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Wizard Sheet Book 3

The document outlines rules and mechanics for a tabletop game, detailing spell casting, combat actions, and equipment usage. It includes specific requirements for wizards and apprentices, modifiers for aligned and opposed actions, and guidelines for movement and combat resolution. Additionally, it describes how to activate figures, collect treasure, and manage game phases.
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© © All Rights Reserved
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0% found this document useful (0 votes)
9 views

Wizard Sheet Book 3

The document outlines rules and mechanics for a tabletop game, detailing spell casting, combat actions, and equipment usage. It includes specific requirements for wizards and apprentices, modifiers for aligned and opposed actions, and guidelines for movement and combat resolution. Additionally, it describes how to activate figures, collect treasure, and manage game phases.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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000

-�oo
tFFECTS
RULES REFERENCE
tOUIPMENT:
MOVE FICHT SHMT

-----------------...._-_-_-_-:_-:_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_----,.......
�IZARD (8 SPELLS) (P.17) (� i--,:.;..ITEM P.26=-. .,_
= .;;..;S ('-'-' ) ---,-------I
NOTES:
�-�
• MUST HAVE 3 SPELLS F R OM O WN SCH001 1------+'- _ T'-S+-___;_AT_ -'--
S LO S TA_ ..;..R T_----f ttEAlTH ARMOR �Ill
• MUST HAVE 1 S PELL F R OM EACH ALIGNED SCHML WIZARD S 5 Ct!M S E FROM

000
• MUST HAVE 2 S PELLS F R OM NEUT R AL SCHMLS GENERAL ARMS
� 'nEMS • (it-:JNAME:
APPRENTICE 'I AND ARMOUR LI S T
Fs.STANDARD EQUIPMENTB Y
MODIFIERS T PE:

woo
r=- -=-NAMf: TYPE tFFECTS
- -
ALIGNED +2
� --
SOLDIERS STI\NDI\RD
- -

NEUT R AL +If EOUIPMENT I I


OPPOSED +6 � tOUIPMENT:
MOVE FICHT SHMT
APP R ENTICE -2 TO ROll i,...:.;W:::;�P..:::
O:.;:; :.:.::.:.:.:.+=:.:.:.f==.;;.+=.;;....
FIGHT R ANGE DI\MI\GE NOTES
DAGGER -1 - R : NO ITEM S LOT
FIR S T DAGGE NOTES:
Ell NS
:...+

ti/I ND WPN �
2-HANDED +2 TAHES UP mo ITEM SLOT '-==
S TI\FF -1/-1 - �Ill-
ttEA1TH ARMOR
"

000
2't" 101\D /IND FI RE 115 1 ACTION
� 'nEMS • f• NAME:
C R OS S BO W 2't" +2 RELOAD I NS TEAD or MOVE
-

:J Y
Fs.STANDARD EQUIPMENTB
UNA R MED -2 -2 T PE:

woo
r=- -=---NAME: TYPE tFFECTS
- -
-- - -

� £OU!PMENT:
I I MOVE FICHT SHMT
SPELLCI\STI�G (P.61) � � MtlVEMrnT (P.'t5)
OBSTR UCTIONS : -2" PE R l" VE R TICAL
·CAN NOT SPELL CAST WHILE IN COMBAT CLIMBI NG/ ROUGH G ROU ND: X2 MOVE COST NOTES:
• NOMINATE A TABGET OF THE S PELL IN COMB/\T: CAN NOT MOVE

• R OLL D20 + CA S TE R 'S MODIFIE R FOBCING COMB/IT: MAY ENGAGE IF WITHIN l"
JUM PING: UP TO 't", IF MOVED AN EOUAL
ttEAlTH ARMOR �Ill
,.

