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Dice Legions Ukraine 150422

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0% found this document useful (1 vote)
835 views8 pages

Dice Legions Ukraine 150422

Uploaded by

joao pereira
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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ROLL vs EVIL EDITION

ADAM L
DOBBYNS
By Adam L Dobbyns 2022

Special Event Kit

The Men of the Heirland March


vs The Mire Swamp Legion
The horn is sounding across Eldamere. Will you answer the call? HELP BATTLE REAL-WORLD EVIL!
As part of a special global event for gaming charity Roll vs Evil, On event day, money raised from the “saves” by your fantasy
welcome to this exclusive sneak peek into the fantasy realm of units will go directly to help save real people, trapped right now
Eldamere – home to the mighty DICE LEGIONS! inside the most shocking conflict the world has seen in decades.
Dice Legions is a fantasy-style tabletop battle game in the “dice Join the Roll vs Evil initiative by gathering your friends – not
as models” genre of play, where lightning-fast rules transform only your regular gamers, but your non-gamer friends or family
armies of everyday gaming dice into vast legions of fantasy battle – to help a good cause, as you host an event on your very own
units. These cards are not only your first opportunity to see tabletop. Help buy aid for some truly beautiful people in a really
Dice Legions, but to use Unit Cards exclusive to this event kit, awful situation.
custom-made for the Roll vs Evil charity initiative.
All works in creating this event kit have been donated by the
In a massive, coordinated global call-out to home gamers, clubs, content creators, with all monies earned going directly to
and stores, participants are invited to print this event kit and support people suffering from the invasion of Ukraine.
unleash the armies of Eldamere to support small groups and
charities working directly on the ground, where donors can see Visit www.rollvsevil.com to find out more.
verifiable and immediate results that are changing lives.

What is Dice Legions?


Dice Legions is a tabletop game system designed by Australian Dice Legions offers players 3 scales of play to better adapt to the
writer and game designer Adam L Dobbyns and produced by time and available space in a players daily life.
Modiphius Entertainment.
“Skirmish” scale games are short, small space games.
Dice Legions is part of the “dice as models” genre of hobby play, “Battle” scale games are larger games lasting around 90 minutes.
whereby brightly coloured polyhedral dice, from 4-sided right up “Legion” scale games are for clubs or dedicated wargame
to 20-sided dice, are used to represent various combative game enthusiasts, looking to devote the best part of a day to a major
Units, in both solo and oppositional play. engagement.
Dice Legions is played on open tabletop space, often called “free However you choose to play, Dice Legions adheres to the same
space”. There is no grid or board. Any flat surface will do. In play, design philosophy afforded to it within the “dice as models”
Unit dice roam and are moved across the surface in any direction genre. Hobby gamers do not necessarily need large, expensive
the player chooses. armies of painted models, to enjoy dramatic, cinematic
depictions of fantasy combat.
This movement is measured in the traditional wargaming way
using rulers marked in inches, to determine both Unit travel We hope you enjoy this simple but highly effective way to battle,
distance and combative ranging, based on a stat card which and become part of the grand wargaming hobby.
details the allowable limits of each unique dice Unit.
Smaller 6-sided dice, separate from play and not designated as
in-game Units, are then rolled to express and determine each
Unit’s combat results, at both distance when using range, and
close up when locked in direct close combat.
Core Rules
Free Play Set-up ACTIVATION
When Activating a Unit in play, whether in Scenario or Free
Each player chooses a named Roaming Army Card to make up Play, each individually activated Unit must FULLY RESOLVE
their Dice Legions force. Place a good selection of Terrain Cards its ENTIRE Unit action, before a new Dice Unit is chosen to
on a flat surface such as a coffee table. (Print multiple Terrain activate. When ALL the Units that have been activated by you
Cards to suit the scale of game you prefer.) Space and arrange the meet your listed Activation Limit, your opponent, or opponents,
Terrain Cards any way you like to create your fantasy battlefield. each do the same, within their own listed limits.
Next, designate Unit names to the different colours of dice you Unless otherwise stated, individual Units cannot be activated
will be using for each force. Define the edges and outer borders twice in the same player turn.
of your new battlefield.
Note: Additional activations unable to be spent by a player due
Agree with your opponent on a reasonable No Man’s Land width to a lack of Unit Dice become 1 Point to be added to your Losses
(recommend 12"). This invisible boundary runs across the middle Count for this round.
of the created field from left to right, passing over and through
When ALL players have activated to their limit, a new round
all placed terrain. During set-up, NO UNITS may be deployed
is declared, and a new 2D6 roll-off is again performed by all
inside the established NML zone. Alternate in the deployment
players.
of each of your individual Units with your opponent, one Unit at
a time, until each player’s entire force selection has been added
to the battlefield on their side of the zone. Once play begins, the Range
zone restriction vanishes and it may now be entered by all. Movement ( ) and Ranged ( ) distance are determined by
measuring across the game surface, from the edge of the Unit
dice towards the desired destination of the move, or from a
Rounds of Play Ranged attacker to a target’s location.

