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Fields of War Core Rulebook


Academic year: 2021

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Core Rulebook

Written by: Aaron Basham

Game design: Aaron Basham

Assistance from: Nikola Dabić



In order to play a game of Fields of War you need to have several things:

1. Paper and pencil

2. Several six sided dice (D6) 3. A surface to play on

4. Models for your army 5. A tape measure (in inches) 6. Pieces of terrain



In fields of war you will be confronted by models on a large number of different bases and sizes. to make things easier for you we have included a section here, detailing what the size of each base is and what each model has rule wise:


Infantry is your standard unit for every army and they are usually the weakest and

most numerous models on the board. There base size is 3/4” by 3/4” or 20mm. A

rank is 5+ models.


Mounted models are your cavalry and they are usually very fast models. Their unit

size will almost always be smaller than Infantry. Their base size is 3/4” by 1 1/2”

or 40mm. A rank is 5+ models.


Monsters are some of the largest and strongest models in the game as well as the

least numerous. Their base size is 1 1/2” by 1 1/2” or 80mm. A rank is 3+ models.

War machines

War machines are the most advanced weapons of war that any army can field and they can decimate whole units of infantry with just a single shoot. The war

machine has a base of 1 1/2” by 1 1/2” or 80mm. No ranks.


Although few armies use chariots anymore they are still a very fast and deadly model often able to survive punishment undreamt of for almost every other unit.

Their base size is 2” by 3” or 50mm by 75mm. No ranks.


Ships are the no all end all of an army and every army has at least one kind of ship

at their disposal. Their base size is 3 1/2” by 7” or 88.9mm by 177.8mm. No



On every model there is a stat line which details how fast, how strong, how tough, or how skilled a model is in a certain area. With the exception of lives, movement and field allowance, no stat may be reduced below 1. This section will list each stat and give a brief description of what it does:

Movement (M)

Movement is how far in inches a model can move in a single turn.

Combat Skill (CS)

Combat skill is how good (or bad) your model is when fighting in melee.

Shooting Skill (SS)

Shooting skill is how good (or bad) your model is at shooting at range.

Power (P)

Power is how powerful your model is when he is in close combat and it occasionally determines how strong a shot is.

Armor (Ar)

Armor is how well your model can take a hit. Armor can be improved by wearing or equipping armor.

Lives (L)

Lives determines how many hits your model can take and still be able to fight. If a model runs our of lives remove it from the table as it is dead.

Speed (Sp)

Speed is how fast your model is. Speed determines close combat order and, if you the model is a ship, if an attack hits.


Attack determines how many hits a model may launch in close combat.

Courage (Co)

Courage determines how brave (or cowardly) a given model is.

Points (Pts)

Points determine how much a given unit or upgrade will cost.

Field Allowance (N)

Field allowance is the number of models in a unit. War machines, ships and chariots will have 2 numbers, one for how many crew there are and one for the war machine itself.


Example Stats:

Name: M CS SS P AR L Sp At Co Human 4” 4plus 4plus 3 2 1 3 1 2 Elf 5” 4plus 3plus 3 2 1 3 1 3 Gnome 4” 4plus 3plus 3 1 1 4 1 4 Dwarf 3” 3plus 3plus 3 3 1 2 1 4 Ratkin 5” 5plus 4plus 2 2 1 4 1 1 Goblin 4” 5plus 4plus 2 1 1 3 1 1 Troll 4” 4plus 5plus 3 3 1 2 2 2 Stygian 5” 3plus 5plus 3 2 1 2 1 3 Satyr 6” 5plus 4plus 2 1 1 4 1 1 Centaur 8” 4plus 4plus 3 3 1 3 1 2 Scarecrow 6” 3plus 4plus 3 3 1 2 2 4 Zombie 3” 5plus 5plus 3 2 1 1 2 4



Fields of War uses a command system for determining what a unit can do. Each unit has, at least 1 command point to spend per turn. Each unit can only be given any given command once per turn. Ships have 1 command point base plus 1 per 2 crew members. If a unit doesn't use all its command points it may give them to

another unit within 6”. Next is a list of the basic command and is followed by

what each one does:

Name: # of command points: Regroup 0 (1) Move 1 Pivot 1 (0) Shoot 1 March 2 Volley Fire 2 Charge 2 Give Fire 1 1st Spell 1 2nd Spell 2 Ram 3 Regroup

-Regroup may only be used if a unit is fleeing. When regrouping you take a Co check. If passed then the unit may return to combat. If failed the unit marches towards the nearest board edge. You may spend a command point to automatically regroup, but it must come from a friendly unit.


