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Fantasy Introduction

In this rules set, I have adopted the Warlord fantasy rules as they were released
Magic Costs
in the ―Blue Cover‖ Warlord rules. These cover both fantasy creatures and
magic. They provide, as the basic rules do, the ability to create your own crea-
tures , giving them the attributes you want. Type Cost Example/Description
Wizards
Fantasy Rules Fighting Value (FV) 1-5* 2xFV Fighting Value of 3 costs 6 points
Armor Value (AV) 1-4 2xAV Armor Value of 3 costs 6 points
Constitution Missile Value (MV) 1-3 2xMV Value of 3 costs 3x’s, else 2x
Great heroes, famous characters and certain creatures are hard to kill. These Morale Value (MoV) 1-5 2xMoV
figures may be given a ―constitution‖ value of 2, 3, or 4. Creatures must have a Constitution 2xCnV
constitution value. Constitution is a ―bonus‖ saving throw. Whenever the figure
fails a saving throw, instead of death, a constitution die roll is made instead.
Roll 1d6, if the result is equal to or less than the constitution of the figure, it suf- Novice 10 pts
fers a minor wound and continues fighting. If the result is greater than the con- Intermediate 30 pts
stitution, the figure suffers a major wound and is rendered unconscious. Minor Advanced 50 pts
wounds do not affect a figure, and any number can be received. Major wounds
render the figure helpless for the rest of the battle, and eventually ―dead‖. How-
ever, the figure can be carried off by friends or enemies. (takes two figures to
Spells
move a wounded figure) , and thus rescued or captured. After the battle, roll Teleportation: 15 pts
1d6. If the result is 1-4 the figure recovers. If the result is 5, the figure recovers
Aura of Fear: 15 pts
but is crippled: missile, melee, and constitution values are reduced by 1. If the
result is a 6, figure dies from the wounds. Phantasmal Vines: 15 pts

Fantasy Races Evoke Storms: 15 pts


Fantasy includes a wide variety of races besides human, including; Elves, Evoke Fortitude 15 pts
Dwarfs, Halflings, Goblins, Orcs, etc. Normally, members of other races are con- Mind Control: 15 pts
sidered just like humans but in their own armies, due to the differences in lan-
guages, customs, etc. Additional point cost can be used to add wings and/or Summon Undead: 20 pts
constitution, to represent unique racial characteristics. In all other respects,
Wizard’s Duel 20 pts
simply select normal missile, combat, armor, and moral values.
*
Heroes
A hero is any character with special abilities. A hero figure cannot be a creature,
cannot have c morale, and must have a constitution. In addition, they add 2
inches to movement and 2 strikes in combat. The strikes can be directed at one
opponent or two.
Fantasy Figure Costs Fantasy Creatures
These are any large and formidable creatures. The player assigns the below
Type Cost Example/Description characteristics to them and pays the point cost.
Creatures
Requirements
Fighting Value (FV) 1-5* 2xFV Fighting Value of 3 costs 6 points A Creature requires at least a 1.5 ― by 1.5‖ base. It always has a constitution of
Armor Value (AV) 1-4 2xAV Armor Value of 3 costs 6 points 2,3, or 4.
Missile Value (MV) 1-3 2xMV Value of 3 costs 3x’s, else 2x
Morale Value (MoV) 1-5 2xMoV Movement
Creatures move on the ground at 6‖ per turn. Creatures have a 4‖ charge bonus.
Constitution 2xCnv Creatures may have wings and move at 10,12, or 14 based on armor values of 1-
Flying Ability 2x Total Costs 2x total cost. 2, 3-4, 5 respectively.
Frightening Aspect 10 pts
Lightning 20 pts Combat
Mind Control 20 pts Creatures have 3 attacks, with at least 2 of them to the front of the figure. Crea-
tures can use an attack to batter down doors or structures of wood or earth, but
Crusher 20 pts
they can not enter a normal structure.
Jump 10 pts
Breath Weapons 20 pts Missiles
A creature may be equipped with a hand hurled missile weapon with a rating of
1 to 4. This represents things like dragon flame, poison spines , etc. Bow and
crossbow types of weapons cannot be used.

Fighting
A monster my strike three times each melee phase. One of these strikes can be
to the rear, the other two must be forward. Strikes may be at the same or differ-
ent targets.

Superior Elevation
In combat, a creature always has superior elevation over any other figure eacept
when the creature is on the ground fighting a winged creature.

* Armor
A creature can not use a shield, but the natural body armor can be formidable.
Armor values can be 1-5.
Fantasy Creatures continued
Roster
Fear of Creatures
Whenever the monster contacts any enemy figure (non creature), the enemy Figure Pt Tot
figure must immediate check morale. s pts

Command
A creature can only be commanded be a like creature ignore all other leaders.

Special Abilities
Breath Weapons—There are 3 types of breath weapons that a creature can pos-
sess, fire, ice , or gas.

Fire or Ice: This ability enables the creature to fill a cone with fire or ice. All fig-
ures caught in the must make a morale check at +2 to their normal die roll. This
type of breath attack may not be used if the creature was engaged at the begin-
ning of the turn. The cone dimensions are 2‖ at the base, 6‖ long, and 4‖ wide at
the end.

Gas: This ability enables the creature to fill a cone with deadly gas. All figures
caught in the cone must make their normal armor and shield saving throw or
die. This ability can be used even if the creature is engaged. The cone is the same
as the fire and ice.

Lightning: this ability enables the creature to throw a lightning bolt with a mis-
sile value of 4. The maximum range is 14‖. The lightning bolt may be thrown at
one figure, if hit the target has its armor value halved, rounding up.

