You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
There are two things which a lot of players are begging for :
1) They want to be able to play with their MK1 figs again in a supported format.
2) They want a solid set of Conquest Rules.
Dear WK,
I'm offering you a solution to solve both problems.
Please, take the time to read through this and actually play a couple of games with these Rules.
You'll find out very quickly that this is an amazing Set of Rules.
Simple, Logic and Intuitive
with enormous Strategical and Tactical possibilities.
I sincerely hope you'll make good use of this opportunity and support these rules.
This could be an excellent decision on your part to start bringing back a lot of the old players.
This is the result of about 6 weeks of intensive work and playtesting.
Many thanks to GolemPower, Psionystic, Spudkin, Kikommander and WarPlayer for their advice and help.
To everyone interested in getting familiar with these rules :
Simply start reading the "Game Mechanics & Definitions".
The topics are put in a logical order which takes you right through the rules.
After reading through the "Game Mechanics & Definitions" you should be able to start playing your first game.
I GUARANTEE you, you'll come to grips with these rules after no more than 2 or 3 actual turns of gameplay.
I promise you one of the most exciting sets of Rules you have ever played MK with.
A TURN
The game is played in turns.
Each turn has 3 Phases :
- Pre-Action Phase
- Action Phase
- Post-Action Phase
**************************************************
COMMANDER
All - Single or Double Based - Unique or Limited Edition Figures are Commanders.
**************************************************
TROOPS
All Yellow, Blue and Red - Single or Double Based - figures of which you can have multiple copies in your army are Troops.
Troops can be promoted to Commander before the start of the game by adding 20 pts to their point cost .
**************************************************
TITAN
Every figure showing the <fist> symbol next to its Damage Value.
**************************************************
MULTI DIAL FIGURE
Every figure which contains more than 1 dial.
**************************************************
CASTLE
Every figure with a Fortification Value - represented by the Tower Symbol - instead of a Speed Value.
**************************************************
COMMAND COUNTER
A counter which can only be assigned to Commanders, Titans, MDF's and Castles
and which allows them to do one of three possible Actions.
A Move Action, a Combat Action or a Special Ability Action.
At the beginning of each Turn, during the Pre-Action Phase, each Player receives
5 Command Counters :
- 4 Regular Command Counters
- 1 General Command Counter
- 1 additional Regular Command Counter can be gained for that turn if a successful Command Roll is made.
By giving him one or more Command Counters, a Commander is allowed to mobilize troops within his Command Radius and execute 1 Action (Move, Combat or Special Ability Action).
Once a Commander/Titan/MDF or Castle have been activated they cannot be activated anymore for the remainder of that turn.
**************************************************
MOBILIZING
Mobilizing means : selecting Troops who will take part in the Action which is currently being played.
This is done by the Commander who has been assigned one or more Command Counters and who is currently carrying out his Action.
Besides Troops, Commanders can be mobilized to take part in an Action too.
In that case, the mobilized Commander stops being a Commander and becomes a Troop for the remainder of that turn .
The number of Troops that can be mobilized is determined by doing some simple math : multiply the Commander's Attack Value by the number of Command Counters he's been given.
(Example :
A Commander with an Attack Value of 10 which has been assigned 2 Command Counters can mobilize up to 20 Troops. 10x2=20.
The Commander himself has to be accounted for in this count.)
Single Based Commanders can only Command and mobilize Single Based Troops.
Mounted Commanders can only Command and mobilize Mounted Troops.
**************************************************
COMMAND RADIUS
The Range, measured from the Commander's Center Dot, in which the Commander is allowed to mobilize troops.
A Commander which has not received a Command Counter (yet) has 0 (zero) Range for his Command Radius.
Use the number of Command Counters given to a Commander to know his Command Radius for that turn.
1 CC = 5" Command Radius
2 CC = 10" Command Radius
3 CC = 15" Command Radius
etc.
Each Command Counter given to a Commander increases this Commander's Command Radius with 5 inches.
A figure's Center Dot must be within his Command Radius for the Commander to be able to mobilize that figure.
(Note : there's no difference between a Regular and a General Command Counter for increasing a figure's Command Radius.)
Titans, MDF'S and Castles have no Command Radius and can be given no more than 1 Command Counter.
**************************************************
FUNDAMENTAL RULES
A mobilized figure must always start and end its chosen action within Command Radius of its Commander for that turn.
Troops who are within the Command Radius of a Commander - that can Command them - cannot be mobilized anymore in any way by another Commander.
(explanation :
because of the two above rules players will not be able to use Troops more than once during one turn.
When a Troop has been activated it will still be within Command Radius of the Commander who lead them that turn.
Figures who are within Command Radius of "any" Commander - who can Command them - cannot be activated anymore.
Result : no abuse.)
**************************************************
A FORMATION
The figures who have been mobilized by a Commander to take part in an upcoming Action and who are inside that Commander's Command Radius (measured centerdot-to-centerdot).
Titans, MDF's and Castles cannot be mobilized.
A Chariot can be mobilized and be part of a formation if there's a Commander in it.
(check the MDF rules on this).
**************************************************
BASE CONTACT
Figures whose base is physically touching each other are in Base Contact.
**************************************************
CONTACT
One group of figures which are all in Base Contact with at least one other figure of that group are in "contact" with each other.
(imagine a straight line of about 10 figures where each figure is in Base Contact with the following figure, that's an example of "Contact". "Contact" is especially important for the Defend Special Ability).
**************************************************
MOVEMENT RULES
- When moving in formations, each figure may move up to its own full Speed Value.
- Figures cannot move across Enemy Figure Bases.
(Figures have to move alongside enemy figure bases.
For playability reasons : if 2 enemy figures are NOT in base contact with each other, you can move between them, no matter how small the gap between them is)
- Figures can move across Friendly Figure Bases,
but only if those Friendly Figure Bases are not larger than their own base.
Figure Bases ranked from Biggest to Smallest :
- Castles
- Multi Dial Figures
- Titans
- Mounteds
- Single Based Figures
(Examples:
- A Single Based Figure can move across other FRIENDLY single Based Figures, but no others as all other Figures have bigger bases than them.
- Titans can move over Single Based, Mounted and other Titans' FRIENDLY Bases but have to move around Multi Dial Figures and Castles.
- Every figure has to move around Castles as Castles themselves cannot move and every other figure's base is smaller than theirs.
(The Flight SA however can let you go across it ... etc)
**************************************************
BLOCKING TERRAIN
Blocking Terrain cannot be entered or crossed.
Line-of Fire cannot pass through non Water Blocking Terrain.
**************************************************
HINDERING TERRAIN
When a figure's base moves through or enters Hindering Terrain at any point during its activation, that figure's Speed Value is immediately halved.
If that means the figure has already moved more than its new Speed Value it stops right there and cannot move any further.
When a figure's Line-of-Fire enters or passes through any non-Water Hindering Terrain, that figure gets a -1 Modifier to its Attack Value.
**************************************************
WATER TERRAIN
Deep Water Terrain is Blocking Terrain and cannot be entered or crossed.
Shallow Water Terrain is Hindering Terrain.
When a figure's base moves through or enters Hindering Terrain at any point during its activation, that figure's Speed Value is immediately halved.
If that means the figure has already moved more than its new Speed Value it stops right there and cannot move any further.
Water Terrain does not block Line-of-Fire for purposes of Ranged and Bound Attacks.
**************************************************
ACTIONS
A Commander which has been assigned one or more Command Counters is allowed to mobilize a formation and perform one Action with his formation.
All mobilized figures (have to) execute the same chosen Action.
