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Conqueror:

Fields of Victory
©2008 A.H. Lloyd
6.5 THE COMMAND TABLE ...........................................20
ACKNOWLEDGEMENTS ..............................................4
7.0 WEAPONS AND ARMOR.....................................21
1.0 INTRODUCTION .......................................................4
7.1 ARMOR PENETRATION ...........................................21
1.1 SCALE .........................................................................4 7.2 MELEE WEAPON DESCRIPTIONS .........................21
1.2 UNITS ..........................................................................4 7.3 MISSILE WEAPON DESCRIPTIONS .......................21
1.3 BASE SIZES ................................................................4 7.4 ARMOR ......................................................................22
1.4 THE PROFILE..............................................................4 7.5 CAVALRY ..................................................................22
1.5 MEASUREMENT ..........................................................5 7.6 SETTING AGAINST CAVALRY CHARGES ..............22
1.6 DICE ............................................................................5 7.7 MAXIMUM SAVES .....................................................22
1.7 DEFINITIONS ..............................................................5 7.8 OPTIONAL SHOOTING RULE .................................22
2.0 TURN SEQUENCE ...................................................5 8.0 CHARACTERS.........................................................23
2.1 TURN SEQUENCE SUMMARY ...................................5 8.1 CHARACTERS AND UNITS ......................................23
2.2 MAGIC PHASE ............................................................5 8.2 CHARACTERS AND MORALE .................................24
2.3 MOVEMENT PHASE ...................................................5 8.3 THE ARMY COMMANDER .......................................24
2.4 SHOOTING PHASE .....................................................5 8.4 CHARACTERS IN MELEE COMBAT ........................24
2.5 COMBAT PHASE ........................................................6 8.5 DUELS .......................................................................24
2.6 RALLY PHASE .............................................................6 8.6 SWARMING CHARACTERS .....................................25
3.0 MOVEMENT ................................................................6 9.0 SKIRMISHERS .........................................................26
3.1 FORMATIONS .............................................................6 9.1 SKIRMISH FORMATION ...........................................26
3.2 RUNNING ....................................................................7 9.2 MOVING SKIRMISHERS ...........................................26
3.3 CHANGING FORMATIONS.........................................7 9.3 SHOOTING AND SKIRMISHERS ..............................26
3.4 WHEELING ..................................................................7 9.4 SKIRMISHERS IN MELEE COMBAT ........................26
3.5 TURNING .....................................................................7 9.5 CHARACTERS IN SKIRMISH UNITS ........................27
3.6 OBLIQUES ..................................................................8
10.0 STANDARD BEARERS ......................................27
3.7 CHARGING AND CHARGE REACTIONS ...................8
3.7 TERRAIN ......................................................................9
11.0 MONSTERS ...........................................................28
3.9 MOVEMENT OFF THE BOARD EDGE ....................10
11.1 MOVEMENT ...........................................................28
4.0 SHOOTING................................................................10
11.2 MELEE COMBAT ...................................................28
4.1 LINE OF SIGHT .........................................................10 11.3 DUELS WITH MONSTERS.....................................28
4.2 RESOLVING SHOOTING ..........................................11 11.4 UNITS OF MONSTERS ..........................................28
4.3 FIRE ARC ..................................................................11
12.0 CHARIOTS .............................................................28
4.4 RANGE .......................................................................11
4.5 MOVEMENT AND SHOOTING ..................................11 12.1 MOVING CHARIOTS ..............................................28
4.6 COVER AND SHOOTING .........................................11 12.2 CHARIOTS AND SHOOTING.................................28
4.7 ELEVATION AND SHOOTING ..................................12 12.3 MELEE COMBAT AND TRAMPLE ATTACKS .......28
4.8 SHOOTING AT CHARGERS .....................................12
13.0 ARTILLERY.............................................................29
5.0 MELEE COMBAT ....................................................13
13.1 ARTILLERY IN SHOOTING COMBAT ...................29
5.1 WHO MAY FIGHT .....................................................13 13.1 ARTILLERY IN MELEE COMBAT ..........................29
5.2 CONDUCTING COMBAT ..........................................13 13.3 STONE THROWERS AND MORTARS ..................29
5.3 COMBAT RESOLUTION ...........................................14 13.4 BOLT THROWERS ................................................29
5.4 MULTIPLE COMBATS ..............................................14 13.5 CANNON ................................................................29
5.5 RETREAT AND PURSUIT ..........................................14 13.6 ARTILLERY FIRE AGAINST SKIRMISHERS..........30
5.6 TERRAIN AND MELEE COMBAT .............................15
5.7 OUTRANKING ...........................................................15 14.0 MAGIC ITEMS........................................................30
5.8 FLANK AND REAR ATTACKS ..................................15 14.1 WARD SAVES ........................................................30
5.9 CHANGING FACING IN COMBAT............................16 14.2 MAGIC ARMOR DESCRIPTIONS ..........................30
14.3 MAGIC WEAPON DESCRIPTIONS .......................31
EXAMPLE OF A MULTIPLE COMBAT ....................17
14.4 MAGIC ARCANA ....................................................31
14.5 RESOLVING MAGIC ITEM CONFLICTS ...............32
6.0 MORALE.....................................................................19
15.0 MAGIC......................................................................32
6.1 MORALE RESULTS ..................................................19
6.2 SHAKEN UNITS ........................................................19 15.1 MAGIC PHASE OVERVIEW ...................................32
6.3 MORALE MODIFIERS ...............................................20 15.2 SCHOOLS OF MAGIC ...........................................32
6.4 RALLYING ..................................................................20 15.3 CASTING SPELLS .................................................33
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15.4 TARGETING WITH SPELLS ...................................33 17.0 PLAYING THE GAME..........................................36
15.5 COUNTERMAGIC ...................................................33
17.1 ARMY LISTS ...........................................................36
15.6 CASTING FROM HEALTH......................................33
17.2 SETTING UP...........................................................36
15.7 SPELL DESCRIPTIONS .........................................33
17.3 VICTORY AND DEFEAT .........................................36
16.0 FLYING UNITS ......................................................35
18.0 DESIGNER’S NOTES .........................................37
16.1 WINGED UNITS .....................................................35
16.2 FLYERS...................................................................35 APPENDIX: UNIT POINT COSTS ............................38
17.0 PLAYING THE GAME ..........................................36

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Acknowledgements Artillery consists of stone throwers, catapults and
Thanks to Dan Judd, Steve Dean, Mike Parker and William various engines of war.
Enrique Quinones for their help in playtesting. The basic rules are written with units in mind, and
any special situations that apply to characters and monsters are
Thanks to the fine folks at Warseer.net for arguing with me noted under their individual headings.
about what should stay, what should go and offering words of
encouragement. 1.3 Base Sizes
Base sizes reflect the “footprint” or area that is used
Thanks to Katie, Helen and Erin for thinking what Dad was up by the troops in question. The standard base size for an
working on was cool. infantry model is 20 mm on a side.
Some infantry models, such as Orcs, use larger,
And most of all, thanks to my wife, Autumn (aka “the Greatest 25mm bases to reflect their greater size and ferocious fighting
Arcadian Army General in the World”) for your constant style.
support and advice. Cavalry models use 20 x 60 mm bases.
Monsters use 40mm square bases.
Chariots use larger bases, appropriate to the size of
1.0 Introduction the vehicle. Generally an 80mm by 40mm base is sufficient.
Conqueror: Fields of Victory is a game where The figures also have a facing, which regulates their
armies clash in mighty battles. It can be played as a stand- movement and how they can fight and shoot.
alone game, or you may use it to bring your role-playing
campaigns to the next level, allowing characters to take Rear
command of vast legions and decide the fate of entire
kingdoms on the field of battle.
Conqueror can be used in almost any fantasy setting.
The Army Lists provided offer newer players an exciting
world of their own to begin with, but there is also an appendix Flank Flank
at the back of the Army Lists section explains how to create
your own armies.

1.1 Scale Front


Each figure represents ten (10) real soldiers on foot or
five (5) soldiers on horseback. The exceptions to this are 1.4 The Profile
particularly powerful monsters (such as dragons) that actually Each model has been given a set statistics to represent
represent one individual creature. Other large beasts, like their fighting ability, equipment and morale. We call this their
ogres, have a scale of one model = two ogres. “profile.”
Finally, there are “horde” creatures like goblins. They Here is a sample profile for a basic human man-at-arms:
double the normal scale, so each goblin model on foot equals
20 on the battlefield while each goblin on wolfback equals 10 MS SS SV W AT MV ML
“real” ones.
3 3 5 1 1 4 C
Each inch represents about 3 yards, though in the case of
missile weapons, we have shortened the range a bit to reflect
MS stands for Melee Skill. This represents the model’s
their inaccuracy at longer distances.
ability to hit and to avoid being hit in turn.
The time scale is less clearly defined, for battles tend to
SS stands for Shooting Skill. It is used to calculate
proceed on an uneven basis. Generally, a six-turn game
shooting attacks.
represents about as many hours of real time, though some
Both of these skills are based on the following rating
portions may be more compressed. The end of the game
scale.
represents darkness falling over the battlefield and the effect
of sheer exhaustion on the armies bringing them apart.
Rating Troop skill level
1.2 Units 1 Pathetic
The armies are made up of collections of figures. 2 Poor
These are divided into three groups: units, characters and 3 Average
monsters. 4 Veteran
Units are organized bodies of troops that fight in 5 Elite
ranks or, more rarely, loose groupings (skirmish formation). 6 Legendary
Cavalry are units of troops mounted on various
beasts, from warhorses to giant wolves. As you can see, our human warrior is of average skill.
Characters represent powerful individuals and their SV stands for the model’s Save vs damage. Generally
elite bodyguard. this is based on the type of armor and protective equipment
Monsters are powerful creatures that fight on their being worn, but in some cases this is boosted by their inherent
own.
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toughness. In this case, the model has light armor and shield, 2.0 Turn Sequence
so it will avoid damage on a 5 or 6 on a six-sided die. This game is divided into turns. Turns help regulate
W stands for Wounds, which describes the amount of the flow of time and space. Because things tend to happen
damage they can take and still fight. Most models have only close together during combat, we use an alternating turn
one W, meaning if they are hit and do not make their Save, system to help sort them out. Two player turns equal one
they are removed as a casualty. game turn. The game is generally six game turns long.
AT stands for the number of attacks the model makes in
Melee and Shooting Combat. The players work through the Magic Phase jointly, thereafter
MV stands for Movement and is given in inches. each player goes through the following sequence in his turn
ML stands for Morale and is a letter from A to E. Units and then the other player follows suit.
with Morale A are truly elite while E-rated units are
undisciplined rabble that will usually run away. ML also The player taking his turn is called the “phasing” player; his
determines when a unit becomes Shaken, which we will look opponent is the “non-phasing” player.
at later.
2.1 Turn Sequence Summary
1.5 Measurement
Distances are given in inches; players from metric I. Magic Phase (Joint)
countries will have to do their own conversions. A. First Player Casts Spells
Players may measure any distance at any time so long B. Second Player Casts Spells
as it does not interfere with game play. C. End of Magic Phase
There are no “guess” weapons nor is there a need for
players to guess distances. For example, if a player is II. First Player’s Turn
contemplating declaring a charge, he may measure to see if the A. Movement Phase
target unit is within range before making his decision. 1. Move chargers
Wheel to face
1.6 Dice Move forward or at oblique
Conqueror uses six-sided dice to accomplish several Wheel into contact
probabilities. Center up
In normal mode, each value on the die is the one 2. All other moves
used. It generates six values and is referred to in the text as d6 B. Shooting Phase
In other circumstances, the die is used to generate 1. Phasing player
results from 1 to 3. In this case, it is expressed as d3. 2. Non-phasing player
In some instances, players will use a d2, which is C. Melee Combat Phase
really nothing more than a coin-toss. D. Rally Phase

III. Second Player’s Turn


1.7 Definitions
Conqueror uses a variety of terminology to describe
2.2 Magic Phase
certain game mechanics. The list below provides a quick
The Magic Phase is where both players attempt to
reference. More detailed definitions are found in the rules:
cast and block spells. Many of their effects will linger
throughout the following player turns.
Column: The basic formation. Allows normal movement.
Disorderd: A morale state indicating that the unit’s will to
2.3 Movement Phase
fight is weakened.
The Movement Phase is subdivided into two
Oblique: Forward movement along a diagonal.
portions: When chargers move and when all other troops
Rally: The method by which disordered or routed units return
move.
to a normal morale state.
Charging consists of several distinct steps, which are
Routed: A morale state indicating a unit has lost the will to
explained in detail later.
fight.
Running: A unit moving a double speed. 2.4 Shooting Phase
Shaken: The effect of casualties on a unit. Not a morale The Shooting Phase is subdivided into two parts.
state. First the phasing player makes any shooting attacks he wishes.
Skirmisher: A specialized dispersed formation. Then the non-phasing player follows suit.
Square: A formation that may not move but has no flanks or This means that each player has two shooting phases
rear. during a full game turn, one during his turn, one during his
Wheel: A method by which units change their direction of opponent’s turn. Units that take hits from shooting have to
march but retain their alignment. make Morale checks, so there may be rout moves during this
phase.

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2.5 Combat Phase 3.0 Movement
The meat of the game takes place here. Units will Units move forward in a straight line and must
fight, inflict losses on each other and possibly be wiped out. wheel, or turn to change direction.
Pursuit is also taken care of during this phase. Alternatively, units may move forward at a diagonal
and “drift” to one side – a maneuver that is called an oblique.
2.6 Rally Phase In any event, models may not move through each
Players attempt to rally routed or disordered units other, nor may units move adjacent to enemy units unless a
using the Command Table. They also may opt to end the charge has been declared.
game or advance the turn marker if playing with a set turn To prevent any confusion, opposing models that are
limit. not engaged in melee combat must remain one inch apart at all
times.

3.1 Formations
Moving large bodies of troops requires some sort of
organization. We call these “formations” and they have a
considerable impact on movement and fighting ability. There
are two formations: the column and the square. A third
formation, skirmish, is discussed in its own section (9.0).
Units may be of any width or depth, but a longer
frontage increases the number of models who can shoot and
fight in melee combat, while a narrower frontage makes the
unit easier to wheel and maneuver.
In order to qualify for the Outranking (5.7) morale
benefit, units must be at least four models wide.
Units may also use Standard Bearers (10.0) to help
indicate their formation and facing.

The Column
The basic formation is the column. It may be of any
width, and its chief feature is that models are all facing in the
same direction.
Units must, as much as possible, keep the same
number of models in each rank. If there are any “odd”
models, they should be placed in the rear rank.
Note that this does not preclude units with two ranks
from having them unevenly distributed. A unit of 10 knight
models may have six in the front rank and four in the rear
rank, but could not have four in the front rank and six in the
rear.
Players should feel free to experiment with a variety
of unit frontages.

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Unless otherwise specified, units are assumed to be in As the term suggests, units that run may move twice
a column formation – it is the default for all units. In order to their listed movement value. Units may not run if they start
move, a unit must be in a column formation. A column has within 8 inches of an enemy unit. They may run through
a front, flank and rear as shown above. difficult terrain, but may not turn or change formation.

The Square 3.3 Changing Formations


The square is a special formation where the unit Units may spend one half of their movement
faces all sides at once. This allows a unit to avoid Morale allowance to change formation from column to square.
penalties for flank and/or rear attacks. It also permits units Units also may spend one half of their movement to
with spears or pikes to fight in two ranks on all sides. assume a new facing and formation size, for example moving
Units in square formation may not voluntarily move. from a line single line to a column or square; or pivoting a
They may not charge or pursue, but will flee as normal if formation in a different direction.
routed in Melee Combat. Units may spend one quarter of their movement to
Units in square are also barred from receiving the add or subtract a rank.
Outranking morale benefit (5.7). Units making a formation change may not run.
Unlike columns, any less than full ranks are put in the
center rather than the rear of the square. 3.4 Wheeling
Wheeling is how a unit turns while keeping its
alignment. To measure a wheel, simply set a straight edge
along the front of the unit. Now rotate it to the new angle you
wish the unit to face to. Measure the distance from the outside
corner of the front rank to its new position. That is the amount
of movement your wheel uses up.

Units may wheel and march but may only wheel once
Commentary: The Square Formation during a charge.
The Square can be a highly useful formation, but it has some
drawbacks. While it has no flanks or rear, and allows units 3.5 Turning
with special weapons (like spears) to employ them to the In a turn, the models in a unit simply change their
fullest effect, the lack of mobility is a serious liability. facing all at once. What was the flank or rear now becomes
Squares can’t pursue routed enemies, meaning that even if you the front, depending on which way the player wishes the unit
win the combat, enemy troops may well rally and be ready to to face. Move the standard bearer to indicate this new facing.
charge you again in a turn.

Being in a square also means you cannot charge, so missile


troops can shoot you up from close range with impunity.
Players will find that it is often better to risk or even accept a
flank or rear charge than lose the option to pursue and the
possibility of a future charge.

Finally, units in square can never receive the Outranking


morale benefit. Outranking (explained in more detail later)
represents additional confidence front-line soldiers gain from
the troops behind them. In square formation, that confidence
is lost because the unit is preparing to be surrounded.
Turning costs one-quarter of the unit’s movement
3.2 Running allowance.
Often units will move “at the double” or run to speed Note that it is possible for a unit to execute an about-
their entry into the battle. face, move half of its move, and then perform another about-
face and face to the front again. To avoid the needless
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movement of miniatures, players may simply move the unit
backwards at half of its movement rate.
Units that turn may not run or charge.

3.6 Obliques
Rather than turning or wheeling, some units may
wish to move at a slight angle, “drifting” either to the right or
left. This is called an oblique and it is quite simple to execute.
Simply measure up to a 45 degree angle from the outside of
the front rank. This is the limit to which the unit may conduct
an oblique.
There are no movement costs or penalties for this
movement and units may charge and run while making an
oblique.

Charging units may double their basic movement to


reach the enemy. If they are able to reach the designated
target, they may be moved there. If not, they move their
regular distance towards the target and then halt for the turn.
This is called a “failed charge.”
Units that make a failed charge may not shoot. See
below for more information about failed charges.
Because they cannot move, units in a square
formation may not charge.
Once charges have been declared and it has been
determined that the chargers are in range, the non-phasing
play must state the charged unit(s) reactions. Charged units
may undertake one of three responses: Stand in Place, Flee,
and Countercharge.

3.7 Charging and Charge Reactions Stand in Place


Charging is how units get into combat with one Stand in Place, as the name implies, means the unit
another. Units must be able to see what they are charging simply stands there and accepts the challenge to battle. No
before declaring the charge. further action is taken.
Charges are resolved by going through the following
steps: Flee
1. Wheel to face (if necessary); Flee means the unit has decided that discretion is the
2. Move forward or at oblique; better part of valor and leaves the area. Fleeing units are
3. Wheel into contact (if necessary); moved their full movement plus d6 inches away from the
4. Center up (if necessary); and chargers. If the chargers still are able to reach them (with
5. Resolve the combat during the Melee Combat doubled movement), the fleeing unit is destroyed. Otherwise,
Phase. it is a failed charge and the chargers make a normal move
toward the target unit. The fleeing unit is considered routed
(see below).

Countercharge
Countercharge is a special reaction that only cavalry
may attempt. Cavalry units that are eligible to charge the
chargers (that is, they are not already engaged and have LOS
to the charging unit, for example) may roll a Morale Check. If
it success, they are not moved but are considered to be
charging as well, so if they are using lances they will be AP 2.
If both sides are using lances, the AP 2 applies to both sides.
It should be noted that a unit attempting to
countercharge may well achieve a Routed result with their
Morale Check. In this case, treat them as if they had fled
instead, i.e. if the charging unit catches them, they are
destroyed, if they escape beyond charge range, it is a failed
charge.

8
.
Commentary: Countercharge
Cavalry with lances is at its best when charging.
Countercharging allows elite cavalry units to avoid .being
caught at a stand and taking potentially devastating losses.

However, there is a tradeoff. Low-morale cavalry may well


rout rather than spur to meet the enemy, making the decision
to declare a Countercharge a very important one.

Maneuver During Charges


Charging units may make one wheel before moving
into engagement. Essentially they may pivot (so long as they
have enough movement to get there) and then move in a
straight line to the target unit.
This is called “centering up” and simulates the fact
that unit formations are not perfectly rigid and once combat
starts, more troops will move into engagement.

Failed Charges
Failed charges occur when the target unit is beyond
the charging unit’s movement range. Because players are
permitted to measure distances at any time – such as before
declaring charges – this most frequently is the result of the
target unit choosing to flee and escaping beyond the attacking
unit’s (doubled) movement range.
When this happens, the charging unit makes a regular
move toward the target unit and then remains in place. It may
not change formation, shoot, or charge another unit.
Note that if a unit flees and is still within the charging
unit’s (doubled) movement range, the fleeing unit is destroyed
and the charger moves the full distance.
Alternatively, they may move at an oblique to reach
the target unit. They may not turn and then charge. Commentary: Failed Charges
Charging units that reach the enemy may make a Failed charges represent the loss of momentum when attacks
“free wheel” at the end of their move to bring more models miscarry. History is replete with misdirected attacks that
into base to base contact. bogged down because the enemy wasn’t where it was
supposed to be. Commanders will have to weigh the risk of
enemy units fleeing before their charging units can arrive
when declaring a charge – otherwise they might be pulled out
of position and left vulnerable for a devastating counterattack.

The downside to fleeing is that if you roll poorly, your unit


could be destroyed - without any cost to the charger.

3.7 Terrain
Before the battle, players should agree on which
features hamper movement.
Linear Obstacles are objects such as walls, a broad
ditch, etc. that require a concerted effort to cross. It takes one
additional inch of movement to cross a Linear Obstacle.
In addition, the unit may “slide” to either side so that Difficult Terrain represents a larger object such as a
the greatest number of models on each side may be brought stream, swamp, rubble or the like. Units move at half speed
into contact. through Difficult Terrain.
Impassible Terrain refers to a feature than cannot be
negotiated, such as a rapid river, building wall, steep cliff, and
the like. Some features may be Impassible from one direction
and a Linear Obstacle from another (a plateau ending in a

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cliff, for example). Make sure you go over this BEFORE the 4.0 Shooting
game starts. The shooting phase represents models firing volleys
Terrain that is NOT designated as unusual in of arrows, stones or other missile weapons.
some way is treated as normal. So point out that hedgerow Generally, only unengaged units may conduct
before the game begins if you want it to count. shooting attacks, although thrown weapons may be launched
in the same turn that the firing unit charges.
3.9 Movement off the Board Edge Shooting attacks are generally rolled all at once, but
It is possible that units will move off of the gaming as the below situations indicate, there will be times when some
area, either because they are routed, in pursuit of routed units, of the shooting models will have different modifiers than
or wish to escape from a disadvantageous position. others.
If so much as a single model leaves the board edge, Because archers tend to deploy in a single long line,
the entire unit is removed. it is possible that some models will be within range and others
Units that move off of the table for any reason will not. Similarly, some may be able to see the target while
may not return to game play. others will not.
Routed units that retreat off of the table are Thus, while shooting is declared as unit-on-unit,
considered wiped out and yield their full points value for the ranges, cover and Line of Sight are calculated on the
other player. individual models within the shooting unit.
All other units are simply out of the game, though However, all models in a unit must shoot at the same
any damage they may have taken will still count at the target. If some may not see or are out of range of one target,
conclusion of the game. For example, a unit that moved off they simply do not conduct a shooting attack that turn.
the board and had lost more than half of its starting strength
would yield half of its value victory points but, because it was
not routed , would not count as destroyed. Had it been routed, Missile Weapon Summary
it would count as fully destroyed. Missile Weapon Short Long AP
Units that are pursuing routed units have the option to Range Range
stop at the table edge, regardless of the distance remaining in Throwing Axe1 6” NA NA
their move). If their pursuit roll was higher than the routed Pistol1 6” NA 1
unit’s retreat, they are still considered to have “caught” the Javelin1 8” NA NA
fleeing unit. See 5.5 Pursuit for more information about this. Sling1 15” NA NA
Short Bow 12” 24” NA
Commentary: Leaving the Board Long Bow 18” 36” NA
Models that leave the board have effectively passed beyond Light Crossbow2 12” 24” 1
the control of the army commander. Heavy Crossbow2 18” 36” 1
Harquebus2 12” 24” 2
1
If the battle is going badly, they may also be fleeing to some No penalty for long range.
2
stronghold for a future last stand. Or, they may simply be May only fire during own player’s Shooting Phase
deserting a lost cause.
4.1 Line of Sight
In any event, players will want to weigh very carefully the Line of sight (LOS) is how we determine what those
decision to take a unit off of the tabletop. Once they are gone, little models can see. The general rule is if it can be seen, it
they are safe from destruction. But they are also lost as a can be shot at. Conversely, models cannot be removed as
fighting resource. casualties from missile fire if they were out of the shooters’
line of sight.

In the above example, Target Unit A can be shot at,


because part of it is visible to the shooting unit. It is not
necessary for all of it to be within the shooting unit’s line of
sight.
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Target Unit B may not be shot at; it is outside of the Remove models from the rear ranks if possible, as
shooting unit’s arc. this simulates additional troops moving forward to fill the gaps
It is important to remember that Target Unit A can and saves time.
only lose as many models as the shooting unit can see. If only If a unit takes any hits from shooting, it must make a
one model is visible, that is all that can be hit. Morale Check. Note that the unit need not take any casualties
Note that in ranked units, models behind those in line for this to apply.
of sight are also considered to be in line of sight – as the front Make only one Morale Check per unit per shooting
ranks fall, rear ranks are automatically assumed to move phase, regardless of how many hits and/or casualties it has
forward and take their place. taken. Players will therefore want to wait until all shooting
In some cases, models may be obscured by terrain or against a given unit is resolved before making its Morale
other units. Players should use the model’s base as a guide Check.
(particularly if fabric is being used to determine the edge of a
wood line). 4.3 Fire Arc
If half or more of the base is visible, the model is in Units may only fire at targets within the front arc of
line of sight. the individual models (i.e. 45 degrees).
Both friendly and enemy units always block LOS. Only models with direct line of sight may shoot,
Players may also agree to weather conditions or night meaning that models in a second, third rank and so on may not
limiting LOS. In this case, simply state how far figures can shoot.
see (for example, a dense fog limiting visibility to 18”).
4.4 Range
4.2 Resolving Shooting The range is calculated by measuring the visible (that
To conduct a shooting attack, simply total up the is non-obstructed LOS) distance between the models. Like the
number of models in the unit that are eligible to fire and roll fire arc, range is measured by model rather than by unit.
that many dice. Consult the Shooting Table and note the Targets at long range have a -1 modifier to hit.
number needed to hit based on the shooters’ Shooting Skill.
Note that an unmodified die roll of 1 is always a Commentary: Fire Arc and Range
miss. While most measurements in Conqueror are from unit to unit,
with shooting they are from model to model. This is because
Shooting Table the long formations favored by archers could extend missile
Shooting Skill Die roll needed to hit weapon ranges well beyond what they are intended to be.
0 Impossible
4.5 Movement and Shooting
1 6+ Units may not make a run move and shoot. They
2 5+ may shoot in the next shooting phase (during the other
player’s turn) normally.
3 4+ Units that make a normal move may shoot but do so
4 3+ at a -1 to hit penalty in their subsequent shooting phase. This
includes units making formation changes. This penalty does
5 2+ not apply during the opponents’ shooting phase. Units with
6 1+ slow-firing weapons (crossbows, harquebuses) may move
Die Roll Modifiers while reloading.
Long range: -1 Light cover: -1
Heavy cover: -2 Being charged: -1 4.6 Cover and Shooting
Firing unit moves: -1 Units that are sheltered behind tree trunks or stone
Die rolls requiring a 7 or more to hit (because of negative walls are naturally less vulnerable to shooting attacks than
modifiers) must first roll a 6 and then roll a 4+ to hit. those in the open.
An unmodified die roll of 1 is always a miss. Players should agree before hand on how much cover
certain features provide. Is the undergrowth light or heavy?
Total up the number of hits. How spaced apart are those trees?
Now divide this number by two, rounding up. This is Generally 2 inches of undergrowth is considered
the number of wounds the target unit must save against. For sufficient to block LOS. Players may agree before the game
example, if a unit of bowmen scores three hits, the target unit to change this and declare that “thick undergrowth” blocks
must make two saves. LOS after only 1 inch, and “light undergrowth” requires 3
The other player then rolls a save for each wound, inches to block LOS. In either event, remember that the unit
modifying it as appropriate to the weapon type. Models that within the cover does not pay a penalty to shoot out of it.
fail their saves lose a wound. Since most models have only In order to use cover, a model’s base must be more
one wound, each failed save means a model has become as than half-obscured by the terrain in question. Models in light
casualty and is removed from the tabletop. cover (thin woods) receive a -1 to hit modifier to shooting
attacks against them for the cover they are in.

11
Models in heavy cover (behind stone walls or log Units on the forward slope of a hill may fire in two
palisades) receive a -2 to hit modifier against shooting ranks if desired.
attacks. Furthermore, units on higher ground may fire over
intervening troops.
Some judgment must be used to determine how much
of an advantage this provides. Hilltops provide better vantage
points, but they have their limits.
Unless otherwise decided before the game begins,
forests and wooded areas are considered to be two elevations
levels high in terms of LOS obstructions. Thus a unit would
have to be three elevation levels or higher to see over a
wooded area – and the distance would have be sufficient to
keep the unit out of the “shadow” of the forest.
As terrain varies, players should agree beforehand
how high certain features are and what kind of vantage points
they provide.

4.8 Shooting at Chargers


Players may not shoot into melee combat because the
In the diagram above, Target Unit X is within a risk of harming friendly units is so great. There is one partial
forest, represented by a green oval. Because most of its exception to this rule.
models within the terrain feature, shooting attacks against it If the shooting unit (and only the shooting unit) has
would have a -1 die roll modifier. Archer B is also in cover, just been charged, it may conduct a shooting attack at one of
and so shots taken against them by Archer C also are at -1. the units charging it. This isn’t actually firing into a melee but
Note that Archer B does not have any cover modifiers when it rather represents the shooting unit getting one final volley off
shoots at Archer A or Archer C because it is firing out of before the charge impacts.
cover. Such shooting is resolved with a -1 modifier to hit.
It is likely that in many cases some models in a unit If the shooting inflicts any casualties, the charging
will be in cover while others will be exposed. In this case, use unit must make a morale check as normal. If the unit routs,
the modifier appropriate to the clear majority of the unit. the charge is aborted and the charger is immediately moved in
This means that in order to obtain the benefit of accordance from the morale rules, with the rout move starting
heavy cover, a unit with a five-model front must have at least from where the charge originated.
three models completely sheltered by a stone wall or similar Disordered units will press ahead with their charge,
terrain. but will suffer the morale penalty for being disordered during
the subsequent melee combat.
If using Optional Shooting Rule (7.8), remember that
missile weapons with reload times may not fire in consecutive
shooting phases. Thus a crossbow that fired during its own
turn may not shoot at chargers during the opposing player’s
subsequent turn.

Commentary: Shooting
For missile units to be most effective, they need to start the
game in a good position and move as little as possible. Once
they are in place, they can then rain death upon their hapless
opponents.

Unlike Melee Combat, shooting attacks are inherently less


deadly, hence the rule that only half of the hits inflicted need
to be saved against. Even if no wounds are taken, however,
taking missile fire is very stressful, so units that take even one
Target unit Y is has no cover against Archers E hit must make a Morale Check.
because only a tiny portion of the models are in light cover
(the green oval). Against Archers D, however, it would get
cover because almost the entire unit is screened.

4.7 Elevation and Shooting


Having the high ground is advantageous as it allows
troops to see better and fire over the heads of their own side
without danger.

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5.0 Melee Combat Those dice that equal or exceed the needed score hit
Melee combat is the heart of the game, where sword the enemy and inflict a wound.
meets sword and the battle is decided. Note that this is different from shooting attacks,
Combat is simultaneous, with warriors of both sides where only half of the hits will wound.
striking at the same time. Your opponent must then roll a save for each wound,
Combat is technically on a model-by-model basis, applying the appropriate AP modifiers (see 7.0 Weapons and
but it far more convenient to roll for entire units at once, Armor).
which is how this process is described. Models that equal or exceed their SV have blocked
or shrugged off the hit. Those that do not are removed as
5.1 Who May Fight casualties.
Only models in base to base contact may fight. This For example, a unit of elite knights (MS 5) is in
includes units touching corners (on the diagonals). Note that combat with orcs (MS 3). The knights player looks up his
some models may have special weapons or abilities allowing unit’s MS on the Attacker axis and then cross-references it
additional ranks to be brought to bear. with the defender’s MS. His models will score hits on die
rolls of 3 or better.
The orc player then does the same, comparing his
unit’s MS 4 on the attacker column with the MS 5 of the
defending knights. His models will need to roll a 5 or better to
hit.
After both sides have rolled for all eligible models,
made any saves and removed casualties, you can determine
who won.

