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C&C Ancients (2nd ed) for BattleLore Players v. 1.

0b

Sept. 5, 2007

Leader Movement: If a unit with a leader is activated, an attached leader must usually move with the unit. Moving the leader is free; it doesnt cost a separate command point. Some command cards (with a Leader symbol, e.g., Order Mounted Troops) allow the leader to move independently of the unit. Leaders may move independently by using a command. They move 3 hexes. Friendly units may move into a hex with an unattached leader, but must stop moving. Only one leader may occupy a hex. Battle: C&CA has many more unit types and special effects. Study the summary card carefully. Warriors gain an extra battle dice if they have suffered no casualties. Camels may ignore one blue triangle hit when fighting horse cavalry and chariots. If horses suffer a retreat vs. camels, they must retreat an extra hex per flag result. Ranged Combat: Ranged combat may not be used against adjacent enemy units. A unit must battle an adjacent enemy unit rather than firing on another target. Targets may not Battle Back or Evade ranged combat attacks. Evade: Some units may declare they are evading before the attacker rolls. Attacker rolls normal number of dice, but only scores hits on the defenders symbol. Flags, Leader symbols, and swords are ignored. Evade moves are two hexes toward the friendly board edge. If blocked, a unit may evade only one hex. Evading units never Battle Back even if they end adjacent to the attacker. War machines: crews may try to evade. If the opponent does not eliminate the war machine, the machine is eliminated but the opponent does not get a victory cube. Leaders and Close Combat: Units with attached or adjacent Leaders also score hits on Leader symbol dice. If a unit with a Leader suffers any number of casualties, the Leader is eliminated if 2 Leader symbols are rolled on 2 dice. If a Leaders entire unit is eliminated, the Leader is eliminated if a Leader symbol is rolled on 1 die. If the Leader is not eliminated, the Leader must retreat 1-3 hexes and may retreat through other friendly units. Leaders may also retreat through an enemy unit. The enemy unit rolls its usual attack dice (terrain effects are ignored). If no Leader symbol is rolled, the Leader may continue his retreat. Leaders may choose to evade off the friendly battlefield edge, denying the opponent a victory banner. Attached leaders allow one flag to be ignored if the Leader passes his casualty check.

Comments: kentreuber@alumni.drury.edu

C&C Ancients (2nd ed) for BattleLore Players v. 1.0b

Sept. 5, 2007

Elephant Combat: Elephants Battle or Battle Back with the same number of dice as the opposing unit. Exceptions vs.: Leaders: 1, Elephants, Warriors, Hvy. Chariots, Camels: 3. Elephants score hits on swords and may re-roll sword dice to see if they score additional hits/flags. Sword re-rolls can continue indefinitely! Elephants ignore sword hits in Close Combat. Elephants do not gain bonuses from attached or adjacent Leaders. Elephants ignore one red hit and one flag against cavalry and chariots. Cavalry and chariots must retreat one extra hit per flag against elephants. Battle Back: In C&CA, units may Battle Back as long as they do not retreat. Unlike in BattleLore, they do not need two adjacent units to Battle Back. Retreats: Cavalry and light troops often retreat multiple hexes per flag. Make sure your cavalry and light troops have enough room to retreat. Full strength Warrior units ignore one flag. Attached leaders must retreat with their unit. Units without a Leader stop retreating if they enter a hex with an unattached Leader. Elephant Rampage During Retreats: All units and unattached Leaders (of either side!) adjacent to a retreating elephant must roll 2 dice. All symbols matching the target type cause hits. If Elephants contact friendly units during their retreat, the friendly units rather than the Elephant suffer one casualty for each hex the Elephant is unable to retreat. Momentum Advance (Following Up After Combat): If an enemy unit is eliminated/retreated, the attacking unit may advance into the hex. Note: units may not advance if the enemy unit Evades. Units Battling Back may not advance. War machines may never make a Momentum Advance. Cavalry may enter the vacated hex, and may also advance one additional hex. Warriors, camels, cavalry, chariots, elephants, and any unit with an attached Leader may make a bonus attack against any enemy in an adjacent hex. If this second unit is eliminated/retreated, the unit may make a second Momentum Advance, but may not Battle for a third time.

Comments: kentreuber@alumni.drury.edu

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