There are three possible Actions to choose from :
- Move Action
- Combat Action
- Special Ability Action
The Combat Action is further split up in :
- Melee Attack
- Charge Attack
- Ranged Attack
- Bound Attack
The Melee Attack can further be split up in :
- Healing Attempt
- Capturing Attempt
The Charge Attack can further be split up in :
- Healing Attempt
The Ranged Attack can further be split up in :
- Magic Healing Attempt
The Bound Attack can further be split up in :
- Magic Healing Attempt
The whole formation must make the same type of Attack - Melee, Charge, Ranged or Bound - when a Combat Action is selected.
Below the "Attack Type level" - that is : Healing, Capturing, Magic Healing
you may appoint individual figures who will perform that type of Attack.
**************************************************
ATTACKER
A figure who is using his Attack Value during a Combat Action.
**************************************************
ASSISTANT
A figure who is appointed to assist an Attacker in a Combat Action.
Each assistant adds +1/+1 to the Attack and Damage Value of the Attacker.
Assistants do not take a click of damage at the end of a Charge Attack or Bound Attack.
Assistants have to be in contact with the Attacker in order to be able to assist him.
All assistants must be able to target the Attacker's target as well.
(note : "contact" is not the same as "base contact".
Example :
Your Commander has an Attack Value of 11 and receives 1 Command Counter.
He mobilizes 10 Troops, which makes for 11 figures (10 + 1 Commander) who will take part in this action (the maximum number of troops he's allowed to mobilize with just 1 Command Counter)
Your Commander chooses a Melee Attack as your Attack Type for this action.
You point out what each figure is going to do.
Let's say the final picture looks like this :
- 5 figures are going to be an Attacker
- 3 figures are going to be Assistants
- 2 figures are going to make a Healing Attempt
- 1 figure is going to make a Capturing Attempt
Roll the Combat Dice (2D6) for the Attack Roll.
The result counts for each figure taking part in this Melee Attack.
Check to see if there are any hits and apply damage (or take a Captive)
Action is over.
Make sure to indicate who the assistants are going to assist before the Attack Roll is made.
**************************************************
MOVE ACTION
When making a Move Action, figures can move across the field up to their full Speed Value. No combat can take place during this Action.
A figure who's in base contact with the Front Arc of one or more enemy figures when it gets given this Action may trigger an Attack of Opportunity by those enemy figures.
**************************************************
COMBAT ACTION
You may perform 1 of 4 types of Attack when a Combat Action is selected :
Melee Attack, Charge Attack, Ranged Attack or Bound Attack.
All Attacks must be made through the Attacker's Front Arc.
A figure who's in base contact with the Front Arc of one or more enemy figures when it gets given this action may trigger an Attack of Opportunity by those enemy figures.
When making a Combat Action
- always resolve all moving parts of the Action first - Charge, Bound -
- appoint who the Attackers are and who they are attacking
- appoint who the Assistants are and who they are assisting
- indicate if there are going to be Healing, Magic Healing or Capturing Attempts
- then Roll the Combat Dice (2D6) ONCE.
- the result of the Attack Roll counts for all figures taking part in the Action.
- check if there are any hits and apply damage or other effects if successful
- make sure that every figure taking part in the Action is within Command Radius of its Commander at the beginning and at the end of that Action.
- apply a click of damage to your own figs if a Charge or Bound Attack was made
- the Action is over.
**************************************************
SPECIAL ABILITY ACTION
This action allows each of your mobilized figures to use 1 Special Ability.
You choose the order in which these Special Abilities are resolved.
Always choose and resolve 1 figure's Special Ability Action before going on to the next figure.
A figure who's in base contact with the Front Arc of one or more enemy figures when it gets given this action may trigger an Attack of Opportunity by those enemy figures.
**************************************************
ARCS
Figures have two Arcs.
They have a Back Arc, which is printed on their base.
Every other part of the base is considered Front Arc.
(Note : Some figures do not have a Back Arc.)
**************************************************
A SPIN
An action in which the figure is allowed to change its facing.
**************************************************
MELEE ATTACK
An attack made against a target in Base Contact with the Front Arc of the attacking figure.
The attacker is not allowed to move before, nor after the attack has been made.
**************************************************
CHARGE ATTACK
An attack made against a target in Base Contact with the Front Arc of the attacking figure.
The attacker is allowed to move up to its full Speed Value before the attack is made.
The attacker is not allowed to move after the attack has been made.
Figures making a Charge Attack get a -1 modifier to their Attack Value
and get 1 click of damage after the attack has been resolved.
**************************************************
RANGED ATTACK
An attack made against a target who is not in Base Contact with the attacking figure.
The attacker is not allowed to move before, nor after the attack has been made.
A figure needs to have a Ranged Value higher than 0 to be able to make a Ranged Attack.
The target of the Ranged Attack must be within the Attacker's Range (measured Center Dot to Center Dot)
**************************************************
BOUND ATTACK
An attack made against a target who is not in Base Contact with the attacking figure.
The attacker is allowed to move up to half its Speed Value before the attack is made.
The attacker is not allowed to move after the attack has been made.
A figure needs to have a Ranged Value higher than 0 to be able to make a Bound Attack.
The target of the Bound Attack must be within the Attacker's Range (measured Center Dot to Center Dot)
Figures making a Bound Attack get a -1 modifier to their Attack Value
and get 1 click of damage after the attack has been resolved.
**************************************************
COMBAT DIE-ROLL
For each Combat Action a player resolves, that player will have to roll the Combat Dice (2D6) only once. The result of the Combat Die-Roll counts for all friendly figures taking part in that Action.
A result of “2” means an automatic “miss” for all figures taking part in the Attack.
A result of “12” means an automatic “hit” for all figures taking part in the Attack.
(Note : there is no "critical hit damage" nor "critical miss damage")
**************************************************
BREAKING AWAY
When a figure is taking part in a Move Action or Charge or Bound Attack and it is in base contact with one or more enemy figures at the start of that Action, then that figure must make a Breakaway-roll before it can move to see if it is able to get out of base contact with that enemy figure.
Exception : no breakaway-roll is needed when breaking away from an enemy figure's Back Arc
If the Breakaway Roll is successful the figure can move as normal.
If the Breakaway Roll is unsuccessful :
- the figure stays in its spot
- Single Based units are allowed to make a free Spin
- the figure's Action is over
- the figure triggers an Attack of Opportunity by the figure(s) it was trying to break away from (Check Attack of Opportunity).
**************************************************
The BREAKAWAY RULES
Roll 1D6 when attempting a Breakaway :
A result of 1 is always a failed attempt to break away.
Make a successful breakaway on “2 or higher” : Fliers.
Make a successful breakaway on “3 or higher” : Mounted Units (non-flyers).
Make a successful breakaway on “4 or higher” : Single-based Units (non-flyers).
If a figure is in Base Contact with MORE THAN 1 enemy figure, add +1 to the required breakaway die roll.
Titans and MDF's always break on "2 or higher" no matter how many enemy figures are in base contact with them.
Enemy figures who have their Back Arc in base contact with the Breakaway figure do not count towards any part of these rules.
**************************************************
ATTACK OF OPPORTUNITY
Any figure may make any Action (Move, Combat and Special Ability Action) at any time, even when in base contact with one or more enemy figures.
However some of those actions will trigger an "Attack of Opportunity" by the enemy figure who's in base contact with the activated figure.
What happens when your figure is in base contact with one or more enemy units and wants to make a ...
1) Melee Attack
This is the only Action where there's never going to be an Attack of Opportunity.
Give one or more Command Counters to one of your Commanders.
Mobilize your troops.
Declare : Melee Attack.
Point out the targets of your troops.
Roll for the Melee Attack.
Apply damage to all hits.
Action is over.
No Attack of Opportunity.
