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ONUS! ROME VS CARTHAGE wow. ONUSgame.com Game Designed by Alvar Sane y Lis Alvaro Heminder {raphe ang ss Calc DRACO ‘Videos: Rail Barranco - ywemediovisual es IDEAS wonmdracodeascom Solo Rules and Campaign Adaptations: Jose Manve! Moreno Ramos [Rules Translation: Jaime Devesa y Arturo Hemindez Copy-Edltor: Kevin Duke ‘Special Colaboratios: Jose Manuel Moreno, Oskar Cabreriz, Jaime Devest, Andes Delgado, Jose Passas, Frans Masquére, Femando Pedrabuena, Rodrigo Royo y Stephen Hughes. Plavlssers: Ricardo Hemindez, Ricardo Gonzilez, Leticia Rodtigue, fends and nameless players who shared ‘umptees hours gaming with our prototypes in gaming sesions, conferences and clubs where all sort of bates were fought to death. Appresiation tall the backers in Verkamt and Kiekstarterpltxms who backed the game with ther pledge the ‘gaming mates from ‘DarkStone’,‘PuntadeL.anza’,"LaArmada’, ‘LaBSK’ and many oers; Matias Cazoea for bis advices and support; Ramsés Bosque for his hous of py testing, ideas and going far beyond the works of illustrations Quino fom the ‘BreakingWar* magazine; Raquel Lipez for he pence and prototyping; Sergio ake Fardalejo) from ‘DarkStone’ forall his adviees; Cristian Richart fr his hullenge with ‘Scrabble’ whic helped us o face urs; Tavi ‘Mocanu, Gabriela Martin, Eva Sanz, Leticia Rodriguez fr their pesevering support Club “Eserabelic’ from Murcia, (Carlos Isusi and Sergio Gomez Mula fr belping sto spreading the game; vette Gonzilez and Curro de a Torre for ‘hic many ideas; José Manuel Moreno Ramos fr his hep onthe Quick Guide, Solo rules and pay mats; Michel (Goneez, author of ‘Krynea game; and al thse nameless supporters, please forgive us if you can se Your name herein, ‘Made in Spain by “AGR Priority” in 2016 © Copyright 20142016 ONUS!- Game of historical batts: Rome ve Carthage Al ights reserved. Repblhing toe mee ge componets without exrest persion of to aust probed ‘ONUS acs go ae trem Nt suitable fr cen ner 5 years. Conan al pas ‘Componeisdpicted inthe manu may igh ler ftom those inched inthe bos, + X15 Rooling Conta a 0 CaN cht - a 2X15 Would and cl ie. - 3 XI Recovsng Fee a = 3 Intrusion ill End of tury $v or Condon as Content S ‘XV.Special Rules 000 Mita sap EE I Fatt our Ayal Goel 8 ava4 Pines ns “2 Gaps Ae - - S$ AVA Blantyre oe Wt 1 lhvaAivyeoune Gaal - os * 1 Spsal Ae 7 9 LAV haat Omg = 6 IML abi utp ab. - “9 xvetveaes pans ” ivi2remnct abies = Wo Xv - — 7 {iva Sasori. ——S NS 7 Sia cenml — 1X as - es Siva Fas Gaal Wess Peo - 1 xo souls fa ‘M.Actiom Cards 0000 °s Gena ROS “Oks = Bo patteiie hn —— = 1S aang Pa = a 1 Moved Cu se” - 2 ib Actvte nig tered At Sm “ - 8 Mlb Mesemet e | 5). @ RANGED ATTACK: represented by two values, Ranged Attack and ‘Range, The Ranged Attack vale works the same as both Impact and to Wound, Range isthe maximum amount of distance that a unit may hitan enemy fom, Ranged Attacks against targets situated a hal (or less of the Range value are considered short range allacks. (more on this later, see Section Ranged Asacks). DEFENSE: represented by two values, Dodge and Shield. They depict ‘he ailty ofa unit to repel and defend isl rom an attack in oder t0 suffer he minimum level of casualties, @ MonALE: pretense vel of disp fhe slders and tit ‘commiiment to the bate, as well as their capacity to maintain their formation, tighten the lines and resist unt the formation breaks or Fess ‘The Digger the Moral vale, the harder to break the formation or make itFle, For every wound, Morale is reduced by 1. (© ue represents te nue of wounds uni can endure efre being dary. MOVEMENT: tis value represents the maximum distance a units able to move ina given tum, under normal condition. Itmay move any stance up to the maximum allowed. Skirmisher units mey perform part oftheir movement prior tothe Ranged Attack phase andthe remainder immediately after, but they will not beable to shoot and then charge into amele combat. These units won't sulle any penalties to ‘heir movement for certain actions that wil be detailed ater, @ VALUE the cost in points ofeach uit Before commencing he gare, 4 maximum number of pst se, wich wil determine the siz and composition ofeach amy. Four Summary Cards holding important information ofthe game are ‘included, along wits rulers to measure the Unit of Distnce (UD) in game, SECTIONS: the unit cards have printed marks in every edge dividing the formations into 4 section in the front and rear, and into 2 sections inthe flanks. These sections allow us to check if the entre unit or only a pat oft sin contact with the target~as well a to determine which part in particular willbe in contact, which may modify the outcome. This will aso deermine the number of dice we wil rll when performing anatack. More details will be given in the next seetons ofthis manual. IV. SPECIAL ABILITIES: Te addin to he sills included in the unit card some uit have specialities that canbe ether activate in specifi situations or ae present permunely ‘The following paragraphs outline each of these abilities: VL. ABILITIES THAT NEED ACTIVATION These abilities are represented by bluc icons on the cards where they are present, The unt ise has to be activated prior to placing the appropriate ‘counter and uses Reduced movement when activating te ability. ‘Units cannot activate any ofthese abilities while engaged in a melee combat. No unit ean activate two or more formations at once WALL OF SHIELDS: this ability canbe stivated to protect the umit by interlocking shields and tightening the ines in theformation, receiving « Defense bonus of + against projectiles and in melee combs, Units activating this formation will suffer a penalty of redueed movement, and can ‘aly move at half of ts Movement value. PHALANX: units able to use Phalanx will also automatically receive the Spears ability, resulting