AoA Trial Rules Release 4

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    Section A - Rule Amendments

    The following section describes amendments to the core rules based input and discussion from members of the forum.

    1 - Characters and Morale

    On page 65, replace the phrase In either case, a unit with characters in it will use the highest morale value available to it, which

    will usually be one of the characters. with:

    Characters do not automatically increase the Morale and Magic of a unit they join to their level. Instead, they can increase

    the units morale value by as many points as they have points of Leadership, up to a maximum of their Morale value. Similarly,

    they can increase the units Magic save value (used to resist Unit Save spells) by as many points as they have points of Warding,

    up to a maximum of their Magic value. Any character may purchase up to four points of Warding and 5 points of Leadership.

    The cost for these points is shown in the table below:

    Players may choose not to purchase any point for characters that they do not intend to have lead other units. The points spent

    on Leadership and Warding points counts towards the total cost of the character and are part of the 40% character / monster /

    vehicle allowance.

    2 - Monster Mounts with 3 Wounds or Less

    Replace entire section on page 66 with the following text:

    If the monster mount has 3 or fewer wounds, the character and monster are considered a single creature with both their at-

    tacks available (including ramming, missile and special attacks), their wounds added together, and with an armor and magic

    value equal to the better of the two. The character retains his morale value. If either the mount or the character were berserk or

    fearless, the combined model retains these traits.

    Regeneration, missile armour, elemental immunity, elemental sensitivity, charmer and infiltrate abilities are lost unless both

    character and mount have them. So if an armor 4 fixed dwarf rides a hatchling wyvern, the entire model is treated as Armor 4

    fixed. If he rides something fire immune, the merged model is not fire immune. If both the rider and the mount are fire immune,

    then they are fire immune when merged. All evasion is lost regardless of the evasion values of the rider or mount. This repre-

    sents the mount being encumbered by the weight of the rider and the rider no longer having the freedom of movement he has

    when on foot.

    All missile and melee abilities, only apply to the attacks of the entity that originally had them. The combined model has the

    highest Fearsome value among the rider and mount. If an elf hero rides a nightmare, for example, the combined model has

    Fearsome(1).

    Warding Cost

    0 0

    1 152 30

    3 45

    4 60

    Leadership Cost

    0 0

    1 15

    2 30

    3 45

    4 60

    5 75

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    Once you determine the stats of the mounted character, use the creation formula to calculate its cost. For players convenience

    a listing of all characters on all existing monsters with 3 wounds and less are available on the Armies of Arcana website. These

    listings show the stats and point costs of these characters.

    3 - (Weapon type) Sensitive

    Replace the phrase on page 4:

    (Weapon type) Sensitive - The model is very sensitive to the given magic attack type; each hit of that type counts as two hits.

    with:

    (Weapon type) Sensitive - The model is sensitive to the given magic attack type; each hit of that type counts as +1 strength and

    Magical.

    4 Long Weapon Attacks

    On page 5, replace the entry forLong Weaponswith the following:

    If in Rank and File formation and engaging enemy against its front face, the unit also gets the following benefits:

    Models may fight with the front two ranks;

    The first turn the unit engages in melee it gains First Strike. Once engaged with an enemy unit it does not receive

    this bonus again if engaged by other enemy in subsequent turns while still engaged with the first enemy unit;

    The unit prevents its enemy from benefitting from the Lance ability.

    5 Character Casualties and Morale Tests

    Remove the following text on page 44:

    If the unit has lost a character this turn.

    This means that the loss of a character no longer causes a unit to take a morale test.

    On page 45 remove the text that states:

    and dead or wounded characters should not be counted.

    This means that wounds inflicted on a character do count towards the total wounds caused against the unit and affect whether

    the unit takes a morale test and/or the morale penalty applied to the unit for that morale test.

    6 Impetus Attacks

    Impetus is a new trait for melee attacks that represent attacks that rely on the units momentum to inflict damage such as a sword

    or lance strike from a charging horseman. Such units are able to build the necessary momentum when riding through units in

    loose formation or one disrupted from a flank or rear charge. Tight enemy formations prevent such units from building up the

    necessary momentum at the point of initial contact. Attacks with theImpetustrait have the following traits:

    Impetus- The attack receives a +1 to hit on the initial round of melee if the unit is in RAF formation and is engaging an

    enemy in skirmish formation or in the flank or rear. These bonuses are lost if the enemy is engaging the Impetus units

    rear.

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    7 Lance Attacks

    Lance is a new trait for melee attacks that represent the added impact a long spear or lance provides a model mounted on a steed

    or vehicle. It has the following traits:

    Lance- Attack receives +2 strength andFirst Strikein the initial round of melee. Once engaged with an enemy unit it

    does not receive this bonus again if engaged by other enemy in subsequent turns while still engaged with the first enemy

    unit. These bonuses are lost if the target is engaging the lance units rear.

    8 Ramming / Impetus / Lance Against Defended Obstacles

    Ramming attacks and bonuses from Impetus and Lance are lost if either unit is fighting from behind a defended obstacle. Ter-

    rain that provides the defended obstacle bonus should be agreed upon by both players before the start of the game.

    9 Units of 30 base units or More

    On page 16, remove the text that states:

    RAF units with 30 or more base units are +1 to hit by enemy missile fire.

    10 Superior Enemy

    On page 44, remove the following condition for Superior Enemy Status:

    a) have three times as many wounds as the unit.

