Fantasy and Magic Casting spells Casters level Blocking Spells Continuing spells Summoned Creatures

Similar documents
Lord of the Rings - AoA style (2 / 17 / 04 and likely to be revised a few times) LOTR is essentially a low fantasy universe in that there are

Primo Victoria. A fantasy tabletop miniatures game Expanding upon Age of Sigmar Rules Compatible with Azyr Composition Points

Roar of the Crowd. Gladiatorial Combat Rules for one to four players. Copyright 2006 Youngdale Productions $3.

15MM FAST PLAY FANTASY RULES. 15mm figures on 20mm diameter bases Large Figures on 40mm Diameter bases

Defenders of the Realm: Battlefields 1. Player seating arrangement -

Troupes Types Attaques² Tir PV SVG CMD Taille PTS Min/max Spé. Hammerers Infanterie Miners Infanterie 3/ /1 3

WARLORDS BATTLECRY III HERO CREATION

WARRIOR HEROES -LEGENDS TABLE OF CONTENTS GAME BASICS 4 MALE OR FEMALE 8 REPUTATION 8 INTRODUCTION 1 CLASS 8 NEEDED TO PLAY 2 SKILLS 9 ATTRIBUTES 11

Version 2.1 of 15th February This time we mean business. Andrea Canonico & Jacopo Solcia

Historicon Ancient and Medieval

The Podhammer Guide to. Tomb Kings

PROFILE. Jonathan Sherer 9/30/15 1

Dwarves v Warband Special Rules. Warband Special Rules

DWA R F! CLERIC! Cool! Here are some of the things you can do: You gain 1d10 HP at every level!

CHOSEN OF CHAOS. R aised in battle, these great warriors fight for glory

PROFILE. Jonathan Sherer 9/10/2015 1

BE LAKOR, THE DARK MASTER

Frontier/Modern Wargames Rules

The Green Dragon Adventure Player s Guide is for the use of a play by post game hosted at

The Glory that was GREECE. Tanagra 457 BC

2003 Hasbro. All rights reserved. Distributed in the United Kingdom by Hasbro UK Ltd., Caswell Way, Newport, Gwent NP9 0YH. Distributed in the U.S.A.

::

Goblin Warrior. Core: Health: 10 Armor: 2 (Scrap Armor) Movement: 5 square (25 ) Attacks: Goblin Sword: Melee, 1d6+1 OR Goblin Bow: 30, 1d6+1

1. Introduction 2. Army designation 3. Setting up 4. Sequence of play 25cm three

The Triquetra. By: MACE

MORIA. flail/whip/scourge. club/staff. Moria Goblin Warrior. Moria Goblin Prowler. Gundabad Blackshield. Warg Marauder. Moria Goblin Drummer

Dwarf Quest Pack. Dragon s Lair By: ChaosOrc

GenCon 2015 Pregenerated Characters

GAME COMPONENTS. Note that several types of terrain may be in the same hex, but certain types of terrain cover only hexsides, namely rivers and alps.

WARMASTER ARMIES ERRATA

Clash of Kings 2018 Rules

Shaun Austin Jim Hartman

HS Dungeons A dungeon crawl game by Matt InfinityMax Drake With special thanks to the guys at Heroscapers.com

FAQ a n d Er ra t a - Version Updated January 27, 2011

Rules. Game Overview. Introduction. Rules Objective. Audience & Number of Players. Play Time. Object of the Game. Page 1.

THE TEXT OF THESE CARDS IS SOMETIMES A SUMMARY OF BOOK S TEXT. SO, THE BOOK S TEXT ALWAYS GETS THE UPPER HAND OVER THOSE OF THESE CARDS.

Moria. Heroes of Moria

FAQ v.2.2. Q: Does a model that is currently fighting with a Great Weapon get free hacks if he's also carrying a hand weapon?

BRONZE EAGLES Version II

Reign of terror - Single Player Rules Version 3

TAC MYTHOS. Byakhee Attack. 0 CP Any. Mythos Influence Level increases by one. always attacking the nearest unit. The

WIZARD. The Power Gamer s 3.5. Strategy Guide. Credits. The 100% Official Guide to Kicking Monster Butt and Winning the Game _ Mage Style!

WARHAMMER RULEBOOK ERRATA AND FAQs PART 2

Who Will Work With Who in Fantasy Warriors.

