Within the game rules there are some basic concepts and terms to be familiar with,
here is a guide to some of the main ones.
Dice Types - d2, d3, d6, 2d6, etc. This is a common wargame terminology;
the first number tells how many dice to roll, and the d# describes what type of
dice to roll. Armies of Arcana was designed to only require the normal six sided
dice. d6’s can be used to roll d3’s: 1 - 2 = 1, 3 - 4 = 2, 5 - 6 = 3.
d6 dice are used in the game are they are readily available. The general dice
convention for Armies of Arcana is that low dice rolls are good and high rolls are bad, in the unit profiles the numbers
given in the tables are the number the dice roll must be lower than or equal to in
order to count as a successful roll.
Engaged Units - When enemy units are in contact they are considered engaged with each other,
indicating melee (hand-to-hand) combat is occurring. An engagement or a melee both
refer to a cluster of engaged units.
Turns - The basic order of the game is determined by game turns.
One game turn is the time it takes for all players to complete all six phases in
the turn, before starting over again. Most games last 5 to 8 turns, and a turn typically
takes 10 to 20 minutes of real time depending on the number of units and amount
of engagements to be resolved in the turn.
Charges - When one unit moves to begin an engagement with another
enemy unit. Armies of Arcana offers no particular bonuses to the unit which makes
the move to engage, as it is assumed the other unit was simultaneously moving to
engage as well, or was bracing for the attack. Charge markers are provided in the
templates to help you remember what units were charging in the turn.
Phases - Phases break up turns into particular events; players
move in the movement phase, cast spells in the magic phase, fire missiles in the
missile phase, fight hand-to-hand combat in the melee phase, and resolve behaviour
tests in the morale phase. All players complete the current phase before the next
phase is started.
Base Units - When a game is played, players should agree to a particular
size of figure to play with. To allow players to use any line of figures they like,
figures are placed on consistently sized bases. For example, players using 25/28mm
should mount infantrymen on 25mm (1") square bases, players using 15mm figures should use 15mm square bases.
Larger models then get placed on multiples of these bases. A cavalry figure would
be placed on 2 bases, an ogre sized figure on 4 bases and a giant figures on 9
bases. Thus, in 28mm scale a centaur (base 2) would have a 25mm by 50mm base, a Troll (base 4)
would have a 50mm by 50mm base, and an adult dragon (base 9) stands on a 75mm by 75mm base.
A base ½ model is on a base that has half the surface area of a base 1 (for
25mm this would be around 17 to 18 mm).
Units - Any model or group of models that make up their own fighting
force. For example, 20 spearmen and their leader, a vehicle with its draft animals
and crew, or a single monster are all considered to be units.
Units have profiles which are used to resolve the phases. Explanations of the terms
and an example are shown below.
This is name of the troop type
Victory Points. This is the relative cost of the unit
This is the maximum distance in inches the model can move in a single movement phase.
This box will also include any terrain bonuses and the flying distance in inches if
the unit can fly
This is the number of successful hits a model can take before it is considered fallen or dead
and can no longer fight in the game
Indicates the level of protection against hits. Roll equal to or lower than this number
to save. The box also will contain special abilities realating to the save. Shields give +1 to the
save for missile attacks.
Indicates the level of protection against magical attacks. Roll equal to or lower than
this number to save. Indicates if the unit is sensitive or immune to certain types of magic
Indicates the bravery of the unit. Roll 2d6 less than or equal to the number to pass a morale test
Shows the number of attacks, the skill and the strength plus any bonus or penalties.
Some units have a choice of attacks (denoted by or) some have different attacks - for example cavalry
will often get one attack from the rider and one from the mount
Shows the range, number of attacks, skill, strength and any bonuses for ranged attacks. Some units
have multiple missile choices
Indicates the base size, and special bonuses or attacks. Also indicated are any extra
points costs for options (such as infiltration) and elite status
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xbow (18") 1/2 Str (2)