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~
Optional
Rules ~
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Shield wall
Infantry
figures with shields may form a shield wall if there are at least 3
figures. Simply 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 the
benefit of +2 to their Armour up to a maximum of 5.
Once
formed into a shield wall, they can
only move at half their Movement, they may only move straight forward or
straight back (no turning or wheeling), and never through rough terrain or
over any obstacles. Members of a shield wall may not perform any Shooting
attacks or cast spells. If the shield wall has more than one rank, fresh
figures may automatically take the place of fallen comrades from the
front rank, and this does not count as movement. Flyers may not form a
shield wall.
A shield wall is broken
when there are less than 3 figures contiguous to each other. The 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
mayhem.
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Alternate
Shooting Values
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.
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Shooting Value |
6” Maximum Range Cost |
12” Maximum Range Cost |
18” Maximum Range Cost |
|
5 |
5 |
10 |
15 |
|
4 |
4 |
8 |
12 |
|
3 |
3 |
6 |
9 |
|
2 |
2 |
4 |
6 |
|
1 |
1 |
2 |
3 |
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
this game.
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
troop lists
shown in the OPFS section are for the standard (18" maximum range)
Shooting.
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Morale Rules
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.
Keep in
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
play.
-
New stat: the Morale Value -
First
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
Value. Eek.
Math.
-
Whose
Morale Value do you use? -
Answer:
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.
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Who's in the group? -
Answer:
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.
Example:
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.
You many
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.
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- When do
you roll for Morale? -
When any of things below happen, roll for Morale at the end
of the current phase.
► Overall
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 (by magic or otherwise)- only members of that group
make the Morale roll.
►
Death of a figure in a group of yours directly caused by magic -
only members of that group make the Morale roll.
►
When you lose 1/4 of the number of figures you started off with on
your side,
then again at the loss of 1/2 - every figure or group of figures in
your army makes a Morale roll.
Morale Roll Modifiers
Certain
situations will help you troops when their bravery is tested. These are
called "modifiers" and are added to the figure's Morale value.
+1 for
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
both.
+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
+2.
Maximum modified Morale Value cannot exceed 5.
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- The Morale Roll - 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
automatic failure.
Success - Nothing
happens. They knew the job was dangerous when they took it. They behave
as normal.
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.
- 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
table
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 failed, then make another Morale Roll. Yep, there's a
second one. If they pass then they stay exactly where they are and may
try to rally again next turn. If they fail they are removed from the
game.
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