TEXT: 28
  Mass Warfare
   Magic Attacks
  The use of magic in Battle Scale combats 
  is quite rare in units larger than a single 
  character. Units of mages are expensive 
  and risky to send into a deadly battleﬁ eld, 
  as even they can be overwhelmed by an 
  opposing army or crushed under a single 
  trebuchet’s stone. Such a loss is often far 
  greater than the risk is worth, so only the 
  occasional battle mage is sent out to the 
  front lines.
  When used by an independent character, 
  a Magic Attack should be rolled just like 
  any other Ranged Combat attack, using 
  that particular spell’s skill instead of the 
  normal Ranged Combat Offensive Value. 
  Should it hit the target, the spell’s effects 
  assault the target unit accordingly. For 
  some spells this could require a little 
  attention from the Games Master to 
  decide the exact effects, but most are self-
  explanatory.
  Entire units of magic users can be truly 
  formidable on the rare occasions when 
  they are ﬁ elded. When a unit actually uses 
  the Wield Magic! Battle Action to cast a 
  spell, the unit follows the rules for the 
  Direct Fire! or Fire at Will! Battle Actions 
  as if they were archers ﬁ ring arrows. Even 
  though many spells (such as Frostbite or 
  Slow) are resisted in normal circumstances using skills 
  that are not Dodge, for simplicity’s sake Battle Scale 
  spells are resisted only by Ranged Combat Defensive 
  Value or a unit’s Morale.
  When a unit is called upon to make a Magic Attack 
  upon another unit, the following opposed roll must be 
  made:
  Spell’s Skill Value vs. Ranged Combat Defensive 
  Value OR Morale
  The defending unit resists using its Ranged Combat 
  Defensive Value if the spell causes direct damage, or 
  resists with its Morale value if the spell has a different 
  effect.
  Since it is quite unlikely that a unit capable of casting 
  spells that would be useful in a Battle Scale combat 
  is going to number extremely high in unit members, 
  each Magic Attack must be rolled independently. This 
  will record just how many attacks were successful. If 
  the spell is a damaging one, roll the damage and treat 
  it as if it were any other Ranged Combat attack. If not, 
  the target unit will be affected in whole or in part by 
  the spell’s intended effects.
  Due to the overall variety of magical spells and abilities 
  that could be brought to bear against a target or group 
  of targets, the use of Magic Attacks can vary from 
  instance to instance (except for the directly damaging 
  kinds), and we suggest that Games Masters take care to 
  be aware of the spell casting options available to both 
  them and their Players when a Battle Scale combat is 
  a possibility.
   
  
  Mass Warfare
  29
  Battle Action Summary
  Battle Action
  Check
  General Description
  Advance!
  N/A
  Moves unit normally
  All on my Target!
  Command
  All shots target single individual
  Charge!
  Command
  Moves unit and attacks
  Defend!
  N/A
  Unit bolsters Defensive Value
  Fight!
  N/A
  Unit makes Close Combat attacks
  Fire!
  N/A
  Unit makes Ranged attacks
  Fleet-Footed Advance!
  Command
  Unit moves at slightly accelerated rate
  Gather Around Me!
  Command/Inﬂ uence
  Character creates new unit around himself
  Hold!
  N/A
  Unit takes a break to regain composure
  I Want His Head!
  Command –15%
  Unit attacks ofﬁ cer/individual with efﬁ ciency
  Intimidate the Enemy!
  N/A
  Unit tries to lower enemy unit’s Morale
  Press Them Back!
  Command +10%
  Unit ﬁ ghts to push enemy backwards
  Rally!
  N/A
  Unit regains Morale
  Retreat!
  N/A
  Unit moves toward originating direction
  Riding Volley!
  Command
  Unit moves and makes Ranged Combat attacks
  Scatter!
  N/A
  Unit becomes very difﬁ cult to hit with Fire! 
  Shields Up!
