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ChessWar

By Kalle Marjola 1991, 1994, 1997, 2002


This is a revised version of original ChessWar board game. Special thanks to Rami Laaksonen (the original playtester), J.C. Klice (most
valuable help for the new version), and other playtesters and people at Alter Ego. Not for commercial use, all rights reserved by the author.

About ChessWar
ChessWar is a strategic game for two players. It is meant to be played
on a standard chessboard with standard chess pieces although it can
also be used on any kind of battlefield made of squares. It is NOT
chess with dice and some extra rules! Instead, it is strategic game
played with chess pieces. So, pieces are not automatically captured,
some pieces (units) have ranged attacks and all your pieces (units) may
move during your turn.
Required Components:
Chess board or similar squared board
Chess pieces, preferably two sets
One or more six-sided dice (referred as d6 from now on)
Object in ChessWar is similar to standard chess: Defeat enemy king,
called general or warlord etc. in ChessWar. The main difference is that
in this game, all units of each army can move each time the player has
his turn.
Note: For simplicity all references to players are made with 'he'.
Readers may substitute she instead of he in all places.
A small but sturdy dwarf army is confronted by a huge ratmen horde.

Units
All chess pieces are used to represent some kind of unit of your army. This unit type depends on the selected army, as in ChessWar, you can
choose to play elf, dwarf or even scary undead army!
King represents your king, warlord or general and his heartguards.
Queen represents mighty wizard or similar magician of your army.
Rooks represent your catapults, siege engines or giant troops. Rooks usually have long range support attacks.
Bishop represents your archers or other similar ranged units.
Knights represent your cavalry, was it 20 knightmen with war horses or two dozen wolf riders. Some armies do not have knights at all.
Pawns represent your core army, is it 50 pikemen, beastmen or fearsome zombies and skeletons.
Each unit has certain attributes which are used to represents its combat abilities:
Move is speed of the unit. Unit may move up to this number of squares each round in normal conditions. Movement can be done laterally or
diagonally.
Save represents the toughness and morale of the unit. In many situations, a save roll is called. The unit must then roll this number or greater
with d6. Sometimes this roll is modified by some number, but in any case, roll 1 always fails. Note that if the modified save roll requires you
to roll 7 or more, it simply cannot succeed.
Melee is unit close-combat skill and is used to modify melee combat rolls.
In addition to these basic attributes, some units have special abilities like bows or spells. These are explained later on.

Armies
Following armies are currently available in ChessWar. Exact composition of each army is provided at the end of the rules.
Chaos: the dreadful and evil army of Chaos Lords come from the Chaos Wastes far beyond any civilization. The army includes lots of potent
close combat units but is usually few in numbers. Like the army, their foul chaos magic is aimed for destruction and attack, not defense.
Dwarves: slow but tough, all dwarf units are heavily armored and powerful in close combat. Their real weakness is in speed as they have no
cavalry and all units are very slow because of their small feet.

Elfs: from the deep forest come the race of pointy-eared fellows. Unlike other armies their basic infantry are all armed with bows, filling the
sky with long arrows. And when the enemy army closes, the excellent cavalry and mighty treemen can stop it in tracks.
Humans: the armies of the human kingdoms and empires has perhaps the most versatile army, with possibility to yield lots of cavalry, bows,
catapults or plain infantry, backed with wide variety of spells.
Orcs: the green-skinned big and tough but a bit slow and stupid warriors of the barren lands are fierce opponent, coming in great numbers and
taking lots of punishment. Along their army come regenerating, acid-womiting trolls and the fastest cavalry of the world, Wolf Riders.
Ratmen: from underground caves and tunnels arrive a race of human-like big rats with long legs and many relatives. Rats come in vast hordes,
but have no real artillery nor cavalry. However, even the basic infantry is far faster than melee infantry of the other armies, except for the
long-legged elfs with their bows.
Undead: Last but not least, the scary undead army led by an undying liche lord arrives from the lost cities and cemetaries. Only the bravest can
stand the unnatural horrors of the living dead who walk the earth again. But if the opponent can overcome the fear of the dead, they find that
normal zombies and other undead units are very weak and slow in combat.

