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Of Armies and Hordes - Tables-1

Melee (1d per stand) Morale Modifiers


Add unit’s A score to Attack rolls +1 if unit has Steadfast trait
-1 if unit has Coward trait
Unit fired in the shooting phase: -1 to A
+1 if unit has 8+ stands at the moment of
Ambush bonus: +1 to A and D (NOT vs. Rangers and Scouts)
testing
Defending hill/elevated position: +1 to A and D ( D bonus does not apply -1 if unit was defeated by an enemy with
against missile, flying, artillery, spells, dragon breath, giants) Fear trait
Unit behind Fortification: +1 D +1 if General is in the same area as the unit
Cavalry in clear terrain vs infantry, +1 to A -1 if General was in the same area as the
Non-disordered Pikes vs non-pikes on clear ground: +1 to A unit and was killed this turn

Non-disordered Pikes vs Mounted on clear ground: +1 to A, Mounted +1 if Unit is in Square formation


must pass Morale roll on 1d in order to attack
Flank attack: Reduce target’s A and D by 1 General’s Death Table
Rear attack: Reduce target’s A and D by 2 1-2 General is killed. All Battle Honors
Fatigued unit: -1 to A owned by that General are lost.
Unit in Square formation:+2 D vs mounted units Player must take a replacement
general.

Magic Item Table 3-4 General is captured by the enemy.


Missile (1d every 2 stands) Player must pay a ransom or take a
1 Potion of Healing. Heal or
prevent 1 hit at any point Shooters 1 trait: +1 replacement general.
of the game. One use 5 General is wounded but escapes.
Shooters 2 trait: +2
item. During next game, he may not use
2 Scroll. Cast a single spell. Character with Shooter 3: +3 the lead from the front option due
Choose spell when found, to his wounds.
Target in Fortification: D+1
not when cast. One use 6 General is captured but
item. Target has Difficult Target: D+1 miraculously escapes, unhurt.
3-4 Ranged magic weapon.
Target is Undead: D+1, does not Assassination Table
Add 2 dice of Special
count vs Special Damage, not 1 Assassin is caught and killed.
Damage to a single missile
cumulative with Difficult Target 2-4 Assassin aborts the mission.
phase. One use item. 5-6 Assassin has a chance to kill the
5-6 Melee magic weapon. Add Personality.
Target under Armor spell: D+1
1 die of Special Damage to
Espionage Table
melee attacks until Fatigued shooter: -1 to A
character is killed or 1 Spy is caught and killed.
Target in Square formation: +1
weapon is stolen. 2-4 Spy aborts the mission.

Ruins Table 5-6 Spy steals plans.


Artillery (3-7 d as per profile)
1 Nothing Thievery Table
2-5 Treasure guarded by a Artillery vs Dragons, Giants, 1 Thief is caught and killed.
random monster units in Square formation: hits 2-4 Thief aborts the mission.
6 Unguarded treasure worth 5-6 Thief steals a magic item or treasure
on a 3+
100 victory points. (player’s choice)
Artillery vs Fortifications or Dungeon Table
Random Monster Table
units in forest/jungle: hits on 5+ 1 Characters are dead. They will never
1 Gorgon
return from the dungeon.
2 Orc champion
Artillery vs all other units: hits
2-4 Characters return with treasure worth
3 Troll on a 4+ 100 victory points but suffer two dice
Artillery firing from a hill: +1 die of melee attacks with A2.
4 Ogre
5-6 As above, but instead of treasure,
5 Manticore Flaming projectiles vs characters return with a random item
6 Young land dragon Fortifications: +1 die from the Magic Items table.

Permission granted to reproduce this page for personal use only. (C) Andrea Sfiligoi/Ganesha Games, 2019
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.

Each hit on Rabble units causes two casualties.


A unit must have at least 2 stands at all times. A single stand is destroyed. Character, artillery, dragon, giant,
chariot, or monsters are exempt from this rule.
Resilient units save at 5+. Tough units save at 4+. Roll 1d per hit. Each successful save negates 1 hit.

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

Colin Bunting (Order #18002200)


Permission granted to reproduce this page for personal use only. (C) Andrea Sfiligoi/Ganesha Games, 2019

Colin Bunting (Order #18002200)

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