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Rounds

1.  Place Order Markers (OM) on army cards


•  Everyone does this at the same time
•  Cards can have multiple OMs
2.  Roll d20 to determine who goes first (then clockwise)
3.  In order, players take turns activating OM1 (then 2,3)
•  Lose turn if the figures are dead before being activated
4.  End of round actions if necessary
•  Advance the round counter (if playing a scenario)

Name Army Card Targeting:


•  Roll for lava damage (see Terrain)

Valkyrie general Must have line of


sight from the
Turns
Special power(s)
attacker’s 1.  Reveal the Order Marker to activate a card
Species green dot 2.  Move the unit(s) of the active card (optional)
Type: to any part •  If the figure can’t fit in/through it can’t move there
Unique – 1 per player of the
defender’s
•  You may move any or all of the figures on the card
Common – multi per player
red area •  Common unit(s) – move any of your figures with that
Hero – individual figure
Squad – multiple figures Name up to the # indicated on the active card
•  Pass through friendlies, see Engagement for foes
•  Moving up a level counts as 1 space
Can’t climb directly to a level > unit’s Height
•  Moving down has no effect on movement unless
Fall > Figure Height = 1 attack die
Fall > Figure Height + 10 levels = 3 attack die
Fall > Figure Height + 20 levels = d20 (19 or 20 to survive)
No die roll if figure lands in water or lava
Class •  Water/Lava/Ice/Ladders etc. – see Terrain
Personality Max distance •  Moving away from adjacent enemy (see Engagement)
to move •  Double-space figs – flipping is free, must end same level
Size (see also terrain)
Height •  Flying units – ignore Terrain and Engagement
Max distance 3.  Attack with the unit(s) of the active card (optional)
to target an •  # skulls - # shields = # wounds
attack
•  Common unit(s) – must use figures activated in move phase
Points: # of dice to roll for •  Squads – each figure attacks individually
Cost of unit toward army total. Attack or Defense unless
Indicator of strength relative to other units
•  Elevation advantage – attacking or defending
modified by terrain or special powers
Base = higher than opponent Base (1 extra die)
Base = 10 levels > opponent Figure Height (2 extra die)
Special powers may govern unit interactions via attributes, (e.g. species, class, ** Special attacks/powers are NEVER MODIFIED by
personality etc.) and may overrule normal actions (read them carefully!) elevation, glyph, etc. **
Normal terrain types  
Terrain  
Terrain types with Eleva<on = 0 
Engagement  
•  Units that are next to each other are engaged 
No effect except eleva<on = 1  Zero eleva<on – may have to climb to get back on normal terrain  •  Excep<on1: Base of Figure A ≥ Height of Figure B 
•  Excep<on2: If an obstacle (e.g. ruins) is between, not 
Water:  engaged unless both are taller than the obstacle 
Grass  Sand  Must stop on each water hex (even if already in  •  A figure can be engaged with mul<ple enemies 
water)  •  AXacker decides which engaged figure is targeted 
Double base units only stop when both sides in water   •  If engaged you cannot aXack others at range 
•  Range aXack not engaged, requires line of 
Swamp  Rock  Swamp Water:  sight 
Do not have to stop like regular water  •  See Army Card for how to measure LOS 

Molten Lava:  •  Moving away from engaged enemies: 
•  No penalty to move around enemy if figures stay adjacent 
Concrete  Asphalt  Immediately roll d20 (only a 20 survives)  •  Each enemy you become disengaged with rolls 1 aXack die 
Double base units – 1 side in lava rolls same as if both 

Ice:  % chance to inflict 1 wound


Dungeon  Normal Ice – only effect is zero eleva<on 
Slippery Ice – each hex = 2 move spaces 
Ice type pre‐designated by scenario or 
players 
Other terrain types  Shadow:  1 2 3 4 5 6 7 8 9 10
Non‐huge figures get +1 defense die  1 33 58 75 85 92 95 97 99 99 99+
Road:  2 22 44 63 76 85 91 94 97 98 99
+3 spaces if whole 
move is on road 
Jungle Tree or Bush:  3 15 33 51 66 77 85 90 94 96 98
Adjacent non‐huge figures get +1 
defense die vs. ranged aXack  4 10 25 41 56 68 78 85 90 93 96
Lava Field:  7 18 32 46 59 70 79 85 90 93
At the end of  a round,   5
roll 1 aXack die for each figure  6 4 13 25 38 51 62 72 80 86 90
Snow:  7 3 10 19 31 43 54 65 73 80 86
Light snow – no effect 
Heavy snow – each hex = 2 move spaces  8 2 7 15 25 36 47 58 67 75 81
Snow type pre‐designated by scenario or players  9 1 5 11 20 30 40 51 60 69 76
Pine trees, rock outcrops, glaciers, ruins only block line of sight  10 1 4 8 15 24 34 44 54 63 71
Rounds
1.  Place Order Markers (OM) on army cards
•  Everyone does this at the same time
•  Cards can have multiple OMs
2.  Roll d20 to determine who goes first (then clockwise)
3.  In order, players take turns activating OM1 (then 2,3)
•  Lose turn if the figures are dead before being activated
4.  End of round actions if necessary
•  Advance the round counter (if playing a scenario)

