Basic Impetus Fantasy
Basic Impetus Fantasy
Basic Impetus Fantasy
By
Andrea Canonico & Jacopo Solcia
info@nonsolowargame.it or jacopo@labattagliadeigiganti.net
These rules where tested, tried and retested with Pier Paolo Resmini e Francesca D’Alfonso.
Thanks to all the members of the Impetus forum for supporting and helping us.
http://impetus.forumsland.com/impetus.html
Special models
STEAM CHARIOTS, CARROCCIOS AND CONTRAPTIONS OF WAR
In the best tradition of steampunk fantasy, we couldn’t resist the opportunity to bring
to our tables these fabulous models. They are not subject to any special rules and
depending on their armament and equipment, count as either Wagenburgs or Chariots
as per the rules in BI/I.
MONSTERS (M)
Another category that we can’t skip in a fantasy world is Monsters. In BIF we
broadly class monsters as any creatures of larger than human size, which can be a
single giant creature or a group of smaller creatures acting as a “unit”. For example, a
“Monster” unit could be one Troll, or a base of three Trolls, one large Dragon, or a
couple of smaller ones, one huge rabid wolf or a base full of ordinary wolves, the
difference will be the combat factors of the unit.
All Monsters have Monster ability which distinguishes them from other units. A unit
with this ability is always considered as Mounted in regard to shooting. They will
Abilities
The following list of abilities doesn’t want to be a definitive guide on this argument,
but a guide for players and fiends. Of every ability is given the name and its effects.
* An unit having Giant ability should be put on a base half the normal width for its type but
standard depth. However if the model’s dimensions require a bigger base, adjust it to fit the
purpose.
Note from Authors: if in a Melee, 2 or more allied units with different base widths
are involved, the unit more of its base edge in contact with the enemy is considered
the principal one involved in combat. If it’s not possible to tell which one is the
principal unit, like in a charge on both flanks for example, the unit with the present
higher VBU value is the principal one.
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Elemental/Supernatural
With this description we mean all those creatures which, though they fight on the
Material Plane, have origin in another one, like Elementals of Water or Air rather than
beings from Light or Darkness Plane for example. Also Golem made of an element
can be considered like Elementals of that element.
The main peculiarity of these beings is their supernatural toughness and resistance to
damage. To them are thus applied the following and further rules:
• Units equipped with this ability always test, for Damages or other cases, with
their maximum VBU as long as it is more than half, round up. Than the VBU
value is fixed. They will fight with normal VBU value, but will always test
with this fixed VBU to perform Cohesion Test or other tests.
• If the attack comes from an opposite Elemental, than use actual values.
As such they fight and test with their actual VBU value when fighting against
rival ones. Elementals fight and perform tests against Supernaturals using their
actual VBU, but the Supernaturals use their fixed VBU against them.
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Note from Authors: this rule prevent an unit with VBU 1, but with abilities wisely
chosen, charging an enemy one but as supporting unit and becoming the decisive
element of the present Melee, if not of the entire game.
LARGE UNITS
It’s possible to form permanent large units containing FL, FP, T or S classification
troops from the beginning of the game. These Large Units are formed by placing one
unit base directly behind another, they can be both of the same type or different. If
they are the same they must have the same characteristics, including abilities, and the
second rank will provide support. If they are of different types they can have different
values and characteristics, but the second rank will not provide any support.
Characters (CH)
Every true fantasy army, besides its General, can count on help from powerful heroes
and mighty wizards to beat its enemies. In order to introduce this vital aspect of any
fantasy setting, we allow players the option to choose one or more Characters from
those listed below. The same type of Character can be selected more than once in
accordance with the army list.
Whereas the General can only be included in an already existing unit, representing
the leader of the army, Characters are provided two options: they can be added to an
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Note from Authors: as modellers we can’t miss the chance to create some little
dioramas with few figures.
Note from Authors: in case of hand to hand combats involving a unit and
Independent Characters against an enemy unit, the unit more of its base edge in
contact with the enemy is the principal unit. If it’s impossible to tell which has more
in contact, the one with the present higher VBU in the principal unit.
- All is lost save honour = If the Generals unit was the principal unit involved in a
melee and was beaten, he can choose not to Retreat. This ability can be used once per
game.
-Stand Firm Men! = Once per game the General can give a friendly unit the
opportunity to re-roll a dice in the Cohesion Test. The General must be still on the
battlefield.
- Blessed by Fate/by Gods = If he has lost his last VBU point, roll 1d6. With a score
of 5+, it’s saved.
- Stand Firm Men! = Once per game the Hero can give a friendly unit the
opportunity to re-roll a dice in the Cohesion Test. The Hero must be still on the
battlefield.
Note from Authors: even if more than one ability permits it, it is not possible to re-
roll a dice more than once in the same circumstance.
