Legions of Battle Playtest Rules

March 23, 2017 | Author: Brett Michael Chinchen | Category: N/A
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Contents Introduction 1 Getting stated 2 Rules Figures Tiebreaker rule Troop statistics 3 Types of units The stat line Zero rated stats Armour Weapons Mounted troops Front, flank & rear Command stands Light troops Forming units Columns & lines Setting up 6 Deployment Light troops deployment Number of turns Terrain placement Rivers & roads Restricted terrain Compulsory terrain Terrain attributes Turn order 9 Initiative phase Magic phase Charge phase Move & fire phase Combat phase End turn phase Initiative 11 Movement 12 Normal movement Wheeling Doubling Retire Reform Charge Evade Rough going Obstacles

Impassable terrain Shooting 16 Line of sight Firing arc Hills & LOS Range Roll to hit Roll to wound Splitting fire Defensive fire Casualties Moving & firing Shooting at characters Characters & SSU firing Declaring targets Casualties 20 Multi stand units Characters & SSU Unsteady effects & recovery Close combat 21 Contacting the enemy Flank & rear contact Number of stands in melee Support attacks Fighting on two fronts Initiative Roll to hit Combat to hit modifiers Roll to wound Applying damage Winner & loser Break tests Multiple opponents Change face after melee T&L tests 28 Character T&L effects Terror T&L Warband T&L Magic T&L Modifying T&L Traits & weapons 29 Single stand units 33 SSU movement SSU firing

SSU combat SSU T&L & break tests SSU & unsteady SSU & characters SSU base size SSU light troops Light troops 34 Movement Rough going & obstacles Passage of lines Stat line Evade Characters Support Deployment Figures War machines 35 Indirect fire Range Characters 36 Movement Firing at In combat Break tests T&L tests Unaffected by characters Flying & aquatic 39 Flying movement Flying combat Flying missile fire Ground movement Aquatic Special movement evade Battle magic 40 Mages in battle Planes of magic Mage levels Mana Spells Casting the spell Dispelling spells Mages & armour Magic items Spell lists 43

Spell descriptions Magic missile spells Lasting spell effects Aura spells The heavens The earth The underworld The battlefield 47 Terrain features Impassable terrain Arcane terrain Victory & defeat 48 Army points value Casualties caused Battlefield control Victory level Scenario specific rules Points system 50 Statistic cost Armour & shield cost Missile weapons cost Traits & Abilities cost Magic & mana cost Designing army lists Mounted troops Army building Troop categories Troop statistics Army lists Fantasy worlds Figure scales Magic items 54 Banners Weapons Armour & shield Scrolls Potions Staffs Arcane items Designing items Points cost Fast play sheet 56 Counters 58

52

Introduction Legions of Battle are a set of Fantasy wargame rules designed to allow you to fight epic battles between a vast array of fantastic creatures and races. While a lot of the examples are designed around a generic background the rules themselves can be tailored to suit any fantasy setting. The game system is designed to allow you to create and field any troops that you like, limited only by your imagination and figures available. The basic game mechanics themselves are simple to pick up and play, this allows special units, characters, abilities and magic to be added without slowing the game down to a crawl. Alternate activation phases within a turn means that players on both sides are kept involved and the game is perfectly suited to large battles with multiple players per side. The basing system has been designed so that fantasy armies used for other rule systems can be fielded without any need to rebase figures. Throughout the rules you’ll find lots of examples that help to explain and clarify the game mechanics. These examples play an important part in showing how the rules work and if you are planning on fighting a battle but do not have time to read the entire book skimming the examples would be handy. The design concept pits units against each other rather than individual figures and this is reflected in the ‘mass battle’ feel that the rules have. After all 100 Goblins fighting against 80 Dwarfs is hardly an epic battle so using individual figures and skirmish game mechanics as the basis for a mass battle system makes little sense.

Having said that what is a Fantasy Game without an Elric, Gandalf or Conan? Characters such as Heroes or Legends, Magicians and Monsters all have their part to play. Some are powerful enough to take on entire enemy units themselves, others controlling the battle, using their magical ability or directing units into combat. The unit design and points system given at the end of the rules allow you to create pretty much anything you fancy. It remains consistent throughout all races and units so there are no official lists, no figure restrictions, no ‘must have’ super units or characters. The rules have been designed to allow you to customise rules and create your own fantasy settings by using Legions of Battle as a starting point. The game mechanics and troop design system are very flexible - how you use them is up to you! Mark Sims Stone 2011

Throughout the rules you will find additional information in boxes such as this. Designers notes tend to explain why a specific rule has been written in a certain way, how it can impact the game and what options there are for amendments or variants. Examples can sometimes be added here to expand on those given in the main text. You’ll also find background ‘fluff’ that I felt like adding or just things that come to mind as I write the rules.

Introduction to the playtest copy Over the last 12 months the Legions of Battle rules have been through more versions than I care to think about. This ‘final’ version has not been playtested as much as I would like so I have decided to make it available as a free PDF rather than sell it and have to release version 2 (or possibly even 8) before it worked properly. There are almost certainly going to be some contradictions, typos and mistakes throughout these rules, please let me know when you find some! There is a Legions of Battle section on the Crusader Publishing forum and I hope to use that to cover the changes and additions that are needed. www.crusaderpublishing.com Finally, while this rule set has been made available as a free PDF the exclusive copyright remains with Mark Sims, please do not reproduce or redistribute in any way.

THANKS! Thank you to Ronnie and Josh at Mantic Games who kindly sent me all of the figure images used in these rules. www.manticgames.com

© Mark Sims 2011

1

Geting Started Rules There are three levels to the Legions of Battle rules. The first is the basic rules, these apply in the vast majority of cases and you could play a quite satisfactory game using just this section. The basic rules cover movement, combat, firing and morale. For your first game it may be a good idea to play through a simple game using only the basic rules. Characters, magic, monsters, special skills and abilities can be added later. The second part is the advanced rules which add more detail to the units plus characters, traits, monsters, magic and so on. The final section is for special rules that apply to certain specific creatures, heroic abilities or magic items. These are generally unique items or skills that apply to an individual. They are mainly used in army generation when creating specific units, creatures or characters and can often be found as rules for magical items. The advanced rules take precedence over the basic rules and the special rules take precedence over the advanced rules. As an example the basic rules state that a break test is carried out when one side has lost close combat. This test is modified by the difference in the combat resolution. The ‘Stubborn’ ability states that the losing unit always uses its unmodified T&L value when the opponent attempts to see if it is broken. As this is an advanced rule it supersedes the basic one. The ‘Banner of Despair’ description states that a unit carrying it will automatically break any enemy that loses to it in melee with no roll required. This is a special ability and would take precedence over the basic and advanced rules regarding break tests.

Figures As well as this set of rules you’ll need some figures to play with. Because of the stand based game mechanics it does not matter the scale of these but all of the examples in this book use 28mm figure bases sizes as that is what I happen to own! The rules suit 15mm very well and 40mm frontage stand sizes are pretty standard for this scale of ancient and fantasy armies. Individual figures will make up stands, these stands will make up units and these units will make up armies. A points system lets you fight balanced games and is used to calculate the relative worth of one stand, character or unit compared to another. There are starting guidelines in the army creation chapter on page 52. To create a complete army you can easily use these rules to design your own units, races & armies.

2

When playing Legions of Battle you can only use official figures from the Legions of Battle Miniature Range........... just kidding. There have been a huge amount of excellent figures produced by lots of different manufacturers over the last 25 years. It really would be a shame if someone designed a set of rules where you couldn’t use them because they were out of date! The design and points system at the back of this book should allow you to use pretty much any of the figures you happen to own.

Tiebreaker Rule At some point in the rules there will be contradictions within the Basic, Advance and Special categories. With so many abilities as well as the possibility of home grown additions, items and skills this is pretty much unavoidable. To cope with these situations there is the ‘Tiebreaker’ rule. A Roll of 1-3 and situation ‘A’ applies, a roll of 4-6 and situation ‘B’ applies. In fact you can pretty much use this rule for any awkward situation that crops up in a game. Whether it is a rules that is not covered, a contradiction or just something that you can’t quite remember but don’t want to stop the game to look up. Don’t forget that the advanced rules take precedence over the basic rules, special rules take precedence over both the advanced and basic rules but common sense should take precedence over all! Lets face it, we have all been involved in games that have stopped dead because two players can’t agree whether a +1 should apply or not. Some of the rules are bound to clash, some really awkward situations are not going to be covered or you’re just not going to be able to find the damned rule that ‘you know is here somewhere!’. The tiebreaker rule is there to keep the game moving, there will be plenty of time to devise house rules after the figures are back in their boxes.

Troop Statistics Types of Units There are three distinct types of units in Legions of Battle Characters, Multi Stand Units and Single Stand Units. Each of these will have its own specific rules but on the whole they follow the standard game rules given here.

▲ 50mm by 50mm stands showing a formed stand, a light stand and a cavalry stand.

▲ 40mm by 40mm stands showing a monster stand and a formed stand.

▼ Assorted character stands of various types and base sizes.

If a unit has no missile attack then both of these values will be left blank. Sometimes a stand will have ‘Special’ as its missile weapon description, this is most often the case with War Machines. Mt - Might, the value used to determine if an attack that hits is able to cause damage to the target. From a low value of 1 to a high of 12. This might is the value used in hand to hand attacks and using some thrown weapons. Missile weapons will have their own Might depending on the type of weapon used. Pr - Protection is used to stop wounds being inflicted on your troops. Most often compared to the Might of an attacker. Lowest value of 1 up to a high of 12. Wd - The number of wounds that each stand has with a low value of 1 to a high of 6. TL - The Training & Leadership value of the unit, used for formation changes, break tests and various other situations throughout the rules. From a low of 1 to a high of 12. Notes - This is a line below the stats that will list the weapons, armour and traits that the stand has.

▲ 60mm by 80mm stands showing Chariot, Giant and War Machine.

The Stat Line Unit Name - The name of the unit and the number of stands that make up the unit, either 1, 4 or 6 for units or ‘C’ for character. Dwarf Warriors (4 or 6)

Points per stand ***

MV

Cs (A)

Ms (A)

Mt

Pr

Wd

TL

4

5 (3)

- (-)

5

8

3

8

Hand Weapon, Medium Armour, Shield, Steadfast Points per stand - This is the value per stand with just the stats, equipment and abilities listed without any of the upgrades. Mv - Movement Value in inches. Where there are two numbers the first refers to the usual ground movement, the second in brackets to any special movement. Flying (F), Aquatic (A) or Underground (U). Cs (A) - Combat Skill from the worst value of 1 up to the best value of 12. The number in brackets is the amount of attacks that each stand has in close combat from 1 to 6. Ms (A) - Missile skill is the starting number on a D6 required to hit a target. From the worst value of 6+ to the best of 1+. The number in brackets is the amount of missile attacks that each stand may make, from 1 to 3.

Upgrades will show what increases or options may be taken for this troop type and will also show any additional points cost per stand. The total points cost of the unit and the number of wounds it has will be determined by the size of the unit and any upgrades it may have.

Most of the stats have a high value of 6 or 12. This handily translates into a 1D6 or 2D6 roll which can be used in some of the advanced or special rules. You may be asked to roll equal to or less than a specific stat in order to pass a test or resist the effects of a spell for example.

Zero rated Stats In some cases a unit may have a zero rated statistic. In the case of missile skill and attacks it simply means that unit does no have any available. With other statistics a zero rating can mean various things. Zero rated movement means that the unit may not be moved though it may reform. Other than that it follows all of the usual rules that apply to its other stats and abilities. Zero rated attacks means that the unit may not make any close combat attacks. It can still be attacked in the same manner as usual.

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Zero rated combat skill means that the unit may not make any attacks in close combat and in addition it will automatically be hit by any enemy that attacks it - no die roll is required. Zero rated Might means that the stand has no chance to wound the enemy in close combat though special attacks can cause effects other than wounds. Zero rated Protection means that any hit applied against the unit will automatically cause a wound with no die roll required. Wounds may not be zero rated - without any wounds at all a stand would not exist! Even inanimate objects such as buildings, doors or walls will have a number of wounds. Training and Leadership may be zero rated. Any T&L roll will always fail and any break test roll against this units T&L will always succeed. A T&L of zero does not stop the unit using the T&L of nearby characters as usual.

The statistics for all units and characters are presented in the same format. The physical stats are shown as well as any special abilities and upgrades that the unit may take at the army design stage. Throughout the rules this information is referred to as the ‘stat line’.

Armour Armour can be added to increase the protection of various troop types. Effectively troops are starting with a basic toughness and adding armour to increase their protection. A Troll is tougher than a Goblin and they will have different starting Protection values but if you give either of them a shield it will simply add +1 to their PR stat. As an example a Norse Dwarf warrior with no armour or shield has a basic protection of 5. If we add a shield and medium armour his protection increases by 3 points to 8 and this is the value that the unit would have on its stat line. Supposing he was a Dwarf Huscarl instead, his basic protection or ‘toughness’ without armour would be a 6 rather than 5, this would give a final PR of 9 in medium armour and shield.

Weapons Like armour, weapons are added to the basic statistics of troops, some weapons will add special abilities to a stand, others simply allow it to make an attack in close combat. All weapons are detailed on the stat line but not all of them will add any special rules or abilities. For example a human ranger has a bow and sword as his weapons. The bow will have a specific range and effectiveness but the sword is just listed as a ‘hand weapon’ that has no specific rule associated with it. Unlike armour the weapon details and effects are not added directly to the stats of the stand. Instead it is up to the players to keep track of the various weapons and the bonuses or penalties that may apply. For example Great Weapons add +1 to the wound roll but this is not indicated on the stat line, rather it is shown by the ‘Great Weapons’ entry in the notes section.

Mounted Troops The stats given are for the entire stand. If it is a single figure or character then they are obviously for just that figure but when there are multiple figures on a base the stats still apply to the stand - not each figure on it. When it comes to mounted troops the basic stats may be altered to reflect the extra ability that being mounted gives to troops. The stat line still shows the details for the entire stand, not the rider and the mount separately. Depending on the type of mount they may add to Might, Protection, Attacks, Movement and even Combat Skill. More details are given in the army list and points chapters. The values for the mount are added at the design stage and the unit stat line, as well as its points cost, will show the total values for the riders and mounts combined.

Dwarf Tuskers (4)

**** Points per stand

MV

Cs (A)

Ms (A)

Mt

Pr

Wd

TL

8

6 (4)

- (-)

6

9

4

8

Hand Weapon, Lance, Medium Armour, Shield, Trample (1) Shock (2), Mounted.

Front, Flank & Rear Armour Light Medium Heavy Shield Light Barding (Mount) Heavy Barding (Mount)

PR Bonus +1 +2 +3 +1 +1 +2

Each unit will have a front, flank and rear, this applies to multi stand units, single stand units and characters. The facing is important to determine a units charge arc, whether it is attacked in flank or rear, who it may choose to shoot at and so on. Some traits or weapons may not apply bonuses to all the facings of a unit. It is up to players to make sure that any trait applies when a unit is contacted in the flank or rear.

Command Stands

4

Single stand units (SSU) are, not surprisingly given the name, made up of just one stand. This could represent a single Dragon, a war Machine and crew or a host of ghosts.

FRONT FLank

Flank Rear

Units will always count as having some sort of command stand but the statistics for them are exactly the same as for the rest of the stands. A command stand is generally placed in the front centre of the unit. In a game sense every unit is always assumed to have a command stand included and they have no special rules applied to them. They do look nice though.

Each multi stand unit starts the battle with 4 stands or 6 stands. A mass or horde of troops is simply represented by having lots of units! Each unit has a number of wounds and when that number is equalled it is removed from the table. Throughout the battle units will slowly become weaker as they lose casualties until they become unsteady and then break and flee or are destroyed entirely. Stands are not physically removed from the unit as casualties are taken. Characters act independently and are not formed into units.

Light Troops

Columns and Lines

Some units may be Light Troops and they can be represented by different numbers of figures per stand or simply designated as such at the army and unit design stage.

The 4 or 6 stands that make up a unit may either be deployed wide or deep, for game purposes this is referred to as either line or column.

It is up to players whether they want to base light troops differently or whether to keep them the same as other formed troops. So long as the opposing player is made aware of the status of the unit the owner can simply use what they have available.

A column allows a unit to occupy a smaller frontage and the rear ranks can support those in front. It also takes up less space and so it is possible to mass more than one column onto a line. A line allows the maximum amount of stands to fight or fire but can occupy a lot of space and be awkward to manoeuvre.

Individual figures can be used to represent light troops and these should be spaced so that they take up the corresponding amount of space that the stands would take.

Sod that, I’m not rebasing! Well, luckily you don’t have to. While the game mechanics in Legions of Battle use multiple figure stands to calculate firing, casualties, attacks and wounds the actual sizes of these stands fit perfectly with other popular fantasy systems already in use. A 40mm by 40mm stand with 4 goblins on it has exactly the same footprint as 4 goblins on 20mm by 20mm bases. Many people already use movement trays for their games with individually based figures and it is simply a matter of using them for these rules too.

► 4 stands in line. ▼ 6 stands in line.

◄ 4 stands in column ► 6 stands in column

Where light troops are represented you just need to space the figures out. So..... NO REBASING REQUIRED!

Forming Units Each multi stand unit is made up of four or six stands. The army lists and design chapters determine whether a unit can be created with 4 or 6 stands. It is mostly left to the players to decide but some certain units may be restricted. It is these units that form the ‘blocks’ that you control on the battlefield.

5

Setting up Deployment Unless a specific scenario states otherwise the basic deployment rules for the game are as follows. Both sides will set up the battlefield terrain according to the rules later in this chapter and then roll randomly to see on which side of the table they deploy. Both players then roll randomly to determine who places the first unit or character. They then place one unit or character anywhere in its deployment zone. The other player then does the same by deploying any one of his units or characters in his deployment zone. The first player then deploys another unit and or character so on until both sides have deployed all of their troops. Each character, multi stand or single stand unit counts as one piece for placement purposes. In all of these cases there must be enough space to fully deploy the unit or character. You are not allowed to change the position, facing or formation of something once it has been deployed unless a specific rule or trait states otherwise. Some troops may not have to be deployed on table because of special traits or abilities, in this case the owning player states that they do not have to be placed on table but this will count as a unit deployment.

Light Troops Deployment Light troops can be set up anywhere within your deployment area regardless of how close this is to the edge of the table

↕ 3"

edges or middle. They must still be deployed more than 12” away from any enemy unit.

Number of Turns Rather than having a set number of turns there is a chance that the battle will end after a certain number of turns have passed. This has the advantage of ensuring that neither side can know exactly when things will come to an end and avoid ‘last turn tactics’. At the end of the sixth turn roll 1D6, if the score is one then the game ends immediately, if not it carries on into the seventh turn. At the end of the seventh turn roll a D6, if the score is one to five the game ends, if not then it carries on into an eighth turn. The game will end at the end of the eighth turn, there is no die roll required.

Terrain Placement

↕ 3"

12"

3"

The table shown here is 6 feet wide by 4 deep. Apart from light troops both sides must deploy over 12” away from the central line that splits the table in two. This means that all main body troops from both sides start 24” or more away from each other. Except for light troops nobody may be set up within 3” of the side or rear edges of the table. There is nothing to stop them entering these positions after the game has started but ‘edge hogging’ should be avoided at deployment.

12"

Side B Deployment

↕ 6

Basically you don’t just have to settle for lining your troops up and charging at each other every time you play.

3"

Side A Deployment

↕ ↕

There are obvious ways that you can change these deployment rules. A few simple suggestions include hidden deployment using a screen, sketch maps, cards or random unit arrival. There are plenty of scenario ideas you can use, from fantasy films or literature to historical battles or campaigns.





↕ 3"

There are lots of different ways that a game can be set up - from a stand up fight to specific scenarios or simply using all of the scenery and figures you have.

3"

Light troops may deploy anywhere in their own half of the table so long as it is more than 12” away from any enemy troops - including enemy light troops.

Terrain (2D6) 2*

River or stream plus one bridge or ford per area. Roll 1D6 1-2 = impassable river, 3-6 = stream.

3*

Village of D3+1 houses plus a road from this village to a random board edge.

4*

Steep hill with 1D3 sides as impassable terrain. Roll 1D6 1 = small, 2-5 = medium, 6 = large

5

D3 Fields bounded by hedges, fences or walls.

