Legions of Battle Playtest Rules
Legions of Battle Playtest Rules
Legions of Battle Playtest Rules
Introduction
1
Getting stated 2
Rules
Figures
Tiebreaker rule
Troop statistics 3
Types of units
The stat line
Zero rated stats
Armour
Weapons
Mounted troops
Front, flank & rear
Command stands
Light troops
Forming units
Columns & lines
Setting up
6
Deployment
Light troops deployment
Number of turns
Terrain placement
Rivers & roads
Restricted terrain
Compulsory terrain
Terrain attributes
Turn order
9
Initiative phase
Magic phase
Charge phase
Move & fire phase
Combat phase
End turn phase
Initiative
11
Movement
12
Normal movement
Wheeling
Doubling
Retire
Reform
Charge
Evade
Rough going
Obstacles
Impassable terrain
Shooting
16
Line of sight
Firing arc
Hills & LOS
Range
Roll to hit
Roll to wound
Splitting fire
Defensive fire
Casualties
Moving & firing
Shooting at characters
Characters & SSU firing
Declaring targets
Casualties
20
Multi stand units
Characters & SSU
Unsteady effects & recovery
Close combat
21
Contacting the enemy
Flank & rear contact
Number of stands in melee
Support attacks
Fighting on two fronts
Initiative
Roll to hit
Combat to hit modifiers
Roll to wound
Applying damage
Winner & loser
Break tests
Multiple opponents
Change face after melee
T&L tests
28
Character T&L effects
Terror T&L
Warband T&L
Magic T&L
Modifying T&L
Traits & weapons 29
Single stand units
33
SSU movement
SSU firing
SSU combat
SSU T&L & break tests
SSU & unsteady
SSU & characters
SSU base size
SSU light troops
Light troops
34
Movement
Rough going & obstacles
Passage of lines
Stat line
Evade
Characters
Support
Deployment
Figures
War machines 35
Indirect fire
Range
Characters
36
Movement
Firing at
In combat
Break tests
T&L tests
Unaffected by characters
Flying & aquatic 39
Flying movement
Flying combat
Flying missile fire
Ground movement
Aquatic
Special movement evade
Battle magic
40
Mages in battle
Planes of magic
Mage levels
Mana
Spells
Casting the spell
Dispelling spells
Mages & armour
Magic items
Spell lists
43
Spell descriptions
Magic missile spells
Lasting spell effects
Aura spells
The heavens
The earth
The underworld
The battlefield 47
Terrain features
Impassable terrain
Arcane terrain
Victory & defeat 48
Army points value
Casualties caused
Battlefield control
Victory level
Scenario specific rules
Points system 50
Statistic cost
Armour & shield cost
Missile weapons cost
Traits & Abilities cost
Magic & mana cost
Designing army lists
Mounted troops
Army building
Troop categories
Troop statistics
Army lists
Fantasy worlds
Figure scales
Magic items
54
Banners
Weapons
Armour & shield
Scrolls
Potions
Staffs
Arcane items
Designing items
Points cost
Fast play sheet 56
Counters
58
52
Introduction
Legions of Battle are a set of Fantasy wargame rules designed
to allow you to fight epic battles between a vast array of
fantastic creatures and races.
While a lot of the examples are designed around a generic
background the rules themselves can be tailored to suit any
fantasy setting. The game system is designed to allow you to
create and field any troops that you like, limited only by your
imagination and figures available.
The basic game mechanics themselves are simple to pick up
and play, this allows special units, characters, abilities and
magic to be added without slowing the game down to a crawl.
Alternate activation phases within a turn means that players on
both sides are kept involved and the game is perfectly suited to
large battles with multiple players per side.
The basing system has been designed so that fantasy armies
used for other rule systems can be fielded without any need to
rebase figures.
Throughout the rules youll find lots of examples that help to
explain and clarify the game mechanics. These examples play
an important part in showing how the rules work and if you are
planning on fighting a battle but do not have time to read the
entire book skimming the examples would be handy.
The design concept pits units against each other rather than
individual figures and this is reflected in the mass battle feel
that the rules have. After all 100 Goblins fighting against 80
Dwarfs is hardly an epic battle so using individual figures
and skirmish game mechanics as the basis for a mass battle
system makes little sense.
THANKS!
Thank you to Ronnie and Josh
at Mantic Games who kindly
sent me all of the figure images
used in these rules.
www.manticgames.com
Geting Started
Rules
There are three levels to the Legions of Battle rules. The first
is the basic rules, these apply in the vast majority of cases and
you could play a quite satisfactory game using just this section.
The basic rules cover movement, combat, firing and morale.
For your first game it may be a good idea to play through a
simple game using only the basic rules. Characters, magic,
monsters, special skills and abilities can be added later.
The second part is the advanced rules which add more detail to
the units plus characters, traits, monsters, magic and so on.
The final section is for special rules that apply to certain
specific creatures, heroic abilities or magic items. These are
generally unique items or skills that apply to an individual.
They are mainly used in army generation when creating
specific units, creatures or characters and can often be found
as rules for magical items.
The advanced rules take precedence over the basic rules and
the special rules take precedence over the advanced rules.
As an example the basic rules state that a break test is carried
out when one side has lost close combat. This test is modified
by the difference in the combat resolution.
The Stubborn ability states that the losing unit always uses its
unmodified T&L value when the opponent attempts to see if it
is broken. As this is an advanced rule it supersedes the basic
one.
The Banner of Despair description states that a unit carrying
it will automatically break any enemy that loses to it in melee
with no roll required. This is a special ability and would take
precedence over the basic and advanced rules regarding break
tests.
Figures
As well as this set of rules youll need some figures to play
with. Because of the stand based game mechanics it does not
matter the scale of these but all of the examples in this book
use 28mm figure bases sizes as that is what I happen to own!
The rules suit 15mm very well and 40mm frontage stand sizes
are pretty standard for this scale of ancient and fantasy armies.
Individual figures will make up stands, these stands will make
up units and these units will make up armies. A points system
lets you fight balanced games and is used to calculate the
relative worth of one stand, character or unit compared to
another.
There are starting guidelines in the army creation chapter on
page 52. To create a complete army you can easily use these
rules to design your own units, races & armies.
Tiebreaker Rule
At some point in the rules there will be contradictions within the
Basic, Advance and Special categories. With so many abilities
as well as the possibility of home grown additions, items and
skills this is pretty much unavoidable.
To cope with these situations there is the Tiebreaker rule. A
Roll of 1-3 and situation A applies, a roll of 4-6 and situation
B applies.
In fact you can pretty much use this rule for any awkward
situation that crops up in a game. Whether it is a rules that is
not covered, a contradiction or just something that you cant
quite remember but dont want to stop the game to look up.
Dont forget that the advanced rules take precedence over
the basic rules, special rules take precedence over both the
advanced and basic rules but common sense should take
precedence over all!
Lets face it, we have all been involved in games that have
stopped dead because two players cant agree whether a
+1 should apply or not.
Some of the rules are bound to clash, some really
awkward situations are not going to be covered or youre
just not going to be able to find the damned rule that you
know is here somewhere!.
The tiebreaker rule is there to keep the game moving,
there will be plenty of time to devise house rules after the
figures are back in their boxes.
Troop Statistics
Types of Units
There are three distinct types of units in Legions of Battle Characters, Multi Stand Units and Single Stand Units. Each
of these will have its own specific rules but on the whole they
follow the standard game rules given here.
40mm by 40mm
stands showing a
monster stand and a
formed stand.
MV
Cs (A)
Ms (A)
Mt
Pr
Wd
TL
5 (3)
- (-)
Zero rated combat skill means that the unit may not make any
attacks in close combat and in addition it will automatically be
hit by any enemy that attacks it - no die roll is required.
Zero rated Might means that the stand has no chance to wound
the enemy in close combat though special attacks can cause
effects other than wounds.
Zero rated Protection means that any hit applied against the
unit will automatically cause a wound with no die roll required.
Wounds may not be zero rated - without any wounds at all
a stand would not exist! Even inanimate objects such as
buildings, doors or walls will have a number of wounds.
Training and Leadership may be zero rated. Any T&L roll will
always fail and any break test roll against this units T&L will
always succeed. A T&L of zero does not stop the unit using the
T&L of nearby characters as usual.
Armour
Armour can be added to increase the protection of various
troop types. Effectively troops are starting with a basic
toughness and adding armour to increase their protection.
A Troll is tougher than a Goblin and they will have different
starting Protection values but if you give either of them a shield
it will simply add +1 to their PR stat.
As an example a Norse Dwarf warrior with no armour or shield
has a basic protection of 5. If we add a shield and medium
armour his protection increases by 3 points to 8 and this is the
value that the unit would have on its stat line.
Supposing he was a Dwarf Huscarl instead, his basic
protection or toughness without armour would be a 6 rather
than 5, this would give a final PR of 9 in medium armour and
shield.
Weapons
Like armour, weapons are added to the basic statistics of
troops, some weapons will add special abilities to a stand,
others simply allow it to make an attack in close combat. All
weapons are detailed on the stat line but not all of them will
add any special rules or abilities.
For example a human ranger has a bow and sword as his
weapons. The bow will have a specific range and effectiveness
but the sword is just listed as a hand weapon that has no
specific rule associated with it.
Unlike armour the weapon details and effects are not added
directly to the stats of the stand. Instead it is up to the players
to keep track of the various weapons and the bonuses or
penalties that may apply. For example Great Weapons add +1
to the wound roll but this is not indicated on the stat line, rather
it is shown by the Great Weapons entry in the notes section.
Mounted Troops
The stats given are for the entire stand. If it is a single figure or
character then they are obviously for just that figure but when
there are multiple figures on a base the stats still apply to the
stand - not each figure on it.
When it comes to mounted troops the basic stats may be
altered to reflect the extra ability that being mounted gives to
troops. The stat line still shows the details for the entire stand,
not the rider and the mount separately.
Depending on the type of mount they may add to Might,
Protection, Attacks, Movement and even Combat Skill. More
details are given in the army list and points chapters.
The values for the mount are added at the design stage and
the unit stat line, as well as its points cost, will show the total
values for the riders and mounts combined.
MV
Cs (A)
Ms (A)
Mt
Pr
Wd
TL
6 (4)
- (-)
PR Bonus
+1
+2
+3
+1
+1
+2
Each unit will have a front, flank and rear, this applies to multi
stand units, single stand units and characters. The facing
is important to determine a units charge arc, whether it is
attacked in flank or rear, who it may choose to shoot at and so
on.
Some traits or weapons may not apply bonuses to all the
facings of a unit. It is up to players to make sure that any trait
applies when a unit is contacted in the flank or rear.
Command Stands
Single stand units (SSU) are, not surprisingly given the name,
made up of just one stand. This could represent a single
Dragon, a war Machine and crew or a host of ghosts.
FRONT
FLank
Flank
Rear
Light Troops
4 stands
in line.
6 stands in line.
4 stands
in column
6 stands
in column
Forming Units
Each multi stand unit is made up of four or six stands. The
army lists and design chapters determine whether a unit can
be created with 4 or 6 stands. It is mostly left to the players
to decide but some certain units may be restricted. It is these
units that form the blocks that you control on the battlefield.
Setting up
Deployment
Unless a specific scenario states otherwise the basic
deployment rules for the game are as follows.
Both sides will set up the battlefield terrain according to the
rules later in this chapter and then roll randomly to see on
which side of the table they deploy.
Both players then roll randomly to determine who places the
first unit or character. They then place one unit or character
anywhere in its deployment zone. The other player then does
the same by deploying any one of his units or characters in his
deployment zone. The first player then deploys another unit
and or character so on until both sides have deployed all of
their troops.
