![]() ![]() Terrain for your fantasy miniature wargame presents several recurring challenges. Rivers should come with one crossing point per ~2 feet in length, either a ford or a bridge. Rivers should be long enough to connect the two closest table edges, passing through the position marked on the placement card. Obstacles should form a continuous line (not necessarily straight) no more than 18" long and where the end points are no more than 15" apart. Terrain pieces should be more or less 8" by 8" in size, or have an equivalent footprint. Hit the 'refresh' button in your browser to generate another sample. Placement cards for 4 by 8 foot tables - 40 KB.Placement cards for 4 by 4 foot tables - 30 KB.It does not contain copyrighted material and is not based on any terrain generating method in any rulebook anywhere.īelow you will find the standard generator, intended for tables 4 by 6 foot in size, as well as additional cards for tables of different sizes and some themed selection cards that can either complement or replace the standard ones. Note that the system is generic and intended to be used with pretty much any game system. The two main advantages of this is that the setup is not predictable ("Two hills and two woods, again!") but unlike completely random methods, you know how many of each type of terrain you will need ("SIX rivers!"). To achieve this, the system used two decks of cards, one card gives you a list of what terrain to use on your table and the other gives you a map showing where the terrain is placed. The goal of this system is to produce varied battlefields using a method that is Better Than Random (patent pending, honest!) - the number of possible combinations is finite, but high. If he manages to fulfill his oath, his army gets a morale bonus.I present to you what is quite possibly the quickest terrain generation system there is that doesn't simply involve grabbing whatever features you have in reach and plonking them on the table. The game also introduces a mechanic in which a hero or other personality may swear an oath or boast that he will accomplish something within a set number of turns. Combat between mortals and legends use normal Song mechanics - opposed die rolls plus modifiers, with different game results based on how much the contest is won by. Combat between gods use a colored dice mechanic so they can battle each other for an extened time. Combat between gods is conducted like normal, but in certain cases (if both roll a six), an explosion of power hits all mortal models in range. When the faith level drops to zero, the god disappears and all the troops still in play must make a rout test. When the faith level is severely reduced, the power level of the god is reduced too, and priests may not perform miracles or use spells. When the faith level is at the maximum, the army is bolstered, priests may invoke miracles and curses, mortal troops activate at +1, and so on. The faith level of the warband is tracked with dice at the side of the table. Mortals are more effective when used against other mortals - kill your opponent's mortal forces and you will deprive his god of much needed energy. Legends are a sort of middle ground and provide special abilities to the warband. Gods do not die but they disappear if defeated. At the same time, if the God is defeated, the mortals' morale is weakened. A bit of luck helps, too Gods may seem all-powerful but they lose power as their troops are killed. There is no automatic winning strategy: the player must balance his limited resources and outguess his opponent. The Faithful cannot win without the help of their God. ![]() Gods lead men by their powers, while at the same time men give power to the gods by their faith in them. The three troop types are interdependent in more than one way. This creates a three-tiered structure in the warband. ![]() Each player controls one god, 1-3 Legends (priests, demigods, heroes, monsters or other mythical creatures), and 10 to 20 men (infantry, cavalry, and the occasional artillery piece). Of Gods and Mortals is a scalable skirmish rules set where the average scenario plays in about one hour using up to 20 models per player on a 4'x4' table. Preparing to receive this charge stands a wall of grim-faced, determined Spartan hoplites, commanded by Ares. Two armies clash: Thor, surrounded by crackling lighting, leads the assault of a horde of Viking berserkers. New armies may be added as free PDF add-ons, keeping the game fresh for years. For every army list, a list suitable models from various manufacturers and scales will be included. Factions represented in the rulebook include: Greco-Roman, Egyptian, Japanese, Aztecs, Pre-Islamic Arabs (Arabian Nights), Norse, Celts and Chinese. ![]()
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