Would you like to react to this message? Create an account in a few clicks or log in to continue.



 
HomeGallerySearchLatest imagesRegisterLog in

 

 Rules adjustments for Mega-Battle

Go down 
AuthorMessage
Fethos
Dreadnought
Dreadnought
Fethos


Posts : 326
Join date : 2010-06-08
Age : 40
Location : NWA

Rules adjustments for Mega-Battle Empty
PostSubject: Rules adjustments for Mega-Battle   Rules adjustments for Mega-Battle Icon_minitime11th April 2011, 9:15 pm

Because of the size of the game certain basic rules will have to be adjusted a little bit, so here are the rules adjustments for the upcoming Mega-Battle.



Generating Casting Dice

At the start of the team’s magic phase each player will roll 2D6 dice. These dice will be that particular player’s casting dice for the entire phase (a maximum of 12). Since a wizard knows the dangers of magic when the winds are so strong, teammates may NOT share or exchange dice…a wizard usually works alone and never with a wizard from an inferior race!

Example: Player A rolls a 2/4 and will have 6 casting dice this phase. Player B rolls a 4/4 and will have 8 casting dice this phase. Player C rolls a 1/5 and will have 6 casting dice this phase. Lastly, Player D rolls a 3/4 and will have 7 casting dice this phase.



Generating Dispel Dice

At the start of the magic phase, each player on the opposing team will roll 2D6 dice and retain the higher value of the two dice rolled. Since a wizard knows that teamwork is the key to victory, the amount of highest dice rolled by each player will be the amount of dice each player will then give to the team captain. The team captain will be the only one with dispel dice!

Example: Player E rolls a 2/6 and will add 6 dice to the dispel pool. Player F rolls a 1/3 and will add 3 dice to the dispel pool. Player G rolls a 4/4 and will add 4 dice to the dispel pool. Lastly, Player H rolls a 2/5 and will add 5 dice to the dispel pool. So, the team captain (player E) has 18 dice in the dispel pool.



Casting Spells

After dice have been generated, the team captain will set the order in which his teammates will be allowed to cast their magic. Each player will cast every spell that he can/wants to for that turn before the next player is allowed to cast any spells. Wizards ARE allowed to target any unit on their team with spells classified as augment spells. Everything else related to casting magic will follow the normal rules from the Warhammer Fantasy rule book.

Example: At the start of the magic phase Player A (team captain) declares that the casting order will be Player D, Player A, Player B, then Player C. Since Player D did not channel any extra dice, he will have 7 dice to cast all of his spells. After Player D has cast all the spells he can/wants to with his 7 dice, then Player A will cast all the…..



Dispel Attempts

In an attempt to keep the game from being too chaotic, we will have a strict order for dispelling magic. Since the team captain will have all the dice, he will be the only one who can attempt a dispel. The team captain will also choose which wizard from his entire team (preferably the highest level) to be the dispelling wizard for the attempt. All other rules for dispelling will follow the normal rules from the Warhammer Fantasy rule book.

Example: Player A of team 1 has successfully cast Plague of Rust, on a roll of 14, onto Player G’s chaos warrior unit. The captain of team 2 (Player E) decides that the chaos warrior unit is too important and decides to attempt a dispel. Player E chooses to use Player H’s Skaven grey seer (level 4 wizard) to attempt the dispel. Player E decides to use 3 dice from the dispel pool and rolls a 12. This gives Player E a total of 16, which successfully dispels Plague of Rust.



Inspiring Presence

For a game of this size the regular rules for Inspiring Presence need to be adjusted. In the company of such an epic hero the Inspiring Presence special rule is now 18 inches and 24 inches if the general is riding a large target (or is himself a large target.) You may only use inspiring presence rule with your own army’s general.



Winning

After the end of 6 turns, or whenever the game is called, victory points will be added up by the captains of each team. A team will need to score 900 victory points more than the opposing team in order to win.
Back to top Go down
 
Rules adjustments for Mega-Battle
Back to top 
Page 1 of 1
 Similar topics
-
» Mega Battle
» Mega Battle Schedule
» Mega-Battle Report
» Apocalypse Mega Battle
» Mega Battle Teams

Permissions in this forum:You cannot reply to topics in this forum
 :: Top :: Warhammer Fantasy :: General Fantasy Forum-
Jump to: