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Made in gb
Boosting Space Marine Biker




midlands UK

I have previously posted threads about this, this is a new game to REPLACE WARHAMMER FANTASY where you will basically fight with better rules and on a better world with more or less similar armies, but BETTER!


Chapter 1 - Introduction

Over the past few decade, we have seen an explosive increase of fantasy films, games, books, magazines, TV programmes and more. It's hard to deny that fantasy has become popular. Over 60 million people across the world play, build and model for miniature wargames and board games every week.

Fantasy is about heroes and battles, good against evil, war and danger, chaos and destruction, fiction and story. The list is endless. But even if you are completely new to wargaming, the chances are that you will probably know about fantasy and what it is. The average miniature wargamer is above average intelligence and so you will probably find it easy enough to learn and will have hardly any or no problems understanding it's rules, stories, ideas and concepts.

In the game "Justice and Malice" you will command armies, role-play as the leader of your forces and guide them to glorious victory or their last stand in defeat, depending on how well you play and how lucky you get. You will paint your models the way you want them and you will most likely play games with them if you like the gaming side. Miniature Wargaming is a great way to make friends and build or join a community of people who will more than likely be a nice, welcoming one. The chances are that you will fight a variety of armies and maybe have several different armies yourself. Also, each army is very different in styles of play and story and the models are generally different looking. The game works in inches, with models averagely 15-30mm but some models may be bigger or smaller depending on race and unit. Each unit is a group of soldiers who are in the same group as each other and will have to keep within 1 inch of one another in order for them to be a unit. If they are split up, they must be put back together into one single unit. but the rules will all be explained later on in the book. The Justice and Malice fantasy war game has many models to choose from, each unit belonging to a race, each race belonging to a faction, each faction belonging to a League. Such as the Eternal Guardians or the Entarii Empire. that is only 2 of the great Leagues out there in the world of Tetherim where this game is set.

You might think to yourself right now, "why should I bother with this and when will I have the time, and how much time will it take and won't it get boring after a while?". Well firstly, you should bother because it drags you away from the TV, console or computer. It also is a rather large and nice community for you to make friends with. It is an interesting hobby with new things coming out all the time! The average person takes between 20 minutes and an hour to paint a single miniature. And small games can take up to an hour, at least half an hour. But truly massive games can take an entire afternoon or 2-3 days just to play the game. However most people don't have the time or the effort to do so. the average game takes between an hour and 3 hours. It is easy to make time, even with several children, a full time job, pets and a wife/husband you can manage to fit in an hour or 2 a day. It is a fact.

Whatever hobby you may choose, whether it's gaming, painting, reading, writing, building or even designing things for Justice and Malice, I'm sure you will enjoy yourself as a family or group of friends or on your own and I hope you make the right choices on your hobby.


Chapter 2 - Map of The Tetherim World

KEY : BLACK LINES = EDGES OF ISLANDS / LAND.
ORANGE LINES = BORDERS OF EACH ALLIED KINGDOM / REGION.
RED STAR= FORTRESS / GARRISON / CASTLE / ARMY
BLUE STAR = CITY
BLACK WRITING = NAME OF COUNTRY / ISLAND/ ISLANDS
GREEN LINE = GREAT WALL

































Note: Of course, within each region or kingdom there are several cities, dozens of forts and countless villages for you to fight over and create story for.







Chapter 3 - Brief history of the world of Tetherim

Tetherim wasn't always the chaotic maelstrom of war and suffering it is today, in fact, it was a rather peaceful place cut off from the strife of the rest of the universe. Gods ruled Tetherim with an iron grip, but they were good at keeping it clean and free of danger. Each God was of a certain group, Goliaths and Sisters. Goliaths were fewer but stronger than the Sisters and generally had more say in the matters of politics. Each God had it's own standing army and voice in politics, these armies were supposedly the ancestors of the Elves. But some Gods, predominantly the Goliaths, were to attempt to overthrow the God king Ethereus. During this war, unfortunately, Ethereus died in combat and so did most of the Gods, once again predominantly the Goliaths. The armies of the "rebel" Gods became more evil and dark, along with their masters. Before long the rebel Gods magical powers interchanged with dark un-wieldy powers of bringing death and destruction. Soon their armies became barbaric, fiendish aberrations now referred to as demons.

