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ARES

Miniatures Wargaming System™

by Daniel Kast
& Kevin Smith

•SE COND•E DITION•


Credits

GAME DESIGN
Daniel S. Kast

ARMY LISTS BY
Kevin Smith

DEVELOPMENT ASSISTANCE
David Eynon, Brian Jurczyk, Kevin Smith, Derek Rompot

ADDITIONAL CONTRIBUTIONS & PLAYTESTING


Paul Goodwin, Demian Rose, Rich Spainhour, Chad Wilson

2181 Dawson Drive


Normal, IL 61761

www.mj12games.com

ARES: Miniatures Wargaming System


Expanded Rulebook
Second Edition • MJG-0204
Version 2.1
Second Printing, September 2002

Printed in the United States of America by


Supreme Graphics, Arcadia, WI
supreme@supremeworks.com

“ARES: Miniatures Wargaming System” and the Majestic


Twelve Games logo are trademarks of
Majestic Twelve Games.
TABLE OF CONTENTS Chapter Four:
Combat 25
Prologue 5 The Attack Roll 25
Materials Needed For Melee Attacks • Knockdowns •
Play 7 Ranged Attacks
Figures • Playing Area • Death 29
Measuring Tape • Dice •
Markers • Playing Cards • Chapter Five:
Paper & Pencils Morale 29
The Morale Rating 29
Chapter One: Command Distance & Morale
Figures 11 The Morale Test 30
Figure The Individual Morale Test •
Characteristics 11 The Unit Morale Test • Effects
Combat Rating • Wounds • Of Morale Tests • Shaken
Movement • Morale • Armor Die Figures • Routed Figures
• Close Combat Die • Ranged Rallying 32
Combat Die • Weapons • Magic
Die • Spells • Special Chapter Six:
Figure Bases 14 Terrain 32
Infantry Figures • Basic Terms 32
Cavalry Figures • Oversized & Linear Versus Area • Open,
Undersized Figures Difficult, and Impassible
Line Of Sight 15 Sample Terrain
Units 16 Effects 34
Unit Composition • Unit Forest • Hedges & Fences •
Coherency Hills • Marshes • Ruins, Rocks,
& Rubble • Water Hazards
Chapter Two: Playing
The Game 17 Chapter Seven:
Setting Up 17 Magic 36
Terrain • Choosing An Army • Spellcasters 37
Arranging Your Army Spells 38
The Sequence Of Bless • Confuse • Command •
Play 19 Curse • Dishearten • Enchant •
Winning The Encourage • Frighten • Hasten
Game 20 • Heal • Rally • Slow • Strike •
Actions 20 Area Effect • Range Factor •
Held Actions • Borrowed Difficult Spells
Actions A Sample Spell 41
The Grimoire 42
Chapter Three: Brainstorm • Braveheart •
Movement 22 Darksphere • Deathknell •
Movement Score 22 Entangle • Flameblade •
Turning • Charging • Sprinting • Fleshmend • Makehaste •
Withdrawing • Going Prone Stoneskin • Souldrain •
Trueflight
Chapter Eight: Epilogue: Rating The
Special Abilities 42 Troops 63
Figure-Related Special Determining A Figure’s
Abilities 42 Characteristics 63
Backstab • Cause Fear • Wounds • Movement • Morale •
Cavalry • Fanatic • First Strike Armor Die • Close Combat Die •
• Flyer • Glass Jaw • Hide • Ranged Combat Die • Weapons
Individual • Keen Senses • • Magic Die • Spells
Leader • Leap • Magic The Combat
Resistance • Quick • Rating 65
Regenerate • Scale • Secondary The Armor Factor • Weapon
Attack • Snap-Fire • Thick Skull Factors • Special Factors
• Taunt • Thrust An Example 69
Weapon-Based Special Sample Figure
Abilities 54 Types 69
Area Effect • Chain •
Cumbersome • Magic • Polearm Army Lists 75
• Persistent • Powerful • Why Army Lists? • How To
Repeating • Weak Read the Army Lists
Barbarians 77
Chapter Nine: War Dwarves 81
Machines 57 Frankish 86
Description 57 Goblins 90
Figure Characteristics High Elves 96
58 Hobgoblins 100
Basing 58 Monsters 103
War Machine Units 58 Orcs 106
Movement 59 Teutonics 112
Turning • Terrain Vermin 116
Combat 59 War Machines 122
Trampling Wood Elves 123
Passengers 61
Activation • Boarding & Exiting Unit Record Sheet 128
• Combat • Wounding & Death
• Morale
ARES: Miniatures Wargaming System - 5

PROLOGUE were, without worrying


In which the Secrets of the about any of that peripheral
Universe are revealed. Okay, stuff.
maybe not, but we got your Thus, the idea for the
attention, didn’t we? ARES: Miniatures
Wargaming System™ was
f you are anything born.
like me, walking ARES is billed as a
into a gaming shop “miniatures wargaming
is like stumbling system” because it is not
into a candy store: “I’d like really a game as that word
one of everything, please!” is usually applied to this
When selecting the next genre, with a built-in
batch of miniatures to history, army lists, and set
paint, I am ruled less by assumptions. Instead,
logic than I am by much is left to the players;
æsthetics. “That looks most importantly, the types
neat,” I’ll cry, as I grab a of figures used and their
couple of figures from this capabilities are completely
product line, and a few left to your whim and
more from that one, plus imagination. There are
one or two from the plenty of suggestions, to be
discount bin. sure, including a large
As a result, each selection of
individual figure becomes a sample figure
labor of love, and I wouldn’t types, but in the
want to part with any of end, ARES
them. Unfortunately, my is what you
collection is rather motley make of it.
and not very suitable for
any of the established
miniatures games, with
their army lists and well-
planned background
material. Not that I have
anything against them,
mind you; it’s just that
every once in a while, it
would be nice to pull out
my entire figure collection
and bash some skulls, as it
ARES: Miniatures Wargaming System - 7

Because of this, a Before play, you will


certain amount of need to work out the
experience with miniatures specifics of each figure to be
wargaming will be very used in the game. Chapter
helpful to those who wish to One: Figures will help you
use these rules. However, with this process.
ARES is relatively simple,
which means it should take Playing Area
very little effort for you to One of the beautiful
teach your friends the things about miniatures
essentials, leaving more wargaming is that you can
time for you to kick their play just about anywhere.
collective behind. While the most suitable
playing surface is a
Materials Needed for tabletop, you can use the
Play floor, hallway, or practically
We’ll get you to the fun anything else that is
part soon enough, but first, relatively flat and open.
you’ll need to gather a few These rules assume a
things together. rectangular playing area
roughly four feet by six feet,
Figures although this should be
Before you can play adjusted up or down
this, or any other, depending on the
miniatures game, you will size of the battle
need to have (you guessed to be fought.
it) miniatures. Any kind will
do; while these rules
assume you will be using
25mm figures, or
thereabouts (most popular
miniature lines are actually
around 28-30mm scale),
you should not feel
restricted to any particular
scale or manufacturer. A
premium is placed on
players’ imaginations, and
as this is first and foremost
a fantasy system, most
anything goes!
ARES: Miniatures Wargaming System - 8

Measuring Tape centimeters. For example, a


Because this game is figure with a move of 5
played on an open area, would move 5cm rather
without squares or hexes to than 5”.
help determine distances,
players will need a Dice
yardstick or tape measure This game uses several
that measures at least three different types of dice, all of
feet. which should be available
It seems that now at the shop where you get
would be as good a time as your figures. There are five
any to make a point about different types of dice,
scale: ARES is intended to differentiated by the
be played with figures in number of sides on each.
the 25-30mm range, giving For example, “D6” indicates
a ground scale of around 1” a standard six-sided die.
= 2 yards. It is possible, if The other types of die are
you do not have a large D4, D8, D10, and D12.
enough space available, or Sometimes, you will
if you just want to fight need to roll more than one
with more figures, to play die and add the results
ARES with miniatures in together. This is noted by
the 10-15mm range, indicating the number of
altering the dice to be rolled in front of
ground scale to the die type. For example,
about 1” = 4-6 “2D6” would mean roll two
yards. If you six-sided dice and add them
choose this together.
option,
simply Markers
change There are several things
all that need to be indicated by
the use of markers of some
distances sort, whether they are
from beads, coins, rocks, rare
inches to gems, or whatever else you
have lying around.
Specifically, players will
need held & borrowed
action markers, and shaken
morale markers. If you are
10 - Majestic Twelve Games

using the rules for Paper & Pencils


spellcasting (see Chapter Finally, players will
Seven: Magic), you may need to keep track of the
also need markers to characteristics and current
indicate the targets of status of their troops.
particular spells. The exact Ordinary pencils and paper
uses for each type of can be used for this
marker are detailed in the purpose, or else players can
appropriate sections of the make copies of the unit
rules. record sheet included with
As a quick & painless these rules.
fix, you can make use of
coins as markers: for CHAPTER ONE:
example, a “heads” penny
FIGURES
could indicate a held action;
In which we learn about our
a “tails” penny would
little friends who will do our
represent a borrowed
fighting for us.
action; and a nickel might
stand for a shaken figure.
his chapter will
discuss the various
Playing Cards
characteristics and
This game uses a
attributes that
standard deck of 52 playing
define combatants in this
cards to
game. One thing should be
determine
kept in mind: there is a
initiative. So, it
very high level of
would be nice if
abstraction involved.
you had one
Because the overriding
handy...
principle in the design of
this game is to allow
players to use any figures
they have lying about, it is
very difficult to be
painstakingly “realistic”
about things.
Also, players need to
have a more than adequate
suspension of disbelief;
since each figure’s abilities
are defined by the owning
player, one person’s idea of
ARES: Miniatures Wargaming System - 11

how an “orc” should ratings will be fairly evenly


look/behave/fight/etc. is matched.
not going to be the same as
another’s. A rating system Wounds
is included as a way to Wounds is a
make sure things come out quantification of the
all right in the end (see the amount of punishment a
Epilogue: Rating The figure can sustain before
Troops), but even that is incapacitation. A figure that
not foolproof. However, if loses all of its wounds is
you weren’t able to deal not necessarily “dead”, but
with a certain amount of it is removed from the
ambiguity and creativity, game.
you wouldn’t be playing Whether or not a
with little lead figurines in particular figure is dead or
the first place! merely disfigured is of
consequence to no one
Figure Characteristics (aside from the figure itself,
Each figure in this one would suppose), unless
game is defined by the you are playing in a
following characteristics. campaign: a series of
Those items represented by connected battles. If this is
“dice” are either D4, D6, the case, a system of
D8, D10, or D12. determining the
exact level of
Combat Rating injury sustained
Because of the variety by each
of combatants that can be “dead”
simulated in this game, figure will
some way of benchmarking need to be
any given figure’s agreed
capabilities is necessary:
thus, the Combat Rating
was born. The exact method
by which a particular
figure’s Combat Rating is
determined will be
discussed in the Epilogue;
for the time being, players
should simply keep in mind
that figures with similar
12 - Majestic Twelve Games

upon by all players must roll on a D12 or less


beforehand. in order to pass a morale
test.
Movement All of the figures in a
As you may have unit (see Units, below) have
guessed, a figure’s the same morale score; this
movement score is a direct is determined by the sum of
representation of the speed the morale ratings of the
at which it can travel across figures in the unit. For
the playing area. Movement example, a unit made up of
is expressed in inches, and 6 foot soldiers with a
indicates the distance a morale of 1 and a morale 3
figure can cover when knight would have an
performing a single overall score of 9 (6 x 1 +
Movement action. 3).
The minimum morale
Morale score for a figure is 1 and
Every figure has its the maximum is 5.
breaking point; that time in
the battle when it has Armor Die
decided enough is enough, A figure’s armor die
it’s better to live to fight represents the amount of
another day, discretion is protection a figure
the better part of possesses. It is rolled
valor, etc. How whenever the figure
quickly a figure attempts to resist injury:
reaches this the “bigger” the die (i.e., the
point is more sides it has), the more
likely the figure will be able
governed to survive combat.
by its A figure armed with a
morale shield will have a plus sign
score. In after its armor die, for
game example: “D4+”. The effect
terms, of a shield is described in
morale is Chapter Four: Combat.
the
number Close Combat Die
a figure Each figure has some
amount of talent when it
comes to hacking and
ARES: Miniatures Wargaming System - 13