-A model can move forward up to its full movement value. Pivoting

-When pivoting, hold one corner of the unit in place. Then measure the distance from the other corner. It can pivot up to a maximum of its movement. You can pivot for free if the model marches or moves.




-You may only charge if the unit hasn't moved, marched, of shot this turn. The

unit moves it's normal movement +D6” forward. If it contacts an enemy unit roll a

D6 and add +1 for every unspent inch above it's normal movement: D6



1 Enemy unit gets to fight with all models 2 to 5 Fight combat as normal



-Shooting may only be done by a unit with ranged weapons that hasn't marched,

charged, or rallied this turn. In order to shoot first declare which of your units is shooting at which of your opponent's units. Then roll a D6 for every model in the unit's first rank and compare the result to the model's shooting skill. If the roll is equal to or higher then the model's shooting skill then it hits and wounds as described in close combat. If the roll was lower then the model's shooting skill then it does nothing. Please note that a roll of a 1 is always a miss.


-there are several modifiers that apply to if a shoot hits. It is detailed on this chart:

Shot Type: Modifier to D6 Roll: Shooting over half range(if range is

more then 6”.

Minus 1

Shooting at flying Minus 1 Shooting at loner or cohort Minus 1

Shooting within 2” Plus 1 Shooting at/from a ship minus 1 Volley fire minus 1 Shooting after moving Minus 1

*Shooting at or from the sea

-When shooting at or from a model that is on the sea, reduce the range of the

weapon by a quarter of its original value.

*Shooting at or from a Flyer

-When shooting at or from a model that has the Flyer special rule, reduce the

range of the weapon by half.


-when shooting from a cohort, all models within range of that weapon may shoot.

*Firing at War Machines

-If you score a hit when firing at a war machine, then you must roll on the table

below to determine whether you hit the crew or the actual war machine. In addition, when being shot at, the crew has the protection (6) spc. rule due to the fact that they can hide behind the war machine. However, if the war machine doesn't have the cohort spc. rule then the crew is inside the machine (i.e. chariots and ships) and they get the protection (5+) spc. rule instead.


D6 Roll: Hit:

1,2 War machine 3,4,5,6 Crew member

Volley Fire

-A unit may that can volley fire may shoot all of its shots in a single volley. When

firing a volley, all of the models within range may shoot that turn. The only modifiers that apply are range and the volley itself. The unit loses 1 command point next turn and may not shoot as they are too busy reloading. War machines (with the exception of ships) and units with the cohort rule MAY NOT volley fire.

Give Fire

-If a unit with ranged weapons is charged and they did not shoot yet, then they

may fire a single volley into the oncoming unit with the within 2” bonus applied.

However the ranged unit has its CS reduced by 1 for that combat. War machines and units that have fired already MAY NOT give fire.


- Magic can only be used by a model with the Caster special rule. How to cast

spells and the spells themselves are detailed later on.


-Ramming may only be done by ships to other ships. The Ship moves it's full

movement plus D6” forward. If it touches another ship along the way roll a D6

and subtract (if there's is higher) or add (if yours is higher) the difference in the ship's speeds. If the roll is equal to or greater then the ship's Combat Skill, the charged ship is damaged as detailed in close combat. If it is lower, then the other

ship moves forward enough until it is 1” away from where the other ship would

have hit it. After dealing damage roll a D6 and add one for each wound inflicted: D6



1 Neither ship can move until the other one is destroyed. 2 to 5 The ships move 2” away from each other.



-Close combat is when 2 units that are in base contact fight each other. Close

combat is fought out differently depending on which models are fighting.


-Infantry fight with the first 2 ranks. They fight as standard close combat rules.

A rank is 5 models.


-Cavalry fight with the first rank. They fight as standard close combat rules. A rank is 5 models.


-Monsters may only fight with the first rank. When they charge, a monster

instantly inflicts D3 hits on the enemy unit using the Power (P) of the model. After that, monsters fight as standard close combat rules. A rank is 3 models.


-Chariots are fickle when it comes to close combat. When they charge in close combat, roll a D6 and subtract one for each wound it has suffered:

D6 Roll:


1 Breaks down (remove model after inflicting hits). 2 to 5 Gains plus D3 attacks and power.

6 Breaks through (works like swipe on fliers).


-Cohorts must line up as if they were a normal unit of their type. Cohorts may fight only with the first rank. Cohorts never get a rank bonus.


