Professional Documents
Culture Documents
S Rules
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o, here you are, eagerly gripping your little must be rolled in some situations. In general, each d6
lead figures still sticky from their last lick will be considered independently.
of paint (Anyone who thought they can use
unpainted minis is welcome to visit Croc for
a good spanking with his spiked plank). You Fathoms
have agreed with your opponent on how large and
powerful your armies will be, and you have laid out a The standard unit of measurement used in Hell
glorious battlefield. All you have to do now is learn the Dorado is the Fathom, which, although it is now only
following rules by heart (more or less). used to measure nautical depths, was still in use at
the time when Hell Dorado is set to measure dis-
tances on land. It is equivalent to an average man’s
Directions CONTACT
One unit is considered to be in contact with another
Miniatures in Hell Dorado are not considered to have if their two bases are in contact, or if a part of one
a specific facing. It is treated as though the course of of them touches a part of the other. A unit touching
the battle is not really chopped up into phases and another unit is said to be “engaged”. The terms “in
turns. Each unit is considered to turn automatically contact” and “engaged” are equivalent when applied to
to face a danger or an opponent. So there’s no use opposing units.
bickering about whether your miniature’s front arc is
touching your opponent’s or not. CONTROL AREA
Most of the Hell Dorado models have a control
area of one fathom. This means that any unit that
comes within a distance of one fathom from an
enemy unit will be considered to be inside that
For those who like to meddle unit’s control area.
in the affairs of minis Unless otherwise specified, once units are engaged
they lose the effects of their control areas.
T he Armed Forces that are linked to their character. The rules for compos-
ing Companies will tell you how many Officers you will
be able to hire for your Company, depending on the total
number of army points you have agreed on with your
opponent. Usually, in a standard Company, you will only
Unit Ranks be allowed one Officer. All Officers automatically pos-
sess the orders vae soli and vae victis (p. 27).
Each unit has one of the three following ranks:
Officer, Independent, or Trooper. The Officers are INDEPENDENTS
unique (they should only be present once per Com- Independents are elite soldiers who join the Compa-
pany) as are the Independents who have an identity. nies seeking fame and fortune, or just for the pleasure
Troopers and anonymous Independents can be used of butchering invaders or natives. These soldiers have
several times in the same Company. special abilities which are often exceptional. When put
to the right use, they can change the course of a whole
battle on their own.
MOVEMENT (MVT)
The Company This score indicates the distance in fathoms that a
unit can move in one turn when walking at a normal
pace. This value can change depending on the actions
undertaken by the units or the orders they receive.
In Hell Dorado,
Dorado, each player has tactical control
of a Company of soldiers or units. Each unit xample: the average human unit has
is physically represented by a miniature. They a Movement score of 5 if it is carrying
are all different, with different ranks, stats, little or no armor. In all other cases
types, base sizes, etc. All these concepts are the Movement score will be 4.
explained in greater detail further on. A whole
chapter (p. 33) is entirely devoted to their spe- SHOOTING SKILL (SHS)
cial abilities. This score represents a number of dice. This is the
number of dice that will be used when the unit attacks
with a ranged weapon (bow, arquebus, throwing dag-
ger, grenade, etc.). This stat represents the unit’s skill
The Independent units with an identity (their own at using its weapon.
name) are unique and can only be hired once per Com-
pany. For all others, their Availability (p. 8) will tell you xample: the average human unit will
how many you are allowed to have in any one Com- have a SHS score of 2 if it carries a
pany at the same time. ranged weapon. If it doesn’t, then the
SHS score will not even be mentioned.
TROOPERS
Troopers are the huddled masses of random soldiers COMBAT (CBT)
who are the heart of the Companies, the nameless This stat represents a number of dice. This is the
cannon fodder who fight and die for the glory of their number of dice used by this unit during close combat.
commanding officers. Multiple Troopers of the same This stat represents the unit’s talent for attacking, its
kind can be used in the same Company. The limits to physical abilities in combat and its equipment. It is both
their recruitment are defined by the unit’s Availability a reflection of the unit’s warrior fury and its pure skill.
stat (p. 8). A unit with no Combat stat cannot fight, even if it
receives a CBT bonus later on. All attacks against it
will remain unanswered. A unit with a CBT stat of 0
Unit Statistics will not usually throw any dice during a mêlée, but it
can receive a bonus that will allow it to do so.
Each unit on the battlefield is defined by a series
of statistic numbers that you will find on all the stat xample: the average human unit has a
cards. Combat score of 3.
DEFENSE (DEF)
As the name suggests, this score is an indicator of
Red and Green the difficulty that others will have hitting the unit dur-
ing a battle. It is this score that the unit’s opponents
will roll their attack dice against when in contact (and
sometimes when attacking from a distance). This stat
On most stat cards, the units’ statistics are printed represents the unit’s speed, skill and martial talents.
on two different colored backgrounds: red and Unless stated otherwise, a unit’s Defense score can-
green. The value of the red stat is the basic value. not be higher than 5. In some very rare cases, always
The value of the green stat is the one that should stated as such, the Defense score can reach 6.
be applied when the unit is in a wounded state.
One exception: on the bar of life points on the xample: the average human unit will
back of the card, the green backgrounds are for have a Defense score of 3.
the point from whereon the unit is considered
to be wounded.
PROTECTION (PR)
This score is a representation of the unit’s armor
(natural or not) and its resistance to hits. It is directly
MOVEMENT
4 UNIT’S FACTION SYMBOL
DEFENSE 3
3
FAITH 4
3 4
COMMAND
1
AVAILABILITY
SPECIAL ABILITIES
Limité 3
Back Missionnaire
UNIT’S NAME
LIFE POINTS
SHOOTING SKILL
- 3 3 2 8 3 1
- 4 4 3 4 COMMAND
COMBAT
1 2 3 4 5 6 7 8 FAITH
DEFENSE Touches Dégâts LIFE POINT BAR (WOUNDED
Encensoir
STATE IN GREEN)
1 2
Contondant 2 Sonné
PROTECTION 3
4
4
5
5 6
POWER TABLE
WEAPON Dieu est mon bouclier
Passif • 1 CMD
Tous les combattants alliés sont immunisés contre la
Terreur jusqu’à la fin du tour. SPECIAL EFFECT
DAMAGE TYPE
Aura de peur
Temporaire • Actif • 4 toises de rayon • Résiduel • Chrétiens (immunisé) DAMAGE POINTS
ORDERS
Les combattants autres que chrétiens subissent un malus de -1 CBT.
Aura de puissance
Temporaire • Actif • 4 toises de rayon • Résiduel • Chrétiens
Les combattants chrétiens causent 1 touche de plus lors d’un
subtracted from the total number of damage points shield, full body shell...). A higher score is
inflicted during an attack. possible but remains exceptional.
COMMAND (CMD)
This stat represents the capac-
ity the unit has for influencing the
behavior of its allies during battle.
This value is added to the total Com-
mand score of the Company when
the game begins (p. 24).
inflicted, and the new value becomes the current Life Weapon Statistics
Point total.
