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Wotr Revised v5.0 Modified Jays Wargaming Madness

The document outlines the rules for conducting Courage tests, movement phases, and combat phases in a tabletop game. It details how to determine priority, execute movement, shooting, and charging, as well as the effects of terrain on gameplay. Additionally, it specifies the mechanics for recovering formations and handling various troop types during gameplay.

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Derek N.
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100% found this document useful (1 vote)
33 views6 pages

Wotr Revised v5.0 Modified Jays Wargaming Madness

The document outlines the rules for conducting Courage tests, movement phases, and combat phases in a tabletop game. It details how to determine priority, execute movement, shooting, and charging, as well as the effects of terrain on gameplay. Additionally, it specifies the mechanics for recovering formations and handling various troop types during gameplay.

Uploaded by

Derek N.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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COURAGE TESTS v5.

1
To take a Courage test, roll 2D6 and add the formation’s
Courage (C) value to the result. If the total result is 10 or
more, the test is passed. If there is more than one
Courage value in the formation, use the highest.
TURN SEQUENCE
MOVE PHASE
After determining priority for the turn, each subsequent Priority player moves first, then non-priority player.
phase is resolved first by the priority player, then by the
Moving Formations
non-priority player.
Move the command company for the formation, then all
1. Priority Phase other companies automatically fill into the appropriate
2. Recovery Phase formation around the command company.
3. Move Phase Pivoting
4. Shoot Phase A formation can freely pivot (around the command
5. Charge Phase company) to face any direction during movement.
6. Fight Phase Single Models
Single models can move at full movement rate and pivot
PRIORITY PHASE
360° at any point during the move.
If not specified by the scenario (turn 1 only), players roll
to determine who has priority. Regardless of how the Interpenetration
first turn priority is determined, from turn two onwards, Formations cannot interpenetrate other formations, friend
roll off for priority. Each side rolls 1D6. The side with the or enemy, for any reason.
highest result has priority for the current turn. In the event Impassable Terrain
of a tie, roll off again. Formations may not move into or through impassable
Generate Magic Dice terrain for any reason.
Each Spellcaster generates the number of D6 as indicated Proximity To Enemy
by the (x) on the profile. These dice can be used to cast Formations may not move closer than 3” to an enemy
and dispel magic spells for the current turn. Any unused formation unless charging.
dice are discarded at the end of the turn. Flyers
MOVEMENT RATES Can move over intervening formations (friend/enemy)
and terrain. Ignores difficult terrain. Cannot land on other
The distance a formation can move is listed on the
companies, impassible terrain, or enter defensible terrain.
formations profile in the army lists.
A formation moving at FULL rate can move in any
COMMAND COMPANIES direction and …
Every formation must have a command • Can: Shoot in the shooting phase ONLY if the formation
company, usually identifiable by leaders, has the Skilled or Expert Riders special rule.
banners, musicians or other special
• Cannot: shoot in the shooting phase, change formation,
models. The command company must
cross difficult terrain or obstacles or enter/leave
always be placed in the front rank
defensible terrain.
of a formation as the center most
company. The command A formation moving at HALF rate can move in any
company is the last company in a direction, shoot during the shooting phase, and do one
formation to be removed from play. (and only one) of the following during movement …
• Change formation. Adopt any legal formation.
Falling Back Formations must be 1-4 companies wide, with all
Formations that lose a fight or are disordered and fail to remaining companies falling into complete ranks.
recover will be required to fall back. Distance moved is
• Cross difficult terrain and obstacles. A formation can
based on the type of formation (see Fall Back! table). If
move through difficult terrain and cross as many
falling back from a fight, the minimum distance is 3”.
obstacles as possible within the move distance.
Movement ignores difficult terrain and formations must • Enter or leave defensible terrain.
stay 3” away from enemy formations. If formation lost a A formation that is currently occupying defensible
fight, the move must be away from the enemy units terrain can exit the defensible terrain feature. Place the
engaged. If a failed recovery, move is towards the command company outside the defensible terrain
nearest table edge that is not blocked by enemy feature with any part of the base in contact with the
formations. defensible terrain feature. Complete the formations
