| BATTLE
			RULES CRIB-SHEET for HOTT ("Hordes of the Things") v2.5 | 
	
		|   | 
	
		| 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. | 
	
		|   | 
	
		| 1. MOVEMENT (1 PIP
			per group moved*) | 
	
		| 2. SPELLS (1 PIP
			per spell cast*) | 
	
		| 3. SHOOTING (No
			PIPs required. Current player shoots, then the other player(s) can
			also shoot!). | 
	
		| 4. COMBAT (No PIPs
			required. All troops in contact will fight). | 
	
		| [Moves/Spells cost 2 PIPS
			if out of Command Range of the General (normally 1200p, 600p if
			out of sight)] | 
	
		|   | 
	
		| 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. | 
	
		| 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. | 
	
		| 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. | 
	
		|   | 
	
		| COMBAT
			Each player rolls for each base: d6 + Troop Bonus +
			Tactical Factors 
				
					| TACTICAL
						FACTORS |   |  
					| +1 | General (not if
						bespelling/shooting) |  
					| +2 
						 | Shot at while in woods |  
					| +1 | Defending
						hill/riverbank in combat (not against Aerials) |  
					| -1 | Per rear/flank
						overlapped/contacted |  
					| -1 | For each element
						aiding an enemy shooting/bespelling (maximum -2) |  
					| -2 | In bad going (except
						for Shooters/Warband/Skirmishers/Beasts/Lurkers)OR if
						Mounted/Aerials fighting an enemy who is in bad going
 |  
					| +2 | Bespelled while in
						woods or across water or near Cleric/Paladin (600p) |  
					| -2 | Bespelling an enemy
						Magician who is near his stronghold (600p) |  
					| -2 | Fighting Water Lurkers |  
					| +1 or +3 | For a 2nd rank of
						Spears(+1)/Pikes(+3) or Warband(+1) (not in bad going, or v
						forts, or when bespelled/shot at) |  
 
 | 
	
		| 
				
					| COMBAT
						OUTCOMES 
						 |   |  
					| EQUAL (Odd Total): | Hero v Hero or Paladin
						v Magician - If in close combat: DESTROYED. |  
					| MORE THAN HALF: |   |  
					| God | If versus
						god/magician/cleric: FLEE OFF BATTLEFIELD; else NO EFFECT. |  
					| Hero 
						 | If v
						hero/paladin/artillery: DESTROYED; if v magician: ENSORCELLED;
						If v Stronghold: FLEE; else RECOIL. |  
					| Dragon 
						 | If v hero/paladin:
						DESTROYED; else FLEE OFF BATTLEFIELD. |  
					| Flyers/Airboat | If v magician: FLEE;
						else RECOIL. |  
					| Knights | If in bad going OR v
						shooters/artillery/magician charged this round OR v behemoth:
						DESTROYED; else RECOIL. |  
					| Riders/Raiders | If in bad going:
						DESTROYED; else RECOIL. |  
					| Behemoth | If v
						magician/dragon/artillery: FLEE; else RECOIL. |  
					| Blades 
						 | If v warband:
						DESTROYED; else RECOIL. |  
					| Shooters/Beasts 
						 | If in close combat v
						any mounted troops: DESTROYED; else RECOIL. |  
					| Warband 
						 | If v behemoth OR in
						good going v knights: DESTROYED; else RECOIL. |  
					| Sneakers 
						 | FLEE. |  
					| Lurkers 
						 | FLEE OFF BATTLEFIELD. |  
					| Magician 
						 | If v
						hero/paladin/dragon/god: DESTROYED; if v magician: ENSORCELLED;
						else RECOIL. |  
					| Artillery/Paladin 
						 | If in close combat:
						DESTROYED; else NO EFFECT. |  
					| Skirmishers 
						 | If in good going v
						knights: DESTROYED; else RECOIL. |  
					| Spears/Pikes/Hordes/Cleric
						
						 | If v warband OR in
						good going v knights: DESTROYED; else RECOIL. |  
					| Stronghold 
						 | If in contact with any
						non-aerial enemy: CAPTURED. |  
					| HALF OR LESS: |   |  
					| Skirmishers 
						 | If v skirmishers OR in
						good going v mounted/aerials: DESTROYED; else FLEE. |  
					| Raiders | If in bad going OR
						close combat v shooters/mounted/aerials: DESTROYED; else FLEE. |  
					| Flyers 
						 | If v
						hero/magician/aerials/shooters: DESTROYED; else FLEE. |  
					| All Others 
						 | DESTROYED. |  
 
 | 
	
		|  | 
	
		| (Supporting element
			of spears/pikes or warband will be destroyed if the supported
			element is destroyed.) | 
	
		|   | 
	
		| 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.
 | 
	
		|   | 
	
		| FLEE As Recoil,
			then turn & move the remainder of 600p away from the enemy
			(avoiding obstacles/troops). | 
	
		|   
				
					| TROOP
						TYPE | MAY PASS THROUGH |  
					| Gods/Sneakers | Any (friend/enemy) |  
					| Any 
						 | Sneakers
						(friend/enemy) |  
					| Magicians | Any friend |  
					| Aerials | Any ground troops
						(except when recoiling) |  
					| Ground Troops | Enemy Flyers/Aerial
						Heroes/friendly Aerials not in close combat |  
					| Mounted | Friendly Foot facing
						same/opposite direction (except Pikes). |  
					| Skirmishers | Any friends facing
						same/opposite direction. |  
 
 | 
	
		|  | 
	
		|   | 
	
		| 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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