A unit dies when its current Life Point total is equal
to or less than 0. POWER TABLE
The power of a unit’s weapons is represented in a
A unit is Wounded as soon as its current Life Point power table, showing the number of Damage points
total is reduced to or below the Wound Threshold inflicted depending on the number of hits obtained
printed on the green background. during the attack roll.
For mêlée weapons, this stat is both a representa-
xample: the average human unit has tion of the unit’s strength, its weight, the weight of the
an initial Life Point total of 4/1. This weapon and its skillfulness at “hitting the target”.
means it has a total of 4 Life Points For ranged weapons, this stat represents the strength
and will be considered Wounded as soon of the unit for some weapons (bows, slingshots, throw-
as it only has 1 Life Point left. In the same ing weapons...) and the natural power of the weapon
way, a unit with a Life Point total of 5/2 has itself for the others (arquebus munitions, crossbow
a total of 5 Life Points (it will take 5 Damage bolts).
Points to kill it) and it will be considered The power tables always indicate the damage inflicted
Wounded as soon as it has 2 (or fewer) Life for 1 to 5 hits, even if the unit in question doesn’t
Points left. have a combat stat that enables it to achieve such a
score. This is in order to accommodate for any positive
FAITH (FTH) bonuses that may affect the unit.
This stat represents the unit’s spiritual strength and Some special effects can be triggered by a certain
it can be considered a bonus for the magical effects number of hits.
The player controlling the attacking unit can choose to be the target of a special attack, if it will be affected
to inflict less hits than they obtained with their attack by magical effects or not, etc.
roll (or even none at all if he wishes). The nature of a unit can therefore define several ele-
ments of its personality.
Explosive or blast-effect weapons do not have a
power table. You will find more information on how Rank (p. 3) is listed on the stat card as a
these weapons work on pages 22 and 23. keyword.
• Officer
xample - A Succubus using her whips • Independent
will have the following power table: • Trooper
Species
• Angel
Number of hits Damage points • Animal
1 3 • Damned
2 4 + Pain 2 • Demon
3 6 • Lost
4 8 • Human
5 6 + knocked down • Lemure
Gender
She rolls 3 hits against an opponent for her • Asexual
attack roll. She can therefore inflict 6 Damage • Female
points. She can also consider inflicting only 2 • Male
hits, so she can inflict only 4 Damage points Religion
to her opponent but make him suffer a Pain When it comes to religion, the units can be given
effect for 2 turns. She could also choose to a general belief in certain principles (Christianity,
inflict only 1 hit and 3 Damage points or 0 Satanism, Islam...) or a more precise belief in certain
hits and no damage. dogmas.
Units who believe in a specific dogma are affected by
R ANGE (FOR R ANGED WEAPONS) the effects of their general belief and those associated
This stat defines the difficulty of a ranged attack. with their particular dogma.
The value is a number of fathoms. This value will be • Atheist
multiplied to obtain the levels of difficulty depending • Buddhist
on the distance between the attacker and its target. - Yanluowang (Buddhist)
You will find the rules about shooting distances in the • Christian
chapter on ranged combat (p. 18). - Papist (Christian)
- Orthodox (Christian)
DAMAGE TYPE - Protestant (Christian)
Most weapons have a keyword that defi nes the • Jewish
kind of damage it will infl ict. The most common • Muslim
ones are Sharp, Piercing, and Blunt, but there are - Shiite (Muslim)
many more, including more exotic ones (gaze, inhala- - Sunni (Muslim)
tion, etc.). This keyword doesn’t have any effect (in - Kharijite (Muslim)
general) on the game, but is used to trigger certain • Satanist
special abilities. Some weapons can infl ict multiple - Luciferian (Satanist)
types of damage. • Unbeliever (this is applied to all units who can
never be affected by the powers that concern
WEAPON ABILITIES religion. They do not have a Faith statistic.).
Some weapons have special abilities that will distin-
guish them from others. Their full descriptions are on Magic
page 33. • Infernalist x/y
These are the units that can control lemures. This
keyword is special in the sense that it is followed by
Nature of the Units two numbers. These indicate the number of lemures
that the unit can control at one time (x) and the total
Each character is defined by a number of keywords number of lemures that it can use during a game (y)
that should give you a better idea of who they really (p. 28).
are. These keywords will determine if a unit is eligible
Large unit
Dominance = sum of officer and independent During the Action phase, the players alternate ac-
CMD + number of units (minus Insignificant tivating their units one by one, until all of them
units) + sum of First contact values. have performed their actions. Once this is fi-
nished, a new turn begins.
A game of Hell Dorado is split up into a certain num- as soon as a player has finished the actions of a unit,
ber of turns. In basic battles, the number of turns in a it is the other player’s turn to act. However, as we will
game is limited (see scenario details in complete rules). soon see, this rule is quite often abused. In any case,
each unit can only be activated once per turn (except
for lemures, see page 28). All units must be activated
Upkeep Phase every turn.
It is during this phase – the first phase of every To limit the risk of arguments, it is considered good
turn – that the players resolve any special effects or manners, once one has finished the action of one’s
situations that last more than one turn. unit, to let one’s opponent know that they are free to
play. A standard phrase can be chosen, such as “The
1) At the beginning of the Upkeep phase, the cur- table is yours,” or even “Dude, s’your turn.” Once this
rent Command score of each player is reset to its has been said, the previously active player can no lon-
original value. ger use a vae soli order (p. 27).
2) The question of Dominance is resolved (p. 9).
3) Then any damage that should be inflicted is done, DEFINITIONS
followed by any healing. In both cases, this is done A unit that has not yet taken an action during the
simultaneously by both players. current turn is said to be waiting.
4) Finally, each player resolves any other powers, A unit that is currently taking an action is said to be
orders, auras and abilities that have an effect active.
during this phase. If this causes any problems, A unit that has already taken its actions for this turn
the player who currently has Dominance is said to be already activated.
gets to choose the order of application of A unit that is in contact with an enemy unit is said
the effects. to be engaged.
A unit that is not engaged with an enemy unit is said
to be free.
Action Phase Allied units are all the units currently controlled by
the same player.
Once both players have finished their Upkeep phase, Enemy units are all the units controlled by the other
the Action phase begins. player or players (even temporarily). Enemy is synony-
mous with opponent.
During this phase, the players will be making their
units act in turn. The basic rule of this phase is this:
10
DOMINANCE Attack
At the beginning of the Action phase, the player who Normal movement • Contact with enemy unit •
has Dominance chooses which of the two players acti- Free units only
vates one of their units first. The unit moves as if it was performing a Walk action,
The player that is chosen therefore has to activate but it ends its activation in contact with an enemy unit,
one of its units, even if he has fewer units on the triggering a normal combat action (p. 15). This action
battlefield than his opponent. can only be performed by a free unit.
Charge
INFERIORITY OF NUMBERS Movement x 2 • Contact with enemy unit • -1 CBT
When a player has to play one of his units and he has when contact is made • Free units only
fewer waiting units than his opponent, he can choose to The unit moves as if it was performing a Run action,
make his opponent activate one of their units instead. but it ends its activation in contact with an enemy unit.
