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If the content Clash Of Iron not Found or Blank, you must refresh this page manually or visit our sister site. This book written by Walter Goldstein and published by Potomac Books Incorporated which was released on 04 August with total pages We cannot guarantee that Clash in the North book is available in the library, click Get Book button to download or read online books. Published in January 28th the book become immediate popular and critical acclaim in fantasy, childrens books.

The main characters of Clash of the Worlds novel are John, Emma. The book has been awarded with Booker Prize, Edgar Awards and many others. Against a backdrop of incest and fratricide, alchemy and murder, the price of glory may be measured in blood. And the spoils of victory may just go to the men and women possessed of the coldest steel. For when rulers clash, all the land feels the tremors. Here is the second volume in George R. As a whole, this series comprises a genuine masterpiece of modern fantasy, bringing together the best the genre has to offer.

Magic, mystery, intrigue, romance, and adventure fill these pages and transport us to a world unlike any we have ever experienced.

Already hailed as a classic, George R. Martin stunning series is destined to stand as one of the great achievements of imaginative fiction. Two great leaders—Lord Eddard Stark and Robert Baratheon—who hold sway over an age of enforced peace are dead, victims of royal treachery. Now, from the ancient citadel of Dragonstone to the forbidding shores of Winterfell, chaos reigns. Against a backdrop of incest and fratricide, alchemy and murder, victory may go to the men and women possessed of the coldest steel Such is the stern motto of House Stark, the northernmost of the fiefdoms that owe allegiance to King Robert Baratheon in far-off King's Landing.

There Eddard Stark of Winterfell rules in Robert's name. There his family dwells in peace and comfort: his proud wife, Catelyn; his sons Robb, Brandon, and Rickon; his daughters Sansa and Arya; and his bastard son, Jon Snow. Far to the north, behind the towering Wall, lie savage Wildings and worse, unnatural things relegated to myth during the centuries-long summer, but proving all too real and all too deadly in the turning of the season.

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Read more. A Tale Of Three Kings. Units can pivot through Blocking Terrain in the same way as other units see Interpenetration when pivoting on page They are normally made by gluing a number of pieces of terrain onto a large base. This conveniently shows the area of the terrain — the entire area of this base counts as difficult terrain. Obstacles should be no more than 1" high — any higher and they will be Blocking Terrain instead.

Obstacles are height 1 for determining cover, but never block Line of Sight. For example, a height 2 or higher wall will block LOS between two height 2 units. Some pieces of terrain, such as rivers and ponds, will be completely flat and never block Line of Sight. As always, these should be agreed with your opponent before the game. Difficult Terrain If any part of a unit is inside a piece of difficult terrain then that piece of terrain will not block LOS. In order words, areas of difficult terrain block LOS to units behind them depending on height, of course , but not to units inside them.

Hills While standing on a hill, a unit adds that hills height to its own. For example, a height 1 war engine on a height 2 hill would be height 3, while large infantry height 2 would be height 4 while stood on the hill. A unit must have the majority of its base on a hill in order to be standing on it. Pick one of your units at a time, choose a target for them, and let loose! Melee and shooTing Units that are in base contact with enemies cannot use or be targeted by ranged attacks, unless specifically allowed.

If you start the Shoot phase and have not issued orders to all of your units, it is assumed that all units you have not ordered during the Move phase have been ordered to Halt. If a unit has two or more types of ranged attacks including spells , it can only use one per turn.

Discard any dice that score less than that. Modifiers For each of these factors, deduct one from the score rolled by the dice. For example, if your unit normally needs a 4 or more to hit, but it has moved, you will need 5 or more to hit instead. If the target was in cover as well, you would need 6s. Any dice that rolls a 1 is always a miss, regardless of modifiers. However, if modifiers to the roll mean that the unit would need more than 6 to hit, it can still use ranged attacks and will need 6 to hit, but it only rolls dice equal to half of its Attacks rounding down.

The firing unit received any order other than Halt that turn. This modifier does not apply to pistols, javelins, thrown weapons. The target is in cover see overleaf. To decide whether the target unit is in cover, draw LOS from the unit leader point of the firing unit to the side of the target unit that the firing unit is in front, rear, or either flank.

