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S Rules yst and ème de jeu Game-Play
o, here you are, eagerly gripping your little lead ﬁgures still sticky from their last lick of paint (Anyone who thought they can use unpainted minis is welcome to visit Croc for a good spanking with his spiked plank). You have agreed with your opponent on how large and powerful your armies will be, and you have laid out a glorious battleﬁeld. All you have to do now is learn the following rules by heart (more or less).
must be rolled in some situations. In general, each d6 will be considered independently.
The standard unit of measurement used in Hell Dorado is the Fathom, which, although it is now only used to measure nautical depths, was still in use at the time when Hell Dorado is set to measure distances on land. It is equivalent to an average man’s height. On the battleﬁeld, this will be scaled down to a standard inch. For those of you who do not live in countries where the Imperial system is still used (unless, of course, you had the great idea of investing in an inch-graduated measuring tape to check the size of your new ﬂat-screen monitor), consider a fathom to be 2.5cm.
D own to Basics
Playing Hell Dorado only requires six-sided dice, also known as “d6” by Those Who Know. Ideally, each player should have at least ﬁve six-sided dice (d6) handy. Some of the numbers used on the stat cards or in the rules will mean that that number of d6
When the rules state that a unit should be at or within a certain distance from another unit or from a spot on the battlefield, this means that any part of its base that is at that distance fulfills that condition. A unit is considered to be inside an area from the moment when any part of its base is inside the area. This is the general rule, but we may remind you of it again if required. In all other cases, the specific rules will state if and when the whole of the base needs to be at a precise distance or within a specific area.
This chapter will give you the basic, essential concepts you will need to understand the rest of the rules. Some of them will be using concepts that will be explained later. If you don’t understand everything to begin with, don’t worry, you can come back to it later. In any case, you will quite probably have to read the rules several times over to fully absorb them.
When playing Hell Dorado, players can measure any part of the battleﬁeld at any time. You can, for example, measure the distance between two units, between one of your own units and a point on the battleﬁeld,
Unit A is inside the explosion area. Unit B is 3 fathoms away from its opponent.
measuring distances between units and effect areas
or between one of your units and one of your opponent’s, etc.
Contact and Control Area
One unit is considered to be in contact with another if their two bases are in contact, or if a part of one of them touches a part of the other. A unit touching another unit is said to be “engaged”. The terms “in contact” and “engaged” are equivalent when applied to opposing units. Most of the Hell Dorado models have a control area of one fathom. This means that any unit that comes within a distance of one fathom from an enemy unit will be considered to be inside that unit’s control area. Unless otherwise speciﬁed, once units are engaged they lose the effects of their control areas. The control areas of units affect the way their opponents can move. See the chapter on control areas effect on page 14.
Miniatures in Hell Dorado are not considered to have a speciﬁc facing. It is treated as though the course of the battle is not really chopped up into phases and turns. Each unit is considered to turn automatically to face a danger or an opponent. So there’s no use bickering about whether your miniature’s front arc is touching your opponent’s or not.
For those who like to meddle in the affairs of minis
No doubt that some of you, when reading this particular rule will jump to the conclusion that they can mess with their miniatures so contact becomes much easier (by changing a vertical spear into a horizontal one, for example). Far from wanting to crush your creative spirit, I must however warn you that anyone caught doing this will be thrown into a large vat of sulfuric acid. Previously, I will of course have ensured that their hands are cut off and sent to their mini-painting club. Once news of this hits the headlines, I’m pretty sure that anyone else who had come up with any similar smart idea will think twice about it. As for the unfortunate miscreant, apart from making bubbling noises with his mouth while waiting for the rest of his body to be completely dissolved, he will no longer be of any nuisance to any of the true Hell Dorado fans.
If, at some point in the game, the rules alone do not enable you to resolve a conﬂict between players, two solutions can be used: The ﬁrst is the well-known heads-or-tails technique. Basically, you pick some handy object, such as a coin, a frying pan, or your girlfriend, and you ﬂip it up into the air, after betting on which side you think will be visible when it hits the ﬂoor. Obviously, if you want to use this technique to end an argument, it tends to help if both players pick opposite sides. The second option is our personal favorite, albeit one requiring skill and therefore best if only used by players of experience: a Tap on the cheek. When an argument cannot be settled by simply applying the rules, the ﬁrst of the two players to gently tap the other on the cheek wins. This should be done with caution, as, if the tap
These minis are in contact with their opponents.
two miniatures engaged by their bases, then by the figures
turns into a slap, the too-brutal slapper is immediately disqualiﬁed. A slightly safer version is the tap on the back of the hand, but this is, of course, much less fun.
T he Armed Forces
Each unit has one of the three following ranks: Ofﬁcer, Independent, or Trooper. The Ofﬁcers are unique (they should only be present once per Company) as are the Independents who have an identity. Troopers and anonymous Independents can be used several times in the same Company.
Ofﬁcers are the soldiers who lead Companies into battle. They are unique beings who all have their own identity. They can therefore only be one each per Company. These units have unique support and command abilities that are linked to their character. The rules for composing Companies will tell you how many Ofﬁcers you will be able to hire for your Company, depending on the total number of army points you have agreed on with your opponent. Usually, in a standard Company, you will only be allowed one Ofﬁcer. All Ofﬁcers automatically possess the orders vae soli and vae victis (p. 27). Independents are elite soldiers who join the Companies seeking fame and fortune, or just for the pleasure of butchering invaders or natives. These soldiers have special abilities which are often exceptional. When put to the right use, they can change the course of a whole battle on their own.
diagram of a miniature’s control area
The control areas of units affect the way their opponents can move. See the chapter on control areas effect on page 14.
In Hell Dorado, each player has tactical control of a Company of soldiers or units. Each unit is physically represented by a miniature. They are all different, with different ranks, stats, types, base sizes, etc. All these concepts are explained in greater detail further on. A whole chapter (p. 33) is entirely devoted to their special abilities.
This score indicates the distance in fathoms that a unit can move in one turn when walking at a normal pace. This value can change depending on the actions undertaken by the units or the orders they receive. xample: the average human unit has a Movement score of 5 if it is carrying little or no armor. In all other cases the Movement score will be 4. This score represents a number of dice. This is the number of dice that will be used when the unit attacks with a ranged weapon (bow, arquebus, throwing dagger, grenade, etc.). This stat represents the unit’s skill at using its weapon. xample: the average human unit will have a SHS score of 2 if it carries a ranged weapon. If it doesn’t, then the SHS score will not even be mentioned. This stat represents a number of dice. This is the number of dice used by this unit during close combat. This stat represents the unit’s talent for attacking, its physical abilities in combat and its equipment. It is both a reﬂection of the unit’s warrior fury and its pure skill. A unit with no Combat stat cannot ﬁght, even if it receives a CBT bonus later on. All attacks against it will remain unanswered. A unit with a CBT stat of 0 will not usually throw any dice during a mêlée, but it can receive a bonus that will allow it to do so. xample: the average human unit has a Combat score of 3.
SHOOTING SKILL (SHS)
The Independent units with an identity (their own name) are unique and can only be hired once per Company. For all others, their Availability (p. 8) will tell you how many you are allowed to have in any one Company at the same time. Troopers are the huddled masses of random soldiers who are the heart of the Companies, the nameless cannon fodder who ﬁght and die for the glory of their commanding ofﬁcers. Multiple Troopers of the same kind can be used in the same Company. The limits to their recruitment are deﬁned by the unit’s Availability stat (p. 8).
Each unit on the battleﬁeld is deﬁned by a series of statistic numbers that you will ﬁnd on all the stat cards.
Red and Green
On most stat cards, the units’ statistics are printed on two different colored backgrounds: red and green. The value of the red stat is the basic value. The value of the green stat is the one that should be applied when the unit is in a wounded state. One exception: on the bar of life points on the back of the card, the green backgrounds are for the point from whereon the unit is considered to be wounded.
As the name suggests, this score is an indicator of the difﬁculty that others will have hitting the unit during a battle. It is this score that the unit’s opponents will roll their attack dice against when in contact (and sometimes when attacking from a distance). This stat represents the unit’s speed, skill and martial talents. Unless stated otherwise, a unit’s Defense score cannot be higher than 5. In some very rare cases, always stated as such, the Defense score can reach 6. xample: the average human unit will have a Defense score of 3.
This score is a representation of the unit’s armor (natural or not) and its resistance to hits. It is directly
xample: a Protection value of 0 means a total lack of armor..).GAME SYSTEM Front MOVEMENT DEFENSE FAITH COMMAND AVAILABILITY SPECIAL ABILITIES POINTS 4 3 3 1 3 Missionnaire UNIT’S NAME UNIT’S FACTION SYMBOL 4 4 Limité 3 Indépendant Humain Mâle Ennemi juré 2 Papiste (chrétien) Mentaliste ARMY KEYWORDS Fanatique 25 (démons et damnés) Back SHOOTING SKILL - Missionnaire - UNIT’S NAME LIFE POINTS 4 3 COMBAT DEFENSE PROTECTION WEAPON DAMAGE TYPE 4 3 1 4 2 3 4 5 8 6 3 3 7 8 1 COMMAND FAITH LIFE POINT POWER SPECIAL DAMAGE BAR (WOUNDED STATE IN GREEN) TABLE EFFECT POINTS 2 Encensoir Contondant Touches 1 2 3 4 5 Dégâts 2 Sonné 4 5 6 Passif • 1 CMD Tous les combattants alliés sont immunisés contre la Terreur jusqu’à la fin du tour. A higher score is possible but remains exceptional. leather and metal-plated armor.. chain mail and LIFE POINTS (LP) 5 . The initial number of Life Points is reduced after each hit depending on the number of damage points subtracted from the total number of damage points inﬂicted during an attack.. Temporaire • Actif • 4 toises de rayon • Instantané • Papistes Les combattants papistes regagnent un nombre de PV égal à leur FOI.) . This stat represents the number of damage points a unit can take before dying in battle.. Temporaire • Actif • 4 toises de rayon • Résiduel • Chrétiens Les combattants chrétiens causent 1 touche de plus lors d’un combat au contact si au moins une touche a été obtenue. Aura de peur Aura de puissance Aura de soins 4 Analyzing a stat card (front and back): Missionary shield. thick skin) . partial metal armor. this second stat indicates the number of Life Points below which the unit is considered Wounded. full body shell. Dieu est mon bouclier ORDERS AURAS Temporaire • Actif • 4 toises de rayon • Résiduel • Chrétiens (immunisé) Les combattants autres que chrétiens subissent un malus de -1 CBT. a value of 2 means a medium level of armor or natural protection (chain mail. a value of 1 means light armor or natural protection (leather. small shield. If this value is followed by a second one printed on a green background. This second value is called the Wound Threshold (WT). a value of 3 means heavy armor or natural protection (full plate armor.
A unit is Wounded as soon as its current Life Point total is reduced to or below the Wound Threshold printed on the green background. spell or aura that requires Faith will have no effect on it. xample: the average human Ofﬁcer has a Command score of 4. A unit with the keyword Unbeliever (p. Some special effects can be triggered by a certain number of hits.. xample: the average human unit has a Faith stat of 1 This stat represents the capacity the unit has for inﬂuencing the behavior of its allies during battle. 24). and also as a way to resist hostile magical powers. even if the unit in question doesn’t have a combat stat that enables it to achieve such a score. this stat is both a representation of the unit’s strength. this stat represents the strength of the unit for some weapons (bows. For mêlée weapons. POWER TABLE FAITH (FTH) 6 . its weight. This stat represents the unit’s spiritual strength and it can be considered a bonus for the magical effects Weapon Statistics The power of a unit’s weapons is represented in a power table. showing the number of Damage points inﬂicted depending on the number of hits obtained during the attack roll. This is in order to accommodate for any positive bonuses that may affect the unit. xample: the average human unit has an initial Life Point total of 4/1. In the same way. crossbow bolts). 7) does not have a Faith stat. This means it has a total of 4 Life Points and will be considered Wounded as soon as it only has 1 Life Point left. A unit dies when its current Life Point total is equal to or less than 0. This value is added to the total Command score of the Company when the game begins (p.) and the natural power of the weapon itself for the others (arquebus munitions. slingshots. and the new value becomes the current Life Point total. The power tables always indicate the damage inﬂicted for 1 to 5 hits. the weight of the weapon and its skillfulness at “hitting the target”. When a unit with a Command score of at least 1 is eliminated. For ranged weapons. a unit with a Life Point total of 5/2 has a total of 5 Life Points (it will take 5 Damage Points to kill it) and it will be considered Wounded as soon as it has 2 (or fewer) Life Points left.. and any ability. COMMAND (CMD) inﬂicted.GAME SYSTEM that belong to speciﬁc beliefs. throwing weapons. its score is immediately removed both from the Company’s original Command total and from the Company’s current value.