This way, he can continue to “skip his turn” for as long This immediately triggers an attack sequence affected
as he has fewer waiting units than his opponent. by Charge modifiers (p. 16). This action can only be
performed by a free unit.
This rule does not apply to the first unit activated Shoot
each turn. The side to activate the first unit is always Normal movement • Ranged attack • No contact
chosen by the player with Dominance. with an enemy unit • Free units only
The unit can perform a ranged attack against any
xample: Ileana has Dominance for the eligible target (p. 18). It can also move a distance up to
current turn. She currently controls 8 or equal to the value of its Movement score before or
Lost units. Her opponent, Arnold, has after shooting. It cannot end this movement in contact
4 Westerner units left. with an enemy unit. The unit can either move and
Ileana makes Arnold play first at the then shoot or shoot and then move, but it cannot move
beginning of the Action phase. He is part of the distance, shoot, then continue moving. This
therefore made to activate one of his 4 action can only be performed by a free unit. It is the
units. Then Ileana plays one of hers. When only action that allows a unit to use a ranged weapon
it’s Arnold’s turn to play his second unit, he at a distance.
refuses, as he only has 3 units left and Ileana Retreat
has 7. This way, he can make her play all her Movement x 2 • No contact with an enemy unit •
units until she also has only 3 waiting units Triggers one-sided attack during Retreat • Engaged
left. However, Arnold does have the option to units only
resume activating his units at any time after The unit announces its intention to retreat from
each of Ileana’s moves, if he wishes. the combat it is engaged in. It immediately suffers a
one-sided attack from one of its opponents, to which
ACTIVATION it cannot retaliate (p. 17). It can then use a Run-type
Once a unit is activated, the player that controls it can Movement, unless the previous attack killed it or left
choose to perform a single action from the list below. it in a specific state (p. 29). It is impossible to come
All units must act once per turn. None of them can act into contact with an enemy unit when using a Retreat
multiple times (except for lemures, see page 28). action. This action can only be performed by an
engaged unit.
Walk If, during the one-sided attack, the enemy unit has
Normal movement • No contact with an enemy less than 1 attack die, the attack is canceled and the
unit • Free units only Retreating unit can then transform its Retreat action
The unit can move a distance up to or equal to the into a Walk, Run, Attack or Charge action.
value of its Movement score before ending its activa- Concentration
tion. The unit cannot end its activation in contact with Free units may move normally • No contact with
an enemy unit but it can enter an enemy control area. the enemy
This action can only be performed by a free unit. Engaged units may not move • Modified attack
Run sequence
Movement x 2 • No contact with an enemy unit • The unit announces its intention to use an active
Free units only (see Special effects and timing, page 26) power (spell,
The unit can move a distance up to or equal to dou- special ability, order...).
ble its Movement score before ending its activation. If the unit is free, it can move a distance up to or
The unit cannot end its activation in contact with an equal to its Movement score, either before or after
enemy unit but it can enter an enemy control area. using its power. It cannot end its movement in contact
This action can only be performed by a free unit. with an enemy unit. The unit can either move and then
11
use its power, or use its power and then move, but
it cannot move part of the way, use its power and Actions
continue its movement.
If the unit is engaged, it cannot move and it
begins combat, affected by Concentration modifi-
ers (p. 17). If the outcome of the combat is a change In practice, it isn’t usually necessary to announce
of state (p. 29) for the unit (or its death, of course), the action that the current unit is about to un-
the power has no effect (however, all costs must still dertake beforehand.
be paid). Therefore, a unit can be moved up to the dou-
Focus ble of its Movement score in fathoms: if it co-
Free units may not move mes into contact with an enemy unit, it will
Engaged units may not move • Triggers one-sided be considered to have performed a Charge
attack during Focus action ; if it ends its activation outside of any
The unit announces its intention to use an exhaust- contact or control areas, it will be conside-
ing (see Special effects and timing, page 26) power red a Run action.
(spell, special ability, order...). Walk and Run actions may seem very similar, but
If the unit is free, it cannot move at all, neither before some elements of the game (using auras, or-
nor after using its power. ders, etc.) will take the «speed» of movement
If the unit is engaged, it cannot move and one of into account. For example, a unit can be orde-
the enemy units it is in contact with gets to launch a red to perform a Walk action. It would not, the-
one-sided attack at it (p. 17). If the result of the attack refore, be able to move further than its Move-
involves a change of state for the unit (or its death, ment score in fathoms.
of course), the power will have no effect (however, all
costs remain due).
Mêlée
Limited movement • No loss of contact • Normal
combat • Engaged units only activation in an area of terrain on which it could
The unit engages an attack sequence against an normally move over.
enemy unit in contact with it. This action can only be If, during this movement, it comes into contact with
performed by an engaged unit. another enemy unit, it can choose with which of the
two it wants to engage in an attack sequence, while, of
At the beginning of its activation, if the unit is course, remembering that in this situation the two enemy
in contact with only one enemy, it is allowed to units will be providing each other with support.
move where it wishes to as long as it remains in If the unit is already in contact with multiple enemy
contact with the enemy unit. It must however end its units, it cannot move, but gets to pick which of the two
enemies it wants to fight (attack sequence).
B
Unit A has performed
a Walk action
Unit B has performed
a Run action
C Unit C has performed
a Charge action
Unit D has performed
an Attack action
D Unit E has performed
a Mêlée action.
E
12
Free Units
Walk Normal movement • No contact with enemy units
Run Movement x 2 • No contact with enemy units
Attack Normal movement • Contact with enemy units
Charge Movement x 2 • Contact with enemy units • -1 CBT when contact is made
Shoot Normal movement • Ranged attack • No contact with enemy units
Concentration Normal movement• No contact with enemy units
Focus No movement
Engaged Units:
Retreat Movement x 2 • No contact with enemy units • Triggers a no-retaliation attack
Concentration No movement • Modified attack sequence
Focus No movement • Triggers a no-retaliation attack
Mêlée Limited or no movement • No loss of contact • Normal attack
It is important to remember that a passive power (p. have chosen to use it after the attack
26) can be used at any time during a unit’s activation, sequence (if he survived it, of course).
no matter what action is being performed at the time. During the attack sequence, Stephen can
This does not trigger any particular reaction, whether choose to spend 1 or 2 of his current
the unit is free or engaged. It can even be used before Command points to add 1 or 2 points
or after – but not during – an attack sequence or a to Saurav-Geet’s CBT stat, thanks to
ranged attack (if the unit survives, of course). Isha-Akshay’s vae victis order. Indeed,
A free power can be triggered at any time during the vae victis order is a free effect,
the Action phase, whether the unit has already been and it can therefore be used at any
activated or not (even during an enemy unit’s activa- time during the Action phase, whether
tion) but never during an attack sequence or a ranged the unit who possesses it has been
attack. activated or not, and as many times
A free unit can decide not to perform any actions as the player can afford to do so.
during its activation (it will not, however, be able to act Once his independent unit has finished its
later on during the same turn). activation, Stephen can spend one of his
An engaged unit must act once it is activated (Mêlée, current Command points, if he has any
Retreat, Concentration or Focus actions). left, to give a vae soli order (free effect)
Once a unit has finished its action, in order to and therefore activate a second unit,
remember which units have been activated, you can Isha-Akshay in this case, immediately.
flip their stat card over. By doing this, all players can
easily see which units are still waiting and which have
already been activated.
