Basic Impetus Rules - Download as PDF File .pdf), Text File .txt) or read online. Rules for Basic Impetus. Advanced teshimaryokan.info - Download as PDF File .pdf), Text File .txt) or read RULES. Te rules are those of the rulebook as completed or amended by this. I assume you aware of the Advanced Impetus PDF? It collects all current amendments, erratea, clarifications and advanced rules: Advanced.
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IMPETUS AND BASIC IMPETUS. Impetus is a set of wargame rules that aims to simulate battles with miniatures in the ancient, medieval and renaissance. The Rulebook. Impetus, now on its second edition, is an innovative set of wargame rules that aims to simulate battles with miniature figures in the Ancient, . Impetus rules - Download as PDF File .pdf) or read online. rules for ancient wargaming.
Te Zone of Infuence of the major control of the bat- tlefeld player extends to the middle of the battlefeld; the other player is limited to his own area of deployment. Some troop types will have a further penalty: Units on the edge of a wood less than 3U from the edge can fire and be fired at. A small message is added to the bottom of each page of the document containing your name and the order number of your eBook purchase. Disordered Units can also form a Shieldwall. Having a single addendum would make it a lot easier for newer players.
Gift Certificates. Time Period. Ancients up to A.
Medieval to Renaissance to American Civil War. World War One. World War Two. Pulp Gaming. Science Fiction. STL 3D Model. Vector Graphics Laser Cutter. Pay What You Want. Follow Your Favorites! Sign in to get custom notifications of new products! Recent History. Product Information. Copy Link Tweet This. Lorenzo Sartori.
Original electronic Scanned image These products were created by scanning an original printed edition. Most older books are in scanned image format because original digital layout files never existed or were no longer available from the publisher. The result of this OCR process is placed invisibly behind the picture of each scanned page, to allow for text searching. However, any text in a given book set on a graphical background or in handwritten fonts would most likely not be picked up by the OCR software, and is therefore not searchable.
Also, a few larger books may be resampled to fit into the system, and may not have this searchable text background. For printed books, we have performed high-resolution scans of an original hardcopy of the book.
We essentially digitally re-master the book. Unfortunately, the resulting quality of these books is not as high. It's the problem of making a copy of a copy. We mark clearly which print titles come from scanned image books so that you can make an informed purchase decision about the quality of what you will receive. ZOC re- actions , completing melee. Te only manouvres allowed are reactions evasions, pursuits and retreats and those derived from ZOC.
A referee should warn players 30mins, 15mins and 5mins before the game is supposed to end Army composition for pts armies: From 1 to 2 Commands. Halve mini- mums and maximums on the army list.
Te other player can do the same or deploys the biggest Command before the frst player places the rest of his Units etc. Special deployment for the Swiss army is limited to 5U.
Tese rules contain a certain level of abstraction, but they are designed to avoid as many disputes during tournaments as possible. Ignore the efective visibility or dimensions of terrain ele- ments as ambushes can be made in any element of terrain present on the battlefeld with the following limitations: Mounted units and FP armed with Pikes can only ambush in gentle hills. Other troops can also ambush in woods, difcult hills and other difcult terrain with limited vis- ibility.
Skirmishers S can also hide themselves in Broken Ter- rain with limited visibility 5U as per woods. Te Zone of Infuence of the major control of the bat- tlefeld player extends to the middle of the battlefeld; the other player is limited to his own area of deployment.
Te Zone of Infuence extends to cover entire elements of terrain which are partly within the zone. If a terrain piece extends to cover parts of both Zones of Infuence then only the Defender can use that piece. In the example above: Terrain A extends to two Zones of Infuence and only the Defender can use it for ambush. Terrain B is partly in the Zone of infuence of the player with major control of the battlefeld and only he can hide an ambush there. Terrain C is exclusively con- trolled by the other player.
On the deployment sheet players must indicate which Units are in ambush, and in what terrain, but it is no longer necessary to indicate the precise position and ori- entation. Regardless of the size of a piece of terrain, each terrain piece can hide a maximum of 2 units one Large Unit of size 2 counts as 2 units. Te ambush is revealed when the controlling player de- cides to activate the hidden Unit or when one enemy Unit comes within 6U of the element of terrain.
