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Transcript of Fields of War core rule book
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Fields
of
WarCore rule book
written by:Aaron Basham
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game design:Aaron Basham
War MaterialsIn order to play a game of Fields of war you needto have several things:
1.paper and pencil
2.several six sided dice(d6)
3.a surface to play on
4.models for your army
5.a tape measure(inches)
6.terrain
7.This book
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Model Types and SizesIn fields of war you will be confronted by modelson a large number of different bases so to makethings easier for you we have included a sectionhere detailing what the size of each base is andwhat each model has rule wise:
InfantryInfantry is your standard unit for every army andthey are usually the weakest and most numerousmodels on the board. There base size is 3/4” by3/4” or 20mm. A rank is 5+ models.MountedMounted models are your cavalry and they are
usually very fast models. Their unit size willalmost always be smaller then Infantry. Theirbase size is 3/4” by 1 1/2” or 40mm. A rank is 5+models.
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MonstersMonsters are some of the largest and strongestmodels in the game as well as the leastnumerous. Their base size is 1 1/2” by 1 1/2” or80mm. A rank is 3+ models.
War machinesWar machines are the most advanced weaponsof war that any army can field and they candecimate whole units of infantry with just a
single shoot. The war machine has a base of 11/2” by 1 1/2” or 80mm. No ranks.
ChariotsAlthough few armies use chariots anymore theyare still a very fast and deadly model often ableto survive punishment undreamt of for almost
every other unit. Their base size is 2” by 3” or50mm by 75mm no ranks.
ShipsShips are the no all end all of an army and everyarmy has at least one kind of ship at their
disposal. Their base size is 3 1/2” by 7” or88.9mm by 177.8mm. No ranks.
Basic StatsOn every model there is a stat line which detailshow fast, how strong, how tough, or how skilled amodel is in a certain area. With the exception of
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wounds,movement,and number no stat may bereduced below 1. This section will detail whateach stat is and a brief description of what eachone does:Movement(M)Movement is how far a model can move in asingle turn.
Combat Skill(CS)Combat skill is how good(or bad) your model is
when fighting in close combat.
Shooting Skill(SS)Shooting skill is how good(or bad) at shootingyour model is.
Power(P)
Power is how powerful your model is when he isin close combat and it occasionally determineshow strong a shoot is.
Armor(Ar)Armour is how well your model can take a hit.
Armour can be improved by wearing orequipping armor.
Lives(L)Lives determines how many hits your model cantake and still be able to fight. If a model runs our
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of lives remove it from the table as it is dead.
Speed(Sp)Speed is how fast your model is. Speeddetermines close combat order and,if you are aship, if an attack hits.
Attack(At)Attack determines how many hits a model maylaunch during close combat.
Courage(Co)Courage determines how brave(or cowardly) agiven model is.
Points(Pts)Points determine how much a given unit orupgrade will cost.
Field Allowance(N)Field allowance is the number of models in a unit.War machines, ships and chariots will have 2numbers, one for how many crew there are andone for the war machine itself.
Example stats
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Name M CS SS P AR L Sp At Co
Human
4” 4plus
4plus
3 2 1 3 1 2
Elf 5” 4plus
3plus
3 2 1 3 1 3
Gnome
4” 4plus
3plus
3 1 1 4 1 4
Dwarf 3” 3plus
3plus
3 3 1 2 1 4
Ratkin 5” 5plus
4plus
2 2 1 4 1 1
Goblin 4” 5plus
4plus
2 1 1 3 1 1
Troll 4” 4plus
5plus
3 3 1 2 2 2
Stygian
5” 3plus
5plus
3 2 1 2 1 3
satyr 6” 5plus
4plus
2 1 1 4 1 1
centaur
8” 4plus
4plus
3 3 1 3 1 2
Scarecrow
6” 3plus
4plus
3 3 1 2 2 4
zombie
3” 5plus
5plus
3 2 1 1 2 4
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CommandsFields of War uses a command system for
determining what a unit can do. Each unit has, atleast, 1 command point to spend per turn. Eachunit can only be given any given command onceper turn. Ships have 1 command point base plus1 per 2crew members. If a unit doesn't use all itscommand points it may give them to anotherunit within 6”. Next is a list of the basic
command and is followed by what each onedoes:
name # of commandpoints
regroup 0(1)
move 1pivot 1(0)
shoot 1
march 2
Volleyfire
2
charge 2
Givefire
1
1st spell 1
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2nd
spell2
ram 3
Regroup-Regroup may only be used if a unit is fleeing.When regrouping you take a Co check. If passedthen the unit may return to combat. If failed theunit marches towards the nearest board edge.