13
B
E
G 14
A
C
B
If unit A wants to engage unit B, it
must spend 1 Command point. Engaging
combat with C will cost nothing.
15
B. BOTH PLAYERS ROLL THEIR COMBAT DICE D. THE GRIM REAPER COMES FOR THE FALLEN
Each of the dice that rolls a number equal to or The units whose Life Points reach or go below 0 are
greater than the unit’s Defense stat inflicts a hit. immediately removed from the battlefield.
Each of the dice that rolls a number lower than the All units who still have one or more Life Points left
unit’s Defense stat is a miss. A die that rolls a miss can stay on the battlefield. Depending on the result of the Un
be rolled again, once and only once, as a re-roll. This attack sequence, a unit can become free or remain
Un
means that if a player has 3 possible re-rolls and only engaged.
Un
2 misses, the third possible re-roll will not be usable,
no matter what the result of the re-rolls are. SPECIAL SITUATIONS
Once all re-rolls are done, the players count the CHARGE
number of hits. When a unit engages an attack sequence while
charging, it suffers a -1 CBT penalty. Any later attack
xample: the enemy unit William’s sequences are not affected.
Damned One is fighting has a Defense
score of 3. William rolls his Combat
dice and obtains 3, 4, 2, 6 and 4. He has
scored 4 hits. He re-rolls the 2 and gets a Attack sequence
result of 1. Even if he had 2 possible re-rolls,
he cannot re-roll the 1, as any die can only
be re-rolled once: in this case, he does not
benefit from his second re-roll. At the end of Once the attack sequence has begun, powers and
this sequence, William has scored 4 hits. passive or free abilities can no longer be used
until the sequence is over. The most obvious
C. BOTH PLAYERS APPLY THE RESULT OF THE example of this is the use of the order vae victis
ATTACK ROLLS SIMULTANEOUSLY (p. 27).
The players check the power table of the weapons
that were used to work out how many damage points
16
ATTACK AND MÊLÉE that affect normal attack sequences can affect one-
When a unit engages in an attack sequence during sided attacks.
an Attack or Mêlée action, no particular modifiers are
applied. ONE-SIDED ATTACK DURING FOCUS
When a unit suffers a one-sided attack because of a
ATTACKING FROM ABOVE Focus action, a normal attack sequence is performed,
Any unit standing on ground at least half a fathom but only the enemy unit gets an attack roll and the unit
higher than its opponent receives a +1 CBT bonus. On currently Focusing suffers a -1 DEF penalty. If several
the other hand, if the lower unit’s head is lower than enemy units are in contact with the Retreating unit,
the base of the higher unit, no contact – and therefore only one of them (chosen by their controlling player)
no close combat – can occur between the two. performs the attack, the others will only provide a sup-
port bonus. All abilities and modifiers that affect nor-
CONCENTRATION mal attack sequences can affect one-sided attacks.
When a unit performs a Concentration action while
engaged, it takes part in an attack sequence at the SUPPORT
beginning of its activation, but he does so affected by If a unit engages combat with an enemy unit that
a -1 CBT and DEF penalty. If several enemy units are is already in contact with an ally unit, the attacking
in contact with the unit, only one of them (chosen by unit receives a bonus for its attack roll. Each ally in
their controlling player) will perform an attack, the oth- contact with the enemy unit produces a +1 CBT bonus.
ers will only provide a support bonus. A unit can provide a support bonus multiple times in
one turn. A unit that cannot fight (no CBT stat, Immo-
ONE-SIDED ATTACK DURING RETREAT bilized, etc.) or that has been Knocked Down does not
When a unit suffers a one-sided attack because of provide any support.
a Retreat action, a normal attack sequence is per-
formed, but only the enemy unit gets an attack roll. WEAPON DAMAGE TYPES
If several enemy units are in contact with the Retreat- Most of the weapons carried by Hell Dorado units
ing unit, only one of them (chosen by their control- inflict a specific kind of damage, indicated on the stat
ling player) performs the attack, the others will only cards as keywords. However, some weapons can be
provide a support bonus. All abilities and modifiers listed as inflicting several types of damage. In this case,
the type of damage inflicted is always the one that will
17
This Damned One of Wrath can cause both B. COVER AND LINE OF FIRE
You can consider that there is a clear line of fire
Piercing and Sharp damage. Depending on the between a shooter and its target if an imaginary
type of resistance its opponent has, the type of straight line could be drawn between the center of
damage will be the one that is more favorable to
the attacker.
18
A
E
the shooter’s base and any part of the target (base, If the target is partially covered by terrain elements
weapon, body of the figure...). (from the shooter’s point of view), it receives cover Pro-
Elements of terrain can naturally prevent a shooter tection if at least 50% of the figure is concealed by
from aiming at an enemy unit if there is no clear line of the obstacle and if it is a fathom (or less) away from
fire between the two, no matter how far the enemy unit the obstacle. To work out if at least 50% of the figure
is from the terrain element. On the other hand, in Hell is hidden from the shooter’s view, you can either lean
Dorado, lines of fire are never blocked by other units over and see for yourself “what the mini can see,” or
(enemies or allies). It is treated as though the warriors use a laser pointer.
are not standing still on the battlefield. As one moves If a target does have cover, then it receives a bonus
forward at a fast pace to intercept an enemy, another to its Protection score depending on its size (a large
one will have the time to exchange blows with several warrior would naturally find it harder to hide than a
enemies and a shooter can wait until its target is in smaller one would).
view as other units move out of the way.
19
D
20
D E
B
11’’
10’’
8’’
A 9’’
Unit A wishes to shoot. Usually, it would have to pick the nearest enemy unit, but...
Unit B has a cover of 3, and its natural Protection score is 1.
Unit C is engaged in close combat.
Unit D also has some cover, although it is not better than the unit’s natural Protection score (cover of 1 and
Protection of 3)
Unit E is not under cover.
Unit A can therefore pick units B, C or D as its target for this shot.
A player always has the option of choosing to cause will be the number of Life Points that the enemy unit
fewer hits than the number rolled by one of the units will lose.
he controls (which may enable him to inflict specific
effects that may be more beneficial to him than the full F. THE GRIM REAPER COMES FOR THE FALLEN
number of hits would). The units whose Life Points reach or go below 0 are
immediately removed from the battlefield.
The defendant’s Protection stat is subtracted from All units who still have one or more Life Points left
the Damage points to be inflicted. The final number stay on the battlefield.
