quickstart rules version 1 - war of ashes · mumbled prayers are offered up from both sides to a...

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Quickstart rules version 1.1 U nder a swollen red sun that casts no warmth, two opposing warbands are ill met upon a half-frozen moor. Over the slushy, hummock-studded field they regard each other as a cold wind blows. Truculent Vidaar bucks beat a frenzied tattoo upon their shields and stomp the ground, howling expectantly. Across the way the Elvorix, their estranged kin and one-time ally, now hone their weapons and tighten down straps and buckles. Soon a captain will order the charge and battle will be joined, but for now an uneasy peace holds over them. Mumbled prayers are offered up from both sides to a god they feel may have forsaken them, may have robbed them of their warm yellow sun, that may be deaf to their entreaties. Still, it can’t hurt to try... Each warrior, from the smallest ‘vorix to the biggest Vidaar brute, fights for one thing above all others. Glory, bloodlust, trophies and accolades - they’re all nice, sure - but the mind of every fighter on Agaptus is most consumed by something far greater: his hearth and home. For the Elvorix in particular this concern weighs most heavily, for these islands were theirs before the invaders arrived, and they fight now to keep them.

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Quickstart rules version 1.1

Under a swollen red sun that casts no warmth, two opposing warbands are ill met upon a half-frozen moor. Over the slushy, hummock-studded field they regard each other as a cold wind blows. Truculent Vidaar bucks beat a frenzied tattoo upon

their shields and stomp the ground, howling expectantly. Across the way the Elvorix, their estranged kin and one-time ally, now hone their weapons and tighten down straps and buckles.

Soon a captain will order the charge and battle will be joined, but for now an uneasy peace holds over them. Mumbled prayers are offered up from both sides to a god they feel may have forsaken them, may have robbed them of their warm yellow sun, that may be deaf to their entreaties. Still, it can’t hurt to try...

Each warrior, from the smallest ‘vorix to the biggest Vidaar brute, fights for one thing above all others. Glory, bloodlust, trophies and accolades - they’re all nice, sure - but the mind of every fighter on Agaptus is most consumed by something far greater: his hearth and home. For the Elvorix in particular this concern weighs most heavily, for these islands were theirs before the invaders arrived, and they fight now to keep them.

War of Ashes: Quickstart

Core Concepts

FightersThe backbones of any commander’s army are his Units. In Shieldwall an individual miniature will generically be referred to as a fighter, the lowest rank possible. Fighters are further described by title, size, armament, special abilities, weight, and movement allowance.

TitleFor simplification, all miniatures are referred to as fighters in the text, as this is the lowest title. Other titles separate the ranks based on ability and their role in the battle. For the sake of simplicity even the greatest leader may be referred to as a fighter.Fighters – The basic troops of every army.Warriors – Elite fighters with more training, better weapons and special abilities.Leaders – Generals, Priests and Exceptional Heroes whose commands bring victory and inspiration.Heroes – Brave warriors whose mere presence can alter the outcome of a battle.Creatures – Beasts of war that add their strength to the line.

SizeSize represents the physical bulk of the fighter, and how much space it occupies on the field. Most fighters are of Medium size, using a 20mm base. Most creatures are of Large size, using a 40mm base.

ArmamentArmament details the weapons, armor and equipment carried by the fighter. This equipment determines the number of combat dice the fighter generates.

Combat DiceCombat Dice lists the number of dice the fighter generates during combat, both on attack and defense. These dice are listed as x/y, where x is the number of normal dice and y the number of lethal dice the fighter gets each round. How these dice are used is explained later in the text.

Special AbilitiesSome fighters possess unique abilities that give them an advantage in combat. These advantages come from either training or equipment and are reflected in the fighter’s weight.

WeightPowerful creatures and highly trained fighters have a larger impact on the battle. To reflect this they are said to have more Weight than a standard Linebuck. Weight is used to calculate the difference in mass and momentum between two blocks when they clash in an engagement, and included with the fighter’s other special abilities. If a fighter’s weight is not listed, it is one.

Movement AllowanceEvery unit will have a movement allowance that dictates how far it may move with each surge. This will be notated as two numbers, the first being a standard move and the second being a charge.

Examples

Elvorix Linebuck

Medium Fighter / Sword and Shield

Attack 2/0 Defense 1/0 Move: 6/10

Special Abilities:

Jaarl Roccio

Medium Fighter / Sword and Shield

Attack 2/1 Defense 1/1 Move: 6/10

Special Abilities: Hardened, Weight 2

Jaarl Comandi

Medium Leader / Sword and Shield

Attack 4/2 Defense 2/2 Move: 6/10

Special Abilities: Hero, Hardened, Weight 3

Elvorix Spearbuck

Medium Fighter / Spear

Attack 1/1 Defense 0/0 Move: 6/10

Special Abilities: Reach

Vidaar Bondee

Medium Fighter / Axe and Shield

Attack 2/0 Defense 1/0 Move: 6/10

Special Abilities:

Kuld Guldul

Large Fighter / Spear

Attack 4/4 Defense 4/4 Move: */*

Special Abilities: Creature, Weight 4

War of Ashes: Quickstart

FacingEach fighter is represented by a miniature on a square base. One side is declared the front of the base, or the fighter’s facing. Facing is used to determine in which direction a fighter may move or which opponent he is attacking.

Facing and MovementA fighter will always move in the direction he is facing. When activated a fighter may change facing one turn to either side without a movement penalty. Any additional facing change will cost the fighter one inch of movement.

Facing and CombatA fighter will always attack to his front, known as his Attack Arc. A standard fighter’s attack arc is limited to the opposing fighter directly in front of him. Some fighters have special abilities that allow them to attack to the sides or have a wider attack arc.

Facing is also used to generate additional dice if surrounding an opponent. If an opponent is already engaged to his front, additional fighters to the opponent’s side are said to be flanking him, generating additional combat dice.

UnitsFighters are organized into groups of six to sixty fighters called units. Units are further described by formation type. For the purpose of this text there is only one Unit Type, the Brick.

Close Formation/BricksClose formation is defined as fighters in base-to-base contact. Fighters grouped together in Close Formation are referred to as Bricks. A Brick must consist of at least six fighters and cannot contain more than sixty. A group of more than sixty fighters must be split into two or more Bricks.

Fighters grouped together in a Brick do not have to be of the same title, weight, or size, or have the same armament, or movement rate.

Bricks are the default unit type within the rest of this text.

MeasuringMeasurements in Shieldwall are made in whole inches, rounding any fractions to the nearest whole number. Commanders may take measurements at any point during the game.

Command RatingOf all his skills a Commander’s ability to properly utilize his fighters is the most important. A Leader’s Command Rating is the number of fighters he can activate with a Surge. This varies from faction to faction on Agaptus. The default Command rating used in this text is four fighters activated per Surge used.

Unit Activation/SurgesThe field of battle is a chaotic affair, leaving a commander unsure of the amount of time he has to marshal his fighters before the momentum of the battle turns against him. To represent this uncertainty, the amount of actions at a commander’s disposal remains unknown to him until he has used them all. Every turn a commander will gain a randomly determined number of activations known as surges.

Surges are used to activate a commander’s fighters. The phase in which the surges occur will determine what actions they can be used to perform. In the Roar Phase they will be used to generate Froth, taunting the opponent and rallying the fighters, and in the Combat Phase they are used to move fighters and attack.

A set of tokens, or Stones, is used to determine how many surges a commander has before the turn passes to his opponent. The standard set consists of three pairs of stones numbered 3, 4, or 5. Using this set a commander knows he will always have at least three surges at his disposal, with the potential of one or two more. The composition of the set may change based on the mission being fought.

