Вы находитесь на странице: 1из 2

AP

Rng

Road

Good

Bad

River

enemy < total < enemy

+3,+5 F/S

Flee 600p from Magician


Destroyed if in contact
Destroyed by Mounted if in contact
Destroyed in bad going
Destroyed by War Band
Destroyed by Knights in good going,
or by War Band
Destroyed by Hero or Paladin
Otherwise flee from battlefield

Airboats

Artillery
Beasts
Behemoths
Blades

F
M
M
F

3
2
4
2

Clerics

Dragons

1200

+6

Flyers

1200

+2

God

1200

+6

500

500

200

100

+5

400

200

200

100

+2

Hero

Horde

500

Combat

500

300
400
400
400

200
400
300
200

400
200
200

100
400
100
100

+4
+4,+3 F/S
+5,+4 F/S
+3,+5 F/S

400

200

200

100

+4

Knights

400

300

200

100

Lurkers

200

200

200

100
w:200

+4,+3 F/S

+2

Flee 600p from Magician


Flee battlefield from God, Magician or Cleric
Otherwise ignore
Ensorcelled by Magician
Destroyed by Hero, Paladin or Artillery
Destroyed by Knights in good going,
or by War Band
Destroyed in bad going, or by Behemoths,
or by Shooters or Artillery
or Magicians if just made contact
Otherwise recoil
Flee from battlefield

Ensorcelled by Magician.
Destroyed by Hero, Paladin or God
Otherwise recoil
2
Paladin
M 4
500
500
200
100
+6
Destroyed if in contact
Destroyed if in bad going
Riders
M 2
500
500
200
100
+3
Otherwise recoil
Shooters
F
2
200 400
300
300
100
+4,+3 F/S*
Destroyed by Mounted if in contact
Sneakers
F
3
400
300
300
100
+3,+5 F/S*
Flee 600p
Destroyed by Knights in good going,
Spears
F
2
400
200
200
100
+4
or by War Band
Captured by ground troops in contact,
Stronghold S
+6
or by aerials aided by ground troops
Destroyed by Behemoths,
War Band
F
2
400
200
200
100
+3
or by Knights in good going
Otherwise, recoil
1. If two Heroes are fighting, and they score the same total, both are destroyed.
2. If a Magician and Paladin are fighting, and they score the same total, both are destroyed.
Magician

600

500

500

200

100

Total enemy
Destroyed by Hero, Magician, Aerials, or Shooters
Otherwise flee 600p
Destroyed
Destroyed
Destroyed
Destroyed
Destroyed
Destroyed by Hero, Magician, Aerials, or Shooters
Otherwise flee 600p
Destroyed by Hero, Magician, Aerials, or Shooters
Otherwise flee 600p
Destroyed by Hero, Magician, Aerials, or Shooters
Otherwise flee 600p
Destroyed
Destroyed
Destroyed

Destroyed
Destroyed

+4

Destroyed
Destroyed
Destroyed
Destroyed
Destroyed
Destroyed
Destroyed

p20,22

p24

Sequence of Play p13

Magical Attack

Defender takes first bound, then each side alternates


1: Roll 1D for PIPs
2: Spend PIPs for deployment
3: Spend PIPs for tactical moves
4: Elements turn to face flank or rear attackers (no PIPs required)
5: Attack with Shooters, Artillery and/or Magicians
6: Resolve close combat.

2 PIPs to enspell one enemy element or stronghold


Cannot enspell if in close combat contact
Range 600p. No line of sight required
1-2 magicians can aid, providing +1-2 DM, costing 1-2 PIP
Target has +2 DM if in woods, or across water
Second time a magician rolls a 1, they are self-ensorcelled
De-sorcelling costs 6 PIPs

