Fields

of

War

Core rule book

written by:Aaron Basham

game design:Aaron Basham

War Materials

In order to play a game of Fields of war you need to have several things:

1.paper and pencil

2.several six sided dice(d6)

3.a surface to play on

4.models for your army

5.a tape measure(inches)

6.terrain

7.This book

Model Types and Sizes

In fields of war you will be confronted by models on a large number of different bases so to make things easier for you we have included a section here detailing what the size of each base is and what each model has rule wise:

Infantry

Infantry is your standard unit for every army and they are usually the weakest and most numerous models on the board. There base size is 3/4” by 3/4” or 20mm. A rank is 5+ models.

Mounted

Mounted models are your cavalry and they are usually very fast models. Their unit size will almost always be smaller then Infantry. Their base size is 3/4” by 1 1/2” or 40mm. A rank is 5+ models.

Monsters

Monsters are some of the largest and strongest models in the game as well as the least numerous. Their base size is 1 1/2” by 1 1/2” or 80mm. A rank is 3+ models.

War machines

War machines are the most advanced weapons of war that any army can field and they can decimate whole units of infantry with just a single shoot. The war machine has a base of 1 1/2” by 1 1/2” or 80mm. No ranks.

Chariots

Although few armies use chariots anymore they are still a very fast and deadly model often able to survive punishment undreamt of for almost every other unit. Their base size is 2” by 3” or 50mm by 75mm no ranks.

Ships

Ships are the no all end all of an army and every army has at least one kind of ship at their disposal. Their base size is 3 1/2” by 7” or 88.9mm by 177.8mm. No ranks.

Basic Stats

On every model there is a stat line which details how fast, how strong, how tough, or how skilled a model is in a certain area. With the exception of wounds,movement,and number no stat may be reduced below 1. This section will detail what each stat is and a brief description of what each one does:

Movement(M)

Movement is how far a model can move in a single turn.

Combat Skill(CS)

Combat skill is how good(or bad) your model is when fighting in close combat.

Shooting Skill(SS)

Shooting skill is how good(or bad) at shooting your model is.

Power(P)

Power is how powerful your model is when he is in close combat and it occasionally determines how strong a shoot is.

Armor(Ar)

Armour is how well your model can take a hit. Armour can be improved by wearing or equipping armor.

Lives(L)

Lives determines how many hits your model can take and still be able to fight. If a model runs our of lives remove it from the table as it is dead.

Speed(Sp)

Speed is how fast your model is. Speed determines close combat order and,if you are a ship, if an attack hits.

Attack(At)

Attack determines how many hits a model may launch during close combat.

Courage(Co)

Courage determines how brave(or cowardly) a given model is.

Points(Pts)

Points determine how much a given unit or upgrade will cost.

Field Allowance(N)

Field allowance is the number of models in a unit. War machines, ships and chariots will have 2 numbers, one for how many crew there are and one for the war machine itself.

Example stats

Name	M	CS	SS	P	AR	L	Sp	At	Co
Human	4”	4plus	4plus	3	2	1	3	1	2
Elf	5”	4plus	3plus	3	2	1	3	1	3
Gnome	4”	4plus	3plus	3	1	1	4	1	4
Dwarf	3”	3plus	3plus	3	3	1	2	1	4
Ratkin	5”	5plus	4plus	2	2	1	4	1	1
Goblin	4”	5plus	4plus	2	1	1	3	1	1
Troll	4”	4plus	5plus	3	3	1	2	2	2
Stygian	5”	3plus	5plus	3	2	1	2	1	3
satyr	6”	5plus	4plus	2	1	1	4	1	1
centaur	8”	4plus	4plus	3	3	1	3	1	2
Scarecrow	6”	3plus	4plus	3	3	1	2	2	4
zombie	3”	5plus	5plus	3	2	1	1	2	4

Commands

Fields of War uses a command system for determining what a unit can do. Each unit has, at least, 1 command point to spend per turn. Each unit can only be given any given command once per turn. Ships have 1 command point base plus 1 per 2crew members. If a unit doesn't use all its command points it may give them to another unit within 6”. Next is a list of the basic command and is followed by what each one does:

name	# of command points
regroup	1
move	1
pivot	1(0)
shoot	1
march	2
Volley fire	2
charge	2
Give fire	1
1st spell	1
2nd spell	2
ram	3

Regroup

-Regroup may only be used if a unit is fleeing. When regrouping you take a Co check. If passed then the unit may return to combat. If failed the unit marches towards the nearest board edge.