slashing in close quarters: and loaves of stale bread all


this expertise is represented the way up to crossbows
by the close combat die, and catapults. In addition
which is used whenever the to a damage die, each
figure makes a close missile weapon has a range
combat Attack. Obviously, factor, which indicates how
the bigger this die is, the the weapon’s effectiveness
more likely the figure is to degrades as the distance to
be successful when making the target increases.
such an Attack.
Magic Die
Ranged Combat Die All figures will have a
Similar to the close magic die, whether or not
combat die, the ranged they are actually able to
combat die is used when a cast spells (unless all
figure is attempting to players have agreed that
strike an opponent from magic will not be a part of
some distance away. Not all the game). For spellcasters,
figures will have a ranged this represents their innate
combat die. magical ability; for non-
spellcasters, the magic die
Weapons is reflective of their
Every figure will have a resistance to the effects of
melee weapon (even if it is magic.
just the figure’s own fists, Players
claws, or teeth), and should note that
possibly one missile magic
weapon: only a figure with resistance
a ranged combat die will applies to
possess a missile weapon. “friendly”
Melee weapons are as well
those used up close, and as
are defined solely by their “non-
damage dice: the bigger a
weapon’s damage die is, the
better chance it has to
inflict wounds on a target.
Missile weapons
comprise all weapons that
are used to cause damage
from a distance; from rocks
14 - Majestic Twelve Games

friendly” spells. Therefore, comprised of a rider and


while a figure with a magic mount.
die of D10 may be difficult A sample combatant is
to injure with a fireball given below:
spell, it will also be difficult
to heal magically if and Human Knight (88)
when it does take damage. Wounds 6 Move 6”
Morale 8 Armor D10+
Spells Close Combat D8
Each spell known by a Ranged Combat n/a
figure should be listed, Weapons:
along with the appropriate Sword (D8)
spell die. See Chapter Magic D6
Seven: Magic for details on Spells:
the ways of wizards. None
Special: Cavalry
Special
This is the “catch-all” Figure Bases
category, and lists all the Because players are
abilities of the figure (and allowed (indeed, they are
its weapons) that are not encouraged) to use figures
covered by any of the above from various different
characteristics. A common manufacturers and genres,
example of a there will be a wide variety
special of shapes and sizes
designation is represented on the
“cavalry”, which battlefield. What follows are
indicates that simply our
the recommendations: you will
figure is obviously need to make
changes where necessary in
order to accommodate your
particular figure collection.

Infantry Figures
Infantry figures (defined
as single combatants more
than half and less than
twice the size of an average
human) should be mounted
on circular bases one inch
ARES: Miniatures Wargaming System - 15

in diameter. This can be and should simply be


adjusted slightly according placed upon whatever sort
to the actual size of the of base fits (and looks
figure: for example, a good). See the rules on
halfling may look a bit silly “scale” in Chapter Eight:
on a human-sized base, in Special Abilities for ways
which case a diameter of in which such divergent
3/4” or 5/8” might be more sizes can affect the game.
appropriate, while a largish
troll may need to sit on a Line of Sight
base of 1.25” or 1.5”. All figures have a “line
Regardless of the actual of sight” based upon their
size of the base, it is facing. As the name implies,
strongly recommended that a figure’s line of sight
players stick with circular determines what the figure
bases for infantry figures, can see.
rather than squares or Draw a line through the
hexagons, as it makes center point of a figure’s
turning in tight quarters a base, perpendicular to its
lot easier to manage. facing. Any object
completely behind this line
Cavalry Figures is in the figure’s “rear”;
Cavalry figures include everything else is to its
those combatants who ride “front”, as shown
upon mounts of more than below:
half and less than twice the
size of an average horse. As
with infantry figures, the
actual size of the base may
need to be altered as
appropriate, but the general
rule of thumb is a
rectagonal base 1” wide by
2” long.

Oversized & Undersized


Figures
Any figure that does not
fit into either of the above
categories is considered
“oversized” or “undersized”,
16 - Majestic Twelve Games

Front Unit Composition


A unit may consist of
any number and type(s) of
figures you see fit. Keep in
mind that, while larger
units will have higher
Rear morale ratings, and
therefore greater staying
Infantry figures can power, they are less flexible
draw a line of sight to and more prone to mass
anything in front of them; panic.
cavalry can see targets both
in front and to the rear. Unit Coherency
The figures in each unit
Units must remain within a
Every figure in the certain area in order to be
game is part of a unit, even effective and draw strength
if that unit consists of just from each other. This area
one figure. The unit is a is called the command
figure’s “band of brothers”, distance; the two most
with whom it has been distant figures in the unit
trained to fight and die must remain within this
(well, perhaps not die). distance from each other, as
Each figure in a in the following example:
unit contributes
its own morale
score to the unit
total.

)12”

(All distances in this


game are measured from
the centerpoint of one
figure’s base to the
centerpoint of another.)
The starting command
distance for a given unit is
ARES: Miniatures Wargaming System - 17

equal to 2” per figure. Thus, is done will differ according


in a unit of 6 figures, the to the players involved, the
farthest apart any two type of scenario being
figures may be is 12”, as played, how much time is
shown above. This diameter available, etc. Given in this
is reduced by 1” for every section are the default
figure lost during the procedures, to be used
course of the game: e.g., a when players cannot agree
unit that starts out with 6 on any other method.
figures and then loses half A scenario is a set of
its number would have its guidelines and additional
command distance reduced rules that describe a
to 9”. specific situation. For
It is possible that units example, a battle between
will find themselves outside the forces of an evil
this command distance due necromancer and the
to casualties or other effects defenders of a small town
of battle. This is called may require certain
being out of comand. Should modifications to the rules,
this occur, the unit will types of figures available,
suffer ill efects to its morale and so on. The scenario
rating until the situation is description would provide
rectified (see Chapter Five: these details.
Morale).
Terrain
CHAPTER TWO: Very few
battles are
PLAYING THE GAME
played on
In which we present the
an open
method to the madness.
field; there
is
Setting Up almost
nce you have
collected all of the
necessary items for
play, as listed in
the Prologue, and
determined your figures’
abilities, as per Chapter
One, you can go about
setting up the playing area.
The exact way in which this
18 - Majestic Twelve Games

invariably some kind of playing area to set up


terrain to break up the along.
monotony (and provide Once the battlefield has
plenty of interesting places been prettied up, players
to hide!). can move on to placing
The exact ways in their forces.
which figures interact with
terrain (and vice versa) is Choosing an Army
entirely up to the players: if The exact size and
you are stuck for ideas, composition of the players’
Chapter Six: Terrain might armies is left entirely up to
provide you with some them. However, the figures’
inspiration. Whatever is Combat Ratings should be
decided, be sure all players used to make sure things
are aware of the terrain stay relatively fair: unless,
rules being used before the of course, you really want
battle starts. to fight off that horde of
There are two basic 600 orcs with a lone
ways in which terrain can halfling and his slingshot...
be placed on the battlefield: The total Combat
1. Players can Ratings of all figures under
alternate placing pieces of each player’s control should
terrain until they be as close as possible: as a
mutually decide general rule of thumb, there
to stop, or; should be no more than a
2. One player 10% variation. For example,
can set up the if one side has a total
battlefield, and Combat Rating of 450, and
give the the other has a total
other Combat Rating of 475,
player things should be fairly even,
the since the difference (25) is
option of less than 10% of the lower
which total (45).
side of Certain scenarios may
the restrict the type and
number of figures a player
may choose, but in the
absence of such guidelines,
anything goes!
ARES: Miniatures Wargaming System - 19

Arranging Your Army


After the opposing
forces have been chosen,
and Combat Ratings
compared, the next step is
to place the combatants on
the playing area. This
should be done secretly,
either by erecting a barrier
between the two players, or The shaded boxes
else by mapping out the indicate legal setup areas.
figures’ starting locations
on a piece of paper. The Sequence of Play
As an alternative, you After the battlefield has
could deal a number of been arranged, the carnage
cards to each player equal can begin! The following
to the number of units on sequence outlines the
his side. The player with actions that are taken in
the highest card in hand order to complete one game
places one unit and turn. Once all of the steps
discards that card. The have been completed, play
player with the next highest resumes from the top, and
card then places a unit, so on until the game is
and so on, until all units over.
have been placed. 1. Each
In this game, aces are player is dealt a
always “high”, and red number of
cards go ahead of black cards
cards of equal value, with from the
hearts before diamonds and deck
clubs before spades. equal
Each player should set to
up along one of the long the
edges of the playing area.
Figures must be within 12”
of the edge, and at least 12”
away from either side. This
is illustrated below:
20 - Majestic Twelve Games

number of units he remaining initiative cards


currently controls. should be chosen randomly
2. The player with the and discarded.
highest card in hand
becomes the “acting Winning the Game
player”. (The highest card Play continues for a
is discarded.) predetermined number of
3. The acting player turns (usually six to ten); at
chooses one of his units the end of that time, the
that has not yet been side that has scored the
activated this turn. most victory points wins.
Each figure in the Victory points are
chosen unit now uses up scored by eliminating
to two actions (see opposing figures: each
Actions, below); one figure is worth a number of
action may be held until points equal to its Combat
later in the turn (see Rating. For example, the
below). sample Human Knight
4. After all figures in given in Chapter One has a
the chosen unit have Combat Rating of 22; its
acted, return to step 2. If victory point value would
neither player has any therefore be 22.
cards remaining, the turn Players should note
is over. that there may be scenarios
If the last that have different
figure in a unit is conditions for scoring
removed from victory points and/or
play before winning the game;
that obviously, those rules
unit has would take precedence.
been
activated Actions
in the The heart of ARES is in
current the initiative and action
turn, resolution system. It is an
one of elegant procedure, allowing
that for a very fluid and
side’s interactive game.
Whenever a unit is
activated, each figure in the
unit is allowed to perform
ARES: Miniatures Wargaming System - 21

either zero, one, or two All of one figure’s


actions. A figure may also actions must be completed
choose to hold an action, or before those of another
even borrow one from the figure may begin.
next turn in certain
circumstances! Held Actions
The different types of Figures that do not use
allowable actions are given both of their actions in a
below. They will be given turn may choose to
explained in greater detail hold one of them and use it
in later chapters: later on. Place an
appropriate marker next to
Attack any figure that is holding
Charge an action. A figure may only
Dodge* hold one action at a time.
Go Prone* A held action may be
Move used after any opposing
Parry* figure performs an action:
Rally only one figure may use a
Sprint* held action per opposing
Withdraw action. A figure may also
use a held action at any
An asterisk (*) indicates time when it could normally
that the action may be borrow one (see
borrowed. below).
Infantry figures whose If a figure is
bases are in contact with still holding
one or more opposing an action
figures are only allowed to when it is
Attack, Dodge, or Parry time for
(Attack actions may only be that
used to strike an opponent figure
in contact with the acting to act
figure, not to make a ranged again,
Attack). Cavalry figures may it will
use a Movement action to have
break contact, while three
infantry figures must use a
Withdrawal action in order
to move away from the
opposing figure(s).
22 - Majestic Twelve Games

actions to use in that turn, CHAPTER THREE:


instead of two.
MOVEMENT
In which we discover how to
Borrowed Actions
get close to our enemy so
In certain
that we may smite him.
circumstances, a figure may
be allowed to borrow one of
its actions from the next Movement Score
turn. The most common figure’s movement
use for this is to Dodge or across the field of
Parry an Attack. The battle is governed
borrowed action is indicated by its movement
by placing an appropriate score, which indicates the
marker next to the figure. distance it can travel when
A figure may only using a single Movement
borrow one action at a time, action. For example, a
and must use its next figure with a movement
available action to “clear” score of 5 would be able to
the borrowed action. move up to 5” when using
No figure may borrow one Movement action, or up
an action while it is still to 10” if it used two
holding an action. Movement actions in
sequence.
Figures are only able to
move in the direction they
are facing; however, figures
may change facing at will
(see Turning, below).
An infantry figure that
moves so its base comes
into contact with an
opposing figure must end
its movement immediately.
Cavalry and oversized
figures do not have this
restriction; however, no
figure may move through
any other figure.