You may spend a command point to
automatically regroup, but it must come from afriendly unit.
Move-A can move forward up to its full movementvalue.
Pivoting-when pivoting hold one corner of the unit inplace. Then measure the distance from the othercorner. It can pivot up to a maximum of itsmovement. You can pivot for free if you march or
move.
marching-when marching a unit may move up to twice itsgiven movement.
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charging- You may only charge if the unit hasn'tmoved,marched, of shot this turn. The unitmoves it's normal movement +d6” forward. If itcontacts an enemy unit roll a D6 and add +1 forevery unspent inch above it's normal movement:
D6roll
effect
1 Enemy unit gets to fight with all models
2 to5
Fight combat as normal
6plus Charging unit gets to fight with all models
Shooting-Shooting may only be done by a unit with
ranged weapons that hasn't marched, charged,or rallied this turn. In order to shoot first declarewhich of your units is shooting at which of youropponent's units. Then roll a D6 for every modelin the unit's first rank and compare the result tothe model's shooting skill. If the roll is equal to or
higher then the model's shooting skill then it hitsand wounds as described in close combat. If theroll was lower then the model's shooting skillthen it does nothing. Please note that a roll of a 1is always a miss.
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-modifiers--there are several modifiers that apply to if ashoot hits. It is detailed on the chart below
Shot type Modifier to D6 roll
Shooting over half range(if range is morethen 6”.
Minus 1
Shooting at flying Minus 1
Shooting at loner or
cohort
Minus 1
Shooting within 2” Plus 1
Shooting at/from a ship minus 1
Volley fire minus 1
Shooting after moving Minus 1
-shooting at/from the sea--when shooting at/from a model that is on thesea reduce the range of the weapon by a quarter.
-shooting at/from a flyer--when shooting at/from a model that has the
flyer spc. rule reduce the range of the weapon byhalf.
-cohort--when shooting from a cohort all models withinthe given range of a weapon may shoot.
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-firing at war machines--If you score a hit when firing at a war machinethen you must roll on the table below todetermine whether you hit the crew or the actualwar machine. In addition,when being shot at, thecrew has the protection(6) spc. rule do to the factthat they can hide behind the war machine.However, if the war machine doesn't have thecohort spc. rule then the crew is inside themachine(i.e. chariots and ships) and they get the
protection(5+) spc. rule instead.D6roll hit
1,2 Warmachine
3,4,5,6 crew
Volley fire-a unit may that volley fires may shoot all of itsshoots in a single volley. When firing a volley allof the models within range may shoot that turn.
The only modifiers that apply are range and thevolley itself. The unit loses 1 command point nextturn and may not shoot as they are to busyreloading. War machines(with the exception of ships) and units with the cohort rule MAY NOTvolley fire.give fire-If a unit with ranged weapons is charged and
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they did not shoot yet then they may fire a singlevolley into the oncoming unit with the within 2”bonus applied. However the ranged unit has itsCS reduced to 6 for that combat. War machinesand units that have fires already may NOT givefire.
Magic- Magic can only be used by a model with theCaster special rule. How to cast spells and the
spells themselves are detailed later on.
Ramming-Ramming may only be done by ships to otherships. The Ship moves it's full movement plusD6” forward. If it touches another ship along theway roll a D6 and subtract(if there's is
higher)/add (if yours is higher) the difference inthe ship's speeds. If the roll is equal to or greaterthen the ship's Combat skill the the charged shipis damaged as detailed in close combat. If it islower then the other ship moves forward enoughuntil it is 1” away from where the other ship
would have hit it. After dealing damage roll a D6and add one for each wound inflicted:
D6roll
effect
1 Neither ship can move until the other one
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is destroyed.
2 to5
The ships move 2” away from each other.
6plus The rammed ship sinks. Remove themodel and crew.
Close Combat-Close combat is when 2 units that are in basecontact fight each other. Close combat is fought
out differently depending on which models arefighting.-infantry--Infantry fight with the first 2 ranks. They fightas standard close combat rules. A rank is 5models.
-cavalry--cavalry fight with the first rank. They fight asstandard close combat rules. A rank is 5 models.
-monsters--monsters may only fight with the first rank.When they charge a monster instantly inflicts d3p4 hits on the enemy unit. After that monstersfight as standard close combat rules. A rank is 3models.
-chariots
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--chariots are fickle when it comes to closecombat. When they charge in close combat roll aD6 and subtract one for each wound it hassuffered:
D6roll
effect
1 Breaks down(remove model after inflictinghits)
2 to5
Gains plus D3 attacks and power.
