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Merlin RougeRules for Fantastical Conficts using I Shall Call You My Lordby 'Orrible Little Men

MagicMagic works via the use of Magical Levels. Any spell caster requires the Magical, Necromancer,or Druid Special Rule, followed by a level number.This determines the amount of dice the caster may use per turn to cast spells. A caster may onlyknow as many spells as their magical/Druid/Necromancer level. (e.g. a caster withMagical/Necromancer/Druid level 4 may know any 4 spells).Magic is cast during the caster's Activation. The caster must roll a 5 to successfully cast a spell. Foreach successful roll of a 5 when attempting to cast a spell, the success level of the spell increases by1 (up to a maximum of Success Level 3). A roll of a 1 on any of the dice used to cast negates one ofthe successes when rolling to cast the spell (eg. A single roll of a 1 negates one success, two rolls of 1negate two successes and so on).Magic can only be cast up to 16 inches unless otherwise stated in the Spell description.Necromancers and Druids may only know spells that correspond to their specialism (eg. A Druidcannot know Raise Undead as that is a Necromancer Spell). Casters who have the Magicalspecialism may know any spell, but must roll 6's to successfully cast Necromancer and Druid spells.Magic (other than the Blast spell) may not be cast while the caster is in base contact with an enemyUnit member, but may be cast while the caster's Unit is in Combat.

SpellsSpellSuccess Level 1Success Level 2Success Level 3Blast(Druid, Necromancer)-Radiating out in a circle around thecaster, all enemy Units in the Combattake D6 hits.Same as Success Level 2Target Unit must roll 6's followed Target Unit must roll 6's followed byby 4 to hit when Shooting that 5 to hit when Shooting and suffers -1turnto their Combat Rolls that turnSame as Success Level 2BlindBlinding Confusion--The target Unit rolls a Combat Rollfor each member of the Unit. Thesuccesses must then be saved by thetarget Unit's Armour Saves or beremoved as casualties. Special Rulessuch as Executioner and MasterCombatant still apply.Bloodlust(Druid, Necromancer)-Each member of the Target Unit mayre-roll failed Combat Rolls, includingthose failed by Master Combatantsafter their re-rolls.Same as Success Level 2Control(Necromancer)--The target Unit's move phase iscontrolled by the caster. Also, theysuffer -2 to their Combat Rolls for theremainder of the turn.Crush Soul(Necromancer)Cause 1 hit to the target enemy.The hit is then rolled against thetarget's Morale. A result abovethe target's Morale causes acasualty(A roll of a 6 is an automaticsuccess even if the target's Moraleis higher than 5)Cause D3 hits to the target enemy.Each hit is then rolled against thetarget's Morale. A result above thetarget's Morale causes a casualty(A roll of a 6 is an automatic successeven if the target's Morale is higherthan 5)Cause D6 hits to the target enemy.Each hit is then rolled against thetarget's Morale. A result above thetarget's Morale causes a casualty(A roll of a 6 is an automatic successeven if the target's Morale is higherthan 5)Dispell(Always requires 5 )Cast immediatelywhen an enemycaster successfullycast a spell.-The target spell is stopped.Same as Success Level 2Embolden(Druid)Unit gains 1 to their Moralecharacteristic until the controllingplayer's next turnUnit gains D3 to their Moralecharacteristic until the controllingplayer's next turnUnit counts as Fearless until theplayer's next turnEnrage(Druid)-Target a single friendly Unit. Thetarget Unit may re-roll any rolls of 1in the Combat RollTarget a single friendly Unit. Thetarget Unit may re-roll any rolls of 1or 2 in the Combat Roll.Hammer of the Gods--The target Unit takes D3 casualtiesand is thrown 2D6 in the direction ofa scatter die (if the result is a directhit, the caster may choose thedirection). If this moves the targetinto another Unit, that Unit takes D6hits

