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first model during the activation phase. The player sequence only involves 2 units at a time.

A player
chosen must activate one of their units even if they are cannot choose to attack one of his own units. A
outnumbered by their opponent. unit with – for its CBT can’t fight during an attack
sequence, even if it receives a CBT bonus. Attack
Turns: A turn in Hell Dorado is split up into two
sequences that involve a unit of this type will always
phases; the upkeep phase and action phase. During
be one sided.
the upkeep phase each company’s CMD is refreshed,
and then dominance is determined as outlined above. These are the steps to follow to resolve an attack
During the action phase players alternate activating sequence …
their units one at a time until each unit has been
Both players roll their combat dice
activated. When a player would choose one of their
units to activate, they may skip their activation and In close combat both players roll a number of
have their opponent activate a unit instead if their dice equal to their units CBT. If a unit has a CBT
opponent currently has more units that have not greater than 5 it will roll 5 dice with any extra
been activated than them. After every unit has been points it has left over being re-rolls (EG a CBT of
activated, a new turn begins! 7 means the unit will roll 5 dice with 2 available
re-rolls). Dice that have been re-rolled cannot be
Activation: Once a unit is activated, the player that
re-rolled again. For each combat die that rolls
controls it chooses a single action from the list below
equal to or greater than the targets DEF, the unit
for the unit to perform. Free actions can only be
scores a hit.
performed by units that are unengaged, and engaged
actions can only be performed by units that are Both players apply the results of the attack rolls
engaged. simultaneously
elcome to the wondrous and terrible world that many Life Points or less left, it becomes wounded. Free Both players check the power table of the weapons

W of Hell Dorado. Hell Dorado is a skirmish


miniatures war game set in a dark and gritty
alternate reality where mortal man has found direct
Once a model is wounded, it will use its secondary stats
on the green backgrounds rather than its normal stats.
Walk – The unit may move up to a number of fathoms
equal to its MVT. The unit can’t engage enemy units
with this move, though it may enter their control
that where used to determine the damage and
possibly other effects that are suffered by their
target. A units PR is subtracted from the damage
Life Point Track: A convenient place to keep track of area. inflicted on them and the final number is how
portals to the underworld of legend, Hell.
how many Life Points a model has left. many LP they will lose. Any unit that is reduced
Now that you have gotten a starter, go put your models Run – The unit may move up to a number of fathoms
Weapons Area: This shows the details of the weapons to 0 or less LP is immediately removed from the
together. Alright, done with that? equal to double its MVT. The unit can’t engage
a model is carrying. This includes keywords outlining board.
enemy units with this move, though it may enter
Now find a 30” x 30” area to play your first game of what type of damage the weapon causes and any their control area. One sided attacks: I have mentioned one sided attacks
Hell Dorado on. A kitchen table should do well for special abilities specific to the weapon. a few times so far. A one sided attack sequence is just
this. Then strew some sundry items like soda cans and Attack – The unit may move up to a number of fathoms
Power Table: Each weapon a model has will also have like the sequence out lined above except that one of
books around in the area to represent the varied terrain equal to its MVT. Then, if the unit is in contact with
a power table. This table shows how much damage the units involved doesn’t fight, so they do not roll any
of hell. Once you have set up the field each player rolls an enemy unit, an attack sequence occurs.
will be caused when the model scores a certain combat dice.
a die. The one that rolls lower must choose a table edge Charge – The unit may move up to a number of
number of hits when wielding the weapon in combat. Here are the standard modifiers to the normal attack
and setup all of their units within 5 inches of it. The fathoms equal to double its MVT. Then if the unit is in
Additionally, weapons will sometimes inflict certain sequence …
game will end at the end of the 6th turn, and the player contact with an enemy unit, an attack sequence occurs
status effects when a certain amount of hits are scored.
with the most AP left on the board wins the game. during which the charging unit suffers -1 CBT. A unit standing on ground at least half a fathom
Auras and Orders: These text areas will detail any higher then the ground its opponent is standing on
Here are a few basic concepts we must set out before Shoot – The unit may perform a ranged attack against
additional abilities that a model has. gets +1 CBT in close combat. If one unit’s base is
getting into an explanation of the stat card that comes any eligible target. Additionally the unit may move
with each character. Playing the Game above another unit’s head, then no contact is possible.
up to a number of fathoms equal to its MVT, either
Dominance: Dominance is a measure of the morale before or after the ranged attack. The unit can’t engage A unit receives +1 CBT support bonus for each allied
Dice
of the combatants involved in a Hell Dorado game. enemy units with this move, though it may enter their unit that is engaged with the unit they are fighting.
Hell Dorado requires the use of six sided dice, or d6.
It shows which side is feeling like they are in a good control area.
Ideally each player should have at least 5d6 handy. Ranged Combat
position and which has a feeling that things may not
Fathoms be going so well. It is probably best to use some kind Concentration – The unit may move up to a number
Ranged combat is worked out in much the same way
The standard unit of measurement in Hell Dorado is the of marker that a player can keep on their side of the of fathoms equal to its MVT. The unit can’t engage
as normal combat except for one important difference.
Fathom. For our gaming purposes a Fathom = 1 inch table to show that they currently are dominant. At the enemy units, though it may enter their control area.
The target of a ranged attack doesn’t get to roll any
or 2.5 cm. beginning of the game each player must figure their The unit may use an active ability.
dice in opposition during the attack sequence.
dominance score. This is equal to the total CMD in Focus – The unit can’t move. The unit may use an
Distance and Measurement These are the steps to follow to resolve a ranged attack,
their company (or group of figures) plus the number of exhausting ability.
All distances are measured from the edge of a models or shot …
models in their company. The player with the greater
base. A model will be within a certain distance Engaged
total is dominant at the beginning of the game. If this Choose a target
of another if the edge of their base is within that Retreat – The unit attempts to break free from being
score is tied, then it reverts to which company has the When shooting, units must choose the closest
distance, measured from the edge of the other model’s engaged. This triggers a one sided attack sequence,
most units. And if that is tied, then to which officer enemy unit, within their line of sight, as their
base. Players may measure any part of the board at in which the retreating unit doesn’t fight. If the
has the highest CMD. target. A unit is within another unit’s line of
any time. retreating unit survives the attack
sight if an imaginary unbroken straight line can
Contact and Control Areas sequence, it then may move up to a
be drawn from the unit’s base to any part of
Models are in contact with one number of fathoms equal to double
target model. Models themselves do not break
another if their bases are touching. its MVT. The unit can’t engage enemy
the line of sight. If the closest enemy unit is in
Alternatively if any part of a model Front units with this move, though it may
enter their control area.
cover that gives it a protection bonus equal to or
touches any part of another model, greater than it’s natural protection, then it may be
they will also be in contact. This Concentration – This triggers an ignored in favor of the next closest target, which
option should only be used if the Unit/Model Name attack sequence during which the will be examined in the same way. If the nearest
moving model cannot move far concentrating model suffers -1 CBT enemy unit is engaged then it may be ignored
enough to put the two models bases Faction Icon and -1 DEF. If the concentrating in favor of the next closest target, which will be
into contact. If a model is in contact model survives the attack, and doesn’t examined in the same way. If at least 50% of the
with an enemy model, then they are
also engaged. In Hell Dorado models Movement suffer a change of state (EG knocked target is partially obscured from the shooter by
down etc…), then it may use an active terrain elements, and if the target is within 1
have a Control Area of 1 Fathom ability. fathom of the obscuring elements, then it will
around themselves. If a model moves Defense receive a bonus to its PR due to having cover. The
into the Control Area of an enemy Focus – This triggers a one sided
amount of this bonus depends on the base size of
model, then it must either stop attack sequence, in which the focusing
faith the target. Regular base (30mm) sized models get
moving or move closer to the enemy unit doesn’t fight. If the focusing unit
+3, large (40mm) get +2, and extra large (50mm)
model, up to and including engaging survives the attack and doesn’t suffer
it. Command a change of state (EG knocked down
get +1.
etc …), then it may use an exhausting Determine range and difficulty
Unit Statistics
Each model in Hell Dorado comes
Keywords ability.
