Charioteering Dungeon Style
This document attempts to convert the existing chariot rules so they are
compatible with the Mage Knight dungeon rules.
Description of Chariot Template:
The chariot consists of 4 distinct sides. The front and rear being 2 tiles
and sides each having one.
Quck Summary of Chariot Rules:
- None of the sides or passenger are considered to be in base contact with
each other.
- Can’t target the passenger directly.
- Close combat and Ranged combat attacks that succeed against the left,
right and rear blow through to the passenger on a 5,6.
- Ignores most special abilities but not ram.
- Passenger can exit the chariot with a special action and be placed in
base contact with the rear or sides.
- Ranged combat by passenger must be preformed before movement but passenger
may preform close combat actions before or after chariot movement.
- Chariot explodes when 6 skulls are showing
- if the chariot explodes while the passenger is inside deal D6 damage to
it.
Movement / Attacking:
All movement and attacks from chariot sections must occur at the same time.
If a section is used for movement it can not attack, otherwise it can use
all it’s speed points to make an attack.
Exception to the above rule - BPR chariot can either use it’s front section
to move 8 inches or it can move 4 inches and still attack using charge. The
move and attack option isn’t available if the front section starts in base
with an enemy.
There are 3 types of movement:
Forward, forward diagonal and 90 degree rotate (left / right).
Each step of movement must be legal - example you can’t drive through other
chariots and you can’t rotate your chariot into blocking and then drive away
/ rotate out of blocking. (It’s easy to get trapped if your opponents are
sneaky enough and they manage to get you close to a wall so be careful)
Breakaways:
Breakaways with a chariot succeed on everything but 1 but if they
fail they cost 2 speed points.
Difficult terrain: (hindering, water ...... )
If any part of the 6 chariot squares in entering difficult terrain either
by rotating or moving add the level of difficulty to the cost of that movement.
If entering several squares of difficulty chose the highest value and add
it the cost.
Specialized dungeon rules:
When a chariot section attacks another chariot section a counter attack
is permitted.
When a passenger attacks a chariot section no counter attack is permitted.
When a passenger receives blow through damage no counter attack is permitted.
When a chariot section attacks a ‘dead’ chariot section on another chariot
no counter attack is permitted. (Defender chooses which section to target)
When the AG chariot uses a section to ram it doesn’t end that section’s
activation. If that section wasn’t used for movement it may still attack.
(Ram activates when the chariot stops moving - no ram is dealt while the
chariot is moving)