6

Wood, roll 1D6 1 = small, 2-5 = medium, 6 = large

7

Gentle hill, roll 1D6 1 = small, 2-5 = medium, 6 = large

8

Rough ground, scrub, rocks. Roll 1D6 1-3 = blocks Line of Sight, 4-6 does not block LOS.

9

Marsh, bog, fen or swamp, roll 1D6 1 = small, 2-5 = medium, 6 = large

10*

Building and field bounded by hedges, fences, walls. Farm, Church, Witches House etc.

11*

Monument, standing stones, shrine. May have Arcane properties.

12*

Fort or tower plus road to random board edge. Roll 1D6, 1-4 on a Medium Hill, 5-6 a large hill.

* Each of these terrain features should only occur once on the battlefield. Re-roll if they come up twice. Terrain is placed by both players before determining on which side of the table they will deploy their forces. These rules use a random terrain placement system. To do this you will need to divide the table into sectors. For an average 6 foot by 4 foot table this would be six 2 foot squares, the size is not particularly important but it will determine the maximum number of terrain pieces your table will have. For each sector roll 1D6 - if the total is 1-4 then that area will hold one piece of terrain - you should then roll on the terrain table to see what is actually there. Players should take it in turns to roll for sectors - the player rolling the dice gets to place the terrain piece if there is one in

that area. Apart from rivers and roads the terrain piece must fit entirely within its sector. There are no restrictions with regard to proximity to the edge of the table or other terrain pieces. It is only once all terrain has been rolled for and placed that the players should roll to see which side they deploy their troops. This restricts the ability to place bad terrain in your opponents deployment area on purpose. The terrain table should really just be used as a guideline. If it brings up something that doesn’t look right, you don’t have the scenery for or you just think will make a crap game then feel free to ignore it completely! Having said that a game with really ‘awkward’ terrain can be a nice change and present both sides with a challenge.

Rivers and roads Rivers and roads can occupy the same area as other terrain and they may pass through more than one area. If the terrain table determines that there is a river or road in a certain area then that is where it will start. It will enter and exit from a table edge, the sector where the river or road will exit the table is determined randomly. You can do this by simply allocating a number to each terrain area or edge and rolling a die - its not rocket science. The road or river will then traverse the battlefield from its start to its end position by passing through the least number of terrain sectors. How it does this exactly is entirely up to the player involved. The road or river can pass through areas that already have some other terrain feature and do not prohibit the placement of terrain into areas that have not yet been rolled for. In addition the initial starting area can also have a standard terrain feature as well, effectively the stream or river is an ‘extra’.

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A

B

C

If this is the case then the terrain piece will automatically be placed in a certain location as determined by the scenario or player agreement. There will be no roll to see if additional terrain is placed in this area. Rivers and roads can still pass through locations that have compulsory terrain placed in them.

Terrain Attributes

D

E

F

The table above has been broken down into 6 sections, each 2 foot by 2 foot. The first roll is made for location ‘A’ and there is a terrain feature which comes up as a ‘2’ meaning there is a river or stream, a further roll of 5 gives a stream. The players then need to decide where the stream will flow from and where to. Area A has 2 sides that it could ‘enter’ the board so simply roll a D6 with 1-3 one side, 4-6 the other. In this case it enters from the top as we look at the diagram above. To decide where it will exit the board the players allocate the numbers 1 to 5 to areas B to F respectively and simply roll a D6. The result is a 4 so the stream will flow from A to E and there is only one edge that it may exit from in area ‘E’. The player that initially rolled the ‘2’ for the stream may decide which area it passes through on its way from A to E. This could either be through section B or D but it must take the path with the least number of areas so could not go a meandering route via C and F for example. In this case the stream plots its course through A, B and E as shown in the diagram. Each section that the river or stream passes through has a bridge or ford placed - again by the player that initially rolled the ‘2’. This concludes the placement for the stream, there may be no more river sections on this battlefield. The terrain rolls for sections A, B and E are carried out as normal and they may contain other terrain features as well as the stream. It is worth noting that ‘A’ has another roll made for it to see if it contains terrain features in addition to the river.

Restricted terrain On the terrain table some of the numbers are followed by an asterisk. This means that there should only be one instance of that terrain type on the battlefield and the number should be re-rolled if it has already occurred.

Compulsory Terrain Some scenarios may call for a compulsory terrain piece. Rescuing a Princess from a tower generally means you need some sort of tower.

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All players should know the properties and location of the terrain on the tabletop unless a scenario states otherwise. The side of the table that the terrain is located or the player that placed it has no impact on the knowledge that both sides have. Umpire controlled games can have specific rules and features that are not covered here but they would be dealt with on an individual basis according to the scenario being played. Specific terrain features and their attributes are dealt with on page 47.

Turn Order The game mechanics of Legions of Battle generally involve one player being active while the other reacts. Both sides will carry out the same phase before moving on to the next. For example, both sides have their magic phase, then both will carry out charges and so on. Some phases of the turn are carried out at the same time and others are carried out in sequence with one side finishing all of their actions before the other side takes their turn. Each phase should be completed in its entirety before moving onto the next.

The turn order for Legions of Battle allows the players to carry out actions at roughly the same time. Some phases are simultaneous while others require one side to act while the other reacts. This results in a minimum amount of time spent hanging about waiting for other people to do stuff.

Magic Phase

Full details of these phases will be given in the relevant chapters of the rules.

The side that won the initiative may cast spells with any eligible Mage. They may also use their Mana in an attempt to dispel certain spell effects currently in play.

The Legions of Battle rules try to avoid having to record too much information about units, their status and what they have done in previous phases. Some things will need to be remembered such as a unit that has moved will suffer firing penalties and it is up to players to decide how they do this.

Once the initiative winner has used all of his Mages then the other side gets to cast their spells and attempt to dispel magic effects currently in play.

In many ways the methods that you use will depend on the number of units each player has to control. If you only have a few units it is no problem to remember who has done what, if you happen to be controlling a huge army it may be worth marking units in some way. Counters are provided on page 58 and are also available to download from the Crusader Publishing web site.

Initiative Phase Both sides will have a number of initiative cards numbered from one to eight that they play randomly each turn. The numbers are compared and the side with the highest will gain the initiative this turn, in case of ties both sides roll D6 with the highest winning. As cards are used they are discarded, meaning that there is a certain degree of balance to the chances of either side gaining the initiative each turn.

As spells are cast or dispelled Mages use up their available supply of Mana. There are various types, realms and levels of power for spells, items, Mages and innate magical abilities. These are dealt with starting on page 40.

Charge Phase The side that won the initiative declares all units that are charging and what their targets are. Some troops must declare charges because of traits or abilities, apart from being compulsory these charges are carried out in exactly the same manner as usual. These charges are then carried out in full in the order that the charging player wishes. The reactions of the targets are noted with options to stand and shoot, evade, hold or counter charge. Those units that are trying to evade will roll now and any evade movement is carried out at this point. Targets that elect to stand and shoot will actually fire in their own move & Fire phase of the turn.

Turn Order Initiative Phase Magic Phase Charge Phase Move & Fire Phase

Determine initiative, both sides draw initiative cards. D6 roll off for ties. Initiative winner casts spells and makes dispell attempts. Initiative loser casts spells and makes dispell attempts. Initiative winner declares charges, targets declare reactions. Carry out charge & reaction. Initiative loser declares charges, targets declare reactions. Carry out charge & reaction. Initiative winner compulsory movement, then normal movement, then firing. Initiative loser compulsory movement, then normal movement, then firing.

Combat Phase

Both sides, simultaneous. Initiative winner chooses order in which melee is fought, apply results and reforms one by one.

End Turn Phase

Both sides, simultaneous. Roll for game end from turn 6 onwards.

9

The side that lost the initiative now declares charges with any of their units that have not just reacted to a charge. Some troops must declare compulsory charges but these are carried out in exactly the same way as normal charges. These charges and the reactions of their targets are then carried out in the same way as they were for the initiative winner. Reactions can include Hold, Defensive Fire, Evade or Counter Charge. Certain troop types will have more options than others, for example not all troops can choose to evade from a charge and defensive fire is only available to those with missile weapons.

Move & Fire Phase The Move and Fire phase has the initiative winner moving all of their troops and then firing with those that are able. After that is complete the initiative loser will move all of their troops and then fire with those that are able. Some units or characters may be forced to move in a certain way according to their type or traits. A player is free to choose the order in which they move units that are under compulsory movement restrictions. However, those troops that have any compulsory movement must carry it out before troops that can move normally. Compulsory charges will already have been carried out during the charge phase. Once the side that has the initiative has completed compulsory moves they may move all of their units that have not carried out compulsory moves, charged or made a charge reaction. Once the first side has moved all of their eligible units they may fire with those that are armed with missile weapons. If the firing unit moved they will suffer penalties to their firing and some types of movement, or the weapons that the troops have, may not allow any fire at all. Once the initiative winner has completed all of their moving and firing it is the initiative losers turn to do the same. Once both sides have moved and fired the phase ends. Defensive fire against chargers is carried out at the same time as all other firing. The target of the charge can shoot at their attackers and this is deemed to have happened as they charge in but the actual die rolls are made at the same time as all the players other firing. Wound effects are applied at this point, this means that a charger could be destroyed by defensive fire and no melee would occur or they could be reduced to ‘unsteady’ before combat begins.

The Move and Fire phase is effectively broken down into 3 ‘sub phases’ for each player. The first is compulsory movement , the second is all other normal movement and the third is firing. The initiative winner carries out these three sub phases first and then the initiative loser will carry them out.

10

Combat Phase All of the charge movement, evade reactions and defensive fire will have been carried out by now and both sides will know which units are in contact and must fight a melee. Once enemy units or characters are in close combat they may not break off, split up or change formation in any way. During the combat phase all troops that are in melee will attempt to hit, wound and kill their opponents. Units that have been destroyed will be removed as the combat is carried out. All of the results of the various combats are applied in this phase, combats that are drawn or do not end in one side or the other being destroyed will continue into the combat rounds of subsequent turns. In some cases the order in which the melee combats are carried out may be important. If this is the case the player who won the initiative will decide the order in which to do them.

End Turn Phase If you have reached the end of turn six or later you will need to roll to see if the battle ends. If not you may roll for reenforcement, flank march arrival and so on. If you are playing a campaign this is the best time to make sure everyone has made a note of units that they have removed from the table and what their final status is with regard to casualties. If a scenario has fixed victory conditions they should be checked at this stage. If the final turn of the battle has been reached both sides should calculate their victory points to see who has won or lost. See page 48 for details of victory and defeat.

Initiative Initiative is important in Legions of Battle because it determines which side casts spells, moves, declares charges and fires first in any given phase. There are both advantages and disadvantages to winning the initiative. The side that wins the initiative on any given turn may not pass this over to their opponent, they must act as the initiative winner for the remainder of the turn whether they want to or not!

does the Human player. As this is a tie both sides roll 1D6, the Orc player gets 4 and the Human 2 which means the Orcs will go first. The cards are discarded leaving both players with 6 cards remaining in their hand for the next turn.

Each side will have a set of initiative cards numbered from one through to eight. Each turn they randomly choose one of these cards as their sides initiative score. When both sides have drawn a card the numbers are compared and the highest gains the initiative for that turn. In case of a tie both sides will roll D6 and the highest has the initiative, there are no modifiers to this roll.

If a scenario or battle is going to last more than 8 turns you’ll need to either add some more cards or use an alternative to the cards - numbered counters drawn from a cup work just as well.

The initiative winner must act first during the turn, they do not have the option to decline and force the other player to act first.

Each card may only be used once per battle and once drawn it is discarded. Both sides will still have the same chance of

winning initiative throughout the course of the battle but this gives more balance to the initiative than a simple die roll. There are two sets of 8 cards provided on page 58 but you may not need all of them if the game does not last for the full 8 turns. Cards are also available to download from the Crusader Publishing web site or you can simply use playing cards numbered from ace through to eight.

There are other options for determining the initiative throughout the game. An obvious one is to roll dice at the start of each turn. This has the advantage of being simple but there is always the chance that one side or the other will have terrible luck and be at a disadvantage for the whole game.

On turn 1 of an Orc vs Humans battle the Orc player randomly draws a ‘3’ card while the Human player draws his ‘5’ card. The Humans win the initiative for this turn and both of these cards are discarded.

Another method is to allow players to choose the initiative cards that are used rather than drawing them randomly. This allows some tactical considerations to come into play, when to use your high or low cards depending on the circumstances or your plan.

On turn two the players will draw again but will only have 7 cards remaining to pick from. The Orc players draws a ‘4’ as

Unless all players agree otherwise the standard rules apply but you are welcome to try other systems.

11

Movement The movement statistic shows how far in inches a unit or character can move. Different situations, terrain or the proximity of the enemy may increase or decrease this amount.

B

Movement distances Normal

MV

Double (outside 6”)

MV x 2

Charge

MV x 2

Evade

MV x 2

Rough Going

E

MV x 1 *

Crossing Obstacle MV x 1 * Retire 1/2 MV ** * No doubling allowed unless light troops. ** Directly backwards along flank lines only.

Normal Movement Normal movement includes any forward movement and wheels. A unit may spend any amount of its movement on wheeling any number of times. Troops may not move forwards and backwards in the same move, they must choose to do either one or the other. All stands within a unit must remain in base to base contact and retain their formation throughout the move. If there is not enough space for a unit to pass through a gap it must go round or reform first.

Wheeling A multi stand unit, single stand unit or character may wheel as many times as they like during their movement except when retiring (see later). A wheel is performed by keeping either the front left or the front right corner of the unit in place while the remainder of the unit pivots on that point. The amount of movement distance used during a wheel is calculated from the stand that has moved the furthest.

Movement speeds have been kept fairly generous so that troops do not spend their entire game plodding towards each other. Using Doubling Movement allows flanking moves, reserves to be kept and sent to important parts of the battle or just getting stuck in that much earlier.

12

A

C

D

A unit of cavalry has an MV of 10” and is doubling giving it a total movement allowance of 20” so long as it remains more than 6” away from any enemy troops. They start at ‘A’ and wheel forward 4” to ‘B’, from there they move 6” to C and then wheel again another 4” to ‘D’. Finally they use their last 6” to move to their final position ‘E’

Doubling Double Movement is for troops that are over 6” away from any enemy including single stand units and characters. So long as the moving unit starts, ends and remains more than 6” away from the enemy it may move at double its listed MV. A doubling unit may not fire missile weapons later in this phase, even if they did not double their entire movement allowance. A doubling unit may retire, they will double their MV for doubling and then halve it again for retiring - effectively being left with their MV as the distance they may retire. They must still follow all of the standard rules for doubling and retiring. Doubling is not allowed through rough going or over obstacles unless the unit is classed as light troops. This applies to single or multi stand units as well as characters.

Retire A multi stand, single stand unit or character may move directly backwards at half speed though they may not wheel or incline while doing so. You may not combine a retire move with any type of forward movement. A unit that is retiring may use double movement. All movement rates and effects are cumulative, this includes doubling, retiring, crossing obstacles and moving through rough terrain. You could retire across a hedge but could not retire across it using double movement (unless you were light troops, see page 34).

3”

◄ A unit of Lesser Lizardmen have a MV of 6. If they choose to retire they can move directly backwards upto 3”. They may not combine this retire movement with any kind of forward movement.

A reform is carried out on the centre front of the unit. A change of facing is carried out on the centre point of the unit. This is important as there must be space to accommodate the new formation, this is not an order to shift the position of units.

Note that retire restrictions are quite strict. Allowing some troops to retire at all is quite generous and restricting a retire to directly backwards ensures a minimum of ‘dicking about’ with units shuffling around in their positions.

A Reform allows changing formation and/or changing facing as well. These are two separate actions but they may both be carried out during any reform action. A unit that wants to do both can change facing first and then reform or it can reform first and then change facing.

A

B

C

A

D

B

C

A

B

A

E

F

B

C

D

D

◄ A 4 stand unit changing formation from line to column. B & C remain in place while stands A & D move to the back rank. Changing from column to line would simply reverse the process. B stays still and A is moved alongside it, the same applies to C & D.

C

D

OR

E

F

D

A

D

B

C

B

C

A

B

C

D

E

F

A

B

C

D

E

F

Reform If a unit wants to change formation or facing then it must Reform. A unit that reforms may not move other than the movement that is required to change to the new facing or formation. Effectively this means that troops use all of their movement allowance to reform unless it is a free reform (see later) or they have the ‘Drilled’ ability (page 29).

A

A

E

F

A

E

F

B

C

D

B

C

D

Examples of units that have changed facing. Each stand remains in place while the facing of that stand is changed. A unit may not use a reform to come into contact with the enemy, if the reform movement itself would result in melee combat then it may not be carried out. Troops that have reformed may fire but will count as having moved. Characters and light troops get to freely reform at the start and end of their movement, this does not stop them from firing but they still suffer the movement penalty for firing, see page 19 for further details. Characters may carry out a free reform at the start and end of their movement. If they reform but do not move any further they will still count as having moved for purposes of missile fire modifiers and restrictions. As a character is only a single stand a ‘reform’ obviously only applies to change of facing rather than formation. Light troops have their own rules with regard to reforming and movement, see page 34 for full details.

A

B

F

Charge

C

D

E

A charge is declared by a unit that wants to close to engage an enemy in hand to hand combat. It must have a valid target to declare a charge - this means there must be an enemy in range, Line of Sight and valid charge arc.

▲ A 6 stand line changes to a column by three of its stand remaining in place and the other three moving to the back rank. Which three stands remain in place is up to the player. Changing from column to line reverses this process with a player deciding which side the back stand will deploy to.

Charge arcs are 45 degrees either side of straight ahead, exactly the same as the firing arcs. The charger must be able to see some portion of the target otherwise it is not a valid charge target.

13

The target of a charge has the option to Hold, Stand and Fire, Counter Charge or in some cases Evade. The charging player must declare all units that are attempting to charge and then may carry them out one by one in any order they like. This means that they could declare a charge with a unit that is currently blocked but could do so once another charge has been carried out. This is generally the case when one friendly unit is in front of another and the owning player wants them both to charge. No matter what the order that the chargers are being moved in a unit must have some part of the target within line of sight when a charge is declared.

3

It is the Red players charge phase. The character may not declare a charge because it does not have a valid LOS to any target.

2

1

A

A unit of Elf Rangers (T&L 9, MV 8) are charged from 9” away by a unit of Orc Boar Riders (MV 9). The Elf player makes a T&L test, if they pass they may immediately face away from the charge and evade their full 16” away, if they fail they must hold in their current position. If the evade fails then the chargers are moved into contact immediately, the evading unit gets no chance to move, fire defensively, counter charge or reform. If the target unit managed to evade then the charger now has 2 options open to it. Halt on the spot. It can halt its charge on the spot where the evading troops fled from. If this is the case the unit counts as having conducted a failed charge, it may not move any further during this charge and may not move or fire in the next phase. Continue its charge. It can continue to charge against another target to the full extent of its charge movement if there are valid targets still within its charge reach and arc. It can also continue its charge movement even if there are no other valid targets within reach. It is possible for the charging troops to contact other enemy units or even the original target of their charge if that targets evade movement was not enough to outdistance the chargers movement.

B C

Red units 1 and 2 may both declare charges even though unit 2’s charge is currently blocked by unit 1. As the Red player can move his chargers in any order he simply declares that 1 will charge against enemy unit A, this charge movement is carried out and then that leaves unit 2 open to charge against unit B. Should it subsequently be discovered that unit 2 cannot contact its target B because A is still blocking it for example (as would almost certainly be the case here), then it would count as a failed charge. The unit would be moved as far as possible and then halted, it would not be able to move or fire in the next phase as it counts as having charged. If a charge fails for any reason and cannot reach its target then the charging unit is moved as far as possible towards its target and then halted. It may not move or fire in the next phase.

Evade A unit that has been charged may have the option to evade. Light Troops, troops with the Feigned Flight ability and all characters may opt to evade as a reaction to a charge. The chance of the unit being able to evade before it is contacted by the chargers depends on its T&L. It must pass a T&L test if it decides to attempt to evade from a charge. If the test is passed the unit may immediately face away and move its full evade speed directly away from the charging enemy unit.

14

A unit of Goblin Wolf Riders (MV 10) are charging against a Unit of Human Slingers with 10” the ‘Feigned Flight’ ability (T&L 6, MV 5) from 3” away. The Humans decide to evade and attempt a T&L test. They require 3” a 6 or less on 2D6 and score 4 so they manage to evade the initial charge. The Human Slingers get to evade away 10” and are moved to their final position facing away from the Goblins. Unfortunately this only puts them 13” away from the Wolf Riders who have a massive 20” charge movement. The Wolf Riders can either move 3” forward and halt at the point where the slingers evaded from or continue their charge into the rear of the sling unit.