2) Move Action, Charge or Bound Attack
Give one or more Command Counters to one of your Commanders.
Mobilize your troops.
Declare : one of the above Actions.
Before you can start moving your figures you must make a breakaway roll if one or more of your figures are in base contact with an enemy figure.
Roll 1D6
The result of the Die-Roll counts for all figures trying to make a Breakaway.
If the breakaway Roll is successful your figure(s) can activate as normal.
If the breakaway Roll is unsuccessful
the failing figure stops being mobilized for that action,
may make a Free Spin (Single Based Figures only)
and triggers an Attack of Opportunity from every enemy figure who's got its front arc in base contact with it.
Exception :
When a friendly figure is in base contact with an enemy figure and it takes part in a Charge Attack, this figure can choose to move 0 (zero) inches and stay in contact with the figure it already was in contact with.
In this situation the friendly figure must not make a breakaway roll and an Attack of Opportunity cannot be triggered in any way.
The figure will have to take a -1 Modifier to its Attack Value though and take a click of damage at the end of its action as the normal effects of a Charge Attack.
3) Ranged Attack or Special Ability Action
Give one or more Command Counters to one of your Commanders.
Mobilize your troops.
Declare : Ranged Attack (or SA Action).
Before you start executing your Ranged Attack/SA Action, all enemy figures who are in base contact with one of your mobilized troops get to make 1 Attack of Opportunity.
Any figure who's hit by such an AoO stops being mobilized for that action,
may make a Free Spin (Single Based Figures only),
and cannot participate anymore in the Ranged Attack/SA Action.
Point out the targets for your remaining Figures.
Roll 2D6 for the Ranged Attack once (or perform your Special Ability)
Apply damage/effects to all hits.
Action is over.
An Attack of Opportunity is resolved like a straight-up Melee Attack.
Assistants and capturing attempts are not allowed.
If the Attack of Opportunity hits, apply damage as normal.
**************************************************
CAPTURING
To make a Capture Attempt, a figure must make a Melee Attack and state that it will be a capturing attempt before the Attack Die-Roll.
The following rules apply to Capturing :
- the target of a Capturing Attempt receives a +3 modifier to its Defense Value.
- Captors can be shot at (Figure in base contact with a friendly figure : -1 Attack Value)
- use the Speed Value of the slowest of the two figures and the Speed SA of the Captor for movement purposes
- a Captor can only be given Move Actions
- Give a Move Action to a Captor but don't move him : you may send your captive to (a) prison.
- figures who are Captured remain "friendly figures" to their owner but are no longer "under their owner's control"
- Emprisoned figures do not give Victory Points to the Player who Captured them but the Player who owns the Captured figures loses Survivor Points as a result of it.
**************************************************
PRISONS
1) Your Starting Area can function as a Prison :
- Put the prisoner somewhere in your starting area.
- The Captive's base has to be completely inside your Starting Area.
- Once the Captive is placed in Prison he cannot move nor be moved anymore by anybody.
- Put every other/new prisoner in base contact with at least 1 other Prisoner.
- If there's no room left anymore in your Starting Area, you cannot send any more prisoners over there.
2) Tower, Gatehouse, Keep :
- Prisoners kept inside a Castle Section are set "aside".
- Make sure to keep Captives which are in different Prisons apart.
- Tower, Gatehouse and Keep have no Prisoner limit.
- Prisoners kept in here are considered "out of the game" and cannot be brought back by Necromancy and Summon etc.
**************************************************
LIBERATING PRISONERS
1) from the Starting Area :
when a figure you control moves into base contact with one of your figures who has been captured, that immediately liberates that figure and ALL other figures who are in CONTACT with that figure and puts them back under your control.
(Note : "contact" is not the same as "base contact")
2) from a Castle Section :
you have to conquer the castle section to liberate the figures which have been emprisoned there.
If you destroy a castle section, all emprisoned figures held there are destroyed as well.
**************************************************
TARGETING
1) In Melee and Charge attacks the Attacker can target only 1 enemy figure.
Except :
Healing - may target all friendly figures in its front arc and divide the Healing result amongst those who are hit,
Shockwave - may target all enemy figures in its front arc and divide its damage amongst those who are hit,
Sweep - may target all enemy figures in its front arc and deal full damage to all those who are hit.
2) Ranged and Bound attacks :
The Attacker may target as many enemy figures as he has arrows printed on his base, for any type of attack, and divide the damage amongst those who are hit.
(Examples :
- Magus has two arrows. He is allowed to make a Magic Blast Ranged or Bound attack, targeting up to two enemy figures an may divide the damage result in any way he likes amongst the figures who are hit.
- A Great Fire Dragon's Head may split its 7 damage over a possible 3 targets etc.)
3) Move Actions :
Ram - may target all enemy figures in its front arc and deal 1 damage to all those who are hit.
**************************************************
SHOOTING OVER A FIGURE BASE
When the Line-of-Fire of a Ranged or Bound Attack enters a figure’s base at some point AND leaves that same figure’s base at some other point.
Single Based and Double Based Figures
- may shoot over Friendly Bases
- may shoot over Enemy Bases, IF they target a Titan, MDF or Castle, or IF they are standing on a Castle Section.
- may not make a Double-Ranged Attack.
Titans, MDF’s and Castles
- ignore Friendly Bases
- may shoot over Enemy Bases
- may shoot double-range IF the target is a Titan, MDF or Castle Section.
Siege Engines
- ignore Friendly Bases
- may shoot over Enemy Bases
- may shoot double-range (against any figure)
**************************************************
DOUBLE-RANGED ATTACK
A Ranged or Bound Attack where a Figure shoots further than - and up to twice - its printed Range Value.
For making a Double-Ranged Attack a Figure gets :
- a –1 Modifier to its Attack Value and
- a –1 modifier to its Damage Value.
Only Titans, MDF’s and Castles can make Double-Range attacks.
**************************************************
MORALE
There are two situations in the game where a Morale Check must be made :
1) During the Post-Action Phase - at the end of your turn, AFTER the demo-healing has been resolved - you must make a Morale Check (1D20) if you have any Single or Double Based Figures left on the field who are demoralised.
Roll 1d20.
Compare the result of the Die-Roll with each Demoralised Figure's Defense Value.
If the result of the Die-Roll is higher than the Demoralised figure's Defense Value, the figure routs.
The figure is removed from the game and cannot be brought back with Necromancy, Summon etc.
Your opponent does NOT get Kill Points for this.
However, the owning player will lose Survivor Points for it at the end of the game, since the figure is no longer on the field (basically the same Victory Point effect as your figure being captured).
If the Die-roll result is equal or lower than the figure's Defense Value, the figure stays on the field.
Exception
A figure is allowed to take a click of damage instead of taking part in the Morale Check.
Apply this damage before the Morale Check is made.
Remember the Morale check is just one roll with a D20, the result counts for every figure making a Morale Check.
(Note : This rule is especially useful for Goblin Volunteers)
2) When a Commander dies or becomes captured, all TROOPS - that he can Command - which are within this Commander's Command Radius at the time of him being killed/captured must make a Morale Check.
Roll 1d20.
Compare the result of the Die-Roll with each Figure's Defense Value.
If the result of the Die-Roll is higher than the figure's Defense Value, the figure routs.
The figure is removed from the game and cannot be brought back with Necromancy, Summon etc.
Your opponent does NOT get kill points for this.
However, the owning player will lose Survivor Points for it at the end of the game, since the figure is no longer on the field (basically the same Victory Point effect as your figure being captured).
If the Die-roll result is equal or lower than the figure's Defense Value, the figure stays on the field.
Exceptions :
- Commanders who are within this killed/captured Commander's Command Radius do not have to make this Morale Check.