The war took it's toll and the world had shattered into several islands. Eventually there was only one demon God left, in fact he was the last Goliath left in existence. In the war, the world was shattered into many islands, the Demon God, Tyranus was his name, owned the largest part and corrupted it. And all of the remaining Sister Gods waged one last war to eradicate the Demons and Tyranus with it, and once and for all bring peace to Tetherim! Gigantic battle brought the end of the second war for Tetherim.

They thought they had succeeded, finally destroyed the evil at it's heart. Years of peace ensued and a hope for a bright future was established in the minds of the Sister Gods. However, in the prosperity and luxury they now had, the Sister gods and their armies took too many things for granted, became greedy, ignorant and arrogant. They forgot a lot about the past and the armies of the Sister Gods became Elves. Those that chose to suit there own agendas created their own islands and their own armies, the ancestors of the Dwarves, Humans, Vampires, Centaurs, Telwar, Undead and Orcs. They all became their own nations and were all on friendly terms with one another, but in the dark, damp corners of the Dark lands, Demons still existed and were growing in number. Eventually, the left over spirit of Dark lord Tyranus took form again and began to re-nourish his health and strength.

Dark Lord Tyranus knew how greedy some of the Sister God's kingdoms were, and he intended to use that to his advantage. He offered a treaty with those who would listen, and within time he offered a part of the Dark lands to them and protection from his Demons as long as they were loyal, devoted and obedient to his command. And so was formed the Dark army of Tyranus. In this army there was Orcs, Goblins, Demons, Vampires, Centaurs, Minotaurs. They declared war on all life and started to attack and raid every other race not under the banner of the Dark army. Even the Shadow Elves and the Human rebels would resist the temptations of Tyranus's power. There are now several Leagues. Each League is a group of factions, each faction with 1 or more races. They are joined in alliance to save the world, to take it over and rule there own way, or destroy it utterly and all other worlds that stand before them. The fate of the world is unforeseeable and volatile as the forces of good and evil vie for supremacy.


Chapter 4 - The Armies
A) The Eternal Guardians
* Human Kingdoms - The Human Kingdoms is the united group of Human regions. The Human Kingdoms only have the Human race in it but their allies are many. They have 3 Sister Gods. Andreia, the God of war and bloodshed. She uses brute force and brutality to over whelm her foes. Another Sister God is Aspis, the God of protection and safety and also justice and security. The last Sister God is Theios, the God of divinity and holy fire to light the way and ward away darkness. Humans have always been allies with the Dwarves, and on friendly terms with the Telwar and all Elves excluding the Shadow Elves. They hate all of the Dark army and the rebels. They use light and fire magic predominantly. Their Emperor, Elverd, keeps together the regions and is the only reason why they do not fight each other for supremacy. The humans are fairly weak compared to the Vampires, Elves, Telwar and more. However, they make up for it in numbers and un-daunted faith. Their population numbers differently from region to region, city to city, but overall their is probably about 500 million humans alive in total. They worship their Emperor as a god, and when an Emperor dies, the kingdom falls into civil war and corruption. Like in the first J.O.M book "Strength in Unity" where the emperor Elverd comes into power to stop the threats of enemies. The Emperor rarely goes into battle, but when he does, he shows that his years of training and pure faith and strength are above all others. The Humans are based on the different medieval countries of central/western Europe between the years 1200AD and 1600AD. Therefore they have gunpowder units, knights, men-at-arms and variation in their troops










