Fields of War

Core rule book

written by:Aaron Basham

game design:Aaron Basham

War Materials

In order to play a game of Fields of war you need to have several things: 1.paper and pencil 2.several six sided dice(d6) 3.a surface to play on 4.models for your army 5.a tape measure(inches) 6.terrain 7.This book

Model Types and Sizes

In fields of war you will be confronted by models on a large number of different bases so to make things easier for you we have included a section here detailing what the size of each base is and what each model has rule wise: Infantry Infantry is your standard unit for every army and they are usually the weakest and most numerous models on the board. There base size is 3/4” by 3/4” or 20mm. A rank is 5+ models. Mounted Mounted models are your cavalry and they are usually very fast models. Their unit size will almost always be smaller then Infantry. Their base size is 3/4” by 1 1/2” or 40mm. A rank is 5+ models.

9mm by 177. how strong.8mm. War machines War machines are the most advanced weapons of war that any army can field and they can decimate whole units of infantry with just a single shoot. The war machine has a base of 1 1/2” by 1 1/2” or 80mm. Ships Ships are the no all end all of an army and every army has at least one kind of ship at their disposal. how tough. A rank is 3+ models. Their base size is 3 1/2” by 7” or 88. With the exception of .Monsters Monsters are some of the largest and strongest models in the game as well as the least numerous. Chariots Although few armies use chariots anymore they are still a very fast and deadly model often able to survive punishment undreamt of for almost every other unit. Basic Stats On every model there is a stat line which details how fast. or how skilled a model is in a certain area. Their base size is 2” by 3” or 50mm by 75mm no ranks. No ranks. Their base size is 1 1/2” by 1 1/2” or 80mm. No ranks.

Lives(L) Lives determines how many hits your model can take and still be able to fight. Armor(Ar) Armour is how well your model can take a hit. This section will detail what each stat is and a brief description of what each one does: Movement(M) Movement is how far a model can move in a single turn.wounds.and number no stat may be reduced below 1. If a model runs our . Combat Skill(CS) Combat skill is how good(or bad) your model is when fighting in close combat. Power(P) Power is how powerful your model is when he is in close combat and it occasionally determines how strong a shoot is. Armour can be improved by wearing or equipping armor.movement. Shooting Skill(SS) Shooting skill is how good(or bad) at shooting your model is.

Field Allowance(N) Field allowance is the number of models in a unit. Attack(At) Attack determines how many hits a model may launch during close combat.of lives remove it from the table as it is dead. one for how many crew there are and one for the war machine itself. if an attack hits. Speed(Sp) Speed is how fast your model is.if you are a ship. Example stats . ships and chariots will have 2 numbers. Courage(Co) Courage determines how brave(or cowardly) a given model is. War machines. Speed determines close combat order and. Points(Pts) Points determine how much a given unit or upgrade will cost.

Name M CS SS P Huma 4” 4pl 4plu 3 n us s Elf 5” 4pl 3plu 3 us s Gnom 4” 4pl 3plu 3 e us s Dwarf 3” 3pl 3plu 3 us s Ratkin 5” 5pl 4plu 2 us s Goblin 4” 5pl 4plu 2 us s Troll 4” 4pl 5plu 3 us s Stygia 5” 3pl 5plu 3 n us s satyr 6” 5pl 4plu 2 us s centau 8” 4pl 4plu 3 r us s Scarec 6” 3pl 4plu 3 row us s zombi 3” 5pl 5plu 3 e us s AR 2 2 1 3 2 1 3 2 1 3 3 2 L 1 1 1 1 1 1 1 1 1 1 1 1 Sp At 3 1 3 4 2 4 3 2 2 4 3 2 1 1 1 1 1 1 2 1 1 1 2 2 Co 2 3 4 4 1 1 2 3 1 2 4 4 .

Commands Fields of War uses a command system for determining what a unit can do. at least. Each unit can only be given any given command once per turn. If a unit doesn't use all its command points it may give them to another unit within 6”. Ships have 1 command point base plus 1 per 2crew members. Next is a list of the basic command and is followed by what each one does: name # of command points regroup 0(1) move 1 pivot 1(0) shoot 1 march 2 Volley 2 fire charge 2 Give 1 fire 1st spell 1 . Each unit has. 1 command point to spend per turn.

