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First, players must determine the type of battlefield.

If they cannot agree on this decision, roll a D6: 1D6 1 2 3 4 5-6 Battlefield Type Ice Fields Ardent Hell Necropolis Screaming Plains Battlefield Type is chosen by the player who has the Domination

The players position their armies on opposite sides of the table. In tournaments, the standard format for the table is 30 Fathoms (75cm or 30 inches) but you may vary the size if you wish during friendly games. The battlefield is divided into 9 areas (squares 10 inches long) Note: you may use coins or markers to visualize every relative corner or directly include it on your table Field Reconnaissance Players separate their fighters with the "Scout" ability (these miniatures will be referred to as Scout from now on) Each player gets 9 reconnaissance markers: 1 with a value of 0, 2 with a value of 1, 2 with a value of 2, 2 with a value of 3, and 2 with a value of 4. Both players put their scouts before them. The player with the higher number of scouts decides if he wants to act first or second. In the case of a tie, the player with the Domination decides. Taking turns, each player chooses one of the following three options: -Place one of their markers (face down) in one of the nine field areas. Only one marker per side in each square (which means at the end there will be two markers in each area, one per army) -Turnover one of your opponent's markers already on the field to make it visible. This option costs you one scout * -Make your opponent put his next marker (face up) on an area you designed yourself. This option costs you one scout * * Scouts are only temporarily lost and they will be back for the beginning of the game. Removing a scout from the table is just a way to visualize the use of its capacity during the Reconnaissance phase. The positioning of the terrain itself starts when every marker is on the table. Positioning of the Terrain Each player turns over their markers to make the numbered face visible (some may already be revealed due to the use of scouts) There are two possibilities for every zone: The reconnaissance markers show the same value. This area immediately creates a "Zone of Conflict" on the battlefield (see chapter Zone of Conflict), which could add some specific decor or more globally modify the table. Unless otherwise stated in the description for the "Zone of Conflict", there will be no terrain elements in the concerned area. The two reconnaissance markers show different values. The marker with the smaller value is immediately taken off and the owner of the marker still on the table chooses the element(s) to place into the zone.

After the nine zones are treated following this process the players start to place the terrain elements on the battlefield. Remember to take into account the number of "Zones of Conflict" during this process to determine the power level of the activated special effect. (See chapter Zone of Conflict) Each player, starting with the one who has the Domination, places one or more elements on his owned zones by spending the number of "points" indicated on his relative marker. He may divide the value to play different elements but must respect the following rules: Uncrossable elements must be separated by at least 2 Fathoms Unless stated otherwise, you are not allowed to stack elements Unless stated otherwise, elements can't cross into another zone Players must spend all their points

Example: A player has one of his markers with a value of 3 in a zone. He has to select terrain elements worth a total of 3 points. He decides to use basic elements so he places a block of rocks (1 point) and stalagmites (2 points) into this zone.

