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Introduction:
This game was designed in response to the current trend in miniature wargaming in which random variables influence the game
more than good strategy. Many have forgotten that when the miniature wargame hobby was first started by H. G. Wells with
the game "Little Wars" back in 1913 there were no dice or random events. So with a tip of the hat to Mr. Wells I
present this game as a return to the concept of skill and good generalship winning games and not blind luck. I hope you enjoy
it.
What you need to play:
Tape measure
fantasy miniatures
Templates & tokens
Paper & pencil
Wound markers
Calculator
Templates and Counters:
Make a copy of the template page. Glue the copy to light thin card such as cereal box card. After the glue has dried, cut
out the templates and counters. The templates are used for artillery and certain magic spells.
Definitions:
Base contact - Models whose bases are touching.
CV - (Combat Value) The measure of how much damage a model can do in melee.
Damage zone - The area where it is legal to remove casualties. When using templates, if any part of the base of a model
is under the template that model is in the damage zone.
DV - (Defense Value) The measure of how much damage a model can take before being killed.
Line of Sight - A line between models that doesn't go through blocking terrain.
Model - A wargame miniature or miniatures mounted on a single base.
Phase - A segment of a player's turn. Such as the movement phase.
Round - Both player's turns together consist of one round.
RV - (Ranged Value) The measure of how much damage a model can do at range.
Turn - All five of a player's phases makes a turn.
Unit - A group of models of the same type who have no more than 2"; distance between each other.
Miniatures and Basing:
Models for this game should be 25mm to 28mm in scale. Infantry should be on bases at least 20mm across. All other models should
be on larger bases that accommodate the model with very little of the model hanging over the base edge. Suggested sizes are:
20mm x 40mm for cavalry, 40mm to 60mm or more for monsters and chariots. Bases may be of any shape (square, round, hex, etc.)
Set up:
The 4'x6' game board with terrain should be set up in any mutually acceptable manner. If the players wish, a terrain piece
on the board can be designated as the objective for the game. Place a target in the center of the table. Each player flips
an artillery token on the table. The player whose token is closest to the target gets to choose the table edge to deploy on
and places his army first followed by his opponent. During deployment armies are to be placed within 12" of the board
edge. Models are to be placed in units at minimum size or larger. After both armies are deployed flip tokens at the target
to determine who gets the first turn.
The Turn Sequence:
A player performs actions in the following order:
1. Artillery fire
2. Missile fire
3. Movement
4. Heroic Combat
5. Melee
Afterwards, the next player proceeds with his actions in the above order.
The Artillery Phase:
In order to fire, the artillery unit requires its minimum crew within 2" of the artillery unit (see the chapter on unit
types for details). Also in order to fire, the crew may not be in melee. Before firing the unit may rotate about its center
to line up a shot. Artillery that fired in the artillery phase may not move in the movement phase. Cannon and mortar units
that misfire lose 1 crewmember of owning player's choice. There are 3 types of artillery fire: direct, indirect, and spray.
Each of these works as follows:
Direct Artillery
Hold your hand just over the artillery unit and with your thumb flip the artillery token towards the target. In order to be
a good shot the token must land on the game board within a 45° arc of the front of the artillery piece and the token must
have traveled at least 12" away from the unit. If the shot doesn't meet the above criteria, it is a misfire and does
no damage. On a good shot draw an imaginary line from the center of the artillery unit through the artillery token and off
the board. The closest object on this line to the artillery unit is struck. The edge of dense terrain is considered an object
when concerning direct artillery. When a model is hit, the artillery unit does damage equal to its ranged value (RV). If the
RV equals or exceeds the model's defense value (DV), the model is removed from the game. Subtract the model's DV from the
artillery's RV, if there is still some RV left it is applied to the next object on the line provided that it is not more than
6" away from the first object. Thus several models can be removed from the game with a single shot. If a shot hits a
monster and the RV equals or exceeds half the monster's DV but is not enough to kill it, the monster is wounded. Models in
dense terrain get +1 to their defense value. Once a blocking object is struck no objects behind it may be struck. If a monster
is wounded the shot is also stopped.