xample .A Succubus using her whips will have the following power table: Number of hits 1 2 3 4 5 Damage points 3 4 + Pain 2 6 8 6 + knocked down to be the target of a special attack. You will ﬁnd more information on how these weapons work on pages 22 and 23. She can therefore inﬂict 6 Damage points. etc. This keyword is special in the sense that it is followed by two numbers. Magic • Infernalist x/y These are the units that can control lemures. Satanism. inhalation. The nature of a unit can therefore deﬁne several elements of its personality. Some weapons have special abilities that will distinguish them from others. R ANGE (FOR R ANGED WEAPONS) DAMAGE TYPE WEAPON ABILITIES Nature of the Units Each character is deﬁned by a number of keywords that should give you a better idea of who they really are.).GAME SYSTEM The player controlling the attacking unit can choose to inﬂict less hits than they obtained with their attack roll (or even none at all if he wishes). but is used to trigger certain special abilities. the units can be given a general belief in certain principles (Christianity. Some weapons can inﬂ ict multiple types of damage. so she can inﬂict only 4 Damage points to her opponent but make him suffer a Pain effect for 2 turns. including more exotic ones (gaze. Their full descriptions are on page 33. These keywords will determine if a unit is eligible 7 . These indicate the number of lemures that the unit can control at one time (x) and the total number of lemures that it can use during a game (y) (p.Kharijite (Muslim) • Satanist .Luciferian (Satanist) • Unbeliever (this is applied to all units who can never be affected by the powers that concern religion. 28).. This stat deﬁnes the difﬁculty of a ranged attack.. 3) is listed on the stat card as a keyword.Orthodox (Christian) . Piercing. Explosive or blast-effect weapons do not have a power table. The most common ones are Sharp. Most weapons have a keyword that deﬁ nes the kind of damage it will inﬂ ict. You will ﬁnd the rules about shooting distances in the chapter on ranged combat (p.Protestant (Christian) • Jewish • Muslim . Units who believe in a speciﬁc dogma are affected by the effects of their general belief and those associated with their particular dogma.Papist (Christian) . She rolls 3 hits against an opponent for her attack roll. This keyword doesn’t have any effect (in general) on the game. She could also choose to inﬂict only 1 hit and 3 Damage points or 0 hits and no damage. Rank (p.) or a more precise belief in certain dogmas. • Ofﬁcer • Independent • Trooper Species • Angel • Animal • Damned • Demon • Lost • Human • Lemure Gender • Asexual • Female • Male Religion When it comes to religion. but there are many more.).Sunni (Muslim) .Yanluowang (Buddhist) • Christian . etc. • Atheist • Buddhist . She can also consider inﬂicting only 2 hits. if it will be affected by magical effects or not. 18). They do not have a Faith statistic. This value will be multiplied to obtain the levels of difﬁculty depending on the distance between the attacker and its target. Islam. The value is a number of fathoms.Shiite (Muslim) . and Blunt.
Faction and Availability of a Unit All units are worth a certain number of Army Points. 40). Saracens. and some of the game’s rules take these sizes into account.GAME SYSTEM xample: Asaliah. no matter the size of the Company. This means she can invoke 3 lemures during the game. has the keyword “Infernalist 2/3”. There are three sizes of base. There can only be x speciﬁc units associated with one named unit. Limited x: the unit can occur several times in any one Company. and control 2 at the same time. Magic. • Mentalist These are the units that have one or several auras (p. 40). All of these special powers will be described in full in their own respective chapters. All units have an Availability stat that represents the density with which they can be used when composing a Company (p. Demons. This number represents the unit’s power on the battleﬁeld. There can be x specimens in each partial or complete group of 200 army points in any one Company (p. This is the default value of all units. 40). a rebel angel. Each unit belongs to one of the game’s Factions (Westerners. Mercenary Ofﬁcers can also be tolerant towards other Factions (if they have the special ability Prestige) and can therefore hire Troopers and Independents from those Factions under certain conditions (p. Usually. 27). Unit Base Sizes All the units in Hell Dorado are ﬁtted onto round bases that are suited to their size and mass. Special Abilities and Orders Some units can use auras or control lemures (see above). 40). Finally. Value. Abilities which are printed in red have an effect on the unit which is (at least partially) negative. Most of them also have special abilities that give them various bonuses (p. 33). There is no limit to the number of specimens of this unit that can be hired in a Company. Regular sized base (30mm diameter) Large base (40mm diameter) Extra Large base (50mm diameter) 5 three units side by side Large unit Extra Large unit 8 Regular unit . a standard Company is made up of miniatures whose army points total no more than 200 (p. 40). The Troopers mercenaries and Independent mercenaries can be hired by other Factions (p. Unique: the unit has an identity: it can therefore only occur once per Company. the Ofﬁcers and some of the other units can use orders (p. Unlimited: the unit can be used as frequently as possible in any one Company. Associated (name of unit) x: this miniature can only be used if the unit named between brackets is hired to the Company. the Lost and Mercenaries). 28).
D ominance The concept of Dominance is one of the key elements of Hell Dorado. T urns Turns A Hell Dorado turn is split up into two phases : Upkeep phase and Action phase. a cucumber. This transformation will take place once the conditions indicated between brackets are fulﬁ lled. a maximum of Y can be of the second type described on the stat card. It deﬁnes the general way in which one of the two sides will dominate the other. the players work out who has Dominance. ﬂip a coin (or use the Tap). Command scores are reset to their basic values. 9 . Dominance is the way to resolve many situations and work out which player starts each turn. Transformation (conditions • new shape): This model can change its shape and statistics during the game. whether they’re feeling superior or on the contrary if they have a vague fear of being overrun. a maximum of 2 can be halberdiers. As you will see later on. xample: Pillars of Faith. It represents the way the warriors in the Companies feel during the battle.GAME SYSTEM Limited X/Y When a unit has two possible variations. If necessary. The player who has lost the least units is granted Dominance for the next turn.). the player with the most units in his Company achieves Dominance. Do not add the Command values of any units who do not start out on the battleﬁeld. A transformed unit appears with full life points. During the Upkeep phase. Once this is ﬁnished. etc. the players alternate activating their units one by one. plus the sum of any First contact values (unit special ability) present in the Company. plus the number of units lined up for battle (except the units with the special ability “Insigniﬁcant”). and out of these X units. until all of them have performed their actions. the player with the ofﬁcer with the highest Command score still in play gets control of the marker for this turn. Daggers/Halberd. First Dominance Dominance = sum of ofﬁcer and independent CMD + number of units (minus Insigniﬁcant units) + sum of First contact values. Command should be calculated even if the whole Company is not present on the battleﬁeld when the game begins. During the Action phase. and all the special effects that take place during this phase are applied. both players must work out their initial Dominance score. If both players have lost the same number of units. then the player who already had Dominance keeps it through the next turn. This is the sum of all the Command values of the ofﬁcer and the independents in the Company. a skull on a stick. control of Dominance is determined by the number and the nature of the units that were killed during the previous turn. even if the previous shape had suffered damage. Limited 3/2. Dominance can be physically represented on the table by a marker held by the player who is currently Dominant (a large marble. A Company of 200 points can use a maximum of 3 Pillars of Faith (all types) and out of those 3. This means that the maximum number of this unit is limited to X for each complete or partial portion of 200 points. its Availability is indicated by two numbers. Both players count the number of signiﬁcant units (not counting Insigniﬁcant units) that they lost during the previous turn. If the tie persists. Before the battle begins. a new turn begins. If there is still a tie. If both players have an equal Dominance score. After the ﬁrst turn of the game.
orders. 3) Then any damage that should be inﬂicted is done. 2) The question of Dominance is resolved (p. A unit that is not engaged with an enemy unit is said to be free. followed by any healing. Enemy is synonymous with opponent.” Once this has been said. If this causes any problems. each unit can only be activated once per turn (except for lemures. it is the other player’s turn to act. All units must be activated every turn. see page 28). In any case. the players will be making their units act in turn. as soon as a player has ﬁnished the actions of a unit. However. each player resolves any other powers. A unit that is currently taking an action is said to be active. 9). To limit the risk of arguments. A standard phrase can be chosen. The basic rule of this phase is this: 10 . this rule is quite often abused. to let one’s opponent know that they are free to play. Upkeep Phase It is during this phase – the ﬁrst phase of every turn – that the players resolve any special effects or situations that last more than one turn. 27). Enemy units are all the units controlled by the other player or players (even temporarily). the number of turns in a game is limited (see scenario details in complete rules). Allied units are all the units currently controlled by the same player. once one has ﬁnished the action of one’s unit. such as “The table is yours. DEFINITIONS Action Phase Once both players have ﬁnished their Upkeep phase. A unit that has not yet taken an action during the current turn is said to be waiting. the current Command score of each player is reset to its original value. auras and abilities that have an effect during this phase. the previously active player can no longer use a vae soli order (p. In basic battles. s’your turn. 1) At the beginning of the Upkeep phase. During this phase. it is considered good manners. this is done simultaneously by both players. In both cases. the player who currently has Dominance gets to choose the order of application of the effects. the Action phase begins. 4) Finally.GAME SYSTEM A game of Hell Dorado is split up into a certain number of turns. as we will soon see.” or even “Dude. A unit that is in contact with an enemy unit is said to be engaged. A unit that has already taken its actions for this turn is said to be already activated.
He is therefore made to activate one of his 4 units. Arnold. None of them can act multiple times (except for lemures. 15). This action can only be performed by a free unit. If the unit is free. It can also move a distance up to or equal to the value of its Movement score before or after shooting. The unit cannot end its activation in contact with an enemy unit but it can enter an enemy control area. Her opponent. The unit cannot end its activation in contact with an enemy unit but it can enter an enemy control area. This action can only be performed by a free unit. The unit can either move and then 11 . This way. The unit can either move and then shoot or shoot and then move. However. 29). The player that is chosen therefore has to activate one of its units.). but it ends its activation in contact with an enemy unit. Run Movement x 2 • No contact with an enemy unit • Free units only The unit can move a distance up to or equal to double its Movement score before ending its activation. xample: Ileana has Dominance for the current turn. Arnold does have the option to resume activating his units at any time after each of Ileana’s moves. If. even if he has fewer units on the battleﬁeld than his opponent. This immediately triggers an attack sequence affected by Charge modiﬁers (p. order.. triggering a normal combat action (p. Once a unit is activated. The side to activate the ﬁrst unit is always chosen by the player with Dominance. Charge Movement x 2 • Contact with enemy unit • -1 CBT when contact is made • Free units only The unit moves as if it was performing a Run action. Shoot Normal movement • Ranged attack • No contact with an enemy unit • Free units only The unit can perform a ranged attack against any eligible target (p. She currently controls 8 Lost units. has 4 Westerner units left. he can make her play all her units until she also has only 3 waiting units left. but it cannot move part of the distance. 18). during the one-sided attack. the attack is canceled and the Retreating unit can then transform its Retreat action into a Walk. Run. either before or after using its power. Then Ileana plays one of hers. special ability. as he only has 3 units left and Ileana has 7. This action can only be performed by a free unit. to which it cannot retaliate (p. he can continue to “skip his turn” for as long as he has fewer waiting units than his opponent. then continue moving. he refuses. When it’s Arnold’s turn to play his second unit. Retreat Movement x 2 • No contact with an enemy unit • Triggers one-sided attack during Retreat • Engaged units only The unit announces its intention to retreat from the combat it is engaged in. the player that controls it can choose to perform a single action from the list below. This action can only be performed by an engaged unit. This way. Concentration Free units may move normally • No contact with the enemy Engaged units may not move • Modiﬁed attack sequence The unit announces its intention to use an active (see Special effects and timing. Ileana makes Arnold play ﬁrst at the beginning of the Action phase. This action can only be performed by a free unit. It can then use a Run-type Movement. 17). unless the previous attack killed it or left it in a speciﬁc state (p. shoot. This action can only be performed by a free unit. he can choose to make his opponent activate one of their units instead. It cannot end this movement in contact with an enemy unit. It immediately suffers a one-sided attack from one of its opponents. 16). it can move a distance up to or equal to its Movement score. Walk Normal movement • No contact with an enemy unit • Free units only The unit can move a distance up to or equal to the value of its Movement score before ending its activation. if he wishes. This rule does not apply to the ﬁrst unit activated each turn. It is impossible to come into contact with an enemy unit when using a Retreat action. DOMINANCE INFERIORITY OF NUMBERS ACTIVATION Attack Normal movement • Contact with enemy unit • Free units only The unit moves as if it was performing a Walk action. the player who has Dominance chooses which of the two players activates one of their units ﬁrst. It is the only action that allows a unit to use a ranged weapon at a distance. see page 28). but it ends its activation in contact with an enemy unit. When a player has to play one of his units and he has fewer waiting units than his opponent.. Attack or Charge action. All units must act once per turn.GAME SYSTEM At the beginning of the Action phase. page 26) power (spell. It cannot end its movement in contact with an enemy unit. the enemy unit has less than 1 attack die.
