abbreviated a little, but all the essential stuff is there.
First 3 below...
First 3 below...
Aqshy - Core - 255 Malign - 75
Command Abilities
- Firestarter - Use at the start of the movement phase. Pick a terrain feature that is within 12" of a hero or 3" of a friendly unit and roll a dice. On a 4+ the terrain feature is set alight for the rest of the battle - any units with models in or on it at the end of their movement phase take D3 mortal wounds. In addition the terrain now blocks line of sight.
Realmscape Features
1 - Scorched Landscape - No effect.
2 - Flaming Missiles - +1 Rend on missile weapons if the range is over 12"
3 -Clouds of Smoke and Steam - Terrain blocks line of sight.
4 - Every Step a League - If a run roll is 6+ or a charge roll 10+then you can either not run/charge or tak d3 mortal wounds immediately after the move is completed.
5 - Burning Skies - In the movement phase if an enemy unit can fly and moves over 6"roll a dice - on a 4+ it takes a mortal wound. On a 6+ it takes d3 mortal wounds instead.
6 - Geysers of Boiling Blood - At the start of each of your hero phases roll a dice. On a 6+ a geyser explodes - pick a point on the battlefield and roll a dice for each unit within 6" of that point. on a 4+ the unit takes D3 mortal wounds. On a 6+ it takes D6 mortal wounds.
Spells
Fireball - CV 5. Pick an enemy unit within 18" that is visible. If it contains 1 model it takes 1 mortal wounds. 2-9 models D3 mortal wounds 10+ models D6 mortal wounds.
Stoke Rage - CV 6. Pick a friendly unit within 12" that is visible. Add +1 to wound rolls and charge rolls for that unit until your next hero phase.
Inferno Blades - CV 6. Pick a friendly unit within 12" that is visible. Add +1 damage to any melee weapons used by the unit until your next hero phase.
Fiery Blast - CV 7. Pick a point on the battlefield within 18" and visible. Roll a dice for each unit (friennd and foe) within 3" of this point. On a 4+ the unit suffers D3 mortal wounds.
Gaze of Vulcatrix - CV 8. Pick an enemy unit within 9" that is visible. Roll a dice, if it is higher than the unit's wound characteristic a model from the unit is slain.
Parch - CV 6. Pick an enemy unit within 18" of the caster. That unit must half its Move until your next hero phase. Also roll a dice each time the unit completes a charge move until your next hero phase. on a 5+ the unit suffers D3 mortal wounds.
Incandescent Form - CV 6. Subtract 1 from hit rolls that target the caster until your next hero phase.
Command Abilities
- Firestarter - Use at the start of the movement phase. Pick a terrain feature that is within 12" of a hero or 3" of a friendly unit and roll a dice. On a 4+ the terrain feature is set alight for the rest of the battle - any units with models in or on it at the end of their movement phase take D3 mortal wounds. In addition the terrain now blocks line of sight.
Realmscape Features
1 - Scorched Landscape - No effect.
2 - Flaming Missiles - +1 Rend on missile weapons if the range is over 12"
3 -Clouds of Smoke and Steam - Terrain blocks line of sight.
4 - Every Step a League - If a run roll is 6+ or a charge roll 10+then you can either not run/charge or tak d3 mortal wounds immediately after the move is completed.
5 - Burning Skies - In the movement phase if an enemy unit can fly and moves over 6"roll a dice - on a 4+ it takes a mortal wound. On a 6+ it takes d3 mortal wounds instead.
6 - Geysers of Boiling Blood - At the start of each of your hero phases roll a dice. On a 6+ a geyser explodes - pick a point on the battlefield and roll a dice for each unit within 6" of that point. on a 4+ the unit takes D3 mortal wounds. On a 6+ it takes D6 mortal wounds.
Spells
Fireball - CV 5. Pick an enemy unit within 18" that is visible. If it contains 1 model it takes 1 mortal wounds. 2-9 models D3 mortal wounds 10+ models D6 mortal wounds.
Stoke Rage - CV 6. Pick a friendly unit within 12" that is visible. Add +1 to wound rolls and charge rolls for that unit until your next hero phase.
Inferno Blades - CV 6. Pick a friendly unit within 12" that is visible. Add +1 damage to any melee weapons used by the unit until your next hero phase.
Fiery Blast - CV 7. Pick a point on the battlefield within 18" and visible. Roll a dice for each unit (friennd and foe) within 3" of this point. On a 4+ the unit suffers D3 mortal wounds.
Gaze of Vulcatrix - CV 8. Pick an enemy unit within 9" that is visible. Roll a dice, if it is higher than the unit's wound characteristic a model from the unit is slain.