- Commanders who have been turned into Troopers earlier that turn who are within this killed/captured Commander's Command Radius must make this Morale Check as they are considered "Troops" until the end of that turn.
- Figures who are within the Command Radius of another Commander - who can Command them - apart from the one being killed/captured do not have to make this Morale Check.
- Figures who are still in their Starting Click (undamaged) do not have to make this Morale Check.
- Figures with Battle Fury or Berserk do not have to make this Morale Check.
- Figures with the word Skeleton, Zombie or Golem in their name do not have to make this Morale Check.
**************************************************
INITIATIVE TOKEN
The token which indicates who is currently the Active Player.
You are only allowed to take Actions when you're holding the Initiative Token.
While you're holding the Initiative Token you may take as many consecutive Actions as you want.
You (and your opponent) may give the Initiative Token away under certain conditions.
You (and your opponent) can take the Initiative Token away under certain conditions.
**************************************************
ACTIVE PLAYER
- The player who holds the Initiative Token and who's currently performing Actions.
- The Active Player may assign one or more Command Counters to a Commander, Titan, Multi Dial Figure or Castle to use in 1 Action.
- The Active Player may take as many Actions one after the other as he wants, as long as he has Command Counters available to generate those Actions, before giving the Initiative Token to his opponent or before having the Initiative Token taken away from him.
**************************************************
INACTIVE PLAYER
- The player who doesn't hold the Initiative Token and who's currently not allowed to take any Actions.
- The Inactive Player becomes the Active Player when the Initiative Token is given to him or when he can take the Initiative Token away from the Active player.
**************************************************
THE BATTLE FOR INITIATIVE
During the course of the battle many different situations will come up.
At times you will prefer to see your opponent activate before you, other times you will be dying to Activate before your opponent or before he takes another Action.
The use of the Command Counters allows us to create a real "battle within the Battle" : the Battle for the Initiative Token.
There are two types of Command Counters in the game :
- Regular Command Counters
- General Command Counters
At the start of each turn, each player receives
- 4 Regular Command Counters
- 1 General Command Counter
- 1 additional Regular Command Counter can be gained for that turn if a successful Command Roll is made.
To make the Battle for the Initative Token possible :
- You may give the Initiative Token away under certain conditions.
- Your opponent can take the Initiative Token away under certain conditions.
**************************************************
YOU MAY GIVE THE INITIATIVE TOKEN AWAY in between Actions
- when you have less Command Counters than your opponent.
- when you have used up at least one Command Counter during your current hold of the Initiative Token.
**************************************************
YOU CAN TAKE AWAY THE INITIATIVE TOKEN FROM YOUR OPPONENT in between Actions
- by using a Regular Command Counter if you have more Command Counters than your opponent.
- by using your General Command Counter.
Example :
You haven't activated yet this turn and you have 5 Command Counters at your disposal.
Your opponent holds the Initiative Token and has just completed an action.
He has 4 Command Counters left.
He picks up another Regular Command Counter and appoints the Commander he's going to assign the Command Counter to.
At that precise point you may stop your opponents initiative, play one or more of your own Command Counters and take the Initiative Token away from him because you have more Command Counters at that time (5 to 4) than your opponent.
A Player who’s Action has been stopped doesn’t lose the Command Counter(s) he intended to use for that Action. Those Command Counters are returned to his hand for later use that turn.
**************************************************
THE GENERAL COMMAND COUNTER
The General Command Counter is more powerful than a Regular Command Counter because it allows you to not only take the Initiative Token away when you have more Command Counters in total, but also when you have less Command Counters total.
The General Command Counter has another unique ability :
When the General Command Counter is played, that Action cannot be stopped in any way.
our example from above :
You haven't activated yet this turn and you have 5 Command Counters at your disposal.
Your opponent holds the Initiative Token and has just completed an action.
He has 4 Command Counters left.
He wants to take another Action.
Instead of playing a Regular Command Counter however, this time he chooses to play his General Command Counter.
This means he definitely wants to be able to take this action at this time, because by playing the General Command Counter his opponent is not allowed to stop that Action.
Another possible "battle for Initiative" could go like this :
Player A plays a Regular Command Counter.
Player B has more Command Counters and decides to stop him and plays a Regular Command Counter too and takes away the Initiative.
Player A doesn't want to let this Action slip away and reacts by playing his General Command Counter instead.
Player B cannot react anymore. Once a General Command Counter has been played (alone or together with other Command Counters) that play stands.
In short : The General Command Counter is a powerful tool
which allows you to take away the Initiative Token at all times
and which ensures you that a certain Action will not be stopped.
So, when fighting the battle make sure to keep an eye on the Command Counter situation as that may turn out to be very important.
(Designer's note : being able to activate at the "right" time should be one of the key elements in any type of strategical game. This system gives you a lot of freedom and tactical choices to make and is a huge step up IMO from a rudimentary sytem as "you take 5 actions, I take 5 actions".
Taking 5 Actions in a row can potentially cripple an opposing army.
That's why it's so important that players can "decide" the order of play themselves.
It allows more tactical play and less abuse.)
**************************************************
THE GENERAL
The General is the Leader of your army.
The General is a - Single or Double Based - Commander which represents YOU on the battlefield.
You choose your General after Terrain and Armies have been set up, (Initiative Token Holder first) before the start of the first turn.
If your General dies, the game is over, immediately, and you lose.
If you can kill the Enemy General, the game is over, immediately, and you win.
**************************************************
THE GENERAL IN A TOURNAMENT OR CAMPAIGN
Depending on the outcome of a Game your General has these options to choose from :
When your General Wins a Battle he may choose to
either
- receive an additional Regular Command Counter each turn, from the next game onwards
or
- turn one of his Regular Command Counters which he receives at the start of each turn into a General Command Counter from the next game onwards.
When your General Loses a Battle he may choose to
either
- receive 1 Regular Command Counter less each turn, from the next game onwards
or
- turn (one of) his General Command Counters which he receives at the start of each turn into a Regular Command Counter from the next game onwards.
If the Battle is "undecided", no changes can be made.
(Note : Check the Victory Conditions to know when a battle is considered "Won", "Lost" or "Undecided".)
The game is played in Turns.
A Turn is played simultaneously by both players.
Each turn, players interact with each other - with the Initiative Token changing hands back and forth - until both Player's Command Counters have all been played and the turn ends.
Each Turn consists of 3 Phases :
1. Pre-Action Phase
2. Action Phase
3. Post-Action Phase
PRE-ACTION PHASE
- During the Pre-Action Phase all "at-the-beginning-of-your-turn" effects will be resolved.
ACTION PHASE
- The Action Phase will be the heart of the turn as this is the Phase where the Command Counters get played and all the Actions have to be taken.
POST-ACTION PHASE
- During the Post-Action Phase all "at-the-end-of-your-turn" effects will be resolved.
When the Post-Action Phase is completed, a new turn starts.
The Playing Field
- The playing field should be about 3x6 feet, with each army being set up along the 6 ft sides.
- Starting area's extend 6 inches deep into the field (enough to let a MDF start the game "upright") and end 6 inches off the left and right side edge of the playing field.
- All terrain pieces have to be at least 6 inches off the edge of the playing field and 3 inches off of each other.
- All figures have to have their bases completely inside their Starting Area at the beginning of the game.
1- Decide randomly who gets the Initiative Token.
- Both Players roll 1D6.
- Highest result wins and takes the Initiative Token.
- Reroll any ties.
2- Each player puts two pieces of Terrain/Castles on the Field.
- Each Player brings 4 pieces with him.
- These 4 pieces may be any Castle pieces and/or Terrain pieces.
- Each Player will put 2 pieces from his own pool on the table.
- The player who has the Initiative Token puts the 1st piece on the table.