If failed the unit marches towards the nearest board edge. Move -A can move forward up to its full movement value. . You can pivot for free if you march or move. but it must come from a friendly unit. You may spend a command point to automatically regroup. If passed then the unit may return to combat. When regrouping you take a Co check. It can pivot up to a maximum of its movement. Then measure the distance from the other corner. marching -when marching a unit may move up to twice its given movement.2nd spell ram 2 3 Regroup -Regroup may only be used if a unit is fleeing. Pivoting -when pivoting hold one corner of the unit in place.

marched. . In order to shoot first declare which of your units is shooting at which of your opponent's units. The unit moves it's normal movement +d6” forward. Then roll a D6 for every model in the unit's first rank and compare the result to the model's shooting skill. If the roll was lower then the model's shooting skill then it does nothing. If it contacts an enemy unit roll a D6 and add +1 for every unspent inch above it's normal movement: D6 effect roll 1 Enemy unit gets to fight with all models 2 to Fight combat as normal 5 6plus Charging unit gets to fight with all models Shooting -Shooting may only be done by a unit with ranged weapons that hasn't marched. Please note that a roll of a 1 is always a miss. charged. or rallied this turn.charging -You may only charge if the unit hasn't moved. of shot this turn. If the roll is equal to or higher then the model's shooting skill then it hits and wounds as described in close combat.

-shooting at/from a flyer --when shooting at/from a model that has the flyer spc. rule reduce the range of the weapon by half. Shooting at flying Minus 1 Shooting at loner or Minus 1 cohort Shooting within 2” Plus 1 Shooting at/from a ship minus 1 Volley fire minus 1 Shooting after moving Minus 1 -shooting at/from the sea --when shooting at/from a model that is on the sea reduce the range of the weapon by a quarter. It is detailed on the chart below Shot type Modifier to D6 roll Shooting over half Minus 1 range(if range is more then 6”. -cohort --when shooting from a cohort all models within the given range of a weapon may shoot. .-modifiers --there are several modifiers that apply to if a shoot hits.

rule instead.6 crew Volley fire -a unit may that volley fires may shoot all of its shoots in a single volley. rule do to the fact that they can hide behind the war machine. However. give fire -If a unit with ranged weapons is charged and .-firing at war machines --If you score a hit when firing at a war machine then you must roll on the table below to determine whether you hit the crew or the actual war machine.5. if the war machine doesn't have the cohort spc. When firing a volley all of the models within range may shoot that turn. The only modifiers that apply are range and the volley itself. The unit loses 1 command point next turn and may not shoot as they are to busy reloading. the crew has the protection(6) spc. D6roll hit 1. rule then the crew is inside the machine(i. In addition.e.2 War machine 3.4.when being shot at. War machines(with the exception of ships) and units with the cohort rule MAY NOT volley fire. chariots and ships) and they get the protection(5+) spc.

However the ranged unit has its CS reduced to 6 for that combat.they did not shoot yet then they may fire a single volley into the oncoming unit with the within 2” bonus applied. War machines and units that have fires already may NOT give fire. Ramming -Ramming may only be done by ships to other ships. After dealing damage roll a D6 and add one for each wound inflicted: D6 effect roll 1 Neither ship can move until the other one . If it touches another ship along the way roll a D6 and subtract(if there's is higher)/add (if yours is higher) the difference in the ship's speeds. How to cast spells and the spells themselves are detailed later on.Magic can only be used by a model with the Caster special rule. The Ship moves it's full movement plus D6” forward. Magic . If the roll is equal to or greater then the ship's Combat skill the the charged ship is damaged as detailed in close combat. If it is lower then the other ship moves forward enough until it is 1” away from where the other ship would have hit it.

is destroyed. The ships move 2” away from each other. Close combat is fought out differently depending on which models are fighting. -cavalry --cavalry fight with the first rank. A rank is 5 models. They fight as standard close combat rules. They fight as standard close combat rules. A rank is 3 models. Close Combat -Close combat is when 2 units that are in base contact fight each other. Remove the model and crew. -chariots . After that monsters fight as standard close combat rules. -monsters --monsters may only fight with the first rank.2 to 5 6plus The rammed ship sinks. -infantry --Infantry fight with the first 2 ranks. A rank is 5 models. When they charge a monster instantly inflicts d3 p4 hits on the enemy unit.

