diff --git a/public/json/ricks-warmaster/1st Mithraditic War.json b/public/json/ricks-warmaster/1st Mithraditic War.json new file mode 100644 index 0000000..0c999bb --- /dev/null +++ b/public/json/ricks-warmaster/1st Mithraditic War.json @@ -0,0 +1,392 @@ +{ + "specialRules": { + "Phalanx": { + "order": 1 + }, + "Warband": { + "order": 2 + }, + "Skirmish": { + "order": 3 + }, + "Shock": { + "order": 4 + }, + "Warband (Restricted)": { + "order": 5 + }, + "Slow": { + "order": 6 + }, + "Unreliable": { + "order": 7 + }, + "Scythed Chariots": { + "order": 8 + }, + "Legion": { + "order": 9 + }, + "Mithridates Empire Builder": { + "order": 10, + "text": [ + "Mithridates raised Pontus from an insignificant nation into a major power that threatened the power of Rome. Many greeted him as a liberator from the Roman oppressor. He built an empire in Asia Minor and Greece as the champion of Hellenism whilst forming a solid trading alliance and dependent territories across the Black Sea and into the Mediterranean. Mithridates has the Empire Builder special rule. Before the game, roll a D6 and deduct 2 down to a minimum of 1. This indicates the number of enemy troop units affected (between 1 and 4). These units are considered to be Unreliable until such time as one of your own ‘core’ units has been destroyed (i.e. scoring units for withdrawal). The opposing play picks which of his own units are affected—these must be units that are not normally Unreliable." + ] + } + }, + "units": { + "Pontic or Black Sea Nobles": { + "order": 0, + "type": "Cavalry", + "specialRules": [ + "Shock", + "Warband (Restricted)" + ], + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "points": 110, + "upgrades": [ + "Guard Cavalry" + ], + "min": 1, + "max": 2 + }, + "Sarmatian Nobles": { + "order": 1, + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "5+", + "range": 15, + "size": 3, + "points": 115, + "specialRules": [ + "Shock", + "Warband (Restricted)" + ], + "max": 1 + }, + "Armenian Cataphracts": { + "order": 2, + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "4+", + "size": 3, + "points": 125, + "specialRules": [ + "Shock", + "Slow" + ], + "max": 1 + }, + "Light Cavalry": { + "order": 3, + "type": "Cavalry", + "attack": 2, + "hits": 3, + "armour": "6+", + "range": 15, + "size": 3, + "points": 60, + "specialRules": [ + "Skirmish" + ], + "max": 2 + }, + "Skirmish Cavalry": { + "order": 4, + "type": "Cavalry", + "attack": 1, + "hits": 3, + "range": 15, + "size": 3, + "points": 40, + "specialRules": [ + "Skirmish" + ], + "max": 2 + }, + "Horse Archers": { + "order": 5, + "type": "Cavalry", + "attack": 1, + "hits": 3, + "range": 30, + "size": 3, + "points": 60, + "specialRules": [ + "Skirmish" + ], + "max": 2 + }, + "Galatians": { + "order": 6, + "type": "Infantry", + "attack": 3, + "hits": 3, + "size": 3, + "points": 25, + "specialRules": [ + "Warband", + "Unreliable" + ], + "upgrades": [ + "Bastarnae" + ], + "max": 4 + }, + "Mercenary Light Infantry and Thracians": { + "order": 7, + "type": "Infantry", + "min": 2, + "attack": 2, + "range": 15, + "hits": 3, + "size": 3, + "points": 40, + "specialRules": [ + "Skirmish" + ] + }, + "Subject Archers": { + "order": 8, + "type": "Infantry", + "max": 4, + "attack": 2, + "range": 30, + "hits": 3, + "size": 3, + "points": 15, + "specialRules": [ + "Unreliable" + ], + "upgrades": [ + "Upgrade Subject Archers" + ] + }, + "Skirmishers": { + "order": 9, + "type": "Infantry", + "max": 6, + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "points": 30, + "specialRules": [ + "Skirmish" + ] + }, + "Phalanx": { + "order": 10, + "type": "Infantry", + "points": 60, + "min": 2, + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "specialRules": [ + "Phalanx" + ], + "upgrades": [ + "Upgrade Phalanx" + ] + }, + "Ex-Slave Phalanx": { + "order": 11, + "type": "Infantry", + "max": 2, + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "specialRules": [ + "Phalanx" + ], + "points": 50 + }, + "Thureophoroi": { + "order": 12, + "type": "Infantry", + "max": 4, + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "points": 45 + }, + "Refugee Italian Infantry": { + "order": 13, + "type": "Infantry", + "max": 1, + "points": 80, + "specialRules": [ + "Legion" + ], + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3 + }, + "Scythed Chariots": { + "order": 14, + "type": "Chariot", + "max": 1, + "attack": 4, + "hits": 3, + "armour": "5+", + "size": 1, + "points": 50, + "specialRules": [ + "Scythed Chariots" + ] + }, + "General": { + "order": 15, + "type": "General", + "upgrades": [ + "Mithridates Empire Builder" + ], + "attack": "+2", + "command": 9, + "size": 1, + "points": 125, + "armyMax": 1, + "armyMin": 1 + }, + "Leader": { + "order": 16, + "type": "Leader", + "attack": "+1", + "command": 8, + "size": 1, + "points": 80, + "max": 1 + }, + "Allied Commander": { + "order": 17, + "type": "Subordinate", + "upgrades": [ + "Upgrade Commanders" + ], + "attack": "+1", + "command": 7, + "size": 1, + "points": 30, + "max": 2 + } + }, + "upgrades": { + "Upgrade Subject Archers": { + "order": 0, + "type": "Infantry", + "attack": 2, + "range": 30, + "hits": 3, + "size": 3, + "points": "+25", + "max": "Any" + }, + "Bastarnae": { + "order": 1, + "type": "Infantry", + "attack": 4, + "hits": 3, + "size": 3, + "points": "+20", + "max": 1, + "specialRules": [ + "Warband" + ] + }, + "Upgrade Phalanx": { + "order": 2, + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "points": "+10", + "max": 2, + "specialRules": [ + "Phalanx" + ] + }, + "Guard Cavalry": { + "order": 3, + "type": "Cavalry", + "attack": 4, + "hits": 3, + "armour": "5+", + "size": 3, + "max": 1, + "points": "+10", + "specialRules": [ + "Shock", + "Warband (Restricted)" + ] + }, + "Mithridates Empire Builder": { + "order": 4, + "type": "General", + "attack": "+2", + "command": 9, + "size": 1, + "points": "+25", + "max": 1, + "specialRules": [ + "Mithridates Empire Builder" + ] + }, + "Upgrade Commanders": { + "order": 5, + "type": "Subordinate", + "attack": "+1", + "command": 8, + "size": 1, + "points": "+10", + "max": "Any" + } + }, + "armyRules": [ + "Phalanx. Standard phalangites most probably raised from the 6,000 Greek mercenaries hired early in Mithridates’ reign and from the independently-minded, wealthy trading city of Sinope. They wear linen or leather armour and carry a small shield. Armed with a long pike and wearing bronze and iron helmets. Some may have been wealthy enough to afford armour.", + "", + "Ex-Slave Phalanx Troops who had been set free from the Greek Asiatic cities and incorporated into the army. They were wiped out in the first battle they fought in. They would have been armed equipped as phalangites but probably wore a wide variety of clothes .", + "", + "Refugee Italian Infantry and Sertorian Legion: Standard legionary troops, who had fled from the Roman civil wars, well trained and equipped, armed with pilum and large shield.", + "", + "Galatians. Celtic tribes who lived in the desolate parts of Anatolia, part time subjects of Pontus. Armed with javelins, long swords and shields and with captured Greek weaponry. They were notoriously fickle.", + "", + "Theureophoroi:. Troops from the cities of Greece and Asia Minor , most likely levies, and mercenaries. They wore a bronze helmet also they carried a long spear and shield.", + "", + "Bastarnae. The Bastarnae were renowned to be ferocious fighters. They were an important tribal group possibly of mixed German/Celtic ancestry although this is uncertain. Later they fought with the Dacians. Unarmoured but carried a shield with some fighting with a weapon similar to the falx.", + "", + "Subject Archers: Provided by various subjects and Armenians! Primarily armed with the bow but could also have a sword and small shield. Armenian archers were supplied for the Pontic re-conquest.", + "", + "Mercenary Light Infantry and Thracians. Pontic mercenaries and other infantry of the peltast type including Thracians. They were lightly armoured and armed with a shield, javelins and sometimes long spear. They fought in a looser order than the phalanx.", + "", + "Skirmishers. Pontics, Armenians and mercenaries who fought from a distance and avoided close combat where possible. Likely to be armed with javelins.", + "", + "Pontic or Black Sea Nobles. Pontic nobility armed with long spears, swords, helmets and body armour. Sarmatian influence suggests some possibly had horse armour. May be upgraded to Guard to represent an elite bodyguard unit of nobles and retainers some of whom stayed loyal to Mithridates until the very end.", + "", + "Sarmatian Nobles. Armed with bows, kontos, swords, helmets and body armour .Many with horse armour of bronze, leather and horn. The bow fell out of use with the Black Sea Sarmatians , possibly through contact with the Greeks and the amount of horse armour may have declined too", + "", + "Armenian Cataphracts. We have represented these troops as more heavily armoured than the usual heavy cavalry riding horses which are also armoured. Armed with the long lance-like kontos wielded in two hands, they are slow and ponderous.", + "", + "Light Cavalry: Armed with javelins and shields. They fought in a looser order than heavy cavalry, their role to skirmish from a distance but to close with the enemy in the right circumstances.", + "", + "Horse Archers. These are mercenary Scythian horse archers raised from the steppes. They fought at long range with bows and were expert horsemen and archers.", + "", + "Skirmish Cavalry. Mounted skirmishers armed with javelins or bows and wearing no armour. They fight from a distance avoiding close combat where possible.", + "", + "Scythed chariots. A chariot festooned with scythes and blades whose sole purpose was to drive into the enemy ranks to disrupt their formation." + ], + "name": "1st Mithraditic War", + "version": "Warmaster Ancients Ricks lists", + "group": "Greece and the Near East", + "order": 0 +} diff --git a/public/json/ricks-warmaster/2nd Mithraditic War.json b/public/json/ricks-warmaster/2nd Mithraditic War.json new file mode 100644 index 0000000..e27040b --- /dev/null +++ b/public/json/ricks-warmaster/2nd Mithraditic War.json @@ -0,0 +1,347 @@ +{ + "specialRules": { + "Warband": { + "order": 1 + }, + "Skirmish": { + "order": 2 + }, + "Shock": { + "order": 3 + }, + "Warband (Restricted)": { + "order": 4 + }, + "Slow": { + "order": 5 + }, + "Unreliable": { + "order": 6 + }, + "Scythed Chariots": { + "order": 7 + }, + "Legion": { + "order": 8 + }, + "Mithridates the Brave": { + "order": 9, + "text": [ + " In later life Mithridates liked to command from the front. He was wounded in the face and knee at Cabira, 67BC, and in the thigh at Zela, 67 BC. For purposes of one of his own command rolls during the game Mithridates can make up to 4 normally reliable units Brave—ignoring the usual command modifiers for enemy within 20cm and exposed flanks." + ] + } + }, + "units": { + "Pontic or Black Sea Nobles": { + "order": 0, + "type": "Cavalry", + "specialRules": [ + "Shock", + "Warband (Restricted)" + ], + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "points": 110, + "upgrades": [ + "Guard Cavalry" + ], + "min": 1, + "max": 2 + }, + "Sarmatian Nobles": { + "order": 1, + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "5+", + "range": 15, + "size": 3, + "points": 115, + "specialRules": [ + "Shock", + "Warband (Restricted)" + ], + "max": 1 + }, + "Armenian Cataphracts": { + "order": 2, + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "4+", + "size": 3, + "points": 115, + "specialRules": [ + "Shock", + "Slow", + "Unreliable" + ], + "max": 3 + }, + "Light Cavalry": { + "order": 3, + "type": "Cavalry", + "attack": 2, + "hits": 3, + "armour": "6+", + "range": 15, + "size": 3, + "points": 60, + "specialRules": [ + "Skirmish" + ], + "max": 2 + }, + "Skirmish Cavalry": { + "order": 4, + "type": "Cavalry", + "attack": 1, + "hits": 3, + "range": 15, + "size": 3, + "points": 40, + "specialRules": [ + "Skirmish" + ], + "max": 2 + }, + "Horse Archers": { + "order": 5, + "type": "Cavalry", + "attack": 1, + "hits": 3, + "range": 30, + "size": 3, + "points": 60, + "specialRules": [ + "Skirmish" + ], + "max": 2 + }, + "Galatians": { + "order": 6, + "type": "Infantry", + "attack": 3, + "hits": 3, + "size": 3, + "points": 25, + "specialRules": [ + "Warband", + "Unreliable" + ], + "upgrades": [ + "Bastarnae" + ], + "max": 4 + }, + "Mercenary Light Infantry and Thracians": { + "order": 7, + "type": "Infantry", + "min": 2, + "attack": 2, + "range": 15, + "hits": 3, + "size": 3, + "points": 40, + "specialRules": [ + "Skirmish" + ] + }, + "Subject Archers": { + "order": 8, + "type": "Infantry", + "max": 4, + "attack": 2, + "range": 30, + "hits": 3, + "size": 3, + "points": 15, + "specialRules": [ + "Unreliable" + ], + "upgrades": [ + "Upgrade Subject Archers" + ] + }, + "Skirmishers": { + "order": 9, + "type": "Infantry", + "max": 6, + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "points": 30, + "specialRules": [ + "Skirmish" + ] + }, + "Imitation Legionaries": { + "order": 13, + "specialRules": [ + "Legion" + ], + "attack": 3, + "hits": 3, + "armour": "6+", + "type": "Infantry", + "size": 3, + "points": 70, + "min": 2 + }, + "Scythed Chariots": { + "order": 14, + "type": "Chariot", + "max": 1, + "attack": 4, + "hits": 3, + "armour": "5+", + "size": 1, + "points": 50, + "specialRules": [ + "Scythed Chariots" + ] + }, + "Sertorian Legion": { + "order": 15, + "specialRules": [ + "Legion" + ], + "attack": 3, + "hits": 3, + "armour": "5+", + "type": "Infantry", + "size": 3, + "points": 80, + "max": 1 + }, + "General": { + "order": 16, + "type": "General", + "upgrades": [ + "Mithridates the Brave" + ], + "attack": "+2", + "command": 9, + "size": 1, + "points": 125, + "armyMax": 1, + "armyMin": 1 + }, + "Leader": { + "order": 17, + "type": "Leader", + "attack": "+1", + "command": 8, + "size": 1, + "points": 80, + "max": 1 + }, + "Allied Commander": { + "order": 18, + "type": "Subordinate", + "upgrades": [ + "Upgrade Commanders" + ], + "attack": "+1", + "command": 7, + "size": 1, + "points": 30, + "max": 2 + } + }, + "upgrades": { + "Upgrade Subject Archers": { + "order": 0, + "type": "Infantry", + "attack": 2, + "range": 30, + "hits": 3, + "size": 3, + "points": "+25", + "max": "Any" + }, + "Bastarnae": { + "order": 1, + "type": "Infantry", + "attack": 4, + "hits": 3, + "size": 3, + "points": "+20", + "max": 1, + "specialRules": [ + "Warband" + ] + }, + "Guard Cavalry": { + "order": 3, + "type": "Cavalry", + "attack": 4, + "hits": 3, + "armour": "5+", + "size": 3, + "max": 1, + "points": "+10", + "specialRules": [ + "Shock", + "Warband (Restricted)" + ] + }, + "Upgrade Commanders": { + "order": 5, + "type": "Subordinate", + "attack": "+1", + "command": 8, + "size": 1, + "points": "+10", + "max": "Any" + }, + "Mithridates the Brave": { + "order": 5, + "type": "General", + "attack": "+2", + "command": 9, + "size": 1, + "points": "+25", + "max": 1, + "specialRules": [ + "Mithridates the Brave" + ] + } + }, + "armyRules": [ + "Imitation Legionaries. The Pontics retrained most of their close fighting infantry to mirror their Roman adversaries. However, whilst shields, helmets and weaponry may be quickly provided chainmail was much harder to produce. Without access to sources such as the Roman armouries we therefore consider these troops to be more lightly protected than their Roman counterparts, some wearing mail and some not.", + "", + "Sertorian Legion: Standard legionary troops, who had fled from the Roman civil wars, well trained and equipped, armed with pilum and large shield.", + "", + "Galatians. Celtic tribes who lived in the desolate parts of Anatolia, part time subjects of Pontus. Armed with javelins, long swords and shields and with captured Greek weaponry. They were notoriously fickle.", + "", + "Bastarnae. The Bastarnae were renowned to be ferocious fighters. They were an important tribal group possibly of mixed German/Celtic ancestry although this is uncertain. Later they fought with the Dacians. Unarmoured but carried a shield with some fighting with a weapon similar to the falx.", + "", + "Subject Archers: Provided by various subjects and Armenians! Primarily armed with the bow but could also have a sword and small shield. Armenian archers were supplied for the Pontic re-conquest.", + "", + "Mercenary Light Infantry and Thracians. Pontic mercenaries and other infantry of the peltast type including Thracians. They were lightly armoured and armed with a shield, javelins and sometimes long spear. They fought in a looser order than the phalanx.", + "", + "Skirmishers. Pontics, Armenians and mercenaries who fought from a distance and avoided close combat where possible. Likely to be armed with javelins.", + "", + "Pontic or Black Sea Nobles. Pontic nobility armed with long spears, swords, helmets and body armour. Sarmatian influence suggests some possibly had horse armour. May be upgraded to Guard to represent an elite bodyguard unit of nobles and retainers some of whom stayed loyal to Mithridates until the very end.", + "", + "Sarmatian Nobles. Armed with bows, kontos, swords, helmets and body armour .Many with horse armour of bronze, leather and horn. The bow fell out of use with the Black Sea Sarmatians , possibly through contact with the Greeks and the amount of horse armour may have declined too", + "", + "Armenian Cataphracts. We have represented these troops as more heavily armoured than the usual heavy cavalry riding horses which are also armoured. Armed with the long lance-like kontos wielded in two hands, they are slow and ponderous.", + "", + "Light Cavalry: Armed with javelins and shields. They fought in a looser order than heavy cavalry, their role to skirmish from a distance but to close with the enemy in the right circumstances.", + "", + "Horse Archers. These are mercenary Scythian horse archers raised from the steppes. They fought at long range with bows and were expert horsemen and archers.", + "", + "Skirmish Cavalry. Mounted skirmishers armed with javelins or bows and wearing no armour. They fight from a distance avoiding close combat where possible.", + "", + "Scythed chariots. A chariot festooned with scythes and blades whose sole purpose was to drive into the enemy ranks to disrupt their formation." + ], + "name": "2nd Mithraditic War", + "version": "Warmaster Ancients Ricks lists", + "group": "Greece and the Near East", + "order": 1 +} diff --git a/public/json/ricks-warmaster/2nd Punic War Carthaginians.json b/public/json/ricks-warmaster/2nd Punic War Carthaginians.json new file mode 100644 index 0000000..10cfdbe --- /dev/null +++ b/public/json/ricks-warmaster/2nd Punic War Carthaginians.json @@ -0,0 +1,220 @@ +{ + "specialRules": { + "Warband": { + "order": 1 + }, + "Unreliable": { + "order": 2 + }, + "Skirmish": { + "order": 3 + }, + "Elephants": { + "order": 4 + } + }, + "units": { + "Celtic Cavalry": { + "order": 0, + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "max": 3, + "specialRules": [ + "Warband", + "Unreliable" + ], + "upgrades": [ + "Heavy Cavalry" + ], + "points": 70 + }, + "Numidians": { + "order": 1, + "type": "Cavalry", + "attack": 2, + "range": 15, + "hits": 3, + "size": 3, + "min": 2, + "max": 8, + "specialRules": [ + "Skirmish" + ], + "upgrades": [ + "Light Cavalry" + ], + "points": 50 + }, + "Mercenaries": { + "order": 2, + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "min": 4, + "points": 45, + "upgrades": [ + "Citizen Militia" + ] + }, + "Veterans": { + "order": 3, + "type": "Infantry", + "attack": 3, + "hits": 4, + "armour": "5+", + "size": 3, + "max": 4, + "points": 70 + }, + "Celts": { + "order": 4, + "type": "Infantry", + "attack": 3, + "hits": 3, + "size": 3, + "max": 8, + "points": 25, + "specialRules": [ + "Warband", + "Unreliable" + ] + }, + "Skirmishers": { + "order": 5, + "type": "Infantry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "max": 4, + "specialRules": [ + "Skirmish" + ], + "points": 30 + }, + "Elephants": { + "order": 6, + "type": "Elephant", + "attack": 4, + "range": 15, + "hits": 3, + "armour": "5+", + "size": 1, + "points": 40, + "max": 3, + "specialRules": [ + "Elephants" + ] + }, + "General": { + "order": 7, + "type": "General", + "attack": "+2", + "command": 9, + "size": 1, + "points": 125, + "upgrades": [ + "Hannibal" + ], + "armyMax": 1, + "armyMin": 1 + }, + "Leader": { + "order": 8, + "type": "Leader", + "attack": "+1", + "command": 8, + "size": 1, + "points": 80, + "max": 1 + }, + "Subordinate": { + "order": 9, + "type": "Subordinate", + "attack": "+1", + "command": 8, + "size": 1, + "points": 40, + "max": 2 + } + }, + "upgrades": { + "Hannibal": { + "order": 0, + "type": "General", + "attack": "+2", + "command": "10/9", + "size": 1, + "points": "+25" + }, + "Heavy Cavalry": { + "order": 1, + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "points": "+10", + "max": 1 + }, + "Light Cavalry": { + "order": 2, + "type": "Cavalry", + "attack": 2, + "range": 15, + "hits": 3, + "armour": "6+", + "size": 3, + "points": "+10", + "max": 4, + "specialRules": [ + "Skirmish" + ] + }, + "Citizen Militia": { + "order": 3, + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "points": "-10", + "max": 8, + "specialRules": [ + "Unreliable" + ] + } + }, + "name": "2nd Punic War Carthaginians", + "version": "Warmaster Ancients Ricks lists", + "group": "Greece and the Near East", + "order": 2, + "armyRules": [ + "Celtic Cavalry. Better equipped cavalry—armed with long swords, spears or javelins, carrying shields and some wearing mail and/or helmets. Could be recruited from Celtiberians but more commonly from the Celtic tribes of northern Italy.", + "", + "Heavy Cavalry. Up to 1 unit per thousand points of Celtic cavalry cab be upgraded to Heavy Cavalry at the cost shown. The elite of the native Carthaginian cavalry. Armed and fight as late Hellenistic cavalry with body armour, spear, and shield. Though their reputation and equipment might suggest ‘shock’ cavalry this would be an accurate reflection of how they fought. Could also be veteran Celtic or Iberian cavalry.", + "", + "Numidians. Lightly equipped troops mounted on ponies—their usual weapons were javelins and a light shield. Their reputation as skilled riders able to turn and counter-strike has earned them the extra attack over normal skirmisher types.", + "", + "Light Cavalry. Up to 4 units per thousand of Numidians can be upgraded to Light Cavalry with the stats and points cost shown. These represent Spanish, Celtic or Italian cavalry armed with javelins and shield.", + "", + "Mercenaries. May be represented by Celtic, Spanish, Italians or native Carthaginians—we treat them as solid professional and experienced fighters. They form a good proportion of all the armies of the war—and are therefore given the 4 minimum units. They are carry shields and swords and wear a mix of armour—some captured—and most are armed with javelins or light spears.", + "", + "Citizen Militia. Mercenaries can be regarded as Citizen Militia for a reduction in points as shown. These represent infantry from the Carthaginian settlements of Africa and Spain. They are poor troops compared to the mercenaries—probably armed with shields and spears.", + "", + "Veterans. These are experienced infantry units equipped with captured armour—and hence relatively well equipped as well as battle hardened. These are the best units—many warriors fighting through the whole war— with a reputation for doggedness and determination. At Zama their intervention could have doomed the Roman army—were it not for the return of the victorious Numidians of Massinissa.", + "", + "Celts. Gallic, Celitiberian or Ligurian allies. They can make up a sizeable portion of the army—but lack discipline and are consequently sometimes unpredictable. They fight with their native equipment comprising a large sword, shield and—in some cases—light spears. Ligurians—though not Celts—are similar enough in fighting style and equipage to be included amongst their ranks.", + "", + "Skirmishers. These could be any lightly equipped skirmishing infantry from any nation within the Carthaginian sphere—most would be javelin armed whether Libyans, Numidians, Spanish, Celtiberians, Celts or Italians. Balearic troops were famously armed with slings.", + "", + "Elephants. Famously employed by Hannibal when crossing the Alps—yet nonetheless unable to move over steep hills! Carthaginian elephants were smaller than the Indian elephants used by Successor armies—they probably didn’t carry war towers. Note that we have given the values for an elephant as a single unit mounted onto a base 40 x 40mm. Players who wish to revert to the original rules can substitute for a single unit of three at 150 points should they wish.", + "", + "Hannibal. Hannibal has the same rule as described in Warmaster—he begins the game with a Command value of 10—this is reduced to 9 if he fails an order on the roll of an 11 or 12." + ] +} diff --git a/public/json/ricks-warmaster/3rd Mithraditic War.json b/public/json/ricks-warmaster/3rd Mithraditic War.json new file mode 100644 index 0000000..beedc94 --- /dev/null +++ b/public/json/ricks-warmaster/3rd Mithraditic War.json @@ -0,0 +1,316 @@ +{ + "specialRules": { + "Phalanx": { + "order": 1 + }, + "Warband": { + "order": 2 + }, + "Skirmish": { + "order": 3 + }, + "Shock": { + "order": 4 + }, + "Warband (Restricted)": { + "order": 5 + }, + "Slow": { + "order": 6 + }, + "Unreliable": { + "order": 7 + }, + "Scythed Chariots": { + "order": 8 + }, + "Legion": { + "order": 9 + } + }, + "units": { + "Pontic or Black Sea Nobles": { + "order": 0, + "type": "Cavalry", + "specialRules": [ + "Shock", + "Warband (Restricted)" + ], + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "points": 110, + "upgrades": [ + "Guard Cavalry" + ], + "min": 1, + "max": 2 + }, + "Sarmatian Nobles": { + "order": 1, + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "5+", + "range": 15, + "size": 3, + "points": 115, + "specialRules": [ + "Shock", + "Warband (Restricted)" + ], + "max": 1 + }, + "Armenian Cataphracts": { + "order": 2, + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "4+", + "size": 3, + "points": 125, + "specialRules": [ + "Shock", + "Slow" + ], + "max": 1 + }, + "Light Cavalry": { + "order": 3, + "type": "Cavalry", + "attack": 2, + "hits": 3, + "armour": "6+", + "range": 15, + "size": 3, + "points": 60, + "specialRules": [ + "Skirmish" + ], + "max": 2 + }, + "Skirmish Cavalry": { + "order": 4, + "type": "Cavalry", + "attack": 1, + "hits": 3, + "range": 15, + "size": 3, + "points": 40, + "specialRules": [ + "Skirmish" + ], + "max": 2 + }, + "Horse Archers": { + "order": 5, + "type": "Cavalry", + "attack": 1, + "hits": 3, + "range": 30, + "size": 3, + "points": 60, + "specialRules": [ + "Skirmish" + ], + "max": 2 + }, + "Galatians": { + "order": 6, + "type": "Infantry", + "attack": 3, + "hits": 3, + "size": 3, + "points": 25, + "specialRules": [ + "Warband", + "Unreliable" + ], + "upgrades": [ + "Bastarnae" + ], + "max": 4 + }, + "Mercenary Light Infantry and Thracians": { + "order": 7, + "type": "Infantry", + "attack": 2, + "range": 15, + "hits": 3, + "size": 3, + "points": 40, + "specialRules": [ + "Skirmish" + ], + "max": 4 + }, + "Subject Archers": { + "order": 8, + "type": "Infantry", + "max": 4, + "attack": 2, + "range": 30, + "hits": 3, + "size": 3, + "points": 15, + "specialRules": [ + "Unreliable" + ], + "upgrades": [ + "Upgrade Subject Archers" + ] + }, + "Skirmishers": { + "order": 9, + "type": "Infantry", + "max": 4, + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "points": 30, + "specialRules": [ + "Skirmish" + ] + }, + "Imitation Legionaries": { + "order": 10, + "specialRules": [ + "Legion" + ], + "attack": 3, + "hits": 3, + "armour": "6+", + "type": "Infantry", + "size": 3, + "points": 70, + "min": 2 + }, + "Late Phalanx": { + "order": 11, + "specialRules": [ + "Phalanx" + ], + "points": 60, + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "max": 4 + }, + "Scythed Chariots": { + "order": 12, + "type": "Chariot", + "max": 1, + "attack": 4, + "hits": 3, + "armour": "5+", + "size": 1, + "points": 50, + "specialRules": [ + "Scythed Chariots" + ] + }, + "General": { + "order": 13, + "type": "General", + "attack": "+2", + "command": 9, + "size": 1, + "points": 125, + "armyMax": 1, + "armyMin": 1 + }, + "Leader": { + "order": 14, + "type": "Leader", + "attack": "+1", + "command": 8, + "size": 1, + "points": 80, + "max": 1 + }, + "Allied Commander": { + "order": 15, + "type": "Subordinate", + "attack": "+1", + "command": 7, + "size": 1, + "points": 30, + "max": 2 + } + }, + "upgrades": { + "Upgrade Subject Archers": { + "order": 0, + "type": "Infantry", + "attack": 2, + "range": 30, + "hits": 3, + "size": 3, + "points": "+25", + "max": "Any" + }, + "Bastarnae": { + "order": 1, + "type": "Infantry", + "attack": 4, + "hits": 3, + "size": 3, + "points": "+20", + "max": 1, + "specialRules": [ + "Warband" + ] + }, + "Guard Cavalry": { + "order": 3, + "type": "Cavalry", + "attack": 4, + "hits": 3, + "armour": "5+", + "size": 3, + "max": 1, + "points": "+10", + "specialRules": [ + "Shock", + "Warband (Restricted)" + ] + } + }, + "armyRules": [ + "Imitation Legionaries. The Pontics retrained most of their close fighting infantry to mirror their Roman adversaries. However, whilst shields, helmets and weaponry may be quickly provided chainmail was much harder to produce. Without access to sources such as the Roman armouries we therefore consider these troops to be more lightly protected than their Roman counterparts, some wearing mail and some not.", + "", + "Phalanx. Standard phalangites most probably raised from the 6,000 Greek mercenaries hired early in Mithridates’ reign and from the independently-minded, wealthy trading city of Sinope. They wear linen or leather armour and carry a small shield. Armed with a long pike and wearing bronze and iron helmets. Some may have been wealthy enough to afford armour.", + "", + "Galatians. Celtic tribes who lived in the desolate parts of Anatolia, part time subjects of Pontus. Armed with javelins, long swords and shields and with captured Greek weaponry. They were notoriously fickle.", + "", + "Bastarnae. The Bastarnae were renowned to be ferocious fighters. They were an important tribal group possibly of mixed German/Celtic ancestry although this is uncertain. Later they fought with the Dacians. Unarmoured but carried a shield with some fighting with a weapon similar to the falx.", + "", + "Subject Archers: Provided by various subjects and Armenians! Primarily armed with the bow but could also have a sword and small shield. Armenian archers were supplied for the Pontic re-conquest.", + "", + "Mercenary Light Infantry and Thracians. Pontic mercenaries and other infantry of the peltast type including Thracians. They were lightly armoured and armed with a shield, javelins and sometimes long spear. They fought in a looser order than the phalanx.", + "", + "Skirmishers. Pontics, Armenians and mercenaries who fought from a distance and avoided close combat where possible. Likely to be armed with javelins.", + "", + "Pontic or Black Sea Nobles. Pontic nobility armed with long spears, swords, helmets and body armour. Sarmatian influence suggests some possibly had horse armour. May be upgraded to Guard to represent an elite bodyguard unit of nobles and retainers some of whom stayed loyal to Mithridates until the very end.", + "", + "Sarmatian Nobles. Armed with bows, kontos, swords, helmets and body armour .Many with horse armour of bronze, leather and horn. The bow fell out of use with the Black Sea Sarmatians , possibly through contact with the Greeks and the amount of horse armour may have declined too", + "", + "Armenian Cataphracts. We have represented these troops as more heavily armoured than the usual heavy cavalry riding horses which are also armoured. Armed with the long lance-like kontos wielded in two hands, they are slow and ponderous.", + "", + "Light Cavalry: Armed with javelins and shields. They fought in a looser order than heavy cavalry, their role to skirmish from a distance but to close with the enemy in the right circumstances.", + "", + "Horse Archers. These are mercenary Scythian horse archers raised from the steppes. They fought at long range with bows and were expert horsemen and archers.", + "", + "Skirmish Cavalry. Mounted skirmishers armed with javelins or bows and wearing no armour. They fight from a distance avoiding close combat where possible.", + "", + "Scythed chariots. A chariot festooned with scythes and blades whose sole purpose was to drive into the enemy ranks to disrupt their formation." + ], + "name": "3rd Mithraditic War", + "version": "Warmaster Ancients Ricks lists", + "group": "Greece and the Near East", + "order": 3 +} diff --git a/public/json/ricks-warmaster/Antigonid Macedonian.json b/public/json/ricks-warmaster/Antigonid Macedonian.json new file mode 100644 index 0000000..a8e802a --- /dev/null +++ b/public/json/ricks-warmaster/Antigonid Macedonian.json @@ -0,0 +1,247 @@ +{ + "specialRules": { + "Phalanx": { + "order": 1 + }, + "Skirmish": { + "order": 2 + }, + "King of Macedon": { + "order": 3, + "text": [ + "The army’s General can be upgraded to King of Macedon—if this option is taken the army is led by an expert tactician in command of the best drilled army in the world. If the General issues an order to a phalanx then the –1 Command penalty for enemy within 20cm is ignored so long as no penalty also applies for an exposed flank or rear. If the –1 penalty for exposed flank or rear applies then no benefit can be drawn from the King of Macedon. This benefit only applies to phalanxes and not to other units or brigades containing a mix of phalanx and non-phalanx units." + ] + } + }, + "units": { + "Phalanx": { + "order": 0, + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "points": 60, + "min": 4, + "specialRules": [ + "Phalanx" + ] + }, + "Veteran Phalanx": { + "order": 1, + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "specialRules": [ + "Phalanx" + ], + "points": 70, + "upgrades": [ + "Agema Phalanx" + ], + "max": 4 + }, + "Light Infantry": { + "order": 2, + "type": "Infantry", + "attack": 2, + "range": 15, + "hits": 3, + "size": 3, + "specialRules": [ + "Skirmish" + ], + "points": 40, + "upgrades": [ + "Thracians", + "Thureophoroi" + ], + "min": 2, + "max": 6 + }, + "Archers": { + "order": 3, + "type": "Infantry", + "attack": 2, + "range": 30, + "hits": 3, + "size": 3, + "points": 40, + "max": 1 + }, + "Skirmishers": { + "order": 4, + "type": "Infantry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "specialRules": [ + "Skirmish" + ], + "points": 30, + "max": 4 + }, + "Heavy Cavalry": { + "order": 5, + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "points": 80, + "max": 2 + }, + "Mounted Skirmishers": { + "order": 6, + "type": "Cavalry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "specialRules": [ + "Skirmish" + ], + "points": 40, + "upgrades": [ + "Tarantines", + "Horse Archers" + ], + "min": 1, + "max": 3 + }, + "General": { + "order": 7, + "type": "General", + "upgrades": [ + "King of Macedon" + ], + "points": 125, + "armyMax": 1, + "armyMin": 1 + }, + "Leader": { + "order": 8, + "type": "Leader", + "points": 80, + "max": 2 + }, + "Subordinate": { + "order": 10, + "type": "Subordinate", + "points": 40, + "max": 1 + }, + "Allied Subordinate": { + "order": 10, + "type": "Subordinate", + "points": 30, + "max": 1 + } + }, + "upgrades": { + "Agema Phalanx": { + "order": 0, + "specialRules": [ + "Phalanx" + ], + "type": "Infantry", + "attack": 4, + "hits": 3, + "armour": "5+", + "size": 3, + "points": "+10", + "max": "2max" + }, + "Thracians": { + "order": 1, + "specialRules": [ + "Skirmish" + ], + "type": "Infantry", + "attack": 3, + "range": 15, + "hits": 3, + "size": 3, + "points": "+10", + "max": 2 + }, + "Thureophoroi": { + "order": 2, + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "points": "+5", + "max": "Half" + }, + "Tarantines": { + "order": 3, + "specialRules": [ + "Skirmish" + ], + "type": "Cavalry", + "attack": 2, + "range": 15, + "hits": 3, + "armour": "6+", + "size": 3, + "points": "+20", + "max": 1 + }, + "Horse Archers": { + "order": 4, + "specialRules": [ + "Skirmish" + ], + "type": "Cavalry", + "attack": 1, + "range": 30, + "hits": 3, + "size": 3, + "points": "+20", + "max": 1 + }, + "King of Macedon": { + "order": 5, + "type": "General", + "attack": "+2", + "command": 9, + "size": 1, + "max": 1, + "points": "+10" + } + }, + "armyRules": [ + "Phalanx. The core of Macedonian armies were formed from phalangites, notably the Leukaspides (white shields) and Chalkaspides (brazen shields). Phalangites of the later Hellenistic period are often, and rather confusingly, referred to as peltasts after their small round shield—although earlier the term is used only for lightly armed troops. I’ve therefore stuck with phalangites as the term for these pike armed infantry, as this is consistent with other lists.", + "", + "Veteran Phalanx. Macedonian armies were well trained and enjoyed a reputation for martial efficiency—at least from their enemies the Romans. These units represent elite fighting formations. They comprise a greater or lesser proportion of the army because the loss of troops in battle could not easily be made good. Up to 2 units can be upgraded to Agema.", + "", + "Light Infantry. These are the equivalents of the old fashioned peltasts . Can include Greeks or Illyrian javelinmen as well as Thracians. Some can be upgraded to Thracians as noted.", + "", + "Skirmishers. As found in many contemporary armies—armed with javelins, bows or slings. Could be Macedonoan archers or mercenaries such as Agrianian javelinmen or Rhodian sligners.", + "", + "Archers. These could be Macedonians, Cretans or other Greeks. These represent archers fighting as formed bodies of troops—although many archers could also fight as skirmishers.", + "", + "Heavy Cavalry. Macedonian, Thessalian and/or Thracian Cavalry. It appears that the cavalry were now fighting with lighter spears than previously, perhaps reflecting the nature of warfare amongst the hilly country surrounding Macedonia.", + "", + "Mounted Skirmishers. Macedonian, Thessalian. Thracian and other Greeks armed with javelins and a shield.", + "", + "Agema Phalanx. These are the elite of the veteran units—possibly up to 3000 of the 5000 veterans available to the army. Regardless of the army size you can upgrade up to a maximum of 2 Veteran units to Agema with the stats and additional points cost shown.", + "", + "Thracians. These represent the more aggressive and warlike of the light troops—not just Thracians as such. The Thracians were sometimes armed with the heavy rhomphaia—a curved sword perhaps comparable with the later Dacian falx. Up to 2 units of Light Infantry per 1000 points can be upgraded to Thracians for the points adjustment shown.", + "", + "Thureophoroi. These represent light infantry equipped for fighting at close quarters with spear and ‘theuros’ - a large shield whose name means ‘door’. This was a kind of troop that was becoming increasingly common throughout the Mediterranean region—some troops of this kind wore mail armour. Up to half the Light Infantry can be upgraded to Thureophoroi with the stats and points adjustment shown.", + "", + "Tarentines. These represent light cavalry of a superior kind—often armed with spears as well as javelins—the name refers to the city of Tarentum which was famous for its horsemen—although the term acquired general usage for light cavalry of this kind. Up to 1 unit of mounted skirmishers per 1000 points can be upgraded to Tarentines at the points cost shown.", + "", + "Horse Archers. This unit represent Getic horse archers from northern Thrace. Up to 1 unit of mounted skirmishers per 1000 points can be uprated to horse archers at the additional points cost shown." + ], + "name": "Antigonid Macedonian", + "version": "Warmaster Ancients Ricks lists", + "group": "Greece and the Near East", + "order": 4 +} diff --git a/public/json/ricks-warmaster/Artaxiad Armenian.json b/public/json/ricks-warmaster/Artaxiad Armenian.json new file mode 100644 index 0000000..edd37bd --- /dev/null +++ b/public/json/ricks-warmaster/Artaxiad Armenian.json @@ -0,0 +1,250 @@ +{ + "specialRules": { + "Shock": { + "order": 1 + }, + "Slow": { + "order": 2 + }, + "Skirmish": { + "order": 3 + }, + "Unreliable": { + "order": 4 + }, + "Phalanx": { + "order": 5 + }, + "Tigranes the Great": { + "order": 6, + "text": [ + "Tigranes begins the battle with a command value of 9, and is lowered to 8 as soon as an unmodified order roll is 10 or more. Also, any ally subordinate within 20cm of Tigranes has their command value modified to 8." + ] + } + }, + "units": { + "Armenian Cataphracts": { + "order": 0, + "type": "Cavalry", + "attack": 3, + "hits": 3, + "size": 3, + "armour": "4+", + "specialRules": [ + "Shock", + "Slow" + ], + "points": 125, + "min": 1, + "max": 3 + }, + "Mounted Skirmishers": { + "order": 1, + "type": "Cavalry", + "attack": 1, + "hits": 3, + "size": 3, + "range": 15, + "specialRules": [ + "Skirmish" + ], + "points": 40, + "min": 2 + }, + "Horse Archers": { + "order": 2, + "type": "Cavalry", + "attack": 1, + "hits": 3, + "size": 3, + "range": 30, + "specialRules": [ + "Skirmish" + ], + "points": 60, + "max": 2 + }, + "Allied Cataphracts": { + "order": 3, + "type": "Cavalry", + "attack": 3, + "hits": 3, + "size": 3, + "armour": "4+", + "specialRules": [ + "Shock", + "Slow", + "Unreliable" + ], + "points": 115, + "max": 2 + }, + "Archers": { + "order": 4, + "type": "Infantry", + "attack": 2, + "hits": 3, + "size": 3, + "range": 30, + "points": 40, + "min": 2 + }, + "Javelinmen": { + "order": 5, + "type": "Infantry", + "attack": 3, + "hits": 3, + "size": 3, + "points": 35, + "min": 2 + }, + "Skirmishers": { + "order": 6, + "type": "Infantry", + "specialRules": [ + "Skirmish" + ], + "attack": 1, + "hits": 3, + "size": 3, + "range": 15, + "points": 30, + "max": 6 + }, + "Imitation Legion": { + "order": 7, + "upgrades": [ + "Trained Legion" + ], + "specialRules": [ + "Unreliable" + ], + "type": "Infantry", + "attack": 3, + "hits": 3, + "size": 3, + "armour": "5+", + "points": 50, + "max": 4 + }, + "Phalanx": { + "order": 8, + "specialRules": [ + "Phalanx", + "Unreliable" + ], + "upgrades": [ + "Loyal Phalanx" + ], + "type": "Infantry", + "attack": 3, + "hits": 3, + "size": 3, + "armour": "5+", + "points": 60, + "max": 4 + }, + "Armed Servants": { + "order": 9, + "type": "Infantry", + "attack": 2, + "hits": 3, + "size": 3, + "points": 25, + "max": 2 + }, + "General": { + "order": 10, + "type": "General", + "upgrades": [ + "Tigranes" + ], + "points": 100, + "attack": "+2", + "command": 8, + "size": 1, + "armyMax": 1, + "armyMin": 1 + }, + "Crown Prince": { + "order": 11, + "type": "Leader", + "max": 1, + "points": 80, + "attack": "+1", + "command": 8, + "size": 1 + }, + "Allied Commander": { + "order": 12, + "type": "Subordinate", + "max": 2, + "points": 30, + "attack": "+1", + "command": 7, + "size": 1 + } + }, + "upgrades": { + "Trained Legion": { + "order": 0, + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "points": "+10", + "max": "All or none" + }, + "Loyal Phalanx": { + "order": 1, + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "specialRules": [ + "Phalanx" + ], + "points": "+10", + "max": "All or none" + }, + "Tigranes": { + "order": 2, + "type": "General", + "attack": "+2", + "command": "9/8", + "specialRules": [ + "Tigranes the Great" + ], + "max": 1, + "size": 1, + "points": "+30" + } + }, + "armyRules": [ + "Armenian Cataphracts. These are heavily armoured cavalrymen riding horses with varying degrees of armour. They are armed with the long lance-like kontos wielded in two hands. They are relatively slow and ponderous.", + "", + "Mounted Skirmishers. This category represents light cavalrymen armed with either javelins or bows. These could be Armenians or could come from any one of Armenia’s allies or vassels.", + "", + "Archers. Bow armed Armenians or archers from occupied areas with a strong tradition of archery including Syrian and Arab bowmen.", + "", + "Javelinmen. Although armed with javelins or short spears and shields we’ve treated these as essentially close fighting infantry. These represent the native Armenian infantry fighting as formed units.", + "", + "Skirmishers. Armenian infantry fighting in loose formation at a distance either with bows, slings or javelins.", + "", + "Imitation Legion. These are armoured troops fighting in broadly Roman fashion and trained by Tigranes’ ally Pontus; however, lacking the appropriate level of expertise we treat these as regular heavy infantry without the ‘Legion’ rule. We also consider them unreliable unless upgraded to ‘Trained’ , in which case they represent later battle-tried formations.", + "", + "Phalanx. These represent formerly Seleucid troops and are classified as unreliable but can be upgraded to ‘Loyal’ phalanx if you wish.", + "", + "Armed Servants. These represent conscripted civilians and other lowly individuals brought along mostly to fetch and carry during siege operations but included here to swell the ranks. They would probably be armed with shields and spears or javelins and are treated as a poor quality ‘Javelinmen’.", + "", + "Horse Archers. These specialist horse archers represent Parthians or Medians allied to Tigranes.", + "", + "Allied Cataphracts. These are heavy cavalry from amongst the vassel states to the south of Armenia including Media Atropatene, Gordyene, and Adiabene—all formerly northern territories of the Parthian Empire. They are generally armed and armoured much as contemporary Parthian Cataphracts" + ], + "name": "Artaxiad Armenian", + "version": "Warmaster Ancients Ricks lists", + "group": "Greece and the Near East", + "order": 5 +} diff --git a/public/json/ricks-warmaster/Assyrian Alliance Lydian.json b/public/json/ricks-warmaster/Assyrian Alliance Lydian.json new file mode 100644 index 0000000..080e56f --- /dev/null +++ b/public/json/ricks-warmaster/Assyrian Alliance Lydian.json @@ -0,0 +1,254 @@ +{ + "specialRules": { + "Skirmish": { + "order": 1 + }, + "Heavy Chariots": { + "order": 2 + }, + "Portents": { + "order": 3 + }, + "Combined Units": { + "order": 4, + "text": [ + "Combined units can be fielded instead of separate Spear and Bow armed units—but separate and combined units cannot both be chosen—this represents the same troops fighting in mixed formations." + ] + } + }, + "units": { + "Heavy Cavalry": { + "order": 0, + "type": "Cavalry", + "attack": 3, + "hits": 3, + "size": 3, + "armour": "5+", + "points": 80, + "min": 2, + "max": 4 + }, + "Mounted Skirmishers": { + "order": 1, + "type": "Cavalry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "specialRules": [ + "Skirmish" + ], + "points": 40, + "min": 2, + "max": 4 + }, + "Light Infantry": { + "order": 2, + "type": "Infantry", + "attack": 2, + "range": 15, + "hits": 3, + "size": 3, + "specialRules": [ + "Skirmish" + ], + "points": 40, + "min": 1, + "max": 4 + }, + "Skirmishers": { + "order": 3, + "type": "Infantry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "specialRules": [ + "Skirmish" + ], + "points": 30, + "max": 4 + }, + "Qurubuti Spear": { + "order": 4, + "type": "Infantry", + "attack": 4, + "armour": "5+", + "hits": 3, + "size": 3, + "points": 70, + "armyMin": 1, + "armyMax": "-", + "specialRules": [ + "Combined Units" + ] + }, + "Qurubuti Bow": { + "order": 5, + "type": "Infantry", + "attack": 3, + "range": 30, + "hits": 3, + "armour": "6+", + "size": 3, + "points": 60, + "armyMin": 1, + "armyMax": "-", + "specialRules": [ + "Combined Units" + ] + }, + "Qurubuti Combined": { + "order": 6, + "type": "Infantry", + "attack": 3, + "range": 30, + "hits": 3, + "armour": "5+", + "size": 3, + "points": 70, + "armyMin": 2, + "specialRules": [ + "Combined Units" + ] + }, + "Qurubuti Cavalry": { + "order": 7, + "type": "Cavalry", + "attack": 3, + "range": 15, + "hits": 3, + "armour": "6+", + "size": 3, + "points": 70, + "armyMin": 1, + "specialRules": [ + "Combined Units" + ] + }, + "Assyrian Spearmen": { + "order": 8, + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "points": 60, + "max": 3, + "specialRules": [ + "Combined Units" + ] + }, + "Assyrian Bowmen": { + "order": 9, + "type": "Infantry", + "attack": 2, + "range": 30, + "hits": 3, + "armour": "6+", + "size": 3, + "points": 50, + "max": 3, + "specialRules": [ + "Combined Units" + ] + }, + "Combined Assyrians": { + "order": 10, + "type": "Infantry", + "attack": 3, + "range": 30, + "hits": 3, + "armour": "6+", + "size": 3, + "max": 6, + "points": 60, + "specialRules": [ + "Combined Units" + ] + }, + "Assyrian Cavalry": { + "order": 11, + "type": "Cavalry", + "attack": 2, + "range": 15, + "hits": 3, + "armour": "6+", + "size": 3, + "points": 60, + "max": 1, + "specialRules": [ + "Skirmish" + ] + }, + "Assyrian Chariots": { + "order": 12, + "type": "Chariot", + "attack": 4, + "range": 15, + "hits": 4, + "specialRules": [ + "Heavy Chariots" + ], + "armour": "5+", + "size": 1, + "points": 135, + "max": 1 + }, + "General": { + "order": 13, + "type": "General", + "attack": "+2", + "upgrades": [ + "Portents" + ], + "command": 8, + "size": 1, + "points": 100, + "armyMax": 1, + "armyMin": 1 + }, + "Leader": { + "order": 14, + "type": "Leader", + "attack": "+1", + "command": 8, + "size": 1, + "points": 80, + "max": 2 + } + }, + "upgrades": { + "Portents": { + "order": 2, + "specialRules": [ + "Portents" + ], + "max": 1, + "points": "+10" + } + }, + "armyRules": [ + "Heavy Cavalry. The Persians regarded the Lydian cavalry as the best of their troops and were reluctant to engage with them—we have therefore graded them as heavy cavalry with a further option to upgrade then to elite cavalry at +10pts per unit. If units are upgraded in this way no chariots can be included—it being assumed that the elite of Lydian society fight mounted rather than as chariot warriors.", + "", + "Mounted Skirmishers. These could be Phrygian or Paphlagonian cavalrymen—lands to the north of Lydia that came to be part of the Lydian empire. They are typical skirmishing cavalry with javelins.", + "", + "Light Infantry. These represent the lightly equipped troops of the mountainous regions of Anatolia, such as Phyrgians, Paphlagonians, and Cilicians as well as mercenary Thracians from the west. They are armed with javelins and spears and carry large shields.", + "", + "Skirmishers. These are very lightly equipped javelin armed troops from Lydia, Phrygia or Mysia—all part of western Anatolia. Skirmishers like this could probably come from almost anywhere in the Lydian empire—but these areas are known for providing such troops. Up to half these units can be uprated to Lydian or Phrygian bowmen at the cost per unit shown.", + "", + "Assyrian Spears/Bows. These are Assyrian troops of the standing army or Kisir Sarruti—well armoured, wearing helmets and equipped with spears or bows. These troops can be combined into mixed units with the Spearmen in front protecting the archers in the rear rank—these units have a combined stat that reflect the overall fighting prowess of the unit.", + "", + "Qurubuti Spears/Bows. These are the elite fighting formations in the Assyrian army—the King’s Guard—and like the ordinary troops they can be fielded as combined formations with a mixed stat.", + "", + "Assyrian Cavalry. The cavalry are part of the standing army and equipped with armour. Helmets and a mix of spears and bows. They have been given a stat as light cavalry to reflect their mix of armament.", + "", + "Qurubuti Cavalry. These are the elite cavalry units in the army—part of the King’s Guard—equipped in the same way as ordinary cavalry with some riders armed with bows and others armed with spears , but they have been given improved fighting potential to reflect their superior status.", + "", + "Assyrian Chariots. Four horse chariots and crew of four men armed with a mixture of weapons including bows and spears." + ], + "name": "Assyrian Alliance Lydian", + "version": "Warmaster Ancients Ricks lists", + "group": "Greece and the Near East", + "order": 6 +} diff --git a/public/json/ricks-warmaster/Early Carthaginian Greek Allies.json b/public/json/ricks-warmaster/Early Carthaginian Greek Allies.json new file mode 100644 index 0000000..5c13e98 --- /dev/null +++ b/public/json/ricks-warmaster/Early Carthaginian Greek Allies.json @@ -0,0 +1,216 @@ +{ + "specialRules": { + "Heavy Chariots": { + "order": 1 + }, + "Skirmish": { + "order": 2 + }, + "Unreliable": { + "order": 3 + }, + "Warband (Restricted)": { + "order": 4 + }, + "Warband": { + "order": 5 + }, + "Portents": { + "order": 6 + } + }, + "units": { + "Heavy Chariots": { + "order": 0, + "type": "Chariot", + "attack": 3, + "range": 15, + "hits": 4, + "size": 3, + "armour": "5+", + "specialRules": [ + "Heavy Chariots" + ], + "min": 1, + "max": 4, + "points": 115 + }, + "Poeni Cavalry": { + "order": 1, + "type": "Cavalry", + "attack": 3, + "hits": 3, + "size": 3, + "armour": "6+", + "points": 70, + "min": 1, + "max": 2 + }, + "Numidians": { + "order": 2, + "type": "Cavalry", + "attack": 2, + "range": 15, + "hits": 3, + "size": 3, + "specialRules": [ + "Skirmish" + ], + "min": "-", + "points": 50, + "max": 4 + }, + "Sacred Band": { + "order": 3, + "type": "Infantry", + "attack": 3, + "hits": 3, + "size": 3, + "armour": "5+", + "points": 60, + "max": 2 + }, + "African Spearmen": { + "order": 4, + "type": "Infantry", + "attack": 3, + "hits": 3, + "size": 3, + "armour": "6+", + "specialRules": [ + "Unreliable" + ], + "upgrades": [ + "Punic Infantry" + ], + "points": 35, + "min": 4 + }, + "Gallic Warriors": { + "order": 5, + "type": "Infantry", + "attack": 3, + "hits": 3, + "size": 3, + "specialRules": [ + "Warband (Restricted)" + ], + "max": 2, + "points": 35 + }, + "Skirmishers": { + "order": 6, + "type": "Infantry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "specialRules": [ + "Skirmish" + ], + "points": 30, + "min": "-", + "max": 2 + }, + "Hoplites": { + "order": 7, + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "points": 60, + "min": 2, + "max": 4 + }, + "General": { + "order": 8, + "upgrades": [ + "Portents", + "Chariot" + ], + "type": "General", + "attack": "+2", + "command": 9, + "size": 1, + "points": 125, + "armyMax": 1, + "armyMin": 1 + }, + "Leader": { + "order": 9, + "upgrades": [ + "Chariot" + ], + "type": "Leader", + "attack": "+1", + "command": 8, + "size": 1, + "points": 80, + "max": 2 + }, + "Greek Commander": { + "order": 10, + "type": "Subordinate", + "attack": "+1", + "command": 8, + "size": 1, + "points": 40, + "max": 1, + "upgrades": [ + "Chariot" + ] + } + }, + "upgrades": { + "Portents": { + "order": 0, + "points": "+10", + "specialRules": [ + "Portents" + ] + }, + "Punic Infantry": { + "order": 1, + "type": "Infantry", + "points": "+10", + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "max": "Up to half" + }, + "Chariot": { + "order": 2, + "type": "Chariot Mount", + "points": "+10", + "attack": "+1", + "max": 2 + } + }, + "name": "Early Carthaginian Greek Allies", + "version": "Warmaster Ancients Ricks lists", + "group": "Greece and the Near East", + "order": 7, + "armyRules": [ + "Heavy Chariots. The Carthaginians deployed some heavy chariots during this period. Drawn by four horses, they are heavy and powerful enough to qualify as standard heavy chariots but with fewer crew the Attacks value has been reduced as shown.", + "", + "Poeni Cavalry. Poorly protected and lightly equipped cavalry", + "", + "Numidians. The Numidians are lightly equipped and ride small, fleet-footed horses. They are armed with javelins and may have small leather shields.", + "", + "Sacred Band. These are the elite of the Carthaginian infantry.", + "", + "African Spearmen. These are the mainstay of the army but of generally poor quality— not up to the standards to be attained during Hannibal’s day.", + "", + "Gallic Warriors. These are allied Gauls that make up a small part of the army.", + "", + "Skirmishers. These are lightly equipped skirmishers who could come from any of the nations within the Carthaginian sphere including native Africans, Numidians, Greeks, Gauls and Spanish. A few might have slings or bows but most would be armed with javelins and small shields.", + "", + "Punic Infantry. Up to half the units of African Spearmen can be ungraded to similarly equipped but superior Punic Infantry.", + "", + "Hoplites. Heavily armed and armoured Greek infantry armed with spears—the usual early Hoplite panoply.", + "", + "Greek Skirmishers. Skirmishers armed with javelins or slings with or without a small shield." + ] +} diff --git a/public/json/ricks-warmaster/Early Carthaginian Libyan Allies.json b/public/json/ricks-warmaster/Early Carthaginian Libyan Allies.json new file mode 100644 index 0000000..dd9a47a --- /dev/null +++ b/public/json/ricks-warmaster/Early Carthaginian Libyan Allies.json @@ -0,0 +1,232 @@ +{ + "specialRules": { + "Heavy Chariots": { + "order": 1 + }, + "Skirmish": { + "order": 2 + }, + "Unreliable": { + "order": 3 + }, + "Warband (Restricted)": { + "order": 4 + }, + "Warband": { + "order": 5 + }, + "Portents": { + "order": 6 + } + }, + "units": { + "Heavy Chariots": { + "order": 0, + "type": "Chariot", + "attack": 3, + "range": 15, + "hits": 4, + "size": 3, + "armour": "5+", + "specialRules": [ + "Heavy Chariots" + ], + "min": 1, + "max": 4, + "points": 115 + }, + "Poeni Cavalry": { + "order": 1, + "type": "Cavalry", + "attack": 3, + "hits": 3, + "size": 3, + "armour": "6+", + "points": 70, + "min": 1, + "max": 2 + }, + "Numidians": { + "order": 2, + "type": "Cavalry", + "attack": 2, + "range": 15, + "hits": 3, + "size": 3, + "specialRules": [ + "Skirmish" + ], + "min": "-", + "points": 50, + "max": 4 + }, + "Sacred Band": { + "order": 3, + "type": "Infantry", + "attack": 3, + "hits": 3, + "size": 3, + "armour": "5+", + "points": 60, + "max": 2 + }, + "African Spearmen": { + "order": 4, + "type": "Infantry", + "attack": 3, + "hits": 3, + "size": 3, + "armour": "6+", + "specialRules": [ + "Unreliable" + ], + "upgrades": [ + "Punic Infantry" + ], + "points": 35, + "min": 4 + }, + "Gallic Warriors": { + "order": 5, + "type": "Infantry", + "attack": 3, + "hits": 3, + "size": 3, + "specialRules": [ + "Warband (Restricted)" + ], + "max": 2, + "points": 35 + }, + "Skirmishers": { + "order": 6, + "type": "Infantry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "specialRules": [ + "Skirmish" + ], + "points": 30, + "min": 4 + }, + "Warriors": { + "order": 7, + "type": "Infantry", + "attack": 3, + "hits": 3, + "size": 3, + "specialRules": [ + "Warband" + ], + "points": 35, + "min": 1, + "max": 2 + }, + "Javelinmen": { + "order": 8, + "type": "Infantry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "points": 30, + "min": 2, + "max": 8, + "specialRules": [ + "Skirmish", + "Warband" + ] + }, + "General": { + "order": 9, + "upgrades": [ + "Portents", + "Chariot" + ], + "type": "General", + "attack": "+2", + "command": 9, + "size": 1, + "points": 125, + "armyMax": 1, + "armyMin": 1 + }, + "Leader": { + "order": 10, + "upgrades": [ + "Chariot" + ], + "type": "Leader", + "attack": "+1", + "command": 8, + "size": 1, + "points": 80, + "max": 2 + }, + "Tribal Chief": { + "order": 11, + "upgrades": [ + "Chariot" + ], + "type": "Subordinate", + "attack": "+1", + "command": 7, + "size": 1, + "points": 30, + "max": 1 + } + }, + "upgrades": { + "Portents": { + "order": 0, + "points": "+10", + "specialRules": [ + "Portents" + ] + }, + "Punic Infantry": { + "order": 1, + "type": "Infantry", + "points": "+10", + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "max": "Up to half" + }, + "Chariot": { + "order": 2, + "type": "Chariot Mount", + "points": "+10", + "attack": "+1", + "max": 2 + } + }, + "name": "Early Carthaginian Libyan Allies", + "version": "Warmaster Ancients Ricks lists", + "group": "Greece and the Near East", + "order": 8, + "armyRules": [ + "Heavy Chariots. The Carthaginians deployed some heavy chariots during this period. Drawn by four horses, they are heavy and powerful enough to qualify as standard heavy chariots but with fewer crew the Attacks value has been reduced as shown.", + "", + "Poeni Cavalry. Poorly protected and lightly equipped cavalry", + "", + "Numidians. The Numidians are lightly equipped and ride small, fleet-footed horses. They are armed with javelins and may have small leather shields.", + "", + "Sacred Band. These are the elite of the Carthaginian infantry.", + "", + "African Spearmen. These are the mainstay of the army but of generally poor quality— not up to the standards to be attained during Hannibal’s day.", + "", + "Gallic Warriors. These are allied Gauls that make up a small part of the army.", + "", + "Skirmishers. These are lightly equipped skirmishers who could come from any of the nations within the Carthaginian sphere including native Africans, Numidians, Greeks, Gauls and Spanish. A few might have slings or bows but most would be armed with javelins and small shields.", + "", + "Punic Infantry. Up to half the units of African Spearmen can be ungraded to similarly equipped but superior Punic Infantry.", + "", + "Libyan Warriors. Although not heavily armed these fight in close order and are fierce warriors—so we count them as warband.", + "", + "Libyan Javelinmen. Skirmishers carrying javelins." + ] +} diff --git a/public/json/ricks-warmaster/Early Lydian.json b/public/json/ricks-warmaster/Early Lydian.json new file mode 100644 index 0000000..737fd13 --- /dev/null +++ b/public/json/ricks-warmaster/Early Lydian.json @@ -0,0 +1,165 @@ +{ + "specialRules": { + "Skirmish": { + "order": 1 + }, + "Portents": { + "order": 2 + } + }, + "units": { + "Heavy Cavalry": { + "order": 0, + "type": "Cavalry", + "attack": 3, + "hits": 3, + "size": 3, + "armour": "5+", + "points": 80, + "min": 2, + "max": 4 + }, + "Chariots": { + "order": 1, + "type": "Chariot", + "attack": 2, + "range": 15, + "hits": 3, + "size": 3, + "armour": "6+", + "specialRules": [ + "Skirmish" + ], + "points": 80, + "max": 2 + }, + "Mounted Skirmishers": { + "order": 2, + "type": "Cavalry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "specialRules": [ + "Skirmish" + ], + "points": 40, + "min": 2, + "max": 4 + }, + "Cimmerian Horse Archers": { + "order": 3, + "type": "Cavalry", + "attack": 1, + "range": 30, + "hits": 3, + "size": 3, + "specialRules": [ + "Skirmish" + ], + "points": 60, + "max": 1 + }, + "Spearmen": { + "order": 4, + "type": "Infantry", + "attack": 3, + "hits": 3, + "size": 3, + "armour": "6+", + "points": 45, + "min": 4 + }, + "Light Infantry": { + "order": 5, + "type": "Infantry", + "attack": 2, + "range": 15, + "hits": 3, + "size": 3, + "specialRules": [ + "Skirmish" + ], + "points": 40, + "min": 1, + "max": 4 + }, + "Skirmishers": { + "order": 6, + "type": "Infantry", + "attack": 1, + "range": 15, + "upgrades": [ + "Bowmen" + ], + "hits": 3, + "size": 3, + "specialRules": [ + "Skirmish" + ], + "points": 30, + "max": 4 + }, + "General": { + "order": 7, + "type": "General", + "attack": "+2", + "upgrades": [ + "Portents" + ], + "command": 8, + "size": 1, + "points": 100, + "armyMax": 1, + "armyMin": 1 + }, + "Leader": { + "order": 8, + "type": "Leader", + "attack": "+1", + "command": 8, + "size": 1, + "points": 80, + "max": 2 + } + }, + "upgrades": { + "Bowmen": { + "order": 0, + "type": "Infantry", + "max": "Up to half", + "points": "+15", + "attack": 2, + "range": 30, + "hits": 3, + "size": 3 + }, + "Portents": { + "order": 1, + "specialRules": [ + "Portents" + ], + "max": 1, + "points": "+10" + } + }, + "armyRules": [ + "Heavy Cavalry. The Persians regarded the Lydian cavalry as the best of their troops and were reluctant to engage with them—we have therefore graded them as heavy cavalry with a further option to upgrade then to elite cavalry at +10pts per unit. If units are upgraded in this way no chariots can be included—it being assumed that the elite of Lydian society fight mounted rather than as chariot warriors.", + "", + "Chariots. These are two-horse light chariots whose crewmen are armed with javelins and light spears. Chariots were more common in the early part of the list and their use declined as time went on—eventually they were replaced by the cavalry for which Lydia was famous.", + "", + "Mounted Skirmishers. These could be Phrygian or Paphlagonian cavalrymen—lands to the north of Lydia that came to be part of the Lydian empire. They are typical skirmishing cavalry with javelins.", + "", + "Cimmerian Horse Archers. The Cimmerians were early invaders of the Near East—they were driven southward by the Scythians and caused much unrest in Anatolia and Assyria. They were typical steppe nomads—and we have represented them here as horse archers for the sake of variety (they could just as easily be represented by a standard light cavalry stat at the same points cost if players preferred).", + "", + "Spearmen. These are the citizen militia of Anatolian cities such as Sardis— in time they would transmute into Greek-style Hoplites with armour, bronze helmets and long spears—but in the early years they would have shorter spears and or javelins and little if any armour. All or none of the Spearmen can be upgraded to Hoplites either representing native troops or Mercenary Greeks . This costs the indicated points per unit.", + "", + "Light Infantry. These represent the lightly equipped troops of the mountainous regions of Anatolia, such as Phyrgians, Paphlagonians, and Cilicians as well as mercenary Thracians from the west. They are armed with javelins and spears and carry large shields.", + "", + "Skirmishers. These are very lightly equipped javelin armed troops from Lydia, Phrygia or Mysia—all part of western Anatolia. Skirmishers like this could probably come from almost anywhere in the Lydian empire—but these areas are known for providing such troops. Up to half these units can be uprated to Lydian or Phrygian bowmen at the cost per unit shown." + ], + "name": "Early Lydian", + "version": "Warmaster Ancients Ricks lists", + "group": "Greece and the Near East", + "order": 9 +} diff --git a/public/json/ricks-warmaster/Early Ptolemaic.json b/public/json/ricks-warmaster/Early Ptolemaic.json new file mode 100644 index 0000000..3ceffa7 --- /dev/null +++ b/public/json/ricks-warmaster/Early Ptolemaic.json @@ -0,0 +1,251 @@ +{ + "specialRules": { + "Skirmish": { + "order": 1, + "text": [ + "In the Warmaster Ancients game, most skirmishers represent troops whose role is exclusively skirmishing. Whilst other troops may skirmish to a degree, they do so on the tactical level subsumed within close combat. The exceptions are some light cavalry and chariot units which are adjudged to have a duel role and which usually carry a mixture of weapons, eg, Huns.", + "Because skirmishers are such a fundamental part of the armies, the skirmish rules are described throughout the book in the appropriate sections. These are summarised below together with references to the full descriptions.", + "Skirmishers carry suitable weapons—sometimes bows but more likely s lings or javelins—and fight in loose, informal formations taking advantage of local terrain to avoid contact with more powerful but less mobile enemies. In general, skirmishing units represent fewer men than close fighting units. It is assumed they will usually disperse or flee if attacked.", + "", + "1. Skirmishers always move at up to full pace for their type regardless of format ion or circumstances (see p22).", + "2. Skirmishing units can see all round—they can draw a line of sight from any stand's edge. Their shooting zone extends all round to their front, side and rear. Because they can see enemies to their side or rear they can charge, evade or otherwise react to such units (see p10 Visibility) and (p37 Shooting).", + "3. Unless confused, skirmishers are allowed to evade from an enemy charge in the opposing Command phase (see p24).", + "4. Unless confused, skirmishers arc allowed to evade instead of being driven back by shooting in the opposing Shooting phase (see p25).", + "5. Skirmishers can evade through other units. If these other units are not skirmishers, or if they are a second or subsequent unit evaded through regardless of whether they are skirmishers or not, then both units must test for confusion once the move is complete. Units become confused on the roll of a 6 (see p24).", + "6. Skirmishing infantry can support from the side only: they cannot support from behind (see p50).", + "7. Skirmishing infantry can move through some types of terrain that is otherwise impassable—notablyrivers/deep water, forests, and cliffs. This is described in the section on Terrain & Movement (see p31).", + "Note: For the avoidance of doubt, skirmishing infantry are able to evade from charging cavalry, or other non-skirmishing units, even if these units have a greater move distance than they do. In this case, skirmishers are assumed to have already seen, reacted to, and taken steps to avoid their attackers well before they reach their position." + ] + }, + "Portents": { + "order": 2, + "text": [ + "The General can take the portents before the battle. This allows the General to re-roll one failed Command roll once during the battle. Take the Command test again—if successful the order is issued and the General can continue giving further orders if you wish." + ] + }, + "Phalanx": { + "order": 3, + "text": [ + "A phalanx is a deep formation made up of warriors armed with long pikes or spears. We use the term exclusively for those armed with pikes—the main fighting infantry type of Macedonian and later Hellenistic armies. Pikes could be extremely long so that a closely packed phalanx presents an almost unstoppable hedge of spear points to its front. Conversely, a phalanx is easily disordered if attcked to its flanks or moving over dense terrain.", + "1. To preserve the aesthetic appearance of the phalanx and reflect the characteristics of yhe troop type, phalangites are mounted facing the short (20mm) edge of the base. See Appendix 2 for alternative basing suggestions for larger scale models.", + "2. The phalanx is a cumbersome and relatively inflexible formation. To represent this, a phalanx unit moves at normal infantry pace of 20cm in the Command phase if it is both in a line formation and if the unit moves either directly forward or charges. In all other situations or formations, including during evades, the phalanx moves at half pace in the Command phase (10cm).", + "3. None-measured and fixed moves that take place outside the Command phase—such as advances, drive backs, pursuits, and fall backs are worked our exactly like other troops.", + "4. Phalanx stands can not be supported from behind —their basing already represents the depth of the phalanx formation. Phalanx stands can be supported by other phalanx stands to their side, or by other infantry stands positioned to their side and congruent to their front. See Support p49.", + "5. A Phalanx stand striking to its side or rear has an Attack value of '0'. Units are still entitled to a 'Last Ditch' dice where they would not otherwise strike at all.", + "6. Phalanx units treat all dense terrain as impenetrable—woods, villages/build up areas, (broken/marshy ground, steep hills/slopes, woods/tall scrub,villages/build-up areas).", + "7. Phalanx units cannot be placed on ramparts or given ladders with which to attack troops on ramparts.", + "8. A phalanx stand counts as a 'defended' enemy to cavalry, elephants, and chariots charging to its front so long as the stand is not also engaged to its side or rear." + ] + }, + "Shock": { + "order": 4, + "text": [ + "The 'shock' rule applies to hard hitting and often heavily armoured cavalry units. They are likely to be armed with long spears or lances, and charge at a good pace to deliver a decisive blow or punch through the enemy lines. These units are indicated in the army lists.", + "1. Shock cavalry units can be based facing the short (20mm) edge of the stand. Their narrow frontage and increased depth can be thought of as representing successive co-ordinated waves of attack against a narrow point.", + "2. Alternatively to the above, shock cavalry can be based facing the long (40mm) edge of the stand in which case, each stand adds + 1 Combat Attack when charging or pursuing.", + "3. If shock cavalry units are armed with bows, their shooting zone is always straight ahead of their frontage. See Shooting Zone p37.", + "Note: Two base sizes are given because it is recognised that players using larger scale models will find it impractical to base stands to the short edge. In addition, some players may have pre-existing armies based to a 40mm frontage. The long edge basing is not an exact equivalent, but it is comparable overall and is presented as a reasonable compromise. See the Appendices for more on alternative basing for different units." + ] + }, + "Elephants": { + "order": 5, + "text": [ + "Elephants are awesome but somewhat unpredictable weapons of ancient warfare—often proving as deadly to their own side as to the enemy. Once out of control they are inclined to panic and stampede, carrying their hapless crews through their own lines.", + "1. Elephants are terrifying and their enemies therefore suffer the usual -1 Combat modifier.", + "2. Elephants receive the additional + 1 charge bonus Combat rnodifier when charging enemies in the open.", + "3. Elephants that are driven back by shooting, or retreating from combat, or moving as a result of a blunder, will automatically rampage through each unit they contact during the drive back/retreat /blundered move. They will rampage through units regardless of whether they are friends or foes. This includes units they are already touching as well as units they touch as they move. Elephants will rampage through friends even if these make way and will rampage through enerny or friends even where the Elephant is destroyed as a result of retreating into enemy or into another combat.", + "Each unit that is rampaged through must test for confusion and becomes confused on the D6 roll of a 6. If a unit is already confused and is rampaged through then it is still necessary to test, if the dice result is a 6, the unit is destroyed entirely. All stands are removed when this happens during combats, this does not count as additional hits and combat results remain unaffected. See Confusion p63.", + "A unit that makes way for Elephants that are retreating from combat will have to test twice for confusion—once for Elephants and once for making way. In this instance, and all instances where multiple tests are required, always test for Elephants last of all.", + "", + "If an army list has elephant units of three stands then these can instead be fielded as three separate units of one stand each—this is entirely up to the player but must be established before the game begins. If an army includes more than one unit of elephants then all must be fielded in the same way—either as individuals or as units of three. If a unit is divided then each stand subsequently counts as an individual unit in all respects. The Victory points value of each elephant stand is 1/3 that given for the full unit of three rounded up to the nearest five (70 pts for standard Indian and 50 pts for standard African elephant). The army's withdrawal point must be increased concomitantly, counting each elephant stand as a unit.", + "The following rules apply to all elephant units of one stand. This includes units of three stands that have been divided into separate units and units of three stands reduced in size to one stand due to casualties.", + "", + "Elephants can be included as part of a brigade order without adding to the size of the brigade if there is at least one infantry unit in the brigade for each elephant, and, there are no chariots, cavalry or camels in the brigade. For example, a brigade could consist of four elephants and four infantry units and would count as four units. Three elephants and two infantry would count as three units—two infantry with two elephants counting as two plus an extra elephant. One elephant, one infantry, and one cavalry counts as three units because the brigade includes cavalry and therefore the elephant can't be included for 'free'.", + "", + "Up to four individual elephants can also be given a brigade order if they form a 'screen' of elephant stands separated by gaps of no more than 4cm between each elephant. Gaps between elephants must be clear gaps without any intervening troops or terrain that the elephants could not cross. Elephant screen brigades cannot include other types of troops. Although referred to as a 'screen', this is also a useful way of grouping elephants that have become dispersed following combat.", + "", + "Individual elephant stands do not receive the +1 charge bonus for 'Elephant charging against enemy in the open'. Henceforth, this bonus only applies to undivided units of at least two elephants and represents the mass charge of a large number of beasts. Note that the bonus does not apply where two or more separate elephants happen to be positioned next to each other (if you want the bonus use big elephant herds and deploy them as whole units). This does mean that a unit of three elephants reduced to a single elephant foregoes the charge bonus (and having lost all his friends you can't blame him, can you!).", + "Elephants brigaded with Warband infantry do not affect the Warband's command bonus so long as there is at least one infantry unit for each elephant in the brigade.", + "Note that as per the regular rules, elephant units of three stands that have been reduced to a single model still have an associated Command penalty of -2 (-1 per stand lost). This only applies to multi-stand units—it does not apply to elephants that have been divided into separate units of one stand." + ] + }, + "Camels": { + "order": 6, + "text": [ + "Some cavalry units were mounted on camels rather than horses. This was usually a matter of convenience or necessity rather than preference. Camels have a useful characteristic that the ancients recognized and often exploited: namely. horses don't like 'em! It's the smell.", + "1. If an army does not include camel units then its horses find the scent of camels unsettling. Consequently, if a unit of horsed cavalry or chariots is within 20cm of enemy camels when an order is given, any failure, regardless of the dice roll, is considered to be a Blunder (see p68). Even if the order is given by the General, a failure counts as a blunder in this situation. This penalty applies to armies even if their list allows camels but where they have not been included in the army.", + "In a doubles game where armies are fighting as allies, if one army has camels and the other does not, camels will also unsettle allied cavalry or chariot units within 20cm as described above." + ] + } + }, + "units": { + "Peltasts": { + "order": 0, + "type": "Infantry", + "attack": 2, + "range": 15, + "hits": 3, + "size": 3, + "specialRules": [ + "Skirmish" + ], + "points": 40, + "max": 4 + }, + "Cretans": { + "order": 1, + "type": "Infantry", + "attack": 2, + "range": 30, + "hits": 3, + "size": 3, + "points": 40, + "max": 2 + }, + "Skirmishers": { + "order": 2, + "type": "Infantry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "specialRules": [ + "Skirmish" + ], + "points": 30, + "max": 4 + }, + "Heavy Cavalry": { + "order": 3, + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "specialRules": [ + "Shock" + ], + "points": 110, + "min": 1, + "max": 2 + }, + "Ethnic Cavalry": { + "order": 4, + "type": "Cavalry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "specialRules": [ + "Skirmish" + ], + "points": 40, + "max": 2 + }, + "Camelry": { + "order": 5, + "type": "Cavalry", + "attack": 1, + "range": 15, + "hits": 3, + "armour": "6+", + "size": 3, + "specialRules": [ + "Skirmish", + "Camels" + ], + "points": 60, + "max": 1 + }, + "Macedonian Phalanx": { + "order": 6, + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "specialRules": [ + "Phalanx" + ], + "points": 60, + "min": 4 + }, + "Agema Phalanx": { + "order": 7, + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "specialRules": [ + "Phalanx" + ], + "points": 70, + "max": 1 + }, + "Indian Elephant": { + "order": 8, + "type": "Elephant", + "attack": 4, + "range": 15, + "hits": 4, + "armour": "5+", + "size": 1, + "specialRules": [ + "Elephants" + ], + "points": 70, + "max": 1 + }, + "General": { + "order": 9, + "upgrades": [ + "Portents" + ], + "type": "General", + "attack": "+2", + "command": 9, + "size": 1, + "points": 125, + "armyMax": 1, + "armyMin": 1 + }, + "Leader": { + "order": 10, + "type": "Leader", + "max": 2, + "attack": "+1", + "command": 8, + "size": 1, + "points": 80 + } + }, + "upgrades": { + "Portents": { + "order": 0, + "specialRules": [ + "Portents" + ], + "points": "+10" + } + }, + "order": 10, + "name": "Early Ptolemaic", + "version": "Warmaster Ancients Ricks lists", + "group": "Greece and the Near East", + "armyRules": [ + "Macedonian Phalanx. The regular Macedonian phalanx. Well drilled soldiers.", + "", + "Agema Phalanx. The elite proportion of the army comprising veteran phalangites.", + "", + "Peltasts. Regular Successor type including Greek or Thracian peltasts, or even Cretan or Pisidian peltasts as well as garrison units fighting in a comparable fashion.", + "", + "Skirmishers. Lightly armed troops fighting as skirmishers—including javelinmen, bowmen and slingers. Mostly Egyptian or Syrian archers or slingers.", + "", + "Elephants. The Ptolomies had aceess to Indian elephants at certain periods but their use gradually declined. An attempt was made to import African elephants from Kush—but this was probably not a success.", + "", + "Heavy Cavalry. The Cleruch cavalry equipped and trained in the fashion of Macedonian Companions.", + "", + "Ethnic Cavalry. Locally trained cavalry armed with javelins." + ] +} diff --git a/public/json/ricks-warmaster/Early Saxons.json b/public/json/ricks-warmaster/Early Saxons.json new file mode 100644 index 0000000..74097a3 --- /dev/null +++ b/public/json/ricks-warmaster/Early Saxons.json @@ -0,0 +1,171 @@ +{ + "specialRules": { + "Shieldwall": { + "order": 1 + }, + "Skirmish": { + "order": 2 + }, + "Warband (Restricted)": { + "order": 3 + }, + "Portents": { + "order": 4 + } + }, + "units": { + "Thegns": { + "order": 0, + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "specialRules": [ + "Shieldwall" + ], + "points": 50, + "min": 4, + "upgrades": [ + "King's Thegns", + "Armoured Thegns", + "Replace Shieldwall with Warband" + ] + }, + "Coerls": { + "order": 1, + "type": "Infantry", + "attack": 3, + "hits": 3, + "size": 3, + "specialRules": [ + "Shieldwall" + ], + "points": 40, + "min": 8, + "upgrades": [ + "Replace Shieldwall with Warband" + ] + }, + "Archers": { + "order": 2, + "type": "Infantry", + "attack": 2, + "range": 30, + "hits": 3, + "size": 3, + "points": 40, + "max": 1, + "upgrades": [ + "Gain Warband" + ] + }, + "Skirmishers": { + "order": 3, + "type": "Infantry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "specialRules": [ + "Skirmish" + ], + "points": 30, + "max": 2 + }, + "General": { + "order": 4, + "type": "General", + "attack": "+2", + "command": 9, + "size": 1, + "upgrades": [ + "Portents" + ], + "points": 125, + "armyMax": 1, + "armyMin": 1 + }, + "Eaorl": { + "order": 5, + "type": "Subordinate", + "attack": "+1", + "command": 8, + "size": 1, + "points": 40, + "max": 4 + } + }, + "upgrades": { + "King's Thegns": { + "order": 0, + "specialRules": [ + "Shieldwall" + ], + "type": "Infantry", + "attack": 4, + "hits": 3, + "armour": "5+", + "size": 3, + "points": "+25", + "max": "1max" + }, + "Armoured Thegns": { + "order": 1, + "specialRules": [ + "Shieldwall" + ], + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "points": "+15", + "max": "Up to half" + }, + "Portents": { + "order": 3, + "specialRules": [ + "Portents" + ], + "max": 1 + }, + "Replace Shieldwall with Warband": { + "order": 3, + "specialRules": [ + "Warband (Restricted)" + ], + "points": "-5", + "max": "All non-skirmish or none" + }, + "Gain Warband": { + "order": 4, + "specialRules": [ + "Warband (Restricted)" + ], + "points": "+0", + "max": "All or none" + } + }, + "armyRules": [ + "The following options are available for the Early Saxons. Shieldwall troops and archers can be reclassified as Warband to represent the earlier phase of Saxon invasion prior to the establishment of Saxons kingdoms; typified by piratical raids and a mass land grab by Saxon settlers. If the Warband option is taken the Armoured Thegns option is not available due to the paucity of armour amongst the early Saxons. See the descriptions for details.", + "", + "Thegns. These are the fighting men of the Saxon army—the retainers of the King known as gesith at first and later thegns—the term thegns came to denote retainers with a military obligation to the King. Although there is no direct evidence for armour in early Saxon England there is evidence for armour in the Saxon homelands in Europe and it would seem likely that at least some of the thegns wore mail armour and helmets. They would carry spears and swords—the Saxons used a distinctive single edged sword called a ‘seax’ - possibly associated with the word ‘Saxon’ itself.", + "", + "Ceorls. These are the commoners of Saxon society—the lowest class of freemen, essentially peasant farmers, probably making up the bulk of the population. Their obligation to fight would be to their Eorl or other local ruler as part of the levy or fyrd. They would have little equipment other than a shield, spear and perhaps a sword.", + "", + "Archers. We have made allowance to include bowmen—if only to give the army some tactical flexibility —but these were not numerous or particularly effective and could equally well be restricted to skirmishing,", + "", + "Skirmishers. These represent youngsters armed with bows or possibly javelins whose role is to skirmish rather than fight at close quarters.", + "", + "King’s Thegns. Essentially the King’s personal retinue—the best armed and armoured warriors in the land. Regardless of army size only a single unit of Thegns can be upgraded to King’s Thegns.", + "", + "Armoured Thegns. Up to half the Thegns can be upgraded to armoured Thegns—armour was quite probably quite rare and this upgrade allows for the inclusion of more heavily armoured warriors after the initial invasion period. Thegn’s can’t be uparmoured in this way if the Warband option is chosen.", + "", + "Warband. This option allows all King’s Thegns, Thegns, Ceorls and Archers to be rated as Warband—either all or none must be rated in this way. Units normally rated as Shieldwall lose their Shieldwall status and get Warband instead for a –5 point saving. Essentially—this makes the army more ‘barbaric’ and aggressive—and is intended to represent the earliest phase of Saxon invasion and settlement. If this option is chosen Thegn’s cannot be uparmoured—except that one unit can be upgraded to King’s Thegn’s as described above." + ], + "name": "Early Saxons", + "version": "Warmaster Ancients Ricks lists", + "group": "The Dark Ages", + "order": 3 +} diff --git a/public/json/ricks-warmaster/Early Sicillian Normans.json b/public/json/ricks-warmaster/Early Sicillian Normans.json new file mode 100644 index 0000000..ff071ea --- /dev/null +++ b/public/json/ricks-warmaster/Early Sicillian Normans.json @@ -0,0 +1,259 @@ +{ + "specialRules": { + "Shock": { + "order": 1 + }, + "Skirmish": { + "order": 2 + }, + "Unreliable": { + "order": 3 + }, + "Shieldwall": { + "order": 4 + }, + "Guiscard": { + "order": 5, + "text": [ + "If the General is upgraded to Robert Guiscard then he may use his cunning to outwit his opponent. At the start of the battle, after both sides have deployed but before any moves are made Guiscard may roll 2D6 and rearrange that number of units and commanders in any way he sees fit within his normal deployment area." + ] + }, + "Iron Arm": { + "order": 6, + "text": [ + "Norman adventurers were hungry for power and wealth and being only a couple of generations removed from their Viking forebears saw personal heroics as an important route to gaining advancement among their peers. Probably the most famous example being William d’Hauteville who killed the Emir of Syracuse with a single blow, earning himself much prestige and the sobriquet 'Iron Arm'. One Baron per thousand points can have his attacks increased to 3 dice to reflect this bloodthirsty attitude and the willingness to lead from the front." + ] + } + }, + "units": { + "Infantry": { + "order": 0, + "type": "Infantry", + "attack": 3, + "hits": 3, + "size": 3, + "points": 35, + "min": 2, + "upgrades": [ + "Militia", + "Heavy Militia" + ] + }, + "Archers": { + "order": 1, + "type": "Infantry", + "attack": 2, + "range": 30, + "hits": 3, + "size": 3, + "points": 40, + "min": 1, + "max": 4 + }, + "Varangians": { + "order": 2, + "type": "Infantry", + "attack": 4, + "hits": 3, + "armour": "5+", + "size": 3, + "points": 75, + "max": 2, + "specialRules": [ + "Shieldwall" + ] + }, + "Skirmisher Infantry": { + "order": 3, + "specialRules": [ + "Skirmish" + ], + "type": "Infantry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "points": 30, + "min": 1, + "max": 4 + }, + "Norman Cavalry": { + "order": 4, + "specialRules": [ + "Shock" + ], + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "points": 110, + "min": 2 + }, + "Southern Cavalry": { + "order": 5, + "upgrades": [ + "Southern Cavalry" + ], + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "points": 70, + "max": 2 + }, + "Light Cavalry": { + "order": 6, + "specialRules": [ + "Skirmish" + ], + "type": "Cavalry", + "attack": 2, + "range": 15, + "hits": 3, + "armour": "6+", + "size": 3, + "points": 60, + "min": 1, + "max": 4 + }, + "Skirmisher Cavalry": { + "order": 7, + "specialRules": [ + "Skirmish" + ], + "type": "Cavalry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "points": 40, + "min": 1, + "max": 2 + }, + "General": { + "order": 8, + "upgrades": [ + "Robert Guiscard" + ], + "type": "General", + "attack": "+2", + "command": 9, + "size": 2, + "points": 125, + "armyMax": 1, + "armyMin": 1 + }, + "Lord": { + "order": 9, + "type": "Leader", + "attack": "+1", + "command": 8, + "size": 2, + "points": 80, + "max": 1 + }, + "Baron": { + "order": 10, + "upgrades": [ + "Iron Arm" + ], + "type": "Subordinate", + "attack": "+1", + "command": 8, + "size": 2, + "points": 40, + "max": 2 + } + }, + "upgrades": { + "Militia": { + "order": 0, + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "points": "+0", + "specialRules": [ + "Unreliable" + ], + "max": "up to half" + }, + "Heavy Militia": { + "order": 1, + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "specialRules": [ + "Unreliable" + ], + "points": "+15", + "max": "up to half of militia" + }, + "Southern Cavalry": { + "order": 2, + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "points": "+30", + "specialRules": [ + "Shock" + ] + }, + "Robert Guiscard": { + "order": 3, + "type": "General", + "attack": "+2", + "size": 1, + "command": 9, + "max": 1, + "specialRules": [ + "Guiscard" + ], + "points": "+10" + }, + "Iron Arm": { + "order": 4, + "type": "Subordinate", + "attack": "+3", + "size": 1, + "command": 8, + "max": 1, + "specialRules": [ + "Iron Arm" + ], + "points": "+20" + } + }, + "armyRules": [ + "Norman Cavalry. These were often called knights in contemporary sources; equipped with lance and sword and protected with mail armour and large kite shields they formed the cutting edge of the Norman armies.", + "", + "Southern Cavalry. Norman Squires and other locally recruited shock cavalry including Byzantines, Muslims and Lombards. Although shock based they have been given a reduced armour save to reflect the relative light armour favoured by the locals when compared with the Norman invaders.", + "", + "Light Cavalry. These are Norman and Muslims, the Muslims found the d’Hautevilles benevolent rulers so were extremely loyal, who providing skirmishing cavalry armed with javelins and shields. These were prepared to engage in melee if it was to their advantage.", + "", + "Skirmishing Cavalry. These are lightly equipped units recruited from the Muslims armed with javelins and shields who fought as skirmishers only.", + "", + "Varangians. Accounts of the first invasion of Sicily include references to units of northern “varangians” fighting for the Normans, presumably as freebooters or mercenaries. That they were so described implies that they were perceived as being different from the Normans and have been classified as heavy infantry in the Viking mould similar to the “varangians” in the Rus and Byzantine lists from whom they were probably drawn.", + "", + "Infantry. Mercenary and local infantry armed with spears and shields from the towns of Southern Italy, especially those captured from the Byzantine provided good infantry in the form of local militias.", + "", + "Archers. Southern Italy and especially the Muslims of Sicily had a long standing archery tradition and once they had begun to make inroads into the island the Normans quickly adopted the archer as a key part of their army.", + "", + "Militia. Up to half the infantry may be upgraded to town militia from the former Byzantine towns and cities conquered by the Normans. Militia enjoy a saving throw of 6+ but were generally reluctant to serve their new masters and have been classed as unreliable.", + "", + "Heavy Militia. Up to half the infantry upgraded to militia may have their armour increased to a 5+ save, this represents the tradition of heavier armoured Byzantine militia infantry in the towns and cities of the old Byzantine holdings, they remain unreliable.", + "", + "Skirmishing Infantry. These are lightly equipped units recruited from the local Muslims and were armed with javelins and shields they fought, like their cavalry counterpart, as skirmishers only." + ], + "name": "Early Sicillian Normans", + "version": "Warmaster Ancients Ricks lists", + "group": "The Dark Ages", + "order": 0 +} diff --git a/public/json/ricks-warmaster/Early Vikings.json b/public/json/ricks-warmaster/Early Vikings.json new file mode 100644 index 0000000..573d928 --- /dev/null +++ b/public/json/ricks-warmaster/Early Vikings.json @@ -0,0 +1,166 @@ +{ + "specialRules": { + "Shieldwall": { + "order": 1 + }, + "Fanatics": { + "order": 2 + }, + "Skirmishers": { + "order": 3 + } + }, + "units": { + "Hirdmen": { + "order": 0, + "type": "Infantry", + "attack": 4, + "hits": 3, + "armour": "5+", + "size": 3, + "points": 75, + "max": 1, + "specialRules": [ + "Shieldwall" + ] + }, + "Vikings": { + "order": 1, + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "points": 50, + "min": 6, + "specialRules": [ + "Shieldwall" + ], + "upgrades": [ + "Seasoned Vikings" + ] + }, + "Berserkers": { + "order": 2, + "type": "Infantry", + "attack": 4, + "hits": 3, + "size": 3, + "points": 50, + "max": 1, + "specialRules": [ + "Fanatics" + ] + }, + "Archers": { + "order": 3, + "type": "Infantry", + "attack": 2, + "range": 30, + "hits": 3, + "size": 3, + "points": 40, + "max": 1 + }, + "Skirmishers": { + "order": 4, + "type": "Infantry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "points": 30, + "max": 3, + "specialRules": [ + "Skirmishers" + ] + }, + "Horsemen": { + "order": 5, + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "points": 70, + "max": 1 + }, + "General": { + "order": 6, + "type": "General", + "attack": "+2", + "command": 8, + "size": 1, + "points": 100, + "upgrades": [ + "King Guthrum" + ] + }, + "Jarl": { + "order": 7, + "type": "Leader", + "attack": "+1", + "command": 8, + "size": 1, + "points": 80, + "max": 1 + }, + "Subordinates": { + "order": 8, + "type": "Subordinate", + "attack": "+1", + "command": 8, + "size": 1, + "points": 40, + "max": 1 + } + }, + "upgrades": { + "Seasoned Vikings": { + "order": 0, + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "points": "+15", + "max": 2, + "specialRules": [ + "Shieldwall" + ] + }, + "King Guthrum": { + "order": 1, + "type": "General", + "attack": "+2", + "command": 9, + "size": 1, + "points": "+25", + "max": 1, + "armyMax": 1, + "armyMin": 1 + } + }, + "armyRules": [ + "Hirdmen. The Hirdmen where the best, experienced and fulltime warriors in the Danish army. Personal retainers of the King or Warlord. Carrying the best armour, equipped with long axes (Dan-ax), swords, shields, chainmail and good helmets. Most had richly decorated equipment and many arm rings which where given to them for deeds of exceptional bravery or loyalty. All in all feared warriors with great renown.", + "", + "Vikings. The Vikings where the main part of the Danish army which raided many parts of Europe and indeed further then that. These paid warriors banded in their villages and swore oaths to their jarls to follow them into the longships for seasonal campaigns away from home. They had shields and spears, most had helmets, axes and some leather armour, some had swords and a few even had chainmail.", + "", + "Seasoned Vikings. Up to 2 units of Vikings per 1000 points of army size can be upgraded to seasoned Vikings with the stats shown. The seasoned Vikings represent veterans in the Danish army, usually retainers of Jarl. These warriors had become experienced and rich and had obtained better equipment in the process. They carried shields, spears and swords or long axes (the two handed Dan-ax) and chainmail or equivalent. These warriors made sure the shieldwall kept together and would often be at the thick of the fighting.", + "", + "Berserkers. These were the shock troops of the army. It is unlikely they fought in units, but these terrifying madmen where a sheer terror to face on the field of battle. They are known to work themselves up into a frenzy with mushrooms and alcohol, and made sure they where the first to the fight. The mushrooms also had a steroid effect which gave the users a boost in muscle growth, endurance and pain threshold. Making the users even bigger, taller and more aggressive then the average Dane, who where already fierce warriors taller then the most Europeans. The drug had its cost though, for the users became quite mad and unstable in the process, known to jump overboard at sea or bite chunks out of shields during preparation of combat.", + "Some stories tell about the draping of wolf or bearskin (hence berserker =bearskin wearer), or that they where more animal then men. (Behaving like bears) And some tales tell of ‘bare shirted’ warriors, (warriors with no armour). But whatever they looked like, or wore during battle, they scared the enemy senseless. For game purposes these frenzied warriors can be fielded in a unit.", + "", + "Skirmishers. These were mostly lightly armoured men with woodsmen axes, some javelins, throwing axes or a light bow. These were often the poor who hoped to gain some money or loot from which they could get better equipment so that they could join the shieldwall with the real warriors, who would also receive the bigger share of the loot.", + "", + "Horsemen. A larger Danish army would often field some horsemen for mobility. These horsemen where armed with thrusting spears, axes and shields. These warriors weren’t especially trained or gifted with cavalry tactics. Fighting from horseback in an age of where many infantry were spears-armed and able to form shieldwalls wasn’t all that useful. The Danes used horsemen to run down the enemy as the battle was over. Most warriors in the army would frown upon the horsemen for this reason. The place for good warriors was naturally at the front in the shieldwall where they could gain renown and loot.", + "", + "Archers. The Vikings did employ some archers on a small scale. Mostly during ship to ship combat, and not usually during raids, as the raid would rely on surprise, speed and shock when archers weren’t very useful.", + "", + "King Guthrum. The army’s General can be uprated to King Guthrum as shoiwn. Guthrum was a warlord which conquered many parts of Wessex during the late 9th century Britain. After a long war and many sieges he was finally defeated by Alfred the Great during the battle of Edington. This ended the thread to Alfred and after the baptism of Guthrum led to the establishment of the Danelaw in England." + ], + "name": "Early Danes/Vikings", + "version": "Warmaster Ancients Ricks lists", + "group": "The Dark Ages", + "order": 4 +} diff --git a/public/json/ricks-warmaster/Galatians Deiotarus.json b/public/json/ricks-warmaster/Galatians Deiotarus.json new file mode 100644 index 0000000..bd8ed18 --- /dev/null +++ b/public/json/ricks-warmaster/Galatians Deiotarus.json @@ -0,0 +1,198 @@ +{ + "specialRules": { + "Skirmish": { + "order": 1 + }, + "Warband": { + "order": 2 + }, + "Legion": { + "order": 3 + }, + "Portents": { + "order": 4 + }, + "Deiotarus": { + "order": 5, + "text": [ + "(Divine Bull) The General can be upgraded to Deiotarus the general who united the Galatians, instead of taking the usual portents option. If the General is upgraded then all Chieftains within 20cm of the General can give orders using the Generals Command value of 8 (as Great Leader: Vercingetorix)" + ] + } + }, + "units": { + "Galatian Warriors": { + "order": 0, + "type": "Infantry", + "attack": 3, + "hits": 3, + "size": 3, + "points": 35, + "specialRules": [ + "Warband" + ], + "min": 8, + "upgrades": [ + "Imitation Legion", + "Veteran Warriors", + "Bodyguard", + "Gaesati" + ] + }, + "Galatian Skirmishers": { + "order": 1, + "type": "Infantry", + "attack": 1, + "hits": 3, + "range": 15, + "size": 3, + "points": 30, + "specialRules": [ + "Skirmish" + ], + "max": 4 + }, + "Noble Cavalry": { + "order": 2, + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "points": 80, + "min": 1, + "max": 3 + }, + "Allied Skirmishing Cavalry": { + "order": 3, + "type": "Cavalry", + "attack": 1, + "hits": 3, + "range": 15, + "size": 3, + "points": 40, + "specialRules": [ + "Skirmish" + ], + "max": 2 + }, + "General": { + "order": 4, + "type": "General", + "attack": "+2", + "command": 8, + "size": 1, + "points": 100, + "upgrades": [ + "Deiotarus", + "Portents" + ], + "armyMax": 1, + "armyMin": 1 + }, + "Tetrarch": { + "order": 5, + "type": "Subordinate", + "attack": "+1", + "max": 2, + "command": 8, + "size": 1, + "points": 40 + }, + "Chieftain": { + "order": 6, + "type": "Subordinate", + "attack": "+1", + "max": 2, + "command": 7, + "size": 1, + "points": 30 + } + }, + "upgrades": { + "Imitation Legion": { + "order": 0, + "type": "Infantry", + "points": "+35", + "size": 3, + "attack": 3, + "hits": 3, + "armour": "6+", + "specialRules": [ + "Legion" + ], + "max": 4 + }, + "Veteran Warriors": { + "order": 1, + "type": "Infantry", + "points": "+10", + "size": 3, + "attack": 3, + "hits": 3, + "armour": "6+", + "max": 2, + "specialRules": [ + "Warband" + ] + }, + "Bodyguard": { + "order": 2, + "type": "Infantry", + "points": "+20", + "size": 3, + "attack": 4, + "hits": 3, + "armour": "6+", + "max": 2, + "specialRules": [ + "Warband" + ] + }, + "Gaesati": { + "order": 3, + "type": "Infantry", + "points": "+15", + "size": 3, + "attack": 4, + "hits": 3, + "max": 2, + "specialRules": [ + "Warband" + ] + }, + "Deiotarus": { + "order": 4, + "specialRules": [ + "Deiotarus" + ], + "type": "General", + "size": 1, + "command": 8, + "attack": "+2" + }, + "Portents": { + "order": 5, + "points": "+10", + "specialRules": [ + "Portents" + ] + } + }, + "armyRules": [ + "Galatian Warriors. These would be the bulk of the army drawn from the ordinary classes. They would be armed with javelins and shields but have no armour.", + "", + "Bodyguard. Galatian Warriors can be upgraded to Bodyguard with the stats and cost shown. A band of regular warriors armed with long swords, shields , with some wearing chain armour or helmets.", + "", + "Veteran Warriors. Galatian Warriors can be upgraded to Veteran Warriors with the stats and cost shown. Wearing looted armour, and some Greek weapons and equipment", + "", + "Gaesati. Galatian Warriors can be upgraded to Gaesati with the stats and cost shown. These warriors fought naked with a fanatic fervour disregarded their wounds. They were armed with shield and sword.", + "", + "Noble Cavalry. Wealthier warriors armed with long swords, with spears or javelins, and with a shield. Some would have helmets and body armour.", + "", + "Imitation Legion. Galatian Warriors can be upgraded to Imitation Legion with the stats and cost shown. Standard legionary type troops, who were trained and mainly equipped in the roman style, armed with pilum and large shield." + ], + "name": "Deiotarus Galatians", + "version": "Warmaster Ancients Ricks lists", + "group": "The Rise of Rome", + "order": 0 +} diff --git a/public/json/ricks-warmaster/Galatians Invasion of Greece.json b/public/json/ricks-warmaster/Galatians Invasion of Greece.json new file mode 100644 index 0000000..0731c40 --- /dev/null +++ b/public/json/ricks-warmaster/Galatians Invasion of Greece.json @@ -0,0 +1,252 @@ +{ + "specialRules": { + "Skirmish": { + "order": 1 + }, + "Warband": { + "order": 2 + }, + "Portents": { + "order": 3 + }, + "Allied Commander": { + "order": 4, + "text": [ + "This leader cannot command non-Greek troops (i.e.: this commander can only command Paeonians and Thessalians)" + ] + }, + "Allied Troops": { + "order": 5, + "text": [ + "Any Greek options (Paeonians, Thessalians) cannot be brigaded with Galatians and can only be issued orders by their own Greek leader." + ] + } + }, + "units": { + "Galatian Warriors": { + "order": 0, + "type": "Infantry", + "attack": 3, + "hits": 3, + "size": 3, + "points": 35, + "min": 8, + "specialRules": [ + "Warband" + ], + "upgrades": [ + "Veteran Warriors", + "Bodyguard", + "Gaesati" + ] + }, + "Galatian Skirmishers": { + "order": 2, + "type": "Infantry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "points": 30, + "max": 4, + "specialRules": [ + "Skirmish" + ] + }, + "Noble Cavalry": { + "order": 4, + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "points": 80, + "max": 1, + "specialRules": [ + "Warband" + ] + }, + "General": { + "order": 9, + "type": "General", + "attack": "+2", + "command": 8, + "size": 1, + "upgrades": [ + "Portents" + ], + "points": 100, + "armyMax": 1, + "armyMin": 1 + }, + "Tetrarch": { + "order": 10, + "type": "Subordinate", + "attack": "+1", + "command": 8, + "size": 1, + "max": 2, + "points": 40 + }, + "Chieftain": { + "order": 11, + "type": "Subordinate", + "attack": "+1", + "command": 7, + "size": 1, + "max": 2, + "points": 30 + }, + "Paeonians": { + "order": 6, + "type": "Infantry", + "specialRules": [ + "Skirmish", + "Allied Troops" + ], + "attack": 2, + "range": 15, + "hits": 3, + "size": 3, + "points": 40, + "max": 1 + }, + "Paeonian Skirmishers": { + "order": 7, + "type": "Infantry", + "specialRules": [ + "Skirmish", + "Allied Troops" + ], + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "points": 30, + "max": 1 + }, + "Thessalians": { + "order": 8, + "type": "Infantry", + "specialRules": [ + "Allied Troops" + ], + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "points": 45, + "max": 2 + }, + "Paeonian Cavalry": { + "order": 9, + "type": "Cavalry", + "specialRules": [ + "Skirmish", + "Allied Troops" + ], + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "points": 40, + "max": 1 + }, + "Thessalian Cavalry": { + "order": 10, + "type": "Cavalry", + "specialRules": [ + "Skirmish", + "Allied Troops" + ], + "attack": 2, + "range": 15, + "hits": 3, + "armour": "6+", + "size": 3, + "points": 60, + "max": 1 + }, + "Greek Leader": { + "order": 11, + "max": "1max", + "type": "Leader", + "attack": "+1", + "command": 8, + "size": 1, + "specialRules": [ + "Allied Commander" + ], + "points": 80 + } + }, + "upgrades": { + "Portents": { + "order": 0, + "points": "+10", + "max": 1, + "specialRules": [ + "Portents" + ] + }, + "Veteran Warriors": { + "order": 1, + "type": "Infantry", + "specialRules": [ + "Warband" + ], + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "max": 2, + "points": "+10" + }, + "Bodyguard": { + "order": 2, + "type": "Infantry", + "specialRules": [ + "Warband" + ], + "attack": 4, + "hits": 3, + "armour": "6+", + "size": 3, + "max": 2, + "points": "+20" + }, + "Gaesati": { + "order": 3, + "type": "Infantry", + "specialRules": [ + "Warband" + ], + "attack": 4, + "hits": 3, + "size": 3, + "max": 2, + "points": "+15" + } + }, + "name": "Galatian Invasion of Greece", + "version": "Warmaster Ancients Ricks lists", + "group": "The Rise of Rome", + "order": 1, + "armyRules": [ + "Galatian Warriors. These would be the bulk of the army drawn from the ordinary classes. They would be armed with javelins and shields but have no armour.", + "", + "Bodyguard. Galatian Warriors can be upgraded to Bodyguard with the stats and cost shown. A band of regular warriors armed with long swords, shields , with some wearing chain armour or helmets.", + "", + "Veteran Warriors. Galatian Warriors can be upgraded to Veteran Warriors with the stats and cost shown. Wearing looted armour, and some Greek weapons and equipment", + "", + "Gaesati. Galatian Warriors can be upgraded to Gaesati with the stats and cost shown. These warriors fought naked with a fanatic fervour disregarded their wounds. They were armed with shield and sword.", + "", + "Skirmishers: Young warriors who fought with javelin, slings or bow. They fought from a distance and avoided close combat.", + "", + "Paeonian Skirmishers. These were lightly armed troops who fought from a distance.", + "", + "Paeonian Infantry. Lightly armed troops, similar to peltasts, who fought as skirmishers but would be prepared to engage the enemy when circumstances permit.", + "", + "Noble Cavalry. Wealthier warriors armed with long swords, with spears or javelins, and with a shield. Some would have helmets and body armour." + ] +} diff --git a/public/json/ricks-warmaster/Galatians.json b/public/json/ricks-warmaster/Galatians.json new file mode 100644 index 0000000..db2c6fb --- /dev/null +++ b/public/json/ricks-warmaster/Galatians.json @@ -0,0 +1,260 @@ +{ + "specialRules": { + "Skirmish": { + "order": 1 + }, + "Warband": { + "order": 2 + }, + "Scythed Chariots": { + "order": 3 + }, + "Portents": { + "order": 4 + } + }, + "units": { + "Galatian Warriors": { + "order": 0, + "type": "Infantry", + "attack": 3, + "hits": 3, + "size": 3, + "points": 35, + "min": 8, + "specialRules": [ + "Warband" + ], + "upgrades": [ + "Veteran Warriors", + "Bodyguard", + "Gaesati" + ] + }, + "Cappadocian Infantry": { + "order": 1, + "type": "Infantry", + "attack": 2, + "range": 15, + "hits": 3, + "size": 3, + "points": 40, + "max": 2, + "specialRules": [ + "Skirmish" + ] + }, + "Galatian Skirmishers": { + "order": 2, + "type": "Infantry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "points": 30, + "max": 4, + "specialRules": [ + "Skirmish" + ] + }, + "Cappadocian Skirmishers": { + "order": 3, + "type": "Infantry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "points": 30, + "max": 4, + "specialRules": [ + "Skirmish" + ] + }, + "Noble Cavalry": { + "order": 4, + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "points": 80, + "max": 1, + "specialRules": [ + "Warband" + ] + }, + "Cappadocian Cavalry": { + "order": 5, + "type": "Cavalry", + "attack": 2, + "range": 15, + "hits": 3, + "armour": "6+", + "size": 3, + "points": 60, + "max": 1, + "specialRules": [ + "Skirmish" + ] + }, + "Cappadocian Mounted Skirmishers": { + "order": 6, + "type": "Cavalry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "points": 40, + "max": 2, + "specialRules": [ + "Skirmish" + ] + }, + "Chariots": { + "order": 7, + "type": "Chariot", + "attack": 2, + "range": 15, + "hits": 3, + "armour": "6+", + "size": 3, + "points": 80, + "max": 3, + "specialRules": [ + "Skirmish" + ] + }, + "Scythed Chariots": { + "order": 8, + "type": "Chariot", + "attack": 4, + "hits": 3, + "armour": "5+", + "size": 1, + "points": 50, + "max": 1, + "specialRules": [ + "Scythed Chariots" + ] + }, + "General": { + "order": 9, + "type": "General", + "attack": "+2", + "command": 8, + "size": 1, + "upgrades": [ + "Portents", + "Chariot Mount" + ], + "points": 100, + "armyMax": 1, + "armyMin": 1 + }, + "Tetrarch": { + "order": 10, + "type": "Subordinate", + "attack": "+1", + "command": 8, + "size": 1, + "max": 2, + "upgrades": [ + "Chariot Mount" + ], + "points": 40 + }, + "Chieftain": { + "order": 11, + "type": "Subordinate", + "attack": "+1", + "command": 7, + "size": 1, + "max": 2, + "upgrades": [ + "Chariot Mount" + ], + "points": 30 + } + }, + "upgrades": { + "Portents": { + "order": 0, + "points": "+10", + "specialRules": [ + "Portents" + ], + "max": 1 + }, + "Veteran Warriors": { + "order": 1, + "type": "Infantry", + "specialRules": [ + "Warband" + ], + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "max": 2, + "points": "+10" + }, + "Bodyguard": { + "order": 2, + "type": "Infantry", + "specialRules": [ + "Warband" + ], + "attack": 4, + "hits": 3, + "armour": "6+", + "size": 3, + "max": 2, + "points": "+20" + }, + "Gaesati": { + "order": 3, + "type": "Infantry", + "specialRules": [ + "Warband" + ], + "attack": 4, + "hits": 3, + "size": 3, + "max": 2, + "points": "+15" + }, + "Chariot Mount": { + "order": 4, + "type": "Chariot Mount", + "attack": "+1", + "size": 1, + "points": "+10", + "max": 2 + } + }, + "name": "Galatians", + "version": "Warmaster Ancients Ricks lists", + "group": "The Rise of Rome", + "order": 2, + "armyRules": [ + "Galatian Warriors. These would be the bulk of the army drawn from the ordinary classes. They would be armed with javelins and shields but have no armour.", + "", + "Bodyguard. Galatian Warriors can be upgraded to Bodyguard with the stats and cost shown. A band of regular warriors armed with long swords, shields , with some wearing chain armour or helmets.", + "", + "Veteran Warriors. Galatian Warriors can be upgraded to Veteran Warriors with the stats and cost shown. Wearing looted armour, and some Greek weapons and equipment", + "", + "Gaesati. Galatian Warriors can be upgraded to Gaesati with the stats and cost shown. These warriors fought naked with a fanatic fervour disregarded their wounds. They were armed with shield and sword.", + "", + "Skirmishers: Young warriors who fought with javelin, slings or bow. They fought from a distance and avoided close combat.", + "", + "Cappadocian & Paeonian Skirmishers. These were lightly armed troops who fought from a distance.", + "", + "Cappadocian & Paeonian Infantry. Lightly armed troops, similar to peltasts, who fought as skirmishers but would be prepared to engage the enemy when circumstances permit.", + "", + "Noble Cavalry. Wealthier warriors armed with long swords, with spears or javelins, and with a shield. Some would have helmets and body armour.", + "", + "Chariots. Light two-horsed chariots with a driver and warrior. Armed with javelin and shield they fought like skirmishing cavalry.", + "", + "Scythed chariots. A chariot festooned with scythes and blades whose sole purpose was to drive into the enemy to disrupt their formation." + ] +} diff --git a/public/json/ricks-warmaster/Graeco-Bactrian.json b/public/json/ricks-warmaster/Graeco-Bactrian.json new file mode 100644 index 0000000..d5aaf23 --- /dev/null +++ b/public/json/ricks-warmaster/Graeco-Bactrian.json @@ -0,0 +1,299 @@ +{ + "specialRules": { + "Skirmish": { + "order": 1, + "text": [ + "In the Warmaster Ancients game, most skirmishers represent troops whose role is exclusively skirmishing. Whilst other troops may skirmish to a degree, they do so on the tactical level subsumed within close combat. The exceptions are some light cavalry and chariot units which are adjudged to have a duel role and which usually carry a mixture of weapons, eg, Huns.", + "Because skirmishers are such a fundamental part of the armies, the skirmish rules are described throughout the book in the appropriate sections. These are summarised below together with references to the full descriptions.", + "Skirmishers carry suitable weapons—sometimes bows but more likely s lings or javelins—and fight in loose, informal formations taking advantage of local terrain to avoid contact with more powerful but less mobile enemies. In general, skirmishing units represent fewer men than close fighting units. It is assumed they will usually disperse or flee if attacked.", + "", + "1. Skirmishers always move at up to full pace for their type regardless of format ion or circumstances (see p22).", + "2. Skirmishing units can see all round—they can draw a line of sight from any stand's edge. Their shooting zone extends all round to their front, side and rear. Because they can see enemies to their side or rear they can charge, evade or otherwise react to such units (see p10 Visibility) and (p37 Shooting).", + "3. Unless confused, skirmishers are allowed to evade from an enemy charge in the opposing Command phase (see p24).", + "4. Unless confused, skirmishers arc allowed to evade instead of being driven back by shooting in the opposing Shooting phase (see p25).", + "5. Skirmishers can evade through other units. If these other units are not skirmishers, or if they are a second or subsequent unit evaded through regardless of whether they are skirmishers or not, then both units must test for confusion once the move is complete. Units become confused on the roll of a 6 (see p24).", + "6. Skirmishing infantry can support from the side only: they cannot support from behind (see p50).", + "7. Skirmishing infantry can move through some types of terrain that is otherwise impassable—notablyrivers/deep water, forests, and cliffs. This is described in the section on Terrain & Movement (see p31).", + "Note: For the avoidance of doubt, skirmishing infantry are able to evade from charging cavalry, or other non-skirmishing units, even if these units have a greater move distance than they do. In this case, skirmishers are assumed to have already seen, reacted to, and taken steps to avoid their attackers well before they reach their position." + ] + }, + "Portents": { + "order": 2, + "text": [ + "The General can take the portents before the battle. This allows the General to re-roll one failed Command roll once during the battle. Take the Command test again—if successful the order is issued and the General can continue giving further orders if you