the power has no effect (however. neither before nor after using its power. If the unit is engaged. it isn’t usually necessary to announce the action that the current unit is about to undertake beforehand. during this movement. if the unit in contact with only one enemy. it cannot move and it begins combat. 17). be able to move further than its Movement score in fathoms. 6 Different types of movement A B Unit A has performed a Walk action Unit B has performed a Run action Unit C has performed a Charge action Unit D has performed an Attack action Unit E has performed a Mêlée action. 29) for the unit (or its death. a unit can be ordered to perform a Walk action. page 26) power (spell. If the unit is engaged. it cannot move and one of the enemy units it is in contact with gets to launch a one-sided attack at it (p.). but gets to pick which of the two enemies it wants to ﬁght (attack sequence). it comes into contact with another enemy unit. therefore. all costs must still be paid). while. orders. Therefore. remembering that in this situation the two enemy units will be providing each other with support. It must however end is to in its Actions In practice. If the unit is free. For example. it will be considered to have performed a Charge action . of course). it cannot move at all. etc. but it cannot move part of the way. use its power and continue its movement. activation in an area of terrain on which it could normally move over. If the unit is already in contact with multiple enemy units.. affected by Concentration modiﬁers (p. the power will have no effect (however. but some elements of the game (using auras. it can choose with which of the two it wants to engage in an attack sequence. or use its power and then move. all costs remain due). This action can only be performed by an engaged unit. It would not. a unit can be moved up to the double of its Movement score in fathoms: if it comes into contact with an enemy unit. E C D 12 . At the beginning of its activation.. it is allowed move where it wishes to as long as it remains contact with the enemy unit. of course). If the result of the attack involves a change of state for the unit (or its death. it cannot move. of course. 17).) will take the «speed» of movement into account. if it ends its activation outside of any contact or control areas. it will be considered a Run action. If the outcome of the combat is a change of state (p. Mêlée Limited movement • No loss of contact • Normal combat • Engaged units only The unit engages an attack sequence against an enemy unit in contact with it. special ability. order.GAME SYSTEM use its power. If. Focus Free units may not move Engaged units may not move • Triggers one-sided attack during Focus The unit announces its intention to use an exhausting (see Special effects and timing. Walk and Run actions may seem very similar.
meaning 1 CBT and -1 DEF for Saurav-Geet. if he has any left. Isha-Akshay in this case. he could have used it before he began the attack sequence.GAME SYSTEM Quick chart of actions Free Units Walk Run Attack Charge Shoot Concentration Focus Retreat Concentration Focus Mêlée Normal movement • No contact with enemy units Movement x 2 • No contact with enemy units Normal movement • Contact with enemy units Movement x 2 • Contact with enemy units • -1 CBT when contact is made Normal movement • Ranged attack • No contact with enemy units Normal movement• No contact with enemy units No movement Movement x 2 • No contact with enemy units • Triggers a no-retaliation attack No movement • Modiﬁed attack sequence No movement • Triggers a no-retaliation attack Limited or no movement • No loss of contact • Normal attack Engaged Units: It is important to remember that a passive power (p. whether the unit who possesses it has been activated or not. all players can easily see which units are still waiting and which have already been activated. This does not trigger any particular reaction. he decides to activate Saurav-Geet and make him perform a Concentration action. immediately. During the attack sequence. Indeed. A free unit can decide not to perform any actions during its activation (it will not. xample: Stephen has 2 Lost units. Once his independent unit has ﬁnished its activation. 13 . It can even be used before or after – but not during – an attack sequence or a ranged attack (if the unit survives. 26) can be used at any time during a unit’s activation. whether the unit has already been activated or not (even during an enemy unit’s activation) but never during an attack sequence or a ranged attack. M ovement All movement distances are measured in fathoms. whether the unit is free or engaged. to give a vae soli order (free effect) and therefore activate a second unit. and as many times as the player can afford to do so. Retreat. If he had possessed a passive power. of course). He could also have chosen to use it after the attack sequence (if he survived it. you can ﬂip their stat card over. thanks to Isha-Akshay’s vae victis order. Once a unit has ﬁnished its action. the vae victis order is a free effect. One of them is Saurav-Geet (an independent). By doing this. An engaged unit must act once it is activated (Mêlée. Stephen can choose to spend 1 or 2 of his current Command points to add 1 or 2 points to Saurav-Geet’s CBT stat. He can then use his Exuvia power (an active power) if he survives an attack sequence as modiﬁed by the Concentration action. either. be able to act later on during the same turn). its base can never overlap the base of another unit (ally or enemy). Concentration or Focus actions). Some elements of the terrain can block or hinder movement. A moving unit never has to spend all of its movement potential (it can even choose not to move at all). It doesn’t have to move in a straight line. of course). When his turn comes to act. however. and it can therefore be used at any time during the Action phase. The other is Isha-Akshay (the Company’s ofﬁcer). During its movement. Stephen can spend one of his current Command points. who is engaged in contact with an enemy unit. as you will see in the detailed terrain rules in complete rules. no matter what action is being performed at the time. A free power can be triggered at any time during the Action phase. in order to remember which units have been activated.
It can: continue its movement so as to engage its enemy directly (by the most direct route. both close and ranged. C ombat In this section. If it decides to end its movement before making contact with the enemy. If a unit simultaneously enters the control areas of several enemy units. it can: stop its movement immediately. See page 24 for a full description of Command points. the two units are not considered to be engaged. a unit that moves to Retreat is affected by control areas (except for the one it is Retreating from). Unit C decides to engage enemy unit E. Unless otherwise stated. or simultaneously engage several enemy units. or pay 1 Command point to be able to either move around inside the control area it is in at the beginning of its activation or leave the control area. Spending Command points in this way is not an Order. It is important to have a good grasp of all the following concepts to be able to make the most of playing Hell Dorado and to avoid being led astray by your future opponents. or pick one of the enemy units and engage it by moving to make contact by the most direct route (this may take it out of the control area of one or more of the other units). Unit D decides to engage enemy units F and G. This can only be done to leave a control area that the unit is in at the beginning of its activation. It cannot pay to move through a control area during its movement without stopping there. 7 Examples of minis entering enemy control areas A Unit A decides to stop its movement. or stop moving immediately. C D B E F G 14 . On the other hand. or Shoot action (no movement when using a Shoot or Concentration action). that can occur during the Action phases of a game. Control areas have no effect on a unit that moves during a Mêlée action. Unit B decides to engage the enemy unit. Focus. or perform a Concentration. A unit that begins its activation within the control area of one (or more) enemy units can: perform an action that will allow it to engage its enemy as directly as possible (or one of them). even if this means entering another unit’s control area).GAME SYSTEM Control Area Effects Most units in Hell Dorado have a control area of a fathom’s radius out from their base. Control areas affect the movements of other units in the following way: A unit entering the control area of an enemy unit has only three choices. or approach its enemy as stated above. an engaged unit is no longer considered to have a control area. but stop moving before making contact. It cannot continue its movement and leave the control area or otherwise move around within the area unless it is to engage the enemy. you will ﬁnd a detailed description of all the possible combat situations.
any other units in contact will only provide support to the main ﬁghters. BOTH PLAYERS WORK OUT HOW COMBAT DICE THEY NEED TO ROLL. MANY In close combat. A player cannot choose to attack one of the units in his own Company. This is one of the reasons why the Hell Dorado units don’t have front and rear arcs like minis do in most similar games. B 8 a miniature inside a control area decides to act A unit without a Combat stat cannot engage in combat. we will see the most common exceptions. This number of dice can be modiﬁed by the actions of the units during the Action phase. unless those units are considered to be enemy units (controlled by another player at that time). The same procedure is used whenever a close combat attack sequence needs resolving. it can only involve two units at a time (an ally and an enemy). it must spend 1 Command point. However. Any attack engaged against this kind of unit will remain a one-sided attack. Close Combat An attack sequence in Hell Dorado represents a ﬂurry of blows between engaged units. every time an attack sequence is resolved. RESOLVING AN ATTACK SEQUENCE A. An engaged unit can ﬁght all the units around it. even if it receives CBT bonuses later on. for as long as it can resist their number. Engaging combat with C will cost nothing. both players roll a number of dice equal to the Combat stat of the unit involved. 15 .GAME SYSTEM A C If unit A wants to engage unit B. by the state of the units or by outside elements. Later.
Once all re-rolls are done. which. The units whose Life Points reach or go below 0 are immediately removed from the battleﬁeld. Depending on the result of the attack sequence. so he can also inﬂict a Stunned effect (p. despite the missionary’s Protection score kills him. powers and passive or free abilities can no longer be used until the sequence is over. At the end of this sequence. The missionary’s enemy. William will therefore have 5 dice to roll and 2 possible re-rolls. 6 and 4. once and only once. allow him to trigger speciﬁc effects that may be a lot more helpful than the full number of hits) The defender’s Protection score is then subtracted from the number of damage points. manages 5 hits and inﬂicts 10 damage points. A player can always choose to reduce the number of hits inﬂicted by his own unit (this can. 2. as a re-roll. xample: the enemy unit William’s Damned One is ﬁghting has a Defense score of 3. Allied troops are all the units controlled at any one time by the same player. However. This unit has a CBT score of 4 and has a total of 3 extra points added to its CBT as bonuses (order. spell. A unit cannot have more than 10 dice to roll (5 rolls and 5 possible re-rolls). All units who still have one or more Life Points left stay on the battleﬁeld.. Even if he had 2 possible re-rolls. THE GRIM REAPER COMES FOR THE FALLEN SPECIAL When a unit engages an attack sequence while charging. He re-rolls the 2 and gets a result of 1. The Damned One will still suffer from the Stunned effect. 4. it will only roll 5 and any extras will be counted as rerolls (see below). Each of the dice that rolls a number lower than the unit’s Defense stat is a miss. for example. a Damned One of Wrath. William has scored 4 hits. he does not beneﬁt from his second re-roll. CHARGE SITUATIONS Attack sequence Once the attack sequence has begun. A die that rolls a miss can be rolled again. 33) and inﬂict no damage points. C.). all the damage it caused is applied (and any special effects are triggered). the third possible re-roll will not be usable. the players count the number of hits. no matter what the result of the re-rolls are. Each of the dice that rolls a number equal to or greater than the unit’s Defense stat inﬂicts a hit. a player cannot attack one of his own allied troops. as any die can only be re-rolled once: in this case. The same is true for any change of state. damage is inﬂicted simultaneously to both units engaged in the attack sequence. William rolls his Combat dice and obtains 3. be it in close or ranged combat. Any later attack sequences are not affected. 27). a unit can become free or remain engaged. The most obvious example of this is the use of the order vae victis (p. each die over 10 allows it to inﬂict one automatic Damage point per extra die to its opponent (Protection is ignored and these points are inﬂicted even if the unit doesn’t score a single hit with its attack roll). B. as the effects of the attack sequence are applied simultaneously. If a unit gets over 10 dice. If a unit ever has a number of dice greater than 5.. He has scored 4 hits. Even if a unit dies. BOTH The players check the power table of the weapons that were used to work out how many damage points PLAYERS APPLY THE RESULT OF THE ATTACK ROLLS SIMULTANEOUSLY 16 . The ﬁnal result will be the number of Life Points the unit will lose. it suffers a -1 CBT penalty. Arnold chooses to reduce the number of hits inﬂicted to 2. he cannot re-roll the 1. BOTH PLAYERS ROLL THEIR COMBAT DICE D. should be inﬂicted and/or any special effects that have been triggered.GAME SYSTEM Friendly Fire In Hell Dorado. xample: Arnold’s missionary can inﬂict 4 damage points with the 3 hits it rolled during the attack roll. Unless otherwise speciﬁed. xample: William has a Damned One of Wrath engaged in an attack sequence. This means that if a player has 3 possible re-rolls and only 2 misses.