Turning
As mentioned above,
figures are allowed to
ARES: Miniatures Wargaming System - 23

change their facing any Charging


number of times during the When a figure moves
course of their move. When into contact with an enemy,
turning, the figure is it is called a Charge. A
pivoted around the center Charge is treated as a
point of its base, as movement action in all
illustrated below: respects, save that after
contact is made, the figure
receives a free melee Attack
action, resolved immediately
(see the next chapter for
details).

Sprinting
Occasionally, figures
may find it prudent to exert
themselves in order to seek
For an infantry figure,
cover or jockey for position.
or any other figure with a
For these situations, the
circular base, this will not
option of Sprinting is
be a problem. However, for
available.
cavalry figures and others
In essence, a Sprint
with irregularly-shaped
action is simply a borrowed
bases, it is necessary to
Move action, with
make sure the figure’s base
the following
does not move through
restrictions:
another figure while it
1.
pivots. If a turn would
Sprinting
cause a figure’s base to
must be
move through that of
the last
another figure, the turn
cannot be completed.
Exception: If all players
agree, figures with
regularly-shaped bases
(hexes, squares, etc.) may
be allowed to turn freely,
even if doing so would
cause the base’s edges to
move through another
figure.
24 - Majestic Twelve Games

action taken by a figure considered to have


in the current turn; borrowed an action, and
2. A Sprint may not will therefore be unable to
be used to move into borrow another should the
contact with an opposing need arise later in the
figure (i.e., a figure turn.
cannot borrow an action
to make a Charge). Withdrawing
As noted above, an
As an example, let us infantry figure that is in
supposed that a contact with an opposing
swordsman finds himself figure may not perform a
in a clearing, 13” from the Movement action; however,
nearest cover. As there are sticking around and
several enemy hacking it out may not be
crossbowmen bringing the best option, either.
their weapons to bear, our Therefore, infantry figures
Hero decides to make a have the option of
run for it... Withdrawing from combat.
The figure’s basic In order to perform a
Move score is 5”; using Withdrawal action, a figure
both of his actions to Move moves no more than 1”, in
towards the trees leaves any direction, and positions
him 3” short. He itself so that it is no longer
therefore chooses in contact with any
to Sprint, allowing opposing figures. If a figure
him to Move an is unable to do this
additional 5” (perhaps because it is
and surrounded by opponents),
make it the Withdrawal cannot
into cover occur.
(just in Figures leave
time!). He themselves vulnerable
is now during this process,
however. When a figure
makes a Withdrawal, any
one opposing figure with
which it was previously in
contact may make a free
melee Attack against the
Withdrawing figure (see
ARES: Miniatures Wargaming System - 25

Melee Attacks in the next CHAPTER FOUR:


chapter). The defender
COMBAT
cannot Parry this Attack;
In which we do really nasty
the Attacker may not use a
things to the other guy.
held action to make a
combined Attack.
eal combat is one of
the bloodiest,
Going Prone
goriest, scariest,
One final movement-
and all-out most
related action is available
horrific experiences any of
only to infantry figures.
us could imagine. It’s a
This is called Going Prone,
good thing combat in this
otherwise known as “eating
game is a lot more fun!
dirt”.
A prone figure should
be placed face-down on the The Attack Roll
table. While prone, the There are two types of
figure moves at half its combat: ranged and melee.
normal rate; thus, a human Both utilize the same basic
with a Move of 4” would procedure. Each player rolls
only travel 2” per action two (or possibly three) dice,
while prone. and the totals are
Furthermore, prone compared:
figures suffer significant (AR =
penalties while in hand-to- Attacker’s roll;
hand combat. However, DR = Defender’s
while prone, a figure is roll)
more difficult to hit with
missile fire. See the next
chapter for details.
Standing up from a
prone position requires the
use of an action, which may
be borrowed.
26 - Majestic Twelve Games

AR ) DR No effect combat die and its armor


AR > DR Defender die.
suffers one The attacker may
wound. choose to use two actions to
AR > 2xDR Defender make a combined Attack
suffers two (also known as the “double
wounds. whammy”), which allows a
AR > 3xDR Defender third die to be rolled, equal
suffers three to the attacker’s close
wounds combat die. The decision to
make a combined Attack
And so on... must be made before the
defender decides whether or
Melee Attacks not to Parry.
Melee Attacks are made To Parry the Attack, the
by figures that are in defender may either use a
contact with an opposing held action or borrow an
figure. The target of the action. Parrying allows a
Attack must be in the third die to be rolled, equal
attacker’s front, although to the defender’s close
infantry figures may turn combat die. In order to
freely before striking in Parry an Attack, the
order to meet this attacker must be in front of
requirement. the defender, although
When making infantry figures may turn
a melee Attack, freely in order to meet this
the attacker rolls requirement.
its close If no part of the
combat attacker’s base is in front of
die and the defender (i.e., its base is
the completely behind the
melee imaginary line described in
weapon’s Chapter One), the Attack is
damage considered a flank Attack.
die; the The following modifiers
defender are applied to the attacker’s
rolls its roll. All modifiers are “per
close die”, which means a +1
modifier would add +2 to a
normal Attack roll, or +3 to
a combined Attack roll:
ARES: Miniatures Wargaming System - 27

(see Going Prone in the


Attacker is wounded: -1 previous chapter).
Attacker is prone: -2 Only infantry figures
Cavalry attacking may be knocked down.
infantry: +1
Defender is wounded: +1 Ranged Attacks
Flank Attack: +1 Ranged Attacks are
Defender has a shield: -1* made in a similar fashion to
Defender is prone: +2 melee Attacks, with a few
Defender is outnumbered: modifications. Figures may
+1** not make ranged Attacks
Infantry attacking while prone.
cavalry: -1 The target of the Attack
must be in the attacker’s
*Only if the Attack line of sight, but the two
originates from in front of figures cannot be in contact
the defender. with each other. All figures
**A figure is considered block line of sight; “hard”
“outnumbered” if it is in cover, such as solid walls,
contact with more than one hills, and the like, does so
enemy figure that is not as well. “Soft” cover (trees,
itself in contact with two or bushes, fences, etc.) does
more opposing figures. not block line of sight, but
does affect the
Knockdowns (Optional) Attack (see
Any time a single Attack below).
inflicts a number of wounds The line
equal to half or more of the of sight
defender’s initial wound between
total, there is the possibility the
of a “knockdown”. For
example, if a figure with 4
wounds takes a hit that
inflicts 2 or more wounds, it
has a chance of being
knocked over.
When this happens, a
single D4 should be rolled;
on a result of 1, the figure
has been knocked down,
and is considered prone
28 - Majestic Twelve Games

attacker and the target is Distance to target; RF =


measured from the center Range factor)
points of the two figures’
bases, as shown below: Dist. ) RF D4
Dist. ) RFx2 D6
Dist. ) RFx3 D8
Dist. ) RFx4 D10
Dist. ) RFx5 D12
Dist. > RFx5 Out of
range

The attacker may


choose to use two actions to
make a combined Attack,
which allows a third die to
All ranges are rounded be rolled, equal to the
up to the next whole inch. attacker’s ranged combat
The attacking figure die. The decision to make a
rolls its ranged combat die combined Attack must be
and the missile weapon’s made before the defender
damage die; the defender decides whether or not to
rolls its armor die and the Dodge.
range die. To Dodge the attack,
The range die the defender may either use
is determined by a held action or borrow an
the distance to the action. Dodging allows a
target and the third die to be rolled, equal
missile to the range die. A Dodge
can only be performed if the
defender has a line of sight
weapon’s to the attacker; unlike
range Parrying, an infantry figure
factor: may not make a free turn
(Dist. before Dodging.
= Instead of Dodging, the
target may also choose to
Go Prone (see Chapter
Three: Movement). This
may be done by using a
held action, or an action
may be borrowed. Like a
ARES: Miniatures Wargaming System - 29

Dodge, a figure may only bleak. Any figure that


Go Prone if the defender reaches zero wounds is
has a line of sight to the removed from the game,
attacking figure. and its unit must
If no part of the immediately make a morale
attacker’s base is in front of test, as described in the
the defender, the Attack is next chapter.
considered a flank Attack.
The following modifiers CHAPTER FIVE:
are applied to the attacker’s
MORALE
roll. All modifiers are per
In which lily-livered cowards
die:
teach us all a valuable
lesson about survival.
Attacker is at a higher
elevation: +1
Attacker is wounded: -1 The Morale Rating
Defender is at a higher s mentioned in
elevation: -1 Chapter One, every
Defender has a shield: -1* figure has a base
Defender is prone: -2 morale rating; these
Defender is wounded: +1 ratings are added together
Flank Attack: +1 to obtain the morale score
Per friendly figure in for the entire unit. This
contact with the score represents
target: -1 (“friendly” the number that
means on the same side must be rolled or
as the attacker) less on a D12 in
Per inch (or fraction order to
thereof) of soft cover pass a
along line of sight: -1 morale test.
Note
*Only if the Attack that a
originates from in front of unit’s
the defender.

Death
As figures take damage,
the number of wounds they
have is reduced until they
have none left, at which
point things look rather
30 - Majestic Twelve Games

morale score is not penalty to the unit’s


constant, but will drop as morale score. Normally,
figures are lost. the unit would have a
morale of 12, but currently
Command Distance and it is reduced to 8.
Morale
Whenever a unit is out The Morale Test
of command (i.e., the There are two types of
distance between the two morale test: the individual
most distant figures in the and the unit.
unit is greater than the
unit’s command distance), The Individual Morale
it suffers a penalty to its Test
morale score. This penalty A figure must attempt
is equal to -2 per inch (or an individual morale test
fraction thereof) beyond whenever something icky
command distance the two happens that affects it
most-distant figures are. specifically. The most
common example of this is
For example, let us taking damage: any time a
suppose a unit of 6 figure suffers one or more
figures, each with a wounds, it must make an
morale of 2, is out of immediate morale test.
command: the Note that one test is
unit’s current required each time the
command distance figure is wounded, not for
is 12”, but the each wound; thus, a figure
gap between that takes three wounds as
the two a result of an arrow hit
most- would roll once, not three
distant times.
figures is
14”. This The Unit Morale Test
is 2” A unit morale test is
outside made whenever something
command nasty happens that affects
distance, an entire unit’s morale.
and so Most general morale tests
results in are triggered by the loss of
a a figure: whenever a figure
-4 is eliminated from the
ARES: Miniatures Wargaming System - 31

game, for any reason*, the The figure immediately


unit make an immediate loses any held action, and
morale test. will receive one less action
(*The only exception to each turn while it remains
this rule: whenever a figure shaken.
is routed due to a unit In the case of a failed
morale test, it does not unit morale test, all figures
trigger another morale test in the unit become shaken.
for its unit.) Any already shaken will
Unlike individual rout (see below).
morale tests, the effect of a
unit morale test is shared Routed Figures
by the whole unit; i.e., only A figure that is already
one roll is made, rather shaken and then fails
than a separate roll for another morale check is
each figure. routed. It is removed from
the board immediately. This
Effects of Morale Tests triggers an immediate
When a morale test is morale test for the
called for, roll a D12. If the remnants of the figure’s
result is equal to or less unit, unless the rout was
than the appropriate morale itself the result of a unit
score, the test has been morale test.
passed, and nothing bad Victory points
happens. are scored for
However, if the roll is routed figures
greater that the morale just as if
score, the test has been they were
failed, and the figure(s) killed.
involved become shaken
and/or routed. Regardless
of a unit’s current morale
rating, a roll of 12 always
fails.