Each character, multi stand or single stand unit counts as one
piece for placement purposes.
In all of these cases there must be enough space to fully
deploy the unit or character. You are not allowed to change
the position, facing or formation of something once it has been
deployed unless a specific rule or trait states otherwise.
Some troops may not have to be deployed on table because of
special traits or abilities, in this case the owning player states
that they do not have to be placed on table but this will count
as a unit deployment.
3"
Number of Turns
Rather than having a set number of turns there is a chance that
the battle will end after a certain number of turns have passed.
This has the advantage of ensuring that neither side can know
exactly when things will come to an end and avoid last turn
tactics.
At the end of the sixth turn roll 1D6, if the score is one then
the game ends immediately, if not it carries on into the seventh
turn. At the end of the seventh turn roll a D6, if the score is one
to five the game ends, if not then it carries on into an eighth
turn. The game will end at the end of the eighth turn, there is
no die roll required.
Terrain Placement
3"
12"
3"
12"
Side B Deployment
Basically you dont just have to settle for lining your troops
up and charging at each other every time you play.
3"
Side A Deployment
3"
3"
Terrain (2D6)
2*
River or stream plus one bridge or ford per area. Roll 1D6 1-2 = impassable river, 3-6 = stream.
3*
Village of D3+1 houses plus a road from this village to a random board edge.
4*
Steep hill with 1D3 sides as impassable terrain. Roll 1D6 1 = small, 2-5 = medium, 6 = large
Rough ground, scrub, rocks. Roll 1D6 1-3 = blocks Line of Sight, 4-6 does not block LOS.
Marsh, bog, fen or swamp, roll 1D6 1 = small, 2-5 = medium, 6 = large
10*
Building and field bounded by hedges, fences, walls. Farm, Church, Witches House etc.
11*
12*
Fort or tower plus road to random board edge. Roll 1D6, 1-4 on a Medium Hill, 5-6 a large hill.
* Each of these terrain features should only occur once on the battlefield. Re-roll if they come up twice.
Terrain is placed by both players before determining on which
side of the table they will deploy their forces.
These rules use a random terrain placement system. To
do this you will need to divide the table into sectors. For an
average 6 foot by 4 foot table this would be six 2 foot squares,
the size is not particularly important but it will determine the
maximum number of terrain pieces your table will have.
For each sector roll 1D6 - if the total is 1-4 then that area will
hold one piece of terrain - you should then roll on the terrain
table to see what is actually there.
Players should take it in turns to roll for sectors - the player
rolling the dice gets to place the terrain piece if there is one in
that area. Apart from rivers and roads the terrain piece must fit
entirely within its sector. There are no restrictions with regard
to proximity to the edge of the table or other terrain pieces.
It is only once all terrain has been rolled for and placed that the
players should roll to see which side they deploy their troops.
This restricts the ability to place bad terrain in your opponents
deployment area on purpose.
The terrain table should really just be used as a guideline.
If it brings up something that doesnt look right, you dont
have the scenery for or you just think will make a crap game
then feel free to ignore it completely!
Having said that a game with really awkward terrain can be
a nice change and present both sides with a challenge.
Terrain Attributes
The table above has been broken down into 6 sections, each
2 foot by 2 foot. The first roll is made for location A and there
is a terrain feature which comes up as a 2 meaning there is a
river or stream, a further roll of 5 gives a stream.
The players then need to decide where the stream will flow
from and where to. Area A has 2 sides that it could enter
the board so simply roll a D6 with 1-3 one side, 4-6 the other.
In this case it enters from the top as we look at the diagram
above.
To decide where it will exit the board the players allocate the
numbers 1 to 5 to areas B to F respectively and simply roll a
D6. The result is a 4 so the stream will flow from A to E and
there is only one edge that it may exit from in area E.
The player that initially rolled the 2 for the stream may decide
which area it passes through on its way from A to E. This could
either be through section B or D but it must take the path with
the least number of areas so could not go a meandering route
via C and F for example.
In this case the stream plots its course through A, B and E as
shown in the diagram. Each section that the river or stream
passes through has a bridge or ford placed - again by the
player that initially rolled the 2.
This concludes the placement for the stream, there may be
no more river sections on this battlefield. The terrain rolls for
sections A, B and E are carried out as normal and they may
contain other terrain features as well as the stream.
It is worth noting that A has another roll made for it to see if it
contains terrain features in addition to the river.
Restricted terrain
On the terrain table some of the numbers are followed by an
asterisk. This means that there should only be one instance
of that terrain type on the battlefield and the number should be
re-rolled if it has already occurred.
Compulsory Terrain
Some scenarios may call for a compulsory terrain piece.
Rescuing a Princess from a tower generally means you need
some sort of tower.
Turn Order
The game mechanics of Legions of Battle generally involve
one player being active while the other reacts. Both sides will
carry out the same phase before moving on to the next. For
example, both sides have their magic phase, then both will
carry out charges and so on.
Some phases of the turn are carried out at the same time and
others are carried out in sequence with one side finishing all of
their actions before the other side takes their turn. Each phase
should be completed in its entirety before moving onto the next.
Magic Phase
The side that won the initiative may cast spells with any eligible
Mage. They may also use their Mana in an attempt to dispel
certain spell effects currently in play.
Once the initiative winner has used all of his Mages then the
other side gets to cast their spells and attempt to dispel magic
effects currently in play.
In many ways the methods that you use will depend on the
number of units each player has to control. If you only have
a few units it is no problem to remember who has done what,
if you happen to be controlling a huge army it may be worth
marking units in some way. Counters are provided on page
58 and are also available to download from the Crusader
Publishing web site.
Initiative Phase
Both sides will have a number of initiative cards numbered
from one to eight that they play randomly each turn. The
numbers are compared and the side with the highest will gain
the initiative this turn, in case of ties both sides roll D6 with
the highest winning. As cards are used they are discarded,
meaning that there is a certain degree of balance to the
chances of either side gaining the initiative each turn.
Charge Phase
The side that won the initiative declares all units that are
charging and what their targets are. Some troops must
declare charges because of traits or abilities, apart from being
compulsory these charges are carried out in exactly the same
manner as usual.
These charges are then carried out in full in the order that the
charging player wishes. The reactions of the targets are noted
with options to stand and shoot, evade, hold or counter charge.
Those units that are trying to evade will roll now and any
evade movement is carried out at this point. Targets that elect
to stand and shoot will actually fire in their own move & Fire
phase of the turn.
Turn Order
Initiative Phase
Magic Phase
Charge Phase
Move & Fire Phase
Determine initiative, both sides draw initiative cards. D6 roll off for ties.
Initiative winner casts spells and makes dispell attempts.
Initiative loser casts spells and makes dispell attempts.
Initiative winner declares charges, targets declare reactions. Carry out charge & reaction.
Initiative loser declares charges, targets declare reactions. Carry out charge & reaction.
Initiative winner compulsory movement, then normal movement, then firing.
Initiative loser compulsory movement, then normal movement, then firing.
Combat Phase
Both sides, simultaneous. Initiative winner chooses order in which melee is fought, apply
results and reforms one by one.
Both sides, simultaneous. Roll for game end from turn 6 onwards.
The side that lost the initiative now declares charges with any
of their units that have not just reacted to a charge. Some
troops must declare compulsory charges but these are carried
out in exactly the same way as normal charges.
These charges and the reactions of their targets are then
carried out in the same way as they were for the initiative
winner.
Reactions can include Hold, Defensive Fire, Evade or Counter
Charge. Certain troop types will have more options than
others, for example not all troops can choose to evade from a
charge and defensive fire is only available to those with missile
weapons.
10
Combat Phase
All of the charge movement, evade reactions and defensive
fire will have been carried out by now and both sides will know
which units are in contact and must fight a melee.
Once enemy units or characters are in close combat they may
not break off, split up or change formation in any way. During
the combat phase all troops that are in melee will attempt to hit,
wound and kill their opponents.
Units that have been destroyed will be removed as the combat
is carried out. All of the results of the various combats are
applied in this phase, combats that are drawn or do not end
in one side or the other being destroyed will continue into the
combat rounds of subsequent turns.
In some cases the order in which the melee combats are
carried out may be important. If this is the case the player who
won the initiative will decide the order in which to do them.
Initiative
Initiative is important in Legions of Battle because it determines
which side casts spells, moves, declares charges and fires
first in any given phase. There are both advantages and
disadvantages to winning the initiative. The side that wins
the initiative on any given turn may not pass this over to
their opponent, they must act as the initiative winner for the
remainder of the turn whether they want to or not!
does the Human player. As this is a tie both sides roll 1D6, the
Orc player gets 4 and the Human 2 which means the Orcs will
go first. The cards are discarded leaving both players with 6
cards remaining in their hand for the next turn.
Each side will have a set of initiative cards numbered from one
through to eight. Each turn they randomly choose one of these
cards as their sides initiative score. When both sides have
drawn a card the numbers are compared and the highest gains
the initiative for that turn. In case of a tie both sides will roll D6
and the highest has the initiative, there are no modifiers to this
roll.
The initiative winner must act first during the turn, they do not
have the option to decline and force the other player to act first.
Each card may only be used once per battle and once drawn
it is discarded. Both sides will still have the same chance of
On turn two the players will draw again but will only have 7
cards remaining to pick from. The Orc players draws a 4 as
11
Movement
The movement statistic shows how far in inches a unit or
character can move. Different situations, terrain or the
proximity of the enemy may increase or decrease this amount.
Movement distances
Normal
MV
Double (outside 6)
MV x 2
Charge
MV x 2
Evade
MV x 2
Rough Going
MV x 1 *
Crossing Obstacle
MV x 1 *
Retire
1/2 MV **
* No doubling allowed unless light troops.
** Directly backwards along flank lines only.
Normal Movement
Normal movement includes any forward movement and
wheels. A unit may spend any amount of its movement on
wheeling any number of times.
Troops may not move forwards and backwards in the same
move, they must choose to do either one or the other. All
stands within a unit must remain in base to base contact and
retain their formation throughout the move. If there is not
enough space for a unit to pass through a gap it must go round
or reform first.
Wheeling
A multi stand unit, single stand unit or character may wheel as
many times as they like during their movement except when
retiring (see later).
A wheel is performed by keeping either the front left or the front
right corner of the unit in place while the remainder of the unit
pivots on that point.
The amount of movement distance used during a wheel is
calculated from the stand that has moved the furthest.
12
Doubling
Double Movement is for troops that are over 6 away from any
enemy including single stand units and characters. So long as
the moving unit starts, ends and remains more than 6 away
from the enemy it may move at double its listed MV.
A doubling unit may not fire missile weapons later in this phase,
even if they did not double their entire movement allowance.
A doubling unit may retire, they will double their MV for
doubling and then halve it again for retiring - effectively being
left with their MV as the distance they may retire. They must
still follow all of the standard rules for doubling and retiring.
Doubling is not allowed through rough going or over obstacles
unless the unit is classed as light troops. This applies to single
or multi stand units as well as characters.
Retire
A multi stand, single stand unit or character may move directly
backwards at half speed though they may not wheel or incline
while doing so. You may not combine a retire move with any
type of forward movement.
A unit that is retiring may use double movement. All movement
rates and effects are cumulative, this includes doubling,
retiring, crossing obstacles and moving through rough terrain.
You could retire across a hedge but could not retire across
it using double movement (unless you were light troops, see
page 34).
A unit of Lesser
Lizardmen have a MV of
6. If they choose to retire
they can move directly
backwards upto 3. They
may not combine this retire
movement with any kind of
forward movement.