wish." + ] + }, + "Limited Warband": { + "order": 3, + "text": [ + "Warbands represent close fighting but often poorly organised infantry or cavalry, generally tribal troops, barbarians, levy, or militia, that lack training or experience. These troops become confident in large numbers or when flushed with victory, but timid if few in number or once they have been beaten.", + "2. If a warband unit is driven back by shooting bur has not yet lost a stand then it rolls one less dice for the drive back than usual. If a warband is driven back by shooting and has lost one or more stands for whatever reason then it rolls one more dice than usual.", + "3. If a warband unit pursues in combat then it receives a further +1 Attack bonus per stand in the following pursuit round. If a warband retreats from combat then it receives a -1 Attack penalty per stand in the following pursuit round." + ] + }, + "Phalanx": { + "order": 4, + "text": [ + "A phalanx is a deep formation made up of warriors armed with long pikes or spears. We use the term exclusively for those armed with pikes—the main fighting infantry type of Macedonian and later Hellenistic armies. Pikes could be extremely long so that a closely packed phalanx presents an almost unstoppable hedge of spear points to its front. Conversely, a phalanx is easily disordered if attcked to its flanks or moving over dense terrain.", + "1. To preserve the aesthetic appearance of the phalanx and reflect the characteristics of yhe troop type, phalangites are mounted facing the short (20mm) edge of the base. See Appendix 2 for alternative basing suggestions for larger scale models.", + "2. The phalanx is a cumbersome and relatively inflexible formation. To represent this, a phalanx unit moves at normal infantry pace of 20cm in the Command phase if it is both in a line formation and if the unit moves either directly forward or charges. In all other situations or formations, including during evades, the phalanx moves at half pace in the Command phase (10cm).", + "3. None-measured and fixed moves that take place outside the Command phase—such as advances, drive backs, pursuits, and fall backs are worked our exactly like other troops.", + "4. Phalanx stands can not be supported from behind —their basing already represents the depth of the phalanx formation. Phalanx stands can be supported by other phalanx stands to their side, or by other infantry stands positioned to their side and congruent to their front. See Support p49.", + "5. A Phalanx stand striking to its side or rear has an Attack value of '0'. Units are still entitled to a 'Last Ditch' dice where they would not otherwise strike at all.", + "6. Phalanx units treat all dense terrain as impenetrable—woods, villages/build up areas, (broken/marshy ground, steep hills/slopes, woods/tall scrub,villages/build-up areas).", + "7. Phalanx units cannot be placed on ramparts or given ladders with which to attack troops on ramparts.", + "8. A phalanx stand counts as a 'defended' enemy to cavalry, elephants, and chariots charging to its front so long as the stand is not also engaged to its side or rear." + ] + }, + "Shock": { + "order": 5, + "text": [ + "The 'shock' rule applies to hard hitting and often heavily armoured cavalry units. They are likely to be armed with long spears or lances, and charge at a good pace to deliver a decisive blow or punch through the enemy lines. These units are indicated in the army lists.", + "1. Shock cavalry units can be based facing the short (20mm) edge of the stand. Their narrow frontage and increased depth can be thought of as representing successive co-ordinated waves of attack against a narrow point.", + "2. Alternatively to the above, shock cavalry can be based facing the long (40mm) edge of the stand in which case, each stand adds + 1 Combat Attack when charging or pursuing.", + "3. If shock cavalry units are armed with bows, their shooting zone is always straight ahead of their frontage. See Shooting Zone p37.", + "Note: Two base sizes are given because it is recognised that players using larger scale models will find it impractical to base stands to the short edge. In addition, some players may have pre-existing armies based to a 40mm frontage. The long edge basing is not an exact equivalent, but it is comparable overall and is presented as a reasonable compromise. See the Appendices for more on alternative basing for different units." + ] + }, + "Elephants": { + "order": 6, + "text": [ + "Elephants are awesome but somewhat unpredictable weapons of ancient warfare—often proving as deadly to their own side as to the enemy. Once out of control they are inclined to panic and stampede, carrying their hapless crews through their own lines.", + "1. Elephants are terrifying and their enemies therefore suffer the usual -1 Combat modifier.", + "2. Elephants receive the additional + 1 charge bonus Combat rnodifier when charging enemies in the open.", + "3. Elephants that are driven back by shooting, or retreating from combat, or moving as a result of a blunder, will automatically rampage through each unit they contact during the drive back/retreat /blundered move. They will rampage through units regardless of whether they are friends or foes. This includes units they are already touching as well as units they touch as they move. Elephants will rampage through friends even if these make way and will rampage through enerny or friends even where the Elephant is destroyed as a result of retreating into enemy or into another combat.", + "Each unit that is rampaged through must test for confusion and becomes confused on the D6 roll of a 6. If a unit is already confused and is rampaged through then it is still necessary to test, if the dice result is a 6, the unit is destroyed entirely. All stands are removed when this happens during combats, this does not count as additional hits and combat results remain unaffected. See Confusion p63.", + "A unit that makes way for Elephants that are retreating from combat will have to test twice for confusion—once for Elephants and once for making way. In this instance, and all instances where multiple tests are required, always test for Elephants last of all.", + "", + "If an army list has elephant units of three stands then these can instead be fielded as three separate units of one stand each—this is entirely up to the player but must be established before the game begins. If an army includes more than one unit of elephants then all must be fielded in the same way—either as individuals or as units of three. If a unit is divided then each stand subsequently counts as an individual unit in all respects. The Victory points value of each elephant stand is 1/3 that given for the full unit of three rounded up to the nearest five (70 pts for standard Indian and 50 pts for standard African elephant). The army's withdrawal point must be increased concomitantly, counting each elephant stand as a unit.", + "The following rules apply to all elephant units of one stand. This includes units of three stands that have been divided into separate units and units of three stands reduced in size to one stand due to casualties.", + "", + "Elephants can be included as part of a brigade order without adding to the size of the brigade if there is at least one infantry unit in the brigade for each elephant, and, there are no chariots, cavalry or camels in the brigade. For example, a brigade could consist of four elephants and four infantry units and would count as four units. Three elephants and two infantry would count as three units—two infantry with two elephants counting as two plus an extra elephant. One elephant, one infantry, and one cavalry counts as three units because the brigade includes cavalry and therefore the elephant can't be included for 'free'.", + "", + "Up to four individual elephants can also be given a brigade order if they form a 'screen' of elephant stands separated by gaps of no more than 4cm between each elephant. Gaps between elephants must be clear gaps without any intervening troops or terrain that the elephants could not cross. Elephant screen brigades cannot include other types of troops. Although referred to as a 'screen', this is also a useful way of grouping elephants that have become dispersed following combat.", + "", + "Individual elephant stands do not receive the +1 charge bonus for 'Elephant charging against enemy in the open'. Henceforth, this bonus only applies to undivided units of at least two elephants and represents the mass charge of a large number of beasts. Note that the bonus does not apply where two or more separate elephants happen to be positioned next to each other (if you want the bonus use big elephant herds and deploy them as whole units). This does mean that a unit of three elephants reduced to a single elephant foregoes the charge bonus (and having lost all his friends you can't blame him, can you!).", + "Elephants brigaded with Warband infantry do not affect the Warband's command bonus so long as there is at least one infantry unit for each elephant in the brigade.", + "Note that as per the regular rules, elephant units of three stands that have been reduced to a single model still have an associated Command penalty of -2 (-1 per stand lost). This only applies to multi-stand units—it does not apply to elephants that have been divided into separate units of one stand." + ] + }, + "Slow": { + "order": 7, + "text": [ + "The 'Slow' special rule applies to units that are exceptionally heavily armoured or encumbered for their basic type. In our game, they do not move at a slower rate than other units of the same type, but they are less likely to move repeatedly. This makes them less flexible tactically and represents the exhausting effort of wearing a great deal of armour or carrying a heavy burden. The rule is most commonly applied to Cataphract cavalry—heavily armoured riders mounted upon armoured horses.", + "1. Slow units suffer an extra -1 Command penalty for second and subsequent orders. Ie, first order no penalty exactly as other units. second order -2 rather than -1, and third order -3 rather than -2." + ] + } + }, + "units": { + "Phalanx": { + "order": 0, + "specialRules": [ + "Phalanx" + ], + "attack": 3, + "type": "Infantry", + "hits": 3, + "armour": "5+", + "size": 3, + "points": 70, + "max": 4 + }, + "Peltasts": { + "order": 1, + "attack": 2, + "range": 15, + "type": "Infantry", + "hits": 3, + "size": 3, + "points": 40, + "specialRules": [ + "Skirmish" + ], + "max": 2 + }, + "Archers": { + "order": 2, + "attack": 2, + "range": 30, + "type": "Infantry", + "hits": 3, + "size": 3, + "points": 40, + "max": 4 + }, + "Arachosians": { + "order": 3, + "attack": 1, + "range": 15, + "type": "Cavalry", + "hits": 3, + "size": 3, + "points": 40, + "specialRules": [ + "Skirmish" + ], + "min": 1, + "max": 4 + }, + "Saka": { + "order": 4, + "attack": 1, + "range": 30, + "type": "Cavalry", + "hits": 3, + "size": 3, + "points": 60, + "specialRules": [ + "Skirmish" + ], + "max": 1 + }, + "Indian Spearmen": { + "order": 5, + "specialRules": [ + "Limited Warband" + ], + "points": 35, + "attack": 3, + "hits": 3, + "size": 3, + "max": 4, + "type": "Infantry" + }, + "Iranian Lancers": { + "order": 6, + "type": "Cavalry", + "attack": 3, + "range": 15, + "hits": 3, + "armour": "5+", + "size": 3, + "min": 2, + "max": 6, + "specialRules": [ + "Shock" + ], + "upgrades": [ + "Bodyguard Cavalry", + "Iranian Cataphracts" + ], + "points": 115 + }, + "Bactrian Cavalry": { + "order": 7, + "type": "Cavalry", + "attack": 2, + "range": 15, + "hits": 3, + "armour": "6+", + "size": 3, + "min": 1, + "max": 4, + "specialRules": [ + "Skirmish" + ], + "points": 60 + }, + "Elephants": { + "order": 8, + "type": "Elephant", + "specialRules": [ + "Elephants" + ], + "attack": 4, + "range": 15, + "hits": 4, + "armour": "5+", + "size": 3, + "max": 1, + "points": 200 + }, + "General": { + "order": 9, + "type": "General", + "attack": "+2", + "command": 9, + "size": 1, + "upgrades": [ + "Portents" + ], + "points": 125, + "armyMax": 1, + "armyMin": 1 + }, + "Leader": { + "order": 10, + "type": "Leader", + "attack": "+1", + "command": 8, + "size": 1, + "points": 80, + "max": 2 + } + }, + "upgrades": { + "Portents": { + "order": 0, + "specialRules": [ + "Warband" + ], + "points": "+10" + }, + "Bodyguard Cavalry": { + "order": 1, + "specialRules": [ + "Shock" + ], + "type": "Cavalry", + "attack": 4, + "range": 15, + "hits": 3, + "armour": "5+", + "size": 3, + "points": "+10", + "max": "1max" + }, + "Iranian Cataphracts": { + "order": 2, + "specialRules": [ + "Shock", + "Slow" + ], + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "4+", + "size": 3, + "points": "+10", + "max": "Up to half" + } + }, + "order": 11, + "name": "Graeco-Bactrian", + "version": "Warmaster Ancients Ricks lists", + "group": "Greece and the Near East", + "armyRules": [ + "Phalanx. Brazen-Shield Phalangites.", + "", + "Peltasts. Regular Successor Peltasts.", + "", + "Archers. Usual ‘Cretan’ bowmen common to Successor armies—but may include Indians.", + "", + "Arachosians. Light cavalry armed with javelins.", + "", + "Saka. Horse Archers of the Scythian sort.", + "", + "Iranian Lancers. Heavy Cavalrymen armed with lance and bow—heavier armed than the Macedonian cavalry of earlier times. Also includes Greeks armed in the same manner.", + "", + "Bactrian Cavalry. Light cavalrymen fighting with javelins and bow.", + "", + "Elephants. Of Asian stock—with Indian or Greek crewmen depending on the option used.", + "", + "Bodyguard Cavalry. Regardless of the army size a single unit of Iranian Lancers can be upgraded to Bodyguard Cavalry with the stats and points increase shown.", + "", + "Iranian Cataphracts. Up to half the total number of Iranian Lancers can be upgraded to Iranian Cataphtacts—in later times many cavalry adopted heavier armour and gave up the bow.", + "", + "Indian Spearmen. Massed Spearmen carrying a shield but otherwise wearing little if any armour." + ] +} diff --git a/public/json/ricks-warmaster/Graeco-Indian.json b/public/json/ricks-warmaster/Graeco-Indian.json new file mode 100644 index 0000000..4108228 --- /dev/null +++ b/public/json/ricks-warmaster/Graeco-Indian.json @@ -0,0 +1,301 @@ +{ + "specialRules": { + "Skirmish": { + "order": 1, + "text": [ + "In the Warmaster Ancients game, most skirmishers represent troops whose role is exclusively skirmishing. Whilst other troops may skirmish to a degree, they do so on the tactical level subsumed within close combat. The exceptions are some light cavalry and chariot units which are adjudged to have a duel role and which usually carry a mixture of weapons, eg, Huns.", + "Because skirmishers are such a fundamental part of the armies, the skirmish rules are described throughout the book in the appropriate sections. These are summarised below together with references to the full descriptions.", + "Skirmishers carry suitable weapons—sometimes bows but more likely s lings or javelins—and fight in loose, informal formations taking advantage of local terrain to avoid contact with more powerful but less mobile enemies. In general, skirmishing units represent fewer men than close fighting units. It is assumed they will usually disperse or flee if attacked.", + "", + "1. Skirmishers always move at up to full pace for their type regardless of format ion or circumstances (see p22).", + "2. Skirmishing units can see all round—they can draw a line of sight from any stand's edge. Their shooting zone extends all round to their front, side and rear. Because they can see enemies to their side or rear they can charge, evade or otherwise react to such units (see p10 Visibility) and (p37 Shooting).", + "3. Unless confused, skirmishers are allowed to evade from an enemy charge in the opposing Command phase (see p24).", + "4. Unless confused, skirmishers arc allowed to evade instead of being driven back by shooting in the opposing Shooting phase (see p25).", + "5. Skirmishers can evade through other units. If these other units are not skirmishers, or if they are a second or subsequent unit evaded through regardless of whether they are skirmishers or not, then both units must test for confusion once the move is complete. Units become confused on the roll of a 6 (see p24).", + "6. Skirmishing infantry can support from the side only: they cannot support from behind (see p50).", + "7. Skirmishing infantry can move through some types of terrain that is otherwise impassable—notablyrivers/deep water, forests, and cliffs. This is described in the section on Terrain & Movement (see p31).", + "Note: For the avoidance of doubt, skirmishing infantry are able to evade from charging cavalry, or other non-skirmishing units, even if these units have a greater move distance than they do. In this case, skirmishers are assumed to have already seen, reacted to, and taken steps to avoid their attackers well before they reach their position." + ] + }, + "Portents": { + "order": 2, + "text": [ + "The General can take the portents before the battle. This allows the General to re-roll one failed Command roll once during the battle. Take the Command test again—if successful the order is issued and the General can continue giving further orders if you wish." + ] + }, + "Limited Warband": { + "order": 3, + "text": [ + "Warbands represent close fighting but often poorly organised infantry or cavalry, generally tribal troops, barbarians, levy, or militia, that lack training or experience. These troops become confident in large numbers or when flushed with victory, but timid if few in number or once they have been beaten.", + "2. If a warband unit is driven back by shooting bur has not yet lost a stand then it rolls one less dice for the drive back than usual. If a warband is driven back by shooting and has lost one or more stands for whatever reason then it rolls one more dice than usual.", + "3. If a warband unit pursues in combat then it receives a further +1 Attack bonus per stand in the following pursuit round. If a warband retreats from combat then it receives a -1 Attack penalty per stand in the following pursuit round." + ] + }, + "Phalanx": { + "order": 4, + "text": [ + "A phalanx is a deep formation made up of warriors armed with long pikes or spears. We use the term exclusively for those armed with pikes—the main fighting infantry type of Macedonian and later Hellenistic armies. Pikes could be extremely long so that a closely packed phalanx presents an almost unstoppable hedge of spear points to its front. Conversely, a phalanx is easily disordered if attcked to its flanks or moving over dense terrain.", + "1. To preserve the aesthetic appearance of the phalanx and reflect the characteristics of yhe troop type, phalangites are mounted facing the short (20mm) edge of the base. See Appendix 2 for alternative basing suggestions for larger scale models.", + "2. The phalanx is a cumbersome and relatively inflexible formation. To represent this, a phalanx unit moves at normal infantry pace of 20cm in the Command phase if it is both in a line formation and if the unit moves either directly forward or charges. In all other situations or formations, including during evades, the phalanx moves at half pace in the Command phase (10cm).", + "3. None-measured and fixed moves that take place outside the Command phase—such as advances, drive backs, pursuits, and fall backs are worked our exactly like other troops.", + "4. Phalanx stands can not be supported from behind —their basing already represents the depth of the phalanx formation. Phalanx stands can be supported by other phalanx stands to their side, or by other infantry stands positioned to their side and congruent to their front. See Support p49.", + "5. A Phalanx stand striking to its side or rear has an Attack value of '0'. Units are still entitled to a 'Last Ditch' dice where they would not otherwise strike at all.", + "6. Phalanx units treat all dense terrain as impenetrable—woods, villages/build up areas, (broken/marshy ground, steep hills/slopes, woods/tall scrub,villages/build-up areas).", + "7. Phalanx units cannot be placed on ramparts or given ladders with which to attack troops on ramparts.", + "8. A phalanx stand counts as a 'defended' enemy to cavalry, elephants, and chariots charging to its front so long as the stand is not also engaged to its side or rear." + ] + }, + "Shock": { + "order": 5, + "text": [ + "The 'shock' rule applies to hard hitting and often heavily armoured cavalry units. They are likely to be armed with long spears or lances, and charge at a good pace to deliver a decisive blow or punch through the enemy lines. These units are indicated in the army lists.", + "1. Shock cavalry units can be based facing the short (20mm) edge of the stand. Their narrow frontage and increased depth can be thought of as representing successive co-ordinated waves of attack against a narrow point.", + "2. Alternatively to the above, shock cavalry can be based facing the long (40mm) edge of the stand in which case, each stand adds + 1 Combat Attack when charging or pursuing.", + "3. If shock cavalry units are armed with bows, their shooting zone is always straight ahead of their frontage. See Shooting Zone p37.", + "Note: Two base sizes are given because it is recognised that players using larger scale models will find it impractical to base stands to the short edge. In addition, some players may have pre-existing armies based to a 40mm frontage. The long edge basing is not an exact equivalent, but it is comparable overall and is presented as a reasonable compromise. See the Appendices for more on alternative basing for different units." + ] + }, + "Elephants": { + "order": 6, + "text": [ + "Elephants are awesome but somewhat unpredictable weapons of ancient warfare—often proving as deadly to their own side as to the enemy. Once out of control they are inclined to panic and stampede, carrying their hapless crews through their own lines.", + "1. Elephants are terrifying and their enemies therefore suffer the usual -1 Combat modifier.", + "2. Elephants receive the additional + 1 charge bonus Combat rnodifier when charging enemies in the open.", + "3. Elephants that are driven back by shooting, or retreating from combat, or moving as a result of a blunder, will automatically rampage through each unit they contact during the drive back/retreat /blundered move. They will rampage through units regardless of whether they are friends or foes. This includes units they are already touching as well as units they touch as they move. Elephants will rampage through friends even if these make way and will rampage through enerny or friends even where the Elephant is destroyed as a result of retreating into enemy or into another combat.", + "Each unit that is rampaged through must test for confusion and becomes confused on the D6 roll of a 6. If a unit is already confused and is rampaged through then it is still necessary to test, if the dice result is a 6, the unit is destroyed entirely. All stands are removed when this happens during combats, this does not count as additional hits and combat results remain unaffected. See Confusion p63.", + "A unit that makes way for Elephants that are retreating from combat will have to test twice for confusion—once for Elephants and once for making way. In this instance, and all instances where multiple tests are required, always test for Elephants last of all.", + "", + "If an army list has elephant units of three stands then these can instead be fielded as three separate units of one stand each—this is entirely up to the player but must be established before the game begins. If an army includes more than one unit of elephants then all must be fielded in the same way—either as individuals or as units of three. If a unit is divided then each stand subsequently counts as an individual unit in all respects. The Victory points value of each elephant stand is 1/3 that given for the full unit of three rounded up to the nearest five (70 pts for standard Indian and 50 pts for standard African elephant). The army's withdrawal point must be increased concomitantly, counting each elephant stand as a unit.", + "The following rules apply to all elephant units of one stand. This includes units of three stands that have been divided into separate units and units of three stands reduced in size to one stand due to casualties.", + "", + "Elephants can be included as part of a brigade order without adding to the size of the brigade if there is at least one infantry unit in the brigade for each elephant, and, there are no chariots, cavalry or camels in the brigade. For example, a brigade could consist of four elephants and four infantry units and would count as four units. Three elephants and two infantry would count as three units—two infantry with two elephants counting as two plus an extra elephant. One elephant, one infantry, and one cavalry counts as three units because the brigade includes cavalry and therefore the elephant can't be included for 'free'.", + "", + "Up to four individual elephants can also be given a brigade order if they form a 'screen' of elephant stands separated by gaps of no more than 4cm between each elephant. Gaps between elephants must be clear gaps without any intervening troops or terrain that the elephants could not cross. Elephant screen brigades cannot include other types of troops. Although referred to as a 'screen', this is also a useful way of grouping elephants that have become dispersed following combat.", + "", + "Individual elephant stands do not receive the +1 charge bonus for 'Elephant charging against enemy in the open'. Henceforth, this bonus only applies to undivided units of at least two elephants and represents the mass charge of a large number of beasts. Note that the bonus does not apply where two or more separate elephants happen to be positioned next to each other (if you want the bonus use big elephant herds and deploy them as whole units). This does mean that a unit of three elephants reduced to a single elephant foregoes the charge bonus (and having lost all his friends you can't blame him, can you!).", + "Elephants brigaded with Warband infantry do not affect the Warband's command bonus so long as there is at least one infantry unit for each elephant in the brigade.", + "Note that as per the regular rules, elephant units of three stands that have been reduced to a single model still have an associated Command penalty of -2 (-1 per stand lost). This only applies to multi-stand units—it does not apply to elephants that have been divided into separate units of one stand." + ] + }, + "Slow": { + "order": 7, + "text": [ + "The 'Slow' special rule applies to units that are exceptionally heavily armoured or encumbered for their basic type. In our game, they do not move at a slower rate than other units of the same type, but they are less likely to move repeatedly. This makes them less flexible tactically and represents the exhausting effort of wearing a great deal of armour or carrying a heavy burden. The rule is most commonly applied to Cataphract cavalry—heavily armoured riders mounted upon armoured horses.", + "1. Slow units suffer an extra -1 Command penalty for second and subsequent orders. Ie, first order no penalty exactly as other units. second order -2 rather than -1, and third order -3 rather than -2." + ] + }, + "Unreliable": { + "order": 8, + "text": [ + "Unreliable units represent troops that, for whatever reason, have little enthusiasm for the job in hand or uncertain or wavering loyalty. This does not necessarily mean they are poor fighters—indeed they might be professional soldiers who have little confidence in their commanders, such as Greek Mercenaries in a Persian army. Conversely. they might be ill-disciplined allies, subject conscripts or tributary warriors—such as Germans fighting as part of a Hun army. Such troops are less likely to obey orders than normal troops.", + "1. A -1 Command penalty is applied when giving an order to an Unreliable unit or a brigade of which it is a part." + ] + } + }, + "units": { + "Phalanx": { + "order": 0, + "specialRules": [ + "Phalanx" + ], + "attack": 3, + "type": "Infantry", + "hits": 3, + "armour": "5+", + "size": 3, + "points": 70, + "max": 4 + }, + "Peltasts": { + "order": 1, + "attack": 2, + "range": 15, + "type": "Infantry", + "hits": 3, + "size": 3, + "points": 40, + "specialRules": [ + "Skirmish" + ], + "max": 2 + }, + "Archers": { + "order": 2, + "attack": 2, + "range": 30, + "type": "Infantry", + "hits": 3, + "size": 3, + "points": 40, + "max": 4 + }, + "Arachosians": { + "order": 3, + "attack": 1, + "range": 15, + "type": "Cavalry", + "hits": 3, + "size": 3, + "points": 40, + "specialRules": [ + "Skirmish" + ], + "min": 1, + "max": 4 + }, + "Saka": { + "order": 4, + "attack": 1, + "range": 30, + "type": "Cavalry", + "hits": 3, + "size": 3, + "points": 60, + "specialRules": [ + "Skirmish" + ], + "max": 1 + }, + "Indian Spearmen": { + "order": 5, + "specialRules": [ + "Limited Warband" + ], + "points": 35, + "attack": 3, + "hits": 3, + "size": 3, + "max": 4, + "type": "Infantry" + }, + "Elephants": { + "order": 8, + "type": "Elephant", + "specialRules": [ + "Elephants" + ], + "attack": 4, + "range": 15, + "hits": 4, + "armour": "5+", + "size": 3, + "max": 1, + "points": 200 + }, + "Indian Cavalry": { + "order": 7, + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "specialRules": [ + "Limited Warband" + ], + "max": 2, + "points": 70 + }, + "Indian Archers": { + "order": 8, + "type": "Infantry", + "attack": 2, + "range": 30, + "hits": 3, + "size": 3, + "specialRules": [ + "Limited Warband" + ], + "points": 40, + "max": 4 + }, + "Kushan Allied Cataphracts": { + "order": 9, + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "4+", + "size": 3, + "specialRules": [ + "Shock", + "Slow", + "Unreliable" + ], + "points": 115, + "max": 2 + }, + "Kushan Allied Horse Archers": { + "order": 10, + "type": "Cavalry", + "attack": 1, + "range": 30, + "hits": 3, + "size": 3, + "specialRules": [ + "Skirmish", + "Unreliable" + ], + "points": 50, + "max": 2 + }, + "General": { + "order": 11, + "type": "General", + "attack": "+2", + "command": 9, + "size": 1, + "upgrades": [ + "Portents" + ], + "points": 125, + "armyMax": 1, + "armyMin": 1 + }, + "Leader": { + "order": 12, + "type": "Leader", + "attack": "+1", + "command": 8, + "size": 1, + "points": 80, + "max": 2 + } + }, + "upgrades": { + "Portents": { + "order": 0, + "specialRules": [ + "Portents" + ], + "points": "+10" + } + }, + "order": 12, + "name": "Graeco-Indian", + "version": "Warmaster Ancients Ricks lists", + "group": "Greece and the Near East", + "armyRules": [ + "Phalanx. Brazen-Shield Phalangites.", + "", + "Peltasts. Regular Successor Peltasts.", + "", + "Archers. Usual ‘Cretan’ bowmen common to Successor armies—but may include Indians.", + "", + "Arachosians. Light cavalry armed with javelins.", + "", + "Saka. Horse Archers of the Scythian sort.", + "", + "Elephants. Of Asian stock—with Indian or Greek crewmen depending on the option used.", + "", + "Bodyguard Cavalry. Regardless of the army size a single unit of Iranian Lancers can be upgraded to Bodyguard Cavalry with the stats and points increase shown.", + "", + "Indian Spearmen. Massed Spearmen carrying a shield but otherwise wearing little if any armour.", + "", + "Indian Cavalry. The usual poor cavalry armed with javelins and shield.", + "", + "Indian Archers. Regular bowmen.", + "", + "Kushan Allied Cataphtacts. Heavily armoured cavalry armed with lances.", + "", + "Kushan Horse Archers. Horse archers." + ] +} diff --git a/public/json/ricks-warmaster/Han, and Xin (Hsin) China.json b/public/json/ricks-warmaster/Han, and Xin (Hsin) China.json new file mode 100644 index 0000000..c4cc39f --- /dev/null +++ b/public/json/ricks-warmaster/Han, and Xin (Hsin) China.json @@ -0,0 +1,225 @@ +{ + "specialRules": { + "Heavy Chariots": { + "order": 1 + }, + "Skirmish": { + "order": 2 + }, + "Unreliable": { + "order": 3 + }, + "Light Artillery": { + "order": 4 + }, + "Shock": { + "order": 5 + }, + "Portents": { + "order": 6 + } + }, + "units": { + "'Che' Heavy Chariots": { + "order": 0, + "type": "Chariot", + "specialRules": [ + "Heavy Chariots" + ], + "size": 3, + "attack": 4, + "range": 15, + "hits": 4, + "armour": "5+", + "points": 135, + "max": 1 + }, + "Cavalry": { + "order": 1, + "type": "Cavalry", + "size": 3, + "attack": 3, + "hits": 3, + "armour": "5+", + "points": 80, + "max": 2 + }, + "Skirmish Cavalry": { + "order": 2, + "type": "Cavalry", + "specialRules": [ + "Skirmish" + ], + "size": 3, + "attack": 1, + "range": 15, + "hits": 3, + "points": 40, + "max": 2 + }, + "Halberdiers": { + "order": 3, + "type": "Infantry", + "specialRules": [ + "Unreliable" + ], + "size": 3, + "attack": 3, + "hits": 3, + "armour": "6+", + "points": 35, + "min": 2 + }, + "Crossbowmen": { + "order": 4, + "type": "Infantry", + "specialRules": [ + "Unreliable" + ], + "size": 3, + "attack": 2, + "range": 30, + "hits": 3, + "armour": "6+", + "points": 40, + "min": 2 + }, + "Spearmen": { + "order": 5, + "type": "Infantry", + "size": 3, + "attack": 3, + "hits": 3, + "armour": "6+", + "points": 45, + "max": 2 + }, + "Pressed Convicts": { + "order": 6, + "type": "Infantry", + "specialRules": [ + "Unreliable" + ], + "size": 3, + "attack": 3, + "hits": 3, + "points": 25, + "max": 2 + }, + "Skirmish Infantry": { + "order": 7, + "type": "Infantry", + "specialRules": [ + "Skirmish" + ], + "size": 3, + "attack": 1, + "range": 15, + "hits": 3, + "points": 30, + "max": 4 + }, + "Large Crossbow Artillery": { + "order": 8, + "type": "Artillery", + "specialRules": [ + "Light Artillery" + ], + "size": 2, + "attack": 1, + "range": 40, + "hits": 3, + "points": 50, + "max": 2 + }, + "Hsiung-nu Cavalry": { + "order": 9, + "type": "Cavalry", + "specialRules": [ + "Unreliable", + "Shock" + ], + "size": 3, + "attack": 3, + "range": 15, + "hits": 3, + "armour": "5+", + "points": 105, + "max": 1 + }, + "Hsiung-nu Horse Archers": { + "order": 10, + "type": "Cavalry", + "specialRules": [ + "Skirmish", + "Unreliable" + ], + "size": 3, + "attack": 1, + "range": 30, + "hits": 3, + "points": 50, + "max": 2 + }, + "General": { + "order": 11, + "type": "General", + "upgrades": [ + "Portents" + ], + "attack": "+2", + "command": 9, + "points": 125, + "size": 1, + "armyMax": 1, + "armyMin": 1 + }, + "Leader": { + "order": 12, + "type": "Leader", + "attack": "+1", + "max": 4, + "command": 8, + "points": 80, + "size": 1 + } + }, + "upgrades": { + "Portents": { + "order": 0, + "points": "+10", + "specialRules": [ + "Portents" + ] + } + }, + "order": 0, + "group": "The Far East", + "version": "Warmaster Ancients Ricks lists", + "name": "Han, and Xin (Hsin) China", + "armyRules": [ + "‘Che’ Heavy Chariots are heavy, four horse wooden chariots with a crew armed with swords, spears and crossbows.", + "", + "Chinese Cavalry were most likely armed with spears and thick leather armour although it is conjectured that they may also have made use of the composite bow in imitation of their Hsiung-nu foes.", + "", + "Chinese Light Horse was an attempt by the Han to counter the threat posed by the Hsiung-nu. Low quality horse archers they were always outclassed by their nomadic opponents.", + "", + "Halberdiers and Conscript halberdiers were armed with the cross-bladed ‘ji’ heavy spear, and well armoured in leather, paper, or even metal lamellar. They were often unwilling conscripts and lacked staying power in open battle.", + "", + "Crossbowmen and Conscript Crossbowmen were armed with the ‘nu’ pistol-grip crossbow, a cheap reliable weapon for a conscript army. Like the halberdiers they supported, the crossbowmen were well armoured but brittle conscripts.", + "", + "Mixed Foot were often fielded by the Han, with the conscripted halberdiers and crossbowmen fighting closely together in mixed units.", + "", + "Skirmishers were armed with the nu crossbow and deployed where difficult terrain was expected.", + "", + "Spearmen are armed with the ‘mao’ long spear or ‘yan’ short spear. They fought in disciplined, well ordered ranks and were typically mercenary or volunteer ‘professional’ troops. Many also fought with the Chinese sword as skilled swordsmen.", + "", + "Pressed Convict Soldiers are those prisoners given the opportunity to earn their freedom through Imperial service. They fought fiercely but were unreliable, lacking military discipline.", + "", + "Large Crossbow Artillery represents the Han light artillery, similar to the ballista.", + "", + "Hsiung-nu (Xiongnu) Cavalry represent tribal heavy troops in the service of the Han Chinese. Armed with bow and sword they are capable of showering an enemy with deadly arrows of fighting up close. They are none-the-less wild and unreliable.", + "", + "Hsiung-nu (Xiongnu) Horse Archers represent tribesmen in the service of the Chinese. They fight in dense skirmishing swarms, and use their deadly bows to great effect, often at the gallop. They are also unreliable." + ] +} diff --git a/public/json/ricks-warmaster/Hsiung-nu (Xiongnu).json b/public/json/ricks-warmaster/Hsiung-nu (Xiongnu).json new file mode 100644 index 0000000..89e1a49 --- /dev/null +++ b/public/json/ricks-warmaster/Hsiung-nu (Xiongnu).json @@ -0,0 +1,234 @@ +{ + "specialRules": { + "Shock": { + "order": 1 + }, + "Slow": { + "order": 2 + }, + "Skirmishers": { + "order": 3 + }, + "Unreliable": { + "order": 4 + }, + "Great Leader": { + "order": 5, + "text": [ + "All Leaders and Subordinates within 20cm of the General can give orders using the General's own Command value, even the Chinese General." + ] + } + }, + "units": { + "Cataphracts": { + "order": 0, + "type": "Cavalry", + "upgrades": [ + "Make unit unreliable" + ], + "specialRules": [ + "Shock", + "Slow" + ], + "attack": 3, + "hits": 3, + "armour": "4+", + "size": 3, + "points": 125, + "max": 1 + }, + "Cavalry": { + "order": 1, + "type": "Cavalry", + "upgrades": [ + "Make unit unreliable" + ], + "specialRules": [ + "Shock" + ], + "attack": 3, + "range": 15, + "hits": 3, + "armour": "5+", + "size": 3, + "points": 115, + "min": 1, + "max": 3 + }, + "Lancer Cavalry": { + "order": 2, + "type": "Cavalry", + "upgrades": [ + "Make unit unreliable" + ], + "specialRules": [ + "Shock" + ], + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "points": 110, + "max": 3 + }, + "Horse Archers": { + "order": 3, + "type": "Cavalry", + "upgrades": [ + "Make unit unreliable" + ], + "specialRules": [ + "Skirmishers" + ], + "attack": 1, + "range": 30, + "hits": 3, + "size": 3, + "points": 60, + "min": 4 + }, + "Modu Chanyu": { + "order": 4, + "type": "General", + "upgrades": [ + "Great Leader" + ], + "attack": "+2", + "command": 9, + "size": 1, + "points": 125, + "armyMax": 1, + "armyMin": 1 + }, + "Leader": { + "order": 5, + "type": "Leader", + "attack": "+1", + "command": 8, + "size": 1, + "points": 80, + "max": 2 + }, + "Chief": { + "order": 6, + "type": "Subordinate", + "attack": "+1", + "command": 8, + "size": 1, + "points": 40, + "max": 1 + }, + "Allied Chinese General": { + "order": 7, + "type": "Subordinate", + "attack": "+1", + "command": 8, + "size": 1, + "points": 40, + "max": 1 + }, + "Archers": { + "order": 8, + "type": "Infantry", + "specialRules": [ + "Unreliable" + ], + "attack": 2, + "range": 30, + "hits": 3, + "size": 3, + "points": 30, + "max": 2 + }, + "Skirmish Infantry": { + "order": 9, + "type": "Infantry", + "specialRules": [ + "Skirmishers", + "Unreliable" + ], + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "points": 20, + "max": 2 + }, + "Chinese Cavalry": { + "order": 10, + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "points": 80, + "max": 1 + }, + "Chinese Halberdiers": { + "order": 11, + "type": "Infantry", + "attack": 3, + "hits": 3, + "size": 3, + "points": 35, + "max": 2 + }, + "Chinese Crossbows": { + "order": 12, + "type": "Infantry", + "attack": 2, + "range": 30, + "hits": 3, + "size": 3, + "points": 40, + "max": 2 + } + }, + "upgrades": { + "Great Leader": { + "order": 0, + "specialRules": [ + "Great Leader" + ], + "max": 1, + "points": "+25" + }, + "Make unit unreliable": { + "order": 1, + "specialRules": [ + "Unreliable" + ], + "max": 4, + "points": "-10" + } + }, + "order": 1, + "group": "The Far East", + "version": "Warmaster Ancients Ricks lists", + "name": "Hsiung-Nu (Xiongnu)", + "armyRules": [ + "Composition. For every three shock cavalry unit fielded one Archer unit may be fielded. For every four Horse Archer unit fielded one Skirmishing Infantry unit may be fielded. To cover the later period revolts an option has been allowed to downgrade the reliability of Hsiung-nu troops.", + "", + "Chinese Coomander. The Chinese Commander can only command Chinese troops. The reverse also applies where Chinese troops can only be commanded by the Chinese Commander.", + "", + "Cataphracts. These represent those tribal warriors who fight from a heavily armoured mount in the Ordos style. Slow but devastating on the charge they were found particularly among the southern tribes.", + "", + "Cavalry. These represent the heavy troops of most tribes. Armed with bow and sword they are capable of showering an enemy with deadly arrows of fighting up close.", + "", + "Lancer Cavalry. These are nomadic horsemen who fight with the lance. Many carry bows, but they eschew their use in favour of a fierce charge into melee.", + "", + "Skirmishing Cavalry. Troops which form the core of most Hsiung-nu armies. They fight in dense skirmishing swarms, and use their deadly bows to great effect, often at the gallop.", + "", + "Foot Archers. Represent cavalry riders who have dismounted to fight on foot, typically because their horses have been killed in previous fighting. They do not like to fight on foot and cannot be relied upon to perform well.", + "", + "Skirmishers. Missile troops who are dismounted horse archers who have lost their horses or chosen to fight on foot due to difficult terrain. Like the dismounted cavalry, they are not to be relied upon.", + "", + "Allied Chinese Commander. He represents a Chinese General who has deserted from the Chinese armies.", + "", + "Chinese Cavalry. These were most likely armed with spears and thick leather armour although it is conjectured that they may also have made use of the composite bow in imitation of their Hsiung-nu foes.", + "", + "Chinese Halbadiers. They were armed with the cross-bladed heavy spear, the 'ge'. They were well armoured in leather, paper, or possibly metal lamellar. They were often unwilling conscripts and lacked staying power in open battle.", + "", + "Chinese Crossbows. They were armed with the ‘nu’ pistol-grip crossbow, a cheap reliable weapon for a conscript army. Like the Halberdiers they supported, the crossbowmen were similarly armoured, but could be brittle conscripts." + ] +} diff --git a/public/json/ricks-warmaster/Imperial Roman (Revised).json b/public/json/ricks-warmaster/Imperial Roman (Revised).json new file mode 100644 index 0000000..10e6d1e --- /dev/null +++ b/public/json/ricks-warmaster/Imperial Roman (Revised).json @@ -0,0 +1,260 @@ +{ + "specialRules": { + "Legion": { + "order": 1 + }, + "Skirmish": { + "order": 2 + }, + "Light Artillery": { + "order": 3 + }, + "Heavy Artillery": { + "order": 4 + }, + "Slow": { + "order": 5 + }, + "Shock": { + "order": 6 + }, + "Portents": { + "order": 7 + } + }, + "units": { + "Veteran Legion": { + "order": 0, + "type": "Infantry", + "specialRules": [ + "Legion" + ], + "attack": 4, + "hits": 3, + "armour": "5+", + "size": 3, + "points": 90, + "max": 2 + }, + "Legion": { + "order": 1, + "type": "Infantry", + "specialRules": [ + "Legion" + ], + "upgrades": [ + "Heavy Legion" + ], + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "points": 80, + "min": 4 + }, + "Auxiliaries": { + "order": 2, + "type": "Infantry", + "upgrades": [ + "Heavy Auxilliary" + ], + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "points": 45, + "max": 8 + }, + "Archers": { + "order": 3, + "type": "Infantry", + "attack": 2, + "range": 30, + "hits": 3, + "size": 3, + "points": 40, + "max": 4 + }, + "Skirmishers": { + "order": 4, + "type": "Infantry", + "specialRules": [ + "Skirmish" + ], + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "points": 30, + "max": 4 + }, + "Heavy Cavalry": { + "order": 5, + "type": "Cavalry", + "upgrades": [ + "Sarmatian Cavalry" + ], + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "points": 80, + "max": 2 + }, + "Light Cavalry": { + "order": 6, + "type": "Cavalry", + "specialRules": [ + "Skirmish" + ], + "upgrades": [ + "Horse Archers" + ], + "attack": 2, + "range": 15, + "hits": 3, + "armour": "6+", + "size": 3, + "points": 60, + "max": 2 + }, + "Scorpion": { + "order": 7, + "type": "Machine", + "specialRules": [ + "Light Artillery" + ], + "attack": 1, + "range": 40, + "hits": 3, + "size": 2, + "points": 50, + "max": 1 + }, + "Onager": { + "order": 8, + "type": "Machine", + "specialRules": [ + "Heavy Artillery" + ], + "attack": 1, + "range": "3x60", + "hits": 3, + "size": 1, + "points": 75, + "max": 1 + }, + "General": { + "order": 9, + "type": "General", + "upgrades": [ + "Portents" + ], + "attack": "+2", + "command": 9, + "size": 1, + "armyMax": 1, + "armyMin": 1 + }, + "Legate": { + "order": 10, + "type": "Leader", + "attack": "+1", + "command": 8, + "size": 1, + "max": 2 + } + }, + "upgrades": { + "Portents": { + "order": 0, + "specialRules": [ + "Portents" + ], + "points": "+10" + }, + "Heavy Legion": { + "order": 1, + "specialRules": [ + "Legion", + "Slow" + ], + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "4+", + "size": 3, + "points": "+15", + "max": "Half" + }, + "Heavy Auxilliary": { + "order": 2, + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "points": "+15" + }, + "Horse Archers": { + "order": 3, + "specialRules": [ + "Skirmish" + ], + "type": "Cavalry", + "attack": 1, + "range": 30, + "hits": 3, + "size": 3, + "points": "Free", + "max": 1 + }, + "Sarmatian Cavalry": { + "order": 4, + "specialRules": [ + "Shock" + ], + "type": "Cavalry", + "attack": 3, + "range": 15, + "hits": 3, + "armour": "5+", + "size": 3, + "points": "+35", + "max": "1max" + } + }, + "name": "Imperial Romans (Revised)", + "version": "Warmaster Ancients Ricks lists", + "group": "The Rise of Rome", + "order": 1, + "armyRules": [ + "Veteran Legion. The very best of the legionary cohorts representing veteran or battle hardened troops, Praetorians or other guard units at their peak.", + "", + "Legion. The standard legionary cohort—well trained and equipped troops making up the rank-and-file of every Roman Legion. Well armoured in segmented iron armour and helmets, large ‘scutum’ shields, and armed with swords and heavy javelins called pila.", + "", + "Auxiliaries. During the reign of Augustus and to some extent Tiberius the auxiliaries were locally recruited troops who continued to fight in a native style—though usually equipped with Roman arms and, increasingly, armour. Subsequent generations of auxiliaries came from Romanized backgrounds simply because the regions they came from and where they lived had been incorporated into the Empire. During the first century fighting as an auxiliary was a way of earning Roman citizenship—later on the Citizenship was extended to all Italians and then throughout the Empire—but by then the auxiliary cohorts had grown into a more regular body of troops. A typical Roman fighting force would comprise half legionary troops (heavies) and half auxiliary troops (which would normally encompass auxiliary cohorts as described here plus archers and cavalry). This category represents the typical auxiliary of the mid-first century onwards—armed with spear and sword, carrying an oval shield and wearing a Roman style but mass-produced helmet similar in appearance to that of the legionary.", + "", + "Archers. Amongst the auxiliary cohorts were units of archers—they were raised in both the east and west but the most well-known image is that of the Syrian archers on Trajan’s Column—these wear a mail coat and long robes.", + "", + "Skirmishers. These are lightly equipped auxiliary units recruited from native troops—in the west they would be Celts or Germans such as the Batavians armed with javelins—in the Mediterranean region they might be Balearic slingers, or javelin armed skirmishers such as Cilicians or Moors.", + "", + "Heavy Cavalry. Standard Roman auxiliary cavalry units equipped much as the infantry auxiliaries with spears and javelins.", + "", + "Light Cavalry. These include lightly equipped auxiliary or allied cavalry such as horse archers, or barbarian or native cavalry armed with a mix of javelins and spears.", + "", + "Scorpion. A light bolt-throwing machine that formed part of the standard equipment in every legion. Mostly used for assaulting fortifications.", + "", + "Onager. Legions also included a number of heavier stone throwing engines called onager or ‘wild ass’ because of the ferocious recoil.", + "", + "Portents. The player can take the portents before the battle. This allows the General to re-roll one failed Command roll once during the battle. Take the Command test again—if successful the order is issued and the General can continue giving orders if you wish.", + "", + "Heavy Legions. There is good evidience that the heavier equipment seen on Trajans Column was not developed specifically for fighting the war in Dacia, as was once commonly believed, but was part of a general tendency towards more protective armour. This included manica—sleeve protectors—as well as further reinforcement for helmets. There is also some sculptural evidence for armour incorporating scale protection and mail shoulder armour. To represent this up to half of the Legion units can be fielded as Heavy Legions with stats and points increase shown.", + "", + "Heavy Auxiliary. Auxiliary equipment also got progressively heavier throughout the first century. Although typically depicted in mail armour auxiliaries may have worn segmented armour too—finds of segmented armour fastenings have been discovered at what are thought to be auxiliary bases. Later helmets often show the kind of further reinforcement associated with legionaries. This option allows any Auxiliaries to be upgraded to Heavy Auxiliaries with the stats and point cost modifier shown.", + "", + "Horse Archers. Horse archers were part of the Roman army from early times—but are generally represented as light cavalry as that better fits the army’s modus operandi. These represent eastern horse archers of the Sarmatian, Parthian or Armenian type fighting as allies of the Romans. This option allows up to 1 unit of Light cavalry per 1000 pts to be upgraded to Horse Archers with the stats shown.", + "", + "Sarmatian Cavalry. After the defeat of the Dacian 8,000 Sarmatian cavalry were incorporated into the Roman army—over 5000 of them ended up being posted on Hadrian’s Wall in Northumberland. Many of these may have been horse archers—but it seems likely they would have included heavily armoured cavalry as well. In Roman service they would probably have adapted to Roman equipment and practice—but this option allows them to retain their original equipment and fighting style. Regardless of the army size, a single unit of Heavy Cavalry can be upgraded to Sarmatians with the stats and points modifier shown." + ] +} diff --git a/public/json/ricks-warmaster/Israelites.json b/public/json/ricks-warmaster/Israelites.json new file mode 100644 index 0000000..24571d8 --- /dev/null +++ b/public/json/ricks-warmaster/Israelites.json @@ -0,0 +1,162 @@ +{ + "specialRules": { + "Skirmish": { + "order": 1, + "text": [ + "In the Warmaster Ancients game, most skirmishers represent troops whose role is exclusively skirmishing. Whilst other troops may skirmish to a degree, they do so on the tactical level subsumed within close combat. The exceptions are some light cavalry and chariot units which are adjudged to have a duel role and which usually carry a mixture of weapons, eg, Huns.", + "", + "Because skirmishers are such a fundamental part of the armies, the skirmish rules are described throughout the book in the appropriate sections. These are summarised below together with references to the full descriptions.", + "", + "Skirmishers carry suitable weapons—sometimes bows but more likely s lings or javelins—and fight in loose, informal formations taking advantage of local terrain to avoid contact with more powerful but less mobile enemies. In general, skirmishing units represent fewer men than close fighting units. It is assumed they will usually disperse or flee if attacked.", + "1. Skirmishers always move at up to full pace for their type regardless of formation or circumstances (see p22).", + "2. Skirmishing units can see all round—they can draw a line of sight from any stand's edge. Their shooting zone extends all round to their front, side and rear. Because they can see enemies to their side or rear they can charge, evade or otherwise react to such units (see p10 Visibility) and (p37 Shooting).", + "3. Unless confused, skirmishers are allowed to evade from an enemy charge in the opposing Command phase (see p24).", + "4. Unless confused, skirmishers arc allowed to evade instead of being driven back by shooting in the opposing Shooting phase (see p25).", + "5. Skirmishers can evade through other units. If these other units are not skirmishers, or if they are a second or subsequent unit evaded through regardless of whether they are skirmishers or not, then both units must test for confusion once the move is complete. Units become confused on the roll of a 6 (see p24).", + "6. Skirmishing infantry can support from the side only: they cannot support from behind (see p50).", + "7. Skirmishing infantry can move through some types of terrain that is otherwise impassable—notably rivers/deep water, forests, and cliffs. This is described in the section on Terrain & Movement (see p31).", + "Note: For the avoidance of doubt, skirmishing infantry are able to evade from charging cavalry, or other non-skirmishing units, even if these units have a greater move distance than they do. In this case, skirmishers are assumed to have already seen, reacted to, and taken steps to avoid their attackers well before they reach their position." + ] + }, + "Portents": { + "order": 2, + "text": [ + "The player can take the portents before the battle. This allows the General to re-roll one failed Command roll once during the battle. Take the Command test again—if successful the order is issued and the General can continue giving orders if you wish." + ] + }, + "King David": { + "order": 3, + "text": [ + "King David carries the favour of his god and the supreme confidence of his warriors. Once in each turn you can intervene in any one combat engagement as follows. When your units roll for Attacks, you can immediately re-roll one dice again—picking out a miss and re-rolling it. Only one intervention is allowed in each turn." + ] + } + }, + "units": { + "Infantry": { + "order": 0, + "type": "Infantry", + "attack": 3, + "hits": 3, + "size": 3, + "points": 35, + "min": 6 + }, + "Archers": { + "order": 1, + "type": "Infantry", + "attack": 2, + "range": 30, + "hits": 3, + "size": 3, + "points": 40 + }, + "Spearmen": { + "order": 2, + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "points": 60, + "max": 4, + "min": 1 + }, + "Light Infantry": { + "order": 3, + "type": "Infantry", + "attack": 2, + "range": 15, + "hits": 3, + "size": 3, + "points": 40, + "max": 3, + "specialRules": [ + "Skirmish" + ] + }, + "Skirmishers": { + "order": 4, + "type": "Infantry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "points": 30, + "specialRules": [ + "Skirmish" + ] + }, + "Guard": { + "order": 5, + "type": "Infantry", + "attack": 4, + "hits": 3, + "armour": "5+", + "size": 3, + "points": 70, + "max": 1 + }, + "General": { + "order": 6, + "type": "General", + "attack": "+2", + "command": 9, + "size": 1, + "points": 125, + "min": 1, + "upgrades": [ + "Portents", + "King David" + ], + "armyMax": 1, + "armyMin": 1 + }, + "Leader": { + "order": 7, + "type": "Leader", + "attack": "+1", + "command": 8, + "size": 1, + "points": 80, + "max": 2 + } + }, + "upgrades": { + "Portents": { + "order": 0, + "points": "+10", + "specialRules": [ + "Portents" + ] + }, + "King David": { + "order": 1, + "attack": "+2", + "command": 9, + "size": 1, + "points": "+15", + "specialRules": [ + "King David" + ] + } + }, + "order": 0, + "name": "Israelites", + "version": "Warmaster Ancients Ricks lists", + "group": "Chariot Era", + "armyRules": [ + "Note that in this particular case the General can be upgraded twice if you wish—once with Portents and once with King David.", + "", + "Infantry. Men from the tribes of Israel were drafted into rank-and-file units and generally armed with spears and shields.", + "", + "Archers. The tribe of Benjamin was noted for its archers.", + "", + "Spearmen. Although the spear was the usual infantry weapon these represent troops highly drilled and trained to a degree that makes them far more formidable than the ordinary mass of troops. They represent the tribe of Judah whose members fought in a close-order formation comparable to Greek Hoplites.", + "", + "Light Infantry. The Gadites were the tribe noted for skirmishing warfare providing the Israelite Kings with flexible formations of troops armed with javelins and light bucklers. Mercenaries from Phoenicia used similar tactics.", + "", + "Skirmishers. These troops could come from any tribe but probably include a large number of Benjamites. Generally these were armed with javelins, but could also include units of slingers.", + "", + "Guard. These are the best and most experienced veterans in the Israelite army. This category includes troops such as the Gibborim (Mighty Men) and the Zebulinites. Well armoured and handpicked by the king, they form the nucleus of the Israelite army." + ] +} diff --git a/public/json/ricks-warmaster/Khazars.json b/public/json/ricks-warmaster/Khazars.json new file mode 100644 index 0000000..e5b2952 --- /dev/null +++ b/public/json/ricks-warmaster/Khazars.json @@ -0,0 +1,244 @@ +{ + "specialRules": { + "Shock": { + "order": 1 + }, + "Skirmish": { + "order": 2 + }, + "Unreliable": { + "order": 3 + }, + "Khagan": { + "order": 4, + "text": [ + "The Khagan replaces the Beg at a cost saving of –10pts. The Khagan is a non-combatant carried in a wagon and therefore has an Attack bonus of +0. Disregard the ‘unreliable’ penalty for units within 20cm of the Khagan. The Khagan’s maximum move is reduced to 40cm to take account of his wagon." + ] + } + }, + "units": { + "Nobles": { + "order": 0, + "type": "Cavalry", + "specialRules": [ + "Shock" + ], + "attack": 3, + "range": 15, + "hits": 3, + "size": 3, + "armour": "5+", + "points": 115, + "min": 2, + "max": 6 + }, + "Mounted Skirmishers": { + "order": 1, + "type": "Cavalry", + "specialRules": [ + "Skirmish" + ], + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "points": 40, + "min": 4, + "upgrades": [ + "Royal Army" + ] + }, + "Burtas": { + "order": 2, + "type": "Cavalry", + "specialRules": [ + "Skirmish" + ], + "attack": 2, + "range": 15, + "hits": 3, + "size": 3, + "armour": "6+", + "points": 60, + "max": 4 + }, + "Allied Heavy Cavalry": { + "order": 3, + "type": "Cavalry", + "specialRules": [ + "Shock", + "Unreliable" + ], + "attack": 3, + "range": 15, + "hits": 3, + "size": 3, + "armour": "5+", + "points": 105, + "max": 3 + }, + "Allied Light Cavalry": { + "order": 4, + "type": "Cavalry", + "specialRules": [ + "Skirmish", + "Unreliable" + ], + "attack": 2, + "range": 15, + "hits": 3, + "size": 3, + "armour": "6+", + "points": 50, + "max": 4 + }, + "Allied Skirmishers": { + "order": 5, + "type": "Cavalry", + "specialRules": [ + "Skirmish", + "Unreliable" + ], + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "points": 30, + "max": 4 + }, + "Levy": { + "order": 6, + "type": "Infantry", + "attack": 2, + "hits": 3, + "size": 3, + "armour": "6+", + "points": 35, + "max": 4 + }, + "Archers": { + "order": 7, + "type": "Infantry", + "attack": 2, + "range": 30, + "hits": 3, + "size": 3, + "points": 40, + "max": 2 + }, + "Slav Warriors": { + "order": 8, + "type": "Infantry", + "attack": 3, + "hits": 3, + "size": 3, + "armour": "6+", + "points": 45, + "max": 8, + "upgrades": [ + "Guards" + ] + }, + "Slav Skirmishers": { + "order": 9, + "type": "Infantry", + "specialRules": [ + "Skirmish" + ], + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "points": 30, + "max": 2 + }, + "Beg": { + "order": 10, + "type": "General", + "attack": "+2", + "command": 9, + "size": 1, + "points": 125, + "upgrades": [ + "Khagan" + ] + }, + "Leader": { + "order": 11, + "type": "Leader", + "attack": "+1", + "command": 8, + "size": 1, + "points": 80, + "max": 2 + } + }, + "upgrades": { + "Khagan": { + "order": 0, + "type": "General", + "attack": "+0", + "points": "-10", + "specialRules": [ + "Khagan" + ], + "command": 9, + "size": 1, + "max": 1, + "armyMax": 1, + "armyMin": 1 + }, + "Guards": { + "order": 1, + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "points": "+25", + "max": 1 + }, + "Royal Army": { + "order": 2, + "type": "Cavalry", + "attack": 1, + "range": 30, + "hits": 3, + "size": 3, + "points": "+20", + "specialRules": [ + "Skirmish" + ], + "max": 4 + } + }, + "armyRules": [ + "Nobles. Khazar heavy cavalry, typical of the steppe, armed with a long lance (akin to ‘kontos’) sword, bow and small round shield. The rider would wear armour and horses would be lightly armoured if at all.", + "", + "Mounted Skirmishers. These are bow armed but are considered less proficient that some horse archers such as Parthians, hence the standard 15cm missile range. They can be rated as ‘Royal Army’ as noted below—improving their bow range to 30cm.", + "", + "Burtas. These are riders armed with javelins, swords, bows and small shields—typical of the more lightly armoured steppe cavalry. This category also represents all comparable troops types in the Khazar army including Kasogians.", + "", + "Allied Heavy Cavalry. These represent subject or associated tribes of dubious discipline—hence the ‘unreliable’ status. They represent Ras, Magyar and Bulgarian horsemen armed in the same way as Khazar Nobles.", + "", + "Allied Light Cavalry. These represent Ras or Oghuz light cavalry armed with swords, javelins, bows and light shields. We have rated these as ‘unreliable’ to reflect their status as allies or subjects—although their efficiency on the battlefield was good enough. The same warriors could alternatively be included as Burtas shoud you wish to consider them as reliable—their appearance would not significantly different.", + "", + "Allied Skirmishers. Similar to Khazar mounted Skirmishers in all respects but rated as unreliable.", + "", + "Levy. Spearmen of low quality and little training or experience— hence represented with a reduced Attack stat. These can be upgraded to Guards as noted below.", + "", + "Archers. These are the standard bowmen armed with bows and swords.", + "", + "Slav Warriors. Slavs usually fight in dense formations with shields and spears, but also carry axes as sidearms and some might be armed with double handed axes.", + "", + "Slav Skirmishers. Lightly armed Slavs carrying javelins.", + "", + "Guards. A small contingent of elite spearmen was sometimes deployed in battle. Up to 1 unit per 1000 points can be upgraded in this way with the stats shown and an additional cost of +25 points per unit.", + "", + "Royal Army. These are more disciplined and better horse archers than the standard Khazar mounted skirmishers. Up to 4 Mounted Skirmisher units per 1000pts can be up-graded in this way at a cost of +20pts per unit." + ], + "name": "Khazars", + "version": "Warmaster Ancients Ricks lists", + "group": "The Dark Ages", + "order": 5 +} diff --git a/public/json/ricks-warmaster/Late Achaemenid Persian.json b/public/json/ricks-warmaster/Late Achaemenid Persian.json new file mode 100644 index 0000000..654db70 --- /dev/null +++ b/public/json/ricks-warmaster/Late Achaemenid Persian.json @@ -0,0 +1,320 @@ +{ + "specialRules": { + "Skirmish": { + "order": 1 + }, + "Unreliable": { + "order": 2 + }, + "Scythed Chariots": { + "order": 3 + }, + "Elephants": { + "order": 4 + }, + "Darius": { + "order": 5, + "text": [ + "The General may be Darius at the extra points cost shown—if Darius is chosen to lead your army he automatically rides a chariot and this is included in his stats and cost. If Darius is your general then disregard the penalty for unreliable units that are within 20cm of Darius—if Darius is within 20cm the unit does not count as unreliable." + ] + }, + "Mercenary Hoplites": { + "order": 6, + "text": [ + "Because Hoplites fought as mercenaries at this time, largely trusting to their own kind and sometimes distrusting their employers, Hoplites may not receive rear support from non-Hoplites—only Hoplites can rear-support other Hoplites." + ] + } + }, + "units": { + "Heavy Cavalry": { + "order": 0, + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "points": 80, + "min": 1, + "max": 4, + "upgrades": [ + "Heavy Bactrian Cavalry" + ] + }, + "Colonist Cavalry": { + "order": 1, + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "points": 70, + "min": 2 + }, + "Light Cavalry": { + "order": 2, + "type": "Cavalry", + "attack": 2, + "range": 15, + "hits": 3, + "armour": "6+", + "size": 3, + "points": 60, + "specialRules": [ + "Skirmish" + ], + "max": 4 + }, + "Mounted Skirmishers": { + "order": 3, + "type": "Cavalry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "points": 40, + "specialRules": [ + "Skirmish" + ], + "min": 2, + "max": 6 + }, + "Scythian Horse Archers": { + "order": 4, + "type": "Cavalry", + "attack": 1, + "range": 30, + "hits": 3, + "size": 3, + "points": 60, + "specialRules": [ + "Skirmish" + ], + "max": 1 + }, + "Greek Hoplites": { + "order": 5, + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "points": 50, + "max": 6, + "specialRules": [ + "Unreliable", + "Mercenary Hoplites" + ] + }, + "Persian Infantry": { + "order": 6, + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "points": 45, + "max": 4 + }, + "Subject Infantry": { + "order": 7, + "type": "Infantry", + "attack": 3, + "hits": 3, + "size": 3, + "points": 25, + "min": 4, + "specialRules": [ + "Unreliable" + ] + }, + "Subject Archers": { + "order": 8, + "type": "Infantry", + "attack": 2, + "range": 30, + "hits": 3, + "size": 3, + "points": 30, + "max": 6, + "specialRules": [ + "Unreliable" + ] + }, + "Skirmishers": { + "order": 9, + "type": "Infantry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "points": 30, + "specialRules": [ + "Skirmish" + ], + "max": 6 + }, + "Scythed Chariot": { + "order": 10, + "type": "Chariot", + "attack": 4, + "hits": 3, + "armour": "5+", + "size": 1, + "points": 50, + "specialRules": [ + "Scythed Chariots" + ], + "max": 1 + }, + "Elephant": { + "order": 11, + "type": "Elephant", + "attack": 4, + "range": 15, + "hits": 4, + "armour": "5+", + "size": 1, + "points": 70, + "specialRules": [ + "Elephants" + ], + "max": 1 + }, + "General": { + "order": 12, + "type": "General", + "attack": "+2", + "command": 8, + "size": 1, + "points": 90, + "upgrades": [ + "Mount General on Chariot", + "Upgrade General to Darius" + ], + "armyMax": 1, + "armyMin": 1 + }, + "Leader": { + "order": 13, + "type": "Leader", + "attack": "+1", + "command": 7, + "size": 1, + "max": 2, + "points": 60, + "upgrades": [ + "Upgrade Leader" + ] + }, + "Satrap": { + "order": 14, + "type": "Subordinate", + "attack": "+1", + "command": 7, + "size": 1, + "max": 2, + "points": 30, + "upgrades": [ + "Upgrade Satrap" + ] + } + }, + "upgrades": { + "Heavy Bactrian Cavalry": { + "order": 0, + "type": "Cavalry", + "points": "+5", + "size": 3, + "armour": "5+", + "hits": 3, + "attack": 3, + "range": 15, + "max": 2 + }, + "Thracian Peltasts": { + "order": 1, + "type": "Infantry", + "attack": 2, + "range": 15, + "hits": 3, + "size": 3, + "max": 2, + "points": "+10", + "specialRules": [ + "Skirmish" + ] + }, + "Mount General on Chariot": { + "order": 2, + "type": "Chariot Mount", + "attack": "+1", + "points": "+10", + "max": "1max" + }, + "Upgrade General to Darius": { + "order": 3, + "type": "Chariot Mount", + "attack": "+2", + "command": 8, + "size": 1, + "points": "+30", + "specialRules": [ + "Darius" + ], + "max": "1max" + }, + "Upgrade Leader": { + "order": 4, + "type": "Leader", + "attack": "+1", + "command": 8, + "size": 1, + "points": "+20", + "max": "1max" + }, + "Upgrade Satrap": { + "order": 5, + "type": "Subordinate", + "attack": "+1", + "command": 8, + "size": 1, + "points": "+10", + "max": "1max" + } + }, + "armyRules": [ + "Heavy Cavalry. These are retainers of the Persian and Median nobility—they have armour and are armed with spears and swords. They are not as aggressive or hard-fighting as their Macedonian opponents and for that reason are not considered to be ‘shock’ but regular heavy cavalry.", + "", + "Colonist Cavalry. These are equipped in a similar fashion to the Heavy Cavalry but are less likely to be armoured and could include vassals such as Indians.", + "", + "Light Cavalry. The mass of Persian cavalry lack substantial armour and carry spears and javelins with which to harass the enemy rather than charging to close quarters.", + "", + "Mounted Skirmishers. These are Persians, Medes, Arachosians, Paphlagonians and other local skirmishing troops armed with javelins.", + "", + "Scythians. Mounted bowmen—and probably the best skirmishing cavalry of the ancient world.", + "", + "Greek Hoplites. For many years Hoplites were the best close quarter fighting troops of the eastern Mediterranean region where they were widely employed as mercenaries. During Alexander’s wars they were to find their supremacy challenged by pike-armed Macedonians. They wear heavy armour of stiffened linen which was often reinforced by metal plates or scales—much like the cuirass worn by contemporary phalangites. They were well protected by bronze helmets and greaves, and carry a large round shield faced with bronze. They are armed with a long spear—often as long as ten feet— and a sword; which at this late period might be the single-edged Macedonian style kopis rather than the more traditional straight-bladed and double-edged weapon. Because Hoplites fought as mercenaries at this time, largely trusting to their own kind and sometimes distrusting their employers, Hoplites may not receive rear support from non-Hoplites—only Hoplites can rear-support other Hoplites.", + "", + "Persian Infantry. The Persian foot comprise a levy rather that professional soldiers and are armed with both spears and bows. They carry a large shield (to hide behind) . Bowfire is subsumed into combat value and is assumed to have effect only immediately prior to contact. The same stats may also represent Cardaces—a corps of Persian troops recruited from the lesser nobility and armed with shield and spear— an unsuccessful attempt to provide a home-grown alternative to the Hoplites.", + "", + "Subject Infantry. These are levies from far-flung satrapies of the Persian Empire. They are variously and irregularly armed with spears, bows and javelins. They wear no armour though some may carry shields. They are largely untrained, undisciplined and unenthusiastic—hence their status as ‘unreliable’.", + "", + "Subject Archers. Persian, Syrian, Armenian or other archers—not really equipped to fight at close quarters and probably not expecting to do so!", + "", + "Skirmishers. Skirmishers equipped with javelins or slings and small shields—these could be troops from the Persian Empire or Greek mercenaries.", + "", + "Scythed Chariots. Chariots equipped with scythes were used to break up enemy formations—but rarely with any success! Rather than a fighting crew these chariots would have a single driver whose task was to ram straight into the enemy as fast as possible with fatal consequences for all concerned.", + "", + "Elephants. The Persians did not enjoy much success with their elephants which were inclined to stampede and run amok amongst their own troops. Maybe that’s why they seem to be guarding the camp during the Gaugamela battle.", + "", + "Heavy Bactrian Cavalry. Up to 2 units per 1000 points of Heavy Cavalry can be upgraded to Bactrian Heavy Cavalry for the additional points cost shown. This represents troops armed with bows as well as close fighting weapons and capable of ranged shooting.", + "", + "Thracian Peltasts. Up to 2 units per 1000 pts of infantry skirmishers can be upgraded to Thracian Peltasts representing more heavily armed and armoured peltasts of which the Thracians were the most noted. Thracians were armed with a heavy cutting weapon called a rhomphaia (variously described as a long-handled sword or a double-handed bill-like weapon) as well as javelins. Other peltasts carried a spear as well as javelins. These intermediate troops were capable of skirmishers and fighting at close quarters—they were to evolve into the most common type of foot-soldier over the following centuries largely replacing Hoplites.", + "", + "Darius. The General may be Darius at the extra points cost shown—if Darius is chosen to lead your army he automatically rides a chariot and this is included in his stats and cost. If Darius is your general then disregard the penalty for unreliable units that are within 20cm of Darius—if Darius is within 20cm the unit does not count as unreliable." + ], + "name": "Late Achaemenid Persian", + "version": "Warmaster Ancients Ricks lists", + "group": "Greece and the Near East", + "order": 13 +} diff --git a/public/json/ricks-warmaster/Late Period Annamese.json b/public/json/ricks-warmaster/Late Period Annamese.json new file mode 100644 index 0000000..5751dbc --- /dev/null +++ b/public/json/ricks-warmaster/Late Period Annamese.json @@ -0,0 +1,312 @@ +{ + "specialRules": { + "Elephants": { + "order": 1 + }, + "Warband": { + "order": 2 + }, + "Skirmish": { + "order": 3 + }, + "Stakes": { + "order": 4, + "text": [ + "1. Stakes are based acing the long edge, 40mm wide. The depth does not matter but is suggested to be 10mm.", + "2. Deploying stakes requires an order and takes the entire move to complete", + "3. Deployed stakes remain on the battlefield. They become part of the 'terrain' in the same way as fences or low hedges. Stakes offer protection to any infantry stands positioned directly behind. Stakes present no obstacle to movement.", + "4. An infantry stand protected by stakes counts as defended in hand to hand combat against charging enemy cavalry stands fighting across the stakes. This means that the enemy will need 5s to hit rather than 4s and will lose the bonuses for charging." + ] + }, + "Handgunners": { + "order": 5, + "text": [ + "1. Handgunners have a range of 20cm", + "2. When rolling for drive backs as a result fo casualties inflicted by an organ gun roll +1 additional die, for example if three casualties are inflicted roll four dice. Note: it is +1 dice regardless of the number of units shooting." + ] + }, + "Slow": { + "order": 6 + }, + "Terror": { + "order": 7 + }, + "Viriato": { + "order": 8, + "text": [ + "In the opposing players turn, in his Command phase, you can spring an ‘ambush’ after any successful Command roll made by the enemy General. The opposing player can’t make any more Command rolls that turn." + ] + }, + "Fire-lance": { + "order": 9, + "text": [ + "One use only per game and only in response to being charged. The unit gains the Terror special rule for the duration of the first round of combat." + ] + }, + "Organ Gun": { + "order": 10, + "text": [ + "1. Organ Gun has move 20cm", + "2. Organ Guns are considered to have the 'Slow' special rule", + "3. A unit taking a hit from an organ gun is disallowed any Armour roll it normally has", + "4. An organ gun rolls a d6 to determine the number of shots each time it fires, roll a number of attacks equal to the rolled result", + "5. Organ Gun has a maximum range of 15cm", + "6. When rolling for drive backs as a result fo casualties inflicted by an organ gun roll +1 additional die, for example if three casualties are inflicted roll four dice. Note: it is +1 dice regardless of the number of units shooting.", + "7. An organ gun can stand and shoot in an arc 45 degrees to its front, this is a more liberal rule than other artillery", + "8. An organ gun cannot shoot on a turn it has moved except where that move was to pivot on the spot. Pivoting still requires an order." + ] + }, + "Cannon": { + "order": 11, + "text": [ + "1. Except where otherwise noted (see army lists) cannons have a movement of 20cm", + "2. Cannons are considered to have the 'Slow' special rule", + "3. A unit taking a hit from a Cannon is disallowed any Armour roll it normally has", + "4. A single cannon has 2 shots and therefore rolls 2 dice against its target", + "5. A cannon has a maximum range of 40cm", + "6. When rolling for drive backs as a result fo casualties inflicted by a Cannon roll +1 additional die, for example if two casualties are inflicted roll three dice. Note: it is +1 dice regardless of the number of units shooting.", + "7. A Cannon cannot shoot an enemy charging it, they are very slow to operate and are not suitable for shooting charging enemies", + "8. A Cannon stand can shoot in an arc 45 degrees to its front. This is more liberal than for other artillery.", + "9. A Cannon cannot shoot on a turn it has moved except where that move was to pivot on the spot. Pivoting still requires an order." + ] + } + }, + "units": { + "Elephants": { + "order": 0, + "specialRules": [ + "Elephants" + ], + "type": "Elephant", + "attack": 4, + "range": 15, + "hits": 4, + "armour": "5+", + "size": 3, + "max": 1, + "points": 200 + }, + "Cavalry": { + "order": 1, + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "max": 1, + "points": 70, + "upgrades": [ + "Heavy Cavalry" + ] + }, + "Bodyguard": { + "order": 2, + "specialRules": [ + "Warband" + ], + "type": "Infantry", + "attack": 4, + "hits": 3, + "armour": "6+", + "size": 3, + "max": 1, + "points": 55 + }, + "Warriors": { + "order": 3, + "specialRules": [ + "Warband" + ], + "type": "Infantry", + "attack": 3, + "hits": 3, + "size": 3, + "min": 6, + "points": 35, + "upgrades": [ + "Stakes", + "Firelance" + ] + }, + "Archers": { + "order": 4, + "specialRules": [ + "Warband" + ], + "type": "Infantry", + "attack": 2, + "range": 30, + "hits": 3, + "size": 3, + "max": 4, + "points": 40, + "upgrades": [ + "Stakes", + "Handgunners" + ] + }, + "Skirmishers": { + "order": 5, + "specialRules": [ + "Skirmish" + ], + "type": "Infantry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "min": 2, + "max": 4, + "points": 30 + }, + "Organ Gun": { + "order": 6, + "type": "Artillery", + "attack": 1, + "size": 1, + "specialRules": [ + "Slow", + "Organ Gun" + ], + "range": "d6x15", + "max": 1, + "points": 50, + "hits": 3 + }, + "Cannon": { + "order": 7, + "type": "Artillery", + "attack": 1, + "size": 1, + "specialRules": [ + "Slow", + "Cannon" + ], + "range": "2x40", + "max": 1, + "points": 50, + "hits": 3 + }, + "Trung Trac": { + "order": 8, + "upgrades": [ + "Elephant", + "Viriato" + ], + "type": "General", + "attack": "+2", + "command": 8, + "size": 1, + "points": 100, + "armyMax": 1, + "armyMin": 1 + }, + "Trung Nhi": { + "order": 9, + "upgrades": [ + "Elephant" + ], + "type": "Leader", + "attack": "+1", + "command": 8, + "size": 1, + "points": 80, + "max": 1 + }, + "Chiefs": { + "order": 10, + "upgrades": [ + "Elephant" + ], + "type": "Subordinate", + "attack": "+1", + "command": 7, + "size": 1, + "points": 30, + "max": 4 + } + }, + "upgrades": { + "Elephant": { + "order": 0, + "type": "Mount", + "attack": "+1", + "max": 2, + "points": "+10" + }, + "Viriato": { + "order": 1, + "max": 1, + "specialRules": [ + "Viriato" + ], + "points": "+25" + }, + "Stakes": { + "order": 2, + "max": 8, + "points": "+5", + "specialRules": [ + "Stakes" + ] + }, + "Heavy Cavalry": { + "order": 3, + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "points": "+10", + "max": 1 + }, + "Firelance": { + "order": 4, + "specialRules": [ + "Terror", + "Fire-lance" + ], + "points": "+5", + "max": "25%" + }, + "Handgunners": { + "order": 5, + "type": "Infantry", + "attack": 2, + "range": "1x20", + "hits": 3, + "size": 3, + "points": "+5", + "max": 3 + } + }, + "order": 2, + "group": "The Far East", + "version": "Warmaster Ancients Ricks lists", + "name": "Late Period Annamese", + "armyRules": [ + "Elephants. Elephants were used in large numbers by many East Asian countries. These were the Asian (Indian) elephants, these were larger than the North African and Sumatran elephant. The elephants carried one warrior and a mahout, both were trained to fight. (The elephants are described as taking on foot soldiers and hurling them into the air and attacking with their tusks.)", + "", + "Cavalry. These were the mounted landowning classes and their retainers who were largely un-armoured possibly with shields and bamboo lances/spears.", + "", + "Bodyguard. The Bodyguard were possibly female warriors armed with wicker shields and bamboo spears.", + "", + "Warband. The ordinary peoples who make up the bulk of the army – a levy of farmers and villagers – armed with bows or bamboo spears and wicker shields. By the start of the 16th century some troops were being armed with halberds.", + "", + "Archers. These represent the un-armoured foot troops armed with bamboo bow or crossbow infantry who fought from a distance.", + "", + "Handgunners. Some missile infantry were armed with handguns. (The Annamese presumably first acquired handgun technology from China at some point before 1390).", + "", + "Skirmisher. Skirmishers were young or impoverished warriors armed with bows or bamboo javelins and usually carrying a small shield.", + "", + "Fire-lance. A spear with a gunpowder based pyrotechnic device attached, a flamethrower! Fire-lances were in Song Chinese use by the late 11th cent. - early 12th cent. resulting in a crossover to the Annamese.", + "", + "Stakes. Hidden bamboo stakes and ditches, at times planted in river-beds and banks. Earthworks were protected by rows of stake also hidden as anti-cavalry traps.", + "", + "Organ guns. The organ gun represents wheeled multiple barrelled rocket launchers.", + "", + "Heavy Cannons. These were heavy bombard and field pieces that were becoming more common during this period and were copied from the Chinese.", + "", + "Viriato. This is an optional upgrade as the armies General can be upgraded to Viriato – hero of the resistance against its enemies bringing the benefit of the ‘ambush’ rule. This is to allow for the guerrilla fighting which was a part of Annamese warfare." + ] +} diff --git a/public/json/ricks-warmaster/Late Ptolemaic.json b/public/json/ricks-warmaster/Late Ptolemaic.json new file mode 100644 index 0000000..8c2472b --- /dev/null +++ b/public/json/ricks-warmaster/Late Ptolemaic.json @@ -0,0 +1,250 @@ +{ + "specialRules": { + "Skirmish": { + "order": 1, + "text": [ + "In the Warmaster Ancients game, most skirmishers represent troops whose role is exclusively skirmishing. Whilst other troops may skirmish to a degree, they do so on the tactical level subsumed within close combat. The exceptions are some light cavalry and chariot units which are adjudged to have a duel role and which usually carry a mixture of weapons, eg, Huns.", + "Because skirmishers are such a fundamental part of the armies, the skirmish rules are described throughout the book in the appropriate sections. These are summarised below together with references to the full descriptions.", + "Skirmishers carry suitable weapons—sometimes bows but more likely s lings or javelins—and fight in loose, informal formations taking advantage of local terrain to avoid contact with more powerful but less mobile enemies. In general, skirmishing units represent fewer men than close fighting units. It is assumed they will usually disperse or flee if attacked.", + "", + "1. Skirmishers always move at up to full pace for their type regardless of format ion or circumstances (see p22).", + "2. Skirmishing units can see all round—they can draw a line of sight from any stand's edge. Their shooting zone extends all round to their front, side and rear. Because they can see enemies to their side or rear they can charge, evade or otherwise react to such units (see p10 Visibility) and (p37 Shooting).", + "3. Unless confused, skirmishers are allowed to evade from an enemy charge in the opposing Command phase (see p24).", + "4. Unless confused, skirmishers arc allowed to evade instead of being driven back by shooting in the opposing Shooting phase (see p25).", + "5. Skirmishers can evade through other units. If these other units are not skirmishers, or if they are a second or subsequent unit evaded through regardless of whether they are skirmishers or not, then both units must test for confusion once the move is complete. Units become confused on the roll of a 6 (see p24).", + "6. Skirmishing infantry can support from the side only: they cannot support from behind (see p50).", + "7. Skirmishing infantry can move through some types of terrain that is otherwise impassable—notablyrivers/deep water, forests, and cliffs. This is described in the section on Terrain & Movement (see p31).", + "Note: For the avoidance of doubt, skirmishing infantry are able to evade from charging cavalry, or other non-skirmishing units, even if these units have a greater move distance than they do. In this case, skirmishers are assumed to have already seen, reacted to, and taken steps to avoid their attackers well before they reach their position." + ] + }, + "Portents": { + "order": 2, + "text": [ + "The General can take the portents before the battle. This allows the General to re-roll one failed Command roll once during the battle. Take the Command test again—if successful the order is issued and the General can continue giving further orders if you wish." + ] + }, + "Phalanx": { + "order": 3, + "text": [ + "A phalanx is a deep formation made up of warriors armed with long pikes or spears. We use the term exclusively for those armed with pikes—the main fighting infantry type of Macedonian and later Hellenistic armies. Pikes could be extremely long so that a closely packed phalanx presents an almost unstoppable hedge of spear points to its front. Conversely, a phalanx is easily disordered if attcked to its flanks or moving over dense terrain.", + "1. To preserve the aesthetic appearance of the phalanx and reflect the characteristics of yhe troop type, phalangites are mounted facing the short (20mm) edge of the base. See Appendix 2 for alternative basing suggestions for larger scale models.", + "2. The phalanx is a cumbersome and relatively inflexible formation. To represent this, a phalanx unit moves at normal infantry pace of 20cm in the Command phase if it is both in a line formation and if the unit moves either directly forward or charges. In all other situations or formations, including during evades, the phalanx moves at half pace in the Command phase (10cm).", + "3. None-measured and fixed moves that take place outside the Command phase—such as advances, drive backs, pursuits, and fall backs are worked our exactly like other troops.", + "4. Phalanx stands can not be supported from behind —their basing already represents the depth of the phalanx formation. Phalanx stands can be supported by other phalanx stands to their side, or by other infantry stands positioned to their side and congruent to their front. See Support p49.", + "5. A Phalanx stand striking to its side or rear has an Attack value of '0'. Units are still entitled to a 'Last Ditch' dice where they would not otherwise strike at all.", + "6. Phalanx units treat all dense terrain as impenetrable—woods, villages/build up areas, (broken/marshy ground, steep hills/slopes, woods/tall scrub,villages/build-up areas).", + "7. Phalanx units cannot be placed on ramparts or given ladders with which to attack troops on ramparts.", + "8. A phalanx stand counts as a 'defended' enemy to cavalry, elephants, and chariots charging to its front so long as the stand is not also engaged to its side or rear." + ] + }, + "Shock": { + "order": 4, + "text": [ + "The 'shock' rule applies to hard hitting and often heavily armoured cavalry units. They are likely to be armed with long spears or lances, and charge at a good pace to deliver a decisive blow or punch through the enemy lines. These units are indicated in the army lists.", + "1. Shock cavalry units can be based facing the short (20mm) edge of the stand. Their narrow frontage and increased depth can be thought of as representing successive co-ordinated waves of attack against a narrow point.", + "2. Alternatively to the above, shock cavalry can be based facing the long (40mm) edge of the stand in which case, each stand adds + 1 Combat Attack when charging or pursuing.", + "3. If shock cavalry units are armed with bows, their shooting zone is always straight ahead of their frontage. See Shooting Zone p37.", + "Note: Two base sizes are given because it is recognised that players using larger scale models will find it impractical to base stands to the short edge. In addition, some players may have pre-existing armies based to a 40mm frontage. The long edge basing is not an exact equivalent, but it is comparable overall and is presented as a reasonable compromise. See the Appendices for more on alternative basing for different units." + ] + }, + "Camels": { + "order": 5, + "text": [ + "Some cavalry units were mounted on camels rather than horses. This was usually a matter of convenience or necessity rather than preference. Camels have a useful characteristic that the ancients recognized and often exploited: namely. horses don't like 'em! It's the smell.", + "1. If an army does not include camel units then its horses find the scent of camels unsettling. Consequently, if a unit of horsed cavalry or chariots is within 20cm of enemy camels when an order is given, any failure, regardless of the dice roll, is considered to be a Blunder (see p68). Even if the order is given by the General, a failure counts as a blunder in this situation. This penalty applies to armies even if their list allows camels but where they have not been included in the army.", + "In a doubles game where armies are fighting as allies, if one army has camels and the other does not, camels will also unsettle allied cavalry or chariot units within 20cm as described above." + ] + } + }, + "units": { + "Peltasts": { + "order": 0, + "type": "Infantry", + "attack": 2, + "range": 15, + "hits": 3, + "size": 3, + "specialRules": [ + "Skirmish" + ], + "points": 40, + "max": 4 + }, + "Cretans": { + "order": 1, + "type": "Infantry", + "attack": 2, + "range": 30, + "hits": 3, + "size": 3, + "points": 40, + "max": 2 + }, + "Skirmishers": { + "order": 2, + "type": "Infantry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "specialRules": [ + "Skirmish" + ], + "points": 30, + "max": 4 + }, + "Heavy Cavalry": { + "order": 3, + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "specialRules": [ + "Shock" + ], + "points": 110, + "min": 1, + "max": 2 + }, + "Ethnic Cavalry": { + "order": 4, + "type": "Cavalry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "specialRules": [ + "Skirmish" + ], + "points": 40, + "max": 2 + }, + "Camelry": { + "order": 5, + "type": "Cavalry", + "attack": 1, + "range": 15, + "hits": 3, + "armour": "6+", + "size": 3, + "specialRules": [ + "Skirmish", + "Camels" + ], + "points": 60, + "max": 1 + }, + "Macedonian Phalanx": { + "order": 6, + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "specialRules": [ + "Phalanx" + ], + "points": 60, + "min": 4 + }, + "Agema Phalanx": { + "order": 7, + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "specialRules": [ + "Phalanx" + ], + "points": 70, + "max": 1 + }, + "Egyptian Phalanx": { + "order": 8, + "type": "Infantry", + "attack": 3, + "hits": 3, + "size": 3, + "specialRules": [ + "Phalanx" + ], + "points": 50, + "max": 8 + }, + "Thureophores": { + "order": 9, + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "points": 45, + "max": 2 + }, + "Legionaries": { + "order": 10, + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "points": 60, + "max": 8 + }, + "General": { + "order": 11, + "attack": "+2", + "command": 9, + "size": 1, + "points": 125, + "upgrades": [ + "Portents" + ], + "armyMax": 1, + "armyMin": 1 + }, + "Leader": { + "order": 12, + "attack": "+1", + "command": 8, + "size": 1, + "points": 80, + "max": 2 + } + }, + "upgrades": { + "Portents": { + "order": 0, + "specialRules": [ + "Portents" + ], + "points": "+10" + } + }, + "order": 14, + "name": "Late Ptolemaic", + "version": "Warmaster Ancients Ricks lists", + "group": "Greece and the Near East", + "armyRules": [ + "Macedonian Phalanx. The regular Macedonian phalanx. Well drilled soldiers.", + "", + "Agema Phalanx. The elite proportion of the army comprising veteran phalangites.", + "", + "Peltasts. Regular Successor type including Greek or Thracian peltasts, or even Cretan or Pisidian peltasts as well as garrison units fighting in a comparable fashion.", + "", + "Skirmishers. Lightly armed troops fighting as skirmishers—including javelinmen, bowmen and slingers. Mostly Egyptian or Syrian archers or slingers.", + "", + "Elephants. The Ptolomies had aceess to Indian elephants at certain periods but their use gradually declined. An attempt was made to import African elephants from Kush—but this was probably not a success.", + "", + "Heavy Cavalry. The Cleruch cavalry equipped and trained in the fashion of Macedonian Companions.", + "", + "Ethnic Cavalry. Locally trained cavalry armed with javelins.", + "", + "Legionaries. These represent either imitation legionaries or those remaining from Marcus Antonius’ army.", + "", + "Thureophores. Equipped with javelins and shields, and frequently armoured, these are an intermediary type of troop that evolved from the peltast.", + "", + "Egyptian Phalanx. Although equipped as their Macedonian counterparts, the Egyptians lacked their level of training, reducing their ability to withstand prolonged fighting." + ] +} diff --git a/public/json/ricks-warmaster/Late Romans (Revised, Eastern).json b/public/json/ricks-warmaster/Late Romans (Revised, Eastern).json new file mode 100644 index 0000000..3e54f2e --- /dev/null +++ b/public/json/ricks-warmaster/Late Romans (Revised, Eastern).json @@ -0,0 +1,209 @@ +{ + "specialRules": { + "Shieldwall": { + "order": 1 + }, + "Skirmish": { + "order": 2 + }, + "Shock": { + "order": 3 + }, + "Slow": { + "order": 4 + }, + "Light Artillery": { + "order": 5 + }, + "Portents": { + "order": 6 + } + }, + "units": { + "Veterans": { + "order": 0, + "type": "Infantry", + "attack": 4, + "hits": 3, + "armour": "5+", + "size": 3, + "points": 75, + "max": 1, + "specialRules": [ + "Shieldwall" + ] + }, + "Legiones & Auxilia Palatina": { + "order": 1, + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "points": 65, + "min": 6, + "specialRules": [ + "Shieldwall" + ] + }, + "Sagitarii": { + "order": 2, + "type": "Infantry", + "attack": 2, + "range": 30, + "hits": 3, + "armour": "6+", + "size": 3, + "points": 50, + "max": 6 + }, + "Skirmishers": { + "order": 3, + "type": "Infantry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "points": 30, + "max": 4, + "specialRules": [ + "Skirmish" + ] + }, + "Scholae": { + "order": 4, + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "points": 110, + "max": 1, + "specialRules": [ + "Shock" + ] + }, + "Cataphractii & Clibanarii": { + "order": 5, + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "4+", + "size": 3, + "points": 125, + "max": "3 see rule", + "specialRules": [ + "Shock", + "Slow" + ] + }, + "Equites": { + "order": 6, + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "points": 80, + "min": 1, + "max": 4 + }, + "Equites Dalmatia": { + "order": 7, + "type": "Cavalry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "points": 40, + "max": 2, + "specialRules": [ + "Skirmish" + ] + }, + "Equites Sagitarii": { + "order": 8, + "type": "Cavalry", + "attack": 1, + "range": 30, + "hits": 3, + "size": 3, + "points": 60, + "max": 2, + "specialRules": [ + "Skirmish" + ] + }, + "Balistarii": { + "order": 9, + "type": "Artillery", + "specialRules": [ + "Light Artillery" + ], + "attack": 1, + "range": 40, + "hits": 3, + "size": 2, + "points": 50, + "max": "1 see rule" + }, + "General": { + "order": 10, + "type": "General", + "attack": "+2", + "command": 9, + "size": 1, + "points": 125, + "armyMax": 1, + "armyMin": 1, + "upgrades": [ + "Portents" + ] + }, + "Leader": { + "order": 11, + "type": "Leader", + "attack": "+1", + "command": 8, + "size": 1, + "points": 80, + "max": 2 + } + }, + "upgrades": { + "Portents": { + "order": 0, + "points": "+10", + "specialRules": [ + "Portents" + ] + } + }, + "armyRules": [ + "In an eastern army the number of Catafractarii and Clibanarii units may not exceed half the total number of cavalry fielded. The number of Balistarii units is limited to a maximum of 1 per 1000pts as noted, but cannot exceed 2 in total regardless of army size.", + "", + "Veterans. Veterans are the best and most experienced of the Roman infantry units – essentially elite troops armed and equipped as described below.", + "", + "Legiones & Auxilia Palatina These are the standard Roman infantrymen with long sword, spear, shield and – usually – with mail armour as well. They could also have darts or javelins to throw at relatively short ranges.", + "", + "Sagittarii . Bow armed units - according to Vegetius such units were armoured and they probably carried shield as patterns for archer units are included in the Notitia Dignitatum—as such they have been categorised as ‘heavy’ with a pip of armour.", + "", + "Skirmishers. Infantry units fighting as skirmishers – with long sword, shield and javelins or, alternatively, with bows.", + "", + "Scholae. These are the very best of the heavy cavalry units and have been made available in limited numbers to reflect this. Otherwise they are equipped as for other Equites.", + "", + "Equites. These are the standard cavalry units – they go by different names such as Scutarii and Promoti, but are all equipped in the same way with long sword, shield, armour, and spears.", + "", + "Cataphracts & Clibanarii. These are the heaviest cavalry, well armoured and riding armoured horses, and armed with long lances (kontos).", + "", + "Equites Dalmatia. These are skirmishing cavalry armed with javelins and the category includes all such types regardless of origin", + "", + "Equites Sagittarii. These are dedicated horse archer units.", + "", + "Balistarii. Light artillery pieces—dart throwing machines and their crews." + ], + "name": "Late Romans (Revised, Eastern)", + "version": "Warmaster Ancients Ricks lists", + "group": "The Dark Ages", + "order": 6 +} diff --git a/public/json/ricks-warmaster/Late Romans (Revised, Western).json b/public/json/ricks-warmaster/Late Romans (Revised, Western).json new file mode 100644 index 0000000..39d9e01 --- /dev/null +++ b/public/json/ricks-warmaster/Late Romans (Revised, Western).json @@ -0,0 +1,239 @@ +{ + "specialRules": { + "Shieldwall": { + "order": 1 + }, + "Skirmish": { + "order": 2 + }, + "Shock": { + "order": 3 + }, + "Slow": { + "order": 4 + }, + "Light Artillery": { + "order": 5 + }, + "Portents": { + "order": 6 + }, + "Warband": { + "order": 7 + } + }, + "units": { + "Veterans": { + "order": 0, + "type": "Infantry", + "attack": 4, + "hits": 3, + "armour": "5+", + "size": 3, + "points": 75, + "max": 1, + "specialRules": [ + "Shieldwall" + ] + }, + "Legiones & Auxilia Palatina": { + "order": 1, + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "points": 65, + "min": 6, + "specialRules": [ + "Shieldwall" + ] + }, + "Pseudocomitatenses": { + "order": 2, + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "points": 45, + "max": 6 + }, + "Foederati": { + "order": 3, + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "points": 45, + "specialRules": [ + "Warband" + ], + "max": 4 + }, + "Sagitarii": { + "order": 4, + "type": "Infantry", + "attack": 2, + "range": 30, + "hits": 3, + "armour": "6+", + "size": 3, + "points": 50, + "max": 1 + }, + "Skirmishers": { + "order": 5, + "type": "Infantry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "points": 30, + "max": 4, + "specialRules": [ + "Skirmish" + ] + }, + "Scholae": { + "order": 6, + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "points": 110, + "max": 1, + "specialRules": [ + "Shock" + ] + }, + "Cataphractii & Clibanarii": { + "order": 7, + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "4+", + "size": 3, + "points": 125, + "max": "1max", + "specialRules": [ + "Shock", + "Slow" + ] + }, + "Equites": { + "order": 8, + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "points": 80, + "min": 1, + "max": 4 + }, + "Equites Dalmatia": { + "order": 9, + "type": "Cavalry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "points": 40, + "max": 2, + "specialRules": [ + "Skirmish" + ] + }, + "Equites Sagitarii": { + "order": 10, + "type": "Cavalry", + "attack": 1, + "range": 30, + "hits": 3, + "size": 3, + "points": 60, + "max": 1, + "specialRules": [ + "Skirmish" + ] + }, + "Balistarii": { + "order": 11, + "type": "Artillery", + "specialRules": [ + "Light Artillery" + ], + "attack": 1, + "range": 40, + "hits": 3, + "size": 2, + "points": 50, + "max": "1max" + }, + "General": { + "order": 12, + "type": "General", + "attack": "+2", + "command": 9, + "size": 1, + "points": 125, + "upgrades": [ + "Portents" + ], + "armyMax": 1, + "armyMin": 1 + }, + "Leader": { + "order": 13, + "type": "Leader", + "attack": "+1", + "command": 8, + "size": 1, + "points": 80, + "max": 2 + } + }, + "upgrades": { + "Portents": { + "order": 0, + "specialRules": [ + "Portents" + ], + "points": "+10" + } + }, + "armyRules": [ + "In an eastern army the number of Catafractarii and Clibanarii units may not exceed half the total number of cavalry fielded. The number of Balistarii units is limited to a maximum of 1 per 1000pts as noted, but cannot exceed 2 in total regardless of army size.", + "", + "Veterans. Veterans are the best and most experienced of the Roman infantry units – essentially elite troops armed and equipped as described below.", + "", + "Legiones & Auxilia Palatina These are the standard Roman infantrymen with long sword, spear, shield and – usually – with mail armour as well. They could also have darts or javelins to throw at relatively short ranges.", + "", + "Pseudocomitatenses. Limitianei troops transferred into the field armies—such troops are recorded in the Notitia.", + "", + "Foederati. Towards the end of the C4th the western armies suffered two heavy defeats in civil wars and in the second Franks (etc) were recruited in significant numbers. It is likely this was the start of the use of relatively unassimilated barbarians. The eastern armies do not seem to have done this.", + "", + "Sagittarii . Bow armed units - according to Vegetius such units were armoured and they probably carried shield as patterns for archer units are included in the Notitia Dignitatum—as such they have been categorised as ‘heavy’ with a pip of armour.", + "", + "Skirmishers. Infantry units fighting as skirmishers – with long sword, shield and javelins or, alternatively, with bows.", + "", + "Scholae. These are the very best of the heavy cavalry units and have been made available in limited numbers to reflect this. Otherwise they are equipped as for other Equites.", + "", + "Equites. These are the standard cavalry units – they go by different names such as Scutarii and Promoti, but are all equipped in the same way with long sword, shield, armour, and spears.", + "", + "Cataphracts & Clibanarii. These are the heaviest cavalry, well armoured and riding armoured horses, and armed with long lances (kontos).", + "", + "Equites Dalmatia. These are skirmishing cavalry armed with javelins and the category includes all such types regardless of origin", + "", + "Equites Sagittarii. These are dedicated horse archer units.", + "", + "Balistarii. Light artillery pieces—dart throwing machines and their crews." + ], + "name": "Late Romans (Revised, Western)", + "version": "Warmaster Ancients Ricks lists", + "group": "The Dark Ages", + "order": 7 +} diff --git a/public/json/ricks-warmaster/Late Sicillian Normans.json b/public/json/ricks-warmaster/Late Sicillian Normans.json new file mode 100644 index 0000000..029c0dd --- /dev/null +++ b/public/json/ricks-warmaster/Late Sicillian Normans.json @@ -0,0 +1,213 @@ +{ + "specialRules": { + "Shock": { + "order": 1 + }, + "Skirmish": { + "order": 2 + }, + "Unreliable": { + "order": 3 + }, + "Papal Blessing": { + "order": 4, + "text": [ + "The Kings of Sicily were famous for their good works and founded many religious houses. Consequently they may call on the Pope for his special blessing this allows the general to re-roll one failed command once per battle. This is the same as the Portents upgrade but with a title more appropriate for the age" + ] + }, + "Norman Charge": { + "order": 5, + "text": [ + "Norman cavalry was famously aggressive and their charge was regarded by contemporaries as being especially dangerous, to reflect this, any unit of Norman Cavalry in the later list may be given this upgrade. The first time in a battle that a unit of Norman Cavalry charges it gains an extra D6 attacks. Roll a D6 to determine the number of extra attacks and distribute them as evenly as possible to the individual stands with no individual stand receiving more than 2 extra attacks, even if the unit has lost figures. Note that this can only be given to Norman Cavalry and the unit must initiate the combat to gain this bonus." + ] + }, + "Crossbows": { + "order": 6, + "text": [ + "Troops hit by crossbows during their shooting phase take any armour saving throws with a -1 penalty if the crossbowmen did not move during their command phase. Note this does not apply to shooting that takes place when crossbowmen shoot at chargers - which happens in the enemy command phase. This represent the lower rate of fire of crossbows." + ] + } + }, + "units": { + "Infantry": { + "order": 0, + "type": "Infantry", + "attack": 3, + "hits": 3, + "size": 3, + "points": 35, + "min": 2 + }, + "Archers": { + "order": 1, + "type": "Infantry", + "attack": 2, + "range": 30, + "hits": 3, + "size": 3, + "points": 40, + "min": 1, + "max": 4 + }, + "Skirmisher Infantry": { + "order": 3, + "specialRules": [ + "Skirmish" + ], + "type": "Infantry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "points": 30, + "min": 1, + "max": 4 + }, + "Norman Cavalry": { + "order": 4, + "specialRules": [ + "Shock" + ], + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "points": 110, + "min": 2 + }, + "Southern Cavalry": { + "order": 5, + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "points": 70, + "max": 2 + }, + "Light Cavalry": { + "order": 6, + "specialRules": [ + "Skirmish" + ], + "type": "Cavalry", + "attack": 2, + "range": 15, + "hits": 3, + "armour": "6+", + "size": 3, + "points": 60, + "min": 1, + "max": 4 + }, + "Skirmisher Cavalry": { + "order": 7, + "specialRules": [ + "Skirmish" + ], + "type": "Cavalry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "points": 40, + "min": 1, + "max": 2 + }, + "General": { + "order": 8, + "type": "General", + "attack": "+2", + "command": 9, + "size": 2, + "points": 125, + "armyMax": 1, + "armyMin": 1 + }, + "Lord": { + "order": 9, + "type": "Leader", + "attack": "+1", + "command": 8, + "size": 2, + "points": 80, + "max": 1 + }, + "Baron": { + "order": 10, + "type": "Subordinate", + "attack": "+1", + "command": 8, + "size": 2, + "points": 40, + "max": 2 + } + }, + "upgrades": { + "Guard Archers": { + "order": 0, + "type": "Infantry", + "attack": 3, + "range": 30, + "hits": 3, + "armour": "6+", + "size": 3, + "points": "+10", + "max": 1 + }, + "Crossbows": { + "order": 1, + "type": "Infantry", + "attack": 2, + "range": 30, + "hits": 3, + "size": 3, + "points": "+10", + "max": 1, + "specialRules": [ + "Crossbows" + ] + }, + "Norman Charge": { + "order": 2, + "points": "+15", + "max": "Any", + "specialRules": [ + "Norman Charge" + ], + "attack": "+d6" + }, + "Papal Blessing": { + "order": 3, + "points": "+10", + "max": 1, + "specialRules": [ + "Papal Blessing" + ] + } + }, + "armyRules": [ + "Norman Cavalry. These were often called knights in contemporary sources; equipped with lance and sword and protected with mail armour and large kite shields they formed the cutting edge of the Norman armies.", + "", + "Southern Cavalry. Norman Squires and other locally recruited shock cavalry including Byzantines, Muslims and Lombards. Although shock based they have been given a reduced armour save to reflect the relative light armour favoured by the locals when compared with the Norman invaders.", + "", + "Light Cavalry. These are Norman and Muslims, the Muslims found the d’Hautevilles benevolent rulers so were extremely loyal, who providing skirmishing cavalry armed with javelins and shields. These were prepared to engage in melee if it was to their advantage.", + "", + "Skirmishing Cavalry. These are lightly equipped units recruited from the Muslims armed with javelins and shields who fought as skirmishers only.", + "", + "Infantry. Mercenary and local infantry armed with spears and shields from the towns of Southern Italy, especially those captured from the Byzantine provided good infantry in the form of local militias.", + "", + "Archers. Southern Italy and especially the Muslims of Sicily had a long standing archery tradition and once they had begun to make inroads into the island the Normans quickly adopted the archer as a key part of their army.", + "", + "Guard Archers. After the conquest of Sicily the Norman Kings adopted the local tradition of recruiting local archers as elite bodyguard units, one unit of archers per thousand points may be upgraded, however this option is not available if the Iron Arm upgrade is taken.", + "", + "Crossbows. By the middle of the 12th century the crossbow developed sufficiently to warrant being regarded as a separate weapon from a normal bow and Pope Innocent II at the Second Lateran Council of 1139 banned it’s use against Christians. Later armies (from 1130) may upgrade up to two units of archers to crossbows.", + "", + "Skirmishing Infantry. These are lightly equipped units recruited from the local Muslims and were armed with javelins and shields they fought, like their cavalry counterpart, as skirmishers only." + ], + "name": "Late Sicillian Normans", + "version": "Warmaster Ancients Ricks lists", + "group": "The Dark Ages", + "order": 1 +} diff --git a/public/json/ricks-warmaster/Later Hebrews (David).json b/public/json/ricks-warmaster/Later Hebrews (David).json new file mode 100644 index 0000000..6147194 --- /dev/null +++ b/public/json/ricks-warmaster/Later Hebrews (David).json @@ -0,0 +1,262 @@ +{ + "specialRules": { + "Skirmish": { + "order": 1, + "text": [ + "In the Warmaster Ancients game, most skirmishers represent troops whose role is exclusively skirmishing. Whilst other troops may skirmish to a degree, they do so on the tactical level subsumed within close combat. The exceptions are some light cavalry and chariot units which are adjudged to have a duel role and which usually carry a mixture of weapons, eg, Huns.", + "Because skirmishers are such a fundamental part of the armies, the skirmish rules are described throughout the book in the appropriate sections. These are summarised below together with references to the full descriptions.", + "Skirmishers carry suitable weapons—sometimes bows but more likely slings or javelins—and fight in loose, informal formations taking advantage of local terrain to avoid contact with more powerful but less mobile enemies. In general, skirmishing units represent fewer men than close fighting units. It is assumed they will usually disperse or flee if attacked.", + "", + "1. Skirmishers always move at up to full pace for their type regardless of formation or circumstances (see p22).", + "2. Skirmishing units can see all round—they can draw a line of sight from any stand's edge. Their shooting zone extends all round to their front, side and rear. Because they can see enemies to their side or rear they can charge, evade or otherwise react to such units (see p10 Visibility) and (p37 Shooting).", + "3. Unless confused, skirmishers are allowed to evade from an enemy charge in the opposing Command phase (see p24).", + "4. Unless confused, skirmishers arc allowed to evade instead of being driven back by shooting in the opposing Shooting phase (see p25).", + "5. Skirmishers can evade through other units. If these other units are not skirmishers, or if they are a second or subsequent unit evaded through regardless of whether they are skirmishers or not, then both units must test for confusion once the move is complete. Units become confused on the roll of a 6 (see p24).", + "6. Skirmishing infantry can support from the side only: they cannot support from behind (see p50).", + "7. Skirmishing infantry can move through some types of terrain that is otherwise impassable—notably rivers/deep water, forests, and cliffs. This is described in the section on Terrain & Movement (see p31).", + "Note: For the avoidance of doubt, skirmishing infantry are able to evade from charging cavalry, or other non-skirmishing units, even if these units have a greater move distance than they do. In this case, skirmishers are assumed to have already seen, reacted to, and taken steps to avoid their attackers well before they reach their position." + ] + }, + "Camels": { + "order": 2, + "text": [ + "Some cavalry units were mounted on camels rather than horses. This was usually a matter of convenience or necessity rather than preference. Camels have a useful characteristic that the ancients recognized and often exploited: namely. horses don't like 'em! It's the smell.", + "", + "1. If an army does not include camel units then its horses find the scent of camels unsettling. Consequently, if a unit of horsed cavalry or chariots is within 20cm of enemy camels when an order is given, any failure, regardless of the dice roll, is considered to be a Blunder (see p68). Even if the order is given by the General, a failure counts as a blunder in this situation. This penalty applies to armies even if their list allows camels but where they have not been included in the army.", + "2. In a doubles game where armies are fighting as allies, if one army has camels and the other does not, camels will also unsettle allied cavalry or chariot units within 20cm as described above." + ] + }, + "Chariot Runners": { + "order": 3, + "text": [ + "One unit of Light Infantry per 1000 points can be upgraded to Chariot Runners at no cost.", + "", + "Chariot runners are infantry units that accompany chariots either on-foot or by hitching a ride and dismounting once combat begins.", + "1. If a chariot runner unit is touching a friendly chariot unit and both are included in a brigade order, the chariot runners unit's movement is increased to that of the chariot unit. Each chariot unit can 'carry' one chariot runner unit in this way. The chariot runners and chariots must end the move touching—even if one or the other charges during the move." + ] + }, + "Portents": { + "order": 4, + "text": [ + "The General can take the portents before the battle. This allows the Genral to re-roll one failed Command roll once during the battle. Take the Command test again—if successful the order is issued and the General can continue giving further orders if you wish." + ] + }, + "King David": { + "order": 5, + "text": [ + "If you take King David the general is divinely inspired—the player can re-roll any one failed attack dice in any one combat per turn." + ] + } + }, + "units": { + "Bowmen": { + "order": 0, + "type": "Infantry", + "attack": 2, + "range": 30, + "hits": 3, + "size": 3, + "min": 4, + "max": 8, + "points": 40 + }, + "Spearmen": { + "order": 1, + "type": "Infantry", + "attack": 3, + "hits": 3, + "size": 3, + "min": 4, + "points": 35 + }, + "Gibborim": { + "order": 2, + "type": "Infantry", + "attack": 4, + "hits": 3, + "armour": "6+", + "size": 3, + "max": 2, + "points": 55 + }, + "Philistine": { + "order": 3, + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "max": 8, + "points": 45 + }, + "Light Infantry": { + "order": 4, + "type": "Infantry", + "attack": 2, + "range": 15, + "hits": 3, + "size": 3, + "max": 3, + "specialRules": [ + "Skirmish" + ], + "upgrades": [ + "Chariot Runners" + ], + "points": 40 + }, + "Skirmishers": { + "order": 5, + "type": "Infantry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "specialRules": [ + "Skirmish" + ], + "points": 30 + }, + "Bedouin": { + "order": 6, + "type": "Cavalry", + "attack": 1, + "range": 15, + "hits": 3, + "armour": "6+", + "size": 3, + "max": 1, + "specialRules": [ + "Skirmish", + "Camels" + ], + "points": 60 + }, + "Scouts": { + "order": 7, + "type": "Cavalry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "specialRules": [ + "Skirmish" + ], + "max": 1, + "points": 40 + }, + "Light Chariots": { + "order": 8, + "type": "Chariot", + "attack": 2, + "range": 15, + "hits": 3, + "armour": "6+", + "size": 3, + "points": 80, + "max": 3, + "specialRules": [ + "Skirmish" + ] + }, + "General": { + "order": 9, + "type": "General", + "attack": "+3", + "size": 1, + "command": 9, + "upgrades": [ + "Portents", + "King David" + ], + "points": 135, + "armyMax": 1, + "armyMin": 1 + }, + "Tribal Chieftain": { + "order": 10, + "type": "Subordinate", + "attack": "+1", + "size": 1, + "command": 7, + "upgrades": [ + "Sub-General", + "Chariot Mount" + ], + "max": 4, + "points": 30 + } + }, + "upgrades": { + "Portents": { + "order": 0, + "points": "+10", + "size": 1, + "specialRules": [ + "Portents" + ] + }, + "King David": { + "order": 1, + "points": "+15", + "type": "General", + "attack": "+3", + "command": 9, + "size": 1, + "specialRules": [ + "Portents" + ] + }, + "Sub-General": { + "order": 2, + "max": 2, + "points": "+10", + "type": "Subordinate", + "attack": "+1", + "command": 8, + "size": 1 + }, + "Chariot Mount": { + "order": 3, + "max": 4, + "points": "+10", + "type": "Chariot Mount", + "attack": "+1" + }, + "Chariot Runners": { + "order": 5, + "specialRules": [ + "Skirmish", + "Chariot Runners" + ], + "max": 1, + "points": "+0", + "attack": 2, + "range": 15, + "hits": 3, + "size": 3, + "type": "Chariot" + } + }, + "order": 1, + "name": "Later Hebrews (David)", + "version": "Warmaster Ancients Ricks lists", + "group": "Chariot Era", + "armyRules": [ + "Bowmen. Troops carrying a bow and rarely anything else.", + "", + "Spearmen. Troops armed with short spears, a khopesh-like sword and a light shield.", + "", + "Gibborim. The elite troops of the army who acted as the king’s bodyguard.", + "", + "Philistine. Heavily equipped infantry carrying spears, swords and shields. They wore body armour. The category can also represent Chehertis or Aegean mercenaries.", + "", + "Light Infantry. These represent the better quality of lightly armed skirmishing troops.", + "", + "Skirmishers. Generally these were armed with javelins, but could also include units of slingers.", + "", + "Bedouins. Lightly armed camel riders.", + "", + "Light Chariots. Usually captured chariots. They were destroyed at the beginning of the conquest of Israel in part because the Hebrews preferred to fight from hill tops and amongst terrain where their enemy’s chariots couldn’t operate." + ] +} diff --git a/public/json/ricks-warmaster/Later Hebrews (Solomon).json b/public/json/ricks-warmaster/Later Hebrews (Solomon).json new file mode 100644 index 0000000..4e78177 --- /dev/null +++ b/public/json/ricks-warmaster/Later Hebrews (Solomon).json @@ -0,0 +1,329 @@ +{ + "specialRules": { + "Skirmish": { + "order": 1, + "text": [ + "In the Warmaster Ancients game, most skirmishers represent troops whose role is exclusively skirmishing. Whilst other troops may skirmish to a degree, they do so on the tactical level subsumed within close combat. The exceptions are some light cavalry and chariot units which are adjudged to have a duel role and which usually carry a mixture of weapons, eg, Huns.", + "Because skirmishers are such a fundamental part of the armies, the skirmish rules are described throughout the book in the appropriate sections. These are summarised below together with references to the full descriptions.", + "Skirmishers carry suitable weapons—sometimes bows but more likely s lings or javelins—and fight in loose, informal formations taking advantage of local terrain to avoid contact with more powerful but less mobile enemies. In general, skirmishing units represent fewer men than close fighting units. It is assumed they will usually disperse or flee if attacked.", + "", + "1. Skirmishers always move at up to full pace for their type regardless of format ion or circumstances (see p22).", + "2. Skirmishing units can see all round—they can draw a line of sight from any stand's edge. Their shooting zone extends all round to their front, side and rear. Because they can see enemies to their side or rear they can charge, evade or otherwise react to such units (see p10 Visibility) and (p37 Shooting).", + "3. Unless confused, skirmishers are allowed to evade from an enemy charge in the opposing Command phase (see p24).", + "4. Unless confused, skirmishers arc allowed to evade instead of being driven back by shooting in the opposing Shooting phase (see p25).", + "5. Skirmishers can evade through other units. If these other units are not skirmishers, or if they are a second or subsequent unit evaded through regardless of whether they are skirmishers or not, then both units must test for confusion once the move is complete. Units become confused on the roll of a 6 (see p24).", + "6. Skirmishing infantry can support from the side only: they cannot support from behind (see p50).", + "7. Skirmishing infantry can move through some types of terrain that is otherwise impassable—notablyrivers/deep water, forests, and cliffs. This is described in the section on Terrain & Movement (see p31).", + "Note: For the avoidance of doubt, skirmishing infantry are able to evade from charging cavalry, or other non-skirmishing units, even if these units have a greater move distance than they do. In this case, skirmishers are assumed to have already seen, reacted to, and taken steps to avoid their attackers well before they reach their position." + ] + }, + "Camels": { + "order": 2, + "text": [ + "Some cavalry units were mounted on camels rather than horses. This was usually a matter of convenience or necessity rather than preference. Camels have a useful characteristic that the ancients recognized and often exploited: namely. horses don't like 'em! It's the smell.", + "", + "1. If an army does not include camel units then its horses find the scent of camels unsettling. Consequently, if a unit of horsed cavalry or chariots is within 20cm of enemy camels when an order is given, any failure, regardless of the dice roll, is considered to be a Blunder (see p68). Even if the order is given by the General, a failure counts as a blunder in this situation. This penalty applies to armies even if their list allows camels but where they have not been included in the army.", + "2. In a doubles game where armies are fighting as allies, if one army has camels and the other does not, camels will also unsettle allied cavalry or chariot units within 20cm as described above." + ] + }, + "Heavy Chariots": { + "order": 3, + "text": [ + "Heavy Chariots are defined as those pulled by four horses—ie, they are four-horse chariots or 'quadrigas'. Heavy Chariots are a characteristic feature of Assyrian armies.", + "", + "1. Chariots pulled by four horses are too wide to fit on a standard base and are therefore mounted onto a 40mm x 40mm square base instead (effectively a double sized base).", + "2. Heavy Chariots receive the additional +1 charge bonus Combat modifier when charging enemies in the open." + ] + }, + "Unreliable": { + "order": 4, + "text": [ + "Unreliable units represent troops that, for whatever reason, have little enthusiasm for the job in hand or uncertain or wavering loyalty. This does not necessarily mean they are poor fighters—indeed they might be professional soldiers who have little confidence in their commanders, such as Greek Mercenaries in a Persian army. Conversely. they might be ill-disciplined allies, subject conscripts or tributary warriors—such as Germans fighting as part of a Hun army. Such troops are less likely to obey orders than normal troops.", + "1. A -1 Command penalty is applied when giving an order to an Unreliable unit or a brigade of which it is a part." + ] + }, + "Warband": { + "order": 5, + "text": [ + "Warbands represent close fighting but often poorly organised infantry or cavalry, generally tribal troops, barbarians, levy, or militia, that lack training or experience. These troops become confident in large numbers or when flushed with victory, but timid if few in number or once they have been beaten.", + "1. If three or four units of warband are given a brigade order, the player can add 1 to the commander's Command value up to a maximum of 10. The entire brigade has to comprise warband units, and there must be at least three units in the brigade.", + "2. If a warband unit is driven back by shooting bur has not yet lost a stand then it rolls one less dice for the drive back than usual. If a warband is driven back by shooting and has lost one or more stands for whatever reason then it rolls one more dice than usual.", + "3. If a warband unit pursues in combat then it receives a further +1 Attack bonus per stand in the following pursuit round. If a warband retreats from combat then it receives a -1 Attack penalty per stand in the following pursuit round." + ] + }, + "King Solomon": { + "order": 6, + "text": [ + "If you take King Solomon he can make a divine appeal once during the battle. This is basically a Portents re-roll but with an additional +1 to the general’s Command value. If the divine appeal is failed then the result is automatically a blunder." + ] + }, + "Unlocked": { + "order": 7, + "text": [ + "This option can only be taken if the King Solomon upgrade is selected first. If the King Solomon upgrade is selected then you cannot select the Tribal Chieftains and can instead select this option." + ] + } + }, + "units": { + "Bowmen": { + "order": 0, + "type": "Infantry", + "attack": 2, + "range": 30, + "hits": 3, + "size": 3, + "min": 4, + "max": 8, + "points": 40 + }, + "Spearmen": { + "order": 1, + "type": "Infantry", + "attack": 3, + "hits": 3, + "size": 3, + "min": 4, + "points": 35 + }, + "Gibborim": { + "order": 2, + "type": "Infantry", + "attack": 4, + "hits": 3, + "armour": "6+", + "size": 3, + "max": 2, + "points": 55 + }, + "Philistine": { + "order": 3, + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "max": 8, + "points": 45 + }, + "Light Infantry": { + "order": 4, + "type": "Infantry", + "attack": 2, + "range": 15, + "hits": 3, + "size": 3, + "max": 3, + "points": 40 + }, + "Skirmishers": { + "order": 5, + "type": "Infantry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "specialRules": [ + "Skirmish" + ], + "points": 30 + }, + "Bedouin": { + "order": 6, + "type": "Cavalry", + "attack": 1, + "range": 15, + "hits": 3, + "armour": "6+", + "size": 3, + "max": 1, + "specialRules": [ + "Skirmish", + "Camels" + ], + "points": 60 + }, + "Scouts": { + "order": 7, + "type": "Cavalry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "specialRules": [ + "Skirmish" + ], + "max": 1, + "points": 40 + }, + "Heavy Chariots": { + "order": 8, + "type": "Chariot", + "attack": 3, + "range": 15, + "hits": 4, + "armour": "5+", + "size": 3, + "points": 115, + "max": 3, + "specialRules": [ + "Heavy Chariots" + ] + }, + "Ally Light Chariots": { + "order": 9, + "type": "Chariot", + "attack": 2, + "range": 15, + "hits": 3, + "armour": "6+", + "size": 3, + "points": 80, + "max": 3, + "specialRules": [ + "Skirmish", + "Unreliable" + ] + }, + "Ally Cavalry": { + "order": 10, + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "points": 60, + "max": 1, + "specialRules": [ + "Unreliable", + "Warband" + ] + }, + "Ally Warriors": { + "order": 11, + "type": "Infantry", + "attack": 3, + "hits": 3, + "size": 3, + "points": 25, + "max": 4, + "specialRules": [ + "Unreliable", + "Warband" + ] + }, + "Ally Javelinmen": { + "order": 12, + "type": "Infantry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "points": 20, + "max": 2, + "specialRules": [ + "Skirmish", + "Unreliable", + "Warband" + ] + }, + "General": { + "order": 13, + "upgrades": [ + "King Solomon" + ], + "attack": "+3", + "command": 9, + "size": 1, + "points": 135, + "type": "General", + "armyMax": 1, + "armyMin": 1 + }, + "Tribal Chieftain": { + "order": 14, + "type": "Subordinate", + "attack": "+1", + "command": 7, + "size": 1, + "points": 30, + "max": 4, + "upgrades": [ + "Chariot Mount" + ] + }, + "Sub-General Leader": { + "order": 15, + "type": "Leader", + "upgrades": [ + "Chariot Mount" + ], + "attack": "+1", + "command": 8, + "size": 1, + "points": 80, + "max": 1, + "specialRules": [ + "Unlocked" + ] + }, + "Sub-General": { + "order": 16, + "type": "Subordinate", + "upgrades": [ + "Chariot Mount" + ], + "attack": "+1", + "command": 8, + "size": 1, + "points": 40, + "max": 2, + "specialRules": [ + "Unlocked" + ] + } + }, + "upgrades": { + "King Solomon": { + "order": 1, + "attack": "+3", + "command": 9, + "size": 1, + "points": "+15", + "type": "General" + }, + "Chariot Mount": { + "order": 2, + "max": 4, + "points": "+10", + "attack": "+1", + "type": "Chariot Mount" + } + }, + "order": 2, + "name": "Later Hebrews (Solomon)", + "version": "Warmaster Ancients Ricks lists", + "group": "Chariot Era", + "armyRules": [ + "Bowmen. Troops carrying a bow and rarely anything else.", + "", + "Spearmen. Troops armed with short spears, a khopesh-like sword and a light shield.", + "", + "Gibborim. The elite troops of the army who acted as the king’s bodyguard.", + "", + "Philistine. Heavily equipped infantry carrying spears, swords and shields. They wore body armour. The category can also represent Chehertis or Aegean mercenaries.", + "", + "Light Infantry. These represent the better quality of lightly armed skirmishing troops.", + "", + "Skirmishers. Generally these were armed with javelins, but could also include units of slingers.", + "", + "Bedouins. Lightly armed camel riders.", + "", + "Heavy Chariots. Copied after contact with the Assyrians—they had a crew of 3 and later 4.", + "", + "Ally Light Chariots. Could be Aramean, Kushite or Libyan Egyptian allies.", + "", + "Ally Cavalry. Lightly armed horsemen with swords and spears—for example Kushite Egyptian cavalry.", + "", + "Ally Warriors. Armed with spear, sword and shield—could be Kushites, Libyans or even Arameans." + ] +} diff --git a/public/json/ricks-warmaster/Lydian.json b/public/json/ricks-warmaster/Lydian.json new file mode 100644 index 0000000..c6691d0 --- /dev/null +++ b/public/json/ricks-warmaster/Lydian.json @@ -0,0 +1,161 @@ +{ + "specialRules": { + "Skirmish": { + "order": 1 + }, + "Portents": { + "order": 2 + } + }, + "units": { + "Heavy Cavalry": { + "order": 0, + "type": "Cavalry", + "attack": 3, + "hits": 3, + "size": 3, + "armour": "5+", + "points": 80, + "min": 2, + "max": 4, + "upgrades": [ + "Elite Cavalry" + ] + }, + "Mounted Skirmishers": { + "order": 1, + "type": "Cavalry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "specialRules": [ + "Skirmish" + ], + "points": 40, + "min": 2, + "max": 4 + }, + "Cimmerian Horse Archers": { + "order": 2, + "type": "Cavalry", + "attack": 1, + "range": 30, + "hits": 3, + "size": 3, + "specialRules": [ + "Skirmish" + ], + "points": 60, + "max": 1 + }, + "Hoplites": { + "order": 3, + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "points": 60, + "min": 4 + }, + "Light Infantry": { + "order": 4, + "type": "Infantry", + "attack": 2, + "range": 15, + "hits": 3, + "size": 3, + "specialRules": [ + "Skirmish" + ], + "points": 40, + "min": 1, + "max": 4 + }, + "Skirmishers": { + "order": 5, + "type": "Infantry", + "attack": 1, + "range": 15, + "upgrades": [ + "Bowmen" + ], + "hits": 3, + "size": 3, + "specialRules": [ + "Skirmish" + ], + "points": 30, + "max": 4 + }, + "General": { + "order": 6, + "type": "General", + "attack": "+2", + "upgrades": [ + "Portents" + ], + "command": 8, + "size": 1, + "points": 100, + "armyMax": 1, + "armyMin": 1 + }, + "Leader": { + "order": 7, + "type": "Leader", + "attack": "+1", + "command": 8, + "size": 1, + "points": 80, + "max": 2 + } + }, + "upgrades": { + "Bowmen": { + "order": 0, + "type": "Infantry", + "max": "Up to half", + "points": "+15", + "attack": 2, + "range": 30, + "hits": 3, + "size": 3 + }, + "Elite Cavalry": { + "order": 1, + "type": "Cavalry", + "attack": 4, + "hits": 3, + "armour": "5+", + "points": "+10", + "size": 3 + }, + "Portents": { + "order": 2, + "specialRules": [ + "Portents" + ], + "max": 1, + "points": "+10" + } + }, + "armyRules": [ + "Heavy Cavalry. The Persians regarded the Lydian cavalry as the best of their troops and were reluctant to engage with them—we have therefore graded them as heavy cavalry with a further option to upgrade then to elite cavalry at +10pts per unit. If units are upgraded in this way no chariots can be included—it being assumed that the elite of Lydian society fight mounted rather than as chariot warriors.", + "", + "Mounted Skirmishers. These could be Phrygian or Paphlagonian cavalrymen—lands to the north of Lydia that came to be part of the Lydian empire. They are typical skirmishing cavalry with javelins.", + "", + "Cimmerian Horse Archers. The Cimmerians were early invaders of the Near East—they were driven southward by the Scythians and caused much unrest in Anatolia and Assyria. They were typical steppe nomads—and we have represented them here as horse archers for the sake of variety (they could just as easily be represented by a standard light cavalry stat at the same points cost if players preferred).", + "", + "Spearmen. These are the citizen militia of Anatolian cities such as Sardis— in time they would transmute into Greek-style Hoplites with armour, bronze helmets and long spears—but in the early years they would have shorter spears and or javelins and little if any armour. All or none of the Spearmen can be upgraded to Hoplites either representing native troops or Mercenary Greeks . This costs the indicated points per unit.", + "", + "Light Infantry. These represent the lightly equipped troops of the mountainous regions of Anatolia, such as Phyrgians, Paphlagonians, and Cilicians as well as mercenary Thracians from the west. They are armed with javelins and spears and carry large shields.", + "", + "Skirmishers. These are very lightly equipped javelin armed troops from Lydia, Phrygia or Mysia—all part of western Anatolia. Skirmishers like this could probably come from almost anywhere in the Lydian empire—but these areas are known for providing such troops. Up to half these units can be uprated to Lydian or Phrygian bowmen at the cost per unit shown." + ], + "name": "Lydian", + "version": "Warmaster Ancients Ricks lists", + "group": "Greece and the Near East", + "order": 15 +} diff --git a/public/json/ricks-warmaster/Lysimachids.json b/public/json/ricks-warmaster/Lysimachids.json new file mode 100644 index 0000000..19717f8 --- /dev/null +++ b/public/json/ricks-warmaster/Lysimachids.json @@ -0,0 +1,201 @@ +{ + "specialRules": { + "Skirmish": { + "order": 1, + "text": [ + "In the Warmaster Ancients game, most skirmishers represent troops whose role is exclusively skirmishing. Whilst other troops may skirmish to a degree, they do so on the tactical level subsumed within close combat. The exceptions are some light cavalry and chariot units which are adjudged to have a duel role and which usually carry a mixture of weapons, eg, Huns.", + "Because skirmishers are such a fundamental part of the armies, the skirmish rules are described throughout the book in the appropriate sections. These are summarised below together with references to the full descriptions.", + "Skirmishers carry suitable weapons—sometimes bows but more likely s lings or javelins—and fight in loose, informal formations taking advantage of local terrain to avoid contact with more powerful but less mobile enemies. In general, skirmishing units represent fewer men than close fighting units. It is assumed they will usually disperse or flee if attacked.", + "", + "1. Skirmishers always move at up to full pace for their type regardless of format ion or circumstances (see p22).", + "2. Skirmishing units can see all round—they can draw a line of sight from any stand's edge. Their shooting zone extends all round to their front, side and rear. Because they can see enemies to their side or rear they can charge, evade or otherwise react to such units (see p10 Visibility) and (p37 Shooting).", + "3. Unless confused, skirmishers are allowed to evade from an enemy charge in the opposing Command phase (see p24).", + "4. Unless confused, skirmishers arc allowed to evade instead of being driven back by shooting in the opposing Shooting phase (see p25).", + "5. Skirmishers can evade through other units. If these other units are not skirmishers, or if they are a second or subsequent unit evaded through regardless of whether they are skirmishers or not, then both units must test for confusion once the move is complete. Units become confused on the roll of a 6 (see p24).", + "6. Skirmishing infantry can support from the side only: they cannot support from behind (see p50).", + "7. Skirmishing infantry can move through some types of terrain that is otherwise impassable—notablyrivers/deep water, forests, and cliffs. This is described in the section on Terrain & Movement (see p31).", + "Note: For the avoidance of doubt, skirmishing infantry are able to evade from charging cavalry, or other non-skirmishing units, even if these units have a greater move distance than they do. In this case, skirmishers are assumed to have already seen, reacted to, and taken steps to avoid their attackers well before they reach their position." + ] + }, + "Portents": { + "order": 2, + "text": [ + "The General can take the portents before the battle. This allows the General to re-roll one failed Command roll once during the battle. Take the Command test again—if successful the order is issued and the General can continue giving further orders if you wish." + ] + }, + "Phalanx": { + "order": 3, + "text": [ + "A phalanx is a deep formation made up of warriors armed with long pikes or spears. We use the term exclusively for those armed with pikes—the main fighting infantry type of Macedonian and later Hellenistic armies. Pikes could be extremely long so that a closely packed phalanx presents an almost unstoppable hedge of spear points to its front. Conversely, a phalanx is easily disordered if attcked to its flanks or moving over dense terrain.", + "1. To preserve the aesthetic appearance of the phalanx and reflect the characteristics of yhe troop type, phalangites are mounted facing the short (20mm) edge of the base. See Appendix 2 for alternative basing suggestions for larger scale models.", + "2. The phalanx is a cumbersome and relatively inflexible formation. To represent this, a phalanx unit moves at normal infantry pace of 20cm in the Command phase if it is both in a line formation and if the unit moves either directly forward or charges. In all other situations or formations, including during evades, the phalanx moves at half pace in the Command phase (10cm).", + "3. None-measured and fixed moves that take place outside the Command phase—such as advances, drive backs, pursuits, and fall backs are worked our exactly like other troops.", + "4. Phalanx stands can not be supported from behind —their basing already represents the depth of the phalanx formation. Phalanx stands can be supported by other phalanx stands to their side, or by other infantry stands positioned to their side and congruent to their front. See Support p49.", + "5. A Phalanx stand striking to its side or rear has an Attack value of '0'. Units are still entitled to a 'Last Ditch' dice where they would not otherwise strike at all.", + "6. Phalanx units treat all dense terrain as impenetrable—woods, villages/build up areas, (broken/marshy ground, steep hills/slopes, woods/tall scrub,villages/build-up areas).", + "7. Phalanx units cannot be placed on ramparts or given ladders with which to attack troops on ramparts.", + "8. A phalanx stand counts as a 'defended' enemy to cavalry, elephants, and chariots charging to its front so long as the stand is not also engaged to its side or rear." + ] + }, + "Shock": { + "order": 4, + "text": [ + "The 'shock' rule applies to hard hitting and often heavily armoured cavalry units. They are likely to be armed with long spears or lances, and charge at a good pace to deliver a decisive blow or punch through the enemy lines. These units are indicated in the army lists.", + "1. Shock cavalry units can be based facing the short (20mm) edge of the stand. Their narrow frontage and increased depth can be thought of as representing successive co-ordinated waves of attack against a narrow point.", + "2. Alternatively to the above, shock cavalry can be based facing the long (40mm) edge of the stand in which case, each stand adds + 1 Combat Attack when charging or pursuing.", + "3. If shock cavalry units are armed with bows, their shooting zone is always straight ahead of their frontage. See Shooting Zone p37.", + "Note: Two base sizes are given because it is recognised that players using larger scale models will find it impractical to base stands to the short edge. In addition, some players may have pre-existing armies based to a 40mm frontage. The long edge basing is not an exact equivalent, but it is comparable overall and is presented as a reasonable compromise. See the Appendices for more on alternative basing for different units." + ] + }, + "Unreliable": { + "order": 5, + "text": [ + "Unreliable units represent troops that, for whatever reason, have little enthusiasm for the job in hand or uncertain or wavering loyalty. This does not necessarily mean they are poor fighters—indeed they might be professional soldiers who have little confidence in their commanders, such as Greek Mercenaries in a Persian army. Conversely. they might be ill-disciplined allies, subject conscripts or tributary warriors—such as Germans fighting as part of a Hun army. Such troops are less likely to obey orders than normal troops.", + "1. A -1 Command penalty is applied when giving an order to an Unreliable unit or a brigade of which it is a part." + ] + } + }, + "units": { + "Phalanx": { + "order": 0, + "type": "Infantry", + "specialRules": [ + "Phalanx" + ], + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "points": 60, + "min": 4, + "max": 8 + }, + "Hoplites": { + "order": 1, + "type": "Infantry", + "specialRules": [ + "Unreliable" + ], + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "points": 50, + "max": 4 + }, + "Peltasts": { + "order": 2, + "type": "Infantry", + "specialRules": [ + "Skirmish" + ], + "upgrades": [ + "Thracian Peltasts" + ], + "attack": 2, + "range": 15, + "hits": 3, + "size": 3, + "points": 40, + "min": 4 + }, + "Skirmishers": { + "order": 3, + "type": "Infantry", + "specialRules": [ + "Skirmish" + ], + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "points": 30, + "max": 4 + }, + "Heavy Cavalry": { + "order": 4, + "type": "Cavalry", + "specialRules": [ + "Shock" + ], + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "points": 110, + "max": 2 + }, + "Mounted Skirmishers": { + "order": 5, + "type": "Cavalry", + "specialRules": [ + "Skirmish" + ], + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "points": 40, + "min": 1, + "max": 4 + }, + "General": { + "order": 6, + "type": "General", + "attack": "+2", + "command": 9, + "upgrades": [ + "Portents" + ], + "armyMax": 1, + "armyMin": 1 + }, + "Leader": { + "order": 7, + "type": "Leader", + "attack": "+1", + "command": 8, + "max": 2 + } + }, + "upgrades": { + "Portents": { + "order": 0, + "specialRules": [ + "Portents" + ], + "points": "+10" + }, + "Thracian Peltasts": { + "order": 1, + "specialRules": [ + "Skirmish" + ], + "max": 2, + "points": "+10", + "size": 3, + "attack": 3, + "range": 15, + "hits": 3 + } + }, + "order": 16, + "name": "Lysimachids", + "version": "Warmaster Ancients Ricks lists", + "group": "Greece and the Near East", + "armyRules": [ + "Phalanx. The mainstay of Macedonian armies. Lysimachus’ phalanxes were made up of Macedonian as well as Thracian soldiers, but with about the same levels of efficiency as regular Macedonian phalanxes.", + "", + "Hoplites. Regular Hoplites, although of mediocre quality, were recruited from the coastal settlements of Thrace.", + "", + "Peltasts. Being an indigenous type Peltasts are available in some number, forming the main troop type of Lysimachus’ army. Can include Greeks or Illyrian javelinmen as well as Thracians. Some can be upgraded to Thracians as noted.", + "", + "Skirmishers. As found in many contemporary armies—armed with javelins, bows or slings. Mostly native Thracians but can also include mercenaries.", + "", + "Heavy Cavalry. Mainly the usual Macedonian Cavalry, including some Greek and Thracian nobles. Still a potent force albeit available in small numbers.", + "", + "Mounted Skirmishers. The usual mounted javelinmen—mainly Thracian but also including some Greeks and Paionians.", + "", + "Thracian Peltasts. These are Thracians typically more heavily armed than regular Peltasts, carrying the heavy-bladed romphaia—a weapon not unlike the Dacian flax with a heavy curved blade mounted onto a shaft. These sickle-shaped weapons could be one or two handed." + ] +} diff --git a/public/json/ricks-warmaster/Mid-Imperial Roman.json b/public/json/ricks-warmaster/Mid-Imperial Roman.json new file mode 100644 index 0000000..283c2c1 --- /dev/null +++ b/public/json/ricks-warmaster/Mid-Imperial Roman.json @@ -0,0 +1,151 @@ +{ + "specialRules": { + "Skirmish": { + "order": 1 + }, + "Shock": { + "order": 2 + }, + "Slow": { + "order": 3 + }, + "Portents": { + "order": 4 + } + }, + "units": { + "Legion": { + "order": 0, + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "points": 60, + "min": 4 + }, + "Auxiliaries": { + "order": 1, + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "points": 45, + "max": 8 + }, + "Archers": { + "order": 2, + "type": "Infantry", + "attack": 2, + "range": 30, + "hits": 3, + "size": 3, + "points": 40, + "max": 4 + }, + "Skirmishers": { + "order": 3, + "type": "Infantry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "points": 30, + "max": 4, + "specialRules": [ + "Skirmish" + ] + }, + "Cataphracts": { + "order": 4, + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "4+", + "size": 3, + "points": 125, + "max": 1, + "specialRules": [ + "Shock", + "Slow" + ] + }, + "Heavy Cavalry": { + "order": 5, + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "points": 110, + "max": 2, + "specialRules": [ + "Shock" + ] + }, + "Mounted Skirmishers": { + "order": 6, + "type": "Cavalry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "points": 40, + "max": 2, + "specialRules": [ + "Skirmish" + ] + }, + "General": { + "order": 7, + "type": "General", + "attack": "+2", + "command": 9, + "size": 1, + "upgrades": [ + "Portents" + ], + "points": 125, + "armyMax": 1, + "armyMin": 1 + }, + "Legate": { + "order": 8, + "type": "Leader", + "attack": "+1", + "command": 8, + "size": 1, + "max": 2, + "points": 80 + } + }, + "upgrades": { + "Portents": { + "order": 0, + "points": "+10", + "specialRules": [ + "Portents" + ] + } + }, + "name": "Mid Imperial Roman", + "version": "Warmaster Ancients Ricks lists", + "group": "The Rise of Rome", + "order": 2, + "armyRules": [ + "Legion. Sculptural evidence seems to suggest that legionaries continued to wear body armour of the segmented type in the third century, although now supplemented by mail and other kinds of armour too. Fittings from segmented armour become increasingly rare as archaeological finds and it appears to have fallen from use by the mid-third century. It is a similar story with the heavy javelin (pilum), which may well have been supplanted by a mix of javelins and spears from this time onwards. The loss of the ‘legion’ special ability compared to earlier legionaries reflects the gradual decline in the importance and effectiveness of the legions compared to other troops.", + "", + "Auxiliaries. It is harder to distinguish auxiliaries from legionaries when depicted on monuments, but some troops are depicted without armour or with lighter armour, and these might well represent auxiliary units rather than legionaries. However, better equipped auxiliaries could well have exited and can be chosen as ‘Legion’ should you so wish.", + "", + "Archers. Amongst the auxiliary cohorts were units of archers—these usually wear some form of protection such as a mail or scale coat and helmet..", + "", + "Skirmishers. These are lightly equipped units recruited from native troops and allies. Generally speaking—javelin armed but could also include slingers and archers.", + "", + "Cataphracts. These very heavily armoured cavalry units made their first appearance in the later second century and became a part of the Roman forces thereafter; however, they are few in number.", + "", + "Heavy Cavalry. Standard Roman cavalry equipped with mail coats, shields and spears.", + "", + "Mounted Skirmishers. These include lightly equipped auxiliary or allied cavalry such as horse archers, or barbarian or native cavalry armed with a mix of javelins and spears." + ] +} diff --git a/public/json/ricks-warmaster/Middle Period Annamese.json b/public/json/ricks-warmaster/Middle Period Annamese.json new file mode 100644 index 0000000..a42318f --- /dev/null +++ b/public/json/ricks-warmaster/Middle Period Annamese.json @@ -0,0 +1,274 @@ +{ + "specialRules": { + "Elephants": { + "order": 1 + }, + "Warband": { + "order": 2 + }, + "Skirmish": { + "order": 3 + }, + "Stakes": { + "order": 4, + "text": [ + "1. Stakes are based acing the long edge, 40mm wide. The depth does not matter but is suggested to be 10mm.", + "2. Deploying stakes requires an order and takes the entire move to complete", + "3. Deployed stakes remain on the battlefield. They become part of the 'terrain' in the same way as fences or low hedges. Stakes offer protection to any infantry stands positioned directly behind. Stakes present no obstacle to movement.", + "4. An infantry stand protected by stakes counts as defended in hand to hand combat against charging enemy cavalry stands fighting across the stakes. This means that the enemy will need 5s to hit rather than 4s and will lose the bonuses for charging." + ] + }, + "Heavy Artillery": { + "order": 5 + }, + "Handgunners": { + "order": 6, + "text": [ + "1. Handgunners have a range of 20cm", + "2. When rolling for drive backs as a result fo casualties inflicted by an organ gun roll +1 additional die, for example if three casualties are inflicted roll four dice. Note: it is +1 dice regardless of the number of units shooting." + ] + }, + "Slow": { + "order": 7 + }, + "Terror": { + "order": 8 + }, + "Viriato": { + "order": 9, + "text": [ + "In the opposing players turn, in his Command phase, you can spring an ‘ambush’ after any successful Command roll made by the enemy General. The opposing player can’t make any more Command rolls that turn." + ] + }, + "Fire-lance": { + "order": 10, + "text": [ + "One use only per game and only in response to being charged. The unit gains the Terror special rule for the duration of the first round of combat." + ] + } + }, + "units": { + "Elephants": { + "order": 0, + "specialRules": [ + "Elephants" + ], + "type": "Elephant", + "attack": 4, + "range": 15, + "hits": 4, + "armour": "5+", + "size": 3, + "max": 1, + "points": 200 + }, + "Cavalry": { + "order": 1, + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "max": 1, + "points": 70, + "upgrades": [ + "Heavy Cavalry" + ] + }, + "Bodyguard": { + "order": 2, + "specialRules": [ + "Warband" + ], + "type": "Infantry", + "attack": 4, + "hits": 3, + "armour": "6+", + "size": 3, + "max": 1, + "points": 55 + }, + "Warriors": { + "order": 3, + "specialRules": [ + "Warband" + ], + "type": "Infantry", + "attack": 3, + "hits": 3, + "size": 3, + "min": 6, + "points": 35, + "upgrades": [ + "Stakes", + "Firelance" + ] + }, + "Archers": { + "order": 4, + "specialRules": [ + "Warband" + ], + "type": "Infantry", + "attack": 2, + "range": 30, + "hits": 3, + "size": 3, + "max": 4, + "points": 40, + "upgrades": [ + "Stakes", + "Handgunners" + ] + }, + "Skirmishers": { + "order": 5, + "specialRules": [ + "Skirmish" + ], + "type": "Infantry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "min": 2, + "max": 4, + "points": 30 + }, + "Stone Thrower": { + "order": 6, + "specialRules": [ + "Heavy Artillery" + ], + "type": "Artillery", + "attack": 1, + "range": "3x60", + "hits": 3, + "size": 1, + "max": 1, + "points": 75 + }, + "Trung Trac": { + "order": 7, + "upgrades": [ + "Elephant", + "Viriato" + ], + "type": "General", + "attack": "+2", + "command": 8, + "size": 1, + "points": 100, + "armyMax": 1, + "armyMin": 1 + }, + "Trung Nhi": { + "order": 8, + "upgrades": [ + "Elephant" + ], + "type": "Leader", + "attack": "+1", + "command": 8, + "size": 1, + "points": 80, + "max": 1 + }, + "Chiefs": { + "order": 9, + "upgrades": [ + "Elephant" + ], + "type": "Subordinate", + "attack": "+1", + "command": 7, + "size": 1, + "points": 30, + "max": 4 + } + }, + "upgrades": { + "Elephant": { + "order": 0, + "type": "Mount", + "attack": "+1", + "max": 2, + "points": "+10" + }, + "Viriato": { + "order": 1, + "max": 1, + "specialRules": [ + "Viriato" + ], + "points": "+25" + }, + "Stakes": { + "order": 2, + "max": 8, + "points": "+5", + "specialRules": [ + "Stakes" + ] + }, + "Heavy Cavalry": { + "order": 3, + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "points": "+10", + "max": 1 + }, + "Firelance": { + "order": 4, + "specialRules": [ + "Terror", + "Fire-lance" + ], + "points": "+5", + "max": "25%" + }, + "Handgunners": { + "order": 5, + "type": "Infantry", + "attack": 2, + "range": "1x20", + "hits": 3, + "size": 3, + "points": "+5", + "max": 2, + "specialRules": [ + "Handgunners" + ] + } + }, + "order": 3, + "group": "The Far East", + "version": "Warmaster Ancients Ricks lists", + "name": "Middle Period Annamese", + "armyRules": [ + "Elephants. Elephants were used in large numbers by many East Asian countries. These were the Asian (Indian) elephants, these were larger than the North African and Sumatran elephant. The elephants carried one warrior and a mahout, both were trained to fight. (The elephants are described as taking on foot soldiers and hurling them into the air and attacking with their tusks.)", + "", + "Cavalry. These were the mounted landowning classes and their retainers who were largely un-armoured possibly with shields and bamboo lances/spears.", + "", + "Bodyguard. The Bodyguard were possibly female warriors armed with wicker shields and bamboo spears.", + "", + "Warband. The ordinary peoples who make up the bulk of the army – a levy of farmers and villagers – armed with bows or bamboo spears and wicker shields. By the start of the 16th century some troops were being armed with halberds.", + "", + "Archers. These represent the un-armoured foot troops armed with bamboo bow or crossbow infantry who fought from a distance.", + "", + "Handgunners. Some missile infantry were armed with handguns. (The Annamese presumably first acquired handgun technology from China at some point before 1390).", + "", + "Skirmisher. Skirmishers were young or impoverished warriors armed with bows or bamboo javelins and usually carrying a small shield.", + "", + "Fire-lance. A spear with a gunpowder based pyrotechnic device attached, a flamethrower! Fire-lances were in Song Chinese use by the late 11th cent. - early 12th cent. resulting in a crossover to the Annamese.", + "", + "Stakes. Hidden bamboo stakes and ditches, at times planted in river-beds and banks. Earthworks were protected by rows of stake also hidden as anti-cavalry traps.", + "", + "Stone thrower. Heavy stone throwing engines captures/copied from the Chinese.", + "", + "Viriato. This is an optional upgrade as the armies General can be upgraded to Viriato – hero of the resistance against its enemies bringing the benefit of the ‘ambush’ rule. This is to allow for the guerrilla fighting which was a part of Annamese warfare." + ] +} diff --git a/public/json/ricks-warmaster/Middle Period Ptolemaic.json b/public/json/ricks-warmaster/Middle Period Ptolemaic.json new file mode 100644 index 0000000..7e6185f --- /dev/null +++ b/public/json/ricks-warmaster/Middle Period Ptolemaic.json @@ -0,0 +1,294 @@ +{ + "specialRules": { + "Skirmish": { + "order": 1, + "text": [ + "In the Warmaster Ancients game, most skirmishers represent troops whose role is exclusively skirmishing. Whilst other troops may skirmish to a degree, they do so on the tactical level subsumed within close combat. The exceptions are some light cavalry and chariot units which are adjudged to have a duel role and which usually carry a mixture of weapons, eg, Huns.", + "Because skirmishers are such a fundamental part of the armies, the skirmish rules are described throughout the book in the appropriate sections. These are summarised below together with references to the full descriptions.", + "Skirmishers carry suitable weapons—sometimes bows but more likely s lings or javelins—and fight in loose, informal formations taking advantage of local terrain to avoid contact with more powerful but less mobile enemies. In general, skirmishing units represent fewer men than close fighting units. It is assumed they will usually disperse or flee if attacked.", + "", + "1. Skirmishers always move at up to full pace for their type regardless of format ion or circumstances (see p22).", + "2. Skirmishing units can see all round—they can draw a line of sight from any stand's edge. Their shooting zone extends all round to their front, side and rear. Because they can see enemies to their side or rear they can charge, evade or otherwise react to such units (see p10 Visibility) and (p37 Shooting).", + "3. Unless confused, skirmishers are allowed to evade from an enemy charge in the opposing Command phase (see p24).", + "4. Unless confused, skirmishers arc allowed to evade instead of being driven back by shooting in the opposing Shooting phase (see p25).", + "5. Skirmishers can evade through other units. If these other units are not skirmishers, or if they are a second or subsequent unit evaded through regardless of whether they are skirmishers or not, then both units must test for confusion once the move is complete. Units become confused on the roll of a 6 (see p24).", + "6. Skirmishing infantry can support from the side only: they cannot support from behind (see p50).", + "7. Skirmishing infantry can move through some types of terrain that is otherwise impassable—notablyrivers/deep water, forests, and cliffs. This is described in the section on Terrain & Movement (see p31).", + "Note: For the avoidance of doubt, skirmishing infantry are able to evade from charging cavalry, or other non-skirmishing units, even if these units have a greater move distance than they do. In this case, skirmishers are assumed to have already seen, reacted to, and taken steps to avoid their attackers well before they reach their position." + ] + }, + "Warband": { + "order": 2, + "text": [ + "Warbands represent close fighting but often poorly organised infantry or cavalry, generally tribal troops, barbarians, levy, or militia, that lack training or experience. These troops become confident in large numbers or when flushed with victory, but timid if few in number or once they have been beaten.", + "1. If three or four units of warband are given a brigade order, the player can add 1 to the commander's Command value up to a maximum of 10. The entire brigade has to comprise warband units, and there must be at least three units in the brigade.", + "2. If a warband unit is driven back by shooting bur has not yet lost a stand then it rolls one less dice for the drive back than usual. If a warband is driven back by shooting and has lost one or more stands for whatever reason then it rolls one more dice than usual.", + "3. If a warband unit pursues in combat then it receives a further +1 Attack bonus per stand in the following pursuit round. If a warband retreats from combat then it receives a -1 Attack penalty per stand in the following pursuit round." + ] + }, + "Portents": { + "order": 3, + "text": [ + "The General can take the portents before the battle. This allows the General to re-roll one failed Command roll once during the battle. Take the Command test again—if successful the order is issued and the General can continue giving further orders if you wish." + ] + }, + "Phalanx": { + "order": 4, + "text": [ + "A phalanx is a deep formation made up of warriors armed with long pikes or spears. We use the term exclusively for those armed with pikes—the main fighting infantry type of Macedonian and later Hellenistic armies. Pikes could be extremely long so that a closely packed phalanx presents an almost unstoppable hedge of spear points to its front. Conversely, a phalanx is easily disordered if attcked to its flanks or moving over dense terrain.", + "1. To preserve the aesthetic appearance of the phalanx and reflect the characteristics of yhe troop type, phalangites are mounted facing the short (20mm) edge of the base. See Appendix 2 for alternative basing suggestions for larger scale models.", + "2. The phalanx is a cumbersome and relatively inflexible formation. To represent this, a phalanx unit moves at normal infantry pace of 20cm in the Command phase if it is both in a line formation and if the unit moves either directly forward or charges. In all other situations or formations, including during evades, the phalanx moves at half pace in the Command phase (10cm).", + "3. None-measured and fixed moves that take place outside the Command phase—such as advances, drive backs, pursuits, and fall backs are worked our exactly like other troops.", + "4. Phalanx stands can not be supported from behind —their basing already represents the depth of the phalanx formation. Phalanx stands can be supported by other phalanx stands to their side, or by other infantry stands positioned to their side and congruent to their front. See Support p49.", + "5. A Phalanx stand striking to its side or rear has an Attack value of '0'. Units are still entitled to a 'Last Ditch' dice where they would not otherwise strike at all.", + "6. Phalanx units treat all dense terrain as impenetrable—woods, villages/build up areas, (broken/marshy ground, steep hills/slopes, woods/tall scrub,villages/build-up areas).", + "7. Phalanx units cannot be placed on ramparts or given ladders with which to attack troops on ramparts.", + "8. A phalanx stand counts as a 'defended' enemy to cavalry, elephants, and chariots charging to its front so long as the stand is not also engaged to its side or rear." + ] + }, + "Shock": { + "order": 5, + "text": [ + "The 'shock' rule applies to hard hitting and often heavily armoured cavalry units. They are likely to be armed with long spears or lances, and charge at a good pace to deliver a decisive blow or punch through the enemy lines. These units are indicated in the army lists.", + "1. Shock cavalry units can be based facing the short (20mm) edge of the stand. Their narrow frontage and increased depth can be thought of as representing successive co-ordinated waves of attack against a narrow point.", + "2. Alternatively to the above, shock cavalry can be based facing the long (40mm) edge of the stand in which case, each stand adds + 1 Combat Attack when charging or pursuing.", + "3. If shock cavalry units are armed with bows, their shooting zone is always straight ahead of their frontage. See Shooting Zone p37.", + "Note: Two base sizes are given because it is recognised that players using larger scale models will find it impractical to base stands to the short edge. In addition, some players may have pre-existing armies based to a 40mm frontage. The long edge basing is not an exact equivalent, but it is comparable overall and is presented as a reasonable compromise. See the Appendices for more on alternative basing for different units." + ] + }, + "Elephants": { + "order": 6, + "text": [ + "Elephants are awesome but somewhat unpredictable weapons of ancient warfare—often proving as deadly to their own side as to the enemy. Once out of control they are inclined to panic and stampede, carrying their hapless crews through their own lines.", + "1. Elephants are terrifying and their enemies therefore suffer the usual -1 Combat modifier.", + "2. Elephants receive the additional + 1 charge bonus Combat rnodifier when charging enemies in the open.", + "3. Elephants that are driven back by shooting, or retreating from combat, or moving as a result of a blunder, will automatically rampage through each unit they contact during the drive back/retreat /blundered move. They will rampage through units regardless of whether they are friends or foes. This includes units they are already touching as well as units they touch as they move. Elephants will rampage through friends even if these make way and will rampage through enerny or friends even where the Elephant is destroyed as a result of retreating into enemy or into another combat.", + "Each unit that is rampaged through must test for confusion and becomes confused on the D6 roll of a 6. If a unit is already confused and is rampaged through then it is still necessary to test, if the dice result is a 6, the unit is destroyed entirely. All stands are removed when this happens during combats, this does not count as additional hits and combat results remain unaffected. See Confusion p63.", + "A unit that makes way for Elephants that are retreating from combat will have to test twice for confusion—once for Elephants and once for making way. In this instance, and all instances where multiple tests are required, always test for Elephants last of all.", + "", + "If an army list has elephant units of three stands then these can instead be fielded as three separate units of one stand each—this is entirely up to the player but must be established before the game begins. If an army includes more than one unit of elephants then all must be fielded in the same way—either as individuals or as units of three. If a unit is divided then each stand subsequently counts as an individual unit in all respects. The Victory points value of each elephant stand is 1/3 that given for the full unit of three rounded up to the nearest five (70 pts for standard Indian and 50 pts for standard African elephant). The army's withdrawal point must be increased concomitantly, counting each elephant stand as a unit.", + "The following rules apply to all elephant units of one stand. This includes units of three stands that have been divided into separate units and units of three stands reduced in size to one stand due to casualties.", + "", + "Elephants can be included as part of a brigade order without adding to the size of the brigade if there is at least one infantry unit in the brigade for each elephant, and, there are no chariots, cavalry or camels in the brigade. For example, a brigade could consist of four elephants and four infantry units and would count as four units. Three elephants and two infantry would count as three units—two infantry with two elephants counting as two plus an extra elephant. One elephant, one infantry, and one cavalry counts as three units because the brigade includes cavalry and therefore the elephant can't be included for 'free'.", + "", + "Up to four individual elephants can also be given a brigade order if they form a 'screen' of elephant stands separated by gaps of no more than 4cm between each elephant. Gaps between elephants must be clear gaps without any intervening troops or terrain that the elephants could not cross. Elephant screen brigades cannot include other types of troops. Although referred to as a 'screen', this is also a useful way of grouping elephants that have become dispersed following combat.", + "", + "Individual elephant stands do not receive the +1 charge bonus for 'Elephant charging against enemy in the open'. Henceforth, this bonus only applies to undivided units of at least two elephants and represents the mass charge of a large number of beasts. Note that the bonus does not apply where two or more separate elephants happen to be positioned next to each other (if you want the bonus use big elephant herds and deploy them as whole units). This does mean that a unit of three elephants reduced to a single elephant foregoes the charge bonus (and having lost all his friends you can't blame him, can you!).", + "Elephants brigaded with Warband infantry do not affect the Warband's command bonus so long as there is at least one infantry unit for each elephant in the brigade.", + "Note that as per the regular rules, elephant units of three stands that have been reduced to a single model still have an associated Command penalty of -2 (-1 per stand lost). This only applies to multi-stand units—it does not apply to elephants that have been divided into separate units of one stand." + ] + }, + "Camels": { + "order": 7, + "text": [ + "Some cavalry units were mounted on camels rather than horses. This was usually a matter of convenience or necessity rather than preference. Camels have a useful characteristic that the ancients recognized and often exploited: namely. horses don't like 'em! It's the smell.", + "1. If an army does not include camel units then its horses find the scent of camels unsettling. Consequently, if a unit of horsed cavalry or chariots is within 20cm of enemy camels when an order is given, any failure, regardless of the dice roll, is considered to be a Blunder (see p68). Even if the order is given by the General, a failure counts as a blunder in this situation. This penalty applies to armies even if their list allows camels but where they have not been included in the army.", + "In a doubles game where armies are fighting as allies, if one army has camels and the other does not, camels will also unsettle allied cavalry or chariot units within 20cm as described above." + ] + } + }, + "units": { + "Peltasts": { + "order": 0, + "type": "Infantry", + "attack": 2, + "range": 15, + "hits": 3, + "size": 3, + "specialRules": [ + "Skirmish" + ], + "points": 40, + "max": 4 + }, + "Cretans": { + "order": 1, + "type": "Infantry", + "attack": 2, + "range": 30, + "hits": 3, + "size": 3, + "points": 40, + "max": 2 + }, + "Skirmishers": { + "order": 2, + "type": "Infantry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "specialRules": [ + "Skirmish" + ], + "points": 30, + "max": 4 + }, + "Heavy Cavalry": { + "order": 3, + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "specialRules": [ + "Shock" + ], + "points": 110, + "min": 1, + "max": 2 + }, + "Ethnic Cavalry": { + "order": 4, + "type": "Cavalry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "specialRules": [ + "Skirmish" + ], + "points": 40, + "max": 2 + }, + "Camelry": { + "order": 5, + "type": "Cavalry", + "attack": 1, + "range": 15, + "hits": 3, + "armour": "6+", + "size": 3, + "specialRules": [ + "Skirmish", + "Camels" + ], + "points": 60, + "max": 1 + }, + "Macedonian Phalanx": { + "order": 6, + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "specialRules": [ + "Phalanx" + ], + "points": 60, + "min": 4 + }, + "Agema Phalanx": { + "order": 7, + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "specialRules": [ + "Phalanx" + ], + "points": 70, + "max": 1 + }, + "Egyptian Phalanx": { + "order": 8, + "type": "Infantry", + "attack": 3, + "hits": 3, + "size": 3, + "specialRules": [ + "Phalanx" + ], + "points": 50, + "max": 8 + }, + "Thureophores": { + "order": 9, + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "points": 45, + "max": 2 + }, + "Galatians": { + "order": 10, + "type": "Infantry", + "attack": 3, + "hits": 3, + "size": 3, + "points": 35, + "specialRules": [ + "Warband" + ], + "max": 2 + }, + "African Elephant": { + "order": 11, + "type": "Elephant", + "attack": 4, + "hits": 3, + "range": 15, + "armour": "5+", + "size": 3, + "points": 150, + "specialRules": [ + "Elephants" + ], + "max": 1 + }, + "General": { + "order": 12, + "attack": "+2", + "command": 9, + "size": 1, + "points": 125, + "upgrades": [ + "Portents" + ], + "type": "General", + "armyMax": 1, + "armyMin": 1 + }, + "Leader": { + "order": 13, + "attack": "+1", + "command": 8, + "size": 1, + "points": 80, + "max": 2, + "type": "Leader" + } + }, + "upgrades": { + "Portents": { + "order": 0, + "specialRules": [ + "Portents" + ], + "points": "+10" + } + }, + "order": 17, + "name": "Middle Period Ptolemaic", + "version": "Warmaster Ancients Ricks lists", + "group": "Greece and the Near East", + "armyRules": [ + "Macedonian Phalanx. The regular Macedonian phalanx. Well drilled soldiers.", + "", + "Agema Phalanx. The elite proportion of the army comprising veteran phalangites.", + "", + "Peltasts. Regular Successor type including Greek or Thracian peltasts, or even Cretan or Pisidian peltasts as well as garrison units fighting in a comparable fashion.", + "", + "Skirmishers. Lightly armed troops fighting as skirmishers—including javelinmen, bowmen and slingers. Mostly Egyptian or Syrian archers or slingers.", + "", + "Elephants. The Ptolomies had aceess to Indian elephants at certain periods but their use gradually declined. An attempt was made to import African elephants from Kush—but this was probably not a success.", + "", + "Heavy Cavalry. The Cleruch cavalry equipped and trained in the fashion of Macedonian Companions.", + "", + "Ethnic Cavalry. Locally trained cavalry armed with javelins." + ] +} diff --git a/public/json/ricks-warmaster/Northern Song Chinese.json b/public/json/ricks-warmaster/Northern Song Chinese.json new file mode 100644 index 0000000..2c11f61 --- /dev/null +++ b/public/json/ricks-warmaster/Northern Song Chinese.json @@ -0,0 +1,225 @@ +{ + "specialRules": { + "Shock": { + "order": 1 + }, + "Skirmish": { + "order": 2 + }, + "Fire-Lance": { + "order": 3, + "text": [ + "One use only per game and only in response to being charged. The unit gains the Terror special rule for the duration of the first round of combat." + ] + }, + "Heavy Artillery": { + "order": 4 + }, + "Unreliable": { + "order": 5 + }, + "Terror": { + "order": 6 + }, + "Great Leader": { + "order": 7, + "text": [ + "All Leaders and Subordinates within 20cm of the General can give orders using the Generals own Command value." + ] + } + }, + "units": { + "Imperial Infantry": { + "order": 0, + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "upgrades": [ + "Firelance", + "Downgrade Imperial Infantry" + ], + "points": 45, + "min": 6 + }, + "Veteran Infantry": { + "order": 1, + "type": "Infantry", + "attack": 4, + "hits": 3, + "armour": "5+", + "size": 3, + "points": 60, + "max": 2 + }, + "Imperial Archers": { + "order": 2, + "type": "Infantry", + "attack": 2, + "range": 30, + "hits": 3, + "size": 3, + "points": 40, + "min": 4, + "max": 6 + }, + "Skirmishers": { + "order": 3, + "type": "Infantry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "specialRules": [ + "Skirmish" + ], + "points": 30, + "min": 1, + "max": 4 + }, + "Cavalry": { + "order": 4, + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "specialRules": [ + "Shock" + ], + "points": 110, + "max": 2 + }, + "Light Cavalry": { + "order": 5, + "type": "Cavalry", + "attack": 2, + "range": 15, + "hits": 3, + "armour": "6+", + "size": 3, + "points": 60, + "specialRules": [ + "Skirmish" + ], + "max": 1 + }, + "Hsi Cavalry": { + "order": 6, + "type": "Cavalry", + "attack": 1, + "range": 30, + "hits": 3, + "size": 3, + "specialRules": [ + "Skirmish" + ], + "points": 60, + "max": 1 + }, + "Stone Thrower": { + "order": 7, + "type": "Artillery", + "attack": 1, + "range": "3x60", + "hits": 3, + "size": 1, + "specialRules": [ + "Heavy Artillery" + ], + "points": 75, + "max": 1 + }, + "General": { + "order": 8, + "type": "General", + "attack": "+2", + "size": 1, + "upgrades": [ + "Chao K'uang Yin" + ], + "command": 9, + "points": 125, + "armyMax": 1, + "armyMin": 1 + }, + "Leader": { + "order": 9, + "type": "Leader", + "attack": "+1", + "size": 1, + "command": 8, + "points": 80, + "max": 1 + }, + "Subordinate": { + "order": 10, + "type": "Subordinate", + "attack": "+1", + "size": 1, + "command": 8, + "points": 40, + "max": 2 + } + }, + "upgrades": { + "Firelance": { + "order": 0, + "specialRules": [ + "Fire-Lance", + "Terror" + ], + "points": "+5", + "max": "Half" + }, + "Downgrade Imperial Infantry": { + "order": 1, + "points": "-10", + "max": 4, + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "specialRules": [ + "Unreliable" + ] + }, + "Chao K'uang Yin": { + "order": 2, + "points": "+25", + "max": 1, + "attack": "+2", + "type": "General", + "specialRules": [ + "Great Leader" + ] + } + }, + "order": 4, + "group": "The Far East", + "version": "Warmaster Ancients Ricks lists", + "name": "Northern Song Chinese", + "armyRules": [ + "Cavalry. With the loss of the north good cavalry were scarce, mainly because the old horse-breeding areas of the north remained in the hands of the barbarians, but they well equipped and well armoured, fighting with variety of bladed and pointed weapons. The riders were armoured, but shieldless, and the horses could be armoured.", + "", + "Light Cavalry. Skirmishing lightly armed, enamoured, cavalry armed with javelins and no shields.", + "", + "Hsi Cavalry. These were skirmishing tribal horse archers, a Mongolian people related to the Khitans.", + "", + "Veteran Infantry. These are the veteran troops of Zhao (Chao) K'uang-yin founder of the Sung Dynasty. Armed with a variety of bladed and pointed weapons of disparate length and often lacked shields.", + "", + "Imperial Infantry. Spearmen and halberdiers who were equipped with a variety of bladed and pointed weapons of disparate length and often lacked shields. While the rank and file were professionals with time they were drawn from the poorer elements of society so in later years, due to the booming economy, those enlisting tended to be petty criminals, bandits and vagabonds. Very often their pay and food were in arrears and whole armies sent to put down revolts joined the revolt.", + "", + "Imperial Archers. These represent the un-armoured foot troops armed with crossbow infantry who fought from a distance. Again like the Imperial Infantry in later years those enlisting tended to be petty criminals, bandits and vagabonds. Some were specially trained crossbow marksmen, at the battle of Shan-chou in 1004 the Khitan General, Hsiao T'alin, was killed by such a marksman.", + "", + "Handgunners. The development of the fire-lance to fire clay and iron missiles meant that by this period some missile infantry were armed with handguns.", + "", + "Skirmisher. Skirmishers were young or impoverished warriors armed with bows or javelins and usually carrying a small shield.", + "", + "Fire-lance. A spear with a gunpowder based pyrotechnic device attached, a flamethrower! Fire-lances were in Song Chinese use by the late 11th cent. - early 12th cent and were ultimately to become handguns.", + "", + "Stone thrower. Heavy stone throwing engines. These not only threw stones but gunpowder filled iron balls." + ] +} diff --git a/public/json/ricks-warmaster/Northern Tibetans.json b/public/json/ricks-warmaster/Northern Tibetans.json new file mode 100644 index 0000000..10b1149 --- /dev/null +++ b/public/json/ricks-warmaster/Northern Tibetans.json @@ -0,0 +1,194 @@ +{ + "specialRules": { + "Shock": { + "order": 1 + }, + "Slow": { + "order": 2 + }, + "Warband": { + "order": 3 + }, + "Fanatics": { + "order": 4 + }, + "Skirmish": { + "order": 5 + }, + "Portents": { + "order": 6 + }, + "Unreliable": { + "order": 7 + } + }, + "units": { + "Cataphracts": { + "order": 0, + "type": "Cavalry", + "attack": 3, + "range": 15, + "hits": 3, + "armour": "4+", + "size": 3, + "points": 130, + "specialRules": [ + "Shock", + "Slow" + ], + "min": 2 + }, + "Nomad Heavy Cavalry": { + "order": 1, + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "points": 70, + "specialRules": [ + "Unreliable" + ], + "max": 2 + }, + "Nomad Light Cavalry": { + "order": 2, + "type": "Cavalry", + "attack": 1, + "range": 30, + "hits": 3, + "size": 3, + "points": 50, + "specialRules": [ + "Skirmish", + "Unreliable" + ], + "max": 2 + }, + "Dismounted Cataphracts": { + "order": 3, + "type": "Infantry", + "attack": 3, + "range": 30, + "hits": 3, + "armour": "5+", + "size": 3, + "points": 70, + "max": 2 + }, + "Exorcists": { + "order": 4, + "type": "Infantry", + "attack": 4, + "hits": 3, + "size": 3, + "points": 50, + "specialRules": [ + "Warband", + "Fanatics" + ], + "max": 1 + }, + "Spearmen": { + "order": 5, + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "points": 45, + "max": 4 + }, + "Archers": { + "order": 6, + "type": "Infantry", + "attack": 2, + "range": 30, + "hits": 3, + "size": 3, + "points": 40, + "max": 4 + }, + "Himalayan Soldiers": { + "order": 7, + "type": "Infantry", + "attack": 2, + "range": 15, + "hits": 3, + "size": 3, + "points": 40, + "specialRules": [ + "Skirmish" + ], + "max": 2 + }, + "Mountaineers": { + "order": 8, + "type": "Infantry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "points": 30, + "specialRules": [ + "Skirmish" + ], + "max": 2 + }, + "General": { + "order": 9, + "type": "General", + "attack": "+2", + "command": 9, + "size": 1, + "points": 125, + "upgrades": [ + "Portents" + ], + "armyMax": 1, + "armyMin": 1 + }, + "Leader": { + "order": 10, + "type": "Leader", + "attack": "+1", + "command": 8, + "size": 1, + "points": 80, + "max": 2 + } + }, + "upgrades": { + "Portents": { + "order": 0, + "max": 1, + "points": "+10", + "specialRules": [ + "Portents" + ] + } + }, + "order": 5, + "group": "The Far East", + "version": "Warmaster Ancients Ricks lists", + "name": "Northern Tibetans", + "armyRules": [ + "Cataphracts. These heavily armoured cavalry carry a bow along with a lance and shield. They are effectively mounted bowmen wearing mail armour. According to their opponents, men and horses were entirely covered by mail.", + "", + "Exorcists. These are warriors monks and animist sorcerers reputably armed with magical daggers!", + "", + "Dismounted Cataphracts. Cataphracts occasionally fought dismounted as heavy infantry.", + "", + "Spearmen. Spear armed troops carrying shields and wearing lighter armour.", + "", + "Archers. Lightly armoured and mostly unarmoured troops armed with composite bows.", + "", + "Himalayan Soldiers. These are levies recruited from over the Tibetan empire and fighting as skirmishers—often they were former bandits!", + "", + "Mountaineers. Similar to Himalayan troops but more lightly equipped and fighting in a purely skirmishing role.", + "", + "Nomad Heavy Cavalry. Turkic or Arab nomadic people fighting on armoured horses with lance, sword and possibly javelins.", + "", + "Nomad Light Cavalry. Mostly horse archers." + ] +} diff --git a/public/json/ricks-warmaster/Nubians.json b/public/json/ricks-warmaster/Nubians.json new file mode 100644 index 0000000..98aa89c --- /dev/null +++ b/public/json/ricks-warmaster/Nubians.json @@ -0,0 +1,159 @@ +{ + "specialRules": { + "Skirmish": { + "order": 1, + "text": [ + "In the Warmaster Ancients game, most skirmishers represent troops whose role is exclusively skirmishing. Whilst other troops may skirmish to a degree, they do so on the tactical level subsumed within close combat. The exceptions are some light cavalry and chariot units which are adjudged to have a duel role and which usually carry a mixture of weapons, eg, Huns.", + "Because skirmishers are such a fundamental part of the armies, the skirmish rules are described throughout the book in the appropriate sections. These are summarised below together with references to the full descriptions.", + "Skirmishers carry suitable weapons—sometimes bows but more likely s lings or javelins—and fight in loose, informal formations taking advantage of local terrain to avoid contact with more powerful but less mobile enemies. In general, skirmishing units represent fewer men than close fighting units. It is assumed they will usually disperse or flee if attacked.", + "", + "1. Skirmishers always move at up to full pace for their type regardless of format ion or circumstances (see p22).", + "2. Skirmishing units can see all round—they can draw a line of sight from any stand's edge. Their shooting zone extends all round to their front, side and rear. Because they can see enemies to their side or rear they can charge, evade or otherwise react to such units (see p10 Visibility) and (p37 Shooting).", + "3. Unless confused, skirmishers are allowed to evade from an enemy charge in the opposing Command phase (see p24).", + "4. Unless confused, skirmishers arc allowed to evade instead of being driven back by shooting in the opposing Shooting phase (see p25).", + "5. Skirmishers can evade through other units. If these other units are not skirmishers, or if they are a second or subsequent unit evaded through regardless of whether they are skirmishers or not, then both units must test for confusion once the move is complete. Units become confused on the roll of a 6 (see p24).", + "6. Skirmishing infantry can support from the side only: they cannot support from behind (see p50).", + "7. Skirmishing infantry can move through some types of terrain that is otherwise impassable—notablyrivers/deep water, forests, and cliffs. This is described in the section on Terrain & Movement (see p31).", + "Note: For the avoidance of doubt, skirmishing infantry are able to evade from charging cavalry, or other non-skirmishing units, even if these units have a greater move distance than they do. In this case, skirmishers are assumed to have already seen, reacted to, and taken steps to avoid their attackers well before they reach their position." + ] + }, + "Warband": { + "order": 2, + "text": [ + "Warbands represent close fighting but often poorly organised infantry or cavalry, generally tribal troops, barbarians, levy, or militia, that lack training or experience. These troops become confident in large numbers or when flushed with victory, but timid if few in number or once they have been beaten.", + "1. If three or four units of warband are given a brigade order, the player can add 1 to the commander's Command value up to a maximum of 10. The entire brigade has to comprise warband units, and there must be at least three units in the brigade.", + "2. If a warband unit is driven back by shooting bur has not yet lost a stand then it rolls one less dice for the drive back than usual. If a warband is driven back by shooting and has lost one or more stands for whatever reason then it rolls one more dice than usual.", + "3. If a warband unit pursues in combat then it receives a further +1 Attack bonus per stand in the following pursuit round. If a warband retreats from combat then it receives a -1 Attack penalty per stand in the following pursuit round." + ] + }, + "Portents": { + "order": 3, + "text": [ + "The General can take the portents before the battle. This allows the General to re-roll one failed Command roll once during the battle. Take the Command test again—if successful the order is issued and the General can continue giving further orders if you wish." + ] + } + }, + "units": { + "Warriors": { + "order": 0, + "type": "Infantry", + "attack": 3, + "hits": 3, + "size": 3, + "specialRules": [ + "Warband" + ], + "min": 2, + "max": 6, + "upgrades": [ + "Bodyguard" + ], + "points": 35 + }, + "Archers": { + "order": 1, + "type": "Infantry", + "attack": 2, + "hits": 3, + "range": 30, + "size": 3, + "points": 40, + "max": 4 + }, + "Skirmishers": { + "order": 2, + "type": "Infantry", + "attack": 1, + "hits": 3, + "range": 15, + "size": 3, + "points": 30, + "min": 12, + "specialRules": [ + "Skirmish", + "Warband" + ] + }, + "General": { + "order": 3, + "type": "General", + "armyMax": 1, + "armyMin": 1, + "upgrades": [ + "Chariot Mount", + "Portents" + ], + "attack": "+2", + "points": 100, + "command": 8 + }, + "Chieftain": { + "order": 4, + "type": "Subordinate", + "upgrades": [ + "Chariot Mount", + "Hero" + ], + "attack": "+1", + "command": 7, + "points": 30, + "min": 1, + "max": 3 + } + }, + "upgrades": { + "Chariot Mount": { + "order": 1, + "points": "+10", + "attack": "+1", + "type": "Chariot Mount" + }, + "Bodyguard": { + "order": 2, + "type": "Infantry", + "attack": 4, + "hits": 3, + "size": 3, + "points": "+10", + "max": "1max", + "specialRules": [ + "Warband" + ] + }, + "Hero": { + "order": 3, + "type": "Subordinate", + "armyMax": 1, + "attack": "+3", + "command": 7, + "size": 1, + "points": "+10" + }, + "Portents": { + "order": 4, + "points": "+10", + "specialRules": [ + "Portents" + ] + } + }, + "order": 3, + "name": "Nubians", + "version": "Warmaster Ancients Ricks lists", + "group": "Chariot Era", + "armyRules": [ + "Warriors. These are Nubians armed with short spears and/or javelins and carrying shields—Nubians armed in this fashion served in the Egyptian armies and would have formed the hard-fighting core of Nubian forces.", + "", + "Archers. The inclusion of archer units is speculative but allows for the possibility of Nubians having learned the usefulness of units of well-coordinated archers from the Egyptian neighbours who made great use of the tactic.", + "", + "Skirmishers. The majority of Nubians fought as bow-armed skirmish type infantry.", + "", + "Bodyguard. These are the best and most experienced veterans in the army. Regardless of the army size a single unit of Warriors can be upgraded to Bodyguard with the stats shown at a cost of +10 points (45 points total).", + "", + "Chariot Mount. After the general adoption of the chariot circa 1500BC any Nubian Commanders can be so mounted at a cost of +10 per Commander. A Commander riding a chariot gains an addition +1A as noted (i.e. General +3, Chieftain +2, and Hero +4 in total).", + "", + "Hero. Regardless of the size of the army a single Chieftain can be upgraded to a Hero with stats as shown—ie with +3 Attacks rather than the usual +1. This cost +10 points (40 total). A Hero can also ride a Chariot Mount for a further +1-points as noted above. This reflects the importance that many bronze-age cultures placed on the role of heroes to lead and inspire their followers.", + "", + "Portents. The player can take the portents before the battle. This allows the General to re-roll one failed Command roll once during the battle. Take the Command test again—if successful the order is issued and the General can continue giving orders if you wish." + ] +} diff --git a/public/json/ricks-warmaster/Olmecs.json b/public/json/ricks-warmaster/Olmecs.json new file mode 100644 index 0000000..9dab046 --- /dev/null +++ b/public/json/ricks-warmaster/Olmecs.json @@ -0,0 +1,154 @@ +{ + "specialRules": { + "Warband": { + "order": 1 + }, + "Skirmish": { + "order": 2 + }, + "Blessing of the Sun God": { + "order": 3, + "text": [ + "This is an optional upgrade for the army Commander, cost 25 points, for this a General would be able re-roll any number of failed command rolls (like with portents) but at the cost of 1 friendly element (not unit), the element is taken from the closes unit each time he tries, the element would be sacrificed to the Sun God and be removed from the table, the general would then be able to continue to rolling his command again is successful. This can only be used on a unit once per turn, but can be used on another units during that turn. The unit the sacrifice comes from must all be totally sacrificed before another unit can be used for sacrificial purposes." + ] + } + }, + "units": { + "Nobles": { + "order": 0, + "type": "Infantry", + "specialRules": [ + "Warband" + ], + "attack": 4, + "hits": 3, + "size": 3, + "max": 6, + "points": 45, + "upgrades": [ + "Quilted Nobles" + ] + }, + "Tribal Warriors": { + "order": 1, + "type": "Infantry", + "specialRules": [ + "Warband" + ], + "attack": 3, + "hits": 3, + "size": 3, + "min": 8, + "points": 35 + }, + "Tribesmen": { + "order": 2, + "type": "Infantry", + "specialRules": [ + "Warband" + ], + "attack": 2, + "hits": 3, + "size": 3, + "min": 8, + "points": 25 + }, + "Skirmishers": { + "order": 3, + "type": "Infantry", + "specialRules": [ + "Warband", + "Skirmish" + ], + "attack": 1, + "hits": 3, + "range": 15, + "size": 3, + "min": 2, + "points": 30 + }, + "General": { + "order": 4, + "type": "General", + "upgrades": [ + "Blessing of the Sun God" + ], + "attack": "+2", + "command": 8, + "size": 1, + "points": 100, + "armyMax": 1, + "armyMin": 1 + }, + "War Leader": { + "order": 5, + "type": "Subordinate", + "upgrades": [ + "Warlord" + ], + "attack": "+1", + "command": 8, + "size": 1, + "points": 40, + "max": 2 + }, + "Subordinate": { + "order": 6, + "type": "Subordinate", + "upgrades": [ + "Warlord" + ], + "attack": "+1", + "command": 7, + "size": 1, + "points": 30, + "max": 2 + } + }, + "upgrades": { + "Quilted Nobles": { + "order": 0, + "type": "Infantry", + "attack": 4, + "hits": 3, + "armour": "6+", + "size": 3, + "points": "+15", + "specialRules": [ + "Warband" + ] + }, + "Warlord": { + "order": 1, + "type": "Subordinate", + "attack": "+2", + "command": "7/8", + "points": "+10", + "size": 1 + }, + "Blessing of the Sun God": { + "order": 2, + "specialRules": [ + "Blessing of the Sun God" + ], + "type": "Special" + } + }, + "armyRules": [ + "Nobles. Represent a ‘warrior elite’ armed with heavy clubs, obsidian tipped spears and throwing spears. They are aggressive and are likely to charge fiercely without thought of tactics in an attempt to sweep the enemy from the field.", + "", + "Quilted Nobles. Its possible that some could have been armoured with quilted clothing, not the brass armour mentioned in the Book of Mormon. To allow for this any or all Nobles could be so armoured.", + "", + "Tribal Warriors. Represent those men of the tribe or city that train and arm themselves as warriors. Spears and clubs are the main weapons. Like their nobles, they are likely to fight aggressively without regard for tactics.", + "", + "Tribesmen. Represent the bulk of an Olmec army and are constituted of the hunters and men of the tribe pressed into battle against their will. They are armed with simple hunting spears of wooden clubs.", + "", + "Skirmishers. Represent skilled tribal hunters armed with slings, possibly blowpipes, and the atlatl and throwing spear. They fight in loose formations and are skilled jungle hunters.", + "", + "Warlord. Any Subordinate can be upgraded to Warlord with the stats shown at a cost of 10 points per Warlord." + ], + "name": "Olmecs", + "version": "Warmaster Ancients Ricks lists", + "group": "South America", + "order": 0 +} \ No newline at end of file diff --git a/public/json/ricks-warmaster/Pyrrhic.json b/public/json/ricks-warmaster/Pyrrhic.json new file mode 100644 index 0000000..9f9b902 --- /dev/null +++ b/public/json/ricks-warmaster/Pyrrhic.json @@ -0,0 +1,193 @@ +{ + "specialRules": { + "Phalanx": { + "order": 1 + }, + "Warband": { + "order": 2 + }, + "Skirmish": { + "order": 3 + }, + "Elephants": { + "order": 4 + }, + "Pyrrhus": { + "order": 5, + "text": [ + "Note that Pyrrhus is a compulsory part of the army—it is a Pyrrhic army after all! Because Pyrrhus is your General the army adds +1 to the number of units the army must lose before it will withdraw (add +1 to the army’s ‘break point’)." + ] + }, + "Shock": { + "order": 6 + } + }, + "units": { + "Epirot Phalanx": { + "order": 0, + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "points": 60, + "max": 8, + "min": 2, + "specialRules": [ + "Phalanx" + ] + }, + "Guard Phalanx": { + "order": 1, + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "points": 70, + "max": 2, + "specialRules": [ + "Phalanx" + ] + }, + "Hoplites": { + "order": 2, + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "points": 60, + "max": 4 + }, + "Galatians": { + "order": 3, + "type": "Infantry", + "specialRules": [ + "Warband" + ], + "attack": 3, + "hits": 3, + "size": 3, + "points": 35, + "max": 2 + }, + "Skirmishers": { + "order": 4, + "type": "Infantry", + "specialRules": [ + "Skirmish" + ], + "attack": 1, + "hits": 3, + "range": 15, + "size": 3, + "points": 30, + "min": 2, + "max": 4 + }, + "Oscan Cavalry": { + "order": 5, + "type": "Cavalry", + "upgrades": [ + "Epirot Cavalry" + ], + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "points": 80, + "min": 1, + "max": 2 + }, + "Mounted Skirmishers": { + "order": 6, + "type": "Cavalry", + "specialRules": [ + "Skirmish" + ], + "attack": 1, + "hits": 3, + "range": 15, + "size": 3, + "points": 40, + "max": 2 + }, + "Elephants": { + "order": 7, + "type": "Elephant", + "specialRules": [ + "Elephants" + ], + "attack": 4, + "hits": 3, + "range": 15, + "armour": "5+", + "size": 3, + "points": 200, + "max": 1 + }, + "Pyrrhus": { + "order": 8, + "type": "General", + "specialRules": [ + "Pyrrhus" + ], + "attack": "+2", + "command": 9, + "size": 1, + "points": 150, + "armyMax": 1, + "armyMin": 1 + }, + "Leader": { + "order": 9, + "type": "Leader", + "attack": "+1", + "command": 8, + "size": 1, + "points": 80, + "max": 2 + } + }, + "upgrades": { + "Epirot Cavalry": { + "order": 0, + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "points": "+30", + "max": "1max", + "specialRules": [ + "Shock" + ] + } + }, + "armyRules": [ + "Epirot Phalanx. Comparable in quality to a Macedonian phalanx and the core of the Epirot army.", + "", + "Guard Phalanx. The elite proportion of the army mostly comprising veteran Chaeonians.", + "", + "Hoplites. Regular Hoplites but of mediocre quality—usually Italiote or Greek allies.", + "", + "Peltasts. Regular Successor type including Greek or Thracian peltasts, or even Cretan or Pisidian peltasts as well as garrison units fighting in a comparable fashion.", + "", + "Galatians. Celtic people originally from the Danube area—the Galatians were fierce warriors. A large body of Galatian mercenaries went over to Pyrrhus during his war against Macedon—it was these Galatians who were to subsequently cause much upset in Aegae by looting the royal cemetery!", + "", + "Oscans. A valuable light infantry type not unlike Greek peltasts.", + "", + "Skirmishers. Lightly armed troops fighting as skirmishers—including javelinmen, bowmen and slingers. Mostly archers or slingers or Italian javelinmen.", + "", + "Mounted Skirmishers. The usual mounted javelinmen—mainly Greeks and Tarentine Cavalrymen.", + "", + "Elephants. These are Asian Elephants— much feared by the Romans when encountered for the first time. Pyrrhus’ elephants were also the first to carry a howda carrying pikemen.", + "", + "Epirot Cavalry. Elite shock cavalry armed with lances. Regardless of army size a single unit of Oscan cavalry can be upgraded to Epirot Cavalry with stats and points increase as shown." + ], + "name": "Pyrrhic", + "version": "Warmaster Ancients Ricks lists", + "group": "Greece and the Near East", + "order": 18 +} diff --git a/public/json/ricks-warmaster/Pyrrhus in Italy.json b/public/json/ricks-warmaster/Pyrrhus in Italy.json new file mode 100644 index 0000000..c7731da --- /dev/null +++ b/public/json/ricks-warmaster/Pyrrhus in Italy.json @@ -0,0 +1,223 @@ +{ + "specialRules": { + "Phalanx": { + "order": 1 + }, + "Warband": { + "order": 2 + }, + "Skirmish": { + "order": 3 + }, + "Elephants": { + "order": 4 + }, + "Pyrrhus": { + "order": 5, + "text": [ + "Note that Pyrrhus is a compulsory part of the army—it is a Pyrrhic army after all! Because Pyrrhus is your General the army adds +1 to the number of units the army must lose before it will withdraw (add +1 to the army’s ‘break point’)." + ] + }, + "Shock": { + "order": 6 + } + }, + "units": { + "Epirot Phalanx": { + "order": 0, + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "points": 60, + "max": 8, + "min": 2, + "specialRules": [ + "Phalanx" + ] + }, + "Guard Phalanx": { + "order": 1, + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "points": 70, + "max": 2, + "specialRules": [ + "Phalanx" + ] + }, + "Hoplites": { + "order": 2, + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "points": 60, + "max": 4 + }, + "Skirmishers": { + "order": 4, + "type": "Infantry", + "specialRules": [ + "Skirmish" + ], + "attack": 1, + "hits": 3, + "range": 15, + "size": 3, + "points": 30, + "min": 2, + "max": 4 + }, + "Oscan Cavalry": { + "order": 5, + "type": "Cavalry", + "upgrades": [ + "Epirot Cavalry" + ], + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "points": 80, + "min": 1, + "max": 2 + }, + "Mounted Skirmishers": { + "order": 6, + "type": "Cavalry", + "specialRules": [ + "Skirmish" + ], + "attack": 1, + "hits": 3, + "range": 15, + "size": 3, + "points": 40, + "max": 2 + }, + "Elephants": { + "order": 7, + "type": "Elephant", + "specialRules": [ + "Shock" + ], + "attack": 4, + "hits": 3, + "range": 15, + "armour": "5+", + "size": 3, + "points": 200, + "max": 1 + }, + "Pyrrhus": { + "order": 8, + "type": "General", + "specialRules": [ + "Elephants" + ], + "attack": "+2", + "command": 9, + "size": 1, + "points": 150, + "armyMax": 1, + "armyMin": 1 + }, + "Leader": { + "order": 9, + "type": "Leader", + "attack": "+1", + "command": 8, + "size": 1, + "points": 80, + "max": 2 + }, + "Oscans": { + "order": 10, + "specialRules": [ + "Skirmish" + ], + "attack": 2, + "range": 15, + "hits": 3, + "size": 3, + "min": 1, + "max": 4, + "type": "Infantry", + "points": 40 + }, + "Tarentine Cavalry": { + "order": 11, + "specialRules": [ + "Skirmish" + ], + "attack": 2, + "range": 15, + "hits": 3, + "armour": "6+", + "size": 3, + "min": 1, + "max": 2, + "type": "Cavalry", + "points": 50 + }, + "Tarentine Phalanx": { + "order": 11, + "specialRules": [ + "Phalanx" + ], + "attack": 3, + "hits": 3, + "size": 3, + "min": 2, + "max": 8, + "type": "Infantry", + "points": 50 + } + }, + "upgrades": { + "Epirot Cavalry": { + "order": 0, + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "points": "+30", + "max": "1max", + "specialRules": [ + "Shock" + ] + } + }, + "armyRules": [ + "Epirot Phalanx. Comparable in quality to a Macedonian phalanx and the core of the Epirot army.", + "", + "Tarentine Phalanx. Less well drilled than most phalanx—the Tarentine phalanx is still numerically important during the Italian campaign.", + "", + "Guard Phalanx. The elite proportion of the army mostly comprising veteran Chaeonians.", + "", + "Hoplites. Regular Hoplites but of mediocre quality—usually Italiote or Greek allies.", + "", + "Peltasts. Regular Successor type including Greek or Thracian peltasts, or even Cretan or Pisidian peltasts as well as garrison units fighting in a comparable fashion.", + "", + "Oscans. A valuable light infantry type not unlike Greek peltasts.", + "", + "Skirmishers. Lightly armed troops fighting as skirmishers—including javelinmen, bowmen and slingers. Mostly archers or slingers or Italian javelinmen.", + "", + "Mounted Skirmishers. The usual mounted javelinmen—mainly Greeks and Tarentine Cavalrymen.", + "", + "Elephants. These are Asian Elephants— much feared by the Romans when encountered for the first time. Pyrrhus’ elephants were also the first to carry a howda carrying pikemen.", + "", + "Epirot Cavalry. Elite shock cavalry armed with lances. Regardless of army size a single unit of Oscan cavalry can be upgraded to Epirot Cavalry with stats and points increase as shown." + ], + "name": "Pyrrhus in Italy", + "version": "Warmaster Ancients Ricks lists", + "group": "Greece and the Near East", + "order": 19 +} diff --git a/public/json/ricks-warmaster/Republican Rome 2nd Punic War.json b/public/json/ricks-warmaster/Republican Rome 2nd Punic War.json new file mode 100644 index 0000000..6f7f34f --- /dev/null +++ b/public/json/ricks-warmaster/Republican Rome 2nd Punic War.json @@ -0,0 +1,357 @@ +{ + "specialRules": { + "Triarii": { + "order": 1, + "text": [ + "A triarii unit counts as two units when calculating the number of units required to force the army to withdraw and it also counts as two units when destroyed. Note that this is a slight variant on the rule as given in WA." + ] + }, + "Maniple": { + "order": 2, + "text": [ + "This rule applies where a stand with the maniple special rule is fighting combat to its front and is supported to the rear by a stand of exactly the same type or by Triarii. For example, a Roman Legion stand would benefit if supported by another Roman Legion stand, but not by a stand of Ale Legion even though these also have the maniple rule. This is because the Romans did not mix their Legions together— Romans and Socii always fought as separate bodies. However, the Triarii act as a general reserve so the maniple rule applies to Roman Legion, Alae Legion and Triarii when supported by Triarii. Units that have stands supported by maniple friends as described above benefit as follows. Once the enemy has fought combat and the supported unit has taken its Armour saves, it can re-roll one failed save for each friendly maniple stand supporting from the rear as described. This re-roll will save on a score of 5 or 6 regardless of the unit’s actual Armour value. Note that this is slightly different to the original rule in WA in that the save is now a 5+ rather than 6+. This change was felt to better represent the reformed manipular formations of the 2nd Punic War and to reflect the points paid more accurately than the original 6+ rule." + ] + }, + "Unreliable": { + "order": 3 + }, + "Skirmish": { + "order": 4 + }, + "Scipio Africanus": { + "order": 5, + "text": [ + "The Scipio Africanus rule allows the army’s leaders and subordinates to re-roll failed command rolls—representing the organisational genius and remarkable qualities of leadership displayed by Scipio during the 2nd Punic War.", + "", + "Any failed commands from leaders or subordinates, including allied commanders, can be re-rolled up to a maximum of 1 re-roll for each commander each turn. However, once a re-roll is failed then no further re-rolls can be attempted that turn by any other commanders. Note that when a re-roll is failed this only prevents further re-rolls that turn—not in subsequent turns—and that this is a change of the original Scipio (Administrative Genius) rule given in WA and WAA." + ] + }, + "Allied Commander": { + "order": 6, + "text": [ + "Allied commanders must be taken if Spanish or Numidian allies are chosen as indicated. Note that only a single allied commander is allowed per contingent regardless of the size of the force. Allied contingents can only be given orders by their own allied commander. The allied commander can only give orders to his own contingent. This means that it is impossible to brigade allies with Romans, or two different allies together, as separate orders will be needed for each contingent. Although this is very restrictive it does oblige the contingent forces to fight as distinct and separate bodies—as they appear to have done in reality. If allies are used the Scipio African upgrade becomes pivotal to success—as it allows re-rolls for these commanders." + ] + } + }, + "units": { + "Triarii": { + "order": 0, + "type": "Infantry", + "attack": 4, + "hits": 3, + "armour": "5+", + "size": 3, + "points": 75, + "specialRules": [ + "Maniple", + "Triarii" + ], + "max": 2 + }, + "Roman Legions": { + "order": 1, + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "points": 65, + "specialRules": [ + "Maniple" + ], + "upgrades": [ + "Alae Legions" + ], + "min": 4 + }, + "Italian Legions": { + "order": 2, + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "points": 35, + "specialRules": [ + "Unreliable" + ], + "max": 6 + }, + "Leves": { + "order": 3, + "type": "Infantry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "points": 20, + "specialRules": [ + "Unreliable", + "Skirmish" + ], + "upgrades": [ + "Velites" + ], + "min": 2, + "max": 4 + }, + "Slingers and Archers": { + "order": 4, + "type": "Infantry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "points": 30, + "specialRules": [ + "Skirmish" + ], + "max": 1 + }, + "Heavy Cavalry": { + "order": 5, + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "points": 80, + "max": 1 + }, + "Light Cavalry": { + "order": 6, + "type": "Cavalry", + "attack": 2, + "range": 15, + "hits": 3, + "armour": "6+", + "size": 3, + "points": 60, + "specialRules": [ + "Skirmish" + ], + "max": 1 + }, + "Mounted Skirmishers": { + "order": 7, + "type": "Cavalry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "points": 40, + "specialRules": [ + "Skirmish" + ], + "max": 1 + }, + "Consul": { + "order": 8, + "type": "General", + "attack": "+2", + "command": 9, + "size": 1, + "points": 125, + "upgrades": [ + "Scipio" + ], + "armyMax": 1, + "armyMin": 1 + }, + "Tribune": { + "order": 9, + "type": "Leader", + "attack": "+1", + "command": 8, + "max": 2, + "size": 1, + "points": 80 + }, + "Scutarii": { + "order": 10, + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "points": 45, + "min": 4, + "max": 8 + }, + "Caetrati": { + "order": 11, + "type": "Infantry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "points": 30, + "max": 2, + "specialRules": [ + "Skirmish" + ] + }, + "Spanish Light Cavalry": { + "order": 12, + "type": "Cavalry", + "attack": 2, + "range": 15, + "hits": 3, + "armour": "6+", + "size": 3, + "points": 60, + "specialRules": [ + "Skirmish" + ], + "max": 2 + }, + "Spanish Chieftain": { + "order": 13, + "type": "Subordinate", + "attack": "+1", + "command": 8, + "size": 1, + "points": 40, + "max": "1max", + "specialRules": [ + "Allied Commander" + ] + }, + "Numidian Infantry": { + "order": 14, + "type": "Infantry", + "attack": 3, + "hits": 3, + "size": 3, + "points": 35, + "max": 4, + "upgrades": [ + "Trained Numidian Infantry" + ] + }, + "Numidian Skirmishers": { + "order": 15, + "type": "Infantry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "points": 30, + "specialRules": [ + "Skirmish" + ] + }, + "Mounted Numidian Skirmishers": { + "order": 16, + "type": "Cavalry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "points": 40, + "specialRules": [ + "Skirmish" + ] + }, + "Numidian Chieftain": { + "order": 17, + "type": "Subordinate", + "attack": "+1", + "size": 1, + "command": 7, + "points": 30, + "specialRules": [ + "Allied Commander" + ] + } + }, + "upgrades": { + "Alae Legions": { + "order": 0, + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "points": "-15", + "max": "Up to half", + "specialRules": [ + "Maniple" + ], + "type": "Infantry" + }, + "Velites": { + "order": 1, + "points": "+10", + "max": "All or none", + "type": "Infantry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "specialRules": [ + "Skirmish" + ] + }, + "Scipio": { + "order": 2, + "type": "General", + "attack": "+2", + "command": 9, + "size": 1, + "points": "+25", + "max": 1, + "specialRules": [ + "Scipio Africanus" + ] + }, + "Trained Numidian Infantry": { + "order": 3, + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "points": "+10", + "max": "Up to half" + } + }, + "name": "Republican Rome 2nd Punic War", + "version": "Warmaster Ancients Ricks lists", + "group": "The Rise of Rome", + "order": 3, + "armyRules": [ + "Triarii. The Triarii were the oldest and most experienced of the Roman legions comprising wealthier citizens. Their role was to act as a solid reserve—a dependable core of troops who could hold the line should the Hastati and Principes be thrown back. As such they would not necessarily expect to fight - ideally the battle would be won by the charge of the Principes. The phrase ‘Matters have come down to the triarii’ became a proverb meaning a last chance to avoid failure. As better-off Romans their equipment is likely to have been substantial and quite ornate. They carry spears.", + "", + "Roman Legions. The principle fighting troops of the Roman legions were divided into three types of which the most numerous were the Hastati and Principes—the third being the Triarii. The organisation of the legions probably changed during the war against Hannibal—the ultimate legion included ten maniples of Hastati (1,200 men) plus ten maniples of Principes (1,200 men) but only 600 triarii organised into ten smaller sized maniples. In theory the Hastati were younger, fitter men who fought in the first line—their job was to make the initial attack and soften up the enemy. The Principes were more mature and often better equipped citizens and formed the second line—their job was to exploit any weakness in the enemy line created by the Hastati or to relieve the Hastati if they were flagging. In practice it seems likely that the distinction between the two types tended to blur as the Romans raised and equipped new armies in response to the Carthaginian threat. We therefore treat both as the same and refer to them as ‘Roman Legions’. Although ‘hasta’ means spear, presumably referring to the historic armament of the Hastati, both Hastati and Principes were armed with heavy javelins (pila). Armour might vary from only a helmet to a heavy coat of mail and greaves for the legs - but we have assumed our legions are fairly well equipped and trained. More poorly equipped or less well trained troops can easily be represented by the Italian Allies and by the Alae Legions option described separately.", + "", + "Italian Legions. These represent troops from Italian states allied to Rome—including Latins as well as non-Latins fighting for the Roman cause. These were all known as ‘socii Latini’ which means Latin allies. The troops they provided were initially equipped as spearmen but as the war progressed it is likely they adopted the Roman style of fighting with pilum and sword; effectively becoming legions in the process. We have represented these troops as more poorly equipped and less organised than the Roman Legion (hence their poorer armour value and status as unreliable) but this is not necessarily a fair description of all Rome’s allied troops by any means. Some allied legions were indistinguishable from Romans in terms of ability and equipment—these can be represented as Roman Legion or Alae Legions as you wish, indicating troops either as good as, or almost as good as, the standard Roman units.", + "", + "Leves. The traditional skirmishing troops of the Roman Republic were few in number and possibly quite poorly trained and equipped - they were called Leves or Rorarii and were principally armed with javelins. By the later phases of the Second Punic War the legions incorporated their own units of trained skirmishers called Velites (see below). The skirmishing infantry units in your army can be either Leves or Velites (though not both as one replaced the other).", + "", + "Slingers and Archers. Slingers were available in smaller numbers than the Leves/Velites and were usually mercenaries. Syracusian slingers fought in both Italy and Africa, whilst Balearic slingers fought in Africa. A single unit of archers—representing Cretan archers in Syracusian employ—is also a possibility during the fighting in Italy.", + "", + "Velites were armed with javelins carried a light shield, wore a helmet and were considerably better trained and more effective than earlier skirmishers. If Velites are chosen then Leves cannot be chosen—Velites replaced Leves as part of the Roman legion.", + "", + "Alae Legions. The standard Roman battle formation was to deploy the Roman legions in the middle of the line with allied legions on the wings. ‘Ala’ is simply latin for ‘wing’. Although these troops could be very good fighters they were never rated as highly by the Romans as were their own legions—but that’s Romans for you! The main list already provides for unreliable allies in the form of Italian legions. This option allows you to replace up to half of your Roman Legions with poorer quality Alae Legions with the stats shown—these represent a half-way house; less competent than the fully trained Roman Legions but better than the worst of the allied legions. In practise the legions could vary tremendously depending on when they were recruited and their battle experience—this entry is intended to allow this diversity to be better represented.", + "", + "Heavy Cavalry. Roman cavalrymen were few in number and notoriously poor horsemen. Barely better cavalry were provide by Italian allies. These represent the more substantially armed and armoured of such cavalry and their limited number represents the extreme rarity of such troops in Italy. They would typical wield a spear and have some sort of armour for their chest, a helmet and a shield. The representation with a 5+ armour value is admittedly generous—but depriving the army of heavy cavalry altogether seemed punitive.", + "", + "Light Cavalry. These represent Italian allies who are more lightly equipped than the Roman heavy cavalry—they could be armed with spears or javelins and carry a largish shield. Some would wear armour of a kind.", + "", + "Mounted Skirmishers. These represent lightly armed skirmishing cavalry from Italian allies of which Tarentine cavalry are the most well known type. These horsemen carry numerous javelins to hurl at the foe and a shield by way of protection.", + "", + "Spanish Scutarii. The majority of Spanish are grouped together and called Scutarii—the name given to them by the Romans and meaning ‘shieldmen’. These troops fought in massed formations using throwing spears or heavy javelins and resorting to swords at close-quarters.", + "", + "Spanish Caetrati. These could be nimble youngsters armed with javelins or possibly slingers. Their name also refers to that of their small round shield—as given to them by the Romans who evidently thought such things of great significance.", + "", + "Spanish Light Cavalry. Spanish cavalry carried shields and javelins and spears—they could fight at close quarters or skirmish and are rated as light cavalry.", + "", + "Numidian Infantry. The Numidians appear to have fought as mobs of troops armed with javelins—although they would attempt to form up they were easily dispersed and lacked much in the way of training or discipline. The Romans provided training for some Numidian troops. This entry represent the unsullied barbarian as we find him, armed with javelins, carrying a small shield and often wearing a cloak. Up to half the Numidian infantry can be uprated to ‘trained’ as noted below.", + "", + "Trained Numidian Infantry. The Numidians found themselves courted by both Romans and Carthaginians during the Punic Wars and it was in an attempt to win them over that the Romans dispatched ‘military advisers’ to help train up the notoriously poor infantry. This option represents the result of such efforts. Up to half of the Numidian infantry can be upgraded in this way for the points cost shown.", + "", + "Numidian Skirmishers. These are tribesmen armed with javelins and fighting in dispersed formation— a minority of Numidians carried bows or slings, but whether they fought in discrete units or simply joined their javelin-armed friends is anyone’s guess.", + "", + "Numidian Mounted Skirmishers. The primary and most effective fighting arm of the Numidians was their cavalry—only the nobility fought in this way. They were daring and aggressive riders who were considered to be the best troops of their kind at the time. They are armed with javelins and carry a small round shield and often wore a cloak over a simple tunic." + ] +} diff --git a/public/json/ricks-warmaster/Sassanid Persians (Revised).json b/public/json/ricks-warmaster/Sassanid Persians (Revised).json new file mode 100644 index 0000000..c7b4fbd --- /dev/null +++ b/public/json/ricks-warmaster/Sassanid Persians (Revised).json @@ -0,0 +1,421 @@ +{ + "specialRules": { + "Shock": { + "order": 1 + }, + "Skirmish": { + "order": 2 + }, + "Unreliable": { + "order": 3 + }, + "Levy": { + "order": 4, + "text": [ + "Two Levy become compulsory if any infantry or dismounted cavalry are fielded" + ] + }, + "Elephants": { + "order": 5 + }, + "Slow": { + "order": 6 + }, + "Allied Commander": { + "order": 7, + "text": [ + "Must be fielded if any allies are chosen and can only command Allies of that nationality, Skirmishing Cav. or Skirmishing Inf." + ] + }, + "Camels": { + "order": 8 + }, + "Pavisse": { + "order": 9 + }, + "Arnashirvan": { + "order": 10, + "text": [ + "If this option is selected you may not also select Portents", + "", + "As a great administrator, stand back and allow your planning to bear fruit on the battlefield. A failed command roll by any leader can be re-rolled until such time as a re-roll is failed, the bonus is ended and no more re-rolls are allowed. Take the command test again – if successful, the order is issued and the leader can continue giving further orders if you wish. A leader can only make a maximum of one re-roll per turn.", + "", + "However, Anushirvan, like all later Sassanid Generals, prefers not to fight and instead manage the affairs of the army from a fixed position - the elevation of a throne! Hence the reduced fighting ability and movement restricted to 20cm.