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An Avalon Games Product, All rights reserved, Version 1.0, 2010
All comments, suggestions and contacts can be made at
Avalon Games Company, [email protected]
Or visit
Avalon Games at
www.avalon-games.com
Game design, artwork and layout by Robert Hemminger
Edited by Peter Dodges
Lead Play Tester Josh Stevens
Lead story by Josh Kemp
Some art by Sade
Photos by Rob Walker of GMI
!
http://www.avalon-games.com/http://www.avalon-games.com/http://[email protected]/http://[email protected]/8/6/2019 AVG 3200-01 Free
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The Charge
Introduction
Getting Started
Types of Units
Base SizeSteam Points
Unit Activation
Movement
Turns
Terrain Effects
Attacking With A unit
Taking Damage
Arc of Fire
Line of Sight
Crush Attacks
Ram AttacksDamage
Critical Hits
Batteries
Close Combat
Moving into Close Combat
Disengaging From Close Combat
Overrun
Close Combat with Steam Tanks
Infantry Morale
Steam Tank Construction
Infantry UnitsCharts
Turn Templates
Scenarios
Data Sheets
Black Data Sheet
!Contents
Page 2
Page 5
Page 6
Page 7
Page 7Page 8
Page 8
Page 9
Page 10
Page 11
Page 12
Page 12
Page 13
Page 13
Page 14
Page 15Page 16
Page 17
Page 18
Page 19
Page 19
Page 19
Page 21
Page 21
Page 21
Page 22
Page 30Page 31
Page 32
Page 33
Page 36
Page 38
Provided in this sample edition of Leviathans is a
simple set of rules for you to play around with thegame. it is not intended to be a full game, but
only a sample of the system. To buy the full
game, go to any one of the many site we sell our
games on and purchase and any
of our other great games.
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!Introduction
Leviathan offers a simple to play set of rules for
the construction and engagement of
steampowered war machines and the infantrywhich support them. Based loosely on the
Victorian steam punk genre, the system is
designed to allow players a =lexible system for
building and setting up battles for these forces.
The game is designed to allow players to kit
bash whatever sort of Steam Tank they want,
allowing their imaginations to run free and their
modeling skills to really take hold.
Fully designed to allow players to use whatever
=igures and miniatures they have on hand, thesystem is meant to allow players all the freedom
they need, while giving them simple to follow
guidelines and a system for waging
steampowered war.
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Players should start by picking a scenario. The
scenario includes instructions for the players to
select their forces and constructing their SteamTanks. Once both players have decided on their
respective battle forces they should follow the
instructions in the scenario for setting up the
battlemap, de=ining battle=ield boundaries,
placing terrain features, placing units, etc.
Players are now ready to begin.
At the start of each turn both players roll 1D20.
The player with the highest roll becomes Player
1. Both players then determine the number of
steam points available by rolling 1D6 for eachof their functional Steam Tanks. The result of
each die roll is added to the number of steam
points generated by the tank's boiler. The
players place markers on the Data Sheets for
each Steam Tank indicating the number of
steam points it has for the turn.
In general, steam points cannot be saved from
turn to turn. Any unspent steam points are lost
once a player completes all actions for a tank.
Tanks equipped with Improved Boiler Tanksare an exception. (See Improved Boiler Tanks
under Steam Tank Construction: Miscellaneous
Gear and Options.)
Player 1 then selects and activates one of their
units. When they have completed all of the
actions for the unit they places an Activated
marker on it. (This can be any sort thing on
hand, from glass beads to coins or dice) Player
2 then selects and activates one of their units,
placing an Activated marker on it when theunIT has completed its actions. Players
continue alternating until all units for one
player have Activated markers. The player with
remaining unactivated units then proceeds to
activate the remaining units, completing each
unit's actions before selecting another unit.
After all units
have been activated the turn is complete.
Players then begin a new turn by rolling to
determine Player 1 and generating steam
points. The game progresses by turns until the
victory conditions outlined in the scenario are
met by one of the players.
Order of Play
1. Roll 1D20 for initiative
2. Roll 1D6 for each tank
3. Indicate steam points for each tank
4. Player 1 activates a unit and conducts
actions.
A. Reduce steam points as appropriate
B. Place Activated counter on unit.
5. Player 2 activates a unit and conducts
actions.6. Repeat steps 45 until one player has
activated all units.7. Player with remaining unit activates and
conducts actions.
8. Repeat step 7 until all units have been
activated.
