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The Loremaster Compendium


With the ability to move as quickly and realistically as the light cavalry of the Mongols or a flight of eleven war-eagles, to fire weapons with the effect of the longbow of medieval England or the guns of the Dwarfs of Karak-Dun. To move in step with the solid regiments of The Roman Legions, or the pikemen of the Drasnian or Macedonian phalanx, or to move with the uncertain relentlessness of the Undead hordes of the Liechmasters. To face feudal halberdier against musket armed Orc; glider borne 'snipers' and steam tanks against the Eleven aerials, massed ranks of lancers, crossbow and Imperial magi.

More importantly, to enjoy the game, as master, general or strategist, with the ability to incorporate any existing figures, based within a single set of rules. Incorporating the fantasy army of your imagination, a combination of pseudo-historical and fantasy figures, or if preferred, to take two historical armies and recreate a known battle or scenario.

The Loremaster Compendium page 5


Designer
Johnethan R Catts
Year Published
2001
Status
In Print
Contents
Available online (22-page PDF)
Basing
The gaming system operates on a single width and depth of base with occasional depth variables with the battle field comprised of areas of hexagonal sections. There is no need for the use of ruled measurements for either troop movement or missile ranges, as these are incorporated in the hex’ game components. The game is designed to be between six and ten moves long, varying in length due to 'army' size, options to include fantasy elements such as 'aerials' and magic and advanced options such as ammunition supply.
The Loremaster Compendium page 6

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This entry created by Personal logo Editor in Chief Bill The Editor of TMP Fezian on 30 October 2016. Last revised by Personal logo Editor in Chief Bill The Editor of TMP Fezian on 30 October 2016.

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©1994-2024 Bill Armintrout
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The Loremaster Compendium

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