Petrify(Druid)Target Unit may not Move orShoot this turnSame as Success Level 1Target Unit may not Move or Shootthis turn and their Combat Rolls arereduced by -1PortalTarget friendly Unit is teleportedto within 4” of the Caster andmay not Move, Run or Chargethat turn.Target friendly Unit is teleported towithin 8” of the caster before makingtheir MoveTarget friendly Unit is teleported towithin 18” of the caster beforemaking their MoveProtect(Druid)Unit gains 1 to their ArmourUnit gains 1 to their Armour SavesSaves against ranged attacks until against all attacks until the controllingthe controlling player's next turnplayer's next turnUnit gains 1 to their Armour Savesagainst all attacks and may re-rolledfailed Armour Saves until thecontrolling player's next turnRaise Undead /Summon(Necromancer)-Raise 1 Unit that has been kept as areinforcement with the Undead orSummonable Special Rule within 8”of the caster.The raised Unit may not Move orShoot in the turn it is raised /summoned but they may chargeRaise up to 2 Units that has beenkept as a reinforcement with theUndead or Summonable SpecialRule within 10” of the caster.The raised Units may not move orshoot in the turn it is raised /summoned but they may chargeSorcerer's Strike-Target Unit takes D3 hitsTarget Unit takes D6 casualtiesStormFor the next turn, all shootingUnits require 6's to hit at allranges.Same as Success Level 1For the next D3 turns, all shootingUnits require 6's to hit at all ranges.Terrify(Necromancer)Target Unit may only move upto ½ of its Movementcharacteristic and may not Runthis turn.Target Unit may only move up to ½of its Movement characteristic andmay not Run, Charge or Shoot thisturn.(reckless Units may still Charge butalso halve the dice roll whendetermining Charge distance.Same as Success Level 2Terror Mortis(Necromancer)-Target Unit must pass a Morale Testor suffer D6 casualties.Same as Success Level 2Unrelenting Fury(Druid, Necromancer)-Target Unit gains an extra D6 attacksin the Combat Roll(in total, not per Unit member)Same as Success Level 2Wall of Flames-Create a 2D6” line of markers whichno Unit may move into or through.This may not be placed upon anyUnit and does not block line of sightfor shooting Units. Flying Units maynot pass over the Wall of Flames.Same as Success Level 2Move target ally/enemy Unit D3inches(cannot move a Unit into or out ofCombat)Move target ally/enemy Unit D6inches(can move a Unit into or out ofCombat)Winds of ChangeMove target ally Unit D3 inches(Druid, Necromancer) (cannot move a Unit into or outof Combat)

Special RulesSpecial RuleEffectAgileMay move their full Movement distance over rough terrain andignore movement penalties for crossing obstacles. Agile Units get 2 to their movement speed (but not their Run and Chargedistance rolls). Agile Units also ignore the penalty for fghting inrough ground.25AmbushMay enter on any table edge on any turn after the frst. Roll a D6,on a 1 the opponent chooses any point on any table edge notwithin 12 inches of their own Units; on a 2-5 the controllingplayer chooses any point on any table edge not within 12 inchesof an enemy Unit; on a 6 the player chooses any point on theentire table not within 8 inches of an enemy Unit. An ambushingUnit may not Move on the turn that they arrive on the battle, butmay Charge, or Shoot (as though they had moved that turn).13AssassinNatural rolls of 6 in the Combat Roll each cause D3 hits to thetarget enemy Unit.-5Starts the battle with 8 Wounds. Every time a Behemoth fails anArmour Save, it loses 1 Wound. Once it has reached 0 Wounds,the Behemoth is removed from the battle as a casualty.The Behemoth rolls D6 dice in the Combat Roll if it hasn'tcharged that turn, and 2D6 if it has charged that turn. ArmourSaves used to protect Units from a Behemoth's attacks suffer a -2modifer, and shields offer no protection against them. Behemothsmove 10” and are automatically Fearless and Terrifying.-100BehemothPoints CostPoints Costfor Unitsfor Leaders /(each model)MonstersBreathe FireThe Unit may make a ranged attack during the Move, Shoot, orCharge Phase of up to 8”. Whatever Unit is targetted by theattack takes 3D6 hits with a -1 modifer to their Armour Save.1040BrutalINFANTRY ONLY – Brutal Units gain 1 to their CombatRolls on any turn in which they charge into combat. Brutes andBehemoths may not have the Brutal Special Rule.25BruteStarts the battle with 5 Wounds. Every time a Brute fails anArmour Save, it loses 1 Wound. Once it has reached 0 Wounds,the Brute is removed from the battle as a casualty.The Brute rolls D3 dice in the Combat Roll if it hasn't chargedthat turn, and D6 if it has charged that turn. Armour Saves usedto protect Units from a Brute's attacks suffer a -1 modifer, andshields offer no protection against them. Brutes move 8” and areautomatically Terrifying.-80CamoufageINFANTRY ONLY – May not be targetted by shooting as longas the Unit is in cover and has not moved or shot that turn.13Elite CavalryCAVALRY ONLY – Do not suffer -1 to their Armour Saves forhaving not charged into Combat that turn.25This Leader/Solo makes D6 rolls to hit when shooting, ratherthan 1.-3ElvenMarksman

