Latest update: 31/7/2025

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Vharnoth Wars

The continent of Vharnoth has long been a land of conflict and transformation, shaped by the rise of its dominant factions, each forged through hardship, ambition, or ancient curses. From the depths of its past, power has shifted between these forces, carving the world into what it has become today. Tensions continue to rise. Vharnoth teeters on the edge of all-out war. And when the inevitable conflict erupts, it will decide not just the fate of kingdoms, but the very shape of history itself.

Supplementary rules, used in addition to the core rules for battles in Vharnoth

Unit types

Infantry: Groups of troops that travel on foot.

Cavalry: Groups of troops that travel on a horse or similarly sized mount. Can be heavy of light.

Flying cavalry: Groups of troops that travel on flying mounts. Flying units can pass over other units.

Monsters: Large, scary creatures that travel alone. Can be flying.

Artillery: Weird and wonderful constructs to wield big damage at range.

Leaders: Generals, wizards and heroes with their retinues and mounts. Follow the movement rules for infantry or their mount if they have one. If they are also a monster, follow the relevant movement rules for their type.

Magic

Magic spells can be attempted at any time during a wizard’s activation.

Magic spells are prepared in advance and can go wrong or fizzle out. Roll a D12 to see if the spell goes off. On a roll of 1 to 3 the spell does not work. Additionally, on the roll of a 1 the caster takes a wound as part of the spell backfires.

Each magic spell from any lore can only be attempted once per game.

Power spell

A power spell is what the name implies, a spell of immense power. A spellcaster who casts a power spell immediately becomes exhausted. In the next turn of the game, they are unable to activate at all. Additionally, if they are charged by an enemy unit in the turn they are exhausted, they cannot defend themselves. Therefore, they are removed as a casualty with no saves allowed.

Move

A monster unit on foot follows the same movement rules as heavy cavalry.

Units that can fly follow the same movement rules as light cavalry. They can also pass over other units.

Fight

Defend the boss! Leaders who are adjacent to friendly non-leader units increase their save roll by +1 for each friendly unit that is also in the same combat. This does not apply to leaders who are riding monsters, or indeed are monsters.

Monsters: The best way to defeat large monsters in combat is to surround them and attack from multiple angles. A monster applies -1 to its save roll for each enemy unit after the first. So if there are 3 enemy units adjacent to the monster it will apply -2 to its save roll.