Special Deployment Rules p13 & 14

Shooting p20

Dragons
God

Hero

Horde

Lurkers

Magician

Cost 6 PIPs to summon. Players dragons all arrive at


once. Deploy on players edge, >200p from enemy.
Cost 6 PIPs to summon. Deploy > 200p from enemy in
controlling players half of the board.
The God leaves on a subsequent roll of 1 PIP.
If ensorcelled, spend 6 PIPs to escape the wizards
clutches and place in close combat contact with enemy
stronghold, or center of enemy edge if no stronghold.
If destroyed, spend 1 PIP to replace. Deploy
replacements at players board edge or stronghold
>200p from enemy.
Not deployed until enemy enters suitable terrain (bad
going or water). Placed with front edge in close combat
contact. Cannot make a tactical move the round theyre
deployed. If they flee, or have no enemy within 600p,
remove from the board. Can re-deploy 2 more times.
nd
rd
First deploy costs 1 PIP, 2 2, 3 3.
If ensorcelled, spend 6 PIPs to dispel the curse, and
reappear exactly where ensorcelled, provided no other
units are currently positioned there.

Movement Points

p15 & 16

1 PIP to move an element or group


+1 PIP to move Magicians and Aerials
+1 PIP if General lost
+1 PIP if >1200p from General
+1 PIP if >600p from General, and beyond crest of hill, wood, or a
built-up area

Passing Through Other Units p15 & 16


Sneakers can pass or be passed through by friend & enemy.
Magicians can pass through any friends
Gods can pass through any friends
Ground troops can pass under enemy flyers or aerial heroes or
friendly aerials if not already in close combat contact
Aerials can pass over any ground troops when not recoiling
Mounted can pass through friendly foot, but only if facing in the
same or opposite direction.

Combat Modifiers

p21-23

+2 if bespelled across water or within 600p of Cleric/Paladin


+2 if bespelled or shot at in wood or built-up
+1 if Spears/Warband have same at rear and no bad-going
+1 if General and in close combat or being bespelled / shot at
+1 if uphill & neither aerial
+1 if defending river bank & not ford/bridge & neither aerial
nd rd
-1 for each 2 /3 enemy aiding shooting/bespelling
nd rd
-1 for each 2 /3 enemy attacking stronghold
-1 for each flank with enemy in front edge or corner contact
-1 if enemy in full front contact with rear edge
-2 bad-going/off-road & not Shooter/Warband/Lurker/Beast
OR Mounted touch front edge enemy in bad-going/off-road
OR Aerial touch front edge enemy in wood/built-up/off-road
OR not Water Lurker & touch front edge of Water Lurker
OR enspelling enemy Magician 600p from own Stronghold

& Ensorcellment

An element can only shoot once per bound


Any element that can shoot must shoot
Any target that can shoot back, must shoot back
Range extends to a rectangle 3 base-widths wide
Range is measured from front edge to nearest point
Cannot shoot if shooter or target are in close combat
Unless target is aerial, no other unit can be in corner-to-corner
quadrilateral space between shooter and target edges
Cannot shoot > than 50p in/out of woods or built-up areas

Destroyed while Recoiling

p24

Enemy in front-edge corner-corner contact with flank


OR in front-edge contact with rear
UNLESS Enemy is sneaker and unit isnt General
Meets enemy it cant pass through or under
Meets friends it cant pass through or under, or push back
Meets stronghold or impassable terrain
Aerial recoiling into woods or built-up area
Touching water and >45 from perpendicular to bank

Fleeing 600p

p25

Rotate 180, then adjust by up to 90 to avoid friends or enemies it


cant pass through/over; or bad/impassable terrain; or friends in
contact; but NOT a river;
OTHERWISE destroyed
Ground troops destroyed if fleeing into a river

Pursuit

p26

Knights, Behemoths, Beasts & Warband can pursue one base depth
IF enemy recoils, breaks off, flees or is destroyed
UNLESS it remains in contact with an enemy front edge
UNLESS it only fought in overlap/flank/rear contact
UNLESS part of base would enter river/impassable terrain
UNLESS part of base would leave battlefield

Losing a Battle

p26

Lost General AND lost more AP than other side


OR Lost half AP AND lost more AP than other side
OR Lost stronghold

What Counts as Lost

p26

Destroyed OR leaves battlefield OR currently ensorcelled


NOT elements that havent yet been deployed
NOT horde that is replaced
NOT lurkers that return
NOT lurkers that left because no enemy within 600p
NOT ensorcelled element that is desorcelled

Вам также может понравиться