    This means that units no longer consider enemy with three times as many wounds to be Superiorunless one of the other two

    conditions for Superior Enemyalso apply.

    11 Column Formation

    On page 16, column formation is mentioned but not fully explained. This occurs if a unit has fewer than 5 files. Units in col-

    umn formation are identical to RAF in all respects except that its morale bonus and penalty they get is that of a skirmish unit. Inaddition, it can snake through terrain, which means that it does not need to maintain a rigid rectangular shape like a RAF unit.

    Instead, it can have a formation whose flanks / sides can curve to wind its way through terrain and other units. Otherwise, it

    manoeuvres like a RAF unit. Unlike skirmished units, it can adopt full RAF formation by adding files until it is at least 5 files

    wide.

    For example, a unit of 60 base 1 goblins in a unit consisting of 4 files and 15 ranks will be in column formation. It moves and

    behaves like a RAF unit but will only receive a morale bonus of 5 rather than 10. Similarly, they would only impose a penalty

    of 5 against enemies and would only be able to impose that penalty against units on their front face. However, it can snake

    through terrain, wheel at reduced cost (as wheel distance depends on unit width) and adopt RAF by expanding frontage by one.

    12 Overruns

    Make the following changes to the overrun rules:

    1. The requirement to be able to perform an overrun no longer depends on having 3x as many wounds and is not modified

    by base size. Instead, a unit may perform an overrun if it is Superior to the unit it is overrunning. Combined with the

    changes in point 11 regarding Superior Enemy, this means that only RAF unit have the cohesion and coordination to per-

    form overruns. Skirmish units lack this level of cohesion, but can usually manoeuvre around any units they do not wish

    to engage in melee.

    2. Remove all existing melee attack rules in the current overrun rules. Instead, the front rank of the overrunning unit

    (including characters) may make 1 melee attack at -1 skill. An equal number of models in the unit being overrun may

    make 1 melee attack, also at -1 skill. The skill penalty represents the fact that both sides are primarily concerned with

    movement rather than melee.

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    3. A unit in skirmish formation that is not engaged in melee and is being overrun has the option of avoiding the incoming

    unit. The unit is moved by the owning player as if the overrunning unit had moved through it as per the current rules.

    However, no melee attacks are resolved against it or by that unit. This represents small skirmishing units using their far

    greater manoeuvrability to avoid the incoming RAF unit.

    13 Firing into Combat

    When shooting at a target engaged in melee with friendly units, the shooting unit can no longer hit on a roll lower than 3, re-gardless of the units missile skill or other factors. For example, if a unit of skill 4 archers were shooting at an enemy unit at

    close range engaged with a friendly unit, they would roll to hit the enemy on a 3 or lower instead of a 5 or lower and any missed

    hits would then be rolled against the friendly unit on a 3 or lower.

    14 Magic Lore Selection for Wizards

    A spellcaster able to select a lore may now select from any spell lore. All spell lore restrictions have been removed from the

    army lists in this playtest package. This means, for example, that a Sylvan Elf mage may take Air magic or Fire magice. Each

    wizard can still only choose one spell lore, which may be one of the official lores or one of the trial spell lores in this playtest

    package. Wizards who are only able to cast the basic spells still cannot choose a lore.

    15 Reload

    The termReloadreplaces the termFire Every Other Turnin the army lists. However, both terms have the same meaning and

    refer to the same set of rules.

    16 Sighting

    On page 34 in the Sightingsection, replace the following phrase:

    A unit may fire through one friendly skirmished unit

    with:

    A unit may fire through one friendly skirmished unit if it has at least one member within 12 of that unit.

    17 Overpowering a Spell

    A wizard may choose to spend additional points in excess of the number required to cast a spell. When doing so, each extra

    point of power reduces the targets magic defence value by 1 for any unit save rolled to resist the spell. This does not affect

    magic saves used to resist eldritch attacks caused by the spell.

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    18 Units that Break when Surrounded

    If a unit fails its morale test but is surrounded by enemy troops and/or impassable terrain such that there is no avenue of escape,

    it resolves its failed morale test as if it were Fearless.

    19 Missile Immunity

    Remove all mention of the termsMissile Immunity andMissile Immunefrom the rules. Instead, the revised army lists in this

    document give most units in the army list that had missile immunity have received missile armour bonus that equates to armour

    6 against missiles.

    20 Armour Save of Six or Higher

    A unit with an armour or magic save of a six or higher will still fail its save if it rolls a six.

    21 Melee & Missile Weapon Amendments

    The updated army lists have adjusted the stats of melee and missile weapons as per the tables below. Replace the Weaponry and

    Missile Weaponstables on page 57 with:

    22 Rank and File Formation in Forests

    Units may no longer adopt or maintain RAF formation in forest terrain. Any units that move into terrain or have forests sum-

    moned on them or moved into them through magic must adopt skirmish formation immediately. If a units pursuit move would

    take it into a forest, it must adopt skirmish as it moves into the forest. Units with theForesterability or theIgnore Terrainabil-

    ity do notignore this restriction.

    23 Fleeing Through Friendly Units

    When covering a friendly units retreat, the covering unit takes a morale test modified by both its morale bonus from numbers

    and the fleeing units morale penalty from numbers. Note that fleeing units always adopt skirmish formation when fleeing and

    therefore will have a lower morale penalty than if they were in RAF.

    Weapon Str Can use

    Shield?