Starting the Game


1. Choose race
Both players must select which race they will use (Human, Elf, Dwarf..). Choice could be made secretly or openly, as players like and
players may have army of same race as opponent's (but this is not recommended). It is also recommended that players reveal their
choice before proceeding to next step.
2. Choose army
After player has chosen which army he will be using, player selects the composition of the army he is using. Each army always has
one general and then pre-determined amount of points, which are used to pick various units for the army. Players are encouraged to
use all points they have, any remaining ones are simply lost. Army composition is not revealed to other player until set-up is over.
Practically phases 2 and 3 can be done at the same time.
3. Set-Up
Both players deploy their army in first three rows in board on their half. Some kind of cardboard is recommended to 'split' the board so
neither player can see where his opponent deploys. After the deploy is done, the cardboard is removed.
4. Determine starter
The game is started by the army with smaller initiative number (order is: elf, human, dwarf, chaos, orcs, ratmen, undead). If both
players have selected the same race, both players roll a d6 and higher one (reroll ties) decides which one goes first. The player not
starting the game can then re-arrange his entire set-up any way he chooses, staying in first three rows, before the other player takes the
first turn.
Now, the game of ChessWar is ready to begin!

Playing the Game


Gameplay in ChessWar is played in rounds. During each round, each
player takes his turn, moving all his troops and attacking with them, in
turn order described below. After each player has taken their turn, a
new round starts. The game lasts until either general is dead.

Turn Sequence
Each turn is divided into 3 separate parts that cannot be mixed.
1. Movement phase
2. Shooting phase
3. Melee phase
In movement phase all units able to move in player's army may be
moved. In shooting phase all units armed with some kind of ranged
attacks may fire them at enemy, and in melee phase all units in
hand-to-hand combat can attack enemy troops in same melee combat.
Order in each phase is not fixed nor simultaneous. Player may do his
actions one at the time, for example choose target by result of previous The chaos lord has lost all its retainers and now makes the last
desperate charge against human army.
shot done by his other unit.
Spells can break the normal flow of the game, but otherwise player
cannot react on the turn of the other player.

Movement phase
Each turn, player is allowed to move every unit in his army which is not currently in melee. Each unit may move up to number of squares equal
to its move characteristic and is allowed to make a special charge-move after that. If the unit has move of 0, it cannot move at all, but can
charge enemy units which are next to it.
Each move is to any adjacent square (including diagonally), but the unit cannot move from square adjacent to particular enemy to other square
adjacent to that same enemy. However, the unit can first move away and then return to be next to the same enemy.

An unit cannot move from


one square next to enemy to
any square next to same
enemy.

The same applies to


enemy situated
diagonally to unit.

However, the unit can first move


away and then return to
different square next to same
enemy.

Charge
After the unit has moved it is free to charge any one opponent adjacent to it. Following rules apply:
Charge can be a diagonal one only if squares on both sides are either empty or occupied by own units.
Unit which is not brave can only charge scary unit if it first succeeds in save roll. If the save fails, the unit is stopped in its tracks and
cannot move anymore this turn. See special attributes for further details.
If the charge is successful, place the unit on edge of its square toward the enemy, and do likewise with the enemy. Both units are now in melee
and neither can leave it until either side is destroyed.
If the target is already in melee with other unit this does not stop another unit attacking it, just place the unit on the edge of square. Now target
must destroy all its opponents before it is free to move.

An unit can charge any


enemies laterally, or even
diagonally if side squares next
to both units are empty.

An unit cannot charge


diagonally if either side square
has an enemy unit. The unit can
always charge laterally.

Own units do not


prevent the unit from
charging diagonally.