Shaken Figures
A figure that fails a
morale test will become
shaken. While shaken, an
appropriate marker should
be placed next to the figure.
32 - Majestic Twelve Games

Rallying considered to have


While it is not borrowed an action from
uncommon for figures to the next turn.
spend the entirety of a A figure cannot Rally
battle quaking in their while in contact with any
boots, those who can get opposing figures.
away from the enemy for a
few moments and gather CHAPTER SIX:
their wits may be able to TERRAIN
throw off the effects of a
In which we take some time
failed morale test and
out from blood and gore to
return to proper form.
learn a little botany and
In order to return a
geology.
shaken figure to normal, a
Rally must be performed.
n the second
This takes one action, and
chapter, it is stated
is performed like a normal
that the way in
morale test. If the test is
which terrain
passed, the figure is no
affects the game is entirely
longer shaken, and receives
up to the players. Given in
the normal number of
this chapter are several
actions per turn (beginning
suggestions to assist those
with the next turn: the
who are inexperienced in
figure does not
these matters (or are just
receive an
plain lazy...)
additional action
Players should be
for the current
willing to use their common
turn). A
sense when handling
figure
terrain, rather than expect
that fails
to be able to come up with
a Rally
a hard and fast rule for
attempt
every situation; if terrain
is also
looks difficult to move
no longer
through, it probably is, and
shaken;
if it looks like two figures
however,
can ”see” each other, they
it is
probably can.

Basic Terms
Before we get into
specifics, a few handy
ARES: Miniatures Wargaming System - 33

definitions need to be in ways that make sense to


provided. them; however, it should be
clear to everyone how a
Linear Versus Area particular feature is going
All terrain features can to be handled before the
be divided into two classes: game begins. Otherwise,
linear and area. you may not have very
Linear terrain many friends left to play
includes fences, with...
hedgerows, streams,
fissures, and the like. Open, Difficult, and
Figures must be either on Impassable
one side or the other of a When dealing with area
piece of linear terrain; terrain, players must
they cannot be within or determine how seriously it
on top of it. impedes the progress of
Area terrain, on the figures.
other hand, describes Open terrain is just
features that occupy that: open to one and all
space on the battlefield: who wish to travel
forests, hills, marshland, through it. Open terrain
and rubble are all good has no effect on
examples of area terrain. movement at all; as such,
Figures interact with area anything that is
terrain by moving through not specifically
it. labeled
These two classes of otherwise
terrain are not as distinct
as it may first appear:
consider a river, for
example. Depending on the
size of the river and the
whims of the players
involved, a river could be
treated as either a linear
terrain feature, which
figures simply cross over, or
an area feature, forcing
figures to wade through.
Because of this, players are
encouraged to define terrain
34 - Majestic Twelve Games

is considered open impassible to cavalry, but


terrain. only difficult ground for
Difficult terrain is infantry.
somewhat hazardous
and/or annoying to get Sample Terrain Effects
through. Because of this, Given below are several
double the distance a types of terrain, along with
figure travels through suggestions as to how they
difficult terrain. For might affect the game. You
example, if a figure moves should feel free to accept,
2” through a patch of modify, or discard these
forest, it uses up 4” of the ideas as you see fit: just
figure’s movement make sure you tell your
allowance. opponent(s) before you do...
Impassible terrain is
completely impossible to Forest
move through. A good Forests may be handled
example of this would be in one of two ways:
a lake; no (normal) 1. As area terrain that
infantryman would be is difficult ground for
able to get through under infantry figures and
combat conditions. impassible for cavalry, or;
Players should be aware 2. As a number of
that it is possible individual trees, each of
for terrain to which is an obstacle to
affect different movement.
figures in If you choose the former
different ways; method, count the forest as
for soft cover for line of sight
example, purposes; if the latter, each
a dense individual tree blocks line of
forest sight.
may be
Hedges & Fences
Hedges and fences are
linear terrain, and it takes
infantry figures one
complete action to climb
over them. Cavalry may
leap over them, which takes
ARES: Miniatures Wargaming System - 35

1/2” of their movement hill, and then use its next


allowance. action to go up (or down)
Hedges and fences do the hill.
not affect line of sight, Any hill higher than 2”
unless the target of a is impossible to climb.
ranged Attack is within 1” A hill blocks line of
of the opposite side from sight if it lies between two
the attacker. In this case, a figures. If one or both of the
-1 per die penalty is applied figures are on top of the
to the attack roll. hill, line of sight is clear,
unless the figure on ground
Hills level is within 1” of the base
Hills are a special type of the hill, and the figure on
of area terrain, in that they top of the hill is more than
simply represent a portion 1” from the edge. In this
of the battlefield that is case, the figure on the
significantly higher than the ground is hidden by the
rest. Hills are unique crest of the hill.
because they may have
other types of terrain (and Marshes
even more hills!) on top of Marshes are wet,
them. Hills come in two sloppy, sticky, and just
flavors: small and large. plain not fun. They are
1. Small hills difficult ground
(generally, those 1” high for infantry
and under) are not much figures, and
of a hindrance; going up impassible
or down costs a figure to cavalry.
1/2 of its movement They do
score. For example, a not block
figure with a move of 4” line of
would need to use 2” to sight
go up a small hill. in any
2. Going up or down way.
a large hill (up to 2” high)
is more difficult, and
takes one complete
action. When a figure
wishes to move on to (or
off of) a large hill, it must
stop at the edge of the
36 - Majestic Twelve Games

Ruins, Rocks, and Rubble wade through*; and lakes


Otherwise known as are impassable.
“broken ground”, this *Optionally, rivers can
category includes any area be considered difficult for
strewn with debris of one cavalry figures, but
sort or another. It is impassable for infantry.
considered difficult ground
for all figures, and ranged CHAPTER SEVEN:
Attacks against infantry
MAGIC
figures in broken ground
In which the ways of
suffer a -1 per die penalty,
wizards are revealed,
due to the numerous
including several battle-
outcroppings that can play
tested card tricks.
havoc with missile fire.
agic is intended to
Water Hazards
supplement, rather
For the most part,
than dominate, the
water on the battlefield
rest of these rules.
comes in the form of
As a result, players familiar
streams, rivers, and lakes.
with other fantasy
Streams are linear
miniatures games may feel
terrain, requiring one
as though these spells are
complete action to cross
relatively weak. This is
over; rivers are
intentional; if it were
difficult terrain,
otherwise, there would be
forcing figures to
too much temptation to
stock up on high-powered
magic and turn the game
into one of dueling spells,
rather than opposing
armies.
Nevertheless, there ar e
enough nasty shocks and
surprises for your
opponents in this chapter
to keep you happy: of
course, nothing prevents
them from preparing the
same kind of welcome for
you...
ARES: Miniatures Wargaming System - 37

Spellcasters the opposing player should


Any figure that can cast roll the difficulty dice, even
spells depends on its magic if the target is on the same
die in order to do so; as side as the caster (or the
with all other dice, this is target and caster are the
either D4, D6, D8, D10, or same figure!). The results
D12. Also, each spell it can are compared just like the
cast will be listed and given results of an Attack:
a spell die, which is (CD = Caster’s dice; DD
combined with the magic = Difficulty dice)
die to determine the
success of a spell. CD ) DD No effect; the
spell fails
For example, a CD > DD Success 1
shaman figure might have CD > DDx2 Success 2
a magic die of D8, and be CD > DDx3 Success 3
able to cast “Fleshmend”
with a skill of D10. Thus, And so on...
the figure would roll
D8+D10 when casting that As with Attack rolls,
spell. there are some modifiers
that may be applied to the
Casting a spell takes caster’s roll. All are per die,
one action, and is just as with
performed almost combat rolls:
identically to a ranged
Attack. A spell may be cast
on any figure to which the
caster has line of sight,
depending upon range
restrictions. A figure may
even cast a spell on itself;
in this case, the range die
would be D4.
The casting player rolls
the appropriate magic and
spell dice, while the
opposing player rolls the
range die and the target’s
magic die (referred to as the
“difficulty dice”). Note that
38 - Majestic Twelve Games

Caster is wounded: -1 Spells


Per inch (or fraction The major difference
thereof) of soft cover between this magic system
along line of sight: -1 and those found in most
Target is wounded: +1 other games of this type is
(only if the target is on the fact that spells are fully
the opposing side) customizable. Players may
select from the following list
For most spells, simple of spell effects, combining
success is all that is them in a myriad of
necessary; i.e., there is no different ways, creating the
difference between a types of spells they want for
Success Level of 1 and a their troops.
Success Level of 3. A spell may contain up
However, there are some to three different effects:
spells which will have each effect costs between 1
varying effects that depend and 4 spell points. The
upon the Success Level effects are:
achieved. These variations Bless (3): The Bless
are detailed below. effect will force all Attacks
By using a additional against this target to
action to concentrate, a suffer a -1 per die
figure may roll a third die penalty.
when casting a Confuse (3): A spell
spell; this die is with the Confuse effect
equal to the magic causes the target to lose
die. any held action. If the
target is not holding any
actions, it is now
considered to be
borrowing one. There is
no effect on a figure that
is already borrowing an
action.
Command (3): The
Command effect confers a
clarity of purpose upon
the target figure, and it is
now considered to be
holding an action. If the
target had borrowed an
ARES: Miniatures Wargaming System - 39

action, the borrowed Hasten (1): A spell


action is cleared instead. with the Hasten effect
There is no further effect increases the target’s
upon a figure that is movement score, up to 1”
already holding an action. for every success level, to
Curse (3): Attacks a maximum of double the
against the target of a target’s initial movement
spell with the Curse effect score.
will receive a +1 per die Heal (4): For each
bonus. success level the Heel
Dishearten (1): When spell effect achieves, the
a spell with the target heals one wound.
Dishearten effect is cast, This cannot be used to
the target suffers a -1 give the target more
penalty to its morale wounds that it started
score per success level. with.
This cannot reduce the Rally (3): By using
morale score below 0. the Rally effect, the
Enchant (2): The spellcaster may remove a
Enchant effect modifies shaken marker from the
the target’s combat target figure.
ability. When creating the Slow (2): Slow allows
spell, it must be specified the caster to reduce the
whether this will affect target’s
the target’s missile or movement
melee Attacks, and score up to 1”
whether it will provide a per
+1 per die bonus or a -1
per die penalty to those
Attacks.
Encourage (1): This
effect provides a +1 bonus
to the target’s morale
score per success level.
Encourage cannot raise a
figure’s morale above 5.
Frighten (2): The
target of the Frighten
effect must immediately
make an individual
morale check.
40 - Majestic Twelve Games

success level, to a comfortable with this


minimum of 0”. system, it should be
Strike (4): This effect relatively easy to come up
allows the caster to cause with additional spell effects,
damage at a distance; should you so desire. Use
each success level causes the above examples as a
one wound to the target. guide for balancing your
A spell with only the new toys: no effect should
Strike effect would be be so powerful that it would
little more than a fancy result in more than 4 spell
missile weapon. points.
Feel free to be
somewhat creative when Area Effect
combining spell effects. For A spell will normally
example, it is quite possible affect only one target;
that some of the spell’s however, by increasing the
effects will apply to the number of spell points, a
target, while others apply to spell will be able to affect
the casting figure itself (the all figures within a specified
Souldrain spell, below, is radius. This is called an
one example of this). In this area spell. The number of
case, always use the spell points for an area
highest appropriate Magic spell is multiplied by the
die for the desired radius of effect, up
resisting roll (e.g., to a maximum of 4: thus,
if the target has a an area spell with a radius
Magic die of D6 of 2” would have double the
and the caster spell points of an identical,
has a non-area spell.
D8, roll An area spell is cast at
a D8 a specific point on the
along battlefield; it will affect all
with the figures within the
range appropriate distance from
die). that point. A separate roll
Once should be made for each
you have figure within the area of
become effect.
ARES: Miniatures Wargaming System - 41

Cone difficult spell, a figure


The Cone special ability would have to use three
is a special condition of the actions. Figures may
Area Effect ability. borrow one of the actions
However, instead of being necessary to cast a difficult
centered on a point of spell.
impact, the area affected is
conical in shape; all figures A Sample Spell
within a 60º arc in front of As an example of the
the figure, and extending above process, let us create
out to the maximum range a spell, which we will call
for the weapon, will be Entangle. We envision this
affected. spell as causing the rapid
As with other Area growth of grass, bushes,
Effects, a separate Attack and other plants on the
roll must be made against battlefield, in order to
each affected figure, using ensnare and frustrate our
the Range die appropriate opponents.
for each. Obviously, this spell
should slow the enemy
Range Factor down, so we select the Slow
The spell must next be effect from the above list. It
given a range factor, just as also should have an effect
for a missile weapon. on the target’s
However, the maximum combat ability.
range factor for spells is 6, We decide the
instead of 5. The range Enchant
factor is then multiplied by (Melee -1)
the previously determined and the
number of spell points to Curse
determine the spell’s final effects
total. are

