Académique Documents
Professionnel Documents
Culture Documents
1.
1.1
Players may configure their armies any way they wish within the following restrictions:
Unit Type
Any Restriction ?
Fearful
Max of 2 units of this type can be fielded.
Wizardling
Max of 1 unit of this type can be fielded.
Rationale: Play balance.
2.2
Rationale: Increases the importance of Army Leadership and also helps counter the
worst excesses of failed activation rolls.
LUCKY SHOT RULE (HWC Rule addition, adopted from Lion Rampant)
3.1.
Each time the unit with the Leader or Character (such as a Wizardling) takes a casualty from
shooting or melee the owning player rolls 2D6. On a double 1 the Leader/Character has been
killed and the player loses the benefits from the game.
3.2
If the Leader is killed, the army has to take an army courage test as per the DR rules.
Venom can be purchased for ranged weapons at 3 points and can affect shooting (as
described in the DR rules).
4.2
Venom can be purchased at 3 points for hand-to-hand combat. It only works when the unit
involved is attacking (this includes counter-charges), not when defending.
4.3
It is possible to equip a unit with both Venom for ranged attacks and Venom for hand-to-hand
combat attacks. The total cost would be 6 points.
Units that have purchased Invisibility cannot be subjected to ranged attacks, be this with
Missiles or Spells. This is the only benefit.
5.2
Invisible units can be targeted by spells with the exception of the Power Bolt Spell, which is
considered a Ranged Attack.
5.3
Enemy units are aware of the presence of Invisible units and therefore hand-to-hand combat
is conducted in the normal way.
Page 1
6.2
A unit that is Battered, that is forced to retreat again because of a failed Morale roll (not
caused through hand-to-hand combat, can opt to either:
a)
Retreat to towards cover, provided it is no nearer the enemy, or
b)
Retreat directly towards a friendly baseline.
6.2.1
A player may opt to signify casualties taken by either removing figures (at their discretion from
where they wish in a unit), or by recording them with the use of dice or dial counters.
They all count as Special Characters and can be killed as per Para 3 (Lucky Shot rule).
TERRAIN
9.1
Woods.
9.1.1
Woods block line of sight. It is not possible to see for one unit outside of the wood to
see another unit on the other side of the wood which is also outside of it, regardless
of how thin the wood is.
9.1.2
9.1.3
Units in wood benefit from being in cover, and their armour is upgraded by 1 level.
9.2
Hills are not (generally) rough terrain unless declared to be so (ex. "steep hills", "rocky
slopes")
9.3
Rough Terrain Hills are also advantageous terrain and add +1 to a Defender's
armour if they are above the attacker, yet offer no advantage to an attacker (exception.
charging "down-slope").
Page 2
11
CHARGING
10.1
For a unit to be able to Charge another unit it at least one figure within the Charging unit must
have line-of sight at the start of the turn. This restriction also applied to flying units.
10.2
It is player discretion which unit they opt to Charge. They do not have to charge the nearest.
WILD CHARGES
11.1
Units with the Wild Charge trait, if within charge range of an enemy unit, and within line-ofsight must test to see if they Charge (as per the rules).
11.2
If the unit activates for a Wild Charge, it must charge the nearest enemy unit.
11.3
12
COUNTERCHARGING
12.1
13
Rationale: Unit is so gung-ho/out of control it wants to get to grip with the enemy as
soon as it can.
If a player has multiple units who need to test for Wild Charge, it is up to the player to decide
the order in which they wish to make the test.
(Rule reminder)
Infantry units (such as Belicose Foot) with the counter-charge skill against Infantry cannot
counter-charge any of the units within the Mounted section of the rules.
14
15
Units with this ability may form Wall of Spears by remaining stationary after successful Move
Activation.
14.2
The player must declare this and move all of the unit's figures into base to base contact
forming ranks. If the unit moves it leaves Wall of Spears and the figures are re-ordered.
16.
DISTANCE
16.1
Page 3
17
SCENARIO LISTING
17.1
Die
1
2
3.
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Scenario Listing & Source Book. Randomly roll a D20 to see which scenario is played.
Book
Lion Rampant
Lion Rampant
Lion Rampant
Lion Rampant
Lion Rampant
Lion Rampant
Lion Rampant
Lion Rampant
Lion Rampant
Lion Rampant
Lion Rampant
Lion Rampant
Dragon Rampant
Dragon Rampant
Dragon Rampant
Dragon Rampant
Dragon Rampant
Dragon Rampant
HWC
HWC
Scenario
Scenario
Scenario
Scenario
Scenario
Scenario
Scenario
Scenario
Scenario
Scenario
Scenario
Scenario
Scenario
Scenario
Scenario
Scenario
Scenario
Scenario
Scenario
HWC 1
HWC 2
A:
B:
C:
D:
E:
F:
G:
H:
I:
J:
K:
L:
A:
B:
C:
D:
E:
F:
Page 4
Scenario Name
Bloodbath.
Defending The Indefensible.
The Fugitive.
A Gentle Stroll.
Hold On Tight.
Sausages With Mustard.
The Convoy.
The Messenger.
A Taxing Afternoon.
Meeting The Neighbours.
Hammer And Anvil.
Bloodfeud.
Gory Bloodbath.
The Sacred Mole Of Ukkert.
Death Chase.
The Crystal Gale.
The Ringbearer.
Into The Valley Of Certain Death.
The Plains Of Blood.
(To be advised)
When multi-player games are being played, it is recommend that a failed activation does not result in
a players turn ending. Every player gets an opportunity to activate every unit they have each turn.
Page 5
Plains Of Blood is a similar scenario to Dragon Rampant Scenario A Glory Bloodbath on the
Plains of Doom in that it is a straightforward fight to the death between opposing sides.
This is scenario is ideal for a 2 sided multi-player game, or a standard one v one game with
over 40 points per side.
Both Attacker and Defender must attempt to slay or route their enemies to
achieve victory.
SET-UP
SPECIAL RULES
None.
Keeping playing until a turn begins with 4 or fewer units remaining in the game. When this
happens, roll a dice at the start of each turn If the score is higher than the number of units
left on the table, this is the final turn.
VICTORY CONDITIONS
Both Attacker and Defender add up the points value of enemy units destroyed/routed before
the game end; damaged units still in play are not counted.
The player with the highest score wins 5 Glory (+/- Quests). Players tied for first place gain 3
Glory each (+/- Quests).
Page 6
Page 7