Shooting Phase
Some units are armed with some kind of ranged attack like bows, catapults or large boulders. They are allowed
to fire at one enemy unit in this phase with their weapons unless they are in melee.
Shooting is started by selecting the target unit to attack. Target for attack must be within range of weapons and
visible by firer or other unit in their army if weapon can be fired indirectly. Visibility is determined from center
of firer's square to center of target's square; any square that is crossed by this line blocks the visibility if any
unit is in that square. If this line crosses exactly between two squares, firer is free to choose which one of these
two squares is crossed.
The black unit marked with A can clearly see white unit 1. It can also see unit 2 as the line of sight crosses two
squares and the empty one can be selected. It cannot see unit 3 as other black unit blocks the line of sight.
However, as another black unit sees unit 3, indirect fire can be used. White unit 4 is not seen by any black unit
and cannot be targeted even indirectly.

Shots into Melee


It is dangerous to attack melee combat as units are completely mixed up. Thus, whenever a ranged attack (bows, catapult, spell) hits an unit in
melee combat, roll a d6:
5-6:
3-4:
1-2:

the original target is hit


the original target and one random opponent is hit
one random opponent is hit!

If any unit in the melee is destroyed, other combatants do not get a free follow-up move.

Bows
Bows are basic ranged weapon for troops. When fired, select any target unit within 4 squares seen by firer or any other friendly unit, and roll
to-hit. The basic target number to be rolled on a d6 depends on the shooting unit and is marked in unit statistics. Following modifiers apply:

-1
-1
-2

the firer moved during movement phase


the range is 3 or more squares
the target is not visible to firer (i.e. indirect fire)

If target is hit, it must make its save or it is destroyed. Note that the roll 6 does not always hit. Remember that if the target was in melee and was
hit, you must roll if you hit your own unit!

Catapults
Catapults are heavy siege engines which have unlimited range and can be fired indirectly, althought the target square must be seen by at least
one unit of the same army. However, catapults have minimum range of 2 squares, they cannot be aimed to square next to catapult itself!
To fire a catapult, select a target square seen at least by one own unit, and then roll 2 (direct) or 3 (indirect) scatter rolls,
checking the table on right.
The direction is aligned according to the shooting player and the board, i.e. number 1 is one square toward the other end
of the board. The order of the dice is not important, just handle all scatter rolls. So if you roll 2 and 5, the final result is
one square right of target square. Or if you roll 1 and 3, it hits the original square.
The scatter rolls can make the shot to fall short or even on the top of the catapult itself! However, if the shot falls in the
catapult square, it is just a miss. If the shot ends out of the gaming board, it is a complete miss.

1 square over

1 square right

1 square short

1 square left

5-6 no scatter

Any unit in the target square is hit and must make its save or it is destroyed. If the target hit was in melee, you must roll
if the catapults hits the other side of the melee as described above.
Rocks and plaguebombs: these special catapults have maximum range of 2 but no minimum range and always scatter just once (except in
storm), even when used indirectly. The unit can move before making the attack and it does not affect the accuracy.

Melee Phase
Any own unit in melee can now attack one enemy unit in same melee. Each attack is done one by one and the unit may opt not to attack. To
make an attack, roll a d6 and add attacker melee modifiers and deduct defender melee. Then look at melee result table:
6 or more* Defender is destroyed.
5

Defender must make 2 saves or it is destroyed. Brave defender must only save once.

Defender must make its save or it is destroyed.

2-3

Stand-off, the melee continues

1 or less

Attacker destroyed unless save is made.


Scary attacker must only save if the defender is brave

* a natural roll 6 always causes this result regardless of any modifiers. However, if the defender is scary and the attacker is not brave, refer to
result 5.
If the defender is destroyed, the attacker can then make a follow-up move providing it is no longer in melee. This follow-up move is either:
Move to square originally occupied by the enemy just destroyed. Lateral move is only possible if neither side square contains enemy
unit, or
Perform one charge move, using the normal rules (must save if charges scary unit etc.)
The follow-up move is done after all other effects are handled, like Plague or Heal spell. Units with move of 0 can only make follow-up charge,
not move.
On a result 1 or less the defender cannot make the follow-up move, nor can follow-up move be made if the melee combatant is destroyed in the
shooting phase or by other unit.

