Rules Bash

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Text of Rules Bash

  • Walters/Qualtieri/Brown

  • Table of ContentsAndrew WaltersRules Design

    Josh QualtieriRules Design/Digital Art/Setting

    Anthony BrownRules Development/Layout

    Sophie LagaceBackground Development

    Jonathan HoffmanIllustration & Background Development

    Pete McKennaSetting Fiction

    Paul QualtieriMath Wizard

    Jennie RedwitzCopy Editor/Design Consultant

    Jennifer Bach, David Weinman,Sequoia Blankenship Additional Art

    Aaron Brown, Anton DucrotMiniatures Sculptors

    Adan Tejada, David Weinman, Andrew Walters, Victor Walters Tom Gabel, Jackson BigelowPlaytesters

    2014 ZombieSmith

    By Strength of Arms 4

    Overview of a Battle 5Necessary Components 6

    Core Concepts 7

    Fighters 7Fighters Status 8Die Rolls 8Skill Check 9Random Outcome Tables 9Measuring 10Terrain 11Froth 14

    The Sequence of Battle 16

    Calling Warriors 16Deployment 17Activation 17

    Movement Actions 17Move 17Sprint 18Careful Move 18Shifting 18Disengage 19Jumping 19

    Melee Combat Actions 20Attack 20Shieldbash 21Powerful Blow 21Charge 21Interception 22On Guard, Melee 22

    Ranged Combat Actions 23Ranged Attack 23Aimed Shot 24On Guard, Ranged 24Throwing Things 24

    Other Combat Actions 25Taunt 25Disabling Attacks 25

    Recovery 25

    Leadership Actions 26Move! 26Stand Your Ground! 26Rally! 26War Cry! 26

    Magic Actions 27Heal 27Smite 27Divine Bolt 28

    Miscellaneous Actions 28

    Special Abilities 29Assassin 29Berserk 29Bodyguard 30Brawler 30Cavalry 30Center of Magic 31Counterattack 31Creature 31Creeping Death 31Dumb 32Elite 32Flight 32Hard to Kill 32Hero 33Horde 33Infiltrate 33Leadership 33Leap 33Mount 34Multiple Attacks 35Musician 36Natural Weapons 36Non-Combatant 36Pack 36Pathfinder 36Priest 37Rapid Shot 37Reach 37Resilient 37Scaly Hide 37Scary 38Sea Legs 38Shadow Walker 38Short Range 38Skirmisher 38Sprinter 39Standard 39Sweeping Blow 40Trample 41Two Weapons 42Vomit 42Wallop 43Wave of Flesh 43Ylark Ignition 43

  • Far oFF, jutting above the slowly shiFting ground Fog, the city-mountain was ablaze with lights. torches hung in every home, and great bonFires burnt at every intersection. the only thing brighter was the Full moon above, its disc streaked and stained with red. the city walls, bright white and Freshly plastered, were imposing and tall, but the Front gates stood wide open.the jaarl raider next to udvar wiped his mouth and growled under his breath. kinda brazen oF them, aint it, var?are you kidding? do you know where we are, bucko?im no buck, you brokeback, the jaarl replied, reaching For his spear. the red moonlight Flashed oFF his Fangs.relax, simo. hed Forgotten that the jaarl, as a race, had no sense oF humor whatsoever. what could you expect From a bunch oF people that worshipped rocks?thats no regular city, there, he continued. thats eslenda, one oF the wild doe cities. youve heard oF the wild does?simo said nothing For a long time, but he did put his spear back down. the wild does? in there?aye. so well be steering a wide berth around that particular plum, i should talk Funny, For a brokeback, the jaarl may be. some vorix blood in me, somewhere.and on you!they shared a booming laugh as they put eslenda to their backs, but var was uneasy the whole night through. his wasnt the only party oF raiders prowling these hillsides, but they all told the same tale stay away From the wild does.especially when you were up to no good.

  • Rules of Conflict

    By Strength of ArmsThe War of Ashes is not a war of front lines and set piece battles. Small groups encounter each other in every manner, and there can be neither truce nor quarter. Scouts and foraging parties, messengers, guards, and lost soldiers meet. They fight over a cache of food, a lost animal, a footbridge, a message, or just to get back home. These desperate skirmishes take place amongst camps and baggage, in ravines, at the edge of swamps, or on the decks of small ships. There is no warning and no time to call for help. These small battles that will never be named or recorded are decided by the choices and skill of a handful of fighters, and in turn these skirmishes decide the course of the war.

