H = HTH
T = Thrown
2-H = Two-Handed Weapon
Unarmed warriors are HTH only and get Damage –2, Speed +3, Reach = 0, and no parry
ARMOR CARDS
Name Type Armor Block Speed Notes
Great Helm H 1 - -
Pot Helm H 1 - -
Kettle Helm H 1 - -
Greek Helm H 1 - -
Viking Helmet H 1 - -
Conical Helm H 1 - -
Pointed Helm H 1 - -
Plate Mail F 4 - -2 Dodge -1
Full Plate F 4 - -2 Dodge -1
Chain Mail F 3 - -2
Leather F 1 - -
Padded F 1 - -
Studded F 2 - -1
Banded F 3 - -2
Ring Mail F 2 - -1
Scale Mail F 3 - -2
Splint Mail F 3 - -2
Bear Skins P 1 - -
Hauberk P 1 - -
Greaves P 1 - -
Armbands P 1 - -
Breast Plate P 1 - -
Target Shield S 0 1-2 -
Buckler S 0 1-2 -
Round Shield S 0 1-3 -1
Kite Shield S 0 1-4 -1 Dodge -1
Large Shield S 0 1-4 -1 Dodge -1
Medium Shield S 0 1-3 -1
Small Shield S 0 1-2 -
S = Shield
P = Partial Armor
F = Full Suit of Armor
H = Helmet
Spell Name Range Effect
Bloodlust T All your warriors get +2 damage and +1 skill this turn
Freeze 10 Target warrior neutralized this and next turn
Fireball 12 Target warrior suffers 2D6 points of damage
Lightning Bolt 12 Target warrior suffers 2D6 points of damage
Magic Missiles 6 Distribute 1D6 points of damage amongst enemy warriors
Control 2 Control opposing warrior this turn (he moves to your front rank)
Shield T Negate all ranged attacks vs your warriors this turn
Charm 2 Target warrior made helpless this turn
Raise Dead T Gain back killed Warrior
Heal T Heal 2D6 lost Hits among your warriors
Counter C Negate spell just cast by an opponent
Avoid Fate C Negate Fight card just played by an opponent
Invulnerability T Target warrior gains 5 armor this and next turn
Invisibility T Target warrior gains Dodge +4 and HTH skill +3
Illusions C Negate attack made by target warrior
Haste T All your warriors get +2 Speed and +1 dodge this turn
Shatter 9 Destroy target weapon or shield. Bearer takes 1D3 damage.
Curse 4 Target Warrior gets –3 to all rolls for 1D6 turns
Petrification 3 Target warrior neutralized for 1D6 turns
Paralyzation 4 Target warrior made helpless this turn
Neutralized warriors cannot attack or be attacked
Helpless warriors cannot attack, but may be attacked
T = Cast in Tactics Phase
C = Counter spell. Cast when appropriate
FIGHT DECK CARD LIST
Card Name Effect
Backstab Target warrior may attack warrior on opponents back row
Height Adv. Target warrior in your back row may attack warrior on opponents back row
Shield Wall Negate target attack
Martyr Change target of attack to one of your other warriors
Sword Breaker Destroy target weapon, helm, or shield involved in HTH.
Flurry Warrior in HTH gets an extra attack
Rain of Arrows Warrior gets an extra ranged attack
Wild Magic Spell caster gets to draw an extra spell card
Mighty Blow HTH attack does extra 1D6 damage
Magic Resist Negate spell cast by opponent
Poisoned edge Damaged enemy loses 1 hit every Tactics phase
Painful Wound Damaged enemy is skill –1, dodge –1, damage –1, and speed -1
Fly True Ranged attack does extra 1D6 damage
Stunned Damaged enemy made helpless this turn
The Fight deck has 2 of each card listed
ZAKS FFC VARIANT.
The main changes are:
Warband are built wih 1 Champion and 5 warriors
Players can split the warband in two groups
Terrain cards are played on the groups to advantage them or to create some difficulties
Groups can collaborate in attack or defence
Click here to see Champion FFC
FANTASY FLIERS INTRODUCTION
Miniatures rules for aerial skirmishes.
All combatants (Fliers) include a mount with usually one rider.
SET UP
One player designs the scenario and provides all the miniatures.
The Scenario should include two groups of adversarial fliers.
The other player picks which of the two groups he wants to control.
Make 1-2 chits for each spell in the spell list.
The scenario designer may designate specific spells in the scenario or
distribute random spell chits to spell casters after groups are picked.
DESIGNING FLIERS
Pick a mount.
Fill up the mount with riders and weapons.
(Most mounts can carry 2-4 Size = 1 riders and weapons)
For each rider pick a race and class.
MOUNT STATS
Maximum Speed- Top speed in inches per turn.
The Flyer can never normally exceed this without magic or special items.
Acceleration- The maximum amount in inches a flyer can increase his current speed per turn.
Deceleration- The maximum amount in inches a flyer can decrease his current speed per turn.
This does not include momentum used up by turning, climbing, and diving.
Turn Radius- The maximum amount in degrees a flyer can change his facing per inch moved.
Each time a flyer changes facing it uses up one inch of movement.
For example a flyer with a current speed of 5 may fly forward 5 inches, or as one possibility
fly 3 inches and make 2 turns. Turning radii are in increments of 15 degrees.
Climb- The number of inches that must be traveled before the flyers altitude can be
increased by one level.
Each time a flyer increases altitude one level, it uses up one inch of movement.
Flyers that can hover have a climb value = 0.
Dive- The number of inches that must be traveled before the flyers altitude can be voluntarily
decreased by one level. Diving does not cost any inches to do.
Flyers that can hover have a dive value = 0.
Mounts have 2 Flying Characteristics: Speed & Maneuverability.
These determine the base values of the other stats such as Acceleration and Climb
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