Hordes

Base Mechanics of a Horde

Horde Compositions and Magnitude Modifier

  • All Hordes are organised into between one to five Squads. Squads represent the Horde's overall strength- the more Squads, the stronger the Horde. Every Horde has at least one Squad, and no Horde can have more than five Squads.
  • Every Round, a Horde gains two Half Actions or one Full Action, just like Independents. It may use these Actions as it likes, within certain limits, outlined in the "Horde Actions" section.
  • Squads are made up of a max of 10 Magnitude, and every Squad begins with 10 Magnitude. Thus, a Horde with 5 Squads will begin with a total of 50 Magnitude, a Horde with 3 will begin with a total of 30, so on and so forth.
  • When a Horde is damaged, the Magnitude is subtracted from the fifth squad first; once the fifth Squad is destroyed, damage is then allocated to the fourth, then the third, then so on.
  • All Hordes possess something called the Magnitude Modifier, which is a number equal to Squads*5. This modifier is applied to many Horde tests, and can be applied as a bonus or as a penalty depending on the action.
    • Hordes do not take Fear or Break tests vs. the 'Fear' trait. If they encounter the Fear trait they instead take a -10 penalty to all tests.

Magnitude

  • Even though Hordes represent a number of enemies in the dozens or hundreds, they act as one unit and possess a single unified trait that measures their size: Magnitude.
    • Magnitude replaces Wounds for Hordes, and represents the size of the Horde in an abstract fashion. One point of magnitude does not equal one soldier or spawn; it could represent dozens of soldiers, or three or four weapon specialists, or so on.
    • Hordes lose Magnitude in a different way to Wounds, however. These rules are specified below.

Horde Movement

  • Hordes use Half/Full/Charge/Run speeds, just like Independent Characters.

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Horde Actions

Hordes may take Actions much like normal characters. They gain two Half Actions (or a Full) and a Reaction. Many of their actions are identical to the regular set of actions. Many of them also benefit from the Magnitude Modifier.

  • Unlilke normal characters, however, Hordes cannot dodge or parry without special circumstances first.
Hordes gain two Half Actions, which may be spent as below. Like Independent Characters, Hordes may only use one Attack or Concentration action per turn.
Action Name Action Type Subtype Effect
Aim: Half Concentration - Aiming as a Half Action grants a +10 bonus to your next attack test. The next action you perform after an Aim action must be an attack action, or else the bonus is lost. Aiming may be used with both melee or ranged attacks.
Spell: Half or Reaction Spell - You use a Spell that counts as a Half/Reaction if possible.
Firefight Concentration - You try to remove the fire from an adjacent square. You make an Agility-10 test, plus the Magnitude Modifier; on a success the fire is removed.
Knockdown Attack, Melee - You make a Knockdown attempt by making an Opposed Strength test against a single target, plus the Magnitude Modifier (although the target may attempt to dodge before the Opposed Strength test). If made after a Half or Full Move action you gain a +10 bonus, and may be made in place of an attack with a charge action. If you win, your target is knocked prone. If you surpass their enemy's DoS by two or more, you may choose to deal Unarmed damage to the target and inflict a level of fatigue against them. If the target wins, then they keep their footing; If they surpass your DoS by two or more, then you are knocked prone instead.
Move: Half Movement - You move up to your Half Move distance. If you end your movement adjacent to an enemy, then you may engage them in melee at your discretion.
Move: Full Movement - You move up to your Full Move distance. If you end your movement adjacent to an enemy, then you may engage them in melee at your discretion.
Prone/Stand Movement - If you are lying or sitting on the ground, then you may stand. If you are standing, then you may lay prone.
Standard Attack Attack, Melee or Ranged - You attack an enemy with a melee (WS) or ranged (BS) weapon. This attack gains a +10 bonus, plus the Magnitude Modifier.
Takedown Attack, Melee - Requires the Takedown Talent. You make a single Melee attack by testing WS against a target, plus the Magnitude Modifier. On a success, roll for damage; if the attack deals at least one point of damage, then the damage is negated and instead their target must take a Toughness test or be stunned for one round. The target takes a -10 penalty if you deal more damage than their TB; this penalty increases by 10 for every multiple of their TB (So TB3 takes a -20 penalty at 6 damage or more).