Impeded movement from that starting position, finishing the
If a fall back movement can’t be completed (e.g., due to move in a legal formation (1-4 companies wide – this is
intervening formations, impassible terrain, the table a free change formation).
edge, etc.), the formation is impeded. For each 1” (or A formation moving AT THE DOUBLE must first pass a
partial 1”) of movement that cannot be completed by the Courage test (failed = half or full rate move) and then …
impeded formation, the formation suffers a casualty.
Can: Move in any direction.
FALL BACK! Cannot: Shoot in the shooting phase, charge in the charge
TROOP TYPE FALL BACK VALUE phase, change formation, cross difficult terrain or
obstacles, or enter/leave defensible terrain.
Infantry D6+3”
RECOVERY PHASE
Monster D6+4”
Each disordered formation must take a Courage test to
Cavalry D6+5” recover. If the test is passed, unit regains order and can
Flyers D6+6” act normally. If the test is failed, formation must fall back
(see Falling Back).
SHOOT PHASE 4. Rolling To Hit
Player with priority resolves shooting first, then the Compare strength of weapon (see Missile Weapons table)
non-priority player. to targets defence and consult the To Hit table to
determine the minimum result needed to score a hit.
1. Choose shooting formation
2. Choose target MISSILE WEAPONS
3. Calculate number of dice NAME RANGE STRENGTH NOTES
4. Roll to hit
Blowpipe 12” 2
5. Remove casualties
6. Target driven back Shortbow 18” 2
1. Choose Shooting Formation Bow 24” 2
Formation cannot shoot if disordered, if moved more Longbow 36” 2
than ½ its move value in preceding move phase
(exception: Skilled or Expert Riders), or if it has a shoot Crossbow 24” 4 • No move and fire
value of 0 or ‘-’. A formation can shoot only once per • ½ number of
turn. Player can resolve shooting in any order. Per
attacks (round up)
Thrown Company
2. Choose Target 6” • May charge in
Weapons Profile
Target must be in range and arc of sight of at least one same turn the
(S)
company from formation. All companies must shoot at formation shoots
same target. Only companies in range and arc can shoot. 5. Remove Casualties
Arc of Sight Divide hits by the target's resilience (round down) to
Arc of sight is determined per company for shooting. determine number of casualties. Once casualties are
Companies arc of sight is 45° off the left/right front base equal to the hits in the profile, remove a company from
corner. All monsters and flyers have a 360° arc of sight. the formation, starting with companies in the rear rank,
Can I See? (Line of Fire) otherwise use a marker to track casualties on companies.
Draw a line of fire from any point on the shooting Automatic Hits
company to any point on target formation. Target is Do not require a roll to hit as it hits automatically.
seen if this line is not blocked by formations or terrain. Hope is Lost!
Hills and Elevated Positions The last company in a formation is always the command
Hills and elevated positions (e.g., tall building) allow company. When this company takes any hits, it is
companies to draw a line of fire over intervening terrain removed from play (the entire formation is destroyed).
and formations that are on a lower level. Conversely, 6. Target Driven Back
lower formations can shoot at higher formations. For each company lost, target formation moves D3” away
Enchanted Cloaks from shooter (line drawn from center-to-center).
Formation cannot be targeted by shooting from farther Formation stops 1” away from other formations/terrain.
than 12” away. For each inch unable to be moved, formation suffers a hit.
3. Calculate Number of Dice
ARTILLERY
Total number of dice = Attacks (A) value of companies
shooting directly + Shoot (SH) value + supporting fire. Consists of siege engine and crew. Artillery companies
are not removed per the Hope is Lost! rule. Instead,
Shooting Directly
artillery companies are only removed once they suffer all
Target is in the companies arc of sight and can be seen.
hits for the company. If forced to fall back, formation is
Companies contribute their full Attacks (A) value.
destroyed. To shoot, target enemy per normal then roll
Shoot Value Bonus 1D6 on the Artillery table for each company shooting.
Add or subtract the number of dice listed for the shoot
(SH) value for each company shooting directly. ARTILLERY TABLE
Supporting Fire D6 RESULT
Companies that can’t see the target formation and that
Friendly Fire! Opponent immediately chooses a
are adjacent to (orthogonally) to companies shooting
1 or formation within 6” of initial target which
directly contribute their SUP value.
less suffers D6 hits at siege engine’s strength OR
TO HIT (SHOOTING & FIGHTS) can choose to treat shooting result as a miss.
DEFENCE 2 Miss. Shot misses, no damage.
1 2 3 4 5 6 7 8 9 10 On Target. Target takes D6 hits at siege
3-5
1 4 5 5 6 6 6/4 6/4 6/5 6/5 6/6 engine’s strength.
2 4 4 5 5 6 6 6/4 6/4 6/5 6/5 Dead Aim. Target takes D6+4 hits at siege
6
3 3 4 4 5 5 6 6 6/4 6/4 6/5 engine’s strength.
4 3 3 4 4 5 5 6 6 6/4 6/4 Devastation. Target takes 2D6+4 hits at siege
7+
STRENGTH

