TURN - Each turn is broken down into initiative rounds. - At the beginning of an initiative round, each participant must declare which mini's will be performing actions during that particular round. - A mini cannot perform actions during an initiave round if they have already performed actions in a previous initiative round, if they have a lower inititiave value than the current round, or they were not declared before the start of the round. - A mini can break up their actions only within the same initiative round; For example, a mini with movement of 4" and two attacks, could possibly move 2", attack another mini, then move 2" and attack again, or any combination, as long as it is within the same initiative round. INITIATIVE - Mini's perform actions in descending order, based on their initiative values. - A mini does not have to perform actions on their initiative round, and can decide to wait to peform actions on a later inititiave round. - If 1 or more mini's are performing actions on the same initiative round, participants roll percentile dice for each mini, adding their character levels to their scores. Mini's then perform actions in decending order, based on the adjusted rolls for that initiative round. RUNNING - A mini can elect to run during their turn. When running, the mini can move 1.5 times its normal movement value. A mini that is running cannot cast spells of any kind or engage in combat. ROAD BONUS - Any mini that begins and ends its movement on the road, can add 1" to its movement. CROSSING WATER - Any non-large mini encountering water of any size, must end its movement for that turn at the water edge, even if they have movement points left. - Any large mini encountering water larger than 1", must end its movement for that turn at the water edge, even if they have movement points left. - Any small mini encountering water larger than 1", cannot travel across and must find an alternate route. - Any mini travelling through water, which suffers a penalty due to their size, has its movement reduced by 1/2, for the entire turn. - A mini in water, which suffers a penalty due to their size, can only attack if they do not move for that turn. NON MEDIUM SIZED MINI'S - Most mini's are medium sized, however some mini's can be considered to be small or large sized and must be identified as such before play begins. - The following modifiers are applied when trying to hit a small or large sized mini with a spell or range attack: Small sized mini Large sized mini ----------------------------------------------------- Short range: -5% to hit +15% to hit Medium range: -10% to hit +10% to hit Long range: -15% to hit +5% to hit RANGE OR SPELL ATTACKS ON A FLANKED MINI - The following modifiers are applied when trying to hit with a spell or range attack on a mini that is in a flank position: Short range: +15% to hit Medium range: +10% to hit Long range: +5% to hit 4 TYPES OF NON MAGIC COMBAT 1) Open combat 2) Range attack 3) Attack of opportunity 4) Flank attack Open combat ----------- 3 Attack options: 1-2 Swing to the head 3-4 Thrust to the body 5-6 Parry and counter attack Swing to the head beats Parry and counter attack Thrust to the body beats Swing to the head Parry and counter attack beats Thrust to the body If both pick the same option, then roll percentile dice: 01 - 40: Both miss 41 - 60: A hits, B misses 61 - 80: B hits, A misses 81 - 100: Both hit ----- Range attacks ------------- Short range: First 1/3 of the maximum range of the weapon 65% chance to hit + mini's level * 3 Medium range: Second 1/3 of the maximum range of the weapon 50% chance to hit + mini's level * 2 Long Range: Last 1/3 of the maximum range of the weapon 35% chance to hit + mini's level ----- Attack of opportunity --------------------- 50% chance to hit + mini's level * 2 Flank attack ------------ 65% chance to hit + mini's level * 3 - Shields and forward facing armor do not provide protection from flank attacks RESISTANCES Non magic weapons ----------------- Cost: 75 Effect: All non magic weapons do 1/2 damage Fire, Electricity, or Posion ---------------------------- Cost: 50 for each Effect: All attacks of the resistance in question do no damage Spells ----------------- Cost: 75 Effect: All spells do 1/2 damage and/or have their duration halved MAGIC ARMOR AND WEAPONS SPELL DESCRIPTIONS - Spells with a ranged attack: Short range: First 1/3 of the maximum range of the spell 65% chance to