    Ability

    One handed 0 Yes Considered as the

    basic trooper

    Heavy +1 No

    Two handed +2 No D3 Wounds

    Spear, pikes 0 Yes Long Weapon

    Heavy Polearms /

    Halberds

    +1 No Long Weapon

    Dual Weapons 0 No +1 attack

    Weapon Range Str

    Shortbow 15 0

    Bow 21 0

    Longbow 27 1

    Hand Crossbow 12 0

    Crossbow 18 1

    Heavy Crossbow (Reload) 24 2

    Arbalest (Reload) 30 3

    Javelin (Natural) 9 1

    Sling 12 Weak

    Handgun (Artillery, Reload) 21 3

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    24 Artillery / War Machine Rule Changes

    The rules for war machines and artillery have been changed as follows. This is to bring them in-line with other units in the

    game:

    They no longer need to suffer a wound from an eldritch, magical or artillery attack to be destroyed. They are re-

    moved from play when they are reduced to 0 wounds in the same way as other units.

    They do not move as RAF units while in terrain. They move as skirmishers instead as they are always in skirmishformation.

    Remove all mention of war machines being able to reinforce their crew.

    Remove the paragraph that starts with If the war machine is bought as part of a unit, all of the war machines are

    able to share their crewmen. This means that a unit of war machines must allocate wounds in the same way as

    other multi-wound creatures with a war machine being removed once its wounds have been reduced to zero.

    Remove the statement Weapons which cause multiple wounds DO transfer through the unit, so if a ballista hits a

    war machine unit, it will always inflict d3 wounds, not just enough to kill the model it hits.. Instead, war ma-

    chines are treated like any other unit of multi-wound creatures.

    War machines in melee are treated like normal multi-wound creatures. Every wound does NOT reduce their at-

    tacks by 1 as per the old rules.

    Remove the paragraph that starts with Attacks against a war machine unit are resolved like any other attack.

    War machines fight in melee in the same way as other multi-wound creatures.

    War machines are considered Fearless. This is explained in the rules but not explicitly stated.

    25 Targeting Characters with Missiles and Magic

    On page 63 remove the following paragraph:

    If a missile attack on a unit is eldritch, magical or artillery, including a spell which causes missile hits, then each hit has

    a 1 in 6 chance of affecting a character. If multiple characters are in the unit, randomize the character hits between

    them. For magical, eldritch or artillery hits that inflict multiple hits, determine the total number of hits before rolling to

    see if any hits affect characters in the unit.

    26 Use of Allies & Mercenary Units

    When building an army list, a player may field characters and troop choices from any other army list, under the following condi-

    tions:

    All points spent this way come out of the 40% allowance for monsters, characters and vehicles. 60% of the army

    must still be composed of troop choices from the original army list.

    50% of the allied / mercenary contingent must be composed of troop choices from that list. This means that all

    characters must be accompanied by at least an equal point value of troops from that allied list.

    27 Elite Unit Classification

    Remove all mention of Elite troops from the rules. This means that base 1 troops costing over 50 points and base 4 or 9 troopscosting over 100 points no longer count as Elite. These units are bought using the 60% troop allowance instead and are in are

    considered part of the troop choices of that particular list.

    28 Last Strike Attacks

    Last strike attacks are very difficult to balance and point cost appropriately. In addition, they are currently used in a very small

    number of units in the official lists. Therefore, the ability has been removed from the game. Remove all mention of last strike

    from the rules.

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    29 Disrupting Flyers

    This rule change allows for the possibility of missile attacks against flyers temporarily disrupting their flight and thus making

    them less coordinated and effective in melee. This is meant to add some realism to flying creatures who currently are able to

    swoop down on the enemy in a fearsome dive regardless of what missiles are thrown in their path along the way.

    When flying high or low, if a flying unit is attacked by a unit firing within normal weapon range with a number of missile at-

    tacks equal to or greater than the flying units current base unit size in a single shooting phase, add a disruption marker to that

    flying unit. Missiles from stand and shoot responses can also cause disruption.

    When disrupted, the flying unit is not able to make an effective flying attack at the enemy and is focussing much of its attention

    on staying in the air and avoiding the incoming missiles. It is not as effective in melee during this time. Any disrupted flyer

    suffers a -1 penalty to its missile and melee attacks.

    Disruption markers are removed automatically at the end of the next melee phase in which the unit is engaged or at the end of

    the following turn if the unit does not engage in melee this turn or next turn. Disruption markers are not cumulative so flying

    units do not receive more than one disruption marker in a turn. Missile attacks against flyers already engaged in melee do not

    cause disruption.

    Examples:

    1 - An Oriental dragon (base 9) is flying high. It's base unit value is 9 and it is attacked by 3 separate missile units in one phase.

    Unit 1 is 10 barbarian archers shooting within 21" range. All 10 hits miss ... however, because there were 10 shots (greater than

    base unit value of 9), the dragon receives a disruption marker. Unit 2 is 20 Javelins firing at long range. They also inflict no hits

    but they do not add a disruption marker because they were firing at long range. Most of the missiles presumably don't even go

    anywhere near the dragon because of the range. Unit 3 is a unit of 30 archers firing in normal range. The missiles cause 2

    wounds. They do not add any further disruption markers because the dragon is already disrupted by the earlier shooting. Next

    turn, the dragon will suffer a -1 skill penalty to its missile and melee attacks, whether it attacks those particular archer units or

    not.

    2 - A unit of 20 Harpies (base unit size 20) charge a unit of 22 barbarian archers. The barbarian archers stand and shoot and

    cause 4 wounds on the Harpies. The Harpy unit is now also disrupted. The player adds a disruption marker. The harpy unitsuffers -1 skill to its melee attacks this melee phase, after which the disruption marker is removed.

