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Fantasy Introduction

In this rules set, I have adopted the Warlord fantasy rules as they were released
in the Blue Cover Warlord rules. These cover both fantasy creatures and
magic. They provide, as the basic rules do, the ability to create your own crea-
tures , giving them the attributes you want.

Fantasy Rules

Constitution
Great heroes, famous characters and certain creatures are hard to kill. These
figures may be given a constitution value of 2, 3, or 4. Creatures must have a
constitution value. Constitution is a bonus saving throw. Whenever the figure
fails a saving throw, instead of death, a constitution die roll is made instead.
Roll 1d6, if the result is equal to or less than the constitution of the figure, it suf-
fers a minor wound and continues fighting. If the result is greater than the con-
stitution, the figure suffers a major wound and is rendered unconscious. Minor
wounds do not affect a figure, and any number can be received. Major wounds
render the figure helpless for the rest of the battle, and eventually dead. How-
ever, the figure can be carried off by friends or enemies. (takes two figures to
move a wounded figure) , and thus rescued or captured. After the battle, roll
1d6. If the result is 1-4 the figure recovers. If the result is 5, the figure recovers
but is crippled: missile, melee, and constitution values are reduced by 1. If the
result is a 6, figure dies from the wounds.

Fantasy Races
Fantasy includes a wide variety of races besides human, including; Elves,
Dwarfs, Halflings, Goblins, Orcs, etc. Normally, members of other races are con-
sidered just like humans but in their own armies, due to the differences in lan-
guages, customs, etc. Additional point cost can be used to add wings and/or
constitution, to represent unique racial characteristics. In all other respects,
simply select normal missile, combat, armor, and moral values.

Heroes
A hero is any character with special abilities. A hero figure cannot be a creature,
cannot have c morale, and must have a constitution. In addition, they add 2
inches to movement and 2 strikes in combat. The strikes can be directed at one
opponent or two.



Magic Costs
Type Cost Example/Description
Wizards
Fighting Value (FV) 1-5* 2xFV Fighting Value of 3 costs 6 points
Armor Value (AV) 1-4 2xAV Armor Value of 3 costs 6 points
Missile Value (MV) 1-3 2xMV Value of 3 costs 3xs, else 2x
Morale Value (MoV) 1-5 2xMoV
Constitution 2xCnV

Novice 10 pts
Intermediate 30 pts
Advanced 50 pts

Spells
Teleportation: 15 pts
Aura of Fear: 15 pts
Phantasmal Vines: 15 pts

Evoke Storms: 15 pts
Evoke Fortitude 15 pts
Mind Control: 15 pts
Summon Undead: 20 pts
Wizards Duel 20 pts
*
Type Cost Example/Description
Creatures
Fighting Value (FV) 1-5* 2xFV Fighting Value of 3 costs 6 points
Armor Value (AV) 1-4 2xAV Armor Value of 3 costs 6 points
Missile Value (MV) 1-3 2xMV Value of 3 costs 3xs, else 2x
Morale Value (MoV) 1-5 2xMoV
Constitution 2xCnv
Flying Ability 2x Total Costs 2x total cost.
Frightening Aspect 10 pts
Lightning 20 pts
Mind Control 20 pts
Crusher 20 pts
Jump 10 pts
Breath Weapons 20 pts









*
Fantasy Figure Costs
Fantasy Creatures



These are any large and formidable creatures. The player assigns the below
characteristics to them and pays the point cost.

Requirements
A Creature requires at least a 1.5 by 1.5 base. It always has a constitution of
2,3, or 4.

Movement
Creatures move on the ground at 6 per turn. Creatures have a 4 charge bonus.
Creatures may have wings and move at 10,12, or 14 based on armor values of 1-
2, 3-4, 5 respectively.

Combat
Creatures have 3 attacks, with at least 2 of them to the front of the figure. Crea-
tures can use an attack to batter down doors or structures of wood or earth, but
they can not enter a normal structure.

Missiles
A creature may be equipped with a hand hurled missile weapon with a rating of
1 to 4. This represents things like dragon flame, poison spines , etc. Bow and
crossbow types of weapons cannot be used.

Fighting
A monster my strike three times each melee phase. One of these strikes can be
to the rear, the other two must be forward. Strikes may be at the same or differ-
ent targets.

Superior Elevation
In combat, a creature always has superior elevation over any other figure eacept
when the creature is on the ground fighting a winged creature.

Armor
A creature can not use a shield, but the natural body armor can be formidable.
Armor values can be 1-5.






Fear of Creatures
Whenever the monster contacts any enemy figure (non creature), the enemy
figure must immediate check morale.

Command
A creature can only be commanded be a like creature ignore all other leaders.

Special Abilities
Breath WeaponsThere are 3 types of breath weapons that a creature can pos-
sess, fire, ice , or gas.

Fire or Ice: This ability enables the creature to fill a cone with fire or ice. All fig-
ures caught in the must make a morale check at +2 to their normal die roll. This
type of breath attack may not be used if the creature was engaged at the begin-
ning of the turn. The cone dimensions are 2 at the base, 6 long, and 4 wide at
the end.

Gas: This ability enables the creature to fill a cone with deadly gas. All figures
caught in the cone must make their normal armor and shield saving throw or
die. This ability can be used even if the creature is engaged. The cone is the same
as the fire and ice.

Lightning: this ability enables the creature to throw a lightning bolt with a mis-
sile value of 4. The maximum range is 14. The lightning bolt may be thrown at
one figure, if hit the target has its armor value halved, rounding up.