  Command
  Unit increased Armour Points against Ranged Attacks
  Steady Advance!
  Command
  Unit moves slowly, but reduces Morale loss
  Wield Magic!
  N/A
  Unit makes Magic attacks
  The  Battle Actions
  In Battle Scale combats, units must call upon Battle 
  Actions in order to perform any sort of activity during 
  each Battle Turn. The following pages discuss all of 
  the Battle Actions currently available to units. 
   Advance!
  Most units in battle must close the distance between 
  them and their intended targets before they can cause 
  any sort of damage to the enemy. The most basic way 
  to do so is by simply advancing toward the target at a 
  constant pace.
  Restrictions: This action cannot be used if the unit is 
  currently engaged in Close Combat.
  Test: N/A
  Effect: A unit can move forward or to either side by 
  virtue of its normal Movement characteristic. If a unit 
  wishes to move backwards it should use the Retreat! 
  Battle Action.
   All on my Target!
  Units capable of Ranged Combat will rarely have any 
  speciﬁ c target in mind when ﬁ ring into a unit, as it 
  makes much more sense to simply try to cause as much 
  damage as possible when attacking in numbers. There 
  are times though, that a Unit Commander will point 
  out a speciﬁ c person in the target unit to be saturated 
  with shots – sometimes to disable a siege machine, 
  injure a character or even just to demoralise the unit as 
  one of their members is riddled with projectiles.
  Restrictions: Only usable by units armed with ranged 
  weaponry.
  Test: Command
  Effect: The unit makes its next Ranged Offensive 
  Value attack roll against the target named during the 
  Action Declaration Phase at a –25% penalty. All hits 
  scored are recorded against a single target, incapable 
  of killing/destroying anything but that single target. 
  Should the target be killed or destroyed, Morale loss 
  from this attack is doubled.
  
  38
  Legendary Abilities
  LEGENDARY 
  ABILITIES
  Avoidance
  Defender’s Roll (Dodge Skill)
  Attacker’s Roll 
  (Weapon skill)
  Failure
  Success
  Critical Result
  Failure
  Attack fails
  Attack fails
  Attack fails; attacker 
  Overextended
  Success
  Attack succeeds but inﬂ icts 
  minimum damage; defender 
  forced to Give Ground
  Attack fails
  Attack fails; attacker 
  Overextended
  Critical Result
  Attack succeeds and becomes 
  critical hit
  Attack succeeds but inﬂ icts minimum 
  damage; defender forced to Give Ground
  Attack fails
  T
  he epic and legendary souls that walk the 
  realms of RuneQuest are examples of some 
  of the most powerful members of their races, 
  with a host of interesting and sometimes unbelievable 
  abilities at their disposal. Cleaving a dragon with a 
  single stroke, lifting a stone the size of a house in order 
  to block a raging ﬂ ood even returning from the dead 
  to avenge the wronged. These talents are what fables 
  and myth are written about, and they are the tools that 
  a Legendary character has to choose from.
  This chapter discusses an extended list of Legendary 
  Abilities, like those found on pages 98-103 of the 
  RuneQuest core rulebook. Many of the Legendary 
  Abilities listed here are extremely powerful, with 
  some actually having other Legendary Abilities as 
  prerequisites!
  The abilities listed here are not meant to be handled 
  or used by the common character. In fact, many of 
  the prerequisites are high and demanding enough 
  that only a truly Legendary character could possibly 
  possess them at all. They are tools for the truly epic, 
  and should be used as rewards for many long gaming 
  sessions of heroic action by a character.
  Ultimately it is up to the Games Master to determine 
  whether a character can learn any particular Legendary 
  Ability. We encourage Games Masters to use these 
  abilities as goals for their Players to strive for, but to 
  remember that all their hard work should be rewarded 
  somehow.