Special attributes
Units can have various special attributes, marked in their statistics.
Assault
When this units charges into melee during movement phase it gains +1 to its Melee value for this turn. Thus, if the unit normally has
Melee -1 it has Melee +0 when it charges. If the unit itself is charged, the unit makes follow-up move or the melee continues, this
bonus does not apply.
Bows
The unit is armed with bows and can use them to shoot in the shooting phase. Refer to shooting rules. The to-hit number is given for
each unit with bows.

Brave
The unit is very brave (or just stupid) and ignores special
attribute scary. In addition, brave units perform better in
melee combat (result 5).
Catapults
The unit has catapults (or similar siege weapons) and can fire
them in shooting phase as explained in main rules.
Crossbows
Crossbows are like bows but are limited so that they cannot
be fired indirectly nor cannot be fired if the unit moved in
movement phase.
Longbows
As bows, but refer to elite elven archers with maximum range
of 5 squares instead of normal 4 squares.
Plague
Unit is infected with plague; if it is destroyed while in melee
all units in melee with it may have caught the plague and
must make their save at +1 or are destroyed. This unit is also
immune to any kind of plague.

The human catapult is surrounded by advancing dwarven warriors.

Plaguebombs
The unit has poisoned bombs. These are used as catapults, but have maximum range of 2 squares, can be thrown to square next to
attacker, and always rolls just one scatter die (even if used indirectly). Any unit in target square must make save at +1 unless is
immune to plague. If target was in melee, it and all its opponents are hit!
Regenerate
When the unit is destroyed, just topple it over. If any unit moves to its square, remove it from the game, but otherwise at the end of the
turn, the unit regenerates on a d6 roll 3+ and is bought back to battle. If the roll fails, remove the unit from the game. This unit can
never be raised as zombies, but it spreads plague normally. Any new hits to unit are ignored when it is lying on the ground.
Rocks
Giant boulders hurled by trolls or giants are counted as special catapult attack, with no minimum range but max range of 2 squares and
1 scatter always (even indirectly).
Scary
This unit is very frightening. Any unit (which is not brave) wishing to charge this unit must make its save or its movement ends and it
cannot enter melee this turn (but it may fire normally). In addition, scary affects melee combat table unless the other side is brave
(results um 6 and 1)
Spells
The unit can cast spells. Refer to magic section.
Teleport
The unit moves via teleporting. Just move the unit up to its maximum move squares, ignoring any intervening units. The unit can
move away from melee combat this way. Any charge move is done after the teleport move.
Terrorpults
These units have normal catapults except that they fire ammunition with shrieks and screams, causing supernatural terror. Target hit is
automatically destroyed unless it is brave. Brave targets must make a normal save to survive.
Undead
These units are really dead. They are automatically brave and scary. In addition, plague does not affect them and they get +1 at any
saves against bows (including Longbows and Crossbows)

Magic
Most armies can include some kind of wizard in their force which is capable of launching devastating spells. Each wizard can cast one spell
each turn. The spell is normally cast on own turn, but the wizard can cast an instant spell on enemy's turn - if it does so, it cannot cast a spell in
players's next turn.
Most spells are always successful, unless the other side tries to counterspell them, but some require a success roll. The wizard can cast same
spell again and again, but choice of spells is limited by actual type of wizard (see army lists). In addition, each spell has its own restrictions
about when it can be cast:
Instant spells can be cast anytime, even on enemy's turn! Any action currently being done is interrupted by the spell. However, if the dice is
already rolled, its effect happens.
Move spell is cast immediately after the wizard has moved. It cannot be cast if the wizard is in melee (exception: flight on himself).