Rough Going Rough going counts as any terrain that could slow movement such as woods, swamps, rocky ground, building areas etc. Any rough ground stops troops from using double movement. Certain types of rough ground may also have special effects, such as woods making mounted troops unsteady or swamps not affecting troops that have the ‘Aquatic’ movement ability,

specific details can be found in ‘The Battlefield’ chapter of the rules on page 47. Units may reform, wheel, charge, evade or retire through rough going. While any part of a stand occupies or passes through rough ground the unit, single stand unit or character may not use double movement. Some special traits and abilities may override these rules, see pages 29-32 for details.

A unit of human archers has an MV of 6”. To advance they need to cross a hedge so they are not allowed to use double movement. With the example on the left the unit is simply moved forward its 6” movement distance, as it has not doubled it may still fire if it would be able to do so normally.

While double movement is not allowed over obstacles charge and evade movement speed is not affected.

B

6”

6”

B

0.5”

A

B

3.5” 1”

A A unit of 4 stands of Dwarfs has a MV of 5 and advances directly ahead and this takes part of the unit through woods which count as rough going. This means that it cannot use ‘double’ movement. The unit moves forward 1” to the edge of the wood and then travels 3.5” through woodland and has 1/2“ of movement left at the other side. This is not enough to clear the woods completely, the back of the left most stand is still within the woods. This means that the dwarf unit will not be able to use double movement next turn either, even though it only has a small part of the rough ground to pass through.

A

In the example on the right the archers would not be able to use double movement this turn because they are crossing a hedge. They would also not be able to use it next turn as they begin on the hedge and still have their movement restricted by the obstacle.

Impassable Terrain No troops may enter terrain that is impassable to them under any circumstances. They may still cross if they have a specific movement trait such as flying or aquatic movement. Where compulsory movement would force a unit to move over impassable terrain they are simply blocked by it in the same manner as they are for friendly units.

Obstacles A unit that has to pass over an obstacle may not use double movement, other than this it is free to move as usual though some obstacles may cause further effects to certain troops types. For further details see The Battlefield chapter (page 47). Units can reform, wheel, charge, evade or retire over obstacles. A unit may reform while it is over, in or on top of rough going or an obstacle but may never enter impassable terrain. While any part of a stand straddles or rests on an obstacle the unit, single stand unit or character may not use double movement. Some special traits and abilities may override these rules, see page 29 for details. While double movement is not allowed over obstacles charge and evade movement speed is not affected. When measuring the charge distance to a target that is behind an obstacle the actual target must be within reach, not just the terrain feature that they happen to be behind.

15

Shooting Shooting takes place after a player has moved all of his troops in the Move and Fire phase. The initiative winner moves all of their troops and then they will fire with any of their troops that have missile weapons and a valid target. Once all of the initiative winners movement and firing is complete it is the initiative losers turn to move their troops. Once this movement is complete they can fire with troops that are armed with missile weapons and have a valid target.

Scenery, friendly or enemy units, magical effects or visibility restrictions can all block line of sight to a target. Some rules, such as indirect fire war machines do not count enemy or friendly troops as an obstacle for LOS. These cases are dealt with in the relevant parts of the rules on page 35.

A

This means that firing is not simultaneous, casualties caused are applied immediately. Missile armed troops may shoot at targets so long as they are within both range and line of sight (LOS). Each stand will have a number of missile attacks listed on its stat line, this can be from one to three. If there is no number listed then that stand may not make any missile attacks. War Machines fire in this phase at the same time as other troops though they may use slightly different rules for calculating hits and wounds caused. See page 35 for details.

Firing Arc Arc of fire calculations are made per stand rather than by the whole unit. This could mean that a unit can only fire with some of its stands. Each stand has a 45 degree firing arc to its front no matter what the type of troops or the base size. Unless stated otherwise in special rules, traits or abilities the fire arc is always 45 degrees either side of straight ahead no matter what type of stand or unit.

To be able to fire at a target a stand must be able to hit at least part of the target unit. In this case only 3 of the 4 stands in unit B would be able to shoot at unit A.

B

Hills and LOS Troops on hills may have the ability to fire over friends, enemies or obstructions. There will be an amount of ’dead ground’ where the target cannot be shot at. If there is at least 4” space between the obstruction and the target then it may be fired at, otherwise that target is blocked for LOS purposes.

Range The range to the target is calculated per stand, this may result in some of the stands being in different range brackets or some within range while others are out. If this is the case split the fire into two groups of to hit rolls with different modifiers. A stand needs to be in range of at least part of the target unit to be able to fire at it.

Roll to Hit To hit their target the firing troops roll a D6 for each attack and need to score equal to or greater than the missile skill value shown on their stat line. Modifiers may apply to these rolls and this will affect the chances hitting.

Line of Sight To fire at a target there must be a valid line of sight (LOS). This is calculated per stand firing, to be able to fire the stand must be able to trace a LOS to any point of the target.

16

The firing unit or stand, the target, the number of missile attacks and any appropriate modifiers or abilities should all be declared before any die rolls are made. All modifiers are cumulative unless stated otherwise.

Roll to Wound

Firing To Hit Modifiers Firer Has moved

-1

Is unsteady

-1

When it has been determined whether the shot hits or not the player will roll to see if the hits cause wounds on the target. To do this the firing weapons Might is compared to the targets Protection.

Target Is at long range

The Might of the firing troops themselves is only taken into account when using some thrown weapons. Otherwise the Might of the missile weapon itself will determine the chance of a hit causing a wound. See the Missile weapon Table on the following page.

-1

Is a medium / small target *

-1 / -2

Has light / heavy cover *

-1 / -2

* Only one or the other can apply. •

If the unit has moved before firing it will suffer a -1 to hit modifier to the die roll. Troops armed with some types of weapons may not fire at all if they have moved.



If the firing unit is currently unsteady for any reason they will suffer -1 to hit.



If the target is at long range a -1 modifier is applied. Range is measured per stand so some may have this modifier while others do not.





To Wound (MT VS PR) MT is double or more PR MT is greater than PR MT is equal to PR MT is less than PR MT is half or less PR

2+ 3+ 4+ 5+ 6+



If your Might is double or more the opponents Protection you need to roll a 2+ on a D6 to wound.

If the target is small a -2 modifier applies or if medium a -1 modifier applies instead. A small or medium target only applies to certain character types and never to multi or single stand units, see pages 31 and 36 for full details.



If you have greater than your opponents value but not double then you need to roll 3+ on a D6.



If the values are equal then you need 4+ on a D6.

If the target is in light cover the to hit roll is modified by -1 point. Should the target be in heavy cover the cover modifier increases to a -2 to the die roll instead of -1.



If you have less than your opponents value but more than half then you need 5+ on a D6.



If you have half or less your opponents value then you need to roll a 6+ on a D6 to wound your opponent.

No matter what the starting skill or the modifiers that are applied a roll of 1 will always miss and a roll of 6 will always hit unless advanced or special rules state otherwise. There may be some instances where an attack automatically hits and in that case there is no die roll made. These cases will be clearly stated in the item or trait description.

The amount of wounds that are caused are then marked off against the target unit. There are no saving rolls for the target though some special traits, such as regeneration, may allow troops to ignore some wounds. Any wound effects, such as causing the target to become unsteady, are applied immediately.

Unit B is 4 stands of Goblins with short bows, a missile skill of 5+ and 2 attacks per stand. It has not moved and shoots at unit ‘A’. Its starting to hit number is 5+ but as it is firing at long range it suffers a -1 modifier to the die roll meaning it needs 6 to hit.

The Might of a short bow is 4, the Elves have Medium Armour and Shields which gives them a Protection Value of 7.

A

14”

The Goblins will roll 8D6 and any result of 6 will be a hit on the Elf unit ‘A’. The actual die rolls result in 3 hits on the target.

B

The MT of 4 is less than the PR of 7 but it is not half or less. This means that the Goblin player will need rolls of 5+ on a D6 to wound the Elves.

A

14” B

The Goblin player rolls 3D6 (one D6 for each hit) and the results are 3,5,6 for 2 wounds on the Elf unit. These wounds are applied immediately.

17

Splitting fire

Defensive Fire

A missile armed unit may split its fire at up to 2 targets if they are within range and line of sight. It always has this option, even if it has one unit entirely within its arc of fire and range.

This is carried out when a unit armed with missile weapons is charged and chooses the ‘Stand and Shoot’ reaction.

It may not split fire at more than 2 enemy units, even if this means that some stands may not fire at any target. An individual stand, whether part of a unit or not, may never split its fire, this means that a single stand unit or character must always fire at a single target. The player owning the unit must declare where all of its missile attacks are being directed before any dice are rolled by that firing unit. The targets must be valid at this stage of the firing phase, you cannot declare fire at a target that you think will become valid, due to destroying another unit blocking your line of sight for example.

The Vermin archer unit can split its fire against 2 of the three targets so long as they have the range and LOS.

Vermin

The character can fire at any of the targets regardless of what the unit does.

A B

C

No matter which target it picks the Vermin could only fire at unit C with 2 of their 3 stands. All targets and the stands that are firing at them must be declared before any dice are rolled.

The fire is carried out during the move & fire phase at the same time as all of the other firing from this player. If the chargers are destroyed by this fire then they are removed before initiating close combat. The angle of the charge may well mean that not all of the defending stands can get to fire. The defenders will be able to fire if they could shoot at the chargers at any point during the charge movement when they were in range, arc and line of sight. Players should be sure to make a mental note of who can fire while carrying out charges. A unit in combat may not fire missile weapons, even if there are stands that have clear line of sight to targets other than the one they are fighting against. For firing purposes the entire unit is deemed to be in close combat if any part of it is in contact with the enemy.

Casualties Each stand in Legions of Battle has a number of wounds, multiplying this by the number of stands within the unit will determine how many wounds the entire unit has. As units accumulate wounds they will become less effective. When a multi stand or single stand unit has taken half or more of its total wounds it will count as ‘Unsteady’ and will suffer penalties for melee and missile fire. Any wounds taken can be marked by the use of wound counters or noted on the army roster sheet. Characters do not become unsteady when they are reduced to half or less of their starting number of wounds. See the character rules starting on page 36. Any unit that is unsteady must be marked as such so that both sides know which units are affected. Counters are supplied on page 58 and also available to download from the Crusader Publishing web site www.crusaderpublishing.com.

Weapon Close Long Light Crossbow 12” 24” Heavy Crossbow* 15” 30” Handgun* 9” 18” Sling 9” 18” Bow 12” 24” Short Bow 9” 18” Longbow 15” 30” Elf Bow 18” 36” Javelins 6” Darts 9” Thrown Axes 6” * Heavy Crossbow and Handguns may not move and fire.

18

Might 5 6 6 4 4 4 6 5 4 3 5

PTS 19 26 23 13 14 13 26 22 11 9 16

Full rules for applying casualties, making targets unsteady or destroying them entirely are given in the next chapter. These same game mechanics will apply to melee, missile fire and magic.

Where more than one unit, single stand unit or character is firing these are activated one unit at a time and the effects of that units fire is calculated before moving on to the next unit, single stand unit or character.

Moving and Firing

This means that fire from a unit could destroy a target, reveal another target that was previously screened, kill a character and so on and these effects are applied before any other unit begins its firing.

Even the slightest movement counts when considering the move and fire modifiers, this includes the free reform that light troops and characters are entitled to. Some weapons do not allow a unit to fire after they have moved, these are Heavy Crossbows and Handguns which are marked * on the missile weapons table.

Crossbows A

Crossbows B

Some movement options stop any firing from a unit no matter what weapons they are armed with, others will simply impart the -1 to hit penalty for having moved prior to firing. •

If a unit uses doubling movement it may not fire, even if it does not use its full double allowance.



If a unit evades a charge it may not fire, regardless of whether the evade was successful or not.



A unit that has declared a charge, whether it results in contact with the enemy or not, may not fire.



If a unit reforms it may fire. They will suffer the -1 penalty for having moved and fired and if armed with heavy crossbow or handgun would still not be able to fire as they have moved.



The free reform that characters or light troops are allowed at the start and end of their movement will not stop them from firing. It does still count as movement so will result in the -1 moving and firing penalty or, if they are armed with heavy crossbow or handgun, would mean they could not fire as they have moved.

Shooting at Characters Characters have additional to hit target modifiers according to their base size but line of sight, firing arc and range restrictions apply as usual. Full details of shooting at characters is given on page 36.

Wolf Riders

Goblins In the example above it is the blue players section of the move and fire phase. Both of the crossbow units remained stationary during the movement part of the phase so they may fire. Both the Wolf Rider and the Goblin foot units are within range but the Wold Riders block line of sight to the Goblins behind them. The blue player does not have to declare that both units A and B are firing at the Wolf Riders, he can fire with one unit, apply the effects and then decide what he wants to fire at with the second unit. In this example the fire from unit A destroys the Wolf Riders who are immediately removed. This then gives unit B LOS to the Goblins who may now be declared as the target of fire.

Characters & SSU firing Characters and single stand units follow all of the usual rules for firing, they must have a valid line of sight and range to their target. No one stand can split its missile attacks no matter how many missile attacks it has listed on its stat line. This means that a character or war machine will only ever be able to target a single enemy unit or character.

Declaring targets As has already been mentioned in the ‘splitting fire’ section all stands from the same unit must declare their targets before any dice are rolled. This does not mean that all units have to declare their targets before any missile fire is carried out.

19

Casualties Each stand in Legions of Battle has a number of wounds, multiplying this by the number of stands within the unit will determine how many wounds the entire unit has. As wounds are caused on a unit it will lose effectiveness during combat and with missile fire. This lowering of combat ability can represent not only the actual loss of troops from the unit but also a disordering and/or morale effect as well. As such there are no ‘Morale Tests’ for units when they lose troops to missile fire, in melee or to magic. The number of wounds that a unit has and the loses that it can absorb effectively represents the ‘combat value’ of that unit as a whole, not simply a representation of the number of troops that it happens to contain. A Norse Dwarf Warrior stand is represented by 4 figures on a 40mm by 40mm base and it has 4 wounds. A Norse Dwarf Huscarl stand has the same number of figures and base size but it has 5 wounds per stand. This is not just because the Huscarls are tougher (that is included in their higher starting Protection value) but that the unit can take more ‘punishment’ before becoming Unsteady or breaking.

of wounds. See the character rules on page 36 and the single stand unit (SSU) rules on page 33.

Unsteady effects & recovery Unsteady units suffer a -1 to hit in combat and with missile fire. The usual way in which a unit can recover from being Unsteady is to increase the amount of wounds that it has remaining. If a spell, item or effect can increase the multi stand units wounds to above half then that unit can remove its Unsteady status. Should it be reduced to half or less wounds again later on it will, once again, become Unsteady. Some magic may cancel the Unsteady effects while the spell or item is effective. Details will be given with the specific item, spell or ability. Unsteady counters are supplied on page 58 and also available to download from the Crusader Publishing web site www. crusaderpublishing.com.

Crossbows Sp

ea

rm

en

Multi stand units As multi stand units accumulate wounds they will become less effective. When a multi stand unit has taken half or more of its total wounds it will count as ‘Unsteady’ and will suffer penalties during melee and missile fire. Any wounds taken can be marked by the use of wound counters placed next to the unit or noted on the army roster sheet. Any unit that is unsteady must be marked as such so that both sides know which units are affected. As wounds are taken stands are not removed from the unit, it will keep its full amount of stands until it is routed. A Dwarf Huscarl unit has 4 stands, each of which has 5 wounds, therefore the unit has 20 wounds in total. When it has been reduced to only 10 wounds or less remaining it will be counted as ‘Unsteady’. If the unit were to somehow have wounds healed so that it recovered to having 11 or more wounds remaining it would lose its Unsteady status.

Characters & SSU Characters and single stand units do not become unsteady when they are reduced to half or less of their starting number

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Goblin Archers

The blue player has the initiative and fires at the Goblin Archer unit. These Goblins have 3 wounds per stand and so the unit has a total of 12 wounds. The crossbow fire is particularly effective and the Goblins lose a total of 7 wounds, they are now counted as Unsteady. During the Goblin players move and fire phase these Goblins will still shoot with their usual number of attacks per stand, still apply all of the standard firing rules but will suffer an additional -1 on their to hit roll for being Unsteady.

Close Combat In close combat enemy units, single stand units and characters that are in base to base contact will attack each other. Each stand will have a number of attacks and the relative sizes, formations and positions of the units will determine how these stands fight. Each side will roll to hit and then convert these hits into wounds, as wounds are taken they are marked against the enemy and may cause the target to become ‘Unsteady’. The side that wins the combat will then roll to see if they can break the enemy by rolling against the losers T&L, this is called a ‘Break Test’. In some cases it may be important the order in which you carry out melees. If this is the case the player who won the initiative this turn will decide the order in which to do them. A unit in combat may never choose not to attack the enemy, the player must roll in an attempt to hit and kill.

Contacting the enemy Charging is dealt with in the movement chapter on page 13. When the attacker contacts the enemy they should conform to the target if this is possible. If it is not possible to conform then the units should be moved into contact as much as possible, stands may count as overlaps and rear ranks may fight in support.

FRONT

A

Unit A is charging against the front of the target. Unit B and C are charging the flank and unit D is charging the rear.

Flank

C B Rear Flank

D

Flank and Rear Contact To count as a charge into the flank or rear at least one whole stand of the front rank of the charging unit must start its charge in the flank or rear zone of the target.

Number of Stands in Melee When two units engage in combat the actual bases that contact each other determines who fights. In Legions of Battle stands fight against each other rather than figures.

Wheeling in to conform to the enemy after a charge can bring up lots of awkward situations, this is especially the case with long line formations.

Both sides will fight with any stands that are physically in contact, including corner to corner. In addition one stand on either flank may be added as an overlap that can fight in combat the same as those that are physically in contact.

The Legions of Battle game mechanics try to pit units against each other rather than individual figures or stands. As such you may need to ‘assume’ troops are in contact if the physical representation of your stands or scenery does not let the bases actually touch.

A unit that is fighting to flank or rear uses the number of stands that are facing the enemy to determine who may fight, their opponent will use this amount plus the usual overlap of one or two stands if applicable. For example a 4 stand line could fight to the front or rear with 4 stands, however, if it was fighting to its flank it would only fight with the one stand. Where a unit is fighting multiple opponents the overlap stands are calculated on a unit by unit basis, this may mean that a multi stand unit could fight with overlaps against more than one opponent.

Adding an overlap stand on either flank represents the troops lapping around to join in the combat. While the bases are not physically moved the extra attacks represent the advantage given to a unit that overlaps its opponent. This is one reason why, with some exceptions, units would fight ‘wide’ rather than ‘deep’.

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A B

In the top example the column contacts three of the enemy stands. The column will fight with two stands, its entire front rank, while the line fights with four stands, the three in contact plus an overlap. In the middle example the column contacts two enemy stands and would fight with both. The line would fight with the two stands in contact plus one more as an overlap.

B

A

In the bottom example only one of the column stands is in contact with the line. The column would fight with two stands, the one in contact plus an overlap while the line would also fight with two stands. In each of the 3 cases the rear rank of the columns would get support attacks.

B A

While the bottom situation is obviously better for the column charges should still be directed at the centre of a target to contact as many stands as possible. There can be an advantage to ‘clipping’ a target but players should avoid doing this on purpose.

Support Attacks A unit in column has two ranks and may add extra attacks to each stand that is engaged in close combat to its front whether the stand is in contact or acting as an overlap. Each second rank stand can add half of its listed attacks (round down). These support attacks must be against the same target that the front stand is attacking. Support attacks are calculated per stand and then added together and not the other way around. For example a column has 4 stands, each with 3 attacks. The rear rank will be able to use their attacks in support of those in front. Each support stand will get half of its 3 attacks so 1.5 rounded down to 1 each giving 2 support attacks in total. You would not add up the attacks and then half them, this would result in 3+3=6 halved to 3 extra attacks. Light troops do not get to benefit from the support rule. If any unit is being attacked in flank or rear, is attacking or occupying buildings or is attacking obstacles then it cannot gain support attacks.

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Unit A is fighting to front and flank. Stand C can attack blue unit B or C, the choice is up to the owning player. Stand D must fight unit C and stand A must fight unit B.