6 Breaks through (works like swipe on fliers)
-cohort--cohorts must line up as if they were a normalunit of their type. Cohorts may fight only with thefirst rank. Cohorts never get a rank bonus.
-flying--flying units fight by the rules indicated for theirtype. Alternatively they may make a singlesweep over the unit which inflicts d6 P3 hits onthe enemy models. However, the enemy model
gets to retaliate with d6 models. A unit that has aweapon with the reach spc. rule may retaliatewith 2d6 models instead.
-fighting close combat--when fighting a close combat you determine
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who goes first by having both players roll a d6and add the results to the most common speedin the player's unit. The person who rolled thehighest gets to attack first. If the result is a tiethen they hit simultaneously. To determine if anattack hits the attacking players designate whichmodels are attacking and rolls one d6 for everyattack they have. If the roll is higher then therecs then it hits, if it is lower then it misses. Afteryou determine if an attack hits you must also
determine if it just glances off the enemy's armoryou must also roll d6 for every hit on thewounding table on the next page. If a hit woundsthen remove one life from that model. If itdoesn't wound then it counts as a miss.-aftermath--after a battle has been fought you must
determine who the winner of the combat is. Addup the number of models you killed as well asthe number of full ranks you have, then compareyour number to your opponent's. Whoever hadthe higher number is the winner and the loserhas to take a Courage check and subtract the
difference from the number rolled. If passed theystay in combat. If failed roll D6:
D6roll
effect
1 Count as passed
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2 to 5 Reduce Unit's Co by 1 andadd 1 to next roll on thischart.
6 Unit runs away 2D6” nearnearest board edge andsuffers another D3 timesD6 hits. They then movetheir full movement everyturn until they either rallyor go off the board edge
and count as destroyed.
The to wound table(Attacker on side Defender ontop)
wounding
1Ar 2Ar 3Ar 4Ar 5Ar 6Ar 7Ar 8Ar
1P 4plus
4plus
5plus
5plus
6 7 8 9
2P 4plus
4plus
4plus
5plus
5plus
6 7 8
3P 3plus
4plus
4plus
4plus
5plus
5plus
6 7
4P 3plus
3plus
4plus
4plus
4plus
5plus
5plus
6
5P 2plus
3plus
3plus
4plus
4plus
4plus
5plus
5plus
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6P 2plus
2plus
3plus
3plus
4plus
4plus
4plus
5plus
7P 2pl
us
2plu
s
2pl
us
3plu
s
3plu
s
4pl
us
4pl
us
4pl
us8P 2pl
us2plus
2plus
2plus
3plus
3plus
4plus
4plus
Weapons
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Weapons are the all essential part of the game. Aunit with the right weapons at the time are justas helpful as a unit with the wrong weapons atthe right time. There are 2 different kinds of weapons. A model may only have up to 3weapons.
-Close combat weapons--As the name implies these are the weapons
that can only be used during close combat.Below is a chart of different kinds of weaponsand what there requirements are. All weaponsthat have a range may NOT be used in closecombat unless otherwise stated in their rules.
Weapon name rules
Club,claws,daggers if model has anotherweapon+1At
Sword,hammer none
Axe, mace +1P
Shield +1Ar
Great
axe/club/hammer/sword
+2P,2 handed, -2Sp
Spear Reach, 2 handed
lance +1P on the charge, reach
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halberd Reach,2 handed, +1P
-Ranged--as their name suggests ranged weapons areused for engaging the enemy at a “safe”distance. Included on the next page are therange weapons most commonly used by severalarmies and their stats. Unless otherwise stated arange weapon may not move and shoot in thesame turn.
name range
power rules
Hand gun 18” 3 none
pistol 9” 3 Move and shoot,club
crossbow 24” 3 None
Short bow 12” 2 Move and shoot
Long bow 24” 2 Move and shoot
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Throwingaxe
6” User'splus 1
Move and shoot,Axe
Throwing
knife
12” users-1 Move and shoot,d3
shoots javelin 12” users Move and shoot
cannon 36” 8 D3 wounds
catapult 36” 3 Radius(2”)
balista 36” 5 D6 wounds
-Other--Other equipment is, as the name implies, anassortment of random equipment. Included in
this section is armor, as it really doesn't fitanywhere else. Please note that a model mayonly have one set of armor.
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Title effect
Lightarmor
+1Ar
Heavyarmor
+2Ar, -1Sp
War horn +1 Co
Warbanner
Unit has rally spc. rule, 2 handed
Army
banner
+1 co to all friendly units within
12”,one per army, 2 handed,uniqueHorse Increase M to 8”, +1Ar, +1 At, change
type to mounted
Dragon Fly, Increase M to 8”, +2Ar, +2 At,+1Co, change type to monster.