The set of stones are placed in a container so the active commander’s opponent can randomly draw one, keeping its value a secret. The pulled stone indicates the number of surges available to the active commander. The active commander then performs one surge at a time. After performing his third surge, the commander asks his opponent if he has a fourth. His opponent then tells him whether or not he does. If the commander has a fourth, he performs that surge and asks if he has a fifth and final surge available. His opponent then tells him whether or not he does. If the commander has a fifth, he performs that surge and the turn passes to his opponent. If he does not have a fourth or fifth surge available, the turn passes at that point. His opponent is then the active commander, and the process repeats.

This passing of the turn continues until enough stones have been pulled from the set to equal or exceed twenty surges. If a stone is pulled that exceeds twenty, that commander still makes use of the stone’s value before the turn is ended.

At this point the current phase of the battle is over and the game moves to the next phase in sequence.

Random Outcome TablesThe battlefield is a chaotic, random space in which both the gritty and whimsical appear. Throughout this text we use a specific dice mechanic to randomly represent the presence of fate. This mechanic uses two six-sided dice. They are rolled together and the two numbers that result are compared, separately, to a table specific to an event on the battlefield.

Roll Outcome NotationEach die results in a 6 Very Positive 6/6

Either results in a 6, the other in a 2–5 Positive 6/-

Either results in a 6, the other in a 1 Both bad and good 6/1

Neither die results in a 1 or a 6 Neutral -/-

Either results in a 1, the other in a 2–5 Negative 1/-

Each die results in a 1 Very negative 1/1

War of Ashes: Quickstart

The Battle

The Sequence of Battle

The order of battle begins with the Deployment Phase as both sides find their initial placement on the field. This is followed by the Roar Phase, in which commanders whip their fighters into a fervor. Both sides taunt and cheer until one side crashes and charges headlong into the enemy. This begins the Carnage Phase. Commanders take turns activating their fighters in surges, moving and fighting. After a set of turns comes the Lull Phase, during which loose fighters regroup, lines reform and battlefield effects resolve. If both sides are still battle-ready another Carnage Phase begins. This continues until one side breaks or mission objectives are met.

DeploymentA commander’s initial placement of his fighters often spells the difference between victory and defeat. When starting a battle both commanders agree on which of them will place his fighters first. Certain missions dictate which commander should deploy first based on their roles in the battle.

The commander chosen to deploy first places his entire army on the field within a designated starting area. His opponent then deploys his fighters. After both forces have been deployed, the commander who placed his fighters first begins the Roar Phase as the Active Commander.

Roar PhaseAt the start of a battle both sides prepare by rallying their fighters and provoking their enemy. Leaders give speeches and warriors challenge each other to duels; units jockey for position and attempt to taunt their opponent into breaking ranks. Both sides continue this posturing, generating Froth, until one side breaks rank and begins their assault.

FrothThe goal of the Roar phase is to generate a resource known as Froth. Froth is used at any point during the game to perform actions either out of sequence or beyond normal allowance. Commanders use Froth to plug holes in their line before their opponent can capitalize on them, move fighters into better positions, or however they see fit, at their opponent’s discretion.

Froth is also generated during Carnage Phases by slaying warriors and beasts, or capturing objectives.

The CrashThe crash is used to determine which side breaks the line and begins the attack. Both forces on the field have a crash threshold, either their racial standard or one determined by the mission. These crash thresholds are added together as a crash level. At the end of each active commander’s stone, the crash level decreases by two. When the crash level reaches zero, the current active commander’s forces attack, beginning the first Carnage phase.

If the turn runs through a set of stones without crashing, begin again with a new set. The Roar phase will end after two sets of stones, even if the crash level has not reached zero.

Roar Phase SurgesThe commander who deployed his fighters first starts the Roar phase as active commander. His opponent draws the first stone, and the phase begins.

The active commander has several options available for his fighters. Some that generate Froth, and some that better their position. These options are listed below, by name followed by the number of surges required to perform them.

The following actions are a few examples for use in this version of the rules. Further examples, including racial specific actions, will be introduced in future texts.

