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Table Of Contents 2What you need to play Pride of Lions
3Overview And Philosophy 4Where Does The Title “Pride Of Lions”
Come From? 4What Is “The Splintered Light”? 5What Has This To Do
With Splintered Light Miniatures? 5What Has This To Do With Song Of
Blades And Heroes? 5
Basic Rules 6Units 6Die Levels 6Morale States 6Commanders And
Characters 8Character Roles 8Character To Character Combat 11Orders
11Sequence Of Play 15How Units Move 15Movement And Facing
16Movement And Morale States 16Moving And Interpenetration
16Interpenetrating Shaken Or Routing Friends 17Multiple Chargers
And Defenders 17Terrain And Movement 18How Units Fight 18Factors
Affecting Die Level In Melee: 19Defending Against Multiple
Attackers 20Combat Results Table 20Applying The Effects Of The Crt
20Morale Effects From The Crt 21Pushbacks From Melee 22Following Up
22Explotation (break-through!) 22Withdrawing From Combat 23Missile
Attacks 23Optional Shooting Adjustment 24Die Rolling Convention
24
Before The First Turn 25The Environment Of The Battle 25Daylight
And Darkness 25Climate And Weather 25Environmental Advantage
25Local Advantage 25Terrain 25Scouting 26Deployment 26Blind
Deployment And Movement Trays 27Army Reserve 27Flank Marches And
Pickets 27A System Of Points For Balancing Armies 28Diagrams 29
Magic Rules 34What Is Magic? 34Shamanic Magic 34How Shamans Do
Magic 34Difficulty Levels For Standard Shamanic Spells 35Spells To
Reduce Enemy Morale 36Spells To Raise Friendly Die Levels 36Spells
To Reduce Enemy Die Levels (Melee/morale And/or Missile Attack)
36Spells To Change A Unit’s Order 36Spells To Affect Terrain
36Spells Directly Attacking An Enemy Unit 37Generalized Weather
Spells 37 Tactics Cards 37Dwarven Runelore 38Rune Items 38Special
Rune Items 39Army Limits On Rune Items 39Pagan And Demonic Magic
40
Demonic and Pagan Divine Magic Procedure 40Necromancy 41Undead
41Necromancers 42Common Necromantic Spells 43Greater Undead And
Demons As Generals 43Godfearers 44Spirits 46
Special Units And Attacks 48Mighty Dragons And Giants
48Constructions 49Gas Attacks 49Artillery 50Swarms 50Hordes 51Herds
53Flying Units 53Moving Air Units In The Turn Sequences 55Some
Representative Air Units 55
Generic Army Lists And Scenarios 56Generic Armies
56Civilized/drilled 56Infantry-based Army: 56Barbarian Host 56Pikes
And Heavy Cavalry 56Cavalry Army 56
Generic Scenarios 57The Bridge 57Ambush! 58Dark And Bloody
Ground 59Raid! 59Massacre! 60Surprise! 61Morning Fog 61Fog Rules
61
A Shamanic Army: Wyldewood 62A Goblin Army: Moonglade Wolfclan
63An Army Of Horse Nomads 64Dwarven Royal Army 65An Army Of
Godfearers 66Prayer List For Priests Of The Risen Sun 66
Cultural Background And Army/spell Lists 67The Prides Of The
Land - Culture, Economy, Ecology 67The Prides And Their Military
Forces 68Sun/golden Pride 68Dark Pride 69Blood/red Pride
70Moon/ghost Pride 71Black Pride 72Leonine Spells 73Dark Pride
Unique Spells 73Moon Pride Unique Spells 73Blood Pride Spell
74Spirits For Leonines Opposing Undead 74From Sunpride Or Dark
Pride: 74From Blood Pride: 74From Moon Pride: 74From Dark Pride:
74The Sundered 75Appendix 1: Saexman Army With Priests Of Odin And
Thor 76Appendix 2: Elven Army Lists 77Constructing Army Lists and
Some Advice on Tactics 78Charismatic Heroes 79Lances and Horse
Fatigue 79Caltrops and Stakes 79Keeping Track of Necromancers’
Power 80Preparing For Battle 80Players’ Reference For Pride Of
Lions 81Sequence of Play 82Spell Cards 83Chits 85
Table of Contents
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WHAT YOU NEED TO PLAY PRIDE OF LIONS:
1) These rules. If you have questions, our Yahoo group is
PRIDEOFLIONSRULES,
http://games.groups.yahoo.com/group/prideoflionsrules/
2) Miniature armies.