Alternatively they may make a single sweep over the unit which inflicts d6 P3 hits on the enemy models. -flying --flying units fight by the rules indicated for their type. When they charge in close combat roll a D6 and subtract one for each wound it has suffered: D6 effect roll 1 Breaks down(remove model after inflicting hits) 2 to Gains plus D3 attacks and power. A unit that has a weapon with the reach spc. 5 6 Breaks through (works like swipe on fliers) -cohort --cohorts must line up as if they were a normal unit of their type. Cohorts never get a rank bonus. the enemy model gets to retaliate with d6 models. -fighting close combat --when fighting a close combat you determine . Cohorts may fight only with the first rank. rule may retaliate with 2d6 models instead.--chariots are fickle when it comes to close combat. However.

If passed they stay in combat. Whoever had the higher number is the winner and the loser has to take a Courage check and subtract the difference from the number rolled. If it doesn't wound then it counts as a miss. then compare your number to your opponent's. If failed roll D6: D6 effect roll 1 Count as passed .who goes first by having both players roll a d6 and add the results to the most common speed in the player's unit. After you determine if an attack hits you must also determine if it just glances off the enemy's armor you must also roll d6 for every hit on the wounding table on the next page. To determine if an attack hits the attacking players designate which models are attacking and rolls one d6 for every attack they have. If a hit wounds then remove one life from that model. The person who rolled the highest gets to attack first. Add up the number of models you killed as well as the number of full ranks you have. if it is lower then it misses. -aftermath --after a battle has been fought you must determine who the winner of the combat is. If the result is a tie then they hit simultaneously. If the roll is higher then there cs then it hits.

The to wound table(Attacker on side Defender on top) woun 1Ar 2Ar 3Ar 4Ar 5Ar 6Ar 7Ar 8Ar ding 1P 4pl 4plu 5pl 5plu 6 7 8 9 us s us s 2P 4pl 4plu 4pl 5plu 5plu 6 7 8 us s us s s 3P 3pl 4plu 4pl 4plu 5plu 5pl 6 7 us s us s s us 4P 3pl 3plu 4pl 4plu 4plu 5pl 5pl 6 us s us s s us us 5P 2pl 3plu 3pl 4plu 4plu 4pl 5pl 5pl us s us s s us us us . 6 Unit runs away 2D6” near nearest board edge and suffers another D3 times D6 hits.2 to 5 Reduce Unit's Co by 1 and add 1 to next roll on this chart. They then move their full movement every turn until they either rally or go off the board edge and count as destroyed.

6P 7P 8P 2pl us 2pl us 2pl us 2plu s 2plu s 2plu s 3pl us 2pl us 2pl us 3plu s 3plu s 2plu s 4plu s 3plu s 3plu s 4pl us 4pl us 3pl us 4pl us 4pl us 4pl us 5pl us 4pl us 4pl us Weapons .

A unit with the right weapons at the time are just as helpful as a unit with the wrong weapons at the right time.daggers if model has another weapon+1At Sword.hammer none Axe. -2Sp axe/club/hammer/sw ord Spear Reach. 2 handed lance +1P on the charge.2 handed. mace +1P Shield +1Ar Great +2P. All weapons that have a range may NOT be used in close combat unless otherwise stated in their rules. Weapon name rules Club. There are 2 different kinds of weapons.claws. Below is a chart of different kinds of weapons and what there requirements are.Weapons are the all essential part of the game. A model may only have up to 3 weapons. reach . -Close combat weapons --As the name implies these are the weapons that can only be used during close combat.

halberd Reach. Unless otherwise stated a range weapon may not move and shoot in the same turn. Included on the next page are the range weapons most commonly used by several armies and their stats.2 handed. +1P -Ranged --as their name suggests ranged weapons are used for engaging the enemy at a “safe” distance. name Hand gun pistol crossbow Short bow Long bow ran ge 18” 9” 24” 12” 24” power 3 3 3 2 2 rules none Move and shoot.club None Move and shoot Move and shoot .

as the name implies. Please note that a model may only have one set of armor. as it really doesn't fit anywhere else.d3 shoots 12” users Move and shoot 36” 8 D3 wounds 36” 3 Radius(2”) 36” 5 D6 wounds -Other --Other equipment is.Throwing axe Throwing knife javelin cannon catapult balista 6” User's Move and shoot. . an assortment of random equipment.Axe plus 1 12” users-1 Move and shoot. Included in this section is armor.