Roar Phase Actions:

Standard move (1) – The unit may move up to their normal move allowance, but may not engage an opposing unit.Cheer! (1) – The fighters let out a rallying cry or blood-curdling scream, generating a point of Froth. This action may be repeated as many times as the commander has surges.Taunt (1) – By using obscene chants or insulting gestures the fighters attempt to provoke an opposing unit out of position. Sometimes they get carried away and lose position themselves. The surging unit rolls on the Taunt table and applies the result.

Reposition (2) – Deciding his deployment was less than ideal, a commander orders two adjacent units to swap places. The two units must be within six inches of each other to receive this command.Prevent (1) – A commander may prevent the crash level from declining by one on this stone by spending a surge. This action may only be used twice per stone.

Taunt Table

6/6 Active Commander picks an opposing unit and moves it 4”, gaining 4 Froth.

6/- Opposing commander picks a friendly unit and moves it 4”, active Commander gains 2 Froth.

6/1 Active Commander picks a friendly and opposing unit that move 4” towards each other, opposing Commander gains 1 Froth

-/- No one moves, active Commander gains 1 Froth.

1/- Active commander picks a friendly unit and moves it 4”.

1/1 Opposing commander picks an enemy unit and moves it 4”, opposing Commander gains 2 Froth.

Lull Phase

Carnage Phase

Roar Phase

Deployment Phase

War of Ashes: Quickstart

Carnage PhaseWhen one side crashes, the battle begins, giving that side the status of active commander. His opponent draws the first stone, and the phase begins. The active commander then spends surges moving his fighters and attacking enemy units.

MovementSurges may be spent to advance fighters on the field several ways. All of these options must follow some basic rules.Movement Allowance – When moving, no member of a unit may move more than their movement allowance. Faster fighters in a slower unit may not move more than the unit’s movement allowance.

Turning – When moving from one position to another a unit may turn as it wishes, provided no fighter in the unit moves more than his allowance.Facing – At the beginning or end of a movement surge, fighters within a unit may adjust their facing by one turn in a direction for their choice.Frontage – As a part of the unit’s movement it may change the number of fighters in the front rank. The unit may increase or decrease its frontage, provided no individual fighter moves more than his allowance.

Engaging Enemy UnitsThe commander selects an enemy unit within the surging unit’s movement allowance and declares his intent to charge or engage. When a unit moves into contact with an enemy it must follow these rules.

A fighter must move into contact with the closest unengaged enemy fighter within his movement allowance. If he cannot, he must move to support a friendly fighter.

Fighters engaging the enemy must end their movement sharing a base edge with another member of their unit.

As always, no individual fighter may move more than his movement allowance.

In the left example fighter 1 cannot move to the space marked with an X as it would take him out of base contact with a friendly fighter. In the right example fighter 2 moves to fill the gap, making a legal move.

Standard Movement Actions

Move Unengaged Unit (1 Surge) – The unit moves, traveling no more than its movement allowance.Move Engaged Brick (1 Surge) – A brick may choose to leave a combat by disengaging from their enemy. The moving unit must leave behind enough fighters to double the weight of the remaining defenders.Move fighters within an engaged unit (1 Surge) – A commander may spend a surge to move unengaged fighters within an engaged unit. A number of fighters equal to their command rating may move up to their movement allowance to engage members of the enemy unit.Reformation (1 Surge) – During combat units often fall out of ranks due to casualties or incursions into the enemy line. A commander may spend a surge to reform an unengaged unit. This unit may take whatever frontage and ranking it chooses.

Combat Movement ActionsEngage (1 Surge) – The unit advances toward an enemy unit to attack, moving up to its Standard allowance.Charge! (1 Surge) – The unit advances toward an enemy unit to attack, moving up to its charge allowance. It must move more than its standard movement allowance for the action to be considered a charge. Due to the speed and strength of a charge, a charging unit’s weight is doubled for the surge.