Indirect Artillery
Hold your hand just over the artillery unit and with your thumb flip the artillery token towards the target. In order to be
a good shot the token must land on the game board within a 90° arc of the front of the artillery piece and the token must
have traveled at least 12" away from the unit. If the shot doesn't meet the above criteria, it is a misfire and does
no damage. Hold the blast template over the center of the artillery token. Models with any part of their base under the template
are in the damage zone. The player who didn't fire the artillery chooses which models in the damage zone are killed or wounded.
Add up the DV of killed models and half of the DV of wounded monsters. This total should be equal to the RV of the artillery
unit or as close to it as possible. Models in dense terrain get +1 to their defense value. Extra damage is lost.
Spray Artillery
Place the fan template in front of the artillery unit with the small end of the template touching the unit. Models with any
part of their base under the template are in the damage zone. Damage is dealt in the same way as indirect artillery. Models
in dense terrain get no bonus to their defense value.
Missile Fire:
To make a ranged attack, pick a target unit in line of sight of your ranged combat models. Hold your hand just over one of
the firing models and flip the artillery token towards the target. Add up the RV of all the firing models who are in range
and subtract the number of inches the artillery token landed from the nearest target. Models in the same unit don't block
line of sight. The defender chooses which models in the target unit who are within range of the attackers are killed or wounded.
Add up the DV of killed models and half of the DV of wounded monsters. This total should be equal to the total RV of the missile
fire or as close to it as possible. Extra damage is lost. Models in dense terrain get +1 to their defense value. Models more
than 4" deep in dense terrain may not be hit with missile fire.
Movement:
Units move at the rate indicated on the master unit table at the end of this book. Moving units must maintain a 2" coherency
between models. Units below minimum unit size or are affected by fear may not move within 6" of enemy models and must
move away if within 6". A unit is affected by fear if it is below twice its minimum unit size and is within 6" of
a model that causes fear. Models of the same type may join together into a unit by moving within coherency distance. Units
may voluntarily split apart into separate units as long as each resulting unit is at the minimum unit size or larger. Every
inch of difficult terrain is counted as 2 inches for movement.
Terrain:
Each terrain piece is rated for movement penalty (clear, difficult, or impassible) and cover (open, dense, or blocking). Clear
terrain has no movement penalty. Every inch of difficult terrain is counted as 2 inches for movement. Models may not move
through impassible terrain. Open terrain doesn't provide any cover. Dense terrain gives a +1 DV verses missile fire and certain
types of artillery. Missile fire and artillery are stopped by blocking terrain.
Heroic Combat:
During the heroic combat phase each player may remove 1 enemy model within 2" of each of their heroes. Players get to
choose which of their enemies' models die but regular models must be taken before other hero models. Heroic combat is simultaneous
and both sides remove casualties at the same time. Heroes that acted in this phase may still fight in the melee phase if they
are still alive.
Melee:
Models that are in base contact with any enemy models are in melee, as are any models within 4" of those models in base
contact with an enemy. Combat is simultaneous and both sides remove casualties at the same time. Add up the CV of all the
models on each side in the melee. Each player chooses which of his models in the damage zone are killed or wounded. Add up
the DV of killed models and half of the DV of wounded monsters. This total should be equal to the total CV of the enemy models
in melee or as close to it as possible. Any extra damage is lost.
The Bodyguard Rule:
Anytime one of your units is attacked (in melee, ranged combat, or artillery hits) you may choose to kill off more DV points
worth of models in the damage zone than you are required to. This is mainly done to protect high value models.
Winning the Game:
The game ends when one player has 25% or less of his models left on the board at the end of any turn. Players add up the point
cost of every model they have left on the board plus 200 points for holding the terrain objective. Points for captured artillery
goes to the captor. A player wins if his total is at least 10% greater than the other player. Any other result is a draw.
Army Construction:
Before the game each player builds his army using the following guidelines:
The total cost of an army may not exceed the agreed upon army total (1000 points is typical).
The army must have a general.
No more than 1 spell caster.
No more than 20% of an armies' points may be spent on monsters (including upgrades).
No more than 30% of an armies' points may be spent on artillery (not including crew).