Removing Casualties
As with shooting, it is helpful to remove models from
the rear ranks to simulate fresh troops pushing forward. This
also helps keep track of casualties which will determine who
In the above diagram, two different units are engaged wins that round of combat.
in melee combat. Unit A has four models in base to base In some cases, the unit may be engaged on multiple
contact, meaning it would roll four dice to conduct the sides. In this situation, “dead” models should be removed
combat. from center. Should the unit’s formation “collapse”, make
Unit B has six models in contact, four directly across every effort to keep the maximum number of models engaged
and two additional ones connected by the corner. These rather than compressing the formation.
models are indicated by the letter “X”. The models with a “Y” Some models have more than one wound, so a single
would be eligible to fight if they were equipped with pikes or hit will not kill them. In the case of monsters and characters,
spears. simply keep track of their remaining wounds on a slip of paper
or put markers on the table top to indicate their reduced
5.2 Conducting Combat wounds. In the case of units that use multiple wound-models
Compare the Melee Skill of your unit with those of (Ogres, Beastmean, etc.) simply consolidate the losses and
the target unit. If your unit’s MS is higher, the score you need remove models wherever possible.
to hit is lower. Thus if a unit of beastmen takes five hits, remove two
Your models are considered the “attackers,” even if models (a total of four wounds) and then place a marker to
they are being charged. The models they are targeting are remind you that another model has only 1 wound remaining.
“defenders.” If, in the next round, the unit takes only 1 wound of damage,
simply remove one model and the marker. This is a great deal
easier than trying to track which models have been damaged
Melee Combat Table and which haven’t.
Attacker’s Melee Skill
1 2 3 4 5 6 Commentary: Conducting Combat
1 4 3 3 2 2 2
Defender MS

Melee combat is a confused, brutal affair and there is simply


2 4 4 3 3 2 2 no clear-cut way to simulate it precisely. Rather than focus on
3 5 4 4 3 3 2 individual match-ups, combat in Conqueror is looked at as a
4 5 5 4 4 3 3 single massive scrum. Formations should be kept neat so that
5 6 5 5 4 4 3 the frontages are clear, but otherwise it is not necessary to
6 6 6 5 5 4 4 announce a target for each individual model.
Count up the number of models that are eligible to Remember to place “dead” models close to their unit until
attack. Roll a number dice for each model equal to its number combat resolution is complete – otherwise you can forget how
of attacks (the AT column on the unit profile). Since more many wounds were lost!
models have one attack, this is normally one die per model in
contact.

13
Another thing to keep in mind is that the term “attacker” and In the case of multiple units receiving a charge, the
“defender” refer simply to the dice rolling, not the overall owning player may choose the order of the Morale Checks.
battlefield situation, or even who charged whom. Both units
are “attacking” each other, and if their Melee Skills are Commentary: Mutiple Combats
different, the odds of scoring hits will also be different. This Multiple combats are an effective battle-winning tactic:
reflects the advantage that elite troops have over less attacking an already engaged unit in the flank or rear virtually
competent opponents. guarantees its rout.

5.3 Combat Resolution Cavalry units are excellent at turning flanks and providing the
Once both sides have removed casualties, it is time to decisive impact to a bogged-down combat. In addition, their
determine who won. high movement rate allows them to easily catch and destroy
The side that inflicts more wounds is considered to most fleeing infantry units (see below).
have won the combat. Note that this refers to the number of
wounds lost by each side rather than the number of models. 5.5 Retreat and Pursuit
For example, let us say a unit of knights charges a Units that become routed because of a Morale Check
unit of ogres. After saves are resolved, the knights inflict during melee combat must retreat by moving its full
three wounds and lose two wounds. movement plus d6 inches. At this point the unit is placed in
Three wounds will kill one ogre and leave another a jumbled mass. It will not move again unless charged or it
with one wound remaining. Since the knights have but one fails to rally during the rally phase.
wound per model, two of them are removed. The direction of the retreat follows the following
The knights would win this combat by a margin of 1 priorities:
wound, even though their side removed more models than the 1. Directly away from any enemy units in contact,
ogres. 2. If not engaged, towards the unit’s own starting
The side that lost the combat must then make a board edge,
Morale Check (see 6.0). If the loser does not rout, the winner 3. Through any gap between enemy and friendly
checks morale. units, or
If there is a tie (both units inflict equal casualties on 4. Through friendly units if no gap is available.
each other), the combat is considered a draw and no morale A “gap” is a space as wide as one model’s base for
checks are made. the unit in question. Thus a standard infantry unit would need
There is an exception: On the turn of the charge, a space at least 20mm wide to retreat through, while a monster
defenders check morale first, regardless of who inflicts the would a need 40mm gap. If there are no gaps – if the unit is
most losses. This simulates the devastating impact of the surrounded by enemy models – the routed unit is eliminated in
charge. place rather than retreated. No pursuit is conducted.
If neither side routs, the units will remain in place Should all of one side engaged in a melee combat
and fight another round of combat during the next player’s become routed and retreat, the victorious side will pursue
melee combat phase. unless the player wishes to try to restrain them (see
Note that the question of winning and losing depends Restraining Pursuit, below)
entirely on wounds inflicted. The modifiers on the Morale This is a voluntary decision, and players will want to
Table (6.0) have no effect on winning the combat, only how weigh carefully whether it is worth doing. The decision of
the affected units deal with the results of victory and defeat. whether or not to attempt to restraint pursuit must be made
before the distance of routed unit’s movement is known.
5.4 Multiple Combats If the owning player chooses to pursue, his troops
It is possible for multiple units to be engaged in the will surge forward into the routed enemy, seeking to destroy
same combat. In this case, players have the option to them utterly.
determine which enemy unit is the target of their units’ To determine the success of pursuit, roll a d6 and add
attacks, so long as they are in base to base contact. the unit’s basic movement. If this equals or succeeds the
Morale Checks are made on a unit-by-unit basis fleeing unit’s retreat movement, the pursuing unit has
using the same criteria above. This could mean that all, part completely overtaken and destroyed them. Move the
or none of one side flees. pursuing unit the required distance and remove all overrun
If a unit already engaged in combat is charged, that models from the table.
unit rolls Morale first, followed by its attacker. If the score is less than the fleeing unit, the pursuing
Otherwise, add up the total losses from each side. unit is simply moved the required distance after them.
The side with the greater losses rolls first, unit by unit in the A unit may only attempt to pursue a single enemy
order in which the owning player chooses. unit, no matter how many are routed and running away.
If losses are equal, the combat is a draw and no Pursuit is conducted in a straight line, directly after
Morale Checks are made. the fleeing troops. Should this lead into an enemy unit, the
Note that it is possible for a unit to charge into an pursuers are considered to have charged. No charge reaction
existing combat that results in a draw. In this case, the unit is possible due to the sudden nature of the assault.
that takes the charge must still check (this represent the initial If a unit pursues and impacts on a friendly unit, the
shock of combat) followed by the charger. pursuing unit is disordered.

14
Routed units that flee off of the table are
eliminated. Units that are pursuing them may follow them off
and leave game play, or may stop at the table edge, retaining
their current facing. In subsequent turns they may face a new 5.8 Flank and Rear Attacks
direction and continue to participate in the battle. Units that are engaged from their flank or rear are at a
Pursuit also may happen if a charging unit eliminates considerable disadvantage.
all enemy models in the first round of combat. While not The question of what facing a unit is engaged on is
strictly “pursuing” the fugitives, the victorious chargers are based on the charger’s position relative to the target unit at the
considered to be carried along with their momentum. start of the charge.
In this case, move the pursuing unit as normal, i.e. Charging units impact on the arc that has the majority
straight through the destroyed unit. of their models when the charge is declared. It is not
Note that the proximity of enemy or friendly units permissible for a unit in the defender’s front arc to wheel and
does not matter in determining whether routed units are then make an oblique or otherwise maneuver to the target
caught by their pursuers or not. It is assumed that the superior unit’s flank.
speed of the pursuers will disrupt and/or destroy the enemy
before safety can be reached.

Restraining Pursuit
If the owning player wishes not to pursue, he must
attempt to rally the unit and keep it in place. Roll for each unit
using the Command Table (6.5) and apply the appropriate
modifiers.
If he succeeds, the unit has obeyed orders not to
pursue and remains in place. If the dice roll indicates failure,
the unit pursues as normal. Note that this has no other effect
(for example, disordered units that pass the test do not return
to normal morale), it is merely to see if the unit will stand fast.

5.6 Terrain and Melee Combat


A key part of victory is the proper use of terrain.
Fighting from higher ground can provide a decisive advantage
and wise generals will seek out these benefits. In the above example, the majority of models of the
Units on higher ground add 1 to their combat die charging units are in the defender’s front arc (shown by lines),
rolls, though an unmodified score of 1 is always a miss. making this a normal frontal attack, even though the charging
units have the movement to reach the flank of the defender.
5.7 Outranking Exception: If the target unit’s front facing is entirely
While the individual skill of warriors is important, engaged, subsequent chargers starting in the target unit’s front
numbers also count, even when they aren’t directly brought to arc may move to the flank. If there is room for even one
bear. This is called “outranking,” and refers to a situation model to engage the front, subsequent chargers must do so.
where one side has more ranks than the other.
For a rank to count towards outranking it must be at
least four models wide and the unit may not be engaged to
the flank or rear.
The side with the most ranks is considered to
“outrank” the other, meaning that it receives a +1 on its
morale checks and the other side must apply a -1 penalty to its
morale check.
In the case of a multiple combat, compare the largest
ranked unit on either side.
Outranking is determined at the end of the combat,
after casualties have been removed but before morale checks
are made.

Commentary: Outranking
Outranking simulates the morale benefits of having fresh
troops moving up to reinforce the front ranks.

This is determined after casualties are removed rather than at In the above example, Unit A is already engaged with
the start of the combat because troops are not likely to be the Defender, so Charging Unit B may move to the Defender’s
encouraged by dead comrades. It is a very different thing to flank.
have numbers on your side than to have had them.
15
In the above example, Unit A is being attacked on
two flanks by infantry, but since neither Unit B nor Unit C
have a minimum of four models, the morale penalties for
outflanking and being outflanked do not apply.

Note that if there had been room for Charging Unit B


to bring a single model into contact in the frontal arc, no flank
charge would have been made.
Units may never charge to their own flank or rear,
though they may pursue in those directions.
Units being attacked from the flank suffer a -3
penalty to their morale check die rolls.
Units being attacked from the rear suffer a -4
penalty to all morale checks.
In cases where a unit is being hit on both the flank
and rear, use only the rear morale modifier.
In addition, the outflanked unit is not considered to
have any ranks for the purposes of Outranking. In this example, Unit B still is not considered to be
These penalties apply until either the combat ends or flanking, because it is too small, but Unit C is, because it is
the unit successfully changes its facing. cavalry. Two cavalry models are sufficient to outflank.
At the same time, units attacking a unit in its flank or
rear receive a +1 bonus to their Morale. Commentary: Flank and Rear Attacks
Units in square formation ignore this morale There are few units that can successfully defend against a
penalty for flank and/or rear attacks, but their ranks do not flank attack. This is why the square formation is so important
count for Outranking purposes. – it is the only way an outnumbered or otherwise vulnerable
In addition, certain weapons (such as spears and unit can hope to hold of an attack on more than one front.
pikes) lose their bonuses when engaged on the flank (see 7.2
Melee Weapon Descriptions). One of the problems in dealing with flank attacks is how to
remove casualties. Generally these are removed from the rear
Minimum Unit Size rank, but what if a unit is engaged in both the front and rear?
Units wishing to make flank or rear attacks must be a
minimum of four models in size. Monsters may count their In these cases, remove them from the unengaged sides of the
wounds as models for this purpose and cavalry count as two unit and try to keep the number of models in contact constant.
models. Thus a unit seeking to attack another unit in the rear If the unit is engaged on all sides, take them from the middle.
must, in addition to being in the appropriate arc, have a
minimum of four infantry models, or two cavalry models, or In the case of small units (or prolonged combat) it may reach
two monster models with at least two wounds apiece. the point where the unit has no unengaged models left. At that
Once the flanking unit falls below this minimum, the point, remove them as they fall from the appropriate frontage.
morale penalties of outflanking no longer apply, though
weapons such as spears are still unable to be used at full effect
unless the flanked unit’s facing is changed. 5.9 Changing Facing in Combat
Engaged units may attempt to change facing during
their movement phase. They may do so only if they are
engaged on one side: two different sides will effectively “pin”
a unit in place.
16
So a unit engaged on the rear may attempt to change The militia rolls 12 dice – six for the models in base
facing, but a unit engaged on the front and rear may not. to base contact plus the six in the second rank behind them.
Units that are engaged may not change formation; Because they are MS 2 fighting an MS 3 opponent, they will
they may only change their facing. need 4s or better to hit. They score 6 hits.
Roll a Morale Check with a -2 modifier. If it the Each side now rolls saves. The Orcs’ Save is 5+ and
result is No Effect, the unit may change facing. Turn the they make two of them, so 4 models are taken from the rear
models as appropriate and move any banners to the new front rank and set behind the unit as casualties. The spearmen have
rank. only a 6+ Save and they fail to roll any, so all three of their hit
If its ranks are wide enough on the new facing, it may models are removed as casualties.
receive the Outranking bonus and it no longer suffers the Since they have been charged, the Orcs must roll
flank/rear engagement penalty. first. The spearmen have won the combat because they have
If the unit obtains a disordered result, its facing is inflicted more losses than they have taken – so the Orcs must
unchanged and it is now disordered. include a -1 modifier on their Morale Check. In addition, the
If the unit routs, it immediately flees as normal and spearmen have one more full rank, thus outranking the Orcs.
eligible enemy units may pursue. Any friendly units within 6 So the Orcs will apply -2 to their check. They are both “D”
inches must also make Morale Checks as described below. Morale units. The Orc player rolls two dice and obtains and
11, which even lowered to a 9 means “No Effect.”
Commentary: Melee Combat The spearmen player now rolls. They are +2,
Units in Conqueror are only rarely going to be wiped out because they have inflicted one more casualty and they
because of battle losses. It is much more likely that a badly outrank their opponent. They roll a 6, which would result in
mauled unit will simply flee the field and be destroyed in the their becoming Disordered, but the +2 modifies it to “No
subsequent pursuit. Effect.”
During the Orc player’s turn, a unit of Mercenary
That is why flank and rear attacks are so dangerous – they Knights (gray) charges into the flank of the spearmen.
create heavy morale penalties that all but guarantee average
units will flee. With their rapid movement, cavalry also take
on an important role because it is easier for them to get to
flanks and then destroy retreating infantry.

Example of a Multiple Combat

In the illustration below, a unit of Freeholder militia


spearmen (blue) from Weirland has just charged some Borean
Orc Swordsmen (red) from the Tusk Confederation. The
wider bases of the Orcs mean that fewer of their models are
able to engage. The militia, on the other hand, gets to use its
second rank because it has spears (see 7.2 Melee Weapon
Descriptions.

With a Melee Skill of 4, they will hit the spearmen on


3+, but the spearmen will need a 5+ to hit them in return.
The spearmen have some decisions to make. With
the knights on their flank, the rear rank is shifted over to make
contact. This is because units must have as many engaged
with the enemy as possible (see “centering up” under 3.6
Charging and Charge Reactions).
Because models may only make one attack per
combat phase, the spearman player must decide which models
will attack the knights and which will fight the Orcs. The two
models on the left side (marked with an “X”) can fight either.
Combat is simultaneous, so both players roll at the He decides to have them fight the Orcs, since they
same time. The Orcs roll five dice and then check the result will hit them on a 4+ but will need 5+ to hit the knights. The
on the Melee Combat Table. They are MS 3 attacking MS 2, remaining three models on the flank will fight the knights.
so they will hit on 3 or better. They roll 3 hits. Note that only one rank of spears may fight on the flank or
rear in this formation. If the spears had been in square
17
formation, the three models marked “A” could fight the margin of victory (inflicting 6 casualties vs taking 4 of their
knights (but not the Orcs). own) but they are at -3 because they have been charged in the
flank. In addition, the flank charge negates their ranks for
Outranking purposes, meaning they are now Outranked (-1
modifier) by the surviving Orcs. Finally, the unit has lost 10
models, which means it is also Shaken (see 6.2 Shaken under
the Morale rules). So they have a net modifier of -3 to their
Morale Check, which is tough for a “D” Morale unit.
Still, luck is with them – the dice roll a 12, which is
modified to a 9 – No Effect.
Each opposing unit now tests. The Orcs are also
Shaken, lost the combat by 2 kills, but they Outrank the
enemy, so their net modifier is -2. The die roll is a 6, modified
to a 6, which leaves them Disordered. The Mercenary Knights
now roll. Though they lost no models, they are affected by the
overall combat result of -2. However they also receive the
Outranking bonus and in addition get +1 for outflanking the
spearmen. They are not Shaken so their net modifier is zero.
They roll a 7 and receive No Effect.
During the next combat phase, luck returns to the
Orcs, who score 3 hits and the knights inflict 3 as well.
Because they are not charging with lances, the spearmen may
save against all the attacks and make one, leaving 5 dead
spearmen models.
The spearmen score one hit on the knights (which
saves) and only 4 hits on the Orcs, two of which save, for a
Combat is simultaneous, so both players roll their
total of only 2 kills. With no one charging, the spearmen test
dice. The 12 models facing the Orcs score a respectable 8
first, as they lost the combat.
hits, while the three facing the knights get one. The Orcs fail
They lost the combat by 3 (-3), are Shaken (-1),
6 of their saves, but the knight makes its save.
Outranked (-1), and have Flank Attack (-3), for a net result of
The Orcs obtain only 2 hits and the Mercenary
-8. They roll a 9, which isn’t good enough and the unit Routs.
Knights a paltry 2 as well.
The Orc player announces he will pursue (note that this is
Because the knights are using lances and charging,
done before the distance the routed unit moves is determined.
they have AP 2, negating the spearmen’s Save of 6. The other
The spearmen player now rolls a die (getting a 4) and
two spearmen fail their Save roll, so 4 spearmen are casualties.
adds his movement (4) for a total of 8 inches. The Orcs roll a
The Orc player removes his casualties from the rear
1, meaning they move only 5 inches forward, but the
rank, but the spearmen are engaged on one side, so their losses
Mercenary Knights roll a 4, which coupled with their
will come from the unengaged models on the left rear. This
movement of 7, means they roll 11 inches forward, wiping out
will jumble their formation, but it maximizes engaged models.
the spearmen utterly!
Since the unit is hit on the flank, it cannot count rank bonuses
Note that because the spearmen were routed, the
anyway.
other units did not need to make a morale check.