Once the unit is engaged with its target it may make an attack with a number of fighters equal to their command rating. If the charging unit’s modified weight is more than the opposing unit’s, each attacking fighter gains an extra die in that combat. This bonus goes away at the end of the surge. If the charging unit’s modified weight doubles the opposing unit’s weight, the bonus lasts until the end of the stone.Setting for a Charge (2 Froth) – To lessen the impact of a charge a unit may prepare by setting their line in defense. When a unit is charged its commander may choose to spend Froth to have them set defensively. The charging unit does not gain the weight bonus against a set unit, and uses their normal weight to determine how long the charge bonus lasts.

121

War of Ashes: Quickstart

CombatWhen units clash on the field it is a brutal, flowing affair, in which the momentum of the attack swings back and forth between all fighters involved.

To represent this flow, units involved in a combat are referred to as either having the Lead in the attack or Responding to the attack. These titles can pass back and forth between the units depending on which side is causing more casualties.

Once two opposing units are in contact, they are considered engaged in combat. A commander may spend a Surge on an engaged unit to attack using the following sequence. This activated unit begins the combat with the lead.

Attack Sequence1) Choose Fighters 2) Calculate Dice Pools 3) Throw Dice/Calculate Casualties 4) Assign Casualties/Fill Holes 5) Cascade

Choose FightersThe lead commander chooses a number of fighters equal to his command rating to perform the attack. These fighters must be engaged with an enemy directly in front of them, and adjacent to each other. Fighters engaged with the same opposing model as a previously chosen fighter also become activated, and may be skipped to activate the next adjacent fighter in the unit.

All non-activated fighters, both friendly and opposing, that are currently engaged with activated fighters are then involved in the combat.

Lead fighters in a unit with two or more ranks gain support from second rank fighters directly behind them in the way of additional dice. Responding fighters do not gain this bonus, unless their unit’s second rank is made up of fighters armed with a weapon or an ability that grants support.

Example A shows a correct selection of fighters, as does example B. In example B the fighter marked f is included outside of the command rating as he is in base contact with an enemy already activated, in this case by fighter 1. Example C is incorrect, as the fighters activated are not in base contact with each other or an enemy already activated by a friendly fighter.

Calculate Dice PoolsThe Lead commander calculates his dice pool based on the weaponry and position of his fighters involved in the combat. The number of dice added to the pool is expressed as x/y, where x is the number of normal dice and y is the number of lethal dice added. Each fighter’s profile will list these numbers.

The position of a Lead fighter will often modify his dice pool as follows.

Lead Modifiers

2nd Rank/support bonus +1/0 Attacking an enemy’s flank +1/0 Attacking an enemy’s rear x2/0

The Responding commander calculates his dice pool based on the defensive equipment and position of his fighters involved in the combat. Dice added due to defensive equipment are listed in the fighter’s profile. Again, the position of the fighter will modify the pool further.

Responding Modifiers

In base contact with at least member of his unit +1/0 Attacking flank +1/0 Attacking rear doubles fighter’s dice

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1 3 42

War of Ashes: Quickstart

Throw Dice/Calculate HitsOnce dice pools are calculated, both players throw their dice at once. For every 6 rolled by a commander’s unit they inflict a hit on the opposing unit. For every 1 rolled they block a hit caused by the opposing unit. All other results are discarded.

Lethal Dice

Depending on the members of a unit, the commanders dice pool may contain lethal dice. These represent sharper, deadlier weapons or highly trained fighters. Lethal dice are treated as a separate pool with regard to 6s and 1s. Lethal 1s do not block normal 6s, nor do normal 1s block lethal 6s.

Assign Hits/Fill HolesOnce all blocked 6s have been discarded, the remaining hits cause casualties. For each casualty either a fighter is removed from the field or a creature takes a wound.

The unit that has caused the most casualties now has the Lead. Their commander removes opposing fighters from the field first, choosing which opposing fighters to remove. Casualties may only be pulled from opposing fighters involved in the combat round. If more casualties are caused than the number of involved enemy fighters, the excess is converted to Froth (described below).

The Responding unit then removes opposing fighters as above. Since casualties are caused simultaneously their commander may pull opposing fighters who were in contact with friendly casualties pulled this round.

