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R. W.

Lee, 4th May, 2004

Wrath of the Gods


Scales and Basing
The game is intended for 25mm figures. Heroes may be slightly larger, for instance 28mm figures.
Gods should be noticeably larger, for instance 42 mm or 54 mm figures.)
Figures are individually based and represent one combatant each.
All dice are normal six-sided dice (d6).

Troop Types and Organisation


Normal troop types are Civilians, Skirmishers, Combat Infantry, Cavalry and Chariots.
Centaurs are cavalry who are unable to dismount.
Combat infantry may use throwing weapons if the figure depicts a type of soldier who would be
likely to have such a weapon. For instance, a Roman legionary with a pilum or holding a sword is
able to throw pila. A legionary with a thrusting spear is not.
Heroes may be any human troop type. They are better at many things than the ordinary mortal.
Priests (male or female) are civilians with the useful ability to invoke Gods (male or female).
There may also be Wolves, Gorgons, Harpies, Hydras, Minotaurs and Skeletons.
Similar troops (except gods) on the same side should form a single unit unless there is a very good
reason otherwise. A hero of that troop type will usually be part of that unit. A unit without a hero
may have a Leader.

Sequence of Play
Game Set Up (scenery, troops and group morale)
Each Turn (alternate bounds for each side in turn)
Movement
Fire Missile Weapons
Hand to Hand Combat
Test to check any Gods invoked by you remain
Priests may invoke their Gods
Enemy does Unit Morale Resolution

Game Set-up
Choose forces, set out scenery and set objectives at umpire discretion or mutual consent. Set each
unit's morale to 2 and then apply the following rules:

If defending fortifications raise morale by 1.

Raise morale by 1 for units with one or more heroes.

Each side throws a dice. The high scorer deploys, then the low scorer. The high scorer takes first
bound.
1

R. W. Lee, 4th May, 2004

Movement (shown in inches)


Movement is the slowest pace of the move, e.g. if part of a move is through difficult going the whole
move is at difficult going rate. Rough going includes road fords and rough pasture. Difficult
going includes fording rivers elsewhere, marsh, bog, steep slopes and crossing fortifications.
Troop Type
Infantry, small or no shield, chest protector or no armour
Infantry, medium shield, chest protector or no armour
Infantry with armour. Also Minotaurs and Gorgons.
Cavalry, Centaurs, Chariots
Wolves
Heroes get a bonus over their normal movement
Gods
Harpies (can not end their move in water or marsh)
Hydras

Good Going
6
5
4
8
8
+2
15
16
3

Charge
8
6
5
12
12
+2
15
16
3

Rough
5
4
3
3
8
+2
15
16
3

Difficult
4
3
2
1
6
+2
15
16
3

Charge to combat - must be in good going and end in combat. If a formation charges, all
figures in good going may move at charge rate if some connect with the enemy. Figures already
in close combat or acting as rear support cannot charge.

Moving to combat is to either the nearest or the nearest un-engaged enemy. Bodies may not
move obliquely into combat. If not charging they may wheel, or move men from the back rank
to the front provided that they do not move further than their allowed move.

Dismounting - May exchange mounted figures (not centaurs) for infantry. This takes the whole
movement turn. For chariots, keep chariot but add infantry for dismounted fighting crew.
Chariots can not fight until their fighters get back on.

Moving Backwards or Turning Around costs 1 inch of movement. Turning up to 90 degrees


once costs nothing.

Missile Fire
Missile troops not in, breaking off from, or supporting close combat may fire once in each own
bound. Each shot is taken separately. Throw a single d6 and add or subtract the factors below:

Range (inches):

Effect:

Target:
nearest enemy in clear line of sight within 45 degrees of front edge, not in combat or
within 1 base of combat. If shooting down must be at least 1 inch forward.

Shooting from 2nd Rank - Skirmishers, bowmen and slingers may shoot from the second rank
of an infantry formation. Heavy infantry with throwing weapons can not.

Shooting at Chariots Treat as if shooting at horses. If a horse is killed, throw a dice. The
crew may dismount unharmed if the score is even.

bow or sling 16, javelin 8, pila 6.