Full Actions

Instead of two Half Actions, a Horde may take one Full Action instead. Like Independent Characters, Hordes may only use one Attack or Concentration action per turn.
Action Name Action Type Subtype Effect
Aim: Full Concentration - Aiming as a Full Action grants a +20 bonus to your next attack test. The next action you perform after an Aim action must be an attack action, or else the bonus is lost. Aiming may be used with both melee or ranged attacks.
Spell: Full Spell - You use a Spell that counts as a Full if possible.
Burst: Semi-Auto Attack, Ranged - You must be wielding a ranged weapon with a Semi-auto capacity. You make a BS test, plus the Magnitude Modifier. If you succeed you score a hit, plus one extra hit per 2 Degrees of Success. Maximum hits may not exceed a weapon's semi-auto capacity. Extra hits may be allocated to the same target, or to another target within 2m of the first target, provided none of the new targets would be harder to hit than the original target. Burst attacks jam on a 94 or higher. If you are wielding two weapons and have the appropriate talents, you may make a secondary attack with this weapon as part of this action.
Burst: Full-Auto Attack, Ranged - You must be wielding a ranged weapon with a Full-Auto capacity. You make a BS test with a -10 penalty, plus the Magnitude Modifier. If you succeed you score a hit, plus one extra hit per Degree of Success. Maximum hits may not exceed a weapon's semi-auto capacity. Extra hits may be allocated to the same target, or to another target within 2m of the first target, provided none of the new targets would be harder to hit than the original target. Burst attacks jam on a 94 or higher. If you are wielding two weapons and have the appropriate talents, you may make a secondary attack with this weapon as part of this action.
Charge Attack, Melee, Movement - You rush at a foe; this foe must be at least 2km away, but within range of your Charge Move. Once you reach your target, you make a single melee attack by taking a WS test with a +10 bonus, plus the Magnitude Modifier; on a success, you score one hit. You may make a Grapple or Knockdown action in place of an attack as part of a Charge action.
Disengage Movement - You may make a Half Move. Opponents that were engaged in melee with you may not make Attacks of Opportunity against you. Before making a Disengage action you may test Acrobatics; on a success, Disengage becomes a Half Action instead. On a failure, you may either make the Full Action disengage, or perform a different action instead.
Extinguish Self Concentration - If you are on fire, then you may put yourself out; this does not require a test.
Flurry: Swift Attack Attack, Melee - You must possess the Swift Attack talent to use this action. You make a WS test, plus the Magnitude Modifier; if you succeed you score a hit against an enemy in melee range, plus one extra hit per 2 Degrees of Success. Maximum hits may not exceed your WSB. Extra hits may be allocated to the same target, or to another target in melee range, provided none of the new targets would be harder to hit than the original targets. If you are wielding two weapons and have the appropriate talents, you may make a secondary attack with this weapon as part of this action.
Flurry: Lightning Attack Attack, Melee - You must possess the Lightning Attack talent to use this action. You make a WS test with a -10 penalty, plus the Magnitude Modifier; if you succeed you score a hit against an enemy in melee range, plus one extra hit per Degree of Success. Maximum hits may not exceed your WSB. Extra hits may be allocated to the same target, or to another target in melee range, provided none of the new targets would be harder to hit than the original targets. If you are wielding two weapons and have the appropriate talents, you may make a secondary attack with this weapon as part of this action.
Grapple Independent Attack, Melee - You make a WS Test against a single enemy Independent Character, plus the Magnitude Modifier. The target may not Parry this attack, but they may Dodge it as normal. You may use a Grapple in place of an attack as part of a Charge. On a success, you and your opponent begin to grapple with you in control. Participants in a grapple may perform special actions and must follow certain rules, shown below. If you are the controller of a Grapple, you must take the 'Grapple' Full Action on your turn, or the Grapple ends; once you have taken this action, you may instantly perform one of the special Controller actions below (or one of the 'Either' actions). Anyone may use the 'Either' actions, and the Restrained actions are open only to the Restrained participant. Note: Hordes may not be Grappled by Independent Characters, only other Hordes.
- - Participate in Grapple You are grappling with an opponent. Participants in a Grapple may not Parry or Dodge or Sacrifice attacks, although they may Deflect. Participants are counted as being in melee, and furthermore anyone outside of a grapple attacking a participant takes a +20 WS bonus. Participants in a Grapple may only perform Grapple actions. A Grapple may only have two participants (a Controller and a Restrained), but each participant may have up to two allies to assist in certain situations.
- - Controller: Damage You may attempt to harm your opponent by making an opposed Strength test against your opponent. On a success, you inflict Unarmed (or melee Natural Weapon) damage to your target's Body, and deal a single level of Fatigue. Allies may assist on this action.
- - Controller: Push You may attempt to force your opponent to move by making an opposed Strength test against your opponent. On a success, you push your opponent 1km in a direction of your choice, plus another km per Degree of Success. This distance may not exceed your Half Move distance. You may move with the target and maintain grapple; if you do not move with the target, then the grapple ends. Allies may assist on this action.
- - Controller: Ready Item You may ready one of your items. If the GM allows, you may instead use this action to grab an item belonging to your opponent.
- - Controller: Release Grapple Free Action: You may release your opponent if you are in control of a grapple. This release may come at the start of your turn, or after you've performed a Grapple action.