Wizard:
Whether called Enchanter, Necromancer or White Sorcerer, his proficiency and
power with arcane spells make all fear him. The Wizard can have one or more of the
following spells.
A Wizard can use only 1 spell per turn, whether it’s his phase or enemy’s one. If both
players intend to use a spell at the same time, these will be resolved giving
precedence to Active player’s one. Unique exception is the spell Counterspell. This
spell has the precedence and, if it succeeds, counters directly the enemy’s one. Spells,
except Summon magical unit which can only be cast successfully once, can be used
many times during the game.
- Fireball = Roll 1d6. With a score of 5+, the Wizard succeeded to channel mystic
energies against the enemy. Be they flaming sphere-shaped or other forms, the result
is the same. The Wizard rolls 4d6, inflicting damage with 6 or double 5 as normal.
This spell has a 20 U long range. He must be able to see the target, like every
shooting unit. It makes no difference if the enemy is Mounted, Monster or Giant. If
Wizard moves, he suffers the usual movement penalties provided in Basic
Impetus/Impetus.
- Death touch = When the Wizard is attacked in a hand to hand the player who
controls him can decide to summon short range powerful enchantments. Roll 1d6.
With a score of 4+, every 1 rolled by enemy becomes a 6 rolled by Wizard himself.
The Wizard rolls his dice as normal. If the enemy unit has an ability which allows it
to re-roll some dice, it can do this without counting any 1 rolled in this re-roll like a 6
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- Summon magical unit = It doesn’t matter if they are from Good, Evil or any other
power, a Wizard can form alliances and get favours from extra planar beings. The
player has to prepare a unit base before the game. This base will represent the extra
planar allied force that is being summoned.
In any turn that the Wizard doesn’t move, he can roll 1d6. With a score of 6+, he
summons that base directly in front of him, touching his own base, and facing the
enemy. There must be enough room for the summoned unit. For every consecutive
turn in which the Wizard doesn’t move, doesn’t attack or cast any spell, he gains a
bonus of +1 to his score for summoning the magical unit. The bonus is cumulative.
The summoned unit has the following characteristics:
- Stop unit = Range of 20 U. This spell can be cast on any enemy unit within line of
sight from (by) the Wizard. Depending which type of unit the Wizard wants to stop,
he has to score a specific value on 1d6. If successful the target unit will not move
during its next Movement phase. It can be cast on an unit involved in hand-to-hand
combat. If the target unit is equipped with Ranged Weapons, it can use them, but with
-1 to its VBU.
- Make agile = Range of 10 U. This spell can be cast on any friendly unit within line
of sight from the Wizard Roll 1d6. With a score of 5+, in that turn the unit can pass
through any terrain which would disorganize it without being disordered. This spell
must be cast before the unit’s Movement.
- Create chasm = The Wizard can ask or control, in accordance with his alignment,
the help of the natural powers. Roll 1d6. With a score of 5+, the Wizard can place
until the end of the turn a special terrain, with dimensions of 5Ux5U, impassable for
every unit, but Flying or Floating. This special terrain must be within 10 U from the
Wizard and in his line of sight. The area must be free from any unit.
- Counterspell = If an unit within 25U from the Wizard, even if out of sight, is
targeted by spells, the Wizard can try to scatter that spell. Roll 1d6. With a score of
5+ the spell is countered. If an enemy caster is targeting himself, the spell can also be
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Cleric:
He spreads his God’s word, be that God Good or Evil. The Cleric can have one or
more of the following spells.
A Cleric can use only 1 spell per turn, whether it’s his phase or enemy’s one. If both
players intend to use a spell at the same time, these will be resolved giving
precedence to Active player’s one. Unique exception is the spell Counterspell. This
spell has the precedence and, if it succeeds, counters directly the enemy’s one. Spells,
except Summon magical unit which can be used once when successful, can be used
many times during the game.
- Fortify = this spell make the men hold up. Roll 1d6. With a score of 4+, the Cleric
or a unit within 10 U in clear line of sight doesn’t suffer from Fear during the present
turn.
- Heal = Thanks to the Cleric’s prays, his god intervenes to heal wounds. Roll 1d6.
With a score of 4+, the Cleric or a unit within 10 U from him, even if not in clear line
of sight, regains 1 point on his VBU. Neither the Cleric nor any other unit can go
over their initial VBU value. Any lost Impetus can’t be recovered.
- Faithful’s wrath = The Cleric asks the god to turn his angry eyes on the enemies.
This spell can be cast only if the Cleric or an unit within 10 U from him, even if not
in clear line of sight, is involved as the principal unit in a hand to hand fight. Roll
1d6. With the score of 5+, the Cleric or that unit adds 4 dices during the present
Melee.
- Summon magical unit = It doesn’t matter if they are from Good, Evil or any other
power, a Cleric can ask his god to help him with minor powers. The player has to
prepare a unit base before the game. This base will represent the extra planar allied
force that is being summoned.