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    31 Fearsome Changes

    Remove all mention of the current Fearsome rules. Replace them with the following definition:

    Fearsome (X) - Enemy units engaged in melee with this model reduce their morale by X, unless they are fearless, fearsome or

    berserk. This penalty is not cumulative for units engaged with multiple fearsome models or units, instead the highest X value is

    applied.

    This removes the requirement of fearsome units to inflict a wound in melee. It also means that Fearsome units will not trigger

    morale tests as easily but will instead make morale tests harder to pass once triggered. Most infantry / cavalry sized Fearsome

    models with be Fearsome(1), most large, fearsome monsters will be Fearsome(2) and only a very small number of very powerful

    or scary creatures will be Fearsome(3).

    If a Fearsome character is engaged in melee with a unit led by one or more Fearless characters and either chooses to or is forced

    to fight against one of those characters, he does not impose his Fearsome penalty to that unit that turn.

    32 Limited Shots / Ammo

    A new property for missile attacks is a limited number of shots per game. This is meant for weapons that historically had lim-

    ited ammo such as Javelins, pilum, throwing axes and throwing spears. It allows units using these weapons to only shoot for alimited number of times per game. This reduces the cost of such missile weapons and encourages more historically accurate

    uses of such troops. Javelin / shield armed warriors, for example, will no longer remain as missile troops for the entire game but

    will tend to use their missile and then form up as support melee units, as they were used in the real world while archers will re-

    main as missile troops for the entire game unless forced into melee.

    A missile weapon with limited shots will have Shot(X) in the missile description. The X is the total number of times per game

    that the unit can shoot. Any shooting action, including cases where not all members of the unit are able to shoot and stand and

    shoot charge reactions, use up one of the units shots for the game. Missile attacks with limited shots come at a reduced point

    cost compared to those with unlimited shots.

    33 Terrain Movement Abilities

    As well as being able to move through terrain more easily, terrain moving abilities such as Forest Walker and Rock Walker give

    the model evasion(1) in melee when fighting in the respective terrain. Swimmer follows a different set of rules, which are not

    changed under this amendment.

    34 Regeneration Changes

    Regeneration rolls are taken per wound caused to date, as per the existing rules, except that a regenerating model may not roll

    more than 5 regenerating dice per turn. So if a Hydra that started the game with 10 wounds has 1 wound remaining at the start

    of the morale phase, it is allowed to only roll 5 regeneration dice instead of 9.

    Regenerating creatures are now allowed to regenerate on the turn that they are killed. So if a 3 wound troll suffered 4 wounds in

    a turn and was killed, it could still roll 4 regeneration dice on that turn. If it regenerated only 1 of those 4 wounds, it would be at

    0 wounds and remain dead. If it regenerated 2 wounds, it would come back to life with 1 wound remaining and so on.

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    35 Rally Test Changes

    1 - Remove the restriction that prevents units from rallying if there are enemy within 6" or if they suffered a wound this turn.

    2 - Replace with:

    Rallying - When testing to rally, the fleeing unit reduces its morale by the morale penalty normally imposed in melee of any

    enemy units within 6" (to a minimum penalty of 1). The rallying unit also suffers -1 morale for every level of Fearsome on en-

    emy within 6" as well for every 2 wounds suffered this turn in the same way as units testing morale.

    For example, a unit of barbarian warriors with morale 7 lead by a hero with morale 10 test to rally. They would normally test on

    a 10 on 2d6. However, there is an Elder Dragon with Fearsome(3) and a unit of 30 ghouls with Fearsome(1) in skirmish forma-

    tion within 6 of the unit. The morale test is modified by -1 for the presence of the elder dragon, -3 for the highest level of fear-

    some (from the dragon), and -2 from the presence of the ghouls for a combined penalty of -6. The barbarian unit will need a 4

    or lower on 2d6 to rally.

    36 Rallying Threshold Changes

    Replace the restriction that prevents units from rallying if they have fewer than 25% of their starting number of models with:

    Units cannot attempt to rally if they have fewer than 25% of their starting number of wounds.

    The purpose of this change is to impose a universal penalty on monsters and units of troops. At the moment, monsters can rally

    even when on their remaining wound while a unit of 20 infantry cannot.

    37 Base 1/2

    Remove all mention of base 1/2 from the rules. All models that were previously on base 1/2 are now base 1. This change is in

    place because base 1/2 are not of equal value to base 1 models.

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    If the unit has only ground movement, use the corresponding value in the Ground Multipliercolumn. If it instead has only fly-

    ing movement, use the value in the corresponding Flight Multiplier column. If a unit has both ground and flight movement

    (such as a Dragon with ground 8 and Flight 20), take the full value of the more expensive multiplier and add the cheaper mul-

    tiplier value divided by 10.

    The abilities Swim, Forester andRock Climberincrease the Ground Multiplier value by 0.06 and the ability Ignore Terrain in-

    creases the Ground Multiplier by 0.12. If a model, such as a Dragon Turtle, has a movement value in certain terrain that is

    higher than its movement value on open ground, calculate the total movement factor by taking the factor on open ground and

    add one tenth of the factor for the special terrain movement (including the extra cost of the terrain movement ability). So a

    Dragon Turtle with ground movement 6 and Swim 12 would have a movement factor of 1.10 (ground move of 6) + (0.10 *

    1.28 (Swim 12)) = 1.228.