- - Controller: Stand If both participants are on the ground, you can use this to regain your feet. You may also attempt to drag your opponent with you as part of this action; you make an opposed Strength test and, on a success, pull your opponent up with you. Allies may assist on this action.
- - Controller: Throw Down You may attempt to wrestle your opponent to the ground by making an Opposed Strength test against your opponent. On a success, your target is knocked prone. You gain a +10 bonus to Grapple tests against a Prone opponent; this stacks with the standard +10 bonus gained against prone opponents. Allies may assist on this action.
- - Either: Activate Spell You may activate a single Spell that you possess, which must be a Full Action spell or less. The target of this Spell does not need to be the other participant in a grapple; however, Powers that would physically move you may not be used. (Esoteric Powers such as teleports or Jaunts work fine.)
- - Either: Light/Natural Weapon Standard Attack You may make a Standard Attack against a target, following all the usual rules of a Standard Attack, using either a Natural, Light, Pistol or unarmed weapon. This target does not need to be the other participant in a grapple.
- - Restrained: Break Free You may attempt to break free of the grapple by making an opposed Strength test against the controller. On a success, you break free.
- - Restrained: Slip Free You may attempt to slip free of the grapple by making an opposed Acrobatics test against the controller's Strength. On a success, you slip free.
- - Restrained: Take Control You may attempt to take control of the grapple by making an opposed Strength test against the controller. If you succeed, you become the Controller and your opponent becomes the Restrained. You may then instantly perform one of the Controller actions (but not one of the Either actions). Allies may assist on this action.
Grapple Horde Attack, Melee - You make an Opposed WS Test against a single enemy horde, plus the Magnitude Modifier; they test either Agility or WS, plus their own Magnitude Modifier. You may use a Grapple in place of an attack as part of a Charge. On a success, you and your opponent begin to grapple with you in control. Participants in a grapple may perform special actions and must follow certain rules, shown below. If you are the controller of a Grapple, you must take the 'Grapple' Full Action on your turn, or the Grapple ends; once you have taken this action, you may instantly perform one of the special Controller actions below (or one of the 'Either' actions). Anyone may use the 'Either' actions, and the Restrained actions are open only to the Restrained participant.
- - Participate in Grapple You are grappling with an opponent. Participants in a Grapple may not Parry or Dodge or Sacrifice attacks, although they may Deflect. Participants are counted as being in melee, and furthermore anyone outside of a grapple attacking a participant takes a +20 WS bonus. Participants in a Grapple may only perform Grapple actions. A Grapple may only have two participants (a Controller and a Restrained), but each participant may have up to two allies to assist in certain situations.
- - Controller: Damage You may attempt to harm your opponent by making an opposed Strength test against your opponent. On a success, you inflict Unarmed (or melee Natural Weapon) damage to your target's Body, and deal a single level of Fatigue. Allies may assist on this action.
- - Controller: Push You may attempt to force your opponent to move by making an opposed Strength test against your opponent. On a success, you push your opponent one metre in a direction of your choice, plus another metre per Degree of Success. This distance may not exceed your Half Move distance. You may move with the target and maintain grapple; if you do not move with the target, then the grapple ends. Allies may assist on this action.
- - Controller: Release Grapple Free Action: You may release your opponent if you are in control of a grapple. This release may come at the start of your turn, or after you've performed a Grapple action.
- - Controller: Stand If both participants are on the ground, you can use this to regain your feet. You may also attempt to drag your opponent with you as part of this action; you make an opposed Strength test and, on a success, pull your opponent up with you. Allies may assist on this action.
- - Controller: Throw Down You may attempt to wrestle your opponent to the ground by making an Opposed Strength test against your opponent. On a success, your target is knocked prone. You gain a +10 bonus to Grapple tests against a Prone opponent; this stacks with the standard +10 bonus gained against prone opponents. Allies may assist on this action.
- - Either: Activate Spell You may activate a single Spell that you possess, which must be a Full Action spell or less. The target of this Spell does not need to be the other participant in a grapple; however, Powers that would physically move you may not be used. (Esoteric Powers such as teleports or Jaunts work fine.)
- - Either: Light/Natural Weapon Standard Attack You may make a Standard Attack against a target, following all the usual rules of a Standard Attack, using either a Natural, Light, Pistol or unarmed weapon. This target does not need to be the other participant in a grapple.
- - Restrained: Break Free You may attempt to break free of the grapple by making an opposed Strength test against the controller. On a success, you break free.
- - Restrained: Slip Free You may attempt to slip free of the grapple by making an opposed Acrobatics test against the controller's Strength. On a success, you slip free.
- - Restrained: Take Control You may attempt to take control of the grapple by making an opposed Strength test against the controller. If you succeed, you become the Controller and your opponent becomes the Restrained. You may then instantly perform one of the Controller actions (but not one of the Either actions). Allies may assist on this action.
Suppressive Fire Attack, Ranged - You lay down down heavy fire, doing little damage but forcing enemies into cover. This action requires you to possess a weapon with either Semi or Full Auto capacity. You declare a kill zone, which is a 30 degree arc (if firing semi-auto) or a 60 degree arc (if firing full auto) in the direction you are facing. All enemies within the arc must test against Pinning, taking your Magnitude Modifier as a penalty, plus another -10 if fired on semi-auto, or -20 if fired on full auto.