3) A tabletop battlefield.
4) Rule or measuring tape, in inches.
5) Dice, one per army: D4, D6, D8, D10, D12, D16, D20, and
D24.
A D4 can be substituted by a D6 (reroll if 5 or 6) or a D8
(divide by 2). A D16 can be substituted with a D8 plus a second
die; if the second die is odd, read the D8 as 1-8; if the
second die is even, read the D8 as 9 – 16 (i.e as 1-8 plus 8). A
D24 can be substituted with a D12 plus a second die: if the second
die is odd, read the D12 as 1-12; if
the second die is even, read the D12 as 13 – 24 (i.e as 1-12
plus 12). D16s and D24s are available from dice manufacturers such
as Chessex.
DO NOT roll two D8s and add for a D16, or two D12s and add for a
D24; the odds are completely off. (On a D16, there is a 6.67%
chance of rolling a 1, or a 16, or any other number on the die. On
a D8 plus a D8, there is NO chance of rolling a 1, and only 1/64
chance of rolling a 2 or a 16.)
6) Order chits: template provided to print and cut out.
7) Cards for spells. Templates for common tactical spells and
the leonine spells are in the book. Other spell templates can be
found as downloads at the Yahoo group. Ordinary playing cards can
serve as spell cards; one deck will suffice for both sides.
8) Markers made from short lengths of “pipe cleaner” chenille
stems available at craft stores: white, yellow, red, and green,
plus a few other colors are useful.
9) Movement trays cut from mattboard, 40mm by 120mm inside
measurement, with balsa rims glued on. These are optional but speed
up the game considerably and save wear-and-tear on the
miniatures.
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THESE RULES seek to provide a fast and fun game of fantasy mass
combat. It is the designer’s belief that the best games result from
a combination of simple rules mechanics and the opportunity for the
players to make many decisions.
In PRIDE OF LIONS the role of each player is that of the
commanding general of the army or warlord of the horde. Magic, and
the courage and skills of individual heroes, can affect the game,
but the outcome of the battle will depend mainly on the clash of
large units of common fighters operating under the general’s
orders. Maintaining a coherent battle line, (or, better, TWO battle
lines, as reserves are very useful) is not obligatory but is amply
rewarded by the rules.
There is, by deliberate choice, a degree of abstraction or
unhistorical looseness in the rules, particularly as regards
formations and units moving through one another. I have never
enjoyed fiddling with such details and playing “traffic cop,”
although realizing that in real life troops do get in one another’s
way and that such crowding has sometimes determined victory and
defeat, as when Hannibal destroyed the Roman army at Cannae. These
rules compromise with realism in favor of speed and ease of play,
and hopefully of enjoyment. Players will have plenty of things to
worry about without bothering themselves with the sort of details
that the unit commanders, or their sergeants, should be
handling.
Each turn begins with players issuing orders to eligible units
by laying inverted movement chits behind each unit. After a magic
phase, which can result in a unit’s orders being changed
involuntarily or randomly, all orders are revealed and movement is
conducted simultaneously by all sides but in a strict sequence,
with the most aggressive movement coming first (charges) and
skirmishers going last. Both melee combat and missile fire are
conducted through opposed die rolls, using dice of various sizes
from D4s to D24’s, with the difference between the die rolls
determining the outcome. Factors such as terrain, magic, special
weapons and tactics, and leadership and heroism by characters all
affect the game either through the movement chits or the die
rolls.
I assume that players will read the rules through once, and will
then refer to them as needed to find necessary information in the
middle of playing a game.
Some material is repeated. I have tried to include relevant
information everywhere it applies, for ease of reference during a
game.
WHERE DOES THE TITLE “PRIDE OF LIONS” COME FROM?