000
• TOTAL MUST BE EQUAL TO OB GBEATEB THAN
- =--
DISTANCE. OTHER WI S E, 1" ONLI'

THE SPELL'S CA S TING NUMBE R . FI\LLI NG: < 3" : NO EFFECT � 'nEMS • f• NAME:
:J Y
Fs.STANDARD EQUIPMENTB
• IF NOT, THE CASTE R 5UFF€ R 5 DAMAGE: > 3" : DMG = DI S TANCE X 1.5 T PE:

woo
-=---NAME: TYPE EFFECTS
- --
-
FI\ILED BY DI\MI\GE
- -

1 - 't 0
CREATURE ACTIO�S (P.69)
� tOUIPMENT:
I I
• C R EATU RES NEVER I\TTI\CH ONE I\NOTttE R .
MOVE FICHT SHMT
5- 9 1
• C R EATU RES I\LWl\1'5 FOR CE COMB/IT.
10 - 19 2 NOTES:
• C R EATU R ES PE R FO R M mo ACTIONS, R UN
20 5
TH R OUGH THESE STEPS FO R EI\Ctt:

o:oo·
l. 15 CR,EI\TUR,E Hi COMB/\�
i--

EMPOv-JERrnG SPELLS:
FIGHT. IF TA R GET >1, CHOO S E LOWEST
ttEAlTH ARMOR �Ill-
SPELLCI\STER CAN SPEND ttEI\LTtl POINTS TO ,,. -
ADD TO THE SPELL R OLL HEALTH.IF WIN, STAI' IN COMBAT.
(� 'n EMS 'f•1NAME:
._
2. 15 A l-lJAR,BAND MEMBER, Hi L.0.5? l°sTANDARDEQUIPMENT+llTYPE: --------
RESISTING SPELLS: IF W ITHIN R ANGE & WPN. MISSILE, SHOOT. ,,

·. �oo
R OLL D20 + WILL EL S E, MOVE TOWA R DS & INTO COMBAT. -=-NAME: - TYPE EFFECTS
·--.
MUST BEIi T S PELLCI\STE R ' S CA S TING R OLL 3. R,ANDOM MOVEMENT
tOUIPMENT:
MOVE FICHT SHMT
DETER.MINE R,ANDOM DIR,ECTION &
MOVE. If I ACTION REMAINS DO #2. If
NO VALID TAR.GET, END TUR,N. NOTES:
�- �
ttEA1TH ARMOR �Ill
0000 c� ACTIVATIOr::IS c�


TUf{t::l Of{DEf{ (P. Lf0)
CAPTA Hi! H>IITIATIVE ACTIVAT!Ot>IS
MOVE FIGHT SHOOT IAIILL ROLL fOR WHO GOES f!RST IN EACH Of THE fOL­ ALL FIGURES HAVE 2 I\CTIONS
LOWING PHASES.
BATTLE

Q.. ,:.-
ACT IONS
ACtt IEVEMENTS
WIZARD - MOVE (MUST USE I ACTIVATION)
I\CTIVATE /ILL V.JllARD PLUS UP TO 3 SOLDIERS - 2ND MOVE (1/2 DISTANCE)
EXPER.IENCE WITHIN 3" -mtn
:.�p
- SHOOT
LEVEL
APPREt:ff!CE - CAST SPELL
. .
I'


Mf\X
, • ' ;

I\CTIVATE ALL IIPPRENTICE PLUS UP TO 3 UNACTI­ - PICH UP / DROP T REASURE


- SPECIAL
- w V\ICf\P(H:IS ··
VATED SOLDIERS WITHIN 3"
MAXIMUM Of 5 IT€
1
'
+ \ & ITEMS
,

SOLDIERS GROUP ACTIVATIONS


-=---- NAME: -- TYPE /\CTIVATE ALL UNACTIVATED SOLDIERS. ALL FIGURES H:I GROUP ACTIVATION MOVE AS Tt!EIR
FIRST I\CTION IN ANY ORDER. THEN DO ANY SECOND
CREATURES ACTION IN WHATEVER ORDER THE PLAYER WISHES.
USED
0
--'--'-'"-'-"-'""-'-'-'-'-'-'-'-"--o
I\CTIVATE ALL NON-CONTROLLED CREATURES
COUP
0 ...;;.;;.; '-'--"'-DE;:;..;;.;;GRACE 0
:.;.;.;;.;__o
0 STEADY HAND
- DEAD EYE 0
0 BRACE
0 ------
0
DODGE COLLECTir::IG Tf{EASUf{E (P.68) c� Er::IDHilG TttE GAME (P.71)
• CAN NOT COLLECT If ENEMY WITHrn I" I. Ot:IE PLAYER. ttAS t:10 FIGUR.ES LEFT
0
0 NERVES Of STEEL
0 ------
::-t,jOTES:
0
IRON HEART • A fIGURE CAN CARRY I T REASURE T OHEN 2. 11\ST TR.EASUR.E TOl!Et:I EXITS TttE
-::::c
-, 0 ------
0 SPRINT
0
0 • MOVE HALVED BOAR.D
0 LEADERSHIP • FIGHT ,:!_If ENCUMBERED (CARRYING SHIELD,
mo-HANDED WPM., ST AH, BOW OR CROSSBOW)
0

