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Rules by Al Halden enemy directly in front of them, but any additional attacks

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may be used against any other viable target.

5.5 A figure rolls a D6 for each attack. Any roll equal to or lower
Quick Reference Updated 17/02/2021
than their Melee rating inflicts a hit.
TURN SEQUENCE: p09 5.5.1 The target rolls their Armor rating or lower to ignore the hit.
1. Each phase is considered simultaneous (except Movement).
Death Worthy of a Song: p12
2. Mark all casualties with Blood or Raven Tokens, and resolve at
1. If a figure hits with a D6 roll of “1” and the enemy rolls a “6”
End of Turn.
for their Armor rating, the figure rolls a second, Free Attack.
1. INITIATIVE: p09 2. A successful second hit inflicts a spectacular wound, marked
Each player rolls D6 (re-roll ties). Subtract current number of with a Raven Token (though not killed, if wounds remain FB
heroes/ leaders in your warband. Player with lowest total goes forum).
first or nominates who goes first for Movement. Both Missile Free Attacks: p12
and Melee actions remain simultaneous. Play proceeds 1. Roll to hit as normal, but the enemy does not roll for their
clockwise. Armor rating.
2. RALLY: p09 2. Successful Free Attacks are automatic wounds!
2.1 A figure who previously failed a morale roll and is marked
Shield Walls: p13
with a Coward Token must try to rally by rolling their
1. Requires at least three figures, with shields, facing the
Morale rating or less (without Morale help from
same direction, not currently in melee, in base-to-base contact.
Leaders/Heroes).
2. Move at half their Move rate, straight ahead or a quarter move
2.2 If passed, the figure immediately acts as normal.
back (no turns or wheels), and never over obstacles.
2.3 If failed, remove the figure from play.
3. May reverse wall facing of 180°, using all movement.
3. MOVEMENT: p10 4. All figures in a Shield Wall receive +2 to their Armour rating
3.1 Starting with player who has initiative, each player moves (max of 5, and no bonus when attacked from rear).
all their figures. 5. Figures in rear rank may automatically replace wounded in
3.2 Figures may move up to their Move rate in inches. front rank (not considered movement).
3.3 Moving a figure into base-to-base contact with an enemy, 6. Figures armed with spears may fight from the second rank
locks both figures into melee and they each forfeit any (must be in base-to-base contact directly behind front rank)
remaining movement for that turn. directly to their front, through friendly figure.
7. Wall breaks when reduced to less than three base-to-base figs.
Terrain: p10
8. May voluntarily dissolve Shield Wall at beginning of Movement,
1. “Rough” terrain costs double the movement distance
though figs cannot join another Shield Wall in same turn.
(eg. Dense Woods, Rocky Ground, Creeks, Steep Hills).
2. “Obstacles” cost 2” of movement, 6. END OF TURN: p14
(eg. Low walls, Fences, Thick hedgerows, Doorways, Windows ) 6.1 Casualties with Blood/Raven Tokens + all wounds gone = removed.
6.2 Figs who are required to take a morale test, roll D6, equal to
Facing: p10
or lower than their Morale rating to pass.
1. Figure may attack targets forward of their rear base edge.
6.2.1 Figs in Shield Wall, add +1 to their Morale rating.
2. May not attack enemies to the rear.
Natural “6" always fails.
4. MISSILE: p11 6.2.2 Leaders/Heroes may lend their own Morale rating if
4.1 May not shoot if moved over half of movement, or engaged within that number of inches, if having already passed.
in melee.
Morale Test Events: p14
4.2 May not shoot into melee, containing friendlies.
1. All figures in warband test if their Leader is killed.
4.3 May not target enemy leader or hero unless they are closest.
4.4 To hit with a ranged weapon, the shooter must roll a D6 2. All figures test at +50% of their warband losses.
equal or lower than their Missile rating. The target ignores 3. Any figures within the Morale rating range of a dead Hero
the wound by rolling their Armor rating or less. from their warband.
4. Any figures within 6” of a Raven Token inflicted by the
Cover: p11
enemy this turn.
1. Enemies more than 2” into woods or inside buildings cannot
be targeted. Flee!: p15
2. For each piece of cover between shooter and target (ie walls, 1. Figures who fail their morale test are marked with a Coward
fences, etc), shot is deflected on D6 roll of 4+, unless shooter token, who then immediately turn directly away from nearest
is firing over wall/fence that is in base-to-base contact, then enemy, fleeing their full Move rating.
no penalty (LWTV). 2. All enemies in base-to-base contact with fleeing figure get an
5. MELEE: p12 + FB forum immediate Free Attack!
5.1 Figs in base-to-base contact with enemy, may melee or disengage. a. Figures who flee off table are removed.
5.2 If a figure has multiple attackers in base-to-base contact, that b. Figures surrounded to their front and rear are immediately
fig. may decide which enemy to face (except when in Shield Wall). captured or killed - enemy’s choice.
5.3 A figure may attempt to disengage from melee up to half their ABILITIES p16
Move rating directly away, but every enemy in contact gets
one Free Attack. Leader (+15 points): Every army is required to have one (only one).
5.3.1 Figure may not disengage if being attacked to front and rear. Leaders inspire, allowing nearby figures to use their Morale rating,
if Leader passes their morale test first.
Melee Modifiers (removed from figures stat): p12 Hero (+10 points): Add +1 Morale. Modified Morale ratings never
1. -1 if attacking across obstacles or uphill exceed 5 and multiple heroes do not stack cumulative bonuses.
2. -1 to Armor rating if attacked from the rear Heroes may inspire nearby figures, allowing them to share their
3. -1 if engaged by more than one enemy Morale rating, if Hero passes their Morale test first.
(except when in Shield Wall) Mighty (+5 points): Enemy figures reduce their Armour rating by -1
when hit in melee.
5.4 In melee, a figure must use at least one attack against an
Mounted: Move 14”. Never form Shield Wall. p20
Tough (variable cost): Additional wounds may be purchased at a cost
of 50% of figures base point value per wound.
Figures rated “Tough (2),” could sustain two wounds, while a figure
rated “Tough (3)” could sustain up to three wounds etc etc.

Mov Missile Melee Armou Morale Pt Traits


e r s
6” 0 5 5 5 75 Leader, Tough (3)

Mov Missile Melee Armou Morale Pt Traits


e r s
6” 0 4 4 4 36 Tough (2)

Mov Missile Melee Armou Morale Pt Traits


e r s
6” 0 4 (x2) 3 4 30 No Shield Wall

Mov Missile Melee Armou Morale Pt Traits


e r s
6” 0 3 3 3 18

Mov Missile Melee Armou Morale Pt Traits


e r s
6” 2 (18”) 2 2 2 18 No Shield Wall

Mov Missile Melee Armou Morale Pt Traits


e r s
6” 0 2 2 2 12

Mov Missile Melee Armou Morale Pt Traits


e r s
8” 1 (8”) 1 1 1 9 No Shield Wall

Leader or Hero: As long as he passes his Morale Tough: A Viking rated “Tough (2),” could
test first, friendly Vikings within Morale range sustain two wounds, while a Viking rated
(in inches) may also use his Morale rating. “Tough (3)” could sustain up to three wounds.

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