Each ally in contact with the enemy unit produces a +1 CBT bonus. If several enemy units are in contact with the unit. When a unit suffers a one-sided attack because of a Retreat action. but only the enemy unit gets an attack roll and the unit currently Focusing suffers a -1 DEF penalty. A unit can provide a support bonus multiple times in one turn. the others will only provide a support bonus. Most of the weapons carried by Hell Dorado units inﬂict a speciﬁc kind of damage. the others will only provide a support bonus. All abilities and modiﬁers ATTACK AND MÊLÉE that affect normal attack sequences can affect onesided attacks. When a unit performs a Concentration action while engaged. no contact – and therefore no close combat – can occur between the two. If several enemy units are in contact with the Retreating unit. the type of damage inﬂicted is always the one that will ONE-SIDED ATTACK DURING FOCUS ATTACKING FROM ABOVE CONCENTRATION SUPPORT ONE-SIDED ATTACK DURING RETREAT WEAPON DAMAGE TYPES 9 multiple units and support Unit A receives a support bonus of +1 CBT. only one of them (chosen by their controlling player) will perform an attack. a normal attack sequence is performed. A unit that cannot ﬁght (no CBT stat. etc. Any unit standing on ground at least half a fathom higher than its opponent receives a +1 CBT bonus. no particular modiﬁers are applied. If several enemy units are in contact with the Retreating unit. a normal attack sequence is performed. On the other hand. B A C 17 . Immobilized. All abilities and modiﬁers that affect normal attack sequences can affect one-sided attacks. However. If a unit engages combat with an enemy unit that is already in contact with an ally unit. In this case. only one of them (chosen by their controlling player) performs the attack. only one of them (chosen by their controlling player) performs the attack.) or that has been Knocked Down does not provide any support. it takes part in an attack sequence at the beginning of its activation. but he does so affected by a -1 CBT and DEF penalty. indicated on the stat cards as keywords. if the lower unit’s head is lower than the base of the higher unit. Unit C does not receive any support. Unit B receives a support bonus of +2 CBT. some weapons can be listed as inﬂicting several types of damage. the attacking unit receives a bonus for its attack roll. the others will only provide a support bonus.GAME SYSTEM When a unit engages in an attack sequence during an Attack or Mêlée action. When a unit suffers a one-sided attack because of a Focus action. but only the enemy unit gets an attack roll.
as with close combats. the ensuing actions are always the same. When a unit wishes to shoot. the shooter can choose the next closest eligible target. COVER AND LINE OF FIRE 18 . Sharp or Piercing are not associated with any special rules. These ranged attacks are called shots. the shooter does not have to choose it as a target and can choose the next closest eligible target. There is. CHOOSING THE TARGET 10 Units and damage types This Damned One of Wrath can cause both Piercing and Sharp damage. the targeted unit cannot respond to the attack. etc. If the player fails to do so. unless they have special abilities. Depending on the type of resistance its opponent has. If the next possible target has a similar amount of cover to the previous one (cover that provides Protection at least equal to the unit’s natural Protection score). then the next closest target will be examined and so on. three exceptions to this: • The ﬁrst important exception to this rule is that if the nearest possible target is under cover (see below) that gives it a Protection bonus at least equal to its natural Protection score. Allied units cannot become targets. When a unit carries several weapons (with different power tables) that can be used during ranged or close combat. B.) never counts as the nearest enemy unit. unless they are temporarily considered to be enemy troops. however. In Hell Dorado. For example. the type of damage will be the one that is more favorable to the attacker. the defender gets to choose which power table is used to inﬂict damage. During the Action phase. Ranged combat As with close combat. You can consider that there is a clear line of ﬁre between a shooter and its target if an imaginary straight line could be drawn between the center of MULTIPLE WEAPONS SHOTS A. units wishing to perform a ranged attack must target the enemy unit that is nearest to them. The second important exception to this rule is that if the nearest enemy unit is engaged in close combat. only close combat weapons can be used by an engaged unit and only ranged weapons can be used by a free unit. ranged combats are resolved during the attacking unit’s activation. 27) -1 CBT for the attacking unit -1 CBT and -1 DEF for the attacking unit One-sided attack One-sided attack with -1 DEF for the attacking unit +1 CBT for the allied unit (per supporting unit) +1 or +2 CBT depending on Command points spent be more favorable to the attacking unit (depending on the defender’s different types of resistance). The third exception is that an enemy unit that cannot be a target (because of an ability or an aura. its player must state which weapon is being used for the current attack sequence.GAME SYSTEM Specific modifiers Charge Concentration One-sided attack during Retreat One-sided attack during Focus Support vae victis (p. however. They are only used as keywords when dealing with some speciﬁc effects. There are. one big difference between the two: during ranged combat. Obviously. ranged combat is resolved during the Action phase. the keywords Blunt. Note that the kind of damage inﬂicted by a weapon does not imply that any special rules should be applied unless otherwise stated.
On the other hand. As one moves forward at a fast pace to intercept an enemy.GAME SYSTEM The shooter has a clear line of ﬁre towards D but the element it is behind gives it a Protection bonus of 2 (the target has a Large base).). If a target does have cover. B C F E A The shooter has a clear line of ﬁre towards E and the scenery is hiding less than 50% of the ﬁgure. 19 .” or use a laser pointer. D The shooter (A) has no possible line of ﬁre towards B. another one will have the time to exchange blows with several enemies and a shooter can wait until its target is in view as other units move out of the way. Elements of terrain can naturally prevent a shooter from aiming at an enemy unit if there is no clear line of ﬁre between the two. The shooter has a clear line of ﬁre towards C but the element it is behind gives it a Protection bonus of 3 (the unit has a Regular base) as less than 50% of the ﬁgure is visible. it receives cover Protection if at least 50% of the ﬁgure is concealed by the obstacle and if it is a fathom (or less) away from the obstacle. lines of ﬁre are never blocked by other units (enemies or allies).. no matter how far the enemy unit is from the terrain element.. The shooter has a clear line of ﬁre towards F and the scenery is over 1 fathom away from the ﬁgure. weapon. To work out if at least 50% of the ﬁgure is hidden from the shooter’s view. then it receives a bonus to its Protection score depending on its size (a large warrior would naturally ﬁnd it harder to hide than a smaller one would). The shot therefore takes place as normal. you can either lean over and see for yourself “what the mini can see. The shot therefore takes place as normal. in Hell Dorado. the shooter’s base and any part of the target (base. as part of the terrain is completely blocking any line of sight between the two units. body of the ﬁgure. 11 line of fire and protection If the target is partially covered by terrain elements (from the shooter’s point of view). It is treated as though the warriors are not standing still on the battleﬁeld.
In Hell Dorado. The Defense score of all targets is 4.GAME SYSTEM Cover Target’s base size Regular Large Extra Large Cover bonus (added to target’s Protection score) 3 2 1 automatic Damage point per extra die to its opponent (Protection is not taken into account and these points are inﬂicted even if the unit doesn’t score a single hit with its attack roll). no matter what the result of the re-rolls are. The most obvious exception to this rule is the use of the vae victis order (p. E. 27). you must wait until the shot has been resolved. A dice that rolls a miss can be rolled again. The weapons’ Range score is only an indication of how difﬁcult the shot roll will be depending on the distance from the target as explained in the following table: The ﬁnal difﬁculty of the shot roll is equal to the distance difﬁculty or the target’s Defense score. it will only roll 5 and any extras will be counted as re-rolls (see below). For that. Shooter A’s target B is 19 fathoms away from him. A shooter cannot have more than 10 dice to roll (5 rolls and 5 possible re-rolls). This number of dice may be modiﬁed by the unit’s state or other modiﬁers. D. the players count the number of hits. MEASURING DISTANCES Shots Once a shot has been ﬁred. passive or free powers and abilities can no longer be used. RESOLVING THE RANGED ATTACK The player checks the power table of the weapon that has just been used to work out how many damage points to inﬂict and/or what special effects may have been triggered. whichever is higher. The difﬁculty of the shot roll will therefore be 5 (4 DEF score and a 5 distance difﬁculty). If a shooter ever has a number of dice greater than 5. The shooting unit rolls a number of combat dice equal to its Shooting skill stat. Shooter C’s target D is 5 fathoms away from him. This means that if a player has 3 possible re-rolls and only 2 misses. THE SHOOTER APPLIES THE RESULTS OF THE SHOT ROLL 12 Distance and difficulty All the shooters in this example are using arquebuses (range of 8). the third possible re-roll will not be usable. The difﬁculty will therefore be 4 (4 DEF score and a 3 distance difﬁculty). If a unit gets more than 10 dice. there is no limit to the range of most throwing weapons or ﬁrearms. Each of the dice that rolls a number lower than the shot’s difﬁculty is a miss. once and only once. Each of the dice that rolls a number equal to or greater than the shot’s difﬁculty inﬂicts a hit. B A C 20 D . as a re-roll. The distance between the shooter and its target is always measured from the edge of one base to the other. each die over 10 allows it to inﬂict one C. Once all re-rolls are done.
although it is not better than the unit’s natural Protection score (cover of 1 and Protection of 3) Unit E is not under cover. but. 13 aiming a shot at certain minis will be the number of Life Points that the enemy unit will lose.. and its natural Protection score is 1. Usually. C or D as its target for this shot. A player always has the option of choosing to cause fewer hits than the number rolled by one of the units he controls (which may enable him to inﬂict speciﬁc effects that may be more beneﬁcial to him than the full number of hits would). All units who still have one or more Life Points left stay on the battleﬁeld. Unit A can therefore pick units B. THE GRIM REAPER COMES FOR THE FALLEN Range and difficulty of shots Distance between shooter and target No greater than the weapon’s Range Greater than the weapon’s range but no greater than Range x 2 Greater than Range x 2 but no greater than Range x 3 Greater than Range x 3 Range Point blank Short Medium Long Distance difﬁculty 3 4 5 6 21 . Unit D also has some cover.GAME SYSTEM D E B C 10’’ 11’’ 8’’ A 9’’ Unit A wishes to shoot. Unit B has a cover of 3. The ﬁnal number F. The units whose Life Points reach or go below 0 are immediately removed from the battleﬁeld. The defendant’s Protection stat is subtracted from the Damage points to be inﬂicted.. Unit C is engaged in close combat. it would have to pick the nearest enemy unit.
the shot hits another of the units engaged in the close combat. the line of ﬁre is not blocked and the shot can take place as normal. but as there are more odd results than even ones. based on the total number of hits (in this case it is impossible to choose to reduce the number of hits). The results are 5. If there are more odd scores than even ones (“even” though this may seem “odd”). EXPLOSION 22 . Important note: the unit does not have to aim at the closest enemy unit. who is ﬁring at an enemy Blade for hire that is engaged in close combat with two of her units. the unfortunate victim is picked amongst all those whose bases are at least partially on the imaginary line between the center of the shooter’s base and that of its target. The Damage is then inﬂicted as normal. xample: Ileana is playing her Berber chasseur.).). While resolving the attack (once all re-rolls are done). She gets SHOOTING DURING CLOSE COMBAT 2 hits.. centered on the targeted spot. Unless otherwise stated. These two have Defense scores of 3 and 5. Ileana rolls 3 dice for her shooter. the target’s Defense stat is 4 and the shot is short range (distance difﬁculty of 4). and all the units in contact with them. the same rule applies. It can be a place where an enemy unit is standing. or any other spot on the ground. 6 and 3. The difﬁculty of the shot roll is the highest of values between the Defense stat of each unit engaged in the close combat (and not just the target’s Defense) and the distance difﬁculty. A shooter who carries a weapon that produces an explosion aims it at a point on the battleﬁeld. the shot will hit one of the other engaged units (meaning one of hers) picked randomly. if the result is at least one hit. The unit will require a free line of ﬁre towards the spot it wishes to aim at. This means that the shot’s difﬁculty will be 5 (the highest of the previous values). If the shot roll scores at least one hit. consideration of cover. those that provided hits and those that didn’t). If the shooter picks a target that is behind an ongoing close combat. etc. Of course. but if the odd dice win. then the shot is considered to have successfully hit the targeted spot.GAME SYSTEM When a unit decides to perform a ranged attack on an enemy unit engaged in close combat. or mix up their stat cards and pick one. if the shooter and/or its target are on a higher level than the units between them. chosen randomly (give each of them a number and roll a die. The shooter then performs a normal ranged attack based on the distance difﬁculty (Defense stats are not taken into account here).. the shot takes place as normal (measuring distance. all explosions will affect a circular area with a 3 fathom radius. then the number of odd and even dice scores are compared (compare all the dice.
In this case. 4. but also one of his own units. For each unit inside the effect area of and explosion the shooter rolls 5d6: each of the dice higher than or equal to the explosion’s Difﬁculty stat is a hit. xample: One of Stephen’s sling-carriers shoots with an “explosion (power 3/1)” weapon on a battleﬁeld that can allow him to include two enemy troops in the effect area. The Protection stat of each unit is then subtracted from the total number of Damage points it was hit with. They are always displayed in the following way: Explosion (type of damage if necessary • power x/y). This single hit (the 6) means that the shot has hit its target. x is the Difﬁculty and y is the Power.). Before we begin. as there are no dice left to roll (all the dice in the previous roll produced hits). the explosion template is placed on the battleﬁeld with its center on the targeted spot. Stephen rolls 2 dice for his shot roll: he gets 2 and 6. If the shot roll is successful. There are no bonuses due to cover for units inside an explosion effect area. The shooter places a blast template (a triangle 6 fathoms long and 2 fathoms wide at the base) where he wants on the battleﬁeld. The shooter then rolls 3 dice (the dice that missed during the previous roll) against Unit C. the unit’s Protection score is subtracted to obtain the number of Life Points the unit will actually lose.. Whatever the type of blast. Unit D therefore suffers no damage. 2. The shooter obtains 4. B C A D 23 . The targeted spot is in long range. any unit even partially inside the effect area will automatically be affected by the aforementioned state. Here. The damage points for all the hits are added up. Stephen then rolls 5d6 against a Difﬁculty of 3. the attack is resolved in the same way. 5 and 6. 4.GAME SYSTEM If the shot roll does not score a single hit. 6 and 6. It is not possible to choose to reduce the number of hits obtained. The vae victis order cannot be used during explosion damage rolls (although it can perfectly be used during the roll that determines if the shot hits its target or not). then the shot is considered to have missed and inﬂ icts no damage (as if the weapon had misﬁ red or the shot had missed completely and hit some deserted bit of terrain. All units that are hit (allies or enemies) by the template have to roll for damage (even if only a tiny part of the miniature’s base is inside the effect area). and therefore inﬂicts 8 Damage points (minus Protection). For each of the three units inside the effect area. which deal 6 Damage points (minus Protection and Cover). for three hits. unfortunately for him. carrying a blunderbuss «Impact blast (piercing • power 4/2)» shoots at a group of 3 units. these two damage stats will be replaced by a speciﬁc state. In some cases. as he would with a normal shot roll. Each hit will inﬂict 1 damage point. This means that it hits unit B 4 times. even though it is inside the blast effect area. It therefore rolls 7 dice against unit B and scores 2. Ranged weapons with explosive ammunition have two stats: a Difﬁculty value and a Power value. Each hit inﬂicts a number of damage points equal to the explosion’s Power stat.. Its Shooting skill score is 2. the only condition is that the tip of the cone must be in contact BLAST EFFECT WEAPONS 14 Ammunition blast Grenadier A. 3. it is important to differentiate the two kinds of blast effect weapons: cloud-type blasts and ammunition blasts.
