Wizard Sheet Book 3
Wizard Sheet Book 3
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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:
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r=- -=-NAMf: TYPE tFFECTS
- -
ALIGNED +2
� --
SOLDIERS STI\NDI\RD
- -
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:
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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:
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-=---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:
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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
, • ' ;
� SOLDIERS� ..______..,,..1,.,,.._____________________/
000
t:IAME: -
Fs 'T 'ITEMS ·,..B r
-:TIINDll�D EOUIPMENT
:J
COMBAT (P.52) il'JOUNDED (OPTI Ot:IAL)
TYPE:
-- - -
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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:
,-.
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:
-- - -
-
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-= 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
, • ' ;
� 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:
,-.
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:
-- - -
-
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-= 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.
'\ -