An Age of Might and Steel Rules Article by Steve Hazuka
Bring something extra to the table in your games of Age of Might and Steel (AoMaS), 15mm.co.uk's mass combat fantasy system.
During a battle summoning up a creature from another plane of existence and bring them into battle provides the army with a Special Stand that has an added magical ability without endangering the Magic User that summoned it. Plus it looks cool.
Magic Users, both Good and Evil, have the ability to summon Monsters, to do this the Magic User may not cast spells or assist in morale or combat with any unit. The summoning is automatic but the Magic User may only summon one Monster, once per game. A chit like those provided for other spells should be placed next to the Magic User to represent this.
The Magic User does not need to be attached to a unit while their summoned creature is on the table but must remain within 12 inches of the Monster for it to stay.
Evil Magic Users may summon a Demon from the dark realm only once during a game as a Special Stand. During the period the Demon is on the table the Magic User cannot cast any further spells or assist in Morale or Activation rolls. If the Magic User is slain the Demon is removed from play.
Magic Users must remain within 12 inches from the Demon to maintain control.
These Demons, like Dragons, have a permanent Fright Spell attached to them that they can share with the attached unit. Demons may also use a Magic Attack spell when in combat.
Bringing a Demon into the fight can add power that a unit lacks to punch a line or threaten the strongest center.
Good Magic Users may summon the power of the Elementals. They have the choice of which Elemental to summon either Earth, Air, Water, or Fire. Like Demons the Magic User cannot assist or cast any other spells or assist in Morale or Activation rolls.
Magic Users must remain within 12 inches of the Elemental to maintain control.
Each Elemental has a specific power or spell that defines it. Played properly they can add an unexpected punch or provide a route of attack your opponent didn’t realize.
Can create a temporary Defensive position, (this disappears at the end of the turn), around the unit it is attached to prior to any attack. Earth elementals can detect automatically and prohibit any Monster using burrowing as its movement from participating in an attack against the unit it is attached to. You may either place a defense works terrain around the unit or simply credit the unit the bonus.
Will decrease the damage taken to the unit it is attached to by 1 stand when attacked by any kind of Archer unit. Can prohibit any Monster using flying as its movement from participating in an attack against any unit it is attached to.
Can create a ford in any river, stream, or lake for the unit it is attached to. The unit must be in March Column and disappears after the unit passes through it. Prohibits the spell Magic Attack to be used against any unit the Water Elemental is attached to.
Are the bane of Demons. Fire Elementals, like Dragons, have a permanent Fright Spell attached to them that they can share with the attached unit. Fire Elementals may also use a Magic Attack spell when in combat.
Demons and Elementals can be used as hitmen in a game. Summon the creature and it has the ability to attack any Hero, General, or Magic User of your opponent. This type of magically guided missile essentially can challenge one of their key figures and attempt to take them out of the game in single combat. One other benefit of this is that it’s free! Your summoning Magic User only has to remain within the 12 inches of the creature. These summoned creatures can also be an excellent defense against your opponents Dragon. They paid lots of points for that creature and you can challenge it and face it one on one with a free summoned creature.
There is no limit to how many summoned creatures can be created for an army but remember each Magic user may create only one summoned creature once per game. May you chose wisely, this could turn the tide of battle.
Battle between the summoned creatures is handled like any other Special unit combat. Add any applicable modifiers and roll a six sided die. Highest roll wins.
This article was originally published on Alternative Armies' content portal Barking Irons Online in 2011 and is reproduced here with permission.
You can buy The Age of Might and Steel rules direct from Alternative Armies on thier web site here.
Barking Irons Online was Alternative Armies' official content portal that I ran for them from 2011 until 2013, You can find (almost) all of the content it hosted on Orcs in the Webbe in the respective categories in the menus or browse through it all by clicking on the maroon "Barking Irons" tag below.