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Теги: board games games
Год: 2003
Текст
Fantasy Rules!
A Chipco Game
Third Edition, 2003
Fantasy Rules! editions 1 - 3, and all contents copyright Chipco 2003, except for public domain items.
Introduction
Never in the memory of the world had such a war occurred. In the skies, great
flocks of eagles spun and turned in combat with dark, bloated, tentacled things that drifted
through the air reeking of sulfur and spreading disease and corruption in their wake. On
the land, enormous armies clashed, their banners and pennants rippled by unnatural winds.
Giant stone colossi and golems ranged where they would, along with all size and manner
of war machines from the carts of the inquisition to the infinitely variable battle wagons
of the gnomes. Battles raged within the earth also, as dwarves and kobolds struggled for
victory in the dark tunnels and stinking warrens of their subterranean empires. Even the
pristine sea was not spared the ravages of the conflict as water shamen and hydromancers
led armies of mer-folk and sea creatures into battle in the reefs and trenches of the ocean.
On the surface, dolphin chariots and giant squid grappled with ships and other sea monsters for control of the sea-lanes. In all the known world there was no place safe from
conflict, and everyone agreed that the war must be the work of gods; for who else would
play such games with the lives of mortals?
Welcome to the third edition of Fantasy Rules! Much is the same, but a great many
things have also been changed thanks to the inputs of players and the inevitable development of concept. To ease the task of those experienced with the rules, all changes to the
second editon are in a different color, as you can see here. Also, this edition takes full
advantage of the capabilities of Acrobat, so it is extensively bookmarked and has thumbnails for every chapter. Using this and the chapter headers should help you find your way
around easily.
Fantasy Rules!, or “FR!”, takes place in the worlds of fantasy and mythology. The
races in the game correspond roughly to the armies of earth’s history and the creatures of
their mythologies, the armies of popular fictional works of imagination, and even some
creatures particular to FR! alone. FR! features special racial capabilities, a simplified movement and combat system, numerous different spells, and a novel “continuous magic” system that lets magic be played at any time in the game by either side. The morale clock makes
FR! playable in around one to two hours with 750 to 1000 point armies. The composition of
individual armies is variable within parameters, and FR! is designed to allow play in 15mm
or 25mm scales with all popular figure lines.
The rulebook you hold in your hands is the result of many years of development
and can appear daunting. It is really not, however, as you will discover. The rulebook is
organized as follows.
Section One: Basics introduces some basic concepts for the game.
Section Two: The Game outlines the rules of play in sections corresponding to
the sequence of play. The actual rules for movement, magic, and combat are each only a
few pages long – simple, really.
Section Three: The Stuff of Dreams introduces you to the real meat of Fantasy
Rules! – the almost infinite variety of character types and unit types, along with special
items and abilities, optional rules to expand your universe of play, and rules for creating
your own unit types and magic spells.
2
Introduction
Section Four: Reference gives you some helpful reference materials, including
over 50 complete army lists.
We recommend that you take the following steps in reading FR! for the first time:
skim over the various chapters and become familiar with the overall organization of the
rules; read sections one, two, and three in order; scan the reference tables, spellbooks, and
sequence of play in section four; review sections one and two; enjoy your first game!
Instead of limiting your imagination to a fantasy universe of our creation, we’ve
endeavored to give you a fantasy rule system that allows you to play in any mythological
or fantasy universe of your choosing. Please let us know if we’ve been successful. You can
reach us at:
Chipco
http://www.sabersedge.com/chipco
Chipco1@aol.com -Chip
for questions relating to Le Petit Empereur, Age of Gunpowder,
Days of Knights, and Chrysanthemum Throne
Chipco2@aol.com - Curtis
for questions relating to Fantasy Rules! and Days of Knights.
That’s Chip on the left and Curtis on the right. Thanks for buying Fantasy Rules!. We appreciate your
business and hope you have a great time with our game!
3
Basics
As you move through Fantasy Rules! you will be exposed to many concepts, often in
considerable depth. These will usually appear in their own specific rules sections. Some concepts are
very basic, however, and will be encountered in many places within Fantasy Rules! We have summarized them for you here.
Wargames. Whether fantasy or historical, wargames involve the use of printed rule sets
describing the ways that various units and characters depicted on the wargaming table move and
interact. These rule sets may be of the simulation variety, or of the effect variety.
Simulation rule sets seek to precisely simulate the capabilities of individual soldiers and
their weapons during a given period in history. They may also include the impact of command and
control, long distance movement and supply, the weather, and perhaps even forces such as diplomacy
that are only peripherally related to the battle’s outcome. These rules sets take considerable time to
learn and often require calculation and that players use complicated tables to achieve the end result.
Play time for simulation wargames can run from four or five hours to days.
Effect rule sets seek to simulate the feel of the period through the use of highly abstracted
rule conventions. These sets require little computation and few tables because many of the effects
present in simulation wargames have been integrated into higher-level rules. Play time for effect
wargames typically runs from one to three hours.
Not all wargames are alike or easily classified into one of the two categories we’ve described,
but rather fall somewhere between these two ends of the spectrum. Of the two, Fantasy Rules! is most
like an effect wargame.
Miniatures Wargames. What distinguishes miniatures wargames from traditional board
wargames you may have played is the use of miniatures, or figures. Miniatures are small (usually ½
inch to 1-½ inches tall) replicas of soldiers, heroes, and creatures. Typically made of metal, they are
bought unpainted at a game or hobby shop. Older miniatures were made of a lead alloy while more
recent ones are lead free pewter; but no matter the material most wargamers still refer to these figures
as lead miniatures and to playing miniatures wargames as pushing lead.
Painting the miniatures you purchase is a topic of its own, and researching the proper
appearance of a particular unit prior to painting is often the introduction to a fascinating lifetime of
study. Miniatures are what attract gamers to these games. Painted historical miniatures often recall
memories of exciting childhood adventures with toy soldiers. Fantasy miniatures often recall the
pleasure of reading great novels of fantasy and the vicarious thrill of imagining that “you were there”
while eldritch energies crackled over the battlefield. Fantasy Rules! allows you to combine historical
and fantasy gaming by including rules for both historical and mythological armies as well as those
depicted in the works of modern fantasy fiction.
Mass and skirmish miniatures wargames. Within the categories of simulation and effect
rules sets, a further categorization into mass and skirmish miniatures wargames is possible. In mass
wargames, you simulate a whole unit by mounting several miniatures onto a pre-cut piece of material
called a base. In skirmish wargames you mount each figure on its own individual base. These two rules
types generally give a very different feel to play. Fantasy Rules! is of the mass sort, although it does
have individual characters mounted on their own bases similar to skirmish rules sets.
Figure scale. Most figures used in miniatures wargames are made in one of two scales, 15mm
or 25mm, although figures are also available in 6mm and 10mm.The term 15mm scale refers to the
height of the figure from the bottom of the foot to the eyes, and as such is different from the 1/72
4
Basics
scale or 1/48 scale of model airplanes, for example. You can well imagine that 25mm figures are bigger
than 15mm ones and thus take up more space on the table, although they do look more imposing and
generally hold more detail. They also tend to be more expensive, either painted or unpainted. To add
some confusion, some figure manufacturers sell 25mm figures that are obviously larger and more
robust than other manufacturers’ equivalents. In fact, these are closer to 30mm than 25mm, but are
generally usable with no difficulty, especially in a fantasy environment.
We designed Fantasy Rules! for play with figures of all scales, but you will find that all
movement rates, ranges, etc., in the body of the rules are given for 15mm scale figures to ensure
consistency. We have, however, included a separate reference table with the appropriate values for
25mm play (both of these tables are also given with metric values). In general, you can simply double
the numbers specified for 15mm to get their 25mm equivalents. If you wish to play FR! with 10mm or
6mm scale figures we recommend using the 15mm base sizes, ranges, etc., with more figures packed
onto each individual base.
Bases. A 1-½ inch/40mm square piece of material (60mm square for 25mm figures) upon
which a specified number of figures are mounted is called a “base”. These bases may be purchased
pre-cut from many manufactures in metal or plastic, or you may cut them out yourself from whatever
material you desire.
Units. A base with one or more figures of a specific type on it is called a unit of that type.
Groups. Two or more friendly units in base to base contact are called a group.
Characters. Fantasy Rules! also uses characters. These individually mounted figures may
be mounted on any base size desired, although we recommend 20mm square for characters on foot,
and 20mm x 40mm for characters mounted on horses and the like. Units can also be characters in FR3
- See the full character rules later.
If you play miniatures wargames already, and do not want to re-base your figures, see the
Construction Tips chapter for some suggestions on managing this. One of Chipco’s mottoes is “play
with what you’ve got.”
Fig. 1. At the bottom of
the photo is a longbow
unit with an attached
character. The two sideby-side pike units in the
upper left are a group.
Like the longbows, the
knights in the upper right
are a unit with an
attached character.
5
Chipco’s Fantasy Rules!
Figures per base. There is no specific number of figures required per base for any unit type,
but two common sense rules apply: 1. All units of the same type must have the same number of figures
per base, and 2. Prior to deployment each player must explain to the other player what type of unit or
character is on each of their bases. See the construction tips chapter for some suggested numbers of
figures per base for different unit types.
Armies. Fantasy Rules! provides more than 50 army lists. Each one is described in a later
chapter of the rules. This chapter also includes tables that list what unit types may be purchased for
each specific army. Not all armies can have every unit type. This is to allow either for actual historical
differences and limitations or for those contained in the fantasy novels upon which the armies are
based. You are free to create your own lists using the rules in the “Do It Yourself” chapter – just clear
them with your opponent prior to play.
Playing area. Miniatures wargames are typically played on tables, most often of the kitchen
or Ping-Pong variety. We refer to these tables interchangeably as boards, playing areas, or tables.
There is no set table size for Fantasy Rules!, but we recommend 3’ x 4’ for 750 - 1000 point armies, and
4’ x 6’ for 1500+ point armies. The typical kitchen table is perfect for most games of Fantasy Rules! —
even if you’re using oversized 25mm figures!
The Forward Arc. Each unit has a “forward arc” determined by the diagonals of its base as
shown in Figure 2. The forward arc of any unit is called its arc of movement. The forward arc of an
artillery, skirmisher, longbow, or crossbow unit is also called its arc of fire. The forward arc is also used
for determining when-charged bonuses, counter charges, and some magic spells.
Fig. 2. The arc of fire/arc of movement of a unit
Turn Order. Each Fantasy Rules! game is composed of a series of complete turns. Each turn
is composed of two phases, one for each player or side. One side goes completely through all the
actions of its phase before the opposing side does the same. The player whose phase it is currently is
referred to as the phasing player.
Purchasing units. The size of armies is described in terms of points; a 1000 point army, a 500
point army, etc. Units are also described in terms of points; a unit of light cavalry costs 40 points, for
example. Once the size of the army to be played with has been decided upon, each player purchases,
or buys, a number of units and characters whose total is less than or the same as the army’s point total.
For example, if you wished to play with 800 point armies and you only wanted to use light cavalry
units, you could buy 20 of them for a total of 800 points.
Attachment. Artillery units of all types, skirmisher units, and characters may be “attached”
to a unit (which is then known as the primary unit) by moving them into base to base contact with, and
directly behind, the primary unit. The attached units, or attachments, are then considered to be colocated with the primary unit and occupy the same space it does. Boardgame players know this
concept as stacking. If the board placement of attachments hinder the primary unit’s ability to move,
simply mark the attachment’s place with the primary unit using a coin or other marker. Then remove the
attachments from the playing area until they can be fit in behind the primary unit again. Characters
may be attached to a unit that already has another unit or character attached, but only one artillery or
skirmisher unit may be attached to a single primary unit. No unit type may attach to specials or
monsters (see the “Unit Types” chapter).
6
Basics
Fig. 3. In the photo, the
spear unit on the left has
a heavy artillery unit
attached, the handweapon
unit in the center has an
attached skirmisher unit,
and the spear unit on the
right has two attached
characters.
Demoralization. A unit is demoralized when it has taken damage but has not been destroyed. Unit demoralization does not refer to its emotional morale state, per se, but rather to its
diminished capacity to take part in the battle – for whatever reason. Whenever a unit becomes
demoralized mark it with a casualty cap or other appropriate marker, or you can get really fancy and use
painted figures for ‘casualties.’ Inexpensive knitting rings available from fabric stores make fine
demoralization markers. Units attempt to “rally” away this demoralization at the beginning of each
friendly phase – see the chapter on rallying later in the rules.
Demoralized units suffer certain penalties — they may not voluntarily engage, or charge,
enemy units (though they will continue to fight any unit with which they are already engaged); they
suffer a penalty in any existing melee of which they are a part (they subtract one from all melee and
rally rolls); and they have a harder time clearing traps. Units that have been double demoralized
(demoralized twice without rallying) are also pushed back one base length, subtract one from any
melee of which they are a part, and become even harder to rally (they subtract two from all rally
rolls).
Some units (like Blobs and multibased units) have extra demoralization markers. This
represents units that are extra tough or can take extra damage. These units demoralize normally
when, and not until, all of the extra demoralizations have been exhausted. Until that point, the
unit it is not affected by demoralization results (minus RF and CF, cannot charge, etc.), nor do these
demoralizations count on the phase moral clock. See the Unit Types chapter for more detaisl.
A “Kill” result causes two demoralizations to these units; one of which is permanent and
can not be rallied away. A Unit can only rally away two demoralizations per turn.
Damage. Cities, walls, ships, and automatons can be damaged. This is discussed in detail
in the advanced rules later in this chapter.
Destruction. When a unit has taken so much damage that it can no longer fight effectively it
is destroyed. All members of destroyed units have not been killed necessarily. Light cavalry units, for
example, are more likely to have been dispersed by the combat that destroyed them. Destroyed units
are removed from the playing area.
7
Chipco’s Fantasy Rules!
Dicing. Fantasy Rules! uses standard dice types and refers to them in the following ways:
d10 refers to a 10-sided die, d12 refers to a 12-sided die, d6 refers to a 6-sided die.
The zone of control. All units have a zone of control that extends one base width by one base
length directly in front of the unit (but not through walls or the sides of ships). Any enemy within this
zone (and on the same level of operation), or moving into this zone, may only attack the friendly unit
(or another adjacent unit in its group), stay put, or retreat. We intend this rule to prevent enemy units
from moving closely across the front of friendly units and any questions arising within play should be
resolved with this in mind.
Spirits and ethereals (described in the “Unit Types” chapter) are an exception to this rule as
they may move through a unit’s zone of control without attacking it. A unit’s zone of control does not
extend up or down, so that a ground unit’s zone of control does not affect fliers or burrowers, a flying
unit’s zone of control does not affect ground units, etc.
Pre-measurement. Fantasy Rules! allows you to measure any distance at any point during
the game, including before you declare a charge or before you target an enemy unit with artillery or
bowfire. This concept is known as pre-measurement.
Tactical Concepts. We are longtime historical miniatures gamers as well as fantasy miniatures gamers. Given this fact, we have always aimed to create a fantasy miniatures rules set that
includes the tactical considerations used by historical commanders. Some of these considerations
and their analogs in Fantasy Rules! follow:
1.
2.
3.
4.
5.
8
Mass. Infantry soldiers in a battle line draw considerable consolation and
encouragement from their compatriots to either side. They also acquire increased momentum in their charge and resilience in defense from sheer numbers. The concept of mass is contained in the support rules.
Shock. Charging cavalry, battlewagons, etc., carry with them an increased
momentum due to the speed of their mounts. In addition, the size or fearsomeness of their mounts can be intimidating to the unit being charged. These are
advantages, however, that tend to disappear once contact has been made and
so only apply on the charge. The concept of shock is contained in the charge
bonus.
Weapon Capabilities. Historically, certain weapons were used to counter other
weapons. Pikes, for instance, were used in the middle ages and the Renaissance to eliminate the effect of a cavalry charge. A pike is unwieldy, however,
and often limited the movement capability and combat effectiveness of units in
difficult terrain. The concept of weapon capabilities is contained in the when
charged bonuses and movement/combat rates and factors of the specific unit
types.
Skirmishing. Certain unit types operated as loose formations in front of the
main battleline. These troops were often capable of rapid movement and their
primary function was to harass the enemy and disrupt the integrity of its
battleline. These units were, by their nature, lightly armored and of little use in
a straight head-to-head fight, so they would often retreat into the friendly
battleline or disperse prior to contact. The concept of skirmishers is contained
in the rules for infantry skirmisher units and light cavalry units and in the rules
for attachment.
Fire support. Commanders often assign ranged fire units, like skirmishers or
light artillery units, to a specific unit for its use alone. These ranged fire units
then augment the abilities of their new parent unit, but they also share its fate.
The concept of fire support is contained in the rules for attachment and applies
to skirmisher and artillery units.
Basics
Creating an army for FR!. All Chipco games emphasize playing with whatever armies or
figures you have already, and FR! is no exception. The elements of most armies are readily available
from the manufacturers of historical and fantasy miniatures, particularly in 25mm scale, although some
monsters and specials may require ingenuity on the part of the player (but that’s half the fun!). FR!
contains some a Construction Tips chapter to help with this. Figures from manufacturers using 20mm
square slotted bases are particularly easy to use in FR!. Units should be based to allow for easy
identification by either side. Color schemes are completely at the player’s option.
Armies may be configured using the army lists. Units permitted to the army of your choice
are denoted by white boxes, units denied it are denoted by black boxes. The cost of each unit type is
shown in the Reference Table. If you want to play with 750 point armies, just choose a combination of
units whose total points cost is 750 or less. You may play FR! with any size army you wish!
Advanced Rules
Following are rules for special structures and units that can model a variety of different
universes and scenarios. These may be inappropriate for tournament play unless the scenario is
set up in advance by the GM.
Demoralization and Damage
As noted earlier, our concept of demoralization for units was a combination of damage and
unit cohesion. Rallied units could shake off casualties and fight at the same level as before.
Virtually intact units could suffer a morale failure or lose cohesion, and cease to be an effective
combat unit. However, when modeling castle walls, substantial cities, ships, and very large units,
we needed to add to our concept.
Some units and BBs have additional demoralization markers. These represent toughness;
an ability to take damage (i.e. ships or Castle walls) or casualties (masses of small creatures or
enormous creatures) and still function as before. When such a unit is damaged, the extra demoralization markers are removed first with no negative effects. When all the extra demoralization
markers have been removed, a unit is treated like a normal unit: it counts as demoralized at the
next demoralization, double demoralized at the next, destroyed on the next, and destroyed on a Kill
result. All appropriate negative effects (i.e. cannot charge on D, pushed back on DD) apply.
City/Wall BBs and ships continue to take damage without negative effects until they have
enough damage to be destroyed. Demoralization does not apply to them at all (see City/Wall rules).
Units rally back damage as normal (cities and walls require an engineer, and ships a
mechanic). Rally results may remove at most two levels of demoralization (engineers and mechanics at most one).
If a unit or BB has at least one of its extra demoralization markers, a kill result against
causes it to lose two levels of demoralization/damage. In addition, one of its extra demoralization/
damage markers are permanently removed and cannot be rallied back.
An appropriate way to model these extra markers is to put extra (removable) figures, flags,
or some such on the unit to differential from demoralization markers.
Fire (CF7)
Fire is set against a BB; either a terrain BB (usually containing a unit), Wall/City/or Ship BB, or a
Leviathan BB using either Innate Set Fire (which covers things like Greek fire and fire arrows) or
the Shamanic spell Set Fire. Units/characters with Innate Set Fire take a leadership roll. If
successful, they designate a BB within their range (see rules). Fire Shaman that successfully cast
Set Fire simply designates a BB. That BB then rolls on the Fire Results table.
Terrain features are designated logically (on one wall or city BB, not straddling many, on an entire
forest, one unit’s BB, etc.). If there are any arguments, conform to enemy unit bases as the
appropriate BBs. Ships and Leviathans are so big, that Fire is set against one of their BBs not the
9
A monstrous confrontation between 1000-point armies: Evil and Hill Dwarfs in this case. All you need to play is shown; d10s, demoralization markers, a couple
of tape measures, and a d12 for wizard spells.
Basics
terrain. If they are set on fire, the fire moves with them.
Depending on the Fire Results roll, the BB may be marked with a Fire Marker or a Smolder Marker
(or the fire may go out). If a BB is marked with a Fire Marker, the Fire (CF7) will fight both the units
within the BB, and the City/Wall or Ship or Leviathan BB during the next melee phase. If a BB is
marked with a Smolder Marker, nothing else happens until the next Turn.
At the beginning of each turn, in the Turn Fire Phase, Smolder Markers on BBs are changed to Fire
Markers. Every BB already with a Fire Marker rolls on the Fire results table.
Fire can be a great excuse for modeling! Our suggestion is to use a 40x40 base: one side is painted
(marked) as Fire, the other side as Smolder. Or, you could use cotton to denote Smolder, and a
larger piece of Cotton with painted on flames to denote Fire.
Fire Results Roll
1
B
2
B
3
F/E
4
F/E
5
F/E
6
F/E
7
F/E
8
F/E
9
E
10
E
B = Blaze. Fire immediately Flares up to full strength; place a Fire Marker on the BB. F = Fire. BB
catches on Fire (place a Smolder marker on it) or remains afire. E = The fire is extinguished.
Terrain modifiers:
·
Air/Water (surface) BBs: Results 3-10 count as Extinguished. On a B result, place a Fire
Marker on the BB. The Fire automatically is extinguished during the Turn Fire Phase.
·
Marsh BBs: Results 5-10 count as Extinguished. On a B result, place a Fire Marker on the BB.
If it already has a fire marker it remains afire.
·
Metal/Brick/Stone Wall, City or Ship BBs: Results 5-10 count as Extinguished. On a B result,
place a Fire Marker on the BB. If it already has a fire marker it remains afire.
·
Forest/Brush: Results 9-10 count as Extinguished. On a B result, place a Fire Marker on the BB.
If the BB already has a Fire marker it remains afire -- roll again on the Fire Results Table. On a B
result, place a Fire Marker on all adjacent forest BBs (or the entire forest terrain feature if this
covers the vast majority). Roll as one for the entire amount of BBs (or entire terrain feature) on
the next roll(s).
·
Leviathans or Wooden Wall, City or Ship BBs: Results 7-10 count as Extinguished. On a B
result place a Fire Marker on the BB. If the BB already has a Fire marker it remains afire -- roll
on the Fire Results table for each adjacent (base to base) Wooden Wall, City or Ship BB(s).
·
Clear/difficult terrain: Results 7-10 count as Extinguished. On a B result place a Fire Marker on
the BB. If the BB already has a Fire marker it remains afire -- roll a D12. The BB in that direction
rolls on the Fire Results Table.
·
Earth Wall, City or Ship BB or Fortification BB: Results 7-10 count as Extinguished. On a B
result, place a Fire Marker on the BB. If the BB already has a Fire marker it remains afire -- roll a
D12. The BB in that direction rolls on the Fire results table.
11
Setup for Play
To play FR! you will need one ten sided die ( d10) and one six sided die (d6) per
player and (if using wizard characters) a twelve sided die (a d12), casualty caps or other
markers (around 20 for each player), whatever terrain you desire, your armies, and a ruler or
tape measure. For beginners we recommend using no terrain other than the terrain objective. The setup order is as follows.
1. Place terrain on the board by mutual agreement.
2. Place one 6-inch square terrain objective randomly along the center-line of the
table. Decide what kind of terrain it will be.
3. Roll a die. The winner picks his home table edge and then chooses to either
move first or second. If the winning player chooses to move first he must also deploy first.
There are distinct advantages to both moving first and deploying second so consider your
options carefully.
4. Each player briefs his opponent on the unit types in his army.
5. Players then deploy 12 inches (30 cm) away from their opponent. You may deploy farther apart than this, but bear in mind that maneuver, flight, and magic will play a
bigger role in the game if you do. Remember that one player deploys first, followed by the
other player.
6. The player who goes first moves completely through the sequence of play during the first phase of the turn. His opponent then likewise steps through the sequence of
play during the second phase of the turn. When the players have completed one phase
each, they have completed one full turn.
Notes for Tournament Play
We designed FR! to be freewheeling and capable of embracing whatever fantasy
or mythological setting you may like. For consistency in tournament play, however, we
recommend the following:
1. 750 or 1000 point armies.
2. Optional 150 or 250 point sideboards. This reflects the difficulty of making an
FR! army that is equally good against all opponents. We therefore allow players
to keep an additional 250 points of units, characters, and items that they may
exchange with units already in their army. Players may make such substitutions
after learning what opponent they face, but prior to deployment.
3. No more than one level of magic user or dragon per 500 points.
4. For tournaments only, any army not normally allowed traps may purchase one
(and only one) at the normal price.
Finally, if you’re running a tournament at a local or national game convention let
us know about it through the Internet. You can reach us at the address in the “Final
Thoughts” chapter. We can often help tournament masters make their event a success by
supplying prizes and support.
12
Chapter X: Magic
Notes for Multi-player Games
Large games with multiple commands on each side require small rule changes in
order to maintain playability.
One option is for each command, that is, every group that includes a general, to
have their own morale clock. When a command’s morale clock reaches zero, any remaining stands immediately march off their board edge at their maximum movement rate. A
command’s morale clock can decrement in two ways: when a command loses a character
model (two for the general, one for a major character, one for any unit or item costing
more than 100 points) or when their side loses a phase. The morale clock should decrement by one for each command on the losing side of a phase.
A second option is to have the morale clock decrement for each command on the
losing side every turn, not every phase.
In both options each side gets 10 magic points and a d6 for each magic user as
normal. When a command’s morale clock reaches four, all magic users in that command
lose one half of any surviving magic users roll. The game ends when the morale clock has
reached zero for all commands on one side.
Multiplayer cutthroat games can also be accommodated in Fantasy Rules! by using an initiative system. Determine the sequence of player phases each turn by using a
random method (drawing cards, dice, etc.), and then play the game as normal with each
player having their own magic pool and morale clock. Melee is fought every phase. This
makes for interesting strategy, as a player might have a long wait between moves when he
moves first one turn, and last in the next; or he might move twice in a row (when he is last
one turn and first the next). For variety, this initiative system can also be used for two
player games.
Check out our website http://www.sabersedge.com/chipco for a link to the FR Annex by David Lewis for other multi-player suggestions.
13
Rally
At the beginning of each phase, the phasing player attempts to rally any of their
units that are demoralized.
As you will recall, the definition of demoralized is “damaged, but not destroyed.”
Rallying your troops therefore simulates those actions by leaders that are directed toward
reforming, re-organizing, regrouping, and inspiring their troops to shake off their losses
and fight on cohesively and effectively.
Rally troops. The phasing player may attempt to rally each of their demoralized
units by rolling a d10 against the unit’s rally roll number (see the Reference Table). Rolling greater than or equal to this number rallies the unit. Units that have been demoralized
once subtract one from their rally roll; units that have been demoralized twice subtract
two from their rally roll. Any unit that rallies successfully removes a maximum of two
demoralization markers. Any remaining demoralized and double demoralized units continue
to subtract 1 from their melee rolls. Remaining demoralized units also subtract 1 from all
rally rolls (including rally rolls for clearing traps, etc.) and may not voluntarily charge into
contact with an enemy unit. Remaining double demoralized units subtract 2 from all rally
rolls and may not voluntarily charge into contact with an enemy unit.
City BBs, wall BBs, and ships can also be ‘rallied’ during the rally phase, but only
by attached engineers or mechanics.
Faded units (see rules) attempt to return to play in this part of the turn by making
a rally roll at -2.
14
Artillery and Bowfire
There are two major types of artillery in FR!: heavy artillery (including direct fire
types like cannons and indirect fire types like stone throwers) and light artillery.
Artillery range. All artillery is considered to have the necessary range to hit any
target on the board, dependent on line of sight restrictions.
Line of sight. This term refers to the imaginary viewpoint of the crew manning the
guns (or the unit firing bows). If the crew can see its target it is considered to have a clear
line of sight. If the crew cannot see its target, its line of sight is considered obstructed. In
most cases, line of sight can be easily determined by drawing imaginary lines from both
front corners of the firing unit to the nearest two corners of its target (if this is hard to
imagine, we have two photos in the bowfire section of this chapter that will illustrate the
point). If a unit or any piece of terrain disrupts these lines, the line of sight of the firing
unit is disrupted.
Units obstructing line of sight. Any friendly or enemy unit that disrupts the line of
sight of friendly light artillery, cannons, or bow-armed units (including crossbows/handguns, muskets, and rifles), and that is itself a legitimate target for the firing unit (its entire
rear base-edge, or edge farthest from the firing unit, lies within the firing unit’s arc of fire)
blocks line of sight. See Figures 2 and 3 in the bowfire section on the next page. Stone
throwers and other indirect fire heavy artillery are not affected by line of sight.
Artillery Fire. When firing artillery, the phasing player announces the artillery
piece’s target and rolls one d10 to hit. Artillery always hits on a 7+. On a hit, roll another
d10. On the roll of a 7 - 8 the target is demoralized. On a 9 - 10 the target is destroyed.
Heavy artillery (cannons and stone throwers) may move until it fires for the first
time, after which it may not move again except to change facing.
Cannons add +1 to all damage rolls, but require a clear line of sight to their target.
Light artillery (organ guns, swivel guns, bolt throwers, etc.) may move after firing
for the first time, and may move and fire in the same turn.
Light artillery may fire at fliers, heavy artillery may not.
No artillery may fire at units in melee.
Cannons and light artillery may not fire through other units regardless of type.
Artillery may attach to other units. Note that once a heavy artillery unit has fired,
any unit to which it is attached may move away from it, but it may not move with them.
Elite artillery adds +1 to both its rolls to hit and to rally rolls (+0,+1,+1).
So why doesn’t artillery just
roll once instead of twice?
Because some magic spells
work just like artillery, but
only require a damage roll.
Missile fire
Units using bows, javelins, crossbows and other projectile weapons carry out
missile fire. Missile fire may be purchased for certain unit types as an ability; when you do
this it is referred to as buying bows, or missile fire, for the unit. Some unit types, such as
dragons, can also have breath weapons. Breath weapons function in all ways like missile
fire (or artillery fire).
Missile armed units have two functions in FR! — to fire in support of infantry
units prior to melee and to use ranged fire independently from either a position on line or
15
Chipco’s Fantasy Rules!
as skirmishers. The former function is carried out by attached skirmisher units, the latter
function is carried out by crossbow, musket, rifle, and longbow units, and attached skirmisher units. Missile armed units may fire at any one unit within their range (5 - 15 inches)
and with the rear edge (or edge farthest from the firing unit) of its base lying completely
within the firing unit’s arc of fire. Range is measured from the front edge of the firing unit
to the nearest point on the target unit.
Fig. 1. This photo shows
the range of a skirmisher
unit (the central arrow leading from its front edge to
the pike block) and its arc
of fire (the two rays emanating from its center).
The entire pike block lies
within its arc of fire, but
the knights do not since
their entire rear edge is not
within the skirmishers arc
of fire.
More than one bow-armed
unit may fire at the same
target at one time.
16
When firing missiles, the phasing player declares the firing unit’s target and rolls
a d10. The effects of the roll are summarized in Table 1 on the following page. Missile armed
units, including those armed with breath weapons, may concentrate fire: more than one
missile armed unit may fire at one target at the same time in order to obtain a greater effect.
To read the effects of the concentrated bowfire look down the rows until you reach the
number of units firing at the target. Then look across the columns until you reach the
number rolled on the die. The intersection of the row and column specified will show the
result; either no effect (blank), demoralized (D), or killed (K). The greatest missile fire effect
in FR! is caused by 4 units firing on a single target. Although more than four bow-armed
units could potentially fire at a single target, we assume that the effect would be no greater.
Artillery and Bowfire
Table 1. Missile Fire Results
# of Bow Units Firing
1
2
3
4
5
6
7
8
9
10
11+
1
-
-
-
-
-
-
-
-
D
D
K
2
-
-
-
-
-
-
D
D
D
K
K
3
-
-
-
-
D
D
D
D
K
K
K
4
-
-
D
D
D
D
D
K
K
K
K
Table 1. Missile fire. The
number of units firing at
the target are on the
vertical axis, and the
results of your d10 missile
fire roll are on the
horizontal. The letter at
the intersection is the
result of the missile fire.
D=Demoralized,
K=Killed.
Skirmisher units (but not crossbow/handgun, rifle, musket, or longbow units) may
attach to other units. Attached skirmisher units are affected by everything that affects
their primary unit, although somewhat differently. Skirmishers attached to a unit that is
engaged or demoralized (or both) may not detach from that unit until it rallies or becomes
unengaged. They may use ranged fire as normal however. Additionally, they confer a +1
bonus to any unit to which they are attached when fighting fliers or being charged. Skirmisher units attached to a unit that is destroyed are also destroyed. In this instance the
destruction of both units counts against the morale clock, and not just the unit to which
the skirmishers were attached.
Skirmisher units may attach to other skirmisher units, effectively creating units of
massed bows.
Missile armed units may not fire through other units.
Elite bow units add +1 to their firing rolls.
The same rules for line of sight apply to missile armed units and artillery.
Missile troops can buy Innate Set Fire which gives them the ability to set things
on fire.
Fig. 2. The knight unit
blocks the line of sight
between the left
skirmisher unit and either
unit in the pike group
because it both disrupts
their line of sight and it
is a legitimate target for
the firing unit.
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Chipco’s Fantasy Rules!
Fig. 3. The knight unit
does not obstruct the line
of sight of the right
skirmisher unit firing on
the left pike unit because,
although it does disrupt
the line of sight, it is not
also a legitimate target
for the firing unit (it’s
outside of its arc of fire).
You can easily see that
the right skirmisher unit
has a clear line of sight to
the right pike unit.
Ranged fire. Attached skirmishers may use ranged fire as normal provided the unit
to which they are attached is not engaged in combat with an enemy unit. If the attached
skirmisher unit can use ranged fire it fires from the front edge of its primary unit’s base
using the primary unit’s forward arc.
Movement Limitations. Handgun/crossbow and musket units may fire or move in
the same phase. Other missile units may fire and move in the same phase.
Throwing Weapons. Throwing weapons (Norse throwing axes, Roman pila, throwing spears,
nets, boulders, etc.) are intended to disorder, deshield and soften up an opponent during a charge or
when receiving a charge. When a unit with throwing weapons charges an enemy unit, or is charged
within the front 45 degree angle (same rules as for a When Charged CF bonus), the enemy unit takes
a rally test and, if it fails, goes demoralized. Spirits and Specials are immune to this test.
Dragon breath works just
like missile and artillery
fire.
Dragon Breath. Dragon breath works just like missile fire or artillery and gives
dragons a ranged attack unlike any other creature in the game. It can also give them a
bonus when being charged and when fighting fliers. Dragon fire can be combined with
missile fire from ordinary units on the bowfire table. For example, one skirmisher unit fires
as one unit on the bowfire table, but a skirmisher unit and a dragon together fire as two.
Large Monsters, unlike dragons, may only buy bowfire, not artillery fire.
Cover and Concealment. If a target unit is more than one base width deep inside a
forest, marsh, or built-up area, it is considered concealed. Bow-armed units or artillery may
not fire upon concealed units. If any part of a target unit’s base is less than one base width
deep within a forest, marsh, or built up area it is considered in cover (see rules for City/
Wall BBs). Bow-armed units targeting units in cover subtract 2 from their normal bowfire
roll. Artillery targeting units in cover subtracts 2 from its to-hit roll.
Bonuses. Units with bowfire add 1 to their melee roll in any phase in which they are
charged by an enemy unit (a when-charged bonus), and 1 in any melee against fliers. These
bonuses are cumulative so that, for example, a bow-armed unit adds 2 to its melee roll in
any phase in which it has been charged by fliers. When a charging enemy unit begins its
charge outside the friendly unit’s arc of fire, the unit does not get a when-charged bonus.
18
Movement
Movement by individual units or groups in Fantasy Rules! is referred to as a move
and is defined as a change in the location of the unit or group of units relative to the
tabletop. The movement column in the reference table shows the distance that various unit
types can move straight ahead in open and difficult terrain (there is a discussion of terrain
later in this chapter). This distance is expressed as “3/2” or “6/3,” for example, and should
be interpreted as “3 inches in open terrain/2 inches in difficult terrain” or “6 inches in open
terrain/3 inches in difficult terrain.” In general, a unit’s movement rate in difficult terrain
will be one-half that of its movement rate in open terrain, rounded down, though there are
some exceptions to this rule.
The current morale clock number of the phasing player determines the total number of units and/or groups that may move up to their full movement allowance. For example,
if the phasing player’s morale clock is at 6, they may move a combination of six units and/
or groups. The remaining units and groups that did not move may then move up to 1 inch,
but only in an effort to form up with other units or groups — they may not use this
movement to charge. Individual units may move alone or as part of a group. When all the
units in a group move as one, it is counted as a single move against the morale clock.
Characters have an influence on the number of units and groups that can move as
well, and that effect is discussed in the “Characters” chapter.
There are two major types of movement in Fantasy Rules!: normal movement and
movement to contact. Each of these has in turn several subtypes.
Normal Movement
1. Straight-ahead movement. The unit or group moves straight ahead at up to its
maximum movement rate.
Fig. 1. Straight ahead
movement. The four unit
group in the bottom of
the illustration has moved
forward a distance
indicated by the arrows.
Since they are moving as
a single group, it will
count as 1 against the
morale clock.
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Chipco’s Fantasy Rules!
2. Facing changes. Left-faces, right-faces, and about-faces are examples of unit
facing changes allowed in Fantasy Rules!. In general, this maneuver costs a
unit ½ its movement for the phase, so that it costs 1 ½ inches for a unit with a
movement rate of 3 inches, and 3 inches for a unit with a movement rate of 6
inches. Groups can change facing, also. After executing a left or right face a
group will be in column (see section 5. following) which gives it advantages in
movement, and disadvantages in combat. Some unit types may change facing
at no cost to movement, the most notable being light cavalry, skirmishers,
rifles, chariots, fliers, and swimmers. See the discussion of the various unit
types for further information. Turning to face an adjacent enemy unit costs
zero inches.
3. Wheeling. Wheeling is movement accomplished by rotating around one front
corner of a unit or group. See Fig. 2. It may help to imagine this if you think of
a line of ice skaters playing “crack the whip”. Note how the distance covered
by wheeling is measured. Groups may wheel up to the full movement rate of the
end unit, which will be moving the farthest. Obviously, if infantry is on the
extreme end of the group, the group will not be able to wheel as far as it would
if cavalry occupied the extreme end.
Fig. 2. The Plains Indian
group to the right has just
completed a wheel. The
long straight line in the
photo shows the previous
position of the group’s
rear edge; the arrow
shows the direction and
distance of the wheel,
measured to the current
rear edge of the group.
4. Oblique movement. The unit base is moved forward and sideways at the same
time while facing the same direction — movement at an angle, really. The front
edge of the unit remains parallel to its original position as the unit moves. The
diagonals of the unit base determine the arc of movement for the unit and set
the maximum distance to the side that the base can move. The unit may not
move obliquely outside the line determined by its arc of movement to either
side. Groups may also move obliquely. Oblique movement is measured from
the corners of the unit or group that has moved, and not from the front edge.
5. Rotation. Individual units may rotate through any angle around their centers
at a cost of one half of their movement for the phase. Fliers,
swimmers,skirmishers, rifles and light cavalry may do so at no cost.
20
Movement
Fig. 3. Oblique movement. The four unit
group in the illustration
has moved forward
obliquely in the direction
indicated by the arrows.
Note how their front edge
after movement remains
parallel to their original
position.
6. Column movement. Groups of three or more units in front-edge to rear-edge
contact are considered to be in column for movement and combat. Groups in
column add 2 inches to their ordinary movement rate, but suffer severe penalties in combat. You can think of this also as a forced march where the units are
deployed in a way that facilitates movement, but leaves them vulnerable to
ambush. See figures 4 - 6 for an illustration of how groups in column can
deploy side-by-side, also known as “going on line.” For combat, units engaged while in column subtract 2 from their combat rolls.
Fig. 4. This group of 5
knight units is moving in
column. Note how the
position of the attached
characters is maintained
by placing them to the
side of the units to which
they are attached.
21
Chipco’s Fantasy Rules!
Fig. 5. Four of the 5
knight units have now
gone on line (the
maximum in any one
phase). The units are now
centered on what was the
lead unit, and the
characters have remained
with their appropriate
units. The fifth knight
unit will be able to go on
line in its next movement
phase (see fig. 6).
Note that the group is
now in a 2 rank
formation and no longer
in column, therefore,
going on line now will
cost only 1/2 of the
group’s movement for
the phase.
Fig. 6. All 5 knight units
are now on-line,
completing their change
from column to line. This
last bit of movement is a
strict formation change
(a reduction of ranks) and
so only costs 1/2 of the
group’s movement for
the phase.
7. Formation changes. Formation changes involve changing the number of ranks,
or rows, in the formation of a group. They also cost ½ of the group’s movement for the phase. See figures 7 and 8. See end of chapter for rules on forming
square (muskets and pike only).
22
Movement
Fig. 7. The group of 4
chariot units in the photo is
in a formation 2 ranks deep
by 2 columns wide. To
change formation into a line
formation will cost 1/2 their
movement for the phase. If
there were three ranks, the
group would become two
side-by-side columns and
would then deploy (as in
figures 4 - 6) to the sides of
their respective lead units.
Fig. 8. The 4 chariot unit
group from fig. 7 has now
gone on line, deploying
the 2 units in its rear rank
to either side of the 2
units in its front rank.
23
Chipco’s Fantasy Rules!
8. Flying/swimming/burrowing. The ability to fly, swim, or burrow may be purchased for some unit types at a cost of 20 points (see the “Unit Types” chapter
for which ones). These abilities determine the range of Levels of Operation
through which units may move.
Units designated as fliers are normally assumed to be airborne, since they
are awkward on the ground (likewise, swimmers are assumed to always be
between the ocean’s surface and the sea-bottom, and burrowers are assumed
to be underground). Fliers move at a 10” rate and are placed and moved on the
board like any other unit. Swimmers move at the normal rate for their unit type
plus 4 inches to a maximum of 10 inches. Burrowers move at the normal rate for
their unit type, but may only operate under open terrain.
In the following discussion, we refer to units operating on the ground,
water’s surface, or sea-bottom as surface units. The movement of fliers, swimmers, and burrowers is different from that of surface units in some important
ways. Fliers, swimmers, and burrowers may move through (over or under) surface units. They may not, however, move through other fliers, swimmers, or
burrowers on the same Level of Operation (discussed later in this chapter).
Likewise, surface units may move through (over or under) fliers, swimmers, or
burrowers. Fliers, swimmers, and burrowers have no zones of control and do
not support when flying, swimming, or burrowing.
Fliers, swimmers, and burrowers desiring to enter difficult terrain (except
hills and marshes, which may be entered normally) must end their movement
(land) at the edge of the terrain feature on the movement phase prior to entering the feature. For example, a flying unit is 5 inches away from a town it
wishes to enter. In its next movement phase, it may move up to the edge of the
town, but it may not enter the town until its following movement phase. Once
the unit enters the terrain it moves at the in-terrain base movement rate of its
non-flying equivalent and can be charged by non-flying units. For example, a
flying handweapon unit would move two inches in woods or towns and may be
charged normally by ground units. This rule simulates the idea that fliers will
be ineffective attacking through trees, buildings, etc. while airborne. To engage an enemy in terrain they must therefore land. While grounded, the flier
becomes vulnerable to other ground units.
Fliers/swimmers/burrowers can move up or down one level of operation
during their movement phase. The movement phase is the only time they can
change levels. This means that if a flier lands or attacks a ground unit they
remain on the ground until their next movement phase, when they may take off
again if possible.
Terrain. Terrain affects movement, typically by slowing it down. There are three
types of terrain in FR!: open, difficult, and impassable. Generally flat, open terrain offers
no impediments to movement. Difficult terrain may be hills, woods, streams, marshes, builtup areas and the like, and generally reduces a unit or group’s movement by ½ (rounded
down). Impassable terrain is just what the name implies — no unit may pass through it. A
unit occupies a terrain feature if any portion of its base is on the feature.
Interpenetration. Units of skirmishers, heavy artillery, and light artillery may move
through (interpenetrate) any other friendly unit type and any other unit type may move
through them. Light cavalry units may move through other friendly cavalry units only and
other friendly cavalry units may move through them. All other unit types may not move
through each other. However, even units that can interpenetrate will be destroyed if pushed
back into another unit (see the “Combat” chapter for a full explanation).
24
Movement
Movement to contact
Units and groups may move into contact with, or charge, enemy units or groups
within their movement range. The charging unit or group must always end its movement in
full base to base contact with the unit or group they have charged.
If a charge results in an unengaged charging unit on an attacker’s flank(s) this unit
may then, at its option, execute a flank attack on the defender at no further cost to movement (an extra two units on a flank will allow a rear attack as well). Experienced gamers will
recognize this concept as a “charge movement bonus”. If a charge results in an unengaged
defending unit on the defender’s flank, however, that unit must wait until its next turn to
execute a similar flank attack. We designed this rule to give the attacker a momentary
advantage for initiative (longtime friends of Chipco will know this as the infamous Cheesy
Whip). You may only use this movement bonus to wrap around the extreme end unit of any
enemy group (pictures later in the rules will illustrate this point).
When charging an enemy unit or group positioned obliquely to it, a charging unit
or group may always make whatever movement is necessary to come into base-to-base
alignment at no cost as part of another charge movement bonus. See figures 10 - 12. This is
provided, of course, that the friendly unit or group had a sufficient movement allowance to
reach any part of the enemy unit or group in the first place. Once units are in front edge-tofront-edge contact with each other, or “engaged”, they may not move until the combat
resolves.
All charges end with the charging units being in full base-to-base contact with
their target. The “unit-to-unit overlaps” allowed in some other rules sets are prohibited
in Fantasy Rules!.
Any charged enemy unit that is not already engaged by the front edge of another
friendly unit will immediately turn to face the charging unit. If attacked by multiple enemy
units, the friendly unit will turn to face the enemy unit with the highest unmodified combat
factor or, if the same, the first to contact.
Engagement. A friendly unit is considered engaged if the front edge of an enemy
unit is in contact with any edge of the unit, or if the friendly unit’s front edge is in contact
with any edge of an enemy unit. Otherwise, it is not engaged.
Fig. 9. The Plains Indian
light cavalry unit and
Norse frost giant on the
left of the photo are not
in front-edge-to-frontedge contact with each
other and so are not
engaged. To become
engaged, one unit or the
other would have to turn
to face its enemy. In this
case, the frost giant unit
would execute a right face
to engage the Plains
Indian unit (at no cost
since it is turning to face
an adjacent enemy unit).
The Dwarf
handweapon unit and the
large monster on the
photo’s right are in frontedge-to-front-edge
contact and are thus
engaged.
25
Chipco’s Fantasy Rules!
Charging by demoralized units and artillery. Demoralized units and unattached
artillery units may never charge.
Disengaging from combat. Engaged units normally may not move, but engaged
mounted, dargoons, and light cavalry units that are not also being attacked from the rear
may attempt to disengage from infantry units. Likewise, engaged fliers, swimmers, and
burrowers that are not also being attacked from the rear may disengage from any surface
units other than spirits. If any of these unit types exercise this option they must move at
their maximum movement rate in a direction away from the enemy unit. When they complete
this movement they become demoralized (this demoralization is not combat related and
does not count in determining the winner of the phase). If this movement carries them off
the board edge, they may reappear at the same edge in their next movement phase. This
return to a board edge costs their entire movement for the phase. If they are double demoralized when they disengage, this demoralization will eliminate them by dispersal (see unit
tules).
Dismounting. Cavalry units can dismount once during the game — (to melee units
in a City/Wall BB, battlefield fortification, or forest, for example). To do so, they must be
grouped with a major character and expend their entire move dismounting. A dismounted
cavalry unit can not remount. Use the following chart to determine what unit a dismounted
cavalry unit becomes:
Knights become elite HW or elite SP
Dragoons become Rifles
HC or HCH become HW or SP
LC or Mounted become skirmishers or mobs
If the cavalry units were elite to begin with, add the appropriate modifiers to the
infantry units they become. Dismounted flying cavalry units become ground units. Dismounted swimming units become sea floor units unless you purchased air breathing for
them. No cavalry of any type may burrow.
Fig. 10. The Egyptian
charot group (counted as
light cavalry here) in the
photo is preparing to
charge a Greek spear
group. First, the chariot
unit facing the wrong way
about faces at no cost
(it’s light cavalry). Since
there is now one more
unit in the Egyptian
group than in the Greek
group, they will be able to
occupy one flank of the
Greek group.
26
Movement
Fig. 11. The first portion
of the Egyptian’s charge
(about 1 inch) carries
them into contact with
one corner of the Greek
group. Since the left-most
chariot had the movement necessary to reach
the left-most Greek unit,
the remainder of the
Egyptian group’s move
will simply line them up
in full base-to-base
contact with the Greeks
(Fig. 12).
Fig. 12. The Egyptian’s
charge is complete. The
three units on the left of
the Egyptian group have
lined up on their Greek
opponents, and the rightmost unit has taken a
flank of the Greek group.
Note that each unit ends
up in full base-to-base
contact with its
opponent. There are no
unit-to-unit overlaps in
Fantasy Rules!.
27
Chipco’s Fantasy Rules!
The Concept of Control
Monsters, Spirits, Elementals and specials are difficult to bend to the will of their army’s leadership.
These units can be practically mindless, disinterested or even hostile. Because of this, these units
needs to be controlled to be effective in battle.
A specially trained and powerful will is required (outlined below) to control some types of units.
Absent this type of will, each of these units requires one morale clock point in order to move,
regardless of whether or not they are in a group. In its presence, they move normally for their unit
type.
Monsters need at least one character with the beastmaster ability in order to stay in control. If
there are no characters with beastmaster in the army, then each monster requires one morale clock
point to move. Only characters with the beastmaster ability may attach to monsters.
Elementals need at least one shaman in order to stay in control. If there are no Shamans in the
army, then each elemental requires one morale clock point to move. Only shamans may attach to
elementals.
Major Spirits and Lesser Spirits need at least one Cleric in order to stay in control. If there are no
Clerics in the army, then each Major Spirit and Lesser Spirit requires one morale clock point to
move. Only clerics may attach to spirits.
Tricksters are always in control.
Ethereals and Minor Spirits need at least one Cleric or Necromancer in order to stay in control.
If there are no Clerics or Necromancers in the army, then each Ethereal and Minor Spirit requires
one morale clock point to move.
Undead Monsters need at least one Necromancer with beastmaster in order to stay in control. If
there are no Necromancers in the army, then each Undead Monster requires one morale clock point
to move. Only Necromancers with beastmaster may attach to undead monsters.
All other Undead need at least one general, commander or Necromancer in order to stay in
control. If there are no generals, commanders or Necromancers in the army, then each Undead
requires one morale clock point to move. Undead heroes control the unit they are attached to.
Specials are never in control. Each Special always requires one morale clock point to move. No
characters of any type may attach to specials.
