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BEARDEDHAMMERS10MMFANTASYWARGAMERULES

TheTurn
1. Activation
a. eachplayerrollsadieandaddstheirGeneralsStrategicRatingbonus.Thewinnergetstochoosewhichplayer
willactivateasectionoftheirarmy
b. Theactivatingplayerchoosesanysectionoftheirarmytoactivate(thathasnotbeenactivatedpreviously).
c. Asectionthathasbeenactivatedcanbegivenoneof6orders.Placeadienexttothesectioncommandunitto
showthatthesectionhasbeenactivatedandwhatcommanditreceived.
i.
Hold:holditscurrentpositionandformation
ii.
Advance:Moveforwarduptoitsmaximummovedistanceorrotateupto90degandmovehalf
distance.
iii.
Charge:Unitsmustchargethenearestenemyunitintheirforwardarc
iv.
Fire:Unitsthathaverangedweaponsmayfirethematthenearestvisibleenemyintheirfrontarc
v.
ChangeFormation:unitmayreorganizeitsbases
vi.
Retreat:unitmakeafullmovetowardsthecontrollingplayersboardedge.Unitbecomesdisordered.
d. Afterthesectioncompletesitsturntheplayersrolloffagaintoseewhoactivatesthenextsection.Continueuntil
allsectionshavebeenactivatedfortheturn.
e. Afterallsectionshavecompletedtheiractivationfortheturn,removethecommanddiceandstartthenextturn.
UnitsandArmyOrganization
1. Units
a. Aunitconsistsofoneormorebases.Thenumberofbasesindicatesunitsizefightingstrengthandunitsare
classifiedbytheirsize.
i.
1base:tinyunit
ii.
2base:smallunit
iii.
3base:averageunit
iv.
4base:largeunit
v.
5+base:hordeunit
b. Basesfromthesameunitmuststayinformation.
i.
formationmeansthattheyareindirectsideside/frontbackcontact
ii.
rowsinaformationmustbefilledbeforestartingthenextrow.
c. Unittypes
i.
Infantry
1. Light
2. medium
3. heavy
4. Mobs
ii.
Cavalry
1. light
2. medium
3. heavy
4. Chariots
iii.
Artillery
iv.
Monsters
1. flyingmonsters


d.

Sections,CommandUnits,andtheGeneral
i.
Whenbuildingyourarmyitmustbeorganizedintomultiplesectionseachleadbyasectioncommand
unit.
1. Sectionsmustconsistof2+unitsplusthecommandunit
2. Unitswithinasectionshouldhavesimilarbattlefieldroles
3. UnitsthatgetoutsideoftheCommandunitsorderradiusbecomedisordereduntilitreturns
tothecommandradius.
4. Asectionthathaslostitscommandunitwillalwaysbelasttobeactivated.Ifthereare
morethanonesectionwithoutacommandunittheyareactivatedinorderofproximityof
anyothercommandunit.
ii.
CommandUnits
1. CommandUnitsaretinyunitsthatarethesameunittypeofthemajorityofthesectionit
leads.
2. Thecommandradiusismeasured8infromanypointonthebasetoapointonanybaseof
theunitsinthesection.Thecommandradiusdoesnotbenefitunitsfromothersections.
3. CommandUnitsgeta5+savingrollagainstdamagetaken.Ifpasseditrecoversonelevel
ofdamage.
4. CanAttempttorallytroops
a. Attheendoftheturn,beforeactivationmarkersareremovedanyunitwithinits
sectionscommandradiuscanattempttorally.RollaD6andona5+itreduces
itsdamagelevelby1(shakenbecomesdisordered,disorderedbecomes
normal)
iii.
TheGeneral
1. TheGeneralistreatedasacommandunitwiththefollowingexceptions
a. TheGeneralscommandradiuscanbenefitanyunitregardlessofsections
b. TheGeneralmaybeanyunittypeexceptartillery,mob,ormonster
c. TheGeneralhasaStrategicRatingthatisamodifiertoyouractivationrolls
i.
Excellentstrategist:+2
ii.
Good:+1
iii.
Average:0
iv.
Poor:1
v.
Incompetent:2
d. TheGeneralsgetsa+1totheCommandunitsavingroll


e.

f.