Name Army Card Targeting:


•  Roll for lava damage (see Terrain)

Valkyrie general Must have line of


sight from the
Turns
Special power(s)
attacker’s 1.  Reveal the Order Marker to activate a card
Species green dot 2.  Move the unit(s) of the active card (optional)
Type: to any part •  If the figure can’t fit in/through it can’t move there
Unique – 1 per player of the
defender’s
•  You may move any or all of the figures on the card
Common – multi per player
red area •  Common unit(s) – move any of your figures with that
Hero – individual figure
Squad – multiple figures Name up to the # indicated on the active card
•  Pass through friendlies, see Engagement for foes
•  Moving up a level counts as 1 space
Can’t climb directly to a level > unit’s Height
•  Moving down has no effect on movement unless
Fall > Figure Height = 1 attack die
Fall > Figure Height + 10 levels = 3 attack die
Fall > Figure Height + 20 levels = d20 (19 or 20 to survive)
No die roll if figure lands in water or lava
Class •  Water/Lava/Ice/Ladders etc. – see Terrain
Personality Max distance •  Moving away from adjacent enemy (see Engagement)
to move •  Double-space figs – flipping is free, must end same level
Size (see also terrain)
Height •  Flying units – ignore Terrain and Engagement
Max distance 3.  Attack with the unit(s) of the active card (optional)
to target an •  # skulls - # shields = # wounds
attack
•  Common unit(s) – must use figures activated in move phase
Points: # of dice to roll for •  Squads – each figure attacks individually
Cost of unit toward army total. Attack or Defense unless
Indicator of strength relative to other units
•  Elevation advantage – attacking or defending
modified by terrain or special powers
Base = higher than opponent Base (1 extra die)
Base = 10 levels > opponent Figure Height (2 extra die)
Special powers may govern unit interactions via attributes, (e.g. species, class, ** Special attacks/powers are NEVER MODIFIED by
personality etc.) and may overrule normal actions (read them carefully!) elevation, glyph, etc. **
Normal terrain types  
Terrain  
Terrain types with Eleva<on = 0 
Engagement  
•  Units that are next to each other are engaged 
No effect except eleva<on = 1  Zero eleva<on – may have to climb to get back on normal terrain  •  Excep<on1: Base of Figure A ≥ Height of Figure B 
•  Excep<on2: If an obstacle (e.g. ruins) is between, not 
Water:  engaged unless both are taller than the obstacle 
Grass  Sand  Must stop on each water hex (even if already in  •  A figure can be engaged with mul<ple enemies 
water)  •  AXacker decides which engaged figure is targeted 
Double base units only stop when both sides in water   •  If engaged you cannot aXack others at range 
•  Range aXack not engaged, requires line of 
Swamp  Rock  Swamp Water:  sight 
Do not have to stop like regular water  •  See Army Card for how to measure LOS 

Molten Lava:  •  Moving away from engaged enemies: 
•  No penalty to move around enemy if figures stay adjacent 
Concrete  Asphalt  Immediately roll d20 (only a 20 survives)  •  Each enemy you become disengaged with rolls 1 aXack die 
Double base units – 1 side in lava rolls same as if both 

Ice:  % chance to inflict 1 wound


Dungeon  Normal Ice – only effect is zero eleva<on 
Slippery Ice – each hex = 2 move spaces 
Ice type pre‐designated by scenario or 
players 
Other terrain types  Shadow:  1 2 3 4 5 6 7 8 9 10
Non‐huge figures get +1 defense die  1 33 58 75 85 92 95 97 99 99 99+
Road:  2 22 44 63 76 85 91 94 97 98 99
+3 spaces if whole 
move is on road 
Jungle Tree or Bush:  3 15 33 51 66 77 85 90 94 96 98
Adjacent non‐huge figures get +1 
defense die vs. ranged aXack  4 10 25 41 56 68 78 85 90 93 96
Lava Field:  7 18 32 46 59 70 79 85 90 93
At the end of  a round,   5
roll 1 aXack die for each figure  6 4 13 25 38 51 62 72 80 86 90
Snow:  7 3 10 19 31 43 54 65 73 80 86
Light snow – no effect 
Heavy snow – each hex = 2 move spaces  8 2 7 15 25 36 47 58 67 75 81
Snow type pre‐designated by scenario or players  9 1 5 11 20 30 40 51 60 69 76
Pine trees, rock outcrops, glaciers, ruins only block line of sight  10 1 4 8 15 24 34 44 54 63 71

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