The Orc player thus lost the combat by 2 kills, but


because the Mercenary Knights made a charge, the spearmen
must roll first. The spearmen add +2 to their die roll for their
18
6.0 Morale 6.1 Morale Results
Morale measures the fighting spirit of units and their No Effect means that the unit’s morale does not
willingness to take losses and keep going.. change. So if the unit was already in its normal morale state,
All units begin in a “normal” morale state. They are it is fine and can be said to have “passed” the test. If it is
in good order and ready to fight. As the battle progresses, disordered, it remains disordered until it rallies (see 6.4
they may become disordered or even rout. Rallying).
To conduct a Morale Check, roll two dice and Disordered means the unit has become rattled and its
consult the Morale Table, using the appropriate modifiers. ranks are somewhat jumbled. Disordered units may fight,
Morale must be checked when: move and so forth without any additional penalty, but all
1. A unit takes hits from shooting, subsequent Morale Checks are at -1 until they rally.
2. A unit has fought a round of close combat, Disordered units that roll this result again may ignore it
3. A friendly unit within 6 inches is routed Routed means the unit has lost the will to fight. It
during Melee Combat, will flee directly away from the enemy by moving its full
4. A unit is within 12 inches of the Army movement plus d6 inches. At this point the unit is placed in
Commander when he is killed, a jumbled mass. It will not move again unless charged or it
5. A cavalry unit wishes to Countercharge. fails to rally during the rally phase.
Note that in a multiple combat it is possible for the Routed units that are successfully charged are
rout of a single unit to cause other units on its side to make eliminated from play. The charging unit makes its full
Morale Checks even if they have already done so or are not movement as if the routed unit was not there, effectively
required to because the combat was a draw. blowing through the mass of fugitives.
It is also possible that units breaking from a nearby
combat can cause friendly units to flee from unrelated battles. Commentary: Marking Morale
This is intentional and represents the speed with As the battle progresses, it is easy to forget which units are in
which panic can spread through an army, particularly among which morale state. Normal units of course need no markers,
low morale troops. In both of these cases, the enemy may opt but how should one note disordered vs routed units? Some
to pursue or remain in place. players may prefer cardboard markers or coins, but these can
spoil the aesthetic of the tabletop.

Morale Table A nice alternative is to use a small bit of cotton wool.


A B C D E Disordered units place a bit of it along their front rank – or if
2 or less R R R R R engaged, on top near to the front. This can be thought of as
dust rising from the confused movement within the ranks.
3 D D R R R
4 N D D R R Routed units are not only jumbled, but also running away, so
5 N N D D R put the “dust cloud” behind them, to show their flight.
6 N N N D D Especially ambitious players may want to dye the cotton, so it
7 N N N N D looks more “dusty,” but it isn’t really necessary.
8 N N N N N
Shaken units, discussed below, don’t really need a marker
9 N N N N N since their reduced size pretty much indicates that they are in
10 N N N N N bad shape. And remember, shaken is not a morale condition –
11 N N N N N you cannot rally from being shaken!
12 N N N N N
Results: 6.2 Shaken Units
As they take casualties, units will understandably
N: No effect.
find their fighting spirit failing. Depending on their Morale,
D: Disordered – unit remains is place, -1 Morale.
units may reach this point after taking as few as 25 percent
R: Routed – retreat unit d6 inches plus normal movement.
casualties or as high as 50 percent.
When a unit has lost models in excess of this limit, it
Die Roll Modifiers:
is considered “shaken.” It may function normally, make
Outrank opponent: +1
charges and fight, but all Morale Checks are at a -1 modifier.
Attacking opponent in flank or rear: +1
It is important to remember that whether or not a
Within 12 inches of Army Commander: +1
unit is shaken has nothing to do with its morale state. It is
Victor in Melee Combat: + margin of victory
possible for an unshaken unit to be routed and for a shaken
Disordered: -1 Shaken: -1
unit to be in a normal morale state.
Flank attack: -3 Rear attack: -4
Shaken merely modifies morale, it otherwise has no
Outranked by opponent: -1
effect on the unit.
Attacked by flyer: -2
Defeated in Melee Combat: - margin of defeat
Change facing while engaged: -2

19
When Units Become Shaken two dice and comparing the result to the Command Table
Morale Unit is Shaken when it is… (6.5).
A Under 50 percent starting strength Shaken units have a -1 penalty applied to their
B Under 67 percent starting strength Command Table dice roll.
C, D, E Under 75 percent starting strength

The shaken penalty is applied as soon as it is reached, If the die roll is greater than the number indicated, the
so if a unit loses enough models to put it past its this point unit has rallied and returns to normal.
during Melee Combat, apply the negative modifier during the Units which fail their rally attempt remain routed
subsequent Morale Check. and must immediately move their full movement plus d6
Remember that the point when a unit is shaken is inches until they leave the board edge.
determined by its own morale, not one modified by a Disordered units remain in place.
character that joins a unit. As explained below, characters can Remember that shaken is not a morale state – units
be critical in raising morale, but they have no effect on when a cannot rally out of it.
unit becomes shaken. Rallying is the only way disordered or routed units
can return to their normal.
6.3 Morale Modifiers
Morale is constantly being affected by battlefield 6.5 The Command Table
conditions. Perhaps the most important is the margin of defeat The Command Table is used to determine if units
in a melee combat. will obey orders. While Morale Checks test fighting spirit and
If a unit loses a melee combat, the margin of wounds motivation, the Command Table focuses on discipline and
by which it - or its side in a multiple combat - was defeated is leadership.
subtracted from the subsequent morale dice roll. The Command Table is used for rallying and also to
For example, if an infantry unit loses 4 models to a restrain pursuit (5.5).
cavalry unit and inflicts none in return, it will test first (for
having lost the combat) and apply a -4 modifier. Command Table
Conversely, the victorious unit may add the margin Morale A B C D E
of its victory to its morale die roll. So in our above example, Die Roll 4+ 5+ 6+ 7+ 8+
the cavalry unit would add 4 to its morale roll.
Note that the modifiers for having an army Die Roll Modifiers:
commander nearby, the margin of victory/defeat and Within 12 inches of Army Commander: +1
outranking apply to all units on one side. Those for front/rear Shaken: -1
attacks, being Disordered and Shaken apply only to the
individual units. Also note that normal morale modifiers are not used
when attempting to rally, only those given on the table. It is
assumed that units
Commentary: Morale Modifiers
The number of morale modifiers may be confusing to some
players and may even seem redundant. After all, what is the
purpose of having units become both shaken and disordered?

The answer is that while both simulate the gradual erosion of


discipline and fighting spirit they have different causes.

A Disordered unit may be temporarily thrown of balance, but


can regain its composure by rallying.

Shaken units, by contrast, are permanently degraded by the


casualties they have taken. This is why players will often opt
for fewer, larger units because these can absorb more
casualties before their morale deteriorates.

Finally, players need to remember that margin of victory in the


combat is separate from morale modifiers. It is possible for a
unit to win the combat but still have negative morale check
modifiers.

6.4 Rallying
Unengaged routed and disordered units may attempt
to pull themselves together during the Rally Phase by rolling
20
7.0 Weapons and Armor Great Weapon: This category includes battle axes,
Weapons and armor play a significant role on the two-handed swords, pole arms and so forth. They receive a
battlefield. Unarmored troops with clubs are naturally inferior bonus of AP 2 each turn they are used. Units using great
to heavily armored knights on horseback. weapons may not use shields in melee combat. They may not
The default weapon option is a hand weapon, usually be used on horseback.
a sword, hand axe or even sturdy club. However, many of the Two Hand Weapons: Some models may wish to
armies in Ryeworld use more specialized weapons that have use a weapon in each hand. This precludes the use of a shield,
their own unique advantages. but grants an extra attack.
Note that individual unit descriptions may include Flail: This includes morning stars, ball and chains
additional benefits that add to these weapons. and other hinged weapons. They hit very hard and are capable
While all units are considered to have a hand weapon of whipping around shields to deadly effect. They grant the
as a backup (or last resort), it should go without saying that user AP 1 and negate any shield bonus.
units always fight with their primary weapon. Thus a unit Pike: Pikes are longer, heavier spears that require
with great weapons will always use them, even though it may two hands to use properly. Like spears, they allow the unit to
be tactically advantageous to switch to hand weapon. fight with an extra ranks . This “bonus rank” may only be
used to the front; flank and rear attacks receive no such bonus,
7.1 Armor Penetration though units that successfully change facing while engaged
Armor Penetration or AP describes the way certain may employ the second rank.
weapons are designed to rip through armor, bone and muscle. Units in a square formation are able to use it on all
AP is usually given as a number that is deducted sides, but players must remember that given models may only
from the target unit’s SV dice rolls. For example, if a unit fight once per melee combat. Players should clearly designate
with a SV of 2 was attacked by a unit using AP 2 weapons, it which models are fighting on which front.
would need to roll 4+ rather than the normal 2+. Pikes have AP 1 and may “set” against cavalry
charges (see 7.6). Obviously, they may not be used on
7.2 Melee Weapon Descriptions horseback.
Lance: Charging units using lances receive a bonus
of AP 2 for that turn only. In subsequent turns the lance is Melee Weapon Summary
replaced with a hand weapon. Models on horseback only. Weapon Special Rule Shield?
Spear: Spears allow the unit to fight with an extra Hand None Yes
rank. This “bonus rank” may only be used to the front; flank Weapon
and rear attacks receive no such bonus, though units that Lance AP 2 Yes
successfully change facing while engaged may employ the Spear Two ranks fight, may set against Yes
second rank. charging cavalry
Units in a square formation are able to use it on all Great AP 2 No
sides, but players must remember that given models may only Weapon
fight once per melee combat phase. Players should clearly Two hand One additional attack No
designate which models are fighting on which front. weapons
Flail AP 1, negates opponent’s shield Yes
Pike Two ranks fight, AP 1, may set No
against charging cavalry

7.3 Missile Weapon Descriptions


Short Bow: These are smaller bows, often made
from composite materials. They may be used on horseback or
on foot.
Long Bow: These massive weapons are made from
single staves of wood, often yew, and have tremendous range.
They may not be used on horseback.
Crossbows: Crossbows are far more powerful than
bows. To reflect this they have greater range and additional
If Unit A is using spears, 8 models rather than 4
penetrating power.
would be able to fight (the models marked with box X and Y.
Crossbows have an Armor Penetration of 1 and may
If Unit B also had spears, it would be able to bring 12
not be used on horseback.
models into the combat: the six in the front rank (X) and the
However, they take a longer time to reload, which is
six behind them (Y). Note that the diagonals allowing the
why they may only fire during the owning player’s shooting
corner models to fight also apply to the models behind them.
phase. Light crossbows use a stirrup and waist belt to cock
Spears may “set” against cavalry charges (see 7.6).
them while heavy ones use a crank mechanism to draw back
Spear may not be used on horseback.
the string.
Mace: These hand weapons are specially designed to
Harquebus: These are early gunpowder weapons,
penetrate armor. They grant the user AP 1.
and often required a rest to fire accurately. Though their range

21
is fairly short, they have impressive penetrating power. They 7.5 Cavalry
also take a long time to reload, and may only fire during the Fighting from horseback offers considerable
owning player’s shooting phase. Models on foot only. advantages, which is why the mounted knights were so
Thrown Weapons: Throwing axes and javelins may effective. In game terms this amounts to two bonuses: an
be used even if a unit has conducted a charge, though only the increased save and greater mobility.
first rank may shoot. Models on horseback receive a bonus of +1 to their
Apply the -1 movement penalty as normal. Save. Thus a model with heavy armor and shield on foot that
The attack is worked out after the chargers have been is riding a horse would have a 3+ save rather than their normal
placed in contact with the target unit and they may only be 4+ one.
targeted against a unit in base to base contact with the To further enhance one’s protection it is possible to
shooting unit. armor the horse as well. This armor is called barding and
Resolve the effect of shooting immediately. Note while it brings even more protection, it does so at the cost of
that this may cause the enemy unit to become disorganized or slowing the horse down slightly.
routed. If the target units does rout, the chargers will move Barded warhorses add an additional bonus of +1
their full charge distance in the direction in which they fled. If to the Save, thus a model with heavy armor, shield and riding
they catch the routed unit, it is destroyed as normal. Thrown on a barded warhorse has a 2+ save.
weapons may not be used in the event of a failed charge. Horses increase the movement of models, generally
Thrown weapons are never considered to be at long to 8. Other forms of mounts, such as wolves, may increase it
range. even further.
Pistols: Because of their short range and ease of use, However, barding reduces the movement rate by 1
the early handguns function like thrown weapons. They are inch. Thus a model on a barded warhorse moves 7 inches per
AP 1 to reflect their hitting power, but because pistols are turn.
faster to reload (and small enough that more than one can be Otherwise, cavalry is free to move, fight and run like
carried), they may be fired every turn. all other models.
These modifiers are already incorporated into the
Missile Weapon Summary profile of cavalry units, and they are designated as such in the
Missile Weapon Short Long AP army list.
Range Range
7.6 Setting Against Cavalry Charges
Throwing Axe1 6” NA NA
Spears and Pikes can be grounded to absorb the
Pistol1 6” NA 1
impact of charging horsemen. To reflect this, if a unit
Javelin1 8” NA NA equipped with either weapon is being charged to its front by
Sling1 15” NA NA cavalry and elects to Stand in Place, it receives an additional
Short Bow 12” 24” NA AP 1. This gives spears AP 1 and pikes become AP 2.
Long Bow 18” 36” NA Thus, knights in heavy armor and shield riding
Light Crossbow2 12” 24” 1 barded warhorses (normally a 2+ save) would receive only a
Heavy Crossbow2 18” 36” 1 3+ save when charging set spears and a 4+ save when
Harquebus2 12” 24” 2 charging set pikes. This bonus is operative on the turn of the
1
No penalty for long range. charge only and is negated if the defending unit is being
2
May only fire during own player’s Shooting Phase charged to the flank or rear.
The bonus has no effect against charging infantry
7.4 Armor and if a unit is charged by both cavalry and infantry, only the
Armor greatly improves the odds of troops surviving cavalry is affected.
combat. The Save characteristic is based largely on protective Units that are in square formation have no flank or
gear and uses the following scale. rear, thus they would receive this bonus against cavalry
charging on all sides.
Equipment Save Units that are already engaged do not receive this
None None bonus.
Shield only or light armor only 6+ Basically, it is a specific (but very effective) defense
Shield and light armor or heavy armor only 5+ that was developed against charging cavalry units.
Heavy armor and shield 4+
7.7 Maximum Saves
As noted above, Saves may be negated by Armor The best Save a model may ever have is a 2+ save.
Penetration. No magic, special abilities or any other item improve a save to
Certain weapons (such as great weapons) cannot be beyond 2+.
employed at the same time as a shield, but they may still be
used to defend against missile fire. 7.8 Optional Shooting Rule
In this case it is assumed that the models swing the Players who don’t mind some additional
shields around or toss them out of the way just before combat bookkeeping may have crossbows and harquebuses fire every
is joined. other shooting phase, taking a phase in between shots to

22
reload. This gives crossbows more flexibility while retaining 8.0 Characters
their slow rate of fire. While the bulk of the forces on the battlefield are
Remember that these weapons may not shoot rank and file soldiers, heroic individuals play an important
chargers if they firing during the previous shooting phase as role in battles in Ryeworld.
they are reloading. We call these individuals “Characters” and a number
of special rules apply to them.
Commentary: Optional Shooting Rule Each character model represents one person of
Though firearms eventually replaced bows, it was not until the exceptional prowess, plus a small group of retainers,
1800s that muskets could compete with long bows in terms of bodyguards and/or servants.
rate of fire, range and accuracy. Their big advantages were If they are not in a unit, Characters may always run
their ease of use and hitting power. and they see and shoot 360 degrees.
Characters within units may not be targeted by
The optional shooting rule allows players to use crossbow and magic or missile fire, however characters on their own may
harquebus units in a more reactive mode, such as firing a be picked out for shooting.
volley into a charging unit. Of course, doing this forfeits the Certain magic items or spells permit the targeting of
shooting phase during their own turn, but this extra flexibility characters within units, but this is clarified in their description.
can be decisive. Characters that are on their own are considered to be
skirmishers, and therefore benefit from a -1 to hit modifier in
shooting attacks.
Like other units, characters wear armor and may be
armed with specific weapons. Unlike other models, characters
are equipped on an individual basis and may carry different
equipment than the models around them. It is helpful to
choose models that carry the right armor and weapons to
reflect these differences.
Characters also have ML scores and must make
morale checks if they engage in battle or take a wound, just as
other units.

