Conqueror
Conqueror
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a System-N EUtral
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BATT LE ad d-o n
Front cover
by Jaku b Wi sz
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Conqueror is a battle add-on for tabletop
roleplaying games, intended to expand on
your game’s of choice large-scale battle
mechanics and add flavor to them. Just like
our previous add-on, Duelist, Conqueror is
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meant to work with your game, without
replacing any of its systems. Many RPGs
don’t come with ready battle rules, so
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Conqueror has a simple set of rules to play
them out smoothly and without stalling
the game - with them, you can describe the
events on the battlefield overall.
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Conqueror’s main meat isn’t big clashes of
soldiers taking the spotlight away from the
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players - on the contrary, the guidance and
rules in this booklet are tailored specifically
to let the player characters and major
NPCs shine, changing the outcome of
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adjustability in mind. If your game comes with specific rules
for any situation described here (like how to create a squad
of soldiers or an army) use those, and fit the other parts of
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Conqueror to match them.
decision-making mechanics.
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If you’re playing a solo game,
or your GM/DM wants to
leave details up to chance,
you can use the decision
roll to determine what e
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stances and moves the
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foe is using. There are
two variants: random and
median.
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◆ For a random decision,
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just roll 1d6.
◆ For a median decision,
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roll 3d6, then discard
the highest and the
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D Armies aren’t as dynamic as
players, so there’s no need to
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track Initiative for them.
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army and its squads as
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moving first if they’re in the
offense before they engage
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If multiple formations are
in offense, declare for them
in order from fastest to
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it was first.
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the same system letting
ones in offense move first, if
your game doesn’t have an
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unless you prefer the simple
Conqueror ruling.
Conflicts between two
or more formations are
B
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separate scenes, even
though they happen in
a specified geographic point
of the map.
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You don’t need to have
a map and formation tokens
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ready for the battle, though
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they are helpful. Use the
map to determine the
Formations’ positions in
relation to each other, which
is important for bigger
battles and ranged attacks.
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If the map also has
important terrain features,
such as bridges, mountain
T
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passes, villages, and so
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battle objective suits the
situation best. If the players’
strategy or the ongoing story
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the decision dice to pick the
battle type.
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preset size if it came up during the game, or the decision roll
result x 5. No Battleline inside the pass can be wider than that.
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◆ The defending formations must make sure the offense
doesn’t pass that choke point and get to the other side.
◆ The defense gets to place their formations on the map how
they want, and the offense begins in a preset entry location
on the far edge from the pass.
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◆ The Hot Gates map may include multiple choke points, but
only those leading to the essential objective area must be
defended.
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◆ The offense wins if they reach the objective area.
◆ The defense wins if the enemy army is Routed.
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3 Fortification Siege
This battle takes place whenever an attacking army intends to
take over a well-fortified position: a fortress or a town.
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◆ The defense starts inside a fortified position, with walls and
at least one gate protecting the deployment area—usually
a town with streets and buildings, and a town square. Treat
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them as choke points with a width determined by decision
roll result, or the Game Master.
◆ The defense can deploy anywhere on the ground or the
walls. The walls’ height is important; make a decision roll
and double the result to see how tall they are or let the GM
decide.
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◆ The attackers can deploy in a specified zone or zones
outside the fortified area. During the battle, the defenders
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on the walls can only use siege engines (if any) and ranged
attack on the offense, until the offense climbs the wall.
◆ For defense, getting down or up the walls costs 2 Moves.
For the attackers, climbing the walls costs as many
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features as choke points.
◆ Victory conditions follow as with the Fortification Siege.
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5 Boarding Party
A common even during pirate raids or naval battles, the
boarding party occurs either as a purposeful maneuver during
close-up battle, or a result of ramming.
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◆ The offense and defense warbands start on their
respective ships.
