Академический Документы
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Highest roll on (1d6) die wins moves first. Each player starts game with a 100pt army. At the end of each turn, each player receives additional pts.*Not used in Fantasy Battles A unit is destroyed or killed when all of its Hit Points have been expired. Units may move individually or in groups. Turn Sequence 1. Issue Orders and begin Movements. 2. Attack if within range. 3. Purchase new units and/or Order Reserves if needed. Morale (1d6) Before a unit can attack it must roll for morale. A roll of 2 or higher is required to continue the attack. Wizards must role a 3 or higher for concentration. Ballista & Artillery must role a 4 or higher to zero in on target. Attack (1d10) 1-2 Miss 3-5 Wound or Hit 1pt 6-8 Severe Wound or Good Hit2pt 9 Deadly Wound or Critical Hit 3pts 10 Kill Defense Subtract the targets Defense Modifier from the Attack Roll.
IMPERIUM ROMANA
Infantry: (2hp per soldier) Moves 3 inches per turn. Has a defense of 1 if armored or barricaded. 1. Soldiers: have an attack bonus of +1 if over 5 units attacking same target. Range: 4 inches Cost: 5pts *Medics must be designated and unarmed, can heal 1 soldier per turn. 2. Grenadiers (Rocketry, Grenades, etc.): have an attack bonus of +1 vs. Vehicles, Tanks and Aircraft, and +2 vs. Infantry. Range: 8 inches Cost: 10pts. 3. Heavy Machine Gunners and Artillery: have an attack bonus of +3 vs. Infantry, +2 vs. Vehicles, Tanks, and Aircraft. HvyMG Range: 8 inches Cost: 20pts Artillery Range 18 inches Movement: 2 in. per turn. Cost: 30pts Vehicles (Jeeps, Bikes, Trucks, etc.): (7hp) Moves 7 inches per turn, if damaged and returns to base can be fully repaired in 1 turn. Has a defense of 1 If armed, has an attack bonus of +1 vs. Infantry Range: 5 in. Cost: 30pts. Tanks (12hp) Moves 5 inches per turn, if damaged and returns to base can be fully repaired in 1 turn. Has a defense of 3 Has an attack bonus of +2 vs. Vehicles and +3 vs. Infantry. Range: 8 in. Cost: 45pts. Aircraft (7hp) Moves 12 inches per turn, but must return to base to refuel and repair within 3 turns. Has a defense of 2 (flying targets harder to hit) Has an attack bonus of +2 vs. Vehicles, Infantry and Tanks Range: 10 in. Cost: 55pts. Helicopters: have an attack bonus of +3 vs. Infantry and +1 vs. Vehicles, Tanks. Range: 6 in. Cost: 45pts
Infantry: (2hp per soldier) Moves 3 inches per turn. Has a defense of 1 if armored or barricaded. 1. Soldiers: have an attack bonus of +1 if over 5 units attacking same target. Range: 4 inches Cost: 5pts *Medics must be designated and unarmed, can heal 1 soldier per turn. 2. Grenadiers (Rocketry, Grenades, etc.): have an attack bonus of +1 vs. Vehicles, Tanks and Aircraft, and +2 vs. Infantry. Range: 8 inches Cost: 10pts. 3. Heavy Machine Gunners and Artillery: have an attack bonus of +3 vs. Infantry, +2 vs. Vehicles, Tanks, and Aircraft. HvyMG Range: 8 inches Cost: 20pts Artillery Range 18 inches Movement: 2 in. per turn. Cost: 30pts Vehicles (Jeeps, Bikes, Trucks, etc.): (7hp) Moves 7 inches per turn, if damaged and returns to base can be fully repaired in 1 turn. Has a defense of 1 If armed, has an attack bonus of +1 vs. Infantry Range: 5 in. Cost: 30pts. Tanks (12hp) Moves 5 inches per turn, if damaged and returns to base can be fully repaired in 1 turn. Has a defense of 3 Has an attack bonus of +2 vs. Vehicles and +3 vs. Infantry. Range: 8 in. Cost: 45pts. Aircraft (7hp) Moves 12 inches per turn, but must return to base to refuel and repair within 3 turns. Has a defense of 2 (flying targets harder to hit) Has an attack bonus of +2 vs. Vehicles, Infantry and Tanks Range: 10 in. Cost: 55pts. Helicopters: have an attack bonus of +3 vs. Infantry and +1 vs. Vehicles, Tanks. Range: 6 in. Cost: 45pts