In Hell Dorado there is no limit to the range
with a stat card that details its Melee – This triggers an attack of a weapon. A weapon’s range score is only
abilities on the table top. Here is a Army Points sequence between the unit and an an indication of how difficult the shot will
short explanation of stats and areas enemy unit (of your choice) that it is be depending upon the distance to the target
of note on a card. engaged with. If the unit is engaged as follows…
with only one unit, then it may move
Front to reposition itself around the base of
Unit’s (or Model’s) Name: Name of the unit it is engaged with. Range and difficulty of shots
the model.
Back Movement
Distance Range Difficulty
Faction: An icon showing which Models cannot overlap another
faction the model belongs to. between
model’s base with their own during
shooter and
Movement MVT: The model’s basic their movement. Units aren’t required
target
movement in Fathoms. to move in a straight line. If a unit
Shooting Skill starts its activation within the control No greater Point blank 3
Defense DEF: How hard the model area of an enemy unit, there are some than the
is to hit in combat.
Combat CBT restrictions placed on the actions that weapon’s
Faith FTH: The model’s spiritual the active model may take. It may Range
strength choose not to act. It may perform an
Protection PR action that will allow it to engage the No greater Short 4
Command CMD: The model’s enemy model as directly as possible. It than the
ability to lead and influence others. Life Points may perform a shoot, concentration, Range x 2
Keywords: These are terms that or focus action, though it can’t move No greater Medium 5
either represent an ability the Life Point Track if it does any of these. Or it may pay than the
model has, or are target-able traits 1 command point to move around Range x 3
inside or leave the control area
that help describe something of the Weapon Area without engaging the enemy model. Greater than Long 6
models nature.
the Range x 3
Army Points: How many Army Power Table Difficult and impassable terrain:
Points it costs to include the unit in Certain areas of the board can be Finally if the target’s DEF is greater than the
your Company. termed as difficult or impassable difficulty determined from the above chart, then the
Auras & Orders terrain. This means that they are target’s DEF will be the difficulty used for the shot.
Back harder or impossible to move across.
Shooting Skill SHS: The number Difficult terrain can be moved across The shooter rolls their combat dice and the results
of dice the model will roll when normally as long as the unit isn’t are applied.
shooting at a target. performing an action that allows it The shooter rolls a number of dice equal to their
Combat CBT: The number of dice to move farther than its base MVT. SHS. Just like close combat, 5 dice is the maximum
that the model will throw during To perform an action that does allow that can be rolled. A higher score than 5 indicates
close combat. This is a reflection movement farther than this, a unit the number of re-rolls that can be made. As usual,
of both the offensive and defensive must pay 1 CMD to cross difficult re-rolls cannot be re-rolled. Dice that roll equal
capabilities of the model. terrain. Impassable terrain can’t be to or greater than the shots difficulty cause a hit.
After the first turn of the game, dominance is moved across or stopped on, and also blocks a units Just like close combat the number of hits scored
Protection PR: How resilient the model is. This control area. It is normally best to discuss which parts is referred to on the weapons power chart to find
determined at the beginning of each turn by counting
number is subtracted from the amount of damage of a board are what type of terrain with your opponent the damage dealt, and as normal the target’s PR
how many models each company lost in the previous
the model takes when hit. before the game begins. is subtracted from the damage dealt to find how
turn. The company that lost the least will become
Life Points LP: The amount of damage a model can dominant. If this count is tied, then dominance many LP the target loses. Again, a unit that is
Close Combat reduced to 0 or less LP is immediately removed
take before becoming incapacitated. If this number is will remain with the company that had it before. An attack sequence represents a flurry of blows
followed by a second with a green background then Dominance is important because the dominant from the board.
exchanged between engaged units. While a unit may
the second number indicates that once the model has player gets to decide which player will activate the be engaged with multiple opposing units, an attack
Command & Orders Activating lemures: Unlike other units, lemures can Cumbersome X: During the second and all subsequent Penetrating Strike X: During an attack sequence, the
Command is one of the central concepts of Hell be activated twice per action phase. If a player has attack sequences against the same enemy unit, a unit unit opposing a model with this ability gets –X PR.
