Caldaern Rulebook
Created by Airis
This is a part of the Rulebook for Caldaern - a homebrew(-ish), tabletop(-ish) wargame (hope to god not -ish) of mine. This is only a part of the rulebook, covering the basic rules for the game. This page will be updated, as I'll continue to translate the rest of the rulebook. In the mean time, most of these rules were playtested and are playable to a degree. Check the discussion page for more details.
For now, Caldaern is using a modified (heavily or not, IDK) Warhammer Fantasy Battle engine, which I am planning to modify till it will stop being a WFB engine and turn into a separate identity. Any help with that is much appreciated.
The main rule of Caldaern
Due to the game has a load of rules, sooner or later you'll end up in a situation, that's not mentioned in rules or that has been written quite unclear. Even if you know the rule, some of the players can be disagreeing with your interpretation of this particular rule for various reasons.
Nobody wants to waste their time on arguing, so be prepared to make a compromise for both players (preferably to benefit/damage them both). If you or your players are more in a mood for polemic – just end the game and find more better players or a time waster.
In short - Don't be a dick or GTFO.
BASIC CONSEPTS (GM)
Measuring distances
In wargames, distances are usually measured in inches (sometimes in centimeters) with the help of a ruler and a tape measure. Unfortunately, no sane GM of a FRPG will do such madness therefore in Caldaern inches were replaces with squares. You can measure your distance in the game any given time.
This will allow you to check if your units are able to shoot or reach the enemy formation. When measuring distances between models always measure from the bases of the models and not from the models themselves. Distances are always measured from and to the nearest model from a unit.
When moving a unit, create an imaginary line between the center of the unit and destination point and move the unit towards it.
Line of Sight
Line of Sight literally determines how much our unit can see on the battlefield. Since you can't ask them about what they see (you know, squares don't talk often), GM will have to determine it by themselves. In many aspects in is usually understandable – if a unit is near a wall or a hill it's logical to assume that it won't see the unit behind it and if two units are on an open field, they perfectly see each other. But sometimes units LoS can't be determined that simply. In these cases, GM must draw a straight line from one unit to the targeted unit. If the line is blocked by an obstacle (be it a terrain element or a unit) – GM must declare that the unit can't see the target.
There is one exception from this rule. Shooting models can draw LoS ignoring the members of it's own unit. It's assumed that these models usually duck in order for the second (or third) line to shoot, thus creating more deadly firepower in the process.
Height
Apart from squares, there is also a height parameter. It determines how long and/or how far is the model or a unit is located. Every unit or terrain element has it's own height. By default the height of normal landscape is 0.
Height Chart | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
0 | Normal Terrain (Plains), River | |||||||||
0,5 | A Standard Cariy (a standard model), Obstacles and Cover | |||||||||
1 | Terrain Elements, Cavalry, War Machines | |||||||||
1,5 | Terrain Elements, Monstrous Infantry | |||||||||
2 | Terrain Elements, Monstrous Cavalry, Monstrous Creatures | |||||||||
2,5 | Terrain Elements, Monsters, Ultra-heavy War Machines | |||||||||
3 | Terrain Elements, Flying units |
Height not only determines units location, but also determines their visibility. Any object of the same or bigger height will be considered as an obstacle while drawing the Line of Sight. A model can move only in those squares of the same height as the unit (a model can't randomly change it's height from 1 to 3 and vise versa). Height change (like when climbing on a hill) goes with double speed (Example: when a model climbed 2 squares of a hill, it will count as if the unit moved on 4 squares). Models change their height by 0,5 (Example: if a model with 0,5 height climbed on a hill, it will count as a 1 height model).
Flying models and height
Flying models are always occupy height 3. If not stated otherwise in flying units chart or special rules it must always be on height 3.
Height and Line of Sight
Units LoS greatly depends on height. When drawing LoS you should always remember targets height. For example, units with 0,5 height can freely see big units, such as 1 or 2 height on a flat field, even if they are behind some cover (they still can't see them if there's a unit or some big obstacle between them, however). Flying units (aka units with 3 height) can be seen anywhere from the field, unless there's a 3 height terrain element.
Height and scenarios
If there's no height pointers in given scenario or a map, it is usually up to players or GM to decide the height of an individual landscape piece. One must always warn the group about the heights – it can change the entire game!
Dice
Most of the game and players actions will be decided by dice. In most cases the game uses a simple D6, but there are some notable exceptions:
Roll a D3
Although rare, you can encounter a D3 dice roll. In case if you're not using a dice generator, use this method of determine the result: roll a D6 and divide the result by two, rounding up the result – 1 or 2 will be equal 1: 3 and 4 will be equal 2; 5 or 6 will be equal 3.
Artillery dice and Direction dice
Caldaern uses two specialized dice: an Artillery dice (a D6 with 2, 4, 6, 8, 10 and “MISFIRE” labeled on them) and Direction dice (a D6 with direction arrows “left, right, up, down, stand” and “HIT” labeled on them). These dice are used in artillery and stormcolor checks. (For GM – I couldn't find any dice gen with these dice therefore to emulate them you could either make them yourselves (blank dice, google/paint, printer and glue to your rescue. Alternatively you can use a soldering-iron on dice) or create your own way of emulating them). Bear in mind, that unless stated, you can't re-roll these types of dice.
Dividing the result
Sometimes, GM has to divide the result of a roll or take a percentage of any in-game values. In that case all fractional should always be rounded to the nearest integer. For example: if you roll a 7 from a 2D6 and you have to divide it by 2, the result will be 4. The same, if you need to determine 10% from a 51 modeled unit – it's 6.
Roll modifiers
Sometimes you have to modify your roll result. This usually states as a D6+ or – the number-modifier, e.g. D6+1 or D6+2. In that case, roll a dice and then add/remove the stated number to/from the result. You can also be required to roll more that one dice in a row, like 2D6 or 3D6. Just roll the required number of dice and add together the result. Sometimes you have to combine the two methods, resulting in a 2D6+5, for example.
Re-rolling
You can re-roll the result, when stated so. Note that the second roll always counts, even if the result is worse that the first time, no matter what. If you want to re-roll 2D6 or 3D6, then you have to re-roll every dice, not just one specific, if not stated otherwise. Remember – any modifier that was used the first time works on re-rolls.
Roll a dice to decide (Dicing)
If the rule states “roll a dice to decide” or “dicing”, GM must roll D6 for every player, and the player that has the biggest result – wins. If the roll is a draw, you have to keep rolling dice till one of the players win. Modifiers count when dicing.
Blast templates and Flamethrower template
Some weaponry and spells have an Area of Effect (aka AoE). To represent it, we use a variety of templates (templates are provided with this rulebook as a separate png. file):
- Small Blast Template (3 squares in diameter)
- Big Blast Template (5 squares in diameter)
- Flamethrower Template (Tear-drop shaped template 8 squares in length)
Templates are used to determine how many models got hit in an AoE attack. Rules about placing the template are usually stated in the description of said attacks, as well as any kind of specific detailed, that may happen with them. To determine the number of hits, place the template above the landing place and see how many models are beneath it. Usually – every model that is fully or partially beneath the template will take a hit. If a model has several Wounds(like Heroes on Monsters or War Machines), than every part of this model, that is under the template is hit. Remember that if a Cavalry models square is placed under the template than both the rider and the mount are taking a hit.
Dice offset
Sometimes the rules state that something (a template, a terrain element or even a whole unit) must make a dice offset. For this we use the Direction dice. Follow the instructions below:
- Place the object by it's standard rules
- Roll a Direction dice and 2D6, to determine the direction and the length of the offset in squares
- If you roll a “stand still” or “HIT”, than the object is not moving anywhere and the 2D6 resulted is ignored.
- If you roll a direction (left, right, up, down), then move the object by a distance, stated in 2D6 roll. In not stated otherwise, obstacles such as other units or landscape are ignored.
- After the object have stopped, play it's impact.
- Some rules state a different number of dice, than 2D6. Just replace the 2D6 with required number.
Keep in mind that Artillery uses Artillery dice to determine Dice offset, unless stated otherwise.
Characteristics Test (Stat Test)
In battle, a model can be made to pass a Stat Test or a Characteristic Test. In order to start the test, roll a D6. If the rolled number is smaller or equal to the characteristic value, then the model passes the test. If the rolled number is bigger than the characteristic value, model fails the test and must suffer the consequences. Remember, that if the roll ends with a natural (i,e a number without any modifiers) 1 – its always a success ignoring any modifiers or characteristic value. Natural 6 – is an instant failure. Models with 0 characteristic value automatically fail the test. If a model or a unit has different values for the same characteristic, it uses the biggest number when passing the test.
Leadership Test
Leadership Tests are essential for Psychology in Caldaern. They are played a little bit differently than Stat Tests.
Roll a 2D6 and compare the result with models Leadership. If the results are equal or bigger that Leadership value, than the test is successfully passed. If the result is smaller, than the model fails the test and must play the Panic rules. If a model or a unit has different values for Leadership, it uses the biggest number when passing the test. Otherwise, the Leadership Test follows the same rules as other Stat Tests.
Basic rules versus extended rules
The Main (or Basic) rules are applied to every model in the game, if not stated otherwise. Rules for movement, shooting, melee and psychology rules are considered as Basic rules and they apply to all Infantry models. Extended rules apply to special types of models, weaponry or special rules that makes this unit more unique than the rest.
Whenever there is an extended rule in play it always prevails over a conflicting Basic rule.
Controlling player versus Opposing player
Sometimes the rule specifically asks the controlling or opposing player to make a specific move or to decide something. In this case – controlling player is player, who's current turn or model is it and the opposing player is his current opponent.
Models and Units. Forming a Unit
One soldier outside of a unit is called “A Model” by the game and it's basic rules. Model is a minimal combat ready unit, which is marked on the map as a single square, if not stated otherwise. In order for the game to represent a wide variety of troops a player can utilize, it uses nine characteristics which describe their physical and, sometimes, it's mental make-up.
CHARACTERISTICS
For the most part these characteristics are measured on scale of 0 to 10 with 0 being the lowest/least effective value and 10 being the highest and most effective.
- MOVEMENT (M)
Often simply called “Move”, this number shows the number of squares, a model can move on the table during it's turn. For example – a Cariy with Movement 4 (M4) can only advance on 4 squares in it's Movement Phase. Movement is the only characteristic in the game that can be measured higher that 10.
- WEAPON SKILL (WS)
Defines one's ability in close combat. The higher the value – the more likely a model can strike a blow against the opponent.
- BALLISTIC SKILL (BS)
Defines one's ability with ranged weapons, such as bows, muskets and even rocks. The higher the value – the more likely a model can hit a target when it shoots. Some Monstrous Models have natural ranged weapon, in which case you also use it's BS.
- STRENGTH (S)
Shows how strong the model is and how much force can it put up in a blow.
- TOUGHNESS (T)
Toughness is a measure of how easily a model can resist physical damage or withstand pain. The tougher a model the more easily it can withstand the enemy blows.
- WOUNDS (W)
Essentially an HP bar, this characteristic shows how much damage a model can take before it dies (or just heavily wounded).
- INITIATIVE (I)
Defines how fast a model can react on the battlefield or how fast his reflexes work in combat. Warriors with a low value I are usually cumbersome and slow, while high-valued I creatures are fast and nimble. In a melee, a quick fighter will strike before their slower opponents.
- ATTACKS (A)
Shows a number of times the model strikes in Melee Phase.
- LEADERSHIP (Ld)
Leadership is important psychological characteristic that shows models determination and combat spirit.
Additional characteristics
In addition to basic characteristics, models also have additional characteristics, that determine their chance to escape death. There are two such characteristics. They aren't shown in the units profile, but you'll see them frequently on the battlefield.
- ARMOR SAVE (Sv)
Armor save allows the warriors armor to absorb the hit. Most of the models Sv is judged from the type of armor it's using, so this stat can be modified, if given better armor. See “GM Memo” and “Shooting Phase” for more information about armor. Models can't have a better Sv than 2+.
- COLOR SAVE (Cs)
Some models are protected by specialized talismans, Color or immense luck. By game rules, we call it the Color Save – a special save, that can save it's wielder from almost any situation. Rules for Color Saves are described in “Shooting Phase”.
Modifiers
Some types of equipment or specialized rules can modify models characteristics by adding or removing numbers (+1/-1) or by installing a stable value (1, 8 as so on). Movement, Attacks and Wounds are the only characteristics, that can be modified beyond the maximum of 10. No characteristic can be modified to be below 0.
If a model has a combination of rules or items, that are modifying one characteristic, than first you should apply all multiplications, then additions and subtractions, and any stable value being the last in order. For example: If a model with S4 has “+1 to Strength” and “Doubled Strength” special rules, the models end result will be S9 (4*2=8, 8+1=9). But, if a model has both “+1 to Strength” and “Strength 8”, the models final result will be S8 (for it is a stable value, therefore we ignore the +1).
PROFILES
Every model in Caldaern is given a characteristic profile which lists the value of it's characteristics. They are usually found in their respective Army Books. The following example shows the profiles of two Caldaern Races – Graighule and Khesoy
M | WS | BS | S | T | W | I | A | Ld | |
---|---|---|---|---|---|---|---|---|---|
Graighule | 6 | 4 | 4 | 3 | 3 | 1 | 5 | 1 | 8 |
Khesoy: | 4 | 4 | 4 | 4 | 4 | 1 | 2 | 1 | 10 |
Other important characteristics
Besides the profile, models can also have some additional characteristics. First and foremost it's the type of model like “Infantry” or “Cavalry”. The type of models is mentioned in it's special rules. Then it can also have the additional characteristics, mentioned above – armor and color saves.
Characteristics of 0
Some creatures have been given a value of 0 (also shown as “-”) for certain characteristics, which means that they have no ability whatsoever in that skill. For example, artillery have no Attacks (A0) and Kins (a local horse) doesn't have BS. If any model or object has a WS of 0 then it's unable to defend itself in melee and any blows struck against it will automatically hit. If at any time model's Strength, Toughness or Wounds are reduced to 0 or less, it is slain and removed from play.
War machines characteristics
Nations of Caldaern can wield a wide array of artillery and war machines. To represent the differences between metal and flesh, war machines have their own characteristics and special rules, that are described below.
UNIT TYPES
Through the whole book, the game rules will focus on the most wide and popular type of units – Infantry. That is because Infantry is a default type in the game. But the battlefields of Caldaern have seen various others – from noble Legios to the gigantic Kalimas and swarms of trained animals. Different types of units use different rules or their variations, which will be described in this paragraph.
The game supports these types and sub-types of units:
1) Infantry
- Standard Infantry (in-game term is “Infantry”)
- Skirmishers (or Light Infantry)
- Monstrous Infantry
2) Cavalry
- Standard Cavalry
- Scout Cavalry (or Light Cavalry)
- Monstrous Cavalry
3) Animals
- Swarms
- War Beasts
- Monstrous Beasts
4) Monsters
5) Characters
6) Artillery
- Trebuchet
7) War Machines
- Standard War Machines (in-game term is “Armor”)
- Light War Machines
- Transport
- Ultra-heavy War Machines
8) Walkers 9) Unique
This information is usually included in Army Books. If your Army Books doesn't have such information, consult the GM Memo for full glossary.
INFANTRY
Example of infantry profile
M | WS | BS | S | T | W | I | A | Ld | |
---|---|---|---|---|---|---|---|---|---|
Militia | 3 | 3 | 4 | 3 | 4 | 1 | 1 | 1 | 9 |
Infantry
Infantry includes all units of foot troops, be they Cariy, Khesoy, Ànd, Kezetz or any other godless winged hell-spawn. Infantry forms the backbone of most Caldaern armies and follows the Basic rules of Caldaern.
Skirmishers
The term “Skirmishers” usually denotes a small scout or infiltration unit, that attack from flanks or harasses the supply lines. But also in Caldaern this term can be used for describing mobs of poorly armored troops. Skirmishers use their own special rules.
SKIRMISH FORMATION
Skirmishers are deployed on the battlefield in a formation consisting of a loose group. Models in a skirmishing unit are positioned up to 1 square apart, while still operating as a single unit. The unit still blocks line of sight. Also in such a formation unit has an arc of sight of 360° regardless of actual facing of the models. That means that skirmishers can declare charges and shoot in any direction.
SKIRMISHERS AND DANGEROUS TERRAIN
Skirmishers suffer no penalties while moving over a dangerous terrain (Impassable Terrain still counts though) and can even march through such terrain.
SKIRMISHERS AND CHARGING
Skirmishers may charge an enemy as usual, but they must form a “normal” formation before the charge distance is rolled. This happens for free at the moment the unit declares the charge or called upon to make a charge reaction. On the map, unit brings itself into a standard infantry line (closing the ranks around the central model) and brings itself into base-to-base contact, as usual.
FREE REFORM
During it's Movement Phase, Skirmishers are allowed to reform as many times as it wishes during it's move, provided that no model ends up moving a number of squares higher than double it's Movement value.
SKIRMISHERS AND SHOOTING
Skirmishers armed with ranged weaponry can shoot if they marched or reformed earlier in the turn unless it has “Move or Shoot” special rule. Remember that normal -1 To Hit modifier for moving and shooting is still in play.
LIGHT TROOPS
All shots aimed at a unit of Skirmishers suffer an additional -1 To Hit modifier. Yet due simple lack of mass, Skirmishers always count as having zero ranks, and can't claim a rank bonus, be steadfast, or disorder an enemy with a flank or rear attack. They make supportive attacks as normal, however.
