Lone Wolf: The Battle for Magnamund
Lone Wolf: The Battle for Magnamund Rulebook
Table of Contents
Table of Contents
The Playing Pieces
Each player controls an army of miniature warriors. These troops are represented by the card playing pieces Each playing piece has a front, two sides and a rear. Every warrior is facing the front of the piece and his back is to the rear. Just mount the figures in their plastic bases and they’re ready to use.
Each playing piece accurately represents an individual with his weapons and armour. A player cannot claim that his pieces are using other weapons or armour than those shown, during the course of a game. This information is shown on the play sheet for each race, where the combat values of different arms and armour are shown in detail. Heroes are unique individuals with special powers and skills. The normal soldiers of both sides are organised in units whose members are all of the same type.
Some playing pieces have a weapon that can only be used in hand to hand combat. Others have a missile weapon, such as a bow or crossbow, as well as a combat weapon, such as a sword. Obviously, the missile weapon is used to shoot at foes at a distance and the second weapon is used in hand to hand combat. There is no penalty for changing from one weapon to another.
Each of the creature types represented in the game has its own Play Sheet. There is a Play Sheet for Humans, Giaks, Gourgaz and so on. In addition to the information concerning the creature’s fighting abilities, the sheet will also tell you which camp a being belongs to. Evil beings will always seek to advance the cause of evil, while good being will always be on the side of goodness. Neutral beings are basically out for their one ends and may ally themselves to the side that gives them the greatest benefit. Thus, you can ally evil and neutral creatures together, and you can have neutral and good creatures on the same side. You can never have good and evil beings allied together in the same army. The Play Sheets contain all the information needed for each race in the game. We shall explain how to use the Play Sheets later.
The Hero Cards
Individual heroes are characters who may be good, evil or neutral. They are represented by a special Hero Card as well as by a playing piece. The playing piece is placed on the board and moved like all the others, but may move as an individual and ignore any unit coherency rules. Lone Wolf, or any other Kai Lord, is always treated as a hero and represented by a hero card.
The corresponding hero card is retained by the controlling player and contains additional information about the character. Heroes stand out from the vast mass of common warriors represented and the personal information on their card may modify the information on the Play Sheet for their race. For example, a particular human hero may move faster than most human warriors or a giak hero may hit harder with his mace than the rest of the Darklord’s soldiers. In these cases, the information on the hero card takes precedence over that on the playsheet. When firing or fighting they are always considered to be veterans and apply the relevant die modifiers shown on the playsheets.
Heroes never have to take a moral test, after all... they’re heroes.
LONE WOLF
Lone Wolf is a novice in the order the Kai warrior monks, but his training is incomplete, so he cannot use all the martial skills of a Kai Master. He is unarmoured and carries a sword. If you are using Lone Wolf in your first encounter, you may choose one of the skills listed in the Kai Disciplines section shown in Chapter 4 of the Rulebook. If you are using him for a second time, you may choose two skills and so on. You can note down the details of these on the Record Sheets at the back of the Rulebook.
PRINCE PELATHAR
Prince Pelathar is the valiant crown prince of Sommerlund. He is clad in plate armour and carries a shield. He is armed with a lance, his favourite weapon.
Pelathar is a charismatic leader beloved by his men. He has the Heroic Ability of Rally.
An expert horseman, his extensive training has given him the Lance weaponskill.
KOOTAK
Kootak is a Giak anti-hero, celebrated in the ranks of the Darklord’s soldiery. He is clad in plate armour and carries a shield and he is armed with a sword.
Kootak is an experienced warrior and has the Sword Weapon Skill. In addition he has the Evil Trick: Poisoner, his sword is poisoned making him doubly dangerous in combat!
He has been wounded many times and now has the Evil Trick: Hard as Nails.
Encounters
Before starting a game, players first decide which of the many Encounters they want to play. There are a number of encounters to chose from and each is different. The Encounter book lists the forces for each game and explains any special rules that apply for that battle. Some encounters are more complex than others, and players are advised to start with the simpler examples before tackling the more demanding adventures.
Once you have decided which encounter to play, you must decide which player is to represent each side. You can decide by throwing a dice if you like, the highest scoring player picks the side he wants and his opponent takes the opposing forces.
Select the playing pieces you need for the encounter, organise the rank and file into their units, and place them on the board in the positions indicated in the Encounter Book. Battle is now ready to start. Before beginning, each player should read the encounter information carefully. This will tell you what each side must do to win the game. This may be different to simply killing as many of the enemy as possible.
The Boards
The map boards represent the varied terrain of northern Magnamund. They can be fitted together in many ways to form different battlefields and will be added to in future releases.
Each square contains a specific type of terrain. Terrain features are important in the game, they provide cover for your troops to hide behind. Some terrain is hard to move through, and will slow down your troops as they advance into combat.
Diagrams – each of the terrain types must have an example square – preferably in front of it occupying left of page. This section shows what each terrain square looks like. [Printed production note left in the source.]
Terrain Types
Terrain types are shown with diagrams on the printed page. Each entry below gives the printed description.
Open terrain: This covers most of the game board and may be either flat grassland, flat rock, paving, road or wooden planking.
Slopes: Slopes obviously have a top and bottom. The top is indicated by the heavier detailing on the board and the bottom by the thinner lines.
Marsh: Wet, unstable land that is difficult and uncomfortable to cross.
Scrub: An area of wild bushes, bramble and tangled undergrowth. Scrub is difficult to get through and also offers playing pieces a certain amount of cover. Crops are also classed as Scrub.
Rocks: These may be natural formations or the ruins of collapsed buildings. Rocks are difficult to move through but give cover to playing pieces.
Trees: Trees may be of different sizes. They impede movement but give cover to playing pieces.
Steps: Like slopes, steps have a top and bottom. The top is indicated by heavier detailing.
Low Walls: Low walls are those found round fields and gardens. They provide cover for troops behind them but are difficult to cross.
Fence: Fences are made of boards or wooden rails. They provide cover for troops behind them and slow down movement.
High Walls: High walls are higher than human head height and are impossible to see through. Some creatures are able to climb over if they are sufficiently large.