in an Attack bonus of 1/41 against Cavalry, whether this Phalanx formation is active oF not. Once this Phalanx formation is sctvated, place the appropriste counter on the unit. The firs ime entering into combat, whether atacking or defending, the enemy unit will sufer damage first, If takes any eas ties, it must pass a Morale rol check, before counterattac- king the Phalanx unit, Aer both attacks, the unit receiving ‘more casualties will perform a Morale Cheek (both units rollin case ofa tic) an, after this ist combs, the Phalanx formation will have no effect. The Attack value is incremented by bonus of 1/1 against any enemy unit (apart fom the Spears bonus against Cavalry). Phalanx and Onnush neutralize each other since both attacks are cared out simultaneously - though any ational ‘ditt still apply Units aetvating this formation will only ‘move a up t half of their Movement value. SQUARE’ allows the unit to form up in a squate shape ith is weapons and shields pointing ourwatds, avoiding any penalty if attacked at its Nanks or reat. This formation grants @ Defense bonus of 12/2 against Cavalry but a Defense penalty of -1-1 against Ranged Attacks, due to the fact of being a dense formation since some units do not face their atacker/projectile. Units activating this formation cannot move. ARROW TIP: Certain Cavalry units may have this formation, which grants an Attack bonus when charging of +1/+1, Itean be only used when the unit i ebarging, (Once the action is completed, the counter is removed. This ability canbe used in conjunction with Onrush. V1.2 PERMANENT ABILITIES Permanent abilities are those that do nt require activation in order to be used and are represented with orange icons, or green icons for special ‘weapons like javelins and spears, only applicable when charging against nfanty- Contrary toa standard charge, where the damage inflicted is simultancously to both sides, the tacking unit with this ability wil init damage frst, geting en Attack bonus of 1+ when performing a charge. I eannot be wed while engaged ina melee combat Ifthe defending unit suffers any damage, it mast pass a Morale check ol before counter-attacking Ifthe Morale rll fils the unit wll neak formation and, ifn already broken it will Flee On the other hand, ifthe defender is not damaged or pases the “Morale check sists the Onrust, they will beable to counterattack, applying the normal modifies (including any Penalty from the las attack received or fom beng a broken uit), After both attacks, the unit shat sues more casualties will perform another Morale Check (both players in. ti). Thus itis probable that the defender will ave 1 pass two Morale rolls ‘daring the combat, one forthe Onrush and another ft suffers the same or more casualties than the opponent. Ihe defender Fles ors destroyed aller an Onrsh, the attacking unit may cary oan addtional movement equal to half fs total Movement ‘vale, but it will ot be able to perform any other charg, 10 © =e 1? Onnash is used against a unit that is in Phalanx formation, the effects ofthe bilities neutralize each other and damage is simultaneous CAVALRY: has «remarkable advantage when flanking or tacking the rear of infantrymen, since t gets an Attack bonus of +10 if flanking, and a+200 if attacking by the rear This bonus i in addition to Onrash and any other modifirs, as wells the penalty that a unit suffers for being flanked or autacked by the rear, AVELINS: units equipped with Javelins may use them as ranged weapons if hey perform a reduced movement and provided they are not already engaged in a mele, ‘Aadsitionally, ifthe player has the appropriate Event cad, the javelin may be thrown before defending a charge, or even just, before carrying out a charge as an attacker, effectively dispatching a moral volley of javelins against the defender This weapon refers to any type of Roman Pim or shaft throm with the arm, JRROR; unis with his ability wil inflict penalty ‘f-1 onall Morale checks agsinst units they engage in melee combat, SPEARS: these nis get an Attack bonus of +1/+1 against Cavalry and ther Mounted units, whether stacking oF ‘defending, but only if performing a ontl combat (even if some ofthe sections are not facing the enemy in the frontline) © thst example hit charge agaist he Phalanc 1 Pheypa, il beable coaeratack andthe section facing each cher wile damage om he Phan fst ill do a Morale check a {inthis example he Carhagnion wt ches agus he Raman ui io Pala formation. Upon charging. ne oft sein doesnot fathead decides 0 ‘cee the ena The Romana wed cee «Defense penal of 1 ec ‘Sheng fai ation 0 in Morale . WW 'SKIRMISHERS: hese units donot form up in any specific ‘way; they are flexible nd they move swily over the ground Without a clear frontline, ough they keep a cose distance to ‘maintain the cohesion ofthe uni. “They may withdraw away from a meloe combat without receiving an attack ‘They may spit their movement between phases, before and after Ranged Attacks. Thus, they ate the only units that may ‘move, shoot, and move again, upto their maximum distance, buat they may not charge if they have already shot. ‘Additionally, since they donot use a specific formation, they ‘may move backwards, disgonally or sideways, using their ‘maximum movement, i, will not suffer from reduced ‘movement, even ifthey shoot (See Ranged Attack section). PROFESSIONALS: these units are highly trained and ths, they are allowed lo re-rolleach die where they rolled a value ‘of “1” ome time, either to Impact o te Wound. second rll ‘of is cannot be rtlled, IV.2. STATUS OF UNITS OO ewoarmoxex ur cote nt stars may change deo damage, disorganization, «#0, To epreseat such conditions, we have the Wound 9 ‘counters, labeled in Roman numerals with 3 on on side anda I onthe reverse, The Broken Unit cours placed A standard unit may be promoted to Veteran, or 8 ‘on a wi