9. Remove all Activated counters.
10. Begin a new turn.
!Getting Started
In general, steam points
cannot be saved from turnto turn. Any unspent steam
points are lost once a player
completes all actions for a
tank. Tanks equipped with
Improved Boiler Tanks are
an exception. (See Improved
Boiler Tanks under Steam
Tank Construction:
Miscellaneous Gear
and Options.)
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Leviathan uses several different types of units
which can be divided into two basic categories:
Infantry and Steam Tanks.
Infantry units represent all nonSteam Tank
forces, including foot soldiers, cavalry and
artillery. Each unit is represented by one or
more stands. Each stand may contain one or
more =igures. Figures represent anything from a
single of=icer to a group of soldiers or a cannon
and crew.
Steam Tank units represent a single,
steampowered war machine. The term Steam
Tank is generally applied to any steampoweredmachines, ranging from small twoman tanks
with a single gun to lumbering leviathans with
a crew of ten and a dozen weapons. It can even
apply to steampowered =lying machines. Each
=igure represents a single machine.
!Unit Types
!Base Size
All units in the game must be set on a standardsized base. All Infantry bases are square. Steam
Tank bases can vary. The following base sizes
are recommended for each unit type.
These bases sizes work best for 1/72 scale or
15mm Infantry =igures although =igures of any
scale can be used.
Foot Soldiers: Figures on a 40mm base; three stands per unit
Of\icer (On foot or mounted): One =igure per 20mm base.
Cavalry: Figures on a 40mm base; two stands per unit
Artillery: One cannon per 40mm base, includes crew
Small Steam Tanks: One per 50mm baseMedium Steam Tanks: One per 50mm x 100mm base
Large and Huge Steam Tanks: One per base. (Base dimensions can vary. They should be bigenough to =it the =igure.)
The army sprawled out across
the hill like a massive serpent.
Iron plated Leviathans
trudging forward in the lead
with ranks of massed infantry
behind them. In the distance
the artillery thundered.
For King and Country! The
lieutenants voice rang out in
time with the trumpet
sounding the charge. With a
cry that howled out like one
voice the Fighting 25th rushed
forward across the battlefield.
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At the start of each turn, both players roll a
single 1D6 for each Steam Tank they control.
The result is added to the number of steam
points generated by each tank's boiler. Players
should place a marker in the boiler chart of
each Steam Tank Data Sheet to indicate the
number of steam points that tank has available
for this turn. Steam points are spent when the
tank is activated and conducts actions. When a
tank runs out of steam points, it can no longer
conduct actions and its turn is =inished.
In general, steam points cannot be saved,
traded or stolen, and any unused steam points
are lost at the end of the turn. Steam Tanks can
be constructed with special equipment to avoid
this limitation. (See Steam Tank Construction.)
When activated, an Artillery unit may conduct
one of three actions: attack, change facing, ormove. When an Artillery unit is activated on the
turn following a move, the player rolls 1D20. On
a roll of 10+ the cannon crew has completed
their set up and the unit may attack normally. If
the roll fails, the crew is still setting up at the
new location; the unit may not attack until the
next turn.
Example
Ted's Foot Soldier unit is getting frighteningly
close to Paul's Artillery unit, within one doublemove. Rather than risk close combat, Paul
decides to move his artillery away. He moves the
maximum distance and, as part of the move,
turns the unit so it faces Ted's Foot Soldier. On
the next turn Ted could take a ranged attack, but
decides the odds are better when he is closer; he
orders his troops to advance. Now it's Paul's
turn again. He rolls the die to see if his Artillery
unit successfully completed their set up. The roll
is a 7; the unit is not set up and cannot attack
normally this turn. As they have =ield tocomplete their set up the cannon until can do
nothing more this turn, but will be able to =ire
next turn without having to roll.
If an Infantry unit, this includes Foot Soldier,
Cavalry and Artillery unit, is locked in close
combat the only actions available are to conduct
a single close combat attack or to disengage by
conducting a standard move away from the
combat. The unit may not make a ranged attack
or make a march move, if disengaging, the unitmay not then engage a different enemy unit.
When activated, Steam Tank units may conduct
several actions. The number and type of actions
depend on the tank's equipment, condition and
steam points. The number of actions is limited
by their cost in steam points. (Refer to the Steam
Tank Data Sheets for details on the cost of each
activity.)
!Steam Points
!Unit Actions
During a game turn players alternate moving
and conducting actions for their units. Each
unit may only be activated once per turn. Player
1 places an Activated marker next to anactivated unit after it has completed its actions.
