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Descripción: rules for a game called dixit
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MEANING OF VASTU, REMEDIES FOR CONSTRUCTION MADE AGAINST THE PRINCIPLES OF VASTU,WITHOUT MANUPULATING CONSTRUCTION, HOME ACCORDING TO VASTU SOME USEFUL TIPS BASED ON VASTU, IDEAL HO…Full description
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nadi rules
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S u m m a r y
m o v e
S h o o t
p
Give Orders
p
siGht t arGets
p
rOll tO hit
p
MOve Or PivOt
p
rOll tO hit
p
rOll d aMaGe
p
MOve CharGers
p
rOll d aMaGe
p
reCOrd d aMaGe
p
reCOrd d aMaGe
p
test Nerve
p
test Nerve
p
reGrOuP
p Form-U Units
m o v e
MOve Orders
Halt* Advance At the Double Sidestep/Back Change Facing Charge!†
m e l e e
m e l e e
rOll x a t d6 ≥ shOOter ’s Me± M Odifiers tO hit .
No Movement Move orwards ≤ Sp" and (x1) ivot ≤ 90° Move orwards ≤ x2 Sp" Can’t Shoot Move sideways or backwards ≤ ½ Sp" Pivot ≤ 360° but don’t move Move orward ≤ x2 Sp" into combat
* All units not halted have -1 to shooting to hit rolls † he target unit must be within the charging unit chamion’s LOS
rOll ≥ t arGets de tO daMaGe. reCOrd daMaGe.
p Remember modifers e.g terrain, crushing, anks p Resolve each combat separately, in order. p Roll 2x At D6 or charging side lanks. I charging rear lank or any lank o a War Engine roll 3x At D6 p Test nerve at the end o each combat and regroup. I target has been routed you may move orward D6" or D3" backwards, i not move all units 1" apart (as Form-U).
and ≤ x2 Sp" or a unit to charge and there must be room on the board
Z o m b i e
or all units to contact.
p War Engines cannot move At Te Double p Dicult Terrain halves Sp Except when charging p Obstacles revent moving At Te Double but not Charging, but coners -1 to hit i the target unit is behind the obstacle, or the charger has gone through obstacle or dicult terrain when charging. p Form-up by aligning charging unit’s chamions to the centre o the target’s lank— multile chargers share sace equally. Move all other units ≥ 1" aart.
r u l e S
p Reer to the Kings o War ruleset or standard rules. p Zombies are immune to Rebel Yell. p Relace each routed enemy unit with a Zombie unit o the next smallest size during Regrou. p May deloy reserved units in Give Orders on a roll o 5+. N e r v e
rOll 2d6 aNd add the daMaGe takeN by the uNit, S h o o t
rOll x a t d6 ≥ shOOter’s r a± M Odifiers tO hit . rOll ≥ t arGets de tO daMaGe. r eCOrd daMaGe.
p Check modifers (eg moving, extreme range, secial) p ake LOS rom unit’s chamion’s head or cannon’s barrel, -1 to hit or cover, roll 4+ to disute artial LOS, you cannot shoot any unit in combat or charged. p Test nerve or each unit in turn at the end o the phase
theN subtraCt the tarGet uNit ’s Ne ± aNy MOdifiers .
Results: ≤ 7 No efect, regrou (also i rolls ‘snake eyes’) 8, 9 Wavering, cannot Charge/At Double, record ≥ 10 Routed, remove or lace Zombies p You cannot shoot i wavering. dePlOy 12" frOM CeNtre liNe Of bOard Parallel tO edGe. rOll hiGh tO sOlve disPutes. 1s tO hit always Miss. 6s always hit but rOll ½ a t if tO hitexCeeds Natural rOll.