Move

-A can move forward up to its full movement value.

Pivoting

-when pivoting hold one corner of the unit in place. Then measure the distance from the other corner. It can pivot up to a maximum of its movement. You can pivot for free if you march.

marching

-when marching a unit may move up to twice its given movement.

charging

-You may only charge if the unit hasn't moved,marched, of shot this turn. The unit moves it's normal movement +d6” forward. If it contacts an enemy unit roll a D6 and add +1 for every unspent inch above it's normal movement:

D6 roll	effect
1	Enemy unit gets to fight with all models
2 to 5	Fight combat as normal
6plus	Charging unit gets to fight with all models

Shooting

-Shooting may only be done by a unit with ranged weapons that hasn't marched, charged, or rallied this turn. In order to shoot first declare which of your units is shooting at which of your opponent's units. Then roll a D6 for every model in the unit's first rank and compare the result to the model's shooting skill. If the roll is equal to or higher then the model's shooting skill then it hits and wounds as described in close combat. If the roll was lower then the model's shooting skill then it does nothing. Please note that a roll of a 1 is always a miss.

-modifiers

--there are several modifiers that apply to if a shoot hits. It is detailed on the chart below

Shot type	Modifier to D6 roll
Shooting over half range	Minus 1
Shooting at flying	Minus 1
Shooting at loner or cohort	Minus 1
Shooting within 2”	Plus 1
Shooting at/from a ship	minus 1
Volley fire	minus 1
Shooting after moving	Minus 1

-shooting at/from the sea/sky

--when shooting at/from a model that is on the sea or in the sky reduce the range of the weapon by half.

-cohort

--when shooting from a cohort all models within the given range of a weapon may shoot.

-firing at war machines

--If you score a hit when firing at a war machine then you must roll on the table below to determine whether you hit the crew or the actual war machine. In addition,when being shot at, the crew has the protection(6) spc. rule do to the fact that they can hide behind the war machine. However, if the war machine doesn't have the cohort spc. rule then the crew is inside the machine(i.e. chariots and ships) and they get the protection(5+) spc. rule instead.

D6roll	hit
1,2	War machine
3,4,5,6	crew

Volley fire

-a unit may that volley fires may shoot all of its shoots in a single volley. When firing a volley all of the models within range may shoot that turn. The only modifiers that apply are range and the volley itself. The unit loses 1 command point next turn and may not shoot as they are to busy reloading. War machines(with the exception of ships) and units with the cohort rule MAY NOT volley fire.

give fire

-If a unit with ranged weapons is charged and they did not shoot yet then they may fire a single volley into the oncoming unit with the within 2” bonus applied. However the ranged unit has its CS reduced to 6 for that combat. War machines may NOT give fire.

Magic

- Magic can only be used by a model with the Caster special rule. How to cast spells and the spells themselves are detailed later on.

Ramming

-Ramming may only be done by ships to other ships. The Ship moves it's full movement plus D6” forward. If it touches another ship along the way roll a D6 and subtract(if there's is higher)/add (if yours is higher) the difference in the ship's speeds. If the roll is equal to or greater then the ship's Combat skill the the charged ship is damaged as detailed in close combat. If it is lower then the other ship moves forward enough until it is 1” away from where the other ship would have hit it. After dealing damage roll a D6 and add one for each wound inflicted:

D6 roll	effect
1	Neither ship can move until the other one is destroyed.
2 to 5	The ships move 2” away from each other.
6	The rammed ship sinks. Remove the model and crew.

Close Combat

-Close combat is when 2 units that are in base contact fight each other. Close combat is fought out differently depending on which models are fighting.

-infantry

--Infantry fight with the first 2 ranks. They fight as standard close combat rules. A rank is 5 models.

-cavalry

--cavalry fight with the first rank. They fight as standard close combat rules. A rank is 5 models.

-monsters

--monsters may only fight with the first rank. When they charge a monster instantly inflicts d3 p4 hits on the enemy unit. After that monsters fight as standard close combat rules. A rank is 3 models.

-chariots

--chariots are fickle when it comes to close combat. When they charge in close combat roll a D6 and subtract one for each wound it has suffered:

D6 roll	effect
1	Breaks down(remove model after inflicting hits)
2 to 5	Gains plus D3 attacks and power.
6	Breaks through (works like swipe on fliers)

-cohort

--cohorts must line up as many models as they can with the enemy's unit. Cohorts may fight only with the first rank. Cohorts never get a rank bonus.

-flying

--flying units fight by the rules indicated for their type. Alternatively they may make a single sweep over the unit which inflicts d6 P3 hits on the enemy models. However, the enemy model gets to retaliate with d6 models. A unit that has a weapon with the reach spc. rule may retaliate with 2d6 models instead.

-fighting close combat

--when fighting a close combat you determine who goes first by having both players roll a d6 and add the results to the most common speed in the player's unit. The person who rolled the highest gets to attack first. If the result is a tie then they hit simultaneously. To determine if an attack hits the attacking players designate which models are attacking and rolls one d6 for every attack they have. If the roll is higher then there cs then it hits, if it is lower then it misses. After you determine if an attack hits you must also determine if it just glances off the enemy's armor you must also roll d6 for every hit on the wounding table on the next page. If a hit wounds then remove one life from that model. If it doesn't wound then it counts as a miss.

-aftermath

--after a battle has been fought you must determine who the winner of the combat is. Add up the number of models you killed as well as the number of full ranks you have, then compare your number to your opponent's. Whoever had the higher number is the winner and the loser has to take a Courage check and subtract the difference from the number rolled. If passed they stay in combat. If failed roll D6:

D6 roll	effect
1	Count as passed
2 to 5	Reduce Unit's Co by 1 and add 1 to next roll on this chart.
6	Unit runs away 2D6” near nearest board edge and suffers another D3 times D6 hits.

The to wound table(Attacker on side Defender on top)

wounding	1Ar	2Ar	3Ar	4Ar	5Ar	6Ar	7Ar	8Ar
1P	4plus	4plus	5plus	5plus	6	7	8	9
2P	4plus	4plus	4plus	5plus	5plus	6	7	8
3P	3plus	4plus	4plus	4plus	5plus	5plus	6	7
4P	3plus	3plus	4plus	4plus	4plus	5plus	5plus	6
5P	2plus	3plus	3plus	4plus	4plus	4plus	5plus	5plus
6P	2plus	2plus	3plus	3plus	4plus	4plus	4plus	5plus
7P	2plus	2plus	2plus	3plus	3plus	4plus	4plus	4plus
8P	2plus	2plus	2plus	2plus	3plus	3plus	4plus	4plus

Weapons

Weapons are the all essential part of the game. A unit with the right weapons at the time are just as helpful as a unit with the wrong weapons at the right time. There are 2 different kinds of weapons. A model may only have up to 3 weapons.

-Close combat weapons

--As the name implies these are the weapons that can only be used during close combat. Below is a chart of different kinds of weapons and what there requirements are. All weapons that have a range may NOT be used in close combat unless otherwise stated in their rules.

Weapon name	rules
Club,claws,daggers	if model has another weapon+1At
Sword,hammer	none
Axe, mace	+1P
Shield	+1Ar
Great axe/club/hammer/sword	+2P,2 handed, -2Sp
Spear(infantry)	Reach, 2 handed
Spear(mounted)	+2P on the charge
halberd	Reach,2 handed, +1P

-Ranged

--as their name suggests ranged weapons are used for engaging the enemy at a “safe” distance. Included on the next page are the range weapons most commonly used by several armies and their stats. Unless otherwise stated a range weapon may not move and shoot in the same turn.

name	range	power	rules
Hand gun	18”	3	none
pistol	9”	3	Move and shoot,club
crossbow	24”	3	None
Short bow	12”	2	Move and shoot
Long bow	24”	2	Move and shoot
Throwing axe	6”	User's plus 1	Move and shoot,Axe
Throwing knife	12”	users-1	Move and shoot,d3 shoots
javelin	12”	users	Move and shoot
cannon	36”	8	D3 wounds
catapult	36”	3	Radius(2”)
balista	36”	5	D6 wounds

-Other

--Other equipment is, as the name implies, an assortment of random equipment. Included in this section is armor, as it really doesn't fit anywhere else. Please note that a model may only have one set of armor.

Title	effect
Light armor	+1Ar
Heavy armor	+2Ar, -1Sp
War horn	+1 Co
War banner	Unit has rally spc. rule, 2 handed
Army banner	+1 co to all friendly units within 12”,one per army, 2 handed,unique
Horse	Increase M to 8”, +1Ar, +1 At, change type to mounted
Dragon	Fly, Increase M to 8”, +2Ar, +2 At, +1Co, change type to monster.
Champion	Unit gains 1 Command point.