Ramparts: The raised walkways along the tops of high walls. The wall lies between the rampart and the other side, so a ladder is normally required to cross. Troops may move along the rampart quite easily and may descend to the ground behind the rampart by means of a ladder or steps.
Small Doors: They are about the size of a normal house door and can be moved through by suitably sized troops.
Large Door: Large doors are at least twice as big as a normal small door..
Windows: Windows are useful vantage points from which troops can observe or shoot at their enemy. It is possible for some troops to climb through a window.
Arrow Slits: These are found in fortresses and are specially designed to allow troops to see and shoot. They are too narrow to climb through.
Water: is normally impassable, but some large creatures may wade through the shallowest part of the water adjacent to a land square.
Hedge: Hedges are the same height as Low Walls and Fences. Like them, hedges give cover and slow movement.
Some of these terrain types are not shown on the boards in this game. These are special terrain features that may be printed separately on separate terrain sheets or on map boards in the future. Including them in this, the first game of the series, insures that players will not need to change their Play Sheets later on to accommodate an increased range of terrain types.
Chapter 2 - Starting the Game
You will need two ten-sided dice to determine casualties from firing or combat which are expressed as percentage chances. Roll a coloured one for tens and a white one for units. This is referred to throughout the rules as 1D100. A single ten-sided die is referred to as 1D10. A six-sided die is referred to as 1D6.
The game boards should be laid out as shown in the encounter you are playing. If you want to make up your own encounter, we recommend lots of small features to break up the space and give the protagonists plenty of cover. If you are playing an existing encounter, it will tell you who is leading each side. If you are playing an encounter of your own invention, nominate a playing piece as the leader for each side. The leader would normally be a hero, although you can nominate any figure you like. The scenario will also tell you each unit’s level of training. Make a note of this before play begins.
In the Encounters Book the deployment of the playing pieces is outlined as part of the instructions. If, however, you do not want to play out one of these encounters and wish to fight a simple head on clash, allow each side a deployment strip along the long edges of the board. We recommend a strip 4 squares deep, that stops 4 squares from the corner of the board. Each side can deploy their playing pieces anywhere they like in their own deployment zone.
Playing pieces that start the game in woods or buildings or behind hills, or indeed any place on the battlefield where they would be invisible to the enemy, need not actually be placed on the table at the beginning of the game. They should be held off table and a note made of their position. The pieces should be placed on the table if they open fire, move from cover into the open, or would be visible to enemy units who have themselves moved to a spot from which they could see the previously concealed forces.
THE GAME TURN
Although the flow of events on a real battlefield is continuous, the action on the board is divided into a number of game turns. Each player rolls 1D10, the score representing the initiative level of their side or faction for the forthcoming game turn. If two players obtain the same result, then both players must roll again until they have different results. You must do this before each game turn. This ensures that initiative will pass to and fro between the players making the game feel more unpredictable. The player with the highest initiative becomes the red player for the forthcoming turn and the loser becomes the blue player.
A game turn consists of five phases, which are always played through in the following order.
- Any or all red counters with slings, javelins, long or short bows, crossbows or arquebuses, may fire at targets within range. The wounds of Kai Lords, monsters and heroes are noted. Dead playing pieces are removed from play. Any suitable, surviving blue playing pieces may then return fire.
- The red player may move any or all of his playing pieces up to the limit of their movement allowance., provided they are not adjacent to an enemy playing piece. If they are already adjacent to an enemy then are deemed to be locked in combat. Then the blue player may move in the same way.
- Any or all red playing pieces that are not adjacent to an enemy and are armed with slings, javelins, long or short bows may fire again. Crossbows, arquebuses may also fire, provided they did not fire in phase 1 of the game turn . The wounds of Kai Lords, monsters and heroes are noted. Dead playing pieces are removed from play. Any suitable, surviving blue playing pieces, that are similarly armed, may then return fire. All other missile weapons are deemed to be reloading.
- Any red playing pieces that are adjacent to an enemy may engage in combat and attack the enemy. The wounds of any Kai Lords, monsters or heros are noted. Any dead playing pieces are removed from play. Any surviving blue playing pieces then have the right of reply and may launch an attack on adjacent red enemies.
- Any red unit that needs to take a morale test, does so now. Any units receiving Retire or Rout results implement them immediately. Any blue units with shaky morale follow the same procedure.
Troops with suitable weapons may fire during the firing phases. They cannot shoot if they are engaged in close combat.
The maximum range of weapons is given on a unit’s Play Sheet under the heading Weapon Chart. The chart shows the short, medium and long ranges of each weapon. All ranges are given in numbers of squares. For example, a Human bowman may fire a longbow up to a maximum range of 20 squares. Squares are counted between the shooter and target and include the square occupied by the target.
The minimum range of all missile weapons is 2. This is because at a range of 1 the playing pieces are adjacent. They are therefore automatically engaged in close combat and unable to shoot.
Troops may fire at targets within their arc of fire. A playing piece’s arc of fire extends from its front corners outwards and forwards at 45% as shown below. Any square, or part of a square, that falls within this arc is a legitimate target.
Firing: Arc of Fire 1. The Giak archer can fire at Prince Pelathar because his playing piece is within the archer’s arc of fire. He may not fire at the two spearmen because they are outside of his arc of fire. He may fire at the nearest of the two cavalrymen because half of his playing pieces is within the arc of fire. He may not fire at the second cavalryman because he is completely outside the arc of fire.
Firing: Arc of Fire 2. When a unit forms in multiple ranks the arc of fire extends out from the front of the unit and not from the rear ranks. The crossbowmen, who must be classed as ‘Regular’ to fire in two ranks, may fire at the wolfriders who are within their arc of fire. They may not shoot at the halberdiers as they are outside their arc of fire.
Troops may only fire at targets they can see. Different sorts of cover may prevent a shooter seeing his target. See Cover for details.
Overhead Fire
Suitably armed troops may fire over intervening troops on a lower level. Troops on top of hills, on ramparts or on the upper levels of towers may fire over troops on the flat or on slopes of a lower level. Troops on the flat may fire over others who are in a depression or on the slopes of a depression, such as the banks of a river.
Missile armed Poor troops may only fire in one rank as they are too badly trained to fire in deeper formations. Regulars who are armed with missile weapons may fire in two ranks and Veteran troops may fire in three ranks, but they must all belong to the same unit in order to do so. Firing results are calculated as usual.