Commentary: Characters
Characters add flavor, a little extra combat power, but their
most important contribution is leadership. Characters that
walk the battlefield alone will quickly be shot down or
Swarmed (see 8.6 below).

Note that there are no rules protecting characters on their own


from missile fire or magic. Indeed, the small concentration of
a character and his guard would present an irresistible target
for most marksmen and players will no doubt feel the same
desire to shoot down any characters swanning about the
battlefield on their own.

8.1 Characters and Units


Though individually powerful, characters are of
limited use on the battlefield by themselves. That is why they
often join units to lead or assist them.
Characters may join a unit during the movement
phase simply by moving adjacent to it. The character may
choose to be in either the front or the rear rank, depending on
the player’s preferences. Note that this may exceed the
character’s normal movement allowance.
A unit may not move after a character has joined it
and characters may not join a charging or routed unit.
Characters may join disordered units.
Characters may not leave or join units engaged in
melee combat.
Because of these restrictions, players may often find
it convenient to set up characters within a unit from the start

23
and tailor their use of characters specifically to bolster specific This bonus does not apply to any unit the Army
position. Commander has joined (thus one does not get to use the Army
Characters may move within a unit only if it is Commander’s morale and a +1 die roll modifier).
already engaged and they wish to participate in the fighting. If the Army Commander is killed, all friendly
This is done during the movement phase and takes the units within 12 inches must make an immediate morale
character’s entire movement. check.
For example, if a character is in the front rank and the
unit is charged in the rear, he misses the first melee combat Commentary: The Army Commander
phase, but during the subsequent movement phase may move The Army Commander’s ability to raise the morale of all
through the ranks to engage the enemy. friendly units within 12 inches means that his placement is not
A character may not move from one engaged front to to be taken lightly. Many battles have been lost by placing the
another – if there is fighting, he will stay where he is. Army Commander on a far flank and leaving the bulk of the
Characters may join units of skirmishers. army on its own.
Characters may leave units at the start of the
movement phase before the unit has moved. The character Similarly, players will want to think carefully before deciding
may move from one unit and into another, but if the character to pursue routed enemy units with their Army Commander.
joins a new unit, that unit may not subsequently move. At the least, he could be separated from many of his troops –
at work he could leave the battlefield entirely.
Characters in the Front Rank
Characters in the front rank may improve the unit’s
8.4 Characters in Melee Combat
Morale (see below), fight duels, and may shoot any enemy Because characters are so powerful, they are granted
units within their Line of Sight as normal. They may also cast an extra attack during the melee combat phase. These attacks
spells at units within their LOS. Most characters will want to may be directed at specific models or be used in a duel. In
be in the front rank if they are in a unit. most cases, players will simply roll two dice for the
character’s attacks against models in the unit.
Characters in the Rear Rank
Characters in the rear rank do not provide any Morale
8.5 Duels
bonuses. They may still fight models in base to base contact Being powerful individual fighters, characters often
(if their unit was charged in the rear, for example), and may seek out other characters on the battlefield. This is called a
move into the front rank during their movement phase. duel.
They may not engage in shooting attacks (even if the To conduct a duel, both characters have to be already
unit is in square formation), but may cast spells only on the in engaged units and in a position to reach one another – that
unit they are with, or use the Wizards’ Duel and Countermagic is, they must be in engaged ranks.
spells. The player whose turn it is may issue the challenge to
a duel. He does so by stating which character is issuing the
8.2 Characters and Morale
challenge and who he is issuing it to.
Characters tend to be natural leaders, inspiring those
After he has issued his challenges (if any), the non-
around them with their feats of martial prowess.
phasing player may then issue challenges of his own.
To reflect this, characters with a unit increase that
Characters that have been challenged to a duel have
unit’s morale to their own. Thus a character with ML A in an
two options: they can accept the duel or decline it.
ML C unit would raise that unit’s ML to A.
If the unit is routed, any characters are swept along in
Declining the Duel
the flow and may not leave the unit. If he declines it (coward!) place the character in the
They may still apply their leadership to the unit in back rank. He no longer adds any morale bonuses for the
subsequent rally attempts and should they succeed (and the rest of the battle and may not fight for that turn. He may
unit rally), they rally along with them and may then leave. move up to a fighting rank in subsequent turns, but the morale
effect is permanent. Having been shown to be gutless, he can
8.3 The Army Commander
no longer inspire those around him.
Each army must have a leader. He gives the orders
The only exception to this is that a challenge issued
and helps to rally the troops. His talent and leadership is
by a character being swarmed (see 8.6) may always be
essential if the army is to win the battle.
declined without penalty.
To indicate the army commander, players should
place a suitable standard bearer model next to him. This
Accepting the Duel
model has no function on game play (it may not attack, or be If he accepts, move both character models so that
shot at), but instead is there to provide a visual cue. they are in base-to-base contact and resolve the combat
Army Commanders are so inspiring that they add a between them. This means that most characters will roll 2
+1 to the morale check of every friendly unit within 12 dice.
inches. Measure this distance from the commander model No other models may participate.
rather than the standard bearer.
Lance bonuses only apply for the first round of
the duel. After that hand weapons are used.

24
To the Death! 8.6 Swarming Characters
If neither model is killed after one round of fighting, Occasionally, it may chance that a single character
the duel will continue for a second, third or more rounds. comes face-to-face with a formed unit. With two attacks,
This simulates the intensely personal nature of the good armor and high Melee Skill, it could be very difficult for
combat and the fact that both sides are seeking a quick kill. the unit to defeat the character which would result in the unit
Once a model is killed, the duel is over. Note that being effectively pinned by a tiny force of warriors.
since combat is simultaneous, it is possible for both models to To reflect the utter unrealism of this happening,
die (a double-kill). single character models may be swarmed by units. In
Wounds lost in a duel count in determining who won essence, the unit simply surrounds the character and uses
the overall combat, but damage in excess of a model’s wounds overwhelming numbers to slaughter him and his henchmen.
are ignored (there are no bonus points for desecrating the Swarms may only be used on single characters by
corpse!). otherwise unengaged units. Note that it is possible for a
For example, if a human character with 2 wounds character that started a battle with a unit to be the last
takes three hits and fails to save against them, the “extra” surviving model - and subsequently swarmed.
wound is essentially wasted. To execute a swarm, simply move a number of
models out of the unit sufficient to completely surround the
I want to live! character. Optionally, (to save time) players may simply note
Occasionally, a character will accept a duel and then how many models will fit in base to base contact and make
decide (perhaps after getting pounded a bit) that discretion is that many attacks.
the better part of valor. Characters may leave a duel at the end The morale modifiers for outranking still apply if
of any round of combat by simply moving into the rear rank as there are sufficient models remaining in ranks and, in addition,
if they had refused in the first place. They still forfeit any the character counts as being outflanked. Remove casualties
morale bonuses they might have provided for the rest of the from the rear ranks as normal.
battle and any wounds they have already taken will count for If a swarming unit has characters in it, they are not
combat resolution. required to participate in the swarm. If challenged to a duel,
For example, a character with three wounds loses two they may decline the duel with no ill effects (“Don’t waste my
of them in the first round of combat. He then decides that the time. Kill them all.”)
back rank looks much more comfortable. So before a second Units equipped with spears and pikes that swarm a
round is resolved, the player announces the duel is over and character may not fight in ranks.
placed the character in the rear of the unit.
The two wounds he has already lost will count in Commentary: Characters
determining the overall winner of the combat between the two Characters have two primary functions: they enhance unit
units, however the character remains alive and theoretically morale and they add a little extra combat strength. Players
can escape like the gutless weasel he is. will also find that characters are particularly good at killing
monsters, especially if they have magic weapons.
Commentary: Duels
Some players may not be interested in duels as they slow the One thing characters are very bad at is defeating large
game down slightly and distract from the “big picture” of the numbers of rank and file troops. Even the strongest character
larger battle. can be overrun and “swarmed.”

However duels can be highly significant and there should be a Characters are elite warriors, often leaders and kings. Their
mechanism where opposing heroes can go after each other and best place is with their men, not out by themselves.
help decide the battle. Historically, many kings and generals Skirmishers (described in the next section) are particularly
preferred to be the thick of the fighting, from Alexander the effective at hunting down lone characters.
Great to Richard the Lionhearted.

Whether that is the best use of your general is up to you. The


thing to keep in mind is that a character who is tearing around
the board looking for enemies to kill is not likely to be of
much help in steadying wavering troops in the battle line.

A significant exception to the rules for duels is that characters


that are being swarmed (see below) may decline them without
negative effects. There are two reasons for this. In game
terms, it allows characters to unrealistically bog down larger
units with a game mechanic. Moreover, a character leading a
battalion of troops against a handful of champions can
credibly wave off their cries for single combat as an act of
desperation.

25
9.0 Skirmishers This is perfectly legal and an essential part of the
Most troops fight in formed units, but some prefer to battlefield role for skirmishers.
operate in loose formations, scouting ahead or smelling out the Skirmishers are also less vulnerable to artillery
enemy’s weak points. We call these troops skirmishers, and attacks (see 13.6 Skirmishers and Artillery).
they play an important role in covering the army’s flank and
harassing the enemy. 9.4 Skirmishers in Melee Combat
Like other units, skirmishers may charge and may be
9.1 Skirmish Formation charged. In order for a skirmish unit to charge, at least half of
The skirmish formation is really just a loose its models unit must be within the range of the target unit.
gathering of models with each no more than 2 inches from However, only one model need be in range for a
each other. Units designated at skirmishers always use this skirmish unit to be charged.
formation.
Skirmishers have no front, flank or rear facing. They
may move in any direction.
They can be in a circle, a line or just about any way
you can think of, so long they are all connected in some way.
Should gaps appear because of casualties, the player
must place them back within the 2 inch range during the next
movement phase.

In either case, once melee combat is joined, the


skirmishers are moved into base to base contact with the
opposing unit and formed into ranks which maximize the
charger’s frontage. Skirmishers formed up in this manner do
not count as having ranks for “outranking” purposes.
If they are being charged, the skirmishers form to the
charger’s front. Since skirmishers have no front flank or rear,
they are never subject to the penalties from being attacked in
9.2 Moving Skirmishers these arcs.
Because of their training and their loose formation, it
is far easier for skirmishers to get around. Skirmishers may
therefore:
1. Ignore movement penalties for difficult terrain and
linear obstacles,
2. Move or charge in any direction; and
3. May always make Run moves, even if they begin
their turn within 8 inches of an enemy unit.

9.3 Shooting and Skirmishers


Their dispersed formation makes skirmishers a harder
target for missile fire. Shooting attacks directed at skirmishers
have a -1 penalty to hit. This, combined with other modifiers
(such as hard cover) can make skirmishers very difficult to hit.
Similarly, being in an open formation allows
skirmishers a wider field of view and greater flexibility for
their shooting. If the skirmishers are the ones charging, they are
Skirmishers have a 360-degree field of vision and placed on the side with the majority of charging models. If
shooting arc. Skirmisher models do not block line of sight for this is to the target unit’s flank or rear arc, the skirmishers
other models within the same unit. will gain the +1 morale bonus for flanking the enemy inflict
However, the LOS of other units is obstructed by the -3 or -4 penalty for flank or rear attacks, and will
skirmishers as long as they are in cohesion. It is therefore neutralize the defender’s rank bonus (if any).
possible for a relatively small unit of skirmishers to block the
LOS for a large area if they are spread out to their maximum
distance.

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. 10.0 Standard Bearers
Battle standards are an ancient tradition. They serve
as a visual cue and a rallying point for the unit.
In Conqueror, standard bearers serve a similar
purpose. Each unit may field a standard bearer as part of its
complement of models. It fights like any other model in the
unit and should be the last model removed as a casualty.
The standard bearer’s purpose is to indicate the
facing and formation of the unit (and they also look pretty).
Units in column should place the standard bearer in
the center of the front rank. This indicates the front of the
unit.
Units in square should place the standard bearer in
the center of the unit.
Players may opt to have a unit carrying the Army
Commander’s banner, in which case the model can do double
duty – and unlike the Army Commander’s standard bearer,
can actually fight.

Skirmishers are considered to pursue in skirmish formation


and will assume this if they are routed as well. If the combat
ends for any other reason (for example, the enemy is wiped
out) the skirmishers may spread back out in their next
movement phase.

9.5 Characters in Skirmish Units


Characters may join skirmishers just as they may
other units. They may shoot and fight along with them, and
add their morale bonuses as normal.
If a skirmish unit is charged or charges, the character
must be placed in contact with the enemy, or its leadership
bonuses will be forfeit.

Commentary: Skirmishers
Skirmishers have several uses. Missile troops can put down
devastating fire and their open formation means that regular
missile troops are at a disadvantage to shoot back.

Skirmishers are also good at seizing objectives, such as a


bridge or gate because of their ability to ignore terrain and
maneuver freely.

They can screen large sections of the board, blocking magic


and shooting attacks.

Finally, they can slide into gaps in the enemy line or around
the flanks, delivering potentially game-winning flank and rear
charges.

The one thing skirmishers cannot do is slug it out with regular


“line” units. They should seek melee combat only when
absolutely necessary.

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11.0 Monsters 12.0 Chariots
There are many creatures that lurk in the wild places Chariots are somewhat archaic devices that are
of Ryeworld. Occasionally they are persuaded (or compelled) occasionally used on the battlefield. Usually using horses or
to join the armies as they march to war. other suitable beasts of burden, chariots provide two
Because of their great size and power, monsters are advantages in combat: they offer a firing platform for missile
units unto themselves, easily able to defeat ten times and more weapons and they can inflict considerable damage by
than ten times as many enemies. Some monsters are capable trampling enemy units.
of flight (see 16.0 Flying Units).
12.1 Moving Chariots
11.1 Movement Chariots are independent units; they never rank up
Though monster models represent individual and never assume a formation. Chariots move as monsters do,
creatures, monsters are far too ponderous to move as freely as turning at will without paying any cost.
characters. However, chariots are rather fragile and may never
Monsters do not need to wheel and may change enter woods or difficult terrain. A chariot compelled to do so
direction freely, but are still limited to charging units within for any reason is destroyed.
their front arc.
12.2 Chariots and Shooting
11.2 Melee Combat Chariots provide excellent shooting platforms and
Monsters are immensely powerful creatures and not missile-equipped troops riding on them have a 360-degree arc
easily intimidated by superior numbers. Depending on their of fire.
profile, they may have additional attacks that may be divided
between separate units if they so desire. 12.3 Melee Combat and Trample Attacks
In addition, monsters never suffer a morale penalty Chariots fight as other units and their profile
for being outranked. Conversely, they never can gain the represents the chariot, its crew and the beasts that draw it.
outranking bonus against normal units. Chariots that take damage fight at full effect until destroyed.
This does not prohibit units with ranks fighting them In addition to their standard attack, chariots may
from gaining a morale bonus for outranking the monster. attempt to trample enemy infantry units and characters on
This reflects the fact that while monsters don’t much foot. Only charging chariots may attempt a trample attack
care how many people they are fighting, the unit can still draw and this attack has no effect on defending cavalry, monsters or
inspiration from its superior numbers. artillery.
Monsters do have flank and rear facings and suffer Trampling attacks inflict d3 hits on the target unit
the normal penalties from being attacked in these directions. with no save possible (armor isn’t much use when you are
However, after the first round of combat, monsters may turn to being run over).
face whichever direction they wish – even if they are engaged It is possible for unengaged infantry units to avoid
on more than one side. this damage by attempting to open ranks and let the chariot
through. To do this, the unit must make a Morale Check with
11.3 Duels with Monsters a -2 modifier. If the die roll indicates a “no effect” result, the
Many monsters are highly intelligent and possess a unit has successfully gotten out of the way and the chariot is
profound sense of pride (if not outright arrogance). This placed at least one inch behind the unit on the opposite side
means that they will occasionally grant single combat to a from which it entered. The chariot may go farther if it has the
character wishing to challenge them to a duel. movement to do so. This does not count as a failed charge, so
However, unlike normal characters, monsters pay no the chariot’s base movement is still doubled.
penalty for declining a duel – they simply roar or laugh off the If multiple chariots are charging, a test must be rolled
challenge with contempt. for each one in turn. It is possible for some chariots to be
Monsters that accept the challenge are bound by its “dodged” and for others to impact, but if the unit routs, all
restrictions – they will attack only the challenger and no other chariots may be eligible for pursuit.
models may intervene. The duel is to the death, or until the If a unit is charged by a chariot and a non-chariot
character flees in terror to the rear rank of an engaged friendly enemy unit, it may attempt to “open ranks” as normal, but
unit (if any). even if it succeeds, it is considered Disordered when the non-
A monster that flees is considered Routed and all chariot unit reaches it.
enemy units that were engaged with it may attempt to pursue.

