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8/14/2019 Demonlord Charts
1/5
8/14/2019 Demonlord Charts
2/5
8/14/2019 Demonlord Charts
3/5
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
8/14/2019 Demonlord Charts
4/5
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
8/14/2019 Demonlord Charts
5/5