CHARACTERS
A character model that joins a unit of Skirmishers gains the Skirmishers special rule/type as long as he stays with the unit. A character on a mount cannot join a Skirmisher unit
Monstrous Infantry
Caldaern calls big humanoid creatures that fight on foot, such as Groteskve or Legios “Monstrous Infantry”. For the most part, Monstrous Infantry work exactly as Standard Infantry (i.e. follow the standard rules), but have a couple of extra facets.
SMASH!
Monstrous Infantry has “Smash” special rule.
MONSTROUS RANKS
Where most troop types need 5+ models for that rank to count towards rank bonus, steadfast, or something else, a unit of Monstrous Infantry needs only 3 models. Essentially, whenever the rules say “a rank of five or more models” treat it as reading “a rank of three or more models”. Following the same logic, a unit if Monstrous Infantry need only a frontage of 5 models, rather than the normal 10.
MONSTROUS SUPPORT
A model of MI can make as many supporting attacks as are on its profile, up to a maximum of three, rather than the usual one supporting attack.
VERY BULKY
Monstrous Infantry always occupy three points of transport capacity.
CAVALRY
Example of cavalry profile
M | WS | BS | S | T | W | I | A | Ld | |
---|---|---|---|---|---|---|---|---|---|
Shining Gards | 6 | 4 | 4 | 3 | 3 | 1 | 5 | 1 | 8 |
Mountable Rivack: | 10 | 3 | 0 | 3 | 3 | 1 | 4 | 1 | 5 |
Cavalry
The term “Cavalry” refers to roughly human-sized riders mounted on war beasts – commonly warkins, or similar creatures. Good examples of cavalry are units as The Shining Guards from Meonrs, Commonwealth Tarrasques or Toorokers of Djuchids. Cavalry utilizes the tactic of a single devastating charge, using the momentum of mount to smash the enemy formation apart whilst skewering the enemy with sword, spear or lance.
SPLIT PROFILE
As you see above, a cavalry model has two sets of profile – one for the rider and one for the mount. Nevertheless, when moving, the cavalry uses the Movement characteristic of the mount, and never of the rider. The rider and mount use their own Weapon Skill (WS), Strength (S), Initiative (I) and Attacks (A) when they attack. Each can attack any opponent that the cavalry model is in base contact with. The mount's Wounds (W) and Toughness (T) are never used; it's assumed that the enemy always strikes at the rider, so his W and T are used instead. If the rider dies, whole model is removed as causality (threat the mount as having fled the battle or something). When attacking a cavalry model only the riders WS is used, the mounts WS is used only when the mount strikes blows. We assume the rider to be in complete control of the mount, so the mounts Leadership (Ld) is never used, unless a special rule states otherwise. If the rider has a ranged weapon, he always use his own Ballistic Skill (BS), rather than that of his mount and vise versa.
CHARGING, FLEEING AND PURSUING
Cavalry have the “Swiftstride” special rule
CAVALRY AND SUPPORTIVE ATTACKS
Only the rider can make supportive attacks
CAVALRY AND SPECIAL RULES
Unless stated otherwise, special rules that apply to the rider can't be applied to the mount and vise versa. There are, however, a few exceptions:
- If the rider or the mount causes or ignores/immune to Fear or Terror, or is using any other similar Psychology rules, then the entire combined model is assumed to follow this special rule.
- If either the mount or the rider (the latter is rarer) is subject to Stupidity, then the model uses the riders Ld to pass the test, and if failed, the whole model is affected by the result of the test
- If either the rider or the mount have Frenzy special rule, then the whole model is subject to the Berserk Rage, but only the element with the Frenzy rule gains an Extra Attack.
CAVALRY ARMOR SAVES
If a cavalry model has to take an armor save (Sv), it is the rider Sv that is used. However, the rider does receive a bonus to his Sv from his mount. A cavalry Sv is treated as being one point better than normal. For example, if the rider is equipped with heavy armor and shield, that would normally give a 5+ Sv, has a 4+ Sv due it being a cavalry model. Furthermore, if the mount has it's own armor (barding), the riders armor save is increased by two points, rather than one.
BARDING AND MOVEMENT
Barded mounts are better protected, but slower due to extra weight of their armor. Accordingly, a cavalry model with barding has its move characteristic reduced by 1. So, if a normal kin' moved 8 squares, a barded one will only move 7.
CAVALRY AND LANDSCAPE
Cavalry have to take Dangerous Terrain tests if they move over anything other than open grounds or hills. See Landscape pages for more details
CAVALRY AND BUILDINGS
As we'll discover later, buildings can be occupied by units as the game goes on. However, cavalry can't garrison a building – most riding beasts are too large to to fit through ordinary doors, and riders won't abandon their mounts.
That said, the game allows cavalry models to assault buildings. We assume that the riders tether their mounts and continue to fight on foot. Accordingly, only the riders can fight during this, as well as riders won't receive an Sv bonus from their mounts. Obviously, should assault successfully drive the defender out of the building, the cavalry unit can't garrison the structure.
BULKY
Cavalry always occupy two points of transport capacity.
Scout Cavalry
Scout Cavalry or as it also called Light Cavalry are the lightning fast and maneuverable cavalry units in your army. They are more lightly armed, compared to other cavalry, but make up for that with their flexibility. In battle they act as scouts and outriders, harry the flanks of enemy formations and war machines.
VANGUARD
Scout Cavalry are inevitably at the forefront of any advance – Scout Cavalry automatically have the “Vanguard” deployment special rule.
FREE REFORM
Unless it charges, a Fast Cavalry unit is allowed to reform as many times as it wants, provided that no model ends up moving a number of squares higher than double it's Movement value.
CHARACTERS
If a Scout Cavalry unit is joined by a character without the Scout Cavalry rule, the unit loses the rule, until the character leaves.
FEIGNED FLIGHT
If a Scout Cavalry unit chooses to flee as a charge reaction and subsequently rallies at the beginning of their next turn, it may reform as normal, but is then also free to move during the remaining moves part of the Movement Phase. The unit is also free to shoot as normal (but always counts as having moved). All the other rules of charging and fleeing work as usual.
RANK BONUSES
Scout Cavalry always count as having zero ranks
FIRE ON THE MARCH
Scout Cavalry armed with ranged weaponry can shoot during a turn in which they marched or reformed earlier in the turn unless it has “Move or Shoot” special rule. Remember that normal -1 To Hit modifier for moving and shooting is still in play. Also unit has an arc of sight of 360° regardless of actual facing of the models. That means that Scout Cavalry can declare charges and shoot in any direction.
Note: The Scout Cavalry rule can sometimes given to troop types other than cavalry, therefore remember – just because it has can use Scout Cavalry rules, doesn't mean that this is a Scout Cavalry.
Monstrous Cavalry
As the kin-sized beast can be pressed into service as mounts, so can their monstrous cousins. Such cavalry is incredibly rare – most rideable creatures of this caliber have a strong will, therefore taming one requires a great amount of patience (and violence). Yet the combination of muscle and raw strength make Monstrous Cavalry units one of the most horrible and effective sights on the battlefield.
All the cavalry rules apply to monstrous cavalry, with one exception – Monstrous Cavalry always uses the highest Wounds characteristic the model has, rather than automatically using the riders.
SMASH!
Monstrous Cavalry has “Smash” special rule.
MONSTROUS RANKS
Look “Monstrous Ranks” rule for Monstrous Infantry.
ANIMALS
Swarms
Swarms are enormous masses of small creatures, like lizards, snakes or insects, summoned to the battlefield via Colour and set loos upon the enemy. Individually, the critters are little threat, but en masse they can be deadly. Each square includes many creatures, but counts as single model with appearance given below.
SKIRMISHERS
It's obvious that Swarm didn't get any military drill and have little understanding of discipline. Swarms use the Skirmishers special rule.
UNBREAKABLE
Swarm are unthinking and devoid of self-awareness – they have “Unbreakable” special rule
SQUISH!
Whilst swarms are particularly nasty foes if fight goes their way, it's easy for the enemy to inflict damage on the swarm by just stepping on them. Swarms have “Unstable” special rule
Note: Swarms that use their own/army's ruleset don't use the Unbreakable and Squish! rules
War Beasts
Some armies employ hunting animals such as hounds in battle. Whilst not particularly intelligent or disciplined, such creatures cover ground at incredible rate and quite expendable. For convenience purposes, war beast models have the same appearance as Cavalry.
CHARGING, FLEEING AND PURSUING
War Beasts have the “Swiftstride” special rule
CHARACTER MOUNT
Some characters can ride war beasts, in which case the model uses the rules for Cavalry. Note that a character can't just mount a beast at random – in order to do that a war beast option must be available in Characters entry.
Monstrous Beasts
Wild things roam the Old Continent, and whilst some are not large enough to classify as a full-blown monster, they still are formidable foes. Such creatures fall into the category of Monstrous Beasts. For convenience purposes, monstrous beast models have the same appearance as Monstrous Infantry (or sometimes Monstrous Cavalry. It this case it's marked it unit's special rules as “Monstrous Beast (Cavalry)”).
SMASH!
Monstrous Cavalry has “Smash” special rule.
CHARGING, FLEEING AND PURSUING
Monstrous Beasts have the “Swiftstride” special rule
MONSTROUS RANKS
Look “Monstrous Ranks” rule for Monstrous Infantry.
CHARACTER MOUNT
Look “Character Mount” rule for War Beasts.
EXTREMELY BULKY
Monstrous Infantry always occupy five points of transport capacity.
MONSTERS
Monsters are the biggest and baddest things Caldaern can offer, creatures so powerful that instead of forming into units, they roam battlefields on their own. Generally speaking, it's a single model bigger than Monstrous class and the biggest model in the game (excluding War Machines).
THUNDERSMASH!
Monsters use a modified “Smash” special rule called “Thundersmash”.
THUNDERCHARGE!
Monsters have “Thundercharge” special rule.
MONSTERS AND BUILDINGS
Monsters are far too enormous to enter buildings, though they still assault them.
MONSTERS AND FLYING UNITS
Monsters are so big, that they can jump very high in order to catch a passing by plane or a dirgible. Monsters can attack Flying Units in accordance with Basic rules.
RIDDEN MONSTER
Some characters can ride monsters, if they have such an option in their entry. Rules of controlling a character on a monster are given in “Command Group” section of the rules.
CHARACTERS
In addition to it's unit type, some models can also be marked as Characters. Since Characters are different all together, a whole chapter (Command Group) has been devoted to analyze them.
UNIQUE UNITS
Some creatures or constructs are so bizarre that they have rules entirely unique to themselves. All such units go into the “Unique” category. Such models can use some of the rules elements from other, more common model types, or have entirely distinct rules, that do not appear anywhere else. Where this happens, the units entry in the relevant Caldaern Army Book will contain all the special rules and information you need about it.
WAR MACHINES
War Machines of Caldaern are very powerful mechanical constructs that can vary greatly in form and function. Cannons, howitzers, rare wararmour and even primitive airplanes can be seen on the battlefields of this world. War Machines form a special class of units, that we'll review here. First we'll describe their types and characteristics, starting from artillery and ending with the rest of them, including specific rules for flying machines and walkers.
Artillery
Artillery uses a split profile: one for the machine itself and one for the crew
M | WS | BS | S | T | W | I | A | Ld | |
---|---|---|---|---|---|---|---|---|---|
Arckh-Blade | - | - | - | - | 7 | 3 | - | - | - |
Crewman | 5 | 3 | 3 | 3 | 3 | 1 | 5 | 1 | 8 |
You always use the Movement, Weapon Skill, Ballistic Skill, Strength, Initiative and Leadership of the crew. The Toughness of the artillery is used against ranged attacks and Toughness of the crew – against melee attacks. Artillery Wounds are always considered to be equal to the number of remaining crew models, the Wounds value on it's profile is included only out of completeness.
CHARACTERISTICS TESTS
Artillery fail all characteristics tests, save for Toughness and Leadership tests.
ARTILLERY CREW
As a unit, artillery consists of the gun itself and it's crew. The crew aren't really a combat unit, therefore we ignore them for most gaming purposes, treating the gun itself as the extent of the unit. When the artillery piece suffers a wound, remove a crew model.
Once all the crew have been removed, the artillery unit is removed from play. The same goes if the gun was removed before the crew. Essentially the crew's only purpose is to indicate the remaining number of Wounds and the number of attacks the artillery can take in Melee. The crew can't be charged, attacked or otherwise affected separately from their gun.
DISTANCE MEASUREMENT
For the purposes of measurement, we use the front part of the gun.
MOVEMENT
Artillery moves using the rules for lone models with the speed of crew's Movement (M). Remember that fir measuring we use the front of the gun, not the crew. Artillery can't march (too ponderous for that) or charge (who in the right mind would charge an armed enemy, while themselves are armed with profanity at best?).
Artillery treat all terrain other than open grounds and hills as impassable. That said, artillery is permitted to to deploy in a building, but if it does, it loses the ability to move, except to pivot on the spot. Remember, that this rule is intended to allow player to deploy their artillery in a sensible fashion i.e. a mortar on a top of a tower. It should not be seen as license to place artillery in absurd places, like putting a mortar inside of a roofed building.
CHARGING ARTILLERY
If an artillery unit is being charged, it can only Stand and Shoot or Hold Position. If artillery has to retreat (like failing the Break Test) it is removed from the field. The attacking unit complete the charge in such a manner that they are touching the gun's body and continues as usual.
SHOOTING WITH ARTILLERY
Unless specified otherwise, all artillery weapons have the Move or Shoot special rule. There are different types of artillery in the game, each type is described in it's own set of rules in the Army Book. Line of sight is always taken from chosen firing point. Before you fire – pivot the gun ti face the target (doesn’t count as moving). For guns, that require BS, use the highest BS amongst the crew to resolve the shot.
SHOOTING AT ARTILLERY
When shooting at artillery, resolve the attack as usual, using the Toughness value of the gun and Armor saves of the crew.
ARTILLERY IN CLOSE COMBAT
Artillery crews aren't especially known for their dueling skills or valour, so they usually defend their gun by using it as cover. This also limits the crowd around the artillery.
At the start of the Melee Phase, the player, whose units are attacking the artillery piece must choose six models who will fight in melee (an assault party, if you will) – the rest can't get close enough to attack. Only six unit can be chosen per artillery piece, regardless of number of units their fighting. Monstrous units counts as three models when selected to fight, while a monster (including the rider) counts as five. All models chosen for the fight are considered to be in base contact with artillery piece. Models that are in base contact with other enemies can't be chosen to assault the artillery piece. Otherwise, the combat is resolved as usual, in particular, casualties are taken from the “back” of the unit. Attacking, Artillery makes a number of attacks equal to the number of surviving crew models, using their Weapon Skill (WS), Strength and Initiative. Enemy models strike as usual, resolving their attacks against the crew's WS and T. Artillery doesn’t have a rear or flanks for the purposes of combat results. If artillery wins in combat, it's not allowed to pursue and restrains pursue automatically. If the artillery loses the combat and fails it's Break test it is destroyed.
ARTILLERY AND PANIC
If artillery fails a Panic Test it does not flee, but can't shoot in their next Shooting Phase – this does not prevent the crew from clearing jams or other misfire results.
ARTILLERY MISFIRE
Before you shoot, roll an Artillery Dice. If the dice rolls “Misfire”, roll a D6 on Artillery Misfire chart to discover the seriousness of situation.
Artillery Misfire Chart | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
1-2 | Destroyed! The gun explodes in a thunderous noise. Remove the artillery from the field. | |||||||||
3-4 | Malfunction. Due to small malfunctions the gun can't shoot and it requires some maintenance. Artillery can't shoot during this and the next rounds. Trebuchets also take one Wound of damage. | |||||||||
5-6 | May not Shoot. A minor error. Artillery is unharmed and can shoot as normal again in the controlling player's next round. |
GRAPESHOT
Instead of firing a normal shot, crew can opt to fire a grape shot. They do this by loading the gun with small projectiles or chain shots, essentially turning the gun into a small shotgun. It's not healthy for the gun, but sometimes necessary.
FIRING GRAPESHOT
To fire grapeshot, select a target according to the normal rules for shooting With the target chosen, roll an artillery dice to find out how many shots are fired. If the artillery dice result is a misfire, roll a D6 on the Artillery Misfire chart to find out what's gone wrong. If a misfire didn't occur, roll to hit the target with a number of shots equal to the number rolled on the artillery dice, resolving any successful hits using the Grapeshot profile. After a successful shot, roll a D6. On 1-3 the shot didn't do well on the gun – remove one Wound from the artillery, on 4-6 continue the game as usual.
Trebuchet
Trebuchet, catapults, stone throwers – many names, one purpose – to hurl ginormous rock at things. Even if it's essentially modern artillery – just replace “rocks” with “projectiles”.
Unless otherwise specified, a trebuchet has the following profile:
Range | Strength | Special Rules | ||
---|---|---|---|---|
Trebuchet | 12-60 | 3(9) | Multiple Wounds (D6) |
As you noticed – trebuchet has two Range and Strength values, one of which is in brackets – just remember this for now.
FIRING A TREBUCHET
To fire a trebuchet, take a small blast template and place it anywhere completely within artillery's line of sight, outside of the guns minimum range and within it's maximum range. The template can't be placed over friendly models or any models (enemy or not) engaged in melee (although the shot might as well go wide and hit friend by mistake). If placed over an enemy unit, the middle of the template must be placed over a single model.