the firs time it mises a Morale Check tll ‘Veteran unit to Bite, by using the Event card “Veterans and Elite” after winning a combat HERO COUNTER: this counter has a dul funtion, (One side indicates that there is Heroin the unit, and the reverse side represents that all oie in a given unit have fallen. Both sides are caused by events that “These units may be purchased in regular games if both players agree. happen during combat. UNITS CONTE! VETERANS AND. Jn both cass, these canbe usefl o choose or change some events, Unis are standard unless stated ‘thers, but in some cases you coud pay a game with Veterans or Elite Units, 12 1V.3.. GENERALS A General counter represents both headquarters and personal ‘tcort andi placed ontop of any unit when the game sat atthe ‘owner's disrefio (unless the senaro dictates olberwis) “Thor ee Event ands tha allow players ta eocate the General to nother unit, butboth units must be within a distance indicated by the card and neither may have been activated during the resent turn, ‘A General has ee of impor ts, dete inthe following mage irthDeath dates Value modifier B @ Bows: arniwina General gh mses incatdin he General’ card added wo the units own values of Attack (Melee end Ranged Atacks), Defense and Morale @ wnnuerce wares as we sss in Uda Generales eres oy hs re Somsot,Tasene ened fom edge ead tt Gener Son opt ocr LEADERSHIP: determines the initial an maximum number of cards in hand that aplayer may have, Additionally, some Order cards are afected by this value @® asinine car VALUE MODI: hse seshenex of poi tary Army ‘ieee te General n guess wal For exami eve Seo wa Genera aay va i aces 23% tists 8 fcr caling 100 pnts an amy wi Scie General wl fone 1250 pont Ihrem ta ene General nanan, i tidal Valu medion ede be noes of pos IV3.1 FALLEN GENERAL, WOUNDED OR FLEEING: Ina ofthese cates, lhe unis in the army suffer a penalty of 1 inevery Morale check during the rest ofthe game and -1 (othe Leadership value (the numberof cars the player ean bold), ditionally, any bonuses granted ae lost. the General ed, but the unit holding itretums tothe battle, ether due toa special card cor recovery, this penalty will ease. a ORDERS AND EVENTS: cards are used to activate unis or to tigger ‘events during combats and ranged attacks. A card represents an ORDER fon one end and an EVENT on the opposite edge. Each player will ‘manage a hand of cards equal to his General's Leadership value. Usually, dhe hand is comprised of 6 cards, a limit that cannot be exceeded at the end ofthe tum unless a specific EVENT modifies such a cap, ie. temporary raising the Leadership value of a General 14 VI. ORDERS ‘Orders allow players to activate units specified bythe card and eary out ‘other special actions. Inthe top lft ofthe Order thee is a ‘card identi, ‘sed only for reference. Inthe top right side there isan icon depicting what typeof card tis (@ sue mos ors cn ruse state ni move them, perfor range fia of chang oma CARD: scouts, which allow a player to randomly emove an ‘opponents card from his hand, @ AG: relevant for Morale and Leadership, (@ HEART: to recover Officers and heal unis, Below the header of the ear, players wil find the tite of the card and its Wifi te Mae check te tis “Broken” or disaraice, «andthe player marks it wth the appropriate counter This satus ‘means the unit receives an Attack penalty of -l/-1 and a Morale penalty of -I-Ifan already Broken unit misses a second Morale ‘heck en it wll Flee and any counter on the wit will be removed, exceptfor the Broken unit counter. Units Fleeing will move immediately andthe opponent will not be able to maintain contact with it, just lke inthe special movement “Retreat” However, the opponent may later move and try to regain contact with "he fleeing target in its turn This first Fleeing movement willbe done immediately fer failing the “Morale check, though in ater turs it wil be done during the Flee ‘Movement phase. Afier a combat where a player has suffered casualties, they may choose to make a Flecing mavement withthe unit even it has passed the ‘Morale check rll In this case, the unit will change its status to Fleeing ‘and it will make a Reduced Movement turning around, and twill have to recover as uswal. Itis not necessary to make a Morale check ifthe value afer applying all possible modifiers is 6 or higher, since the unit will never fail the roll. X15. WOUNDED AND ELIMINATED UNITS The Wound counters represent the casullies a given unit has suffered, and includes fallen, wourded, and missing. These los soldiers may be recovered with special cards, iter partially or completly Ifthe Wounds received are cual fo or surpass the Life valu the units removed from the batleild This represents tha the unit's integrity has boon shattered amidst the clamor ofthe bate Isis important to stress that for each wound received, the Moral decreases hy 1, and for every 3 wounds the unit suffers an Attack penalty both melee and ranged atacks—of- 32, ‘The more damage received by a unit the more chances start Flesing, ie. once they are drastically injwred or they are surrounded by enemy unis, et. When a unit has to make a Morale cheek roll afer being defeated ina combat, ifthe rol fails, the unit will become Broken (broken shield counter, and if it was aleady Broken, then it will Fle. ‘When a unit is Fleeing, in most ofthe cases it will ty to find the shelter of frcndly unis. The momenta unit starts to Flee it wil perform a Reduced ‘movement ({uring to make its movement towards its deployment area). Inthe following tums, it wll move during the “Flee Movement” phase, Except for the first time, a Fleeing unit during a “Flee Movement” phase (last phase of a turn, once al the comsbas have been resolved) must make a Morale check rol fit passes the Morale eheck, i will stop fleeing and reorganize Wit fal the Morale check ic wll