OR
Reform
If a unit wants to change formation or facing then it must
Reform. A unit that reforms may not move other than the
movement that is required to change to the new facing or
formation. Effectively this means that troops use all of their
movement allowance to reform unless it is a free reform (see
later) or they have the Drilled ability (page 29).
Charge
13
The target of a charge has the option to Hold, Stand and Fire,
Counter Charge or in some cases Evade.
The charging player must declare all units that are attempting
to charge and then may carry them out one by one in any order
they like. This means that they could declare a charge with
a unit that is currently blocked but could do so once another
charge has been carried out. This is generally the case when
one friendly unit is in front of another and the owning player
wants them both to charge.
No matter what the order that the chargers are being moved
in a unit must have some part of the target within line of sight
when a charge is declared.
B
C
Evade
A unit that has been charged may have the option to evade.
Light Troops, troops with the Feigned Flight ability and all
characters may opt to evade as a reaction to a charge.
The chance of the unit being able to evade before it is
contacted by the chargers depends on its T&L. It must pass a
T&L test if it decides to attempt to evade from a charge.
If the test is passed the unit may immediately face away and
move its full evade speed directly away from the charging
enemy unit.
14
Rough Going
Rough going counts as any terrain that could slow movement
such as woods, swamps, rocky ground, building areas etc. Any
rough ground stops troops from using double movement.
Certain types of rough ground may also have special effects,
such as woods making mounted troops unsteady or swamps
not affecting troops that have the Aquatic movement ability,
0.5
3.5
1
A
A unit of 4 stands of Dwarfs has a MV of 5 and advances
directly ahead and this takes part of the unit through woods
which count as rough going. This means that it cannot use
double movement.
The unit moves forward 1 to the edge of the wood and then
travels 3.5 through woodland and has 1/2 of movement
left at the other side. This is not enough to clear the woods
completely, the back of the left most stand is still within the
woods. This means that the dwarf unit will not be able to
use double movement next turn either, even though it only
has a small part of the rough ground to pass through.
Impassable Terrain
No troops may enter terrain that is impassable to them under
any circumstances. They may still cross if they have a specific
movement trait such as flying or aquatic movement.
Where compulsory movement would force a unit to move over
impassable terrain they are simply blocked by it in the same
manner as they are for friendly units.
Obstacles
A unit that has to pass over an obstacle may not use double
movement, other than this it is free to move as usual though
some obstacles may cause further effects to certain troops
types. For further details see The Battlefield chapter (page 47).
Units can reform, wheel, charge, evade or retire over obstacles.
A unit may reform while it is over, in or on top of rough going or
an obstacle but may never enter impassable terrain.
While any part of a stand straddles or rests on an obstacle
the unit, single stand unit or character may not use double
movement. Some special traits and abilities may override
these rules, see page 29 for details.
While double movement is not allowed over obstacles charge
and evade movement speed is not affected.
When measuring the charge distance to a target that is behind
an obstacle the actual target must be within reach, not just the
terrain feature that they happen to be behind.
15
Shooting
Shooting takes place after a player has moved all of his troops
in the Move and Fire phase. The initiative winner moves all of
their troops and then they will fire with any of their troops that
have missile weapons and a valid target.
Once all of the initiative winners movement and firing is
complete it is the initiative losers turn to move their troops.
Once this movement is complete they can fire with troops that
are armed with missile weapons and have a valid target.
Firing Arc
Arc of fire calculations are made per stand rather than by the
whole unit. This could mean that a unit can only fire with some
of its stands. Each stand has a 45 degree firing arc to its front
no matter what the type of troops or the base size.
Unless stated otherwise in
special rules, traits or abilities
the fire arc is always 45 degrees
either side of straight ahead no
matter what type of stand or unit.
To be able to fire at a
target a stand must
be able to hit at least
part of the target unit.
In this case only 3 of
the 4 stands in unit B
would be able to shoot
at unit A.
Range
The range to the target is calculated per stand, this may result
in some of the stands being in different range brackets or some
within range while others are out. If this is the case split the fire
into two groups of to hit rolls with different modifiers.
A stand needs to be in range of at least part of the target unit to
be able to fire at it.
Roll to Hit
To hit their target the firing troops roll a D6 for each attack and
need to score equal to or greater than the missile skill value
shown on their stat line. Modifiers may apply to these rolls and
this will affect the chances hitting.
Line of Sight
To fire at a target there must be a valid line of sight (LOS). This
is calculated per stand firing, to be able to fire the stand must
be able to trace a LOS to any point of the target.
16
Roll to Wound
-1
Is unsteady
-1
When it has been determined whether the shot hits or not the
player will roll to see if the hits cause wounds on the target.
To do this the firing weapons Might is compared to the targets
Protection.
Target
Is at long range
-1
-1 / -2
-1 / -2
2+
3+
4+
5+
6+
If you have less than your opponents value but more than
half then you need 5+ on a D6.
The amount of wounds that are caused are then marked off
against the target unit. There are no saving rolls for the target
though some special traits, such as regeneration, may allow
troops to ignore some wounds.
Any wound effects, such as causing the target to become
unsteady, are applied immediately.
Unit B is 4 stands of
Goblins with short bows,
a missile skill of 5+ and
2 attacks per stand.
It has not moved and
shoots at unit A.
Its starting to hit number
is 5+ but as it is firing
at long range it suffers
a -1 modifier to the die
roll meaning it needs 6
to hit.
14
The Goblins will roll 8D6 and any result of 6 will be a hit
on the Elf unit A. The actual die rolls result in 3 hits on
the target.
14
B
The Goblin player rolls 3D6 (one D6 for each hit) and
the results are 3,5,6 for 2 wounds on the Elf unit. These
wounds are applied immediately.
17
Splitting fire
Defensive Fire
It may not split fire at more than 2 enemy units, even if this
means that some stands may not fire at any target.
An individual stand, whether part of a unit or not, may never
split its fire, this means that a single stand unit or character
must always fire at a single target.
The player owning the unit must declare where all of its missile
attacks are being directed before any dice are rolled by that
firing unit. The targets must be valid at this stage of the firing
phase, you cannot declare fire at a target that you think will
become valid, due to destroying another unit blocking your line
of sight for example.
Vermin
A
B
The fire is carried out during the move & fire phase at the same
time as all of the other firing from this player. If the chargers
are destroyed by this fire then they are removed before
initiating close combat.
The angle of the charge may well mean that not all of the
defending stands can get to fire. The defenders will be able
to fire if they could shoot at the chargers at any point during
the charge movement when they were in range, arc and line
of sight. Players should be sure to make a mental note of who
can fire while carrying out charges.
A unit in combat may not fire missile weapons, even if there are
stands that have clear line of sight to targets other than the one
they are fighting against. For firing purposes the entire unit is
deemed to be in close combat if any part of it is in contact with
the enemy.
Casualties
Each stand in Legions of Battle has a number of wounds,
multiplying this by the number of stands within the unit will
determine how many wounds the entire unit has.
As units accumulate wounds they will become less effective.
When a multi stand or single stand unit has taken half or more
of its total wounds it will count as Unsteady and will suffer
penalties for melee and missile fire. Any wounds taken can
be marked by the use of wound counters or noted on the army
roster sheet.
Characters do not become unsteady when they are reduced
to half or less of their starting number of wounds. See the
character rules starting on page 36.
Any unit that is unsteady must be marked as such so that both
sides know which units are affected. Counters are supplied
on page 58 and also available to download from the Crusader
Publishing web site www.crusaderpublishing.com.
Weapon
Close
Long
Light Crossbow
12
24
Heavy Crossbow*
15
30
Handgun*
9
18
Sling
9
18
Bow
12
24
Short Bow
9
18
Longbow
15
30
Elf Bow
18
36
Javelins
6
Darts
9
Thrown Axes
6
* Heavy Crossbow and Handguns may not move and fire.
18
Might
5
6
6
4
4
4
6
5
4
3
5
PTS
19
26
23
13
14
13
26
22
11
9
16
This means that fire from a unit could destroy a target, reveal
another target that was previously screened, kill a character
and so on and these effects are applied before any other unit
begins its firing.
Crossbows A
Crossbows B
Shooting at Characters
Characters have additional to hit target modifiers according to
their base size but line of sight, firing arc and range restrictions
apply as usual. Full details of shooting at characters is given
on page 36.
Wolf Riders
Goblins
In the example above it is the blue players section of
the move and fire phase. Both of the crossbow units
remained stationary during the movement part of the
phase so they may fire.
Both the Wolf Rider and the Goblin foot units are within
range but the Wold Riders block line of sight to the
Goblins behind them. The blue player does not have
to declare that both units A and B are firing at the Wolf
Riders, he can fire with one unit, apply the effects and
then decide what he wants to fire at with the second unit.
In this example the fire from unit A destroys the Wolf
Riders who are immediately removed. This then gives
unit B LOS to the Goblins who may now be declared as
the target of fire.
Declaring targets
As has already been mentioned in the splitting fire section all
stands from the same unit must declare their targets before
any dice are rolled. This does not mean that all units have to
declare their targets before any missile fire is carried out.
19
Casualties
Each stand in Legions of Battle has a number of wounds,
multiplying this by the number of stands within the unit will
determine how many wounds the entire unit has.
As wounds are caused on a unit it will lose effectiveness during
combat and with missile fire. This lowering of combat ability
can represent not only the actual loss of troops from the unit
but also a disordering and/or morale effect as well.
As such there are no Morale Tests for units when they lose
troops to missile fire, in melee or to magic. The number
of wounds that a unit has and the loses that it can absorb
effectively represents the combat value of that unit as a whole,
not simply a representation of the number of troops that it
happens to contain.
A Norse Dwarf Warrior stand is represented by 4 figures
on a 40mm by 40mm base and it has 4 wounds. A Norse
Dwarf Huscarl stand has the same number of figures and
base size but it has 5 wounds per stand.
This is not just because the Huscarls are tougher (that
is included in their higher starting Protection value) but
that the unit can take more punishment before becoming
Unsteady or breaking.
Crossbows
Sp
ea
rm
en
20
Goblin Archers
The blue player has the initiative and fires at the Goblin
Archer unit. These Goblins have 3 wounds per stand and
so the unit has a total of 12 wounds.
The crossbow fire is particularly effective and the Goblins
lose a total of 7 wounds, they are now counted as
Unsteady.
During the Goblin players move and fire phase these
Goblins will still shoot with their usual number of attacks
per stand, still apply all of the standard firing rules but
will suffer an additional -1 on their to hit roll for being
Unsteady.
Close Combat
In close combat enemy units, single stand units and characters
that are in base to base contact will attack each other. Each
stand will have a number of attacks and the relative sizes,
formations and positions of the units will determine how these
stands fight. Each side will roll to hit and then convert these
hits into wounds, as wounds are taken they are marked against
the enemy and may cause the target to become Unsteady.
The side that wins the combat will then roll to see if they can
break the enemy by rolling against the losers T&L, this is called
a Break Test.
In some cases it may be important the order in which you carry
out melees. If this is the case the player who won the initiative
this turn will decide the order in which to do them.
A unit in combat may never choose not to attack the enemy,
the player must roll in an attempt to hit and kill.
FRONT
Flank
C
B
Rear
Flank
Both sides will fight with any stands that are physically in
contact, including corner to corner. In addition one stand
on either flank may be added as an overlap that can fight in
combat the same as those that are physically in contact.
21
A
B
B
A
Support Attacks
A unit in column has two ranks and may add extra attacks to
each stand that is engaged in close combat to its front whether
the stand is in contact or acting as an overlap. Each second
rank stand can add half of its listed attacks (round down).
These support attacks must be against the same target that the
front stand is attacking.
Support attacks are calculated per stand and then added
together and not the other way around.
