Type
|
SP
|
Movement
|
Range
|
Special
|
Commander & Bodyguard
|
6
|
3
or 4
|
Adj
|
Foot move 3, mounted move 4
|
Dwarf Infantry
|
4
|
2
|
Adj
|
+1 in melee
|
Dwarf Archer
|
3
|
2
|
3
|
|
Dwarf Cavalry
|
3
|
3
|
Adj
|
|
Elf Infantry
|
4
|
3
|
Adj
|
|
Elf Archer
|
3
|
3
|
4
|
+1 to shooting
|
Elf Cavalry
|
3
|
4
|
Adj
|
|
Orc Infantry
|
4
|
2
|
Adj
|
|
Orc Archer
|
3
|
2
|
3
|
|
Orc Cavalry
|
3
|
3
|
Adj
|
+1 in melee
|
Goblin Infantry
|
3
|
3
|
Adj
|
|
Goblin Archer
|
3
|
3
|
3
|
|
Goblin Cavalry
|
3
|
3
|
Adj
|
|
Troll
|
5
|
2
|
Adj
|
+1 in melee
|
Ogre
|
4
|
2
|
Adj
|
|
Giant
|
6
|
2
|
3
|
+2 in melee; throw boulders
|
Ent
|
6
|
4
|
3
|
+2 in melee; throw boulders
|
Halfling
|
3
|
3
|
Adj
|
|
Skeleton
|
3
|
2
|
Adj
|
Enemy archers suffer -1
|
Skeleton Archer
|
3
|
2
|
3
|
Enemy archers suffer -1
|
Wight
|
3
|
2
|
Adj
|
Non-magic weapons suffer -1
|
Eagle
|
3
|
2
or 5
|
Adj
|
Diagonal move 4 squares.
|
Magic User
|
3
|
3
or 4
|
Adj
|
Mounted move 4; Magic
|
Turn sequence
Magic use is undertaken before artillery fire at the
beginning of the turn sequence. Like
artillery it is simultaneous if there are magic-users on
both sides (see below for rules regarding magic).
Commanders with bodyguards
Act as a unit and do not embed with other units, however
produce bonus for a single unit that they
are adjacent to orthogonally in the normal way
Magical Weapons
A commander may be equipped with a magical weapon that
allows +1 to combat rolls
Magical Creatures (additional rules)
Eagles
Flying - Eagles move 5 squares orthogonally OR 4 squares
diagonally but cannot mix the two
movement types. They may part move and then land to enter
combat. Once per gamethey may drop rocks onto an enemy unit by flying into an adjacent square - roll d6 score of 5
or 6 does 1 SP damage. Archers can attempt to shoot at Eagles that are flying
up to 2 squares away
Giants & Ents
Giants/Ents may throw boulders if in landscape containing
them - behave like
Artillery in original rules.
Woods
All units reduce movement to 1 grid except Elf &
Halfling units that reduce
their move by 1 grid; Ents move at normal speedElf units and Ents need not stop immediately on entering woods
Range of elf archers is reduced to 2 grid squares in woods others to 1 square
Eagles suffer no penalty for flying over woods
Rivers
Giants and Ents are not slowed by rivers
Eagles suffer no penalty for crossing rivers when flying
Reaction of larger magical creatures on being forced to
retreat after combat roll
After taking a hit and rolling 4 or 5, Trolls, Ogres, Giants
and Ents may
retreat a square in the normal way; on rolling a 6 however
they have gone
berserk and will move in a random direction a full move
doing 1SP of damage
to each unit they pass through. Roll d6 - 1 or 2 forward, 3
right, 4 left, 5 or 6 to rear.
They will then continue to move in that direction each turn
unless the commander
moves to an adjacent square to rally them (this takes one
full turn).
In this, and only this special circumstance a magic creature
may enter a square
occupied by another unit. When this occurs, the original
occupant is considered disorganized and
cannot move or take part in combat during that turn.
Magic
If the commander is also a Magic user then SP of commander
applies. Magic Users
are deemed to be sufficiently competent in combat to defend
themselves
Choose a spell from the list. Roll d6 - 1,2,3 spell works
4,5 spell fails 6 spell backfires. Check results
Magic users must be in direct line of site of target. Range
is measured orthogonally.
Magic users can perform spells on into woods, built-up areas
and forts and
out of woods, built-up areas and forts as long as the
adjacent square is open ground.
Spell
|
Range
|
Successful Effect
|
Backfire Effect
|
Blast of Fire
|
4
|
1SP damage to enemy
|
1SP damage to caster
|
Soft ground
|
5
|
Slows enemy to 1 square movement for
2 turns
|
Caster cannot move for 2 turns but
may fight or cast magic
|
Fear
|
4
|
Enemy unit retreats 1 square or stops
if retreat is blocked for one turn. If retreat takes the unit off the board
they cannot return
|
Caster retreats 1 square or stops (if
retreat is blocked) for one turn. If retreat takes the caster off the board
they cannot return
|
Invisibility
|
n/a
|
The caster becomes invisible for 2 turns
and cannot be attacked or fired upon
|
The caster lights up so brightly they
are burnt and suffer 1SP damage
|
Freeze water
|
5
|
1 grid square of water is frozen for
2 turns allowing troops to pass over it
|
The caster is temporarily frozen for
1 turn and suffers 1SP damage
|
Poisonous Fog
|
4
|
A poisonous mist appears over an
enemy unit for 1 turn doing 1SP damage
|
The mist appears in the square in
front of the caster and is blown randomly 1 square. Roll d6. 1 - rear, 2 -
forward, 3,4 - right, 5,6 - left. It does 1SP damage to any unit in
destination square.
|
Healing
|
Adj
|
Heals a damaged unit by 1SP
|
Caster suffers 1SP of damage
|
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