A

B A

B

C D C

Unit A gets no support attacks because it is attacked in the flank so stand B has no effect. Unit B would fight with 3 stands, unit C would fight with 2 stands which would both benefit from support attacks.

Fighting on two fronts If a stand is in a position where it can fight against two or more enemy units then it must choose which one to fight against. A stand may not split its attacks in any way, any one stand may only fight in one direction. The choice of where to attack must be made before any dice are rolled.

Initiative Unless a trait or special rule states otherwise all attacks occur at the same time. For the sake of simplicity one player should complete all of their attacks and make a note of the results before the other player calculates theirs. With simultaneous attacks it is possible that two units could destroy each other in combat. This represents the destruction of the unit as a fighting force rather than every single fighter on both sides being killed at exactly the same time! In multi unit combats where players have a choice and need to declare the target that a stand is attacking it is always the initiative winner that must declare first.

Roll To Hit Units and characters will roll a D6 for each attack to see if they hit the enemy. This is done by comparing the Combat Skill of the attacker and that of the defender to find a starting to hit number and then applying any combat modifiers that either side may have.

Among its other traits The Terrible Swift Sword adds +4 CS to the wielder. If they started with a CS of 6 it would be increased to 10 but if they started with a CS of 10 it could only be increased to a maximum CS of 12.

Combat To HIT Modifiers

For each attack the player needs to roll a D6 and get equal to or greater than their modified to hit number. A roll of 6 will always hit and a roll of 1 will always miss no matter what modifiers are applied.

The combat modifiers table shows the modifiers that can be applied to the basic to hit chance. Modifiers will increase or decrease the chance of a hit being scored. A roll of 6 will always hit and a roll of 1 will always miss no matter what the final modified to hit number happens to be.

The starting to hit numbers depend on the relative Combat Skills of the combatants and the to hit table shows how you will calculate this. These rules follow the same basic mechanics as for wounding targets with shooting so they should be fairly easy to get the hang of.

Each plus from the combat modifier table will increase the chance of hitting while each minus will decrease the chance. Where the modifier has *, ** or *** next to it there are additional effects applied to the combat.



If you have double or more your opponents value you need to roll a 2+ on a D6 to score a hit.



Combat modifiers

Effect

If you have greater than your opponents value but not double then you need to roll 3+ on a D6 to hit.

Opponent is Unsteady Opponent is Uphill Opponent is Defending Obstacle *

+1 -1 -1



If the values are equal then you need 4+ on a D6 to hit.

Opponent is Defending Building *

-2



If you have less than your opponents value but more than half then you need 5+ on a D6 to hit.

You are Unsteady

-1



If you have half or less your opponents value then you need to roll a 6+ on a D6 to hit your opponent.

You Charged into Combat ** You are Attacking in Flank *** You are Attacking in Rear ***

+1 +1 +2

D6 To Hit (CS vs CS) CS is double or more enemy CS CS is greater than enemy CS CS is equal to enemy CS CS is less than enemy CS CS is half or less enemy CS

2+ 3+ 4+ 5+ 6+

A unit of Skeletons with CS of 3 are fighting against Lizardfolk Elite Warriors with CS of 6. The Skeleton CS is half or less that of the Lizardfolk so their starting to hit number is a 6+. The Lizardfolk CS is double or more that of the Skeletons so their starting to hit number is a 2+.

* Against opponents defending obstacles or buildings you cannot get supporting attacks from your rear ranks. ** The charge bonus does not apply if the charge is directed against units behind obstacles or in buildings. *** If you are attacking an enemy in the flank or rear then they cannot get any supporting attacks against any opponent. Some spells, items or traits may give positive or negative combat advantages and these are dealt with in the relevant chapters. Unless stated otherwise all modifiers are cumulative.

The starting to hit chances for one side will also tell you what the chances are for your opponent. Suppose you have double or more your opponents CS it follows that they must have half or less of yours. This means you can immediately tell that your chance is going to be 2+ to hit while theirs is going to be 6 to hit. Think of it as a set of scales, as one side gets lower the other gets higher.

If the Combat Skill is modified in any way it may never be greater than 12 or less than 1. For stands with zero rated stats see page 3.

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Great Weapons or units with Lances that have charged will be able to add a +1 modifier to their roll to wound. For full details see the relevant entries in the traits and weapons chapter on page 32.

Dark Elves

Humans

Dark Elves

A unit of CS 5 Dark Elves (blue) armed with great weapons and defending a hill are charged by a unit of CS 4 Human Spearmen (red).

Continuing the example from above, both sides fight with 3 stands each. The Humans managed to get 5 hits while the Dark Elves did 6. Both units have a Might of 4 but the Humans have a Protection of 6 while the Dark Elves are unarmoured and only have a PR of 4.

Calculating the Human to hit chance first. Their opponents are uphill giving a -1 to hit modifier but charging into combat adds a +1 modifier. The chance to score a hit is thus 5 (starting chance) -1 (opponent uphill) +1 (charged into combat) for a final to hit number of 5 or more on a D6.

The 5 hits that the Humans caused will be converted to wounds on a D6 roll of 4 or more, this is because their Might (4) is equal to the Dark Elf Protection value (4). The actual rolls are 2,4,4,5,6 for 4 wounds.

The Dark Elf to hit number has no modifiers, being uphill makes it harder for the opponent to hit rather than making it easier for the Dark Elves to hit. This means that the final to hit number for the Dark Elf unit is 3 or more on a D6.

The Combat system uses the same mechanics to calculate the chance to wound a target as the shooting system. Relative might and protection are compared with each other and the starting score needed on 1D6 is shown.

roll To Wound Once you have determined the number of hits you will need to see whether these wound the target. This is done using the same method as for missile fire wounds. There may be modifiers to the roll for various weapons or abilities but you are comparing Might against Protection for the basic wound chance. The protection value is a combination of the starting ‘toughness’ of troops plus any bonus they may have from armour or shields. This is generally already calculated on the stat line but things like magic or traits can sometimes modify the PR of the target. The Might of the attacker may also possibly be modified by special traits or magic.

To Wound (MT VS PR) MT is double or more PR MT is greater than PR MT is equal to PR MT is less than PR MT is half or less PR

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Humans

The starting to hit number for the Humans is calculated as 5+, this is because their CS is lower that of the Dark Elves but not half or less. The starting to hit number for the Dark Elves is 3+ because their CS is greater than that of the Humans but not double or more.

2+ 3+ 4+ 5+ 6+

The 6 hits caused by the Dark Elves will have a starting to wound chance of 5 or more, this is because their Might of 4 is less than the Human Protection of 6 but not half or less. However, the Dark Elves are armed with great weapons which adds +1 to the wound roll so they will need D6 rolls of 4+ to wound the Human spearmen. Their rolls are 1,3,3,4,6,6 for 3 wounds in total.

If the Might or Protection is modified in any way it may never be greater than 12 or less than 1. For stands with zero rated stats see page 3. The ‘Headsmans Axe’ is a magical great axe that adds +2 to the Might of the wielder. As it is a great weapon it will also add a +1 modifier to the ‘to kill’ roll.

Applying damage Each stand in Legions of Battle has a number of wounds, multiplying the number of stands in the unit by the amount of wounds it has will determine the number of wounds that a unit has. Any wounds that are taken are marked by the use of wound counters or noted on the army roster sheet according to a players preference. Stands are not removed until the whole unit, character or single stand unit is destroyed. As units accumulate wounds they will come to a point where they become ‘unsteady’ and are less effective in combat. When a unit reaches half strength or less in wounds it becomes unsteady. It will suffer a modifier of -1 to hit in melee and missile fire and opponents will gain a +1 to hit them in melee. Only multi stand units become unsteady at half wounds, single stand units and characters are not affected by this rule. Once a unit has lost all of its wounds it is destroyed, wiped out, routed or broken. No matter how you describe it the unit is no longer an effective fighting force and is removed from the table. A unit that is broken in melee is also destroyed, it may be that

all of the troops are killed, run down or captured but just as likely that many are broken, routed and fleeing. Either way, regardless of the number of wounds it has remaining, the troops cease to be an effective combat unit and are simply removed from the table. If a unit loses its last wound in melee it is removed before any break tests are rolled but as attacks are simultaneous it will still have a chance to fight.

Goblins

4

Dwarfs

14

This die roll is modified by the amount that the combat was won by, the greater the victory the more chance the enemy will have of being broken. In some cases there may be no roll required - this could be because the enemy is unbreakable or has been completely destroyed by the wounds inflicted. Likewise an advanced or special rule may state that a break test ignores some modifiers, adds others or has a set chance of succeeding. These cases are all dealt with in the advanced or special rules which means that they would supersede the basic rules given here. Units that have a character within 1” may choose to use the T&L stat of their character for the Break Test instead of that of the unit itself. For details see the character rules on page 36.

Wood Elves

A unit of Goblins have charged a unit of Dwarfs, they are both in column and so far in the battle the Goblins have taken 4 wounds out of their total of 12 while the Dwarfs have taken 14 out of their 16. The Dwarf unit is therefore unsteady. During the combat the Dwarfs inflict 4 wounds while the Goblins only manage to inflict 2. However, these 2 wounds are enough to destroy the Dwarf unit as it has lost all 16 of its wounds. The Goblins lose 4 wounds taking them to a total of 8, the Goblins are now unsteady. Even though the Goblins ‘lost’ this melee by 2 wounds to 4 they have destroyed their opponent. As the melee casualties are applied before any Break Tests are rolled the Goblins cannot now be broken by this Dwarf unit because the Dwarfs are no longer there. Instead the Goblins count as the victor and may carry out their free change of facing as would any unit that has won a melee combat and destroyed or broken all of its opponents.

Winner & loser Once the casualties have been determined it is time to see which side has won and which has lost. This is simply a comparison of the number of casualties that each side has caused. Wounds that have been ‘saved’ by traits such as regeneration do not count towards the total caused. Wounds over and above the number needed to completely destroy a multi stand unit, a single stand unit or kill a character do apply to the combat resolution. If the result is the same then neither side has won, the melee is drawn and will continue next round. If one side has scored more in combat resolution than the other then it has won that melee round. It must now try to ‘break’ the enemy by rolling 2D6 and scoring greater than their opponents T&L stat. ‘It is not enough to break the bones of your enemy - you must also break his spirit.” - Gesar Khan

6

4 Goblin A

goblin B

A unit of Elite Wood Elf spears are fighting 2 units of Goblin Dregs. The Goblins have 2 wounds per stand which gives them 8 per unit. Goblin unit A has already taken 4 wounds so far in the battle while B has taken 6. During the melee round the Goblins manage to inflict one wound while the Elves do two wounds to unit A but five to unit B. Unit B only has two wounds left so it is completely destroyed and is removed from the table. However, all five wounds apply to the combat resolution not just two, this means that the Elves have caused seven wounds in total compared to the Goblins one. The Elves win the melee and will add six to their 2D6 Break Test against unit A only as B has already been destroyed. As an aside the Wood Elf stand that is not in contact with either Goblin unit has the option to fight against either unit A or B because it is not in contact with them but is in a position to count as an overlap against either.

Break Tests A Break Test is rolled by the winner against each losing enemy unit in melee. The winner is trying to beat the T&L of the losing unit in order to destroy it. No matter what the modifiers or T&L stat an unmodified roll of ‘2’ will always fail to break the enemy unless advanced or special rules state otherwise. If the break test roll is an unmodified roll of ‘12’ it will break the losers no matter what the T&L of the losing unit or the modifiers from the combat.

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If the modified roll is equal to or less than the losers T&L then the combat will continue next round. The enemy has not been broken and may continue to fight on. If the modified roll is greater than the T&L of the enemy then the loser is broken and immediately removed from the table. The unit has been destroyed as an effective fighting force and the remaining troops are run through, captured or scattered. It is worth noting that troops with the ‘Unbreakable’ trait do not have a Break Test die roll made against them so there is no chance of a ‘12’ being rolled.

The winner rolls a separate Break Test against each losing unit using the usual Break Test rules. One roll is made per losing unit no matter how many units or characters may have been on the winning side. The winner will get to choose which unit is making the Break Test roll if it is going to make a difference, because of an item, ability or trait for example. Unit A has lost the combat by 2 points. The player controlling units B and C can decide which he would like to use to apply the Break Test. The die roll will be modified by 2 points whichever unit he uses and only one roll will be made even though the winning side has 2 units.

B

Dark Elves

A

Humans

Unless there are any special effects, traits or abilities that modify the Break Test it does not usually matter which unit is used.

The Dark Elves have a T&L of 8 so if the modified total is 8 or less the combat will be continued next turn, a modified result of 9 or more will break the unit and the Dark Elves will immediately be removed from the table.

If unit C happened to have a trait or ability that increased the chance of breaking an opponent then it would make sense for the Blue player to say that they are using unit C to apply the test rather than unit B.

The actual roll is a ‘7’ which is modified by +1 to 8, not enough to exceed the T&L of the losing unit. The Melee will continue in the combat round of the next turn.

As an aside, if unit A had won the melee by 2 points then it would apply break tests against B and C, each separate roll would have a +2 modifier applied to it.

Multiple Opponents Units fighting multiple opponents should split the attacks of their stands according to the enemy stands that they are in contact with. In cases where a stand is in contact with more than one enemy it may choose where to allocate its attacks. No individual stand may split its attacks, all of the attacks from any one stand must be carried out against one target. Supporting attacks from rear rank stands must be made against the same target as the front rank stand that it is supporting. Stands that are not in contact with any enemy but could be counted as an overlap against multiple enemy units can be allocated to attack which ever enemy the player chooses. They cannot split their attacks and any supporting stand must have its attacks allocated to the same target as the front rank stand as usual. If there are multiple units on one side or the other then the total number of wounds caused is used to determine which side has won. This combat results modifier applies to all of the losing units in that melee. There can be cases where large multi unit combats can get quite complicated but no matter how many stands, character or units are involved there will only be one winning side.

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C

In the Dark Elf vs Human example we have been using the Humans caused 4 wounds and the Dark Elves only 3. This means that the Humans have won this round of the combat by 1 point and will attempt to break the Dark Elves, they roll 2D6 and add one to the result.

Special abilities, traits, magical items or spell effects should only be applied to the specific units that benefit or suffer those effects. Having one unbreakable unit on your side does not make any other units in the same combat unbreakable for example. The winner can decide in which order to apply Break Tests.

Change Facing after melee A unit that has won a melee and beaten all of its opponents gets a free change of facing. This must be carried out immediately before moving on to any other melee. This free change of facing may not bring the unit into contact with any enemy troops.

High Elves

Vermin A

Vermin B

High Elves

Vermin C

A unit of High Elves is attacked by a mass of Vermin Packrats. The High Elves will be able to fight with all 4 stands but they must fight against the enemy that they are in contact wit so the three leftmost stands have no choice who they attack. The right most stand is in contact with 2 units and so it is up to the Elf player which one of these two they allocate their attacks against. The player must declare where they are attacking before any rolls are made by either side, as the Elf player has the initiative they must declare their targets first. For their part the Vermin in unit A would fight with 2 stands plus two in support, unit B would have 2 stands with 2 in support and unit C would have 2 stands attacking, the one in contact and another as the overlap. Each Elf stand has 4 attacks while each Vermin stand has 3. This means that the Elves total 16 attacks while the 3 Vermin units combine to get 22. This is calculated as 18 from the front 6 stands plus 1 more support attack from the back 4 stands in the columns (3 attacks halved rounds down to 1 support attack each). Despite the advantage in numbers the Vermin manage to lose the combat causing only 5 wounds as opposed to the 6 caused by the Elves. This means that the Elves have won the combat by 1 point and the Elves will make a Break Test against each of the three Vermin units modifying those tests by +1.

Vermin A

Vermin C

All three Vermin units have a T&L of 6 while that of the nearby character is 9. However, the Vermin Packrats (not the character) have the ‘Horde’ trait (see page 30) which will increase their T&L for Break Tests when they have friends nearby. Vermin A have one friendly horde and so their T&L would count as 7 for Break Tests, B has 2 units and would have 8 while C has one unit and would have 7. The Elves won the combat and so they can decide in which order to apply their Break Tests. They choose to start with ‘A’ but the actual modified result is 6 against unit A, which remains in the fight. Next against unit B, the roll is 9 modified to 10, unit B is therefore broken and immediately removed. Now that it is no longer present B will not add +1 to the T&L of unit C. Unit C would normally only have a T&L of 6 for its Break Test but as there is a character within 1” it may use the T&L of that character instead. This gives it an effective T&L of 9 to oppose the Elf Break Test. The actual die roll is an 8, modified to 9 this is enough to equal but not exceed the Vermin T&L so it is not broken and will continue to fight next combat round. With unit B removed next turn the two central High Elf stands will be free to act as overlaps against units A and C.

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T&L TESTS The Training and Leadership (T&L) of a unit or character will determine what they will do when the situation around them starts to turn bad. Morale due to casualties within a unit is factored into the wounds that it has suffered. Other situations may call for T&L tests using the T&L value of units and characters. Morale results are factored into the losses that a unit takes from combat, magic or missile fire. Our stands and units represent more than just the few figures that happen to be on the bases. When a unit takes losses this can represent dead, stunned, wounded, stragglers, shirkers, cowards, confusion, disorder or panic! In Close Combat a Break Test is carried out using the T&L of the unit and is covered fully in the Close Combat rules. While this uses the same stat (T&L) as T&L Tests a Break Test is different. A Break Test is rolled against you by your opponent when they beat you in combat, a T&L Test is rolled by you to avoid certain bad effects or pass certain tests. Some troops are immune to morale, they have no feelings or emotion and they have no resolve to break or sense of self preservation. Other troops will come to a point in the battle where they value their own lives over the will to win, this is when they can become affected by poor morale.

If a Character is within 1” of a unit that is in combat then that unit may use the T&L of the character for its Break Test calculations. It does not matter whether the character is itself in combat or not. If a character is within 1” of a friendly unit then that unit may use the characters stats for T&L tests whether the character is in combat or not.

Terror T&L The opponent is forced to take morale tests when charging troops that cause terror. For full details see the Terror trait on page 31.

Warband T&L The T&L test that a Warband has to take to reform or change face (see page 13) uses all of the standard modifiers and rules. A character will be able to assist this T&L test when they are within 1” of the unit.

Magic T&L Some spells use the T&L of their target as the basis for calculating the effects. If this is the case then the standard rules apply with regard to any T&L bonuses, penalties or the ability to use a characters T&L as the basis for the test. The spell description will state how the targets T&L is used and whether any test counts as a T&L test or a Break Test.

Modifying T&L The T&L of a unit may be modified by certain items, spells or events. If this is the case then the T&L of the unit changes and this will affect both T&L tests and Break Tests. If a trait, item or spell specifies that it affects just the T&L Tests of a unit then it would have no effect against a Break Test. Likewise if the trait or ability states that it only affects Break Tests then it would not modify a T&L test. Items, traits, abilities and spells should specify when a bonus applies and who it affects. Bonuses from various items and abilities will stack unless stated otherwise.

Character T&L effects Characters that are within 1” of a multi stand or single stand unit may use their T&L to influence the unit. This includes break tests and T&L tests for terror, reform or other effects. A character may never influence another character in this way.

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For example. A unit of Elves with a basic T&L of 8 also has a banner that states ‘This banner adds +1 to the T&L value of the unit’. All T&L and Break Tests would be taken as though their T&L were 9. However, if they were to take a T&L test using a nearby characters T&L of 10 then the +1 would not apply. The character does not have the banner and so his T&L is not increased by +1, the elves would test needing 10 or less to pass, not 11 or less.

Traits & Weapons Various units or characters may have special skills and abilities, some of which can give advantages or disadvantages throughout the battle. Traits are advanced rules and this means that they will supersede the basic rules given earlier.

when they are fired upon, this means that missile fire against them suffers a -1 to hit modifier. The crew are an integral part of the stand and may not move or act independently of the item that they are crewing.

The effects of traits are cumulative and if multiple bonuses apply then they should be stacked, if two traits allow extra wound rolls for instance then both extra rolls should be taken.

Drilled (+10)

Some traits have variable values, these are marked with a ‘?’ after the trait name. Shock can be +1 or +2 for example and these will cost different points for different levels.

A drilled unit is allowed a free change of facing action at the start of its movement. This follows all of the standard rules and if used it will count as movement for firing purposes.

Where a trait has ‘?’ as its value the points costs will change according to how ‘powerful’ that trait is. A poisoned attack that does extra wounds on a D6 roll of 3+ is going to cost more than one that does extra wounds on a roll of 5+.