- even when looking for a unit to join when his ground is overrun." + ] + }, + "Royal Archers": { + "order": 12, + "text": [ + "You cannot have more than 2 Royal Archers (with or without pavisse) for 1000 pts" + ] + }, + "Heavy Infantry": { + "order": 13, + "text": [ + "Heavy infantry its also count as a Upgraded Levy for the max number of Upgraded Levy for 1000 pts" + ] + }, + "Portents": { + "order": 11 + } + }, + "units": { + "Levy Infantry": { + "order": 0, + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "points": 35, + "specialRules": [ + "Unreliable", + "Levy" + ], + "upgrades": [ + "Upgraded Levy", + "Heavy Infantry" + ] + }, + "Archers": { + "order": 1, + "type": "Infantry", + "attack": 2, + "range": 30, + "hits": 3, + "size": 3, + "points": 40, + "max": 8, + "specialRules": [ + "Unreliable" + ], + "upgrades": [ + "Royal Archers", + "Royal Archers with Pavisse" + ] + }, + "Skirmishers": { + "order": 2, + "type": "Infantry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "points": 30, + "max": 4, + "specialRules": [ + "Skirmish", + "Unreliable" + ] + }, + "Guard": { + "order": 3, + "type": "Cavalry", + "attack": 4, + "range": 15, + "hits": 3, + "armour": "5+", + "size": 3, + "points": 125, + "max": 1, + "specialRules": [ + "Shock" + ] + }, + "Cataphracts": { + "order": 4, + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "4+", + "size": 3, + "points": 125, + "max": 2, + "specialRules": [ + "Shock", + "Slow" + ] + }, + "Clibinarii": { + "order": 5, + "type": "Cavalry", + "attack": 3, + "range": 15, + "hits": 3, + "armour": "5+", + "size": 3, + "points": 115, + "min": 2, + "specialRules": [ + "Shock" + ], + "upgrades": [ + "Dismounted Clibinarii", + "Clibinarii Camels" + ] + }, + "Allied Cavalry": { + "order": 6, + "type": "Cavalry", + "attack": 3, + "range": "-", + "hits": 3, + "armour": "5+", + "size": 3, + "points": 110, + "max": 2, + "specialRules": [ + "Shock" + ], + "upgrades": [ + "Allied Cavalry with Bows" + ] + }, + "Skirmisher Cavalry": { + "order": 7, + "type": "Cavalry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "points": 40, + "max": 6, + "specialRules": [ + "Skirmish" + ], + "upgrades": [ + "Horse Archers", + "Light Cavalry" + ] + }, + "Elephant": { + "order": 8, + "type": "Elephant", + "attack": 4, + "range": 15, + "hits": 4, + "armour": "5+", + "size": 3, + "points": 200, + "max": 1, + "specialRules": [ + "Elephants" + ] + }, + "General": { + "order": 9, + "type": "General", + "attack": "+2", + "command": 9, + "size": 1, + "points": 125, + "upgrades": [ + "Portents", + "Arnashirvan" + ], + "armyMax": 1, + "armyMin": 1 + }, + "Leader": { + "order": 10, + "type": "Leader", + "attack": "+1", + "command": 8, + "size": 1, + "points": 80, + "max": 2 + }, + "Allied Commander": { + "order": 11, + "type": "Subordinate", + "attack": "+1", + "command": 8, + "size": 1, + "points": 40, + "max": 1, + "specialRules": [ + "Allied Commander" + ] + } + }, + "upgrades": { + "Dismounted Clibinarii": { + "order": 0, + "type": "Infantry", + "attack": 3, + "range": 15, + "hits": 3, + "size": 3, + "armour": "5+", + "points": "-50", + "max": 2 + }, + "Clibinarii Camels": { + "order": 1, + "type": "Cavalry", + "attack": 2, + "range": 15, + "hits": 3, + "size": 3, + "armour": "4+", + "points": "-35", + "specialRules": [ + "Slow", + "Camels" + ], + "max": 1 + }, + "Allied Cavalry with Bows": { + "order": 2, + "type": "Cavalry", + "attack": 3, + "range": 15, + "hits": 3, + "size": 3, + "armour": "5+", + "points": "+5", + "specialRules": [ + "Shock" + ], + "max": 2 + }, + "Royal Archers": { + "order": 3, + "type": "Infantry", + "attack": 3, + "range": 30, + "hits": 3, + "size": 3, + "points": "+15", + "specialRules": [ + "Royal Archers" + ], + "max": 2 + }, + "Royal Archers with Pavisse": { + "order": 11, + "type": "Infantry", + "attack": 3, + "range": 30, + "hits": 3, + "size": 3, + "points": "+20", + "specialRules": [ + "Royal Archers" + ], + "max": 2 + }, + "Upgraded Levy": { + "order": 4, + "type": "Infantry", + "attack": 3, + "hits": 3, + "size": 3, + "armour": "6+", + "points": "+10", + "max": "up to half" + }, + "Heavy Infantry": { + "order": 5, + "type": "Infantry", + "attack": 3, + "hits": 3, + "size": 3, + "armour": "5+", + "points": "+25", + "max": 2 + }, + "Horse Archers": { + "order": 6, + "type": "Cavalry", + "attack": 1, + "range": 30, + "hits": 3, + "size": 3, + "points": "+20", + "specialRules": [ + "Skirmish" + ], + "max": 4 + }, + "Light Cavalry": { + "order": 7, + "type": "Cavalry", + "attack": 2, + "range": 15, + "hits": 3, + "size": 3, + "armour": "6+", + "points": "+20", + "specialRules": [ + "Skirmish" + ], + "max": 4 + }, + "Pavisse": { + "order": 8, + "points": "+5", + "armour": "Pav", + "specialRules": [ + "Pavisse" + ], + "max": 4 + }, + "Portents": { + "order": 9, + "points": "+10", + "max": 1 + }, + "Arnashirvan": { + "order": 10, + "type": "General", + "attack": "+0", + "command": 9, + "size": 1, + "points": "+15", + "specialRules": [ + "Arnashirvan" + ], + "max": 1 + } + }, + "armyRules": [ + "Clibanarii and Heavy Cavalry. These represent the core of the Sassanid armies and are armed mainly with lances and bows. Some ride unarmoured horses, some adding horse coverings or frontal protection as mainly as a defence against missile fire . The lances were wielded two handed instead of being couched and some added bucklers as a further defence. The Clibanarii often acted as an armoured missile base and arrow exchanges were not uncommon. Half can be given extra horse armour or bucklers to protect them from missile attacks, this upgrade does not count in melee though. They have not become Cataphracts with bows!", + "", + "Clibanarii mounted as Cataphract Camels took part in the Yemeni Campaign. The army can have one unit of standard Clibanarii remounted on camels with stats as shown- only one unit can be upgraded regardless of army size. Note that Cataphract Camels are not shock as are regular sensible Clibanarii", + "", + "Allied Cavalry. Armenian, Iberian (Georgian) shock cavalry armed with lances and shields. Other Allies such as Chionites Kidarite or Hepthalite nobles may be given bows . Allies were often unreliable and can be downgraded to represent this. Allies can only be fielded with an Ally General .", + "", + "Guard Cavalry. The very best of the Army, The Immortals lavishly equipped and mounted on the best horses. Famed as 10000 strong like their Achaemenid ancestors. Armed as other Clibanarii/Heavy Cavalry and usually kept in reserve to guard the King", + "", + "Cataphracts. The most heavily armoured of the shock cavalry mounted on fully armoured horses and encased from head to toe in armour as the Parthian Nobility had been before them. They may actually be Parthian and fighting for the new regime without change.", + "", + "Skirmishing Cav. **The army is allowed a maximum of 6 skirmishing Cavalry per thousand points, and no more than four of any type below. So you can only use six if you are prepared to upgrade at least two.", + "", + "Mounted Skirmishers. Armenian and Arab mounted skirmishers along with mounted retainers of the nobility armed often with javelins and shield or shorter range bows.", + "", + "Parthian Horse archers were incorporated into the Sassanid armies and later horse archers came from Armenia or the Kushan. These troops represent those lightly armed specialist troops with re-curve bows and little else.", + "", + "Light Cavalry Alani, Chionite, Kushani, Kidarites or Hepthalite Huns were available. Some had settled in the eastern half of the Empire so were notionally vassals, the others were allies. The vassals were fiercely independent and, although needed, were not asked to help invade Egypt in case they wanted to abandon the east to the hill tribes of modern day Afghanistan for better lands to the west! They were armed as Huns with a variety of weapons and would be prepared to fight at close quarters as well as skirmish.", + "", + "Elephants Parts of India were incorporated within the Sassanid Empire and Indian Elephants with Indian Mahouts along with supports were used right until the end . The Elephants were equipped with towers and carried crew with a variety of missile weaponry", + "", + "Infantry", + "", + "Belisarius' remarks on Sassanid troops:", + "", + "“Right for you to despise them. For their whole infantry is nothing more than a crowd of pitiable peasants who come into battle for no other purpose than to dig through walls ... and in general to serve the soldiers. For this reason they have no weapons at all with which they might trouble their opponents, and they only hold before themselves those enormous shields and huge elephants.”", + "", + "The infantry were often just the mass levy of the peasantry, much of the time armed with improvised weaponry or at best equipped with spears and shield . Traditionally thought of as very unenthusiastic (and famously chained together to stop them running away in one battle) they nevertheless bore the brunt of the fighting in three and four day battles towards the end of the empire and were successful in siege work including successfully storming defences or breaking the Roman siege of the capital, Ctesiphon . Infantry came from across the empire and included Persians, Armenians, Indians and Arabs. Dailamite (Daylami) troops from the Caspian region formed a 4000 strong part of the Guard and were highly regarded as equal to Varangians by Procopius. Heavy infantry were found to raise the siege of the capital in the early fourth century and some, if not all of the 4000 Daylami had armour. Whilst often unenthusiastic they therefore have the option to be upgraded.", + "", + "Archers. These are Persian, Isaurian, Indian or Armenian Infantry armed with bows and wearing little if any armour. They were used in dense formations with the option for the Persians to use large shields as pavisse.", + "", + "Royal Archers. An elite body of reliable archers usually accompanying the King", + "", + "Skirmishers. Isaurian, Armenian, Kurdish, or subject infantry, armed with slings or javelins operating as skirmishers." + ], + "name": "Sassanid Persian (Revised)", + "version": "Warmaster Ancients Ricks lists", + "group": "The Dark Ages", + "order": 2 +} diff --git a/public/json/ricks-warmaster/Scythian.json b/public/json/ricks-warmaster/Scythian.json new file mode 100644 index 0000000..da0dc55 --- /dev/null +++ b/public/json/ricks-warmaster/Scythian.json @@ -0,0 +1,228 @@ +{ + "specialRules": { + "Skirmish": { + "order": 1 + }, + "Shock": { + "order": 2 + }, + "Unreliable": { + "order": 3 + }, + "Warband": { + "order": 4 + }, + "Atheios": { + "order": 5, + "text": [ + "King Atheios—whose name appears in various spellings—was said to be 90 years old when he confronted Philip II of Macedon and was defeated and killed in battle. Prior to this, however, he had enjoyed considerable success, extending his influence westwards and subjugating many of the settled peoples of the Black Sea region. So, we shall adopt his name for our Scythian General upgrade—though to be fair a more successful exponent of it might reasonably be said to have been King Idantirs whose constant refusal to close to fight, instead peppering his foes from a distant, thwarted the invasion of King Darius of Persia.", + "", + "If the Atheios upgrade is chosen then once per turn the shooting target of a cavalry unit within 20cm of the General can be driven ‘forward’ rather than ‘back’. This represents the unit using a feigned retreat to lure the enemy unit forwards. Before the drive back is thrown the Scythian player must announce that the Atheios ability is being used. Move the target unit exactly as you would for a drive back—but directly towards the nearest shooter rather than away from it—i.e. exactly 180 degrees opposite to normal. The unit that is driven forward won’t move closer to the closest enemy shooter than 1cm and if it would otherwise move closer the driven unit is automatically confused if it is not so already. Once the unit has moved then any missile armed Scythian units that did not shoot in the shooting phase can shoot at the unit if it is the closest target and within range as normal. The unit can then be driven back by further casualties. Note that any additional hits inflicted are not cumulative with hits already suffered." + ] + } + }, + "units": { + "Scythians": { + "order": 0, + "attack": 1, + "range": 30, + "hits": 3, + "size": 3, + "specialRules": [ + "Skirmish" + ], + "points": 60, + "min": 5 + }, + "Nobles": { + "order": 1, + "attack": 3, + "range": 15, + "hits": 3, + "armour": "5+", + "size": 3, + "specialRules": [ + "Shock" + ], + "upgrades": [ + "Heavy Cavalry" + ], + "points": 115, + "min": 1, + "max": 3 + }, + "Light Cavalry": { + "order": 2, + "attack": 2, + "range": 15, + "hits": 3, + "armour": "6+", + "size": 3, + "specialRules": [ + "Skirmish" + ], + "points": 60, + "min": "-", + "max": 2 + }, + "Subject Infantry": { + "order": 3, + "attack": 2, + "hits": 3, + "size": 3, + "specialRules": [ + "Unreliable" + ], + "upgrades": [ + "Black Sea Infantry" + ], + "points": 15, + "max": 4 + }, + "Subject Archers": { + "order": 4, + "attack": 1, + "range": 30, + "hits": 3, + "size": 3, + "specialRules": [ + "Unreliable" + ], + "upgrades": [ + "Scythian Archers" + ], + "points": 15, + "max": 4 + }, + "Skirmishers": { + "order": 5, + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "specialRules": [ + "Skirmish" + ], + "upgrades": [ + "Thracian Infantry" + ], + "points": 30, + "max": 4 + }, + "General": { + "order": 6, + "type": "General", + "attack": "+2", + "command": 8, + "size": 1, + "points": 100, + "upgrades": [ + "Atheios" + ], + "armyMax": 1, + "armyMin": 1 + }, + "Leader": { + "order": 7, + "type": "Leader", + "attack": "+1", + "command": 8, + "size": 1, + "points": 80, + "max": 1 + }, + "Chieftain": { + "order": 8, + "type": "Subordinate", + "attack": "+1", + "command": 8, + "size": 1, + "points": 40, + "max": 2 + } + }, + "upgrades": { + "Scythian Archers": { + "order": 0, + "type": "Infantry", + "attack": 2, + "range": 30, + "hits": 3, + "size": 3, + "points": "+25", + "max": 2 + }, + "Black Sea Infantry": { + "order": 1, + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "points": "+30", + "max": 2 + }, + "Thracian Infantry": { + "order": 2, + "type": "Infantry", + "attack": 2, + "range": 15, + "hits": 3, + "size": 3, + "points": "+10", + "max": 2, + "specialRules": [ + "Skirmish", + "Warband" + ] + }, + "Heavy Cavalry": { + "order": 3, + "type": "Cavalry", + "attack": 3, + "range": 15, + "hits": 3, + "armour": "5+", + "size": 3, + "points": "-30", + "max": "All or none" + }, + "Atheios": { + "order": 4, + "specialRules": [ + "Atheios" + ], + "attack": "+2", + "command": 8, + "size": 1, + "points": "+25", + "max": 1, + "type": "General" + } + }, + "armyRules": [ + " Scythians. The bulk of the Scythian force comprises mounted archers.", + "", + "Nobles. These represent the small core of nobility wearing various degrees of armour and armed with lances, long spears and assorted side-arms as well as bows and possibly javelins.", + "", + "Light Cavalry. Judging from archaeological finds it appears that at least some warriors carried shafted weapons such as javelins and spears and wore some body armour—suggesting a more directly combative role than that of mounted archers. These light cavalry have been included to represent such warriors—though whether they would have fought as bodies or dispersed amongst the more lightly equipped horse archers is pure speculation.", + "", + "Subject Infantry. The Scythians conquered large parts of what is today Moldova, the Ukraine, Romania and even parts of Bulgaria—all of which were settled if not exactly civilised areas. The Scythians were known in ancient Greece as suppliers of slaves—presumably from amongst these subject peoples. These subject infantry have been included to represent the contribution of such peoples in the west—and corresponding peoples in the eastern areas adjoining the Pontic Steppe. They would be armed in their native fashion—probably with javelins and light spears for the most part.", + "", + "Subject Archers. As above but bow armed.", + "", + "Skirmishers. These could be subject tribes or Scythians fighting on foot—they are likely to be armed with bows but javelins is possible.", + "", + "Scythian Archers. Subject Archers can be upgraded to Scythian archers at the cost indicated—these represent either native Scythians or dependable subjects or allies. Such warriors are depicted by Greeks by Scythians themselves.", + "", + "Black Sea Infantry. Subject Infantry can be upgraded to Black Sea infantry at the cost indicated. These represent troops from the Greek colonies of the Crimea—probably armed with spears, wearing some body armour and carrying shields.", + "", + "Thracian Infantry. Skirmishers can be upgraded to Thracians at the cost indicated. They represent principally Thracian type peltasts but also any comparable barbarian tribes from the areas at the south-western periphery of the Scythian domains.", + "", + "Heavy Cavalry. Nobles can be fielded as non-shock based bow-armed heavy cavalry at the points reduction indicated. All Noble units must be fielded in this fashion or else none. This is to allow to differences of interpretation and is arguably a more credible way of representing Scythian Nobles prior to Hellenistic times." + ], + "name": "Scythians", + "version": "Warmaster Ancients Ricks lists", + "group": "Greece and the Near East", + "order": 20 +} diff --git a/public/json/ricks-warmaster/Shang Chinese.json b/public/json/ricks-warmaster/Shang Chinese.json new file mode 100644 index 0000000..2241046 --- /dev/null +++ b/public/json/ricks-warmaster/Shang Chinese.json @@ -0,0 +1,149 @@ +{ + "specialRules": { + "Skirmish": { + "order": 1 + }, + "Portents": { + "order": 2 + }, + "3-Man Chariots": { + "order": 3, + "text": [ + "The 3-man chariots are heavier and do not skirmish—but they are not ‘heavy chariots’ as defined by the rules—they are chariots based to the narrow edge with the stats as shown." + ] + } + }, + "units": { + "Noble She": { + "order": 0, + "type": "Infantry", + "upgrades": [ + "Ma (2-man)", + "Ma (3-man)" + ], + "attack": 2, + "range": 30, + "hits": 3, + "armour": "6+", + "size": 3, + "points": 50, + "max": 2 + }, + "She": { + "order": 1, + "type": "Infantry", + "attack": 2, + "range": 30, + "hits": 3, + "size": 3, + "points": 40, + "min": 4 + }, + "Shu": { + "order": 2, + "type": "Infantry", + "attack": 3, + "hits": 3, + "size": 3, + "points": 35, + "min": 2, + "max": 6 + }, + "Skirmishers": { + "order": 3, + "type": "Infantry", + "specialRules": [ + "Skirmish" + ], + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "points": 30, + "min": 2, + "max": 4 + }, + "General": { + "order": 4, + "type": "General", + "upgrades": [ + "Commander in Chariot", + "Portents" + ], + "attack": "+2", + "command": 8, + "size": 1, + "points": 100, + "armyMax": 1, + "armyMin": 1 + }, + "Leader": { + "order": 5, + "type": "Leader", + "upgrades": [ + "Commander in Chariot" + ], + "attack": "+1", + "command": 8, + "size": 1, + "max": 2, + "points": 80 + } + }, + "upgrades": { + "Commander in Chariot": { + "order": 0, + "type": "Chariot Mount", + "attack": "+1", + "points": "+10" + }, + "Ma (2-man)": { + "order": 1, + "type": "Chariot", + "attack": 2, + "range": 15, + "hits": 3, + "armour": "6+", + "size": 3, + "points": "+30", + "specialRules": [ + "Skirmish" + ] + }, + "Ma (3-man)": { + "order": 2, + "type": "Chariot", + "attack": 3, + "range": 15, + "hits": 3, + "armour": "6+", + "size": 3, + "points": "+30", + "specialRules": [ + "3-Man Chariots" + ] + }, + "Portents": { + "order": 3, + "points": "+10", + "specialRules": [ + "Portents" + ] + } + }, + "order": 6, + "group": "The Far East", + "version": "Warmaster Ancients Ricks lists", + "name": "Shang Chinese", + "armyRules": [ + "Noble She. ‘She’ are bow armed warriors and such troops make up a large portion of the Shang army. These units represent the noble elite of the army. They have been given an armour save to represent their solidity as well as any potential advantage in armour.", + "", + "She. The mass of bow-armed warriors.", + "", + "Shu. Infantry armed with an array of spears or pole-arms.", + "", + "Skirmishers. Bow armed troops fighting as skirmishers.", + "", + "Ma. ‘Ma’ are chariots and this option allows units of Noble She to be upgraded to either 2-man or 3-man chariots—note that you must choose either 2-man OR 3-man chariots—you cannot include both in the same army. The 2-man chariots were the earliest development allowing their riders to skirmish from a distance much like the chariots of ancient Egypt. The 3-man chariots are heavier and do not skirmish—but not they are not ‘heavy chariots’ as defined by the rules—they are chariots based to the barrow edge with the stats as shown." + ] +} diff --git a/public/json/ricks-warmaster/Southern Song Chinese.json b/public/json/ricks-warmaster/Southern Song Chinese.json new file mode 100644 index 0000000..ba2efec --- /dev/null +++ b/public/json/ricks-warmaster/Southern Song Chinese.json @@ -0,0 +1,302 @@ +{ + "specialRules": { + "Shock": { + "order": 1 + }, + "Skirmish": { + "order": 2 + }, + "Fire-Lance": { + "order": 3, + "text": [ + "One use only per game and only in response to being charged. The unit gains the Terror special rule for the duration of the first round of combat." + ] + }, + "Unreliable": { + "order": 4 + }, + "Terror": { + "order": 5 + }, + "Organ Gun": { + "order": 6, + "text": [ + "1. Organ Gun has move 20cm", + "2. Organ Guns are considered to have the 'Slow' special rule", + "3. A unit taking a hit from an organ gun is disallowed any Armour roll it normally has", + "4. An organ gun rolls a d6 to determine the number of shots each time it fires, roll a number of attacks equal to the rolled result", + "5. Organ Gun has a maximum range of 15cm", + "6. When rolling for drive backs as a result fo casualties inflicted by an organ gun roll +1 additional die, for example if three casualties are inflicted roll four dice. Note: it is +1 dice regardless of the number of units shooting.", + "7. An organ gun can stand and shoot in an arc 45 degrees to its front, this is a more liberal rule than other artillery", + "8. An organ gun cannot shoot on a turn it has moved except where that move was to pivot on the spot. Pivoting still requires an order." + ] + }, + "Cannon": { + "order": 7, + "text": [ + "1. Except where otherwise noted (see army lists) cannons have a movement of 20cm", + "2. Cannons are considered to have the 'Slow' special rule", + "3. A unit taking a hit from a Cannon is disallowed any Armour roll it normally has", + "4. A single cannon has 2 shots and therefore rolls 2 dice against its target", + "5. A cannon has a maximum range of 40cm", + "6. When rolling for drive backs as a result fo casualties inflicted by a Cannon roll +1 additional die, for example if two casualties are inflicted roll three dice. Note: it is +1 dice regardless of the number of units shooting.", + "7. A Cannon cannot shoot an enemy charging it, they are very slow to operate and are not suitable for shooting charging enemies", + "8. A Cannon stand can shoot in an arc 45 degrees to its front. This is more liberal than for other artillery.", + "9. A Cannon cannot shoot on a turn it has moved except where that move was to pivot on the spot. Pivoting still requires an order." + ] + }, + "Inspirational Commander": { + "order": 8, + "text": [ + "All non-skirmishing units that have a Min value of 1 or more on their list roll one extra Attack dice in the first round of very combat engagement when they charge." + ] + }, + "Slow": { + "order": 9 + }, + "Handgunners": { + "order": 10, + "text": [ + "1. Handgunners have a range of 20cm", + "2. When rolling for drive backs as a result fo casualties inflicted by an organ gun roll +1 additional die, for example if three casualties are inflicted roll four dice. Note: it is +1 dice regardless of the number of units shooting." + ] + } + }, + "units": { + "Imperial Infantry": { + "order": 0, + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "upgrades": [ + "Firelance", + "Downgrade Imperial Infantry" + ], + "points": 45, + "min": 6 + }, + "Imperial Archers": { + "order": 1, + "type": "Infantry", + "attack": 2, + "range": 30, + "hits": 3, + "size": 3, + "points": 40, + "min": 4, + "max": 6, + "upgrades": [ + "Upgrade Archers to Handguns" + ] + }, + "Skirmishers": { + "order": 2, + "type": "Infantry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "specialRules": [ + "Skirmish" + ], + "points": 30, + "min": 1, + "max": 4 + }, + "Sheng-ch'uan": { + "order": 3, + "type": "Infantry", + "attack": 4, + "hits": 3, + "armour": "5+", + "size": 3, + "max": 1, + "points": 70 + }, + "Sheng-ch'uan Crossbows": { + "order": 4, + "type": "Infantry", + "attack": 3, + "range": 30, + "hits": 3, + "size": 3, + "max": 1, + "points": 50 + }, + "Cavalry": { + "order": 5, + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "specialRules": [ + "Shock" + ], + "points": 110, + "max": 1 + }, + "Light Cavalry": { + "order": 6, + "type": "Cavalry", + "attack": 2, + "range": 15, + "hits": 3, + "armour": "6+", + "size": 3, + "points": 60, + "specialRules": [ + "Skirmish" + ], + "max": 1 + }, + "T'ung-shih Chun": { + "order": 7, + "type": "Cavalry", + "attack": 3, + "range": 30, + "hits": 3, + "armour": "5+", + "size": 3, + "points": 125, + "specialRules": [ + "Shock" + ], + "max": 1 + }, + "Organ Gun": { + "order": 8, + "type": "Artillery", + "attack": 1, + "hits": 3, + "size": 1, + "points": 50, + "max": 1, + "range": "d6x15", + "specialRules": [ + "Organ Gun", + "Slow" + ] + }, + "Cannon": { + "order": 9, + "type": "Artillery", + "attack": 1, + "hits": 3, + "size": 1, + "points": 50, + "max": 1, + "range": "2x40", + "specialRules": [ + "Cannon", + "Slow" + ] + }, + "General": { + "order": 10, + "type": "General", + "attack": "+2", + "size": 1, + "upgrades": [ + "Yeuh Fei" + ], + "command": 9, + "points": 125, + "armyMax": 1, + "armyMin": 1 + }, + "Leader": { + "order": 11, + "type": "Leader", + "attack": "+1", + "size": 1, + "command": 8, + "points": 80, + "max": 1 + }, + "Subordinate": { + "order": 12, + "type": "Subordinate", + "attack": "+1", + "size": 1, + "command": 8, + "points": 40, + "max": 2 + } + }, + "upgrades": { + "Firelance": { + "order": 0, + "specialRules": [ + "Fire-Lance", + "Terror" + ], + "points": "+5", + "max": "Half" + }, + "Downgrade Imperial Infantry": { + "order": 1, + "points": "-10", + "max": 6, + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "specialRules": [ + "Unreliable" + ], + "min": 2 + }, + "Upgrade Archers to Handguns": { + "order": 3, + "type": "Infantry", + "attack": 2, + "range": "1x20", + "hits": 3, + "size": 3, + "points": "+5", + "max": 3, + "specialRules": [ + "Handgunners" + ] + }, + "Yeuh Fei": { + "order": 3, + "type": "General", + "attack": "+2", + "command": 9, + "points": "+25", + "size": 1, + "max": 1 + } + }, + "order": 7, + "group": "The Far East", + "version": "Warmaster Ancients Ricks lists", + "name": "Southern Song Chinese", + "armyRules": [ + "Cavalry. With the loss of the north good cavalry were scarce, mainly because the old horse-breeding areas of the north remained in the hands of the barbarians, but they well equipped and well armoured, fighting with variety of bladed and pointed weapons. The riders were armoured, but shieldless, and the horses could be armoured.", + "", + "T'ung-shih chun. These are Mongols fighting for the Sung. According to the Yuan Shih they \"were", + "always placed in the front line and were willing to give their all\". They were armed with bow and lance and wear leather armour reinforced with small iron plates or lamellar armour. There horses would often be armoured with barding.", + "", + "Sheng-ch'uan. These were especially picked and trained assault troops who led the attacks especially at night. Armed as either Infantry or Crossbows", + "", + "Light Cavalry. Skirmishing lightly armed, enamoured, cavalry armed with javelins and no shields.", + "", + "Hsi Cavalry. These were skirmishing tribal horse archers, a Mongolian people related to the Khitans.", + "", + "Imperial Infantry. Spearmen and halberdiers who were equipped with a variety of bladed and pointed weapons of disparate length and often lacked shields. While the rank and file were professionals with time they were drawn from the poorer elements of society so in later years, due to the booming economy, those enlisting tended to be petty criminals, bandits and vagabonds. Very often their pay and food were in arrears and whole armies sent to put down revolts joined the revolt.", + "", + "Imperial Archers. These represent the un-armoured foot troops armed with crossbow infantry who fought from a distance. Again like the Imperial Infantry in later years those enlisting tended to be petty criminals, bandits and vagabonds. Some were specially trained crossbow marksmen, at the battle of Shan-chou in 1004 the Khitan General, Hsiao T'alin, was killed by such a marksman.", + "", + "Handgunners. The development of the fire-lance to fire clay and iron missiles meant that by this period some missile infantry were armed with handguns.", + "", + "Skirmisher. Skirmishers were young or impoverished warriors armed with bows or javelins and usually carrying a small shield.", + "", + "Fire-lance. A spear with a gunpowder based pyrotechnic device attached, a flamethrower! Fire-lances were in Song Chinese use by the late 11th cent. - early 12th cent and were ultimately to become handguns." + ] +} diff --git a/public/json/ricks-warmaster/Southern Tibetans.json b/public/json/ricks-warmaster/Southern Tibetans.json new file mode 100644 index 0000000..7353c9a --- /dev/null +++ b/public/json/ricks-warmaster/Southern Tibetans.json @@ -0,0 +1,209 @@ +{ + "specialRules": { + "Shock": { + "order": 1 + }, + "Slow": { + "order": 2 + }, + "Warband": { + "order": 3 + }, + "Fanatics": { + "order": 4 + }, + "Skirmish": { + "order": 5 + }, + "Portents": { + "order": 6 + }, + "Unreliable": { + "order": 7 + } + }, + "units": { + "Cataphracts": { + "order": 0, + "type": "Cavalry", + "attack": 3, + "range": 15, + "hits": 3, + "armour": "4+", + "size": 3, + "points": 130, + "specialRules": [ + "Shock", + "Slow" + ], + "min": 2 + }, + "Nepalese Cavalry": { + "order": 1, + "type": "Cavalry", + "specialRules": [ + "Warband", + "Unreliable" + ], + "attack": 3, + "hits": 3, + "size": 3, + "max": 2, + "armour": "6+", + "points": 60 + }, + "Neoalese Light Cavalry": { + "order": 2, + "type": "Cavalry", + "specialRules": [ + "Fanatics", + "Skirmish", + "Unreliable" + ], + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "max": 2, + "points": 30 + }, + "Nepalese Infantry": { + "order": 3, + "type": "Infantry", + "specialRules": [ + "Warband", + "Unreliable" + ], + "attack": 2, + "hits": 3, + "size": 3, + "max": 4, + "points": 25 + }, + "Dismounted Cataphracts": { + "order": 4, + "type": "Infantry", + "attack": 3, + "range": 30, + "hits": 3, + "armour": "5+", + "size": 3, + "points": 70, + "max": 2 + }, + "Exorcists": { + "order": 5, + "type": "Infantry", + "attack": 4, + "hits": 3, + "size": 3, + "points": 50, + "specialRules": [ + "Warband", + "Fanatics" + ], + "max": 1 + }, + "Spearmen": { + "order": 6, + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "points": 45, + "max": 4 + }, + "Archers": { + "order": 7, + "type": "Infantry", + "attack": 2, + "range": 30, + "hits": 3, + "size": 3, + "points": 40, + "max": 4 + }, + "Himalayan Soldiers": { + "order": 8, + "type": "Infantry", + "attack": 2, + "range": 15, + "hits": 3, + "size": 3, + "points": 40, + "specialRules": [ + "Skirmish" + ], + "max": 2 + }, + "Mountaineers": { + "order": 9, + "type": "Infantry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "points": 30, + "specialRules": [ + "Skirmish" + ], + "max": 2 + }, + "General": { + "order": 10, + "type": "General", + "attack": "+2", + "command": 9, + "size": 1, + "points": 125, + "upgrades": [ + "Portents" + ], + "armyMax": 1, + "armyMin": 1 + }, + "Leader": { + "order": 11, + "type": "Leader", + "attack": "+1", + "command": 8, + "size": 1, + "points": 80, + "max": 2 + } + }, + "upgrades": { + "Portents": { + "order": 0, + "max": 1, + "points": "+10", + "specialRules": [ + "Portents" + ] + } + }, + "order": 8, + "group": "The Far East", + "version": "Warmaster Ancients Ricks lists", + "name": "Southern Tibetans", + "armyRules": [ + "Cataphracts. These heavily armoured cavalry carry a bow along with a lance and shield. They are effectively mounted bowmen wearing mail armour. According to their opponents, men and horses were entirely covered by mail.", + "", + "Exorcists. These are warriors monks and animist sorcerers reputably armed with magical daggers!", + "", + "Dismounted Cataphracts. Cataphracts occasionally fought dismounted as heavy infantry.", + "", + "Spearmen. Spear armed troops carrying shields and wearing lighter armour.", + "", + "Archers. Lightly armoured and mostly unarmoured troops armed with composite bows.", + "", + "Himalayan Soldiers. These are levies recruited from over the Tibetan empire and fighting as skirmishers—often they were former bandits!", + "", + "Mountaineers. Similar to Himalayan troops but more lightly equipped and fighting in a purely skirmishing role.", + "", + "Nomad Heavy Cavalry. Turkic or Arab nomadic people fighting on armoured horses with lance, sword and possibly javelins.", + "", + "Nomad Light Cavalry. Mostly horse archers." + ] +} diff --git a/public/json/ricks-warmaster/The Franks.json b/public/json/ricks-warmaster/The Franks.json new file mode 100644 index 0000000..1357c17 --- /dev/null +++ b/public/json/ricks-warmaster/The Franks.json @@ -0,0 +1,129 @@ +{ + "specialRules": { + "Warband": { + "order": 1 + }, + "Skirmish": { + "order": 2 + }, + "Portents": { + "order": 3 + } + }, + "units": { + "Comitatus": { + "order": 0, + "specialRules": [ + "Warband" + ], + "upgrades": [ + "King's Comitatus" + ], + "type": "Infantry", + "attack": 4, + "hits": 3, + "armour": "5+", + "size": 3, + "points": 70, + "max": 4 + }, + "Warriors": { + "order": 1, + "type": "Infantry", + "specialRules": [ + "Warband" + ], + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "points": 45, + "min": 8 + }, + "Skirmishers": { + "order": 2, + "type": "Infantry", + "specialRules": [ + "Skirmish" + ], + "attack": 1, + "hits": 3, + "size": 3, + "points": 30, + "max": 3 + }, + "Cavalry": { + "order": 3, + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "points": 80, + "max": 2 + }, + "General": { + "order": 4, + "type": "General", + "attack": "+2", + "command": 8, + "size": 1, + "points": 100, + "upgrades": [ + "Portents" + ], + "armyMax": 1, + "armyMin": 1 + }, + "Subordinate": { + "order": 5, + "type": "Subordinate", + "attack": "+1", + "command": 8, + "size": 1, + "points": 40, + "min": 1, + "max": 4 + } + }, + "upgrades": { + "Portents": { + "order": 0, + "points": "+10", + "max": 1, + "specialRules": [ + "Portents" + ] + }, + "King's Comitatus": { + "order": 1, + "type": "Infantry", + "points": "+10", + "max": "1max", + "specialRules": [ + "Warband" + ], + "attack": 4, + "hits": 4, + "armour": "5+", + "size": 3 + } + }, + "armyRules": [ + "Comitatus. Professional warriors, personal followers of the King or Noblity. Their main jobs were fighting, drinking and wenching!", + "", + "Warriors. Part-time fighting men mainly free-peasant farmers fighting for loot.", + "", + "Skirmishers. Boys too young to fight in the battle-line sent out to harass the foe with javelins, or warriors of lower status armed with bows.", + "", + "Cavalry. The wealthiest of the warriors—not yet up to the standards they later attained and which made Franckish Kinghts feared from Hastings to Jerusalem.", + "", + "Portents. The player can take the portents before the battle. This allows the General to re-roll one failed Command roll once during the battle. Take the Command test again—if successful the order is issued and the General can continue giving orders if you wish.", + "", + "King’s Comitatus. Regardless of your army’s size a single unit of Comitatus can be upgraded to King’s Comitatus with the stats shown." + ], + "name": "The Franks", + "version": "Warmaster Ancients Ricks lists", + "group": "The Dark Ages", + "order": 8 +} diff --git a/public/json/ricks-warmaster/The Gepids.json b/public/json/ricks-warmaster/The Gepids.json new file mode 100644 index 0000000..1c2e032 --- /dev/null +++ b/public/json/ricks-warmaster/The Gepids.json @@ -0,0 +1,155 @@ +{ + "specialRules": { + "Shock": { + "order": 1 + }, + "Skirmish": { + "order": 2 + }, + "Warband (Restricted)": { + "order": 3 + }, + "Portents": { + "order": 4 + } + }, + "units": { + "Heavy Cavalry": { + "order": 0, + "type": "Cavalry", + "attack": 3, + "hits": 3, + "size": 3, + "upgrades": [ + "Dismount Heavy Cavalry" + ], + "specialRules": [ + "Shock" + ], + "points": 110, + "armour": "5+", + "min": 2, + "max": 6 + }, + "Huns": { + "order": 1, + "type": "Cavalry", + "attack": 2, + "range": 15, + "hits": 3, + "size": 3, + "specialRules": [ + "Skirmish" + ], + "points": 60, + "armour": "6+", + "max": 1 + }, + "Warriors": { + "order": 2, + "type": "Infantry", + "attack": 3, + "hits": 3, + "size": 3, + "specialRules": [ + "Warband (Restricted)" + ], + "armour": "6+", + "points": 45, + "min": 2 + }, + "Archers": { + "order": 3, + "type": "Infantry", + "attack": 2, + "range": 30, + "hits": 3, + "size": 3, + "specialRules": [ + "Warband (Restricted)" + ], + "points": 40, + "max": 4 + }, + "Skirmishers": { + "order": 4, + "type": "Infantry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "specialRules": [ + "Skirmish", + "Warband (Restricted)" + ], + "points": 30, + "max": 4 + }, + "General": { + "order": 5, + "type": "General", + "attack": "+2", + "size": 1, + "command": 9, + "points": 125, + "upgrades": [ + "Portents" + ], + "armyMax": 1, + "armyMin": 1 + }, + "Superior War Chief": { + "order": 6, + "type": "Subordinate", + "attack": "+1", + "size": 1, + "command": 8, + "points": 80, + "max": 2 + }, + "War Chief": { + "order": 7, + "type": "Subordinate", + "attack": "+1", + "size": 1, + "command": 7, + "points": 40, + "max": 2 + } + }, + "upgrades": { + "Dismount Heavy Cavalry": { + "order": 0, + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "points": "-50", + "max": 2 + }, + "Portents": { + "order": 1, + "points": "+10", + "max": 1, + "specialRules": [ + "Portents" + ] + } + }, + "armyRules": [ + "Noble and Heavy Cavalry. These are similar in appearance to their Ostrogothic counterparts. They wear armour and carry a shield. Their main weapon was the kontarion—the shorter version of the kontos—although a kontos is a possible armament too. Note that an option is included to field Gepid Heavy Cavalry dismounted at a cost reduction of –50 points per unit (i.e a cost of 60 points). The Transylvanian heavy cavalry, although similarly armed, lack the élan of their noble equivalents and have lost shock status to represent this.", + "", + "Huns. The Gepids were vassals of the Huns—these represent either Huns or similar nomads such as Kutrigars assimilated into or allied with the Gepid armies. The Germanic Heruls also fought as lightly armed cavalry, principally with javelins, and many Heruls sought refuge with the Gepids after their defeat by the Langobards.", + "", + "Warriors and Elite Warriors. Warriors with and armour rating of 6+ represent the heaviest gothic warriors carrying a big, heavy shield and fighting in close formation. They are armed with spears and swords. They were more than a match for many contemporaries including the Franks—who they fought to a standstill at the battle of Chalons whilst part of the Hunnic army. The category could also include contingents of other Germanic tribes if the army represents the first phase of the establishment of the Gepid kingdom—for example Heruls, Rugians and Scirians. Later armies might instead include Slavs. Transylvanian Warriors have no armour save and are assumed to be more lightly equipped.", + "", + "Archers. Gepid infantry armed with bows and wearing little if any armour. In common with other Gothic peoples it was usual for the lowest weapon-bearing classes of society to fight as bowmen.", + "", + "Skirmishers. Gepids or subject infantry armed with bows or javelins operating as skirmishers." + ], + "name": "The Gepids", + "version": "Warmaster Ancients Ricks lists", + "group": "The Dark Ages", + "order": 9 +} diff --git a/public/json/ricks-warmaster/The Vandals.json b/public/json/ricks-warmaster/The Vandals.json new file mode 100644 index 0000000..ddebcaa --- /dev/null +++ b/public/json/ricks-warmaster/The Vandals.json @@ -0,0 +1,199 @@ +{ + "specialRules": { + "Shock": { + "order": 1 + }, + "Skirmish": { + "order": 2 + }, + "Encampment": { + "order": 3, + "text": [ + " During their battle against the Byzantines at Tricamarum the Vandals had a Gothic style encampment—with their womenfolk—so we have allowed for it to be included. Only one encampment is permitted regardless of army size. The encampment costs 50points and counts as a ‘troop’ unit. The encampment must be positioned before either army is deployed, and must be placed wholly within the player’s normal deployment zone or against the table edge if this is possible. Other units can be placed inside the encampment during deployment if you wish." + ] + }, + "Gaiseric": { + "order": 4, + "text": [ + "Gaiseric was the founder of the Vandal Kingdom in Africa and the most successful of all the Vandal Kings—he led his warriors in numerous raids: plundering the Mediterranean and reducing the Romans to a state of enfeebled terror. If the army is led by Gaiseric then a further +1 is added to the result of all combat engagements where either the General or any Leader are included in the engagement. Note that this bonus adds to the total result for the engagement in the same was as, for example, a single supporting stand. (Warlord rule + 1A)" + ] + }, + "Womenfolk": { + "order": 5, + "text": [ + "If an encampment is included, it can be upgraded to include a single unit of womenfolk. This costs nothing and does not count as a separate unit, instead it counts as part of the encampment. Womenfolk must be placed inside the encampment at the start of the battle and cannot move beyond it—any stands that are oblige to move outside the encampment for any reason are automatically removed as casualties." + ] + } + }, + "units": { + "Heavy Cavalry": { + "order": 0, + "type": "Cavalry", + "upgrades": [ + "Bodyguard", + "Dismount Cavalry", + "Degenerate Cavalry" + ], + "specialRules": [ + "Shock" + ], + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "points": 110, + "min": 4 + }, + "Moorish Cavalry": { + "order": 1, + "type": "Cavalry", + "specialRules": [ + "Skirmish" + ], + "attack": 2, + "range": 15, + "hits": 3, + "armour": "6+", + "size": 3, + "points": 60, + "max": 2 + }, + "Moorish Skirmishers": { + "order": 2, + "type": "Infantry", + "specialRules": [ + "Skirmish" + ], + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "points": 30, + "max": 4 + }, + "Moorish Archers": { + "order": 3, + "type": "Infantry", + "attack": 2, + "range": 30, + "hits": 3, + "size": 3, + "points": 40, + "max": 2 + }, + "Encampment": { + "order": 4, + "type": "Special", + "specialRules": [ + "Encampment" + ], + "upgrades": [ + "Womenfolk" + ], + "points": 50, + "max": "1max" + }, + "General": { + "order": 5, + "type": "General", + "attack": "+2", + "command": 9, + "size": 1, + "points": 125, + "upgrades": [ + "Gaiseric" + ], + "armyMax": 1, + "armyMin": 1 + }, + "Leader": { + "order": 6, + "type": "Leader", + "attack": "+1", + "max": 2, + "command": 8, + "size": 1, + "points": 80 + } + }, + "upgrades": { + "Bodyguard": { + "order": 0, + "type": "Cavalry", + "attack": 4, + "hits": 3, + "armour": "5+", + "size": 3, + "points": "+10", + "max": "1max", + "specialRules": [ + "Shock" + ] + }, + "Womenfolk": { + "order": 1, + "type": "Infantry", + "attack": 2, + "hits": 4, + "size": 3, + "points": "free", + "specialRules": [ + "Womenfolk" + ], + "max": 1 + }, + "Dismount Cavalry": { + "order": 2, + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "max": "Half or more", + "points": "-50" + }, + "Degenerate Cavalry": { + "order": 3, + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "max": "All or none", + "points": "-30" + }, + "Gaiseric": { + "order": 4, + "type": "General", + "size": 1, + "specialRules": [ + "Gaiseric" + ], + "attack": "+3", + "command": 9, + "max": 1, + "points": "+25" + } + }, + "armyRules": [ + "Heavy Cavalry. The Vandals ruled their African domains as an aristocratic warrior elite—they fought as armoured cavalry carrying spear and javelins or spears. During the final decades of Vandal rule their cavalry were not considered the equals of those of the Byzantines—at least by the Byzantines themselves— and for this reason we have included the option to lose the shock rule and fight as ‘degenerate’ cavalry.", + "", + "Moorish Cavalry. These are unarmoured Moors carrying a small shield and generally armed with javelins. The Vandals and Moors were enemies for the most part—but mercenary Moors accompanied Gaiseric and it seems likely such troops would have been included by his successors when available.", + "", + "Moorish Skirmishers. These are Moorish infantry armed with either javelins, slings or bows.", + "", + "Moorish Archers. Moors armed with bows would probably fight as skirmishers—but we have included the option for archers to fight as formed units in order to give the army some variety.", + "", + "Bodyguard. Regardless of the size of the army a single unit of Heavy Cavalry can be upgraded to ‘Bodyguard' or ‘Fideles’ - the household troops of the King. Note that although ‘bodyguard’ they have been given ‘elite’ status with +1A. Note that Bodyguard cannot be dismounted.", + "", + "Encampment. During their battle against the Byzantines at Tricamarum the Vandals had a Gothic style encampment—with their womenfolk—so we have allowed for it to be included. Only one encampment is permitted regardless of army size. The encampment costs 50points and counts as a ‘troop’ unit. The encampment must be positioned before either army is deployed, and must be placed wholly within the player’s normal deployment zone or against the table edge if this is possible. Other units can be placed inside the encampment during deployment if you wish.", + "", + "Dismounted Cavalry. Vandal Heavy cavalry can be dismounted to fight on foot. The Vandals were dangerous sea raiders and their military power was mostly vested at sea. As such many of their raids were fought as infantry—for example when Gaiseric sacked Rome (forever giving Vandals a bad name!). For this reason we have allowed for fielding the army as a raiding force including infantry. Note that if you take this option at least half the Heavy cavalry must be dismounted—the army represents a sea-borne raiding force with limited transport for horses.", + "", + "Degenerate Cavalry. The final battles between the Vandals and Byzantines seem to have exposed the weakness of the Vandal cavalry—the Byzantines put this down to soft living and idleness—and unfortunately they got to write the history books. We have allowed for the option of fielding all Vandal Heavy cavalry as non-shock types to represent this. If cavalry are downgraded in this way Bodyguard Cavalry cannot be taken." + ], + "name": "The Vandals", + "version": "Warmaster Ancients Ricks lists", + "group": "The Dark Ages", + "order": 10 +} diff --git a/public/json/ricks-warmaster/Thracian Hill Tribes.json b/public/json/ricks-warmaster/Thracian Hill Tribes.json new file mode 100644 index 0000000..245c21f --- /dev/null +++ b/public/json/ricks-warmaster/Thracian Hill Tribes.json @@ -0,0 +1,137 @@ +{ + "specialRules": { + "Warband": { + "order": 1 + }, + "Skirmish": { + "order": 2 + }, + "Portents": { + "order": 3 + } + }, + "units": { + "Warriors": { + "order": 0, + "type": "Infantry", + "attack": 3, + "range": 15, + "hits": 3, + "size": 3, + "specialRules": [ + "Warband" + ], + "min": 8, + "points": 40 + }, + "Nobles": { + "order": 1, + "type": "Infantry", + "attack": 4, + "hits": 3, + "armour": "6+", + "size": 3, + "specialRules": [ + "Warband" + ], + "max": 4, + "points": 55 + }, + "Skirmishers": { + "order": 2, + "type": "Infantry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "specialRules": [ + "Warband", + "Skirmish" + ], + "max": 4, + "points": 30 + }, + "Peltasts": { + "order": 3, + "type": "Infantry", + "attack": 2, + "range": 15, + "hits": 3, + "size": 3, + "specialRules": [ + "Warband", + "Skirmish" + ], + "max": 6, + "points": 40 + }, + "Cavalry": { + "order": 4, + "type": "Cavalry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "specialRules": [ + "Skirmish" + ], + "max": 2, + "points": 40 + }, + "General": { + "order": 5, + "type": "General", + "upgrades": [ + "Portents" + ], + "command": 8, + "attack": "+2", + "size": 1, + "points": 100, + "armyMax": 1, + "armyMin": 1 + }, + "Superior Tribal Chief": { + "order": 6, + "type": "Subordinate", + "max": 2, + "command": 8, + "attack": "+1", + "size": 1, + "points": 40 + }, + "Tribal Chieftain": { + "order": 7, + "type": "Subordinate", + "max": 2, + "command": 7, + "attack": "+1", + "size": 1, + "points": 30 + } + }, + "upgrades": { + "Portents": { + "order": 1, + "points": "+10", + "specialRules": [ + "Portents" + ] + } + }, + "armyRules": [ + "Warriors. Thracians were fierce fighters who fought in comparatively dense formations and are therefore considered warband. They carry spears, shields, javelins and might be armed with knives or swords if they are lucky.", + "", + "Nobles. These are the best equipped of the Thracians and we have treated then as the most aggressive and dangerous. Some Thracians carried weapons with long, curving blades which may have been similar to the Dacian flax of later times. These are known as rhomphaia and came in single-handed and double handed versions.", + "", + "Skirmishers. The usual slingers and javelin armed troops.", + "", + "Cavalry. These are javelin armed skirmishing cavalry.", + "", + "Peltasts. The Thracians whom lived in more mountainous terrain developed hit-and-run tactics and would often ambush their enemies, exploiting their greater mobility and familiarity with the landscape." + ], + "name": "Thracian Hill Tribes", + "version": "Warmaster Ancients Ricks lists", + "group": "Greece and the Near East", + "order": 21 +} diff --git a/public/json/ricks-warmaster/Thracian Lowland Tribes.json b/public/json/ricks-warmaster/Thracian Lowland Tribes.json new file mode 100644 index 0000000..eb4a938 --- /dev/null +++ b/public/json/ricks-warmaster/Thracian Lowland Tribes.json @@ -0,0 +1,167 @@ +{ + "specialRules": { + "Warband": { + "order": 1 + }, + "Skirmish": { + "order": 2 + }, + "Portents": { + "order": 3 + } + }, + "units": { + "Warriors": { + "order": 0, + "type": "Infantry", + "attack": 3, + "range": 15, + "hits": 3, + "size": 3, + "specialRules": [ + "Warband" + ], + "min": 8, + "points": 40 + }, + "Nobles": { + "order": 1, + "type": "Infantry", + "attack": 4, + "hits": 3, + "armour": "6+", + "size": 3, + "specialRules": [ + "Warband" + ], + "max": 4, + "points": 55 + }, + "Skirmishers": { + "order": 2, + "type": "Infantry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "specialRules": [ + "Warband", + "Skirmish" + ], + "max": 4, + "points": 30 + }, + "Cavalry": { + "order": 3, + "type": "Cavalry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "specialRules": [ + "Skirmish" + ], + "max": 2, + "points": 40 + }, + "Light Cavalry": { + "order": 4, + "type": "Cavalry", + "attack": 2, + "range": 15, + "hits": 3, + "size": 3, + "armour": "6+", + "specialRules": [ + "Skirmish" + ], + "upgrades": [ + "Horse Archers" + ], + "points": 60, + "max": 4 + }, + "Noble Cavalry": { + "order": 5, + "type": "Cavalry", + "attack": 3, + "hits": 3, + "size": 3, + "armour": "5+", + "points": 80, + "max": 1 + }, + "General": { + "order": 6, + "type": "General", + "upgrades": [ + "Portents" + ], + "command": 8, + "attack": "+2", + "size": 1, + "points": 100, + "armyMax": 1, + "armyMin": 1 + }, + "Superior Tribal Chief": { + "order": 7, + "type": "Subordinate", + "max": 2, + "command": 8, + "attack": "+1", + "size": 1, + "points": 40 + }, + "Tribal Chieftain": { + "order": 8, + "type": "Subordinate", + "max": 2, + "command": 7, + "attack": "+1", + "size": 1, + "points": 30 + } + }, + "upgrades": { + "Portents": { + "order": 1, + "points": "+10", + "specialRules": [ + "Portents" + ] + }, + "Horse Archers": { + "order": 1, + "type": "Cavalry", + "attack": 1, + "range": 30, + "hits": 3, + "size": 3, + "specialRules": [ + "Skirmish" + ], + "max": "1max", + "points": "free" + } + }, + "armyRules": [ + "Warriors. Thracians were fierce fighters who fought in comparatively dense formations and are therefore considered warband. They carry spears, shields, javelins and might be armed with knives or swords if they are lucky.", + "", + "Nobles. These are the best equipped of the Thracians and we have treated then as the most aggressive and dangerous. Some Thracians carried weapons with long, curving blades which may have been similar to the Dacian flax of later times. These are known as rhomphaia and came in single-handed and double handed versions.", + "", + "Skirmishers. The usual slingers and javelin armed troops.", + "", + "Cavalry. These are javelin armed skirmishing cavalry.", + "", + "Light Cavalry. Some Thracians lives in areas more conducive to raising horses and were able to deploy some numbers of horsemen.", + "", + "Noble Cavalry. These are the best equipped of the mounted arm, wearing some armour and carrying a spear or javelins.", + "", + "Horse Archers. Up to a maximum of 1 unit of Light Cavalry can be regraded as a Horse Archer at no extra cost. Note that this is a maximum of 1 unit regardless of army size." + ], + "name": "Thracian Lowland Tribes", + "version": "Warmaster Ancients Ricks lists", + "group": "Greece and the Near East", + "order": 22 +} diff --git a/public/json/ricks-warmaster/Transylvanian Kingdom.json b/public/json/ricks-warmaster/Transylvanian Kingdom.json new file mode 100644 index 0000000..24c2350 --- /dev/null +++ b/public/json/ricks-warmaster/Transylvanian Kingdom.json @@ -0,0 +1,146 @@ +{ + "specialRules": { + "Shock": { + "order": 1 + }, + "Skirmish": { + "order": 2 + }, + "Portents": { + "order": 3 + }, + "Warband": { + "order": 4 + } + }, + "units": { + "Noble Cavalry": { + "order": 0, + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "5+", + "specialRules": [ + "Shock" + ], + "points": 110, + "size": 3, + "min": 1, + "max": 2 + }, + "Heavy Cavalry": { + "order": 1, + "type": "Cavalry", + "attack": 3, + "hits": 3, + "size": 3, + "specialRules": [ + "Warband" + ], + "points": 80, + "armour": "5+", + "min": 1, + "max": 3 + }, + "Warriors": { + "order": 2, + "type": "Infantry", + "attack": 3, + "hits": 3, + "size": 3, + "specialRules": [ + "Warband" + ], + "armour": "-", + "points": 35, + "min": 4 + }, + "Elite Warriors": { + "order": 3, + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "points": 45, + "specialRules": [ + "Warband" + ], + "max": 4 + }, + "Archers": { + "order": 4, + "type": "Infantry", + "attack": 2, + "range": 30, + "hits": 3, + "size": 3, + "specialRules": [ + "Warband" + ], + "points": 40, + "max": 4, + "min": 2 + }, + "Skirmishers": { + "order": 5, + "type": "Infantry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "specialRules": [ + "Skirmish", + "Warband" + ], + "points": 30, + "max": 4, + "min": 2 + }, + "General": { + "order": 6, + "type": "General", + "attack": "+2", + "size": 1, + "command": 8, + "points": 100, + "upgrades": [ + "Portents" + ], + "armyMax": 1, + "armyMin": 1 + }, + "War Chief": { + "order": 8, + "type": "Subordinate", + "attack": "+1", + "size": 1, + "command": 7, + "points": 40, + "max": 4 + } + }, + "upgrades": { + "Portents": { + "order": 1, + "points": "+10", + "specialRules": [ + "Portents" + ], + "max": 1 + } + }, + "armyRules": [ + "Noble and Heavy Cavalry. These are similar in appearance to their Ostrogothic counterparts. They wear armour and carry a shield. Their main weapon was the kontarion—the shorter version of the kontos—although a kontos is a possible armament too. Note that an option is included to field Gepid Heavy Cavalry dismounted at a cost reduction of –50 points per unit (i.e a cost of 60 points). The Transylvanian heavy cavalry, although similarly armed, lack the élan of their noble equivalents and have lost shock status to represent this.", + "", + "Warriors and Elite Warriors. Warriors with and armour rating of 6+ represent the heaviest gothic warriors carrying a big, heavy shield and fighting in close formation. They are armed with spears and swords. They were more than a match for many contemporaries including the Franks—who they fought to a standstill at the battle of Chalons whilst part of the Hunnic army. The category could also include contingents of other Germanic tribes if the army represents the first phase of the establishment of the Gepid kingdom—for example Heruls, Rugians and Scirians. Later armies might instead include Slavs. Transylvanian Warriors have no armour save and are assumed to be more lightly equipped.", + "", + "Archers. Gepid infantry armed with bows and wearing little if any armour. In common with other Gothic peoples it was usual for the lowest weapon-bearing classes of society to fight as bowmen.", + "", + "Skirmishers. Gepids or subject infantry armed with bows or javelins operating as skirmishers." + ], + "name": "Transylvanian Kingdom", + "version": "Warmaster Ancients Ricks lists", + "group": "The Dark Ages", + "order": 11 +} diff --git a/public/json/warmaster-evolution/arabie.json b/public/json/warmaster-evolution/arabie.json index e3c3661..2a79838 100644 --- a/public/json/warmaster-evolution/arabie.json +++ b/public/json/warmaster-evolution/arabie.json @@ -1 +1 @@ -{"name":"Arabie","version":"Warmaster Evolution","group":0,"order":0,"units":{"Lancier":{"type":"Infantrie","attack":3,"hits":3,"armour":"6+","size":3,"points":45,"min":2,"order":0},"Archers":{"type":"Infantrie","attack":"3/1","range":"30cm","hits":3,"size":3,"points":55,"min":2,"order":1},"Gardes":{"type":"Infantrie","attack":3,"hits":3,"armour":"5+","size":3,"points":70,"max":4,"order":2},"Derviches (*)":{"order":3,"type":"Infantrie","attack":5,"hits":3,"size":3,"points":70,"specialRules":["Règle optionnelle"]},"Chevaliers":{"type":"Cavalerie","attack":3,"hits":3,"armour":"4+","size":3,"points":110,"order":4},"Cavaliers du Désert":{"type":"Cavalerie","attack":"3/1","range":"15cm","hits":3,"armour":"6+","size":3,"points":80,"order":5,"min":1},"Méharistes":{"type":"Cavalerie","attack":"3/1","range":"30cm","hits":3,"armour":"5+","size":3,"points":100,"max":2,"order":6},"Tapis Volants":{"type":"Cavalerie","attack":"1/2","range":"15cm à 360°","hits":3,"armour":"6+","size":3,"points":85,"max":1,"order":7},"Rokh (*)":{"order":8,"type":"Monstre","attack":4,"hits":4,"armour":"5+","size":1,"points":90,"specialRules":["Règle optionnelle"]},"Eléphants":{"type":"Monstre","attack":5,"hits":4,"armour":"5+","size":3,"points":200,"max":1,"order":9},"Général":{"type":"Général","attack":"+2","command":9,"size":1,"points":125,"armyMin":1,"armyMax":1,"upgrades":["Tapis Volant","Eléphant","Djinn"],"order":10},"Héros":{"type":"Héros","attack":"+1","command":8,"size":1,"points":80,"max":2,"upgrades":["Tapis Volant","Eléphant","Djinn"],"order":11},"Sorcier":{"type":"Sorcier","attack":"+0","command":7,"size":1,"points":45,"max":1,"upgrades":["Tapis Volant","Eléphant","Djinn","Sablier du Temps (*)"],"order":12}},"upgrades":{"Tapis Volant":{"type":"Char monté","attack":"+1","points":"+10","max":1,"order":0},"Eléphant":{"type":"Monture Monstrueuse","attack":"+1","points":"+50","max":1,"order":1,"specialRules":["Eléphant (monture)"]},"Djinn":{"type":"Monture Monstrueuse","attack":"+2/+2","points":"+80","max":1,"order":2},"Sablier du Temps (*)":{"order":3,"type":"Monture","attack":"+2","size":1,"points":"+40","specialRules":["Règle optionnelle"]}},"magic":true,"specialRules":{"Gardes":{"text":["Les Gardes du Sultan sont si loyaux qu’ils","obéiront systématiquement au premier ordre reçu à chaque","tour, du moment que le résultat du test d’ordre est 10 ou","moins et que l’ordre vient du Général en personne. Aucune","pénalité ne s’applique à ce test. Les autres ordres sont","donnés en suivant la valeur de Commandement du Général","et les pénalités habituelles. Cette règle ne s’applique qu’aux","Gardes, pas aux brigades qui incluent des Gardes et d’autres","types d’unité. La règle de portée d’ordre des personnages","s’applique quand même, et un ordre ne peut pas être donné","à une unité hors de portée.",""],"order":1},"Cavaliers du Désert":{"text":[" Les Cavaliers du Désert n’ont qu’une","portée de 15cm, mais ils peuvent tirer à 360° (voir la règle","associée pour plus de détails)."],"order":2},"Méharistes":{"text":[": Les Méharistes ignorent les pénalités dues à","la distance lorsqu’ils reçoivent un ordre. Cette règle ne","s’applique qu’aux Méharistes, pas aux brigades incluant des","Méharistes et d’autres types de troupes (la règle de portée","d’ordre des personnages s’applique quand même, et un","ordre ne peut pas être donné à une unité hors de portée).","Ceci représente la farouche indépendance de ces cavaliers,","et le sens de l’orientation sans pareil de leurs montures, ce","qui leur autorise une grande autonomie, même en position","avancée. Cependant, les dromadaires sont des animaux si","têtus que les Méharistes subissent un malus Special de -1 sur","leurs tests d’ordre. Cette pénalité s’applique aussi à toute","brigade contenant une ou plusieurs unités de Méharistes."],"order":3},"Tapis Volants":{"text":["Les Tapis Volants peuvent Voler. Ils sont","considérés comme de la cavalerie “volante”, ce qui correspond","le mieux à leurs performances. Parce que ce sont de « piètres","volants », ils peuvent être poursuivis par n’importe quel type","d’unité.",""],"order":6},"Eléphants":{"text":[" Ils causent la terreur. Ils ne peuvent pas faire","partie d’une brigade incluant de la cavalerie, mais peuvent","rejoindre une brigade incluant d’autres troupes, y compris","d’autres éléphants. Si une unité d’Éléphants est censée","devenir confuse, pour n’importe quelle raison, elle panique à","la place. Elle n’est pas confuse, et aucune des règles de","confusion ne s’applique à elle. Les Éléphants qui paniquent","cessent automatiquement de le faire à la fin de leur phase","d’ordre (à l’instar des unités confuses, qui cessent de l’être au","même moment).","","","a) Les Éléphants qui paniquent ne peuvent pas recevoir d’ordre","ou agir sur initiative. À la place, jetez un dé au début de la phase","d’ordre, avant de déplacer quoi que ce soit par initiative, et","déplacez l’unité comme indiqué par le résultat :","","Résultat du D6 :",""," 1-2 )","L’unité avance du maximum possible vers l’unité","ennemie la plus proche. Si les Éléphants arrivent au","contact de l’ennemi, ils comptent comme ayant","chargé, même s’ils ne pouvaient pas le voir au","début de leur mouvement.","","","3-4 )","L’unité s’éloigne du maximum possible de l’unité","ennemie la plus proche. Déterminez la direction de","ce mouvement comme s’il s’agissait d’un","évitement. Si les Éléphants se retrouvent au contact","d’une autre unité ennemie, ils comptent comme","ayant chargé (voir ci-dessus). Si les Éléphants","entrent en contact avec une unité amie, ils","comptent comme la traversant.","","","5 )","L’unité avance du maximum possible vers l’unité","amie la plus proche. Si elle arrive au contact de","celle-ci, elle compte comme ayant chargé, même si","elle ne voyait pas sa cible au début de son","mouvement.","","","6 )","L’unité s’éloigne du maximum possible de l’unité","amie la plus proche. Déterminez la direction de ce","mouvement comme s’il s’agissait d’un évitement. Si","les Éléphants se retrouvent au contact d’une unité","amie ou ennemie, ils comptent comme ayant","chargé (voir ci-dessus).","","","b) Une unité d’Éléphants qui charge une unité amie ou","ennemie l’affronte lors de la phase de combat comme si elle","avait effectué une charge ordinaire. Quelle que soit leur","cible, les Éléphants comptent comme des ennemis, et","causent donc la terreur à l’unité qu’ils affrontent, quel que","soit son camp. Les Éléphants comptent comme ayant chargé","lors du premier round de combat. S’ils remportent un round","de combat, ils doivent poursuivre si possible, et","continueront de le faire à chaque round. Si leur adversaire","est détruit, ils n’avanceront pas mais s’arrêteront sans se","réorganiser.","","","c) Il peut arriver que des Éléphants arrivent au contact d’une","unité, et initient donc un combat, sans pouvoir toutefois","s’aligner parce qu’ils n’ont pas assez de mouvement. Dans","ce cas, les Éléphants paniqués combattent quand même, et","comptent quand même comme ayant chargé. C’est au","joueur de déterminer s’il les déplace de la distance","supplémentaire requise pour les aligner, ou s’il fait","combattre ses éléphants dans une formation irrégulière"],"order":5},"Eléphant (monture)":{"text":["L’Éléphant compte comme une","monture ordinaire, si ce n’est qu’un personnage monté sur un","Éléphant ne peut jamais rejoindre une unité de cavalerie amie.","Une unité rejointe par un personnage sur Éléphant cause la","terreur à l’ennemi."],"order":7},"Djinn":{"text":["Le Djinn accompagne son maître en permanence, et","peut les transformer tous deux en un tourbillon, ce qui permet","au socle de voler comme avec n’importe quelle monture","volante.","Si un Sorcier est doté d’un Djinn, il peut lancer le sort","Malédiction du Djinn avec un bonus de +1 au jet de","lancement. Notez que le Djinn est unique dans le sens où il","accorde +2 attaques de tir, qui sont conférées à un socle d’une","unité rejointe par le personnage, et ne peuvent être utilisées","que lorsque le personnage rejoint une unité. Toute unité","rejointe par un Sorcier accompagné d’un Djinn cause la terreur","à l’ennemi."],"order":8},"Tapis Volant":{"order":8,"text":["Le Tapis Volant est considéré","comme un véhicule volant."]},"Derviches (*)":{"order":9,"text":[" Les Derviches sont Fanatiques."]},"Rokh (*)":{"order":10,"text":["Le Rokh vole et cause la Terreur."]},"Sablier du Temps":{"order":11,"text":["Le Sablier du Temps est une Monture","réservée aux Sorciers qui voient dès lors leur mouvement","limité à 30cm par tour.","Le Sablier du Temps peut contrer les enchantements ennemis.","Si un sorcier situé dans un rayon de 50cm autour du Sablier du","Temps lance un sort, ce dernier peut tenter de le dissiper. Il","n’est pas nécessaire que le Sablier du Temps puisse voir le","sorcier en question, et que peu importe la cible du sort et sa","position : le Sablier du Temps peut toujours tenter de dissiper","un sort du moment que son lanceur se trouve dans un rayon","de 50cm autour de lui. Pour déterminer s’il y parvient, jetez","1D6. Sur un résultat de 5+, le Sablier du Temps a réussi et le","sort est dissipé. Si le résultat est 1, 2, 3 ou 4, la dissipation est","un échec et le sort fonctionne comme d’ordinaire. Un Sablier","du Temps ne peut tenter de dissiper qu’un sort par tour,","chaque sort ne peut faire l’objet que d’une seule tentative de","dissipation, même si l’armée inclut plusieurs Sabliers du","Temps à portée de dissipation du lanceur."]},"Règle optionnelle":{"order":12,"text":["Ces règles optionnelles ne peuvent être utilisées qu’avec","l’accord de votre adversaire."]}},"spells":[{"roll":4,"range":" Affecte toutes les unités ennemies à 30 cm.","text":["Le sorcier ordonne aux esprits du désert de recouvrir","l’ennemi d’une tempête de sable et de poussière.","Ce sort peut être lancé sur le sorcier lui-même et affecte","toutes les unités ennemies situées dans un rayon de 30cm","autour de son socle. Ses effets durent jusqu’à la fin du","prochain tour ennemi.","Le sort gêne les ordres ennemis. Toutes les unités ennemies","affectées subissent un malus de -1 sur leurs jets d’ordre.","Cette pénalité s’applique au moment où chaque ordre est","transmis : une unité peut par exemple recevoir un premier","ordre pendant qu’elle se trouve à moins de 30cm du sorcier,","et un deuxième alors qu’elle ne s’y trouve plus.",""],"name":"Tempête de Sable"},{"roll":4,"range":"60cm, pas de ligne de vue","text":["Le sorcier invoque l’illusion d’une puissante armée de","guerriers effrayants qui se jettent inexorablement sur","l’ennemi.","Pour pouvoir utiliser ce sort, le joueur aura besoin d’une","unité supplémentaire choisie dans la liste d’armée","Arabienne: il peut s’agir d’infanterie, de cavalerie ou de","monstres, peu importe. Cette unité représente l’illusion et","est immédiatement placée à moins de 60 cm du Sorcier,","mais à plus de 20 cm de tout ennemi. L’illusion ne peut pas","se déplacer ou combattre, puisqu’elle n’existe pas !","Cependant, elle affectera l’ennemi jusqu’à ce qu’il la charge,","arrive à son contact par le biais des mouvements entraînés","par un combat, effectue une avance sur elle ou se retrouve à","son contact par n’importe quel autre moyen. Tant que","l’ennemi est affecté, les personnages ennemis sont","normalement déplacés pour éviter le contact avec l’unité,","celle-ci inflige les pénalités de Commandement habituelles","en raison de sa proximité, et les tireurs adverses doivent","tirer sur elle si elle est la cible la plus proche. L’illusion ne","peut bien entendu pas être blessée par les tirs ! Elle est","immédiatement dissipée si le joueur arabien fait avancer","une unité ou un personnage à travers elle.","Tant que le mirage est sur la table de jeu, le Sorcier ne peut","lancer aucun autre sort. S’il désire lancer un nouveau sort, le","mirage disparaît sur-le-champ et le Sorcier peut essayer de","lancer un autre sort normalement."],"name":"Mirage"},{"roll":5,"range":"30 cm, pas de ligne de vue.","text":["Des rayons brûlants jaillissent des yeux du sorcier et fauchent","les rangs ennemis.","Tracez une droite imaginaire de 30 cm de long, à partir du","socle du Sorcier et dans n’importe quelle direction. La ligne","peut traverser n’importe quelle unité, mais pas les terrains qui","arrêteraient normalement un tir ordinaire, comme une colline,","plus de 2 cm de forêt, etc.","Toute unité traversée par la ligne subit 3 attaques de tir","résolues de la façon habituelle. Notez que ce sort peut affecter","plusieurs unités, et affectera automatiquement toutes celles","qui se trouvent sous la ligne, même les vôtres. Les unités non","engagées au corps à corps peuvent être repoussées par un","Rayon Solaire comme par des tirs ordinaires, y compris vos","propres troupes. Les unités engagées au corps à corps ne","peuvent pas être repoussées par la brûlure, mais les blessures","qu’elle inflige sont reportées au premier round de combat et","comptent comme ayant été infligées durant le corps à corps."],"name":"Rayon Solaire"},{"roll":6,"range":"30 cm, ligne de vue","text":["Le sorcier canalise l’immense pouvoir du Djinn dans son corps","et lance une malédiction terrible sur ses ennemis.","Le Sorcier peut lancer ce sort sur une unité ennemie à portée.","L’unité visée devra relancer toutes ses sauvegardes d’armure","réussies pour la durée de la phase de combat suivante.","Si le Sorcier est accompagné d’un Djinn, il bénéficie d’un","bonus de +1 pour lancer ce sort, et y parvient donc sur un","résultat de 5+."],"name":"Malédiction du Djinn"}],"armyRules":[""]} \ No newline at end of file +{"name":"Arabie","version":"Warmaster Evolution","group":0,"order":0,"units":{"Lancier":{"type":"Infanterie","attack":3,"hits":3,"armour":"6+","size":3,"points":45,"min":2,"order":0},"Archers":{"type":"Infanterie","attack":"3/1","range":"30cm","hits":3,"size":3,"points":55,"min":2,"order":1},"Gardes":{"type":"Infanterie","attack":3,"hits":3,"armour":"5+","size":3,"points":70,"max":4,"order":2},"Derviches (*)":{"order":3,"type":"Infanterie","attack":5,"hits":3,"size":3,"points":70,"specialRules":["Règle optionnelle"]},"Chevaliers":{"type":"Cavalerie","attack":3,"hits":3,"armour":"4+","size":3,"points":110,"order":4},"Cavaliers du Désert":{"type":"Cavalerie","attack":"3/1","range":"15cm","hits":3,"armour":"6+","size":3,"points":80,"order":5,"min":1},"Méharistes":{"type":"Cavalerie","attack":"3/1","range":"30cm","hits":3,"armour":"5+","size":3,"points":100,"max":2,"order":6},"Tapis Volants":{"type":"Cavalerie","attack":"1/2","range":"15cm à 360°","hits":3,"armour":"6+","size":3,"points":85,"max":1,"order":7},"Rokh (*)":{"order":8,"type":"Monstre","attack":4,"hits":4,"armour":"5+","size":1,"points":90,"specialRules":["Règle optionnelle"]},"Eléphants":{"type":"Monstre","attack":5,"hits":4,"armour":"5+","size":3,"points":200,"max":1,"order":9},"Général":{"type":"Général","attack":"+2","command":9,"size":1,"points":125,"armyMin":1,"armyMax":1,"upgrades":["Tapis Volant","Eléphant","Djinn"],"order":10},"Héros":{"type":"Héros","attack":"+1","command":8,"size":1,"points":80,"max":2,"upgrades":["Tapis Volant","Eléphant","Djinn"],"order":11},"Sorcier":{"type":"Sorcier","attack":"+0","command":7,"size":1,"points":45,"max":1,"upgrades":["Tapis Volant","Eléphant","Djinn","Sablier du Temps (*)"],"order":12}},"upgrades":{"Tapis Volant":{"type":"Char monté","attack":"+1","points":"+10","max":1,"order":0},"Eléphant":{"type":"Monture Monstrueuse","attack":"+1","points":"+50","max":1,"order":1,"specialRules":["Eléphant (monture)"]},"Djinn":{"type":"Monture Monstrueuse","attack":"+2/+2","points":"+80","max":1,"order":2},"Sablier du Temps (*)":{"order":3,"type":"Monture","attack":"+2","size":1,"points":"+40","specialRules":["Règle optionnelle"]}},"magic":true,"specialRules":{"Gardes":{"text":["Les Gardes du Sultan sont si loyaux qu’ils","obéiront systématiquement au premier ordre reçu à chaque","tour, du moment que le résultat du test d’ordre est 10 ou","moins et que l’ordre vient du Général en personne. Aucune","pénalité ne s’applique à ce test. Les autres ordres sont","donnés en suivant la valeur de Commandement du Général","et les pénalités habituelles. Cette règle ne s’applique qu’aux","Gardes, pas aux brigades qui incluent des Gardes et d’autres","types d’unité. La règle de portée d’ordre des personnages","s’applique quand même, et un ordre ne peut pas être donné","à une unité hors de portée.",""],"order":1},"Cavaliers du Désert":{"text":[" Les Cavaliers du Désert n’ont qu’une","portée de 15cm, mais ils peuvent tirer à 360° (voir la règle","associée pour plus de détails)."],"order":2},"Méharistes":{"text":[": Les Méharistes ignorent les pénalités dues à","la distance lorsqu’ils reçoivent un ordre. Cette règle ne","s’applique qu’aux Méharistes, pas aux brigades incluant des","Méharistes et d’autres types de troupes (la règle de portée","d’ordre des personnages s’applique quand même, et un","ordre ne peut pas être donné à une unité hors de portée).","Ceci représente la farouche indépendance de ces cavaliers,","et le sens de l’orientation sans pareil de leurs montures, ce","qui leur autorise une grande autonomie, même en position","avancée. Cependant, les dromadaires sont des animaux si","têtus que les Méharistes subissent un malus Special de -1 sur","leurs tests d’ordre. Cette pénalité s’applique aussi à toute","brigade contenant une ou plusieurs unités de Méharistes."],"order":3},"Tapis Volants":{"text":["Les Tapis Volants peuvent Voler. Ils sont","considérés comme de la cavalerie “volante”, ce qui correspond","le mieux à leurs performances. Parce que ce sont de « piètres","volants », ils peuvent être poursuivis par n’importe quel type","d’unité.",""],"order":6},"Eléphants":{"text":[" Ils causent la terreur. Ils ne peuvent pas faire","partie d’une brigade incluant de la cavalerie, mais peuvent","rejoindre une brigade incluant d’autres troupes, y compris","d’autres éléphants. Si une unité d’Éléphants est censée","devenir confuse, pour n’importe quelle raison, elle panique à","la place. Elle n’est pas confuse, et aucune des règles de","confusion ne s’applique à elle. Les Éléphants qui paniquent","cessent automatiquement de le faire à la fin de leur phase","d’ordre (à l’instar des unités confuses, qui cessent de l’être au","même moment).","","","a) Les Éléphants qui paniquent ne peuvent pas recevoir d’ordre","ou agir sur initiative. À la place, jetez un dé au début de la phase","d’ordre, avant de déplacer quoi que ce soit par initiative, et","déplacez l’unité comme indiqué par le résultat :","","Résultat du D6 :",""," 1-2 )","L’unité avance du maximum possible vers l’unité","ennemie la plus proche. Si les Éléphants arrivent au","contact de l’ennemi, ils comptent comme ayant","chargé, même s’ils ne pouvaient pas le voir au","début de leur mouvement.","","","3-4 )","L’unité s’éloigne du maximum possible de l’unité","ennemie la plus proche. Déterminez la direction de","ce mouvement comme s’il s’agissait d’un","évitement. Si les Éléphants se retrouvent au contact","d’une autre unité ennemie, ils comptent comme","ayant chargé (voir ci-dessus). Si les Éléphants","entrent en contact avec une unité amie, ils","comptent comme la traversant.","","","5 )","L’unité avance du maximum possible vers l’unité","amie la plus proche. Si elle arrive au contact de","celle-ci, elle compte comme ayant chargé, même si","elle ne voyait pas sa cible au début de son","mouvement.","","","6 )","L’unité s’éloigne du maximum possible de l’unité","amie la plus proche. Déterminez la direction de ce","mouvement comme s’il s’agissait d’un évitement. Si","les Éléphants se retrouvent au contact d’une unité","amie ou ennemie, ils comptent comme ayant","chargé (voir ci-dessus).","","","b) Une unité d’Éléphants qui charge une unité amie ou","ennemie l’affronte lors de la phase de combat comme si elle","avait effectué une charge ordinaire. Quelle que soit leur","cible, les Éléphants comptent comme des ennemis, et","causent donc la terreur à l’unité qu’ils affrontent, quel que","soit son camp. Les Éléphants comptent comme ayant chargé","lors du premier round de combat. S’ils remportent un round","de combat, ils doivent poursuivre si possible, et","continueront de le faire à chaque round. Si leur adversaire","est détruit, ils n’avanceront pas mais s’arrêteront sans se","réorganiser.","","","c) Il peut arriver que des Éléphants arrivent au contact d’une","unité, et initient donc un combat, sans pouvoir toutefois","s’aligner parce qu’ils n’ont pas assez de mouvement. Dans","ce cas, les Éléphants paniqués combattent quand même, et","comptent quand même comme ayant chargé. C’est au","joueur de déterminer s’il les déplace de la distance","supplémentaire requise pour les aligner, ou s’il fait","combattre ses éléphants dans une formation irrégulière"],"order":5},"Eléphant (monture)":{"text":["L’Éléphant compte comme une","monture ordinaire, si ce n’est qu’un personnage monté sur un","Éléphant ne peut jamais rejoindre une unité de cavalerie amie.","Une unité rejointe par un personnage sur Éléphant cause la","terreur à l’ennemi."],"order":7},"Djinn":{"text":["Le Djinn accompagne son maître en permanence, et","peut les transformer tous deux en un tourbillon, ce qui permet","au socle de voler comme avec n’importe quelle monture","volante.","Si un Sorcier est doté d’un Djinn, il peut lancer le sort","Malédiction du Djinn avec un bonus de +1 au jet de","lancement. Notez que le Djinn est unique dans le sens où il","accorde +2 attaques de tir, qui sont conférées à un socle d’une","unité rejointe par le personnage, et ne peuvent être utilisées","que lorsque le personnage rejoint une unité. Toute unité","rejointe par un Sorcier accompagné d’un Djinn cause la terreur","à l’ennemi."],"order":8},"Tapis Volant":{"order":8,"text":["Le Tapis Volant est considéré","comme un véhicule volant."]},"Derviches (*)":{"order":9,"text":[" Les Derviches sont Fanatiques."]},"Rokh (*)":{"order":10,"text":["Le Rokh vole et cause la Terreur."]},"Sablier du Temps":{"order":11,"text":["Le Sablier du Temps est une Monture","réservée aux Sorciers qui voient dès lors leur mouvement","limité à 30cm par tour.","Le Sablier du Temps peut contrer les enchantements ennemis.","Si un sorcier situé dans un rayon de 50cm autour du Sablier du","Temps lance un sort, ce dernier peut tenter de le dissiper. Il","n’est pas nécessaire que le Sablier du Temps puisse voir le","sorcier en question, et que peu importe la cible du sort et sa","position : le Sablier du Temps peut toujours tenter de dissiper","un sort du moment que son lanceur se trouve dans un rayon","de 50cm autour de lui. Pour déterminer s’il y parvient, jetez","1D6. Sur un résultat de 5+, le Sablier du Temps a réussi et le","sort est dissipé. Si le résultat est 1, 2, 3 ou 4, la dissipation est","un échec et le sort fonctionne comme d’ordinaire. Un Sablier","du Temps ne peut tenter de dissiper qu’un sort par tour,","chaque sort ne peut faire l’objet que d’une seule tentative de","dissipation, même si l’armée inclut plusieurs Sabliers du","Temps à portée de dissipation du lanceur."]},"Règle optionnelle":{"order":12,"text":["Ces règles optionnelles ne peuvent être utilisées qu’avec","l’accord de votre adversaire."]}},"spells":[{"roll":4,"range":" Affecte toutes les unités ennemies à 30 cm.","text":["Le sorcier ordonne aux esprits du désert de recouvrir","l’ennemi d’une tempête de sable et de poussière.","Ce sort peut être lancé sur le sorcier lui-même et affecte","toutes les unités ennemies situées dans un rayon de 30cm","autour de son socle. Ses effets durent jusqu’à la fin du","prochain tour ennemi.","Le sort gêne les ordres ennemis. Toutes les unités ennemies","affectées subissent un malus de -1 sur leurs jets d’ordre.","Cette pénalité s’applique au moment où chaque ordre est","transmis : une unité peut par exemple recevoir un premier","ordre pendant qu’elle se trouve à moins de 30cm du sorcier,","et un deuxième alors qu’elle ne s’y trouve plus.",""],"name":"Tempête de Sable"},{"roll":4,"range":"60cm, pas de ligne de vue","text":["Le sorcier invoque l’illusion d’une puissante armée de","guerriers effrayants qui se jettent inexorablement sur","l’ennemi.","Pour pouvoir utiliser ce sort, le joueur aura besoin d’une","unité supplémentaire choisie dans la liste d’armée","Arabienne: il peut s’agir d’infanterie, de cavalerie ou de","monstres, peu importe. Cette unité représente l’illusion et","est immédiatement placée à moins de 60 cm du Sorcier,","mais à plus de 20 cm de tout ennemi. L’illusion ne peut pas","se déplacer ou combattre, puisqu’elle n’existe pas !","Cependant, elle affectera l’ennemi jusqu’à ce qu’il la charge,","arrive à son contact par le biais des mouvements entraînés","par un combat, effectue une avance sur elle ou se retrouve à","son contact par n’importe quel autre moyen. Tant que","l’ennemi est affecté, les personnages ennemis sont","normalement déplacés pour éviter le contact avec l’unité,","celle-ci inflige les pénalités de Commandement habituelles","en raison de sa proximité, et les tireurs adverses doivent","tirer sur elle si elle est la cible la plus proche. L’illusion ne","peut bien entendu pas être blessée par les tirs ! Elle est","immédiatement dissipée si le joueur arabien fait avancer","une unité ou un personnage à travers elle.","Tant que le mirage est sur la table de jeu, le Sorcier ne peut","lancer aucun autre sort. S’il désire lancer un nouveau sort, le","mirage disparaît sur-le-champ et le Sorcier peut essayer de","lancer un autre sort normalement."],"name":"Mirage"},{"roll":5,"range":"30 cm, pas de ligne de vue.","text":["Des rayons brûlants jaillissent des yeux du sorcier et fauchent","les rangs ennemis.","Tracez une droite imaginaire de 30 cm de long, à partir du","socle du Sorcier et dans n’importe quelle direction. La ligne","peut traverser n’importe quelle unité, mais pas les terrains qui","arrêteraient normalement un tir ordinaire, comme une colline,","plus de 2 cm de forêt, etc.","Toute unité traversée par la ligne subit 3 attaques de tir","résolues de la façon habituelle. Notez que ce sort peut affecter","plusieurs unités, et affectera automatiquement toutes celles","qui se trouvent sous la ligne, même les vôtres. Les unités non","engagées au corps à corps peuvent être repoussées par un","Rayon Solaire comme par des tirs ordinaires, y compris vos","propres troupes. Les unités engagées au corps à corps ne","peuvent pas être repoussées par la brûlure, mais les blessures","qu’elle inflige sont reportées au premier round de combat et","comptent comme ayant été infligées durant le corps à corps."],"name":"Rayon Solaire"},{"roll":6,"range":"30 cm, ligne de vue","text":["Le sorcier canalise l’immense pouvoir du Djinn dans son corps","et lance une malédiction terrible sur ses ennemis.","Le Sorcier peut lancer ce sort sur une unité ennemie à portée.","L’unité visée devra relancer toutes ses sauvegardes d’armure","réussies pour la durée de la phase de combat suivante.","Si le Sorcier est accompagné d’un Djinn, il bénéficie d’un","bonus de +1 pour lancer ce sort, et y parvient donc sur un","résultat de 5+."],"name":"Malédiction du Djinn"}],"armyRules":[""]} \ No newline at end of file diff --git a/public/json/warmaster-evolution/bretonnie.json b/public/json/warmaster-evolution/bretonnie.json index 27e248d..f48e812 100644 --- a/public/json/warmaster-evolution/bretonnie.json +++ b/public/json/warmaster-evolution/bretonnie.json @@ -1 +1 @@ -{"name":"Bretonnie","version":"Warmaster Evolution","group":0,"order":1,"units":{"Archers":{"type":"Infantrie","attack":"3/1","range":"30cm","hits":3,"size":3,"points":55,"noCount":true,"order":0},"Hommes d'Armes":{"type":"Infantrie","attack":3,"hits":3,"armour":"6+","size":3,"points":45,"min":1,"noCount":true,"order":1},"Paysans":{"type":"Infantrie","attack":3,"hits":3,"size":3,"points":30,"max":4,"upgrades":["Reliquaire du Grall"],"noCount":true,"order":2},"Ecuyers":{"type":"Cavalerie","attack":3,"range":"30cm","hits":3,"armour":"6+","size":3,"points":90,"min":1,"max":4,"noCount":true,"order":3},"Chevaliers":{"type":"Cavalerie","attack":3,"hits":3,"armour":"4+","size":3,"points":110,"min":1,"order":4},"Chevaliers du Graal":{"type":"Cavalerie","attack":3,"hits":3,"armour":"4+","size":3,"points":120,"max":1,"order":5},"Chevaliers Pégase":{"type":"Monstre","attack":2,"hits":3,"armour":"5+","size":3,"points":80,"max":1,"order":6},"Trébuchet":{"type":"Artillerie","attack":"1/4","range":"80cm","hits":4,"size":1,"points":100,"max":1,"noCount":true,"order":7},"Général":{"type":"Général","attack":"+2","command":9,"size":1,"points":125,"armyMin":1,"armyMax":1,"upgrades":["Pégase","Hippogriffe"],"order":8},"Héros":{"type":"Héros","attack":"+1","command":8,"size":1,"points":80,"max":2,"upgrades":["Pégase"],"order":9},"Enchanteresse":{"type":"Sorcier","attack":"+0","command":7,"size":1,"points":45,"max":1,"upgrades":["Licorne","Pégase"],"order":10}},"upgrades":{"Licorne":{"type":"Monture Spéciale","attack":"+1","points":"+15","max":1,"order":0},"Pégase":{"type":"Monture Monstrueuse","attack":"+1","points":"+15","max":1,"order":1},"Hippogriffe":{"type":"Monture Monstrueuse","attack":"+2","points":"+80","max":1,"order":2},"Reliquaire du Grall":{"type":"Spécial","points":"+40","armyMax":1,"order":3}},"magic":true,"armyRules":["L’armée Bretonnienne est essentiellement composée de","chevaliers et ce sont sans doute eux, et non la roture","crasseuse, qui décideront de l’issue de la bataille. Pour","représenter ceci, une armée Bretonnienne ne suit pas les","règles habituelles pour déterminer le moment où elle doit","dérouter. Au lieu de compter votre nombre total d’unités au","début de la bataille, comptez uniquement le nombre","d’unités de Chevaliers, Chevaliers Pégase et de Chevaliers du","Graal. Une fois que l’armée a perdu la moitié ou plus de ses","unités de Chevaliers, Chevaliers Pégase ou Chevaliers du","Graal, elle déroute."],"specialRules":{"Paysans":{"text":["Non-fiables.","Cependant, cette pénalité est annulée si l’unité de Paysans","fait partie d’une brigade qui inclut au moins une unité","n’étant pas composée de Paysans. Les Paysans ne peuvent","pas utiliser l’initiative pour charger mais peuvent s’en servir","pour éviter de la façon habituelle. Lorsque des Paysans","chargent, ils ne reçoivent aucun bonus d’Attaque dû à la","charge."],"order":1},"Chevaliers":{"order":2,"text":["Une unité de Chevaliers utilisera toujours","l’initiative pour charger un ennemi si possible et ne pourra pas","recevoir d’ordre à la place. Elle ne peut en aucun cas utiliser","l’initiative pour éviter. Les Chevaliers ne sont pas affectés par","les ennemis qui causent la terreur et ne subissent pas le malus","habituel de -1 Attaque lorsqu’ils les affrontent."]},"Chevaliers du Graal":{"text":["Toutes les règles Speciales des","Chevaliers s’appliquent aux Chevaliers du Graal. De plus, une","unité de Chevaliers du Graal qui charge un ennemi à découvert","reçoit un bonus supplémentaire de +1 Attaque, comme un","char ou monstre."],"order":3},"Chevaliers Pégase":{"text":["Toutes les règles Speciales des","Chevaliers s’appliquent aux Chevaliers Pégase. De plus, les","Chevaliers Pégase possèdent le Vol."],"order":4},"Trébuchet":{"text":["Le Trébuchet doit être montée sur un socle de","40 mm de large sur 60 mm de profondeur. Notez qu’il s’agit de","la taille de trois socles de Warmaster collés ensembles. Une","fois le Trébuchet déployé il ne peut plus être déplacé, en","aucune circonstance.","Un Trébuchet qui est Repoussé de 10cm ou plus par des tirs","est détruit (les repoussements de moins de 10cm sont","ignorés).","10","Un Trébuchet n’est pas affecté par le sort Cri de Gork.","Le Trébuchet a une portée de tir de 80cm. Les unités","fortifiées comptent comme en défense et les unités en","défense comptent comme à découvert. Aucune armure","n’est permise contre les tirs de Trébuchet. Le Trébuchet","n’effectue jamais de tir de contre-charge.","Le Trébuchet peut tirer au-dessus d’unités plus basses que","lui, comme n’importe quelle autre artillerie.","Tir en Aveugle: s’il n’y a aucune cible valide visible, un","Trébuchet peut faire un tir en aveugle sur l’ennemi à portée","le plus proche. Lors de ce tir le Trébuchet touche toujours sa","cible sur 6+ peu importe qu’il soit à découvert, défendu ou","fortifié."],"order":5},"Licorne":{"text":["Seule une Enchanteresse peut chevaucher une","Licorne. Celle-ci ajoute +1 Attaque à sa cavalière. Une fois","par bataille, les pouvoirs magiques de la Licorne peuvent","permettre à l’Enchanteresse de bénéficier d’un bonus de +1","pour le lancement d’un sort. Le joueur doit annoncer qu’il","utilise les pouvoirs de la Licorne avant de jeter le dé pour","déterminer si le pouvoir est lancé avec succès."],"order":6},"Pégase":{"text":["Un Pégase peut être chevauché par le Général,","un Héros ou une Enchanteresse. Il ajoute +1 Attaque à son","cavalier et lui permet de voler."],"order":7},"Hippogriffe":{"text":["L’Hippogriffee peut être chevauché par le","Général ou un Héros. Un Hippogriffee donne le Vol et la","Terreur.",""],"order":8},"Reliquaire du Grall":{"text":["Cette relique sacrée peut être donnée","à une unique unité de Paysan. Cette unité ainsi que toutes les","unités de Paysans à son contact deviennent (tant qu’elles sont","au contact) des Pèlerins du Grall. Les Pèlerins du Grall sont","immunisés à la Terreur, n’ont pas le malus de -1 de CdT aux","ordres et obtiennent +1 Attaque lorsqu’ils chargent une unité","à découvert; ils doivent charger par Initiative l’unité ennemie","la plus proche, ne sont pas repoussés par les tirs et ne sont","jamais Confus.","Avant d’effectuer une action avec des pèlerins du Grall vérifiez","s’ils touchent toujours l’unité portant le Reliquaire; sinon ce ne","sont que des Paysans."],"order":9}},"spells":[{"roll":4,"text":["Les projectiles lancés par l’ennemi se mettent à scintiller au","milieu de leur vol et disparaissent comme par","enchantement sans causer le moindre mal à leur cible.","Ce sort peut être lancé sur l’Enchanteresse elle-même et","affecte toutes les unités amies à moins de 15 cm de celle-ci.","Les effets du sort durent jusqu’à la fin du tour ennemi","suivant.","Toutes les unités amies dans un rayon de 15cm de","l’Enchanteresse peuvent relancer leurs jets de sauvegarde","d’Armure ratés durant la phase de tir. Ceci s’applique à tous","les jets de sauvegarde d’Armure, qu’ils soient dus à des tirs,","au feu d’un dragon, à des sorts, etc.","Cette relance s’applique également aux sauvegardes","d’Armure effectuées contre les touches subies lors d’un tir","de contre-charge. Dans ce cas, les relances ne s’appliquent","que si l’Enchanteresse se trouve dans un rayon de 15cm de","l’unité au début de son mouvement de charge. Peu importe","si l’unité n’est plus à portée d’effet du sort une fois sa","charge terminée.","Notez qu’une seule relance par jet de sauvegarde est","autorisée quel que soit le nombre d’Enchanteresses ayant","lancé ce sort à portée. Un jet de dé ne peut être relancé","qu’une seule fois quelles que soient les circonstances peut","être accordée à n’importe lequel des socles de l’unité, et","peut être allouée à un socle différent à chaque round de","corps à corps."],"name":"Bouclier Éthéré","range":"affecte tous les amis à moins de 15 cm."},{"roll":4,"range":" Portée -, pas de ligne de vue","text":["Les coups de l’ennemi sont détournés par de puissants","enchantements et ne causent aucun dommage.","Une Enchanteresse peut jeter ce sort sur une unité qu’elle a","rejointe. Les effets du sort durent jusqu’à la fin du tour","ennemi suivant.","L’unité peut relancer ses jets de sauvegarde d’Armure ratés","durant la phase de combat. Ceci ne s’applique pas aux","touches subies lors d’un tir de contre-charge, car il s’agit de","touches de tir et celles-ci sont prises en charge par le sort","Bouclier Éthéré.","Notez qu’une seule relance par jet de sauvegarde est","autorisée quel que soit le nombre d’Enchanteresses ayant","lancé ce sort à portée. Un jet de dé ne peut être relancé","qu’une seule fois quelles que soient les circonstances."],"name":"Bouclier de Combat"},{"roll":5,"range":" Portée 30 cm, pas de ligne de vue.","text":["Un brouillard mystérieux se lève autour de l’ennemi et lui","dissimule le déroulement de la bataille.","Ce sort peut être lancé sur une unité ennemie à portée, que","l’Enchanteresse puisse la voir ou non. Les effets du sort durent","jusqu’à la fin du tour ennemi suivant.","L’unité ne peut pas utiliser l’initiative. Tout ordre donné à","l’unité, ou à la brigade dont elle fait partie, subit une pénalité","de -1 en Cdt.",""],"name":"Brouillard Mystique"},{"roll":5,"range":"Portée 30 cm, pas de ligne de vue","text":["Une vision de la Dame apparaît pour conduire les Bretonniens","au milieu des combats ou au contraire loin de tout danger.","Ce sort peut être lancé sur une unité amie non engagée à","portée, que l’Enchanteresse puisse la voir ou non. Le sort","n’affecte qu’une seule unité, jamais la brigade dont elle fait","partie.","L’unité peut se déplacer comme si elle venait de recevoir un","ordre durant la phase d’ordres. Les personnages qui ont","rejoint l’unité ne peuvent toutefois pas en faire autant : ils","restent là où ils sont."],"name":"Faveur de la Dame"}]} \ No newline at end of file +{"name":"Bretonnie","version":"Warmaster Evolution","group":0,"order":1,"units":{"Archers":{"type":"Infanterie","attack":"3/1","range":"30cm","hits":3,"size":3,"points":55,"noCount":true,"order":0},"Hommes d'Armes":{"type":"Infanterie","attack":3,"hits":3,"armour":"6+","size":3,"points":45,"min":1,"noCount":true,"order":1},"Paysans":{"type":"Infanterie","attack":3,"hits":3,"size":3,"points":30,"max":4,"upgrades":["Reliquaire du Grall"],"noCount":true,"order":2},"Ecuyers":{"type":"Cavalerie","attack":3,"range":"30cm","hits":3,"armour":"6+","size":3,"points":90,"min":1,"max":4,"noCount":true,"order":3},"Chevaliers":{"type":"Cavalerie","attack":3,"hits":3,"armour":"4+","size":3,"points":110,"min":1,"order":4},"Chevaliers du Graal":{"type":"Cavalerie","attack":3,"hits":3,"armour":"4+","size":3,"points":120,"max":1,"order":5},"Chevaliers Pégase":{"type":"Monstre","attack":2,"hits":3,"armour":"5+","size":3,"points":80,"max":1,"order":6},"Trébuchet":{"type":"Artillerie","attack":"1/4","range":"80cm","hits":4,"size":1,"points":100,"max":1,"noCount":true,"order":7},"Général":{"type":"Général","attack":"+2","command":9,"size":1,"points":125,"armyMin":1,"armyMax":1,"upgrades":["Pégase","Hippogriffe"],"order":8},"Héros":{"type":"Héros","attack":"+1","command":8,"size":1,"points":80,"max":2,"upgrades":["Pégase"],"order":9},"Enchanteresse":{"type":"Sorcier","attack":"+0","command":7,"size":1,"points":45,"max":1,"upgrades":["Licorne","Pégase"],"order":10}},"upgrades":{"Licorne":{"type":"Monture Spéciale","attack":"+1","points":"+15","max":1,"order":0},"Pégase":{"type":"Monture Monstrueuse","attack":"+1","points":"+15","max":1,"order":1},"Hippogriffe":{"type":"Monture Monstrueuse","attack":"+2","points":"+80","max":1,"order":2},"Reliquaire du Grall":{"type":"Spécial","points":"+40","armyMax":1,"order":3}},"magic":true,"armyRules":["L’armée Bretonnienne est essentiellement composée de","chevaliers et ce sont sans doute eux, et non la roture","crasseuse, qui décideront de l’issue de la bataille. Pour","représenter ceci, une armée Bretonnienne ne suit pas les","règles habituelles pour déterminer le moment où elle doit","dérouter. Au lieu de compter votre nombre total d’unités au","début de la bataille, comptez uniquement le nombre","d’unités de Chevaliers, Chevaliers Pégase et de Chevaliers du","Graal. Une fois que l’armée a perdu la moitié ou plus de ses","unités de Chevaliers, Chevaliers Pégase ou Chevaliers du","Graal, elle déroute."],"specialRules":{"Paysans":{"text":["Non-fiables.","Cependant, cette pénalité est annulée si l’unité de Paysans","fait partie d’une brigade qui inclut au moins une unité","n’étant pas composée de Paysans. Les Paysans ne peuvent","pas utiliser l’initiative pour charger mais peuvent s’en servir","pour éviter de la façon habituelle. Lorsque des Paysans","chargent, ils ne reçoivent aucun bonus d’Attaque dû à la","charge."],"order":1},"Chevaliers":{"order":2,"text":["Une unité de Chevaliers utilisera toujours","l’initiative pour charger un ennemi si possible et ne pourra pas","recevoir d’ordre à la place. Elle ne peut en aucun cas utiliser","l’initiative pour éviter. Les Chevaliers ne sont pas affectés par","les ennemis qui causent la terreur et ne subissent pas le malus","habituel de -1 Attaque lorsqu’ils les affrontent."]},"Chevaliers du Graal":{"text":["Toutes les règles Speciales des","Chevaliers s’appliquent aux Chevaliers du Graal. De plus, une","unité de Chevaliers du Graal qui charge un ennemi à découvert","reçoit un bonus supplémentaire de +1 Attaque, comme un","char ou monstre."],"order":3},"Chevaliers Pégase":{"text":["Toutes les règles Speciales des","Chevaliers s’appliquent aux Chevaliers Pégase. De plus, les","Chevaliers Pégase possèdent le Vol."],"order":4},"Trébuchet":{"text":["Le Trébuchet doit être montée sur un socle de","40 mm de large sur 60 mm de profondeur. Notez qu’il s’agit de","la taille de trois socles de Warmaster collés ensembles. Une","fois le Trébuchet déployé il ne peut plus être déplacé, en","aucune circonstance.","Un Trébuchet qui est Repoussé de 10cm ou plus par des tirs","est détruit (les repoussements de moins de 10cm sont","ignorés).","10","Un Trébuchet n’est pas affecté par le sort Cri de Gork.","Le Trébuchet a une portée de tir de 80cm. Les unités","fortifiées comptent comme en défense et les unités en","défense comptent comme à découvert. Aucune armure","n’est permise contre les tirs de Trébuchet. Le Trébuchet","n’effectue jamais de tir de contre-charge.","Le Trébuchet peut tirer au-dessus d’unités plus basses que","lui, comme n’importe quelle autre artillerie.","Tir en Aveugle: s’il n’y a aucune cible valide visible, un","Trébuchet peut faire un tir en aveugle sur l’ennemi à portée","le plus proche. Lors de ce tir le Trébuchet touche toujours sa","cible sur 6+ peu importe qu’il soit à découvert, défendu ou","fortifié."],"order":5},"Licorne":{"text":["Seule une Enchanteresse peut chevaucher une","Licorne. Celle-ci ajoute +1 Attaque à sa cavalière. Une fois","par bataille, les pouvoirs magiques de la Licorne peuvent","permettre à l’Enchanteresse de bénéficier d’un bonus de +1","pour le lancement d’un sort. Le joueur doit annoncer qu’il","utilise les pouvoirs de la Licorne avant de jeter le dé pour","déterminer si le pouvoir est lancé avec succès."],"order":6},"Pégase":{"text":["Un Pégase peut être chevauché par le Général,","un Héros ou une Enchanteresse. Il ajoute +1 Attaque à son","cavalier et lui permet de voler."],"order":7},"Hippogriffe":{"text":["L’Hippogriffee peut être chevauché par le","Général ou un Héros. Un Hippogriffee donne le Vol et la","Terreur.",""],"order":8},"Reliquaire du Grall":{"text":["Cette relique sacrée peut être donnée","à une unique unité de Paysan. Cette unité ainsi que toutes les","unités de Paysans à son contact deviennent (tant qu’elles sont","au contact) des Pèlerins du Grall. Les Pèlerins du Grall sont","immunisés à la Terreur, n’ont pas le malus de -1 de CdT aux","ordres et obtiennent +1 Attaque lorsqu’ils chargent une unité","à découvert; ils doivent charger par Initiative l’unité ennemie","la plus proche, ne sont pas repoussés par les tirs et ne sont","jamais Confus.","Avant d’effectuer une action avec des pèlerins du Grall vérifiez","s’ils touchent toujours l’unité portant le Reliquaire; sinon ce ne","sont que des Paysans."],"order":9}},"spells":[{"roll":4,"text":["Les projectiles lancés par l’ennemi se mettent à scintiller au","milieu de leur vol et disparaissent comme par","enchantement sans causer le moindre mal à leur cible.","Ce sort peut être lancé sur l’Enchanteresse elle-même et","affecte toutes les unités amies à moins de 15 cm de celle-ci.","Les effets du sort durent jusqu’à la fin du tour ennemi","suivant.","Toutes les unités amies dans un rayon de 15cm de","l’Enchanteresse peuvent relancer leurs jets de sauvegarde","d’Armure ratés durant la phase de tir. Ceci s’applique à tous","les jets de sauvegarde d’Armure, qu’ils soient dus à des tirs,","au feu d’un dragon, à des sorts, etc.","Cette relance s’applique également aux sauvegardes","d’Armure effectuées contre les touches subies lors d’un tir","de contre-charge. Dans ce cas, les relances ne s’appliquent","que si l’Enchanteresse se trouve dans un rayon de 15cm de","l’unité au début de son mouvement de charge. Peu importe","si l’unité n’est plus à portée d’effet du sort une fois sa","charge terminée.","Notez qu’une seule relance par jet de sauvegarde est","autorisée quel que soit le nombre d’Enchanteresses ayant","lancé ce sort à portée. Un jet de dé ne peut être relancé","qu’une seule fois quelles que soient les circonstances peut","être accordée à n’importe lequel des socles de l’unité, et","peut être allouée à un socle différent à chaque round de","corps à corps."],"name":"Bouclier Éthéré","range":"affecte tous les amis à moins de 15 cm."},{"roll":4,"range":" Portée -, pas de ligne de vue","text":["Les coups de l’ennemi sont détournés par de puissants","enchantements et ne causent aucun dommage.","Une Enchanteresse peut jeter ce sort sur une unité qu’elle a","rejointe. Les effets du sort durent jusqu’à la fin du tour","ennemi suivant.","L’unité peut relancer ses jets de sauvegarde d’Armure ratés","durant la phase de combat. Ceci ne s’applique pas aux","touches subies lors d’un tir de contre-charge, car il s’agit de","touches de tir et celles-ci sont prises en charge par le sort","Bouclier Éthéré.","Notez qu’une seule relance par jet de sauvegarde est","autorisée quel que soit le nombre d’Enchanteresses ayant","lancé ce sort à portée. Un jet de dé ne peut être relancé","qu’une seule fois quelles que soient les circonstances."],"name":"Bouclier de Combat"},{"roll":5,"range":" Portée 30 cm, pas de ligne de vue.","text":["Un brouillard mystérieux se lève autour de l’ennemi et lui","dissimule le déroulement de la bataille.","Ce sort peut être lancé sur une unité ennemie à portée, que","l’Enchanteresse puisse la voir ou non. Les effets du sort durent","jusqu’à la fin du tour ennemi suivant.","L’unité ne peut pas utiliser l’initiative. Tout ordre donné à","l’unité, ou à la brigade dont elle fait partie, subit une pénalité","de -1 en Cdt.",""],"name":"Brouillard Mystique"},{"roll":5,"range":"Portée 30 cm, pas de ligne de vue","text":["Une vision de la Dame apparaît pour conduire les Bretonniens","au milieu des combats ou au contraire loin de tout danger.","Ce sort peut être lancé sur une unité amie non engagée à","portée, que l’Enchanteresse puisse la voir ou non. Le sort","n’affecte qu’une seule unité, jamais la brigade dont elle fait","partie.","L’unité peut se déplacer comme si elle venait de recevoir un","ordre durant la phase d’ordres. Les personnages qui ont","rejoint l’unité ne peuvent toutefois pas en faire autant : ils","restent là où ils sont."],"name":"Faveur de la Dame"}]} \ No newline at end of file diff --git a/public/json/warmaster-evolution/chaos.json b/public/json/warmaster-evolution/chaos.json index f2da005..168ae77 100644 --- a/public/json/warmaster-evolution/chaos.json +++ b/public/json/warmaster-evolution/chaos.json @@ -1 +1 @@ -{"name":"Chaos","version":"Warmaster Evolution","group":0,"order":2,"units":{"Guerrier du Chaos":{"type":"Infantrie","attack":4,"hits":4,"armour":"4+","size":3,"points":150,"min":1,"order":0},"Mauraudeurs du Chaos":{"type":"Infantrie","attack":3,"hits":3,"armour":"5+","size":3,"points":60,"min":1,"order":1},"Ogres":{"type":"Infantrie","attack":4,"hits":4,"armour":"5+","size":3,"points":105,"max":1,"order":2},"Trolls":{"type":"Infantrie","attack":5,"hits":3,"armour":"5+","size":3,"points":110,"max":3,"order":3},"Marauder Horsemen":{"type":"Cavalerie","attack":3,"hits":3,"armour":"5+","size":3,"points":90,"max":4,"order":4},"Chevaliers du chaos":{"type":"Cavalerie","attack":4,"hits":4,"armour":"4+","size":3,"points":200,"max":4,"order":5},"Chiens du Chaos":{"type":"Cavalerie","attack":3,"hits":3,"size":3,"points":30,"max":2,"order":6},"Chars du Chaos":{"type":"Char","attack":3,"hits":3,"armour":"5+","size":3,"points":95,"max":3,"order":7},"Harpies":{"type":"Monstre","attack":2,"hits":3,"armour":"6+","size":3,"points":65,"max":1,"order":8},"Dragon Ogres":{"type":"Monstre","attack":5,"hits":4,"armour":"5+","size":3,"points":200,"max":1,"order":9,"specialRules":["Dragons Ogres"]},"Enfant du Chaos":{"type":"Monstre","attack":"d3+2","range":"d3x15cm","hits":4,"armour":"4+","size":1,"points":80,"max":2,"order":10},"Général":{"type":"Général","attack":"+2","command":9,"size":1,"points":125,"armyMin":1,"armyMax":1,"upgrades":["Dragon du Chaos"],"order":11},"Héros":{"type":"Héros","attack":"+1","command":8,"size":1,"points":80,"max":1,"upgrades":["Dragon du Chaos"],"order":12},"Sorcier":{"type":"Sorcier","attack":"+1","command":8,"size":1,"points":90,"max":1,"upgrades":["Dragon du Chaos"],"order":13}},"upgrades":{"Dragon du Chaos":{"type":"Monture Monstrueuse","attack":"+3","points":"+100","max":1,"order":0,"range":"+3x20cm"}},"magic":true,"specialRules":{"Ogres":{"text":["Si une unité d’ogres peut utiliser son initiative pour","charger une unité d’humains (littéralement humains... ce qui","inclut les Guerriers et Maraudeurs du Chaos, mais pas les","Nains, les Elfes et autres humanoïdes) au début de la phase","d’ordres, elle doit le faire, quels que soient les désirs de leur","commandant."],"order":1},"Trolls":{"text":["Les Trolls sont « Lent ». En revanche, les Trolls peuvent se","régénérer et récupérer de la plupart des blessures. Pour","représenter cela, à chaque round de combat, avant que les","socles aient été retirés, les Trolls peuvent récupérer 1 Point","de Vie sur les blessures restantes. Les blessures régénérées","comptent tout de même dans les résultats de combats."],"order":2},"Harpies":{"text":["Les Harpies sont placées sur leurs socles comme de","l’infanterie, dans le sens de la longueur plutôt qu’en largeur","comme les autres monstres. Elles peuvent voler. Une unité","de Harpies ne peut pas être rejointe par un personnage."],"order":3},"Enfant du Chaos":{"text":["Les Enfants du Chaos sont « Lent ». Les Enfants du Chaos","causent la Terreur, et l’ennemi subit donc un malus de -1","Attaque pour combattre des ennemis terrifiants.","","Les attaques des Enfants du Chaos sont déterminées","aléatoirement avant chaque round de combat par un D3+3.","Leurs tirs sont déterminés aléatoirement avant chaque tir par","un D3.","Les Enfants du Chaos peuvent tirer seulement jusqu’à 15cm,","mais ils peuvent tirer à 360° (voir la règle associée pour plus","de détails)."],"order":4},"Dragon du Chaos":{"text":["Les Généraux, les Sorciers et les Héros","peuvent chevaucher un Dragon du Chaos. Celui-ci pouvant","voler, le mouvement du cavalier passe de 60 cm à 100 cm, et","ce dernier gagne +3 Attaques. En outre, le Dragon possède","une attaque de tir Speciale. Il peut cracher du feu! Cette","attaque Speciale ne peut être utilisée par un personnage","montant un Dragon que si ce dernier a rejoint une unité et","qu’il n’est pas engagé en combat. Un personnage n’ayant pas","rejoint d’unité ne peut pas utiliser le souffle du Dragon.","L’attaque de souffle fonctionne de la façon suivante. Le souffle","peut être dirigé normalement contre une cible dans une","portée de 20 cm et donne 3 Attaques.","Le Dragon du Chaos est une créature terrifiante. Une unité","rejointe par un Dragon du Chaos provoque la terreur et","impose les pénalités de combat habituelles."],"order":5},"Dragons Ogres":{"order":6,"text":["Causent la Terreur."]}},"spells":[{"roll":4,"text":["Une sombre puissance émane du Sorcier et emplit ses","troupes d’une force destructrice et chaotique.","Ce sort peut être lancé si le Sorcier a rejoint une unité au","combat. Le sort affecte l’unité qu’il a rejointe. Ses effets","durent jusqu’à la fin de la prochaine phase de combat.","Chacun des socles de l’unité, y compris les socles de","personnages qui l’ont rejointe, ajoute +1 à sa valeur","d’Attaques. Vu que le Sorcier doit avoir rejoint l’unité pour","lancer le sort, celui-ci reçoit aussi ce bonus, mais il est","possible que d’autres personnages l’accompagnent","également, auquel cas tous bénéficient de +1 Attaque"],"name":"Bienfait du Chaos","range":"Affecte l’unité rejointe"},{"roll":4,"range":"Tout ennemi à moins de 30 cm.","text":["La fureur des dieux masque le soleil et de sombres nuées","s’amoncellent autour du Sorcier.","Le sort est lancé sur le Sorcier lui-même, et affecte toutes","les unités ennemies dans un rayon de 30 cm autour de son","socle. Le sort dure jusqu’à la fin du prochain tour ennemi.","Il affecte la capacité de l’adversaire à donner des ordres.","Toutes les unités ennemies se trouvant dans un rayon de","30cm autour du Sorcier subissent un malus de -1 à tous","leurs jets d’ordres. Cette pénalité s’applique à chaque","tentative d’ordre: ainsi, une unité peut recevoir son premier","ordre hors de portée du sort, mais s’y trouver avant de","recevoir le deuxième."],"name":"Fureur des Dieux"},{"roll":5,"range":"30cm","text":["Le Sorcier vocifère une litanie blasphématoire à ses dieux.","Des restes sanglants qui jonchent le champ de bataille","s’élève une ombre hurlante qui attaque avec une férocité","sans pareille.","Ce sort peut être lancé sur une unité amie engagée au combat","et à portée. Le Sorcier n’est pas obligé de voir sa cible.","Les effets du sort durent jusqu’à la fin de la prochaine phase","de combat, et le bonus d’Attaque indiqué est ajouté au","nombre total d’Attaques de l’unité à chaque round.","L’unité reçoit un certain nombre d’Attaques en plus pour la","durée de la phase de combat suivante.","Pour déterminer le nombre d’Attaques supplémentaires, jetez","1D6 à la fois et ajoutez les résultats. Le joueur peut jeter","autant de dés qu’il le souhaite, jusqu’à un maximum d’un dé","par socles de l’unité. Le joueur jette ses dés un par un, et peut","décider d’arrêter à tout moment. Cependant, s’il obtient sur le","dé qu’il vient de lancer un résultat similaire à celui d’un dé","qu’il a précédemment jeté, le nombre total d’Attaques","supplémentaires est dirigé contre l’unité bénéficiant du sort","plutôt que contre l’ennemi. Dans ce cas, ces Attaques ne sont","résolues que lors du premier round de combat, pas lors des","suivants.","Par exemple: 1+4+6=11 Attaques supplémentaires pour l’unité","du Chaos à chaque round. 1+4+1=6 Attaques infligées à l’unité","du Chaos durant le premier round de combat."],"name":"Rage du Chaos"},{"roll":5,"range":"30cm, ligne de vue.","text":["Un éclair d’énergie pure frappe l’ennemi, déformant et","fusionnant les chairs et le métal d’une manière atroce.","Ce sort peut être lancé sur une unité ennemie, visible par le","Sorcier. Il ne peut pas être lancé sur une unité engagée au","corps à corps.","Le sort a les mêmes effets que 3 attaques de tir si ce n’est que","toute Armure dont la cible peut éventuellement bénéficier est","ignorée (l’unité compte comme n’ayant aucune valeur","d’Armure). L’unité visée peut être repoussée de la même","manière que par des tirs ordinaires"],"name":"Malédiction du Chaos"}]} \ No newline at end of file +{"name":"Chaos","version":"Warmaster Evolution","group":0,"order":2,"units":{"Guerrier du Chaos":{"type":"Infanterie","attack":4,"hits":4,"armour":"4+","size":3,"points":150,"min":1,"order":0},"Mauraudeurs du Chaos":{"type":"Infanterie","attack":3,"hits":3,"armour":"5+","size":3,"points":60,"min":1,"order":1},"Ogres":{"type":"Infanterie","attack":4,"hits":4,"armour":"5+","size":3,"points":105,"max":1,"order":2},"Trolls":{"type":"Infanterie","attack":5,"hits":3,"armour":"5+","size":3,"points":110,"max":3,"order":3},"Maraudeur Monté":{"type":"Cavalerie","attack":3,"hits":3,"armour":"5+","size":3,"points":90,"max":4,"order":4},"Chevaliers du chaos":{"type":"Cavalerie","attack":4,"hits":4,"armour":"4+","size":3,"points":200,"max":4,"order":5},"Chiens du Chaos":{"type":"Cavalerie","attack":3,"hits":3,"size":3,"points":30,"max":2,"order":6},"Chars du Chaos":{"type":"Char","attack":3,"hits":3,"armour":"5+","size":3,"points":95,"max":3,"order":7},"Harpies":{"type":"Monstre","attack":2,"hits":3,"armour":"6+","size":3,"points":65,"max":1,"order":8},"Dragon Ogres":{"type":"Monstre","attack":5,"hits":4,"armour":"5+","size":3,"points":200,"max":1,"order":9,"specialRules":["Dragons Ogres"]},"Enfant du Chaos":{"type":"Monstre","attack":"d3+2","range":"d3x15cm","hits":4,"armour":"4+","size":1,"points":80,"max":2,"order":10},"Général":{"type":"Général","attack":"+2","command":9,"size":1,"points":125,"armyMin":1,"armyMax":1,"upgrades":["Dragon du Chaos"],"order":11},"Héros":{"type":"Héros","attack":"+1","command":8,"size":1,"points":80,"max":1,"upgrades":["Dragon du Chaos"],"order":12},"Sorcier":{"type":"Sorcier","attack":"+1","command":8,"size":1,"points":90,"max":1,"upgrades":["Dragon du Chaos"],"order":13}},"upgrades":{"Dragon du Chaos":{"type":"Monture Monstrueuse","attack":"+3","points":"+100","max":1,"order":0,"range":"+3x20cm"}},"magic":true,"specialRules":{"Ogres":{"text":["Si une unité d’ogres peut utiliser son initiative pour","charger une unité d’humains (littéralement humains... ce qui","inclut les Guerriers et Maraudeurs du Chaos, mais pas les","Nains, les Elfes et autres humanoïdes) au début de la phase","d’ordres, elle doit le faire, quels que soient les désirs de leur","commandant."],"order":1},"Trolls":{"text":["Les Trolls sont « Lent ». En revanche, les Trolls peuvent se","régénérer et récupérer de la plupart des blessures. Pour","représenter cela, à chaque round de combat, avant que les","socles aient été retirés, les Trolls peuvent récupérer 1 Point","de Vie sur les blessures restantes. Les blessures régénérées","comptent tout de même dans les résultats de combats."],"order":2},"Harpies":{"text":["Les Harpies sont placées sur leurs socles comme de","l’infanterie, dans le sens de la longueur plutôt qu’en largeur","comme les autres monstres. Elles peuvent voler. Une unité","de Harpies ne peut pas être rejointe par un personnage."],"order":3},"Enfant du Chaos":{"text":["Les Enfants du Chaos sont « Lent ». Les Enfants du Chaos","causent la Terreur, et l’ennemi subit donc un malus de -1","Attaque pour combattre des ennemis terrifiants.","","Les attaques des Enfants du Chaos sont déterminées","aléatoirement avant chaque round de combat par un D3+3.","Leurs tirs sont déterminés aléatoirement avant chaque tir par","un D3.","Les Enfants du Chaos peuvent tirer seulement jusqu’à 15cm,","mais ils peuvent tirer à 360° (voir la règle associée pour plus","de détails)."],"order":4},"Dragon du Chaos":{"text":["Les Généraux, les Sorciers et les Héros","peuvent chevaucher un Dragon du Chaos. Celui-ci pouvant","voler, le mouvement du cavalier passe de 60 cm à 100 cm, et","ce dernier gagne +3 Attaques. En outre, le Dragon possède","une attaque de tir Speciale. Il peut cracher du feu! Cette","attaque Speciale ne peut être utilisée par un personnage","montant un Dragon que si ce dernier a rejoint une unité et","qu’il n’est pas engagé en combat. Un personnage n’ayant pas","rejoint d’unité ne peut pas utiliser le souffle du Dragon.","L’attaque de souffle fonctionne de la façon suivante. Le souffle","peut être dirigé normalement contre une cible dans une","portée de 20 cm et donne 3 Attaques.","Le Dragon du Chaos est une créature terrifiante. Une unité","rejointe par un Dragon du Chaos provoque la terreur et","impose les pénalités de combat habituelles."],"order":5},"Dragons Ogres":{"order":6,"text":["Causent la Terreur."]}},"spells":[{"roll":4,"text":["Une sombre puissance émane du Sorcier et emplit ses","troupes d’une force destructrice et chaotique.","Ce sort peut être lancé si le Sorcier a rejoint une unité au","combat. Le sort affecte l’unité qu’il a rejointe. Ses effets","durent jusqu’à la fin de la prochaine phase de combat.","Chacun des socles de l’unité, y compris les socles de","personnages qui l’ont rejointe, ajoute +1 à sa valeur","d’Attaques. Vu que le Sorcier doit avoir rejoint l’unité pour","lancer le sort, celui-ci reçoit aussi ce bonus, mais il est","possible que d’autres personnages l’accompagnent","également, auquel cas tous bénéficient de +1 Attaque"],"name":"Bienfait du Chaos","range":"Affecte l’unité rejointe"},{"roll":4,"range":"Tout ennemi à moins de 30 cm.","text":["La fureur des dieux masque le soleil et de sombres nuées","s’amoncellent autour du Sorcier.","Le sort est lancé sur le Sorcier lui-même, et affecte toutes","les unités ennemies dans un rayon de 30 cm autour de son","socle. Le sort dure jusqu’à la fin du prochain tour ennemi.","Il affecte la capacité de l’adversaire à donner des ordres.","Toutes les unités ennemies se trouvant dans un rayon de","30cm autour du Sorcier subissent un malus de -1 à tous","leurs jets d’ordres. Cette pénalité s’applique à chaque","tentative d’ordre: ainsi, une unité peut recevoir son premier","ordre hors de portée du sort, mais s’y trouver avant de","recevoir le deuxième."],"name":"Fureur des Dieux"},{"roll":5,"range":"30cm","text":["Le Sorcier vocifère une litanie blasphématoire à ses dieux.","Des restes sanglants qui jonchent le champ de bataille","s’élève une ombre hurlante qui attaque avec une férocité","sans pareille.","Ce sort peut être lancé sur une unité amie engagée au combat","et à portée. Le Sorcier n’est pas obligé de voir sa cible.","Les effets du sort durent jusqu’à la fin de la prochaine phase","de combat, et le bonus d’Attaque indiqué est ajouté au","nombre total d’Attaques de l’unité à chaque round.","L’unité reçoit un certain nombre d’Attaques en plus pour la","durée de la phase de combat suivante.","Pour déterminer le nombre d’Attaques supplémentaires, jetez","1D6 à la fois et ajoutez les résultats. Le joueur peut jeter","autant de dés qu’il le souhaite, jusqu’à un maximum d’un dé","par socles de l’unité. Le joueur jette ses dés un par un, et peut","décider d’arrêter à tout moment. Cependant, s’il obtient sur le","dé qu’il vient de lancer un résultat similaire à celui d’un dé","qu’il a précédemment jeté, le nombre total d’Attaques","supplémentaires est dirigé contre l’unité bénéficiant du sort","plutôt que contre l’ennemi. Dans ce cas, ces Attaques ne sont","résolues que lors du premier round de combat, pas lors des","suivants.","Par exemple: 1+4+6=11 Attaques supplémentaires pour l’unité","du Chaos à chaque round. 1+4+1=6 Attaques infligées à l’unité","du Chaos durant le premier round de combat."],"name":"Rage du Chaos"},{"roll":5,"range":"30cm, ligne de vue.","text":["Un éclair d’énergie pure frappe l’ennemi, déformant et","fusionnant les chairs et le métal d’une manière atroce.","Ce sort peut être lancé sur une unité ennemie, visible par le","Sorcier. Il ne peut pas être lancé sur une unité engagée au","corps à corps.","Le sort a les mêmes effets que 3 attaques de tir si ce n’est que","toute Armure dont la cible peut éventuellement bénéficier est","ignorée (l’unité compte comme n’ayant aucune valeur","d’Armure). L’unité visée peut être repoussée de la même","manière que par des tirs ordinaires"],"name":"Malédiction du Chaos"}]} \ No newline at end of file diff --git a/public/json/warmaster-evolution/demons.json b/public/json/warmaster-evolution/demons.json index db5b7db..6cb0d60 100644 --- a/public/json/warmaster-evolution/demons.json +++ b/public/json/warmaster-evolution/demons.json @@ -1 +1 @@ -{"name":"Démons","version":"Warmaster Evolution","group":0,"order":3,"units":{"Horde Démoniaque":{"type":"Infantrie","attack":4,"hits":3,"armour":"5+","size":3,"points":75,"min":2,"order":0},"Nuées Démoniaques":{"type":"Infantrie","attack":2,"hits":4,"size":3,"points":40,"max":4,"noMagic":true,"order":1,"min":1},"Cavalerie Démoniaque":{"type":"Cavalerie","attack":4,"hits":3,"armour":"5+","size":3,"points":110,"max":3,"order":2},"Chiens Démoniaques":{"type":"Cavalerie","attack":3,"hits":3,"armour":"5+","size":3,"points":90,"max":2,"order":3},"Chars Démoniaques":{"type":"Char","attack":3,"hits":3,"armour":"5+","size":3,"points":95,"max":3,"order":4},"Bêtes Démoniaques":{"type":"Monstre","attack":5,"hits":4,"armour":"5+","size":3,"points":200,"max":1,"order":5},"Démons Volants":{"type":"Monstre","attack":2,"hits":3,"armour":"5+","size":3,"points":80,"max":1,"order":6},"Démon Majeur":{"type":"Monstre","attack":6,"hits":6,"armour":"5+","size":1,"points":150,"max":1,"order":7},"Archidémon":{"type":"Général","attack":"+2","command":9,"size":1,"points":125,"armyMin":1,"armyMax":1,"upgrades":["Ailes Ténébreuses","Faveur des Dieux ","Sorcier"],"order":8},"Seigneur Démon":{"type":"Héros","attack":"+2","command":8,"points":90,"max":2,"upgrades":["Ailes Ténébreuses","Faveur des Dieux "],"specialRules":["Seigneur"],"order":9,"size":1},"Seigneur Sorcier Démon":{"type":"Sorcier","attack":"+1","command":8,"points":90,"max":2,"upgrades":["Ailes Ténébreuses","Faveur des Dieux "],"specialRules":["Seigneur"],"order":9,"size":1}},"upgrades":{"Ailes Ténébreuses":{"type":"Spécial","points":"+10","max":1,"order":0},"Faveur des Dieux ":{"type":"Spécial","attack":"+1","points":"+50","max":1,"order":1},"Sorcier":{"type":"Spécial","points":"+25","armyMax":1,"addOnUpgrades":["Ring of Magic","Staff of Spellbinding","Scroll of Dispelling","Wand of Power","Rod of Repetition"],"order":2}},"magic":true,"armyRules":["Ignorent la Terreur :","Toutes les unités de l’armée ignorent la","pénalité habituelle de -1 Attaque due à la terreur.","","Instabilité Démoniaque :","Au début de la phase d’ordres du","joueur, avant les mouvements par initiative, toutes les","unités démoniaques ayant subi au moins une perte (c’est-àdire qui ont perdu au moins un socle sur trois) doivent","effectuer un test d’instabilité démoniaque. 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Une","Nuée Démoniaque ne peut pas porter un objet magique"],"order":1},"Démons Volants":{"text":[" Ils peuvent voler. Ils constituent une","exception aux règles de soclage habituelles dans le sens où ils","sont soclés face à une longueur de socle, comme l’infanterie,","et non face à une largeur de socle comme les monstres."],"order":2},"Démon Majeur":{"text":[": Les Démons Majeurs peuvent voler,","qu’ils aient des ailes ou non : leur seule volonté leur permet de","s’élever dans les airs (mais n’essayez pas ça chez vous...). Ils","causent aussi la terreur à leurs ennemis. Un Démon Majeur","qui a accumulé de 3 à 5 blessures à la fin d’une phase de tir ou","de corps à corps compte comme étant grièvement blessé. Une","fois qu’un Démon Majeur est grièvement blessé, les blessures","qu’il a accumulées sont annulées, mais ses valeurs de Points","de Vie et d’Attaques sont divisées par deux jusqu’à la fin de la","bataille (3 Points de Vie et 3 Attaques)."],"order":3},"Archidémon":{"text":["L’Archidémon est le général de l’armée et","peut jouir des mêmes pouvoirs qu’un Sorcier pour","+25points. S’il reçoit des pouvoirs magiques, un Archidémon","peut se voir confier des objets magiques normalement","réservés aux Généraux ou aux Sorciers. Notez que","l’Archidémon reste le Général de l’armée et dispose donc","d’un rayon de commandement de 100 cm."],"order":4},"Ailes Ténébreuses":{"text":["Un Archidémon ou un Seigneur Démon","peut recevoir l’amélioration Ailes Ténébreuses qui lui permet","de voler."],"order":5},"Faveur des Dieux ":{"text":["Un Archidémon ou un Seigneur Démon","peut se voir doter de la Faveur des Dieux. Le personnage","gagne alors +1 Attaque et cause la Terreur, comme indiqué","dans le livre de règles de Warmaster."],"order":6},"Seigneur":{"text":["Vous ne pouvez aligner que 2 Seigneurs par tranche de 1 000 points que compte votre armée, quel que soit leur type."],"order":7}},"spells":[{"roll":4,"range":"60cm, pas de ligne de vue","text":["Dans une explosion de flammes, de nouveaux démons","apparaissent sur le champ de bataille pour prêter main-forte","à leurs semblables.","Ce sort peut être lancé sur une unité de démons amie","comptant originellement trois socles et en ayant perdu un","ou deux. Le Sorcier n’est pas obligé de la voir pour lancer le","sort.","L’unité récupère un socle. Celui-ci est placé en formation","avec le reste de l’unité. Si l’unité est engagée au corps à","corps, le nouveau socle peut être placé en contact avec","l’ennemi et comptera comme ayant chargé si le reste de","l’unité a chargé. S’il est impossible de positionner le socle en","formation avec le reste de l’unité, le sort ne peut pas être","lancé et ne fonctionnera pas."],"name":"Invoquer les Démons"},{"roll":5,"range":"30cm","text":["Des centaines de bouches démoniaques émettent un cri","perçant alors que le pouvoir du Chaos revigore leur corps.","Ce sort affecte toutes les unités amies à portée. Ses effets","durent jusqu’à la fin de la phase de combat suivante.","Chaque unité gagne un bonus de +1 Attaque. Cette attaque","peut être accordée à n’importe lequel des socles de l’unité,","et peut être allouée à un socle différent à chaque round de","corps à corps."],"name":"Rage Démoniaque"},{"roll":5,"range":"30cm, ligne de vue","text":["Le démon invoque un éclair noir, qu’il projette du bout des","doigts sur l’ennemi.","Ce sort peut être lancé sur une unité ennemie en vue du","Sorcier et n’étant pas engagée au corps à corps.","La Rafale Magique est traitée comme 3 attaques de tir","ordinaires, si ce n’est que l’Armure de la cible est ignorée (la","cible compte comme ayant une valeur d’Armure de 0). Une","unité peut être repoussée par une Rafale Magique comme par","des tirs ordinaires."],"name":"Rafale Magique"},{"roll":6,"range":"30cm, pas de ligne de vue","text":["Des énergies malsaines parcourent les rangs des démons,","décuplant leur soif de carnage.","Ce sort peut être lancé sur une unité amie engagée au corps à","corps et à portée, que le Sorcier puisse la voir ou non. Les","effets du sort durent jusqu’à la fin de la prochaine phase de","combat.","L’unité peut relancer ses Attaques ratées au corps à corps.","Notez que vous ne pouvez pas relancer un dé que vous avez","déjà relancé grâce à un sort, un objet magique, ou n’importe","quelle autre raison."],"name":"Frénésie Chaotique"}]} \ No newline at end of file +{"name":"Démons","version":"Warmaster Evolution","group":0,"order":3,"units":{"Horde Démoniaque":{"type":"Infanterie","attack":4,"hits":3,"armour":"5+","size":3,"points":75,"min":2,"order":0},"Nuées Démoniaques":{"type":"Infanterie","attack":2,"hits":4,"size":3,"points":40,"max":4,"noMagic":true,"order":1,"min":1},"Cavalerie Démoniaque":{"type":"Cavalerie","attack":4,"hits":3,"armour":"5+","size":3,"points":110,"max":3,"order":2},"Chiens Démoniaques":{"type":"Cavalerie","attack":3,"hits":3,"armour":"5+","size":3,"points":90,"max":2,"order":3},"Chars Démoniaques":{"type":"Char","attack":3,"hits":3,"armour":"5+","size":3,"points":95,"max":3,"order":4},"Bêtes Démoniaques":{"type":"Monstre","attack":5,"hits":4,"armour":"5+","size":3,"points":200,"max":1,"order":5},"Démons Volants":{"type":"Monstre","attack":2,"hits":3,"armour":"5+","size":3,"points":80,"max":1,"order":6},"Démon Majeur":{"type":"Monstre","attack":6,"hits":6,"armour":"5+","size":1,"points":150,"max":1,"order":7},"Archidémon":{"type":"Général","attack":"+2","command":9,"size":1,"points":125,"armyMin":1,"armyMax":1,"upgrades":["Ailes Ténébreuses","Faveur des Dieux ","Sorcier"],"order":8},"Seigneur Démon":{"type":"Héros","attack":"+2","command":8,"points":90,"max":2,"upgrades":["Ailes Ténébreuses","Faveur des Dieux "],"specialRules":["Seigneur"],"order":9,"size":1},"Seigneur Sorcier Démon":{"type":"Sorcier","attack":"+1","command":8,"points":90,"max":2,"upgrades":["Ailes Ténébreuses","Faveur des Dieux "],"specialRules":["Seigneur"],"order":9,"size":1}},"upgrades":{"Ailes Ténébreuses":{"type":"Spécial","points":"+10","max":1,"order":0},"Faveur des Dieux ":{"type":"Spécial","attack":"+1","points":"+50","max":1,"order":1},"Sorcier":{"type":"Spécial","points":"+25","armyMax":1,"addOnUpgrades":["Ring of Magic","Staff of Spellbinding","Scroll of Dispelling","Wand of Power","Rod of Repetition"],"order":2}},"magic":true,"armyRules":["Ignorent la Terreur :","Toutes les unités de l’armée ignorent la","pénalité habituelle de -1 Attaque due à la terreur.","","Instabilité Démoniaque :","Au début de la phase d’ordres du","joueur, avant les mouvements par initiative, toutes les","unités démoniaques ayant subi au moins une perte (c’est-àdire qui ont perdu au moins un socle sur trois) doivent","effectuer un test d’instabilité démoniaque. 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Le personnage","gagne alors +1 Attaque et cause la Terreur, comme indiqué","dans le livre de règles de Warmaster."],"order":6},"Seigneur":{"text":["Vous ne pouvez aligner que 2 Seigneurs par tranche de 1 000 points que compte votre armée, quel que soit leur type."],"order":7}},"spells":[{"roll":4,"range":"60cm, pas de ligne de vue","text":["Dans une explosion de flammes, de nouveaux démons","apparaissent sur le champ de bataille pour prêter main-forte","à leurs semblables.","Ce sort peut être lancé sur une unité de démons amie","comptant originellement trois socles et en ayant perdu un","ou deux. Le Sorcier n’est pas obligé de la voir pour lancer le","sort.","L’unité récupère un socle. Celui-ci est placé en formation","avec le reste de l’unité. Si l’unité est engagée au corps à","corps, le nouveau socle peut être placé en contact avec","l’ennemi et comptera comme ayant chargé si le reste de","l’unité a chargé. S’il est impossible de positionner le socle en","formation avec le reste de l’unité, le sort ne peut pas être","lancé et ne fonctionnera pas."],"name":"Invoquer les Démons"},{"roll":5,"range":"30cm","text":["Des centaines de bouches démoniaques émettent un cri","perçant alors que le pouvoir du Chaos revigore leur corps.","Ce sort affecte toutes les unités amies à portée. Ses effets","durent jusqu’à la fin de la phase de combat suivante.","Chaque unité gagne un bonus de +1 Attaque. Cette attaque","peut être accordée à n’importe lequel des socles de l’unité,","et peut être allouée à un socle différent à chaque round de","corps à corps."],"name":"Rage Démoniaque"},{"roll":5,"range":"30cm, ligne de vue","text":["Le démon invoque un éclair noir, qu’il projette du bout des","doigts sur l’ennemi.","Ce sort peut être lancé sur une unité ennemie en vue du","Sorcier et n’étant pas engagée au corps à corps.","La Rafale Magique est traitée comme 3 attaques de tir","ordinaires, si ce n’est que l’Armure de la cible est ignorée (la","cible compte comme ayant une valeur d’Armure de 0). Une","unité peut être repoussée par une Rafale Magique comme par","des tirs ordinaires."],"name":"Rafale Magique"},{"roll":6,"range":"30cm, pas de ligne de vue","text":["Des énergies malsaines parcourent les rangs des démons,","décuplant leur soif de carnage.","Ce sort peut être lancé sur une unité amie engagée au corps à","corps et à portée, que le Sorcier puisse la voir ou non. Les","effets du sort durent jusqu’à la fin de la prochaine phase de","combat.","L’unité peut relancer ses Attaques ratées au corps à corps.","Notez que vous ne pouvez pas relancer un dé que vous avez","déjà relancé grâce à un sort, un objet magique, ou n’importe","quelle autre raison."],"name":"Frénésie Chaotique"}]} \ No newline at end of file diff --git a/public/json/warmaster-evolution/elfes-noirs.json b/public/json/warmaster-evolution/elfes-noirs.json index 669c7f5..efffc7b 100644 --- a/public/json/warmaster-evolution/elfes-noirs.json +++ b/public/json/warmaster-evolution/elfes-noirs.json @@ -1 +1 @@ -{"name":"Elfes noirs","version":"Warmaster Evolution","group":0,"order":4,"units":{"Lanciers":{"type":"Infantrie","attack":3,"hits":3,"armour":"5+","size":3,"points":60,"min":2,"order":0},"Arbalétriers":{"type":"Infantrie","attack":"3/2-1","range":"15mm/30cm","hits":3,"armour":"6+","size":3,"points":75,"min":1,"specialRules":["Arbalètes à répétition"],"order":1},"Furies":{"type":"Infantrie","attack":5,"hits":3,"size":3,"points":70,"max":2,"order":2},"Chevaliers Noirs":{"type":"Cavalerie","attack":"3/2-1","range":"15mm/30cm","hits":3,"armour":"6+","size":3,"points":95,"max":3,"specialRules":["Arbalètes à répétition"],"order":3},"Chevaliers sur Sang-Froid":{"type":"Cavalerie","attack":3,"hits":3,"armour":"4+","size":3,"points":130,"max":3,"specialRules":["Cold Ones Knights"],"order":4},"Harpies":{"type":"Monstre","attack":2,"hits":3,"armour":"6+","size":3,"points":65,"max":1,"order":5},"Hydre de Guerre":{"type":"Monstre","attack":"6/2","range":"15cm","hits":4,"armour":"3+","size":1,"points":100,"max":1,"order":6},"Baliste":{"type":"Artillerie","attack":"1/3","range":"40cm","hits":2,"size":2,"points":55,"max":1,"order":7},"Général":{"type":"Général","attack":"+2","command":10,"size":1,"points":155,"armyMin":1,"armyMax":1,"upgrades":["Manticore","Char"],"order":8},"Héros":{"type":"Héros","attack":"+1","command":8,"size":1,"points":80,"max":1,"upgrades":["Manticore","Char"],"order":9},"Sorcière":{"type":"Sorcier","attack":"+0","command":8,"size":1,"points":80,"max":1,"upgrades":["Manticore","Char","Chaudron de Sang"],"order":10}},"upgrades":{"Manticore":{"type":"Monture Monstrueuse","attack":"+2","points":"+80","max":1,"order":0},"Char":{"type":"Char monté","attack":"+1","points":"+10","max":1,"order":1},"Chaudron de Sang":{"type":"Monture Spéciale","attack":"+2","points":"+15","armyMax":1,"requiredUnits":["Furies"],"order":2}},"magic":true,"specialRules":{"Arbalètes à répétition":{"order":1,"text":[" Ces unités sont équipées","d’arbalètes à répétition. Elles peuvent tirer une fois à une","portée de 30 cm ou deux fois à une portée de 15 cm. Une","unité de trois socles peut donc effectuer 6 attaques sur une","cible située à 15 cm ou moins et 3 attaques sur une cible","située plus loin. Ces unités peuvent tirer sur un ennemi qui","les charge, mais elles n’effectuent dans ce cas qu’une seule","attaque par socle, quelle que soit la portée."]