Flight: Creatures have the ability to fly. (note: apply to ―human‖ figures too)
10‖ for armor value of 5.
12‖ for armor value of 3 or 4.
14‖ for armor value of 2.
16:‖ for armor value of 1.
As in normal movement, armor counts only body armor, not shields. Figures
flying have an 8‖ charge bonus.
Flying figures can not take off or land within 1‖ of a forest. They must land an
inch away from a non flying figure and then advance to combat. There is no
combat between a flying and non flying creature. Bows can be used at a range of
14‖.
Wizards and Spells Fantasy Creatures continued
Summon Undead:
Area of effect— Any graveyard Mind Control: This ability enables a creature to take control of a figure’s mind.
Range— 18‖ The maximum range is 14‖. Roll 1d6 with a 1-3 being successful. If the creature
This ability enables the Wizard to summon the dead from graveyards. Roll 3d6 takes control of a figure it will do anything the creature wishes! A figure may
for number of zombies. If successful, owning player controls, if not, opposing break this mind control by rolling it morale value during the morale phase. This
player controls. Zombie characteristics are FV 2, AV 3, Move 6‖, No Morale is done at the beginning of movement.
checks. Zombies are moved as regular figures. 20 pts
Crusher: This ability enables a creature to have one of its 3 attacks be even more
Wizard’s Duel deadly. A creature with Crusher must declare which of the 3 attacks will be the
Area of effect— Any other Wizard Crusher before rolls are made. If hit, the target’s armor value is halved round-
Range— 18‖ ing down.
A Wizard can challenge another Wizard to battle. This ability enables the Wiz-
ard to fight any other Wizard, one to one with fireballs. If Successful, the Wiz- Jump: A creature can jump obstacles a maximum of 4‖. This negates the move-
ard selects opponent and the duel commences. Each Wizard rolls 1d6 for each ment penalty of the object and is considered part of normal movement.
level they are. (novice gets 1d6, advanced gets 3d6) This is the number of fire-
balls they have. The combat is done in a number of rounds with the Wizard Fantasy Mounts
able to fire up to 3 fireballs a round. Repeat each round until one of the Wiz- Certain fantasy characters or races may use mounts other than horses, including
ards is dead or fireballs run out. The attacks are simultaneous. Fireballs hit on wolves, lions, unicorns, lizards, and various winged creatures. Great warriors
a 3 or less. Normal saving throws are made. 20 pts might ride on trained war horses. These rules allow a mount to have additional
attributes. A single mount could have just one , or any combination of the at-
tributes below.

Winged Mounts: If the mount can fly, use Creature Flight rules.

Ferocious Mount: A mount may itself be able to strike in combat. In this case,
the figure gets another strike., with a separate fighting value for the mount. Fe-
rocious mounts are uniquely difficult to control. Only a hero figure may ride
them.

Frightening Mount: Some fantasy mounts are extremely frightening . Historical-


ly, camels had this effect on horses. Fantasy creatures can do this as well. The-
se creatures cause a moral check when contacting another figure. A figure only
checks once a turn for a specific frightening mount.
Wizards and Spells Wizards and Spells
The principles of magic are any figure may be a wizard. The figure must Aura of Fear:
then be given 2 additional attributes to make them a wizard. The first is Area of effect— All figures within 3‖ of the aiming point
to make that figure a wizard, and the second is the spells that wizard can Range— 18‖
use. If successful, the Wizard selects a point that the spell will cover. All figures
within 3‖ of that point check morale. They may attempt to recover the next turn.
Magic Level Thrown at the start of movement. 15 pts
A wizard’s level of skill determines whether or not the spell they cast is
successful. There are 3 levels: Phantasmal Vines:
Novice : success on a 1 or 2. 10 pts Area of effect— All figures within 3‖ of the aiming point
Intermediate: success on a 1 to 3. 30 pts Range— 18‖
Advanced: success on a 1 to 4. 50 pts If successful, the Wizard selects a point that the spell will cover. All figures
within 3‖ of that point are grasped by vines and can only move 1/2 that turn, no
Spell Casting charging. Lasts for that turn only. Thrown at the start of movement. 15 pts
A spell may be cast either in the movement or in the missile phase. Only
one spell per turn. If successful, the spell is carried out, if not, nothing Evoke Storms:
happens and the Wizard may not perform any other action that turn. Area of effect— All figures within 6 ‖ of the aiming point
Range— 18‖
Armor for Wizards If successful, the Wizard selects a point that the spell will cover. A figure may
Wizards normally do not wear armor, however you can equip your wizard not fire missiles, if in, or firing through the storm. All movement through is at
with whatever armor you wish, but it costs you double! 1/2 speed. Lasts for that turn only. Thrown at the start of movement. 15 pts

Spells Evoke Fortitude:


The following spells are allowed. Area of effect— All figures within 3 ‖ of the aiming point
Range— 18‖
Teleportation: If successful, the Wizard selects a point that the spell will cover. All figures in
Area of effect - Wizard and anybody in contact with the Wizard. that area that are routed, rally automatically. Thrown during rally of figures. 15
Range— Unlimited pts
This spell allows a Wizard to move from the current position to any posi-
tion on the board. However, there are hazards in this travel. A Wizard is Mind Control:
lost in the void if a 6 is thrown on the dice. He may attempt to rematerial- Area of effect— Individual Figure
ize on the next movement turn by throwing a 1. The Wizard will remate- Range— 18‖
rialize within 6‖ of the original spot. The Wizard may attempt to recover This ability enables the Wizard to take control of a single figure’s mind. If spell
each turn. Thrown at the start of movement. 15pts roll is successful, figure rolls its morale –1, if it fails the Wizard takes control of
the figure and moves it as it wishes. A figure may break this mind control by
rolling its morale value during the morale phase. This is done at the beginning
of movement. 15 pts

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