Note that unlike the free change of face for characters and light troops the drilled unit may only change face for free once per movement phase and it must be at the start of its movement.

Traits cost Trait Value 6+

10 pts

Trait Value 5+

15 pts

Trait Value 4+

20 pts

Trait Value 3+

25 pts

Trait Value 2+

30 pts

Aquatic (+5) See the swimming and flying rules on page 39.

Bloodlust (0) The troops must declare a charge if there is any valid enemy target within charge reach at the start of the charge phase. They do not have to charge the closest enemy target but they must declare a valid charge if possible.

Ethereal (+10) Ethereal creatures can move through or over terrain features as though they were not there. They may double through rough going or when crossing linear obstacles because they effectively ignore these obstacles for movement. They may cross over terrain that would otherwise be impassable such as a river, lake, crevasse and so on. Specific terrain features may need special rules and these should be dealt with on a case by case basis. For example temple grounds may be counted as impassable terrain for a stand of ghosts while normal troops can enter or cross without penalty. At the start of the battle all players should be made aware of any restrictions that are placed on Ethereal creatures and their movement.

Cowardly (0) The unit must pass a T&L test before they can charge against the front of any enemy. It does not have to make a test if it is charging an enemy in the flank or rear. If the test is failed the unit may not charge against this or any other target this phase but is free to act as normal in the subsequent move and fire phase. The T&L of a friendly character within 1” may still be used for T&L or Break Tests as per usual.

Crew (0) Crew of a war machine or weapon will count as light troops

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Fanatic (+10)

the riders values.

A Fanatic unit does not suffer the unsteady effect when it is reduced to half wounds or less. This unit will fight at full effectiveness until it has been destroyed or broken.

Phalanx (+15)

As characters and single stand units do not suffer the unsteady effects at half wounds then they would gain no benefit from having this trait.

Fearless (+5) Fearless units and characters may ignore all of the effects of Terror.

Feigned Flight (+10) The unit may elect to try to evade a charge in the same manner as characters and light troops. The evade rules are given in full in the movement chapter on page 14.

Flying (+15) See the swimming and flying rules on page 39.

Hatred (0) The unit must declare a charge against any hated enemy that is within charge range at the start of the charge phase. They do not have to charge the closest hated enemy but they must charge a hated enemy in preference to one that they do not hate. If there is no charge declared the unit is free to move and fire as usual in the upcoming move and fire phase.

Horde The units within a horde gain courage and inspiration from the friends around them. Each friendly unit within 1” that also has the ‘Horde’ trait will add +1 to the T&L of the unit for Break Tests. However, this bonus does not apply to T&L tests, they are carried out in the usual manner without any bonus applied for nearby friendly hordes. This bonus is only applied while the friendly horde is within 1” and may stack with other abilities or bonuses. The multiple unit example on page 27 includes details of how the Horde trait can affect a Break Test.

Light Troops (0) Light units have a variety of different abilities and restrictions, full details for this troop type are given on page 34.

Mounted Troops (Varies) Troops that are mounted will have the stats for the mount added to that of the rider, this also means that the points cost of the mounts will be determined by how much they increase

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When in column the rear ranks support attacks are increased by +1 each. If rear rank support cannot be given for any reason then there are no extra attacks added. For example a unit of 4 stands of Kingdom Pikemen are in column and have the ‘Phalanx’ ability. Each stand has 4 attacks listed and this would usually give the back ranks 2 support attacks per stand. Because of the Phalanx ability they would each give 3 support attacks per stand instead. See page 22 for the full support attacks rules. In addition while in column any enemy charge directed at the front of the Phalanx does not apply any charging bonuses, this includes the +1 from charging and special traits such as Trample and Shock. To be given the Phalanx trait the unit must be armed with Pikes or Spears. See the Weapon entries on page 32. The Phalanx bonuses only apply while the unit is in column, not line.

Poisoned attacks (?) When the number of wounds have been calculated roll those D6 that have wounded again to see if there are any additional wound effects from the poison. The chance that there is another wound caused depends on the potency of the poison. Where this trait is given to a unit or stand it will be shown as ‘Poisoned Attacks #+’ where # is the chance on a D6 that an additional wound will be applied to the target. For each subsequent roll that comes up equal to or greater than this number an additional wounds has been caused. A Giant Spider has the ‘Poisoned Attacks 5+’ trait. For each wound that it causes a further D6 is rolled and on a score of 5 or more an additional wound will be applied to the target.

Regeneration (?) Any wounds caused on the target may not be permanent. Once the number of wounds have been calculated the player with regeneration rolls 1D6 for each wound that has been caused. Where this trait is given it will be shown as ‘Regeneration #+’ where # is the chance on a D6 that a wound will be regenerated. The regeneration roll is made after the total number of wounds have been calculate but before any wounds are applied, any units are removed or any combat resolution is calculated. A unit of Trolls have the ‘Regeneration 3+’ trait. For each wound they take they should roll a D6, on a result of 3 or more the wound is immediately regenerated and has no effect.

A wound that is not ‘saved’ is not rolled for again on subsequent turns, once it has been determined that the wound has not been regenerated its effects remain.

Shock 1 or 2 (+15 or +30) The turn that they charge into melee the unit will gain an additional +# combat modifier to its to hit die roll. This trait has variable levels of effectiveness where # is the combat modifier that is applied during a charge. A unit of Dwarf Tusk Riders has the ‘Shock +2’ trait. This means that when they charge into combat they will gain an additional +2 to hit combat modifier.

Stakes (+10) The unit places sharpened stakes in front of its position at deployment. The unit will count as defending an obstacle against any attack from its front. This bonus applies throughout the combat regardless of whether the unit wins or loses a particular round. If the unit moves at all, including facing changes, compulsory moves or reforming the stakes are removed and cannot be replaced during the course of the battle. Charges against this units flank or rear and all other rules, traits, combat modifiers and bonuses apply as normal.

Steadfast (+10) So long as the unit elects to ‘Hold’ when it is charged from the front the opponent will not gain the +1 combat modifier for charging into combat. Any other attacker bonuses such as Shock or Trample will apply as usual. This trait has no effect on charges directed against the steadfast units flank or rear.

Stubborn (+15) When the enemy rolls to break the unit they must roll greater than the unmodified T&L of the target. The amount that the melee was won by has no impact on the Break Test. A natural roll of ‘12’ will still automatically break the losing unit. The unit may use either the T&L of nearby characters within 1” for Break Tests or their own T&L, they may not combine both.

Swarm (0) A swarm of creatures, insects, rats and so on. Characters may not influence a swarm unless their description specifically states that they may do so. This means that a swarm may not use the characters T&L for its Break tests or T&L tests. A swarm is subject to the Warband rule with regard to reforming and also has the Fearless and Stubborn traits.

Target Size Large/Medium/

Small (0) This trait only applies to characters. When a character is fired upon there will be a modifier to the to hit roll depending on the size of the character. Any character based on less than a 40mm base width frontage is counted as being small. Any character based on a base frontage of greater than 50mm counts as a large target. Anything in between is a medium target. For firing at characters rules see page 36.

Terror (+20) Any troops wanting to charge against a unit that causes Terror must first pass a T&L test. The charging unit may elect to use the T&L of a friendly character within 1”. If the test is failed the unit may not charge against this or any other target this phase but is free to act as normal in the subsequent move and fire phase.

Trample 1 or 2 (+15 or +30) The unit will get +# attacks per stand on the first turn when it charges into combat. This trait has different levels where # is the number of additional attacks each stand gets when charging into combat. An Orc chariot stand has the ‘Trample +2’ trait. This means that on the turn that it charges into combat it will gain 2 more attacks than normally shown on its stat line. These extra attacks will benefit from or suffer the same combat modifiers and have all the same rules and restrictions as their other attacks.

Unbreakable (+30) This unit or character cannot be broken in melee. When an Unbreakable unit is beaten in combat the winner does not get to roll the 2D6 break test, there is no chance of breaking the unit.

Undead (+35) Undead have the Fearless and Unbreakable traits. This makes them very hard to get rid of, luckily the vast majority of undead have terrible combat stats. Being dead will do that to you.

Warband (0) When a Warband wants to reform there is a chance that they will not be able to carry out the manoeuvre. Any unit must first pass a T&L test to be able to reform. If the T&L test is failed the unit may not choose to do any other movement this phase though they will still count as having moved for firing purposes. The Warband rule has been made harsh on purpose. These troops are not trained to manoeuvre and easily get disorganised when asked to perform difficult formation changes. Their best tactic is to form up facing the enemy and charge!

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The Warband may use the T&L of a friendly character within 1” as usual. Note that this only applies to reform attempts, changes of face may be carried out without the T&L test.

War machine (0) A war machine may not move and fire, this includes facing changes or reforms. A war machine may never be given the Light Troops trait.

Weapon - Breath Weapon (0) Breath weapons can be used both as missile fire and while in base to base combat with the enemy. When used as missile fire it follows all of the usual rules for War Machines. This means that there will be no rolls to hit, instead the number of hits are calculated randomly and then these are rolled to convert into wounds. The range, number of hits and strength of breath weapons may vary and these values are determined at the unit design stage. As with war machines the points cost is determined by these statistics and the type and effects of breath weapons can vary greatly. So long as the stand is not already engaged in combat Breath Weapons may be used to ‘fire’ defensively at a charger.

Weapon - Dual weapons (+10) When using multiple weapons the stand will gain +1 extra attack. For troops that only have 2 arms this trait may not be used with Great Weapons or with a shield. If you have a creature that has lots of arms then it is possible to use this trait with Great Weapons or weapons and a shield. No matter the number of weapons they happen to be wielding the bonus will not increase the attack stat by more than +1. It is possible to have multiple missile weapons as well, whether this applies really will depend on the creature!

Weapon - Great Weapon (+10) Great Weapons will add +1 to the to wound roll of successful hits. The troops may not use shields and Great Weapons together. There are no additional modifiers for ‘large’ weapons, an Ogre wielding a Great Weapon will gain +1 to wound in the same manner as a Goblin. The Might of the relevant creature already has an effect on the chance of wounding and this is all part of ‘weapon size’.

Weapon -Handgun (+5) A unit or character armed with Handguns may not move and fire in the same phase. Any movement at all will prohibit firing, this includes facing changes (whether free or not) and failed attempts to Reform.

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Weapon - Hand Weapon (0) Hand weapons impart no particular ability or trait to troops, they simply allow a unit to make standard hand to hand attacks. Hand weapons are still listed on the stat line of the unit or character, they take just one hand to use allowing the other hand (hands?) free for second weapons, shields and so on.

Weapon - hvy Crossbow (+5) A unit or character armed with Heavy Crossbows may not move and fire in the same phase. Any movement at all will prohibit firing, this includes facing changes (whether free or not) and failed attempts to Reform. Note that this penalty only applies to Heavy, not Light, Crossbows

Weapon - Lance (+5) Lance adds +1 to the to wound roll when the unit charges, this applies to all of the attacks that a unit makes, including support or Trample attacks.

Weapon - PIKE (+5) So long as the unit is charged from the front and its response is to Hold the enemy +1 combat modifier for charging does not apply. All other bonuses and penalties apply as usual. A unit must be armed with pikes or spears in order to have the ‘Phalanx’ ability.

Weapon - Spear (+5) So long as the unit is charged from the front and its response is to Hold the enemy +1 combat modifier for charging does not apply. All other bonuses and penalties apply as usual. A unit must be armed with spears or pikes to be given the ‘Phalanx’ ability.

Single Stand Units Single stand units (SSU) is the game term given to a unit that is only made up of one stand. This may be a single figure such as a giant, multiple figures such as a host of spirits or a war machine and its crew. An SSU should not be confused with a character, while they share some of the same rules and game mechanics they are different types of ‘units’.

T&L of a character within 1” in the same way as a multi stand unit.

Single stand units have some of their own specific rules but on the whole they will follow the same rules as multi stand units and characters. Unless stated otherwise here a Single Stand Unit (SSU) will follow all of the standard rules.

SSU movement The same movement rules apply to single stand units as they do to multi stand units. They do not count as characters so will not get to benefit from the free facing chance at the start and end of movement. This means that they must still wheel, about face and so on as part of their movement. Their charge arcs, march restrictions, evade options all remain the same as for other multi stand units. This is an important rule as it stops SSU from being overly flexible, players will still need to take account of charge arcs, facings, wheel distances and so on. Single stand units can benefit from the ‘Light Troops’ trait and, as with any other unit, this would allow them the usual free facing change at the start and end of movement, evade options and so on. A single stand unit that has the light troops ability will be very manoeuvrable.

SSU firing A single stand unit has the same firing restrictions as all other troops. They must be within range, LOS and have the target in their forward firing arc. They may reform and fire and, as the rules state that you cannot split attacks from a single stand, they must direct all of their attacks against one target.

SSU combat An SSU will follow all of the usual combat rules. No matter its size the SSU will count as one stand in combat, it can apply its attacks only against one target but may choose which target if it is in contact with more than one enemy. An SSU has flanks and rear, must charge into combat and so on. The physical size of the stand will determine which enemy it is in contact with and also how many of the enemy may attack back, the usual overlap rules apply.

SSU T&L and Break tests An SSU will take T&L and Break Tests in just the same way as any multi stand unit or character. They can benefit from the

SSU and Unsteady Unlike multi stand units an SSU does not become unsteady when it is reduced to half or less its starting number of wounds. This means that an SSU does not need to be marked as unsteady and will fight at full effect until it is destroyed or broken. Any other instances of unsteady can still apply to an SSU (from a spell for example) and all of the standard rules would apply in that case.

Character within 1” A character that is within 1” of a single stand unit may influence it in the same manner as it would a multi stand unit.

SSU Base Size An SSU has to have a minimum bases size, if it is smaller than 40mm wide then it has to be designed as a character instead.

SSU Light Troops SSU can be given any of the appropriate special abilities and traits in the same way that characters and multi stand units can. This means that an SSU can be allocated the ‘Light Troops’ trait and it would gain all of the associated abilities. This could be useful to represent an SSU that you think should be flexible enough to freely change face at the start and end of its movement and also evade chargers without having to introduce any special rules. Basically for movement, T&L, traits, attacks, wounds, combat, overlaps, unsteady and pretty much most other things you should treat a single stand unit as you would a multi stand unit, except that its smaller - obviously!

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Light Troops Some units have their troops deployed in loose formations that allow greater flexibility and movement. They are unlikely to be able to stand up to a formed unit in close combat and they generally try to use missile fire or flank and rear attacks to weaken and destroy enemy troops. Light troops use many of the same rules as formed troops but there are also some additional abilities and restrictions. The stands in the unit must remain in base to base contact. Their stat line will reflect the lesser number of troops and more open formation but other than that they may still engage in melee as would any other unit. The fewer attacks and wounds per stand will put these units at a disadvantage in combat. Light units may be foot or mounted and can be characters, multi stand or single stand units. Light Troops have flanks and rears just like other units and their firing is restricted to the same 45 degree frontal arc unless any special rules state otherwise. Light troops must still remain in either line or column.

Light troops Movement Light troops may freely change their facing at the start and end of their own movement so long as they do not charge. This only applies to a change of facing, not to reform, if a unit wants to change from line to column it must use a reform order as would any other unit.

Rough Going & Obstacles Light troops are not penalised by rough going or obstacles. They may freely double through rough going or over obstacles and do not suffer movement penalties for this. They are still stopped from entering impassable terrain.

Passage of Lines Light troops may freely pass through other friendly units during their movement. They may not charge through friendly troops and they may not end their movement on top of friends or astride them. If they are going to perform a passage of lines they must be able to completely clear the unit they are passing through. Light troops may double through friendly units. Likewise formed units (as opposed to light units) may freely pass through light troops without any movement penalty. They may not charge through and must be able to completely clear the troops that are being moved through.

Light Troops Stat Line The stat line of Light troops reflects their more open formation

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and fewer actual troops. For example, whereas a normal stand could start with 4 wounds, 4 combat attacks and 2 missile attacks a light stand could have just 2 wounds, 2 combat attacks and 1 missile attack.

Light Troops Evade Light troops may always opt to evade a charging enemy. Full evade rules are given on page 14. They may always attempt to evade from a charge.

Light Troops and Characters Characters may influence light troops in just the same way as they can any other unit. There are no special rules with regard to light troops and characters.

Light Troops Support Light troops may not benefit from rear rank support no matter what formation they happen to be in.

Light troops deployment Light troops may have more options open to them at deployment and a scenario can show areas where only Light Troops may deploy. Light troops can always set up in the main army deployment area and if there are no ‘extra’ deployment areas shown then they are restricted to the normal deployment the same as all other units and characters.

Light troops figures Stands made up of light troops may have less figures per base or the same as normal. If the latter then the opponent should be informed that a unit is light troops.

Light troops are far more flexible than standard close order units. They are particularly effective at denying enemy double moves, grabbing terrain features, harrying enemy flanks and rears or screening your more valuable troops. It is worth remembering that these are still units of hundreds of troops that have to be commanded and controlled. With this in mind light troops must still abide by many of the standard rules that apply to formed units.

War Machines War machines can be bolt throwers, cannons, catapults or other bizarre contraptions. They do not follow the same rules as other missile weapons with regard to hitting their target but other than that they use many of the same game mechanics. War machines will often be single stand units. The machine and its crew count as a single stand for all game purposes. Most, but not all, war machines will have the trait ‘Crew’ and ‘War Machine’, for details see the Traits & Weapons chapter. As with normal missile fire most war machines will need to have the target within range and line of sight. Some weapons do not have to worry about a clear line of sight to their targets but they are dealt with later in this chapter. When it has been determined that the war machine can target a specific unit or character there is no roll to hit. Instead the firing player will simply roll to see how many attacks are carried out on the target. There is a catch however, the number of attacks can be zero, in which case you can assume that the shot missed its target. There are 2 range bands for War Machines, Close and Long, some may only have a long and no close range. War machines can cause multiple casualties to their targets. The number is determined by the range band that the weapon is firing at. Each range band will show what dice are rolled for the number of hits, this can be D3-1, D6-1, D6-2 or 2D6-2. As you can see there is always a chance that the score will be zero and so no attacks are made.

Indirect Fire Some weapons have the ability to shoot over the heads of intervening troops and obstacles. These are noted on the war Machines table as (I) for indirect firing weapons. These weapons do not need a clear line of sight to the target, instead they can fire even if they cannot see what they are shooting at. The target must still be within the 45 degree forward arc of the firing stand.

Minimum range Some weapons have a minimum as well as a maximum range that they can fire. To be a valid target the enemy must be between the minimum and maximum range listed. A Goblin Light catapult has 2 Dwarf units to its front, one is 25” away, the other only 5”. The catapult would not be able to fire at the unit that is 5” away as it is closer than the minimum 9” range for this weapon.

A Light cannon has a close range of 20” and a long range of 40”. If the target is within 20” the cannon will roll 1D6-1 for the number of Might 8 attacks that hit the target, if the unit is at long range the cannon will roll 1D3-1 to see how many attacks hit the target.

Weapon

The Orc unit is 23” away and means it is within close range. The Heavy Bolt Thrower rolls a D6 and gets 6, this results in 5 Might 7 hits. All 5 of these 5 hits are allocated to the orc unit.

Orcs

23”

The character could not be targeted, because line of sight is blocked by the orc unit. Supposing the range to the target was 36” this would put it at long range from the bolt thrower. Instead of D6-1 hits on the target the player would roll D3-1 hits.

Close

Long

MIGHT

PTS

Light Bolt Thrower

15”

D6-1

30”

D3-1

6

91

Heavy Bolt Thrower

24”

D6-1

48”

D3-1

7

130

Light Cannon

20”

D6-1

40”

D3-1

8

147

Heavy Cannon

30”

D6-1

60”

D3-1

9

196

Organ Gun

10”

2D6-2

20”

D6-1

5

135

-

-

15”

D6-1

10

135

Light Catapult (I)

9-18”

D6-1

36”

D6-2

10

266

Heavy Catapult (I)

12-24”

D6-1

48”

D6-2

12

288

Rockets (I)

10-20”

2D6-2

40”

2D6-2

4

180

Flame Cannon

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Characters Characters are individual stands that can move about the battlefield independently of units. The base size of characters can be as small as 20mm by 20mm upto large 60mm by 80mm behemoths. Characters should not be confused with single stand units who have their own separate rules (page 33). Characters within 1” of friendly single stand or multi stand units can influence those units by allowing them to use the characters T&L statistic value for Break and T&L tests instead of the units own listed T&L. It does not matter whether the character has moved, doubled, evaded, its type or base size. A unit can use the T&L of one friendly character so long as they are within 1” of each other.