},"Furies":{"text":[" Les Furies sont Fanatiques."],"order":2},"Cold Ones Knights":{"text":["Les sang-froid sont si féroces","que les Chevaliers sur sang-froid bénéficient de +1 Attaque","lors du premier round de chaque combat où ils affrontent","un ennemi situé sur leur front. Pour la même raison, les","Chevaliers sur Sang-froid ne peuvent pas former de","brigades, hormis avec d’autres unités de Chevaliers sur","Sang-froid."],"order":3},"Harpies":{"text":["Elles sont disposées sur leur socle de sorte à faire","face à une de ses longueurs, comme l’infanterie, et non face à","l’une de ses largeurs comme les autres monstres. Les Harpies","peuvent voler. Une unité de Harpies ne peut pas être rejointe","par un personnage."],"order":4},"Hydre de Guerre":{"text":["Les Hydres de Guerre sont si agressives","qu’elles ne peuvent être mises en brigade qu’avec de","l’Infanterie ; cela implique qu’il n’est possible d’avoir deux","Hydres dans une même brigade. Elles causent la terreur à","l’ennemi et lorsqu’elle est engagée dans un combat, une","Hydre doit toujours poursuive si possible."],"order":5},"Baliste":{"order":6,"text":["La Baliste a un angle de tir 45° et une portée de","40cm. Elle peut tirer en contre-charge. Ses tirs n’annulent pas","la sauvegarde."]},"Général":{"text":[" Les Généraux elfes noirs sont les maîtres de la","manipulation et du chantage, et ils ne s’embarrassent pas de","morale lorsqu’ils traitent avec leurs officiers. Si un Héros ou","une Sorcière elfe noir obtient une gaffe lorsqu’il donne un","ordre, le Général elfe noir a le choix entre perdre 1 point de","Cdt (il passe de 10 à 9 p.ex.) ou exécuter le fautif - auquel","cas, le personnage ayant obtenu la gaffe est immédiatement","retiré du jeu, mais il n’accorde aucun point de victoire à","l’ennemi. En outre, si le Général obtient un 12 lorsqu’il fait","un test de commandement il perd 1 point de","Commandement et la phase d’Ordre s’achève. Un Général","peut perdre un maximum de 2 point de Commandement","(jusqu’à un minimum de 8) : une fois ces 2 points perdus,","tous les subordonnés qui commettent des gaffes seront","automatiquement exécutés, et les résultats de 12 aux ordres","du Général mettront simplement fin à la phase d’ordres sans","autre effet néfaste.",""],"order":7},"Manticore":{"text":[": Le Général, les Sorciers et les Héros peuvent","chevaucher une Manticore. La Manticore peut voler, ce qui","donne à son cavalier un mouvement de 100 cm. Elle lui","confère également +2 Attaques. Une unité rejointe par un","personnage sur Manticore cause la terreur."],"order":8},"Chaudron de Sang":{"text":[" Une Sorcière peut être accompagnée","d’un Chaudron de Sang. Il est classé comme “monture","Speciale” car il est traité comme une monture et empêche la","Sorcière d’avoir une autre monture. Une Sorcière avec","Chaudron de Sang ne peut plus se déplacer que de 30 cm. Une","armée ne peut jamais inclure qu’un seul Chaudron de Sang, et","elle doit pour ce faire comprendre au moins une unité de","Furies. Le Chaudron de Sang ajoute +2 Attaques à celles de la","Sorcière et peut être utilisé pour ajouter +1 au jet de","lancement d’un sort de celle-ci, une fois par bataille. Le joueur","doit annoncer qu’il utilise le bonus du Chaudron avant de jeter","le dé pour déterminer si le sort est lancé avec succès.",""],"order":9}},"spells":[{"roll":5,"range":"30cm, pas de ligne de vue.","text":["Un éclair d’énergie noire jaillit des doigts de la sorcière.","Tracez une droite imaginaire de 30 cm de long, à partir du","socle de la Sorcière et dans n’importe quelle direction. La","ligne peut traverser n’importe quelle unité, mais pas les","terrains qui arrêteraient normalement un tir ordinaire,","comme une colline, plus de 2 cm de forêt, etc.","Toute unité traversée par la ligne subit 3 attaques de tir","résolues de la façon habituelle. Notez que ce sort peut","affecter plusieurs unités, et affectera automatiquement","toutes celles qui se trouvent sous la ligne, même les vôtres.","Les unités non engagées au corps à corps peuvent être","repoussées par un Éclair Noir comme par des tirs ordinaires,","y compris vos propres troupes. Les unités engagées au corps","à corps ne peuvent pas être repoussées par l’éclair, mais les","blessures qu’il inflige sont reportées au premier round de","combat et comptent comme ayant été infligées durant le","corps à corps."],"name":"Éclair Noir"},{"roll":6,"range":"50cm, ligne de vue","text":["Un vortex tourbillonnant entoure les ennemis de la sorcière","et les entraîne dans le royaume infernal du Seigneur du","Meurtre.","Ce sort peut être lancé sur une unité ennemie en vue de la","Sorcière et n’étant pas engagée au corps à corps. L’unité","subit 4 attaques sans sauvegarde d’armure. Une unité","subissant des pertes à cause de l’Horreur Noire ne peut pas","être repoussée en conséquence : le vortex aspire ses","victimes sans qu’elles aient la moindre chance d’en","réchapper"],"name":"Horreur Noire"},{"roll":4,"range":"60cm, ligne de vue","text":["La sorcière invoque la malédiction de Khaine et inflige une","douleur insupportable à ses victimes.","Ce sort peut être lancé sur toute unité ennemie à portée et","dans la ligne de vue du Sorcier.","Ses effets durent jusqu’à la fin du tour suivant de l’ennemi.","Tant que le sort dure, sa cible ne peut pas charger ou éviter","par initiative. Elle considère toute unité ennemie comme","Terrifiante. Même les morts-vivants et les unités normalement","obligées de charger, avancer ou poursuivre sont affectés !",""],"name":"Dominion"},{"roll":5,"range":"Touching","text":["En appelant aux démons des abysses, la sorcière lacère l’âme","de ses victimes.","La Sorcière peut lancer ce sort si elle a rejoint une unité","engagée au corps à corps. Ce sort peut être lancé sur une","seule unité ennemie en contact avec l’unité que la Sorcière a","rejointe.","La cible subit trois attaques résolues normalement, contre","lesquelles aucune sauvegarde d’armure n’est autorisée : la","valeur d’Armure de la cible compte comme étant de 0. Les","blessures subies sont reportées au premier round de combat","et compteront comme ayant été infligées pendant le corps à","corps pour ce qui est de sa résolution."],"name":"Soul Stealer"}]} \ No newline at end of file +{"name":"Elfes noirs","version":"Warmaster Evolution","group":0,"order":4,"units":{"Lanciers":{"type":"Infanterie","attack":3,"hits":3,"armour":"5+","size":3,"points":60,"min":2,"order":0},"Arbalétriers":{"type":"Infanterie","attack":"3/2-1","range":"15mm/30cm","hits":3,"armour":"6+","size":3,"points":75,"min":1,"specialRules":["Arbalètes à répétition"],"order":1},"Furies":{"type":"Infanterie","attack":5,"hits":3,"size":3,"points":70,"max":2,"order":2},"Chevaliers Noirs":{"type":"Cavalerie","attack":"3/2-1","range":"15mm/30cm","hits":3,"armour":"6+","size":3,"points":95,"max":3,"specialRules":["Arbalètes à répétition"],"order":3},"Chevaliers sur Sang-Froid":{"type":"Cavalerie","attack":3,"hits":3,"armour":"4+","size":3,"points":130,"max":3,"specialRules":["Cold Ones Knights"],"order":4},"Harpies":{"type":"Monstre","attack":2,"hits":3,"armour":"6+","size":3,"points":65,"max":1,"order":5},"Hydre de Guerre":{"type":"Monstre","attack":"6/2","range":"15cm","hits":4,"armour":"3+","size":1,"points":100,"max":1,"order":6},"Baliste":{"type":"Artillerie","attack":"1/3","range":"40cm","hits":2,"size":2,"points":55,"max":1,"order":7},"Général":{"type":"Général","attack":"+2","command":10,"size":1,"points":155,"armyMin":1,"armyMax":1,"upgrades":["Manticore","Char"],"order":8},"Héros":{"type":"Héros","attack":"+1","command":8,"size":1,"points":80,"max":1,"upgrades":["Manticore","Char"],"order":9},"Sorcière":{"type":"Sorcier","attack":"+0","command":8,"size":1,"points":80,"max":1,"upgrades":["Manticore","Char","Chaudron de Sang"],"order":10}},"upgrades":{"Manticore":{"type":"Monture Monstrueuse","attack":"+2","points":"+80","max":1,"order":0},"Char":{"type":"Char monté","attack":"+1","points":"+10","max":1,"order":1},"Chaudron de Sang":{"type":"Monture Spéciale","attack":"+2","points":"+15","armyMax":1,"requiredUnits":["Furies"],"order":2}},"magic":true,"specialRules":{"Arbalètes à répétition":{"order":1,"text":[" Ces unités sont équipées","d’arbalètes à répétition. Elles peuvent tirer une fois à une","portée de 30 cm ou deux fois à une portée de 15 cm. Une","unité de trois socles peut donc effectuer 6 attaques sur une","cible située à 15 cm ou moins et 3 attaques sur une cible","située plus loin. Ces unités peuvent tirer sur un ennemi qui","les charge, mais elles n’effectuent dans ce cas qu’une seule","attaque par socle, quelle que soit la portée."]},"Furies":{"text":[" Les Furies sont Fanatiques."],"order":2},"Cold Ones Knights":{"text":["Les sang-froid sont si féroces","que les Chevaliers sur sang-froid bénéficient de +1 Attaque","lors du premier round de chaque combat où ils affrontent","un ennemi situé sur leur front. Pour la même raison, les","Chevaliers sur Sang-froid ne peuvent pas former de","brigades, hormis avec d’autres unités de Chevaliers sur","Sang-froid."],"order":3},"Harpies":{"text":["Elles sont disposées sur leur socle de sorte à faire","face à une de ses longueurs, comme l’infanterie, et non face à","l’une de ses largeurs comme les autres monstres. Les Harpies","peuvent voler. Une unité de Harpies ne peut pas être rejointe","par un personnage."],"order":4},"Hydre de Guerre":{"text":["Les Hydres de Guerre sont si agressives","qu’elles ne peuvent être mises en brigade qu’avec de","l’Infanterie ; cela implique qu’il n’est possible d’avoir deux","Hydres dans une même brigade. Elles causent la terreur à","l’ennemi et lorsqu’elle est engagée dans un combat, une","Hydre doit toujours poursuive si possible."],"order":5},"Baliste":{"order":6,"text":["La Baliste a un angle de tir 45° et une portée de","40cm. Elle peut tirer en contre-charge. Ses tirs n’annulent pas","la sauvegarde."]},"Général":{"text":[" Les Généraux elfes noirs sont les maîtres de la","manipulation et du chantage, et ils ne s’embarrassent pas de","morale lorsqu’ils traitent avec leurs officiers. Si un Héros ou","une Sorcière elfe noir obtient une gaffe lorsqu’il donne un","ordre, le Général elfe noir a le choix entre perdre 1 point de","Cdt (il passe de 10 à 9 p.ex.) ou exécuter le fautif - auquel","cas, le personnage ayant obtenu la gaffe est immédiatement","retiré du jeu, mais il n’accorde aucun point de victoire à","l’ennemi. En outre, si le Général obtient un 12 lorsqu’il fait","un test de commandement il perd 1 point de","Commandement et la phase d’Ordre s’achève. Un Général","peut perdre un maximum de 2 point de Commandement","(jusqu’à un minimum de 8) : une fois ces 2 points perdus,","tous les subordonnés qui commettent des gaffes seront","automatiquement exécutés, et les résultats de 12 aux ordres","du Général mettront simplement fin à la phase d’ordres sans","autre effet néfaste.",""],"order":7},"Manticore":{"text":[": Le Général, les Sorciers et les Héros peuvent","chevaucher une Manticore. La Manticore peut voler, ce qui","donne à son cavalier un mouvement de 100 cm. Elle lui","confère également +2 Attaques. Une unité rejointe par un","personnage sur Manticore cause la terreur."],"order":8},"Chaudron de Sang":{"text":[" Une Sorcière peut être accompagnée","d’un Chaudron de Sang. Il est classé comme “monture","Speciale” car il est traité comme une monture et empêche la","Sorcière d’avoir une autre monture. Une Sorcière avec","Chaudron de Sang ne peut plus se déplacer que de 30 cm. Une","armée ne peut jamais inclure qu’un seul Chaudron de Sang, et","elle doit pour ce faire comprendre au moins une unité de","Furies. Le Chaudron de Sang ajoute +2 Attaques à celles de la","Sorcière et peut être utilisé pour ajouter +1 au jet de","lancement d’un sort de celle-ci, une fois par bataille. Le joueur","doit annoncer qu’il utilise le bonus du Chaudron avant de jeter","le dé pour déterminer si le sort est lancé avec succès.",""],"order":9}},"spells":[{"roll":5,"range":"30cm, pas de ligne de vue.","text":["Un éclair d’énergie noire jaillit des doigts de la sorcière.","Tracez une droite imaginaire de 30 cm de long, à partir du","socle de la Sorcière et dans n’importe quelle direction. La","ligne peut traverser n’importe quelle unité, mais pas les","terrains qui arrêteraient normalement un tir ordinaire,","comme une colline, plus de 2 cm de forêt, etc.","Toute unité traversée par la ligne subit 3 attaques de tir","résolues de la façon habituelle. Notez que ce sort peut","affecter plusieurs unités, et affectera automatiquement","toutes celles qui se trouvent sous la ligne, même les vôtres.","Les unités non engagées au corps à corps peuvent être","repoussées par un Éclair Noir comme par des tirs ordinaires,","y compris vos propres troupes. Les unités engagées au corps","à corps ne peuvent pas être repoussées par l’éclair, mais les","blessures qu’il inflige sont reportées au premier round de","combat et comptent comme ayant été infligées durant le","corps à corps."],"name":"Éclair Noir"},{"roll":6,"range":"50cm, ligne de vue","text":["Un vortex tourbillonnant entoure les ennemis de la sorcière","et les entraîne dans le royaume infernal du Seigneur du","Meurtre.","Ce sort peut être lancé sur une unité ennemie en vue de la","Sorcière et n’étant pas engagée au corps à corps. L’unité","subit 4 attaques sans sauvegarde d’armure. Une unité","subissant des pertes à cause de l’Horreur Noire ne peut pas","être repoussée en conséquence : le vortex aspire ses","victimes sans qu’elles aient la moindre chance d’en","réchapper"],"name":"Horreur Noire"},{"roll":4,"range":"60cm, ligne de vue","text":["La sorcière invoque la malédiction de Khaine et inflige une","douleur insupportable à ses victimes.","Ce sort peut être lancé sur toute unité ennemie à portée et","dans la ligne de vue du Sorcier.","Ses effets durent jusqu’à la fin du tour suivant de l’ennemi.","Tant que le sort dure, sa cible ne peut pas charger ou éviter","par initiative. Elle considère toute unité ennemie comme","Terrifiante. Même les morts-vivants et les unités normalement","obligées de charger, avancer ou poursuivre sont affectés !",""],"name":"Dominion"},{"roll":5,"range":"Touching","text":["En appelant aux démons des abysses, la sorcière lacère l’âme","de ses victimes.","La Sorcière peut lancer ce sort si elle a rejoint une unité","engagée au corps à corps. Ce sort peut être lancé sur une","seule unité ennemie en contact avec l’unité que la Sorcière a","rejointe.","La cible subit trois attaques résolues normalement, contre","lesquelles aucune sauvegarde d’armure n’est autorisée : la","valeur d’Armure de la cible compte comme étant de 0. Les","blessures subies sont reportées au premier round de combat","et compteront comme ayant été infligées pendant le corps à","corps pour ce qui est de sa résolution."],"name":"Soul Stealer"}]} \ No newline at end of file diff --git a/public/json/warmaster-evolution/elfes-sylvains.json b/public/json/warmaster-evolution/elfes-sylvains.json new file mode 100644 index 0000000..381d790 --- /dev/null +++ b/public/json/warmaster-evolution/elfes-sylvains.json @@ -0,0 +1 @@ +{"name":"Elfes sylvains","version":"Warmaster Evolution","group":0,"order":5,"units":{"Forestiers":{"type":"Infanterie","attack":"3/1","range":"15cm","armour":"6+","hits":3,"size":3,"points":75,"max":2,"order":0},"Gardes Éternels":{"type":"Infanterie","attack":3,"hits":3,"size":3,"armour":"6+","points":45,"min":1,"order":1},"Gardes Sylvains":{"type":"Infanterie","attack":"3/1","range":"30cm","hits":3,"size":3,"points":60,"min":1,"order":2},"Dryades":{"type":"Infanterie","attack":4,"hits":3,"armour":"6+","size":3,"points":60,"min":1,"order":3,"specialRules":["Lent"]},"Lémures":{"type":"Infanterie","attack":4,"hits":4,"armour":"5+","size":3,"points":100,"max":1,"order":4,"specialRules":["Lent"]},"Danseurs de guerre":{"type":"Infanterie","attack":5,"hits":3,"armour":"6+","size":3,"points":90,"max":1,"order":5},"Chevaliers Sylvains":{"type":"Infanterie","attack":"3/1","range":"15cm à 360 à 360°","hits":3,"armour":"6+","size":3,"points":90,"max":3,"order":6},"Cavaliers Sauvages":{"type":"Infanterie","attack":3,"hits":3,"armour":"5+","size":3,"points":100,"max":1,"order":7},"Guerriers Faucon":{"type":"Monstre","attack":"2/1","range":"15cm à 360° à 360","hits":3,"armour":"6+","size":3,"points":70,"max":1,"order":8},"Homme Arbre":{"type":"Monstre","attack":6,"hits":4,"armour":"5+","size":1,"points":120,"order":9,"max":1},"Seigneur Sylvain":{"type":"Général","attack":"+2","command":9,"size":1,"points":120,"armyMin":1,"armyMax":1,"upgrades":["Dragon Sylvain"],"order":10},"Noble Sylvain":{"type":"Héros","attack":"+1","command":8,"size":1,"points":80,"max":2,"upgrades":["Dragon Sylvain"],"order":11},"Tisseur de sorts":{"type":"Sorcier","attack":"+0","command":8,"size":1,"points":90,"max":1,"upgrades":["Dragon Sylvain"],"order":12}},"upgrades":{"Vénérable Homme Arbre":{"type":"Monstre","attack":"3/3","range":"40cm à 45°","hits":4,"armour":"5+","size":3,"points":"+25","order":0},"Dragon Sylvain":{"type":"Monture Monstrueuse","attack":"+2","points":"+60","order":1}},"magic":true,"specialRules":{"Forestiers":{"order":1,"text":["Les Forestiers n’ont pas à être déployés au début de la bataille si le joueur le désire. À la place, l’unité peut s’infiltrer sur le champ de bataille une fois la partie commencée. Pour infiltrer une unité, le joueur Elfe Sylvain désigne le point où il veut la faire apparaître et doit leur donner un ordre d’infiltration avec l’un de ses personnages.","Le personnage ne tient pas compte des portées d’ordre pour donner l’ordre d’infiltration : on considère que sa portée d’ordre s’étend l’ensemble du champ de bataille pour ce qui est de donner un tel ordre. Considérez que l’ordre est donné au point où l’unité doit apparaître, et appliquez tous les modificateurs nécessaires.","Le point d’apparition des Forestiers doit être situé en terrain dense ou sur un bord de table n’étant pas celui du joueur adverse. Si l’ordre d’infiltration est donné avec succès, placez un socle de l’unité sur le point indiqué et positionnez les autres en formation autour de celui-ci. L’unité infiltrée ne peut pas être placée de façon à toucher l’ennemi. Une fois qu’elle est déployée, elle peut recevoir des ordres du personnage qui a donné l’ordre d’infiltration, si celui-ci se trouve à portée d’ordre habituelle : on considère qu’elle a utilisé"," son premier ordre pour se déployer.","Si l’ordre d’infiltration est un échec, l’unité n’est pas déployée et ne peut pas s’infiltrer lors de ce tour. Elle pourra essayer de nouveau lors d’un tour suivant, au même endroit ou en un autre lieu."]},"Gardes Sylvains":{"order":2,"text":["Les Gardes Sylvains sont des Archers Émérites. Une unité au complet de trois socles ajoute +1 lorsqu’elle lance ses dés pour tirer : elle touchera donc des cibles à découvert sur 3+, les cibles en défense sur 4+ et les cibles fortifiées sur 5+."]},"Lent":{"order":3,"text":["Les Dryades et les Lémures sont « Lents »"]},"Danseurs de Guerre":{"order":4,"text":["Les Danseurs de Guerre ignorent la Terreur."]},"Cavaliers Sauvages":{"order":5,"text":["Les Cavaliers Sauvages ignorent la Terreur"]},"Guerriers Faucon":{"order":6,"text":[" Les Guerriers Faucon possèdent le Vol"]},"Homme Arbre":{"order":7,"text":["L’Homme-Arbre cause la Terreur."]},"Vénérable Homme Arbre":{"order":8,"text":["Un unique Noble Sylvain peut être remplacé par un Vénérable Homme Arbre. Le Vénérable Homme Arbre cause la Terreur et reçoit un bonus de +1 au commandement pour tout ordre donné à une unité de Dryades ou Lemures ainsi qu’aux brigades composées uniquement de Dryades et Lémures. De plus il est considéré comme un Sorcier mais il n’a accès qu’au sort Ronces Vengeresses."]},"Dragon Sylvain":{"order":9,"text":["Les Dragons sont des créatures volantes et ils peuvent cracher des flammes. Les unités rejointes par un personnage monté sur un Dragon provoquent la Terreur. Les Généraux, Sorciers et Héros peuvent chevaucher des dragons. Un Dragon vole, le mouvement du cavalier passe ainsi à 100 cm, et il ajoute +3 Attaques à son cavalier. Un dragon peut cracher du feu si son cavalier a rejoint une unité qui n’est pas engagée en combat. Un dragon chevauché par un personnage ne pas peut cracher de feu s’il n’a pas rejoint une unité."]}},"spells":[{"roll":4,"range":"60cm, pas de ligne de vue.","text":["Une unité ennemie au contact d'un terrain difficile subit 3 attaques résolues normalement. Si l'unité n'est pas engagée elle recule comme suite à un tir par rapport au lanceur du sort. Si l'unité est engagée les blessures comptent dans le résultat du combat."],"name":"Ronces Vengeresses"},{"roll":4,"range":"30cm, pas de ligne de vue.","text":["Le Tisseur de Sorts dote les archers Elfes Sylvains d’une rapidité surnaturelle qui leur permet de faire pleuvoir la mort sur l’ennemi. Le Mage peut lancer ce sort sur n’importe quelle unité amie d’infanterie ou de cavalerie disposant d’armes de tir, non engagée, à portée. Il n’est pas nécessaire qu’il puisse voir l’unité en question ou sa cible. Lorsque l’Instinct du Chasseur est lancé sur une unité, elle peut tirer deux fois lors de ce tour au lieu d’une seule. Si elle a déjà tiré ce tour-ci, elle peut immédiatement tirer une deuxième fois. Si ce n’est pas encore le cas, elle pourra tirer deux fois. Lorsqu’une unité tire deux fois grâce à « Instinct du Chasseur », son deuxième tir se fait toujours sans le bonus « Archers Émérites »."],"name":"Instinct du Chasseur"},{"roll":5,"range":"30cm, pas de ligne de vue.","text":["La voix du Tisseur de Sort résonne sur tout le champ de bataille et recouvre le tumulte des combats pour diriger les troupes. Ce sort peut être lancé sur une unité amie non engagée au corps à corps à moins de 30 cm, que le Sorcier puisse la voir ou non. Le sort n’affecte jamais qu’une seule unité, en aucun cas une brigade. En cas de succès, l’unité peut être déplacée comme si elle venait de recevoir un ordre lors de la phase d’ordres. Seule l’unité visée sera affectée, pas les personnages qui se trouvent avec elle (ceux-ci restent sur place)."],"name":"Appel de la Chasse"},{"roll":6,"range":"toutes les unités ennemis <= 30cm","text":["Ce sort peut être lancé sur une unité amie n’étant pas engagée au corps à corps, et rejointe par le Cuisinier. Ce sort n’affecte qu’une seule unité, jamais une brigade entière. L’unité peut se déplacer comme si elle avait reçu un ordre durant la phase d’ordres. Le Cuisinier est déplacé en même temps que l’unité et reste avec elle. Si d’autres personnages ont rejoint l’unité, ils restent sur place et ne se déplacent pas avec elle."],"name":"Fureur Primordiale"}],"armyRules":["Mobile : Les Terrains Difficiles sont considérés comme des terrains dégagés par toutes les unités des Elfes Sylvains. La cavalerie et les monstres ne peuvent cependant pas terminer leur mouvement dans un terrain difficile. Les Personnages Elfes Sylvains ne souffrent pas du malus de commandement lié aux terrains difficiles et à la distance."]} \ No newline at end of file diff --git a/public/json/warmaster-evolution/empire.json b/public/json/warmaster-evolution/empire.json index e3a458c..2c753b4 100644 --- a/public/json/warmaster-evolution/empire.json +++ b/public/json/warmaster-evolution/empire.json @@ -1 +1 @@ -{"name":"Empire","version":"Warmaster Evolution","group":1,"order":0,"units":{"Halberdiers":{"type":"Infantrie","attack":3,"hits":3,"armour":"6+","size":3,"points":45,"min":2,"order":0},"Arquebusiers":{"type":"Infantrie","attack":"3/1","range":"30cm","hits":3,"size":3,"points":65,"max":3,"order":1},"Arbalétriers":{"type":"Infantrie","attack":"3/1","range":"30cm","hits":3,"size":3,"points":55,"min":2,"order":2},"Flagellants":{"type":"Infantrie","attack":5,"hits":3,"size":3,"points":70,"max":1,"order":3},"Joueurs d’Epée":{"type":"Infantrie","attack":4,"hits":3,"armour":"6+","size":3,"points":70,"max":2,"order":4},"Tirailleurs":{"type":"Infantrie","attack":4,"hits":3,"armour":"-/6+","size":"+1","points":25,"noCount":true,"augendUnits":["Halberdiers","Arquebusiers","Arbalétriers","Flagellants","Joueurs d’Epée"],"noMagic":true,"order":5},"Chevaliers":{"type":"Cavalerie","attack":3,"hits":3,"armour":"4+","size":3,"points":110,"order":6},"Pistoliers":{"type":"Cavalerie","attack":"3/1","range":"15cm à 360°","hits":3,"armour":"5+","size":3,"points":95,"max":4,"order":7},"Chevaliers Demi-Griffons (*)":{"type":"Cavalerie","attack":3,"hits":3,"armour":"4+","size":3,"points":125,"order":8,"specialRules":["Règle optionnelle"]},"Chevaliers des Ordres (*)":{"type":"Cavalerie","attack":3,"hits":3,"armour":"4+","size":3,"points":120,"order":9,"specialRules":["Règle optionnelle"]},"Canon Feu d’Enfer":{"type":"Artillerie","attack":"1/8-4-2","range":"10-20-30cm","hits":2,"size":1,"points":50,"max":1,"order":10},"Canon":{"type":"Artillerie","attack":1,"range":"2x60cm+rebond","hits":4,"size":2,"points":85,"max":1,"order":11},"Tank à Vapeur":{"type":"Machine","attack":"3/3","range":"3x30cm à 360°","hits":4,"armour":"3+","size":1,"points":100,"max":1,"order":12},"Bombarde / Mortier (*)":{"type":"Machine","attack":"1/3","range":"40cm","hits":2,"size":1,"points":50,"max":1,"order":13,"specialRules":["Règle optionnelle"]},"Général":{"type":"Général","attack":"+2","command":9,"size":1,"points":125,"armyMin":1,"armyMax":1,"upgrades":["Griffon"],"order":14},"Héros":{"type":"Héros","attack":"+1","command":8,"size":1,"points":80,"max":1,"upgrades":["Griffon"],"order":15},"Sorcier":{"type":"Sorcier","attack":"+0","command":7,"size":1,"points":45,"max":1,"upgrades":["Griffon","Autel de Guerre"],"order":16}},"upgrades":{"Griffon":{"type":"Monture Monstrueuse","attack":"+2","points":"+80","max":1,"order":0},"Autel de Guerre":{"type":"Char monté","attack":"+1","points":"+15","armyMax":1,"order":1}},"magic":true,"specialRules":{"Arquebusiers":{"text":["Lorsque vous tirez avec une arquebuse, retirez 1","à l’Armure de la cible: une Armure de 3+ passe à 4+, une armure","de 4+ à 5+, une de 5+ à 6+. Une Armure de 6+ n’arrête pas les tirs","d’arquebuse."],"order":1},"Flagellants":{"text":[" Les Flagellants sont Fanatiques."],"order":2},"Tirailleurs":{"text":[" Les socles de Tirailleurs ne combattent jamais","comme unité indépendante. À la place, vous pouvez ajouter un","seul socle de Tirailleurs à toute unité d’infanterie. Cela fait passer","la taille de l’unité de 3 à 4 socles, trois socles ordinaires et un de","Tirailleurs. Les Tirailleurs ont la même Armure que l’unité, qu’il","s’agisse de 6+ ou de 0. Ils combattent comme s’ils faisaient partie","de l’unité et peuvent être retirés comme pertes si le joueur le décide.","La perte de Tirailleurs ne compte pas lorsqu’il s’agit de donner des","ordres, il n’y a donc pas de malus de -1 pour l’unité subissant des","pertes si ces pertes sont des Tirailleurs. Les socles de Tirailleurs","ne comptent pas dans la formation de l’unité pour déterminer son","déplacement, il n’y aura donc pas de malus de mouvement s’ils sont","placés en dehors de la formation de l’unité. C’est pour cela que les","Tirailleurs sont plus polyvalents et plus sacrifiables que les autres","troupes."],"order":3},"Canon Feu d’Enfer":{"text":["Le Feu d’Enfer peut tirer à 45° et sa portée","est de 30 cm. Sa valeur d’Attaque varie selon la portée.","Les cibles touchées par un Feu d’Enfer subissent un malus de -1 à","leur valeur d’Armure: 3+ devient 4+, 4+ devient 5+, 5+ devient 6+,","et 6+ est annulé.","Lorsque vous tirez avec un Feu d’Enfer, effectuez normalement les","jets pour toucher, mais si un ou plusieurs dés donnent un résultat","de 1, consultez le tableau suivant et appliquez son résultat avant de","résoudre les effets.","Un Feu d’Enfer peut tirer en contre-charge de la manière habituelle","(voir les règles de tir). Dans ce cas, ses servants ouvrent le feu à la","portée la plus courte possible afin d’infliger le maximum de dégâts","à leur cible. Notez qu’en cas d’explosion du Feu d’Enfer, l’ennemi","subit 6 touches. Charger un Feu d’Enfer est dangereux pour tout le","monde...","","","Nombre de 1 :","","1, 2 [Résultat Long Feu] : Déduisez le nombre de 1 obtenus","du nombre de touches réalisées. Par exemple, si vous","avez obtenu quatre touches mais deux 1, le nombre","de touche est réduit de 4 à 2.","","3 [Incident]: Le canon ne tire pas du tout lors de ce tour.","Aucune touche n’est infligée.","","4+ [Boum!]: L’arme explose et son équipage est tué.","Le socle du Feu d’Enfer est immédiatement retiré","comme perte. Aucune touche n’est infligée à sa cible,","à moins que celle-ci n’ait été en train de le charger,","auquel cas elle subit automatiquement 6 touches.","Effectuez les sauvegardes d’armure comme pour des","touches ordinaires de Feu d’Enfer."],"order":4},"Tank à Vapeur":{"text":["Le Tank à Vapeur se déplace comme un Monstre","et obtient un bonus de +1 attaque s’il charge un ennemi à découvert,","comme un Monstre. Il n’est jamais repoussé par les tirs et ne peut","jamais être rendu confus par eux. Il ne peut être mis en brigade","qu’avec de l’Infanterie ou d’autres Tanks à Vapeur. Le Tank à","Vapeur tire a 360° (voir la règle associée pour plus de détails).","Si en tentant de donner un ordre à un Tank à Vapeur vous obtenez","un double 6, l’ordre échoue comme d’ordinaire et la machine ne se","déplace pas. Ignorez le tableau des gaffes, et jetez à la place le dé","sur le tableau d’incidents qui suit. Notez que même si un Général","ne peut pas commettre de gaffe, il doit quand même jeter les dés sur","le tableau d’incidents.","","Résultat 1D6","","1 Détruit : Le tank à Vapeur est immobilisé. De la vapeur","et des gaz toxiques s’échappent de sa coque. Il est retiré","comme perte.","","2 En panne : Le mécanisme de direction du tank est","endommagé. Il ne peut plus se déplacer lors de ce tour et","ne pourra plus le faire de toute la partie. S’il est obligé de","bouger pour une raison ou une autre, il est détruit. Il peut","hormis cela continuer à tirer et à se battre normalement.","","3 Bloqué : Le Tank ne peut plus se déplacer lors de ce tour,","et ne pourra pas tirer. Il ne subit pas d’autres effets néfastes","et pourra se déplacer normalement lors des tours suivants.","","4 Commandant tué : Le Tank ne peut plus se déplacer lors","de ce tour. Il pourra bouger normalement lors des tours","suivants mais subit une pénalité de -1 sur ses ordres pour","le reste de la bataille. Il peut tirer normalement.","","5 Halte momentanée : Le Tank ne peut plus se déplacer lors","de ce tour mais ne subit aucun autre effet néfaste.","","6 Surcharge : Le Tank ne peut plus se déplacer lors de ce tour","mais pourra tirer avec le double de son nombre habituel","d’Attaques (normalement 6) pour représenter l’excès de","vapeur dirigé vers ses armes"],"order":5},"Griffon":{"text":["Généraux, Sorciers et Héros peuvent chevaucher des","Griffons; ils Volent et causent le Terreur."],"order":6},"Autel de Guerre":{"text":[" Il n’existe qu’un seul véritable Autel de Guerre","de Sigmar. C’est pourquoi aucune armée impériale, quelle que soit","sa taille, ne peut en avoir plus d’un dans ses rangs. L’Autel de","Guerre ne peut servir de véhicule qu’à un Sorcier, on suppose alors","qu’il s’agit du Grand Théogoniste. La présence de l’autel donne +1","Attaque au Grand Théogoniste et lui permet, une fois par partie,","d’ajouter +1 au dé pour lancer un sort. Le joueur doit annoncer qu’il","utilise le pouvoir de l’Autel avant de lancer le sort."],"order":7},"Canon":{"order":8,"text":["Le canon peut tirer à 45° et sa portée est de 60cm.","Ses tirs annulent les sauvegardes et les cibles en position fortifiée","comptent comme étant en défense (5+ pour toucher) et celles","qui sont en défense comptent comme étant à découvert (4+ pour","toucher).","Les boulets de canon peuvent rebondir à travers les rangs serrés en","causant des ravages. On considère donc qu’un tir frappe le point","le plus proche du socle visé, le traverse et rebondit de 5cm depuis","l’arrière du socle dans la même direction. Si plusieurs canons de","la même unité tirent, tous les boulets rebondissent de la même","distance sur la même trajectoire entre le canon le plus proche et le","socle ennemi le plus proche. L’unité visée subit deux attaques +1","pour chaque socle supplémentaire de la même unité traversé par le","rebond du boulet.","Un tir qui rebondit dans une autre unité lui inflige une attaque","par socle traversé. Ceci peut permettre de toucher des cibles qui","ne peuvent normalement pas être visées, comme des unités amies","ou en combat. Faites la somme du nombre d’attaques infligées et","lancez les dés pour chaque unité. Les unités engagées recevant des blessures à la suite d’un rebond conservent ces blessures jusqu’à la","phase de combat et ne sont pas repoussées par le rebond du canon","ni ne testent la confusion.","En tir de contre-charge les canons tirent de la mitraille, laquelle","n’annule pas les sauvegardes et ne cause pas de rebond."]},"Chevaliers Demi-Griffons (*)":{"text":["Les Chevaliers Demi-Griffons ne","sont pas affectés par les ennemis qui causent la terreur et ne","subissent pas le malus habituel de -1 Attaque lorsqu’ils les","affrontent."],"order":9},"Chevaliers des Ordres (*)":{"text":["Lorsque vous attaquez avec les","Chevaliers des Ordres, retirez 1 à l’Armure de la cible : une","Armure de 3+, passe à 4+, une de 4+ à 5+, une de 5+ à 6+. Une","Armure de 6+ n’arrête pas les attaques des Chevaliers des","Ordres."],"order":10},"Bombarde / Mortier (*)":{"text":["La Bombarde peut tirer à 45° et sa","portée est de 40cm. Ses tirs annulent les sauvegardes et les","cibles en position fortifiée comptent comme étant en défense","(5+ pour toucher) et celles qui sont en défense comptent","comme étant à découvert (4+ pour toucher).","La Bombarde effectue des tirs en cloche : elle doit tirer sur","l'unité la plus proche même si elle n'a pas de ligne de vue sur","elle (cela veut dire qu'elle peut tirer bien à l'abri derrière une","unité alliée), elle ne peut pas faire de tir de contre-charge et","ne peut pas effectuer de tir sur une unité éloignée de 10cm ou","moins."],"order":11},"Règle optionnelle":{"order":12,"text":["Ces règles optionnelles ne peuvent être utilisées qu’avec","l’accord de votre adversaire."]}},"spells":[{"roll":5,"range":"30cm, pas de ligne de vue.","text":["La voix du Sorcier résonne sur tout le champ de bataille et","recouvre le tumulte des combats pour diriger les troupes.","Ce sort peut être lancé sur une unité amie non engagée au","corps à corps à moins de 30 cm, que le Sorcier puisse la voir","ou non. Le sort n’affecte jamais qu’une seule unité, en","aucun cas une brigade.","En cas de succès, l’unité peut être déplacée comme si elle","venait de recevoir un ordre lors de la phase d’ordres. Seule","l’unité visée sera affectée, pas les personnages qui se","trouvent avec elle (ceux-ci restent sur place)."],"name":"Boule de Feu"},{"roll":5,"range":"30cm, pas de ligne de vue.","text":["Un étrange enchantement se forme autour de l’unité visée et","l’englobe de lumières bizarres, de visions cauchemardesques","et d’effets hallucinogènes.","Ce sort peut être lancé sur une unité ennemie à portée, que le","Sorcier puisse la voir ou non. L’Étrange Enchantement dure","jusqu’à la fin du prochain tour du joueur adverse.","","Tant que dure l’enchantement, l’unité se déplace à demi-","vitesse, en toutes circonstances, même pour charger. Elle","","considère que tous ses ennemis causent la terreur (malus de","-1 en Attaques). Si l’unité cause elle-même la terreur, elle","cesse de le faire pour toute la durée de l’enchantement et","considère tous ses ennemis comme terrifiants exactement","comme n’importe quelle autre unité. Les Morts-vivants et les","Démons ne comptent pas leurs ennemis comme étant","terrifiants, mais les autres effets du sort s’appliquent à eux."],"name":"Voix Céleste"},{"roll":4,"range":"30cm, pas de ligne de vue.","text":["Un étrange enchantement se forme autour de l’unité visée et l’englobe de","lumières bizarres, de visions cauchemardesques et d’effets hallucinogènes.","Ce sort peut être lancé sur une unité ennemie à portée, que le Sorcier puisse","la voir ou non. L’Étrange Enchantement dure jusqu’à la fin du prochain tour","du joueur adverse.","Tant que dure l’enchantement, l’unité se déplace à demi-vitesse, en toutes","circonstances, même pour charger. Elle considère que tous ses ennemis","causent la terreur (malus de -1 en Attaques). Si l’unité cause elle-même","la terreur, elle cesse de le faire pour toute la durée de l’enchantement et","considère tous ses ennemis comme terrifiants exactement comme n’importe","quelle autre unité. Les Morts-vivants et les Démons ne comptent pas leurs","ennemis comme étant terrifiants, mais les autres effets du sort s’appliquent","à eux.",""],"name":"Étrange Enchantement"},{"roll":2,"text":["Avec un mouvement de cape, un coup de tonnerre et un zeste","de ricanement diabolique, le Sorcier disparaît pour","réapparaître n’importe où sur le champ de bataille.","Le Sorcier est repositionné n’importe où sur la table. Il peut","quitter ou rejoindre une unité s’il le désire, ce qui lui permet","ainsi d’engager ou de quitter un combat. Une fois que le","Sorcier s’est téléporté, il peut immédiatement tenter de lancer","un nouveau sort (il ne peut pas relancer Téléportation). Jetez","le dé comme d’ordinaire. Un Sorcier qui se téléporte avec","succès peut donc lancer deux sorts par tour."],"name":"Téléportation","range":"Pas de ligne de vue."}],"armyRules":[""]} \ No newline at end of file +{"name":"Empire","version":"Warmaster Evolution","group":1,"order":0,"units":{"Hallebardiers":{"type":"Infanterie","attack":3,"hits":3,"armour":"6+","size":3,"points":45,"min":2,"order":0},"Arquebusiers":{"type":"Infanterie","attack":"3/1","range":"30cm","hits":3,"size":3,"points":65,"max":3,"order":1},"Arbalétriers":{"type":"Infanterie","attack":"3/1","range":"30cm","hits":3,"size":3,"points":55,"min":2,"order":2},"Flagellants":{"type":"Infanterie","attack":5,"hits":3,"size":3,"points":70,"max":1,"order":3},"Joueurs d’Epée":{"type":"Infanterie","attack":4,"hits":3,"armour":"6+","size":3,"points":70,"max":2,"order":4},"Tirailleurs":{"type":"Infanterie","attack":4,"hits":3,"armour":"-/6+","size":"+1","points":25,"noCount":true,"augendUnits":["Hallebardiers","Arquebusiers","Arbalétriers","Flagellants","Joueurs d’Epée"],"noMagic":true,"order":5},"Chevaliers":{"type":"Cavalerie","attack":3,"hits":3,"armour":"4+","size":3,"points":110,"order":6},"Pistoliers":{"type":"Cavalerie","attack":"3/1","range":"15cm à 360°","hits":3,"armour":"5+","size":3,"points":95,"max":4,"order":7},"Chevaliers Demi-Griffons (*)":{"type":"Cavalerie","attack":3,"hits":3,"armour":"4+","size":3,"points":125,"order":8,"specialRules":["Règle optionnelle"]},"Chevaliers des Ordres (*)":{"type":"Cavalerie","attack":3,"hits":3,"armour":"4+","size":3,"points":120,"order":9,"specialRules":["Règle optionnelle"]},"Canon Feu d’Enfer":{"type":"Artillerie","attack":"1/8-4-2","range":"10-20-30cm","hits":2,"size":1,"points":50,"max":1,"order":10},"Canon":{"type":"Artillerie","attack":1,"range":"2x60cm+rebond","hits":4,"size":2,"points":85,"max":1,"order":11},"Tank à Vapeur":{"type":"Machine","attack":"3/3","range":"3x30cm à 360°","hits":4,"armour":"3+","size":1,"points":100,"max":1,"order":12},"Bombarde / Mortier (*)":{"type":"Machine","attack":"1/3","range":"40cm","hits":2,"size":1,"points":50,"max":1,"order":13,"specialRules":["Règle optionnelle"]},"Général":{"type":"Général","attack":"+2","command":9,"size":1,"points":125,"armyMin":1,"armyMax":1,"upgrades":["Griffon"],"order":14},"Héros":{"type":"Héros","attack":"+1","command":8,"size":1,"points":80,"max":1,"upgrades":["Griffon"],"order":15},"Sorcier":{"type":"Sorcier","attack":"+0","command":7,"size":1,"points":45,"max":1,"upgrades":["Griffon","Autel de Guerre"],"order":16}},"upgrades":{"Griffon":{"type":"Monture Monstrueuse","attack":"+2","points":"+80","max":1,"order":0},"Autel de Guerre":{"type":"Char monté","attack":"+1","points":"+15","armyMax":1,"order":1}},"magic":true,"specialRules":{"Arquebusiers":{"text":["Lorsque vous tirez avec une arquebuse, retirez 1","à l’Armure de la cible: une Armure de 3+ passe à 4+, une armure","de 4+ à 5+, une de 5+ à 6+. Une Armure de 6+ n’arrête pas les tirs","d’arquebuse."],"order":1},"Flagellants":{"text":[" Les Flagellants sont Fanatiques."],"order":2},"Tirailleurs":{"text":[" Les socles de Tirailleurs ne combattent jamais","comme unité indépendante. À la place, vous pouvez ajouter un","seul socle de Tirailleurs à toute unité d’infanterie. Cela fait passer","la taille de l’unité de 3 à 4 socles, trois socles ordinaires et un de","Tirailleurs. Les Tirailleurs ont la même Armure que l’unité, qu’il","s’agisse de 6+ ou de 0. Ils combattent comme s’ils faisaient partie","de l’unité et peuvent être retirés comme pertes si le joueur le décide.","La perte de Tirailleurs ne compte pas lorsqu’il s’agit de donner des","ordres, il n’y a donc pas de malus de -1 pour l’unité subissant des","pertes si ces pertes sont des Tirailleurs. Les socles de Tirailleurs","ne comptent pas dans la formation de l’unité pour déterminer son","déplacement, il n’y aura donc pas de malus de mouvement s’ils sont","placés en dehors de la formation de l’unité. C’est pour cela que les","Tirailleurs sont plus polyvalents et plus sacrifiables que les autres","troupes."],"order":3},"Canon Feu d’Enfer":{"text":["Le Feu d’Enfer peut tirer à 45° et sa portée","est de 30 cm. Sa valeur d’Attaque varie selon la portée.","Les cibles touchées par un Feu d’Enfer subissent un malus de -1 à","leur valeur d’Armure: 3+ devient 4+, 4+ devient 5+, 5+ devient 6+,","et 6+ est annulé.","Lorsque vous tirez avec un Feu d’Enfer, effectuez normalement les","jets pour toucher, mais si un ou plusieurs dés donnent un résultat","de 1, consultez le tableau suivant et appliquez son résultat avant de","résoudre les effets.","Un Feu d’Enfer peut tirer en contre-charge de la manière habituelle","(voir les règles de tir). Dans ce cas, ses servants ouvrent le feu à la","portée la plus courte possible afin d’infliger le maximum de dégâts","à leur cible. Notez qu’en cas d’explosion du Feu d’Enfer, l’ennemi","subit 6 touches. Charger un Feu d’Enfer est dangereux pour tout le","monde...","","","Nombre de 1 :","","1, 2 [Résultat Long Feu] : Déduisez le nombre de 1 obtenus","du nombre de touches réalisées. Par exemple, si vous","avez obtenu quatre touches mais deux 1, le nombre","de touche est réduit de 4 à 2.","","3 [Incident]: Le canon ne tire pas du tout lors de ce tour.","Aucune touche n’est infligée.","","4+ [Boum!]: L’arme explose et son équipage est tué.","Le socle du Feu d’Enfer est immédiatement retiré","comme perte. Aucune touche n’est infligée à sa cible,","à moins que celle-ci n’ait été en train de le charger,","auquel cas elle subit automatiquement 6 touches.","Effectuez les sauvegardes d’armure comme pour des","touches ordinaires de Feu d’Enfer."],"order":4},"Tank à Vapeur":{"text":["Le Tank à Vapeur se déplace comme un Monstre","et obtient un bonus de +1 attaque s’il charge un ennemi à découvert,","comme un Monstre. Il n’est jamais repoussé par les tirs et ne peut","jamais être rendu confus par eux. Il ne peut être mis en brigade","qu’avec de l’Infanterie ou d’autres Tanks à Vapeur. Le Tank à","Vapeur tire a 360° (voir la règle associée pour plus de détails).","Si en tentant de donner un ordre à un Tank à Vapeur vous obtenez","un double 6, l’ordre échoue comme d’ordinaire et la machine ne se","déplace pas. Ignorez le tableau des gaffes, et jetez à la place le dé","sur le tableau d’incidents qui suit. Notez que même si un Général","ne peut pas commettre de gaffe, il doit quand même jeter les dés sur","le tableau d’incidents.","","Résultat 1D6","","1 Détruit : Le tank à Vapeur est immobilisé. De la vapeur","et des gaz toxiques s’échappent de sa coque. Il est retiré","comme perte.","","2 En panne : Le mécanisme de direction du tank est","endommagé. Il ne peut plus se déplacer lors de ce tour et","ne pourra plus le faire de toute la partie. S’il est obligé de","bouger pour une raison ou une autre, il est détruit. Il peut","hormis cela continuer à tirer et à se battre normalement.","","3 Bloqué : Le Tank ne peut plus se déplacer lors de ce tour,","et ne pourra pas tirer. Il ne subit pas d’autres effets néfastes","et pourra se déplacer normalement lors des tours suivants.","","4 Commandant tué : Le Tank ne peut plus se déplacer lors","de ce tour. Il pourra bouger normalement lors des tours","suivants mais subit une pénalité de -1 sur ses ordres pour","le reste de la bataille. Il peut tirer normalement.","","5 Halte momentanée : Le Tank ne peut plus se déplacer lors","de ce tour mais ne subit aucun autre effet néfaste.","","6 Surcharge : Le Tank ne peut plus se déplacer lors de ce tour","mais pourra tirer avec le double de son nombre habituel","d’Attaques (normalement 6) pour représenter l’excès de","vapeur dirigé vers ses armes"],"order":5},"Griffon":{"text":["Généraux, Sorciers et Héros peuvent chevaucher des","Griffons; ils Volent et causent le Terreur."],"order":6},"Autel de Guerre":{"text":[" Il n’existe qu’un seul véritable Autel de Guerre","de Sigmar. C’est pourquoi aucune armée impériale, quelle que soit","sa taille, ne peut en avoir plus d’un dans ses rangs. L’Autel de","Guerre ne peut servir de véhicule qu’à un Sorcier, on suppose alors","qu’il s’agit du Grand Théogoniste. La présence de l’autel donne +1","Attaque au Grand Théogoniste et lui permet, une fois par partie,","d’ajouter +1 au dé pour lancer un sort. Le joueur doit annoncer qu’il","utilise le pouvoir de l’Autel avant de lancer le sort."],"order":7},"Canon":{"order":8,"text":["Le canon peut tirer à 45° et sa portée est de 60cm.","Ses tirs annulent les sauvegardes et les cibles en position fortifiée","comptent comme étant en défense (5+ pour toucher) et celles","qui sont en défense comptent comme étant à découvert (4+ pour","toucher).","Les boulets de canon peuvent rebondir à travers les rangs serrés en","causant des ravages. On considère donc qu’un tir frappe le point","le plus proche du socle visé, le traverse et rebondit de 5cm depuis","l’arrière du socle dans la même direction. Si plusieurs canons de","la même unité tirent, tous les boulets rebondissent de la même","distance sur la même trajectoire entre le canon le plus proche et le","socle ennemi le plus proche. L’unité visée subit deux attaques +1","pour chaque socle supplémentaire de la même unité traversé par le","rebond du boulet.","Un tir qui rebondit dans une autre unité lui inflige une attaque","par socle traversé. Ceci peut permettre de toucher des cibles qui","ne peuvent normalement pas être visées, comme des unités amies","ou en combat. Faites la somme du nombre d’attaques infligées et","lancez les dés pour chaque unité. Les unités engagées recevant des blessures à la suite d’un rebond conservent ces blessures jusqu’à la","phase de combat et ne sont pas repoussées par le rebond du canon","ni ne testent la confusion.","En tir de contre-charge les canons tirent de la mitraille, laquelle","n’annule pas les sauvegardes et ne cause pas de rebond."]},"Chevaliers Demi-Griffons (*)":{"text":["Les Chevaliers Demi-Griffons ne","sont pas affectés par les ennemis qui causent la terreur et ne","subissent pas le malus habituel de -1 Attaque lorsqu’ils les","affrontent."],"order":9},"Chevaliers des Ordres (*)":{"text":["Lorsque vous attaquez avec les","Chevaliers des Ordres, retirez 1 à l’Armure de la cible : une","Armure de 3+, passe à 4+, une de 4+ à 5+, une de 5+ à 6+. Une","Armure de 6+ n’arrête pas les attaques des Chevaliers des","Ordres."],"order":10},"Bombarde / Mortier (*)":{"text":["La Bombarde peut tirer à 45° et sa","portée est de 40cm. Ses tirs annulent les sauvegardes et les","cibles en position fortifiée comptent comme étant en défense","(5+ pour toucher) et celles qui sont en défense comptent","comme étant à découvert (4+ pour toucher).","La Bombarde effectue des tirs en cloche : elle doit tirer sur","l'unité la plus proche même si elle n'a pas de ligne de vue sur","elle (cela veut dire qu'elle peut tirer bien à l'abri derrière une","unité alliée), elle ne peut pas faire de tir de contre-charge et","ne peut pas effectuer de tir sur une unité éloignée de 10cm ou","moins."],"order":11},"Règle optionnelle":{"order":12,"text":["Ces règles optionnelles ne peuvent être utilisées qu’avec","l’accord de votre adversaire."]}},"spells":[{"roll":5,"range":"30cm, pas de ligne de vue.","text":["Une boule de feu jaillit des mains tendues du Sorcier et","brûle tout sur son passage.","Tracez une droite imaginaire de 30 cm de long partant du","socle du Sorcier vers la direction de votre choix. La ligne","traverse les unités mais pas les terrains qui bloquent","normalement les tirs, comme les collines, plus de 2 cm de","forêt, etc.","Toute unité traversée par la droite subit trois attaques de tir","résolues de la manière habituelle. Toutes les unités","traversées sont affectées, y compris les vôtres. Les unités","non engagées, amies ou ennemies, peuvent être repoussées","par une Boule de Feu comme par des tirs ordinaires. Les","unités engagées ne sont pas repoussées mais reportent les","blessures subies sur leur prochain round de combat. Ces","dernières comptent comme ayant été infligées durant le","combat."],"name":"Boule de Feu"},{"roll":5,"range":"30cm, pas de ligne de vue.","text":["La voix du Sorcier résonne sur tout le champ de bataille et","recouvre le tumulte des combats pour diriger les troupes.","Ce sort peut être lancé sur une unité amie non engagée au","corps à corps à moins de 30 cm, que le Sorcier puisse la voir","ou non. Le sort n’affecte jamais qu’une seule unité, en","aucun cas une brigade.","En cas de succès, l’unité peut être déplacée comme si elle","venait de recevoir un ordre lors de la phase d’ordres. Seule","l’unité visée sera affectée, pas les personnages qui se","trouvent avec elle (ceux-ci restent sur place)."],"name":"Voix Céleste"},{"roll":4,"range":"30cm, pas de ligne de vue.","text":["Un étrange enchantement se forme autour de l’unité visée et l’englobe de","lumières bizarres, de visions cauchemardesques et d’effets hallucinogènes.","Ce sort peut être lancé sur une unité ennemie à portée, que le Sorcier puisse","la voir ou non. L’Étrange Enchantement dure jusqu’à la fin du prochain tour","du joueur adverse.","Tant que dure l’enchantement, l’unité se déplace à demi-vitesse, en toutes","circonstances, même pour charger. Elle considère que tous ses ennemis","causent la terreur (malus de -1 en Attaques). Si l’unité cause elle-même","la terreur, elle cesse de le faire pour toute la durée de l’enchantement et","considère tous ses ennemis comme terrifiants exactement comme n’importe","quelle autre unité. Les Morts-vivants et les Démons ne comptent pas leurs","ennemis comme étant terrifiants, mais les autres effets du sort s’appliquent","à eux.",""],"name":"Étrange Enchantement"},{"roll":2,"text":["Avec un mouvement de cape, un coup de tonnerre et un zeste","de ricanement diabolique, le Sorcier disparaît pour","réapparaître n’importe où sur le champ de bataille.","Le Sorcier est repositionné n’importe où sur la table. Il peut","quitter ou rejoindre une unité s’il le désire, ce qui lui permet","ainsi d’engager ou de quitter un combat. Une fois que le","Sorcier s’est téléporté, il peut immédiatement tenter de lancer","un nouveau sort (il ne peut pas relancer Téléportation). Jetez","le dé comme d’ordinaire. Un Sorcier qui se téléporte avec","succès peut donc lancer deux sorts par tour."],"name":"Téléportation","range":"Pas de ligne de vue."}],"armyRules":[""]} \ No newline at end of file diff --git a/public/json/warmaster-evolution/gobelins.json b/public/json/warmaster-evolution/gobelins.json new file mode 100644 index 0000000..5c856ba --- /dev/null +++ b/public/json/warmaster-evolution/gobelins.json @@ -0,0 +1,419 @@ +{ + "name":"Gobelins", + "version":"Warmaster Evolution", + "group":1, + "order":5, + "units":{ + "Gobelins":{ + "type":"Infanterie", + "attack":"2/1", + "range":"15cm", + "hits":3, + "size":3, + "points":30, + "min":4, + "order":0, + "upgrades":[ + "Fanatiques gobelins" + ] + }, + "Squigs":{ + "order":1, + "type":"Infanterie", + "attack":5, + "hits":3, + "points":75, + "size":3, + "max":3 + }, + "Trolls":{ + "type":"Infanterie", + "attack":5, + "hits":3, + "armour":"5+", + "size":3, + "points":110, + "max":3, + "order":2 + }, + "Gobelins sur Loup":{ + "type":"Cavalerie", + "attack":"2/1", + "range":"15cm à 360° à 360°", + "hits":3, + "armour":"6+", + "size":3, + "points":60, + "order":3, + "min":2 + }, + "Gobelins sur Araignée":{ + "order":4, + "type":"Cavalerie", + "attack":2, + "hits":3, + "size":3, + "points":60, + "armour":"6+", + "max":2 + }, + "Chars à Loup":{ + "type":"Char", + "attack":3, + "hits":3, + "armour":"6+", + "size":3, + "points":80, + "max":3, + "order":5 + }, + "Chariot a pompe":{ + "type":"Char", + "attack":"1d6", + "hits":4, + "size":1, + "points":50, + "max":2, + "order":6, + "armour":"5+", + "noCount": true + }, + "Géant":{ + "type":"Monstre", + "attack":8, + "hits":8, + "armour":"5+", + "size":1, + "points":150, + "max":1, + "order":7 + }, + "Arachnarok":{ + "order":8, + "type":"Monstre", + "attack":"4/2", + "range":"15cm à 360°", + "hits":4, + "armour":"4+", + "size":1, + "points":120, + "max":1 + }, + "Plongeur de la mort":{ + "type":"Artillerie", + "attack":"1/3", + "range":"60cm", + "hits":3, + "size":1, + "points":80, + "max":1, + "order":9 + }, + "Balistes":{ + "type":"Artillerie", + "attack":"1/1 par tuile", + "range":"40cm", + "hits":2, + "size":2, + "points":75, + "max":2, + "order":10 + }, + "Chef de guerre Gobelin":{ + "type":"Général", + "attack":"+2", + "command":8, + "size":1, + "points":80, + "armyMin":1, + "armyMax":1, + "upgrades":[ + "Wyvern", + "Char" + ], + "order":11 + }, + "Grand chef Gobelin":{ + "type":"Héros", + "attack":"+1", + "command":7, + "size":1, + "points":45, + "max":3, + "upgrades":[ + "Wyvern", + "Char" + ], + "order":12 + }, + "Chaman Gobelin":{ + "type":"Sorcier", + "attack":"+0", + "command":6, + "size":1, + "points":30, + "max":2, + "upgrades":[ + "Wyvern", + "Char" + ], + "order":13 + } + }, + "upgrades":{ + "Wyvern":{ + "type":"Monture Monstrueuse", + "attack":"+2", + "points":"+60", + "max":1, + "order":0 + }, + "Char":{ + "type":"Char monté", + "attack":"+1", + "points":"+10", + "max":1, + "order":1 + }, + "Fanatiques gobelins":{ + "order":3, + "type":"Special", + "attack":"D6", + "points":"+15", + "max":4 + } + }, + "magic":true, + "specialRules":{ + "Trolls":{ + "text":[ + "Les Trolls sont Lents. En revanche, les Trolls", + "peuvent se régénérer et récupérer de la plupart des", + "blessures. Pour représenter cela, à chaque round de", + "combat, avant que les socles aient été retirés, les Trolls", + "peuvent récupérer 1 Point de Vie sur les blessures restantes.", + "Les blessures régénérées comptent tout de même dans les", + "résultats de combats." + ], + "order":1 + }, + "Gobelins sur Loup":{ + "text":[ + "Ils peuvent tirer sur les côtés et derrière eux sans réorienter leur socle. Ils peuvent donc tirer sur un ennemi qui les charge de n’importe quelle direction." + ], + "order":2 + }, + "Géant":{ + "text":[ + " Les Géants doivent toujours recevoir des ordres", + "séparés. Ils ne peuvent pas rejoindre des brigades d’autres", + "troupes mais peuvent constituer des brigades de Géants. Si", + "vous tentez de donner un ordre à un Géant et que vous", + "échouez, vous devez effectuer un test pour voir ce qui se", + "passe. Ne vous inquiétez pas des éventuelles gaffes, elles", + "sont prises en compte dans le tableau ci-contre. Lancez un", + "dé et consultez le Tableau de Démence du Géant. Lorsque", + "les Géants sont regroupés en brigades, faites un jet par", + "Géant.", + "Un géant possède beaucoup de Points de Vie (8). Il serait", + "donc très difficile d’en venir à bout en un tour et, pour", + "compenser cette apparente invulnérabilité, la règle suivante", + "s’applique: si un géant a accumulé entre 4 et 7 blessures à la", + "fin d’une phase de tir ou de combat, il est Blessé. Une fois", + "qu’un Géant est Blessé, toutes les blessures accumulées", + "jusque-là sont annulées mais ses Attaques et ses Points de", + "Vie sont réduits de moitié pour le reste de la partie (4", + "Attaques et 4 PV).", + "Un Géant provoque la terreur.", + "", + "", + "Tableau de Démence du Géant", + "Résultat du D6", + "", + "1 )", + "Le Géant ne se déplace pas et ne combat pas durant", + "ce tour. Il reste là, à bayer aux corneilles !", + "", + "2 )", + "Déplacez le Géant vers le bord de table le plus", + "proche. S’il entre en contact avec une autre unité, il", + "l’attaque quel que soit son camp d’origine. S’il gagne", + "le combat, le Géant reste sur place.", + "", + "3 )", + "Le Géant ramasse un rocher, une épave de Char,", + "un arbre, voire une masure, enfin tout ce qui lui", + "tombe sous la main, et l’envoie sur l’unité la plus", + "proche se trouvant dans sa ligne de vue, qu’elle soit", + "amie ou ennemie. La portée du projectile est de", + "5D6cm et si cela suffit à atteindre sa cible, il", + "provoque 3 Attaques résolues normalement.", + "", + "4 )", + "Le Géant se déplace droit devant à pleine vitesse. S’il", + "atteint une unité ennemie, il combat tout à fait", + "normalement. Si une unité amie se trouve sur son", + "chemin, il la traverse s’il en a la place et s’il a assez", + "de mouvement. Dans le cas contraire, il s’arrête au", + "contact de l’unité. L’unité amie est alors", + "automatiquement confuse pour tout le reste de la", + "phase d’ordres, que le Géant l’ait traversée ou qu’il", + "se soit seulement arrêté à son contact. L’unité", + "récupère de sa confusion en même temps que les", + "autres unités, c’est-à-dire à la fin de la phase", + "d’ordres.", + "", + "5 )", + "Le Géant se déplace le plus vite possible vers l’unité", + "ennemie la plus proche qu’il voit. S’il atteint", + "l’ennemi, il combat normalement. Si des unités", + "amies sont sur le chemin, il les traversera en semant", + "la confusion, voir ci-dessus.", + "", + "6 )", + "Le Géant pousse un terrible beuglement et se", + "précipite sur l’unité ennemie visible la plus proche.", + "Déplacez le géant au double de sa pleine vitesse. S’il", + "atteint une unité ennemie, il combat en la piétinant", + "joyeusement et en doublant son nombre d’Attaques", + "lors du premier round de corps à corps." + ], + "order":3 + }, + "Vouivre":{ + "text":[ + "Un Général, un Chaman ou un Héros peut", + "chevaucher une Vouivre. Une Vouivre vole, augmentant", + "ainsi le mouvement de son cavalier de 60 cm à 100 cm, et", + "elle lui ajoute +2 Attaques. Une unité rejointe par une", + "Vouivre provoque la terreur chez ses ennemis." + ], + "order":4 + }, + "Char":{ + "text":[ + " Un Général, un Chaman ou un Héros peut monter", + "sur un Char. Un personnage monté sur un char gagne +1", + "Attaque." + ], + "order":5 + }, + "Gobelins sur Araignée":{ + "order":7, + "text":[ + "Au corps à corps, après avoir effectué les attaques empoisonnées des Chevaucheurs d'Araignée, retirez 1 à l’Armure de la cible : une Armure de 3+, passe à 4+, une de 4+ à 5+, une de 5+ à 6+. Une Armure de 6+ n’arrête pas les attaques." + ] + }, + "Squigs":{ + "order":9, + "text":[ + "Il existe nombre de régiments composés de squigs, qu'ils soient montés, géants, ou en troupeau", + "Les Squigs sont fanatiques" + ] + }, + "Balistes":{ + "order":10, + "text":[ + "L’Armure des cibles de la baliste est toujours annulée.", + "Lors d’un tir, une baliste traverse jusqu’à trois socles en contact les uns avec les autres, et dans la trajectoire du projectile, comme indiqué sur le diagramme ci-dessous. Il peut s’agir de socles appartenant à la même unité ou à des unités différentes : le tir traversera automatiquement jusqu’à trois socles du moment qu’ils sont au contact les uns des autres.", + "", + "Chaque unité touchée subira 1 attaque pour chacun de ses socles ayant été traversé. Toutes les attaques contre une même unité sont résolues en même temps. Par exemple, une unité d’infanterie en colonne affectée jettera trois dés pour trois attaques.", + "Du fait qu’une baliste peut toucher différentes unités en raison du fait que ses tirs traversent les socles, il peut arriver que son projectile touche un ennemi faisant partie d’un combat (au contact ou en soutien). Normalement, il est impossible de tirer sur ce genre de cibles, mais elles peuvent subir des touches si un tir est dirigé sur une unité proche par exemple. Les unités engagées des deux camps qui subissent des blessures les conservent pendant la phase de combat, et elles compteront durant ce round pour déterminer qui remporte le combat. Les unités faisant partie d’un combat ne sont jamais repoussées par ce genre de blessures ; leurs effets sont comptabilisés durant le corps à corps. Les unités ne faisant pas partie d’un combat sont repoussées de la manière habituelle. Si une unité amie est repoussée, résolvez son mouvement après le repoussement des unités ennemies.", + "Les balistes peuvent tirer en contre-charge à n’importe quel moment, y compris lorsque l’assaillant a atteint sa position finale.", + "" + ] + }, + "Chariot a pompe":{ + "order":11, + "text":[ + "Le Chariot à Pompe est une machine insolite faite de bric et de broc par des Snotlings.", + "", + "Le Chariot à Pompe ne se déplace pas en phase de Commandement via initiative ou via un ordre réussi. Au lieu de cela, il peut se déplacer une fois par tour jusqu'à 10xD6cm. Ce mouvement est automatique, ne nécessite aucun jet de Commandement et peut se produire à tout moment pendant la phase de Commandement. Ce mouvement peut être effectué dans n'importe quelle direction et donnera au Chariot à Pompe un mouvement compris entre 10 cm et 60 cm à chaque tour. Le Chariot à Pompe n'a pas l'obligation de se déplacer.", + "", + "Au tour où il charge, lors des poursuites ou des avances, un Chariot à Pompe effectue D6 attaques en plus des attaques supplémentaires qu'il reçoit pour avoir chargé l'ennemi à découvert et pour être un char. Lorsqu'il est chargé ou en retraite à la suite d'un combat, ses attaques sont réduites de moitié à D3.", + "", + "Le Chariot à Pompe est piloté par des Snotlings inconscients due à leur consommation de champignons hallucinogènes. Un Chariot à Pompe avance (et recule, ainsi que sur le côté) à un rythme incessant et ne peut ni être confus ni être repoussé par un tir.", + "", + "Le Chariot à Pompe forme une unité à part entière et ne peut pas faire partie d'une brigade. Les personnages ne peuvent pas le rejoindre. L'ennemi ne gagne pas de points de victoire pour un Chariot à Pompe détruit et un Chariot à Pompe ne compte pas dans la valeur de rupture de l'armée gobelin." + ] + }, + "Catapulte a plongeur de la mort":{ + "order":12, + "text":[ + "Le Plongeur de la Mort est sorte de baliste qui tire des gobelins. Ces gobelins sont équipés d'ailes grossières et sèment la confusion dans les rangs ennemis.", + "", + "Une unité touchée par un Plongeur de la Mort est autorisée à faire sa sauvegarde d'armure normale. Lorsqu'elle est repoussée, tout résultat de 4, 5 ou 6 signifie que l'unité devient confuse.", + "Le Plongeur de la Mort ne peut pas faire de tir de contre charge." + ] + }, + "Arachnarok":{ + "order":14, + "text":[ + "Une Arachnarok ne peut rejoindre que des brigades composées de gobelins, de Chevaucheur d'araignées et/ou d’autres Aragnaroks", + "La portée des tirs des gobelins transportés par l’Arachnarok est de 15cm. Cependant, ils peuvent tirer depuis", + "n’importe quel bord de son socle sans avoir à se réorienter face à leur cible. Mesurez simplement la portée depuis", + "l’avant, le côté ou l’arrière du socle. Notez que cela leur permet de faire feu sur un ennemi qui le charge depuis", + "n’importe quelle direction.", + "L’Arachnarok peut se déplacer dans les terrains difficiles normalement interdits aux monstres. Au corps à corps,", + "ses attaques empoisonnées infligent un malus de -1 à l’Armure des unités ennemies.", + "L’Arachnarok provoque la terreur." + ] + }, + "Fanatiques gobelins":{ + "order":14, + "text":[ + "Les fanatiques gobelins sont des gobelins de la nuit hystériques, équipés de chaines et de boules à pointes. Ils sont enfermés dans des cages et libérés au début des combat pour y faire un véritable carnage.", + "Une unité de gobelin peut intégrer 1 option de \"fanatiques gobelins\".", + "Lors du premier tour de combat, les fanatiques sont obligatoirement lâchés.", + "Les fanatiques infligent 1D6 touches sans sauvegarde d'armure à l'adversaire. Sur un 1, ce sont les gobelins qui prennent 1D6 touches sans sauvegarde d'armure." + ] + } + }, + "spells":[ + { + "roll":5, + "range":"30cm", + "text":[ + "Ce sort peut être lancé sur une unité allié dans les 30 cm du Chaman. L'unité gagne une sauvegarde d'armure de 5+ jusqu'a la fin du tour. Si elle possédait déjà une sauvegarde, elle doit choisir la quelle utilisé, mais ne peut pas utiliser les deux." + ], + "name":"Mork Sov Nou !" + }, + { + "roll":5, + "range":"30cm, pas de ligne de vue", + "text":[ + "Un éclair d’énergie Whaaag jaillit des doigts de lu Chaman. Tracez une droite imaginaire de 30 cm de long, à partir du socle de du Chaman et dans n’importe quelle direction. La ligne peut traverser n’importe quelle unité, mais pas les terrains qui arrêteraient normalement un tir ordinaire, comme une colline, plus de 2 cm de forêt, etc. Toute unité traversée par la ligne subit 3 attaques de tir résolues de la façon habituelle. Notez que ce sort peut affecter plusieurs unités, et affectera automatiquement toutes celles qui se trouvent sous la ligne, même les vôtres. Les unités non engagées au corps à corps peuvent être repoussées par un Doigt de Gork comme par des tirs ordinaires, y compris vos propres troupes. Les unités engagées au corps à corps ne peuvent pas être repoussées par le Doigt, mais les blessures qu’il inflige sont reportées au premier round de combat et comptent comme ayant été infligées durant le corps à corps." + ], + "name":"Doigt de Gork" + }, + { + "roll":5, + "range":"30cm, pas de ligne de vue", + "text":[ + "La voix du Chaman résonne sur tout le champ de bataille et recouvre le tumulte des combats pour diriger les troupes. Ce sort peut être lancé sur une unité amie non engagée au corps à corps à moins de 30 cm, que le Chaman puisse la voir ou non. Le sort n’affecte jamais qu’une seule unité, en aucun cas une brigade. En cas de succès, l’unité peut être déplacée comme si elle venait de recevoir un ordre lors de la phase d’ordres. Seule l’unité visée sera affectée, pas les personnages qui se trouvent avec elle (ceux-ci restent sur place)." + ], + "name":"Bénédiction de la lune funeste" + }, + { + "roll":4, + "range":"60cm", + "text":[ + "Le chaman invoque la malédiction de l'araignée et inflige une douleur insupportable à ses victimes. Ce sort peut être lancé sur toute unité ennemie à portée et dans la ligne de vue du Sorcier. Ses effets durent jusqu’à la fin du tour suivant de l’ennemi. Tant que le sort dure, sa cible ne peut pas charger ou éviter par initiative. Elle considère toute unité ennemie comme Terrifiante. Même les morts-vivants et les unités normalement obligées de charger, avancer ou poursuivre sont affectés !" + ], + "name":"Malédiction de l'araignée" + } + ], + "armyRules":[ + "Lorsqu'ils donnent des ordres, les personnages gobelins (ainsi que le général) font des gaffes sur un 9+ au lieu de 12+", + "Ils bénéficient toujours d'un bonus de +1 sur le tableau des gaffes (Ce bonus ne peut pas être cumulé avec un autre)", + "Attention, le chariot a pompe et le géant ne sont pas concernés par cette règle.", + "", + "Résultat du dé (avec le modificateur déjà appliqué)", + "1-2", + "L’unité/brigade ne peut plus se déplacer pour cette phase de commandement, sauf s’il existe une unité ennemie visible à portée de pleine vitesse, auquel cas l’unité (les unités concernées dans le cas d’une brigade) doit se déplacer de manière à se retrouver à une portée minimum égale à la pleine vitesse de l’ennemi. Si cela est impossible (terrain infranchissable, obligation de rester en brigade, etc.), alors l’unité doit s’éloigner au maximum de l’ennemi. Elle ne peut plus se déplacer pour cette phase de commandement.", + "3-4", + "L’unité/brigade peut se déplacer d’au plus la moitié de sa pleine vitesse, sans pouvoir charger. Elle ne peut plus se déplacer pour cette phase de commandement.", + "5-6", + "L’unité doit se déplacer aussi vite que sa formation le lui permet vers le plus proche ennemi visible de manière à le charger si possible. Dans le cas d’une brigade, chaque unité est déplacée séquentiellement, le mouvement de l’une pouvant affecter celui de la suivante. Si aucun ennemi n’est visible, l’unité se déplace normalement comme pour un ordre réussi, mais ne peut plus se déplacer pour cette phase d’ordre." + ] +} \ No newline at end of file diff --git a/public/json/warmaster-evolution/halflings.json b/public/json/warmaster-evolution/halflings.json new file mode 100644 index 0000000..7b7f1d4 --- /dev/null +++ b/public/json/warmaster-evolution/halflings.json @@ -0,0 +1,303 @@ +{ + "name": "Halflings", + "version": "Warmaster Evolution", + "group": 2, + "order": 4, + "units": { + "Miliciens": { + "type": "Infanterie", + "attack": "2/1", + "range": "15cm", + "hits": 3, + "size": 3, + "points": 30, + "max": 4, + "order": 0, + "specialRules": [ + "Non-fiables" + ] + }, + "Gardes": { + "type": "Infanterie", + "attack": 2, + "hits": 3, + "size": 3, + "armour": "6+", + "points": 40, + "min": 2, + "order": 1 + }, + "Chasseurs": { + "type": "Infanterie", + "attack": "2/1", + "range": "30cm", + "hits": 3, + "size": 3, + "points": 50, + "min": 2, + "order": 2 + }, + "Voleurs": { + "type": "Infanterie", + "attack": 2, + "hits": 3, + "armour": "- ou 6+", + "size": 1, + "points": 20, + "max": 1, + "order": 3, + "noCount": true, + "noMagic": true, + "augendUnits": [ + "Gardes", + "Miliciens", + "Chasseurs" + ] + }, + "Cavaliers": { + "type": "Cavalerie", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "points": 100, + "max": 2, + "order": 4 + }, + "Lémures": { + "type": "Monture", + "attack": 4, + "hits": 4, + "armour": "5+", + "size": 3, + "points": 100, + "max": 2, + "order": 5, + "specialRules": [ + "Esprits de la Forêt" + ] + }, + "Homme Arbre": { + "type": "Monstre", + "attack": 6, + "hits": 4, + "armour": "4+", + "size": 1, + "points": 135, + "order": 6, + "max": 1, + "specialRules": [ + "Esprits de la Forêt", + "Transporteur" + ] + }, + "Buffles Géants": { + "type": "Monstre", + "attack": 3, + "hits": 4, + "armour": "5+", + "size": 3, + "points": 100, + "max": 3, + "order": 7, + "specialRules": [ + "Transporteur" + ] + }, + "Catapulte à Marmite": { + "type": "Artillerie", + "attack": "1/3", + "range": "60cm à 45°", + "hits": 3, + "size": 1, + "points": 75, + "max": 2, + "order": 8, + "upgrades": [ + "Catapulte à Marmite sur Buffle" + ] + }, + "Chef": { + "type": "Général", + "attack": "+1", + "command": 8, + "size": 1, + "points": 85, + "armyMin": 1, + "armyMax": 1, + "upgrades": [ + "Griffon", + "Bélier" + ], + "order": 14 + }, + "Aventurier": { + "type": "Héros", + "attack": "+1", + "command": 7, + "size": 1, + "points": 50, + "max": 2, + "upgrades": [ + "Griffon", + "Bélier" + ], + "order": 15 + }, + "Cuisinier": { + "type": "Sorcier", + "attack": "+0", + "command": 7, + "size": 1, + "points": 45, + "max": 1, + "upgrades": [ + "Griffon", + "Bélier" + ], + "order": 16 + } + }, + "upgrades": { + "Catapulte à Marmite sur Buffle": { + "type": "Monstre", + "attack": "3/3", + "range": "40cm à 45°", + "hits": 4, + "armour": "5+", + "size": 3, + "points": "+25", + "order": 0 + }, + "Griffon": { + "type": "Monture Monstrueuse", + "attack": "+2", + "points": "+60", + "order": 1 + }, + "Bélier": { + "type": "Monture", + "attack": "+1", + "points": "+10", + "order": 2 + } + }, + "magic": true, + "specialRules": { + "Non-fiables": { + "order": 1, + "text": [ + "Toute unité non fiable ou brigade comportant au moins une unité non fiable dans ses rangs entraîne une pénalité de commandement de -1." + ] + }, + "Chevaucheurs de Bélier": { + "order": 2, + "text": [ + "Une unité de Chevaucheurs de", + "Bélier qui charge un ennemi à découvert reçoit un bonus", + "supplémentaire de +1 Attaque, comme un char ou monstre." + ] + }, + "Catapulte à Marmite sur Buffle": { + "order": 3, + "text": [ + "Ses tirs annulent les sauvegardes mais il ne peut effectuer de tir de contre-charge. Durant la phase de tir, il se comporte comme une artillerie." + ] + }, + "Esprits de la Forêt": { + "order": 4, + "text": [ + "Ces unités ignorent tout malus de CdT lié aux terrains.", + "Les terrains difficiles sont considérés comme des terrains", + "dégagés, sans qu'il soit possible d'y terminer son mouvement." + ] + }, + "Transporteur": { + "order": 5, + "text": [ + "Ces unités octroient une position défensive partielle (5+ pour être touché, mais n'annule pas les bonus de charge ennemis) à toutes les unités d'infanteries ayant au moins 1 socle à leur contact." + ] + }, + "Voleurs": { + "order": 6, + "text": [ + "Les voleurs perturbent jusqu'au plus puissant", + "dragon, ils s'intéressent principalement aux richesses des", + "personnages adverses les plus fortunés.", + "Les héros adverses participant au même combat qu'une ou plusieurs unité(s) de voleur n'apportent pas de bonus d'attaque (y ompris les bonus de la monture, des objets magiques ou de sorts)." + ] + }, + "Lémures": { + "order": 7, + "text": [ + "Les Lémures sont Lents." + ] + }, + "Homme Arbre": { + "order": 8, + "text": [ + "L’Homme-Arbre cause la Terreur." + ] + }, + "Catapulte à Marmite": { + "order": 9, + "text": [ + "Ses tirs annulent les sauvegardes mais il ne peut effectuer de tir de contre-charge. Une Catapulte à Marmite peut être montée sur un Buffle (voir profil correspondant)." + ] + }, + "Cuisinier": { + "order": 10, + "text": [ + "Le Cuisinier peut lancer des sorts." + ] + }, + "Griffon": { + "order": 11, + "text": [ + "Chefs, Cuisiniers et Aventuriers peuvent chevaucher des Griffons ; ils Volent et causent le Terreur." + ] + } + }, + "spells": [ + { + "roll": 4, + "range": "Unité rejointe", + "text": [ + "\"Ne tombez pas dans la marmite !\"", + "Ce sort peut être lancé si le Cuisinier a rejoint une unité au combat. Le sort affecte l’unité qu’il a rejointe. Ses effets durent jusqu’à la fin de la prochaine phase de combat. Chacun des socles de l’unité, y compris les socles de personnages qui l’ont rejointe, ajoute +1 à sa valeur d’Attaques. Vu que le Cuistot doit avoir rejoint l’unité pour lancer le sort, celui-ci reçoit aussi ce bonus, mais il est possible que d’autres personnages l’accompagnent également, auquel cas tous bénéficient de +1 Attaque." + ], + "name": "Potion Magique" + }, + { + "roll": 4, + "range": "toutes les unités < 30cm, pas de ligne de vue.", + "text": [ + "\"J'ouvre la boite, sentez-moi ça les gars !\"", + "Le sort est lancé sur le Cuisinier lui-même, et affecte toutes les unités ennemies dans un rayon de 30 cm autour de son socle. Le sort dure jusqu’à la fin du prochain tour ennemi. Il affecte la capacité de l’adversaire à donner des ordres.", + "Toutes les unités ennemies se trouvant dans un rayon de 30cm autour du Cuisinier subissent un malus de -1 à tous leurs jets d’ordres. Cette pénalité s’applique à chaque tentative d’ordre : ainsi, une unité peut recevoir son premier ordre hors de portée du sort, mais s’y trouver avant de recevoir le deuxième." + ], + "name": "Fromage puant" + }, + { + "roll": 4, + "range": "30cm, pas de ligne de vue.", + "text": [ + "\"Un p'tit coup de gnôle et tu sentiras plus rien !\"", + "Ce sort peut être lancé sur une unité amie engagée au corps à corps et à portée. Le Cuisinier n’est pas obligé de voir sa cible pour pouvoir lancer ce sort. Les effets s’appliquent pour la durée de la prochaine phase de combat. La valeur d’Armure de l’unité est améliorée d’1 point, jusqu’à une valeur maximale de 4+. Ainsi, une Armure de 0 passe à 6+, une armure de 6+ passe à 5+ et 5+ passe à 4+. Si l’Armure de l’unité est déjà de 4+ ou qu’un autre bonus la porte à 4+, le sort n’a aucun effet." + ], + "name": "Étrange Enchantement" + }, + { + "roll": 5, + "text": [ + "\"Bougez-vous et vous aurez le double !\"", + "Ce sort peut être lancé sur une unité amie n’étant pas engagée au corps à corps, et rejointe par le Cuisinier. Ce sort n’affecte qu’une seule unité, jamais une brigade entière. L’unité peut se déplacer comme si elle avait reçu un ordre durant la phase d’ordres. Le Cuisinier est déplacé en même temps que l’unité et reste avec elle. Si d’autres personnages ont rejoint l’unité, ils restent sur place et ne se déplacent pas avec elle." + ], + "name": "Double ration", + "range": "Unité rejointe" + } + ], + "armyRules": [ + "Bien que de petite taille, les Halflings sont des créatures très habiles. Les unités d'infanteries halflings et les héros qui la rejoignent gagnent la capacité suivante : Au corps à corps et en tir (tir de contre de charge inclus), les résultats de 6 des jets pour touchers comptent double. Les Halflings sont également passés maîtres dans l’art d’exploiter le terrain pour sauver leur vie. Une unité Halfling ne peut pas être poursuivie si son mouvement l’a amené sur un terrain difficile" + ] +} \ No newline at end of file diff --git a/public/json/warmaster-evolution/hauts-elfes.json b/public/json/warmaster-evolution/hauts-elfes.json index a2d804e..f058fa5 100644 --- a/public/json/warmaster-evolution/hauts-elfes.json +++ b/public/json/warmaster-evolution/hauts-elfes.json @@ -1 +1,363 @@ -{"name":"Hauts Elfes","version":"Warmaster Evolution","group":1,"order":1,"units":{"Lanciers":{"type":"Infantrie","attack":3,"hits":3,"armour":"5+","size":3,"points":60,"min":2,"order":0},"Archers":{"type":"Infantrie","attack":"3/1","range":"30cm","hits":3,"armour":"6+","size":3,"points":75,"min":1,"specialRules":["Arc Long"],"order":1},"Garde Phénix":{"order":2,"type":"Infantrie","attack":4,"hits":3,"armour":"5+","size":1,"points":100,"max":2},"Heaumes d’Argent":{"type":"Cavalerie","attack":3,"hits":3,"armour":"4+","size":3,"points":110,"order":3,"specialRules":["Nobles"]},"Patrouilleurs Ellyriens":{"type":"Cavalerie","attack":"3/1","range":"30cm","hits":3,"armour":"6+","size":3,"points":90,"max":3,"specialRules":["Arc Long"],"order":4},"Chars":{"type":"Char","attack":3,"hits":3,"armour":"5+","size":3,"points":95,"max":3,"order":5,"specialRules":["Nobles"]},"Chevaucheur de Dragon":{"order":6,"type":"Monstre","attack":"6/3","range":"30cm","hits":6,"armour":"5+","size":1,"points":180,"max":1,"specialRules":["Nobles","Dragons"]},"Aigles Géants":{"type":"Monstre","attack":2,"hits":3,"armour":"6+","size":3,"points":70,"max":1,"order":7},"Balistes à Répétition":{"type":"Artillerie","attack":"1/3","range":"40cm","hits":2,"size":2,"points":65,"max":1,"order":8},"Général":{"type":"Général","attack":"+2","command":9,"size":1,"points":125,"armyMin":1,"armyMax":1,"upgrades":["Seigneur","Aigles Géants(monture)","Dragon","Char"],"order":9},"Héros":{"type":"Héros","attack":"+1","command":8,"size":1,"points":80,"max":1,"upgrades":["Aigles Géants(monture)","Dragon","Char"],"order":10},"Sorcier":{"type":"Sorcier","attack":"+0","command":8,"size":1,"points":90,"max":1,"upgrades":["Aigles Géants(monture)","Dragon","Char"],"order":11}},"upgrades":{"Aigles Géants(monture)":{"type":"Monture Monstrueuse","attack":"+1","points":"+30","max":1,"order":0},"Dragon":{"type":"Monture Monstrueuse","attack":"+3/+3","range":"20cm","points":"+100","max":1,"specialRules":["Dragons"],"order":1},"Char":{"type":"Char monté","attack":"+1","points":"+10","max":1,"order":2},"Seigneur":{"type":"Option","points":"+30","max":1,"order":3}},"magic":true,"specialRules":{"Arc Long":{"text":[": Une unité de trois socles déployés en ligne et","possédant «Arc Long» ajoute +1 tir à son total de tirs; une","telle unité a donc 4 tirs au lieu de 3. Le tir bonus est affecté","à n’importe quel socle, au choix du joueur."],"order":1},"Nobles":{"order":2,"text":["Le nombre total d’unités « Nobles » ne doit pas","excéder le nombre total d’unités de type « Infanterie »."]},"Aigles Géants":{"text":["Les Aigles Géants volent."],"order":3},"Dragons":{"text":["Les Dragons sont des créatures volantes et ils","peuvent cracher des flammes. Les Chevaucheurs de Dragons","et les unités rejointes par un personnage monté sur un","Dragon provoquent la terreur.","Un Dragon possède beaucoup de Points de Vie (6). Il serait","donc très difficile d’en venir à bout en un tour et, pour","compenser cette apparente invulnérabilité, la règle suivante","s’applique: si un Chevaucheur de Dragon accumule entre 3","et 5 blessures à la fin d’une phase de tir ou de combat, il est","grièvement blessé. Une fois qu’un Chevaucheur de Dragon","est grièvement blessé, toutes les blessures sont annulées","mais ses Attaques et ses Points de Vie sont réduits de moitié","pour le reste de la partie (3 Attaques, 2 Tirs et 3 PV).","Les Généraux, Sorciers et Héros peuvent chevaucher des","dragons. Un Dragon vole, le mouvement du cavalier passe","ainsi à 100 cm, et il ajoute +3 Attaques à son cavalier. Un","dragon peut cracher du feu si son cavalier a rejoint une unité","qui n’est pas engagée en combat. Un dragon chevauché par un","personnage ne pas peut cracher de feu s’il n’a pas rejoint une","unité."],"order":4},"Balistes à Répétition":{"text":["La Baliste a un angle de tir 45° et une","portée de 40cm. Elle peut tirer en contre-charge. Ses tirs","n’annulent pas la sauvegarde."],"order":5},"Seigneur":{"order":6,"text":["Le Général peut être transformé en Seigneur","Haut Elfe. Le premier ordre du tour d’un Seigneur bénéficie","d’un Commandement de 10, le reste de ses ordres d’un","commandement de 9."]},"Sorcier":{"text":[": Les mages Hauts Elfes sont de puissants sorciers.","Pour représenter cela, en cas d’échec, ils peuvent relancer le","dé pour jeter un sort, à moins d’avoir obtenu un 1. Si le sort","est raté sur un 1, le dé ne peut pas être relancé."],"order":7},"Aigles Géants(monture)":{"text":["Les Généraux, Sorciers et Héros","peuvent monter des Aigles Géants. Les Aigles Géants volent;","ils font donc passer le mouvement de leur cavalier de 60 à","100cm, et lui ajoutent +2 Attaques."],"order":8},"Char":{"text":["Un Général, un Sorcier ou un Héros peut combattre","sur un Char. Le personnage gagne alors +1 Attaque."],"order":9}},"spells":[{"roll":6,"range":"30cm","text":["Le sol se soulève autour du mage et une pluie de pierres et","de terre s’abat sur ses ennemis.","Ce sort affecte toutes les unités ennemies à portée.","Chaque unité ennemie dans un rayon de 30 cm autour du","mage est affectée et subit 1D3 attaques de tir résolues de la","manière habituelle. Jetez le dé séparément pour chaque","unité ennemie. La Tempête de Pierres ne repousse pas ses","victimes non engagées (le sol se soulève sous leurs pieds).","Les unités engagées reportent les blessures infligées par ce","sort dans le premier round de combat, et ces dernières","comptent comme ayant été infligées lors du combat luimême."],"name":"Tempête de Pierres"},{"roll":5,"range":"30m, ligne de vue.","text":["Une pluie de flèches s’élance des doigts tendus du mage","pour aller frapper une unité ennemie.","Ce sort peut être lancé sur une unité ennemie visible et à","portée. Le mage doit pouvoir voir sa cible pour utiliser ce","sort. Il ne peut pas le lancer sur un ennemi engagé au","combat.","L’unité victime de la Pluie de Destruction subit trois attaques","résolues comme des attaques de tir ordinaires (4+ pour","toucher) mais son Armure est ignorée (quelle que soit la","cible de ce sort, elle compte comme n’ayant aucune","armure). Une unité peut être repoussée par une Pluie de","Destruction comme par des tirs ordinaires."],"name":"Pluie de Destruction"},{"roll":4,"range":"30cm, pas de ligne de vue.","text":["Le mage dote les archers elfes d’une rapidité surnaturelle qui","leur permet de faire pleuvoir la mort sur l’ennemi.","Le Mage peut lancer ce sort sur n’importe quelle unité amie","d’infanterie ou de cavalerie disposant d’armes de tir, non","engagée, à portée. Il ne peut pas le lancer sur de l’artillerie. Il","n’est pas nécessaire qu’il puisse voir l’unité en question ou sa","cible.","Lorsque le Feu Céleste est lancé sur une unité, elle peut tirer","deux fois lors de ce tour au lieu d’une seule. Si elle a déjà tiré","ce tour-ci, elle peut immédiatement tirer une deuxième fois. Si","ce n’est pas encore le cas, elle pourra tirer deux fois.","Lorsqu’une unité tire deux fois grâce à Feu Céleste, son","deuxième tir se fait toujours sans le bonus Arc Long."],"name":"Feu Céleste"},{"roll":5,"range":"30cm","text":["Une lumière chaude irradie du mage et emplit ses","compagnons d’une force surnaturelle.","Ce sort affecte toutes les unités amies à portée.","Il dure le temps de la phase de Combat suivante et ajoute +1","Attaque à toute unité amie dans un rayon de 30 cm, y compris","les personnages qui leur sont rattachés. Cette Attaque","supplémentaire peut être allouée à n’importe quel socle, et","peut être allouée à un socle différent d’un round de combat à","l’autre."],"name":"Aura de Bataille"}],"armyRules":["Ces règles optionnelles ne peuvent être utilisées qu’avec l’accord de votre adversaire."]} \ No newline at end of file +{ + "name": "Hauts Elfes", + "version": "Warmaster Evolution", + "group": 1, + "order": 1, + "units": { + "Lanciers": { + "type": "Infanterie", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "points": 60, + "min": 2, + "order": 0 + }, + "Archers": { + "type": "Infanterie", + "attack": "3/1", + "range": "30cm", + "hits": 3, + "armour": "6+", + "size": 3, + "points": 75, + "min": 1, + "specialRules": [ + "Arc Long" + ], + "order": 1 + }, + "Garde Phénix": { + "order": 2, + "type": "Infanterie", + "attack": 4, + "hits": 3, + "armour": "5+", + "size": 1, + "points": 100, + "max": 2 + }, + "Heaumes d’Argent": { + "type": "Cavalerie", + "attack": 3, + "hits": 3, + "armour": "4+", + "size": 3, + "points": 110, + "order": 3, + "specialRules": [ + "Nobles" + ] + }, + "Patrouilleurs Ellyriens": { + "type": "Cavalerie", + "attack": "3/1", + "range": "30cm", + "hits": 3, + "armour": "6+", + "size": 3, + "points": 90, + "max": 3, + "specialRules": [ + "Arc Long" + ], + "order": 4 + }, + "Chars": { + "type": "Char", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "points": 95, + "max": 3, + "order": 5, + "specialRules": [ + "Nobles" + ] + }, + "Chevaucheur de Dragon": { + "order": 6, + "type": "Monstre", + "attack": "6/3", + "range": "30cm", + "hits": 6, + "armour": "5+", + "size": 1, + "points": 180, + "max": 1, + "specialRules": [ + "Nobles", + "Dragons" + ] + }, + "Aigles Géants": { + "type": "Monstre", + "attack": 2, + "hits": 3, + "armour": "6+", + "size": 3, + "points": 70, + "max": 1, + "order": 7 + }, + "Balistes à Répétition": { + "type": "Artillerie", + "attack": "1/3", + "range": "40cm", + "hits": 2, + "size": 2, + "points": 55, + "max": 1, + "order": 8 + }, + "Général": { + "type": "Général", + "attack": "+2", + "command": 9, + "size": 1, + "points": 125, + "armyMin": 1, + "armyMax": 1, + "upgrades": [ + "Seigneur", + "Aigles Géants(monture)", + "Dragon", + "Char" + ], + "order": 9 + }, + "Héros": { + "type": "Héros", + "attack": "+1", + "command": 8, + "size": 1, + "points": 80, + "max": 1, + "upgrades": [ + "Aigles Géants(monture)", + "Dragon", + "Char" + ], + "order": 10 + }, + "Sorcier": { + "type": "Sorcier", + "attack": "+0", + "command": 8, + "size": 1, + "points": 90, + "max": 1, + "upgrades": [ + "Aigles Géants(monture)", + "Dragon", + "Char" + ], + "order": 11 + } + }, + "upgrades": { + "Aigles Géants(monture)": { + "type": "Monture Monstrueuse", + "attack": "+1", + "points": "+30", + "max": 1, + "order": 0 + }, + "Dragon": { + "type": "Monture Monstrueuse", + "attack": "+3/+3", + "range": "20cm", + "points": "+100", + "max": 1, + "specialRules": [ + "Dragons" + ], + "order": 1 + }, + "Char": { + "type": "Char monté", + "attack": "+1", + "points": "+10", + "max": 1, + "order": 2 + }, + "Seigneur": { + "type": "Option", + "points": "+30", + "max": 1, + "order": 3 + } + }, + "magic": true, + "specialRules": { + "Arc Long": { + "text": [ + ": Une unité de trois socles déployés en ligne et", + "possédant «Arc Long» ajoute +1 tir à son total de tirs; une", + "telle unité a donc 4 tirs au lieu de 3. Le tir bonus est affecté", + "à n’importe quel socle, au choix du joueur." + ], + "order": 1 + }, + "Nobles": { + "order": 2, + "text": [ + "Le nombre total d’unités « Nobles » ne doit pas", + "excéder le nombre total d’unités de type « Infanterie »." + ] + }, + "Aigles Géants": { + "text": [ + "Les Aigles Géants volent." + ], + "order": 3 + }, + "Dragons": { + "text": [ + "Les Dragons sont des créatures volantes et ils", + "peuvent cracher des flammes. Les Chevaucheurs de Dragons", + "et les unités rejointes par un personnage monté sur un", + "Dragon provoquent la terreur.", + "Un Dragon possède beaucoup de Points de Vie (6). Il serait", + "donc très difficile d’en venir à bout en un tour et, pour", + "compenser cette apparente invulnérabilité, la règle suivante", + "s’applique: si un Chevaucheur de Dragon accumule entre 3", + "et 5 blessures à la fin d’une phase de tir ou de combat, il est", + "grièvement blessé. Une fois qu’un Chevaucheur de Dragon", + "est grièvement blessé, toutes les blessures sont annulées", + "mais ses Attaques et ses Points de Vie sont réduits de moitié", + "pour le reste de la partie (3 Attaques, 2 Tirs et 3 PV).", + "Les Généraux, Sorciers et Héros peuvent chevaucher des", + "dragons. Un Dragon vole, le mouvement du cavalier passe", + "ainsi à 100 cm, et il ajoute +3 Attaques à son cavalier. Un", + "dragon peut cracher du feu si son cavalier a rejoint une unité", + "qui n’est pas engagée en combat. Un dragon chevauché par un", + "personnage ne pas peut cracher de feu s’il n’a pas rejoint une", + "unité." + ], + "order": 4 + }, + "Balistes à Répétition": { + "text": [ + "La Baliste a un angle de tir 45° et une", + "portée de 40cm. Elle peut tirer en contre-charge. Ses tirs", + "n’annulent pas la sauvegarde." + ], + "order": 5 + }, + "Seigneur": { + "order": 6, + "text": [ + "Le Général peut être transformé en Seigneur", + "Haut Elfe. Le premier ordre du tour d’un Seigneur bénéficie", + "d’un Commandement de 10, le reste de ses ordres d’un", + "commandement de 9." + ] + }, + "Sorcier": { + "text": [ + ": Les mages Hauts Elfes sont de puissants sorciers.", + "Pour représenter cela, en cas d’échec, ils peuvent relancer le", + "dé pour jeter un sort, à moins d’avoir obtenu un 1. Si le sort", + "est raté sur un 1, le dé ne peut pas être relancé." + ], + "order": 7 + }, + "Aigles Géants(monture)": { + "text": [ + "Les Généraux, Sorciers et Héros", + "peuvent monter des Aigles Géants. Les Aigles Géants volent;", + "ils font donc passer le mouvement de leur cavalier de 60 à", + "100cm, et lui ajoutent +2 Attaques." + ], + "order": 8 + }, + "Char": { + "text": [ + "Un Général, un Sorcier ou un Héros peut combattre", + "sur un Char. Le personnage gagne alors +1 Attaque." + ], + "order": 9 + } + }, + "spells": [ + { + "roll": 6, + "range": "30cm", + "text": [ + "Le sol se soulève autour du mage et une pluie de pierres et", + "de terre s’abat sur ses ennemis.", + "Ce sort affecte toutes les unités ennemies à portée.", + "Chaque unité ennemie dans un rayon de 30 cm autour du", + "mage est affectée et subit 1D3 attaques de tir résolues de la", + "manière habituelle. Jetez le dé séparément pour chaque", + "unité ennemie. La Tempête de Pierres ne repousse pas ses", + "victimes non engagées (le sol se soulève sous leurs pieds).", + "Les unités engagées reportent les blessures infligées par ce", + "sort dans le premier round de combat, et ces dernières", + "comptent comme ayant été infligées lors du combat luimême." + ], + "name": "Tempête de Pierres" + }, + { + "roll": 5, + "range": "30m, ligne de vue.", + "text": [ + "Une pluie de flèches s’élance des doigts tendus du mage", + "pour aller frapper une unité ennemie.", + "Ce sort peut être lancé sur une unité ennemie visible et à", + "portée. Le mage doit pouvoir voir sa cible pour utiliser ce", + "sort. Il ne peut pas le lancer sur un ennemi engagé au", + "combat.", + "L’unité victime de la Pluie de Destruction subit trois attaques", + "résolues comme des attaques de tir ordinaires (4+ pour", + "toucher) mais son Armure est ignorée (quelle que soit la", + "cible de ce sort, elle compte comme n’ayant aucune", + "armure). Une unité peut être repoussée par une Pluie de", + "Destruction comme par des tirs ordinaires." + ], + "name": "Pluie de Destruction" + }, + { + "roll": 4, + "range": "30cm, pas de ligne de vue.", + "text": [ + "Le mage dote les archers elfes d’une rapidité surnaturelle qui", + "leur permet de faire pleuvoir la mort sur l’ennemi.", + "Le Mage peut lancer ce sort sur n’importe quelle unité amie", + "d’infanterie ou de cavalerie disposant d’armes de tir, non", + "engagée, à portée. Il ne peut pas le lancer sur de l’artillerie. Il", + "n’est pas nécessaire qu’il puisse voir l’unité en question ou sa", + "cible.", + "Lorsque le Feu Céleste est lancé sur une unité, elle peut tirer", + "deux fois lors de ce tour au lieu d’une seule. Si elle a déjà tiré", + "ce tour-ci, elle peut immédiatement tirer une deuxième fois. Si", + "ce n’est pas encore le cas, elle pourra tirer deux fois.", + "Lorsqu’une unité tire deux fois grâce à Feu Céleste, son", + "deuxième tir se fait toujours sans le bonus Arc Long." + ], + "name": "Feu Céleste" + }, + { + "roll": 5, + "range": "30cm", + "text": [ + "Une lumière chaude irradie du mage et emplit ses", + "compagnons d’une force surnaturelle.", + "Ce sort affecte toutes les unités amies à portée.", + "Il dure le temps de la phase de Combat suivante et ajoute +1", + "Attaque à toute unité amie dans un rayon de 30 cm, y compris", + "les personnages qui leur sont rattachés. Cette Attaque", + "supplémentaire peut être allouée à n’importe quel socle, et", + "peut être allouée à un socle différent d’un round de combat à", + "l’autre." + ], + "name": "Aura de Bataille" + } + ], + "armyRules": [ + "Ces règles optionnelles ne peuvent être utilisées qu’avec l’accord de votre adversaire." + ] +} \ No newline at end of file diff --git a/public/json/warmaster-evolution/hommes-betes.json b/public/json/warmaster-evolution/hommes-betes.json new file mode 100644 index 0000000..8a41682 --- /dev/null +++ b/public/json/warmaster-evolution/hommes-betes.json @@ -0,0 +1,237 @@ +{ + "name":"Hommes-bêtes", + "version":"Warmaster Evolution", + "group": 0, + "order": 6, + "units": { + "Ungors": { + "type":"Infanterie", + "attack":"2/1", + "hits": 3, + "size": 3, + "points": 45, + "min": 2, + "max": 2, + "order": 0, + "specialRules": [ + "Eclaireurs" + ] + }, + "Gors": { + "type":"Infanterie", + "attack": 3, + "hits": 3, + "armour":"6+", + "size": 3, + "points": 45, + "min": 2, + "order": 1 + }, + "Bestigors": { + "type":"Infanterie", + "attack":"4", + "hits": 3, + "size": 3, + "armour":"5+", + "points": 70, + "max": 2, + "order": 2 + }, + "Minotaures": { + "type":"Infanterie", + "attack": 5, + "hits": 4, + "armour":"5+", + "size": 3, + "points": 135, + "max": 1, + "order": 3 + }, + "Centigors": { + "type":"Cavalerie", + "attack":"3/1", + "range":"15cm à 360°", + "hits": 3, + "size": 3, + "points": 95, + "armour":"6+", + "max": 4, + "order": 4 + }, + "Chars": { + "type":"Char", + "attack":"4", + "hits":"4", + "armour":"5+", + "size":"3", + "points": 150, + "order": 5, + "max": 3 + }, + "Dragons Ogres": { + "type":"Monstre", + "attack": 5, + "hits": 4, + "armour":"5+", + "size": 3, + "points": 200, + "order": 6, + "max": 1 + }, + "Créature Géante": { + "type":"Monstre", + "attack":"6/3", + "range":"30cm", + "hits": 6, + "armour":"5+", + "size": 1, + "points": 150, + "max": 1, + "order": 8 + }, + "Horreur ailée": { + "type":"Monstre", + "attack":"6", + "hits": 6, + "armour":"5+", + "size": 1, + "points": 150, + "max": 1, + "order": 7 + }, + "Seigneur": { + "type":"Général", + "attack":"+2", + "command": 8, + "size": 1, + "points": 95, + "armyMin": 1, + "armyMax": 1, + "upgrades": [ + "Char" + ], + "order": 9 + }, + "Héros": { + "type":"Héros", + "attack":"+1", + "command": 8, + "size": 1, + "points": 80, + "max": 1, + "upgrades": [ + "Char" + ], + "order": 10, + "specialRules": [ + "Eclaireurs" + ] + }, + "Doombull": { + "type":"Héros", + "attack":"+3", + "command": 6, + "size": 1, + "points": 90, + "order": 11, + "armyMax": 1 + }, + "Chaman": { + "type":"Sorcier", + "attack":"+1", + "command": 7, + "size": 1, + "points": 45, + "max": 1, + "order": 12, + "upgrades": [ + "Char" + ] + } + }, + "upgrades": { + "Char": { + "type":"Char", + "attack":"+1", + "points":"+10", + "max": 1, + "order": 0 + } + }, + "specialRules": { + "Eclaireurs": { + "order": 1, + "text": [ + "Après le déploiement des deux joueurs, dans l'ordre du tour, les joueurs hommes bête peuvent effectuer 2 mouvements sans lancer d'ordres aux unités d'éclaireurs et 1 mouvement héros éclaireur. Cependant, les éclaireurs ne peuvent pas charger et doivent finir leur mouvement hors de ligne de vue de toutes unités ennemies (hors autres éclaireurs). Pour rappel, les lignes de vue s'arrêtent normalement à 60cm sur un terrain dégagé et sont stoppées par tout obstacle de 2 cm de hauteur." + ] + }, + "Minotaures": { + "order": 2, + "text": [ + "Les minotaures sont sont Fanatiques." + ] + }, + "Dragons Ogres": { + "order": 3, + "text": [ + "Causent la Terreur." + ] + }, + "Créature Géante": { + "order": 4, + "text": [ + "Les hommes bêtes sont souvent accompagnés par des créatures impressionnantes et terrifiantes comme les Shaggots, Cygors, Ghorgon ou des Géants du chaos. Les créatures géantes doivent toujours recevoir des ordres séparés. Elles ne peuvent pas rejoindre de brigades. Une bête monstrueuse possède beaucoup de Points de Vie ( Il serait donc très difficile d’en venir à bout en un tour et, pour compenser cette apparente invulnérabilité, la règle suivante s’applique: si une bête monstrueuse a accumulée entre 3 et 5 blessures à la fin d’une phase de tir ou de combat, elle est Blessée. Une fois qu’une bête monstrueuse est Blessée, toutes les blessures accumulées jusque-là sont annulées mais ses Attaques et ses Points de Vie sont réduits de moitié pour le reste de la partie (3 Attaques et 3 PV). Les créatures géantes provoquent la terreur" + ] + }, + "Horreur ailée": { + "order": 5, + "text": [ + "Certaines créatures ailées telle que les Jabberslythe, Cockatrices, Chimères ou Manticores sauvages assombrissent souvent les champ de batailles hommes bêtes. Les horreurs ailées volent. De plus, elles bénéficient des mêmes règles qu'une Bête monstrueuse" + ] + }, + "Doombull": { + "order": 6, + "text": [ + "Un doombull ne peut pas avoir de monture. L'unité qu'il rejoint devient Fanatique" + ] + } + }, + "spells": [ + { + "roll": 4, + "range":"30cm, ligne de vue", + "text": [ + "Ce sort peut être lancé sur une unité amie d'ungors, de centigors ou de créature géante. Les tirs de l'unité ciblé rendent confus sur un 4+ à la place du 6+ habituel." + ], + "name":"Projectiles hurlants" + }, + { + "roll": 5, + "range":"30cm, pas de ligne de vue.", + "text": [ + "Ce sort peut être lancé sur une unité amie non engagée au corps à corps à moins de 30 cm, que le Chaman puisse la voir ou non. Le sort n’affecte jamais qu’une seule unité, en aucun cas une brigade. En cas de succès, l’unité peut être déplacée comme si elle venait de recevoir un ordre lors de la phase d’ordres. Seule l’unité visée sera affectée, pas les personnages qui se trouvent avec elle (ceux-ci restent sur place)." + ], + "name":"En chasse pour Gore" + }, + { + "roll": 5, + "range":"30cm, ligne de vue", + "text": [ + "Un éclair d’énergie pure frappe l’ennemi, déformant et fusionnant les chairs et le métal d’une manière atroce. Ce sort peut être lancé sur une unité ennemie, visible par le Sorcier. Il ne peut pas être lancé sur une unité engagée au corps à corps. Le sort a les mêmes effets que 3 attaques de tir si ce n’est que toute Armure dont la cible peut éventuellement bénéficier est ignorée (l’unité compte comme n’ayant aucune valeur d’Armure). L’unité visée peut être repoussée de la même manière que par des tirs ordinaires" + ], + "name":"Malédiction du chaos" + }, + { + "roll": 6, + "text": [ + "Toutes les unités amies d'ungors, de gors et de centigors engagées au corps a corps bénéficient de +1 Attaque par socle (en incluant les personnages) pour la durée du prochain combat. Ce bonus ne s'applique donc pas dans l'éventualité d'un second combat effectué suite à une avancé" + ], + "name":"Pouvoir de la horde", + "range":"30cm, ligne de vue" + } + ], + "magic": true, + "armyRules": [ + "Les personnages n'ont pas de malus de commandement lié aux terrains difficiles" + ] +} \ No newline at end of file diff --git a/public/json/warmaster-evolution/hommes-lezards.json b/public/json/warmaster-evolution/hommes-lezards.json index 9754612..bfa1d5c 100644 --- a/public/json/warmaster-evolution/hommes-lezards.json +++ b/public/json/warmaster-evolution/hommes-lezards.json @@ -1 +1 @@ -{"name":"Hommes-Lézards","version":"Warmaster Evolution","group":1,"order":2,"units":{"Skinks":{"type":"Infantrie","attack":"2/1","range":"15cm à 360°","hits":3,"size":3,"points":35,"min":2,"order":0},"Saurus":{"type":"Infantrie","attack":4,"hits":3,"armour":"5+","size":3,"points":75,"min":2,"specialRules":["Reptiliennes"],"order":1},"Gardes des Temples":{"type":"Infantrie","attack":4,"hits":4,"armour":"5+","size":3,"points":110,"max":1,"specialRules":["Reptiliennes"],"order":2},"Salamandres":{"type":"Infantrie","attack":"2/2","range":"15cm","hits":3,"size":"+1","points":25,"max":2,"noCount":true,"augendUnits":["Skinks"],"noMagic":true,"order":3},"Kroxigor":{"type":"Infantrie","attack":5,"hits":3,"armour":"4+","size":3,"points":135,"max":2,"specialRules":["Reptiliennes"],"order":4},"Cavaliers sur Sang-Froid":{"type":"Cavalerie","attack":4,"hits":3,"armour":"4+","size":3,"points":140,"max":2,"specialRules":["Reptiliennes"],"order":5},"Téradons":{"type":"Monstre","attack":"2/1","range":"15cm à 360°","hits":3,"armour":"6+","size":3,"points":85,"max":1,"order":6},"Stégadon":{"type":"Monstre","attack":"10/3","range":"15cm à 360°","hits":10,"armour":"4+","size":1,"points":250,"max":1,"order":7},"Mage Slann":{"type":"Général","command":0,"size":1,"points":75,"armyMin":1,"armyMax":1,"upgrades":["Stégadon (Monture)","Palanquin"],"order":8},"Saurus Héros":{"type":"Héros","attack":"+2","command":6,"size":1,"points":45,"max":1,"upgrades":["Carnosaure"],"order":9},"Skink Héros":{"type":"Héros","attack":"+0","command":8,"size":1,"points":70,"max":3,"order":10},"Skink Shaman":{"type":"Sorcier","attack":"+0","command":6,"size":1,"points":30,"max":1,"order":11},"Bastiladon avec Machine Solaire (*)":{"order":12,"type":"Monstre","attack":"5/3","range":"30cm","hits":6,"armour":"4+","size":1,"points":140,"specialRules":["Règle optionnelle"]},"Bastiladon avec Arche de Sotek (*)":{"order":13,"type":"Monstre","attack":"5/3","range":"15cm","hits":6,"armour":"4+","size":1,"points":140,"specialRules":["Règle optionnelle"]}},"upgrades":{"Stégadon (Monture)":{"type":"Monture Monstrueuse","attack":"+5","points":"+90","max":1,"order":0},"Carnosaure":{"type":"Monture Monstrueuse","attack":"+2","points":"+65","max":1,"order":1},"Palanquin":{"order":2,"type":"Monture","attack":"+2","points":"+20"}},"magic":true,"armyRules":["Terrain Dense: Aucune pénalité de Commandement due au","terrain dense ne s’applique aux hommes-lézards. Leur patrie","est en grande partie recouverte de ruines et de végétations,","aussi sont-ils habitués à communiquer dans les terrains","denses, par un mélange de signaux et de sons inaudibles","pour les autres races."],"specialRules":{"Reptiliennes":{"text":["Les troupes reptiliennes ne peuvent","recevoir un ordre que si le personnage qui le donne se","trouve à moins de 20cm d’elles. Si des unités reptiliennes","font partie d’une brigade, un ordre peut lui être donné tant","que toutes les unités reptiliennes se trouvent à moins de","20cm du personnage qui donne l’ordre. Cette règle","représente le fait que ces créatures sont des brutes à sangfroid qui mettent un petit moment à réagir."],"order":1},"Salamandres":{"order":2,"text":["Les socles de Salamandres ne combattent","pas comme des unités indépendantes. À la place, vous pouvez","inclure un socle de Salamandre à chaque unité d’infanterie","Skink. La taille de l’unité passe ainsi à 4 socles (3 socles de","Skinks et 1 de Salamandres). Le socle de Salamandres fait","partie intégrante de l’unité et peut être retiré comme perte si","le joueur le désire. Un socle de Salamandres ne compte","toutefois pas comme perte pour ce qui est des malus de","Commandement : c’est-à-dire que si le socle de Salamandres","est tué et qu’il reste les 3 socles de Skinks, l’unité ne subit pas","la pénalité habituelle de -1 en Commandement. Le socle ne","compte pas non plus comme faisant partie de l’unité pour ce","qui est de déterminer si sa formation est régulière ou non - le","socle peut donc être placé sur le côté, de biais ou selon une","orientation différente sans que cela affecte une formation","régulière.","Si un socle de Salamandres est rattaché à une unité de Skinks,","l’unité entière, y compris les Skinks, compte comme","employant des attaques de tir de venin de Salamandre.","28","L’Armure de l’ennemi est réduite d’1 point lorsqu’il doit","effectuer une sauvegarde des attaques de venin de","Salamandre (par exemple, une Armure de 5+ doit obtenir un","résultat de 6 pour annuler la touche).","Les socles de Salamandres ont 2 attaques de tir avec une","portée de 15cm, et peuvent faire feu depuis n’importe quel","bord de leur socle, comme les Skinks. Si leur unité est","chargée, les Salamandres peuvent tirer de la même manière","que n’importe quel autre socle de tireurs. Cependant, dans","le cas d’un tir de contre-charge, leur nombre d’attaques de","tir est réduit à 1."]},"Téradons":{"text":["Les Téradons possèdent le Vol."],"order":3},"Stégadon":{"text":["Le Stégadon doit être monté sur un socle de","40mm de large sur 60mm de profondeur, ce qui équivaut à","trois socles ordinaires de Warmaster collés ensemble.","Le Stégadon cause la terreur à ses ennemis.","Un Stégadon ne peut être placé en brigade qu’avec des","unités de Skinks, mais pas avec des unités de Skinks","incorporant des socles de Salamandres. Il ne peut pas","rejoindre une brigade qui incorpore d’autres types d’unités,","y compris d’autres Stégadons.","Un Stégadon possède beaucoup de Points de Vie (10). Il","serait donc très difficile d’en venir à bout en un tour et,","pour compenser cette apparente invulnérabilité, la règle","suivante s’applique : si un Stégadon a accumulé entre 5 et 9","blessures à la fin d’une phase de tir ou de combat, il est","Blessé. Une fois qu’un Stégadon est Blessé, toutes les","blessures accumulées jusque-là sont annulées mais ses","Attaques et ses Points de Vie sont réduits de moitié pour le","reste de la partie (5 Attaques, 2 Tirs et 5 Points de Vie).",""],"order":4},"Mage Slann":{"text":["Le Mage Slann est le Général de l’armée,","mais contrairement aux autres commandants, il ne peut pas","donner d’ordre. À la place, tout Héros Skink situé à moins","de 20 cm du Mage peut bénéficier de ses Conseils Divins, ce","qui lui permet d’ôter -1 au résultat de ses tests de","Commandement. Du coup, un résultat de 8 devient 7, 10","devient 9, etc. Si un jet de Commandement bénéficiant des","Conseils Divins est raté, aucun autre personnage ne peut","plus en bénéficier pour ce tour. Un ordre donné avec les","Conseils Divins ne peut jamais être une gaffe : un jet de","double 6 compte simplement comme un échec.","Une fois que les Conseils Divins ont échoué ils ne peuvent","plus être utilisés par aucun personnage et leur confusion est","représentée en ajoutant +1 au résultat à leur premier ordre","donné ce tour.","De plus, le Slann est un puissant magicien. Il peut lancer des","sorts comme un Sorcier et peut recevoir un objet magique","normalement réservé aux Sorciers ou aux Généraux si vous","le désirez.","Pour représenter leur incroyable puissance, les Slanns peuvent","relancer leurs sorts ratés, à moins d’avoir obtenu un 1 sur leur","jet de dé. Si un sort échoue sur un résultat de 1, il ne peut pas","être relancé. Le Mage peut également lancer un sort par le","biais d’un Chaman Skink. Déterminez simplement les effets du","sort comme s’il était lancé par le Skink, en mesurant la portée","et les lignes de vue à partir de ce dernier. Ceci n’affecte pas la","capacité du Chaman à lancer un sort lors de ce tour.",""],"order":5},"Palanquin":{"order":6,"text":["Le Mage Slann peut être monté sur un","palanquin porté par sa garde de Saurus; le bonus d’attaques","reflète cette escorte."]},"Stégadon (Monture)":{"order":7,"text":[" Le Mage Slann peut utiliser un","Stégadon comme monture. S’il chevauche un Stégadon, toute","unité rejointe par le Mage cause la terreur et le modificateur","habituel de combat s’applique. Aucun autre personnage ne","peut chevaucher un Stégadon.",""]},"Carnosaure":{"text":["Un Héros Saurus peut chevaucher un","Carnosaure. Si un personnage chevauche un Carnosaure, toute","unité qu’il rejoint cause la terreur. Aucun autre type de","personnage ne peut monter un Carnosaure."],"order":8},"Bastiladon avec Machine Solaire (*)":{"order":9,"text":["Le Bastiladon doit être","monté sur un socle de 40mm de large sur 60mm de","profondeur, ce qui équivaut à trois socles ordinaires de","Warmaster collés ensemble.","Le Bastiladon cause la terreur à ses ennemis.","Un Bastiladon ne peut être placé en brigade qu’avec des unités","de Skinks, mais pas avec des unités de Skinks incorporant des","socles de Salamandres. Il ne peut pas rejoindre une brigade","qui incorpore d’autres types d’unités, y compris d’autres","Bastiladon ou Stégadons.","Un Bastiladon possède beaucoup de Points de Vie (5). Il serait","donc très difficile d’en venir à bout en un tour et, pour","compenser cette apparente invulnérabilité, la règle suivante","s’applique : si un Bastiladon a accumulé entre 4 et 5 blessures","à la fin d’une phase de tir ou de combat, il est Blessé. Une fois","qu’un Bastiladon est Blessé, toutes les blessures accumulées","jusque-là sont annulées mais ses Attaques et ses Points de Vie","sont réBastiladon","avec Arche de Sotek duits de moitié pour le reste de la partie (3 Attaques, 2","Tirs et 3 Points de Vie).","Les tirs de la Machine Solaire annulent les sauvegardes et les","cibles en position fortifiée comptent comme étant en défense","(5+ pour toucher) et celles qui sont en défense comptent","comme étant à découvert (4+ pour toucher)."]},"Bastiladon avec Arche de Sotek (*)":{"order":10,"text":["Le Bastiladon doit être","monté sur un socle de 40mm de large sur 60mm de","profondeur, ce qui équivaut à trois socles ordinaires de","Warmaster collés ensemble.","Le Bastiladon cause la terreur à ses ennemis.","Un Bastiladon ne peut être placé en brigade qu’avec des","unités de Skinks, mais pas avec des unités de Skinks","incorporant des socles de Salamandres. Il ne peut pas","rejoindre une brigade qui incorpore d’autres types d’unités, y","compris d’autres Bastiladon ou Stégadons.","Un Bastiladon possède beaucoup de Points de Vie (5). Il serait","donc très difficile d’en venir à bout en un tour et, pour","compenser cette apparente invulnérabilité, la règle suivante","s’applique : si un Bastiladon a accumulé entre 4 et 5 blessures","à la fin d’une phase de tir ou de combat, il est Blessé. Une fois","qu’un Bastiladon est Blessé, toutes les blessures accumulées","jusque-là sont annulées mais ses Attaques et ses Points de Vie","sont réduits de moitié pour le reste de la partie (3 Attaques, 2","Tirs et 3 Points de Vie).","L’Armure de l’ennemi est réduite d’1 point lorsqu’il doit","effectuer une sauvegarde des attaques de tir ou de corps à","corps du Bastiladon équipé d’une Arche de Sotek (par","exemple, une Armure de 5+ doit obtenir un résultat de 6 pour","annuler la touche)."]},"Règle optionnelle":{"order":11,"text":["Ces règles optionnelles ne peuvent être utilisées qu’avec","l’accord de votre adversaire."]}},"spells":[{"roll":5,"range":"30cm, ligne de vue.","text":["Des serpents brûlants de couleur jade jaillissent des yeux du","sorcier et enveloppent l’ennemi, l’étouffant dans leurs","anneaux.","Ce sort peut être lancé sur une unité ennemie. Le Sorcier","doit pouvoir voir sa cible. Ce sort ne peut pas être lancé sur","une unité engagée au combat.","Le Regard de Sotek est traité comme 3 attaques de tir","ordinaires, si ce n’est que l’armure de la cible est ignorée","(elle compte comme n’ayant pas d’Armure). Une unité peut","être repoussée par le Regard de Sotek comme par n’importe","quelle attaque de tir."],"name":"Regard de Sotek"},{"roll":4,"range":"60cm, ligne de vue.","text":["Les entrailles des ennemis du Sorcier se contractent de","terreur - ou à cause de quelque chose d’encore pire - ce qui","gêne considérablement leurs mouvements.","Ce sort peut être lancé sur toute unité ennemie à portée et","dans la ligne de vue du Sorcier.","Ses effets durent jusqu’à la fin du tour suivant de l’ennemi.","Tant que le sort dure, sa cible ne peut pas charger ou éviter","par initiative. Elle considère toute unité ennemie comme","Terrifiante. Même les morts-vivants et les unités","normalement obligées de charger, avancer ou poursuivre","sont affectés !",""],"name":"Mazdamundi's Revenge"},{"roll":5,"text":["Une aura mystérieuse entoure le Sorcier et ses compagnons,","les emporte dans les airs et les amène rapidement en un autre","lieu.","Ce sort peut être lancé sur une unité amie n’étant pas engagée","au corps à corps, et rejointe par le Sorcier. Ce sort n’affecte","qu’une seule unité, jamais une brigade entière.","L’unité peut se déplacer comme si elle avait reçu un ordre","durant la phase d’ordres. Le Sorcier est déplacé en même","temps que l’unité et reste avec elle. Si d’autres personnages","ont rejoint l’unité, ils restent sur place et ne se déplacent pas","avec elle."],"name":"Ailes de la Jungle"},{"roll":5,"range":"30cm, pas de ligne de vue.","text":["Les coups de l’ennemi sont magiquement détournés par","l’étrange pouvoir des Anciens.","Ce sort peut être lancé sur une unité amie engagée au corps à","corps et à portée. Le Sorcier n’est pas obligé de voir sa cible","pour pouvoir lancer ce sort. Les effets s’appliquent pour la","durée de la prochaine phase de combat.","La valeur d’Armure de l’unité est améliorée d’1 point, jusqu’à","une valeur maximale de 4+. Ainsi, une Armure de 0 passe à 6+,","une armure de 6+ passe à 5+ et 5+ passe à 4+. Si l’Armure de","l’unité est déjà de 4+ ou qu’un autre bonus la porte à 4+, le","sort n’a aucun effet."],"name":"Bouclier des Anciens"}]} \ No newline at end of file +{"name":"Hommes-Lézards","version":"Warmaster Evolution","group":1,"order":2,"units":{"Skinks":{"type":"Infanterie","attack":"2/1","range":"15cm à 360°","hits":3,"size":3,"points":35,"min":2,"order":0},"Saurus":{"type":"Infanterie","attack":4,"hits":3,"armour":"5+","size":3,"points":75,"min":2,"specialRules":["Reptiliennes"],"order":1},"Gardes des Temples":{"type":"Infanterie","attack":4,"hits":4,"armour":"5+","size":3,"points":110,"max":1,"specialRules":["Reptiliennes"],"order":2},"Salamandres":{"type":"Infanterie","attack":"2/2","range":"15cm","hits":3,"size":"+1","points":25,"max":2,"noCount":true,"augendUnits":["Skinks"],"noMagic":true,"order":3},"Kroxigor":{"type":"Infanterie","attack":5,"hits":3,"armour":"4+","size":3,"points":135,"max":2,"specialRules":["Reptiliennes"],"order":4},"Cavaliers sur Sang-Froid":{"type":"Cavalerie","attack":4,"hits":3,"armour":"4+","size":3,"points":140,"max":2,"specialRules":["Reptiliennes"],"order":5},"Téradons":{"type":"Monstre","attack":"2/1","range":"15cm à 360°","hits":3,"armour":"6+","size":3,"points":85,"max":1,"order":6},"Stégadon":{"type":"Monstre","attack":"10/3","range":"15cm à 360°","hits":10,"armour":"4+","size":1,"points":250,"max":1,"order":7},"Mage Slann":{"type":"Général","command":0,"size":1,"points":75,"armyMin":1,"armyMax":1,"upgrades":["Stégadon (Monture)","Palanquin"],"order":8},"Saurus Héros":{"type":"Héros","attack":"+2","command":6,"size":1,"points":45,"max":1,"upgrades":["Carnosaure"],"order":9},"Skink Héros":{"type":"Héros","attack":"+0","command":8,"size":1,"points":70,"max":3,"order":10},"Skink Shaman":{"type":"Sorcier","attack":"+0","command":6,"size":1,"points":30,"max":1,"order":11},"Bastiladon avec Machine Solaire (*)":{"order":12,"type":"Monstre","attack":"5/3","range":"30cm","hits":6,"armour":"4+","size":1,"points":140,"specialRules":["Règle optionnelle"]},"Bastiladon avec Arche de Sotek (*)":{"order":13,"type":"Monstre","attack":"5/3","range":"15cm","hits":6,"armour":"4+","size":1,"points":140,"specialRules":["Règle optionnelle"]}},"upgrades":{"Stégadon (Monture)":{"type":"Monture Monstrueuse","attack":"+5","points":"+90","max":1,"order":0},"Carnosaure":{"type":"Monture Monstrueuse","attack":"+2","points":"+65","max":1,"order":1},"Palanquin":{"order":2,"type":"Monture","attack":"+2","points":"+20"}},"magic":true,"armyRules":["Terrain Dense: Aucune pénalité de Commandement due au","terrain dense ne s’applique aux hommes-lézards. Leur patrie","est en grande partie recouverte de ruines et de végétations,","aussi sont-ils habitués à communiquer dans les terrains","denses, par un mélange de signaux et de sons inaudibles","pour les autres races."],"specialRules":{"Reptiliennes":{"text":["Les troupes reptiliennes ne peuvent","recevoir un ordre que si le personnage qui le donne se","trouve à moins de 20cm d’elles. Si des unités reptiliennes","font partie d’une brigade, un ordre peut lui être donné tant","que toutes les unités reptiliennes se trouvent à moins de","20cm du personnage qui donne l’ordre. Cette règle","représente le fait que ces créatures sont des brutes à sangfroid qui mettent un petit moment à réagir."],"order":1},"Salamandres":{"order":2,"text":["Les socles de Salamandres ne combattent","pas comme des unités indépendantes. À la place, vous pouvez","inclure un socle de Salamandre à chaque unité d’infanterie","Skink. La taille de l’unité passe ainsi à 4 socles (3 socles de","Skinks et 1 de Salamandres). Le socle de Salamandres fait","partie intégrante de l’unité et peut être retiré comme perte si","le joueur le désire. Un socle de Salamandres ne compte","toutefois pas comme perte pour ce qui est des malus de","Commandement : c’est-à-dire que si le socle de Salamandres","est tué et qu’il reste les 3 socles de Skinks, l’unité ne subit pas","la pénalité habituelle de -1 en Commandement. Le socle ne","compte pas non plus comme faisant partie de l’unité pour ce","qui est de déterminer si sa formation est régulière ou non - le","socle peut donc être placé sur le côté, de biais ou selon une","orientation différente sans que cela affecte une formation","régulière.","Si un socle de Salamandres est rattaché à une unité de Skinks,","l’unité entière, y compris les Skinks, compte comme","employant des attaques de tir de venin de Salamandre.","28","L’Armure de l’ennemi est réduite d’1 point lorsqu’il doit","effectuer une sauvegarde des attaques de venin de","Salamandre (par exemple, une Armure de 5+ doit obtenir un","résultat de 6 pour annuler la touche).","Les socles de Salamandres ont 2 attaques de tir avec une","portée de 15cm, et peuvent faire feu depuis n’importe quel","bord de leur socle, comme les Skinks. Si leur unité est","chargée, les Salamandres peuvent tirer de la même manière","que n’importe quel autre socle de tireurs. Cependant, dans","le cas d’un tir de contre-charge, leur nombre d’attaques de","tir est réduit à 1."]