Unit Types:
There are 4 different categories of units (infantry, cavalry, monsters and artillery). Each are described below along with
unit special rules and upgrades.
Infantry
Infantry units come in the following subtypes: troops, bowmen, crossbowmen & rangers. Bows and crossbows have a missile
range of 12". Crossbows may not move in turns in which they fired. Rangers move at their normal full movement rate in
difficult terrain.
Regular & elite troops can be upgraded to pikes for +1 point which gives the model +1 CV vs. cavalry.
Bowmen can be upgraded to longbows for +1 point which increases bow range to 16".
Rangers can be upgraded to have missile fire for +3 points which gives them RV of 1 & 12" range.
Cavalry
Units of this type are divided into cavalry and chariots. Any cavalry model in dense terrain has its DV halved. Chariots may
not enter dense terrain. Both Cavalry & Chariots may be upgraded to have missile fire for +3 points which gives them RV
of 1 & 12" range.
Monsters
Monsters may be wounded when they aren't killed outright. When a monster is wounded place a wound marker on it. A monster
is killed if it has 2 wound markers. They may operate on their own without being in a unit. Dragons have a breath weapon that
is a spray artillery attack with a RV of 6. Dragons also have the flight upgrade included in the unit cost. Monsters may be
upgraded to have missile fire for +3 points which gives them RV of 1 and 12" range. Large monsters may be upgraded to
be transports for +5 points and allows them to carry as many infantry models as can fit on the model's howdah or platform.
Artillery
In order to move or fire the unit must have its minimum crew within 2" and not be in melee. Artillery may not move and
fire on the same turn. Only infantry and cavalry (not chariots or monsters) may be crew for artillery. Artillery does not
fight in melee nor does it ever take damage, that is what the crew is for. A player may capture and use another's artillery
unit if he has crew within 2" and the opponent doesn't.
Universal upgrades
Flight may be given to infantry and cavalry for +2 points or monsters for +5 points. Flight gives +3" to movement and
allows the model to fly over terrain without penalty.
The swim upgrade may be given to infantry and cavalry for +1 point or to monsters for +3 points. Swim allows the model
to move through water terrain without penalty including normally impassible deep water.
Any infantry or cavalry model can be upgraded to a leader for +5 points. Units with a leader may ignore the minimum unit
size restrictions and are immune to fear.
One infantryman, cavalryman, large monster or dragon may be upgraded to a general for +20 points. Friendly units within
12" of the general are immune to fear and the unit the general is part of ignores minimum unit size restrictions. There
is no reason to combine this upgrade with leader because the general upgrade already includes the leader ability. There may
only be 1 general per army.
Any leader, general, or spell caster may be upgraded to a hero for +30 points. Heroes may perform heroic combat and may
join any kind of unit.
Any one non-artillery model (except small monsters) may be upgraded to a spell caster for 60 points. Rules for spell casters
are in the magic chapter.
Any troop or monster model (except dragons) may be upgraded to a golem for +1 point. Golems are immune to fear, gain +1
DV and have no minimum unit size. Golem units must have a friendly wizard or ice mage within 12" in order to move or
perform actions. Golems will take part in melee regardless if a wizard is present or not. Only armies with a wizard or ice
mage can have golems. The golem upgrade can't be combined with the undead upgrade. Wizards and ice mages may join golem units.
Any non-artillery model may be upgraded to an undead model for +3 points. Undead are immune to fear, cause fear, have
double DV vs. missile fire, and have no minimum unit size. Undead must have a leader in the unit or a necromancer or general
within 12" in order to be under control and perform actions normally. Undead units that are out of control must move
their maximum movement allowance towards the nearest enemy unit within line of sight of the unit. Out of control undead won't
use artillery or missile fire but may engage in melee. Only armies with a necromancer can have undead. Necromancers may join
undead units.
