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Colin Bunting (Order #18002200)
Of Armies and Hordes - Tables- 2
Fatigue and Disorder
Fatigued units: -1 to Attack rolls
Exhausted units: -1 on Attack, Defense, and Morale rolls
Disordered units: -1 on Activation and Reaction rolls. A Disordered unit taking another Disorder loses a
stand instead.
Recovering: 1 action to remove Fatigued or to go from Exhausted to Fatigued. 1 action to remove Disorder.
Units may not recover from Fatigue or Exhaustion in the same turn they were Pushed. Units may recover
from Disorder in the same turn they were Pushed.
Activation
Roll 1 to 3 dice for unit to be activated. Each result equal to Q or better entitles to 1 action. Failures are
Reaction dice for the opponent who may use 2 of these for a Turn-Over, or any number to React.
Each unit may React only once, during the opponent’s turn.
Reactions are performed before the unit that failed to activate has a chance to carry out any actions.
Activation and Reaction rolls are at -1 if unit is Disordered.
Hour of Glory
Once per game, one of your units may perform 3 actions during your turn without rolling for Activation.
A unit may not use the Hour of Glory in the same turn it was Pushed. Decorated units may spend Medals to
use the Hour of Glory more than once.
Casualty Removal
The player controlling a unit determines which models/stands are removed. Common troops are usually
removed before special characters. If unit is composed of stands with Extra Lives, all hits must be assigned
to one stand until a stand is destroyed. Outstanding hits are then assigned to other stands until all hits have
been assigned. Always assign damage in a way that the maximum number of casualties is inflicted.
The General
General attached to unit gives +1 to all Q rolls. General does not fight and does NOT add his A value or
melee dice. General can be hit only if unit is completely destroyed.
Lead from the front: General adds 3 melee dice to unit. Use dice of different color. If sum of additional dice
is 5 or less, General is killed. In a campaign, roll on General’s Death Table.
General’s A is used only when fighting alone or in duel. Roll 1d and add General’s A.
If a General’s unit is destroyed, any outstanding hits become extra dice that are rolled against the General.
Assassins
Assassins are hidden in unit until player decides to use them. Assassins roll 1 melee die per level. May
assign attack dice to any target, ignoring Shielding rules. If target is protected by Bodyguards, assign dice to
Bodyguards first.
Permission granted to reproduce this page for personal use only. (C) Andrea Sfiligoi/Ganesha Games, 2019