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◆ The offense’s goal is to move to the adjacent enemy ship
at the cost of 3 Moves. They can attempt to use the ship
rigging to jump over if they’re able. Their objective is to
either Rout the defenders or reach specific parts of the
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6 Ambush
As a result of a successful infiltration (as per your game’s rules),
an ambush can be any of the above battle types, with the
following adjustments:
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◆ The defending army starts in the middle of the map,
in a Travel Column Formation (page 19).
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◆ The attackers can place their warbands wherever they like,
except for a distance of 3 Moves away from the objective
zone, if there is an objective other than eliminating the
defense.
◆ In the first turn, all defending warbands are flanked, and
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can’t defend themselves.
◆ The offense’s objective is usually elimination of the
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defense unless a different one comes into play in your
ongoing story.
◆ The defense’s objectives are to Rout the offense or survive
until an event takes place (reinforcements, dawn, etc.).
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Armies & Logistics
Conqueror uses a bunch of simple stats to
describe an army formation, from a group
of ten bandits and their dog to a legion of
professional soldiers.
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The details, such as the soldiers’ equipment,
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species, and so on are up to your game’s rules
and settings.
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Wages Of War
If your game has guidelines for hiring henchpeople or mercenaries
and their upkeep, use those as the base cost of hiring and
maintaining a trooper and their gear.
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Afterward, check your game’s setting for any information regarding
how much a mercenary is paid if available or pick a monthly wage
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that sounds right for you.
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more supplies. For large battles, you may want to
treat every 10 or even 100 soldiers as 1 ‘size point’.
Morale
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The units’s fighting spirit. When it reaches
zero, the soldiers begin to Rout. Every point of
negative value in this stat reduces Size by 1.
If the Size reaches 0, the entire unit disperses
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The unit’s Morale is equal to its Size plus the
depth of the battleline plus the bonus from
each Hero in it, including player characters.
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Morale doesn’t regenerate, but you can create
more through Battle Events—it’s where the
players get to shine.
Move
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Offense How many opponents will fall down each battle
turn. This attribute comes down to two things:
◆ the width of the battleline,
◆ a variable derived from the game you’re playing:
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the weapon damage, to-hit chance, or another
equivalent.
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Pick the most appropriate value. If posible, take
a stat that increases hit chance rather than
damage—it doesn’t matter if the foe is dead, only
that they’re wounded.
For example, a line of 10 fighters armed with
weapons increasing a to-hit chance by 8 has an
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Offense of 10+8. The first number is potential
casualties they may cause if all the soldiers in
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the formation have contact with the enemy, and
the latter is a bonus on top of that.
Ranged units don’t have to worry about the
Battleline width when not in melee, and are
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Unit Attributes
Range A distance on which your formation can hurt an
opponent. Melee units all have a range of 0—
they need to engage an adjacent opponent to
fight. Ranged units have a default range of 10
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Moves, unless you want to adjust that depending
on their weaponry.
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Battle- The shape of a formation. Battlelines are both
lines wide and deep. Those values can change during
a battle, at the cost of 1 Move.
◆ width: the damage a melee unit can do to their
enemy and is a part of the Offense stat.
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◆ depth: the bonus morale for the army. Knowing
you have comrades behind makes being brave
easier.
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The formation width can’t be more than that of
a chokepoint if there is one. If the army takes
casualties, soldiers from the back move forward
to keep the battleline wide; track the size as the
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Facing Only important when more than two opposing
formations are on the battlefield. Facing can
be either considered on a square (up, down, left,
right), or on hexes (numbers 1 to 6 assigned to hex
sides), whichever your game uses.
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When a formation is engaged in melee from
behind (for example a right-facing unit attacked by
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another right-facing unit), it’s Flanked (page 21).
A Flanked formation can’t play any Cards until
they turn around in their next turn, thus being
vulnerable to the opponents for up to two whole
turns. Battle Events can play out regardless of
where a formation is facing.
Heroes
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Important people on the battlefield—officers,
famous duelists, player characters. Every hero
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that starts in a unit or is added to it through
Battle Events increases the army Morale by 5,
while they’re up and about. The bonus is gone if
the Hero falls.
