-1 to Melee to attack uphill
(never below a "1"), but Shooting up hill as normal
No modifier for Attacking
down hill, but Shooting down hill is +1 (never over a "5").
Death Worthy of a Song
If attacker hits in either
Melee or Shooting with a "1" and defender fails his armor save with w
"6", then the defender has been split asunder, decapitated or otherwise
killed in a truly horrifying manner. All figures of the defender’s army
within 3" must make a Morale check.
3 Infantry figures with shields may form a shieldwall. Move the figures
next to each other, shoulder to shoulder, and all facing the same way.
Declaring them a shield wall ends their movement for that turn. All
members of the shield wall get +2 to their Armour (up to a maximum of 5)
against any attacks from the front.
in a shieldwall can
only move at half their Movement, and only straight forward or
straight back (no turning or wheeling), and never through rough terrain or
over any obstacles, though it may reverse it’s facing if it does not
make any other movement. Members of a shield wall may not perform any Shooting
attacks or cast spells. Flyers may not form a
in the front rank of a shieldwall must attack the enemy figure directly
in front of it. If it has a second or third attack it may target another
figure within range after the one in front of it was attacked.
Infantry armed with spears in
the second row of a shieldwall may attack the enemy’s front rank. They
count as in melee, so archers cannot shoot at them, but do not get
attacked nor free hacked by the first rank of the enemey’s shieldwall.
Figures in the second row of a shield wall that are not attacking with
spears may be shot at if the archers have line of sight. Any shooting or
melee attack tageting a shieldwall's rear does not get the +2 Armour
A shield wall is broken
when there are less than 3 figures contiguous to each other. If a figure
was killed and removed from play from the front rank, then a new figure
- if available - may move in and fill the gap during that player's
Movement. A player
may voluntarily dissolve a shield wall at the beginning of his Movement
phase, with all figures behaving normally after, but cannot use those
figures to form another shield wall in the same turn. Keep in mind that a shield wall is a tempting target for
Wizards, as spells like Fireball or Paranoia could cause all sorts of
Based on Range
Idea: if a Shooting Skill of 3 at a maximum range
of 18” costs 9 points, then shouldn’t a Shooting Skill of 3 at a maximum
range of 1/3 of that cost 1/3 as much?
This is another completely optional
variation that hopefully will allow for better representation of how you
think your little painted people on the tabletop should behave and
permits a bit more flexibility in troop design without thoroughly
upsetting the balance.
6” Maximum Range Cost
12” Maximum Range Cost
18” Maximum Range Cost
6” range for throwing weapons used by most
human-sized warriors: javelins, darts, chakram,
throwing knives or axes.
12” range for atlatl or light bows.
18” range is standard for all missile weapons in
Keep in mind that these are just suggestions and
they ain’t canon. Stat ‘em as you see fit within the framework of the
rules. By the way: all of the
shown in the OPFS section are for the standard (18" maximum range)
This is a
game of heroic fantasy; every warrior will fight to his last breath. If
you are playing a campaign, then you know (roughly) how much of your
force you are willing to let fall upon the field of battle before
withdrawing. But what if you want something a bit more "traditional" in
your one-off games? These optional rules may work for you.
mind this will increase the paperwork a bit. You will need to generate
an additional stat for each figure on the table. You will have figures
react in an involuntary and often undesirable way. Dice rolls will have
to made when certain figures or a portion of your force are removed from
New stat: the Morale Value -
thing we need is a number. These games always have numbers associated
with figures - how far can it move, how well does it shoot, how good is
it in melee, etc. So, let's give each figure a Morale Value. Do we make
it something else to purchase when generating stats for the figure? Nay,
for that will just muddy the waters. Let's make it based on the various
values the figure already has. How about taking the average of the
figure's Melee Value and Armour Value? This bases the new number on the
ability of the figure to fight toe-to-toe and its chance to survive a
successful hit against it. Seems simple enough.
Figure's Morale Value = (Figure's Melee Value + Figure's
Armour Value) / 2
Add the figure's Melee Value and Armour Value together, then divide that
number by two. Round up to the next whole number if necessary. Having
multiple attacks has no bearing on this, so just use the use the Attack
Morale Value do you use? -
the highest Morale Value in the group. Keeping with the heroic theme, the
lesser warriors will continue to fight as long as the toughest guy in the mob says
so. When he runs away, they all run away. You will naturally want to
gather your troops around the figure with the highest Morale Value.
Who's in the group? -
Measure from the figure with the highest Morale Value out to that
figure's Morale value in inches. Any friendly figures within that range
are in his group.
Ungar the Ungainly has a Morale Value of 4. Every friendly figure within
4" of him may be in his group and gets to use his Morale Value.
have more that one group on the table at one time, and the groups may
overlap, but just keep track of which are grouped with what. Individual
figures use their own Morale Value if they are not a member of a group.
Flyers may only be grouped with other flyers. Groups may be formed or
dissolved at any time during the Movement phase.
- When do
you roll for Morale? -
When any of things below happen, roll for Morale at the end
of the current phase.
leader of your side dies - every figure or group of
figures in your army makes a Morale roll. The king is dead!
The day is lost! Flea!
Hero in a group of yours dies - only members of that group
make the Morale roll. Note: if the Hero was also the overall leader,
then use the rules above.
When you lose 1/2 of the number of figures you started off with on
your side - every figure or group of figures in
your army makes a Morale roll.
Morale Roll Modifiers
situations will help you troops when their bravery is tested. These are
called "modifiers" and are added to the figure's Morale value.
your overall leader still alive
♦+1 if you
have one or more Heroes or Wizards on your side. You get a +1 for either, not +2 for
♦+1 for being behind cover or part of a shieldwall.
Like above, being in a shieldwall that happens to be behind cover does
not get you a
Maximum modified Morale Value cannot exceed 5.
- The Morale Roll -
As both Shooting and Melee are
simultaneous, all morale checks are done at the end of the current
phase, with the effects being instantaneous and completed before the
next phase begins.
Roll a single
six-sided die, with a roll of the Morale Value or less being
a success and a roll higher than the Morale Value being a
failure. A roll of "1" is an automatic success no matter
what their actual Morale Value is, while a roll of "6" is an
Success - Nothing
happens. They knew the job was dangerous when they took it. They behave
Failure - The individual figure or the entire group turns
around and runs directly away from the enemy at its maximum move. Any figures that
run off the table are out of the fight.
Figures fleeing from melee do not suffer a free hack from
- Rally -
At the beginning of the next
turn - after Initiative is rolled but before Movement - a
group of figures that failed their Morale roll but are still on the
may try to rally by rolling the Morale Value or less of the
individual or highest one in the group. If they pass this
roll, they may act as normal starting immediately. They are back in the
battle! If they fail they are removed from the
game. If a Leader or Hero is removed from play, then a new Morale
Check for the effected figures must be made immediately, but do not get
to do a rally check until after Initiative next turn.