inside (at least partially) the blast template. Continue until there are no more units left inside the blast effect area or until there are no dice left to roll. if a unit is totally under cover (none of the miniature is visible) from the point of origin of the attack (center of the explosion. The Damage points are added up and the ﬁrst targeted unit’s Protection score is subtracted to obtain the number of Life Points that it will lose immediately.GAME SYSTEM with the unit’s base. xample: a monstrous creature projecting a cloud of acid across the battleﬁeld has an attack “Cloud-type blast (acid • power 5/2)”. Command Cloud-type blast effect weapons usually ﬁre things like ﬂames or burning gases. Each player has a certain number of Command (CMD) points that will be used to pay for the orders that some units can use. tip of the blast cone). Cloud-type blast effect weapons For each unit inside the effect area of a cloud-type blast. the unit’s Protection score is subtracted to obtain the number of Life Points the unit will actually lose. C ommand and Orders Command and Orders are important notions in Hell Dorado. the one who is affected ﬁrst is determined randomly. The Damage points are added up and the next unit’s Protection score is subtracted to obtain the number of Life Points that it will lose immediately.).. Impact blast weapons are usually weapons that ﬁre clusters of ammunition (Blunderbuss. all units even partially inside the effect area will automatically be affected by the aforementioned state. each hit then inﬂicts a number of Damage points equal to the blast’s power. cannon loaded with lead shot. The shooter rolls the dice that did not produce hits during the roll for the previous unit. the ﬁrst unit we will take care of will be the one nearest the shooter. In this example x is the Difﬁculty and y is the Power. these effects are quite similar to the explosions mentioned above. Cover is applied normally to damage inﬂicted by an Impact blast. these two stats will be replaced by a speciﬁc state. There are no bonuses due to cover for units inside a cloud-type blast effect area.. then it will not be hit by the attack. each hit then inﬂicts a number of Damage points equal to the blast’s power. Blast effect weapons have four stats: type of damage. The shooter rolls a number of dice equal to its Shooting skill stat + 5: each die that rolls equal to or greater than the blast’s Difﬁculty stat is a hit. The damage points for all the hits are added up. The vae victis order cannot be used during a shot with a blast effect weapon. These are the factors that will most probably make the biggest difference between two Companies. Using a blast effect weapon does not require a shot roll. If two units (or more) are at an equal distance from the shooter. You can use cardboard tokens. Any dice rolled by the creature that scores a 5 or higher will cause 2 Damage points. Each unit (ally or enemy) hit by the blast template will have to roll for damage (even if only a tiny part of the base is inside the effect area). all players work out the number of Command points they will start with. The attack then continues to the next closest unit to the shooter. Impact blast weapons With Impact blasts. glass markers or coins to keep track of how many Command points each player has left. As you will probably have noticed. They are always displayed in the same way: “[blast type] Blast (type of damage • power x/y)”. Each of the dice that rolls a score higher than or equal to the blast’s Difﬁculty stat is a hit. Each hit inﬂicts a number of damage points equal to the blast’s Power stat. type of blast (cloud-type or impact). It is not possible to choose to reduce the number of hits for blast effects. Difﬁculty and Power. Managing Command points is particularly important in this respect. In this case. 24 . The notion of Command is essential to games of Hell Dorado. In some cases. It doesn’t have to “aim” at any speciﬁc enemy unit. At the beginning of the game. the shooter rolls 5d6: each die which rolls equal to or greater than the blast’s Difﬁculty stat is a hit. Full Cover During an explosion or an Impact blast (but not during a Cloud-type blast).
During this phase. they are subtracted from the current score and the basic score. it is possible for players to reach a basic Command score of 0 during the game. The basic score is the Command score of the Company: it is only modiﬁed by permanent losses of Command points (caused by the death of units. however. Before the turn is over. The current score is the number of Command points that a player has left at any given time (once permanent and temporary costs are accounted for). they are subtracted from the current score. the unit’s score is subtracted from the current and from the basic Command score. lose the unit’s full Command stat from the Company’s basic Command score.. Arnold uses 4 temporary points and 2 permanent points to activate various orders: at this point.GAME SYSTEM This is done by adding up the Command points of all the units in each Company. he loses all remaining command points. the current Command score is reset to its basic value. use of orders that cost permanent Command points. 25 . Depending on unit losses and expenditure. It is. During the ﬁrst turn of the game. with a minimum of 0). Arnold loses his ofﬁcer who had a Command stat of 4. During the Upkeep phase of the following turn. of course. If the player doesn’t have enough current Command points. The basic Command score is considered to be different from the current Command score. He immediately subtracts these 4 points from his basic Command score. When a player spends permanent Command points. xample: Arnold is playing a Westerner Company and has 7 Command points at the beginning of the game (4 points for the Frank-Captain +1 for the Swashbuckler +1 for the Missionary +1 for the Sergeant). When a player loses a unit with a Command score. and from his current score. which is reduced to 1 (5 – 4). during the Upkeep phase. When a player spends temporary Command points.. which is reduced to 0 (1 – 4. impossible to use an order if the player doesn’t have enough current Command points to pay for it. He will still. he only has a current Command score of 1 and the basic score is lowered to 5 (7 – 2 permanent points).). Arnold’s Command points return to the basic score of 7. he decides to use 3 temporary Command points to trigger certain orders: he has 4 Command points left for the rest of the turn. even though the basic score remains at 7. At the beginning of each turn.
unless stated otherwise (for example «lasts until the end of the unit’s activation»).GAME SYSTEM Special Effects and Timing The area of effect is the range (in fathoms) that is the radius of the circular area where the aura will be effective. 28). this keyword allows to tell the difference between vulnerable units (no keyword) and immune units (keyword: immune). If a special ability or any other spell. It has a permanent effect (see description). This order can only be used once during the game («Unique» keyword) and it costs 2 permanent Command points. order or aura contradicts one of the basic rules. To use it. • A free effect can be triggered at any point during the Action phase (even during an opponent’s activation). The cost indicates the number of Command points that will be spent to trigger the order. an effect with a duration of 1 will end at the end of the current turn. etc.Duration: a permanent effect is always in effect. If none of these four triggers are indicated for a permanent effect. but it can be used just before or just after the attack. This kind of effect cannot be used during a ranged attack or a close combat attack sequence. Auras have another trait (the type: lingering or instant): we will go into this in more detail on page 28. If none of these four triggers are mentioned for a temporary effect. active. 27). Auras can be associated with a keyword. Depending on the effect’s nature. There are two types of aura. It affects all Muslim (keyword) units within a range of 4 fathoms from the unit’s base (effect area). 12) to be triggered. An order is described in the following way: Trigger • Cost (permanent or not) • Unique (or nothing) An order with the keyword Unique can only be used once per game . Using this aura doesn’t cost any Command points (no cost indicated). • A passive effect can be triggered at any time during the unit’s activation. To use it. . a player cannot voluntarily choose to stop it. then it can be triggered as indicated in its full description. This type of effect cannot be used during a ranged attack or a close combat attack sequence. • An active effect requires the unit to perform a Concentration action (p. When a duration of x is indicated for a temporary effect. . +2 CBT and +2 FTH until the end of the game. an effect with a duration of 2 will last through the current turn and end at the end of the next turn.Triggers: exhausting. but it can be used just before or just after the attack. whether the unit in question has already been activated or not. In some cases the points will be permanently spent (p. the current turn is always considered to be the ﬁrst turn of the x value. This ability is an aura. It only affects the swashbuckler. Players cannot voluntarily choose to stop the effect before its term. This ability is an order. 11) to be triggered. passive or free (sorted by decreasing complexity). then the effect is always in effect. An aura is described as follows: Duration • Trigger • Area of Effect • Type (lingering or instant) • Keyword (immune or nothing) xample: Inspiration Aura Temporary • Active • 4 fathom radius • Lingering • Muslims Muslim units gain +1 CBT. their precise nature is indicated in their full description. then the special ability is the one to prevail. This does not trigger any reaction from its enemies. whether the unit is free or engaged (p. +2 SHS. A temporary effect is only active until the end of the current turn. Thus. xample: The Lord guides my hand Active • 2 permanent CMD • Unique The swashbuckler gains +1 MVT. This radius is always measured from the edge of the base of the unit that uses it. a Concentration action is required (active trigger). lingering and instant (p. It lasts until the end of the turn (temporary). no matter what action it chooses to perform. 10). • An exhausting effect requires the unit to perform a Focus action (p. a Concentration action is required (active trigger). 26 . Special effects in this game can be associated with speciﬁc statistics when they are indicated on the stat cards.
the player who controls it can spend 1 temporary Command point immediately after activating one of their units to be able to activate a second unit immediately. Also. its Command stat will be subtracted from the basic Command score of the Company. orders do not have a limited range and can therefore affect units anywhere on the battleﬁeld. you will lose these two essential abilities. exactly as if it had been eliminated. the player who controls it can give one of their units a +1 CBT or SHS bonus for 1 temporary Command point. This can happen because of a special rule or other detail in a scenario.» Orders Some units in Hell Dorado can use orders. Orders follow the same rules as effects (see Special effects and timing on page 26). for some reason. don’t forget that if an Ofﬁcer is Stunned or Knocked down (for example) you temporarily lose the beneﬁt of these two abilities. Orders with the keyword “Unique” can only be used once in each game. a unit enters the game after the ﬁrst turn. These are often effects that allow the unit to break some of the basic rules of the game. This order should be used when the number of dice is being calculated for the combat or shot roll. free) is not considered to be «giving an order» or «receiving an order. it can be used several times during any one Action phase (even when an enemy unit is resolving an action). In general. it is not possible to spend more than 2 Command points and so obtain a CBT or SHS bonus higher than 2 for any one shot or attack sequence. 27 . If. This order cannot be used during a shot with a blast effect weapon (or when rolling for damage after using an explosive weapon). Free • 1 or 2 CMD As long as a Company has at least one unit with this order (able to use it). This cannot be used to activate more than two units in a row.GAME SYSTEM During the following Upkeep phase. its Command value is added to the basic Command score of its Company during the Upkeep phase of the turn following the turn when it entered the game. If Samael dies. active. he can still use his Ultimate Sacriﬁce order and the Succubus can beneﬁt from it. and they therefore have great tactical potential. Orders Without Triggers Using an Order without a trigger (exhausting. A unit is not “Receiving an order” if it is reacting to an effect listed on an enemy’s stat card. if a unit leaves the battleﬁeld during a game. using these two orders will have become a second nature to you and you will ﬁnd it hard to do without them. Arnold will only get a current Command score of 1 Command to spend on his orders. • VAE SOLI • VAE VICTIS Frequent Use of vae victis and vae soli After your ﬁrst few games of Hell Dorado. These orders are usually activated by spending Command points. even if there are several units in the Company that can use this order. Free • 1 CMD As long as a Company has at least one unit with this order (able to use it). In the same way. However. xample: Samael and one of his Succubi have been Stunned (incapable of giving or receiving orders) by enemy units. The bonus only lasts for the current attack sequence or shot (this Order is an exception to the rule that states that free triggered powers cannot be used during an attack sequence). don’t forget that your Ofﬁcer is the one who allows you to use them and that if he dies. As this order has a free type trigger. Using an effect as it is described on a unit’s stat card is called “Giving an order”. passive. Being affected by an effect as it is described on an ally’s stat card is called “Receiving an order”. There are two special orders that all Ofﬁcers – and only Ofﬁcers – can use (see below): these are vae victis and vae soli. and unless speciﬁed otherwise. Even if several units have the ability to use this order within a Company. or +2 CBT or SHS for 2 temporary Command points.