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Breaking and Rallying

Hordes do not need to always be completely wiped out. As a Horde takes damage, its will to fight weakens; after enough stress the horde will break and flee. Below are instructions for breaking the morale of a Horde.

  • Breaking Horde Rules
    • Hordes that take 10 Magnitude damage or more in a single turn must make a Willpower test at the start of its next turn. If it passes, it may continue to act; if it fails the Horde breaks and flees as quickly as possible. It may flee away from its attacker, or it may try to retreat to a predetermined rally point depending, or simply whichever path leads away from combat. Hordes with nowhere to flee to will either surrender, or will suddenly attack their foes for as long as it takes to form an escape route.
    • Hordes who take multiples of 10 Magnitude damage incur a stacking -10 penalty onto the initial test. So a Horde that takes 40 Magnitude damage in a single turn must test Willpower with a -30 penalty.
    • Hordes that have lost 2 or more squads suffer a -10 to all WP tests.
    • Hordes that are in melee with three separate enemy Hordes at once take a -10 penalty to Break tests.
    • Hordes that Break in melee combat trigger attacks of opportunity as they flee.
  • Reforming Broken Hordes
    • A Broken Horde will in most circumstances, try to retreat off the map and be removed from play, but this is not necessary. Many factors, such as a lull in the fighting, the presence of allies, or a commanding presence can rally a broken squad, pushing them back into the fight. At the start of their turn, a Broken Horde can make a Rally test, which is a Willpower test with the same penalties and bonuses to a Break test, so long as they meet one of the following criteria:
    • Hordes who are out of sight of the enemy.
    • Hordes who can see more unbroken allied Hordes than enemy ones.
    • Hordes with a Leader embedded in the unit.
    • A Supreme Commander may make a Command Test as a Full Action to force all subordinate Hordes to attempt a rally test.