Difficult Spells
Finally, certain spells
may also be designated as
difficult. A difficult spell
takes two actions to cast,
but its spell point cost is
cut in half (rounded up). In
order to concentrate on a
42 - Majestic Twelve Games

appropriate for this. This guidelines. Feel free to use


results in 7 spell points. them or create your own, as
It would be nice to be you see fit.
able to affect a number of
enemy figures at once, and Brainstorm: Curse,
so we decide to give the Slow (RF 4, 20 SP)
spell the Area Effect Braveheart: Bless,
enhancement; a 2” radius Encourage, Rally (RF 2, 12
should about do it. We are SP)
now at 14 spell points. Darksphere: Enchant
Finally, we need to give (Melee -1), Enchant (Missile
the spell a range factor, -1) (RF 5, Area 3”, 60 SP)
which should be at least Deathknell: Frighten
larger than the spell’s area (RF 4, Area 2”, 16 SP)
of effect. We settle on 3. Entangle: Curse,
So, our spell looks like Enchant (Melee -1), Slow
this: (RF 3, Area 2”, 42 SP)
Flameblade: Enchant
Entangle: Curse, (Melee +1) (RF 4, 8 SP)
Enchant (Melee -1), Slow Fleshmend: Heal (RF 3,
(RF 3, Area 2”, 42 SPs). 12 SP)
Makehaste: Hasten (RF
The Grimoire 4, Area 3”, 72 SP)
Here are Stoneskin: Bless,
some sample Enchant (Melee +1) (RF 3,
spells that have 12 SP)
been created Souldrain: Heal
using the (Caster), Strike (RF 6, 48
above SP)
Trueflight: Enchant
(Missile +1) (RF 4, 8 SP)

Further example spells


can be found throughout
the army lists in this book.
ARES: Miniatures Wargaming System - 43

CHAPTER EIGHT: Backstab


A figure with the
SPECIAL ABILITIES
Backstab ability can sneak
In which we discuss all the
up behind an opponent and
really neat-o things that
deal a vicious blow before
don’t seem to fit within the
the target can react.
normal rules.
Whenever such a figure
Charges into melee combat
pecial abilities
from behind, the target
include anything a
cannot turn to meet the
figure (or its
Attack, and therefore
weapon) is able to
cannot Parry. In addition,
do that isn’t accounted for
the Attack, if successful,
by any of the other
inflicts one extra wound.
characteristics. The one
example that has already
Cause Fear
been discussed is cavalry;
Whenever a figure that
however, there are many
Causes Fear Charges an
other possibilities. As has
opponent, the target must
been stated before, this is a
make an immediate morale
game of fantasy, and
check, before the Attack is
anything players can dream
resolved.
up should be allowable. Use
Conversely, any time a
the suggestions in this
figure wishes to
chapter as a guide to
Charge an
ensure things don’t get too
opponent that
unbalancing, otherwise,
causes fear,
have at it!
it must
There are two basic
make a
kinds of special abilities:
morale
figure-related and weapon-
check;
related. Each is discussed
if this
in its own section.
roll
fails,
Figure-Related Special the
Abilities figure
Figure-related abilities does
deal with anything the
figure itself is able to do
that a standard figure is not
capable of.
44 - Majestic Twelve Games

not move, and action is impassible river, but it


wasted. could not do so halfway
This ability does not through an 8” wide boulder.
work on figures that If an Ethereal figure cannot
themselves Cause Fear. get entirely through a solid
terrain feature using the
Cavalry actions available to it in a
This one’s pretty much given turn, then it cannot
a “gimme”. A figure labeled enter that terrain feature.
as Cavalry has certain
special rules applied to it Fanatic
that are already covered in A Fanatic figure is
previous chapters. exceptionally enthusiastic
about fighting, and as such
Ethereal is unaffected by unit morale
A figure with the checks. In addition, the
Ethereal ability is able to figure receives an automatic
move through all terrain on +1 per die bonus when
the battlefield as if it were Attacking in melee combat.
open, clear terrain. However, the figure is also
The one exception to quite undisciplined and
this rule is that a figure can unconcerned about its own
never end its activation in a welfare. Because of this,
position where enemy figures receive +1
the miniature per die bonus when making
itself cannot be melee Attacks against
placed. For Fanatic figures. Finally, if
example, a there is an opposing figure
ghost within Charging distance, a
could Fanatic must pass a morale
end its check in order to perform
any action other than
Charge that figure (unless
activation the Fanatic is already in
in the melee combat). If this
middle of morale check is passed, the
a Fanatic may perfor m
normally whatever action the player
intended; if it is failed, the
Fanatic immediately
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Charges the opposing Parry; if it does so, however,


figure. it loses its own Attack.
A Fanatic does not need Once the First Strike is
to pass a morale check to completed, the Attack
perform a purely defensive proceeds normally (provided
action, such as a Dodge. the attacker is still alive, of
course).
Fearless The First Strike ability
While most creatures may not be used against a
will tremble at the sight of figure that also has First
hordes of undead zombies Strike capability.
lurching towards them in
the twilight, there are those Flyer
who are entirely A figure labelled as a
unflappable. Such Fearless Flyer is able to (you guessed
figures are immune to the it) fly across the battlefield.
Cause Fear ability. Taking to the air requires
an action: landing takes
Ferocious another action. When flying,
Creatures with the the figure’s move score is
Ferocious special ability are doubled, and it may ignore
markedly more vicious and all terrain effects.
dangerous in close combat. Furthermore, a flying figure
Whenever a Ferocious cannot engage or
figure performs a Charge be engaged in
action, it receives a +1 per melee combat: it
die bonus to its Attack roll. can only
Attack or be
First Strike Attacked
A figure with the First with
Strike ability may, instead missile
of Parrying an Attack,
choose to make its own
Attack first! In order to do
so, all conditions for a Parry
must be met (i.e., spend an
action, attacker must be in
the front, etc.). The First
Strike is made as a normal
melee Attack, and the target
(the original attacker) may
46 - Majestic Twelve Games

weapons. Attacks against explanation for the


flying figures are at a -1 per condition, it is very difficult
die penalty; Attacks by to convince the figure’s
flying figures are at a +1 comrades that this is due to
per die bonus. Terrain only anything other than pure
affects ranged Attacks by “wussiness”...
flying figures if it is All Attack rolls against
occupied by the target (e.g., a figure with a Glass Jaw
the target is inside a forest, receive a +1 per die bonus.
etc.). Terrain does not affect
ranged Attacks against Group Attack
flying targets. It may not be sporting,
Flying figures may but it is effective; many
Charge by first moving next creatures have the training
to their intended target and (or simply the innate ability)
then spending the to make use of the
necessary action to land, advantages granted by the
which is then considered a pack mentality. Figures
Charge. with the Group Attack
ability receive a +1 per die
Glass Jaw bonus on melee Attacks for
Figures with a Glass EACH additional figure with
Jaw are highly susceptible the Group Attack ability,
to injury. While also in melee contact with
there may be a the target, that is not itself
perfectly in contact with another
reasonable opposing figure.
medical For example, three
wolves have surrounded a
hapless warrior. The Group
Attack ability allows each
wolf to receive a +2 per die
bonus to its Melee Attack
rolls. If one of the wolves
was also in contact with a
second warrior, then its
presence would not
contribute to the Group
Attack bonus.
ARES: Miniatures Wargaming System - 47

Heroic whether the Spotting


Heroes never run, and attempt is successful, roll
heroes never hide — or at one die: if the roll is equal
least, that’s the theory. In to or greater than the range
ARES, we give them the to the hidden figure (in
benefit of the doubt. A inches), the attempt
figure designated as Heroic succeeds and the target is
will never Rout; thus, if a no longer hidden.
Heroic figure is Shaken, The type of die used in
another failed morale test a Spotting attempt depends
will have no effect. upon the base morale score
of the spotting figure:
Hide
A figure that can Hide Morale Die Type
is able to blend itself into 1 D4
its surroundings, either 2 D6
through camouflage or 3 D8
more magical means. While 4 D10
this is not true invisibility, 5 D12
for the purposes of the
game, a figure that is Individual
hidden cannot be Charged This figure does not
or otherwise Attacked by have to be part of a unit;
opposing figures. instead, it can be
Figures must use an fielded on its
action to Hide. Once own. Figures that
hidden, a figure remains so operate in
until it chooses to reveal such a
itself. A figure may not Hide manner do
while in contact with an not suffer
enemy figure. from
Figures are unit
automatically revealed if
they perform any combat-
related action (Charge,
Attack, etc.). While hidden,
a figure’s move score is cut
in half.
Hidden figures may be
spotted: attempting to Spot
takes an action. To see
48 - Majestic Twelve Games

morale tests (as there is no would roll 2D8 rather


unit to trigger them), and than a single D8.
make all individual morale 2) A figure with Keen
tests using a D6 instead of Senses is immune to the
a D12. In these cases, a roll effects of the Backstab
of 6 automatically fails. If ability (see above).
an Individual figure is made 3) Finally, Keen
part of a unit, it is treated Senses also gives a figure
as a normal figure, but its a bonus in missile
morale rating is increased combat; such a figure
by +1. gains a +1 per die bonus
to all ranged Attack rolls.
Keen Senses
The Keen Senses ability Leader
represents better than A figure with the Leader
average eyesight, hearing, ability is (obviously) in a
smell, or whatever. The leadership role, and is not
effects of this talent are prone to the same fears and
threefold: uncertainties that plague
1) Keen senses gives those under its command.
the figure a bonus when As such, a Leader is
attempting to detect immune to the effects of all
hidden figures (see unit morale checks.
above). Whenever Furthermore, the
a figure with Keen command distance of a unit
Senses attempts containing a Leader is
to spot a hidden increased by 1” per figure.
figure, it may For example, a unit of 6
roll two figures normally has a
dice command distance of 12”; if
instead the unit contained a Leader,
of one; this diameter would
e.g., a increased to 18”. This
figure bonus is only applicable
with a once, regardless of the
morale of number of Leaders in the
2 and unit.
Keen
Senses Leap
A figure that can Leap
is able to jump over other
ARES: Miniatures Wargaming System - 49

figures and/or intervening While each weapon may


obstacles, such as fences, have a different damage die,
hedges, and the like. The all rolls use the same Close
Leap takes one full action, Combat die.
and may be used to move The targets of all
up to 1/2 the figure’s weapons must be declared
movement score, before any rolls are made;
disregarding any terrain or for each target attacked
figures in the way. A Leap beyond the first, all rolls
may not be made in to or suffer a -1 per die penalty.
out of melee combat. For example, an elf with
two weapons is engaged
Magic Resistance with a pair of human
Magic Resistance forces knights. The elf may choose
all spells cast against the to make two Attack rolls
figure to take a -1 per die against the same knight, or
penalty, whether the figure one Attack roll against
wants the spell cast on it or each. If he chooses to make
not. In addition, a Magic separate rolls, each would
Resistant figure is immune suffer a -1 per die penalty.
to the +1 per die bonus If the figure makes a
granted to Magic weapons combined Attack, only one
(see Weapon-Based Special roll receives the third die.
Abilities, below).
Quick
Missile Resistant A figure with
Figures with the Missile the Quick
Resistant special ability special
force attackers to suffer a - ability is
1 per die penalty to their
Ranged Attack rolls.