11.4 Units of Monsters


Some monsters, such as ogres, are formed into units.
They fight in lines, though are generally too few to ever gain
rank bonuses.

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13.0 Artillery (by cutting cables, setting fire, spiking guns, etc.) and render
Though cumbersome and slow to reload, artillery has them useless for the balance of the game. Artillery batteries
long had a place on the battlefield. The rules for artillery in therefore must stand in response to a charge.
Conqueror reflect the limited yet often critical role that early To resolve melee combat, simply place crew in front
artillery had on ancient and medieval battlefields. of their weapon and then move the charger into base to base
Artillery is grouped in units called batteries. Each contact, as normal. Combat is then resolved in the standard
battery consists of an artillery piece (catapult, bolt thrower or way, with each crew model getting an attack. (Note that this
cannon) and two or three crew models. These represent three is different from the way Monsters, Chariots and Characters
to five weapons and their crew. The crew models must always function.)
remain within one inch of the weapon. As the battery takes casualties, remove models to
Each battery is an independent unit. They are reflect the loss of wounds. The battery must make a morale
assumed to be in skirmish formation, and therefore may turn check as normal, and treats “rout” results as destroying the
freely, and benefit from a -1 modifier in shooting attacks unit. Should the enemy unit rout, the crew will not pursue, but
against them. is instead moved back into a “firing position” around their
Artillery is cumbersome and rather difficult to move, artillery piece.
so to reflect this artillery may not fire during a turn in
which it moves. In addition, artillery may never enter woods Artillery Summary
or difficult terrain. If compelled to do so, it is destroyed Artillery Short Long Damage
instead. Range Range
Artillery also takes a long time to reload, thus like Stone Thrower 24” 48” d3 AP 3,
crossbows, artillery may only be fired during its own shooting 2 wounds
phase. Mortar 24” 48” d6 AP 2,
Optional Rule: Players who don’t mind some 1 wound
additional bookkeeping may have artillery fire every other Bolt Thrower 24” 48” AP 3 hit/rank
shooting phase, taking a phase in between shots to reload. 2 wounds
This gives artillery more flexibility while retaining their slow Cannon 24” 48” AP 4 hit/rank
rate of fire. D3 wounds
Artillery has a profile just like other units, and this Cannon 6” 2d6 AP 2 hits
reflects the capabilities of the weapon and crew. Each (Grapeshot)
“wound” on the profile represents the crew rather than the
engine. As the wounds are reduced, simply remove the crew 13.3 Stone Throwers and Mortars
models to reflect the status of the battery. When all crew have Stone throwers are some of the most basic forms of
been removed (that is wounds have been reduced to zero), the artillery. Either through torsion (catapults) or leverage
battery is considered eliminated. Players may opt to leave the (trebuchets), the engine hurls a massive projectile in a high arc
weapon in place on the battlefield (since it looks kind of neat) that then crashes down on the enemy. Mortars are the
but it has no further effect on game play. gunpowder versions of these weapons.
The loss of crew has no effect on the ability of Stone throwers and mortars roll to hit the unit as
artillery to fire, reload or move, though it does diminish its normal.
melee attacks (see below). Stone throwers cause d3 models within the unit to
take an AP3 hit which does two wounds.
13.1 Artillery in Shooting Combat Mortars cause d6 models within the unit to take an
Artillery conducts shooting attacks in a manner AP 2 hit which does one wound.
similar to other units save that it has a 360 degree shooting
arc. Though artillery may not move and fire, it may turn to 13.4 Bolt Throwers
face its target freely. Bolt throwers are essentially massive crossbows.
Artillery rolls to hit just like other shooting attacks Unlike stone throwers, their projectiles travel in a flatter
and the specific procedure for damage varies depending on the trajectory, allowing them to tear through massed enemy troops
type of artillery being used. – inflicting horrific losses in the process.
Artillery may be targeted for shooting attacks just The amount of damage a bolt thrower does to the unit
like any other unit. Simply calculate range and apply the is based on how many ranks are facing the firing battery. The
normal modifiers. Like other units, artillery that takes wounds deeper the unit, the more models can take a hit. If a bolt
as a result of missile fire must check morale and if it routs, it is thrower hits the target unit, the unit takes an AP 3 hit for each
considered eliminated. rank in the path of the shot and these hits inflict two wounds.
Thus a unit four ranks deep would take four AP 3 hits
13.1 Artillery in Melee Combat and each model that failed its save would take two wounds.
Like other units, artillery batteries maybe attacked in
melee combat. Unlike other units, artillery does not have the 13.5 Cannon
option to flee in response to an enemy charge. Cannon operate in a manner very similar to bolt
This is because their engines are simply too heavy to throwers but with even more destructive power. They fire on
move rapidly. While it is possible for the crews to escape, a flat trajectory and their damage is based on the depth of the
attacking enemy units can easily disable the artillery pieces enemy formation facing them. If the cannon ball hits the target
29
unit, the unit takes an AP 4 hit for each rank in the path of the 14.0 Magic Items
shot and these hits inflict d3 wounds. Fantasy worlds can be the home to many powerful
Thus a unit four ranks deep would take four AP 4 hits and dangerous artifacts. Forged painstakingly over the
and each model that failed its save would take d3 wounds. centuries, the objects are highly prized, for they confer
Grapeshot: Cannon also have a second mode of fire considerable benefits on their users.
for use at extreme close range. Basically, the gunners load The descriptions indicate the special powers of the
smaller balls, loose gravel, scrap iron and anything else handy various items. Note that unless otherwise indicated, magic
and turn their pieces into giant shotguns. Grapeshot can be items have the same characteristics of their non-magical
used at enemy units within 6” and is +2 to hit. It inflicts 2d6 counterparts, i.e. a magic pole arm requires two hands to use,
AP 2 hits on the target unit, irrespective of how it is ranked up. may not be used with a shield and has AP 2.
All magic items are unique, but many have similar
properties at the scale of Conqueror, so for convenience they
are combined. Historic examples are provided after each
entry.
A character may only select one magic item from
each the armor and weapon lists.
Characters may select any number of items from the
Arcana list, up to the maximum permitted in the character’s
army list entry.

14.1 Ward Saves


Some magic items confer ward saves, which are a
special kind of protection. Ward saves are never affected by
AP. Basically, it is an fancy way of saying “unmodified.”
Weapons which use enhanced AP, even magic weapons, have
no effect on ward saves.

14.2 Magic Armor Descriptions


This includes helmets, shields and complete suits of
13.6 Artillery Fire Against Skirmishers armor. Note that one cannot combine any items from this list.
Because they fight in open order, skirmishers (and
characters on their own) are far less vulnerable to the area- Bracers of Defense 20 points
effect attacks from artillery. These are heavily inscribed braces that cover the wrist and
To reflect this, units in skirmish formation take only forearms. As such they provide magical protection for the
one hit from artillery firing in normal modes. user. They are light enough that they may be worn even by
The hit still has the normal AP and may inflict spellcasters but may not be combined with any other form of
multiple wounds. armor, including a shield. They provide a ward save of 5+.
Grapeshot also has reduced effectiveness, doing only
d6 AP 2 hits rather than 2d6. Armor of Luck 20 points
This light armor may be combined with a shield or used
separately. It grants the wearer a re-roll for any failed save.

Enchanted Shield 30 points


This shield will automatically block the first hit directed at the
wearer. No save roll is necessary. Thereafter it will function
as a normal shield.

Dragonscale Armor 40 points


This heavy armor has been fashioned from the scales of a
mighty dragon. As a result, it is proof against even the
strongest of blows. In game terms it provides a 6+ ward save
that may be taken if the normal armor save has failed.

Armor of Dwarven Steel 50 points


This heavy armor has been painstakingly crafted by master
smiths to provide maximum protection. It confers a 4+ save
on the wearer and may be used with a shield, lowering the
save to 3+. It may only be used by models on foot.

30
14.3 Magic Weapon Descriptions These weapons are ensorcelled with powerful magic that
Magic weapons are specifically designed to kill tough allows them to tear through the opponent’s armor. All hits
characters and powerful monsters. scored with this weapon are AP 2 rather than AP 1.
Some weapons are described as inflicting multiple
wounds per hit, and it should be kept in mind that these are to Sword of Slaying 40 points
a single specific model rather than a unit. For example the Swords of Slaying are vicious weapons that thirst for life
Enchanted Blade inflicts 2 wounds on a single model for energy, and those struck by it may find their very souls
each hit, meaning it would have no additional effect on a consumed by them. Any model hit by them will be instantly
standard rank and file model with only one wound. killed on a 4+, no matter how many wounds are remaining.
Saves may be taken as normal.
Dueling Sword 10 points
These weapons are finely balanced rapiers with gilded hilts Sword of Skill 50 points
that make them excellent for individual combat but poor for This finely balanced weapon allows the user to increase his
use in a pitch battle. They add one attack in duels, but reduces chances to hit. Attacks with the Sword of Skill are +1 on the
the user to one attack in all other combats. Melee Combat Table. An unmodified die roll of 1 is still a
miss.
Missile of Seeking 20 points
These projectiles can be fired using any type of bow or 14.4 Magic Arcana
crossbow. They will automatically hit any target with which Magic arcana are various items and talismans that
the shooting model has line of sight, regardless of whether or confer benefits. They include potions, scrolls, banners and
not the target is in a unit. It thus allows characters to be similar objects. Any number of arcana can be carried by a
picked out and shot at. They may be used only once per game character.
and inflict one wound of damage with an AP of 2, regardless
of whether a bow or crossbow is used. Potion of Healing 10 points
The Potion of Healing restores the user to full health. It may
Pole Arm of Rending 20 points only be used during the rally phase.
These are pole arms of massive power and enchantment whose
blades shear through armor with considerable ease. They Talisman of Protection 30 points
grant the user AP 3 and may not be used in Melee Combat These items give the user and the unit he is with a 5+ ward
with shields (though these may be used against shooting and save against any spell cast at them. This save is in addition to
magical attacks). those granted by armor.

Enchanted Bow 20 points Cloth of Enchantment 30 points


These long bows are cut from ancient wood and inscribed with These garments are enchanted with dazzling illusions that can
elvish spells. The user of bow pays no penalty for shooting temporarily confuse the user’s opponent. Once per game, the
for any reason, either because of distance, being charged or user may accept a duel without actually having to fight it.
magic. Instead the opponent will lose his train of thought and idly
observe the surrounding combat. Note that the user cannot
Enchanted Blade 20 points strike the opponent because doing so would break the spell.
These are hand weapons that inflict extra damage. Every hit
these weapons cause inflicts two wounds of damage, rather Enchanted Horn 40 points
than one. When these instruments are sounded, one unit will
immediately rally and reform. They function during the
Magic Web 20 points Magic Phase.
These melee weapons reduce the attacks of one opposing
model in base to base contact by one. They may be used as a Wizard’s Hat 40 points
second hand weapon, in which case no extra attack is granted This is a silver skullcap with a blood-red diamond on its brow.
to the user. It allows the user to focus his thoughts with great precision.
This item gives a wizard +1 on all Countermagic die rolls.
Axe of Power 30 points
Axes of power are pole weapons can be wielded by only the Book of Knowledge 50 points
strongest warriors. Each unsaved hit inflicts d6 wounds on the The book of knowledge contains even more spells, and a
target model rather than just one. The weapons are AP 2 as caster with this item may use spells from two schools rather
well. than just one.

Sword of Swiftness 30 points Staff of Power 60 points


Attacks made with a Sword of Swiftness always strike first, The Staff of Power gives a wizard +1 to all casting die rolls.
which means the defender may well be killed before he can
make his own attack in return. Familiar 70 points
This magical animal helps assist the wizard in using his
Mace of Destruction 30 points power, allowing him to boost the number of spells. A familiar

31
allows a wizard to cast one extra spell per turn (thus two for 15.0 Magic
normal wizards, three for masters). Magic adds a whole new dimension to fantasy
battles. Some players may prefer not to use it, and
Antimagic Box 80 points Conqueror plays fine without it. While the system is
This is an ornate brass box covered with sigils and arcane Magic is very subtle and dangerous to use, requiring
symbols. When the box is opened, opposing spells can be full concentration and absolute physical freedom. For that
trapped within. It is used as countermagic. On a 4+, the reason no armor may be worn while magic is being used.
caster’s spell is not only negated but the caster may not use There are three schools of magic: Elemental, Life,
that spell again during the game. The box holds one spell and and Death. Each has its own strengths and weaknesses.
so may be used successfully only once per game. Wizards may use the spells of only one school. Thus wizards
are divided into three categories: Conjurers (Elemental),
14.5 Resolving Magic Item Conflicts
Summoners (Life) or Necromancers (Death). Within their
Because they effectively bend the rules, players may
schools, wizards are assumed to know all of the spells.
note conflicts between some items. The key to resolving these
In addition, the player may pay extra points to
is to read the entries carefully. For example ward saves (like
upgrade the wizard to a “Master.” Master wizards receive
those conferred by Dragonscale Armor) are never modified
+1 on their casting and countermagic rolls.
by AP, even those from magic weapons. However this does
not mean that wards negate magic weapons.
15.1 Magic Phase Overview
Weapons with other properties (such as the Sword of During the Magic Phase, each player determines how
Slaying) would be unaffected. The Axe of Destruction their magic effects the battle. The player who moves first also
would be partially affected – it would still inflict AP 2 goes first in the Magic Phase. Each player uses the following
(effectively neutralizing the heavy armor) but the wearer procedure:
would still get a 6+ unmodified save to avoid taking d6
wounds. 1. Casting Spells: The Phasing player then selects one of his
wizards and announces the spell and the target. He rolls a die
and compares it to the difficulty number of the spell. If it is
equal to or greater than the number, the spell works. If it is
lower, the spell fails.

If the spell succeeds, the opponent may attempt


countermagic.

If the spell fails, the opponent now may attempt to cast a spell
with one of his wizards.

2. Countermagic: The non-phasing player may now attempt


countermagic.

If the countermagic is successful, the spell is negated and


play now passes to the non-phasing player.

If the countermagic fails, the spell effects are resolved and


then play passes to the non-phasing player.

Players alternate casting spells until all wizards have used


their allotted spells or both players decline to cast.

3. End of Magic Phase: After both players have used all the
spells they wish to, the Magic Phase ends.

15.2 Schools of Magic


During army selection, the player determines which
school of magic or “lore” his wizard follows. Wizards may
only follow one school.
Wizards automatically know all the spells in their
given school, but cannot use any of the other schools.
Each school has different strengths and weaknesses
and when the practitioners clash in duels their die rolls are
modified accordingly.

