medieval legions rules v1.0

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Medieval Legions Rule Changes & New Rules In advance The following rules below are additions or changes from the rulebook of Dystopian Legions. So if you want to play this game (we would appreciate it) then please go to this link: http://www.spartangames.co.uk/wp/wp/wp- content/spartanimg/Dystopian_Legions_Quickplay_Download_Oct_25.pdf It will automatically download the Dystopian Legions Quick play Rulebook. Please read this rulebook and read the rules below and you will be ready to play Dystopian Legions and Medieval Legions. Also read the disclaimer below in the document. Ranged Skill & Melee Skill (RS&MS) One of the new additions in Medieval Legions is Ranged Skill (RS) and Melee Skill (MS). There represents the models skill in Ranged Attacks (Ranged Skill) and Melee Attacks (Melee Skill). The stat indicates the number that must be rolled to achieve a success. Example: A Deck Crew has a MS of 5+ that means that you must roll a 5 or 6 to achieve a success. If a model has a MS or RS of 6 the double success for the blue dice and the double success +1 dice for the red dice still count! A RS and MS cannot be lower then 2+ or higher then 6+. Any bonuses or penalties that would exceed the 2+ of 6+ are ignored. Moral (Mr) The moral dice are changed. Every model has now its own Morale Stat (Mr). The Mr stat represents the number of Dice and the Dice level a model rolls for a Moral Test. If a Section contains different Mr then the highest stat must be chosen. Example: A Deck Crew has a Mr of 4. This means that the Sections rolls 4D6 for a Moral Test. But when the Section contains a Deck Overseer (Mr 3) the Section rolls 3D6 for a Moral Test. The amount of successes required and possible penalties and bonuses are the same as in the Dystopian Legions Quick play Rulebook. Melee Attack Dice (MAD) MAD are not included in the model statistics instead MAD now gain by the melee weapon a model has equipped. Every Melee Weapon has its own MAD stat and that is the amount of MAD a model has in the Melee Attack Segment. Example: A Deck Crew has a Rapier. A Rapier has a MAD of 3 so when the Deck Crew is in Melee he has a MAD of 3. Initiative (init) Initiative is a now stat. This stat represents a model’s swiftness in melee combat. The stat is simple, the model with the highest initiative strikes first in Melee and after that the next highest model etc. but MARs can change this (Heavy (value), Swift Strike etc). Example: A Deck Crew has a Init of 3 and is in combat with a Black Woods Swordsmen (Init 4), so the Black Woods Swordsmen makes his Melee Attack first because he has the highest initiative. MAR, WAR, AAR and WMAR. WHAT IS THIS? Simple MAR stands for Model Assigned Rule, a rule that is allocated to a model (The same a Dystopian Legions) and the others are exactly the same but then for other things. WAR stands for Weapon Assigned Rule, rules allocated to a weapon. AAR stands for Armour Assigned Rule, rules allocated to armour and WMAR stands for War Machine Assigned Rule, rules allocated to a war machine. It is very simple right…? Formations It is not a big change but still very fun (well we thought it would be fun). The rules for formations are still the same as in Dystopian Legions but a Section now has its own different formations that they can switch between. As in Dystopian Legions you have loose formation and ranked formation but we have added some more. In the stat list of a section (right next to the MARs) there is a list of formations a section can choose between. The rest of all the formation rules are the same as in Dystopian Legions.

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Page 1: Medieval Legions Rules V1.0

Medieval Legions

Rule Changes & New Rules

In advance

The following rules below are additions or changes from the rulebook of Dystopian Legions. So if you want to

play this game (we would appreciate it) then please go to this link: http://www.spartangames.co.uk/wp/wp/wp-

content/spartanimg/Dystopian_Legions_Quickplay_Download_Oct_25.pdf It will automatically download the

Dystopian Legions Quick play Rulebook. Please read this rulebook and read the rules below and you will be

ready to play Dystopian Legions and Medieval Legions. Also read the disclaimer below in the document.