Distance
Distance between shooter and target Range difficulty
No greater than the weapon’s Range Point blank 3
Greater than the weapon’s range Short 4
but no greater than Range x 2
Greater than Range x 2 Medium 5
but no greater than Range x 3
Greater than Range x 3 Long 6
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SHOOTING DURING CLOSE COMBAT 2 hits, but as there are more odd results than
When a unit decides to perform a ranged attack on even ones, the shot will hit one of the other
an enemy unit engaged in close combat, the shot takes engaged units (meaning one of hers) picked
place as normal (measuring distance, consideration of randomly.
cover, etc.).
The difficulty of the shot roll is the highest of values If the shooter picks a target that is behind an ongoing
between the Defense stat of each unit engaged in the close combat, the same rule applies, but if the odd dice
close combat (and not just the target’s Defense) and win, the unfortunate victim is picked amongst all those
the distance difficulty. whose bases are at least partially on the imaginary line
While resolving the attack (once all re-rolls are done), between the center of the shooter’s base and that of
if the result is at least one hit, then the number of odd its target, and all the units in contact with them. Of
and even dice scores are compared (compare all the course, if the shooter and/or its target are on a higher
dice, those that provided hits and those that didn’t). level than the units between them, the line of fire is
If there are more odd scores than even ones (“even” not blocked and the shot can take place as normal.
though this may seem “odd”), the shot hits another
of the units engaged in the close combat, chosen ran- EXPLOSION
domly (give each of them a number and roll a die, or A shooter who carries a weapon that produces an
mix up their stat cards and pick one...). explosion aims it at a point on the battlefield. It can be
The Damage is then inflicted as normal, based on a place where an enemy unit is standing, or any other
the total number of hits (in this case it is impossible to spot on the ground. Important note: the unit does not
choose to reduce the number of hits). have to aim at the closest enemy unit.
The unit will require a free line of fire towards the
xample: Ileana is playing her Berber spot it wishes to aim at.
chasseur, who is firing at an enemy Unless otherwise stated, all explosions will affect a
Blade for hire that is engaged in close circular area with a 3 fathom radius, centered on the
combat with two of her units. These two targeted spot.
have Defense scores of 3 and 5, the target’s The shooter then performs a normal ranged attack
Defense stat is 4 and the shot is short range based on the distance difficulty (Defense stats are not
(distance difficulty of 4). This means that the taken into account here).
shot’s difficulty will be 5 (the highest of the
previous values). Ileana rolls 3 dice for her If the shot roll scores at least one hit, then the shot is
shooter. The results are 5, 6 and 3. She gets considered to have successfully hit the targeted spot.
22
If the shot roll does not score a single hit, then The vae victis order cannot be used during explosion
the shot is considered to have missed and infl icts no damage rolls (although it can perfectly be used during the
damage (as if the weapon had misfi red or the shot roll that determines if the shot hits its target or not).
had missed completely and hit some deserted bit of
terrain...). xample: One of Stephen’s sling-carriers
If the shot roll is successful, the explosion template is shoots with an “explosion (power
placed on the battlefield with its center on the targeted 3/1)” weapon on a battlefield that can
spot. All units that are hit (allies or enemies) by the allow him to include two enemy troops in
template have to roll for damage (even if only a tiny the effect area, but also one of his own units,
part of the miniature’s base is inside the effect area). unfortunately for him.
Ranged weapons with explosive ammunition have The targeted spot is in long range. Stephen
two stats: a Difficulty value and a Power value. They rolls 2 dice for his shot roll: he gets 2 and 6.
are always displayed in the following way: Explosion This single hit (the 6) means that the shot
(type of damage if necessary • power x/y). Here, x is has hit its target.
the Difficulty and y is the Power. In some cases, these For each of the three units inside the effect
two damage stats will be replaced by a specific state. area, Stephen then rolls 5d6 against a
In this case, any unit even partially inside the effect Difficulty of 3, as he would with a normal
area will automatically be affected by the aforemen- shot roll. Each hit will inflict 1 damage point.
tioned state. The Protection stat of each unit is then
For each unit inside the effect area of and explosion subtracted from the total number of Damage
the shooter rolls 5d6: each of the dice higher than or points it was hit with.
equal to the explosion’s Difficulty stat is a hit. Each hit
inflicts a number of damage points equal to the explo- BLAST EFFECT WEAPONS
sion’s Power stat. The damage points for all the hits are Before we begin, it is important to differentiate the
added up, the unit’s Protection score is subtracted to two kinds of blast effect weapons: cloud-type blasts
obtain the number of Life Points the unit will actually and ammunition blasts.
lose. It is not possible to choose to reduce the number Whatever the type of blast, the attack is resolved
of hits obtained. in the same way. The shooter places a blast template
There are no bonuses due to cover for units inside an (a triangle 6 fathoms long and 2 fathoms wide at the
explosion effect area. base) where he wants on the battlefield, the only con-
dition is that the tip of the cone must be in contact
14 Ammunition blast
Grenadier A, carrying a blunderbuss «Impact blast (piercing • power 4/2)» shoots at a group of 3 units. Its
Shooting skill score is 2. It therefore rolls 7 dice against unit B and scores 2, 2, 3, 4, 4, 5 and 6. This means that
it hits unit B 4 times, and therefore inflicts 8 Damage points (minus Protection). The shooter then rolls 3 dice
(the dice that missed during the previous roll) against Unit C. The shooter obtains 4, 6 and 6, for three hits,
which deal 6 Damage points (minus Protection and Cover). Unit D therefore suffers no damage, even though it
is inside the blast effect area, as there are no dice left to roll (all the dice in the previous roll produced hits).
C D
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with the unit’s base. It doesn’t have to “aim” at any Impact blast weapons
specific enemy unit. With Impact blasts, the first unit we will take care
Each unit (ally or enemy) hit by the blast template of will be the one nearest the shooter, inside (at least
will have to roll for damage (even if only a tiny part of partially) the blast template.
the base is inside the effect area). Using a blast effect The shooter rolls a number of dice equal to its
weapon does not require a shot roll. Shooting skill stat + 5: each die that rolls equal to or
greater than the blast’s Difficulty stat is a hit, each hit
Blast effect weapons have four stats: type of dam- then inflicts a number of Damage points equal to the
age, type of blast (cloud-type or impact), Difficulty and blast’s power. The Damage points are added up and
Power. They are always displayed in the same way: the first targeted unit’s Protection score is subtracted
“[blast type] Blast (type of damage • power x/y)”. In to obtain the number of Life Points that it will lose
this example x is the Difficulty and y is the Power. In immediately.
some cases, these two stats will be replaced by a spe-
cific state. In this case, all units even partially inside The attack then continues to the next closest unit
the effect area will automatically be affected by the to the shooter. The shooter rolls the dice that did not
aforementioned state. produce hits during the roll for the previous unit. Each
The vae victis order cannot be used during a shot of the dice that rolls a score higher than or equal to
with a blast effect weapon. the blast’s Difficulty stat is a hit, each hit then inflicts
It is not possible to choose to reduce the number of a number of Damage points equal to the blast’s power.
hits for blast effects. The Damage points are added up and the next unit’s
Protection score is subtracted to obtain the number of
Cloud-type blast effect weapons Life Points that it will lose immediately.