5 3 3 3 4 4 5 5 6 6 6/4
engine’s strength.

6 3 3 3 3 4 4 5 5 6 6 Apply the following modifiers to the above result:


7 3 3 3 3 3 4 4 5 5 6 • -1 : Target is single company/model.
8 3 3 3 3 3 3 4 4 5 5
• +1 : Target is 4-6 companies in size.
• +2 : Target is 7-9 companies in size.
9 3 3 3 3 3 3 3 4 4 5
• +2 : Cumulative with above – target is in a building.
10 3 3 3 3 3 3 3 3 4 4
A D6 roll of 1 always produces a Friendly Fire! Result,
6/4, 6/5, or 6/6: Roll of 6, then X needed to score a hit. regardless of modifiers.
CHARGE PHASE CHARGE DISTANCE DEFENSIBLE TERRAIN
The player with priority Consult the Defensible Terrain Features table for what
TROOP CHARGE
resolves all charges first. unit types can occupy different terrain features, and what
TYPE VALUE
1. Choose Charging Formation defensive bonuses are granted to occupying formations.
2. Choose Spearhead Infantry D6+3” Occupying a Terrain Feature
3. Choose Target Monster D6+4” A formation may occupy a defensible terrain feature
4. Roll Charge Distance during its move if the feature is unoccupied. Formations
Cavalry D6+5” can only charge occupied terrain features.
5. Move Spearhead
6. Move Remaining Companies Flyers D6+6” Exiting a Terrain Feature
A formation must use a move to exist a terrain feature
1. Choose Charging Formation
(cannot use Charge movement to exit). To exit a terrain
Can resolve charges in any order a player wishes.
feature, place the command company in base contact
Who Can Charge? with the terrain feature and at least 3” from enemy
A formation is not allowed to charge if it is disordered, formations. Complete the remaining movement (half
made a shooting attack in the preceding shooting phase, move). Formation must be clear of terrain feature at end
or if the formation is already engaged in a fight (having of movement. Formation can adopt any formation during
been charged already). this movement.
2. Spearhead Company Shooting at a Defensible Terrain Feature
The command company for the formation must be Shooting range is measured to the center of the terrain
selected as the spearhead. The spearhead can only charge feature. Formations can shoot at terrain features that are
a visible enemy within its arc of sight (same as shooting). visible and in arc of sight. Formations in terrain features
3. Choose Target are granted a bonus to their defence (see the Defensible
Select an enemy formation that will be charged. Players Terrain Features table).
are free to measure to potential targets from the Shooting from a Defensible Terrain Feature
spearhead company. Line of sight can be drawn from any point of a terrain
4. Roll Charge Distance feature and arc of sight is 360°. Range is measured from
Charge distance is variable based on the troop type (see any outside point of the terrain feature. Up to 3
the Charge Distance table). A spearhead may only charge companies from the formation can shoot directly, with all
an enemy that is within its maximum charge distance. other companies providing supporting fire.
Unstoppable Charge! Charging a Defensible Terrain Feature
If a 6 is rolled for charge distance, Charges against a terrain feature can contact any point.
mark the charge as an unstoppable Fights are worked out normally, with the following
charge. Each company in the exceptions:
formation that is fighting directly • All companies from the charging units front rank fight
gains +D3 in the ensuing fight. directly (all others make supporting attacks).
Stalled Charge • Occupying unit has no flanks or rear (will never lose
If a 1 is rolled for charge distance, dice for flank/rear charges).
the charge is stalled – the
• Up to 3 companies from the defending formation can
formation does not move.
fight directly, with all other companies providing
Attack of the Flyers supporting attacks.
Flyers ignore intervening
• Charging unit does not count as charging. Occupying
formations/terrain when
unit gains a defence bonus.
charging and only need
space enough to land (can’t • Occupying unit that loses fight must exit the terrain
end on top of another feature (unit is destroyed if it can’t exit) as described
formation or terrain feature). above but conducting a Fall Back instead of a ½ move.
5. Move Spearhead DEFENSIBLE TERRAIN FEATURES