    2 - Defence Costs

    The cost of defense starts with the actual armor value, to which are added additional costs for defensive abilities. This is then

    multiplied by the number of wounds.

    The base cost for armor level is on the table below, followed by ability costs:

    Element Sensitive (Fire, Water, Air, Earth) 0.3Element Immune +0.3

    Missile Armour

    Use the following table to determine the cost of shield and other armour saves that apply only against missiles:

    Regeneration

    If a unit has the ability Regenerate, its Defense Cost determined above is multiplied by a further Regeneration Factorthat de-

    pends on its total number of wounds. AsRegenerateis more useful on creatures with more wounds, theRegeneration Factor

    Armour Normal Cost Fixed Cost

    0 2.5 X

    1 3.3 4.25

    2 4.1 6

    3 4.9 7.75

    4 5.7 9.5

    5 6.5 11.25

    6 7.3 X

    Missile Save Bonus Cost

    1 (Shield) 0.5

    2 1

    3 1.5

    4 2

    5 2.5

    6 3

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    increases as the number of wounds increase, as per the table below:

    If used, the abilities slow and evasion apply a multiplier to the above total.

    Slow x 0.5

    Evasion (1) x 2.0

    Evasion (2) x 3.5

    The total of all above costs is then multiplied by the number of wounds to determine the units overall Defense Cost.

    Wounds Regeneration Factor

    1 1.4

    2 1.5

    3 1.7

    4 2

    5 2.4

    6 2.4

    7 2.4

    8 2.4

    9 2.4

    10 2.4

    11 2.4

    12 2.4

    13 2.4

    14 2.4

    15 2.4

    16 2.4

    17 2.4

    18 2.4

    19 2.420 2.4

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    3 - Melee Cost

    Similar to Defense Cost, there is a base cost that comes from the strength of the attacks, to which additional abilities add their

    costs. This number is then multiplied by the number of attacks. Other factors can multiply this number, such as higher skill or

    attacks causing multiple wounds.

    Lance +0.6

    Elemental Damage +0.3

    Then multiply based on the Skill of the attack as follows:

    Skill (1) X 0.5

    Skill (2) X 1

    Skill (3) X 1.5

    Skill (4) X 2

    Skill (5) X 2.5

    If the attack has the Impetus ability, increase the skill multiplier cost by 0.25. For example, the skill multiplier for skill 4 with

    Impetus would be 2.25 rather than 2.

    Strength Normal VP Magical VP

    Weak 2 2

    0 2.5 2.5

    1 2.9 4

    2 3.3 4.6

    3 3.7 5.2

    4 4.1 5.8

    5 4.5 6.4

    6 4.9 7

    Eldritch 3 X

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    Also Multiply for multiple hits and wounds as follows:

    Each d3 of hits X2

    Each d3 of wounds X1.5

    Lastly, multiply the cost of the attack by the corresponding factor if any of the following properties apply to the melee attack:

    Ramming X 0.75

    Sweep X 0.667

    Long Weapon X 2.5

    Phalanx X 3.75 (do not pay for long weapon if this option is taken)

    First Strike X 1.5

    Lance X 1.3

    The result for all melee attacks on the units profile is the total Melee Cost. If a model has more than one type of attack and

    must choose to use one or the other in a turn, the model pays the full cost for the most expensive attack and then 0.3x the cost of

    all remaining attacks.

    4 - Missile Cost

    This is calculated like melee attacks, except an additional factor based on the weapon's range multiplies the cost. Use same chart as Melee forBase VP from Strength, plus the factors below:

    Elemental Damage +0.3Natural +1.0Artillery +0.5

    Then multiply based on Skill (as melee), multiple hits or wounds, and divide by half for missile weapons that require a turn to reload. Thenmultiply by the following factor based on the missile weapon's normal range:

    Range Factor

    0 0

    3 1.3

    6 2

    9 2.7

    12 3.4

    15 4.1

    18 4.8

    21 5.5

    24 6.2

    27 6.9

    30 7.6

    33 8.3

    36 9

    39 9.7

    42 10.4

    45 11.1

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    If the missile attack has limited shots, multiply by the following factor:

    If the unit has multiple optional missile attacks, it pays full price for the most expensive attack and 0.3x the cost of all others.

    5 - Morale Costs

    There is single VP cost for a given morale value. Troops that are Fearless have a higher cost than troops with normal or Berserk

    morale. Morale cost depends on the melee and defense costs. It is calculated by first adding the total melee and defense costs

    together and multiplying this number by 0.05. If this number is less than one, round this value up to 1, otherwise do not round

    it. Then multiply this number by the corresponding value in the table below for the models given morale value:

    The abilityDisciplineadds +1 to the Normal / Berserk morale cost.

    The abilityFearsome adds +2 to the morale cost (both Fearless or Normal / Berserk) for every level. E.g. Fearsome(2) adds 4points to the morale cost.

    The above cost is then multiplied by the units Movement Factor calculated in step 1. This provides the units finalMorale

    Cost.

    6 - Other Ability Costs

    The following traits and abilities are calculated separated and collectively make up the units Other Ability Cost:

    Magic Costs (multiplied by number of wounds)

    Magic Resist (1) +1

    Magic Resist (2) +2Magic Resist (3) +3

    Magic Resist (4) +4

    Magic Resist (5) +5

    Spell Caster +250

    Charmer + 3 points per wound

    Infiltration - multiply the total model's cost by 1.25 if used.