The Levels of Operation
The basic game engine in Fantasy Rules! is a flexible one that allows for play on
and under land, in the air, and on and under the sea. Fantasy Rules! gives you the ability to
play games in any fantasy environment of your choosing, whether it is one we have developed ourselves or one based on the universe of your favorite fantasy novels. The Levels
of Operation in FR! are essential to this concept.
Play in FR! takes place on any of four Levels: Flying (Level 4), Land/Sea Surface
(Level 3), Swimming/Burrowing (Level 2), and Sea Bottom (Level 1).
Creatures and units may operate on only some of these Levels. Fliers, for instance,
28
Movement
always operate on Level 4, unless they are engaged with a unit on a different level, or
decide to land. Ground based units and ships always operate on Level 3. Swimmers and
burrowers always operate at Level 2, unless they are engaged with a unit on a different
level or decide to surface. Non-swimming sea creatures operate at Level 1.
The following points should help you understand how to play the game using the
Levels of Operation:
1. Burrowing/swimming works exactly like flying except that it takes place beneath
Level 3 rather than above it, but burrowers do not receive free facing changes (1/2 movement as for other unit types).
Example: a shark (a large swimming monster) can swim through (under) a ship or
other surface unit just as a flying dragon could fly through (over) it. The ship may not
contact the shark unless it is specifically equipped to do so (perhaps with charges or
mines), just as it could not engage the dragon unless it was armed with bows or light
artillery.
2. Fliers, swimmers, and burrowers may choose to engage surface units, but not
vice versa. Swimmers and burrowers attacking surface units have a charge bonus of 2 due
to surprise. Burrowers may not be attacked by missile/artillery fire when underground.
Burrowers may only burrow under open terrain.
Example: Like a flying dragon attacking a battlewagon on the ground, a shark may
attack a surface unit by moving into contact with it. If it does, the shark moves up to Level
3 (just as the dragon would move down to Level 3) where other surface units can attack its
flanks and rear.
Example: A unit of spears with a large flying monster flying cover overhead finds
itself confronted by a hideous creature emerging from the earth. Neither the spears nor the
flier could ordinarily contact the burrower as it moves underground; however, once the
burrower attacks the spears the flier may take a flank or rear as desired. Any flying, swimming, or burrowing unit that is engaged with a surface unit is considered to be on the
surface itself.
3. No creature or unit may contact another that is more than one Level (either up or
down) away from it. Fliers may therefore contact sea surface or ground units, but may not
contact swimmers or burrowers.
4. Swimmers interact with sea bottom (Level 1) units in exactly the same way as
fliers interact with land (Level 3) units. See, its simple!
5. Fliers/swimmers/burrowers change at most one level per movement phase, and
only during their movement phase.
Finally, if you understand the basic concepts of the Levels of operation, you can
easily see how they can be expanded to have different flight Levels for battles that are all,
or extensively, aerial or underwater.
Mahmud considered himself expert with carpets, but even he felt uneasy flying
scout missions over water. Below him spread the great expanse of the northern sea, cold
and green. Here and there light winds raised tiny whitecaps on its otherwise smooth
surface. The mighty vessels of the Northern Fleet of Jihad, so enormous in port, seemed
like fleas on the back of a camel.
Mahmud raised his revealer to his right eye, closing his left as he did so. The
revealer resembled a telescope, but in place of lenses had two glasses, each with fine
black lines etched on their surface. By rotating them relative to each other, he could
eliminate the glare from the surface of the water and see what lay beneath it.
What he saw as he panned the revealer around the surface of the sea below made
him seize the right front corner of the carpet and pull mightily on it, sending the carpet
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Chipco’s Fantasy Rules!
into a steep dive toward the flagship of the fleet. He could but pray to the almighty that
he was not too late to warn the sailors of the tentacles pushing upward towards them
from the deep — tentacles that could only belong to a giant squid that was enormous
beyond imagining!
Fear. Some unit types cause fear in other units. This may be because of their
horrid appearance, bad reputation, or poor personal hygiene. In any case, any unit being
charged by a feared unit must make an immediate rally roll. If the unit fails this roll it
becomes demoralized (or goes from demoralized to double demoralized and pushed back, or
from double demoralized to destroyed). Any non-demoralized unit charging a feared unit
must also make an immediate rally roll. If the unit fails its rally roll it still moves into
contact, but then goes demoralized. The leadership bonuses for characters apply to these
checks. Demoralizations due to fear tests are in addition to demoralizations that may occur
as a result of combat later in the turn and thus count toward the decrementing of the morale
clock. City, wall, and ship BBs are immune to fear.
Units that cause fear themselves never suffer from fear. For instance, a blob is
unaffected by a large monster, whether it is charging the monster or being charged by it.
Infantry Square.
Muskets and pikes may form square. This is a formation change costing a group’s entire
movement for the phase. Groups with even numbers of units up to six may form square and any
Napoleonic artillery that was attached to them remains so. One half of the units in the group remains
in place. The remaining half are placed directly behind these units, and facing to their rear. Squares
may not move. Units in square share damage, i.e, when one receives a second demoralization, it may
demoralize another unit in the square instead, retaining a single demoralization for itself. Kill results
against squares cause two demoralizations, one of which may not be rallied away. In essence, all the
units in a square must be double demoralized before there is any danger of them being destroyed. For
rally rolls, roll for the square as a whole, using the rally roll of its best BB. If the square successfully
rallies remove two demoralization markers. Once any one unit in a square receives a third demoralization marker the entire square is destroyed. Units in square add +1 to all bowfire rolls and have a +4
when charged bonus against cavalry, monsters, and fliers. For support, count the unit behind the unit
in melee as well as those to either side (squares are more vulnerable on the corners). Add +1 to every
artillery to-hit roll and every missile fire roll for each BB in the square over 1 (Napoleonic artillery types
automatically hit squares).
Over-Pursuit
Some unit types are subject to over-pursuit. When such a unit pushes its opponent back,
it must follow-up into the space they vacate. If it destroys its opponent, it must move its
full movement rate straight ahead and make a rally roll (unless it was engaged to its flank or
rear, in which case it will turn to face). If it passes, it may move normally in its next movement phase. If it fails the roll it goes demoralized (but never more than one demoralization
from this effect) and must move its full movement straight ahead. Note that if it was double
demoralized when it destroyed its enemy and then failed its over-pursuit roll it would be
destroyed, essentially by dispersal.
30
Movement
Designer’s Notes
Swimming/Burrowing/Flying (S/B/F)
Units so indicated in the “Unit Types” chapter can purchase the ability to Swim,
Burrow, or Fly. If you pay the points, you can assign multiple abilities to units (for 40
points, a unit can fly and swim).As stated earlier, S/B/F units are assumed to operate at the
appropriate Level for their ability. However, a player may choose to have a S/B/F unit stay
on the ground, water’s surface, or sea bottom to enter a terrain feature or fire bows or
artillery. If this happens, such units can be contacted as normal by surface units.
Burrowing units move at their normal rate under the ground. When they surface to
attack, they get a +2 charge bonus. Burrowing units may not enter forests, built up areas
or hills unless they surface first on normal terrain, then move on the surface to enter.
Unlike fliers and swimmers, burrowers must pay 1/2 their movement to change facing justlike
ordinary units. Burrowers are immune to missile fire and artillery, but not mines, while
underground (nor may they use these weapons when underground).
Swimming units move at their normal rate under the water, plus 4 inches (to a
maximum of 12 inches). Swimming units can not enter sea bottom built up areas or caves
unless they “land” on the sea bottom, then move along it to enter. Surface units may not
use missile or artillery fire against underwater units, but they may use mines.
Specific Unit Type Considerations for Swimming/Burrowing/Flying
Heavy Chariots. For normal costs, chariots can operate only on the ground, the
water surface (boat pulled by sea creatures), or the sea bottom. Water’s-surface-only
chariots move at their normal rate on water terrain features only. Units that have water/air
breathing move their normal move on the ground and sea bottom.
Infantry and Cavalry. For normal costs, Infantry and Cavalry can operate only on
the ground or sea bottom. If they buy water/air breathing, they can move normally from
ground to sea bottom (players need to determine the steepness of the land/water interface
to determine if it is difficult ground).
Monsters. For normal costs, Monsters can operate only on ground or sea bottom.
Missile fire at Levels. Units with missile fire can operate at all Levels in FR!
However there are some common sense restrictions:
a) Units on Level 3 can fire missiles as normal at Level 3 or 4 units.
b) Units on Level 4 can fire missiles as normal at Level 3 or 4 units.
c) When on Level 3, burrowing units can only fire bows as normal at Level 3 or 4
units.
d) Swimming units can fire missiles as normal at Levels 1, 2 (swimming) or 3 (water
surface only) units.
e) If swimming units stay on the surface, they can fire bows as normal at Level 3
or 4 units.
f) Level 1 units can fire missiles as normal against Level 1 or 2 units (swimming
only).
g) Ships may operate differently, see the armament rules.
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Chipco’s Fantasy Rules!
Light Artillery. For normal costs, Light Artillery can operate only on the sea bottom, the ground, or the water’s surface (as in the case of a small floating gun barge). Light
Artillery can not attach when configured as a gunboat. Light artillery can also be transported by barges (purchased separately) and may fire normally while on the barge, either
by itself or as an attachment to another unit. All of the rules for bows at Levels apply to
Light Artillery. It is important to distinguish between artillery that has been attached to
a unit (and may thus move away from it) and artillery that has been purchased for the
unit (and is thus a part of it), like the turreted cannons on ships or battlewagons discussed in the “Optional Rules” chapter.
Heavy Artillery. For normal costs, Heavy Artillery can operate only on the ground,
the sea bottom, or the water’s surface (as in the case of a large gunboat). Heavy Artillery
configured as a gunboat can move and fire in the same phase, but may not attach. Heavy
Artillery can also be transported by barges (but can not fire while on the barge). Ground
and water surface Heavy Artillery can fire normally only at Level 3 targets. The only sea
bottom Heavy Artillery that can fire through the water is cannon and it can only fire at
Level 1.
Battlewagons. For normal costs, Battlewagons can operate only on the ground,
the water’s surface (as in the case of a ship), or on the sea bottom. Battlewagons can have
missile fire and/or heavy or light artillery permanently attached to it by paying the appropriate points, provided the army’s list allows it. During the shooting phase, both the
skirmishers and the artillery can fire per the rules. If heavy artillery is bought for a
battlewagon, the battlewagon can fire the heavy artillery and move after firing. All the
rules for heavy and light artillery apply.
S/B/F can be bought for battlewagons (essentially making them into submarines,
armored moles, or airboats). All of the rules for bows at Levels apply to Light Artillery.
Heavy Artillery on battlewagons can only fire when the battle wagon is on Level 3 or Level
1 (not while the battle wagon is S/B/F), and then only at targets at their own Level.
Swimming units move at their normal rate under the water, plus 4 inches (to a
maximum of 12 inches). Swimming units can not enter sea bottom built up areas or caves
unless they “land” on the sea bottom, then move along it to enter.
32
Melee
In Fantasy Rules! we call physical conflict between opposing units melee. All
melee action is resolved after the completion of the movement portion of the phase. Once
melee begins, the phasing player decides the order in which units fight.
Melee is resolved by each player rolling a d10 for his or her respective units and
determining whose roll is higher. Additionally, the Fantasy Rules! reference table shows
the modifiers that affect melee rolls.
To use the reference table to resolve melee, find the row for your troops’ type,
then find their melee factor in the column directly adjacent to their type. Their melee factor
is added to your die roll. Also add any bonuses to which you may be entitled for attached
and supporting troops, etc., as described later. Your opponent does likewise. Figure the
results as follows:
1. If both players’ adjusted die rolls are equal there is no effect and the units
remain in contact.
2. If the winner’s adjusted roll is less than two times the loser’s adjusted roll the
loser is demoralized. Place a casualty cap on the demoralized unit to mark it each time it
becomes demoralized. If the losing unit is demoralized a second time, it is pushed back one
base length (60mm/40mm) directly away from the unit that demoralized it. If there is already
impassable terrain or a unit within one base of its rear (friendly or enemy, flying/swimming/
burrowing, or ground) the losing unit is destroyed. If the losing unit acquires a third
demoralization marker, it is destroyed.
3. If the winner’s adjusted roll is greater than or equal to two times the loser’s
adjusted roll the loser is destroyed immediately.
Support bonuses. Each eligible friendly unit to either side of a unit in melee receives a melee roll bonus of +1. We call this concept support; it corresponds to the military
concept of “mass” described in the Basics chapter. Most infantry unit types receive this
bonus, but cavalry units, monster units, and many other unit types do not. Units that are
on-line must be facing the same direction to give or receive support bonuses. Eligible
units that are demoralized or double demoralized still confer and receive support bonuses.
Check the reference table for unit types that support. In order for a unit to receive
support, it must be of a type that gives support.
Flying, swimming, and
burrowing units do not
support unless they “land”
on the ground first.
Attachment bonuses. Units with an attached skirmisher or light artillery unit add 1
to their melee roll in any phase in which they are charged by an enemy unit within their arc
of fire.
Flank and rear attack bonuses. Bonuses for flank and rear attacks are figured as
follows. Assume an enemy unit is engaged on multiple sides by friendly units. The friendly
unit in front edge to front edge contact with the enemy unit is called the “attacking” unit.
The melee will be figured in all ways as normal between the “attacking” unit and the enemy
unit except that the “attacking” unit will add 1 to its die roll for each friendly unit occupying an enemy flank and an additional 2 to its die roll for a friendly unit occupying the enemy
unit’s rear. Light Cavalry doubles the flank and rear bonus. Should the defender win, the
results are applied to the attacking unit only. If the defending unit destroys the friendly
attacking unit, the defender will then turn to face another one of the enemy units on its
flank or rear, choosing, in order: the enemy unit with the highest unmodified CF, any unit
that causes fear, or, finally, the first unit into contact with it. The chosen unit then becomes
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Chipco’s Fantasy Rules!
the attacking unit.
Units that are not engaged (including units taking flanks or a rear in an existing
melee) and charged on their flank or rear by an enemy unit immediately turn to face the
enemy unit.
Flanking units and support. Units taking an enemy unit’s flank no longer confer
support bonuses. Thus, you will generally want your infantry units to remain on-line.
Conversely, you will want your cavalry units to take flanks and rears as they are offered. It
is possible to have flank and support bonuses applying at the same time on any single
flank.
Being charged while in column. Any unit charged while in column formation
subtracts 2 from all melee rolls. You may think of this as a unit being ambushed in the midst
of a forced march.
The Charge Bonus. Per the reference tables, some unit types receive a CF adder on the
turn they charge into melee (For example, Heavy Cavalry units have a charge bonus of +2). This
bonus takes effect when the unit either charges (initiates contact) or (if allowed) counter charges.
If this unit wins the first round of combat, then the defending unit, instead of being simply demoralized, is instead double demoralized and pushed back. Charge bonuses do not apply if a unit
charges into an existing melee or turns to face an enemy unit without moving over a distance into
contact.
If a unit that uses a charge bonus in a round of melee destroys its opponent during the
first round of melee, the charging unit follows up as normal and then takes a leadership test. If the
leadership test is passed, the charging unit can turn to attack an adjacent enemy unit or stop as
normal. If the charging unit fails the leadership roll, then the charging unit immediately moves
directly forward one full move and immediately loses one level of moral. This is the same as
demoralization as the result of combat. Therefore Undead would move, lose a level of moral and
clear moral at phase end as normal (see Undead army lists). If units (like specials and fanatics) that
can not be demoralized in melee are given a charge bonus as part of the DIY, then they still take the
leadership test, move their full turn if the test is failed, but do not become demoralized. If, when so
moving forward, the charging unit contacts an enemy unit, the charging unit aligns to the enemy
unit with the most active edge contact. The charging unit still immediately loses one level of
morale.
Countercharge bonus. If a non-demoralized, unengaged heavy cavalry, knight, or
heavy chariot unit is charged by an enemy heavy cavalry or knight unit, both units receive
their charge bonus provided that: 1) the charging unit began its charge on the same level of
operation as its target (so that if a flying knight contacts land-bound heavy cavalry, the
heavy cavalry does not receive a countercharge bonus), and 2) that the enemy unit started
its charge within its target’s arc of movement.
Uphill melee. Any unit in melee that is uphill of a non-flying opponent adds 1 to its
melee roll.
Difficult terrain. If any part of a unit’s base is in difficult terrain, the entire unit is
considered to be in difficult terrain. Some unit types receive modifiers, plus or minus, for
fighting in difficult terrain. Both engaged units in a melee are considered to be in difficult
terrain if the unit that was charged is in difficult terrain. This requires keeping track of
which unit charged, but this is not overly burdensome in practice. Other units charging
into the melee can change this relationship as units are forced to change facing.
Demoralized units in melee. Any unit that is demoralized or double demoralized
subtracts one from all melee rolls.
Fliers. Fliers may move into contact with any enemy unit type. The only unit types
that can move into contact with fliers, though, are ground level spirits, leviathans, and
other fliers. Missile and light artillery units may engage fliers at a distance as normal in the
bowfire and artillery phases. The firing unit’s line of sight in this case is not blocked by
units between the skirmisher or light artillery unit and its flying target. Once fliers land or
engage a ground unit, other ground units may take the flier’s flanks, rear, etc.
34
Follow-up movement - Any infantry unit that is not demoralized and has pushed
back or destroyed an enemy unit in melee may choose to move into the space formerly
occupied by that unit. All other unit types must move into the destroyed or pushed back
unit’s space. This may or may not be advantageous depending on the situation relative to
rules for support. If a victorious unit was also being attacked from the flank or rear in the
melee, it must turn to face one of these attackers, choosing, in order: the enemy unit with
the highest unmodified CF, any unit that causes fear, or, finally, the first unit into contact
with it.
If a unit destroys its opponent, it may be subject to the over-pursuit rules.
Follow-up moves may not be used to disengage from an enemy. If an undemoralized
victorious unit moves into the gap left by the defeated unit, without becoming immediately
engaged, it may choose to face any enemy unit to either side and either melee as normal in
the next phase or provide a flank or rear attack in the current phase. Victorious demoralized
infantry units may not use follow-up movement.
Unit facing in melee. Immediately prior to the beginning of each melee phase all
units in melee being attacked from the flank or rear must turn to face their most dangerous
opponent. Use the following order of priorities to determine the unit’s most dangerous
opponent:
1. The unit with the largest unmodified combat value.
2. The unit that causes fear.
3. The first unit into contact with it.
Illustrations. Figures 1 through 7 on the following pages will help you understand
many of the concepts outlined in this chapter.
Fig.1. The Hittite army
at the bottom of the
photo is preparing to
charge an Egyptian
group. The Egyptian
units’ zones of control
will prevent the Hittites
charging obliquely more
than one unit to the left
or right in their next
movement phase.
On the Hittite left are
two spear units that
support each other.
Next to them is a small
monster and chariots
that do not support.
The attached skirmisher
unit will fire in the
Hittite’s next phase, and
then detach prior to
movement.
The Egyptians have a
major spirit on their
right flank next to two
handweapon units, one
with an attached
skirmisher unit. Their
necromancer is attached
to a mummy (undead
handweapon) unit. On
the left flank are a
chariot unit and flying
handweapons with an
attached hero.
Fig. 2. The Hittite’s first
option is to charge the
Egyptian line obliquely
and to the right. All
units are lined up in
base-to-base contact.
The Egyptian flying
handweapons are
airborne, so the Hittite
chariots wrap around the
flank and rear of the
Egyptian chariot (and
under the fliers). This
whole move counts as
one against the Hittite’s
morale clock (assuming
the small monsters are
in control). Since any
group may not wrap
around more than the
extreme end unit of a
group, the right-most
Hittite chariot is left
hanging on its own. The
flying handweapons unit
has been moved slightly
aside and its place above
the line noted. Finally,
the Hittite chariot
charging the mummies,
the Hittite spears
charging the major
spirit, and the Egyptian
spears being charged by
the small monsters have
all taken and passed fear
tests.
Fig. 3. The Hittite’s
second, and better,
option is to charge the
Egyptians obliquely and
to the left. In this case,
the Hittites bring all
their resources to bear
on the Egyptian line
with no units left
dangling on the flanks.
The spear unit on the
left has not taken the
flank wrap around since
it is just as valuable (and
easier to control) while
supporting. Remember
that the +1 flank bonus
is the same as the +1
support bonus. In
general, infantry will
want to stay on line,
while other unit types,
like the chariots in this
example, will want to
take wrap arounds.
Fig. 4. At the top of the
photo are elements of a
lizardman army; a
surface spear and
battlewagon group with
attached general and a
flying light cavalry unit.
At the bottom of the
photo are elements of
an evil army; a unit of
elite handweapons
(2,0,0) with attached
hero, a unit of
beastmen, and a spear
and mob group.
Fig. 5. The lizardman
flying light cavalry fires
its bows and demoralizes
the beastmen. A
demoralization marker,
in this case a ring, is
attached to the
beastmen unit. The
battlewagon would like
to fire its bows also, but
is out of range.
The flier then charges
the beastmen unit
frontally. The flier is
now on the ground and
may be charged by other
ground units. In the
ensuing melee, the
beastmen demoralize the
fliers.
Fig. 6. The Evil elite
handweapon unit (2,0,0)
then attacks the flier’s
flank, and the spear and
mob group moves on line
with the beastmen to lend
support. At the beginning
of the melee phase the
flier turns to face its most
dangerous opponent, in
this case the
handweapons, and the
beastmen breathe a huge
sigh of relief since they
have failed to rally! Since
the beastmen are now
only a flank attack, there
is no longer any support
bonus from the newly
arrived spear and mob
group. Nevertheless, on
line is the best place for
them to be! The
lizardmen’s gods are on
their side as the fliers roll
well and the overall melee
is a draw.
Fig. 7. Again, the
battlewagon would like to
fire its bows, but may not
as fire into melee is
prohibited. It then
charges the handweapon
unit, receiving no charge
bonus since it is charging
into an existing melee. At
the beginning of the
melee phase the
handweapon unit turns to
face the battlewagon, its
most dangerous opponent. The flier now turns
to face the unit in
contact on its flank, the
still demoralized
beastmen. This time,
though, the beastmen
have support from the
spear unit adjacent to
them.
Characters
The Character Ability.
In FR3 character design begins with individuals and units. Character abilities and
items are then purchased for the individual/unit in order to meet your concept of them
within your game. Individuals become major characters as soon as one major ability is
purchased for them, otherwise they are minor characters. Only one ability of any single
type may be purchased per character. Because individuals represent single personalities,
they operate differently on the tabletop than do units; their fate in unit-to-unit combat is
also decided separately. Being small relative to the unit, an individual may be captured,
escape to another unit, or be killed in action. Individuals can also interact with each other
separately from their units.
Individual movement. Individuals move at a rate of 6”/6” when on their own. When
attached to a unit, we assume they are mounted similarly to the unit and move at its rate.
For example, this allows them to move at a 10” rate when attached to a flying unit, and in
the turn they leave a flying unit. Unit characters (includes monsters) move at the same rate
as their unit type.
Major characters allow movement at no cost against the morale clock (see the
“Morale Clock” chapter). Any group containing the general may move at no charge against
the morale clock, a 2 -3 unit group with a sub-commander attached may move at no cost
against the morale clock, and any unit with any major individual character type attached
may move at no charge against the morale clock, subject to the rules for control.
Character attachment. Individual characters are limited in the types of units to
which they may attach. They may not, for example, attach to specials or leviathans. The
Reference table lists the unit types to which characters may attach. Individual characters
may not attach to monsters, spirits, or elementals unless they have the appropriate control
ability (beast/spirit master). Individual characters may move from one allowed unit type to
another. Unit characters (includes monsters, etc.) may not attach.
Bonus conventions. FR! contains some individual character abilities that confer
bonuses on their units. We refer to these bonuses in the form (melee bonus, leadership
bonus, to-hit bonus for missile fire). For example, individual heroes add 1 to the melee and
rally rolls of the unit to which they are attached. We represent this as (+1,+1,+0). If the
bonuses are shown as two numbers only, (+x, +x), it means that there is no to-hit bonus.
The “basic” individual character results roll. If an individual character loses in
character to character combat or is attached to, or captured by, a unit that is destroyed
(either by melee, artillery fire, or magic) the character’s fate is determined by its owning
player rolling a d10 and consulting the character results section of the Reference table. On
a roll of 1 - 3 the character is killed and the morale clock decremented by 1 (or 2 if the
character is the army’s general): on a roll of 8 - 10 the character escapes and may move
immediately toward the nearest friendly unit and, if he has the movement, attach to it: on a
roll of 4 - 7 the character is captured and placed with the victorious unit or character as if
he were attached to it. In the case of bowfire, artillery, or magic having destroyed the
character’s unit with no enemy unit in contact, treat all capture results as escapes. Note
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Chipco’s Fantasy Rules!
that individual characters may only fight other individuals, unit characters act like just like
ordinary units where combat is concerned.
Whenever an enemy unit or unit character contacts an unattached individual character the individual is automatically the loser and the owning player makes a basic character results roll. The result is implemented immediately. The exception to this rule is the case
where individual characters fight ethereals. See the “Unit Types” chapter for a description
of how this situation is resolved.
Individual combat. When two individuals fight, both players roll a d10. The difference between the character’s combat factors is added to the roll for the character with the
highest combat factor. The low rolling character loses the fight. Even rolls cause no effect
and the fight continues in the next phase. For example, if an elf general (CF 2) fights a
goblin hero (CF 1), the two sides roll d10s and the elf adds +1 to his roll.
Individual combat can occur in two situations: as a result of a challenge or as a
result of an assassination attempt.
Challenges. If a melee involves units on either side that have attached individual
character(s), one individual character from either side may issue a challenge. The side that
has been challenged then either designates one of its attached character(s) to answer the
challenge, or declines the challenge. If the challenge is accepted, then the two sides roll a
d10 to determine the loser as described above. The loser then makes a basic character
results roll. In the case of an escape result, however, the losing character will remain with
his unit and both sides will fight in the melee phase as normal. If the challenge is declined, the declining side’s strongest character may not add its melee bonus to the unit’s
rolls for the remainder of the phase. In the extremely unlikely case of one unattached
character contacting another unattached character the combat is resolved using the rules
for character-to-character combat and a basic character results roll.
Captured Individual Characters. Captured individual characters may not be killed
because too much ransom and prestige are involved — unless they are killed trying to
escape. Characters will always try to escape just prior to each friendly movement phase. To
determine what happens to the character during the escape attempt roll a d10. On a 1 - 2 the
character is killed trying to escape and removed from the game. On a 3 - 8 the character
remains a captive. On a 9 - 10 the character escapes and moves immediately to attach to the
nearest friendly unit. If the unit holding the captured character is already engaged, or
becomes engaged with an enemy unit, add +1 to the escape roll for each enemy unit engaged in frontal, flank, or rear attacks on the unit. If the unit holding the captured character
is destroyed (even by the character’s own forces) make a character results roll for him. In
this instance, if a captured result occurs and the destroyed unit was in base-to-base with
another unit from its own army, the captured character goes to that unit and remains captured. Otherwise, treat the roll as an escape. Unit characters cannot be captured.
Basic Character Types
Individuals. Individual characters cost 10 points and may buy one ability of any
type. They may not lead (unless a major ability is purchased for them) and they add no
bonuses.
Units. Unit characters cost the same as their base cost plus 10 points and may buy
one ability of any type.
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Characters
The Major Character Ability
General description. Potentially, major characters can play multiple roles in a battle.
They may lead a unit, thereby allowing it to move at no cost against the morale clock. The
death of a major character also has an immediate, and deleterious, effect on their army.
When paying the points cost for characters remember to add on the cost for an individual
(10 points), or the base cost of the unit.
When any individual or unit having character abilities is destroyed immediately
subtract one from their player’s morale clock for every 100 pts of total cost. The three basic
major character types are (remember, units can be characters also):
Heroes. Costing 20 points in addition to any other character costs, heroes are
powerful leaders in their own right and are able to swing the tide of battle in individual
unit-to-unit combat. Heroes may be (+1,+1) or (+2,0) characters. They could be a famous
knight like Lancelot, a prince or other lord, or just one incredibly bad dude. Note that a
basic hero costs 30 points (10 for the individual, 20 for the hero). Heroes may have up to
one major ability/item and up to one minor ability/item, or two minor abilities/items.
Sub-Commanders. Costing 30 points in addition to any other character costs, subcommanders may lead units or groups of 2 - 3 units. Sub-commanders may be (+1, +2) or +2,
+1) characters. Sub-Commanders may have up to one major ability/item and two minor
abilities/items, or up to three minor abilities/items.
Generals. Every army must include one, and only one, general who costs 150
points in addition to any other character costs. The general is the heroic leader of their
army — a King Arthur or a Conan in most armies, a liche or vampire in undead armies, or a
thing more like a demon than a man in a Chaos or Planar army. Generals are (+2, +2) characters and may lead a full group. Generals are the best of the best in their respective armies.
Note that a basic general costs 160 points (10 for the individual, 150 for the general).
Generals may have up to four abilities/items, two of which may be major.
Major Abilities
Assassins. Costing 20 points in addition to any other character costs, assassins
must at least be heroes, skilled in the arts of stealth and silent death. They can make life
miserable for other characters. Note that a basic assassin will cost 50 points (10 for the
individual, 20 for the hero, 20 for the assassin).
An individual character with the assassin ability can move into contact with a unit
having an attached individual character, or an individual character alone, and recieves an
automatic challenge, i.e. their target may not decline the challenge. The assassin fights at
+1 to whatever CF they might otherwise be entitled. If the assassin wins the combat, the
enemy character rolls at -1 on the character results table (elite assassins add +2 to their CF
and theur enemies roll at -2 to the character results table).
Bards. Costing 20 points in addition to any other character costs, a bard must at
least be a hero, and has a magical aura about him. As a result, any infantry or cavalry unit
they attach to is immune to fear and does not demoralize. In addition, an army with the bard
receives an extra d6 army pool magic points each turn, but bards themselves may not
actively dispell. An army may have only one bard. When a bard joins a unit that is already
demoralized it cannot be further demoralized and rallies automatically in its next turn. Note
that a basic bard will cost 50 points (10 for the individual, 20 for the hero, 20 for the bard).
Bards count as Level One spell casters.
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Superhero. Costing 20 points, superhero adds +1 CF and +1 rally in addition to
any other character bonuses. Must be built on at least a hero.
The Magic Casting Ability
Magic users in Fantasy Rules are of several basic types which are further broken down along
specialist lines as the magic user progresses in talent. Level One magic casting ability (including
ship’s cooks, bards, and masons) costs 40 points and is a minor ability. All others (including mad
scientists and witch hunters) are major abilities.
First is wizard magic. Upon completion of their initial studies wizards know a wide range of
low power spells from all the wizard disciplines and are known as novices. Novices may use any
Level One Wizard spell in the Spell Book. After a period of travel and further study, all novices then
enter an extended period of study specializing in one particular wizard specialty, whether that is
necromantic, mage, or the like. Their next level of development (Level Two) gives them the right to
adopt the name of their specialty and is a 90 point ability. A fully blown necromancer, for instance,
may cast Level One Wizard spells as well as any necromancer spell of up to four points. After
decades of additional study and practice, a magic user may petition their guilds for master status.
Master wizards (Level Three) may cast Level One wizard spells and any spell within their specialty
spell book. Level Three magic casting is a 140 point ability. Needless to say, masters are rare and
therefore an expensive commodity for any army.
Second is shamanic magic. Shamans begin their careers as apprentices. Apprentice
shamans may cast any Level One shamanic spell. This is a 40 point ability. After their apprenticeship, shamans leave the service of their mentors, and focus on the magic of one elemental aspect,
whether that is fire, water, air, or the like. The next level of shaman is one with their element and is
thus called a fire shaman, an earth shaman, etc. This ability costs 90 points. Elemental shamans may
cast any Level One shamanic spell and any Level Two spell from their own element. Finally,
shamanic disciplines are taught one-to-one, unlike wizards, and thus the final point in the development of shamans is the mentor. A fire shaman mentor, for example, may cast any basic shamanic
spell and any spell of their own element. This ability costs 140 points.
Third is druid magic. Druid magic is more animist than shamanic and thus druids may only
ever cast druid spells. An apprentice druid may cast any Level One Shaman spell. This ability costs
40 points. A druid may cast any Level One Shaman spell and any Level Two Druid spell. This ability
costs 90 points. Finally, a master druid may cast any Level One Shaman spell and any druid spell.
This ability costs 140 points. Druids of any level receive beastmaster at no charge. This does not
count against their ability limits.
Fourth is clerical magic. Clerical magic is very specialized and thus clerics may only ever
cast cleric spells. The lowest clerical level, the acolyte, may cast any Level One Cleric spell. This
ability costs 40 points. A cleric may cast any Level One or Two Cleric spell. This ability costs 90
points. A master cleric may cast any cleric spell. This ability costs 140 points. Clerics of any level
can control spirits at no charge. This does not count against their ability limits.
War clerics are on a somewhat different track. A war cleric may cast any Level One cleric
spell and any Level Two War Cleric spell. This ability costs 90 points. A master war cleric may cast
any Level One Cleric spell and any war cleric spell. This ability costs 140 points
Magic User Types
Clerics. Clerics call on the power of the gods they worship to banish enemy
summonings, inspire friendly troops, or curse enemy troops. Although clerics typically
follow strict codes of conduct, they can be evil as well as good. War Clerics are a subtype
within the cleric category.
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Characters
War Clerics are fanatical followers of gods who are often dedicated to
death, destruction and bloodshed or, in some cases, who simply respect prowess in battle
above all else. Conan’s god Crom, and many of the Norse Gods are typical of these gods.
Shamans. Shamans are magic users that are close to the earth and its elements,
who use the power of these elements to make their magic. Shamans are also powerful
summoners and can call on elementals of earth, air, fire, and water to aid their cause.
Shamans are split by allegiance into air, earth, fire, and water shamans, and also include
druids.
Witch Hunters. Witch Hunters are fanatically anti-magical; they appear in only a
very few armies. Inquisitors would be characteristic of the type. Witch Hunters cost 40
points in addition to other character costs and receive 6 magic points each turn, but their
magic points can only be used to dispell other magic. Witch Hunters can use their personal
magic pool to actively dispell just like any other level two magic user. Witch Hunters will
not tolerate any type of magic user in their army, and may thus only be used with other
Witch Hunters. Any unit with an attached Witch Hunter must charge any opposing unit
within range that has a magic user attached to it. Witch hunters receive the innate magic
spell nullify at no cost and it does not count against their ability limits. The ability is
available only to heroes, subcommanders, or generals.
“Someone get me a match!” - Master Inquisitor Jose de la Rosa.
Wizards. Wizards favor spells that act directly on their targets, usually with destructive effects. Wizards are particularly useful against spirits and summoned creatures,
as those of you who study the spellbook closely will discover. Illusionists, Hydromancers,
Necromancers, and Planar Wizards are subtypes within the wizard category.
Necromancers. Necromancers rely on destructive dark magic to summon
additional undead allies, or to strike fear into their opponents. They are most often found
in undead armies, but can also be found in Aztec, Egyptian, and some other armies. Undead
units can be of any type indicated in the Reference Chart, and follow the rules set forth in
the undead army description. Note that any undead unit is removed from play as soon as
the last friendly character is. Necromancers may control ethereals at no cost (and is not
counted against their ability limits).
Hydromancers are magic users of the sea, and may be taken by any army
allowed wizards and with at least one swimming unit. They are typically found in marine or
nautical races such as Sea Elves, Pirates, Deltans, Pelagics, and Reef Dwellers.
Illusionists depend on manipulating the minds of their enemies in order to
create powerful illusions. Some of these efforts require concentration during the course
of a battle, so there is a limit on how many illusions can be maintained at any one time.
Lizardmen have a particular affinity for illusionists.
Minor Abilities
General description. Minor abilities are the only abilities that may be purchased
for minor characters, but they can be purchased for major characters as well. Individuals
with only a minor ability are not capable of leading a unit. The destruction of minor
characters does not reduce the morale clock.
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Alchemists. Costing 20 points, alchemists reduce by 1 the combat factor of an
enemy unit engaged with the unit to which they are attached (but not enemy units on its
flank or rear). They do this by changing the opponent’s armor from one material to another,
weaker material. A basic alchemist costs 30 points (10 for the individual, 20 for the alchemist).
Any unit with an attached alchemist may not be trapped, and any friendly
trappedunit that is contacted by an alchemist or a unit with an attached alchemist clears
the trap immediately. The trap is then removed from the game.
Martin fumbled in his bag. Damn, he thought, where did I put that aqua regia?
He poked around further, but found nothing. “Master alchemist,” the pikeman in front of
him called out frantically, “now would be a good time.” All right, all right, Martin
thought, can’t he see I’m trying to find the things I need? Finally, he grasped the required
flask and yanked it from his bag. He then hurled it and the other necessary transformational ingredients full in the face of the extremely unattractive and noisome ogre that
had just crashed into his line of pike. The ogre grunted when it felt the impact of the items
and then sniffed, turning its nose up as if smelling some cheap perfume. That was the last
thing it would ever do, however, as it was run through by twelve pikes before it even
noticed that its once formidable iron armor had become a flimsy covering of tin.
Beastmaster. Costing 10 points in addition to any other character costs,
beastmasters must be at least be heroes. Beastmasters allow control of all monsters on
their side (see rules for control). Beastmaster is required to control undead monsters.
Undead dragons require a necromancer with beast master to control them.
Ship’s Cooks. Ship’s Cooks, also known as brewmasters to dwarfs or master chefs
to halflings, are level one magic users unique to the pirate, dwarf, hill dwarf, and hobbit
armies, as well as a few others. This ability costs 40 points, and may not actively dispell.
As many sailors will attest, anyone who can make edible food out of what’s onboard ship
after six months must be a wizard! A Ship’s Cook must be attached to a ship, camp or
baggage train, fortification, or city/wall BB, and cannot leave until the ship, camp or baggage train, fortification, or city/wall BB is destroyed (assuming he survives). The Ship’s
Cook can inspire his own ship’s crew or his related army’s units with special brews, scents,
and treats; he can also deter the enemy with their moldy, rotten, and thoroughly unpalatable counterparts.
Healers. Costing 10 points, healers are surgeons, witch doctors, etc. that attach to
units normally and boost the unit’s rally roll by +1. They are constantly at work tending to
the wounded and rehabilitating them when possible. They and any unit they are attached
gain immunity from the spells plague, egg impregnation, and hagfish. Finally, should a
surgeon or a unit with an attached surgeon move into contact with a parasitic or another
friendly unit afflicted by parasitics, the parasitics are automatically destroyed.
Nulls cost 40 points. No magic may be cast ON any unit with any part of its base within 3” of
any edge of the unit to which the null is attached. No magic (spells or dispells) may be cast FROM any
character or unit with any part of its base within the same 3” distance. All magic items within the radius
are negated. Nulls have no combat ability whatsoever, so treat all escape rolls as captured. Any army
may purchase nulls, but they are exceedingly rare so no army may have more than one. Note that
captured nulls are worth double the victory points – they are highly prized characters!
Although undead, elementals, and the like may not be summoned to appear within the null’s
radius of influence, any pre-existing summoned creatures are not affected by the null and may move
into/out of its radius of influence. Theoretically (check your copy of the primary Thaumaturgy 101
texts), this is due to the difference between active and passive magic. The following are excerpts
directly from the text:
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Active magic like that used in a blast spell, for example, directly influences its surroundings in some way. Spells, items, etc. are of this sort and are cancelled by the null. So, too, is the
rehabilitating effect of a necromancer on his undead units. As a result, undead units within the
influence of a null are demoralized, double demoralized, etc., in the same way that their basic unit
type is. Undead units demoralized in this way rally immediately upon leaving the influence of the
null.
Passive magic, like that animating previously summoned creatures, does not directly influence its surroundings and thus is not affected by the power of the null.
Fools, Jesters, and Village Idiots. The fool is a simple example of a character you
can create using the preceding rules. The fool is an individual (10 points) with the taunt
ability (10 points) that costs 20 points total.
Mechanics. Mechanics add +2 to the rally roll of any unit they are attached to that
is attempting to clear a trap, and are the only way for ships and automatons to rally away
damage, unless the damage was caused by a destroyed result, one of which is permanent.
Any army that may purchase war machines may purchase mechanics. This ability costs 20
points. Some armies receive them for ten points -- see the army lists for details.
Mechanics give a +1 to all missile and artillery fire from ship or Automaton BB to
which they are attached. Mechanics may be purchased by any army allowed battlewagons
or ships.
Engineers are the only way for city and wall BBs to rally away damage, unless the
damage was caused by a destroyed result, one of which is permanent. Engineers allow a
unit with ladders to storm a wall of height 3. This ability costs 20 points. Some armies
receive them for ten points -- see the army lists for details.
Engineers may purchase one mine (does not count against item/ability limits).
Add +1 to the damage roll of mines set by any unit with an attached engineer.
Add +3 to the damage roll of a mine set by a burrowing unit with an engineer
attached. To do this, the unit must be in base-to-base contact with the wall BB. Only units
with attached engineers can place mines in this way.
Add +2 to the damage roll of mines set against a burrowing unit by a unit with an
engineer attached or swimming unit from a surface unit. Only units with attached engineers
can set mines against burrowing units.
Masons. Masons cost 30 points and are the magic users of the 18th and 19th
centuries. Dilettantes, spiritualists, order members - they’re all here. They rely on hypnotism, parlor tricks, illusions, and just a smattering of science to curry favor with the powerful and control the weak-of-mind. Masons may not actively dispell. See lists for who may
purchase masons.
Specialized Army-SpecificUnit Characters
Archangels/Demon Lords. Archangels and Demon Lords are immensely powerful
units that are also major characters. Their points costs are as follows: Major Spirit (80),
Level Three Cleric (140), General (150), +2 CF (20), Fade (50). Total cost is 440 points.
Hive Queens. Hive queens may be 1 x 2 multi-based units. The hive queen is the
central purpose and reason-for-being of the hive army. Her points costs are: Large Monster (80), General (150), Lavel Two mage (90), +2 CF. Total cost is 340 points.
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Advanced Rules Characters
Mad Scientists are an advanced rule, major character ability costing 30 points. They are
available to Renaissance, Gnome, Dwarf, Hill Dwarf, Arabic, Medieval, Evil, Automaton, Chaos, and
Chinese armies, as well as all Napoleonic and other ‘modern’ armies. Mad Scientists represent great
technologists, tinkerers, and inventors far ahead of their time, and their uncommon intellects make
them arrogant and jealous of their secrets; as a result, no army can have more than one mad scientist
in it.
Clarke’s first law essentially states that any sufficiently advanced technology will appear to
be magic. Chipco’s first corollary to this law states that any magic will appear to be a sufficiently
advanced technology. To the average warrior, then, high technology and its effects differ little from
magic, so Mad Scientists are treated very much like magic users in Fantasy Rules!.
Instead of spells, the Mad Scientist uses technological items of his own creation to influencethe
battle. These items are, as anyone familiar with B movies will recognize, usually devoted to the
conquest of the world or the perversion of nature. To call them Baroque in design would be an
understatement of titanic proportion; as such they require the Mad Scientist’s undivided attention to
operate, and their one-of-a-kind nature means that they may not work at all.
The Mad Scientist receives D6 magic points each turn (“magic”, because they are indicative
of the mental resources available to the Mad Scientist). These points can be spent either at the
beginning of the turn to maintain an effect (like Invisibility Field) for the entire turn, or to trigger a
technological effect (like Disintegration Ray). A Mad Scientist can attempt to activate a device more
than once in a phase. Since these magic points are really reflective of the Mad Scientist’s masterful
intellect concentrating on operating a device, and are not directed outside the maintenance of his own
manual dexterity, true magic users cannot contest their use by attempting to dispell them. Similarly,
the Mad Scientist’s magic points can not be used to dispell magic spells. The army of the Mad
Scientist, however, may use its 10 army pool magic points to dispell magic spells normally.
For the Mad Scientist to affect the game he must buy one or more of the technological
devices listed below. He may carry a maximum of two of his inventions —whether they work or not.
To activate an item, the player owning the Mad Scientist decides how many of the Mad
Scientist’s personal magic pool points he wishes to spend on its activation, rolls a d10, and consults
the following chart. A device must be activated every time it is used unless it has a maintenance cost,
in which case it stays active as long as the maintenance cost is paid.
Magic Cost
one
two
three
four
device is successfully activated on the D10 roll of
9-10
7-10
5-10
3-10
A roll of a 1 or 2 is always a failure.
For invisibility fields, disintegration guns, or teleporters to work on multi-based units, 1 extra
magic point per BB over one is required to achieve the same result on the table. Thus a 1x2 requires 1
more magic point to be affected by a device, a 2x2 requires 3 more, and a 2x3 requires 5 more.. If you
expend three magic points on a 1x2 multi-based unit, roll under the 2 magic points table. Likewise,
multi-based units require one extra magic point per extra BB to maintain an effect, so a 1x2 costs 2
magic points to maintain, a 2x2 costs 4 magic points, and a 2x3 costs 6 magic points.
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Inventions
Tinker’s Boxes generate contraptions and cost either 40 points for those that create surface
contraptions, or 60 points for those that create flying/swimming/burrowing contraptions. When the
device is successfully activated, a contraption of the appropriate type is placed in base-to-base
contact with the Mad Scientist or the unit to which he is attached. It can be moved as normal in the
current or next movement phase.
Vats cost 40 points and generate creatures. They are treated like units and, once activated,
can not be moved until shut off — even if the unit they are attached to is forced back. Vats must be
attached to a handweapon unit that includes an attached Mad Scientist. Vats continue to work until
the Mad Scientist (using the same method as activating) either shuts them off or until the vat is
destroyed. As long as the Vat is activated, roll a d10 and consult the following chart at the beginning
of the Mad Scientist’s movement phase:
1-2 nothing happens
3-7 a unit of undead mobs appears
8-9 a blob appears
If an activated Vat is attached to the Mad Scientist and a handweapon unit, then the newly
created unit is controlled, and is sent off toward the enemy to become part of the Mad Scientist’s army.
If the Vat is activated but is not attached to the Mad Scientist and a hand weapon unit (because of
combat pushbacks or whatever), then the new unit moves in a random direction (using the rules for
the wizard spell “Disorient”) in this and subsequent movement phases, fighting any unit it contacts.
If inactivated, the Vat is carried by the handweapon unit, and is destroyed if the handweapon
unit is destroyed. If the Vat is activated, and the attached handweapon unit is destroyed or is pushed
back in melee, or an unattached Vat is destroyed or demoralized by missiles or magic, or an unattached
Vat is in melee with an enemy unit, then roll a D10 and consult the character results table. On a Killed
or Captured result the vat is destroyed. Roll a D10 on the Vat chart to see what, if any, uncontrolled
creature takes the Vat’s place. If an Escape is rolled, the Vat is not destroyed, and will continue to be
active. Enemy units in contact with an unattached Vat must continue their efforts to destroy it each
melee phase, using the above procedure .
Vats can also be bought for wizards.. Wizards use their own personal magic points to activate/deactivate a vat, using all of the above rules for vats.
Invisibility fields cost 20 points and make the unit to which the Mad Scientist is attached
invisible to all units except Spirits. An invisible unit can not be contacted in melee (just move the unit
out of the way if an enemy would contact it) or targeted by missiles or assassins, although it can be
targeted as normal by magic. Once activated, an invisibility field costs 1 magic point per turn to
maintain, paid at the beginning of the turn. The unit becomes visible if this cost is not paid each turn.
If the invisible unit fires missiles or mines, or the Mad Scientist uses a disintegration gun, vat, or
tinker’s box, then the unit becomes visible and remains so until the field is activated again.
Disintegration Guns, including ray guns, death rays, etc., cost 40 points and come in two
different versions: one affecting flesh and bone, the other wood, metal, and rock. A Mad Scientist can
only have one kind of disintegration gun. Disintegration guns must be activated each time they fire,
have a range of 5” (10” in 25mm), require LOS within 360 degrees of the Mad Scientist’s unit, and,
unlike mass bowfire, can be fired at units in melee. Spirits are immune to disintegration guns. When a
disintegration gun is fired, roll on the “4 unit” line of the bowfire chart and add 1to the result.
When activated, a flesh/bone disintegration gun effects a unit of living (or undead) infantry,
cavalry or monsters.
When activated, a metal/wood disintegration gun effects a unit of war machines, or earth or
tree elementals.
If there is a doubt about what a unit’s primary composition is (Leviathans could be made of
either flesh, or iron or wood, for example), then that unit must be declared as one or the other at the
beginning of the game.
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Targeters cost 10 points and add 1 to the bowfire roll and/or the artillery to-hit roll of the unit
(or BB) to which the Mad Scientist is attached. Once activated, a targeter affects that unit (or BB) until
the Mad Scientist detaches. The Mad Scientist has to reactivate the targeter when he moves to a
different unit or BB. Targeters have no maintenance cost.
Teleporters costs 20 points and, when activated, send the Mad Scientist and the unit to
which he is attached anywhere on the board.
TA’s
TA’s cost 10 points, and are the underpaid and overworked technical assistants of Mad
Scientists, and are (0, 0) characters. Often named Igor, their language skills are frequently suspect,
causing them to occasionally misunderstand terms like “clockwise”, and “slower”. This leads in turn
to accidents — often of an amusing nature! TA’s add no bonuses of any type to any unit to which
they are attached. TA’s are always attached to the Mad Scientist. Their presence allows the Mad
Scientist to add 1 to all of his d10 activation rolls. A Mad Scientist with a TA is allowed to purchase one
additional technological item. If the Mad Scientist is killed, the TA can retain one of the technological
items, and try to activate it. Mad Scientists with a TA receive an additional d5 – 2 personal magic pool
points each turn.
Other Items
Protection from disintegration (metal and wood) can be bought for war machines for 10
points per BB. They are only available to armies that can have a Mad Scientist or Alchemist.
Paint guns costs 10 points and fire as longbows. If a Demoralization or Destroy result
occurs, the protection from disintegration ability for that BB only is removed. They are only available
to armies that can have a Mad Scientist or Alchemist.10 a large monster appears
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Magic
The magical power available to magic users in Fantasy Rules! comes from two
sources: the magic user himself and his army’s psychic energy. We refer to the energy
available from the magic user himself as his personal magic pool; we refer to the energy
available from the army as a whole to all magic users in it as the army pool. Any magic user
in the army can draw on the magical power in the army pool, but the power available in each
magic user’s personal pool is restricted to that specific magic user.
There are many magic user types available to Fantasy Rules! players. Not all armies
may have all types of magic users — see the army lists for a breakdown of what magic user
types are available to each army
Setting the magic pool levels
At the beginning of each turn both sides set their army magic pool track at 10
power points. Each side then rolls 3d6 for each master level magic user, 2d6 for each midlevel magic user, and one d6 for each level one magic user. The results of these rolls
determine the personal magic pool available to each magic user in the game; set their
personal magic pool tracks to the numbers generated. We have included a tracking sheet at
the back of the rules to help you keep track of these points by using the d6s or other
suitable means. You may copy this sheet for your personal use.