Multiple Weapons
This ability only applies
to melee attacks. When a
figure with Multiple
Weapons uses an Attack
action, it can make an
Attack roll with EACH listed
weapon; these rolls can be
performed in any order.
50 - Majestic Twelve Games

exceptionally responsive (who go squish between


and agile. It may use three your toes) to enormous
actions per turn, instead of giants (who usually do the
two. It may still only hold or squishing). To
borrow one action at a time. accommodate this, each
figure will have an
Regenerate associated Scale.
Figures with the The assumption here is
Regenerate ability have a that Scale will have an
much faster healing process effect both on the amount
than normal creatures. By of damage a figure can
spending an action, a inflict, as well as the
regenerating figure may amount of damage it can
replace a wound that had take. In other words, a
been lost. This may not be Scale +1 figure will do more
used while in contact with damage than a Scale -1
an opposing figure, and figure with otherwise
may not be used to give a identical statistics.
figure more wounds that it Likewise, a Scale -2 figure
started with. will break much more easily
than a Scale 0 figure, even
Scale though they may both have
While most combatants the same armor value.
will generally fit There are six levels of
within the Scale: each level is roughly
parameters of twice the size of the
normal human previous level. Thus, a
proportions, in Scale +3 figure is actually
a 32 times as massive as a
fantasy Scale -2 figure. Unless
game it specified otherwise, assume
is all figures have a Scale of
possible zero (human-sized).
to In game terms, Scale
has the effect of modifying
encounter Attack rolls. The Attacker’s
anything Scale is used as a per die
from tiny modifier in melee combat,
fairies as is the reverse of the
defender’s Scale. For
example, a human
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attacking a Scale +1 giant freely through a runtling of


would suffer a -1 per die Scale -1.
penalty; when the giant One other point should
strikes the human, it be made when it comes to
receives a +1 per die bonus. Scale; namely, that figures
Scale also affects with a higher Scale have an
ranged combat; in this case, inherently greater staying
the defender’s scale is used power. Therefore, it is
as a per die modifier to the unnecessary to represent
Attack roll. Thus, a gremlin the bulk of a giant or
(Scale -2) would be much dragon with an excessive
more difficult to hit with a number of Wounds AND a
missile weapon than a high Scale value.
dragon (Scale +2). Playtesting has shown that
In addition, figures of figures with Wounds greater
differing Scales will interact than 10 are not cost-
with each other differently. effective, as they will Rout
This is summarized below: well before they are in
danger of being killed.
Diff. Effect: As a guide, consult the
0 None following chart:
1 The larger figure does
not need to Withdraw
from melee contact.
2 Neither figure needs
to Withdraw from
melee contact.
3 As above, plus the
larger figure may
move through the
smaller figure.
4 As above, plus both
figures may move
through each other.

For example, a giant of


Scale +3 would not have to
Withdraw from melee
contact with a human of
Scale 0, and could move
52 - Majestic Twelve Games

Wnds Description creatures; if you feel the


1-2 Weak, fragile and/or need to give it 8 or more
sickly. Wounds, you might
3-4 Average consider upping the Scale
5-7 Better than average one or more levels instead.
8-10 Extremely tough
and/or thick- Slow
skinned. No matter how hard
they try, some creatures
These values are simply don’t have it in them
independent of Scale; i.e., to go any faster. A Slow
an average figure of Scale figure is prohibited from
+2 should have just as taking more than two
many Wounds as an movement-related actions
average figure of Scale 0, or in a given turn; this
even one of Scale -2. includes Moving, Charging,
Consider that a Scale +2 Sprinting, and Withdrawing.
figure has twice the staying Boarding and/or exiting a
power of a figure with Scale War Machine does not
0; give that Scale +2 figure count as a movement-
12 Wounds, and it will related action.
actually have EIGHT TIMES
the staying power of a Scale Snap-Fire
0 figure with 3 A figure with the Snap-
Wounds. Fire ability can bring its
Players should missile weapon to bear with
keep this in little or no preparation.
mind when Whenever an enemy figure
is about to take an action, a
figure with the Snap-Fire
ability can interrupt and
designing make an immediate ranged
large Attack against the acting
and/or figure. The firing figure can
very use a held action, or borrow
tough one if none are currently
held.
Only one Snap-Fire
Attack can be made before
each opposing action.
ARES: Miniatures Wargaming System - 53

Taunt figure with a Thick Skull


Some figures just have suffer a -1 per die penalty.
a knack for getting under
other creatures’ skins (or Thrust
scales, or feathers, or A figure with the Thrust
whatever). Because of this, ability is able to counter an
they are able to disrupt the opponent’s active defenses
enemy’s plans and lure and strike home. It is
them into combat (which, if impossible to Parry any
the enemy is bigger, may melee Attack by such a
not be a Good Thing...) figure.
Whenever a figure
wishes to perform an Terrain Specialist
action, and there is an Certain races and
enemy with the Taunt creatures are so at home in
ability within Charge a particular type of terrain
distance, the acting figure that they are unaffected by
must pass a morale check its hinderances. A Terrain
in order to avoid Charging Specialist must have one (or
the Taunting figure. This more) of the following
check must be made each specified for it: Marsh,
time the figure is about to Rough Ground, Water, or
take an action, unless it is Woods. The figure may then
already in melee combat move through the
with another figure. This indicated terrain
restriction does not apply to type as if it were
purely defensive actions, clear, open
such as Dodge. terrain.
This ability will not
work on figures that can
themselves Taunt.

Thick Skull
In direct opposition to
figures with Glass Jaws,
those with Thick Skulls have
the ability to shake off
blows that would flatten a
lesser man (or beast).
Attack rolls against any
54 - Majestic Twelve Games

Trample sound like: weapons that


The Trample ability is have an effect across a
described in detail in given area. This area is
Chapter Nine; it is included expressed by a radius,
here as an option that can given in inches (e.g., 2”).
be applied to non-Machine This means that all figures
figures. within this distance from
A figure that can the point of impact will be
Trample must be given a affected. As such, only
Damage die for the ability. ranged weapons will have
This die is used to compute an Area Effect.
an additional Weapon When firing an Area
Factor, which is then Effect weapon, a player
combined with the Weapon must designate a location
Factors for all other on the board as the target,
weapons and/or spells rather than a specific
possessed by the figure. enemy figure. This location
becomes the point of
Weapon-Based Special impact, and a separate
Abilities Attack roll is made against
As the name indicates, each figure (friend or foe)
a weapon-based ability is within this radius. These
tied to one of a figure’s should be carried out as
weapons, and normal ranged Attacks in
would therefore all respects, using the range
only apply to die appropriate to each
actions taken target, not to the point of
with impact. The order in which
that these Attacks are resolved
weapon. is at the discretion of the
acting player.
Area
Effect Chain
Area This designation is valid
Effect only for melee weapons,
weapons and indicates a weapon that
are just is held together by
what (surprise!) a chain (or
they chains): for example, a flail
or morningstar. Such
weapons have the benefit of
ARES: Miniatures Wargaming System - 55

ignoring an opponent’s A figure may borrow the


shield, if present. second action needed to use
a Cumbersome weapon; for
Cone example, a dwarf with one
The Cone special ability action remaining wishes to
is a special condition of the fire his Cumbersome
Area Effect ability. crossbow. He must use his
However, instead of being last action and borrow one
centered on a point of from the next turn in order
impact, the area affected is to do so.
conical in shape; all figures
within a 60º arc in front of Magic
the figure, and extending A Magic weapon gains
out to the maximum range an automatic +1 per die
for the weapon, will be bonus to its Attacks, unless
affected. the target is Magic
As with other Area Resistant.
Effects, a separate Attack
roll must be made against Polearm
each affected figure, using A Polearm is an
the Range die appropriate extremely long weapon,
for each. used to hold opponents at a
distance. This allows a
Tremendous figure using one
A Tremendous weapon to gain a +1 per
inflicts two (2) additional die bonus to its
Wounds whenever it makes Attack roll
a successful Attack. This whenever
means that such a weapon Charging,
will always inflict at least as well as
three Wounds if it hits. a -1
penalty
Cumbersome to all
A Cumbersome weapon enemy
requires two actions to use.
Examples would be a
crossbow, which needs the
extra action to reload, or a
very heavy war hammer
that throws its wielder off-
balance.
56 - Majestic Twelve Games

Charges against this figure results in no damage, the


from the front. Persistent marker is
removed, as the weapon
Persistent has spent itself. However, if
Some weapons will have the roll results in one or
the Persistent ability; this more hits, the damage is
means that when a target is applied and the marker is
hit with such a weapon, it left in place. The procedure
will continue to suffer ill is repeated each turn until
effects for some time no damage is inflicted.
afterwards. Examples would
be poison spit from a giant Powerful
cobra, or burning pitch A powerful weapon
launched from a siege inflicts +1 wound whenever
tower. it makes a successful
Whenever a figure takes Attack. This means that a
damage from a Persistent powerful weapon will
weapon, place an always inflict at least 2
appropriate marker next to wounds if it hits.
it. Whenever such a figure
is activated, make a special Repeating
damage roll. Two of the A weapon with the
appropriate damage dice Repeating ability can attack
are rolled against numerous times in one
two of the action: no real-world
appropriate armor medieval examples spring to
dice (e.g., if the mind, but one can assume
weapon has a there could be magical
D6 and/or fantastic equivalents
damage of the submachine gun...
die, and Whenever a Repeating
the target weapon causes a wound, it
has D8 can immediately make
armor, another Attack: this Attack
2D6 are must be made against the
rolled original target. This
versus continues until the weapon
2D8). If fails to cause a wound.
this roll All subsequent Attacks
from a Repeating weapon
are made with just two dice,
ARES: Miniatures Wargaming System - 57

even if the attacker made a Description


combined Attack, or has the Typically, a War
Secondary Attack ability. Machine will consist of the
Likewise, if the defender vehicle itself (the “chassis”,
Dodges or Parries the if you will) and the animals
Attack, the third die is only pulling it, plus at least one
used in defense of the first person/creature as a driver.
attack roll. The most common Machine
found on a battlefield is the
Weak chariot; however, wagons
A weapon designated as and carts fall into this
Weak will never cause more category as well.
than one wound in a single Exceptionally large mounts
Attack, regardless of the may also be treated as War
success level. Machines, such as an
elephant with a howdah.
CHAPTER NINE: We’re sure someone will
WAR MACHINES end up using these rules to
create a clockwork tank,
In which we learn the
steam-driven APC, or
measure of a man is the size
somesuch contraption, so
of his chariot.
we might as well say at the
beginning that these “auto-
he ARES rules were
mobiles” are
designed primarily
perfectly
as a skirmish-level
acceptable too;
game; i.e., small
although
bands of warriors fighting
whether
one-to-one, with no massed
any self-
formations and nothing
respecting
larger than a good-sized
orc
warhorse.
would
Of course, there’s also a
be
lot of fun to be had outside
those constraints. Thus, we
provide the following rules
for the addition of vehicles
to the ARES game.
Enjoy!
58 - Majestic Twelve Games

caught dead riding in such Individual, Leader, and


a thing is far from certain... Trample special abilities.
Unless specifically
contradicted in this chapter, Basing
all rules apply to War As War Machines will
Machines in the same way come in all shapes and
as they do for infantry and sizes, there can be no
cavalry figures. standard base size applied;
simply use whatever will fit.
Figure Characteristics
The characteristics for a War Machine Units
War Machine are exactly A War Machine and all
the same as for any other passengers are considered a
figure. These values single unit. Keep in mind
represent the Machine, the rules for Individuals
draught animals and and Leaders in a unit, as all
driver/crew; any passengers Machines have both of
need to have their own those special abilities.
characteristics and point Once passengers
value. disembark, they become a
War Machines should separate unit unto
never be given a shield. The themselves; all figures that
Backstab, Cavalry, Flyer, disembark from a given
Hide, and Leap Machine on a given turn
special abilities are considered a single
are forbidden to unit. However, if any of
Machines. All these figures board the
Machines Machine once more, they
must rejoin the Machine’s unit
have the immediately.
Please note that no
figure should be allowed to
activate more than once in
a single turn. For example,
if a figure is activated in
order to board a War
Machine, it should not then
activate as part of the
Machine’s unit until the
following turn.
ARES: Miniatures Wargaming System - 59

Movement forests, across rubble, up or


There are a few special down hills, etc. This may
considerations that need to seem unduly harsh, but
be made when moving War consider that terrain
Machines. significant enough to be
Machines cannot Go represented on the
Prone, and since they are wargaming table will be of a
able to move freely out of severe nature; e.g., that
melee contact, there is no gently rolling hill is in
need for them to Withdraw, “reality” a steep and
either. imposing incline, that stand
of trees is actually dense
Turning forest with rough
Because they are underbrush, and so on.
generally unwieldly
compared to infantry and Combat
cavalry, War Machines are Attacking with a War
limited in their ability to Machine is identical to
maneuver. They may only making an Attack with any
make ONE turn, of up to other figure. Any enemy
90º, during a single figure in base-to-base
Movement action; further, contact with a Machine can
the machine may never be Attacked in Melee
move farther AFTER this Combat, and
turn than it did BEFORE. Machines have a
For example, let us 360º arc of fire for
consider a chariot that Ranged
moves 3” and then decides Attacks.
to make a 60º turn. After War
this turn is completed, the Machines
chariot would only be able can
to move another 3”, or the never
remainder of its movement Dodge
allowance, whichever is or
lower. Parry.