perf Reduced movement as detailed ‘© It will not move towards enemy units, except if hats the only possible path. However, it may move laterally or diagonally (as long ast moves no closer to enemy unis) ooking for a gap to passthrough. They may ote fas many tes as necessary to reach their objective ‘© If ther are friendly units inthe tightest path othe player's baseline the Fleeing unit wil go through tem, These fend unis wil come "Broken" atomically unless the movement ends in poston that oveps the fend unit In tis case, the Fleeing unit wil either emain stk to th nt that jst used hroogh ito te owning player may choos to top te ling unit at ‘ota. The owing player may not wax allow the Fein unto passthrough (and Brea note endl one and may choose raid combo erween is ‘own units. The opposing player wil onl the Mein uit and andor Event ‘ard wll be played, bu one fie sides may play Events thins (Fleeing units willy to keep moving towards their baseline excep itis Blocked by enemy units In ths case, they wil ry to Flee bythe mast logical availble path In general inorder flee, the unit will ate as needed inorder to orion itself towards the side it was intaly deployed from. ‘ILI RECOVERING FLEEING UNITS, Fleeing units may make a Morale check rol (apolyng the appropriate ‘modifiers on each active player's tum, during the lst phase of movement ‘for Fleeing units inorder to try and stop te ight. Ifthe Morale check fails, the unit wll cotine its Fling movement using a Reduced ‘movement, with no activation necded; fit passes the Morale check, it wll ‘maintain its current position, orientated atthe owning player's discretion. Lit ‘was a Broken unit it will recover its normal status. Ifa Fleeing unit reaches ‘the edge ofthe battield, then it willbe removed fom gameplay: However, ifthey manage to rompunize, they wil keep any wounds they may have ‘© Aflecing unit may not attack or perform: a ranged attack, but it may defend itselffit is being attacked. ‘© Elephants when feng movein sight path and they may mow down any it inthe way-A standard atack is plied to the wns being mow down, wheter ‘he units are rnd or enemies. The ply whose utis being sept along by Elephants may decde whether pesorm a defensive action, they decide do then a standard combat wil ike place at only a edo Event willbe dawn from the deck Anita isting to Fe, bt hasits movement disabled because its backed or eid by te enemy, wll mann is poston, wang fore gap to escape, and twill combat atacked) daring th following tans ui is able to start Fein, 33 Optionally i Peeing uni is activated by using an Order card he owing player may perform at addtional Morale check ding the Activation pase in order to ty to recover and reorganize the nit. na given tu they may make 2 rolls tying to ecover it the rl sueeads,the unit wll at beable to move ar attack I wil onl wil be allowed to changeit orientation but it wl ecover is readiness to ens ito combat again. Example ofa Fleeing unit In his case the Fleing unit has tg through a rienly nit, since isthe shortest path (except if tis friendly wnt is deployed “ina special formation or has gota blue counter on i). This friendly unit will ‘have its status changed o Broken (notice Broken Shield counter oni Example of Fleeing unit, ‘nts other example, the Roman tit canna Fle since ther is no space. It il holds postion until {path is available o's destroyed bythe enemy ‘Once all the cards have been played and all the phases have been. completed, the active player may draw one card, if they played a least fone Order card. Inthe event that the player has not played any Order card, on competion ofall the combats previously engaged units and ater finishing all he phases ofa tum, they may do any the folowing: '* DRAW: ifthe player did not use any Order card, they may draw’3 cards (even if they used eards as Event cards), ‘* DISCARD: they may discard any number of cards and draw the same ‘number fom te pile ‘* ALLIES: ifthe game involves more than 2 players and the player has a ally, they may interchange cards between themselves, but lays the seme number, say 4 cars for 4 cards (or whatever number the alles choose), fa the end ofa tur and after drasvng the appropriate number of cards, a player excoods the cap set by his General's leadership, they ‘must then must diseard the exceeding cards (at his discretion) at any moment, the draw pile runs out, shufle all the discarded cards| to form anew deck. In ONUS! players may play a standard game where the victory conditions are previously agreed upon between the sides, but normally these are the options: ‘© CASUALTIES: js the normal setting. I there is more than a $0% ‘of casualties or Fleeing — in trms of points — fora given side, then that side's player, atthe beginning of his tam, will roll 2 dice. I the result is equal to or below the player's General's Leadership the General is dead or the rll excoods this value, then the game is ‘over. [Fit isa game with Allies, then all he players units keeps ‘Fleeing on each tum, with no chance to recover any of them, while the ally i eto fight on, '* TOTAL ANNIHILATION OR SURRENDER: a game will ‘continue uni aside decides to surrender oral of ite unis are Fleeing “orbave been destroyed. ‘+ SUDDEN DEATH in the event the General flls in combat, the ‘game will end immediately. 35 XV. 3 PLAYERS GAME Players may play ONUS! with players In this special case, players can choose any ofthe fllowing 3 options: + The sie with only one player wil etd 2 Generals ith 2 hands of cards, just ikea player game. Fach General wil activate itso set of ps “© The side with only one player may have a $0% higher Level of Leadership, commanding al the troops and will draw an additional card atthe end ofthe tum. Le, i both Generals in play have a Leadership ‘value of 6 each, this side will have a total Leadership value of 9, and ‘thus the card limit in the player's hand will be 9 cards (rounded down). ‘© All versus AIL Players may organize a battle with 3 sides all ighing ‘ach other This will be played sisilanly to a standard game, by aking ‘urs. The intl deployment isto be done ina way so that the 3 sides are ‘equidistant, ort may be done by mutual agreement among all players. Inthe event of playing with Allie, the um will be played simultaneously by the allies, They will play the tum together, but each of them wil still ‘maintain dir own cards and their own unis XV.2. 