My son David McBride owns Splintered Light Miniatures
(www.splinteredlightminis.com). David’s first range of fantasy
miniatures was the leonines. You can see them at
www.splinteredlightminis.com/leonines.html We wanted a campaign
setting for them, with a cultural background. We also wanted to be
able to fight battles using the same miniatures on both sides. We
developed the idea of rival leonine societies, the Sun Pride plains
dwellers and the Dark Pride forest folk, with the Blood Pride
berserkers and the Moon Pride spooks. I began to write and we began
to play the rules at this time, and the name came naturally. (A
year later I bought a lot of painted 15mm Zulus at a convention
flea market, and we had several blisters of old Ral Partha wimmicks
(lion centaurs) and so the hybrid human-leonine Black Pride was
born).
OVERVIEW AND PHILOSOPHY
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WHAT IS “THE SPLINTERED LIGHT”?
It is a phrase from JRR Tolkien’s poem MYTHOPOEIA; you can read
the whole poem at
http://www.splinteredlightbooks.com/cgi-bin/slb/mythopoeia.html.
The most relevant part, for those creating fantasy worlds,
reads:
The heart of Man is not compound of lies,but draws some wisdom
from the only Wise,
and still recalls him. Though now long estranged,Man is not
wholly lost nor wholly changed.Dis-graced he may be, yet is not
dethroned,
and keeps the rags of lordship once he owned,his world-dominion
by creative act:
not his to worship the great Artefact,Man, Sub-creator, the
refracted light
through whom is splintered from a single Whiteto many hues, and
endlessly combined
in living shapes that move from mind to mind.Though all the
crannies of the world we filled
with Elves and Goblins, though we dared to buildGods and their
houses out of dark and light,
and sowed the seed of dragons, ‘twas our right(used or misused).
The right has not decayed.We make still by the law in which we’re
made.
I will confirm what astute readers would soon suspect: I am a
Christian, and like Tolkien hope to describe a world that is not
our own reality, yet is consistent with what I understand of God’s.
I am at best an amateur theologian, and if those more knowledgeable
of Christianity believe I have missed the mark somehow, I shall be
glad to be instructed.
WHAT HAS THIS TO DO WITH SPLINTERED LIGHT MINIATURES?
David and I work closely together, but his focus is on the
production and sale of miniatures, while mine is on the rules and
the world. Many of the races of the World of Splintered Light are
produced in 15mm miniature by David.
There will eventually be a campaign supplement with a full map
and cultural background for many races, for all of the miniatures
line sold by Splintered Light and many more besides.
WHAT HAS THIS TO DO WITH GANESHA GAMES’ SONG OF BLADES AND
HEROES?
Nothing directly. Andrea Sfiligoi, founder of Ganesha Games and
author of SONG OF BLADES is a friend, and we have edited and
contributed to each other’s work. I did a supplement for him, SONG
OF THE SPINTERED LANDS, and he did much of the artwork for PRIDE OF
LIONS, including the cover.
SONG OF THE SPLINTERED LANDS is set in my world, and some of its
cultural background (particularly the Druid of Wyldewood, the
Dwarven King of Mountain Home, and King Shade and the goblins of
Moonglade) is also to be found in PRIDE OF LIONS.
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Part One: BASIC RULESThe rules given in this first section allow
for a fast-paced
and enjoyable game. Magic is excluded, as are many types of
troops and tactics. It is HIGHLY recommended to play through a game
or two using only these basic rules. The addition of complexities
such as magic and fliers will proceed much more smoothly if players
are already familiar with the rules for orders and movement and
combat. Also, these basic rules are suitable for historical games
with very little added.
UNITSEach player should field an army of a dozen or more units.
A
unit begins the game composed of three stands of figures. We use
40x40mm bases, but any basing system with a uniform frontage should
work. A unit, in our games, is therefore a battle line 120mm wide
and 40mm deep. We use four types of troops, represented on the
stands as follows:
Close order infantry are based 6 to a stand and move 6”;
Loose order infantry are based 4 to a stand and move 8”;
Large battle beasts such as mammoths are based one to a stand,
with stands of loose order infantry to their left and right to make
the unit of three stands – these units also move 8’:
“Cavalry” – anything running on four legs – are based either
three to a stand for heavies or two to a stand for lights, and all
move 12”. Chariots, based one to a stand, are considered cavalry.
If a unit is eligible to skirmish, it is considered “light
cavalry”; this includes light chariots.
(Very large beings such as dragons or the largest giants are
considered a unit by themselves, and occupy bases big enough to
accommodate them, either 120mm square or 120mm wide and 60 or 80mm
deep. These types are discussed separately below.)
