BG:FW HoTT Fusion Rules
Link to HotT rules 2nd
edition:
this link has all their game
rules and you have to scroll down to the HotT second edition link which is a
pdf.
Here is a link to a one page
reference sheet that is indispensable IMHO:
Next Blogs will be the individual army lists.
If there is an X after the unit type, that type may not be built for that faction.
Rather than roll for pips,
each player gets four CA’s which may be used just like pips or be converted
into CA’s. Converted CA’s are saved until spent. All armies may use CA’s for
these purposes:
In combat--
One CA may be used to add +1
to any combat die before rolling.
Two CA’s may be used to add
+1 to any combat die after rolling.
There is no limit to how many
of a players saved CA’s may be spent per combat.
Before rolling a die a player
must secretly allocate CA’s adding a +1 to his die. When both players are done
adding any +1’s the dice are rolled.
After the dice are rolled
each player may secretly add +1 per two CA’s spent. When they both agree they
are done the result is calculated to determine combat results.
Different armies possess
unique traits and some of these are also activated with CA’s.
Movement –
Any allotted or Saved CAs may
be spent to move an element or group.
One CA may be spent to move a
group one extra move if it does not come within one base width of an enemy
element or within range of any missile troops.
One CA may be spent to add
100p to any units move regardless of the presence of enemy, including movement
to contact.
Point cost conversion –
By converting the 2000 point
BG:FW army total to the HoTT 24 point army total we get these values which may
be used for Kingdoms calculations:
BG:FW HoTT
2000
24
500 6
250 3
100 1.2
1
0.012
So a 1500 point battle would
be an 18 point battle.
BG:FW core and elite minimums
are replaced by the HoTT requirement that at least one half the total elements
must be one or two point elements. Other restrictions may apply to specific
armies.
A one or two point element
must be designated as the General’s element.
All mercenary elements cost 2
CA’s to move, regardless of what type of element they are.