- The other player then puts both his pieces on the table.
- Finally the Initiative Holder puts his 2nd piece on the table.
3- Set up the armies.
- Each Player takes all Commanders, Titans and MDF's out of his army and puts them in front of him on the playing field.
- Both Players are going to place their Commanders, Titans and MDF'S in their Starting Area before the Troops join them.
- The player who has the Initiative Token starts by placing 1 figure in his Starting Area.
- Then the other Player puts 2 figures in his Starting Area and players keep alternating turns and putting 2 figures in their Starting Area until all their Commanders, Titans and MDF'S have been set-up.
- These Commanders, Titans and MDF'S may not be moved around anymore during the remainder of the Army Set-up Phase.
- Then both players simultaneously add their Troops to the Starting Area.
- Finally, appoint your General (Initiative Token Holder first, if necessary).
**************************************************
Playing Time : 100 minutes. (when time is called players may finish the turn which is currently in progress)
1. PRE-ACTION PHASE
Both players complete their Pre-Action Phase, one after the another.
The Initiative Token Holder goes first
- receive 4 new Regular Command Counters + 1 General Command Counter.
- you may make a Command Roll (if applicable) and add an additional Regular Command Counter to your pool if the Roll is successful.
- you may make a Venom Attack (if applicable).
- you may make a Regeneration Roll (if applicable).
2. ACTION PHASE
During this Phase all the Command Counters will be spent and all the Actions - Move, Combat and Special Ability Actions - will be resolved.
When a Player is holding the Initiative Token he may spend as many Command Counters on the same Action or on consecutive actions as he likes (limited by Command Counter availability of course).
You and your opponent may give the Initiative Token away under certain conditions.
You and your opponent can take the Initiative Token away under certain conditions.
The action during the Action Phase will often look like this generic example :
- Receive/Take the Initiative Token
- Select a Commander/Titan/MDF/Castle
- Give him one or more Command Counters
- Mobilize your troops
- Declare what Action you're going to perform
- Make Breakaway rolls (if applicable)
- Opponent makes an Attack of Opportunity (if applicable)
- Execute your announced Action
- End of that Action
- Select another Commander/Titan/MDF/Castle to activate
- or pass the Initiative Token to your opponent ...
3. POST-ACTION PHASE
Both players complete their Post-Action Phase, one after the another.
The Initiative Token Holder goes first
- During the Post-Action Phase, demoralised figures who are in the Command Radius of a Friendly Commander who can lead them, with the Command Special Ability showing, are healed up until they show no Demoralised click anymore.
- All friendly figures who are still showing Demoralised after the Demo-Healing step must make a Morale Roll (1D20)
Remove all figures from the game which fail this Morale Check.
Those figures cannot be brought back with Necromancy, Summon etc.
- Return all Command Counters to their owner's hand.
There are 10 Factions in the game :
Atlantis Guild, Black Powder Rebels, Draconum, Elemental League, Heroes, Knights Immortal, Necropolis Sect, Orc Raiders, Shyft, Solonavi.
Mage Spawn are not a Faction.
Castles belong to every Faction.
ATLANTIS GUILD, BLACK POWDER REBELS, ELEMENTAL LEAGUE, KNIGHTS IMMORTAL, NECROPOLIS SECT and ORC RAIDERS
have to build Faction Pure armies.
Every figure in their army has to belong to the same Faction.
Dual Faction figures are allowed if they share at least one of their Factions.
(An Elven Demi-Magus is allowed in an Elemental League Army but also in an Atlantis Guild army)
DRACONUM and SOLONAVI
have to be at least 50% Faction pure.( = 1250pts)
The remaining points can be used on Mage Spawn.
To be able to Activate a Formation of Mage Spawn, there has to be at least 1 Commander and at least 1 Draconum/Solonavi figure in that Formation.
That can be the same figure, but not necessarily.
SHYFT
can spend any amount of points on Shyft figures and fill out the rest of the army with Mage Spawn.
To be able to Activate a Formation of Mage Spawn, there has to be at least 1 Commander and at least 1 Shyft figure in that Formation.
That can be the same figure, but not necessarily.
HEROES
Heroes belong to a non-Hero Faction, as well as the Heroes Faction.
Each Hero can Command figures belonging to his non-Hero Faction.
(For Example Astrus can Command Necropolis Sect figures,
while Shaman Ogg is allowed to Command Orc Raiders figures)
Heroes, which do not belong to a second, non-Hero Faction, (like Jarl Frostriven for example) can Command Mage Spawn.
All Heroes can Command other Heroes.
ERRATA
The Polar Ice Dragon belongs to :
Elemental League, Solonavi.
The Great Fire Dragon belongs to :
Elemental League, Draconum.
The Venomous Shadow Dragon belongs to :
Necropolis Sect, Shyft.
The Radiant Light Dragon belongs to :
Elemental League, Knights Immortal.
All figures with the word "Skeleton" in their name are :
Necropolis Sect, Mage Spawn.
Draconum Mummy and Revenant Draconum are :
Mage Spawn, Draconum.
This figure may target a friendly single-based figure who is within a 10 inch Radius of this figure and move it up to 10 inches in any direction.
Ignore all figure bases and terrain when resolving this action.
The figure can only be levitated to a spot where it can get its complete base down to the ground.
You decide the facing of this levitated figure.
This figure may move an enemy single-based figure which is in Base Contact with this figure up to 10 inches in any direction.
Ignore all figure bases and terrain when moving the figure.
The figure can only be levitated to a spot where it can get its complete base down to the ground.
The levitated figure does not need to make a Breakaway Roll and you decide the facing of this levitated figure.
This action does not trigger an Attack of Opportunity by the Levitated figure.
Levitated figures can not be activated for the remainder of that turn.
This figure ignores terrain and figure bases while moving.
This figure cannot end its movement on another figure’s base or in blocking terrain.
This figure makes a successfull breakaway on a result of 2 or more (2+)
This figure may make a Move Action up to DOUBLE its printed Speed Value.
This figure may make a Charge Attack up to DOUBLE its printed Speed Value.
When this figure makes a Charge Attack it does not get the -1 modifier to its Attack Value and it does not get 1 click of damage at the end of its activation.
When this figure makes a Charge Attack it gets a +1 modifier to its Damage Value.
This figure may make a Move Action up to DOUBLE its printed Speed Value.
This figure may make a Bound Attack up to its printed Speed Value.
When this figure makes a Bound Attack it does not get the -1 modifier to its Attack Value and it does not get 1 click of damage at the end of its activation.
Give this figure a Special Ability Action .
Reanimate one of your eliminated Mage Spawn figures with a point cost no greater than this figure's point cost, turn its combat dial to the starting marker and place it in base contact with this figure.
If this figure moved its front arc in base contact with one or more enemy figures during a Move Action, it may perform a Ram Attack at the end of the Move Action.
Resolve this Ram Attack just like a Melee Attack. Roll the dice once for all Ram Attacks of that Move Action and deal 1 damage to all enemy figures who are hit.
When this figure makes a succesfull Melee or Charge Attack you may roll 1D6.
You may use the result of the die-roll instead of the normal (modified) damage.
During the Pre-Action Phase, this figure may make a Venom Attack against every enemy figure in base contact with its front arc.
This figure may divide its Damage Value in any way amongst all figures hit by the Venom Attack.
Resolve a Venom Attack like a Melee Attack.
Roll the dice once (the result counts for all friendly figures showing Venom).
Add the result of the roll to this figures' Attack Value and compare the total with the Defense Value(s) of the enemy figure(s).
Check which figures get hit by the Venom Attack and apply damage.
Give this figure a Ranged or Bound Attack with one or more targets.