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Combat with Hordes

Line of Sight

Hordes, unlike normal units, count as blocking Line of Sight, both to allies and enemies, with the following exceptions:

  • Objects at least two size categories larger than the Horde ignore the Horde for the purposes of Line of Sight; for example, a Normal-sized horde will block line of sight to a Hulking-sized vehicle or character, but an Enormous-sized vehicle or character is visible and may be targeted as usual.
  • Prone Hordes do not block Line of Sight.

Damaging Hordes

Attacks dealt against Hordes resolve in mostly the usual way, with a few differences.

  • The primary rule: as per usual, attacks begin with an attack roll being made; should it hit and should the attack do damage after TB and AP, the enemy's Magnitude is reduced by 1, no matter how high the damage.
  • Below is a list of rules pertaining to the various modifiers that are applied when attacking Hordes. Note that the bonuses below stack as appropriate.
    • Scatter and Burst Attacks fired at a Horde roll damage once; if the damage is not enough, none of the hits have an effect. Every extra hit gained with a Burst attack is allocated against the same Horde and may not be allocated elsewhere. So a Burst attack that scores 5 extra hits will deal 6 hits total to a Horde, reducing its Magnitude by 6.
    • Explosive damage attacks gain a single extra hit per attack roll. So a Full Auto with an Explosive weapon that scores 4 hits will deal 5 total.
    • Blast attacks deal a number of extra hits equal to the size of its Blast quality; a weapon with Blast (5) will deal 6 hits total.
    • Line attacks deal an extra hit per two degrees of success, to a max of 5. So an attack with the Line Quality that scores 5 hits will deal 6 total.
    • Wave attacks deal a number of hits equal to half the range. So a wave attack with 30m range will deal 16 (15+1) Magnitude total.
    • Tearing and Savage attacks gain a single extra hit per attack roll. So a Burst attack with a Tearing weapon that scores 4 hits will deal 5 total.
    • Melee attacks score an extra hit for every two degrees of success. So a Melee attack that rolls 6 degrees of success will score a total of 4 hits (1+3 extra).
  • Hordes do not use Locations. They thus only have a single dominant AP quality that all damage is rolled against (Which is determined by their body AP). The only exception is if the Horde is in cover, in which case Locations will be used to see if the attack hits cover or not.
  • Hordes may not evade with Parries or Dodges.
  • Hordes may be pinned as normal, with the entire Horde making a single WP test, applying Magnitude Modifier as a bonus. On a failure, they are Pinned; they may only make a single normal action and a move action.
  • The Stun, Takedown and Knockdown actions apply to a Horde as normal with the entire Horde making a single test. On a failure, they suffer the usual consequences. However, the initial test by the attacker to Stun, Takedown or Knockdown a Horde takes the Horde's Magnitude Modifier as a penalty and does not gain the Magnitude To-Hit bonus (see below).
  • Magnitude To Hit Bonus: Independent Characters attacking a Horde apply the Horde's Magnitude Modifier as a bonus to their attack tests.
  • Attacks against a Broken Horde gain a +20 bonus.

Special Damage

  • Fire. Hordes can be set on fire in the usual ways- being struck by fire attacks or being in or adjacent to a square that is on fire. (On Strategic Maps, they have to be sharing a square with a fire to catch aflame). Hordes that are on fire take 1d5 Magnitude damage a turn, and suffer a -20 penalty to Willpower tests. As a Full Action, they may put themselves out automatically.
  • Falling Damage. Hordes who fall roll Falling Damage as normal. However, if the damage is sufficient to pass, then they lose 1d5 Magnitude per Squad. They must then test Toughness or Willpower; on a failure, they are stunned for one round.
  • Fatigue. Hordes take the penalty and do not collapse. However, in any turn in which they take an action whilst their fatigue is equal to or higher than their Fatigue Threshold, they lose 1d10 magnitude.
  • Insanity. Whenever a Horde takes Insanity damage, they lose a number of magnitude equal to the amount of damage taken. If the amount taken is greater than their Willpower Bonus, the Horde tests Willpower. On a failure, it is stunned for a round.