Terrain
War Machines may not
enter any terrain other than
open, level ground. They
may not move through
60 - Majestic Twelve Games

Trampling and Armor are each a


Because of their nature, measly d6. The chariot’s die
all War Machines have the roll is 11, while the goblin
option of performing a rolls a 1 and a 3, for a total
special Movement/Attack of 4. This results in 2
action; this is called a Wounds to the goblin, as 11
Trample. is more than twice 4.
In order to perform a The following modifiers
Trample, the War Machine affect a Trample Attack:
must move in a straight line
for at least half its Attacker is faster*: +1
Movement value. Any figure Attacker is larger**: +1
whose base is crossed by Defender is faster*: -1
the Machine’s base during Defender is larger**: -1
this move is affected by the Defender is prone: +2
Trample. Flank Attack: +1
To resolve the Trample,
conduct a normal Attack *A figure is “faster” if it
roll, using the Machine’s has a higher Move value,
Close Combat and Trample regardless of how far it
Damage dice, and the moved in the current turn.
target’s Close Combat and **A figure is “larger” if it
Armor dice. has more Wounds
For example, remaining, regardless of
a chariot is Scale.
Trampling a
goblin; the Scale modifiers also
chariot has affect the roll. There is no
Close such thing as a combined
Combat Trample Attack.
d8, and A figure about to be
a Trampled may Dodge, or, if
Trample it has a Held action, it may
Damage attempt to move out of the
of d10; way. By using its Held
the action, the figure may move
goblin’s a distance up to its
Close Movement value; if this is
Combat enough to get out of the
path of the Machine, then
the Trample is avoided. The
ARES: Miniatures Wargaming System - 61

decision to Dodge or move to how a Machine and its


out of the way must be passengers are allowed to
announced before the take their actions.
Machine has moved. The Machine first takes
After the War Machine an action (or passes on an
has moved, if its base is action). Then, the
still overlapping the base of passengers take their
another figure, that figure actions normally.
can be moved the minimum Afterwards, the Machine
distance necessary to get may take its remaining
out from under the action(s).
Machine. Such a figure will
then be in melee contact Boarding & Exiting
with the Machine; however, Passengers may only
this cannot be used to move get on or off a War Machine
into melee contact with any if it has come to a complete
other opposing figure. stop (“Ladies and
gentlemen, please remain in
Passengers your seat with the seatbelt
As stated earlier, a War fastened...”) To reflect this,
Machine may carry passengers may not board
passengers. How many is a or exit a Machine if the
matter of some variance; as action taken immediately
with much of the rest of prior by the
these rules, it is left up to Machine was a
the players to be flexible. As Move, Charge, or
a rule of thumb, if a figure Sprint
(or figures) can physically action. The
be placed into the act of
Machine’s model, then they getting into
can be carried as or out
passengers. of a
Only infantry may be
carried as passengers; even
if a cavalry model physically
fits within the War Machine,
it cannot be a passenger.

Activation
To avoid certain abuses,
there are some restrictions
62 - Majestic Twelve Games

Machine takes one action Combat


on the part of the Regardless of their
passenger. position within the Machine
For example, an elven model, all passengers have
archer wishes to get off the a 360º arc of fire for Ranged
chariot in which he is Attacks, and can make
riding. The chariot will first Melee Attacks against any
need to perform a non- enemy model in contact
movement action (or, with the Machine’s base.
alternatively, spend an The reverse is also true; any
action simply doing figure in contact with a
nothing). Then, the archer Machine’s base may choose
may use one of his actions to attack either the Machine
to exit the chariot, being itself or any one of the
placed anywhere in base-to- passengers.
base contact with it. The Ranged Attacks against
archer may then take his a War Machine can be made
remaining action(s), after against the Machine itself
which the Machine can with no penalty; Attacks
complete its own activation. against an individual
A figure may not passenger incur a -1 per die
disembark a War Machine penalty.
into base-to-base contact While Machines
with an enemy themselves cannot Dodge or
figure. Thus, if a Parry, passengers may do
Machine is so normally.
entirely
surrounded, no Wounding & Death
one may Wounds are kept track
leave the of for the War Machine itself
Machine. as well as for each
passenger. Should the War
Machine be “killed”, it is
immediately removed from
the board, and all
passengers are placed on
the table in the position last
occupied by the Machine.
ARES: Miniatures Wargaming System - 63

Morale itself over countless games,


While riding in a War and is about as close to
Machine, no passenger will perfection as we’re going to
ever Rout; thus, if a figure get.
is already Shaken, a failed
morale test will have no Determining a Figure’s
further effect. The Machine Characteristics
itself may still Rout, First off, it should be
however. If it does so, all mentioned that there are no
passengers are carried off limitations imposed on this
the board along with the process, only suggestions. If
Machine. you want your figures to be
great at everything, so be it:
EPILOGUE: RATING you’ll just have to learn to
THE TROOPS live with excessively high
In which we learn the Combat Ratings.
Super-Secret Formula.
Wounds
inally, the part The average human
you’ve been waiting figure has 3 wounds. Only
for! The Epilogue the most itty-bitty creature
will tell you would have just 1. Cavalry
everything you need to figures should have about
know in order to decide 150% the wounds
upon characteristics for of a comparable
your figures, and more infantry figure;
importantly, to figure out e.g., if a
their Combat Ratings. human
The Combat Rating is a
mathematical computation
used to determine how
effective a figure will be
once it enters into the fray.
Specifically, it is based
upon the number of
wounds a figure is expected
to inflict before it is
eliminated. While no point
system can claim to be
entirely accurate, the
Combat Rating has proven
64 - Majestic Twelve Games

infantryman has 3 wounds, type represents:


a human cavalryman
should have 4 or 5. D4: Unarmored human
D6: Leather jerkin
Movement D8: Chain mail
Normal human speed is D10: Plate armor
about 4” per action, while a D12: Nearly
warhorse and rider should impenetrable
move about 6”. Obviously,
figures of different races Close Combat Die
may be faster or slower The average ability is
than this. D6; untrained troops would
have a D4, while
Morale exceptional ones might have
As stated in the rules, D8 or D10. D12 should be
the maximum morale score reserved for incredibly
is 5, while the lowest skillful and/or powerful
possible rating is 1; the figures.
average is 2. Only
exceptional figures should Ranged Combat Die
be given a morale higher This is similar to the
than 3. close combat die. Figures
without missile weapons
Armor Die have no ranged combat
The following dice.
will give you some
idea of how Weapons
much Every figure must have
one melee weapon and no
more than one missile
weapon.
Damage dice represent
roughly the following
damage potential:

protection
each die
ARES: Miniatures Wargaming System - 65

D4: Dagger/sling determined ahead of time,


D6: Short sword/javelin and noted in its description
D8: Long sword/bow (see Chapter Seven:
D10: Broad sword/long Magic). Every spell must
bow have an associated spell
D12: No weapon more die, which shows the
powerful figure’s skill in that
particular enchantment.
Melee weapons have Again, D6 would be an
only a damage die. while average, with D4 and D8
missile weapons must also being common variations.
be given a range factor: D12 should rarely be used.

RF 1: Thrown weapons The Combat Rating


RF 2: Sling/javelin Once all of a figure’s
RF 3: Short bow characteristics have been
RF 4: Crossbow fixed, the Combat Rating
RF 5: Long bow can be computed.
The formula is as
Magic Die follows:
Whether or not the The square root of:
figure will be able to cast Wounds x Morale x Armor
spells, it should be given a Factor x Weapon Factor x
magic die. The average is Special Factors
D6; weak-minded creatures
should have a D4, while The Armor
those who are magically Factor
resistant and/or have a The
high degree of magical armor
aptitude should have a D8 factor is
or even D10. D12 should be found
reserved for only the most by first
powerful of spellcasters. cross-
If players do not intend
to use magic in their games
at all, this characteristic
may be dispensed with.

Spells
The specific spells that
a figure may cast must be
Dice Modifiers Chart

Primary Secondary Die


Die D4 D6 D8 D10 D12
D4 1.5 2 2.5 3 3.5
D6 2.5 3 3.5 4 4.5
D8 3.5 4 4.5 5 5.5
D10 4.5 5 5.5 6 6.5
D12 5.5 6 6.5 7 7.5

referencing the figure’s D4: x0.67


close combat die with the D6: x1
armor die on the Dice D8: x1.33
Modifiers Chart (above); the D10: x1.67
close combat die is the D12: x2
primary die, while the
armor die is the secondary. If the figure has Magic
Add +1 to this number if Resistance, add +0.25 to
the figure is carrying a this modifier.
shield.
The figure’s magic die Weapon Factors
must also be taken into The melee weapon
account. Apply the following factor is equal to the
multiplier to the above figure’s movement times the
result: result of cross-referencing
the close combat die
(primary) with the weapon’s
damage die (secondary) on
the Dice Modifiers Chart. If
the weapon is Magical, add
+1.5 to the result from the
chart, while a Polearm must
add +1.
If the figure has the
Multiple Attacks ability,
compute the weapon factor
for eachweapon separately.
The missile weapon
factor is equal to five times
the range factor, multiplied
by the result of cross-
referencing the ranged
combat die (primary) with
ARES: Miniatures Wargaming System - 67

the damage die (secondary). factors, the lower number is


If the weapon is Magical, divided by 2; if there are
add +1.5 to the result from three weapon factors, the
the chart. lowest is divided by 3, while
If a figure’s weapon has the middle is divided by 2;
any special abilities, these and so on.
need to be taken into For example, if a figure
account, multiplying the has a melee weapon factor
weapon factor by the of 30 and a missile weapon
appropriate number(s): factor of 40, the overall total
is 55 (40 + 30/2). If the
Area Effect: multiply figure also had a spell with
by radius in inches a weapon factor of 50, the
(Area Effect 1 = x1.5) total is 80 (50 + 40/2 +
Chain: x1.5 30/3).
Cone: multiply by the
weapon’s range factor Special Factors
Cumbersome: x0.5 All special abilities of
Persistent: x2 the figure have an
Powerful: x2 associated multiplier that is
Repeating: x2 applied to the formula:
Tremendous: x3
Weak: x0.5

Each spell known by


the figure also has a
weapon factor; this is equal
to the number of spell
points times the result of
cross-referencing the magic
die (primary) with the spell
die (secondary) on the Dice
Modifiers Chart.
If the figure has the
Trample special ability,
compute the weapon factor
for this attack as well.
All of the weapon
factors are then combined
into a single number. If
there are two weapon
68 - Majestic Twelve Games

Backstab: x1.5
Cause Fear: x1.5
Cavalry: x2
Ethereal: x1.5
Fanatic: x1
Fearless: x1.25
Ferocious: x1.25
First Strike: x2
Flyer: x2
Glass Jaw: x0.75
Group Attack: x1.5
Heroic: x2
Hide: x1.5
Individual: x1.5
Keen Senses: x1.25
Leader: x1.5
Leap: x1.25
Missile Resistant: x1.25
Quick: x2
Regenerate: x2
Scale -2: x0.5
Scale -1: x0.75
Scale 0: x1
Scale +1: x1.5
Scale +2: x2
Scale +3: x3
Secondary Attack: x1.5
Slow: x0.75
Snap-Fire: x1.5
Thick Skull: x1.25
Taunt: x1.5
Terrain Specialist: x1.25
Thrust: x1.25
War Machine: x0.67

These factors are cumulative; for


example, a Cavalry figure with the Quick
special ability would have an overall
special factor of 4 (2 x 2).
ARES: Miniatures Wargaming System - 69