* Dwarves - The Dwarves have always been 1 unified kingdom with a democratic council since anyone can remember. They have one Sister God, Kaina, the god of the forge and anvil, and also the god of stone and rock and being strong-willed. He uses his mighty 2 hand warhammer to smash his foes into bloody gore and broken bones. The dwarves have always slightly mis-trusted the whole of the Entarii empire and on the occasion have been racist. But they are on good terms and have good trade with the Entarii Empire. Their Dwarf king, Logan Earthblast, leads them politically and militarily, commanding the entire race. However it can't be too hard as the Dwarves are few in number, around 12 million living Dwarves. The Dwarves are based on the mythical creatures of the name; with long beards, a hobby for ale and battle, Scandinavian or Celtic heritage and short, stocky frames. They have been pounded by the Undead and Orcs and Goblins for decades. Used to a hard lifestyle, the citizenry train themselves and each other to fight from age 6. Logan Earthblast trusts the Humans and the Emperor utterly and would give his life to save his kingdom, precisely why him and his family were chosen, not only because of their noble blood, to be the leaders of their race.
B) The Entarii Empire
* Telwar - The Telwar are long-living, large, menacing and powerful draconic creatures with tough scaly skin and razor sharp teeth. They are ancient creatures, each ones life is at least a few hundred years old and they are highly intelligent creatures. They may be small in number, however they make up for that in strength and destruction. A single Telwar can defeat a group of Humans, or even a small group of Elves, on their own. The Telwar have a Sister God, the one of bestial traits and flight, named Titania. They use several different types of magic, including earth, air, water and fire. They only number about 5 thousand living people, but they work together and trust each other, and have little chance of extinction at the moment. Their leader, Drago-lord Kezrek is a formidable foe, but is actually a fairly peaceful person. They are fond of the Eternal Guardians.
* Sun Elves - These are one of the Elven factions. The Elves are the original race of Tetherim apart from the Gods. The Sun Elves are one of these groups. The Sun Elves specialise in sun and light magic, and their architecture is generally brighter, elegant and divine. All of the Elves are on very good terms with each other militarily and politically. The sun elves' Sister God is called Evathriel, the God of the sun. All Elves are creatures of good. Their Sun king, Thel'diron, is a smart and patient man, relying on being punctual and skilful in politics and battle alike. There are about 200 million Sun Elves alive. All of the Elves work together in harmony, barring the Shadow Elves, their sworn enemy. The Sun Elves are elite and fast-paced as an army with less magic than the other Elves. They are fond of the Eternal Guardians, as are all of the Entarii Empire.
* Star Elves - One of the Elven factions. The Elves are the original race of Tetherim apart from the Gods. The Star Elves are one of these groups. They specialise in light and star magic. They generally have less antique architecture than Sun Elves or Moon Elves, but they are great strategists and use star signs to guide them along their path. Their Sister God is called Alwa, God of the stars. They use a lot more magic than the other Elves and prefer to fight from range, with ranged weapons and magic. Their leader, Gelthalamor, is a great magician, with lore of a lot of magics. They live in forests more and are more secretive. There is about 230 million of them alive.
* Moon Elves - One of the Elven factions. The Elves are the original race of Tetherim apart from the Gods. The Moon Elves are one of these groups. They specialise in light and moon magic and generally are more into confidentiality than the other Elven factions. Their architecture is well developed but is often somewhere more hidden and are fewer in number. They use a lot of magic but are also very warlike against any evil they can find. Their Sister God is called Evia, God of the evening. They are far less in number, therefore they use stealth and skill to win the day and not brute force or magic. Numbering only about 18 million, they are the weakest of all the Elves, but they have more skilled warriors and they have a cunning leader, Moon king Fercelin, who is a smart, yet grim character. All of the Elves are similar, but the Moon Elves keep more singular than the rest of the Entarii Alliance and prefer to work alone if possible, especially because of their mis-trust in other factions, predominantly the Dwarves.






C) The Renegades
* Shadow Elves - These are also one of the Elven factions, however these Elves are separate from the other 3 factions as they are exiles and criminals. They hate everyone but themselves and other renegades and they have no Sister God to guide them. They are more malicious than their other counterparts and have a simpler life where they stick to the shadows and the only time they venture to other lands is to fight or do politics with other renegades, never to trade. They are generally evil. they use necromancy magic.
* Human Rebels - These rebels and bandits dwell on the island of traitors sanctuary where they plot the downfall of the Human Kingdoms and the Dark army and Entarii Empire alike. They have no Sister God to guide them but they feel as though they don't need one. They are barbaric and have no standing army, but every one of them has a fighting chance and some of them can kill from the age of 6 years old. They have absolutely no magic whatsoever.




