Nature of the Different Elements The terrain elements influence the fighters actions during the game. Below, is a list of characteristics that could be associated with an element. Later, in the description of the battlefield types, you will find more characteristics to apply to specific elements. Size of the Elements Mounds Elements from this group are represented by a 3 to 5 x 3 to 5 Fathoms component. Fences Elements from this group are represented by a 4 to 5 x 0.5 min Fathoms component. Buildings Elements from this group are represented by an approximately 6 x 4 Fathoms component and 4 Fathom minimum height. Fields Elements from this group are represented by one 8 to 10 x 8 to 10 Fathom component, two 4 to 6 x 4 to 6 Fathom components or four 2 to 4 x 2 to 4 Fathom component. Building constructions Elements from this group are represented by one 2 to 3 x 2 to 3 Fathom component. Parcels Elements from this group are represented by one 4 to 6 x 4 to 6 Fathom component or two 2 to 4 x 2 to 4 Fathom components. General Effects of the Elements When a number follows the name of an effect, it generally indicates a parameter used in the description of this effect. If no number is listed, this parameter is equal to 1. Dedicated x (Characteristic. Key-word. Immunized or Affected) As soon as a fighter crosses into this type of decor he is affected and his defined characteristic increases by x points. This bonus ends as soon as the miniature leaves this area. If the effect is followed by a key word, it will be indicated in the description that only the warriors belonging to this Key-word/criteria will be affected or immunized by this decor. Without a key-word, every miniature is affected. Dedicated cannot increase the defence over 5. Difficult To move into this terrain element is not easy. Fighters may cross, move into, or leave this decor without penalty, as long their movement doesn't exceed their MVT value. As soon as their movement is greater than their MVT value the player has to spend 1 temporary CMD point. Expenditure of this CMD point is not considered an order. Obstructive The element obstructs any lines of sight that pass through it. (+1 Shoot difficulty, max of 6). This penalty is fixed regardless the traversed distance but is cumulative with another penalty due to a similar type of terrain. An element is considered as Obstructive when the nature of its component reduces the line of sight but doesn't offer any protection against shots (smoke, vegetation, fog, etc...). Other rules regarding the line of sight and cover normally apply. It is important to keep in mind that the entire area covered by the element is taken into account for the Obstruction, not only the components representing the nature of the decor. Uncrossable Miniatures can't cross into this type of element. Uncrossable generally refers to terrain elements that are taller than 2 Fathoms or more. The control zones of the fighters don't extend through an Uncrossable element. Cursed x (Characteristic. Key-word. Immunized or Affected) As soon a fighter crosses into this terrain element they are affected and their defined characteristic decreases by x points. This penalty ends as soon as the miniature leaves the terrain element. If the effect is followed by a key word, it will be indicated in the description that only the fighters belonging to this Key-word/criteria will be affected or immunized by this decor. Without a key-word, every miniature is affected. Cursed can not reduce the defense to less than 1. Deadly x (Type of Damages. Key-word. Immunized or Affected) If a fighter is inside this element during the Maintenance phase they automatically lose x Life Points. Protection is not considered.

Opaque Some parts of the element block line of sight. An element is considered Opaque when the nature of its components blocks line of sight (pic of rock, crystals, excrescence of flesh, etc...). Other rules regarding the line of sight and cover normally apply. It is important to keep in mind that only the components of the decor are taken into account for the Opacity. Don't consider the entire zone covered by the element as Opaque. For example if the decor is an 8 x 6 Fathom base of stalagmites, every stalagmite is individually considered as opaque. It means you may have a perfect line of sight in the gap between two of them even if it is through the base of the element itself. Radiant (State or Special Ability. Key-word. Immunized or Affected) As soon a warrior passes into this type of decor they are affected and gain the defined State or Special Ability. Unless otherwise stated or when the state is Consumed, this state or Special Capacity ends as soon the miniature leaves the terrain element. If the fighter already has the state or the Special Ability in its current profile he is not affected unless the level of the capacity of the decor is higher than his own. If the effect is followed by a key word, it will be indicated in the description that only the warriors belonging to this Key-word/criteria will be affected or immunized by this decor. Without a key-word, every miniature is affected. Special This element presents a special capacity indicated in its description. Superposition It is possible to superpose another decor on this element (or vice versa) Unique The battlefield should contain only one element of this type. List of Elements you may select: 1 point Elements: Block of rocks Mound - Impracticable - Opaque This element of decor represents one high unique block of rock. Hill Special - Superposition The player can put a hill (size doesn't matter) in the middle of the reconnaissance zone. The hill can go past the limits of its zone. A fighter standing on a hill generally benefits from the "higher ground" bonus when fighting against a foe in a lower position (see Combat rules for details) Stalagmites Mound - Difficult - Opaque 2 point Elements Infernal Haze Mound - Obstructive Rock Parcel - Impracticable - Opaque Stalagmites Parcel - Difficult - Opaque 3 point Elements Infernal Haze Parcel - Obstructive Earthquake fault Parcel - Impracticable Stalagmites Field - Difficult - Opaque 4 point Elements Infernal Haze Field - Obstructive