Player 2 then activates and conducts actions for
one of their units. Players continue alternating
activations until all units for one player have
been activated. The player with remaining
units then proceeds to activate them one at a
time, completing all actions for each unit before
selecting another unit. When all units have
completed their activation, players remove the
Activated markers and continue with a new
turn.
When activated, a Cavalry or Foot Soldier unit
may conduct a single move action and a single
ranged attack action. These actions may be
conducted in any order, move =irst then attack,
or attack =irst then move. The unit is not
required to move or attack; it may move only, or
attack only, or do nothing, at the player's
discretion.
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Steam Tank actions may be conducted in any
order. A Steam Tank can move, attack with a
weapon, move again, attack with other
weapons, and then move some more. As long as
it has unused steam points it can continue to
conduct actions.
Each Steam Tank ranged weapon may be =iredno more than once per turn. If the tank has
multiple weapons (and enough steam points), it
may =ire any or all of them in the same turn.
Steam Tank melee weapons may be used more
than once, but each use requires the
appropriate expenditure of steam points and all
uses of a given weapon must be directed at the
same target.
March
Foot Soldiers and Cavalry units may conduct a
March movement action. This action allows the
unit to move at twice their base movement rate.
A unit which conducts a March cannot conduct a
ranged attack in the same turn.
ChargeFoot Soldiers and Cavalry units may conduct a
Charge movement action. This action allows the
unit to move at twice their base movement rate.
If a unit ends a Charge in contact with an enemy
stand, they may conduct a close combat attack.
A unit which conducts a Charge cannot conduct
a ranged attack in the same turn. A unit which
conducted a charge gains a bonus in its combat
rolls.Movement
All units have movement ratings measured in
inches. All movement is measured from the
leading edge of the unit's base. Stacking is not
allowed, units cannot end their movement in a
space containing another unit, i.e. no part of a
unit's base may overlap another unit's base.
Infantry units may move through spaces
containing other friendly units, either infantry
or Steam Tank. Infantry units cannot movethrough spaces containing enemy units.
Steam Tanks cannot move through spaces
containing friendly units, either infantry or
Steam Tank. Steam Tanks can move through
spaces containing enemy infantry units by
conducting a Crush attack. (See Crush Attacks)
Steam Tanks cannot move through spaces
containing enemy Steam Tanks.
Steam Tanks with Treads or Wheels may movebackwards at twice the cost in steam points of
moving forwards. A Steam Tank with legs can
pivot freely and would therefore only pay the
double cost for moving backwards in the rare
situation in which it cannot pivot. Infantry units
can always pivot freely as part of their
movement and are never considered to be
moving backwards. Flying units may never
move backwards.
The gunner called out to the
rest of the crew, shouting over
the thunder of grinding steel.
Enemy Leviathan off the
starboard side! Shuddering
to a halt the crew brought
their cannon to bear on the
enemy across the hills and let
loose a deadly salvo.
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When moving, some Steam Tanks have slow
turn rates. Infantry and legbased Steam Tanks
have no such restrictions and may turn in any
direction at any time.
Steam Tanks with slow turn rates use the turn
templates. To make a turn, the player places
the correct template at the corner of the tank
which corresponds to the direction of the turn.
The player then moves the tank so that its base
follows the edge of the template. The distance
traveled for purposes of spending steam points,
corresponds to the template, moving along a 1
template counts as 1 of movement, moving
along a 2 template counts as 2 of movement,
etc.
Turn Options
While the turn template is a more accurate
means of dealing with turns, it can be
cumbersome. The following two options
sacri=ice detail and tactical considerations in
favor of faster play.
Option 1:
Allow all Steam Tanks to make as many turns
and in whatever direction they wish, as if all of
them were legbased.
Option 2:
Allow all Steam Tanks to make a single turn of
up to 45degrees at a cost of one steam point.
Legbased Steam Tanks can make a single turn
of up to 90degree at a cost of 1 steam point.
!Turns
!
"#$%&'(#!
")*+!
,-'$%!
The Leviathan rumbled
forward, rank upon rank of
infantry advancing on it.Ready lads! the Sergeants
voice called. They marched
forward, waiting for the
Leviathan to stop so they could
rush it. It was too late, much
too late, when the soldiers
realized their mistake: This
Leviathan wasnt going to stop.
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Terrain may affect the movement of a unit, depending upon the type of unit and the type of terrain.