  • 5Overview of a BattleShieldbash is usually played in Skirmishes depicting a particular encounter. These encounters may be isolated or part of a Tale, a linked series of encounters where characters and conditions carry over from one fight to the next. The Skirmish description states the starting forces, objectives, and any special conditions of the encounter.

    These desperate actions will be contested by the fighters of Agaptus. A fighter is usually a single warrior on a 20mm base, but it can also be a beast or group of lesser warriors. Fighters are usually controlled by a commander, but some, such as animals or unaligned individuals, may move according to instructions given in a particular Skirmish.

    During a Round of battle each commander will take turns as the active commander. His opponent will draw a Stone for him on his turn, allowing him to assign Surges to his fighters.

    Surges allow the fighters to perform actions, which include moving about the battlefield, attacking enemy fighters, or other tasks performed in pursuit of victory.

    The active commander repeats this process until his opponent informs him he has no further Surges to assign. At that point his opponent becomes the active commander, and he draws a Stone for his opponents turn.

    In addition, each commander has access to the resource Froth. Froth allows a commander to perform extra movement, modify a die roll, or execute other minor actions that enable him to bend the rules to his favor. However, the active commanders opponent must agree upon the expenditure of Froth, creating a dynamic of haggling and compromise.

    This sequence plays out until either one commander attains his objectives or the Skirmish reaches its logical conclusion. At this point one commander is declared the victor. If the Skirmish was part of a larger Tale, both commanders determine the effects of the recent battle on their forces and prepare for their next encounter.

  • Necessary ComponentsTo fight a battle commanders will need the following items.

    Miniatures Each commander will need miniatures to represent his fighters on the field of battle. Each fighter must be represented with his own miniature on the appropriate-sized square base.

    The Battlefield To fight a Skirmish commanders will need a dedicated space to represent the battlefield. For typical Skirmishes we recommend a two-foot by two-foot battlefield. Larger skirmishes may require a larger battlefield. Fighting a Skirmish on a battlefield larger than four-foot by four-foot is not recommended.

    Melees between small forces tend not to occur in open spaces but around campfires, bridges, ravines, or huts, amongst trees, carts, barrels, latrines, troughs, wells, and woodpiles. These obstacles and hindrances should be represented on the battlefield as they give flavor to the Skirmish in addition to increasing the tactical possibilities.

    Dice Each commander will need at least three six-sided dice. Preferably each commander will have his own dice.

    Measuring Device Each commander will need some way to measure distances, such as a tape measure or measuring sticks.

    Froth Each commander should have the means to measure his pool of Froth. Glass beads, markers, or extra dice can all be used to track this resource.

    Markers These are required to represent certain battlefield conditions. Each commander should have markers to indicate Discombobulated, On Guard, and Incapacitated fighters.

    Rules of Conflict

  • 7Core ConceptsFightersFighters have eight attributes that define how they function in play: Skill, Might, Toughness, Movement Allowance, Special Abilities, Equipment, Shield, and Point Value.

    Skill (Sk) The fighters ability to carry out various actions, which include combat. Higher skill makes a better soldier.

    Might (Mt) The power of a blow that a fighter has landed on his opponent. The dice indicated are used to determine the effect of a successful hit in combat. This is referred to as a Might roll.

    Toughness (T) How difficult a fighter is to incapacitate or kill. Toughness represents a fighters armor, size, vigor, and discipline.

    Movement Allowance (MA) The number of inches a fighter can move with a standard move action. All movement actions are based on this attribute.

    Equipment The weapons and armor the fighter carries onto the battlefield. This is listed for identification purposes as the effects of the equipment on the battlefield are already taken into account in the fighters profile.

    Special Abilities Additional skills and actions specific fighters may perform. Some require a skill check, while others are always in effect.

    Shield This attribute states whether the fighter is in possession of a Shield. A fighter with a standard shield is attacked at -2 Skill. Larger shields grant a -3 penalty, while some smaller shields or lack of training only grant a -1 penalty. This protection also applies against ranged attacks, but does not apply to attacks from the rear. Any fighter with a Shield can perform a Shieldbash attack.

    Additionally, Elvorix, Vidaar, and Atronian fighters with Shields can benefit from a Shieldwall. Two fighters with this ability, in base to base contact, and facing the same direction gain an additional -1 to their defensive bonus.

    Point Value This is a numerical value approximating the fighters worth on the battlefield relative to other fighters. This value is used to build Warbands of equivalent strength.

    The number in parentheses following the point value indicates how many of these fighters a commander may gather f