D) The Dark Army
* Demons - Led by the last Goliath, the Dark lord, the destroyer, the Scourge, Tyranus, they are the most malicious, evil creatures of all of Tetherim and are higher ranking than the other Dark armies. They have little to no architecture apart from fortresses and citadels of fire and rage. They are menacing, powerful monsters which follow the commands of Tyranus himself.
* Orcs and Goblins - The Orcs and Goblins are very numerous and dim-witted compared to other races. They have a large portion to the east of the Dark lands, however they have patrols and armies stationed all across the Dark lands. Their main magic is either necromancy or fire. They often make war with each other, not full scale, but small skirmishes are daily and sometimes they have small scrappy battles with other races of the Dark army too as they are as barbaric as their homeland. They hate everyone and are very selfish, but the Orcs are large and strong, and the Goblins many. They have no Sister God as they follow Tyranus.
* Vampires - Most were once Humans or Elves, turned by the bite of a Vampire into one of their own. They are few, but skilled, cunning and brutal and some of the most skilled warriors on Tetherim. Although they are small and weak they can take down a demon. They have no Sister God as they follow Tyranus and they have shrines built for him. Their architecture is similar to that of Humans. They use necromancy magic predominantly.
* Undead - These rotting carcasses and skeletons are the most numerous of the Dark army. Though their warriors are slow and weak, they have powerful necromancers and many soldiers, as every soldier against them dies, they can be risen as an Undead to fight once more. They, like the Orcs and Goblins, have several patrols and armies stationed around the Dark Lands and have no Sister God as they follow Dark lord Tyranus.



Chapter 5 - Diplomacy between the factions of Tetherim

Well, if i'm honest, everybody hates the Dark army with the exception of the Dark army themselves. Even those of the Renegade League despise the Dark lord Tyranus and his legions of evil. All of the Entarii Alliance, especially the Elven factions, are on good terms with The Eternal Guardians as they have always worked together in fending off the hordes of the Dark army and the Renegade League. However, there has always been a minor grudge between the Elves and Dwarves, but the Humans and Telwar always seem to keep them calm enough to work together.

The Human Kingdoms are a tightly nit group of regions, they are kept together by the "hero king" Kryston who united them. So all of the Human kingdoms are separate and there is the odd case of discrimination or grudges but they are settled quickly.

The Elves do sometimes have arguments with one another about war and politics and what should or should not be done. But generally they are quite good-tempered and sort out matters quickly.

The Telwar, although a part of the Entarii Alliance, usually stay together and don't get in very deep with the other races and prefer to suit to their own agendas. Although not selfish, the Telwar like to do things their way and the world of Tetherim to suit their purpose. But they hate demons more than anything.

Between the Dark Army, there are constantly disputes over the slightest things, such as goblins fighting over food, or Vampires taking artefacts that are "rightfully theirs" from their enemies. Or maybe the Demons being too arrogant can cause the other factions to stir.

The Shadow Elves, even more secret than the Telwar, prefer to keep hidden and always strike cowardly ambushes and torture their prisoners for pleasure, especially those of the other Elven races. They sometimes have a war party with other rebels and traitors, mainly the Human rebels at Traitor's sanctuary island. Realistically, they only actually do this for more "meat-shields" to use to protect their own troops and mount larger assaults and raids on towns or cities.
















Chapter 6 - Which faction to pick

There is much choice in which army to choose, in order to find what you do want to collect and play with, you need to narrow things down a bit and find out what you don't want to play. For example, if you want an elite, expensive, cool, evil army, then you don't want to play as any of the good races, such as Elves (with the exception of Shadow Elves) or Humans or Dwarves or Telwar.

When you've narrowed them down, there are several different ways to choose what you like. Firstly, what do you like about each army? Which one suits your personality and how might this factions units be suitable for you to use? Also, what type of army are you good at playing at?

Realistically, each army list has hundreds of different ways to build an army. By that, I mean that they all have a good mixture of ranged and melee, elite and basic, fast and slow troops. Especially the Human Kingdoms, as Humans are a very versatile race with a lot of different types of technology and soldier types.

Another thing to consider is magic. Elves are quite reliant on magic and generally have a few magic models on the field at the same time, however if you do not like magic, then you might want to look at Human Rebels or Orcs and Goblins as they use little to no magic. Nevertheless if you can't make up your mind then you could go in-between and have Human Kingdoms or Undead, who specialise in no particular thing and have tools for every job.

