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