For more information on Titan see my Titan Home Page.
PBEM TITAN - INSTRUCTIONS, CHARTS, AND MAPS Version 7.2.1 - 8/23/96 Version 7.2.2 - 10/30/00 (updated for change to wolff.to from uwm.edu) - by Randy Pacetti, rpacetti@delphi.com, and others who helped get this started - currently maintained by Bruno Wolff (bruno@wolff.to). These are the guidelines for running PBEM Titan games. Individual moderators may modify these to suit their styles. Titan is a fantasy wargame published by Avalon Hill. You must have a copy of the game or the rules to play. We cannot provide these for you. PBEM Titan games using these guidelines have been running since August, 1991. RULES OF ORDER 1. This is meant to be a somewhat fast-paced game to keep things moving. Please cooperate and be considerate to your fellow players who are waiting for their turns. You are encouraged to send split orders ahead of time and/or conditional orders based on the die roll or strike result. 2. The GM is not here to teach you the game or to coach your play. To be fair to everyone, the GM will not volunteer information about your options or their consequences. This is not to say that the GM is unfriendly or uncaring. The GM will cheerfully answer any question on the rules. 2.1 The current Titan rules interpretations are located at "http://wolff.to/titan/errata.html". If you want a copy by mail you can send a request to "bruno@wolff.to". 3. We are here to have fun. Good sportsmanship is encouraged. This was highlighted in the first game when one player made a non-obvious typo in his battle maneuvers, and did not notice it until after his opponent's reply. The second player responded that he was surprised at the move, that it probably was a typo, and that the first player should correct his move. Truly heartwarming. 4. Along the lines of good sportsmanship, players are expected to play to win, to the best of their ability, as long as they have a chance to do so. Players who do not feel that they are in a position to win may concede or play on, but should refrain from taking actions that unfairly alter the balance between the players who are still in contention. Suicide attacks for the sole purpose of conceding and giving points to a certain player without risk is one example of behavior that is frowned upon. Moderators reserve the right to intervene during extreme cases, and may forfeit or replace offending players. 5. The GM will not allow players to hang themselves with obvious typos or obvious oversights, especially in conditional orders. These would not occur in FTF Titan, and should not occur here. The GM will ask for clarification. Please proofread your orders. 6. Unless given specific reasons to the contrary, the GM reserves the right to make "the only obvious choice" for a player in a battle to speed things up. This is rarely done, and only in really clear-cut situations. 7. The GM will make typos and mistakes. Players are encouraged to point these out so they may be fixed. Players who are nasty about it will get poor die rolls. :-) 8. The GM uses one real six-sider to make all die rolls, and he rolls and records the numbers in sequence. If the GM rolls the die too many times in a battle (see 6 above), he will correct the problem by deleting rolls off of the end of the sequence. To avoid administrative headaches, deleted rolls will be eradicated, and will NOT be carried over to the next creature. 9. Complaints about your poor die rolls and your opponent's wonderful die rolls will be cheerfully filed in write-only memory (circular file). Whatever the GM rolls, you get. People remember their poor rolls more than their good rolls at an average ratio of 11.34 to 1 (source: Mr. Spock). 