Parch - CV 6. Pick an enemy unit within 18" of the caster. That unit must half its Move until your next hero phase. Also roll a dice each time the unit completes a charge move until your next hero phase. on a 5+ the unit suffers D3 mortal wounds.
Incandescent Form - CV 6. Subtract 1 from hit rolls that target the caster until your next hero phase.
Chamon - Core - 256, Malign - 74
Command Abilities
Adapt or Die - Use at the start of your hero phase. Pick a friendly unit within 3" of a hero or 12" of your general. Until your next hero phase they have 6+ ignore wounds/mortal wounds
Realmscape Features
1 - Metallic Hinterlands - no effect.
2 - Iron Trees - worsen the rend characteristic by 1 of weapons targeting units in cover from citadel woods or sylvaneth wildwoods.
3 - Rust Plague - At the start of your hero phase roll a dice. On a 6+ pick an enemy unit in cover. That unit has -1 on save rolls for the rest of the battle.
4 - Steel Rain - At the start of your hero phase roll a dice. On a 6+ pick an enemy unit that is not in cover. Roll a dice for each model in the unit. Inflict 1 mortal wound for each roll that is less than the units save characteristic. Saves of - count as 6.
5 - Brittle Isles - Ignore Rend for all weapons for the duration of the battle.
6 - Irresistable Force - If a casting roll is a double - after rerolls but before modifiers - if the casting roll is successful, the spell cannot be unbound. After the spell has been carried out each unit within 3" of the caster takes 1 mortal wound.
Spells
Transmutation of Lead - CV 7. Pick an enemy unit within 18" that is visible. Until your next hero phase halve their Move. In addition if their save is 2+,3+ or 4+, reroll hit rolls of 1 for attacks that target them.
Rain of Lead - CV 6. Pick an enemy unit within 18" that is visible. They take D3 mortal wounds. In addition subtract 1" from that units Move until your next hero phase.
Curse of Rust - CV 7. Pick an enemy unit within 12" that is visible. Subtract 1 from that units hit rolls and save rolls until your next hero phase.
Molten Gaze - CV 6. Pick an point within 12" that is visible anddraw an imaginary straight line 1mm wide between that point ant the caster. each unit that has models which the line crosses takes 1 mortal wound.
Rule of Burning Iron - CV 8. Pick an enemy unit within 12" that is visible. Roll a dice for each model in the unit. For each 6+ they suffer 1 mortal wound.
Glittering Robe - CV 6. Reroll saves of 1 for the caster until your next hero phase.
Transmutation - CV 7. Pick an enemy unit within 18" that is visible. Roll 3 dice. For each roll that is greater than the units wound characteristic 1 model from the unit is slain.
Command Abilities
Adapt or Die - Use at the start of your hero phase. Pick a friendly unit within 3" of a hero or 12" of your general. Until your next hero phase they have 6+ ignore wounds/mortal wounds
Realmscape Features
1 - Metallic Hinterlands - no effect.
2 - Iron Trees - worsen the rend characteristic by 1 of weapons targeting units in cover from citadel woods or sylvaneth wildwoods.
3 - Rust Plague - At the start of your hero phase roll a dice. On a 6+ pick an enemy unit in cover. That unit has -1 on save rolls for the rest of the battle.
4 - Steel Rain - At the start of your hero phase roll a dice. On a 6+ pick an enemy unit that is not in cover. Roll a dice for each model in the unit. Inflict 1 mortal wound for each roll that is less than the units save characteristic. Saves of - count as 6.
5 - Brittle Isles - Ignore Rend for all weapons for the duration of the battle.
6 - Irresistable Force - If a casting roll is a double - after rerolls but before modifiers - if the casting roll is successful, the spell cannot be unbound. After the spell has been carried out each unit within 3" of the caster takes 1 mortal wound.
Spells
Transmutation of Lead - CV 7. Pick an enemy unit within 18" that is visible. Until your next hero phase halve their Move. In addition if their save is 2+,3+ or 4+, reroll hit rolls of 1 for attacks that target them.
Rain of Lead - CV 6. Pick an enemy unit within 18" that is visible. They take D3 mortal wounds. In addition subtract 1" from that units Move until your next hero phase.
Curse of Rust - CV 7. Pick an enemy unit within 12" that is visible. Subtract 1 from that units hit rolls and save rolls until your next hero phase.
Molten Gaze - CV 6. Pick an point within 12" that is visible anddraw an imaginary straight line 1mm wide between that point ant the caster. each unit that has models which the line crosses takes 1 mortal wound.