After deciding all of this, you should be down to roughly 2-4 armies left to pick from ( if you've done it properly). Now you need to think about what your opponents will be, and which army you would be able to use for those jobs. For example, if you would play against an army of Demons, then you know they will have a lot of elite, fast infantry and powerful commanders (most likely). Therefore you should think about taking cannons and ranged units where you can back away and fire, along with defensive units such as pikemen of sorts.

Hopefully, you have now decided which army you whish to collect and play with, and hopefully this army will bring you all the victories, glory and fun you could ever need. If you have read the book from the start up to here, then you have learnt the basics of what the game is. Further on in the book the Leagues and it's armies will be further explained and army lists will come with them, along with the core, advanced and special rules.











Chapter 7 - Core Rules
1) Equipment
You will need certain equipment to play Justice on Malice.
. At least 10 6-sided dice
. At least 200pts of a "legal" army (points will be explained later on)
. Tape measure or measuring stick that goes up to at least 48 inches
. At least 1-2 hours of spare time with none or hardly disturbances
. A table, at least 48" x 48"
. Scenery for the battlefield (hills, trees, buildings, scenery is explained later on)

2) Defining your models
Your models are not all the same, some can take on a whole army at a time, whereas some may not even be able to think for themselves as they are mindless zombies.
a) M= march : This is how fast-paced the models marching is. This is your standard movement of your unit. 4 = four inches for most Undead.
b) R= run : This is faster than march. If you run you cannot charge, shoot or use magic.
c) H= health : This is how many times the model can take damage before it dies, and is therefore removed from the table. A models (H) dissipates when you fail any saves.
d) CS= combat skill : This defines how well the models skill at fighting is. This is what you need to roll on a D6 (6 sided dice) in order to hit the model's opponent.
e) MA= melee attacks : This is how many D6 melee attacks your model gets to attack; MA of 3 = model has 3 attacks, hence it uses 3 attacks for this model only to attack. This can only be used in close combat.
f) RA= ranged attacks : This is the amount of ranged D6 attacks your model gets to attack. It works like (MA) but has a range on it and can only be used in the shooting turn.
g) F= fearlessness : This shows on a D6 what you need to roll (or higher) to stop your models from fleeing from the battlefield. If the unit fails, they roll a D6 to see how far they run away to their board edge. 75% of a unit must be lost in order for them to run away unless a different rule says different.
h) RT= reaction time : This is how fast the model is in combat, the model with higher reaction time strikes with their (MA) first.
i) O= offensive : This represents the models attack strength and how powerful it is, you compare this to the opponents (D)defensive to find what you need to roll on a D6.
j) D= defensive : This represents the models toughness, and how hard it is to kill them. You compare this to the attackers (O) to find out what the attacker needs to roll on a D6.
k) SV= save : Once the model is hit and damaged, the (SV) is what they need to roll on a D6 to save themselves, this could be their armour protecting them, or a dodge/parry.
l) MS= magic shield : If the attackers weapon has special rules and is too strong for the defender to use its armour save, then the defender may fall back to its last defence, the (MS) is a magical barrier which few models have
m) pts= points : Every game has a points limit, and every model is worth points. Say you were playing a 500pts game then you can't spend over 500 points on models or upgrades.
NOTE: IF THE MODELS ATTRIBUTES SAY "X" IT MEANS THEY DON'T HAVE ONE.
example of a made up model (not usable) :Aronwar the great = 150pts
M R H CS MA RA F RT O D SV MS
5 8 3 4 + 2 0 5+ 4 5 4 4+ 0


3) The Turn

The game Justice and Malice is played in turns. In order to determine who has first turn, both/all players roll a D6. The player with the highest number goes first and the player with the lowest number goes last.

Turn Sequence

. Deployment = Once the players have rolled off to see who goes first (read above), the player who goes first, sets up first. So it's fair as they may go first however the enemy can set up to their disadvantage.

. Movement = This phase is where the players move their models to their (M) or (R) allowance from the first player to the last. If a unit uses (R) then it cannot shoot, charge or cast magic, however if it is charged by another unit it may fight. If a unit of models uses (M) then only the front row of a unit with (RA) may fire. If you use (M) you can still charge.