(See the Fast Reference Chart for Terrain Effects on Movement) Terrain effects are applied to a unit
when any part of the unit's base touches the terrain.
If an Infantry unit is forced to enter restricted terrain it is destroyed.
If a Steam Tank is forced to enter restricted terrain it takes a single critical hit, the Tank's player
rolls once on the appropriate Critical Hit Chart.
Units which =ly may move over any space, regardless of terrain or occupying units. For simplicity,
though, the stacking rule still applies: a =lying unit cannot end its movement in a space containing
another unit.
When a Steam Tank enters a space with a building, the building is destroyed. The player replaces
the building with a Rubble marker. Units inside the building are affected by a normal Crush attack.
Wheeled Steam Tanks cannot enter a space with a building.
!Terrain Effects
Terrain Chart
Terrain TypeInfantry
Movement
Effects
Steam Tank
Movement
Effects,
Treads
Steam Tank
Movement
Effects,
Wheels
Steam Tank
Movement
Effects,
Legs 2 to 3
Steam Tank
Movement
Effects,
Legs 4 to 5
Steam Tank
Movement
Effects,
Legs 6 or more
Steam Tank
Movement
Effects,
Flying
To Hit Modifi
Open None None None None None None None None
Roads None None +1 per
SP SpentNone None None None None
Rough -1 None -2 per SP
SpentNone None -1 to be Hi
-1 per SP
Spent-1 per SP
Spent
Lt.
Woods-2
-3 per SP
SpentNone -2 to be Hi
-2 per SP
Spent-1 per SP
Spent
-1 per SP
Spent-1 per SP
Spent
Hvy
Woods-3 Cannot
EnterNone -3 to be Hi
-3 per SP
Spent-2 per SP
Spent
-2 per SP
Spent-1 per SP
Spent
Hills None None None -1 to be HiNone NoneNone None
Buildings None Crush None -2 to be HiCrush CrushCrush Crush
Water Cannot
EnterNone None
-3 per SP
SpentCannot
Enter
Cannot
Enter
Cannot
Enter
Cannot
Enter
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A unit needs to have line of sight (LOS) on its
target before it can attack. (See Line of Sight for
details) Some types of indirect =ire weapons
provide an exception to this rule.
Some types of terrain provide cover from
ranged attacks. If a unit occupies terrain which
provides 50% or more cover, the target number
needed to hit that unit is increased by 2.
Once LOS has been established, the player
declares the attack. If the attacking unit is a
Steam Tank, the player speci=ies which weapon
is being =ired and spends the appropriate steam
points. At this point, the player measures the
range in inches between the attacking unit andthe target. If the target is in range, the player
proceeds normally with the attack roll. If the
target is out of range, the attack fails
automatically and the attacking weapon or
Infantry unit may make no other ranged attacks
this turn. Note, the player must declare the
attack before measuring the range, and the
player can then take that measurement into
consideration when conducting subsequent
movement and attack actions.
The range between the attacker and the target
is always measured from the center of the
facing edge of the attacker's base in a straight
line to the closest edge of the target's base.
Example
Ted moves his Steam Tank a few inches
spending the required steam points. He then
declares he will =ire one of his cannons at a
target. Ted spends the steam points to =ire the
cannon and then measures the range to the
target. The target is out of range and the attack
has no effect. The tank still has steam points, so
Ted's next action is to move the Steam Tank
closer to the target, spending the required
steam points. He then declares an attack on the
same target using a different cannon. Because
of the =irst attack, he knows the target is now in
range of the second cannon. (Note Ted must use
a different cannon for the second attack. A
given weapon may only attack once per turn.)
Once LOS has been established, the attack
declared, appropriate steam points spent andthe range measured, the player rolls 1D20. If
the result is equal to or higher than the Attack
Target Number, the attack scores a hit. The
Attack Target Number is based on weapon,
range and other modi=iers.
Each weapon type or unit has a prede=ined
short, medium and long range for its attack.
The range to the target affects the Attack Target
Number. Short range reduces the Attack Target
Number by 2; medium range does not modifythe Attack Target Number; and long range
increases the Attack Target Number by 2.
!Attacking with a Unit
!Taking Damage
Each Infantry unit has a number of points it can
sustain in damage before being destroyed. In
general, Infantry unit stands are removed from
play to re=lect damage taken by the unit. (SeeMorale) When a Steam Tank is hit, it takes
damage to its armor or structure. The player
tracks this damage by =illing in one or more
boxes on the tank's Data Sheet. (See Damage
to Steam Tanks)
The Attack Target Number can also be modi=ied
by the terrain the target occupies. (See the Fast
Reference Chart for Terrain Effects on Combat)
The Attack Target Number cannot be higherthan 20, no matter how many modi=iers apply.