2 handed. Increase M to 8”.Title Light armor Heavy armor War horn War banner Army banner Horse effect +1Ar +2Ar. -1Sp +1 Co Unit has rally spc. Champio Unit gains 1 Command point.one per army. +1Co. rule. +2Ar. n . +1 At. change type to mounted Dragon Fly.unique Increase M to 8”. 2 handed +1 co to all friendly units within 12”. +1Ar. +2 At. change type to monster.

Magic Magic is an interesting part of the game. Below is a list of some magic and what it does. A model/unit that uses magic can only move that turn. This may not . Spell ran effect Roll needed name ge to cast Fire 24” Target unit suffers d6 3plus ball p4 hits Blast 18” Target unit suffers 1 p4 2plus hit zap 12” Target unit suffers 2d6 4plus p 3 hits Heal 6” Target unit regains d6 5plus lives. A spell may only be cast once per turn per caster. If the roll is higher then or equal to the number shown then it goes off. If the roll is lower then nothing happens. It is by no means mandatory however it can change the course of the battle for(or even against) your army. In order to cast a spell roll a d6 and compare the results to the roll needed to cast column.

March 6” Target unit may force 4plus march without any penalties this turn.) Rules Special rules are rules that only effect one unit and they represent a number of certain things a unit can do. Below is a list of common spc. Special(Spc. If your roll a 1 when trying to cast a spell then the model attempting to cast it suffers D6 PD6 hits. If failed then they suffer d6 p2 hits Drain 12” Target unit loses d6 6 lives Magic 12” Target unit has 6 Shield protection(5+) for the remainder of the turn. -rolling a 1 --When casting a spell a caster may accidental draw on more power then was intended. Rules Rule Effect Name .bring it over its starting lives. In addition no more spells may be cast that turn. Fear 12” Target unit has to take 4plus a co check immediately.

shots The number of shots the unit may fire is indicated in place of the . if they lose a close combat they instead lose d6 lives. Protection The unit may ignore 1 wound on a () roll higher then or equal to the number indicated in the parentheses. Aquatic The unit does not suffer any movement penalties when in fresh water and treats salt water as fresh water. Caster() This unit may cast magic. Automato The unit is never has to take courage ns tests. Multiple The model may fire multiple shots. However. You may only roll once for every wound. They may only cast the spells listed in the parentheses.Not 1 step While in close combat the unit never has to take a courage test. Roll for each wound individually. Fly The unit may move over all terrain without suffering a penalty. Rally The unit may re roll failed courage tests. Cohort All models in the unit may be placed up to 2” away from each other.

The number of wounds a shoot inflicts is indicated in place of the multiple part(Ex.) War The model must be crewed by at machine least one other model or it may not be used. Poisoned() A unit with this rule instantly wounds . In addition it may never force march. Terror Any enemy units engaged in close combat have to pass a courage test or else they will only hit on 6's. D6 wounds. Horror Any enemy units engaged in close combat have to pass a courage test or else they will instantly lose by 2. Fear Any enemy units engaged in close combat have to pass a courage test or else they will go last. Reach The unit fights with an extra rank in close combat. Accurate The unit may re roll failed hits with ranged weapons. 2 handed May not be used with any other equipment.multiple part(Ex. D6 shots) Multiple A single shot(or hit) from this model wounds inflicts multiple wounds.

or units with the fly spc. One use May only ever be used once in a game. Ship Treats all types of water as open terrain and all other types as Impossible. Use every May only used their ranged weapons other turn. Please remember to count each individual model and to measure with the selected model at the center. May not transport chariest. rule. mounted. Loner The model is its own unit. war machines. If a shot hits then all models within the distance shown in the parentheses are hit(ex. Unique You may only have one of these in . It may sacrifice its movement phase to let them on/off.the opponent on a roll greater then or equal to the number in parentheses. Radius() You must select an individual model(it can be in a unit) when shooting. Transport May hold one unit of infantry. ships. Units getting on/off must be within 2”. every other turn. Radius(6”)).

If the difference in points is less then 10% then it is a draw. You claim an objective by placing any of your units over it. The person with the most objectives at the end of the game is the winner. Any friendly unit within 12” may use this unit's courage Playing a game -In order to play a game of Fields of War you must first agree on what type of mission you are going to play. If the attacker has more then 50% of their total units in the fort at the end of the game. 3 Hold Select one player as the defender the line and then give them some sort of base. 2 Capture Place down d6+2 objectives.Inspiring your army. or . you may roll on the table below or just agree on one: D6 mission Description roll 1 Destroy The person with the most points left at the end of the game is the winner. If both sides have the same number of objectives then it is a draw.

