Occurs when two opposing stacks occupy the same space.
The active player is always the attacker.
Remove the stacks from the board, for the duration of the battle, but leave the banner chits as markers.
The Battle Phase is divided into 4 segments:
I- REVEAL COMBATANTS SEGMENT
Each player simultaneously reveals one of their units from their stack.
These are the combatants.
During Sea battles, transported units may be combatants.
II- TACTICAL OPTIONS SEGMENT
Players simultaneously reveal any other units that modify the combatants.
This includes: Mages casting Spells, Generals, Sites, Artifacts, Archers.
A mage or spellcaster may cast any number of spells per Battle Phase.
Units with skirmish or vanish may return that unit to their stack and replace it with
another, once per Battle Phase.
Units with guard may replace another unit once per Battle Phase.
Units with Paralyze may affect one unit per Battle Phase
III- BATTLE ROLL SEGMENT
Both units roll 1D6 and add Modifiers. This is the Battle roll
The Modifiers include the bonuses listed in the description of each combatant.
The higher rolling unit destroys its opponent.
Ties result in both units surviving.
Stacks with mages may cast spells before or after the rolls depending on the nature of the spell.
Normally effects that are battle roll modifiers are revealed before the roll is made.
IV- RESPITE SEGMENT
Certain effects occur.
VICTORY?
The Battle Phase is repeated until one side is destroyed or the attacker calls off the attack.
The battle may end with both stacks still occupying the same territory.
RETREAT
The defender may, during a battle, sacrifice a unit in Tactical options Segment
to move the stack to an adjacent empty or friendly Hex.
UNIT DESCRIPTIONS & DEFINITIONS
Note: All units count as Male, Neutral, Slow and Living, unless stated otherwise.
Air: Descriptor
Ambush: Add value to BRM when Defending
Animal: Descriptor
Archer: Add value to BRM of a friendly unit in combat, but not to own combat
Artifacts: Seperate chits that Improve the unit that owns it, Stacked with unit
Cannibal: Sacrifice a friendly Living unit in same stack in Scout phase to gain the bonus for rest of turn
Carry=X: X Heros in same stack get any flying, armor, and swift Modifiers this unit has
Cavalry: Add value to BRM vs non-flying Slow units
Chaos: Descriptor
Cold: Descriptor
Construct: Descriptor. Nonliving
Demihuman: Descriptor. All are Good unless otherwise specified: Elves, Dwarves, Halflings, Gnomes
Demon: Descriptor. All Demons are Evil
Dragon: Descriptor
Earth: Descriptor
Elemental: Descriptor. Nonliving, and also has one of the following descriptors: Air, Fire, Earth, Water, Cold
Evil: Descriptor
Fey: Descriptor
Fire: Descriptor
Flying: Unit may Travel in any hex
General: All units get +1 BRM if this unit is revealed during Tactical options Segment
Giant: Descriptor
Good: Descriptor
Guard: Defending side: Replace your current combatant with this unit before the Battle roll
Hero: Descriptor. Human Male unless otherwise specified
Hex: Map Space; Also Territory
Humanoid: Descriptor. All are Chaos units: Kobolds, Orcs, Goblins, Hobgoblins, Gnolls
Lawful: Descriptor
Martyr: This unit may be destroyed instead of target or combatant unit in the same stack
Monsters: Descriptor. Type includes Giants & Dragons & Demons & Undead
Nonliving: Descriptor. Units such as Undead, Constructs, Elementals, immune to certain attacks
Paralyze: Target enemy combatant must be replaced by another unit the tactical phase, or target is destroyed. Target cannot be used for the listed number of turns, or for the remainder of the battle.
Plant: Descriptor. Also counts as having the Wood Descriptor
Poison: Adds to BRM vs nonswarm Living units
Priest: Descriptor. All priests are spellcasters
Regenerates: Unit must be defeated twice during the battle to be killed
Scout: Look at opponents stack before battle in Scout Phase
Sea: Travels in water hexes only
Ship: Descriptor All ships unless otherwise specified are: Sea, Construct, Wood. If a ship sinks, all transported units are destroyed
Site: Units that do not move. Always revealed
Skirmish: Replace this unit with another unit in stack once per battle during Tactical options Seg
Slay: Add to BRM vs specified unit type
Steal: See Scout Phase
Suprise: Add to BRM when Attacking only
Summoning: Unit appears during battle and is discarded at end of battle
Swarm: Descriptor
Swimmer: May travel in water hexes
Swift: Move=2
Very Swift: Move=3
Terrain: Identity of Map Hex; For Example: Jungle, Forest
Transport=X: X Nonmonster Units (& any # of Heros) benefit as Carry=X
Undead: Descriptor. All Undead are nonliving and evil
Vanish: Unit may exit battle & moves to adjacent empty or friendly hex. Once per turn
Warrior: Descriptor. Type of Hero that can use most Weapon & Armor artifacts
Water: Descriptor. Water Units are swimmers
Wood: Descriptor
UNITS # MOUNTAIN UNITS
10 Dwarves BRM: +5, Martyr, Guard, Archers+1
5 DwarfLord BRM: +6, Demihuman, Hero, Warrior, Slay Giants+4, General
15 Goblins BRM: +3, Archers+1, Poisons+1, Swarm, Humanoid
5 Storm Giants BRM: +10, Giant, Air
5 Stone Giants BRM: +7, Giant, Earth
10 Griffons BRM: +5, Monsters, Flying, Very Swift
5 Dwarf Hall BRM: +6, Site, Guard
FOREST UNITS
15 Elves BRM: +4, Spellcasters, Archers+3, Demihuman
10 Sylvan Knights BRM: +6, Demihuman, Cavalry+2, Swift
5 Elf Lord BRM: +4, Hero, Mage, Warrior, General, Demihuman
5 Ranger BRM: +4, Hero, Warrior, Scout, Archer+2, Slay Humanoids+2, Skirmish
10 Centaurs BRM: +4, Archers+2, Swift, Skirmish
5 Ents BRM: +8, Fey, Suprise+2, Plant, Monster
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