hit + mini's level * 3 Medium range: Second 1/3 of the maximum range of the spell 50% chance to hit + mini's level * 2 Long Range: Last 1/3 of the maximum range of the spell 35% chance to hit + mini's level Flying fist ----------- Cost: 5 Range: 12" + caster's level Duration: Immediate Effect: 6 damage + caster's level Lightning bolt -------------- Cost: 10 Range: 12" + caster's level Duration: Immediate Effect: 6 damage + caster's level Special: All non-magical metal armor offers no protection from a lightning bolt Magic shield ------------ Cost: 10 Range: NA Duration: 1 turn + caster's level Effect: Acts as a large shield Statue ------ Cost: 20 Range: 12" + caster's level Duration: 1 turn + (caster's level - mini affected's level) Effect: Mini affected cannot move or attack Speed ----- Cost: 5 Range: 12" + caster's level Duration: 1 turn + caster's level Effect: Mini affected adds 1" to their movement Mini affected adds 3 to their initiative Heal ---- Cost: 10 Range: 12" + caster's level Duration: Immediate Effect: Mini affected receives 8 life points + caster's level Fear ---- Cost: 10 Range: 12" + caster's level Duration: 1 turn + (caster's level - mini affected's level) Effect: Mini affected runs in opposite direction of the caster Protection ---------- Cost: 20 Range: 12" + caster's level Duration: 1 turn + caster's level Effect: Acts as magical plate mail Fireball -------- Cost: 20 Range: 12" + mini's level Duration: Immediate Effect: Every mini (roll separately for each), within the path of the fireball receives 8 damage + caster's level Special: Non-magical non-metal armor offers no protection Command ------- Cost: 20 Range: 12" + mini's level Duration: 1 turn + (caster's level - mini affected's level) Effect: Mini affected obeys simple commands from the caster The spell caster can then use one or more of its spell attacks each turn to give the affected mini additional simple commands Every time a spell caster attempts to issue a command to an affected mini, they must roll as if casting a spell, to see if they are successful An affected mini within range of the spell caster, will continue performing a command issued to it, until it has been issued another command, and thus the spell caster does not need to continue spending spell attacks for previously issued commands The spell caster cannot issue commands to the affected mini if they become out of range for the spell, during the course of play. If this occurs, the spell is considered terminated and the mini is no longer under the influence of the command spell Golem ----- Cost: 40 Range: 12" + mini's level Duration: 1 turn + caster's level Effect: See 'mini' spreadsheet for golem stats Spell caster can summon a golem and issue it one simple command anywhere within either LOS of the spell caster's range or within LOS of the spell caster's familiar, if applicable The spell caster can then use one or more of its spell attacks each turn to give the golem additional simple commands Every time a spell caster attempts to issue a command to a golem, they must roll as if casting a spell, to see if they are successful A golem within range of the spell caster, will continue performing a command issued to it, until it has been issued another command, and thus the spell caster does not need to continue spending spell attacks for previously issued commands The spell caster cannot issue commands to the golem if they become out of range for the spell, during the course of play. If this occurs, the golem becomes inactive until the spell caster regains control, and does not continue performing any previously issued commands Familiar -------- Cost: 25 Range: 12" + mini's level Duration: 1 turn + caster's level Effect: Slow ---- Cost: 5 Range: 12" + caster's level Duration: 1 turn + caster's level Effect: Mini affected loses 1" to their movement Mini affected loses 3 to their initiative Teleport -------- Cost: 50 Range: 12" + mini's level Duration: Immediate Effect: Spell caster can teleport anywhere within either LOS of the spell caster's range or within LOS of the spell caster's familiar, if applicable If the teleport is successful, the spell caster must face the same direction they were facing before the teleport Water walk ---------- Cost: 10 Range: 12" + caster's level Duration: 1 turn + caster's level Effect: A small or medium sized mini treats water as if they were a large mini A large mini treats water like clear terrain