Ranged Skill & Melee Skill (RS&MS)

One of the new additions in Medieval Legions is Ranged Skill (RS) and Melee Skill (MS). There represents the

models skill in Ranged Attacks (Ranged Skill) and Melee Attacks (Melee Skill). The stat indicates the number

that must be rolled to achieve a success. Example: A Deck Crew has a MS of 5+ that means that you must roll a

5 or 6 to achieve a success.

If a model has a MS or RS of 6 the double success for the blue dice and the double success +1 dice for the red

dice still count! A RS and MS cannot be lower then 2+ or higher then 6+. Any bonuses or penalties that would

exceed the 2+ of 6+ are ignored.

Moral (Mr)

The moral dice are changed. Every model has now its own Morale Stat (Mr). The Mr stat represents the number

of Dice and the Dice level a model rolls for a Moral Test. If a Section contains different Mr then the highest stat

must be chosen. Example: A Deck Crew has a Mr of 4. This means that the Sections rolls 4D6 for a Moral Test.

But when the Section contains a Deck Overseer (Mr 3) the Section rolls 3D6 for a Moral Test.

The amount of successes required and possible penalties and bonuses are the same as in the Dystopian Legions

Quick play Rulebook.

Melee Attack Dice (MAD)

MAD are not included in the model statistics instead MAD now gain by the melee weapon a model has

equipped. Every Melee Weapon has its own MAD stat and that is the amount of MAD a model has in the Melee

Attack Segment. Example: A Deck Crew has a Rapier. A Rapier has a MAD of 3 so when the Deck Crew is in

Melee he has a MAD of 3.

Initiative (init)

Initiative is a now stat. This stat represents a model’s swiftness in melee combat. The stat is simple, the model

with the highest initiative strikes first in Melee and after that the next highest model etc. but MARs can change

this (Heavy (value), Swift Strike etc). Example: A Deck Crew has a Init of 3 and is in combat with a Black

Woods Swordsmen (Init 4), so the Black Woods Swordsmen makes his Melee Attack first because he has the

highest initiative.

MAR, WAR, AAR and WMAR.

WHAT IS THIS? Simple MAR stands for Model Assigned Rule, a rule that is allocated to a model (The same a

Dystopian Legions) and the others are exactly the same but then for other things. WAR stands for Weapon

Assigned Rule, rules allocated to a weapon. AAR stands for Armour Assigned Rule, rules allocated to armour

and WMAR stands for War Machine Assigned Rule, rules allocated to a war machine. It is very simple right…?

Formations

It is not a big change but still very fun (well we thought it would be fun). The rules for formations are still the

same as in Dystopian Legions but a Section now has its own different formations that they can switch between.

As in Dystopian Legions you have loose formation and ranked formation but we have added some more. In the

stat list of a section (right next to the MARs) there is a list of formations a section can choose between. The rest

of all the formation rules are the same as in Dystopian Legions.

Page 2: Medieval Legions Rules V1.0

Weapon Ranges

Ranged Weapons in Medieval Legions don’t work with Range Bands but just with inches. The same as inb

Armoured Clash (for the people who played it). The range noted in the stat line is the maximum range for that

range type (Effective range or Long range). The rest of the weapon stats are the same as in Dystopian Legions.

Ranged weapons that want to make a ranged attack on long range must be within the command distance of an

officer. When they are not within command distance they cannot perform any ranged attacks on long range.

Armour & Armour Stats

Armour worn by a model is noted in the battle gear table. There are many types of armour that can be equipped

by a model. With most models they start with basic armour equipped in their battle gear table. Example: a Deck

Overseer starts with light armour. Armour also have stats and rules:

Name: the name of the armour.

IR Bonus: the bonus a model gains on his/her IR when wearing this armour (when a model wears an

armour as standard battle gear, the bonus is already included in the stats)

KR Bonus: the bonus a model gains on his/her KR when wearing this armour (when a model wears an

armour as standard battle gear, the bonus is already included in the stats)

Penalty: this is the penalty a model gains when wearing this armour. Most of the time it is a movement

penalty but not always.