WARHAMMER FANTASY REGIMENTS OF RENOWN

PITCHED BATTLE WARHAMMER CHAMPIONSHIP SCENARIO

SONG OF BLADES AND HEROES VERSUS ADVANCED SONG OF BLADES AND HEROES: A PRIMER

LATE 19 th CENTURY WARGAMES RULES Based on and developed by Bob Cordery from an original set of wargames rules written by Joseph Morschauser

Sample file. IMPACT and MELEE GALLIC FURY. A Simple Game of Ancient Warfare between the. Early Roman City State and the Gallic Tribes of N.

Table of Contents. TABLE OF CONTENTS 1-2 INTRODUCTION 3 The Tomb of Annihilation 3. GAME OVERVIEW 3 Exception Based Game 3

The Arena v1.0 An Unofficial expansion for Talisman by Games Workshop Copyright Alchimera Games 2012

Wardens of the West. New Commanders. Contents. Tyrion Lannister. On Using This Expansion

The Army of the Iron Hills As led by King Dain at the Battle of the Five Armies

D&D MINIATURES SET 2: DRAGONEYE UNOFFICIAL SPOILERS

Middle earth D&D ADJUSTING ABILITY SCORES

KARP: Kids and Adults Role-Playing

Rules Manual version 1.3

French and Indian Wars Skirmish Rules. Tyneside Wargames club October Version 3.4

Hybrid role play / cards A simple ruleset to have a quick and intuitive role-playing game.

DRAGONS FROM AN ANCIENT ERA HAVE RISEN FROM A SLUMBER THAT HAS LASTED MILLIONS OF YEARS.

PALADIN. quick reference D &D 5 E

Warscroll Substitution

READ THIS FIRST! Your D&D Miniatures Battles Begin Here

MIDDLE-EARTH IN FLAMES. This complete campaign is set around

Under fire: If a unit or vehicle has been hit in the previous turn, whether the hit caused damage or not, that unit is under fire.

The Struggle for Britannia The Year 1065 A.L

WARHAMMER FANTASY IT s HOW YOU USE IT TOURNAMENT

Conflict Horizon Dallas Walker Conflict Horizon

Spellcaster This term is used throughout the book to refer to situations that are true for both wizards and apprentices.

Acheron was once one of the richest and most powerful baronies of Alahan, yet nowadays it is but a wasteland

UK Games Expo SAGA Melee 2017 Version 1.3

D&D MINIATURES SET 3: ARCHFIENDS UNOFFICIAL SPOILERS

CONTENTS INTRODUCTION Compass Games, LLC. Don t fire unless fired upon, but if they mean to have a war, let it begin here.

LATE 19 th CENTURY WARGAMES RULES Based on and developed by Bob Cordery from an original set of wargames rules written by Joseph Morschauser

The 9 th Age. Fantasy Battles. Rulebook

Forest Goblins. Brave. Forest Goblin Skill Table

Rules Cyclopedia Addendum

D&D Wars. Disclaimer. Copyrights. Introduction. Overview

In the event that rules differ in the app from those described here, follow the app rules.

Table of Contents. Chapter 1 Armies. Chapter 6 Magic. Chapter 2 Monsters. Chapter 3 NPCs. Chapter 4 PCs. Chapter 5 The Battlefield

WRITTEN BY ED TEIXEIRA INTERIOR ARTWORK BY JAMES SMYTH COVER BY PAUL KIME DIGITALLY EDITED BY CRAIG ANDREWS

The Lord of the Rings Strategy Battle Game FAQ, Errata, & Clarification

1 1 NA NA NA NA NA NA NA NA NA NA NA NA 4. Hunter NA 5 NA NA 5 NA NA 6 NA 8 7

A Clash of Arguments

Free Ebooks Dragon Rampant: Fantasy Wargaming Rules (Osprey Wargames)

DUNGEON CRAWLER LABYRINTH

NO DICE DARK AGES RULES get the kids involved. ANY SIZED FIGURES but if not

VANGUARD. THE FANTASY SKIRMISH GAME Beta Playtest

ZODIAC FANTASY. A 24 Hour rpg

RACE (2), CLASS (4), OTHER (3), Rerolls 3

Portable Wargame. The. Rules. For use with a battlefield marked with a grid of hexes. Late 19 th Century Version. By Bob Cordery

FAQ and Errata - Version Updated November 18, 2013

Dragon Dice V4.0 FAQ

THURSDAY APRIL :00PM 10:00PM 5:00PM :00AM 3:00PM

Rules Manual version 1.4

When it comes to generic 25mm Science Fiction skirmish games, there are really only two choices.