For this attack, this figure ignores all bases and terrain for line-of-fire purposes.
If the attack succeeds, roll 1D6.
Use the result of the die-roll instead of this figure’s Damage Value.
Divide the Damage in any way amongst the figures which are hit by this attack.
Assistants taking part in a Magic Blast Attack must also have the Magic Blast Special Ability.
Give this figure a Ranged or Bound Attack with one or more targets.
If the attack succeeds, you may divide this figure's Damage in any way amongst the figures which are hit by this attack.
Then compare the attack result to the Defense Value of each figure within 2 inches of each target which was hit by this attack.
This figure deals 1 damage to each of those figures against which the attack succeeds.
Give this figure a Melee or Charge Attack .
This figure may target all friendly figures in base contact with its front arc.
Compare the Attack/Healing Result with the Defense Value of all friendly figures in this figure's front arc.
Ignore all modifiers to the Defense Values of the targets.
If the healing attempt is successful, roll 1D6.
You may use the result of the die-roll instead of this figure's Damage Value.
You may divide the Healing Value in any way you like amongst all figures against whom the healing attempt was successful.
When a target is in base contact with one or more enemy figures, add a +2 modifier to that target's Defense Value.
When this figure makes a Melee or Charge Attack, every enemy figure in base contact with its front arc is a target.
When this figure makes a succesful Melee or Charge Attack it may divide its damage in any way it wants amongst all figures who are hit by the attack.
When this figure makes a Ranged or Bound Attack, reduce its range by half.
Every figure within that range to which it can draw a line of fire becomes a target.
Ignore figure bases for this purpose. Terrain works normally.
Every figure hit by this attack takes 1 damage.
When this figure makes a Melee or Charge Attack, every enemy figure in base contact with its front arc is a target.
When this figure makes a succesful Melee or Charge Attack, this figure deals damage equal to its damage value to all targets against which the attack succeeds.
When one or more enemy Attackers target this figure and make a successful Combat Action against it, this figure may make a Magic Retaliation Attack against all the successful Attackers before it is dealt Damage.
To make a Magic Retaliation Attack :
Roll 2D6 once and add this figure's Attack Value.
Compare the result to the successful Attacker(s)' Defense Value.
This figure may deal its full Damage Value - with a minimum of 1 - to every Attacker hit by his Magic Retaliation Attack.
Then, this figure applies its damage taken.
During the Pre-Action Phase you may make a Regeneration Roll (if you have at least one friendly figure on the field showing the Regeneration Special Ability.)
Roll 1D6.
You may heal any or all figures showing the Regeneration Special Ability as many clicks up as the result of the die-roll.
When this figure is the target of a Melee or Charge Attack, its attacker gets a -2 modifier to its Attack Value.
This figure is immune to Terrify.
**************************************************
POLE ARM
When this figure is the target of a Charge Attack, it may make a Pole Arm Attack against one of the figures Charging it before the Attackers roll the Combat Dice for their Attack.
If a Charging figure is hit by a Pole Arm Attack it takes damage as normal and its Action is over. It can no longer take part in the Charge Attack.
When the Pole Arm Attack is resolved the Charge Attack continues as normal.
Resolve a Pole Arm Attack like a Melee Attack.
Roll 2D6 once for all figures making a Pole Arm Attack during the same enemy Charge Attack.
During the Pre-Action Phase count the number of friendly figures you have in play with the Command Special Ability showing .
Then, roll 1D10. If the result is equal or lower than your figure count you get an additional Regular Command Counter for that turn.
This figure cannot be captured.
During the Post-Action Phase : each figure that is demoralized and is within the Command Radius of a Commander - that can Command the Demoralized figure - with the Command Special Ability showing, is healed up until it is not demoralised anymore.
This figure can make a Charge Attack without getting the -1 Modifier to its Attack Value and without taking a click of damage at the end of that action.
This figure cannot make Ranged and Bound Attacks.
This figure cannot capture nor be captured.
If this figure already has a captive, that captive is killed immediately.
Give this figure a Special Ability Action.
Reanimate one of your eliminated figures with a point cost no higher than this figure's point cost and turn its combat dial to the starting marker.
Roll 1D6.
Give the reanimated figure as many clicks of damage as the result of the die-roll.
Then heal the reanimated figure as many clicks as the Damage Value of this figure (but never click beyond the Starting Position).
Then put the reanimated figure back in play in base contact with this figure.
Figures with the word "Skeleton" or "Zombie" in their name always come back in play at full health.
Give this figure a Combat Action.
During that action, this figure adds a +1 modifier to the Damage Value of all friendly figures in base contact with this figure's Front Arc.
Give this figure a Ranged or Bound Attack with one or more targets.
For this attack, this figure ignores all bases and terrain for line-of-fire purposes.
If the attack succeeds, the target is dealt no damage by this attack.
Treat a target who's hit as if it were given a Move Action, but you control the Move Action.
The confused figure loses all its Special Abilities for the duration of this Move Action.
Resolve this Move Action before you continue with any other action.
**************************************************
STARTING POSITION
Give this figure a Ranged or Bound Attack with one or more targets.
If the attack is successful, put a Freeze Token on each of the targets who are hit but don't deal damage to them.
Then compare the attack result to the Defense Value of each figure within 2 inches of each target which was hit by this attack.
Put a Freeze Token on each of those figures against which the attack succeeds.
Figures with a Freeze Token cannot be activated anymore during the Action Phase of that turn.
Remove all Freeze Tokens at the beginning of the Post-Action Phase.
**************************************************
The following rules apply to Titans.
- are identified by the <fist> symbol next to their Damage Value.
- cannot be part of a formation.
- Titans cannot capture nor be captured.
- Titans ignore Necromancy, Healing, Magic Healing, Magic Confusion, Magic Freeze, Magic Levitation, Venom.
- breakaway rolls are always successfull at "2+", no matter how many enemy figures are in base contact with them.
- Titans can be given 1 Command Counter. This Command Counter allows the Titan to take 2 Actions of his choice - Move, Combat or Special Ability Action - one after another.
- Titans ignore Friendly Bases for Ranged and Bound Attacks, meaning they are not subject to the –1 modifier to their Attack Value when shooting over Friendly Bases.
- Titans can make Double-Range Attacks against Titans, MDF'S and Castles.
- Siege Engines can make Double Ranged Attacks against any figure.
- Titans may shoot over Enemy Bases.
- Titans with a minimum Range Value cannot make Ranged and Bound Attacks against targets who are within that minimum range.
- Titans with the <explosive> attack type can damage other figures near the target when they make a Ranged or Bound Attack.
Resolve the Ranged or Bound Attack as normal against the target figure
but also check if any figures within a 3 inch radius of the target figure would be "hit".
If the target is hit, apply 1 damage to all other figures within 3 inches who suffered a hit as well (measured Center Dot to Center Dot).
If the target is not hit, nobody gets hit.
**************************************************
The following rules apply to Multi Dial Figures.
- MDF's cannot be part of a formation.
- MDF's cannot capture nor be captured.
- MDF's ignore Necromancy, Healing, Magic Healing, Magic Confusion, Magic Freeze, Magic Levitation, Venom.
- breakaway rolls are always successfull at "2+", no matter how many enemy figures are in base contact with them.
- all distances to and from a MDF are measured using its center dot.
- a MDF can move in only one of two ways:
1) change its facing by rotating on its center dot, if desired, and then move forward in a straight line or
2) move backwards in a straight line without changing its facing.
- MDF's can be given 1 Command Counter : this Command Counter allows the MDF to take four Actions, one after another. Each section can be given no more than 1 Action.
- MDF's ignore Friendly Bases for Ranged and Bound Attacks, meaning they are not subject to the –1 modifier to their Attack Value when shooting over Friendly Bases.