For example, two players are playing 1500 point armies.Player one has three Level
One magic users, Player Two has one Level Two and one Level One. At the beginning of
each turn both players set their army pools to 10, then roll the appropriate dice for each
magic user. Player One rolls one d6, gets a 3, and sets one level one magic user’s personal
pool to 3. Player One then repeats the process for each of his two remaining level one
magic users. Likewise, Player Two rolls a d6 for his level one magic user and 2d6 for his
level two magic user and sets their personal pools accordingly. Play then continues.
At the end of each turn, all the magic pools are emptied – no magic points may be
carried forth from one turn to the next.
The magic power pools. The power needed to cast spells comes from the magic
user’s personal pool.If a magic user has no points in their personal magic pool, they may
not cast any more spells or actively dispell for the remainder of the turn. Once a player has
spent all the points in both of their pools, they cannot cast further spells or dispells for the
remainder of the turn. Should one side lose all its magic users, the 10 points from the army
pool remains available to them each turn for attempting dispells. In theory, enough folks
with minor magical ability would remain scattered throughout the army to generate this
reserve of psychic energy.
Casting spells
Magic works by focusing surrounding energy (mana) into the formulation of a spell, or to
counter the workings of a spell. This is different than an innate ability, which works on its own.
There are two pools of energy from which a magic user can draw. First there is the army magic pool
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The ability to cast the first
spell rotates between
players each turn.
and the magic users own personal magic pool.
The army magic pool represents the magic energy of the army itself. This mana is used in
countering enemy spells, or can be used by higher level magic users in augmenting or actively
defending spells.
A magic user’s personal magic pool is used to formulate spells or as a component in the
defense of spells.
A spell can be cast at any time after magic pools are determined at the beginning of a turn.
The only caveat is that the side that cast the first spell of the last turn has to give his opponent the
first chance to cast a spell in the next turn.
The sequence works as follows. The side casting the spell announces it is casting a
specific spell against a specific target. The casting side determines the number of magic points
(depending on the magic user’s level) and secretly designates it. This can be done by writing the
number of magic points on a piece of paper; using playing cards (putting down two cards where an
Ace-10 counts as 1-10 magic points, a Jack and Queen count as zero magic points, and a King
counts as 20 magic points); using CCG counters or using some other method. The defending side
does the same for it’s number of defending magic points. The numbers are then revealed, and each
side rolls a D10) (this works like melee). If the casting side has a higher total, then the spells is cast.
If the defender has the higher total, the spell is defeated. If it is a tie, the side with the higher magic
level that is involved in the casting or defense wins; if both sides are at the same level, then a tie
goes to the defender. If there is no defensive magic points used, the spell is automatically cast.
The magic level of the caster and the defender may modify the above sequence slightly.
Casting a spell
All magic users can only use their own personal magic pool to cast a spell (for example 2
point spells would use two points from their personal magic pool). This may mean that a magic
user may not have enough points in any one turn to cast some of the spells that are available to
them. A magic user can cast one spell of 1-4 magic points multiple times in a single turn (unless it is
augmented, then it can only be cast once), and spells of more than 4 magic points only once per
turn.
Level one magic users use the amount of magic points that any spell costs from their own
magic pool in order to cast a spell. There is really no need to use a secret method, as the casting
method is straightforward.
Level two magic users use the amount of magic points that any spell costs from their own
magic pool in order to cast a spell. In addition, they can use additional points either from their
own magic pool and/or the army magic pool to augment a spell and make it harder to defend
against. For example, a level two magic user with 6 points left in his personal magic pool, could use
four points from his pool to formulate the spell, one point from his personal pool, and, say, 1 point
from the army magic pool in order augment the spell Teleport. This means that he would add six
points to his D10 roll to cast the spell (if there was a defense).
Level three magic users initially cast spells exactly like level two magic users. After both
offensive and defensive magic points have been revealed, level three magic users can augment
their spell again (exactly like the initial casting, using either army or personal magic pools). If the
defending magic user is also a level three magic user, this sequence may happen several times.
Defending against a spell
Level zero is when the army magic pool is used in defense against a spell. The defending side can
designate up to the basic cost of the spell from the available army magic pool as its defense (for
example, if Teleport is cast, from 0-4 magic points from the available army magic pool can be used in
defense).
If a Level one magic user wishes to actively defend against a spell, then at least one point
from his own magic pool (up to the total amount available), can be added to the level zero army
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Magic
pool defense.
If a Level two magic user wishes to actively defend against a spell, then he can use any
amount of points from the available army magic pool, and at least one of his own available magic
pool points to defend against the spell.
A Level three magic user initially defends exactly as a Level two magic user. After both
offensive and defensive magic points have been revealed, level three magic users can augment
their defense again (exactly like the initial defense, using either army or personal magic pools). If
the casting magic user is also a level three magic user, this sequence may happen several times.
Use of the morale clock. At any time prior to their morale clock reaching 4, a player
may increase the amount of power points in a magic user’s personal pool by subtracting a
like number from their army’s morale clock. For example, if your magic user has a personal
pool of 5 points and needs 1 more point for a 6-point spell, you can reduce the army’s
morale clock by 1 while adding 1 to the your magic user’s personal pool. This option may
not be used if it reduces your morale clock level to 4 or below.
Morale Clock effects. When either side’s morale clock reaches 4, their magic point
allotment per magic user is reduced by half and the army magic pool is reduced by half.
Spell casting order. When one player casts a spell, the spell must be resolved
before the second player can cast a spell; the spell “Ground” cannot be used to try to
prevent another spell from going off, for example. Further, the second player is always
given the option of casting a spell (or taking some other action like moving or rallying a
unit) before the first player casts an additional spell or attempts to recast a previous spell.
If the second player declines to cast a spell immediately, or takes any kind of action (movement, firing, etc.), then the first player may cast again.
The situation was deteriorating for the men of Brookhaven. FitzWilliams’ infantry was struggling in the middle against ravening hordes of beastmen and worse. Brozart
the wizard, riding his white palfrey among the chargers of the heavy cavalry on the right
flank, had spent most of the battle blocking the foul magic of the necromancer, Maledictus,
and was exhausted. Luckily, Brozart thought, things on the right flank had been quiet so
far. As if in answer to Brozart’s thoughts, the horses suddenly snorted in alarm as an
enormous she-fiend and her litter of small fiends emerged from the woods and charged
the cavalry. Horns sounded to his left and right as knights tried in vain to calm their
mounts. Brozart desperately recited an apoplexy spell in an attempt to halt the she-fiend
loping toward them, but he knew he would have no time to stop the smaller ones before
they began tearing his company apart....
Witch Hunters. Both the witch hunter’s army and personal magic pools may be
used for dispells only. Witch hunters receive 6 points of personal magic pool points for
dispells each turn. Witch hunter’s dispells are as a level 2 mage, provided they are using at
least one point from their personal magicpool.
Bards. Bard magic pool points are added to his or her player’s army pool. Bards
may not actively dispell.
The Sacrifice spell. This spell is cast in the same way as the optional planar spell
Open/Close Portal. The cleric may not move or fight a melee (so any unit they are attached
to may not, either) in the phase in which he plans a sacrifice as he is too busy making
preparations. During his melee phase, the cleric sacrifices one of his units or offerings and
then immediately attempts the spell. Successfully cast, the sacrifice spell will destroy any
single unit on the board. Sacrifice may only be attempted once per turn and only if the
cleric has satisfied the conditions necessary for the spell. The unit being sacrificed is
destroyed whether the spell is successful or not.
Illusionary magic. Unlike other summonings, illusions must be maintained. This includes
the effects of the spells “Illusionary Enemy,” “Illusionary Armies,” and “Illusionary Obstacles.” The
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Illusionist must pay one power point per illusion from either his personal power pool or from the army
power pool at the beginning of each turn (immediately after the power pool levels for the turn have
been determined). If these power points are not paid, then the appropriate number of illusions
immediately dissipate; the particular illusions that dissipate are chosen by the player owning the
illusionist.
Illusionary armies are treated exactly like real units of the same type (fear causing, movement, support, flank attacks, rear attacks; effects from artillery, missile and magic attacks, etc.). If
illusionary armies are brought to melee, they always dissipate after combat resolution (are automatically destroyed during the melee phase). Treat combat results as normal. Loss of an illusionary army
does not count as a unit loss for moral clock purposes.
Illusionary artillery and missile fire cause damage as normal (a la ERB’s Thuvia Maid of
Mars), but units of these types require 2 magic pool points each turn to maintain.
Illusionary spirits and ethereals are dissipated if they move through an enemy unit (although
the moved through unit must still take a fear test). Juggernauts and colossus may not be used as
illusionary armies.
An army with an illusionist may start the battle with any number of illusionary armies already
summoned. Illusionary armies must be marked on the bottom of the base (or recorded on a piece of
paper). Of course, they must all be maintained at the beginning of the first turn. Illusionary units may
only be of the same types purchased as non-illusionary units. For example, if the army includes
skirmishers, then illusionary skirmishers may be used; if the army does not include skirmishers, then
illusionary skirmishers may not be used.
If illusionary armies are summoned during the game, they must appear next to a unit of the
same type. The player with the illusionist then records which is the illusion and which is real. Neither
unit may move into contact with the enemy during the turn in which the illusionary army is summoned.
Magical Barriers Clarification
Ships, multi-based units and Leviathans are harder to affect with magic than normal units;
this concept also applies to magical barriers. These units (with some exceptions) can pass through
the magical barriers created by some spells (think huge monsters or ships simply sailing through or
ramming them, or thousands or small creatures swarming through or over them), but take damage in
doing so.
Leviathans, Pike Blocks or 2x2 Multi-based units (except Blobs and Planar entities) must
pass a leadership roll to go through magical barriers. If successful, they pass through the barrier,
but take a Demoralization Marker in the Process. 1x1 and 1x2 Ships take a leadership test on the
captain (attached hero at RF6 –RF bonus, or highest CF of a unit on Deck or on a RF7; whichever is
best). . If successful, they pass through the barrier, but take a Damage Marker in the Process.
2x3 Ships can choose to go directly through a magical barrier. They take one damage
marker in doing so, but in the process also destroy the magical barrier.
Blobs cannot enter or pass through fire barriers, but pass through any other with no
consequence to either the Blob or the barrier.
Planar Entities pass through and destroy any barrier with no consequences to the Planar
Entity.
Spell Clarifications
Teleport: This snatches up any friendly unit (except trapped units) on the board, and
transports it to almost anywhere else on the board. There must be enough room on the board for
the teleported unit to physically fit (cannot move other units to accommodate). If the teleported
unit lands in contact with an active enemy front edge, it must immediately turn to face. Will not
work on units inside fortifications, City/Wall BBs, or Ships, nor will it take units inside.
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Magic
Disorient/Gnat Storm: Roll the D12 (or determine the direction another way), and turn the
affected unit to face that direction. Move the unit its full movement in that direction using normal
movement rules (difficult terrain modifications, cannot move through other units, etc.). If the unit is
in line (with units on either side, for example), the unit can move 45 degrees to the front or back; for
other direction simply turn it 90 degrees to the appropriate direction in place.
Rip Tide/Flash Flood: Turn the affected unit to directly face the Hydromancer or Water
Shaman. Move the unit its full movement directly away from the caster (still facing the caster). If
the unit contacts another unit, move them both one base length and stop. If both of the above
units are in/on water features, simply move the affected unit through the blocking unit. If this
results in an enemy’s active edge touching the affected unit, the affected unit turns to face and
they the fight a melee in the melee phase.
If the unit contacts an impassable mountain, the unit stops. If, however, the unit contacts
an impassable water feature, the unit continues with its full movement. This might result in a
ground unit without swimming being swept out to sea and drowning.
The affected unit can break off any combat. Does not affect units that are in the air or
under the ground or Colossus or juggernauts. In games with multiple water zones, does not affect
more than two zones (caster to designate)
Tempest: Turn the affected unit to directly face the Air Shaman. Move the affected unit
its full movement rate directly away from the caster (still facing the caster). Flying/burrowing units
on the ground stay on the ground and use their ground movement rates. Treat the movement as
flying but at the affected unit’s normal movement rate (i.e., move over intervening terrain or units)
and then landing. Flying units remain flying. If this results in ground units without swimming
landing in an impassable water feature, they drown. If it results in ground units landing in terrain
where a flying unit cannot land (built up terrain, forests, etc.) the unit lands and becomes demoralized.
The affected unit can break off any combat. Does not affect units under the ground/water,
or Colossus or juggernauts. In games with multiple air zones, does not affect more than two zones
(caster to designate). Also does not effect units in built up areas, forests, fortification or fortresses.
Examples of magic use
1. Glimmermere, a Level 2 elf magic user, has a total of 4 magic points available to
him (2 in his personal magic pool and 2 in his army pool). He announces his intention to
cast a spell costing 2 points. His opponent decides not to dispell. The spell is successful
and its effects are implemented immediately. Glimmermere then subtracts two points from
his personal magic pool and one from his army pool.
2. Ar-Hotep, a Level 3 Egyptian magic user, has a total of 8 magic points available
to him (5 in his personal pool and 3 in his army pool). He announces his intention to cast a
particularly devastating 6-point spell at a critical juncture in the game, wagering the 5
points from his personal pool. Ar-Hotep’s army has a morale clock level of 6. Mindful of the
baleful effects of reaching 4 on the morale clock, Ar-Hotep decides to augment his personal magic power pool with a single point from the morale clock (he must achieve the base
6 points for the spell from his personal pool and morale clock augmentation), reducing it to
5. Glimmermere, elf magic user in the above example, has a total of 10 magic points available (2 in his personal pool and 8 in his army pool). He decides to wager all 10 on dispelling
this noxious bit of black art (note that he is allowed to do this since he is a level 2 mage. A
level one could only use the cost of the spell from his army pool). This puts Glimmermere at
a +4 die roll advantage when the wagers are revealed. Ar-Hotep, needing desperately to
cast this spell, looks to his troops’ morale. Since he is a level 3 mage, Ar-Hotep is able to
add the remaining 3 points from his army pool, making his final wager 9 points. Glimmermere
has wagered more by 1, and so he adds 1 to his roll. Both sides roll dice. Glimmermere rolls
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a 4, augmented by 1 for a total roll of 5. Ar-Hotep rolls a 6. Much to the consternation of the
elven army, Ar-Hotep’s spell takes effect. Both side’s magic pools have been reduced to 0,
so no further magic will be possible for the remainder of the turn.
Innate Magic
Innate Magic represents special training (Rangers woodland skills, for example), innate magical
or natural abilities (Dwarfs may be magic resistant), special weapons (fire arrows for bowfire
troops or Greek fire for indirect artillery), or a special item (The “Rod of Cold” that casts Innate
Freeze). Innate Magic is available to characters as a minor ability (each ability takes one slot) or
to designated units. Cost is ten points per ability per unit/character. A Single ability is available
to a single unit (except Rangers can have any or all innate Ranger spells but no others), and all
similar units must have the same ability (e.g. all South/Central African Spear units may have
War Cry).
A unit cannot cast a ranged innate spell while it is in a melee (a character can). If an innate spell
is cast by an individual needing to make a Rally Roll (Rally Roll on initiating unit) or on an
individual not attached to a unit, use a RF6 minus the individual’s rally modifier. Spells affect the
unit and any attached character/units.
Innate Magic can be cast once per turn, and automatically happens (cannot be countered) if the
Rally Roll is made. However, the Innate Dispel or Magic Resistance, etc. can dissipate it once
cast.
(Following could be on the cheat sheet.)
RR = Rally Roll; BR = Bowfire range and arc of fire; Self = affects casting character/unit.
AL = Army List determines unit availability; AE = Any Elite unit
Rally Roll on target unit
-
-
54
Innate Animate Terrain, BR. Target unit must take a RR, if it fails, then the unit is affected by
the Druid spell Animate Terrain. Rangers, AL
Innate Apoplexy, BR. Target unit must take a RR, if it fails, then the unit cannot move this turn
per the Wizard Spell Apoplexy. Rangers, Elite Monsters, AL.
Innate Disorient, BR. Target unit must take a RR, if it fails, then the unit moves randomly per
the Wizard Spell Disorient. Rangers, AL.
Innate Earthquake, BR. Target unit must take a RR, if it fails, then the unit is affected as the
Shamanic spell Earthquake. Earth Elementals, AL
Innate Flash Flood, BR. Target unit must take a RR, if it fails, then the unit moves per the
Shamanic spell Flash Flood. Water Elementals, AL
Innate Nullify, BR. Target unit must take a RR, if it fails, the unit can not cast any magic or
innate magic, or have use of any of its magic pool this turn. Individuals attached to a nullified
unit are still affected this turn, even if they detach from the unit. AL
Stinkbomb, BR. Target unit must take a RR, if it fails, then the unit loses the ability to support/
be supported this turn. Does not affect Undead, ghouls or Automatons. AL
Sudden Wind, BR. Target unit must take a RR, if it fails, then the unit cannot fire missiles or
artillery this turn. AL
Innate Tempest, BR. Target unit must take a RR, if it fails, then the unit moves as the Shamanic
spell Tempest. Air Elementals, AL
Magic
-
War Cry, BR, Psychological. Target unit must take a RR, if it fails, then the unit loses one level
of demoralization. Think Rebel Yell, Zulu Chants. AE, AL. Does not affect spirits, specials,
undead, or other unit that is immune to psychology.
Rally Roll on initiating Unit
-
-
-
Innate Douse Fire, BR. Unit must take a RR, if it passes, then fire is put out on target terrain
BB, ship BB or Leviathan. AL
Innate Freeze, BR. Unit must take a RR, if it passes, then Target terrain BB, ship BB or
Leviathan is affected as the Shamanic spell Freeze.
Innate Fast Movement, self. Unit must pass a RR (for ships, the RF is 6); if it passes the unit
can immediately make a facing change and move up to two inches (for units with a movement
rate of less than 5 inches), or 3 inches (for units with a movement rate of 5 or more (this
includes flying and swimming units)) in a straight line. Units/unit characters with burrowing
cannot buy Innate Fast Movement.
Units can attempt to move out of range (or line of sight) when targeted by
missiles, artillery or ranged Innate magic (not Regular Magic). If the unit makes its RR and
moves, the targeting unit can change targets.
If an opponent charges the unit, and the unit makes its RR and moves, the
Charging unit gets to take a RR to abort the charge; if it fails the Charging
unit must move its full movement toward the enemy units.
Any army can buy Innate Fast Movement for Unit Characters, living small and
large monsters, Undead and Automaton units of the above cannot buy fast movement.
Dragons, Leviathans, and Ships can buy a version of Innate Fast Movement.
Ships and Leviathans must buy Innate Fast Movement for each BB. The above units
automatically pass their RR, but may only use the extra movement after their normal
movement phase and subject to their normal movement restrictions (i.e., no free facing
change).
The following armies are not allowed Innate Fast Movement for R&F: Amphibian,
Automaton, Conquistador (although Indian allies can), Dwarfs, Gnomes, Halflings, Hill
Dwarfs, Inquisition, Kobols, Planar, Reef, Undead.
The following army lists can only buy fast movement for R&F units with
swimming (Sea Elf and Pelargic) or for units with Flying (Faerie), not for other R&F units.
Pirate armies only get the fast movement for their free class of units; they cannot
buy fast movement units for other R&F units.
The following units for the remaining armies can buy Fast Movement: Beastmen,
HW, Rangers, Rifles, Skirmishers, Spears, S&P, Dragoons, Knights, Heavy Cavalry, Light
Cavalry and Mounted. Per other abilities, every unit of a like category must buy the
ability (i.e. all LC in the army must buy Fast Movement if one unit does). Undead units
and Automaton units cannot buy Innate Fast Movement.
Innate Hide, Self. Unit must take a RR, if it passes, bowfire, artillery or magic cannot target the
unit this turn. Enemy units cannot charge the unit, and would move right through the unit.
However, the unit would have the option to fight the enemy unit if moved through, and the
enemy unit would not get its charge bonus (essentially an ambush). Units hidden on a Wall
BB can choose to defend the wall and make an enemy unit storm the Wall if the enemy unit
starts to climb a Wall BB the unit controls. The unit or any attached characters/units must not
move or have moved, used missile fire, engaged in melee, or cast any magic (other than Hide)
this turn. Hide has no effect if the unit is already in melee. Rangers, AL
Levitate, Self. Unit must take a RR, if it passes, the unit ignores difficult terrain movement
penalties, pass over impassable terrain, and can storm a Wall of two or three height without
ladders and/or engineers this turn. There are possible downsides of the spell. For Example, if
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-
-
Levitate were dispelled when a non-swimming unit is over an impassable water terrain feature,
the unit would drown. If Levitate is dispelled before the unit storms a wall, the unit is not
damaged, but simply cannot storm the wall; if after the unit successfully storms a wall, the unit
is already on the wall, so there is no effect. A levitating unit does not count as flying. AL
Magic Resistance, Self. Unit must take a RR, if it passes, then Magic Resistance dispels the
effect of one innate magic spell or one two-point magic spell affecting the unit. AE, AL
Innate Set Fire, BR. Unit must take a RR, if it passes, then Target terrain BB, ship BB or
Leviathan is affected as the Shamanic spell Set Fire (Innate Set Fire does not put out fires).
Missile units (except rocks and bottles, crossbow/handguns, musket and rifles), Fire
Elementals and Longbows (both at range 10”), Indirect Fire Artillery (Greek Fire) and Light
Artillery (both at their range), AL
Innate Toughness, Self, Unit must take a RR. If it passes, the unit can clear the first demoralization/damage of the turn from missile fire, fire, or melee (not magic or loss of control, etc.).
Innate Toughness does not work on Kill results. AE, AL
Smoke Screen, Self. Unit must take a RR, if it passes, then it can withdraw from combat as
Light Cavalry (using the unit’s movement rate, see Light Cavalry rules). Rangers, AE, AL
Rally Roll on Casting Character/Unit
Innate Dispel, BR or self. Innate Dispel targets a specific ongoing spell (it cannot dispel
“instant” spells like Blast or Teleport, but can dispel spells like Bless or Levitate or an illusion).
The caster of the ongoing spell takes a RR using the RF on the following chart; if the caster
fails the RR, the ongoing spell is dispelled:
Innate Spell, RF6
Level one caster, RF5
Level two caster, RF4
Level three caster, RF3
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Unit Types
Mythology and the works of modern fantasy authors offer a tremendous number
of potential units for use in your gaming. This chapter details which types are available in
Fantasy Rules!. If you can’t find what you’re looking for here, check out the “Do-ItYourself” (DIY) chapter – rules are included there for creating your own unit and character
types.
Infantry
Beastmen figure in many works of fiction and are typically purpose-built perversions of nature as opposed to weres, which tend to be either natural or at least naturally
created. Beastmen are also (obviously) based on men, whereas weres can really be any
natural creature capable of interacting with the other races in Fantasy Rules! Beastmen
may fly, swim, or burrow.
“God, what a smell — more like a barnyard than a battlefield!” — An anonymous
peasant in the Fourth War of Inquisition.
Militia. Militia units are moderately trained warriors raised by a town or city or Local Lord.
These are mixed arms units consisting of a combination of missile (Javelin, Bow, Longbow, slings,
crossbows) and melee troops and fire as one unit on the bowfire chart at ranges of 5” or less. English
Bill and Bow units would be typical of this kind of unit. Militia units support and can Fly or Swim.
Handguns/crossbows have the same reference table stats as militia. For movement,
they may shoot or move in one turn, but not both. For bowfire, they count as two units on
the firing chart at ranges of 5” or less. Handgun units may be armed with medieval style
windlass-cranked crossbows, arquebuses, handguns, etc.
Longbows. Longbows are lightly armored, highly specialized missile troops. They
have the same reference table stats as skirmishers, but have a maximum bowfire range of
10”. For bowfire (see the Artillery and Bowfire chapter), they count as one unit on the firing
chart for ranges between 5” and 10”, and as two units on the firing chart at ranges of 5” or
less. They may not attach, but can support and be supported by regular infantry. Longbows
do not, however, support other longbows. Longbow units may shoot and move in the same
phase.
Marines: for 20 points, non-undead armies with Beastmen, Spears, Handweapons,
Musket, or Sword and Pistol can upgrade these units to Marines. Marines are the same as their
base unit except:
•
•
•
•
•
Marines get a +2CF when fighting in Cities, or storming or defending Wall or Ship BBs.
Beastmen, Spear or Handweapons Marines can buy bowfire.
Marines do not get a minus on the bowfire table when firing from ships.
Marines are assumed to have ladders/grappling hooks, etc., so they can storm level two walls,
or level three wall if the Marines are in a Siege Tower..
If two ships are in contact, Marines can attempt a Boarding Action. During its movement
phase, the Marine unit takes a RR. If successful, the two ship are tied together, and the Marine
unit can attack the adjacent enemy Ship BB without a storming phase, as can any other
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Unit Types
•
friendly Unit on Deck Whose BB is adjacent to that enemy ship. The two ships are tied
together until one ship makes a successful Trap clearance roll. If the Marine unit’s RR is
unsuccessful, then the Marine unit cannot move that turn.
Marines can use Assault Craft to directly storm Wall or Ship BBs (see Assault Craft rules).
Mobs tend to be masses of untrained, unarmored, and almost certainly unpaid
light troops. They are armed with everything from bows, slings, and rocks to a
loincloth and an attitude. Goblins are typical of this unit type. The value of mobs
should not be underestimated, however, as they confer support bonuses on other
units. Mobs may fly, swim, or burrow.
Muskets. Muskets are Black Powder Fantasy mass infantry units. They combine the
melee power of spears with a significant missile fire capability (they fire as two on the bowfire chart
at ranges of 5” or less, and as one on the bowfire chart at ranges between 5” and 10 “). Muskets
can shoot OR move in the same phase. Musket units support, and can form square.
Offerings cost 5 points and may be slaves in evil armies, pipeweed in hobbit
armies, gold and gems in dwarf armies, fine wine in elf armies, gold or food in clerical
armies, and so on. Offerings are used to power or facilitate certain magic spells in the
spellbooks. Offerings must be attached to an infantry unit and, like other attachments, are
destroyed if the unit is destroyed. During the movement phase they may be shifted from
one infantry unit to another. The unit receiving the offerings must be adjacent to the unit
transferring the offerings. Offerings may never move except when attached to a unit that is
moving.
Pavisiers cost 20 points and are permanently attached to longbow or crossbow/
handgun units without stakes, (use a 40mm x 20mm stand with three or four figures bearing
big shields). Pavisiers add 1 to the combat factor of the unit to which they are attached,
and the unit to which they are attached is always counted as being in cover.
Pikes. Pikes are well-trained massed infantry units like Macedonian phalangists, or Swiss
or Scottish pike blocks. They are very good on a clear terrain battlefield, and not so good in other
terrain. Pikes can form multibased 1x2 BB pike blocks (see multibase rules). Pike units support and
(non multibased units) can form square.
Handweapons and Spears. Handweapons and Spears are well-trained massed infantry
units like Roman or Medieval infantry units. They are the mainstay of most armies and the most
versatile units in FR! Handweapon and Spear units support, and can Fly, Swim or Burrow.
Rangers are specially trained individuals or teams expert at fighting monsters.
Ranger units pay no movement penalties in terrain and change facing at no cost. Ranger
units may be deployed in any terrain feature on the board at the beginning of the game.
Bows (10 points) or longbows (20 points) may be purchased for rangers. Units with charge
bonuses should exercise caution when charging rangers!
Rangers may fly, swim, or burrow, and special racial limitations (like the higher CF
and lower movement of dwarf units) do not apply to them. When rangers are in any terrain
other than open terrain they have a unique charge/when charged bonus called ‘prepare
trap.’ Upon contact, rangers may attempt to trap their enemy.To do this, the enemy unit
makes a rally roll. If the enemy unit is successful, the trap fails and the melee proceeds
normally. If the enemy unit fails the roll, however, they are immediately trapped with all the
combat consequences that entails. If the trap is successful, the ranger unit may disengage
in its next movement phase. Ranger units receive the innate hide ability at no charge, and
may still purchase other innate spells.
Rifles. Think the “Thin Red Line.” Rifles are moderately sized units of Victorian era
specialty missile troops and can change facing for no movement charge. Rifle units fire as one unit
on the bowfire chart between 10” and 15”, two units on the bowfire chart at ranges between 5” and
10”, and as two on the bowfire chart at 5” or less. Rifle units do not support, and can shoot and
move in the same phase.
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Skirmishers are typically lightly armored and highly dispersed, and their firepower can be added to other units through attachment to increase those units’ fighting
ability. Skirmishers can also act as screens for other units. Skirmisher units could be armed
with slings, javelins, bows, or other projectiles. They may change facing at no cost to their
movement rate. Skirmishers fire as one unit on the bowfire table. Skirmisher units may
attach. For example, one skirmisher unit may attach to another skirmisher unit to achieve
the effect of massed bows, slingers, etc. Skirmishers may fly, swim, or burrow, and change
facing for free. Skirmishers may exchange their bowfire ability for a +1 to CF, or for throwing weapons. On the tabletop, all skirmisher units must be armed the same, unless the
figures used clearly depict the weapon type.
Sword and Pistol. Sword and pistol are massed Victorian Fantasy infantry units and may
include troops of an extra-terrestrial nature. Sword and Pistol units support, can shoot and move in
the same phase, and fire as two units on the bowfire chart at 5” or less.
Cavalry
Heavy Chariots. Heavy Chariots rely on a devastating charge; all scythed wheels, long
pointy projections and mass. Heavy Chariots can countercharge. If Heavy Chariots win the first
round of combat in which they charged or countercharged, the enemy unit loses two levels of
demoralization (doubling destroys the enemy unit as normal). Heavy Chariot units may fly or swim.
Knights/Heavy Cavalry. Knights and Heavy Cavalry can Countercharge. If a Knight or
Heavy Cavalry units wins the first round of combat in which they charged or countercharged, the
enemy unit loses two levels of demoralization (doubling destroys the enemy unit as normal). If a
Knight or Heavy Calvary unit destroys an enemy unit it is fighting in melee, and does not have to
turn to face a flanking unit, it moves into the enemy unit’s space and takes an immediate rally test
(if passed, treat as normal). If the rally test is failed, the Knight or Heavy Cavalry unit moves a full
move directly ahead and loses one level of demoralization (it is conceivable that this would cause
the Knight or Heavy Cavalry unit to be lost) as it chases the remnants of the enemy unit. If the
Knight or Heavy Cavalry unit crashes into an enemy unit, it stops and fights a round of melee in
the next phase (the Knight or Heavy Cavalry unit would keep the demoralization and would get a
charge bonus if appropriate). If the Knight or Heavy Cavalry unit hits a friendly unit or impassable
terrain, it stops. Heavy Cavalry can buy bows or Throwing Weapons (see Army Lists, all units
must be armed the same way), and can move and fire in the same phase. Knights are subject to
over-pursuit.
Heavy cavalry is similar to knights but generally less well-armed. Mounted menat-arms are a reasonable historical analog to this unit type. Heavy cavalry is also subject to
overpursuit.
Knights and heavy cavalry may fly or swim.
Light Cavalry. Light Cavalry are highly trained warriors mounted on creatures or high
quality chariots. They are armed with either Bows OR Throwing Weapons (all Light Cavalry in an
army must be armed the same way). Light Cavalry are highly maneuverable: they can change
facing for no movement cost, and withdrawn from combat (see rules) without taking a rally test.
Light Cavalry doubles the flank (to +2) or rear (to +4) bonus when aiding in an attack. Light
Cavalry can move and fire in the same phase, and can Fly or Swim.
Dragoons. Dragoons are Victorian era Light Cavalry. They are armed with rifles, sabers
and pistols. Dragoons fire as two on the bowfire chart at ranges of 5” or less. Dragoons are highly
maneuverable: they can change facing for no movement cost, and withdrawn from combat (see
rules) without taking a rally test. In addition, they may take a rally test after they withdraw from
combat, and only go demoralized if they fail the test. Dragoons double the flank (to +2) or rear (to
+4) bonus when aiding in an attack. Dragoons can move and fire in the same phase. Dragoons
dismount as Rifles. Dragoons may fly or swim.
Mounted. Mounted units are minimally trained warriors bouncing along on creatures or
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Unit Types
basic chariots. Per the army lists, Throwing Weapons or Bows can be purchased for Mounted (all
Mounted in an army must be armed the same way). Mounted can withdraw from combat (see rules)
if they make a successful rally roll. Mounted can move and fire in the same phase, form multibased
massed units, and can Fly or Swim.
Monsters
Cyclics are creatures that metamorphose during their extremely short lifetimes. In
any friendly phase they may be deployed anywhere on the board as eggs; in their following turn they become larvae; in the turn after that they become adults. The turn after they
become adults, cyclics become eggs again when expiring adults lay their eggs in the bodies of the fallen — ick!. For purposes of play, eggs cannot move, and fight with a combat
factor of zero, larvae fight and move exactly like handweapons, and adults fight and move
exactly like large monsters (!). Cyclic adults and larvae may fly, swim, or burrow; eggs are
always immobile.
Dragons are big, smart, and very tough! They may buy a “breath” weapon that
works and costs the same as either bowfire (10 points), longbows (20 points), light artillery
(30 points), or innate set fire (10 points) or innate freeze (10 points). Dragons may fly or
swim.
Large and small monsters. Large monsters and small monsters could be anything
from Chimeras and Manticores to barnyard animals (in a halfling army, for example). Large
and small monsters may fly, swim, or burrow.
Swarms are masses of ordinary creatures, typically driven mad by magic or bad
experiences as laboratory animals. Swarms may fly, swim, or burrow. Swarms immune to
fear. They do not however suffer movement or CF penalties like undead and they do not
cause fear (they are immune to it, though). Swarms attack units in wall BBs without having
to make a storming roll and ignore the movement penalties of fortifications, City/Wall BB,
and Ship BBs.
Elementals
Elementals are formed by the building blocks of this plane and brought into physical form. They
are not necessarily permanent beings, so their link is tenuous. Elementals can either be bought as
part of the army, or summoned during the game. Being magical, they have innate magical abilities at
no additional point cost (see innate spell rules). General rules for Elementals:
•
•
•
•
•
Elementals are destroyed whenever they are double demoralized.
Elementals can be summoned or unsummoned by Shamen.
Elementals cannot be demoralized by missile or artillery fire, but can be killed outright by them.
Elementals must be controlled by a shaman or take one moral clock pip to move (see control
rules).
Elementals are not affected by spells that involve psychology.
Air Elementals (CF 4, RF4, M12/12) have the fast flying ability, and the innate magic spell Tempest.
In addition, they prevent all missile or artillery fire within 10” and within the Air Elemental’s arc of
fire. They can enter any terrain, but have a -2 CF modifier when fighting in terrain or when
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attacking enemy units in woods, cities or defending Wall BBs or fortifications. Can melee directly
with a unit defending a Wall BB or multibased Ship without first storming (but at -2 CF)
Earth Elementals (CF6, RF5, M3/3) have the burrowing ability and have the innate magic spell
Earthquake. Earth Elementals can attack Structures and ships. Earth Elements cannot enter cities
or Wall BBs (unless they are first reduced to rubble) or woods or marshes.
Fire Elementals (CF5, RF5, M4/4) can cast the magic spell Innate Set Fire with an enhanced range
of 10” or they can cast the magic spell Innate Set Fire on all of their melee opponents. See Fire
rules. Fire Elementals cannot cross water features, nor can they enter woods, marshes or City/Wall
BB’s unless they are on fire. In this case they may move onto the BB without a stroming roll..
Water Elementals (CF5, RF5, M4/4) have the swimming ability, and can cast the innate spell Flash
Flood. Water Elementals, during their missile phase, can cast the innate spell Douse Fire with an
enhanced range of 10” and within the Water Elemental’s arc of fire. In addition, no fire can be set in
their BB and they automatically put out a Fire in their BB at the end of their movement phase.
Water Elementals cannot enter woods (unless along a stream), Cities, or Wall BBs.
Plant Elemental (CF5, RF5, M4/4) can cast the innate spell Animate Terrain within 10” and their arc
of fire. Plant Elementals also have the Light Artillery ability. Plant Elementals have a –2 CF against
Fire (see Fire rules). Plant Elementals cannot enter Wall or City BBs.
Specials
Specials are a category unto themselves with quirky capabilities and questionable reliability.
Blobs cost 50 points and are basically huge amoebae. Since they are big bags of digestive
juices they are susceptible to Fire (see Set Fire rules). They are immune to Psychological Effects.
Blobs are also immune to normal missile fire (unless they have an innate Set Fire capacity). Blobs
are considered as in hard Cover for muskets and rifles, and artillery gets a –1 to damage (unless it
has Greek Fire). Blobs have no “front”. For melee, the “front” is the side facing the most dangerous opponent; all other faces are considered flanks (there is no rear). Blobs pay no penalty for
movement in terrain, have the ability Climb for free, and are not very maneuverable. At the
beginning of movement, they rotate in the direction they want to go and may then move only
straight ahead until their move is complete. The single unit has essentially moved out of the way
and allowed the big unit to proceed. Be careful around Blobs!
When a Blob destroys its first opponent, it gains an extra Demoralization Marker (see
demoralization rules). It gains an additional Demoralization Marker for the second opponent it
destroys. With the third opponent it destroys, it turns into a 2x2 multibase Blob, and does not
change further. If there are units to either side of the blob when it grows, they will move out of the
way (along with their fellow units down the line) so it will fit, wouldn’t you? This may result in the
whole line being shifted 1 BB left or right. If it does, the victorious Blob’s owner decides which
way the line will shift. Blobs can Swim.
No unit or character can attach to a Blob. Blobs always cost 1 point on the phase moral
clock to move. Like 2 x 2 multi-based units, blobs always move before normal movement.
Fanatics. When fanatics fight other unit types combat is resolved by a simple die
roll between players. The unit belonging to the player who rolls lowest is automatically
destroyed. Even rolls are a push. Flank bonuses, character bonuses, etc., do not apply to
combat with fanatics. For good or ill, fanatics are the equal of whatever they may be
fighting, small or large (except units with shieldwalls). Fanatics are immune to demoraliza-
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Unit Types
tion results by magic or bowfire, never demoralize in combat, and never take fear tests!
Elite fanatics fight everything at +1. All CF bonuses still apply to fanatic combat, including
those due to terrain (fortifications, cities, walls, storming rolls, etc., whether in their favor
or their opponent’s. Fanatics only use their rally roll of 5 when clearing traps. Fanatics may
fly, swim, or burrow. They are immune to the spells Paranoia, Madness, Bless/Curse, Plague,
Apparition, and Earthquake.
Spirits
General description. Spirits are not flesh and blood creatures. They are powerful
outer planar entities such as demons, angels, gods, etc. (spirits), insubstantial ghosts or
wraiths (ethereals), or an elemental power summoned into physical form (elementals). Spirits move along the surface of the ground and water, but can effect both a level above and
below them. For example, a spirit on the ground can contact a flier or burrower. If this
happens, the flier or burrower is still considered flying or burrowing and cannot be further
contacted by regular non-flying or non-burrowing units. Spirits are considered surface
units for all other purposes. Spirits never become demoralized.
Although spirits do not fly as such, they can contact fliers, swimmers, and burrowers. Fliers, swimmers, and burrowers may not break off contact with spirits. Spirits can
move through any unit type, friend or foe, but cannot end a turn with any part of their base
overlapping any part of a another unit’s base. Spirits are not affected by zones of control.
Ethereals. Ethereals do not fight as such, but act to reduce a unit’s morale instead.
Ethereals may move through all unit types, enemy or friendly. When they do, the unit
moved through must make a rally roll or they will drop one morale level. For example, an
ethereal unit moves through a spear unit. The spear unit then fails to make its rally roll and
becomes demoralized. Had the spear unit already been demoralized when the ethereal unit
moved through it, it would have become doubly demoralized and pushed back. Had the
spear unit already been doubly demoralized it would have been destroyed (dispersed).
Ethereals, like undead, may be banished by clerics. Ethereals may be fought by major
characters (and units with attached major characters) as we assume that major characters
have magic weapons and the like. If an ethereal unit attempts to move through a unit
containing a character it must stop in front-edge-to-front-edge contact with the unit and
fight the character. Ethereals fight characters with a combat factor of 0 against the
character’s combat bonus of 0, +1, or +2. The two sides roll a d10, add the appropriate
value, and then compare the results. If the character ties or wins, the ethereal is destroyed.
If the ethereal wins, the character makes a character results roll per the Character rules. If
this roll generates an escape result the combat continues in the next phase. Ethereals are
automatically destroyed when contacted by major spirits. Ethereals do not affect specials,
spirits, undead units, units with a bard, mob groups with an Inquisition standard, or units
affected by the ship’s cook spell “Grog Ration.”
Lesser/Minor Spirits. Many mythologies and works of fiction contain references
to smaller spirits. Lesser/Minor spirits work exactly like their major spirit brethren, but are
not as powerful. Like major spirits, lesser/minor spirits never become demoralized. Imps,
dryads, cherubs, etc., are typical of these spirit types.
The Master chuckled as he watched a handful of small imps cavorting on his rug,
“Is that the best you can do, Fahd?”
“No, Master” Fahd replied. “See what brought them with it when I called.” He
pointed to a poorly defined shadow in a dim corner of the room. To the Master’s now
adjusted eyes it seemed that the shadow boiled so agitated was its movement. Finally, it
appeared to rest for a moment after another imp shot forth from its approximate center
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Chipco’s Fantasy Rules!
and began to immediately bicker with its brethren.
“Oooooh” the Master said. “Better, Fahd — MUCH better.”
Major Spirits are powerful avatars of their god. They move at a 10” rate like fliers,
but their movement rate is unaffected by terrain. They are somewhat fragile however as
they are destroyed if their opponent merely rolls higher than they do in melee (a roll of
more than twice theirs is not required to destroy them). Major spirits never become demoralized and ignore zones of control.
Parasitics. Parasitics are creatures like vampire bats, leeches, mosquitoes, lampreys, wights, and hagfish that live off the psychic energy, flesh, or bodily fluids of other
creatures. Parasitics cost 20 points and may be deployed against any enemy unit, engaged
or otherwise, anywhere on the board at the appropriate point in the sequence of play. Any
unit with parasitics attached subtracts 1 from all melee and rally rolls, but may move,
charge, and melee as normal. Afflicted units attempt to remove their attached parasitics
during the appropriate phase by making a rally roll. If the parasitics are not successfully
removed, any unit(s) adjacent to the afflicted unit must pass a rally roll or become infected
themselves. Elite parasitics are available to some armies. Any unit with elite parasitics
attached subtracts 2 from all melee and rally rolls. Elite parasitics cost 30 points and spread
as elites. Any unit with an attached healer (or units adjacent to it) is immune to parasitics,
and parasitics are removed from a unit immediately upon being contacted by a healer or a
unit with an attached healer.
“Have ye ever seen what a hagfish does to a man, then?” The first mate
grimaced in the sickly light of the lantern. “Well, I’ll tell ye. First they bites ye with their
evil sucker mouth, and then they ties their body in a knot. Then they tenses themselves up,
the knot’s pulled tight, and — POP! —, out comes a cookie sized chunk o’ yer bum, neat
as kin be!” At the word “POP” the first mate slapped his left knee for emphasis and every
last one of the apprentices nearly jumped out of their skin. “I’m tellin’, ye”, he said in a
low, conspiratorial voice, “if ye ever meets a hydromancer, never fails to buy him a
drink!”
Traps cost 20 points and do not fight as such, but act as impediments to the
movement of units, including fliers, swimmers, and burrowers. Traps may be deployed
anywhere on the board at the appropriate point in the sequence of play. When a trap is
deployed against a unit, the target unit may not use regular movement, follow-up movement, or magical movement. To disengage from the trap, the target unit must make a successful rally roll in its next rally phase. If the target unit passes its rally test, the trap is
removed and the target unit may move in its next movement phase. Units caught in elite
traps subtract 2 from their rally roll. Traps may not be deployed against units already in
melee. Trapped units that are attacked turn to face their attacker, but fight at -1 until they
escape the trap. Traps are co-located with their target unit, similarly to attached units.
Traps may be positioned on any edge of the target unit’s base, but for clarity should be
positioned on its front edge if that edge is available. Trapped units that suffer a double
demoralized melee result are destroyed instead of being pushed back.
Tricksters are a special sort of minor spirit. The armies that may have them are
usually based on mythology. Typical tricksters include rabbit, raven, and coyote from
North American Indian legends and Loki from Norse legends. Tricksters fight like normal
minor spirits except that when their opponent’s combat roll is greater than or equal to twice
their own. In this case, their opponent is destroyed, not the trickster. Victories against
tricksters are often deceptive! Tricksters also receive the ability to taunt opponents (see
the “Special Items” chapter) at no extra cost.
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Unit Types
War Machines
Battle wagons are the tanks of the fantasy universe. They are massive, heavily
armored units, capable of softening up an enemy from afar with optional missile weapons,
and then destroying them with a devastating charge. Examples of battlewagons include
armored wagons pulled by armored steeds (like those from the historical Renaissance),
giants with fighting platforms, or war elephants, mammoths, rhinos, dinosaurs, or other
large creatures sporting a howdah. Battlewagons may fly, swim, or burrow. Battlewagons
may buy Innate Set Fire, or, if their Army List allows it, light or heavy artillery. They may buy
bowfire for 10 points, longbows for 20 points, light artillery for 30 points, and heavy
artillery for 40 points.
Contraptions. Dwarves, kobolds, and gnomes spend a lot of their time underground. As such, they are constantly presented with new and exotic materials and minerals
that practically beg to be incorporated into engines of destruction. Being practical, dwarves
almost always build these materials into cannons, organ guns, or vending machines. A few
dwarves, however, and quite a lot of gnomes, are tempted to try these materials in elaborate
inventions of their own personal devising, often with disastrous results. The dwarvish
word for these inventions is gewgaws, while gnomes and kobolds know them as whozits;
to surface dwellers they are known simply as contraptions. Renaissance armies may also
use contraptions.
To understand contraptions you must know a little bit about their creators. First,
contraptions are not built by dwarf and gnome engineers, but by a small number of misfits
who think of themselves as artistes. As artistes, these builders would never think of letting someone else operate these machines, so they always have a crew of one, no matter
their size. Second, it would be heresy for one contraption to be like another, so they tend
to be elaborate, ornate, and unique in design. Third, they are usually highly unstable since
anything as repressive as the dictates of a natural law is apt to be rejected outright by their
creators. Fourth, their creators are intensely jealous of other contraptions and will often
work a bit of sabotage on them to prevent being upstaged by them. As a result, whenever
a contraption is defeated in battle it is apt to explode in a way that can only be described as
awe inspiring! When this happens roll a d10 for damage as if the contraption’s owner had
scored a hit with heavy artillery on the unit that destroyed the contraption. Since there are
more than a few dragons, manticores, and the like roaming the world who have lost a foot,
nose, or eye due to a carelessly squashed contraption, all monsters no matter the size must
make a fear test when they contact, or are contacted by, a contraption. Finally, it is considered impolite and irreverent to mourn the destruction of a contraption, so both sides must
“Oooooh” and “Ahhh”, appreciatively when this occurs, much as if they were watching a
fireworks display.
On a technical note, contraptions are of two types. The first is a heavily armed
bludgeoning sort of machine (CF =2). The second is a more delicate and elaborate mechanism for flinging arrows, bolts, rocks, small burrowing animals, or whatever else might be
handy (CF=1, bowfire). The first tends to be favored by dwarves, the second by gnomes
and kobolds, though this preference is by no means universal. Grapple may be purchased
for either type.
Contraptions cost 30 points and may attach to infantry units. This attachment is
primarily for the protection of the contraption, since they confer no bonuses on the infantry unit while attached. They remain off board until they are deployed by attaching them to
a friendly handweapon unit during its movement phase. After deployment they may be
controlled like any other attached unit. Contraptions of either type may fly, swim, or burrow.
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Wormtwister gurgled with pride over his newest whozit. Truly, Warren King RawMole-Eater and the rest of Kobold Clan Third-Pile-of-Worm-Droppings-South-of-theBridge would be dumbstruck by its grace and deadly beauty. The whozit was mounted on
one wheel and would only balance properly when Wormtwister’s naked body was aboard.
The bottom of the thing was made of flagstones and coffin nails, the top of carefully
tanned gopher skins stretched over a framework of filigreed lead. Under the seat was an
engine of his own design. Next to that lay the fuel tank, now filled with methane and
ready for action. In the middle, mounted directly in front of his face, was a small crossbow
cleverly set to fire upon the twitching of Wormtwister’s left nostril. The weapon was
deadly accurate. He had verified that this very morning by shooting a peanut off the head
of a captive guinea pig, a small target indeed.
Suddenly, he glanced from side to side; was that a sound in the tunnel outside?
Only his rival Grub would dare to spy on him. Grub, he thought, what could he be working on? Panic filled Wormtwister’s tiny brain. What if Grub’s whozit was somehow, impossibly, better than his own? That would not do. No, no, not at all. And he knew just what
to do about it.
Heavy artillery consists of massive engines of destruction like cannons, bombards, and stone throwers. Each of these is capable of destroying any ground unit (no
matter how powerful) with one hit. Their mobility is limited, however, and once they have
fired they may not move again for the remainder of the game, except to change facing at a
cost of their entire movement for the turn. There are two subtypes of heavy artillery: 1)
indirect fire types like stone throwers and mortars that can fire over obstacles and hit any
target on the board, and 2) direct fire types like cannons, organ guns, etc., that require line
of sight to hit a target, but are devastating in effect. Heavy artillery is not affected by the
Disorient or other moveemnt spell because the crews move their pieces only rarely, and
never once they’ve been fired. Demoralized heavy artillery may still fire. Heavy artillery
may attach per the attachment rules. Heavy artillery is not pushed back upon being double
demoralized by magic, bowfire, or artillery, but may not fire until it rallies. Heavy artillery
that is double demoralized in melee is not pushed back, but is destroyed instead. Heavy
artillery that is attached to a unit that has been pushed back is destroyed.
Light artillery does not have quite the destructive power of heavy artillery, but is
mobile enough to shoot and move in the same phase and can target both ground and
airborne targets. Examples of light artillery are bolt throwers, small cannon (like sea elves
would bring ashore from their ships), rocket launchers, and any other exotic device that
exists in the FR! universe. Light artillery can attach per the attachment rules. Light artillery
always has a +1 when charged bonus at all times, and not only when it is attached to
another unit.
Assault Craft: CF2, no support, RF6, Move 6, 20 points
Options: Bowfire, Light artillery, Innate Set Fire, Fast Unit, Flying, Swimming
Assault Craft are War Machines that allow Marines to Storm or Attack BBs they normally
might not, or transport Marines to land on BBs they normally might not be able to get to. Assault
craft can be of three kinds: air, swimming or water surface.
