This model may not be placed within o f an enemy model that does not belong to an engaged enemy unit. Each time you use this ability, you may discard one Martyr token to gain one extra Attack Die. Activate a foot unit for a movement. This movement is Xl if moving i n open ground or SR if moving i n , from or through uneven ground. Do not resolve step 8 of this mlee. After step 7, starting w i t h the Defender, any non-exhausted unit may decide not to disengage.
Any unit that disengages takes three additional Fatigues. I f there are still units on each side engaged after that, resolve the mlee again, starting with step 1. This ability will last until one side has disengaged from the mlee. Cancel that activation. I f the activated unit does not have any Fatigue, and a Fanatic was sacrificed, it takes one Fatigue. Mlee During step 5, after your opponent has rolled his Defence Dice, you may designate up to 3 Defence Dice 5 if the sacrificed model was a Fanatic and force your opponent to re-roll fhem.
Alltfr Prvjds Mlee Compare the number of enemy models and the number of your own models engaged i n this mlee after sacrificing your model. I f the number o f enemy models is higher than the number o f your models, your unit gains a number o f extra Attack Dice equal to twice the difference.
P4ridJs's Prmis Mlee May only be used on a unit that engaged alone an enemy unit in mlee. D u r i n g step 4 of this mlee, inflict to an enemy unit a number o f extra automatic hits equal to half the hits you inflicted to that unit gain as many automatic hits as the number o f hits inflicted i f a Fanatic was sacrificed.
Do not roll any Defence Dice during the step 5. Orders Until the start o f your next turn, after the resolution of a mlee or a shooting that has seen a unit friendly or enemy been destroyed, all your units within SR of that unit remove one of their Fatigue. Orders Until the start of your next, any of your units may sacrifice a friendly model within 3 instead of sacrificing one of its own models as part of the cost of an ability.
During the step 1 o f this mlee, all units engaged in this mlee only generate half their normal number of Attack Dice but gain a number of Defence Dice equal to the number of Attack Dice generated. Until the end of the current turn, all enemy Warlords i n play lose their Determination, We Obey and Side by Side special rules. Roll it and add it to his available dice. In addition, the number of Attack Dice they generate in mlee or when shooting is reduced by 2. Up to half the casualties rounded up you suffer during the step 5 may be removed from an enemy unit within SR that is not the shooting unit instead o f being removed from your unit.
Orders Designate an enemy Warriors or Levies unit made of up to 6 models and that is more than lil away o f its Warlord. Until the end o f the current turn, this unit is considered as part of your warband. If he is not exhausted, the enemy Warlord may take three Fatigues to cancel that ability. Gain a number of Attack Dice and a number of Defence Dice equal to a third of the number.
All mounted models move Xt in open terrain. If you move within JS of an enemy model, you must engage it in mlee. Target number is the enemy's A r m o u r. M a x number o f Attack Dice is equal to twice the amount o f Dice generated b y the u n i t. One Fatigue after each mlee. One Fatigue if a friendly unit is removed from the game in mlee within 3 of your unit. One Fatigue if your unit mounted on horses ends its movement with at least one ftgure in an uneven ground.
When shot at, discard one enemy Fatigue from the shooting unit to gain one Armour. In Mlee, discard one enemy Fatigue to gain one Armour. In Mlee, discard one enemy Fatigue to reduce the enemy's Armour by one. All these effects may only be used once during each Movement activation, or Shooting or Mlee.
Light Cover allows the cancellation of hits on 3s. Heavy Cover allows the cancellation of hits on 3s and adds one Armour to the target. Crossbows: Reduce the Armour of the target by one. Javelins: May shoot at the end of a Movement activation. If the number of Fatigue markers a unit has is equal or higher than his limit, it is Exhausted and cannot be activated for Movement or Shooting and loses half its Attack Dice in Mlee. Open navigation menu. Close suggestions Search Search.
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Jump to Page. Search inside document. Activate each of your units for a Movement or a Shooting. May only be used on your Warlord or Knights. Activate a unit on foot. M - tunne5 mm Burning Sun mm ft. Xigfit ioorses Activation Xeconqut5ta Activate for a movement one of your mounted unit that is equipped w i t h javelins.
For each SAGA Die above five that the opponent currently has on his Battleboard, The armour o f the units shot at is reduced by one for the resolution o f these shootings. Activate a unit of Warriors. Activate a unit o f Levy. Your unit gains a number of Attack Dice equal to the highest score.
The target unit gains a number o f Defence Dice Any die that has the symbol you chose may be immediately placed on your Battle Board. Roll 2D6. Activate a unit o f Warriors. Remove one Fatigue from each other friendly unit Do not resolve step 8 of this mlee. I f that unit does not end this movement engaged i f a Fanatic was sacrificed within SR o f the unit that sacrificed the model. OR Activate a unit this activation does not cause any FATIGUE if a Fanatic was sacrificed Orders Until the start of your next, any of your units may sacrifice a friendly model within 3 instead of sacrificing one of its own models as part of the cost of an ability.
Activate a unit o f Levies. May not be used by units equipped with ranged weapons. Use this ability when an opponent activates a unit to Rest. Welcome to my blog! News from a wargamer with a special interest in the military history of the Balkans. It mainly covers my current reading and wargaming projects. Pages About Home Nigel Tranter.
I say new rules because this isn't a supplement - it's a stand alone package. The rules haven't changed much from the original, more a case of clarifications, largely to address daft games playing from the rules lawyers. What can only be described as a beautiful hardback rulebook, printed on glossy paper that should stand up to a bit of rough handling.
A bit of crusading background and then straight into the rules. Plenty of explanation and worked examples, not to mention the obligatory eye candy. There are some new weapons to reflect the later period, and a new unit type, priests. They have a range of special rules and can substitute for a warlord. Then there are the army lists for Crusaders, Saracens, Religious orders and their opposite number the Mutatawwja, Spanish, Moors and mercenary Dogs of war.
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