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COMBAT OUTCOME Compare your element’s combat total with its opponent’s, then make the outcome move specified below. This depends on the type of your element (or stronghold) and that of its main close combat opponent or the main element shooting at or bespelling it. Ifno outcome is listed and neither side breaks-off, continue fighting next bound. Elements disregard an unfavourable outcome in the following circumstances: © When bespelling any element except another magician or a god. © When shooting without being shot back at. (Artillery cannot shoot back in an enemy bound). © When aiding bespelling or distant shooting. © When fighting as an overlap. © When fighting sneakers (unless a general, stronghold or other sneakers). An element in frontal combat with an enemy flank or rear edge, or aiding an attack on a stronghold, disregards the outcomes listed below, but recoils if a friendly element in contact with the enemy’s front recoils, flees, or is destroyed or ensorcelled. Ifa spear or warband element is destroyed as a result of a combat in which it added +1 for a rear rank element, that rear rank element is also destroyed. This applies even if the destruction is a consequence of a recoil combat outcome. [See P.24]. Combat Outcomes If its total is equal to that of the enemy: If Hero v Hero, or Both destroyed if in close combat and both their final totals are odd Paladin v Magician. numbers. If its total is less than that of the enemy but more than half: God. Flee off the battlefield from god, magician or cleric. Dragon. Destroyed by hero or paladin, If not, flee off the battlefield. Airboats, flyers. Flee 600p from magician. If not, recoil. Hero. Ensorcelled by magician. Destroyed by hero, paladin or artillery. Flee 600p from stronghold. Otherwise, recoil. Paladin, artillery. Destroyed if in contact. Knights. Destroyed by behemoths, or by shooters, artillery or magician they have moved into contact with this bound, or if in bad going. If not, recoil. Riders. Destroyed if in bad going. If not, recoil. Behemoths. Flee 600p from magician, dragon or artillery. If not, recoil. Beasts, shooters. Destroyed by any mounted in contact. If not, recoil. Blades. Destroyed by warband. If not, recoil. Spears, hordes, clerics._| Destroyed by knights if in good going or by warband. If not, recoil. Warband. Destroyed by behemoths, or by knights if in good going. If not, recoil. Lurkers. Flee off the battlefield. Sneakers. Flee 600p. a Magician. Ensorcelled by magician. Destroyed by hero, paladin, dragon or god. If not, recoil Stronghold. Captured by any ground troops in contact, or by aerials aided by ground troops. (See P.12). If its total is half or less than half that of the enemy: Flyers. Destroyed by hero, magician, aerials or shooters. If not, flee 600p. Others. Destroyed. 23

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