AAR: the Armour Assigned Rule an armour has.

Some models have the opportunity to switch their armour for a better one. When you do so first remove any IR

& KR bonuses from the model that the standard armour gave to the models stat. Then add the IR & KR bonuses

to the model that the new armour gives. Example: a Black Woods Warlord wears a Heavy Armour (Giving him

a IR of 5 and a KR of 11) as basic armour but has the possibility to change it to Black Woods Plate. When you

do that first remove the bonuses from the Heavy Armour (Giving him a IR of 3 and a KR of 10) and then add

the bonuses from the Black Woods Plate to his stats (Giving him a IR of 6 and a KR of 12).

For Penalties these rules apply to.

New Section Types and Change Section Types

Officers Officers are models in the army that command the troops and give small orders to nearby sections. Officers are most of the time purchased as a single section but sometimes they are a section upgrade of model. Officers are all the same in Medieval Legions, there is no differentiation by between them (like the different Tiers you have in Dystopian Legions)

Officers always have the Duelling MAR.

War machines War machines are great weapons that made mobile for war. War machine are: cannons, catapults, Ballista’s etc. War machine are valuable sections in an army but are also very rare in the army. War

machines are always operated by some crew members. A War machine must always have 1 crew member

to function.

War machines always have the Heavy Reload, Static, Limited Traverse (Weapons) 90° forward &

Defended MAR.

The Crew always have the Determined MAR.

The War machines can make the following movement actions during their movement segment:

Push it forward: The War machine can move their Mv forward and can make any rotations equal to

their Rv.

Faster forward: The War machine can move their Double their Mv forward when within Command

Distance and can make any rotations equal to half (rounded down) of their Rv. Abandon the weapon!: The crew can choose to leave the War machine and move their Mv away from

it and become a stand alone section. When does so the War machine is left on the field but cannot be used until there crew or other crew will return to them and use them.

The crew and the War machine can never issue a charge.

Page 3: Medieval Legions Rules V1.0

Cavalry Cavalry are warriors on horses. Those fast moving and agility warriors can be used as scouts but also as hardened warriors on the battlefield. Cavalry are always valuable for warlords.

Cavalry on Light Horses always have the Elusive Target MAR and increase the models HP by 1 if purchased as an option. (When having a Heavy Horse as standard Battle gear those improvements are already included in the profile).

Cavalry on Heavy Horses always have their IR increased by 1 and HP by 1when purchased as an

options. (When having a Heavy Horse as standard Battle gear those improvements are already

included in the profile).

When you purchase a Horse as an upgrade change the Infantry Type to Cavalry Type.

The Cavalry can make the following movement actions during their movement segment:

Walk Move: The cavalry can move you their Mv.

Running Move: The cavalry can move double their Mv in a straight line when within Command Distance, but cannot make a Ranged Attack.

Cavalry Charge!: The cavalry may declare a target opposing Section. ALL models in the Section

MUST move up to DOUBLE their Mv in a STRAIGHT LINE toward and THROUGH the target

enemy Section, stopping with ALL models in the Section AT LEAST 1” past the target Section. If

this movement brings a model into contact with Impassable Terrain it is immediately killed. To

declare a Cavalry Charge there MUST be enough room for each model in the Charging Section to

finish its movement without being in Base Contact with an opposing model. As the Charging Section

passes through the target Section, BOTH Sections IMMEDIATELY fight a single round of Melee, as

described in the Melee Phase. All models in the Charging Section may contribute to the Attack, and

ALL models in the target Section contribute to the return Attack. If the Section making the Cavalry

Charge causes more loss of Life Points than the target, the target Section gains a Shaken Marker.