After both sides have removed casualties, the Lead unit may choose to fill the holes left in the line. Fighters may advance one base width to fill holes if all of the following conditions are met.

1) The hole is directly in front of the fighter.2) The fighter is not engaged with an enemy on any other facing.3) The fighter was active in this round of combat.4) The fighter caused a casualty or wound this round of combat.

If the advancing fighter belongs to a unit with two or more ranks, any friendly fighters behind him may follow him forward. This represents the unit pushing from behind. These fighters may not turn to engage newly adjacent enemies.

Once holes are filled all fighters in contact with opponents are considered engaged. The advancing fighter must face the opponent in front of him. If there is not an opposing fighter to his front, the advancing fighter may choose to turn to either side to face a new enemy.

Unengaged Responding fighters may change facing to meet these new threats only if they become engaged this round. If an advancing enemy moves next to a fighter but does not engage him, he may not change facing.

If a fighter caused a casualty but is still engaged either to his flank or rear, he must turn to face one of those opposing fighters.

The Responding unit may then fill any remaining holes as above.

CascadeAfter all holes have been filled the Lead commander may then choose to start an additional round of combat by performing another attack. The Lead commander may activate a number of fighters equal to the number of casualties his unit inflicted in the previous round of combat. These fighters do not need to be adjacent to perform the cascade attack.

The following conditions determine if a fighter is able to perform an additional attack:

1) The fighter was involved in the previous round, either as a lead or responding fighter.

2) The fighter is engaged with an opposing fighter.3) The fighter caused a casualty or wound in the previous round.

Any additional attacks are resolved as above. This cascade of additional attacks continues until no casualties are caused in a round, both sides score the same number of casualties, or the Lead unit declines an additional round. At this point the combat is ended, and the Surge is over.

War of Ashes: Quickstart

Using Froth in CombatAt any point during a combat either commander may use Froth to try and gain an advantage or hinder their opponent. The following are suggestions on when and how to use Froth in combat. Unless noted, for each Froth spent one fighter may perform one of the following actions.

The following actions are a few examples for use in this version of the rules. Further examples, including racial specific actions, will be introduced in future texts.Filling holes first - A responding commander may use Froth to fill holes left by casualties before the lead unit.Turn to engage out of sequence - Either the lead or responding commander may spend Froth to turn a fighter to engage an enemy at a point when it would not normally be allowed. For example, a responding fighter turns to engage an advancing enemy that did not engage him that round, or a support fighter following an advancing fighter turning to face a newly adjacent enemy. Each Froth spent allow a command rating’s worth of fighters to turn out of sequence.Unusual advances - The lead commander may spend Froth to have a fighter advance without meeting the conditions or at an unusual angle or direction.Switching second and third rank fighters - To protect second rank fighters with spears, either the lead or responding commander may spend Froth to swap fighters in a third rank with fighters in the second rank. Each Froth spent enables a commander to swap a command rating’s worth of fighters.

This list is by no means comprehensive. We encourage commanders to come up with their own uses for Froth. Use the above as guidelines for what a commander can do with a point of Froth.

When creating new uses for Froth a commander must acquire their opponents permission before moving their fighters. This can lead to haggling over what one can do with how much Froth. Remember that your opponent must accept your proposal when accepting his, and keep the discussion both friendly and in the realm of fair play.

Lull PhaseOnce twenty surges have been reached or surpassed the Carnage Phase ends, and the battle moves into the Lull Phase. During the Lull Phase both sides take a moment to regroup.

Each unit may perform a free reformation action, provided there are no enemy units within their standard movement allowance.

Unengaged small groups of fighters numbering less than or equal to their command rating may make a free standard move towards the nearest friendly unit.

Engaged units numbering less fighters than their command rating may make an immediate attack with no cascade, then, if they survive, they disengage from their opponent. A disengaging unit moves four inches away from the enemy brick.

MoraleWhen one side reaches 75% casualties it begins to rout. Once this threshold is reached the game will continue until the end of the current set of stones, at which point the side that has achieved the most objectives has won the battle.

