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
- Johnethan R Catts
- Year Published
- In Print
- Available online (22-page PDF)
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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