A unit of Giak archers are firing at a unit of spearmen. The unit is classified as regular and may therefore fire in two ranks. This means that A, B, C, D, E and H may fire at the target. F and G may not fire at the spearmen as, from the point of view of the target, they are forming a third rank. If the archers were poor, only A, B and E could fire. If they were veteran then all of the archers could fire. NB The arc of fire extends out from E and not B. Even though the unit presents an irregular front. Archer H is technically in the front rank.
HOW TO FIRE
- Refer to the Weapon Chart section of the firer’s Play Sheet. Count the distance in squares between the playing piece firing and the target. Count the squares in a straight line and include the square occupied by the target. This is the range. Cross-reference the type of weapon with the range to determine whether the target is at long, medium or short range.
- Cross-reference the type of weapon firing with the type of armour worn by the target. The number given is the Basic Firing Percentage.
- Refer to the Firing Modifiers section of the Play Sheet. Add or deduct any relevant modifiers to the Basic Firing Percentage to determine the Modified Firing Percentage.
If the warrior is firing at medium range, divide the Modified Firing Percentage by 2. If he is firing at long range, divide the Modified Firing Percentage by 3. Any resulting fractions should be rounded down to the nearest whole number. This is the Final Firing Percentage.
Roll 1D100. If the score is equal to or less than the Final Firing Percentage, the enemy has been hit. If the enemy is a simple warrior, he has been killed and his playing piece should be removed from play. If the enemy is a monster or a character, refer to the relevant Hit Chart to see if they have been injured. See Heroes, Kai Lords And Monsters As Casualties for details.
Example. A Human bowman fires his longbow at a Giak 13 squares away. The Giak is therefore at medium range. He is clad in mail, giving a Basic Firing Percentage of 17. As the Giak moved this game turn there is a firing modifier of −2, and as he has a shield there is a further modifier of −1. The Modified Firing Percentage is therefore 17 −2 −1 = 14. As the target is at Medium range the Modified Firing Percentage is halved to 7. The player rolls a D100 and scores 56% and so misses. A score or 7% or less is required for a hit.
If the playing piece representing a rank and file warrior is hit, it is considered to be slain and is removed from play immediately. Characters and Monsters are not necessarily slain if they are hit. To find out what happens when a character or monster is hit see the section Heroes, Kai Lords And Monsters As Casualties.
Any or all members of the same unit may concentrate their fire by adding together their final Firing Percentages. This gives the unit a much higher chance of causing a hit, but reduces the possible number of hits considerably. The average number of hits is the same in each case, so there is no statistical advantage to be gained by either method. It is up to players to decide whether the trade off is worthwhile.
Multiple shooting is only permitted if the following apply.
- The troops firing belong to the same unit.
- The target unit are all wearing the same type of armour (or none) and are in the same type of cover (or none).
If the multiple total is less than 100% this is the percentage chance of scoring a single hit.
The resulting total may possibly be more than 100%. If this is so, then every full 100% equals an automatic hit. The remaining amount is the percentage chance of a further hit. For example, a multiple shooting percentage of 125% equals 1 automatic hit and a 25% chance of a second.
If the target is a Kai Lord, hero or a monster, it is assumed that all of the multiple hits have struck home. This means that it can receive multiple wounds or be killed outright by a second or subsequent shot.
If the target is an ordinary warrior, then he is deemed to have to been killed by the first shot. Any second or subsequent hits strike the playing piece or pieces nearest to the first target, regardless of which side they are on. If there is a choice of two or more counters at the same distance, the player controlling the target chooses which is hit. Firing into a crowd consisting of both sides can be a risky business.
One playing piece may attack another in any adjacent square including those that are touching it diagonally. There are obviously big advantages in attacking an enemy in the flank or rear. The following diagrams show the front, flank and rear on both foot and mounted warriors.
Diagrams: Different attacks on an infantryman. Different attacks on a mounted warrior.
Each warrior may make only one combat attack in a game turn, unless he is a hero with a special ability. This ability will be noted on his character card. However one playing piece may attacked by a number of enemies at the same time.
Fighting in Multiple Ranks
Troops armed with shorter weapons may only fight in one rank, but some troops with longer hafted weapons may fight in several ranks. This is because the length of the weapons allows their points to project beyond the front rank of a formation, even when the warriors wielding them are at the back.
Only Regular and Veteran troops armed with spears, halberds or pikes may do this, as Poor troops are too badly trained to do so. Spearmen and halberdiers may count two ranks in contact with the enemy and pikemen three ranks. They must be in the same unit and can only count rear ranks in combat when attacking to their front, or the square diagonally to their front. They cannot count multiple ranks when contacted in the side or rear. In these cases you may only count those playing pieces that are actually adjacent to the enemy.
Combat: Fighting in Multiple Ranks. The diagram shows Regular troops armed with spears; they are classified as regular and so they may count two ranks in combat. A is attacking diagonally, so his attack is calculated separately. B, C, D, E and F all count as attacking and may add their combat percentage together. G cannot as he is not in contact with an enemy himself and cannot support C or D diagonally. The hero, H, although directly behind D cannot join in the fight as he is not adjacent to an enemy and his weapon, a great sword, cannot be used in the rear rank to support D. When the wolfriders make their attack in reply, they cannot count as a rear rank as they are armed with lances. 3 Must work out combat separately from the others as he is attacking diagonally. He may attack either C or D but not both.
- Refer to the Combat Value section of the Play Sheet.
- Cross-reference the type of weapon used by the attacker and the type of armour worn by his opponent. The number given is the Basic Combat Percentage.
- Refer to the Combat Modifiers section of the Play Sheet. Add or deduct any relevant modifiers to the Basic Combat Percentage. This will give you the Final Combat Percentage.
- Roll a D100. If the score is equal to or less than the Final Combat Percentage, the enemy has been hit. If the enemy is a simple warrior, he has been killed and his playing piece should be removed from play. If the enemy is a Kai Lord, hero or monster, refer to the relevant Hit Chart to see if they have been injured. See Heroes, Kai Lords And Monsters As Casualties for details.