32
15.3 Casting Spells Spells that can be cast while the wizard is in melee
To cast a spell, the player designates the wizard, the combat – or in a unit engaged in melee combat – are marked
target unit and rolls a die. If the die roll is equal to or higher with an asterisk after the Range entry. In this case, the spell
than the casting number, the spells succeeds. If it is lower, must be cast on either the caster’s unit or an enemy unit that is
the spell fails. Master wizards add +1 to their casting roll. In part of the combat and visible to the caster – usually this will
addition, magic items also can affect this. mean they are in base to base contact with him.
A die roll of one always results in the spell failing,
regardless of die roll modifiers. Elemental Spells
After it has been determined that the spell works, the
opposing player has the option of using countermagic (see Fire Storm Range: 24” 5+
below). If the countermagic fails, or the other player is unable This spell will engulf the target unit in a tempest of red flame.
to unwilling to use it, apply the spells effect (such as damage, It may only be used on unengaged enemy units and inflicts d6
movement penalty) immediately. If the unit takes casualties, wounds on the target unit
make a morale check as normal.
Ice Storm Range: 24” 5+
15.4 Targeting with Spells This spell creates a shower of razor-sharp ice shards that will
Unless otherwise noted in the spell description, all pelt one unengaged enemy unit. It will inflict d3 wounds with
spells require a clear line of sight between the caster and the an AP 1 one.
target unit. In addition, spells may not be cast at units
engaged in melee combat unless specified in the spell Conceal Range: 12” 4+
description. This spell allows the caster to create a cloud of swirling mist,
thickness, obscuring one friendly unit within 12” of the caster
15.5 Countermagic from enemy missile fire. All shooting attacks against the unit
Countermagic allows a spellcaster to neutralize a suffer a -1 penalty to hit. It lasts for the entire game turn.
spell cast by an opposing wizard. The wizard wishing to use Persistent
countermagic caster must be on the tabletop, but otherwise it
may be attempted from anywhere on the battlefield. Air Shield Range: Caster* 3+
Countermagic is declared after the spell has been This spell creates a translucent shield of shimmering air which
successfully cast. Each wizard may attempt countermagic will automatically block the first wound scored on the caster
only once per magic phase. in the subsequent turn.
To resolve, the player attempting countermagic rolls
a die. If the result is 5 or greater, the spell has been Life Spells
disrupted and has no effect. The wizard attempting
countermagic may add +1 to the die he is a Master Wizard. Inspiration Range: 12”* 4+
This spell infuses the target unit with inspiration, allowing
15.6 Casting from Health them to boost their melee proficiency. It may be cast on any
Wizards have the option to adding to the power of friendly unit within 12” of the caster. For the next turn, the
their spells or wizards’ duels by expending their very life- unit will automatically inflict an additional hit against one
energy. The result of this is that they take physical wounds, enemy unit it engaged in close combat. The hit is considered
but gain enhanced power. This is called “casting from health.” to use the same weaponry as the rest of the unit, modified
Wizards may expend one heath level just as if they according to circumstance (thus charge bonuses would count).
had been hit in combat, and in return may add +2 to all The hit is treated exactly as if made by a rank-and-file model
casting, and wizards’ duel die rolls in that game turn. This and may not target a character or monster unless those are the
damage may be healed using a potion or through other only models the unit is engaged with.
magical means. Persistent

15.7 Spell Descriptions Resistance Range: 12”* 3+


Spells can have a profound impact on the ebb and This spell creates an aura of protection around a unit, allowing
flow of battle. A well-timed Fire Storm or an opportune Mist it to reroll the failed Save of one model during each phase.
of Concealment can make all the difference between victory The result of the second roll stands.
and defeat. Persistent
Each spell description outlines the way the spell
functions. In addition, some are labeled as persistent. Weariness Range: 24 4+
Persistent spells last throughout the game turn. The effect This spell causes one unengaged enemy unit within 24” of the
ends at the start of the next magic phase. caster to become overcome with fatigue. As a result, its base
Because of the unstable nature of magic, only one movement is decreased by 1 for the game turn. The target unit
persistent spell may affect a given unit at a time. Note that may still run or charge if eligible to do so, though both
this does not prevent a unit under the effect of a persistent distances will be shortened proportionally.
spell from being hit by a non-persistent one: A unit protected Persistent
by Concealment may still be affected by Fire Storm.
Hasten Range: 24” 4+

33
This spell causes one unengaged friendly unit within 24” of
the caster to feel a rush of energy and move with supernatural Flight Range: Caster 3+
quickness, increasing its base movement by 1 for the game This spell permits the caster to take flight, soaring across the
turn. The target unit may still march or charge if eligible to do battlefield far above the combat. He may make an immediate
so, and the distances will be increased proportionally. move 24” in any direction. The movement may be over
Persistent enemy and friendly models, terrain features, and other normal
obstacles. Should the caster leave the tabletop, he may not
return, per the normal rules. This spell may be used if the
Death Spells caster, or a unit he is with, is engaged in Melee Combat.
Persistent
Mortality Range: 24” 5+
Mortality allows the caster to send a black bolt of death at Lightning Range: 24” 5+
nearby unengaged enemy models. It inflicts d3 AP 2 wounds This spell permits the caster send a bolt of lighting into one
on the target unit. unengaged enemy unit. It has the same effect as a bolt
thrower, though the AP is 2 rather than 3.
Enervation Range: Melee* 3+ Persistent
Using this spell, the caster draws forth the life energy of the
enemies around them, causing them to fall dead. During the
next turn, the caster may target an enemy character, monster
or unit engaged in melee combat with him. The caster will
inflicts d3 hits either on the character, monster or unit as a
whole (thus if a character is targeted and killed, excess hits are
lost). The hits are AP 3. Note that this spell only works once
per melee phase and is in addition to the caster’s normal melee
attacks. Thus in a duel, this spell will be resolved during the
first round in addition to the caster’s normal melee attacks.
Persistent

Raise Dead Range: 12”* 4+


This foul spell causes soldiers killed by the Undead units and
characters to rise and join their slayers. It may be cast on any
friendly Undead unit within 12” of the caster. During the
turn, all enemy models killed by it will rise from the dead and
join the target unit on a 4+. Note that this can increase the unit
over its starting strength. The raised models have the same
stats and equipment as the rest of the target unit (thus a knight
killed by skeleton unit would “come back” as a skeleton, not a
knight) and they forfeit any special abilities and/or magic
items they had in life.
Persistent

Drain Life Range: 12”* 4+


The wizard targets one enemy model that is either in line of
sight or engaged with the caster. The target must make a
Morale check at -2. Unless it passes, it takes one health lvel
(no save) which is then given to the caster. The caster may
not be “healed” in this way above starting health levels.

Light Spells

Banish Range: 12” 4+


This spell causes a brilliant, pure light to spring forth from the
caster’s hand that will destroy nearby Undead creatures. The
caster may target any Undead unit within 12” and it will work
on both engaged or unengaged models. The spell inflicts d3
wounds on the unit with an AP 1.

Accuracy Range: 12” 5+


This spell causes a friendly missile unit to gain enhanced
vision and accuracy with it shooting. All shots during the next
turn receive a +1 bonus to their to hit die rolls.
Persistent
34
16.0 Flying Units They may also charge ground units within range.
Certain units are capable of varying degrees of flight. The charged unit may make the normal charge reactions and,
These are divided into two groups: Winged and Flyers. if armed with missile weapons, may shoot at the flyers as
Winged units are larger, more powerful monsters normal. However charged cavalry may not
such as dragons or demons. They tend to be ponderous, and it If the charged unit opts to rout, it is retreated towards
takes considerable effort for them to get aloft, so they tend to its table edge and the flyers are moved to the routed unit’s
limit their battlefield use of their wings to short “hops” across previous location.
the battlefield. Flyers never pursue.
Flyers, by contrast, are lighter and far more agile. Flyers that charge already routed units will simply
They attack in quick strikes before returning back above the force them to retreat and will move into their vacated position
fray. as above.
Both types of unit share the ability to leave the If the target unit elects to stand in place, move the
battlefield at the start of their movement phase. They may do flyers adjacent to them as normal. Each flyer then makes its
this from any location so long as they are unengaged. Like all full attacks against the ground unit, which in turn is permitted
units, once they leave, they may not return, but this allows to attack with an equal number of models. Spears, pikes and
them to escape from an unfavorable situation. lances do not receive their bonuses against flyers.
After resolving casualties, the defending unit makes a
16.1 Winged Units morale check with an additional -2 modifier for being attacked
Winged units are primarily ground-based. They are by flyers. Note that this is separate from outflanking and it is
treated as normal units of their type (usually monsters) with possible for a unit to be charged on its flank or rear and by
facings, flanks and so forth. flyers, thus giving it a -5 or -6 morale check modifier.
What their wings allow them to do is hop over terrain If the unit routs, it flees as normal. Any ground units
and intervening units instead of using their normal movement. involved may pursue, but the flyers will remain in place.
They may move up to 12” in this manner, and ignore If the defender remains in place, the flyers then check
terrain. They may cross over both friendly and enemy units so morale. If they rout, they are eliminated. Remove them from
long as their movement will allow them sufficient space to the table top. Otherwise, the flyers are moved d6+6 inches
land on the other side. This 12” is never modified – it is not away from the target unit. This may be in any direction so
doubled by marching or charging and it takes place instead of long as it is not over another unit.
rather than in addition to their normal movement. If flyers charge other flyers, the combat is resolved as
They may use their wings make an “airborne” charge above, save that neither side suffers a morale penalty for
over intervening terrain. engaging flyers. Routed flyers are eliminated as normal, and
Note that they must still have LOS on units they wish if neither side routs, both are moved d6+6 inches away from
to charge and that the units must be within their normal charge each other.
arc. The charge must also be in a straight line. Basically, they
are able to cross otherwise disruptive obstacles, such as rivers Flyers Summary
or walls. • Flyers are considered 6” above the battlefield.
Should winged units rout for any reason, they may • Add 6” to the measured range of shooting attacks
flee either using their ground-based movement plus d6 inches from and against flyers.
(as normal) or “fly” 3d6 inches away. Note that this decision • Flyers may not hold objectives.
must be made before any dice are rolled. • Flyers use skirmish formation.
• Flyers never pursue.
16.2 Flyers • Flyers that rout are eliminated.
Unlike all other units, flyers are never actually • Ground units attacked by flyers suffer a -2 morale
considered to be on the tabletop, rather they are six inches modifier.
above it, hovering over the battlefield. This means they can
never hold terrain or ground objectives.
This allows them to see and be seen by all units save
those in buildings or dense cover (such as woods). They are
therefore vulnerable to shooting attacks, though such attacks
must add six inches to the measured range to reflect their
height.
They use the skirmish formation, allowing them to
turn freely and giving them some protection from missile fire.
They move 18” and this is never modified. They
may fly over friend and foe alike, as well as terrain. They may
stop over a unit. Because they are in the air, they do not
hinder the movement of other units. If a unit moves into them,
the owning player simply moves the flyers aside, keeping
them as close as possible to their old position.
Flyers may conduct shooting combat as normal, and
add six inches to the measured range of their attacks.
35
17.0 Playing the Game by placing the difference between the two totals, then places
Conqueror is best played on a table at least four feet an additional unit.
on a side. This gives players a reasonably deep deployment The other player then places a unit. Players continue
zone and some area for maneuver. Even better are tables that to alternate until all units are placed.
are six or even eight feet wide, particularly if larger armies are For example, Player A has 6 units and 4 characters.
involved. Two of those characters will be placed in units, so he has a
There are no set limits on point size or units that can total of 8 items to place.
be selected. The only real requirement is that each army have Player B has 4 units and 1 character (which will start
at least one character to serve as a general (rule 8.3). in a unit), thus only 4 items to place.
Players are not required to use an Army Battle Flag (rule Player A would put down 4 units first, followed by 1
10.3), but this will place them at a disadvantage. more. Player B would then place 1 unit, then Player A would
Players may take one character for each unit. place one, and so forth until all units are placed.
Thus an army of with three units could have three characters, Roll a die. Whoever rolls higher chooses whether to
one of which would be the general. take the first or second turn. Add +1 to the die roll for the
The sizes of the armies should be equal in points to player with fewer units (this simulates less time needed to
ensure a balanced and enjoyable game. deploy).
In terms of time, the larger the armies, the longer the The standard game lasts 6 turns, though this may be
game. Generally speaking a 1,000 point game will take about shortened or extended by player agreement.
two hours, while 2,000 point game can run three hours or
more. Of course, loading the armies with lots of characters 17.3 Victory and Defeat
and magic may slow things down as duels take slightly more In Conqueror: Fields of Victory, the question of
time to resolve. victory is determined based on the amount of punishment the
armies have inflicted upon each other.
17.1 Army Lists Victory Points help quantify this by indicating
At the back of the rule book are the army lists for whether units have been destroyed.
Ryeworld. These have been designed to capture the feel of a Units, characters and monsters that have been
variety of fighting styles and reflect some of the cultures of eliminated yield their full value worth of victory points for the
Ryeworld. They are, of course, optional, and players may other player.
modify them as their creative needs require. On the whole, the Units that are below 50 percent of their starting
lists are decently balanced and the tradeoffs they contain were strength are worth half of their points value to the opposing
placed there on purpose. player.
Players can combine units from different lists, but Similarly monsters and characters below 50 percent
should do so only if the opponent agrees as this can lead to of their starting wounds yield half of their points value to the
some unwelcome (and not very fair) situations. other player.
While the lists are balanced (in the sense that the If the army commander has been killed, this is worth
points reflect the units’ capabilities), it is important to keep in 100 victory points.
mind that the tactical options contained in the list also reflect a
form of balance. The Dwarves, for example, have outstanding
infantry – some of the best in the game – as well as the only
siege weapon. This is offset by a complete lack of cavalry.
Giving the Dwarves cavalry may not ruin the game, but it
certainly takes away a lot of the flavor and tactical challenge
of playing the army.

