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movement [2025/09/19 08:43] – [CRASHING] fantasyadminmovement [2025/09/25 21:35] (current) – [CRASHING] fantasyadmin
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 ====== 6. MOVEMENT ====== ====== 6. MOVEMENT ======
  
-All movement in FANTASY WARLORD is measured+All movement in **FANTASY WARLORD** is measured
 from the base edge of a figure. Thus if a unit has from the base edge of a figure. Thus if a unit has
 orders to Advance you measure from the front edge orders to Advance you measure from the front edge
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 distances are measured in centimetres and all distances are measured in centimetres and all
 movement allowances and penalties are listed on the movement allowances and penalties are listed on the
-Profile Sheets.+[[profile-sheets|Profile Sheets]].
  
 Players are allowed to measure distances on the Players are allowed to measure distances on the
 war games table at any time. war games table at any time.
  
-In FANTASY WARLORD units can move in a variety of+In **FANTASY WARLORD** units can move in a variety of
 ways. The options each race has and the distances ways. The options each race has and the distances
 they can cover while following that type of they can cover while following that type of
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 march into contact with the enemy (though they march into contact with the enemy (though they
 may be brought to combat by an enemy charge). A may be brought to combat by an enemy charge). A
-unit moving at normal speed will halt 5 cms from+unit moving at normal speed will halt 5 cm from
 any enemy unit, monster or character blocking its any enemy unit, monster or character blocking its
 line of movement, unless it is on the inside of a line of movement, unless it is on the inside of a
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 ==== DOUBLE ==== ==== DOUBLE ====
  
-A unit must be in column and at least 50 cms from+A unit must be in column and at least 50 cm from
 the nearest visible enemy unit, to be given the order the nearest visible enemy unit, to be given the order
 to move 'at the double'. Such a unit then moves in to move 'at the double'. Such a unit then moves in
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 not march into contact with the enemy (though they not march into contact with the enemy (though they
 may be brought to combat by an enemy charge). A may be brought to combat by an enemy charge). A
-unit moving at double speed will halt 5 cms from any+unit moving at double speed will halt 5 cm from any
 enemy unit, monster or character blocking its line of enemy unit, monster or character blocking its line of
 movement, unless it is on the inside of a fortification movement, unless it is on the inside of a fortification
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 Routed or Evaded out of range, ends its turn Routed or Evaded out of range, ends its turn
 Disordered and must be marked with a disordered Disordered and must be marked with a disordered
-counter. (See Disordered Units on page 60).+counter. ([[army-organisation#disordered_units|See Disordered Units]]).
 A unit that fails its Morale Test in phase four, will A unit that fails its Morale Test in phase four, will
 not charge but instead will follow the result of the not charge but instead will follow the result of the
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 Counter-Charge movement can only occur as a Counter-Charge movement can only occur as a
 reaction to an enemy charge. It may be caused by the reaction to an enemy charge. It may be caused by the
-morale result UA (Uncontrolled Advance), or by a+morale result **UA** (Uncontrolled Advance), or by a
 target unit passing its Morale Test and then passing a target unit passing its Morale Test and then passing a
 Reaction Test and deciding to Counter-Charge the Reaction Test and deciding to Counter-Charge the
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 or friendly units. When the full evade movement is or friendly units. When the full evade movement is
 completed, the unit, but never a character, must be completed, the unit, but never a character, must be
-marked with a disordered counter. (See Disordered +marked with a disordered counter. ([[army-organisation#disordered_units|See Disordered Units]]).
-Units on page 60).+
  
 Troops moving at evade speed may not move into Troops moving at evade speed may not move into
 contact with the enemy (though they may be contact with the enemy (though they may be
 brought to combat by an enemy charge). A unit brought to combat by an enemy charge). A unit
-moving at evade speed will halt 5 cms away from any+moving at evade speed will halt 5 cm away from any
 enemy unit, monster or character blocking its line of enemy unit, monster or character blocking its line of
 movement. movement.
  