SCATTER
Next, the GM must roll Artillery Dice (AD) and Direction Dice (DD). If AD rolls a misfire, roll on the Artillery Misfire table, given above. Assuming that you didn't roll a misfire, it's time to find out if you shot your target. If AD rolls a number, the template moves on a the same distance in squares, in the direction, stated by DD. If a “HIT” is rolled on the DD, the shot has landed on target. In this case we ignore the number shown on the artillery dice (excluding the misfire) – the hit is all we need.
DAMAGE
The model under the template central is unlucky enough to be hit directly – it takes an automatic hit at the higher of the trebuchets two Strengths (normally 9). If there's more than one model, select one to wound randomly. Other models wholly or partially beneath the template are hit automatically at the trebuchets lower Strength (normally 3). Note, that “Multiple Wounds (D6)” special rule applies only to the high-Strength hit.
INDIRECT FIRE
A trebuchet can lob its shots in high arc, in order to hit enemies that are hidden from its view. Such shots are inaccurate at best, as the crew must literally guess where their foes are, trusting on information provided by spies or other warriors. If the player wishes to fire indirectly, he must declare that he will do so before taking the trebuchets shot. An indirect shot doesn't require line of sight, but is otherwise treated as a normal shot and has the usual requirements of a trebuchet shot. An indirect shot isn't as accurate as one where the crew can see their target. If the DD rolls a direction arrow, resolve the scatter as usual. But if you roll a “HIT!” or “stand” you must re-roll the dice, until the arrow will appear. Other than the aforementioned inaccuracy of the scatter, an indirect shot is treated as normal trebuchet shots.
Standard War Machines (Armor)
- MOVEMENT (М)
War Machines use Movement in the same way as any other model in the game.
- BALLISTIC SKILL (BS)
War Machines have a Ballistic Skill, which displays crew members marksmanship.
- ARMOR
Armour of a vehicle tells you how hard it is to damage. Vehicles have separate Armour values to represent their protection on their front (Fr), sides (Flank Armor or Fl) and rear (Re). As usually, armor is ranged from 1 to 10, while usually rear being the weakest part of the War Machine (you know, where fuel tanks are).
- HULL TOUGHNESS (Т)
Every War Machine has some kind of damage threshold, which shows how much punishment it can take before it breaks down. This characteristic is used as war machines Wounds – when it falls below 0, it counts as destroyed.
- LEADERSHIP (L)
Leadership is used to describe crews morale – even if your crew is relaxing inside a badass battle armor, they surely won't continue the assault if they see that their allies are running for their lives.
- SUBCLASS
This characteristic is used to describe the ruleset, used for this particular model. There are several types of classes used in the game: Flying, Heavy, Armor, Transport, Walker Suit. These classes can be combined, creating a vehicle, that uses both rulesets at once
WAR MACHINES AND DISTANCE MEASURMENT
Considering that there are many different war machines out there, rules for measure distance and line of sight are the same as for infantry. There is, however, one notable exception for War Machines weaponry. When shooting, the distance and LoS is measured not from the armor itself, but a specific point on the model, symbolizing the location of said weapons.
WAR MACHINES MOVEMENT
War Machines use the Basic rules for movement and can turn while moving for one Movement point. War machines turn around their central axis. War Machines can't roll over friendly models. Unless stated otherwise, War Machines can march.
WAR MACHINES AND TERRAIN
War Machines treat all terrain other than open grounds and hills as dangerous terrain. War Machines that fails the Dangerous Terrain Test is immediately halted and is losing one Hull Toughness point.
WAR MACHINE SHOOTING War Machines use their own BS parameter and fires, using Basic Shooting rules. All War Machines weapons must open fire on a single target/unit.
WAR MACHINES WEAPONS AND WEAPONRY LINE OF SIGHT
As with every other ranged unit, war machines must draw a LoS to the target, in order to shoot. When shooting, start drawing LoS from location of each weapon (as on picture below). If the chosen target is visible only to a limited amount of armors guns, you may shoot only with those guns, that actually can see it. Sometimes you can't draw an LoS because the weapon is stationary. Remember to check which type of weaponry armor is using, in order to certainly know, that this.
SHOOTING AGAINST WAR MACHINES
While shooting a war machine, the model must see it's hull. Shots are rolled against that Armor Value, in which it was shot at – front, sides or rear. One must remember, that not every gun in Caldaern has equal penetrating power. Only magical attacks, heavy ranged weapons, two-handed swords, monster type units and models/weapons with special rules can actually hurt War Machines. The only exception to this rule is rear armor – it can be damaged using normal weaponry. If the attack is using a blast template, place the template where it need to be. If a War Machine is inside it, you have to roll to hit for every side that is under the template.
ROLLING TO HIT
Hitting a vehicle is no guarantee that you will actually damage it. Once a hit has been scored on a vehicle, roll a D6 and add the weapon’s (or the one who damaged it) Strength characteristic to it, comparing this total against the Armour Value of the appropriate facing of the vehicle:
- If the total is less than the vehicle’s Armour Value, the attack has no effect (this automatically goes to those weaponry that can't penetrate the War Machine in the first place).
- If the total is equal to the vehicle’s Armour Value, the weapon causes a glancing hit.
- If the total is greater than the vehicle’s Armour Value, the weapon scores a penetrating hit.
GLANCING HIT
If the weapon causes a glancing hit, War Machine loses one Hull Toughness (T) point.
PENETRATING HIT
If the weapon scores a penetrating hit, not only War Machine loses one T, but also must roll on War Machine Damage Chart. You must always roll on this chart, even if War Machine has been destroyed – you never know when it can explode!
DESTROYED WAR MACHINE
War Machine that lost all it's hull points is immediately destroyed. The model stays in place and turns into Ruins. War Machine Ruins count as a “Ruin” terrain, while being impassable. GM must distinctly mark a destroyed war machine to avoid confusion.
War Machine Damage Chart | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
1-3 | Crew Stunned. The vehicle is rocked by the attack, but no serious damage is sustained. Until the end of next rounds Movement Phase, War Machine can only shoot. Stunned War Machine can't move, unless it's a flyer, then it move, but only on 18 squares maximum, and can't maneuver. | |||||||||
4 | Weapons Destroyed. One of the vehicle’s weapons is ripped off by the force of the attack. One random weapon is destroyed and can be used from now on. This includes built-in weaponry and any upgrades, that can count as one, like turrets, rockets, etc. If the vehicle was already permanently unable to Shoot before the attack, treat this result as “Major Damage” instead. | |||||||||
5 | Major Damage. The vehicle has taken a hit that has crippled a wheel, track or leg. It is immobile for the rest of the game, yet still can shoot. Every new MD roll is also taking a -1 T points. | |||||||||
6 | Explode! The vehicle is ripped it apart in a spectacular explosion. War Machine is destroyed and every model in D6 radius gets an automatic 3 Strength Hit. After this, War machine is permanently removed from the Battlefield. |
WAR MACHINES AND CHARGING
War Machines (baring Walkers) can't declare charges, unless stated otherwise. Yet, War Machines can use “Impact Hits” special rule. Units can declare charges on war machines as usual, but they can't charge them, if they can't damage it – there has to be a chance of at least a glancing hit.
WAR MACHINES IN MELEE
While you can charge on war machines, they can't act in a melee fight and can't be slowed down by it. In the end of Melee Phase, calculate everything as you did before, treating every glancing hit as one wound and every penetrating as two wounds (see Melee Phase for details). If War Machine loses in melee, nothing happens. No pursue, tying-in or regrouping occurs either. War Machine and the enemy unit stay where they were and can move freely during next rounds. If War Machine wins in melee, the enemy unit still follows Basic rules for Melee.
If War Machine survives the melee phase and doesn't move afterward, the enemy unit will still be in basic contact referring to melee and shooting. Both of them don't count as being in melee, therefore, they can be charged or shot at, as usual.
Transports
Transports use an additional characteristic: Transport Capacity.
TRANSPORT CAPACITY
Every transport has a maximum passenger capacity, which can never be exceeded. A transport may carry a single infantry unit and/or any number of Characters (as long as they count as infantry), up to a total of models equal to the vehicle’s transport capacity. The entire unit must be embarked on a single transport if any part of it is – a unit may normally not be spread across multiple transport models.
Only Infantry type models may embark in transports. Some larger infantry/monstrous infantry models may count as more than one model for the purposes of taking up a transport’s capacity, and this will be specified in the transporting model’s rules. Sometimes, there will be constraints on which types of models can embark on a particular transport, and this will be specified in the unit’s entry. Embarked unit's have “Unbreakable” Special Rule.
EMBARKING AND DISEMBARKING
Unit can embark, if every model is in two squares near the transport, during it's Movement Phase. Dangerous terrain tests are passed as usual while moving to transport. All models must be able to embark – if some of the models are not in 2 squares near the transport, the unit can't embark. When unit embarks, remove it from the field, marking it as “embarked”, to avoid confusion. If players require distance measuring with embarked unit, you measure it from or to transports model. Embarked unit can chose to disembark before or after transport moved, if it didn't march. After disembarking, unit is making a Reform Maneuver in 6 squares near the transport (it's also placed on the field again, in case you didn't understand). Disembarked units can't declare charges or embark again during this round, yet they still can fight according to Basic rules. When shooting, disembarked units count as if they marched.
Models can only voluntarily embark and disembark. They can't do both of these options in the same phase or turn (with the exception of emergency disembark or when transport was destroyed). Units can't disembark voluntarily, if transport is in melee with the enemy unit or stopped on impassable or dangerous terrain. Models can't shoot from transport, unless stated otherwise.
If the transport moved before unit embarked, it can't move or maneuver, otherwise it moves as usual. Transport can't ram through enemy units, if it's loaded or unit embarked during the movement phase. If the transport is being charged, embarked unit can't shoot on the attackers.
EMERGENCY DISEMBARK
If models can't disembark due to enemy unit attacking the transport in melee or they end their movement on a dangerous or impassable terrain, unit can chose to Emergency Disembark. In this case, place the unit in 6 squares to the transports model. After Emergency Disembarking, unit can't do anything willingly during the round.
EMBARKED UNITS AND WAR MACHINE DAMAGE CHART
All penetrating hits have an impact on the passengers, as stated below.
- Crew Stunned, Weapons Destroyed, Major Damage. These results don't have an impact on the embarked unit.
- Explode! Unit gets a number of Strength 4 hits equal to the number of embarked models. Roll them by Shooting Phase rules, with the exception that any Wounds must be distributed by the Controlling Player. Survivors are placed on the transports place (i.e. the transports model in squares + two squares from it), any models that don't fit are removed as casualties. After this unit must pass a Panic Test.
DESTROYED TRANSPORT
If transport was destroyed, wounds dealt to the transport doesn't apply to embarked unit and it moves as stated in Emergency Disembark passage without engaging the enemy. If some models can't be placed this way, remove them as casualties. Enemy units can't shoot the unit, disembarked in such way, but they can declare charges.
Light Machines
Some War Machines are lightly – if at all – armored, which makes it more vulnerable, but in the same time faster, which makes them ideal scouts or even transport, after a small modernization.
LIGHT MACHINES MOVEMENT
Light Machines move faster that others, so in order to display it, it can add +D6 to it's movement characteristic, when moving (but not marching).
LIGHT MACHINES SHOOTING
LM, that moved can shoot without movement penalty (consult with Shooting Phase if you don't know what penalty).
DAMAGING LIGHT MACHINES (LM)
Light Machines are much more vulnerable than it's heavier counterparts. While counting the damage, add a +2 modifier to all results (can be summed with other modifiers)
LIGHT TRANSPORT
Light Machines combined with Transport (usually described as Light Machine/Transport) uses both rules with all additions.
Ultra-heavy Machines
Massive and bulky monstrosities, more used as moving fortresses than tanks.
ULTRA-HEAVY MACHINES MOVEMENT
UHM can't declare charges or march.
ULTRA-HEAVY MACHINES SHOOTING
UHM can shoot after movement. In order to shoot, it must stay still.
Walkers
Some races use legs instead of wheels or tracks for their war machines, creating unique battle engines.
Walkers use infantry profile with modified T parameter, by War Machines ruleset.
Walker units use Monstrous Beast rules for everything but Hits and Wounds management that goes by the rules of War Machines.
Flyers
Caldaern is not a high-tech world, therefore it's much more common to meet flying monsters on the battlefield than flying machines. Still, some factions can place some primitive (by our standards) flying contraptions, that are able to support friendly troops.
AIR SUPPORT
All flyers must obey “Ambushers” deployment rules, if not stated otherwise. Flyers appear from the controlling players end of the field.
FLYERS AND DISTANCE MEASURING
Distance measuring for flyers is the same as to all War Machines: from and to the hull, baring the weapons, distance from which is measured separately.
FLYERS AND LAND MODELS
Since flyers are always on Height 3, they are treated as being above other models, and therefore land units can freely move under flyers. Even more, flyers can end their movement above land units. But, the enemy models still must stop in one square from flyers and flyers themselves can't end their movement above enemy units – it must always end it in one square from other models
FLYERS MOVEMENT
Unless stated otherwise, flyers always march. Flyers can maneuver and charge as usual.
LEAVING THE BATTLEFIELD
It's very likely that marching flyer will leave the battlefield at some point. In that case, GM marks the flyer unit as “left the field”, and the flyer goes in Reserves. The controlling player may try to summon them again during the next round, obliging the “Ambusher” deployment rules.
FLYERS AND WAR MACHINE DAMAGE CHART
- Crew Stunned. Flyers can move with normal speed and can't march till the end of the game.
- Major Damage, Explode! Flyer explodes and it's fiery debris falls on the battlefield. Place the Big Blast Template above the flyer – then it moves by 2D6 in the direction, denoted by the Direction Dice. All units that are under the template suffer a Strength 6 Hit and after that – remove the flyer as a casualty.
The rest of results are played as usual.
FORMING UNITS AND UNIT FACING
Models in Caldaern are organized into “units”. Units consists of one or more models of one type (Infantry, Cavalry), but there can be exceptions (Monsters, Artillery, War Machines), that are placed near each other.
All models in a unit must face the same direction. All models in the unit must be arranged in a formation that consists of one or more horizontal and vertical lines (ranks and files respectively). If a big number of units (more than 10) is formed in one rank or file it can't be considered as a unit for balance purposes. Minimum models in a unit is determined by a minimum, described in the units profile. Always, when it's possible, a unit must have an equal number of modes in every rank. In case if it's not possible, due to unequal number of units, then the last rank stays incomplete, and that's how we call it – incomplete rank. As mentioned, vertical lines are called files – a single file never counts as a unit. You will see the term “Line models” further in the books – that is how we refer to basic models in a unit, unlike Character models, that can join them.
Created once, unit act as a single entity during the whole game. Casualties – models, killed in action, are removed from units. Thus, as the game progresses, units will deplete in numbers, some of them even removed completely.
Unit facing and orientations
Usually it's easy to tell which direction unit is facing, due to all models usually look in the same direction, with command group placed in the first rank. But, when a unit is only one model or a Character on a monster – it can be a problem. Do the following – show your GM and the opposing player before the game where your unit is facing, so that everyone may know. And last, but not least, a model has direction arcs – front, flank and rear. As you'll see in the future – models orientation denotes the direction of charges and ranged attacks.
Removing casualties
During the game, some models in a unit (probably a lot) will die as the battle progresses. When casualties occur, models are removed from the back rank of the unit. If the unit is reduced to a single rank, casualties must be removed evenly from either end of the line.
BATTLEFIELD TERRAIN
TERRAIN TYPES
- Open Grounds
Open Grounds are the most common type of terrain. Plains, Hills and any other art of the map that wasn't specified as some other type of terrain always count as Open Grounds. Usually Open Grounds don't use any Special Rules.
- Dangerous Terrain
Some Terrain elements pose a threat to those, trying to pass it. If the model is marching, retreating or charging she must roll on Dangerous Terrain Test. Cavalry type units count any terrain, baring Plains and Hills as Dangerous Terrain.
- Impassable Terrain
We threat certain parts of the field as Impassable Terrain, where models can't go through normal means (without painful or agonizing death, that is). Unit can't move or go in voluntarily into such terrain and must bypass it if possible. Note, that unit can retreat through Impassable Terrain, but must roll on Dangerous Terrain Test in the process.
DANGEROUS TERRAIN TEST
Roll D6 for a model. On 2+ model passes the test successfully and continues it's movement. On 1 model gets a Wound with no Armor saves. Color Saves still count.
COLOR TERRAIN
Not everything is what it claims to be from the first view.
Color Terrain effect is not specified at the beginning of the game, instead it's properties are defined by a D6 roll, when a unit (enemy or friendly) steps into or is deployed into it. Rolled property stays till the end of the game. If the unit willingly entered such terrain, after the roll it can decide, whether it halts or continues to move. If the unit enters it unwillingly it must proceed forward – whether it's for good or bad.
TERRAIN WOUNDS
Most terrain can be destroyed during the battle – be it due to artillery barrages or monsters/war machines movement. In order to display it in-game, some terrain also has Wounds characteristic.