10. To keep things moving, a 48 hour time limit is imposed between the time orders are requested and the time they are received. Weekends and holidays will not count toward the 48 hours. Reasonable delays requested in advance, including vacations and business trips, will be cheerfully granted. A temporary substitute may be appropriate if the absence is more than a week. If the time limit is exceeded, the GM may, at his option and availability, make a move for the tardy player. The move is not guaranteed to be a great move, just something reasonable. Protests about the move chosen will be cheerfully filed (see 9. above). In order to ensure great moves are made, each player is encouraged to respond promptly when it is his/her turn. Players who repeatedly exceed the time limit may be replaced at the GM's option. POINTS OF EMPHASIS 1. A battle only lasts 7 rounds. The attacker is eliminated after that. 2. Once you start to negotiate a battle settlement, you no longer have the option to flee for half points. Binding negotiations can involve only the creatures currently in the stacks. If you wish to include recruits and summonings in a deal, the battle must be fought out. Backstabbing and poor rolls can and do occur. 3. Angels, Archangels, and Warlocks cannot recruit Guardians. PLAY SEQUENCE Masterplay 0a. To speed play, player may notify moderator of splits in advance 1. Player sends legion splits, specifying legion marker used 1a. To speed play, player may include conditional orders with his splits 2. GM sends die roll 3. Player moves legions and specifies recruiting and first attack to resolve 4. Resolve each battle in sequence Battle 0. (Defender reinforces at start of round 4 or after battle) 1. Defender sends reinforcement and maneuver orders to GM 2. Defender sends strike orders to GM 3. GM resolves combat and sends back results 4. Repeat 2 and 3 as necessary 5. GM sends results to Attacker 6. Attacker sends strike orders to GM 7. GM resolves combat and sends back results 8. Repeat 6 and 7 as necessary (If first Defender creature has been killed, Attacker may summon Angel now, or at end of battle if he wins) 9. Attacker sends summoning and maneuver orders to GM 10. Attacker sends strike orders to GM 11. GM resolves combat and sends back results 12. Repeat 10 and 11 as necessary 13. GM forwards results to Defender 14. Defender sends strike orders to GM 15. GM resolves combat and sends back results 16. Repeat 14 and 15 as necessary 17. If seventh phase has just completed and defenders remain, Attacker is eliminated FORMAT OF ORDERS Any format is acceptable as long as the GM does not have to struggle to understand it. A shorthand format has been developed, and its use is encouraged. The GM will issue all results in something resembling this format. The use of either generic (Bk01) or descriptive (Rose) terms are acceptable. SAMPLE SHORTHAND ACTIONS (the slash is for: What you use / What you get) Bk01(Rose) Bk02(Hand) Cen Cen Ogr Black legion 1 splits off legion 2 containing 2 Centaurs and 1 Ogre Bk02(Hand) P105 Cen/Lio Black legion 2 moves to Plains 105, where Centaurs are used to recruit a Lion Bk03(Eye) Ang/m5000 Wbe/Gia Black legion 3 Tower-teleports to Mountain 5000 using an Angel, where Warbears are used to recruit a Giant Rd01(Sword) Ttn/P105 (offboard) attack Bk02(Hand) 1st Red legion 1 Titan-teleports to Plains 105, coming in from the side that is offboard; resolve this attack first MASTERCHART BRUSH (B) DESERT (D) 2 Gargoyle 4*3 3 Lion 5-3 2 Cyclops 9-2 2 Griffon 5*4 Gorgon 6*~3 Hydra 10~3 HILLS (H) JUNGLE (J) 3 Ogre 6-2 2 Gargoyle 4*3 2 Minotaur 4~4 3 Cyclops 9-2 Unicorn 6-4 2 Behemoth 8-3 Serpent 18-2 MARSH (M) MOUNTAINS (m) 2 Ogre 6-2 2 Lion 5-3 2 Troll 8-2 2 Minotaur 4~4 Ranger 4*~4 2 Dragon 9*~3 Colossus 10-4 PLAINS (P) SWAMP (S) 2 Centaur 3-4 3 Troll 8-2 2 Lion 5-3 2 Wyvern 7*3 Ranger 4*~4 Hydra 10~3 TUNDRA (t) WOODS (W) 2 Troll 8-2 3 Centaur 3-4 2 Warbear 6-3 2 Warbear 6-3 2 Giant 7~4 Unicorn 