THE ROLL-OFF 4" R4"  Unit’s Movement and Ranged


A
4+ distances are given on its Unit Card
Unless otherwise stated by the scenario, at the start of EACH
new round of play, EACH player rolls 2D6 and adds any “Pips” or (highlighted here in blue).
Life Points lost from their forces in the previous game round.
Pre-measuring is permitted in Dice Legions.
This is called the Roll-off.
Close combat ( ) occurs when opposing Unit dice are
Keep a large dice off the field so that you can use it to track Pip/ physically touching on the battlefield .
Life losses for your Units, as you will be adding them to the next
roll-off. This is called your Losses Count. After being spent in the Activation Choices
next roll off, your Losses Count is always reset to zero.
There are four Activation choices. Pick one and fully resolve it for
During a roll-off, the HIGHEST combined total (2D6 + last round each individual Unit activation.
losses), can decide to go FIRST, SECOND, or LAST in this round.
Play then alternates between players, or moves clockwise around 1. Your Unit moves up to double its move allowance, but cannot
the table if playing with more than 2 players. roll an attack.

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.

The Pips of a D6 Unit are equivalent to how many members of 3"


R5"
2D3+6
4D6
4"
4+ 4+ 8
the Unit remain, while Life Points track one-member Units who
– 3+ 4+
Set Attack
Dice Value
1D6
can take a number of hits before being defeated (see “Damage”). Unsaved ranged hits .
of 6 Attack Dice
Boulder Throw: Fligh se 3 dam age
per Pip
issued by this cre aturet: cau
This Unit is not slowed by
ground-
If a heart is shown within the Save shield ( ), Life Points are Keywords
basedage
(Basic hits are 1 dam
.) in.
terra
said to
sWin
cre atu is alw
gs:reDur ing ays
its
e: Thi turn
tracked instead of Pips. The number of Life Points a Unit begins Iro n Hid
have cover.
Close combat engagement
, this unit can leave
at will.
with is the same as it’s Unit Dice. For example, a Unit using a D10 Pips replaced
begins play with 10 Life Points. by Life Points
Attack Dice
ATTACKING indicators
When attacking with D6 Units, unless otherwise stated, roll
1D6 for EACH of the current face-up Unit Pips for your active DAMAGE
Unit dice. Unless otherwise stated, the default damage to a Unit from EACH
Non-D6, Monster, or Heroic Unit dice have Set Attack Dice UNSAVED HIT is minus 1 Pip or minus 1 Life Point. Reduce the
Values to roll instead (see below). Unit’s current face-up number by this amount. When a Unit is
reduced to zero Pips or Life Points, it is removed from play.
8
R5" 4D6
 2D3+6 4+  et Attack Dice Values
S
1D6 Set Attack
are highlighted here KEYWORDS
Attack Dice
per Pip
Dice Value in blue. "Keywords" are used to describe a Unit's powers, abilities, and in
some cases liabilities, on the battlefield. When activating your
Unit, or when targeting an opposing Unit, always check to see if
HIT VALUES your own Unit’s Keywords, or those of your intended target, will
Whether attacking at Range or in Close, you must roll EQUAL be affected by a Keyword.
TO or GREATER THAN the listed combat “hit value” to succeed.
TERRAIN
R4"
4+ 4+  ombat hit values for Ranged
C
and Close attacks are highlighted
Unit movement is halved while moving through or across, forest,
hill, pond, or cottage hamlet terrain. (n.b. There is NO rounding
here in blue. up or down in Dice Legions; halve movement exactly.)