-Flying units fight by the rules indicated for their type. Alternatively they may make a single sweep over the unit which inflicts D6 hits on the enemy models with the Power (P) of the model. However, the enemy model gets to retaliate with D6 models. A unit that has a weapon with the Reach spc. rule may retaliate with 2D6 models instead.


*Fighting Close Combat

-When fighting a close combat, you determine who goes first by having both players roll a D6 and add the results to the most common speed in the player's unit. The person who rolled the highest gets to attack first. If the result is a tie then they hit simultaneously. To determine if an attack hits the attacking players

designate which models are attacking and roll one D6 for every attack they have. If the roll is higher then their CS then it hits, if it is lower then it misses. After you determine if an attack hits you must also determine if it just glances off the

enemy's armor. You must also roll D6 for every hit on the wounding table on the next page. If a hit wounds, then remove one life from that model. If it doesn't wound then it counts as a miss.


-After a battle has been fought you must determine who the winner of the combat is. Add up the number of models you killed as well as the number of full ranks you have, then compare your number to your opponent's. Whoever had the higher number is the winner and the loser has to take a Courage check and subtract the difference from the number rolled. If passed they stay in combat. If failed roll D6

D6 Roll: Effect:

1 Count as passed.

2 to 5 Reduce Unit's Co by 1 and add 1 to next roll on this chart.

6 Unit runs away 2D6” near nearest board edge and suffers another

D3 times D6 hits. They then move their full movement every turn until they either rally or go off the board edge and count as


The To Wound Table (Attacker on side, Defender on top)

Wounding 1Ar 2Ar 3Ar 4Ar 5Ar 6Ar 7Ar 8Ar 1P 4plus 4plus 5plus 5plus 6 7 8 9 2P 4plus 4plus 4plus 5plus 5plus 6 7 8 3P 3plus 4plus 4plus 4plus 5plus 5plus 6 7 4P 3plus 3plus 4plus 4plus 4plus 5plus 5plus 6 5P 2plus 3plus 3plus 4plus 4plus 4plus 5plus 5plus 6P 2plus 2plus 3plus 3plus 4plus 4plus 4plus 5plus 7P 2plus 2plus 2plus 3plus 3plus 4plus 4plus 4plus 8P 2plus 2plus 2plus 2plus 3plus 3plus 4plus 4plus



Weapons are the all essential part of the game. A unit with the right weapons at the time are just as helpful as a unit with the wrong weapons at the right time. There are 2 different kinds of weapons. A model may only have up to 3 weapons.

*Close Combat Weapons

-As the name implies, these are the weapons that can only be used during close combat. Below is a chart of different kinds of weapons and what their

requirements are. All weapons that have a range may NOT be used in close combat unless otherwise stated in their rules.

Weapon Name: Rules:

Club, Claws, Daggers If model has another weapon +1At Sword, Hammer None

Axe, Mace +1P

Shield +1Ar

Great Axe/Club/Hammer/Sword +2P, 2 handed, -2Sp Spear Reach, 2 handed

Lance +1P on the charge, Reach Halberd Reach, 2 handed, +1P



-As their name suggests, ranged weapons are used for engaging the enemy at a

“safe” distance. Included below are the range weapons most commonly used by

several armies and their stats. Unless otherwise stated, a range weapon may not move and shoot in the same turn.

Name: Range: Power: Rules: Handgun 18” 3 None

Pistol 9” 3 Move and shoot, club Crossbow 24” 3 None

Short bow 12” 2 Move and shoot Long bow 24” 2 Move and shoot Throwing Axe 6” user's plus 1 Move and shoot, Axe

Throwing Knife 12” user's -1 Move and shoot, D3 shoots Javelin 12” user's Move and shoot

Cannon 36” 8 D3 wounds Catapult 36” 3 Radius (2”)



-Other equipment is, as the name implies, an assortment of random equipment. Included in this section is armor, as it really doesn't fit anywhere else. Please note that a model may only have one set of armor.