Attacks with Hordes

  • Hordes may make either a Melee Attack or Ranged Attack. They use either a melee or ranged weapon as appropriate.
  • Hordes may only attack a single target at a time. They roll WS (for melee) or BS (for ranged) once, applying Magnifier Modifier as a bonus. This attack may be dodged or parried, with the dodge/parry test applying Magnitude Modifier as a penalty; a basic success will negate the attack fully.
  • If the Horde successfully strikes the target, then it rolls damage as normal. However, when attacking Independent Characters, Hordes gain bonus damage from the following sources:
    • Every DoS grants +1 damage against Independent Characters. Against Horde targets, this is +1 Magnitude Damage instead.
    • Every extra hit from a Burst, Scatter or a Flurry attack does not generate extra damage rolls, but instead deals +1 damage against Independent Characters. Against Horde targets, this is +1 Magnitude Damage instead.
    • Finally, Horde attacks on other Hordes deal extra magnitude damage from Explosive attacks (+1), Blast (as X), Line (+1 per 2 Dos, Max 5) and Wave (Half of range) attacks and Tearing/Savage (+1) attacks.
    • This extra damage does not apply to Vehicles.
  • Hordes do not gain benefit from Ganging Up. Once per Round, a Horde may make a standard Attack of Opportunity against a target who moves out of melee combat without disengaging.
Examples
EXAMPLE A1: Ranged Attack on character. A five-squad Crossbow Horde with 40 BS makes a Ranged Attack with a weapon on single shot against an enemy character- specifically Darren Sveta. Because they have five squads, they add +25 to their BS attack test for a total of 65. They roll a 30 and gain 3 Degrees of Success. Darren rolls dodge vs 50, but applies the 25 penalty to make it 25; he rolls a 30! He fails to dodge; the Horde now rolls damage. Their weapon is 1d10+5, but because they earned 3 DoS, they add +3 damage for a total of 1d10+8.
EXAMPLE A2: Ranged Attack on enemy Horde. A five-squad Crossbow Horde with 40 BS makes a Ranged Attack with a weapon on single shot against an enemy horde- specifically a Sword Sergeants horde. Because the Crossbows have five squads, they add +25 to their BS attack test for a total of 65. They roll a 30 and gain 3 Degrees of Success. The Crossbows now roll damage. Their weapon is 1d10+5; unlike in Example A1, they do not add extra damage to this roll. Instead, if the damage roll is enough to deal damage after the Sergeants' AP and TB, then the Sergeants will take 5 Magnitude damage- 1 from the Crossbows managing to hit at all, +1 from Tearing, and an extra +3 from Degrees of Success.
EXAMPLE B1: Ranged Burst Attack on character. A five-squad Ordalian Cataphract Horde with 45 BS makes a Ranged Attack with a Bow. They have the Blitz talent, so they may use it as a Semi Auto attack. They do so, against an enemy character- specifically, Eilaris Windleaf. Because the Cataphracts have five squads, they add +25 to their BS attack test, for a total of 70. They roll a 10 and gain 6 Degrees of Success. Eilaris fails to dodge; the Horde now rolls damage. Their weapon is 1d10+3, but because they earned 6 DoS, they add +6 damage. However, the weapon is also Semi Auto 3; this means they gain 3 extra hits from the Semi Auto attack (+1 hit per 2 DoS). This stacks with the damage gained from scoring DoS at all, meaning another +3 damage. In total, their attack gains a total of +9 extra damage, making it a 1d10+12 attack.
EXAMPLE A2: Ranged Burst Attack on enemy Horde. A five-squad Ordalian Cataphract Horde with 45 BS makes a Ranged Attack with a bow on Semi Auto against an enemy horde- specifically a Spear Levy horde. Because the Cataphracts have five squads, they add +25 to their BS attack test, for a total of 70. They roll a 10 and gain 6 Degrees of Success. The Cataphracts now roll damage. Their weapon is 1d10+3 and thanks to Blitz, Semi Auto 3; unlike in Example B1, they do not add extra damage to this roll. Instead, if the damage roll is enough to deal damage after the Spear Levy's AP and TB, then the Spears will take 10 Magnitude damage- 1 from the Stormtroopers managing to hit at all, an extra +6 from Degrees of Success, and because the gun is Semi Auto 3, fired on burst mode and scores 6 DoS, it also gains +3 Magnitude damage from burst.