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.

SAVES • HILLS grant a Unit standing on them 1" additional range


distance, but do NOT offer them cover while they are on top.
When attacked, a target can attempt to cancel incoming hits
with a save roll (which must be made IMMEDIATELY). Targets • PONDS halve the movement of Units travelling through any
can make 1 save roll for EACH incoming Ranged or Close hit. part of the Pond, but do NOT offer cover.
To make a successful save, roll EQUAL TO or GREATER THAN
When using terrain cards to create your battlefield, any "terrain
your listed save value when attacked. Attacks described as
bonus" granted by the card fully extends to the outer corners and
‘Unsavable’, ‘Unavoidable’, or any variation of that definition,
edges of the card itself.
cannot be prevented.
ALL terrain, other than ponds, can potentially block Ranged
Using Cover attacks, if an opposing target is completely behind the terrain,
(n.b. BEHIND, not within the terrain).
If a Unit is concealed by terrain, or is fighting in a doorway,
through a window, or over a barricade, it has cover. While in ALLIED UNITS do not block movement, but DO block line of
cover, failed saves can be re-rolled ONCE. sight to Ranged targets.
Scenario: Darkness Rising
There had been reports for days of strange disappearances along RECOMMENDED SET UP:
the edges of the march. Woodcutters missing, entire herds of
• Initial Free Play (see Core Rules).
cattle vanishing without a trace... and sometimes, the shepherds
• No Man’s Land: 12" between closest enemy dice.
vanishing with them.
The Heirlands had become crowded: years of prosperity and Short: Skirmish
golden fields of wheat had gradually pushed new settlements For small Skirmish-scale games between 2 players, divide the
ever closer to the Mire Swamp. At night from on high, the force evenly, taking only HALF of it each, and use 3 activations
Heirlands glowed bright when seen from the hills. Thousands of per player.
candles, torches, and hearth fires shining out from windows and
walls. Talismans against the cold and dark.
Medium: Battle
To the east, however, only an ocean of darkness at night. The For Battle-scale games between 2 players, use the roster as is.
cold-blooded things that lived there needed no fire to warm Use 6 activations per player.
them, or light to see by. When they came, they came in the
night, as rain soaked the ground and clouds hid the moon. From If you have 4 players, split the roster in half and have two players
the rivers, from the ponds, across the sodden land, and even per side, each with 3 activations per player for their assigned
screaming from the sky, they came… half of the army.

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

www.rollvsevil.com
Thank you for supporting this charity initiative, we sincerely thank you for your contribution.

© Adam L Dobbyns 2022. Artwork © Modiphius Entertainment Ltd 2022.


Modiphius logo is a registered trademark and © Modiphius Entertainment Ltd 2022.
Permission is granted to print out these sheets for personal use only.
Heirland Infantry Heirland Scouts Knights of Heirland Heirland Battle Mage

R5" R5" 2D6


3" – 4+ 4+ 3" 4+ 4+ 4+ 4" – 3+ 3+ ?" 3D3+6 4+ 3+ 8
1D6 1D6 1D6 Set Attack
Attack Dice Attack Dice Attack Dice
per Pip per Pip per Pip Dice Value

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).

Goblin Infantry Gatorkin Mercenaries Goblin Drake Riders Carnage Beast

R4" R5" 4D6


3" 4+ 4+ 4+ 3" – 3+ 3+ 4" – 3+ 4+ 3" 2D3+6 4+ 4+ 8
1D6 1D6 1D6 Set Attack
Attack Dice Attack Dice Attack Dice
per Pip per Pip per Pip Dice Value

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.

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