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SAMPLE

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Contents Page Number

Empires: D6 Fantasy Edition 2

Beasts 2

Bestiary 4
Neutral 4

Good 5

Evil 6

Magic 7

Wizards and their Spell Books 8

Elemental Wizard 8

Medicine Man 9

Mystic Wizard 10

Empires Expansions 11

Download the Full


23 Page Fantasy Ruleset
Here

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Empires: D6 Fantasy Edition


These rules have been developed to fit into the standard rules for Empires. The rules below
are a guideline only so feel free to make the Dragons stronger or the Giants weaker.

Beasts
An army may take a maximum of three beasts per game. No one army can take a mixture of
Good and Evil beasts, as it would be more likely that the creatures would fight each other!

Beasts can never be attached to another unit, due to this, they can move in any direction
without penalty.

All Beasts have the Never Fall Back rule. Some Beasts have Regardless of Modifiers (RM) on
their attacks, so be careful of your units that are wearing armour, as it will be useless against
a beast with RM.

Any beasts labelled with an SG, SN or SE, is a Super Beast, i.e. A beast which is bigger,
stronger or more powerful than a normal breast. These beasts are difficult to control, and
are therefore subject to these additional rules:

Any unit that targets a Super Beast in the Shooting Step has a -1 modifier as the beasts are
so large, it would be hard to overlook them!

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Bestiary

Dragon

A creature often found in caves, discovered by Treasure Hunters and Explorers alike; with
the ensuing skirmish concluding with no treasure being found or the Explorer mysteriously
stops exploring...Either way, approach a Dragon with caution, not only can it maul you with
its claws, but the fireball that escapes its mouth as well.

A Dragon can sometimes be seen flying over mountaintops or catching food from the local
villages; this is when would-be knights attempt to catch a Dragon; whether it is luck, strong
team, plenty of bait, or all the above, Dragons do get caught and are enslaved into
battlefield training.

After several years, a Dragon will no longer be enslaved, and can begin training with a
Dragon Master. Dragon Masters are said to be impervious to fire, which would account for
their few burns upon their skin, or more to do with the large pieces of fresh steak the
Dragon Masters bring into the Dragon training grounds. Within three years, a Dragon is fully
trained ready to battle for its commander. The Dragon Master however, must leave the
Dragon and train the next one; a hard concept for trained Dragons to agree with and it is not
unknown for a Dragon to attack their allies because of the separated bond.

A trained Dragon provide commanders with excellent air support, firepower and strength to
hold off units whilst their army charges or retreats from the battlefield.

Special Rules

A Dragon is an SN beast; has Poisoned claws, Heavy Armour, and all of its attacks are RM
(Regardless of Modifiers).

Unit Type Cost Movement Melee Skill Shooting Attacks Lives


Skill
Neutral
Dragon 500 16* 3+ 2 x 3+ 8 10
SN 32” range

*A Dragon can fly over terrain.

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Pegasus

Found on the rocky plains of the Central Peninsula, a Pegasus is a flying horse typically white
in colour. Their wings enable them to fly higher than most birds in order to catch their flying
prey.

A Pegasus is a stubborn and ignorant beast that will typically stay away from humans and
other creatures, preferring to stay with its own kind; even horses keep a wide berth from a
Pegasus.

The history of the Pegasus is said to be the love child between the Giant Eagle God, and the
Horse God; but many non believers feel that it was the work of a wizard (even though the
Pegasus species are many years older than a human!) that took the blood of an eagle and a
horse and combined them to create a baby female Pegasus. The wizard is then said to have
created a male Pegasus using the same technique, thus securing the species future. What
happened to the wizard after is unsure; some think he was killed by his own Pegasus or that
he continued mixing species, creating something far larger in his abode...

For the very fortunate individuals, captured Pegasus can be seen in the King’s Royal Garden
where they are all treated like Lords/Ladies. Brave Princes are known to ride a Pegasus,
leading to many injuries; but it is said that any Prince able to tame a Pegasus can expect a
loyal companion, and that the Prince is then able to mix with the other Pegasus without the
worry of being kicked or ‘flapped’ (hitting a living creature with the front of the wing).