Magic:
Spell casters receive 10 magic points at the beginning of the game. Each time a spell is cast subtract out the spell cost
from your available magic points. At the start of the spell caster's turn the spell caster regains 1 magic point. A spell
caster may never have more than 10 magic points. Spells that operate like artillery don't require crew, don't have firing
arcs, and doesn't misfire if the token fails to travel 12". No spell may be cast more than once per turn. Each type of
spell caster has its own spell list listed below:
Wizard
Dispel (3 pts.): Flip the artillery token from the wizard towards the target. Place the blast template over the token. Magic
terrain under any part of the blast template is removed from the board. This affects the following spells: Lava eruption,
Flood, Stone wall, Ice wall and Grow forest. This spell may only be cast in your artillery phase.
Teleport (2 pts.): Flip the artillery token from the wizard towards the target. Place the wizard model at the place the
token landed. If the token landed off the table or in dangerous terrain, such as lava, the wizard is killed. This spell is
only to be cast at the start of your movement phase and takes place of regular movement.
Blast (4 pts.): Flip the artillery token from the wizard towards the target. Place the blast template over the token.
The blast does RV 5 damage. This spell may only be cast in your artillery phase.
Golem (2+ pts.): The wizard can create golems to serve as a bodyguard or protect areas. An irregular trooper with the
golem upgrade costs 2 magic points, regular golems cost 3 magic points and elite golems cost 4 magic points. The golems must
be placed within 4" of the wizard. More powerful monstrous golems can't be created so quickly and must be purchased before
the game. This spell is only to be cast at the beginning of your turn.
Accuracy (3 pts.): This spell allows an artillery unit within 4" of the wizard to be more accurate with its shooting.
After the artillery has fired, the artillery token may be moved up to 4" in any direction. This spell must be cast before
the artillery token is flipped. This spell may only be cast in your artillery phase.
Fire Elementalist
Flame Jet (5 pts.): This is a spray artillery attack. The flame jet does RV 6 damage. This spell may only be cast in your
artillery phase.
Lava Eruption (5 pts.): This spell creates a lava pool on the board of not larger than 6" square. The pool may be
placed anywhere within 12" and line of sight of the elementalist but may not be placed over other terrain or in areas
occupied by other models. The pool will remain in place for the rest of the game or until dispelled. Any model that moves
into the lava is killed unless it has protection against fire. This spell may only be cast in your artillery phase.
Summon Fire Elemental (2+ pts.): Summoning a small elemental costs 2 points, medium elementals cost 5 points and large
elementals cost 8 points. Elementals follow all the rules for summoned creatures. This spell is only to be cast at the end
of your turn.
Fire Ball (4 pts.): Flip the artillery token from the elementalist towards the target. This attack works like indirect
artillery. The blast does RV 5 damage. This spell may only be cast in your artillery phase.
Fire Walk (1 point per 2 models): This spell allows models in the same unit as the elementalist to move through lava or
other fiery terrain like it was clear open ground. This spell is only to be cast in your movement phase.
Water Elementalist
Rainstorm (5 pts.): For an entire round the battlefield is engulfed in heavy rain. All models have the equivalent of cover
for the purposes of missile and artillery fire. Cannons and mortars may not fire during the storm because of wet gunpowder.
This spell is only to be cast at the beginning of your turn.
Flood (4 pts.): This spell creates a pool of water on the board of not larger than 6" square. The pool may be placed
anywhere within 12" and line of sight of the elementalist but may not be placed over other terrain or in areas occupied
by other models. The pool will remain in place for the rest of the game or until dispelled. The water is difficult terrain.
This spell may only be cast in your artillery phase.
Summon Water Elemental (2+ pts.): Summoning a small elemental costs 2 points, medium elementals cost 5 points and large
elementals cost 8 points. Elementals follow all the rules for summoned creatures. This spell is only to be cast at the end
of your turn.
Water Walk (1 point per 2 models): This spell allows models in the same unit as the elementalist to move through water
like it was clear open ground. This spell is only to be cast in your movement phase.
Drown (4 pts.): Flip the artillery token from the elementalist towards the target. If the token lands on water terrain
the spell does RV 6 damage to enemy models in the water. This spell doesn't affect elementals, flying models, undead, demons,
or golems. This spell may only be cast in your artillery phase.
Earth Elementalist
Summon Earth Elemental (2+ pts.): Summoning a small elemental costs 2 points, medium elementals cost 5 points and large elementals
cost 8 points. Elementals follow all the rules for summoned creatures. This spell is only to be cast at the end of your turn.
