Fields of War core rule book

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Fields of War Core rule book written by:Aaron Basham

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.