Special AbilitiesBelow are just a few of the special abilities in War of Ashes. As we expand the quickstart rules we will add more abilities detailing specific fighters and creatures.Reach – This fighter is armed with a longer weapon than most. This allows him to add a support die to the friendly fighter in front of him when his unit is responding to an attack. In addition his support dice are always lethal, whether he has the Lead or is Responding to the attack.Hero – This fighter is a champion among his people. He generates more dice then regular fighters, which is reflected in his profile. He may also activate in addition to the command rating’s worth of fighters chosen during a Surge, as long as he is in base contact with one of them.

War of Ashes: Quickstart

The ElvorixThe Elvorix are the last bastion of civilization in a world full of chaos and barbarism. Some say they are cunning tricksters, having fooled the Vidaar into departing on a hopeless quest across the globe. Others say they are stalwart warriors, as they fight tooth and nail to reclaim their lands from the fierce Jaarl armies. Others say that the Elvorix are quite delicious, once you get past all the fur. Well, not very many say that, just the Kuld hordes from the icelands of the north and south. The Elvorix don’t say much about themselves, as doing so would draw the attention of their God, and these encounters have a tendency to end in world-changing catastrophe. As the sun grows ever more crimson in the sky and the ice encroaches from the north and south, the Elvorix fight a losing battle to protect the last fertile land in Agapta against the ravages of war, and against being eaten.

Elvorix Racial Abilities

Crash Threshold: 5

Racial Special Ability: Shields High!During a combat round, after dice have been thrown, the Elvorix commander may choose to change a number of hits (6s) equal to his command rating into blocks (1s) in order to boost his defense. If he chooses to use Shields High! he must change a number of hit equal to his full command rating, unless he has less than that value available. Hits can be changed in any combination between the commander’s normal and lethal pools.Example 1:

The commander’s combat roll results in three normal and two lethal hits. If he elects to use Shields High! four of those must be changed to blocks, leaving either one normal or one lethal hit.Example 2:

The commander’s combat roll results in two normal and two lethal hits. If he elects to use Shields High! all four of his hits must be changed into blocks.Example 3:

The commander’s combat roll results in two normal hits and one lethal hit. If he elects to use Shields High! all of his hits must be changed into blocks.

Elvorix Spearbuck

Medium Fighter / Spear

Attack 1/1 Defense 0/0 Move: 6/10

Special Abilities: Reach

Elvorix Champion

Medium Leader / Sword and Shield

Attack 3/2 Defense 3/2 Move: 6/10

Special Abilities: Hero, Weight 2

Elvorix Linebuck

Medium Fighter / Sword and Shield

Attack 2/0 Defense 1/0 Move: 6/10

Special Abilities:

War of Ashes: Quickstart

The VidaarA long time ago, the Elvorix were ruled by the Vidaar Kings. The Elvorix built the cities, farmed the land, and wrote the scrolls. The Vidaar ate the food, burned the scrolls, and polished their swords. Finally grown weary of this arrangement, one rather bright Elvorix tricked the Vidaar into sailing west in search of a mythical island filled with gold and riverberries. The Elvorix felt rather clever, until an incredibly grumpy fleet of Vidaar sailed in on the eastern shore three hundred years later. Apparently fifteen generations of inbreeding, poor on-board entertainment, and the distinct absence of a mythical island filled with gold and riverberries had soured them on their erstwhile kin. It’s been centuries now, and the Vidaar haven’t gotten over it, and swear they won’t until the last Elvorix is cold Kuld chow and their rightful place as kings of Agaptus is restored

Vidaar Racial Abilities

Crash Threshold: 5

Racial Special Ability: Press the Attack!During a combat round, after dice have been thrown, the Vidaar commander may elect to move hits rolled between dice pools. If the commander chooses this option he must move a number of 6s equal to his command rating between his normal and lethal dice pools. If there are less hits than must be moved in a given pool, the remainder must be moved from the other pool to the first, if available. This takes place before enemy 1s are used to blocks hits.Example:

The Vidaar commander has just thrown the dice in a combat round. His hits total three 6s in his normal dice pool, and two 6s in his lethal pool. If he elects to use Press the Attack! he must move four hits between the two pools.This can be done one of two ways:

By moving three normal hits to the lethal pool and one lethal hit to the normal pool, giving him four lethal hits and one normal hit.