For example a column has 4 stands, each with 3 attacks. The
rear rank will be able to use their attacks in support of those
in front. Each support stand will get half of its 3 attacks so 1.5
rounded down to 1 each giving 2 support attacks in total. You
would not add up the attacks and then half them, this would
result in 3+3=6 halved to 3 extra attacks.
Light troops do not get to benefit from the support rule. If any
unit is being attacked in flank or rear, is attacking or occupying
buildings or is attacking obstacles then it cannot gain support
attacks.
22
B
A
C D
C
Initiative
Unless a trait or special rule states otherwise all attacks occur
at the same time. For the sake of simplicity one player should
complete all of their attacks and make a note of the results
before the other player calculates theirs.
With simultaneous attacks it is possible that two units could
destroy each other in combat. This represents the destruction
of the unit as a fighting force rather than every single fighter on
both sides being killed at exactly the same time!
In multi unit combats where players have a choice and need
to declare the target that a stand is attacking it is always the
initiative winner that must declare first.
Roll To Hit
Units and characters will roll a D6 for each attack to see if they
hit the enemy. This is done by comparing the Combat Skill of
the attacker and that of the defender to find a starting to hit
number and then applying any combat modifiers that either
side may have.
For each attack the player needs to roll a D6 and get equal
to or greater than their modified to hit number. A roll of 6 will
always hit and a roll of 1 will always miss no matter what
modifiers are applied.
Each plus from the combat modifier table will increase the
chance of hitting while each minus will decrease the chance.
Where the modifier has *, ** or *** next to it there are additional
effects applied to the combat.
Combat modifiers
Effect
Opponent is Unsteady
Opponent is Uphill
Opponent is Defending Obstacle *
+1
-1
-1
-2
If you have less than your opponents value but more than
half then you need 5+ on a D6 to hit.
-1
+1
+1
+2
2+
3+
4+
5+
6+
The starting to hit chances for one side will also tell you
what the chances are for your opponent. Suppose you
have double or more your opponents CS it follows that
they must have half or less of yours. This means you can
immediately tell that your chance is going to be 2+ to hit
while theirs is going to be 6 to hit. Think of it as a set of
scales, as one side gets lower the other gets higher.
23
Dark Elves
Humans
Dark Elves
roll To Wound
Once you have determined the number of hits you will need
to see whether these wound the target. This is done using
the same method as for missile fire wounds. There may be
modifiers to the roll for various weapons or abilities but you
are comparing Might against Protection for the basic wound
chance.
The protection value is a combination of the starting
toughness of troops plus any bonus they may have from
armour or shields. This is generally already calculated on the
stat line but things like magic or traits can sometimes modify
the PR of the target. The Might of the attacker may also
possibly be modified by special traits or magic.
24
Humans
2+
3+
4+
5+
6+
Applying damage
Each stand in Legions of Battle has a number of wounds,
multiplying the number of stands in the unit by the amount of
wounds it has will determine the number of wounds that a unit
has. Any wounds that are taken are marked by the use of
wound counters or noted on the army roster sheet according to
a players preference. Stands are not removed until the whole
unit, character or single stand unit is destroyed.
As units accumulate wounds they will come to a point where
they become unsteady and are less effective in combat.
When a unit reaches half strength or less in wounds it becomes
unsteady. It will suffer a modifier of -1 to hit in melee and
missile fire and opponents will gain a +1 to hit them in melee.
Only multi stand units become unsteady at half wounds, single
stand units and characters are not affected by this rule.
Once a unit has lost all of its wounds it is destroyed, wiped out,
routed or broken. No matter how you describe it the unit is no
longer an effective fighting force and is removed from the table.
A unit that is broken in melee is also destroyed, it may be that
all of the troops are killed, run down or captured but just as
likely that many are broken, routed and fleeing. Either way,
regardless of the number of wounds it has remaining, the
troops cease to be an effective combat unit and are simply
removed from the table.
If a unit loses its last wound in melee it is removed before any
break tests are rolled but as attacks are simultaneous it will still
have a chance to fight.
Goblins
Dwarfs
14
This die roll is modified by the amount that the combat was
won by, the greater the victory the more chance the enemy will
have of being broken.
In some cases there may be no roll required - this could be
because the enemy is unbreakable or has been completely
destroyed by the wounds inflicted. Likewise an advanced or
special rule may state that a break test ignores some modifiers,
adds others or has a set chance of succeeding. These cases
are all dealt with in the advanced or special rules which means
that they would supersede the basic rules given here.
Units that have a character within 1 may choose to use the
T&L stat of their character for the Break Test instead of that of
the unit itself. For details see the character rules on page 36.
Wood Elves
4
Goblin A
goblin B
Break Tests
A Break Test is rolled by the winner against each losing enemy
unit in melee. The winner is trying to beat the T&L of the losing
unit in order to destroy it.
No matter what the modifiers or T&L stat an unmodified roll
of 2 will always fail to break the enemy unless advanced or
special rules state otherwise.
If the break test roll is an unmodified roll of 12 it will break the
losers no matter what the T&L of the losing unit or the modifiers
from the combat.
25
If the modified roll is equal to or less than the losers T&L then
the combat will continue next round. The enemy has not been
broken and may continue to fight on.
If the modified roll is greater than the T&L of the enemy then
the loser is broken and immediately removed from the table.
The unit has been destroyed as an effective fighting force and
the remaining troops are run through, captured or scattered.
It is worth noting that troops with the Unbreakable trait do not
have a Break Test die roll made against them so there is no
chance of a 12 being rolled.
The winner rolls a separate Break Test against each losing unit
using the usual Break Test rules. One roll is made per losing
unit no matter how many units or characters may have been
on the winning side. The winner will get to choose which unit
is making the Break Test roll if it is going to make a difference,
because of an item, ability or trait for example.
Unit A has lost the combat by 2 points. The
player controlling units B and C can decide
which he would like to use to apply the
Break Test. The die roll will be modified by 2
points whichever unit he uses and only one
roll will be made even though the winning
side has 2 units.
Dark Elves
Humans
Multiple Opponents
Units fighting multiple opponents should split the attacks of
their stands according to the enemy stands that they are in
contact with. In cases where a stand is in contact with more
than one enemy it may choose where to allocate its attacks.
No individual stand may split its attacks, all of the attacks from
any one stand must be carried out against one target.
Supporting attacks from rear rank stands must be made
against the same target as the front rank stand that it is
supporting.
Stands that are not in contact with any enemy but could be
counted as an overlap against multiple enemy units can be
allocated to attack which ever enemy the player chooses.
They cannot split their attacks and any supporting stand must
have its attacks allocated to the same target as the front rank
stand as usual.
If there are multiple units on one side or the other then the total
number of wounds caused is used to determine which side has
won. This combat results modifier applies to all of the losing
units in that melee. There can be cases where large multi unit
combats can get quite complicated but no matter how many
stands, character or units are involved there will only be one
winning side.
26
High Elves
Vermin A
Vermin B
High Elves
Vermin C
Vermin A
Vermin C
27
T&L TESTS
The Training and Leadership (T&L) of a unit or character will
determine what they will do when the situation around them
starts to turn bad. Morale due to casualties within a unit is
factored into the wounds that it has suffered. Other situations
may call for T&L tests using the T&L value of units and
characters.
Morale results are factored into the losses that a unit takes
from combat, magic or missile fire. Our stands and units
represent more than just the few figures that happen to be on
the bases. When a unit takes losses this can represent dead,
stunned, wounded, stragglers, shirkers, cowards, confusion,
disorder or panic!
In Close Combat a Break Test is carried out using the T&L of
the unit and is covered fully in the Close Combat rules. While
this uses the same stat (T&L) as T&L Tests a Break Test is
different.
A Break Test is rolled against you by your opponent when they
beat you in combat, a T&L Test is rolled by you to avoid certain
bad effects or pass certain tests.
Some troops are immune to morale, they have no feelings or
emotion and they have no resolve to break or sense of self
preservation. Other troops will come to a point in the battle
where they value their own lives over the will to win, this is
when they can become affected by poor morale.
Terror T&L
The opponent is forced to take morale tests when charging
troops that cause terror. For full details see the Terror trait on
page 31.
Warband T&L
The T&L test that a Warband has to take to reform or change
face (see page 13) uses all of the standard modifiers and rules.
A character will be able to assist this T&L test when they are
within 1 of the unit.
Magic T&L
Some spells use the T&L of their target as the basis for
calculating the effects. If this is the case then the standard
rules apply with regard to any T&L bonuses, penalties or the
ability to use a characters T&L as the basis for the test.
The spell description will state how the targets T&L is used and
whether any test counts as a T&L test or a Break Test.
Modifying T&L
The T&L of a unit may be modified by certain items, spells or
events. If this is the case then the T&L of the unit changes and
this will affect both T&L tests and Break Tests.
If a trait, item or spell specifies that it affects just the T&L Tests
of a unit then it would have no effect against a Break Test.
Likewise if the trait or ability states that it only affects Break
Tests then it would not modify a T&L test.
Items, traits, abilities and spells should specify when a bonus
applies and who it affects. Bonuses from various items and
abilities will stack unless stated otherwise.
28
when they are fired upon, this means that missile fire against
them suffers a -1 to hit modifier.
The crew are an integral part of the stand and may not move or
act independently of the item that they are crewing.
Drilled (+10)
Where a trait has ? as its value the points costs will change
according to how powerful that trait is. A poisoned attack that
does extra wounds on a D6 roll of 3+ is going to cost more than
one that does extra wounds on a roll of 5+.
Note that unlike the free change of face for characters and light
troops the drilled unit may only change face for free once per
movement phase and it must be at the start of its movement.
Traits cost
Trait Value 6+
10 pts
Trait Value 5+
15 pts
Trait Value 4+
20 pts
Trait Value 3+
25 pts
Trait Value 2+
30 pts
Aquatic (+5)
See the swimming and flying rules on page 39.
Bloodlust (0)
The troops must declare a charge if there is any valid enemy
target within charge reach at the start of the charge phase.
They do not have to charge the closest enemy target but they
must declare a valid charge if possible.
Ethereal (+10)
Ethereal creatures can move through or over terrain features
as though they were not there. They may double through
rough going or when crossing linear obstacles because they
effectively ignore these obstacles for movement.
They may cross over terrain that would otherwise be
impassable such as a river, lake, crevasse and so on. Specific
terrain features may need special rules and these should be
dealt with on a case by case basis.
For example temple grounds may be counted as impassable
terrain for a stand of ghosts while normal troops can enter or
cross without penalty.
At the start of the battle all players should be made aware of
any restrictions that are placed on Ethereal creatures and their
movement.
Cowardly (0)
The unit must pass a T&L test before they can charge against
the front of any enemy. It does not have to make a test if it is
charging an enemy in the flank or rear.
If the test is failed the unit may not charge against this or
any other target this phase but is free to act as normal in the
subsequent move and fire phase.
The T&L of a friendly character within 1 may still be used for
T&L or Break Tests as per usual.
Crew (0)
Crew of a war machine or weapon will count as light troops
29
Fanatic (+10)
Phalanx (+15)
Fearless (+5)
Fearless units and characters may ignore all of the effects of
Terror.
Flying (+15)
See the swimming and flying rules on page 39.
Hatred (0)
The unit must declare a charge against any hated enemy that
is within charge range at the start of the charge phase. They
do not have to charge the closest hated enemy but they must
charge a hated enemy in preference to one that they do not
hate.
If there is no charge declared the unit is free to move and fire
as usual in the upcoming move and fire phase.
Horde
The units within a horde gain courage and inspiration from
the friends around them. Each friendly unit within 1 that also
has the Horde trait will add +1 to the T&L of the unit for Break
Tests. However, this bonus does not apply to T&L tests, they
are carried out in the usual manner without any bonus applied
for nearby friendly hordes.