Phase (1 point per 2 models): This spell allows models in the same unit as the elementalist to move through blocking terrain
like it was clear open ground. This spell is only to be cast in your movement phase.
Stone Wall (4 pts.): This spell creates a 6" long by 3" high wall of impassible blocking terrain. The wall may
be placed anywhere within 12" and line of sight of the elementalist. The wall will remain in place for the rest of the
game or until dispelled. This spell may only be cast in your artillery phase.
Angry Ground (5 pts.): Flip the artillery token from the elementalist towards the target. This attack works like indirect
artillery. The attack does RV 6 damage. This spell may only be cast in your artillery phase.
Stone Skin (1 point per 2 models): This spell gives models in the same unit as the elementalist +1 DV for the phase. This
spell may be cast at the beginning of any phase (yours or your opponents).
Air Elementalist
Lightning Bolt (4 pts.): Flip the artillery token from the elementalist towards the target. The attack is a direct artillery
shot with a RV of 6. Unlike regular artillery there is no arc of fire. This spell may only be cast in your artillery phase.
Flight (1 point per 2 models): This spell gives models in the same unit as the elementalist the flight upgrade until the
start of your next movement phase. This spell is only to be cast at the start of your movement phase.
Summon Air Elemental (2+ pts.): Summoning a small elemental costs 2 points, medium elementals cost 5 points and large
elementals cost 8 points. Elementals follow all the rules for summoned creatures. This spell is only to be cast at the end
of your turn.
Tornado (5 pts.): Flip the artillery token from the elementalist towards the target. This attack works like indirect artillery.
The attack does RV 6 damage. This spell may only be cast in your artillery phase.
Windstorm (5 pts.): For an entire round the battlefield is engulfed in high winds. All models have the equivalent of cover
for the purposes of artillery fire. Missile fire is not possible during the storm. This spell is only to be cast at the beginning
of your turn.
Ice Mage
Ice Jet (5 pts.): This is a spray artillery attack. All models with any part of their base under the template may not move
or perform actions until the end of their next turn. Mark the models with counters or lay them down to show they are frozen.
Frozen models may still melee if attacked but at half CV. This spell doesn't affect ice golems. This spell may only be cast
in your artillery phase.
Ice Golem (2+ pts.): The mage can create golems to serve as a bodyguard or protect areas. A irregular trooper with the
golem upgrade costs 2 magic points, regular golems cost 3 magic points and elite golems cost 4 magic points. More powerful
monstrous golems can't be created so quickly and must be purchased before the game. This spell is only to be cast at the beginning
of your turn.
Ice Walk (1 point per 2 models): This spell allows models in the same unit as the mage to move through ice or snowy terrain
like it was clear open ground until the start of your next movement phase. This spell is only to be cast at the start of
your movement phase.
Ice Wall (4 pts.): This spell creates a 6" long by 3" high wall of impassible blocking terrain. The wall may
be placed anywhere within 12" and line of sight of the mage. The wall will remain in place for the rest of the game or
until dispelled. This spell may only be cast in your artillery phase.
Ice Blast (4 pts.): Flip the artillery token from the mage towards the target. This attack works like indirect artillery.
The blast does RV 5 damage. This spell may only be cast in your artillery phase.
Shaman
Grow Forest (4 pts.): This spell creates a forest terrain piece on the board of not larger than 6" square. The forest
may be placed anywhere within 12" and line of sight of the elementalist but may not be placed over other terrain or in
areas occupied by other models. The forest will remain in place for the rest of the game or until dispelled. The forest is
difficult dense terrain. This spell may only be cast in your artillery phase.
Healing (2 pts.): This spell allows you to remove 1 wound marker from a friendly model within 12" and line of sight
of the shaman. This spell is only to be cast at the beginning of your turn.
Summon Animal (2+ pts.): Summoning a small animal costs 2 points, medium animals cost 5 points and large animals cost
8 points. Summoned animals follow all the rules for summoned creatures. This spell is only to be cast at the end of your turn.