- may shoot over Enemy Bases.
- can make Double-Range Attacks against Titans, MDF's and Castles.
CHARIOTS
- Chariots are MDF's that can carry a Single Based Passenger. They are identified by the <wheel> next to their Speed Value.
- Chariots move like other MDF's except that they cannot move backwards.
- if there’s a Passenger on board, Chariots get an additional (fifth) Action. This action can only be taken by the Passenger. The Passenger can take its Action at any time during the 5-action-sequence.
- the Passenger is not obliged to take an Action and can forfeit his Action.
PASSENGERS
- can only be Single Based figures.
- Passengers are not considered to be in base contact with the chariot, and they cannot be targeted by friendly or opposing figures.
- Commanders as well as Troops can be put in the Chariot at the start of the game.
- When a Command Counter has been given to the MDF, the Passenger is allowed to choose a Move Action and may leave the Chariot. Measure from the Chariot’s Center Dot and move the Figures’ Center Dot away, up to its printed Speed Value.
- if a Passenger's Speed Value is not high enough to leave the Chariot with a Move Action, put the figure in base contact with the Chariot when given a Move Action.
- Any single based figure can board a Chariot. To board a Chariot, give a Move Action to a Commander, mobilize his troops and then any of the mobilized troops (with a sufficient Speed Value) or the Commander himself is allowed to board the Chariot. Measure from the figure's Center Dot to the Chariot’s Center Dot (taking into account any obstructions) and see if the figure has equal or more Speed Value, so that it can make it on board.
- a Commander riding in a Chariot can mobilize the Chariot he is riding in.
The Chariot counts as 4 Single Base Units or 2 Double Based Units against the total number of figures he is allowed to mobilize.
- a Commander riding in a Chariot can choose to mobilize either Single Based units or Mounted units. Mixing them is not allowed.
- A passenger’s front arc is both side sections and the rear section of its chariot. A passenger cannot target or affect its chariot with any attack or special ability.
- A passenger can make a Melee Attack against any figure in base contact with its front arc. A passenger cannot make Capturing Attempts.
- A Passenger can make Ranged Attacks if he has a Range Value greater than 0.
A passenger uses the chariot’s center dot when determining line of fire. A passenger’s base never blocks its own line of fire. A passenger cannot target an enemy figure in base contact with the chariot with a Ranged Attack.
- when one of the sides or the back of the Chariot is hit in combat, roll 1D6.
If the result is 5 or 6, the Passenger is dealt damage equal to the damage dealt to the Chariot’s section in the attack.
- the Passenger can not be Targeted in any way while being on board of a Chariot.
(Note : this makes a Chariot an excellent place for a General)
**************************************************
The following rules apply to Castles.
- belong to every Faction.
- can never move or be moved.
- cannot be part of a Formation.
- ignore Necromancy, Healing, Magic Healing, Magic Confusion, Magic Freeze, Magic Levitation, Venom.
- have a 360 degree front arc and no rear arc.
- cannot make Free Spins.
- are never considered to be in base contact with any figure, friendly or opposing for purposes of their own Ranged Attacks.
- Castles can be Attacked with Melee, Charge, Ranged and Bound Attacks.
- Blocking Terrain cannot be placed within 15 inches of a Castle Section.
- Every Castle piece you put on the field during the pre-game Terrain set-up counts against your 2500 pt allowance.
- castles start out neutral at the beginning of a battle (meaning, with no figures on top of it), with all Doors and Gates open.
- when a Castle returns to neutral all doors and gates are automatically opened.
- when a Castle returns to neutral and there are Prisoners in that Castle, those Prisoners are immediately released. Put them back on the field, in contact with the Castle Section they just escaped from and in contact with each other.
- Castles can be conquered and destroyed.
- A Castle Section can be given 1 Command Counter by the player who's controlling it.
- You control a Castle Section when you have at least one Friendly figure on top of it.
(Note : you cannot give a Command Counter to a neutral Castle Section.)
- To get a Formation on top of a Castle Section and consequently take control of that Castle Section : give a Move Action to a (Single Based) Commander. All figures of that formation who have enough Speed Value to get in base contact with an entrance can be put on top (as long as there is room enough on top to place them.) Figures who are still down on the ground, but in contact with each other and the entrance are considered in contact with the figures on top.
- Castles under your control may be given 1 Command Counter per Turn. This Command Counter activates the Castle Section and every figure standing on top of it.
- Castles may execute one Ranged Attack when given a Command Counter.
(cannot be given any other action).
- Castles ignore friendly bases when making a Ranged Attack, meaning Castles are not subject to the –1 Modifier to their Attack Roll when shooting over Friendly Bases.
- Castles can make Double-Range attacks against Titans, MDF’s and Castles.
- Figures on top of a Castle can be attacked :
A ) with a Ranged or Bound Attack. Add the Castle's Fortification Bonus to the Defender's Defense Value.
B ) with a Melee or Charge Attack if the Attacker is in base contact with an entrance to the Castle Section. Exception : the Gatehouse can only be entered/left when the gates are opened. The gates may be opened or closed just once per turn.
- All enemy figures on top of a Castle Section must be killed or captured (or removed by your opponent) before friendly figures are allowed to move on top of the Castle Section to seize control of it.
- Castle Sections award DOUBLE Survivor Points at the end of the battle to the player controlling it at the end of the Final Turn.
- Castle Sections award Kill Points to the player who destroyed them.
- a Castle can be used as a Prison for captured units. (put emprisoned figures aside and keep track of which figures are emprisoned in which Castle).
- To free all units emprisoned in a Castle Section, one must Kill or Capture all Enemy units on top of the Castle Section.
Put freed prisoners back on the field in contact with the Castle Section and in contact with each other.
(note: "Contact" is not the same as "Base Contact". Check the Definitions)
- if a Castle Section gets destroyed, all figures on top of it and prisoners in it are destroyed.
- prisoners who are killed because of the Castle being destroyed award Kill Points to the Player who was holding them emprisoned. Those figures can be brought back with Necromancy or Summon.
- figures on top of the Castle Section who are killed because of the Castle being destroyed award Kill Points to the Player who detroyed the Castle Section. Those figures can be brought back with Necromancy or Summon.
**************************************************
There are two ways to win the game :
1) by killing the Enemy General.
If a General gets killed, the game ends immediately.
The Player who killed the Enemy General is the winner of the game.
2) by totaling at least 500 Victory Points more than your opponent at the end of the game.
Kill points = Add up the Point Costs of all Enemy Figures who have been
killed and who are not on the battle field at the end of the FINAL turn.
(Note : a figure which got killed, but was returned to the field through Necromancy or Summon and which is still on the field at the end of the game does not provide Kill Points for the player who killed it earlier.)
Survivor Points = Add up the Point Costs of all Friendly Figures, UNDER YOUR CONTROL, who are still on the battle field at the end of the FINAL turn. Castle Sections under your control count DOUBLE.
If the VP difference between both players is less than 500 pts the game is "Undecided".
If the VP difference between both players is equal or more than 500 pts the game is :
- a "Victory" for the player who scored most VP's and
- a "Defeat" for the player who scored least VP's.
**************************************************
Ranged and Bound Attack Value Modifiers
-1 modifier to the Attacker’s Attack Value when making a Bound Attack.
-1 modifier to the Attacker’s Attack Value when shooting over Friendly Bases.
-1 modifier to the Attacker’s Attack Value when shooting over Enemy Bases.
-1 modifier to the Attacker’s Attack Value when making a Double-Range Attack.
-1 modifier to the Attacker’s Attack Value when targeting an enemy figure who’s in base contact with a friendly figure.