-**Warning: If an evading unit or character is+:!: **Warning: If an evading unit or character is
 caught by the enemy, it has no right of reply in that caught by the enemy, it has no right of reply in that
 turn's combat phase and simply loses any of its turn's combat phase and simply loses any of its
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 contact with the enemy (though they may be contact with the enemy (though they may be
 brought to combat by an enemy charge). A unit brought to combat by an enemy charge). A unit
-moving at retire speed will halt 5 cms from any+moving at retire speed will halt 5 cm from any
 enemy unit, monster or character blocking its line of enemy unit, monster or character blocking its line of
 movement, unless it is on the inside of a fortification movement, unless it is on the inside of a fortification
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 {{ :retire.jpg?400 |}} {{ :retire.jpg?400 |}}
  
-**Exception: A unit which receives the order to+:!: **Exception: A unit which receives the order to
 Retire as a result of a Morale Test on Automatic Retire as a result of a Morale Test on Automatic
 Move, must move its full Retire allowance as Move, must move its full Retire allowance as
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 break formation and attempt to escape from the break formation and attempt to escape from the
 enemy as quickly as possible. They may pass through enemy as quickly as possible. They may pass through
-any gaps between friendly units of 2 cms or more.+any gaps between friendly units of 2 cm or more.
 A routing unit must move its full Rout movement A routing unit must move its full Rout movement
 allowance, as modified by terrain. The unit must allowance, as modified by terrain. The unit must
 move directly away from the enemy threat that has move directly away from the enemy threat that has
 caused it to Rout, and must avoid all other enemy caused it to Rout, and must avoid all other enemy
-units by at least 5 cms.+units by at least 5 cm. 
 A unit that routs will continue to make rout moves A unit that routs will continue to make rout moves
 each turn, until it passes a Morale Test in phase each turn, until it passes a Morale Test in phase
-eleven, by gaining a CO or UA result. Once a unit has+eleven, by gaining a **CO** or **UA** result. Once a unit has
 stopped routing, it must be marked with a stopped routing, it must be marked with a
-Disordered counter. (See Disordered Units on +Disordered counter. ([[army-organisation#disordered_units|See Disordered Units on 
-page 60).+page 60]]).
  
-**Warning: A routing unit that is caught by the+:!: **Warning: A routing unit that is caught by the
 enemy has no right of reply in combat and simply enemy has no right of reply in combat and simply
 loses all those figures that end up in base-to-base loses all those figures that end up in base-to-base
 contact with the enemy.** contact with the enemy.**
  
-**Warning: If a unit that is routing moves off the+:!: **Warning: If a unit that is routing moves off the
 battlefield, i.e. moves off the edge of the table, it is battlefield, i.e. moves off the edge of the table, it is
 considered to have fled the field of combat and plays considered to have fled the field of combat and plays
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 end of that turn, the unit conducting the pursuit is end of that turn, the unit conducting the pursuit is
    
-Disordered and must be marked as such. (See +Disordered and must be marked as such. ([[army-organisation#disordered_units|See Disordered Units]]).
-Disordered Units on page 60).+
 If a unit conducts a pursuit move that brings it into If a unit conducts a pursuit move that brings it into
 contact with enemy troops, other than those routing contact with enemy troops, other than those routing
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 'accidental' target has no chance to react. 'accidental' target has no chance to react.
  
-**Warning: If a unit pursues a routing enemy off+:!: **Warning: If a unit pursues a routing enemy off
 the field of combat, both the routed unit and the the field of combat, both the routed unit and the
 pursuers play no further part in that game.** pursuers play no further part in that game.**
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 phase three and must roll for an Automatic Move in phase three and must roll for an Automatic Move in
 phase seven. phase seven.
 +
 To do this roll one D100, cross reference the result To do this roll one D100, cross reference the result
 with the Automatic Moves Table on the unit's Profile with the Automatic Moves Table on the unit's Profile
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 Troops retiring as an automatic move will not Troops retiring as an automatic move will not
 move through other friendly units. Instead they will move through other friendly units. Instead they will
-halt 2 cms from the unit. Similarly, they will not+halt 2 cm from the unit. Similarly, they will not
 retire into base-to-base contact with enemy units, retire into base-to-base contact with enemy units,
-but instead will halt 5 cms away from them.+but instead will halt 5 cm away from them.
  
 === Advance to limit of normal movement === === Advance to limit of normal movement ===
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 Troops advancing as an automatic move will not Troops advancing as an automatic move will not
 move through other friendly units. Instead they will move through other friendly units. Instead they will
-halt 2 cms away from the unit. Similarly they will not+halt 2 cm away from the unit. Similarly they will not
 advance into base-to-base contact with enemy units, advance into base-to-base contact with enemy units,
-but instead halt 5 cms from them.+but instead halt 5 cm from them.
  
