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Initiative
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  - 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
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  - 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
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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
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  - 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
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  - 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.
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  - 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.