WarQuest. A Game of War, Conquest, and Heroic Quests in the Fantasy World of Myrathia. By Glenn Drover

Mass Combat Rules, Charts and Play Aides for Advanced

Bugeater Fantasy GT Tournament Primer Pack

Created by Michael Browning

Transcription:

Fantasy and Magic For those that wish to add powerful magic casters and fantastic units, characters and armies to their Ancients D6 game, the following rules should allow them to do just that. Casting spells During the rally phase of each turn, the both players, starting with the designated first player, may cast 1 spell with each of his casters. Each spell being cast is rated for difficulty. The higher the difficulty number, the tougher the spell is to cast. In order to cast the spell, the caster rolls a number of dice equal to his casting level. If the amount of successes equals the spell difficulty number, the spell is successfully cast. Count a roll of 6 as two successes. Casters level Each caster gets a certain number of dice that he can use to cast a spell. This is the casting level. The higher the rating that caster has, the better he is at casting spells. The following table outlines the general abilities. Level 1 Level Level Level Level 5 Apprentice Novice Seasoned Veteran Arch Blocking Spells A caster may increase the difficulty of an opponent caster s spell by ½ of his level, round up. The spell being cast must pass within 1 of the blocking caster. The blocking caster may block one spell per turn. Blocking is done in the same way as casting. Each success adds 1 to the difficulty of the spell being cast. Blocking attempts should be rolled first before the casting attempt occurs. Continuing spells A caster may cast spells that continue throughout the game. A caster may have multiple continuing spells in play. Each spell in play reduces the casters casting ability by one. Thus an Arch Mage (Level 5) would normally be able to roll 5 dice to cast. If he had two continuing spells in play and wished to renew both, his effective level for that turn would only be. Renewing a spell occurs during the rally phase. The caster can allow the spell to dissipate if he chooses, giving him that level back instantly. Summoned Creatures Creatures of summoning, including raised dead, are controlled like any other continuing spell. However, if the caster chooses to stop controlling them, they do not dissipate. They start to move randomly and fight any unit (friendly or enemy) that they encounter. Roll on the following table to determine the random move.

1 Forward Left Right Straight Back 5 As the original owner wishes 6 As the non-owner wishes The creature is removed when it is destroyed by any means or banished through the banish spell. An uncontrolled creature may be controlled by any character with a summoning ability. The original owner can take control again as if it were 1 point easier. Blocking spells can still make this control attempt more difficult.

Spell s Heal Difficulty Heals one casualty from the target unit, even if they are engaged in melee. Each additional success above heals an additional casualty. Bless Difficulty: Target's Original Strength-1 Reduces the target number of any morale roll by 1 for the target unit. Continuous. Enchant Difficulty: Target's Original Strength-1 Decreases the hit or armor save number by 1 for the target unit. Continuous. Magic Darts Difficulty 1 Causes 1 hit (target gets armor save) on the target unit. Each additional success causes an extra hit. Fire Storm Difficulty Causes 1 casualty (Target does not get an armor save) on the target unit. Each additional hit causes an extra casualty. Freeze Difficulty: Target's Original Strength- Freezes a unit in place until after its next move. Confusion Difficulty: Target's Original Strength- Causes a unit to move in a random direction. Summon Elemental Difficulty: Target's Original Strength -1 Summons an Elemental creature. Choices are fire, water, earth and air. Raise Dead Difficulty: Target's Original Strength -1 Raises a recently destroyed unit. This unit can be infantry, cavalry or monster. The unit maintains the same armor and weapon characteristics of its living counterpart but receives fanatic, undying, terror and -1/ move.

Banish Difficulty : Target's Original Strength-1 Destroys a summoned or raised creature. Battle Madness Difficulty: Target's Original Strength-1 Turns one unit into a Fanatic of the same type. Continuous. Posses Difficulty: Target's Original Strength-1 Control an enemy unit for this turn. Spell wears off at the end of the next enemy turn.