The target unit will be in cover if: A firing unit ignores any piece of terrain that it is currently within, or in base contact with, for determining whether an enemy unit is in cover, unless the enemy unit is also touching or within the same piece of terrain.

Big Targets A unit which is standing on a hill ignores any intervening units or pieces of terrain that have an equal or smaller height than the hill when determining if a target is in cover, except for pieces of difficult terrain that the target is within. Not Sure? This roll can sometimes be modified by special rules, etc. Recording Damage For each hit that scores damage, place a damage marker next to the unit. As the unit accumulates damage markers, it might be more convenient to record this by writing it down, or placing a die possibly an unusual one, of a different size or colour, to avoid rolling it by mistake next to a single damage marker behind the unit, or using some other suitable tokens.

TesTing neRve Any die that rolls a 1 always fails to damage, regardless of modifiers. If a modifier brings the score required to damage a target to above 6, that target cannot be damaged. This test is described on page 68, and will determine whether the damaged units stand, waver or run away.

Of course, in reality the enemy warriors would be striking against yours, but for the sake of playability we imagine that in your turn the impetus of the charge means that your men will be doing most of the hacking and slashing, while the enemy mostly defend themselves. If the enemy is not annihilated or routed, your men will fall back and brace themselves, for you can be sure that the enemy will charge back into the fight during their turn to avenge their fallen comrades.

At this stage, there will be a number of combats on the table equal to the number of enemy units you charged in the Move phase. Pick one of these combats and resolve it completely before moving to the next, and so on until all combats have been resolved. If your unit is attacking an enemy to the flank, it doubles its Attacks. If your unit is attacking an enemy to the rear, it trebles its Attacks. Modifiers terrain or an obstacle then it is Hindered in the following melee phase.

While Hindered, units suffer a -1 modifier when rolling to hit. A unit can only be Hindered once in any given charge, so will only ever suffer a single -1 modifier as a result of a Hindered charge.

A number of factors can make a hit less likely to happen, such as a -1 modifier for Hindered charges see below or those from special rules. A unit that is Counter-Charging is never Hindered, whether by terrain, special rules or any other method. For each of these factors, add or deduct the modifiers from the score rolled by the dice. For example, if your unit normally needs a 4 or more to hit, but is Hindered -1 modifier , you will need 5 or more to hit instead.

If you incur an additional -1 to hit, you would need 6s. However, if modifiers to the roll mean that the unit would need more than 6 to hit, it can still attack and will need 6 to hit, but it only rolls dice equal to half of its Attacks rounding down.

Recording Damage This process is exactly the same as described for ranged attacks. Target Destroyed — Chargers Regroup At the end of each combat, if your unit s managed to rout the target, it can do one of the following: Once the Regroup move has been carried out, shuffle the unit so that there is a 1" gap between it and all enemy units, and so that it is not touching any friendly units.

Move the unit the shortest distance possible in any direction to maintain the gap usually this will be straight back 1" but use whichever direction is the shortest. Target Remains — Chargers Pull Back If, on the other hand, your unit did not manage to rout its enemies and is therefore still in contact with them, it must be moved directly back 1" — your warriors have been fought off and must fall back, close ranks and brace themselves for the inevitable counter-attack.

The unit must move the full distance rolled. This move is not affected by difficult terrain and obstacles. A unit cannot move through any other units while regrouping, though it can pivot through them as long as it ends clear.

Remember at this point to separate any unit that ended up very close to other enemy units when charging the target, so that they are 1" apart once again. Also, make sure that your own units are separated by a little visible gap a millimetre or so If it is impossible to achieve the 1" distance from enemies, see if this can be done by moving said enemies away until they are 1" away. They will remain disordered until the end of their following turn, when the Disordered counters are removed.

No Ranged Attacks Disordered units cannot use any form of ranged attack including magic. This is because they have been disrupted by the melee or are busy fighting back in close quarters. In a combat where more than two units are involved, resolve all of the attacks first, and then take the Nerve test. In the Melee phase, however, this test is done immediately at the end of each combat, if you managed to inflict damage on the target during that Each unit has two numbers under its Nerve value.