This bonus is only applied while the friendly horde is within 1
and may stack with other abilities or bonuses. The multiple unit
example on page 27 includes details of how the Horde trait can
affect a Break Test.
30
Regeneration (?)
Any wounds caused on the target may not be permanent.
Once the number of wounds have been calculated the player
with regeneration rolls 1D6 for each wound that has been
caused.
Where this trait is given it will be shown as Regeneration
#+ where # is the chance on a D6 that a wound will be
regenerated.
The regeneration roll is made after the total number of wounds
have been calculate but before any wounds are applied, any
units are removed or any combat resolution is calculated.
A unit of Trolls have the Regeneration 3+ trait. For each
wound they take they should roll a D6, on a result of 3 or more
the wound is immediately regenerated and has no effect.
Stakes (+10)
The unit places sharpened stakes in front of its position at
deployment. The unit will count as defending an obstacle
against any attack from its front. This bonus applies throughout
the combat regardless of whether the unit wins or loses a
particular round.
If the unit moves at all, including facing changes, compulsory
moves or reforming the stakes are removed and cannot be
replaced during the course of the battle.
Charges against this units flank or rear and all other rules,
traits, combat modifiers and bonuses apply as normal.
Steadfast (+10)
So long as the unit elects to Hold when it is charged from
the front the opponent will not gain the +1 combat modifier for
charging into combat.
Any other attacker bonuses such as Shock or Trample will
apply as usual. This trait has no effect on charges directed
against the steadfast units flank or rear.
Stubborn (+15)
When the enemy rolls to break the unit they must roll greater
than the unmodified T&L of the target. The amount that the
melee was won by has no impact on the Break Test. A natural
roll of 12 will still automatically break the losing unit.
The unit may use either the T&L of nearby characters within 1
for Break Tests or their own T&L, they may not combine both.
Swarm (0)
A swarm of creatures, insects, rats and so on. Characters
may not influence a swarm unless their description specifically
states that they may do so. This means that a swarm may not
use the characters T&L for its Break tests or T&L tests.
A swarm is subject to the Warband rule with regard to
reforming and also has the Fearless and Stubborn traits.
Small (0)
This trait only applies to characters. When a character is fired
upon there will be a modifier to the to hit roll depending on
the size of the character. Any character based on less than
a 40mm base width frontage is counted as being small. Any
character based on a base frontage of greater than 50mm
counts as a large target. Anything in between is a medium
target. For firing at characters rules see page 36.
Terror (+20)
Any troops wanting to charge against a unit that causes Terror
must first pass a T&L test. The charging unit may elect to use
the T&L of a friendly character within 1.
If the test is failed the unit may not charge against this or
any other target this phase but is free to act as normal in the
subsequent move and fire phase.
Unbreakable (+30)
This unit or character cannot be broken in melee. When an
Unbreakable unit is beaten in combat the winner does not get
to roll the 2D6 break test, there is no chance of breaking the
unit.
Undead (+35)
Undead have the Fearless and Unbreakable traits. This makes
them very hard to get rid of, luckily the vast majority of undead
have terrible combat stats. Being dead will do that to you.
Warband (0)
When a Warband wants to reform there is a chance that they
will not be able to carry out the manoeuvre. Any unit must first
pass a T&L test to be able to reform. If the T&L test is failed
the unit may not choose to do any other movement this phase
though they will still count as having moved for firing purposes.
The Warband rule has been made harsh on purpose.
These troops are not trained to manoeuvre and easily get
disorganised when asked to perform difficult formation
changes. Their best tactic is to form up facing the enemy
and charge!
31
32
Single stand units have some of their own specific rules but on
the whole they will follow the same rules as multi stand units
and characters. Unless stated otherwise here a Single Stand
Unit (SSU) will follow all of the standard rules.
SSU movement
The same movement rules apply to single stand units as they
do to multi stand units. They do not count as characters so will
not get to benefit from the free facing chance at the start and
end of movement. This means that they must still wheel, about
face and so on as part of their movement. Their charge arcs,
march restrictions, evade options all remain the same as for
other multi stand units.
This is an important rule as it stops SSU from being overly
flexible, players will still need to take account of charge arcs,
facings, wheel distances and so on.
Single stand units can benefit from the Light Troops trait and,
as with any other unit, this would allow them the usual free
facing change at the start and end of movement, evade options
and so on. A single stand unit that has the light troops ability
will be very manoeuvrable.
SSU firing
A single stand unit has the same firing restrictions as all other
troops. They must be within range, LOS and have the target in
their forward firing arc. They may reform and fire and, as the
rules state that you cannot split attacks from a single stand,
they must direct all of their attacks against one target.
SSU combat
An SSU will follow all of the usual combat rules. No matter its
size the SSU will count as one stand in combat, it can apply its
attacks only against one target but may choose which target if
it is in contact with more than one enemy.
An SSU has flanks and rear, must charge into combat and so
on. The physical size of the stand will determine which enemy it
is in contact with and also how many of the enemy may attack
back, the usual overlap rules apply.
Character within 1
A character that is within 1 of a single stand unit may influence
it in the same manner as it would a multi stand unit.
33
Light Troops
Some units have their troops deployed in loose formations
that allow greater flexibility and movement. They are unlikely
to be able to stand up to a formed unit in close combat and
they generally try to use missile fire or flank and rear attacks to
weaken and destroy enemy troops.
Light troops use many of the same rules as formed troops but
there are also some additional abilities and restrictions.
The stands in the unit must remain in base to base contact.
Their stat line will reflect the lesser number of troops and more
open formation but other than that they may still engage in
melee as would any other unit. The fewer attacks and wounds
per stand will put these units at a disadvantage in combat.
Light units may be foot or mounted and can be characters,
multi stand or single stand units.
Light Troops have flanks and rears just like other units and their
firing is restricted to the same 45 degree frontal arc unless any
special rules state otherwise. Light troops must still remain in
either line or column.
Passage of Lines
Light troops may freely pass through other friendly units during
their movement. They may not charge through friendly troops
and they may not end their movement on top of friends or
astride them. If they are going to perform a passage of lines
they must be able to completely clear the unit they are passing
through. Light troops may double through friendly units.
Likewise formed units (as opposed to light units) may freely
pass through light troops without any movement penalty. They
may not charge through and must be able to completely clear
the troops that are being moved through.
34
Light troops are far more flexible than standard close order
units. They are particularly effective at denying enemy
double moves, grabbing terrain features, harrying enemy
flanks and rears or screening your more valuable troops.
It is worth remembering that these are still units of
hundreds of troops that have to be commanded and
controlled. With this in mind light troops must still abide by
many of the standard rules that apply to formed units.
War Machines
War machines can be bolt throwers, cannons, catapults or
other bizarre contraptions. They do not follow the same rules
as other missile weapons with regard to hitting their target but
other than that they use many of the same game mechanics.
War machines will often be single stand units. The machine
and its crew count as a single stand for all game purposes.
Most, but not all, war machines will have the trait Crew and
War Machine, for details see the Traits & Weapons chapter.
As with normal missile fire most war machines will need to
have the target within range and line of sight. Some weapons
do not have to worry about a clear line of sight to their targets
but they are dealt with later in this chapter.
When it has been determined that the war machine can target
a specific unit or character there is no roll to hit. Instead the
firing player will simply roll to see how many attacks are carried
out on the target. There is a catch however, the number of
attacks can be zero, in which case you can assume that the
shot missed its target.
There are 2 range bands for War Machines, Close and Long,
some may only have a long and no close range.
War machines can cause multiple casualties to their targets.
The number is determined by the range band that the weapon
is firing at. Each range band will show what dice are rolled for
the number of hits, this can be D3-1, D6-1, D6-2 or 2D6-2. As
you can see there is always a chance that the score will be
zero and so no attacks are made.
Indirect Fire
Some weapons have the ability to shoot over the heads of
intervening troops and obstacles. These are noted on the war
Machines table as (I) for indirect firing weapons.
These weapons do not need a clear line of sight to the target,
instead they can fire even if they cannot see what they are
shooting at. The target must still be within the 45 degree
forward arc of the firing stand.
Minimum range
Some weapons have a minimum as well as a maximum range
that they can fire. To be a valid target the enemy must be
between the minimum and maximum range listed.
A Goblin Light catapult has 2 Dwarf units to its front, one is 25
away, the other only 5. The catapult would not be able to fire
at the unit that is 5 away as it is closer than the minimum 9
range for this weapon.
Weapon
Orcs
23
Close
Long
MIGHT
PTS
15
D6-1
30
D3-1
91
24
D6-1
48
D3-1
130
Light Cannon
20
D6-1
40
D3-1
147
Heavy Cannon
30
D6-1
60
D3-1
196
Organ Gun
10
2D6-2
20
D6-1
135
15
D6-1
10
135
9-18
D6-1
36
D6-2
10
266
12-24
D6-1
48
D6-2
12
288
Rockets (I)
10-20
2D6-2
40
2D6-2
180
Flame Cannon
35
Characters
Characters are individual stands that can move about the
battlefield independently of units. The base size of characters
can be as small as 20mm by 20mm upto large 60mm by 80mm
behemoths. Characters should not be confused with single
stand units who have their own separate rules (page 33).
Characters within 1 of friendly single stand or multi stand
units can influence those units by allowing them to use the
characters T&L statistic value for Break and T&L tests instead
of the units own listed T&L.
It does not matter whether the character has moved, doubled,
evaded, its type or base size. A unit can use the T&L of one
friendly character so long as they are within 1 of each other.
Character movement
Characters mostly move according to the same basic rules
as other units. The exception is that they are allowed a free
facing change at the start and end of their movement. This
is simply an ability that a character is given to reflect their
increased flexibility. This free facing change does still count as
movement with regard to firing penalties and missile weapon
restrictions.
A character that is charged may always opt to evade as though
it has the Feigned Flight ability. All of the usual rules apply to
the charge and the evade - see page 14.
Firing at Characters
All arc, range and line of sight restrictions apply as usual.
36
Characters in Combat
When a character is engaged in combat they may be attacked
in just the same manner as single stand units and multi stand
units. They will count as a separate unit for purposes of
determining the number of enemy stands that engage them in
combat and the stands that can apply as an overlap.
The wounds that a character takes will count towards combat
resolution in just the same way as any normal unit. Wounds
over and above the number required to kill a character will
count towards the combat resolution. Likewise wounds over
and above those needed to destroy a unit count as well.
A
B
C
D
A
B
C
D
B
A
Vermin
Goblins
characters unaffected
Characters and T&L tests
When a unit has to carry out a T&L test it may use the T&L
value of a friendly character within 1 rather than its own. This
test can be to reform, pass a Terror test, as a reaction to Spells,
use abilities or any other reason that a T&L test is required.
37
Goblins
Three Goblin units with T&L 6 and the Warband trait want
to change facing so that they are all facing towards the
left. Because they are warbands they must pass a T&L
test before they can do so. The mounted character has
a T&L of 8 and is currently in combat with an enemy unit
while the foot character has a T&L of 7.
Goblin unit A has no character within 1 so must use its
own base T&L of 6 to perform the change of facing.
Goblin unit B has the foot character within 1 and so may
use his T&L of 7 to perform the test.
Goblin unit C has both the foot and mounted characters
within 1 but the mounted character is engaged in combat
so it may not affect friendly T&L tests (though it could
affect a friendly Break Test). This means that unit C would
have to use the foot characters T&L of 7 for its test.
Vermin
A B C D
A B
C D
A Goblins B
In the situation opposite two Goblin units and a mounted character are fighting against a
Vermin unit and a character on foot.
