ONUS! Greeks & Persians
ONUS! Greeks & Persians Rulebook
Table of Contents
Table of Contents
Components
"ONUS! Greeks & Persians Expansion" includes:
- 4 Rhomboid formation tokens.
- 4 Bravery skill blue tokens.
- 9 General cards:
- Spartans: Leonidas, Lysander and Agesilaus II.
- Athenians: Themistocles and Demosthenes.
- Persians: Xerxes, Mardonius and Darius III.
- Greek Mercenaries: Epaminondas of Thebes.
- 8 General tokens:
- 2 Spartans
- 2 Athenians
- 2 Persians
- 2 Greek Mercenaries
- 95 unit cards:
- 38 Persians
- 17 Spartans
- 18 Athenians
- 22 Greek Mercenaries
Generals
- Leonidas (Spartans)
- Lysander (Spartans)
- Agesilaus II (Spartans)
- Themistocles (Athenians)
- Demosthenes (Athenians)
- Xerxes (Persians)
- Mardonius (Persians)
- Darius III (Persians)
- Epaminondas of Thebes (Greek Mercenaries)
Units
The number after each unit is printed as the count of that unit's cards in the expansion. The counts add up to the unit-card totals listed under Components (38 Persians, 17 Spartans, 18 Athenians, 22 Greek Mercenaries).
Persians
- Melophores Guard ... 3
- Sparabara Archers ... 4
- Takabara Mercenaries ... 5
- Archers with Shields ... 4
- Sicklers ... 4
- Usabari Dromedaries ... 3
- Asabari Cavalry ... 5
- Pasti Infantry ... 5
- Persian War Chariots ... 3
- Kardakes ... 2
Athenians
- Hoplites ... 4
- Hoplites Attendants ... 4
- Scythian Archers ... 3
- Athenian Cavalry ... 3
- Peltasts ... 4
Spartans
- Hippeis Cavalry ... 2
- Spartan Hoplites ... 4
- Helots Infantry ... 6
- Helots Slingers ... 3
- Spartan Cavalry ... 2
Greek Mercenaries
- Peripolos ... 5
- Toxotes Archers ... 3
- Thorakitai ... 3
- Sacred Band of Thebes ... 2
- Boeotian Hoplites ... 4
- Cretan Archers ... 3
- Thessalian Cavalry ... 2
New Abilities
In this paragraph you will find the description for the new special abilities not available in the base game.
Bravery
You need to activate this ability (blue token) to get a bonus of +1/+1 and a penalty of -1/-1. It can be started off any time, even in the middle of a melee combat, and stays active until the unit is activated again or is deactivated by the player at will.
Rhomboid
This Cavalry formation holds the same characteristics as the Arrow tip formation (introduced in the base game) but with the addition that they may pivot up to 360 degrees, once per turn, on the center-axis, without using any additional movement point.
Sarissas
Meant for units with long lances or pikes, 4 or 5 meters length (13 to 16 feet approximately). These units, if using the Phalanx formation, may carry out the attack in melee not allowing the enemy to counter-attack, thus no damage can be done by the defending unit. If the Phalanx formation is not active, Sarissas only grant the benefit of being a Lance type-unit.
Special Situation: in the event that your opponent's unit is also using the Phalanx formation, equipped with regular lances, or is a Cavalry unit that charges with the "Onrush" ability, then it will have the chance to counter-attack and inflict damage, but only after the Sarissas has performed its attack. Like the other type of Phalanx, this formation is dismissed after the completion of the first turn of combat.
Example: a Triarii Roman unit forming up in Phalanx charges against a unit with the Sarissas ability, also deployed in Phalanx. The Triarii will get first the damage from the opposing unit, will make the Morale Check roll and then it is allowed to "counter-attack". In the event that the Triarii unit wasn't using the Phalanx formation, it would get the attack from the Sarissas unit without any chance of response and it wouldn't be able to inflict any damage until next turn. If the unit using Sarissas isn't forming up in Phalanx, then it is considered a standard unit in the order of battle.
Athletes
These units may make an extra effort and move 1UD additional when charging against enemy units.
Toughness
Units with this special ability may break like any other unit, but they will only flee if the owner chooses, maintaining the position until eliminated.
Furious
During its turn, a Furious unit must charge any enemy unit within charge range, regardless of orders. If there are multiple eligible targets, the player will select which enemy unit to charge, and how to charge it.
This means that your opponent may use decoy units to lure and destroy the Furious unit. This ability can't be used against units shielded by structures.
Maneuverable
This ability allows the unit to change the formation and move as usual. That is to say, it won't have to make a reduced movement that turn, i.e. extend, reduce or change formation.
It may be extremely useful to extend the formation of a Cavalry unit before Onrushing an Infantry unit in the same turn.
Accuracy
A Ranged Attack unit having this ability, if it fires without moving during a turn and rolls a 6 in the Damage Roll, doubles the damage inflicted. Standard damage applies if the unit moved.
For instance, if we shoot against an enemy target and we make 3 hits, if rolling for the damage we get 6, 1, 6 then we will inflict 4 wounds to the enemy rather than 2.
Mortal
This ability is similar to Accuracy, but only applicable to melee combats. During the Damage roll, for every 6 rolled, you will inflict 2 wounds, whether defending, attacking or charging.
Supplementary Units
These are units that may be stacked with others at the beginning of the battle; the weakest unit will stay under the Heavy Infantry unit. No more than 2 units may be stacked in a pile: The Hoplites Attendants unit under the Hoplites unit.
In the event of a melee combat, only the abilities of the top unit in the stack will be taken into consideration, which is the one getting any damage in this case.
In the event of receiving a ranged attack, the same damage roll may inflict damage to both units.
- The unit on the bottom of the stack will allow 1UD additional to the top unit, i.e. if the maximum movement allowed was 2UD and they are stacked, they now may move up to 3UD. This is possible because the supplementary unit supports the main unit by carrying heavy equipment and weapons, speeding up the advance.
- Additionally, the supplementary unit may perform a Ranged Attack provided they are equipped with such type of gear. If the range weapon is Javelins they may be used even if the event "Throw Javelins" is in place.
Once they are split, they won't be allowed to stack again during the rest of the game and they will behave as independent units.
Summary
Bravery: Bonus +1/+1 and penalty -1/-1.
Rhomboid: +1/+1 when charging and pivot 360º per turn.
Sarissas: In Phalanx, attacks first against other Phalanx; no counter-attack permitted by the defending unit.
Athletes: +1 when charging.
Toughness: Only flee at will.
Furious: Must charge if enemy in range.
Maneuverable: May change Formation without reducing movement.
Accuracy: If get a 6 in Damage roll, doubles wounds.
Mortal: If get a 6 in Damage roll, doubles wounds.
Supplementary Units: +1 when stacked units move.