To test the Nerve of an enemy unit, roll 2D6 and add to the result the points of damage currently on the unit, plus any other 68 The Rules modifiers that apply such as some special rules.

This total is then compared with the Nerve value of the enemy unit. Steady The unit continues to fight normally and does not suffer any negative effects. Remember however that units capable of ranged attacks, which have been Disordered will not be able to use their ranged attacks in their next turn.

The unit does not rout, but is severely shaken during its next turn. In its next Move phase, it can only be given one of the following orders: Halt, Change Facing or Back. In addition, the unit is Disordered so it will not be able to use its ranged attacks in its next Shoot phase.

It is normally a good idea to mark Wavering units with a token of some kind like a bit of cotton wool. If you roll a seven or less, your total will be ten or less and the enemy will be Steady. If you roll an eight or nine, your total will be eleven or twelve and the enemy will be Wavering. If you roll a ten or more, the enemy Routs! The unit routs of the field, is butchered to a man, or surrenders to the enemy and is taken prisoner — in any case, as far as this game is concerned, it is destroyed.

Remove it. These units are normally composed of fanatical, frenzied warriors or mindless supernatural creatures - in any case, they cannot Waver, and will therefore remain Steady until they eventually Rout.

Double Six — We Are Doomed! If you roll double six when testing Nerve and the unit is not Routed, it will still suffer from a result of Wavering, as insidious news of defeat start to spread through the ranks. Double One — Hold Your Ground!

Of course a routing result for such troops represents them being utterly annihilated, or collpasing as their magical lifeforce abandons them. If you roll snake eyes double one when testing Nerve, the enemy is filled with implacable resolve and will always be Steady and fight on, regardless of any modifier. While moving, War Engines treat obstacles as blocking terrain. Remember also that even if it survived such an onslaught, a War Engine would become Disordered as normal. Arc of Sight For example, the base shown right has an 80mm width, but the arc of sight only extends from a 50mm width on the front of the base.

It still has a front arc as normal, but when choosing a target for ranged attacks it may only choose one within the arc of sight taken from the 50mm marked on the base. These obviously behave in a very different manner from regimented units or very large creatures. The following rules represent this: Line of Sight Before being given an order, an individual may pivot to face any direction for free.

If either the initial charge move or the regroup move took the charging unit over an obstacle or through difficult terrain, then it is hindered during this additional combat. Also note that if the new enemy is another individual, which is then routed, the charger can again advance D6" forward as above, and so on — you can run over any number of meddling individuals in a single charge! Individuals never block line of sight or offer cover against ranged attacks.

Move Individuals have the Nimble special rule. Shooting Individuals may pivot to face any direction for free before picking a target in the shooting phase.

Enemies shooting against Individuals suffer an additional -1 to hit modifier. It does still treble its attacks against war engines, however. If an individual is routed and the charger including another individual decides to advance D6" directly forward, it can make contact with another enemy unit. Each of these special rules is an exception to the normal rules. Some are listed with the units themselves, but the most common are listed below.

Once this is done, roll for damage as normal for all of the hits caused. Breath Attack n Big Shield If you are worried about not finding any cover, best bring it with you to the battle! Blast n This rule is used for dragon breath and other attacks where a great gout of flame or toxic gas fills an area. The unit has a ranged attack for which you roll n dice rather than the Attacks value of the unit.

This rule is used for all weapons that explode on impact with the target or otherwise inflict massive amounts of damage with a single hit. Sometimes this rule is listed as Breath Attack Att. Crushing Strength n This rule is used to represent the devastating effects of melee hits from creatures of terrible strength or that are equipped with very heavy close combat weapons or even magical weaponry. Elite Creatures with this rule are supremely skilled — true masters of the art of war.

Whenever the unit rolls to hit, it can re-roll all dice that score a natural, unmodified 1. When attacking this unit in its front, enemies suffer an additional -1 to hit in melee. Indirect Fire The unit fires its shots in high arcing trajectories, which means that the distance to the target is pretty much irrelevant and that most cover is pretty much useless.

The unit fires in high arcs, hitting the target from the top, which means it does not suffers the —1 to hit modifier for cover. Fly This rule can literally represent flying movement not really soaring high in the sky, however The unit can move over anything blocking terrain, enemy units, friendly units when charging, etc.

