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EMPIRES
CONTENTS
1. Title Page
2. Introduction
3. Contents
4. Statistics
5. The Phases
8. Special Actions
9. Terrain
9. Choosing Your Force
10. Fighting A Battle
STATISTICS
The forces of Arkadia, the fantasy world your warbands of soldiers, thugs and
monsters will be fighting on, have many different abilities, skills and talents, and one
fighter may not be as strong or skilled as the next, so each fighter is measured on a
scale of one to ten in each area they might be skilled in, with one being the lowest,
such as a lowly rat, and with ten being the highest, such as the mighty dragons of
ancient times. But each fighter might not be skilled in the same things-an orc might
be extremely adept at close combat and an elf might be able to shoot a crow of a
steeple 2 miles away, for example. The statistics, or stats, every fighter has are
outlined below:
SPEED(SPD)-How fast a fighter can move about the battlefield. It is measured in
inches('').
COMBAT(COM)-How well the fighter can land hits.
ARCHERY(ARC)-How well the fighter can fire ranged weapons. Note that this
doesn't have to apply solely to attacks made with bows.
POWER(POW)-How well the fighter's blows can pierce armour.
ARMOUR(ARM)-How well-protected the warrior is.
REFLEX(REF)-How well the fighter can dodge blows.
VITALITY(VIT)/STRUCTURE(STR)-How many hits the fighter can take before
succumbing to his/her injuries.
ATTACKS(ATT)-How many blows the warrior can strike in combat.
COURAGE(COU)-How brave the warrior is in the face of danger.
CONTROLABILITY(CON)-How controllable the fighter is. For most warriors, this
won't be an issue, so it is left out of their profiles.
There are also other statistics , but they only apply to certain models, such as great
leaders and powerful leaders. They will be explained in detail later on. They are as
follows:
MAGIC(MAG)-How in tune the fighter is to the workings of magic.
LEADERSHIP(LEA)-How adept the warrior is at leading others.
TECHNOLOGY(TEC)-How much the fighter knows about machinery.
HEALING(HEA)-How well the fighter can heal injuries.
Statistic tests(or Stat Tests) are made by rolling a d10. If it is equal to or under the
stat being tested, it is passed, and if it goes over, it is failed. All stats are tested like
this, except for SPD, ARM, ATT and VIT/STR.
THE PHASES
A turn of Dark Empires is split into 5 phases:
1. MOVEMENT PHASE
2. SHOOTING PHASE
3. COMBAT PHASE
4. MAGIC PHASE
5. MISC. PHASE
base contact as the player sees fit. The attacks may be made in any order or all at
once, but you must specify which attacks are directed against which enemies.
D6 ROLL
11
12
13
14
15
16
21
22
23
24
25
26
31
32
33
34
35
36
41
42
43
44
45
46
51
52
53
54
55
56
61
62
63
64
65
66
11-16: The wizard is engulfed in flames, sucked into a portal to another realm, or
some over suitably dramatic event occurs. Remove the wizard as a causalty.
21-23: The area around the wizard bursts into iridescant colours that burn the flesh on
touch. The wizard and all models within 6 take a POW 8 hit.
24-26: The wizard's hair bursts into flames. The wizard takes a POW 6 hit.
31-36: The armour of the wizard and his companions become useless as a cloud of
rust engulfs them. The wizard all all models within 6 permanantly reduce their ARM
by 2.
41-43: The wizard's courage disappears as terrifying visions fill his mind. Reduce the
wizard's COU by d10 permanantly. If the result is equal to or more than the wizard's
current courage, remove the wizard as a causalty as he/she succumbs to the visions.
44-46: The wizard's legs disappear. Reduce the wizard's SPD to 0 permanantly.
51-56: The wizard forgets his magical abilities. Reduce the wizard's MAG to 0 and
he/she can no longer cast spells.
61-63: The wizard flies into a psychotic rage. The wizard moves towards the closest
model and fights them in the next Combat Phase if the wizard reaches base contact.
64-66: The wizard teleports to a random location. Roll a further d3:
1: The enemy places the wizard anywhere on the battlefield.
2: The wizard is teleported off the battlefield. Remove the wizard as a causalty.
3: You may place the wizard anywhere on the battlefield.
SPECIAL ACTIONS
Certain powerful heroes, wizards and healers may have abilities that the common
warrior can only dream of. There are four stats that these leaders may have, in any
combination-most will only have one, but a few select individuals may have all four.
These stats are, in no particular order:
1. LEADERSHIP(LEA)- How well the model can lead his/her warriors on the
battlefield.
2. MAGIC(MAG)- How in tune the warrior is to the workings of magic.
3. TECHNOLOGY(TEC)- How well the warrior can fix machines.
4. HEALING(HEA)- How well the warrior can heal wounds.
LEA is used when the Leader of a Force is trying to command his troops across
the battlefield. The Leader may test his/her LEA by using a special ability, each
usable only once per game. The Leader may only use one ability each turn, in the
ability's respective phase. There are three abilities every Leader may use, and more
may be added in each Faction's respective Force Book; the ones in the Force Books
may only be used by that Faction. The three universal actions are as follows:
1. The Leader inspires his/her troops to a glorious charge. Every warrior in your
force may move up to triple their SPD without penalty, and if they move into
Base Contact with an enemy they gain 1 POW in the following fight. Usuable
in the Movement Phase.
2. The Leader bellows to his/her archers to unleash a hail of arrows. Every
warrior in your force with a ranged weapon may fire it with +1 ARC. Usuable
in the Shooting Phase.
3. The Leader orders his/her warriors to march forward. Every warrior in your
force may move up to quadruple their SPD wihout penalty. Usuable in the
Movement Phase.
TERRAIN
While it is entirely possible to have games on a flat, featureless expanse, it makes
for a rather dull game, and it makes things much more interesting to have your
warriors fight in a dense forest or a ruined cityscape than a flat desert, though there is
nothing wrong with having two nomad tribes skirmishing in the wastes, if that is what
you want! To set up your battlefield, you and your opponent may either agree on a
suitable battlefield, or you may roll on the tables below to randomly generate one.
First of all, roll a d10 for the overall theme of the battlefield:
Desert
Steppe
Forest
Jungle
City
Rural
Mountains
Snow
Badlands
10
Volcanic
Then roll 2d6, and roll a d6 equal to the result of the 2d6. The result of that is the
number of terrain pieces you place. Try to match the overall theme of the battlefield,
but there is nothing wrong with having a watchtower or grotto in the middle of the
desert if you so desire! You may assign special rules to certain pieces of terrain if you
wish. The only limit is your imagination!
FIGHTING A BATTLE
To fight a battle in a game of Dark Empires, the players must first agree on a
number of d6s to roll-the result is the number of turns the game will last for. Next, the
players must choose a scenario-this can be anything from simply surviving until the
time runs out to having to destroy an entire town-again, the only limit is your
imagination!