Title: Effect: Light armor +1Ar

Heavy armor +2Ar, -1Sp War horn +1 Co

War banner Unit has Rally spc. rule, 2 handed

Army banner +1 co to all friendly units within 12”, one per army, 2 handed,


Horse Increase M to 8”, +1Ar, +1 At, change type to mounted

Dragon Fly, Increase M to 8”, +2Ar, +2 At, +1Co, change type to




Magic is an interesting part of the game. It is by no means mandatory, however it can change the course of the battle for (or even against) your army. Below is a list of some magic spells and what they do. In order to cast a spell, roll a D6 and compare the results to the roll needed to cast column. If the roll is higher then or equal to the number shown then it goes off. If the roll is lower then nothing

happens. A model/unit that uses magic can only move that turn. A spell may only be cast once per turn per caster.

Spell Name:

Range: Effect: Roll needed to cast:

Fireball 24” Target unit suffers d6 p4 hits 3plus Blast 18” Target unit suffers 1 p4 hit 2plus Zap 12” Target unit suffers 2d6 p 3 hits 4plus Heal 6” Target unit regains d6 lives. This may

not bring it over its starting lives.


March 6” Target unit may force march without any penalties this turn.


Fear 12” Target unit has to take a co check immediately. If failed then they suffer d6 p2 hits


Drain 12” Target unit loses d6 lives 6 Magic


12” Target unit has protection(5+) for the remainder of the turn.


*Rolling a 1

-When casting a spell, a caster may accidental draw on more power then was intended. If your roll a 1 when trying to cast a spell then the model attempting to cast it suffers D6 PD6 hits. In addition no more spells may be cast that turn.


Special (Spc.) Rules

Special rules are rules that only effect one unit or item and they represent a number of certain things a unit can do. Below is a list of common Spc. Rules: Rule Name: Effect:

Not 1 step While in close combat the unit never has to take a courage test. Caster () This unit may cast magic. They may only cast the spells listed

in the parentheses.

Fly The unit may move over all terrain without suffering a penalty. Cohort All models in the unit may be placed up to 2” away from each


Aquatic The unit does not suffer any movement penalties when in fresh water and treats salt water as fresh water.

Protection() The unit may ignore 1 wound on a roll higher then or equal to the number indicated in the parentheses. Roll for each wound individually. You may only roll once for every wound.

Rally The unit may re roll failed courage tests.

Automatons The unit is never has to take courage tests. However, if they lose a close combat they instead lose d6 lives.

Multiple shots The model may fire multiple shots. The number of shots the unit may fire is indicated in place of the multiple part(Ex. D6 shots)

Multiple wounds A single shot(or hit) from this model inflicts multiple wounds. The number of wounds a shoot inflicts is indicated in place of the multiple part(Ex. D6 wounds.)

War machine The model must be crewed by at least one other model or it may not be used. In addition it may never force march. Fear Any enemy units engaged in close combat have to pass a

courage test or else they will go last.

Terror Any enemy units engaged in close combat have to pass a courage test or else they will only hit on 6's.

Horror Any enemy units engaged in close combat have to pass a courage test or else they will instantly lose by 2.

Accurate The unit may re roll failed hits with ranged weapons. 2 handed May not be used with any other equipment.


Poisoned () A unit with this rule instantly wounds the opponent on a roll greater then or equal to the number in parentheses.

Use every other turn.

May only used their ranged weapons every other turn.

One use May only ever be used once in a game.

Radius() You must select an individual model(it can be in a unit) when shooting. If a shot hits then all models within the distance shown in the parentheses are hit(ex. Radius(6”)). Please

remember to count each individual model and to measure with the selected model at the center.

Transport May hold one unit of infantry. It may sacrifice its movement phase to let them on/off. Units getting on/off must be within

2”. May not transport chariest, mounted, war machines, ships,

or units with the fly spc. rule.

Ship Treats all types of water as open terrain and all other types as Impossible.

Loner The model is its own unit.

Unique You may only have one of these in your army.



-In order to play a game of Fields of War you must first agree on what type of mission you are going to play, you may roll on the table below or just choose one: D6


Mission: Description_

1 Destroy The person with the most points left at the end of the game is the winner. If the difference in points is less then 10% then it is a draw.

2 Capture Place down d6+2 objectives. The person with the most objectives at the end of the game is the winner. If both sides have the same number of objectives then it is a draw. You claim an objective by placing any of your units over it.

3 Hold the Line

Select one player as the defender and then give them some sort of base. If the attacker has more then 50% of their total units in the fort at the end of the game, or have killed more then 50% of the defender's initial force, then the attacker is the winner. If the attacker has any units in the fort at the end of the game, or if both armies were reduced below 50% of their initial size, it is a draw. If the attacker have no units in the fort at the end of the game, or lost more then 50% of their initial force then the defender is the winner.