The unit does not suffer hindered charges for moving over difficult terrain or obstacles, unless it ends the move within or touching them. The unit also has the Nimble special rule. Fury Some warriors and creatures are just too frenzied with bloodlust to ever slow down in their relentless assault.

While wavered, this unit may declare a Counter-Charge. Headstrong On the other hand, the unit cannnot shoot targets that are within 12". Note that the firing unit does still need to see its target to fire at it. Individual This rule is explained on page Inspiring The bravery of a heroic general, or the presence of a great big flag, can convince warriors to stand their ground a little longer. If this unit, or any friendly non-allied unit within 6" of this unit, is Routed, the opponent must re-roll that Nerve test.

The second result stands. Note a unit can also have Inspiring specific unit — in that case the unit will only inspire itself and that unit. Whenever the unit begins a turn Wavering, it rolls a die. Iron Resolve Some elite troops can hold their ground even when they have taken horrendous casualties. If this unit is Steady as a result of a nerve test, it regains 1 point of damage previously suffered. From the front, these units look like a forest of sharp spikes pointing at you.

In a melee, this unit regains one point of damage it has previously suffered for every point of damage it deals, up to a maximum of n.

Piercing n This rule is used for ranged attacks that can penetrate armour with ease such as shots from rifles , as well as magical ranged attacks.

Regeneration n Creatures gifted with this ability are very difficult to kill, as their wounds heal at incredible speed. Nimble Used for flyers, lightly armed units like skirmishers and scouting cavalry, and heroic individuals that venture on the battlefield on their own, this rule makes the unit considerably more manoeuvrable and more suited at using their ranged weapons to harass the enemy.

The unit can make a single extra pivot of up to 90 degrees around its centre while executing any move order, including a Charge! It cannot make this extra pivot when ordered to Halt.

In addition, the unit does not suffer from the —1 to hit modifier for moving and shooting. Every time this unit receives a move order including Halt! For every result of n or higher, the unit recovers a point of damage. Some powerful missile weapons take much longer to reload, making them less flexible. The unit can fire only if it received a Halt order that turn. Pathfinder Mystical affinity to nature or simply a very good eye for terrain? Stealthy The unit suffers no movement penalties for difficult terrain, simply treating it as open terrain.

The unit is extremely adept at hiding or benefits from magical protection that makes it very difficult to target with ranged attacks. Pathfinder units are not Hindered for charging through difficult terrain. Enemies shooting against the unit suffer an additional -1 to hit modifier.

The best leaders are able to command every unit on the battlefield by use of sorcery or numerous brave messengers.

The unit never suffers the penalty for Hindered charges. Thunderous Charge n This is the same as the Inspiring special rule, except that it has a range of 9". Any rule which affects Inspiring also affects Very Inspiring. This rule is used for mounted knights equipped with lances and other units that rely on momentum to deliver a powerful charge.

Vanguard This unit is trained to range ahead of the main force, scouting the terrain and gathering information about the enemy. The unit can make a single At the Double or Advance order after set-up is finished. If both armies have units with this rule, roll a die.

The highest scorer decides who begins to move one of their Vanguard units first, then the players alternate until all Vanguard units have been moved. The unit fights with utter ferocity, resorting to serrated blades and wicked hooks, eye gouging and all manner of other unsporting behaviour.

Whenever the unit rolls to damage, it can reroll all dice that score a natural, unmodified 1. Yellow Bellied What did the boss-man say? This does not apply if the unit wishes to charge the flank or rear of an enemy unit, an individual or war engine, or if it is carrying out a Counter-Charge. In order to achieve this, you and your opponent must pick an army before the game. First agree a total of points, say for example 2, points. Then start picking units from one of the force lists provided in this book — each unit costs a certain amount of points, as listed in its entry in the appropriate force list including any options like magical artefacts.

For example a regiment will cost around points. Troops Your army can include up to 2 Troops per Regiment in the army. Your army can also include up to 4 Troops per Horde in the army. Regiments Your army can include as many Regiments as you like. You can of course spend less than the agreed total, but you cannot spend even a single point more.

