BATTLE
RULES CRIB-SHEET for HOTT ("Hordes of the Things") v2.5
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Defender sets terrain;
Attacker numbers edges 1,2,3,4+ & takes edge rolled; Defender
puts stronghold on and deploys within 600p of opposite edge;
Attacker deploys within 600p of their edge; Defender goes first. A
player rolls d6 PIPS each turn.
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1. MOVEMENT (1 PIP
per group moved*)
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2. SPELLS (1 PIP
per spell cast*)
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3. SHOOTING (No
PIPs required. Current player shoots, then the other player(s) can
also shoot!).
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4. COMBAT (No PIPs
required. All troops in contact will fight).
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[Moves/Spells cost 2 PIPS
if out of Command Range of the General (normally 1200p, 600p if
out of sight)]
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MOVEMENT Moving
each group costs 1 PIP*. Distance depends on terrain
(Good/Bad/Road). Moves through Bad Going must be in column
formation or as individual elements. Wading water move rate is
100p.
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SPELLS Casting a
spell costs 1 PIP*. Spell range is 600p. A Magician cannot cast a
spell if it has moved. Spells work like normal Combat, but the
Magician can only suffer bad results from other Magicians or
similar. Any hero/magician ensorcelled by a spell is out of action
(replaced with a frog) until 6PIPs are spent.
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SHOOTING Shooting
range is normally 200p. Shooters can shoot in each players turn.
Artillery range is 500p. Artillery can't shoot if it moved this
turn. Shooting is not permitted if terrain or troops even partly
block the shooters view.
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COMBAT
Each player rolls for each base: d6 + Troop Bonus +
Tactical Factors
TACTICAL
FACTORS
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+1
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General (not if
bespelling/shooting)
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+2
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Shot at while in woods
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+1
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Defending
hill/riverbank in combat (not against Aerials)
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-1
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Per rear/flank
overlapped/contacted
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-1
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For each element
aiding an enemy shooting/bespelling (maximum -2)
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-2
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In bad going (except
for Shooters/Warband/Skirmishers/Beasts/Lurkers) OR if
Mounted/Aerials fighting an enemy who is in bad going
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+2
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Bespelled while in
woods or across water or near Cleric/Paladin (600p)
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-2
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Bespelling an enemy
Magician who is near his stronghold (600p)
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-2
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Fighting Water Lurkers
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+1 or +3
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For a 2nd rank of
Spears(+1)/Pikes(+3) or Warband(+1) (not in bad going, or v
forts, or when bespelled/shot at)
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COMBAT
OUTCOMES
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EQUAL (Odd Total):
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Hero v Hero or Paladin
v Magician - If in close combat: DESTROYED.
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MORE THAN HALF:
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God
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If versus
god/magician/cleric: FLEE OFF BATTLEFIELD; else NO EFFECT.
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Hero
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If v
hero/paladin/artillery: DESTROYED; if v magician: ENSORCELLED;
If v Stronghold: FLEE; else RECOIL.
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Dragon
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If v hero/paladin:
DESTROYED; else FLEE OFF BATTLEFIELD.
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Flyers/Airboat
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If v magician: FLEE;
else RECOIL.
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Knights
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If in bad going OR v
shooters/artillery/magician charged this round OR v behemoth:
DESTROYED; else RECOIL.
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Riders/Raiders
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If in bad going:
DESTROYED; else RECOIL.
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Behemoth
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If v
magician/dragon/artillery: FLEE; else RECOIL.
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Blades
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If v warband:
DESTROYED; else RECOIL.
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Shooters/Beasts
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If in close combat v
any mounted troops: DESTROYED; else RECOIL.
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Warband
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If v behemoth OR in
good going v knights: DESTROYED; else RECOIL.
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Sneakers
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FLEE.
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Lurkers
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FLEE OFF BATTLEFIELD.
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Magician
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If v
hero/paladin/dragon/god: DESTROYED; if v magician: ENSORCELLED;
else RECOIL.
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Artillery/Paladin
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If in close combat:
DESTROYED; else NO EFFECT.
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Skirmishers
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If in good going v
knights: DESTROYED; else RECOIL.
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Spears/Pikes/Hordes/Cleric
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If v warband OR in
good going v knights: DESTROYED; else RECOIL.
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Stronghold
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If in contact with any
non-aerial enemy: CAPTURED.
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HALF OR LESS:
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Skirmishers
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If v skirmishers OR in
good going v mounted/aerials: DESTROYED; else FLEE.
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Raiders
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If in bad going OR
close combat v shooters/mounted/aerials: DESTROYED; else FLEE.
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Flyers
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If v
hero/magician/aerials/shooters: DESTROYED; else FLEE.
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All Others
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DESTROYED.
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(Supporting element
of spears/pikes or warband will be destroyed if the supported
element is destroyed.)
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RECOIL
Move back one base, without
turning. If they bump into another unit use this Recoil
Checklist: 1) If unit recoiling is Behemoth/Dragon and other is
not Behemoth/Aerial/Sneakers => OTHER IS DESTROYED 2) If
unit met is enemy => DESTROYED 3) If allowed to pass through
(see 'May Pass Through' chart) => PASS THROUGH 4) If unit
met is facing different direction => DESTROYED 5) If unit
met is not Behemoth/Dragon/God => PUSH BACK 6) If unit
recoiling is Behemoth/Dragon/God => PUSH BACK else
DESTROYED.
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FLEE As Recoil,
then turn & move the remainder of 600p away from the enemy
(avoiding obstacles/troops).
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TROOP
TYPE
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MAY PASS THROUGH
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Gods/Sneakers
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Any (friend/enemy)
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Any
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Sneakers
(friend/enemy)
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Magicians
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Any friend
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Aerials
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Any ground troops
(except when recoiling)
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Ground Troops
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Enemy Flyers/Aerial
Heroes/friendly Aerials not in close combat
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Mounted
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Friendly Foot facing
same/opposite direction (except Pikes).
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Skirmishers
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Any friends facing
same/opposite direction.
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TO WIN - If you
capture the enemy Stronghold; or, if the enemy have lost more
elements than your side, and they have lost their
Commander-In-Chief or at least half the elements of their army –
then your side WINS!
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