Air Assault Craft (think Black Martians) allow attached Marines to storm any (except
underwater) Wall or Ship BB as if it was a level one Wall. They can also directly attack or land on
any other kind of unoccupied terrain, except woods, or impassable (for the Marines), terrain.
Swimming Assault craft operate similarly for Sea Bottom units (even against water surface Ships
and shore BBs if the Marines have air breathing).
Water Surface Assault Craft (think Norse longboats or Big Hawaiian war canoes) allow
Marine land units to cross water obstacles to directly storm, attack, or land on land BBs.
When Marines directly attack or storm BBs from the Assault craft, they are considered to
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Unit Types
be on the shore BB unless they fail the storming roll or are push back into the assault craft. If the
assault craft moves away or is destroyed, and the marines are pushed back (into terrain they
cannot by themselves survive), they are destroyed.
Elites
General description. Most armies are allowed to purchase a limited number of elite
units at an additional cost of 10 points each. These elite units operate in all ways like their
basic unit types except that they add 1 to all combat and rally rolls. Elites are an exception
to the Do It Yourself (DIY) rules presented later, as these rules would ordinarily dictate a
cost of 20 additional points for these abilities. Elites are therefore a bargain and included in
the army lists based on historical or fictional units actually present in their respective
armies. Some armies (as noted in the army lists) may substitute (+2,0,0) elites for their (+1,
+1,0) elites at the player’s option. Elite status is a permanent modification to a unit’s CF
and so is considered when turning to face opponents in melee.
Elite units with bowfire may be either (0, +1, +1) or (+1, +1, 0).
Elite artillery units add 1 to their to-hit rolls.
Elite units of other types are usually (+1, +1, 0), although some may be
(+2, 0, 0) as indicated in the army lists.
Undead
General description. The undead column of the reference table shows whether a
unit type may be made up of undead creatures. Undead units cost the same number of
points as their living counterparts, but have some unique features all their own. Undead
units cause fear and automatically rally at the end of every phase, but subtract ½ inch from
all movement rates, as well as subtracting 1 from all melee and rally rolls. Undead units can
be banished by clerics, but are immune to the effects of ethereals and spells like bless/
curse, apparition, paranoia, and plague. The moment the last major character in an undead
army (or army containing undead) destroyed, all undead units still in play are also immediately destroyed.
Advanced Rules
Camps and Baggage Trains
Camps and baggage trains represent the logistical niceties that some armies like hobbits and
dwarves are loathe to leave home without. Other armies like chaos and weres are more likely to forage
and thus pay little mind to grub and dancin’ girls.
Any army may have a camp or baggage train for no cost. Camps must be attached to a
fortification, while baggage trains must be attached to transports. Camps cannot move at all. Transports with baggage trains attached subtract 2 inches from their ground movement rate, 4 inches from
their flying or swimming rate. Baggage trains can not be burrowers.
Camps and baggage trains add 1 to their army’s morale clock. If they are captured, the army
loses 1 morale clock point, and their enemy gains 1 morale clock point. Subsequent captures or recaptures have no morale clock effect. If the arny owning the camp or baggage train is in possession of
it at the end of the game, they receive 50 victory points. If their enemy is in possession of it at the end
of the game, they receive 100 victory points.
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Some armies like dwarves, hobbits, and pirates are extraordinarily attached to the contents of
their camps and baggage trains. To simulate this, a camp or baggage train may also be denoted a
sacred site by paying the appropriate points. For example, a hobbit baggage train/sacred site costs 0
+ 50 = 50 points. All bonuses for both then apply, including a -2 morale clock deduction immediately
upon their capture, and they are worth 100 victory points at the end of the game if owned by friendlies
and 200 points if owned by their enemy.
Advanced Rules
Multi-Based Units
Pike Blocks
Many armies (Greeks Phalanx, Renaissance Swiss, Middle ages Scottish) used Pikes in
ultra deep formations. These formations were very difficult to defeat when faced head on, but were
hard to maneuver and vulnerable to flank attacks. Any Army allowed Pikes are also allowed Pike
Blocks. Fanatics fighting pike blocks subtract 1 from their melee rolls.
These formations are represented by a 40x80 (two 40x40 BBs) multibased Pike Block (PB)
unit. This gives the unit one front, four flanks, and one rear. These units are treated like normal
pike units except for the following.
1.
2.
3.
4.
5.
6.
7.
8.
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Stats: cost 60 points, movement 3/1, CF 5, RF6, cannot be Undead, +1 Charge and When
Charged bonus.
Formation and facing changes to the rear take an entire move. All other facing changes require
a wheel.
A single defending unit (unless it is a Leviathan) will conform to the PB for melee, not the
attacking PB to the defending unit.
A PB is such a big unit that damage or magic does not affect them as normal units. Therefore:
• A Pike Block has one extra demoralization marker. See advanced demoralization rules.
• Add +1 to all missile fire and artillery to-hit rolls against pike blocks.
• Magic (hostile or friendly) cost one extra pip to affect a PB from the magic users personal
magic pool.
• Innate Magic (hostile or friendly) gives a +1 to the to the target PB’s rally roll or -1 to the
initiating unit’s rally roll to affect a PB.
• Pike Blocks get a +1 to their RF roll when attempting to clear a Trap. They can attempt to
clear traps immediately when set in addition to the normal trap-clearing phase.
Pike blocks do not always change facing as normal when charged. If the Pike Block is contacted to the front or rear or the most dangerous unit is to the front or rear, then the PB turns to
face and the melee proceeds with the PB having four flanks and one rear. If the Pike Block is
contacted on the flank or the most dangerous unit is on the flank, the PB does not move, that
BB is considered the front, the rear is the normal rear of the Pike Block, and the other four BBs
are considered flanks.
Normal Units, when on line with the PB, screen both flanks on that side (i.e. the flank “sticking
out” cannot be contacted).
One skirmisher unit may be attached to the PB (it would attach to the front BB).
Handweapons do not get a bonus against PBs.
Unit Types
2 x 2 Multi-based Units
2x2 BB multibased units are units with no real organization. They always move first
among friendly units. They are either huge amorphous masses (grown Blobs or Planar Entities) or
large masses of smaller entities (Beastmen, Mobs, Mounted, Small Monsters, Swarms, or Minor
Spirits). They add +3 CF, a +3 Charge bonus, to their base unit factors (Planar Entities use Major
Spirits).
These units, like Blobs, have no “front”. For melee, the “front” is the side facing the most
dangerous opponent; all other faces are considered flanks (there is no rear). If the most dangerous
unit is a single based unit, a friendly unit fighting with it to the “front” of the 2x2 BB multibased
unit counts as flank support.
2x2 BB multibased units are not very maneuverable. At the beginning of movement, they
rotate in the direction they want to go and may then move only straight ahead until their move is
complete. If, while rotating, they contact a friendly unit, the 2x2 BB multibased unit will pass
through it, but the single unit may not move for the remainder of the turn. The single unit has
essentially moved out of the way and allowed the big unit to proceed. Handle these 2x2 BB
multibased units with care!
It’s a curious thing, leading 5,000 garden gnomes into battle, every one of them bent on
mayhem and mischief. It takes a whole lot of ‘go here’ and ‘go there’, and praying constantly to
whatever gods are handy that they do what they’re told. ‘Stop’ generally has no analog in their
language, although ‘run away’ certainly does. And believe you me, when they take a licking and
high tail it for the rear, you and your men had better hold onto your purses and get the hell out of
the way!
2x2 BB multibased units are so large that magic and damage do not affect them as normal units.
Therefore:
•
•
•
•
•
•
•
•
2x2 multibased units add +3 Demoralization markers (see advanced demoralization
rules)
Fanatics fight at –3 against 2x2 multibased units
Missile units add 3 to the bowfire chart when targeting these units.
Artillery adds 3 to its to-hit roll.
Magic takes 3 extra points to affect them, although the cost for the magic auction is
the same (e.g. a Blast or a Teleport spell cast on the unit costs 7 points, but is
countered as a four point spell).
Innate Magic (hostile or friendly) gives a +3 to target 2x2 multibased unit’s rally roll or
-3 to the initiating unit’s rally roll to affect a 2x2 multibased unit.
Magic Protection devices must be supplemented by three Magic Points per turn to
protect the entire unit.
2x2 multibased unit get a +3 to their rally roll when clearing traps. 2x2 multibased unit
can attempt to clear traps immediately when set in addition to the normal trap-clearing
phase.
These units cannot defend a Wall BB, or a fortification. See Structures section for
additional rules.
All 2x2 multi-based units are subject to the over pursuit rules.
When a 2x2 multi-based unit takes a DD result it must, in its next movement phase, move
its entire movement allowance directly away from the enemy that damaged it. If it has an enemy unit
in contact with its ‘rear’, it is destroyed just like any other unit.
Special Rules for 2x2 BB multibased unit types
2x2 BB Blobs are normally grown, but may be purchased, if desired, for 50 points over the
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Chipco’s Fantasy Rules!
cost of a normal Blob. These Blobs can swim if their original single BB Blob could. If purchased,
the swimming adder is 40 points. These units also follow the rules for single BB Blobs.
Planar Entities are huge, ancient, and incredibly powerful creatures that can only appear
through a Planar Gate (see rules for planar gates). Planar Entities follow the rules of Major Spirits
(and are destroyed on the first melee demoralization after the additional 3 demoralizations are
caused). Planar entities cause fear in ALL units except Archangels/Demon Lords, and undead. In
addition, during their movement phase, they cast an automatic (can not be opposed) madness spell
on the nearest unit, friendly or not. Planar entities must be fed or they will attack te nearest unit!
The destruction of planar entities does not affect the morale clock as both sides’ ordinary troops
are usually equally relieved to see them go!
Mass 2x2 BB multibased Mass Units cost an additional 50 points over their base unit
cost, and do not support, even if their base units do. They follow the other rules of their base unit.
For example, 2x2 BB multibased Swarms can attack units defending a Wall BB without Storming the
wall. These units can F/S/B for a 40 point adder if their base units can, and follow normal F/S/B
rules.
Attached characters or units have no additional effect (they get trampled or lost, so do not add a
RF, CF or WCh bonus, nor can they fire bowfire or artillery when attached). 2x2 BB Multibased
Mass Units cost one 1 point on the phase morale clock to move unless they have an attached
major character that can lead. Generals and Subcommanders cannot lead a group if they are
attached to a Mass unit, only that unit.
Ships and Leviathans
In many mythological and fantasy universes, there exists creatures or moving structures
of truly enormous size. Creatures could be Elder Dragons, the Colossus from the movie Jason and
the Argonauts, swimming or flying Leviathans (the Kraken in the movie Clash of the Titans or the
air creatures in the Black Company novels), or the colossal sandworms in the book Dune. Structures could be Giant Battleships, magical flying cities or powered floating islands.
In Fantasy Rules 3, we classify these units as either Leviathans or Ships. Many of the
rules for both types of units are similar, but we will repeat them in each section for completeness.
Leviathans
Leviathans are specials and can be either one BB (1x1) or two BBs (1x2, the front being
one BB.
Size
cost
factors
1x1
1x2
110pts
150pts
CF10, RF6
CF12, RF6, +2 ChB
1.
2.
3.
4.
5.
68
demoralizations Spell cost
t
one extra D
wo extra D’s
+1
+2
Leviathans are very difficult for a much smaller character or unit to control. Therefore, they
always count as “out of control” and always take a moral clock pip to move (even if they are in
a group).
Leviathans cannot be characters.
Characters or units cannot attach to Leviathans.
Leviathans cause fear. In addition, they cause fear in large and small monsters and Dragons.
A single (smaller) defending unit will conform to the Leviathan for melee, not the attacking
Leviathan to the defending unit. A 1x1 Leviathan is larger than any unit that is not a Levia-
Unit Types
than, pike block, multibase 2x2 or ship unit; and a 1x2 Leviathan is larger than any unit that is
not a 1x2 Leviathan, 1x2 or 2x3 ships, or a 2x2 multibase unit.
6. Leviathans are so vast that damage or magic does not affect them as normal units. Therefore:
• 1x1 Leviathans have an extra demoralization marker, and 1x2 Leviathans have two extra
demoralization markers. See advanced demoralization rules.
• Fanatics fight at –1 against 1x1 Leviathans and at –2 against 1x2 Leviathans.
• If Leviathans are fighting each other, any tie result counts as a Kill result to both units.
• Rocks and bottles, bowfire, longbow, and handgun/crossbow are ineffective against
Leviathans.
• Throwing weapons are ineffective against Leviathans.
• A Leviathan counts in heavy cover against Musket and Rifle fire.
• Artillery is +1 to hit and -1 to damage a 1x1 Leviathans and +2 to hit and -2 to damage a
1x2 Leviathan.
• Magic (hostile or friendly) cost one extra pip to affect a 1x1 Leviathan; and two extra pips
to effect a 1x2 Leviathan (e.g. a Blast or a Teleport spell cast on the unit costs 5 or 6 magic
points, but is countered as a four point spell).
• Innate Magic (hostile or friendly) gives a +1 to target Leviathan’s rally roll or -1 to the
initiating unit’s rally roll to affect a 1x1 Leviathan; and gives a +2 to target Leviathan’s
rally roll or a -2 to the initiating unit’s rally roll to affect a 1x2 Leviathan.
• Magic Protection devices must be supplemented by one Magic point per turn to protect a
1x1 Leviathan and by two Magic points per turn to protect a 1x2 Leviathan.
• 1x1 Leviathans get a +1 to their rally roll when clearing traps and 1x2 Leviathans get a +2
to their rally roll when clearing traps. Leviathans can attempt to clear traps immediately
when set in addition to the normal trap-clearing phase.
7. Leviathans exist on such a grand scale that their targets are not much distinguishable from
ants. Because of this, Leviathans will fight any unit (except friendly Leviathans), friend or foe,
which comes into contact with the front edge of the Leviathans base, or whose front edge
comes in contact with the Leviathan. When taking follow-up moves after combat, Leviathans
will therefore always attack their next target using the melee facing rules (described in the
Melee chapter), even if that target turns out to be a friendly unit.
8. 1x2 Leviathans do not always change facing as normal when charged. If the most dangerous
unit is to the front or rear, then the Leviathan turns to face and the melee proceeds with the
Leviathan having four flanks and one rear. If the most dangerous unit is on the flank, that BB
is considered the front, the rear is the normal rear of the Leviathan, and the other four BBs are
considered flanks.
9. A Leviathan will always consider an enemy Leviathan the most dangerous enemy, and will
always turn to face. Any unit, friend or foe, that a 1x2 Leviathan moves through when rotated
to make this happens must take a rally test, and, if failed, must then roll on the unit results
table.
10. If a Leviathan is pushed back into any unit except another Leviathan, Planar Entity or Ship
unit, the Leviathan unit is destroyed, and the blocking unit takes a rally test. If the blocking
unit fails its rally test, it takes a unit results roll (see chart). If the Leviathan is pushed back into
a Leviathan, Planar entity or Ship unit, the pushed back Leviathan is destroyed as normal.
11. Leviathans are specialized to their environment, so can not F/B/S in the normal way. They can
be purchased as land and/or sea bottom, free swimming, free flying or burrowing for the same
cost.
• 1x1 Land and sea floor Leviathans take an entire turn to change facing; 1x2 land and sea
floor Leviathans can only change facing by wheeling. Land and sea floor Leviathans may
contact fliers and swimmers one level up respectively and burrowing units. If air/water
breathing is purchased, then they can operate both on land and on the sea bottom (the
cost is doubled for a 1x2 Leviathan). They cannot enter Wall or City BBs (unless they
have first been reduced to rubble), and cannot enter Marsh BBs.
• Swimming and flying Leviathans must always move at least half their full movement
allowance in every turn and can only change facing by wheeling. During their movement
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Chipco’s Fantasy Rules!
phase, swimming and flying Leviathans in melee drag all their opponents (including flank
and rear attacks) straight-ahead for half of the Leviathan’s full movement. Should the
Leviathan drag its opponents off the board in this way, simply leave the units at the board
edge and resolve the combat normally in the following phases. The final victor(s) may
then return to the same board edge and move in their next friendly movement phase. It is
assumed that if the Leviathan is defeated it will crash or sink slowly due to its great size
and that the unit(s) that defeated it will therefore survive the elimination of the Leviathan.
Note: Leviathans do NOT drag other Leviathans.
• Flying/Swimming Leviathans may contact one flying/swimming level in either direction.
Because of the potential for sustaining damage from surface terrain, swimming and flying
Leviathans can not contact units on the sea floor or ground. They can land on clear
terrain (taking their entire movement phase, we assume they circle down), and can remain
stationary on the ground. It takes their entire movement phase to take off again. If
brought to melee by ground units while landed, they subtract 4 from their CF. However,
they can withdraw from this melee by taking off again.
• Burrowing Leviathans can only change facing by wheeling. They can use their entire
movement to surface (either by executing an engulf attack or simply surfacing and
remaining at the surface) within their movement range. When surfaced, they can not
move along the surface, but retain their CF if attacked. While on the surface, Burrowing
Leviathans can withdraw from melee (by burrowing under the ground) from non-Leviathan
units that can not attack them when the Leviathan is burrowing.
• Swimming and Burrowing Leviathans can attempt to attack smaller sea surface and land
surface units respectively by an Engulf Attack. The Burrowing Leviathan surfaces under
the smaller unit, and the smaller unit takes a rally test. If the smaller unit fails the rally roll,
it rolls on the unit results table.
12. Leviathans can buy one of the following abilities: Grapple, Innate Set Fire, Innate Freeze,
bowfire, longbow fire, light or heavy artillery (see appropriate rules). All these abilities
emanate from the front edge of the Leviathan.
Ships
Ships are very large mobile structures. They are treated almost exactly like Wall BBs
except for their movement capability (see Wall BB rules) and the fact that they do not require a
gate. This includes which units can attack the ship vs. the crew; which units can enter the ship,
how magic, missile fire and artillery affect the ship and crew, lack of zone of control, storming the
ship, defending the ship from melee, etc.
Ships always are always considered out of control unless a 1x1 or 1x2 ship has a hero or
above in command (attached), or a 2x3 ship has a subcommander or above in command.
Ships can only be of three varieties: Land surface, deep-water surface, or flying. The
following chart shows their possible material. They follow the same height and width restrictions
as Wall BBs (see chart in Wall BB section).
Ship
material
size
Land Ship
Water Ship (surface only)
Air Ship
Wood/Metal
1x1, 1x2
Wood/Metal/Stone/Earth 1x1, 1x2, 2x3
Wood/Metal/Stone/Earth 1x1, 1x2, 2x3
move
4,3
8,7,6
10,8,6
Ramming bonus: 1x1 ships +2 CF, 1x2 ships +4 CF, 2x3 ships +12 CF
Ships cost the same as the same kind of their number of Wall BBs. All ship BBs must be
of the same material. The ship then adds an additional +20 point for 1x1 ships, +30 points for 1x2
70
Unit Types
ships, and +70 points for 2x3 ships.
Land ships can only travel on clear terrain. They can only change facing by wheeling. If
they spend an entire turn not moving, then they have the option of “backing up” (at half speed) or
returning to going forward. Unless carrying assault craft, marines or fliers, the only way troops can
disembark/embark is if the Land ship first spends an entire turn stationary.
Water ships must move at least at quarter speed and Air ships must move at least at half
speed unless docked. Water and Air ships may only dock at designated spots (a deep-water pier or
Air Dock). To do this, they must have moved at half speed or less (for Water Ships) the turn
before. Air ships must be directly above their Docks, and water ships within half a movement of
their dock. Unless carrying assault craft, marines or fliers, this is the only way regular troops can
embark/disembark.
Ships are not normal “units”. They:
•
•
•
•
•
•
Do not have a zone of control (like Wall BBs)
Do not “melee” units as normal. Certain enemy units can attack them directly (see
Wall BB rules), and other enemy units can storm or board them. Ships can always
move out of contact with units that are in melee with them or who have not successfully stormed them (were successful in the storming melee role, and were not pushed
back in the regular melee). Enemy units that have successfully stormed the ship are
carried along when the ship moves.
A ship moves through all units unless they are Leviathans or other ships. Any unit
(friend or foe) that is moved through takes a rally roll. If failed, the unit rolls on the
unit results roll.
A ship can Ram a Leviathan or another ship. The ramming Ship must start within a
45% arc of the enemy Leviathan or Ship’s front or side edge then moves to contact
and stops. The ramming ship’s front BB(s) and the enemy Leviathan or Ship’s
contacted side BB(s) each takes one demoralization marker. If it is a front to front ram,
each BB takes a Kill result. One melee round is then fought (during the normal melee
round) with the Ship’s CF plus ramming bonus, against the enemy Leviathan or ship’s
CF. Tie results are a Kill result for both sides. If able, the ships can try to move away
next turn. No other “normal” melee takes place.
If the ship contacts an enemy Ship or Leviathan at greater than a 45% arc, it strikes a
“glancing blow”, and continues parallel to the other ship or Leviathan. If the ship
contacts the rear BB of an enemy Ship or Leviathan, the ship stops, but no damage
occurs.
When ship are in contact (either because of a Ram, a Glancing blow, or contact on the
rear), Marines can attempt a boarding action (see Marine rules).
Each ship BB is treated separately for damage purposes. Damage markers denote damage.
A kill result causes two damage markers, one of which may not be rallied away. Damage can only
be rallied away if the ship has a mechanic. A rally roll is made on the mechanic’s RF (6 minus the
mechanics RF modifier) during the rally phase, and if successful, one demoralization marker, on the
BB the mechanic occupies, is removed. See City/Wall rules for number of damage markers.
When a BB is destroyed on a multibase ship, a mechanic can never repair it. The result of
lost BBs on ships:
Ship
1BB
2BBs
3-4-BBs
5 BBs
6BBs
1x1
destroyed
—
—
—
—
1x2
ship effect
destroyed
—
—
—
2x3
BB effect
BB effect
ship effect
immobile/
sinks
destroyed
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Chipco’s Fantasy Rules!
BB effect: Artillery/bowfire/bombs on that BB are destroyed. Units on Deck (on that BB)
takes a unit/character result roll at a -1, and, if they survive, move to an adjacent undefended BB. If
all other BBs are occupied, and the crew cannot survive on the terrain, then defending crew is
destroyed (i.e., a surface unit on a water ship drowns, a swimming unit stays on the water). Unit(s)
in the hold take a unit results roll and are destroyed if pushed back. A BB effect happens every time
a BB is destroyed in addition to other effects.
Ship effect: In addition to BB Effect, Ship’s movement rate is cut in half. If the front BB of
a 1x2 or the front two BBs of a 2x3 ship are destroyed, then the ship cannot Ram (it would run into a
ship or Leviathan but would cause no damage). One unit in the hold is destroyed.
For a 2x3 Ship, the second Ship Effect renders a Land ship immobile, and air or water ships
drift (roll a D12 at the beginning of movement, and move the ship one BB in that direction). The
remaining unit in the hold is destroyed.
Immobile/sinks: In addition to BB effect, a Land ship is immobile, a Water ship sinks, and
an air ship crashes to the ground. Any remaining crew takes a unit/character results roll at a -1,
and, and only survives if it can survive the terrain (i.e., a surface unit on a water ship drowns, a
swimming unit stays on the water).
Armament: Each ship BB can buy bowfire or longbow fire AND either light or heavy
Artillery, AND Bombs. Each BB can buy Innate Set Fire, and this will work for any or all of the
above. Missile and artillery fire is effective at the same level or one level above, and bombs are
effective on units one level below (Land Ships/burrowing, Air Ships/land surface or lower air level,
or Water Surface Ships/swimming units).
Missile and Artillery BB fire use the bowfire arc out of any of the Ship BBs free faces (i.e.
any of the four faces on a 1x1 Ship, or three faces on a 1x2 Ship).
Units on Deck: Each Ship BB can have one unit (and attachments) on deck. These units
are the same as allowed on a Wall BB (except land based artillery must be in the hold). They can
defend the Ship BB from storming at a minus 1 CF, and can fire out of the Ship BB like units on a
Wall BB at a minus one on the bowfire table. Marine units do not have the minus on missile or CF
(see Marine rules). Units on Deck can also fire from their Ship BB using the same rules as their
basic missile or artillery type.
Crew: Unlike a Wall BB, it is assumed that every ship BB has a crew of CF1 when a Ship
BB with no Units on Deck is defending it. This only comes into effect if the ship is stormed or
boarded. Units on Deck can defend a ship exactly like units defend a Wall BB.
The Hold: In addition to units on deck, a 1x2 Ship can carry one unit in the hold, and a 2x3
Ship can carry two units in the hold. These can be infantry units, cavalry units, war machines,
small or large monsters (if there is a Beastmaster on the ship), lesser or minor spirits (if there is a
cleric on the ship), Elementals (if there is a shaman on the ship). If Cavalry is dismounted, and the
dismounted troops are on deck, then the hold on a 1x2 can carry two units of horses, and a 2x3 can
carry 4 units of horses.
Units in the hold never participate in defending the ship, and are destroyed if the ship is
destroyed or captured.
72
Special Items and Abilities
Although we assume that character and units will normally have special abilities,
or superior weapons and armor, and maybe even some type of magical protection, a few
characters and units in mythology and fantasy carry unique devices of great significance
to their people or race.
Special items and abilities may not be held by themselves in the sideboards of
tournament armies. You must allocate each one to a specific unit in your army prior to
discovering what army your next opponent will field.
Items and Abilities Available to Some Unit Types
The “grapple” attack. 20 points. Units that have tentacles or grasping arms may
grapple. Squid and octopus are typical of this sort or monster. The unit attempting to
grapple moves into contact with its target enemy unit (must be 1/2 its movement or less
away). When it does so, make a normal combat roll (in this case a grapple roll) immediately,
but with no charge bonus. If the grappling player’s roll is higher than that of his enemy, the
target unit becomes trapped and suffers penalties per the rules for traps, except that they
fight at their CF -2 instead of CF - 1. A regular melee is then fought in the same phase
immediately after the grapple roll. The grappled unit may clear the trap every turn per the
rules for traps, but if it clears the trap (grapple) then the grappling unit may attempt to
grapple again at the beginning of its next movement phase. Units on flanks and rear with
grapple may also grapple the same target unit resulting in multiple grapples. Only one roll
is made to escape the grapple in this case, but at -1 for each additional grappling unit. If a
grappled unit destroys the grappling unit in melee the trap remains and must be cleared
normally - it is essentially trapped in a ‘death grip.’ If both units have grapple, roll separately for each grapple attempt.
U nits with grapple may grapple wall and ship BBs also. The grapple attack in this
case works just like “storming” in the optional rules, including beginning its attack witin
one-half of its movement from the wall or ship BB. At the end of the movement phase the
grapple is fought like a normal combat. If the grappler wins this combat, the wall or ship BB
is grappled and fights at -2 to its CF until the creature is dead or the wall/ship BB destroyed. If the grappler loses or ties the storming melee, it is considered repulsed and takes a
demoralization marker. It is then located on the ground in front of the wall/ship BB.
Mahmud watched helplessly as purple tentacles entwined themselves about the
masts of the Jihad’s flagship. The great beast’s eight arms then began tearing enormous
chunks of cabin and gunwale off the stricken vessel. On the decks, men struck at the
tentacles to no effect. Mahmud groaned and pulled his carpet out of its dive just as the
sounds of snapping wood and bursting metal signaled the destruction of the masts. It
could only be a matter of time now before the ship went down. “Where is the vizier?!,” he
thought.
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Chipco’s Fantasy Rules!
Stakes. 5 points. Stakes are used by handweapon, skirmisher, longbow, and crossbow/handgun units to eliminate the momentum of units charging them. Stakes are put
directly in front of the unengaged unit they are intended to protect. Any enemy unit charging a unit with deployed stakes loses its charge bonus and fights as if it were in difficult
terrain.
Stakes can either be deployed or pulled from the ground at the cost of one-half the
unit’s movement allowance. Because they are not an integral part of the unit, stakes can be
lost in several ways. If a unit with stakes, whether they are deployed or not, is forced by
combat or magic to retreat from melee, the stakes are lost. If an unengaged unit is forced
back from missile fire or magic when the stakes are deployed, leave the stake marker in
place, and the unit can return to them. If an enemy unit contacts unoccupied stakes, the
stakes are removed from play. If a unit with deployed stakes is contacted on the flank or
rear it loses its stakes (even if it turns to face a unit to the flank or rear).
Tortoise/shieldwall.10 points. Tortoise/shieldwall is the ability of specially trained
troops to to adopt a formation that is either less susceptible to bowfire or more resistant to
a charge. Tortoise/shieldwall may only be bought for handweapon or spear units. To adopt
a shieldwall formation, a unit must not move for its entire movement phase, at the end of
which it is announced to have formed a shieldwall. The unit should then be marked to show
that it has adopted the formation. The unit remains in the shieldwall until it moves.Any
unit in combat with a non-demoralized unit that has adopted the shieldwall formation subtracts 1 from its melee roll (even fanatics). Any unit with tortoise/shieldwall that is not in a
shieldwall formation is automatically in tortoise formation. Units in shieldwall or tortoise
formation in the open count as being in cover (see the “Bowfire” chapter).
Heavy armor. Heavy armor costs zero points and any army so indicated in the army
lists may give it to handweapons, spears, and knight units. Heavy armor causes all kill
results on the missile fire table to be treated as demoralizations, but also causes any
handweapon or spear unit that has it to subtract 1/2 inch from its movement rate, and any
knight unit with it to subtract 1 inch from its rate. This penalty is in addition to any that
may already be in place. Dwarf infantry, for example, already move at a reduced rate and will
thus subtract a total of 1 inch from their movement rate. Heavy armor does not work
against rifle and musket fire.
Swim/Burrow/Fly. 20 points each. May be purchased for units subject to the limitations stipulated in the “Unit Types” chapter. Infantry units with F/S/B do not receive
any of their infantry specific bonuses like support, +2 against pikes, etc., while F/S/B. Bow
bonuses do apply. Once they land, infantry units with F/S/B recover these bonuses.
Mines/Depth Charges/Bombs. 10 points. One mine may be purchased per infantry
or battlewagon unit (including fliers, swimmers, and burrowers). When used, mines cause
an automatic artillery hit on any targeted unit within 5” of any edge of the unit and within
one level of the unit carrying the mine/charge/bomb. Roll for damage as normal for artillery.
Once used, mines are removed from play.
Water/Air Breathing. 10 points. Air breathing allows a water-breathing unit to
travel on Level 3 land; water breathing allows an air-breathing unit to travel on Level 1 sea
bottom.
Transports. 5 points. Transports have no combat value, and, if unattached, can be
automatically captured or destroyed by any enemy unit that contacts them. For a transport
to move, it must be attached to a unit. A unit fights as normal when attached to a transport,
and if the unit is destroyed, so is the transport. Attachment rules apply as normal. Flying,
swimming, and burrowing transports cost 20 points.
Infantry units in wagons, boats, or flying transports do not receive any of their
infantry specific bonuses like support, +2 against pikes, etc. Bow bonuses do apply. Wagons count as HC for movement purposes and all terrain limitations for HC apply.
74
Special Items and Abilities
Canoes can be used by handweapon, spear, skirmisher, or ranger units to
cross water terrain features. Canoes move over water at the speed of their attached unit.
Canoe-equipped units can carry them over the ground at half speed. Otherwise, canoes
cannot leave the water terrain feature.
Barges can be used by any infantry, cavalry, heavy chariot or war machine
to cross water terrain features. Units attached to barges move at 4" per phase over water.
Barges cannot leave water terrain features. Units that are on barges and forced to retreat
are destroyed instead. Barges are considered cavalry.
Wagons can operate only on the ground or sea bottom, and any infantry or
artillery unit can use wagons to move at the HC movement rate. If a unit attached to
wagons is forced to retreat, the wagons stay in place, and the victorious unit can capture
or destroy the wagons as normal.
Terrifying Mounts. Cavalry and chariot units may buy terrifying mounts for 30
points. These mounts cause fear and add +1 to the unit’s CF and +2 to its charge bonus.
Climb. Climb costs 10 points per unit. It can be purchased for some R&F units per the Army
lists (for example Dark Elf lizard riders (Heavy Cavalry), goblin spider riders (mounted), or Lizardman
Handweapon units) lists, and for small monsters. Swarms and spirits hve the equivalent of climb for
free. Climb allows units to storm any height wall without ladders and with out the negative FC bonus.
Barbarian/Fearless. Adds (+1, +1) to all the units of any one type in the army and costs 10
points per unit. Once such a unit becomes demoralized, however, it loses these bonuses for good.
Whether Norsemen crazed by pillage, dwarfs drunk on strong brew, or gnomes addled by snuff, this
ability can be used to essentially provide elite backbone to your army. On the tabletop, use a single
figure added to the unit to indicate the presence of fearless soldiers.
Napoleonic Artillery. Costs 10 points. Available to light and heavy artillery units
for any army containing muskets or rifles. Napoleonic heavy artillery may attach to any
non-F/S/B infantry unit type and moves at their speed. Napoleonic light artillery may
attach to any non-F/S/B infantry or non-F/S/B cavalry type and moves at the same speed
they do. Unattached Napoleonic artillery moves at 4 inches for heavy and 6 inches for
light. Napoleonic artillery types automatically hit any infantry square targeted. Napoleonic
artillery types have a +4 when charged bonus, but are “captured” on any melee roll that
they lose without being destroyed. Napoleonic artillery captrured by an army having muskets or rifles may be used by the side that captured them, otherwise the artillery is destroyed. Napoleonic artillery units may be attached to infantry units in square, but are
assumed to be co-located with only one unit in the square. Napoleonic artillery adds +1 to
the to-hit roll and +1 to the damage roll of its basic artillery type.
Protective Spirits. Any army may have at most one protective spirit at a cost of 10
points. Protective spirits can be saints, household spirits, charmed cauldrons, war altars,
etc. Protective spirits begin the game attached to one unit and may not leave that unit for
the remainder of the game. If the unit is destroyed, so is the spirit. Any spell cast against
a unit with a protective spirit costs an additional magic point from the casting mage’s
personal magic pool, so that if a spell costs 4 points minimum to cast, it will cost 5 points
minimum to cast against a unit with a protective spirit. Additionally, a unit (but not its
associated group) with a protective spirit (see the “Optional Rules” chapter) is immune to
the effects of enchanted terrain.
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Items and Abilities Available to Major Characters
Army Standard/Device. 30 points. A magic banner, holy relic, war altar, band of
musicians, or nature symbol that can inspire an army to heroic deeds. Adds +2 to the rally
roll of the unit to which the character carrying it is attached (in addition to any other rally
bonuses it may have), and +1 to the rally roll of all units in any group to which the character carrying it is attached. There may be no more than one army standard/device per army.
Magic Ward. 40 points. Any magic user casting a spell against the character or the
unit to which he is attached subtracts 2 from their magic roll.
Protection from Magic devices. The following devices offer limited protection from specific
spell types to characters and the units to which they are attached. Remember that, per the guidelines,
only one of each of the following may be included in an army per 500 points.
1) Protection from Clerical Magic. 40 points. The character and the unit they are attached
to are immune from spells cast directly against them by clerics and battle clerics and add +2 to their
CF when fighting spirits. The device does not protect the character from the effects of previously
cast spells (“Summon Avatar”), nor from enemy units that have a clerical spell cast on them
(“Jihad”, “Righteousness”, or “Bless”). “Miracle” and “Ensure victory” are considered to be cast
directly against the character.
2) Protection from Wizard Magic. 40 points. The character and the unit to which they are
attached are immune from spells cast directly against them by wizards, planar wizards,
hydromancers, illusionists, and magic casting monsters and they subtract -1 from artillery and
dragon breath damage rolls against them. They also do not fear dragons. The device does not
protect the character/unit from the effects of previously cast spells (planar monsters coming
through a gate, water elementals, or illusionary armies). Most illusions are not cast directly on the
protected units, so are unaffected by the device. A protected character /unit automatically passes
its leadership roll when encountering an illusionary obstacle, and is not effected by illusionary
missile or artillery fire.
3) Protection from Shamanic Magic. 40 points. The character and the unit they are
attached to are immune from spells cast directly against them by druids, earth shamen, fire shamen,
water shamen, and air shamen and add +2 to their CF when fighting elementals. The device does
not protect the character/unit from the effects of previously cast spells (elementals), nor does it
dispel firewalls, chasms or trees. If a character/unit with this device is in a specific terrain section
targeted by “Set fire”, “Rapids/flood”, or is in the area of terrain to be created by “Green thumb”,
then the spell is automatically dispelled. Area effect spells like “Unstable ground”, “Turbulence”,
“Awakening of the woods”, or “Animate terrain”, affect the applicable unit(s) except those specific
character/units protected by this device.
4) Protection from Necromantic Magic. 40 points. The character and the unit to which
they are attached are immune from spells cast directly against them by necromancers and add +2 to
their CF when fighting undead or ethereals. The device does not protect the character/unit from
previously summoned undead.
Note that ‘protection from’ also applies to the user so, for example, a wizard with protection from wizard magic may not cast wizard spells. There is no protection device against cooks,
masons, and or queens (although healers can be useful in countering these types of magic).
Stored Spell. Variable points. Stored spells cost 5 times the points of the spell’s
normal, base casting cost, so that a stored Apoplexy spell costs 5 x 2 = 10 points. To use
the stored spell, announce the intent to cast it as normal, then cast it as if the spell’s basic
cost had already been paid. Your opponent may then attempt to dispell per the rules. For
example, if you had bought a stored apoplexy spell for 10 points and your personal magic
pool was at 0, you could still cast the spell as if you had paid the 2 points necessary for the
spell, and your opponent could then attempt to dispell it normally. Stored spells may not be
augmented by additional magic points. When using stored spells, you must still comply
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Special Items and Abilities
with any restrictions placed upon the spell itself regarding movement restrictions, offerings, etc.
Bodyguards/familiars. Bodyguards may only be minor character. This
ability costs 20 points. Bodyguards may be purchased to protect any character you please
from assassination, challenge, or the like. Bodyguards attach to characters only, not units,
and thus confer no bonuses to the unit they are with. In character-to-character combat, the
bodyguard always fights first. If the bodyguard loses, he/she/it is destroyed since they
always fight to the death and would never, ever, allow themselves to be captured. If a
character’s bodyguard is killed, resolve the basic character-to-character combat immediately exactly as you would have had the bodyguard never been present. If the bodyguard
wins, the opposing character is killed; no normal character results roll is made in this case.
If the character to which the bodyguard is attached is forced to make a character
results roll for non-character reasons, as when the unit they are with is destroyed in combat or by artillery, then apply the results of the character results roll to the bodyguard
instead, with the exception that bodyguards are killed if the character to which they are
attached suffers a captured result.
Example. Two assassins fight a magic user with a bodyguard familiar. One assassin
fights the bodyguard, loses, and is destroyed. The second assassin then immediately
fights the bodyguard and wins. The bodyguard is destroyed and removed from play. The
second assassin then fights the magic user, using the normal character combat rules.
Items and Abilities Available to Any Character
Mark of Evil. 10 points. As a result of unspeakable actions, the character and unit
to which they are attached causes fear.
Exceptional Weapon. 10 points. Adds +1 to the CF bonus of the character.
Exceptional Armor. 10 points. Adds +1 to the character’s character results rolls.
Reflects back paralyzing gaze. When paralyzing gaze is directed at a character with exceptional armor or the unit they are with, make a rally roll. If usccessful, the results of the gaze
are reflected back onto the gazer.
Fade. A few unit types (Demonlords, Archangels, and Planar Entities) have an
innate ability called ‘fade.’ If these units are ‘destroyed,’ it counts as a kill for morale clock
purposes, and they are removed from play as normal. Duirng the rally phase however they
take a rally roll at -2. If successful, they return to play in the location where they were
‘destroyed’ with their personal magic pool the same as it was when they were ‘destroyed.’
If there is another unit in that spot then the player who ‘destroyed’ them may place them
wherever they like, so long as it is as close as possible to the location where they were
removed from play. If a unit with fade is destroyed after its side’s morale clock reaches 4, it
is permanently removed from play.
Holy Hand Grenade. 10 points. Only one may be purchased per Witch Hunter or
cleric in your army. The holy hand grenade is thrown in the artillery/bowfire portion of the
friendly player’s phase. It has a 3” range from any edge of the unit, and causes an automatic artillery hit. Add 1 to the normal artillery damage roll. Unlike most artillery/bowfire,
the character carrying the hand grenade may throw it against an enemy unit in contact with
a friendly unit, provided he has the range to do so.
Innate Magic Ability. Some characters and units have an innate magical ability
costing 10 points. This ability allows them to cast innate magic spells (See the Magic
rules). Each innate magic ability uses one minor ability slot. This also gives a simple ‘low
magic’ system to players who prefer to emphasize the more historical aspects of play.
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Taunt. 10 points. Taunt is particularly important and prevalent among annoying
small races (such as Gnomes, Kobolds, Kender, and Hobbits) and braggart races (like
Celts), but it may be purchased for major characters in any army. It essentially forces an
enemy unit to charge at an inopportune moment by insulting them or their leaders. Taunts
have a range of 12”. The infantry and cavalry of Halfling, Gnome, Celt, and Fairy armies
may buy taunt.
When taunting, the phasing player announces which character is taunting and the
unengaged unit targeted by the taunt. The target unit then makes a rally roll with a –1
modifier. If it passes its rally roll, it remains where it is, glowing with self-confidence and
control. If it fails its rally roll, however, the target unit must immediately charge its tormentor and attempt to avenge its honor. If the unit does not have the range to contact the
taunting unit, it will move as far as it can in that direction, subject to normal restrictions
like terrain and zones of control.This charge is in addition to its normal movement.
Tricksters receive taunt at no cost due to their natures.
To create the proper atmosphere, Chipco officially insists that each attempt at
taunting be preceded by a colorful insult of the taunting player’s own creation.
High elf king Thielgonine, resplendent in his finest silks, admired the tasteful
arrangement of pikes in his parti-colored formations. Between the perfectly aligned ranks
of pikes, archers in uniforms of his own design had taken up position, their gaily-painted
longbows angled toward the azure sky. Hah!, he thought, this time I will not be taken
unawares by those unclean men of the steppes and their mangy griffin riders. He knew
from bitter experience that pikes supported by archers were the only real answer to
assaults from above. Not only that, the untidy way their hordes of ground based horsemen rode their mounts always gave him hives.
The last time he had met the men of the steppes, he had also suffered from their
uncouth references to his own august lineage, so he had prepared a little surprise for
them. His bard, Gillian, had spent months studying the psychology of these eastern louts
and had prepared a collection of insults and slanderous innuendoes sure to provoke
them into prematurely over-extending themselves against his infantry. This time, by all
the little folk of the forest, he would have his revenge!
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The Morale Clock
The morale clock is a mechanism used in FR! to comprehend the overall morale of
the army as losses mount, the determination of leaders, the current status of communications in the army, and the amount of psychic energy available for use by magic users. Since
FR! takes place on the day of battle, the morale clock also determines when the day ends.
Each side begins the game with its clock set to 9 (see the Tracking Sheet in the reference
section).
The phase winner. At the end of each phase, both players total their losses (excluding extra demoralization and damage to city/wall/ship BBs) for the phase. Each demoralized unit counts as 1 loss point, and each destroyed unit counts as 2 loss points. The
player with the lowest number of losses is that phase’s winner. His opponent subtracts one
from their morale clock. If both players suffer the same number of losses the phase is a
draw and there is no impact on either side’s morale clock. Only final results count as loss
points. For example, if a unit is demoralized by bowfire, demoralized again by magic, and
destroyed by a third demoralization in melee, the total still only counts as 2 points for
the destruction — not 3 points for all the demoralizations.
The Morale Clock at 4 or Less. When a player’s morale clock reaches 4, one
quarter of the player’s remaining units rounded down become demoralized and the player
receives fewer magic points than they did previously (see the “Magic” chapter). The exact units demoralized are at the discretion of the losing player. Units demoralized in this
way must rally normally.
The Morale Clock is
adjusted each phase
(twice each turn).
Be careful of the number
of characters in your army!
Army Mobility.The status of the morale clock also has a direct bearing on the
mobility of the army and the magic pool available to magic users. These last points are
discussed in the “Movement” and “Magic” chapters.
Major characters and high cost Units. Major character and high cost units can also influence the Morale Clock in the following ways:
* The loss of the general causes an immediate –2 point loss on the moral clock. If the
general cost 300-399 points, it is a –3 point loss. If the general costs 400 points or more, it is a
–4 point loss.
* The loss of a major character causes an immediate –1 point loss on the moral clock. If
the character costs 200-299 points or more, it is an –2 point loss. If the character costs 300
points or more, it is a –3 point loss.
* The loss of a non-character unit that costs 100 points or more causes an immediate –1
point loss on the moral clock.
* The loss (all BBs destroyed) or capture of a ship of 100 points or more causes an
immediate –1 point loss on the moral clock. If the ship costs 200-299 points or more, it is an –2
point loss. If the ship costs 300 points or more, it is a –3 point loss. If the ship costs 400
points or more, it is a –4 point loss. However, if a captured ship is recaptured, the player
receives the moral clock points lost back, plus one!
* City and Walls (castles, keeps stockades, etc.) have their own moral consequences (if
the wall is breached, defenders have to take a RR), and are usually the terrain objective. These
structures are also usually part of a scenario, and the GM should assign the proper consequences if they are destroyed or captured. However, If they are not the terrain objective, and if
a rule is needed to follow, treat them the same way as ships (for the entire structure, not for
individual BBs).
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Winning the Game
A player wins Fantasy Rules! by eliminating their opponent’s ability to continue
the battle, and by achieving certain ends of value to their cause. The game officially ends
either when one player’s morale clock reaches 0, or when one player has lost all their
units. The player whose morale clock reaches 0 first, however, is not necessarily the loser.
To determine which side actually won the game, you must add up each side’s respective
victory points.
Victory points are awarded as follows: total the point cost of all the units and
characters you destroyed, including the cost of any special items or abilities they may
have had whether they used them or not. Add to this twice the point cost of any characters
you captured that are still alive. If your army is in sole possession of the battle’s terrain
objective (so that you have units or characters on it while your opponent does not) add
200 points. If your morale clock is greater than zero add 50 points.
Compare your total with that your opponent’s. Outscoring your opponent by 100
points or less gives you a marginal victory, by more than 100 points gives you a decisive
victory. If you outscore your opponent by more than 300 points you have routed that player’s
army. The case where one player loses all his units is likewise a rout.
Designer’s Notes
We’ve included the following notes to share our insights into strategies that will be useful
to you in winning games of Fantasy Rules!
Tactical deployment
Armies should be set up with the morale clock, special items such as army devices, army types, and terrain objectives in mind. If you deploy your army in a lot of
small groups, you may not have enough movement points to move all your units. If your
infantry is too spread out, your opponent may find it easy to roll up your infantry line:
infantry does not move very fast, so it is hard for it to react to a flank attack. Good
military tactics are generally rewarded. Figure 1 on the following page shows a typical
setup for a balanced army, and contains most of the following important elements:
1) Infantry block. The infantry is set up together, usually in the middle or facing
the terrain objective, to take advantage of the support rules. The spear units deploy to the
sides because of their advantages over fliers and monsters, but away from difficult terrain.
Mobs can be on the ends (for flank and rear attacks) because they are faster and expendable.
2) Line anchor. A powerful unit, such as a monster, is important for a flank anchor to an infantry line. Since they cause fear, monsters do not have to take a fear test
when faced by fast flying monsters, dragons, or spirits; they are hard to kill; and they can
often buy enough time for the line to react to a flank attack. However, by itself, a single
monster cannot keep an entire line together since it is vulnerable to traps.
3) Flanking force. This is a mobile attack force, usually cavalry, monsters or spirits
that can be used to concentrate an attack on a weak point in the opponent’s lines.
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Winning the Game
4) Reserves are essential, especially to a mostly infantry army. Reserves should be
placed at least one stand’s depth behind the front line so that your units can be pushed
back without being destroyed. Depending on the army, this could be a second line of
infantry, or a group of fliers and/or spirits that can move over or through the line to
respond to enemy threats. Use reserves to counter an enemy flank attack, fliers attacking
the rear of your battleline, plug holes in the front line, or in the case of fliers or spirits, to
support a flanking force.
5) Be sure your monsters, ethereals, elementals, and spirits remain in control by
protecting the appropriate characters.
Fig. 1. The Hill Dwarf Army in the photo (from the Chipco army pack) has been laid out using the principles outlined in this
chapter. In the center, between the frost giant (a large monster) on the left and the dwarf ancestors (ethereals) and bear riding
heavy cavalry on the right is a daunting infantry battleline. The general and cleric are attached to the infantry battleline.
Attaching these characters to the flying monster in the rear is an option, but would tend to make them high point value targets
and thus the focus of enemy attacks.The frost giant anchors the battleline on the left. On the right is a flanking force made up
of bear riding heavy cavalry and goat riding light cavalry. Given the limited mobility of the dwarf army, such a force is essential.
The ancestors cause fear and so may be used to demoralize the opponents of the Dwarfs daughty battleline (who already add 1
to their CF just for being dwarfs!). Fanatics, a major spirit, and flying heavy cavalry are positioned to the rear as two groups of
reserves. One unit of dwarf handweapons is doing double duty as reserves and protection for the heavy artillery unit to which
it is attached.
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The Flow of Play
The melee phase consists of several separate melees and follow-up moves carried
out in sequence. The phasing player determines the the sequence of attacks. This can be
vital because a victory and follow-up move in one melee may influence the outcome of
another melee by providing or removing support, or by creating flank attacks
If a unit makes a follow-up move because it double demoralizes a unit, it must
remain in contact with the unit it has pushed back (unless it is fighting multiple opponents,
see Figures 2 and 4). This means that sometimes it will out-pursue its support (see Figures
2 and 3). If a non-demoralized unit destroys an enemy unit, and follows up, it may turn to
face another enemy unit or be affected by over-pursuit. A unit that contacts a new enemy
unit as a result of a follow up move is entitled to a charge bonus, a unit that contacts an
enemy by turning to face it is not. A unit may fight no more than one melee per phase
(unless caused to do so by magic).
Fig. 2. A Greek spear unit
is engaged with a giant
spider (a large monster).
Two centaur mounted
provide flank attacks to
either side. Two possible
outcomes of the melee will
be shown in the figures on
the following page.
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Winning the Game
Fig. 3. Possible outcome
#1. After being demoralized by magic, the giant
spider was double
demoralized and pushed
back in melee by the
spears. The spears then
chose to follow up into
the gap created by the
spider being pushed back.
Now, in its phase, the
giant spider has rallied
and the Greeks find that
they have outpursued
their flank support, thus
losing the +2 they had for
flank support previously.
Something to consider!
Fig. 4. Possible outcome
#2. After being demoralized by magic, the Greek
spears are double
demoralized and pushed
back in melee. If there
were no flank attacks, the
monster would be obliged
to follow up. In this case,
though, it must immediately turn to face its most
dangerous foe; since both
flank units are of the
same type, the monster
may choose which unit it
will turn to face.
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Chipco’s Fantasy Rules!