Rule of Burning Iron - CV 8. Pick an enemy unit within 12" that is visible. Roll a dice for each model in the unit. For each 6+ they suffer 1 mortal wound.
Glittering Robe - CV 6. Reroll saves of 1 for the caster until your next hero phase.
Transmutation - CV 7. Pick an enemy unit within 18" that is visible. Roll 3 dice. For each roll that is greater than the units wound characteristic 1 model from the unit is slain.
SHYISH - core 254, malign 72
Command Abilities
- Honour the Dead - use at the start of any combat phase. Pick a friendly unit within 3" of a hero or 12" of your general and roll a dice. If the number is less than the number of models that have been slain from the unit you picked, you can add 1 to the atacks characteristic of weapons used by the unit in that combat phase.
-Soul-Force Sacrifice - use at the start of your hero phase. Pick a friendly unit that is within 3" of your general.Allocate any number of wounds to that unit - you can heal 1 wound on your general for each wound that you allocate.
Realmscape Features
1 - Barren Moorland - no effect.
2- Life Leeching - At the start of your hero phase roll a dice. On a 6+ pick an enemy unit, That unit suffers D3 mortal wounds
3 - Winds of Death - At the start of your hero phase roll a dice. On a 6+ pick an enemy unit and then roll a dice for each model in it. for each 5+ the unit suffers 1 mortal wound.
4 - Haunted Realm - Terrain features have the Sinister rule in addition to any others.
5 - Eternal War - add 1 to all units bravery.
6 - Aetherquake aftershock - +1 to casting rolls.
Spells
Pall of Doom - CV 6. Pick an enemy unit within 18". They are -2 bravery until your next hero phase.
Word of Ending - CV6. Pick an enemy hero within 12" that is visible and roll a dice. If the reult is more than the number of wounds allocated to the model it takes D3 mortal wounds.
Nights Touch - CV8. Pick a friendly unit within 6" that is visible. Ignore modifiers (positive and negative) on save rolls for them until your next hero phase.
Soulshroud - CV6. Pick a friendly unit within 12" that is visible.That unit is not affected by spells until your next hero phase
.
Unnatural Darkness - CV6. Pick a friendly unit within 12" that is visible. Subtract 1 from hit rolls that target them until your next hero phase.
Soulflay - CV 7. Pick an enemy hero within 12" that is visible. They suffer d3 mortal wounds. If the result is 3, they also take -2 bravery until your next hero phase.
Ethereal Guide - CV 6. Add 1 to hit rolls made by the caster until your next hero phase.
Command Abilities
- Honour the Dead - use at the start of any combat phase. Pick a friendly unit within 3" of a hero or 12" of your general and roll a dice. If the number is less than the number of models that have been slain from the unit you picked, you can add 1 to the atacks characteristic of weapons used by the unit in that combat phase.
-Soul-Force Sacrifice - use at the start of your hero phase. Pick a friendly unit that is within 3" of your general.Allocate any number of wounds to that unit - you can heal 1 wound on your general for each wound that you allocate.
Realmscape Features
1 - Barren Moorland - no effect.
2- Life Leeching - At the start of your hero phase roll a dice. On a 6+ pick an enemy unit, That unit suffers D3 mortal wounds
3 - Winds of Death - At the start of your hero phase roll a dice. On a 6+ pick an enemy unit and then roll a dice for each model in it. for each 5+ the unit suffers 1 mortal wound.
4 - Haunted Realm - Terrain features have the Sinister rule in addition to any others.
5 - Eternal War - add 1 to all units bravery.
6 - Aetherquake aftershock - +1 to casting rolls.
Spells
Pall of Doom - CV 6. Pick an enemy unit within 18". They are -2 bravery until your next hero phase.
Word of Ending - CV6. Pick an enemy hero within 12" that is visible and roll a dice. If the reult is more than the number of wounds allocated to the model it takes D3 mortal wounds.
Nights Touch - CV8. Pick a friendly unit within 6" that is visible. Ignore modifiers (positive and negative) on save rolls for them until your next hero phase.
Soulshroud - CV6. Pick a friendly unit within 12" that is visible.That unit is not affected by spells until your next hero phase
.
Unnatural Darkness - CV6. Pick a friendly unit within 12" that is visible. Subtract 1 from hit rolls that target them until your next hero phase.
Soulflay - CV 7. Pick an enemy hero within 12" that is visible. They suffer d3 mortal wounds. If the result is 3, they also take -2 bravery until your next hero phase.
Ethereal Guide - CV 6. Add 1 to hit rolls made by the caster until your next hero phase.