Player can Wound next terrain types: Forests, Obstacles, Buildings and Mystical Monuments. Only Artillery, Heavy Weaponry, Weaponry with special rules describing this possibility and every attack, that uses Blast Templates (i.e. Grenades or spells) can harm terrain. Destructible terrain consists of some kind of material. Materials have two parameters: Toughness (T) and Wounds (W). Terrain has the same characteristics number as material, which it's made of. Toughness of Terrain is equal to Toughness of it's material while landscape wounds are considered by this formula:
Wt=N*Wm*max (1,Ht)
where N – number of squares, from which the landscape element is made; Wm – Wounds per one square; max – a function that selects the larger of two numbers; Ht – the integer part of terrains height.
List of Materials:
- Light Materials (Leather/Paper/Glass, etc.): T: 2; W: 1.
- Wood: T: 3; W: 2.
- Brick/Stone: T: 4; W: 2.
- Khesoyan plexyplast/Metall: T: 5; W: 3.
- Khesoyan and And plastic/Rhytite: T: 6; W: 4.
- Creators Materie: T: 8; W: 5.
If the unit attacks only terrain use the formula, given above. If the unit attack an enemy unit, hidden in/located behind the terrain, the controlling player must specify what he's attacking, after which we roll To Hit for the selected target and, depending on what was the target, continue either with the formula above or by Basic Shooting Rules. After this, all missed shots are counted To Hit again, but for the second target, using necessary formulas, if needed.
If the attack is using Templates – follow the Basic Blast Template Rules (see p.6 Rulebook 1.). If the template hit both terrain and unit, follow the Basic rules for damage, them count the number of terrain squares and use that number, when counting Terrain Wounds In case of destruction of terrain like Buildings, Bridges or Mystical Monuments, the location of such terrain are marked as “Ruins”. Ruins count as indestructible normal Obstacles; Remember, that not all Buildings can be created from every material – the list of restrictions is given below.
TERRAIN ON THE BATTLEFIELD
Because terrain is charted on the map of the battlefield, players and GM must remember about specialized colors, depicting a specific terrain. Map creators should remember, that terrain is terrain only when it's correctly described – besides coloring, it must be named, must have a defined number of squares and height. If it's not done correctly, player and GM can (and will) count it as Open Grounds!
See PDF for a terrain/models chart and terrain color
TERRAIN
PLAINS
Flat parts of terrain, be it a bottom of a lake/ocean or land, usually called Plains. Plains are a common sight in Caldaern, so they are count as common for various nations. Plains counts as Open Grounds by Basic Rules. Therefore, most of what you can field on the field can move through Plains without any difficulty (or at least that's how it should be).
COLOR PLAINS
Although Plains rarely can be mystical or magical, to a random Caldaernian, anything that doesn't look like a green grassy plain is indeed “mystical”. In case if players or GM want to use a mystical plain, they must build your whole battlefield on such plain (i.e. replace simple plains with colored one).
- DESERT
Caldaern Deserts rarely were known as “calm” terrain and they are treated as inhospitable place for a Cariy to live in, not only because of the heat, but also constant sandstorms.
Once in two Rounds, at the start of the Movement Phase, roll a D6. On 3+ round goes as usual, but on 1-2 a sandstorm starts – all models located in the desert must lower their BS and M characteristics by half. Also, any model in a sandstorm can't shoot or be shot at. Sandstorm continues till the next roll at the start of the movement Phase.
- OLD BATTLEFIELD
In times of war, a decent burial is luxury, granted to a few. The rest go into a mass grave with enough stones on top and a haste blessing of the god of the dead, a priest of which was in vicinity. Alas, besides vultures and carrion such places attract Necrosurgeons, Haruspics and other foul folk. By the time they finish with the grave's contents...well, let's say that the view is unpleasant at best.
All units within 6 squares of this terrain suffer a -1 penalty to their Leadership. All units with “Ethereal” or “Living Dead” (Commonwealth of Mark) special rules gain “Regeneration (6+)” SR.
- STEPPE
Calm and proud, people of Caldern call plains covered in tall, thick grass a Steppe. Usually such places are populated with all sorts of critters of various toxicity.
In the end of each Movement Phase, every unit located in such terrain must pass an Initiative Test. If the unit fails the test – it gets D6 Hits.
- TUNDRA
A Tundra, covered in snow is a rare sight in Central Caldaern and almost mythical in other regions, usually associated with a start of a new Age. In the same time, soldiers usually detest winter warfare due to heavy cold.
If players unit skips it's Movement Phase or stands on place more than one Round, it gets D3 Hits.
- WETLANDS
Wetlands are desirable in Donares, but is a bad sign in Central Caldaern. Farmers mush thoroughly maintain it, unless they want to turn it into a swamp.
Cavalry, Monstrous Cavalry and Walkers threat Wetlands as a Dangerous Terrain and fail their Dangerous Terrain tests on 1-2, rather than a 1.
HILLS
Hills are natural outcrops of rock and earth. Few pieces of terrain are as strategically important as a hill. They give distinct advantages to those, who are on the slopes both in terms of fire and in terms of defense. All hills use the rules given below: Hills and Movement.
Unless stated otherwise, hills are treated as Open Ground. This means that hills don't cause Dangerous Terrain test in cavalry and other models. Height change (like when climbing on a hill) goes with double speed (Example: when a model climbed 2 squares of a hill, it will count as if the unit moved on 4 squares). Models change their height by 0,5 (Example: if a model with 0,5 height climbed on a hill, it will count as a 1 height model).
Hills and Shooting
Models on a hill are more likely to be able to trace a Line of Sight (LoS) past other models or terrain on a lower level, making hills practical vantage points for your ranged units. In any case, shooting from hills follows the Basic rules including LoS rules.
Hills and Melee
Charging down the hill or repulse the enemy that climbs is much more easier, giving a great advantage in battle. If your unit charged and the majority of the models in it began the turn uphill from the enemy units that were charged, you receive the Elevated Position bonus in combat result.
COLOR HILLS
Hills have almost infinite variety, shapes, heights and composed of diverse materials. Here I describe some types of mystical hills.
- ANVIL OF THE CREATORS
Khesoyan legends tell that when Creators lived on this planet, they created such buildings, where they crafted their weapons. Through the weapons and their wielders have long since perished, many of these “anvils” remain. Mere proximity to such anvils bestows a warrior’s weapons with incredible enchantments.
Any unit within 6 squares of this terrain has both magical and Flaming attacks special rule.
- PAGAN TEMPLE
The are many reliquary of Creators that nowadays turned into sited dedicated to the worship of whatever, and this is only one of them. Wars, time and ruin may have laid it waste, but the gases of the priests still rested upon these temples, seeking glory or help from their silent overlords.
At the beginning of each player turn, any character or general on this terrain can choose to seek help from the Flying Spaghetti Monster or whatever. Roll a D6. On 2+ one randomly chosen characteristic increases by D3 points. On a 1 luck turns it's back on the character (or his purist comrades) – remove the model as a casualty with no saves of any kind allowed.
- SCREE SLOPE
The slopes of this hill are covered with loose shards of rock and wreckage from past battles. Many approaches to Graighules castles start with such sloes, providing an extra layer to their defense.
Models marching, charging, fleeing, pursuing or overrunning through a scree slope must take a Dangerous Terrain test.
FORESTS
Forests are excellent places for troops to lurk in ambush, if of course they haven't been ambushed first. All forests consist of “Wood” Material and use the following rules:
Forests and Movement
If cavalry, monstrous cavalry or war machines charge, overrun, flee or pursue through a forest, it must take a Dangerous Terrain test.
Forests and Shooting
Models in forests counts as being in light cover. Similarly, if a model in a shooting unit has to trace it's line of fire through the forest (because their shooting at a target beyond or in the forest), the target also counts as being behind light cover. While shooting a target beyond or inside a forest, remember to consult the Terrain Wounds and distribute Hits and Wounds as mentioned there. This penalty still applies if the shooting model is drawing a LoS out of the forest it is in, or both the model and the target are in the same forest.
Forests and Melee
A unit with the majority of its models fighting in a forest can never use Steadfast special rule (unless it's Stubborn). In the same time, Skirmishers, Scout Cavalry and lone Characters are always Stubborn – forests are the bread and butter of light infantry.
COLOR FOREST
Forests can be colored – who knows what lurks there? As soon as a unit enters (or deploys in) such forest, roll to determine what sort of forest it is. If not stated otherwise – Mystical Forest material is always “Wood”.
- MUSHROOM FOREST
This is truly a mushroom forest. Don't breathe in too deep.
Any unit at least partially within the Fungus Forest is subject to the “Stupidity” Special Rule.
- WILDWOOD
Venturing inside a wildwood is dangerous indeed, for wild beasts are numerous and hungry...
Roll for any unit at least partially within the Wildwood at the end of the Movement Phase. On 4+, the unit suffers D6 hits with 4 Strength.
- ANCIENT FOREST
Trees in this forest are ancient, possibly planted by Creators themselves. It's bark is impenetrable to axes or bullets.
Ancient Forrest provides a heavy cover for units. In addition, Heavy Weapons can't damage such forest.
- COLOR FOREST
These trees belong to the same family as the trees from Devouring Forest from Donares. Although they don't prey on living beings, these trees hate Color (and Magic respectively) and react to it quite aggressively.
Whenever a spell is successfully cast by (or at) a model in a Color Forest, all unit (wholly or partially within said forest) suffer D6 hits with 4 Strength. When hits have been resolved, the Color Forest moves 2D6 squares in a random direction, moving around any intervening terrain features by the shortest route. Models in the forest don't move with the forest, it simply “walks off”, leaving them behind.
- TOXIC FOREST
This forest is filled with all sort of poisonous creatures.
Any model in a Toxic Forrest has “Poisoned Attacks” special rule (applies to melee only). Any model moving through a Toxic Forest must take a Dangerous Terrain test.
RIVERS
The reassuring and impending flow of a river can help an army project it's flank or slow the enemy advance. Launching an assault across the river is never an easy task, and often the fords, bridges and other crossing points become crucial objectives for the opposing armies. All rivers follow the rules, given below:
Rivers and Movement
The fast running water makes it impossible to march through a river. Otherwise Movement is unaffected.
Rivers and Melee
Rivers are the last place a line unit want to conduct its battles. A unit at least partially in a river can never be Steadfast (unless they are Stubborn). Additionally, units even partially in a river can't claim rank bonus.
Bridges and other crossings
Most rivers have at least one place at which they can be crossed, such as a bridge or a crossing. Such points must be clearly marked as such. Units, moving through such points counts must be treated as moving through Open Terrain, but only if the unit attempting to use the crossing point is in a narrow enough formation to fit across, otherwise threat it as fully being in a river,
Not only rivers...
Even though, these rules can be used for any body of water you can think of – lakes, ponds, coastline, etc.
COLOR RIVERS
Rivers can be colored terrain. As soon as a unit enters (or deploys in) such terrain, roll to determine what sort of river it is.
- BOILING TORRENT
Waters of this river are indeed boiling, it's best to cross this river as fast as you can.
Any model at least partially in the boiling flood at the end of any turn suffers a 4 Strength hit with no armor saves allowed. Models that are immune to Flaming Attacks may ignore this effect.
- DEAD WATER
Only the stench of this water can compete with it's toxic virulence. Those who cross this river risk to gain sepsis.
Dead Water counts as Dangerous Terrain for all models. Additionally, a unit that moves through this river gains the “Poisoned Attacks” special rule until the end of the opposing players turn.
- RAGING TORRENT
The icy rivers of the high mountains run clear, pure and very swift indeed.
Raging Torrent counts as Dangerous Terrain for all models. A unit that crossed such river gains +3 Initiative until the end of the Round.
- COLORED RIVER
This isn't strictly a river, but a concentrated flow of a particular Color.
When a unit enters a Colored River, it's immediately a target of a randomly chosen Magic School spell (decided when creating terrain). The spell is automatically cast and can't be dispelled. If the spell has a choice of different casting values, it's assumed to be cast at the lower value.
MARSH
A battle in a marsh can become disastrous very quickly. It's difficult to find a stable footing on such terrain, the mud clings to weapons and as many warriors drown before they have a change to even see the enemy. Marshes are best employed as traps for unsuspecting foe rather than bastions from which to fight. All marches follow the rules, given below:
Marshes and Movement
Marshes count as dangerous terrain for all units, other than Skirmishers, Swarms and lonely characters. Any Cavalry type units that enter marshes fail their Dangerous Terrain tests on 1-2, rather than a 1.
MYSTICAL MARSH
Although all marsh is dangerous, it's nature can vary greatly.
- GROUNDBLOOD
Raw Blue Color bubbles through the waters of this marsh.
Any unit with the majority of it's models may use “Regeneration 6+” special rule.
- QUICKSAND
The burning deserts hide a lot of danger. Many unwary warriors has been sucked to his death by the shifting sands.
Monsters and any Monstrous type of unit that fail it's Dangerous Terrain test on this terrain are immediately removed as casualty with no saves of any kind allowed.
- MYSTWAMP
The vapors of this swamp hang in the chill air, hiding those brave enough to hide here from the gaze of their enemy. But who knows what kinds of abominations lurk within the mists...
If the majority of a unit's models are wholly within a Mystwamp, the unit counts as being in hard cover. However, at the end of each Movement phase, the unit must pass an Initiative test. If it fails – have D6 models dragged to their doom by the chupacabra bigfoot unicorn Florida-Man – the true menace of the marshes.
OBSTACLES
This category covers all long and narrow terrain elements, such as fences, walls and hedges. All obstacles use rules given below: Obstacles and Movement
If a cavalry, monstrous cavalry or war machines marches, charges, pursues, flees or overrun over an obstacle, or charges an enemy on the other side of an obstacle, it must take a Dangerous Terrain Test.
Otherwise obstacles don't impede movement. If a unit ends its move with some of it's ranks or files on different sides of the obstacle, simply place the models appropriately on both sides of the obstacle. If the unit is bigger that one square, place one above the obstacle or, in case if obstacle is higher than the model, place it in front of the obstacle.
Obstacles as Cover
Obstacles offer a great measure of protection against missile fire to models hiding behind it. If a unit is shooting at a unit that's behind an obstacle and in base contact with it, the target unit counts as in cover (of the appropriate type), regardless the height of the unit or an obstacle.
Firing models that are themselves in base contact with an obstacle may ignore it for the purposes of LoS, because they are leaning over it as they fire.
Obstacles and Combat
If one of your units is charging an enemy who is touching the other side of an obstacle, the obstacle counts as “defended”. Measure the charge distance to the obstacle, rather than the enemy unit. Similarly, if the charge is successful, move your unit into contact with the obstacle rather than the unit itself. All Basic rules for charging are still used in this situation with the exception of that your models count as being in base contact with the enemy behind the obstacle, as if it wasn't there. To represent the formidable defensive position offered by the obstacle, any models from a charging unit that are in base contact with an obstacle will suffer penalties depending on the type of obstacle. This modifier applies only applies when the unit charges, not is subsequent rounds of melee.
If the charged unit isn't in base contact with the obstacle, than the unit doesn't gain any defensive bonuses and just slows down the charging unit according to the basic rules. If there isn't room for a rank of charging models to fit between the obstacle and the charging unit, it's perfectly acceptable to remove the obstacle whilst the combat goes on (don't forget to put it back though).
EXAMPLES OF OBSTACLES
Here a few examples of obstacles you can use in your games. This is by no means a definitive list, but should prove a fertile starting point for our own imagination.
- BLAZING BARRICADE
The first Blazing Barricade was used simultaneously by Ands and Khesoys, but nowadays variations of this obstacle found it's way in arms of many nations.
Material: Light Materials
Blazing Barricade grants light cover. If a unit ends a charge against a defended Blazing Barricade, it immediately suffers one Strength 4 hit.
- BLESSED WALL
It's an ancient tradition of Khesoy to bless any wall which served it's battle against foul creatures of Pact. The Creators Blessings, placed in this rock usually lingers on long, after it takes root, and even endures through the destruction of the wall itself. Many parts of Citadel Walls consist of blessed walls fragments and retain a portion of that power.
Material: Stone/Brick
Blessed Walls grant heavy cover. If a unit ends a charge against a defended Blessed Wall, he gains a -1 To Hit modifier. In addition to this, models from Pact forces in base contact with the obstacle must halve their Initiative.
- FENCE
Fences of Caldaern are usually inelegant constructions of bark and loth.
Material: Wood
Fences grant light cover. If a unit ends a charge against a defended Fence, he gains a -1 To Hit modifier in melee
- SPECTRAL FENCE
Spectral Fences have almost none physical substance, it can be a series of poles upon which are hung ancient artifact or accursed fetishes, bound with forbidden witchcraft. Only a brave warrior crosses a spectral fence without a good protection, for this fence can destroy his soul.
Material: Light Materials
Spectral Fences grant light cover. In addition, a unit that is defending a Spectral Fence causes Fear.
- WALL
A wall is a wall (Can you imagine that?!). These defensive structures are used by everyone and in every time period, and played important role in many battles.
Material: Stone/Brick
Walls grant heavy cover. If a unit ends a charge against a defended Fence, he gains a -1 To Hit modifier in melee.
- BARBED WIRE
Created and first used by Commonwealth of Mark to restrain cattle and walking dead, soon Cariys found that it restrains infantry just as good.
Material: Light Materials
Barbed Wire grants light cover. Counts as Dangerous terrain for every model type except War Machines and it's types.
- ANTI-MACHINE TRAPS
Although such traps were used by Ands in First Pact War, Commonwealth of Mark claims that it first created such obstacles.
