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INTRODUCTION
Wargame. Set piece battles. Simulates battles between the six main
MAP
Before the battle determine the terrain type in all of the hexes.
1-3 Barren
Notes: Use the Race Determination Table to figure out the race of a
They use animal mounts and have little use for artillery.
Many of the females are also warriors & do not bear children.
They mature slowly & can have few children due to difficult labors.
They use their powers to gain surprise with illusions & invisibility.
They are eager to fight but will flee at the first sign of trouble.
They have special vehicles that can tunnel through the earth.
ATTRIBUTES
Speed 3 4 3 5 3 1
Small Arms 5 3 2 1 2 3
Surprise 4 1 3 6 3 4
Hand to Hand 5 2 6 1 4 3
Armor 0 4 0 2 2 5
Artillery 0 5 0 0 2 3
Numbers 2 3 2 1 5 3
Psionics 0 0 2 5 1 0
Morale 5 2 6 3 2 2
D6 RACE
1 GREEN
2 RED
3 WHITE
4 BLUE
5 YELLOW
6 BLACK
D10 ATTRIBUTE
1 Speed
2 Small Arms
3 Surprise
4 Hand to Hand
5 Armor
6 Artillery
7 Numbers
8 Psionics
9 Morale
10 Reroll
TURN SEQUENCE
Initiative Phase
INITIATIVE PHASE
Each player rolls 1D10 & adds the number of leaders they control.
Reroll ties.
The highest total takes his Move & Battle phases first.
MOVEMENT PHASE
Spend one command point to move one of your warbands one space.
You may stack 2 or more of your warbands together in the same space.
Leader units can piggyback with one warband unit per turn.
BATTLE PHASE
This attribute is the key factor that determines who wins the battle.
The Warband that has the higher score in that attribute wins.
SAMPLE COMBAT
The Attribute roll indicates Hand to Hand. Blue has 1, White has 6.
LEADERS
If two or more leaders are in the same hex, only one may
SCENARIO SETUP
VICTORY
VARIANT WARBANDS
For example:
Red Commandos: Armor -4, Artillery -2, Surprise +2, Small arms +2,
Hand to Hand +2
Small arms -2
When designing scenarios, all units are worth one Recruit Point each.