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10 WIDTH
x
40 13 = 10 + 3
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40 SIZE 18 2 0 4
+
DEFENSE MOVE RANGE HEROES
4 DEPTH
+
20 BONUS
(HEROES X5)
X
=
64
MORALE FACING
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them as if they were descriptions
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of soldier stances and readiness
for a specific situation. Use the
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formation the enemies are using
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at the start of the battle.
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1 Travel Column. The unit can move triple the normal Move
without paying Morale. It can’t play any Cards and is treated
as Flanked if attacked, but they can get to where they’re
going pretty quick. Use it during travel; it’s unlikely to be taken
during actual fighting. Travel formation has a Battleline width
of 5 and as much depth as it needs to account for all the
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troopers.
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from ranged fire. Add the unit Size to the Defense against
ranged attacks. In Offense, they can only use the Offense
bonus from weaponry, not the Battleline width.
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Battle. A standard battleline in which the soldiers receive an
Offense bonus equal to their battleline width, as described
in the stats chapter. This versatile formation is the most
common on the battlefield. To keep things simple, assume
all units—except for the one players are in and their melee
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B Battles progress on the turn order of your main
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game, with one difference—every 5 normal
combat turns make 1 battle turn.
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battle turn timeline.
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field and engage each other in pursuit of
their objectives, although no rolls are involved
in them. Formations clash in melee or attack
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track the Battle Events and Heroes for each
formation within clashing armies. Make the
changes at the start of each turn, and focus on
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is ongoing. Players and other important
characters make all the difference in a battle
through those events.
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met. Remember that Heroes cannot fall
during the battle turn, only as a result of
Battle Events.
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Flanking
When a formation gets attacked in melee from the back,
in a Travel Formation, or in the same turn they attacked with
ranged weapons, they’re considered Flanked. It means the
formation needs cannot fight back and reduce the enemy
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Size unless they change their circumstance.
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to get out of it into another Formation before they can start
damaging their opponents.
◆ When Flanked, the unit needs to turn around, spending
2 Moves before they can fight back.
◆ If the formation attacked with ranged weapons this turn,
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the unit doesn’t have to pay any Moves, though they can’t fight
back this turn. In the next turn, they’re not considered Flanked,
unless they’re facing the wrong way too.
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Casualties & Routing
Whenever an army Size is reduced for reasons other than
Morale, it takes casualties. That doesn’t mean all those people
are dead—many are simply wounded and cannot fight, or
lost their weapons. After the battle, you can make a count
of how many opponents survived: make a decision roll and
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multiply by 10 to determine the percentage of survivors for
every unit for which it matters narratively. It’s up to the winning
side’s commanding officers to decide what to do with the
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wounded prisoners of war.
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Heroes from a broken unit don’t become casualties and
don’t Rout. When a unit disperses for any reason, Heroes
contained within must survive a special Battle Event—whether
they’re players or NPCs.
Last Stand Battle Event. The Heroes are all that remains
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from a fallen formation. Make a decision roll.
◆ If you rolled 4 or less, 1d6+result enemy Troopers attack
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them for 5 combat turns.
◆ If you rolled a 5, add one enemy Hero.
◆ If you rolled a 6, add two enemy Heroes.
Repeat the roll each battle turn (so every 5 combat turns),
until the defending Heroes fall or until no forces are
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opposing them in a combat turn. In the latter case, the
defending Heroes still standing can run away from the battle
and live to fight another day, unless they choose to stay.
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Fallen Heroes are severely wounded, but whether or not
they die depends on the winner.
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Battle Events
Battle Events are the playground for Heroes:
player characters, commanders, elite fighters,
and other important characters. They’re
a stage upon which players can make a
difference in the raging battle in an organic
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and fun way, without sacrificing the overall feel
of harsh battle.
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Starting a Battle Event
If the players want to, they can start a battle
event in their side’s turn regardless of other
circumstances, even if they’re flanked and
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their unit can’t do anything else.
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2 1d6 enemy Troops join the Event.
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5 1d6 of allied Troops join the Event (up to unit’s size).
