Beruflich Dokumente
Kultur Dokumente
by Daniel Kast
& Kevin Smith
GAME DESIGN
Daniel S. Kast
ARMY LISTS BY
Kevin Smith
DEVELOPMENT ASSISTANCE
David Eynon, Brian Jurczyk, Kevin Smith, Derek Rompot
www.mj12games.com
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
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)12”
Turning
As mentioned above,
figures are allowed to
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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.
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Death
As figures take damage,
the number of wounds they
have is reduced until they
have none left, at which
point things look rather
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Shaken Figures
A figure that fails a
morale test will become
shaken. While shaken, an
appropriate marker should
be placed next to the figure.
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Basic Terms
Before we get into
specifics, a few handy
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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
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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.
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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
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Terrain
War Machines may not
enter any terrain other than
open, level ground. They
may not move through
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Activation
To avoid certain abuses,
there are some restrictions
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protection
each die
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Spells
The specific spells that
a figure may cast must be
Dice Modifiers Chart
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
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:
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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
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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: