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BEARDEDHAMMERS10MMFANTASYWARGAMERULES

TheTurn
1. Activation
a. eachplayerrollsadieandaddstheirGeneralsStrategicRatingbonus.Thewinnergetstochoosewhich
playerwillactivateasectionoftheirarmy
b. Theactivatingplayerchoosesanysectionoftheirarmytoactivate(thathasnotbeenactivatedpreviously).
c. Asectionthathasbeenactivatedcanbegivenoneof6orders.Placeadienexttothesectioncommand
unittoshowthatthesectionhasbeenactivatedandwhatcommanditreceived.
i.
Hold:holditscurrentpositionandformation
ii.
Advance:Moveforwarduptoitsmaximummovedistanceorrotateupto90degandmovehalf
distance.
iii.
Charge:Unitsmustchargethenearestenemyunitintheirforwardarc.Unitsunabletocompletea
chargesimplyadvancewiththerestofthesection.
iv.
Fire:Unitsthathaverangedweaponsmayfirethematthenearestvisibleenemyintheirfrontarc
v.
ChangeFormation:unitmayreorganizeitsbasesandchangefacing
vi.
Retreat:unitmakeafullmovetowardsthecontrollingplayersboardedge.Unitbecomes
disordered.
d. Afterthesectioncompletesitsturntheplayersrolloffagaintoseewhoactivatesthenextsection.Continue
untilallsectionshavebeenactivatedfortheturn.
e. Afterallsectionshavecompletedtheiractivationfortheturn,removethecommanddiceandstartthenext
turn.
UnitsandArmyOrganization
1. Units
a. Aunitconsistsofoneormorebases.Thenumberofbasesindicatesunitsizefightingstrengthandunitsare
classifiedbytheirsize.
i.
1base:tinyunit
ii.
2base:smallunit
iii.
3base:averageunit
iv.
4base:largeunit
v.
56base:hordeunit
b. Basesfromthesameunitmuststayinformation.
i.
formationmeansthattheyareindirectsideside/frontbackcontact
ii.
rowsinaformationmustbefilledbeforestartingthenextrow.
c. Unittypes
i.
Infantry
1. Light
2. medium
3. heavy
4. Mobs
ii.
Cavalry
1. light
2. medium
3. heavy
4. Chariots
iii.
Artillery
iv.
Monsters
1. flyingmonsters


d.

Sections,CommandUnits,andtheGeneral
i.
Whenbuildingyourarmyitmustbeorganizedintomultiplesectionseachleadbyasection
commandunit.
1. Sectionsmustconsistof2+unitsplusthecommandunit
2. Unitswithinasectionshouldhavesimilarbattlefieldroles
3. UnitsthatgetoutsideoftheCommandunitsorderradiusbecomedisordereduntilit
returnstothecommandradius.
4. Asectionthathaslostitscommandunitwillalwaysbelasttobeactivated.Ifthereare
morethanonesectionwithoutacommandunittheyareactivatedinorderofproximityof
anyothercommandunit.
ii.
CommandUnits
1. CommandUnitsaretinyunitsthatmaybeanyunittypeexceptartillery,mob,or
monster.
2. Thecommandradiusismeasured6infromanypointonthebasetoapointonanybase
oftheunitsinthesection.Thecommandradiusdoesnotbenefitunitsfromother
sections.
3. CommandUnitsgeta5+savingrollagainstdamagetaken.Ifpasseditrecoversone
levelofdamage.
4. CanAttempttorallytroops
a. Attheendoftheturn,beforeactivationmarkersareremovedanyunitwithin
itssectionscommandradiuscanattempttorally.RollaD6andona5+it
reducesitsdamagelevelby1(shakenbecomesdisordered,disordered
becomesnormal)
iii.
TheGeneral
1. TheGeneralistreatedasacommandunitwiththefollowingexceptions
a. TheGeneralscommandradiusis8inandcanbenefitanyunitregardlessof
sections
b. TheGeneralhasaStrategicRatingthatisamodifiertoyouractivationrolls
i.
Excellentstrategist:+2
ii.
Good:+1
iii.
Average:0
iv.
Poor:1
v.
Incompetent:2
c. TheGeneralsgetsa+1totheCommandunitsavingroll


e.

f.

Movement
i.
Distancesbyunittype
1. Infantry:6in
2. Cavalry:8in
3. Monsters:7in
4. Artillery:2in
ii.
Modifiers
1. +1iniflightunit
2. 1inifheavyunit(Chariotscountasheavycavalryformovement)
3. +4inifflying
4. 2inifthroughroughterrain
Shooting
i.
Weaponranges
1. Javelin:3in
2. Sling:4in
3. Bow/Crossbow/Handgun:10in
4. Longbow:12in
5. Artillery:24in
ii.
FiringUnitrollsaD6perbaseandaddsthenecessarymodifierstoeachdieroll
1. Targetoverhalfrange:1
2. Targetinroughgroundorbuildings:1
3. Targetinfortifications:2
4. Shootingunitisdisordered:1
5. ShootingunitisRaw:1
6. ShootingunitisVeterans:+1
7. Ifshootingwithabow:+1
8. Ifshootingwithalongboworcrossbow:+2
9. Ifshootingwithahandgunorartillery:+3(artilleryignoresalldefensevaluesexceptfor
monsters)
iii.
TargetunitrollssameamountofD6srolledbytheshooterandaddsitsdefensevaluetoeach.
iv.
Matchthedefensediceindescendingorderwiththeattackdice(highestrollstogetherandso
on).ConsultDamageChart.
1. Ifthedefensedieequalsorexceedstheattackdiethennothinghappens.
2. Foreverypairthattheattackdieishigherby1thedefendingunitbecomesdisordered.
3. Foreverypairthattheattackdieishigherby2thedefendingunitbecomesshaken.
4. Foreverypairthattheattackdieishigherby3ormorethedefendingunitlosesabase..
(lossesareremovedfromtherearrank)
5. Ifaunitisalreadydisordered/shakenanditreceivesaduplicateresultitgoesupone
level(i.e.disorderedunitgetsdisorderedagainandbecomesshaken)

g.

Melee
i.

ii.

Whenaunitcompletesachargeagainstanenemyunitameleeoccurs.Thisalsohappensevery
timeaunitinvolvedinthemeleeisactivated.Aunitthatisinmeleedoesnotactonanyorders
issuedtoitssection.Note:theinactiveunitdoesnotstrikeback.
1. TheunitthatisactiverollsaD6perbaseandaddsitsattackvaluetoeachroll
2. TheinactiveunitrollsthesameamountofD6srolledbytheattackerandaddsits
defensevaluetoeachroll
3. ConsultDamageChart(ivundershooting)
AttackFactors(modifiesattackdierolls)
unittype

VsFoot

VsMounted

LightInfantry

+2

+1

MediumInfantry

+3

+2

HeavyInfantry

+3

+3

LightCavalry

+2

+1

MediumCavalry

+2

+2

HeavyCavalry

+3

+3

Monsters

+3

+3

Mobs

+2

+1

Artillery

1.

Modifiers
a. Mobs,andHeavyCavalryonthechargeinopenground:+1
b. Mountedvslightfootonthechargeinopenground:+2
c. Swordsmen,axemen,halberds,orbillmenafterthefirstmelee:+1
d. Unitisdisordered:1
e. UnitisShaken:2
f.
UnitisRaw:1
g. UnitisVeterans:+1
h. HeavyInfantryinroughground:1(2ifpikearmed)
i.
Nonpikevs.piketothefront:1
j.
Monstersvslightfoot:1
iii.DefenseValues(modifiesdefensedierolls)
1.
Unittype

Defense

Shielded

+1

armored

+1

Fullyarmored

+2

mounted

+1

Monster

+3

a.

Modifiers
i.
unitattackedfromflankorrearandmountedinunopenground:defensevalue
halved(roundup)
ii.
Unitisdisordered:1
iii.
Unitisshaken:2

I.