Magic

Magic is an interesting part of the game. It is by no means mandatory however it can change the course of the battle for(or even against) your army. Below is a list of some magic and what it does. In order to cast a spell roll a d6 and compare the results to the roll needed to cast column. If the roll is higher then or equal to the number shown then it goes off. If the roll is lower then nothing happens. A model/unit that uses magic can only move that turn. A spell may only be cast once per turn per caster.

Spell name	range	effect	Roll needed to cast
Fire ball	24”	Target unit suffers d6 p4 hits	3plus
Blast	18”	Target unit suffers 1 p4 hit	2plus
zap	12”	Target unit suffers 2d6 p 3 hits	4plus
Heal	6”	Target unit regains d6 lives. This may not bring it over its starting lives.	5plus
March	6”	Target unit may force march without any penalties this turn.	4plus
Fear	12”	Target unit has to take a co check immediately. If failed then they suffer d6 p2 hits	4plus
Drain	12”	Target unit loses d6 lives	6
Magic Shield	12”	Target unit has protection(5+) for the remainder of the turn.	6

-rolling a 1

--When casting a spell a caster may accidental draw on more power then was intended. If your roll a 1 when trying to cast a spell then the model attempting to cast it suffers D6 PD6 hits. In addition no more spells may be cast that turn.

Special(Spc.) Rules

Special rules are rules that only effect one unit and they represent a number of certain things a unit can do. Below is a list of common spc. Rules

Rule Name	Effect
Not 1 step	While in close combat the unit never has to take a courage test.
Caster()	This unit may cast magic. They may only cast the spells listed in the parentheses.
Fly	The unit may move over all terrain without suffering a penalty.
Cohort	All models in the unit may be placed up to 2” away from each other.
Aquatic	The unit does not suffer any movement penalties when in fresh water and treats salt water as fresh water.
Protection()	The unit may ignore 1 wound on a roll higher then or equal to the number indicated in the parentheses. Roll for each wound individually. You may only roll once for every wound.
Rally	The unit may re roll failed courage tests.
Automatons	The unit is never has to take courage tests. However, if they lose a close combat they instead lose d6 lives.
Multiple shots	The model may fire multiple shots. The number of shots the unit may fire is indicated in place of the multiple part(Ex. D6 shots)
Multiple wounds	A single shot(or hit) from this model inflicts multiple wounds. The number of wounds a shoot inflicts is indicated in place of the multiple part(Ex. D6 wounds.)
War machine	The model must be crewed by at least one other model or it may not be used. In addition it may never force march.
Fear	Any enemy units engaged in close combat have to pass a courage test or else they will go last.
Terror	Any enemy units engaged in close combat have to pass a courage test or else they will only hit on 6's.
Horror	Any enemy units engaged in close combat have to pass a courage test or else they will instantly lose by 2.
Accurate	The unit may re roll failed hits with ranged weapons.
2 handed	May not be used with any other equipment.
Reach	The unit fights with an extra rank in close combat.
Poisoned()	A unit with this rule instantly wounds the opponent on a roll greater then or equal to the number in parentheses.
Use every other turn.	May only used their ranged weapons every other turn.
One use	May only ever be used once in a game.
Radius()	You must select an individual model(it can be in a unit) when shooting. If a shot hits then all models within the distance shown in the parentheses are hit(ex. Radius(6”)). Please remember to count each individual model and to measure with the selected model at the center.
Transport	May hold one unit of infantry. It may sacrifice its movement phase to let them on/off. Units getting on/off must be within 2”. May not transport chariest, mounted, war machines, ships, or units with the fly spc. rule.
Ship	Treats all types of water as open terrain and all other types as Impossible.
Loner	The model is its own unit.
Unique	You may only have one of these in your army.
Inspiring	Any friendly unit within 12” may use this unit's courage

Playing a game

-In order to play a game of Fields of War you must first agree on what type of mission you are going to play, you may roll on the table below or just agree on one:

D6 roll	mission	Description
1	Destroy	The person with the most points left at the end of the game is the winner. If the difference in points is less then 10% then it is a draw.
2	Capture	Place down d6+2 objectives. The person with the most objectives at the end of the game is the winner. If both sides have the same number of objectives then it is a draw. You claim an objective by placing any of your units over it.
3	Hold the line	Select one player as the defender and then give them some sort of base. If the attacker has more then 50% of their total units in the fort at the end of the game, or have killed more then 50% of the defender's initial force, then the attacker is the winner. If the attacker has any units in the fort at the end of the game, or if both armies were reduced below 50% of their initial size, it is a draw. If the attacker have no units in the fort at the end of the game, or lost more then 50% of their initial force then the defender is the winner.
4	Pillage	Same as with hold the line except you may not take any war machines and you have to place down d6+2 objectives. Each objective adds an additional 100 pts. to the final point count of the game.
5	Catch if you can...	One army has a hostage marker that must be attached to a unit. If the unit the hostage is in is destroyed or flees then it goes to the attacking unit. The winner is the army that can safely get the hostage off the board edge opposite the one you started with.
6	Capture and Destroy	Place down d6+2 objectives. Each objective adds an additional 100 pts. to the final point count of the game. The person with the most points left at the end of the game is the winner.

Then you must determine how many points you are going to play with. After that you must select a table that is appropriately sized for the number of points you have, we suggest playing a game on a table about 6' by 4', and you must also place down and determine what type of terrain everything on the board is. After that you must determine what type of mission you are going to play, you may roll on the table below or just agree on one. After that you must roll to see who sets up their units first and who gets to go first. Each player rolls a D6 and the person with the highest score sets up first, but, they have to go last. If the results are a tie then re roll the die as many times as it takes for you to get the order of setting up and the order of play. You set up the game by deploying your units within 12” of one of the long board edges with a 24” neutral zone in between them. Finally, you are ready to play a game. You may play for as long as you want but we recommend playing a game no longer or shorter then six turns.

-Infrastructure

Infrastructure is how your points are distributed before a game. While this may very from mission to mission the basic infrastructure is seen below:

leaders(need at least 1)no more then 30% of the army's total cost.

infantry(1st page infantry section) at least 30% of the army's total cost.

elite core(2nd page infantry section, fliers(infantry, mounted))no more then 60% of the army's total cost.

warmachines(ships, chariots, fliers(warmachine, chariot, ship), warmachines) no more then 20% of the army's total cost.

Other

this section details stuff which doesn't really fit into any other section.

Courage(Co) test

-A courage test(or check) represents when a unit has to make the most primal decision, fight or flight. In order to take a Co check roll 2d6 and add the number shown to the units highest co. If the number is equal to or greater then 10 then the unit has passed. If it is lower then 10 then the unit has failed and will suffer the appropriate consequences.

Terrain

-Terrain is the layout of the battlefield. There is a multitude of different types of terrain and below is a chart that is below:

type	rules
open	none
buildings	Transport, protection(5+),models inside gain cohort for as long as they are inside
forests	-d3”M(roll each turn), protection(6),models inside gain cohort for as long as they are inside
difficult	-d6”M(roll each turn)
Fresh water	-d6”M(roll each turn),chariots and war machines may not enter. If the movement is reduced to 0 the unit loses D3 lives.
Saltwater	Units may not enter. If they do somehow enter then every turn roll a D6. If the result is lower then the unit's Ar value then remove one model.
Impossible	Units may not enter

ships and terrain

-When a ship comes into contact with any terrain other then water at any point in their movement it suffers D6 power D3 hits. If it accidentally rams another terrain then it suffer 2D6 power D6 hits instead.

Chariots and terrain

-If a Chariot comes into contact with forests, fresh water, or difficult it suffers D3 power D6 hits. If it comes into conact with building, impossible, or salt water it suffers D6 power D6 plus 1 hits.

D3

-some models or units require a D3. When rolling a D3 roll a D6 on the chart below

D6 roll	Actual roll
1,2	1
3,4	2
5,6	3

Flanks and line of sight

-Flanks are the edges of units. These determine where they can see and how many models they can bring to battle. The units flanks are divided into 4 90 degree areas each coming out of a corner of the unit. A unit's front flank is the flank where the unit can “see” and the most models are facing. Unless said otherwise a unit may only shoot or charge enemy units in the front rank. When measuring distances for the unit you measure form the front. Cohorts and loners don't have flanks so they may measure from any model that is in their unit with the appropriate equipment.

death of crew/war machine

-If either all of the crew of a war machine is all killed, or if the war machine itself is destroyed, the the unit counts as dead. Remove any remaining models in the unit.