Greetings honoured regents and DMs.

Hmmm.... it looks like my posting was not delivered correctly, so here it
is again

After a few weeks of doing... errr... nothing... I got to charge again
into the battle on the web for the sake of Cerilia.

I worked out a new form of warcard: the commander cards

Below you'll find the rules for them and (I said, I WORKED) you may
DOWNLOAD the first seven cards from my homepage

I would be glad if you told me what you think of them.



Commanders on the Battlefield

My players complained once that there only the major goal during a battle
to destroy other units. Sure, your opponent may choose to retreat, but
normally battle results in devasting casualties and sometimes there is no
obvious winner. In addition, you can't prevent wizards or priests from
casting except you got spellcasters yourself, e.g. charging the rear
battlefield to stop magic users is impossible.

So I made my best to find a way to bring commanders into the game.

Layout of the Cards
Every card contains the following information:
Name/Class of the commander
Command Value from 1(low) to 9 (high),
representing the commanders abilities according to his class
(the big number next to the name).
Description of special abilities appropriate for the commander.

Who is a Commander?
Not everone has the abilities to command hundreds of men. Only some
regents and a few other blooded characters may lead an army. The DM
decides if a character counts as a commander, considering level,
training, experience in battle, domain power and so on. It is not unusual
that a domain does not have a commander. Unblooded commanders are
extremly rare, though there may be a couple of them in Aduria.
The DM may rule, that certain benefits are not applied as long as the
character has not enough experience. Guildmasters have no tactical
abilities, so they cannot act as commanders.

Taking Command
It is possible that there are several allied commanders fighting for the
same cause, so the commander with the highest command value is the actual
Leader of the army. In case of a tie the commander with the higher level
takes command.
Remember that the DM may rule differently according to special
considerations, e.g. the son of the emperor commands the troops even if a
high-level fighter is at hand.

An army with a cunning leader gains benefits according to the description
on the appropriate card. The bullet adjacent to the description
classifies the ability:

Red: This abilities is always in effect as long as the commander is
on the field.
Yellow: This ability is always in effect as long as the commander is
on the field
AND he is the Leader of the army.

If the commander is lost in battle or moves to the reserves all effects
are negated. (Exception: if terrains were added to the field, the
opponent decides whether they remain in place or not).
All effects are not cumulative. So if your army contains three fighters
and a dwarven Overthane, you get a bonus of +1 defense instead of +4.

Loosing the Commander
A commander must always be accompanied by at least one unit. If the unit
has to retreat or fall back, the commander moves with them. If the
commander without units is either slain or caught by the enemies
(depending on the circumstances) the appropriate benefits are immediately
If the Leader is caught or killed, the battle is lost, if no other
commander with equal or perhaps higher command value is at hand. A
commanding priest (MVC#6) may raise his command value to continue the

Need Warcards?