Tips on match-ups
There is a strong hammer/scissors/paper aspect to FR! To win, you must position
your forces so that you achieve the best possible match-ups. Fanatics should be contacted
by your cheap troops such as mobs, or countered with mirror image or animate terrain;
they should not be contacted by your hero on a dragon! Spirits should be contacted with
monsters (strong and tough) or countered with mirror image. Fliers should concentrate on
flank attacks, or providing flank or rear support in melee, not attacking pikes or crossbows in the center of an infantry line. Trapsor tricksters should be used to counter monsters, to stop a unit from moving at a critical time, or to prevent a key unit’s retreat. Bowfire
should be concentrated as it can destroy even the most powerful unit (except Leviathans).
Cyclics can be deployed in the enemy’s rear to devour his artillery units. Infantry and war
wagons units should be positioned on line to take advantage of the support rules. Light
cavalry should be positioned to fire or take flanks or rears, and should only charge as a last
resort. Feared units and clerics should be used against the powerful undead armies. Make
sure all units remain in control.
Make sure that your characters are well positioned as well. Put your general in the
middle of your line where he can do the most good, and can still move around if his unit
gets in trouble. Make sure that your key characters are attached to the most survivable
units — knights and battlewagons are usually the best choices. Less critical characters can
also be very useful in a tactical sense. A hero with beastmaster riding a monster makes it
much less susceptible to traps, and gives you a more powerful and independent unit.
Surgeons and alchemists can be attached to fast units so that they can deal with enemy
traps and spells.
Magic should be used not only as a hammer to destroy units directly, but also as a
tool to win a tactical advantage. Mirror image, curse, or apparition can be used to first
demoralize a surrounded unit so that if it is beaten in melee, it cannot retreat; or to make
a critical unit unable to contact your units. Apoplexy can be used to freeze units so that
your units can flank them, or to keep them from contacting your units. Disorient or teleport
can be used to try to get a unit out of a bad melee match-up, or into a good one. Combinations of spells can also be useful. Grow a forest under a unit, then use animate terrain,
deadfall, or a summoned tree elemental to destroy it. Take over a powerful enemy unit with
Zombie or Hypnotize, then teleport or invigorate it into a fight with another enemy unit –
although this requires two types of magic users.
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Do-It-Yourself
Okay, so Chipco has failed you. We’ve only given you three bazillion army lists
and every kind of creature under the sun. Nevertheless, we missed that one really, totally,
fantastically awesome beast you just saw last week on Uncle Creepy’s Friday Night Fear
Fest. And now you want to add that thingie to your favorite army in time for your Wednesday night game with Bob. How do you do it? In principle, it really isn’t too difficult if you
use the following rules:
+10 points per point of CF over 1.
+10 points for bowfire/ +20 points for longbow fire.
+10 points for elites. Elites are an intentional bargain, so you may create no more
than 2 per 1000 points.
+10 points for each +1 character bonus, whether that is for combat or
rally rolls
+10 points per two bonuses “against” this or that (some judgment is to be used
here — if the bonus is limited to “when charged by gnome mobs” only, don’t
add any points for it.
+10 points for a +1 or +2 charge bonus.
+20 points for a+3 or +4 charge bonus.
+10 pints per innate magic ability
+10 points for support.
+20 points for swimming, flying, or burrowing.
+30 points for light artillery.
+40 points for heavy artillery.
+20 points for a grapple attack
+40 points for Level 1 magic casting ability
+90 points for Level 2 magic casting ability
+140 points for Level 3 magic casting ability
-20 points for being a spirit
+10 points for causing fear.
+10 points for the ability to attach.
+20 points for poison.
+20 points for paralyzing gaze.
+10 points for a required rally roll of less than 6.
+10 points for being able to deploy outside the normal deployment
zones.
+10 points per head more than one (increases CF by +1 per head to a max of two
additional heads, or three heads total). You may also purchase breath weapons for each additional head (they function in the same way as missile fire) at
a cost of 10 points per head.
+ 50 points for fade (spirits only).
Example 1. Check out a wizard: 10 points for being an individual, 20 points for
being a hero, and 90 points for level two magic casting ability — Total: 130 points.
Example 2. You simply must have the Ray Harryhausen Medusa in for your Greek
army. She’s not a large monster; she’s a small monster — 60 points. She has a paralyzing
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Chipco’s Fantasy Rules!
gaze — 20 points. She’s an ace shot with a bow — 10 points for bowfire, 10 points for elite
bowfire. Medusa total: 100 points. Now all you have to do is find the figure!
Finally, with thanks and a tip o’ the hat to John Hills, you could fight battles in the
world of Zorro. On Zorro’s side, Zorro would be a bard with an exceptional weapon. The
village elder would be the general. The village wise woman could be a healer. The peasants
would be irregulars, but a few might be spear units armed with pitchforks or militia with
mixed weapons. A wagon loaded with stone-throwing peasants would be a battlewagon.
The village priest would be a cleric. Really angry peasants would be fanatics. On the
Alcalde’s side, he himself would be the general. His infantry would be spears or militia.
After all, he would never trust them with bullets! His tax collector would be an assassin,
but all “killed” rolls would be treated as captured instead. One artillery piece should be
allowed, but must be deployed within 5” of the Alcalde’s residence, which should also be
the terrain objective. Up to two units of light cavalry. Hunting dogs for small monsters.
The bishop would be an evil cleric. The Alcalde’s wife is a hero, but will change sides if
contacted by Zorro.
In making your custom creations, watch out for oddball capabilities; use common
sense as often as possible and remember - balance, balance, balance. There is an answer
for everything in this game. Your army might not always have it, but someone’s does!
Finally, we do not sanction using player created characters, units, and spells for
tournament play unless specifically allowed by the tournament master. In addition, when
playing friendly games, you must brief your opponent on your newly minted units, spells,
or characters prior to play and obtain their agreement on their point costs. If your opponent does not agree to play you with your creations that is their choice and is in no way
to be interpreted as poor sportsmanship. Chipco insists that you confine your fighting to
the figures on the table!
Creating your own spellbooks
We have included many magic user types in Fantasy Rules! and several different
spells for each. As with units and characters above, though, there is no way that we could
have included every possible type of magic user from every possible fantasy universe, not
to mention those from role playing games. Nor could we have devised an appropriate
spell for each. We have therefore developed the following guidelines for creating special
magic users and their spells. These guidelines should allow you to develop magic users
and spellbooks that will be compatible with other magic users within Fantasy Rules! Please
observe the same cautions outlined in the section above — namely that your opponent
must agree to play you using your spellbook AND agree to your points costs for your
spells.
First, limit the number of spells for each level of magic user type to five or six.
Include both major spells like open planar gate and firestorm and minor spells like apoplexy
and disorient. Give your magic user a theme that includes both strengths and weaknesses.
For example, the fire shaman in the basic rules set has very strong spells when his units are
at a distance from the enemy, but his spells are of little use once his units contact the
enemy.
Second, create spells that cost between two and six points, unaugmented, according to the
rules on the following pages.
Two-point spells have a minor or capricious impact on play and can:
•
•
•
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Move a unit within normal parameters like Invigorate and Disorient, or prevent
movement like Apoplexy.
Enhance a single characteristic of a unit like Deathgrip.
Provide a basic summon spell for a weak unit or effect.
Do-It-Yourself
•
•
•
Cause a minor terrain effect like Rapids/Ford.
Cause a major effect, but with significant restrictions like Termite Rot.
Add multiple targets, conditions, or effects to a spell like Madness.
Four point spells have a stronger effect and may affect the outcome of the phase or
a single unit for the remainder of the game. They may have a chance of destroying a unit
outright, but this chance should be slim. If they do destroy a unit, it should be of only a
very specific type. Four point spells can:
•
•
•
•
•
•
•
•
•
•
Spells like Blast and Bless/Curse.
Cause a change in demoralization status like Apparition. Remember that this
can, in some circumstances, destroy a unit.
Remove or create a type of terrain like Green Thumb.
Cause a major phase effect like Voodoo Hex.
Destroy a unit with a dice roll like Mirror image, or destroy a single unit type
outright like Banish.
Create a neutral combat result like ink cloud and miracle.
Summon a specific type of small unit like traps and parasitics.
Give or take away the flying/swimming/burrowing abilities of the target unit.
Have a minor affect on multiple units like Plague.
Grant the ability to take an extraordinary action like Flight.
Six-point spells and higher have a major affect on the outcome of the turn or
game and may only be cast by level three magic users. Six point spells can:
•
•
•
•
Summon a powerful unit type like Summon Elemental.
Destroy a unit outright like Firestorm and Freakwave. The actual point cost
should depend on how limited the spell is in application.
Have a major effect on the turn like Ground.
Introduce huge variables into the game like Open Planar Gate.
We recommend that you not create any six-point (or greater) spells until you have
played multiple games of Fantasy Rules! and have a solid feel for the mechanics of the
game.
Finally, we’ll review our thought process in creating the Illusionist and War Cleric.
This will give you an idea of how spell creation is done.
The Illusionist
First, you must pick a theme for your magic user. In the case of the Illusionist, we
wanted to create a magic user whose spells would be illusionary, so that they would not so
much directly effect the outcome of the game as they would influence existing game mechanics. Next, we wanted to compensate for the lack of big, destructive spells (illusions
tend to be effective only up to the point of contact with them) by creating cost-effective
counter spells. And last, we wanted to create a new type of unit (the illusionary unit) that
takes concentration on the magic user’s part to keep it going. Here’s what we came up
with:
Illusionary Target is a defensive spell that negates the effects of bowfire, artillery fire, and magic — thus creating a combat-neutral result. As outlined above, setting a
combat neutral result costs 4 points. In this case, we should tack on 2 extra points for two
kinds of results (missiles and magic), but have let the restrictions of the list overall (the
lack of offensive spells, and the need to spend power pool points on maintaining illusions)
compensate for the 2 extra points.
Illusionary Obstacle creates a terrain type, and so costs 4 points. There are
restrictions on the types of terrain created (having to maintain the illusion, chance of the
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Chipco’s Fantasy Rules!
illusion being dissipated) that are in line with the theme of the Illusionist’s spells, and
there are also offsetting advantages (any two adjacent levels, not just two set levels).
Illusionary Fear gives any one unit the ability to cause fear. This is a phase boost
of a characteristic, and so costs 2 points.
Illusionary Enemy is a variable cost spell, so its base cost is 4 points. It creates
the illusion that a unit in melee is a lot larger than it is, and counts the same as flank and/
or rear support. While it does not confer both a CF and rally bonus (as in Bless) and is not
open ended, it allows for multiple boosts of a characteristic, and denies a retreat route if
the illusionary enemy supports from the rear.
Dissipate Illusion destroys a specific kind of summoning from only one kind of
magic user. Since there are major restrictions, and since the largest illusion summoning
spell is 4 points, we set this at two points.
Illusionary Army summons a unit. Since we put major restrictions on the type of
unit (must be a unit already in existence on your side), duration (you must pay one army
magic pool point at the beginning of each turn to maintain the unit), and effectiveness
(automatically loses in melee), we set this at 4 points. Since illusionary monsters, spirits
and such are more likely to lose in melee (since the enemy unit turns to face the most
dangerous enemy), and it will be easier to tell the illusions (since there are fewer original
monster units), we did not charge more points for these illusionary units. Because the
maintenance restriction is major, we also added the ability to summon illusions before the
battle, and the ability to play a shell game with units when an illusionary army is summoned during the game. Illusionary units with bowfire require an additional army magic
pool point to maintain each turn.
The War Cleric
The theme of the war cleric revolves around the worship of gods more interested in
conflict and bloodshed than in defensive spells. Crom, as created by Robert E. Howard,
would be typical of such a god. The spells of the war cleric focus on boosting the closerange melee effectiveness of units and little else.
Ensure Victory makes any one friendly melee result a win sufficient to demoralize
the enemy but not destroy them. This would kill specials, but would have only a temporary
effect on undead units and would do nothing against units with Bards or an Inquisition
army standard. The plus against specials and the minus against Bards and Inquisition
army standards would cancel out the effects of the spell. It costs four points for a neutral
melee result. An automatic demoralize costs 4 points, but there is a major restriction here
(the affected unit must be in melee), so the spell costs 6 points. If Ensure Victory is cast on
both units, the result is a draw.
Righteousness gives all charging units a +1 combat bonus and makes them cause
fear. Boosting a characteristic for a phase costs 2 points, and causing fear costs 2 points,
so the base cost of the spell should be 4 points per unit plus an additional point for each
unit affected. However this would be an essential (and appropriate) spell for this kind of
magic user and should thus be inexpensive enough to attempt at a critical time. To reduce
the cost of the spell, we put some restrictions on it: it can only be attempted once per turn
(at the beginning of the war cleric’s movement phase), the war cleric can not move during
the movement portion of the phase in which it is cast, and it only works for units that are
charging. Since the war cleric would appeal to his god for help for the entire army, the
spell should not be variable (although the ability of the spell to affect large numbers of
units will be limited to the number of units actually charging). With all the above restrictions, the basic cost is 4 points.
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Grace automatically rallies the target unit. This is similar in impact to an automatic
demoralization, and so costs 4 points.
Summon Avatar brings a major spirit into play. The most powerful summoned
elemental is an earth elemental, costing 6 points to summon. A major spirit has a CF that
is two points higher, is faster, and has a better rally roll, but is more brittle and lacks the
elemental’s magical capabilities. We would set the spell cost at 8 points.
Jihad turns one of your units into fanatics for the remainder of the phase. This
makes Jihad a killing spell with approximately a 50% chance of success — with some
significant restrictions: the target unit must be engaged in melee; and the unit may itself
be killed. The spell thus costs 4 points.
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Optional Rules
We intend this chapter to help you expand your universe of play. None of the rules in this chapter are
approved for tournament play unless the tournament master specifically includes them. If employing
them, you may use some or all of them as you see fit.
Set-up for Play
Alternate set-up rules
You may feel that one side setting up completely followed by the other side setting up is
unsatisfactory. If so, try this. Each side splits its army up into approximately equal commands, with
each command being led by a major character. Players then alternate deploying their commands until
both sides are fully deployed.
Special terrain effects
Enchanted terrain. Players may assign specific spells (see the “Magic” chapter) to specific
pieces of terrain, either randomly or by mutual agreement. For example, players could assign the spell
“animate terrain” to certain forests on the table. At the same time, the players must decide on the
likelihood that a unit entering the terrain would be affected by the spell. In the previous example this
could be stated as “animate terrain with a 50% chance of effect” (abbreviated “Animate terrain/50%”).
This would mean that any unit entering the woods would roll a d10 and, on a roll of 6+, immediately be
affected by the spell “animate terrain” (just as if a magic user had successfully cast it upon them).
Magic users may not dispell enchantments on terrain.
Denizens. Similarly to enchanted terrain, any sort of denizen may be assigned to a terrain
piece. Again, determine their type, likelihood of appearance, as well as where they will appear. This
may be written “a Manticore with a 50% chance of appearing at the rear edge of the woods” (abbreviated “Manticore/50%/rear edge of woods). Traps and parasitics make great denizens for swamps!
Sacred Sites. Any army may purchase at a cost of 50 points one sacred site and place it
anywhere on the table. North American Indian armies may purchase one sacred site at no charge. A
sacred site may look like anything desired: a burial ground, an opening in the earth, a temple, etc. All
sacred sites must have a focal point clearly depicted; this will usually be the site’s center. All friendly
units with any part of their bases within 6” of the focal point receive +1 to their melee roll and +1 to
their rally roll. If the sacred site is captured by the enemy (their units are the only ones on the site), the
army owning the sacred site automatically subtracts 1 from its morale clock, but still receives the
benefits of the site (boy, are they irked!). Subsequent captures or re-captures have no morale clock
effect. If the army owning the sacred site, including North American Indians, is in sole possession of
it at the end of the game, they receive 50 victory points. If their enemy is in sole possession of the site
at the end of the game, they receive 100 victory points.
Chaos Anomalies. The realms of chaos present the player with some interesting possibilities. First, you can add terrain of various types. For example, you might lay out terrain areas of the
normal sort along with terrain that actually speeds movement up – doubling it, for instance. Denizens
and enchanted terrain would also be appropriate. Second, you can add terrain that appears and
disappears randomly. To do this, you might number your terrain pieces and draw a map of their
placement. Next, assign a probability that a piece of terrain will be on the board at any time. Roll a d10
each turn to see which pieces of terrain appear, disappear, or remain in play for the remainder of the
turn. Such phasing terrain rises up from under the units so that they are not damaged by its appearance. You might even use terrain that causes fear so that units wishing to enter it must make a
successful rally roll or be forced to stop at its border. The realms of chaos are a great place to turn your
imagination loose!
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Pre-game Actions
Omens and portents. At the beginning of each game, one player rolls a d10 to determine
whether an omen or portent is observed. If the roll is a 7+, an omen or portent is observed. Both sides
then roll a d10 to determine whether they view the event positively or negatively. On a 4+, the omen or
portent is viewed positively; otherwise it is viewed negatively. Any side viewing an omen positively
may add +1 to any single die roll during the course of the game. Any side viewing an omen negatively
may be forced by their opponent to subtract -1 from any single die roll during the course of the game.
Typical omens could be eclipses, multiple suns, bloody skies, or suggestively shaped clouds.
Scouting. Before the battle, both sides maneuver for position. Scouts, fliers, swimmers, and
speedy light units help an army pick the optimum ground and deploy for the upcoming battle. Mercenary scouts may be hired when the appropriate unit types are not available to your army (this is a
capability that is purchased, and not actual units on the board). Finally, burrowers have a very poor
view of the battlefield and so actually deduct from an army’s scouting ability.
To determine the effects of scouting on deployment, first total each side’s scouting points
using the following values:
·
·
·
·
·
Each flying unit in your army (including flying LC and flying rangers) counts as +5
scouting points.
If playing underwater, each swimming unit in your army counts as +5 points.
Each LC or ranger unit in your army counts as +2 scouting points.
Each burrowing unit in your army counts as –2 scouting points.
Increments of 10 scouting points can be bought for 5 points each.
The player with the most scouting points subtracts his opponent’s total from his own and, using the
result, refers to the following options:
#1.
#2
#3
#4
#5
#6
#7
#8
#9
1-4 points
5-9 points
10-14 points
15-19 points
20-24 points
25-29 points
30-34 points
35-39 points
40+ points
Add +1 to the die roll to determine which side sets up first
Add +3 to the die roll to determine which side sets up first
Add +5 to the die roll to determine which side sets up first
Automatically win the die roll to determine which side sets up first
Change, add or delete any one terrain feature (except terrain objective)
Move terrain objective up to 6” in any direction
You may use a flanking force (see below)
You may use a flanking or rear force (see below)
Use two or more of the above options. Use the middle number of the
range to add all the options. For example, for 41 scouting points you
could have option #1 (3 scouting points) and #8 (38 scouting points), or
option #2 (7 scouting points) and #7 (33 scouting points), etc.
Flanking forces. If you roll successfully to receive a flanking force, it may be brought onto
either side edge of the playing area (but not the home edge of either player) within 3” of the table edge.
The flanking force may be composed of up to 25% of the army’s points in units and characters, but
only units that have an open terrain movement rate of 5” or greater may be included. Each flanking
force must have a major character attached to it. To determine on what turn you may bring them onto
the board, roll a d10 at the beginning of each turn and consult the following:
·
·
·
·
·
Turn 1 – the force appears on either side table edge on a roll of 9 – 10.
Turn 2 – the force appears on either side table edge on a roll of 7 – 10
Turn 3 – the force appears on either side table edge on a roll of 5 – 10
Turn 4 – the force appears on either side table edge on a roll of 3 – 10
Turn 5 – the force appears on either side table edge on a roll of 1 – 10
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Rear forces. For a rear force, that is a force appearing on your opponent’s home edge,
subtract 2 from your d10 roll and use the same results. This means that a rear force will never arrive
earlier than Turn 2. Each rear force must have a major character attached to it.
Seers, Soothsayers and Oracles. Historically (Alexander the Great), Mythologically
(Agamemnon), and in many fantasy worlds, the army general consults with seers, has wizards cast
powerful divinations, or travels to oracles to see the future and determine the outcome of the battle.
This can be done as part of a campaign game, or as an optional rule in a scenario. A simple version of
this can be used (pay 10 points, see the oracle, and add a +1 to any roll), or a more imaginative version,
like the following, can be implemented.
Before the battle, the army general consults a Seer, Soothsayer or Oracle. The cost is 20
points. Prior to the setup, roll a D10 on the following chart.
1)
2)
3)
4)
5)
6)
7)
8)
9)
10)
The Seer has told you the key to victory! Take an extra phase (following your own phase)
anytime during the battle (both phases count under the same turn for magic, etc).
The Seer says the stars are in your favor. Add 1 to, or subtract 1 from, any single die roll
during the battle.
The Seer tells you to look for an omen. Any omens or portends are automatically positive.
The Seer shows you the hiding place of a powerful magic item. Roll a die, 1-3 you find an
exceptional weapon, 4-6 you find exceptional armor, 7-8 you find a magic ward, 9-10 you find
a 40 point stored spell.
The Seer shows you a map of the battlefield. Add 30 scouting points.
The divination is extremely powerful, roll twice more on this table and choose the result you
desire.
The future is not yours to see. Nothing happens.
The Seer spends a lot of time and sees nothing! You are late for the battle. Subtract 20
scouting points.
The Seer sees a dark cloud hanging over you. Any omen or portent is negative.
The Seer sees your doom! Your opponent can make you either add 1 or subtract 1 to, or
subtract 1 from, any single die roll during the battle.
Optional Unit Types
Planar entities. Planar entities are huge, ancient, and incredibly powerful creatures that can
only appear through a planar gate. They are 2x2 multi-based spirits, so all spirit and 2x2 multi-base
rules apply. Planar entities cause fear in all units except undead. In addition, during their movement
phase, they cast an automatic (can not be opposed) madness spell on the nearest unit, friendly or not.
Planar entities must be fed to be dominated! The destruction of planar entities does not affect the
morale clock as both sides’ ordinary troops are usually equally relieved to see them go!
The rules for planar gates follow:
Planar gates are openings between planes and are represented by a 40 x 40-mm base. In
game terms, they can be opened or closed only by the open/close planar gate spell cast by a planar
wizard. No other type of magic user may have a stored open gate spell, but any major character may
have a stored close gate spell. Additionally, Native American shamen have the use of the close gate
spell (see the army lists). The stored close gate spell can only be used to close a gate when the magic
user or the unit he is attached to is in contact with an open gate. When a close gate spell of any sort
is cast, there is a chance the magic user may be sucked into the other plane, so he must roll on the
character results table. A captured result means he is trapped by the gate, and must roll on the
character results table as normal to attempt an escape.
The open/close planar gate spell is cast the same way as the clerical spell sacrifice. The
planar wizard may not move or fight a melee (so any unit they are attached to may not, either) in the
phase in which he plans to open/close a gate since he is too busy making preparations. During his
melee phase, he sacrifices one of his units (offerings, for example), and then attempts the spell (a
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stored open/close planar gate spell requires the exact same preparations prior to use). If successful,
the target gate is opened (directly in front of the wizard) or closed. The open/close planar gate spell
may only be attempted once per turn, and only if the planar wizard has satisfied the conditions
necessary for the spell. The unit or offering used as a sacrifice is destroyed whether the spell is
successful or not
When a planar gate is closed, any non-controlled denizen and any planar entities that came
through the gate are sucked back to their original plane and removed from the table.
When a planar gate is opened, it stays open until closed or the game ends (and the world is
conquered by the foul denizens of the other plane). At the beginning of every movement phase of the
player who opened up the gate, a denizen of the other plane is placed on the gate, and, unless
dominated, moves at its full movement toward the nearest unit and attacks (they ignore units protected against planar denizens). Roll a d10 and consult the following chart to see which denizen
shows up. There can be only one planar entity on the table at a time; if the roll shows that a second
planar entity arrives, no denizen appears. Similarly, the number of planar denizens that can appear in
the game is limited to the number of models available to represent them.
die roll:
1-2
3-4
5-6
7-8
9-10
denizen
planar entity
blob
spirit
minor spirit
lesser spirit
dominated on a d10 roll of:
6-10
5-10
4-10
3-10
2-10
Any planar wizard (friendly or enemy) can cast the control denizen spell to try to control
planar denizens. The spell is cast against the creature, not the other player, so it can not be dispelled
as normal. The spell is cast, a D10 rolled and the above chart consulted to see if the denizen unit is
controlled. Only one control denizen spell can be cast on a unit per turn. If the denizen is controlled
it becomes a permanent part of the planar army’s units. If it is not controlled it will attack the nearest
unit, friend or foe, during its next movement phase.
To control a planar entity, a unit or offering must be sacrificed when the control denizen spell
is cast. Even if the planar entity is not controlled, the sacrificed unit or offering is destroyed. To
maintain control of the entity you must feed it every second turn (by the beginning of the second
movement phase after the last feeding). This can be a unit destroyed by the entity, or a friendly unit
moved adjacent to the entity and sacrificed during the beginning of the melee phase. If the entity is
not fed, the planar wizard loses his domination of the critter.
If both sides have a planar wizard, either side can try to control any uncontrolled denizens on
the board. If both sides wish to cast the spell at the same time and on the same unit, each side spends
6 magic points, and rolls a D10. The winner casts the spell successfully, and the above chart is
consulted as normal. If the roll is a tie, then neither side can control the denizen that turn.
The control denizen spell can also be used to dominate any spirits and blobs in the planar
wizard’s opponent’s army. In this case, the spell is cast on the enemy spirit or blob and may be
dispelled normally by an enemy magic user.
Jakob of Aachen glanced nervously down toward the hole in the floor. He felt a small
shiver, despite the room’s intolerable heat. Turning his eyes upward, he met the gaze of his great
friend, Freiherr Manfred von Koeln. Manfred’s eyes were focused elsewhere – far beyond the room
they shared. His mouth seemed perpetually open and strange words flowed from it as if from a
ventriloquist’s dummy. Jakob glanced again at the hole in the floor. It seemed wider than before. A
strange smell that reminded him of blood and violets drifted upward from it. He nervously smoothed
his cloak and touched Manfred’s shoulder. “Umm, Manfred old friend, might I disturb you for a
moment? Should we not perhaps reconsider our actions in, say, the light of recent events?” Manfred,
or at least whatever now constituted Manfred, ceased his intonations and replied to him in an
almost gentle voice, “Quiet, please, we’ll be with you in a moment”. And that, Jakob decided, was
exactly what he was afraid of.
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Optional Major Character Abilities
Anti-heroes/Cursed Wanderers/Incompetent In-Laws/Fops cost 20 points. Anti-heroes may
be found in the works of Michael Moorcock and others. They typically wander from place to place
causing misery for friend and foe alike. Antiheroes are (-2, -2) characters deployed in the following
way: A player will purchase an antihero for his army, but, prior to initial army deployment, attaches the
anti-hero to an enemy infantry or cavalry unit of his choice. The anti-hero may not leave this unit until
has been destroyed. If the unit is destroyed in combat, do not make a normal character results roll – the
anti-hero immediately attaches instead to the unit that destroyed the unit the anti-hero was attached
to. If the anti-hero’s unit is destroyed by magic or missile fire they move immediately to the nearest
unit, friend or foe, and attach to it. Anti-heroes never die, they just get passed around like a bad cold!
Planar Wizards are a major character wizard ability, level 3 only. They think of
themselves as demonologists or summoners; most ordinary folk with a lick of common
sense think of them as fools or madmen. Planar Wizards arecharacters obsessed with conquering this plane by opening up a gate between this plane and another, and controlling
the particularly powerful and ill-tempered beings that emerge. They are willing to sacrifice
goods, people, their entire race and often their own sanity to achieve their goals.
Optional Minor Character Abilities
Thieves cost 10 points. At the beginning of the game, prior to setup, a player whose army
contains a thief announces his presence. The player’s opponent then states how many characters
they have and their type, and whether they have a camp or a baggage train. The thief then chooses his
target from among these options and rolls a d10. If the target is a character that has no items the thief
is unsuccessful. If the character does have an item consult the table on the following page. Once a
thief has been used, he is removed from play and plays no further part in the game.
Thief results
Die Roll
Result
1-3
The thief steals a magic item at random from the character and brings it
to your side. You may then give the item to one of your characters, subject
to the normal restrictions on items - OR - The thief steals valuables from
the camp or baggage train and brings it back to you. You gain 1 morale
clock point and your opponent loses 20 victory points.
The thief is caught and painfully executed.
The thief steals a magic item at random from the character and slips into
the night - OR - The thief steals valuables from the camp or baggage train
and slips into the night. Your opponent loses 20 victory points.
4-7
8 - 10
Optional Items and Abilities Available to Some Unit
Types
Poison costs 20 points. Poison is available to all monsters and swarms, and to ranger,
skirmisher, longbow, crossbow/handgun, and handweapon units in certain specified armies (see the
army list tables). Poison works in the following way: when a poisonous unit demoralizes an enemy unit
in bowfire or melee, the losing player makes a rally roll. If the rally roll fails, the demoralization marker
is replaced with a poison marker and should be indicated differently. Poison markers work in all ways
like demoralization markers (reducing CF, increasing required rolls, etc.) except that they do not
prevent a unit moving into contact and are not removed by rallying. The effects of poison markers and
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demoralization markers are cumulative. For example, a demoralized unit that is subsequently poisoned
is pushed back and fights as if double demoralized. Specials, spirits, undead, and war machines are not
affected by poison. Poison may be countered in the following two ways:
1. Avoid it in the first place. Units with healers are immune to poison.
2. Purge it afterward. If a healer moves into contact with a poisoned unit make a rally roll for
the unit. If it passes, remove the poison counter. A poisoned unit with a healer may attempt
to purge existing poisonings this way at the beginning of each turn.
Paralyzing gaze costs 30 points. Paralyzing gazes work as follows: it has a range of 5” and
within the arc of fire. The player whose unit has the paralyzing gaze declares that he is directing it
toward a specific target for which he must have an unobstructed line-of-sight. The target unit then
makes a rally roll. If the target fails its rally roll, it may not move for the remainder of the turn, nor can
it fire missiles or artillery, and if brought to melee has a CF of 0. Paralyzing gazes may be cast at any
time, but only once per turn. If a paralyzing gaze is successful against a swimming or flying unit, the
unit will descend one level, or “land,” where it may then be attacked by land or sea-bottom units. Any
army may have a unit or character with a paralyzing gaze, but not more than one per army.
Fortifications
The following rules cover battlefield fortifications and small forts. As such, we intend these
rules for use in scenarios calling for defended towns, passes, and so on. If used in a normal game, and
purchased out of army points, battlefield fortifications are set up in the deployment zone of the player
who purchases them. Once deployed, battlefield fortifications never move.
Per their rules, Swarms, Spirits and Ethereals ignore all terrain movement restrictions and
their opponent’s melee defensive bonuses. They receive terrain melee and missile fire bonuses if
attacked.
Fortifications cost 10 points per 40x40 BB (60x60 in 25mm). These defensive areas contain
walls, ditches, wires, netting, wooden palisades, fences, pits and/or the like to protect units from close
assault. Only one unit and its attachments may occupy a single fortification BB at one time. Enemy
units in melee with units in fortifications fight as if they were in difficult terrain, lose their charge
bonus, and subtract 1 from their melee roll — even fanatics. Fortifications can not be destroyed
(artillery and magic just add to the jumble) and can be occupied by either side during the game.
Fortifications are not considered to be terrain, and so are not affected by spells like Animate Terrain.
The Disorient spell does not affect units in fortifications. Units in fortifications gain any appropriate
benefits for the fortification regardless of the direction they are facing.
Blobs, dragons, leviathans, large monsters, elementals, and battlewagons cannot defend a
fortification — they fight only as if they were in difficult terrain. Defending cavalry units must be
dismounted to derive any benefit. Defending units in fortifications do not have to follow up if they
push back or destroy an attacker.
Pavisiers can be purchased for fortifications. Pavisiers give a +1 CF bonus and cover to
units in their BB, and count as small permanent garrisons (CF of 1) if no other units are present.
Pavisiers are destroyed if all other units in their BB are destroyed.
Larger structures can be made by putting together multiple fortification BBs, however each
BB is treated separately. If fortifications are strung together in a line, infantry units gain and bestow
support bonuses as normal, except that they do continue to support when they are not facing the
same direction.
Small villages, towns or cities. These structures can be made up of various terrain
features. The built up areas should be designated as City BBs. These might not exactly be square
40x40mm sections, but all built up areas desired should be contained in a BB of roughly this size.
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Chipco’s Fantasy Rules!
Clear Terrain would be small hamlets, town squares, large boulevards, parks and other
such terrain.
Difficult Terrain would be small villages, walled estates, shantytowns, Marketplaces, and
rubble (when City or Wall BBs are destroyed).
City BBs would be built up Areas made up of larger buildings. They can be destroyed
and turned into rubble.
Walls, Towers, Keeps are defensive structures. They can be in a one BB, 1x2 BB, or 2x2
BB configuration (a Tower or Keep) or be a number of connected Wall BBs surrounding a city or
Keep, or stretched between two Terrain features (e.g. Mountains or Seas).
General rules for City and Wall BBs
Each City or Wall BB consists of a prominent material (see chart below) and this affects its
ability to withstand damage and fire and its cost. Each City or Wall BB is treated separately for
damage, and when it is destroyed, the BB becomes rubble (difficult terrain).
Blobs, Dragons, Leviathans, Large monsters, Elementals, Cavalry (unless it dismounts
first), Pike, Ships and Battlewagons cannot enter City or Wall BBs unless the BB is destroyed. City
or Wall BBs are considered rock, and Burrowers cannot either enter (unless they surface first, and
are of an allowed type). Fliers (or swimmers entering a sea bottom City) cannot enter a City BB from
the air (Marines in an assault ship can land on City BBs). Fliers, if a type of unit that can enter Wall
BBs, can land on uncontrolled or friendly wall BBs, can land in clear terrain inside a city or, if an
allowed unit, enter a city BB as a ground unit (after landing first on clear terrain first).
Units that can enter City or Wall (or Ship) BBs that have a difficult terrain movement factor
of two or less can move one City or Wall BB per turn in any direction. Units that can enter City or
Wall BBs that have a difficult terrain movement factor of three or more can move two City or Wall
BBs per turn in any direction
Air Elementals, Fire Elementals, Water Elementals, Pikes, Cavalry, Ships and Battlewagons
can not attack either City or Wall BBs or the units within (although units like the Elementals may be
able to affect the BBs with magic or special effects). Artillery fire, Blobs, Dragons, Leviathans,
Large monsters, and Earth Elementals cannot attack units in city BBs; they can only attack the City
or Wall BB (they do so only during their melee phase and not the wall’s). Melee attacks against the
City or Wall BBs are carried out using the attackers CF against the BB’s CF (according to the BB’s
material below). Each attacker attacks separately, there is no flank, rear or support bonuses. If the
melee is a tie or the BB wins, ignore the results. If the melee attacker is doubled, the attacker is
demoralized (from falling rubble, hurting its tender paws, etc.). If the attacker wins, the BB takes a
demoralization marker of damage. If the Attacker doubles the City or Wall BB it counts as 2 damage
markers. See the chart later in this section for effects of artillery fire and melee attack.
Any unit that is in a City or Wall BB when it is destroyed takes a Unit Results Test at a
minus 1.
Cities. Missile attacks against units in City BBs count as cover. Units in or in melee
against City BBs use their difficult terrain CF. Units in City BBs get a When Charged Bonus of –2
CF to the attacker (even fanatics). Units in or attacking City BBs do not give or receive support.
City BBs have 3 damage markers. City BBs cost their (materials CF -1) x 10. For example, a wooden
City BB costs (4 - 1) x 10 = 30 points.
Walls. Walls have a designated material, height and thickness, and these factors define
their ability to sustain damage and the defensive bonuses of units that occupy Walls. See below
charts.
Wall BBs cost materials CF x 10 plus 10 for each height over 1 and thisckness over 1. For example, a
stone 3-high, 2-wide wall costs (8 x 10) + (2 x 10) + (1 x 10) = 110 points. One defending unit can
control up to 3 contiguous Walls BBs. This means the Wall BBs are considered occupied by a unit
of the Base Unit for storming and melees. Once an enemy unit occupies one of the BBs, the unit (if
96
Optional Rules
it survives) contracts down to one BB.
Units on Wall BBs do not have a zone of control (are not considered in contact) with units
outside of the Wall BB (and visa versa). They only have a zone of control with other units on
adjacent Wall BBs.
Units (either from the ground or from above from fliers or swimmers) attacking units
defending a Wall BB must Storm the Wall (or Ship) BB. The attacking unit must begin its movement phase one half a movement factor or less away from the Wall BB. Units in Siege Towers or
assault craft use the Siege Tower or Assault Craft’s movement factor. The storming unit moves to
contact the Wall BB, and the second half of the movement phase is used to climb (or remove
obstacles if coming from above) the wall. In order to see if this is successfully done, the storming
units must each first fight a melee at the end of the movement phase with the defending unit in
order to see if the attackers made it to the top of the wall (with negative results against the
defender ignored). There are no flank, rear, or support bonuses. If the attacking unit wins the
storming melee, it is considered collocated on the wall BB (and not on the Siege Tower or Assault
Craft), and a second melee is fought with the defenders for control of the wall during the melee
phase. If it loses or ties the storming melee, the attacking unit is considered repulsed and takes a
demoralization marker. It is then located on the ground in front of the Wall or pushed back into the
siege Tower or Assault Craft, and cannot fight a melee in the melee phase.
During the melee phase, units that successfully stormed the wall fight the defending units
as normal. Flank, rear, and support bonuses can also be given from other friendly units that have
successfully stormed the wall and are now on it.
If a attacking unit storming a wall BB succeeds in defeating its opponent and pushing it
back or destroying it, and occupies a wall BB, then defending units in adjacent Wall BBs must take
an immediate Rally test, and if failed lose one level of demoralization.
Units attacking units in adjacent treat it as City BBs (a –2 WCH bonus and no support).
Flank bonuses can be give for friendly units fighting for control of a Wall, and flank and rear
bonuses from friendly units in adjacent BBs.
See the below chart for the effect of missile fire against units in Wall BBs. Since units in
Wall BBs are usually (not against Siege Towers) higher than attacking missile troops, units on the
ground do not block LOS to the wall (or vice versa). Defending units in Wall BBs that are double
demoralized by missile fire, artillery or magic are not pushed back
Gates
There must be at least one gate for units to pass through leading into a walled area, or
tower. Gates must be made of metal or wood. Gates cannot be stormed (although their Wall BB
can); they can only be opened by the controlling side, or destroyed. A single BB Tower can exist
without a gate (for example a Wizard Tower). Friendly units can only get into this kind of a tower
using ladders (must storm the tower, the tower in this case has a 0 CF), siege towers, assault craft,
fliers or the Teleport spell.
Units that can attack a wall BB can attack the Gate. Beastmen, Spear, Handweapon, Musket,
Militia, and Sword and Pistol units with a Ram can attack a Gate (using their CF). Both Gates and
Rams can be magically enhanced.
If the Gate is destroyed, then attacking units can attack through the gate as if it is difficult
terrain (no support can be given to the attacking unit).
Damage to Structures.
City/wall BBs start the number of damage markers appropriate to their width and possibly
their materials. City or Wall BBs damaged in Melee, artillery or Magic, take damage similarly to
demoralization, but cannot be pushed back. Unlike demoralization, however, damage does affect the
morale clock. Like demoralization, a kill result against a city or wall BB counts as 2 damage markers.
If there are extra damage markers in this case, one is permanently lost. During the rally phase, an
Engineer can rally one demoralization marker.
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Chipco’s Fantasy Rules!
Materials
Manmade structure’s characteristics are determined by the type of material from which they are
made, how defensible (height) and how tough (width), and how much damage it can withstand
(Damage Markers, DM)
Max
Max
Against
Material
CF
height width Fire
Art.
uses
Wood
5
2
1
-2CF
+1Damage
cities/towns/
walls/gates
Brick
6
2
2
------
+1Damage
cities/towns/walls
Metal
7
2
(adds one DM to structure)
1
----
----
gates
Stone
8
3
(adds one DM to structure
2
+2CF
-1Damage
cities/towns/walls
Earthworks
10
1
(adds two DM to structure)
3
+4CF
-2Damage
walls
(Note: in order for walls to be 3 height, they must be at least two thickness)
Thickness of walls
1
2
Walls have four damage markers.
Walls have six damage markers.
3
Walls have eight damage marker.
Height of Walls
1
2
3
Fight storming and control melee with WHC bonus for defending units.
Small monsters and any infantry except Pikes can storm these walls. Counts as
cover against missile fire.
Fight storming and control melee with –2 adder for attacking units plus
defending unit’s WHC bonus. Only Marines or Rangers, OR Spears,
Handweapons, Beastmen, Fanatics, Muskets or Sword and Pistol units with
ladders or an engineer, can storm these walls. Counts as hard cover -1 against
missile fire.
Fight storming and control melee with –4 adder for attacking units plus
defending unit’s WHC bonus. Only Marines or Rangers with an engineer, OR,
Handweapons, Spears, Beastmen, Fanatics, Muskets or Sword and Pistol units
with ladders AND an engineer can storm these walls. Counts as hard cover -2
against missile fire.
Note: swarms and spirits ignore defensive bonuses, and attack defending units in a Wall, City or
Ship BB as normal melee.. Also, see Siege Tower rules.
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Optional Rules
Siege towers: CF1, support, RF6, Move 2 (clear terrain only), 30 points, considered as
hard cover. Siege towers may be bought for any army that is allowed battlewagons.
Options: Bowfire, Wet Hides
Siege towers are war machines made to assault Wall BBs, and to give assaulting troops
cover and, optionally, missile support. They have a small contingent of troops, mainly to push the
towers into place.
If the Siege Tower has bowfire, it counts enemy units in cover as normal, enemy units in
cover -1 as in cover, and enemy units in cover -2 as in cover -1. Bowfire has a 360% arc.
Siege towers can carry one unit of Marines, Beastmen, Spearmen, Handweapons, Militia,
Ranger, Sword and Pistol, or Fanatics. It takes one half of a unit’s movement to enter a Siege
Tower. Once inside, the units can directly attack units on a level one wall (without a storming roll)
and can storm a level two wall without the –2 CF. In addition, Marines, or units with an attached
engineer can storm a level 3 wall.
The addition of one of the above units adds +1 to the CF of the Siege Tower (since most
would be inside the structure) if it is attacked in Melee. If a Siege Tower is pushed back in Melee,
both the Siege Tower and the troops inside are destroyed. Enemy Units that charge a Siege Tower
from an adjacent wall fight the unit inside, not the Siege Tower. If the enemy units on the Wall
double demoralize or destroy the units inside the Siege Tower, the enemy units have to option to
follow up, thereby destroying the siege Towers. Unfortunately for it though, the enemy unit is
then outside the wall.
A Siege tower is not pushed back if double demoralized by Magic, Artillery or Missile Fire.
Kill results by a psychological magic effect or Missile Fire cause the Siege Tower to be double
demoralized and immobile (unless or until there is a unit inside).
Rams. 10 points. May be attached to beastmen, spear, handweapon, musket, sword and
pistol, or militia units. They confer a +2 CF bonus to the unit when attacking a gate (treated just like
a monster attacking a wall BB), and a -1 CF bonus in any other melee. Rams are not destroyed, but
left in place if the unit is pushed back or destroyed. They can be subsequently picked up by
another unit of the appropriate type from either side at a cost of 1/2 of the unit’s movement for the
turn. Rams can be magically enhanced by Bolster.
Ladders. Allows marines, rangers, spears, handweapons, beastmen, fanatics, muskets, or
swors and pistol units to storm walls. All units of a specific unit type must buy ladders if they are
chosen for use.
Items Available to Wall BBs
Hot Oil/Tar. Costs 10 points and may be purchased for any wall BB. The BB must be marked
as having it. You could use a small pot ot other marker to indicate its presence. Engineers and
mechanics are the only way that hot oil/tar can be moved once it has been allocated to a BB.
Hot oil/tar causes an automatic artillery hit with +2 to damage roll on any unit storming the
wall BB, on a swarm in its first trun of melee against a wall BB, and causes grapple attacks to automatically fail. Hot oil/tar is used once and then is used up and removed from play. In addition to damage
aginst them, any attacking unit is pushed back one-half its movement for the phase.
Rocks and bottles. Costs 5 points and may be purchased for any wall BB. Any BB with rocks
and bottles must be marked as such. Rocks and bottles may not be moved once in place, but are
available continually to any unit (friend or foe) occupying the BB. This is in addition to any other
missile fire or when-charged bonuses the unit may have.
Wet Hides. 10 points per BB. Fire is at a -3CF against any BB that has wet hides and against
any unit in the BB.
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Chipco’s Fantasy Rules!
Storming Example
The following is an example of storming walls that will help to clarify many of the concepts in the
rules.
In the picture two spear units are defending a six BB section of wall. One spear unit is defending
BBs 1 – 3 while the other, with an attached skirmisher unit, defends BBs 4 – 6. The wall itself is
made of wood, one-high, and one-thick.
The wall section is being attacked by a group of 5 units (large monster with grapple, heavy cavalry,
handweapons 1, marines, handweapons 2) in line with a swarm unit on the flank.
1.
2.
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The group of five units begins 1 ½ inches from the wall and moves to contact. The swarm
does likewise on the flank.
Since the HW units started within ½ of their movement from the wall, they may attempt to
storm it. Since it is a one-high wall they do not need ladders or an engineer, nor do they
suffer the penalties they would for two-high or three-high walls. Storming rolls are taken
individually with no support or flanks, so HW2 cannot participate in any way. Unless they
dismount, the heavy cavalry unit cannot melee either the wall or the units defending it, so
they are also out of the battle. Swarms do not need to make storming attempts, so they
can fight automatically with the elite spear unit in the melee phase.
Optional Rules
3.
Since the large monster started less than ½ its movement from the wall it may attempt to
grapple the wall. The monster rolls to grapple (CF8 vs. CF 5) and is successful. The wall
now has a -2 to its CF until either the wall is destroyed or the monster is dead. If the
monster had failed its grapple roll it would not be able to melee in the same phase.
4. Handweapons 1 (CF = 3) attempts to storm the wall defended by the elite spear with a
when charged bonus from its attached skirmishers (CF = 4 + 1 = 5). Its roll is doubled and
it is destroyed. The marines (CF = 3 + 2 marine storming bonus = 5) also attempt to storm
the wall defended by the same unit (CF = 5). The marines win the storming roll and are on
the wall (note that there are no consequences for the defenders at this point).
5. It is now the melee phase. The large monster (CF = 8) fights the grappled wall (CF = 5 – 2 =
3) and doubles it. This kill result causes 2 points of damage to the wall, leaving it with 2
remaining points. The swarm (CF = 6) fights a normal melee with the elite spears and their
attached skirmishers and their when-charged bonus (CF = 4 + 1 = 5) with flank support
from the marines who are now on the wall. This fight is CF 7 vs. CF 5. The elite spears lose
the roll and take one demoralization marker.
6. The phase changes from attacker to defender. The defenders cannot send reinforcements
and all their magic spells are successfully dispelled by the attacking side. The elite spears
make their rally roll and their marker removed, but since the defenders have no engineer
the wall section remains un-repaired. The attacker teleports handweapons 2 to the spot
where handweapons 1 was (they cannot teleport a unit onto a wall BB occupied by their
opponent – remember that units on walls can occupy up to 3 BBs).
7. The swarm and the elite spears melee again. This time there is no when-charged bonus.
The melee is a draw. Since the wall is inanimate, no melee occurs in this phase between the
large monster and the wall.
8. The turn ends and moves back to the attacker’s movement phase. Handweapons 2 tries a
storming roll (CF 3 vs. CF 5) and is successful. The HC remains in place.
9. During melee, the swarm attacks again. This time the swarm receives 2 flank bonuses since
the defending unit is occupying more than one BB. The swarm doubles the elite spears
this time and both the spears and skirmishers are destroyed. The swarm moves into the
space vacated by the spears. Since the wall has been now been breached, the other
defending spear unit must make a rally roll. It fails and goes demoralized.
10. The monster melees the wall again and causes 2 damage to it. This is enough to destroy
the wall. The spear unit must make a results roll at -1. The spear’s roll shows that it has
become demoralized. The spear is now double demoralized and falls back to BB1. The
monster moves into the rubble of the wall, ready for new action, but now in difficult
terrain. The spear unit is still on a wall, so the monster cannot attack it directly.
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Final Thoughts
And so, fellow gamers, we take our leave of you. We hope that we have described
the boundaries of a fantasy gaming universe that will allow you to play whatever and
wherever you like. It is, however, up to you to fill up that universe. We can’t possibly
create all the monsters, spirits, races, and otherwise that populate all the existing fantasy
material, so please feel free to make your own — including tinkering with the rules as
required. Please send us a line, though, if you come up with something really great so that
we can share it with others in the future. Finally, we try to emphasize fun in our games and
so we have at times treated our kobolds, gnomes, dwarves, and the like with a wink and a
smile. We hope that none of you will take offense. It is not because we love these races so
little, but rather because we love them so much that we treat them so.
Most of all have fun and remember: It’s just a game!
Game design: Curtis Wright and Chip Harrison. Write us at chipco2@aol.com or
Chipco, PO Box 925, Belmont, CA 94002.
Website: Find out about all our products and get the latest changes, errata, etc.,at
http://www.sabersedge.com/chipco.
Invaluable assistance: Dave “Hive Queen” Hezzelwood, John “Duckman” Hills in
the UK, Mike “Go Bucks” Demana; John Bock and the Columbus gang; Bill Gallo and Jim
Sanders for taking the time to edit the beast; Guy “Fun Sucker” Flora who inspired us to
rev the magic rules; all the great guys in the South Bay Gaming Club; the very helpful folks
on our e-mail group; Paul at Saber’s Edge in Canada for maintaining our Website; the Ozzie
contingent from “down under,” Gerd, Geoffrey, and David; Michael Kolb for so many things;
Michael’s wife Barbara for our great logos; Andrew and Eric for testing the limits of the
rules; Dave Lewis, Thomas Whitten and Samuel Reynolds for their great Chipco related
websites.
Inspiration: Jeanine, Duncan, ERB, JRRT, HPL, and a heavenly host of others.
Patience: All the stalwarts who waited patiently for us to get FR3 out..
Art: Thanks to all our artists for their great efforts and willingness to work with a
couple of “little guys”; Doug Beekman, Mark Poole, Ne Ne Thomas, Alicia Austin. Posthumous thanks to Moritz von Schwind and Albrecht Duerer; Masters, we honor your
memory! Undead figures painted by Bill Gallo.
Moral support: Duncan, Jeanine, Mom and Dad, Gilgalad, Shorty, and all the Little
Cats.
Playtesters: Dave Hezzlewood, Bill Gallo (a stalwart if ever there was one), Michael
Kolb, Paul Bergstrom, Guy Flora and the “CapCon players.”