Champio
n
Unit gains 1 Command point.
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Magic
Magic is an interesting part of the game. It is byno means mandatory however it can change thecourse of the battle for(or even against) yourarmy. Below is a list of some magic and what it
does. In order to cast a spell roll a d6 andcompare the results to the roll needed to castcolumn. If the roll is higher then or equal to thenumber shown then it goes off. If the roll is lowerthen nothing happens. A model/unit that usesmagic can only move that turn. A spell may onlybe cast once per turn per caster.
Spellname
range
effect Roll neededto cast
Fireball
24” Target unit suffers d6p4 hits
3plus
Blast 18” Target unit suffers 1 p4hit
2plus
zap 12” Target unit suffers 2d6p 3 hits
4plus
Heal 6” Target unit regains d6lives. This may not
5plus
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bring it over its startinglives.
March 6” Target unit may force
march without anypenalties this turn.
4plus
Fear 12” Target unit has to takea co check immediately.If failed then they sufferd6 p2 hits
4plus
Drain 12” Target unit loses d6lives 6
MagicShield
12” Target unit hasprotection(5+) for theremainder of the turn.
6
-rolling a 1--When casting a spell a caster may accidentaldraw on more power then was intended. If yourroll a 1 when trying to cast a spell then themodel attempting to cast it suffers D6 PD6 hits.In addition no more spells may be cast that turn.
Special(Spc.) RulesSpecial rules are rules that only effect one unitand they represent a number of certain things aunit can do. Below is a list of common spc. Rules
RuleName
Effect
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Not 1 step While in close combat the unit neverhas to take a courage test.
Caster() This unit may cast magic. They may
only cast the spells listed in theparentheses.
Fly The unit may move over all terrainwithout suffering a penalty.
Cohort All models in the unit may be placedup to 2” away from each other.
Aquatic The unit does not suffer anymovement penalties when in freshwater and treats salt water as freshwater.
Protection()
The unit may ignore 1 wound on aroll higher then or equal to the
number indicated in the parentheses.Roll for each wound individually. Youmay only roll once for every wound.
Rally The unit may re roll failed couragetests.
Automatons
The unit is never has to take couragetests. However, if they lose a closecombat they instead lose d6 lives.
Multipleshots
The model may fire multiple shots. The number of shots the unit mayfire is indicated in place of the
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multiple part(Ex. D6 shots)
Multiplewounds
A single shot(or hit) from this modelinflicts multiple wounds. The number
of wounds a shoot inflicts is indicatedin place of the multiple part(Ex. D6wounds.)
Warmachine
The model must be crewed by atleast one other model or it may notbe used. In addition it may neverforce march.
Fear Any enemy units engaged in closecombat have to pass a courage testor else they will go last.
Terror Any enemy units engaged in closecombat have to pass a courage testor else they will only hit on 6's.
Horror Any enemy units engaged in closecombat have to pass a courage testor else they will instantly lose by 2.
Accurate The unit may re roll failed hits withranged weapons.
2 handed May not be used with any otherequipment.
Reach The unit fights with an extra rank inclose combat.
Poisoned() A unit with this rule instantly wounds
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the opponent on a roll greater thenor equal to the number inparentheses.
Use everyother turn. May only used their ranged weaponsevery other turn.
One use May only ever be used once in agame.
Radius() You must select an individualmodel(it can be in a unit) when
shooting. If a shot hits then allmodels within the distance shown inthe parentheses are hit(ex.Radius(6”)). Please remember tocount each individual model and tomeasure with the selected model atthe center.
Transport May hold one unit of infantry. It maysacrifice its movement phase to letthem on/off. Units getting on/off mustbe within 2”. May not transportchariest, mounted, war machines,ships, or units with the fly spc. rule.
Ship Treats all types of water as openterrain and all other types asImpossible.
Loner The model is its own unit.
Unique You may only have one of these in
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your army.
Inspiring Any friendly unit within 12” may usethis unit's courage
Playing a game-In order to play a game of Fields of War youmust first agree on what type of mission you aregoing to play, you may roll on the table below or
just agree on one:
D6roll mission Description
1 Destroy The person with the most pointsleft at the end of the game is thewinner. If the difference in pointsis less then 10% then it is a draw.
2 Capture Place down d6+2 objectives. Theperson with the most objectives atthe end of the game is the winner.If both sides have the samenumber of objectives then it is adraw. You claim an objective byplacing any of your units over it.