For each unit inside the effect area of a cloud-type Continue until there are no more units left inside the
blast, the shooter rolls 5d6: each die which rolls equal blast effect area or until there are no dice left to roll.
to or greater than the blast’s Difficulty stat is a hit. Cover is applied normally to damage inflicted by an
Each hit inflicts a number of damage points equal to Impact blast.
the blast’s Power stat. The damage points for all the If two units (or more) are at an equal distance from
hits are added up, the unit’s Protection score is sub- the shooter, the one who is affected first is determined
tracted to obtain the number of Life Points the unit will randomly.
actually lose. There are no bonuses due to cover for Impact blast weapons are usually weapons that fire
units inside a cloud-type blast effect area. clusters of ammunition (Blunderbuss, cannon loaded
with lead shot...).
Full Cover
C ommand and Orders
During an explosion or an Impact blast (but not Command and Orders are important notions in Hell
during a Cloud-type blast), if a unit is totally Dorado. These are the factors that will most probably
under cover (none of the miniature is visible) make the biggest difference between two Companies.
from the point of origin of the attack (center of Managing Command points is particularly important
the explosion, tip of the blast cone), then it will in this respect.
not be hit by the attack.
Command
Cloud-type blast effect weapons usually fire things
like flames or burning gases. As you will probably have The notion of Command is essential to games of Hell
noticed, these effects are quite similar to the explo- Dorado. Each player has a certain number of Com-
sions mentioned above. mand (CMD) points that will be used to pay for the
orders that some units can use.
xample: a monstrous creature
projecting a cloud of acid across the You can use cardboard tokens, glass markers or
battlefield has an attack “Cloud-type coins to keep track of how many Command points
blast (acid • power 5/2)”. Any dice rolled by each player has left.
the creature that scores a 5 or higher will At the beginning of the game, all players work out
cause 2 Damage points. the number of Command points they will start with.
24
This is done by adding up the Command points of all Depending on unit losses and expenditure, it is pos-
the units in each Company. sible for players to reach a basic Command score of 0
The basic Command score is considered to be differ- during the game.
ent from the current Command score. The basic score
is the Command score of the Company: it is only mod- xample: Arnold is playing a Westerner
ified by permanent losses of Command points (caused Company and has 7 Command points
by the death of units, use of orders that cost perma- at the beginning of the game (4 points
nent Command points...). for the Frank-Captain +1 for the Swashbuckler
The current score is the number of Command points +1 for the Missionary +1 for the Sergeant).
that a player has left at any given time (once perma- During the first turn of the game, he decides
nent and temporary costs are accounted for). At the to use 3 temporary Command points to
beginning of each turn, during the Upkeep phase, the trigger certain orders: he has 4 Command
current Command score is reset to its basic value. points left for the rest of the turn, even
When a player spends temporary Command points, though the basic score remains at 7.
they are subtracted from the current score. During the Upkeep phase of the following
When a player spends permanent Command points, turn, Arnold’s Command points return to the
they are subtracted from the current score and the basic score of 7. During this phase, Arnold
basic score. uses 4 temporary points and 2 permanent
When a player loses a unit with a Command score, points to activate various orders: at this
the unit’s score is subtracted from the current and point, he only has a current Command score
from the basic Command score. If the player doesn’t of 1 and the basic score is lowered to 5 (7 – 2
have enough current Command points, he loses all permanent points). Before the turn is over,
remaining command points. He will still, however, lose Arnold loses his officer who had a Command
the unit’s full Command stat from the Company’s basic stat of 4. He immediately subtracts these 4
Command score. points from his basic Command score, which
It is, of course, impossible to use an order if the is reduced to 1 (5 – 4), and from his current
player doesn’t have enough current Command points score, which is reduced to 0 (1 – 4, with a
to pay for it. minimum of 0).
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26
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ACTIVATING LEMURES
Lemures can only perform one of their own specific Movement Special
actions during their activation. Although it resembles Abilities and Their
a Walk action, it is still a specific lemure action and Effect on Lemures
also allows them to trigger their magical power.
When performing an action a lemure can: A lemure with the Strider ability can enter and/or
move, at the most, the number of fathoms indicated end its activation in Difficult terrain (p. XXX).
in its Movement stat. It can engage an enemy unit, A lemure with Burrower, Intangible or Levitation
but this will not trigger a combat sequence. It can abilities will be able to pass over (or under) Dif-
also break contact with an enemy without trigger- ficult terrain, for example (p. XXX), but it will not
ing an attack sequence or a one-sided attack (but be able to end its turn there unless it also has the
it cannot engage and break contact with a unit Strider ability.
during the same activation). A lemure is not affected by the Attraction ability.
AND a lemure may also release the magical effect
that it was entrusted with, which usually destroys
the lemure instantly.
S tates
So, during its activation, the lemure can move over a
number of fathoms lower than or equal to its Movement
stat and may also choose to trigger its magical power.
A lemure never Runs: it always moves, at most, the
number of fathoms indicated in its Movement stat. A unit can be affected by a wide variety of states
Only lemures with the Strider ability can enter and during a game of Hell Dorado. In this part, you will find
end their turn in Difficult terrain. a detailed description of these states.
As long as a lemure has not been activated twice It is important to remember that when a unit is
during an Action phase, it will count toward the num- simultaneously affected by several different states,
ber of waiting units when working out inferiority in their effects are cumulative.
numbers (p. 11). A unit whose state prevents it from giving any orders also
prevents its controlling player from using its free orders.
SPECIAL ABILITIES OF LEMURES All the stats of units in Hell Dorado can potentially
Unless otherwise stated, lemures have the follow- be reduced to 0, except for the Defense score, which
ing special abilities: Harmless, Evasive, Insignificant, can be reduced to a minimum of 1 (this means an auto-
Rebellious and Invulnerable. matic hit for all attack rolls targeting this unit).
29
ACCELERATED X
+2 Movement • Activation by reaction
The unit can act faster than usual. This acceleration
will also give the unit a better understanding of com-
bat sequences.
An accelerated unit can be activated immediately
after the activation of another unit from the same
Company. However, it is not possible to activate more
than 2 units from the same Company in a row (even
by using the order vae soli).
BERSERK X
Immediately cancels the effects of Wounded and
Immobilized states • No orders • Immediately after hav-
ing killed an enemy unit, roll 1d6: on a score of 1 to 3
the Berserk unit stops all actions; on a roll of 4 to 6, it
must immediately move 2 fathoms towards the nearest
unit (ally or enemy). If it manages to engage the near-
est unit, an attack sequence takes place immediately. If
several units are at equal distance from the Berserk unit,
choose the target randomly.
The warrior becomes a madman, thirsty for blood
and violence. He no longer feels the effects of fatigue
and wounds, but if he has become a lethal danger
same time, the penalties are applied first, followed by for his enemies, he is also now a considerable risk
the bonuses. for his allies.
When a Berserk unit hits one of his comrades, his
xample: One of Benny’s unit’s player’s opponent is the one to decide whether or not
CBT score is currently 2. This to reduce the number of hits (but the unit’s controller
unit is then affected by the states is the one to roll the dice).