Specialrules
A. Veteran:+1toattackanddefensevaluesandtorallyrolls
B. Raw:1toattackanddefensevaluesandtorallyrolls
C. Volleyfire:Aunitarmedwithbows,longbows,orartillerymaychooseitstargetwhennoenemies
arewithinhalfrange.Targetmuststillbewithinlineofsightandfirearc.
D. Rampage:Monsterunitsthatbecomedisorderedwillimmediatelymoveatfullspeedinadirection
shownbyadeviationdie.Itcountsashavingchargedanyunititcomesincontactwithandwill
fightinthemeleestepasnormal.Itwillcontinuetorampageuntilitisrouted,leavesthetable,oris
rallied.
E. Chariots:Aretreatedasheavycavalrybutmayonlyoperateonclearterrainorroads
F. Scythedchariots:Thesechariotsreceiveanadditional+2totheirattackvalueuponchargingan
enemybuthavetheirdefensevaluereducedby2incombat
G. Breakaway:Lightinfantryandallcavalrymayattempttobreakawayfromcombatifissueda
retreatorderandtheirmovevalueishigherthanallenemiesinthecombat.Ona4+theunit
makesitsretreatmovesuccessfully,andtherollissubjecttoveteranorrawmodifiers
H. Artillery:Allartilleryunitsinthearmyarecountedastheirownsectionanddonotneeda
commandunit.Artilleryunitsdonotsufferfrombeingoutsideofcommandradius,andIfcharged
byanenemyunitareautomaticallyremoved.Rawartilleryunitscanonlyfireeveryotherturn.
I.
Shieldwall:aninfantryunitarmedwithshieldswithatleast3basesinsidesidecontactforminga
linegetsa+1toitsdefensevalue.
J. Outriders/scouts:aunitwiththisspecialruledoesnotbecomedisorderedwhenoutsidecommand
radius.Theycanbegivenadifferentorderthantherestofthesectionbutareactivatedwiththeir
section.Placeadienexttotheunitshowingtheorderitreceived.
K. Mob:Mobunitscanrotateupto180deginsteadof90degbeforemovinghalfdistancebutcannot
benefitfromoutrider/scoutsorshieldwallspecialrules.
L. Light:Lightinfantryorcavalryunitsmayrotateupto180degbeforemoving,movenormallyand
thenmakeanotherrotationattheendofthemovelightunitsmayonlyhave+1defensevalue..
M. Flying:Allflyingunitshavethelightspecialruleandmaypassoverotherunitswhenitmoves,but
maynotenditsmoveontopofanotherunit.
N. Indirectfire:someartilleryweaponsarecapableofhittingtargetsoutoflinesight.Unitsarmedwith
catapults,trebuchets,ormortartypeweaponsmayfireatanenemyoutoflineofsightwitha2
modifiertoitsroll.


II.

Magic
A.

B.

C.

Casters
1. Castersaretreatedasaunitupgradetoanyinfantryunit.Theycanberepresentedbya
modelorjustacounter.Placethecasterbehindtheunitorinthelastrow.Thecasteris
removedwiththelastbaseoftheunit.Onlyonecastercanbeattachedtoeachunit.
2. Thecasterdoesnotcountasabasewhencalculatingnumberofdicetheunitgetsto
attack/defend
UsingMagic
1. ThefirsttimeyouactivateasectioncontainingacastereachturnrollaD6+1andthisis
themaximumnumberofspellsthatcanbeusedthisturnforallcastersinyourarmy.
2. TouseaspellrollaD6andona4+thespellsucceeds.Thisissubjecttotheveteran
andrawspecialrulesifgiventothecaster.Ifa1isrolledthenrollasecondD6andona
1or2thecasterisremovedfromthegame.
3. CastersattachedtothegeneralscommandbaseareconsideredGrandmastersand
countasveterancastersthatcanrerollfailattemptstousespells.
Spells
1. Duringdeploymentrollad3foreverycasterinyourarmyandadd1ifitisaveteran
caster.Thatishowmanyspellsthecasterknowsandyoucanchoosewhichonesithas.
2. Allspellshavearangeof8inandthetargetunitmustbewithinlineofsight.
3. Allspellslastuntilthebeginningofthenextturn.
4. Spelllist
a) Swiftfoot:Targetunitgains+2inofmovespeed
b) Guideprojectiles:Targetunitgains+1tohitwithshootingattacks
c) Rage:Targetgains+1tohitwithcombatattacks
d) Etherealshield:unitadds+1toitsdefensevalue
e) Terror:Targetunitrotatestofacedirectlyawayfromthecasterandmakesa
fullmoveandisthendisordered.
f)
Fireball:casterthrowsD3magicalprojectilesthathave+2tohitandare
subjecttoallshootingmodifiers.
g) Magicsignal:adds+1toyourGeneralsstrategicrating.


III.