6-4 Colossus 10-4 TOWER (T) Centaur 3-4 Gargoyle 4*3 Ogre 6-2 Demilords Guardian 12*2 requires 3 of any single type of creature Warlock 5~4 requires Titan LORDS Angel 6*4 every 100 points Archangel 9*4 every 500 points Titan X-4 UNIT COUNTS AND STANDARDIZED ABBREVIATIONS 18 Angel Ang 6 Archangel Arc 18 Behemoth Beh 25 Centaur Cen 10 Colossus Col 28 Cyclops Cyc 18 Dragon Dra 21 Gargoyle Gar 18 Giant Gia 25 Gorgon Gor 18 Griffon Gri 6 Guardian Gua 10 Hydra Hyd 28 Lion Lio 21 Minotaur Min 25 Ogre Ogr 28 Ranger Ran 10 Serpent Ser 28 Troll Tro 12 Unicorn Uni 21 Warbear Wbe 6 Warlock Wlo 18 Wyvern Wyv Titan Ttn STANDARDIZED LEGION MARKER NAMES BLACK (Bk) Axes Eye Die Feather Hand Lightning Pumpkin Rose Scorpion Skull Spearhead Tombstone BLUE (Bu) Anchor Bat Candle Cloud Egg Foot Fountain Moon Octopus Padlock Tornado Trident BROWN (Br) Antlers Bell Chest Figurehead Hook Hourglass Paw Ram Scroll Spider Tankard Wheel GOLD (Gd) Caduceus Claw Coins Crown Horn Lamp Pyramid Rings Scarab Scimitars Sun Wheat GREEN (Gr) Cauldron Dagger Diamond Fish Fleur Frog Grapple Harp Lobster Olive Scales Snake RED (Rd) Cross Eagle Fist Gong Heart Jester Salamander Shield Spiral Star Sword Torch THE MASTERBOARD ______ ______ ______ ______ __/ \__/ \__/ \__/ \__ / \ / P\ / M\ / B\ / \ / \ 125/ 124\ 123/ 122\ 121/ 120\ 119/ \ / 126\_J/ \_B/ \_S/ \_P/118 \ \_____M/ \______/ \______/ \______/ \D_____/ __/B \__/ \__/ \__/ \__/ M\__ / \127 / \ / B\ / P\ / \ 117/ \ / \ / \ 25/ 24\ 400/ 20\ 19/ \ / \ / 128\__/ 26\_W/ \T_/ \_J/18 \__/116 \ \_____D/ \_____J/ \______/ \______/ \H_____/ \B_____/ __/P \__/M \__/ \__/ \__/ B\__/ P\__ / \129 / \27 / \ /M \ / \ 17/ \ 115/ \ / \ / \ / \ 23/ 22\ 21/ \ / \ / \ / 130\__/ 500\__/ 28\_H/ \_D/16 \__/300 \__/114 \ \_____B/ \____ T/ \_____S/ \______/ \W_____/ \T_____/ \J_____/ __/M \__/B \__/P \__/ \__/ P\__/ M\__/ B\__ / \131 / \31 / \29 / \ / \ 15/ \ 13/ \ 113/ \ / \ / \ / \ / \4000/ \ / \ / \ / \ / 132\__/ 32\__/ 30\__/ 5000\t_/3000 \__/14 \__/12 \__/112 \ \_____S/ \_____H/ \_____W/ \_____m/ \m_____/ \S_____/ \J_____/ \M_____/ / P\__/ J\__/ D\__/ t\__/t \__/H \__/W \__/S \ \ 133/ \ 33/ \ 35/ \ 6000/m \2000 / \9 / \11 / \111 / \ / \ / \ / \ /1000\ / \ / \ / \ / \__/134 \__/34 \__/36 \__/ \__/ 8\__/ 10\__/ 110\__/ \B_____/ \P_____/ \M_____/ \______/ \_____M/ \_____B/ \_____P/ / J\__/ T\__/ H\__/ \__/D \__/T \__/B \ \ 135/ \ 600/ \ 37/ S\ / W\7 / \200 / \109 / \ / \ / \ / 42\ 1/ 2\ / \ / \ / \__/136 \__/38 \__/ \_P/ \__/ 6\__/ 108\__/ \M_____/ \B_____/ \______/ \______/ \_____P/ \_____M/ Terrain / B\__/ W\__/ \__/ \__/J \__/D \ B = Brush \ 137/ \ 39/ J\ /T \ / H\5 / \107 / D = Desert \ / \ / 40\ 41/ 100\ 3/ 4\ / \ / H = Hills \__/138 \__/ \M_/ \_B/ \__/ 106\__/ J = Jungle \P_____/ \______/ \______/ \______/ \_____B/ M = Marsh / D\__/ \__/ \__/ \__/P \ m = Mountains \ 139/M \ / S\ / B\ / J\105 / P = Plains \ / 140\ 141/ 142\ 101/ 102\ 103/ 104\ / S = Swamp \__/ \_B/ \_P/ \M_/ \__/ T = Tower \______/ \______/ \______/ \______/ t = Tundra W = Woods AN ALTERNATIVE MASTERBOARD ______ ______ ______ ______ __/J 125\__/B 123\__/S 121\__/P 119\__ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ /M 126\__/P 124\__/M 122\__/B 120\__/D 118\ \______/ \______/ \______/ \______/ \______/ __/B 127\__/W 25\__/T 400\__/J 19\__/M 117\__ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ /D 128\__/J 26\__/B 24\__/P 20\__/H 18\__/B 116\ \______/ \______/ \______/ \______/ \______/ \______/ __/P 129\__/M 27\__/H 23\__/D 21\__/B 17\__/P 115\__ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ /B 130\__/T 500\__/S 28\__/M 22\__/W 16\__/T 300\__/J 114\ \______/ \______/ \______/ \______/ \______/ \______/ \______/ __/M 131\__/B 31\__/P 29\__/t 4000\__/P 15\__/M 13\__/B 113\__ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ /S 132\__/H 32\__/W 30\__/m 5000\__/m 3000\__/S 14\__/J 12\__/M 