Warrior Warrior Ancient and Medieval Rules
A Four Horsemen Enterprises Rules Set
 
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Warrior at Fall In

 
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Craig Scott
Recruit
Recruit


Joined: 12 Apr 2006
Posts: 118

PostPosted: Fri Sep 23, 2005 3:26 am    Post subject: Warrior at Fall In


Hi Folks,

This is courtesy of the NASAMW website;
http://www.nasamw.org/tournaments02.htm#Warrior%20at%20Fall%20In! I
will be bringing 25s and 15s, my first choice are 25s. Let us thank
Phil Gardocki for hosting the tournament!

"Warrior at Fall In!

Fall In Warrior Tournament
Contact Phil Gardocki or (610) 495-7923
25mm will be run if I get 6 confirmations.

Friday
1200 points mini
3, 3 hour rounds
Check in is at 11:30.
Rounds start at 12:00, 16:00, and 20:00

Saturday
1600 points
3, 3.5 hour rounds
Check in is at 8:30.
Rounds start at 9:00, 13:30, and 18:00

Special Rules:
360 pace deployment zone
We are going to use a modification of the Generals character rules.
Generals
Special Generals are in play
1 - Unreliable
2 - Cautious
3-4 Bold
5 Special (player may accept bold or reroll on the Special General
Table)
6 Rash
Special General Table
1 Bleeder. General has physical defects that makes him more
prone to a catastrophe. Any melee roll by the generals unit of -2, or
worse, any missile fire received by the generals unit of +2, or
better,
forces a catastrophe.
2 Inattentive. (Swedish King Gustav, Napoleon at Waterloo)
General is sick or wounded. General gets only 10 prompt points a
turn.
3 Efficient General gets 20 prompt points.
4 Brave. Generals unit is always adds +1 in melee.
5 Inspirational. Unit with general is never uneasy. If the General
is the CIC, then all units within 120 are never uneasy.
6 Great. General is Efficient, Brave, and Inspirational. So the
General gets 20 prompt points. His unit adds +1 in melee and is
never uneasy. If the General is the CIC, then all units within 120
are never uneasy.
Remember, The character of the CIC is selected by the player. But if
special is picked, you still roll on the Special General Table."

Best regards,

Craig

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