Professional Documents
Culture Documents
The players control one side, and the DM controls the other.
SETUP
Each side starts the battle with a pool of 20 Action Points (AP). Players spend AP to draw Battle Cards and command units, placing spent AP into a discard pile. We use pennies to represent action points. Each side has a deck of Battle Cards. These represent their available orders. The decks are shuffled and placed face-down within reach. As cards are spent, they are placed into discard piles. Starting Units are then placed: Players may place their active units anywhere with their deployment zones (as specified by the scenario). Reserve units may start the game off-map (as specified by the scenario). When reinforcements are called in, these are placed into reinforcement zones.
ORDER OF PLAY
PHASE 1: DETERMINE INITIATIVE / AP
Each side rolls a D20. The side with the highest result gains initiative and becomes the active player. In the case of a draw, roll again. Once an active player has been determined: The winner draws AP from their pool equal to the difference between the two Initiative rolls. The loser empties their AP discard pile back into their pool.
PHASE 4: FLEE
Any currently routing units now take a Flee action. If they move off the edge of the map, they are permanently removed from play.
BATTLE CARDS
COMMAND [UNIT TYPE]
Most Battle Cards specify a different unit type in the battle (e.g. Heavy Infantry). When these cards are drawn, each of the units specified may take one of the following actions at the cost of 1 AP per unit. Move: The unit moves its speed. Charge: The unit moves its speed to charge an enemy unit. It makes a single attack at +1 and is now in an engagement.
If the winner draws all the AP from their pool, their next initiative roll is automatically counted as a 1.
PHASE 2: ORDERS
The active player may now: Spend 1 AP to draw a new Battle Card (discarding their current Battle Card) Spend 1+ AP to activate their current Battle Card (see Battle Cards, below).
The phase ends once the player has spent all of the AP in their hand. Their current Battle
Withdraw: The unit withdraws from an engagement by moving 1 square. If it is no longer adjacent to an engaged enemy, the engagement ends. Flee: The unit withdraws from an engagement by moving its speed. Each enemy in the engagement gets a free attack before the unit moves. The fleeing unit does not fight back. Attack: The unit makes an attack against one enemy it is engaged with. Fire: The unit makes a single ranged attack against an enemy within range. This action cannot be performed if the unit is currently engaged.
REINFORCEMENTS
Reinforcements are summoned at the cost of 1 AP per unit, and placed on their zone.
COMBAT
Combat is resolved as it occurs.
1: RESOLVE ATTACKS
Roll a number of D6 equal to your attacking units Strength plus their weapons Power. For each roll of 5+, you score 1 hit (remember to keep track of these for Morale, later!) If you are flanking your opponent, you get a +1 bonus to each dice. You count as flanking if you attack an already engaged unit from the side or rear. If you are charging your opponent, you get a +1 bonus to each dice. If you are firing at long range, you get a -1 penalty to each dice. If the enemy is routing, you get a +2 bonus to your Strength.
4: MORALE
The unit that took the most damage must now roll to see if it flees. To hold, they must roll a D6 and score equal to or above their morale score. If they are currently flanked they take a -1 penalty If they are under half their starting strength they take a -1 penalty If they are currently routing they take a -1 penalty
RALLY
On this card, each routing unit may make one morale check, at the cost of 1 AP per unit.
DELAY
This card has no use. Its presence signifies the fog of war, misinterpretation of signals, and so on. If a card is drawn that has no associated units left on the map, it counts as a Delay card.
ROUTING
Place a yellow counter next to every unit that is routing. These units cannot be commanded, and can only be brought back into the battle by drawing a Rally card and successfully passing a morale check.