112\ \______/ \______/ \______/ \______/ \______/ \______/ \______/ \______/ /P 133\__/J 33\__/D 35\__/t 6000\__/t 2000\__/H 9\__/W 11\__/S 111\ \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \__/B 134\__/P 34\__/M 36\__/m 1000\__/M 8\__/B 10\__/P 110\__/ \______/ \______/ \______/ \______/ \______/ \______/ \______/ /J 135\__/T 600\__/H 37\__/P 1\__/D 7\__/T 200\__/B 109\ \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \__/M 136\__/B 38\__/S 42\__/W 2\__/P 6\__/M 108\__/ \______/ \______/ \______/ \______/ \______/ \______/ Terrain /B 137\__/W 39\__/M 41\__/B 3\__/J 5\__/D 107\ B = Brush \ / \ / \ / \ / \ / \ / D = Desert \ / \ / \ / \ / \ / \ / H = Hills \__/P 138\__/J 40\__/T 100\__/H 4\__/B 106\__/ J = Jungle \______/ \______/ \______/ \______/ \______/ m = Mountains /D 139\__/B 141\__/P 101\__/M 103\__/P 105\ M = Marsh \ / \ / \ / \ / \ / P = Plains \ / \ / \ / \ / \ / S = Swamp \__/M 140\__/S 142\__/B 102\__/J 104\__/ T = Tower \______/ \______/ \______/ \______/ t = Tundra W = Woods THE BATTLELANDS ****************************************************************************** _______ /D6 \ BRUSH / \ _______/ \_______ /C5 \ /E5 \ / \ / \ _______/ \_______/ \_______ /B4 \ /D5 \ /F4 \ / \ / Bramble \ / Bramble \ _______/ \_______/ \_______/ \ /A3 \ /C4 \ /E4 \ / / Bramble \ / Bramble \ / \ / / \_______/ \_______/ \_______/ \ /B3 \ /D4 \ /F3 \ \ / \ / \ / \ \_______/ \_______/ \_______/ \ /A2 \ /C3 \ /E3 \ / / \ / \ / Bramble \ / / \_______/ \_______/ \_______/ \ /B2 \ /D3 \ /F2 \ \ / Bramble \ / \ / \ \_______/ \_______/ \_______/ \ /A1 \ /C2 \ /E2 \ / / \ / \ / \ / / \_______/ \_______/ \_______/ \ /B1 \ /D2 \ /F1 \ \ / \ / Bramble \ / \ \_______/ \_______/ \_______/ \ \ /C1 \ /E1 \ / \ / \ / \ / \_______/ \_______/ \_______/ \ /D1 \ / \ / Bramble \ / \_______/ \_______/ \ / \ / \_______/ ***** Bramble **************************************************************** - Native: Gar Cyc Gor Beh Ser - A non-native character is slowed when entering a bramble hex. - A native character defending in a bramble has the strike-number needed to hit it increased by 1 if attacked by a non-native character. - A non-native character striking out of a bramble hex has its skill factor reduced by 1. - A native character defending in a bramble has the strike-number needed to hit it increased by 1 when it is the target of a rangestrike from a non-native character. - A non-native rangestriker loses a skill-factor for each intervening hex that contains bramble. Bramble in the rangestriker's hex has no effect on rangestrike, and the defender's hex is not considered an intervening hex. ****************************************************************************** ****************************************************************************** _______ /D6 \ DESERT / Sand \ _______/ \_______ /C5 \ /E5 \ / \ / Sand \ _______/ \_______/ \_______ /B4 \ /D5 \ /F4 \ / \ / Sand \ / Sand \ _______/ \_______/ \_______/ \ /A3 \ /C4 \ /E4 \ / / \ / o\ / Sand \ / / \_______/ o\_______/ \_______/ \ /B3 \ o/D4 \ /F3 \ \ / \ o/ Sand \ /o \ \_o_o_o_/ \_______/ \_______/o \ /A2 \o /C3 \ /E3 o o \ / / Sand \o / v\ /o \ / / \_o_o_o_/ v\_______/o \_______/ \ /B2 \o /D3 v v \ /F2 \ \ / Sand \o / \ / \ \_______/ \_______/ \_______/ \ /A1 \ /C2 \ /E2 \ / / Sand \ /o \ / \ / / \_______/o \_______/ \_______/ \ /B1 v v \ /D2 \ /F1 \ \ / \ / \ / \ \_______/ \_______/ \_v_v_v_/ \ \ /C1 \ o/E1 \o / o bottom of dune \ / \ o/ Sand \o / v bottom of cliff \_______/ \_o_o_o_/ \_______/ \ o/D1 \ / \ o/ Sand \ / \_______/ \_______/ \ / \ / \_______/ ***** Sand ******************************************************************* - Native: Lio Gri Hyd - Entry slows non-flying non-native creatures. ***** Dune ******************************************************************* - Native: Lio Gri Hyd - A native character adds