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Horde Traits

All Hordes can possess Horde Traits. These Traits change how the Horde acts, giving it special bonuses or behaviours. Traits are listed below.
Horde Trait Name Effect
Design Traits
Control Point This Horde is a Control Point. Control Points do not have any Magnitude, cannot be commanded, cannot move, cannot attack or be attacked and do not take any actions. Their role is entirely passive. Control Points act as rally points for the controlling side; any horde which breaks will flee to the nearest Control Point, unless that Control Point is contested (has an enemy unit within 2km of it). The turn after arriving at a Control Point, a broken horde will make a rally test with a +30 bonus. If the horde fails the test, it will move to the next nearest Control Point instead, away from the enemy. If a horde has consistently failed to rally and the closest Control Point other than the one it is currently at would involve going towards the enemy, then it will retreat off the map instead. Control Points can be captured by Hordes by moving adjacent to it and expending a Full Action. This automatically captures the Control Point, but it can only be done so long as there are no enemy Hordes inside or adjacent to the Control Point.
Large This Horde is made up of a small group of larger enemies, and takes a flat 10 mag damage from attacks which have 2d10 or more attack die. Large hordes ignore Fire effects, simply taking 1 Mag damage per turn instead.
Swarm This Horde is so numerous and spread out that only heavy area attacks do much damage. When this Horde takes Magnitude damage from any source other than an AoE attack or from another Swarm Horde, it halves the final amount.
Undead Horde This Horde is an Undead horde and has the Undead trait. However, Undead Hordes still take Break tests; instead of fleeing, however, they lose 10 Magnitude on a failed test.
Mobility Traits
Mobile (X) This horde is made up of quick, mobile forces who are not easily slowed down by poor terrain. This Horde gains X as a bonus to Difficult Terrain tests; if this would push the penalty below 0, then it does not count as Difficult Terrain.
Morale Traits
Battle-Hardened This Horde ignores its first failed Break test of the battle.
Bloodsoaked When the Horde fails a Willpower test to avoid being broken, it instead gains the Fearless, and Overwhelming (1) traits.
Disciplined This Horde does not suffer the -10 Willpower penalty for having lost two Squads.
Fanatical This Horde counts as fearless. Furthermore, whenever this Horde loses a squad, it gains the Overwhelming (+1) and Fire Drill (+1) traits.
Fighting Withdrawal When this Horde breaks, it does not flee at top speed but rather moves at whatever speed is appropriate away from the battle, making ranged attacks as it withdraws. It will Disengage from melee instead of fleeing.
Stubborn This Horde, if Broken, may automatically test WP at the start of every turn regardless of circumstances.
Offensive Traits
Dirty Fighter When this Horde attacks, it always hits its target's body location with the lowest AP. Against enemy Hordes, this Horde instead increases its Penetration of all attacks by +2.
Fire Drill (X) This Horde's ranged attacks deal +x extra damage to Independent Characters, and +x extra Magnitude damage to Hordes.
Overwhelming (X) This Horde's melee attacks deal +x extra damage to Independent Characters, and +x extra Magnitude damage to Hordes.
Reckless Charge Whenever this Horde uses the Charge action, it gains the Brutal Charge (Number of Squads) trait, but takes 2 Magnitude Damage to itself per squad.
Wild Fire This Horde may always make Burst attacks as a half action, but whenever it fires these weapons and misses, it takes 1 Magnitude damage per squad.
Support Traits
Ambushers The Horde is able to hide and move without being detected, given appropriate cover, using the Stealth skill. Attacks against unaware enemies treat the enemies as Surprised. Leaders attached to the horde may ignore the Horde Penalty to called attacks.
Evasive This Horde uses its AB to reduce damage in place of TB.
Exemplary Leadership Commanders and Leaders suffer no penalty to reusing a Tactic on this Horde.
Replenishing (X) This Horde regains X amount of Magnitude per turn.
Support(X) This Horde grants a +10 Bonus to all Weapon Skill, Ballistic Skill, Perception and Willpower tests made by allies within range equal to X. This bonus does not stack.
Terrain Traits
Alpine So long as you're on a Rough square, you gain the following bonuses: enemies take a -20 penalty to attacks to hit you, you reduce Rough Difficult Terrain penalties by 20, you gain a +10 to stealth tests, and increase the Rough AP bonus by 1. You gain a +20 to attacks to enemies on Rough squares and deal +1 damage against them.
Marine So long as you're on a Water or Shallows square, you gain the following bonuses: enemies take a -20 penalty to attacks to hit you, you gain a +10 to stealth tests, and reduce the Water or Shallows' Difficult Terrain penalty by 20. You gain a +20 to attacks to enemies on Water/Shallows squares and deal +1 damage against them.
Ranger So long as you're on a Forest square, you gain the following bonuses: enemies take a -20 penalty to attacks to hit you, you reduce Forest Difficult Terrain penalty by 10, you gain a +10 to stealth tests, and increase the forest's AP bonus by 1. You gain a +20 to attacks to enemies on forest squares and deal +1 damage against them.
Siege Rat So long as you're on an Urban square, you gain the following bonuses: enemies take a -20 penalty to attacks to hit you, you gain a +10 to stealth tests, and increase the Urban AP bonus by 2. You gain a +20 to attacks to enemies on Urban squares and deal +1 damage against them.