Te player controlling the ambush is required to place the units on the table if one opposing unit ends a phase of movement within 6U from the terrain. In case A the element of terrain is large enough for the two units. Tey should both be deployed entirely inside the terrain orientated as desired. In case B, the terrain is not large enough to completely hide the unit in ambush, so the centre must be placed at the centre of the terrain. Even in this case the orientation is free. In case C the two Units must form a Group with its centre at the centre of the terrain.
Te same is true for case D. Even for these two cases the orienta- tion is always free. Te unit in ambush is no longer considered on Oppor- tunity. Any unit in ambush can never be placed directly into a melee. It would not even go automatically into melee if the player moving into the ambush decides to move forward into terrain to contact the hidden Units.
In this case, the Unit which enters the terrain must stop possibly moving back just before contact. Ambushes revealed during deployment From the moment that a terrain containing an ambush can be extended to the zone of advanced deployment see the next paragraph of the opponent, the ambush might be sighted during deployment. In this case, the hidden Units must put be placed on the feld immediately. Tis means positioning the unit directly in the feld in a terrain piece allowable for ambushes.
In this case, how- ever, the Unit remains in the original position until voluntarily moved. Anyway if the ambush must be revealed and there is no room to feld the ambushed Units, they are removed and considered lost at all efects. Te two advanced deployment models are alternatives one excludes the other. Type A Te player may place one of his Commands not lead by an Incompetent or Cowardly general up to 10U from the line that divides the length of the battlefeld from 50U of his own side but still 30U from any enemy Unit that has already deployed, with the obvious excep- tion of an ambush including visible ambushes.
Te rule would not apply to the Swiss, which are already allowed the advanced deployment of one Command without being indicated in the army list. Te army list must indicate the adoption of the advanced Deployment with Model A, and the Command afected by this rule. Mounted units and Skirmishers cannot belong to a Command lead by an Incompetent or Coward general. Te rule does not apply to the Swiss, which are already al- lowed an advanced deployment similar to model A. Te note must indicate the Command and the side lef or right.
Expert and Charismatic Generals cannot re-roll the initia- tive dice if on a Flank March. A Discrete General in fourth round throws a dou- ble 5. In this case the miniatures are considered eliminated for victory conditions.
Tese Units must be placed at least 5U from any enemy Units measure from the closest points. Units that have no room to arrive on table are not de- ployed and are considered eliminated for Victory Conditions. Tese movements cannot bring a unit closer than 5U to any enemy Unit. If they rolled the same then the winner is the side with the better Command Structure or roll again if this is the same.
Distances 12U and 5U must be respected also in this case. A Leader of Genius can re-roll one or both dice during initiative and he can also leave initiative to the op- ponent. He can re-roll one or both dice on the Leader Casualty table.
If not attached he doubles his command radius Com- mand Structure, but just for the troops under his com- mand. If a Genius Leader rolls a double 6 during the initiative his level becomes permanent no downgrade for a succes- sive double 1.
If he rolls a double 1 he becomes Expert immediately and in this one case he cannot re-roll either of the dice.
A Charismatic Leader can re-roll one or both dice during initiative. Amendments to par.
If the Charismatic leader is lost dead or captured all Units of his army must take an immediate Discipline Test. If the test is failed the Unit is disordered and if already in Disorder it takes a permanent loss on VBU. Tis new rule replaces the automatic loss of 1 VBU. He can re-roll both dice on the Leader Casualty table. If he rolls a double 1 he cannot reroll and becomes a Fair General. If it is the result of Missile Fire including Pila , a roll of 7 or 8 has no efect. With a roll of 11 or 12, afer Missile Fire, consider the efect shown in the line above it, i.
In the latter, voluntary action case, forming Shieldwall is the only action which is allowed during activation with the exception of recovery from Disorder.
Forming Shieldwall as a reaction to charging or shoot- ing is automatic, i. It can be performed only if the threat is frontal, so if a charging Unit enters the ZOC before contact OR if the shooting Unit is within the projection of the front the projected Zone of Control.
Disordered Units can also form a Shieldwall. Once the Shieldwall is formed, a marker should be placed close to the Unit.
Te Shieldwall cancels the Impetus bonus of any frontally charging Unit. It does not cancel the impetus bonus of any Unit not charging frontally, i. A Unit that is formed in Shieldwall cannot move voluntar- ily. I cannot react if its ZOC is violated. A Unit that has previously formed a Shieldwall can move during its activation only once the Shieldwall marker has been removed. A Shieldwall marker can be removed dur- ing an activation sequence, but removing the Shieldwall status can be the only voluntary action that this Unit can take during that activation, with the exception of recovery from disorder.