. then the attacker is the winner. If the attacker have no units in the fort at the end of the game.. or lost more then 50% of their initial force then the defender is the winner. or if both armies were reduced below 50% of their initial size. Catch if One army has a hostage marker you that must be attached to a unit. If can. it is a draw. Capture Place down d6+2 objectives. Pillage Same as with hold the line except you may not take any war machines and you have to place down d6+2 objectives. The winner is the army that can safely get the hostage off the board edge opposite the one you started with. If the attacker has any units in the fort at the end of the game. Each objective adds an additional 100 pts. the unit the hostage is in is destroyed or flees then it goes to the attacking unit. to the final point count of the game. Each .4 5 6 have killed more then 50% of the defender's initial force.

. we suggest playing a game on a table about 6' by 4'. After that you must select a table that is appropriately sized for the number of points you have. Each player rolls a D6 and the person with the highest score sets up first. they have to go last. You set up the game by deploying your units within 12” of one of the long board edges with a 24” neutral zone in between them. Finally. After that you must roll to see who sets up their units first and who gets to go first. If the results are a tie then re roll the die as many times as it takes for you to get the order of setting up and the order of play. Then you must determine how many points you are going to play with.and objective adds an additional 100 Destroy pts. you may roll on the table below or just agree on one. The person with the most points left at the end of the game is the winner. and you must also place down and determine what type of terrain everything on the board is. you are ready to play a game. to the final point count of the game. but. You may play for as long as you want but we recommend playing a game no longer or shorter then six turns. After that you must determine what type of mission you are going to play.

chariots. fliers(infantry. infantry(1st page infantry section) at least 30% of the army's total cost. chariot. If the number is equal to or greater then 10 then the unit has passed. fliers(warmachine. While this may very from mission to mission the basic infrastructure is seen below: leaders(need at least 1)no more then 30% of the army's total cost. In order to take a Co check roll 2d6 and add the number shown to the units highest co. If it is lower then 10 then . elite core(2nd page infantry section. Other this section details stuff which doesn't really fit into any other section.-Infrastructure Infrastructure is how your points are distributed before a game. warmachines(ships. fight or flight. ship). Courage(Co) test -A courage test(or check) represents when a unit has to make the most primal decision. mounted))no more then 60% of the army's total cost. warmachines) no more then 20% of the army's total cost.

models inside gain cohort for as long as they are inside forests -d3”M(roll each turn).chariots and war water machines may not enter. If the result is lower then the unit's Ar value then remove one model. There is a multitude of different types of terrain and below is a chart that is below: type rules open none building Transport. Impossi Units may not enter ble . If they do er somehow enter then every turn roll a D6. Saltwat Units may not enter. protection(6) against shooting.models inside gain cohort for as long as they are inside difficult -d6”M(roll each turn) Fresh -d6”M(roll each turn). If the movement is reduced to 0 the unit loses D3 lives.the unit has failed and will suffer the appropriate consequences. protection(5+) against s shooting. Terrain -Terrain is the layout of the battlefield.

These determine where they can see and how many models they can bring to battle. or salt water it suffers D6 power D6 plus 1 hits.6 3 Flanks and line of sight -Flanks are the edges of units.2 1 3. When rolling a D3 roll a D6 on the chart below D6 roll Actual roll 1.ships and terrain -When a ship comes into contact with any terrain other then water at any point in their movement it suffers D6 power D3 hits. If it comes into contact with building. or difficult terrain it suffers D3 power D6 hits. The units flanks are divided into 4 90 degree flanks each coming out of a corner of the unit. D3 -some models or units require a D3. Chariots and terrain -If a Chariot comes into contact with forests. If it accidentally rams another terrain then it suffer 2D6 power D6 hits instead. impossible. A unit's front flank is the flank . fresh water.4 2 5.

death of crew/war machine -If either all of the crew of a war machine is all killed.where the unit can “see” and the most models are facing. When measuring distances for the unit you measure form the front. or if the war machine itself is destroyed. Remove any remaining models in the unit. . Unless said otherwise a unit may only shoot or charge enemy units in the front rank. the the unit counts as dead. Cohorts and loners don't have flanks so they may measure from any model that is in their unit with the appropriate equipment.

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