An Example 2 x 2 x 5.33 x
Let us say we have an (45 + 20/2)
elf figure with the following 2 x 2 x 5.33 x 55
profile: 4 x 5.33 x 55
21.33 x 55
Elf Swordsman 1173.33
Wounds 2 Move 5”
Morale 2 Armor D6 The square root of
Close Combat D8 1173.33 is 34.25, which
Ranged Combat D6 rounds down to 34.
Weapons: Simple, huh?
Sword (D6)
Short bow (3/D6) SAMPLE FIGURE
Magic D8 TYPES
Spells:
None
Special: None De Rompot’s Guard (38)
Wounds 4 Move 4”
The armor factor would Morale 2 Armor D10
be 5.33 (primary D8 and Close Combat D10
secondary D6, times a Ranged Combat n/a
multiplier of 1.33 due to the Weapons:
magic die, D8); the melee Pike* (D10)
weapon factor is 20 Magic D6
(primary D8 and secondary Spells:
D6, times a movement of 5); None
and the missile weapon Special:
factor is 45 (primary D6 *Polearm
and secondary D6,
multiplied by 5 times a
range factor of 3, or 15).
Therefore, the formula
looks like this:
70 - Majestic Twelve Games

Demonic Minion (225) Dwarf Crossbowman (38)


Wounds 5 Move 4” Wounds 4 Move 3”
Morale 3 Armor D8+ Morale 1 Armor D6
Close Combat D8 Close Combat D6
Ranged Combat D8 Ranged Combat D8
Weapons: Weapons:
Flaming Blade (D8) Knife (D4)
Hellfire (4/D8) Crossbow* (4/D8)
Magic D10 Magic D6
Spells: Spells:
Deathknell (D8) None
Souldrain (D10) Special: Magic Resistance,
Special: Cause Fear, *Cumbersome, Powerful
Regenerate
Dwarf Chopper (48) Elf Bowman (37)
Wounds 5 Move 3” Wounds 2 Move 5”
Morale 4 Armor D8 Morale 2 Armor D8
Close Combat D10 Close Combat D6
Ranged Combat n/a Ranged Combat D8
Weapons: Weapons:
Axe (D8) Dagger (D4)
Magic D6 Bow (3/D8)
Spells: Magic D8
None Spells:
Special: Magic None
Resistance Special: None

Elf Hero (131)


Wounds 4 Move 7”
Morale 4 Armor D10+
Close Combat D10
Ranged Combat n/a
Weapons:
Flail* (D8)
Magic D8
Spells:
None
Special: Cavalry, *Chain
ARES: Miniatures Wargaming System - 71

Elf Mighty Hero (187) Frogketeer (64)


Wounds 5 Move 10” (Amphibians and muskets; a
Morale 5 Armor D10+ frightening combination!)
Close Combat D10 Wounds 3 Move 6”
Ranged Combat n/a Morale 3 Armor D8
Weapons: Close Combat D4
Mace* (D10) Ranged Combat D10
Magic D8 Weapons:
Spells: Musket, as club (D6)
None Musket, fired (5/D8)
Special: Cavalry, *Magical Magic D6
Spells:
Elf Pikeman (38) None
Wounds 2 Move 5” Special: Leap
Morale 3 Armor D8
Close Combat D8 Hell Dog (44)
Ranged Combat n/a Wounds 2 Move 12”
Weapons: Morale 2 Armor D8
Pike* (D8) Close Combat D8
Magic D8 Ranged Combat n/a
Spells: Weapons:
None Hellfire (D12)
Special: *Polearm Magic D8
Spells:
Elf Swordsman (34) None
Wounds 2 Move 5” Special: Cause
Morale 2 Armor D6 Fear
Close Combat D8
Ranged Combat D6
Weapons:
Sword (D6)
Short bow (3/D6)
Magic D8
Spells:
None
Special: None
72 - Majestic Twelve Games

Human Hero (110)


Wounds 6 Move 6” Human Noble (134)
Morale 4 Armor D10+ Wounds 6 Move 5”
Close Combat D10 Morale 5 Armor D10
Ranged Combat n/a Close Combat D10
Weapons: Ranged Combat n/a
Mace (D10) Weapons:
Magic D6 Sword* (D10)
Spells: Magic D8
None Spells:
Special: Cavalry None
Special: Cavalry, *Magical
Human Knight (88)
Wounds 6 Move 6” Human Longbowman (40)
Morale 4 Armor D10+ Wounds 3 Move 4”
Close Combat D8 Morale 2 Armor D6
Ranged Combat n/a Close Combat D4
Weapons: Ranged Combat D8
Sword (D8) Weapons:
Magic D6 Dagger (D4)
Spells: Longbow (5/D10)
None Magic D6
Special: Cavalry Spells:
None
Special: None

Human Mounted Archer


(99)
Wounds 6 Move 7”
Morale 3 Armor D8
Close Combat D6
Ranged Combat D8
Weapons:
Sword (D6)
Bow (3/D8)
Magic D6
Spells:
None
Special: Cavalry
ARES: Miniatures Wargaming System - 73

Human Pikeman (27) Orc Bowman (24)


Wounds 3 Move 4” Wounds 3 Move 4”
Morale 2 Armor D8 Morale 2 Armor D6
Close Combat D6 Close Combat D4
Ranged Combat n/a Ranged Combat D6
Weapons: Weapons:
Pike* (D8) Dagger (D4)
Magic D6 Short bow (3/D6)
Spells: Magic D6
None Spells:
Special: *Polearm None
Special: None
Night Stalker (218)
Wounds 5 Move 5” Orc Swordsman (51)
Morale 5 Armor D10 Wounds 4 Move 4”
Close Combat D8 Morale 5 Armor D6+
Ranged Combat n/a Close Combat D10
Weapons: Ranged Combat n/a
Sword* (D12) Weapons:
Magic D8 Sword (D8)
Spells: Magic D6
Darksphere (D6) Spells:
Stoneskin (D8) None
Special: *Powerful Special: None

Ogre (83)
Wounds 8 Move 3”
Morale 8 Armor D10
Close Combat D10
Ranged Combat n/a
Weapons:
Claws (D10)
Magic D6
Spells:
None
Special: None
74 - Majestic Twelve Games

Orc Wolfrider (95) Saurian (111)


Wounds 6 Move 7” Wounds 5 Move 5”
Morale 3 Armor D10+ Morale 3 Armor D6+
Close Combat D8 Close Combat D10
Ranged Combat n/a Ranged Combat n/a
Weapons: Weapons:
Spear* (D10) Sword (D8)
Magic D6 Magic D8
Spells: Spells:
None None
Special: Cavalry, *Polearm Special: Quick, Leap,
Secondary Attack
Rat-Man (19)
Wounds 3 Move 6” Skeleton Rider (111)
Morale 1 Armor D8+ Wounds 7 Move 8”
Close Combat D8 Morale 4 Armor D8
Ranged Combat n/a Close Combat D10
Weapons: Ranged Combat n/a
Long Knife (D6) Weapons:
Magic D4 Sword (D10)
Spells: Magic D4
None Spells:
Special: Magic Resistance None
Special: Cause Fear,
Cavalry

Skeleton Warrior (22)


Wounds 3 Move 4”
Morale 2 Armor D8+
Close Combat D8
Ranged Combat n/a
Weapons:
Rusty Weapon (D8)
Magic D4
Spells:
None
Special: Cause Fear
ARES: Miniatures Wargaming System - 75

ARMY LISTS that they more closely


approximate your own
concept of what a Vermin
The rest of this
Mousling should be like.
book is devoted to
(2) These army lists are
troop lists for a
also intended as inspiration
dozen different
for those who would like to
army types; from quasi-
create comprehensive army
historical warriors, like the
lists of their own. Take a
Teutonic and Frankish
look at how we’ve done it,
knights, to creatures of
and take or leave whatever
high fantasy, such as
you find at your whim. Like
dragons and swamp trolls.
everything else with ARES,
there are no artificial
Why Army Lists? restrictions imposed upon
It is impossible to your imagination. And if
encompass the entire our humble attempts
pantheon of historical and inspire you to create an
fantasy wargaming figures exhaustive list of the
on the market today — it’s combatants from the War of
a good thing that wasn’t our Austrian Succession in
intention. Instead, we hope ARES stats, so much the
to do two things with the better.
following pages: For our part,
(1) This should be an we intend this
excellent reference for product as only
players who do not wish to the
take the time to come up beginning;
with statistics for every these army
figure in their collection. lists
Simply gather your forces seemed
together, select an army list the
that seems to fit, and pick best
the various troop types that place
are most like the miniatures to
you wish to use. Of course, start,
there is no reason you can’t as
tweak them here and there; most
using our creation
guidelines, it should be an
easy thing to modify the
various soldiers herein so
76 - Majestic Twelve Games

players are familiar with the pseudo-medieval/fantasy


setting, and likely have many suitable figures already.
However, in the near future we hope to release a number
of “sourcebooks” detailing a variety of historical and not-
so-historical armies for use in your ARES games. So, if
you’ve ever wanted to pit that Roman legion of yours
against your best friend’s orc hordes, and you aren’t quite
ready to expend the energy to write up stats for all those
miniatures, just wait; we’ll be with you in just a little bit.
Anyway, on with the lists!

How To Read The Army Lists


While the army lists are relatively self-explanatory,
there are a few things which should be mentioned.
Most figure types have several “options” which can be
selected; for example, “Shield” or “Armor Upgrade”. In
these cases, only the changes from the basic figure are
listed; if no value is listed for a given characteristic, it
defaults to the value above it.
For example, consider the following figure:

Troop Type Wnd Mov Mor Arm ...


Hero (1) 4 4” 3 d6 ...
Heroic, Individual OR Leader
+Shield 3” d6+ ...
•Armor Upgrade d8 ...
+Shield d8+ ...

You will note that, when the Hero is given a shield, his
Movement score drops from 4” to 3”, and his Armor die
becomes “d6+”, as opposed to plain “d6”. As the rest of the
values are blank, they are unchanged. When the Armor
Upgrade is selected, only the Armor die changes, from
“d6+” to “d8”; the Movement score remains at 3” (as this is
the most recent listed value), and all other characteristics
default to the basic figure’s stats.
ARBARIANS
WARVES
RANKISH
OBLINS
IGH ELVES
OBGOBLINS
ONSTERS
RCS
EUTONICS
ERMIN
AR MACHINES
OOD ELVES
(___) (___)
Wounds ___ Move ___” Wounds ___ Move ___”
Morale ___ ArmorD___ Morale ___ ArmorD___
Close Combat D___ Close Combat D___
Ranged Combat D___ Ranged Combat D___
Weapons: Weapons:
(D___) (D___)
(D___/___) (D___/___)
Magic D___ Magic D___
Spells: Spells:
(D___/___) (D___/___)
(D___/___) (D___/___)
(D___/___) (D___/___)
Special: Special:

(___) (___)
Wounds ___ Move ___” Wounds ___ Move ___”
Morale ___ ArmorD___ Morale ___ ArmorD___
Close Combat D___ Close Combat D___
Ranged Combat D___ Ranged Combat D___
Weapons: Weapons:
(D___) (D___)
(D___/___) (D___/___)
Magic D___ Magic D___
Spells: Spells:
(D___/___) (D___/___)
(D___/___) (D___/___)
(D___/___) (D___/___)
Special: Special:

Unit Command Distance:


[ 1” ][ 2” ][ 3” ][ 4” ][ 5” ][ 6” ][ 7” ][ 8” ]
[ 9” ][ 10” ][ 11” ][ 12” ][ 13” ][ 14” ][ 15” ][ 16” ]
[ 17” ][ 18” ][ 19” ][ 20” ][ 21” ][ 22” ][ 23” ][ 24” ]

Unit Morale Rating:


[1 ][ 2 ][ 3 ][ 4 ][ 5 ][ 6 ][ 7 ][ 8 ]
[9 ][ 10 ][ 11 ][ 12 ][ 13 ][ 14 ][ 15 ][ 16 ]
[ 17 ][ 18 ][ 19 ][ 20 ][ 21 ][ 22 ][ 23 ][ 24 ]

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