Dorado. Each player gets a certain number of a lemure that hasn’t been activated at all yet, and using a cumbersome weapon suffers –X CBT. This is This ability can’t reduce a unit’s PR below 0. During
command points that they can spend each turn. their opponent has no units left to activate, then the only applied if the two units have remained engaged a ranged attack, this ability will also reduce the PR
Normally orders cost command points, though there lemure can only be activated once. When activated, a throughout all of the attack sequences counted. bonus given by cover.
are other situations, such as leaving an enemy unit’s lemure may move up to a number of fathoms equal
Defensive Shot: If contact is made with a unit that Prescient: A player who has at least one unit with this
control area as outlined above, that they are used in. to their MVT, and then may also trigger the spell
has this ability while it has yet to be activated, is free, ability can select the nature of a zone of conflict on
A player receives a number of command points each that is being cast through them. These are the only
and has a ranged weapon available, the unit with this the battlefield rather than randomly determining it. If
turn equal to the total CMD of their units still alive. actions that a lemure may take when activated. Only
ability may take a point blank shot at the enemy that both players have prescient units, the player with more
If a unit dies during a turn, the unit’s owner loses a lemures with the strider ability can enter or end their
has contacted it before close combat begins. of them decides. If this is also a tie, the dominant
number of command points equal to the unit’s CMD. move in difficult terrain. As long as a lemure hasn’t
player decides.
Also some abilities require the spending of permanent been activated twice during an activation phase, it Dodge X: When a standing free unit with this ability
command points. When a player spends a command will count as an un-activated unit when determining becomes engaged, it can attempt to dodge away. Roll Protective: The unit does not lose its control area
point permanently, they will not regain that number of whether a player can pass due to being outnumbered. 1d6. On an X or less, the unit is moved a distance of when engaged by one or more enemies.
command points at the beginning of the turn for the up to 3 fathoms. The engaging unit cannot continue
Vanished and Residual: Spells will have one of these Rapid Strike (Attack or Defensive): A unit with this
rest of the game. EG a player has a total of 6 CMD, moving. A unit with this ability can only attempt to
keywords in their description. Vanished means that ability will deal damage before their opponent instead
they then spend 3 permanently. They will only regain dodge once per action phase. The dodging unit can’t
the lemure will be destroyed once they have triggered of simultaneously with them. If the unit has the attack
3 command points at the beginning of any turn for contact other enemy units with the dodge move. If
their spell. Residual means that the lemure will remain keyword with this ability, it only works when the unit
the rest of the game. Command points do not carry the dodge move can’t be made, the dodge can’t be
in play after they trigger their spell. with the ability initiated the attack sequence. If the
over from turn to turn. If a player doesn’t use them, attempted.
unit has the defense keyword with this ability, it only
they are lost at the end of the turn. Limited number of lemures: Each infernalist will have
Eager X: A unit gets +X CBT during any attack works if the unit with this ability didn’t initiate the
two numbers separated by a slash after the infernalist
Light and dark command: Some Immortals faction sequence between it and a model it just has become attack sequence. If both units have this ability, then
keyword on the front of their card. The first number
units will have either a light circle or a dark circle after engaged with. they strike simultaneously. State changes due to these
is how many lemures they can control at any time.
their command score. This means that they contribute attacks are all applied simultaneously at the end of the
The second is the total number of lemures that they Elusive: The movement of a unit with this ability isn’t
either light or dark command respectively to their attack sequence as normal.
can summon throughout the whole game. So an affected by enemy control areas.
company’s total. If an Immortals unit doesn’t have one
infernalist 2/3 will be able to have up to 2 lemures on Regeneration X: Units with this ability recover X LP
of these symbols, the controlling player gets to decide Enlightened: While your company has more light than
the board at any one time, and can summon a total of each upkeep phase.
how that units CMD will be split between light and dark command, units with this ability get fanatic.