Character movement Characters mostly move according to the same basic rules as other units. The exception is that they are allowed a free facing change at the start and end of their movement. This is simply an ability that a character is given to reflect their increased flexibility. This free facing change does still count as movement with regard to firing penalties and missile weapon restrictions. A character that is charged may always opt to evade as though it has the Feigned Flight ability. All of the usual rules apply to the charge and the evade - see page 14.

There can be only one No matter how many characters are in proximity to a unit only one of them will be able to apply their T&L and any special traits or bonuses to any single test. The player will need to choose which character they are using to augment the T&L of a unit if there is more than one within 1”.

During an expedition to subdue the Goblin tribes of Northesk Baron Gruber and Baron Heller both joined the Knights of The Holy Order of Light to lead the charge against the Goblin horde. Unfortunately neither Baron would bow to the authority of the other. After the subsequent discussion, argument, duel and removal of the losers body it was discovered that the Knights had given up waiting, charged the enemy and already had the Goblin Chieftains head as a trophy.

Firing at Characters All arc, range and line of sight restrictions apply as usual.

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Firing at a character modifies the to hit number depending on the size of the target. See page 31 for details of large, medium or small targets. If the character is small there is a - 2 to hit modifier, medium -1 to hit modifier and for large characters there is no additional effect. Targeting an individual is far more difficult than a unit. Firstly you have to be able to pick out who you want to fire at in the chaotic mess of battle and then point that target out to an entire unit of missile troops. While someone riding on a huge dragon may well be an ‘easy’ target to spot the flexibility of movement that a character enjoys must also be taken into account. Where your figure actually ends its movement is simply a ‘snapshot’ of time. The modifiers imposed for firing at characters take into account the time taken to be able to spot and direct the fire of a unit or war machine as well as the size and manoeuvrability of the target.

Characters in Combat When a character is engaged in combat they may be attacked in just the same manner as single stand units and multi stand units. They will count as a separate unit for purposes of determining the number of enemy stands that engage them in combat and the stands that can apply as an overlap. The wounds that a character takes will count towards combat resolution in just the same way as any normal unit. Wounds over and above the number required to kill a character will count towards the combat resolution. Likewise wounds over and above those needed to destroy a unit count as well.

A unit of 4 stands of Trolls are in combat with a column of 4 stands of Dwarfs and a Dwarf character on a Boar. All of the Troll stands have enemy in contact so this will determine who their stands must attack. 3 Troll stands fight against the Dwarf unit while the other fights against the character.

A B C D

In this case stand A must fight against the Dwarf unit while stand B has the option to fight the unit or the character. Stand C must fight against the character because it is in contact, it could not act as an overlap against the unit. Stand D acts as an overlap against the character.

Characters & Break Tests If a unit loses a melee and has a friendly character within 1” it may use that characters T&L value to calculate the Break Test requirements after combat. The character does not have to be fighting with the unit in question or even in melee itself. So long as part of the characters base is within 1” of any part of any stand of the unit then the T&L of the character may be used instead of that of the unit.

A B C D

It is worth reiterating that a T&L test is different to a Break Test even though they both use the same statistic. More details can be found on page 28.

B A

Vermin

Goblins

The Vermin unit has just lost a combat against the Goblin unit while character ‘A’ has just drawn combat with the other Goblin unit. Both of the Vermin characters are within 1” of the Vermin unit.

The Vermin unit has a T&L of 7 and the characters are both within 1” of the losing unit so the Vermin player may use either characters T&L rather than that of the unit to resolve the Break Test. Character A has a T&L of 9 while character B has a T&L of 8 but also holds the ‘Taskmasters Lash’, a special Vermin artifact that means any Vermin unit that uses this leaders T&L for Breat Tests alos counts as Stubborn (see page 28). The Vermin unit must choose one or the other of the characters to aid their Break Test, they may not combine the abilities and T&L from both. This means they can either use a T&L of 9 from character A or they can use a T&L of 8 from character B and be treated as Stubborn.

Our Dwarf Lord on Boar has only one wound remaining when he enters the combat with the Trolls. Unfortunately for him the Troll player is very lucky and turns the Dwarf into paste with five wounds scored against him. During combat resolution the Trolls will count as having inflicted five wounds rather than just the one.

Excess wounds are applied to the combat resolution to stop single, low level characters joining in a fight just to distract the enemy from attacking your units. If these characters die in a particularly horrible and gruesome manner their deaths are bound to affect the troops that are fighting alongside them.

characters unaffected Characters and T&L tests When a unit has to carry out a T&L test it may use the T&L value of a friendly character within 1” rather than its own. This test can be to reform, pass a Terror test, as a reaction to Spells, use abilities or any other reason that a T&L test is required.

Characters may never influence other characters, only multi stand units and single stand units. It does not matter if the T&L is higher, the other character is a superior or has far better traits or abilities. A character may not influence the Break Tests or T&L tests of another character in any way.

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A

B

Goblins

C

Three Goblin units with T&L 6 and the Warband trait want to change facing so that they are all facing towards the left. Because they are warbands they must pass a T&L test before they can do so. The mounted character has a T&L of 8 and is currently in combat with an enemy unit while the foot character has a T&L of 7. Goblin unit A has no character within 1” so must use its own base T&L of 6 to perform the change of facing. Goblin unit B has the foot character within 1” and so may use his T&L of 7 to perform the test. Goblin unit C has both the foot and mounted characters within 1” but the mounted character is engaged in combat so it may not affect friendly T&L tests (though it could affect a friendly Break Test). This means that unit C would have to use the foot characters T&L of 7 for its test.

You may find that it is fairly easy to target characters with missile fire, the question is whether you want to or not. Legions of Battle is designed with massed units as the primary building blocks of an army. While some characters can be very powerful in combat you may find that the additional modifiers to hit them and their (often) higher protection value means you are better off shooting at enemy units instead.

Vermin

A B C D A B C D A Goblins B

In the situation opposite two Goblin units and a mounted character are fighting against a Vermin unit and a character on foot. The Vermin character (on foot) is only in contact with Goblin unit A and he must use all of his attacks against this unit. The vermin unit has its stands in contact with three opponents and must allocate who its stands are to fight against. The Vermin player currently has the initiative and so it is they who must allocate where their stands will attack first.

Vermin stand A is in contact with both the Goblin character and Goblin unit A, this means it may attack either. It is perfectly OK for this stand attack the Goblin character and ignore the unit even though more of its base frontage is actually in contact with the unit, the ‘amount’ of contact is unimportant. Stand B is only in contact with the character and so must attack him while stands C and D are only in contact with Goblin unit B and so that is who they must attack. Goblin unit A is in contact with 2 opponents, the Vermin character and the unit. The attacks from stand A and the supporting attacks from stand C must all be made against the Vermin character. Stand B of this unit is in contact with both the Vermin unit and character and so may choose which to attack, whatever its choice the supporting attacks from stand D must be made against the same target. The Goblin character and Goblin unit B must make all of their attacks against the Vermin unit.

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FlyIng & Aquatic Flying Movement

Flying Missile Fire

The ability to fly over the battlefield allows units and characters to bypass impassable terrain, enemy and friendly units. There are a number of ways that creatures can fly and a variety of methods used - from wings to magic.

All missile fire is carried out in the same manner as usual whether it is firing at the flying creatures as targets or fire from the flyers themselves.

Rather than design a set of fantasy airborne combat rules the flying trait has been kept simply as a means of moving around the battlefield. The uses it can be put to should confer their own advantages, being able to fly over the enemy and then attack them in the rear is a pretty good ability in itself! All flying creatures , no matter their size or type, have a flying MV of 12”. This can be used in the same way as normal MV - to charge, evade, double and so on. Simply use the usual moving game mechanics unless the rules on this page state otherwise. Flying troops effectively take off from the point where they start their flying and land where they end it. This means that they can pass over any enemy or friendly stands and impassable terrain but cannot land on them. While flying they are not reduced to half speed for crossing obstacles and do not halve their speed through rough going. If the unit is doubling they do still need to keep more than 6” away from all enemy stands. In this case height does not count so you cant simply say you are flying 7” above a unit and double over it! Flying characters are still allowed their usual free change of face at the start and end of their movement. Light troops will be able to perform their free reform at the start and end of their movement. All other flying creatures will need to keep to the usual facing and reforming rules.

Flying Combat The flying trait itself does not impart any special combat abilities. All of the standard combat rules, including break tests, apply as normal. There is one rule that is implemented slightly differently - a flying unit does not need line of sight to its target at the start of its charge - it can effectively fly over intervening units as part of its charge. It must still keep to all of the other charge restrictions with regard to facing, charge arc and distance. In game terms a flying unit is able to gain an advantageous position far more easily than one on foot. Light flying stands and characters can simply fly over a target and use their free reform or about face at the end of their movement and be in a position to charge into the rear next turn.

As the firing comes after movement and the flyers ‘land’ at the end of their move there are no additional modifiers or rules required for firing at flying creatures.

Ground movement Flying creatures will have a ground movement speed as well as a flight speed. The MV listed on the stat line is used for the ground movement of the unit or character. All of the usual ground movement rules apply. Where a unit has the choice of either ground movement or flying movement the player must declare which they are using before the unit is moved. It may seem that flying movement will always be better than ground but magical items, spells, special terrain, specific scenario rules and so on can all stop flyers from actually taking off.

Aquatic movement When troops are listed with the aquatic movement trait it means that they may cross water obstacles. No matter how they actually cross they will follow the same game mechanics, it does not matter if they swim, float or walk. Aquatic troops do not suffer the rough ground effect for water based obstacles such as streams, swamps or marsh. They may double through this type of terrain so long as they are further away than 6” from any enemy as usual. Aquatic troops may cross impassable water obstacles. When moving through impassable water terrain they have an MV of 6” and use this value to charge, evade, double and so on. If combining water and ground movement in the same turn they will use the slowest of the two. Other than these exceptions troops will move, charge, double and evade as usual with regard to movement.

Special Movement Evade Flying or aquatic creatures can evade using their special movement type so long as they would normally be allowed an evade attempt. This means that they would still need to be characters, light troops or have the Feigned Flight trait.

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Battle Magic Mages in battle A Mage is a character figure that can cast spells. They may also have other traits, do not need to be humanoid, may ride magical beasts or even be magical beasts. Where the rules refer to a Mage they simply mean a character that has the ability to cast spells. Battle Magic is a special art that involves spell and counter spell with Mages attempting to bend magical energy ‘Mana’ to their will. This requires massive amounts of concentration, the more powerful the spell the more Mana required and only the greatest Mages can attempt the hardest spells. In game terms a Mage will have levels from one through to five. The higher the level the more knowledge the Mage has, this allows them to attempt more powerful spells. The maximum amount of Mana that a Mage may have is directly related to their level but it is perfectly possible for a low level Mage to have more Mana than a high one. The magic phase is split into two sections, in the first the side with the initiative has their Mages cast spells or attempt to dispel effects currently in play. Once the initiative winner has used all of their Mages the roles are reversed with the initiative loser becoming ‘active’ and casting their spells or dispelling effects in play. A Mage may either attempt to cast a spell or attempt to dispel an enemy spell effect that is already in play. They may not do both, a Mage can only carry out one action in his portion of the magic phase.

“Magical power is all around us but only a very few have the knowledge to tap into these forces. As they are commonly referred to as ‘Streams of Magic’ we can explain magical ability by using and expanding upon this handy water metaphor. If Magic forms streams then Mages are... buckets. We collect and carry the magical power ‘Mana’ until it is time to ‘empty’ the bucket by casting a spell or enchantment. This Magical energy can be present in the air itself - like raindrops. It can concentrate in places of power - like wells. It can make up the Streams of Magic themselves like...er... streams I suppose. The ability to collect and store this magical energy depends on the skill of the Mage in question - effectively how big their bucket is. Even if faced by a vast ocean you can only carry as much water as you can hold in your bucket.” Extract from the unedited (and as yet unreleased) version of ‘Magic for Dummies’ by Alcibiades the Fat Bastard.

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Other actions, abilities, multiple casting attempts and so on can only be carried out if a specific trait, spell or items says so in its description.

Planes of Magic Magic is split into three Planes. The Heavens, The Earth and The Underworld. Each plane has its own unique properties as far as magic is concerned, scholars have broken these down into various ‘Realms’ of magical power. The Heavens - Spirit, Air, Light, Life The Earth - Water, Earth, Fire, Order The Underworld - Beast, Chaos, Darkness, Death. These are simply names that has been given to the Realms but they do give some indication as to the properties and abilities that each of the realms manifests. All Mages must select a Plane that they study - this is generally decided by the race or nation that they belong to and may be part of army lists or racial traits. Few wizards are able to master the intricacies of more than one or two Realms and none posses the knowledge required to access more than one Plane of magic. Within that Plane of Magic the Mage may choose to specialise in two of the four Realms - attempting to master more than that has proved impossible for even the most gifted Mages.

Mage levels A mage can be one of five levels from 1 being the weakest up to 5 the most powerful. These levels will determine the maximum Mana that can be used when casting or dispelling. The maximum Mana that a mage can use in the casting of a spell or a dispel attempt is his Level +1.

Mana Mana is the amount of magical power that a Mage possesses and may use to cast spells or dispel spell effects throughout the battle. There is a limit to the amount of Mana that any one Mage can have and in game terms you’ll find that there are limits to the amount that can actually be used throughout a battle. It is also worth considering the points value invested in a hugely powerful Mage that could become a casualty early on and leave you at a disadvantage. Each point of Mana allows the Mage to use 1D6 to either put

towards casting a spell of their own or towards dispelling spell effects that are currently in play. As this Mana is used it is lost for the remainder of the battle. Mages have limited amounts of power, though some spells, items or traits can grant, increase or renew Mana throughout the battle.

dispelling an enemy spell effect directly relates to the number of D6 that they will be able to roll in the attempt. Each point of Mana gives one D6 although some traits, abilities or items may alter this amount or adjust the scores and rolls.

The maximum amount of Mana that a Mage has available is restricted by their level but other than that the amount of Mana a Mage has is chosen by the players themselves. A low level Mage may have trouble casting higher level spells but it is perfectly possible for them to have more Mana than a higher level Mage. Maximum Mana = (Mage level +1) x 8 This value means that a Mage could use their maximum Mana every turn of an 8 turn game. In effect this rarely happens but Mana may sometimes be used for things other than spell casting. In any single situation a Mage may only use Mana equal to their level plus one unless a specific trait, item or ability dictates otherwise. This rule applies to casting as well as dispelling attempts. Mages have a finite amount of Mana to expend throughout the battle. Part of the Art of Magic is deciding whether to use this early on or save for the end game, to attack with offensive spells or boost your own troops abilities, to cast spells or dispel the enemies magical effects. Unless one side has a massive advantage in Mages and Mana you’ll find that magic has an important role to play but is not enough to win you the battle on its own. The Demon Keshin is a level 2 Mage and the player has designed this character with 20 points of Mana. His maximum Mana would be (Level 2 + 1) x 8 = 24. Without any additional traits or abilities the most he would be able to use in any one casting or dispel attempt would be 3 points (his level +1).

Spells There are 5 levels of spells and any Mage may attempt to cast any level of spell no matter what their own level of knowledge, a second level mage may attempt to cast a 4th or 5th level spell for example. Their chance of casting the spell successfully will depend on the amount of Mana that they expend on it. This amount of Mana is limited by their Mage level, in this way it is easier for higher level Mages to cast more powerful spells but they must expend more Mana to do so. Mages do not need to pre-select the spells that they will be able to cast throughout the battle, they have access to all of the spells from both of their chosen Realms. The same spell may be cast more than once but only one spell can be cast per Mage per Magic Phase unless a trait, item or ability dictates otherwise. The amount of Mana that a Mage expends on casting a spell or

Casting the Spell There are set chances to cast specific levels of spell, the higher the level the harder the spell is to cast. This difficulty level is the score that you must equal or exceed with your casting dice roll. • 1st Level Spell 4+ • 2nd Level Spell 8+ • 3rd Level Spell 12+ • 4th Level Spell 16+ • 5th Level Spell 20+ A Mage will roll a number of Mana Dice (D6) equal to the amount of Mana that they expend attempting to cast a particular spell. The maximum Mana that can be used is the level of the Mage casting the spell plus one. Pai Lung is a powerful 4th Level Chin Mage with 38 points of Mana available and he wishes to cast a second level spell. He can choose to use from 1 to 5 Mana and will roll the corresponding number of D6 in an attempt to equal or exceed the difficulty level (8+) of the spell. There is no lower limit to the number of Mana points that can be used to attempt to cast a spell. It is perfectly OK to only use 3 Mana and so roll 3D6 to attempt to cast a 4th level spell for example. Obviously this drastically reduces the chances of these spells being cast successfully. Keshin, a 2nd Level Mage attempts to cast a 4th Level spell. He could use up to 3 Mana (his level + 1) and would need to score 16+ on 3D6. The level of the Mage does not restrict the level of the spells that they may attempt to cast. While there is an upper limit to the amount of Mana to be used there is no lower limit. While it may look impossible to cast a second level spell by using only one Mana (you’d need 8+ on

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1D6) some traits, items or abilities can modify or add to the casting die rolls. If the amount rolled is less than the difficulty level then the spell has failed. If the roll is equal to or greater than the casting cost then the spell has been cast successfully. Either way the Mana is used and is removed from the amount that the Mage has available.

than the basic difficulty level of the spell. The score that the original casting wizard achieved or where the spell came from has no impact on the score needed to dispel it.

A Mage may only use his own Mana to cast spells. There may be cases where special skills, spells and traits allow ‘pooling’ of dice but the basic rules are that a Mage can only use his own Mana to cast his own spells. A player must declare the Mage that is casting the spell, the amount of mana that they are using and the target of that spell before any rolls are made. The Level 5 Mage Lailoken is attempting to cast Noble Resolve (a 2nd Level spell) on a unit of Round Table Knights who are engaged in combat. The player declares the spell, the target, the Mage casting the spell and the amount of Mana that he is going to use - in this case 3 points. Lailoken marks off the use of 3 Mana on the army roster sheet and rolls 3D6, one D6 for each point of Mana expended. The scores are 2,5,5 for a total of 12 points, more than the 8 that he needed so the spell will succeed. A Mage that is in combat may not attempt to cast a spell or dispel a spell effect. Some specific spell descriptions or magical items may allow casting at these times, if that is the case it will be clearly stated in the item description.

Dispelling Spells Instead of casting a spell as his action in the Magic Phase a Mage may attempt to dispel an enemy spell effect that is currently in play. This can be a spell that has been cast in previous turns or even one that an enemy Mage has just cast earlier on in this Magic Phase. During a dispel attempt a Mage must use Mana and will roll 1D6 for each point of Mana that they expend. Their target is to get equal to or greater than the difficulty level of the spell they are attempting to dispel. As with casting spells the maximum Mana that they can use is their level plus one. A Mage may either attempt to cast a spell or attempt to dispel a spell, they may not do both in their Magic Phase. During his section of the Magic Phase a 3rd Level Orc Shaman Ong-ni-Bak wants to dispel the Noble Resolve spell that has just been cast on the Round Table Knights. As it is a second level spell he decides to use 2 Mana for the dispel attempt but he could have used up to 4 points (his Level+1). Rolling 2D6 he scores 9, this is greater than the 8+ (the casting cost of a 2nd level spell) so the Noble Resolve is dispelled. The actual casting roll of the spell (12 in this case) does not affect the chance that it is going to be dispelled so there is no need to keep track of ‘how well’ a spell was cast. The dispelling Mage is attempting to get equal to or greater

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Mages and armour Mages have their ability to cast spells restricted when they carry encumbering equipment and armour. They tend to need to have their hands free and to be able to concentrate on what they are doing otherwise the spell is more difficult to cast. Some Warrior Mages use magic to enhance their combat ability. They still wield weapons, shields and armour but this takes exceptional training. Normal Mages are restricted to the use of hand weapons and a staff but they may be mounted. They cannot be equipped with great weapons, lances, shields, missile weapons or any type of armour. Some magical items may ignore this rule, they can be used by Mages if it specifically says so in the item description. For example ‘Salamander Armour’ counts as light armour, imparts the ‘Regeneration 5+’ trait and may be used by Mages.