� SOLDIERS� ..______..,,..1,.,,.._____________________/

000
t:IAME: -
Fs 'T 'ITEMS ·,..B r
-:TIINDll�D EOUIPMENT
:J
COMBAT (P.52) il'JOUNDED (OPTI Ot:IAL)
TYPE:
-- - -

woo
1-=-�
'- -NAME: - TYPE tffECTS ANY f!GURE WITti 4 OR LESS HEALTH
(�

• ONLY I ACT!ON
BOTH f!GURES ROLL D20+f!GHT+MODS
MELEE
I I • -2 TO ALL DIE ROLLS
� EOUIPMENT: HIGHEST WH:IS (IN TIES. BOTH f!GURE HITS)
MOVE FIGHT SHOOT
• UNDEAD ARE NOT AffECTED
DAMAGE= V.JINNEB'S TOTA� SCOBE - TABGET'S IIBMOB
V.JINNER CAN PUSH SELf/LOSER t AWAY (OUT Of COMBAT
NOTES:
,-.

CR.ITICI\L ttITS (OPTIONAL)


-
-== V,J HEN A f!GURE ROLLS A
SUPPORTING f!GURES +2 EI\Ctt
MODif!ERS:
ttEALTH Af{MOf{ IAIIll
- (SUPPORTING f!GURES CAN'T BE IN COMBAT WITH ANOTHER f!GURE) NATURAL 20 (IRRESPECTIVE Of
" � - MODlfIERS & STA TS) IN

000
coMBAT DEAL + 5 DAMAGE.
SAME AS ABOVE BUT USE �T SHILL fOR ATTACHER AND ill.!!I SHILL fOR DEfENDER.
t:IAME:
Fs 'T 'ITEMS ·,..B
SttOOTit:IG
-STIINDA�D ,ourPMm
:J
TYPE:
-- - -
-

woo
-= NAME: TYPE tffECTS
-
H:ITERVENH:IG TERRAIN +I (CUMULATIVE. If BASE CONTACT; IN COVER
- MOD!fl€RS:

I I MOVE LIGHT COVER +2 COVERS HALf BODY OR fULL BUT SOfT COVER
� EOUIPMENT: HEAVY COVER +4 COMPLETELY COVERS fULL BODY
FIGHT SHOOT
HASTY SHOT +I /SHOOTER MOVED\
NOTES: LARGE TARGET -2 APPLIES TO "LARGE" TRAIT
,-.

-
-== SttOOTit:IG lt:ITO COMBAT
RANDOMLY DETERMINE TARGET THEN SHOOT
.. ttEALTH Af{MOf{
- IAIIll
-
NOTE: II f!GURE IN COMBAT MAY NOT MAHE A SHOOTING ATTACH OR RELOAD A CROSSBOW.
'\ -
0000 c� ACTIVATIOr::IS c�


TUf{t::l Of{DEf{ (P. Lf0)
CAPTA Hi! H>IITIATIVE ACTIVAT!Ot>IS
MOVE FIGHT SHOOT IAIILL ROLL fOR WHO GOES f!RST IN EACH Of THE fOL­ ALL FIGURES HAVE 2 I\CTIONS
LOWING PHASES.
BATTLE

Q.. ,:.-
ACT IONS
ACtt IEVEMENTS
WIZARD - MOVE (MUST USE I ACTIVATION)
I\CTIVATE /ILL V.JllARD PLUS UP TO 3 SOLDIERS - 2ND MOVE (1/2 DISTANCE)
EXPER.IENCE WITHIN 3" -mtn
:.�p
- SHOOT
LEVEL
APPREt:ff!CE - CAST SPELL
. .
I'


Mf\X
, • ' ;