Some units may be designated on their Order of Battle as
Drilled; they gain certain movement advantages when in good
order.
The unit moves and fights together. There are no formations as
such other than a battle line. Some units may also SKIRMISH, which
gives them great freedom of movement, but they still remain in the
120mm by 40mm line.
Die LevelsEach unit is given a die that is rolled whenever it is
in melee
or is testing morale. Missile units have a separate die for
shooting. Higher rolls are better; rolls of 1 and 2 are generally
quite bad. A unit’s die level may vary from a D4 (a four sided die)
up through D6 and D8 and D10 and D12 and D16 to D20 (a twenty sided
die), and in certain circumstances to D24. A unit’s initial die
level is assigned based on a combination of physical
characteristics such as strength, weapons, armor and the like, and
also on non-material characteristics such as training and
morale.
A unit’s die level may decrease or (rarely) increase as the game
progresses. Peasants forced onto a battlefield to fight with
improvised weapons would rate an initial D6; elite heavily armored
lancers might be an initial D20. Note that it is still possible,
though very unlikely in the above example, for the elite lancers to
roll a 1 and be defeated by the peasants.
Melee outcomes are determined by the difference between the die
rolls of the opposing units: higher differentials result in
increasingly dire consequences for the loser.
Morale rolls are done with the unit’s current die and a roll of
1 or 2 has a bad effect. Players will notice that the higher the
die level, the lower the odds of rolling a 1 or 2. A D20 unit’s
chance of failing a morale test is 10%, a D16’s is 12.5%, a D12’s
is 16.6%, a D10’s is 20%, a D8’s is 25%, a D6’s is 33.3%, and a
D4’s is 50%.
Morale StatesA unit’s starting die level, based on training and
morale and
weapons and armor, assumes that the unit is fighting in GOOD
ORDER. That means that the individual fighters are in their
assigned places and orders can be heard and understood. A unit may
become DISORDERED as a result of being pushed back in melee, being
shot by missiles, failing a morale test, moving in difficult
terrain, and so forth. A DISORDERED unit’s soldiers are out of
position and/or confused, and its leadership is less effective.
Orders take longer to be transmitted, and the unit’s standard
operating procedures (the sort of things sergeants take care of –
“Pick that up! Get back in line!”) are breaking down.
Whatever the cause, the state of DISORDER is represented by a
white marker on the unit. (We use chenille “pipecleaners” as
markers; they can be purchased at hobby stores in many colors and
cut to a desired length – we like them about an inch.)
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The DISORDERED unit’s die level is reduced one below its
starting level. It may still be issued any legal order, but it
moves at half speed.
A unit recovers from DISORDER by spending a turn not moving and
not in contact with an enemy unit. Its orders will probably be Hold
or Stand and Shoot, although it could play a defensive formation
order such as Shield Wall. It may shoot (as disordered) if missile
equipped. Enemy missile attacks do not prevent recovery of good
order unless they cause the unit to become SHAKEN or ROUT. At the
end of the stationary turn the unit regains good order and the
white marker is removed.
Worse than DISORDER is the state of being SHAKEN, indicated by a
yellow marker. A SHAKEN unit’s individual soldiers are wavering
(giving serious consideration to running away); its internal
cohesion has broken down so that orders cannot be transmitted and
normal operating procedures are not being followed. A SHAKEN unit
is reduced two die levels below its starting point, and it may not
voluntarily move closer to the enemy. SHAKEN units may not shoot,
and move as disordered. It will normally require a turn out of
contact with an enemy and
under a REFORM order to recover (to DISORDER). The opposite of
SHAKEN is STEADY: a steady unit may be disordered but not SHAKEN or
ROUTED.
Worst of all is ROUTING, indicated by a red marker. A ROUTING
unit will automatically RUN AWAY, and if contacted in melee it
fights down three die levels. Recovering from ROUTING normally
requires that the unit be joined by a commander or other special
character, and then pass a morale test raising it to SHAKEN.
ROUTING units who flee off the table are considered destroyed.
A unit that destroys an enemy in melee will gain a green marker,
indicating that it is ELATED. Its die level is increased one level.
An ELATED marker cancels a DISORDERED marker (remove both) and
changes a SHAKEN marker to DISORDERED and a ROUTED marker to
SHAKEN. A unit may only have one of these four markers on it at a
time.