3 lemures throughout the game.
dark command for the entirety of the game at the Reloading X: Once a ranged weapon with this ability
Evasive: If a unit with this ability is engaged with an
beginning of the game. Some abilities can only be paid Status Effects has been shot, the unit with the weapon must perform
enemy unit that is also engaged with another unit
for with light or dark command, while others trigger Consumed (Type of effect • Durable or not • X/Y) X focus actions in a row to reload the weapon and be
allied with the unit that has evasive, the unit with
off of the relative totals of light vs. dark command. The affected unit loses X LP (PR doesn’t apply) for able to shoot it again.
this ability cannot be chosen as the target of an attack
the next Y upkeep phases. The affected unit may
Any orders that a unit is capable of using will appear sequence by the enemy unit. Resistance (Keyword) X: Units with this ability get
remove this state by taking a focus action. If this state
as follows in the orders section on the back of the +X PR against damage of the type specified in this
is durable, it cannot be removed by taking a focus Expertise: A unit with this ability may perform a
unit’s card … abilities keyword.
action. concentration action to use an exhausting ability
Name of the order instead of a focus action. Runaway: When a unit with this ability performs a
Controlled X
retreat action, the opposing unit gets -2 CBT during
Trigger • Cost to use the order The affected unit becomes controlled by the opposing Fanatic: Instead of suffering the normal wounded
the one sided attack sequence.
player for the next X activations. A controlled unit can modifiers a unit with this ability gets -1 MVT, -1
Text that describes what the order does
only perform walk, run, attack, charge, melee, shoot, or SHS, +1 CBT, +1 DEF (Max 5), and +1 FTH. Slow: When a unit with this ability charges, the attack
The trigger will either be exhausting, requiring a focus retreat actions. A controlled unit can’t give or receive sequence that ensues will be a one sided one that the
Fierce X: If a unit opposing a unit with this ability
action to be used, active, requiring a concentration orders, use any non permanent auras, or summon any unit with this ability doesn’t fight in.
during an attack sequence is getting at least one support
action to be used, or free, which can be used at any lemures. While controlled, a unit is not part of either
bonus, the unit with this ability gets +X CBT. Strider: Units with this ability don’t have to pay the 1
time during the action phase. While free orders can be company.
command point to be able to run or charge through
used pretty much whenever throughout the turn, they Fury: When a unit with this ability performs a charge
Cursed X/Y difficult terrain. Lemures must have this ability to
can’t be used during an attack sequence, though they action, it doesn’t suffer -1 CBT.
The cursed unit must re-roll X hits during any attack even be able to enter difficult terrain.
may be used just before or after one is resolved. Some
sequence for the next Y turns. Harmless: Units with this ability have no control area.
orders will have passive listed as their trigger. Passive Tenacious X: If a unit with this ability is free, hasn’t
orders work just like free orders, other than that they Immobilized X Healer X: This is an exhausting ability. When this been activated yet this turn and becomes engaged, it
can only be used during the activation of the unit that An immobilized unit can’t do anything during its ability is used, the unit with this ability, or any allied gets +X CBT in the ensuing attack sequence.
possesses the order. activation. Therefore, all attack sequences involving it unit it is in contact with recovers X LP. Invulnerable
Teleportation: A unit with this ability cannot perform
are one sided with the immobilized unit not fighting. units are not affected by this ability.
The cost of an order will normally be a number of a run, charge or retreat action. The unit’s moves aren’t
Immobilized units suffer -3 DEF, are incapable of
command points. Immunity (Keyword): Units with this ability take no affected by terrain or other units. The unit cannot,
performing actions, cannot give or receive orders,
damage from the type of damage or attack listed in however, end its activation inside another unit or
Some orders will have the unique keyword. This means have no control area, and trigger a one sided attack
the keyword part of the ability. States associated with within Impassable terrain. The unit is not affected
that the order can only be used once per game. whenever they are activated. An immobilized unit
the damage will be applied. by control areas during its movement, unless it starts
must be activated X times before the state is removed.