Playing pieces belonging to the same unit may find themselves fighting a single enemy unit. In this situation, a player has the option of adding together their Final Combat Percentages. This gives a much higher chance of causing a hit, but reduces the possible number of hits considerably. The average number of hits is the same in either case, so there is no statistical advantage to be gained by either method.
Multiple Combat is only permitted if the following conditions apply:
- The attacking troops belong to the same unit.
- The enemy troops all wear the same type of armour (or none) and are in the same type of cover.
If the multiple total is less than 100% this is the percentage chance of scoring a single hit. The resulting score may possibly be more than 100%. If this is so, then every full 100% equals an automatic hit. The remaining amount is the percentage chance of a further hit. For example, a multiple combat percentage of 125% equals 1 automatic hit and a 25% chance of a second. Successful hits are assumed to strike the closest possible targets, or can be randomly determined from amongst the possible casualties. Monsters and characters are treated in exactly the same way as if they had received wounds from missile fire.
Players may opt to form multiple combat groupings from any proportion of a unit. For example, if 10 Humans are fighting 5 Giak Halberdiers on their right and 5 Giak Bowmen on their left, the Human player could decide to form two multiple combat groupings, one to fight the Giak Halberdiers and one to fight the Giak Archers.
If there is a choice of casualties, the player controlling them target chooses which are hit. This makes the result of mass combat difficult to determine and stops attackers unrealistically targeting opponents of their choice in the chaos of a large melee.
HITS
When a normal warrior is hit by shooting or by an opponent’s blows, he is considered to be dead and his playing piece is removed from play. If a hero or monster is hit this is not necessarily the case. Heroes, being heroic may survive or avoid wounds which would slay a lesser mortal. Monsters on the other hand are large, powerful creatures which can withstand far more damage than a human–sized creature.
When a hero or Kai Lord is hit the player refers to the chart below. When a monster is hit the player should instead refer to the hits section of the monster’s Play Sheet, and in both cases, follow the same procedure.
- Roll 1D100 to establish the Severity of the Wound. This may be a slight wound, a wound, a serious wound or a critical wound.
- Roll 1D100 to establish where the Location of the victim‘s wound. This will be the head, legs, arms or body.
- Cross reference the Severity with the Location on the chart to obtain the effect. Make a note of the effect on a copy of the record sheets in the back of the Rulebook. Most effects involve either a loss of movement points or combat value, in which case the amount should be deducted from the playing piece’s movement or combat value for the rest of the game.
- If the hero or monster has been killed, remove the counter from play. If it has been wounded write the details on a copy of the record sheet you will find at the back of the Rulebook.
CHARACTER HIT CHART
| Location | Slight Wound (01 - 35%) | Wound (36 - 70%) | Serious Wound (71 - 90%) | Critical Wound (91 - 100%) |
|---|---|---|---|---|
| 01 - 20% Head | Stunned. No moving, shooting, or close combat next turn. If struck in close combat opponent double chance to hit. | Wounded. All chances to hit are halved. | Blinded. −4 movement points must be led by another counter or will move in random direction. Half chances to hit. | Critical head wound. Dead. |
| 21 - 40% Legs | Slight leg wound, −3 movement points. | Wounded, −5 movement points. | Seriously wounded, −7 movement points. May not charge. | Critical leg wound. May not move. −5% combat value. |
| 41 - 60% Arms | Slight Arm wound. −3 % combat value. | Wounded. −5 % combat value. | Seriously wounded. −10 % combat value. | Critical arm wound. May not fight. −4 movement points. |
| 61 - 100% Body | Slight body wound. No effect. | Body wound. −3 % combat value. −3 movement points. |
*To lead a blinded hero or monster, another friendly piece must be in an adjacent square. It must move at the speed of the wounded piece and remain in contact at all times. If it loses contact, the blinded piece will start moving randomly.
Half chances to hit means that the playing piece’s Final Firing Percentage and Final Combat Percentage are halved.
To establish a random direction Roll 1D100. Compare the result to the following diagram. The blinded playing piece will move to the full extent of its movement allowance in the direction indicated. It will halt at any impassable terrain such the side of a building, when a second roll is made and so on. If it enters water it is assumed to panic and drown and is then removed from play.
[Diagram: random direction chart, directions A to H.]
If the playing piece moves in direction D, E or F then it is turned before moving. If it moves in direction C or G it is turned to the side before moving. In both cases it expends no movement points to do this. If the playing piece moves in the direction A, B or H then it continues to face straight ahead.
Morale is all important in a fight. If your troops’ resolve crumbles they will beat a hasty retreat. If their nerve collapses altogether they may rout, running away from their enemy and the battle. You check how brave a unit is by submitting it to a morale test.
The morale test is only ever taken by units. Kai Lords, heroes and monsters never take morale tests. A unit must take a morale test if certain demoralising situations occur during a game turn. Some races are more easily scared than others, and this is reflected in the morale test.
Refer to the Test Morale section of the unit’s Play Sheet. This section lists all the circumstances which compel the unit to take a test. Only one test is taken no matter how many demoralising circumstances have occurred in the game turn. The circumstances are largely self explanatory, but the descriptions below should help to make things clear.
- An enemy has cast a magic spell affecting one or more members of the unit during the turn. NB: Magic is not used in the basic game. It will be introduced in the Magic of [sic: the printed sentence is cut off in the source.]
- Suffered 20% casualties in turn. The unit has 20 % or more of its numerical strength removed as casualties during the turn. For example, a unit which begins the turn with 10 playing pieces and which loses 2 during the turn, must take a morale test. Some races are more or less stalwart than others, and their casualty percentage trigger may be more or less than 20%.
- The unit has suffered 50% or more of its original numerical strength as casualties during the game. For example, a unit which begins the game with 10 playing pieces and which has 5 or less left, must take a morale test. Once a unit has suffered 50% casualties it will have to make this test every turn.
- If any member of the unit has been attacked in combat by an enemy to its side or rear, the entire unit must take a moral test.
- If a friendly unit routs following a morale test, all friendly units which have one or more playing pieces within 6 squares of any routed playing piece must take a morale test as well. A unit which has already taken a morale test does not have to test again. NB When counting, the six squares includes the friendly unit, but not testers.
