Okay, here is an abridged version of the current Battle Companies core ruleset. I figure we can work off of this and note any changes in green.
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Battle Companies 3.0 Rules for Playing Experience Based Campaigns in Middle-Earth
Step One: Gather Your Force Choose a Faction, whose reference sheet will list the models required for a starting company. You should name them individually, and record their details on a record sheet. Then choose three warriors to be your Heroes. One will be referred to as the Lieutenant and the other two Sergeants, although you may come up with a more suitable name depending on your Faction. Add one point each of Might, WIll, and Fate to the profile of the Lieutenant. Add a point of Fate to the profile of each Sergeant. These models are treated as Heroes from here on. A Battle Company may never have more than 15 members unless otherwise noted.
Step Two: Play A Game Find an opponent and play a scenario. Keep models removed from play as casualties to one side for later record-keeping. Also, track how many Wounds each Warrior or Hero inflicts on the enemy. If two or more Warriors win a combat and inflict Wounds together, the controlling player may choose which of the models counts the Wound as his own.
Step Three: Injuries Immediately after the game, roll on the Injury Table for every Hero and Warrior removed as a casualty. These rolls are to be made in front of your opponent. If anyone rolls the Dead result, he is removed from the roster and all his equipment is lost. It cannot be given to another member of the Battle Company. Mounts killed during a game do not roll on the Injury Table and are always assumed to survive their wounds. Mounts may only be lost if the rider himself dies.
Warrior Injury Table (D6) 1 -- Dead 2-3 -- Injured. Miss the next game. 4-6 -- Full Recovery. No effect.
Hero Injury Table (2D6) 2 -- Dead 3 -- Lost In Battle. The Hero lies wounded on the battlefield. As soon as possible play a scenario with the Hero as the objective. He may not act or be attacked during the game. If his side wins, treat this result as a Full Recovery. If not, then he is Dead. 4 -- Arm Wound. May not carry a shield, two-handed weapon or second weapon anymore. A second Arm Wound forces your Hero to retire. 5 -- Leg Wound. Hero suffers a -1" Movement penalty while on foot. A second Leg Wound forces your Hero to retire. 6-7 -- Full Recovery. No effect. 8 -- It's Just A Scratch. Miss the next game or roll again. The second result will stand. 9 -- Flesh Wound. Miss the next game. 10 -- Old Battle Wound. Before each game, roll a D6 for each Old Battle Wound. On a 1, the Hero's injury prevents him from taking part in the battle. A Hero may have more than one Old Battle Wound. 11 -- The Wounds of a Hero. The Hero's patrons are impressed with his performance. The Hero makes a Full Recovery and the Battle Company receives +D6 Influence Points. 12 -- Protected by the Valar/Dark Powers. The Hero makes a Full Recovery and permanently gains +1 Fate.
Step Four: Experience Now you may calculate Experience. A Hero gains one point of Experience for 1) each Wound caused on an enemy model [even if recovered by Fate], 2) Participating in a battle, 3) if his Battle Company wins the battle. Every time a Hero gains five Experience points, the controlling player may roll once on the Hero Advanceent Table for for him. If you roll a result for your Hero that you cannot use, you may choose any other result from the same table.
Hero Advancement Table (D6) 1 -- Fight/Shoot. The Hero's Fight or Shoot characteristic is improved by 1 to a maximum of 6/3+. 2 -- Strength/Defense. The Hero's Strength or Defense is increased. Each my be improved once. 3 -- Courage. The Hero's Courage characteristic is increased by 1 to a maximum of 6. 4 -- Attack/Wound. The Hero's Attack or Wound characteristic is increased by 1 to a maximum of 3. 5 -- Special Rule. Roll again on either the Fighting, Shooting or Leadership Special Rule Tables. Alternatively, The Hero may choose to select the Special Rule that applies to his Battle Company instead. 6 -- Choose One Of The Above.
Fighting Special Table (D6) 1 -- Blade Master. The Hero may re-roll one of his die per turn to determine who wins his fight. 2 -- Deadly Strength. The Hero may wield a two-handed weapon without the -1 penalty to his dice. 3 -- Parry. The Hero may force his opponent to re-roll a single die to determine who wins the fight. 4 -- Furious Charge. The Hero receives a +1 Attack bonus when he charges into combat on foot. 5 -- Heroic Presence. The Hero may fight a Heroic Combat without expending Might to do so. 6 -- Might/Will Point. The Hero gains either a Might or Will Point to a maximum of 3.
Shooting Speical Rules Table (D6) 1 -- Cunning Shot. The Hero may re-roll failed In The Way rolls. 2 -- Expert Shot. The Hero is allowed to shoot twice in each Shoot Phase. 3 -- Rapid Fire. The Hero may call a Heroic Shoot without expending a point of Might to do so. 4 -- Lethal Accuracy. The Hero may re-roll a failed roll to hit each turn in the Shoot Phase. 5 -- Seasoned Archer. The Hero can move at full speed and still shoot, although he will need a 6 to hit. 6 -- Might/WIll Point. The Hero gains either a Might or Will Point to a maximum of 3.
Leadership Special Rules Table (D6) 1 -- Favor of the Court. WHen you roll on the Influence Table, you may re-roll one die for each Hero with this ability in the Battle Company at the end of the game. 2 -- Courageous. The Hero may re-roll any failed Courage tests. 3 -- Master of Battle. If the Hero is within 6" of an enemy Hero calling a heroic action, he may immediately call an action of the same type without expending a point of Might. He may not call a Heroic Move or Shoot if he has already been engaged in combat. 4 -- Heedless Determination. Each time the Hero is wounded, roll a D6. He may ignore it on a 6, just as if he had passed a Fate roll. 5 -- Rally To Me. The Hero's Stand Fast! range is doubled. 6 -- Might/Will Point. The Hero gains 1 Might or Will point to a maximum of 3.