5 or more kills a mortal, or makes a god or goddess flee

Short Range (8 inches or closer, not artillery)


Pila (in addition to short range bonus)
Mounted target or Centaur (but not animals without riders)
Target shot from flank
Target shot from rear
Archer, Slinger or Thrower moved this bound
Target has small shield and shot from front
Target has medium shield and is shot from front
Target has body armour e.g. mail or composite cuirass (not chest protector) or is Harpy
Target in partial cover e.g.. fortifications
Target is Hero, Minotaur, Gorgon or Hydra
Shooter is Hero
Target is a God
Shooter is a God
2

+2
+1
+1
+1
+2
-1
-1
-2
-1
-2
-2
+1
-10
+10

R. W. Lee, 4th May, 2004

Close Combat
For both figures throw a d6, add the troop type combat factor. Add or subtract any additional factors
including rear support if applicable. Compare the scores. Check the effects table.

Rear Support - Supporting troops must be directly behind, facing the same way, up to the
maximum allowed for the fighter at the front. Any infantry may support infantry, any cavalry,
cavalry.

Push-Back -Push-back is for one base depth of the figure loosing the combat. A pushed back
figure pushes back friends in rear support only. If there are too many ranks then it can not be
pushed back. When several figures fighting one enemy suffer a push back, all are pushed back.
Only the main attacker is at risk of dieing if it cant be forced back

Follow-Ups - Cavalry, centaurs and wolves always follow-up, other troops may do so if they
wish. If multiple assailants cause a push back, if the main attacker follows up, all attackers and
their supports do so.

Brawls - pair off figures one to one as far as possible, if not two to one etc. Main attacker is the
toughest, other attackers just act as factors. Only the main attacker can be killed.

Hydra - Treat it as group of 4 creatures each with combat factor 8. There are up to 4 combats
with it at once. If you attack it with 3 soldiers, one of them has to fight 2 opponents. A failed
push back will not kill it. The first "kill" result against it kills it.

Troop Type
Skirmisher or Civilian

Heavy Infantry or Skeletons on foot


Cavalry, Centaurs, Mounted Skeletons
Gods
Minotaur or Gorgon
Harpies
Wolves
Hydra (see note above)
Other Factors
Rear support (per rank, up to maximum above)
Defending Fortifications
Uphill (may be in addition to fortifications)
Hero
Leader (max. 1 per unit) and Chariot Warriors. Not Heroes.
Fighting more than one opponent (each additional enemy)
Skeletons fighting mortals who have neither hero in or with their
unit or a god anywhere on the table
Result
5 or more
4 or 3
2
1 or 0

Max. Support Combat Factor


1
1
5
4
3
4
0
14
0
8
0
6
0
5
0
4 of 8
Factor
+1
+2
+1
+4
+2
-2
+2

Effect of Combat upon Loser


Kill a mortal, make a god flee off the table, not to return during this game.
Gods flee, as above. Mortals (except hydras) pushed-back. Die if cannot be pushed back.
Push back (except hydras), survive if cannot be pushed back.
No effect.

God Test
Deities are very powerful, but may get bored with mortal concerns.
During every own bound, if any gods invoked by you are present, check that each one chooses to
remain in the game. Throw a dice for each one. On a score of 1, the god leaves and will not return
during this game.

R. W. Lee, 4th May, 2004

Invoking Gods
A deity may only be successfully invoked once per battle. A live priest of that god is needed. Throw
a dice to invoke the god. A score of 6 invokes them to appear on their baseline.
Priests are dedicated to serve one god only. However, there may be priests of more than one deity
present.

Unit Morale Resolution


Morale of skeletons is always 2. However, for all other units:
Event
Each 10% of original strength of unit killed or fled
Leader or hero figure killed
Have significant (at least 20% each of own strength) enemy to rear as well as front
In sieges at least 5 enemies within fortification or breach made

Effect on Morale
-1
-2
-2
-3

Test morale at end of each enemy bound that the units morale is zero or less.
Throw a d6 and halve the result, rounding down. If the sum of it and the morale is not equalt to 1 or
more, the unit rout; all figures (except heroes) are removed as casualties. Otherwise the unit fights
on for the next round, morale unchanged. (This means that they will need morale tests in future
bounds.)

Additional Rules for Fortifications

Walls and Fortifications - are difficult going. Mounted can not scale them, unless dismounted.
If unopposed and helped by friends at back, infantry may count as rough going.

Attacking the Gate - Throw 2 dice. Add the number of the attackers, plus rear support.
Subtract the number of defenders immediately behind the gate their rear support. A
score of 12 or more breaks through, causing the defenders to recoil one full move.

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