Move spearhead company up to its total charge distance DEFENSIVE WHO CAN
into base contact with the front, flank or rear of the target TERRAIN
BONUS OCCUPY?
formation (depending on which arc of the target
formation the spearhead company is mostly in). The Ford +1 All
spearhead company only needs to contact the target Walled Field +1 All
formation, any additional movement to contact is free.
Forest +2 All
Charging Through Difficult Terrain
Difficult terrain counts as double the actual distance. Timber Building +2 Monsters, Infantry
6. Move Remaining Companies
Stone Building +3 Monsters, Infantry
Remaining companies are moved to align with the
command company. The formation must be able to fit in Defensive bonus is per company fighting directly.
the final position and endeavor to being as many
companies from the charging and enemy formation into
contact as possible. If unable to fit, the formation must
reduce its frontage as much as is needed in order to fit
(change of formation is free). If still unable to fit after
reducing frontage, the charge cannot be completed and
counts as being a stalled charge.
Impacting Multiple Targets
Clipped enemy units must align and maximize to the front
of the charging formation.
FIGHT PHASE 5. Remove Casualties
Choose which fight to resolve Divide hits by the targets Resilience (round down) to
1. Determine striking order determine number of casualties. Once casualties are
2. Calculate number of dice equal to the hits in the profile, remove a company from
3. Roll to hit the formation, starting with companies in the rear rank.
4. Remove casualties Hope is Lost!
5. Fight results The last company in a formation is always the command
company. When this company takes any hits, it is
1. Choose Which Fight to Resolve
removed from play (the entire formation is destroyed).
Priority players chooses the order to resolve fights.
Stranded Units
2. Determine Striking Order
Formations left out of contact after casualty removal are
Flyers > Monsters > Cavalry > Infantry
immediately repositioned back into base contact with
Striking order is determined by troop type. Flyers fight
the enemy (maximize companies in contact).
first, then monsters, cavalry, and finally, infantry. Warriors
of the same type strike simultaneously. 6. Fight Results
Fight’s winner is determined by the number of hits
3. Calculate Number of Dice
inflicted (not casualties). Consult the Fight Results
Total number of dice = Attacks (A) value of companies
table, with the attacker being the side with a formation
fighting directly + Fight (F) value bonus + fight modifiers
that initiated the first charge in the fight.
+ supporting attacks + defensible terrain bonuses.
Fight (F) Value Bonus FIGHT RESULTS
This is a bonus number of dice per company fighting FORMATION WINNER LOSER DRAW
directly as indicated by the formations Fight (F) value.
Consolidate or Courage
Fighting Directly Attacker Panic Test
Breakthrough Test
A company fights directly if it is in base contact (includes
corner-to-corner contact) with the enemy formation. Courage
Defender Hold Panic Test
Company contributes its full Attacks (A) value. Test
Fight Modifiers Panic Test (Loser)
See Fight Modifiers table. Modify number of dice for each A Panic test is the same as a Courage test
company that is attacking directly. (2D6+Courage, result => 10 is pass). The testing
Supporting Attacks formations Courage is halved (round down). If failed,
Companies adjacent (orthogonally) to companies in direct the formation loses a company and falls back (see
contact contribute SUP value as indicated by the profile. Falling Back) and is disordered. If passed, the formation
4. Roll To Hit falls back and is disordered, but suffers no other losses.
Compare attackers' strength to targets defence and Hold (Defender Winner)
consult the To Hit table (same table use for Fights and Formation holds its current position.
Shooting) for the result needed to score a hit. Consolidate (Charing Infantry/Monster Winner)
Companies can split attacks between enemies. Hold its current position, reform or voluntarily fall back.
Glaives Breakthrough (Charging Cavalry Winner)
Increase Fight (F) value by +1 (already included in profile). Once per turn, only cavalry. If a cavalry formation wins