Flight: Creatures have the ability to fly. (note: apply to human figures too)
10 for armor value of 5.
12 for armor value of 3 or 4.
14 for armor value of 2.
16: for armor value of 1.
As in normal movement, armor counts only body armor, not shields. Figures
flying have an 8 charge bonus.
Flying figures can not take off or land within 1 of a forest. They must land an
inch away from a non flying figure and then advance to combat. There is no
combat between a flying and non flying creature. Bows can be used at a range of
14.
Fantasy Creatures continued
Figure Pt
s
Tot
pts

















Roster




Summon Undead:
Area of effect Any graveyard
Range 18
This ability enables the Wizard to summon the dead from graveyards. Roll 3d6
for number of zombies. If successful, owning player controls, if not, opposing
player controls. Zombie characteristics are FV 2, AV 3, Move 6, No Morale
checks. Zombies are moved as regular figures. 20 pts

Wizards Duel
Area of effect Any other Wizard
Range 18
A Wizard can challenge another Wizard to battle. This ability enables the Wiz-
ard to fight any other Wizard, one to one with fireballs. If Successful, the Wiz-
ard selects opponent and the duel commences. Each Wizard rolls 1d6 for each
level they are. (novice gets 1d6, advanced gets 3d6) This is the number of fire-
balls they have. The combat is done in a number of rounds with the Wizard
able to fire up to 3 fireballs a round. Repeat each round until one of the Wiz-
ards is dead or fireballs run out. The attacks are simultaneous. Fireballs hit on
a 3 or less. Normal saving throws are made. 20 pts










Wizards and Spells





Mind Control: This ability enables a creature to take control of a figures mind.
The maximum range is 14. Roll 1d6 with a 1-3 being successful. If the creature
takes control of a figure it will do anything the creature wishes! A figure may
break this mind control by rolling it morale value during the morale phase. This
is done at the beginning of movement.

Crusher: This ability enables a creature to have one of its 3 attacks be even more
deadly. A creature with Crusher must declare which of the 3 attacks will be the
Crusher before rolls are made. If hit, the targets armor value is halved round-
ing down.

Jump: A creature can jump obstacles a maximum of 4. This negates the move-
ment penalty of the object and is considered part of normal movement.

Fantasy Mounts
Certain fantasy characters or races may use mounts other than horses, including
wolves, lions, unicorns, lizards, and various winged creatures. Great warriors
might ride on trained war horses. These rules allow a mount to have additional
attributes. A single mount could have just one , or any combination of the at-
tributes below.

Winged Mounts: If the mount can fly, use Creature Flight rules.

Ferocious Mount: A mount may itself be able to strike in combat. In this case,
the figure gets another strike., with a separate fighting value for the mount. Fe-
rocious mounts are uniquely difficult to control. Only a hero figure may ride
them.

Frightening Mount: Some fantasy mounts are extremely frightening . Historical-
ly, camels had this effect on horses. Fantasy creatures can do this as well. The-
se creatures cause a moral check when contacting another figure. A figure only
checks once a turn for a specific frightening mount.



Fantasy Creatures continued
Wizards and Spells
The principles of magic are any figure may be a wizard. The figure must
then be given 2 additional attributes to make them a wizard. The first is
to make that figure a wizard, and the second is the spells that wizard can
use.

Magic Level
A wizards level of skill determines whether or not the spell they cast is
successful. There are 3 levels:
Novice : success on a 1 or 2. 10 pts
Intermediate: success on a 1 to 3. 30 pts
Advanced: success on a 1 to 4. 50 pts

Spell Casting
A spell may be cast either in the movement or in the missile phase. Only
one spell per turn. If successful, the spell is carried out, if not, nothing
happens and the Wizard may not perform any other action that turn.

Armor for Wizards
Wizards normally do not wear armor, however you can equip your wizard
with whatever armor you wish, but it costs you double!

Spells
The following spells are allowed.

Teleportation:
Area of effect - Wizard and anybody in contact with the Wizard.
Range Unlimited
This spell allows a Wizard to move from the current position to any posi-
tion on the board. However, there are hazards in this travel. A Wizard is
lost in the void if a 6 is thrown on the dice. He may attempt to rematerial-
ize on the next movement turn by throwing a 1. The Wizard will remate-
rialize within 6 of the original spot. The Wizard may attempt to recover
each turn. Thrown at the start of movement. 15pts





Aura of Fear:
Area of effect All figures within 3 of the aiming point
Range 18
If successful, the Wizard selects a point that the spell will cover. All figures
within 3 of that point check morale. They may attempt to recover the next turn.
Thrown at the start of movement. 15 pts

Phantasmal Vines:
Area of effect All figures within 3 of the aiming point
Range 18
If successful, the Wizard selects a point that the spell will cover. All figures
within 3 of that point are grasped by vines and can only move 1/2 that turn, no
charging. Lasts for that turn only. Thrown at the start of movement. 15 pts

Evoke Storms:
Area of effect All figures within 6 of the aiming point
Range 18
If successful, the Wizard selects a point that the spell will cover. A figure may
not fire missiles, if in, or firing through the storm. All movement through is at
1/2 speed. Lasts for that turn only. Thrown at the start of movement. 15 pts

Evoke Fortitude:
Area of effect All figures within 3 of the aiming point
Range 18
If successful, the Wizard selects a point that the spell will cover. All figures in
that area that are routed, rally automatically. Thrown during rally of figures. 15
pts

Mind Control:
Area of effect Individual Figure
Range 18
This ability enables the Wizard to take control of a single figures mind. If spell
roll is successful, figure rolls its morale 1, if it fails the Wizard takes control of
the figure and moves it as it wishes. A figure may break this mind control by
rolling its morale value during the morale phase. This is done at the beginning
of movement. 15 pts

Wizards and Spells

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