Magic items Some magic items may allow the casting of spells without requiring the caster to be a Mage or using any Mana points. If this is the case the item description will give full details. Scrolls and potions may be used to cast spells throughout the battle. These are always one use items and once the spell is cast, whether it fails or succeeds, it has been used. Mages may not use their own Mana to enhance or increase the chances of casting from an item, potion or scroll unless the description states otherwise. Some items may add Mana to the Mage, add to the chance of spells being cast, give re-rolls to casting attempts and so on. Unless specifically stated otherwise casting or dispelling by use of a magic item still counts as the single action that a Mage may take in their portion of the Magic Phase.

Spell Lists Spell Descriptions

Lasting Spell Effects

Each spell will have its level listed, the casting cost, its type, its name and then a description of how the spell works.

Some spells will remain in play until a certain event happens, the enemy dispel them or the owning player cancels the spell.

Range is measured from any part of the base of the casting Mage to any part of the base of the target stand or unit or the central point of an area effect spell. Range may be listed as ‘unlimited’ in which case it can be cast anywhere on the battlefield.

Enemy spell effects that remain in play must be dispelled as described in the rules earlier in the magic chapter. Friendly spell effects do not need to be dispelled and can simply be cancelled by the owning player. The Mage that cast these spells does not need to act, be on the table or even still be alive!

Magic does not have arcs of fire, any spell can be cast in any direction so long as other restrictions about range and LOS are adhered to. Some spells will require an unobstructed line of sight to the target, others will not.

Cancelling a friendly spell takes no time, costs no Mana and does not count as an action for the Mage. However it can only be cancelled during the owning players part of the Magic Phase - when they would be casting their own or dispelling enemy spells. This is the only time that friendly spells can be cancelled, to do so the owning player simply declares which spell is ending and its effects cease immediately. Remains in play effects are not cumulative though different spells may affect a unit at the same time. Where that spell affects the same stat as another only the highest bonus is used.

AuRA spells The highest level spells in each Realm are called ‘Auras’. These are magical effects that remain in place and can affect the whole battlefield. In addition to the effects described in its description an Aura has other specific rules. An army may only have one Aura in place at any time, if it is dispelled or cancelled then it may be cast again or another may be cast in its place. Other than this specific rule all other properties, rules and game mechanics apply to casting, use of, dispelling and disrupting Aura spells.

Magic Missile Spells A Magic Missile targets a unit or a character in the same manner as mundane missile fire. Where a Mage is specifically targeting a character the Mage must still be within range and LOS of the character model. As with normal missile fire a Magic Missile may only be cast at a unit or character that is not currently in combat.

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The Heavens Spirit Lvl 1 (4+ Magic Missile) Blast Range 24”, Might 4, D6 attacks. Lvl 2 (8+) Noble resolve - Unit or character gains Steadfast trait. Remains in play until dispelled. Lvl 3 (12+) Bless - unit or character gains a +1 melee modifier to hit. Remains in play until dispelled Lvl 4 (16+) Ray of Hope - All friendly units within 12” of the Mage may re-roll all T&L and Break Tests. This turn only. Lvl 5 (20+ Aura) Legendary Aspect - All characters may increase their T&L to 11. Remains in play.

Air Lvl 1 (4+ Magic Missile) Blast 18” Might 6, D3 attacks. Lvl 2 (8+) Fly - one character gains the fly ability, this turn only. Lvl 3 (12+) Storm - Target one enemy unit or character in LOS of Mage and not in combat. Missile fire at -2 to hit, remains in play until dispelled. Lvl 4 (16+) Tornado - Cast on one unit (not character) that is not in combat. Target immediately suffers D3 MT 8 Attacks May not fire any missile weapons, half MV value. This turn only Lvl 5 (20+) Aura. Gale - target entire battlefield - all missile fire at -2 to hit modifier for all troops, both enemy and friendly.

Light Lvl 1 (4+) Fearless - unit gains the fearless trait. Remains in play until dispelled. Lvl 2 (8+ Magic Missile) Blast range 36”, Might 8, D3 Attacks. Lvl 3 (12+) Illusion - anyone wishing to fire at this target takes a -1 to hit modifier. Remains in play until dispelled. Lvl 4 (16+) Blinding light target unit or character. Missile fire -1, -1 combat modifier. Remains in play until dispelled. Lvl 5 (20+ Aura) Beacon of Light - All friendly units (not characters) gain +1 to their T&L stat (max 12) Remains in play. Because this affects the T&L stat it will help both T&L tests as well as Break Tests.

Life Lvl 1 (4+) Heal wounds - Heals a single wound on unit or character - cannot bring back from the dead or increase beyond starting wounds. Lvl 2 (8+ Magic Missile) Blast 24”, Might 6, D6 attacks. Lvl 3 (12+) Regeneration - causes unit or character to gain the Regeneration 6+ trait. Remains in play until dispelled. Lvl 4 (16+) Vigour - The hand to hand and missile attack stat increases by 1 point each. This may increase the number of support attacks a stand will get. This spell may increase the attacks to more than the usual 6 hand to hand or 3 missile. This turn only. Lvl 5 - (20+ Aura) Wave of Life. Heals 1D3 wounds amongst the army. Maximum of 1 wound per unit or per character each turn. Cannot bring back from the dead or increase beyond starting wounds. Unused healing is lost.

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The Earth Fire Lvl 1 (4+ Magic Missile) Fireball 18” Might 6, D3 attacks. Lvl 2 (8+) Flaming arrows - Missile fire Extra wound 6+ ‘Flame’ - roll for extra wounds as for traits. Remains in play until dispelled. Lvl 3 (12+) Shield - protects Character, counts as having PR of 12. Remains in play until dispelled. Lvl 4 (16+) Weapon - Character counts as having CS of 12. Remains in play until dispelled. Lvl 5 (20+ Aura) Phoenix - All friendly characters gain the Regeneration 6+ trait.

Earth Lvl 1 (4+) Unit or character gains Stubborn trait. Remains in play until dispelled. Lvl 2 (8+ Magic Missile) Blast 24”, Might 6, D6 attacks. Lvl 3 (12+) Units in combat gain +1 attack per stand, +1 to hit and +1 to kill - this turn only. Lvl 4 (16+) Tremors - Unit has half MV, Missile fire at -1 and -1 combat modifier. May be cast at a unit or character that is currently in combat. This turn only. Lvl 5 (20+ Aura) Here I stand - All units gain the steadfast trait.

Water Lvl 1 (4+) Rot & Rust - Enemy unit or character suffer a -1 penalty to their to kill rolls. Remains in play until dispelled. Lvl 2 (8+ Magic Missile) Blast range 36”, Might 8, D3 Attacks Lvl 3 (12+) Quagmire - giggidy. Unit has its movement allowance halved (round down) Remains in play until dispelled. Lvl 4 (16+) Mist and Fog - cast on a unit or character causes -3 to their shooting to hit roll but also imparts a -3 to hit modifier when shooting at this unit. Lvl 5 (20+ Aura) Invigorate. All units (not characters) gain the shock trait.

Order Lvl 1 (4+ Magic Missile) Blast Range 24”, Might 4, D6 attacks. Lvl 2 (8+) Units T&L becomes 12 this turn only Lvl 3 (12+) Character T&L becomes 12. Remains in play until dispelled. Lvl 4 (16+) Balance - In melee only - may add a +1 or +2 modifier to the to hit roll but must then take a -1 or -2 modifier to the to kill roll, or the other way round. Modifier must be chosen before any dice are rolled. Lvl 5 (20+ Aura) Banish Magic - all enemy spells have a further +1 modifier to their difficulty level to be cast and a -1 modifier for the value needed to dispel them.

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The underworld Chaos Lvl 1 (4+ Magic Missile) Blast Range 24”, Might 4, D6 attacks. Lvl 2 (8+) Confusion - Enemy unit or character is subject to Warband rule. Remains in play until dispelled. Lvl 3 (12+) Warp - Lose 1D6 wounds but that units attacks will hit on a roll of 4+ regardless of modifiers. This turn only. Lvl 4 (16+) Gift of Chaos, this turn only. Roll 1D6 for the unit or character that is firing or fighting in melee. 1= -1 to hit, 2 = -1 to kill, 3 = no effect, 4= +1 to hit, 5 = +1 to kill, 6 = +1 to hit and to kill. Lvl 5 (20+ Aura) Touch of Chaos - each mage on your side roll D6-2 and add this amount to the Mages Mana, this may increase the amount that they started the battle with.

Beast Lvl 1 (4+) Alacrity - increase MV by D6”. Remains in play until dispelled. Roll each turn just before moving the unit. Lvl 2 (8+ Magic Missile) Blast range 36”, Might 8, D3 Attacks Lvl 3 (12+) Frenzy - gives the unit the frenzy trait. Remains in play until dispelled. Lvl 4 (16+) Protection - Increase PR by 1.5 (round fractions down) Max of 12. Remains in play until dispelled. Lvl 5 (20+ Aura) Shock & Awe - causes units (not character) to gain the shock +1 & trample + 1 traits. Remains in play until dispelled. Does not stack if unit already has these traits.

Death Lvl 1 (4+ Magic Missile) Range 18” Might 6, D3 attacks. Lvl 2 (8+) It Lives! Can only be cast on a unit or character with the Undead trait - gains 1 wound. May not bring back from the dead or increase above starting stats. Lvl 3 (12+) Immortal - one character or unit gains the undead trait this turn. Lvl 4 (16+) Life Leech - can take wounds from friendly or enemy unit or character and add to their own, does not have to be an enemy unit. 24” range. Causes D3 wound on the target and adds those wounds to the Mage or a friendly character within 1” of the Mage. Can take the character over their starting and maximum number of wounds. Unit may take a T&L to resist - if pass then there is no effect. Lvl 5 (20+ Aura) Wave of Death - like healing only causes wounds instead. D3

Darkness Lvl 1 (4+) Shadow. Target is harder to hit -1 to all missile attacks against this unit or character. Remains in play until dispelled. Lvl 2 (8+ Magic Missile) Blast 24”, Might 6, D6 attacks. Lvl 3 (12+) Cowardly - causes target to gain the cowardly trait. 24” range. Remains in play until dispelled. Lvl 4 (16+) Curse - make a unit or character take a -1 to hit in melee and missile fire cancels bless and vice - versa. Remains in play until dispelled. Lvl 5 (20+ Aura) Despair - All enemy units take a -1 modifier to their T&L Stat

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The battlefield Hills When attacking uphill troops will suffer a -1 to hit combat modifier. To count this benefit more than half of the target unit must be uphill of its opponent.

Streams & Rivers These count as difficult terrain and will mean that no one, except light troops and those with special movement traits, may double through a stream or river. Some streams or rivers can be declared impassable and only crossed at fords or bridges. Units that have the Aquatic (A) trait may cross impassable water obstacles at their ‘aquatic’ speed (see page 39) and may double through rivers or streams.

Rough Ground This can be marsh, swamp, rocky ground, soft sand or anything that will slow the movement of the troops passing through it. Rough ground stops any multi stand, single stand unit or character from doubling. If any part of any stand has to move through rough ground then the troops may not double in that movement phase. If a special movement trait negates the rough ground penalties (aquatic in swamps for example) then the troops may double as usual. Light troops may also double through rough ground following all of the standard movement restrictions.

Walls, Hedges & Fences These are obstacles to troops movement and like rough ground above they will prohibit doubling movement if any part of any stand has to cross or occupies and obstacle during its movement. Light troops may double over obstacles so long as they follow the other restriction of remaining more than 6” away from any enemy troops. In combat neither side gains any support attacks when fighting across an obstacle and chargers will not gain any bonus that is imparted as part of a charge.

Buildings Each building ‘area’ can hold a maximum of 1 multi stand unit plus one single stand unit or character or any combination of 2 single stand units and characters.

Neither side gains any support attacks in combat, the chargers will not get to apply their charge bonus and in addition all attackers get a -1 to hit combat modifier. The unit or units occupying the building have no formation. Contact with the building will determine who fights in melee. Troops occupying buildings have no flanks or rears. Only half of the stands within the building may fire at targets outside but they can fire from any facing.

Woods Woods count as rough going when passed through by movement. Visibility into, out of and inside woods is limited, into or out of a wood is 2” from the edge, inside a wood it is 4”.

Impassable Terrain Some terrain may not be moved through or over. This should be determined at the start of the battle with some obvious features such as cliffs, bottomless ravines, stone monoliths or lakes counting as impassable. Some terrain types may count as impassable unless a specific movement type is used - the lake mentioned above may be impassable to most troops but aquatic troops could swim it, flying units could pass over it and so on.

While some battles have been fought on featureless plains there is usually some sort of terrain on the battlefield. The actual properties of terrain features can depend a lot on the scenery you have available. A hedge can be low and thin or a huge imposing thicket 6 feet high. How you decide what effect this has on the game itself has to be up to both players involved. At the start of any battle it is worth pointing out various terrain features and making sure that all players know exactly what their properties are. Having said that some terrain can be kept secret as part of a specific scenario.

Arcane Terrain There is no reason why your terrain should not have interesting magical properties. Stone circles, portals to other dimensions, spider infested woods, streams that cause you to fall asleep, lakes with ladies handing out swords and so on. A piece of Arcane terrain can be a good focal point for a battle or scenario and you are free to add or design whatever properties you like for terrain features.

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Victory & Defeat There are two ways that a battle can be won, by destroying the enemy army or by capturing objectives on the battlefield. In game terms the first method simply compares the points that each side has lost while the second requires rules for control over the battlefield.

A character, multi stand unit or single stand unit that is reduced to half or less its starting number of wounds is worth 1/2 its points value.

Army Points Value The points value of the army will determine the values of the battlefield objectives as well as the chances of victory and defeat with a comparison of troops lost. Where the two sides have different points values the smaller gains a bonus equal to half the difference between the two. When the victory points are totalled up at the end of the battle add this value to the smaller sides total. A Dwarf army is worth 3000 points and is fighting against an Orc army of 4000. At the end of the battle both sides will calculate the points value of the enemy that they have destroyed and then the Dwarfs will add 500 - half the difference between the two armies.

Points for battlefield control Having sole control of the battlefield can also grant victory. There is little point in having your whole army intact if you have all of your troops bunched up into a single corner while the enemy roams around you at will.

Points for casualties caused The difference between the losses of the opposing armies will help determine who has won or lost and to what degree. Both sides work out the value of the troops that they have lost. A character, multi stand unit or single stand unit that is destroyed is worth its full points value.

The battlefield is broken up into 4 quarters, each of which will be allocated a number of points. The player that controls a particular quarter at the end of the battle gains those points, if the area is contested then neither side gains points for it. The points value of the terrain is determined by the value

The table shown here is six feet wide by 4 deep. The battlefield is split into 4 quarters marked A, B, C and D.

Table Quarter A

Table Quarter C

Table Quarter B

Table Quarter D

Both players will determine the points values to these quarters before the battle begins. Larger battlefields may have more victory point areas or specific scenarios can determine victory on the basis of terrain objectives, casualties or the amount of the enemy destroyed. The battlefield victory point objective rules shown here are entirely optional.

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of the armies that are fighting the battle. Simply add the points values of both armies together and then half it. Each player then allocates this amount of points amongst the table quarters. Players can allocate points values to each quarter but each must have at least 10% of the points and not more than 40% of the points. Continuing the Dwarf and Orc example and looking at the table quarter diagram below. The Dwarf army is worth 3000 points and deploys in quarters A and B while the Orc army is worth 4000 points and deploys in the opposite half of the table. The combined total of the two armies is 7000 points, each player can now allocate 3500 points amongst the table quarters, their own half of the table and the enemy half. In this example the players must allocate at least 350 points (10%) to each quarter and not more than 1400 points (40%). The amount of points that a player allocates to a quarter is kept secret until the end of the battle, only then are the points values revealed. Determining who has control of an area at the end of the battle is important as neither side gains any points for a contested area. To assume control over a battlefield quarter a player must have one of their single stand units, multi stand units or characters entirely within that quarter at the end of the battle. If the enemy can also claim the same then neither side has control, the quarter is contested and neither will gain any points for it.

levels of victory or defeat can have an impact on your army if you are using any campaign rules. The level of victory or defeat can have an impact on your troops if you are playing campaign rules. An army may well find it more difficult to recover from a Crushing Defeat, morale can be affected and troops lose confidence in their leadership. On the other hand a victory can have the opposite effect.

Victory Results Double opponents points More than opponents points Equal points to opponent Less than opponent Half or less than opponent

Smashing Victory Victory Draw Defeat Crushing Defeat

Specific Scenario Rules Some scenarios may call for a completely different way of calculating victory. It may be that an artifact has to be taken to the place from whence it came and thrown into a volcano for example. In this case regardless of troop losses or battlefield control the victor is decided by whether the artifact is destroyed or not. Some scenarios can ignore the table quarters points, the casualties points or the army balance points. The possibilities are endless, so long as both players know the rules before a battle starts.

If only one side has troops within that quarter at the end of the battle then they will be able to add the points value of that quarter to their total. A unit may not control more than one quarter at the end of the battle and if straddling two quarters will actually not control or contest either of them. Specific victory conditions, scenarios or objectives can be used instead. If the control of the battlefield has nothing to do with who has won, killing an enemy character for example, then the table quarter points can be ignored. Likewise a scenario may call for control of a specific area, capturing a stronghold for example, so the battlefield victory points would take into account the importance of that objective in preference to table quarters.

Calculating Victory Level Deciding who has won the battle and by how much is calculated by adding together the value of the enemy that you have killed or wounded, the areas of the battlefield that you control and any ‘balance’ included for having a smaller force. Once these totals are added together both sides compare their values, the ratio will show how well, or badly, your army has fared in the encounter. The victory results table above is pretty self explanatory. The

49

Points System Every character, single stand and multi stand unit in Legions of Battle will have a points value. These are determined by calculating the cost of the statistics plus any special abilities or equipment. The points costs remain consistent throughout the game system, rather than design troops with arbitrary points costs the system allows you do create your own units as well as choose options to upgrade or downgrade their abilities. Lists and costs are already calculated for the stands, weapons, magic items and traits listed in the rules. This chapter allows you to create your own troops, units and stands while keeping within the current points system. If you are not interested in designing your own troops you can quite happily skip these rules.

Statistic costs To find the points cost for a statistic simply cross reference its type with its value. Some numbers are in brackets but this is simply to keep them consistent with the way that the stats are displayed on the stat line. A Dwarf Huscarl has a Combat Skill of 6. Finding the stat value ‘6’ and the CS column shows that this is going to cost 36 points per stand. The missile skill (MS) deserves a quick mention. The points listed are for the starting to hit number from 6+ (the lowest points cost) to 1+ (the highest points cost). For example a Goblin archer has a missile skill of 4+, this means that it has a points cost of 18. Some stats have limits and if this is the case there is no points value given. The stats have been restricted for play balance

Stat 1/6+ 2/5+ 3/4+ 4/3+ 5/2+ 6/1+ 7 8 9 10 11 12

50

The points system is specifically designed so that you don’t have to rely on any ‘official’ army lists for your games. You can use the rules to create pretty much anything you like. If you want to go to the extent of making up new special abilities or skills then there is some guesswork involved in deciding what points that skill should cost. If in doubt base it on the closest example you can find in this book and you shouldn’t go too far wrong. Yes - if you want to design your own troop types you are going to need a calculator! Luckily all of this work is already done for the army lists given in this book so if you are going to use the units ‘as is’ there isn’t anything you need this chapter for. and while the rules are designed to be flexible increasing these is not recommended. If you must then the points values have a logical progression and are based on the 1-144 column which is the square of numbers 1 through to 12. If you’ve read this far I’m sure you can work it out.

armour & shield costs Once you have worked out the value of the stat line you’ll need to add costs for anything else that is not already accounted for. This means that you will not need to add points for Armour or Shield for example as these are already included in the PR value. This means that to add armour or shield to a stand costs more points the higher the starting value of the Pr statistic. For example a Goblin with a basic Pr of 3 costs 9 points, adding a shield would increase its Pr to 4 which would cost

MV

CS

(A)

MS

(A)

MT

PR

WD

TL

1

1

(2)

2

(8)

1

1

2

1

2

4

(8)

8

(18)

4

4

8

2

5

9

(18)

18

(32)

9

9

18

5

8

16

(32)

32

-

16

16

32

8

13

25

(50)

50

-

25

25

50

13

18

36

(72)

72

-

36

36

72

18

25

49

-

-

-

49

49

-

25

32

64

-

-

-

64

64

-

32

41

81

-

-

-

81

81

-

41

50

100

-

-

-

100

100

-

50

61

121

-

-

-

121

121

-

61

72

144

-

-

-

144

144

-

72

16 points, an increase of 7 points. A Troll with a basic Pr of 8 would cost 64 points, if you add a shield its Pr increases to 9 which costs 81 points instead which is an increased cost of 17 points. You will need to add such things as Spears, Lances, Missile Weapons, Traits and Abilities. Each of these will have a set points cost that is added to the value of each stand and unlike armour and shields its cost will not vary. These costs can be found starting on page 29. The points cost is calculated per stand no matter how many figures there are on a stand or how many stands in a unit. Once you have the points cost per stand simply multiply this by the number of stands within the unit, either 1, 4 or 6.