By moving two hits from the lethal pool to the normal pool and two from the normal pool to the lethal pool, giving him four normal and two lethal hits.This choice is made after seeing the enemy units’ roll, so the commander can make the best choice available based on his opponent’s combat roll. In the above example the best choice depends on which pool of his opponent has the most 1s.

Vidaar Chieftain

Medium Leader / Axe and Shield

Attack 3/2 Defense 3/2 Move: 6/10

Special Abilities: Hero, Weight 2

Vidaar Bondee

Medium Fighter / Axe and Shield

Attack 2/0 Defense 1/0 Move: 6/10

Special Abilities:

Vidaar Fyrdee

Medium Fighter / Spear

Attack 1/1 Defense 0/0 Move: 6/10

Special Abilities: Reach

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se 0

/0M

ove:

6/1

0

Spec

ial A

bilit

ies:

Rea

ch

Elv

orix

Spearbuck

Med

ium

Fig

hter

/ Sp

ear

Atta

ck 1

/1D

efen

se 0

/0M

ove:

6/1

0

Spec

ial A

bilit

ies:

Rea

ch

Elv

orix

Cham

pio

n

Med

ium

Lea

der /

Sw

ord

and

Shie

ld

Atta

ck 3

/2D

efen

se 3

/2M

ove:

6/1

0

Spec

ial A

bilit

ies:

Her

o, W

eigh

t 2

Elv

orix

Lin

ebuck

Med

ium

Fig

hter

/ Sw

ord

and

Shie

ld

Atta

ck 2

/0D

efen

se 1

/0M

ove:

6/1

0

Spec

ial A

bilit

ies:

Rea

ch –

Thi

s figh

ter i

s arm

ed w

ith a

long

er w

eapo

n th

an m

ost.

This

allo

ws

him

to a

dd a

supp

ort d

ie to

the

frie

ndly

figh

ter i

n fr

ont o

f him

whe

n hi

s un

it is

resp

ondi

ng to

an

atta

ck. I

n ad

ditio

n hi

s sup

port

dic

e ar

e al

way

s le

thal

, whe

ther

he

has t

he L

ead

or is

Res

pond

ing

to th

e at

tack

.H

ero

– Th

is fi

ghte

r is a

cha

mpi

on a

mon

g hi

s peo

ple.

He

gene

rate

s mor

e di

ce th

en re

gula

r figh

ters

, whi

ch is

refle

cted

in h

is p

rofil

e. H

e m

ay a

lso

activ

ate

in a

dditi

on to

the

com

man

d ra

ting’

s wor

th o

f figh

ters

cho

sen

durin

g a

Surg

e, a

s lon

g as

he

is in

bas

e co

ntac

t with

one

of t

hem

.

Att

ack S

equence

1) C

hoos

e Fi

ghte

rs2)

Cal

cula

te D

ice

Pool

s3)

Thr

ow D

ice/

Cal

cula

te

Cas

ualti

es4)

Ass

ign

Cas

ualti

es/F

ill H

oles

5) C

asca

de

Lead M

odifiers

2nd

Ran

k/su

ppor

t bon

us +

1/0

Atta

ckin

g an

ene

my’

s flan

k +1

/0

Atta

ckin

g an

ene

my’

s re

ar x

2/0

Resp

ondin

g M

odifiers

In b

ase

cont

act w

ith a

t lea

st m

embe

r of h

is u

nit +

1/0

Atta

ckin

g fla

nk +

1/0

Atta

ckin

g re

ar d

oubl

es fi

ghte

r’s d

ice

Reference