Bumped this thread coz I thought it was quite interesting.
We played a LR game which was played with the rules as written, so no real fantasy element at all, except for the figures.
But it got me thinking and I've made a start on Wizard rules for the game, which I've tried to keep as much to the spirit of the LR rules as possible.
Here's the game, for the record:
http://tewblogger.blogspot.co.uk/2014/11/lion-rampant-aar.htmlWizards in Lion Rampant
Wizard 4 points
Insert a Wizard model into a unit. It is an additional model and doesn’t count towards the unit’s number, or losses, so it should be easily distinguishable. It always moves with that unit, and like a leader becomes the last casualty if it doesn’t suffer a Lucky Blow. If it is in the same unit as a leader then the owner chooses which to take as a casualty.
The Wizard’s only stat is Cast 6. This means it needs to roll a 6 to make successful Spell roll.
Before the game the Wizard can choose three spells to bring to the battle. It can cast any of those spells any number of times during the battle, except some spells are one use only (One Shot). One Shot spells are only used up if cast with a successful Spell roll.
Lucky Blows
A Wizard must check for Lucky Blows similarly to a leader. If a Wizard and leader are in the same unit then the Wizard’s Lucky Blow occurs on a 2-2. If there are three individuals in a unit allocate 3-3, etc.
Spell Rolls
During the Activation phase a wizard can attempt to cast a spell. It does so with a Spell roll. It must declare the exact spell it is attempting and therefore how much Stress this will cause. If it fails the Spell roll the turn ends, in a similar way to failing any other standard activation roll.
Distances from the Wizard in the spell descriptions are measured from the Wizard (not the Wizard’s unit). The unit the Wizard is with counts as a target within range.
A spell cast on a unit will still affect that unit even if it subsequently moves further away from the caster (and the spell’s range).
‘Activation rolls’ in the spell descriptions include all activations and responses like Wild Charge, Evade, Counter Charge, Skirmish, etc, but not Courage rolls. ‘Courage rolls’ include Rally Battered Units.
Difficult spells have an amount of Stress associated with it. When making a Spell roll, the Wizard’s target is its Cast stat, but it must subtract the Stress of the spell from the total. If the total is its Cast stat or higher then the spell succeeds. If the total is 0 or less then not only does the Cast fail, but the Wizard becomes shocked.
Duration
If the roll succeeds the spell effect occurs as described. Spells usually have an instantaneous effect or the effect lasts for one turn. For effects that last a whole turn, they will immediately dispel as soon as the Wizard becomes shocked, or until the wizard attempts to cast another spell, or the Wizard’s side’s next turn comes to an end. This means that well-timed spells can have twice the effect they might otherwise have, or badly timed ones might have less effect than they could.
Upgrades
Master2 point
Bring one more spell, and is Cast 5
High Master 4 points
Bring two more spells, and is Cast 4
Shock
If a Wizard is shocked it may move with its unit during the turn, but it may not cast a spell. During the Rally Battered Units phase it must attempt to recover from shock. If it passes its test then it is no longer shocked, but it may not activate for the rest of the turn.
Wizard Duel
This works exactly the same as Issuing a Challenge, and can be done before or after a leader challenge. The loser of the challenge is Shocked and is considered activated for the rest of the turn, ie, it cannot attempt to recover from shock until the next turn. Wizards must accept challenges. A shocked Wizard only counts successes on a roll of 6. Wizards leaving a challenge not-Shocked on their turn can still cast a spell during their turn.
Spells
The spells are named vaguely for their effects but any self-respecting fantasy army will have much more evocative names for them.
Braveheart (One Turn): Stress 0
A unit within 6” of the caster can add 2 to Courage rolls.
For every extra unit: Stress +1
For every extra 6”: Stress +1
Hell Fire (Instant): Stress 2
Shoot 12 dice at an enemy unit with 5+, range 6”
For every extra 6” range: Stress +1
Shoot at 4+: Stress +2
Dogs of War (One Turn): Stress 1
A unit within 6” fights with 3 extra dice.
For every extra dice: Stress +1
For every extra 6” range: Stress +1
Ghost Challenge (Instant) (One Shot): Stress 2
A ghostly apparition can challenge the enemy’s leader (if within 12” range). Treat this as a normal challenge except that if the ghost dies there is no effect on the game.
Add an extra combat dice for the ghost: Stress +2
For every extra 6” range: Stress +1
Quicksilver (One Turn): Stress 0
A unit within 6” may add d6” to its move. Once the spell is cast, roll a d6 and add that to the unit’s move stat. That stat will apply until the spell if over.
For every extra d6”: Stress +2
For every extra 6” range: Stress +1
Flight of Fancy (One Turn): Stress 0
A unit within 6” can add 6” to its shooting range (and also add 6” to the -1 for long range restriction).
For every extra 6” shooting range: Stress +1
For every extra spell range 6”: Stress +1
For every extra unit: Stress +1
Call to Order (One Turn): Stress 0
A unit within 6” of the Wizard can add 2 to its Activation rolls
Add an extra 6” range: Stress +1
Add an extra unit: Stress +1
Fog of War (One Turn): Stress 2
All enemy Activation rolls get -1 for the duration of the spell.
Add additional -1: Stress +2
Shadow of Doubt (One Turn): Stress 2
All enemy Courage rolls get -1 for the duration of the spell.
Add additional -1: Stress +2
Ironsides (One Turn): Stress 0
A unit within 6” of the Wizard can add 1 to its Armour for all fights.
For every extra 6” range: Stress +1
For every extra unit: Stress +1
Ironhelms (One Turn): Stress 0
A unit within 6” of the Wizard can add 1 to its Armour for all Shooting against it.
For every extra 6” range: Stress +1
For every extra unit: Stress +1
Solid Ground (One Turn): Stress 1
A unit within 6” of the Wizard is immune to the effects of rough ground.
For every extra 6” range: Stress +1
For every extra unit: Stress +1
Forest of Dread (One Turn): Stress 1
Creates a 6” X 6” patch of Rough Ground and Cover
For each additional contiguous 6”X6” patch: Stress +1
Comments appreciated