Special thanks also to all those who have encouraged us to go even farther than
we thought possible before.
102
Army Lists
The following summarizes the 60+ army lists included with FR!. Many more lists
could be made up to fit armies in other novels or fantasy universes. Although we encourage you to design your own army lists, we caution you to remember to include weaknesses
as well as strengths in your armies. A proper balance between strengths and weaknesses
will keep the game playable, interesting, and most of all, fun.
Following the army descriptions are tables that summarize what unit types may be
included in each army. White areas on the table indicate which units may be included,
black areas which units may not. An “E” preceded by a number denotes the maximum
number of elite units of that type that may be included in the army per 1000 points; if an X
precedes the E it means that any number of elites may be chosen. The bottom lines of the
table show what the number and types of magic users and characters that may be included
in the army. Shamans are denoted by an “S” and are split into five categories: earth, air,
water, fire, and druid. If a shaman is denoted by a single “S” on the army lists then you may
choose which of the 5 types you desire. If, however, a specific shaman type is called out
(ES for earth shaman for instance) then you are limited to that type. North American Indians are typical of this latter sort of army. Clerics are denoted by a “C” and are split into two
categories: clerics and battle clerics. You may choose which type you want in every case.
Wizards are denoted by a “W” and are split into four types: wizards, illusionists, necromancers, and hydromancers. You may choose which type you want in every case, except
that any army with a hydromancer must contain at least one swimming unit.
Except for elites, an army may include as many of any unit type, magic user, assassin, or hero as desired, subject to whatever restrictions on total points or magic levels are
in effect. All armies must include one, and only one, general, and may have as many
heroes as desired.
Any army may include allies of any type, but the allied units fight, move, etc., just
like the other units of the same type in the army. For example, an orc army could, and in
many cases should, contain human allies. In this case go ahead and include human units,
but units of the same type (both human and orc) fight like orc units of that type. The
exceptions to this rule are the Conquistador, Roman, ACW, Settler, buffalo soldier, and
Hawaiian armies which may employ allied units, all of which maintain any specific national
capabilities to which they may be entitled!
We recommend 1000 points as an appropriate army size for play on a kitchen table.
Armies of this size also typically generate game lengths of around one to one and one-half
hours. As armies grow in size, so does the importance of the morale clock and players will
need to proceed carefully and with a good plan if they do not want their movement flexibility curtailed late in the game.
Finally, we have included some suggestions about possible representations and
appearances of the various unit types in each army. We intend these to get your imagination going, but do not mean for them to be definitive. Some of the army suggestions,
particularly those for the ancient world, owe much to Professor Michael Kolb, who was
also kind enough to write the foreword to the rules set. Thanks again, Michael!
In case any perceived contradictions arise between the prose army descriptions and the
army list tables, the tables are always right!
103
Tournament army lists. FR! is great for tournaments since it plays well in an hour
to an hour and a half. It is difficult, though, to build a generic army that will be able to
handle any foe equally. We therefore recommend that tournament participants bring 1250
point armies, but only be allowed to use 1000 points in any individual game. This allows for
some tweaking of your army to better deal with what your opponent may have. For example, if your opponent’s list includes assassins you may wish to have an additional magic
user available, or a bodyguard, etc.
Innate Magic. When innate magic is listed for an army, it means that the rank and
file of the army may purchase that innate magic in addition to whatever innate magic
characters may have. In order to avoid confusion, if innate magic is purchased for one unit
it must also be purchased for every other unit of that type in the army.
Army descriptions and unique capabilities
Aboriginal. All units and characters in aboriginal armies can move through any
terrain except built up areas at no extra movement cost. Aboriginal shamans are extremely
close to the land and their people and thus may cast any shamanic spell to which they are
entitled for 1 point less than normally required, so long as at least one aboriginal infantry
or cavalry unit remains in play.
Armies. A great chief as general; shamans in frightening masks; warriors as mobs;
warriors with blowguns as skirmishers; warriors mounted on ponies, panthers, or large
reptiles as light cavalry; warriors mounted on flying eagles or reptiles; giant snakes, tortoises, or dinosaurs as monsters; big cats, rhinos, wolfpacks, reptiles, or cattle as small
monsters; insects, rats, bats, or birds as swarms; spirits. Innate Wood Sense, War Cry,
Animate Terrain. Shamans receive the beastmaster ability at no cost, and it does not count
aginst ability limits.
African. African troops are masters of combat in jungle and savanna. They receive
assassins or elite rangers or elite spears.
Central and West Africa: hordes of enthusiastic warriors as spearmen; cavalry
riding big cats, crocodiles, and other large beasts. Insects and snakes as swarms; just
about any jungle animal as small monsters; “lost world” monsters like dinosaurs, etc., as
large monsters; witch doctors as shamans; forest demons as spirits; Tarzan as a hero;
zombies as undead hand weapons; Kwaku Anansi the spider-man as a trickster; Sango
(god of thunder and lightning) and Ogun (god of iron and of war) as major spirits; elephants as battle wagons. Non-flying units may move through woods at no penalty. Assassins. Innate Wood Sense, Animate Terrain, Disorient.
East and South Africa: elite spear units armed with throwing javelins;
Shaka as general; water buffalo, cattle, Holy Baboons as small monsters; the Abatwa (small
humanoid creatures) mounted on large ants as swarms; the White Crocodile, Golden Rhino,
White Lion (Nethathe), and the fire-egg dropping Thunder Bird (Ndadzi) as large monsters.
The Rain Queen and shamans as magic users. Assassins. Innate Smoke, War Cry, Apoplexy. Spears receive fast movement for free.
Amphibian. Amphibian armies are composed of species inhabiting fresh and brackish
water. Amphibian armies often contend with reef dwellers in water and men on land for
control of river deltas, lakes, and inland waterways. Amphibians resent incursions by
these other species since they view their presence as pollution; this in turn leads to units
with the fury of fanaticism burning behind their lidless eyes. The amphibian army receives
air breathing in addition to water breathing at no additional unit point cost and swimming
for 1/2 price. May buy climb.
Armies. Frogmen and Fishmen as main line infantry units; mosquitoes and leeches
as (elite) parasitics; giant newts and salamanders as large monsters; all manner of swimming creatures; Will-o-the-wisps as ethereals; elite fanatics; marsh gas as (elite) traps;
dragonflies and pixie dragons as flying mounted units. Innate Hide, Innate Flash Flood,
Innate Corrode.
104
Army Lists
Angelic/Demonic. Powerful outer planar army led by an archangel or demon lord.
Armies. Beelzebub or Michael as generals; imps or cherubs as minor spirits; angels
or demons as lesser and major spirits; all manner and shapes of spirits; human cultists as
mobs and priests or monks as fanatics; the usual group of spirits and evil creatures as
followers/minions; unicorns or nightmares as monsters. Innate Magic Resistance, War
Cry. In addition, the spirits in these armies may purchase innate Apoplexy, Set Fire (Demonic only), and Douse Fire (Angelic only).
Arabic. All Arabic cavalry and chariots get fast movement for free.. The Arabic
army in its truest sense is an army of speed and moves like the wind.
Armies. An Army of the Arabian Nights will have a sultan, caliph, or emir as
general; Aladdin as a bard; elite flying heavy cavalry like those used by the Saracens;
bloated eunuchs as elite hand weapons; light cavalry mounted on horses and camels;
infantry mounted on flying carpets; flying chariots pulled by fantastic creatures; assassins; jinn, imps, and perin (fairies) as minor spirits; one unit of undead ghilan handweapons
(ghouls) - if chosen, you must begin the game with them; flying serpents, phoenix, and
rocs as large flying monsters; princesses as magic users. ). All Arabic undead units can be
banished by clerics and will also be destroyed if there are no Arabic characters left in play.
Innate Sudden Wind, Tempest, Stink.
Assyrian. The bad boys of ancient times; this is a brutal combined arms army.
Assyrian elite heavy chariots cause fear. Somewhat short on monsters, it nonetheless can
make up for this deficiency with dragons and spirits. At the beginning of the first game
turn starts, the Assyrian army’s opponent must react to its fearful reputation, and every
unit of their infantry, cavalry, and machines must take a fear test (any unit that fails this
test goes demoralized and counts against the phase morale clock resolution).
Armies. Cavalry with unicorn or lamassu mounts; Tiamat as a dragon; giants,
griffins, lamassu, Imdugud, Zu, Shendu, or the Bull of Heaven as large monsters; Ashur,
Nergal, and Nisroch (the eagle-headed man) as major spirits. Innate War Cry, Stink, Tough
ness.
Aztec. Aztec armies have assassins, elite handweapon units, and elite rangers.
Aztec armies may begin the game with up to three undead mob units (the rather icky
leftovers of their sacrificial practices). All Aztec undead units can be banished by clerics
and will also be destroyed if there are no Aztec characters left in play.
Armies. Moctezuma as general; jaguar, eagle, and arrow warriors as elite infantry;
zombified sacrificial victims as undead mobs; conquered peoples as mobs; warriors riding
totem animals as light cavalry or flying light cavalry; giant serpents as monsters; animal
packs as small monsters; spiders, ants, or snakes as swarms; the Ciuateteo (harpy-like
female ghosts) as ethereals; Chhuacoatl (serpent women) as beastmen; the plumed serpent/bird Quetzalcoatl as a major spirit. Innate Apoplexy, War Cry, Stink (undead only).
Celts. Celtic armies are extremely close to their gods, and thus are typically accompanied by more than the usual number of all spirit types. Celts also often make allies of the
little people, and so Celtic minor spirits can support infantry units per the rules for support. Celts were known to go into battle clad in little more than their tattoos, so they
receive fanatics and elite fanatics. Celtic armies may have a bard. Celtic units with heavy
armor (enchanted tattoos) suffer no movement penalty.
Armies. A warrior general such as Breas or Nuada on a great golden hoofed steed
or unicorn; a great bard such as Amergin inspiring his troops with his magical song;
powerful mages and war witches such as Balor or Morrigan, or druids as magic users; great
chariots pulled by fanciful steeds or faerie creatures; naked tattooed and painted warriors
as fanatics; the faerie folk (or Shi or Tuatha De) as minor spirits, the rich variety of Celtic
gods as spirits and minor spirits. War Clerics. Innate Hide, Wood Sense, Freeze.
Chaos. For 10 additional points any chaos infantry or cavalry can be given “hideous mutations” that make them cause fear, move double, or add +2 to rally rolls. The
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figures used in each unit having these mutations must be clearly distinguishable. Chaos
armies are physically intimidating with elite knights, elite (either 2,0,0 or 1,1,0) handweapons,
and elite assassins. Chaos generals may buy the superhero ability for 10 points.
Armies. Huge, mutated half demon general; corrupted warriors as knights; elite
knights; beastmen or other mutated warriors as infantry; beastmen on demon steeds as
cavalry or flying cavalry; crazed cultists as fanatics; giants, hydras, chimeras, griffins,
jabberwocks, manticores, or wyverns as monsters; minotaurs, ogres, or harpies as small
monsters; green and purple slimes as blobs; greater demons as spirits; all manner of other
spirit types. Innate War Cry, Apoplexy, Toughness, Corrode.
Chinese. For early dynasties (Chou and before) use heavy chariots and little or no
cavalry, for middle dynasties (Ch’in, Han) use a mix of heavy chariots and light cavalry,
and for later dynasties (Northern/Southern, Tang, Sung) use all heavy cavalry (cataphracts)
and light cavalry - no chariots. For one fascinating moment in 38 BC the Chinese actually
had Roman Legionnaires fighting for them so the Chinese may have one unit of elite
handweapons, but only on condition that the figures are Romans! Chinese may have one
cavalry unit with flame (powder) lances. These lances give the unit the effect of an artillery
hit (you must still roll for damage, though) on the charge instead of their normal charge
bonus!. This is resolved before normal melee. If the unit being charged is destroyed by the
flame lances, the lancers may move the remainder of their movement allowance, and even
contact another unit if they have the necessary movement remaining.
Armies. All manner of dragons from those as small as silkworms to those as big as
buildings, rockets for artillery (work the same as stone throwers), spirits, Giants, Hanuman
(the monkey god) as a trickster, monkeys as beastmen, ghosts as ethereals. The Chinese
army may have one (+1,+1,0) or (0,+1,+1) elite dragon. Innate Douse, Sudden Wind, Smoke
Screen. Engineers and Mechanics at half price.
Conquistadors. Limited, but brutal. Cavalry and handguns cause fear if fighting
native armies. Army can cast the Plague spell for free once per turn (counts as a 4-point
spell, cannot be augmented, and can be countered as normal). Conquistadors may also
purchase elite handguns. Conquistadors rely on Native American allied units and characters (with whatever special characteristics they may be entitled to). These may be
handweapons, spears, mobs, or skirmish units and may comprise up to 70% of the Conquistador army.
Armies. Brutal looking soldiers with fancy cuirasses and helmets, armed with pikes
(PK), handguns, or mounted with lance (HC). Allied natives as mobs and hand weapons.
Strange gods or saints for spirits, carrion birds or rats as swarms, and griffins or harpies as
small monsters. Innate Magic Resistance, Toughness, Set Fire.
Dark Elves. Dark elf armies may have elite crossbows/handguns, elite fanatics,
elite heavy cavalry, elite assassins, and elite light artillery. The dark elf elite cavalry unit
has magic lances. These lances give the unit the effect of an artillery hit (you must still roll
for damage, though) on the charge instead of their normal charge bonus!. This is resolved
before normal melee. If the unit being charged is destroyed by the magic lances, the lancers
may move the remainder of their movement allowance, and even contact another unit if
they have the necessary movement remaining. May buy climb.
Armies. A house matron or elf lord as general; the lord’s guard as elite infantry;
giant lizard riders armed with magic lances as elite cavalry, or horse, spider, or Nightmare
riders as cavalry; blood drenched priestesses as fanatics; giant spiders, snakes, manticores,
or hydras as large monsters; displacer cats or cockatrices as small monsters; spiders, rats,
or scorpions as swarms. Innate Levitate, Hide, Disorient, Freeze.
Druid. Druid armies are protectors of the land. Druid armies may only include
druids as magic users, but Druids (in Druid armies only) can also cast the wizard spell
Disorient on any unit in woods or marshes. Druid units pay no movement penalty in forests. Druid flying mobs or swarms may fly right into woods unlike other fliers who must
stop outside first. Druid characters in the army may have beastmaster as one of their
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Army Lists
abilities for no charge (does not count against ability limits). May buy climb.
Armies. A druid as general; lots of mobs like leprechauns, brownies, or Smurfs;
flying mobs like pixies, fairies, and sprites; elves or forest men as skirmisher units or
rangers; mob troop types mounted on lizards, etc., as light cavalry; and on pixie dragons as
flying light cavalry (the light cavalry “bows” are their breath weapon); any creature may be
used as swarms; treemen, bears, etc., as large monsters; nature spirits as spirits. Innate
Douse, Animate Terrain, Wood Sense.
Dwarfs. Dwarfs are small in stature, but tough as nails and persistent as warts.
Dwarf infantry (except rangers and fanatics) subtract ½” from their movement, but add +1
to all combat rolls. They pay no additional movement on hills since everything is basically
uphill to them. Dwarf elite handweapons get the elite bonus on top of the bonus just for
being dwarfs. Dwarf mounted consists of dwarfs on ponies just trying to hang on. Dwarfs
may take elite artillery units (+0 to melee, +1 to rally, +1 to hit). Dwarf armies may only
include clerics. Note: dwarf infantry are the only dwarf units that add the +1 combat bonus
and -½” racial movement bonus; artillery, characters, cavalry, fanatics, and battlewagons
are not affected by these bonuses. The bonuses and restrictions apply to non-flying, nonswimming, and non-burrowing units only. If you pay the 20 points to make Dwarf units fly
or swim (probably on some sort of airboat like gyrocopters), they do get to change facing
for free. They may buy mechanics and engineers at half price.
Armies. The dwarf king as general; dwarfs armed with axes, picks, and hammers as
handweapons; dwarfs with mechanical wings as flying handweapons; berserkers as fanatics; numerous wonderful and usually inscrutable machines and devices as battle wagons;
contraptions. Innate Magic Resistance, Earthquake, Stone sense, Toughness.
Egyptian. Old Kingdom armies (before 2200BC) are composed primarily of spear,
handweapon, and archer units. With the introduction of the horse, New Kingdom armies
add chariots (mounted) and elite chariots (light cavalry) as well. Egyptian armies may
begin play with any number of undead spear, hand weapon, or mob units, and one undead
elite handweapon unit (mummies, +2/+0/+0, with all normal undead restrictions). This is in
addition to any living elite handweapons they may have purchased. All Egyptian undead
units may be banished normally by a cleric and will be destroyed if no Egyptian characters
remain in play. Egyptian light cavalry receives fast movement for free. Egyptians buy engineers and mechanics at half price.
Armies. Pharaohs Narmer or Pepi II as Old Kingdom generals; Ramses as New
Kingdom general; the Sphinx as a large flying monster. Ptah or Re (with his Sky-Galley
flying chariot) as Old Kingdom Spirits. Seth, Bast, or Horus as New Kingdom Spirits.
Mummy Undead (+2/+0/+0) as elite hand weapon units; flying chariots drawn by falcons;
crocodiles, hippopotami, etc., as large monsters; Ichneumon (carnivorous weasels), snakes,
locusts, bats, or rats as swarms. Innate Stink (undead only), Corrode, Magic Resistance.
Elves. Elf armies may be of two types, wood elf and high elf. Wood elves move at
no penalty through woods and may have one elite spear unit, two elite longbow units, and
as many elite ranger units as desired. High elves may have two elite knight units, two elite
longbow units, and one elite pike unit. Elf knights receive fast movement for free.
Armies. An elf lord as general. High elves have the lord’s guard as elite pike; minor
lords as elite knights; elves on Pegasus as flying cavalry. Wood elves have fanatics, a
bard, elite rangers, woodland creatures as swarms, and elite longbows. Either army may
have treemen, hippogriffs, griffins, and unicorns as large monsters; eagles, bears, big cats,
and dryads as small monsters; silver and gold dragons. Wood Elves - Innate Wood sense,
Hide, Magic Resistance, Animate Terrain. High Elves - Innate Magic Resistance, Tempest,
Douse, Levitate.
Evil. An evil army is a loose mass of cutthroats, beastmen, monsters, and assorted
scum of the earth that has come together to kill, torture, rape, and loot. The general has
such a reputation for unspeakable acts that he causes fear (has the mark of evil) for free
(does not count against ability limitations). His main core of henchmen (the elite hand
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weapon (2,0,0 or 1,1,0) or elite knight unit) has wreaked so much havoc that they cause fear
as well. If one of the general’s magic users is a necromancer, the army can start with up to
six undead units.
Armies. An evil count with an exceptional weapon as the general, a mind-flayer as
a wizard; beastmen, hobgoblins or greasy men as infantry, kobolds or goblins as mobs;
ogres as the elite hand weapons (usually +2,+0), knights riding griffins as flying knights,
bound demons as various types of spirits; giants as monsters; a beholder as a magic
casting monster, gaunt wolfhounds or wolves as small monsters; swarms of rats or carrion
birds. The free mark of evil does not count against the general’s limits. Innate Stink, Corrode, War Cry.
Gnomes. Gnomes are a small, industrious folk that love to tinker with machinery of
all sorts. Unfortunately for them, they often do not know when to leave well enough alone,
and this sometimes results in a temporarily non-functional war machine! Gnome battle
wagons are the prime examples of this: instead of the usual battle wagon combat factor of
5, the gnome player rolls a d10+2 at the beginning of each turn to determine the machine’s
CF for the turn. This results in a CF that varies between 3 and 12 in any given turn (and yes,
they do get the normal charge bonus)! On a cultural note, gnome “artistes” are extremely
proud of their contraptions, and look somewhat disdainfully at gnome battlewagons, which
they view as invented “by committee.” Finally, gnome alchemists are universally recognized as the finest in all the planes. Gnome armies may, therefore, have one “master alchemist” (cost 20 points) character who reduces the CF’s of enemy units by -2, instead of the
usual -1. May buy climb. Gnomes may buy mechanics and engineers for half price.
Armies. Gnome militia as mobs; somewhat trained gnome “warriors” as hand weapons and spears; small usually benign creatures as small monsters and swarms; complex,
ingenious, unique mechanical creations as tricksters, parasitics, or contraptions; battle
wagons and light artillery; a huge mechanical man or earth golem as Leviathans. Innate
Stink, Hide, Magic Resistance.
Gnome battlewagon #3 rumbled ahead, crushing orc skirmishers beneath its jewel
encrusted wheels. On board the vehicle, Gear 1 peered through his view slit and saw the
main orc horde coming up quickly. He called to Gear 2 to engage the “whirling blades of
death.” Gear 2 acknowledged his order and pulled the cable that released the energy
stored in the main spring. Above their heads, long, delicate arms rotated faster and
faster, their ends tipped in gracefully curving daggers. Gear 1 was particularly proud of
the “whirling blades of death” as he had only just imagined the mechanism the previous
night. Since then, he had spent most of his time carving and re-tooling portions of the
braking mechanism for use in its construction. This last point did not bother him, though;
after all, who needs brakes in battle?
Greek Mythological. Greek armies excel in the use of pikes and spears (they may
have elite pikes or spears, but not both), and have mob units armed with slings and javelins. Greek armies may buy up to two units of undead handweapon units (dragontooth
warriors). These units are kept off the board until the Greek player desires to deploy them.
At that time, during his own movement phase, the Greek player may deploy his dragontooth
warriors in base to base contact with any of his characters. This deployment may not be
contested, even though it is technically a summons, but dragontooth warriors may be
banished later by clerics like any other undead unit.
Armies. A Homerian (Perseus, Ulysses, et al) or Macedonian (Alexander the Great)
general; heroes like Perseus, Paris, or Achilles riding chariots or mounted on Pegasus; elite
pike or elite spear units as the backbone of the army; centaurs as cavalry; levies armed
with slings; the Titans or the Colossus of Rhodes as leviathans; Medusa, Hydras, Harpies,
Cyclops, or minotaurs as monsters; the Greek pantheon as spirits. Innate War Cry, Apoplexy, Magic Resistance.
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Army Lists
Halflings. Halflings are a short, sharp-eyed folk who are generally peaceful except
in cases where someone tries to make off with their victuals. Halflings have few powerful
units, but their elite skirmishers and light artillery (+0, +1, +1) and elite traps (-2 to the
victims rally roll) make them more than equal to most monster heavy armies. Their generally
high manual dexterity and uncommon common sense accounts for halfling armies favoring
lots of units armed with bows and other weapons that can be used at a safe distance.
Armies. The typically rotund mayor as general. Halflings are expert at getting their
food to fight for them and often employ rabbits, chickens, or hamsters as swarms; herds of
cattle, sheep, or pigs as small monsters; pots of boiling water or stew as light artillery.
Innate Magic Resistance, Hide, Disorient.
Hawaiian Mythical. Hawaiian armies after AD 1600 were bent on island conquest
and deposing political rivals. They are based around a core of elite spear units composed
of nobility, with auxiliary units of mobs and slingers. Spear units also possess throwing
weapons (javelins and slings) for an additional 10 points each. Because Hawaiian warriors
were routinely trained in the art of dodging javelins and sling stones, every Hawaiian spear
unit has heavy armor and suffers no reduction in movement.
Armies. Alapa (tattooed nobles) as elite spear units; Pi’ilani and Keawe as early
generals (1600 AD); Kekaulike, Kahekili, and Kamehameha as late generals (1750AD);
menehune as lesser spirits; sharkmen and giant warriors as large monsters. War gods
(Major Spirits) were different for each island (Kauai - Kane, Oahu - Kane, Maui - Kanehekili;
Hawaii- Ku). The God Maui as a Trickster. The God Kaneloa as Necromancer. Each Hawaiian army also possesses a God-Image, a combination elite battlewagon (no bows, however)
and army standard. The God-Image causes fear in everything save undead spirits and
specials, and adds +1 to the rally roll of all grouped units to which it is attached. The GodImage costs 100 points. Later Hawaiian armies may have Inquisition allies. If they do,
though, they have converted to Christianity and may not use shamans, ethereals, or lesser
or minor spirits. Innate War Cry, Animate Terrain, Flash Flood, Tempest.
Hill Dwarves. Distant relatives of ordinary dwarves, Hill Dwarves have forsaken
the subterranean life for the clean air of hills and forests. Hill dwarves are not as mechanically inclined as their underground relatives, but they do still trade for the occasional
artillery piece. Hill dwarves tend to look unfavorably upon their subterranean brethren and
have been known to throw a smoke bomb or two down a darkened tunnel “just for a wee bit
o’fun.” Hill dwarves have befriended many animals and so may have heavy cavalry. Their
mounted suffer no movement or combat penalties in difficult terrain. Hill dwarves are allowed one unit of elite mounted fanatics (70 points). These elite mounted fanatics move at
the same rate as HC, and add an additional +1 to their combat roll when they charge, giving
them a +2 to their ordinary fanatic combat roll when charging. Hill dwarf regular infantry
maintain the +1 CF and -½” movement bonuses of their subterranean cousins (see the
dwarf list).
Armies. General and heavy cavalry bodyguard on great bears; nimble footed light
cavalry on goats, ponies or eagles; berserker dwarfs mounted on bears or on foot as
fanatics; ancestors as ethereals; gigantic cave bears as monsters; and sturdy dwarfs regulars as hand weapons, crossbows and spears. Innate Freeze, Toughness, Earth Sense,
Magic Resistance.
Hittite. Hittite armies were the original masters of the chariot. They could also
move rapidly in comparison to the armies of their enemies, using night marches, etc. Hittite
armies may have elite light cavalry (chariots) (+1,+1,0 or 0,+1,+1) and elite 3-man heavy
chariots (+1,+1,0 or 0,+1,+1). Hittite Heavy Chariots may purchase bowfire for 10 points
and may make these bow-armed units elite bows for an additional 10 points. Spears, Light
cavalry and Heavy chariots receive fast movement for free.
Armies. Maryannu as elite spears; Meshedi as elite chariots; Kings Murshilis II,
Suppililumas or Muwatallis as Generals; the Storm-God Tesrub (bearded-giant with club)
as a major spirit in his chariot drawn by lionst; his giant bulls (Seris and Tella) as large
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monsters; the Sphinx as a large flying monster. Illuyankas as a dragon. Ullikummi the
diorite (stone) giant as a large monster. The enemies of Tesrub as lesser spirits. Innate
Sudden Wind, Tempest, Smoke Screen.
Hive. A hive army is a community of creatures run by a single entity, the Hive
Queen. It can be insectoid or entirely alien.
Armies. An Insectoid army would have a vast, swollen egg laying creature as the
Hive Queen, workers as mobs and handweapons, soldiers as large and small monsters,
minor creatures as swarms; mutated larvae as blobs; the queen’s eggs as cyclics. Innate
Corrode, Hide, Toughness. May buy climb.
Holy/Unholy. These are armies fanatically devoted to their particular god. Both
have elite knight units and infantry units (paladins). Holy/Unholy armies must contain at
least one cleric and one major spirit (the avatar of their god). Holy/Unholy infantry and
cavalry units all start the game as BLESSED and therefore add +1 to all melee and rally rolls
so long as either an avatar (major spirit) or a cleric remain in play. If these units suffer a
demoralized result, they lose their blessed status, and go directly past normal status to
demoralized status. They can subsequently be blessed again by their cleric. A blessed unit
that is cursed loses one level and becomes a normal unit. Should all clerics and avatars be
removed from play, all infantry and cavalry units will become demoralized and lose the
above bonus. For every six infantry or cavalry units (rounded down) in play, each avatar
adds +1 to melee rolls. If this number falls below six, the avatar loses this bonus. Clerics in
Holy armies can cast the bless spell for 1 magic point less than normal, clerics in Unholy
armies can cast curse for 1 magic point less than normal.
Armies. A Paladin as general; order brethren or paladins as elite infantry or knights;
cultists as mobs; Pegasus or flying reptile riders as flying cavalry; monsters as befit the
army’s god (unicorns, treemen, or silver dragons for Holy, and giant spiders, blobs, or
black dragons for Unholy); demons or angels as spirits; ethereals of many sorts. Innate
Magic Resistance, Toughness. Holy -- Douse. Unholy -- Set Fire.
Inca. Because he did such a swell job on it, and because we think it shows
what great things are possible using Fantasy Rules!, we’ve included the following army
description from John Garvey of Australia:
This is a pre-Columbian Inca army. It is a low-magic army, but I have included some
alternatives to give you more choice and to increase its fantasy component.
The documentation of Inca myths and beliefs was confounded by the fact that the
Inca’s did not possess writing before the Spanish conquest. Some documents exist from
just after the conquest, but are often as not corrupted by Spanish interpretations of local
beliefs, or confabulated with imported Spanish stories and myths. Much folklore was lost
due to Spanish religious persecution. Even so, enough survived that a good stab can be
made for an Inca army based in a fantasy setting.
The leader of the army was the Sapa Inca. Believed to be a direct descendant of
the sun god, Inti, he was carried into battle on a litter bearing his personal rainbow standard. Important nobles who were his personal bodyguard carried the litter. A bodyguard
character could represent these nobles.
The Inti cult formed the primary religion of the Incas. It was quite organized, with
priests, “mamaconas” (nuns), divination, etc. Clerics are the most appropriate magic users
for the Inca army. Sacrifice was a significant practice, but the items sacrificed would most
likely have been golden artifacts, richly worked clothing, etc., and not humans. Human
sacrifice was practiced, but it was rare and usually occurred only in times of desperation.
The people sacrificed were nobles, not slaves or captured warriors as were used in the
rituals of Central American Indians. This is not to say, though, that nobles from a recently
acquired province wouldn’t turn out to be the best choice!
The Incas overlaid their subject’s animist religions with their own cult of the sun.
Most other Andean tribes revered the spirits of waterfalls, mountains, oddly shaped rocks
(huaca), and the like. Given this an underlying Amerindian shamanic tradition, I have al-
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Army Lists
lowed shamans as an alternate magic user to clerics. Earth, water, and air shamans, along
with druids, would be the most appropriate shaman types for this army.
The Huanacuri, a type of army standard, was integral to the Inca army. It was a
stone, shaped like a crouching man, clothed in rich weavings, and carried on a litter. It was
a powerful huaca, or holy item, and was venerated by the army and inspired them. Huaca
would be paraded before the enemy to show that the Incas had brought their power with
them. This was sometimes enough to frighten the enemy into submission!
The primary fighting elements of the Inca army were the four regiments drawn form
Cuzco. The elite regiment among these Cuzco regiments was known as the Auquiconna.
This regiment was composed of Inca nobles and their relatives. They were armed with
sling, javelin, mace and a peculiar bronze halberd. The other three regiments
(Mancopchincuzcos, Ayllucuzcos and Cacacuzco) are ordinary Handweapons.
A Highland tribal levy was also drawn from the areas around Cuzco and Lake
Titicaca. They deserve no more than a mob status, the Spanish having a very low opinion
of them. However, in a large group they could be tough, especially if they brought their
Huaca along.
The main weapon of the Andes was the sling. A Spaniard described it as having the
equivalent force of an arquebus shot. One Historian even claimed that the same level of
personal firepower was only achieved in Europe in the 18th Century. Because of this I have
given throwing weapons to all Cuzco regiments and the highland levy (mobs) for no
charge. The charge is quite appropriate since the usual practice was a barrage of slingshot, followed by an impetuous charge!
Amazon Indians were used by the Sapa Inca as guards. Their poison arrows and
blowpipes give them an elite status.
The bolas used by Colla tribesmen were for entangling the enemy, and are quite
nicely interpreted in the army list as traps.
Wardogs were most likely brought by the Spanish, but they’re allowed in the army
due to their unique and interesting nature.
One or two units of fanatics could be included, representing warlike coastal tribes
such as the Chimu. The Chimu were well known for their ferocity.
While parading the huaca prior to battle, it was common practice to hurl insults at
the enemy. The character with taunt represents a particularly good practitioner of this art.
Mounting a Cuzco regiment on giant condors as flying light cavalry is also a
possibility for the army, giving it a bit more tactical flexibility. Since the condor is the
largest flying bird, it is at least a better candidate for a flying mount than eagles! Also,
since the Inca thought of themselves as “Hawks of the Sun”, the inclusion of flying light
cavalry is appropriate.
Major spirits could be included in the army. While Inti was the official Inca god,
many local gods also existed. Chuquiilla was the God of Storms and when angry would
throw thunderbolts at those provoking him. An avatar provided by one of these lesser
gods would be more appropriate for the army than Inti himself.
While other lesser spirits and elementals could be included to represent huaca of
holy places, they might be better represented by elementals raised by a shaman, if one is
present.
The Army of Tahuantinsuyu (The Four Corners of the earth)
1 Sapa Inca (General)
1 Priest of Inti (Hero, 2nd Level Cleric)
1 Huanacuri (Army device)
2 Aucakpussak (Heroes)
1 Auquiconna (Elite Handweapons T)
3 Other Cuzco regiments (Handweapons T)
8 Highland tribal levy (Mobs T)
160 points
120 points
30 points
60 points
40 points
90 points
80 points
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4 Amazon Indian guards (Elite skirmishers)
2 Colla tribesmen with bola in ambush (Traps)
1 Wardogs with handler (Small monster)
120 points
40 points
60 points
Total
800 points
Add some of the following to fill out your 1000 point Inca army: a bodyguard; coastal
tribes (fanatics); a shaman; a healer; taunt for a major character; noble Incas mounted on
giant condors (flying light cavalry); the Avatar of Chuquiilla (a major spirit). Innate Douse,
Flash Flood, Earth Sense.
Indian. Indian armies can employ elite war wagons (elephants with howdahs).
Battlewagons receive fast movement for free.
Armies. A lord as general; armed villagers as infantry; the lord’s troops as heavy
cavalry; war elephants as battle wagons; tigers, water buffalo, or elephants as monsters;
insects or snakes as swarms; Naga as large monsters. Vedic gods as elemental lesser
spirits (Agni: fire; Vayu: air; Varuna: water). The later Brahmanic gods as major spirits
(Brahma the creator; Vishnu the preserver; and Shiva the destroyer). Innate Flash Flood,
Animate Terrain, War Cry.
Inquisition. Fanatics, fanatics, fanatics. Oh, and did we mention fanatics? The
ultimate all-or-nothing army. Inquisition armies are dedicated to eradicating thoughts or
beliefs different from their own. A zealot general or witch hunter can whip up otherwise
normal peasants into an unthinking mob. Mobs in the inquisition army are immune to
psychology (can not be demoralized) if they are in the group containing the army device
(other units have seen it before, so are only affected as normal by the army device). The
army device is most likely a holy relic and is usually carried in the battle wagon (only one
allowed). Before the game, one of the inquisition’s opponent’s characters is branded a
heretic (randomly determined), and the Inquisition army immediately gains two points on
the morale clock if this character is killed. Receive army standard for free.
Armies. A wagon or oxcart containing an altar to the finger bone of an ancient saint
or some other sort of holy relic (real or imagined) as the battle wagon, the general or witch
hunter attached to the battle wagon with the relic as an army device, a horde of peasants
surrounding the battle wagon as mobs, warrior monks as fanatics, a few units of greasy
men at arms as hand weapons and heavy cavalry (after all, someone has to relieve the
unbelievers of their possessions), dogs as small monsters; ravens or rats as swarms. Innate Magic Resistance, Toughness, Set Fire.
Israelite. The army of David and Solomon. Chariot heavy and tough as nails, but
with a good variety of monsters and spirits. Israelite units or groups with at least one major
character attached pay no movement penalties when crossing water. The Israelite army
may contain one Ark of the Covenant. The Ark is an elite battle wagon with heavy artillery,
is an army standard, and causes fear in everything save undead and specials (including
monsters, units, etc., that would ordinarily cause fear themselves). The Ark costs 110
points. Israelite clerics cast Bless/Curse at a cost of 1 less magic point than usual.
Armies. David or Solomon as generals, Aaron, Daniel, or Moses as wizards, Samson
as a hero, Lilith as a spirit, giants for punch, lots of chariots, the Ark of the Covenant as a
battle wagon. Innate Tempest, Apoplexy, Magic Resistance.
Kobolds. Kobold armies are made up of hordes of sneaky little creatures whose
favorite tactic is to trap enemy units and then hurl stones and poison darts at them. For
every two kobold mob or same-configuration mob 2x2 multi-based units in the army, an
additional mob or mob 2x2 multi-based unit may be taken for free. Kobold mob units receive
rocks and bottles for free. Kobold armies may contain elite traps. They may purchase
climb.
Armies. Kobolds as mobs; a few bigger and-better trained Kobolds as handweapons
and spears; all kinds of badly treated evil creatures and vermin to fight the Kobold’s
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battles for them, nasty blobs and parasitics, and a great many evil traps. Innate Hide,
Disorient, Smoke Screen.
Lizardmen. Lizardmen are masters of illusions and transformation. They make
their homes in remote oases or jungles. A net of illusions, misdirection and traps protects
their settlements. Rangers and assassins menace the unwary intruder. Small monsters and
swarms support and are supported just like infantry. Lizardmen illusionists may maintain 2
points of illusions each turn for free. May buy climb.
Armies. giant turtles, reptiles or dinosaurs as battlewagons; lizardmen riding small
dinosaurs as heavy cavalry; lizardmen riding flying reptiles as flying mounted; lizardmen
with bows, small crossbows, or blowpipes as rangers; infantry with trident, spear or halberd
as handweapons and spears; dragonmen large and small as major and lesser spirits; dinosaurs and reptiles as monsters; baby dinosaurs as swarms. Innate Corrode, Flash Flood,
Toughness, Douse Fire.
Sarlisss, master illusionist, first egg, and most excellent of sentient reptiles lay
belly down upon his basking stone and pondered the future. For centuries, he had woven
a powerful web of illusions protecting his people’s stronghold, the Everentian Oasis,
while the Egyptians and their mongrel gods played at empire building. Now, though, a
new threat had emerged from the east — a threat that, unless crushed immediately, would
pollute the oasis, desiccate the brood warrens, and spoil the work of millennia. The
threat’s name was Maledictus.
Maledictusss. Sarlisss hissed the name three times under his breath, crushing a
scarab beetle under a claw each time he did so. He listened as their juices popped and
crackled on the scalding surface of his basking stone. Maledictus, bastard son of a camel
and a whirlwind, eater of dung, warm-blood, worm tongue and carrion bird! Sarlisss
would eat Maledictus’ liver and scatter his remains to be trampled by the spinning wheels
of the Sea People’s chariots. But first, Sarlisss would have to defeat Maledictus and that
would require cunning - cunning and illusions of a sort unseen at the Oasis for 25,000
years.
Sarlisss was not planning ordinary illusions; the simple conjuring of
dinosaurs and spirits would not frighten Maledictus’ men as they had the Egyptians. No,
for Maledictus and his men he would create illusions so real, so terrifying, and so utterly
convincing that they would fall dead in their tracks. Sarlisss did not even think about
the cost of such illusions in reptile blood. He knew that his brood brethren would sacrifice their lives willingly to preserve the sanctity of the oasis.
Maya. Mayan armies are masters of forest warfare. They incur no movement penalty for moving through woods. They receive throwing weapons for spear and handweapon
units at no charge. They may purchase elite rangers.
Armies. Jaguars and serpents as small monsters; the feathered-serpent god
Kukulcan, Kinich Ahau (jaguar sun god), Ixtab (suicide goddess) and the zombie Yum Cimil
(death god) as major spirits; up to two elite traps. Innate Wood Sense, Disorient, Douse.
Medieval. Medieval armies depend on the thundering charge of knights and elite
knights to shock the enemy and destroy its will to resist. They also include a wide range of
troop types and monsters as well as wizards and clerics. Typical of these armies would be
those of Arthurian legend, Katherine Kurtz’s Deryni novels, and Tolkien’s armies of Rohan
and Gondor. Medieval armies receive one exceptional weapon at no charge (does not count
otward their ability limits). Knights receive the Fearless ability for no charge.
Armies. King Arthur or Charlemagne as general; Lancelot or Roland as heroes;
Merlin or Morgan as wizards; priests or bishops as clerics; knights in all their impressive
livery; men at arms as infantry and/or heavy cavalry; Griffins and wyverns as monsters;
monks as fanatics. Innate Set Fire, Magic Resistance.
Near East. Near East armies are the Byzantine and Turk armies not covered by the
Arabian list. Near East armies were notorious for psychological displays they put on to
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demoralize their enemies (impaling thousands of people in the path of opposing armies,
catapulting disembodied heads into an enemy city, sending tens of thousands of prisoners
back to their people blinded and castrated, and similar acts). The beginning of the first
game turn, the Near East army’s opponent must react to its fearful reputation, and every
unit of their infantry, cavalry, and machines must take a fear test (any unit that fails this
test goes demoralized. This does counts against phase morale clock resolution). Near East
armies are allowed elite heavy artillery, and can arm their heavy cavalry with bows. These
armies sometimes used heavily armored wagons, chained together, as a kind of mobile
fortresses. Near East armies can choose a regular battlewagon, or a battlewagon with no
charge bonus, handguns (at no charge), and the ability to add a +3 to their combat factor
when positioned as a wagon fortress. This positioning has to be announced during the
movement phase, and once positioned, the wagon fortress cannot move for the rest of the
game. If a wagon fortress is double demoralized, it is not pushed back as normal but
remains in place (but still counts as double demoralized, so if beaten again, it is destroyed).
Armies. Mailed HC with bows and lances, lots of heavy artillery (one elite) and war
wagons, bedraggled peasants as mobs, an Archangel or a djinn as a spirit, giants and
gargoyles as monsters, a religious icon as an army device. Innate War Cry, Apoplexy, Earth
Sense.
Norse. Norse armies may deploy within 6 inches of any river or ocean. They may
have elite handweapon units and elite fanatics (fight any unit at +1 to melee rolls). Barbarian for spears and handweapons at no charge.
Armies. A chieftain as general; hordes of wild-eyed Norsemen (and women) armed
with handweapons, throwing axes, and shields as handweapons; even wilder eyed fanatics
and elite fanatics; mobs; chariots drawn by saber tooth tigers, musk ox, or polar bears;
mammoths as battle wagons; giants, trolls, ice worms, and bears as large monsters; herds
of wolves or caribou as small monsters; the Norse pantheon as spirits. War Cleric. Innate
Set Fire, Freeze, War Cry.
North American Indians. Because of their affinity for sacred sites, North American
Indian shamen may all cast the Close Portal spell and always add +1 to their magic rolls
when doing so. North American Indian armies also receive one sacred site (see the “Optional Rules” chapter) at no charge.
Southeastern North American Indians. Southeastern Indian armies are
full of expert woodsmen, spirits, and monsters. Southeastern North American Indian armies
may have elite rangers and move through woods at no movement penalty.
Armies. Rangers, The Stone Man as a Colossus, Bear as a lesser spirit,
The Great Serpent as a dragon (swimming, land, or flying), The Great Hawk as a large flying
monster, swarms of small woodland creatures, The Little People as burrowing minor spirits,
Raven as trickster, The Nunnehi as major spirits, large and small swimming monsters. Innate Douse, Wood Sense, Disorient. Any magic user can cast disorient.
Southwestern North American Indians. Apaches, Hopi, Zuni, etc. Southwestern Indian small monsters support (in their role as helpers). A mostly cavalry army,
they have powerful fire and water shamen and a solid selection of monsters. Light cavalry
receive fast movement for free.
Armies. Swift braves on pintos, two elite light cavalry, skirmishers,
Kachinas as lesser spirits, Coyote as a trickster, snakes as parasitics, the
sun as a major spirit, the Twin Brothers as lesser spirits, the Spider Woman as a
lesser spirit. Innate War Cry, Tempest, Smoke Screen.
Northwestern North American Indians. Tlingit, Haida, Tsimshian,
Kwakiutl, Coast Suwamish, etc. Mostly elite woodsman and coastal boatsmen. Northwestern North American Indians receive transports (canoes) for their infantry units at no cost.
Armies. Ghosts as ethereals, Raven as a trickster, Thunderbird as a dragon,
Whales as Leviathans, Sisiutl as a giant, double headed sea serpent with a human face at
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the center of its body (swims and moves on land, 110 points), Land Otter Man and Pookubs as small monsters, The Wild Man of the Woods and Wild Woman of the Woods (a
cannibal) as small monsters, Killer Whale People as swimming large monsters, wolf and
bear as spirits. Innate Flash Flood, Douse, Hide.
Northeastern North American Indians. Algonquins, Iriquois, Powhatan,
Mohawk, Huron, Erie, Susquehannock, Chippewa, Ottawa, Shawnee, etc. Northeastern North
American Indians may purchase elite traps due to the influence of Manabus. Northeastern
North American Indian armies receive transports (canoes) for their infantry at no cost.
Armies. Glooskap as a trickster, giants as large monsters, stone giants as
Leviathans, winged men as flying units, False Faces (huge, flying, disembodied heads) as
large flying monsters, little men as burrowing small monsters, thunderbird as a flying dragon,
the great snake monster as a non-flying dragon, Michipeshu as a large swimming monster,
giant turtle as a large swimming monster, bear as a large monster or spirit, eagles as small
flying monsters or small spirits, snakes as swarms. Traps and elite traps (any number).
Innate Wood Sense, Animate Terrain, Hide. Any magic user can cast Disorient.
Arctic North American Indians. Aleut, Yupik, Inuit-Inupiak, etc. Arctic
Indians receive transports (kayaks) for their infantry units at no cost, have fast movement
when crossing snow or ice, and their magic users of whatever type may use the Tempest
spell. One Arctic shaman receives a magic ward (amulet) at no cost.
Armies. Sedna as a spirit, Kivioq as a trickster, man eating giants as large
monsters, ghosts as ethereals, sea monsters as large swimming monsters, Aziwugum as an
elite small monster, Nakasungnaikut as a large monster with no leg bones, seals and caribou as small monsters, bears as large monsters and spirits, ghost of animals as ethereals.
Innate Freeze, Tempest, Douse.
North American Plains Indians. Each Plains Indian magic user receives 1
additional magic point each turn in their personal magic pool for being in touch with
Wakan, the all-pervasive power of the universe.
Armies. Coyote as trickster, little people as small monsters, the Thunderbird
as a dragon, the Unktehi as large swimming monsters, snakes, lizards, frogs, owls, and
eagles as swarms, elk and buffalo as large monsters, weasels as elite small monsters, two
elite light cavalry units. Innate Earthquake, Smoke Screen, Sudden Wind.
Orc/Goblin. Orcs and goblins have one of the most varied armies available. Elite
infantry may be either normal elites (+1/+1) or big, dumb, and stupid (+2/0). All elites must
be so designated at the beginning of play.
Orc armies show up in the many fantasy universes and the diversity of unit types
available to them reflects this. A Tolkien type orc army would have a combination of evil
men, orcs, half-orcs, trolls, and creatures. May buy climb.
Armies. The Witch King or the Great Goblin as general; wizards (Saruman); lots of
heroes (human and orc chieftains); half-orcs in Saruman’s employ as pikes; some of the
minor orc/goblin tribes or evil men as spears; handweapons, skirmishers, and crossbows
as the bulk of the army. Mobs would, of course, be minor goblins (but don’t try telling
them they’re minor unless you’re looking for a hole in your knee-cap!). Uruks, half-trolls,
or trolls as elite handweapons (+2/+0 elites); the Haradrim or boar riders as heavy cavalry;
wolf riders as light cavalry; the eastern “war wains” as chariots; giant spiders or other
“beasts of Mordor” as large monsters; hordes of wargs as small monsters; bats, ravens, or
“neeker-breekers” as swarms; Smaug as a dragon; Nazgul as ethereals; Balrogs as spirits;
Haradrim “Oliphants” as battle wagons; all kinds of artillery. Innate War Cry, Set Fire,
Stink. Any magic user can have Fire Arrow.
Pelagic. The Pelagic army is composed of the free-swimming species of the open
ocean. As such, it is composed entirely of swimming units. All pelagic unitsget fast movement for free. Pelagic armies are often led by teuthids, a race of humanoid creatures with
the heads and tentacles of squids. Rumors have related this race to worship of the
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Lovecraftian god Cthulhu, but these rumors are wholly untrue. Pelagic armies can ally
themselves with sea elves (manintianing their special abilities). Pelagic monster units add
1 to their CF when fighting pirate battlewagons.
Armies. Whales and giant squids as Leviathans; sharks, tuna, and groupers as
large monsters; sea elf dolphin-riders and jellyfish as cavalry; Poseidon in his chariot as
general. Innate Corrode, Flash Flood, Douse.
Persians (Ancient). The army of the classical Near East. Huge numbers of possibly multi-based mobs. Persian armies may have elite spear units (Immortals), and may
purchase elite bows for these units. Persian light cavalry gets fats movement for free.
Persian armies may purchase up to two units of Greek pike as mercenaries. Persian units
may also purchase two units of elite beastmen.
Armies. Darius or Xerxes as a general. The Senmurv (half mammal half-bird),
Manticores, the Karshipta (talking falcon), and the Persian unicorn (three-legged white
ass) as large monsters; Al as shaggy-haired beastmen; Ahura Mazdah (Ormuzd) as a major
spirit. Innate War Cry, Tempest, Douse.
Pirate. Arrrr, matey, watch yer treasure chests and sisters. Pirates are a despicable
lot, preying on the weak and innocent. They’re bloodthirsty, cold-hearted misogynists
that, despite ourselves, we manage to mold into icons of freedom and the carefree life.
Pirate multi-based battlewagons receive one sail per ship at no charge. A pirate army receives one army device that causes fear at no cost. Pirate armies can be land raiders, air
raiders like ERB’s black pirates, or traditional types. So batten yer hatches and sail your
scurvy lot into your opponent’s nightmares!
Armies. Pirate armies are of three types: Marauders, Raiders, and Buccaneers.
Innate Freeze, War Cry.
The army list tables show the unit types available to pirate armies, subject to the
following limitations:
Marauders. Marauders may have beastmen, crossbow/handgun,
handweapons, rangers, skirmishers, and spears. All these unit types receive the fast movement ability at no cost. They may buy canoes.
Raiders. Raiders may have mounted, light cavalry (up to one elite), heavy
cavalry (up to one elite), and heavy chariots. All these unit types receive the fast movement ability at no cost.
Buccaneers. Buccaneers may have battlewagons, ships, assault craft,
transports, artillery (if a gunship - see levels of operation). All these unit types receive the
fast movement ability at no cost. Assault craft, gunboats, transports, ships, and battlewagons
must all be made for the same level of operation, i.e, air, land, or sea. Assault craft may be
of any type, so long as they match speed. All units on deck/on assault craft must be
marines. All other infantry/cavalry units must fit into ships or transports. They may have
any non-marine infantry/cavalry type allowed in the pirate list in the hold or on transports.
They may purchase one rifle unit for each ship.
Associated Units. Any of the three armies above may purchase any of the following, so long as it can keep up with the slowest regular units in the specific list: large
monsters, small monsters, swarms, lesser spirits. They may all buy traps, ship’s cooks,
wizards, Assassins, or poison.
