Well then, I will post the rules directly:
Note: All distances are in cm. Note: rules may be a bit unclear...
Start of the game: Before the game, the terrain is set up in a manner agreed upon by both players. Then, each player sets up his army, in a territory 30 cm from his opponent. When this is done, roll a dice for who gets first turn.
Each player makes a full turn before his opponent can do something. Every turn, every model may do 1 action &, at the end of the turn, fight. This can be moving, shooting or magic. This must be done in this order: Moving-shooting-magic.
In Movement, the model may move as much cm as indicated in his/her/it's M stat. If this model is flying, it may fly over any and all terrain without penalty. All terrain, like woods, rocks, and buildings, cannot be passed through by arrows or models, they have to either get over them or around them. Sloped hills however, can be walked upon.
When a unit wants to shoot, it may shoot d6 A for every 5 US in the unit left, on a unit which is can be seen from the point where the unit is standing. If 5 archers die, detract 1 d6 from the unit's total. Ex: 2 archer units shoot, one has 7 archers left, and so may shoot 2d6 A, the other has only 5 left, and so may use only 1 d6. Note, if a unit is on a hill, it may look over other unit which are not on a hill. If there are less than 3 US left, the unit may only do 1 A. When a wizard wants to cast magic, he may use one of the three spells in his list. The player must roll a 4 or higher to cast. If he fails to do so, that particular wizard must wait until next turn before he can cast again. After all models have done their action, the models with an enemy in base to base may attack this unit.
Magic spells: Awesome power: Select 1 unit within 20 cm, any unit who wants to attack this unit in your opponent's next turn must roll a 4 or higher on a d6 to do so. Magic wave: Moves any one unit within 20 cm up to 30 cm. Fearsome sight: Any one unit within 20 cm must test for panic as if beaten in combat.
Vehicles, monsters and commanders: Vehicles, monsters and commanders use the A, M and D stats as normal, but the US stat is different, marked by a -V or -M for vehicle/monster, and -C for commander. A vehicle doesn't lose US, but is destroyed immeadiately if a single regiment does3 dice over it's D. If it doesn't get destroyed, you will need to do 3 damage in a single round again. Commanders are killed by the 2nd dice.
Fighting goes like this: For every point of US the model has left, it may roll as many dice as are noted at A. For every dice that rolls over their opponents D, a US will be gone. For example: A unit of human swordsmen with US are in base to base with a unit of Southern warriors. They roll 10 dice, as there are still 10 swordsmen left. They roll 4, 6, 5 ,5, 4, 3, 2, 2, 1 and 6. This has 7 dice over the warriors' D, so the warriors lose 4 US. Shooting and magical damage (and any other damage) works exactly the same.
Pinning & panic: Seeing if you are pinned or panic are referred to as panic tests. Panic by defeat in combat: -If half or more of a unit has been destroyed in combat (full size being their US at the start of combat), roll a d6, on a 1 to 4, the unit will retreat as decribed below. If any commanders are within 5 cm, a +1 applies. Another +1 applies if they still outnumber their enemy. Panic by shooting: -When a unit has been shot at, roll a d6, on a roll of 1, the unit retreats, on a roll of 2 or 3 it is pinned, as described below. -If a casualty is caused, roll a d6, on a roll of 1 or 2, the unit will immediately retreat as described below, on a roll of 3 or 4, the unit will be pinned. -If 3 or more casualties are caused, roll a d6, on a 1, 2, or 3, the unit will retreat, on a roll of 4 or 5, it will be pinned. Pinned: The unit cannot do any action next turn. Retreat: The unit will move it's full movement +d6 cm away from its source of panic.
Kingdom of Mathain:
1+/250 pts, Commanders: Captain: M10 A3 D4 US-C -20 pts. May be given a horse for +5 pts, which increases his M to 20.
Priest: M10 A1 D3 US-C -40 pts. Can use magic.
Standard bearer: M10 A2 D3 US-C -20 pts. May be given a horse for +5 pts, which increases his M to 20. Standard bearers give a +1 to panic tests after combat to units within 10 cm, instead of the usual 5.
2+/Commander, infantry: Soldiers: M10 A1 D2 US10 -30 pts.
Archers: M10 A1 D1 US10 -50 pts. May shoot at 30 cm.
0-3 per commander, cavalry: Knights: M20 A2 D3 US5 -40 pts.
Cavaliers: M20 A1 D3 US10 -50 pts.
0-1 per commander Special units: Chariot: M20 A3 D4 US-V -25 pts.
Crossbowmen: M10 A1 D1 US5 -35 pts. May shoot at 45 cm, and get a +1 to damage when shooting.
Woods of Thirion
1+/250 pts, Commanders: Merlin: M10 A3 D3 US-M -55 pts. Can use magic.
Chief: M10 A3 D3 US-C -15 pts. May be given a horse for +5 pts, which increases his M to 20.
2+/Commander, infantry: Woodsmen: M10 A1 D1 US10 -20 pts
Woods archers: M10 A1 D1 US10 -50 pts. May shoot at 30 cm. May have flaming arrows at +10 pts, which gives a -1 to all panic tests.
Hunters: M10 A1 D1 US5 -20 pts. May shoot at 15 cm.
0-1/ commander, cavalry: Forest heavy cavalry: M20 A1 D2 US5 -20 pts.
Forest horse archers: M20 A1 D2 US10 -70 pts.
0-2/commander, special units: Forest spirit: M20 A2 D5 US-M -25 pts.
Stone thrower: M5 A1 D3 US-V -40 pts. Throws a rock 1d6-6d6 from the thrower. The unit hit will take 2d6+3 hits.
Giant: M10 A4 D4 US-M -25 pts. If a unit wishes to attack a giant, roll a d6, on a 1, they cannot attack.
Wastes of Morga:
2+/250 pts. Warlord: M10 A3 D4 US-C -20 pts. May be given a horse for +5 pts, which increases his M to 20.
Druid: M10 A1 D3 US-C -40 pts. Can use magic. May be given a horse for +5 pts, which increases his M to 20.
Hornblower: M10 A2 D3 US-C -20 pts. May be given a horse for +5 pts, which increases his M to 20. At the end of the turn, instead of fighting, the hornblower may blow his horn. Any enemy unit within 10 cm that didn't break from combat anyway must take a panic test.
2+/commander, infantry: Warriors: M10 A1 D2 US10 -30 pts.
Raiders: M10 A2 D2 US10 -40 pts.
Archers: M10 A1 D1 US5 -25 pts. May shoot at 30 cm.
0-2/commander, cavalry: Mounted raiders: M20 A2 D2 US10 -50 pts.
Scouts: M20 A1 D1 US5 -15 pts.
0-2/commander, special units: Morga Knights: M10 A2 D3 US10 -50 pts.
Giant: M10 A4 D4 US-M -25 pts. If a unit wishes to attack a giant, roll a d6, on a 1, they cannot attack.
Frecus The glade wanderer Madwarrior
_________________ I declare extra- Er... Extri- No... Erm... Ah whatever, just nuke the planet! - Inquisitor anderwell, after retreating from Siza V, wounded. Check my comoc @ http://www.comicofmana.tk
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