    Morale Normal, Berserk Fearless

    6 1 3

    7 2 4

    8 3 5

    9 4 6

    10 5 7

    11 6 8

    Shots Cost Multiplier

    1 0.3

    2 0.5

    3 0.7

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    7 - Total Unit Cost

    Base Size does NOT affect costs, as the benefits and penalties essentially balance out for larger bases. However, players may

    wish to use models based on base bases (typically 20mm in width as compared to 25mm base 1s) as base 1 models. For ex-

    ample, a player may have a High Elf Pikemen already based on a 20mm base and may not want to rebase it. Although they

    could use a conversion movement tray, they also have the option of paying the cost of basing the model on a smaller base. To

    do so, simply multiply the unitsMelee Costby an additional factor of 1.2 and then recalculate its total cost. A player wishing

    to field models from the official lists in this manner may do so but must recalculate the cost of each affected model using themethod described above.

    Once you determine the component costs of the unit in the steps above, calculate the overall cost of the unit by multiplying the

    Movement Factor (M) with the, Defence Cost (D) and the Melee Cost (ME). Then add to that total theMorale Cost (MO), the

    Missile Cost (MI) and Other Ability Cost (OC). For clarity, this process is explained in the formula below:

    Total Unit Cost = M * (D + ME) + MO + MI + OC

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    Section C - Trial Spell Lists

    This section provides new spell lists. Each lore is accessible to all armies that have spell casters.

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    Metal Spells

    Magnetic Vice- Level 1, Range: 12, Instant, Individual Saves

    Target model suffers an eldritch hit for each point of melee armour on its profile.

    Molten Spray- Level 1, Range: 12", Instant, No Save

    Target unit suffers d3 + 1 Str (2) magical missile hits, halved for skirmished units.

    Summon Metal Golem- Level 1, Range: 6", Summoning, No Save or Unit Save

    Summons a metal golem. It operates as a separate unit for the rest of the game or be added to an existing unit. Aplayer may summon an additional golem for each additional point of magic spent on the spell.

    Corrosion Level 1, Range: 12, Persistent, Unit Save

    An enemy units armour is reduced by 1 point immediately and a further 1 point at the start of each subsequent turn.

    Fixed saves and abilities such as Shield or Missile +X are not affected.

    Dull-blade Level 2, Range 18, Persistent, Unit Save

    Target enemy unit has all melee and missile attacks become Weak. This does not affect ramming, sweep, magicalor eldritch attacks.

    Steel Shards Level 2, Range 18, Instant, No Save

    An enemy unit suffers 3d3 Str(1) missile hits, halved for skirmish units.

    Quicksilver Level 2, Range: 12, No Save

    All members of target friendly unit gain the ability First Strikeand Magicalto their attacks. Ramming, sweep or el-dritch attacks are unaffected.

    Magnetic Pull Level 2, Range: 18, Unit Save

    In the next movement phase, the target unit suffers Xd3 str (0) melee hits and must move Xd3 inches in skirmishformation towards the casting wizard, where X is the non-fixed, melee armour value of its troop members. If thisbrings the unit into contact with an enemy, it counts as a charge in all respects except that the affected unit does notbenefit from first strike from long weapons and cannot perform ram attacks. If moved into impassable terrain, itstops at the edge but loses a further 2d3 wounds with no saves. If it contacts a friendly unit, it moves through it justas if it were a fleeing unit except that no test for covering a retreat is taken.

    Bronze Flesh Level 3, Range 12, No Save

    Target friendly unit gains Armour 3 Fixed and Missile Armour of 6.

    Burning Iron Level 3, Range: 12, Instant, Unit Save

    All models in the target enemy unit must roll higher than their melee armour save on a d6 or suffer a wound with nosaves allowed. Models with fixed armour are not affected unless they also have a non-fixed save, in which casethey suffer a wound only if they fail to roll higher than their non-fixed save. An affected unit may reduce their armourby 1 point permanently before making their roll if they wish, representing warriors discarding sections of armour.

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    Molten Tide Level 3, Range 12, Instant, No Save

    Target unit suffers 6d3 Str(2) magical missile hits, halved for skirmished units.

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    Ice Spells

    Freeze Water - Level 1, Range: 18", Instant, No Save

    Up to a 12 base radius of water terrain becomes frozen and is treated as open ground. If the water feature is deepwater (very difficult ground), any units within the water when it freezes suffer 2d3 eldritch hits, not halved for skir-

    mishers.

    Numbing Cold - Level 1, Range: Contact, Persistent, Individual Save

    Target enemy model loses 1 melee and missile skill on all attacks and loses one point of evasion. Any model with-out evasion becomes slow.

    Frost Shards - Level 1, Range: 6, Instant, No Save

    Target enemy unit suffers 2d3, water, eldritch hits, halved for skirmished units.

    Summon Winter Wolf - Level 1, Range: 6, Summoning, No Save or Unit Save

    Summons a Winter Wolf. It operates as a separate unit for the rest of the game or may be added to an existing unitof winter wolves within range. A player may add an additional Winter Wolf to this unit for each extra point of magicspent on the spell.

    Insulate - Level 1, Range: 18, Persistent, No Save or Unit Save

    Target unit becomes immune to any undesirable effects of Ice magic and increases magic resistance by 1.

    Frost Blades Level 2, Range: 12, Persistent, No Save or Unit Save

    One attack in each member of the target unit becomes Magical and inflicts an additional d3 wounds.