Two-Handed Weapons a fight and all enemy formations have fallen back or are
Infantry and monsters gain +1 bonus to dice results when destroyed, the cavalry unit may immediately charge
rolling to hit in a fight. When charging, cavalry gain +1 again. Resolve the new fight immediately.
bonus to dice results when rolling to hit in a fight. Courage Test (Draw)
Lances All formations involved take a courage test. If passed,
When cavalry charges with lances, apply +1 bonus to dice hold. If failed, fall back. If at least two opposing
results when rolling to hit in a fight. formations are still engaged, maximize base contact
(space allowing) and immediately fight again.
FIGHT MODIFIERS PER COMPANY
CONDITION FIGHT MODIFIER
+1 dice per company fighting directly (do not apply if formation is armed with Pikes).
Charging
Do not apply if fighting against Pike armed formation engaged to the front.
(Infantry and Monsters)
Company gets this bonus even if it is itself charged later in the phase.
+6 dice versus Infantry and Monsters OR +2 dice versus Cavalry and Flyers.
Cavalry Charge Do not apply either bonus if fighting against Pike armed formation engaged to the front.
(Cavalry and Flyers) Grants the +6 bonus, unless it is against 1+ formation of cavalry or flyers, which is then
the +2 bonus. Company gets this bonus even if it is itself charged later in the phase.
-2 dice (to a minimum of 1).
Fighting to the Flank
Applies to all attacks made by the company.
-4 dice (to a minimum of 1).
Fighting to the Rear
Applies to all attacks made by the company.
Company’s total number of dice reduced to 1.
Disordered
Ignore all other modifiers – each company rolls 1 dice.
+D3 dice – roll one die and apply result to all companies fighting directly.
Unstoppable Charge Stacks with other bonuses for charging. Only companies fighting against enemy
formations it has charged gain this bonus (if formation is later charged itself).
HEROES & EPIC HEROES MIGHT & HEROIC ACTIONS
Some formations command companies may include Might points can be spent to do Heroic Actions. See the
heroes. Heroes must always stay with the formations Heroic Actions table. Heroes can do multiple Heroic
command company and can never leave it. Actions per turn (so long as the Might points are spent).
Definition Might Points
The term hero applies to both heroes and epic heroes. At the start of a game, each hero generates the number
Epic heroes have the added ability to move between of Might Points as indicated in their profile. Unless
formations and use advanced Heroic Actions. otherwise specified, when a Might Point is spent, it is
Heroic Profiles exhausted for the remainder of the game.
The benefits provided by a hero are included in the Heroic Actions
formations profile. Heroes use the wargear, Strength (S) All heroes and epic heroes can call basic Heroic Actions.
and Defence (D) of the formation they have joined. Advanced Heroic Actions can only be called by a hero if
Hero Fight (F) and Shoot (SH) Skill specifically listed in their profile. All Heroic actions cost 1
Each hero in a formation contributes their Fight (F) and Might point to call.
Shoot (SH) values to attacks made by the formation. Stacking
Epic Heroes If an action does not stack, then using this action on the
Can’t have more epic heroes in a formation than regular same formation multiple times during the same phase
warriors. Once per turn at start of formations move, epic does not add any additional benefits.
heroes can move to friendly formation within 18” (doesn’t Duration
affect either formations move). Ignore terrain. Epic hero is Heroic Action benefits only apply for the phase in which
foot/mounted based on formation joined. they are used – ending as soon as the phase ends.
Heroic Courage Effects
A formation uses the highest Courage (C) value present in When a Heroic Action is called, it can only apply to the
a formation across all heroes present in the formation. hero themselves, or the hero’s current formation.
BASIC HEROIC ACTIONS
ACTION DESCRIPTION
Use at any point during the Recovery, Move, Shooting, Charge or Fight phases. Each Might point
Add or spent can increase or decrease a D6 result by 1, to a minimum of 1 and a maximum of 6. Choose to do
Subtract this after rolling the dice. A dice that is modified in this way counts as having been rolled to achieve