Shoot and melee is cast in appropriate phase, when the wizard is about to attack. Note that wizard in melee combat cannot cast a shoot spell.
In addition, some spells are classified as temporal and after being cast, they last until start of the wizard's next turn. If the wizard is killed,
however, the effect immediately ends. Note that cumulative temporal spells have no extra effect, except that they are harder to dispel (several
dispels are needed). Thus, it is not harder to shoot while 2 storm spells are in effect but both need to be dispelled before the shooting can be
done unhindered.
Contagion (move, temporal)
This unit makes all own units carriers of powerful plague. All own units have special ability plague until start of wizard player's next
turn unless effect is dispelled. Consult special attributes.
Counterspell (instant)
This spell can be cast at any time when another spell is just cast, including another Counterspell. The target spell is dispelled on a d6
roll 4+ and has no effect. Note that if Counterspell is countered, the original spell works. The counterspell is rolled after any spell
working rolls are made (Heal, Counterspell) but before any derivated rolls are made (Strike and Zap! effects)
Dispel (move)
This spell dispels any temporal magic spell (Contagion, Fear, Protection or Storm). If several temporal spells are in effect, this spell
only dispels one of them.
Fear (move, temporal)
All own units are scary until start of the wizard player's next turn. Consult special attributes for effects of scary. Note that this spell
does not make them brave.
Flight (move)
This spell can be targeted on any unit visible to wizard. The unit is counted as having special attribute teleport and brave until end of
the movement phase and move of 4. However, the unit can only move to a square visible to the wizard when casting this spell. Note
that the wizard can use this spell on himself, and as (exception to normal rules) can cast it to itself even when in melee.
Heal (instant)
This spell can be cast at any time on unit within 2 squares of the wizard, even not in sight, which was just destroyed. On a d6 roll of
4+ the unit is healed and it can continue on fighting. If used in melee, the attacker cannot naturally advance to square of the healed
target.
This spell can be cast on the wizard itself if the wizard is destroyed. If target had plague and is saved, other combatants do not need to
save against it.
Protection (move, temporal)
This spell creates force field around wizard and all 8 adjacent squares. All own units within that area gain +1 to their saves, become
brave and are immune to plague as long as they remain in area (or arrive to it). Effects for multiple protections are not cumulative.
Raise Dead (instant)
This spell has range of 4 and can be targeted at any non-undead unit which just has been destroyed (it does not need to be visible). The
target unit is immediately raised as new zombie unit and joins the Undead army, but cannot move or shoot until player's next turn.
The raised unit is a normal zombie unit except if the destroyed unit has assault in which case undead cavalry is raised, or if the unit
had bows (or longbows but not crossbows) an undead bowmen are raised, or if the unit had catapults, an undead catapults are raised.
If Undead is already using maximum number of special Undead units, normal zombies are raised.
Any heal spell is tried before this spell can be used. Regenerating unit cannot be raised. If own unit destroyed in melee is raised, any
enemy unit in melee with old unit stay in melee with the new one.
Storm (move, temporal)
Wizard summons a powerful storm which hinders all ranged attack until start of wizard player's next turn.
Any bow attacks, including crossbows but excluding rocks, are at -1 to-hit per each square of range instead of normal range modifiers.
Catapults (including plaguebombs) are at extra scatter die for each 2 squares of range.
Strike (melee)
Instead of attacking a melee target in the melee phase the wizard may cast this spell and force one opponent to make its save at -2 or it
is destroyed.
Zap! (shoot)
This spell can be cast by wizard exactly like ranged attack (so wizard may not be in melee). It has range of 4, it cannot be targeted
indirectly and it strikes target automatically, which must make its save or it is destroyed. If targeted at melee, remember to roll which
target is hit, after all.
Appearance of this spell is always different: Human wizards prefer fireballs and lightning bolts, elves like thorn sprays while orc
shamans cause a gigantic foot of their god to trample on enemy.

Extra Rules
ChessWar can be expanded beyond normal chessboard and pieces. This section gives possible ideas on how to expand the game. Note that
these ideas and rules have not been tested out.

Custom Gameboard

ChessWar can be played on any square-based game board, it needs not to be a


standard 8x8 chess board. If using a larger game board, catapult (including
Terrropult) range should be limited to 8 squares.
The non-standard game board can also include terrain like forest or hills. Any extra
terrain can be added as agreed by the players.
Forest blocks visiblity like an unit but can be moved into. The unit in forest is
visible normally but has +1 saves against ranged attacks and if charged, attacker
loses any assault bonus.
Hill blocks visiblity like units or forest. However, any unit on the hill can see
over any units (but not forest or hills), and can likewise be seen.

Total Massacre
ChessWar is normally played until either general (king) is dead. With these rules
the game lasts until either side is wiped out. However, following rules apply as
soon as own general is lost:

Elven cavalry has been attacked by scary zombies.

