Dice Legions Ukraine 150422
Dice Legions Ukraine 150422
ADAM L
DOBBYNS
By Adam L Dobbyns 2022
In the result of a tie, the youngest player always wins. 2. Your Unit moves up to its limit and performs a Ranged or
Close attack.
Note: When playing Dice Legions, always keep any dice used for
roll-off tests or combat completely separate from those used in 3. Your Unit remains where it is, and makes a Ranged attack. The
play as Units, to avoid any confusion. Target must be in range (see ‘Range’, above). A Unit also can
spend this Activation to do nothing, but this is still considered
an Activation. Available Activations may only be withheld from
PLAYER TURNS
use, if there are NO Unit Dice able to receive them.
If playing in Free Play, each Roaming Army will come complete
with Activation Limits (see below). The alternative to Free Play 4. Your Unit remains where it is and continues a Close combat
is to use a pre-designed Scenario, such as the ‘Darkness Rising’ engagement begun on a previous turn. Unless otherwise
Scenario included below. In the case of a Scenario, on your turn, stated by a Unit Keyword (see next page), you must DEFEAT
follow the Scenario Activation Limits. your current foes to escape Close combat.
UNIT DICE Unit Dice
Each Unit Card shows the dice associated with that Unit. This is Save
most commonly a D6, but Units may have a D8, D10, D12, or even Close Attack
a D20. This indicates two things: e Beast
CarnagGo
Ranged blin Drake Riders
1. If their number of attack dice is based on their Pips; and Attack
Movement
2. The dice you should use to track that Unit’s Pips or Life Points.
Note: Ranged attacks CANNOT be made by, or to, a Unit that is • COTTAGES grant cover. May be used as objectives for capture.
already engaged in Close combat.
• FORESTS grant cover.
The Mire Swamp had been hiding a terrible secret. All losses are pooled as ‘good’ and ‘evil’ for the Losses Count.
Choose a representative to perform the 2D6 roll-off for the
Deadly arrows from the dark struck down even the most hardy. entire side.
A legion of cold green flesh came to take all that light and hope
had built. But it would not be taken so easily. The people of the Long: Legion
Heirlands rallied to fight against this evil threat.
Legion-scale play is for the hardcore amongst you. Use 3 players
The battle of the borderland had begun. per side, a full army per player, with 6 activations per player.
All losses are pooled as “good” and “evil” for the Losses Count.
Choose a representative to perform the 2D6 roll-off for the
Set-up, Time, and Players entire side.
Players are designated as Left Flank, Middle, and Right Flank
ROAMING ARMIES Commanders.
The Heirland March Mire Swamp Legions Uniformity of Dice Unit colours is recommended for all Unit
• 2x Heirland Battle Mage • 2x Carnage Beast types fielded by Commanders. The activation sequence for each
• 4x Knights of Heirland • 4x Goblin Drake Riders side is discussed by that side’s Commanders as the turns begin,
• 6x Heirland Scouts • 6x Gatorkin Mercenaries based on the current tactical state of the battle. For example,
• 6x Heirland Infantry • 6x Goblin Infantry a pincer movment: Left Com 1st, Right Com 2nd, followed by
Mid Com.
Activations: 6 per round Activations: 6 per round
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Shield Chance: Failed save rolls of 1 can be Scout: If the forces of Heirland won the Mounted: If not in combat when activated, Blink: To move, roll 1D6 and add 2". Place
rerolled once. roll-off this round, 1 of their Scout Unit Dice before making a basic move, this unit can your Battle Mage anywhere within this
Promoted: After damage, if this Infantry activates for free. This activation does NOT move 2" for free. distance. Blink can be used to escape close
Unit Dice is left with just 1 Pip remaining, count towards the army’s Activation Limit Momentum: When close contact with an combat engagement.
the Pip is promoted to Sergeant. for this round of play. enemy Unit is made, roll 1d6. On a result of Searing Beam: Ranged attacks of 6 cause
“Sergeant Pips” have Close 3+ and Save 3+. Forester: This Unit is not slowed by Forest a 5 or 6, the enemy Unit immediately suffers 2 damage per hit, and cannot be saved.
terrain. 1 unavoidable damage. (Basic unsaved ranged hits are 1 damage).
Poison Tips: Ranged hits of 6 issued by this Voracious: Unsaved hits of 6 issued by this Flight: This Unit is not slowed by ground- Boulder Throw: Unsaved ranged hits of 6
Unit cannot be saved. Unit cause 2 damage (targets roll saves based terrain. issued by this creature cause 3 damage.
Swamp Born: This unit is not slowed by separately against any 6s achieved). Wings: During its turn, this unit can leave (Basic hits are 1 damage.)
Pond or Forest terrain. Swamp Born: This Unit is not slowed by Close combat engagement at will. Iron Hide: This creature is always said to
Pond or Forest terrain. have cover.
© Adam L Dobbyns 2022. Artwork © Modiphius Entertainment Ltd 2022. Permission is granted to print out these sheets for personal use only.
© Adam L Dobbyns 2022. Artwork © Modiphius Entertainment Ltd 2022. Permission is granted to print out these sheets for personal use only.
© Adam L Dobbyns 2022. Artwork © Modiphius Entertainment Ltd 2022. Permission is granted to print out these sheets for personal use only.