- If a unit has fought a round of combat with a monster it must take a morale test.
- If the leader of an army is killed, then all the units in that army must take a morale test.
- Refer to the Morale Value section of the unit’s Play Sheet.
- Establish the unit’s Basic Morale Value by adding the number shown to the die roll indicated. For example, a unit of Humans has a Basic Morale Value of 10 + 1D6. A D6 is rolled and the score is added to the number. A typical result could be 10 + 4 = 14. Giaks have a Basic Morale Value of 4 + 2D6, so you will have to roll the D6 twice and add the total. A typical score could be 4 + 5 + 3 = 12. Because Giaks have a lower base number, their score is more dependant on the dice than are Humans. Giaks are less predictable creatures than Humans when they test morale.
- Refer to the Morale Modifiers section. Add or deduct any relevant modifiers to the Basic Morale Value to determine the Modified Morale Value.
- Refer the Modified Morale Value to the Morale Results section of the Play Sheet. Cross-reference the Modified Morale Value with the unit’s Type to determine the Morale Result.
MORALE RESULTS
The following are moral results:
Carry On. The unit’s morale is good, the unit has passed the test and continues normally.
Retire. The unit’s morale is shaky. All the unit’s playing pieces are immediately turned to face away from whatever threat initiated the Morale Test. No Movement Points are deducted for this turn. The unit’s pieces are then moved a full move directly away from the threat. Use the unit’s full movement allowance as modified by terrain. The unit must move straight ahead and is not allowed to turn during this move unless it encounters impassable terrain or enemy troops. In these cases the unit may be turned to flow round these obstacles by the shortest route. The playing pieces may not be turned round at the end of their move. Any playing pieces that move off the board are lost permanently and removed from play.
Rout. The unit’s morale has broken altogether. All the unit’s playing pieces are immediately turned to face away from whatever threat initiated the Morale Test. No Movement Points are deducted for this turn. The unit’s pieces are then moved directly away from the threat. Double the unit’s full movement allowance for this, as modified by terrain. The unit is not allowed to turn during this move unless it encounters impassable terrain or enemy troops. In these cases the unit may be turned to flow round these obstacles by the shortest route. The playing pieces may not be turned round at the end of their move. Any playing pieces that move off the board are lost permanently and removed from play.
Chapter 3 - Movement
Playing pieces can be moved during phase 2 of each game turn. These rules explain how they should be placed on the board and moved.
PUTTING YOUR TROOPS INTO UNITS
Troops are arranged into units consisting of the same type of playing piece. For example, you might have a unit of 5 Giaks or 8 Humans. The number and type of playing pieces in each unit will depend on the encounter you are playing. If you leaf through the Encounter Book you will see that different units are involved in each encounter. The bigger the unit, the more losses it can take before being forced to take a morale test.
The level of training for each unit is given in every scenario. These levels are Veteran, Normal and Poor.
Veteran troops are those who are well-trained and have been in battle before. They have high morale and fight and shoot better than other troops.
Normal troops represent the bulk of every army. They have received some training, but they are less experienced than veterans. As a result, they fight and fire well and are reasonably brave, but they are not as dependable as veterans.
Poor troops are those with little or no training or military experience. They do not fire or fight very well and have shaky morale.
HEROES AND MONSTERS UNIT COHERENCY
Players are not allowed to divide units during the game, all playing pieces in the unit must ‘stick together’. This is called unit coherency. Once the unit has finished each phase’s movement, it must form a continuous line or block which can be traced through adjacent squares. No playing piece may be placed so as to leave a gap in the unit. If a gap occurs as a result of a casualty, the unit must move back together during their next movement phase.
Playing pieces A to I are in a coherent group. I is placed diagonally to E is still adjacent to its fellow unit members. Playing piece J is not adjacent to any other piece in the unit. During the next movement phase, J must move so that it is once again adjacent to the rest of the unit.
There are nine adjacent squares to every square on the board – unit coherency must be traced through adjacent squares.
Heroes are represented by a separate card held by their controlling player as well as by a playing piece on the game board. Monsters are individual large beasts who, like other races, have their own Play Sheet. Both heroes and monsters do not have to maintain unit coherency, they are free to move as individuals.
AN ALTERNATIVE UNIT COHERENCY RULE
The basic unit coherency rule is simple to use and will probably work best for inexperienced players. It is also appropriate for epic battles involving using lots of playing pieces on a large number of boards. More experienced gamers, whose opponents agree, might like to use the following rule. It allows troops to operate in open order and to be more flexible in their deployment, but requires a little more attention to keep track of.
Players are not allowed to divide units during the game. Once the unit has finished each phase’s movement, it must form a line or block with no more than one unoccupied* square between each playing piece. No playing piece may be placed to allow a bigger gap between individuals in the same unit. If such a gap occurs as a result of a casualty, the unit must move back together during their next movement phase.
* Unoccupied in this case means unoccupied by another playing piece in the same unit. The square may be occupied by anything else including an enemy.
An Alternative Unit Coherency. A, B, C and D have only one square separating them from each other, either diagonally or indirectly. This means that as a unit they are obeying the spacing constraints of this alternative coherency rule. E, however, is two squares from the nearest other playing piece, D. During the next movement phase D must move so that only one square separates him from the others.
Playing pieces always face the edge of a square. Although they may move diagonally, they never face diagonally. A playing piece may only change the direction in which it is facing by turning as described later.
DIRECTION OF MOVEMENT
Playing pieces always move forward, either directly forward or diagonally forward as shown on the diagram below. A piece wishing to move to its side or rear must first turn round as described below. They never move backwards or in any direction other than forwards.
MOVEMENT POINTS
Each playing piece has a number of Movement Points to expend as indicated in the Movement Points section of its Play Sheet. Heroes may have the number of Movement Points indicated on their Hero Card. If the number is not indicated on the Hero Card, it is because they move at the same rate as the rest of their race. In this case, use the numbers on the relevant Play Sheet.
Every time a playing piece moves 1 square on the game board, 1 or more Movement Points are expended. The number of points expended depends on the terrain type. To calculate the number of Movement Points expended to move a playing piece 1 square, consult the Play Sheet section Movement Points. For example, a Human warrior must expend 3 Movement Points to move into a square of rocks and rubble.