Any natural 20 result on an attack roll will
hit, regardless of terrain and other effects in
the game. Against Steam Tank targets, a natural
20 will always generate at least one box of
internal damage regardless of the target's
armor. (Bypass the normal damage procedures
and simply roll for a single box to be =illed in.)
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Foot Soldier and Cavalry units have a
360degree arc of =ire and may attack a target
in any direction. Artillery units have a
45degree arc of =ire to the front and may only
use their ranged attack against targets in that
forward arc.
Most Steam Tank weapons have a limited arc of
=ire. During tank construction, the weapon is
placed on the tank with a set facing: left, right,
front or rear. The weapon's arc of =ire is
determined by this facing and usually limited to
45 degrees. Wider arcs of =ire are possible. (See
Steam Tank Construction) A weapon can only
attack targets within its arc of =ire.
!Arc of Fire
!Line of Sight
An attacker must have a clear line of sight (LOS)
on its target before it can attack. Some types of
terrain can block line of sight. Other units,
whether friendly or enemy, block LOS. LOS is
drawn as an invisible line between the attackerand the target. The line starts at the attacker,
centered on the edge which determines the
weapon's arc of =ire. LOS is drawn to the closest
edge of the target. If the line crosses any
blocking terrain, or any other unit, the attacker
does not have LOS.
In general, true line of sight is used in this
game. If the player can see the target from the
weapon's angle, the player has LOS. Generally
the player must be able to see at least 25% of a
target to have LOS.
Flying units never block LOS. Flying units
always have LOS on all targets, regardless of
intervening units and terrain. Attackers always
have LOS on =lying targets, regardless of
intervening units and terrain.
!"#$%&!
'()*&!+,-&!
',.#!
The rumbling thunder of the cannons was constant,
seeming to shake the battlefield with its roar. The two
Leviathans facing each other spit shell after shell,
blast after blast, slamming into each other with every
ounce of their fire power. The hardened steel plating
that protected the crew inside buckled and dented,
but refused to cave under this withering assault.
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If at some point later in the battle, the Steam
Tank takes another hit to the same interior
component, it is considered a critical hit. The
target player allocates the damage to an empty,
undamaged box to the right or left of the rolled
component and =ills in that box. The target
player then resolves the critical hit roll.
If a Steam Tank takes a hit in a location whichhas no undamaged components all boxes are
=illed in then the target player must move the
damage either up or down to a new location
where it can be allocated.
If a Steam Tank has no undamaged components
in any location all boxes on the Data Sheet are
=illed in it is considered destroyed. The target
player places a Wrecked marker next to the
model. Wrecked Steam Tanks remain on the
battlemap, becoming terrain which can blockline of sight and movement.
Example
Ted just scored a hit of three points on Paul's
Steam Tank. The attack is coming from the right
side, so Paul =ills in the armor circles on the
right side of his Steam Tank's Data Sheet. After
the attack Paul's tank has only one point of
armor remaining on the right facing.
!Damage
Different types of Infantry units can take
different amounts of damage before being
destroyed and removed from the game.
Foot Soldier Unit Three hits per stand, nine per unitCavalry Unit Four hits per stand, eight per unit
Artillery Unit Two hits per stand.
In most cases, when an Infantry unit is hit, damage
is allocated to one stand of the owning players
choice. If any damage points remain after the
stand is destroyed they are allocated to the next
stand in the target unit, again of the owning
players choice. Damage from a single attack is
allocated to one stand at a time, destroying that
stand before the next stand in the unit takes
damage. (Damage allocated in close combat is
applied only to those stand(s) involved in the
battle, See Close Combat for details)
When a Steam Tank is hit, the player records the
damage by =illing in circles or boxes on the tank's
Data Sheet Armor circles are =illed in =irst,
followed by Damage boxes.
When a Steam Tank is hit, damage is =irst assessedagainst the tank's armor for that facing. Armor
points are assigned to each facing when the tank is
constructed. When the tank is hit, the player =inds
the facing on the tank's Data Sheet and =ills in a
number of armor circles equal to the points of
damage caused by the attack.