4 Pillage Same as with hold the line except you may not take any war machines and you have to place down d6+2

objectives. Each objective adds an additional 100 pts. to the final point count of the game.

5 Catch if you can...

One army has a hostage marker that must be attached to a unit. If the unit the hostage is in is destroyed or flees then it goes to the attacking unit. The winner is the army that can safely get the hostage off the board edge

opposite the one you started with. 6 Capture and


Place down d6+2 objectives. Each objective adds an additional 100 pts. to the final point count of the game. The person with the most points left at the end of the game is the winner.


Then you must determine how many points you are going to play with. After that you must select a table that is appropriately sized for the number of points you have, we suggest playing a game on a table about 6' by 4', and you must also place down and determine what type of terrain everything on the board is. After that you must determine what type of mission you are going to play, you may roll on the table below or just agree on one. After that you must roll to see who sets up their units first and who gets to go first. Each player rolls a D6 and the person with the highest score sets up first, but, they have to go last. If the results are a tie then re roll the die as many times as it takes for you to get the order of setting up and the

order of play. You set up the game by deploying your units within 12” of one of the long board edges with a 24” neutral zone in between them. Finally, you are

ready to play a game. You may play for as long as you want but we recommend playing a game no longer or shorter then six turns.


Infrastructure is how your points are distributed before a game. While this may vary from mission to mission, the basic infrastructure is seen below:

Leaders (need at least 1)no more then 30% of the army's total cost. Infantry (1st page infantry section) at least 30% of the army's total cost.

Elite Core (2nd page infantry section, fliers (infantry, mounted)) no more then 60% of the army's total cost.

Warmachines (ships, chariots, fliers (warmachine, chariot, ship), warmachines)



This section details stuff which doesn't really fit into any other section.

Courage (Co) Test

-A courage test (or check) represents when a unit has to make the most primal

decision, fight or flight. In order to take a Co check roll 2d6 and add the number shown to the units highest co. If the number is equal to or greater then 10 then the unit has passed. If it is lower then 10 then the unit has failed and will suffer the appropriate consequences.


-Terrain is the layout of the battlefield. There is a multitude of different types of

terrain and below is a chart that is below: type rules

open none

buildings Transport, protection(5+) against shooting, models inside gain cohort for as long as they are inside

forests -D3”M (roll each turn), protection (6) against shooting, models inside gain cohort for as long as they are inside

difficult -D6”M (roll each turn)

Fresh water -D6”M (roll each turn), chariots and war machines may not enter. If the movement is reduced to 0 the unit loses D3 lives.

Saltwater Units may not enter. If they do somehow enter then every turn roll a D6. If the result is lower then the unit's Ar value then remove one model.

Impossible Units may not enter

Ships and Terrain

-When a ship comes into contact with any terrain other then water at any point in

their movement it suffers D6 power D3 hits. If it accidentally rams another terrain then it suffers 2D6 power D6 hits instead.

Chariots and Terrain

-If a Chariot comes into contact with forests, fresh water, or difficult terrain it

suffers D3 power D6 hits. If it comes into contact with building, impossible, or salt water it suffers D6 power D6 plus 1 hits.


D3 Dice Rolls

-some models or units require a D3. When rolling a D3 roll a D6 on this chart:

D6 Roll: Actual Roll: 1,2 1 3,4 2 5,6 3

Flanks and line of sight

-Flanks are the edges of units. These determine where they can see and how many

models they can bring to battle. The units flanks are divided into 4 90 degree flanks each coming out of a corner of the unit. A unit's front flank is the flank

where the unit can “see” and the most models are facing. Unless said otherwise a

unit may only shoot or charge enemy units in the front rank. When measuring distances for the unit you measure form the front. Cohorts and loners don't have flanks so they may measure from any model that is in their unit with the

appropriate equipment.

Death of crew/war machine

-If either all of the crew of a war machine is all killed, or if the war machine itself is destroyed, the the unit counts as dead. Remove any remaining models in the unit.

The Golden Rule:

Although playing miniature tabletop wargames is supposed to be a competitive and challenging hobby, one must not forget that Fields of War is just a game, nothing more and nothing less. The point is for people to enjoy themselves and have fun with their fellow gamers. So just remember that whenever you prepare to play a game on the table or any other appropriate surface, to have a great time.



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