A Warrior may gain a point of Experience in the following manner: 1) each time he wounds an enemy model (even if it is recovered by Fate), 2) participating in a battle. Every time a Warrior gains five Experience Points, the controlling player may roll once on the Warrior Advancement Table for him. No member of the Battle Company can have more than 105 Experience Points. He's become as good as he can be!
Warrior Advancement Table (D6) 1-3 -- No effect. 4-5 -- Promoted. The Warrior is proofed if he is elegible. If not, treat as No Effect. 6 -- A Hero In The Making. From now on, the Warrior is treated as a Hero and adds a point of Fate to his profile. He retains the Experience Points gained thus far and gains Experience and advances like a Hero from the next game on.
Step Five: Influence Battle Companies receive two Influence Points for playing a scenario. Additionalyy, Battle Companies receive the following: +1 Point for a Draw, or +2 Points for a win. These points may be used in three ways. First, you may use three Points to make a roll on the Influence Table. Second, you may use points to adjust the roll you made on the Influence Table, much like using a point of Might. Finally, you may purchase additional equipment for your Heroes and Warriors. Points may be spent immediately or stored up for later use. All members of a Battle Company must by WYSIWYG regarding weapons, and may only select war gear that is normally available to them, unless otherwise noted. Heroes are not bound by this restriction, and may select any equipment available to their race.
Step Six: Calculate the Battle Company Rating To calculate the rating of your Battle Company, you must work out the value of your Heroes and Warriors in points. The total is your Battle Company Rating. For Warriors, simply work out their value using their profile in the rule books. For a Hero, begin the sae way, but add the cost of his Advanceents and Wargear. The following is a quick guide:
Basic Cost -- Take the Basic Cost of the Warrior Type as which the Hero began. Might, Will & Fate -- For each point of Might Will or Fate, add 5 points. Advances to Fight, Strength, Defense, and Courage -- For each addition to the Hero's Fight (count only the Fight value, not the Shoot score), Strength, Defense, and Courage, add 5 points. Advances to Wounds & Attacks -- For each addition to the Hero's Wounds and Attacks, add 10 points. Skills -- For each Skill the Hero has gained, add 10 points. Wargear -- The cost of the Hero's war gear is determined by the number of Wounds and Attacks the Hero has. If the Hero's Attacks + Wounds is 3 or greater use the second listed cost.
Wargear Cost Table Free/Free -- Hand Weapon 6/10 -- Warg/Horse 9/15 -- Armored Horse 1/5 -- Spear, Pike, Two-handed Weapon, Lance, Bow, Shield, Elven Blade 2/5 -- Throwing Weapon, Crossbow, Longbow, Elf Bow, Dwarf Heavy Armor
Add the cost of all the wargear that the Hero is equipped with to the cost of the Hero's characteristics and special rules, and you have the total value of your Hero.
Before you play a game, compare the ratings of the two Companies. For every full 15 points of difference, the Company with the lower rating may have one re-roll that can be used at any point during the game, but not in the after-game sequence. Additionally, after the game, the smaller Company receives 1 extra Influence Point for every full 15 points of difference in ratings.
Reinforcements No Battle Company may receive bow-armed reinforcements or purchase bows with Influence Points if 33% or more of its members already have bows (of any sort). If you roll for a reinforcement that has a bow in this situation, treat the result as Choose One Of The Above. Models that are promoted are an exception to this rule and will exchange their weapons and equipment in the usual way.
Courage In Small Battles Battle Companies games use an alternative to the normal Courage rules as presented in the One Rule Book.
Retreating Whenever a model fails a test for his force being broken, instead of being removed from play, the model retreats instead. A retreating model immediately moves its maximum distance directly away from the nearest enemy model. If no enemies are visible, the model moves towards the nearest table edge. The retreating model suffers the usual movement penalties or tests for difficult terrain and obstacles. The retreating model can move around obstacles, terrain, or other models to avoid them, so long as it finishes its move as far as possible from the enemy model it is retreating from. Sometimes, a direct move away from the nearest enemy will take a model closer to other enemies as it runs in blind panic. A model may not move closer than 1" to an enemy as it retreats -- it will always move around enemies in its path and cannot charge them. If a model cannot retreat the required distance because its path is blocked by other models, impassable terrain, or for whatever reason, then the model retreats as far as it can. The model in this case is still considered to have expended its full movement distance, so it is unable to shoot a bow that turn, for example. However, it can still use any magical powers it has, so long as it can normally use them while it is moving.
Models That Have Retreated Once a model has retreated, it suffers no further penalty. It is possible for a model to suffer a series of retreats, one after the other -- in which case, it may find itself fleeing from the battle althogether -- but each failed Courage test only ever results in one retreat move. Models that have retreated may fight as normal if they are charged.
Fleeing the Battle If a retreating model's move is enough to reach the table edge, it will move to the table edge and leave the battle. It will do this regardless of the direction, even if by doing so, the retreating model moves closer to the nearest enemy. The warrior flees the battle and the model is removed from the game.
_________________ Respectfully, Jonathan Do what is right, love mercy, and walk humbly Battle Companies
Last edited by Erunion on Sun Feb 13, 2011 1:45 pm, edited 6 times in total.
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