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Characters and Hordes

Hordes don't have to fight alone. They are often supported by special individuals, who command or fight alongside them. This section details how Hordes interact with Independent Characters.

  • Horde Leaders are Independent Characters who have been attached to the Horde. They command it, confer bonuses to it and are protected by it.
    • A Horde may possess a single Horde Leader. This Leader provides bonuses to the Horde, and may activate Tactics for that Horde. The Leader also travels as part of the Horde.
    • If a Horde does not have a Leader, then a Character may join it. The Horde's initiative will then change to match the Leader's, and the Horde may instantly act now, unless the Horde has already acted this turn.
    • The Horde counts as the Leader's subordinates for the purposes of talents such as Iron Discipline or skills such as Command.
    • Horde Leaders may activate Tactics on the Horde using their own actions.
    • Leaders may not be targeted by Horde attacks (although Weapon Specialists can still attack), and all attacks aimed at a Leader incur a -10 penalty per Squad remaining in the Horde unless the Horde is Stunned or Helpless. This penalty is reduced by Called Shot talents (but the talents do not stack if the shot at the Specialist is also a Called Shot.) They are unaffected by AoE attacks that hit the horde.
    • So long as the Leader is attached to the Horde, then the Leader moves with the Horde freely; this does not cost actions.** If a Leader wishes to detach from a Horde, they must decide this at the start of the Horde's turn.
    • If a Horde Leader is stunned, knocked unconscious, rendered helpless or killed, then any bonuses they provide, including sustained tactics, instantly end.**
  • The Supreme Commanders are Independent Characters who are considered to command all of their side's Hordes on the field. They command all of their side's Hordes, can confer bonuses to them, and can also be attached to a Horde to act as a Horde Leader as well. The full rules for Supreme Commanders may be found in the Realm Battles page.
    • Commanders are characters who are considered to be in overall command of all of their faction's Hordes for their Battle.

*The Horde counts as the Commander's subordinates for the purposes of talents such as Iron Discipline or skills such as Command.
*Commanders may activate tactics.
*Commanders can be attached to a Horde, and act as a Horde Leader for that Horde.
*If a Horde Commander is stunned, knocked unconscious, rendered helpless or killed, then any bonuses they provide, including sustained tactics, instantly end.
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