mage knight - conquest rules dec 2002

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  • 7/28/2019 Mage Knight - Conquest Rules Dec 2002

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  • 7/28/2019 Mage Knight - Conquest Rules Dec 2002

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    total Point Value in their army (round up), then the opponent setsup at least half the total Point Value of their army. The first playerthen places the remainder of her figures, followed by the opponent.Play begins starting with the first player.

    ActionsNote that Conquest actions are slightly different from the

    standard action rules for these figures.Each side receives 1 action per turn per full 400 points of their

    armys build total. You receive 1 additional action automatically if youhave a figure with the Command special ability in play. In addition,roll for Command actions as normal. For example, a 2,000-point game

    gives each side 5 actions per turn. If one player has three figures withthe Command special ability, then they get one action automatically(because they have at least one figure with Command), and they alsocan roll for Command actions for each of those three figures.

    Castle Sections: A side with any non-wall castle sections intheir army receives 1 additional action per turn. If that side has acastle Keep section in their army, they receive 2 additional actions,

    instead of 1. These actions can only be given to castle sections.Multiple-Dial Warriors: When a multiple-dial warrior is given a

    single move action, it may combine the speed value of any numberof its sections together. Sections that are used for movement maynot be given another action that turn.

    Titans: Titan warriors may only be given 1 action in a turn.If the titan is given an action and it is not in base contact with an

    opposing figure at the start of the turn, it may move (as if it hadbeen given a move action) before taking its action.

    FORMATIONS

    Movement formations can be composed of 310 warriors ofthe same faction. Warriors with the speed special abilities Charge,Flight or Bound may form movement formations without turningoff these abilities, as long as all members of the formation have thesame ability. If Charge or Bound is used in a movement formation,the move-and-attack option may not be used.

    A movement formation may be formed of Mage Spawn warriorsas long as at least one Shyft warrior is included in the formation.In the Conquest rules, Mage Spawn warriors in the movementformation are not required to be in contact with a Shyft warrior.

    Ranged combat formations are composed of 35 warriors. Eachwarrior in addition to the primary attacker in the ranged combatformation adds +1 to the attack dice roll and +1 to the damagedelivered to the target.

    Close combat formations are composed of 25 warriors. Eachwarrior in addition to the primary attacker in the close combatformation adds +1 to the attack dice roll and +1 to the damagedelivered to the target.

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    CAPTURING

    Capturing is not used inMage Knight Conquest.

    STANDARD GAME

    Mage Knight Conquest offers the following guidelines for playinga standard game, for times when players are not using a pre-setscenario. This standard game is much like the standard gamepresented in the Mage Knight Unlimited rules.

    1. The playing surface is a large battlefield (see Larger Battlefields,

    p.4

    ).2. Each army has a build total of 2,000 points, giving 5 actions toeach player at the beginning of every turn.3. The time limit for the game is 120 minutes.