For a given facing, after all the armor circles are
=illed in, any additional damage points are
allocated to the Tank's interior. The target player
will =ill in a number of boxes equal to the points ofdamage remaining in the attack. To determine
which boxes are =illed in, the attacker rolls 1D20 to
=ind the interior location, and then another 1D20
to specify the component which was hit. The target
player =ills in the box corresponding to that
component. The target player then allocates the
remaining damage to adjacent components, =illing
in boxes to the right or left for each remaining
damage point.
The old generals face was weather
beaten, a silent testament to the
years he had spent commanding in
the field. He looked out over the
eager faces of the academy
students. His voice was a low scrape,
like a knife edge being pulled overcracked leather. A Leviathan is,
with modern weaponry,
unmatchable in raw power.
However it is important to
remember the speed and
maneuverability of your cavalry.
These forces are uniquely suited to
dealing with situations a Leviathan
never could.
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Later, Ted scores another hit to the right side of
Paul's tank, doing six points of damage. Paul
=ills in the last armor circle, and Ted rolls to
determine where the remaining damage will be
allocated. The roll is a 4. Referring to the
location chart on Paul's Data Sheet, the players=ind the tank has been hit on the mid line. Ted
rolls again to determine which interior
component was hit. He rolls a 5, which is
assigned to a boiler damage box. Paul =ills in the
box on the Data Sheet and also =ills in the =irst
box on his Boiler Damage Chart, reducing the
number of steam points the tank can generate.
He then continues to =ill in four more damage
boxes one for each remaining damage point.
He can =ill in boxes either to the right or left of
the boiler damage box which was hit. He alsoapplies any resultant effects of this damage to
his Steam Tank.
Later in the game Ted scores another hit, doing
three points of damage to the right side of
Paul's tank. The tank no longer has any armor
on the right side, so all three boxes of damage
will be allocated to interior components. Ted
rolls for location, again getting the mid line and
the same boiler damage box. Since this box is
already damaged (=illed in), Paul must move thehit either to the right or left, to the next
undamaged box of his choice. If there are no
un=illed boxes left in the mid line location, Paul
will have to move the damage up or down (his
choice) to a new location on the tank. In
addition, Paul's tank takes a critical hit because
the boiler damage box has already been hit.
Optional Rule
Cover affects which locations on a Steam Tank
can be damaged by an attack. If the target has 0to 49% cover, damage location is determined
normally. If it has 50% to 74% cover, only mid
and high locations can be damaged. Roll 1D20;
on 110, the mid location is hit, on 1120 the
high location. If the target has more than 75%
cover, damage is allocated to the high location
only.
When a Steam Tank takes a critical hit, the
target player rolls once on the Critical Hit Chart.
Results can stack if there is more than one
weapon destroyed result, more than oneweapon has been hit and wrecked. (See
damage description for details)
Explosion
The Steam Tank explodes is a spectacular
fashion, sending smoke and metal =lying all
across the landscape. The Steam Tank is
destroyed and any infantry units it was carrying
are also destroyed. Players roll 1D20 for each
unit friend or foe within 3 inches of the tank.
On a roll of 10+, the unit takes 1D3 hits. Thetarget player places a Wrecked marker next to
the Steam Tank.
Wrecked
The Steam Tank is wrecked and no longer
usable. The target player places a Wrecked
marker next to the =igure. If the Steam Tank
was transporting infantry units, the target
player rolls 1D20 for each unit. On a roll of 15+,
the unit escapes the wreck and is placed within
1 of the Steam Tank. If no space is open due toterrain restrictions, the stacking restriction or
other rules, the unit is destroyed
Bridge Destroyed
The Bridge has been destroyed and the com
mand crew slain. From this point on the Steam
Tank rolls 1D20 whenever it tries to conduct an
action. On a roll of 10+, it may conduct the
action normally. A failed movement action
means the tank can conduct no further
movement this turn. A failed attack actionmeans that weapon has completed its action
and may attempt no other attacks this turn.
!Critical Hits
8/6/2019 AVG 3200-01 Free
15/24
Boiler Damaged
The Steam Tank's boiler has been damage and
will produce fewer Steam points. The player
=ills in one box on the tank's boiler chart. This
result can occur more than once with each
occurrence reducing the number of Steam
points produced each turn.
Weapon DestroyedThe target player picks one of the Steam Tank's
weapons. The weapon is destroyed and can no
longer be used during the battle. (The target
player should mark off the weapon on the
Steam Tank's data.)Crew Shaken
The crew of the Steam Tank has been shaken,
temporarily restricting their actions. On its next
turn, the Steam Tank may either move or =ire its
weapons, but not both. The target player
chooses which of the two effects to apply. Anyinfantry units being transported are not
affected and may deploy normally.