The Vermin character (on foot) is only in contact with Goblin unit A and he must use
all of his attacks against this unit. The vermin unit has its stands in contact with three
opponents and must allocate who its stands are to fight against. The Vermin player
currently has the initiative and so it is they who must allocate where their stands will
attack first.
Vermin stand A is in contact with both the Goblin character and Goblin unit A, this means it may attack either. It is perfectly
OK for this stand attack the Goblin character and ignore the unit even though more of its base frontage is actually in
contact with the unit, the amount of contact is unimportant. Stand B is only in contact with the character and so must
attack him while stands C and D are only in contact with Goblin unit B and so that is who they must attack.
Goblin unit A is in contact with 2 opponents, the Vermin character and the unit. The attacks from stand A and the
supporting attacks from stand C must all be made against the Vermin character. Stand B of this unit is in contact with both
the Vermin unit and character and so may choose which to attack, whatever its choice the supporting attacks from stand D
must be made against the same target. The Goblin character and Goblin unit B must make all of their attacks against the
Vermin unit.
38
The ability to fly over the battlefield allows units and characters
to bypass impassable terrain, enemy and friendly units. There
are a number of ways that creatures can fly and a variety of
methods used - from wings to magic.
Flying Combat
The flying trait itself does not impart any special combat
abilities. All of the standard combat rules, including break
tests, apply as normal.
There is one rule that is implemented slightly differently - a
flying unit does not need line of sight to its target at the start
of its charge - it can effectively fly over intervening units as
part of its charge. It must still keep to all of the other charge
restrictions with regard to facing, charge arc and distance.
In game terms a flying unit is able to gain an advantageous
position far more easily than one on foot. Light flying stands
and characters can simply fly over a target and use their free
reform or about face at the end of their movement and be in a
position to charge into the rear next turn.
As the firing comes after movement and the flyers land at the
end of their move there are no additional modifiers or rules
required for firing at flying creatures.
Ground movement
Flying creatures will have a ground movement speed as well
as a flight speed. The MV listed on the stat line is used for
the ground movement of the unit or character. All of the usual
ground movement rules apply.
Where a unit has the choice of either ground movement or
flying movement the player must declare which they are using
before the unit is moved.
It may seem that flying movement will always be better than
ground but magical items, spells, special terrain, specific
scenario rules and so on can all stop flyers from actually taking
off.
Aquatic movement
When troops are listed with the aquatic movement trait it
means that they may cross water obstacles. No matter how
they actually cross they will follow the same game mechanics,
it does not matter if they swim, float or walk.
Aquatic troops do not suffer the rough ground effect for water
based obstacles such as streams, swamps or marsh. They
may double through this type of terrain so long as they are
further away than 6 from any enemy as usual.
Aquatic troops may cross impassable water obstacles. When
moving through impassable water terrain they have an MV of
6 and use this value to charge, evade, double and so on. If
combining water and ground movement in the same turn they
will use the slowest of the two.
Other than these exceptions troops will move, charge, double
and evade as usual with regard to movement.
39
Battle Magic
Mages in battle
A Mage is a character figure that can cast spells. They may
also have other traits, do not need to be humanoid, may ride
magical beasts or even be magical beasts. Where the rules
refer to a Mage they simply mean a character that has the
ability to cast spells.
Battle Magic is a special art that involves spell and counter
spell with Mages attempting to bend magical energy Mana to
their will. This requires massive amounts of concentration, the
more powerful the spell the more Mana required and only the
greatest Mages can attempt the hardest spells.
In game terms a Mage will have levels from one through to five.
The higher the level the more knowledge the Mage has, this
allows them to attempt more powerful spells. The maximum
amount of Mana that a Mage may have is directly related to
their level but it is perfectly possible for a low level Mage to
have more Mana than a high one.
The magic phase is split into two sections, in the first the side
with the initiative has their Mages cast spells or attempt to
dispel effects currently in play. Once the initiative winner has
used all of their Mages the roles are reversed with the initiative
loser becoming active and casting their spells or dispelling
effects in play.
A Mage may either attempt to cast a spell or attempt to dispel
an enemy spell effect that is already in play. They may not do
both, a Mage can only carry out one action in his portion of the
magic phase.
40
Planes of Magic
Magic is split into three Planes. The Heavens, The Earth and
The Underworld. Each plane has its own unique properties as
far as magic is concerned, scholars have broken these down
into various Realms of magical power.
The Heavens - Spirit, Air, Light, Life
The Earth - Water, Earth, Fire, Order
The Underworld - Beast, Chaos, Darkness, Death.
These are simply names that has been given to the Realms but
they do give some indication as to the properties and abilities
that each of the realms manifests.
All Mages must select a Plane that they study - this is generally
decided by the race or nation that they belong to and may be
part of army lists or racial traits.
Few wizards are able to master the intricacies of more than
one or two Realms and none posses the knowledge required to
access more than one Plane of magic.
Within that Plane of Magic the Mage may choose to specialise
in two of the four Realms - attempting to master more than that
has proved impossible for even the most gifted Mages.
Mage levels
A mage can be one of five levels from 1 being the weakest
up to 5 the most powerful. These levels will determine the
maximum Mana that can be used when casting or dispelling.
The maximum Mana that a mage can use in the casting of a
spell or a dispel attempt is his Level +1.
Mana
Mana is the amount of magical power that a Mage possesses
and may use to cast spells or dispel spell effects throughout
the battle.
There is a limit to the amount of Mana that any one Mage can
have and in game terms youll find that there are limits to the
amount that can actually be used throughout a battle. It is
also worth considering the points value invested in a hugely
powerful Mage that could become a casualty early on and
leave you at a disadvantage.
Each point of Mana allows the Mage to use 1D6 to either put
Spells
There are 5 levels of spells and any Mage may attempt
to cast any level of spell no matter what their own level of
knowledge, a second level mage may attempt to cast a 4th or
5th level spell for example. Their chance of casting the spell
successfully will depend on the amount of Mana that they
expend on it. This amount of Mana is limited by their Mage
level, in this way it is easier for higher level Mages to cast more
powerful spells but they must expend more Mana to do so.
Mages do not need to pre-select the spells that they will be
able to cast throughout the battle, they have access to all of
the spells from both of their chosen Realms. The same spell
may be cast more than once but only one spell can be cast per
Mage per Magic Phase unless a trait, item or ability dictates
otherwise.
The amount of Mana that a Mage expends on casting a spell or
41
than the basic difficulty level of the spell. The score that the
original casting wizard achieved or where the spell came from
has no impact on the score needed to dispel it.
A Mage may only use his own Mana to cast spells. There may
be cases where special skills, spells and traits allow pooling of
dice but the basic rules are that a Mage can only use his own
Mana to cast his own spells.
A player must declare the Mage that is casting the spell, the
amount of mana that they are using and the target of that spell
before any rolls are made.
The Level 5 Mage Lailoken is attempting to cast Noble Resolve
(a 2nd Level spell) on a unit of Round Table Knights who are
engaged in combat. The player declares the spell, the target,
the Mage casting the spell and the amount of Mana that he is
going to use - in this case 3 points.
Lailoken marks off the use of 3 Mana on the army roster sheet
and rolls 3D6, one D6 for each point of Mana expended. The
scores are 2,5,5 for a total of 12 points, more than the 8 that he
needed so the spell will succeed.
A Mage that is in combat may not attempt to cast a spell
or dispel a spell effect. Some specific spell descriptions or
magical items may allow casting at these times, if that is the
case it will be clearly stated in the item description.
Dispelling Spells
Instead of casting a spell as his action in the Magic Phase
a Mage may attempt to dispel an enemy spell effect that is
currently in play. This can be a spell that has been cast in
previous turns or even one that an enemy Mage has just cast
earlier on in this Magic Phase.
During a dispel attempt a Mage must use Mana and will roll
1D6 for each point of Mana that they expend. Their target is to
get equal to or greater than the difficulty level of the spell they
are attempting to dispel.
As with casting spells the maximum Mana that they can use is
their level plus one. A Mage may either attempt to cast a spell
or attempt to dispel a spell, they may not do both in their Magic
Phase.
During his section of the Magic Phase a 3rd Level Orc Shaman
Ong-ni-Bak wants to dispel the Noble Resolve spell that has
just been cast on the Round Table Knights. As it is a second
level spell he decides to use 2 Mana for the dispel attempt but
he could have used up to 4 points (his Level+1). Rolling 2D6
he scores 9, this is greater than the 8+ (the casting cost of a
2nd level spell) so the Noble Resolve is dispelled. The actual
casting roll of the spell (12 in this case) does not affect the
chance that it is going to be dispelled so there is no need to
keep track of how well a spell was cast.
The dispelling Mage is attempting to get equal to or greater
42
Magic items
Some magic items may allow the casting of spells without
requiring the caster to be a Mage or using any Mana points. If
this is the case the item description will give full details.
Scrolls and potions may be used to cast spells throughout the
battle. These are always one use items and once the spell is
cast, whether it fails or succeeds, it has been used.
Mages may not use their own Mana to enhance or increase
the chances of casting from an item, potion or scroll unless the
description states otherwise.
Some items may add Mana to the Mage, add to the chance of
spells being cast, give re-rolls to casting attempts and so on.
Unless specifically stated otherwise casting or dispelling by use
of a magic item still counts as the single action that a Mage
may take in their portion of the Magic Phase.
Spell Lists
Spell Descriptions
Each spell will have its level listed, the casting cost, its type, its
name and then a description of how the spell works.
Magic does not have arcs of fire, any spell can be cast in any
direction so long as other restrictions about range and LOS are
adhered to. Some spells will require an unobstructed line of
sight to the target, others will not.
AuRA spells
The highest level spells in each Realm are called Auras.
These are magical effects that remain in place and can affect
the whole battlefield. In addition to the effects described in its
description an Aura has other specific rules.
An army may only have one Aura in place at any time, if it is
dispelled or cancelled then it may be cast again or another
may be cast in its place. Other than this specific rule all other
properties, rules and game mechanics apply to casting, use of,
dispelling and disrupting Aura spells.
43
The Heavens
Spirit
Lvl 1 (4+ Magic Missile) Blast Range 24, Might 4, D6 attacks.
Lvl 2 (8+) Noble resolve - Unit or character gains Steadfast trait. Remains in play until dispelled.
Lvl 3 (12+) Bless - unit or character gains a +1 melee modifier to hit. Remains in play until dispelled
Lvl 4 (16+) Ray of Hope - All friendly units within 12 of the Mage may re-roll all T&L and Break Tests. This turn only.
Lvl 5 (20+ Aura) Legendary Aspect - All characters may increase their T&L to 11. Remains in play.
Air
Lvl 1 (4+ Magic Missile) Blast 18 Might 6, D3 attacks.
Lvl 2 (8+) Fly - one character gains the fly ability, this turn only.
Lvl 3 (12+) Storm - Target one enemy unit or character in LOS of Mage and not in combat. Missile fire at -2 to hit,
remains in play until dispelled.
Lvl 4 (16+) Tornado - Cast on one unit (not character) that is not in combat. Target immediately suffers D3 MT 8
Attacks May not fire any missile weapons, half MV value. This turn only
Lvl 5 (20+) Aura. Gale - target entire battlefield - all missile fire at -2 to hit modifier for all troops, both enemy and
friendly.
Light
Lvl 1 (4+) Fearless - unit gains the fearless trait. Remains in play until dispelled.
Lvl 2 (8+ Magic Missile) Blast range 36, Might 8, D3 Attacks.
Lvl 3 (12+) Illusion - anyone wishing to fire at this target takes a -1 to hit modifier. Remains in play until dispelled.