Animate Forest (3 pts.): Flip the artillery token from the shaman towards the target. If the token lands on a forest,
that forest becomes impassible to enemy models for the round and enemy models in the forest may not move. This spell may only
be cast in your artillery phase.
Swarm (4 pts.): Flip the artillery token from the shaman towards the target. This attack works like indirect artillery.
The attack does RV 5 damage. This spell may only be cast in your artillery phase.
Protector
Missile Shield (2 pts.): This spell makes models in the same unit as the protector immune to missile fire for the phase. This
spell may be cast when you are being attacked by missile fire.
Healing (2 pts.): This spell allows you to remove 1 wound marker from a friendly model within 12" and line of sight
of the protector spell caster. This spell may only to cast at the beginning of your turn.
Be Gone! (4 pts.): This is a spray artillery attack. The attack does RV 6 damage, but may only affect elementals, undead
and demons. This spell may only be cast in your artillery phase.
Blessing (2 pts.): Place a marker on a friendly model within 12" and line of sight of the spell caster. This marker
gives the model +1 DV for the duration of the game. A model can only get the benefit of 1 blessing, additional markers have
no effect. Should a model have a blessing marker and a evil eye marker the spells counteract each other and the markers must
be removed immediately. This spell is only to be cast at the beginning of your turn.
Fear Not! (4 pts.): This spell makes the entire army immune to fear and eliminates minimum unit size restrictions for
the turn. This spell is only to be cast at the beginning of your turn.
Necromancer
Raise Dead (2+ pts.): The necromancer can create undead servants. An irregular trooper with the undead upgrade costs 2 magic
points, regular undead cost 3 magic points and elite undead cost 4 magic points. The models must be placed within 4"
of the necromancer. More powerful monstrous undead can't be created so quickly and must be purchased before the game. This
spell is only to be cast at the beginning of your turn.
Evil Eye (3 pts.): Place a marker on a enemy model within 12" and line of sight of the spell caster. The model is
now cursed and should this model ever be in a damage zone, damage must be dealt to this model before models without evil eye
markers. Should a model have a blessing marker and a evil eye marker the spells counteract each other and the markers must
be removed immediately. This spell is only to be cast at the beginning of your turn.
Back from the Dead (5 pts.): If a necromancer is killed, the player controlling the necromancer may immediately spend
5 magic points to bring the model back to life. This can only be cast at the time of the necromancer's death and not anytime
later in the game. The risen necromancer also gains the undead upgrade.
Summon Demon (2+ pts.): Summoning a small demon costs 2 points, medium demons cost 5 points and large demons cost 8 points.
Demons follow all the rules for summoned creatures. This spell is only to be cast at the end of your turn.
Death Cloud (4 pts.): Flip the artillery token from the necromancer towards the target. This attack works like indirect
artillery. The attack does RV 5 damage but will not harm golems, undead, demons or elementals. This spell may only be cast
in your artillery phase.
Summoned Creature Rules:
When summoning creatures, flip the artillery token from the spell caster towards your target. Demons and elementals will appear
where the token landed. Summoned animals will appear at the nearest point on the nearest board edge to the artillery token.
If the summoning would place the creature in terrain the creature could not occupy or if the summoned model will not fit in
the designated place because of terrain or nearby models, the spell is a miscast and the creature does not appear.
Abilities of summoned creatures
Summoned creatures are either small, medium or large monsters depending on the amount of spell points the spell caster used
to summon them. The different types of summoned creatures have the following abilities:
Fire Elemental: Immune to missile fire, flame jet, fire ball, flame projectors and may move through lava or other fiery
terrain like it was clear open ground. Fire elementals may not enter water.
Water Elemental: Immune to missile fire and may move through water terrain like it was clear open ground. Water elementals
may not enter fiery terrain.
Air Elemental: Immune to missile fire and has the flight upgrade.
Earth Elemental: Immune to missile fire and may move through rocky or muddy terrain like it was clear open ground.
Summoned Animal: May have one of the following chosen at the time of the summoning: flight, swim or no move penalty in
forest.
Demon: Has the flight upgrade and has double DV vs. spells that cause damage (except Be Gone!)