the result (for example, a charge D6 result of 5 is increased to 6, counting as an Unstoppable Charge).
Use during the Move phase, prior to moving a formation. Increase the base movement rate of the
Move
formation by 2”. Does not stack.
Use during the Shooting phase, prior to shooting with a formation. Improve the shoot (SH) of the hero
Shoot
by +1 (e.g., hero with a Shoot of +1 improves to +2). Does not stack.
Use during the Fight phase, prior to resolving a fight with a formation. Improve the Fight (F) of the
Fight
hero by +1 (e.g., hero with a Fight of +1 improves to +2). Does not stack.
Use before taking a Courage or Panic test. The hero or formations Courage (C) value is increased by 1.
Courage
Does not stack.
ADVANCED HEROIC ACTIONS
ACTION DESCRIPTION
Channeling Call at the start of the Move phase. Hero can reroll any casting die used this turn.
Call during the Charge phase, prior to rolling the dice to determine the charge distance. Roll 2D6 and
Charge
choose the higher result to use for the charge distance. Does not stack.
Call at the start of the Fight phase. Hero can immediately move to a friendly unengaged formation
Cowardice
within 12”.
Call during the Shoot or Fight phase, prior to an enemy rolling to-hit. Improve the formations
Defence
Defence (D) value by 1 (e.g., defence 3 improves to 4). Does not stack.
Calling player challenges a single enemy hero that is part of a formation in a fight with this hero's
formation. Each hero rolls 1D6 and adds their Fight (F) value to the die result.
Duel If a Draw, roll again. Higher result is the winner. Winner rolls 1D6 for each point of difference in the
result. Each result of 1-3 causes an automatic hit on the hero’s formation. Each result of 4-6 causes an
automatic hit on the hero themselves. If the enemy hero is a monster, each hit is instead D3 hits.
Any damage based magic spell cast by this Spellcaster during this turn has the Strength (S) increased
Ruination
by 1. Does not stack.
Call after determining priority but before moving. For each hit inflicted on the hero’s formation, roll a
Sacrifice D6. On a result of 3+ the hit is discarded. At the end of the turn, before the next priority phase, the
hero is removed from play as a casualty.
Call during the Fight phase, prior to rolling to-hit against an enemy formation. The formations
Strength
Strength (S) value is improved by 1 (e.g., Strength 4 is improved to 5). Does not stack.
Call during the Fight phase, prior to calculating the number of dice to roll for the fight. Improve the
Strike
Fight (F) for the formation by +1 (e.g., Fight of +1 improves to +2). Does not stack.
ACTION DESCRIPTION
Target enemy hero within 18” during the Move phase. Hero must take a Courage (C) test at a -3. If
passed, ignore this action. If failed, the hero and their formation must move towards and attempt to
Challenge
engage the calling hero’s formation. If engaged in a fight, a Heroic Duel is immediately called for free
(does not cost a Might point).
Call during the Move phase. Spend 2 Might points for every 3 companies in this formation. Move this
Journey formation to any open space (cannot enter any difficult or defensible terrain) on the battlefield, at
least 3” from an enemy formation. This formation cannot shoot or charge this turn.
Renewal Target friendly hero within 12” during the Move phase. Hero immediately gains D3 Might points.
Rage Call before a Fight involving the Hero. Hero gains +4 to their Strength (S) until the end of phase.
Intervention Call when a Heroic Duel is called. This hero fights the duel instead.
Rampage Call at start of a fight. For each hit the hero makes, roll an additional hit (aka. exploding hits).
Target enemy formation within 12” and in arc of sight during the Shooting phase. Target formation
Shot
immediately suffers D5 automatic hits.
Call during the Priority phase. All friendly formations within 18” can reroll failed Courage (C) and Panic
Leadership
tests until the end of the turn.
Target friendly formation within 12” during the Move phase. Target formation immediately regains
Restoration
2D3 casualties that were lost earlier in the game.
Poison Call at the start of a Fight. Hero rerolls all missed to hit results until the end of the phase.