},"Téradons":{"text":["Les Téradons possèdent le Vol."],"order":3},"Stégadon":{"text":["Le Stégadon doit être monté sur un socle de","40mm de large sur 60mm de profondeur, ce qui équivaut à","trois socles ordinaires de Warmaster collés ensemble.","Le Stégadon cause la terreur à ses ennemis.","Un Stégadon ne peut être placé en brigade qu’avec des","unités de Skinks, mais pas avec des unités de Skinks","incorporant des socles de Salamandres. Il ne peut pas","rejoindre une brigade qui incorpore d’autres types d’unités,","y compris d’autres Stégadons.","Un Stégadon possède beaucoup de Points de Vie (10). Il","serait donc très difficile d’en venir à bout en un tour et,","pour compenser cette apparente invulnérabilité, la règle","suivante s’applique : si un Stégadon a accumulé entre 5 et 9","blessures à la fin d’une phase de tir ou de combat, il est","Blessé. Une fois qu’un Stégadon est Blessé, toutes les","blessures accumulées jusque-là sont annulées mais ses","Attaques et ses Points de Vie sont réduits de moitié pour le","reste de la partie (5 Attaques, 2 Tirs et 5 Points de Vie).",""],"order":4},"Mage Slann":{"text":["Le Mage Slann est le Général de l’armée,","mais contrairement aux autres commandants, il ne peut pas","donner d’ordre. À la place, tout Héros Skink situé à moins","de 20 cm du Mage peut bénéficier de ses Conseils Divins, ce","qui lui permet d’ôter -1 au résultat de ses tests de","Commandement. Du coup, un résultat de 8 devient 7, 10","devient 9, etc. Si un jet de Commandement bénéficiant des","Conseils Divins est raté, aucun autre personnage ne peut","plus en bénéficier pour ce tour. Un ordre donné avec les","Conseils Divins ne peut jamais être une gaffe : un jet de","double 6 compte simplement comme un échec.","Une fois que les Conseils Divins ont échoué ils ne peuvent","plus être utilisés par aucun personnage et leur confusion est","représentée en ajoutant +1 au résultat à leur premier ordre","donné ce tour.","De plus, le Slann est un puissant magicien. Il peut lancer des","sorts comme un Sorcier et peut recevoir un objet magique","normalement réservé aux Sorciers ou aux Généraux si vous","le désirez.","Pour représenter leur incroyable puissance, les Slanns peuvent","relancer leurs sorts ratés, à moins d’avoir obtenu un 1 sur leur","jet de dé. Si un sort échoue sur un résultat de 1, il ne peut pas","être relancé. Le Mage peut également lancer un sort par le","biais d’un Chaman Skink. Déterminez simplement les effets du","sort comme s’il était lancé par le Skink, en mesurant la portée","et les lignes de vue à partir de ce dernier. Ceci n’affecte pas la","capacité du Chaman à lancer un sort lors de ce tour.",""],"order":5},"Palanquin":{"order":6,"text":["Le Mage Slann peut être monté sur un","palanquin porté par sa garde de Saurus; le bonus d’attaques","reflète cette escorte."]},"Stégadon (Monture)":{"order":7,"text":[" Le Mage Slann peut utiliser un","Stégadon comme monture. S’il chevauche un Stégadon, toute","unité rejointe par le Mage cause la terreur et le modificateur","habituel de combat s’applique. Aucun autre personnage ne","peut chevaucher un Stégadon.",""]},"Carnosaure":{"text":["Un Héros Saurus peut chevaucher un","Carnosaure. Si un personnage chevauche un Carnosaure, toute","unité qu’il rejoint cause la terreur. Aucun autre type de","personnage ne peut monter un Carnosaure."],"order":8},"Bastiladon avec Machine Solaire (*)":{"order":9,"text":["Le Bastiladon doit être","monté sur un socle de 40mm de large sur 60mm de","profondeur, ce qui équivaut à trois socles ordinaires de","Warmaster collés ensemble.","Le Bastiladon cause la terreur à ses ennemis.","Un Bastiladon ne peut être placé en brigade qu’avec des unités","de Skinks, mais pas avec des unités de Skinks incorporant des","socles de Salamandres. Il ne peut pas rejoindre une brigade","qui incorpore d’autres types d’unités, y compris d’autres","Bastiladon ou Stégadons.","Un Bastiladon possède beaucoup de Points de Vie (5). Il serait","donc très difficile d’en venir à bout en un tour et, pour","compenser cette apparente invulnérabilité, la règle suivante","s’applique : si un Bastiladon a accumulé entre 4 et 5 blessures","à la fin d’une phase de tir ou de combat, il est Blessé. Une fois","qu’un Bastiladon est Blessé, toutes les blessures accumulées","jusque-là sont annulées mais ses Attaques et ses Points de Vie","sont réBastiladon","avec Arche de Sotek duits de moitié pour le reste de la partie (3 Attaques, 2","Tirs et 3 Points de Vie).","Les tirs de la Machine Solaire annulent les sauvegardes et les","cibles en position fortifiée comptent comme étant en défense","(5+ pour toucher) et celles qui sont en défense comptent","comme étant à découvert (4+ pour toucher)."]},"Bastiladon avec Arche de Sotek (*)":{"order":10,"text":["Le Bastiladon doit être","monté sur un socle de 40mm de large sur 60mm de","profondeur, ce qui équivaut à trois socles ordinaires de","Warmaster collés ensemble.","Le Bastiladon cause la terreur à ses ennemis.","Un Bastiladon ne peut être placé en brigade qu’avec des","unités de Skinks, mais pas avec des unités de Skinks","incorporant des socles de Salamandres. Il ne peut pas","rejoindre une brigade qui incorpore d’autres types d’unités, y","compris d’autres Bastiladon ou Stégadons.","Un Bastiladon possède beaucoup de Points de Vie (5). Il serait","donc très difficile d’en venir à bout en un tour et, pour","compenser cette apparente invulnérabilité, la règle suivante","s’applique : si un Bastiladon a accumulé entre 4 et 5 blessures","à la fin d’une phase de tir ou de combat, il est Blessé. Une fois","qu’un Bastiladon est Blessé, toutes les blessures accumulées","jusque-là sont annulées mais ses Attaques et ses Points de Vie","sont réduits de moitié pour le reste de la partie (3 Attaques, 2","Tirs et 3 Points de Vie).","L’Armure de l’ennemi est réduite d’1 point lorsqu’il doit","effectuer une sauvegarde des attaques de tir ou de corps à","corps du Bastiladon équipé d’une Arche de Sotek (par","exemple, une Armure de 5+ doit obtenir un résultat de 6 pour","annuler la touche)."]},"Règle optionnelle":{"order":11,"text":["Ces règles optionnelles ne peuvent être utilisées qu’avec","l’accord de votre adversaire."]}},"spells":[{"roll":5,"range":"30cm, ligne de vue.","text":["Des serpents brûlants de couleur jade jaillissent des yeux du","sorcier et enveloppent l’ennemi, l’étouffant dans leurs","anneaux.","Ce sort peut être lancé sur une unité ennemie. Le Sorcier","doit pouvoir voir sa cible. Ce sort ne peut pas être lancé sur","une unité engagée au combat.","Le Regard de Sotek est traité comme 3 attaques de tir","ordinaires, si ce n’est que l’armure de la cible est ignorée","(elle compte comme n’ayant pas d’Armure). Une unité peut","être repoussée par le Regard de Sotek comme par n’importe","quelle attaque de tir."],"name":"Regard de Sotek"},{"roll":4,"range":"60cm, ligne de vue.","text":["Les entrailles des ennemis du Sorcier se contractent de","terreur - ou à cause de quelque chose d’encore pire - ce qui","gêne considérablement leurs mouvements.","Ce sort peut être lancé sur toute unité ennemie à portée et","dans la ligne de vue du Sorcier.","Ses effets durent jusqu’à la fin du tour suivant de l’ennemi.","Tant que le sort dure, sa cible ne peut pas charger ou éviter","par initiative. Elle considère toute unité ennemie comme","Terrifiante. Même les morts-vivants et les unités","normalement obligées de charger, avancer ou poursuivre","sont affectés !",""],"name":"Mazdamundi's Revenge"},{"roll":5,"text":["Une aura mystérieuse entoure le Sorcier et ses compagnons,","les emporte dans les airs et les amène rapidement en un autre","lieu.","Ce sort peut être lancé sur une unité amie n’étant pas engagée","au corps à corps, et rejointe par le Sorcier. Ce sort n’affecte","qu’une seule unité, jamais une brigade entière.","L’unité peut se déplacer comme si elle avait reçu un ordre","durant la phase d’ordres. Le Sorcier est déplacé en même","temps que l’unité et reste avec elle. Si d’autres personnages","ont rejoint l’unité, ils restent sur place et ne se déplacent pas","avec elle."],"name":"Ailes de la Jungle"},{"roll":5,"range":"30cm, pas de ligne de vue.","text":["Les coups de l’ennemi sont magiquement détournés par","l’étrange pouvoir des Anciens.","Ce sort peut être lancé sur une unité amie engagée au corps à","corps et à portée. Le Sorcier n’est pas obligé de voir sa cible","pour pouvoir lancer ce sort. Les effets s’appliquent pour la","durée de la prochaine phase de combat.","La valeur d’Armure de l’unité est améliorée d’1 point, jusqu’à","une valeur maximale de 4+. Ainsi, une Armure de 0 passe à 6+,","une armure de 6+ passe à 5+ et 5+ passe à 4+. Si l’Armure de","l’unité est déjà de 4+ ou qu’un autre bonus la porte à 4+, le","sort n’a aucun effet."],"name":"Bouclier des Anciens"}]} \ No newline at end of file diff --git a/public/json/warmaster-evolution/kislev.json b/public/json/warmaster-evolution/kislev.json index 18f7cad..8680c17 100644 --- a/public/json/warmaster-evolution/kislev.json +++ b/public/json/warmaster-evolution/kislev.json @@ -1 +1 @@ -{"name":"Kislev","version":"Warmaster Evolution","group":1,"order":3,"units":{"Guerrier":{"type":"Infantrie","attack":3,"hits":3,"armour":"6+","size":3,"points":45,"min":2,"order":0},"Archer":{"type":"Infantrie","attack":"3/1","range":"30cm","hits":3,"size":3,"points":55,"order":1,"armour":"6+"},"Ours":{"type":"Infantrie","attack":5,"hits":3,"size":3,"points":85,"max":1,"order":2},"Chasseurs de Trolls":{"order":3,"type":"Infantrie","attack":"3/1","range":"15cm à 360°","hits":3,"armour":"6+","size":3,"points":90,"max":1},"Streltsi":{"order":4,"type":"Infantrie","attack":"3/1","range":"30cm","hits":3,"armour":"6+","size":3,"points":80,"max":1},"Chevaliers":{"type":"Cavalerie","attack":3,"hits":3,"armour":"4+","size":3,"points":110,"max":4,"order":5},"Archers à Cheval":{"type":"Cavalerie","attack":"3/1","range":"15cm à 360°","hits":3,"armour":"6+","size":3,"points":80,"min":2,"order":6},"Légion Griffon":{"order":7,"type":"Cavalerie","attack":3,"hits":3,"armour":"4+","size":3,"points":120,"max":1},"Fils d’Urza":{"order":8,"type":"Cavalerie","attack":3,"hits":4,"armour":"5+","size":3,"points":120,"max":1},"Char de Guerre":{"type":"Artillerie","attack":"3/3","range":"30cm","hits":4,"armour":"4+","size":1,"points":50,"max":1,"order":9},"Général":{"type":"Général","attack":"+2","command":9,"size":1,"points":125,"armyMin":1,"armyMax":1,"upgrades":["Ours (monture)","Tzarina"],"order":10},"Héros":{"type":"Héros","attack":"+1","command":8,"size":1,"points":80,"max":2,"upgrades":["Ours (monture)"],"order":11},"Chaman":{"type":"Sorcier","attack":"+0","command":7,"size":1,"points":45,"max":1,"upgrades":["Ours (monture)"],"order":12}},"upgrades":{"Ours (monture)":{"type":"Monture Spéciale","attack":"+1","points":"+10","max":1,"order":0},"Tzarina":{"type":"Spécial","points":"+25","addOnUpgrades":["Ring of Magic","Staff of Spellbinding","Scroll of Dispelling","Wand of Power","Rod of Repetition"],"order":2,"armyMax":1}},"magic":true,"specialRules":{"Ours":{"text":[" Les Ours ne peuvent être mis en brigade qu’avec","d’autres unités d’ours.","Ils sont considérés comme de l’infanterie pour ce qui est des","règles, car cela reflète leur mobilité, mais ils bénéficient de","+1 Attaque lorsqu’ils chargent un ennemi à découvert,","comme les chars et les monstres.","Une unité d’Ours qui inflige plus de blessures que l’ennemi","lors d’un premier round de combat peut immédiatement","effectuer une Attaque de plus par socle avant que les","résultats du combat ne soient calculés. Résolvez","normalement ces Attaques puis calculez le résultat du","combat. Les Ours doivent toujours poursuivre les ennemis","en repli ou avancer, s’ils le peuvent.","Notez que ces règles ne s’appliquent qu’aux unités d’Ours,","pas aux personnages montés sur Ours ou aux Chamans","transformés en Ours par le sort Forme d’Ours."],"order":1},"Char de Guerre":{"text":["Le Char de Guerre est Lent. Tous","les bords du socle du Char de Guerre sont considérés","comme étant son front (il n’a pas de flanc ni d’arrière).","Le Char de Guerre et jusqu’à 4 unités d’infanterie au","contact sont toujours considérés comme en Défense, ils ne","reculent jamais face aux tirs mais peuvent toujours être","dispersés. Pour être éligibles à cette règle les unités","d’infanterie doivent être en formation régulière (ligne ou","colonne) et alignées sur les flancs du Char.","Le socle de chevaux accompagnant la figurine de Char de","Guerre n’a qu’un rôle esthétique et n’est jamais pris en","compte, il doit être retiré s’il gène.","Voici les deux formations permettant de profiter du bonus du","Char de Guerre :"],"order":2},"Ours (monture)":{"text":["Les Généraux, les Héros et les Chamans peuvent être","montés sur un ours. L’ours ajoute +1 aux Attaques de son","cavalier."],"order":3},"Tzarina":{"text":["Le Général peut être une Tzarine de sang royal,","voire la Tzarine Katarina en personne, juchée sur un traîneau","tiré par des chevaux (notez qu’il ne s’agit pas d’un char !). Elle","peut jeter des sorts comme un sorcier et peut porter un objet","magique de sorcier si vous le désirez. Une fois par partie, la","Tzarine peut ajouter +1 au résultat du dé lorsqu’elle jette un","sort. Le joueur doit déclarer qu’il utilise cette capacité avant","de jeter le dé."],"order":4},"Chasseurs de Trolls":{"order":5,"text":["La portée de tir des Chasseurs de Trolls","est limitée à 15 cm. Ils peuvent tirer sur les côtés et derrière","eux sans réorienter leur socle. Ils peuvent donc tirer sur un","ennemi qui les charge de n’importe quelle direction. Bien qu’il","s’agisse d’infanterie, les Chasseurs de Trolls peuvent","poursuivre tous les ennemis en retraite, même, par exemple,","la cavalerie.",""]},"Streltsi":{"order":6,"text":["Lorsque vous tirez avec des Streltsi, retirez 1 à","l’Armure de la cible : une Armure de 3+, passe à 4+, une de 4+","à 5+, une de 5+ à 6+. Une Armure de 6+ n’arrête pas les tirs","des Streltsi. Les Streltsi sont une Troupe d’Élite."]},"Légion Griffon":{"order":7,"text":[" La Légion Griffon n’est pas affectée par les","ennemis qui causent la terreur et ne subit pas le malus","habituel de -1 Attaque lorsqu’elle les affronte.","La Légion Griffon est une Troupe d’Élite."]},"Fils d’Urza":{"order":8,"text":[" Les Fils d’Urza sont une Troupe d’Élite."]}},"spells":[{"roll":5,"text":["Le Chaman se transforme en un gigantesque ours et se jette","sur l’ennemi, griffes et crocs dehors.","Le Sorcier peut jeter ce sort sur lui-même s’il se trouve dans","une unité engagée au corps à corps. Les effets du sort durent","jusqu’à la fin de la prochaine phase de combat.","Le Sorcier gagne +2 Attaques qu’il ajoute au total de l’unité, et","celle-ci cause la terreur en raison de l’apparence surnaturelle","et effroyable du jeteur du sort. Notez que si la Tzarine utilise","ce sort, elle ajoute au total +4 Attaques à l’unité (+2 parce","qu’elle est le Général, +2 pour sa Forme d’Ours).",""],"name":"Forme d’Ours"},{"roll":5,"range":"30cm, ligne de vue","text":["Une bourrasque de cristaux de glace jaillit de la main du","sorcier et va frapper ses ennemis.","Ce sort peut être lancé sur une unité ennemie. Le sorcier","doit pouvoir voir sa cible pour utiliser ce sort, et ne peut pas","viser une unité engagée au combat.","Les Flèches de Glace comptent comme trois attaques de tir","ordinaires, mais les armures n’apportent aucune protection","(la cible compte comme n’ayant aucune Armure). L’ennemi","peut être repoussé comme d’habitude par ces tirs."],"name":"Flèches de Glace"},{"roll":4,"range":"30cm, pas de ligne de vue.","text":["Un froid terrifiant enveloppe l’unité, glaçant ses guerriers et","les empêchant de combattre.","Le sort peut être lancé sur une unité ennemie engagée au","combat et à portée, même si le sorcier ne peut pas la voir.","Ses effets durent jusqu’à la fin de la prochaine phase de","combat.","Chaque socle de l’unité (y compris les personnages qui l’ont","rejointe) voit son nombre d’Attaques réduit de -1."],"name":"Gel"},{"roll":6,"range":"60cm, pas de ligne de vue","text":["Un vent glacial pétrifie les ennemis du sorcier, les gelant au","point que bois, chair et acier éclatent en mille morceaux.","Ce sort peut être lancé sur une unité ennemie à portée, que le","sorcier puisse la voir ou non. Il ne peut pas être lancé sur une","unité engagée au corps à corps.","Jetez 1D6. Si le résultat est supérieur au nombre de Points de","Vie du type de troupe de sa cible, un socle est détruit. Si le","résultat est inférieur ou égal, le sort n’a aucun effet. Si le socle","est détruit, il est retiré du jeu. Une unité ne peut pas être","repoussée par un Vent Glacial."],"name":"Vent Glacial"}]} \ No newline at end of file +{"name":"Kislev","version":"Warmaster Evolution","group":1,"order":3,"units":{"Guerrier":{"type":"Infanterie","attack":3,"hits":3,"armour":"6+","size":3,"points":45,"min":2,"order":0},"Archer":{"type":"Infanterie","attack":"3/1","range":"30cm","hits":3,"size":3,"points":55,"order":1,"armour":"6+"},"Ours":{"type":"Infanterie","attack":5,"hits":3,"size":3,"points":85,"max":1,"order":2},"Chasseurs de Trolls":{"order":3,"type":"Infanterie","attack":"3/1","range":"15cm à 360°","hits":3,"armour":"6+","size":3,"points":90,"max":1},"Streltsi":{"order":4,"type":"Infanterie","attack":"3/1","range":"30cm","hits":3,"armour":"6+","size":3,"points":80,"max":1},"Chevaliers":{"type":"Cavalerie","attack":3,"hits":3,"armour":"4+","size":3,"points":110,"max":4,"order":5},"Archers à Cheval":{"type":"Cavalerie","attack":"3/1","range":"15cm à 360°","hits":3,"armour":"6+","size":3,"points":80,"min":2,"order":6},"Légion Griffon":{"order":7,"type":"Cavalerie","attack":3,"hits":3,"armour":"4+","size":3,"points":120,"max":1},"Fils d’Urza":{"order":8,"type":"Cavalerie","attack":3,"hits":4,"armour":"5+","size":3,"points":120,"max":1},"Char de Guerre":{"type":"Artillerie","attack":"3/3","range":"30cm","hits":4,"armour":"4+","size":1,"points":50,"max":1,"order":9},"Général":{"type":"Général","attack":"+2","command":9,"size":1,"points":125,"armyMin":1,"armyMax":1,"upgrades":["Ours (monture)","Tzarina"],"order":10},"Héros":{"type":"Héros","attack":"+1","command":8,"size":1,"points":80,"max":2,"upgrades":["Ours (monture)"],"order":11},"Chaman":{"type":"Sorcier","attack":"+0","command":7,"size":1,"points":45,"max":1,"upgrades":["Ours (monture)"],"order":12}},"upgrades":{"Ours (monture)":{"type":"Monture Spéciale","attack":"+1","points":"+10","max":1,"order":0},"Tzarina":{"type":"Spécial","points":"+25","addOnUpgrades":["Ring of Magic","Staff of Spellbinding","Scroll of Dispelling","Wand of Power","Rod of Repetition"],"order":2,"armyMax":1}},"magic":true,"specialRules":{"Ours":{"text":[" Les Ours ne peuvent être mis en brigade qu’avec","d’autres unités d’ours.","Ils sont considérés comme de l’infanterie pour ce qui est des","règles, car cela reflète leur mobilité, mais ils bénéficient de","+1 Attaque lorsqu’ils chargent un ennemi à découvert,","comme les chars et les monstres.","Une unité d’Ours qui inflige plus de blessures que l’ennemi","lors d’un premier round de combat peut immédiatement","effectuer une Attaque de plus par socle avant que les","résultats du combat ne soient calculés. Résolvez","normalement ces Attaques puis calculez le résultat du","combat. Les Ours doivent toujours poursuivre les ennemis","en repli ou avancer, s’ils le peuvent.","Notez que ces règles ne s’appliquent qu’aux unités d’Ours,","pas aux personnages montés sur Ours ou aux Chamans","transformés en Ours par le sort Forme d’Ours."],"order":1},"Char de Guerre":{"text":["Le Char de Guerre est Lent. Tous","les bords du socle du Char de Guerre sont considérés","comme étant son front (il n’a pas de flanc ni d’arrière).","Le Char de Guerre et jusqu’à 4 unités d’infanterie au","contact sont toujours considérés comme en Défense, ils ne","reculent jamais face aux tirs mais peuvent toujours être","dispersés. Pour être éligibles à cette règle les unités","d’infanterie doivent être en formation régulière (ligne ou","colonne) et alignées sur les flancs du Char.","Le socle de chevaux accompagnant la figurine de Char de","Guerre n’a qu’un rôle esthétique et n’est jamais pris en","compte, il doit être retiré s’il gène.","Voici les deux formations permettant de profiter du bonus du","Char de Guerre :"],"order":2},"Ours (monture)":{"text":["Les Généraux, les Héros et les Chamans peuvent être","montés sur un ours. L’ours ajoute +1 aux Attaques de son","cavalier."],"order":3},"Tzarina":{"text":["Le Général peut être une Tzarine de sang royal,","voire la Tzarine Katarina en personne, juchée sur un traîneau","tiré par des chevaux (notez qu’il ne s’agit pas d’un char !). Elle","peut jeter des sorts comme un sorcier et peut porter un objet","magique de sorcier si vous le désirez. Une fois par partie, la","Tzarine peut ajouter +1 au résultat du dé lorsqu’elle jette un","sort. Le joueur doit déclarer qu’il utilise cette capacité avant","de jeter le dé."],"order":4},"Chasseurs de Trolls":{"order":5,"text":["La portée de tir des Chasseurs de Trolls","est limitée à 15 cm. Ils peuvent tirer sur les côtés et derrière","eux sans réorienter leur socle. Ils peuvent donc tirer sur un","ennemi qui les charge de n’importe quelle direction. Bien qu’il","s’agisse d’infanterie, les Chasseurs de Trolls peuvent","poursuivre tous les ennemis en retraite, même, par exemple,","la cavalerie.",""]},"Streltsi":{"order":6,"text":["Lorsque vous tirez avec des Streltsi, retirez 1 à","l’Armure de la cible : une Armure de 3+, passe à 4+, une de 4+","à 5+, une de 5+ à 6+. Une Armure de 6+ n’arrête pas les tirs","des Streltsi. Les Streltsi sont une Troupe d’Élite."]},"Légion Griffon":{"order":7,"text":[" La Légion Griffon n’est pas affectée par les","ennemis qui causent la terreur et ne subit pas le malus","habituel de -1 Attaque lorsqu’elle les affronte.","La Légion Griffon est une Troupe d’Élite."]},"Fils d’Urza":{"order":8,"text":[" Les Fils d’Urza sont une Troupe d’Élite."]}},"spells":[{"roll":5,"text":["Le Chaman se transforme en un gigantesque ours et se jette","sur l’ennemi, griffes et crocs dehors.","Le Sorcier peut jeter ce sort sur lui-même s’il se trouve dans","une unité engagée au corps à corps. Les effets du sort durent","jusqu’à la fin de la prochaine phase de combat.","Le Sorcier gagne +2 Attaques qu’il ajoute au total de l’unité, et","celle-ci cause la terreur en raison de l’apparence surnaturelle","et effroyable du jeteur du sort. Notez que si la Tzarine utilise","ce sort, elle ajoute au total +4 Attaques à l’unité (+2 parce","qu’elle est le Général, +2 pour sa Forme d’Ours).",""],"name":"Forme d’Ours"},{"roll":5,"range":"30cm, ligne de vue","text":["Une bourrasque de cristaux de glace jaillit de la main du","sorcier et va frapper ses ennemis.","Ce sort peut être lancé sur une unité ennemie. Le sorcier","doit pouvoir voir sa cible pour utiliser ce sort, et ne peut pas","viser une unité engagée au combat.","Les Flèches de Glace comptent comme trois attaques de tir","ordinaires, mais les armures n’apportent aucune protection","(la cible compte comme n’ayant aucune Armure). L’ennemi","peut être repoussé comme d’habitude par ces tirs."],"name":"Flèches de Glace"},{"roll":4,"range":"30cm, pas de ligne de vue.","text":["Un froid terrifiant enveloppe l’unité, glaçant ses guerriers et","les empêchant de combattre.","Le sort peut être lancé sur une unité ennemie engagée au","combat et à portée, même si le sorcier ne peut pas la voir.","Ses effets durent jusqu’à la fin de la prochaine phase de","combat.","Chaque socle de l’unité (y compris les personnages qui l’ont","rejointe) voit son nombre d’Attaques réduit de -1."],"name":"Gel"},{"roll":6,"range":"60cm, pas de ligne de vue","text":["Un vent glacial pétrifie les ennemis du sorcier, les gelant au","point que bois, chair et acier éclatent en mille morceaux.","Ce sort peut être lancé sur une unité ennemie à portée, que le","sorcier puisse la voir ou non. Il ne peut pas être lancé sur une","unité engagée au corps à corps.","Jetez 1D6. Si le résultat est supérieur au nombre de Points de","Vie du type de troupe de sa cible, un socle est détruit. Si le","résultat est inférieur ou égal, le sort n’a aucun effet. Si le socle","est détruit, il est retiré du jeu. Une unité ne peut pas être","repoussée par un Vent Glacial."],"name":"Vent Glacial"}]} \ No newline at end of file diff --git a/public/json/warmaster-evolution/nains.json b/public/json/warmaster-evolution/nains.json index a437a9c..4e8b571 100644 --- a/public/json/warmaster-evolution/nains.json +++ b/public/json/warmaster-evolution/nains.json @@ -1 +1 @@ -{"name":"Nains","version":"Warmaster Evolution","group":1,"order":4,"units":{"Guerriers":{"type":"Infantrie","attack":3,"hits":4,"armour":"4+","size":3,"points":110,"min":2,"order":0},"Arquebusiers":{"type":"Infantrie","attack":"3/1","range":"30cm","hits":4,"armour":"6+","size":3,"points":90,"order":1},"Rangers":{"type":"Infantrie","attack":"3/1","range":"30cm","hits":4,"armour":"5+","size":3,"points":110,"max":2,"order":2},"Marteliers":{"order":3,"type":"Infantrie","attack":3,"size":3,"hits":4,"armour":"4+","points":125,"max":1},"Mineurs":{"order":4,"type":"Infantrie","attack":3,"size":3,"hits":4,"armour":"6+","points":90,"max":1},"Tueurs de Trolls":{"type":"Infantrie","attack":5,"hits":4,"size":3,"points":80,"max":2,"order":5},"Canons":{"type":"Artillerie","attack":"1/2+bounce","range":"60cm","hits":2,"armour":"6+","size":2,"points":90,"max":1,"order":6},"Canon à Flammes":{"type":"Artillerie","attack":"1/2D6","range":"30cm","hits":2,"armour":"6+","size":1,"points":50,"max":1,"order":7},"Gyrocoptère":{"type":"Machine","attack":"1/3","range":"30cm","hits":3,"armour":"5+","size":1,"points":75,"order":8,"armyMax":1},"Général":{"type":"Général","attack":"+2","command":10,"size":1,"points":155,"armyMin":1,"armyMax":1,"order":9},"Héros":{"type":"Héros","attack":"+1","command":8,"size":1,"points":80,"max":1,"order":10},"Maître des Runes":{"type":"Héros","attack":"+1","command":8,"size":1,"points":90,"max":1,"upgrades":["Enclume du Destin","Parchemin d’Anti-Magie","Bâton d’Envoutement"],"order":11},"Zeppelin":{"order":12,"type":"Machine","attack":"0/6","range":"30cm","hits":2,"size":1,"points":100,"armyMax":1,"upgrades":["Barge"]}},"upgrades":{"Enclume du Destin":{"type":"Special","attack":"+1","points":"+50","armyMax":1,"order":0},"Barge":{"order":1,"type":"Special","points":"+30","armyMax":1}},"magic":true,"specialRules":{"Arquebusiers":{"text":["Lorsque vous tirez avec une arquebuse,","retirez 1 à l’Armure de la cible : une Armure de 3+, passe à","4+, une de 4+ à 5+, une de 5+ à 6+. Une Armure de 6+","n’arrête pas les tirs d’arquebuse."],"order":1},"Rangers":{"text":[" Bien qu’il s’agisse d’infanterie, les rangers nains","peuvent poursuivre tous les ennemis en retraite, même, par","exemple, la cavalerie"],"order":2},"Marteliers":{"order":3,"text":["Chaque socle de Marteliers bénéficie de +1","Attaque lors du premier round de chaque combat où il","affronte un ennemi situé sur son front."]},"Mineurs":{"order":4,"text":[" Les Mineurs n’ont pas à être déployés au début","de la bataille si le joueur le désire. À la place, l’unité peut","creuser une galerie sous le champ de bataille et s’y déployer","à partir du 2ème tour du joueur Nain. Pour amener une unité","de Mineurs, le joueur désigne le point où il veut la faire","apparaître et doit leur donner un ordre d’excavation avec","l’un de ses personnages. Le personnage ne tient pas compte","des portées d’ordre pour donner l’ordre d’excavation : on","considère que sa portée d’ordre s’étend à l’ensemble du","champ de bataille pour ce qui est de donner un tel ordre.","Considérez que l’ordre est donné au point où l’unité doit","apparaître, et appliquez tous les modificateurs de portée, de","proximité de l’ennemi, etc.","Si l’ordre d’excavation est donné avec succès, placez un socle","de l’unité sur le point indiqué et positionnez les autres en","formation autour de celui-ci. L’unité ne peut pas être placée","de façon à toucher l’ennemi. Une fois qu’elle est déployée, elle","peut recevoir des ordres du personnage qui a donné l’ordre","d’excavation, si celui-ci se trouve à portée d’ordre habituelle :","on considère qu’elle a utilisé son premier ordre pour se","déployer.","Si l’ordre d’excavation est un échec, l’unité n’est pas déployée","et ne peut pas s’infiltrer lors de ce tour. Elle pourra essayer de","nouveau lors d’un tour suivant, au même endroit ou en un","autre lieu."]},"Tueurs de Trolls":{"text":["Les Tueurs de Trolls sont Fanatiques. Ils","sont si enragés qu’ils préfèrent affronter les monstres les plus","dangereux : plus ils sont gros, plus ils aiment ! Et ils excellent","tant dans cet art qu’un socle de Tueurs reçoit un bonus de +1","Attaque lorsqu’il affronte un monstre"],"order":5},"Canons":{"order":6,"text":["Les canons peuvent tirer à 45° et leur portée est de","60cm. Leurs tirs annulent les sauvegardes et les cibles en","position fortifiée comptent comme étant en défense (5+ pour","toucher) et celles qui sont en défense comptent comme étant","à découvert (4+ pour toucher).","34","Les boulets de canon peuvent rebondir à travers les rangs","serrés en causant des ravages. On considère donc qu’un tir","frappe le point le plus proche du socle visé, le traverse et","rebondit de 5cm depuis l’arrière du socle dans la même","direction. Si plusieurs canons de la même unité tirent, tous","les boulets rebondissent de la même distance sur la même","trajectoire entre le canon le plus proche et le socle ennemi","le plus proche. L’unité visée subit deux attaques pour le","premier socle touché, +1 pour chaque socle supplémentaire","de la même unité traversé par le rebond du boulet.","Un tir qui rebondit dans une autre unité lui inflige une","attaque par socle traversé. Ceci peut permettre de toucher","des cibles qui ne peuvent normalement pas être visées,","comme des unités amies ou en combat. Faites la somme du","nombre d’attaques infligées et lancez les dés pour chaque","unité. Les unités engagées recevant des blessures à la suite","d’un rebond conservent ces blessures jusqu’à la phase de","combat et ne sont pas repoussées par le rebond du canon ni","ne testent la confusion.","En tir de contre-charge les canons tirent de la mitraille,","laquelle n’annule pas les sauvegardes et ne cause pas de","rebond."]},"Canon à Flammes":{"text":["Le Canon à Flammes tire à 45° et sa","portée est de 30cm.","Le tir du canon à flammes est un peu inhabituel. Il inflige","2D6 attaques au lieu d’un nombre constant : lancez 2D6 et","cumulez les résultats. Si vous obtenez un double, il ne tire","pas comme prévu! Un incident de tir, dont la nature dépend","du double obtenu sur les dés, vient de se produire.","Consultez le tableau des incidents de tir du canon à","flammes.","Un canon à flammes peut tirer sur un ennemi qui le charge","de la manière habituelle."],"order":7},"Gyrocoptère":{"text":["Le gyrocoptère est une machine volante","soumise à toutes les règles concernant le vol. La figurine","constitue toujours une unité à elle seule, doit recevoir des","ordres individuellement, ne peut pas faire partie d’une","brigade et ne peut pas être rejointe par un personnage.","Son canon à tir rapide inflige une pénalité d’Armure de 1 à","ses cibles (une valeur d’Armure de 6+ est annulée).","TABLE DES INCIDENTS DE TIR DU CANON A FLAMMES","","Résultat du D6 :","","1","Le canon à flammes explose et est détruit sans","infliger aucune attaque.","","2","Le canon à flammes projette une énorme langue de","feu infligeant 2D6 attaques en plus des 4 déjà","causées, avant d’exploser et d’être détruit.","","3","Le canon à flammes émet un bruit inquiétant avant","de cracher une flamme et beaucoup de fumée. Il","inflige 6 attaques ce tour-ci mais désormais, ses tirs","n’infligeront plus qu’1D6 attaques à la place des 2D6","habituels","","4","Le canon à flammes émet un gargouillis inquiétant,","puis sa chaudière s’éteint. Les servants travaillent","d’arrache-pied à la rallumer. 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Il","n’est pas nécessaire que le Maître des Runes puisse voir le","sorcier en question, et que peu importe la cible du sort et sa","position: le Maître des Runes peut toujours tenter de dissiper","un sort du moment que son lanceur se trouve dans un rayon","de 50cm autour de lui. Pour déterminer s’il y parvient, jetez","1D6. Sur un résultat de 4+, le Maître des Runes a réussi et le","sort est dissipé. Si le résultat est 1, 2 ou 3, les efforts du Maître","des Runes ne servent à rien et le sort fonctionne comme","d’ordinaire. Un Maître des Runes peut tenter de dissiper","n’importe quel nombre de sorts par tour, mais chaque sort ne","peut faire l’objet que d’une seule tentative de dissipation,","même si l’armée inclut plusieurs Maîtres des Runes à portée","de dissipation du lanceur."],"order":9},"Enclume du Destin":{"text":["Une armée ne peut inclure qu’une","seule Enclume, incorporée au socle du Maître des Runes. Un","Maître des Runes accompagné de l’Enclume peut, une fois par","partie, ajouter +1 au résultat du dé à son jet de dissipation","d’un sort. Une unité rejointe par l’Enclume du Destin","provoque la terreur. Un Maître des Runes accompagné d’une","Enclume voit son mouvement limité à 40cm."],"order":10},"Zeppelin":{"order":11,"text":[" Le Zeppelin est une machine volante issue des","dernières technologies Naines. Il embarque un petit","contingent d'ingénieurs nains qui depuis une position en","altitude font pleuvoir un déluge de plomb et de bombes à","main sur les positions ennemies.","Machine de Guerre en Haute Altitude","Le Zeppelin est considéré comme un personnage volant","possédant un mouvement de 30cm. Contrairement aux","personnages il n'a pas de valeur de Commandement et ne","peux pas commander d'unités.","Si une unité ennemie ayant reçu un ordre le contacte il est","intercepté. Autrement s'il est contacté par une unité il est","simplement déplacé de la distance minimale pour ne pas","gêner.","Lorsqu'il est intercepté le Zeppelin effectue immédiatement","6 tirs de contre-charge touchant sur 4+ et ne modifiant par","la sauvegarde. Une fois ce tir résolu lancez 1d6 et ajoutez 1","pour chaque blessure infligée:","","Résultat du D6 :","","1-5","Le fragile zeppelin est engagé, détruit et compte","comme perte.","","6","L'attaquant est repoussé à 1cm de distance du","Zeppelin et ne peux plus faire de mouvements pour","cette phase, ce qui a pour effet d'annuler la charge.","Artillerie Aéroportée","","Lors de la phase de tir le Zeppelin peut faire 6 tirs à 30cm sur","5+ ignorant les couverts et infligeant -1 à la Sauvegarde.",""]},"Barge":{"order":12,"text":["Pour +30pts le Zeppelin peut inclure une barge de","débarquement.","Si c'est le cas, le joueur peut au début de la partie ne pas","déployer une unité de Tueurs qui est conservée en réserve","(elle est embarquée dans le Zeppelin). Si le Zeppelin est","détruit alors que les Tueurs sont à bord, ils sont eux-aussi","détruits et compte comme pertes.","Une fois par partie pendant la phase de magie le joueur Nain","peut déclarer que le Zeppelin largue les nains en basse","altitude. Lancez 1d6 :","","Résultat du D6 :","","1","Rase-motte: le Zeppelin descend trop vite, laboure","le sol, largue les tueurs, et va s'écraser plus loin. Il","est retiré de la partie et compte comme perte.","","2","Atterrissage brutal: lancer 1D6 par socles sur un 6 il","est détruit.","","3-6 Atterrissage viril: aucun effet"]},"Trône de Pouvoir":{"order":13,"text":["Réservé au Général, le Trône de","Pouvoir limite son mouvement à 40 cm. Une fois par partie, le","Général peut utiliser la Rune de Pouvoir pour augmenter de +1","les Attaques de tous les socles d’une unité située à moins de","20cm de lui pendant toute la phase de combat. Ce pouvoir ne","s’applique pas aux Attaques de tir."]}}} \ No newline at end of file +{"name":"Nains","version":"Warmaster Evolution","group":1,"order":4,"units":{"Guerriers":{"type":"Infanterie","attack":3,"hits":4,"armour":"4+","size":3,"points":110,"min":2,"order":0},"Arquebusiers":{"type":"Infanterie","attack":"3/1","range":"30cm","hits":4,"armour":"6+","size":3,"points":90,"order":1},"Rangers":{"type":"Infanterie","attack":"3/1","range":"30cm","hits":4,"armour":"5+","size":3,"points":110,"max":2,"order":2},"Marteliers":{"order":3,"type":"Infanterie","attack":3,"size":3,"hits":4,"armour":"4+","points":125,"max":1},"Mineurs":{"order":4,"type":"Infanterie","attack":3,"size":3,"hits":4,"armour":"6+","points":90,"max":1},"Tueurs de Trolls":{"type":"Infanterie","attack":5,"hits":4,"size":3,"points":80,"max":2,"order":5},"Canons":{"type":"Artillerie","attack":"1/2+bounce","range":"60cm","hits":2,"armour":"6+","size":2,"points":90,"max":2,"order":6},"Canon à Flammes":{"type":"Artillerie","attack":"1/2D6","range":"30cm","hits":2,"armour":"6+","size":1,"points":50,"max":1,"order":7},"Gyrocoptère":{"type":"Machine","attack":"1/3","range":"30cm","hits":3,"armour":"5+","size":1,"points":75,"order":8,"armyMax":1},"Général":{"type":"Général","attack":"+2","command":10,"size":1,"points":155,"armyMin":1,"armyMax":1,"order":9},"Héros":{"type":"Héros","attack":"+1","command":8,"size":1,"points":80,"max":1,"order":10},"Maître des Runes":{"type":"Héros","attack":"+1","command":8,"size":1,"points":90,"max":1,"upgrades":["Enclume du Destin","Parchemin d’Anti-Magie","Bâton d’Envoutement"],"order":11},"Zeppelin":{"order":12,"type":"Machine","attack":"0/6","range":"30cm","hits":2,"size":1,"points":100,"armyMax":1,"upgrades":["Barge"]}},"upgrades":{"Enclume du Destin":{"type":"Special","attack":"+1","points":"+50","armyMax":1,"order":0},"Barge":{"order":1,"type":"Special","points":"+30","armyMax":1}},"magic":true,"specialRules":{"Arquebusiers":{"text":["Lorsque vous tirez avec une arquebuse,","retirez 1 à l’Armure de la cible : une Armure de 3+, passe à","4+, une de 4+ à 5+, une de 5+ à 6+. Une Armure de 6+","n’arrête pas les tirs d’arquebuse."],"order":1},"Rangers":{"text":[" Bien qu’il s’agisse d’infanterie, les rangers nains","peuvent poursuivre tous les ennemis en retraite, même, par","exemple, la cavalerie"],"order":2},"Marteliers":{"order":3,"text":["Chaque socle de Marteliers bénéficie de +1","Attaque lors du premier round de chaque combat où il","affronte un ennemi situé sur son front."]},"Mineurs":{"order":4,"text":[" Les Mineurs n’ont pas à être déployés au début","de la bataille si le joueur le désire. À la place, l’unité peut","creuser une galerie sous le champ de bataille et s’y déployer","à partir du 2ème tour du joueur Nain. Pour amener une unité","de Mineurs, le joueur désigne le point où il veut la faire","apparaître et doit leur donner un ordre d’excavation avec","l’un de ses personnages. Le personnage ne tient pas compte","des portées d’ordre pour donner l’ordre d’excavation : on","considère que sa portée d’ordre s’étend à l’ensemble du","champ de bataille pour ce qui est de donner un tel ordre.","Considérez que l’ordre est donné au point où l’unité doit","apparaître, et appliquez tous les modificateurs de portée, de","proximité de l’ennemi, etc.","Si l’ordre d’excavation est donné avec succès, placez un socle","de l’unité sur le point indiqué et positionnez les autres en","formation autour de celui-ci. L’unité ne peut pas être placée","de façon à toucher l’ennemi. Une fois qu’elle est déployée, elle","peut recevoir des ordres du personnage qui a donné l’ordre","d’excavation, si celui-ci se trouve à portée d’ordre habituelle :","on considère qu’elle a utilisé son premier ordre pour se","déployer.","Si l’ordre d’excavation est un échec, l’unité n’est pas déployée","et ne peut pas s’infiltrer lors de ce tour. Elle pourra essayer de","nouveau lors d’un tour suivant, au même endroit ou en un","autre lieu."]},"Tueurs de Trolls":{"text":["Les Tueurs de Trolls sont Fanatiques. Ils","sont si enragés qu’ils préfèrent affronter les monstres les plus","dangereux : plus ils sont gros, plus ils aiment ! Et ils excellent","tant dans cet art qu’un socle de Tueurs reçoit un bonus de +1","Attaque lorsqu’il affronte un monstre"],"order":5},"Canons":{"order":6,"text":["Les canons peuvent tirer à 45° et leur portée est de","60cm. Leurs tirs annulent les sauvegardes et les cibles en","position fortifiée comptent comme étant en défense (5+ pour","toucher) et celles qui sont en défense comptent comme étant","à découvert (4+ pour toucher).","34","Les boulets de canon peuvent rebondir à travers les rangs","serrés en causant des ravages. On considère donc qu’un tir","frappe le point le plus proche du socle visé, le traverse et","rebondit de 5cm depuis l’arrière du socle dans la même","direction. Si plusieurs canons de la même unité tirent, tous","les boulets rebondissent de la même distance sur la même","trajectoire entre le canon le plus proche et le socle ennemi","le plus proche. L’unité visée subit deux attaques pour le","premier socle touché, +1 pour chaque socle supplémentaire","de la même unité traversé par le rebond du boulet.","Un tir qui rebondit dans une autre unité lui inflige une","attaque par socle traversé. Ceci peut permettre de toucher","des cibles qui ne peuvent normalement pas être visées,","comme des unités amies ou en combat. Faites la somme du","nombre d’attaques infligées et lancez les dés pour chaque","unité. Les unités engagées recevant des blessures à la suite","d’un rebond conservent ces blessures jusqu’à la phase de","combat et ne sont pas repoussées par le rebond du canon ni","ne testent la confusion.","En tir de contre-charge les canons tirent de la mitraille,","laquelle n’annule pas les sauvegardes et ne cause pas de","rebond."]},"Canon à Flammes":{"text":["Le Canon à Flammes tire à 45° et sa","portée est de 30cm.","Le tir du canon à flammes est un peu inhabituel. Il inflige","2D6 attaques au lieu d’un nombre constant : lancez 2D6 et","cumulez les résultats. Si vous obtenez un double, il ne tire","pas comme prévu! Un incident de tir, dont la nature dépend","du double obtenu sur les dés, vient de se produire.","Consultez le tableau des incidents de tir du canon à","flammes.","Un canon à flammes peut tirer sur un ennemi qui le charge","de la manière habituelle.","","TABLE DES INCIDENTS DE TIR DU CANON A FLAMMES","","Résultat du D6 :","","1","Le canon à flammes explose et est détruit sans","infliger aucune attaque.","","2","Le canon à flammes projette une énorme langue de","feu infligeant 2D6 attaques en plus des 4 déjà","causées, avant d’exploser et d’être détruit.","","3","Le canon à flammes émet un bruit inquiétant avant","de cracher une flamme et beaucoup de fumée. Il","inflige 6 attaques ce tour-ci mais désormais, ses tirs","n’infligeront plus qu’1D6 attaques à la place des 2D6","habituels","","4","Le canon à flammes émet un gargouillis inquiétant,","puis sa chaudière s’éteint. Les servants travaillent","d’arrache-pied à la rallumer. 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La figurine","constitue toujours une unité à elle seule, doit recevoir des","ordres individuellement, ne peut pas faire partie d’une","brigade et ne peut pas être rejointe par un personnage.","Son canon à tir rapide inflige une pénalité d’Armure de 1 à","ses cibles (une valeur d’Armure de 6+ est annulée).",""],"order":8},"Maître des Runes":{"text":["Bien qu’il ne s’agisse pas de sorciers et","qu’ils ne peuvent ainsi pas jeter de sorts, les Maîtres des","Runes peuvent contrer les enchantements ennemis. Si un","sorcier situé dans un rayon de 50cm autour du Maître des","Runes lance un sort, ce dernier peut tenter de le dissiper. Il","n’est pas nécessaire que le Maître des Runes puisse voir le","sorcier en question, et que peu importe la cible du sort et sa","position: le Maître des Runes peut toujours tenter de dissiper","un sort du moment que son lanceur se trouve dans un rayon","de 50cm autour de lui. Pour déterminer s’il y parvient, jetez","1D6. Sur un résultat de 4+, le Maître des Runes a réussi et le","sort est dissipé. Si le résultat est 1, 2 ou 3, les efforts du Maître","des Runes ne servent à rien et le sort fonctionne comme","d’ordinaire. Un Maître des Runes peut tenter de dissiper","n’importe quel nombre de sorts par tour, mais chaque sort ne","peut faire l’objet que d’une seule tentative de dissipation,","même si l’armée inclut plusieurs Maîtres des Runes à portée","de dissipation du lanceur."],"order":9},"Enclume du Destin":{"text":["Une armée ne peut inclure qu’une","seule Enclume, incorporée au socle du Maître des Runes. Un","Maître des Runes accompagné de l’Enclume peut, une fois par","partie, ajouter +1 au résultat du dé à son jet de dissipation","d’un sort. Une unité rejointe par l’Enclume du Destin","provoque la terreur. Un Maître des Runes accompagné d’une","Enclume voit son mouvement limité à 40cm."],"order":10},"Zeppelin":{"order":11,"text":[" Le Zeppelin est une machine volante issue des","dernières technologies Naines. Il embarque un petit","contingent d'ingénieurs nains qui depuis une position en","altitude font pleuvoir un déluge de plomb et de bombes à","main sur les positions ennemies.","Machine de Guerre en Haute Altitude","Le Zeppelin est considéré comme un personnage volant","possédant un mouvement de 30cm. Contrairement aux","personnages il n'a pas de valeur de Commandement et ne","peux pas commander d'unités.","Si une unité ennemie ayant reçu un ordre le contacte il est","intercepté. Autrement s'il est contacté par une unité il est","simplement déplacé de la distance minimale pour ne pas","gêner.","Lorsqu'il est intercepté le Zeppelin effectue immédiatement","6 tirs de contre-charge touchant sur 4+ et ne modifiant par","la sauvegarde. Une fois ce tir résolu lancez 1d6 et ajoutez 1","pour chaque blessure infligée:","","Résultat du D6 :","","1-5","Le fragile zeppelin est engagé, détruit et compte","comme perte.","","6","L'attaquant est repoussé à 1cm de distance du","Zeppelin et ne peux plus faire de mouvements pour","cette phase, ce qui a pour effet d'annuler la charge.","Artillerie Aéroportée","","Lors de la phase de tir le Zeppelin peut faire 6 tirs à 30cm sur","5+ ignorant les couverts et infligeant -1 à la Sauvegarde.",""]},"Barge":{"order":12,"text":["Pour +30pts le Zeppelin peut inclure une barge de","débarquement.","Si c'est le cas, le joueur peut au début de la partie ne pas","déployer une unité de Tueurs qui est conservée en réserve","(elle est embarquée dans le Zeppelin). Si le Zeppelin est","détruit alors que les Tueurs sont à bord, ils sont eux-aussi","détruits et compte comme pertes.","Une fois par partie pendant la phase de magie le joueur Nain","peut déclarer que le Zeppelin largue les nains en basse","altitude. Lancez 1d6 :","","Résultat du D6 :","","1","Rase-motte: le Zeppelin descend trop vite, laboure","le sol, largue les tueurs, et va s'écraser plus loin. Il","est retiré de la partie et compte comme perte.","","2","Atterrissage brutal: lancer 1D6 par socles sur un 6 il","est détruit.","","3-6 Atterrissage viril: aucun effet"]},"Trône de Pouvoir":{"order":13,"text":["Réservé au Général, le Trône de","Pouvoir limite son mouvement à 40 cm. Une fois par partie, le","Général peut utiliser la Rune de Pouvoir pour augmenter de +1","les Attaques de tous les socles d’une unité située à moins de","20cm de lui pendant toute la phase de combat. Ce pouvoir ne","s’applique pas aux Attaques de tir."]}}} \ No newline at end of file diff --git a/public/json/warmaster-evolution/orques.json b/public/json/warmaster-evolution/orques.json index c7a0331..7275223 100644 --- a/public/json/warmaster-evolution/orques.json +++ b/public/json/warmaster-evolution/orques.json @@ -1 +1 @@ -{"name":"Orques & Gobelins","version":"Warmaster Evolution","group":2,"order":0,"units":{"Guerriers Orques":{"type":"Infantrie","attack":4,"hits":3,"armour":"6+","size":3,"points":60,"min":2,"order":0},"Orques Noirs":{"type":"Infantrie","attack":4,"hits":4,"armour":"5+","size":3,"points":110,"max":1,"order":1},"Gobelins":{"type":"Infantrie","attack":"2/1","range":"15cm","hits":3,"size":3,"points":30,"min":2,"order":2},"Trolls":{"type":"Infantrie","attack":5,"hits":3,"armour":"5+","size":3,"points":110,"max":3,"order":3},"Ogres":{"type":"Infantrie","attack":4,"hits":4,"armour":"5+","size":3,"points":105,"max":1,"order":4},"Orques Sauvages (*)":{"order":5,"type":"Infantrie","attack":5,"hits":3,"size":3,"points":70,"specialRules":["Règle optionnelle"]},"Archers Gobelins (*)":{"order":6,"type":"Infantrie","attack":"2/1","range":"15cm","hits":3,"size":3,"points":40,"specialRules":["Règle optionnelle"]},"Gobelins des Forêts (*)":{"order":7,"type":"Infantrie","attack":"2/1","range":"15cm","hits":3,"size":3,"points":40,"specialRules":["Règle optionnelle"]},"Orques sur Sanglier":{"type":"Cavalerie","attack":4,"hits":3,"armour":"5+","size":3,"points":110,"order":8},"Gobelins sur Loup":{"type":"Cavalerie","attack":"2/1","range":"15cm","hits":3,"armour":"6+","size":3,"points":60,"order":9},"Orques Sauvages sur Sanglier (*)":{"order":10,"type":"Cavalerie","attack":5,"hits":3,"size":3,"points":110,"specialRules":["Règle optionnelle"]},"Gobelins sur Araignée (*)":{"order":11,"type":"Cavalerie","attack":2,"hits":3,"size":3,"points":60,"specialRules":["Règle optionnelle"]},"Chars à Loup":{"type":"Char","attack":3,"hits":3,"armour":"6+","size":3,"points":80,"max":3,"order":12},"Géant":{"type":"Monstre","attack":8,"hits":8,"armour":"5+","size":1,"points":150,"max":1,"order":13},"Lance-Rocs":{"type":"Artillerie","attack":"1/3","range":"60cm","hits":3,"size":1,"points":75,"max":1,"order":14},"Général Orque":{"type":"Général","attack":"+2","command":8,"size":1,"points":95,"armyMin":1,"armyMax":1,"upgrades":["Vouivre","Char"],"order":15},"Héros Orque":{"type":"Héros","attack":"+1","command":8,"size":1,"points":80,"max":2,"upgrades":["Vouivre","Char"],"order":16},"Chaman Orque":{"type":"Sorcier","attack":"+0","command":7,"size":1,"points":45,"max":1,"upgrades":["Vouivre","Char"],"order":17},"Héros Gobelin":{"type":"Héros","attack":"+1","command":7,"size":1,"points":45,"max":2,"upgrades":["Vouivre","Char"],"order":18},"Chaman Gobelin":{"type":"Sorcier","attack":"+0","command":6,"size":1,"points":30,"max":1,"upgrades":["Vouivre","Char"],"order":19}},"upgrades":{"Vouivre":{"type":"Monture Monstrueuse","attack":"+2","points":"+80","max":1,"order":0},"Char":{"type":"Char monté","attack":"+1","points":"+10","max":1,"order":1}},"magic":true,"specialRules":{"Trolls":{"text":["Les Trolls sont Lents. En revanche, les Trolls","peuvent se régénérer et récupérer de la plupart des","blessures. Pour représenter cela, à chaque round de","combat, avant que les socles aient été retirés, les Trolls","peuvent récupérer 1 Point de Vie sur les blessures restantes.","Les blessures régénérées comptent tout de même dans les","résultats de combats."],"order":1},"Ogres":{"text":["Si une unité d’ogres peut charger par initiative","une unité ennemie d’humains (littéralement humains, ce qui","inclut les Maraudeurs et Guerriers du Chaos mais pas les","Nains, les Elfes, ou les autres humanoïdes) au début de la","phase d’ordres, elle doit le faire. Cela est automatique et","leur général ne peut rien y faire !",""],"order":2},"Gobelins sur Loup":{"text":["La portée de tir des Gobelins sur","loups est limitée à 15 cm. Ils peuvent tirer sur les côtés et","derrière eux sans réorienter leur socle. Ils peuvent donc tirer","sur un ennemi qui les charge de n’importe quelle direction"],"order":3},"Géant":{"text":[" Les Géants doivent toujours recevoir des ordres","séparés. Ils ne peuvent pas rejoindre des brigades d’autres","troupes mais peuvent constituer des brigades de Géants. Si","vous tentez de donner un ordre à un Géant et que vous","échouez, vous devez effectuer un test pour voir ce qui se","passe. Ne vous inquiétez pas des éventuelles gaffes, elles","sont prises en compte dans le tableau ci-contre. Lancez un","dé et consultez le Tableau de Démence du Géant. Lorsque","les Géants sont regroupés en brigades, faites un jet par","Géant.","Un géant possède beaucoup de Points de Vie (8). Il serait","donc très difficile d’en venir à bout en un tour et, pour","compenser cette apparente invulnérabilité, la règle suivante","s’applique: si un géant a accumulé entre 4 et 7 blessures à la","fin d’une phase de tir ou de combat, il est Blessé. Une fois","qu’un Géant est Blessé, toutes les blessures accumulées","jusque-là sont annulées mais ses Attaques et ses Points de","Vie sont réduits de moitié pour le reste de la partie (4","Attaques et 4 PV).","Un Géant provoque la terreur.","","","Tableau de Démence du Géant","Résultat du D6","","1 )","Le Géant ne se déplace pas et ne combat pas durant","ce tour. Il reste là, à bayer aux corneilles !","","2 )","Déplacez le Géant vers le bord de table le plus","proche. S’il entre en contact avec une autre unité, il","l’attaque quel que soit son camp d’origine. S’il gagne","le combat, le Géant reste sur place.","","3 )","Le Géant ramasse un rocher, une épave de Char,","un arbre, voire une masure, enfin tout ce qui lui","tombe sous la main, et l’envoie sur l’unité la plus","proche se trouvant dans sa ligne de vue, qu’elle soit","amie ou ennemie. La portée du projectile est de","5D6cm et si cela suffit à atteindre sa cible, il","provoque 3 Attaques résolues normalement.","","4 )","Le Géant se déplace droit devant à pleine vitesse. S’il","atteint une unité ennemie, il combat tout à fait","normalement. Si une unité amie se trouve sur son","chemin, il la traverse s’il en a la place et s’il a assez","de mouvement. Dans le cas contraire, il s’arrête au","contact de l’unité. L’unité amie est alors","automatiquement confuse pour tout le reste de la","phase d’ordres, que le Géant l’ait traversée ou qu’il","se soit seulement arrêté à son contact. L’unité","récupère de sa confusion en même temps que les","autres unités, c’est-à-dire à la fin de la phase","d’ordres.","","5 )","Le Géant se déplace le plus vite possible vers l’unité","ennemie la plus proche qu’il voit. S’il atteint","l’ennemi, il combat normalement. Si des unités","amies sont sur le chemin, il les traversera en semant","la confusion, voir ci-dessus.","","6 )","Le Géant pousse un terrible beuglement et se","précipite sur l’unité ennemie visible la plus proche.","Déplacez le géant au double de sa pleine vitesse. S’il","atteint une unité ennemie, il combat en la piétinant","joyeusement et en doublant son nombre d’Attaques","lors du premier round de corps à corps."],"order":4},"Lance-Rocs":{"text":["Il peut tirer à 45° et sa portée est de 60cm. Il","ignore les sauvegardes mais ne peut effectuer de tir de","contre-charge."],"order":5},"Vouivre":{"text":["Un Général, un Chaman ou un Héros peut","chevaucher une Vouivre. Une Vouivre vole, augmentant","ainsi le mouvement de son cavalier de 60 cm à 100 cm, et","elle lui ajoute +2 Attaques. Une unité rejointe par une","Vouivre provoque la terreur chez ses ennemis."],"order":6},"Char":{"text":[" Un Général, un Chaman ou un Héros peut monter","sur un Char. Un personnage monté sur un char gagne +1","Attaque."],"order":7},"Orques Sauvages (*)":{"order":8,"text":["Les Orques Sauvages et Orques Sauvages","sur Sanglier sont Fanatiques. Ces unités ne peuvent rejoindre","que des brigades constituées d’autres Orques Sauvages."]},"Archers Gobelins (*)":{"order":9,"text":["Une unité d’Archers Gobelins de trois","socles déployés en ligne ajoute +1 tir à son total de tirs; une","telle unité a donc 4 tirs au lieu de 3. Le tir bonus est affecté à","n’importe quel socle, au choix du joueur."]},"Gobelins des Forêts (*)":{"order":10,"text":["Aucune pénalité de Commandement","due au terrain dense ne s’applique aux Gobelins des Forêts."]},"Gobelins sur Araignée (*)":{"order":11,"text":[" Au corps à corps, après avoir","effectué les attaques empoisonnées des Gobelins sur","Araignée, retirez 1 à l’Armure de la cible : une Armure de 3+,","passe à 4+, une de 4+ à 5+, une de 5+ à 6+. Une Armure de 6+","n’arrête pas les attaques."]},"Règle optionnelle":{"order":12,"text":["Ces règles optionnelles ne peuvent être utilisées qu’avec","l’accord de votre adversaire."]}},"spells":[{"roll":6,"range":"50cm, pas de ligne de vue.","text":["Un immense pied vert et spectral descend des cieux,","réduisant l’ennemi en bouillie et incrustant ses os dans le","sol.","Vous pouvez lancer ce sort sur une unité ennemie dans un","rayon de 50cm du chaman, que ce dernier puisse la voir ou","non. Le sort ne peut pas être lancé sur un ennemi engagé au","combat. L’unité subit six attaques résolues de la manière","habituelle. Une unité ne peut pas être repoussée par le Pied","de Gork car l’attaque vient d’en haut!",""],"name":"Pied de Gork"},{"roll":5,"range":"30cm, pas de ligne de vue.","text":["Dans un grand spasme, le chaman crache un énorme poing","vert qui frappe tout ce qui se trouve sur son chemin.","Tracez une droite imaginaire de 30 cm de long partant du","socle du chaman vers la direction de votre choix. Cette ligne","traverse les unités, mais s’arrête contre les décors qui","bloquent normalement les tirs, comme les collines, plus de 2","cm de forêt, etc.","Toute unité traversée par cette ligne subit trois attaques de","tir résolues de la manière habituelle. Notez que ce sort peut","affecter plusieurs unités ennemies, et affectera toutes les","unités traversées, y compris les vôtres. Les unités non","engagées, amies ou ennemies, peuvent être repoussées par","une Mandale comme par des tirs ordinaires. Les unités","engagées ne sont pas repoussées mais reportent les","blessures subies sur leur prochain round de combat. Ces","dernières comptent comme ayant été infligées durant le","combat.",""],"name":"Mandale"},{"roll":5,"range":"60cm, pas de ligne de vue","text":["La voix de Gork tonne sur le champ de bataille et repousse ses","ennemis d’un cri surpuissant.","Ce sort peut être lancé sur une unité ennemie dans un rayon","de 60cm du chaman, qu’il puisse la voir ou non, mais pas sur","une unité engagée au combat.","L’unité ennemie est repoussée par le hurlement de 5xD6 cm","vers son bord de table, comme par un tir, sauf que sa direction","est celle du chemin le plus court vers le bord de table. Une","unité ne peut pas être dispersée suite à un repoussement","causé par ce sort. Si l’unité quitte la table, elle doit effectuer","un jet comme indiqué dans les règles de base (voir «Unités","sortant de la Table» page 31).",""],"name":"Le Cri de Gork"},{"roll":4,"range":"30cm","text":["Le chaman invoque la puissance de la grande Waaagh! pour","encourager les peaux vertes.","Ce sort peut être lancé sur toute unité amie peau-verte","(orques, gobelins, orques noirs, gobelins sur loup, orques sur","sanglier, et tout autre type d’orque ou de gobelin, mais pas les","Trolls, les Géants, les Ogres et les troupes n’étant pas des","peaux-vertes) engagée au combat dans un rayon de 30cm du","chaman, qu’il puisse la voir ou non.","Le sort dure toute la prochaine phase de combat.","Chaque socle de l’unité, y compris les socles de Personnages","qui l’ont rejointe, ajoute +1 à sa valeur d’Attaques durant la","phase de Combat suivante."],"name":"Waaagh!"}],"armyRules":[""]} \ No newline at end of file +{"name":"Orques & Gobelins","version":"Warmaster Evolution","group":2,"order":0,"units":{"Guerriers Orques":{"type":"Infanterie","attack":4,"hits":3,"armour":"6+","size":3,"points":60,"min":2,"order":0},"Orques Noirs":{"type":"Infanterie","attack":4,"hits":4,"armour":"5+","size":3,"points":110,"max":1,"order":1},"Gobelins":{"type":"Infanterie","attack":"2/1","range":"15cm","hits":3,"size":3,"points":30,"min":2,"order":2},"Trolls":{"type":"Infanterie","attack":5,"hits":3,"armour":"5+","size":3,"points":110,"max":3,"order":3},"Ogres":{"type":"Infanterie","attack":4,"hits":4,"armour":"5+","size":3,"points":105,"max":1,"order":4},"Orques Sauvages (*)":{"order":5,"type":"Infanterie","attack":5,"hits":3,"size":3,"points":70,"specialRules":["Règle optionnelle"]},"Archers Gobelins (*)":{"order":6,"type":"Infanterie","attack":"2/1","range":"15cm","hits":3,"size":3,"points":40,"specialRules":["Règle optionnelle"]},"Gobelins des Forêts (*)":{"order":7,"type":"Infanterie","attack":"2/1","range":"15cm","hits":3,"size":3,"points":40,"specialRules":["Règle optionnelle"]},"Orques sur Sanglier":{"type":"Cavalerie","attack":4,"hits":3,"armour":"5+","size":3,"points":110,"order":8},"Gobelins sur Loup":{"type":"Cavalerie","attack":"2/1","range":"15cm","hits":3,"armour":"6+","size":3,"points":60,"order":9},"Orques Sauvages sur Sanglier (*)":{"order":10,"type":"Cavalerie","attack":5,"hits":3,"size":3,"points":110,"specialRules":["Règle optionnelle"]},"Gobelins sur Araignée (*)":{"order":11,"type":"Cavalerie","attack":2,"hits":3,"size":3,"points":60,"specialRules":["Règle optionnelle"]},"Chars à Loup":{"type":"Char","attack":3,"hits":3,"armour":"6+","size":3,"points":80,"max":3,"order":12},"Géant":{"type":"Monstre","attack":8,"hits":8,"armour":"5+","size":1,"points":150,"max":1,"order":13},"Lance-Rocs":{"type":"Artillerie","attack":"1/3","range":"60cm","hits":3,"size":1,"points":75,"max":1,"order":14},"Général Orque":{"type":"Général","attack":"+2","command":8,"size":1,"points":95,"armyMin":1,"armyMax":1,"upgrades":["Vouivre","Char"],"order":15},"Héros Orque":{"type":"Héros","attack":"+1","command":8,"size":1,"points":80,"max":2,"upgrades":["Vouivre","Char"],"order":16},"Chaman Orque":{"type":"Sorcier","attack":"+0","command":7,"size":1,"points":45,"max":1,"upgrades":["Vouivre","Char"],"order":17},"Héros Gobelin":{"type":"Héros","attack":"+1","command":7,"size":1,"points":45,"max":2,"upgrades":["Vouivre","Char"],"order":18},"Chaman Gobelin":{"type":"Sorcier","attack":"+0","command":6,"size":1,"points":30,"max":1,"upgrades":["Vouivre","Char"],"order":19}},"upgrades":{"Vouivre":{"type":"Monture Monstrueuse","attack":"+2","points":"+80","max":1,"order":0},"Char":{"type":"Char monté","attack":"+1","points":"+10","max":1,"order":1}},"magic":true,"specialRules":{"Trolls":{"text":["Les Trolls sont Lents. En revanche, les Trolls","peuvent se régénérer et récupérer de la plupart des","blessures. Pour représenter cela, à chaque round de","combat, avant que les socles aient été retirés, les Trolls","peuvent récupérer 1 Point de Vie sur les blessures restantes.","Les blessures régénérées comptent tout de même dans les","résultats de combats."],"order":1},"Ogres":{"text":["Si une unité d’ogres peut charger par initiative","une unité ennemie d’humains (littéralement humains, ce qui","inclut les Maraudeurs et Guerriers du Chaos mais pas les","Nains, les Elfes, ou les autres humanoïdes) au début de la","phase d’ordres, elle doit le faire. Cela est automatique et","leur général ne peut rien y faire !",""],"order":2},"Gobelins sur Loup":{"text":["La portée de tir des Gobelins sur","loups est limitée à 15 cm. Ils peuvent tirer sur les côtés et","derrière eux sans réorienter leur socle. Ils peuvent donc tirer","sur un ennemi qui les charge de n’importe quelle direction"],"order":3},"Géant":{"text":[" Les Géants doivent toujours recevoir des ordres","séparés. Ils ne peuvent pas rejoindre des brigades d’autres","troupes mais peuvent constituer des brigades de Géants. Si","vous tentez de donner un ordre à un Géant et que vous","échouez, vous devez effectuer un test pour voir ce qui se","passe. Ne vous inquiétez pas des éventuelles gaffes, elles","sont prises en compte dans le tableau ci-contre. Lancez un","dé et consultez le Tableau de Démence du Géant. Lorsque","les Géants sont regroupés en brigades, faites un jet par","Géant.","Un géant possède beaucoup de Points de Vie (8). Il serait","donc très difficile d’en venir à bout en un tour et, pour","compenser cette apparente invulnérabilité, la règle suivante","s’applique: si un géant a accumulé entre 4 et 7 blessures à la","fin d’une phase de tir ou de combat, il est Blessé. Une fois","qu’un Géant est Blessé, toutes les blessures accumulées","jusque-là sont annulées mais ses Attaques et ses Points de","Vie sont réduits de moitié pour le reste de la partie (4","Attaques et 4 PV).","Un Géant provoque la terreur.","","","Tableau de Démence du Géant","Résultat du D6","","1 )","Le Géant ne se déplace pas et ne combat pas durant","ce tour. Il reste là, à bayer aux corneilles !","","2 )","Déplacez le Géant vers le bord de table le plus","proche. S’il entre en contact avec une autre unité, il","l’attaque quel que soit son camp d’origine. S’il gagne","le combat, le Géant reste sur place.","","3 )","Le Géant ramasse un rocher, une épave de Char,","un arbre, voire une masure, enfin tout ce qui lui","tombe sous la main, et l’envoie sur l’unité la plus","proche se trouvant dans sa ligne de vue, qu’elle soit","amie ou ennemie. La portée du projectile est de","5D6cm et si cela suffit à atteindre sa cible, il","provoque 3 Attaques résolues normalement.","","4 )","Le Géant se déplace droit devant à pleine vitesse. S’il","atteint une unité ennemie, il combat tout à fait","normalement. Si une unité amie se trouve sur son","chemin, il la traverse s’il en a la place et s’il a assez","de mouvement. Dans le cas contraire, il s’arrête au","contact de l’unité. L’unité amie est alors","automatiquement confuse pour tout le reste de la","phase d’ordres, que le Géant l’ait traversée ou qu’il","se soit seulement arrêté à son contact. L’unité","récupère de sa confusion en même temps que les","autres unités, c’est-à-dire à la fin de la phase","d’ordres.","","5 )","Le Géant se déplace le plus vite possible vers l’unité","ennemie la plus proche qu’il voit. S’il atteint","l’ennemi, il combat normalement. Si des unités","amies sont sur le chemin, il les traversera en semant","la confusion, voir ci-dessus.","","6 )","Le Géant pousse un terrible beuglement et se","précipite sur l’unité ennemie visible la plus proche.","Déplacez le géant au double de sa pleine vitesse. S’il","atteint une unité ennemie, il combat en la piétinant","joyeusement et en doublant son nombre d’Attaques","lors du premier round de corps à corps."],"order":4},"Lance-Rocs":{"text":["Il peut tirer à 45° et sa portée est de 60cm. Il","ignore les sauvegardes mais ne peut effectuer de tir de","contre-charge."],"order":5},"Vouivre":{"text":["Un Général, un Chaman ou un Héros peut","chevaucher une Vouivre. Une Vouivre vole, augmentant","ainsi le mouvement de son cavalier de 60 cm à 100 cm, et","elle lui ajoute +2 Attaques. Une unité rejointe par une","Vouivre provoque la terreur chez ses ennemis."],"order":6},"Char":{"text":[" Un Général, un Chaman ou un Héros peut monter","sur un Char. Un personnage monté sur un char gagne +1","Attaque."],"order":7},"Orques Sauvages (*)":{"order":8,"text":["Les Orques Sauvages et Orques Sauvages","sur Sanglier sont Fanatiques. Ces unités ne peuvent rejoindre","que des brigades constituées d’autres Orques Sauvages."]},"Archers Gobelins (*)":{"order":9,"text":["Une unité d’Archers Gobelins de trois","socles déployés en ligne ajoute +1 tir à son total de tirs; une","telle unité a donc 4 tirs au lieu de 3. Le tir bonus est affecté à","n’importe quel socle, au choix du joueur."]},"Gobelins des Forêts (*)":{"order":10,"text":["Aucune pénalité de Commandement","due au terrain dense ne s’applique aux Gobelins des Forêts."]},"Gobelins sur Araignée (*)":{"order":11,"text":[" Au corps à corps, après avoir","effectué les attaques empoisonnées des Gobelins sur","Araignée, retirez 1 à l’Armure de la cible : une Armure de 3+,","passe à 4+, une de 4+ à 5+, une de 5+ à 6+. Une Armure de 6+","n’arrête pas les attaques."]},"Règle optionnelle":{"order":12,"text":["Ces règles optionnelles ne peuvent être utilisées qu’avec","l’accord de votre adversaire."]}},"spells":[{"roll":6,"range":"50cm, pas de ligne de vue.","text":["Un immense pied vert et spectral descend des cieux,","réduisant l’ennemi en bouillie et incrustant ses os dans le","sol.","Vous pouvez lancer ce sort sur une unité ennemie dans un","rayon de 50cm du chaman, que ce dernier puisse la voir ou","non. Le sort ne peut pas être lancé sur un ennemi engagé au","combat. L’unité subit six attaques résolues de la manière","habituelle. Une unité ne peut pas être repoussée par le Pied","de Gork car l’attaque vient d’en haut!",""],"name":"Pied de Gork"},{"roll":5,"range":"30cm, pas de ligne de vue.","text":["Dans un grand spasme, le chaman crache un énorme poing","vert qui frappe tout ce qui se trouve sur son chemin.","Tracez une droite imaginaire de 30 cm de long partant du","socle du chaman vers la direction de votre choix. Cette ligne","traverse les unités, mais s’arrête contre les décors qui","bloquent normalement les tirs, comme les collines, plus de 2","cm de forêt, etc.","Toute unité traversée par cette ligne subit trois attaques de","tir résolues de la manière habituelle. Notez que ce sort peut","affecter plusieurs unités ennemies, et affectera toutes les","unités traversées, y compris les vôtres. Les unités non","engagées, amies ou ennemies, peuvent être repoussées par","une Mandale comme par des tirs ordinaires. Les unités","engagées ne sont pas repoussées mais reportent les","blessures subies sur leur prochain round de combat. Ces","dernières comptent comme ayant été infligées durant le","combat.",""],"name":"Mandale"},{"roll":5,"range":"60cm, pas de ligne de vue","text":["La voix de Gork tonne sur le champ de bataille et repousse ses","ennemis d’un cri surpuissant.","Ce sort peut être lancé sur une unité ennemie dans un rayon","de 60cm du chaman, qu’il puisse la voir ou non, mais pas sur","une unité engagée au combat.","L’unité ennemie est repoussée par le hurlement de 5xD6 cm","vers son bord de table, comme par un tir, sauf que sa direction","est celle du chemin le plus court vers le bord de table. Une","unité ne peut pas être dispersée suite à un repoussement","causé par ce sort. Si l’unité quitte la table, elle doit effectuer","un jet comme indiqué dans les règles de base (voir «Unités","sortant de la Table» page 31).",""],"name":"Le Cri de Gork"},{"roll":4,"range":"30cm","text":["Le chaman invoque la puissance de la grande Waaagh! pour","encourager les peaux vertes.","Ce sort peut être lancé sur toute unité amie peau-verte","(orques, gobelins, orques noirs, gobelins sur loup, orques sur","sanglier, et tout autre type d’orque ou de gobelin, mais pas les","Trolls, les Géants, les Ogres et les troupes n’étant pas des","peaux-vertes) engagée au combat dans un rayon de 30cm du","chaman, qu’il puisse la voir ou non.","Le sort dure toute la prochaine phase de combat.","Chaque socle de l’unité, y compris les socles de Personnages","qui l’ont rejointe, ajoute +1 à sa valeur d’Attaques durant la","phase de Combat suivante."],"name":"Waaagh!"}],"armyRules":[""]} \ No newline at end of file diff --git a/public/json/warmaster-evolution/repurgateurs.json b/public/json/warmaster-evolution/repurgateurs.json new file mode 100644 index 0000000..fe61d71 --- /dev/null +++ b/public/json/warmaster-evolution/repurgateurs.json @@ -0,0 +1,278 @@ +{ + "name":"Répurgateurs", + "version":"Warmaster Evolution", + "group":2, + "order":5, + "units":{ + "Paysans Révoltés":{ + "type":"Infanterie", + "attack":3, + "hits":3, + "size":3, + "points":35, + "min":2, + "order":0, + "upgrades":[ + "Autel de Sigmar", + "Dévots" + ] + }, + "Flagellants":{ + "type":"Infanterie", + "attack":5, + "hits":3, + "size":3, + "points":70, + "min":2, + "order":1 + }, + "Exorcistes":{ + "type":"Infanterie", + "attack":"3/1", + "range":"15cm", + "hits":3, + "size":3, + "armour":"5+", + "points":80, + "max":2, + "order":2 + }, + "Miliciens":{ + "type":"Infanterie", + "attack":3, + "hits":3, + "armour":"6+", + "size":3, + "points":45, + "max":2, + "order":3 + }, + "Chasseurs":{ + "type":"Infanterie", + "attack":"3/1", + "range":"30cm", + "hits":3, + "size":3, + "points":55, + "max":2, + "order":4 + }, + "Chiens de Guerre":{ + "type":"Infanterie", + "attack":"3", + "hits":3, + "armour":"-", + "size":"+1", + "points":20, + "noCount":true, + "augendUnits":[ + "Paysans Révoltés", + "Flagellants" + ], + "noMagic":true, + "order":5 + }, + "Chevaliers":{ + "type":"Cavalerie", + "attack":3, + "hits":3, + "armour":"4+", + "size":3, + "points":110, + "order":6, + "max":1 + }, + "Pistoliers":{ + "type":"Cavalerie", + "attack":"3/1", + "range":"15cm à 360°", + "hits":3, + "armour":"5+", + "size":3, + "points":95, + "max":1, + "order":7 + }, + "Chariot purificateur":{ + "type":"Char", + "attack":"4/4", + "hits":4, + "armour":"4+", + "size":1, + "points":100, + "max":1, + "order":8, + "range":"30cm" + }, + "Inquisiteur":{ + "type":"Général", + "attack":"+2", + "command":9, + "size":1, + "points":125, + "armyMin":1, + "armyMax":1, + "upgrades":[ + "Prison tractée" + ], + "order":9 + }, + "Répurgateur":{ + "type":"Héros", + "attack":"+2", + "command":8, + "size":1, + "points":95, + "max":1, + "upgrades":[ + "Prison tractée" + ], + "order":10 + }, + "Prêtre guerrier":{ + "type":"Sorcier", + "attack":"+1", + "command":7, + "size":1, + "points":55, + "max":2, + "order":11 + } + }, + "upgrades":{ + "Prison tractée":{ + "type":"Char monté", + "attack":"+1", + "points":"+80", + "armyMax":1, + "order":0 + }, + "Autel de Sigmar":{ + "type":"Char monté", + "points":"+45", + "armyMax":1, + "order":1 + }, + "Dévots":{ + "type":"Infanterie", + "attack":3, + "hits":3, + "size":3, + "points":"+5", + "min":"-", + "order":2 + } + }, + "specialRules":{ + "Paysans Révoltés":{ + "order":1, + "text":[ + "Les Paysans Révoltés sont fanatiques.", + "Ils peuvent êtres améliorés en Dévots pour +5pts" + ] + }, + "Dévots":{ + "order":2, + "text":[ + "Tout comme les paysans révoltés, les dévots sont fanatiques.", + "De plus, ces troupes gagnent +1 Attaque au premier tour d'un engagement contre les morts-vivants ou les forces corrompues par le chaos (Roi des tombes, Vampires, Chaos , Démons, Hommes-bêtes, Skavens, Nains du Chaos)." + ] + }, + "Exorcistes":{ + "order":3, + "text":[ + "Les attaques de tir des Exorcistes retirent 1 à l’Armure de la cible : une Armure de 3+, passe à 4+, une de 4+ à 5+, une de 5+ à 6+. Une Armure de 6+ n’arrête pas les tirs des Exorcistes.", + "De plus, les Exorcistes ignorent la terreur" + ] + }, + "Prison tractée":{ + "order":4, + "text":[ + "Certains individus doivent parfois être capturés pour être jugés ou étudiés", + "Une magie vengeresse imprègne la prison, tourmentant héros et dieux ennemis.", + "Seuls les Inquisiteurs et Répurgateurs peuvent embarquer dans une Prison tractée. Son mouvement est limité à 40cm et il cause la Terreur. Une fois par tour, la Prison tractée peut lancer le sort suivant :", + "", + "SCEAUX DE DESESPOIR", + "4+ to cast", + "Range Affecte toutes les unités ennemies à 30 cm.", + "Ce sort peut être lancé sur la prison tractée elle-même et affecte toutes les unités ennemies situées dans un rayon de 30cm autour de son socle.", + "Ses effets durent jusqu’à la fin du prochain tour ennemi. Le sort gêne les ordres ennemis. Toutes les unités ennemies affectées subissent un malus de -1 sur leurs jets d’ordre.", + "Cette pénalité s’applique au moment où chaque ordre est transmis : une unité peut par exemple recevoir un premier ordre pendant qu’elle se trouve à moins de 30cm de la prison, et un deuxième alors qu’elle ne s’y trouve plus." + ] + }, + "Chiens de guerre":{ + "order":5, + "text":[ + "Les socles de Chiens de Guerre ne", + "combattent jamais comme unité indépendante. À la place,", + "vous pouvez ajouter un seul socle de Chiens de Guerre à", + "toute unité de Paysans Révoltés, de Dévots ou de", + "Flagellants. Cela fait passer la taille de l’unité de 3 à 4 socles,", + "trois socles ordinaires et un de Chiens de Guerre. Ils", + "combattent comme s’ils faisaient partie de l’unité et", + "peuvent être retirés comme pertes si le joueur le décide. La", + "perte de Chiens de Guerre ne compte pas lorsqu’il s’agit de", + "donner des ordres, il n’y a donc pas de malus de -1 pour", + "l’unité subissant des pertes si ces pertes sont des Chiens de", + "Guerre. Les socles de Chiens de Guerre ne comptent pas dans", + "la formation de l’unité pour déterminer son déplacement, il", + "n’y aura donc pas de malus de mouvement s’ils sont placés en", + "dehors de la formation de l’unité. C’est pour cela que les", + "Chiens de Guerre sont plus polyvalents et plus sacrifiables que", + "les autres troupes" + ] + }, + "Autel de Sigmar":{ + "order":6, + "text":[ + "Cet autel sacré peut être donnée à une unique unité de Paysans Révoltés/Dévots. Cette unité ainsi que toutes les unités de Paysans Révoltés/Dévots à son contact gagnent le particule \"de Sigmar\" (tant qu’elles sont au contact) . Les Paysans Révoltés/Dévots de Sigmar ainsi que leurs éventuels chiens de guerre sont immunisés à la Terreur, de plus, leur profil passe à 4pv. Avant d’effectuer une action ou de subir une attaque avec des Dévots/Flagellants de Sigmar vérifiez s’ils touchent toujours l’unité portant le Reliquaire; sinon ils ne bénéficient pas de ses effets." + ] + }, + "Flagellants":{ + "order":7, + "text":[ + "Les Flagellants sont Fanatiques." + ] + } + }, + "spells":[ + { + "roll":4, + "range":"N/A", + "text":[ + "Le prêtre projette son marteau divin, massacrant ses adversaires avant qu'il ne revienne dans sa main.", + "Ce sort ne peut être lancé que si le Prêtre a rejoint une unité au combat. Il inflige directement 3 attaques sur une unité ennemie en contact de l'unité rejointe par le prêtre. Les attaques fonctionnent de manière habituelle. Toutes les blessures sont conservées jusqu'au premier round du combat et comptent comme si elles avaient étés faites en combat." + ], + "name":"Marteau de Sigmar" + }, + { + "roll":4, + "range":"60cm, ligne de vue.", + "text":[ + "Les entrailles des ennemis du Prête se contractent de terreur - ou à cause de quelque chose d’encore pire - ce qui gêne considérablement leurs mouvements. Ce sort peut être lancé sur toute unité ennemie à portée et dans la ligne de vue du Prête . Ses effets durent jusqu’à la fin du tour suivant de l’ennemi. Tant que le sort dure, sa cible ne peut pas charger ou éviter par initiative. Elle considère toute unité ennemie comme Terrifiante. Même les morts-vivants et les unités normalement obligées de charger, avancer ou poursuivre sont affectés !" + ], + "name":"Lumière ardente" + }, + { + "roll":5, + "range":"30cm", + "text":[ + "Le sort affecte une unité allié à portée du Prêtre et jusqu'au début prochain tour du joueur contrôlant le prêtre. Les attaques visant l'unité ciblé souffrent d'un malus de -1 pour toucher (comme si elle était en défense). Cela affecte les tirs, les touches magique et le Corps a Corps (uniquement pendant le premier round de combat)", + "Une unité fortifiée ne peut pas bénéficier de ce sort." + ], + "name":"Bénédiction des cieux" + }, + { + "roll":6, + "text":[ + "Des météorites s’abattent sur le champ de bataille. Ce sort affecte toutes les unités ennemies à portée. Chaque unité ennemie dans un rayon de 30 cm autour du mage est affectée et subit 1D3 attaques de tir résolues de la manière habituelle. Jetez le dé séparément pour chaque unité ennemie. Les météorites ne repousse pas ses victimes non engagées (le sol se soulève sous leurs pieds). Les unités engagées reportent les blessures infligées par ce sort dans le premier round de combat, et ces dernières comptent comme ayant été infligées lors du combat lui même." + ], + "name":"Comète de Sigmar", + "range":"30cm" + } + ], + "magic":true, + "armyRules":[ + "" + ] +} \ No newline at end of file diff --git a/public/json/warmaster-evolution/rois-tombes.json b/public/json/warmaster-evolution/rois-tombes.json index 30ed5ca..646bdb9 100644 --- a/public/json/warmaster-evolution/rois-tombes.json +++ b/public/json/warmaster-evolution/rois-tombes.json @@ -1 +1 @@ -{"name":"Rois des tombes","version":"Warmaster Evolution","group":2,"order":1,"units":{"Squelettes":{"type":"Infantrie","attack":2,"hits":3,"armour":"6+","size":3,"points":30,"min":2,"order":0},"Archers Squelettes":{"type":"Infantrie","attack":"2/1","range":"30cm","hits":3,"size":3,"points":40,"min":2,"order":1},"Cavaliers Squelettes":{"type":"Cavalerie","attack":2,"hits":3,"armour":"5+","size":3,"points":60,"order":2},"Chars Squelettes":{"type":"Char","attack":"3/1","range":"30cm","hits":3,"armour":"5+","size":3,"points":110,"max":3,"order":3},"Charognards":{"type":"Monstre","attack":2,"hits":3,"armour":"6+","size":3,"points":65,"max":1,"order":4},"Géant Squelette":{"type":"Monstre","attack":6,"hits":4,"armour":"4+","size":1,"points":95,"max":1,"order":5},"Sphinx":{"type":"Monstre","attack":4,"hits":6,"armour":"3+","size":1,"points":100,"max":1,"order":6},"Catapulte à Crânes":{"type":"Artillerie","attack":"1/3","range":"60cm","hits":3,"size":1,"points":85,"max":1,"specialRules":["Bolt Thrower"],"order":7},"Balistes à Ossements":{"type":"Artillerie","attack":"1/1 par socle","range":"40cm","hits":2,"size":2,"points":65,"max":1,"order":8},"Roi des Tombes":{"type":"Général","attack":"+2","command":9,"size":1,"points":130,"armyMin":1,"armyMax":1,"upgrades":["Dragon Zombie","Char Liche"],"order":9},"Liche Priest":{"type":"Sorcier","attack":"+1","command":8,"size":1,"points":90,"max":2,"upgrades":["Dragon Zombie","Char Liche"],"order":10}},"upgrades":{"Dragon Zombie":{"type":"Monture Monstrueuse","attack":"+3/3","points":"+100","max":1,"order":0,"range":"20cm"},"Char Liche":{"type":"Char monté","attack":"+1","points":"+10","max":1,"order":1}},"magic":true,"armyRules":["Les morts-vivants sont incapables d’éprouver des","sentiments tels que la peur, l’excitation ou autre. Après","tout, ils sont morts et n’ont plus grand-chose à redouter. Les","sortilèges qui les animent ne leur autorisent qu’un semblant","d’intelligence et de sentiments. C’est pourquoi les règles","suivantes s’appliquent à toutes leurs unités.","Les morts-vivants n’agissent jamais par initiative. Une unité","de morts-vivants ne peut se déplacer durant la phase","d’ordre qu’après en avoir reçu l’ordre (sauf les Charognards,","qui peuvent toujours revenir comme indiqué ci-dessous).","Les morts-vivants sont immunisés au malus de","Commandement de -1 pour une présence ennemie à","proximité ainsi qu’au malus de commandement de -1 pour","un flanc ou un arrière exposé.","Ils sont aussi immunisés contre le malus de -1 pour affronter","des troupes provoquant la terreur.","Toutes les unités de morts-vivants sont immunisées aux","effets de la règle de confusion. Ils ne peuvent jamais devenir","confus."],"specialRules":{"Charognards":{"text":["Ils peuvent voler. Notez qu’ils peuvent","toujours revenir vers un personnage au début de la phase","d’ordres : pas besoin d’ordre pour ce mouvement."],"order":1},"Géant Squelette":{"text":["Ils causent la terreur."],"order":2},"Sphinx":{"text":["Vu le nombre de PV élevé du Sphinx (6), nous","devons considérer la possibilité que les blessures subies","réduisent son efficacité au combat. Si un Sphinx a accumulé","entre 3 et 5 blessures à la fin d’une phase de tir ou de combat,","il est Blessé. Une fois qu’un Sphinx est Blessé, toutes les","blessures sont annulées mais ses Attaques et ses Points de Vie","sont réduits de moitié pour le reste de la partie (2 Attaques et","3 PV)."],"order":3},"Balistes à Ossements":{"text":[" Cette baliste est une grosse arbalète","en os... une très grosse même ! Ses projectiles longs comme","des lances peuvent embrocher toute une ligne de fantassins.","L’Armure des cibles de la baliste à ossements est toujours","annulée.","Lors d’un tir, une baliste à ossements traverse jusqu’à trois","socles en contact les uns avec les autres, et dans la trajectoire","du projectile, comme indiqué sur le diagramme ci-dessous. Il","peut s’agir de socles appartenant à la même unité ou à des","unités différentes : le tir traversera automatiquement jusqu’à","trois socles du moment qu’ils sont au contact les uns des","autres.","Chaque unité touchée subira 1 attaque pour chacun de ses","socles ayant été traversé. Toutes les attaques contre une","même unité sont résolues en même temps. Par exemple, une","unité d’infanterie en colonne affectée jettera trois dés pour","trois attaques.","Du fait qu’une baliste peut toucher différentes unités en","raison du fait que ses tirs traversent les socles, il peut arriver","que son projectile touche un ennemi faisant partie d’un","combat (au contact ou en soutien). Normalement, il est","impossible de tirer sur ce genre de cibles, mais elles peuvent","subir des touches si un tir est dirigé sur une unité proche par","exemple. Les unités engagées des deux camps qui subissent","des blessures les conservent pendant la phase de combat, et","elles compteront durant ce round pour déterminer qui","remporte le combat. Les unités faisant partie d’un combat ne","sont jamais repoussées par ce genre de blessures ; leurs effets","sont comptabilisés durant le corps à corps. Les unités ne","faisant pas partie d’un combat sont repoussées de la manière","habituelle. Si une unité amie est repoussée, résolvez son","mouvement après le repoussement des unités ennemies.","Les balistes à ossements peuvent tirer en contre-charge à","n’importe quel moment, y compris lorsque l’assaillant a","atteint sa position finale."],"order":4},"Catapulte à Crânes":{"text":[" Elle peut tirer à 45° et sa portée est de","60cm. Elle ignore les sauvegardes mais ne peut effectuer de tir","de contre-charge. Lorsqu’une unité est repoussée en raison de","blessures infligées par une Catapulte à Crânes, tous les jets de","dés de repoussement entraînés par ces blessures rendront la","cible confuse sur un résultat de 4+ au lieu de 6+. Notez que si","l’unité a subi des blessures d’un autre type, les jets de dés","infligés par la Catapulte doivent être effectués séparément."],"order":5},"Roi des Tombes":{"text":[" Il est doté de pouvoirs magiques par le","sort qui lui a été jeté lors de son inhumation. Il peut utiliser ce","pouvoir pour augmenter de +1 les Attaques de tous les socles","d’une unité située à moins de 20cm de lui pendant toute la","phase de combat. Ce pouvoir n’est utilisable qu’une seule fois","par partie et ne s’applique pas aux Attaques de tir."],"order":6},"Liche Priest":{"text":["Ils lancent des sorts comme les autres sorciers"],"order":7},"Dragon Zombie":{"text":["Un Roi des Tombes ou un Prêtre Liche","peut monter un Dragon Zombie. Un Dragon Zombie vole, ce","qui fait passer le mouvement du cavalier de 60cm à 100cm et","lui ajoute +3 Attaques. Les Dragons Zombie peuvent utiliser","leur souffle corrosif pour faire une attaque de tir Speciale, qui","ne peut se faire que si le cavalier a rejoint une unité et qu’il","n’est pas engagé en combat. Un personnage qui n’a pas rejoint","d’unité ne peut pas utiliser l’attaque de souffle. Le souffle a","une portée de 20cm, il peut viser une cible normalement et","inflige trois Attaques résolues normalement. Une unité","rejointe par un Dragon Zombie provoque la terreur."],"order":8},"Char Liche":{"text":["Un Roi des Tombes ou un Prêtre Liche peut","embarquer sur un char. Un personnage monté sur un char","gagne +1 Attaque."],"order":9}},"spells":[{"roll":5,"range":"30cm, pas de ligne de vue.","text":["Sur l’ordre du Sorcier, les corps mutilés qui jonchent le","champ de bataille se relèvent pour continuer à tuer par-delà","la mort.","Ce sort peut être lancé sur un combat à moins de 30cm du","Sorcier (les pertes fournissent la matière première). Il n’est","pas nécessaire que le sorcier puisse voir une unité engagée","dans le combat. Un même combat ne peut être affecté","qu’une seule fois par ce sort lors d’un même tour, quel que","soit le nombre d’unités impliquées. Pour ce faire, on","considère les combats tels qu’ils sont durant la phase de tir,","où le sort est lancé, il est donc possible que deux unités de","morts invoqués se retrouvent dans un même combat selon","le jeu des avances et des poursuites.","En cas de succès, une nouvelle unité de trois socles","d’infanterie squelette apparaît. Elle doit être placée de","façon à pouvoir combattre ou soutenir une unité amie déjà","engagée. Elle peut être placée sur l’avant, les flancs, l’arrière","ou autour de l’ennemi. Si la place manque, l’unité doit être","placée au contact d’au moins une des unités amies en","combat, de manière à pouvoir la soutenir si possible. S’il est","impossible de placer l’unité en contact avec des amis ou des","ennemis, le sort ne peut pas être lancé. Les morts invoqués","ne comptent pas comme ayant chargé lorsqu’ils","apparaissent et sont ignorés lors du calcul des points de","victoire."],"name":"Invoquer les Morts"},{"roll":4,"range":"- Touching","text":["Les ennemis du Sorcier tombent en poussière tandis qu’il les","frappe de son Toucher Mortel.","Ce sort ne peut être lancé que si le Sorcier a rejoint une","unité amie engagée au combat, et affecte une seule unité","ennemie au contact de celle-ci.","L’unité visée subit trois attaques résolues de la manière","habituelle. Toute blessure infligée est reportée dans le","premier round de combat et compte comme ayant été","infligée au combat.",""],"name":"Toucher Mortel"},{"roll":4,"range":"60cm, ligne de vue","text":["Un sombre nuage de désespoir tombe sur l’ennemi, sapant","son courage et refroidissant son ardeur guerrière.","Ce sort peut être lancé sur toute unité ennemie à portée et","dans la ligne de vue du Sorcier.","Ses effets durent jusqu’à la fin du tour suivant de l’ennemi.","Tant que le sort dure, sa cible ne peut pas charger ou éviter","par initiative. Elle considère toute unité ennemie comme","Terrifiante. Même les morts-vivants et les unités normalement","obligées de charger, avancer ou poursuivre sont affectés!",""],"name":"Doom and Despair"},{"roll":5,"range":"30cm, ligne de vue.","text":["Un terrifiant éclair d’énergie magique jaillit des doigts du","Sorcier et frappe une unité ennemie.","Le Sorcier peut lancer ce sort sur une unité ennemie en vue. Il","ne peut pas être lancé sur une unité engagée en combat.","L’unité victime de l’Éclair de Mort subit trois attaques résolues","comme des attaques de tir ordinaires, mais son Armure est","ignorée (quelle que soit la cible de ce sort, elle compte comme","n’ayant aucune armure). Une unité peut être repoussée par un","Éclair de Mort de la même manière que par des tirs ordinaires."],"name":"Éclair de Mort"}]} \ No newline at end of file +{"name":"Rois des tombes","version":"Warmaster Evolution","group":2,"order":1,"units":{"Squelettes":{"type":"Infanterie","attack":2,"hits":3,"armour":"6+","size":3,"points":30,"min":2,"order":0},"Archers Squelettes":{"type":"Infanterie","attack":"2/1","range":"30cm","hits":3,"size":3,"points":40,"min":2,"order":1},"Cavaliers Squelettes":{"type":"Cavalerie","attack":2,"hits":3,"armour":"5+","size":3,"points":60,"order":2},"Chars Squelettes":{"type":"Char","attack":"3/1","range":"30cm","hits":3,"armour":"5+","size":3,"points":110,"max":3,"order":3},"Charognards":{"type":"Monstre","attack":2,"hits":3,"armour":"6+","size":3,"points":65,"max":1,"order":4},"Géant Squelette":{"type":"Monstre","attack":6,"hits":4,"armour":"4+","size":1,"points":95,"max":1,"order":5},"Sphinx":{"type":"Monstre","attack":4,"hits":6,"armour":"3+","size":1,"points":100,"max":1,"order":6},"Catapulte à Crânes":{"type":"Artillerie","attack":"1/3","range":"60cm","hits":3,"size":1,"points":85,"max":1,"specialRules":["Bolt Thrower"],"order":7},"Balistes à Ossements":{"type":"Artillerie","attack":"1/1 par socle","range":"40cm","hits":2,"size":2,"points":65,"max":1,"order":8},"Roi des Tombes":{"type":"Général","attack":"+2","command":9,"size":1,"points":130,"armyMin":1,"armyMax":1,"upgrades":["Dragon Zombie","Char Liche"],"order":9},"Liche Priest":{"type":"Sorcier","attack":"+1","command":8,"size":1,"points":90,"max":2,"upgrades":["Dragon Zombie","Char Liche"],"order":10}},"upgrades":{"Dragon Zombie":{"type":"Monture Monstrueuse","attack":"+3/3","points":"+100","max":1,"order":0,"range":"20cm"},"Char Liche":{"type":"Char monté","attack":"+1","points":"+10","max":1,"order":1}},"magic":true,"armyRules":["Les morts-vivants sont incapables d’éprouver des","sentiments tels que la peur, l’excitation ou autre. Après","tout, ils sont morts et n’ont plus grand-chose à redouter. Les","sortilèges qui les animent ne leur autorisent qu’un semblant","d’intelligence et de sentiments. C’est pourquoi les règles","suivantes s’appliquent à toutes leurs unités.","Les morts-vivants n’agissent jamais par initiative. Une unité","de morts-vivants ne peut se déplacer durant la phase","d’ordre qu’après en avoir reçu l’ordre (sauf les Charognards,","qui peuvent toujours revenir comme indiqué ci-dessous).","Les morts-vivants sont immunisés au malus de","Commandement de -1 pour une présence ennemie à","proximité ainsi qu’au malus de commandement de -1 pour","un flanc ou un arrière exposé.","Ils sont aussi immunisés contre le malus de -1 pour affronter","des troupes provoquant la terreur.","Toutes les unités de morts-vivants sont immunisées aux","effets de la règle de confusion. Ils ne peuvent jamais devenir","confus."],"specialRules":{"Charognards":{"text":["Ils peuvent voler. Notez qu’ils peuvent","toujours revenir vers un personnage au début de la phase","d’ordres : pas besoin d’ordre pour ce mouvement."],"order":1},"Géant Squelette":{"text":["Ils causent la terreur."],"order":2},"Sphinx":{"text":["Vu le nombre de PV élevé du Sphinx (6), nous","devons considérer la possibilité que les blessures subies","réduisent son efficacité au combat. Si un Sphinx a accumulé","entre 3 et 5 blessures à la fin d’une phase de tir ou de combat,","il est Blessé. Une fois qu’un Sphinx est Blessé, toutes les","blessures sont annulées mais ses Attaques et ses Points de Vie","sont réduits de moitié pour le reste de la partie (2 Attaques et","3 PV)."],"order":3},"Balistes à Ossements":{"text":[" Cette baliste est une grosse arbalète","en os... une très grosse même ! Ses projectiles longs comme","des lances peuvent embrocher toute une ligne de fantassins.","L’Armure des cibles de la baliste à ossements est toujours","annulée.","Lors d’un tir, une baliste à ossements traverse jusqu’à trois","socles en contact les uns avec les autres, et dans la trajectoire","du projectile, comme indiqué sur le diagramme ci-dessous. Il","peut s’agir de socles appartenant à la même unité ou à des","unités différentes : le tir traversera automatiquement jusqu’à","trois socles du moment qu’ils sont au contact les uns des","autres.","Chaque unité touchée subira 1 attaque pour chacun de ses","socles ayant été traversé. Toutes les attaques contre une","même unité sont résolues en même temps. Par exemple, une","unité d’infanterie en colonne affectée jettera trois dés pour","trois attaques.","Du fait qu’une baliste peut toucher différentes unités en","raison du fait que ses tirs traversent les socles, il peut arriver","que son projectile touche un ennemi faisant partie d’un","combat (au contact ou en soutien). Normalement, il est","impossible de tirer sur ce genre de cibles, mais elles peuvent","subir des touches si un tir est dirigé sur une unité proche par","exemple. Les unités engagées des deux camps qui subissent","des blessures les conservent pendant la phase de combat, et","elles compteront durant ce round pour déterminer qui","remporte le combat. Les unités faisant partie d’un combat ne","sont jamais repoussées par ce genre de blessures ; leurs effets","sont comptabilisés durant le corps à corps. Les unités ne","faisant pas partie d’un combat sont repoussées de la manière","habituelle. Si une unité amie est repoussée, résolvez son","mouvement après le repoussement des unités ennemies.","Les balistes à ossements peuvent tirer en contre-charge à","n’importe quel moment, y compris lorsque l’assaillant a","atteint sa position finale."],"order":4},"Catapulte à Crânes":{"text":[" Elle peut tirer à 45° et sa portée est de","60cm. Elle ignore les sauvegardes mais ne peut effectuer de tir","de contre-charge. Lorsqu’une unité est repoussée en raison de","blessures infligées par une Catapulte à Crânes, tous les jets de","dés de repoussement entraînés par ces blessures rendront la","cible confuse sur un résultat de 4+ au lieu de 6+. Notez que si","l’unité a subi des blessures d’un autre type, les jets de dés","infligés par la Catapulte doivent être effectués séparément."],"order":5},"Roi des Tombes":{"text":[" Il est doté de pouvoirs magiques par le","sort qui lui a été jeté lors de son inhumation. Il peut utiliser ce","pouvoir pour augmenter de +1 les Attaques de tous les socles","d’une unité située à moins de 20cm de lui pendant toute la","phase de combat. Ce pouvoir n’est utilisable qu’une seule fois","par partie et ne s’applique pas aux Attaques de tir."],"order":6},"Liche Priest":{"text":["Ils lancent des sorts comme les autres sorciers"],"order":7},"Dragon Zombie":{"text":["Un Roi des Tombes ou un Prêtre Liche","peut monter un Dragon Zombie. Un Dragon Zombie vole, ce","qui fait passer le mouvement du cavalier de 60cm à 100cm et","lui ajoute +3 Attaques. Les Dragons Zombie peuvent utiliser","leur souffle corrosif pour faire une attaque de tir Speciale, qui","ne peut se faire que si le cavalier a rejoint une unité et qu’il","n’est pas engagé en combat. Un personnage qui n’a pas rejoint","d’unité ne peut pas utiliser l’attaque de souffle. Le souffle a","une portée de 20cm, il peut viser une cible normalement et","inflige trois Attaques résolues normalement. Une unité","rejointe par un Dragon Zombie provoque la terreur."],"order":8},"Char Liche":{"text":["Un Roi des Tombes ou un Prêtre Liche peut","embarquer sur un char. Un personnage monté sur un char","gagne +1 Attaque."],"order":9}},"spells":[{"roll":5,"range":"30cm, pas de ligne de vue.","text":["Sur l’ordre du Sorcier, les corps mutilés qui jonchent le","champ de bataille se relèvent pour continuer à tuer par-delà","la mort.","Ce sort peut être lancé sur un combat à moins de 30cm du","Sorcier (les pertes fournissent la matière première). Il n’est","pas nécessaire que le sorcier puisse voir une unité engagée","dans le combat. Un même combat ne peut être affecté","qu’une seule fois par ce sort lors d’un même tour, quel que","soit le nombre d’unités impliquées. Pour ce faire, on","considère les combats tels qu’ils sont durant la phase de tir,","où le sort est lancé, il est donc possible que deux unités de","morts invoqués se retrouvent dans un même combat selon","le jeu des avances et des poursuites.","En cas de succès, une nouvelle unité de trois socles","d’infanterie squelette apparaît. Elle doit être placée de","façon à pouvoir combattre ou soutenir une unité amie déjà","engagée. Elle peut être placée sur l’avant, les flancs, l’arrière","ou autour de l’ennemi. Si la place manque, l’unité doit être","placée au contact d’au moins une des unités amies en","combat, de manière à pouvoir la soutenir si possible. S’il est","impossible de placer l’unité en contact avec des amis ou des","ennemis, le sort ne peut pas être lancé. Les morts invoqués","ne comptent pas comme ayant chargé lorsqu’ils","apparaissent et sont ignorés lors du calcul des points de","victoire."],"name":"Invoquer les Morts"},{"roll":4,"range":"- Touching","text":["Les ennemis du Sorcier tombent en poussière tandis qu’il les","frappe de son Toucher Mortel.","Ce sort ne peut être lancé que si le Sorcier a rejoint une","unité amie engagée au combat, et affecte une seule unité","ennemie au contact de celle-ci.","L’unité visée subit trois attaques résolues de la manière","habituelle. Toute blessure infligée est reportée dans le","premier round de combat et compte comme ayant été","infligée au combat.",""],"name":"Toucher Mortel"},{"roll":4,"range":"60cm, ligne de vue","text":["Un sombre nuage de désespoir tombe sur l’ennemi, sapant","son courage et refroidissant son ardeur guerrière.","Ce sort peut être lancé sur toute unité ennemie à portée et","dans la ligne de vue du Sorcier.","Ses effets durent jusqu’à la fin du tour suivant de l’ennemi.","Tant que le sort dure, sa cible ne peut pas charger ou éviter","par initiative. Elle considère toute unité ennemie comme","Terrifiante. Même les morts-vivants et les unités normalement","obligées de charger, avancer ou poursuivre sont affectés!",""],"name":"Doom and Despair"},{"roll":5,"range":"30cm, ligne de vue.","text":["Un terrifiant éclair d’énergie magique jaillit des doigts du","Sorcier et frappe une unité ennemie.","Le Sorcier peut lancer ce sort sur une unité ennemie en vue. Il","ne peut pas être lancé sur une unité engagée en combat.","L’unité victime de l’Éclair de Mort subit trois attaques résolues","comme des attaques de tir ordinaires, mais son Armure est","ignorée (quelle que soit la cible de ce sort, elle compte comme","n’ayant aucune armure). Une unité peut être repoussée par un","Éclair de Mort de la même manière que par des tirs ordinaires."],"name":"Éclair de Mort"}]} \ No newline at end of file diff --git a/public/json/warmaster-evolution/skavens.json b/public/json/warmaster-evolution/skavens.json index 6e20666..7e9369f 100644 --- a/public/json/warmaster-evolution/skavens.json +++ b/public/json/warmaster-evolution/skavens.json @@ -1 +1 @@ -{"name":"Skaven","version":"Warmaster Evolution","group":2,"order":2,"units":{"Guerriers des Clans":{"type":"Infantrie","attack":3,"hits":3,"armour":"6+","size":3,"points":40,"min":2,"order":0},"Vermines de Choc":{"type":"Infantrie","attack":3,"hits":3,"armour":"5+","size":3,"points":55,"max":2,"order":1},"Jezzails":{"type":"Infantrie","attack":"3/1","range":"30cm","hits":3,"armour":"6+","size":3,"points":70,"max":2,"order":2},"Moines de la Peste":{"type":"Infantrie","attack":5,"hits":3,"size":3,"points":70,"max":2,"order":3},"Nuées de Rats":{"type":"Infantrie","attack":2,"hits":3,"size":3,"points":25,"min":2,"noMagic":true,"order":4},"Coureurs d’Egouts":{"type":"Infantrie","attack":"3/1","range":"15cm","hits":3,"armour":"6+","size":3,"points":70,"max":4,"order":5},"Rat Ogres":{"type":"Infantrie","attack":4,"hits":4,"armour":"5+","size":3,"points":110,"max":2,"order":6},"Canon à Malefoudre":{"type":"Artillerie","attack":"1/D6","range":"40cm","hits":2,"size":1,"points":50,"max":2,"order":7},"Catapulte de la Peste (*)":{"order":8,"type":"Artillerie","attack":"1/3","range":"40cm","hits":3,"points":70,"max":1,"specialRules":["Règles optionnelles"]},"Roue Infernale":{"type":"Machine","attack":5,"hits":4,"armour":"4+","size":1,"points":125,"max":1,"order":9},"Prophète Gris":{"type":"Général","attack":"+1","command":9,"size":1,"points":130,"armyMin":1,"armyMax":1,"upgrades":["Cloche Hurlante"],"order":10},"Héros":{"type":"Héros","attack":"+1","command":8,"size":1,"points":70,"max":2,"order":11},"Technomage":{"type":"Sorcier","attack":"+0","command":6,"size":1,"points":30,"max":1,"order":12,"upgrades":["Verminarque (*)"]}},"magic":true,"armyRules":["L’Union fait la Force : Dans une armée skaven, les brigades","peuvent faire n’importe quelle taille, et ne sont pas limitées","au maximum habituel de 4 unités.","","","Marée de Vermine : Les unités skavens qui remportent un","round de combat peuvent poursuivre n’importe quel","ennemi, quel que soit son type. Toute unité skaven (y","compris l’artillerie) peut poursuivre n’importe quelle unité","ennemie (y compris les volants, la cavalerie et les chars).","Bien qu’ils aient le droit de poursuivre quelle que soit la","nature de l’ennemi, les skavens restent soumis aux","contraintes du terrain et du statut fortifié comme n’importe","quelle armée. Par exemple, ils ne peuvent pas poursuivre","lorsqu’ils sont fortifiés.","","","La Loi du Fouet : Tous les personnages skavens ont une","portée de Commandement de 20 cm, qu’ils soient","Généraux, Héros ou Sorciers. Les skavens savent s’y prendre","pour diriger leurs sous-fifres, tant que ces derniers restent à","portée de fouet...",""],"specialRules":{"Jezzails":{"text":["Les Jezzails comptent l’armure de leur cible","comme étant inférieure d’1 point à sa valeur ordinaire. Ainsi,","une valeur d’armure de 3+ passe à 4+, 5+ passe à 6+ et les","Armures de 6+ sont inutiles contre un Jezzail."],"order":1},"Moines de la Peste":{"text":["Les Moines de la Peste sont","Fanatiques."],"order":2},"Nuées de Rats":{"text":[" Les Nuées de Rats ne peuvent pas être","repoussées par les tirs et ne font pas de jets de repoussement.","Un socle de Nuée de Rats ne peut pas être soutenu par un","socle d’un autre type : seul un socle de Nuée de Rats peut en","soutenir un autre. Notez toutefois que les socles de Nuées de","Rats peuvent soutenir normalement les autres types","d’infanterie. Une Nuée de Rats ne peut pas recevoir un objet","magique."],"order":3},"Coureurs d’Egouts":{"text":["Les Coureurs d’Égouts n’ont pas à","être déployés au début de la bataille si le joueur le désire. À","la place, l’unité peut s’infiltrer sur le champ de bataille une","fois la partie commencée. Pour infiltrer une unité, le joueur","skaven désigne le point où il veut la faire apparaître et doit","leur donner un ordre d’infiltration avec l’un de ses","personnages. Le personnage ne tient pas compte des","portées d’ordre pour donner l’ordre d’infiltration : on","considère que sa portée d’ordre s’étend à l’ensemble du","champ de bataille pour ce qui est de donner un tel ordre.","Considérez que l’ordre est donné au point où l’unité doit","apparaître, et appliquez tous les modificateurs de portée, de","proximité de l’ennemi, etc. mais ignorez les pénalités dues","au terrain difficile.","Le point d’apparition des Coureurs d’Égouts doit être situé","en terrain dense ou sur un bord de table n’étant pas celui du","joueur adverse. Si l’ordre d’infiltration est donné avec","succès, placez un socle de l’unité sur le point indiqué et","positionnez les autres en formation autour de celui-ci.","L’unité infiltrée ne peut pas être placée de façon à toucher","l’ennemi. Une fois qu’elle est déployée, elle peut recevoir","des ordres du personnage qui a donné l’ordre d’infiltration,","si celui-ci se trouve à portée d’ordre habituelle : on","considère qu’elle a utilisé son premier ordre pour se","déployer.","Si l’ordre d’infiltration est un échec, l’unité n’est pas","déployée et ne peut pas s’infiltrer lors de ce tour. Elle pourra","essayer de nouveau lors d’un tour suivant, au même endroit","ou en un autre lieu.",""],"order":4},"Canon à Malefoudre":{"text":["Le Canon à Malefoudre bénéficie","d’une portée de 40 cm, et effectue 1D6 Attaques.","Déterminez le nombre d’Attaques, et résolvez-les une par","une de la façon habituelle. Cependant, si le nombre","d’Attaques obtenu est 1, quelque chose se passe de travers.","Jetez de nouveau 1D6 : le résultat indique le nombre","d’Attaques infligées au Canon à Malefoudre lui-même.","Les unités subissant des pertes à cause d’un tir de Canon à","Malefoudre ne sont pas repoussées : ignorez ces pertes","lorsque vous déterminez si l’unité est repoussée.","En revanche, une unité subissant une ou plusieurs pertes à","cause du Canon à Malefoudre doit jeter 1D6. Sur un résultat","de 6, elle devient confuse. Les unités en contact avec une","unité subissant des pertes à cause d’un Canon à Malefoudre","risquent elles aussi de devenir confuses. Jetez 1D6 pour","chaque unité","adjacente à la cible. Sur un résultat de 6, elle devient confuse.","Notez qu’il est possible qu’une unité skaven devienne confuse","si elle se trouve au contact du Canon à Malefoudre lorsque","celui-ci subit un incident et s’inflige des pertes à lui-même."],"order":5},"Roue Infernale":{"text":["Lorsqu’une Roue Infernale charge un","ennemi à découvert, elle reçoit un bonus de +1D6 Attaques en","plus du bonus habituel de +1 Attaque pour une charge. Notez","que ce bonus ne s’applique que lors d’une charge, et pas lors","d’une poursuite ou si la Roue est chargée.","La Roue Infernale dispose d’un mouvement de 20 cm et cause","la terreur à l’ennemi."],"order":6},"Prophète Gris":{"text":["Le Prophète Gris est le Général de l’Armée","et utilise la magie skaven de la même manière que les","Technomages."],"order":7},"Cloche Hurlante":{"text":["Il s’agit d’une gigantesque cloche","infernale montée sur une plateforme mobile, poussée au","combat par une horde de skavens. Depuis cet autel ambulant,","le glas de la cloche envoie des ondes de discorde sur le champ","de bataille, qui plongent les skavens dans une frénésie","sanguinaire et leurs ennemis dans le désespoir.","Seul le Prophète Gris peut posséder la Cloche Hurlante et il ne","peut y avoir qu’un seul exemplaire de la Cloche Hurlante dans","une armée. Un Prophète Gris sur Cloche Hurlante voit son","mouvement limité à 40cm par tour.","Tout Héros ou Technomage Skaven situé à 30cm ou moins de","la Cloche obtient un bonus de +1 à tous ses jets de","Commandement.","Tout personnage ennemi situé à 30cm ou moins de la Cloche","Hurlante est pénalisé de -1 sur tous ses jets de","Commandement"],"order":8},"Catapulte de la Peste (*)":{"order":9,"text":["Elle peut tirer à 45° et sa portée est de","40cm. Elle ne peut effectuer de tir de contre-charge. Lorsqu’une","unité est repoussée en raison de blessures infligées par une","Catapulte de la Peste, tous les jets de dés de repoussement","entraînés par ces blessures rendront la cible confuse sur un","résultat de 4+ au lieu du 6 habituel. Notez que si l’unité a subi des","blessures d’un autre type, les jets de dés infligés par la Catapulte","doivent être effectués séparément."]},"Verminarque (*)":{"order":10,"text":["Cette amélioration doit être appliquée à un","unique Technomage qui est alors remplacé par un","Verminarque, un avatar du Rat Cornu. Le personnage gagne","alors +1 Attaque et cause la Terreur, comme indiqué dans le","livre de règles de Warmaster."]},"Règles optionnelles":{"order":11,"text":["Ces règles optionnelles ne peuvent être utilisées qu’avec","l’accord de votre adversaire."]}},"spells":[{"roll":2,"text":["En inhalant une pincée de malepierre, le skaven disparaît","dans un nuage vert pour réapparaître ailleurs sur le champ","de bataille.","Le Sorcier est repositionné n’importe où sur le champ de","bataille. Il peut ainsi rejoindre ou quitter une unité, ce qui lui","permet de quitter un combat ou d’y entrer, par exemple.","Une fois que le sorcier a été repositionné, il peut lancer un","deuxième sort, mais notez qu’il doit s’agir d’un sort autre","qu’Évasion. Jetez le dé normalement pour lancer ce second","sort. Un Sorcier qui lance Évasion avec succès peut donc","lancer deux sorts lors de ce tour."],"name":"Évasion"},{"roll":5,"range":"30cm, pas de ligne de vue.","text":["Le skaven hurle une litanie blasphématoire au Rat Cornu et","emplit les masses skavens de fureur sanguinaire.","Ce sort peut être lancé sur une unité amie engagée au","combat et à portée. Le Sorcier n’est pas obligé de voir sa","cible pour lancer le sort.","Les effets du sort durent jusqu’à la fin de la prochaine phase","de combat, et le bonus d’Attaque indiqué est ajouté au","nombre total d’Attaques de l’unité à chaque round.","Pour déterminer le nombre d’Attaques supplémentaires,","jetez 1D6 à la fois et ajoutez les résultats. Le joueur peut","jeter autant de dés qu’il le souhaite, jusqu’à un maximum","d’un dé par socle de l’unité. Le joueur jette ses dés un par","un, et peut décider d’arrêter à tout moment. Cependant, s’il","obtient sur le dé qu’il vient de lancer un résultat similaire à","celui d’un dé qu’il a précédemment jeté, le nombre total","d’Attaques supplémentaires est dirigé contre l’unité","bénéficiant du sort plutôt que contre l’ennemi.","Dans ce cas, ces Attaques ne sont résolues que lors du premier","round de combat, pas lors des suivants.","Par exemple : 1+4+6=11 Attaques supplémentaires pour","l’unité skaven à chaque round. 1+4+1=6 Attaques infligées à","l’unité skaven durant le premier round de combat."],"name":"Frénésie Mortelle"},{"roll":5,"range":"30cm, ligne de vue.","text":["Un arc d’énergie maléfique pure frappe l’ennemi et lui inflige","de douloureuses transformations, fait fondre sa chair et","façonne ses os selon des formes monstrueuses.","Ce sort peut être lancé sur une unité ennemie. Le Sorcier doit","pouvoir voir sa cible. Ce sort ne peut pas être lancé sur une","unité engagée au combat.","La Malefoudre est traitée comme 3 Attaques de tir ordinaires,","si ce n’est que l’Armure de la cible n’a aucun effet (la cible","compte comme ayant une valeur d’Armure nulle). Une unité","touchée par la Malefoudre peut être repoussée comme par","des tirs ordinaires."],"name":"Malefoudre"},{"roll":6,"range":"30cm, pas de ligne de vue","text":["Un nuage néfaste enveloppe les troupes ennemies et couvre","leurs corps de pustules, leur peau se fend et se parsème","d’escarres, leurs articulations gonflent tandis que leurs","cheveux s’emplissent de vermine.","Ce sort peut être lancé sur une unité ennemie à portée, que le","Sorcier puisse la voir ou non. Il ne peut pas être lancé sur une","unité engagée au combat.","L’unité subit 6 Attaques résolues de la manière habituelle. Une","unité ne peut pas être repoussée par la Peste (l’épidémie","frappe en son sein même !)