. The effects of two identical auras cannot be applied jointly to any one unit. These people know what to feed the strange little creatures so they can obtain surprising – and sometimes explosive – effects. A lemure that has been destroyed (either because it was killed or because its power was triggered) is available again immediately. The effects of an instant aura end at the end of the current turn. its owner must clearly warn its enemy which spell will be used with it (it can only associate one spell with each lemure). The ENTERING THE BATTLEFIELD Mi lemures es su lemures. Once this has been done. A unit with at least one aura is called a Mentalist. as the corresponding miniature and its base are available and painted).. rocks. but not in contact with an enemy unit. It is therefore important to remember which lemures have already been activated. There are two kinds of auras: lingering auras and instant auras: • A lingering aura will only affect the units that are inside its effect area and no longer affects the units once they leave the area. Like all the other units. growing from a grub of less than 4 inches to a fully grown specimen of 1. When they are captured. Lemures are represented by their own special miniatures. of course. This can be done by placing tokens beside the miniature or the stat card. The kind of spell associated with each lemure can even be indicated by some kind of special marker.. only an inch or two high.GAME SYSTEM M agic There are two ways of using magic in Hell Dorado: the ﬁrst is by using magical auras with effects with variable durations. the second is by capturing small demonic creatures and feeding them magical ingredients and using them as power containers. lemures are tiny creatures. This rule prevents a lemure from moving twice its Movement distance without anyone being able to react to its movement. Unless stated otherwise. live in Hell like rodents on Earth for use as vessels for the magical powers that seep through the infernal planes. If a player owns a lemure that has not been activated at all and his opponent has no units left to activate. However. even if the unit who triggered it is killed before that. This way. ACTIVATING LEMURES Lemures Some of the units in Hell Dorado have learned how to capture and train some of the small creatures that 28 . Invoking a lemure is an exhausting power that requires a Focus action. lemures are activated twice per Action phase. is that all players should bring their own miniatures for the lemures they are going to use during the game. A lemure cannot be activated during the turn during which it was invoked. These units are called Infernalists. it can associate the same spell with any number of them.5 to 3 feet tall in a few seconds. Unlike the other units. an Infernalist can choose any lemure to cast a spell (as long. On the battleﬁeld. Auras Some units are able to use magical auras. The basic rule in Hell Dorado.. • An instant aura only affects the units inside its effect area at the time it is triggered.. the lemure miniatures can be put to one side and shared between the players. or at the end of a turn if the unit is still alive. like a kind of demonic grub. Every time a lemure is invoked.. There is no particular limitation to the kind of spell associated with lemures (unless otherwise stated). Many auras are linked to the units’ religions: if so they represent the powers of Faith. If the unit in question can invoke several lemures. herbs. if both players agree. Any lemure can be associated with any spell known by the Infernalist. the lemure grows incredibly fast. The effects of a lingering aura end if the unit that produced it dies (but not if its state changes).) so as to be able to use them as they wish. These auras obey the rules of special effects (see Special effects and timing on page 26). potions. the players can dip into the lemure pool every time they require one of these strange little creatures for one of their Infernalists. As soon as the combined elements are sufﬁcient to produce the desired effect. During friendly games. lemures have their own stat cards. the lemure can only be activated once. the miniature of the chosen lemure should be placed on the ground in contact with the Infernalist’s base. they do follow some special rules. Infernalists feed them up with various elements (gold coins.
it will count toward the number of waiting units when working out inferiority in numbers (p. Limited Number of Lemures Each Infernalist has the ability to control a maximum number of lemures simultaneously on the battleﬁeld. It can also break contact with an enemy without triggering an attack sequence or a one-sided attack (but it cannot engage and break contact with a unit during the same activation). which usually destroys the lemure instantly. Ileana. Lemures are drooling demonic creatures that live in Hell. If. 11). Lemurs are cute little furry wide-eyed monkeylike mammals that live on the island of Madagascar. it is still a speciﬁc lemure action and also allows them to trigger their magical power. the number of fathoms indicated in its Movement stat. at the most. Only lemures with the Strider ability can enter and end their turn in Difﬁcult terrain. the number of fathoms indicated in its Movement stat. except for the Defense score. A lemure never Runs: it always moves. When performing an action a lemure can: move. following this. bonuses are applied to this stat. Unless otherwise stated. All the stats of units in Hell Dorado can potentially be reduced to 0. A lemure (rimes with secure) is not a lemur (rhymes with steamer).GAME SYSTEM Madagascar ? No. which can be reduced to a minimum of 1 (this means an automatic hit for all attack rolls targeting this unit). Although it resembles a Walk action. this means that when penalties and bonuses are applied at the SPECIAL ABILITIES OF LEMURES 29 . What’s more. they will be added to 0. and not to a negative score. you will ﬁnd a detailed description of these states. In practice. As long as a lemure has not been activated twice during an Action phase. a stat score cannot be reduced below 0. lemures have the following special abilities: Harmless. These two limits are indicated on the stat cards in the x/y format. A lemure with Burrower. A unit whose state prevents it from giving any orders also prevents its controlling player from using its free orders. These two numbers are the maximum number of lemures that the unit can control simultaneously (x) and the total number of lemures that the unit can use throughout the game (y). S tates A unit can be affected by a wide variety of states during a game of Hell Dorado. Lemures can only perform one of their own speciﬁc actions during their activation. They do not explode. Evasive. Finally. Lemure Effects All the effects that can be channeled into lemures are linked to the Infernalist and are therefore indicated on the invoker’s stat card (or on an extra card if necessary). for example (p. So. XXX). Whatever the penalties that are applied to a unit. Rebellious and Invulnerable. at most. A lemure is not affected by the Attraction ability. all the lemures that they invoked and that are still in the game disappear immediately. AND a lemure may also release the magical effect that it was entrusted with. the ingredients that Infernalists carry to feed the lemures will only allow them to invoke a maximum number each per game of Hell Dorado. the lemure can move over a number of fathoms lower than or equal to its Movement stat and may also choose to trigger its magical power. Intangible or Levitation abilities will be able to pass over (or under) Difﬁcult terrain. their effects are cumulative. but it will not be able to end its turn there unless it also has the Strider ability. Insigniﬁcant. Got it? stat card can also be turned round 90 degrees after the ﬁrst activation and turned over after the second. when Infernalists are killed or leave the battleﬁeld. XXX). during its activation. but this will not trigger a combat sequence. It is important to remember that when a unit is simultaneously affected by several different states. It can engage an enemy unit. In this part. ACTIVATING LEMURES Movement Special Abilities and Their Effect on Lemures A lemure with the Strider ability can enter and/or end its activation in Difﬁcult terrain (p.
an attack sequence takes place immediately. +1 Movement • +1 Shooting skills • +1 Combat • +1 Faith This state indicates a certain level of euphoria on behalf of the affected unit: it will be more efﬁcient in combat and its mental state will also be affected. This acceleration will also give the unit a better understanding of combat sequences. The warrior becomes a madman. but if he has become a lethal danger for his enemies. However. it is not possible to activate more than 2 units from the same Company in a row (even by using the order vae soli). choose the target randomly. States can be permanent or temporary. it must immediately move 2 fathoms towards the nearest unit (ally or enemy). This unit is then affected by the states Wounded and Knocked down. This unit then takes part in an attack sequence during which two allies provide support. he is also now a considerable risk for his allies. If it manages to engage the nearest unit. the greater value of the two effects is the one that remains. his player’s opponent is the one to decide whether or not to reduce the number of hits (but the unit’s controller is the one to roll the dice).GAME SYSTEM of -3CBT is therefore applied to the unit and its CBT score is reduced to 0. When a value of x is indicated next to the state. the penalties are applied ﬁrst. When a Berserk unit hits one of his comrades. BRAVE X The affected unit loses x life points for the next y Upkeep phases • With a Focus action. the unit can stop all non-durable Consumed effects. +2 Movement • Activation by reaction The unit can act faster than usual. Ex: a Stunned 1 unit. suffering from another Stunned 1 state in the same turn will still only be Stunned 1. He no longer feels the effects of fatigue and wounds. If several units are at equal distance from the Berserk unit. on a roll of 4 to 6. The unit cannot give or receive orders. CONSUMED (TYPE SPECIFIED • X/Y) OF EFFECT • DURABLE OR NOT 30 . Immediately cancels the effects of Wounded and Immobilized states • No orders • Immediately after having killed an enemy unit. roll 1d6: on a score of 1 to 3 the Berserk unit stops all actions. xample: One of Benny’s unit’s CBT score is currently 2. A Berserk unit never beneﬁts from support when it attacks one of its allies. When a unit is affected multiple times by the same state-changing effect. ACCELERATED X BERSERK X same time. It will therefore have 2 dice for this attack sequence (CBT 0 + 2 support). thirsty for blood and violence. followed by the bonuses. it represents the number of turns during which the state will affect the unit (see Special effects and timing on page 26). A penalty Stacking State Changes State changes that affect a unit can only be cumulative when they are different. An accelerated unit can be activated immediately after the activation of another unit from the same Company.
if he keeps making me work out all these crazy situations for the rulebook) sends a unit with a Consumed 2/3 effect into a Consumed 1/5 effect area of the same type. none of the 3 remaining time markers will be removed. He has already suffered damage points during an Upkeep phase. Its Consumed state then changes to Consumed 2/5 (using the greater values of x and y). it’s easy: you just apply xample: so let’s suppose that a friend (a future ex-friend. To keep things simple. Well. During the next Upkeep phase it will suffer 2 Damage points (greater value of x). actually it isn’t: there are still a few extra bits to clarify. As long as the unit is inside the effect area.GAME SYSTEM A simple. He then gets hit by a new This state is applied to a unit that has suffered damage from ﬁre. so he’s suicidal. during each Upkeep phase. what happens? Easy (well. If you’re «just passing through» the area.. State Name and Value (or none) xample: A Damned One is in an area with a «Consumed 2/5» effect. By default. the usual cription). Simple. However. 2 Damage points will be applied. Therefore. tead. it will suffer x damage points (its Protection score does not apply in this case) Complicated stuff: Consumed state and effect areas When a Consumed effect is inﬂicted on units inside an effect area. and give me a break! 31 . so we consider him to be Consumed 1/4 (1 Damage Point for the next 4 Upkeep phases). a shot. as stated above. he will hit by the higher of the two Damage this value usually represents the number of turns scores (between the original Consumed and the which during the state will be applied to until a unit area’sduring Consumed) each Upkeep phase (exceptions to this are speciﬁ ed in the state’s deshe leaves the area. the unit must perform a Focus action. if the name of the rule applies: highest of both x and y values. this case should be avoided as much as possible anyway. And for all I care it can crawl away and die. xample: a Swashbuckler is hit by a 1/5 ﬁre-type Consumed effect (1 damage point for 5 Upkeep phases). things get complicated. it cannot try to stop the effects of the Consumed effect. To do so. As soon as he leaves. then it must continue until its natural end. The x Damage points will simply be applied during each Upkeep phase. However. the usual Consumed rules are applied immediately. remove a marker and apply the (x) Damage points. If it moves out of the area. the y time value is no longer applied to the Consumed effect for as long as the unit remains in the area. acid or any other type of long-term damage. simply place (y) markers on its unit card and. the unit will suffer 2 damage points during the next 5 Upkeep phases (it gets an extra 2 time markers). he will immediately be hit by a Consumed 2/5 effect. To begin with. state is not followed by a value. if the effect has the keyword “durable”. kind of): you put aside the remaining y value of the original Consumed he had when he walked in (so no more counting down those Consumed phases). well. All Consumed states it is currently suffering from are immediately removed (even if they are of different types). If he leaves the area. During the unit’s next activation it leaves the area. In this case. But if some twisted little unit who already has a Consumed effect decides not only to stray into the Consumed area but also to stay there (OK. it is possible to remove this effect before its term. When the effect is triggered (usually due to a hit. the unit is immediately affected by the Consumed that was affecting the zone. From that time forward. How’s that for easy? for each of the next y Upkeep phases. or if the area disappears. values x and y are modiﬁed to take on the highest available value for each. Different types of Consumed effects can be inﬂicted concurrently. InsWhen thebe name of a state is followed by an x value. way of dealing with the Consumed state. Every time a unit gets hit by a Consumed state. isn’t it? Well. or on entering a speciﬁc area). is all about what happens when a unit with an existing Consumed effect enters a Consumed area of the same type.. When a unit is affected by two Consumed effects of the same type. it is assumed to last for one turn. The ﬁrst one is the rule to apply if a unit enters such an area and leaves it in the same move. let’s be honest. the usual rule (apply highest x and y values). the unit is immediately affected (unless it is immune to this type of effect). or he wants me to kill myself for having to think up these twisted rules). The second (and I can already hear you wondering «how’s he going to wriggle out of this one?»). less complicated. During each Upkeep phase.