17.2 Setting Up
The most basic scenario is the Field Battle. This pits
two evenly matched armies against one other The standard
board size is 48 inches wide and 72 inches long (4x6).
Each player has a deployment zone 12 inches wide
along one of the long table edges.
This leaves a 24 inch “neutral zone” between the two
armies.
If the board has less width, reduce the deployment
zones accordingly.
One player sets up the terrain and the other then
chooses which table edge is his. He then may place his own
units within 12 inches of his own table edge.
His opponent does the same.
Count up the number of units each player is using
(characters that will be placed in units are not counted
separately). The player with the greater number sets up first
36
18.0 Designer’s Notes consistent with what one would expect. Orcs are fierce
The goal of Conqueror: Fields of Victory is to give fighters and their shock units of Ogres can blast through
players a fast-moving, tactically demanding and flexible almost anything.
combat system to use with a variety of fantasy environments. Yet their morale can be brittle. Compared to the
I’ve provided the “formula” so that players can create their dwarves, they are poorly armored; compared to the elves they
own lists. are slow.
People glancing through these rules will notice a few Humans have fully-armored knights to help redress
things that set them apart from rival systems. For one thing, the balance. While infantry can be tough (particularly infantry
the stat lines are fairly simple. That was a decision I made with spears), a massive unit of knights can run over just about
early on. I came to miniatures from wargaming and one of the everything in its path. This is how it should be because this is
things wargamers get good at is numbers-crunching. I noticed how it really was.
that the more numbers you use, the less each individual one There are counters to this, of course: great weapons
matters. and pikes. Units with either weapon are very resistant to
When you think about it, there are only so many cavalry charges. Pikes present a particular danger because on
flavors of troops. You can say that this bunch is good because the all-important impact turn, they are AP 2 and fight in two
they fast and agile and that this other group is simply tough ranks – twice as effective as great weapons. In subsequent
and hits really hard, but in the end, the people killed by them rounds, they retain an AP 1and their rank bonus, making it a
are just as dead. losing proposition for most horsemen.
The wargames I grew up playing didn’t have dozens Players will rapidly learn that sending knights into
of stats on them – printing was too crude. Usually you had an skilled pikemen in a frontal charge is a recipe for disaster –
attack factor, defense factor and movement. Sometimes you something our historical counterparts took much longer to
had multiple steps. The point is that every value counted and figure out.
was used to represent the unit’s aggregate combat Still, humans have the variety while the other races
effectiveness, rather than specific individual abilities. have numbers (Orcs) or skill (Elves) or sheer toughness
Here are a few of the topics that came up while I was (Dwarves).
designing and developing the game. The armies do not balance perfectly against each
other. Just as in real life, certain military systems are simply
Miniature Sizes inferior to others. However, I think that Conqueror does a
I decided to go with the 25mm scale for two reasons: pretty good job of allowing players to figure out how to have
1) it is becoming an “industry standard” in fantasy miniatures an even battle.
games and 2) I already had hundreds of figures in the scale. I Feel free to develop your own units and armies and
couldn’t see my wife letting me buy vast new armies to let me know about them.
support a game I was responsible for designing. To those who wonder why I bothered, the answer is
that I simply wasn’t satisfied with the fantasy miniatures
Scale systems that were out there. I played a few, even collected
I chose the scale because I feel that it best represents some armies, but I found that I spent more time making up
historical armies that most medieval/fantasy worlds use as “house rules” and less time actually playing the game. That’s
their basis. how this whole mess got started.
A standard infantry unit is about 200-300 troops, a Anyhow, thanks for your interest in Conqueror and
solid company-sized formation. A good-sized game might pit may your Morale rolls always yield sixes!
2,000 troops on a side, while a truly epic battle might pit
10,000 or more.
One of the singular characteristics of medieval
warfare was that the armies were so small. There simply
weren’t that many people back then. Primitive agriculture,
poor transportation and the expense of armor and equipment
meant that no nation could support large armies.
Horde troops are an exception to this. These are
goblins, gitlings or other imps, herded into battle to fight and
die at the whim of their masters. They are scrawny little runts,
but very dangerous in large groups. Doubling their scale gave
the right feel for how horde should fight and how numerous
they are.
To wargamers, realism is the ultimate test. Can the
game be used to predict future outcomes? After all, this is
why wargames were developed, to teach peacetime armies
better wartime strategies. To the fantasy player, realism
means that the game’s results are consistent with the
background material.
I believe Conqueror: Fields of Victory passes this
test. Each army has a slightly different feel, but they are all
37
Appendix: Unit Point Costs The resulting number is halved. Additional models
This section is included for players who want to cost full price.
customize existing armies or develop new ones. Units with the Skirmishers special rule have 5
The base cost for a unit is 10 points and it has the models.
following profile:
Artillery
MS SS SV W AT MV ML Artillery costs are calculated like standard missile
units with light crossbows. They receive the skirmisher bonus
1 0 0 1 1 4 E
for free, should not receive as save, and have a base speed of
two inches rather than four.
Costs are then increased by upgrading the stat line
and/or the equipment of the unit:
Characters
Character point values are calculated in the same
For each increase in MV, ML, W, SV +10 points
way, but there are two changes to reflect their somewhat
For each increase in MS +10 points up to MS 4.
different role. The first is that with the exception of Morale,
For each increase in AT +10x MS of unit
the total point cost is reduced by half. However, because they
MS 5 and MS 6 +20 each
can share their Morale, they pay full price for regular units.
Maces +30 points
Thus, to generate a character point cost, you work
Great Weapons +20 points
your way through the profile as normal, but exclude Morale
Spears, pikes and two hand weapons +10x MS of unit
and divide by 2, then add the Morale cost. Non-wizard
[Example: MS 2 units pay 20 points for them while MS4 units
characters also receive a base AT rating of 2 rather than 1.
pay 40.]
Like units, Character equipment can be restricted and
Thrown Weapons/Pistols +10x SS of unit
those that are not permitted to use missile weapons have a
Shooting Skill rating that is nominal. Characters that have
The resulting number is the Base Cost.
missile weapons go through the same reduction above, and
observant players will note that the upgrade costs are suitably
Infantry
reduced (long bow 20 points).
For non-skirmish, non-missile using infantry,
Wizard powers cost 20 points and Master costs an
double this number. That is the point cost for a unit of 20
additional 80 percent of total character cost. Wizards have a
models.
base of one attack rather than two.
To purchase additional infantry models, divide the
Base Cost by 40 (that is half of the per-model cost of the total
Chariots
unit). This reduced cost is now much additional models cost
Chariots use the same basic calculations as a normal
up to a maximum of 40. This cost is half of what the first 20
unit, (including weapon costs) though their base movement is
cost because these models have less effect on the game – they
considered 7 inches.
are unlikely to actually fight, but instead are there to absorb
casualties and enhance morale.
Special Abilities
If Shooting Skill is not used (the unit has no missile There is a certain amount of discretion in tabulating
weapons) the profile may include it for completeness, but no the final results, generally taking the form of rounding up,
points are charged for it. particularly in cases where the unit’s potential clearly exceeds
its listed stat line.
Cavalry
For example, the Undead abilities cost 100 points,
For cavalry units, take the Base Cost as above, but
which replaces their normal Morale cost. Undead characters,
since their units start with only 5 models the base movement
on the other hand, only pay 10 points for their Morale since
for them is 8 (reduced to 7 if barding is used). Lances cost 20
they cannot provide any actual leadership to their troops.
points. Thrown weapons and/or pistols are 5 points multiplied
The hardest part was in determining the
by AS. Short bows are 10 points multiplied by AS.
“intangibles,” the special rules that give units a degree of
Additional cavalry models can be purchased at half
flavor. The Undead, for example, have considerably different
of the price of the first five, up to a maximum of 12. Thus if
rules for Morale and combat resolution, and these are hard to
the first 5 models cost 100 points, additional ones will cost 10.
factor into a set formula. In these cases, the points were the
Cavalry may skirmish for 20 points.
result of trial and error. While they may not be perfect, they
are close enough to get the job done.
Missile Units and Skirmishers
Missile units and skirmishers on foot start with 5
models. The price is then increased depending on their
equipment:
Short bows +20x SS of unit
Long bows +20xSS of unit +20
Light crossbows +10x SS of unit
Heavy crossbows +10xSS of unit +20
Harqebuses +10xSS of unit +20

38
Conqueror: Fields of Victory Rules Summary
Melee Combat Table Shooting Table
Attacker’s Melee Skill Shooting Skill Die roll needed to hit
1 2 3 4 5 6 0 Impossible
1 4 3 3 2 2 2
Defender MS

2 4 4 3 3 2 2 1 6+
3 5 4 4 3 3 2 2 5+
4 5 5 4 4 3 3
5 6 5 5 4 4 3 3 4+
6 6 6 5 5 4 4 4 3+
Units on higher ground add +1 to die roll (an unmodified 1 is 5 2+
always a miss).
6 1+
Melee Combat Resolution Die Roll Modifiers:
On the turn of the charge, defenders roll Morale first. Long range: -1
Otherwise, the unit taking the most losses rolls first. Light cover: -1
If there is a tie, no morale check is made. Heavy cover: -2
Being charged: -1
Firing unit moves: -1
Melee Weapon Summary Target is skirmisher: -1
Weapon Special Rule Shield?
Hand None Yes Die rolls requiring a 7 or more to hit (because of negative
Weapon modifiers) must first roll a 6 and then roll a 4+ to hit.
Lance AP 2 for charging cavalry Yes An unmodified die roll of 1 is always a miss.
Spear Two ranks fight, may set against Yes
charging cavalry Missile Weapon Summary
Great AP 2 No Missile Weapon Short Long AP
Weapon Range Range
Two hand One additional attack No Throwing Axe1 6” NA NA
weapons Pistol1 6” NA 1
Flail AP 1, negates opponent’s shield Yes Javelin1 8” NA NA
Pike Two ranks fight, AP 1, may set No Sling1 15” NA NA
against charging cavalry Short Bow 12” 24” NA
Long Bow 18” 36” NA
Armor Summary Light Crossbow2 12” 24” 1
Equipment Save Cavalry Barded Heavy Crossbow2 18” 36” 1
Save Cavalry Harquebus2 12” 24” 2
1
Save No penalty for long range.
2
None None 6+ 5+ May only fire during own player’s Shooting Phase
Shield only or 6+ 5+ 4+
Light armor only or Artillery Summary
Shield + light armor or 5+ 4+ 3+ Artillery Short Long Damage
Heavy armor only Range Range
Stone Thrower 24” 48” d3 AP 3,
Heavy armor + shield 4+ 3+ 2+ 2 wounds
Mortar 24” 48” d6 AP 2,
1 wound
Bolt Thrower 24” 48” AP 3 hit/rank
2 wounds
Cannon 24” 48” AP 4 hit/rank
D3 wounds
Cannon 6” 2d6 AP 2 hits
(Grapeshot)

39
Conqueror: Fields of Victory Rules Summary

Turn Sequence Summary When to Check Morale:


I. Magic Phase (Joint) • A unit takes shooting casualties.
A. Cast Spell • A unit has fought a round of close combat.
B. Resolve Countermagic (if any)
C. Resolve Spell Effect
• A friendly unit within 6” is routed during Melee
D. End of Magic Phase Combat.
II. First Player’s Turn • Cavalry wishes to Countercharge.
A. Movement Phase • Unit is within 12” of army commander when he is
1. Declare charges killed.
2. Charge reactions
3. Move chargers
4. All other moves Morale Table
B. Shooting Phase A B C D E
1. Non-phasing player 2 or less R R R R R
2. Phasing player
3 D D R R R
C. Melee Combat Phase
D. Rally Phase 4 N D D R R
III. Second Player’s Turn (repeat II A. through 5 N N D D R
II D.) 6 N N N D D
7 N N N N D
Movement Summary 8 N N N N N
• Run: Double move if not within 8 inches of enemy 9 N N N N N
unit at start of move. May not make formation 10 N N N N N
changes or turn.
11 N N N N N
• Charge: Double move if contact can be made with
enemy unit. 12 N N N N N
• Difficult Terrain: Halves movement. Results:
• Linear Obstacle: One additional inch of movement. N: No effect.
• Column Formation: Standard formation, move and D: Disordered – unit remains is place, -1 Morale.
fight normally. R: Routed – retreat unit d6 inches plus normal movement.
• Square Formation: May not move or pursue.
• Skirmish Formation: May always run, move in any Die Roll Modifiers:
direction, ignore difficult terrain. Outrank opponent: +1
• Changing Formation: Costs 1/2 of movement. Attacking opponent in flank or rear: +1
• Turn: Costs ¼ of movement. Within 12 inches of Army Commander: +1
Victor in Melee Combat: + margin of victory
Disordered: -1 Shaken: -1
Charge Reactions Flank attack: -3 Rear attack: -4
Outranked by opponent: -1
• Stand in Place (spears and pikes may set)
Attacked by flyer: -2
• Flee (normal move plus d6 inches away)
Defeated in Melee Combat: - margin of defeat
• Countercharge (cavalry checks morale to use
Change facing while engaged: -2
lances)

Shaken Units Command Table


Morale A B C D E
Morale Unit becomes shaken when…
A Under 50 percent starting strength Die Roll 4+ 5+ 6+ 7+ 8+
B Under 67 percent starting strength Die Roll Modifiers:
C, D, E Under 75 percent starting strength Within 12 inches of Army Commander: +1
Shaken: -1

40
Weapons Arcana
Dueling Sword 10 points Potion of Healing 10 points
Add one attack in duels, but reduces the user to one attack in Restores the user to full health. Use during the rally phase.
all other combats.
Talisman of Protection 30 points
Missile of Seeking 20 points Gives the user and the unit he is with a 5+ ward save against
Automatically hits any target in LOS, even characters in units. any spell cast at them.
et is in a unit. Inflicts one wound, AP 2, one use per game.
Cloth of Enchantment 30 points
Pole Arm of Rending 20 points Once per game, the user may accept a duel without actually
AP 3 Pole Arm. having to fight it.

Enchanted Bow 20 points Enchanted Horn 40 points


User pays no penalty for shooting for any reason, either During Magic Phase may rally and reform one unit. One use
because of distance, being charged or magic. per game.

Enchanted Blade 20 points Wizard’s Hat 40 points


Every hit inflicts two wounds of damage, rather than one. Gives the caster a +1 on all countermagic die rolls.

Magic Web 20 points Book of Knowledge 50 points


Reduces the attacks of one opposing model in base to base May cast from two schools instead of one..
contact by one. They may be used as a second hand weapon.
Staff of Power 60 points
Axe of Power 30 points The Staff of Power gives a wizard +1 to all casting die rolls.
AP 2 pole weapon inflicts d6 wounds on the target model
rather than just one. Familiar 70 points
Wizard to cast one extra spell per turn.
Sword of Swiftness 30 points
Attacks made with a Sword of Swiftness always strike first. Antimagic Box 80 points
Counters and destroys spell on 4+. Holds one spell.
Mace of Destruction 30 points
AP 2 hand weapon.
Spell Summary
Sword of Slaying 40 points 1. Cast Spell: The phasing player selects a wizard and
Any model hit is instantly killed on a 4+, no matter how many announces which spell he is casting and the target of the spell.
wounds are remaining. Saves may be taken as normal.
2. Resolve Countermagic: The non-phasing player may now
Sword of Skill 50 points attempt countermagic, if he has any. If successful, he now
Melee attacks are +1 on the Melee Combat Table. An may attempt to cast a spell. Otherwise, resolve the original
unmodified die roll of 1 is still a miss. spell.

Armor 3. Spell Resolution: The phasing player now resolves his


Bracers of Defense 20 points spell. Once he is finished, the non-phasing player now repeats
Ward save of 5+, may be used by wizards. the above steps.

Armor of Luck 20 points Casting/Countermagic modifiers:


This light armor may be combined with a shield or used Master +1
separately. It grants the wearer a re-roll for any failed save. Using health +2/wound (max. one per turn)

Enchanted Shield 30 points


This shield will automatically block the first hit directed at the
wearer. No save roll is necessary. Thereafter it will function
as a normal shield.

Dragonscale Armor 40 points


Heavy armor with additional 6+ unmodified save.

Armor of Dwarven Steel 50 points


Heavy armor with 4+ save. May be used with a shield.
Models on foot only.

41
Light Spells Death Spells
Banish Range: 12” 4+ Mortality Range: 24” 5+
This spell causes a brilliant, pure light to spring forth from the Mortality allows the caster to send a black bolt of death at
caster’s hand that will destroy nearby Undead creatures. The nearby unengaged enemy models. It inflicts d3 AP 2 wounds
caster may target any Undead unit within 12” and it will work on the target unit.
on both engaged or unengaged models. The spell inflicts d3
wounds on the unit with an AP 1. Enervation (M,P) Range: Melee 3+
During the next turn, the caster activate this spell instead of
Accuracy (P) Range: 12” 5+ making a normal melee combat attack. The caster inflicts d3
This spell causes a friendly missile unit to gain enhanced AP 3 wounds either on the character, monster or unit as a
vision and accuracy with it shooting. All shots during the next whole (thus if a character is targeted and killed, excess hits are
turn receive a +1 bonus to their to hit die rolls. lost). The Note that this spell only works once per melee
phase and is in addition to the caster’s normal melee attacks.
Flight (M,P) Range: Caster 3+
This spell permits the caster to take flight, soaring across the Raise Dead (M,P) Range: 12” 4+
battlefield far above the combat. He may make an immediate This foul spell causes soldiers killed by the Undead units and
move 24” in any direction. The movement may be over characters to rise and join their slayers. It may be cast on any
enemy and friendly models, terrain features, and other normal friendly Undead unit within 12” of the caster. During the turn,
obstacles. Should the caster leave the tabletop, he may not all enemy models killed in melee combat by it will rise from
return, per the normal rules. This spell may be used if the the dead and join the target unit on a 4+. This can increase the
caster, or a unit he is with, is engaged in Melee Combat. unit over its starting strength. The raised models have the
same stats and equipment as the rest of the target unit (thus a
Lightning Range: 24” 5+ knight killed by skeleton unit would “come back” as a
This spell permits the caster send a bolt of lighting into one skeleton, not a knight) and they forfeit any special abilities
unengaged enemy unit. It has the same effect as a bolt and/or magic items they had in life.
thrower, though the AP is 2 rather than 3.
Drain Life (M) Range: 12” 4+
Life Spells The wizard targets one enemy model that is either in line of
Inspiration (M,P) Range: 12” 4+ sight or engaged with the caster. The target must make a
This spell infuses the target unit with inspiration, allowing Morale check at -2. Unless it passes, it takes one health lvel
them to boost their melee proficiency. It may be cast on any (no save) which is then given to the caster. The caster may
friendly unit within 12” of the caster. For the next turn, the not be “healed” in this way above starting health levels.
unit will automatically inflict an additional hit against one
enemy unit it engaged in close combat. The hit is considered Elemental Spells
to use the same weaponry as the rest of the unit, modified Fire Storm Range: 24” 5+
according to circumstance (thus charge bonuses would count). This spell will engulf the target unit in a tempest of red flame.
The hit is treated exactly as if made by a rank-and-file model It may only be used on unengaged enemy units and inflicts d6
and may not target a character or monster unless those are the wounds on the target unit
only models the unit is engaged with.
Persistent Ice Storm Range: 24” 5+
This spell creates a shower of razor-sharp ice shards that will
Resistance (M,P) Range: 12” 3+ pelt one unengaged enemy unit. It will inflict d3 wounds with
This spell creates an aura of protection around a unit, allowing an AP 1 one.
it to reroll the failed Save of one model during each phase.
The result of the second roll stands. Conceal (P) Range: 12” 4+
Persistent This spell allows the caster to create a cloud of swirling mist,
thickness, obscuring one friendly unit within 12” of the caster
Weariness (P) Range: 24 4+ from enemy missile fire. All shooting attacks against the unit
This spell causes one unengaged enemy unit within 24” of the suffer a -1 penalty to hit. It lasts for the entire game turn.
caster to become overcome with fatigue. As a result, its base
movement is decreased by 1 for the game turn. The target unit Air Shield (M,P) Range: Caster 3+
may still run or charge if eligible to do so, though both This spell creates a translucent shield of shimmering air which
distances will be shortened proportionally. will automatically block the first wound scored on the caster
in the subsequent turn.
Hasten (P) Range: 24” 4+
This spell causes one unengaged friendly unit within 24” of M=May be cast while caster is engaged in
the caster to feel a rush of energy and move with supernatural melee combat.
quickness, increasing its base movement by 1 for the game
turn. The target unit may still march or charge if eligible to do P=Persistent spell.
so, and the distances will be increased proportionally.

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