If there are no Heroes on the side called onto the field, add one—one
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of the regular Troopers stepped up and is trying to save the day. If the
new Hero survives the Event, increase unit Morale accordingly. Heroes
added to the unit that way will remain in it until they’re taken
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out, so mark them on the unit sheet. All wounds taken and
spent resources during an event persist throughout the battle
for all Heroes.
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Offense Inspire
2 Offense Assault
5 Defense Assault
6 Defense Inspire
Battle Events
Inspire. An Officer or another Hero if no Officers are present
starts a rousing speech to motivate their troops to fight on. One
Hero must focus at least one of their actions (or equivalent) to
play Inspire, using their most fitting social skill or equivalent.
Every turn in which the Hero scores a success (or equivalent of it
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in your game), increase the unit’s Morale by 1.
◆ The event ends when the Hero fails their social check, or
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cannot commit an Action.
◆ If other Heroes or Troops are present in the Event, their task is
to defend or eliminate the inspiring Hero.
◆ The Event ends if the attackers fail to reduce the Defense this
turn or if the characters attacking the battleline fall.
◆ Opposing Heroes and troops’ objective is to stop the attackers.
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common during battles: any successful attack against
a trooper eliminates them from the battle if it dealt
damage. Whether that Trooper is killed or just wounded is
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not important for the Battle Event in question.
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Heroes
Many characters can turn the tide of
battle with their exploits: player characters,
commanders, heroes.
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its Size, but not otherwise affecting the
formation’s stats, except for Morale.
◆ Every Hero in a unit increases Morale by 5,
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plus whatever gains they achieved through
Battle events.
◆ Every Battle Event the Hero survives
increases their Morale worth by 1 as well,
stacking with gains from Events!
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Placing a Hero whom you already know is
a breeze—just use the character’s stats as
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usual for your game.
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1 Magician. The Hero is a mage of a type appropriate for the
faction the army belongs to. If there is not magic in your game,
make an Officer instead.
◆ Advantage: combat spells.
◆ Tactics: stick to the safety of nearby Troops or Tanks.
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◆ Advantage: ranged attacks.
◆ Tactics: snipe opponents’ ranged and vulnerable
Heroes such as Officers or Magicians.
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3 Melee. Melee combatant par excellence, this Hero is an expert
at cutting their foes down.
◆ Advantage: melee combat skills and attacks.
◆ Tactics: quick dispatch of frontline enemies.
4 Officer. Officers have better gear (with 25+% better stats) and
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are worth 10 Morale instead of 5. Only one Officer in the unit
has the increased Morale value.
◆ Advantage: none for themselves, but every other Hero
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or Trooper allied with them gains advantage to all their
tests and rolls.
◆ Tactics: use protection of others during the Event as
they are the most prized targets.
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Place a Move or Hold the Line
card on every formation at the
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start of the battle, and update
them as the battle progresses.
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from battle if their goal is to avoid
pursuit, or they're losing badly.
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If you want, you can use the
decision roll to decide what
would the NPC army do, though
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is unavailable, assume the unit
keeps the previous card up
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instead.
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2 Engage. Attack an enemy formation in melee
if they’re in Move range. Can be combined
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with Move to extend the distance up to a total
of 3 Moves.
4
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Hold the Line. Consolidate efforts and
maintain ranks. Build 1 Morale each battle
turn. Can be played after another card.
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5 Disengage. Leave a melee engagement
and move away 1 Move distance. Can be
combined with Move to extend the distance
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up to a total of 3 Moves.
WIDTH
x
= +
SIZE OFFENSE WIDTH BONUS
DEPTH
SIZE
+
DEFENSE MOVE RANGE HEROES
DEPTH
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+
BONUS
(HEROES X5)
=
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MORALE FACING
Defense /2 x Moves
RETREAT
traveled
OFFENSE
OFFENSE DEFENSE LAST
HERO
INSPIRE INSPIRE STAND
CLASH
DEFENSE
OFFENSE DEFENSE
HERO
ASSAULT ASSAULT
CLASH