Steering Column
The Steam Tank's steering column has been
damaged. The tank may no long change
direction, and can only move forward or
backward in a straight line.
Drive Shaft
The Steam Tank's drive shaft has been
damaged. Movement costs for this tank are
increased by 1 Steam point per inch. Multiplesoccurrences of this result will stack.Boiler Destroyed
The boiler has been destroyed, and the Steam
Tank can no longer produce steam to power its
systems. The player roll 1D205 to determine
the number of Steam points the tank has for the
rest of the game. These points cannot be
replenished, once they have been spent they are
gone permanently. Note: on a roll of zero or
less, the tank is immediately out of steam points
and considered wrecked.
8/6/2019 AVG 3200-01 Free
16/24
Terrain Chart
Terrain TypeInfantry
Movement
Effects
Steam Tank
Movement
Effects,
Treads
Steam Tank
Movement
Effects,
Wheels
Steam Tank
Movement
Effects,
Legs 2 to 3
Steam Tank
Movement
Effects,
Legs 4 to 5
Steam Tank
Movement
Effects,
Legs 6 or more
Steam Tank
Movement
Effects,
Flying
To Hit Modifi
Open None None None None None None None None
Roads None None +1 per
SP SpentNone None None None None
Rough -1 None -2 per SP
SpentNone None -1 to be Hi
-1 per SP
Spent-1 per SP
Spent
Lt.
Woods-2
-3 per SP
SpentNone -2 to be Hi
-2 per SP
Spent-1 per SP
Spent
-1 per SP
Spent-1 per SP
Spent
Hvy
Woods-3
Cannot
EnterNone -3 to be Hi
-3 per SP
Spent-2 per SP
Spent
-2 per SP
Spent-1 per SP
Spent
Hills None None None -1 to be HiNone NoneNone None
Buildings None Crush None -2 to be HiCrush CrushCrush Crush
Water Cannot
EnterNone None
-3 per SP
SpentCannot
Enter
Cannot
Enter
Cannot
Enter
Cannot
Enter
Crush Chart Terrain Type
Size of
Steam TankOpen
Woods
(Any Type)
Building
or Other
Terrain
Hills
Small
or
Medium
12+
to Kill
Stand
13+
to Kill
Stand
14+
to Kill
Stand
15+
to Kill
Stand
Large14+
to Kill
Stand
15+
to Kill
Stand
16+
to Kill
Stand
15+
to Kill
Stand
Huge16+
to Kill
Stand
17+
to Kill
Stand
18+
to Kill
Stand
15+
to Kill
Stand
Size ofSteam Tank
Small Medium Large Huge
Small 2 Hits 1 Hit 1 Hit 1 Hit
Medium 3 Hits 2 Hits 2 Hits 1 Hit
Large 5 Hits 3 Hits 3 Hits 2 Hit
Huge 8 Hits 8 Hits 5 Hits 8 Hit
Ram Chart
Order of Play
1. Roll 1D20 for initiative
2. Roll 1D6 for each tank
3. Indicate steam points for each tank
4. Player 1 activates a unit and conducts actions.
A. Reduce steam points as appropriate
B. Place Activated counter on unit.
5. Player 2 activates a unit and conducts actions.6. Repeat steps 45 until one player has activated all uni
7. Player with remaining unit activates and conducts act
8. Repeat step 7 until all units have been activated.
9. Remove all Activated counters.
10. Begin a new turn.
To Hit Modi\iers
Short Range +2
Medium Range +0
Long Range 2
Terrain Effects Various
Close Combat Modi\iers
Charged +1 to hit on \irst round of combat
8/6/2019 AVG 3200-01 Free
17/24
Hit
Location
Medium
1- 10
Hit
Location
Low
11 - 20
Base Steam
PointsGenerated
Base Steam
PointsGenerated
Base Steam
Points
Generated
Base Steam
Points
Generated
Structure CannonBoiler Boiler Boiler
TreadTread BoilerStructure Turret
1
Explosion
2 - 4
Wrecked
4 - 5
Bridge
Destroyed
6 - 7
Boiler Damaged
8 - 10
Weapon
Destroyed
11 - 14
Crew Shaken
15 - 16
Steering
Column
17 - 18
Drive Shaft
19 - 20
Boiler
Destroyed
1-4 5-8 9-12 13-16 17-20
1-4 5-8 9-12 13-16 17-20
1Explosion
2 - 3
Wrecked
4 - 5
Bridge
Destroyed
6 - 7
Boiler Damag
8 - 10
Weapon
Destroyed
11 - 14
Crew Shake
15 - 16
Steering
Column
17 - 18
Drive Shaf
19 - 20
Boiler
Destroyed
Base SteamPoints
Generated
Base Steam
PointsGenerated
Base Steam
Points
Generated
Base Steam
Points
Generated
Hit
Location
High
1 - 10
Hit
Location
Medium
11 - 15
HitLocation
Low
16 - 20
8/6/2019 AVG 3200-01 Free
18/24
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If you like this product, try other games from Avalon Games
Arcanum
An exciting adventure game of magic, glory and exploration. Set for 2 or more players,
the game uses a unique chip system to resolve all events and encounters. Now with fourgreat expansions.