3 Holdthe line
Select one player as the defenderand then give them some sort of base. If the attacker has morethen 50% of their total units in thefort at the end of the game, or
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have killed more then 50% of thedefender's initial force, then theattacker is the winner. If theattacker has any units in the fortat the end of the game, or if botharmies were reduced below 50%of their initial size, it is a draw. If the attacker have no units in thefort at the end of the game, or lostmore then 50% of their initial
force then the defender is thewinner.
4 Pillage Same as with hold the line exceptyou may not take any warmachines and you have to placedown d6+2 objectives. Each
objective adds an additional 100pts. to the final point count of thegame.
5 Catch if youcan...
One army has a hostage markerthat must be attached to a unit. If the unit the hostage is in isdestroyed or flees then it goes to
the attacking unit. The winner isthe army that can safely get thehostage off the board edgeopposite the one you started with.
6 Capture Place down d6+2 objectives. Each
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andDestroy
objective adds an additional 100pts. to the final point count of thegame. The person with the mostpoints left at the end of the gameis the winner.
Then you must determine how many points youare going to play with. After that you must selecta table that is appropriately sized for the numberof points you have, we suggest playing a game
on a table about 6' by 4', and you must alsoplace down and determine what type of terraineverything on the board is. After that you mustdetermine what type of mission you are going toplay, you may roll on the table below or justagree on one. After that you must roll to see whosets up their units first and who gets to go first.Each player rolls a D6 and the person with thehighest score sets up first, but, they have to golast. If the results are a tie then re roll the die asmany times as it takes for you to get the order of setting up and the order of play. You set up thegame by deploying your units within 12” of one
of the long board edges with a 24” neutral zonein between them. Finally, you are ready to play agame. You may play for as long as you want butwe recommend playing a game no longer orshorter then six turns.
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-InfrastructureInfrastructure is how your points are distributedbefore a game. While this may very from missionto mission the basic infrastructure is seen below:leaders(need at least 1)no more then 30% of thearmy's total cost.infantry(1st page infantry section) at least 30% of the army's total cost.elite core(2nd page infantry section,fliers(infantry, mounted))no more then 60% of
the army's total cost.warmachines(ships, chariots, fliers(warmachine,chariot, ship), warmachines) no more then 20%of the army's total cost.
Otherthis section details stuff which doesn't really fitinto any other section.
Courage(Co) test-A courage test(or check) represents when a unithas to make the most primal decision, fight orflight. In order to take a Co check roll 2d6 andadd the number shown to the units highest co. If the number is equal to or greater then 10 thenthe unit has passed. If it is lower then 10 then
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the unit has failed and will suffer the appropriateconsequences.
Terrain- Terrain is the layout of the battlefield. There is amultitude of different types of terrain and belowis a chart that is below:
type rules
open none
buildings
Transport, protection(5+) againstshooting, models inside gain cohort foras long as they are inside
forests -d3”M(roll each turn), protection(6)against shooting,models inside gaincohort for as long as they are inside
difficult -d6”M(roll each turn)
Freshwater
-d6”M(roll each turn),chariots and warmachines may not enter. If themovement is reduced to 0 the unit losesD3 lives.
Saltwater
Units may not enter. If they dosomehow enter then every turn roll a
D6. If the result is lower then the unit'sAr value then remove one model.
Impossible
Units may not enter
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ships and terrain-When a ship comes into contact with any terrainother then water at any point in their movementit suffers D6 power D3 hits. If it accidentally ramsanother terrain then it suffer 2D6 power D6 hitsinstead.Chariots and terrain-If a Chariot comes into contact with forests,fresh water, or difficult terrain it suffers D3 powerD6 hits. If it comes into contact with building,
impossible, or salt water it suffers D6 power D6plus 1 hits.
D3-some models or units require a D3. When rollinga D3 roll a D6 on the chart below
D6 roll Actualroll
1,2 1
3,4 2
5,6 3
Flanks and line of sight-Flanks are the edges of units. These determinewhere they can see and how many models theycan bring to battle. The units flanks are dividedinto 4 90 degree flanks each coming out of acorner of the unit. A unit's front flank is the flank
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where the unit can “see” and the most modelsare facing. Unless said otherwise a unit may onlyshoot or charge enemy units in the front rank.When measuring distances for the unit youmeasure form the front. Cohorts and loners don'thave flanks so they may measure from anymodel that is in their unit with the appropriateequipment.
death of crew/war machine-If either all of the crew of a war machine is allkilled, or if the war machine itself is destroyed,the the unit counts as dead. Remove anyremaining models in the unit.