SPELL LIST
Petrify - Range = 4. Target suffers 'Petrify' effect. Target may save.
Paralyze- Range = 4. Target suffers 'Paralyze' effect. Target may save.
Death- Range = 4. Target suffers 'Death' effect. Target may save.
Fear- Range = 4. Target suffers 'Fear' effect for 1D6 turns.
target may save at end of every turn.
Lightning- Range = 10. Damage = 3. Target suffers 'Stun' effect.
Fireball- Range = 6. ToHit +2. Damage = 4. Target suffers 'Fire' effect.
Disintegrate- Range = 4. Target suffers 'Death' effect. Target may save.
Web- Range = 4. ToHit +2. Target suffers 'Web' effect. Target may save.
Cold Blast- Range = 4. ToHit +2. Damage = 1. Target suffers 'Freeze'
effect. Target may save.
Counter- Target incoming spell negated.
Reflect - Target incoming spell targets its caster.
Heal- Cast on self or friendly target within 1 inch. Target heals 3D6 lost hit points.
Deflect - Pick new target for incoming spell.
Ice Shards- Range = 6. Get 5 attacks of Damage = 1 each.
Ice Ball- Range = 8. Damage = 2. Target suffers 'Freeze' effect. Target may save.
Illusions- Creates an imaginary flyer within 5 inches.
Opponents in range attack illusion on a roll of 1-3 on 1D6.
Illusion lasts until hit. Moves like mount it resembles.
Invisibility- Cast on Self or friendly flyer within 3 inches. Flyer is -3 to be hit.
Invisibility lasts 1D6 turns or until flyer is hit.
Acid- Range = 2. ToHit +2. Damage = 3. Target suffers 'Acid' effect
Flying- Cast on self or friendly rider within 1 inch. Target can fly for the rest of
the battle. Speed = 4. Maneuverability = 3.
Gas Cloud- Creates a 3 inch diameter poison gas cloud within 6 inches of caster.
Mesmerize- Range = 4. Target suffers 'Mesmerize' effect for 1D6 turns.
target may save at end of every turn.
Winds- Self or flyer within 5 inches gets acceleration +1D6 this turn.
Force Field- Self or flyer within 4 inches gets Armor +6 for 1D6 turns.
Curse- Range = 4. Target gets -1 to all rolls for the rest of the battle.
Blessing- Self or Range = 2. Target gets +1 to all rolls for the rest of the battle.
Teleport- Self or Range = 2. Move target to any location on the map
Tornado- 10 inches tall. 1 inch in diameter. Starts next turn within 5 inches of caster.
Can move 1D6 inches per turn. Caster controls movement. Lasts 1D6 turns.
Mounts within 1 inch take 1D6 damage.
Black Sphere- 1 inch in diameter. Starts next turn within 5 inches of caster.
Speed = 4 Maneuverability = 3. Caster controls movement. Lasts 1D6 turns.
Make Ramming Attack. If hit, flyers save vs magic or are annhiliated.
MAGIC ITEMS.
Items can take many forms: Weapons, armor, staves, wands, jewelry, rings, etc.
Power items: Mimic a spell and have 1D6 charges.
Personal items: Mimic a result of the rider experience table. Work continuously.
OBSTACLES
Clouds- Block line of sight. Determine diameter and height.
Winds- Increase acceleration +1 in one direction and
decrease it in the opposite direction.
Rain- No fire results. All ToHit rolls at -1
Solid Earth- Mountain Peaks, Cliffs, Towers, Floating Cities, Bridges
Larger Flyers- Ships, Barges, Leviathans, Ancient Dragons, Hulks
OPTIONAL RULES: HEX MAPS
Convert inches into hexes.
Replace the Turn Radius stat with the MTR (Move Turn Ratio) stat.
Maneuverability Level MTR
Very Poor 1 4
Poor 2 3
Average 3 3
Good 4 2
Very Good 5 2
Very Good-2 6 1
Very Good-3 7 1
Very Good-4 8 ½
The MTR is the number of hexes the flyer must move forward before turning 1 hex face.
All Mounted Weapons have a firing arc of 60 degrees.
Flyers in adjacent hexes are considered to be at range = 1 or adjacent depending on
the attack mode of the attacker.
Ignore Climb, Dive, and Altitude stats and rules.
For bombing purposes, if 2 flyers occupy the same space, the flyer that entered
the space last is considered to be at the higher altitude. Otherwise, consider
all flyers and obstacles to be at the same altitude.
A small group of Adventurers on a quest are ambushed by motley band of Sky Pirates.
The wizards get a minor victory if they make it off the end of the map.
........
The Wizards have 3 Flyers:
Rider: Ezerus the Arcanus
Class: Wizard Race: Human Spells: 5
Items: Hail Machine (Ice Shards, 6 charges), Dragon Scale Suit (Armor = 5)
Mount: Flying Machine with Lightning Globe Caster
Rider: Sheva the Enchantress
Class: Wizard Race: Sprite Spells: 3
Items: Wand of Illusions (Illusions, 3 charges)
Mount: Butterfly with Web Gun
Rider: Favian the Adept
Class: Knight Race: Human
Items: Sword, lance and shield
Mount: Chimera with Horn of Blasting
..........
The Sky Pirates have 4 Flyers:
Rider: Captain Churl
Class: Warrior Race: Orc
Items: Hand Axes and Lasso
Co-pilot (Gunner/Loader): Mawgi
Class: Soldier Race: Kobold
Items: Hand Grenades and Daggers
Mount: Flying Pig with Catapult
Rider: Lobo
Class: Warrior Race: Lizardman
Items: Spear and Shield
Mount: Pterodactyl with Weighted net and Pellet Gun
Rider: Grock
Class: Rogue Race: Beastman
Items: Whip
Mount: Bat with Flame Thrower
Rider: Scagg
Class: Archer Race: Goblin
Items: Short Bow
Mount: Dragon Fly
FEUDAL LORDS INTRODUCTION
Card Game for 2 + players.
Each player is a medieval Noble trying to expand his Fiefdom and
Glory at the expense of his neighboring warlords.
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