Playing pieces do not have to use up all of their Movement Points during the turn, but may never use more than their permitted total. Movement Points which are not used during the turn are lost, Movement Points may not be carried over into the following game turn.
Example. A Giak warrior wearing mail armour has 7 Movement Points. He is moving into an area of scrub, and so must expend 2 Movement Points for every square he enters. Having moved 3 squares the Giak has only 1 Movement Point left. As this insufficient to allow him to enter the next scrub square he is unable to move. The 1 Movement Point remaining is lost.
A playing piece may not move through a square occupied by another.
A playing piece may move forward diagonally by expending double the number of Movement Points indicated on its Play Sheet. In the case of a flat area of ground this is 2 Movement Points per square. Although the playing piece has moved diagonally it is still facing in the same direction as before – playing pieces must always face the side of a square.
Diagonal Movement
After moving diagonally, a playing piece must remain facing in the same direction in which it started. After movement is complete, it can be turned to face in another direction by expending a further movement point.
Turning
Playing pieces may turn to face any another direction by expending 1 Movement Point. [sic: printed as “any another direction”.]
If a playing piece is longer than it is wide (for example a human cavalryman) then when it turns the front of the counter remains in the leading square.
A mounted warrior occupies two squares. When turning to face in another direction the playing piece is pivoted on the front square. A mounted playing piece cannot turn through squares occupied by another playing piece or impassable terrain.
Troops armed with quicker firing missile weapons such as slings or bows may fire twice in a game turn. Troops armed with weapons such as crossbows or arquebuses, or crewing large catapults, which take a long time to load, may only do so once.
If a playing piece is moved so that an enemy is in an adjacent square, then both counters halt immediately. The models are engaged in close combat, and will remain halted in this way until one or the other is killed, retires or routs.
The different terrain squares on the playing board represent different sorts of landscape such as rocks and trees, low walls and so on. Some of these terrain squares are considered to offer protection in the form of cover to playing pieces either behind or within them. There are three degrees of cover Light (L), Medium (M) and Heavy (H) as indicated on the Play Sheet for each race. Light cover offers the least protection and heavy the most. Different terrain features offer different cover to different races depending upon their size. For example, a man may claim medium cover from a low wall whilst a gourgaz, which is bigger, may only claim light cover from the same wall. This can influence combat as well as missile fire.
In addition some types of terrain are impossible to see or shoot into or through. These are marked X on the Play Sheets. For example, a playing piece is impossible to see or fire at, if he is behind a high wall. It is a good idea to familiarise yourself with these effects before starting to play.
Trees
In the case of tree squares, a playing piece may see and shoot into a square, but may not see or shoot through it. The diagram below shows how this works.
Trees: The bowmen may shoot at models 1 and 2 (who can claim cover from the trees). However, the shooters are unable to shoot at any other playing pieces because to do so they would have to shoot through a tree square.
Slopes
Hills have sloping sides which rise from the surrounding flat squares to reach a high plateau on the hilltop. Rivers have sloped banks that rise up to flat terrain squares which are treated exactly like the flat plateau of a hilltop. Hills block line of sight for troops on the flat and their slopes will affect troops armed with missile weapons. Missile armed warriors may not fire over plateau hilltop or bank-top squares, but they may fire from them or into them. They may fire into the external corner squares of a slope, but not across them into the adjacent slope square. This means that they cannot shoot round slope corners.
Cover: Firing and Slopes. A can fire at C, E, F and H but not at D as his missile would have to cross a square of hilltop. Likewise, he cannot fire at G as his fire would have to cross an exterior corner square. B can fire at C, E, F and H. He cannot fire at D as his missile would have to cross a square of hilltop. He cannot fire at G as he would be effectively firing round the corner through an exterior corner square. D and G cannot fire back at their attackers. D, because his fire would have to cross a hilltop square, and G, as he cannot fire round the corner through the corner square.
Steps are treated exactly like slopes for the purposes of firing.
Low walls do not prevent playing pieces seeing past them, but offer cover to those sheltering in an adjacent square directly behind them.
Hedges
Hedges are treated exactly like low walls for the purposes of firing.
Fences
Fences are treated exactly like low walls and fences for the purposes of firing.
Firing across a low wall. A may fire at C, D and E. D is in cover as he is adjacent to the wall which the missile has to cross to hit him. C and E receive no cover from the wall as they are not adjacent to it from the point of view of the firer. When B fires at E, E receives no cover from the wall as B’s missile does not have to cross a wall to hit him.
These low bushes do not prevent playing pieces being seen, but offer cover to a warrior occupying a square of scrub.
Rocks and rubble do not prevent playing pieces being seen, but offer cover to a piece occupying a square of rocks.
These are impossible to see or shoot through.
Rampart
A playing piece occupying a rampart can be seen and shot at, although it will benefit from the cover offered by the rampart if a shot crosses the crenellations themselves.
A playing piece adjacent to a door can see through it. A playing piece further away can see through the door, but only into the square immediately behind it.
A playing piece adjacent to a window can see through it. A playing piece further away outside can see through the window, but only into the square immediately behind it. If a missile passes through the opening, then the window offers cover to a playing piece behind it.
The same rules apply as for windows, although an arrow slit offers better cover.
Chapter 4 - Kai Disciplines
Since the building of their monastery in the hills of western Sommerlund, the Kai Lords have refined their battle lore into a series of disciplines that are transmitted to each new generation of novices. They are learned by years of training and incessant practice. Only a Grand Master is expert in all the skills and many Kai Warriors have natural abilities that lead them to perfect certain skills to the detriment of others.
LONE WOLF
If you are using Lone Wolf, or any other Kai Lord, in a battle, you will find that all of his basic information is shown on the Human Play Sheet. All Kai lords are always classed as a veterans for the purposes of firing or combat.
Lone Wolf does not have any Kai Disciplines listed on his card and it is suggested that the first time you use him, you allot him one the disciplines chosen from the list. If he survives the first battle, you can give him a second discipline for the next battle and a third for the battle after that and so on.
If you do not wish to do this, roll 1D10 and if you get a score of 2, you can choose two disciplines from the list, if you get 4 you can choose four and so on.