Board Games
Avalon makes some great board games, great games at a great price. Arcanum, MysticAdventures, Dragon Lords and Junkyard Wars are but a few of our great titles.
Battle Tiles
Battle Tiles, Avalon Games, is a fun, and exciting way to improve your gaming
experience. Use these high quality map tiles to create new and challenging battle arenas
for your miniature gaming, or use them to create maps for role playing games of all types.
Each square is set to a 1" to 5 foot scale, and each tile is created so you can interconnectthem with other tiles to create massive settings for adventure and battle.
At a cost of less then fifty cents a page, and hundreds of possible combinations, you can'tgo wrong with Battle Tiles, so get started and have a battle to remember.
Avalon Clip Art
Avalon has tons of artwork, all ready for you to use. Great art for a great price is ourgoal, so grab a handful right away.
Character Portraits
Need a fast picture of what your character looks like. These professional, full color workswill fit the bill.
Each set comes with 10 full color portraits of different fantasy characters, each suitablefor use in all of the most popular role-playing games.
Sets 1, 2, 3, 4, 5 and 6 are all ready for download, so go get 'em.
Mini-Games
Avalon Games is happy to offer tons of little games, that we like to call Mini-Games,
and with over 30 titles, you are sure to find one or more games that will blow your mind.
Little, however, does not mean lame. No, these are great gaming gems, just in small bitesized forms. Fun, fast and cheap, they are a great way to get some gaming fun into a
short block of time. Have a look, you might be surprised at what you find.
Worlds of Wonder
Worlds of Wonder is a fast, simple to play RPG system designed for use by advanced
players who wish to create detailed characters without having to roll on endless charts
and deal with endless rules.
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After 30+ years of playing, running and designing games, be they RPGs or board games,
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Worlds of Wonder Expansions
Want more Worlds of Wonder? Try one of the many expansions for the system. More
monsters, foes, magic, skill sets and gaming stuff to keep you occupied for weeks,
months, hell maybe for a lifetime. Ever expanding, the WoW system is made for gaming
fun, so dont wait, have an adventure and enter Worlds of Wonder.
Arcana
Arcana is generic world, designed for use with any Fantasy RPG System, and so
the information presented here and in other Arcana expansions will of course be a
bit vague as to stats, levels and powers. The intention is to give the GM and
players a world rich in personality, history and depth, one where they can seek
adventure, but use any RPG system they feel most conferrable with.
The basics of the game world are presented here in the core book, but as
expansions are released, the complexity of the world will grow as more and more
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Arcana will become a vast world of detailed and expansive depth, one where that
you and your friends can full explore.
Game GeekAvalon's Monthly game magazine, inside you will find tons of gaming goodness, free
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Avalons premier game system the S&G battle system allows you to play skirmish level
engagements, and do so with a fast, easy to learn system that also allows for endless
expansions and genres. With S&G you can fight battles between fantasy based elves and
orcs, or blast off into the cold hard future with space marines and aliens.
Major
Glory
Lamia
Gyea
Weapons and Armor
Weapons As mod Damage mod Notes____
Scimitar -1 +1 -
Dagger +0 -1 -
Warlord Grom
Special Abilities
Health
8/6/2019 AVG 3200-01 Free
22/24
8/6/2019 AVG 3200-01 Free
23/24
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Battle Axe is a simple to play tabletop system for skirmish level
battles. Using cards instead of dice, you will find the game to be
less luck based and much more tactical in nature. The rules and
cards provide here will be enough to get you started, and new
characters and rule expansions are on the way so you can continueto increase both the size and composition of your War Bands.
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