Controlling Summoned Creatures
At the beginning of the movement phase the spell caster may spend 1 magic point to keep the creature under control. If the
creature is under control, the player who summoned it may move the creature and engage in melee in the usual way. If a player
chooses not to pay for control, the creature is now out of control and will remain that way for the remainder of the game.
Once a summoned creature goes out of control the spell caster may never pay to bring it back under control. Out of control
creatures move last after all other models have moved. To determine how an out of control creature moves in a given turn,
each player stands 1 foot away from his side of the table and flips the artillery token onto the table. Whoever's token lands
closest to the creature gets to move and use the creature in melee as he chooses. Regardless of which player is controlling
the creature, it always moves in the turn of the player that summoned it.
Banishing Summoned Creatures
The player that summoned a elemental or demon may banish it, removing it from play, provided the creature is still under control.
It costs 2 magic points to banish a controlled creature. Summoned animals can't be banished but may be removed from the game
by moving them off a board edge. Elementals are automatically banished if the summoning elementalist dies.
MASTER UNIT TABLE
|
UNIT
|
COST
|
CV
|
DV
|
RV
|
MIN UNIT
SIZE
|
MOVE
|
NOTES
|
|
Irregular Troops
|
4
|
1
|
1
|
|
4
|
6"
|
|
|
Regular Troops
|
6
|
1
|
2
|
|
3
|
6"
|
|
|
Elite Troops
|
8
|
2
|
2
|
|
2
|
6"
|
|
|
Bowmen
|
7
|
1
|
1
|
1
|
4
|
6"
|
12" bow range
|
|
Elite Bowmen
|
9
|
1
|
1
|
1.5
|
4
|
6"
|
12" bow range
|
|
Crossbowmen
|
8
|
1
|
2
|
1
|
3
|
6"
|
12" bow range, Move or fire
|
|
Elite Crossbowmen
|
10
|
1
|
2
|
1.5
|
3
|
6"
|
12" bow range, Move or fire
|
|
Rangers
|
7
|
1
|
2
|
|
3
|
6"
|
No terrain penalty
|
|
Elite Rangers
|
9
|
2
|
2
|
|
2
|
6"
|
No terrain penalty
|
|
Cavalry
|
7
|
1
|
2
|
|
3
|
12"
|
DV is 1 during melee in dense terrain
|
|
Elite Cavalry
|
9
|
2
|
2
|
|
2
|
12"
|
DV is 1 during melee in dense terrain
|
|
Chariot
|
25
|
6
|
6
|
|
1
|
12"
|
May not enter dense terrain
|
|
Elite Chariot
|
30
|
8
|
7
|
|
0
|
12"
|
May not enter dense terrain
|
|
Small Monster
|
12
|
3
|
3
|
|
1
|
12"
|
May be wounded
|
|
Medium Monster
|
28
|
6
|
8
|
|
0
|
10"
|
May be wounded, Cause fear
|
|
Large Monster
|
40
|
9
|
10
|
|
0
|
8"
|
May be wounded, Cause fear
|
|
Dragon
|
120
|
12
|
14
|
6
|
0
|
12"
|
May be wounded, Fan template, Flight, Cause fear
|
|
Bolt Thrower
|
40
|
|
|
4
|
0
|
6"
|
Direct artillery, 2 crew
|
|
Ballista
|
70
|
|
|
7
|
0
|
|
Direct artillery, 4 crew
|
|
Catapult
|
50
|
|
|
5
|
0
|
6"
|
Indirect artillery, 2 crew
|
|
Trebuchet
|
100
|
|
|
10
|
0
|
|
Indirect artillery, 4 crew
|
|
Cannon
|
80
|
|
|
8
|
0
|
|
Direct artillery, 4 crew, Disastrous misfire
|
|
Mortar
|
120
|
|
|
12
|
0
|
|
Indirect artillery, 4 crew, Disastrous misfire
|
|
Flame Projector
|
60
|
|
|
6
|
0
|
6"
|
Spray artillery, 2 crew
|
The templates are available below in Campaign Cartographer format. You can download a free viewer from the publisher: ProFantasy.
click here to download file
Discuss this game here
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