However, an army is still considered to be the size of the maximum total the players agreed on e. For every Horde in the army, you can also include the following: Up to 1 war engine and 1 hero and 1 monster.

Legions Legions are Hordes for the purposes of army selection. You might even be running a small demo of the game for friends or even teaching the kids the joys of wargaming. Whatever the circumstances, you might want to consider allowing any number of Troops in an army when playing games below around points. This allows both sides to field a decent variety on unit types and for players who are still collecting their armies to get them on the table and play some games.

Heroes Monsters Heroes that belong to the Monster unit type Hero Mon simply count as a Hero from the point of view of force selection.

So if you have a Horde, you can field a Hero Mon as well as a Monster. In addition, if a unit has [1] after its name in the list, it is a Living Legend and this means that only one such unit exists and can therefore be included in an army. Of course it might happen that both opponents field this unit We call these irregular units, because they are not representative of the core, or mainstay force, of their army.

This means that the unit is treated as a Troop from the point of view of Army Selection, even if it is a Regiment or Horde — i. You may not take Living Legends as Allies. Good races should never ally with Evil races, but anybody can ally with Neutral races.

You can also join forces with your friends and play with several allied armies on either or both sides, as long as the points values are balanced. The cost of the artefact is added to that of the unit. Whenever the unit rolls to hit in Melee, it can re-roll one of the dice that failed to hit.

But Hero Mon units definitely can. Artefacts are magical in nature some of them might even be sentient! This allows them to morph into a weapon, piece of armour, jewel or other implement that is more akin to the race of the warrior carrying it.

For example, a Blade of Slashing could be an elegant sword in the hands of an Elf, but will turn into a crude meat cleaver in the hands of an Orc.

This magical property is of course very convenient from the point of view of the average war gamer! As the presence of these items is not obvious, players must tell their opponent which artefact any of their units is carrying Whenever the unit rolls to damage in melee, it can re-roll one of the dice that failed to damage. War-bow of Kaba Cost: 5 pts The unit has a ranged attack for which you roll a single die, regardless of the Attacks value of the unit.

The roll to hit is affected as normal by to-hit modifiers, and if a hit is scored, it is resolved at Piercing 1. Cost: 15 pts Cost: 15 pts The unit has the Brutal special rule. Brew of Courage Cost: 15 pts When testing Nerve against this unit, the enemies suffer an additional -1 to their total. The Hero has Crushing Strength 2 when attacking large infantry, large cavalry, monsters or heroes who do not have the Individual special rule. If the Hero already has Crushing Strength, it is increased by 2 when attacking those same targets.

Inspiring Talisman Cost: 20 pts This artefact can only be used by Heroes. The Hero has the Inspiring special rule. This artefact can only be used by Heroes. The Hero can Advance and then shoot as if it had Halted that turn. It can also move At the Double and shoot as if it had Advanced that turn. The Hero has the Heal 3 spell. The unit has the Elite special rule. Chant of Hate Cost: 25 pts The unit has the Vicious special rule. The attack also has the Blast D6 and Piercing 2 special rule.

For example, Lightning Bolt 3 becomes Lightning Bolt 5. For example, Surge 8 becomes Surge The Boomstick Cost: 30 pts This artefact can only be used by Heroes. The Hero has the Lightning Bolt 3 spell. The Hero has the Vanguard special rule. This artefact can only be used by a Hero with the Individual rule. The Hero has the Fly special rule and increases their speed to The unit has the Stealthy special rule. Wine of Elvenkind Cost: 40 pts The unit has the Nimble special rule.

After the damage has been resolved, no Nerve test is taken by the damaged units — they proceed to Regroup, but cannot move directly forward D6" for their Regroup action, deterred by the huge explosion. A wizard is any unit that has access to the spells below, and not a unit that is equipped with a magical artefact that reproduces the effects of a spell like the Boomstick, for example.

Spells are ranged attacks and thus follow the normal rules for shooting e. The Att value of the Wizard is only used if the model was to use a normal ranged attack, like a bow, instead of its spells. Note that re-rolls like the one provided by the Elite rule , unlike modifiers, do apply. This allows you to customise your wizards for your favourite battlefield role.



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