Crevasse Field - Impracticable Mountain peak Field - Impracticable - Opaque Ice Fields We used to define Hell as deserted fields of lava but the reality may be quite different. Indeed some circles in Hell are actually fields of ice. In such places, very low temperatures and blizzards make life quite impossible. List of Elements available for Ice Fields 1 point Elements Snow-covered area Parcel - Difficult - Obstructive - Radiant (Evasive) Iron bite Parcel - Superposition - Deadly (Cold) - Special The defined area represents a permanent and virulent magical chill. Every fighter in this area gains a +2 damages bonus when they land at least one hit. 2 point Elements Snow-covered field Field- Difficult - Obstructive - Radiant (Evasive) Frozen area Parcel - Difficult - Radiant (Slow) Note the movement penalty applies when the fighter starts their activation phase in this area only. The effects continue until their next activation. Shelter Building - Impracticable - Opaque 3 point Elements Haze of frost Field - Superposition - Radiant (Stealth 4) - Deadly (Cold) Frozen field Field - Difficult - Radiant (Slow) Note the movement penalty applies when the fighter starts their activation phase in this area only. The effects lasts until their next activation. 4 point Elements Crystal of Power Mound - Opaque - Special - Unique This crystal gives a magical fighting bonus but its power makes it instable... At the beginning of every Maintenance phase each player can select one of their miniatures and give them a +1 CBT bonus. This bonus applies as long the crystal is on the table. This bonus is limited by one per miniature but can be used as many times there are Maintenance phases. If a player chooses to NOT use this bonus during 2 consecutive Maintenance phases, the crystal explodes. The element is taken off from the table. Each miniature using this bonus or in a 3 Fathom area around the crystal loses 2 Life Points (Protection doesn't apply). These damages are cumulative: If a miniature had the bonus and was less than 3 Fathoms from the crystal, he loses 4 Life Points! Ancestral Heroes Building - Opaque - Special This element is a massive block of Ice where you can see two warriors. They were fighting against each other when the ice suddenly caught and froze them for all eternity... A player can use each of their miniatures in contact with this element to damage the prison of ice. Every 6 in the attack roll is a hit. The player causing the 10th hit breaks the ice freeing one of the frozen warriors (consider that he kills his unfortunate opponent at the same time). To represent them, the player can add one miniature from their reserve and add it to their army. It can be a Trooper or an Independent (30 pts maximum) as long the army list limitations are respected. The miniature must be painted. If the included fighter has CMD points, they are added to the CMD value during the next Maintenance phase, not during this round.

Zone of Conflict When the two markers placed by each player in a zone are of the same value, the defined area becomes a Zone of Conflict. This specific area represents a chaotic zone that the different factions have not yet found the time to convert. There are three different types of Zone of conflict for each kind of battlefield. 1D6 Zone Number 1-2 First 3-4 Second 5-6 Third During the game, at the beginning of each Maintenance phase, the player who has the Domination rolls 1D6. If the result is equal to or higher than the frequency of the Zone of Conflict (see table below) the relative effect is automatically activated. If the result is lower than the frequency, nothing happens. Frequency of the Zone of Conflict Number of Zones of Conflict 1-2 3-4 5 and more Zones of Conflict for Ice Fields First Zone of Conflict: Weak Ice Ground Special - Difficult - Deadly 3 (Cold) - Special - Superposition This specific element has a basic appearance in accordance with its family, the ice fields ground. The only restriction is it should present a circular base (4 Fathom diameter). The player who has the Domination puts it on the defined Zone of Conflict - free of other elements. This model represents a part of the ground where the covering ice is weak and can break at any time. Placed at the beginning of the game, this element will move every time the Zone of Conflict is activated. At the end of the "action phase", the player who has the Domination roll a die next to the model. The element does a displacement in Fathoms equal to "2 times the value of the dice" in the direction of the dice. If the element arrives at a table edge it automatically stops even if its movement is not achieved. It will stay fixed until the next time its Zone of Conflict is activated. Second Zone of Conflict: Bloody Cold! When this Zone of Conflict is activated, any fighter who didn't perform at least a 3 Fathom movement after their activation automatically loses 1 Life Point (Protection doesn't apply). If the fighter finishes their activation phase at the same position he started it, he loses 1 Life Point. (Effects are cumulative, Protection doesn't apply) Third Zone of Conflict: Instantaneously Frozen When this Zone of Conflict is activated one fighter of each army is automatically immobilised for the following round. The fighter is chosen randomly. (The best way to do this is to have each player pick a card from their opponents hand) Frequency 6 5 4

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