Every officer unit has the two following orders or ends its movement in one (for example, it must
Independent: Independents are elite soldiers who join
standard … Knocked Down pay 1 CMD to leave the control area of an enemy
companies seeking fame and fortune.
A knocked down unit must spend its next activation unit). However, this ability cancels out any attack
Vae Victis
standing up. If an enemy unit engages the knocked Infernalist X/Y: This unit can cast spells by summoning of opportunity if this unit ends its move in contact
Free • 1 or 2 CMD
down unit, it stands up and fights with -2 CBT and lemures. X = the number of lemures the unit can with a unit with that ability. During a melee action, it
When you are determining how many combat dice a -2 DEF. If the knocked down unit stands up while control at once, and Y = the number of lemures that behaves like any other unit.
unit will roll during an attack sequence, spend either 1 in contact with an enemy unit, an attack sequence the unit can summon throughout the game.
Terror X: Enemy units engaged with a unit with this
or 2 CMD to give +1 or +2 CBT or SHS respectively is triggered with the same penalties. Attacks made
Insignificant: Units with this ability are not counted ability suffer –X CBT. A unit can only suffer from one
for that attack sequence. Even if you have multiple against a knocked down unit are one sided with the
when figuring dominance. copy of terror at a time. Use the highest possible.
units with this order in your company, a unit cannot knocked down unit not fighting. Knocked down units
receive more than +2 CBT or SHS from copies of this have no control area, cannot give or receive orders, or Intangible: While moving, a unit with this ability Trained Gunman: If a unit with this ability doesn’t
order during any one attack sequence. perform any action other than standing up. can ignore terrain, other units, and control areas. move before it shoots, it gets +X SHS when it
Once it stops moving, it is then affected by them shoots that activation. If this bonus is claimed
Vae Soli Slowed X
normally. A unit with this ability does not trigger a during an activation, the unit that claimed it can’t
Free • 1 CMD For the next X activations the slowed unit suffers -2
one sided attack on breaking contact and doesn’t pay a move after shooting.
MVT. Additionally slowed units cannot be chosen to
After activating one of your units, spend 1 CMD to command point to move out a of a unit’s control area
be activated until all non slowed units in a company Trooper: Troopers are the rank and file of a company.
immediately activate a second unit. Even if you have while moving. A unit with this ability can’t end its
have been activated.
multiple units in your company with this order, you activation on top of another unit. Unbeliever: Unbelievers are never affected by anything
can’t activate more than 2 units in a row. Stunned that relies on the FTH stat.
Intercept X: A unit with this ability has a control
For the next X activations the stunned unit suffers -1
Auras area extending X fathoms from its base that only Unique: Abilities with this keyword can only be used
CBT, -1 DEF, can’t shoot, has no control area, and
Any auras that a unit is capable of emitting will affects lemures. A unit with this ability nullifies the once per game, and units with this keyword can only
cannot give or receive orders.
appear as follows in the auras section on back of the elusive, burrower, and intangible abilities on enemy be included once in a company.
unit’s card … Keywords that have rules associated with them units within its control area. If it also has the attack
Unlimited: Units with this keyword may be included
of opportunity ability, that ability can be used against
Name of the aura If a keyword that should have a variable associated any number of times in a company.
even an elusive enemy. A lemure engaged with a unit
with it doesn’t have one printed next to it, that variable
Duration • Trigger • Area of effect • Type that has this ability that breaks contact will trigger a Vulnerability (keyword) X: A unit with this ability’s
will be a 1.
one sided attack sequence where the lemure doesn’t PR is X against the type of damage indicated by this
Text that describes what the aura does to units within
Advance Deployment X: Units with this ability may fight. A unit with the harmless ability and this ability abilities keyword.
its area of effect
be setup X fathoms farther out than the deployment still has a control area of X fathoms that affects
That brings these quick start rules to a close. Please
The duration will either be permanent, meaning the zone would normally dictate. Also, units with this lemures.