-1 modifier to the Attacker’s Attack Value when its Line-of-Fire enters or passes through any non-Water Hindering Terrain.
+1 modifier to the Attacker’s Attack Value when attacking through the Defender's back arc.
+1 modifier to the Attacker’s Attack Value when standing on a Castle Section.
+1 modifier to the Attacker’s Attack Value for each Assistant.
+1 modifier to the Attacker’s Attack Value when the target is a Titan or MDF.
+2 modifier to the Attacker’s Attack Value when the Target is a Castle.
**************************************************
Melee and Charge Attack Value Modifiers
-1 modifier to the Attacker’s Attack Value when making a Charge Attack.
+1 modifier to the Attacker’s Attack Value when attacking through the Defender's back arc.
+1 modifier to the Attacker’s Attack Value when standing on a Castle Section.
+1 modifier to the Attacker’s Attack Value for each Assistant.
+1 modifier to the Attacker’s Attack Value when the target is a Titan or MDF.
+2 modifier to the Attacker’s Attack Value when the Target is a Castle.
**************************************************
Defense Value Modifiers
+3 modifier to the Defender's Defense Value when someone tries to capture him.
**************************************************
Damage Value Modifiers
-1 modifier to the Attacker’s Damage Value when making a Double Range Attack.
-1 modifier to the Attacker’s Damage Value when the target of the attack is a Titan or MDF.
-2 modifier to the Attacker’s Damage Value when the target of the attack is a Castle Section.
+1 modifier to the Attacker’s Damage Value for each assistant.
This system could function as the basis of the new Conquest rules with very good results.
The MK 2.0 figs, abilities and Relics could be added to it for a complete package.
I will most definitely forward your ideas to them, Borg.
However, I have two comments. 1) This is too complicated for them to consider in it's entirety. 2) I'm worried that because of the length, they won't even read all the awesome ideas that come through here.
Considering those comments, are there a few particular comments you'd like them to hear?
Originally posted by Spudkin Considering those comments, are there a few particular comments you'd like them to hear?
Definitely.
Quote
Originally posted by Spudkin This is too complicated for them to consider in it's entirety.
Looks are deceiving.
The system is actually VERY SIMPLE and everybody will grab it in probably no more than 2 or 3 turns (20-30 minutes or so)
Explaining it, in writing, makes it "look" complicated but in reality, it isn't.
If someone just wants to make "a little effort", I'm sure he'll understand it all quickly.
Quote
Originally posted by Spudkin I'm worried that because of the length, they won't even read all the awesome ideas that come through here.
If a game designer, like WK, decides not to take this into account because of the length ......... then I'm at a loss of what they are actually trying to accomplish.
Do they want a one page thingie built on flaws and bad ideas
or do they want a system that has been worked out, thought out and tested out ?
I really hope that WK doesn't stop shy of it's goal on this.
A solid Conquest Set of Rules could be like a real health cure for this game.
I really hope we are not presented witha half baked effort as that would really be a killer.
The punchline I'd like you to get through is this :
this Conquest Set of Rules is the LAST CHANCE for WK to ever get back a number of people who turned their back on them.
If they screw this initiative up with a half baked set of rules, that would end it here and for all for those who were still having any hopes of ever getting back into MK through a solid set of Conquest Rules (including myself).
What WK is asking for is playtest feedback on the set of rules they just gave us. Perhaps you should check out the rules they just released and see where you can improve them, as opposed to suggesting a whole new set of rules that they would have to playtest, and, if they're going to use this tactic again, run by the players, as well.
There are going to be some big differences between your system and theirs, but maybe it's close enough that you will only have to make a few specific suggestions, as opposed to proposing an entire new ruleset.
Also, you make it sound as though if they don't use your set of rules, you'll never come back. I hope you'll take the time to check out what they put forth and see where it can be improved, and be open-minded.
another suggestion would be to see where you can make the language congruent with WK's. for example, you have assistants, which is basically gang-up. So you should suggest making the conquest version of gang-up into your assisting.
Well, I guess the question is what does WizKids want to accomplish? I would gather that they want to keep the rules as simple as possible like the original rules were. There is nothing wrong with keeping things simple, but candidly I found some of the original rules to be unsatisfying. I understand that many of the original rules were created to allow for quicker play, but some of those rules also resulted in peculiarities.
I admire your efforts Borg and understand that Spudkin is forwarding your input to WK. However, because of the length of your rules and the fact that they do not cover 2.0, I don't believe WK will give the rules much consideration.
I have to agree with Kenntak, WK doesn't sell 1.0 anymore, so since your rules don't cover 2.0 at all, all your work is for naught. Well, it brings several options and points of interest, but the basis should be 2.0 rules.
Objectively, you should ask your Mom to play by these rules. I've been playing with a coworker, just plain 2.0 and while she grasps it, it's a lot of rules to remember and this is only more so. Instead of so many modifiers, I would rather say that castles have natural toughness or invul to keep with the same language, something others have pointed out too.
while I agree that one CAN make a whole new system, I agree with what others have said, without 2.0 (at least the figures, if not all of the rules), this will never be considered.
I really think you should look at what they put out, or look at the 2.0 rules and try to figure out what should be modified to make a set of conquest rules.
Sadly, 1.0 and 2.0 were designed with different rulessets in place, and making a rulesset that accomodates both will be incredibly difficult.
Something as simple as allowing Charge to be used with attack SAs besides sweep could go a long way towards bringing 1.0 closer to playable.
Look, we each have to ask ourselves this question.
" Are we satisfied with a Conquest game with mediocre and often questionable rules or is it about time that we finally get a top notch set of rules"
I, for one, know that I will not settle for anything less than their best effort.
Anyone who has played his fair share of Conquest games whould know by now that Conquest is a completely different game than the skirmish game.
Push damage and action counters are all very nice in skirmish games but are a real annoyance in Conquest games.
Figures moving together but attacking independantly is silly and should be redone.
Foot soldiers outrunning mounted units is silly and should be redone.
Butt-charge ........
Command Actions are overpowered and should be toned down.
Many SA's are underpowered and should be reworded.
There's absolutely no reason why capturing is not possible in Conquest.
I could go on and on ....
I just would like to see a set of rules that makes me go "wow" instead of "beuh", that's all.
those are all great comments. And this is what I'm talking about, address these as issues with what WK has presented as opposed to a brand new rulesset that completely ignores the figures WK is currently producing. Trust me, it will be a lot more effective.
Whatever the reasons, this is still a different game, based on the MK rules and using MK pieces, but fundamentally different from MK.
Just because WizKids might not be interested in completely rewriting the rules doesn't mean what they present will not be the best possible, or even just generally inferior. Setting acceptance or rejection of a new game system up as a choice between having a good system and settling for something less is pretty well biased from the start.
Originally posted by Borg Look, we each have to ask ourselves this question.
" Are we satisfied with a Conquest game with mediocre and often questionable rules or is it about time that we finally get a top notch set of rules"
I, for one, know that I will not settle for anything less than their best effort.
Anyone who has played his fair share of Conquest games whould know by now that Conquest is a completely different game than the skirmish game.
Push damage and action counters are all very nice in skirmish games but are a real annoyance in Conquest games.
Figures moving together but attacking independantly is silly and should be redone.
Foot soldiers outrunning mounted units is silly and should be redone.
Butt-charge ........
Command Actions are overpowered and should be toned down.
Many SA's are underpowered and should be reworded.
There's absolutely no reason why capturing is not possible in Conquest.
I could go on and on ....
I just would like to see a set of rules that makes me go "wow" instead of "beuh", that's all.
Ironically, I recall that the designers toyed with the idea of eliminating action tokens and pushing damage back before the old Conquest rules were released. That idea never saw the light of day.