Demonlord Charts

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  • 8/14/2019 Demonlord Charts

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    W

    FOREST

    SPIRIT

    F

    4-3+1

    4BEAST

    GOD

    GWF

    2-2+0

    5WOOD

    CHIEF

    GW F

    5 7 5 4

    GW F

    5 7 5 4

    GW F

    4 6 4 4

    GW

    W

    2-4+0

    9CLOUD

    PRINCE

    LY F

    0 5 6 2

    LY F

    0 5 6

    W

    4 6 4 9

    LY W

    4 6 4 9

    LYF

    0 7 5 4

    AH F

    4 6 6 4

    AHF

    4 6 6 4

    AHF

    3-4+0

    9DUKE

    `HAN

    AH

    F

    OLD

    ONE

    F

    2-1+1

    4DWARF

    KING

    MU F

    4 5 3 3

    MUF

    4 7 5 3

    MUF

    4 7 5 3

    MU F

    4 5 3

    F

    0 7 5 3

    AN F

    0 7 5 3

    ANF

    0 7 5 3

    AN

    W

    4-1+2

    8BALRON

    MU F

    0 9 6 2

    MU F

    4 5 3 3

    MU F

    4 5 3 3

    MU

    The Ancients

    Principalityof Lyung

    Duchy ofAltuhan

    Kingdomof Ula

    (hex 0902)

    (hex 1702)

    TheBalron

    StoneTrolls

    SlaveMiners

    SlaveMiners

    DwarfKing

    DwarvenWarriors

    DwarvenWarriors

    GnomeMiners

    GnoMin

    AncientTroopers

    AncientTroopers

    AncientTroopers

    ThOld O

    Duke

    han

    Swords-

    men

    Moun-

    taineers

    Moun-

    taineers

    Cloud

    Prince

    Air

    Legion

    Air

    Legion

    Zombies Zom

    WoodChief

    Warriors Warriors YoungWarriors

    BeastGod

    (die roll)1,2,3

    ForSpi

    (die r4,5

    (hex 1308)

    (hex 1113)

    Woods tribesinvoke at

    Forest Temple

    Great WoodsBarbarians

    (hex 0914)

    (die roll 1,2,3) (die roll 4,5,6)

    (hex 1702)

    Ancients invokeat the Temple

    of the Ancients

    (hex 1401)

    NEUTRAL ORDERS OF BATTLE

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    Capturing Characters- higher roll (1 die) to capture

    - equal roll halts character

    - character roll -2 in enemy fortress hex

    - roll +1 if stronger magic power in hex

    Phase Procedure(Hosar phase first)

    (1) Unit Movement

    (2) Invocation

    (3) Battles

    (4) Sieges(5) Alliances

    Battle Round Procedure(a) Commit Reserves

    (b) Battle Magic

    (c) Missile Fire

    (d) Melee Combat

    (e) Withdrawal Option

    Battle Notes

    Missile Fireroll value or less with 2 dice to hitmissile value modifiers:+1 target has no armor-1 target has heavy armor

    Melee Combatroll value or less with 2 dice to hitmelee value modifiers:+1 attacker has superior armor

    +? army leadership bonus

    Morale Check (for each hit)roll value or less with 1 die to savemaximum morale value is 6morale modifiers:+? army leadership bonus-1 hit by battle magic missile

    Characters (unit destroyed/routed)

    roll 1 die if unit with them destroyed/routed1,2 character killed

    3 character routs

    4,5,6 character unharmed, redeploy

    Siege Dice Roll Modifiers+1 greatest successful siege magic

    +1 highest army leadership

    +1 *castle (except Lyung) besieged

    +1 *5th or later phase of siege

    -1 *1st phase of siege

    -1 *Lyung besieged without air superiority

    * applies to besieger only

    Alliance Results1 becomes permanent ally

    2,3 becomes semi-permanent ally

    4 no effect

    5 myth, does not exist

    6 becomes semi-permanent ally to the enemy

    Magic Success & Failure- Battle magic successful, missiles use magic power to hit

    - Invocations use magic power or less to succeed

    - Siege magic roll 1 die, need 1-5 to succeed

    - Special Spells (2-3 power) roll 1 die, need 1-5 to succee

    - Special Spells (4-5 power) roll 1 die, need 1-4 to succee

    dice

    roll

    2

    3

    4

    56

    7

    8

    9

    10

    11

    12

    13

    14,15

    casualities

    given by

    defender

    none

    none

    1 unit

    1 unit1 unit

    1 unit

    1 unit

    2 unit

    2 unit

    3 unit

    3 unit

    2 unit

    3 unit

    casualities

    given by

    besieger

    none

    none

    none

    nonenone

    1 unit

    1 unit

    1 unit

    2 unit

    2 unit

    surrender

    surrender

    surrender

    casualities

    given by

    defender

    none

    none

    none

    nonenone

    none

    1 unit

    1 unit

    1 unit

    1 unit

    2 unit

    2 unit

    2 unit

    casualities

    given by

    besieger

    none

    none

    none

    nonenone

    none

    none

    1 unit

    1 unit

    1 unit

    1 unit

    2 unit

    surrender

    Assault Resolution Investment Resolution

    SIEGE RESOLUTION TABLES

    Semi-Permanent Alliance Check1 becomes permanent ally

    2,3,4 no effect, remain semi-permanent ally5 becomes neutral

    6 becomes semi-permanent ally to the enemy

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