Dear all,
sorry for have make you wait so much. So let me show you the following list. These are an example of that you can do with BIF. The list are plain and aren't the final ones. I hope you would enjoy it.
Before playing take care of the following notes:
1) When two or more Unit are involved in the some close combat versus an enemy one, the fantasy ability of the main attacking Unit are used. The second Unit give support like usual. This for reducing the battle to an battle winning ability contest. Our aims is to leave on the players shoulders the responsibility of his army and not let him to create or choose an ultra-powered Unit.
2) Two fear-provoking Units are immune from each other Fear ability. A Unit with the fear ability suffers from an enemy Unit Terror ability.
3) Forgive any grammatical errors and enjoy BIF!
Sergente Sturm
THE GREAT GREEN HORDE
N° Name TYPE VBU I MOV VD Army Point ABILITY
2 Orks Warriors HI 5 2 5 6 36 Continuous Charge
1 Savage Orks HI 4 4 5 2 20 Brutal Charge
1 Orks Shooters S 4 1 5 2 17 Longbow Class B
1 Boar Riders HC* 6 5 8 4 29 Fear
1 Goblin levies LI 3 1 5 1 5 Fearful
1 Wolf Riders LC 4 3 10 3 23 Fear + Swift Troop
1 The Smasha Art 1 0 2 2 21 Artillery Class C
8 20 151
HC * = Unit with the General
Brutal Charge
The charging Unit Disorganizes automatically the contacted enemy Unit.
If the enemy Unit was just Disorganizated it receives automatically 1 Damage Point.
This Damage Point is added with the others at the end of the melee, during the Coesion test.
Continuous Charge
The Unit never retreats from the close combat that it has started.
Fear
Every enemy Unit charged by this Unit must make a Coesion test immediatly.
If it isn't successful the charged Unity must fight the following melee with its VBU reduced of 1D6.
Otherwise the following melee is resolved normally.
Fearful
If charged they retreat of 1d6/2. If contacted the melee is resolved normally.
Swift Troop
This Unit is placed on the battlefield normally, but before the battle starts it can be moved up to half of its
Movement value.
DWARF ARMY
N° Name TYPE VBU I MOV VD Army Point ABILITY
2 Dwarf Warriors HI* 5 1 4 6 46 Shieldwall
1 Crossbowmen S 4 0 4 2 17 Crossbow Class A
1 Arquebusers S 4 1 5 2 17 Arquebus Class A
1 Iron Guard HI* 6 2 4 4 31 Determined + Hard to Die
1 Hobbits riders LC 3 1 12 2 23 Composed Bow Class B + Swift Troop
1 Dwarf Punch Art 1 0 2 2 17 Artillery Class B
7 18 151
HI* = Unit with the General
Determined
This Unit doesn't retreat from any close combat it lost. It suffers the Coesion Test result but it doesn't retreats.
Hard to Die
The Unit ignores any double 5 rolled by the enemy. It suffers hits originated by a natural 6.
Artillery hits normally.
Shieldwall
When charged frontally it ignores the Infantry Impetus Value and halves the Cavalry's one.
If it is frontally fired by enemy units, these lost 1D6 from their VBU.
Artillery makes damage normally.
Swift Troop
This Unit can be placed on the battlefield after the normal deployement.
During the first turn, before the game starts, it can be moved up to half of its Movement Value.
UNDEAD ARMY
N° Name TYPE VBU I MOV VD Army Point ABILITY
2 Skeleton HI 4 1 4 6 36 Fear + Determinated
1 Zombie HI 5 2 4 3 31 Fear + Determinated + Continuous Charge
1 Dark Knights HC* 7 4 8 4 39 Terror
1 Ghouls LI 3 3 6 2 18 Fear + Continuous Charge
1 Skeelton Archers S 4 0 4 3 19 Fear + Longbow B
1 Bats Skirmishers 1 1 6 1 7 Little
7 19 150
HC* = Unit with the General
Continuous Charge
The Unit never retreats from the melee it has started charging the enemy. If the Unit is charged from the enemy this ability doesn't apply.
Determined
This Unit doesn't retreat from any close combat it has lost. It suffers the Coesion Test result but it doesn't retreats.
Fear
Every enemy Unit charged by this Unit must make a Coesion test immediatly.
If it isn't successful the charged Unity must fight the following melee with its VBU reduced of 1D6.
Otherwise the following melee is resolved normally.
Little
The Unit is more difficult to hit than the normal, over the 10U the firing Unit suffers a malus of 1D6.
Longbow B
Normal shooting weapon
Terror
Every enemy Unit charged by this Unit has its VBU lowered of 1D6 during the close combat.
An enemy Unit who wants charge this Unit suffers the penalty
HIGH ELF ARMY
N° Name TYPE VBU I MOV VD Army Point ABILITY
2 Spearmen HI 4 2 5 6 38 Long Spear + Determinated
2 Longbowmen S 4 0 5 6 44 Longbow A + Hawk's Eye
2 Light Chariots LC 3 1 10 2 30 Swift Troop
1 Lightning Knights HC* 6 5 8 4 23 Borne to ride + Swordmaster
1 Pathfinder LI 3 2 6 2 19 Wood expert + Composed Bow B
8 20 154
CP* = Unit with the General
LC = Light Chariot
Borne to ride
The Unit when want charge or must retreats roll 2D6 and choose which wants.
Determined
This Unit doesn't retreat from any close combat it has lost. It suffers the Coesion Test result but it doesn't retreats.
Hawk's Eye
The Unit shoot it can reroll the one's ( 1 ) rolled during the shooting. The second value must be accepted in any case.
Please note that if you roll a 5 and there's another 5 just rolled, this means you have hit.
Longbow A
Normal shooting weapon
Long Spear
Follows the normal rules in BI. Cavalry units lost their Impetus value.
Swift Troop
This Unit is placed on the battlefield normally, but before the battle starts it can be moved up to half of its
Movement value.
Swordmaster
During the close combat the Unit can reroll the 1's. The second result must be accepted.
Please note that if you roll a 5 and there's another 5 just rolled, this means you have hit.
Wood expert
The Unit can move in a wood of forest without becoming Disorganized or halving the Movement Value.