4 PLAYERS GAME XV.3. BALANCING THE GAME ‘This game mode i recommended, and payers will ot the best experience fom ‘ONUS! since Generals can cooperate with healed counterpart. Te this mode, players may bave to share the amoust of pois alle fr the composition ofthe ary as well as Which fypes of toops they can choose fom. ‘The standard method is that each General leads one ofthe anh; or one player ‘may ead the inary units and the cher the mounted unis an the arches; oF ‘ne ean command the standard feton units and the other can command the rmereenaries. The number of points between ales doesnot have tobe eq, but ‘he total amount may never exceed the agreed upon total forthe batt ‘The turn order may be done in any ofthese ways: ‘* Recommended option in order o run a smooth and agile game its recommended to allow the allies to play the tum together, phase by ‘phase. Both Generals wll move their troops and, on completion of this phase, they will perform dhe Ranged Attacks phase, and soon. ‘* Another option is that each General ofa side will complete all the phases of turn, and then give the hand to his Ally, who will complete all the phases again, Once both have completed their tums, the opponent Generals will ake their tums ‘ Also you may agree upon how to altemate the tums priar commen cing the game, ie. frst player A of side X, then player B of side ¥ then player C of side X, and then lastly player D of side Y. Players may be able to play btles 3 versus 3 bigger surface wil be needed to play and the length ofthe game wil inerease considerably 1a players no familiar withthe game o itis his fist playing, te bate may always be balanced by increasing the pont alloted to he beginner play XV.4. ALWAYS ACTIVE GENERAL ‘A way to get a more dynamic and swifl bal is by allowing the unit ‘holding the General and his HQ to be activated each tun, without us an Order card. This unit may move, charge attack, ete eal turn, This alternative may be useful for standard Generals, but for designated Generals chs rule may affect ther value in terms of points. XV.S. BALLISTAE AND ONAGRI Included in the game are special units for sieges, such Onagri and Ballistae. In future expansions the game may be augmented with new ‘units, terrains, palisades, and other obstacles where these siege type ‘units willbe extremely use Buti the ONUS! base game, players may also use them in open Dates, though their effectiveness here willbe limited Ifa player decides to use ther, they should take into account that these snits, unlike an Archer unit, may not perform a reduced movement and shoot. If they fie, they may not move atall, since they will need to be carried or pulled by pack animal, XV.6. EVENTLESS GAMES players wish to speed up the game, they can choose either to not play Events, or to skip the random Event. Players may adapt the use of Events in their games. ventless games will allow faster games and will reduce the luck factor toa minimum, Recommended for tournaments XV.7. VI SIBILITY In some circumstances during a battle, ke. during a bliszard, inthe night, ‘heavy rain, fog, or in any other unfavorable situation, visibility may affect the combat in a certain degree, especially for Ranged Attacks. In these situations, either make an agreement prior to the start of the _game or apply the following conditions Example: firing -1 for ranges >2UD (10 em/ inches) and making ‘attacks not feasible for distances » UD (30 cmv 12 inches), ice. for ranged atacks beyond that distance the projectiles (arrows, 7 Javelin, etc) wil sufer the indicated penalties for both, o Impact and Wound, andi wll aso not be possible to perform a ranged attack in those distances declared as impossible. XV.8. FOG OF WAR During a batt, it may occur tat players cannot se or dst ‘enemy beyond a certain range, i. foggy or dar night combats, For instance, if there is a Fog of War set at 6UD. it will imply that, at ‘that distance, 30 cm/12 inches, a player may know thatthe enemy is ‘ther, bur those units wil be placed faced down, in order to not reveal the exact type of unit Units hidden by Fog of War may move, even at Forced March, ‘without the opponent knowing the nit type until it gets into visible range. I unit gets within the designated visibility range, then the ‘owning player wil flip over the card, revealing what type of unit During the deployment of units, once players have deployed all their mits face down, if there is sera Fog of War distance and there is no ‘enemy unit within that range, the owning player may maintain al his ‘units face dowm and move them freely unt an enemy unit enters within the distance and reveals them, ‘fa non-sevealed unit receives a Ranged Attack, the identity will remain secre and the defender will indicate whether it received damage, A@ car ithe Autti hake nt > AD carditis Acton Cad payed bythe AL nile ‘eSaenatste sett » AW arsine heen ape” > A@D ear ton ofthe prvi codons id above amet Ifthe AT player doesnot have the appropriate cast follow the above priority onder fr example, thas 2 Heart cards but no injured units), the AL will only play 1 Action Card, Nore {the AP's cards donot permit it to perform any ation selec another card wth the same symbol that can be sed bythe AL. For example, ithe card is) Stampede, and ther are no potential flected wn, discard the card