Special Rules

A Pegasus has Poisoned claws and counts as wearing Light Armour. A Pegasus can choose to
move out of melee combat in its Movement Step with no penalty.

Unit Type Cost Movement Melee Skill Shooting Attacks Lives


Skill
Good
Pegasus 45 12* 4+ N/A 3 3

*A Pegasus can fly over terrain.

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Trolls

Commonly found by the river, a troll is a tall scaly creature that deters from contact of all
creatures, preferring solitude even from its own kind unless absolutely necessary. Trolls
were once humans, but after a mix of laziness, heavy water drinking and hiding away from
sunlight, gradually changed their appearance and depending on the location of the river in
the world, altered the colour of the Troll’s skin. Typically a Troll found in the east will have a
yellow tinge to its skin, whereas a Troll found in the west will have a green tinge to its skin;
this makes no difference to the toughness or resilience to the troll merely the quality of the
water and food that they drink.

A Troll that settles in the forest will often become face to face with a Centaur, the ensuing
battle is predominately in the Troll favour due to its toughness, but unlike a Troll, a Centaur
can call allies to aid them at a moment’s notice.

A Troll cannot be bought with money, land or slaves and so must be captured and tortured
to aid a commander’s battle; it is this torture that pushes a troll to become an evil creature,
attacking anything it is pointed at or smashing any of those that meet its displeasure. A Troll
that survives many battles will no longer require chaining to a post (the thickest tree stump
in the area) and can walk amongst a camp freely; terrorising the troops or eating the dogs.

Special Rules

A Troll carries Poisoned fists, and the scaly skin counts as Light Armour. A Troll’s attacks are
RM.

Unit Type Cost Movement Melee Skill Shooting Attacks Lives


Skill
Evil
Troll 45 6 5+ N/A 3 3

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Magic
To cast magic a wizard must be purchased. Each type of wizard can cast one spell a turn and
has five spells to choose from:

Elemental Wizard – A wizard that uses the elements of the world to cause chaos amongst
enemy ranks with fire, water, lightning, wind and earth.

Medicine Man – A wizard that heals or protects the unit they are attached to.

Mystic Wizard- A wizard that uses the power of their own mind to limit enemy activity or
deflect damage on them or the unit they are with.

Magic is cast in the Shooting Step and as long as the wizard is not in melee combat. Magic
can never be fired into melee or fired through terrain. Magic may be fired through allied
units as long as the enemy can be seen (using line of sight).

There is a limit of 3 wizards per army, but any combination of wizards can be chosen.

A wizard is always attached to a unit at the start of the game, placed in the front rank and
will be the last to die in a unit. A wizard always uses the same movement distance to the
unit they are attached to (some extra points are required for a wizard to be placed on
horseback). If a wizard has a different melee skill to their unit, roll the dice separately to
avoid confusion. A unit is given the Never Fall Back rule when attached to a wizard.

When calculating melee or shooting damage against the wizard’s unit, the modifiers are
calculated using the modifiers attributed to that unit, unless the wizard only has one other
soldier left in their unit, in which case the damage is calculated on the wizard’s modifiers i.e.
Light Armour, etc.

All wizards follow these stats:

Unit Cost Melee Skill Attacks Lives


Wizard 50pts / 60pts* 3+ 2 3

*Cost to put a wizard on horseback without the modifiers included with the cavalry unit
they are attached to i.e. Good Shoes or Thoroughbred Horse.

A Wizard counts as having Light Armour, carries a Long Sword and Hidden Weapon.

A wizard cannot be given any other upgrades, unless a horse is purchased, then any
modifiers the cavalry unit take, the wizard must also take.

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Wizards and their Spell Books

Elemental Wizard

Elemental Wizards are taught at the University of Ruin under the strict guidance of their tutors.
Many a wizard has felt the need to practice with the elements without the proper skill and
experience leading to the Universities destruction on several occasions; and only when that junior
wizard has apologised and grovelled to the University for Psychics will the University of Ruin be
rebuilt; to date, this has occurred thirty times since the University’s founding.

Once an Elemental Wizard is trained, though foolhardy and a show off, they are a welcome sight on
the battlefield, able to decimate the enemy with floods, fireballs and tornados.

Spells available:

Earth: The wizard picks up the rocks, mud and earth surrounding the enemy, and pelts this
at their heads; a more powerful wizard is able to cause earthquakes with this spell.