I\CTIVATE ALL IIPPRENTICE PLUS UP TO 3 UNACTI­ - PICH UP / DROP T REASURE


- SPECIAL
- w V\ICf\P(H:IS ··
VATED SOLDIERS WITHIN 3"
MAXIMUM Of 5 IT€
1
'
+ \ & ITEMS
,

SOLDIERS GROUP ACTIVATIONS


-=---- NAME: -- TYPE /\CTIVATE ALL UNACTIVATED SOLDIERS. ALL FIGURES H:I GROUP ACTIVATION MOVE AS Tt!EIR
FIRST I\CTION IN ANY ORDER. THEN DO ANY SECOND
CREATURES ACTION IN WHATEVER ORDER THE PLAYER WISHES.
USED
0
--'--'-'"-'-"-'""-'-'-'-'-'-'-'-"--o
I\CTIVATE ALL NON-CONTROLLED CREATURES
COUP
0 ...;;.;;.; '-'--"'-DE;:;..;;.;;GRACE 0
:.;.;.;;.;__o
0 STEADY HAND
- DEAD EYE 0
0 BRACE
0 ------
0
DODGE COLLECTir::IG Tf{EASUf{E (P.68) c� Er::IDHilG TttE GAME (P.71)
• CAN NOT COLLECT If ENEMY WITHrn I" I. Ot:IE PLAYER. ttAS t:10 FIGUR.ES LEFT
0
0 NERVES Of STEEL
0 ------
::-t,jOTES:
0
IRON HEART • A fIGURE CAN CARRY I T REASURE T OHEN 2. 11\ST TR.EASUR.E TOl!Et:I EXITS TttE
-::::c
-, 0 ------
0 SPRINT
0
0 • MOVE HALVED BOAR.D
0 LEADERSHIP • FIGHT ,:!_If ENCUMBERED (CARRYING SHIELD,
mo-HANDED WPM., ST AH, BOW OR CROSSBOW)
0

� SOLDIERS� ..______..,,..1,.,,.._____________________/

000
t:IAME: -
Fs 'T 'ITEMS ·,..B r
-:TIINDll�D EOUIPMENT
:J
COMBAT (P.52) il'JOUNDED (OPTI Ot:IAL)
TYPE:
-- - -

woo
1-=-�
'- -NAME: - TYPE tffECTS ANY f!GURE WITti 4 OR LESS HEALTH
(�

• ONLY I ACT!ON
BOTH f!GURES ROLL D20+f!GHT+MODS
MELEE
I I • -2 TO ALL DIE ROLLS
� EOUIPMENT: HIGHEST WH:IS (IN TIES. BOTH f!GURE HITS)
MOVE FIGHT SHOOT
• UNDEAD ARE NOT AffECTED
DAMAGE= V.JINNEB'S TOTA� SCOBE - TABGET'S IIBMOB
V.JINNER CAN PUSH SELf/LOSER t AWAY (OUT Of COMBAT
NOTES:
,-.

CR.ITICI\L ttITS (OPTIONAL)


-
-== V,J HEN A f!GURE ROLLS A
SUPPORTING f!GURES +2 EI\Ctt
MODif!ERS:
ttEALTH Af{MOf{ IAIIll
- (SUPPORTING f!GURES CAN'T BE IN COMBAT WITH ANOTHER f!GURE) NATURAL 20 (IRRESPECTIVE Of
" � - MODlfIERS & STA TS) IN

000
coMBAT DEAL + 5 DAMAGE.
SAME AS ABOVE BUT USE �T SHILL fOR ATTACHER AND ill.!!I SHILL fOR DEfENDER.
t:IAME:
Fs 'T 'ITEMS ·,..B
SttOOTit:IG
-STIINDA�D ,ourPMm
:J
TYPE:
-- - -
-

woo
-= NAME: TYPE tffECTS
-
H:ITERVENH:IG TERRAIN +I (CUMULATIVE. If BASE CONTACT; IN COVER
- MOD!fl€RS:

I I MOVE LIGHT COVER +2 COVERS HALf BODY OR fULL BUT SOfT COVER
� EOUIPMENT: HEAVY COVER +4 COMPLETELY COVERS fULL BODY
FIGHT SHOOT
HASTY SHOT +I /SHOOTER MOVED\
NOTES: LARGE TARGET -2 APPLIES TO "LARGE" TRAIT
,-.

-
-== SttOOTit:IG lt:ITO COMBAT
RANDOMLY DETERMINE TARGET THEN SHOOT
.. ttEALTH Af{MOf{
- IAIIll
-
NOTE: II f!GURE IN COMBAT MAY NOT MAHE A SHOOTING ATTACH OR RELOAD A CROSSBOW.
'\ -

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