-Important: Troops defending a line of+**Important**: Troops defending a line of
 fortifications ignore this result and treat it as if it fortifications ignore this result and treat it as if it
 were an automatic command to remain stationary. were an automatic command to remain stationary.
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 Generally it will be clear in which direction a unit Generally it will be clear in which direction a unit
 moves. However, under some circumstances a unit moves. However, under some circumstances a unit
-  
 or figure may have to move in a random direction. or figure may have to move in a random direction.
 For instance, a unit may be surrounded on all sides For instance, a unit may be surrounded on all sides
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 As they are raiders, the change will cost them 3/4 of As they are raiders, the change will cost them 3/4 of
 their normal movement. As this allowance is 36 their normal movement. As this allowance is 36
-cms, the change of formation costs them 27 cms. In+cm, the change of formation costs them 27 cm. In
 phase six, Warthanger's Raiders change formation phase six, Warthanger's Raiders change formation
-and are then able to advance only 9 cms. If the+and are then able to advance only 9 cm. If the
 goblins had been tribesmen instead of Raiders, the goblins had been tribesmen instead of Raiders, the
 change of formation would have used up their entire change of formation would have used up their entire
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 the charge Morale Test, it may then take a Reaction the charge Morale Test, it may then take a Reaction
 Test and if it passes may immediately change Test and if it passes may immediately change
-formation (but always subject to the limitations +formation ([[orders|but always subject to the limitations 
-listed on page 67).+listed on page 67]]).
  
 **Example: A regiment of Caryllian spearmen is **Example: A regiment of Caryllian spearmen is
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 ==== FLIGHT HEIGHTS ==== ==== FLIGHT HEIGHTS ====
 +
 +{{ :tumblr_d1a44e1177f6ccf39037fd4b6129f8e5_9ccee0df_1280.jpg?600|}}
  
 For the purposes of flight, the air space over a For the purposes of flight, the air space over a
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 Combat Height is the lowest level and is Combat Height is the lowest level and is
-considered to be three to forty feet (1.5-20 cms)+considered to be three to forty feet (1.5-20 cm)
 above the heads of ground troops. When a creature above the heads of ground troops. When a creature
 takes off it does so from the ground to Combat takes off it does so from the ground to Combat
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 | Wagon, cart, chariot   | Automatically Destroyed | | Wagon, cart, chariot   | Automatically Destroyed |
  
 +To find the defence values of buildings see
 +[[battlefield-terrain|Chapter 7: Battlefield Terrain]].
 +Players should note that if a flying creature falls on
 +a building containing troops but does not destroy
 +that building's roof defence value, then the troops
 +inside the building are all considered to be safe and
 +do not have to be rolled for. However, if the building's
 +roof collapses, then all of the figures inside the
 +building must roll in the usual way to see if they
 +become casualties!
 +
 +==== WOUNDED FLYING BEASTS ====
 +
 +Flying beasts that lose the ability to fly through
 +injury at Flight Height immediately flutter to the
 +ground and land. They do this in phase one of the
 +next turn and may land on the ground anywhere
 +within 20 cm of their flight position measuring
 +from any one of their base edges.
 +
 +Flying beasts that lose the ability to fly through
 +injury at Combat Height automatically crash. They
 +cause damage as per the rules for crashing and in
 +addition also injure themselves. An injured flying
 +creature that crashes will sustain one wound and
 +must roll on its hit table to discover how severe the
 +wound is.
 + 
 +=== Riders of Flying Beasts ===
 +
 +When a flying beast is on the ground its rider, if
 +any, may dismount or mount in the same way a
 +soldier can dismount or mount a horse or other
 +riding beast.
 +
 +If a rider's flying beast is killed while in flight, the
 +rider will immediately fall off the beast and crash to
 +the ground. The same will happen if the rider's beast
 +is wounded at Combat Height in such a way that it
 +can no longer fly and crashes to the ground. Under
 +these circumstances, the rider must roll one D100
 +and will have the following chances of sustaining an
 +injury:
 +
 +^ Height                   ^ Chance of Injury ^
 +| Falling from Flight Height  | 1-95%            |
 +| Falling from Combat Height  | 1-50%            |
 +
 +Ordinary soldiers who sustain an injury are killed instantly. Characters receive one wound, which they must refer to the Character Hit Table.
 +
 +----
 +
 +[[battlefield-terrain|CHAPTER 7. BATTLEFIELD TERRAIN]]
  
movement.1758264182.txt.gz · Last modified: 2025/09/19 08:43 by fantasyadmin

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