visit www.cipher-studios.com if you have any
aura is always in effect, or temporary, meaning that ability do not have to be setup until all units without
Invulnerable: Units with this ability can only be questions or are in search of Hell Dorado news,
the aura must be activated and then will only last this ability have been setup.
wounded by weapons with a power table, and will only rumors, or pictures.
until the end of the turn it is activated in. Temporary
Ammunition X: The number of shots a ranged weapon suffer 1 damage per hit scored regardless of what the
auras will have a trigger that works exactly like the
can fire. Once all of the boxes have been ticked off, the table shows.
order triggers. These are outlined in the orders section
weapon can no longer be used.
above. The area of effect is the radius of the circular Leader: Units with this ability have their CMD
area around the unit that has the aura in which the Attack of Opportunity X: Units with this ability doubled when figuring how many troopers their
aura will be effective. Auras will be one of two possible automatically deal X damage to any enemy unit that company can include.
types. Either lingering, meaning that it will only effect enters their control area, ignoring PR. Invulnerable
Levitation: The movement of a unit with this ability
units as long as they are inside its area of effect, or units take full damage from this ability.
is not hindered by difficult terrain. It can move over
instant, meaning that it will effect units that where
Attraction X: While this unit is free, any free enemy units that are less than 3 fathoms tall, though it is still
inside its are of effect when it was used or triggered.
unit that begins it’s activation within X fathoms of affected by control areas normally. A unit with this
The effect of an instant aura will continue through the
this unit, must move into contact with this unit by ability can’t end its activation on top of another unit.
end of the turn even if the unit that activated the aura
the most direct route possible. While affected by this
is killed. Additionally, auras may have other keywords Life Drain: Damage of this type ignores PR and
ability, units have the Elusive and Strider abilities.
which help describe who they affect or what kind of immunity (other than immunity to life drain). The
effect they have on the game. Bloodthirsty X: While your company has more dark unit that causes this type of damage will recover a
than light command, units with this ability get +X number of LP equal to the number of LP that the
Units that have an aura will always have the keyword:
MVT, teleportation, and when a Vae Victis order is unit suffering this type of damage actually lost.
mentalist.
issued to them up to 3 command points may be spent
Limited X: Only X copies of this unit can be included
Lemures & Spells on it rather than the normal 2.
in a company.
Some of the units in Hell Dorado have learned how
Bodyguard: Units with this ability will give +1 PR, to a
to capture and train the small creatures of Hell for use Limited Range: Unlike other ranged weapons, a weapon
maximum of 3, to any allied units it is in contact with.
as vessels for the magical power that seeps through with this ability can’t be used to attack a target that is
the infernal planes. These units will have the keyword: Charisma X: Other allied units within 4 fathoms of further away than X times the weapons base range.
infernalist. By exploiting their captured lemures an the unit with this ability get +X CBT. A unit may
Lunge X: The control area of a unit with this ability
infernalist can cast powerful spells. only benefit from one copy of this ability per attack
extend X inches from their base.
sequence (no stacking).
Entering the game: Lemures do not start the game
Maverick: A unit with this ability cannot receive
setup on the board as the other units in a player’s Combined Attack X: If the unit with this ability
orders from any unit other than itself.
company do. Instead, an infernalist will summon forth is getting at least one support bonus, they also get
a lemure when they wish to cast a spell. Summoning +X CBT. Mentalist: A unit with this keyword will have an aura.
a lemure is an exhausting action. When summoned,
Concentrated: If the unit with this ability performs Natural Talent X: A unit with this ability can re-roll X
the lemure is put on the board anywhere that it will
a concentration action while engaged, it is worked of their combat dice.
fit in contact with the summoning infernalist’s base. A
out as normal without the normal concentration
lemure can’t be activated the turn it is summoned. The Officer: Officers are the leaders of companies. Only 1
drawbacks. Additionally, if the unit with this ability
spell that the infernalist is casting through the lemure officer can be included in a company.
performs a focus action while engaged, it won’t be
must be declared when it’s summoned, and cannot be
a one sided sequence, a normal attack sequence is
changed after that.
triggered instead.

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