| BATTLE RULES CRIB-SHEET for HOTT
("Hordes of the Things") v2.2 |
| |
| SEQUENCE Defender takes first
turn. Each turn the current player rolls d6 for their
number of PIPs. |
| |
| 1. MOVEMENT
(1 PIP per group moved*) |
| 2. SPELLS
(1 PIP per spell cast*) |
| 3. SHOOTING
(No PIPs required. Current player shoots, then the other
player(s) can also shoot!). |
| 4. COMBAT
(No PIPs required. All troops in contact will fight). |
| [Moves/Spells
cost 2 PIPS if out of Command Range of the General
(normally 1200p, 600p if out of sight)] |
| |
| MOVEMENT
Moving each group costs 1 PIP*. Distance depends on
terrain (Good/Bad/Road). Moves through Bad Going must be
in column formation or as individual elements. Wading
water move rate is 100p. |
| SPELLS
Casting a spell costs 1 PIP*. Spell range is 600p. A
Magician cannot cast a spell if it has moved. Spells work
like normal Combat, but the Magician can only suffer bad
results from other Magicians or similar. Any
hero/magician ensorcelled by a spell is out of action
(replaced with a frog) until 6PIPs are spent. |
| SHOOTING
Shooting range is normally 200p. Shooters can shoot
in each players turn. Artillery range is 500p. Artillery
can't shoot if it moved this turn. Shooting is not
permitted if terrain or troops even partly block the
shooters view. |
| |
| COMBAT
Each player rolls for each base: d6 + Troop Bonus
+ Tactical Factors |
| TACTICAL
FACTORS |
|
| +1 |
General (not if
bespelling/shooting) |
| +2 |
Shot at while in woods |
| +1 |
Defending hill/riverbank in
combat (not against Aerials) |
| -1 |
Per rear/flank
overlapped/contacted |
| -1 |
For each element aiding an
enemy shooting/bespelling (maximum -2) |
| -2 |
In bad going (except for Shooters/Warband/Skirmishers/Beasts/Lurkers)
OR if Mounted/Aerials fighting an enemy who is in
bad going |
| +2 |
Bespelled while in woods or
across water or near Cleric/Paladin (600p) |
| -2 |
Bespelling
an enemy Magician who is near his stronghold
(600p) |
| -2 |
Fighting
Water Lurkers |
| +1/+3 |
For
a 2nd rank of Spears/Pikes (not in bad going, or
v forts, or when bespelled/shot at) |
|
| COMBAT OUTCOMES |
|
| EQUAL (Odd Total): |
Hero v Hero
or Paladin v Magician - If in close combat:
DESTROYED. |
| MORE THAN HALF: |
|
| God |
If versus god/magician/cleric:
FLEE OFF BATTLEFIELD; else NO EFFECT. |
| Hero |
If v hero/paladin/artillery:
DESTROYED; if v magician: ENSORCELLED; If v
Stronghold: FLEE; else RECOIL. |
| Dragon |
If v hero/paladin: DESTROYED;
else FLEE OFF BATTLEFIELD. |
| Flyers/Airboat |
If v magician: FLEE; else
RECOIL. |
| Knights |
If in bad going OR v
shooters/artillery/magician charged this round OR
v behemoth: DESTROYED; else RECOIL. |
| Riders/Raiders |
If in bad going: DESTROYED;
else RECOIL. |
| Behemoth |
If v
magician/dragon/artillery: FLEE; else RECOIL. |
| Blades |
If v warband: DESTROYED; else
RECOIL. |
| Shooters/Beasts |
If in close combat v any
mounted troops: DESTROYED; else RECOIL. |
| Warband |
If v behemoth OR in good going
v knights: DESTROYED; else RECOIL. |
| Sneakers |
FLEE. |
| Lurkers |
FLEE OFF BATTLEFIELD. |
| Magician |
If v hero/paladin/dragon/god:
DESTROYED; if v magician: ENSORCELLED; else
RECOIL. |
| Artillery/Paladin |
If in close combat: DESTROYED;
else NO EFFECT. |
| Skirmishers |
If in good going v knights:
DESTROYED; else RECOIL. |
| Spears/Pikes/Hordes/Cleric |
If v warband OR in good going v knights: DESTROYED; else RECOIL. |
| Stronghold |
If in contact with any
non-aerial enemy: CAPTURED. |
| HALF OR LESS: |
|
| Skirmishers |
If v skirmishers OR in good
going v mounted/aerials: DESTROYED; else FLEE. |
| Raiders |
If in bad going OR close
combat v shooters/mounted/aerials: DESTROYED;
else FLEE. |
| Flyers |
If v
hero/magician/aerials/shooters: DESTROYED; else
FLEE. |
| All Others |
DESTROYED. |
|
| (Supporting element of spears/pikes will be destroyed if
the supported element is destroyed.) |
| |
RECOIL Move back one base, without
turning. If they bump into another unit use this Recoil
Checklist:
1) If unit recoiling is Behemoth/Dragon and other is not
Behemoth/Aerial/Sneakers => OTHER IS DESTROYED
2) If unit met is enemy => DESTROYED
3) If allowed to pass through (see 'May Pass Through'
chart) => PASS THROUGH
4) If unit met is facing different direction =>
DESTROYED
5) If unit met is not Behemoth/Dragon/God => PUSH BACK
6) If unit recoiling is Behemoth/Dragon/God => PUSH
BACK
else DESTROYED. |
| |
| FLEE
As Recoil, then turn & move the remainder of 600p
away from the enemy (avoiding obstacles/troops). |
| |
| TROOP TYPE |
MAY
PASS THROUGH |
| Gods/Sneakers |
Any (friend/enemy) |
| Any |
Sneakers (friend/enemy) |
| Magicians |
Any friend |
| Aerials |
Any ground troops (except when
recoiling) |
| Ground Troops |
Enemy Flyers/Aerial
Heroes/friendly Aerials not in close combat |
| Mounted |
Friendly Foot facing
same/opposite direction (except Pikes). |
| Skirmishers |
Any friends facing
same/opposite direction. |
|
| |
| WINNING
If you destroy the enemy Commander-In-Chief or half
their army when they have lost more elements than your
side, or you capture the enemy Stronghold, their army
must flee off the battlefield and your side WINS!! |
| |