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D&D BATTLE RULES

Battle Rules allow players to determine the outcome of large-scale conflicts. The players control one side, and the DM controls the other.

SETUP
Each side starts the battle with a pool of 20 Action Points (AP). Players spend AP to draw Battle Cards and move units, placing spent AP into a discard pile. Each side has a deck of Battle Cards that represent their available orders. The deck is placed face down in front of them. As cards are spent, they are placed into a discard pile. Starting Units are then placed: Players may place their active units anywhere with their deployment zones (as specified by the scenario). Reserve units may start the game off-map (as specified by the scenario). When reinforcements are called in, these are placed into reinforcement zones.

PHASE 1: DETERMINE INITIATIVE


Each side rolls a D20. The side with the highest result gains initiative and becomes the active player. In the case of a draw, roll again.

PHASE 2: CALCULATE ACTION POINTS


Whenever Initiative is rolled: The winner draws Action Points from their pool equal to the difference between Initiative rolls. The loser empties their Action Point discard pile back into their pool.

If the winner runs out of AP, their turn ends and the next initiative roll is automatically counted as a 1. Their face up card remains active for their next turn.

PHASE 3: ORDERS
The active player may now: Spend 1 AP to draw a new Battle Card (discarding their current Battle Card) Spend AP to activate their current Battle Card (see below).

The phase ends once the player has spent all of their available Action Points.

PHASE 4: ONGOING COMBAT


The active player then makes a single attack for each unit engaged in battle. Before counting losses, the opposition player also makes a single attack for each of their engaged unit. Losses are then counted on both sides.

PHASE 5: FLEE

Any currently routing units now take a flee action.

ATTACKING
Resolve attacks as follows: Roll a number of D6 equal to your Strength. For each roll of 5+, you score 1 hit. If you are flanking your opponent, you get a +1 bonus to your roll. You count as flanking if you attack an already engaged unit from the side or rear. If you are charging your opponent, you get a +1 bonus to your roll. If you are firing at long range, you get a -1 penalty to your roll If the enemy is routing, you get a +2 bonus to your Strength.

For each hit, the defending unit rolls a D6. If they score equal to or above their Armour, the hit is deflected. The defender then deducts any hits from their Strength. If they are reduced to 0 Strength, they are destroyed.

MORALE
Any time a unit suffers a hit they must roll a D6 for morale and score equal to or above their morale score. If they are currently flanked they take a -1 penalty If they are under half strength they take a -1 penalty If they are currently routing they take a -1 penalty

If they fail their morale check, they are now routing. COMMAND CARDS Each unit specified by the card may take ONE action, at the cost of 1 Impetus Point EACH. RALLY Each routing unit may make ONE morale check, at the cost of 1 Impetus Point EACH. DELAY This card has no use. Move: The unit moves its speed. Charge: The unit moves its speed to charge an enemy unit. It makes a single attack at +1 and is now in an engagement. Withdraw: The unit withdraws from an engagement by moving 1 square. Flee: The unit withdraws from an engagement by moving its speed +1. Each enemy in the engagement gets a free attack before the unit moves. Attack: The unit makes an attack against one enemy it is engaged with. Fire: The unit makes a single ranged attack against an enemy within range. This action cannot be performed if the unit is currently engaged.

REINFORCEMENTS The player can bring in reinforcements at the cost of 1 Impetus Point EACH.

UNITS
THE DEFENDERS OF MOONSTAIR
The defenders start with 3 units of Elven Archers, 2 units of Town Guards, 3 units of Peasant Levies and 1 Trebuchet. They may deploy anywhere behind the outer wall.

ELVEN ARCHERS
Speed Ranged Power 3 6 Strength Range 3 3/6 Armour Morale 6+ 2+

TOWN GUARDS
Speed Ranged Power 2 3 Strength Range 4 2/4 Armour Morale 4+ 4+

PEASANT LEVIES
Speed Ranged Power 2 3 Strength Range 2 1/2 Armour Morale NA 6+

TREBUCHET
Speed Ranged Power 1 8 Strength Range NA 4/8 Armour Morale NA 4+

Spiked walls: An enemy fighting on a square containing spiked walls has its armour reduced by one. Burning oil: An enemy entering a square of burning oil is attacked: Strength 4.

SKALMADS HORDE
Skalmads army consists of 6 units of Grimlocks, 2 units of Trolls and 4 units of Troglodytes. At the start of the battle, only 4 of these units may be deployed at the edge of the map.

GRIMLOCKS
Speed Ranged Power 2 NA Strength Range 2 NA Armour Morale NA 3+

TROLLS
Speed Ranged Power 2 NA Strength Range 8 NA Armour Morale 5+ 1+

TROGLODYTES
Speed Ranged Power 1 3 Strength Range 3 2/4 Armour Morale 4+ 6+

DEFENDERS OF MOONSTAIR:

COMMAND ELVES

COMMAND ELVES

COMMAND ELVES

COMMAND GUARDS

COMMAND GUARDS

COMMAND GUARDS

COMMAND LEVIES

COMMAND LEVIES

COMMAND LEVIES

COMMAND ELVES

COMMAND ELVES

COMMAND ELVES

COMMAND GUARDS

COMMAND GUARDS

COMMAND GUARDS

COMMAND LEVIES

COMMAND LEVIES

COMMAND LEVIES

COMMAND TREBUCHET

COMMAND TREBUCHET

COMMAND TREBUCHET

DELAY

DELAY

DELAY

RALLY

RALLY

RALLY

RALLY

RALLY

RALLY

RALLY

RALLY

RALLY

SKALMADS HORDE:

COMMAND TROLLS

COMMAND TROLLS

COMMAND TROLLS

COMMAND GRIMLOCKS

COMMAND GRIMLOCKS

COMMAND GRIMLOCKS

COMMAND TROGLODYTES

COMMAND TROGLODYTES

COMMAND TROGLODYTES

COMMAND TROLLS

COMMAND TROLLS

COMMAND TROLLS

COMMAND GRIMLOCKS

COMMAND GRIMLOCKS

COMMAND GRIMLOCKS

COMMAND TROGLODYTES

COMMAND TROGLODYTES

COMMAND TROGLODYTES

REINFORCEMENTS

REINFORCEMENTS

REINFORCEMENTS

DELAY

DELAY

DELAY

RALLY

RALLY

RALLY

RALLY

RALLY

RALLY

RALLY

RALLY

RALLY

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