Planar. Planar armies are typically mortal armies led by a planar wizard, usually a
megelomaniacal geek bent on the domination and subsequent destruction of the earth.
The planar wizard must be the General of the Army. He receives +1 to his magic pool per
turn. The primary focus of the planar army is to open a gate between the planes, allowing
a host of outer planar creatures like those of the Cthulhu mythos to pass through.
Armies. a planar wizard to lead the army; associated allied imps, devils, daemons
and other spirits of all shapes and powers, hideous monsters and beastmen; swarms of
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Army Lists
bats and ravens; twisted human followers on this plane; and vast planar entities and
Leviathans reminiscent of those found in the works of Robert E. Howard. Innate Apolexy,
Innate War Cry.
Reef Dweller. Reef Dweller armies are very diverse and include most of the unit
types in the game as their various species have evolved to fit almost every conceivable
environmental niche. Reef dwellers receive air breathing for free.
Armies. Giant crabs and lobsters as monsters and battlewagons; sharks and eels
as monsters; Fishmen as infantry, dolphin riders as cavalry; clams and garden eels as
traps. Innate Flash Flood, Corrode, Douse. Units may purchase poison for half price.
Renaissance. The armies of Earth’s great inventors, or fantasy realms similar to it.
Renaissance armies may have two elite pike units, and will often feature many elaborate
contraptions. One character may have the alchemist ability at no cost. Engineers and mechanics at half price.
Armies. Landsknechts with fanciful armor armed with pikes, muskets or crossbows, or lances (HC); Knights with incredibly ornate armor; fanciful inventions as battle
wagons, airboats, submarines or moles; griffins, hippogriffs, chimeras, jabberwockies as
monsters; rooks, ravens or crows as flying swarms; good English Civil War Puritans as
witch hunters. Innate Magic Resistance, Set Fire, Douse.
Roman Mythological. Roman armies depend on large numbers of sturdy handweapon
units wielding sword, shield, and pilum. Any Roman handweapon unit can be elite and buy
throwing weapons. Roman armies have access to allies from throughout their empire and
may thus draw up to 25% of their total points from the army lists of the Greek, African,
Egyptian, and Arabic armies. These allied units will maintain any special racial capabilities
to which they may be entitled. Engineers and mechanics at half price.
Armies. Sturdy legionaries as handweapons organized into 10 cohorts; nobles as
light cavalry; Scipio, Marius, Caesar, Trajan or Titus as generals; tribunes as heroes; the
legion standard as an Army Device; conquered peoples as mobs, cavalry, spears, or skirmishers; birdmen as flying infantry; Pegasus riders as flying cavalry; giants or titans as
monsters; packs of war dogs as small monsters; trench and ramparts as traps or stakes;
priests as clerics; Jupiter, Mars, or the winged underworld figures of Charun or Tuchulcha
as spirits. Innate Toughness, Apoplexy, War Cry.
Samurai. Samurai armies depend on sturdy infantry battlelines. Samurai armies
may contain elite assassins, which add +1 to all character combat rolls. The Samurai army
may purchase one unit of beastmen. The Samurai general may, at any time, decide to commit a spectacular suicide to either rally his troops or demoralize those of his opponent.
Both players roll a d10 to determine the outcome of this action. If the Samurai player rolls
equal to or higher than his opponent the Samurai army’s morale clock is raised by 2 and the
opponent receives no victory points for the general; needless to say, the samurai general
is removed from play. If the opponent rolls higher, however, the Samurai army’s opponent
receives the victory points for the general. One famous Samurai is known for having
chopped his own head off with a sword in each hand. Ick! Unlimited elite handweapons.
Armies. A shogun or lord as general; infantry and cavalry dressed in the lord’s
colors (sporting back banners if you’re depicting a later period army); arquebusiers as
handguns, peasants as mobs; ninjas as assassins; monks as fanatics; rockets as light
artillery. Dragons. Oni (demonic ogres) as large monsters, Tengu birdmen as flying
handweapons; Kamaitachi weasels wielding sickles as beastmen; Shachihoko as a large
sea monster (transforms into a tiger on land); Shikigami familiars as minor spirits - they
look like Oni but may be depicted as animal or bird. Fujin (god of Wind — depicted as a
muscled man) and Raijin (god of Thunder — depicted as an Oni) as major spirits. Innate
War Cry, Toughness, Magic Resistance.
Sea Elves. Sea elves may deploy within 2” of rivers or marshes and pay no movement penalty in watery terrain (even ordinarily impassable oceans, etc.). Sea elf shamans
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can cast water elementals at a cost of only 4 points (this allows Level 2 magic users to cast
this). Sea elves may have elite handweapons, elite spears, and elite skirmishers. Sea elf
infantry and cavalry units receive air/water breathing for free. Can have Pelagic allies.
Armies. An elf captain or merlord as general; elves, mermen, or mer-elves as infantry; the captain’s guard as elite infantry; cavalry or chariots pulled by horses, Pegasus,
flying sea serpents, or sharks; Kraken, whales, or sea serpents as large monsters; sharks,
crocodiles, or rocs, as small monsters; sea birds, piranhas, or insects as swarms; ships’
guns as light artillery. Innate Flash Flood, Corrode, Douse.
Steppe. Steppe armies are true cavalry armies and depend on speed, maneuverability, and elite cavalry to pick their opponents to pieces. Steppe cavalry receive fast movement for free. Steppe air shamans add +1 to their personal magic pool each turn.
Armies. A central Asian wildman like Genghis Khan or Attila as general; light cavalry on horses, ponies, wolves, or giant flightless birds; birdmen as flying infantry; gnolls
on griffins or giant eagles as flying cavalry; locusts, etc., as swarms; herds of cattle,
wolves, or horses as small monsters; storm spirits as spirits. Innate Sudden Wind, Earthquake, Smoke Screen. Heavy chariots get fast movement for free.
Sumerian/Akkadian Mythical. Sumer was one of the first great civilizations. They
had large armies composed of spear, skirmisher, and chariot units.
Armies. Meskiaggasher, Mesannepadda, Sargon, or Gilgamesh as generals; Enkidu
as a hero; bull-headed warriors as beastmen; chariots drawn by horse, bulls, lions, or
cameleopard; the Mushussu (three-headed hydra) as an elite dragon, Shendu (Sphinx),
and Griffin as large flying monsters; the Humbata (bull, lion, vulture) and Cameleopard
(camel and leopard) as large monsters; Gugalanna the Bull as a major spirit. Innate Earthquake, Disorient, Smoke Screen.
Undead. The undead army can have living followers of the undead army general
(bodyguards, cultists, and monsters) in addition to the undead versions of units (skeletons, zombies, etc.) as specified in the Reference Table. These undead units cost the same
points as their living counterparts, but have some special characteristics. They subtract
½” from their movement and 1 from their melee and rally rolls (the latter in the case of being
trapped), but they also cause fear and automatically clear all demoralizations at the end of
the phase prior to determining the phase winner. The undead general must buy a necromantic ability (to represent liches, vampires, and other extremely powerful undead leaders). Undead units will leave play if banished by a cleric, or when the last character in the
undead army leaves play. Necromancer adds +1 to magic pool each turn.
Armies. A liche or vampire as general; ghouls as living mobs, along with living
cultists and bodyguards of the general; packs of wolves or jackals as small monsters; bats,
rats, spiders, etc. as swarms; ghosts or wraiths as ethereals; demons as spirits and skeletons and zombies as almost any kind of undead unit. Innate Stink, Apoplexy, Corrode.
Maledictus scratched his shin absent-mindedly with the metatarsal of an ocelot. He was
feeling misunderstood, under-appreciated, and a little blue this morning. It was inconceivable to
him that so many creatures, people and otherwise, resisted his attempts to kill them. After all, most
of his best friends were dead, and what better way could he think of to really get to know his
neighbors. This was why he went crusading though the countryside each year, killing everything in
sight — to make friends, to meet people, to be popular!
His enemies, though, he never killed. No, for them death was too good. For them the only
fitting punishment was life; life without light, without love, without the brotherhood and acceptance of all the dead who had gone before them. And right now, the creatures most deserving of such
a fate were those accursed lizardmen, those subsurface dwelling, scaly skinned, bug eating abominations whose cold blood mocked him. He would prepare a special torment for them, something
really very special. Something that could only germinate in his most developed of minds. Something
that would make him feel a lot better about himself and his unique purpose in death.
Weres. All swarms and small monsters in were armies may support just like infan-
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Army Lists
try units. Were armies may have elite handweapons, and elite small monsters. All characters receive beastmaster at no cost (does not count against ability limits).
Armies. Huge man-beast as general; ratmen, wolfmen, lizardmen, catmen, mermen,
or birdmen, as infantry; wolf riders, mermen on sharks, lizardmen on dinosaurs as cavalry;
rat ogres, dinosaurs, saber tooth tigers, Kraken, or rocs as large monsters; giant rats,
wargs, giant lizards, sharks, tigers, or giant eagles small monsters; rats, reptiles, flying
fish, or birds as swarms. Innate War Cry, Apoplexy, Hide.
Creating Your own Army Lists
Generic. If none of the lists above meet your needs, you may configure a tournament legal generic army using any unit type you desire, but you may include only one elite
unit in the army, three innate abilities, and no special army capabilities or features.
A Final Note on Armies
One of the most fun things an FR! player can do is research the pantheon of
historical armies and then assemble and paint a miniature army with the idea of capturing
the original’s flavor. Professor Kolb has been kind enough to fill out a real toughie to get
you started – the Old Kingdom Egyptian Army.
Constructing an Old Kingdom Egyptian army is somewhat conjectural since few
written records regarding Egypt’s early conflicts. The army would be spear and archer
heavy with no horse or chariot units — they were not introduced into Egypt until the
Middle or Second Intermediate periods.
The armies of Lower and Upper Egypt provide two options since so many of their
conflicts were centered around centralized control and a united Pharaohship. There is little
difference in tactical organization but the gods/spirits present in each would be potentially
different.
Egyptian Characters
The most famous Old Kingdom general is Narmer (3100 BC), First Pharaoh of Egypt,
and unifier of Upper and Lower Egypt. Another possible general for the army would be Pepi
II (circa 2250 BC), last Pharaoh of the Old Kingdom who sent his army on numerous “trading expeditions” to Yam (Nubia/Sudan). His general Hakhuf (a hero) found a dancing dwarf
with magical powers (a wizard).
Egyptian Monsters
Monsters would generally be the same as those in the New Kingdom list above.
Egyptian Gods/Major Spirits
Gods may be either major spirits or wizards depending on your view of them. Some
important Old Kingdom gods are:
Amon was the patron god of Thebes, and was usually depicted in human form
wearing the crown of Upper Egypt. He was viewed (along with his consort Amenet) as a
primordial creation deity. Up to the time of the XIIth Dynasty Amon was a god of no more
than local importance, but as soon as the princes of Thebes conquered their rival claimants
to the throne of Egypt, and had succeeded in making their city a new capital of the country,
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their god Amon became prominent in upper Egypt. It was probably under that dynasty that
the attempt was made to assign him to the proud position afterwards claimed for him – the
“King of the Gods.” Amon may be depicted in any of five forms: as a man holding in one
hand a scepter, and in the other the symbol of life; as a man with the head of a frog; as a
man with the head of a cobra; as an ape; as a lion crouching upon a pedestal. Amon would
be a wizard.
Bast was usually represented as a woman with the head of a domesticated (black)
cat. Bast was also portrayed with the head of a lioness and with green skin.
Horus, whose name means “high” or “above,” was among the most important gods
of Egypt. Horus is depicted as a falcon-headed man, sometimes wearing the crowns of
Upper and Lower Egypt. He conquered Seth, the patron god of Lower (southern) Egypt
when Upper Egypt united the entire region. Like, Re, Horus was considered a sun god. He
was often depicted on tomb walls with a gray falcon head, the clay-red skin typical of
Egyptian murals, and in a bright white robe with blue or red trim at the hem, on the waist,
and around the sleeves (or armbands). He also is depicted wearing the Upper (Southern)
Egyptian crown.
Isis (Sat) was the greatest of the goddesses and held power over everything from
family life to fertility. Isis is depicted as a woman wearing a vulture headdress and the solar
disk between a pair of horns. Occasionally she wears the double crowns of the north and
the south with the feather of Maat, or a pair of Ram’s horns. Isis as a woman (not as a
goddess) is portrayed with ordinary headdress, but with the cobra over her forehead. In
The Book of the Dead, Isis is regarded as the giver of life and food to the dead. She was a
great magician and famous for the use of her magical skills. For example, when she created
the first cobra she used its venom to coerce Re into revealing his secret name. She would
make a good cleric.
Khensu was another offshoot of Thoth was Khensu (khonsu), the moon god and
the son of Re and Mut. His name derives from the root, khens, which means “to travel, to
move about, or to run.” He was usually portrayed as a man with the head of a hawk dressed
in red and wearing the lunar disk (a yellow helm). Khensu was a very old god from primitive
times. He was associated with the moon and was also considered a form of Thoth by the
people of Thebes. Khensu would be a cleric.
Khnemu was one of the oldest gods of Egypt. The Egyptians’ view of him changed
somewhat through history. He always was an important god and remained so even in some
semi-Christian sects two to three centuries after the birth of Christ! His symbol was the flat
horned ram and he was depicted as a ram-headed man wearing a white crown on his head.
Khnemu was originally a water god, and as such he is shown with water flowing over his
outstretched hands and wearing a jug on his head above his horns. His name comes from
the root, khnem, “to build”. It was believed that that he built the first egg from which the
sun sprang. Khnemu also made the gods and sculpted the first man on a potter’s wheel
after which he continued to “build up” their bodies and maintain their life. Khnemu built
the material universe (with Ptah) under the guidance and direction of Thoth. Khnemu’s
principal sanctuaries were at the first cataract (Elephantine and Philae). Khnemu would be
a hydromancer.
Ptah was a local god of Memphis and patron of craftsmen. Legends say he knew
the names of all things in the world and thereby caused them to spring into existence. He
was also the builder of the heavenly body in which the souls of men would dwell in the
afterlife. Other myths say he worked under Thoth’s orders, creating the heavens and earth
as Thoth specified. Ptah is depicted as a bearded old man wearing a dark blue cap and
shrouded as a mummy. His hands emerge from wrappings in front of his body and hold the
Uas (a phoenix-headed scepter), Ankh (hieroglyph meaning “life”), and Djed (sign of sta-
120
Army Lists
bility). Ptah would make an excellent planar wizard or necromancer, with perhaps an entourage of mummies to accompany him.
Re was one of the most important gods, the sun god who became the state deity
during the Vth dynasty. Re is similar in appearance to Horus, being half hawk and half man,
or sometimes depicted only as a hawk. Re, being keeper of the sun, traveled in a sky-galley
during the day and a barge during the night. Imagine Re as a wizard charging in a flying war
galley. Wow!
Sekhmet was the goddess of war and destruction and should be mentioned here
as a favorite Old Kingdom deity. She is generally portrayed as a woman with the head of a
lioness surmounted by the solar disk and the uraeus. The name Sekhmet comes from the
root, sekhem, which means “to be strong, mighty, and violent.” She was identified with the
goddess Bastet, and they were called the goddesses of the west (Sekhmet) and the east
(Bastet). Both were shown with the heads of lionesses, with Bastet wearing green and
Sekhmet red.
Set (Seth) is regarded as the Lord of Lower (Northern) Egypt and was represented
by a big-eared imaginary animal resembling a donkey or maybe an aardvark. He was associated with the desert and storms. He later became known as the arch enemy of Horus. You
could paint his skin a dark purple or purple/brown. He wears a bright white robe with
yellow trim. Set would be an Air Shaman.
Shu is a very old god whose name means “dry, parched, or withered”. He was
associated with the heat of the sunlight and the dryness of the air. Shu was considered to
be the god of the space between the sky and the earth. Shu was believed to hold power
over snakes and was the holder of the ladder that the deceased used to climb to heaven.
Shu was depicted as a man dressed in blue. He would be an air shaman.
Sobek (Sobek) was an ancient crocodile-headed god. He was worshiped in cities
that depended on water, such as the Oasis City of Arsinoe (Crocodilopolis), where the
reptiles were kept in pools and adorned with jewels. He was portrayed as either a man with
the head of a crocodile, or as just a crocodile. In The Book of the Dead, he assists in the
birth of Horus and helps to destroy Seth. Sobek would be a magic-casting monster.
Thoth, whose name means “leader,” is the god of wisdom and learning, and was
depicted as an ibis-headed human, an ibis, or a baboon (or a dog-headed ape). Thoth is
frequently portrayed as an attendant or vizier in all major scenes involving the gods, but
also at the afterworld judgment of the deceased. Thoth invented the magical and hermetic
arts, and was the god associated with the moon. Thoth would be a wizard
New Lists for FR3
Faerie. The armies of Faerie are ethereal, difficult to grasp, and, when you finally
get to grips with them, apt to vanish into mist. The army is usually illusionist based, and
receives support for its swarm units at no charge. It may buy as many elite swarms as it
likes. The Faerie army pays no movement penalties in woods and any flying swarms or
mobs may fly into woods without stopping. The army may have one elite trickster, a leprechaun for example, Puck from A Midsummer Night’s Dream, or possibly a banshee. All
major Faerie characters receive taunt for free (does not count against ability limits). For
fun you could include the cast from A Midsummer Night’s Dream in your army - see if you
can get away with that in other games! They could even be the subject of victory conditions.
Armies. Faerie king or queen as general; giant growthed animals/wolfen/bears as
beastmen; changelings as fanatics, miscellaneous faeries as mobs/skirmishers/swarms;
wolves, deer, or elk as mounted; various fantastic woodland creatures as monsters; ghosts,
121
pookas, dryads, sylphs as ethereals and spirits; leprechuns/brownies as tricksters; will
o’the wisps or possibly the eastern child from A Midsummer Night’s Dream as traps. Innate
Magic Resistance, Disorient, Hide.
American Civil War and Buffalo Soldiers and Settler Armies. Books like Red Prophet,
American Gods, and others have fantasized the existence of Gods, Spirits and Magic in the
American West. Following are Fantasy versions of the ACW North and ACW South armies, and
the Buffalo Soldiers (Custer).
ACW North. Core Army of muskets and artillery. Dragoons to hold the ridges
(like at Gettysburg), and some LC. Army followers as mobs. Wild animals as small monsters, Saints
as Minor Spirits, ghosts of the war dead as Ethereals. Level one Clerics or Wizards, Masons.
Innate Set Fire, Innate Magic Resistance, and Innate Freeze. Up to twenty percent of the army
can be either NE Native American or Plains Native American Allies (with access to their full army
lists).
ACW South. Core Army of muskets and artillery. Elite LC (Bedford Forest as a
hero), one unit Rifles as sharpshooters, expert squirrel hunters as rangers, shoeless and underfed
troops as militia. Wild animals as small monsters, Saints or forest spirits as Minor Spirits, ghosts of
the war dead as Ethereals. Level one Shamen or Clerics, Masons. Innate War Cry, Innate Hide,
Innate Toughness, and Innate Douse. Up to twenty percent of the army can be either SE Native
American or SW Native American Allies (with access to their full army lists).
Buffalo Soldiers. General Custer and the Seventh Cavalry! The Seventh
Cavalry as Elite LC (three units of Elite LC can dismount as two units of Sword and Pistol, otherwise they dismount as normal), regular LC, Dragoons or Napoleonic Light Artillery. Seventh
Cavalry gets fast Movement for free. Settlers as Mounted. Carrion Birds, or wolves as small
Monsters. Innate Set Fire, Innate Toughness, Innate Apoplexy (Seventh Cavalry units only).
Witch Hunters. Up to ten percent of the army can be Native American Allies (who maintain all
special capabilities), but no Shamans are allowed.
Settlers. Scenario based army where Settlers defend a Stockade (wall), Town, or
Wagon Train (Baggage Train). Hard-bitten Settler as General or, for fun, Incompetent City Slicker
as General (-1,-1; add an additional 60 points of Rank and File to the army). Militia, Mobs and
Mounted as guards and settlers, Rangers as Mountain men, camp animals as Small Monsters, One
rifle as sharpshooters, Saints or old country spirits as Minor Spirits. Level one (only) Cleric or level
one (only) Shaman or Masons. Up to ten percent of the army can be Native American Allies (who
maintain all special capabilities). Up to 40 percent of the army can be Buffalo Soldier Allies. If there
are Seventh Cavalry allies, they are treated as a Flanking Force (see optional rules).
Automaton. The Automaton army is almost entirely mechanical in nature, with a few renta-cops and Rottweilers thrown in for yucks. The general must be a mad scientist bent on global
hegemony. According to his desire, he may surround himself with at most a few living henchmen: 2
units of militia, 1 unit of small monsters, one henchman major character who may be a magic user,
but no more than a level one wizard, 1 T/A, and as many mechanics as desired. The remainder of
the army must be automatons.
Some special rules apply to automatons:
1. All automatons have a rally factor of 4.
2. Only characters with the mechanic ability may attach to automatons.
3. Every individual auromaton must be controlled. Designate which ones are in
control at the beginning of the turn. Automatons that are not controlled may
not move and have a CF of 0. Automatons may be controlled by one of the
following:
- one pip on the morale clock
- one magic point from the army magic pool
- one point from the mad scientists personal magic pool
- an attached mechanic
122
Army Lists
Automatons have three damage markers that they lose instead of becoming demoralized
(similarly to City/Wall BBs and Shp BBs). Damage markers do not decrease their CF or RF, nor do
they cause them to be pushed back.
Certain results may cause damage to them to be permanent.
Damage does not count aginst the morale clock, but the destruction of an automaton
counts as two points as normal.
A maximum of one damage can be repaired by an attached mechanic during the rally
phase.
Automatons can buy “auto-repair” for 10 points per unit. This allowas a unit to repair one
damage marker during the rally phase if they make their rally roll. As with most items/abilities, all
units of the same type must buy auto-repair if any of them do.
Automatons are immune to fear and to psychological spells (Stink, Bless/Curse, Zombies,
Apparition, Madness, Greatest Fear, etc.) and Egg Impregnation.
Napoleonic. The Napoleonic lists represent a broad cross section of the armies available in
the early 1800’s. As such the units available are limited, but the missile weapons are excellent. All
Napoleonic artillery recieves the Napoleonic artillery ability at no cost. All the lists allow for some
number of elite Jaegers/Light Infantry (Rangers). They are limited in magical ability, however, and
may only buy level one clerics or Masons according to the army lists.
Austrian. The Austrian army may have as many elite light cavalry as desired.
They may purchase clerics.
French. The French army may purchase Masons. One sixth of their musket units
may be elite. Elite French muskets receive a +1 charge bonus. One elite
light cavlry.
Russian. Russian artillery is -1 to hit and +1 to damage. They may purchase
Clerics. One-tenth of their musket units may be elite. One elite light
cavalry.
Prussian. Prussian cavalry never over-pursues. They may purchase Masons.
One-sixth of their musket units may be elite.
British. The British army may purchase Masons or Clerics . British muskets have
a +1 when-charged bonus.
There have been rumors from time to time of Napoleonic-like armies from alternate universes
appearing through space-time rifts. These armies use the unit types to which they are entitled by
nationality in the Napoleonic army lists, keep any racial (or undead) bonuses to which they may be
entitled in the fantasy lists, and may have magic users according to their race. Monsters are as for
their racial lists. Chipco will update lists for these armies as appropriate.
Victorian Army. The Colonial Powers in Africa and the New World, the British Raj, General
Gordon at Khartoum, or a Jules Verne or ERB Fantasy setting.
Core army is Rifle, Dragoon, Lancers, and Artillery. At least 30 percent of the Victorian Army must
be made up made up of local auxiliary Militia and Mounted units (Training, uniforms and officers
“generously” provided by the Victorian Power), and allied Ranger Units (like Ghurkas). Ghosts
attracted by the presence of spiritualist Masons. Elite Artillery and Battlewagons. Ships and
Battlewagons can buy EN Artillery. Mechanics and Engineers cost ½ price.Innate Set Fire, Magic
Resistance. Level One Clerics only, Masons, Healers.
123
Sample Scenario
All That Glitters Is Not Gold (Sometimes it’s spear points!)
Graybear Thunderbolt inhaled a great breath of morning air. It was good to be out between mother earth and father sky, he mused, and not cooped up underground like his smelly,
inbred, and thoroughly uncouth mountain dwarf cousins. He studied the entrance to the cave in the
valley below and felt the gold lust rise within him. At last, riches beyond his wildest dreams!
Suddenly, his squinting eyes caught movement on the opposite side of the valley. “Blast!” he fumed,
“it must be that scummy fop Maledictus and his murdering cronies.” He watched the subtle signs of
movement for a moment longer. “Well, well, well,” he thought, “this time my lads will be ready for
that ectoplasmic bootlicker and whatever voodoo riffraff he might have in tow behind him.” He
checked the progress of his own deployment. The trainers had the flying sabertooths ready just in
time, the berserkers were wound up tighter than a gnome’s watch spring, and the cannon he had
bought at a more than fair price from his cousin had a commanding view of the valley. Badger Claw,
his blind shaman, must have sensed Maledictus, too, as he was preparing to cast a spell, his arms
spiraling upward toward the sky. And if that bit of sylvan magic did not work? “Hmmm”, he
thought, and fingered the special scroll he’d been saving in his pocket....
We have set up Graybear’s scenario here, complete with army lists for two typical ~1000
point armies: a Hill Dwarf army and an Evil army.
Place the entrance to the cave at one end of a valley with hills on either side. The cave will be
the terrain objective (a unit’s base edge must be able to completely cover the entrance). Set up the
armies on hills approximately 12" apart and on opposite sides of the valley.
HILL DWARF ARMY
EVIL ARMY
Characters:
Characters:
one
three
one
individual
general
exceptional weapon
exceptional weapon
army device
individuals
heroes
individual
Level 2 Shaman
10 pts
150 pts
10 points
10 pts
30 pts
30 pts
60 pts
10 pts
90 pts
Units:
two
one
one
one
two
one
one
two
two
two
one
one
one
two
one
individual
general
Level 3 Necromancer
exceptional weapon
beastmaster
innate smoke screen
individuals
heroes
bodyguard
10 pts
150 pts
140 pts
10 pts
10 pts
10 pts
20 pts
40 pts
30 pts
beastmen
spear
handweapon
elite handweapon
large monster
spirit
lesser spirits
minor spirit
flying elite knight
120 pts
30 pts
30 pts
40 pts
80 pts
80 pts
120 pts
40 pts
90 pts
Units:
handweapons
elite handweapons
fanatic
elite mounted fanatic
handguns
ethereal
spear
heavy cavalry
light cavalry
artillery
flying heavy cavalry
mine
60
40
50
70
80
30
30
80
60
80
60
10
pts
pts
pts
pts
pts
pts
pts
pts
pts
pts
pts
pts
three
one
one
one
one
one
two
one
one
total
1050 pts
total
1050 pts
Aboriginal
East
African
West
Angelic/
Amphibian
Arabic Assyrian Aztec Celtic Chaos Chinese Conquistador Dark Elves Druid Dwarfs Egyptian
African
Demonic
Evil
IN FAN TRY
Beastmen
Crossbow/Hand
Handweapons
1E
1E
1E
2E
2E
1E
2E
1E
1E
Longbows
2E
1E
1E
Militia
Mobs
T
Muskets
Pikes
Rangers/Jaegers
E (unl)
1E
3E
1E
Rifles
Skirmishers/Tir
Spears
T, 2E
Sword and Pistol
CAVALRY
Cavalry: Heavy
T
T
T
T
2E, B
Cavalry: Light
B
1E
2E
Cavalry: Mtd
T, B
B
Chariots: Heavy
2E
B
T
T, B
T, B
2E
B
T
B
T,B
1E
Dragoons
K nights
1E
1E
MO N STERS
Cyclics
Dragons
1E
Leviathans
Monsters: Large
1E
Monsters: Small
1E
1E
Swarms
SPECIALS
Blobs
Ethereals
Fanatics
1E
Parasitics
3E
1E
XE
-
1E
Spirits: Lesser
Spirits: Major
Spirits: Minor
Spirits: Tricksters
Traps/Contrap
T
T
1ET
T
T
T
T, C
T, C
T, C
T, C
1ET
T, C
MACHIN ES
Battle Wagons
Heavy Artillery
1E
Light Artillery
2E
CHARACTERS
Magic Users
S
S ,W
S ,N
Major
A
A
A
Minor
O ptional
S ,W
H
PN
DL,AA
W,C
W,C
A,B
A
P,N ,S S,WC W, C
A
Al,H
PN
PN
PN
MS
B
EA
H
PN
HA
HA,
PN
W,S
C
W,C
A
WH,A
1EA
D
C
Al,H,
SC
Al,H
H
H
Al, SC
MS
HA
PN
P
MS,
HA
P,N ,W
B
N ,W
A
H
HA,
PN
S = shaman, C = cleric, W = wizard, DL = demon lord, AA = archangel, P = planar wizard, N = necromancer, A = assassin, B = bard, E = elite, H = healer,
Al
= alchemist, SC = ship’s cook, PN = poison, MS = mad scientist, HA = heavy armor, HQ = hive queen, WS = water shaman, ES = earth shaman, AS = air shaman,
FS = fire shaman, D = druid, B = Bowfire
Gnome
Greek
Halflings
Hawaiian
High Elf
Hill Dwarfs
Hittite
Hive
Holy
Inca
1E
1E,T
Indian
Inquisition
Israelite K obolds
Lizardmen
IN FAN TRY
Beastmen
Crossbow/Hand
1E
Handweapons
1E
2E
Longbows
Militia
T
Mobs
T
T
Muskets
3E
Pikes
1E
1E
Rangers/Jaegers
1E
Rifles
2E
Skirmishers/Tir
3E
Spears
XE
T,2E
1E
2E
Sword and Pistol
CAVALRY
B
Cavalry: Heavy
Cavalry: Light
T, B
Cavalry: Mtd
T, B
T, B
B
T, B
T, B
T, B
T
2E, B
Chariots: Heavy
T, B
1E
Dragoons
2E
K nights
1E
MO N STERS
Cyclics
Dragons
Leviathans
Monsters: Large
Monsters: Small
Swarms
SPECIALS
Blobs
Ethereals
1E
Fanatics
Parasitics
Spirits: Lesser
Spirits: Major
Spirits: Minor
Spirits: Tricksters
Traps/Contrap
T, C
2ET, C
T, C
T
T
T, C
T
1 only
1E
C
S ,C
2ET, C
T
W,S
S ,W
MACHIN ES
Battle Wagons
Variable
1 only
2E
Heavy Artillery
2E
Light Artillery
CHARACTERS
Magic Users
S ,C
Major
Minor
O ptional
W,C
S ,W
W,C
S ,C
B
B
B
B
H
H
EN
EN , EAl, H EN , Al
MS
S ,N ,C
HA
HA
HA
W,C
HQ
C
S
C ,W
WH,A
EN
EN , H
PN
HA
EN
PN
EN , Al,H
MS,HA,
PN
A
H
EN
Al
PN ,MS
PN
S = shaman, C = cleric, W = wizard, DL = demon lord, AA = archangel, P = planar wizard, N = necromancer, A = assassin, B = bard, E = elite, H = healer,
Al
= alchemist, SC = ship’s cook, PN = poison, MS = mad scientist, HA = heavy armor, HQ = hive queen, WS = water shaman, ES = earth shaman, AS = air shaman,
FS = fire shaman, D = druid, B = Bowfire.
Maya
Medieval N ear East N orse
Arctic N ative
American
Plains N ative
American
N E N ative
American
SE N ative
American
N W N ative
American
SW N ative
American
O rc/Goblin
Pelagic
2E
1E
Persians
IN FAN TRY
Beastmen
Crossbow/Hand
Handweapons
T
T,2E
T
Longbows
Militia
Mobs
Muskets
Pikes
Rangers/Jaegers
2E
XE
Rifles
Skirmishers/Tir
Spears
T
3E
Sword and Pistol
CAVALRY
Cavalry: Heavy
B
B
Cavalry: Light
Cavalry: Mtd
T, B
T
2E
2E
B
B
B, T
T
B, T
Chariots: Heavy
Dragoons
K nights
3E
MO N STERS
Cyclics
Dragons
Leviathans
Monsters: Large
1E
Monsters: Small
1E
1E
1E
Swarms
SPECIALS
Blobs
Ethereals
Fanatics
Parasitics
XE
1E
1E
Spirits: Lesser
Spirits: Major
Spirits: Minor
Spirits: Tricksters
Traps/Contrap
2ET
T
T, 1EC
T
E (unl)
T
WS,AS
FS, AS
D,ES
D,ES
H
H
H
H
PN
PN
T
T, C
WS,AS
ES, FS,AS
S ,W
H
H
T, C
MACHIN ES
Battle Wagons
1E
Heavy Artillery
1E
Light Artillery
CHARACTERS
Magic Users
S ,N
Major
Minor
O ptional
C ,W
W,C
S,W,
WC
B
A
B
EN , Al,H EN , Al,H
PN
HA, MS
HA, PN
S ,W
C ,S
H, SC
HA, PN
PN
S = shaman, C = cleric, W = wizard, DL = demon lord, AA = archangel, P = planar wizard, N = necromancer, A = assassin, B = bard, E = elite, H = healer,
Al
= alchemist, SC = ship’s cook, PN = poison, MS = mad scientist, HA = heavy armor, HQ = hive queen, WS = water shaman, ES = earth shaman, AS = air shaman,
FS = fire shaman, D = druid, B = Bowfire.
Pirate
Planar
Reef
Renaissance
Roman
Samurai
Sea Elf
Steppe
Sumerian/
Akkadian
Undead
Unholy
Living O nly
1E
Weres
Wood Elf
IN FAN TRY
Beastmen
Crossbow/Hand
Handweapons
1E
1E
T
XE,T
1E
1E
L,U
1E
2E
Longbows
U
Militia
Mobs
T
L,U
Muskets
U
Pikes
2E
U
Rangers/Jaegers
XE
Rifles
Skirmishers/Tir
1E
1E
Spears
1E
U
1E
3E
U
1E
1E
Sword and Pistol
CAVALRY
Cavalry: Heavy
B
B
Cavalry: Light
Cavalry: Mtd
U
2E
T, B
T
T, B
T
T, B
T, B
Chariots: Heavy
T, B
U
3E
U
T, B
Dragoons
K nights
1E
MO N STERS
Cyclics
Dragons
Leviathans
Monsters: Large
L,U
Monsters: Small
1E
L,U
1E
Living O nly
Swarms
SPECIALS
Blobs
Ethereals
Fanatics
Parasitics
1E
L,U,1E
Spirits: Lesser
Spirits: Major
Spirits: Minor
Spirits: Tricksters
Traps/Contrap
T
2ET
2ET, C
T, C
T, C
T
T
T, C
T
MACHIN ES
Battle Wagons
1E
U
Heavy Artillery
U
Light Artillery
CHARACTERS
Magic Users
S C ,W
P
S ,W
C ,W
Major
A
WH,B
Minor
EN
EN , EAl,H
O ptional
PN
PN
HA, MS
C ,W
EN , H
C ,W
W,S
EA,B
B
H
Al,H
PN
S ,W
S ,C
N ,W
C ,W
S
A
EA
EN
S ,W
B
H
PN
HA, PN
PN
S = shaman, C = cleric, W = wizard, DL = demon lord, AA = archangel, P = planar wizard, N = necromancer, A = assassin, B = bard, E = elite, H = healer,
Al
= alchemist, SC = ship’s cook, PN = poison, MS = mad scientist, HA = heavy armor, HQ = hive queen, WS = water shaman, ES = earth shaman, AS = air shaman,
FS = fire shaman, D = druid, B = Bowfire.
Nap/Austrian Nap/British Nap/French Nap/Prussian Nap/Russian Victorian
Faerie
Automaton
ACW/S
ACW/N
2E
2E
1 max
2 max
Settlers
Buffalo
Soldiers
INFANTRY
Beastmen
Crossbow/Hand
Handweapons
1E
Longbows
Militia
Living only
Mobs
Muskets
Pikes
Rangers/Jaegers
2 max 2E
2 max 2E
2 max 1E
1 max
1 max
1E
XE
Rifles
Skirmishers/Tir
2E
Spears
1E
Sword and Pistol
CAVALRY
Cavalry: Heavy
Cavalry: Light
XE
1E
1 Max
4 max 2E
2 max
XE
2 max
1E
Cavalry: Mtd
Chariots: Heavy
Dragoons
K nights
MO NSTERS
Cyclics
Dragons
Leviathans
Monsters: Large
Monsters: Small
1E
Swarms
XE
Living O nly
SPECIALS
Blobs
Ethereals
Fanatics
1 max
Parasitics
Spirits: Lesser
Spirits: Major
Spirits: Minor
Spirits: Tricksters
1E
Traps/Contrap
T, EC
1ET
XET, XEC
1ET
T
MACHINES
Battle Wagons
Heavy Artillery
N
N
N
N
N
Light Artillery
XEl Nap
Xel Nap
N
XEl Nap
CHARACTERS
Magic Users
C, W, MS
C, W, MS
C, W, MS
C, W, MS
Major
A
WH,B
Minor
SC
EAl,H
O ptional
PN
PN
HA
New FR3 Army Lists
C, W, MS C,Masons
H
I
B
EA, B
H
H
PN
PN
MS, W
S,W, Masons
EA
S,W, Masons
B
H
PN
PN
S,C,Masons
WH
Construction Tips
We at Chipco hope that you will be able to play with whatever figures you like
including those you already have. This chapter can assist you in doing so. Most of these
tips are for use with 25mm figures. In general, you will be able to use 15mm units on hand
from other games simply by sticking them down on 40 mm square bases using putty, mucilage, or other non-permanent media.
1. Individual characters. In general, individual characters may be based any way
you wish. You may use 25mm figures on slotted bases as is. Mounted characters may also
be based any way you like, but keep a single figure handy to use should the monster or
mount be killed.
2. Movement stands. Unlike characters, your normal 25mm infantry and cavalry
units do have a frontage. To represent this, you may mount the figures permanently on a
60mm x 60mm base, or you can make a movement stand. To make a movement stand buy
a package of two sheets of 40mil thick sheet plastic. These are generally 12” x 6”. Mark
off 60mm tick points on all edges and score the plastic along the lines between these
points with an x-acto knife. Bend along the scored lines until the plastic separates. This
will give you 10 60mm x 60mm squares and some leftover plastic. Both sheets together
will make more than enough for all but the largest army. Place a unit centered on a stand.
A plastic “edge” of about 5mm will remain in front of and behind the unit. Put some super
glue down on the front “edge” and attach a piece of the leftover plastic, which should fit
perfectly since it is also 60mm wide. Repeat on the rear “edge”. Remove the unit. After
the glue has set (about five minutes) turn the stand over and score the excess plastic along
the front and rear edges of the stand. You can then snap off this excess. Spray paint the
whole stand green, put white glue on the raised “edges” and flock with model railroad
flocking or whatever material you prefer. You can easily make the whole 20 stands in one
two-hour sitting for about $3.00.
Once you’ve made the stands how do you hold the pieces down without damaging
them? You may like the stands just as they are. Most people, however, will want to attach
their units to make the whole thing easier to move. We recommend plain old mucilage, the
brown rubber cement you probably remember from elementary school, or Blutack, a putty
like material available from hardware stores. Cover the unflocked portion of the stand
with mucilage in a fairly thick coat and push the figure stands down into it to form the
unit. The mucilage will dry in about eight hours or overnight. The mucilage will be strong
enough to hold down even heavy figures. When you want to remove the figures just pop
them off the stand. The mucilage will not damage them at all since any that may come up
with the base can be peeled off easily. The stand itself can be re-used repeatedly. Alternately, you can use metal bases and glue the magnetic plastic used to make refrigerator
magnets onto the figure bases. This way you will have no adhesive involved, but the process is more expensive and difficult.
3. Blobs are fun and easy to make. Just mount some old, ratty, or cheap figures
down on a base. Flock the base. Then squirt some silicone sealer all around the figures.
Voila — a blob! Adding some 25mm plastic skeletons to your blobs works really well as
you can heat them over a match and bend them into all sorts of shapes. Silicone sealer will
need to dry overnight and has a strong odor. We recommend that you let the blob dry in
the garage or outside until the sealer cures completely.
130
Chapter X: Magic
4. Traps can be as simple as complicated as your imagination and talents allow.
Be creative! To construct ours, we used all sorts of “found” bits from our worktables,
rocks and such from outside, and old figures. Examples of traps are punji sticks, pit traps,
giant spider webs, bear traps, and mystic mazes. Traps may be mounted on any size base
you desire, so long as it is the same size as a unit base, or smaller.
5. Cyclics as we interpret them are insectoid, though you can certainly make them
any type of creature you like. For eggs, we glued down some silk flower leaves and used
silicone sealer to attach vitamin pills or capsules. For larvae and adults, we shopped flea
markets and garage sales for appropriate figures and items.
6. Monsters, if 25mm scale, can be mounted on 60mm x 60mm stands and still
remain perfectly useful for other popular games. Some 15mm monsters and, most notably,
dragons are too long for a 40mm square base. For these, base them using the juggernaut
rules.
7. Going Underwater. FR! includes rules for underwater play, but you may be
asking yourself how to get your hands on appropriate figures. It’s easier and less expensive than you might think. In 25mm the basic troops are available for the Amphibian army
from Ral Partha (“Sahuagin”) and for the Reef Dweller army from Off-the-Wall Armies
(Fishmen of all sorts). Thunder Mountain Miniatures makes a tremendous sea-chariot pulled
by dolphins as well as some very nice sea witches. Harlequin Miniatures makes a sea troll
with a turtle shell shield that is amazing. All manner of sea creatures like sharks, dolphins, octopus, squid, and whales can be found inexpensively in tubes and bags from gift
shops at major aquariums and toy stores. These sea creatures also form the backbone of
the Pelagic army. Look for a squid headed creature from Ral Partha for an appropriate
magic user, as well as a sea dragon.
Terrain is also fun to make. For the Reef Dweller army, you can make reef pieces
of out of bits of Styrofoam glued to an appropriate base. Be sure to coat the Styrofoam
with white glue, to prevent it being dissolved by whatever paints you’re using. Spread
around some small seashells, and poke wire into the Styrofoam for sea grass. The creatures in the Pelagic army are free swimming ocean creatures, so you only need to paint
their bases blue with streaks of aqua and white and they’re ready to go. For the Amphibian army, use brown railroad ballast for the river bottom, with green railroad ballast
sprinkled about as algae. Add some moss-covered stones from the garden and plastic plants
from the local fish store and you’re ready to go. For swimming creatures, drill a hole in
your base and push a flat head nail up through the bottom, attached with super glue. Most
of the sea creature models can be mounted directly on the nail, which can then be painted
to your taste.
8. Number of figures per base. You may use any number of figures per base that
you like. We offer the following, however, as our recommendations for some specific unit
types:
Unit type
# of figures
Line infantry
4-9
Skirmishers and rangers
3-5
Cavalry
1-3
Small monsters, small spirits
2-3
Lesser spirits, swarms
5-9
Large monsters, elementals
1
Chariots, dragons
1
131
Reference Tables
Fantasy Rules! contains many different unit types. Although there are some differences in unit characteristics due to special racial capabilities (as noted in the “Army List”
chapter) we assume that the functional capabilities of units are roughly equal from army to
army. The quickness and skill at arms of a unit of elf handweapons, for example, is balanced
out by sheer numbers in an orc unit or by the strength and mean disposition of a chaos
unit. The Reference Table summarizes all the relevant characteristics of the various unit
types.
Reference tables for both 15mm and 25mm scale (in inches and metric) follow this page. You may photocopy or print anything in this chapter for your personal use.
Point cost is the cost of including a unit in an army. Point cost is also the number
of victory points the unit is worth at the end of the game.
Movement Rate is the distance a unit may move in inches (or centimeters) through
a given terrain type. The movement rate for open terrain is separated by a slash from the
movement rate for difficult terrain.
Combat factor (CF) indicates the relative melee strength of a specific unit type
and is the basic measure used in determining the results of a melee between two units.
The Rally column specifies the minimum roll on a d10 required to un-demoralize
a unit or to clear a trap. Units that are demoralized subtract 1 from their rally roll; units
that are double demoralized subtract 2 from their rally roll. Characters add bonuses to
rally rolls as explained in the Characters chapter.
Special Bonuses. The special bonus columns reflect special capabilities that some
specific unit types have against other specific unit types. +1 against and +2 against are
added to a unit’s combat roll when it is fighting a specific unit type. For example, units
with bowfire add 1 to their combat roll when fighting fliers. When Charged means that a
unit type gets a bonus in the phase in which it is charged by an enemy unit, but not in later
phases. Again, units with bowfire add 2 to their combat roll in any phase in which any
enemy unit type has charged them. These bonuses are cumulative, so that units with
bowfire that have been charged by an enemy flier add +3 to their roll on the turn in which
they are charged (with a +1 remaining in subsequent turns). In Difficult Terrain indicates that a unit type has difficulty operating in difficult terrain and so subtracts a certain
number from its combat roll.
Charge Bonuses are added to the combat roll of some unit types in any phase in
which they charge an enemy unit. This is generally given to units that have shock as a
component of their fighting ability like heavy cavalry and chariots.
The Support column shows whether a unit can support or be supported by units
to either side of it. Support only affects units that are on the same level.
The Fear column shows unit types that cause fear.
The Undead column shows whether a unit type may be made up of undead creatures, and also whether a necromancer may summon that specific type of unit.
132
The Sequence of Play
Turn One
Determine magic power available for coming turn - Each player rolls one d10 (or d5) per magic user for their personal pools and
adds 10 to the army magic pool. Players with no remaining magic users automatically get 10 points to use only for dispelling magic. If either
player’s morale clock is 4 or less, that player receives d10/2 (or d2 for Level One magic users) magic points per magic user, and adds 10 to
the army magic pool.
Fire phase - Turn smolder markers to fire markers. Roll for BBs on fire.
Phase One
1. Rally troops. Consult the rally roll column on the Reference Table. Units that have been demoralized once subtract 1 from all
rally rolls; double demoralized units subtract 2. Be sure to add bonuses for characters and items/abilities.
Fade - Roll for the return of faded units at -2 to their ordinary RF.
2. Resolve artillery, bowfire, mines, or holy hand grenade. See the Reference table and rules. Once a heavy artillery unit has
fired, it may not move for the remainder of the game, except to change facing as its only movement for the phase. Light artillery may shoot
and move in the same turn. All units with missile fire ability (skirmishers, battlewagons, dragons, etc.) except crossbows/handguns, and
muskets may fire and move in the same turn. Throwing weapons may be thrown if within range.
3. Morph friendly cyclics. Change any cyclic units into their next life stage.
Deploy traps and parasitics. These can appear anywhere on the board.
Make escape rolls for captured friendly characters. Any character that escapes may move during the movement phase.
4. Movement. See the Reference table for specific movement rates. To change facing costs one half of a unit’s movement for the
phase for all units except light cavalry, skirmishers, rifles, and flying/swimming units which may change facing at no cost. All charges end
with all charging units in full base-to-base contact with their targets. Unit overlaps are not allowed. Artillery or demoralized units may not
charge.
a.
b.
c.
d.
e.
f.
Place planar denizens and resolve taunts.
Move taunted units and uncontrolled planar denizens, blobs, and 2x2 muli-based units.
Perform normal movement, transfer slaves, deploy contraptions.
Units with clerics, war clerics, or planar wizards that are casting sacrifice, righteousness, or open portal may not move.
Check for grapple success.
Deploy cyclics.
g.
Make storming rolls.
5. Clear traps and parasitics. Any trapped or afflicted unit may attempt to clear their trap or repel their parasites by rolling
against their rally roll per the rules.
6. Issue challenges and resolve challenge combat, including assassins.
7. Melee. For combat results, see the Reference table. Place a marker on a unit each time it becomes demoralized. See the rules and
the Reference table for any bonuses that may apply. Remember to immediately decrement the morale clock each time a major character or unit
costing more than 100 points is killed. Sacrifice units for sacrifice and open portal spells.
8. Follow-up movement. Infantry may follow up, all other unit types must. Check for over-pursuit.
9. Determine phase winner. Count 1 point per enemy unit demoralized and 2 points per enemy unit destroyed; highest total wins
the phase.
10. Adjust morale clock. The phase loser lowers their morale clock by one.
Phase Two
Repeat Steps 1 through 10 above.
Turn Two, Turn Three, etc.
Repeat the sequence followed for turn one.
Results Rolls
Character Results
1
K
2
K
3
K
4
C
5
C
6
C
7
E
8
E
9
E
10
E
K = Character is Killed, C = Character is captured if in melee, otherwise this is an E result.
E = character stays with the unit or escapes to nearest unit within its movement range.
Exceptional armor adds one.
A character in a Ship, Wall or City BB when it is destroyed subtracts one.
Character escape roll
1
K
2
E/K
3
C/E
4
C/E
5
C
6
C
7
C
8
C
9
C
10
C
K = Character is Killed trying to escape, E = character escapes to nearest unit within its movement range, C = Character
remains captured.
A character whose capturing unit is in Melee counts a 2 as a K, and a 3 and 4 as an E.
Unit Results Roll
1
2
3
4
5
6
7
8
9
K
K
K
D
D
D
E
E
E
K = Unit is destroyed, D = Unit remains in place and is demoralized,
E = Unit remains in place and escapes damage.
10
E
A unit in a Ship, Wall or City BB when it is destroyed subtracts one.
Ship/City BB/ Wall BB Results Roll
1
2
3
4
5
6
7
8
9
10
K
K
K
D
D
D
E
E
E
E
K = BB is destroyed unless it has has extra damage markers; in this case, it takes 2 damage points, one of which is permanent
and cannot be rallied away. D = BB is damaged, E = BB escapes damage.