MAGIC 3. Take Focus Test


The player with priority casts spells first. Each spell has a focus rating. The focus rating is the
resulting total needed (equal to or higher) on one or more
1. Choose Spell to Cast
casting dice to successfully cast the spell. A spellcaster
2. Choose Target
can choose to use any number of available dice from their
3. Take Focus Test casting pool.
4. Counter Spell (If Possible)
4. Counter Spell (If Possible)
5. Apply Spell Effect (If Successful) A hero from a formation that is targeted by a spell can
Who Can Cast, When, and How Many Spells choose to resist the spell. Nominate 1 hero to resist the
Spellcasters can use magic. Spells are cast at any point spell. That hero must spend a Might point and roll 1D6.
during the casters move in the move phase. Spellcasters The result needed to cancel the spell is based on the
can attempt to cast as many spells as they want in a turn, Spellcaster level: 4+ if level 1, 5+ if level 2, and a 6 if a
provided they have casting dice to do so. level 3 Spellcaster. Further Might points can be spent to
Casting Pool modify this result. Only one attempt can be made to
During the Priority phase, each Spellcaster generates the resist a spell, regardless of how many heroes are present
number of casting dice based on their level. These dice in the formation.
collectively make up that Spellcasters casting pool. 5. Apply Spell Effect (If Successful)
1. Choose Spell to Cast If the spell was successfully cast and has not been
Spellcaster must choose which spell will cancelled, apply the effects of the spell to the target.
be cast. All Spellcasters have access to Spell Duration
the Spells of Middle Earth. Some The duration a spell lasts for is indicated in the spell list.
Spellcasters may also have access to Spells that have an instant duration only apply at that
additional spells as defined in their profile. point in time (effects on not ongoing).
2. Choose Target Heroes and Spell Interaction
Unless otherwise stated, target of spell Any heroes in a formation under the affects of a spell are
must be visible to the caster as well as also affected. If a hero leaves the formation, they are no
in range and arc of sight. longer affected by the spell, nor does it follow them to the
new formation they join.
SPELLS OF MIDDLE EARTH
SPELL TARGET FOCUS EFFECT
Enemy formation Cast this during the Move phase. The target formation is -2 to their
Visions of Woe 4
within 18” Courage (C) value, down to a minimum of 1 until the end of the turn.
Enemy formation Cast this during the Shooting phase. The target formation suffers
Fireball 5
within 24” 2D3 Strength (S) 4 + Spellcaster level (+1, +2 or +3) hits.
Enemy formation Cast this during the Shooting phase. The target formation suffers
Lightning Bolt 6
within 24” D6+2 Strength (S) 6 + Spellcaster level (+1, +2 or +3) hits.
Spellcasters Cast this during the Move phase. Target formation causes Terror
Terrifying Aura 4
formation until the end of the turn.
Friendly unit Cast this at the start of any phase. Target formation is +2 to their
Bolster 5
within 12” Courage (C) value, up to a maximum of 10 until the end of the turn.
Cast this during the Recovery phase. Target formation immediately
Spellcasters
Replenish 6 regains D3 + the number of casting dice casualties (cannot exceed
formation
the starting size of the formation).

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