To maintain play balance there have been some restrictions placed on the stats that a stand may have. You can increase these if you must but bear in mind that I have tried to avoid a ‘power game’ system. On that same note if you are designing new units or traits its best to avoid making up completely new rules. You may have a unit of flying baboons that can shoot fireballs out of their arses but to save the game getting bogged down in endless details and special rules you are best off using some of the current game mechanics to represent their unique abilities.

Missile weapons Cost

When designing your own troops you will notice that some traits and abilities as well as some stats are more cost effective than others. It is worth bearing in mind that you should try to justify the abilities you are given your troops.

Missile weapons cost should be added to the basic cost of the stand. The missile weapon tables in their respective chapters show the costs for all missile weapons on page 18 and War Machines on page 35.

For example, the Trample +1 trait adds one more attack per stand during a charge and could be considered a bargain at 10 points but should you really be giving it to your Halfling Pony Riders?

If you are adding your own weapons the cost is based on the close range of the weapon plus the points value of its Might, add these together and then divide by 2 rounded up. Where the weapon can cause multiple hits this total is then multiplied by the average of the close and long range maximum number of hits. Don’t worry - there is an example below and you’ll only need to do this where you want to design your own weapons or alter the statistics of those already given.

Just because the points system says you can do something it doesn’t mean that you should.

A longbow has a close range of 15 inches and a Might of 6. The points cost for this is 15 (long range) plus 36 (the cost of 6 Might from the points cost table) for a total of 51. Divided by 2 gives a final cost of 26 for a longbow. A light bolt thrower has a close range of 15” and a Might of 6. The points cost is (15 + 36) divided by 2 = 26. The bolt thrower rolls D6-1 attacks at close range (maximum 5) and D3-1 at long range (max 2) so this total is multiplied by 3.5 (the average of 5 plus 2). The final cost is worked out as 91 points for a light bolt thrower.

Magic items Cost The costs of Magical Items are included with the item description. Some may have various levels of ability or be more effective when used by certain troops or races. If this is the case they may have different points costs - all of these details will be given in the item description.

Mana cost As has already been mentioned in the Battle Magic chapter each point of Mana available will cost 10 points and this should be added directly to the cost of the Mage stand.

If a weapon does not have a close range listed then use half of its maximum range instead to calculate this part of the points cost. As with the points cost for the stands these calculations are already worked out on the weapon tables, you do not need to go through this every time you want to work out an army list! What this system does is to ensure that when you design or add your own weapons they will have a consistent points cost throughout the game.

Traits and abilities cost Some traits only have negative effects and no benefit, these are generally compulsory. Even so they do not ‘credit’ you points, they simply do not cost anything to add to a stand.

51

DEsigning Army Lists Legions of Battle can be used for any fantasy army, setting or figure range that you like. There are some basic guidelines for the statistics that different races will start with. While this is not set in stone it does help to keep the quality of troops relative to each other. These numbers should be used as guidelines for an ‘average’ troop of that race - obviously better or worse troops may have higher or lower starting statistics than those given here. This is not an exhaustive list, there are an endless amount of variations that you can use.

Mounts The mounts do not have points values of their own. Instead they add to the statistics of their riders and so the total value of the rider and its mount is calculated per stand.

Army Building Each army will have limits to the amount of characters or special units as well as minimum requirements for the most common troop types. These limits are dealt with by imposing percentages of the points values that must be used for various categories of troops.

52

Each army will be broken down into Common, Uncommon, Rare, and Heroes & Legends (H&L) categories. • • • •

Common Uncommon Rare H&L

Min 25% Max 100% Max 50% Max 25% Max 25%

For example an army of 2000 points must have at least 500 points worth of common troops, may not have more than 1000 points worth of uncommon troops, no more than 500 points worth of rare troops and no more than 500 points worth of characters.

Armour Light Medium Heavy Shield Light Barding Heavy Barding

PR Bonus +1 +2 +3 +1 +1 +2

Race Human Dwarf Orc Goblin Elf Skeleton Zombie Lizardman Vermin Beastman Troll Ogre Giant

MV 6” 5” 6” 5” 6” 6” 5” 6” 6” 6” 8” 8” 8”

CS (A) 4 (3) 5 (3) 4 (3) 3 (3) 5 (3) 3 (3) 2 (3) 5 (3) 4 (3) 4 (3) 4 (4) 5 (4) 5 (4)

MS (A) 4+ (2) 4+ (2) 4+ (2) 5+ (2) 3+ (2) 5+ (2) 6+ (2) 4+ (2) 4+ (2) 4+ (2) 6+ (2) 5+ (2) 5+ (2)

MT 4 4 5 3 4 3 4 5 4 5 8 7 10

PR 4 5 5 3 4 3 5 5 4 5 9 8 10

WD 4 4 4 3 4 3 3 4 3 4 4 4 5

TL 7 8 7 6 8 5 3 8 7 6 6 7 6

Mount Horse Warhorse Wolf Boar Giant Rat Giant Spider Great Lizard

MV 10” 10” 12” 8” 12” 10” 8”

CS (A) +1 +1 +1 +1 +1 +1

MS (A) -

MT +1 +1 +2 +1 +1 +2

PR +1 +1

WD -

TL -

Choosing troop categories The category that a troop type is placed into will obviously determine the amount of those units that you will be able to have. When designing the army list the common, uncommon or rare categories should be tailored to the specific race or nation that you are representing. For example, an Orc army from the Northern Wildlands may have access to various war machines but they would be counted as ‘Rare’ choices. In contrast a Gnome army that is designed to represent the ‘Gnomish Guild of Artificers and Engineers’ could count war engines as common choices.

Choosing troop statistics

the Rings’ setting but also in previous Ages of Middle Earth. Large amounts of detailed information also available through the Rolemaster supplements from Iron Crown Enterprises. Also - plenty of nice figures. George RR Martin. Song of Ice and Fire series, most recently adapted to the screen with the Game of Thrones series. Robert Adams. The Horseclans set in the future after a nuclear war has pushed civilisation to the brink and is at a ‘Medieval’ level of technology. Harry Turtledove. The Videssos Novels pitch a magically transported Roman Legion into a fantasy world fighting for a ‘Byzantine’ type empire. Not as bad as it sounds. Raymond E. Feist. Midkemia and Kelewan are the basis for the Riftwar series, standard fantasy fare but a good read non the less.

Each unit, single stand unit or character must have a set of statistics plus any mounts, armour and weapons as their ‘starting’ value. They can then have options given to them in the notes section of the troop description. This allows everyone to see what the basic building block of that unit is and then account for any increase or decrease in stats or optional traits or equipment.

Robert E Howard. Conan the Barbarian set in the Hyborean Age after Atlantis has fallen but before recorded history has begun. Tony Bath’s Hyborea Campaign (look it up on the internet) does a lot of the work for you.

For example, the Dwarf Tusker unit should have a stat line like that shown below, this is the basic, unmodified stat line, equipment, abilities and points cost of a Dwarf Tusker. After this has been designed you can add options for different stats, traits, abilities or equipment.

Michael Moorcock. Elric of Melniboné is the main character for this part of the Eternal Champion series set in the Young Kingdoms. Plenty of scope for campaigns and battles and a lot of material available through the ‘Stormbringer’ role playing series.

Dwarf Tuskers (4)

**** Points per stand

MV

Cs (A)

Ms (A)

Mt

Pr

Wd

TL

8

6 (4)

- (-)

6

9

4

8

Hand Weapon, Lance, Medium Armour, Shield, Trample (1) Shock (2), Mounted.

Army Lists As you can see by the fact that there are not 10 pages of army lists I have not designed any specific armies to go with the Legions of Battle rules. These rules were designed to allow you to fight using any troops that you like, in any setting and with any races. While I may want to use them for a ‘generic’ fantasy world with Orcs, Goblins and Dwarfs those lists wouldn’t help with designing a campaign set in the worlds of Conan or Elric. There are a huge number of settings that can be chosen for any fantasy battle or campaign, all that you need are the figures and the imagination. Whether you base your battles on another game setting, works of fiction or simply something of your own it will take some effort to design the army lists that you’ll need. So, while I can write a set of game mechanics that give you the chance to game in these worlds you are going to have to supply the imagination yourselves!

Fantasy Worlds JRR Tolkien. A wealth of possibilities, not just in the ‘Lord of

David Gemmel. The Drenai series charts the lives and battles of characters such as Druss the Legend and Waylander the Slayer. I like these books. There are also several game worlds that have been devised and have a lot of scope for designing your own armies to be able to fight mass battles. Some systems already have rules and figures available for this level but others, such as D&D, concentrate more on individuals and skirmishes rather than epic battles. Finally, there is history. The game system works without magic, without strange special traits and abilities. After all the ‘shock’ trait can represent the charge of a fully armoured knight on a warhorse just as well as it can a dwarf riding a boar. The basing system used in Legions of Battle is pretty standard and you shouldn’t have too much trouble organising an army without much effort.

Figure Scale The game mechanics use the unit as the basis for combat, within that unit the stand is the smallest element (apart from characters obviously) so really it does not matter what size the figures are on that stand. 20mm, 15mm or 10mm figures can be a much cheaper option than 28mm, even when you take into account the extra figures that you need to fill a base. The visual effect of a ‘mass’ of troops in a unit is also a bonus with smaller scale figures and makes it easier to visualise a unit as 3-400 troops as opposed to just a dozen or so.

53

Magic Items Magical items are mainly used by characters but there are also items that can be used by single stand or multi stand units, each item category will let you know who can use them. An items uses and effects will be set out in its description, the amount of time that an effect lasts, the level of a spell that is to be cast, the phases in which it takes effect can all vary. Magical items are the most likely to cause contradictions and exceptions to the basic, advanced and special rules so the tie breaker rule should be used where problems do crop up.

Banners A unit may only have one banner, they may not be given to single stand units, war machines or characters unless the description of either the banner or the troops states otherwise. Banner of Despair. The unit will use 3D6 when rolling Break Tests against an opponent and may choose any 2 dice. Banner of Command. The unit will use 3D6 when rolling for its T&L Tests and may choose any 2 dice. Banner of Valour. The unit does not suffer the effects of becoming unsteady due to being at half wounds or less. Other instances of unsteady will still apply as usual.

Weapons Weapons may only be given to characters, not single or multi stand units. A character may have any number of magical weapons but they can only use one at any one time. If they have a choice they must declare which weapon they are using at the same time as they declare where their attacks are going to be targeted. Elf Bane - When used to attack Elves any hit from this weapon will gain a +3 to kill modifier in addition to any others that it would normally. Also this weapon grants a +2 bonus to the wielders Combat Skill at all times which increases to +4 when attacking elves. Sharpshooters Bow Add +2 to any to hit roll Caliburn Add +1 to hit and +1 to kill with this sword. Stormbringer - Each wound caused with this sword increases the wielders wounds by 1. This may increase them above their starting amount. Has other abilities - best not to ask.

Armour & Shields Armour and Shields may only be given to characters, not single or multi stand units. Only one set of armour and one shield may be used by a character at any one time. Unless they have multiple appendages they may not use a shield and a great weapon at the same time. Mage Bane - Any spell that directly attacks the character wearing this armour has a difficulty of +8 more than it would normally. Area effect spells do not suffer this penalty. Winged - Grants the fly ability to the character. Protection - Increases the wearers Pr score by 3 points. Patriot Shield - missile attacks directly targeting this character have a -4 to hit modifier. Does not effect war machines.

Scrolls Scrolls may only be used by Mages, they are one use items and do not use any of the Mages Mana when they are used. A scroll may never have more power put into its effects, the level of the spell or event is determined when the scroll is created and it may not be changed. Using a scroll replaces the casting or dispelling action that a Mage can carry out during their part of the magic phase unless the description states otherwise. Any level of mage may cast any level of spell scroll. The chance of success is determined by the level of the spell that is

54

inscribed on the scroll and the difficulty level of that spell. Scrolls have spells imbedded into them, they will always mimic the effects of a certain type of spell. The spell level is determined as usual and this is the number of D6 that are rolled to see if the difficulty level is reached. For example a scroll of Frenzy mimics the effects of the 3rd level earth Spell of the same name. The caster would roll 3D6 and need to get greater than or equal to the standard 3rd Level spell difficulty of 12.

Potions Potions may be used by any character but not single or multi stand units. Potions generally increase stats, heal wounds or impart some sort of trait or ability to the user. The use of a potion does not count as the casting or dispelling action that a Mage can take during their part of the magic phase. Once a potion has been consumed it is used up, its effects may not be altered or increased, they are determined when the potion is created. A potion will always work - there is no casting roll required, it can only affect the person that drinks it. The effects of a potion should never remain in play after the end of the turn, they may not be dispelled by enemy Mages. A character does not have to be a Mage to take a potion. Effects such as increase stats, heal wounds, gain traits and so on.

Staffs Staffs may only be used by Mages. Staffs count as double handed weapons and this means that a Mage could not wield a staff and a greatsword for example! A Mage may only have one staff. Casting a spell from a staff counts as the casting or dispelling actions for that Mages part of the magic phase. Any special ability or trait will have further details in the item description.

Arcane items can mimic or enhance all of the standard rules, traits and attributes as well as adding new ones. Goblin War Drums. These are taken with the tribes when they go to war, inspiring the Goblins in battle. Each Goblin unit or character gains a bonus to their T&L when near to the war Drums. Within 12” +3, within 24” +2, within 36” +1. This T&L increase is cumulative with any other bonuses but may not increase a T&L to more than 12.

Designing Magic Items Goblin War Drums

Points per stand ***

MV

Cs (A)

Ms (A)

Mt

Pr

Wd

TL

8

6 (4)

- (-)

6

9

4

9

Hand Weapon, Lance, Medium Armour, Shield, Trample (1) Shock (2), Mounted. Upgrades: Heavy Armour + 10 pts It is worth considering the abilities that a magic item contains before you design it, this not only applies to play balance but also to the game mechanics themselves. For example if you have a sword that says all attacks ‘always hit except on a one’ and a shield that says all attacks ‘always miss except on a six’ you are going to have a conflict in the rules that can only be sorted by the ‘tie breaker’ rule. On the other hand if you give the sword a +6 modifier to hit and a shield a -6 modifier to the enemy attack chance you get pretty much the same result throughout most of the battle and if these items do come into contact they will cancel each other out. You also have the advantage of being able to make some weapons better than others. A ‘+10 to hit’ sword is going to be better than a ‘+5 to hit’ sword even though they may not actually use their full bonus very often.

Points cost for Magic Items The points cost should be worked out according to what the item can achieve, how often it is used, under what circumstances it can actually be effective and also whether it imparts an ability outside of those usually available.

Staff of Magus Increases the level of the Mage by 1, this may make a 5th level mage into a 6th Level. This level increase effects the amount of Mana the Mage may have, the amount they may use to cast spells, how effective they are at disrupting enemy spells and so on. Staff of Life - At the start of their magic phase the Mage may recover 1 wound. This may not bring them back from the dead or exceed their starting wounds. Flame Lance 4th level spell (4D6, requires 16+). 48” range, one Str 12 attack, magic missile.

Arcane Items These are magical items that do not easily fit into any other category. Most Arcane items will have specific rules and limitations and may be more specialised than the other magic items already listed so far.

55

Turn Order Initiative Phase Magic Phase Charge Phase Move & Fire Phase

Determine initiative, both sides draw initiative cards. D6 roll off for ties. Initiative winner casts spells and makes dispell attempts. Initiative loser casts spells and makes dispell attempts. Initiative winner declares charges, targets declare reactions. Initiative loser declares charges, targets declare reactions. Initiative winner compulsory movement, then normal movement, then firing. Initiative loser compulsory movement, then normal movement, then firing.

Combat Phase

Both sides, simultaneous. Initiative winner chooses order in which melee is fought, apply results and reforms one by one.

End Turn Phase

Both sides, simultaneous. Roll for game end from turn 6 onwards. Notes

Movement distances Normal

MV

Double (outside 6”)

MV x 2

Charge or Evade

MV x 2

Rough Going or Cross Obstacle

MV x 1 *

Retire 1/2 MV ** * No doubling allowed unless light troops. ** Directly backwards along flank lines only. Firing To Hit Modifiers Firer Has moved

-1

Is unsteady

-1

Target Is at long range

-1

Is a medium / small target *

-1 / -2

Has light / heavy cover *

-1 / -2

Melee To Hit (CS vs CS) CS is double or more enemy CS CS is greater than enemy CS CS is equal to enemy CS CS is less than enemy CS CS is half or less enemy CS

2+ 3+ 4+ 5+ 6+

To Wound (MT VS PR) MT is double or more PR MT is greater than PR MT is equal to PR MT is less than PR MT is half or less PR

2+ 3+ 4+ 5+ 6+

* Only one or the other can apply. Combat to hit modifiers Opponent is Unsteady Opponent is Uphill Opponent is Defending Obstacle *

+1 -1 -1

Opponent is Defending Building *

-2

You are Unsteady

-1

You Charged into Combat ** You are Attacking in Flank *** You are Attacking in Rear ***

+1 +1 +2

* Against opponents defending obstacles or buildings you cannot get supporting attacks from your rear ranks.

To wound chart applies to both missile fire and hand to hand combat attacks.

** The charge bonus does not apply if the charge is directed against units behind obstacles or in buildings.

With all missile and hand to hand attacks 6 always hits and 1 always misses no matter what the actual modifiers.

*** If you are attacking an enemy in the flank or rear then they cannot get any supporting attacks against any opponent. Legions of Battle fast play sheet. © Mark Sims. Permission granted to copy for personal use only.

Weapon Close Long Light Crossbow 12” 24” Heavy Crossbow* 15” 30” Handgun* 9” 18” Sling 9” 18” Bow 12” 24” Short Bow 9” 18” Longbow 15” 30” Elf Bow 18” 36” Javelins 6” Darts 9” Thrown Axes 6” * Heavy Crossbow and Handguns may not move and fire. Weapon

Close

Might 5 6 6 4 4 4 6 5 4 3 5

Long

PTS 19 26 23 13 14 13 26 22 11 9 16

MIGHT

PTS

Light Bolt Thrower

15”

D6-1

30”

D3-1

6

91

Heavy Bolt Thrower

24”

D6-1

48”

D3-1

7

130

Light Cannon

20”

D6-1

40”

D3-1

8

147

Heavy Cannon

30”

D6-1

60”

D3-1

9

196

Organ Gun

10”

2D6-2

20”

D6-1

5

135

-

-

15”

D6-1

10

135

Light Catapult (I)

9-18”

D6-1

36”

D6-2

10

266

Heavy Catapult (I)

12-24”

D6-1

48”

D6-2

12

288

Rockets (I)

10-20”

2D6-2

40”

2D6-2

4

180

Flame Cannon

Handy Stuff to know

Legions of Battle fast play sheet. © Mark Sims. Permission granted to copy for personal use only.

Page

1 2 3 4 5 6 7 8 1 2 3 4 5 6 7 8

58

STAND & FIRE

EVADE

STAND & FIRE

EVADE

STAND & FIRE

EVADE

STAND & FIRE

EVADE

STAND & FIRE

EVADE

STAND & FIRE

EVADE

COUNTER CHARGE

HOLD

COUNTER CHARGE

HOLD

COUNTER CHARGE

HOLD

COUNTER CHARGE

HOLD

COUNTER CHARGE

HOLD

COUNTER CHARGE

HOLD

1

1

1

1

1

1

1

UNSTEADY UNSTEADY

1

1

1

1

1

1

1

UNSTEADY UNSTEADY

2

2

2

2

2

2

2

UNSTEADY UNSTEADY

2

2

2

2

2

2

2

UNSTEADY UNSTEADY

3

3

3

3

3

3

3

UNSTEADY UNSTEADY

3

3

3

3

3

3

3

UNSTEADY UNSTEADY

Legions of Battle counter sheet. © Mark Sims. Permission granted to copy for personal use only.

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