Wounded and Knocked down. A penalty A Berserk unit never benefits from support when it
attacks one of its allies.
The unit cannot give or receive orders.
Stacking State Changes
BRAVE X
+1 Movement • +1 Shooting skills • +1 Combat • +1
Faith
This state indicates a certain level of euphoria on
State changes that affect a unit can only be cumula-
behalf of the affected unit: it will be more efficient in
tive when they are different.
combat and its mental state will also be affected.
When a unit is affected multiple times by the same
state-changing effect, the greater value of the two
effects is the one that remains.
CONSUMED (TYPE OF EFFECT • DURABLE OR NOT
SPECIFIED • X/Y)
Ex: a Stunned 1 unit, suffering from another Stunned
The affected unit loses x life points for the next y
1 state in the same turn will still only be Stunned 1.
Upkeep phases • With a Focus action, the unit can stop
all non-durable Consumed effects.
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A simple... well, less com- for each of the next y Upkeep phases. By default, it is
plicated, way of dealing possible to remove this effect before its term. To do so,
with the Consumed state. the unit must perform a Focus action. All Consumed
states it is currently suffering from are immediately
removed (even if they are of different types). However,
if the effect has the keyword “durable”, then it must
continue until its natural end.
Every time a unit gets hit by a Consumed state, sim- Different types of Consumed effects can be inflicted
ply place (y) markers on its unit card and, during concurrently.
each Upkeep phase, remove a marker and apply When a unit is affected by two Consumed effects of
the (x) Damage points. How’s that for easy? the same type, values x and y are modified to take on
the highest available value for each.
This state is applied to a unit that has suffered damage xample: a Swashbuckler is hit by a 1/5
from fire, acid or any other type of long-term damage. fire-type Consumed effect (1 damage
When the effect is triggered (usually due to a hit, a point for 5 Upkeep phases). He has
shot, or on entering a specific area), the unit is imme- already suffered damage points during an
diately affected (unless it is immune to this type of Upkeep phase, so we consider him to be
effect). From that time forward, it will suffer x damage Consumed 1/4 (1 Damage Point for the next
points (its Protection score does not apply in this case) 4 Upkeep phases). He then gets hit by a new
Complicated stuff: Consumed the usual rule (apply highest x and y values). But if
state and effect areas some twisted little unit who already has a Consu-
med effect decides not only to stray into the Consu-
31
Non-reciprocal contact
In some situations, it is possible that the units of Hell Dorado may become engaged in non-reciprocal contact. This
means that two or more units are in contact (as generally admitted) but that some suffer from this non-reciprocal
contact and others benefit from it.
If a unit is suffering from a non-reciprocal contact, it is then affected in the following ways:
- it is considered to be engaged by its enemies;
- it is not considered to be in contact with its enemies;
- it is not considered to be in contact with its allies (it can therefore not help them with any special abilities that
require contact).
If a unit is benefiting from a non-reciprocal contact, it is then affected in the following way:
- if it is an ally of the unit suffering from the non reciprocal contact, it is considered to be in contact with it;
- if it is an enemy of the unit suffering from the non reciprocal contact, it is considered to be free, however it re-
mains able to perform actions that require it to be engaged with the unit.
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33
mentioned, all special abilities are active all the time ATTRACTION X
and they cannot be deactivated. This ability is only active while the unit who pos-
Amongst the special abilities, it is important to real- sesses it is free and it only affects free enemy units.
ize that there are two kinds of ability: those that are Lemures are not affected by this ability.
linked to the unit itself, and those that are the abilities When they begin their activation, all enemy units
of specific weapons the unit can carry, which are called within x fathoms of the unit who possesses this ability
“Weapon abilities” and will be specified as such in the must move into contact with it by the most direct route.
ability’s full description. The most direct route for one unit to move into
contact with another is usually a straight line drawn
A MBUSH between the centers of both bases, and it is only pos-
At the beginning of a game, the unit can be placed sible to stray from this line to avoid allied units and
completely inside an Awkward or Opaque part of the parts of terrain, while staying as close to them as
scenery, anywhere on the battlefield, as long as it is possible. If an enemy unit is on the other side of an
outside of any enemy control areas. If the player who impassable piece of terrain and it cannot make the
owns the unit does not wish to place it in such a place, whole move around it to come into contact with the
or if no such place exists on the battlefield, then the attracting unit in one Action phase, then it is protected
unit is placed in its normal deployment area. In both by this and will not be affected by the ability.
cases, it should be placed at the same time as the units If, along the most direct route, the affected unit must
with the Advance Deployment ability. engage contact with an enemy unit, it immediately
stops its move and engages combat.
A MMUNITION CARRIER For as long as it is affected by this ability, a unit is
This unit carries or makes the ammunition that is considered to have the Elusive and Strider abilities.
used by a specific piece of artillery (see Weapon ability A unit that begins its activation in the range of sev-
Artillery). Each carrier is linked to a specific piece of eral Attraction abilities can choose which Attracting
Artillery and cannot be used by another, even if the unit it will move toward.
original one is destroyed.
BERSERKER
ARCH-ENEMY (KEYWORD) X This unit becomes Berserk when it enters a Wounded
When a unit with this ability is fighting a specific state. If it is healed later on and loses its Wounded
enemy (defined by the keyword), the unit gains a bonus state, it also loses its Berserk state.
of +x CBT and its enemy gets a bonus of half of X to
its (rounded up) CBT.
34
BODYGUARD COUNTER-ATTACK
A unit with this ability adds 1 to the Protection of During attack sequences engaged against a unit with
allies it is in contact with. This ability cannot raise this ability, any of the dice its opponent rolls that score
the Protection score of the allied units above 3 (if the a 1 (after all available re-rolls) cause the enemy unit
ally’s Defense is already greater than or equal to 3, it to suffer 1 Damage point. This damage is added to
keeps its regular Defense). This bonus is applied after all damage inflicted during the attack sequence by the
all other bonuses: it is applied after any cover bonuses unit with this ability. If the unit’s DEF score is reduced
(or Resistance). to 1 then it can no longer use this ability.
BURROWER CUMBERSOME X
This unit’s movement is not hindered by terrain Weapon ability
or by other units. However, the unit cannot end its During the second attack sequence against the same
activation in the same place as a unit or in Impass- enemy unit and after, the unit carrying a weapon with
able terrain. this ability suffers a penalty of -x CBT. This is only
The unit is not affected by control areas during its applied if contact between the two units was not bro-
movement, but it is at the beginning and the end of ken in between the attack sequences.
them (for example, it must pay 1 CMD to leave the
control area of an enemy unit if it starts its activa- DEFENSIVE COMBAT X
tion there). However, this ability cancels an Attack of During each attack sequence, the unit can choose to
Opportunity if the unit ends it activation in contact reduce its CBT score by x and reduce its opponent’s
with an enemy unit with that ability. CBT score by the same amount. Both units will still be
A lemure with this ability will be able to Burrow able to roll at least 1 die if their Combat score was of
under Difficult parts of scenery, amongst others, but at least 1 before using this ability. This ability is used
it can only end its activation there if it also has the after applying all other modifiers (including any uses
Strider ability. of vae victis)
35
dodged). If the Dodge movement cannot be performed, than its normal Movement stat (example: a unit with a
the Dodge does not take place. A unit that is Knocked MVT score of 4 and a Fast 3 ability can move up to 11
Down or already engaged cannot use this ability. fathoms during a Run action).