any Command points are deducted from its Company’s basic score. If a unit is beneﬁting from a non-reciprocal contact. The new values are 2/4. use its auras or invoke any lemures. It is incapable of performing actions and giving or receiving orders. A Controlled unit can move rapidly over Difﬁcult terrain and leave an enemy’s control area for the price of 1 Command point that will be paid by the player controlling it at that time. It must wait to have killed its victim before Devouring another. the Devoured unit reappears and is considered to have already been activated. Each time an Immobilized unit is activated.GAME SYSTEM Consumed effect. it re-enters the game as usual (any lost CMD points are returned during the next Upkeep phase). It is considered to become an enemy unit if the player who gains its control is an opponent of its original player. A unit with a basic score of more than 10 Life Points must roll a score equal to or less than its current Defense stat on 1d6 to avoid being Devoured. 32 . but this time it’s a 2/3 (2 Damage points for 3 Upkeep phases).it is considered to be engaged by its enemies. Shoot or Retreat. This means that two or more units are in contact (as generally admitted) but that some suffer from this non-reciprocal contact and others beneﬁt from it. it is then affected in the following ways: . Run. a unit with less than 10 Life Points (as a basic score) is always Devoured. A Controlled unit is not considered to be a member of its new owner’s Company. If the unit that has Devoured a victim is killed. it becomes controlled by a different player from the one who controls its original Company. As long as the unit has not been activated. it is considered to be a waiting unit in its new owner’s Company when applying the rule of inferiority in numbers (p. it will suffer 3 Damage points during each Upkeep phase (Devouring ignores Protection). If it is freed. DEVOURED CONTROLLED X IMMOBILIZED X Non-reciprocal contact In some situations. Charge.it is not considered to be in contact with its enemies.if it is an enemy of the unit suffering from the non reciprocal contact. An Immobilized unit has no control area. His ﬁre Consumed status is updated immediately. if it dies while being Controlled it is its original owner that loses any Command points associated with its Company. For as long as the unit remains Devoured and alive. it is then affected in the following way: . it is possible that the units of Hell Dorado may become engaged in non-reciprocal contact. -3 Defense • No actions • No orders • No attacks (close or ranged) • No control area An Immobilized unit cannot do anything during its activation. A unit to whom this state is applied becomes controlled by its player’s opponent for the next x activations • No orders • Limited actions When this state is applied to a unit.). However. but for as long as it is Controlled it is no longer considered to be part of its original Company either. While a unit is Devoured it is considered to be dead (it cannot give or receive orders. 11). however it remains able to perform actions that require it to be engaged with the unit. A Controlled unit cannot give or receive orders. This only affects units with a base of smaller or equal size to that of the attacker • Removed from the battleﬁeld • No actions • No orders • No attack (close or ranged) When threatened by this state. it is considered to be in contact with it. Mêlée. It can therefore not respond to an attack in close combat (all attack sequences against it are one-sided) and it will be an easy target for ranged attackers. A unit cannot Devour more than one enemy unit at a time.if it is an ally of the unit suffering from the non reciprocal contact. . If a unit is suffering from a non-reciprocal contact. He will therefore suffer 2 Damage points for the next 4 Upkeep phases. An Immobilized unit must be activated x times before this state disappears.it is not considered to be in contact with its allies (it can therefore not help them with any special abilities that require contact). . it is considered to be free. A Controlled unit can only perform one of the following actions: Walk. one enemy (chosen by the player controlling them) in contact with it gets to perform a one-sided attack against it. Attack. etc. The player who gains control of the unit will play it for the next x activations (using it as if it was his own unit during the Action phase). .
the player can then choose the order in which the slowed units are activated. It moves at a slower pace. but performs the attack sequence with a Knocked Down penalty (-2 CBT and -2 DEF). this state is permanent unless a Healing effect brings the Life Point level up above the Wound Threshold again. nor can it give or receive any orders. It will therefore be less agile in combat. you will ﬁnd the list of all the special abilities that set the characters of Hell Dorado apart from one another. If a Knocked Down unit is in contact with other units. A Slowed unit must be activated x times before this state disappears. 32). -2 Movement • Last to be activated For many possible reasons. they are considered to be beneﬁting from a non-reciprocal contact with it and the Immobilized unit is considered to suffer from non-reciprocal contact (see highlight box p. -2 Combat • -2 Defense • No orders • No actions other than getting up • No control area • Gets up during its next activation The unit is lying on the ground. the unit ﬁnds itself incapable of acting normally.GAME SYSTEM If an Immobilized unit is in contact with other units. During the activation that follows its being Knocked Down. On the stat cards. It cannot perform any other action. If the unit gets up while it is in contact with an enemy unit. The state disappears at the end of the activation. It is important to note that a special ability is not necessarily a good thing for the one who possesses it. it is no longer considered to be Knocked Down (unless it is affected again by this state). A Slowed unit will always be the last unit in its Company to be activated. an attack sequence is immediately performed with the Knocked Down penalty. it jumps to its feet immediately. then once all the other units have been activated. If the unit becomes engaged in close combat while it is Knocked Down. Unless otherwise Summary Table of Main Effects Immobilized Knocked down Stunned -3 Defense • No actions • No orders • No attacks (close or ranged) • No control area -2 Combat • -2 Defense • No orders • No actions other than getting up • No control area • Gets up during its next activation -1 Combat • -1 Defense • No shooting • No orders • No control area 33 . it returns to a standing state. the unit must get up. If it survives this attack. Even the use of vae soli cannot cause the affected units to be activated earlier in the Action phase. It cannot perform a ranged attack. -1 Combat • -1 Defense • No shooting • No orders • No control area The unit is Stunned and has problems focusing on its surroundings. A Stunned unit has no control area. -1 Movement • -1 Shooting skill • -1 Combat • -1 Defense • -1 Faith When a unit’s Life Points are reduced equal to or below its Wound Threshold. A unit with no Wounded state on its stat card cannot be affected by this state. although it usually is. they are considered to be beneﬁting from a non-reciprocal contact with it and the Immobilized unit is considered to suffer from non-reciprocal contact (see highlight box). To represent this state. the Wounded state on a unit’s Life Point bar is indicated in green. because of the pain of the wounds and fear of impending death. It is therefore an easy target on the battleﬁeld. just leave a token next to the miniature or on its stat card. Some effects triggered by terrain and some special abilities can apply a Wounded state without the unit’s Life Points being reduced equal to or below the Wound Threshold. It cannot give or receive any orders. It is interesting to note that some units have special abilities that change their stats in a speciﬁc way once they are in a Wounded state. A Stunned unit must be activated x times before this state disappears. it is considered to be Wounded. If several units in the same Company are Slowed. STUNNED X KNOCKED DOWN WOUNDED SLOWED X S pecial Abilities In this chapter. If the state was caused by a loss of Life Points. If it survives the attack sequence. A Knocked Down unit has no control area.
if the name of the state is not followed by a value. A unit with this ability cannot use it against a unit that appears in contact with it (therefore removing its control area) unless it has some way of retaining its control area while engaged. Amongst the special abilities. it should be placed at the same time as the units with the Advance Deployment ability. At the beginning of a game. ATTACK OF OPPORTUNITY X mentioned. which are called “Weapon abilities” and will be speciﬁed as such in the ability’s full description. even if the original one is destroyed. For as long as it is affected by this ability. it immediately stops its move and engages combat. xample: if the value of x is 1 then both units receive a +1 CBT bonus. all enemy units within x fathoms of the unit who possesses this ability must move into contact with it by the most direct route. the unit can be placed completely inside an Awkward or Opaque part of the scenery. this value represents a parameter of the ability that will be explained in the full description. ATTRACTION X A MBUSH A MMUNITION CARRIER ARCH-ENEMY (KEYWORD) BERSERKER X Black and Red So it is easier for you to remember during the game. all the special abilities that are printed in red on the stat cards affect the unit in a negative (or partially negative) way. and it is only possible to stray from this line to avoid allied units and parts of terrain. a unit is considered to have the Elusive and Strider abilities. If it is healed later on and loses its Wounded state. No Shooting or Reloading can be ARTILLERY 34 . When a unit with this ability is ﬁghting a speciﬁc enemy (deﬁned by the keyword). This unit carries or makes the ammunition that is used by a speciﬁc piece of artillery (see Weapon ability Artillery). When they begin their activation. This ability has no effect when this unit moves towards an enemy unit and therefore causing it enter this unit’s control area. it is important to realize that there are two kinds of ability: those that are linked to the unit itself. it is considered to have a value of 1. anywhere on the battleﬁeld. This unit becomes Berserk when it enters a Wounded state. performed by this unit if the Ammunition carrier is not in contact with the shooter. A unit with this ability automatically inﬂicts x Damage points (ignoring Protection) to all enemy units that enter or appear inside its control area. If the player who owns the unit does not wish to place it in such a place. and those that are the abilities of speciﬁc weapons the unit can carry. along the most direct route. then it is protected by this and will not be affected by the ability. In both cases. while staying as close to them as possible. If an enemy unit is on the other side of an impassable piece of terrain and it cannot make the whole move around it to come into contact with the attracting unit in one Action phase. Each carrier is linked to a speciﬁc piece of Artillery and cannot be used by another. the affected unit must engage contact with an enemy unit. the unit gains a bonus of +x CBT and its enemy gets a bonus of half of X to its (rounded up) CBT. as long as it is outside of any enemy control areas. If.GAME SYSTEM Special Ability With or Without a Value of x When the name of an ability is followed by an x value. A unit that begins its activation in the range of several Attraction abilities can choose which Attracting unit it will move toward. The most direct route for one unit to move into contact with another is usually a straight line drawn between the centers of both bases. Weapon ability All the units that carry a weapon with this ability are accompanied by another unit with the special ability Ammunition Carrier. it also loses its Berserk state. This ability is only active while the unit who possesses it is free and it only affects free enemy units. all special abilities are active all the time and they cannot be deactivated. or if no such place exists on the battleﬁeld. then the unit is placed in its normal deployment area. To keep things simple. Lemures are not affected by this ability.
Weapon ability During the second attack sequence against the same enemy unit and after. This bonus is applied after all other bonuses: it is applied after any cover bonuses (or Resistance). The unit is not affected by control areas during its movement. This ability is canceled if the unit is engaged. During each attack sequence. instead. The unit receives a Protection bonus of +x when it is under cover. This damage is added to all damage inﬂicted during the attack sequence by the unit with this ability. When the unit is performing a Concentration action while in contact with an enemy unit. BODYGUARD During attack sequences engaged against a unit with this ability. the attack sequence will take place without the usual Concentration modiﬁers being applied. it gains an extra bonus of +x CBT. the unit carrying a weapon with this ability suffers a penalty of -x CBT. The unit cannot be the direct target of a Shoot or a Charge action unless the attacking unit is within a range of x fathoms. When the unit has at least one support bonus. The unit triples its Movement score during a Charge action. All allied units within a range of 4 fathoms around the unit will receive a +x CBT bonus. it can try to Dodge. This ability cannot raise the Protection score of the allied units above 3 (if the ally’s Defense is already greater than or equal to 3. This ability is used after applying all other modiﬁers (including any uses of vae victis) If contact is made with this unit while it is waiting. the unit cannot end its activation in the same place as a unit or in Impassable terrain. On a result of x or less. This unit’s movement is not hindered by terrain or by other units. it keeps its regular Defense). the unit is automatically moved a distance of up to 3 fathoms. Both units will still be able to roll at least 1 die if their Combat score was of at least 1 before using this ability.GAME SYSTEM A unit with this ability adds 1 to the Protection of allies it is in contact with. possible to leave the control area of the unit being COUNTER-ATTACK BURROWER CUMBERSOME X DEFENSIVE COMBAT X CAMOUFLAGE X DEFENSIVE SHOT CHAOTIC CHARGE CHARISMA DEMORALIZE X DISCRETION X COMBAT SENSE COMBINED ATTACK X CONCENTRATED DODGE X 35 . but it can only end its activation there if it also has the Strider ability. However. It is only possible to attempt one Dodge per Action phase. If the unit’s DEF score is reduced to 1 then it can no longer use this ability. amongst others. the unit can choose to reduce its CBT score by x and reduce its opponent’s CBT score by the same amount. but it is at the beginning and the end of them (for example. The unit receives a bonus of +1 DEF (with a maximum DEF of 5) during an attack sequence. any of the dice its opponent rolls that score a 1 (after all available re-rolls) cause the enemy unit to suffer 1 Damage point. Of course. A unit with this ability will not trigger a one-sided attack when it performs a Focus action while in contact with an enemy unit. As soon as this unit is engaged by contact. the loss of temporary and permanent CMD is doubled. When a unit with this ability kills an enemy unit that has at least one Command point. of course. A unit can only beneﬁt from one Charisma bonus per attack sequence (the one that offers the highest bonus). the enemy’s movement is stopped when it makes contact. this ability cancels an Attack of Opportunity if the unit ends it activation in contact with an enemy unit with that ability. it can take a point-blank shot at its enemy before the close combat attack sequence begins. Players also may not use an explosion or blast template if all the targets inside it are enemy units whose Discretion abilities all affect the shooter. This is only applied if contact between the two units was not broken in between the attack sequences. However. free and has a ranged attack available (weapon loaded and in good condition). Roll 1d6. A lemure with this ability will be able to Burrow under Difﬁcult parts of scenery. It is not possible to come into contact with an enemy unit or enter an enemy control area during the 3 fathom Dodge movement (it is. it must pay 1 CMD to leave the control area of an enemy unit if it starts its activation there). A regular attack sequence is triggered.