Material: Metal
Anti-Machine Traps grant light cover. Anti-Machine Traps counts as Impassable Terrain for War Machines, Dangerous Terrain for Cavalry and Open Grounds for the rest.
- TRENCHES
These defensive excavations on the battlefield grant good cover to soldiers.
Material: Light Materials/Wood.
Trenches grant heavy cover. Counts as Dangerous Terrain for any type of units.
BUILDINGS
Without a doubt, buildings are amongst the most important pieces of terrain on a battlefield. They offer substantial protection to those inside and are good vantage points for snipers. Warriors firmly ensconced in a building can only be driven by a determined assault.
Before the game, players must identify all Buildings on the battlefield and use then by the rules given below. In a game that uses buildings, common sense will do a long way. For example, some Buildings can be treated as Impassable Terrain (like small buildings or that with strange shape). These details will be discussed, now let's take at the overall rules for buildings.
Buildings and Movement
Buildings act as impassable terrain, yet the game allows units to enter buildings and “garrison” them. This was made so the unit won't clip through the building or sit on top of it. If there's a building and a unit near it – either garrison it or don't contact it.
Garrison and Buildings
A unit can enter and garrison an unoccupied building if it can move into base contact with the building during the Movement phase. Some units simply can't enter buildings – if not stated otherwise, only Infantry, Skirmishers, Monstrous Infantry, War Beasts, Monstrous Beasts and Swarms may garrison buildings. War Machines can garrison buildings as well, but only if such option is stated in it's profile. Units can't march and garrison buildings in the same turn.
GM has full freedom in how will he represent a stationed unit, the only rule here is to make it distinct, so that both player and his enemy knew what and where is stationed.
Insufficient Space
One building can garrison only one unit of any size, that includes any characters that have joined it. Another unit can't garrison an already occupied building, unless it's previous tenants have left or been driven out. Note, that characters can join a garrison unit by moving into base contact with the building.
Abandoning a Building
A garrison unit can exit a building in their Remaining Moves sub-phase turn that it garrisoned the structure. Place the unit in any desired formation, with at least one model touching the building. No model in the unit may be placed more than twice it's normal Movement distance from the building. This unit may not move any further in a turn that it exits a building – it's too busy reordering it's battle formation. This is the only way a unit can voluntarily leave a building (obviously it can't charge out of a building).
A Frenzied Unit or any other that is otherwise forced to charge, still can't do so if it's in a building. Such unit must instead exit the building as close as possible to the enemy instead of charging.
Building and Magic
Buildings don't offer any additional defense against magic missiles, spells that affect the entire unit or it's individual models. Spells, that use templates and damage inflicted by Back Volt, will follow the basic template rules, with the one exception that it only hits D6 models. Mages inside a building may cast any spells except those, that stay in game.
Buildings and Shooting
Garrisoned units may shoot in 360 degrees arc and the range for shooting attacks is always measured from the closest point of the building.
Five per Floor
Not all units can shoot while garrisoned. To represent that, only five stationed units per floor can shoot of the building. This is not a stated number, and GM or players can agree a different number before the game begins.
Shooting at a garrisoned unit
Enemy models can shoot at the building's garrison, as stated in Basic Rules but with next exceptions – roll To Hit and count all missed shots. Now roll To Hit again for these shots, but against the building, following the Terrain Wounds rule. The garrisoned unit is treated as being in heavy cover. Note that attacks that can affect multiple units at once don't work o a garrisoned unit – shots of this nature will only hit one model.
Template Weaponry
Weapons hat use Templates, like trebuchets or grenades, inflict D6 hits on any unit in a building and the building itself. If a building is hit by a Trebuchet, these hits are resolved at the higher Strenght only if the center of the template lies over the building, otherwise the lower Strength is used instead.
Assaulting a building
Assault is common on the fields of Caldaern. If you want to take an occupied building, you must storm it. Each occupied building may be assaulted by one single unit. The assaulting unit must declare a charge against a garrisoned unit, following the Basic Rules. There can be no multiple assault charges against a garrisoned unit (although you still can declare shooting attacks). If multiple units are forced to declare a charge against a garrisoned unit, only one can complete the charge – the controlling player decides which one will do so after rolling the charge distance. The other units automatically fail their charges. An assault charge is resolved just as if the building were the target unit. If the unit's charge distance is equal to or greater than the distance to the building, it is successful, otherwise the charge is failed. Remember that assaulting unit is not allowed to charge another target at the same time and it must bring as many models as possible into contact with the building to “close the door”.
Charge Reactions
A garrison unit can only choose to “Hold” or “Stand and Shoot”, it can't choose to “Counterattack” or “Flee!”. Even a failed Panic test won't extort a garrison to “Flee!”. Therefore a garrisoned unit, that fails it's Panic test is automatically forced to Hold and automatically fails it's Fear test at the start of the next round of melee.
Fighting the Assault
While assaulting, a charging unit don't gain any charging bonuses and don't make Impact Hits.
At the start of the Melee phase, both players choose 10 models from their units to form an Assault Party. If the unit number is less than 10, there's no choice then! Roll of to determine which side picks the assault party first. Restrictions on the number of models suggests a lack of space by cramped surroundings, but not the lack of numbers. Monstrous type models counts as 3 models when selected for an assault party and a monster counts as 5 models.
Melee commences as usual. If Commanders or Characters are involved in assault, then up to half the enemy models can chose to attack them. Remember that casualties are taken from the “back” of the unit, as normal.
Models chosen as a part of assault parties can issue, accept ad refuse challenges, but only they can do so and players can't use the challenge to increase the number of fighting models. Dueling models coutns as being in base contact, as usual. The victor of an assault is calculated as usual, however, combat result points can only be scored by inflicting wounds (including fatality wounds scored in a challenge). Banner, ranks, flank and rear bonuses and so on do not apply. Musicians are used as usual though. Otherwise, the melee result is based purely on casualties.
If the attacker wins, the defender must take a Break test. Note that garrisoned units are always considered Steadfast. If the defender fails the Break test, then the garrison unit is placed outside, directly opposite the assaulting unit, as described for a unit abandoning a building (see Abandoning a Building). If this can't be done, place it as near to this position as possible. Then, it makes it's fleeing move as normal.
If the attacker didn't manage to kick out the garrisoned unit due to said unit passed the Break test or even won in melee, the attacker must withdraw from the assault, and is nudged directly backward 1 square. The melee ends, and the attacker must start a new assault next round if he wishes to drive the garrison out.
The assaulting unit doesn't have to take a Break Test if the combat was lost – the attackers know well that garrison can't run them down, so the unit just retreats directly backward 1 square from the building.
Buildings and Panic
Garrisoned unit take Panic test and retreat as stated in Basic Panic Test. In the same way, a unit that breaks from melee in a building, is destroyed while garrisoning a building and so on can trigger Panic tests in friendly units as usual.
Multipart Buildings
The rules given above assume that your buildings have a fairly small size and composed of a fairly homogenous materials. You can use bigger or more complicated buildings, mind you, but you'll have to break them down into several sections, each to be treated as its own building, which can be occupied and assaulted separately. Units garrisoned inside a multipart building can freely move inside it's sections, however, if it does so, it can't make any willing actions during this round.
COLOR BUILDINGS
There aren't many building of great magical, religious or political meaning in Caldaern. Sometimes this title comes from the Colored nature of the place, sometimes – it comes from cultural or historical value. Regardless, a battle fought over such buildings are often the bloodiest.
Color buildings can be treated as Impassable Terrain or as a building at GM's or players choice. Mind that models inside Mystical Buildings automatically in range of it's effect.
EXAMPLES OF COLOR BUILDINGS
Only your imagination limits the types of buildings you will battle over. Perhaps it's worth considering the kinds of buildings over which your army would eager to fight?
- CREATORS HOSPITALS
Such structures can be seen frequently all over the Old Continent. They were placed by the Creators where their settlements used to be. And although the settlements themselves have long since gone, hospitals prevailed and most of them are still functional, due to arcane technologies built into them.
Material: Creators Materie.
All units within 6 squares from the Hospital can use “Regeneration 6+” Special rule. Additionally all Pact units in 6 squares can use “Stubborn” Special rule. But, all shooting units or units in melee in 15 squares automatically get a D6 wounds – Hospital security system doesn't take kindly to vandals.
- AMMO STASH
Ammo stashes are always welcome on the battlefields – especially when you ran out of bullets.
Material: Wood, Stone/Brick
Any model in 2 squares near this terrain can ignore it's weapons “Limited ammo” special rule (can't ignore it if the rule comes from the model itself though).
- CURSED PLACE
Many old towers and mansions became home to cultists, witch covens or angry spirits. And if living residents tend to just burn the place, when leaving it, the spectral residents tend to be more violent.
Material: Wood, Stone/Brick, Khesoyan plexyplast/metall.
In the end of Shooting Phase all models in 6 squares near this building, as ell as garrisoned units gain D6 Hits with 1 Strength. Also garrisoned unit gains “Fear” Special rule.
- PUPPET-SPIDER HIVE
Whatever has the purpose of this old building before, now it serves as a hive for a horde of puppet-spiders. Once disturbed they start to roam the battlefield, laying eggs inside soldiers brains. Materials: Light materials, Wood, Stone/Brick.
If any unit in15 squares near such terrain is shooting or fighting in melee (this goes to the garrisoned building as well), all units on the battlefield take D3 hits with 4 Strength with no armor saves allowed.
MYSTICAL MONUMENTS
Thousands of years of struggle have left the world of Caldaern full of mystical monuments, ruins of ancient battles and ruins of magical tower. Very often these places are not just for sightseeing. Battles often are fought for the control of such places. This is essentially a catch-all category for things that don't fit in other sections. Mystical monuments are best treated as Impassable Terrain. Particularly large Mystical Monuments might be made up of several terrain elements, like hills and obstacles. In that case, remember the following – if players destroy a mystical monument, terrain stops being mystical and turns into simple terrain, said in terrain (if not stated – threat is as an Open Plain). In case if mystical monument is indestructible, by game rules, he stays indestructible.
MYSTICAL MONUMENTS EXAMPLES
For mystical architecture that follows, the sky is the limit. Who knows what awaits discovery by your armies?
- ETERNAL FIRE
This place was built to commemorate the victims of wars past. Here you can see statues and monument of ancient soldiers, aura of glory and awe floating around them.
Type: Hill and Building 1 square wide (Materials: Light Materials, Stone).
All units within 6 squares of Eternal Fire gain “Stubborn” Special Rile. In addition, unit garrisoned in Eternal Fire gains +1 to combat result bonus.
- TURBO-BONG TEMPLE
Although no one knows, when or who created this peculiar item, Djuchids are know to smoke from that thing a lot. Turbo-bongs smoke is said to clear minds, cure sickness and even give a non-Magoi Cariy magical powers! It's not rare for armies of Khanate to visit these places to take a good smoke and to buy some of these artifacts (or more normally, acquire by force of arms). Knowing this, hosts of these temples do a great job in fortifying them and are careful to place special peppermint powder inside the bongs.
Type: Building (Materials: Stone, Metall)
All units within 6 squares of this Terrain have the “Immune to Psychology” and “Stubborn” Special Rules. Any Djuchid units within 6 squares also gain “Unbreakable” special rule, but must first pass a Leadership test with -3 modifier, if they want to move out of the range of buildings effect.
- CREATORS RUINS
Stones of these Ruins still resonate from Color even after their final celebrants crumbled to dust.
Type: a 2x2 square (Materials: Creators Materie)
Any Mage in 6 squares near this Terrain can choose to roll up to four additional dice when Invigorating. However, if three or more dice come up as 6, the Mage must immediately roll on the Back Volt Table.
- CURSED STONES
Not even the most learned of scholars knows the origins of the Cursed Stones. Some say, they are build by Demons as a tribute to their blasphemous gods, others – that it's a fossilized Color of the old. Whatever the truth is, to battle in a Cursed Stone shadow will lead to many casualties from both sides.
Type: 1 square, scattered in 2D6 numbers over whole battlefield (Material: Stone)
Hits made against units within 6 squares of Cursed Stone have a +1 bonus to wound.
- COLOR PORTAL
When there's an overabundance of Color, appears an almost limitless magical node – a portal. Many of these places have been subdued by Khesoy or by powerful mages of other races, but stone and wood can't contain raw color forever.
Type: Obstacle (Material: Wood, Stone)
At the start of the Color Phase, when all Color and Antimagic pools have been generated, roll a 2D6 and consult with the table below to see what type of spell is cast by a portal. The spell doesn't need LoS, always targets the closest unit (regardless of range, if the unit is in melee and so on), is automatically cast and can't be dispelled. If the spell has a choice of levels, it's assumed to be cast at the lower level.
- MAGICAL CIRCLE
Such magic circles are often made by Khanate Chamanis. Even thought they have more of a superstition than real power, they can have a powerful protection capabilities.
Type: Plains, Building (Material: Light Materials)
All units within 6 squares of this landscape element can use “Color Resistance (2)” Special Rule.
- LOTOUS FARM
It's said that Lotous flowers were placed on places where the Creators made the First Three Races of Caldaern. These flowers have strong, yet unpredictable properties and are a major ingredients for various potions and medicine.
Type: Marsh, Building 2x2 (Materials: Light Materials)
Providing it's not in melee, a unit within 3 squares from this terrain can eat a lotous flower at the end of its Movement Phase. Roll a D6 on the following table to discover the outcome: 1 Poisoning. Models in the units can't make any voluntary action (including shooting, casting spells, invigorating, using magic items and so on) until the start of the following round, whilst copious vomiting ensues. 2-4 Ressurection. Unit immediately recovers 2D6 wounds worth of models. 5-6 Lotophagi. Lotos erases the memories of the past. This unit is now can't be controlled by any of the players and can't go past the Lotous Farm. Such units are played at the start of each round. They gain “Stupidity” and “Unbreakable” Special Rules for the remainder of the game.
THE TURN
TURN - PHASES
I. MOVEMENT PHASE
Here the player moves his units that are capable of doing so.
II. COLOR PHASE
Here Mages can cast spells while your opponent tries to dispell them.
III. SHOOTING PHASE
Here the player shoots with any of his units that ae capable of doing so.
IV. MELEE PHASE
During Melee Phase all units, that are currently in close combat with the enemy are fighting, Unlike other phases, during this phase all units, engaged in melee fight, not just the side whose turn it is. So essentially, a complete game turn is when both players get a turn, divided into 4 phases. Please notice, that when game rules mention “Turn”, it means players turn. Otherwise it will specifically state “game turn” or “round”.
First round
During the start of the game, unless you have some exotic units, that move specifically in Compulsory movement sub-phase, you can skip the first thee Movement sub-phases and move on to Miscellaneous Movement sub-phase.
Exceptions
You will often see exceptions to the general turn sequence, laid above and below. Occasionally one's actions can trigger a counteraction of the enemy army or a unit, all of which are noted in their specific Army Books. For now, just remember, that while exceptions are possible, none of them are described in the basic rules and are stated in their respective Army Books.
MOVEMENT PHASE
Movement distance
During Movement Phase units can move straight forward any distance up to its Movement value (M) in squares, as stated in units profile. If a unit has modes with different values of Movement, it always moves with the speed of its slowest model. Units are permitted to move only in straight line, unless performing a maneuver
The Rule of One Square
Allied units can't move to each other or an impassable terrain piece closer than one square. This rule was created to ensure that the squares on the field won't turn into a mixed colored pile. In the case of opposing units, its especially important, because if the units are in 1 square away from each other, that means that they are currently not in melee. If during its movement, a unit ended up “inside” an allied unit, it must retreat until its not inside it.
Maneuvers
There are two types of maneuvers, that help a unit to turn around or rearrange it's ranks: rotation and reform. None of the models can move more that twice their Movement rate as a result of a maneuver. A unit can't carry out a maneuver if doing so would take it to within one square of another unit.
Rotation
To rotate a unit, use any model in it as a central axis and turn the unit in a direction you need, using the following formula:
W = R*A
Where W is a distance traveled by a model, R – models distance from units central axis, A – models turning angle. If a unit turned 180 degree, that a = π (3,14). If it turned 90 degree, then А = π /2 or 3,14/2.
Models can rotate infinitely, as long as they have enough Movement. Units can't rotate backwards.
Rotation around it's axis
During the Miscellaneous Movement sub-phase, all models in a unit can turn around their axis, without changing the unit's formation, sacrificing one Movement point in the process. In this case – specify in which direction the unit is now facing and move the command group into the new first rank, as stated in basic rules. Only units with full last rank can make such maneuver.
Reform
A unit can completely reform it's formation and change the direction it's facing, by giving up all other movement and shooting. Keeping the centre point of the unit the same (i.e. the central model of the unit's first rank (usually it's a captain)), arrange the unit into any new formation you want, following the rules of Forming Units and face it into any direction. Remember, that none of the models in the unit can move more than twice their Movement rate, If a unit has a Musician in its ranks, it can perform a Quick Reform. For more details, consult the Command Groups description.
MOVEMENT PHASE SEQUENCE
- I. Start of Turn
In this sequence, the player must resolve any special rules or actions they have to perform at the start of the turn. Usually it's Psychology tests or army specific rules. Such rules are relatively rare and described in details in the relevant Army Book. If you don't have to perform anything here, this sub-phase is a good spot to pause the game for a little break, remove casualties or just bumble around.
- II. Charge
Charge sub-phase is the most important phase in the whole game for those, who wish to participate in melee. In this sub-phase you choose one of your units and declare charge you want it to make. Baring a few exceptions, it's only up to the player to decide how, in which order or what unit must charge. Only by declaring charges the unit can enter a Melee Phase.