EAGER X FIERCE X
Weapon ability The unit gains a +x CBT bonus if its opponent has at
This unit receives a +x CBT bonus during the first least one support bonus.
attack sequence with a unit, whether an enemy unit
comes into contact with this unit or it moves into con- FIRST CONTACT X
tact with an enemy unit. When first calculating Dominance before the first
turn of the game of Hell Dorado, units with this ability
ELUSIVE provide an extra x to their Company’s total.
A unit with this ability is not affected by enemy con-
trol areas. It can therefore pass through them without FRANTIC
triggering any particular effects. This ability cancels When the unit performs a Mêlée, Charge or Attack
the Attack of Opportunity ability action, two attack sequences are resolved, one imme-
diately after the other.
EMANCIPATED
A lemure with this ability begins the game on the FURY
battlefield like any other unit and cannot be invoked. When this unit with this ability performs a Charge
It cannot be entrusted with a spell. action, it does not suffer the Charge penalty that should
affect the attack roll (which should be -1 CBT).
ENTANGLE
If a unit with this ability is engaged with another unit HARMLESS
whose base is equal or smaller, then the other unit The unit has no control area.
cannot Retreat.
HEALER X
ERRATIC MOVEMENT X This ability is an exhausting power. A unit with this
The unit receives a +x DEF bonus (with a maximum DEF ability must therefore perform a Focus action during its
of 5) when it becomes the target of a ranged attack. activation to be able to use it.
The unit can return x Life Points to itself or any allied
EVASIVE unit it is in contact with. This ability cannot be used to
This ability can only be used if the unit and at least heal an Invulnerable unit.
one of its allies are engaged with the same enemy unit.
During its activation, the enemy unit cannot choose the HEAVY
Evasive unit as a target. If all the units in contact with an Weapon ability
opponent unit possess this ability, the player who controls A unit carrying a weapon with this ability cannot
them decides which of them will fight the enemy unit. move during a ranged attack action.
EXPERTISE HUGE
To use an exhausting power, a unit with this abil- When this unit performs a Retreat action, after the
ity must perform a Concentration action (instead of a one-sided attack it can then move as if it was perform-
Focus action). Any effect that usually requires a Focus ing a Run, Attack or Charge action. This movement
action may be used by this unit by performing a Con- replaces the movement of Retreat.
centration action instead.
IMMUNITY (KEYWORD)
FANATIC This unit is naturally immune to a certain type of
As soon as this unit enters the Wounded state, the damage or attacks (Life drain, fire, poison, blunt weap-
unit is not affected by the usual modifiers but by the ons, ranged weapons, etc.). It will therefore not suffer
following ones: -1 MVT, -1 SHS, +1 CBT, +1 DEF (5 maxi- any damage coming from such a source.
mum), +1 FTH. However, if specific states are associated with the
On the stat cards, a unit’s “Fanatic” scores are indi- effect, the unit will still be affected by them. It may
cated in green. therefore be Knocked down, Stunned... A unit that is
Immune to fire can still be affected by a Consumed
FAST X state, it will just not suffer the damage from it.
When it performs a Charge or Run action, a unit with
this ability will be able to move up to x fathoms more
36
IMPRESSIVE LEVITATION
This unit can be targeted by a shooter even if it is not The unit’s movement is not hindered by Difficult ter-
the closest unit. If a shooter has a clear line of fire for rain but remains affected as usual by all the other ter-
several units with this ability, it can choose which one rain abilities (Impassable, etc.). It can move over units
to target (but it doesn’t have to choose any of them). that are less than 3 fathoms tall, but it is affected nor-
mally by control areas. The unit cannot, however, end
INSIGNIFICANT its activation on another miniature.
This unit is not included when calculating Domina- A lemure with this ability will be able to Levitate
tion (neither for calculating the basic score, nor when it over Difficult parts of scenery, but it can only end its
comes to working out who has lost the fewest units) activation there if it also has the Strider ability.
37
38
SNIPER
The unit does not have to pick the
nearest enemy unit as its target. It
can shoot any target to which it has a
clear line of fire.
SPIRITUAL DAMAGE
Weapon ability
When this unit performs an attack
sequence, its opponent’s Faith stat is
removed from the Damage inflicted,
instead of its Protection stat.
Being an Unbeliever is not a pro-
tection against Spiritual damage.
STRIDER
This unit does not have to pay
1 CMD point to be able to Run or
Charge through Difficult terrain. A
lemure must have this ability to be
able to enter and/or end its activa-
tion in Difficult terrain.
TELEPORTATION
A unit with this ability cannot
perform a Run, Charge or Retreat
action. This unit’s movements are
not hindered by terrain or by other
units. The unit cannot, however,
end its activation inside another
unit or within Impassable terrain.
The unit is not affected by control
areas during its movement, unless it
starts or ends its movement in one
(for example, it must pay 1 CMD to
leave the control area of an enemy
unit). However this ability cancels
out an Attack of Opportunity if
this unit ends its move in contact
with a unit with that ability. During
a Mêlée action, it behaves like any
other unit. UNCONTROLLABLE
You must spend 1CMD when activating this unit to
TENACIOUS X perform an action other than Attack, Walk or Mêlée.
The unit receives a bonus of +x CBT if an enemy unit This cost in CMD is not considered an order. If the
comes into contact with it while it is waiting. player controlling this unit doesn’t want to spend
any CMD, the unit can still be activated, to take no
TERROR X action.
All enemy units in contact with this unit are affected
by a -x CBT penalty. A unit can only be affected by one VICIOUS X
Terror penalty at a time (use the Terror rating with the This unit gets a bonus of +x CBT when it performs
largest penalty). any kind of one-sided attack on an enemy unit.
39
onstructing Your
C Company
Before beginning to raise Companies, the two players
must decide on the number of Army Points (AP) they
will have to spend on their troops. A basic Hell Dorado
box is worth 200 Army Points. The standard size of a
Hell Dorado game is therefore 200 Army Points.
xample: a Limited 6 trooper unit You can hire as many troopers, Mercenaries or
belonging to a 200AP army can only not, as you like, as long as you comply with the
be hired 6 times. Unfortunately, this basic Command score of your Company.
Company only has a basic Command score of
5. Therefore, only 5 of this unit can be hired. xample: the basic Command score of
your Company is 7, and you should be
Obviously, the AP total of all the units in a Company able to hire 7 troopers. However, 2 of
must not be any higher than the total that was decided your 7 command points are provided by an
upon to begin with (generally 200 AP). independent Mercenary unit. Therefore, you
can hire up to 7 troopers but if you choose
to hire more than 5, the last 2 will have to be
Recruiting Mercenaries Mercenaries.
40