  This chapter also discusses the effect such a powerful 
  being has on runes already integrated into the Legendary 
  character. Where some of the older runes and their 
  spells were once useful, a Legendary character’s 
  enemies would scoff at such trivial powers. Just as the 
  character has evolved into a Legend, so have many of 
  the runes and spells attached to him. We have included 
  a list of altered runic powers and a handful of new 
  spells that are the result of truly powerful characters 
  possessing them.
  New  Legendary Abilities
  The following section is a collection of new 
  Legendary Abilities to be sought, purchased and used 
  by Legendary RuneQuest characters. Each one has its 
  own prerequisites and Hero Point cost that must be 
  met before the character can purchase them.
   Avoidance
  Requirements: DEX 16 or higher, Dodge skill at 90% 
  or higher
  Hero Points: 8
  You are a frustrating foe to combat, bending and 
  dodging blows as if they were made by addled children 
  
  Legendary Abilities
  39
  Legendary Abilities
  Legendary Ability
  Requirements
  Hero Points
  Avoidance
  DEX 16+, Dodge skill 90%+
  8
  Black Waltz
  DEX 15+, Close Combat Weapon skill 90%+, Dance skill 90%+
  10
  Bloodhound
  INT 15+, Tracking skill 100%+
  10
  Born Leader
  CHA 15+, Command skill 90%+
  8
  Destiny Map
  POW 16+, Runeﬁ nder skill 90%+
  12
  Doppelganger
  CHA 15+, Disguise skill 100%+
  10
  Forgemaster
  INT 15+, Craft skill 100%+
  10
  Gadgeteer
  INT 15+, Mechanisms skill 100%+
  8
  Golden Voice
  CHA 15+, Command/Inﬂ uence skill 70%+
  8
  Hail of Woe
  Bow or Crossbow skill at 90%+
  12
  Juggernaut
  Skin of the Bear, CON 19+, Resilience skill at 90%+
  10
  Lifegiver
  Empathic Wound, Healing skill 125%+
  12
  Lord of the Mount
  Born to the Saddle, Riding skill 125%+
  8
  Maelstrom
  STR 15+, Close Combat Weapon skill 90%+
  10
  One With the Wild
  POW 15+, Survival skill 70%+
  8
  Perfect Blow
  Weapon Mastery skill 90%
  12
  Pinpoint Aim
  DEX 15+, Throwing skill 90%+
  10
  Prestidigitation
  DEX 15+, Sleight skill 90%+
  8
  Runeseer
  POW 16+, Runewatcher skill 90%+
  10
  Siren’s Voice
  CHA 15+, Sing skill 125%+
  8
  Song of Pan
  CHA 15+, Play Instrument skill 90%+
  10
  Soothsay
  WIS 15+, Augury skill 90%+
  12
  Spider’s Climb
  Wall Leaping, Athletics skill 125%+
  10
  Spirit of the Mer
  CON 15+, Athletics skill 90%+
  8
  Storm of 1,000 Blows
  DEX 15+, Martial Arts skill 90%+
  12
  Sundering Stroke
  STR 15+, 2H weapon skill 90%
  14
  Titan’s Heft
  STR 18+, Athletics skill 100%+
  14
  True Sight
  POW 15+, Perception skill 125%+
  12
  Vanish
  POW 15+, Stealth skill 90%+
  10
  Vengeful Soul
  POW 20+
  15
  Voiced Power
  CHA 15+, Oratory skill 90%+
  10
  Windwalker
  DEX 15+, Acrobatics skill 100%+
  12
  Youthful Vigour
  CON 15+, Resilience skill 100%+
  10
  or inﬁ rmed elderly. You can now use the Avoidance 
  ability instead of Dodging in Close Combat. The 
  Avoidance Legendary Ability uses the following 
  rules:
  D 
  You are assumed to have one additional Combat 
  Reaction each round, usable only for Avoidance.
  D 
  You use the following table for the results of your 
  Dodge roll versus the Weapon attack roll:
  You may use Avoidance twice each round; otherwise, 
  you must resort to using normal Dodge Combat 
  Reactions.
