hand-to hand combat ranged combat - files.site...

4

Upload: lamliem

Post on 08-Jun-2018

318 views

Category:

Documents


2 download

TRANSCRIPT

HAND-TO HAND COMBAT Target must be in attackers death zone. Attacks are not usually made diagonally unless equipped with a long reach weapon.

HIT ROLL

Find the targets WS on attackers Hand-to-Hand combat section, roll equal to or higher to hit. If a 12 is rolled it is a critical hit and a free attack is made (repeat). If a 1 is rolled it is a fumble and the defender gets a free attack.

WOUND ROLL

All attacks that hit roll a number of dice equal to the weapons damage value, each dice that is equal to or higher than the targets toughness value deals one wound. If a 12 is rolled that dice has scored a critical wound and may be rolled again (if another 12 is rolled, it is rolled again, and so on).

RANGED COMBAT To attack at range the attacker must be (1) carrying a ranged weapon and have ammunition. (2) The attacker cannot be in a death zone of the enemy (3) or in a square adjacent to the target. (4) The target must be within the range of the weapon and (5) the attacker must have line of sight.

HIT ROLL Count the distance in squares. to the target, do not count the attackers square but do count the targets. Find the value for the range on the ranged combat section, roll equal to or higher to hit. If a 12 is rolled it is a critical hit the targets toughness is halved when rolling for damage. If a 1 is rolled it is a fumble and the attack will hit a friendly model within two squares of the target.

WOUND ROLL All attacks that hit, roll a number of dice equal to the weapons damage value, each dice that is equal to or higher than the targets toughness value deals one wound. If a 12 is rolled that dice has scored a critical wound and may be rolled again (if another 12 is rolled, it is rolled again, and so on). Keep a record of used ammunition and check for recovery after the battle.

STRENGTH DRAIN In addition to any wounds caused by the monster, the horrible chill of contact (even through a weapon) numbs the Hero, who must subtract 1 point from his current Strength score. Lost Strength is regained only at the end of the current expedition, if

the Hero is still alive. Later strikes can inflict more Strength Drains, and a Hero whose current Strength is reduced to zero or below is struck instantly dead! Every time a monster drains Strength from a victim it regains 1 lost Wound of its own. It cannot regain more than 1 Wound per

combat phase, however.

HYPNOTIZES

The monster can hypnotize one enemy model within its death zone each combat turn. The target must make a Bravery test or else be paralysed with fear for that combat turn, unable to make any action other than feebly defending itself. If the monster is in hand-to-hand combat with the model it has hypnotized, it gains +2 on all hit rolls against its target.

BERSERKER

A berserker may choose to go berserk at the start of any combat phase. He will remain berserk until every enemy in sight has been killed. Following rules apply when berserk:

1. Berserker receives one free attack per turn (made at the same time as normal attack).

2. When being attacked berserkers WS –2. 3. Must always move towards closest enemy and

engage in hand-to-hand combat. 4. Will only recover from being berserk at the end

of combat.

SPELLCASTER

Spellcasters are able to use magic. They have a limited number of spells and

must use spell components to cast them, just like Wizards. They must take an Intelligence test if a spell demands it, with the usual results for success and failure. The type and number of spells known by the spellcaster are listed on the relevant monster combat

cards.

INVULNERABLE

Some monsters are magically invulnerable and require, a well aimed blow to damage them at all. When rolling damage dice, even those dice which score equal to or greater than the monster’s Toughness can only be counted if there is at least one 12 rolled. This does not apply to damage rolled as the result of a free attack or to any attack made with a magical weapon.

CAUSE DISEASE A monster which causes disease reduces the Strength and Toughness of anything it hits. When a monster hits a Hero, the GM rolls 1d12 if the result is equal to or higher than the Heroes starting Toughness the Hero has been infected.

Between expeditions, the Hero can visit a Healer to have the disease cured. If the disease is not cured (for any reason) then the Heroes Strength and Toughness is reduced by 1 point and will continue to be reduced by 1 point between each expedition until the disease is removed. If either value is reduced to 0 the Hero dies.

FEARSOME MONSTER

Some monsters are so scary they cause fear in other creatures, even Heroes. If a fearsome monster has a Hero or Henchmen in its death zone at the start of any combat phase, that model must check for Bravery. Roll 1d12, if the result is greater than the models bravery value it cowers and may not move (unless it runs) or attack, but may open doors. Fearsome monsters fighting other fearsome creatures are unaffected by fear and do not need to check for Bravery.

LARGE MONSTER Large monsters have bases four times that of smaller models, when moving them, use one corner for counting their movement spaces. They can move through doorways normally but are never left part-way through a door, or across a wall. Large monster block any line of sight which passes over their bases. Line of sight from a large monster to a large monster is not blocked by normal sized creatures.

A large monsters death zone occupies eight spaces as shown on the diagram.

FLIGHT

A monster with flight can ignore all death zones when they move.

TWO ATTACKS

A monster with two attacks may make two hand-to-hand attack rolls instead of one. Two separate damage dice entries on the combat cards show how many damage dice are to be rolled whenever the first or second attacks hit.

REGENERATION

A monster which can regenerate recovers 1 lost Wound at the beginning of each GM phase of every combat turn.

COMBAT SEQUENCE OF PLAY PLAYERS PHASE

1. Move and then attack or attack and then move. 2. Run (cannot attack). 3. Open or close a door or move and then open or close a door

(cannot attack). GAMESMASTER PHASE

1. All monsters in turn either move and then attack or attack and then move.

2. A monster may run (cannot attack). 3. Sentries may open or close a door or move and then open or

close a door (cannot attack). 4. A Monster able to pursue may open a door (cannot attack). 5. Reveal special Monsters that performed their abilities.