two dice when striking down across a dune. - A non-native character loses one die when striking up across a dune. - A strike made across non-dune hexsides cannot carry-over up across a dune hexside. - A rangestrike may cross a single dune only if the rangestriker or target occupies the hex to which the dune is connected. - A rangestrike may cross two dunes only if the rangestriker and the target occupy those dunes' hexes. ***** Cliff ****************************************************************** - Non-flying characters may not cross cliffs. - Characters cannot strike across a cliff. - Adjacent characters separated by a cliff are not in contact with each other. - A rangestrike may cross a cliff only if the rangestriker is atop the cliff and the target is not at the base of the cliff, and vice versa. - A rangestrike may cross one cliff before or after any number of slopes provided the rangestriker or the target occupies the hex atop the cliff. - A rangestrike may pass through a character if the character is at the base of a cliff and either the rangestriker or target is directly atop it. ****************************************************************************** ****************************************************************************** _______ /D6 \ HILLS / \ _______/ \_______ /C5 \ /E5 \ / "\ /" \ _______/ "\_______/" \_______ /B4 \ /D5 " " \ /F4 \ / \ / \ / \ _______/ \_______/ \_______/ \ /A3 \ /C4 \ /E4 \ / / \ / Tree \ / \ / / \_"_"_"_/ \_______/ \_______/ \ "/B3 \" /D4 \ /F3 \ \ "/ \" / \ / \ \_______/ \_______/ \_"_"_"_/ \ /A2 \ /C3 \ "/E3 \" / / "\ /" \ "/ \" / / "\_______/" \_______/ \_______/ \ /B2 " " \ /D3 \ /F2 \ \ / \ / "\ /"Tree \ \_______/ \_______/ "\_______/" \ /A1 \ /C2 \ /E2 " " \ / / \ / Tree \ / \ / / \_"_"_"_/ \_"_"_"_/ \_______/ \ "/B1 \" "/D2 \" /F1 \ \ "/ \" "/ \" / \ \_______/ \_______/ \_______/ \ \ /C1 \ /E1 \ / " bottom of slope \ /" "\ /" \ / \_______/" "\_______/" \_______/ \ /D1 " " \ / \ / \ / \_______/ \_______/ \ / \ / \_______/ ***** Plain ****************************************************************** - Differences in shade serve to distinguish between different elevations, lighter shades being higher. - A rangestrike may pass through a character if it is at a lower elevation than both the rangestriker and the target. ***** Slope ****************************************************************** - Native: Ogr Lio Min Uni Dra Col - A non-flying, non-native character is slowed when moving up across a slope. - A native character adds one die when striking down across a slope. - A non-native character loses a skill-factor when striking up across a slope. - A rangestrike may cross one or two slopes only if the hex atop at least one slope is occupied by either the rangestriker or the target. - A rangestrike may cross three slopes if the rangestriker or the target is directly atop the first slope and the other is atop the third slope. - A rangestrike may cross a slope or slopes before or after crossing a cliff if the rangestriker or target occupies the hex atop the cliff. ***** Tree ******************************************************************* - Entry forbidden to all non-flying characters. A flying character cannot end his move in a tree hex. - Rangestrike may not pass through a tree hex. ****************************************************************************** ****************************************************************************** _______ /D6 \ JUNGLE / \ _______/ \_______ /C5 \ /E5 \ / Bramble \ / \ _______/ \_______/ \_______ /B4 \ /D5 \ /F4 \ / Tree \ / \ / Bramble \ _______/ \_______/ \_______/ \ /A3 \ /C4 \ /E4 \ / / \ / \ / \ / / \_______/ \_______/ \_______/ \ /B3 \ /D4 \ /F3 \ \ / \ / Bramble \ / Tree \ \_______/ \_______/ \_______/ \ /A2 \ /C3 \ /E3 \ / / Bramble \ / Bramble \ / \ / / \_______/ \_______/ \_______/ \ /B2 \ /D3 \ /F2 \ \ / \ / Tree \ / \ \_______/ \_______/ \_______/ \ /A1 \ /C2 \ /E2 \ / / \ / \ / Bramble \ / / \_______/ \_______/ \_______/ \ /B1 \ /D2 \ /F1 \ \ / \ / \ / \ \_______/ \_______/ \_______/ \ \ /C1 \ /E1 \ / \ / Bramble \ / \ / \_______/ \_______/ \_______/ \ /D1 \ / \ / \ / \_______/ \_______/ \ / \ / \_______/ ***** Bramble **************************************************************** - Native: Gar Cyc Gor Beh Ser - A non-native character is slowed when entering a bramble hex. - A native character defending in a bramble has the strike-number needed to hit it increased by 1 if attacked by a non-native character. - A non-native character striking out of a bramble hex has its skill factor reduced by 1. - A native character defending in a bramble has the strike-number needed to hit it increased by 1 when it is the target of a rangestrike from a non-native character. - A non-native rangestriker loses a skill-factor for each intervening hex that contains bramble. Bramble in the rangestriker's hex has no effect on rangestrike, and the defender's hex is not considered an intervening hex. ***** Tree ******************************************************************* - Entry forbidden to all non-flying characters. A flying character cannot end his move in a tree hex. - Rangestrike may not pass through a tree hex. ****************************************************************************** ****************************************************************************** _______ /D6 \ MARSH / \ _______/ \_______ /C5 \ /E5 \ / \ / \ _______/ \_______/ \_______ /B4 \ /D5 \ /F4 \ / \ / Bog \ / \ _______/ \_______/ \_______/ \ /A3 \ /C4 \ /E4 \ / / Bog \ / \ / \ / / \_______/ \_______/ \_______/ \ /B3 \ /D4 \ /F3 \ \ / \ / \ / \ \_______/ \_______/ \_______/ \ /A2 \ /C3 \ /E3 \ / / \ / Bog \ / Bog \ / / \_______/ \_______/ \_______/ \ /B2 \ /D3 \ /F2 \ \ / \ / \ / \ \_______/ \_______/ \_______/ \ /A1 \ /C2 \ /E2 \ / / \ / Bog \ / \ / / \_______/ \_______/ \_______/ \ /B1 \ /D2 \ /F1 \ \ / \ / \ / \ \_______/ \_______/ \_______/ \ \ /C1 \ /E1 \ / \ / \ / Bog \ / \_______/ \_______/ \_______/ \ /D1 \ / \ / \ / \_______/ \_______/ \ / \ / \_______/ ***** Bog ******************************************************************** - Native: Ogr Tro Ran Wyv Hyd - Entry forbidden to non-native, non-flying characters. A flying non-native character may not end its move on a Bog hex. ****************************************************************************** ****************************************************************************** _______ /D6 \ MOUNTAINS / \ _______/ \_______ /C5 \ /E5 \ / \ /" \ _______/ \_______/" \_______ /B4 \ /D5 " " \ "/F4 \ / "\ /" \ "/ \ _______/ "\_______/" \_______/ \ /A3 \ /C4 " " \ /E4 \ / / "\ / \ / "\ / / "\_______/ \_"_"_"_/ "\_______/ \ /B3 " " \ "/D4 \" /F3 " " \ \ / "\ "/ Volcano \" / \ \_______/ "\_______/ \_______/ \ /A2 \ /C3 " " \ /E3 \ / / \ / v\ /" \ / / \_"_"_"_/ v\_______/" \_"_"_"_/ \ "/B2 \" "/D3 " " \ "/F2 \ \ "/ \" "/ \ "/ \ \_"_"_"_/ \_______/ \_______/ \ /A1 \ /C2 \ /E2 " " \ / / \ /" "\ /" v\ / / \_"_"_"_/" "\_______/" v\_______/ \ "/B1 \v /D2 " " \ "/F1 " " \ \ "/ \v / \ "/ \ \_______/ \_"_"_"_/ \_______/ \ \ /C1 \" /E1 \ / v bottom of cliff \ /" \" / "\ / " bottom of slope \_______/" \_______/ "\_______/ \ /D1 \ / \ /" \ / \_______/" \_______/ \ / \ / \_______/ ***** Plain ****************************************************************** - Differences in shade serve to distinguish between different elevations, lighter shades being higher. - A rangestrike may pass through a character if it is at a lower elevation than both the rangestriker and the target. ***** Slope ****************************************************************** - Native: Ogr Lio Min Uni Dra Col - A non-flying, non-native character is slowed