All enemy units are counted as being scary


Melee units cannot make the free follow-up move
Indirect fire cannot be used
With Undead army, in addition to the above rules (well, first one really does not affect them) they also lose one undead unit of their choice at
the start of their turn until has none left.

Multi-Side Fights
When playing with custom gameboard, there could be enough room to handle multiple armies. In such a case, each army acts one by one as
using normal rules. Total massacre rules should be used so that not any army just disappears.
The game can also be played like 2 armies versus other two. In such a case, both armies of the same side should act at the same time. Total
massacre rules should be used, but the side which first kills both generals of the other side is immediate winner.

Extended Armies
The game can be played with larger armies. Use whatever method agreed by the players, but remember that point costs are not comparable,
even when the armies have same number of build points as generals are worth different points. Thus, the fairest way to extend armies is to
double the points (and maximum number of units of each type) and give each player 2 generals.
When an army has 2 (or more) generals, all of them must be defeated before the army is defeated. It is assumed that one of the generals is the
supreme commander and the rest are second-in-command who take control if the first one is slain.

Army Lists
Each army has given initiative rating (the lowest goes first) and points to select other pieces than the general which is always taken. All units in
each army are in standard order; king first (K), then queen (Q), rook (R), bishop (B), knight (N) and finally pawns. Dwarf and Ratmen armies
do not have knights at all. Attributes for each unit are:
Max: maximum number of this kind of units in army. The final army before set-up may not have more units of this type
Cost: cost in points per unit of this type
Move: maximum squares that unit can be move per movement phase (excluding charge)
Save: saving throw. A d6 roll which must be made for unit to survive most hits or to charge scary target
Melee: modifier to melee rolls
Special: any special abilities

Chaos (initiative 4, 12 points)


Unit

Max

Cost

Move

Save

Melee

Special

Chaos Lord (K)

2+

+2

Brave, Scary

Sorcerer (Q)

3+

-1

Spells: Contagion, Counterspell, Dispel, Fear, Storm, Zap!

Giants (R)

2+

+1

Rocks

Chaos Bowmen (B)

5+

+0

Bows (3+)

Chaos Knights (N)

3+

+1

Assault, Brave

Beastmen

12

4+

+0

Plague

Brave: cancels scary, modifies melee result 5


Scary: opponent must save to charge, modifies melee result um 6 and 1
Spells: one spell each turn, see below
Rocks: special catapult (range 2, 1 scatter, save +0)
Bows: basic bows (range 4, save +0)
Assault: melee +1 when charges into melee (effectually +2)
Plague: if destroyed in melee, opponents must make save at +1 or destroyed. Immune to plague.
Contagion (move, temporal): all own units have plague
Counterspell (instant): counter just cast spell on 4+
Dispel (move): dispel one temporal magic effect
Fear (move, temporal): all own units become scary
Storm (move, temporal): bows are at -1 to-hit per square of range, catapults scatter one extra per 2 squares
Zap! (shoot): visible enemy within 4 squares must save or is destroyed

Dwarves (initiative 3, 12 points)


Unit

Max

Cost

Move

Save

Melee Special

Warlord (K)

2+

+2

Brave, Crossbows (3+)

Rune Lord (Q)

2+

+2

Brave, Crossbows (3+), Spells: Counterspell, Dispel, Protection, Storm

Catapults (R)

3+

+0

Catapults

Crossbowers (B)

3+

+0

Crossbows (3+)

Infantry

12

3+

+1

Note: Dwarves have no cavalry (knights).


Brave: cancels scary, modifies melee result 5
Crossbows: special bows (range 4, no move and fire, no indirect, save +0)
Spells: one spell each turn, see below
Catapults: basic catapult (ul range, 2/3 scatter, save +0)
Counterspell (instant): counter just cast spell on 4+
Dispel (move): dispel one temporal magic effect
Protection (move, temporal): wizard and all own units next to wizard gain +1 saves, are brave, and immune to plague
Storm (move, temporal): bows are at -1 to-hit per square of range, catapults scatter one extra per 2 squares

Elfs (initiative 1, 18 points)


Unit

Max

Cost

Move

Save

Melee

Special

General (K)

2+

+1

Brave, Assault

Wizard (Q)

3+

-1

Assault, Spells: Counterspell, Dispel, Fear, Heal, Protection, Zap!