    Fields of Ice - Level 2, Range: 12", Persistent, No Save

    Place a marker within 12 and line of sight of the wizard. The open and hilly ground within a 12 radius of this pointbecomes ice-covered while other terrain features are unaffected. Units treat ice-covered as difficult terrain. Unitsled by Ice wizards or those affected by the Insulate spell are unaffected by icy ground.

    Avalanche - Level 2, Range: 12", Instant, Unit Save

    Target unit suffers 2d3 Str(1) water hits, halved for skirmished units and must immediately adopt skirmish formation.

    Ice Bolt Level 2, Range: 18, Instant, No Save

    Target unit suffers d3 Str (1) water hits and a further d3 hits for full 3 increment the spell travels to reach the target.

    Frost Bite - Level 3, Range: 18", Persistent, Unit Save

    Target unit is affected by the Numbing Cold spell. At the start of each magic phase, it also suffers 2d3 eldritch hits,not halved for skirmished units.

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    Blizzard Level 3, Range: 12, Persistent, No Save or Unit Save

    A 5 base diameter template appears within 12" of caster. It scatters 2d6" at the start of each turn. Roll to determinethe templates effects when it is cast and after it moves to determine its effects on any unit(s) it contacts:

    1 - 2) The unit loses one quarter of its movement this turn and suffers d3 eldritch, water hits, halved for skir-mished units.

    3 - 5) The unit loses half of its movement this turn and suffers 4d3 eldritch, water hits, halved for skirmishedunits.6) The unit loses all of its movement this turn and suffers 6d3 eldritch, water hits, halved for skirmishedunits.

    Template blocks Line of Sight.

    Deep Freeze - Level 3, Range: 12, Instant, Unit Save

    Target unit is frozen immediately and for the next d3 turns. While frozen, units may not move, cast spells, generatepower dice, shoot or make attacks in melee. They count as Slow and Fearless and are not allowed to choose flee ifthey fail a morale test.

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    Illusion Spells

    Summon Shadow- Level 1, Range: 6", Summoning, No Save

    A Shadow appears within 6" of the caster. It operates as a separate unit for the rest of the game. An additionalshadow may be summoned in the same unit for each additional point of power used.

    Seeds of Doubt- Level 1, Range: 12", Persistent, Unit Save

    All members of a target unit suffers -1 morale immediately and at the start of each subsequent morale phase to aminimum of 2.

    Haunt- Level 1, Range: 18", Persistent, No Save

    Target terrain piece becomes haunted to all enemy units. Units must pass a morale test at -3 morale (gaining anymorale bonuses from numbers or other factors) to enter terrain it considers haunted. When in contact with a terrain itconsiders haunted, a unit is at -2 morale. Fearless troops are unaffected. It cannot be cast on terrain currently occu-pied by enemy units.

    Shadow Skin Level 1, Range: 6, Persistent, No Save

    Target friendly model gains an additional point of evasion up to a maximum of evasion (2).

    Sillians Subreptions Level 2, Range 24, Instant, Unit Save

    Silian is said to have been among the worst archers in the old Elven empire. So poor were his skills that he resortedto using Illusions that would make it appear that every shot had hit home, regardless of where it had actually struck.When cast, this spell allows you to control the target unit in this turns shooting phase. This includes selecting thetarget for any missile attacks they would make and rolling all missile attack to hit dice.

    Veil of Dread- Level 2, Range: 12", Persistent, Unit SaveTarget unit treats all enemy models as Fearsome(3). Fearless, Berserk or Fearsome troops are immune.

    Cloak of Shadows- Level 2, Range: 12, Persistent, No Save

    Target friendly unit may not be targeted by enemy missile or magic.

    Summon Nightmare- Level 2, Range: 6, Summoning, No Save

    Summons a nightmare within 6 of the caster. Can be created as a new unit or be added to an existing unit offriendly nightmares. It may be summoned as a mount for a friendly base 1 character on foot (including the castingwizard). If so, the characters stats are merged as per the mount rules and the model is now a base 2 model. Theowning may rearrange any friendly models as needed to accommodate the new base size of the character.

    Illusory Chasm- Level 2, Range: 12, Persistent, No Save

    Creates an imaginary chasm of any shape no larger than 20 base units in area. Enemy units treat it as impassableterrain while friendly models treat it as open ground. It does not block line of sight. It cannot be created in contactwith an enemy unit.

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    Unending Nightmare - Level 3, Range: 12", Persistent, Unit Save

    Target enemy unit must take a morale test in every morale phase.

    Friend to Foe Level 3, Range 12, Instant, Unit Save

    The wizard casts a powerful illusion that makes friends briefly appear to be enemies. The target unit immediately

    adopts skirmish formation. In the next melee phase, it fights a round of melee against itself. All members of the unitresolve all melee attacks against the other members of the unit. Units already engaged in melee cannot be targetedby this spell.

    Tempting Mirage- Level 3, Range: 18", Persistent, No Save

    The wizard summons a compelling mirage at a point on the battlefield. Any enemy unit nearby will forget the battleand rush towards it instead. Place a marker anywhere within 18 of the wizard and within line of sight. All unen-gaged enemy units within 6 cannot move away this point in the movement phase. Instead, they must spend anymovement they have to adopt skirmish formation and move all models as close as possible to this point. If enemymodels prevent them from reach that point, they will adopt skirmish and charge that enemy in melee. While affectedby this spell, they will not shoot in the missile phase but will fight normally if engaged in melee. Wizards in the unit

    are unaffected and may cast spells and leave the affected unit if normally able to do so.