ArmyOrganization
A. Pointssystem
1. Todeterminethepointscostofaunitaddupthestatvalues::
a) move
b) attack
c) defense
2. Thenaddthesemodifiersasnecessary
a) Veteran:+2
b) Raw:2
c) CommandUnit:+2
d) TheGeneral:+3
(1) +2toaddonepointofstrategyrating
(2) 2tosubtractonepointofstrategyrating
e) Armedwithsword,pike,axe,halberd,billhook,longbow,orcrossbow:+1
f)
Armedwithhandgun:+2
g) Artillery:+10
h) LightorMob:+5
i)
Flying:+8(includingpointsforLightspecialrule)
3. Togettotalunitcostmultiplybythenumberofbasesintheunitandaddanytypeofunit
upgrade
a) Caster:+10
(1) Veteran:+2
(2) Raw:2
B. ArmyRequirements
1. Allarmiesmusthave:
a) AGeneral
b) 2xCoreSections
(1) mustbecompletelycomposedofmediuminfantryorcavalry
units(includingthesectioncommandunit)
(2) unitsmaynothavetheVeteranspecialrule
(3) cannothaveadefensevalueover+2
2. AtleasthalfofthesectionsinthearmymustbeCoreSections(roundingup)
3. Othersectionsmaybecomposedofanyunitsyouwish.
4. Totalofunitpointscostscannotexceedthelimitagreeduponbyyouandyour
opponent.
C. Playingagame
1. Setuptheboard
a) Aplayingareaofatleast4feetby2feetwouldbenecessaryforsmallgames
withlargergamesneedingaplayingareaof6feetby4feetorlarger.
b) Setupterraininamannerthatisagreeableforbothplayerbyeithertaking
turnsplacingterranorhavinga3rdpartyplaceitforyou.
c) Rollofftodeterminewhodeploysfirst.Theplayerwhowinsmaychoosewho
deploysfirst.
(1) Theplayerthatdeploysfirstcandividethetableintotwoevenhalves
andpicksasidetodeployin.Unitsmustbedeployedatleast6in
awayfromthedividingline.
(2) Thesecondplayerthendeploystheirarmyintheoppositehalfat
least6inawayfromthedividingline.
d) Rollformagicspells
(1) makeanoteofwhatspellseachcasterknowsonyourroster.
e) Startthegamebyrollingforactivation
f)
Winningthegame
(1) reduceenemyarmytoitsbreakpointof10%ofitsstartingbases
(2) havemorevictorypointsattheendofthe7thturn
(a) 1vpforeveryunitroutedorretreating
(b) 3vpforanyobjectivesheld(ifthereareanyinplay)

(c)

2vpforroutingtheenemygeneral

Exampleunitprofiles

Unit

Move

Attackvaluevs
Infantry

Attackvaluevs
Cavalry

Defensevalue

Pointsperbase

swordsmen

+3

+2

+2

14

Unittype:mediuminfantry
Weapons:sword
Armor:armorandshield
Upgrades:none

Unit

Move

Attackvaluevs
Infantry

Attackvaluevs
Cavalry

Defensevalue

Pointsperbase

Knights

+3

+3

+4

19

Unittype:heavycavalry
weapons:lance
armor:fullarmor,shield,andmounted
Upgrades:Veterans

Unit

Move

Arrackvaluevs
Infantry

AttackValuevs
Cavalry

DefenseValue

Pointsperbase

Archers

+2

+1

+1

11

Unittype:lightinfantry
weapons:bow
armor:armored
Upgrades:none

ExampleArmylist

General:HeavyCavalry,sword,fullyarmored,shield,veteran,veterancaster,+1Strategyrating.37pts

2xInfantrycoresections:94ptseach

Commandunit:mediuminfantry,sword,armored,shield.16pts

3baseinfantryunit:mediuminfantry,sword,shield.39pts

3baseinfantryunit:mediuminfantry,sword,shield.39pts

Cavalrycoresection:72pts

Commandunit:mediumcavalry,armored:16pts

2basecavalryunit:mediumcavalry,armored:28pts

2basecavalryunit:mediumcavalry,armored:28pts

Longbowmensection:86pts

Commandunit:lightinfantry,armored,longbow,veterans.14pts

3baselongbowmenunit:lightinfantry,longbow,veterans,36pts

3baselongbowmenunit:lightinfantry,longbow,veterans,36pts

KnightSection:87pts

Commandunit:heavycavalry,fullyarmored,shield,veterans,21pts

2baseknightunit:heavycavalry,fullyarmored,shield,veterans.38pts

2baseknightunit:heavycavalry,fullyarmored,shield,veterans.38pts

Artillery

2xcannons:24pts
Totalsections:6(donotcountgeneral)
Coresections:3
Totalpoints:494
Breakpoint:3bases

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