Fantasy wargame basic rules

The game consists of 8 turns where each player takes turns moving, charging and attacking.

Movement

Turn starts with movement. Each unit not locked in close combat may move the number of inches indicated by their speed stat. Units moving through terrain must move the number of inches half of their speed stat.

Secondly is shooting. This includes all infantry with ranged weaponry as well as the use of all magic. To determine whether the shooting unit has hit, roll a dice for each shot. If the dice rolls a number equal to or less than the value of the shooting unit’s aim stat. Spells that are used must take a Magic Test which is described below. If the test is passed, then the spell is used. To determine whether the shot wounds, the strength of the weapon is compared to the armour value of the target by rolling a dice for every shot that hit. If the armour and strength values are equal, then a 4+ must be rolled for the test to be passed. If the strength is up to 2 points lower than the target’s armour value, a 5+ must be rolled for the test to be passed, and if the strength is up to 2 points higher than the target’s armour, a 3+ must be rolled for the test to be passed. If the strength is 3 or more points below the target’s armour it automatically fails and if the strength is 3 or more points above the target’s armour the test is automatically passed.

Finally is charging. Any unit may charge an enemy unit that is within the number of inches equal to the charging unit’s speed. When in combat, the unit that charged may strike first. To determine how many attacks hit, roll one d6 dice for every attack the unit has. If a dice rolls equal to or lower than a unit’s combat skill then the attacks hit, and if the dice roll is higher than the attacker’s combat skill then the attack misses. Wounds are determined by rolling a d6 for every attack that has hit and the striking unit’s strength and the attacked unit’s resilience. If the resilience and strength values are equal, then a 4+ must be rolled for the test to be passed. If the strength is up to 2 points lower than the target’s resilience value, a 5+ must be rolled for the test to be passed, and if the strength is up to 2 points higher than the target’s resilience, a 3+ must be rolled for the test to be passed. If the strength is 3 or more points below the target’s resilience it automatically fails and if the strength is 3 or more points above the target’s resilience the test is automatically passed.

Magic: magic is an ability that a select few are born with. It allows them to cast spells which can either boost the abilities of friendly units or tear open the battle lines of the enemy, but requires all the concentration the caster can muster. Magic is used in the form of spell casting, which is done during the shooting phase. To use a spell, the player controlling the caster chooses one of the spells available and determines whether the spell works.  Whether a spell works is determined by a Magic Test. Roll a dice and if the dice roll is equal to or less than the unit’s morale value, then the test is passed and the spell is used. If the number rolled is higher than the caster’s morale value then the test is failed. If the test is failed then all offensive spells count as hitting the spell caster instead of the target and all other spells do not have any effect.

Stats:

Speed – how many inches a unit may move

Combat Skill – How skilled a unit is in close combat

Aim – How well a unit is able to hit a target from a distance

Strength – How strong a unit is

Resilience – How resilient a unit is to taking wounds

Morale – How strong the will is of a unit.

Armour – How heavily armoured a unit is.

Wounds – How many wounds each individual in a unit may take before they are killed

WEAPON STATS

Range – the distance in inches that the weapon can fire.

Strength – How strong the weapon is

Type – The type of weapon it is

Spells

Heal – Up to 2 wounds may be healed on one multi wound unit within 12 inches of the spellcaster.

Blast of the Heavens – If this spell hits the designated target within 18 inches of the spellcaster, then all units with 6 inches of the target are also automatically hit with a Strength 4 blast.

Melee monster – A unit with 12 inches of the spellcaster may gain +1 strength, +1 resilience, +1 speed and +1 combat skill for the rest of the controlling player’s turn.

Assailing of the Mind – an enemy unit within 24 inches of the spellcaster receives one Strength 5 shot.