Send any comments at: firstname.lastname@example.org Return to Home page. Initiative ---------- - All units are rolled and the initiative of a unit is the total of maneuver points it rolled. - The combat round starts with the units with the highest maneuver total. - When it's time to start actions, randomly select(d10) any ties in initiatives. - The initiative is also the number of possible actions for a unit. - A rolled initiative of 0 still give 1 action. - Each action lower the initiative by 1(but if the initiative becomes 0, no more actions may be performed by that unit). Action ------ - To make an action that requires a die roll, simply roll the die and count the number of points. - You must tell your action to the DM beforme rolling the die. - Type: pass Move: - Move up to 5 squares, each time a treat zone is evaded, the opponent gets an immediate skirmish attack targeting the mover) Magic: - Only one spell per action can be casted. - See the spell descriptions for more details. Melee: - Attack a single target with a melee weapon. - There are two kind of melee actions: - Skirmish: Each melee point count as 1 damage. - Charge: Move up to 4 squares and make a skirmish attack. If the target is still alive it gets a immediate skirmish attack targeting the attacker. Missile: Attack a single target with a range weapon. - If a unit is forced to flee, it must move away 5 squares from the target(In strait line unless it can't). Immediate skirmish attacks against the fleeing unit still apply if treat zones are evaded in the process. Skill and ability checks ------------------------ - Any unit may attempt any skill or ability checks. - The DM determine the difficulty level of the task. - the unit must roll a number of required points at least equal to the level of the task (Health = normal, Health + 1 = difficult, etc). - If the task requires dexterity, maneuver points are needed. - If the task requires strengh or constitution, melee or missile points are needed. - If the task requires intelligence or wisdom, magic points are needed. - If the task requires charisma, role-playing is required but if die roll is needed, each side rolls for ID. Reroll until one side wins. - Perception check requires maneuver or magic points. Damage ------ Each time a unit receives some damage this unit must be rolled. - Save: each point rolled reduce the damage by one. - Maneuver: If the number of points rolled is equal to the damage, the unit dodge the source of the damage unless the damage is undodgeble(Up to the DM). - melee: If the number of points rolled is equal to the damage, the unit parry the source of the damage unless the damage cannot be parried(up to the DM). Units ----- - If the unit possess a mount replace the actual unit by the cavalry unit of the same health. - Level 1 to 3 = 1 Health Dice. - Level 4 to 6 = 2 Health Dice. - Level 7 + = 3 Health Dice. - 4 points unit are considered LVL 10+. The PC can become a Lord, master, King or slayer under special circonstances. - Dragons are considered lvl 13+ and heavy units. Fatigue Points and life points ------------------------------ - All LVL 1 units start with 1 LP and 1 FP. - LP and FP gained depending of the kind of the unit: -Heavy units = Each LVL FP:1, LP:1 -Light units = Even LVL FP:1, Odd LVL LP:1 -Missile Units = Odd LVL FP:1, Even LVL LP:1 -Magic Units = Each 2 LVL FP:1, LP:1 - Cavalry units = The FP and LP of the mounted unit doesn't change. - Fatigue points are lost first and are fully recovered after combats. - Life points are lost after all fatigue points are lost and characters recover 1 LP per day. - 0 LP means that the unit is unconscious and dies when it reachs -H. Range ----- - The range of a spell is 15 square. - Missile range is within 7 squares of the target(including the target zone). The attacker gets a -1 to missile for each 2 squares beyond the first five. - Missiles cannot be fired from to a target in the treat zone of the source and if the source ignore a unit in its treat zone to fire at another unit, the unit in the treat zone has a free attack. - If a source fire at someone but it's half hidden(by someone or something), it must make a medium maneuver check. If the target is fully hidden, the source must make a difficult check. You may use a rule to determine if the target is half or fully hidden but it's usualy obvious. - Teleport range is 15 squares(from the source of the teleportation). - The threat zone of a target is all squares in front and the 2 squares beside the target. XPs and raising in level ------------------------ - LVL X needs ((X-1) * 10) XPs - Combat: Add all killed units level from the opponent side and distribute then equaly(round up) among all units in the players side that participate at the combat. This is their XPs. - Skills: The difficulty of the skill will become the XP for the unit that successfully make the skill. - Abilities: Usualy give no XPs. Luck point. ----------- - Each time a PLAYER rolls an ID Icon, that player gains 1 luck point. - A player may spend a luck point to reroll his character die.