. Shooting = In this phase, the models with the (RA) attribute may fire the amount of (RA) they have to their allowed range. If the unit used (R) this turn they cannot shoot. For example, unit A wants to fire at unit B. Unit A's weapon has a range of 24 inches, they reach unit B. Only the front 2 rows can use (RA) unless they moved, which in this case they didn't. They have (RA) = 1 so the people on the front row have 1 shot each. Their (CS) is 5+ so they need to roll 5''s. They score 4 hits. Now they compare their (O) to their opponents (D) bearing in mind that cannons +3 (O) and muskets +2 (O) and bows +1 (O) to their original stat lines, not in combat, just when firing ranged weapon. They (with the +1 of their bows) have (O) = 4 and their opponents have (D) = 3. So they need to roll 3's on a D6. They score 2 damage so the unit takes 2 (SV) and 1 model is saved and one dies.

Target's ( D )
1 2 3 4 5 6 7 8 9
1 4+ 5+ 6+ X X X X X X
2 3+ 4+ 5+ 6+ X X X X X
3 2+ 3+ 4+ 5+ 6+ X X X X
4 2+ 2+ 3+ 4+ 5+ 6+ X X X
5 2+ 2+ 2+ 3+ 4+ 5+ 6+ X X
Weapon's ( O ) 6 2+ 2+ 2+ 2+ 3+ 4+ 5+ 6+ X
7 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+ X
8 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+ 5+
9 2+ 2+ 2+ 2+ 2+ 2+ 2+ 3+ 4+





. Magic = In this phase, models with the magic level - special rule may cast their allowed spells. The level of magic represents the amount of points the model can use on magic. For example, a spell requires level 3, the model has magic level 5, therefore he casts the spell with 2 magic level points remaining. 5 - 3 = 2. In order to cast a spell, you must roll on the spell casting table here.

Magic level D6 roll needed to pass magic test
1 5+
2 4+
3 3+
4 2+
5 2+
If the magic test is failed, the model must roll on the spell fail table here
D6 roll Outcome
1 . all models within 2 inches of the model take a (SV) roll
2 . The model dies and is therefore removed from play
3 . The model loses 1 (H) with no saves or magic shields allowed
4 . The model takes a (SV) roll or (MS) roll
5 . Roll a fearlessness test
6 . Nothing of note, other than the spell has failed. The caster is safe.



. Charging and Combat = This phase is where your models fight in hand-to-hand combat. In order to charge, you must have not used the units (R) this turn. Then, you must add a D6 result and add that to your (M). That is how far the unit may charge in order to engage close combat. If they fail, they move the amount that was the result but do not engage in combat. If a unit with (RA) is being charged, they may fire just before close combat is ensued. This is called "desperate shot". However, only the front row may fire and they may shoot their target on a 6+ on their (CS) for this time only. Once combat is ensued, the unit with the highest (RT) may strike first with their (CS) with however many (MA) they have. then they compare the (O) and (D) like in the shooting phase. The table for this will be later on.
If a unit has taken a fearlessness test and failed and ran away, the victors pursue them if they roll a higher number added to their (M). The Target - weapon chart next to shooting counts for close combat as well.
. Rallying and regrouping = In this phase, any units on the players turn that has ran away takes a fearlessness test to see if they regroup or carry on running away.
. End = This is the end of your turn, now the opposing player must do his turn, with the same turn sequence as you used, keep swapping over until one player is victorious.









4) Points

Every unit is worth points, this is to make the game fair and equal in a way. By that, I mean that 1 model might be epic and monstrous and over-powering, but it might be worth a lot of points, therefore for that model you could get several weaker models.

To make the game more balanced, there are rules for how much points you can spend on different types of units. Some models have special rules, so they are worth more points, or have more health or melee attacks.


5) Types of units

a) Commanders = These are your HQ units, they act as the role-models and leaders and heroes for the army and are generally the most powerful and strong. They are always single models and can join infantry units when on foot and cavalry units when on horseback. Your armies points limit can have up to 50% of commanders because they are expensive in points, therefore in small points games you wouldn't be able to use them.

b) Standard units = These are generally the most common soldiers and are standard and basic and cheap in points most of the time. They are your rank and file troops. You can have up to 90% of your points as standard unit types.

c) Elite = These are your ultra-soldiers who are the best of the best. They are generally more expensive in points but not as good as the commanders. Hence why you are allowed a maximum of 40% of your points to be spent on elite units.

d) Unique = Unique units are the rarest of units found in the world that most people might not even lay their eyes upon. They are usually hard to find and there generally isn't many in large armies.



















