Quick reference for model advancement.
WARRIOR INJURY TABLE |
|
D6 |
Effect |
1 |
Dead. This Warrior's adventure ends here. |
2-3 |
Injured. This Warrior must miss his next game. |
4-6 |
Full Recovery. This Warrior may play next game as normal. |
HERO INJURY TABLE |
|
2D6 |
Effect |
2 |
Dead. The Hero's adventure ends here. Remove the warrior and from your roster. |
3 |
Lost in Battle. The Hero lies wounded somewhere on the field of battle. The players should, as soon after their book keeping is completed as possible, play Take the High Ground with the lost Hero as the objective. The Hero may not act or be attacked for the duration of the game. If his side wins, he is returned and makes a full recovery. If not, he is considered Dead. |
4 |
Arm Wound. The damaged arm may no longer be used, either to carry a shield or wield a weapon. Therefore, the Hero can use only a hand weapon or dagger from this point onward. A second Arm Wound will force your Hero to retire, per the Dead result. |
5 |
Leg Wound. The first Leg Wound results in a –1"/2cm Move penalty. A second Leg Wound result will cause your Hero to retire, per the Dead result. |
6-7 |
Full Recovery. The Hero may play the next game as normal. |
8 |
It's Just a Scratch! The Hero must miss his next game. Alternatively, the controlling player may choose to roll again on this chart, but the second result will apply. |
9 |
Flesh Wound. The Hero must miss his next game. |
10 |
Old Battle Wound. Before each game, make a roll for a Hero with an Old Battle Wound. On a score of 1, the Hero's injury is plaguing him, and he cannot take part in the game. A Hero can have more than one Old Battle Wound, in which case he must make one roll for each. |
11 |
The Wounds of a Hero. The Hero's patrons are so impressed by the Hero's self-sacrifice that his force gains +D6 Influence this game. Additionally, he makes a full recovery. |
12 |
Protected by the Valar. Saved from injury by the Valar or perhaps some darker power, the Hero is protected from any serious harm. The Hero permanently gains +1 Fate. Additionally, he makes a full recovery. |
WARRIOR ADVANCE TABLE |
|
D6 |
Effect |
1-3 |
No Effect. |
4-5 |
Promoted. The Warrior is promoted. Not all Warriors are eligible for this advance. See your Battle Company's Promotion Table. If the Warrior is ineligible, treat this result as No Effect. |
6 |
A Hero in the Making. From now on, the Warrior is treated as a Hero. He also adds 1 Fate point to his stat line. He retains the Experience points gained thus far and gains Experience and advances like a Hero from the next game on. |
HERO ADVANCE TABLE |
|
D6 |
Effect |
1 |
Fight/Shoot. The Hero's Fight or Shoot characteristic is improved by 1. The controlling player may choose which. The maximum score is 6/3. |
2 |
Strength/Defence. The controlling player may choose to advance either Defence or Strength. Each may be improved only once. |
3 |
Courage. The Hero's Courage characteristic is improved by 1 to a maximum of Courage 6. |
4 |
Attack/Wound. The controlling player may choose to advance either Attacks or Wounds. The Hero's Wounds and Attacks may not exceed 3 each. |
5 |
Special Rule. The Hero has gained a special rule. Roll again on the Fighting, Shooting, or Leadership special rule table. The controlling player may choose which table to roll on. Alternatively, the controlling player may choose to select the special rule that applies to his Battle Company instead. |
6 |
Choose. One result from above. |
FIGHTING SKILLS |
|
D6 |
Skill |
1 |
Blade Master. The Hero is a master of fighting in hand-to-hand combat. He may re-roll one die per turn to determine which side wins a fight that he's in. |
2 |
Deadly Strength. Stronger than his peers, this Hero is able to use a two-handed weapon without the –1 penalty to his dice score. |
3 |
Parry. The Hero can turn aside incoming blows with ease. The Hero may force his opponent to re-roll a single dice when determining who wins the fight. |
4 |
Furious Charge. The Hero throws himself into combat with a savage war cry. When the Hero charges into combat, he receives +1 Attack. This bonus counts only if the Hero is fighting on foot. |
5 |
Heroic Presence. Wherever the fighting is hardest, this Hero is always found, fighting with an unmatched fury. The Hero may fight a heroic combat in the Fight phase without expending Might to do so. |
6 |
Might/Will Point. The Hero gains 1 Might or Will point. The controlling player may decide which. |
SHOOTING SKILLS |
|
D6 |
Skill |
1 |
Cunning Shot. The Hero is capable of making shots that others would consider impossible. This Hero may re-roll failed "in the way" rolls. |
2 |
Expert Shot. The Hero can fire arrows with uncanny speed. The Hero is allowed to shoot his bow two times in the Shoot phase instead of once. |
3 |
Rapid Fire. Able to see the flow of battle and react to it in an instant, the Hero can call a heroic shoot each turn without expending a point of Might. |
4 |
Lethal Accuracy. The Hero is a master with a bow and may re-roll a failed roll to hit each turn in the Shoot phase. |
5 |
Seasoned Archer. The Hero is capable of firing his bow while still moving at speed. The Hero can move at full speed and still shoot, though will require a 6 to hit if he does so. |
6 |
Might/Will Point. The Hero gains 1 Might or Will point. The controlling player may decide which. |
LEADERSHIP SKILLS |
|
D6 |
Skill |
1 |
Favour of the Court. The Hero has the patronage of a powerful being within the leadership of his nation. When you roll on the influence table, you may reroll one Influence dice for each Hero with this ability in the company at the end of each game. |
2 |
Courageous. There is little in the world that can shake the resolve of this Hero. This Hero can re-roll any failed Courage tests. |
3 |
Master of Battle. The Hero can read the ebb and flow of battle with incredible skill. If this Hero is within 6"/14 cm of an enemy Hero calling a heroic action, he may immediately call an action of the same type without expending a point of Might. Note that he may not use this ability to call a heroic move or heroic shoot action if he has already been engaged in combat. |
4 |
Heedless Determination. This Hero has a strength of will like hardened steel and will fight on despite his injuries. Each time this Hero suffers a wound, roll a dice. On a 6, the wound is ignored, exactly as if a Fate roll had been passed. |
5 |
Rally to Me. Strong and clear, the voice of this Hero inspires his Warriors to stand firm. This Hero's Stand Fast! range is doubled. |
6 |
Might/Will Point. The Hero gains 1 Might or Will point. The controlling player may decide which. |