and select another card ofthe same ype QD); oF i the cad is “Transfer General” and there ae not available unis or hey have a loner Atack Value discard the cand and select anther one After the APs Action Cards have been selected inorder, pick which unis willbe activated, a “behavior” must be chosen forthe AL For this tas, we roll adie wiich wil determine how the Action Cards are used: 1: Withdrawal: ifthe AL General isin danger, its nits wil ty to protect it from any attack while the General retreats. Ifthe General is not in danger e-ol. Maintain Position: only inferior units within charge range will be attacked. The rest ofthe units will maintain their line and protect the General. © Suattack Nearby Units: he AT unis wil ack he loses enemy ts with oul orleser Attack Vales Ite A General a anger, ty wil aack enemy sis close he AI Genera ° 2 Ifthe Al possesses cavalry units, they will attempt to 42 encirele and flank enemy units while staying out of charge range. IFAT has no cavalry units re-rll Satake Exot forthe General unis within chen will charge or shoot at the most feasible unit for them. The General wl on stack nero is outs wih more wounds than i Target General At Aunts wl atom atk he payer's Gener oyun hey rina alco. (On the die rol the fllowing cumulative modifiers should be applied © ifthe AI Generali on 2 unit tha has 3 oF les ite © ifthe ditference between the amount of non-broken the players 4 oF more (in favor ofthe play). @ ifthe AI has more non-broken, mounted units, with the capability to shoot than the player, @ ifthe citference between the amount of non-broken unis ofthe AT 10 the players 4 or more in favor ofthe A} © ifthe player's General ison a unit that has 3 or less ie MOVING AND CHARGING PHASE, ‘Now tat the ATs eards fave been selected, and we have explained the behavior should fallow, we can activate units, move them, and charge in accordance withthe previously mentioned criteria, In any case, when itis time to Mave or Charge units, the following rules vill tke efec {© The AL will always stempt to activate units with projectiles or with javelis if they are Skirmisher units, using reduced movement if they ‘are going to fir, In any case, the AI will not leave ranged wnits advanced on the field without the protection of melee unit ‘The AI will attempt to activate units that ean move towards, charge against, objectives that are within charge range, and which have inferior Atack Values, and can be enczcled or fanked, The AL will not uy to charge against units whose Defense values are 3 or ‘more points higher thatthe A's unit Attack Value, unless itis compulsory, encircling, flanking or if they outnumber the enemy. ‘The AI will attempt to move non-brokes units wi ‘out ofrange of enemy ranged allacks or charges. © Any AL ui ‘withdraw from the it unless its defense value is equal to or greater than the enemy's Atack Value+3. I they are in combat, they will attempt to use “withdrawal orless health, ina melee, with 3 or les health wil aterspt to RANGED ATTACK) SKIRMISHERS PHAS! ‘When projectile units are activated, thir objectives willbe based on the priority below, and they wil always attack units with a lower defense value (aking into account flank end rearguard modifien) © sit within Short Range tht may pose teat tothe AL ranged nis (shtier they have a superior Attack Value or they are melee uns). Inthe ‘vent of sim posenia targets, the unis wi more wounds wll be etacked 4B © Other units within short range even ifthey do not pose an immediate threat to the AL units. Target privity will be given to broken units or units that are in retreet, Target priority wil also be ‘sven to unis with low defense values that will result in a success chance of over 50% for each di roll For example, ifthe Range [Attack Value of the Al is 3, any unit with « Defense Value of 66 oF less would make a god target © Units within long range thet may pose a threat tothe Al units as, described in © Any other unit within long range that can be attacked, similar to #2. MELEE PHASE During this phase, the important combats are handled fist (Iho with the ‘most possibilities forthe AI, Fortis to occur, we must sles the combats where the difference betwoen te Attack Value ofthe AK and tae Defense ‘Value ofthe player isthe greatest taking into account moxie suchas ‘Tanks. Inthe equal priority combats, select the one where the defending unit as the most wounds, Afler the selection of the random event, draw 2 cards that wil be used for [Attacking Events ofthe A. Solet he card tha canbe used by the A oth ofthe card canbe used, choose one randomly. IPneithe card can be used the AI wil no play any event During the player’ tur, the AI wil also dow 2 event cards that will determine the defending events ofthe AU. To select which card wil be used, fallow the same procedure as when the ATs the atacker. {BP suswiity oF sotorntegh J] —— ACTIONS > Isttu: Miniosum 2@ > Other turns: Lipo 2, fllowing this onder © Minimum 1 action @ 661 card @ itr as at east 1 unit with 2 or mre wounds 1 card @ ifthe thas teas | broken nit, 1 card @ i te Sin Acton Card played by the A nl alloned Tor2 unis to be tivated 1 card @ carditis the can “Explores #1 cara@@, cedione ofthe provocations iad above are mast. BEHAVIOR OF THE AL © 1: Withdrawal © 2MMaintan Position © SAttack Nearby Ualts © 4 kncircte S: Attack © 6: Target General MELEE MODIFIERS © A Genera ®t © player’s non broken units ~ AI's non broken units is 4 or more, ifthe AI bas more non-broken, mounted units, wih the capability to 7 shoot than the play @ Avs s0n broken units ~ player's no broken units sor more. © player's General O= 4, RANGED FIRE MODIFIERS © Units within Short Range hat may pose a thet othe Al ranged unis © Ovher units within Short Range: Target privity to wounded, ‘broken of low defense values units © Units within Large Range that may poe