ExecutionerNatural rolls of 6 in the Combat Roll cause a -1 modifer to thetarget enemy Unit’s Armour Saves.25FearlessDoes not take Morale Tests when charging Terrifying enemiesor after losing 50% of their Unit members.25The Unit may Move, Run, or Charge over all other Units,terrain features, and rough ground with no penalty to theirMovement.25Armour Save rolls gain 1 modifer25Invulnerable5 save rolled after all failed Armour Saves (may not be used inconjunction with the Wraith special rule)25LegendaryLEADERS ONLY – This Leader gains 1 Wound and rolls anextra dice in the Combat Roll for each level in this Special Rule.-Lvl 1 – 10Lvl 2 – 20Lvl 3 – 30LightlyArmouredArmour Save rolls suffer a -1 modifer-2-5See Magic Section-Lvl 1 – 5Lvl 2 – 10Lvl 3 – 15Lvl 4 – 20Lvl 5 – 25Lvl 6 – 3025FlyingHeavilyArmouredMagical,Necromancer,or DruidMaster Archer This upgrade must be purchased by the entire Unit. Each Unitmember may re-roll failed To Hit rolls when shooting. Re-rollsdo not get re-rolled if they also fail to hit.MasterCombatantThis upgrade must be purchased by the entire Unit. Each Unitmember may re-roll failed Combat Rolls. Re-rolls do not get rerolled if they also result in failed Combat Rolls.25PoisonedWeaponAny enemy Unit that is wounded by a Unit using PoisonedWeapons (by Shooting or Close Combat) suffers 2 casualties forevery Armour Save roll of a Natural 1. Similarly, Leaders wouldsuffer 2 Wounds for the same roll.25Rapid FireEach time a member of this Unit rolls a 6 to hit with a rangedweapon, that Unit member make an extra shooting attack. If a 6is rolled during this extra shooting attack, they do not gainanother.25RecklessDoes not take Morale Tests when attempting to chargeTerrifying Enemies. A Reckless Unit rolls 1 extra dice whendetermining charge distance, removing the lowest result.13SharpshooterNatural rolls of 6 when rolling to hit with a ranged weaponcause a -1 modifer to the target enemy Unit’s Armour Saves.25SummonableMay be brought onto the battlefeld via the Summon spell13TerrifyingEnemies must make Morale Tests before charging into aTerrifying Unit/Leader/Monster25

Uncontrollable This Unit moves 2D6 in the direction of a scatter die, causing D6Momentum* hits upon impact with any friendly or enemy Unit at -1 to the target’sarmour save; after which roll, a D6. On a 1-3 they are killed by theimpact and are removed from the battle, on a 4-6 they bounce offthe Unit and move again. Keep doing this until the Unit is eitherremoved from the battle or ends their movement without being incontact with another Unit.1-Unpredictable* On any double result for the Activation roll, this Unit/Leader moves2D6 in the direction determined by a scatter die. When this specialrule is given to a Leader, if they roll a double result for theiractivation, they also may not activate any unit other than their own.If the double result is below the roll required to Activate, theopposing player can demand a re-roll of the scatter die. This re-rollmay not be re-rolled.-1-31313310UndeadDoest not ever take morale checks other than for Activation.Whenever a friendly Leader is killed, roll 2D6 for every UndeadUnit. If the result is below 10, the difference is the amount ofminiatures removed from the Unit (or the amount of wounds takenfor Monsters) Undead Units cannot run unless activated by a Leader.If an Undead Unit includes a member carrying a Standard, thismakes all enemy Units within 12” suffer -1 to their Morale Tests.Wild HorrorMountCAVALRY ONLY – Units mounted on Wild Horrors roll D6 perminiature in combat when charging, on the roll of a 6 this causes acasualty at the start of the combat. The casualties are removed fromthe front rank of the enemy Unit and the Wild Horror mountedminiatures take their place.Wild Horrors move 2D6 inches per turn, if the 2 dice show the samenumber, this allows the opposing player to choose the direction ofthe move.Wraith4 save against all failed Armour Saves.*Scatter Die rolls of a target are successful. This means that a Unit moving in the direction of a scatter die moves in thedirection chosen by their controlling player if a target is rolled.

MonstersThe following profles are used to represent the two monster types (see their entries in the SpecialRules table for more information):Points: 80BruteMaximum Unit SizeCombatShootArmourMorale13 4 /5 3 5Equipment: Any weapon of their choicePoints: 100BehemothMaximum Unit SizeCombatShootArmourMorale12 4 /5 2 7Equipment: Any weapon of their choiceBrutes and Behemoths count as cavalry when determining Charge and Run distances.If a Leader/Unit is mounted upon a Brute or Behemoth, they count as Cavalry (“Charging CavalryUnits roll twice as many dice in the Combat Roll” applies to the Leader's Combat Roll dice, not themounts, though the mount will still get its bonuses for being a monster.) and move and act using theLeader's characteristics, w

Merlin Rouge Rules for Fantastical Conficts using I Shall Call You My Lord by 'Orrible Little Men. Magic Magic works via the use of Magical Levels. Any spell caster requires the Magical, Necromancer, or Druid Special Rule, followed by a level number. This determines the amount of dice the caster may use per turn to cast spells. A caster may only know as many spells as their magical/Druid .