."],"name":"Peste"}],"upgrades":{"Cloche Hurlante":{"order":0,"type":"Char monté","attack":"+0","points":"+120","armyMin":0,"armyMax":1},"Verminarque (*)":{"order":1,"type":"Spécial","attack":"+1","points":"+50","specialRules":["Règles optionnelles"],"armyMax":1}}} \ No newline at end of file +{"name":"Skaven","version":"Warmaster Evolution","group":2,"order":2,"units":{"Guerriers des Clans":{"type":"Infanterie","attack":3,"hits":3,"armour":"6+","size":3,"points":40,"min":2,"order":0},"Vermines de Choc":{"type":"Infanterie","attack":3,"hits":3,"armour":"5+","size":3,"points":55,"max":2,"order":1},"Jezzails":{"type":"Infanterie","attack":"3/1","range":"30cm","hits":3,"armour":"6+","size":3,"points":70,"max":2,"order":2},"Moines de la Peste":{"type":"Infanterie","attack":5,"hits":3,"size":3,"points":70,"max":2,"order":3},"Nuées de Rats":{"type":"Infanterie","attack":2,"hits":3,"size":3,"points":25,"min":2,"noMagic":true,"order":4},"Coureurs d’Egouts":{"type":"Infanterie","attack":"3/1","range":"15cm","hits":3,"armour":"6+","size":3,"points":70,"max":4,"order":5},"Rat Ogres":{"type":"Infanterie","attack":4,"hits":4,"armour":"5+","size":3,"points":110,"max":2,"order":6},"Canon à Malefoudre":{"type":"Artillerie","attack":"1/D6","range":"40cm","hits":2,"size":1,"points":50,"max":2,"order":7},"Catapulte de la Peste (*)":{"order":8,"type":"Artillerie","attack":"1/3","range":"40cm","hits":3,"points":70,"max":1,"specialRules":["Règles optionnelles"]},"Roue Infernale":{"type":"Machine","attack":5,"hits":4,"armour":"4+","size":1,"points":125,"max":1,"order":9},"Prophète Gris":{"type":"Général","attack":"+1","command":9,"size":1,"points":130,"armyMin":1,"armyMax":1,"upgrades":["Cloche Hurlante"],"order":10},"Héros":{"type":"Héros","attack":"+1","command":8,"size":1,"points":70,"max":2,"order":11},"Technomage":{"type":"Sorcier","attack":"+0","command":6,"size":1,"points":30,"max":1,"order":12,"upgrades":["Verminarque (*)"]}},"magic":true,"armyRules":["L’Union fait la Force : Dans une armée skaven, les brigades","peuvent faire n’importe quelle taille, et ne sont pas limitées","au maximum habituel de 4 unités.","","","Marée de Vermine : Les unités skavens qui remportent un","round de combat peuvent poursuivre n’importe quel","ennemi, quel que soit son type. Toute unité skaven (y","compris l’artillerie) peut poursuivre n’importe quelle unité","ennemie (y compris les volants, la cavalerie et les chars).","Bien qu’ils aient le droit de poursuivre quelle que soit la","nature de l’ennemi, les skavens restent soumis aux","contraintes du terrain et du statut fortifié comme n’importe","quelle armée. Par exemple, ils ne peuvent pas poursuivre","lorsqu’ils sont fortifiés.","","","La Loi du Fouet : Tous les personnages skavens ont une","portée de Commandement de 20 cm, qu’ils soient","Généraux, Héros ou Sorciers. Les skavens savent s’y prendre","pour diriger leurs sous-fifres, tant que ces derniers restent à","portée de fouet...",""],"specialRules":{"Jezzails":{"text":["Les Jezzails comptent l’armure de leur cible","comme étant inférieure d’1 point à sa valeur ordinaire. Ainsi,","une valeur d’armure de 3+ passe à 4+, 5+ passe à 6+ et les","Armures de 6+ sont inutiles contre un Jezzail."],"order":1},"Moines de la Peste":{"text":["Les Moines de la Peste sont","Fanatiques."],"order":2},"Nuées de Rats":{"text":[" Les Nuées de Rats ne peuvent pas être","repoussées par les tirs et ne font pas de jets de repoussement.","Un socle de Nuée de Rats ne peut pas être soutenu par un","socle d’un autre type : seul un socle de Nuée de Rats peut en","soutenir un autre. Notez toutefois que les socles de Nuées de","Rats peuvent soutenir normalement les autres types","d’infanterie. Une Nuée de Rats ne peut pas recevoir un objet","magique."],"order":3},"Coureurs d’Egouts":{"text":["Les Coureurs d’Égouts n’ont pas à","être déployés au début de la bataille si le joueur le désire. À","la place, l’unité peut s’infiltrer sur le champ de bataille une","fois la partie commencée. Pour infiltrer une unité, le joueur","skaven désigne le point où il veut la faire apparaître et doit","leur donner un ordre d’infiltration avec l’un de ses","personnages. Le personnage ne tient pas compte des","portées d’ordre pour donner l’ordre d’infiltration : on","considère que sa portée d’ordre s’étend à l’ensemble du","champ de bataille pour ce qui est de donner un tel ordre.","Considérez que l’ordre est donné au point où l’unité doit","apparaître, et appliquez tous les modificateurs de portée, de","proximité de l’ennemi, etc. mais ignorez les pénalités dues","au terrain difficile.","Le point d’apparition des Coureurs d’Égouts doit être situé","en terrain dense ou sur un bord de table n’étant pas celui du","joueur adverse. Si l’ordre d’infiltration est donné avec","succès, placez un socle de l’unité sur le point indiqué et","positionnez les autres en formation autour de celui-ci.","L’unité infiltrée ne peut pas être placée de façon à toucher","l’ennemi. Une fois qu’elle est déployée, elle peut recevoir","des ordres du personnage qui a donné l’ordre d’infiltration,","si celui-ci se trouve à portée d’ordre habituelle : on","considère qu’elle a utilisé son premier ordre pour se","déployer.","Si l’ordre d’infiltration est un échec, l’unité n’est pas","déployée et ne peut pas s’infiltrer lors de ce tour. Elle pourra","essayer de nouveau lors d’un tour suivant, au même endroit","ou en un autre lieu.",""],"order":4},"Canon à Malefoudre":{"text":["Le Canon à Malefoudre bénéficie","d’une portée de 40 cm, et effectue 1D6 Attaques.","Déterminez le nombre d’Attaques, et résolvez-les une par","une de la façon habituelle. Cependant, si le nombre","d’Attaques obtenu est 1, quelque chose se passe de travers.","Jetez de nouveau 1D6 : le résultat indique le nombre","d’Attaques infligées au Canon à Malefoudre lui-même.","Les unités subissant des pertes à cause d’un tir de Canon à","Malefoudre ne sont pas repoussées : ignorez ces pertes","lorsque vous déterminez si l’unité est repoussée.","En revanche, une unité subissant une ou plusieurs pertes à","cause du Canon à Malefoudre doit jeter 1D6. Sur un résultat","de 6, elle devient confuse. Les unités en contact avec une","unité subissant des pertes à cause d’un Canon à Malefoudre","risquent elles aussi de devenir confuses. Jetez 1D6 pour","chaque unité","adjacente à la cible. Sur un résultat de 6, elle devient confuse.","Notez qu’il est possible qu’une unité skaven devienne confuse","si elle se trouve au contact du Canon à Malefoudre lorsque","celui-ci subit un incident et s’inflige des pertes à lui-même."],"order":5},"Roue Infernale":{"text":["Lorsqu’une Roue Infernale charge un","ennemi à découvert, elle reçoit un bonus de +1D6 Attaques en","plus du bonus habituel de +1 Attaque pour une charge. Notez","que ce bonus ne s’applique que lors d’une charge, et pas lors","d’une poursuite ou si la Roue est chargée.","La Roue Infernale dispose d’un mouvement de 20 cm et cause","la terreur à l’ennemi."],"order":6},"Prophète Gris":{"text":["Le Prophète Gris est le Général de l’Armée","et utilise la magie skaven de la même manière que les","Technomages."],"order":7},"Cloche Hurlante":{"text":["Il s’agit d’une gigantesque cloche","infernale montée sur une plateforme mobile, poussée au","combat par une horde de skavens. Depuis cet autel ambulant,","le glas de la cloche envoie des ondes de discorde sur le champ","de bataille, qui plongent les skavens dans une frénésie","sanguinaire et leurs ennemis dans le désespoir.","Seul le Prophète Gris peut posséder la Cloche Hurlante et il ne","peut y avoir qu’un seul exemplaire de la Cloche Hurlante dans","une armée. Un Prophète Gris sur Cloche Hurlante voit son","mouvement limité à 40cm par tour.","Tout Héros ou Technomage Skaven situé à 30cm ou moins de","la Cloche obtient un bonus de +1 à tous ses jets de","Commandement.","Tout personnage ennemi situé à 30cm ou moins de la Cloche","Hurlante est pénalisé de -1 sur tous ses jets de","Commandement"],"order":8},"Catapulte de la Peste (*)":{"order":9,"text":["Elle peut tirer à 45° et sa portée est de","40cm. Elle ne peut effectuer de tir de contre-charge. Lorsqu’une","unité est repoussée en raison de blessures infligées par une","Catapulte de la Peste, tous les jets de dés de repoussement","entraînés par ces blessures rendront la cible confuse sur un","résultat de 4+ au lieu du 6 habituel. Notez que si l’unité a subi des","blessures d’un autre type, les jets de dés infligés par la Catapulte","doivent être effectués séparément."]},"Verminarque (*)":{"order":10,"text":["Cette amélioration doit être appliquée à un","unique Technomage qui est alors remplacé par un","Verminarque, un avatar du Rat Cornu. Le personnage gagne","alors +1 Attaque et cause la Terreur, comme indiqué dans le","livre de règles de Warmaster."]},"Règles optionnelles":{"order":11,"text":["Ces règles optionnelles ne peuvent être utilisées qu’avec","l’accord de votre adversaire."]}},"spells":[{"roll":2,"text":["En inhalant une pincée de malepierre, le skaven disparaît","dans un nuage vert pour réapparaître ailleurs sur le champ","de bataille.","Le Sorcier est repositionné n’importe où sur le champ de","bataille. Il peut ainsi rejoindre ou quitter une unité, ce qui lui","permet de quitter un combat ou d’y entrer, par exemple.","Une fois que le sorcier a été repositionné, il peut lancer un","deuxième sort, mais notez qu’il doit s’agir d’un sort autre","qu’Évasion. Jetez le dé normalement pour lancer ce second","sort. Un Sorcier qui lance Évasion avec succès peut donc","lancer deux sorts lors de ce tour."],"name":"Évasion"},{"roll":5,"range":"30cm, pas de ligne de vue.","text":["Le skaven hurle une litanie blasphématoire au Rat Cornu et","emplit les masses skavens de fureur sanguinaire.","Ce sort peut être lancé sur une unité amie engagée au","combat et à portée. Le Sorcier n’est pas obligé de voir sa","cible pour lancer le sort.","Les effets du sort durent jusqu’à la fin de la prochaine phase","de combat, et le bonus d’Attaque indiqué est ajouté au","nombre total d’Attaques de l’unité à chaque round.","Pour déterminer le nombre d’Attaques supplémentaires,","jetez 1D6 à la fois et ajoutez les résultats. Le joueur peut","jeter autant de dés qu’il le souhaite, jusqu’à un maximum","d’un dé par socle de l’unité. Le joueur jette ses dés un par","un, et peut décider d’arrêter à tout moment. Cependant, s’il","obtient sur le dé qu’il vient de lancer un résultat similaire à","celui d’un dé qu’il a précédemment jeté, le nombre total","d’Attaques supplémentaires est dirigé contre l’unité","bénéficiant du sort plutôt que contre l’ennemi.","Dans ce cas, ces Attaques ne sont résolues que lors du premier","round de combat, pas lors des suivants.","Par exemple : 1+4+6=11 Attaques supplémentaires pour","l’unité skaven à chaque round. 1+4+1=6 Attaques infligées à","l’unité skaven durant le premier round de combat."],"name":"Frénésie Mortelle"},{"roll":5,"range":"30cm, ligne de vue.","text":["Un arc d’énergie maléfique pure frappe l’ennemi et lui inflige","de douloureuses transformations, fait fondre sa chair et","façonne ses os selon des formes monstrueuses.","Ce sort peut être lancé sur une unité ennemie. Le Sorcier doit","pouvoir voir sa cible. Ce sort ne peut pas être lancé sur une","unité engagée au combat.","La Malefoudre est traitée comme 3 Attaques de tir ordinaires,","si ce n’est que l’Armure de la cible n’a aucun effet (la cible","compte comme ayant une valeur d’Armure nulle). Une unité","touchée par la Malefoudre peut être repoussée comme par","des tirs ordinaires."],"name":"Malefoudre"},{"roll":6,"range":"30cm, pas de ligne de vue","text":["Un nuage néfaste enveloppe les troupes ennemies et couvre","leurs corps de pustules, leur peau se fend et se parsème","d’escarres, leurs articulations gonflent tandis que leurs","cheveux s’emplissent de vermine.","Ce sort peut être lancé sur une unité ennemie à portée, que le","Sorcier puisse la voir ou non. Il ne peut pas être lancé sur une","unité engagée au combat.","L’unité subit 6 Attaques résolues de la manière habituelle. Une","unité ne peut pas être repoussée par la Peste (l’épidémie","frappe en son sein même !)."],"name":"Peste"}],"upgrades":{"Cloche Hurlante":{"order":0,"type":"Char monté","attack":"+0","points":"+120","armyMin":0,"armyMax":1},"Verminarque (*)":{"order":1,"type":"Spécial","attack":"+1","points":"+50","specialRules":["Règles optionnelles"],"armyMax":1}}} \ No newline at end of file diff --git a/public/json/warmaster-evolution/vampire.json b/public/json/warmaster-evolution/vampire.json index 5f84e2d..9724ab1 100644 --- a/public/json/warmaster-evolution/vampire.json +++ b/public/json/warmaster-evolution/vampire.json @@ -1 +1 @@ -{"name":"Comptes Vampires","version":"Warmaster Evolution","group":2,"order":3,"units":{"Squelettes":{"type":"Infantrie","attack":2,"hits":3,"armour":"6+","size":3,"points":30,"min":2,"order":0},"Zombies":{"type":"Infantrie","attack":2,"hits":4,"size":3,"points":35,"min":2,"order":1},"Goules":{"type":"Infantrie","attack":4,"hits":3,"size":3,"points":55,"order":2},"Gardes des Cryptes":{"type":"Infantrie","attack":3,"hits":3,"armour":"5+","size":3,"points":60,"max":4,"order":3},"Nuées Ethérées":{"type":"Infantrie","attack":3,"hits":4,"size":3,"points":90,"max":2,"noMagic":true,"order":4,"armour":"6+"},"Chevaliers Noirs":{"type":"Cavalerie","attack":3,"hits":3,"armour":"4+","size":3,"points":110,"max":2,"order":5},"Chevaliers Ethérés (*)":{"order":6,"type":"Cavalerie","attack":3,"hits":3,"armour":"6+","size":3,"points":120,"max":1,"specialRules":["Règle optionnelle"]},"Loups Funestes":{"type":"Cavalerie","attack":2,"hits":3,"size":3,"points":40,"max":4,"noMagic":true,"order":7},"Chauves-Souris":{"type":"Monstre","attack":2,"hits":3,"armour":"6+","size":3,"points":65,"max":1,"order":8},"Vargueists (*)":{"order":9,"type":"Monstre","attack":3,"hits":3,"armour":"6+","size":3,"points":90,"max":1,"specialRules":["Règle optionnelle"]},"Vargulf (*)":{"order":10,"type":"Monstre","attack":4,"hits":4,"armour":"4+","size":1,"points":110,"max":1,"specialRules":["Règle optionnelle"]},"Seigneur Vampire":{"type":"Général","attack":"+2","command":9,"size":1,"points":150,"armyMin":1,"armyMax":1,"upgrades":["Cauchemar ailé","Carosse Noir","Charrette Macabre / Trône de Sabbat (*)"],"order":11},"Vampire":{"type":"Héros","attack":"+1","command":8,"size":1,"points":80,"max":2,"upgrades":["Cauchemar ailé","Carosse Noir","Charrette Macabre / Trône de Sabbat (*)"],"order":12},"Nécromancien":{"type":"Sorcier","attack":"+0","command":7,"size":1,"points":45,"max":1,"upgrades":["Cauchemar ailé","Charrette Macabre / Trône de Sabbat (*)"],"order":13}},"upgrades":{"Cauchemar ailé":{"type":"Monture Monstrueuse","attack":"+2","points":"+80","max":1,"order":0},"Carosse Noir":{"type":"Char monté","attack":"+2","points":"+15","max":1,"order":1},"Charrette Macabre / Trône de Sabbat (*)":{"order":2,"type":"Monture","attack":"+1","points":"+90","specialRules":["Charrette Macabre /Trône de Sabbat (*)","Règle optionnelle"],"max":1}},"magic":true,"armyRules":["Les morts-vivants sont incapables d’éprouver des","sentiments tels que la peur, l’excitation ou autre. Après","tout, ils sont morts et n’ont plus grand-chose à redouter. Les","sortilèges qui les animent ne leur autorisent qu’un semblant","d’intelligence. C’est pourquoi les règles suivantes","s’appliquent à toutes leurs unités, à l’exception des Goules.","Ces dernières comptent comme des unités mortelles","ordinaires et les règles Speciales suivantes ne s’appliquent","pas à elles.","Les morts-vivants n’agissent jamais par initiative. Une unité","de morts-vivants ne peut se déplacer durant la phase","d’ordre qu’après en avoir reçu l’ordre (sauf les Chauvessouris Vampires qui peuvent revenir comme d’ordinaire).","Les morts-vivants sont immunisés au malus de","Commandement de -1 pour une présence ennemie à moins","de 20 cm.","Ils sont aussi immunisés contre le malus de -1 pour affronter","des troupes provoquant la Terreur.","Toutes les unités de morts-vivants sont immunisées aux","effets de la règle de confusion. Ils ne peuvent jamais devenir","confus."],"specialRules":{"Nuées Ethérées":{"text":["Les attaques des Nuées Éthérées touchent","toujours sur 4+, que l’ennemi soit à découvert, en défense ou","fortifié. Hormis cela, les ennemis comptent comme étant dans","leur statut réel (ce qui conditionne par exemple les bonus dus","à la charge). Les Nuées Éthérées ne peuvent pas être","repoussées par des tirs et n’effectuent pas de jets de","repoussement. Elles causent la Terreur. Les Nuées Éthérées ne","peuvent pas porter d’objet magique."],"order":1},"Loups Funestes":{"text":["Si l’unité charge un ennemi à découvert,","elle reçoit un bonus de +1 Attaque, comme les chars et les","monstres. Les Loups Funestes ne peuvent pas porter d’objet","magique."],"order":2},"Fell Bats":{"text":["Elles peuvent voler. Notez que","bien qu’elles ne puissent pas agir sur initiative, elles peuvent","toujours revenir vers un Personnage au début de la phase","d’ordres. Pas besoin d’ordre pour ce mouvement.","Les Chauves-souris Vampires sont une exception aux règles de","soclage des monstres car elles sont soclées face à l’une des","longueurs du socle, comme de l’infanterie, plutôt que face à","l’une des largeurs, comme les autres monstres."],"order":3},"Seigneur Vampire":{"text":["Ce personnage est un puissant sorcier","en plus d’être le Général. Il peut jeter des sorts de la même","manière qu’un Sorcier"],"order":4},"Cauchemar ailé":{"text":["Tout personnage peut chevaucher un","Cauchemar Ailé. Celui-ci vole, ce qui fait passer le","mouvement du cavalier de 60 cm à 100 cm, et il lui ajoute +2","Attaques. Une unité rejointe par un personnage sur","Cauchemar Ailé provoque la terreur."],"order":5},"Carosse Noir":{"text":["Un Seigneur Vampire ou un Vampire peut","embarquer dans un Carrosse Noir, qui est classé comme","“monture Speciale” car il est traité comme une monture et","empêche le personnage d’avoir une autre monture. Son","mouvement est limité à 30 cm. Une armée ne peut jamais","inclure qu’un seul Carrosse Noir. Il ajoute +2 Attaques à celles","du personnage et peut être utilisé pour ajouter +1 au jet de","lancement d’un sort, une fois par bataille. Le joueur doit","annoncer qu’il utilise le bonus du Carrosse avant de jeter le dé","pour déterminer si le sort est lancé avec succès"],"order":6},"Chevaliers Ethérés (*)":{"order":7,"text":["Les attaques des Chevaliers Éthérés","touchent toujours sur 4+, que l’ennemi soit à découvert, en","défense ou fortifié. Hormis cela, les ennemis comptent comme","étant dans leur statut réel (ce qui conditionne par exemple les","bonus dus à la charge). Les Chevaliers Éthérés ne peuvent pas","être repoussés par des tirs et n’effectuent pas de jets de","repoussement. Ils causent la terreur. Les Chevaliers Éthérés ne","peuvent pas porter d’objet magique."]},"Vargueists (*)":{"order":8,"text":["Autrefois des vampires distingués, les Vargueist","se sont lentement dégradés jusqu’à devenir des prédateurs","avides de sang. Les Vargueists volent."]},"Vargulf (*)":{"order":9,"text":["En chaque vampire sommeille un prédateur","condamné à se nourrir de sang. Certains se laissent emporter","par leur soif de sang et laissent libre cours à la bête qui les","habite. Tels sont les Vargulfs, des tueurs sanguinaires qui","n'existent que pour se nourrir. Le Vargulf vole et cause la","Terreur."]},"Charrette Macabre /Trône de Sabbat (*)":{"order":10,"text":["Un Nécromancien","peut embarquer dans une Charrette Macabre et un Vampire","sur un Trône de Sabbat. Son mouvement est limité à 40cm et il","cause la Terreur.","Une fois par tour, la Charrette/Trône peut lancer le sort","suivant :","Lever les morts","","5+ pour lancer ; Portée 20cm, pas de ligne de vue.","Une unité de Zombies est invoquée sur le champ de bataille.","Elle peut être placée en corps à corps avec l’ennemi sans que","cela compte une charge. Elle ne compte pas dans le Point de","Rupture de l’armée et elle est ignorée lors du calcul des Points","de Victoire."]},"Règle optionnelle":{"order":11,"text":["Ces règles optionnelles ne peuvent être utilisées qu’avec","l’accord de votre adversaire."]}},"spells":[{"roll":4,"range":"30cm, pas de ligne de vue.","text":["Sur l’ordre du Sorcier, les corps mutilés qui jonchent le","champ de bataille se relèvent pour continuer à tuer au-delà","de la mort.","Ce sort peut être lancé sur une unité d’infanterie amie","(Squelettes, Zombies, Gardes des Cryptes, Nuées Ethérées)","comptant originellement trois socles et en ayant perdu un","ou deux. Le Sorcier n’est pas obligé de la voir pour lancer le","sort.","L’unité récupère un socle. Celui-ci est placé en formation","avec le reste de l’unité. Si l’unité est engagée au corps à","corps, le nouveau socle peut être placé en contact avec","l’ennemi et comptera comme ayant chargé si le reste de","l’unité a chargé. S’il est impossible de positionner le socle en","formation avec le reste de l’unité, le sort ne peut pas être","lancé et ne fonctionnera pas"],"name":"Invoquer les Morts"},{"roll":5,"range":"40cm, pas de ligne de vue.","text":["Sous l’influence de la nécromancie, les corps des trépassés","sont animés d’une vigueur infernale.","Ce sort peut être lancé sur n’importe quelle unité amie à","portée, hormis des Goules, que le sorcier puisse la voir ou","non. Le sort n’affecte qu’une seule unité, jamais une","brigade.","L’unité peut être déplacée comme si elle venait de recevoir","un ordre durant la phase d’ordres. Les personnages qui ont","rejoint l’unité ne peuvent toutefois pas se déplacer avec elle","et restent là où ils sont."],"name":"Danse Macabre de Vanhel"},{"roll":5,"range":"30cm, ligne de vue.","text":["Un terrifiant éclair d’énergie magique jaillit des doigts du","Sorcier et frappe une unité ennemie.","Le Sorcier peut lancer ce sort sur une unité ennemie en vue. Il","ne peut pas être lancé sur une unité engagée en combat.","L’unité victime de l’Éclair de Mort subit trois attaques résolues","comme des attaques de tir ordinaires mais son Armure est","ignorée (quelle que soit la cible de ce sort, elle compte comme","n’ayant aucune armure). Une unité peut être repoussée par un","Éclair de Mort de la même manière que par des tirs ordinaires."],"name":"Éclair de Mort"},{"roll":6,"range":"Contact","text":["Les ennemis du Sorcier tombent en poussière tandis qu’il","déchaîne sur eux la malédiction des siècles.","Ce sort ne peut être lancé que si le Sorcier a rejoint une unité","engagée au combat. Il affecte une seule unité ennemie au","contact de l’unité rejointe par le Sorcier.","La cible subit six attaques résolues de la manière habituelle.","Toute blessure infligée est reportée dans le premier round de","combat et compte comme ayant été infligée au combat pour","ce qui est de sa résolution."],"name":"Vieillissement"}]} \ No newline at end of file +{"name":"Comptes Vampires","version":"Warmaster Evolution","group":2,"order":3,"units":{"Squelettes":{"type":"Infanterie","attack":2,"hits":3,"armour":"6+","size":3,"points":30,"min":2,"order":0},"Zombies":{"type":"Infanterie","attack":2,"hits":4,"size":3,"points":35,"min":2,"order":1},"Goules":{"type":"Infanterie","attack":4,"hits":3,"size":3,"points":55,"order":2},"Gardes des Cryptes":{"type":"Infanterie","attack":3,"hits":3,"armour":"5+","size":3,"points":60,"max":4,"order":3},"Nuées Ethérées":{"type":"Infanterie","attack":3,"hits":4,"size":3,"points":90,"max":2,"noMagic":true,"order":4,"armour":"6+"},"Chevaliers Noirs":{"type":"Cavalerie","attack":3,"hits":3,"armour":"4+","size":3,"points":110,"max":2,"order":5},"Chevaliers Ethérés (*)":{"order":6,"type":"Cavalerie","attack":3,"hits":3,"armour":"6+","size":3,"points":120,"max":1,"specialRules":["Règle optionnelle"]},"Loups Funestes":{"type":"Cavalerie","attack":2,"hits":3,"size":3,"points":40,"max":4,"noMagic":true,"order":7},"Chauves-Souris":{"type":"Monstre","attack":2,"hits":3,"armour":"6+","size":3,"points":65,"max":1,"order":8},"Vargueists (*)":{"order":9,"type":"Monstre","attack":3,"hits":3,"armour":"6+","size":3,"points":90,"max":1,"specialRules":["Règle optionnelle"]},"Vargulf (*)":{"order":10,"type":"Monstre","attack":4,"hits":4,"armour":"4+","size":1,"points":110,"max":1,"specialRules":["Règle optionnelle"]},"Seigneur Vampire":{"type":"Général","attack":"+2","command":9,"size":1,"points":150,"armyMin":1,"armyMax":1,"upgrades":["Cauchemar ailé","Carosse Noir","Charrette Macabre / Trône de Sabbat (*)"],"order":11},"Vampire":{"type":"Héros","attack":"+1","command":8,"size":1,"points":80,"max":2,"upgrades":["Cauchemar ailé","Carosse Noir","Charrette Macabre / Trône de Sabbat (*)"],"order":12},"Nécromancien":{"type":"Sorcier","attack":"+0","command":7,"size":1,"points":45,"max":1,"upgrades":["Cauchemar ailé","Charrette Macabre / Trône de Sabbat (*)"],"order":13}},"upgrades":{"Cauchemar ailé":{"type":"Monture Monstrueuse","attack":"+2","points":"+80","max":1,"order":0},"Carosse Noir":{"type":"Char monté","attack":"+2","points":"+15","max":1,"order":1},"Charrette Macabre / Trône de Sabbat (*)":{"order":2,"type":"Monture","attack":"+1","points":"+90","specialRules":["Charrette Macabre /Trône de Sabbat (*)","Règle optionnelle"],"max":1}},"magic":true,"armyRules":["Les morts-vivants sont incapables d’éprouver des","sentiments tels que la peur, l’excitation ou autre. Après","tout, ils sont morts et n’ont plus grand-chose à redouter. Les","sortilèges qui les animent ne leur autorisent qu’un semblant","d’intelligence. C’est pourquoi les règles suivantes","s’appliquent à toutes leurs unités, à l’exception des Goules.","Ces dernières comptent comme des unités mortelles","ordinaires et les règles Speciales suivantes ne s’appliquent","pas à elles.","Les morts-vivants n’agissent jamais par initiative. Une unité","de morts-vivants ne peut se déplacer durant la phase","d’ordre qu’après en avoir reçu l’ordre (sauf les Chauvessouris Vampires qui peuvent revenir comme d’ordinaire).","Les morts-vivants sont immunisés au malus de","Commandement de -1 pour une présence ennemie à moins","de 20 cm.","Ils sont aussi immunisés contre le malus de -1 pour affronter","des troupes provoquant la Terreur.","Toutes les unités de morts-vivants sont immunisées aux","effets de la règle de confusion. Ils ne peuvent jamais devenir","confus."],"specialRules":{"Nuées Ethérées":{"text":["Les attaques des Nuées Éthérées touchent","toujours sur 4+, que l’ennemi soit à découvert, en défense ou","fortifié. Hormis cela, les ennemis comptent comme étant dans","leur statut réel (ce qui conditionne par exemple les bonus dus","à la charge). Les Nuées Éthérées ne peuvent pas être","repoussées par des tirs et n’effectuent pas de jets de","repoussement. Elles causent la Terreur. Les Nuées Éthérées ne","peuvent pas porter d’objet magique."],"order":1},"Loups Funestes":{"text":["Si l’unité charge un ennemi à découvert,","elle reçoit un bonus de +1 Attaque, comme les chars et les","monstres. Les Loups Funestes ne peuvent pas porter d’objet","magique."],"order":2},"Fell Bats":{"text":["Elles peuvent voler. Notez que","bien qu’elles ne puissent pas agir sur initiative, elles peuvent","toujours revenir vers un Personnage au début de la phase","d’ordres. Pas besoin d’ordre pour ce mouvement.","Les Chauves-souris Vampires sont une exception aux règles de","soclage des monstres car elles sont soclées face à l’une des","longueurs du socle, comme de l’infanterie, plutôt que face à","l’une des largeurs, comme les autres monstres."],"order":3},"Seigneur Vampire":{"text":["Ce personnage est un puissant sorcier","en plus d’être le Général. Il peut jeter des sorts de la même","manière qu’un Sorcier"],"order":4},"Cauchemar ailé":{"text":["Tout personnage peut chevaucher un","Cauchemar Ailé. Celui-ci vole, ce qui fait passer le","mouvement du cavalier de 60 cm à 100 cm, et il lui ajoute +2","Attaques. Une unité rejointe par un personnage sur","Cauchemar Ailé provoque la terreur."],"order":5},"Carosse Noir":{"text":["Un Seigneur Vampire ou un Vampire peut","embarquer dans un Carrosse Noir, qui est classé comme","“monture Speciale” car il est traité comme une monture et","empêche le personnage d’avoir une autre monture. Son","mouvement est limité à 30 cm. Une armée ne peut jamais","inclure qu’un seul Carrosse Noir. Il ajoute +2 Attaques à celles","du personnage et peut être utilisé pour ajouter +1 au jet de","lancement d’un sort, une fois par bataille. Le joueur doit","annoncer qu’il utilise le bonus du Carrosse avant de jeter le dé","pour déterminer si le sort est lancé avec succès"],"order":6},"Chevaliers Ethérés (*)":{"order":7,"text":["Les attaques des Chevaliers Éthérés","touchent toujours sur 4+, que l’ennemi soit à découvert, en","défense ou fortifié. Hormis cela, les ennemis comptent comme","étant dans leur statut réel (ce qui conditionne par exemple les","bonus dus à la charge). Les Chevaliers Éthérés ne peuvent pas","être repoussés par des tirs et n’effectuent pas de jets de","repoussement. Ils causent la terreur. Les Chevaliers Éthérés ne","peuvent pas porter d’objet magique."]},"Vargueists (*)":{"order":8,"text":["Autrefois des vampires distingués, les Vargueist","se sont lentement dégradés jusqu’à devenir des prédateurs","avides de sang. Les Vargueists volent."]},"Vargulf (*)":{"order":9,"text":["En chaque vampire sommeille un prédateur","condamné à se nourrir de sang. Certains se laissent emporter","par leur soif de sang et laissent libre cours à la bête qui les","habite. Tels sont les Vargulfs, des tueurs sanguinaires qui","n'existent que pour se nourrir. Le Vargulf vole et cause la","Terreur."]},"Charrette Macabre /Trône de Sabbat (*)":{"order":10,"text":["Un Nécromancien","peut embarquer dans une Charrette Macabre et un Vampire","sur un Trône de Sabbat. Son mouvement est limité à 40cm et il","cause la Terreur.","Une fois par tour, la Charrette/Trône peut lancer le sort","suivant :","Lever les morts","","5+ pour lancer ; Portée 20cm, pas de ligne de vue.","Une unité de Zombies est invoquée sur le champ de bataille.","Elle peut être placée en corps à corps avec l’ennemi sans que","cela compte une charge. Elle ne compte pas dans le Point de","Rupture de l’armée et elle est ignorée lors du calcul des Points","de Victoire."]},"Règle optionnelle":{"order":11,"text":["Ces règles optionnelles ne peuvent être utilisées qu’avec","l’accord de votre adversaire."]}},"spells":[{"roll":4,"range":"30cm, pas de ligne de vue.","text":["Sur l’ordre du Sorcier, les corps mutilés qui jonchent le","champ de bataille se relèvent pour continuer à tuer au-delà","de la mort.","Ce sort peut être lancé sur une unité d’infanterie amie","(Squelettes, Zombies, Gardes des Cryptes, Nuées Ethérées)","comptant originellement trois socles et en ayant perdu un","ou deux. Le Sorcier n’est pas obligé de la voir pour lancer le","sort.","L’unité récupère un socle. Celui-ci est placé en formation","avec le reste de l’unité. Si l’unité est engagée au corps à","corps, le nouveau socle peut être placé en contact avec","l’ennemi et comptera comme ayant chargé si le reste de","l’unité a chargé. S’il est impossible de positionner le socle en","formation avec le reste de l’unité, le sort ne peut pas être","lancé et ne fonctionnera pas"],"name":"Invoquer les Morts"},{"roll":5,"range":"40cm, pas de ligne de vue.","text":["Sous l’influence de la nécromancie, les corps des trépassés","sont animés d’une vigueur infernale.","Ce sort peut être lancé sur n’importe quelle unité amie à","portée, hormis des Goules, que le sorcier puisse la voir ou","non. Le sort n’affecte qu’une seule unité, jamais une","brigade.","L’unité peut être déplacée comme si elle venait de recevoir","un ordre durant la phase d’ordres. Les personnages qui ont","rejoint l’unité ne peuvent toutefois pas se déplacer avec elle","et restent là où ils sont."],"name":"Danse Macabre de Vanhel"},{"roll":5,"range":"30cm, ligne de vue.","text":["Un terrifiant éclair d’énergie magique jaillit des doigts du","Sorcier et frappe une unité ennemie.","Le Sorcier peut lancer ce sort sur une unité ennemie en vue. Il","ne peut pas être lancé sur une unité engagée en combat.","L’unité victime de l’Éclair de Mort subit trois attaques résolues","comme des attaques de tir ordinaires mais son Armure est","ignorée (quelle que soit la cible de ce sort, elle compte comme","n’ayant aucune armure). Une unité peut être repoussée par un","Éclair de Mort de la même manière que par des tirs ordinaires."],"name":"Éclair de Mort"},{"roll":6,"range":"Contact","text":["Les ennemis du Sorcier tombent en poussière tandis qu’il","déchaîne sur eux la malédiction des siècles.","Ce sort ne peut être lancé que si le Sorcier a rejoint une unité","engagée au combat. Il affecte une seule unité ennemie au","contact de l’unité rejointe par le Sorcier.","La cible subit six attaques résolues de la manière habituelle.","Toute blessure infligée est reportée dans le premier round de","combat et compte comme ayant été infligée au combat pour","ce qui est de sa résolution."],"name":"Vieillissement"}]} \ No newline at end of file diff --git a/public/json/warmaster-medieval/almoravid.json b/public/json/warmaster-medieval/almoravid.json new file mode 100644 index 0000000..68a54e1 --- /dev/null +++ b/public/json/warmaster-medieval/almoravid.json @@ -0,0 +1,171 @@ +{ + "name": "Almoravid Moors, 1086", + "version": "Warmaster Medieval", + "group": "Reconquista", + "order": 0, + "units": { + "Hasham Guard Cavalry": { + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "max": 1, + "points": 80, + "order": 0, + "upgrades": [ + "Mounted Black Guards" + ] + }, + "Camel Riders": { + "type": "Cavalry", + "attack": 1, + "range": 15, + "hits": 3, + "armour": "6+", + "size": 3, + "max": 1, + "points": 60, + "specialRules": [ + "Skirmish", + "Camels" + ], + "order": 1 + }, + "Jinetes": { + "type": "Cavalry", + "attack": 2, + "range": 15, + "hits": 3, + "armour": "6+", + "size": 3, + "max": 4, + "points": 60, + "specialRules": [ + "Skirmish" + ], + "order": 2 + }, + "Black Guard": { + "type": "Infantry", + "attack": 4, + "hits": 3, + "armour": "6+", + "size": 3, + "min": 1, + "max": 2, + "points": 55, + "order": 3 + }, + "Almoravid Spearmen": { + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "min": 4, + "points": 45, + "specialRules": [ + "Combined Arms" + ], + "order": 4 + }, + "Almoravid Archers": { + "type": "Infantry", + "attack": 2, + "range": 30, + "hits": 3, + "size": 3, + "max": "Spearmen", + "points": 40, + "specialRules": [ + "Combined Arms" + ], + "order": 5 + }, + "Skirmishers": { + "type": "Infantry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "points": 30, + "specialRules": [ + "Skirmish" + ], + "order": 6 + }, + "Caliph": { + "type": "General", + "attack": "+2", + "command": 8, + "size": 1, + "armyMin": 1, + "armyMax": 1, + "points": 100, + "upgrades": [ + "Yusuf ibn Tashfin" + ], + "order": 7 + }, + "Sayyid": { + "type": "Leader", + "attack": "+1", + "command": 8, + "size": 1, + "max": 1, + "points": 80, + "order": 8 + }, + "Iman": { + "type": "Subordinate", + "attack": "+1", + "command": 7, + "size": 1, + "points": 30, + "order": 9 + } + }, + "upgrades": { + "Mounted Black Guards": { + "type": "Special", + "points": "+30", + "order": 0 + }, + "Yusuf ibn Tashfin": { + "type": "Special", + "points": "+25", + "armyMax": 1, + "order": 1 + } + }, + "specialRules": { + "Skirmish": { + "order": 1 + }, + "Shock": { + "order": 2 + }, + "Camels": { + "order": 3 + }, + "Combined Arms": { + "text": [ + "Almoravid Spearmen and Archers can form a combined arms formation with spears to the front and Archers behind ." + ], + "order": 4 + }, + "Yusuf ibn Tashfin": { + "text": [ + "The General can take the portents before the battle. This allows the Genral to re-roll one failed Command roll once during the battle. Take the Command test again—if successful the order is issued and the General can continue giving further orders if you wish." + ], + "order": 5 + }, + "Mounted Black Guards": { + "text": [ + "Any Hasham Guard can be uppgraded to Mounted Black Gards, they gain Shock" + ], + "order": 6 + } + } +} \ No newline at end of file diff --git a/public/json/warmaster-medieval/anglo-normands.json b/public/json/warmaster-medieval/anglo-normands.json new file mode 100644 index 0000000..8ebac05 --- /dev/null +++ b/public/json/warmaster-medieval/anglo-normands.json @@ -0,0 +1,160 @@ +{ + "name": "The Anglo Normands, 1138", + "version": "Warmaster Medieval", + "group": "The Anarchy", + "order": 0, + "units": { + "Knights": { + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "min": 2, + "max": 4, + "points": 110, + "order": 0 + }, + "Retainers": { + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "min": 1, + "max": 2, + "points": 80, + "order": 1 + }, + "Scouts": { + "type": "Cavalry", + "attack": 2, + "range": 15, + "hits": 3, + "armour": "6+", + "size": 3, + "min": 0, + "max": 1, + "points": 60, + "specialRules": [ + "Skirmish" + ], + "order": 2 + }, + "Fyrd": { + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "min": 4, + "points": 50, + "specialRules": [ + "Shieldwall" + ], + "order": 3 + }, + "Archers": { + "type": "Infantry", + "attack": 2, + "range": 30, + "hits": 3, + "size": 3, + "max": 2, + "points": 40, + "upgrades": [ + "Skirmishers" + ], + "specialRules": [ + "Skirmishers" + ], + "order": 4 + }, + "Religious Followers": { + "type": "Infantry", + "attack": 2, + "hits": 3, + "size": 3, + "armyMax": 1, + "points": 25, + "order": 5 + }, + "General": { + "type": "General", + "attack": "+2", + "command": 8, + "size": 1, + "armyMin": 1, + "armyMax": 1, + "points": 100, + "order": 6 + }, + "Leader": { + "type": "Leader", + "attack": "+1", + "command": 8, + "size": 1, + "max": 2, + "points": 80, + "order": 7 + }, + "Bishop": { + "type": "Subordinate", + "attack": "+1", + "command": 8, + "size": 1, + "max": 1, + "points": 40, + "upgrades": [ + "Bishop With Religious Standard" + ], + "order": 8 + } + }, + "upgrades": { + "Skirmishers": { + "type": "Infantry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "points": -10, + "order": 0, + "specialRules": [ + "Skirmish" + ] + }, + "Bishop With Religious Standard": { + "attack": "+1", + "size": 1, + "type": "Subordinate", + "points": 0, + "command": 10, + "max": 1, + "order": 1 + } + }, + "specialRules": { + "Skirmish": { + "order": 1 + }, + "Shieldwall": { + "order": 3 + }, + "Religious Followers": { + "text": [ + "If the Bishop carries a Religious Standard , the army must include a single unit of Religious Followers.Whenever a religious standard was carried to battle it would be accompanied by a group of followers responsible for the safety of the standard and the priests" + ], + "order": 4 + }, + "Bishop With Religious Standard": { + "text": [ + "The Bishop can be upgraded to carry a Religious Standard, increasing his Command value to 10. Bear in mind he still a Subordinate and therefore still has range of only 20cm when giving orders." + ], + "order": 5 + }, + "Skirmishers": { + "order": 6 + } + } +} \ No newline at end of file diff --git a/public/json/warmaster-medieval/barbarossa.json b/public/json/warmaster-medieval/barbarossa.json new file mode 100644 index 0000000..97ee9d6 --- /dev/null +++ b/public/json/warmaster-medieval/barbarossa.json @@ -0,0 +1,170 @@ +{ + "name": "The Army Of Barbarossa, 1159-60", + "version": "Warmaster Medieval", + "group": "Guelphs and Ghibellines", + "order": 1, + "units": { + "German & Allied Knights": { + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "min": 3, + "points": 110, + "specialRules": [ + "Knights" + ], + "order": 0 + }, + "Sergeants": { + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "min": 1, + "max": 4, + "points": 100, + "specialRules": [ + "Shock" + ], + "order": 1 + }, + "Mercenary Cavalry": { + "type": "Cavalry", + "attack": 2, + "range": 15, + "hits": 3, + "armour": "6+", + "size": 3, + "min": 0, + "max": 2, + "points": 60, + "specialRules": [ + "Skirmish" + ], + "order": 2 + }, + "Militia Crossbowmen": { + "type": "Infantry", + "attack": 2, + "range": 30, + "hits": 3, + "size": 3, + "max": 2, + "points": 45, + "specialRules": [ + "Crossbow", + "Skirmishers" + ], + "upgrades": [ + "Skirmishing Crossbowmen" + ], + "order": 3 + }, + "Militia Spearmen": { + "type": "Infantry", + "attack": 3, + "hits": 3, + "size": 3, + "armour": "6+", + "max": 2, + "points": 45, + "order": 4 + }, + "Mercenary Crossbowmen": { + "type": "Infantry", + "attack": 2, + "range": 30, + "hits": 3, + "armour": "6+", + "size": 3, + "max": 1, + "points": 60, + "specialRules": [ + "Crossbow", + "Pavisse" + ], + "order": 5 + }, + "General": { + "type": "General", + "attack": "+2", + "command": 8, + "size": 1, + "armyMin": 1, + "armyMax": 1, + "points": 100, + "upgrades": [ + "Barbarossa" + ], + "order": 6 + }, + "Leader": { + "type": "Leader", + "attack": "+1", + "command": 8, + "size": 1, + "max": 2, + "points": 80, + "order": 7 + }, + "Cleric": { + "type": "Subordinate", + "attack": "+1", + "command": 8, + "size": 1, + "max": 1, + "points": 50, + "order": 8 + } + }, + "upgrades": { + "Skirmishing Crossbowmen": { + "type": "Infantry", + "attack": 1, + "range": 30, + "hits": 3, + "size": 3, + "points": -10, + "order": 0, + "specialRules": [ + "Skirmish", + "Crossbow" + ] + }, + "Barbarossa": { + "attack": "+2", + "command": 9, + "order": 2, + "points": 25 + } + }, + "specialRules": { + "Knights": { + "order": 1 + }, + "Shock": { + "order": 2 + }, + "Skirmish": { + "order": 3 + }, + "Crossbow": { + "order": 4 + }, + "Pavisse": { + "order": 5 + }, + "Cleric": { + "text": [ + "If a Cleric joins a unit, then that unit may re-roll all failed armour saving rolls during its first round of every combat engagement so long as the Cleric is with the unit. The Cleric can move from one unit to another if required - though the benefit of this inspiring words can only be enjoyed by one unit at a time. Bear in mind the benefit applies in the first round of the engagement - and not each turn!" + ], + "order": 6 + }, + "Skirmishers": { + "order": 7 + } + } +} \ No newline at end of file diff --git a/public/json/warmaster-medieval/barons.json b/public/json/warmaster-medieval/barons.json new file mode 100644 index 0000000..87b27f1 --- /dev/null +++ b/public/json/warmaster-medieval/barons.json @@ -0,0 +1,198 @@ +{ + "name": "Royalist or Baronial Rebels, 1264", + "version": "Warmaster Medieval", + "group": "Second Barons' War", + "order": 0, + "units": { + "Knights": { + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "min": 1, + "max": 2, + "points": 110, + "order": 0 + }, + "Sergeants": { + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "max": 1, + "points": 100, + "specialRules": [ + "Shock" + ], + "order": 1 + }, + "Border Horse": { + "type": "Cavalry", + "attack": 2, + "range": 15, + "hits": 3, + "armour": "6+", + "size": 3, + "max":1, + "points": 60, + "specialRules": [ + "Skirmish" + ], + "order": 2 + }, + "Bowmen": { + "type": "Infantry", + "attack": 2, + "range": "30", + "hits": 3, + "size": 3, + "min": 1, + "max": 6, + "upgrades": [ + "Skirmishers", + "Longbowmen" + ], + "points": 40, + "order": 3 + }, + "Spearmen": { + "type": "Infantry", + "attack": 3, + "hits": 3, + "size": 3, + "armour": "6+", + "min": 4, + "points": 45, + "order": 4 + }, + "Mercenary Crossbow": { + "type": "Infantry", + "attack": 2, + "range": "30", + "hits": 3, + "size": 3, + "max": 2, + "points": 45, + "specialRules": [ + "Crossbow" + ], + "order": 5 + }, + "Welsh Infantry": { + "type": "Infantry", + "attack": 3, + "hits": 3, + "size": 3, + "max": 4, + "points": 35, + "specialRules": [ + "Warband" + ], + "order": 6 + }, + "General": { + "type": "General", + "attack": "+2", + "command": 8, + "size": 1, + "armyMin": 1, + "armyMax": 1, + "points": 100, + "upgrades": [ + "Prince Edward", + "Simon de Montfort" + ], + "order": 7 + }, + "Lord": { + "type": "Leader", + "attack": "+1", + "command": 8, + "size": 1, + "max":2, + "points": 80, + "order": 8 + } + }, + "upgrades": { + "Skirmishers": { + "type": "Infantry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "max": 2, + "points": -10, + "order": 0, + "specialRules": [ + "Skirmish" + ] + }, + "Longbowmen": { + "type": "Infantry", + "attack": 2, + "range": 30, + "hits": 3, + "size": 3, + "points": "+5", + "order": 1, + "specialRules": [ + "Skirmish" + ] + }, + "Prince Edward": { + "attack": "+2", + "command": 8, + "order": 2, + "armyMax": 1, + "points": 25, + "specialRules": [ + "Terror" + ] + }, + "Simon de Montfort": { + "attack": "+2", + "command": 8, + "order": 3, + "armyMax": 1, + "points": 25 + } + }, + "specialRules": { + "Shock": { + "order": 1 + }, + "Skirmish": { + "order": 2 + }, + "Crossbow": { + "order": 3 + }, + "Warband": { + "order": 4 + }, + "Prince Edward": { + "text": [ + "The General can be upgraded to either Prince Edward (Royalist) or Simon de monford (Baronial Rebels).If you have Prince Edward as your General the he is terrifying! If Prince Edward joins a unit then the unit becomes terrifying." + ], + "order": 5 + }, + "Simon de Monfort": { + "text": [ + "The General can be upgraded to either Prince Edward (Royalist) or Simon de monford (Baronial Rebels).If you have Simon de Montfort as your General then you may add +1 to the result of all combats that the General or any leaders are taking part in (+1 combat result in the same way as +1 for support)." + ], + "order": 6 + }, + "Bowmen": { + "text": [ + "Up to two units of Bowmen per 1,000 pts of army size can be regraded as Skirmishers with the stats shown and a reduction of -10pts OR any bowmen can be upgraded to Longbowmen for an additional +5pts." + ], + "order": 7 + }, + "Skirmishers": { + "order": 8 + } + } +} \ No newline at end of file diff --git a/public/json/warmaster-medieval/blackarmy.json b/public/json/warmaster-medieval/blackarmy.json new file mode 100644 index 0000000..a84ac9e --- /dev/null +++ b/public/json/warmaster-medieval/blackarmy.json @@ -0,0 +1,234 @@ +{ + "name": "The Black Army Of Matthias Corvinus, 1467", + "version": "Warmaster Medieval", + "group": "Ottoman–Hungarian wars", + "order": 2, + "units": { + "Szekeler Cavalry": { + "type": "Cavalry", + "attack": 1, + "hits": 3, + "size": 3, + "range": 30, + "max": 2, + "points": 60, + "order": 0, + "specialRules": [ + "Skirmish" + ] + }, + "Hungarian/Crusader Knights": { + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "4+", + "size": 3, + "min": 1, + "points": 135, + "order": 1, + "specialRules": [ + "Knights" + ], + "upgrades": [ + "Royal Banderium" + ] + }, + "Crossbowmen": { + "type": "Infantry", + "attack": 2, + "hits": 3, + "range": 30, + "armour": "6+", + "size": 3, + "max": 2, + "points": 55, + "specialRules": [ + "Crossbow" + ], + "order": 2, + "upgrades": [ + "Pavisse" + ] + }, + "Armati": { + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "min": 1, + "points": 60, + "order": 3, + "upgrades": [ + "Pavisse" + ] + }, + "Clipeati": { + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "min": 1, + "points": 45, + "order": 4, + "upgrades": [ + "Pavisse" + ] + }, + "Handgunners": { + "type": "Infantry", + "attack": 2, + "hits": 3, + "range": 20, + "armour": "6+", + "size": 3, + "max": 1, + "points": 55, + "order": 5, + "upgrades": [ + "Pavisse" + ] + }, + "Cannon": { + "type": "Artillery", + "attack": 1, + "range": "2x40", + "hits": 2, + "size": 2, + "max": 2, + "points": 50, + "specialRules": [ + "Slow" + ], + "order": 6 + }, + "War Wagons": { + "type": "Wagon", + "attack": 1, + "hits": 3, + "range": "15+", + "armour": "4+", + "size": 3, + "max": 2, + "points": 60, + "order": 7 + }, + "Hussite Mercenaries": { + "type": "Infantry", + "attack": 3, + "hits": 3, + "range": 20, + "armour": "6+", + "size": 3, + "max": 2, + "points": 60, + "order": 8 + }, + "General": { + "type": "General", + "attack": "+2", + "command": 8, + "size": 1, + "armyMin": 1, + "armyMax": 1, + "points": 100, + "order": 9, + "upgrades": [ + "Prayer" + ] + }, + "Leader": { + "type": "Leader", + "attack": "+1", + "command": 8, + "size": 1, + "max": 3, + "points": 80, + "order": 10 + }, + "Captains": { + "type": "Subordinate", + "attack": "+1", + "command": 8, + "size": 1, + "points": 40, + "order": 11 + } + }, + "upgrades": { + "Royal Banderium": { + "type": "Cavalry", + "attack": 4, + "hits": 3, + "size": 3, + "armour": "4+", + "max": 1, + "points": 10, + "order": 0, + "specialRules": [ + "Knights" + ] + }, + "Pavisse": { + "type": "Special", + "points": 5, + "order": 1 + }, + "Prayer": { + "type": "Special", + "order": 2, + "points": 10, + "specialRules": [ + "Portents" + ] + } + }, + "specialRules": { + "Skirmish": { + "order": 1 + }, + "Shock": { + "order": 2 + }, + "Knights": { + "order": 3 + }, + "Pavisse": { + "order": 4 + }, + "Handgunners": { + "order": 6 + }, + "Cannon": { + "order": 7 + }, + "Crossbow": { + "order": 9 + }, + "War Wagons": { + "text": [ + "Range 15cm but they can combine with other War Wagons (see ballast wagons)" + ], + "order": 10 + }, + "Hussite Mercenaries": { + "text": [ + "Range 20cm & -1 armour save modifier when stationary" + ], + "order": 11 + }, + "Royal Banderium": { + "text": [ + "If you choose this option, you can upgrade one unit of Hungarian or Crusader Knights to the Royal Banderium. The first order given to the Banderium each turns counts the commander's Command value as 10" + ], + "order": 12 + }, + "Portents": { + "order": 13 + }, + "Slow": { + "order": 14 + } + } +} \ No newline at end of file diff --git a/public/json/warmaster-medieval/bohemian.json b/public/json/warmaster-medieval/bohemian.json new file mode 100644 index 0000000..1d35e27 --- /dev/null +++ b/public/json/warmaster-medieval/bohemian.json @@ -0,0 +1,163 @@ +{ + "name": "The Bohemian League, 1434", + "version": "Warmaster Medieval", + "group": "Ottoman–Hungarian wars", + "order": 0, + "units": { + "Knights": { + "type": "Nobles", + "attack": 3, + "hits": 3, + "armour": "4+", + "size": 3, + "min": 2, + "points": 135, + "order": 0 + }, + "Light cavalry": { + "type": "Cavalry", + "attack": 2, + "hits": 3, + "range": 15, + "armour": "6+", + "size": 3, + "points": 60, + "specialRules": [ + "Skirmish" + ], + "order": 1 + }, + "Militia": { + "type": "Infantry", + "attack": 3, + "armour": "6+", + "hits": 3, + "size": 3, + "min":4, + "points": 35, + "order": 2 + }, + "Peasants": { + "type": "Infantry", + "attack": 2, + "hits": 2, + "size": 3, + "max": 2, + "points": 20, + "order": 3 + }, + "Handgunners": { + "type": "Infantry", + "attack": 2, + "range": "20", + "armour": "6+", + "hits": 3, + "size": 3, + "max": 1, + "points": 60, + "specialRules": [ + "Pavisse" + ], + "order": 4 + }, + "Cannon": { + "type": "Artillery", + "attack": 1, + "range": "2x40", + "hits": 2, + "size": 2, + "max": 2, + "points": 50, + "specialRules": [ + "Slow" + ], + "order": 5 + }, + "War Wagons": { + "type": "Wagon", + "attack": 1, + "hits": 3, + "range": "15+", + "armour": "4+", + "size": 3, + "min": 3, + "points": 60, + "order": 6 + }, + "Utraquist Infantry": { + "type": "Infantry", + "attack": 3, + "armour": "6+", + "hits": 3, + "size": 3, + "max": 2, + "points": 60, + "order": 7 + }, + "General": { + "type": "General", + "attack": "+2", + "command": 8, + "size": 1, + "armyMin": 1, + "armyMax": 1, + "points": 100, + "order": 8, + "upgrades": [ + "Prayer" + ] + }, + "Leader": { + "type": "Leader", + "attack": "+1", + "command": 8, + "size": 1, + "max": 3, + "points": 80, + "order": 9 + } + }, + "upgrades": { + "Prayer": { + "type": "Special", + "points": "+10", + "armyMax": 1, + "order": 0, + "specialRules": [ + "Portents" + ] + } + }, + "specialRules": { + "Skirmish": { + "order": 1 + }, + "Shock": { + "order": 2 + }, + "Knights": { + "order": 3 + }, + "Portents": { + "order": 4 + }, + "Slow": { + "order": 5 + }, + "Pavisse": { + "order": 7 + }, + "Cannon": { + "order": 8 + }, + "Handgunners": { + "order": 9 + }, + "Utraquist Infantry": { + "text": [ + "Range 20cm & -1 armour save modifier when stationary" + ], + "order": 10 + } + } +} \ No newline at end of file diff --git a/public/json/warmaster-medieval/burgundian.json b/public/json/warmaster-medieval/burgundian.json new file mode 100644 index 0000000..243144b --- /dev/null +++ b/public/json/warmaster-medieval/burgundian.json @@ -0,0 +1,322 @@ +{ + "name": "The Burgundian Ordonnance Of Charles The Bold, 1476", + "version": "Warmaster Medieval", + "group": "Burgundian Wars", + "order": 0, + "units": { + "Coustilliers": { + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "min": 1, + "max": 2, + "points": 110, + "order": 0, + "specialRules": [ + "Shock" + ] + }, + "Mounted Crossbow": { + "type": "Cavalry", + "attack": 2, + "range": 15, + "hits": 3, + "armour": "6+", + "size": 3, + "max": 1, + "points": 60, + "order": 1, + "specialRules": [ + "Skirmish" + ] + }, + "Gendarmes": { + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "4+", + "size": 3, + "min": 1, + "max": 2, + "points": 55, + "order": 2, + "upgrades": [ + "Mounted Gendarmes" + ] + }, + "Household Infantry": { + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "min": 1, + "max": 4, + "points": 60, + "order": 3, + "upgrades": [ + "Pavisse" + ] + }, + "Longbowmen": { + "type": "Infantry", + "attack": 2, + "hits": 3, + "armour": "6+", + "range": 30, + "size": 3, + "min": 1, + "max": 4, + "points": 55, + "order": 4, + "specialRules": [ + "Longbow", + "Combined Arms" + ], + "upgrades": [ + "Stakes", + "Mounted Longbowmen" + ] + }, + "Crossbowmen": { + "type": "Infantry", + "attack": 2, + "hits": 3, + "range": 30, + "size": 3, + "max": 2, + "points": 45, + "order": 5, + "upgrades": [ + "Pavisse", + "Skirmishers with Crossbow" + ], + "specialRules": [ + "Crossbow" + ] + }, + "Handgunners": { + "type": "Infantry", + "attack": 2, + "hits": 3, + "range": 20, + "size": 3, + "max": 2, + "points": 45, + "order": 6, + "upgrades": [ + "Pavisse", + "Skirmishers with Handguns" + ], + "specialRules": [ + "Handgun" + ] + }, + "Burgundian Pikemen": { + "type": "Infantry", + "attack": 3, + "hits": 3, + "size": 3, + "max": 4, + "armour": "6+", + "points": 60, + "order": 7, + "upgrades": [ + "Pavisse" + ], + "specialRules": [ + "Combined Arms", + "Pikemen" + ] + }, + "Serpentine": { + "type": "Artillery", + "attack": 1, + "range": "2x40", + "hits": 2, + "size": 2, + "min": 1, + "max": 2, + "points": 50, + "specialRules": [ + "Slow", + "Cannon" + ], + "order": 8 + }, + "Veuglaires": { + "type": "Artillery", + "attack": 1, + "range": "3x60", + "hits": 2, + "size": 1, + "max": 2, + "points": 75, + "specialRules": [ + "Heavy Cannon" + ], + "order": 9 + }, + "Organ gun": { + "type": "Artillery", + "attack": 1, + "range": "D6x15", + "hits": 2, + "size": 2, + "max": 2, + "points": 50, + "specialRules": [ + "Slow" + ], + "order": 10 + }, + "Duke": { + "type": "General", + "attack": "+2", + "command": 8, + "size": 1, + "armyMin": 1, + "armyMax": 1, + "points": 100, + "order": 11 + }, + "Leader": { + "type": "Leader", + "attack": "+1", + "command": 8, + "size": 1, + "max": 2, + "points": 80, + "order": 12 + } + }, + "upgrades": { + "Mounted Gendarmes": { + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "4+", + "size": 3, + "points": 50, + "order": 0 + }, + "Skirmishers with Crossbow": { + "type": "Infantry", + "attack": 1, + "hits": 3, + "range": 30, + "size": 3, + "points": -10, + "order": 1, + "specialRules": [ + "Skirmish", + "Crossbow" + ] + }, + "Skirmishers with Handguns": { + "type": "Infantry", + "attack": 1, + "hits": 3, + "range": 15, + "size": 3, + "points": -15, + "order": 2, + "specialRules": [ + "Handgunners", + "Skirmish" + ] + }, + "Mounted Longbowmen": { + "type": "Infantry", + "attack": 2, + "hits": 3, + "armour": "6+", + "range": 30, + "size": 3, + "max": 1, + "points": 10, + "order": 3, + "specialRules": [ + "Longbow", + "Mounted Infantry" + ] + }, + "Pavisse": { + "type": "Special", + "points": 5, + "order": 4 + }, + "Stakes": { + "type": "Special", + "points": 5, + "order": 5 + } + }, + "specialRules": { + "Skirmish": { + "order": 1 + }, + "Shock": { + "order": 2 + }, + "Knights": { + "order": 3 + }, + "Pavisse": { + "order": 4 + }, + "Handgunners": { + "order": 5 + }, + "Cannon": { + "order": 6 + }, + "Crossbow": { + "order": 7 + }, + "Mounted Infantry": { + "order": 8 + }, + "Longbow": { + "order": 9 + }, + "Stakes": { + "order": 12 + }, + "Combined Arms": { + "order": 13 + }, + "Burgundian Pikemen": { + "text": [ + "Longbowmen and Pikemen can form a combined arms formation with pikes at the front and longbows behind" + ], + "order": 14 + }, + "Slow": { + "order": 15 + }, + "Mounted Longbowmen": { + "text": [ + "Mounted longbowmen cannot carry stakes" + ], + "order": 16 + }, + "Skirmishers with Handguns": { + "text": [ + "Skirmishers with Handgunners cannot carry pavisse" + ], + "order": 17 + }, + "Skirmishers with Crossbow": { + "text": [ + "Skirmishers with Crossbowmen cannot carry pavisse" + ], + "order": 18 + }, + "Organ Gun": { + "order": 19 + } + } +} \ No newline at end of file diff --git a/public/json/warmaster-medieval/elcid.json b/public/json/warmaster-medieval/elcid.json new file mode 100644 index 0000000..38275ef --- /dev/null +++ b/public/json/warmaster-medieval/elcid.json @@ -0,0 +1,169 @@ +{ + "name": "Army of El Cid, 1094", + "version": "Warmaster Medieval", + "group": "Reconquista", + "order": 1, + "units": { + "Knights": { + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "min": 2, + "max": 4, + "points": 110, + "order": 0 + }, + "Andalusian Nobles": { + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "min": 1, + "max": 2, + "points": 100, + "order": 1, + "specialRules": [ + "Shock" + ] + }, + "Andalusian Jinetes": { + "type": "Cavalry", + "attack": 2, + "range": 15, + "hits": 3, + "armour": "6+", + "size": 2, + "max": 4, + "points": 60, + "specialRules": [ + "Skirmish" + ], + "order": 2 + }, + "Andalusian Infantry": { + "type": "Infantry", + "attack": 2, + "range": 15, + "hits": 3, + "size": 3, + "points": 40, + "order": 3, + "specialRules": [ + "Skirmish" + ] + }, + "Infantry": { + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "points": 45, + "order": 4 + }, + "Archers": { + "type": "Infantry", + "attack": 2, + "range": 30, + "hits": 3, + "size": 3, + "max": 2, + "points": 40, + "order": 5, + "upgrades": [ + "Skirmishers" + ], + "specialRules": [ + "Skirmishers" + ] + }, + "Guard Spearmen": { + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "points": 60, + "order": 6 + }, + "General": { + "type": "General", + "attack": "+2", + "command": 9, + "size": 1, + "armyMin": 1, + "armyMax": 1, + "points": 125, + "upgrades": [ + "El Cid" + ], + "order": 7 + }, + "Lord": { + "type": "Leader", + "attack": "+1", + "command": 8, + "size": 1, + "max": 1, + "points": 80, + "order": 8 + }, + "Andalusian Lord": { + "type": "Subordinate", + "attack": "+1", + "command": 8, + "size": 1, + "points": 40, + "order": 9 + } + }, + "upgrades": { + "El Cid": { + "type": "General", + "points": "+25", + "armyMax": 1, + "order": 0 + }, + "Skirmishers": { + "type": "Infantry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "points": -10, + "specialRules": [ + "Skirmish" + ], + "order": 1 + } + }, + "specialRules": { + "Skirmish": { + "order": 1 + }, + "Shock": { + "order": 2 + }, + "Knights": { + "order": 3 + }, + "El Cid": { + "text":[ + "If the General is El Cid, then any unit he joins becomes 'terrifying'." + ], + "order": 4 + }, + "Archers": { + "text": [ + "The following options are available to the army of El Cid. Any Archers can be regraded as Skirmishers with the stats and costs reduction shown." + ], + "order": 5 + }, + "Skirmishers": { + "order": 6 + } + } +} \ No newline at end of file diff --git a/public/json/warmaster-medieval/english.json b/public/json/warmaster-medieval/english.json new file mode 100644 index 0000000..7c85114 --- /dev/null +++ b/public/json/warmaster-medieval/english.json @@ -0,0 +1,219 @@ +{ + "name": "English Army, 1415", + "version": "Warmaster Medieval", + "group": "Hundred Years War", + "order": 0, + "units": { + "Sergeants": { + "order": 0, + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "points": 110, + "max": 1, + "specialRules": [ + "Shock" + ] + }, + "Men-at-Arms": { + "order": 2, + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "4+", + "size": 3, + "points": 85, + "min": 1, + "max": 2, + "upgrades": [ + "Mounted Men-at-Arms" + ], + "specialRules": [ + "Combined Arms" + ] + }, + "Longbowmen": { + "order": 2, + "type": "Infantry", + "attack": 2, + "range": 30, + "hits": 3, + "size": 3, + "points": 45, + "min": 2, + "upgrades": [ + "Skirmisher Longbowmen", + "Stakes" + ], + "specialRules": [ + "Combined Arms" + ] + }, + "Billmen": { + "order": 3, + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "points": 45, + "min": 2, + "max": 4, + "specialRules": [ + "Combined Arms" + ] + }, + "Peasants": { + "order": 4, + "type": "Infantry", + "attack": 2, + "hits": 2, + "size": 3, + "points": 20, + "max": 2 + }, + "Welsh Infantry": { + "order": 5, + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "points": 45, + "max": 4, + "specialRules": [ + "Warband" + ] + }, + "Cannon": { + "order": 6, + "type": "Artillery", + "attack": 1, + "range": "2x40cm", + "hits": 2, + "size": 2, + "points": 50, + "max": 1, + "specialRules": [ + "Slow" + ] + }, + "General": { + "order": 7, + "type": "General", + "attack": "+2", + "size": 1, + "points": 100, + "command": 8, + "armyMin": 1, + "armyMax": 1, + "upgrades": [ + "Henry V" + ] + }, + "Lord": { + "order": 8, + "type": "Leader", + "attack": "+1", + "command": 8, + "size": 1, + "points": 80, + "max": 2 + } + }, + "upgrades": { + "Mounted Men-at-Arms": { + "order": 0, + "type": "Cavalry", + "points": "+50", + "attack": 3, + "hits": 3, + "armour": "4+", + "size": 3, + "specialRules": [ + "Knights" + ] + }, + "Skirmisher Longbowmen": { + "order": 1, + "type": "Infantry", + "attack": 1, + "range": 30, + "hits": 3, + "size": 3, + "points": "-10", + "specialRules": [ + "Longbow", + "Slow" + ], + "max": 2 + }, + "Henry V": { + "order": 2, + "type": "General", + "command": 9, + "max": 1, + "points": "+15" + }, + "Stakes": { + "order": 3, + "type": "Special", + "points": "+5" + } + }, + "specialRules": { + "Knights": { + "order": 1 + }, + "Skirmish": { + "order": 2 + }, + "Warband": { + "order": 3 + }, + "Skirmishers": { + "order": 4 + }, + "Shock": { + "order": 5 + }, + "Combined Arms": { + "order": 6 + }, + "Longbow": { + "order": 7, + "text": [ + "Any longbow can be equipped with stakes at a cost of +5 pts per unit. Note that stakes ar note allowed in a Chevauchee army." + ] + }, + "Cannon": { + "order": 8, + "text": [ + "Cannon must be regarded as immobile and treated as Heavy Cannon for purposes of drive backs from shooting" + ] + }, + "Slow": { + "order": 9 + }, + "Stakes": { + "order": 10 + }, + "Mounted Infantry": { + "order": 11 + }, + "Skirmisher Longbowmen": { + "order": 12, + "text": [ + "Longbow units in the army can be regraded as Skirmishers. Shrimishers cannot carry stakes.Note that Skirmishing Longbowmen retain range of longbows but lose the longbow special rule (+1 shoot from 'massed' bowfire)" + ] + }, + "Henry V": { + "order": 13, + "text": [ + "If you field the English King and victor of Agincourt you can re-roll one failed shooting attack from any one of your Longbow units during each Shooting phase." + ] + } + } +} \ No newline at end of file diff --git a/public/json/warmaster-medieval/englishChevauchee.json b/public/json/warmaster-medieval/englishChevauchee.json new file mode 100644 index 0000000..deae2e8 --- /dev/null +++ b/public/json/warmaster-medieval/englishChevauchee.json @@ -0,0 +1,192 @@ +{ + "name": "English Chevauchee Army, 1415", + "version": "Warmaster Medieval", + "group": "Hundred Years War", + "order": 1, + "units": { + "Sergeants": { + "order": 0, + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "points": 110, + "max": 6, + "specialRules": [ + "Shock" + ] + }, + "Men-at-Arms": { + "order": 1, + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "4+", + "size": 3, + "points": 85, + "min": 2, + "max": 4, + "upgrades": [ + "Mounted Men-at-Arms" + ], + "specialRules": [ + "Combined Arms" + ] + }, + "Longbowmen": { + "order": 2, + "type": "Infantry", + "attack": 2, + "range": 30, + "hits": 3, + "size": 3, + "points": 45, + "min": 4, + "upgrades": [ + "Skirmisher Longbowmen", + "Mounted Longbowmen" + ], + "specialRules": [ + "Combined Arms" + ] + }, + "Peasants": { + "order": 3, + "type": "Infantry", + "attack": 2, + "hits": 2, + "size": 3, + "points": 20, + "max": 8 + }, + "Hobilars": { + "order": 4, + "type": "Cavalry", + "attack": 2, + "range": 15, + "hits": 3, + "size": 3, + "points": 60, + "max": 4, + "specialRules": [ + "Skirmish" + ] + }, + "General": { + "order": 5, + "type": "General", + "attack": "+2", + "size": 1, + "points": 100, + "command": 8, + "armyMin": 1, + "armyMax": 1, + "upgrades": [ + "Henry V" + ] + }, + "Lord": { + "order": 6, + "type": "Leader", + "attack": "+1", + "command": 8, + "size": 1, + "points": 80, + "max": 2 + } + }, + "upgrades": { + "Mounted Men-at-Arms": { + "order": 0, + "type": "Cavalry", + "points": "+50", + "attack": 3, + "hits": 3, + "armour": "4+", + "size": 3, + "specialRules": [ + "Knights" + ] + }, + "Skirmisher Longbowmen": { + "order": 1, + "type": "Infantry", + "attack": 1, + "range": 30, + "hits": 3, + "size": 3, + "points": "-10", + "specialRules": [ + "Longbow", + "Slow" + ], + "max": "Up to Half" + }, + "Mounted Longbowmen": { + "order": 2, + "type": "Cavalry", + "attack": 2, + "range": 30, + "hits": 3, + "size": 3, + "points": "+10", + "specialRules": [ + "Longbow", + "Slow" + ], + "max": 2 + }, + "Henry V": { + "order": 3, + "type": "General", + "command": 9, + "max": 1, + "points": "+15" + } + }, + "specialRules": { + "Knights": { + "order": 1 + }, + "Skirmish": { + "order": 2 + }, + "Warband": { + "order": 8 + }, + "Skirmishers": { + "order": 7 + }, + "Shock": { + "order": 5 + }, + "Combined Arms": { + "order": 6 + }, + "Cannon": { + "order": 7, + "text": [ + "Cannon must be regarded as immobile and treated as Heavy Cannon for purposes of drive backs from shooting" + ] + }, + "Slow": { + "order": 8 + }, + "Mounted Infantry": { + "order": 9 + }, + "Skirmisher Longbowmen": { + "order": 10, + "text": [ + "Longbow units in the army can be regraded as Skirmishers. Note that Skirmishing Longbowmen retain range of longbows but lose the longbow special rule (+1 shoot from 'massed' bowfire)" + ] + }, + "Henry V": { + "order": 11, + "text": [ + "If you field the English King and victor of Agincourt you can re-roll one failed shooting attack from any one of your Longbow units during each Shooting phase." + ] + } + } +} \ No newline at end of file diff --git a/public/json/warmaster-medieval/french.json b/public/json/warmaster-medieval/french.json new file mode 100644 index 0000000..decc676 --- /dev/null +++ b/public/json/warmaster-medieval/french.json @@ -0,0 +1,215 @@ +{ + "name": "French Army, 1429", + "version": "Warmaster Medieval", + "group": "Hundred Years War", + "order": 2, + "units": { + "Retainers": { + "order": 0, + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "points": 110, + "min": 1, + "specialRules": [ + "Shock" + ] + }, + "Breton Horse": { + "order": 1, + "type": "Cavalry", + "range": 15, + "attack": 2, + "hits": 3, + "armour": "6+", + "size": 3, + "points": 60, + "max": 2, + "specialRules": [ + "Skirmish" + ] + }, + "Knights": { + "order": 2, + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "4+", + "size": 3, + "points": 135, + "min": 2 + }, + "Foot Knights": { + "order": 3, + "type": "Infantry", + "attack": 3, + "hits": 3, + "size": 3, + "armour": "4+", + "points": 85, + "max": 2 + }, + "Crossbowmen": { + "order": 4, + "type": "Infantry", + "range": 30, + "attack": 2, + "hits": 3, + "size": 3, + "points":45, + "min": 1, + "specialRules": [ + "Crossbows" + ], + "upgrades":[ + "Skirmishers" + ] + + }, + "Brigans/Militia": { + "order": 5, + "type": "Infantry", + "attack": 2, + "hits": 3, + "range": 15, + "size": 3, + "points": 35, + "max": 8, + "specialRules": [ + "Warband" + ] + }, + "Mercenary Archers": { + "order": 6, + "type": "Infantry", + "attack": 2, + "hits": 3, + "range": 30, + "armour": "6+", + "size": 3, + "points": 50, + "max": 2, + "specialRules": [ + "Warband" + ] + }, + "Mercenary Infantry": { + "order": 7, + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "points": 60, + "max": 2, + "specialRules": [ + "Warband" + ] + }, + "Cannon": { + "order": 8, + "type": "Artillery", + "attack": 1, + "range": "2x40cm", + "hits": 2, + "size": 2, + "points": 50, + "max": 1, + "specialRules": [ + "Slow" + ] + }, + "General": { + "order": 7, + "type": "General", + "attack": "+2", + "size": 1, + "points": 100, + "command": 8, + "armyMin": 1, + "armyMax": 1, + "upgrades": [ + "Oriflamme" + ] + }, + "Noble": { + "order": 8, + "type": "Leader", + "attack": "+1", + "command": 8, + "size": 1, + "points": 80 + } + }, + "upgrades": { + "Skirmishers": { + "order": 1, + "type": "Infantry", + "attack": 1, + "range": 30, + "hits": 3, + "size": 3, + "points": "-10", + "specialRules": [ + "Skirmish" + ], + "max": 2 + }, + "Oriflamme": { + "order": 2, + "type": "Special", + "points": "+25" + }, + "Pavisse": { + "order": 3, + "type": "Special", + "points": "+5" + } + }, + "specialRules": { + "Knights": { + "order": 1 + }, + "Skirmish": { + "order": 2 + }, + "Warband": { + "order": 3 + }, + "Skirmishers": { + "order": 4 + }, + "Shock": { + "order": 5 + }, + "Crossbow": { + "order": 6 + }, + "Longbow": { + "order": 7, + "text": [ + "Any longbow can be equipped with stakes at a cost of +5 pts per unit. Note that stakes ar note allowed in a Chevauchee army." + ] + }, + "Cannon": { + "order": 8, + "text": [ + "Cannon must be regarded as immobile and treated as Heavy Cannon for purposes of drive backs from shooting" + ] + }, + "Slow": { + "order": 9 + }, + "Pavisse": { + "order": 10 + }, + "Oriflamme": { + "order": 11, + "text": [ + "If you take Oriflamme banner, select one unit of French Knights. This unit can re-roll all missed attacks on its first charge during the game and increase the distance at with it can une initiative from 20cm to 30cm" + ] + } + } +} \ No newline at end of file diff --git a/public/json/warmaster-medieval/frenchOrdonnance.json b/public/json/warmaster-medieval/frenchOrdonnance.json new file mode 100644 index 0000000..373c0a8 --- /dev/null +++ b/public/json/warmaster-medieval/frenchOrdonnance.json @@ -0,0 +1,267 @@ +{ + "name": "French Ordonnance, 1515", + "version": "Warmaster Medieval", + "group": "Italian Wars", + "order": 1, + "units": { + "Ordonnance Gendarmes": { + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "4+", + "size": 3, + "min": 2, + "max": 4, + "points": 135, + "specialRules": [ + "Knights" + ], + "order": 1 + }, + "Ordonnance Coustilliers": { + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "max": 4, + "points": 110, + "specialRules": [ + "Shock" + ], + "order": 2 + }, + "Argoulouts & Stradiotti": { + "type": "Infantry", + "attack": 2, + "armour": "6+", + "range":15, + "hits": 3, + "size": 3, + "max":2, + "points": 60, + "order": 3, + "specialRules": [ + "Skirmish" + ] + }, + "French Infantry": { + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "points": 45, + "order": 4, + "min":2 + }, + "Crossbowmen": { + "type": "Infantry", + "attack": 2, + "hits": 3, + "range": 30, + "size": 3, + "points": 45, + "order": 5, + "max":4, + "specialRules": [ + "Crossbow", + "Skirmishers" + ], + "upgrades": [ + "Skirmishers" + ] + }, + "Handgunners": { + "type": "Infantry", + "attack": 2, + "hits": 3, + "range": 20, + "size": 3, + "points": 45, + "order": 6, + "max":2 + }, + "Pike": { + "type": "Infantry", + "attack": 3, + "hits": 3, + "size": 3, + "armour": "6+", + "min": 2, + "max": 6, + "points": 60, + "order": 7, + "specialRules": [ + "Phalanx" + ], + "upgrades": [ + "Swiss Pikes" + ] + }, + "Cannon": { + "type": "Artillery", + "attack": 1, + "range": "2x40", + "hits": 2, + "size": 2, + "min": 1, + "max": 6, + "points": 50, + "order": 8, + "specialRules": [ + "Slow" + ] + }, + "Bombards": { + "type": "Artillery", + "attack": 1, + "range": "3x60", + "hits": 2, + "size": 1, + "max": 4, + "points": 75, + "order": 9, + "specialRules": [ + "Heavy Cannon" + ] + }, + "Ribaudequins": { + "type": "Artillery", + "attack": 1, + "range": "D6x15", + "hits": 2, + "size": 1, + "max": 4, + "points": 75, + "order": 10, + "specialRules": [ + "Slow", + "Organ Gun" + ] + }, + "General": { + "type": "General", + "attack": "+2", + "command": 8, + "size": 1, + "armyMin": 1, + "armyMax": 1, + "points": 100, + "order": 11, + "upgrades":[ + "Artillery Master" + ] + }, + "Noble": { + "type": "Leader", + "attack": "+1", + "command": 8, + "size": 1, + "points": 60, + "order": 12, + "max":2 + }, + + "Ordonnance Archers": { + "type": "Infantry", + "attack": 2, + "hits": 3, + "range": 30, + "size": 3, + "points": 45, + "order": 13, + "max":2, + "specialRules": [ + "Longbow", + "Options" + ] + } + }, + "upgrades": { + "Skirmishers": { + "type": "Infantry", + "attack": 1, + "hits": 3, + "range": 30, + "size": 3, + "points": -10, + "order": 1, + "max":"Up to Half", + "specialRules": [ + "Skirmish", + "Options" + ] + }, + "Swiss Pikes": { + "type": "Infantry", + "attack": 3, + "hits": 4, + "range": 30, + "size": 3, + "armour": "6+", + "points": 10, + "order": 2, + "specialRules": [ + "Phalanx", + "Options" + ] + }, + "Artillery Master": { + "type": "General upgrades", + "points": 10, + "armyMax": 1, + "order": 3 + } + }, + "specialRules": { + "Skirmish": { + "order": 1 + }, + "Knights": { + "order": 2 + }, + "Shock": { + "order": 3 + }, + "Crossbow": { + "order": 4 + }, + "Handgunners": { + "order": 5 + }, + "Phalanx": { + "order": 6 + }, + "Slow": { + "order": 7 + }, + "Heavy Cannon": { + "order": 8 + }, + "Cannon": { + "order": 9 + }, + "Organ Gun": { + "order": 10 + }, + "Longbow": { + "order": 11 + }, + "Skirmishers": { + "order": 12 + }, + "Artillery Master": { + "text": [ + "If the army inclides the Artillery Master, artillery discounts the additional -1 penalty for 'slow' moves." + ], + "order": 13 + }, + "Options": { + "text": [ + "These options represent armies from a broader time period of the Italian Wars" + ], + "order": 14 + } + } +} \ No newline at end of file diff --git a/public/json/warmaster-medieval/frenchfinal.json b/public/json/warmaster-medieval/frenchfinal.json new file mode 100644 index 0000000..0f19831 --- /dev/null +++ b/public/json/warmaster-medieval/frenchfinal.json @@ -0,0 +1,195 @@ +{ + "name": "French Final Years Army, 1429", + "version": "Warmaster Medieval", + "group": "Hundred Years War", + "order": 3, + "units": { + "Knights": { + "order": 0, + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "4+", + "size": 3, + "points": 135, + "max": 4 + }, + "Foot Knights": { + "order": 1, + "type": "Infantry", + "attack": 3, + "hits": 3, + "size": 3, + "armour": "4+", + "points": 85, + "min": 2, + "max": 4 + }, + "Foot Retainers": { + "order": 2, + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "points": 60, + "max": 2 + }, + "Handgunners": { + "order": 3, + "type": "Infantry", + "range": 20, + "attack": 2, + "hits": 3, + "size": 3, + "points":45, + "max": 2, + "upgrades":[ + "Skirmishers", + "Pavisse" + ] + }, + "Scots (Garde Ecossaise)": { + "order": 4, + "type": "Infantry", + "attack": 3, + "hits": 4, + "armour": "6+", + "size": 3, + "points": 55, + "max": 2 + }, + "Genoese": { + "order": 5, + "type": "Infantry", + "attack": 2, + "hits": 3, + "range": 30, + "armour": "6+", + "size": 3, + "points": 55, + "max": 4, + "specialRules": [ + "Crossbow" + ], + "upgrades":[ + "Pavisse" + ] + }, + "Cannon": { + "order": 8, + "type": "Artillery", + "attack": 1, + "range": "2x40cm", + "hits": 2, + "size": 2, + "points": 50, + "max": 3, + "specialRules": [ + "Slow" + ] + }, + "General": { + "order": 7, + "type": "General", + "attack": "+2", + "size": 1, + "points": 100, + "command": 8, + "armyMin": 1, + "armyMax": 1, + "upgrades": [ + "Jeanne d'Arc", + "Oriflamme" + ] + }, + "Noble": { + "order": 8, + "type": "Leader", + "attack": "+1", + "command": 8, + "size": 1, + "points": 80 + } + }, + "upgrades": { + "Skirmishers": { + "order": 1, + "type": "Infantry", + "attack": 1, + "range": 20, + "hits": 3, + "size": 3, + "points": "-10", + "specialRules": [ + "Skirmish" + ], + "max": 2 + }, + "Jeanne d'Arc": { + "order": 2, + "type": "Special", + "points": "+25" + }, + "Pavisse": { + "order": 3, + "type": "Special", + "points": "+5" + }, + "Oriflamme": { + "order": 4, + "type": "Special", + "points": "+25" + } + }, + "specialRules": { + "Knights": { + "order": 1 + }, + "Skirmish": { + "order": 2 + }, + "Skirmishers": { + "order": 4 + }, + "Crossbow": { + "order": 6 + }, + "Handgunners": { + "order": 7, + "text": [ + "Any handgunners can be provided with pavisse for +5 pts or they can be fielded as Skirmishers (not both)" + ] + }, + "Genoese": { + "order": 11, + "text": [ + "Any Genoese can be provided with pavisse for +5 pts" + ] + }, + "Cannon": { + "order": 8, + "text": [ + "Cannon must be regarded as immobile and treated as Heavy Cannon for purposes of drive backs from shooting" + ] + }, + "Slow": { + "order": 9 + }, + "Pavisse": { + "order": 10 + }, + "Oriflamme": { + "order": 12, + "text": [ + "If you take Oriflamme banner, select one unit of French Knights. This unit can re-roll all missed attacks on its first charge during the game and increase the distance at with it can une initiative from 20cm to 30cm" + ] + }, + "Jeann d'Arc": { + "order": 13, + "text": [ + "You can elect to upgrade your General to the Maid of Orleans instead of choosing the Oriflamme. Note that a General can only be upgraded to either the Oriflamme of Jeanne D'Arc and not both. If the General is Jeanne D'Arc, she can re-roll a single failed Command roll each turn until she rolls a Blunders - no further re-rolls are allowed once a Blunder has been rolled." + ] + } + } +} \ No newline at end of file diff --git a/public/json/warmaster-medieval/hungary.json b/public/json/warmaster-medieval/hungary.json new file mode 100644 index 0000000..4ce6c98 --- /dev/null +++ b/public/json/warmaster-medieval/hungary.json @@ -0,0 +1,221 @@ +{ + "name": "The Kingdom of Hungary, 1241 (RL)", + "version": "Warmaster Medieval", + "group": "Mongol invasion", + "order": 1, + "units": { + "Nobles": { + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "4+", + "size": 3, + "min": 1, + "max": 3, + "points": 125, + "specialRules": [ + "Knight", + "Shock", + "Slow" + ], + "order": 0 + }, + "Gentry": { + "type": "Cavalry", + "attack": 3, + "range": 15, + "hits": 3, + "armour": "5+", + "size": 3, + "min": 1, + "max": 2, + "points": 85, + "order": 1 + }, + "Horse Archers": { + "type": "Cavalry", + "attack": 1, + "range": 30, + "hits": 3, + "size": 3, + "max": 4, + "points": 60, + "specialRules": [ + "Skirmish" + ], + "upgrades": [ + "Szeklers" + ], + "order": 2 + }, + "General": { + "type": "General", + "attack": "+2", + "command": 8, + "size": 1, + "armyMin": 1, + "armyMax": 1, + "points": 100, + "order": 3 + }, + "Leader": { + "type": "Leader", + "attack": "+1", + "command": 8, + "size": 1, + "max": 1, + "points": 80, + "order": 4 + }, + "Captain": { + "type": "Leader", + "attack": "+1", + "command": 7, + "size": 1, + "max": 2, + "points": 60, + "order": 5 + }, + "Spearmen": { + "type": "Infantry", + "attack": 3, + "hits": 3, + "size": 3, + "armour": "6+", + "min": 2, + "max": 6, + "points": 45, + "order": 6, + "specialRules": [ + "Options Infantry" + ] + }, + "Archers": { + "type": "Infantry", + "attack": 2, + "hits": 3, + "size": 3, + "range": 30, + "min": 1, + "max": 3, + "points": 40, + "order": 7, + "specialRules": [ + "Options Infantry" + ] + }, + "Serbs/Vlachs": { + "type": "Infantry", + "attack": 2, + "hits": 3, + "range": 15, + "size": 3, + "max": 2, + "points": 40, + "order": 8, + "specialRules": [ + "Options Infantry", + "Skirmih" + ] + }, + "Skirmishers": { + "type": "Infantry", + "attack": 1, + "hits": 3, + "size": 3, + "range": 15, + "min": 1, + "max": 3, + "points": 30, + "order": 9, + "specialRules": [ + "Options Infantry", + "Skirmih" + ] + }, + "Croat Cavalry": { + "type": "Cavalry", + "attack": 4, + "hits": 3, + "armour": "5+", + "size": 3, + "points": 120, + "specialRules": [ + "Options Croats", + "Shock" + ], + "armyMin": "1", + "armyMax": "1", + "order": 10 + }, + "Croat Archers": { + "type": "Infantry", + "attack": 1, + "hits": 3, + "size": 3, + "range": 15, + "min": 1, + "max": 2, + "points": 30, + "order": 11, + "specialRules": [ + "Options Croats", + "Skirmih" + ] + }, + "Croat Axemen": { + "type": "Infantry", + "attack": 4, + "hits": 3, + "size": 3, + "max": 3, + "points": 45, + "order": 12, + "specialRules": [ + "Options Croats" + ] + } + }, + "upgrades": { + "Szeklers": { + "type": "Cavalry", + "attack": 2, + "range": 15, + "hits": 3, + "armour": "6+", + "size": 3, + "max": 4, + "points": 0, + "specialRules": [ + "Skirmish" + ], + "order": 1 + } + }, + "specialRules": { + "Shock": { + "order": 1 + }, + "Skirmish": { + "order": 2 + }, + "Skirmishers": { + "order": 4 + }, + "Slow": { + "order": 3 + }, + "Options Infantry": { + "text": [ + "The following options to include infantry are available to the Hungarian army. The minimums indicated apply if ANY of these infantry options are included in the army, i.e. if 1 unit of archers is included then the army must also include at least 2 units of spearmen and 1 of skirmishers per 1000 points." + ], + "order": 5 + }, + "Options Croats": { + "text": [ + "The following options to include Croats are available to the Hungarian army. Following the absorption of Croatia into Hungary in 1102 the Croats provided good quality troops to the Crown. If Croats are used, they must be deployed together as one or more adjacent touching brigades at the start of the game (i.e.in a single battle). Minimums only apply if any Croats are used." + ], + "order": 6 + } + } +} \ No newline at end of file diff --git a/public/json/warmaster-medieval/hussites.json b/public/json/warmaster-medieval/hussites.json new file mode 100644 index 0000000..a1a231e --- /dev/null +++ b/public/json/warmaster-medieval/hussites.json @@ -0,0 +1,149 @@ +{ + "name": "The Hussites, 1424", + "version": "Warmaster Medieval", + "group": "Hussite Wars", + "order": 0, + "units": { + "Hussite Nobles": { + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "4+", + "size": 3, + "max": 1, + "points": 135, + "order": 0, + "specialRules": [ + "Knights" + ] + }, + "Hussite Scouts": { + "type": "Cavalry", + "attack": 2, + "hits": 3, + "range": 15, + "armour": "6+", + "size": 3, + "min": 1, + "max": 4, + "points": 60, + "order": 1, + "specialRules": [ + "Scouts", + "Skirmish" + ] + }, + "Hussite Followers": { + "type": "Infantry", + "attack": 3, + "hits": 3, + "range": 20, + "armour": "6+", + "size": 3, + "min": 3, + "points": 60, + "order": 2 + }, + "War Wagons": { + "type": "Wagon", + "attack": 1, + "hits": 3, + "range": "15+", + "armour": "4+", + "size": 3, + "min": 3, + "points": 60, + "order": 3, + "upgrades": [ + "Ballast Wagons" + ] + }, + "Captain": { + "type": "General", + "attack": "+2", + "command": 9, + "size": 1, + "armyMin": 1, + "armyMax": 1, + "points": 125, + "order": 4, + "upgrades": [ + "Jan Zizka" + ] + }, + "Leader": { + "type": "Leader", + "attack": "+1", + "command": 8, + "size": 1, + "max": 2, + "points": 80, + "order": 5 + } + }, + "upgrades": { + "Ballast Wagons": { + "type": "Wagon", + "attack": "1/6 special", + "hits": 3, + "range": "15+", + "armour": "4+", + "size": 3, + "armyMax": 1, + "points": 25, + "order": 0 + } , + "Jan Zizka": { + "type": "General", + "points": 25, + "armyMax": 1, + "order": 2, + "specialRules": [ + "Terror" + ] + } + }, + "specialRules": { + "Skirmish": { + "order": 1 + }, + "Shock": { + "order": 2 + }, + "Knights": { + "order": 3 + }, + "Terror": { + "order": 4 + }, + "Hussite Scouts": { + "text": [ + "They can either included in the battle as normal - or up to two units can be used to advance your army before the battle begins as follows. The player can give up either one or two units of Scouts before the battle begins - these count as casualties. For each unit given up in this way, the player can move up to 1.000 points of troops forward up to 10 cm from their initial position. Where two units are given up, the player can either move the same troops forward twice or two different sets of troops once each." + ], + "order": 5 + }, + "Hussite Followers": { + "text": [ + "Range 20cm & -1 armour save modifier when stationary" + ], + "order": 6 + }, + "War Wagons": { + "text": [ + "Range 15cm but they can combine with other War Wagons (see ballast wagons)" + ], + "order": 7 + }, + "Ballast Wagons": { + "text": [ + "Specal rule :", + "1 : The unit fights exactly like other war Wagons. In addition the player can cut the wagons loose and roll them towards the enemy - this requires a separate order to be successfully issued to the Ballast Wagons in the Command phase.", + "2 : If successful, the unit is formed into a line (narrow edge to the front) and aimed at a visible enemy target within 30cm and within the frontal arc of the unit (as standard for missile targets).", + "The player then rolls 5d6 and adds the scores together - this is the total distance the Wagon unit ttravels before the Wagons tip over and destroyed. The Wagons will roll through any units in their wau, striking each in turn. Any unit hit by the runaway Wagons suffers 6 attacks with no saving throws allowed for any hits caused. Enemy units treat any hits suffered as missile hits in the Shooting Phase and must roll for drive backs accordingly.", + "3 : Once employed in this fashion, the Ballast Wagon unit is destroyed and all three stands representing it are removed casualties.", + "Comment : Note that we allow to roll from flat ground and make the assumption that no ground is really flat and a gentle slope may be involved. If wagon stands attempt to roll uphill or if they hit woods, a river, or any terrain normally impassable to wagons, they are wrecked without further effect. In any case, once employed in this fashion, the Ballast Wagon unit is destroyed and all three stands representing it are removed." + ], + "order": 8 + } + } +} \ No newline at end of file diff --git a/public/json/warmaster-medieval/italian.json b/public/json/warmaster-medieval/italian.json new file mode 100644 index 0000000..a516ad5 --- /dev/null +++ b/public/json/warmaster-medieval/italian.json @@ -0,0 +1,252 @@ +{ + "name": "Italian Condotta, 1495", + "version": "Warmaster Medieval", + "group": "Italian Wars", + "order": 0, + "units": { + "Mercenary Knights": { + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "4+", + "size": 3, + "min": 2, + "max": 4, + "points": 135, + "specialRules": [ + "Knights" + ], + "order": 1 + }, + "Light Cavalry": { + "type": "Cavalry", + "attack": 2, + "hits": 3, + "range": 15, + "armour": "6+", + "size": 3, + "max": 4, + "points": 60, + "specialRules": [ + "Skirmish" + ], + "order": 2, + "upgrades":[ + "Mercenary Light Cavalry" + ] + }, + "Militia": { + "type": "Infantry", + "attack": 3, + "armour": "6+", + "hits": 3, + "size": 3, + "max":4, + "points": 35, + "order": 3, + "specialRules": [ + "Unreliable" + ], + "upgrades":[ + "Stakes" + ] + }, + "Crossbowmen": { + "type": "Infantry", + "attack": 2, + "range": 30, + "hits": 3, + "size": 3, + "points": 45, + "order": 4, + "min":2, + "specialRules": [ + "Crossbow" + ], + "upgrades":[ + "Skirmishers with Crossbows", + "Pavisse" + ] + }, + "Handgunners": { + "type": "Infantry", + "attack": 2, + "hits": 3, + "range": 20, + "size": 3, + "points": 45, + "order": 5, + "max":2, + "upgrades":[ + "Skirmishers with Handguns", + "Pavisse" + ] + }, + "Mercenary Pikemen": { + "type": "Infantry", + "attack": 3, + "hits": 3, + "size": 3, + "armour": "6+", + "max": 4, + "points": 60, + "order": 6, + "specialRules": [ + "Phalanx" + ] + }, + "Heavy Cannon": { + "type": "Artillery", + "attack": 1, + "range": "3x60", + "hits": 2, + "size": 1, + "max": 2, + "points": 75, + "order": 7 + }, + "Cannon": { + "type": "Artillery", + "attack": 1, + "range": "2x40", + "hits": 2, + "size": 1, + "max": 2, + "points": 50, + "order": 8, + "specialRules": [ + "Slow" + ] + }, + "General": { + "type": "General", + "attack": "+2", + "command": 8, + "size": 1, + "armyMin": 1, + "armyMax": 1, + "points": 100, + "order": 9 + }, + "Captain": { + "type": "Leader", + "attack": "+1", + "command": 7, + "size": 1, + "points": 60, + "order": 10, + "upgrades":[ + "Mercenary Captain" + ] + } + }, + "upgrades": { + "Mercenary Light Cavalry": { + "type": "Cavalry", + "attack": 2, + "armour": "6+", + "range": 15, + "hits": 3, + "size": 3, + "points": -10, + "order": 1, + "specialRules": [ + "Knights" + ] + }, + "Skirmishers with Crossbows": { + "type": "Infantry", + "attack": 1, + "hits": 3, + "range": 30, + "size": 3, + "points": -10, + "specialRules": [ + "Crossbow", + "Skirmish" + ], + "order": 2 + }, + "Skirmishers with Handguns": { + "type": "Infantry", + "attack": 1, + "hits": 3, + "range": 15, + "size": 3, + "points": -15, + "specialRules": [ + "Skirmish" + ], + "order": 3 + }, + "Pavisse": { + "type": "Special", + "points": 5, + "order": 4 + }, + "Stakes": { + "type": "Special", + "points": 5, + "order": 5 + }, + "Mercenary Captain": { + "type": "Leader", + "points": 10, + "armyMax": 1, + "order": 6 + } + }, + "specialRules": { + "Skirmish": { + "order": 1 + }, + "Knights": { + "order": 2 + }, + "Unreliable": { + "order": 3 + }, + "Crossbow": { + "order": 4 + }, + "Stakes": { + "order": 5 + }, + "Handgunners": { + "order": 6 + }, + "Pavisse": { + "order": 7 + }, + "Phalanx": { + "order": 8 + }, + "Slow": { + "order": 9 + }, + "Heavy Cannon": { + "order": 10 + }, + "Cannon": { + "order": 11 + }, + "Mercenary Captain": { + "text": [ + "If he is included, then all Unreliable units are not considered to be Unreliable until such time as the Mercenary Captain fails to issue an order on a Command roll of an 11 or 12. One the Mercenary Captain fails to issue an order on a roll of 11 or 12, then all Unreliable units become Unreliable again." + ], + "order": 12 + }, + "Skirmishers with Crossbows": { + "text": [ + "They cannot carry pavisse" + ], + "order": 13 + }, + "Skirmishers with Handguns": { + "text": [ + "They cannot carry pavisse" + ], + "order": 14 + } + } +} \ No newline at end of file diff --git a/public/json/warmaster-medieval/jerusalem.json b/public/json/warmaster-medieval/jerusalem.json new file mode 100644 index 0000000..6e0a334 --- /dev/null +++ b/public/json/warmaster-medieval/jerusalem.json @@ -0,0 +1,212 @@ +{ + "name": "The kingdom of Jerusalem, 1099", + "version": "Warmaster Medieval", + "group": "Crusades", + "order": 0, + "units": { + "Crusader Knights": { + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "min": 1, + "max": 3, + "points": 110, + "order": 0, + "upgrades": [ + "Crusaders on Foot" + ], + "specialRules": [ + "Knights" + ] + }, + "Knights Templar": { + "type": "Cavalry", + "attack": 4, + "hits": 4, + "armour": "5+", + "size": 3, + "max": 1, + "points": 130, + "order": 1, + "upgrades": [ + "Templars on Foot" + ], + "specialRules": [ + "Knights" + ] + }, + "Sergeants": { + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "min": 1, + "max": 2, + "points": 70, + "upgrades": [ + "Shock Cavalry" + ], + "order": 2 + }, + "Turkomen": { + "type": "Cavalry", + "attack": 1, + "range": 30, + "hits": 3, + "size": 3, + "points": 60, + "order": 3, + "specialRules": [ + "Skirmish" + ] + }, + "Infantry": { + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "min": 2, + "max": 4, + "points": 60, + "order": 4 + }, + "Crossbowmen": { + "type": "Infantry", + "attack": 2, + "range": 30, + "armour": "6+", + "hits": 3, + "size": 3, + "min": 2, + "max": 4, + "points": 55, + "specialRules": [ + "Crossbow" + ], + "order": 5 + }, + "Pilgrims": { + "type": "Infantry", + "attack": 2, + "hits": 3, + "size": 3, + "max": 4, + "points": 25, + "order": 6 + }, + "Lord": { + "type": "General", + "attack": "+2", + "command": 9, + "size": 1, + "armyMin": 1, + "armyMax": 1, + "points": 125, + "upgrades": [ + "True Cross" + ], + "order": 7 + }, + "Noble": { + "type": "Leader", + "attack": "+1", + "command": 8, + "size": 1, + "max": 2, + "points": 80, + "order": 8 + }, + "Baron": { + "type": "Subordinate", + "attack": "+1", + "command": 7, + "size": 1, + "max": 1, + "points": 30, + "order": 9 + } + }, + "upgrades": { + "True Cross": { + "type": "General", + "points": "+25", + "armyMax": 1, + "order": 0 + }, + "Crusaders on Foot": { + "type": "Infantry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "points": -10, + "specialRules": [ + "Skirmish" + ], + "order": 1 + }, + "Templars on Foot": { + "type": "Infantry", + "attack": 4, + "hits": 4, + "armour": "4+", + "size": 3, + "points": -35, + "specialRules": [ + "Slow" + ], + "order": 2 + }, + "Shock Cavalry": { + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "4+", + "size": 3, + "points": -35, + "order": 3, + "specialRules": [ + "Slow" + ] + } + }, + "specialRules": { + "Skirmish": { + "order": 1 + }, + "Shock": { + "order": 2 + }, + "Slow": { + "order": 3 + }, + "Knights": { + "order": 4 + }, + "Crossbow": { + "order": 5 + }, + "True Cross": { + "text":[ + "If the army in cludes the True Cross, the player may re-roll any failed attacks from any one unit in a single round of combat during the game. Bear in mind this only works once in the whole game - so time it carefully!" + ], + "order": 6 + }, + "Templars on Foot": { + "text":[ + "Any units of Templar Knights can instead be fielded as infantry at a cost reduction of -35 points and stats as shown (ie, 95 pts per unit)" + ], + "order": 7 + }, + "Crusaders on Foot": { + "text":[ + "Any units of Crusader Knights can instead be fielded as infantry at a cost reduction of -35 points and stats as shown (ie, 75 pts per unit)." + ], + "order": 8 + } + } +} \ No newline at end of file diff --git a/public/json/warmaster-medieval/koreans.json b/public/json/warmaster-medieval/koreans.json new file mode 100644 index 0000000..46daf63 --- /dev/null +++ b/public/json/warmaster-medieval/koreans.json @@ -0,0 +1,243 @@ +{ + "name": "The Koreans, 1592", + "version": "Warmaster Medieval", + "group": "Japanese invasions of Korea", + "order": 2, + "units": { + "Heavy Cavalry": { + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "5+", + "range": "15", + "size": 3, + "max": 4, + "min": 2, + "points": 115, + "specialRules": [ + "Shock" + ], + "order": 0, + "upgrades": [ + "Heavy Infantry" + ] + }, + "Light Cavalry": { + "type": "Cavalry", + "attack": 2, + "hits": 3, + "range": "15", + "armour": "6+", + "size": 3, + "max": 4, + "points": 60, + "specialRules": [ + "Skirmish" + ], + "order": 1 + }, + "Spearmen": { + "type": "Infantry", + "attack": 3, + "hits": 3, + "size": 3, + "points": 35, + "order": 2 + }, + "Bowmen": { + "type": "Infantry", + "attack": 2, + "hits": 3, + "range": "30", + "size": 3, + "max": 8, + "points": 40, + "order": 3, + "upgrades": [ + "Pavisse", + "Skirmishers Bowmen", + "ArquebusierB" + ] + }, + "Handgunners": { + "type": "Infantry", + "attack": 2, + "hits": 3, + "range": "20", + "size": 3, + "max": 1, + "points": 45, + "order": 4, + "upgrades": [ + "Pavisse", + "Skirmishers Arquebusier", + "ArquebusierH" + ] + }, + "Slaves": { + "type": "Infantry", + "attack": 2, + "hits": 2, + "size": 3, + "max": 8, + "points": 20, + "order": 5 + }, + "Heavy Cannon": { + "type": "Artillery", + "attack": 1, + "range": "3x60", + "hits": 2, + "size": 1, + "max": 1, + "points": 75, + "order": 6 + }, + "Cannon": { + "type": "Artillery", + "attack": 1, + "range": "2x40", + "hits": 2, + "size": 2, + "max": 2, + "points": 50, + "order": 7, + "specialRules": [ + "Slow" + ]}, + "General": { + "type": "General", + "attack": "+3", + "command": 8, + "size": 1, + "armyMin": 1, + "armyMax": 1, + "points": 100, + "upgrades": [ + "Portents" + ], + "order": 8 + }, + "Leader": { + "type": "Leader", + "attack": "+2", + "command": 8, + "size": 1, + "max": 2, + "points": 80, + "order": 9 + } + }, + "upgrades": { + "Skirmishers Bowmen": { + "type": "Infantry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "points": -10, + "max": 2, + "order": 1, + "specialRules": [ + "Skirmish" + ] + }, + "Skirmishers Arquebusier": { + "type": "Infantry", + "attack": 1, + "range": 30, + "hits": 3, + "size": 3, + "points": -10, + "max": 2, + "order": 2, + "specialRules": [ + "Skirmish", + "Handgunners" + ] + }, + "Portents": { + "order": 3, + "armyMax": 1, + "points": 10 + }, + "Pavisse": { + "order": 4, + "points": 5 + }, + "ArquebusierB": { + "type": "Infantry", + "attack": 2, + "range": 30, + "hits": 3, + "size": 3, + "points": 10, + "max": 2, + "order": 5, + "specialRules": [ + "Handgunners" + ] + }, + "ArquebusierH": { + "type": "Infantry", + "attack": 2, + "range": 30, + "hits": 3, + "size": 3, + "points": 5, + "max": 2, + "order": 6, + "specialRules": [ + "Handgunners" + ] + }, + "Heavy Infantry": { + "type": "Infantry", + "attack": 3, + "range": 30, + "hits": 3, + "armour": "5+", + "size": 3, + "points": -45, + "order": 7 + } + }, + "specialRules": { + "Skirmish": { + "order": 1 + }, + "Shock": { + "order": 2 + }, + "Handgunners": { + "order": 3 + }, + "Pavisse": { + "order": 4 + }, + "Slow": { + "order": 5 + }, + "Skirmishers Bowmen": { + "text": [ + "They cannot carry pavisse. You can't have more than 2 'Skirmish' units per 1000 pts (with bows or arquebus)" + ], + "order": 6 + }, + "Skirmishers Arquebusier": { + "text": [ + "They cannot carry pavisse. You can't have more than 2 'Skirmish' units per 1000 pts (with bows or arquebus)" + ], + "order": 7 + }, + "Portents": { + "order": 8 + }, + "Cannon": { + "order": 9 + }, + "Heavy Cannon": { + "order": 10 + } + } +} \ No newline at end of file diff --git a/public/json/warmaster-medieval/lancaster.json b/public/json/warmaster-medieval/lancaster.json new file mode 100644 index 0000000..1a1679e --- /dev/null +++ b/public/json/warmaster-medieval/lancaster.json @@ -0,0 +1,290 @@ +{ + "name": "The House Of Lancaster, 1455", + "version": "Warmaster Medieval", + "group": "The Wars of the Roses", + "order": 0, + "units": { + "Currours": { + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "max": 1, + "points": 110, + "specialRules": [ + "Shock" + ], + "order": 0 + }, + "Border Horse": { + "type": "Cavalry", + "attack": 2, + "hits": 3, + "range": 15, + "armour": "6+", + "size": 3, + "max": 1, + "points": 60, + "specialRules": [ + "Skirmish" + ], + "order": 1 + }, + "Men-At-Arms on Foot": { + "type": "Infantry", + "attack": 3, + "armour": "4+", + "hits": 3, + "size": 3, + "min":1, + "max":2, + "points": 85, + "order": 2, + "specialRules": [ + "Combined Arms" + ], + "upgrades": [ + "Men-At-Arms Mounted" + ] + }, + "Shire Longbow": { + "type": "Infantry", + "attack": 2, + "range": 30, + "hits": 3, + "size": 3, + "min":2, + "points": 45, + "order": 3, + "specialRules": [ + "Combined Arms", + "Longbow" + ], + "upgrades": [ + "Stakes", + "Retinue Longbow", + "Skirmishers" + ] + }, + "Shire Bill": { + "type": "Infantry", + "attack": 2, + "hits": 3, + "size": 3, + "armour": "6+", + "min":2, + "points": 45, + "order": 4, + "specialRules": [ + "Combined Arms" + ], + "upgrades": [ + "Retinue Bill" + ] + }, + "Welsh Spearmen": { + "type": "Infantry", + "attack": 3, + "hits": 3, + "size": 3, + "armour": "6+", + "max": 4, + "points": 45, + "order": 5 + }, + "Handgunners": { + "type": "Infantry", + "attack": 2, + "hits": 3, + "range": 20, + "size": 3, + "armour": "6+", + "max": 2, + "points": 55, + "order": 6 + }, + "Irish": { + "type": "Infantry", + "attack": 3, + "hits": 3, + "size": 3, + "max": 4, + "points": 35, + "order": 7, + "specialRules": [ + "Warband" + ] + }, + "Heavy Cannon": { + "type": "Artillery", + "attack": 1, + "range": "3x60", + "hits": 2, + "size": 1, + "max": 1, + "points": 75, + "order": 8 + }, + "Organ Gun": { + "type": "Artillery", + "attack": 1, + "range": "D6x15", + "hits": 2, + "size": 1, + "max": 1, + "points": 50, + "order": 9, + "specialRules": [ + "Slow" + ] + }, + "General": { + "type": "General", + "attack": "+2", + "command": 9, + "size": 1, + "armyMin": 1, + "armyMax": 1, + "points": 125, + "order": 10, + "upgrades": [ + "Henry Tudor" + ] + }, + "Lord": { + "type": "Leader", + "attack": "+1", + "command": 8, + "size": 1, + "max": 2, + "points": 80, + "order": 11 + } + }, + "upgrades": { + "Henry Tudor": { + "type": "General", + "armyMax": 1, + "points": 25, + "order": 0 + }, + "Skirmishers": { + "type": "Infantry", + "attack": 1, + "hits": 3, + "range": 30, + "size": 3, + "points": -10, + "max": 2, + "specialRules": [ + "Skirmish" + ], + "order": 1 + }, + "Retinue Longbow": { + "type": "Infantry", + "attack": 2, + "hits": 3, + "range": 30, + "armour": "6+", + "size": 3, + "points": 10, + "max": "Up to half", + "specialRules": [ + "Combined arms", + "Longbow" + ], + "order": 2 + }, + "Retinue Bill": { + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "points": 10, + "max": "Up to half", + "specialRules": [ + "Combined arms" + ], + "order": 3 + }, + "Stakes": { + "type": "Special", + "points": 5, + "order": 4 + }, + "Men-At-Arms Mounted": { + "type": "Infantry", + "attack": 3, + "armour": "4+", + "hits": 3, + "size": 3, + "points": 50, + "order": 5, + "specialRules": [ + "Knights" + ] + } + }, + "specialRules": { + "Skirmish": { + "order": 1 + }, + "Knights": { + "order": 2 + }, + "Shock": { + "order": 3 + }, + "Combined Arms": { + "order": 4 + }, + "Heavy Cannon": { + "order": 5 + }, + "Stakes": { + "order": 6 + }, + "Handgunners": { + "order": 7 + }, + "Longbow": { + "order": 8 + }, + "Warband": { + "order": 9 + }, + "Slow": { + "order": 10 + }, + "Henry Tudor": { + "text": [ + "You can re-roll any and all failed Command rolls by Henry until such time as a re-roll failed" + ], + "order": 11 + }, + "Shire Longbow": { + "text": [ + "They lose the Longbow special rule" + ], + "order": 12 + }, + "Retinue Bill": { + "text": [ + "They can make combined arms formation with Retinue Longbowmen" + ], + "order": 13 + }, + "Shire Bill": { + "text": [ + "They can make combined arms formation with Shire Longbowmen" + ], + "order": 14 + }, + "Organ Gun": { + "order": 15 + } + } +} \ No newline at end of file diff --git a/public/json/warmaster-medieval/lithuania.json b/public/json/warmaster-medieval/lithuania.json new file mode 100644 index 0000000..0517a6b --- /dev/null +++ b/public/json/warmaster-medieval/lithuania.json @@ -0,0 +1,95 @@ +{ + "name": "The Grand Duchy Of Lithuania, 1410", + "version": "Warmaster Medieval", + "group": "Polish–Lithuanian–Teutonic War", + "order": 0, + "units": { + "Faris": { + "type": "Nobles", + "attack": 3, + "hits": 3, + "armour": "4+", + "size": 3, + "min": 1, + "points": 135, + "order": 0, + "specialRules": [ + "Knights" + ] + }, + "Retainers": { + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "min": 1, + "points": 110, + "order": 1, + "specialRules": [ + "Shock" + ] + }, + "Light cavalry": { + "type": "Cavalry", + "attack": 2, + "hits": 3, + "range": 15, + "armour": "6+", + "size": 3, + "min": 2, + "points": 60, + "specialRules": [ + "Skirmish" + ], + "order": 2 + }, + "General": { + "type": "General", + "attack": "+2", + "command": 8, + "size": 1, + "armyMin": 1, + "armyMax": 1, + "points": 100, + "order": 3, + "upgrades": [ + "Prayer" + ] + }, + "Leader": { + "type": "Leader", + "attack": "+1", + "command": 8, + "size": 1, + "max": 2, + "points": 80, + "order": 4 + } + }, + "upgrades": { + "Prayer": { + "type": "Special", + "points": "+10", + "armyMax": 1, + "order": 0, + "specialRules": [ + "Portents" + ] + } + }, + "specialRules": { + "Skirmish": { + "order": 1 + }, + "Shock": { + "order": 2 + }, + "Knights": { + "order": 3 + }, + "Portents": { + "order": 4 + } + } +} \ No newline at end of file diff --git a/public/json/warmaster-medieval/lombardLeague.json b/public/json/warmaster-medieval/lombardLeague.json new file mode 100644 index 0000000..01a2a96 --- /dev/null +++ b/public/json/warmaster-medieval/lombardLeague.json @@ -0,0 +1,157 @@ +{ + "name": "The Lombard League, 1176", + "version": "Warmaster Medieval", + "group": "Guelphs and Ghibellines", + "order": 0, + "units": { + "Knights": { + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "min": 0, + "max": 2, + "points": 110, + "order": 0 + }, + "Communal Cavalry": { + "type": "Cavalry", + "attack": 2, + "range": 15, + "hits": 3, + "armour": "6+", + "size": 3, + "min": 0, + "max": 1, + "points": 60, + "specialRules": [ + "Skirmish" + ], + "order": 1 + }, + "Communal Spearmen": { + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "min": 2, + "points": 45, + "order": 2 + }, + "City Guard": { + "type": "Infantry", + "attack": 3, + "hits": 3, + "size": 3, + "armour": "5+", + "max": 1, + "points": 60, + "upgrades": [ + "Company of Death" + ], + "order": 3 + }, + "Crossbowmen": { + "type": "Infantry", + "attack": 2, + "range": 30, + "hits": 3, + "size": 3, + "max": 4, + "points": 50, + "specialRules": [ + "Crossbow", + "Pavisse", + "Skirmishers" + ], + "upgrades": [ + "Skirmishers" + ], + "order": 4 + }, + "General": { + "type": "General", + "attack": "+2", + "command": 8, + "size": 1, + "armyMin": 1, + "armyMax": 1, + "points": 100, + "upgrades": [ + "Carrocio with sacred standard" + ], + "order": 5 + }, + "Leader": { + "type": "Leader", + "attack": "+1", + "command": 8, + "size": 1, + "max": 2, + "points": 80, + "order": 6 + } + }, + "upgrades": { + "Skirmishers": { + "type": "Infantry", + "attack": 1, + "range": 30, + "hits": 3, + "size": 3, + "points": -15, + "order": 0, + "specialRules": [ + "Skirmish", + "Crossbow" + ] + }, + "Company of Death": { + "type": "Infantry", + "attack": 4, + "hits": 3, + "size": 3, + "armyMax": 1, + "armour": "5+", + "points": 10, + "order": 1 + }, + "Carrocio with sacred standard": { + "attack": "+2", + "command": 9, + "order": 2, + "points": 25 + } + }, + "specialRules": { + "Knights": { + "order": 1 + }, + "Skirmish": { + "order": 2 + }, + "Crossbow": { + "order": 3 + }, + "Pavisse": { + "order": 4 + }, + "Carrocio with sacred standard": { + "text": [ + "You can upgrade your General by including a sacred war altar/banner carried upon a wagon - the Carroccio. If the Company of Death is included in the army then you must also include the Carroccio. It is not strictly necessary to model the Carroccio itself. It may prove quite a chore to model an entire wagon-mounted altar onto the base of your General. However, for those ambitious enough to wish to include it, a separate model can usefully serve as a token to indicate the enhanced status of the General. If the Carroccio is selected , the General has a Leadership value of 9." + ], + "order": 5 + }, + "Company of Death": { + "text": [ + "Regardless of the army's size, a single unit of City Guard can be upgraded to represent the 'Company of Death' with the stats and points increase indicated. If this option is taken, the army must include a Carroccio with Sacred Standard." + ], + "order": 6 + }, + "Skirmishers": { + "order": 7 + } + } +} \ No newline at end of file diff --git a/public/json/warmaster-medieval/mongols.json b/public/json/warmaster-medieval/mongols.json new file mode 100644 index 0000000..818f352 --- /dev/null +++ b/public/json/warmaster-medieval/mongols.json @@ -0,0 +1,173 @@ +{ + "name": "Mongols, 1241", + "version": "Warmaster Medieval", + "group": "Mongol invasion", + "order": 0, + "units": { + "Heavy Cavalry": { + "type": "Cavalry", + "attack": 3, + "hits": 3, + "range": 30, + "armour": "5+", + "size": 3, + "min": 2, + "max": 4, + "points": 125, + "specialRules": [ + "Shock" + ], + "upgrades": [ + "Guard Cavalry" + ], + "order": 0 + }, + "Mongol Cavalry": { + "type": "Cavalry", + "attack": 2, + "range": 30, + "hits": 3, + "armour": "6+", + "size": 3, + "min": 4, + "points": 70, + "specialRules": [ + "Skirmish" + ], + "order": 1 + }, + "Subject Cavalry": { + "type": "Cavalry", + "attack": 2, + "range": 15, + "hits": 3, + "size": 3, + "points": 60, + "specialRules": [ + "Skirmish" + ], + "order": 2 + }, + "Catapult": { + "type": "Light Artillery", + "attack": 1, + "range": "2x40", + "hits": 2, + "size": 2, + "max": 1, + "points": 60, + "specialRules": [ + "Light Artillery" + ], + "order": 3 + }, + "Khagan": { + "type": "General", + "attack": "+2", + "command": 9, + "size": 1, + "armyMin": 1, + "armyMax": 1, + "points": 125, + "upgrades": [ + "Subutai" + ], + "order": 4 + }, + "Noyan": { + "type": "Leader", + "attack": "+1", + "command": 8, + "size": 1, + "points": 80, + "order": 5 + }, + + "Subject Infantry": { + "type": "Infantry", + "attack": 3, + "hits": 3, + "size": 3, + "armour": "6+", + "points": 45, + "order": 6, + "specialRules": [ + "Siege" + ] + }, + "Dismounted Mongols": { + "type": "Infantry", + "attack": 2, + "range": 30, + "hits": 3, + "size": 3, + "armour": "6+", + "max": 4, + "points": 50, + "upgrades": [ + "Pavisse" + ], + "order": 7, + "specialRules": [ + "Siege" + ] + } + }, + "upgrades": { + "Guard Cavalry": { + "type": "Cavalry", + "attack": 3, + "range": 30, + "armour": "5+", + "hits": 4, + "size": 3, + "armyMax": 1, + "points": 10, + "order": 0, + "specialRules": [ + "Shock" + ] + }, + "Pavisse": { + "type": "Special", + "points": 5, + "order": 1 + }, + "Subutai": { + "attack": "+2", + "command": 9, + "order": 2, + "armyMax": 1, + "points": 10 + } + }, + "specialRules": { + "Shock": { + "order": 1 + }, + "Skirmish": { + "order": 2 + }, + "Light Artillery": { + "order": 3 + }, + "Pavisse": { + "order": 4 + }, + "Subutai": { + "text": [ + "You can re-roll any blunders by any of your leaders - only one re-roll is allowed for any given order though, if the re-roll results in another blunder then the commander really has blundered!" + ], + "order": 5 + }, + "Siege": { + "text": [ + "This option are available only during siege games and during campaigns where 'infantry' may be recruited from territories" + ], + "order": 6 + }, + "Skirmishers": { + "order": 7 + } + } +} \ No newline at end of file diff --git a/public/json/warmaster-medieval/ottoman.json b/public/json/warmaster-medieval/ottoman.json new file mode 100644 index 0000000..d8ac180 --- /dev/null +++ b/public/json/warmaster-medieval/ottoman.json @@ -0,0 +1,263 @@ +{ + "name": "The Ottoman Turks, 1444", + "version": "Warmaster Medieval", + "group": "Ottoman–Hungarian wars", + "order": 1, + "units": { + "Sipahis": { + "type": "Cavalry", + "attack": 3, + "range": 15, + "hits": 3, + "armour": "5+", + "size": 3, + "max": 2, + "points": 115, + "specialRules": [ + "Shock" + ], + "upgrades": [ + "Kapikulu" + ], + "order": 0 + }, + "Akincis": { + "type": "Cavalry", + "attack": 2, + "hits": 3, + "range": 15, + "armour": "6+", + "size": 3, + "min": 2, + "points": 60, + "specialRules": [ + "Skirmish" + ], + "order": 1 + }, + "Janissaries": { + "type": "Infantry", + "attack": 3, + "range": 30, + "armour": "6+", + "hits": 3, + "size": 3, + "max":4, + "points": 60, + "order": 2, + "upgrades": [ + "Camels", + "Stakes", + "Janissaries Handgunners" + ] + }, + "Azabs": { + "type": "Infantry", + "attack": 2, + "hits": 3, + "range": 15, + "size": 3, + "min": 4, + "points": 35, + "order": 3, + "upgrades": [ + "Camels", + "Azabs Skirmishers" + ], + "specialRules": [ + "Skirmishers" + ] + }, + "Vassal Infantry": { + "type": "Infantry", + "attack": 2, + "hits": 3, + "size": 3, + "min": 2, + "points": 25, + "order": 4, + "upgrades": [ + "Stakes", + "Vassal Skirmishers", + "Voynuks" + ], + "specialRules": [ + "Skirmishers" + ] + }, + "Cannon": { + "type": "Artillery", + "attack": 1, + "range": "2x40", + "hits": 2, + "size": 2, + "min": 1, + "max": 2, + "points": 50, + "specialRules": [ + "Slow" + ], + "order": 5 + }, + "Heavy Cannon": { + "type": "Artillery", + "attack": 1, + "range": "3x60", + "hits": 2, + "size": 1, + "max": 1, + "points": 75, + "order": 6 + }, + "Sultan": { + "type": "General", + "attack": "+2", + "command": 9, + "size": 1, + "armyMin": 1, + "armyMax": 1, + "points": 125, + "upgrades": [ + "Mehters" + ], + "order": 7 + }, + "Bey": { + "type": "Leader", + "attack": "+1", + "command": 8, + "size": 1, + "max": 2, + "points": 80, + "order": 8 + } + }, + "upgrades": { + "Camels": { + "type": "Special", + "points": "+5", + "order": 0 + }, + "Stakes": { + "type": "Special", + "points": "+5", + "order": 1 + }, + "Kapikulu": { + "type": "Cavalry", + "attack": 3, + "hits": 4, + "range": 15, + "armour": "3+", + "size": 3, + "max": 1, + "points": 10, + "specialRules": [ + "Shock" + ], + "order": 2 }, + + "Janissaries Handgunners": { + "type": "Infantry", + "attack": 3, + "range": 20, + "armour": "6+", + "hits": 3, + "size": 3, + "max":1, + "points": 5, + "order": 3, + "specialRules": [ + "Handgunners" + ] + }, + "Azabs Skirmishers": { + "type": "Infantry", + "attack": 1, + "hits": 3, + "range": 15, + "size": 3, + "max": "Up to Half", + "points": -5, + "order": 4, + "specialRules": [ + "Skirmish" + ] + }, + "Vassal Skirmishers": { + "type": "Infantry", + "attack": 1, + "hits": 3, + "range": 15, + "size": 3, + "points": 5, + "order": 5, + "specialRules": [ + "Skirmish" + ] + }, + "Voynuks": { + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "max": 1, + "points": 20, + "order": 6 + }, + "Mehters": { + "type": "General", + "attack": "+2", + "command": 8, + "size": 1, + "armyMax": 1, + "points": 25, + "order": 7 + } + }, + "specialRules": { + "Skirmish": { + "order": 1 + }, + "Shock": { + "order": 2 + }, + "Knights": { + "order": 3 + }, + "Portents": { + "order": 4 + }, + "Slow": { + "order": 5 + }, + "Cannon": { + "order": 6 + }, + "Heavy Cannon": { + "order": 7 + }, + "Camels": { + "order": 8 + }, + "Stakes": { + "order": 9 + }, + "Handgunners": { + "order": 10 + }, + "Mehters": { + "text": [ + "All Janissary units within 20cm of the Sultan become immune to terrifying enemy and also ignore any drive backs otherwise caused by shooting, including confusion resulting from drive backs." + ], + "order": 11 + }, + "Sipahis": { + "text": [ + "Up to one unit per 1000 pts of Siphasis can be uppgraded to Kapikulu" + ], + "order": 12 + } + } +} \ No newline at end of file diff --git a/public/json/warmaster-medieval/poland.json b/public/json/warmaster-medieval/poland.json new file mode 100644 index 0000000..a248798 --- /dev/null +++ b/public/json/warmaster-medieval/poland.json @@ -0,0 +1,186 @@ +{ + "name": "The Kingdom Of Poland, 1410", + "version": "Warmaster Medieval", + "group": "Polish–Lithuanian–Teutonic War", + "order": 1, + "units": { + "Faris": { + "type": "Nobles", + "attack": 3, + "hits": 3, + "armour": "4+", + "size": 3, + "min": 1, + "points": 135, + "order": 0, + "specialRules": [ + "Knights" + ] + }, + "Retainers": { + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "min": 1, + "points": 110, + "order": 1, + "specialRules": [ + "Shock" + ] + }, + "Light cavalry": { + "type": "Cavalry", + "attack": 2, + "hits": 3, + "range": 15, + "armour": "6+", + "size": 3, + "min": 1, + "points": 60, + "specialRules": [ + "Skirmish" + ], + "order": 2 + }, + "Militia Crossbows": { + "type": "Infantry", + "attack": 2, + "range": "30", + "armour": "6+", + "hits": 3, + "size": 3, + "max": 2, + "points": 55, + "specialRules": [ + "Crossbow", + "Combined Arms" + ], + "order": 3 + }, + "Militia Spearmen Infantry": { + "type": "Infantry", + "attack": 3, + "hits": 3, + "size": 3, + "max": 2, + "points": 50, + "specialRules": [ + "Pavisse", + "Combined Arms" + ], + "order": 4 + }, + "Peasants": { + "type": "Infantry", + "attack": 2, + "hits": 2, + "size": 3, + "max": 4, + "points": 20, + "order": 5 + }, + "Handgunners": { + "type": "Infantry", + "attack": 2, + "range": "20", + "armour": "6+", + "hits": 3, + "size": 3, + "max": 1, + "points": 60, + "specialRules": [ + "Pavisse" + ], + "order": 6 + }, + "Cannon": { + "type": "Artillery", + "attack": 1, + "range": "2x40", + "hits": 2, + "size": 2, + "max": 1, + "points": 50, + "specialRules": [ + "Slow" + ], + "order": 7 + }, + "General": { + "type": "General", + "attack": "+2", + "command": 9, + "size": 1, + "armyMin": 1, + "armyMax": 1, + "points": 125, + "order": 8, + "upgrades": [ + "Prayer" + ] + }, + "Leader": { + "type": "Leader", + "attack": "+1", + "command": 8, + "size": 1, + "max": 2, + "points": 80, + "order": 9, + "specialRules": [ + "Noble attributes" + ] + } + }, + "upgrades": { + "Prayer": { + "type": "Special", + "points": "+10", + "armyMax": 1, + "order": 0, + "specialRules": [ + "Portents" + ] + } + }, + "specialRules": { + "Skirmish": { + "order": 1 + }, + "Shock": { + "order": 2 + }, + "Knights": { + "order": 3 + }, + "Portents": { + "order": 4 + }, + "Slow": { + "order": 5 + }, + "Cannon": { + "order": 6 + }, + "Pavisse": { + "order": 7 + }, + "Combined Arms": { + "order": 8 + }, + "Noble attributes": { + "text": [ + "Roll a dice for each Leader in the army at the start of the game. D6 result :", + "1) Potential Usurper : The commander can only give orders to units within 20cm - effectively he becomes a 'Subordinate'", + "2) Reluctant Leader : Units given orders by this commander can move no more than twice in a turn rather than up to three times as normal.", + "3) Reliable Commander : No special rules apply to this leader.", + "4) Headstrong commander : Add +1 to the commander's attacks, up to +2 in total. If the commander rolls a blunder, all ordered units must advance as far as possible towards the nearest visible enemy and charge if able to do so", + "5) Charismatic Leader : This commander may re-roll one failed command per game", + "6) Venerable Leader : Increase the commander's command value by +1 to 9" + ], + "order": 9 + } + } +} \ No newline at end of file diff --git a/public/json/warmaster-medieval/saladin.json b/public/json/warmaster-medieval/saladin.json new file mode 100644 index 0000000..7f78aba --- /dev/null +++ b/public/json/warmaster-medieval/saladin.json @@ -0,0 +1,186 @@ +{ + "name": "The army of Salah Ah-Din, 1187", + "version": "Warmaster Medieval", + "group": "Crusades", + "order": 1, + "units": { + "Faris": { + "type": "Cavalry", + "attack": 3, + "range": 15, + "hits": 3, + "armour": "5+", + "size": 3, + "min": 2, + "max": 4, + "points": 115, + "order": 0, + "specialRules": [ + "Shock" + ], + "upgrades": [ + "Mamluks" + ] + }, + "Turkish Horse Archers": { + "type": "Cavalry", + "attack": 1, + "hits": 3, + "range": 30, + "size": 3, + "min": 1, + "points": 60, + "order": 1, + "specialRules": [ + "Skirmish" + ] + }, + "Kurdish Horsemen": { + "type": "Cavalry", + "attack": 2, + "hits": 3, + "armour": "6+", + "size": 3, + "min": 0, + "max": 2, + "points": 55, + "specialRules": [ + "Skirmish" + ], + "order": 2 + }, + "Spearmen": { + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "upgrades": [ + "Gazi" + ], + "points": 45, + "order": 3 + }, + "Archers": { + "type": "Infantry", + "attack": 2, + "range": 30, + "hits": 3, + "size": 3, + "max": 2, + "points": 40, + "upgrades": [ + "Skirmishers" + ], + "specialRules": [ + "Skirmishers" + ], + "order": 4 + }, + "General": { + "type": "General", + "attack": "+2", + "command": 9, + "size": 1, + "armyMin": 1, + "armyMax": 1, + "points": 125, + "upgrades": [ + "Salah ah-Din" + ], + "order": 5 + }, + "Leader": { + "type": "Leader", + "attack": "+1", + "command": 8, + "size": 1, + "max": 1, + "points": 80, + "order": 6 + }, + "Tribal Chieftain": { + "type": "Subordinate", + "attack": "+1", + "command": 7, + "size": 1, + "max": 2, + "points": 30, + "order": 7 + } + }, + "upgrades": { + "Skirmishers": { + "type": "Infantry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "points": -10, + "order": 0, + "specialRules": [ + "Skirmish" + ]}, + "Mamluks": { + "type": "Cavalry", + "attack": 4, + "range": 15, + "armour": "5+", + "hits": 3, + "size": 3, + "points": 10, + "armyMax": 1, + "specialRules": [ + "Shock", + "Fanatics" + ], + "order": 1 + }, + "Gazi": { + "type": "Infantry", + "attack": 4, + "hits": 3, + "armour": "6+", + "size": 3, + "points": 10, + "max": "Up to Half", + "specialRules": [ + "Slow" + ], + "order": 2 + }, + "Salah ah-Din": { + "type": "General", + "points": "+25", + "armyMax": 1, + "order": 0 + } + + }, + "specialRules": { + "Skirmish": { + "order": 1 + }, + "Shock": { + "order": 2 + }, + "Fanatics": { + "order": 3 + }, + "Salah ah-Din": { + "text":[ + "you can re-roll any of his failed Command rolls up until such time as you fail a re-roll - once a re-roll is failed, no further re-rolls are allowed." + ], + "order": 4 + }, + "Spearmen": { + "text":[ + "Up to half the units of archers can be upgraded to Gazi with stats and points adjustment as shown." + ], + "order": 5 + }, + "Skirmishers": { + "order": 6 + } + } +} \ No newline at end of file diff --git a/public/json/warmaster-medieval/samurai.json b/public/json/warmaster-medieval/samurai.json new file mode 100644 index 0000000..1c7259e --- /dev/null +++ b/public/json/warmaster-medieval/samurai.json @@ -0,0 +1,232 @@ +{ + "name": "The Samurai, 1592", + "version": "Warmaster Medieval", + "group": "Japanese invasions of Korea", + "order": 0, + "units": { + "Mounted