Homestead

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Movement A unit or general that enter a homestead hex must stop and may move no further that turn.
Battle An infantry unit may move onto a homestead hex and may battle an enemy unit that is 3 or fewer hexes away in any direction. The infantry unit rolls 3 dice when the target is in an adjacent hex and 1 less die for each additional hex away from the target. An ordered infantry unit already on a homestead hex will battle with its standard number of battle dice.
A cavalry unit may move onto a homestead hex and may battle an enemy unit that is adjacent in any direction. The cavalry unit rolls 2 dice when the target is in an adjacent hex. An ordered cavalry unit already on a homestead hex will battle with its standard number of battle dice.
An artillery unit may not battle the turn it moves onto a homestead hex. An ordered artillery unit already on a homestead hex may battle an enemy unit that is 4 or fewer hexes away in any direction. The artillery unit rolls 4 dice when target is in an adjacent hex and 1 less die for each additional hex away from the enemy.
When targeting an enemy unit or general that is on a homestead hex, reduce the number of battle dice rolled by 1.
Line of Sight Blocked

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