Infantry (2hp per soldier) Moves 3 inches per turn. Has a defense of 1 if armored or barricaded. 1. Soldiers: have an attack bonus of +1 if over 5 units attacking same target. Range: 4 inches Cost: 5pts *Medics must be designated and unarmed, can heal 1 soldier per turn. 2. Grenadiers: have an attack bonus of +1 vs. Cavalry, and +2 vs. Infantry. Range: 6 inches Cost: 10pts. 3. Heavy Machine Gunners: have an attack bonus of +3 vs. Infantry, +2 vs. Cavalry. Cost: 25pts 4. Artillery: have an attack bonus of +3 vs. All. Movement: 1 in per turn. Range: 18 inches Cost: 40pts Cavalry (5hp per trooper) Moves 6 inches per turn, has a Charge bonus of +4 inches, must wait 1 turn to charge again. Has a defense of 1 if armored. Has an attack bonus of +2 vs. Heavy Machine Gunners and Artillery. Can be healed by Medics or healed at Base for 1 turn of rest. Cost: 20pts
Infantry (2hp per soldier) Moves 3 per turn. Has a defense of 1 if armored or barricaded. *Shields count as armor. 1. Soldiers: have an attack bonus of +1 if over 5 units attacking same target. Cost: 5pts 2. Archers & Spearmen: have an attack bonus of +1 vs. Cavalry, and +2 vs. Infantry. Range: 6 inches Cost: 10pts. *Some Soldiers will be equipped with Spears use same rules with this difference, once a Soldier throws his spear it is gone for the rest of the game. 3. Ballista etc.: have an attack bonus of +3 vs. All. Range: 18 inches *Surgeons can heal 1 soldier per turn, Ballista crews can repair ballista for 1 turn of rest. Moves 1 in per turn. Cost: 40pts Cavalry (5hp per trooper) Moves 6 inches per turn, has a Charge bonus of +4 inches, must wait 1 turn to charge again. Has a defense of 1 if armored. Has an attack bonus of +2 vs. Archers and Ballista. Can be healed by Surgeons or healed at Base for 1 turn of rest. Cost: 20 pts
Infantry (5hp per soldier) Movement: 3 per turn. Has a defense of 1 if armored or barricaded. *Shields count as armor. Can be healed by Wizards or healed at Base for 1hp per turn of rest. -Soldiers: have an attack bonus of +1 if over 5 units attacking same target. Cost: 5pts -Archers & Spearmen: attack bonus of +1 if over 2 units attacking same target Range: 6 Cost: 10pts. *Some Soldiers will be equipped with Spears use same rules with this difference, once a Soldier throws his spear it is gone for the rest of the game. -Gunpowder Units: has an attack bonus of +1 vs. all. Range: 6 Cost: 30 Ballista/Siege Weapons(3hp) Movement: 1 per turn. Max/Min Range: 18/6. Cost: 35pts -Ballista etc.: have an attack bonus of +3 vs. all. Ballista crews can fully repair ballista for 1 turn of rest. Ballista require 2 soldiers/archers to operate them. Wizards (4hp) Movement: 3 per turn. Range: 10 Cost: 30pts -Wizards can cast 2 spells per turn. A Wizard can cast 2, 1st Level Spells per turn or 1, 2nd Level Spell per turn. Wizards cannot cast the same spell twice in one turn. *see Wizard Spells on next page. Wizards cannot be Heroes. Cavalry (6hp per trooper) Movement: 6 per turn, has a Charge bonus of +4, must wait 1 turn to charge again. Has a defense of 1 if armored. Has an attack bonus of +1 vs. Archers, Wizards and Ballista. *NA to Mounted Archers. Can be healed by Wizards or healed at Base for 1hp per turn of rest. Cost: 20 pts