second character. No damage can be carried over to a character which
would require a higher Strike-number to hit, regardless of whether the
numbers on the dice would have been high enough to score damage at that
higher Strike-number. For example, an Ogre has the option of striking at
either a Lion which already has accumulated three hits or a Centaur which
is undamaged. The Strike-numbers for his two potential targets are 5 for
the Lion and 6 for the Centaur. He elects to strike the Lion, needing to roll
5s to hit. Regardless of how many 6s he rolls, the best he can do is give the
Lion two more hits and slay it. He cannot cause any damage to the
Centaur. A player may, however, choose to strike at the first character
using a Strike-number higher than normally necessary so that any extra
points of damage can be carried over to the second larger. This option must
be announced prior to rolling any dice, clearly stating the first target and
the optional Strike-number for this strike. You need not declare where
extra hits will carry to. In the above example, the Ogre could decide to
count only 6s rolled as hits, and thus if he rolls more than two 6s, the
Centaur will be damaged by these additional hits. However, now 5s will
nor hit the Lion. Carrying over points of damage is optional; the striking
player decides whether or not to do so if he can.
12.5 Characters may increase their power or skill when striking down
across various hazard hexsides (see the Hazards Chart 11.7). Characters
employing these benefits may not carry over damage to characters against
which the attacker's benefits would not normally have applied. Players
wishing to carry over damage, may forego any benefits to their attacks
which the hazard allowed.
12.6 Characters are removed from the Battleland at the end of the Strike
Phase in which they are slain. Each player's slain characters should be
stacked off the Battleland near the edge which they entered to facilitate
scoring at the end of the Battle. Slain Lords and Demi-Lords, are not
returned to the caretaker's stacks until after an Engagement is resolved.
Thus, they are not available to be acquired for points or recruited as a
reinforcement, respectively, during an Engagement in which they are slain.
12.7 STRIKE CHART (see back of Rulebook)
13.3 A rangestrike must trace the most direct path possible from the
rangestriker's hex to the target's hex. The players should imagine a line
drawn from the center of the rangestriker's hex to the center of the target's
hex. The hexes through which this imaginary line passes are the path of the
rangestrike. When this path passes lengthwise along a hexside, it is
considered to be passing through one of the two hexes the hexside
separates. The rangestriking player decides which hex is part of the path. If
any of the intervening hexes are blocked, the rangestrike is not allowed
(exception: see 13.5). Rangestrikes are blocked by certain Hazards (see the
Hazards Chart 11.7), and friendly and enemy characters in the paths
(exception: see 13.5).
RANGESTRIKE DIAGRAM
13.0 RANGESTRIKING
During a Strike Phase, the player who just completed the previous
Maneuver Phase is entitled to employ
rangestriking; the opposing
player may not employ rangestriking this Strike Phase. A rangestrike is
a special strike representing thrown weapons, spells, breathing fire, etc.,
which is directed against one specific, nonadjacent enemy character (no
carry over to another target is ever allowed). Only characters with the
lightning bolt symbol between their Battle-factors have the ability to
rangestrike. The number of dice thrown in a rangestrike is less than a
normal adjacent strike, but the target may not strike back, since it is not
adjacent. Rangestrikes cannot be made by characters locked in contact
with enemy characters.
13.1 The number of dice thrown in a rangestrike is determined by the
character's Range-strength, which is equal to one half the character's
Power-factor, rounded down. For example, a Dragon with a
Power.faclor of 9 would have a Range-strength of 4, and would throw
four dice when resolving a rangestrike.
13.2 Rangestrikes may be conducted up to a range of hexes equal to the
character's Skill-factor, counting the rangestriker's hex, the target's hex,
and each intervening hex. Rangstrikes traveling a distance of three
hexes strike with the character's normal Skillfactor. Rangestrikes at a
range of four hexes reduce the attacker's Skill-factor by 1. For example,
a Minotaur with a Skill-factor of 4 rangestrikes at a range of four hexes.
Because of the long range, the Minotaur's Skill-factor is assumed to be
3 (instead of 4) when calculating the Strike-number for the rangestrike.
Rangestrikes may not be conducted at a range greater than four hexes.
The above diagram shows the possible paths that rangestrikes must take.
These paths are exemplary. When not blocked, a rangestrike can be
targeted to any hex within range by one of the examples above. The
arrows approximate trajectories: the dotted lines show clearly the hexes
crossed by such trajectories. The numbers count the rangestrikes'
distance. Note that there are two paths to hex E. If either of these is
blocked, the rangestrike must pass through the other to reach E. If both
are blocked, the rangestrike is not allowed.
13.4 Rangestriking and normal striking can be employed by a player's
characters in any order. All rangestrlkes do not have to be conducted at
the same time. They can be conducted first, interspersed with normal
strikes, or saved until all normal strikes have been conducted.
13.5 Lords (Titans, Angels, and Archangels) are immune to rangestrikes
from any character except the Warlock. The rangeslrike of a Warlock is
never blocked or affected by the presence of hazards or characters.
Warlocks may rangestrike four hexes with no reduction in their
Skill-factor. However, a Warlock's movement and conventional strikes
are subject to the normal effects of the presence of hazards and
characters. Warlocks cannot rangestrike when in contact with an
opposing character.