In any turn that the Cleric doesn’t move, he can roll 1d6. With a score of 6+, he
summons that base directly in front of him, touching his own base, and facing the
enemy. There must be enough room for the summoned unit. For every consecutive
turn in which the Cleric doesn’t move, doesn’t attack or cast any spell, he gains a
bonus of +1 to his score for summoning the magical unit. The bonus is cumulative.
The summoned unit has the following characteristics:
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- Create chasm = The Cleric can ask the gods of nature to help him. Roll 1d6. With a
score of 5+, the Cleric can place until the end of the turn a special terrain, with
dimensions of 10Ux10U impassable for every unit, but Flying or Floating. This
special terrain must be within 15 U from the Cleric and in his line of sight. The area
must be free from any unit.
- Modify terrain = Asking or imposing the nature gods to help, the Cleric is able to
change the terrain on the battlefield. Select a single area no larger than 10Ux10U in
clear line of sight from the Cleric. Roll 1d6. With a score of 5+, the Cleric can modify
until the end of the turn a terrain by one class, up or down. A broken terrain may
become difficult or open. The area must be free from any unit and must be
completely within 15 U from the Cleric.
Explorer:
Maybe inconspicuous on the battlefields, but useful before the battle to surprise the
enemy and to discover new paths for the troops. At the beginning of the game the
army which includes the Explorer can roll 3d6, always choosing only 2, to decide
who has the initiatives. If the result of the chosen 2d6 is equal or more than half of
that scored by the enemy, the player can remove or re-locate a single piece of terrain,
moving it up to 10 U in any direction.
The Explorer can be equipped with one or more of the following spells.
- Create chasm = The Explorer can ask the nature to help him. Roll 1d6. With a
score of 5+, the Explorer can place until the end of the turn a special terrain, with
dimensions of 10Ux10U, impassable for every unit, but Flying or Floating. This
special terrain must be within 15 U from the Explorer and in his line of sight. The
area must be free from any unit.
- Modify terrain = Asking or imposing the nature to help, the Explorer is able to
change the terrain on the battlefield. Select a single area no larger than 10Ux10U in
clear line of sight from the Explorer. Roll 1d6. With a score of 5+, the Explorer can
modify until the end of the turn a terrain by one class, up or down. A broken terrain
may become difficult or open. The area must be free from any unit and must be
completely within 15 U from the Explorer.
- Make agile = Range of 10 U. This spell can be cast on any friendly unit within line
of sight of the Explorer. Roll 1d6. With a score of 5+, in that turn the unit can pass
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Hero:
If included in a unit, the Hero can be equipped with one of the following
characteristics.
- All is lost save honour = If his unit has lost a Melee in which it was the principal
unit, he can choose not to retreat. It can be used only once per game.
- Stand Firm Men! = Once per game the Hero can give a friendly unit the
opportunity to re-roll a dice in the Cohesion Test. The Hero must be still on the
battlefield.
Wizard:
If included in a unit, the Wizard can be equipped only with up to 2 spells from the
previous list of Wizard’s spells.
Cleric:
If included in a unit, the Cleric can be equipped only with up to 2 spells from the
previous list of Cleric’s spells.
Explorer:
If included in an unit, it must be FL or CL. The Explorer adds 2 to the roll to
determinate which player deploys first.
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BIF list
A special General can be included in one of the CM, giving it a VD 4. The General has Strategist.
FP can form Large Units.
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A special General can be included in one of the CM or FP, giving them a VD 4. The General has
Strategist with an additional cost of 5 pts.
FP with VBU 3 can form Large Units.
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BIF list
The General included in the FP or in the CP (see options) has Strategist, giving them a VD 4. The
Sacred Order includes a Cleric equipped with Protect and Fortify spells.
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A special General can be included in one of the CP or FP, giving them a VD 4. The General has
Strategist with an additional cost of 5 pts.
The Sacred Order includes a Cleric equipped with Protect and Fortify spells.
The Hero’s retinue includes a Hero equipped with Stand Firm Men!
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BIF list
A special General can be included in one of the CP or FP, giving it a VD 4. The General has Stand
Firm Men!
FP Black Orcs Guards can form Large Units as front rank.
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A special General can be included in one of the CP, FP or CGP, giving it a VD 4. The General has
Stand Firm Men! with an additional cost of 5 pts.
FP with I 4 can form Large Units as front rank.
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BIF list
A special General can be included in the CM or FP, giving them a VD 4. The General has All is lost
save honour.
The FL includes a Hero equipped with Stand Firm Men!
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A special General can be included in the CM or FP, giving them a VD 4. The General has All is lost
save honour.
FP can’t form Large Units.
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BIF list
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BIF list
A special General can be included in one of the CP, giving it a VD 4. The General has Stand Firm
Men!
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A special General can be included in one of the CP, giving it a VD 4. The General has Stand Firm
Men! with an additional cost of 5 pts.
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