- I. Declare Charge
- II. Make a Charge Reaction
- III. Choose a new unit and GOTO I
- IV. Move all the charging units on the map in order
First, you must declare a charge. After this, do the same with all the units, you wish to charge with in this turn. This goes until all charges were made and all charge reactions – fulfilled. After this, you must roll for charge distance. Remember, that you can always measure the distance between units before declaring any charges. A unit can charge only those enemy units, which they are able to see: one or more units must be able to trace a line of sight to the enemy unit and they must be at least partially visible within the charging unit's front arc.
Can I charge?
A unit can't declare charges if they are already in Melee or retreating. A unit also can't declare impossible charges. A charge is considered impossible when:
- Distance between units is much bigger that the units maximum charging distance
- There's an obstacle between units (another unit or a terrain element), that can't be bypassed normally.
In case if another unit is the obstacle and there's a chance that it'll move out of the way (charge themselves or just moves aside), such charge can't be impossible and can be declared by basic rules. Remember, that the charging unit must actually see what it's charging at. There are another situations, when charging is impossible. Such situations are usually described in Special Rules, Terrain or in respective Army Books.
Charges and Obstacles
Models, charging at a unit, that's on “Obstacle” type terrain doesn't get any charging bonuses. It means, that the charging unit doesn't attack first (attack are played according to units Initiative, as usual), don't get any bonuses to Strengt, etc. Flying or hovering units ignore this rule.
Charge Reactions
Counteract, that makes a unit that has a charge declared against it is called “Charge Reaction”. Player must declare a charge reaction as soon as the opposing player chooses a unit and declares charge against it. There are four types of charge reaction, a player can make: “Stand and Shoot”, “Countercharge” and “Run!”. If the player doesn't want to or forgot to declare it, a unit goes into a “Hold” reaction.
«HOLD»
If a unit Holds, it stands fast in place to receive the charge. Units that are currently in melee can only Hold.
«STAND AND SHOOT»
This reaction can only be declared, if the unit has some kind of missile weapons and if the range to the enemy is greater than the charging units Movement.
If a “Stand and Shoot!” charge reaction is declared, the unit makes a normal shooting attack against the charging unit. Once the attack and any Panic tests caused by it have been resolved, the unit is treated as having declared “Hold” reaction. If the unit starts shooting at the enemy outside of the weapons maximum range, than the shooting is resolved as if the enemy unit is within maximum range of shooting of this weapon. If the charge fails for whatever reason, GM assumes that the charging unit was driven off by a volley of projectiles.
«COUNTERCHARGE»
Only Cavalry, Infantry and their Monstrous analogues with melee weaponry may use this charge reaction and only against the same type of unit (Cavalry vs. Cavalry, Infantry vs. Infantry, etc.). If the counterattack is impossible due to terrain, other units or something else the “Countercharge” reaction is declared impossible and changes to “Hold”.
Countercharge counts as charging for all purposes except for deciding which unit strikes first. When it comes to deciding which unit goes first, charges still have more priority over countercharges, unless the countercharging unit has bigger Initiative value. In the same time, a countercharging unit will receive all bonuses in melee, as if they had charged.
«RUN!»
This is a pretty desperate way of saving a unit from taking the hit, because once they start running they may as well not stop at all, shattering all tactics and battleline. This reaction isn't always voluntary. For example: if a unit already retreats and an enemy unit declares a charge against them, they can only use “Run!” as a charge reaction and continue to retreat.
If a unit chooses “Run!” reaction, use the following procedure:
- Immediately turn the unit about its center so that it's facing directly away from the centre of the charging enemy unit, ignoring the other units or impassable terrain. This turn is “free” and doesn't reduce the distance the unit will flee.
- After that, the unit runs 2D6 squares in the direction it's facing. Moving Retreating Units is described in Miscellaneous Moves sub-phase.
Note that just because they run, doesn't mean they'll escape from oncoming chargers.
If the unit chooses “Run!” reaction, a charging unit can decide what to do next: to continue pursuing or try charging another target in it's line of sight after passing a Leadership test. If the test fails, the unit must continue it's charge. If the test is successful, a unit can declare charge on a new target. If there are no new targets in range, unit can't charge, and must continue it's first charge. A charging unit can change a target this way only once per turn.
Fleeing off the battlefield
If a retreating unit touches the edge of the battlefield, the entire unit is removed from the play and counts as destroyed. It's assumed that these units...no, didn't die, more like scattered or regrouped only after the battle is over.
Charging more than one unit
Normally, a unit can declare a charge at a single enemy unit, but sometimes, there's no way completing the charge against an enemy unit without touching another. In this case, a charging unit must declare charge against all units, it can hit while attacking the main target. Each target unit must declare and resolve its own charge reaction in the order chosen by their controlling player. Any units that don't declare a charge reaction are assumed to “Hold”.
Oh sh...!
A unit might well be called upon to make several charge reactions over the course of this sub-phase, if it's charged by several enemy units. A unit can only use “Stand and Shoot” and “Countercharge” reactions only once per Charge sub-phase. This is not to say, that these reactions must be used against the first charging unit though. If a unit runs, it will have to keep running, no matter how many charges declared against it.
Roll charge range and move charges
After all charges and charge reactions declared and resolved, it's time to GM to roll charge range and see whether or not they we're successful. Work through charges one at a time, in any order decided by player, whose turn is it. Calculate the charge distance for each charge, resolve the resultant successful or failed charge and move on to the next one. The only exception to this rule is when several units charge a single target, as mentioned above.
Calculating charge range
Charge range is determined by the formula below:
2D6+Movement Value.
If the charge range is equal or greater than distance between the charging unit and it's target, then the charge is considered successful. If the charge distance is less then the distance between the two units, the charge is considered to be failed. A unit can't, under any circumstances, use it's charge to move in close contact with another unit, to which there wasn't declared a charge.
If a unit charges several enemy units, the rolled charge distance must be sufficient to reach all units, otherwise the charge can only be resolved against those units within range.
Failed charge
If a charge failed, the unit moves directly towards it's target a number of squares equal to the highest dice rolled for the charge, wheeling around impassable terrain and units, both friends and enemies, by the shortest route.
Move charges
Movement must be made directly forward to the charged unit. As many models as possible from the two points must be brought into base contact.
Flank and Rear charges
Sometimes, it might just happen, that unit's attacked in their flank or rear. A charging units position at the start of the Movement phase determines where it charges. Charging in a flank or rear gives additional bonuses when determining who won the melee. A unit charged in it's flank or rear may only use “Hold” charge reaction.
Charging a retreating enemy
If a unit made a successful charge against a retreating enemy unit, move the charging unit into contact with the retreating one following the basic rules. The retreating unit is “captured”. Captured unit suffers a Wound (with no saves allowed) for every Attack that the pursuing unit has. The pursuing unit is then placed 1 square in behind the fleeing unit. It's not rare to see that a unit that destroys running troops in it's way will find themselves vulnerable to enemy flanking. If a unit charged and destroyed a retreating unit, it can attempt to reform, using the Leadership test. If the test is failed, the unit stays as it is and can't reform. It the test is passed, the unit can take a Reform maneuver, as mentioned above. In any case, this unit can't move further during this Movement Phase.
Multiple charges on a unit
If several units have declared a charge against a single unit, then roll the charge distance of these units at the same time. Calculate the charge distance for all charging units. All units, that are successfully charging must equalize the number of fighting models. Remember, however, that our primary goal is always to maximize the number of models fighting. On occasion, more units can complete the charge than can fit in base contact with the target. When this happens. GM must nominate which units complete the charge. The rest are counted as having failed the charge.
- III. Mandatory movement
Usually the player chooses himself how and where to move his units. But in some cases, units must move by themselves, obeying the rules which require them to do so. In this case, it's not the controlling player that moves them, it's the rules, GM or sometimes even his enemy! This type of movement is called mandatory. All mandatory movement are made after charge sub-phase, but before miscellaneous movement sub-phase.
Retreating is usually the most common reason to use mandatory movement sub-phase. Any retreating unit must be dealt with before moving to any other mandatory movement. Thankfully, player can issue a Morale Restore roll before retreating.
Moral Restore Roll
If issued a Moral Restore Roll, GM must roll a Leadership test for every retreating unit in the army. If the test is failed, unit continues to retreat as followed. If the test is successful, unit immediately stops retreating and has the right to make a reform maneuver.
If the unit has less than 25% of it's initial number of models, unit can restore it's morale only when rolled snake eyes (one pip on each die), ignoring the units Leadership value. A unit with restored morale can't make other movements, and also can't shoot in this round, but otherwise follows the basic rules.
Movement of retreating units
All retreating units that failed to restore their morale must make a 2D6 squares movement in the direction which it's currently facing. Models that go through other units or impassable terrain must make a Dangerous Terrain test.
Retreating units are assumed to have broken formation and ignore obstacles of any kind as they retreat. Fleeing units move through any units (enemy or ally) and impassable terrain. If the unit ended up inside of another unit or an impassable terrain piece, they continue to move forward until it's past the obstructions, and then will halt.
Any unit that is retreating through an enemy unit or an impassable terrain, must go through Dangerous Terrain test. If a unit is retreating through an allied unit, than that unit must take a Panic Test as soon as the fleeing unit has completed it's move.
If at least one model of a unit moves into vase contact with the battlefield edge, the whole unit counts as destroyed to all basic rules intents and purposes.
Other mandatory movement
Aside from retreating, that's described below, all other mandatory movement is followed by the normal movement rules, unless stated otherwise. Any other mandatory movement can be resolved in any order the controlling player or GM wishes.
- IV. Miscellaneous Movement
During this sub-phase, you are preparing for charges in future rounds, and also maneuver to deny any future charges of your opponent. This sub-phase is also used for moving your units into good positions, seize strategic areas of the battlefield, etc.
Moving your units
In this sub-phase, all units that aren't retreating, charging, rallying, mandatory moved and aren't engaged in combat, can move and perform maneuvers.
The controlling player picks one of his units and moves it a distance up to units Movement value (M) in squares. Players can move their units until all the eligible units have done so.
Moving backwards and sideways
A unit that moves backwards or sideways moves at half rate, i.e. it counts the distance moved as being double what it actually is. While bypassing obstacle terrain, it counts as the usual one, not double. If half rate of Movement value equals 1,5; 2,5 etc. the player moves on a larger number (i.e 2,5 = 3 and so on).
A unit can't mix forward, backward and/or sideways movement as part of the same move. Remember that units can only wheel when moving forwards or idle.
Marching
Unit moves forward at double speed. If they start marching within 8 squares of an enemy, they must pass a Leadership test to do so. If the test is successful, unit can march. If not, the unit can't march, but it counts as had marched for rules purposes.
While marching, unit can't perform any maneuvers, except rotations around it's axis. Units that marched can't shoot during the Shooting Phase, but can do other things, as mentioned by basic rules.
Lone models and movement
Unit that consist of a single model, be it a monster, character or a single survivor, moves the same as other units.
Moving from the battlefield
Units can move from the battlefield only while retreating or pursuing a fleeing enemy. While performing other movement sub-phases, the borders of the battlefield counts as an impassable terrain, unless stated otherwise.
Reinforcements
Sometimes the rules will call for a unit to enter a battle after the game started. Where this happens, we refer to the unit entering play as reinforcements. Reinforcements are placed in base contact with the responding board edge, facing directly forward the battlefield. The board edge will depend upon the rule that triggers the reinforcements.
A unit that enters as reinforcements, in the turn of it's summon, can't charge and march, but can otherwise participate in the game normally. Reinforcements counts as having moved for the purposes of shooting.
COLOR PHASE
Mages
Before we delve into rules of Color Phase, first let's decide what is a Mage. Any model that can create spells during Color Phase are known as Mages by gaming rules, even if they can't truly create spells (see bound spell).
Color Level
All Mages are unique and have different levels of skill and power. That's why for convenience sake, we divide them by in-game levels. The higher level has the Mage, the more powerful he is. High-level Mages know more spells and can use more color to create them. Color Level is usually described in his description. There are four levels of Color mastery in the game.
Color Schools
Color Schools are lists of spells, from which a Mage can choose spells to wield in battle. Below a player can find lists for default schools of color, that are common for the majority of Caldaerns nations. Many nations also use Color Schools unique to them. Such schools and their description can be found in their respective Army Books.
Spells
During the Color Phase, players Mages will create Spells, a list of which is presented below. Mages knows a limited number of spells, equal to their Color Level. Each Mage starts with one predefined Spell (referred to as zero or 0 in the Spell List). Some Mages can have special rules or magical items, that allow them to use more spells than they normally could know or even know all spells from a specific Color School. Such rules or items are listed in their respective Army Books.
I. Color and Antimagic Pool
At the start of each Color Phase, the casting player determines the Color Pool of his army by rolling 2D6. When a Mage creates a spell, he takes a number of points from the Color Pool in order to make the attempt. Accordingly, each time a spell is created, the Color Pool will shrink, thus limiting the number of spells the casting player can attempt.
After deciding the Color Pool, his opponent rolls 2D6 to determine the Antimagic Pool. This pool is used for dispelling created spells and for protection from the Back Volt effects. Antimagic Pool works similar to Color Pool – in order to dispel something, player must take a certain number of points from the pool, that are later used in their respective sub-phases.
Pool Amplification
If the players desire so, they can amplify their respective Pools. The controlling player can place additional points into his Color Pool for every level his Mages have. The same goes for the opposing player, the difference is only in the number of points, they'll get, as shown in the table below.
Some races have greater propensity/resistance to Color – the First Races and Graighules in particular. These races have a permanent bonus to Antimagic Pool, as shown in the table. This bonus, however, in negated if they have units of another nation as allies on the battlefield.
Players can't amplify their Pools by dead or retreating Mages and also by Mages that left the battlefield. Mages can generate Pool Points even in buildings and transport.
II. Spell Creation
In order to create, Mage must choose one of his spells and after that – choose a target. Mages can create each spell only once per phase. If the mage is dead, running or left the field, he can't create spells.
Choosing the target
Some types of spells impose additional restrictions on the target allowed or allow to ignore these restrictions. Unless stated otherwise, the target of the spell must:
- lie within the Mage's front arc.
- lie within the spells range.
- not be engaged in melee.
- The Mage doesn't need a line of sight to his target.
Creation Roll
When creating, a Mage must take a number of points from the Color Pool according to his level.
After this, Color Pool points turn into equal amount of dice, that are rolled, added together and then the Mages Level is added to the sum. This is called “Roll to Create”.
Every spell has a casting value. The easiest have casting value of 3+, but more powerful spells have more casting value. If dice result is equal or bigger than the spells casting value, the spell is created. If the result is less than the casting value, the spell creation is failed.
The points used for spell creation are considered to be used and are removed from the Color Pool.
Amplified Spells
Some spells allow the Mage the option to put more color into them, boosting the effective range, amount of damage or duration. Such option is clearly stated in the spell's description, as is extra creating cost require to achieve the additional effect. The controlling player must warn GM about using the amplified version of the spell before creating it.
Minimal creating value
If the total result of creation roll is less than 3, then the spell is always considered to be failed, despite the modifiers, bonuses, magic items, etc. If a Mage can re-roll his Creation Roll, he must re-roll all the dice and accept the second result, even if the result is worse.
Supreme Level and Color Mistake
If two or more 6s are rolled when creating a spell, it has been cast at Supreme Level. Such spell is created automatically and can't be dispelled. When checking for Supreme Level, always use the actual dice scores, ignoring all bonuses and penalties, associated with the dice roll (unless the description of the bonus states otherwise). If a Mage can re-roll his Creation Roll, the second result will be looked for Supreme Level, ignoring the first one.
If two or more 1s are rolled when creating a spell, a Color Mistake happened. Such spell is automatically failed, and the Mage that made such mistake can't create spells during this round.
Some magic items and special rules cause a guaranteed Supreme Level or a Color Mistake. In that case, they are played separately, following their specific rules: if a special rule requires from a Mage to suffer a Color Mistake, than it can't cause a Supreme Level at the same time. The same goes to rules or items, that cause a guaranteed Supreme Level – they can't make both that and a Color Mistake at the same time (unless said otherwise).
Supreme Level and Color Mistake are fairy important because they can trigger a Back Volt (see below).
III. Dispelling
If the spell was successfully created and wasn't created on Supreme Level, than the enemy has one try to dispel it. Unlike creating, dispelling doesn't require neither measured distance nor line of sight. Any Mage can try to dispel any created spell. If the player doesn't have a Mage in his army or doesn't want to use his Mage right now, he can make an anonymous dispel from the whole army.
Dispel Roll
Take any number of points from Dispel Pool and roll them as dice, adding the results together. This is Dispel Roll. Compare the Dispel Roll result with the Creation Roll result. If the Dispel Roll is bigger or equal to Creation Roll, the spell is dispelled and doesn't have any effect. If the Dispel Roll is lesser than Creation Roll, the spell is successfully created. Play it as described. After this, used points are removed from Dispel Pool, just like in Color Pool.
Player can announce about boosting the roll or re-rolling the result, if he has a special rule, magic item or something similar, but he or GM must warn about using these things before dispelling. You can't make a Dispel Roll and then suddenly remember that the player has an item that boosts the roll.