If the discipline for a missile weapon is chosen, crossbow for example, then Lone Wolf automatically starts the game armed with this weapon, whether or not this is shown on his playing piece. He is also assumed to have a sword for hand to hand combat.
If the discipline for a combat weapon is chosen, mace for example, then Lone Wolf automatically starts the game armed with this weapon rather than a sword.
KAI DISCIPLINES
Camouflage
This skill allows a warrior to blend in with his surroundings. In any type of terrain other than Flat Terrain, Slope, Rampart and Steps, the figure is camouflaged.
When an enemy fires at him with a missile weapon and he is camouflaged, the firer suffers an additional Firing Modifier of -2.
Hunting
A warrior with Hunting skill can move quickly through terrain that would slow down anyone else. Such a character treats Rock, Scrub, and Tree squares as Open Terrain when on foot. This does not apply to mounted Kai Lord.
Sixth Sense
This skill warns the possessor of hidden dangers. If a Kai Lord has Sixth Sense he may roll 1D100 at the beginning of his movement phase and refer the result to the table below:
- 1-40% Nothing detected.
- 41-60% Roll again immediately.
- 61-100% Your skill is working. Your opponent must place all of his hidden troops on the board, if he has any.
Tracking
Tracking allows a Kai Lord to move quickly through all terrain. A warrior with this skill may add 2 movement points to the movement distances shown on his Play Sheet. This applies to all terrain types except for impenetrable terrain.
Healing
This skill allows a warrior to heal his own wounds or the wounds of another Kai Lord, hero or monster, provided that they are in an adjacent square. The skill is used in the first firing phase and a character using it may not fire that turn. It will not work on rank and file fighters who are either unwounded or dead.
Roll 1D100 to see if the skill is working. On a score of 51-100% the Healing has been effective.
- A Slight Wound or Wound are cured completely.
- A Serious Wound becomes a Wound in the same area of the body.
- A Critical Wound becomes a Serious Wound in the same area of the body.
- This skill uses up a great deal of strength and can only be used three times in one game.
Weapon Skills
There is a weapon skill for each of the following weapons and each one counts as a separate skill.
Weapon skill with the following missile weapon will give the firer a +10% firing modifier when using a particular weapon:
Short bow, Longbow, Crossbow, Sling, Javelin.
Weapon skill with the following combat weapon will give a character a +15% combat modifier in a combat attack:
Dagger, Sword, Axe, Mace, Great sword, Double Handed Axe, Spear, Pike, Halberd, Lance.
Mind Blast
Mind blast allows a Kai Lord to attack an enemy with a blast of psychic energy. It is launched by a Kai Lord during a firing phase and if doing so, he may not fire a normal missile weapon. It may only be used by an unwounded character as it requires enormous mental energy. Mind blast has a range of 4 squares. As with normal firing, this includes the target square. It may only be used twice per game.
To use Mind blast, roll 1D100. A normal rank and file soldier in any unit can be killed on a score of 1-40%.
On a score of 1-40%, a monster is assumed to have been hit and rolls 1D00 with a -30% modifier on the relevant hit chart to determine the wound location and a +10% modifier for the wound severity.
On a score of 1-35%, a hero is assumed to have been hit and rolls 1D100 with a -20% modifier on the relevant hit chart to determine the wound location, while the severity remains unmodified.
Mind Shield
This is, obviously, the defence against Mind blast. When a Kai Lord with this skill is attacked by Mind blast, he rolls 1D100. On a score of 1-50%, he has successfully parried his opponents psychic attack. If he fails, his opponent determines the effects as normal.
Animal Kinship
This skill allows the user to communicate with any animals, except monsters, and mentally influence their behavior. This includes the mounts of nearby cavalrymen and wolf-riders or even the Kai Lord’s own mount.
A Kai Lord may try to use this skill in his first firing phase. If he attempts to do so, he may not fire a normal missile weapon during the same phase. Animal kinship has a range of 4 squares. As with normal firing, this includes the target square.
To use Animal Kinship, roll 1D100. On a score of 1-40%, the mental projection has succeeded and the sender is in control of the animal. He may then move the creature to an adjacent square and/or turn it to face in any desired direction, provided that any square moved into is not inaccessible terrain or occupied by another playing piece. This movement is completed during the Kai Lord’s movement phase.
Mind over Matter
The Mind over Matter skill lets a Kai Lord move small objects by the use of mental force alone.
If a Kai Lord with this skill is about to be fired at by a missile weapon, the controlling player may roll 1D100 to try and deflect the missile. On a score of 1-30%, the missile will land in a square adjacent to the target. This square to be chosen by the target’s player. Any playing piece in the new square is automatically hit. There is no reason for the firer to actually roll any dice to see if he has hit or missed.
HEROES AND ANTI-HEROES
All the other great warriors of Magnamund have their own skills to aid them in battle, but may not use the Kai Disciplines. If you are using the existing heroes that are included in the game, you will find their skills listed on their hero cards. If you wish to generate your own hero, you can pick his skills from the following lists. It is suggested that the first time you use him, you allot him one skill. If he survives his first battle, you can give him a second skill for the next battle and a third for the battle after that and so on.
Good heroes can only use skills from the Heroic Abilities list. Evil heroes can only use skills from the Evil Tricks section. If a hero is of Neutral alignment, he can use skills from both lists.
HEROIC ABILITIES
Weapon Skill
There is a weapon skill for each of the following weapons and each one counts as a separate skill. A hero may only choose a weapon skill for a weapon that is shown on the Play Sheet of his particular race. For example only Dwarves may use arquebus’. Check the Play Sheet before choosing.
Weapon skill with the following missile weapon will give the firer a +10% firing modifier when using a particular weapon:
Shortbow, Longbow, Crossbow, Sling, Javelin, Arquebus.
Weapon skill with the following combat weapon will give the attacker a +15% combat modifier when using a particular weapon:
Dagger, Sword, Axe, Mace, Great sword, Double Handed Axe, Spear, Pike, Halberd, Lance.
Salmon Leap
The Salmon leap allows a hero to make a mighty bound twice a game. He may leap up to four squares and land facing in any desired direction. This is unaffected by most terrain. He can bound up and down hills or steps. He can leap across hedges, fences, low walls and high walls, but not houses or ramparts. He can jump across and land on flat terrain, marsh, scrub and rocks, but not trees. He cannot land in a square occupied by another playing piece.