15mm English Reference Table
Point Movement Combat
Cost
Rate
Factor
Rally
+1 against
+2 against
In Difficult Charge
Support Fear
Terrain
Bonus
O ther
Undead
IN FAN TRY
Beastmen
40
4/2
4
7+
Cossbow/Hand
40
3/2
2
6+
Handweapons
30
3/2
3
6+
Longbows
40
4/3
1
6+
when charged, fliers
Militia
30
3/2
2
6+
fliers
Mobs
10
4/3
1
7+
Muskets
50
3/2
3
6+
Pikes
40
3/2
4
6+
Yes
fliers
when charged
Yes
pikes
Yes
MB
PN
Yes
Special
when charged
Cav, Fliers, Mon,
when charged
cavalry, fliers,
monsters
monsters
Yes
Yes
Yes
MB
Yes
-1
Yes
Sq
Yes
-2
Yes
MB, Sq
Yes
Rangers/Jaegers
50
4/4
3
5+
Rifles
70
4/3
2
6+
Fliers,when charged
Sq
Yes
Skirmishers/Tir
20
4/3
1
6+
A, PN
Yes
Spears
30
3/2
3
6+
when charged, fliers
cavalry, fliers,
monsters
70
3/2
5
6+
Sword and
Pistol
CAVALRY
Cavalry: Heavy
40
5/2
4
6+
Cavalry: Light
40
6/3
2
6+
Fliers
Pikes, when
charged
+1
Spells, PN
-1
Yes
-1
Yes
-2
Yes
+2
Yes
*
Cavalry: Mtd
20
6/3
2
7+
Chariot: Heavy
40
6/3
3
6+
MB, *
Dragoons
70
6/3
4
6+
K nights
60
5/2
5
5+
Cyclics
30
Special
Dragons
100
6/3
9
5+
Yes
Leviathans
10 0
7/4
10
6+
Yes
G, MB, N C
Monsters: Large
80
5/3
8
7+
Yes
G, PN
Yes
Monsters: Small
60
6/4
6
7+
Yes
PN
Yes
Swarms
50
3/3
4
5+
Elemental: Air
70
12/12
4
3+
Elemental: Earth
70
3/3
6
5+
Yes
*
Elemental: Fire
70
4/4
5
5+
towns, woods
towns, woods
Yes
*
Elemental: Tree
70
4/4
5
5+
woods
woods
Yes
*
Elemental: Water
70
4/4
5
5+
marshes, water
marshes, water
Yes
*
Yes
NC, *
-3
fliers
+4
Yes
when charged
*
-3
Yes
Yes
+3
MO N STERS
Special Special
Yes
-1
cavalry
NC
Yes
PN , MB
ELEMEN TALS
Yes
*
SPECIALS
Blobs
60
3/3
5
4+
Fanatics
50
4/4
Special
5+
Ethereals
30
4/4
Special
3+
Yes
*
Spirits: Lesser
60
8/8
8
4+
Yes
*
Spirits: Major
80
10/10
10
3+
Yes
*
Spirits: Minor
40
6/6
6
5+
Yes
Spirits: Tricksters
60
6/6
4
3+
*
SPIRITS
*
*
MACHIN ES
Artillery: Heavy
40
3/0
1
6+
Artillery: Light
30
4/2
1
6+
Battlewagons
70
5/2
5
6+
Contraptions:1/2
30
4/2
*
6+
A, *
when charged, fliers
Yes
A
-2
+3
Yes
G, MB
N C, G, A, MF
NC = No characters may be attached, A = may attach, * = see rules, G = Grapple, PN = Poison, MF = Feared by monsters
Yes
15mm English Rules Summary
Bowfire
# of Bow Units Firing
1
2
3
4
5
6
7
8
9
10
11+
1
-
-
-
-
-
-
-
-
D
D
K
2
-
-
-
-
-
-
D
D
D
K
K
3
-
-
-
-
D
D
D
D
K
K
K
4
-
-
D
D
D
D
D
K
K
K
K
1. Combat Results. Each side rolls a d10 and adds their respective combat factors to their rolls. If the two modified rolls
are the same, the combat is a draw. If the winner’s modified roll is greater than or equal to 2 times the loser’s, the loser is
destroyed. If the winner’s roll is between one and two times the loser’s, the loser is demoralized. Units that are demoralized twice
without rallying are pushed back the length of one base and become double demoralized. If a unit is demoralized a third time
without rallying it is destroyed.
2. Artillery results. Roll a d10. Artillery always hits on a 7+. If a hit is scored, roll an additional d10. On a roll of 7 or 8
the target is demoralized. On a roll of 9 or 10 the target is destroyed. Stone throwers do not require a clear line of sight to fire.
Cannons and light artillery require a clear line of sight to fire. Cannons add 1 to all damage rolls. Light artillery subtracts 1 from
all damage rolls, but may shoot and move in the same turn. Heavy artillery that has fired may not move for the remainder of the
game.
3. Follow-up moves. Infantry units except fanatics may follow up one base depth. All other units must follow up one
base depth. See rules for units subject to going out of control.
4. Spirits. Spirits are destroyed if their combat roll is less than their opponent’s. Spirits move as if they fly, but may be
contacted by ground units. Ethereals do affect fliers.
5. Undead. The undead version of anything subtracts 1/2 inch from its normal movement, subtracts 1 from all combat
and rally rolls (for traps), and automatically rallies all demoralizations at the end of the phase. Undead units of any type
(summoned or not) may be banished. All undead units are destroyed if all friendly characters are destroyed.
6. Character results. See Results Rolls Table later in this section.
7. Character escapes. See Results Rolls Table later in this section.
8. Uphill combat. All units uphill of their enemy add 1 to their combat roll.
9. Cover. Any unit with any portion of its base in woods or towns is in cover. Any unit more than one base deep in
woods may not be targeted by bows.
10. Tricksters. Normal spirit combat unless opponent’s roll is twice (or greater) that of the trickster. When this happens
the trickster’s opponent is destroyed, and the trickster remains in play.
11. Parasitics. Subtract 1 from all combat and rally rolls of the afflicted unit.
12. Grapple. Both sides roll a d10. If the grappling side’s roll is higher, the target unit is grappled and becomes essentially trapped (for walls and ships, subtract 2 from CF).
13. Taunt. Target unit within 12 inches must make a rally roll. If failed, they must immediately move at its maximum rate
toward taunter.
14. Exploding Contraptions. Whenever a contraption is destroyed in melee, roll a d10. On a 5 - 10, the contraption
explodes. On a 1 - 4, nothing happens and the contraption is removed from play. If the contraption explodes, make a normal
artillery damage roll to determine the extent of the damage to the target unit or monster.
25mm English Reference Table
Point Movement Combat
Cost
Rate
Factor
Rally
+1 against
+2 against
In Difficult Charge
Support Fear
Terrain
Bonus
O ther
Undead
IN FAN TRY
Beastmen
40
8/4
4
7+
Cossbow/Hand
40
6/4
2
6+
Handweapons
30
6/4
3
6+
Longbows
40
8/6
1
6+
when charged, fliers
Militia
30
6/4
2
6+
fliers
Mobs
10
8/6
1
7+
Muskets
50
6/4
3
6+
Pikes
40
6/4
4
6+
Yes
fliers
when charged
Yes
pikes
Yes
MB
PN
Yes
Special
when charged
Cav, Fliers, Mon,
when charged
cavalry, fliers,
monsters
monsters
Yes
Yes
Yes
MB
Yes
-1
Yes
Sq
Yes
-2
Yes
MB, Sq
Yes
Rangers/Jaegers
50
8/8
3
5+
Rifles
70
8/6
2
6+
Fliers,when charged
Sq
Yes
Skirmishers/Tir
20
8/6
1
6+
A, PN
Yes
Spears
30
6/4
3
6+
when charged, fliers
cavalry, fliers,
monsters
70
6/4
5
6+
Sword and
Pistol
CAVALRY
Cavalry: Heavy
40
10/4
4
6+
Cavalry: Light
40
12/6
2
6+
Fliers
Pikes, when
charged
+1
Spells, PN
-1
Yes
-1
Yes
-2
Yes
+2
Yes
*
Cavalry: Mtd
20
12/6
2
7+
Chariot: Heavy
40
12/6
3
6+
MB, *
Dragoons
70
12/6
4
6+
K nights
60
10/4
5
5+
Cyclics
30
Special
Dragons
100
12/6
9
5+
Yes
Leviathans
10 0
14/8
10
6+
Yes
G, MB, N C
Monsters: Large
80
10/6
8
7+
Yes
G, PN
Yes
Monsters: Small
60
12/8
6
7+
Yes
PN
Yes
Swarms
50
6/6
4
5+
Elemental: Air
70
20/20
4
3+
Elemental: Earth
70
6/6
6
5+
Yes
*
Elemental: Fire
70
8/8
5
5+
towns, woods
towns, woods
Yes
*
Elemental: Tree
70
8/8
5
5+
woods
woods
Yes
*
Elemental: Water
70
8/8
5
5+
marshes, water
marshes, water
Yes
*
Yes
NC, *
-3
fliers
+4
Yes
when charged
*
-3
Yes
Yes
+3
MO N STERS
Special Special
Yes
-1
cavalry
NC
Yes
PN , MB
ELEMEN TALS
Yes
*
SPECIALS
Blobs
60
6/6
5
4+
Fanatics
50
8/8
Special
5+
*
SPIRITS
Ethereals
30
8/8
Special
3+
Yes
*
Spirits: Lesser
60
16/16
8
4+
Yes
*
Spirits: Major
80
20/20
10
3+
Yes
*
Spirits: Minor
40
12/12
6
5+
Yes
Spirits: Tricksters
60
12/12
4
3+
*
*
MACHIN ES
Artillery: Heavy
40
6/0
1
6+
Artillery: Light
30
8/4
1
6+
Battlewagons
70
10/4
5
6+
Contraptions:1/2
30
8/4
*
6+
A, *
when charged, fliers
Yes
A
-2
+3
Yes
G, MB
N C, G, A, MF
NC = No characters may be attached, A = may attach, * = see rules, G = Grapple, PN = Poison, MF = Feared by monsters
Yes
25 mm English Rules Summary
Bowfire
# of Bow Units Firing
1
2
3
4
5
6
7
8
9
10
11+
1
-
-
-
-
-
-
-
-
D
D
K
2
-
-
-
-
-
-
D
D
D
K
K
3
-
-
-
-
D
D
D
D
K
K
K
4
-
-
D
D
D
D
D
K
K
K
K
1. Combat Results. Each side rolls a d10 and adds their respective combat factors to their rolls. If the two modified rolls
are the same, the combat is a draw. If the winner’s modified roll is greater than or equal to 2 times the loser’s, the loser is
destroyed. If the winner’s roll is between one and two times the loser’s, the loser is demoralized. Units that are demoralized twice
without rallying are pushed back the length of one base and become double demoralized. If a unit is demoralized a third time
without rallying it is destroyed.
2. Artillery results. Roll a d10. Artillery always hits on a 7+. If a hit is scored, roll an additional d10. On a roll of 7 or 8
the target is demoralized. On a roll of 9 or 10 the target is destroyed. Stone throwers do not require a clear line of sight to fire.
Cannons and light artillery require a clear line of sight to fire. Cannons add 1 to all damage rolls. Light artillery subtracts 1 from
all damage rolls, but may shoot and move in the same turn. Heavy artillery that has fired may not move for the remainder of the
game.
3. Follow-up moves. Infantry units except fanatics may follow up one base depth. All other units must follow up one
base depth. See rules for units subject to going out of control.
4. Spirits. Spirits are destroyed if their combat roll is less than their opponent’s. Spirits move as if they fly, but may be
contacted by ground units. Ethereals do affect fliers.
5. Undead. The undead version of anything subtracts 1 inch from its normal movement, subtracts 1 from all combat and
rally rolls (for traps), and automatically rallies all demoralizations at the end of the phase. Undead units of any type (summoned
or not) may be banished. All undead units are destroyed if all friendly characters are destroyed.
6. Character results. Roll a d10 for the losing character. A 1 - 3 is destroyed, a 4 - 6 is captured, and a 7 - 10 is escaped.
7. Character escapes. Roll a d10 for the character. On a 1 - 2 they are killed, a 3 - 8 they remain captured, a 9 - 10 they
escape.
8. Uphill combat. All units uphill of their enemy add 1 to their combat roll.
9. Cover. Any unit with any portion of its base in woods or towns is in cover. Any unit more than one base deep in
woods may not be targeted by bows.
10. Tricksters. Normal spirit combat unless opponent’s roll is twice (or greater) that of the trickster. When this happens
the trickster’s opponent is destroyed, and the trickster remains in play.
11. Parasitics. Subtract 1 from all combat and rally rolls of the afflicted unit.
12. Grapple. Both sides roll a d10. If the grappling side’s roll is higher, the target unit is grappled and becomes essentially trapped (for walls and ships, subtract 2 from CF).
13. Taunt. Target unit within 24 inches must make a rally roll. If failed, they must immediately move at its maximum rate
toward taunter.
14. Exploding Contraptions. Whenever a contraption is destroyed in melee, roll a d10. On a 5 - 10, the contraption
explodes. On a 1 - 4, nothing happens and the contraption is removed from play. If the contraption explodes, make a normal
artillery damage roll to determine the extent of the damage to the target unit or monster.
15mm Metric Reference Table
Point Movement Combat
Cost
Rate
Factor
Rally
+1 against
+2 against
In Difficult Charge
Support Fear
Terrain
Bonus
O ther
Undead
IN FAN TRY
Beastmen
40
10/5
4
7+
Cossbow/Hand
40
7/5
2
6+
Handweapons
30
7/5
3
6+
Longbows
40
10/7
1
6+
when charged, fliers
Militia
30
7/5
2
6+
fliers
Mobs
10
10/7
1
7+
Muskets
50
7/5
3
6+
Pikes
40
7/5
4
6+
Yes
fliers
when charged
Yes
pikes
Yes
MB
PN
Yes
Special
when charged
Cav, Fliers, Mon,
when charged
cavalry, fliers,
monsters
monsters
Yes
Yes
Yes
MB
Yes
-1
Yes
Sq
Yes
-2
Yes
MB, Sq
Yes
Rangers/Jaegers
50
10/10
3
5+
Rifles
70
10/7
2
6+
Fliers,when charged
Sq
Yes
Skirmishers/Tir
20
10/7
1
6+
A, PN
Yes
Spears
30
7/5
3
6+
when charged, fliers
cavalry, fliers,
monsters
70
7/5
5
6+
Sword and
Pistol
CAVALRY
Cavalry: Heavy
40
12/5
4
6+
Cavalry: Light
40
15/7
2
6+
Fliers
Pikes, when
charged
+1
Spells, PN
-1
Yes
-1
Yes
-2
Yes
+2
Yes
*
Cavalry: Mtd
20
15/7
2
7+
Chariot: Heavy
40
15/7
3
6+
MB, *
Dragoons
70
15/7
4
6+
K nights
60
12/5
5
5+
Cyclics
30
Special
Dragons
100
15/7
9
5+
Yes
Leviathans
10 0
17/10
10
6+
Yes
G, MB, N C
Monsters: Large
80
12/7
8
7+
Yes
G, PN
Yes
Monsters: Small
60
15/10
6
7+
Yes
PN
Yes
Swarms
50
7/7
4
5+
Elemental: Air
70
25/25
4
3+
Elemental: Earth
70
7/7
6
5+
Yes
*
Elemental: Fire
70
10/10
5
5+
towns, woods
towns, woods
Yes
*
Elemental: Tree
70
10/10
5
5+
woods
woods
Yes
*
Elemental: Water
70
10/10
5
5+
marshes, water
marshes, water
Yes
*
Yes
NC, *
-3
fliers
+4
Yes
when charged
*
-3
Yes
Yes
+3
MO N STERS
Special Special
Yes
-1
cavalry
NC
Yes
PN , MB
ELEMEN TALS
Yes
*
SPECIALS
Blobs
60
7/7
5
4+
Fanatics
50
10/10
Special
5+
*
SPIRITS
Ethereals
30
10/10
Special
3+
Yes
*
Spirits: Lesser
60
20/20
8
4+
Yes
*
Spirits: Major
80
25/25
10
3+
Yes
*
Spirits: Minor
40
15/15
6
5+
Yes
Spirits: Tricksters
60
15/15
4
3+
*
*
MACHIN ES
Artillery: Heavy
40
7/0
1
6+
Artillery: Light
30
10/5
1
6+
Battlewagons
70
12/5
5
6+
Contraptions:1/2
30
10/5
*
6+
A, *
when charged, fliers
Yes
A
-2
+3
Yes
G, MB
N C, G, A, MF
NC = No characters may be attached, A = may attach, * = see rules, G = Grapple, PN = Poison, MF = Feared by monsters
Yes
15 mm Metric Rules Summary
Bowfire
# of Bow Units Firing
1
2
3
4
5
6
7
8
9
10
11+
1
-
-
-
-
-
-
-
-
D
D
K
2
-
-
-
-
-
-
D
D
D
K
K
3
-
-
-
-
D
D
D
D
K
K
K
4
-
-
D
D
D
D
D
K
K
K
K
1. Combat Results. Each side rolls a d10 and adds their respective combat factors to their rolls. If the two modified rolls
are the same, the combat is a draw. If the winner’s modified roll is greater than or equal to 2 times the loser’s, the loser is
destroyed. If the winner’s roll is between one and two times the loser’s, the loser is demoralized. Units that are demoralized twice
without rallying are pushed back the length of one base and become double demoralized. If a unit is demoralized a third time
without rallying it is destroyed.
2. Artillery results. Roll a d10. Artillery always hits on a 7+. If a hit is scored, roll an additional d10. On a roll of 7 or 8
the target is demoralized. On a roll of 9 or 10 the target is destroyed. Stone throwers do not require a clear line of sight to fire.
Cannons and light artillery require a clear line of sight to fire. Cannons add 1 to all damage rolls. Light artillery subtracts 1 from
all damage rolls, but may shoot and move in the same turn. Heavy artillery that has fired may not move for the remainder of the
game.
3. Follow-up moves. Infantry units except fanatics may follow up one base depth. All other units must follow up one
base depth. See rules for units subject to going out of control.
4. Spirits. Spirits are destroyed if their combat roll is less than their opponent’s. Spirits move as if they fly, but may be
contacted by ground units. Ethereals do affect fliers.
5. Undead. The undead version of anything subtracts 1.5 cm from its normal movement, subtracts 1 from all combat and
rally rolls (for traps), and automatically rallies all demoralizations at the end of the phase. Undead units of any type (summoned
or not) may be banished. All undead units are destroyed if all friendly characters are destroyed.
6. Character results. Roll a d10 for the losing character. A 1 - 3 is destroyed, a 4 - 6 is captured, and a 7 - 10 is escaped.
7. Character escapes. Roll a d10 for the character. On a 1 - 2 they are killed, a 3 - 8 they remain captured, a 9 - 10 they
escape.
8. Uphill combat. All units uphill of their enemy add 1 to their combat roll.
9. Cover. Any unit with any portion of its base in woods or towns is in cover. Any unit more than one base deep in
woods may not be targeted by bows.
10. Tricksters. Normal spirit combat unless opponent’s roll is twice (or greater) that of the trickster. When this happens
the trickster’s opponent is destroyed, and the trickster remains in play.
11. Parasitics. Subtract 1 from all combat and rally rolls of the afflicted unit.
12. Grapple. Both sides roll a d10. If the grappling side’s roll is higher, the target unit is grappled and becomes essentially trapped (for walls and ships, subtract 2 from CF).
13. Taunt. Target unit within 30 cm must make a rally roll. If failed, they must immediately move at its maximum rate
toward taunter.
14. Exploding Contraptions. Whenever a contraption is destroyed in melee, roll a d10. On a 5 - 10, the contraption
explodes. On a 1 - 4, nothing happens and the contraption is removed from play. If the contraption explodes, make a normal
artillery damage roll to determine the extent of the damage to the target unit or monster.
25mm Metric Reference Table
Point Movement Combat
Cost
Rate
Factor
Rally
+1 against
+2 against
In Difficult Charge
Support Fear
Terrain
Bonus
O ther
Undead
IN FAN TRY
Beastmen
40
20/10
4
7+
Cossbow/Hand
40
15/10
2
6+
Handweapons
30
15/10
3
6+
Longbows
40
20/15
1
6+
when charged, fliers
Militia
30
15/10
2
6+
fliers
Mobs
10
20/15
1
7+
Muskets
50
15/10
3
6+
Pikes
40
15/10
4
6+
Yes
fliers
when charged
Yes
pikes
Yes
MB
PN
Yes
Special
when charged
Cav, Fliers, Mon,
when charged
cavalry, fliers,
monsters
monsters
Yes
Yes
Yes
MB
Yes
-1
Yes
Sq
Yes
-2
Yes
MB, Sq
Yes
Rangers/Jaegers
50
20/20
3
5+
Rifles
70
20/15
2
6+
Fliers,when charged
Sq
Yes
Skirmishers/Tir
20
20/15
1
6+
A, PN
Yes
Spears
30
15/10
3
6+
when charged, fliers
cavalry, fliers,
monsters
70
15/10
5
6+
Sword and
Pistol
CAVALRY
Cavalry: Heavy
40
25/10
4
6+
Cavalry: Light
40
30/15
2
6+
Fliers
Pikes, when
charged
+1
Spells, PN
-1
Yes
-1
Yes
-2
Yes
+2
Yes
*
Cavalry: Mtd
20
30/15
2
7+
Chariot: Heavy
40
30/15
3
6+
MB, *
Dragoons
70
30/15
4
6+
K nights
60
25/10
5
5+
Cyclics
30
Special
Dragons
100
30/15
9
5+
Yes
Leviathans
10 0
35/20
10
6+
Yes
G, MB, N C
Monsters: Large
80
15/15
8
7+
Yes
G, PN
Yes
Monsters: Small
60
30/20
6
7+
Yes
PN
Yes
Swarms
50
15/15
4
5+
Elemental: Air
70
50/50
4
3+
Elemental: Earth
70
15/15
6
5+
Yes
*
Elemental: Fire
70
20/20
5
5+
towns, woods
towns, woods
Yes
*
Elemental: Tree
70
4/420/20
5
5+
woods
woods
Yes
*
Elemental: Water
70
4/420/20
5
5+
marshes, water
marshes, water
Yes
*
Yes
NC, *
-3
fliers
+4
Yes
when charged
*
-3
Yes
Yes
+3
MO N STERS
Special Special
Yes
-1
cavalry
NC
Yes
PN , MB
ELEMEN TALS
Yes
*
SPECIALS
Blobs
60
15/15
5
4+
Fanatics
50
20/20
Special
5+
Ethereals
30
20/20
Special
3+
Yes
*
Spirits: Lesser
60
37/37
8
4+
Yes
*
*
*
SPIRITS
Spirits: Major
80
50/50
10
3+
Yes
Spirits: Minor
40
30/30
6
5+
Yes
Spirits: Tricksters
60
30/30
4
3+
*
*
MACHIN ES
Artillery: Heavy
40
15/0
1
6+
Artillery: Light
30
20/10
1
6+
Battlewagons
70
25/10
5
6+
Contraptions:1/2
30
20/10
*
6+
A, *
when charged, fliers
Yes
A
-2
+3
Yes
G, MB
N C, G, A, MF
NC = No characters may be attached, A = may attach, * = see rules, G = Grapple, PN = Poison, MF = Feared by monsters
Yes
25 mm Metric Rules Summary
Bowfire
# of Bow Units Firing
1
2
3
4
5
6
7
8
9
10
11+
1
-
-
-
-
-
-
-
-
D
D
K
2
-
-
-
-
-
-
D
D
D
K
K
3
-
-
-
-
D
D
D
D
K
K
K
4
-
-
D
D
D
D
D
K
K
K
K
1. Combat Results. Each side rolls a d10 and adds their respective combat factors to their rolls. If the two modified rolls
are the same, the combat is a draw. If the winner’s modified roll is greater than or equal to 2 times the loser’s, the loser is
destroyed. If the winner’s roll is between one and two times the loser’s, the loser is demoralized. Units that are demoralized twice
without rallying are pushed back the length of one base and become double demoralized. If a unit is demoralized a third time
without rallying it is destroyed.
2. Artillery results. Roll a d10. Artillery always hits on a 7+. If a hit is scored, roll an additional d10. On a roll of 7 or 8
the target is demoralized. On a roll of 9 or 10 the target is destroyed. Stone throwers do not require a clear line of sight to fire.
Cannons and light artillery require a clear line of sight to fire. Cannons add 1 to all damage rolls. Light artillery subtracts 1 from
all damage rolls, but may shoot and move in the same turn. Heavy artillery that has fired may not move for the remainder of the
game.
3. Follow-up moves. Infantry units except fanatics may follow up one base depth. All other units must follow up one
base depth. See rules for units subject to going out of control.
4. Spirits. Spirits are destroyed if their combat roll is less than their opponent’s. Spirits move as if they fly, but may be
contacted by ground units. Ethereals do affect fliers.
5. Undead. The undead version of anything subtracts 3 cm from its normal movement, subtracts 1 from all combat and
rally rolls (for traps), and automatically rallies all demoralizations at the end of the phase. Undead units of any type (summoned
or not) may be banished. All undead units are destroyed if all friendly characters are destroyed.
6. Character results. Roll a d10 for the losing character. A 1 - 3 is destroyed, a 4 - 6 is captured, and a 7 - 10 is escaped.
7. Character escapes. Roll a d10 for the character. On a 1 - 2 they are killed, a 3 - 8 they remain captured, a 9 - 10 they
escape.
8. Uphill combat. All units uphill of their enemy add 1 to their combat roll.
9. Cover. Any unit with any portion of its base in woods or towns is in cover. Any unit more than one base deep in
woods may not be targeted by bows.
10. Tricksters. Normal spirit combat unless opponent’s roll is twice (or greater) that of the trickster. When this happens
the trickster’s opponent is destroyed, and the trickster remains in play.
11. Parasitics. Subtract 1 from all combat and rally rolls of the afflicted unit.
12. Grapple. Both sides roll a d10. If the grappling side’s roll is higher, the target unit is grappled and becomes essentially trapped (for walls and ships, subtract 2 from CF).
13. Taunt. Target unit within 60 cm must make a rally roll. If failed, they must immediately move at its maximum rate
toward taunter.
14. Exploding Contraptions. Whenever a contraption is destroyed in melee, roll a d10. On a 5 - 10, the contraption
explodes. On a 1 - 4, nothing happens and the contraption is removed from play. If the contraption explodes, make a normal
artillery damage roll to determine the extent of the damage to the target unit or monster.
Spell Book
Level 1
Wizard
Ship's Cook
Mason
Cleric
Shaman
Illusionary
Fear
Spyglass
Secret
Handshake
Bless/Curse
1
Tremors
Apoplexy
Grog Ration
Grog
Ration
Garlic
Tempest
Blast 1
Speed Potion
Speed
Potion
Invigorate
F og
Strength
Something
You Ate
Freeze
Strength
Heat
Stroke
Bolster
Vermin- Off
Camp
Smoke
Banish 1
Animate
Terrain
Freeze
Miracle
Corrode
Stink
Level 2
Wizard Necromancer Hydromancer
Planar
Illusionist
Cleric
War Cleric
Fire
Water
Earth
Summon
Trap
Set Fire
Deluge
Chasm
Blast 2
Summon 2
Hagfish
Paranoia
Dispell
Illusion
Disorient
Plague
Ink Cloud
Dominate
Illusionary
Army
Banish 2
Jihad
Mirror
Image
Zombies
Giant Clam Madness
Obstacle
Golden
Path
Righteousness
Flying
Teleport
Apparition
Grace
Freeze
Swimming
Planar
Ward
Bless/Curse
Intervention
2
Air
Target
Turbulence Fire Wall
Fire
Arrow
Rapids/
Burrowing
Ford
Sudden
Squall
Earth
Sense
Druid
Hive Queen
Summon
Wasp Nest
Trap
Awakening
of the Gnat Swarm
Woods
Green
Thumb
Medusa
Summon Spin Web
Swarm Termite Rot
Cocoon
Egg
Impregnation
Level 3
Banish 3
Wizard Necromancer Hydromancer
Planar
Illusionist
Blast 3
Open/
Close
Portal
Greatest Bless/Curse
Fear
3
Die
Summon 3
Elemental
Zombies 2 Freak Wave
Cleric
Banish 3
Sacrifice
Sacrifice
Ground
Ground
War Cleric
Air
Fire
Water
Earth
Freak
Wave
Quicksand
Ensure
Victory
Tornado Firestorm
Summon
Avatar
Air
Fire
Water Unstable
Elemental Elemental Elemental Ground
Druid
Archangel
Demon Lord
Summon Bless/Curse
Tree Spirit
3
Deadfall
Banish 3
Earth
Summon
Elemental Swarm
Sacrifice
Ground
Wizard Spells
Spell Type
Spell Name
Cost Effects of Spell
Level O ne
Psychology
Apoplexy
2
Blast 1
2
Bolster
2
Target unit (and attachments) may not move for the remainder of the phase.
Causes an automatic light artillery hit on target unit. Roll on the artillery damage
chart.
Adds a +2 CF to a gate or ram.
Illusionary Fear
2
Any one friendly unit causes fear for the remainder of the phase.
Stink
2
Target unit no longer receives or gives support bonuses.
Blast 2
4
Disorient
2
Mirror Image
4
Teleport
4
Blast 3
6
Die
6
Level Two
Causes an automatic artillery hit on target unit. Roll on the artillery damage
chart, adding +1 to the roll.
Target unit immediately makes a random move. Roll a D12. Using the unit's
front edge as 12 o'clock, move the unit its full movement allowance in the clock
direction indicated. If the unit goes off the board, it may return to play
anywhere on that board edge on its next movement phase. The return will cost
its entire movement for the phase. Random movement is subject to normal
movement restrictions, so the spell does not work on trapped units or on heavy
artillery units that have fired, etc. Nor does it affect units in fortifications,
City/Wall BBs, or crew in battlewagons.
Target unit immediately fights a round of melee with itself. The player owning the
target unit rolls for his unit, his opponent rolls for the image. Damage against the
image is ignored, but damage against the unit is implemented immediately and is
in addition to any other damage the unit may sustain.
Moves a target friendly unit (and attachments) anywhere on the playing area.
This includes units affected by apoplexy, and heat stroke. Does not work on
trapped units. Cannot move units into BBs ordinarily prohibited to their type or
into City BBs or fortifications.
Level Three
Causes an automatic heavy artillery hit on target unit. Roll on the artillery
damage chart, adding +3 to the roll.
Makes a character roll immediately at - 2 on the character results roll.
Wizard Spells, Cont’d
Spell Type
Spell Name
Planar Wizard
Level Two
Psychology
Psychology
Cost Effects of Spell
Paranoia
4
Blast 2
4
Dominate
4
Madness
4
Planar Ward
4
Target unit loses one level of morale: units made elite by bless become normal, normal units
become demoralized, demoralized units become double demoralized, double demoralized
units are destroyed.Does not affect undead, specials, units with an attached Bard, mob
groups with an Inquisition army standard, or units affected by Grog Ration.
Causes an automatic heavy artillery hit on target unit. Roll on the artillery damage chart,
add+ 1 to the roll.
Target uncontrolled planar denizen is dominated. Spell used this way can not be
opposed. Target spirit or blob in opponent's army may be dominated. Spell used this
way can be opposed. See discussion in optional planar gate rules.
Target unit immediately makes a random move, and immediately fights a round of melee
against any unit (friend or foe) it contacts. Roll a D12. Using the unit's front edge as 12
o'clock, move the unit its full movement allowance in the clock direction indicated. If the
unit goes off the board, it may return to play anywhere on that board edge on its next
movement phase. The return will cost its entire movement for the phase. Random
movement is subject to normal movement restrictions. Do not move trapped units, heavy
artillery units that have fired, units in fortifications, walls or city BBs, or ships but have
them immediately fight a round of melee with themselves, with the opposing player rolling
against them. Treat all damage normally. Does not affect undead, specials, units with an
attached Bard, mob groups with an Inquisition army standard, or units affected by Grog
Ration.
As long as it does not move, target unengaged unit may not be attacked by planar
denizens for the remainder of the game.
Level Three
O pen/Close Portal
Hydromancer
10 O pens or closes a Portal. See discussion in optional rules.
Level Two
Swimming
4
Rip Tide
2
Hagfish
4
Ink Cloud
4
Giant Clam
4
Target unit is given swimming or loses swimming for the remainder of the game.
Target unit is carried its full movement directly away from the caster. If carried off the
playing area, it may return to play anywhere on that board edge on its next movement
phase. The return will cost its entire movement for the phase. Does not affect trapped
units, heavy artillery units that have fired, units in City/Wall BBs, fortifications, or units in
ships.
A unit of parasitics is attached to target unit.
Target friendly unit may not be charged for the remainder of the phase, and any melee it
fights in this phase is automatically a draw.
A trap is deployed against any unengaged unit on the playing area.
Level Three
Water Elemental
6
Freak Wave
6
A water elemental is placed anywhere on the board within 3" of the Hydromancer or
within 3" of any water feature.
Unengaged target unit that is in/on a water feature (lakes, marsh, ponds, rivers, ocean, etc)
is destroyed.
Wizard Spells, Cont’d
Spell Type
Spell N ame
Illusionist
Level Two
Cost Effects of Spell
Dispell Illusion
2
Illusionary Army
4
Illusionary O bstacle
3
Illusionary Target
4
Spell is cast against target unit or obstacle; if it is an illusion, it is automatically dissipated.
An illusionary unit of the same type as a non- illusionary friendly unit on the board is
summoned. See Magic section for a discussion on illusions.
A 3 inch by 1 inch obstacle is summoned. O bstacles block all movement and line of
sight for any two adjacent movement levels (for example ground and flying). Illusionary
obstacles stay in place until contacted by an enemy unit. The enemy unit must stop as
soon as it contacts the obstacle, and take a leadership test. If the leadership test is
passed, then the illusion dissipates. If it fails, the unit can not attempt to cross again until
the obstacle is dissipated. See magic section for a discussion on illusions.
Missiles, artillery, mines or magic directed against a target friendly unit or BB, really hit
an illusionary target instead. For example, if Firestorm is successfully cast against a unit,
and Illusionary Target is immediately subsequently successfully cast, then the target unit is
not destroyed.
Level Three
Psychology
Greatest Fear
Illusionary Enemy
Target unit takes a rally test. If it fails, the unit flees off the board and is destroyed. If it
passes, unit turns 180' and moves it full movement allowance. Does not affect spirits,
6
undead, specials, units with attached bard, mob groups with inquisition army standard,
or units affected by grog ration. Does work on units in structures.
An illusionary army (of the same type as the friendly unit) is summoned on the flank or
rear of an enemy unit that is in melee with a friendly unit. Five points summon two units
4/X on the flank or rear, and six points summon three units on the flanks and rear.
Illusionary enemy armies must be maintained as normal, but automatically dissipate at the
conclusion of the original melee.
Necromancer Spells
Spell Type
Spell Name
Necromancer
Level Two
Psychology
Apparition
Psychology
Plague
Summon 2
Zombies 2
Cost Effects of Spell
Target unit loses one level of morale: units made elite by bless become normal, normal units
become demoralized, demoralized units become double demoralized, double demoralized units are
4
destroyed. Does not affect undead, specials, units with an attached Bard, mob groups with an
Inquisition army standard, or units affected by Grog Ration.
All non- demoralized enemy units adjacent to any demoralized enemy units become demoralized.
4 Does not affect undead, spirits, specials, units with an attached Bard, mob groups with an
Inquisition army standard, or units affected by Grog Ration.
2 points - summons/unsummons an undead mob. 3 points - summons/unsummons undead
2/3/4 mounted. 4 points - summons/unsummons undead handweapons, spears, or ethereals. Unit
appears within 3" of necromancer
2 points - enemy infantry/cavalry becomes part of necromancer's army for one phase. 3 points 2/3 enemy unit becomes part of necromancer's army for one phase, or one infantry/cavalry unit
becomes part of necromancer's army for one turn. Doesn't work on spirits or specials.
Level Three
Summon 3
Zombies 3
4/5 5 - summons/unsummons undead heavy cavalry. 4 - summons/unsummons swarm.
Enemy unit becomes part of necromancer's army for one turn, or enemy infantry/cavalry unit
6
becomes part of necromancer's army permanently. Doesn't work on spirits or specials.
Cleric Spells
Spell Type
Cleric
Spell Name
Cost Effects of Spell
Level One
Banish 1
2
Bless/Curse 1
2
Garlic
2
Invigorate
2
Miracle
3
One undead infantry/cavalry unit is destroyed.
Target unit takes a rally test. If successful, normal units become elite, demoralized units become normal, double
demoralizedunits become demoralized. If a unit made elite by bless is demoralized, it loses its elite status and becomes
demoralized. Curse causes a unit to lose one level of morale. Target unit takes a rally test. If successful, units made elite
by bless become normal, normal units become demoralized, demoralized units become double demoralized, and double
demoralized units are destroyed. Does not affect undead, specials,spirits, units with an attached Bard, mob groups with an
Inquisition army standard, or units affected by Grog Ration. Bless does not affect the bowfire rating of a unit, only CF and
RF.
Target unit ignores damage from any undead unit for the remainder of the phase.
One friendly unit can immediately make an extra move. Extra movement is subject to normal movement restrictions, so
the spell does not work on trapped units or on heavy artillery units that have fired, etc. Movement is in addition to the
unit's regular movement in its movement phase.
Any melee fought by the target unit is a draw for the remainder of the phase. Cancelled by Ensure Victory on same melee.
Strength
2
Adds +1 to target unit's CF.
Banish 2
4
One undead monster, war machine, ethereal, or minor spirit is destroyed.
Bless/Curse 2
4
Same as Bless/Curse, 1 except no rally roll is required.
Golden Path
3
Target unit may withdraw immediately from melee. Does not affect trapped units.
Banish 3
6
One undead dragon, lesser spirit, protective spirit, or major spirit is destroyed.
Bless/Curse 3
6
Ground
6
Sacrifice
6
Same as Bless/Curse 2, except it affects two adjacent units.
All army and personal magic pools are set to 0 for the remainder of the turn. The personal magic pools for mad scientists
and TA's are not affected.
Target enemy unit is destroyed. Spell requires preparations, and the sacrifice of a unit or offerings. See discussion in
magic section.
Level Two
Level Three
War Cleric
Level Two
Grace
4
Automatically rallies one friendly unit- maximum of two levels.
Intervention
2
Lets caster add or subtract 1 from any friendly roll, but is cast before the roll to be modified.
Jihad
4
Turns one friendly unit into fanatics for the remainder of the phase.
Righteousness
4
All friendly charging units this phase gain a +1 cf bonus and cause fear. Can only be attempted once per turn and at the
beginning of the war cleric's movement phase. Casting the spell counts as his entire movement.
Ensure Victory
5
Automatically sets one melee result as a win sufficient to demoralize the enemy but not destroy them. All normal melee
results apply. Cancelled by Miracle on same melee
Summon Avatar
8
Summons a major spirit within 3 inches of the war cleric.
Level Three
Shaman Spells
Spell Type
Spell Name
Shaman
Level One
Psychology
Earth Shaman
Cost Effects of Spell
Tremors
2
Tempest
2
F og
2
Heat Stroke
2
Animate Terrain
2
Corrode
2
Earth Sense
2
Target unengaged unit, in fortifications or city or wall BB, or in any terrain except water features, can not move this
phase, and must pass an immediate rally test or go demoralized. If cast on a unit in open ground, the unit must pass an
immediate rally test or go demoralized. If cast on a unit in melee, all units in the melee must pass an immediate rally
test or go demoralized. Does not affect specials, spirits, units with an attached Bard, mob groups with an Inquisition
army standard, or units affected by Grog Ration.
Target unit is carried its full movement directly away from the caster. If carried off the playing area, it may return to
play anywhere on that board edge on its next movement phase. The return will cost its entire movement for the
phase. Does not affect trapped units, heavy artillery units that have fired, units in fortifications, or crew in battlewagons.
Fliers may not attack ground units for the remainder of the phase.
Target unit (and attachments) may not move for the remainder of the phase.
Choose a pieceof terrain other than City/Wall BBs or fortifications. The terrain (having a CF of 3) immediately fights a
melee with any one target unti with any part of its base in the terrain.
Target metal/wood City BB, Wall BB, Ship BB, gate, chariot or war machine unit takes one damage/demoralization
marker.
Target brick/stone City BB, Wall BB, or Ship BB takes one damage marker, or one non- permanent damage marker is
removed. Caster must announce whether this is an offensive or healing spell.
Level Two
Burrowing
4
Chasm
4
Target unit (if of an allowed type) is given burrowing or loses burrowing for the remainder of the game.
A 3" chasm, which is impassible for ground and burrowing units, is placed within 6 " of the earth shaman or an open
chasm is closed. If the chasm runs through a unit, the casting player determines to which side of the chasm the unit
moves. Chasm may only be placed on open ground.
Level Three
Air Shaman
Earth Elemental
6
Quicksand
7
An earth elemental is placed anywhere on the playing area within 3 " of the earth shaman. Also unsummons any
elemental type.
Target unengaged unit in open terrain is destroyed.
Unstable Ground
Level Two
Summon Trap
6
No units in open terrain may move this phase.
4
A trap is deployed against any unengaged unit on the playing area.
Flying
4
Target unit (if of an allowed type) is given flying or loses flying for the remainder of the game.
Turbulence
4
No flying units may move for the remainder of the phase.
Freeze
2
Target unit subtracts 1 from its CF for the remainder of the phase.
Air Elemental
6
An air elemental is placed anywhere on any playing area edge. Also unsummons any elemental type.
Tornado
6
Target unengaged flying unit is destroyed.
Deluge
2
Target unit (and attachments) may not move for the remainder of the phase, or one fire is put out.
Rapids/Ford
2
Target stream/river/marsh becomes impassable, or target water feature becomes passable (open ground).
Sudden Squall
4
Target unit or BB cannot fire missiles or artillery, or cast magic for the remainder of the phase.
Freak Wave
6
Water Elemental
6
Target unengaged unit in/on water is destroyed.
A water elemental is placed anywhere on the playing area within 3" of the water shaman or 3" of any water feature.
Also unsummons any elemental type.
Level Three
Water Shaman Level Two
Level Three
Fire Shaman
Level Two
Fire Arrow
2
Fire Wall
4
Set Fire
4
Target unit with missile fire adds 1 to its missile fire roll, or target artillery unit adds 1 to its damage roll this phase.
A 3" fire wall, which is impassible for ground and flying units, is placed within 6 " of the fire shaman or a fire wall is
removed. If a firewall runs through a unit, the casting player determines to which side of the fire wall the unit moves.
Chasm may only be placed on open ground.
Target BB rolls on the Fire Results table (see Fire rules) or on fire on target BB is put out.
Level Three
Fire Elemental
6
Fire Storm
8
A fire elemental is placed anywhere on the playing area within 3 " of the fire shaman. Also unsummons any elemental
type.
Target unengaged unit in open terrain or flying is destroyed.
Shaman Spells, Cont’d
Spell Type
Spell Name
Druid
Level Two
Cost Effects of Spell
Summon Trap
Awakening of the
Wood
Green Thumb
4
A trap can be deployed against any unengaged unit on the playing area.
4
No units in woods or forests may move for the remainder of the phase.
4
A 1" by 3" line of trees is placed within 6 " of the druid. Cannot be cast on open terrain.
Summon Swarm
4
A swarm appears anywhere on the board. Also unsummons any swarm.
Deadfall
6
Summon Tree Spirit
6
Target unengaged unit in woods or forest is destroyed.
A tree elemental is placed anywhere on the playing area within 3 " of the druid or within 3" of a wood or forest. Also
unsummons any elemental type.
Level Three
Ship’s Cook Spells
Spell Type
Spell Name
Cost Effects of Spell
Level One
Camp Smoke
1
Grog Ration
2
Something You Ate
4
Speed Potion
2
Vermin- Off
2
Target friendly unit makes a rally roll. If successful, unit may withdraw from melee (like LC).
Target unit does not have to take fear tests and is not affected by psychology spells. The target friendly unit also adds
1 to combat rolls against monsters. The effects of the spell last until the unit is demoralized.
A unit of parasitics is attached to target unit. Does not affect spirits.
One friendly unit can immediately make an extra move. Extra movement is subject to normal movement restrictions, so
the spell does not work on trapped units or on heavy artillery units that have fired, etc. Movement is in addition to the
unit's regular movement in its movement phase.
Target unit ignores damage from swarms for the remainder of the phase.
Masonic Spells
Spell Type
Spell Name
Cost Effects of Spell
Level One
Spyglass
1
Grog Ration
2
Secret Handshake
2
Speed Potion
2
Laudanum
2
Target unit adds one to missile fire rolls and +1 to artillery to- hit rolls.
Target unit does not have to take fear tests and is not affected by psychology spells. The target friendly unit also adds
1 to combat rolls against monsters. The effects of the spell last until the unit is demoralized.
Enemy infantry/cavalry becomes part of mason's army for one phase.
One friendly unit can immediately make an extra move. Extra movement is subject to normal movement restrictions, so
the spell does not work on trapped units or on heavy artillery units that have fired, etc. Movement is in addition to the
unit's regular movement in its movement phase.
Sunbtracts 1 from enemy CF.
Hive Queen Spells
Spell Type
Spell Name
Hive Queen
Level Two
Psychology
Cost Effects of Spell
Coccoon
2
Medusa
2
Target unit (and attachments) may not move for the remainder of the phase.
Attach a cyclic egg unit to the target unit. The target unit then moves at one half its normal rate. During the casting
player's "deploy cyclics" phase, the casting player rolls a D10. On a 7 or 8, the target unit becomes demoralized from
the pain of the eggs growing within. On a 9 or 10, the target unit is destroyed and mid- phase cyclics (hand weapon
equivalents) emerge from there desiccated bodies. The cyclic eggs do not morph until this happens. Deploy these
cyclics in the spot left by the destroyed unit. May be attempted only once per turn. Does not effect specials or spirits.
Target unit immediately makes a random move. Roll a D12. Using the unit's front edge as 12 o'clock, move the unit its
full movement allowance in the clock direction indicated. If the unit goes off the board, it may return to play anywhere
on that board edge on its next movement phase. The return will cost its entire movement for the phase. Random
movement is subject to normal movement restrictions, so the spell does not work on trapped units or on heavy artillery
units that have fired, etc. Nor does it affect units in fortifications, or units in City BBs, Wall BBs, or Ship BBs.
Target unit must take a rally test. If failed, unit loses one level of demoralization.
Egg Impregnation
6
Gnat Swarm
2
Spin Web
4
A trap is deployed against any unengaged unit on the playing area.
Termite Rot
2
Causes an automatic artillery hit on target war machine or chariot unit, or wooden City BB, Wall BB, or Ship BB.
Wasp Nest
2
Target unengaged unit immediately fights a round of melee with tiny minions of the hive queen (CF = 3).
The Morale Clock
1
2
3
4
5
6
7
8
9
10
Fantasy Rules! Tracking Sheet
The Army Magic Pool
1
2
3
4
5
6
7
8
9
10
Personal Magic Pools
1
2
3
4
5
6
1
2
3
4
5
6
1
2
3
4
5
6
L1
L1...L2
L1...L2...L3
1
2
3
4
5
6
1
2
3
4
5
6
1
2
3
4
5
6
Enemy Units Demoralized This Phase
1
2
3
4
5
6
7
8
9
10
7
8
9
10
Enemy Units Destroyed This Phase
1
2
3
4
5
6
FR3 Index
A
Air Breathing
Alchemists
Anti-heroes
Army Standard
Archangels
Artillery
Assassins
Assault Craft
Attachment
Bonuses
B
Barbarian/Fearless
Bards
Bases
Battle Wagons
Beastmaster
Beastmen
Blobs
Bodyguard
Bombs
Burrow
C
Camps
Characters
Attachment
Basing
Captured
Challenge
Combat
Individuals
Magic
Movement
Results Roll
Unit
Chaos Anomalies
Charging
Bonus
Cities
Clerics
Climb
Column Movement
Contraptions
Control
Countercharge Bonus
Cover and Concealment
Cyclics
D
Damage
Demon Lords
Demoralization
Advanced
Denizens
Depth Charge
Destruction
Dicing
Difficult Terrain
Dragons
Dragoons
Dis-engagement
E
Elementals
Enchanted Terrain
Engagement
Dragon Breath
Elites
Engineers
Exceptional Armor
Exceptional Weapon
Ethereals
74
44
94
76
45
15, 64
41
64
6
33
75
41, 51
5
63
44
56
60
77
74
24, 74
65
39
39
5
40
40
40
40
41
39
39
40
90
25
34
96
75
21
63
28
34
18
59
7
45
7
9
90
74
7
8
34
59
58
26
59
90
25
18
65
45
77
77
60
F
Facing in Melee
Facing Changes
Fade
Return to Play
Familiar
Fanatics
Fast move
Fear
Fire
Flank attacks
Flanking Forces
Fly
Fools
Follow-up Movement
Formation Changes
Fortifications
Forward Arc
G
Gates
General
Grapple
Groups
H
Handguns/Crossbows
Handweapons
Healers
Heavy Armor
Heavy Cavalry
Heavy Chariots
Heroes
Hive Queens
Holy Handgrenade
Hot Oil/ Tar
I
Illusionists
Infantry Square
Innate Magic
Interpenetration
L
Ladders
Large Monsters
Lesser Spirits
Levels of Operation
Leviathans
Longbows
Light Cavalry
Line-of-Sight
M
Magic
Casting Order
Casting Spells
Dispelling
Example
Morale Clock Use
Mad Scientists
Magical Barriers
Magic Ability
Magic Power Pools
Magic Ward
Major Spirits
Marines
Mark of Evil
Masons
Mechanics
Melee
Resolution
Mines
Minor Spirits
Militia
Missile Fire
Bonuses
Results
Mobs
35
20
77
14
77
60
74
30
9
33
91
24, 34, 74
45
35
22
95
6
97
41
73
5
56
57
44
74
58
58
41
45
77
99
43, 51
30
54, 77
24
99
59
61
28
56
58
15
51
50
50
53
51
46
52
42
49
76
62
56
77
45
45
33
33
74
61
56
15
18
17
57
M (Cont'd)
Mounted
Movement
Movement Limitations
Special Considerations
Muskets
Multi-player rules
N
Napoleonic Artillery
Necromancers
Nulls
O
Omens
Oblique Movement
Offerings
Over-Pursuit
P
Paralyzing Gaze
Parasitics
Pavisiers
Pikes
Pike Blocks
Planar Entities
Planar Gates
Planar Wizards
Poison
Pre-game actions
Pre-measurement
Protection From Magic
Protective Spirits
Purchasing Units
R
Rally
City/Wall BBs
Rams
Range
Rangers
Rear attacks
Rifles
Rocks and Bottles
Rotation
S
Sacred Sites
Sacrifice
Scouting
Seers
Shamans
Ship's Cooks
Ships
Siege Towers
Skirmishers
Small Monster
Spears
Stakes
Stored Spell
Storming
Sub-commanders
Superheroes
Support
Swarms
Swim
Sword and Pistol
T
Taunt
Thieves
Throwing Weapons
Terrain Effects
Terrifying Mounts
Tortoise/Shieldwall
Tournaments
Transports
Traps
Tricksters
Turn Order
58
19
18
31
57
13
75
43
44
91
20
57
30
95
62
57
57
66
92
92
94
94
91
8
75
75
6
14
14
99
15
57
33
57
99
20
90
51
91
92
43
44
70
99
58
59
57
74
76
100
41
41
33
59
24, 74
58
78
94
18
24
75
74
12
74
62
62
6
T (Cont'd)
2 x 2 Multi-based Units
U
Undead
Units
V
Villages
W
Walls
Damage
Height
Materials
Thickness
Walls, Towers, Keeps
War Clerics
Water Breathing
Wet Hides
Wheeling
Witch Hunters
Wizards
Z
Zone of Control
67
65
5
95
96
97
98
98
98
96
43
74
99
20
43, 51
43
8