Commands and Command Distance

All Officers have a command distance of 12”. Units within that command distance can perform special

actions (like: making a run move, charging, making ranged attacks on long range, etc.). The command distance

can be improved by the following things:

A Musician/Warcryer increases the command distance of an officer by 8”. (If there are more

musicians/warcryers in a section their improvements do not stack)

A model with the NCO MAR counts as being within command distance when it has Line of Sight on

a friendly officer.

An Iconic Item increases the command distance with 4”. Multiple items are stackable with a max of a

12” bonus increase.

Also when being within command distance of an officer a model/section gains +1 Dice for moral tests.

Changed Model Functions and New Model Functions

We have changed and (going to) add some model functions. All changes (and new additions) are noted below.

Musician/Warcryer: Increases the command distance of an officer by 8”. Also ANY moral test

performed on a Section containing a Musician/Warcryer gains ONE additional success.

Crew: A model with the Crew type can operate and take over war machines of any kind.

Page 4: Medieval Legions Rules V1.0

War Machines

War Machines are a new addition to Medieval Legions and can be compared to Ironclads from Dystopian

Legions. War Machines are structures made with a big weapon on it and is mostly used for great battles,

breaching fortresses and killing tough units.

War machine Statistics

Cw: Crew, the amount of models that are place, when deploying the War machine, within 2”of the

war machine. Without a crew a War machine cannot do anything.

Mv: Movement: the maximum movement of the model in inches.

Rv: Rotation value: the maximum Mount off 90° rotations a War machine can make. (See Ironclad

rotations in the Dystopian Legions Rulebook)

DR: Damage Rating: the same as IR but then for War Machines. When the number of success are equal or exceeded the DR, make a roll on the War Machine Damage Table.

SP: Structure Points: the amount of structure points a war machine has. When a War machine has 0 or less Structure Points the model is destroyed and turns into a Wreck (terrain piece).

Pnt: points: the point cost for this model.

Weapon: the weapon that is mounted on the War machine.

War machine Damage Table

Every time an attack against a war machine is equal or exceeds the DR of the war machine you must make a roll

on the War machine Damage Table and apply the result. If the DR is exceeded multiple times then roll for every

time it is exceeded. (Example: A section of Arquebusers makes a ranged attack against a Black Woods Ballista,

their attack results in 7 successes; the DR of the Ballista is 5 so they must roll on the Damage Table).

When you roll equal to the war machines DR you must subtract 1 from your roll on the Damage Table.

Destroyed War machine

When a war machine is destroyed it turns into a Wreck (piece of terrain). The surviving crew now forms a stand

alone section. They can however support other war machines on the battlefield or take over enemy war

machines.

War machine who are left alone

If a war machine is left alone, so there is no crew to operate it, It cannot do anything. Any section/model with the

Crew Type can take over the war machine and operate it, even if the war machine is from the enemy. If you

want to take over a war machine it must be abandoned, if their still is crew with it they must be slain first. Also

to take it over a Crew Type must be within 2” and stay within 2” to operate the war machine.

Force Organisation Chart

The force organisation chart (FOC) is also changed (because there are new types). The FOC is for one battalion,

you must field one commanding & two infantry types if you have fielded this you can field a new battalion,

there is no limit in how many battalions you field. The types are: Commanding, Infantry, Cavalry and War

Machine.

Battalion slots

1 Commanding Type

2-4 Infantry Type

0-2 Cavalry Type

0-1 War Machine Type

Disclaimer

We do not own any rights related to Dystopian Legions. We are just a couple of fans who made this game. This

product is also not intended for money or commercial use. Medieval Legions is free and will stay free. Also we

are not going to make models and Spartan Games is also not making models of this game either. This is just a

fan made modification for Dystopian Legions. If Spartan Games or anyone else has trouble with this document

or the game please contact me so we can solve it: [email protected]

You can also use this mail to give us feedback on our game or to ask question. Also take the time to look at the

products of Spartan Games, they make incredibly good war games and their models are very good quality and

are very cool.