The Salmon leap can be added to the hero’s normal movement allowance and is performed in the movement phase of the game turn.
Strength
A hero with Strength can ignore any slight wounds he receives in the course of a game.
Immunity
The hero has been taking small doses of poison since infancy and this has rendered him immune to the common poisons of Magnamund. If an evil hero attacks him with a poisoned weapon, the poison will have no effect and the attack is calculated as if for a normal weapon.
Secret Parry
If a hero with this skill is attacked in combat he may opt to use the Secret Parry to defend himself. This means that any attack by an enemy can be blocked and cannot wound him. However, when used in a round of combat, it means he cannot reply with an attack in his own combat phase as he has used all his energy to block his enemy’s blow.
Lightening Attack
A hero who has opted to learn the Lightening Attack will make a first combat attack as normal. If his attack succeeds in killing his foe, he may go on to attack a second opponent in the same combat phase. The second opponent must be within two squares (including the square occupied by the opponent). The hero may move immediately into contact and the second combat resolved as normal, provided no impassable terrain stands between them.
Aura of Goodness
The Aura of Goodness extends for two squares around a hero in all directions. Any evil unit that finds itself within this zone must take a morale test with a -2 morale modifier. If the evil unit receives a Carry On result, it does not have to test again if it remains in or re-enters the aura.
Rally
A hero with the Rally skill may add a +3 morale modifier to the morale test of any unit to which he is adjacent.
Mental Strength
Mental Strength allows a hero to ignore the effects of Hypnotism. It will have no effect on him.
EVIL TRICKS
Only Vordaks and Helghast heroes may be given Mind blast and Mind shield. They can also be given any of the other Evil Tricks as desired. All other races may choose any of the tricks but these.
Weapon Skill
There is a weapon skill for each of the following weapons. A hero may only choose a weapon skill for a weapon that is shown on the Play Sheet of his particular race. For example Gourgaz never use missile weapons.
Weapon skill with the following missile weapon will give the firer a +10% firing modifier when using a particular weapon:
Short bow, Longbow, Crossbow, Sling, Javelin.
Weapon skill with the following combat weapon will give the attacker a +15% combat modifier when using a particular weapon:
Dagger, Sword, Axe, Mace, Great sword, Double Handed Axe, Spear, Pike, Halberd, Lance.
Mind Blast
Mindblast allows a hero to attack an enemy with a blast of psychic energy. It is launched during a hero’s firing phase and if doing so, a hero cannot fire a normal missile weapon. It may only be used by an unwounded character as it requires enormous physical energy. Mindblast has a range of 4 squares and, as with normal firing, this includes the target square. It may only be used twice per game.
To use Mind blast roll 1D100. A normal rank and file soldier in any unit can be killed on a score of 1-40%.
On a score of 1-40%, a monster is assumed to have been hit and rolls 1D100 with a -30% modifier to determine the wound location and a +10% modifier to determine the wound severity.
On a score of 1-35% a hero or Kai Lord is assumed to have been hit and rolls 1D100 with a -25% modifier to determine the wound location, while severity remains unmodified.
Mind Shield
This is, obviously the defense against Mind blast. When a hero with this skill is attacked by Mind blast, he rolls 1D100. On a score of 1-50%, he has successfully parried his enemy’s psychic attack. A Kai Lord successfully wards off a mind blast on a score of 1-60%. If the defense fails, the attacker determines the effect as normal.
Brutality
When a hero with Brutality, who is adjacent to to a unit which must take a morale test, he can terrify them into instant obedience by killing one of their number. Instead of taking the test, remove one playing piece from the unit. This will only work once on a particular unit, but can be used on every friendly unit in a game.
Hard as Nails
A hero who is as Hard as Nails is able to ignore the first wound he receives in the course of a battle. This applies to a wound of any severity, but only to the first one.
Poisoner
A hero who is a poisoner may apply poison to the blade of his combat weapon and to his ammunition. He could, for example have both a poisoned sword and poisoned arrows for his bow.
When firing at, or in combat with, a simple soldier in a unit, a poisoner counts the target as having no armour, regardless of the type of armour the target is actually wearing and ignores any modifier for a shield.
When firing at or in combat with a Kai Lord, a monster or a hero, the firing is calculated as normal. When referring to the Character Hit Chart, add a +20% modifier when rolling to determine the severity of the wound.
Inspire Terror
A miasma of evil surrounds a hero who has chosen Inspire Terror. It extends for two squares in all directions. Any good unit that enters this zone must take a morale test with a -2 modifier. Any neutral unit that enters the zone takes a morale test with a -1 modifier. If the testing unit receives a Carry On result, it does not have to test again if it remains in or re-enters the terrifying zone.
Hypnotise
A hero who has the power to hypnotise can use his skill at a maximum range of three squares, including that of his target. He cannot use it if he is adjacent to an enemy as he is too busy trying to defend himself. He cannot use it on a target which is not visible to him.
A hypnotic attack is launched during a hero’s first firing phase and is resolved by rolling 1D100. On a score of 1-60% he can successfully hypnotise a rank and file soldier in any unit. On a score of 1-50% he can successfully hypnotise a monster. On a score of 1-40% he can successfully hypnotise a hero. On a score of 1-30% he can successfully hypnotise a Kai Lord.
Once hypnotised, a playing piece must remain stationary for the rest of the game turn and ignores any unit integrity or morale rules. He may not initiate a combat, but can reply if attacked, and he cannot fire a missile weapon. Good troops or heroes may not attack a friendly playing piece that has been hypnotised. On the next turn the affected warrior is completely under the control of the player who hypnotised him and acts as one of his playing pieces. He will remain like this for 1D6 game turns, before he reverts to normal.
Hypnotise can only be used once in a game.
RECORD SHEETS
Use this to record any details of Kai Lords, heroes or monsters that change during the course of a game. You can also use it to record those of any characters you invent or borrow from the Lone Wolf game books.
The printed record sheet has these fields: name; armour; weapons; disciplines, abilities or evil tricks; wounds; notes.