by Daniel Kast
GAME DESIGN
Daniel S. Kast
DEVELOPMENT ASSISTANCE
David Eynon, Brian Jurczyk, Derek Rompot
http://mj12.chrispy.net/
Infantry Figures
Infantry figures (defined
as single combatants more
than half and less than
twice the size of an average
human) should be mounted
on circular bases one inch
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≤12”
Turning
As mentioned above,
figures are allowed to
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Sprinting
Occasionally, figures
may find it prudent to exert
themselves in order to seek
For an infantry figure,
cover or jockey for position.
or any other figure with a
For these situations, the
circular base, this will not
option of Sprinting is
be a problem. However, for
available.
cavalry figures and others
In essence, a Sprint
with irregularly-shaped
action is simply a borrowed
bases, it is necessary to
Move action, with
make sure the figure’s base
the following
does not move through
restrictions:
another figure while it
1.
pivots. If a turn would
Sprinting
cause a figure’s base to
must be
move through that of
the last
another figure, the turn
cannot be completed.
Exception: If all players
agree, figures with
regularly-shaped bases
(hexes, squares, etc.) may
be allowed to turn freely,
even if doing so would
cause the base’s edges to
move through another
figure.
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Death
As figures take damage,
the number of wounds they
have is reduced until they
have none left, at which
point things look rather
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Shaken Figures
A figure that fails a
morale test will become
shaken. While shaken, an
appropriate marker should
be placed next to the figure.
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Basic Terms
Before we get into
specifics, a few handy
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Backstab Fanatic
A figure with the A Fanatic figure is
Backstab ability can sneak exceptionally enthusiastic
up behind an opponent and about fighting, and as such
deal a vicious blow before is unaffected by unit morale
the target can react. checks. In addition, the
Whenever such a figure figure receives an automatic
Charges into melee combat +1 per die bonus when
from behind, the target Attacking in melee combat.
cannot turn to meet the However, the figure is also
Attack, and therefore quite undisciplined and
cannot Parry. In addition, unconcerned about its own
the Attack, if successful, welfare. Because of this,
inflicts one extra wound. enemy figures receive +1
per die bonus when making
Cause Fear melee Attacks
Whenever a figure that against Fanatic
Causes Fear Charges an figures. Finally, if
opponent, the target must there is an
make an immediate morale opposing
check, before the Attack is figure
resolved. within
Conversely, any time a
figure wishes to Charge an
opponent that causes fear,
it must make a morale
check; if this roll fails, the
figure does not move, and
action is wasted.
This ability does not
work on figures that
themselves Cause Fear.
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Thick Skull
In direct opposition to
figures with Glass Jaws,
those with Thick Skulls have
the ability to shake off
blows that would flatten a
lesser man (or beast).
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Cumbersome Persistent
A Cumbersome weapon Some weapons will have
requires two actions to use. the Persistent ability; this
Examples would be a means that when a target is
crossbow, which needs the hit with such a weapon, it
extra action to reload, or a will continue to suffer ill
very heavy war hammer effects for some time
that throws its wielder off- afterwards. Examples would
balance. be poison spit from a giant
A figure may borrow the cobra, or burning pitch
second action needed to use launched from a siege
a Cumbersome weapon; for tower.
example, a dwarf with one Whenever a figure takes
action remaining wishes to damage from a Persistent
fire his Cumbersome weapon, place an
crossbow. He must use his appropriate marker next to
last action and borrow one it. Whenever such a figure
from the next turn in order is activated, make a special
to do so. damage roll. Two of the
appropriate damage dice
Magic are rolled against
A Magic weapon gains two of the
an automatic +1 per die appropriate
bonus to its Attacks, unless armor dice
the target is Magic (e.g., if the
Resistant. weapon
has a D6
Polearm damage
A Polearm is an die,
extremely long weapon, and
used to hold opponents at a the
distance. This allows a target
figure using one to gain a has
+1 per die bonus to its D8
Attack roll whenever armor,
Charging, as well as a -1 2D6
penalty to all enemy are
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medieval
examples
spring to
mind,
but one
can
assume
there
could be
magical
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