Double 1s and 6s. Supreme Level
Like creating spells, the snake eyes (or double 1s) mean that the dispel roll is failed no matter the result or bonuses. And if double 6s rolled, the spell is automatically dispelled. If failed to dispel, Mage can't dispel anything during this round. However, the army can anonymously dispel even after they failed once.
If the spell was created on Supreme Level, it can't be dispelled by any means. All Supreme Levels and Color Mistakes made during the Dispel sub-phase are counted when determining Back Volt.
IV. Spell Resolution
Follow the instructions in the spell's text. Remember, that damaging spells may cause Panic, as stated by basic rules.
Spell types
There are five types of spells in Caldaern: augment, direct damage, curse, magic bolt and stormcolor. Unique spells, that don't go in any of these types have their own limitations and uses, mentioned in spells description.
- Direct Damage are spells that deal a certain amount of Wounds to a unit, with no saves allowed, unless mentioned otherwise in special rules of the army/unit or the spell itself. Direct Damage spells can only ever be cast on enemy units. Sometimes such spells use a template to determine which models are hit. The template can't be placed in such way that it touches allied units or units that are in melee, although, depending on the spell, the template can move onto friends later on.
- Augment spells empower friendly units, making them faster, stronger, tougher, and also protecting/healing them. Such spells can only be created on friendly units. Augment spells can be created on units in melee and those that aren't in Mages front arc.
- Curse spells are direct opposite of Augment spells and can only be created on enemy units, with no saves allowed. Note that bonuses and penalties from Augment and Curse spells are cumulative, but normally can't take any characteristics above 10 or below 1.
Stormcolor are spheres of magical energy that travel across the battlefield, wreaking all kind of effects. Such spells don't have a target – instead they use small blast template, which is placed in base contact and in front arc of the Mage and moves as described in the spell. Unlike other templates or spells, stormcolor templates remain in the battlefield after spell resolution. Stormcolor spells move as described in the spell during the Miscellaneous Movement sub-phase. If a stormcolor end its movement over a unit, place it 1 square beyond the unit in the direction it was moving. Stormcolor spells always remain in play.
- Magic Bolt can only target enemy units. Mage can use this type of spell only on units within his front arc and to which he can trace a line of sight. Magic Bolts can't be created by Mages engaged in melee. See pdf for more details.
“Remains in Play” Spells
Spells marked “remains in play”, stay in effect indefinitely when cast. Their effect ends only when:
- spells target is dead.
- mage that created the spell is dead.
- mage chooses to end the spell (which he can do at any time)
- mage that created the spell has left the battlefield
- mage is creating another stormcolor-type spell (if the “Remains in Play” spell was a stormcolor)
Mage can continue to create any spell he knows, with the exception of stormcolor-type spells, as mentioned above.
Spells lasting more than one turn.
Some spells don't have an immediate effect but have effects that last one or more turns. Once in play, the enemy may try to dispel them in corresponding sub-phase. Mages are free to cast other spells and even if they are killed or leave the battlefield, the effects last for their normal duration.
Canceling the spell
It can happen that one spell effect directly conflicts with another spells effect. If this is the case, the spell created earlier counts as automatically canceled and is replaced by a new spell.
Terrain Wounds
Player can Wound next terrain types: Forests, Obstacles, Buildings and Mystical Monuments. Only Magic Bolts and Stormcolor-type spells can harm terrain. Destructible terrain consists of some kind of material. Materials have two parameters: Toughness (T) and Wounds (W). Terrain has the same characteristics number as material, which it's made of. Toughness of Terrain is equal to Toughness of it's material while landscape wounds are considered by this formula:
Wt=N*Wm*max (1,Ht)
where N – number of squares, from which the landscape element is made; Wm – Wounds per one square; max – a function that selects the larger of two numbers; Ht – the integer part of terrains height.
List of Materials:
Light Materials (Leather/Paper/Glass, etc.): T: 2; W: 1.
Wood: T: 3; W: 2.
Brick/Stone: T: 4; W: 2.
Khesoyan plexyplast/Metall: T: 5; W: 3.
Khesoyan and And plastic/Rhytite: T: 6; W: 4.
Creators Materie: T: 8; W: 5.
If the unit attacks only terrain use the formula, given above. If the unit attack an enemy unit, hidden in/located behind the terrain, the controlling player must specify what he's attacking, after which we roll To Hit for the selected target and, depending on what was the target, continue either with the formula above or by Basic Shooting Rules. After this, all missed shots are counted To Hit again, but for the second target, using necessary formulas, if needed.
If the attack is using Templates – follow the Basic Blast Template Rules (see p.6 Rulebook 1.). If the template hit both terrain and unit, follow the Basic rules for damage, them count the number of terrain squares and use that number, when counting Terrain Wounds In case of destruction of terrain like Buildings, Bridges or Mystical Monuments, the location of such terrain are marked as “Ruins”. Ruins count as indestructible normal Obstacles; Remember, that not all Buildings can be created from every material – the list of restrictions is given in their description.
V. Next Spell
Repeat steps 2-4. As long as there any points left in Color/Dispel Pools, players can create and dispel spells. Remember that, unless specified otherwise, each Mage can create each spell only once per turn.
VI. Dispelling “Remain in Play” spells and Back Volt
Dispelling “Remain in Play” spells
If the “remain in play” spell wasn't dispelled and came into effect, opposing player may attempt to dispel it in the next Color Phase. This is done in the end of the phase, after all spells are played but before the Back Volt check, following basic dispelling rules. All basic Dispel rules are in effect, with one exception: in order to dispel a spell that remained in play from the last Color phases, the player must roll a number equal or higher than the spells Difficulty, ignoring the Creation Roll result. If the spell was amplified, we use the amplified, not basic, spell difficulty. “Remain in Play” spells that were created on Supreme Level can't be dispelled, with the exception of stormcolor-type spells.
Back Volt
Color is a natural part of the planets atmosphere, that's why usually its distributed more or less evenly. But for a number of reasons – from wars to natural cataclysms – in some parts of the planet there may be a bigger concentration of a particular Color and because of that, different anomalies may occur. This is what natives call “Back Volt”, and usually it's not a pleasant thing.
After GM played all the spells players wanted to create, count the number of Supreme Levels and Color Mistakes of both players had during the game and add them together. As soon as the result will be more or equal to 5, the Back Volt is set in action. Count the number of successfully created spells from both players during the phase, roll 2D6, consult with the table below and play the effect.
Back Volt Table | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
1-3 | Amber. What is to Cariy a humble internal metabolism to the world is a soul-crushing hunger. All units gain -1 penalty to Initiative for every created spell. All firearms lose half of their range and all special rules, except those, unique to it (Crystal, Capsule, etc.). As soon as the penalty hits -5, all units on the battlefield must take a Leadership test and retreat if failed, without the ability to regroup. | |||||||||
4 | Purple. Freed anger creates more violence. All units gain +1 WS for every created spell, an also “Frenzy” special rule (even if the unit can't gain this rule normally). As soon as bonus hits +5 or more, all units on the battlefield must take a Leadership test. If failed, the unit is automatically removed as casualty. This test must be taken every round during the Start of the Turn Movement sub-phase. | |||||||||
5-6 | Azure. The more Azure in the air – the faster time will go in the region. However, to a foreign eye, the natives of this region would appear as awfully slow. All units gain -1 to Initiative and Movement for every created spell until they stop completely. When this happens, the units may no more move, charge or shoot. | |||||||||
7 | Lilac. Lilac is a color of peace, and it's softens things. Natives of the lilac zones are usually peaceful, passive and like to sleep a lot. All units gain -1 to WS and BS. As soon as bonus hits -5, all unit must take a Leadership test. If failed, the player loses control of these units and they stop moving. The game will end when the last unit stops. | |||||||||
8 | Emerald. Green is good for protection, but a region overflowing with it turns viscous. Caryies have a hard time moving or creating spells in such regions. All units gain -1 to Movement for every created spell till maximum -10. All spells increase their difficulty by 2 for every created spell. | |||||||||
9-10 | Gold. Jealousy is other side of love. Where Gold is overflowing, caryies are more vile, rebellious and prone to lynching or civil wars. Every phase all units must pass a Leadership test. If failed, they Hit themselves equal to the number of models in a unit. | |||||||||
11-12 | Silver. When there's to many silver, Color in the region flows more intensely. In the next Color Phase, roll for Color and Antimagic Pools twice and add the results together. This is a Unified Pool from which mages now must take points for both creation and dispelling. When all points from the Unified Pool are depleted, mages can't create or dispel spells for the entire battle. |
Dispelling the Back Volt
Understanding the dangers of Back Volt, when it happens, Mages usually make a temporary truth and try to scatter, devour or somehow get rid of the extra Color. One round after Back Volt activation, players may try to dispel the Back Volt, but only together – players can't make it separately. In order to do it, Mages must sacrifice the ability to create spells and only roll for Antimagic pool. After this, mages and army have to dispel all Supreme Levels and Color Mistakes that happened. All basic Dispel rules are in effect, with one exception: in order to dispel Supreme Level or a Color Mistake, the player must roll a number equal or higher than the spells Difficulty (even if the SL/CM was made when dispelling), ignoring the Creation Roll result. The moment all Supreme Levels and Color Mistakes are dispelled, all Back Volt bonuses, penalties and effects immediately stop working. Retreating units still have to follow what was said in Back Volt description, however, the player now can regroup such units, negating it.
Double 1s and 6s
Since Back Volt came due to overabundance of Color, attempting to dispel it may cause...unforeseen consequences. If double 1s or 6r were rolled during the dispel attempt, they also count as Supreme Levels/Color Mistakes and added to the number of SL/CM that must be dispelled.
SHOOTING PHASE
I. Nominate a Unit to Shoot
During the Shooting Phase, a model armed with a ranged weapon can make a single shooting attack. However, not all units are allowed or capable of doing so. Here are the most common reasons why a unit can't make a ranged attack:
- Unit doesn't have a ranged weapon at hand.
- Unit marched in the preceding Movement Phase.
- Unit reformed, rallied or made a failed charge.
- Unit is fighting in melee.
- Unit is retreating.
- Unit is under the influence of a specific spell or rule that prevents it from shooting.
Other situations must be explained by the relevant rule/rules. The rules above are used by default.
II. Declare a Target
A ranged attack can target any model in the attackers line of sight (LoS). Target must be at least partially within the units front arc. To see more about arcs and LoS see “Rulebook 1. Main Information”. All models in one unit must shoot at the same target. If the view to target or a part of is obstructed by something, a unit can shoot only at those models, that are visible to them.
Shooting and height
Units can trace a LoS over other smaller sized models. This goes to both tall models and models that are upland.
Shooting in two ranks
Units are allowed to fire in two ranks. Models in the second rank use the line of sight of the model directly in front of them of all ranged attacks.
Weapons range
Depending on effectiveness, distance in divided in close and far. Close distance is from 0 to half of the maximum range of the weapon. Far distance is from half of the range to it's maximum for the weapon.
Check if target is in the range of the weapon
Unit can declare ranged attack only at targets within the maximum range of the weapon. If it's beyond it – all shots miss automatically. Only those models in a unit, that see the target within the required range can shoot. The one exception to this is when a unit makes a “Stand and Shoot” charge reaction – it's assumed that while charging enemy enters the weapons range.
Shooting in melee
Models can't shoot while in melee or shoot at enemies engaged in melee. Some War Machines can accidentally hit allied unit in melee with it's template. The key word here is “accidentally”. Player can't purposefully aim at his on models.
III. Roll to Hit
To determine whether you hit, roll a D6 for each shot. The number required for a shot to hit is determined by models Ballistic Skill (BS). Note that the number of models Attacks doesn't matter – each model can only shoot once, unless said otherwise.
Count the number of shooting models and roll that number of D6. The following table shows the minimum score you'll need to hit.
Ballistic Skill | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|
Roll Required | 6 | 5 | 4 | 3 | 2 | 1 | 0 | -1 | -2 | -3 |
If you rolled equal or bigger number on D6, the shot hits. If rolled less – shot misses. Specific modifiers will be used during this roll. If rolled a pure 1, the shot misses, ignoring the modifiers.
7+ To Hit
A low BS and modifiers may result in a required 7 or more to score, which is impossible on a D6. In this case – roll a 2D6. The roll counts as successful if rolled 10+. The chance is little, yet it's possible.
Shooting modifiers
All modifiers are cumulative, unless noted otherwise. To see all the modifiers, read the pdf.
IV. Roll to Wound
Once you successfully Hit the target, you must compare the weapons Strength (not it's user) and targets Toughness to determine whether the hit caused something. Strength of most weaponry is given in its description, and the Toughness can be found in the targets profile.
Roll a D6 and consult with the table below. The number cross-referencing the weapons Strength and the Targets Toughness is the minimum score on D6 required to wound the target. This is called Roll to Wound. Every dice that equal or bigger than the number on the table scores one wound.
To Wound Chart | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |
1 | 4+ | 5+ | 6+ | 6+ | 6+ | 6+ | 6+ | 6+ | 6+ | 6+ |
2 | 3+ | 4+ | 5+ | 6+ | 6+ | 6+ | 6+ | 6+ | 6+ | 6+ |
3 | 2+ | 3+ | 4+ | 5+ | 6+ | 6+ | 6+ | 6+ | 6+ | 6+ |
4 | 2+ | 2+ | 3+ | 4+ | 5+ | 6+ | 6+ | 6+ | 6+ | 6+ |
5 | 2+ | 2+ | 2+ | 3+ | 4+ | 5+ | 6+ | 6+ | 6+ | 6+ |
6 | 2+ | 2+ | 2+ | 2+ | 3+ | 4+ | 5+ | 6+ | 6+ | 6+ |
7 | 2+ | 2+ | 2+ | 2+ | 2+ | 3+ | 4+ | 5+ | 6+ | 6+ |
8 | 2+ | 2+ | 2+ | 2+ | 2+ | 2+ | 3+ | 4+ | 5+ | 6+ |
9 | 2+ | 2+ | 2+ | 2+ | 2+ | 2+ | 2+ | 3+ | 4+ | 5+ |
10 | 2+ | 2+ | 2+ | 2+ | 2+ | 2+ | 2+ | 2+ | 3+ | 4+ |
Resolving unusual attacks. Automatic Wounds
Some weaponry and special rules require you to inflict a specific amount of hits with certain strength. Such hits are resolved using steps 4, 5 and 6 of the Shooting Phase.
Some types of weaponry wound the target automatically. In this case the GM skips both roll to hit and to wound and the target gets a number of wounds stated in weapons description.
V. Saves
Any Wound can be ignored if the player successfully rolls a save for his model. There are two types of saves: armor saves and color saves. Armor saves suffer modifiers based on the Strength of the weapon, but color saves are never modified. The Player/GM must roll a D6 for every successful wound on his models. If the number rolled is equal or bigger than the save value, the wound has been deflected. If rolled less – the Wound is taken. Note that no model may have a save better than 1+, and even then, a roll of 1 is always a failure.
Armor Saves
Armor save is determined by what armor the model is wearing. This information is always described in the units profile. There are two types of armor, normally used by all races: light armor (6+ save) and heavy armor (4+). Some nations can use different types of armor that gives better protection. Such armor is listed in specific Army Books.
Shields
A model, that carries a shield has a bonus in +1 to it's armor save up to the maximum of 1+. The table below shows the most common combinations and their armor saves. Note, that there are other armor saves modifiers out there, like for riding a cavalry mount of some kind.
Color saves
Rule-wise color save is identical to armor save. Unlike armor save, though, color saves can never be modified and aren't ignored, even if the attack ignores armor saves. Model can use color saves any time, unless said otherwise. Remember, that a rolled 1 is always a failure.
Different color saves can't be combined. If a model has more than one save simply use the best.
More than one save
Sometimes a model has both armor and color saves. In this case, a model must use the armor save first and then, if failed, use the color save. Models can't use both saves in one time and then choose the better one or use two armor/color saves for one wound (see above).
Immediate Death
Some special attacks don't inflict wounds, but simply kill the model in question. Where this is the case, not only no saves allowed (unless stated otherwise), but the number of wounds on the model's profile is completely irrelevant – remove the model as casualty.
VI. Remove Casualties
Target unit suffer casualties for every unsaved wound. Casualties are always removed from the rear rank of a unit. If the unit has only one rank, casualties are removed equally from both ends.
Models with multiple wounds and casualties
Some models have more than one wound in their profiles. Should such unit suffer wounds, you must remove as many whole models as possible. Divide evenly the number of wounds caused to the unit. This is the number of models you have to remove from it. Any leftover wounds aren't gone, they continue to “hang on” to the unit and are added to wounds inflicted by any subsequent attacks.
Multiple wound Hits
In case of multiple wound Hits Roll to Hit, Wound and Saves of any kind are played as normal. After, for each unsaved wound, roll the appropriate dice to determine how many wounds are caused. Remember, that a model can't suffer more wounds than it has in it's profile. If this happens, the models just dies and any extra wounds are wasted. A multiple wound hit isn't the same as a multiple hits that each cause a single wound – remember this.
If a unit of creatures with multiple Wounds is hit by a multiple wound hit, do the same thing and then add together all unsaved wounds and remove casualties as described above in “Models with multiple wounds and casualties”. The same goes to hits from spells or weaponry, that hits every model in a unit.
Shooting and Panic
Casualties suffered by the unit during this Phase may cause Panic as stated by basic rules. See “Panic” for details.