Shieldwall can never be formed if the Unit is already in melee. She cannot be attached to a Poor, Incom- petent or Cowardly General. A roll of 6 on a Cohesion Test means you must establish whether the test applies to the Commander or to Joan of Arc. Roll 1d6 and with a roll of the Test is undertaken by the Maid of Orleans. As regards modifers Command- er Leadership , Joan of Arc is considered to be a Charis- matic leader at all efects reroll included. If Joan is captured or killed all units that are even partially within 30U 15mm o minor scales or 20U 28mm of her base are immediately disordered.
Tis replaces the entry in Extra Impetus 2 where the term "prosecution" of the front instead of "projection" of the front was used to clarify what is meant by the terms frontal and frontally.
According to the diagram below CL can evade only from T1 shooting. Interpenetrations Amendment to Paragraph 5. Units of Missile troops T , Artillery and Light Infantry FL , except for Impetuous troops, can be inter- penetrated by any type of troops and for the purposes of Interpenetration they behave like units of Skirmishers S , and so are placed behind the interpenetrating unit even if the interpenetration is not complete.
Missile troops and Light Infantry not impetuous can also interpenetrate any type of Unit or Large Unit includ- ing Schiltron, Pikemen and Impetuous troops. Amendment to Paragraph 5. In reference to the last sentence, we no longer allow the forward involuntary interpenetration of troops that cannot normally be interpenetrated voluntarily.
Te free wheel allowed to impetuous troops in order to point towards the closest enemy or to avoid Difcult or Impassable ground is now subtracted from the movement. Tis initial wheel is not an autonomous movement phase and so can be combined with a straight movement, but the total distance covered cannot exceed the maximum speed allowed for the unit in a movement phase.
Chariots Amendment to paragraph 5. War Chariots must perform at least half movement phase before wheeling but no longer before stopping. Chariots can stop afer the movement like any other Unit. Te concept of stationary chariots is removed.
Such movement to the rear is not allowed to large Units. Amendment to paragraph 5. If the test is failed the Unit is not disordered and must stay in place. Tankred wrote: I am only one, but I prefer using my Surface to look stuff up in competition play, Zippee.
I have hardcopy as back-ups. There are currently eight sources for rules and interpretations - the base rules, the five AI list volumes, the A and C document and this forum. All I am saying is that a bit of focus would help everybody, particularly for new players. The A and C document does have a lot of it, but certainly not all, particularly where it is expressed as a "tutorial". The biggest single example of that is the line relief tutorial which has the most comprehensive explanation of how it works.
The A and C could simply have those relevant pages from the lists tacked onto the end. That's all. Amendments and Clarifications A and C. I meant, of course, the five Extra Impetus volumes. Your reaction seems perverse. And it is about more than "the rules". I am also referring to the tutorials and errata. On the subject of the forum, we had a situation last year where Lorenzo announced some changes here within a few weeks of our largest annual competition.
Nowhere else. As the convenor, I had to make a judgement call as to whether we would use them.
We didn't. Reading a hardcopy is fine. No one is stopping you from your preference. I just stated my current practice which uses both. Printers are easily available if there is an issue. If we are stating preferences, I don't like PDFs. They belong to a tradition of the hard copy paradigm and don't satisfy either that form or digital.
But this is the form we have so I adapt to it. I know someone who has purchased digital copies of the rules and EI volumes and has had them printed and bound in a single volume. And saved money, doing it.
Not at all, you referenced things that made no sense to me. AI is the supplementary document that supports the rules as a living document.
The rest are informative and useful but AI supersedes them and usually incorporates them - there may be exceptions but it's not relevant as the Rules consist of the Book and the current AI. Forum comment is not cannon that's pretty well understood. So you do not have 8 sources of rules to reconcile you have 2, the rulebook supplemented and updated by AI. Personally I'll use whatever I want and adjust as I like as I am unconcerned with tournaments or conventions but I recognise the need for a recognised cannon that provides a consistent level.
I'm happy with any personal preference, the statement I challenged was: Plus most tabletop games are going to tablet based rules on pdf. I find myself in agreement with Zippee here on the usefulness of tablets vs printed rules, and indeed on the utility they have. I have embraced pdf and other formats but find that on the table nothing is as quick as a playsheet and printed set of rules.
Of course this may change as technology improves.