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    Dark Spells

    Life Leach- Level 1, Range: Contact, Instant, Individual Saves

    All enemy models in base contact with the casting wizard suffer one eldritch hit, up to a maximum of 4. Each woundinflicted may be used to give an immediate regeneration roll to the wizard.

    Touch of Agony Level 1, Instant, Range: Contact, Individual Saves

    Target model suffers an eldritch hit for each point of power used to cast this spell. If it suffers a wound from this hit,it may not make any melee or missile attacks and loses all leadership points this turn.

    Dark Fire Level 1, Instant, Range: 12, No Save

    Target unit suffers d3 +1 Str(1), magical, fire missile hits for every point of power used to cast this spell.

    Death Spasm Level 1, Persistent, Range: 12, No Save or Unit Save

    All members of the target unit may make an additional attack in melee when they are killed at skill 2 Str(1). Thisattack does not benefit from any special abilities (first strike, etc.) nor any other spell effects (Blood Lust, etc.).

    Blood Lust Level 2, Persistent, Range: 12, No Save or Unit Save

    Members of the unit receive +1 strength on all attacks and whenever they inflict a hit in melee combat, they maymake an additional attack identical to the attack that caused the wound against the same enemy unit. Woundscaused by the additional attack do not grant further attacks.

    Sacrificial Flame Level 2, Persistent, Range 18, No Save

    Remove up to 3 models in a friendly unit within 12 as casualties. For each model killed in this manner, the caster

    inflicts d3 Str(2) magical, fire hits on another target unit within 18 of the caster, which is halved for skirmished units.

    Life Harvester Level 3, Instant, Range 18, Individual Saves

    Target unit suffers 3d3 Eldritch hits, not halved for skirmishers. For any wounds caused, the wizard may recoverone wound suffered so far or may resurrect one wounds worth of models from the unit he has joined. Resurrectedmodels are not considered casualties and are not counted for morale tests this turn.

    Spear of Darkness Level 3, Instant, Range 18, Individual Saves

    Target unit suffers 3d3 Eldritch missile hits that inflict d3 wounds, halved for skirmished units.

    Soul Blade Level 3, Persistent, Range 12, Persistent, No Save

    A warriors soul can be a powerful weapon when manifested into the physical realm able to cut through flesh andsteel with equal ease. Once done however, it is lost and the warriors body is left an empty and lifeless husk. Allmodels in the target unit gain Fearsome and receive an additional melee attack at 1 / 3 - Eldritch, d3 Wounds. Forevery wound inflicted with this attack, the target friendly unit also suffers a wound with no saves allowed.

    Soul Eater- Level 3, Persistent, Range: 12", No Save

    For each wound inflicted in melee by the target unit, it gains one regeneration roll that turn.

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    Summon Ravenous Horror Level 3, Summoning, Range 6, No Save

    Target friendly unit within 12 loses up to 10 models as casualties immediately (casters choice). Wizard then sum-mons a Ravenous Horror within 6 as a separate unit. The Ravenous Horror has the following stats, where X is thenumber of models killed in the friendly unit by this spell:

    Name Move Wnds Armour Magic Morale Melee Special

    RavenousHorror

    12" X 3 Fixed 4 10 Berserk Wnds / 3 -Eldritch

    Fearsome(3),Base 9

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    Faith Spells

    Hammer of Judgement- Level 1, Range: Contact, Instant, No Save

    A target model must take an immediate morale test on 2d6, inclusive of all normal morale bonuses and penalties.For each point it fails this test, it suffers one wound with no saves allowed.

    Embolden- Level 1, Range: 6", Persistent, No Save

    The target unit receives +d3 to its morale, up to a maximum of 11.

    Devine Blessing - Level 1, Range: 12, Persistent, No Save or Unit Save

    Target model rolls an additional d6 for one of the melee attacks on its profile (chosen by the casting player) and dis-cards the highest d6 roll for this attack.

    Fervour- Level 1, Range: 12, Persistent, No Save

    Affected friendly unit gains Berserkand must immediately adopt skirmish formation, moving an extra 3 to fully en-gage enemy if in melee.

    Smite- Level 2, Range: 12", Instant, Individual Saves

    Target unit suffers 4d3 eldritch hits, halved for skirmished units.

    Rebirth- Level 2, Range: 12", Persistent, No Save

    At the start of each morale phase, the unit may immediately bring d3 wounds worth of models that died so far thisgame back to life. All of the models wounds must be restored to be resurrected. Resurrected models do not countas casualties when determining if a morale tests are required. The unit cannot increase its numbers beyond the

    starting number of models.

    Holy Strength- Level 2, Range: 12", Persistent, No Save

    Target units melee attacks gain +1 strength and the Magical ability.

    Litany of Courage- Level 3, Range: 6, Persistent, No Save

    Any unit within range of the spell is Fearless as long as the Wizard is alive.

    Divine Fury- Level 3, Range: 12", Instant, Individual Saves

    Target unit suffers 6d3 eldritch hits, halved for skirmished units.

    Shield of the Faithful Level 3, Range: 6, Persistent, No Save but Unit Save

    Model gains a fixed armour save equal to its current morale bonus from its numbers / formation up to a maximum of4 Fixed. For example, a unit of 12 base 1 models in RAF formation would gain an armour save of Fixed 2 that willbe used in place of their existing armour save if it would provide a better chance of saving.