During its activation. the unit will still be affected by them. the enemy unit cannot choose the Evasive unit as a target. +1 FTH.. The unit can return x Life Points to itself or any allied unit it is in contact with. A unit that is Immune to ﬁre can still be affected by a Consumed state. When this unit performs a Retreat action. Attack or Charge action. The unit gains a +x CBT bonus if its opponent has at least one support bonus. it will just not suffer the damage from it. EAGER X FIERCE X FIRST CONTACT X ELUSIVE FRANTIC EMANCIPATED FURY ENTANGLE HARMLESS HEALER X ERRATIC MOVEMENT X EVASIVE HEAVY EXPERTISE HUGE FANATIC IMMUNITY (KEYWORD) FAST X 36 . It cannot be entrusted with a spell. a unit with this ability will be able to move up to x fathoms more than its normal Movement stat (example: a unit with a MVT score of 4 and a Fast 3 ability can move up to 11 fathoms during a Run action). the Dodge does not take place. whether an enemy unit comes into contact with this unit or it moves into contact with an enemy unit. It can therefore pass through them without triggering any particular effects.. It will therefore not suffer any damage coming from such a source. then the other unit cannot Retreat. Weapon ability This unit receives a +x CBT bonus during the ﬁrst attack sequence with a unit. To use an exhausting power. This unit is naturally immune to a certain type of damage or attacks (Life drain. A unit with this ability is not affected by enemy control areas. +1 CBT. It may therefore be Knocked down. The unit has no control area. When the unit performs a Mêlée. ranged weapons. blunt weapons. etc. units with this ability provide an extra x to their Company’s total. This ability cancels the Attack of Opportunity ability A lemure with this ability begins the game on the battleﬁeld like any other unit and cannot be invoked. As soon as this unit enters the Wounded state. the player who controls them decides which of them will ﬁght the enemy unit. Charge or Attack action. after the one-sided attack it can then move as if it was performing a Run. If all the units in contact with an opponent unit possess this ability. This ability cannot be used to heal an Invulnerable unit. However. The unit receives a +x DEF bonus (with a maximum DEF of 5) when it becomes the target of a ranged attack. +1 DEF (5 maximum). This ability is an exhausting power. If the Dodge movement cannot be performed. Stunned. a unit with this ability must perform a Concentration action (instead of a Focus action). poison. the unit is not affected by the usual modiﬁers but by the following ones: -1 MVT. This movement replaces the movement of Retreat.GAME SYSTEM dodged). -1 SHS. a unit’s “Fanatic” scores are indicated in green. A unit with this ability must therefore perform a Focus action during its activation to be able to use it. it does not suffer the Charge penalty that should affect the attack roll (which should be -1 CBT). This ability can only be used if the unit and at least one of its allies are engaged with the same enemy unit.). Weapon ability A unit carrying a weapon with this ability cannot move during a ranged attack action. A unit that is Knocked Down or already engaged cannot use this ability. ﬁre. On the stat cards. When ﬁrst calculating Dominance before the ﬁrst turn of the game of Hell Dorado. When it performs a Charge or Run action. When this unit with this ability performs a Charge action. two attack sequences are resolved. one immediately after the other. Any effect that usually requires a Focus action may be used by this unit by performing a Concentration action instead. If a unit with this ability is engaged with another unit whose base is equal or smaller. if speciﬁc states are associated with the effect.
shoot. but it is affected normally by control areas. It is not affected by state changes (Wounded. nor when it comes to working out who has lost the fewest units) This unit’s movements are not hindered by terrain or by other units. however.). This unit is not included when calculating Domination (neither for calculating the basic score. etc. the unit cannot pick a target at a distance greater than x times the weapon’s basic Range stat.) if they score a 6 on each die instead of the regular difﬁculty of the blast or explosion. This unit can never receive an order from anyone but itself (including vae victis and vae soli if it does not have these orders). you can use tokens or mark the use of the weapon directly on the speciﬁed place on the unit’s stat card). but it is at the end of its movement.GAME SYSTEM This unit can be targeted by a shooter even if it is not the closest unit. The unit is not affected by control areas while moving. provided the damage indicated is higher than 0. If it also has the Attack of Opportunity ability. Knocked down. It can move over units that are less than 3 fathoms tall. The unit cannot. it can choose which one to target (but it doesn’t have to choose any of them). The unit can take part of its movement. Weapon ability This unit’s control area extends x fathoms from its base. Weapon ability Unlike other ranged weapons. This unit’s Command score counts double when calculating the number of troopers that a Company can hire. Burrower and Intangible abilities for enemy units inside its control area (the normal one and the extended one for lemures). unless it dies ﬁrst. ignoring their Protection stat or any Immunity (other than an Immunity to Life drain). but it can only end its activation there if it also has the Strider ability. It only suffers damage from other effects (explosions. Consumed. If a shooter has a clear line of ﬁre for several units with this ability. An Invulnerable unit’s Defense score is always 6 and can never be modiﬁed (unless this is speciﬁcally mentioned). etc. A lemure with this ability will be able to Levitate over Difﬁcult parts of scenery. LEVITATION INTANGIBLE LIFE DRAIN X LIMITED R ANGE X INTERCEPT X LUNGE X M AN-AT-ARMS X INVULNERABLE M AVERICK MOVING SHOT MUNITIONS X LEADER 37 . This unit has a control area of x fathoms out from its base against lemures. end its movement in Impassable terrain. Weapon ability A unit can only use this weapon x times during a game. A lemure engaged with a unit who has this ability that chooses to break contact with it will suffer a one-sided attack during Retreat. This unit only suffers 1 Damage point per hit. it can use it inside its control area. A lemure with this ability will be able to pass through Difﬁcult parts of scenery. The acting unit will gain as many Life Points as the number of Damage points it actually inﬂicted. but it can only end its activation there if it also has the Strider ability. IMPRESSIVE INSIGNIFICANT The unit’s movement is not hindered by Difﬁcult terrain but remains affected as usual by all the other terrain abilities (Impassable. It cancels the effect of the Elusive. A unit with this special ability can. The damage is reduced to 1 point per hit. It is important to keep a visible reminder of how many shots are still available (for example. The unit cannot. no matter what the usual power of the blast or explosion is.). whether they are negative or positive (except for those indicated on its stat card and/or by its special abilities). amongst others. An affected unit can regain the Life Points it lost during the attack sequence during which this ability was triggered. even against an Elusive enemy. force it to re-roll up to x dice that had scored hits. blasts. end its activation on another miniature. and then ﬁnish its movement. once an enemy unit in contact has ﬁnished all possible re-rolls. Weapon ability The unit wielding a weapon with this ability inﬂicts x Damage points to its enemies. etc. regardless of what the power table of the weapon says. however. Important: this ability can force a player to re-roll dice that may have already been re-rolled. It does not trigger a one-sided attack on breaking contact and does not pay CMD if it begins its movement in an enemy’s control area.
Weapon ability The unit receives a +x CBT bonus during an attack sequence triggered by an enemy unit using a Charge action against it. REGENERATION X PAIN RELOADING X X PRESTIGE (FACTION) PIERCING STRIKE X RESISTANCE (KEYWORD) X PROTECTIVE RICOCHET X R APID STRIKE (ATTACK OR DEFENSE) RUNAWAY SCOUT RECEIVE CHARGE X SLOW 38 . it inﬂicts its damage before its opponent can inﬂict his. The unit does not lose its control area when engaged by one or more enemies. It is impossible to reduce a Protection score below 0. Weapon ability The unit reduces its opponent’s Protection score by x before inﬂicting any damage. All weapons that use this ability are loaded when the game begins. Nothing happens if the unit is already Wounded. NATURAL TALENT X During each Upkeep phase. During a ranged attack.. a special ability. but the enemy unit will get to perform a one-sided attack with a -1CBT penalty instead of a normal attack sequence. When this unit announces its intention to Retreat from close combat. A Fanatic or Berserker unit will be affected as usual (for these units the effects will even be quite positive). “defense” means during an enemy unit’s activation). it will immediately be affected by the negative effects of a Wounded state (even though its Life Points are not modiﬁed by this) for a duration of x turns. It will therefore have a Protection bonus of +x against the damage inﬂicted by an effect or a weapon of this kind. it automatically inﬂicts x damage points (ignoring Protection) on the enemy unit who caused the original damage. This unit allows its player to have a better choice of terrain for the battle to come. either during its activation or during an enemy unit’s activation (depending on the keyword after the ability’s name: “attack” means during its own activation. ﬂames. If two units engaged in combat have this ability – Rapid Strike (Attack) for the attacker and Rapid Strike (Defense) for the defender – their damage is inﬂicted simultaneously.GAME SYSTEM The unit always has at least x possible re-rolls during an attack. this unit regains x Life Points. an order. the unit will have to perform x Focus actions in a row. no matter what its CBT or SHS stats are. This ability only applies to damage inﬂicted during a close or ranged attack sequence (but not to damage caused by a state. if its hit eliminates its opponent. A unit who does not have a Wounded state will not be affected by this ability. Don’t forget that no die can be re-rolled more than once. an aura. but suffers a one-sided attack during Focus. this unit will not suffer from the enemy’s attack.. The exact rules for using Scouts is quite complex and is fully explained the complete rules. This Protection reduction only lasts for the duration of the attack. If the unit is engaged while reloading. To simplify things. When a unit with this ability takes part in an attack sequence. an explosion or a blast). If this unit Charges. poison.). it has two options: either it fights as usual and has to start the reloading from scratch once the combat is over. Whenever a unit with this ability suffers damage. it is a good idea to keep track of this by marking the number of Focus actions remaining on the unit’s stat card (using tokens or by marking the Focus actions directly in the speciﬁed place on the stat card). its opponent suffers a -2 CBT penalty to their one-sided attack roll during Retreat. this ability can also affect the Protection bonus provided by cover. This unit has natural protection against the special effect or the type of damage that is mentioned in the ability’s title (state. The ofﬁcer can hire units of the speciﬁed Faction for its own Company. Weapon ability While this effect is applied to an enemy unit. or it retains its previous Focus actions and continues to Reload. Changes of state due to Fast hits are taken into account normally at the same time as the ones inﬂicted by the enemy unit at the end of the attack sequence. Consequently. it can come into contact with an enemy unit as normal. Weapon ability To be able to shoot again with a weapon that has this ability.
A unit can only be affected by one Terror penalty at a time (use the Terror rating with the largest penalty). it behaves like any other unit. This unit’s movements are not hindered by terrain or by other units. its opponent’s Faith stat is removed from the Damage inﬂicted. SNIPER SPIRITUAL DAMAGE STRIDER TELEPORTATION TENACIOUS X TERROR X You must spend 1CMD when activating this unit to perform an action other than Attack. to take no action. This cost in CMD is not considered an order. If the player controlling this unit doesn’t want to spend any CMD. unless it starts or ends its movement in one (for example. A unit with this ability cannot perform a Run. the unit can still be activated. Charge or Retreat action.GAME SYSTEM The unit does not have to pick the nearest enemy unit as its target. Weapon ability When this unit performs an attack sequence. instead of its Protection stat. however. Walk or Mêlée. This unit gets a bonus of +x CBT when it performs any kind of one-sided attack on an enemy unit. UNCONTROLLABLE VICIOUS X TRAINED GUNMAN X VULNERABILITY (KEYWORD) X 39 . During a Mêlée action. The unit cannot. The unit is not affected by control areas during its movement. All enemy units in contact with this unit are affected by a -x CBT penalty. It can shoot any target to which it has a clear line of ﬁre. A lemure must have this ability to be able to enter and/or end its activation in Difﬁcult terrain. it must pay 1 CMD to leave the control area of an enemy unit). This unit does not have to pay 1 CMD point to be able to Run or Charge through Difﬁcult terrain. Being an Unbeliever is not a protection against Spiritual damage. However this ability cancels out an Attack of Opportunity if this unit ends its move in contact with a unit with that ability. The unit’s Protection score is x against the type of damage indicated between brackets. end its activation inside another unit or within Impassable terrain. The unit receives a +x SHS bonus if it does not move before or after a Ranged attack. The unit receives a bonus of +x CBT if an enemy unit comes into contact with it while it is waiting.
40 . only 5 of this unit can be hired. However.GAME SYSTEM Your C onstructing Company Before beginning to raise Companies. Unfortunately. Therefore. the last 2 will have to be Mercenaries. Recruiting Mercenaries Mercenary troops can generally be recruited by Companies from another Faction. Demons. A basic Hell Dorado box is worth 200 Army Points. and you should be able to hire 7 troopers. the following rules must be followed: A Mercenary Ofﬁcer cannot lead a Company from another Faction. and Mercenaries). the two players must decide on the number of Army Points (AP) they will have to spend on their troops. xample: a Limited 6 trooper unit belonging to a 200AP army can only be hired 6 times. this Company only has a basic Command score of 5. as long as you comply with the basic Command score of your Company. Each Company must have one Ofﬁcer (no more. Therefore. All nameless independents can be used as much as the players wish (however. units with the Limited keyword cannot be hired more than x times per 200 AP or fraction thereof. the Lost. Mercenaries or not. troopers that are lead by the ofﬁcer must be mercenaries (unless the ofﬁcer has the Prestige special ability). However. the following restrictions should be applied: All members of the Company must belong to the same Faction (out of the 5 currently available: Westerners. there can only ever be one Ofﬁcer per Company. xample: the basic Command score of your Company is 7. they only allow the hire of Mercenary troopers. the AP total of all the units in a Company must not be any higher than the total that was decided upon to begin with (generally 200 AP). If Limited troopers are hired. 2 of your 7 command points are provided by an independent Mercenary unit. you can hire up to 7 troopers but if you choose to hire more than 5. Then. Obviously. A Mercenary independent unit’s Command points cannot be used to hire troopers from the Company’s Faction. as you like. See the complete rules for an important exception to this rule (Enlisting Mercenaries). both limits must be taken into account (Limited number of each type of unit and the Company’s basic Command score limit to the global number of troopers). no less). In any case. Saracens. Independent units with identities can only be used once in any one Company. All the independents and Larger Battles It is possible to play with a Company of over 200 Army Points. You can hire as many troopers. The standard size of a Hell Dorado game is therefore 200 Army Points. see the Limited keyword as stated below). Troopers are limited in number: a Company cannot hire more troopers than its basic Command score. In any case.