   Black Waltz
  Requirements: DEX 15 or higher, any Close Combat 
  Weapon skill and Dance skill at 90% or higher
  Hero Points: 10
  
  Spirit of the Mer
  
  Legendary Artefacts
  79
  LEGENDARY 
  ARTEFACTS
  The Ivory Blade
  Weapon
  Skill
  Damage Dice
  STR/DEX
  ENC
  AP/HP
  Cost
  Ivory Blade of King 
  Reginald
  1H Sword
  2H Sword
  1D8
  2D8+1
  13/9
  9/9
  1
  Unbreakable
  Priceless
  T
  he following is a small collection of legendary 
  artefacts for use in your RuneQuest games, each 
  with a short narrative description of the item 
  and its powers – and how they affect the game itself. 
  Games Masters should feel free to use, alter or ignore 
  these examples at their leisure – or even come up with 
  some of their own using these as creative ideas!
  The  Ivory Blade of King Reginald
  Said to be carved from the tooth of a fallen dragon 
  killed by the great and just King Reginald, this 
  exquisitely forged bastard sword made of magical 
  ivory is covered in tiny runic symbols of Dragon 
  and Mastery. The inlaid silver hilt and hand guard is 
  sculpted to look like a large draconic head grasping 
  the wielder’s hand in its jaws. The blade is smooth 
  and faultless, carrying a razor’s edge after a century 
  or more of shearing through the thickest of armoured 
  hides.
  Carved by hand from the curving fang of the dragon 
  ravaging his lands, the Ivory Blade replaced King 
  Reginald’s own bastard sword – which he broke off 
  inside the heart of the beast in order to kill it. The 
  blade was cut to Reginald’s own speciﬁ cations and 
  mystically tempered by his Runepriests in the blood 
  of the fallen reptile. After a year of soaking in the 
  dragon’s blood, the sword was laid in its beautiful hilt 
  and given to King Reginald.
  He put the ﬁ ne weapon to use many times over, felling 
  beasts with great ease for many years – until he was 
  betrayed by his closest friend, who coveted the Ivory 
  Blade. After killing the king in his sleep, his friend 
  stole the blade and took it many leagues away before 
  ever actually trying to wield it. Upon being beset by 
  a gigantic troll, the assassin unsheathed the weapon 
  and held it at the ready. Knowing the treachery of 
  the hand that wielded it, the iconic dragon’s head hilt 
  snapped down and bit the offender’s hand off at the 
  wrist. The blade fell at his feet, and the troll ﬁ nished 
  what the Ivory Blade had started. It would seem that 
  the Runepriests laid a powerful weight of good in that 
  weapon, and ‘no hand of darkness’ would ever make 
  true a single stroke.
  In game terms, the blade is as powerful as it is 
  beautiful, being able to slice through any amount 
  of hide or armoured scales with ease, and having a 
  tremendous effect on anything reptilian. It ignores any 
  natural Armour Points it encounters, and actually adds 
  the natural Armour Points of any reptile (dragons, 
  dragonewts, crocodiles, and so on) to its damage roll 
  as an additional modiﬁ er. Otherwise, it is an enchanted 
  bastard sword that causes double normal dice of 
  damage upon a successful strike. Also, any hand that 
  the Games Master deems a ‘hand of darkness’ will be 
  shorn off (no roll) by the scissoring jaws of the dragon 
  hilt should they ever try to make an attack or parry 
  with the Ivory Blade.
   Wikanau’s Helmet of Blind Faith
  An extremely old piece of equipment, the Helmet of 
  Blind Faith is a wooden ‘helm’ of sorts that bears no 
  eye slits or ports of any kind. It is simply a wooden 
  tube with an enclosed top, carved to look like the 
  facial features of some ancient god long forgotten by 
  the minds of mortals. So old is the helmet that many 
  of the protruding features – the nose, ears and small 
  horns – have been worn away to smooth nubs. It is 
  
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