Movement
i.
Distancesbyunittype
1. Infantry:6in
2. Cavalry:8in
3. Monsters:7in
4. Artillery:2in
ii.
Modifiers
1. +1iniflightunit
2. 1inifheavyunit(Chariotscountasheavycavalryformovement)
3. +4inifflying
4. 2inifthroughroughterrain
Shooting
i.
Weaponranges
1. Javelin:3in
2. Sling:4in
3. Bow/Crossbow/Handgun:10in
4. Longbow:12in
5. Artillery:18in
ii.
FiringUnitrollsaD6perbaseandaddsthenecessarymodifierstoeach
1. Targetoverhalfrange:1
2. Targetinroughgroundorbuildings:1
3. Targetinfortifications:2
4. Shootingunitisdisordered:1
5. ShootingunitisRaw:1
6. ShootingunitisVeterans:+1
7. IfShootingwithalongboworcrossbow:+1
8. Ifshootingwithahandgunorartillery:+2
iii.
TargetunitrollssameamountofD6srolledbytheshooterandaddsitsdefensevaluetoeach.
iv.
Matchthedefensediceindescendingorderwiththeattackdice(highestrollstogetherandso
on).ConsultDamageChart.
1. TargetisDisorderedforeveryshootingunitsrollthatis+1
2. TargetisShakenforeveryshootingunitsrollthatis+2
3. Targetlosesonebaseforeveryshootingunitsrollthatis+3ormore.(lossesareremoved
fromtherearrank)
4. Ifaunitisalreadydisordered/shakenanditreceivesaduplicateresultitgoesuponelevel
(i.e.disorderedunitgetsdisorderedagainandbecomesshaken)


g.

Melee
i.

ii.

Whenaunitcompletesachargeagainstanenemyunitameleeoccurs.Thisalsohappenseverytime
aunitinvolvedinthemeleeisactivated.Note:the
1. TheunitthatisactiverollsaD6perbaseandaddsitsattackvaluetoeach
2. TheinactiveunitrollsthesameamountofD6srolledbytheattackerandaddsitsdefense
valuetoeach
3. ConsultDamageChart(ivundershooting)
AttackFactors
unittype

VsFoot

VsMounted

LightInfantry

MediumInfantry

HeavyInfantry

LightCavalry

MediumCavalry

HeavyCavalry

Monsters

Mobs

1.

Modifiers
a. Mobs,andHeavyCavalryonthechargeinopenground:+1
b. Mountedvslightfootonthechargeinopenground:+2
c. Swordsmen,axemen,halberds,orbillmenafterthefirstmelee:+1
d. Unitisdisordered:1
e. UnitisShaken:2
f.
UnitisRaw:1
g. UnitisVeterans:+1
h. HeavyInfantryinroughground:1(2ifpikearmed)
i.
Nonpikevs.piketothefront:1
j.
Monstersvslightfoot:1

iii.DefenseValues
1.
Unittype

Defense

Shielded

+1

armored

+1

Fullyarmored

+2

mounted

+1

Monster

+3

a.

Modifiers
i.
unitattackedfromflankorrearandmountedinunopenground:defensevalue
halved(roundup)


I.

Specialrules
A. Veteran:+1toattackanddefensevaluesandtorallyrolls
B. Raw:1toattackanddefensevaluesandtorallyrolls
C. Volleyfire:Aunitarmedwithbows,longbows,orartillerymaychooseitstargetwhennoenemies
arewithinhalfrange.Targetmuststillbewithinlineofsightandfirearc.
D. Rampage:Monsterunitsthatbecomedisorderedwillimmediatelymoveatfullspeedinadirection
shownbyadeviationdie.Itcountsashavingchargedanyunititcomesincontactwithandwillfightin
themeleestepasnormal.Itwillcontinuetorampageuntilitisrouted,leavesthetable,orisrallied.
E. Chariots:Aretreatedasheavycavalrybutmayonlyoperateonclearterrainorroads
F. Scythedchariots:Thesechariotsreceiveanadditional+2totheirattackvalueuponchargingan
enemybuthavetheirdefensevaluereducedby2incombat
G. Breakaway:Lightinfantryandallcavalrymayattempttobreakawayfromcombatifissuedaretreat
orderandtheirmovevalueishigherthanallenemiesinthecombat.Ona4+theunitmakesits
retreatmovesuccessfully,andtherollissubjecttoveteranorrawmodifiers
H. Artillery:Allartilleryunitsinthearmyarecountedastheirownsectionanddonotneedacommand
unit.Artilleryunitsdonotsufferfrombeingoutsideofcommandradius,andIfchargedbyanenemy
unitareautomaticallyremoved.Rawartilleryunitscanonlyfireeveryotherturn.
I.
Shieldwall:aninfantryunitarmedwithshieldswithatleast3basesinsidesidecontactforminga
linegetsa+1toitsdefensevalue.
J. Outriders/scouts:aunitwiththisspecialruledoesnotbecomedisorderedwhenoutsidecommand
radius.Theycanbegivenadifferentorderthantherestofthesectionbutareactivatedwiththeir
section.Placeadienexttotheunitshowingtheorderitreceived.
K. Mob:Mobunitscanrotateupto180deginsteadof90degbeforemovinghalfdistancebutcannot
benefitfromoutrider/scoutsorshieldwallspecialrules.
L. Light:Lightinfantryorcavalryunitsmayrotateupto180degbeforemoving,movenormallyandthen
makeanotherrotationattheendofthemove.
M. Flying:Allflyingunitshavethelightspecialruleandmaypassoverotherunitswhenitmoves,but
maynotenditsmoveontopofanotherunit.