Chapter 8 - Formations


In order for a unit to use a formation, it must pass a fearlessness test. Formations are a large part of the game and should be used strategically to win battles.

a) Testudo formation = If the unit has this special rule, the unit may use testudo formation. You must then move the unit into a square formation facing forwards, yet keep it on the same spot. A testudo formation grants +2 ( SV ) but halves all movement ranges. The formation is broke when charged or when it charges. The unit must have at least 6 models in order to do this.

b) Cavalry wedge = If the unit has this special rule, then it may change into a triangular shape, facing forwards but on the same spot. This gives them 1 extra attack each ( if they charged that turn) for one round of combat. The unit must have at least 5 models in order to do this formation.

c) Musketeer square = If the unit has this special rule, it may change into a square, where the unit faces outwards on all 4 sides and they have +1 ( MA ) each. However, they cannot move. ( except to reform the formation, which takes another fearlessness test).

d) Pike phalanx = If the unit has this special rule, it may change into a rectangular formation, and have +1 extra ( MA ) against infantry and +2 ( MA ) against models with horses or warhorses.








Chapter 9 - Here is some pictures of major battles on the world of Tetherim.





More Pictures













More pictures


















Chapter 10 - Special Rules

1) Armourshred = A successful damage from a model with the "armoushred" special rule has no ( SV ) saves allowed, only ( MS ) shields or cover can save you.

2) Instant Kill = A successful damage from a model with this special rule can be saved with any type of save, however, if the save is failed, the defending model loses all of it's ( H ) points.

3) Magic = Means that the model can use a kind of magic. It will state what kinds of magic and how many magic points it can spend ( it is equal to their magic level ).

4) Determined = The unit can re-roll fearlessness tests.

5) Iron Will = Cannot be instantly killed by the instant death special rule.

6) Ignores cover = No cover saves may be taken from this attack.

7) Model sizes = If the Models are 6-12mm use centimetres, if any bigger, use inches.

8) Cover = Any model covered by stone or metal at least 50 % has a 4+ cover save, any wood, shrub and other things at least 50 % gets a 6+ cover save.

9) Lord of battle = This is a unique model, therefore you can only have 1 of this model per army.

10) Army lists = * for every 1000pts, you must have a commander
* every army must have a commander
* up to 25 % of your army can be elite units
* up to 25% of your army can be unique
* between 40% and 100% of your army must be standard units
* you can have no more than 3 commanders per 1000pts
* You can only have 1 lord of battle per 1000pts



















Chapter 11 - Magic Spells

1) Light
a) Heal = 1 magic point
* replenish 1 ( H ) of any friendly model within 20 inches, including itself, you cannot revive dead models with this spell.
b) Smite = 1 magic point
* Armourshred 1 model within 10 inches
c) Vindicate = 2 magic points
* Give a unit of 10 or less 1 extra ( MA ) for a turn
d) Revive = 2 magic points
* Revive a fallen model from a squad with less than 1 ( H ) and 12 points or less on a 4+, 10 inch range.
e) Light Unleashed = 5 magic points
* Unleash 8 damage to a unit within 20 inches.

2) Nature
a) Rejuvenate = 1 magic point
* Replenish 1 ( H ) of any friendly model within 20 inches, including itself, you cannot revive dead models with this spell.
b) Roots of Nature = 1 magic point
* A tree root jumps out of the ground and causes 1 damage to an enemy model within 15 inches.
c) Vines = 3 magic points
* Several tree vines do 3 damage to a unit within 20 inches
d) Animal allies = 5 magic points
* animals come to your aid, inflicting 8 damage on a unit within 20 inches of the casting model.

3) Fire
a) Flamethrower = 1 magic point
* Shoot at every enemy model within 2 inches, causing 1 damage each.
b) Fireball = 1 magic point
* Armourshred 1 model within 10 inches
c) Erupt in flames = 3 magic points
* Explode one enemy within 15 inches, every model, friend or foe, within 2 inches of that model takes 1 damage.
d) Meteor = 5 magic points
* Within 25 inches, a massive meteor lands on a model, damaging any friend or foe within 5 inches of it.