threat O other w within Large Range: Similar to point 2 (N XVI- BATTLE SCENARIOS qi ‘The website www ONUSzame.com will publish variety of historical and {fabricated batle scenarios. These scenarios will come from both the authors ofthe game, as well as fom players themselves. The scenarios will lsyout all ofthe necessary information such as: special rules, initial deployment of unis, victory condition, points, types of units permitted, ete. New scenarios will aso be included wih future expansions ofthe game, ‘There are 4 primary battle types: ‘SKIRMISH: small battle of upto $00 points and units. Typically Tass 30-60 minutes. BATTLE: the standard format with 1000 points, nd 10-15 units. “These can last 1-2 hours GRAND BATTLE: More than 2 players may participate in these ‘Tums are altemated between teams, and troops are divided by army type ‘orby flank. These are typically 1500 points or more. CAMPAIGNS: Campaigns can be done trough a specif setting for ‘example Hannibal’ campaign in the Laan peninsula). A tre’ of nested bales is defined, that wil determine te Scenarios that are played ‘out based on who wins each bate In tis ection, you wil find suggestions of historia bates that you willbe abe to recreate ina maner similar o how they oecured and tothe scale of your choice, For this reason, we indicate approximations ofthe proportions ofeach army in ‘regards ois opponent Web inclaed ates fom the pesod ofthe Second Punic Wars between Rome and Carthage during It B.C. Remember to apply the ‘value modifier ofthe specal General +25% wih Haba or Sip) 45 ~2\ ___{UBATTUE |GAPATEINUS IH] —ONus!- Q18 B.C) scipio HANNIBAL ® e @O@ @ 1.000 points 1.00 points © 218 BC. Publius Cornelius Seipio (father ofthe Asianus, who fly deftted Haanbal in Zama), who athe te was the Roman Consul, and leader ofthe Roman forces in charg of inercepting Hannibal did ‘ot exposthim o rss the alps an coatont hi in Kalan peninsa. Finally they conffonted each olber next to the Tielous river. The battle that followed was in reality, just a simple skinnish between the cavalris of each army, butt proved tobe a deciding factor forthe Gauls to ally themselves to Hannibal © Setup: nr with cach sie ono extreme, Based on hice, the ‘uti can be tween $0 to 1000 points ecommende).In eer cash pil Generals Hannibal and Scipio wil bused. © Carthaginians: Alt ofthe nits should be aval nctuing Numiisn Cavalry, We esomeend 100 points © Romans: Can ont choose om Vite Hasta ih infty), and cavalry (op 050% ofthe ald point), Mersnars anno chowen, Werecommend 100 points. © Victory Conditions: normal Leadership check every tum wit 50% of casuals and Flsing units GENERAL ® O@O® 1.100 points THE’ TREBIA ONUS!- HANNIBAL ® OO@® 1.000 points 218 B.C. Hannibal vs Sempronis Langu, Before Rome recive the news abouts defeat athe Bat of Tins the Seat crded tocol Tiberius Scpronis Lngas to calbac is tops fo Sly, and nieces with Spi totake on Hanna Alto wast aml very for Cartage, it ince the Gaus ante Ligurans ojos Fores with Cartage, eiecive'y augroccing the siz ofthe Cartagnian amy to 4,000 re, 1200 of who ‘were Gauls. Pablius Cornelis Scipio (Senin, vas aly injured an afte ‘sein of the Gals fom the Rona amy, decided fl back o he igh ‘ound ext othe Trea ver in ord o eal bse cap hte and save ‘twas fois amy. There be vated th aval of TibetsSempronis ong ary, which ale Sil eine Seip, © Serp: seal witha Stone on sd ofthe tle Sl and Romans pling at Afr the nda, afr aking ay moves, Carthage my pc ay veld unis (or hn cpa) none bated st Tang a hy art et UD cls eny. Dring hs press he neat athe an they ae in They ae ony evel fe ie Sept ne (© ortaginine up oa airy yb lp a cava ‘Theretcan ead up of ehing ceca msec AS prvilymenaned, Carthage ca iy 2 useveed as aba it the We recommend 100 pol Romans: anus 10% more point for thea. They use a standard Genera Only a thio tc ary may be caval, and they cant use mercenaries. \Werssommnd 100 pots. normal, Leadership check each rum with 50% of @ Victory cond casuals and Flesng wi, v7 HISTORICAL i -— rae se BATTLES © Spring of217 B.C. Hannibal ys Flaminius. Ate the vcoves of Temas and Tri, the Cathginians fl bck o Boon, meaning to canine their mach a Rome. Hannibal moved is wir camp lo Gaelic estoy, whose suppor. appeared tobe diminishing Toh ring of 217 RC. the Carhaiian Genera decided to esablish a moe seer ase of operations stated othe south, Finally fer several maneavers, Hannibal took Flamin by snp a the Shores of Lake Trasimene Inthe resulting bate, Hansbal completly dkstoyed the Roman amy between the ils andthe sors of Lake Traseene About 15,000 romans were kl, ad 10,000 more were copied © Setup: Tis onsiss ofan ambush Al the oman is ae paced em one exeme of etal, and suck tothe sgh side witha marin of Hem to deploy “They may not deploy father nth dectont acount forthe ae shore being thers. All the Roma uns are plac in mashing acon rom these of he i ‘tle up to Mem fo he er side (kare the enemys). Te Roma its sre plain fice down ang wih her Genera. The Carts ay pce allther units on tired othe bl, or wl or on trig fan 20em a8 fom th extie Rom ce (UD. rm angie). The Carthaginians move fist. GENERAL HANNIBAL (© Carthaginians: May sles any typeof unt excep for ephans, ® e ‘They ue Hannibal We recommen 100 points, Romans: May set ay typeof it exop for Mere. They hve 20% sae pots (his can be adapted depending onthe sil of ca play) OO® OOW The object ito win te oe thongh te Cragin ines nd Ms ints scape on ht sie wih more tan 0% ofthis. Tey ea Sanda 1.200 poin 1.000 poi General We recommend 1200 pnts. ~euee ___{ BATTLE OF CANNAE ONUS!