when moving up across a slope. - A native character adds one die when striking down across a slope. - A non-native character loses a skill-factor when striking up across a slope. - A rangestrike may cross one or two slopes only if the hex atop at least one slope is occupied by either the rangestriker or the target. - A rangestrike may cross three slopes if the rangestriker or the target is directly atop the first slope and the other is atop the third slope. - A rangestrike may cross a slope or slopes before or after crossing a cliff if the rangestriker or target occupies the hex atop the cliff. ***** Volcano **************************************************************** - Entry forbidden to all except Dragons. - Dragons add two dice (+ slope bonus) when striking from a volcano. - A Dragon in the volcano increases the strike-number of any rangestrike directed against it by 1. - A Dragon adds two dice to any rangestrike made from a volcano. ***** Cliff ****************************************************************** - Non-flying characters may not cross cliffs. - Characters cannot strike across a cliff. - Adjacent characters separated by a cliff are not in contact with each other. - A rangestrike may cross a cliff only if the rangestriker is atop the cliff and the target is not at the base of the cliff, and vice versa. - A rangestrike may cross one cliff before or after any number of slopes provided the rangestriker or the target occupies the hex atop the cliff. - A rangestrike may pass through a character if the character is at the base of a cliff and either the rangestriker or target is directly atop it. ****************************************************************************** ****************************************************************************** _______ /D6 \ PLAINS / \ _______/ \_______ /C5 \ /E5 \ / \ / \ _______/ \_______/ \_______ /B4 \ /D5 \ /F4 \ / \ / \ / \ _______/ \_______/ \_______/ \ /A3 \ /C4 \ /E4 \ / / \ / \ / \ / / \_______/ \_______/ \_______/ \ /B3 \ /D4 \ /F3 \ \ / \ / \ / \ \_______/ \_______/ \_______/ \ /A2 \ /C3 \ /E3 \ / / \ / \ / \ / / \_______/ \_______/ \_______/ \ /B2 \ /D3 \ /F2 \ \ / \ / \ / \ \_______/ \_______/ \_______/ \ /A1 \ /C2 \ /E2 \ / / \ / \ / \ / / \_______/ \_______/ \_______/ \ /B1 \ /D2 \ /F1 \ \ / \ / \ / \ \_______/ \_______/ \_______/ \ \ /C1 \ /E1 \ / \ / \ / \ / \_______/ \_______/ \_______/ \ /D1 \ / \ / \ / \_______/ \_______/ \ / \ / \_______/ ****************************************************************************** ****************************************************************************** _______ /D6 \ SWAMP / \ _______/ \_______ /C5 \ /E5 \ / Bog \ / \ _______/ \_______/ \_______ /B4 \ /D5 \ /F4 \ / \ / \ / \ _______/ \_______/ \_______/ \ /A3 \ /C4 \ /E4 \ / / \ / Tree \ / Tree \ / / \_______/ \_______/ \_______/ \ /B3 \ /D4 \ /F3 \ \ / \ / \ / \ \_______/ \_______/ \_______/ \ /A2 \ /C3 \ /E3 \ / / \ / \ / \ / / \_______/ \_______/ \_______/ \ /B2 \ /D3 \ /F2 \ \ / Bog \ / Bog \ / Bog \ \_______/ \_______/ \_______/ \ /A1 \ /C2 \ /E2 \ / / \ / Tree \ / \ / / \_______/ \_______/ \_______/ \ /B1 \ /D2 \ /F1 \ \ / \ / \ / \ \_______/ \_______/ \_______/ \ \ /C1 \ /E1 \ / \ / \ / \ / \_______/ \_______/ \_______/ \ /D1 \ / \ / Bog \ / \_______/ \_______/ \ / \ / \_______/ ***** Bog ******************************************************************** - Native: Ogr Tro Ran Wyv Hyd - Entry forbidden to non-native, non-flying characters. A flying non-native character may not end its move on a Bog hex. ***** Tree ******************************************************************* - Entry forbidden to all non-flying characters. A flying character cannot end his move in a tree hex. - Rangestrike may not pass through a tree