II.

Magic
A.

B.

C.

Casters
1. Castersaretreatedasaunitupgradetoanyinfantryunit.Theycanberepresentedbya
modelorjustacounter.Placethecasterbehindtheunitorinthelastrow.Thecasteris
removedwiththelastbaseoftheunit.Onlyonecastercanbeattachedtoeachunit.
2. Thecasterdoesnotcountasabasewhencalculatingnumberofdicetheunitgetsto
attack/defend
UsingMagic
1. ThefirsttimeyouactivateasectioncontainingacastereachturnrollaD6+1andthisisthe
maximumnumberofspellsthatcanbeusedthisturnforallcastersinyourarmy.
2. TouseaspellrollaD6andona4+thespellsucceeds.Thisissubjecttotheveteranand
rawspecialrulesifgiventothecaster.Ifa1isrolledthenrollasecondD6andona1or2
thecasterisremovedfromthegame.
3. CastersattachedtothegeneralscommandbaseareconsideredGrandmastersandcount
asveterancastersthatcanrerollfailattemptstousespells.
Spells
1. Duringdeploymentrollad3foreverycasterinyourarmyandadd1ifitisaveterancaster.
Thatishowmanyspellsthecasterknowsandyoucanchoosewhichonesithas.
2. Allspellshavearangeof8inandthetargetunitmustbewithinlineofsight.
3. Allspellslastuntilthebeginningofthenextturn.
4. Spelllist
a) Swiftfoot:Targetunitgains+2inofmovespeed
b) Guideprojectiles:Targetunitgains+1tohitwithshootingattacks
c) Rage:Targetgains+1tohitwithcombatattacks
d) Etherealshield:unitadds+1toitsdefensevalue
e) Terror:Targetunitrotatestofacedirectlyawayfromthecasterandmakesafull
moveandisthendisordered.
f)
Fireball:casterthrowsD3magicalprojectilesthathave+1tohitandaresubject
toallshootingmodifiers.
g) Magicsignal:adds+1toyourGeneralsstrategicrating.


III.

ArmyOrganization
A. Pointssystem
1. Todeterminethepointscostofaunitaddupthestatvalues::
a) move
b) attack
c) defense
2. Thenaddthesemodifiersasnecessary
a) Veteran:+2
b) Raw:2
c) CommandUnit:+2
d) TheGeneral:+3
(1) +2toaddonepointofstrategyrating
(2) 2tosubtractonepointofstrategyrating
e) Armedwithsword,pike,axe,halberd,billhook,longbow,orcrossbow:+1
f)
Armedwithhandgun:+2
g) Artillery:+5
h) LightorMob:+5
i)
Flying:+8(includingpointsforLightspecialrule)
3. Togettotalunitcostmultiplybythenumberofbasesintheunitandanytypeofunit
upgrade
a) Caster:+10
(1) Veteran:+2
(2) Raw:2
B. ArmyRequirements
1. Allarmiesmusthave:
a) AGeneral
b) 2xCoreSections
(1) mustbecompletelycomposedofmediuminfantryorcavalry
units(includingthesectioncommandunit)
(2) unitsmaynothavetheVeteranspecialrule
(3) cannotbefullyarmored
2. AtleasthalfofthesectionsinthearmymustbeCoreSections(roundingup)
3. Othersectionsmaybecomposedofanyunitsyouwish.
4. Totalofunitpointscostscannotexceedthelimitagreeduponbyyouandyouropponent.
C. Playingagame
1. Setuptheboard
a) Aplayingareaofatleast4feetby2feetwouldbenecessaryforsmallgames
withlargergamesneedingaplayingareaof6feetby4feetorlarger.
b) Setupterraininamannerthatisagreeableforbothplayerbyeithertakingturns
placingterranorhavinga3rdpartyplaceitforyou.
c) Rollofftodeterminewhodeploysfirst.Theplayerwhowinsmaychoosewho
deploysfirst.
(1) Theplayerthatdeploysfirstcandividethetableintotwoevenhalves
andpicksasidetodeployin.Unitsmustbedeployedatleast6inaway
fromthedividingline.
(2) Thesecondplayerthendeploystheirarmyintheoppositehalfatleast
6inawayfromthedividingline.
d) Rollformagicspells
(1) makeanoteofwhatspellseachcasterknowsonyourroster.
e) Startthegamebyrollingforactivation
f)
Winningthegame
(1) reduceenemyarmyto10%ofitsstartingbases
(2) havemorevictorypointsattheendofthe7thturn
(a) 1vpforeveryunitroutedorretreating
(b) 3vpforanyobjectivesheld(ifthereareanyinplay)
(c) 2vpforroutingtheenemygeneral

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