Samurai": { + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "max": 2, + "points": 110, + "specialRules": [ + "Shock" + ], + "upgrades": [ + "Mounted Samurai Guard", + "Mounted Guard with Bows", + "Mounted Samurai with Bows" + ], + "order": 0 + }, + "Samurai": { + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "min": 2, + "max": 4, + "points": 60, + "order": 1 + }, + "Ashigaru Bowmen": { + "type": "Infantry", + "attack": 2, + "hits": 3, + "range": "30", + "size": 3, + "max": 4, + "points": 40, + "order": 2, + "upgrades": [ + "Skirmishers with Bows", + "Ashigaru Arquebusier", + "Skirmishers with Arquebus", + "Pavisse" + ] + }, + "Ashigaru Spearmen": { + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "min": 4, + "points": 45, + "order": 3 + }, + "General": { + "type": "General", + "attack": "+2", + "command": 9, + "size": 1, + "armyMin": 1, + "armyMax": 1, + "points": 125, + "upgrades": [ + "Daimyo" + ], + "order": 4 + }, + "Leader": { + "type": "Leader", + "attack": "+1", + "command": 8, + "size": 1, + "max":2, + "points": 80, + "order": 5, + "upgrades": [ + "Heroes" + ] + } + }, + "upgrades": { + "Skirmishers with Bows": { + "type": "Infantry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "points": -10, + "max":2, + "order": 0, + "specialRules": [ + "Skirmish" + ] + }, + "Skirmishers with Arquebus": { + "type": "Infantry", + "attack": 1, + "range": 30, + "hits": 3, + "size": 3, + "points": 0, + "max":2, + "order": 1, + "specialRules": [ + "Skirmish", + "Handgunners" + ] + }, + "Daimyo": { + "order": 2, + "armyMax": 1, + "points": 20 + }, + "Heroes": { + "order": 3, + "points": 25, + "specialRules": [ + "Terror" + ] + }, + "Pavisse": { + "order": 4, + "points":5 + }, + "Ashigaru Arquebusier": { + "type": "Infantry", + "attack": 2, + "range": 30, + "hits": 3, + "size": 3, + "points": 10, + "max":2, + "order": 5, + "specialRules": [ + "Handgunners" + ] + }, + "Mounted Samurai Guard": { + "type": "Cavalry", + "attack": 3, + "hits": 4, + "armour": "5+", + "size": 3, + "points": 10, + "armyMax":1, + "order": 6, + "specialRules": [ + "Shock", + "Elite" + ] + }, + "Mounted Guard with Bows": { + "type": "Cavalry", + "attack": 3, + "range": 15, + "hits": 4, + "armour": "5+", + "size": 3, + "points": 15, + "max":1, + "order": 7, + "specialRules": [ + "Shock", + "Elite" + ] + }, + "Mounted Samurai with Bows": { + "type": "Cavalry", + "attack": 3, + "range": 15, + "hits": 3, + "armour": "5+", + "size": 3, + "points": 5, + "order": 8, + "specialRules": [ + "Shock" + ] + } + }, + "specialRules": { + "Skirmish": { + "order": 1 + }, + "Shock": { + "order": 2 + }, + "Handgunners": { + "order": 3 + }, + "Pavisse": { + "order": 4 + }, + "Daimyo": { + "text": [ + "If Daimyo is attached to a unit when orders are issued, he counts his first order of the turn as a Command value of 10. All other orders revert to hist standard value of 9." + ], + "order": 5 + }, + "Skirmishers with Bows": { + "text": [ + "They cannot carry pavisse. You can't have more than 2 'Skirmish' units per 1000 pts (with bows or arquebus)" + ], + "order": 6 + }, + "Skirmishers with Arquebus": { + "text": [ + "They cannot carry pavisse. You can't have more than 2 'Skirmish' units per 1000 pts (with bows or arquebus)" + ], + "order": 7 + }, + "Elite": { + "text": [ + "You cannot have more than one 'Elite' in the army" + ], + "order": 8 + }, + "Terror": { + "order": 9 + }, + "Skirmishers": { + "order": 10 + } + } +} \ No newline at end of file diff --git a/public/json/warmaster-medieval/samuraiWarringStates.json b/public/json/warmaster-medieval/samuraiWarringStates.json new file mode 100644 index 0000000..cf9f716 --- /dev/null +++ b/public/json/warmaster-medieval/samuraiWarringStates.json @@ -0,0 +1,224 @@ +{ + "name": "The Samurai Warring States Period, 1543", + "version": "Warmaster Medieval", + "group": "Japanese invasions of Korea", + "order": 1, + "units": { + "Mounted Samurai": { + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "max": 4, + "points": 110, + "specialRules": [ + "Shock" + ], + "upgrades": [ + "Mounted Samurai Guard", + "Mounted Guard with Bows", + "Mounted Samurai with Bows" + ], + "order": 0 + }, + "Samurai": { + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "min": 4, + "points": 60, + "order": 1, + "upgrades": [ + "Samurai with Bows" + ] + }, + "Ashigaru Bowmen": { + "type": "Infantry", + "attack": 2, + "hits": 3, + "range": "30", + "size": 3, + "max": 4, + "points": 40, + "order": 2, + "upgrades": [ + "Skirmishers with Bows", + "Ashigaru Handgunners", + "Pavisse" + ] + }, + "Ashigaru Spearmen": { + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "max": 4, + "points": 45, + "order": 3 + }, + "General": { + "type": "General", + "attack": "+2", + "command": 9, + "size": 1, + "armyMin": 1, + "armyMax": 1, + "points": 125, + "upgrades": [ + "Daimyo" + ], + "order": 4 + }, + "Leader": { + "type": "Leader", + "attack": "+1", + "command": 8, + "size": 1, + "max":2, + "points": 80, + "order": 5, + "upgrades": [ + "Heroes" + ] + } + }, + "upgrades": { + "Skirmishers with Bows": { + "type": "Infantry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "points": -10, + "max":2, + "order": 0, + "specialRules": [ + "Skirmish" + ] + }, + "Daimyo": { + "order": 2, + "armyMax": 1, + "points": 20 + }, + "Heroes": { + "order": 3, + "points": 25, + "specialRules": [ + "Terror" + ] + }, + "Pavisse": { + "order": 4, + "points":5 + }, + "Ashigaru Handgunners": { + "type": "Infantry", + "attack": 2, + "range": 20, + "hits": 3, + "size": 3, + "points": 5, + "max":2, + "order": 5, + "specialRules": [ + "Handgunners" + ] + }, + "Mounted Samurai Guard": { + "type": "Cavalry", + "attack": 3, + "hits": 4, + "armour": "5+", + "size": 3, + "points": 10, + "armyMax":1, + "order": 6, + "specialRules": [ + "Shock", + "Elite" + ] + }, + "Mounted Guard with Bows": { + "type": "Cavalry", + "attack": 3, + "range": 15, + "hits": 4, + "armour": "5+", + "size": 3, + "points": 15, + "max":1, + "order": 7, + "specialRules": [ + "Shock", + "Elite" + ] + }, + "Mounted Samurai with Bows": { + "type": "Cavalry", + "attack": 3, + "range": 15, + "hits": 3, + "armour": "5+", + "size": 3, + "points": 5, + "order": 8, + "specialRules": [ + "Shock" + ] + }, + "Samurai with Bows": { + "type": "Infantry", + "attack": 3, + "range": 30, + "hits": 3, + "armour": "5+", + "size": 3, + "points": -10, + "max":"Up to Half", + "order": 9 + } + }, + "specialRules": { + "Skirmish": { + "order": 1 + }, + "Shock": { + "order": 2 + }, + "Handgunners": { + "order": 3 + }, + "Pavisse": { + "order": 4 + }, + "Daimyo": { + "text": [ + "If Daimyo is attached to a unit when orders are issued, he counts his first order of the turn as a Command value of 10. All other orders revert to hist standard value of 9." + ], + "order": 5 + }, + "Skirmishers with Bows": { + "text": [ + "They cannot carry pavisse. You can't have more than 2 'Skirmish' units per 1000 pts (with bows or arquebus)" + ], + "order": 6 + }, + "Elite": { + "text": [ + "You cannot have more than one 'Elite' in the army" + ], + "order": 8 + }, + "Terror": { + "order": 9 + }, + "Skirmishers": { + "order": 10 + } + } +} \ No newline at end of file diff --git a/public/json/warmaster-medieval/scots-army-david.json b/public/json/warmaster-medieval/scots-army-david.json new file mode 100644 index 0000000..3fc8595 --- /dev/null +++ b/public/json/warmaster-medieval/scots-army-david.json @@ -0,0 +1,158 @@ +{ + "name": "The Scots Army Of David I, 1138", + "version": "Warmaster Medieval", + "group": "The Anarchy", + "order": 1, + "units": { + "Knights": { + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "min": 0, + "max": 2, + "points": 110, + "order": 0 + }, + "Scouts": { + "type": "Cavalry", + "attack": 2, + "range": 15, + "hits": 3, + "armour": "6+", + "size": 3, + "min": 0, + "max": 1, + "points": 60, + "specialRules": [ + "Skirmish" + ], + "order": 1 + }, + "Lowlanders": { + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "min": 8, + "points": 45, + "specialRules": [ + "Warband" + ], + "order": 2 + }, + "Galwegians": { + "type": "Infantry", + "attack": 4, + "hits": 3, + "size": 3, + "min": 1, + "max": 4, + "points": 45, + "specialRules": [ + "Warband" + ], + "order": 3 + }, + "Archers": { + "type": "Infantry", + "attack": 2, + "range": 30, + "hits": 3, + "size": 3, + "max": 1, + "points": 40, + "upgrades": [ + "Skirmishers" + ], + "specialRules": [ + "Skirmishers" + ], + "order": 4 + }, + "General": { + "type": "General", + "attack": "+2", + "command": 8, + "size": 1, + "armyMin": 1, + "armyMax": 1, + "points": 100, + "upgrades": [ + "Prayer" + ], + "order": 5 + }, + "Leader": { + "type": "Leader", + "attack": "+1", + "command": 8, + "size": 1, + "max": 2, + "points": 80, + "order": 6 + }, + "Chieftain": { + "type": "Subordinate", + "attack": "+1", + "command": 8, + "size": 1, + "max": 1, + "points": 40, + "order": 7 + } + }, + "upgrades": { + "Skirmishers": { + "type": "Infantry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "points": -10, + "order": 0, + "specialRules": [ + "Skirmish" + ] + }, + "Prayer": { + "armyMax": 1, + "order": 1, + "points": 10, + "specialRules": [ + "Portents" + ] + } + }, + "specialRules": { + "Knights": { + "order": 1 + }, + "Skirmish": { + "order": 2 + }, + "Warband": { + "order": 3 + }, + "Portents": { + "order": 4 + }, + "Religious Followers": { + "text": [ + "If the Bishop carries a Religious Standard , the army must include a single unit of Religious Followers.Whenever a religious standard was carried to battle it would be accompanied by a group of followers responsible for the safety of the standard and the priests" + ], + "order": 5 + }, + "Prayer": { + "text": [ + "This rule allows the General to re-roll one failed Comma nd roll once during the battle. Take the Command test again - if successful, the order is issued and the General can conti nue giving further orders if you wish." + ], + "order": 6 + }, + "Skirmishers": { + "order": 7 + } + } +} \ No newline at end of file diff --git a/public/json/warmaster-medieval/scots.json b/public/json/warmaster-medieval/scots.json new file mode 100644 index 0000000..d86d1bc --- /dev/null +++ b/public/json/warmaster-medieval/scots.json @@ -0,0 +1,188 @@ +{ + "name": "Scots Army Of James IV, 1513", + "version": "Warmaster Medieval", + "group": "The Wars of the Roses", + "order": 4, + "units": { + "Pikemen": { + "type": "Infantry", + "attack": 3, + "armour": "6+", + "hits": 3, + "size": 3, + "min":8, + "points": 60, + "order": 1, + "specialRules": [ + "Phalanx", + "Warband" + ], + "upgrades": [ + "Elite Pikemen", + "Trained Pikemen", + "Border Pikemen", + "Highland Pikemen" + ] + }, + "Archers": { + "type": "Infantry", + "attack": 2, + "range": 30, + "hits": 3, + "size": 3, + "points": 40, + "order": 2, + "max":2 + }, + "Border Horse": { + "type": "Cavalry", + "attack": 2, + "hits": 3, + "range": 15, + "armour": "6+", + "size": 3, + "min": 1, + "max": 2, + "points": 60, + "specialRules": [ + "Skirmish" + ], + "order": 3 + }, + "Culverin": { + "type": "Artillery", + "attack": 1, + "range": "3x60", + "hits": 2, + "size": 1, + "max": 3, + "points": 75, + "order": 4, + "specialRules": [ + "Heavy Cannon" + ] + }, + "Sakers": { + "type": "Artillery", + "attack": 1, + "range": "2x40", + "hits": 2, + "size": 2, + "min": 1, + "max": 2, + "points": 50, + "order": 5, + "specialRules": [ + "Slow", + "Cannon" + ] + }, + "General": { + "type": "General", + "attack": "+2", + "command": 8, + "size": 1, + "armyMax": 1, + "points": 100, + "order": 8, + "upgrades":[ + "King James" + ] + }, + "Lord": { + "type": "Leader", + "attack": "+1", + "command": 8, + "size": 1, + "max": 2, + "points": 80, + "order": 9 + } + }, + "upgrades": { + "Elite Pikemen": { + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "armyMax": 1, + "points": 10, + "order": 1 + }, + "Trained Pikemen": { + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "max": "Up to Half", + "points": 0, + "order": 2, + "specialRules": [ + "Phalanx" + ] + }, + "Border Pikemen": { + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "max": 1, + "points": 5, + "order": 3, + "specialRules": [ + "Phalanx", + "Warband", + "Fanatic" + ] + }, + "Highland Pikemen": { + "type": "Infantry", + "attack": 3, + "hits": 3, + "size": 3, + "max": "Up to Half", + "points": -10, + "order": 4, + "specialRules": [ + "Phalanx", + "Warband" + ] + }, + "King James": { + "type": "General", + "attack": "+3", + "command": 8, + "size": 1, + "armyMin": 1, + "armyMax": 1, + "points": 10, + "order": 5 + } + }, + "specialRules": { + "Skirmish": { + "order": 1 + }, + "Phalanx": { + "order": 2 + }, + "Heavy Cannon": { + "order": 3 + }, + "Fanatic": { + "order": 4 + }, + "Cannon": { + "order": 5 + }, + "Slow": { + "order": 6 + }, + "Warband": { + "order": 7 + } + } +} \ No newline at end of file diff --git a/public/json/warmaster-medieval/scottish.json b/public/json/warmaster-medieval/scottish.json new file mode 100644 index 0000000..b87608b --- /dev/null +++ b/public/json/warmaster-medieval/scottish.json @@ -0,0 +1,137 @@ +{ + "name": "The Scottish Army, 1297", + "version": "Warmaster Medieval", + "group": "The rebellious borders", + "order": 1, + "units": { + "Scottish Knights": { + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "max": 1, + "points": 100, + "order": 0, + "specialRules": [ + "Shock" + ] + }, + "Lowland Infantry": { + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "min": 8, + "points": 50, + "specialRules": [ + "Schiltron" + ], + "order": 1 + }, + "Highlanders": { + "type": "Infantry", + "attack": 4, + "hits": 3, + "size": 3, + "min": 1, + "max": 2, + "points": 45, + "order": 2 + }, + "Archers": { + "type": "Infantry", + "attack": 2, + "range": "30", + "hits": 3, + "size": 3, + "max": 1, + "points": 40, + "upgrades": [ + "Skirmishers" + ], + "order": 3 + }, + "Light Horse": { + "type": "Cavalry", + "attack": 2, + "range": "15", + "hits": 3, + "armour": "6+", + "size": 3, + "max": 1, + "points": 60, + "specialRules": [ + "Skirmish" + ], + "order": 4 + }, + "King": { + "type": "General", + "attack": "+2", + "command": 8, + "size": 1, + "armyMin": 1, + "armyMax": 1, + "points": 100, + "upgrades": [ + "William Wallace" + ], + "order": 5 + }, + "Lord": { + "type": "Leader", + "attack": "+1", + "command": 8, + "size": 1, + "max":2, + "points": 80, + "order": 6 + }, + "Clan Lord": { + "type": "Subordinate", + "attack": "+1", + "command": 8, + "size": 1, + "max":2, + "points": 40, + "order": 7 + } + }, + "upgrades": { + "Skirmishers": { + "type": "Infantry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "points": -10, + "order": 0, + "specialRules": [ + "Skirmish" + ] + }, + "William Wallace": { + "attack": "+2", + "command": 9, + "order": 1, + "armyMax": 1, + "points": 25 + } + }, + "specialRules": { + "Knights": { + "order": 1 + }, + "Skirmish": { + "order": 2 + }, + "Schiltron": { + "order": 3 + }, + "Skirmishers": { + "order": 4 + } + } +} \ No newline at end of file diff --git a/public/json/warmaster-medieval/seljuk.json b/public/json/warmaster-medieval/seljuk.json new file mode 100644 index 0000000..6aa75d9 --- /dev/null +++ b/public/json/warmaster-medieval/seljuk.json @@ -0,0 +1,217 @@ +{ + "name": "The Seljuk Turks (RL), 1137-1194", + "version": "Warmaster Medieval", + "group": "Crusades", + "order": 2, + "units": { + "Light Cavalry": { + "type": "Cavalry", + "attack": 2, + "range": 15, + "hits": 3, + "armour": "6+", + "size": 3, + "min": 4, + "points": 60, + "order": 0, + "specialRules": [ + "Warband", + "Skirmish" + ], + "upgrades": [ + "Mongol Lt Cavalry" + ] + }, + "Askari": { + "type": "Cavalry", + "attack": 3, + "hits": 3, + "range": 15, + "size": 3, + "min": 1, + "max": 4, + "points": 85, + "order": 1, + "upgrades": [ + "Shock Askari" + ] + }, + "Frankish Knights": { + "type": "Cavalry", + "attack": 2, + "hits": 3, + "armour": "5+", + "size": 3, + "min": 0, + "max": 4, + "points": 100, + "specialRules": [ + "Unreliable", + "Frankish Knights/Mongols" + ], + "order": 2 + }, + "Mongol Elite": { + "type": "Cavalry", + "attack": 3, + "hits": 3, + "range": 30, + "armour": "5+", + "size": 3, + "min": 0, + "max": 4, + "points": 125, + "specialRules": [ + "Unreliable", + "Frankish Knights/Mongols" + ], + "order": 3 + }, + "Agulani": { + "type": "Cavalry", + "attack": 2, + "hits": 3, + "armour": "4+", + "size": 3, + "max": 1, + "specialRules": [ + "Slow" + ], + "points": 80, + "order": 4 + }, + "Feudal Levy": { + "type": "Cavalry", + "attack": 3, + "hits": 3, + "size": 3, + "max": 4, + "points": 60, + "specialRules": [ + "Unreliable" + ], + "order": 5 + }, + "Spearmen": { + "type": "Infantry", + "attack": 3, + "hits": 3, + "size": 3, + "armour": "6+", + "max": 4, + "points": 35, + "specialRules": [ + "Unreliable" + ], + "upgrades": [ + "Reliable Spearmen" + ], + "order": 6 + }, + "Bowmen": { + "type": "Infantry", + "attack": 2, + "range": 30, + "hits": 3, + "size": 3, + "max": 2, + "points": 40, + "order": 7 + }, + "General": { + "type": "General", + "attack": "+2", + "command": 9, + "size": 1, + "armyMin": 1, + "armyMax": 1, + "points": 125, + "order": 8 + }, + "Leader": { + "type": "Leader", + "attack": "+1", + "command": 8, + "size": 1, + "max": 1, + "points": 80, + "order": 9 + }, + "Emir/Frankish/Mongol Commanders": { + "type": "Subordinate", + "attack": "+1", + "command": 8, + "size": 1, + "max": 2, + "points": 40, + "order": 10 + } + }, + "upgrades": { + "Mongol Lt Cavalry": { + "type": "Cavalry", + "attack": 2, + "armour": "6+", + "range": 30, + "hits": 3, + "size": 3, + "max": 4, + "points": 10, + "order": 0, + "specialRules": [ + "Skirmish", + "Unreliable" + ] + }, + "Shock Askari": { + "type": "Cavalry", + "attack": 4, + "range": 15, + "armour": "5+", + "hits": 3, + "size": 3, + "points": 10, + "armyMax": 1, + "order": 1 + }, + "Reliable Spearmen": { + "type": "Infantry", + "attack": 4, + "hits": 3, + "armour": "6+", + "size": 3, + "points": 10, + "max": "Up to Half", + "order": 2 + } + }, + "specialRules": { + "Skirmish": { + "order": 1 + }, + "Shock": { + "order": 2 + }, + "Warband": { + "order": 3 + }, + "Slow": { + "order": 4 + }, + "Unreliable": { + "order": 5 + }, + "Frankish Knights/Mongols": { + "text": [ + "the army can include either Frankish Knights OR Mongol Elite cavalry—it cannot include both. If either is included all units of this type must be brigaded together at the start of the game and a separate subordinate must be provided to command them—they can only be given commands by this commander." + ], + "order": 6 + }, + "Mongol Lt Cavalry": { + "text":[ + "Up to 4 units of Light Cavalry per 1000 points can be upgraded to Mongol Light cavalry with additional bow range and unreliable non-warband status as shown." + ], + "order": 7 + } + } +} \ No newline at end of file diff --git a/public/json/warmaster-medieval/siegedefensive.json b/public/json/warmaster-medieval/siegedefensive.json new file mode 100644 index 0000000..620e352 --- /dev/null +++ b/public/json/warmaster-medieval/siegedefensive.json @@ -0,0 +1,88 @@ +{ + "name": "Siege (defensive)", + "version": "Warmaster Medieval", + "group": "Siege", + "order": 1, + "units": { + "Barricade": { + "type": "Defenses", + "hits": "Gate +2", + "max": "1/gate", + "points": 10, + "order": 1 + }, + "Boiling Oil": { + "type": "Defenses", + "attack": "1/chargers", + "points": 20, + "order": 2 + }, + "Hoardings": { + "type": "Defenses", + "attack": "reroll 1 shot", + "max":1, + "points": 50, + "order": 3 + }, + "Light Artillery": { + "type": "Artillery", + "attack": 1, + "range": 40, + "size":1, + "points": 25, + "order": 4 + }, + "Countermines": { + "type": "Defenses", + "attack": "D6", + "points": 50, + "max":1, + "order": 5 + }, + "Repairs": { + "type": "Defenses", + "attack": "D6", + "points": 25, + "max":1, + "order": 6 + } + }, + "specialRules": { + "Barricade": { + "order": 1, + "text": [ + "10pts per gate, The weakest point of any fortiication is the gate. Consequent, gates were often reinforced with additional barricades. These could take the form of wagons loaded with boulders that were pushed up to the gates, or by extra wooden stkes that were wedged into the ground to support the gates themselves. À barricade increases the number of hits a gateway can take by +2. If the fortress has more than one gateway, each can be barricaded or some can, at a cost of 10 points per gate." + ] + }, + "Boiling Oil": { + "order": 2, + "text": [ + "When attacked, the defenders would often have one or two nasty surprises in store for would- be attackers. Such things include missile of various kinds that would be thrown from the ramparts onto theatackers below. Hot sand, pitch, scalding water or boiling oil would work their way through armour and burn even well protected foes. Cobbles and slabs of masonry would be even more prosaically destructive. Though we have chosen to use the dramatic term ‘boiling oi’, the rule encompasses all of these missiles employed in quantity. The cost of boiling oil is 20 points for a wall section (ie, for every 120mm of wall). Either note down which wall sections are provided with oil or use a counter to indicate where oil has been placed. If boiling oil is provided, any unit placed on that section can make use of it. However, each section's oil can only be used once in the entire game: once used it is expended. À defending unit can use the oil to ‘shoot at enemy employing ladders 10 charge home. Boiling oil shots are in addition to any other shooting the unit may have. The defending unit gets one boiling oil shot in total regardiess ofthe number of stands and no armour roll is permitted for any hits inflicted (ie, roll one dice needing 10 score a hit). Any charging enemy. unit that suffers one or more hits from boiling oil will not complete its charge, is automatically driven back to its Starting position and becomes confused. " + ] + }, + "Hoardings": { + "order": 3, + "text": [ + "Points : 50 per 100cm. During a siege, the battlements of a castle were extended by wooden hoardings that provided even more cover for the defenders and afforded ideal platforms from which to observe and shoot at the besiegers. If the defender erects hoardings, these cover the whole defences and affect missile fire from the castle or city walls as follows. À unit shooting missile fire from behind hoardings can re-roll one dice to hit each time it shoot. The cost of hoardings is 50 points for every 100cm points of defences eg, 300 cm of defences will require 150 points of hoardings." + ] + }, + "Light Artillery": { + "order": 4, + "text": [ + "This is intended to represent all kinds of anti-personal arüllery which could include onagers, springald, ballistas and other designs. They can be positioned on battlements to shoot at any enemy below. Light artillery is exacty as described in Warmaster Ancients, except that these represent static weapons which are immobile other than that they can be turned to face as per Heavy Cannons — note that this requires an order (see pg 76)" + ] + }, + "Countermines": { + "order": 5, + "text": [ + "Defenders would carefully listen for sounds of mining beneath their feet and would dig deeper mines of their own 1 try to intercept and destroy enemy mining operations. If countermines are dug, we assume the player has invested in a network of countermines and can potentilly thwart any enemy mining operations. Each time the enemy reveals a mine, You can use the countermine 10 try 10 stop it. Roll a D6 — on the score of 4, 5 or 6, the mine has been intercepted and destroyed before it can do any damage." + ] + }, + "Repairs": { + "order": 6, + "text": [ + "Defenders were often able to affect temporary repairs during a siege, rebuilding walls behind the originals, lowering sections of padded hurdie like à big mattress over breaches to seal them, or bracing crumbling structures with timber and ropes. The defender can buy ‘repairs' as part of his defences and it represents supplies of materials available 10 affect these emergency reconstructions. Each repair can be used only once. À repair can be attempted at the start of the player’s turn and can be used 10 repair a damaged wall, tower or gateway section that bas not yet collapsed. Once a section has collapsed, it is beyond repair. To see how effective the repair is, roll a dice and add this number of Damage points to the structure. If the structure is carrying à negative Damage value as ‘extra damage” (-1, -2 and 50 on) the repair is only effective if the score lifts the value 0 at least 1. Ifthe score is insufficient to raise the Damage value 10 at least 1, the repair has not worked." + ] + } + } +} \ No newline at end of file diff --git a/public/json/warmaster-medieval/siegeoffensive.json b/public/json/warmaster-medieval/siegeoffensive.json new file mode 100644 index 0000000..a8182e6 --- /dev/null +++ b/public/json/warmaster-medieval/siegeoffensive.json @@ -0,0 +1,134 @@ +{ + "name": "Siege (offensive)", + "version": "Warmaster Medieval", + "group": "Siege", + "order": 0, + "units": { + "Siege Tower": { + "type": "Siege engine", + "hits": 2, + "armour": "4+", + "range": "D3", + "size": 1, + "points": 25, + "order": 1 + }, + "Battering Ram": { + "type": "Siege engine", + "hits": 3, + "armour": "4+", + "size": 1, + "points": 25, + "order": 2 + }, + "Earthworks": { + "type": "Siege Works", + "armour": "Stands count as defended", + "points": 15, + "order": 3 + }, + "Artillery Positions": { + "type": "Siege Works", + "range": "+10", + "armour": "Stands count as defended", + "points": 20, + "order": 4 + }, + "Mine": { + "type": "Siege Works", + "attack": "D6", + "points": 50, + "order": 5 + }, + "Ladder": { + "type": "Ladder", + "points": 5, + "order": 6 + }, + "Heavy Siege Artillery": { + "type": "Artillery", + "attack": 1, + "range": "3x60", + "hits": 3, + "size": 1, + "max": 1, + "points": 75, + "order": 7 + }, + "Light Siege Artillery": { + "type": "Artillery", + "attack": 1, + "range": 40, + "hits": 1, + "size": 1, + "points": 25, + "order": 8 + }, + "Heavy Cannon (Bombards)": { + "type": "Artillery", + "attack": 1, + "range": "3x60", + "hits": 3, + "size": 1, + "max": 1, + "points": 75, + "order": 9 + } + }, + "specialRules": { + "Siege Tower": { + "order": 1, + "text": [ + "Many sieges were won when these movable siege towers, or belfries, reached the castle walls and attackers poured out on to the battlements. See below for rules for the Siege Tower." + ] + }, + "Battering Ram": { + "order": 2, + "text": [ + "These were mounted onto a whecled frame and pushed or pulled to the gates by their crews. They would usually have a protective roof to protect its operators from missile fire and falling stones. See below for rules for the Battering Ram." + ] + }, + "Earthworks": { + "order": 3, + "text": [ + "Points : 15 per 40mm ,Besiegers constructed earthen ramparts to stop defenders from getting out and relief forces from getting in. These can take the form of trenches or ramparts and would usually include a wooden palisade, mantlets, or similar shelter from sight and shot. Troops can be placed either within or behind them and count Defended status to all tracks" + ] + }, + "Artillery Positions": { + "order": 4, + "text": [ + "These are elevated areas, surrounded by emplacements and sheltered by palisades or mantlets, where the master gunners would position their artillery pieces to pound the defenders into submission. The maximum range for artillery mounted on a raised platform is increased by 10cm. Artllery placed behind such a position counts as Defended." + ] + }, + "Mine": { + "order": 5, + "text": [ + "Where ground permits, the besiegers would dig mines beneath the foundations of enemy walls. At the vital moment these would be collapsed and the walls above would come tumbling down — hopefully! Mining is difficult and time consuming and can be thwarted by enemy countermines but were a very effective way of overcoming an enemy's defences. For this reason fortifications were always built on solid rock wherever possible to prevent this. At the start of a game, once wall damage values have been calculated, note down which walls have been undermined. À wall can only be undermined once. The besieger can reveal his mine at the start of any of his turns. The besieging player rolls six dice and scores 1 point of damage against the wall for each 4, 5 or 6 rolled." + ] + }, + "Ladder": { + "order": 6, + "text": [ + "An infantry unit can be given siege ladders at a cost of 5 pts per stand (so 15 pts for the unit). See below for details of combat from ladders." + ] + }, + "Heavy Siege Artillery": { + "order": 7, + "text": [ + "This represents all kinds of large pre-gunpowder siege artillery — be they torsion or counterweight designs. Smaller field artillery (of the kind described in Warmaster Ancients) cannot damage walls or gateways — only these larger types can do s0. Such weapons include the larger types of mangonels, springalds, and the counterweight trebuchet. Heavy siege artillery has the same rules as heavy artillery in Warmaster Ancients including the same stat line, except that an engine is immobile other than that it can be turned to face as per Heavy Cannons - note that this requires an order (see p8 76)." + ] + }, + "Light Siege Artillery": { + "order": 8, + "text": [ + "This represents all kinds of antipersonal artillery which could include onagers, springalds, arbalasts, ballistas and other designs. In later armies it might include wall guns which we shall roll into the same category for convenience. These are smaller machines and not capable of atracking walls, but are able to shoot at troops on walls, for example. Light artillery is exactly as described in Warmaster Ancients, except that these represent static weapons which are immobile other than that they can be turned to face as per Heavy Cannon — note that this requires an order (see pg 76)" + ] + }, + "Heavy Cannon (Bombards)": { + "order": 9, + "text": [ + "If an army has gunpowder artillery in its main list then it can include siege bombards during a siege. Siege bombards are Heavy Cannons as described in the Special Rules section. During a siege, armies whose list includes Heavy Cannons can therefore have more in the form of additional Bombards, whilst armies that normally only have Cannons or Organ Guns can also include bombards during a siege. Incidentally, players are quite welcome to include Bombards as part of besieging forces if historical precedent permis and regardiess of whether gunpowder artillery is included in the army lists — in such cases common sense must prevail!" + ] + } + } +} \ No newline at end of file diff --git a/public/json/warmaster-medieval/swiss.json b/public/json/warmaster-medieval/swiss.json new file mode 100644 index 0000000..cb59de5 --- /dev/null +++ b/public/json/warmaster-medieval/swiss.json @@ -0,0 +1,255 @@ +{ + "name": "Swiss Confederation, 1476", + "version": "Warmaster Medieval", + "group": "Burgundian Wars", + "order": 1, + "units": { + "Men-at-Arms": { + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "4+", + "size": 3, + "max": 2, + "points": 135, + "specialRules": [ + "Knights" + ], + "order": 0 + }, + "Mounted Crossbow": { + "type": "Cavalry", + "attack": 2, + "hits": 3, + "range": 15, + "armour": "6+", + "size": 3, + "max": 1, + "points": 60, + "specialRules": [ + "Skirmish" + ], + "order": 1 + }, + "Landwehr Pikemen": { + "type": "Infantry", + "attack": 3, + "armour": "5+", + "hits": 3, + "size": 3, + "min":4, + "points": 70, + "order": 2, + "specialRules": [ + "Phalanx" + ] + }, + "Landsturm Pikemen": { + "type": "Infantry", + "attack": 3, + "armour": "6+", + "hits": 3, + "size": 3, + "min":4, + "points": 60, + "order": 3, + "specialRules": [ + "Phalanx" + ], + "upgrades": [ + "Auszug Pikemen" + ] + }, + "Halberdiers": { + "type": "Infantry", + "attack": 3, + "hits": 3, + "size": 3, + "armour": "6+", + "max": 4, + "points": 45, + "order": 4 + }, + "Crossbowmen": { + "type": "Infantry", + "attack": 2, + "hits": 3, + "range": 30, + "size": 3, + "max": 2, + "points": 45, + "order": 5, + "specialRules": [ + "Crossbow", + "Skirmishers" + ], + "upgrades": [ + "Skirmishers with Crossbow" + ] + }, + "Handgunners": { + "type": "Infantry", + "attack": 2, + "hits": 3, + "range": 20, + "size": 3, + "max": 4, + "points": 45, + "order": 6, + "specialRules": [ + "Skirmishers" + ], + "upgrades": [ + "Skirmishers with Handguns" + ] + }, + "Cannon": { + "type": "Artillery", + "attack": 1, + "range": "2x40", + "hits": 2, + "size": 2, + "max": 2, + "points": 50, + "specialRules": [ + "Slow" + ], + "order": 7 + }, + "Organ Gun": { + "type": "Artillery", + "attack": 1, + "range": "D6x15", + "hits": 2, + "size": 1, + "max": 1, + "points": 50, + "order": 8 + }, + "Captain": { + "type": "Leader", + "attack": "+1", + "command": "8/9", + "size": 1, + "min": 1, + "points": 90, + "order": 9, + "upgrades": [ + "Rene, Duke of Lorraine", + "Cantonal Standard" + ] + } + }, + "upgrades": { + "Rene, Duke of Lorraine": { + "type": "General", + "attack": "+2", + "command": 9, + "size": 1, + "armyMax": 1, + "points": 10, + "order": 1 + }, + "Cantonal Standard": { + "type": "General", + "attack": "+1", + "command": 8, + "size": 1, + "armyMax": 1, + "points": 10, + "order": 2 + }, + "Skirmishers with Crossbow": { + "type": "Infantry", + "attack": 1, + "hits": 3, + "range": 30, + "size": 3, + "points": -10, + "specialRules": [ + "Skirmish", + "Crossbow" + ], + "order": 3 + }, + "Skirmishers with Handguns": { + "type": "Infantry", + "attack": 1, + "hits": 3, + "range": 15, + "size": 3, + "points": -15, + "specialRules": [ + "Skirmish", + "Handgunners" + ], + "order": 4 + }, + "Auszug Pikemen": { + "type": "Infantry", + "attack": 3, + "hits": 4, + "range": "5+", + "size": 3, + "points": 10, + "max": "Up to half", + "specialRules": [ + "Phalanx" + ], + "order": 5 + } + }, + "specialRules": { + "Skirmish": { + "order": 1 + }, + "Knights": { + "order": 3 + }, + "Slow": { + "order": 5 + }, + "Cannon": { + "order": 6 + }, + "Heavy Cannon": { + "order": 7 + }, + "Stakes": { + "order": 9 + }, + "Handgunners": { + "order": 10 + }, + "Phalanx": { + "order": 10 + }, + "Landwehr Pikemen": { + "text": [ + "Up to half the Landwehr Pikement units can be upgraded to elite Auszug as noted below." + ], + "order": 11 + }, + "Captain": { + "text": [ + "This army is unusual in that it has no General - representing the system of elected leadership. Instead the army have any unlimited number of Captains. Captains are leaders with a Command value of 8, but a command value of 9 if they have joined a unit when the order is given. Note that the order does not have to include the unit the Captain has joined - he simply has to have joined a unit to benefit from the higher value." + ], + "order": 12 + }, + "Duke Rene of Lorraine": { + "text": [ + "One Captain can be upgraded to General with the stats and points adjustement shown. If Duke Rene leads the army then Men-at-arms min/max is increased to 1/2" + ], + "order": 13 + }, + "Cantonal Standard": { + "text": [ + "The Captain selected to carry the standard may re-roll one failed Command roll during the game." + ], + "order": 14 + }, + "Organ Gun": { + "order": 15 + } + } +} \ No newline at end of file diff --git a/public/json/warmaster-medieval/teutonic.json b/public/json/warmaster-medieval/teutonic.json new file mode 100644 index 0000000..d0a98c3 --- /dev/null +++ b/public/json/warmaster-medieval/teutonic.json @@ -0,0 +1,163 @@ +{ + "name": "The Teutonic Order, 1410", + "version": "Warmaster Medieval", + "group": "Polish–Lithuanian–Teutonic War", + "order": 2, + "units": { + "Brother Knights": { + "type": "Cavalry", + "attack": 4, + "hits": 4, + "armour": "4+", + "size": 3, + "min": 1, + "points": 155, + "order": 0, + "specialRules": [ + "Knights" + ] + }, + "Crusader Knights": { + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "4+", + "size": 3, + "max": 3, + "points": 135, + "order": 1, + "specialRules": [ + "Knights" + ] + }, + "Light Horse": { + "type": "Cavalry", + "attack": 3, + "hits": 3, + "range": 15, + "armour": "6+", + "size": 3, + "min": 2, + "points": 70, + "specialRules": [ + "Skirmish" + ], + "order": 2 + }, + "Native Horse": { + "type": "Cavalry", + "attack": 2, + "hits": 3, + "range": 15, + "armour": "6+", + "size": 3, + "max": 4, + "points": 60, + "specialRules": [ + "Skirmish" + ], + "order": 3 + }, + "Subject Infantry": { + "type": "Infantry", + "attack": 2, + "hits": 2, + "size": 3, + "max": 4, + "points": 20, + "order": 4 + }, + "Ordensdiener Spearmen": { + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "6+", + "size": 3, + "max": 8, + "points": 45, + "specialRules": [ + "Combined Arms" + ], + "upgrades": [ + "Pavisse" + ], + "order": 5 + }, + "Ordensdiener Crossbowmen": { + "type": "Infantry", + "attack": 2, + "hits": 3, + "range": 30, + "armour": "6+", + "size": 3, + "max": 8, + "points": 55, + "specialRules": [ + "Skirmish", + "Combined Arms" + ], + "upgrades": [ + "Pavisse" + ], + "order": 6 + }, + "Grand Master": { + "type": "General", + "attack": "+2", + "command": 9, + "size": 1, + "armyMin": 1, + "armyMax": 1, + "points": 125, + "order": 7, + "upgrades": [ + "Ulrich Von Jugingen" + ] + }, + "Magister": { + "type": "Leader", + "attack": "+1", + "command": 8, + "size": 1, + "max": 2, + "points": 80, + "order": 8 + } + }, + "upgrades": { + "Ulrich Von Jugingen": { + "type": "General", + "points": "+10", + "armyMax": 1, + "order": 0 + } , + "Pavisse": { + "type": "Special", + "points": "+5", + "order": 1 + } + }, + "specialRules": { + "Skirmish": { + "order": 1 + }, + "Knights": { + "order": 2 + }, + "Pavisse": { + "order": 3 + }, + "Crossbow": { + "order": 4 + }, + "Combined Arms": { + "order": 5 + }, + "Ulrich Von Jugingen": { + "text": [ + "If you decide to upgrade your general to Grandmaster Ulrich Von Jungingen, then all commanders in the army have a Command value of 10 in the first turn of the game. This bonus only applies in the first turn thereafter all commanders have standard values." + ], + "order": 6 + } + } +} \ No newline at end of file diff --git a/public/json/warmaster-medieval/tudor.json b/public/json/warmaster-medieval/tudor.json new file mode 100644 index 0000000..879330b --- /dev/null +++ b/public/json/warmaster-medieval/tudor.json @@ -0,0 +1,239 @@ +{ + "name": "The House of Tudor, 1487", + "version": "Warmaster Medieval", + "group": "The Wars of the Roses", + "order": 3, + "units": { + "Currours": { + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "max": 1, + "points": 110, + "specialRules": [ + "Shock" + ], + "order": 1 + }, + "Border Horse": { + "type": "Cavalry", + "attack": 2, + "hits": 3, + "range": 15, + "armour": "6+", + "size": 3, + "max": 2, + "points": 60, + "specialRules": [ + "Skirmish" + ], + "order": 2 + }, + "Men-At-Arms on Foot": { + "type": "Infantry", + "attack": 3, + "armour": "4+", + "hits": 3, + "size": 3, + "max":2, + "points": 85, + "order": 3, + "upgrades": [ + "Men-At-Arms Mounted" + ] + }, + "Longbowmen": { + "type": "Infantry", + "attack": 2, + "range": 30, + "armour": "6+", + "hits": 3, + "size": 3, + "points": 55, + "order": 4, + "min":8, + "specialRules": [ + "Combined Arms", + "Longbow", + "Skirmishers" + ], + "upgrades": [ + "Stakes", + "Shire Longbowmen" + ] + }, + "Bill": { + "type": "Infantry", + "attack": 3, + "hits": 3, + "size": 3, + "armour": "5+", + "points": 60, + "order": 5, + "min":2, + "specialRules": [ + "Combined Arms" + ], + "upgrades":[ + "Shire Bill"] + }, + "Handgunners": { + "type": "Infantry", + "attack": 2, + "hits": 3, + "range": 20, + "size": 3, + "max": 1, + "points": 45, + "order": 6 + }, + "Cannon": { + "type": "Artillery", + "attack": 1, + "range": "2x40", + "hits": 2, + "size": 2, + "max": 2, + "points": 50, + "order": 7, + "specialRules": [ + "Slow" + ] + }, + "General": { + "type": "General", + "attack": "+2", + "command": 9, + "size": 1, + "armyMin": 1, + "armyMax": 1, + "points": 125, + "order": 8, + "upgrades":[ + "Prayer" + ] + }, + "Lord": { + "type": "Leader", + "attack": "+1", + "command": 8, + "size": 1, + "max": 2, + "points": 80, + "order": 9 + } + }, + "upgrades": { + "Stakes": { + "type": "Special", + "points": 5, + "order": 1 + }, + "Men-At-Arms Mounted": { + "type": "Infantry", + "attack": 3, + "armour": "4+", + "hits": 3, + "size": 3, + "points": 50, + "order": 2, + "specialRules": [ + "Knights" + ] + }, + "Skirmishers": { + "type": "Infantry", + "attack": 1, + "hits": 3, + "range": 30, + "size": 3, + "points": -20, + "max": 2, + "specialRules": [ + "Skirmish" + ], + "order": 3 + }, + "Shire Longbowmen": { + "type": "Infantry", + "attack": 2, + "range": 30, + "hits": 3, + "size": 3, + "max": "Up to Half", + "points": -10, + "order": 4, + "specialRules": [ + "Combined Arms", + "Longbow" + ] + }, + "Shire Bill": { + "type": "Infantry", + "attack": 2, + "hits": 3, + "size": 3, + "armour": "6+", + "max": "Up to Half", + "points": -15, + "order": 5, + "specialRules": [ + "Combined Arms" + ] + }, + "Prayer": { + "type": "Special", + "points": 10, + "order": 6, + "specialRules": [ + "Portents" + ] + } + }, + "specialRules": { + "Skirmish": { + "order": 1 + }, + "Knights": { + "order": 2 + }, + "Shock": { + "order": 3 + }, + "Combined Arms": { + "order": 4 + }, + "Stakes": { + "order": 5 + }, + "Handgunners": { + "order": 6 + }, + "Longbow": { + "order": 7 + }, + "Warband": { + "order": 8 + }, + "Slow": { + "order": 9 + }, + "Portents": { + "order": 10 + }, + "Shire Longbowmen": { + "text": [ + "Shire Longbowmen can adopt a combined formation with Shire Bill." + ], + "order": 11 + }, + "Longbowmen": { + "text": [ + "Longbowmen can adopt a combined formation with Bill." + ], + "order": 12 + } + } +} \ No newline at end of file diff --git a/public/json/warmaster-medieval/welsh.json b/public/json/warmaster-medieval/welsh.json new file mode 100644 index 0000000..305dd56 --- /dev/null +++ b/public/json/warmaster-medieval/welsh.json @@ -0,0 +1,159 @@ +{ + "name": "Welsh Army, 1297", + "version": "Warmaster Medieval", + "group": "The rebellious borders", + "order": 0, + "units": { + "Welsh Knights": { + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "min": 1, + "max": 2, + "points": 110, + "specialRules": [ + "Knights" + ], + "order": 0 + }, + "Welsh Foot": { + "type": "Infantry", + "attack": 3, + "hits": 3, + "size": 3, + "min": 6, + "points": 35, + "specialRules": [ + "Warband" + ], + "order": 1 + }, + "Irish Mercenaries": { + "type": "Infantry", + "attack": 3, + "hits": 3, + "size": 3, + "armour": "6+", + "max": 4, + "points": 45, + "specialRules": [ + "Warband" + ], + "order": 2 + }, + "Archers": { + "type": "Infantry", + "attack": 2, + "range": "30", + "hits": 3, + "size": 3, + "min": 2, + "max": 8, + "points": 40, + "upgrades": [ + "Skirmishers" + ], + "order": 3 + }, + "Border Horse": { + "type": "Cavalry", + "attack": 2, + "range": "15", + "hits": 3, + "armour": "6+", + "size": 3, + "max": 1, + "points": 60, + "specialRules": [ + "Skirmish" + ], + "order": 4 + }, + "Prince": { + "type": "General", + "attack": "+2", + "command": 8, + "size": 1, + "armyMin": 1, + "armyMax": 1, + "points": 100, + "upgrades": [ + "Llywelyn ap Gruffudd" + ], + "order": 5 + }, + "Lord": { + "type": "Leader", + "attack": "+1", + "command": 8, + "size": 1, + "max":2, + "points": 80, + "order": 6 + }, + "Irish Chieftain": { + "type": "Subordinate", + "attack": "+2", + "command": 8, + "size": 1, + "max":1, + "points": 50, + "order": 7 + } + }, + "upgrades": { + "Skirmishers": { + "type": "Infantry", + "attack": 1, + "range": 15, + "hits": 3, + "size": 3, + "points": -10, + "order": 0, + "specialRules": [ + "Skirmish" + ] + }, + "Llywelyn ap Gruffudd": { + "attack": "+2", + "command": 8, + "order": 1, + "armyMax": 1, + "points": 25 + } + }, + "specialRules": { + "Knights": { + "order": 1 + }, + "Skirmish": { + "order": 2 + }, + "Warband": { + "order": 3 + }, + "Llywelyn ap Gruffudd": { + "text": [ + "If Llywelyn is taken, the army benefits from the 'Ambush' rule. In the opposing player's turn, in his Command phase, Llywelyn can spring an 'ambush' after any successful Command roll made by the enemy General. The opposing player can't make any more Command rolls that turn after the ambush has been spring - even if the opposing General would otherwise be entitled to re-rolls. The Ambush rule can only be used once in the game." + ], + "order": 4 + }, + "Irish Mercenaries": { + "text": [ + "If you include Irish Mercenaries then you can also include an Irish Chieftain in the army if you wish." + ], + "order": 5 + }, + "Irish Chieftain": { + "text": [ + "You must include Irish Mercenaries if you want to include an Irish Chieftain." + ], + "order": 6 + }, + "Skirmishers": { + "order": 7 + } + } +} \ No newline at end of file diff --git a/public/json/warmaster-medieval/york.json b/public/json/warmaster-medieval/york.json new file mode 100644 index 0000000..a0b8c29 --- /dev/null +++ b/public/json/warmaster-medieval/york.json @@ -0,0 +1,313 @@ +{ + "name": "The House Of York, 1485", + "version": "Warmaster Medieval", + "group": "The Wars of the Roses", + "order": 1, + "units": { + "Currours": { + "type": "Cavalry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "max": 1, + "points": 110, + "specialRules": [ + "Shock" + ], + "order": 0 + }, + "Hobilars": { + "type": "Cavalry", + "attack": 2, + "hits": 3, + "range": 15, + "armour": "6+", + "size": 3, + "max": 1, + "points": 60, + "specialRules": [ + "Skirmish" + ], + "order": 1 + }, + "Men-At-Arms on Foot": { + "type": "Infantry", + "attack": 3, + "armour": "4+", + "hits": 3, + "size": 3, + "min":1, + "max":2, + "points": 85, + "order": 2, + "specialRules": [ + "Combined Arms" + ], + "upgrades": [ + "Men-At-Arms Mounted" + ] + }, + "Shire Longbow": { + "type": "Infantry", + "attack": 2, + "range": 30, + "hits": 3, + "size": 3, + "points": 45, + "order": 3, + "specialRules": [ + "Combined Arms", + "Longbow" + ], + "upgrades": [ + "Stakes", + "Retinue Longbow", + "Skirmishers" + ] + }, + "Shire Bill": { + "type": "Infantry", + "attack": 2, + "hits": 3, + "size": 3, + "armour": "6+", + "points": 45, + "order": 4, + "specialRules": [ + "Combined Arms" + ], + "upgrades": [ + "Retinue Bill" + ] + }, + "Pikemen": { + "type": "Infantry", + "attack": 3, + "hits": 3, + "size": 3, + "armour": "6+", + "max": 2, + "points": 60, + "order": 5 + }, + "Handgunners": { + "type": "Infantry", + "attack": 2, + "hits": 3, + "range": 20, + "size": 3, + "armour": "6+", + "max": 2, + "points": 55, + "order": 6 + }, + "Irish": { + "type": "Infantry", + "attack": 3, + "hits": 3, + "size": 3, + "max": 4, + "points": 35, + "order": 7, + "specialRules": [ + "Warband" + ], + "upgrades":[ + "Irish Skirmishers" + ] + }, + "Peasants": { + "type": "Infantry", + "attack": 2, + "hits": 3, + "size": 3, + "max": 4, + "points": 20, + "order": 8 + }, + "Heavy Cannon": { + "type": "Artillery", + "attack": 1, + "range": "3x60", + "hits": 2, + "size": 1, + "max": 1, + "points": 75, + "order": 9 + }, + "Organ Gun": { + "type": "Artillery", + "attack": 1, + "range": "D6x15", + "hits": 2, + "size": 1, + "max": 1, + "points": 50, + "order": 10, + "specialRules": [ + "Slow" + ] + }, + "General": { + "type": "General", + "attack": "+2", + "command": 9, + "size": 1, + "armyMin": 1, + "armyMax": 1, + "points": 125, + "order": 11, + "upgrades": [ + "Richard III" + ] + }, + "Lord": { + "type": "Leader", + "attack": "+1", + "command": 8, + "size": 1, + "max": 2, + "points": 80, + "order": 12 + } + }, + "upgrades": { + "Richard III": { + "type": "General", + "armyMax": 1, + "points": 10, + "order": 0 + }, + "Skirmishers": { + "type": "Infantry", + "attack": 1, + "hits": 3, + "range": 30, + "size": 3, + "points": -10, + "max": 2, + "specialRules": [ + "Skirmish" + ], + "order": 1 + }, + "Retinue Longbow": { + "type": "Infantry", + "attack": 2, + "hits": 3, + "range": 30, + "armour": "6+", + "size": 3, + "points": 10, + "max": "Up to half", + "specialRules": [ + "Combined arms", + "Longbow" + ], + "order": 2 + }, + "Retinue Bill": { + "type": "Infantry", + "attack": 3, + "hits": 3, + "armour": "5+", + "size": 3, + "points": 10, + "max": "Up to half", + "specialRules": [ + "Combined arms" + ], + "order": 3 + }, + "Stakes": { + "type": "Special", + "points": 5, + "order": 4 + }, + "Men-At-Arms Mounted": { + "type": "Infantry", + "attack": 3, + "armour": "4+", + "hits": 3, + "size": 3, + "points": 50, + "order": 5, + "specialRules": [ + "Knights" + ] + }, + "Irish Skirmishers": { + "type": "Infantry", + "attack": 1, + "hits": 3, + "range": 15, + "size": 3, + "points": -5, + "max": "Up to half", + "specialRules": [ + "Skirmish" + ], + "order": 6 + } + }, + "specialRules": { + "Skirmish": { + "order": 1 + }, + "Knights": { + "order": 2 + }, + "Shock": { + "order": 3 + }, + "Combined Arms": { + "order": 4 + }, + "Heavy Cannon": { + "order": 5 + }, + "Stakes": { + "order": 6 + }, + "Handgunners": { + "order": 7 + }, + "Longbow": { + "order": 8 + }, + "Warband": { + "order": 9 + }, + "Slow": { + "order": 10 + }, + "Richard III": { + "text": [ + "You may nominate one unit of Mounted Knights to be his personnal followers. This unit can choose to re-roll any failed saving rolls made during one round of combat once during the game." + ], + "order": 11 + }, + "Shire Longbow": { + "text": [ + "They lose the Longbow special rule" + ], + "order": 12 + }, + "Retinue Bill": { + "text": [ + "They can make combined arms formation with Retinue Longbowmen" + ], + "order": 13 + }, + "Shire Bill": { + "text": [ + "They can make combined arms formation with Shire Longbowmen" + ], + "order": 14 + } , + "Organ Gun": { + "order": 15 + } + } +} \ No newline at end of file diff --git a/public/json/warmaster-medieval/yorkist.json b/public/json/warmaster-medieval/yorkist.json new file mode 100644 index 0000000..5c624e1 --- /dev/null +++ b/public/json/warmaster-medieval/yorkist.json @@ -0,0 +1,232 @@ +{ + "name": "The Yorkist Pretender, 1487", + "version": "Warmaster Medieval", + "group": "The Wars of the Roses", + "order": 2, + "units": { + "Hobilars": { + "type": "Cavalry", + "attack": 2, + "hits": 3, + "range": 15, + "armour": "6+", + "size": 3, + "max": 2, + "points": 60, + "specialRules": [ + "Skirmish" + ], + "order": 1 + }, + "Men-At-Arms on Foot": { + "type": "Infantry", + "attack": 3, + "armour": "4+", + "hits": 3, + "size": 3, + "max":1, + "points": 85, + "order": 2, + "upgrades": [ + "Men-At-Arms Mounted" + ] + }, + "Longbowmen": { + "type": "Infantry", + "attack": 2, + "range": 30, + "hits": 3, + "size": 3, + "points": 45, + "order": 3, + "min":1, + "specialRules": [ + "Combined Arms", + "Longbow" + ], + "upgrades": [ + "Stakes" + ] + }, + "Bill": { + "type": "Infantry", + "attack": 3, + "hits": 3, + "size": 3, + "armour": "6+", + "points": 45, + "order": 4, + "min":1, + "specialRules": [ + "Combined Arms" + ] + }, + "Pikemen": { + "type": "Infantry", + "attack": 3, + "hits": 3, + "size": 3, + "armour": "6+", + "min": 2, + "max": 4, + "points": 60, + "order": 5, + "specialRules": [ + "Phalanx" + ] + }, + "Handgunners": { + "type": "Infantry", + "attack": 2, + "hits": 3, + "range": 20, + "size": 3, + "armour": "6+", + "max": 2, + "points": 55, + "order": 6 + }, + "Irish": { + "type": "Infantry", + "attack": 3, + "hits": 3, + "size": 3, + "min": 8, + "points": 35, + "order": 7, + "specialRules": [ + "Warband" + ], + "upgrades":[ + "Irish Skirmishers" + ] + }, + "Cannon": { + "type": "Artillery", + "attack": 1, + "range": "2x40", + "hits": 2, + "size": 2, + "max": 2, + "points": 60, + "order": 8, + "specialRules": [ + "Slow" + ] + }, + "Organ Gun": { + "type": "Artillery", + "attack": 1, + "range": "D6x15", + "hits": 2, + "size": 1, + "max": 1, + "points": 50, + "order": 9, + "specialRules": [ + "Slow" + ] + }, + "General": { + "type": "General", + "attack": "+2", + "command": 8, + "size": 1, + "armyMin": 1, + "armyMax": 1, + "points": 100, + "order": 10, + "upgrades":[ + "Martin Schwartz" + ] + }, + "Lord": { + "type": "Leader", + "attack": "+1", + "command": 8, + "size": 1, + "max": 2, + "points": 80, + "order": 11 + } + }, + "upgrades": { + "Martin Schwartz": { + "type": "General", + "armyMax": 1, + "points": 20, + "order": 0 + }, + "Stakes": { + "type": "Special", + "points": 5, + "order": 1 + }, + "Men-At-Arms Mounted": { + "type": "Infantry", + "attack": 3, + "armour": "4+", + "hits": 3, + "size": 3, + "points": 50, + "order": 2, + "specialRules": [ + "Knights" + ] + }, + "Irish Skirmishers": { + "type": "Infantry", + "attack": 1, + "hits": 3, + "range": 15, + "size": 3, + "points": -5, + "max": "Up to half", + "specialRules": [ + "Skirmish" + ], + "order": 3 + } + }, + "specialRules": { + "Skirmish": { + "order": 1 + }, + "Knights": { + "order": 2 + }, + "Shock": { + "order": 3 + }, + "Combined Arms": { + "order": 4 + }, + "Phalanx": { + "order": 5 + }, + "Stakes": { + "order": 6 + }, + "Handgunners": { + "order": 7 + }, + "Longbow": { + "order": 8 + }, + "Warband": { + "order": 9 + }, + "Slow": { + "order": 10 + }, + "Martin Schwartz": { + "text": [ + "If he is your leader, then a further +1 is added to the result of all combat engagements where any commander is included in the engagement (ie, Warlord bonus WAA p84)" + ], + "order": 11 + }, + "Organ Gun": { + "order": 12 + } + } +} \ No newline at end of file diff --git a/public/pdfs/WME_Armees_v2.42_beta.pdf b/public/pdfs/WME_Armees_Beta_v2-70.pdf similarity index 69% rename from public/pdfs/WME_Armees_v2.42_beta.pdf rename to public/pdfs/WME_Armees_Beta_v2-70.pdf index d61b539..fcd76c5 100644 Binary files a/public/pdfs/WME_Armees_v2.42_beta.pdf and b/public/pdfs/WME_Armees_Beta_v2-70.pdf differ diff --git a/scripts/build-src-json.js b/scripts/build-src-json.js index 8606f38..15ec1f7 100644 --- a/scripts/build-src-json.js +++ b/scripts/build-src-json.js @@ -16,6 +16,7 @@ function groupOrder(group) { case 'Chariot Era': return 0; case 'Ancient Greece and the East': + case 'Greece and the Near East': return 1; case 'The Rise of Rome': return 2; @@ -23,6 +24,42 @@ function groupOrder(group) { return 3; case 'The Far East': return 4; + case 'Reconquista': + return 0; + case 'Crusades': + return 1; + case 'The Anarchy': + return 2; + case 'Guelphs and Ghibellines': + return 3; + case 'Mongol invasion': + return 4; + case 'Second Barons\' War': + return 5; + case 'The rebellious borders': + return 6; + case 'Hundred Years War': + return 7; + case 'Polish–Lithuanian–Teutonic War': + return 8; + case 'Hussite Wars': + return 9; + case 'Ottoman–Hungarian wars': + return 10; + case 'Burgundian Wars': + return 11; + case 'The Wars of the Roses': + return 12; + case 'Italian Wars': + return 13; + case 'Japanese invasions of Korea': + return 14; + case 'Siege': + return 15; + case 'The Far East': + return 4; + case 'South America': + return 5; default: return +group; } diff --git a/src/components/Home/ArmyListAccordion.vue b/src/components/Home/ArmyListAccordion.vue index 6295bc8..743f34b 100644 --- a/src/components/Home/ArmyListAccordion.vue +++ b/src/components/Home/ArmyListAccordion.vue @@ -41,11 +41,13 @@ export default { case 3: return 'third'; case 4: - return 'quarter'; case 5: + case 6: + case 7: + case 8: return 'quarter'; default: - return ''; + return 'half'; } }, jsonPath: { diff --git a/src/components/JSONEditor/StatLine.vue b/src/components/JSONEditor/StatLine.vue index 9b15c93..f495b76 100644 --- a/src/components/JSONEditor/StatLine.vue +++ b/src/components/JSONEditor/StatLine.vue @@ -34,7 +34,7 @@ - + diff --git a/src/json/magic-items/Warmaster Evolution.json b/src/json/magic-items/Warmaster Evolution.json index 7280e39..ad01bcd 100644 --- a/src/json/magic-items/Warmaster Evolution.json +++ b/src/json/magic-items/Warmaster Evolution.json @@ -3,7 +3,7 @@ { "magic": true, "unitType": [ - "Infantrie", + "Infanterie", "Cavalerie", "Char" ], diff --git a/src/json/special-rules/Ricks lists.json b/src/json/special-rules/Ricks lists.json new file mode 100644 index 0000000..949a00d --- /dev/null +++ b/src/json/special-rules/Ricks lists.json @@ -0,0 +1,262 @@ +{ + "Camels": { + "text": [ + "Some cavalry units were mounted on camels rather than horses. This was usually a matter of convenience or necessity rather than preference. Camels have a useful characteristic that the ancients recognized and often exploited: namely. horses don't like 'em! It's the smell.", + "", + "1. If an army does not include camel units then its horses find the scent of camels unsettling. Consequently, if a unit of horsed cavalry or chariots is within 20cm of enemy camels when an order is given, any failure, regardless of the dice roll, is considered to be a Blunder (see p68). Even if the order is given by the General, a failure counts as a blunder in this situation. This penalty applies to armies even if their list allows camels but where they have not been included in the army.", + "2. In a doubles game where armies are fighting as allies, if one army has camels and the other does not, camels will also unsettle allied cavalry or chariot units within 20cm as described above." + ] + }, + "Chariot Runners": { + "text": [ + "Chariot runners arc infantry units that accompany chariots either on-foot or by hitching a ride and dismounting once combat begins.", + "", + "1. If a chariot runner unit is touching a friendly chariot unit and both are included in a brigade order, the chariot runners unit's movement is increased to that of the chariot unit. Each chariot unit can 'carry' one chariot runner unit in this way. The chariot runners and chariots **must** end the move touching—even if one or the other charges during the move." + ] + }, + "Elephants": { + "text": [ + "Elephants are awesome but somewhat unpredictable weapons of ancient warfare—often proving as deadly to their own side as to the enemy. Once out of control they are inclined to panic and stampede, carrying their hapless crews through their own lines.", + "", + "1. Elephants are terrifying and their enemies therefore suffer the usual -1 Combat modifier.", + "", + "2. Elephants receive the additional + 1 charge bonus Combat rnodifier when charging enemies in the open.", + "", + "3. Elephants that are driven back by shooting, or retreating from combat, or moving as a result of a blunder, will automatically rampage through each unit they contact during the drive back/retreat/blundered move. They will rampage through units regardless of whether they are friends or foes. This includes units they are already touching as well as units they touch as they move. Elephants will rampage through friends even if these make way and will rampage through enerny or friends even where the Elephant is destroyed as a result of retreating into enemy or into another combat.

Each unit that is rampaged through must test for confusion and becomes confused on the D6 roll of a 6. If a unit is already confused and is rampaged through then it is still necessary to test, if the dice result is a 6, the unit is destroyed entirely. All stands are removed when this happens during combats, this does not count as additional hits and combat results remain unaffected. See Confusion p63.

A unit that makes way for Elephants that are retreating from combat will have to test twice for confusion—once for Elephants and once for making way. In this instance, and all instances where multiple tests are required, always test for Elephants last of all.

", + "", + "If an army list has elephant units of three stands then these can instead be fielded as three separate units of one stand each—this is entirely up to the player but must be established before the game begins. If an army includes more than one unit of elephants then all must be fielded in the same way—either as individuals or as units of three. If a unit is divided then each stand subsequently counts as an individual unit in all respects. The Victory points value of each elephant stand is 1/3 that given for the full unit of three rounded up to the nearest five (70 pts for standard Indian and 50 pts for standard African elephant). The army's withdrawal point must be increased concomitantly, counting each elephant stand as a unit.", + "", + "The following rules apply to all elephant units of one stand. This includes units of three stands that have been divided into separate units and units of three stands reduced in size to one stand due to casualties.", + "", + "Elephants can be included as part of a brigade order without adding to the size of the brigade if there is at least one infantry unit in the brigade for each elephant, and, there are no chariots, cavalry or camels in the brigade. For example, a brigade could consist of four elephants and four infantry units and would count as four units. Three elephants and two infantry would count as three units—two infantry with two elephants counting as two plus an extra elephant. One elephant, one infantry, and one cavalry counts as three units because the brigade includes cavalry and therefore the elephant can't be included for 'free'.", + "", + "Up to four individual elephants can also be given a brigade order if they form a 'screen' of elephant stands separated by gaps of no more than 4cm between each elephant. Gaps between elephants must be clear gaps without any intervening troops or terrain that the elephants could not cross. Elephant screen brigades cannot include other types of troops. Although referred to as a 'screen', this is also a useful way of grouping elephants that have become dispersed following combat.", + "", + "Individual elephant stands do not receive the +1 charge bonus for 'Elephant charging against enemy in the open'. Henceforth, this bonus only applies to undivided units of at least two elephants and represents the mass charge of a large number of beasts. Note that the bonus does not apply where two or more separate elephants happen to be positioned next to each other (if you want the bonus use big elephant herds and deploy them as whole units). This does mean that a unit of three elephants reduced to a single elephant foregoes the charge bonus (and having lost all his friends you can't blame him, can you!).", + "", + "Elephants brigaded with Warband infantry do not affect the Warband's command bonus so long as there is at least one infantry unit for each elephant in the brigade.", + "", + "Note that as per the regular rules, elephant units of three stands that have been reduced to a single model still have an associated Command penalty of -2 (-1 per stand lost). This only applies to multi-stand units—it does not apply to elephants that have been divided into separate units of one stand." + ] + }, + "Encampment": { + "text": [ + "Some armies can include an encampment on the battlefield, principally migrating barbarian tribes, such as the Goths at Adrianople. This takes the form of a wagon laager—a rough circle or square of wagons and temporary defences such as plashing, stakes, etc.", + "", + " The encampment is considered to be terrain. Essentially it is treated as an area of ground much as a wood or village. To represent the encampment you will need some method of marking a square base area 16cm x 16cm. A single large card base is the most obvious way, but separate smaller bases may be more convenient, or you could simply mark out the area by placing model wagons around the periphery. Either way, position suitable wagon models within the area to denote the encampment. It is helpful, although not essential, if wagon models can be removed to allow stands to move within the area in the same way as for model trees or buildings.", + "", + " The encampment is treated as a village/built up area except that the whole area is also deemed to be 'road or track'. This means that cavalry in column formation can move inside or traverse the encampment, but they do not benefit from defended status whilst inside. Cavalry units charging an enemy inside an encampment still form a battleline, but must be in column formation at the start of their move in order to enter. Note that the enemy will count as defended and no charge bonuses will therefore apply. See p32 and p33 of the *Warmaster Ancients* rulebook for rules governing village/built up areas and roads and tracks.", + "", + " An encampment costs points (usually 50 points) and is considered to be a 'troop unit' for purposes of calculating withdraw numbers and working out which side wins. The encampment is destroyed if, at the end of any phase, it has enemy troops within it and no friendly troops. An encampment is either wholly intact or wholly destroyed." + ] + }, + "Fanatics": { + "text": [ + "Some troops are deemed to fight with unreasoning ferocity hurling themselves upon the enemy with almost complete disregard for their own lives. This includes religious zealots and frenzied warrior berserkers.", + "", + "1. Fanatics ignore the usual Combat penalty for fighting terrifying enemies—nothing terrifies a Fanatic!", + "", + "2. If a Fanatic unit is able to charge in the Initiative sub-phase of the Command phase then it must do so—the player has no choice in the matter. Fanatic units charge before other units move in the sub-phase. If several Fanatic units arc charging in this way, the player can decide the order in which they charge.", + "", + "3. If a Fanatic unit wins a combat round then it must pursue if it is permitted to do so. Fanatic units that can see retreating enemy will always pursue before non-Fanatic units in the same engagement. If a Fanatic unit wins a combat and has the opportunity to advance then it must do so. Fanatic units will advance before other units advance, pursue, or fall back from the combat." + ] + }, + "Heavy Artillery": { + "text": [ + "Although large, these are still field pieces that can be transported fairly easily, perhaps with the assistance of pack animals or carts. Siege artillery is larger again and is not considered in Warmaster Ancients. Heavy artillery therefore includes such things as large ballistae and onagers—machines that throw a stone or a load of smaller stones.", + "", + "1. A unit taking a hit from a heavy artillery piece is disallowed any Armour roll it normally has. Armour is of no value against heavy artillery.", + "2. A single heavy artillery stand has not one but three shots and therefore rolls three dice against its target—this is shown on the Range stat as 3x60. This means it has a range of 60cm and three shots.", + "3. A heavy artillery unit cannot shoot at enemies charging it. The weapon is slow to operate and has a high trajectory making it unsuitable for engaging enemies who are charging it.", + "4. A heavy artillery stand can shoot in the zone directly forward of its front edge—see p37.", + "5. Heavy artillery is relatively cumbersome and difficult to move and is therefore affected by the 'Slow' rule. See Slow p128." + ] + }, + "Heavy Chariots": { + "text": [ + "Heavy Chariots are defined as those pulled by four horses—ie, they are four-horse chariots or 'quadrigas'. Heavy Chariots are a characteristic feature of Assyrian armies.", + "", + "1. Chariots pulled by four horses are too wide to fit on a standard base and are therefore mounted onto a 40mm x 40mm square base instead (effectively a double sized base).", + "2. Heavy Chariots receive the additional +1 charge bonus Combat modifier when charging enemies in the open." + ] + }, + "Hamippoi": { + "text": [ + "Some armies deployed skirmishing infantry together with cavalry, mixing the two together in such a way that the combined formation effectively fought as one. In most cases, such formations were ad hoc affairs that can be represented perfectly well by placing cavalry and infantry units next to each other. In a few particular cases, the new Special Rule 'Hamippoi' applies, allowing infantry and cavalry units to function in a co-ordinated way that emphasises this tactic. Examples of infantry that fought in this manner include Spanish skirmishers, and the Greek Hamippoi whose title gives us the name of the rule. Hamippoi is Greek for 'With Horse' and no more than a descriptive title of infantry skirmishers who have been placed 'with horse' to fight alongside them.", + "", + "1. If a Hamippoi unit is touching a friendly cavalry unit and both are included in a brigade order, the Hamippoi's movement is increased to that of the cavalry unit. A cavalry unit can 'carry' only one Hamippoi unit in this way. The Hamippoi and cavalry must end the move touching—they must even touch where possible if one or other charges during the move (see comment below).", + "2. Hamippoi infantry are allowed to pursue retreating enemy cavalry and chariots so long as friendly cavalry are also pursuing as part of the same combat. Infantry are normally forbidden from pursing cavalry and chariots, but in the case of Hamippoi, they can do so as part of a pursuit involving cavalry.", + "3. If Hamippoi infantry are positioned so that they touch a friendly unit of cavalry that is engaged in combat, then they are considered to be part of the same combat engagement even where they are not touching any enemy. Specifically this means they are included when calculating retreat distances, will fall back if required, can stand, pursue and advance if victorious, and must retreat if defeated. If unable to pursue into contact with retreating enemy, they can still pursue so long as they can move into touch with pursuing friendly cavalry.", + "", + "The Hamippoi rule adds +10 to the cost of a standard infantry skirmish unit.", + "", + "Note that there is no obligation for Hamippoi infantry units to remain in touch with cavalry units throughout the game. However, they will need to be touching to exploit their special abilities as described above." + ] + }, + "Legion": { + "text": [ + "Roman legions of the early Imperial period are judged to be exceptionally well drilled to a degree beyond that of other troops. This internal cohesion and acute discipline is reflected by the Legion rule.", + "", + "1. In the first round of a combat engagement, Legion stands that are fighting an enemy to their front edge or front corner count as supported in combat. This bonus is lost if a stand has enemy touching its side edge, rear edge or rear corner. This means a fighting stand will normally have a + 1 support bonus in the first round of a combat, even where it is not supported by other stands: in effect the stand supports itself. This is cumulative with other support bonuses from other stands as usual." + ] + }, + "Light Artillery": { + "text": [ + "Light artillery describes fully portable artillery pieces such as a Roman scorpion. These are mostly bolt throwing machines in type but might also include small ballistae throwing a stone or cast shot. These weapons are effective both ar piercing armour and penetrating deep formations and have a longer range than ordinary shooting.", + "", + "1. A unit taking a hit from a light artillery piece is disallowed any Armour roll it normally has. Armour is of no value against light artillery.", + "2. A light artillery stand can shoot in the zone directly forward of its front edge—see p37.", + "3. A light artillery shot can strike up to three touching stands within the missile's line of sight as shown on the diagram on p125. These can be stands from the same or different units—the only consideration is that the stands are touching so the shot passes over an unbroken area of bases.", + "", + "Roll one dice against each unit for each stand that lies beneath the missile's flight. The missile automatically follows the shortest route between the artillery stand and the closest target. For example, if a unit is in a column and three stands lie beneath the missile's flight, roll three dice. If two units are in line one behind the other, roll one dice against each unit.", + "", + "Because it is possible to shoot at one enemy unit and inflict hits on a unit next to it, it can sometimes happen that units engaged in combat suffer one or more hits from artillery. An engaged friendly unit call also suffer hits if a player is careless enough to place his units in the line of fire. Any engaged units taking hits from light artillery first remove casualties and then carry remaining hits forward into the following combat round. All such hits count as struck in the following round for purposes of working out the combat result. Note that no drive backs apply to units engaged in combat." + ] + }, + "Maniple": { + "text": [ + "Where two maniple units are engaged in close combat one behind the other, the total number of hits suffered by the unit in front is potentially reduced. This works as follows. Work out the total number of hits inflicted on the unit and take any Armour rolls as usual. Then roll one dice for each stand that is supporting the unit from the rear. For each dice roll of a 6, reduce the number of hits suffered by 1. Thus the maniple 'save' works just like an extra Armour roll taken after the normal Armour roll. Remember that this only applies to stands supporting from behind (not from the side) and it only applies when one maniple unit is supporting another." + ] + }, + "Fanatics": { + "text": [ + "Some troops are deemed to fight with unreasoning ferocity hurling themselves upon the enemy with almost complete disregard for their own lives. This includes religious zealots and frenzied warrior berserkers.", + "", + "1. Fanatics ignore the usual Combat penalty for fighting terrifying enemies—nothing terrifies a Fanatic!", + "", + "2. If a Fanatic unit is able to charge in the Initiative sub-phase of the Command phase then it must do so—the player has no choice in the matter. Fanatic units charge before other units move in the sub-phase. If several Fanatic units arc charging in this way, the player can decide the order in which they charge.", + "", + "3. If a Fanatic unit wins a combat round then it must pursue if it is permitted to do so. Fanatic units that can see retreating enemy will always pursue before non-Fanatic units in the same engagement. If a Fanatic unit wins a combat and has the opportunity to advance then it must do so. Fanatic units will advance before other units advance, pursue, or fall back from the combat." + ] + }, + "Phalanx": { + "text": [ + "A phalanx is a deep formation made up of warriors armed with long pikes or spears. We use the term exclusively for those armed with pikes—the main fighting infantry type of Macedonian and later Hellenistic armies. Pikes could be extremely long so that a closely packed phalanx presents an almost unstoppable hedge of spear points to its front. Conversely, a phalanx is easily disordered if attcked to its flanks or moving over dense terrain.", + "", + "1. To preserve the aesthetic appearance of the phalanx and reflect the characteristics of yhe troop type, phalangites are mounted facing the short (20mm) edge of the base. See Appendix 2 for alternative basing suggestions for larger scale models.", + "2. The phalanx is a cumbersome and relatively inflexible formation. To represent this, a phalanx unit moves at normal infantry pace of 20cm in the Command phase if it is both in a line formation and if the unit moves either directly forward or charges. In all other situations or formations, including during evades, the phalanx moves at half pace in the Command phase (10cm).", + "3. None-measured and fixed moves that take place outside the Command phase—such as advances, drive backs, pursuits, and fall backs are worked our exactly like other troops.", + "4. Phalanx stands can not be supported from behind—their basing already represents the depth of the phalanx formation. Phalanx stands can be supported by other phalanx stands to their side, or by other infantry stands positioned to their side and congruent to their front. See Support p49.", + "5. A Phalanx stand striking to its side or rear has an Attack value of '0'. Units are still entitled to a 'Last Ditch' dice where they would not otherwise strike at all.", + "6. Phalanx units treat all dense terrain as impenetrable—woods, villages/build up areas, (broken/marshy ground, steep hills/slopes, woods/tall scrub,villages/build-up areas).", + "7. Phalanx units cannot be placed on ramparts or given ladders with which to attack troops on ramparts.", + "8. A phalanx stand counts as a 'defended' enemy to cavalry, elephants, and chariots charging to its front so long as the stand is not also engaged to its side or rear." + ] + }, + "Scythed Chariots": { + "text": [ + "These are heavy four-horse chariots equipped with spikes, spears, and scythes, intended to be driven straight at and into enemy formations in order to cause as much mayhem and destruction as possible. Drivers are not expected to fight. The best that can be hoped for is that they hang on until the last possible moment before bailing out. Such unlikely weapons feature in late Persian and some Successor armies.", + "", + "1. Chariots pulled by four horses are too wide to fit on a standard base and are therefore mounted onto a 40mmm x 40mm square base instead (effectively a double sized base).", + "2. Scythed Chariots receive the additional + 1 charge bonus Combat modifier when charging enemies in the open.", + "3. Scythed Chariots fight a single round of combat. At the completion of the round, once results have been worked out, any remaining Scythed Chariots are removed and count as destroyed.", + "4. If a unit retreats from a combat engagement that includes enemy Scythed Chariots, and if that unit has suffered at least 1 hit during the combat, it is automatically confused. See Confusion p63. Note that this includes **all** units retreating from the same engagement, regardless of whether they fought or touched enemy Scythed Chariots. In these instances, we make an assumption that what is represented is a broad attack by Scythed Chariots immediately prior to contact by other troops, and that such attacks can easily spread panic and disorder across the whole enemy battleline." + ] + }, + "Fanatics": { + "text": [ + "Some troops are deemed to fight with unreasoning ferocity hurling themselves upon the enemy with almost complete disregard for their own lives. This includes religious zealots and frenzied warrior berserkers.", + "", + "1. Fanatics ignore the usual Combat penalty for fighting terrifying enemies—nothing terrifies a Fanatic!", + "", + "2. If a Fanatic unit is able to charge in the Initiative sub-phase of the Command phase then it must do so—the player has no choice in the matter. Fanatic units charge before other units move in the sub-phase. If several Fanatic units arc charging in this way, the player can decide the order in which they charge.", + "", + "3. If a Fanatic unit wins a combat round then it must pursue if it is permitted to do so. Fanatic units that can see retreating enemy will always pursue before non-Fanatic units in the same engagement. If a Fanatic unit wins a combat and has the opportunity to advance then it must do so. Fanatic units will advance before other units advance, pursue, or fall back from the combat." + ] + }, + "Terror": { + "text": [ + "Grant penalty of -1 hit to all individual stands which are touching at least one stand of terrifying enemy.This penalty doesn't apply to units which are terrifying themselves." + ] + }, + "Shieldwall": { + "text": [ + "Some close fighting infantry are accustomed to form a line of closely locked shields—this is typical of troops that fight best at a stand still—tending to lose cohesion and discipline once they start to manoeuvre.", + "", + "1. A shieldwall unit counts its armour save as 1 better in the first round of combat when charged. For example, troops with no armour count as 6+, 6+ as 5+ and so on. This only counts when the shieldwall is charged, not when it charges, and it does not count in subsequent rounds of pursuit combat. The bonus does not apply if the unit is fortified or occupying dense terrain (broken/marshy ground, steep hills/slopes, woods/tall scrub. villages/built-up areas—see Terrain and Movement p31)." + ] + }, + "Shock": { + "text": [ + "The 'shock' rule applies to hard hitting and often heavily armoured cavalry units. They are likely to be armed with long spears or lances, and charge at a good pace to deliver a decisive blow or punch through the enemy lines. These units are indicated in the army lists.", + "", + "1. Shock cavalry units can be based facing the short (20mm) edge of the stand. Their narrow frontage and increased depth can be thought of as representing successive co-ordinated waves of attack against a narrow point.", + "2. Alternatively to the above, shock cavalry can be based facing the long (40mm) edge of the stand in which case, each stand adds + 1 Combat Attack when charging or pursuing.", + "3. If shock cavalry units are armed with bows, their shooting zone is always straight ahead of their frontage. See Shooting Zone p37.", + "", + "**Note:** Two base sizes are given because it is recognised that players using larger scale models will find it impractical to base stands to the short edge. In addition, some players may have pre-existing armies based to a 40mm frontage. The long edge basing is not an exact equivalent, but it is comparable overall and is presented as a reasonable compromise. See the Appendices for more on alternative basing for different units." + ] + }, + "Skirmish": { + "text": [ + "In the Warmaster Ancients game, most skirmishers represent troops whose role is exclusively skirmishing. Whilst other troops may skirmish to a degree, they do so on the tactical level subsumed within close combat. The exceptions are some light cavalry and chariot units which are adjudged to have a duel role and which usually carry a mixture of weapons, eg, Huns.", + "", + "Because skirmishers are such a fundamental part of the armies, the skirmish rules are described throughout the book in the appropriate sections. These are summarised below together with references to the full descriptions.", + "", + "Skirmishers carry suitable weapons—sometimes bows but more likely s lings or javelins—and fight in loose, informal formations taking advantage of local terrain to avoid contact with more powerful but less mobile enemies. In general, skirmishing units represent fewer men than close fighting units. It is assumed they will usually disperse or flee if attacked.", + "", + "1. Skirmishers always move at up to full pace for their type regardless of format ion or circumstances (see p22).", + "2. Skirmishing units can see all round—they can draw a line of sight from any stand's edge. Their shooting zone extends all round to their front, side and rear. Because they can see enemies to their side or rear they can charge, evade or otherwise react to such units (see p10 Visibility) and (p37 Shooting).", + "3. Unless confused, skirmishers are allowed to evade from an enemy charge in the opposing Command phase (see p24).", + "4. Unless confused, skirmishers arc allowed to evade instead of being driven back by shooting in the opposing Shooting phase (see p25).", + "5. Skirmishers can evade through other units. If these other units are not skirmishers, or if they are a second or subsequent unit evaded through regardless of whether they are skirmishers or not, then both units must test for confusion once the move is complete. Units become confused on the roll of a 6 (see p24).", + "6. Skirmishing infantry can support from the side only: they cannot support from behind (see p50).", + "7. Skirmishing infantry can move through some types of terrain that is otherwise impassable—notably rivers/deep water, forests, and cliffs. This is described in the section on Terrain & Movement (see p31).", + "", + "**Note:** For the avoidance of doubt, skirmishing infantry are able to evade from charging cavalry, or other non-skirmishing units, even if these units have a greater move distance than they do. In this case, skirmishers are assumed to have already seen, reacted to, and taken steps to avoid their attackers well before they reach their position." + ] + }, + "Skirmishers": { + "text": [ + "Can be regraded as Skirmisher with the stats and price reduction shown." + ] + }, + "Slow": { + "text": [ + "The 'Slow' special rule applies to units that are exceptionally heavily armoured or encumbered for their basic type. In our game, they do not move at a slower rate than other units of the same type, but they are less likely to move repeatedly. This makes them less flexible tactically and represents the exhausting effort of wearing a great deal of armour or carrying a heavy burden. The rule is most commonly applied to Cataphract cavalry—heavily armoured riders mounted upon armoured horses.", + "", + "1. Slow units suffer an extra -1 Command penalty for second and subsequent orders. Ie, first order no penalty exactly as other units. second order -2 rather than -1, and third order -3 rather than -2." + ] + }, + "Pavisse": { + "text": [ + "Stands shot at by enemy to their front count as defended against all attackers apart from artillery, ie, 5+ is required to score a hit from missile fire rather than 4+. A unit that retreats or pursue in combat, that charges or advance into combat, which falls back following combat, which is driven back by shooting, or which makes any move outside the Command phase for whatever reason, will immediately avandon its pavisse. Once a unit abandons its pavisse, the above rules cease to apply." + ] + }, + "Triari": { + "text": [ + "The Triari are the oldest and most experienced of the Roman citizen warriors and their role, as their name suggests, is to form a third line or reserve. As such they were always retained until really needed and not generally used in the early, indecisive stages of a battle.", + "", + "1. To reflect their role, a unit of Triari counts as two units when it is destroyed. Note that a unit of Triari still counts as one unit when calculating the initial withdrawal level at the start of the game. This means that a Roman Republican army that would normally withdraw when five ordinary units are destroyed. will also withdraw if three ordinary units and one unit of Trirai arc destroyed." + ] + }, + "Unreliable": { + "text": [ + "Unreliable units represent troops that, for whatever reason, have little enthusiasm for the job in hand or uncertain or wavering loyalty. This does not necessarily mean they are poor fighters—indeed they might be professional soldiers who have little confidence in their commanders, such as Greek Mercenaries in a Persian army. Conversely. they might be ill-disciplined allies, subject conscripts or tributary warriors—such as Germans fighting as part of a Hun army. Such troops are less likely to obey orders than normal troops.", + "", + "1. A -1 Command penalty is applied when giving an order to an Unreliable unit or a brigade of which it is a part." + ] + }, + "Warband": { + "text": [ + "Warbands represent close fighting but oftren poorly organised infantry or cavalry, generally tribal troops, barbarians, levy, or militia, that lack training or experience. These troops become confident in large numbers or when flushed with victory, but timid if few in number or once they have been beaten.", + "", + "1. If three or four units of warband are given a brigade order, the player can add 1 to the commander's Command value up to a maximum of 10. The entire brigade has to comprise warband units, and there must be at least three units in the brigade.", + "2. If a warband unit is driven back by shooting bur has not yet lost a stand then it rolls one less dice for the drive back than usual. If a warband is driven back by shooting and has lost one or more stands for whatever reason then it rolls one more dice than usual.", + "3. If a warband unit pursues in combat then it receives a further +1 Attack bonus per stand in the following pursuit round. If a warband retreats from combat then it receives a -1 Attack penalty per stand in the following pursuit round." + ] + }, + "Warband (Restricted)": { + "text": [ + "Warbands represent close fighting but oftren poorly organised infantry or cavalry, generally tribal troops, barbarians, levy, or militia, that lack training or experience. These troops become confident in large numbers or when flushed with victory, but timid if few in number or once they have been beaten.", + "", + "1. If a warband unit is driven back by shooting bur has not yet lost a stand then it rolls one less dice for the drive back than usual. If a warband is driven back by shooting and has lost one or more stands for whatever reason then it rolls one more dice than usual.", + "2. If a warband unit pursues in combat then it receives a further +1 Attack bonus per stand in the following pursuit round. If a warband retreats from combat then it receives a -1 Attack penalty per stand in the following pursuit round." + ] + }, + "Portents": { + "text": [ + "The General can take the portents before the battle. This allows the Genral to re-roll one failed Command roll once during the battle. Take the Command test again—if successful the order is issued and the General can continue giving further orders if you wish." + ] + } +} diff --git a/src/json/special-rules/Warmaster Medieval.json b/src/json/special-rules/Warmaster Medieval.json new file mode 100644 index 0000000..528e218 --- /dev/null +++ b/src/json/special-rules/Warmaster Medieval.json @@ -0,0 +1,241 @@ +{ + "Camels": { + "text": [ + "Some cavalry units were mounted on camels rather than horses. This was usually a matter of convenience or necessity rather than preference. Camels have a useful characteristic that the ancients recognized and often exploited: namely. horses don't like 'em! It's the smell.", + "", + "1. If an army does not include camel units then its horses find the scent of camels unsettling. Consequently, if a unit of horsed cavalry or chariots is within 20cm of enemy camels when an order is given, any failure, regardless of the dice roll, is considered to be a Blunder (see p68). Even if the order is given by the General, a failure counts as a blunder in this situation. This penalty applies to armies even if their list allows camels but where they have not been included in the army.", + "2. In a doubles game where armies are fighting as allies, if one army has camels and the other does not, camels will also unsettle allied cavalry or chariot units within 20cm as described above." + ] + }, + "Cannon": { + "text": [ + "Cannons ignore a target’s Armour because no armour can nullify a hit caused by a cannon ball. No Armour roll is made. In addition, fortified targets only count as being defended (5+ to hit) and defended targets count as being in the open (4+ to hit).", + "", + "Cannon balls can bounce through densely packed ranks causing immense destruction. To represent this, a shot is deemed to strike the closest point of the target stand, pass all the way through it and bounce a further 5cm in the same direction. If more than one cannon from the same unit is shooting then both cannon balls are assumed to bounce the same distance through the path between the closest cannon and closest target stand. The target unit suffers two attacks plus +1 for each additional stand from the same unit that is bounced through.", + "", + "A shot that bounces into a different unit inflicts one attack on that unit for each stand bounced through. This can result in units normally ineligible as targets being hit, such as friendly units or units in combat. Total up the number of attacks struck and roll for all the attacks against each unit at a time.", + "", + "If a cannon is charged it can shoot at the enemy by firing ‘grapeshot’. Like cannon balls, grapeshot has an Attack value of 2 but it doesn’t bounce and targets shot at by grapeshot count their full Armour value. Armour is not discounted as it is with a cannon ball.", + "", + "Although grapeshot is pretty effective compared to, say, a shot from a single archer stand, it is actually less effective than ordinary cannon fire. At first glance this may seem wrong. After all, shouldn’t grapeshot be devastating compared to normal cannon fire? The reason for this is not that we’ve made grapeshot weak but that normal cannon fire represents not a single shot but a continuous bombardment in which dozens of balls are fired by each cannon. Grapeshot, on the other hand, represents just one hurried blast at close quarters, far more deadly than a single cannon ball which could easily sail over the enemy formation or pass between the ranks but not as deadly as a rain of well aimed cannon balls over a longer period.", + "", + "Because cannons can cause additional damage by bouncing shots, it is possible to inflict hits upon friends or upon units from either side that are engaged in combat. Both of these are normally ineligible targets, but in the case of bouncing cannon shots they can suffer hits as a result of fire directed nearby. Any friendly unengaged units that take hits from cannons are driven back as if taking enemy fire. Where friendly units are driven back in this way wait until all drive backs for enemy units have been completed, and then work out drive backs for friendly units. Any engaged units taking hits from cannons will carry hits forward into the combat round and hits count as having been struck during that round for purposes of working out which side wins. Units engaged in combat are not driven back by any hits taken carrying hits forward takes this into account." + ] + }, + "Combined Arms": { + "text": [ + "This rule represent troops who habitually fought as part of a mixed formation of heavy and missile armed infantry.", + "1. Troops wit the combined arms rule can adopt a formation with the heavy infantry(even 2 infantry with shock) in the front and missile troops aranged into a supporting position behind.", + "2. In a combined arms formation, the missile stands add their shots to the corresponding stands at the front of the formation. Range and line of sight is calculated from the stand in front. In the case of Pike units, the shots can be allocated to any of the Pike stands at the front of the formation so long as no more than one shot is allocated to any stand.", + "3. If a stand from the front of the combined arms formation falls casualty, the missile armed stand behind simply becomes the shooting stand.", + "4. In the case of a combined arms formation of Pikes and Longobws, the rear rank of Archers can only shoot if the unit did not move during the Command part of the turn.", + "5. If a combined arms formations is charged, it can shoot at the charging enemy even though the missile armed stands are not the target of the charge. Calculate the shooting fdrom the front rank as for other combined arms shooting.", + "6. When a combined arms Pike and Longbow formation is engaged in combat, both ranks of troops count as engaged even though the archers cannot support and are not normally considered part of the combat. Although the rear rank does not contribute to the fighting, it is obliged to retrat if defeated, can pursue if victorious, and so on." + ] + }, + "Crossbow": { + "text": [ + "Troops hit by crossbows during their Shooting phase take any armour saving throws with a -1 penality if the Crossbowmen did not move during their Command phase. Note that this does not apply to shooting that takes place when crossbowmen shoot at chargers - which occurs in the enemy's Command phase." + ] + }, + "Fanatics": { + "text": [ + "Some troops are deemed to fight with unreasoning ferocity hurling themselves upon the enemy with almost complete disregard for their own lives. This includes religious zealots and frenzied warrior berserkers.", + "", + "1. Fanatics ignore the usual Combat penalty for fighting terrifying enemies—nothing terrifies a Fanatic!", + "", + "2. If a Fanatic unit is able to charge in the Initiative sub-phase of the Command phase then it must do so—the player has no choice in the matter. Fanatic units charge before other units move in the sub-phase. If several Fanatic units arc charging in this way, the player can decide the order in which they charge.", + "", + "3. If a Fanatic unit wins a combat round then it must pursue if it is permitted to do so. Fanatic units that can see retreating enemy will always pursue before non-Fanatic units in the same engagement. If a Fanatic unit wins a combat and has the opportunity to advance then it must do so. Fanatic units will advance before other units advance, pursue, or fall back from the combat." + ] + }, + "Handgunners": { + "text": [ + "When rolling for drive backs as a resulst of casualties inflicted by Handgunners, add +1 additional dice. For example, if three casualties are inflicted roll four dice. This rule is common to all gunpowder weapons. Note it is +1 dice regardless of the number of gunpowder units shooting." + ] + }, + "Heavy Artillery": { + "text": [ + "Although large, these are still field pieces that can be transported fairly easily, perhaps with the assistance of pack animals or carts. Siege artillery is larger again and is not considered in Warmaster Ancients. Heavy artillery therefore includes such things as large ballistae and onagers—machines that throw a stone or a load of smaller stones.", + "", + "1. A unit taking a hit from a heavy artillery piece is disallowed any Armour roll it normally has. Armour is of no value against heavy artillery.", + "2. A single heavy artillery stand has not one but three shots and therefore rolls three dice against its target—this is shown on the Range stat as 3x60. This means it has a range of 60cm and three shots.", + "3. A heavy artillery unit cannot shoot at enemies charging it. The weapon is slow to operate and has a high trajectory making it unsuitable for engaging enemies who are charging it.", + "4. A heavy artillery stand can shoot in the zone directly forward of its front edge—see p37.", + "5. Heavy artillery is relatively cumbersome and difficult to move and is therefore affected by the 'Slow' rule. See Slow p128." + ] + }, + "Heavy Cannon": { + "text": [ + "These are heavy, long-rangged artillery pieces.", + "", + "1. Once a Heavy Cannon has been deployed, it cannot move other than to turn on the spot - this requires and order and constitutes one entire move.", + "2. If a Heavy Cannon suffers missile casualties then roll for drive backs as usual but ignore any resultant moves of 10cm or less. For example, if driven back by 1-10cm, simply ignore the drive back. Apply 'confusion' as normal on dice rolls of 6. If the Cannon is driven back 11cm or more, its crew are routed away and the model is removed as a casualty.", + "3. A unit taking hit from a Heavy Cannon is disallowed any Armour roll it normally has. Armour is of no value against a cannon ball. This applies to all gunpowder artillery", + "4. A single Heavy Cannon stand has not one but three shots and therefore rolls three dice against its target.", + "5. When rolling for drive backs as a result of casualties inflicted by Cannon, add +1 additionnal dice. For example, if three casualties are inflected, roll four dice." + ] + }, + "Knights": { + "text": [ + "Knights are mounted to the short '20mm' edge of the base ine the same way as 'shock' cavalry and all the normal 'shock' rules apply where required (see Warmaster Ancients p127)", + "", + "Knights stands fighting to their front add a further +1 to their Attack value in their first round of combat in the game. They receive this bonus regardless of wether they charge or are charged, and regardless of whether they are fighting enemy who are in open, defended or fortified. Bear in mind this bonus applies only in the unit's first round of combat (ie, the first round of their first turn of combat) and only if the Knights fight to their front. This assumes the Knights either charge in an especially determined manner or vigorously respond to a charging enemy, followed by horses and riders quickly tiring after the initial clash" + ] + }, + "Light Artillery": { + "text": [ + "Light artillery describes fully portable artillery pieces such as a Roman scorpion. These are mostly bolt throwing machines in type but might also include small ballistae throwing a stone or cast shot. These weapons are effective both ar piercing armour and penetrating deep formations and have a longer range than ordinary shooting.", + "", + "1. A unit taking a hit from a light artillery piece is disallowed any Armour roll it normally has. Armour is of no value against light artillery.", + "2. A light artillery stand can shoot in the zone directly forward of its front edge—see p37.", + "3. A light artillery shot can strike up to three touching stands within the missile's line of sight as shown on the diagram on p125. These can be stands from the same or different units—the only consideration is that the stands are touching so the shot passes over an unbroken area of bases.", + "", + "Roll one dice against each unit for each stand that lies beneath the missile's flight. The missile automatically follows the shortest route between the artillery stand and the closest target. For example, if a unit is in a column and three stands lie beneath the missile's flight, roll three dice. If two units are in line one behind the other, roll one dice against each unit.", + "", + "Because it is possible to shoot at one enemy unit and inflict hits on a unit next to it, it can sometimes happen that units engaged in combat suffer one or more hits from artillery. An engaged friendly unit call also suffer hits if a player is careless enough to place his units in the line of fire. Any engaged units taking hits from light artillery first remove casualties and then carry remaining hits forward into the following combat round. All such hits count as struck in the following round for purposes of working out the combat result. Note that no drive backs apply to units engaged in combat." + ] + }, + "Longbow": { + "text": [ + "A non-skirmishing Longbow unit of three stands deployed in either a regular line formation or a combined arms formations adds +1 shooting attack to its total, ie, such a unit has four shots rather than three." + ] + }, + "Mounted Infantry": { + "text": [ + "Mounted infantry have a 30cm move rate and trat terrain as if they were cavalry - eg, they are unable to enter woods and comparable dense terrain. In all other respects Mounted Infantry are treated as infantry; ie, they are based as infantry, they fight as infantry, cannot pursue retreating cavalry..." + ] + }, + "Organ Gun": { + "text": [ + "Represent multiples of very small cannons", + "", + "1. An Organ Gun has a move value of 20cm", + "2. Organ Guns are considered to be 'Slow'", + "3. A unit taking a hit from an Organ Gun is disallowed any Armour roll it normally has", + "4. An Organ Gun rolls a dice when it shoots and has the number of shots rolled (D6 shots). Roll the indicated number of dice 'to hit'", + "5. An Organ Gun has a maximum range of 15cm", + "6. When rolling for drive backs as a result of casualties inflicted by an Organ Gun, add +1 additional dice. For example, if three casualties are inflicted, roll four dice.", + "7. An Organ Gun stand can shoot in an arc 45° straight ahed in the same way as for missile armed stands such as bows.", + "8. An Organ Gun cannot shoot in a turn when it has moved other than to turn on the spot. Turning on the spot is still a move and requires an order" + ] + }, + "Pavisse": { + "text": [ + "Stands shot at by enemy to their front count as defended against all attackers apart from artillery, ie, 5+ is required to score a hit from missile fire rather than 4+. A unit that retreats or pursue in combat, that charges or advance into combat, which falls back following combat, which is driven back by shooting, or which makes any move outside the Command phase for whatever reason, will immediately avandon its pavisse. Once a unit abandons its pavisse, the above rules cease to apply." + ] + }, + "Phalanx": { + "text": [ + "A phalanx is a deep formation made up of warriors armed with long pikes or spears. We use the term exclusively for those armed with pikes—the main fighting infantry type of Macedonian and later Hellenistic armies. Pikes could be extremely long so that a closely packed phalanx presents an almost unstoppable hedge of spear points to its front. Conversely, a phalanx is easily disordered if attcked to its flanks or moving over dense terrain.", + "", + "1. To preserve the aesthetic appearance of the phalanx and reflect the characteristics of yhe troop type, phalangites are mounted facing the short (20mm) edge of the base. See Appendix 2 for alternative basing suggestions for larger scale models.", + "2. The phalanx is a cumbersome and relatively inflexible formation. To represent this, a phalanx unit moves at normal infantry pace of 20cm in the Command phase if it is both in a line formation and if the unit moves either directly forward or charges. In all other situations or formations, including during evades, the phalanx moves at half pace in the Command phase (10cm).", + "3. None-measured and fixed moves that take place outside the Command phase—such as advances, drive backs, pursuits, and fall backs are worked our exactly like other troops.", + "4. Phalanx stands can not be supported from behind—their basing already represents the depth of the phalanx formation. Phalanx stands can be supported by other phalanx stands to their side, or by other infantry stands positioned to their side and congruent to their front. See Support p49.", + "5. A Phalanx stand striking to its side or rear has an Attack value of '0'. Units are still entitled to a 'Last Ditch' dice where they would not otherwise strike at all.", + "6. Phalanx units treat all dense terrain as impenetrable—woods, villages/build up areas, (broken/marshy ground, steep hills/slopes, woods/tall scrub,villages/build-up areas).", + "7. Phalanx units cannot be placed on ramparts or given ladders with which to attack troops on ramparts.", + "8. A phalanx stand counts as a 'defended' enemy to cavalry, elephants, and chariots charging to its front so long as the stand is not also engaged to its side or rear." + ] + }, + "Pikemen": { + "text": [ + "Pikemen never benefit from defended or fortified status when in dense terrain (even partially) or on fortress walls etc. They still may be in defended position on higher ground or behind low obstacle as usual. Pikemen count as defended against charging cavalry or chariots to their front. The bonus only applies in the first combat round of an engagement. Note that the rule doesn't apply when pikemen are partially in dense terrain. Pikemen should be based as cavalry - i.e. the models are orientated towards the narrow edge of the base. Pikemen stands may only give or receive support by other infantry or Pikemen stands that are facing the same direction and touch their flank with the whole of their own flank. Any support behind or in front of Pikemen stand is not allowed. In all other respects they count as infantry (movement/pursuit etc.)." + ] + }, + "Portents": { + "text": [ + "The General can take the portents before the battle. This allows the Genral to re-roll one failed Command roll once during the battle. Take the Command test again—if successful the order is issued and the General can continue giving further orders if you wish." + ] + }, + "Shieldwall": { + "text": [ + "Some close fighting infantry are accustomed to form a line of closely locked shields—this is typical of troops that fight best at a stand still—tending to lose cohesion and discipline once they start to manoeuvre.", + "", + "1. A shieldwall unit counts its armour save as 1 better in the first round of combat when charged. For example, troops with no armour count as 6+, 6+ as 5+ and so on. This only counts when the shieldwall is charged, not when it charges, and it does not count in subsequent rounds of pursuit combat. The bonus does not apply if the unit is fortified or occupying dense terrain (broken/marshy ground, steep hills/slopes, woods/tall scrub. villages/built-up areas—see Terrain and Movement p31)." + ] + }, + "Schiltron": { + "text": [ + "This formation consisting of a round hedgehog of pikes or long spears, sometimes strenghened by the placing of stakes. In the game this is not represented by a specific arrengement of stands as that would not be pratical. The following rules apply to such units:", + "1) If a unit does not move in its own Command phase then it is automatically in Schiltron formation.", + "2) If a unit in Schiltron formation moves in its Command phase or subsequently in any part of either player's turn for any reason, it loses its Shcultron formation", + "3) The stands of a unit in Schiltron formation are considered to have no flanks or rear and hence no flank/rear penalities apply in respect of commands or combat. All edges count as separate 'fronts'.", + "4) The stands of a unit in Schiltron formation count as defended to charging cavalry in combat regardless of whether they charge the stand's front, side or rear edges (because all edges count as 'fronts' as explained above)", + "5) A unit in Schiltron formation can always choose to ignore drive backs by missile fire from enemy shooting and become Confused instead. Note that this is up to the player, the unit can be driven back if preferred, in wich case it loses Schiltron status as it moves." + ] + }, + "Shock": { + "text": [ + "The 'shock' rule applies to hard hitting and often heavily armoured cavalry units. They are likely to be armed with long spears or lances, and charge at a good pace to deliver a decisive blow or punch through the enemy lines. These units are indicated in the army lists.", + "", + "1. Shock cavalry units can be based facing the short (20mm) edge of the stand. Their narrow frontage and increased depth can be thought of as representing successive co-ordinated waves of attack against a narrow point.", + "2. Alternatively to the above, shock cavalry can be based facing the long (40mm) edge of the stand in which case, each stand adds + 1 Combat Attack when charging or pursuing.", + "3. If shock cavalry units are armed with bows, their shooting zone is always straight ahead of their frontage. See Shooting Zone p37.", + "", + "**Note:** Two base sizes are given because it is recognised that players using larger scale models will find it impractical to base stands to the short edge. In addition, some players may have pre-existing armies based to a 40mm frontage. The long edge basing is not an exact equivalent, but it is comparable overall and is presented as a reasonable compromise. See the Appendices for more on alternative basing for different units." + ] + }, + "Skirmish": { + "text": [ + "In the Warmaster Ancients game, most skirmishers represent troops whose role is exclusively skirmishing. Whilst other troops may skirmish to a degree, they do so on the tactical level subsumed within close combat. The exceptions are some light cavalry and chariot units which are adjudged to have a duel role and which usually carry a mixture of weapons, eg, Huns.", + "", + "Because skirmishers are such a fundamental part of the armies, the skirmish rules are described throughout the book in the appropriate sections. These are summarised below together with references to the full descriptions.", + "", + "Skirmishers carry suitable weapons—sometimes bows but more likely s lings or javelins—and fight in loose, informal formations taking advantage of local terrain to avoid contact with more powerful but less mobile enemies. In general, skirmishing units represent fewer men than close fighting units. It is assumed they will usually disperse or flee if attacked.", + "", + "1. Skirmishers always move at up to full pace for their type regardless of format ion or circumstances (see p22).", + "2. Skirmishing units can see all round—they can draw a line of sight from any stand's edge. Their shooting zone extends all round to their front, side and rear. Because they can see enemies to their side or rear they can charge, evade or otherwise react to such units (see p10 Visibility) and (p37 Shooting).", + "3. Unless confused, skirmishers are allowed to evade from an enemy charge in the opposing Command phase (see p24).", + "4. Unless confused, skirmishers arc allowed to evade instead of being driven back by shooting in the opposing Shooting phase (see p25).", + "5. Skirmishers can evade through other units. If these other units are not skirmishers, or if they are a second or subsequent unit evaded through regardless of whether they are skirmishers or not, then both units must test for confusion once the move is complete. Units become confused on the roll of a 6 (see p24).", + "6. Skirmishing infantry can support from the side only: they cannot support from behind (see p50).", + "7. Skirmishing infantry can move through some types of terrain that is otherwise impassable—notably rivers/deep water, forests, and cliffs. This is described in the section on Terrain & Movement (see p31).", + "", + "**Note:** For the avoidance of doubt, skirmishing infantry are able to evade from charging cavalry, or other non-skirmishing units, even if these units have a greater move distance than they do. In this case, skirmishers are assumed to have already seen, reacted to, and taken steps to avoid their attackers well before they reach their position." + ] + }, + "Skirmishers": { + "text": [ + "Can be regraded as Skirmisher with the stats and price reduction shown." + ] + }, + "Slow": { + "text": [ + "The 'Slow' special rule applies to units that are exceptionally heavily armoured or encumbered for their basic type. In our game, they do not move at a slower rate than other units of the same type, but they are less likely to move repeatedly. This makes them less flexible tactically and represents the exhausting effort of wearing a great deal of armour or carrying a heavy burden. The rule is most commonly applied to Cataphract cavalry—heavily armoured riders mounted upon armoured horses.", + "", + "1. Slow units suffer an extra -1 Command penalty for second and subsequent orders. Ie, first order no penalty exactly as other units. second order -2 rather than -1, and third order -3 rather than -2." + ] + }, + "Stakes": { + "text": [ + "Prepared defenses were commonly used", + "1) We represent prepared defences in the game by lengths of model stake fastened to card bases. Each stand carries sufficient stakes to cover its own frontage. The line of stakes is modelled to face 'forward' so that troops can be arranged behind with the sharpened points of the stakes facing their enemy. The depth of the stake base is not all that important - 10mm looks about right.", + "2) Deploying stakes requires an order and takes an entire move to complete", + "3) Deployed stakes remain where they are placed for the rest of the battle.They are effectively part of the 'terrain' in the same way as fences or low hedges. Stakes offer protection to any infantry stands positioned directly behind. Stakes present no obstacle to movement.", + "4) Any infantry stand protected by stakes count as defended in hand-to-hand combait against charging enemy cavalry stands striking acress the stakes(5+ to hit, no bonus due to charge). Place the chargers touching the stake line and resolve combat as if they were touching the stands behind." + ] + }, + "Terror": { + "text": [ + "Grant penalty of -1 hit to all individual stands which are touching at least one stand of terrifying enemy.This penalty doesn't apply to units which are terrifying themselves." + ] + }, + "Unreliable": { + "text": [ + "Unreliable units represent troops that, for whatever reason, have little enthusiasm for the job in hand or uncertain or wavering loyalty. This does not necessarily mean they are poor fighters—indeed they might be professional soldiers who have little confidence in their commanders, such as Greek Mercenaries in a Persian army. Conversely. they might be ill-disciplined allies, subject conscripts or tributary warriors—such as Germans fighting as part of a Hun army. Such troops are less likely to obey orders than normal troops.", + "", + "1. A -1 Command penalty is applied when giving an order to an Unreliable unit or a brigade of which it is a part." + ] + }, + "Warband": { + "text": [ + "Warbands represent close fighting but oftren poorly organised infantry or cavalry, generally tribal troops, barbarians, levy, or militia, that lack training or experience. These troops become confident in large numbers or when flushed with victory, but timid if few in number or once they have been beaten.", + "", + "1. If three or four units of warband are given a brigade order, the player can add 1 to the commander's Command value up to a maximum of 10. The entire brigade has to comprise warband units, and there must be at least three units in the brigade.", + "2. If a warband unit is driven back by shooting bur has not yet lost a stand then it rolls one less dice for the drive back than usual. If a warband is driven back by shooting and has lost one or more stands for whatever reason then it rolls one more dice than usual.", + "3. If a warband unit pursues in combat then it receives a further +1 Attack bonus per stand in the following pursuit round. If a warband retreats from combat then it receives a -1 Attack penalty per stand in the following pursuit round." + ] + } +} \ No newline at end of file diff --git a/src/utils/version-key.js b/src/utils/version-key.js index fb315e9..8d57417 100644 --- a/src/utils/version-key.js +++ b/src/utils/version-key.js @@ -4,6 +4,7 @@ export default { 'Warmaster Revolution': 'Warmaster Revolution', 'Warmaster Ancients': 'Warmaster Ancients', 'Warmaster Ancient Armies': 'Warmaster Ancients', - 'Warmaster Medieval Armies': 'Warmaster Ancients', + 'Warmaster Medieval': 'Warmaster Medieval', 'Warmaster Evolution': 'Warmaster Evolution', + 'Warmaster Ancients Ricks lists': 'Warmaster Ancients Ricks lists' }; diff --git a/src/views/Home.vue b/src/views/Home.vue index 9865e75..c0e0695 100644 --- a/src/views/Home.vue +++ b/src/views/Home.vue @@ -33,15 +33,20 @@ Warmaster Ancient Armies Errata - - + + + + + Warmaster Medieval Armies Errata Warmaster Evolution Règles - Warmaster Evolution Armées + Warmaster Evolution Armées + + diff --git a/src/views/JSONEditor.vue b/src/views/JSONEditor.vue index 1ece654..0337956 100644 --- a/src/views/JSONEditor.vue +++ b/src/views/JSONEditor.vue @@ -265,7 +265,7 @@ export default { } }, jsonString () { - return JSON.stringify(this.json) + return JSON.stringify(this.json,null, "\t") .replace(/":"(\d+)"/g, '":$1') .replace(/ +"/g, '"') .replace(/,?"[^"]+":(""|\[\]|false)/g, '')