Rules
New Psychlogy.
Anger When an angered model is up to 6" away from a model that just got a serious injury, take an LD test. If fails, the model automatically charges the injured model's opponet. if already in HtH the angry model shoves him aside and charges the injured model's opponet. The angry model is affected by frenzy and hatred for a turn. You may automatically declare a failed Ld test if you wish. |
Untrustworthy If a model is untrustworthy, and another friendly model is within 3", the friendly model gets -1WS, because he is scared the untrustwrothy model might backstab him or something.
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Battles.
The Battles are like Warhammer, except all the models are individual, the hand to hand fighting is fought like WH40K and they don't die right away. When models are wounded, roll on the wounded chart to see what kind of wound it is. Also, Fleeing tests are made after 25% of your army is injured. You may surrender at any time. Seneraios are determined on the battle chart. Also, if you roll a 1 to hit or a jam, take an ammo roll on 4+. if you fail, you run out of ammo, and may not use the weapon until the next battle.
The 40K hth is fought like this. Both players roll a D6 per attack and adds their WS. If you are charching then add 1 to your WS, if you are behind defended obstacle then the enemy subtracts 1 from his WS. The one with the higest score inflicts the diffrence number of hits on the enemy, ex if one gets 7 and the other one 5, then the first one inflicts 2 hits. If it's a draw then the one with the highest WS will inflict one hit on his opponent.Battle chart: (each player roll d6 and add them together)
2D6 |
Result |
2-3 |
Both players decide |
4-5 |
Lower rating rolls on the senerio chart |
6-7 |
Higher rating rolls on the senerio chart |
8-9 |
*Battle for village. D10+5 gold to winner |
10-12 |
each player roll D6, the highest score gets to pick a senerio |
Senerio Chart
Keep track of all the terrrain you own!!
D20 |
Senerio |
1-3 |
**Fight for nothing. |
4 |
Fight for cave. randonly pick a medium or small monster. If winner has a beastmaster roll D6 plus his level. loser rolls D6 plus monstre's strengh. if beastmaster wins, he tames the monster and misses the next battle while training h monster. if monster wins, the beastmaster is slain. |
5 |
copper mine one 25 pt magic item. |
6 |
Forest. 50% off any war machine. |
7 |
a mine. one 50 pt magic item |
8 |
*Ambush! see below. |
9 |
**Battle to the death, only 50% of the army may participate.Winner gets 2D20Gp |
10 |
River minus D6 models for income chart |
11 |
a silver mine. one 75pt magic item |
12 |
a gold mine one 100 pt magic item |
13 |
Road. make into toll road get D6 Gp after each battle |
14 |
Bridge.toll bridge, get D6 Gp after each battle. includes river! |
15 |
Treasure Hoard. 1 randomly picked magic item |
16 |
**Ambush! see below. |
17 |
*villageD10+5Gp |
18 |
*TownD10+10Gp |
19 |
**City D20+10Gp |
20 |
**Large City 2D20+5Gp |
- |
*general gets extra 5 exp for winning |
- |
**general gets extra 10 exp for winning and loser general gets D3 exp |
Wounded Chart: (if any charateristic is reduced to 0 it is injured badly)
D6 |
Result |
1-2 |
Flesh Wound. (same a GorkaMorka)(-1T I think, Iceheart) |
3 |
Weak. -2T |
4 |
Downed. (same a GorkaMorka) |
5-6 |
Injured Badly. Remove the model from the table and roll on the serious injury table after the battle |
Ambush
Ambusher my deploy 3+D3 models anywhere in 35"-20" from the center. defender deploys within 18" in the middle the rest of the ambusing army deploys within 12" ot the table edge.