opposing forces is based upon the counters' facings; each player should
have the bottom of his counters nearest his entry side. Characters from
either Legion that do not enter onto the Battleland during each player's
first Maneuver Phase are considered eliminated and may not be brought
on later. Characters eliminated in this manner count toward the victor's
score (see 16.0, Scoring Battles).
10.2 When the
Tower Battleland is used, the attacker's entry side is
always
the lower left side opposite the name-side. The defender's forces must be
deployed within the walled area in lieu of the defender's first Maneuver
Phase; note that such characters do not enter from the name-side, they are
deployed directly into the walled area and may not move in the defender's
first Maneuver Phase. The name-side is considered the defender's entry
side for purposes of reinforcement.
10.3 The defender always takes his Maneuver Phase first each
Battle-Round.
10.4 When the attacker uses Titan Teleportation (see section 8.2) to cause
an Engagement, he may enter from the four hex wide side of his choice
(except when attacking in a Tower Land, see 10.2).
10.5 A Turn Record Track is provided at the bottom of every Battleland.
The defender places the matter of his Legion on the first turn box prior to
his first Maneuver Phase, and before each of his subsequent Maneuver
Phases he should advance the marker one box (the Legion Marker of the
attacking Legion remains on the Masterboard to mark the location of the
Engagement). If the Battle has not ended before the defender's eighth
Maneuver Phase, the remaining characters of the attacker's Legion are
eliminated, and whatever is left of the defender's Legion is returned to the
Masterboard. This is referred to as a time-loss, and the defender receives
no points for the victory.
10.6 During a Strike Phase, each player must strike with each of his
characters in contact with an opposing character (see section 12.0). The
player whose Maneuver Phase preceded the Strike Phase strikes first, and
then the other player responds. Strikes are considered to be simultaneous,
and slain characters are not removed until they have conducted any
allowable strikes.
to move two hexes, it cannot enter or cross the hazard. A flying
character ignores all hazards (except Volcanos, which only Dragons
may enter or cross) until it lands. If a flying character is slowed by a
hazard to a hex in which it chooses to land, landing in that hex counts as
moving two hexes. Hazards have no effect on the movement of
characters leaving a hex (exception: see Cliffs, 11.7).
11.5 A non-flying character cannot enter a hex that contain another
character (even one that is friendly). A flying character may be moved
across occupied hexes. A flying character always lands at the end of its
move, but may not land on a hazard that forbids its entry, in an
occupied hex, or in a hex which it does not have a sufficient movement
allowance to enter.
11.6 Characters may not straddle hexes, nor may unspent move. be
carried over to the next Maneuver Phase.
11.7 HAZARDS CHART (see Rulebook inside rear cover or
separate sheet)
12.0 STRIKE PHASES
During a Strike Phase both players attack with all of their characters that
began the phase on the Battleland in contact with one or more enemy
characters. The player whose Maneuver Phase immediately preceded the
Strike Phase resolves the strikes of all of his characters first, and only his
characters may employ Rangestriking (see 13.0, Rangestriking).
Characters slain during a Strike Phase are not removed from play until
the end of that phase, after they have had a chance to strike. Every
character that can strike must do so, unless all adjacent enemy characters
are already slain. To strike, a character rolls a number of dice equal to its
Power-factor. The
Skill-factors of the striking and target characters are
cross-referenced on the Strike Chart (12.7) to determine the
Strike-number (minimum number needed on each die to hit). Each die
roll equal to or greater than the Strike-number is a hit. When a character
accumulates hits equal to or greater than its Power-factor, it is slain.
12.1 The player who just completed his Maneuver Phase attacks with his
characters first, deciding the order in which they will strike and at which
enemy characters. Each character strikes once per Strike-phase. It strikes
individually and must complete its attack before the next character
strikes. Players may not strike their own characters. When the first player
is finished, the opposing player conducts his attacks.
12.2 For each character that strikes, the owning player must first specify
which enemy character he will strike, and then determine the
Strike-number needed to hit. The Strike-number is found by
cross-referencing the Skill-factors of the attacking and target character on
the Strike Chart, which will reveal a number result For example, an Ogre
(Skill-factor of 2) is striking a Lion (Skill-factor of 3). Cross-referencing
the Ogre's factor of 2 with the Lion's factor of 3 gives the Strike-number
of 5, which is the minimum number needed on the dice of the strike to
score points of damage on the Lion. When the Ogre rolls its strike of six
dice (Ogre Power-factor of 6), all results of 5 or 6 will be hits and results
of 1-4 will be misses. The Lion is slain and removed from the game at
the end of any Strike Phase in which it reaches the 5 hit limit of its
Power-factor. Hazards in either the attacker's or target's hex, or on the
hexside between them, may affect the Strike-number and the number of
dice the attacker rolls (see the Hazards Chart 11.7).
12.3 Damage that characters take during Battle should be noted with the
hit chits provided. Damage accumulates and cannot be repaired during
Battle. Damage has no effect on the wounded character's ability to move
or strike, even if it has only one hit remaining. Characters that are
damaged (but not slain) are automatically healed when the Battle ends.
Slain characters are eliminated and cannot be healed.
12.4 If a strike scores more points of damage than are needed to slay the
target character, the extra points may be carried over to another enemy
character (which must also be adjacent to the attacker) provided that the
attacker would not have normally needed a higher Strike-number to hit
the second character. No damage can be carried over to a character
which would require a higher Strike-number to hit, to hit the second
11.0 MANEUVER PHASE
During a Maneuver Phase, the moving player may move the characters of
his engaged Legion on the Battleland. Only the phasing player's characters
may be moved, and he may not move any of his opponent's characters. He
may move as few or as many of his characters as he wishes. Characters are
moved one at a time, and the movement of a character must be completed
before the next one is moved. A character cannot be moved more than
once per Maneuver Phase.
11.1 When entering the Battleland during the player's first Maneuver
Phase, the first hex a character moves into must lie along the correct side
of entry (see 10.1). This hex counts against the character's maximum
allowable movement for that phase. Characters cannot be moved off the
Battleland.
11.2 During a Maneuver Phase a character may be moved a maximum
number of hexes on the Battleland equal to, or less than, that character's
Skill-factor. Movement may be restricted due to the presence of other
friendly characters, enemy characters, and hazards within hexes and along
hexsides.
11.3 Any two opposing characters occupying a adjacent hexes at the start
of any Maneuver Phase are considered to be locked in contact with each
other (exception: see Cliffs on the Hazards Chart, 11. 7). A character that
begins its Maneuver Phase in contact with one or more enemy characters
cannot move. A character moving through a hex or hexes adjacent to
enemy characters is not in contact with them and need not end its move in
such hexes.
11.4 Certain hazards along a hexside or inside a hex may slow characters
attempting to enter those hexes (see the Hazards Chart, 11.7). When
crossing or entering such a hazard, the hex moved into counts as two
hexes entered. If a character does not have the movement allowance left