hex. ****************************************************************************** ****************************************************************************** _______ /D6 \ TOWER / \ _______/ \_______ /C5 \ /E5 \ / \ / \ _______/ \_#_#_#_/ \_______ /B4 \ #/D5 \# /F4 \ / \ #/ \# / \ _______/ \_#_#_#_/ \_#_#_#_/ \ /A3 \ #/C4 \ /E4 \# / / \ #/ \ / \# / / \_______/ \_#_#_#_/ \_______/ \ /B3 \ #/D4 \# /F3 \ \ / #\ #/ \# /# \ \_______/ #\_______/ \_______/# \ /A2 \ #/C3 \ /E3 \# / / \ #/ #\ /# \# / / \_______/ #\_______/# \_______/ \ /B2 \ /D3 # # \ /F2 \ \ / #\ / \ /# \ \_______/ #\_______/ \_______/# \ /A1 \ /C2 # # \ /E2 # # \ / / \ / #\ /# \ / / \_______/ #\_______/# \_______/ \ /B1 \ /D2 # # \ /F1 \ \ / \ / \ / \ \_______/ \_______/ \_______/ \ \ /C1 \ /E1 \ / # bottom of wall \ / \ / \ / \_______/ \_______/ \_______/ \ /D1 \ / \ / \ / \_______/ \_______/ \ / \ / \_______/ ***** Wall ******************************************************************* - A non-flying character is slowed when moving up across a wall hexside. - Any character gains a skill-factor when striking down across a wall. - Any character loses a skill-factor when striking up across a wall. - Any rangestrike loses a skill-factor for each wall that it crosses going up. - A rangestrike may cross a single wall only if the rangestriker or the target occupies the hex directly at the top of the wall. - A rangestrike may cross two walls only if either the rangestriker or the target occupies the tower's center hex and neither one occupies a hex directly beneath the outer walls. ****************************************************************************** ****************************************************************************** _______ /D6 \ TUNDRA / \ _______/ \_______ /C5 \ /E5 \ / Drift \ / \ _______/ \_______/ \_______ /B4 \ /D5 \ /F4 \ / \ / \ / \ _______/ \_______/ \_______/ \ /A3 \ /C4 \ /E4 \ / / \ / Drift \ / Drift \ / / \_______/ \_______/ \_______/ \ /B3 \ /D4 \ /F3 \ \ / \ / \ / \ \_______/ \_______/ \_______/ \ /A2 \ /C3 \ /E3 \ / / \ / \ / \ / / \_______/ \_______/ \_______/ \ /B2 \ /D3 \ /F2 \ \ / Drift \ / Drift \ / Drift \ \_______/ \_______/ \_______/ \ /A1 \ /C2 \ /E2 \ / / Drift \ / Drift \ / \ / / \_______/ \_______/ \_______/ \ /B1 \ /D2 \ /F1 \ \ / \ / \ / \ \_______/ \_______/ \_______/ \ \ /C1 \ /E1 \ / \ / \ / Drift \ / \_______/ \_______/ \_______/ \ /D1 \ / \ / \ / \_______/ \_______/ \ / \ / \_______/ ***** Drift ****************************************************************** - Native: Tro Wbe Gia Col - A non-native character is slowed when entering a drift hex. - A non-native character suffers one hit of damage at the start of each strike phase it spends in a drift hex. ****************************************************************************** ****************************************************************************** _______ /D6 \ WOODS / \ _______/ \_______ /C5 \ /E5 \ / \ / Tree \ _______/ \_______/ \_______ /B4 \ /D5 \ /F4 \ / \ / \ / \ _______/ \_______/ \_______/ \ /A3 \ /C4 \ /E4 \ / / Tree \ / \ / \ / / \_______/ \_______/ \_______/ \ /B3 \ /D4 \ /F3 \ \ / \ / \ / \ \_______/ \_______/ \_______/ \ /A2 \ /C3 \ /E3 \ / / \ / Tree \ / Tree \ / / \_______/ \_______/ \_______/ \ /B2 \ /D3 \ /F2 \ \ / \ / \ / \ \_______/ \_______/ \_______/ \ /A1 \ /C2 \ /E2 \ / / \ / \ / \ / / \_______/ \_______/ \_______/ \ /B1 \ /D2 \ /F1 \ \ / \ / \ / \ \_______/ \_______/ \_______/ \ \ /C1 \ /E1 \ / \ / \ / \ / \_______/ \_______/ \_______/ \ /D1 \ / \ / Tree \ / \_______/ \_______/ \ / \ / \_______/ ***** Tree ******************************************************************* - Entry forbidden to all non-flying characters. A flying character cannot end his move in a tree hex. - Rangestrike may not pass through a tree hex. ******************************************************************************
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