Lvl 4 (16+) Blinding light target unit or character. Missile fire -1, -1 combat modifier. Remains in play until dispelled.
Lvl 5 (20+ Aura) Beacon of Light - All friendly units (not characters) gain +1 to their T&L stat (max 12) Remains in
play. Because this affects the T&L stat it will help both T&L tests as well as Break Tests.
Life
Lvl 1 (4+) Heal wounds - Heals a single wound on unit or character - cannot bring back from the dead or increase
beyond starting wounds.
Lvl 2 (8+ Magic Missile) Blast 24, Might 6, D6 attacks.
Lvl 3 (12+) Regeneration - causes unit or character to gain the Regeneration 6+ trait. Remains in play until dispelled.
Lvl 4 (16+) Vigour - The hand to hand and missile attack stat increases by 1 point each. This may increase the
number of support attacks a stand will get. This spell may increase the attacks to more than the usual 6 hand to
hand or 3 missile. This turn only.
Lvl 5 - (20+ Aura) Wave of Life. Heals 1D3 wounds amongst the army. Maximum of 1 wound per unit or per
character each turn. Cannot bring back from the dead or increase beyond starting wounds. Unused healing is lost.
44
The Earth
Fire
Lvl 1 (4+ Magic Missile) Fireball 18 Might 6, D3 attacks.
Lvl 2 (8+) Flaming arrows - Missile fire Extra wound 6+ Flame - roll for extra wounds as for traits. Remains in play
until dispelled.
Lvl 3 (12+) Shield - protects Character, counts as having PR of 12. Remains in play until dispelled.
Lvl 4 (16+) Weapon - Character counts as having CS of 12. Remains in play until dispelled.
Lvl 5 (20+ Aura) Phoenix - All friendly characters gain the Regeneration 6+ trait.
Earth
Lvl 1 (4+) Unit or character gains Stubborn trait. Remains in play until dispelled.
Lvl 2 (8+ Magic Missile) Blast 24, Might 6, D6 attacks.
Lvl 3 (12+) Units in combat gain +1 attack per stand, +1 to hit and +1 to kill - this turn only.
Lvl 4 (16+) Tremors - Unit has half MV, Missile fire at -1 and -1 combat modifier. May be cast at a unit or character
that is currently in combat. This turn only.
Lvl 5 (20+ Aura) Here I stand - All units gain the steadfast trait.
Water
Lvl 1 (4+) Rot & Rust - Enemy unit or character suffer a -1 penalty to their to kill rolls. Remains in play until dispelled.
Lvl 2 (8+ Magic Missile) Blast range 36, Might 8, D3 Attacks
Lvl 3 (12+) Quagmire - giggidy. Unit has its movement allowance halved (round down) Remains in play until dispelled.
Lvl 4 (16+) Mist and Fog - cast on a unit or character causes -3 to their shooting to hit roll but also imparts a -3 to hit
modifier when shooting at this unit.
Lvl 5 (20+ Aura) Invigorate. All units (not characters) gain the shock trait.
Order
Lvl 1 (4+ Magic Missile) Blast Range 24, Might 4, D6 attacks.
Lvl 2 (8+) Units T&L becomes 12 this turn only
Lvl 3 (12+) Character T&L becomes 12. Remains in play until dispelled.
Lvl 4 (16+) Balance - In melee only - may add a +1 or +2 modifier to the to hit roll but must then take a -1 or -2
modifier to the to kill roll, or the other way round. Modifier must be chosen before any dice are rolled.
Lvl 5 (20+ Aura) Banish Magic - all enemy spells have a further +1 modifier to their difficulty level to be cast and a -1
modifier for the value needed to dispel them.
45
The underworld
Chaos
Lvl 1 (4+ Magic Missile) Blast Range 24, Might 4, D6 attacks.
Lvl 2 (8+) Confusion - Enemy unit or character is subject to Warband rule. Remains in play until dispelled.
Lvl 3 (12+) Warp - Lose 1D6 wounds but that units attacks will hit on a roll of 4+ regardless of modifiers. This turn
only.
Lvl 4 (16+) Gift of Chaos, this turn only. Roll 1D6 for the unit or character that is firing or fighting in melee. 1= -1 to
hit, 2 = -1 to kill, 3 = no effect, 4= +1 to hit, 5 = +1 to kill, 6 = +1 to hit and to kill.
Lvl 5 (20+ Aura) Touch of Chaos - each mage on your side roll D6-2 and add this amount to the Mages Mana, this
may increase the amount that they started the battle with.
Beast
Lvl 1 (4+) Alacrity - increase MV by D6. Remains in play until dispelled. Roll each turn just before moving the unit.
Lvl 2 (8+ Magic Missile) Blast range 36, Might 8, D3 Attacks
Lvl 3 (12+) Frenzy - gives the unit the frenzy trait. Remains in play until dispelled.
Lvl 4 (16+) Protection - Increase PR by 1.5 (round fractions down) Max of 12. Remains in play until dispelled.
Lvl 5 (20+ Aura) Shock & Awe - causes units (not character) to gain the shock +1 & trample + 1 traits. Remains in
play until dispelled. Does not stack if unit already has these traits.
Death
Lvl 1 (4+ Magic Missile) Range 18 Might 6, D3 attacks.
Lvl 2 (8+) It Lives! Can only be cast on a unit or character with the Undead trait - gains 1 wound. May not bring
back from the dead or increase above starting stats.
Lvl 3 (12+) Immortal - one character or unit gains the undead trait this turn.
Lvl 4 (16+) Life Leech - can take wounds from friendly or enemy unit or character and add to their own, does not
have to be an enemy unit. 24 range. Causes D3 wound on the target and adds those wounds to the Mage or a
friendly character within 1 of the Mage. Can take the character over their starting and maximum number of wounds.
Unit may take a T&L to resist - if pass then there is no effect.
Lvl 5 (20+ Aura) Wave of Death - like healing only causes wounds instead. D3
Darkness
Lvl 1 (4+) Shadow. Target is harder to hit -1 to all missile attacks against this unit or character. Remains in play until
dispelled.
Lvl 2 (8+ Magic Missile) Blast 24, Might 6, D6 attacks.
Lvl 3 (12+) Cowardly - causes target to gain the cowardly trait. 24 range. Remains in play until dispelled.
Lvl 4 (16+) Curse - make a unit or character take a -1 to hit in melee and missile fire cancels bless and vice - versa.
Remains in play until dispelled.
Lvl 5 (20+ Aura) Despair - All enemy units take a -1 modifier to their T&L Stat
46
The battlefield
Hills
When attacking uphill troops will suffer a -1 to hit combat
modifier. To count this benefit more than half of the target unit
must be uphill of its opponent.
Rough Ground
This can be marsh, swamp, rocky ground, soft sand or anything
that will slow the movement of the troops passing through it.
Rough ground stops any multi stand, single stand unit or
character from doubling. If any part of any stand has to move
through rough ground then the troops may not double in that
movement phase.
If a special movement trait negates the rough ground penalties
(aquatic in swamps for example) then the troops may double
as usual.
Light troops may also double through rough ground following
all of the standard movement restrictions.
Buildings
Each building area can hold a maximum of 1 multi stand unit
plus one single stand unit or character or any combination of 2
single stand units and characters.
Woods
Woods count as rough going when passed through by
movement. Visibility into, out of and inside woods is limited,
into or out of a wood is 2 from the edge, inside a wood it is 4.
Impassable Terrain
Some terrain may not be moved through or over. This should
be determined at the start of the battle with some obvious
features such as cliffs, bottomless ravines, stone monoliths or
lakes counting as impassable.
Some terrain types may count as impassable unless a specific
movement type is used - the lake mentioned above may be
impassable to most troops but aquatic troops could swim it,
flying units could pass over it and so on.
Arcane Terrain
There is no reason why your terrain should not have interesting
magical properties. Stone circles, portals to other dimensions,
spider infested woods, streams that cause you to fall asleep,
lakes with ladies handing out swords and so on.
A piece of Arcane terrain can be a good focal point for a
battle or scenario and you are free to add or design whatever
properties you like for terrain features.
47
Table Quarter A
Table Quarter C
Table Quarter B
Table Quarter D
48
of the armies that are fighting the battle. Simply add the
points values of both armies together and then half it. Each
player then allocates this amount of points amongst the table
quarters.
Players can allocate points values to each quarter but each
must have at least 10% of the points and not more than 40% of
the points.
Continuing the Dwarf and Orc example and looking at the table
quarter diagram below. The Dwarf army is worth 3000 points
and deploys in quarters A and B while the Orc army is worth
4000 points and deploys in the opposite half of the table.
The combined total of the two armies is 7000 points, each
player can now allocate 3500 points amongst the table
quarters, their own half of the table and the enemy half.
In this example the players must allocate at least 350 points
(10%) to each quarter and not more than 1400 points (40%).
The amount of points that a player allocates to a quarter is kept
secret until the end of the battle, only then are the points values
revealed.
Determining who has control of an area at the end of the battle
is important as neither side gains any points for a contested
area.
To assume control over a battlefield quarter a player must have
one of their single stand units, multi stand units or characters
entirely within that quarter at the end of the battle. If the enemy
can also claim the same then neither side has control, the
quarter is contested and neither will gain any points for it.
Victory Results
Double opponents points
More than opponents points
Equal points to opponent
Less than opponent
Half or less than opponent
Smashing Victory
Victory
Draw
Defeat
Crushing Defeat
If only one side has troops within that quarter at the end of
the battle then they will be able to add the points value of that
quarter to their total.
A unit may not control more than one quarter at the end of the
battle and if straddling two quarters will actually not control or
contest either of them.
Specific victory conditions, scenarios or objectives can be used
instead. If the control of the battlefield has nothing to do with
who has won, killing an enemy character for example, then
the table quarter points can be ignored. Likewise a scenario
may call for control of a specific area, capturing a stronghold
for example, so the battlefield victory points would take into
account the importance of that objective in preference to table
quarters.
49
Points System
Every character, single stand and multi stand unit in Legions
of Battle will have a points value. These are determined by
calculating the cost of the statistics plus any special abilities or
equipment.
The points costs remain consistent throughout the game
system, rather than design troops with arbitrary points costs the
system allows you do create your own units as well as choose
options to upgrade or downgrade their abilities.
Lists and costs are already calculated for the stands, weapons,
magic items and traits listed in the rules. This chapter allows
you to create your own troops, units and stands while keeping
within the current points system. If you are not interested in
designing your own troops you can quite happily skip these
rules.
Statistic costs
To find the points cost for a statistic simply cross reference its
type with its value. Some numbers are in brackets but this is
simply to keep them consistent with the way that the stats are
displayed on the stat line.
A Dwarf Huscarl has a Combat Skill of 6. Finding the stat value
6 and the CS column shows that this is going to cost 36 points
per stand.
The missile skill (MS) deserves a quick mention. The points
listed are for the starting to hit number from 6+ (the lowest
points cost) to 1+ (the highest points cost).
For example a Goblin archer has a missile skill of 4+, this
means that it has a points cost of 18.
Some stats have limits and if this is the case there is no points
value given. The stats have been restricted for play balance
Stat
1/6+
2/5+
3/4+
4/3+
5/2+
6/1+
7
8
9
10
11
12
50
MV
CS
(A)
MS
(A)
MT
PR
WD
TL
(2)
(8)
(8)
(18)
(18)
18
(32)
18
16
(32)
32
16
16
32
13
25
(50)
50
25
25
50
13
18
36
(72)
72
36
36
72
18
25
49
49
49
25
32
64
64
64
32
41
81
81
81
41
50
100
100
100
50
61
121
121
121
61
72
144
144
144
72
When designing your own troops you will notice that some
traits and abilities as well as some stats are more cost
effective than others. It is worth bearing in mind that you
should try to justify the abilities you are given your troops.