Treemen (R)

2+

+1

Elite Archers (B)

4+

+0

Long Bows (2+)

Cavalry (N)

3+

+0

Assault

Archers

16

5+

-1

Bows (3+)

Brave: cancels scary, modifies melee result 5


Assault: melee +1 when charges into melee
Spells: one spell each turn, see below
Bows: basic bows (range 4, save +0)
Long Bows: special bows (range 5, save +0)
Scary: opponent must save to charge, modifies melee result um 6 and 1
Counterspell (instant): counter just cast spell on 4+
Dispel (move): dispel one temporal magic effect
Fear (move, temporal): all own units become scary
Heal (instant): save one destroyed unit within 2 squares on a d6 roll 4+
Protection (move, temporal): wizard and all own units next to wizard gain +1 saves, are brave, and immune to plague
Zap! (shoot): visible enemy within 4 squares must save or is destroyed

Humans (initiative 2, 19 points)


Unit

Max

Cost

Move

Save

Melee

Special

General (K)

2+

+1

Brave

Wizard (Q)

3+

-1

Spells: Counterspell, Dispel, Heal, Protection, Storm, Zap!

Catapults (R)

4+

-1

Catapults

Archers (B)

5+

-1

Bows (3+)

Knights (N)

3+

+0

Assault

Infantry

16

4+

+0

Brave: cancels scary, modifies melee result 5


Spells: one spell each turn, see below
Catapults: basic catapult (ul range, 2/3 scatter, save +0)
Bows: basic bows (range 4, save +0)
Assault: melee +1 when charges into melee
Counterspell (instant): counter just cast spell on 4+
Dispel (move): dispel one temporal magic effect
Heal (instant): save one destroyed unit within 2 squares on a d6 roll 4+
Protection (move, temporal): wizard and all own units next to wizard gain +1 saves, are brave, and immune to plague
Storm (move, temporal): bows are at -1 to-hit per square of range, catapults scatter one extra per 2 squares
Zap! (shoot): visible enemy within 4 squares must save or is destroyed

Orcs (initiative 5, 16 points)


Unit

Max

Cost

Move

Save

Melee

Special

Warlord (K)

2+

+1

Brave

Shaman (Q)

3+

+0

Spells: Counterspell, Dispel, Flight, Protection, Strike, Zap!

Trolls (R)

3+

+1

Rocks, Plague, Regenerate

Archers (B)

4+

+0

Bows (3+)

Wolf Riders (N)

4+

-1

Assault

Orcs

16

3+

+0

Brave: cancels scary, modifies melee result 5


Spells: one spell each turn, see below
Rocks: special catapult (range 2, 1 scatter, save +0)
Plague: if destroyed in melee, opponents must make save at +1 or destroyed. Immune to plague.
Regenerate: Returns to battle on a d6 roll 3+ at the end of the turn unless the square occupied. Cannot be raised.
Bows: basic bows (range 4, save +0)
Assault: melee +1 when charges into melee (effectually +0)
Teleport: move ignores other units
Counterspell (instant): counter just cast spell on 4+
Dispel (move): dispel one temporal magic effect
Flight (move): target visible unit has move 4, teleport and brave in movement phase, but can only move to a square visible to the wizard. Can
be used to move wizard itself even when in melee combat.
Protection (move, temporal): wizard and all own units next to wizard gain +1 saves, are brave, and immune to plague
Strike (melee): instead of melee attack force target to save -2 or be destroyed
Zap! (shoot): visible enemy within 4 squares must save or is destroyed

Ratmen (initiative 6, 20 points)


Unit

Max

Cost

Move

Save

Melee

Special

Rat Lord (K)

2+

+1

Brave

Seer (Q)

3+

-1

Spells: Contagion, Counterspell, Dispel, Protection, Storm, Zap!