2 TOWN GUARDS
Town Guards (Heavy Infantry)
Strength 4 Speed 2; AC 4+; Morale 4+
6 GRIMLOCKS
Grimlocks (Light Infantry)
Strength 2 Speed 3; AC N/A; Morale 3+
Melee (Sword)
Power +2
Ranged (Crossbow)
Range 2/4; Power +2
Melee (Claws)
Power +2
Ranged (None)
Range N/A; Power N/A
3 PEASANT LEVIES
Peasant Levies (Light Infantry)
Strength 2 Speed 3; AC N/A; Morale 6+
2 TROLLS
Trolls (Heavy Infantry)
Strength 6 Speed 2; AC 5+; Morale 1+
Melee (Pitchfork)
Power +0
Ranged (Sling)
Range 1/2; Power +1
Melee (Claws)
Power +4
Ranged (None)
Range N/A; Power N/A
1 TREBUCHET
Trebuchet (Artillery)
Strength 1 Speed 1; AC 5+; Morale 4+
4 TROGLODYTES
Trolls (Archers)
Strength 3 Speed 2; AC 4+; Morale 5+
DEFENDERS OF MOONSTAIR
The defenders start with the following units. They may deploy anywhere behind the outer wall.
Melee (Guards)
Power +0
Melee (Bite)
Power +1
Ranged (Spears)
Range 2/4; Power +2
3 ELVEN ARCHERS
Elven Archers (Archers)
Strength 3 Speed 3; AC 6+; Morale 2+
SKALMADS HORDE
The DM starts with the following units. At the start of the battle, only 4 units may be deployed at the edge of the map. The rest must be brought in using reinforcements.
TERRAIN
Spiked walls: A defender fighting on a square containing spiked walls has its AC reduced by one. Burning oil: An enemy entering a square of burning oil is attacked: Strength 4.
Melee (Dagger)
Power +0
Ranged (Longbow)
Range 3/6; Power +3
BATTLE CARDS
The following battle cards can be printed out to form decks for each side. Each deck should have 48 cards, but should be tailored to the army at hand, using the sets below. All decks should contain at least one rally set. For the Battle of Moonstair, use the following sets:
DEFENDERS OF MOONSTAIR
Command Heavy Infantry x2 Command Light Infantry x3 Command Archers x3 Command Artillery x1 Rally x2 Delay x1
SKALMADS HORDE
Command Heavy Infantry x2 Command Light Infantry x4 Command Archers x4 Rally x1 Delay x1
Command light infantry units for 1 AP per unit. Each unit may only receive one command.
Command light infantry units for 1 AP per unit. Each unit may only receive one command.
Command light infantry units for 1 AP per unit. Each unit may only receive one command.
Command light infantry units for 1 AP per unit. Each unit may only receive one command.
Command heavy infantry units for 1 AP per unit. Each unit may only receive one command.
Command heavy infantry units for 1 AP per unit. Each unit may only receive one command.
Command heavy infantry units for 1 AP per unit. Each unit may only receive one command.
Command heavy infantry units for 1 AP per unit. Each unit may only receive one command.
COMMAND ARCHERS
COMMAND ARCHERS
COMMAND ARCHERS
COMMAND ARCHERS
COMMAND ARCHERS
Command archer units for 1 AP per unit. Each unit may only receive one command.
Command archer units for 1 AP per unit. Each unit may only receive one command.
Command archer units for 1 AP per unit. Each unit may only receive one command.
Command archer units for 1 AP per unit. Each unit may only receive one command.
COMMAND ARTILLERY
COMMAND ARTILLERY
COMMAND ARTILLERY
COMMAND ARTILLERY
COMMAND ARTILLERY
Command artillery units for 1 AP per unit. Each unit may only receive one command.
Command artillery units for 1 AP per unit. Each unit may only receive one command.
Command artillery units for 1 AP per unit. Each unit may only receive one command.
Command artillery units for 1 AP per unit. Each unit may only receive one command.
RALLY
RALLY
RALLY
RALLY
RALLY
Rally units for 1 AP per unit. Each unit can make one morale check.
Rally units for 1 AP per unit. Each unit can make one morale check.
Rally units for 1 AP per unit. Each unit can make one morale check.
Rally units for 1 AP per unit. Each unit can make one morale check.
10
DELAY
DELAY
DELAY
DELAY
DELAY
11