If you are adding your own weapons the cost is based on the
close range of the weapon plus the points value of its Might,
add these together and then divide by 2 rounded up. Where
the weapon can cause multiple hits this total is then multiplied
by the average of the close and long range maximum number
of hits. Dont worry - there is an example below and youll only
need to do this where you want to design your own weapons or
alter the statistics of those already given.
Mana cost
As has already been mentioned in the Battle Magic chapter
each point of Mana available will cost 10 points and this should
be added directly to the cost of the Mage stand.
If a weapon does not have a close range listed then use half
of its maximum range instead to calculate this part of the points
cost.
As with the points cost for the stands these calculations are
already worked out on the weapon tables, you do not need to
go through this every time you want to work out an army list!
What this system does is to ensure that when you design or
add your own weapons they will have a consistent points cost
throughout the game.
51
Mounts
The mounts do not have points values of their own. Instead
they add to the statistics of their riders and so the total value of
the rider and its mount is calculated per stand.
Army Building
Each army will have limits to the amount of characters or
special units as well as minimum requirements for the most
common troop types. These limits are dealt with by imposing
percentages of the points values that must be used for various
categories of troops.
52
Common
Uncommon
Rare
H&L
Armour
Light
Medium
Heavy
Shield
Light Barding
Heavy Barding
PR Bonus
+1
+2
+3
+1
+1
+2
Race
Human
Dwarf
Orc
Goblin
Elf
Skeleton
Zombie
Lizardman
Vermin
Beastman
Troll
Ogre
Giant
MV
6
5
6
5
6
6
5
6
6
6
8
8
8
CS (A)
4 (3)
5 (3)
4 (3)
3 (3)
5 (3)
3 (3)
2 (3)
5 (3)
4 (3)
4 (3)
4 (4)
5 (4)
5 (4)
MS (A)
4+ (2)
4+ (2)
4+ (2)
5+ (2)
3+ (2)
5+ (2)
6+ (2)
4+ (2)
4+ (2)
4+ (2)
6+ (2)
5+ (2)
5+ (2)
MT
4
4
5
3
4
3
4
5
4
5
8
7
10
PR
4
5
5
3
4
3
5
5
4
5
9
8
10
WD
4
4
4
3
4
3
3
4
3
4
4
4
5
TL
7
8
7
6
8
5
3
8
7
6
6
7
6
Mount
Horse
Warhorse
Wolf
Boar
Giant Rat
Giant Spider
Great Lizard
MV
10
10
12
8
12
10
8
CS (A)
+1
+1
+1
+1
+1
+1
MS (A)
-
MT
+1
+1
+2
+1
+1
+2
PR
+1
+1
WD
-
TL
-
For example, the Dwarf Tusker unit should have a stat line
like that shown below, this is the basic, unmodified stat line,
equipment, abilities and points cost of a Dwarf Tusker. After
this has been designed you can add options for different stats,
traits, abilities or equipment.
MV
Cs (A)
Ms (A)
Mt
Pr
Wd
TL
6 (4)
- (-)
Army Lists
As you can see by the fact that there are not 10 pages of army
lists I have not designed any specific armies to go with the
Legions of Battle rules. These rules were designed to allow
you to fight using any troops that you like, in any setting and
with any races. While I may want to use them for a generic
fantasy world with Orcs, Goblins and Dwarfs those lists
wouldnt help with designing a campaign set in the worlds of
Conan or Elric.
There are a huge number of settings that can be chosen for
any fantasy battle or campaign, all that you need are the
figures and the imagination. Whether you base your battles
on another game setting, works of fiction or simply something
of your own it will take some effort to design the army lists that
youll need. So, while I can write a set of game mechanics that
give you the chance to game in these worlds you are going to
have to supply the imagination yourselves!
Fantasy Worlds
JRR Tolkien. A wealth of possibilities, not just in the Lord of
David Gemmel. The Drenai series charts the lives and battles
of characters such as Druss the Legend and Waylander the
Slayer. I like these books.
There are also several game worlds that have been devised
and have a lot of scope for designing your own armies to be
able to fight mass battles. Some systems already have rules
and figures available for this level but others, such as D&D,
concentrate more on individuals and skirmishes rather than
epic battles.
Finally, there is history. The game system works without
magic, without strange special traits and abilities. After all the
shock trait can represent the charge of a fully armoured knight
on a warhorse just as well as it can a dwarf riding a boar. The
basing system used in Legions of Battle is pretty standard
and you shouldnt have too much trouble organising an army
without much effort.
Figure Scale
The game mechanics use the unit as the basis for combat,
within that unit the stand is the smallest element (apart from
characters obviously) so really it does not matter what size the
figures are on that stand.
20mm, 15mm or 10mm figures can be a much cheaper option
than 28mm, even when you take into account the extra figures
that you need to fill a base. The visual effect of a mass of
troops in a unit is also a bonus with smaller scale figures and
makes it easier to visualise a unit as 3-400 troops as opposed
to just a dozen or so.
53
Magic Items
Magical items are mainly used by characters but there are also
items that can be used by single stand or multi stand units,
each item category will let you know who can use them.
An items uses and effects will be set out in its description, the
amount of time that an effect lasts, the level of a spell that
is to be cast, the phases in which it takes effect can all vary.
Magical items are the most likely to cause contradictions and
exceptions to the basic, advanced and special rules so the tie
breaker rule should be used where problems do crop up.
Banners
A unit may only have one banner, they may not be given to
single stand units, war machines or characters unless the
description of either the banner or the troops states otherwise.
Banner of Despair. The unit will use 3D6 when rolling Break
Tests against an opponent and may choose any 2 dice.
Banner of Command. The unit will use 3D6 when rolling for its
T&L Tests and may choose any 2 dice.
Banner of Valour. The unit does not suffer the effects of
becoming unsteady due to being at half wounds or less. Other
instances of unsteady will still apply as usual.
Weapons
Weapons may only be given to characters, not single or multi
stand units. A character may have any number of magical
weapons but they can only use one at any one time. If they
have a choice they must declare which weapon they are using
at the same time as they declare where their attacks are going
to be targeted.
Elf Bane - When used to attack Elves any hit from this weapon
will gain a +3 to kill modifier in addition to any others that it
would normally. Also this weapon grants a +2 bonus to the
wielders Combat Skill at all times which increases to +4 when
attacking elves.
Sharpshooters Bow Add +2 to any to hit roll
Caliburn Add +1 to hit and +1 to kill with this sword.
Stormbringer - Each wound caused with this sword increases
the wielders wounds by 1. This may increase them above their
starting amount. Has other abilities - best not to ask.
Scrolls
Scrolls may only be used by Mages, they are one use items
and do not use any of the Mages Mana when they are used. A
scroll may never have more power put into its effects, the level
of the spell or event is determined when the scroll is created
and it may not be changed.
Using a scroll replaces the casting or dispelling action that a
Mage can carry out during their part of the magic phase unless
the description states otherwise.
Any level of mage may cast any level of spell scroll. The
chance of success is determined by the level of the spell that is
54
Potions
Potions may be used by any character but not single or multi
stand units. Potions generally increase stats, heal wounds
or impart some sort of trait or ability to the user. The use of a
potion does not count as the casting or dispelling action that a
Mage can take during their part of the magic phase.
Once a potion has been consumed it is used up, its effects
may not be altered or increased, they are determined when the
potion is created.
A potion will always work - there is no casting roll required, it
can only affect the person that drinks it. The effects of a potion
should never remain in play after the end of the turn, they may
not be dispelled by enemy Mages. A character does not have
to be a Mage to take a potion.
Effects such as increase stats, heal wounds, gain traits and so
on.
Staffs
Staffs may only be used by Mages. Staffs count as double
handed weapons and this means that a Mage could not wield a
staff and a greatsword for example!
A Mage may only have one staff. Casting a spell from a staff
counts as the casting or dispelling actions for that Mages part
of the magic phase. Any special ability or trait will have further
details in the item description.
MV
Cs (A)
Ms (A)
Mt
Pr
Wd
TL
6 (4)
- (-)
Arcane Items
These are magical items that do not easily fit into any other
category. Most Arcane items will have specific rules and
limitations and may be more specialised than the other magic
items already listed so far.
55
Turn Order
Initiative Phase
Magic Phase
Charge Phase
Move & Fire
Phase
Determine initiative, both sides draw initiative cards. D6 roll off for ties.
Initiative winner casts spells and makes dispell attempts.
Initiative loser casts spells and makes dispell attempts.
Initiative winner declares charges, targets declare reactions.
Initiative loser declares charges, targets declare reactions.
Initiative winner compulsory movement, then normal movement, then firing.
Initiative loser compulsory movement, then normal movement, then firing.
Combat Phase
Both sides, simultaneous. Initiative winner chooses order in which melee is fought,
apply results and reforms one by one.
Both sides, simultaneous. Roll for game end from turn 6 onwards.
Notes
Movement distances
Normal
MV
Double (outside 6)
MV x 2
Charge or Evade
MV x 2
MV x 1 *
Retire
1/2 MV **
* No doubling allowed unless light troops.
** Directly backwards along flank lines only.
Firing To Hit Modifiers
Firer
Has moved
-1
Is unsteady
-1
Target
Is at long range
-1
-1 / -2
-1 / -2
2+
3+
4+
5+
6+
2+
3+
4+
5+
6+
+1
-1
-1
-2
-1
+1
+1
+2
With all missile and hand to hand attacks 6 always hits and 1
always misses no matter what the actual modifiers.
*** If you are attacking an enemy in the flank or rear then they
cannot get any supporting attacks against any opponent.
Legions of Battle fast play sheet. Mark Sims. Permission granted to copy for personal use only.
Weapon
Close
Long
Light Crossbow
12
24
Heavy Crossbow*
15
30
Handgun*
9
18
Sling
9
18
Bow
12
24
Short Bow
9
18
Longbow
15
30
Elf Bow
18
36
Javelins
6
Darts
9
Thrown Axes
6
* Heavy Crossbow and Handguns may not move and fire.
Weapon
Close
Might
5
6
6
4
4
4
6
5
4
3
5
Long
PTS
19
26
23
13
14
13
26
22
11
9
16
MIGHT
PTS
15
D6-1
30
D3-1
91
24
D6-1
48
D3-1
130
Light Cannon
20
D6-1
40
D3-1
147
Heavy Cannon
30
D6-1
60
D3-1
196
Organ Gun
10
2D6-2
20
D6-1
135
15
D6-1
10
135
9-18
D6-1
36
D6-2
10
266
12-24
D6-1
48
D6-2
12
288
Rockets (I)
10-20
2D6-2
40
2D6-2
180
Flame Cannon
Legions of Battle fast play sheet. Mark Sims. Permission granted to copy for personal use only.
Page
1 2 3 4
5 6 7 8
1 2 3 4
5 6 7 8
58
STAND &
FIRE
EVADE
STAND &
FIRE
EVADE
STAND &
FIRE
EVADE
STAND &
FIRE
EVADE
STAND &
FIRE
EVADE
STAND &
FIRE
EVADE
COUNTER
CHARGE
HOLD
COUNTER
CHARGE
HOLD
COUNTER
CHARGE
HOLD
COUNTER
CHARGE
HOLD
COUNTER
CHARGE
HOLD
COUNTER
CHARGE
HOLD
UNSTEADY UNSTEADY
UNSTEADY UNSTEADY
UNSTEADY UNSTEADY
UNSTEADY UNSTEADY
UNSTEADY UNSTEADY
UNSTEADY UNSTEADY
Legions of Battle counter sheet. Mark Sims. Permission granted to copy for personal use only.