Rat Ogres (R)

3+

+1

Plague Monks (B)

4+

+0

Clanrats

16

5+

+0

Brave, Plague, Plaguebombs

Note: Ratmen have no cavalry (knights).


Brave: cancels scary, modifies melee result 5
Spells: one spell each turn, see below
Plague: if destroyed in melee, others must make save at +1 or destroyed. Immune to plague.
Plaguebombs: special catapult (range 2, 1 scatter, plague save +1, hit all in same melee)
Contagion (move, temporal): all own units have plague
Counterspell (instant): counter just cast spell on 4+
Dispel (move): dispel one temporal magic effect
Protection (move, temporal): wizard and all own units next to wizard gain +1 saves, are brave, and immune to plague
Storm (move, temporal): bows are at -1 to-hit per square of range, catapults scatter one extra per 2 squares
Zap! (shoot): visible enemy within 4 squares must save or is destroyed

Undead (initiative 7, 16 points)


Unit

Max Cost Move Save Melee Special

Liche (K)

2+

+1

Undead, Teleport, Spells: Counterspell, Dispel, Heal, Raise Dead, Storm, Strike

Necromancer (Q)

3+

-1

Brave, Spells: Counterspell, Dispel, Heal, Raise Dead, Storm, Strike

Undead Catapults (R)

4+

-1

Undead, Terrorpults

Undead Archers (B)

5+

-1

Undead, Bows (4+)

Undead Cavalry (N)

3+

-1

Undead, Assault

Zombies

16

4+

-1

Undead

Undead: brave, scary, immune to plague, +1 saves vs. bows


Brave: cancels scary, modifies melee result 5
Scary: opponent must save to charge, modifies melee result um 6 and 1
Teleport: move ignores other units
Spells: one spell each turn, see below
Terrorpults: special catapult (ul range, 2/3 scatter, auto-destroy non-brave, braves save +0)
Bows: basic bows (range 4, save +0)
Assault: melee +1 when charges into melee (effectually +0)
Counterspell (instant): counter just cast spell on 4+
Dispel (move): dispel one temporal magic effect
Heal (instant): save one destroyed unit within 2 squares on a d6 roll 4+
Raise Dead (instant): raise destroyed non-undead unit within 4 squares as undead unit
Storm (move, temporal): bows are at -1 to-hit per square of range, catapults scatter one extra per 2 squares
Strike (melee): instead of melee attack force target to save -2 or be destroyed

ChessWar Game Summary


Turn sequence
1. Movement phase
2. Shooting phase
3. Melee phase

Charge move
Diagonal charge is only possible if both side squares are
empty or have own units
If target is scary, non-brave must first make its save

Shot into Melee


Whenever a ranged attack, including a spell, hits an unit in
melee combat, roll a d6:
5-6:
3-4:
1-2:

the original target is hit


the original target and one random opponent is hit
one random opponent is hit!

Bows
Select target unit and roll to-hit against unit skill. Any unit hit
must save or is destroyed. Modifiers to to-hit roll are:
-1
-1
-2

the firer moved during movement phase


the range is 3 or more squares
the target is not visible to firer (i.e. indirect fire)

Catapult
Select target square and roll 2 scatter rolls. If shooting indirectly, roll 3
scatter rolls. Any unit in target square must make its save or is
destroyed. Scatter table:

Melee
Roll a d6, adding attacker melee skill and substracting defender melee
skill.
6 or
more*

1 square over

1 square right

1 square short

1 square left

5-6 no scatter

Defender is destroyed.

Defender must make 2 saves or it is destroyed. Brave defender must only save
once.

Defender must make its save or it is destroyed.

2-3
1 or less

Stand-off, the melee continues


Attacker destroyed unless save is made.
Scary attacker must only save if the defender is brave

* a natural roll 6 always causes this result regardless of any modifiers. However, if the defender
is scary and the attacker is not brave, refer to result 5.
If all opponents are destroyed, attacker can then make a follow-up move, as either advance to
square just emptied (if diagonally, only if no enemies in side squares) or make a new charge
move.

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