Wind: The Wizard builds up the strength of the wind from a breeze, to a gust then to a
gale, this is launched upon their foes.

Fire: The wizard focuses all their energy to create a blazing inferno between their cupped
hands until the pressure is too great and the fireball is cast onto the enemy, growing three
times its size when it has reached its target.

Lightning: The wizard uses the heavens to provide the source of power for the lightning
spell; the heavens shoot down a bolt directly at the wizard, who catches and launches the
bolt at the enemy.

Water: The wizard calls for the water in the ground, clouds and wind to throw at the
enemy. A powerful wizard can create a Tsunami from mere drops of water.

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Medicine Man

A Medicine Man has been trained at the University of Healing for over five years before they are
allowed to assist on the battlefield; learning the arts of protecting units, healing others and nullifying
enemy poisons. When not in battle, Medicine Men can be found in the healing tents: healing the
wounded or resurrecting the dead (provided most of the parts are there and the time of passing is
not too great).

Though the Medicine Man’s official title is the Restoration Wizard many wizards prefer adopting a
title that is easier for the local people to say and understand. When not in war, Medicine Men earn
gold from consulting non-magical doctors on how to dress wounds and cure diseases.

Spells available:

Shield: A successful shield spell can withstand heavy fire from the enemy’s projectiles or a
wizard’s powerful magic. Experienced Medicine Men are able to guard a unit through an
entire enemy barrage if required.

Back to Life: In the final year of a Medicine Man’s training at the University, they will be
taught how to resurrect the dead. Professors will send their pupils to the healing tents to
practice the art and after many failed attempts, those who successfully tallies three soldiers
back to life are given the title of Restoration Wizard.

Heal: The Medicine Man’s first lesson is using the ability to heal themselves or others they
are protecting. This is a most basic spell so any wizard unable to perform a healing spell of
any kind after three attempts are thrown out of the University.

Nullify Poison: Often an enemy will soak their weapons: arrows, swords etc, into poison
to aid killing a warrior, so a wizard must learn to prevent the poison from seeping into a
warrior’s skin.

Courage Potion: In the third year of University, Medicine Men must learn how to create
potions to rid diseases or assist warriors, the most difficult potion to create are the Courage
Potions.

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Mystic Wizard

A Mystic Wizard is taught at the University for Psychics under the ever watchful eyes of their tutors.
Unlike in other Universities where a tutor will teach a class of twenty pupils, a junior Mystic Wizard
has one tutor that will teach them solely for three years; this is due to the damage an untrained
psychic can cause living creatures: forcing words, or knives into people’s minds and paralysing
innocent civilians. Psychics are taken when they are young and sent to the University by the Lords,
who were given the children by the parents; knowing that a life in the University far exceeds
anything a lower class citizen could ever provide.

Spells available:

Teleport: Any Mystic Wizard can teleport from one location to another, but a fully trained
Mystic can transport their unit as well, either in battle or away from a dangerous foe.

Reflect Damage: Many Mystics work with their Medicine Men colleagues in the second
year of training to perfect the reflection spell, which uses a mix of shield and telekinesis
spells to create.

Paralysis: The Mystic halts an enemy advance and prevents them from killing your
soldiers, stopping beasts and men alike..

Levitate: Using the power of their mind, the Mystic picks up an enemy unit, throwing them
up and down in a violent manner.

Mind War: A Mystic Wizards most dangerous spell, the wizard delves into the minds of the
enemy, and causes massive brain haemorrhaging, dealing death in seconds.

The Empires’ core rule set is registered copyright to Dominic Basta, who has given permission to the War of
Life Gaming System Organisation to use the rule set.
Registered copyright given in the UK by the UK Copyright Service. Registered copyright is international. All
Rights Reserved

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Empires Expansions
Here are just a few expansions that will boost your Empires games.

From Campaign Scenarios, Army Expansions and Fantasy updates,


check them all out on our publisher page:

http://www.wargamevault.com/browse/pub/5603/War-of-Life-
Gaming

or type: War of Life Gaming

into Google and the link will be at the top!

Never heard of Empires?

Learn more about it here

David San-Briones (Order #32285483)

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