- @ Aveust2,2168.C. This bate canbe played with2,3,or4 players. Hanalbal ous & lene (idan) and Hasdrubal cavalry) ve Varo (eft an) and Ae Pall can (ight fan). nthe ever of o 3 players, the Generals wl te dsred RPARHADAR evel. Aft the Roman ook ont thy desdd to swith command heneanen iy peeeeesbccngtanana” 7 wmtrndetteemy i Z| yh: ei ah 7 Leading 50,000 men, the Carthaginian general tnok advantage ofthe agaessiveness ofthe Romans and lead them ito a rap where be annused ts ry. Hannibal acid te Romans, sively reusing the ize ofthe tefl and tiviaizing th numeral advange ofthe Romans. He paced his Hispai, tnd Gaelic nthe center, faring convex semi a the plas his stronger Afi nf on he ans In ation to hse placed 6,000, ‘avy Hispanic hay cava lead by Hasdrubal on his et lank by tbe ‘Aide, and 000 Numan cavalry lead by Mabarbal x is ight a, Camcanin “he Romar laced 2000 Roman caval lead by Aemlius Palluson heir right lank, and 4800 ai cavalry on ter et fa ead by Varro The bate ened withthe destrction of ety the ete Roman ay. © setup: se masiman ber of points xommende fo hs bale. GENERAL HANNIBAL © CCunagnians: wil uitize Hannibal. tere ae ovo players on Cre, the ther player will uss «Standard Genera A four of thi ary may be ® e cay Ln cnc be wel Many Werscommend 1800 points. O@O® OOOB (© oman: wile Standard Cones adi hr at players 2 Standard Generals wil be wod Sith of tai ary maybe caval 1.800 points 1.800 points Mercenaries cat be used, Wereomamend 1900 point 49 ~gegue __{ BATTLE GH? ZAMAN Brinaeee’ scirio ® O@O® 1.800 points (202 B.C) HANNIBAL ® OXOK TO) 1.800 points 50 @ (october 192, 202 B.C. Pains of Zam Carthage. Atte bands of Publis Coretns Sep, hs ble resulted in the first los of Hannibal, ed othe end ofthe Second Punic Wars ar Cartage accepted Rome's contions © seep: Catage shoul chos tray by conning ts nde oops, tnd most one areror ingen They hal pct est 2 cleat ‘iy have spoil 10% cay andthe est oul fey Hom thereto ines © Carthapatns:ssrding w util sues, Carthage Flo 80 pass asthe te 200 mere ify (Lins, Cau, Maui, sda) hn aseznd ine of 10.00 Cartage izes 4.00 Macdonins an Saly 15,00 veteran infty os Hannibal sy Cn bh lank, they paced Numidian Cavalry (about 2,00) and Carthaginian cavalry (ebout 4.000), We recommend 180 point. © Romans: Roma so sl hint n tein, Fit he Hata, thee Pap, and oly te tere Tan oti al 30000| iny Ono an ty laced abou 8.00 Nitin Cava aon he ctr anh pet 6000 Roman cava We sued 140 pols. ‘The Roman army shouldbe atlsest wots infor, consis 0 Hast, Prnceps, nd Tari, The rest shouldbe cavalry, and one ache nit if they wis, They may not slet mercenaries except for Numidian Cavalry, HISTORICAL BATTLES B BATTLE oF ‘maNus HANNIBAL ~ Tea Test ord sore | Tie itis | Es Gey oF | StS [i * samme | samme | warne | sarne OFTHE | or take | “or or TReBIA | TRASIMENE] CANNAE | ZAMA. 51 scIPlo ©. @ 1 this sction we have provided «sample campaign, costing of dient ‘atl scenarios leading upto the ina ate between two ofthe greatest strategists of tient tines: Hannibal Barca and Pubas Cornelis Scipio For ach seni, the General indicate in the instuctons wll be used ‘Additonal, the number of points for oops shouldbe aged upon bene Degining the eampaig. ‘Any units that ascend to Veteran Elite status, a well as units witha Hero, ‘wll ave thee stats mainsinod in al fate seenaro, without being included inthe vale count 1a special General des daring bat, ‘ano be sen fue ats and must be replaced by normal Genera Lastly the vitor of each bats, wil be ble wo ascend 2 normal wits to Veteran sas, or promote 2 Veteran units o Elite status ‘© Battle of Ticinus: Hannibal vs Scipio (Senior) * Battle of the Trebia: Hannibal vs Roman General ‘© Battle of Lake Trasimene: Hannibal vs Roman General ‘ Battle of Camnae: Hannibal vs Roman General * Battle of Zama: Hannibal vs Scipio © vou can submit your own battle and campaign teas 0 {nfedanuseume.som and they willbe published on our website soxsamusgamscom alongside thos of ther players WWW.ONUSGAME.COM {wv come autes 7] —— > ACTIVATING UNITS: a unit may not be activated more than ‘once in a given tum, nor may 2 Order eards be used on a given unit in the same ture, > SECTIONS: we ol as many dive as sections ae in ont with the enemy Bot the Attacker and Defender will always rol the same nue of dice > COMBATS: unless stated otherwise, or because ofthe effect of @ card, or due fo a unit skill, ll the attacks are simultaneous. > EVENTS: events are played in combats between 2 units or ina Ranged attack. A given combat may have between 1 to 3 events. ‘Two identical events may not be used in a given comb, > MODIFIERS: modifiers applicable to Attack, Defense and ‘Morale will be identical forall the sections or dice tobe rolled. The lowest value after applying all modifies will be 1. > MORALE CHECK: a Morale check will be performed after each combat i itis simultaneous. Conversely, a Morale cheek will be performed for each attack. Events may alter this golden rule. > EATALITIES AND BLUNDERS: in the atackng rolls, a roll value of 1 will always bea blunder and aol value of 6 will bea hit ora wound, regardless of maui. 82 > PHASES: the active player must play al the phases inthe order ‘set, and will draw cards atthe end of his tur fo pass itt the ‘opponent, > SKIRMIRSHERS: they can always use standard movemeat, even ‘hile range fring or moving in any direction. > CHANGE OF FORMATION: a change inthe formation must be ‘performed prior to moving or once the moversent has been completed > PASSING THROUGH UNITS: friendly units may not be passed ‘through while eatying a special formation (blue counter o~ “Homotudius Sabadet Toads Bel Kaburt Mea 201 ‘Max-Gamecs ‘Maton Store MP || ~e- chbneS Tatgame Store Broltion Joceoe sean swvnevsnhapean swt Plancion Games sesepeenpime Dass Cabitos rete Gn || = alia Cordoba Tw Libreria de Siempre ‘Sabo ast eve Distribusions “‘Dader ‘Alnicn Fuego one CGR on RRP EXTRAS “Taegos de Mesa Top neraniocn Tia Tienda interminable Board Games Exist ong 53 ‘Northumbria Gamer HKSW —{B_swmmcciknow ro" wacens I] —— Dados, SNakeeyes, Aaron Gelb, Aaron W. 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