4) Necromancy
a) Dark bolt = 1 magic point
* Fires 1 damage at an enemy model within 15 inches
b) Resurrect = 2 magic points
* Bring back a model from a squad with less than 1 ( H ) and 12 points or less on a 4+, 10 inch range.
c) Fear = 2 magic points
* Force an enemy unit to take a fearlessness test within 15 inches
d) Oblivion = 5 magic points
* Open a portal at your board edge or deployment area and bring back a fully destroyed unit of 10 or less that is worth 80 points

5) Air and Water
a) Ice Blast = 1 magic point
* Fire 1 damage at an enemy model within 15 inches
b) Splinter Shots = 2 magic points
* Fire 3 damage at the enemy within 10 inches
c) Water Wave = 3 magic points
* Crash a wave into the enemy, causing 5 damage. This spell has a 20 inch range.
d) Whirlwind of Water = 4 magic points
* Explode with water, causing every model, friend or foe, to take 1 damage within 5 inches.
e) Tornado = 5 magic points
* Cast a tornado into a unit within 20 inches, every model within 8 inches of the tornado takes 1 damage and the unit takes a fearlessness test.

6) Earth
a) Shockwave = 1 magic point
* 1 unit within 10 inches takes a fearlessness test
b) Rock Throw = 1 magic point
* Deal 1 damage to any enemy unit within 12 inches
c) Shatter = 3 magic points
* All units within 10 inches, friend or foe, take 1 damage.
d) Spike = 5 magic points
* A massive spike shoots out of the ground around any model within 10 inches, instant killing the model and all other models, friend or foe, within 8 inches of it, only ( MS ) saves can be used to save your models.

This is a picture of pure magic energy










Chapter 12 - Missions and Scenarios

A mission is an objective for your army to carry out during a battle. Having a mission is OPTIONAL in J.O.M and you can even create your own scenarios for your battles on Tetherim.









1) Standard 6
The "Standard 6" is the basic mission list, there are 6 so you can use a D6 ( 6-sided dice) to decide which one you will play.

a) Skirmish = normal battle, kill the enemy
b) King of the Hill = Each side tries to capture the hill, the side that controls more territory on the hill in the centre wins.
c) Conquer = There are 3 capture points on the battlefield lined along the centre, but at least 20 inches away from each other and equally as far from both sides deployment zones. The player who holds the most capture points wins.
d) The Artefact = There is an artefact at the centre of the battlefield. Your commander can acquire the artefact, and when the model dies, the artefact is placed where his dead body lays. The player who owns the artefact at the end of the game wins.
e) Siege = One Side has 10% less points to spend on their units, that side is the defending side, where they defend a castle, village or other thing with a lot of cover that seems to be important.
f) Prisoners = One side has 3 prisoners of the other sides forces. These prisoners can move on the attacking players turn, but can't fight or move through enemy units, they are only 1 model each. Whoever has the most prisoners by the end of the game wins.




Automatically Appended Next Post:
SORRY I WILL UPLOAD THE MAP NOW !!!!!!!!!!!!!!!!!!!!!


Automatically Appended Next Post:
SORRY FOR LARGE GAPS!


Automatically Appended Next Post:
ok imgur isnt lettingme.... :( :( :(

This message was edited 3 times. Last update was at 2015/07/20 08:38:42


Blood Ravens, 1700pts

Empire 40 wounds

Astra Militarum 2250pts

Khorne 750pts

Space Wolves 1550pts

Orks 500pts

 
   
Made in us
Servoarm Flailing Magos







Your images don't seem to be working?

Working on someting you'll either love or hate. Hopefully to be revealed by November.
Play the games that make you happy. 
   
Made in gb
Boosting Space Marine Biker




midlands UK

yeah i know, they aren't uploading on imgur...


Automatically Appended Next Post:
anyway, what's your opinion guys?

This message was edited 1 time. Last update was at 2015/07/21 07:57:03


Blood Ravens, 1700pts

Empire 40 wounds

Astra Militarum 2250pts

Khorne 750pts

Space Wolves 1550pts

Orks 500pts

 
   
 
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