HOLYQUEST ROLE PLAYING GAME
ADVENTURE MODULE HQL1
WAR OF THE JANN
FOR HOLYQUEST COMPANION RULES BATTLES
INTRODUCTION
You will need the HOLYQUEST RPG COMPANION RULES and the CLASH OF THE EMPIRES: CRUSADE CAMPAIGN EXPANSION in order to use this module:
HOLYQUEST RPG COMPANION RULES: http://www.angelfire.com/games4/doctorwhoeyespy/chq.html
CLASH OF THE EMPIRES: CRUSADE CAMPAIGN EXPANSION: http://www.angelfire.com/games4/doctorwhoeyespy/coec.html
This module provides the figures to run a war game between the Crusaders of the Empire of Anauria and the Bedouin Tribes of Jann. The goal of this Crusade is simple yet involved: to conquer the demonic Empire of the Genie.
THE CRUSADERS OF THE EMPIRE OF ANAURIA
The following are the troops of the Empire of Anauria, broken down into the Kingdoms that are supplying them. Anauria has very few footmen, because the Empire has only used professional troops (Knights and Long Bow Archers) for the last four centuries. The footmen are militia, and most of them stayed behind as home guard.
IMPERIAL TROOPS
TOTAL FORCES OF THE CRUSADERS OF THE EMPIRE OF ANAURIA
THE JANN OF THE EMPIRE OF THE GENIE
EMIRATES: Each Hex on the EMPIRE OF THE GENIE MAP is 1 Emirate (ruled by a Jann Emir). Each Emirate is composed of 5 tribes of 30 Jann (each rules by a Sheik Jann). Each Emirate then has the following stats from the HOLYQUEST COMPANION RULES BATTLE RESOLUTION SYSTEM (which is based off of CHAINMAIL, the original Fantasy Miniature War Game)
TOTAL JANN OF THE EMPIRE OF THE GENIE
TABLETOP MINIATURE WAR GAME
If you choose the old fashioned approach to resolving this Crusade, you can act out the battle in each hex using miniatures and the Battle Resolution Rules from the HOLYQUEST RPG COMAPANION RULES. The tables below apply additional rules to fill out this Miniature Battle:
FIRST PHASE: MOVEMENT
MOVEMENT
UNIT |
MOVEMENT |
HEAVY HORSE |
12” |
HEAVY FOOTMEN |
9” |
ARCHERS |
9” |
SECOND PHASE: ARCHERS
ARCHER COMBAT RESOLUTION
# OF ARCHER UNITS |
NUMBER OF UNITS DEFEATED (ROLL 1D6) |
|
1-4 |
5-6 |
|
4-8 |
0 |
1 |
9-12 |
1 |
2 |
13-16 |
2 |
3 |
17-20 |
3 |
3 |
THIRD PHASE
HAND-TO-HAND
Use the
MAP MINIATURE WAR GAME
Choosing this even more old fashioned style of war gaming, the Crusade becomes a lot more simplified and faster to resolve. The Rules presented above are used, with the exception of these modifications:
SCALE 1:120
i. 16 Heavy Horsemen (Knights) Units
ii. 7 Heavy Footmen Units
iii. 15 Archer Units
i. 54 Heavy Footmen Units (1 Heavy Footmen Unit in each hex on the Map of the Empire of the Genie)
SCALE 1:720
1. Number of Units
a. Crusaders of the Empire of Anauria
i. 3 Heavy Horsemen (Knights) Units
ii. 1 Heavy Footmen Unit
iii. 2 Archer Units
b. Jann of the Empire of the Genie
i. 9 Heavy Footmen Units (1 Unit in each of the nine sections of the 1:720 Scale Map
2. 1: 720 Scale Map
a. The Map is divided up into nine divisions, outlined in red. There is 1 Unit of Jann in each division.
b. You can obtain the 1:720 Scale Map at: http://www.oocities.org/holyquest2001/hql1wg.JPG
3. Assign Movement at 1 Hex per turn.
4. Allow combat between any units on adjacent divisions.
FREE PAPER MINIATURE TEMPLATES AT: http://www.oocities.org/holyquest2001/hql1m.bmp