Terrain Wounds
Most terrain can be destroyed during the battle – be it due to artillery barrages or monsters/war machines movement. In order to display it in-game, some terrain also has Wounds characteristic.
Player can Wound next terrain types: Forests, Obstacles, Buildings and Mystical Monuments. Only Artillery, Heavy Weaponry, Weaponry with special rules describing this possibility and every attack, that uses Blast Templates (i.e. Grenades or spells) can harm terrain. Destructible terrain consists of some kind of material. Materials have two parameters: Toughness (T) and Wounds (W). Terrain has the same characteristics number as material, which it's made of. Toughness of Terrain is equal to Toughness of it's material while landscape wounds are considered by this formula:
Wt=N*Wm*max (1,Ht)
where N – number of squares, from which the landscape element is made; Wm – Wounds per one square; max – a function that selects the larger of two numbers; Ht – the integer part of terrains height.
List of Materials:
- Light Materials (Leather/Paper/Glass, etc.): T: 2; W: 1.
- Wood: T: 3; W: 2.
- Brick/Stone: T: 4; W: 2.
- Khesoyan plexyplast/Metall: T: 5; W: 3.
- Khesoyan and And plastic/Rhytite: T: 6; W: 4.
- Creators Materie: T: 8; W: 5.
If the unit attacks only terrain use the formula, given above. If the unit attack an enemy unit, hidden in/located behind the terrain, the controlling player must specify what he's attacking, after which we roll To Hit for the selected target and, depending on what was the target, continue either with the formula above or by Basic Shooting Rules. After this, all missed shots are counted To Hit again, but for the second target, using necessary formulas, if needed.
If the attack is using Templates – follow the Basic Blast Template Rules (see p.6 Rulebook 1.). If the template hit both terrain and unit, follow the Basic rules for damage, them count the number of terrain squares and use that number, when counting Terrain Wounds In case of destruction of terrain like Buildings, Bridges or Mystical Monuments, the location of such terrain are marked as “Ruins”. Ruins count as indestructible normal Obstacles; Remember, that not all Buildings can be created from every material – the list of restrictions is given below.
MELEE PHASE
I. Fight a Melee Round
GM must play one round of melee in any order, including retreating and pursuing. Do so until there are no more melee to conduct. As long as two units are in base contact with each other, they are considered to be in melee. The melee results applies to all the units involved.
Who can fight?
Model can fight if it's in base contact with the enemy model, even if they only touch at the corner. Even flanked or reared models can fight. Every model makes a number of blows equal to their Attack value. If the model has more than one Attack, player can divide them between enemy models as he wishes, provided that he will warn about this in advance (otherwise GM decides by himself how to divide the attacks). In case of complex/cavalry models Attacks of riders and mounts are worked separately and can be directed against different targets. Models in base contact with the enemy may not refuse to attack.
Striking Order
Charging units automatically attack first. Otherwise, models attack in Initiative (I) order - from biggest to smallest. If Initiative values are drawn, blows are struck simultaneously. If the model has two or more Initiative values, attacks are also resolved in relevant order. Models can't attack after they die.
Supporting attacks
If rules allow so, models in the second rank can attack the enemy, if the model is directly behind the model in the first line that is in base contact with the enemy. This is called “supporting/support attacks”. Supporting attacks can't be made in flanks or rear of the unit, and also can't be made by models that are in base contact with the enemy themselves. Enemy model may only attack a model conducting support attacks once, no matter how many attacks or how many bonuses to melee it has. Supporting attacks are played exactly as normal attacks.
Incomplete ranks
Gaps in the unit, made by formation specifics don't prevent models from fighting. If the unit is attacked in the flank, the models in the incomplete rank are moved into contact with the enemy and fight normally. If the unit is attacked in the rear, all models in the line (i.e. both models from the incomplete rank and models from the next rank) fight as stated by Basic rules, ignoring the fact that some of them aren't in base contact with the enemy. The same thing happens, if a unit with incomplete rank gets flanked from both sides.
To Hit Chart | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |
1 | 4+ | 4+ | 5+ | 5+ | 5+ | 5+ | 5+ | 5+ | 5+ | 5+ |
2 | 3+ | 4+ | 4+ | 4+ | 5+ | 5+ | 5+ | 5+ | 5+ | 5+ |
3 | 3+ | 3+ | 4+ | 4+ | 4+ | 4+ | 5+ | 5+ | 5+ | 5+ |
4 | 3+ | 3+ | 3+ | 4+ | 4+ | 4+ | 4+ | 4+ | 5+ | 5+ |
5 | 3+ | 3+ | 3+ | 3+ | 4+ | 4+ | 4+ | 4+ | 4+ | 4+ |
6 | 3+ | 3+ | 3+ | 3+ | 3+ | 4+ | 4+ | 4+ | 4+ | 4+ |
7 | 3+ | 3+ | 3+ | 3+ | 3+ | 3+ | 4+ | 4+ | 4+ | 4+ |
8 | 3+ | 3+ | 3+ | 3+ | 3+ | 3+ | 3+ | 4+ | 4+ | 4+ |
9 | 3+ | 3+ | 3+ | 3+ | 3+ | 3+ | 3+ | 3+ | 4+ | 4+ |
10 | 3+ | 3+ | 3+ | 3+ | 3+ | 3+ | 3+ | 3+ | 3+ | 4+ |
Roll to Wound
Roll a D6 and consult with the table below. The number cross-referencing the weapons Strength and the Targets Toughness is the minimum score on D6 required to wound the target.
To Wound Chart | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |
1 | 4+ | 5+ | 6+ | 6+ | 6+ | 6+ | 6+ | 6+ | 6+ | 6+ |
2 | 3+ | 4+ | 5+ | 6+ | 6+ | 6+ | 6+ | 6+ | 6+ | 6+ |
3 | 2+ | 3+ | 4+ | 5+ | 6+ | 6+ | 6+ | 6+ | 6+ | 6+ |
4 | 2+ | 2+ | 3+ | 4+ | 5+ | 6+ | 6+ | 6+ | 6+ | 6+ |
5 | 2+ | 2+ | 2+ | 3+ | 4+ | 5+ | 6+ | 6+ | 6+ | 6+ |
6 | 2+ | 2+ | 2+ | 2+ | 3+ | 4+ | 5+ | 6+ | 6+ | 6+ |
7 | 2+ | 2+ | 2+ | 2+ | 2+ | 3+ | 4+ | 5+ | 6+ | 6+ |
8 | 2+ | 2+ | 2+ | 2+ | 2+ | 2+ | 3+ | 4+ | 5+ | 6+ |
9 | 2+ | 2+ | 2+ | 2+ | 2+ | 2+ | 2+ | 3+ | 4+ | 5+ |
10 | 2+ | 2+ | 2+ | 2+ | 2+ | 2+ | 2+ | 2+ | 3+ | 4+ |
In melee, the Strength value of the attacker is used to determine wounds rather than the Strength of the weapon, like when shooting. However, some weapons give bonus on the attackers Strength. Remember that different Strength Hits are rolled separately.
Saves
See PDF for more detailed description of saves in melee
Remove Casualties
Casualties are removes the same as in Shooting Phase – from the rear rank of a unit. If the unit has only one rank, casualties are removed equally from both ends. Models that have stepped up to replace the fallen can fight provided that their Initiative step hasn't passed.
Mark the number of casualties somewhere. You will need to know how many casualties have been caused when working out who won the combat.
II. Combat Result
Once all melee participants have fought, GM must determine which side has won this round. The winner is determined by the number of points gained during the round of melee. Below is a list of bonuses and situations, for which points are given:
- WOUNDS INFLICTED
+1 for each inflicted wound.
Wounds that didn't kill anybody (like wounds on heroes or monstrous creatures) also count. Don't count saved wounds. Attacks that kill the model outright count as having scored all the killed models remaining wounds.
- CHARGE
+1 if the unit charged.
- EXTRA RANKS
+1 for each extra rank with at least five models, to a maximum of +3.
Unit can't use Extra Rank bonus, while being attacked in the flank or rear.
- BANNER
+1 for a banner bearer
- WAR FLAG
+1 if the unit includes a War Flag Bearer.
- FLANK ATTACK
+1, if unit is fighting the enemy unit's flank.
- REAR ATTACK
+2, if unit is fighting in the enemy unit's rear.
- HIGH GROUND
+1 if unit is higher placed that the enemy unit.
- DE DOOD
+1 per every excess wound caused in a duel, to a maximum of +5.
Deciding the winner
The unit with the highest combat result wins the fight. The difference is important during the Break Test of which is written below. If the enemy unit was completely wiped out, the other side is automatically the winner, even if their number of points is inferior to the wiped unit. The unit automatically restrains pursuit and may reform.
III. Break Test
Break Test is the same as Leadership Test, with the exception that it uses 2D6 and the difference between the winner and loser's combat result is applied as a penalty to the defeated unit's Leadership. If rolled equal or lesser number than it's modified Leadership value, the unit stands ground and continues to fight – this round is over. If rolled bigger number than it's modified Leadership the unit breaks and starts running. Remember, that the modified Leadership value is used only in Break Test and subsequent attempt to Combat Reform.
Inspired
If a defeated unit has more models than its enemy, it takes it's Break Test on it's unmodified Leadership. If a defeated unit uses the Generals “Inspiring Presence” special rule, it takes it's Break Test on the Generals unmodified Leadership.
No matter how badly the unit lost, as long as it's Inspired and wasn't flanked, it always takes the Break Test on it's unmodified Leadership.
If rolled 2 (i.e. two 1-s) during the Break Test, the unit passes the Break Test automatically, ignoring the modifiers.
Combat Reform
Combat Reform is a normal Reform maneuver save for the fact that it can be made by units in melee. Combat Reform has only one limitation: you can't decrease the number of models in base contact with the enemy models. Models can reform in base contact with the enemy. Unit can't perform a Combat Reform if it is attacked from multiple sides.
VICTORS COMBAT REFORM
If your unit wins the melee but the enemy doesn't flee, the unit can immediately make a combat reform.
LOSERS COMBAT REFORM
If your unit loses the combat, but doesn't flee, it can still attempt a combat reform, but only if it can pass a Leadership Test. Note, that this test uses the modified Leadership value, just like Break Test. If your unit is Inspired or if it has “Unbreakable” special rule, it takes a Leadership test on it's unmodified Leadership. If the test is successfully passed, unit can perform a Combat Reform.
IV. Retreating and Pursuing
If the unit fails the Break Test, it must start retreating and can be fully destroyed by it's pursuer.
Restrain or pursue
Thehttp://1d4chan.org/skins/common/images/button_italic.png victorious unit must pursue the enemy. They can't do that if part of a unit is still in melee, though. In order to restrain the unit from pursuing, unit must pass a Leadership test. If the test is successful, the unit holds position and can choose to reform. If the test is failed – unit continues to pursue.
Unit can willingly refuse to pursue if it's inside the building or behind cover terrain.
Roll to Flee and Roll to Pursue
First, roll for retreating unit and then for pursuing one. A unit flees/pursues 2D6 squares, if their Movement value is 4 or less and 3D6 squares if bigger. Don't move these units, until you certainly know that they survived the retreat. If the rolled distance for pursuers is bigger or equal to retreating unit distance, the retreating unit is “captured”. Captured unit suffers a Wound (with no saves allowed) for every Attack that the pursuing unit has. The pursuing unit is then placed 1 square in behind the fleeing unit.
Fleeing units movement
Turn around to face away from the victor and then move directly forward a number of squares equal to their Flee roll. The unit retreats exactly the same as described in the Movement Phase.
Reforming restrained units
Unit that restrained itself from pursuing can perform a reform maneuver.
Pursuing units movement
The pursuing unit turn it's front to the fleeing unit and moves directly forward a number of squares equal to their Pursue roll. Unit moves forward even if it completely destroys the fleeing unit.
Obstacles during Pursue
If the pursuing unit comes in contact with a friendly unit or impassable terrain it'll stop in 1 square away from them.
Pursuing a new enemy
If the pursuit would make the pursuer into contact with the enemy unit, then the pursuers must charge the enemy unit. This new charge is played as any other basic charge with one exception – you don't need to roll for the charge distance, you already know it – it's equal to your Pursue Roll. A suddenly charged unit can use only one charge reaction – Hold.
Breakthrough
If a unit charged and wiped out the enemy unit by the end of melee phase, it can make a 2D6 squares move forward.
Pursuing off the Battlefield
If the retreating and pursuing units move into contact with the battlefield edge moves off the battlefield. Roll a D6 – on 4+ both units are allowed to re-enter the battlefield during the next Movement Phase, using the reinforcements rules. Units are place as close as possible to the same point from which they left the battlefield. It is a good idea for GM to mark somehow the place where they left the battlefield.
Nest Melee
Nest Melee is a fight that involves more than one unit on either or both sides. Unless stated otherwise, all Melee rule are applied. Bear in mind, though, that not all two units interaction is accepted during the nest melee.
Nest Melee Results
Combat resolution works slightly differently in nest combat. All Wounds inflicted by both sides, as well as De Dood bonuses are counted as normal, but the rest have their specifics.
- Banners
Unit still receives a +1 combat result if its side has one or more banners present in the fight.
- Flank and Rear
Bonus for flank and rear attack can only be earned once per unit attacked in the flank or rear. Having multiple units attacking the same unit doesn't grant additional bonuses.
- High Grounds
Unit gets +1 for every charging allied unit or unit, that is placed higher than the enemy.
Nest Melee and Beak Tests
All defeated units must take a break test, as stated in basic rules. Losers can use Inspired rules (aka pass the Break Test using unmodified Leadership value) only if they have a bigger number of models than all the enemy units attacking them. Nest Melee and Pursuing
It can happen that one or more victorious units have scattered several enemies that were engaging them from different sides. If such thing occurs remember:
Victors are permitted to pursue a single enemy unit that they are in base contact with. Note that it can pursue only if all the units they fought with are currently fleeing; if there are still enemy units in base contact with the pursuer, it must abandon the pursue and continue fighting. If there is more than one pursuing unit, the controlling player can choose the order in which they move.
If at least one pursuing unit catches the fleeing unit, rolled enough distance to catch it, a captured unit then suffers a Wound (with no saves allowed) for every Attack that the pursuing unit has. The pursuing unit is then placed 1 square in behind the fleeing unit.
Shrinking units and Nest Melee
Sometimes, due to casualties, a unit may no longer in base contact with the enemy, but at least part of the enemy unit is still standing. This happens when, for example, the unit is attacked in rear – as casualties come from the rear rank first, this can leave the attackers stranded.
If this happens for some reason, unit becomes stranded in such manner, the attacking unit is immediately nudged by as small an amount as possible, to bring it back into contact with the foe. This move can't be used to alter the facing of the unit, change the attackers formation, of charge another unit. If the attacker can't be moved in this manner, then the defending unit is moved instead. If the unit opts out of melee due to losing base contact with the enemy, only inflicted wounds are counted during the combat result. The rest of the bonuses are ignored. Also, unit that have left melee in such ay are ignored when deciding which enemy units can be Inspired.
Enemy is Destroyed!
In nest melee it can happen that at the end of a round some units are no longer engaged with any enemy unit, most likely because it was completely destroyed. From that moment, such units are out of melee for all purposes and can move normally from then on. The combat result is ignored.
PSYCHOLOGY
Panic and the ability to resist it are important factors in any battle. Wars are won and lost because of quailed armies that ran from the field, terrified, while they could stand ground and fight!
Panic Tests
Roll a 2D6 and compare the result with the models Leadership value. If the result is equal of lesser than ythe models Leadership, the test is passed. If the test is passed, the unit may continue to do stuff, as stated in basic rules. If the test is failed, the unit starts to retreat. Note, that one unit may conduct a Panic Test only once per Phase (and 4 times in total). Some Panic Tests are to be conducted immediately after an event, that triggers it, so it would be wise to mark those units, that have already passed the Panic Test.
If two or more allied units must pass a Panic Test simultaneously, they do it in order, decided by GM.
There are three situations when the unit shouldn't make a Panic Test:
- A unit doesn't take Panic Test in melee. The moral here is regulated by Break Tests.
- A unit doesn't take Panic Test if it's retreating.
- A unit doesn't take Panic Test if it's already passed one during this Phase.
If the unit is not subject to these circumstances, then it must take the Panic Test in these situations:
Heavy Casualties
A unit must take a Panic Test if it loses 25% or more of it's initial number of models with which it started the phase. The test is conducted immediately after removing all casualties.
An Allied Unit is destroyed
If an allied unit is destroyed or removes as casualties, then all units in 6 squares from it must take a Panic Test.
An Allied Unit Breaks
If an allied unit failed it's Break Test, then all units in 6 squares from it must take a Panic Test.
Retreating through allied units
If a friendly unit during it's retreat is passing through another friendly unit, this unit must take a Panic Test. First, work through all Retreating and then roll all Panic Tests.
Direction of Retreat
If unit failed the Panic Test:
- If the panic is brought by heavy casualties, the unit turns around (ignoring all other units) directly from the unit that caused Panic and retreats as stated by basic rules.
- If the panic is brought by other reasons, the unit turns around from the closest enemy unit and continues to retreat as stated by basic rules.
If the unit doesn't leave the battlefield, you'll have a chance to Rally the unit.
DOWNLOADS
Due to me being new to MediaWiki (and lazy - editing's a bitch), here are the downloads to a PDF version of the Rulebook, where you can find all above, as well as some new information and illustrations (made in Paint) to ease the learning curve.
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