The table below summarizes the five morale states and their
effects:
MORALE STATE Elated (Steady)
Good Order(Steady)
Disordered(Steady)
Shaken Rout
MARKER Green None White Yellow Red
DICE +1 level As assigned -1 level -2 levels -3 levels
ORDERS any any any No closer to en-emy; No shoot-ing
Run away from enemy
MOVE normal normal 1/2 speed 1/2 speed normal
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Table of ContentsOVERVIEW AND PHILOSOPHYWHAT HAS THIS TO DO WITH
GANESHA GAMES’ SONG OF BLADES AND HEROES?WHAT HAS THIS TO DO WITH
SPLINTERED LIGHT MINIATURES?WHAT IS “THE SPLINTERED LIGHT”?“PRIDE
OF LIONS” COME FROM?
Part One: BASIC RULESUNITSDie LevelsMorale StatesCOMMANDERS AND
CHARACTERSCHARACTER ROLESCHARACTER TO CHARACTER
COMBATORDERSSEQUENCE OF PLAY
How Units MoveMovement and FacingMovement and Morale
StatesMoving and Interpenetrationor Routing FriendsMultiple
Chargers and DefendersTerrain and MovementHow Units FightFACTORS
AFFECTING DIE LEVEL IN MELEE:
MULTIPLE ATTACKERSCOMBAT RESULTS TABLEMorale Effects from the
CRTPushbacks From MeleeWITHDRAWING FROM COMBATMissile
AttacksOPTIONAL SHOOTING ADJUSTMENTDIE ROLLING CONVENTION
BEFORE THE FIRST TURNTHE ENVIRONMENT OF THE BATTLEDaylight and
DarknessClimate and WeatherEnvironmental AdvantageLocal
AdvantageTerrainScoutingDeploymentMovement TraysArmy ReserveFlank
Marches and Picketsfor Balancing Armies
Diagram 1Part Two: MAGIC RULESWhat is magic?
SHAMANIC MAGICHOW SHAMANS DO MAGICSHAMANIC SPELLSB.Spells to
reduce enemy moraleC.Spells to raise friendly die levels
(melee/morale and/or missile attack)E.Spells to change a unit’s
orderF.Spells to affect terrainG.Spells directly attacking an enemy
unitH. Generalized weather spellsI. Tactics Cards
DWARVEN RUNELORERUNE ITEMSSpecial Rune Items ARMY LIMITS ON RUNE
ITEMS
DEMONIC MAGICDIVINE MAGIC
NecromancyUNDEADNECROMANCERSCommon necromantic spellsAS
GENERALS
GODFEARERSSPIRITS
SPECIAL UNITS AND ATTACKSMIGHTY DRAGONS AND
GIANTSCONSTRUCTIONSGAS ATTACKSARTILLERYSWARMSHORDESHERDS
FLYING UNITSTHE TURN SEQUENCESSome representative air units
Part Five: GENERIC ARMY LISTS AND SCENARIOSGeneric
ArmiesCivilized/drilled infantry-based army:Barbarian hostPikes and
heavy cavalryCavalry army
GENERIC SCENARIOSA: THE BRIDGE: (see Map A)B: AMBUSH! (See Map
B)C.DARK AND BLOODY GROUNDD.RAID!E. MASSACRE!F. SURPRISE!G. MORNING
FOGFOG rules
A SHAMANIC ARMY: WYLDEWOODA GOBLIN ARMY: MOONGLADE WOLFCLANAN
ARMY OF HORSE NOMADSDWARVEN ROYAL ARMYAn Army of GodfearersPRAYER
LIST FOR PRIESTS OF THE RISEN SUN
CULTURAL BACKGROUND AND ARMY/SPELL LISTSTHE PRIDES AND THEIR
MILITARY FORCESSUN/GOLDEN PRIDEDARK PRIDEBLOOD/RED PRIDEMOON/GHOST
PRIDEBLACK PRIDE
LEONINE SPELLSDARK PRIDE UNIQUE SPELLSMOON PRIDE UNIQUE
SPELLSBLOOD PRIDE SPELLOPPOSING UNDEADFrom SunPride or Dark
Pride:From Blood Pride:From Moon Pride:From Dark Pride:
The SunderedI. Culture, Economy, Ecology