Characters Characters in the realms of fantasy are many and varied. Here are some ideas to bring your military fantasy campaigns to life. I recommend a minimum amount of characters per army and not more than 1 of any type. I also recommend not more than 1 magic caster per army. Necromancer This caster derives his powers from the dead. He may cast the following spells: Raise Dead Magic Dart Posses The necromancer also grants the ability of Terror to any unit he is attached to. Mage This is the attack caster. The Mage may cast the following spells: Magic Darts Enchant Freeze In addition to spell casting, the mage adds 1 die to the melee dice of any unit he is attached to. Priest This caster derives his powers from the Gods of the world. He may cast the following spells. Bless Heal Banish In addition, the priest allows one re-roll per turn for the owning side. This re-roll may be made for ANY die (dice) roll of the owning side. Druid This caster derives his powers from nature. He may cast the following spells: Battle Madness Fire Storm Summon Elemental In addition, the Druid adds an extra die to the melee value of any unit he is attached to that is in natural rough terrain (forest, broken etc). Champion This is the great hero of your army. He adds 1 extra die to the melee dice of any unit he is attached to. He also allows the unit he is attached to move as if it has an order. Ranger The character adds 1 to the movement rate of any unit he is attached to. He may also direct the bow fire of a missile unit he is attached to any unit within range.

Paladin This character adds 1 to the armor roll of a unit he is attached to. He also allows the unit he is attached to move as if it has an order. Bard Bards allow a unit that they are attached to always attempt to rally, even if they are in melee. They also add 1 extra die to the unit s morale dice. Anti-Paladin This is the unholy warrior. This warrior adds 1 extra melee die to any unit he is attached to. This unit he is attached to also deducts 1 die from the morale value of any enemy they are fighting. Witch Hunter This is the anti-mage. Witch hunters may use all of their casting dice to block spells with. They may use all of the dice as one giant blocking attempt or break it up into multiple small blocking attempts. They have no other abilities. New Abilities Undying Units with the Undying ability always rally, even if in melee. This ability exists in units such as undead or regenerating creatures such as trolls.

y s The following lists are some stock army lists based on some troops that we have for our games. Most of the units below come directly from the Basic Units listing. These are only suggestions. I recommend that you limit most unit types except for the basic rank and file or at least the most common units in the army. Large monsters such as dragons should be limit to only 1 per army. Other smaller monsters and special units should be limited to not more than per army. These lists are all designed for the standard 0 point armies. Wood Elves Sentinels Charge Bonus Hunters or Piercing Longbow (6 ) Rapid Fire Rangers Longbow (6 ) or Piercing Skirmisher Veteran SK Howling Wolves Fear Fanatic 0- Outriders Bow ( ) Mounted Skirmisher 0- LC 0mm Treants Str 5 MV + or Piercing Behemoth LM 0mm 5

Lizard Men Nobles Str MV Veteran 0- Warriors Skirmishers 6+ Bow ( ) Skirmisher 0- SK 1 Mammoth + Behemoth Charge Bonus Vehicle 0mm 5 Swarm Str 6 MV Poor 0- Mob 0mm Giant Komodos.5 SM 0mm

Orcs High Orcs or Piercing *Veteran (+1 pts) 0- Orc Warriors Orc Archers 6+ Bow ( ) Rapid Fire 0- Wolf Riders Bow ( ) Mounted Skirmisher Veteran 0- LC 0mm Trolls Str MV.5 Undying SM 0mm 5 Troll King 5 + or Piercing Behemoth Undying LM 0mm 6

Hill Dwarves Dwarf Iron Fists 1.5 or Piercing Support *Veteran (+1 pts) 0- HI 15mm Dwarf Warriors 1.5 Support HI 15mm Gray Beards 1.5 Support Pikes 0- HI 15mm Boom Sticks Handgun ( / ) Skirmisher 0- SK Mountain Giants 5 + or Piercing Behemoth LM 0mm 5

Evil Men Huscarls or Piercing Veteran (+1 pts) 0- Thralls Str MV Archers 6+ Bow ( ) Rapid Fire 0- Dragon 5 + or Piercing Artillery ( ) Behemoth LM 0mm 7 Berserks 6+ or Piercing Fanatic Fear 0-

Good Men Noble Cavalry.5 Charge Bonus Fear Mounted Veteran 0- HC 0mm Retainers.5 Charge Bonus Fear Mounted 0- HC 0mm Levy Spear 1.5 Spear Support HI 15mm Archers 6+ Bow ( ) Skirmisher 0- SK 1 Dragon 5 + or Piercing Artillery ( ) Behemoth LM 0mm 7