Battlelore - Hordes of the Things Conversions
(These conversion notes are meant for Medieval Battlelore)
Aerials ignore terrain and other units for movement purposes. They must end their move in a vacant space. Non-aerials can't initiate melee against them unless they have ranged weapons.. Non-aerials lose 1D when battling back (unless armed with ranged weapons). They receive no defensive benefit from terrain. They receive no offensive penalties for attacking to or from elevated terrains, marsh, waterways, ramparts (or any anything else they could just flyover). They are affected by woods and strongholds.
Airboats are aerial infantry. They are frequently ranged.
Artillery take 3 hits to kill. They are typically heavy or medium infantry and have a range of 6. They can't move and attack. They hit on shields.
Beasts could be the equivalent of almost any standard melee unit, depending on the animal.
Behemoths are typically heavy infantry with 6 hits to kill. They are usually bold. They often have some special effect from a lore roll.
Blades are heavy or medium infantry
Clerics are typically medium infantry but could be almost any type. On a lore roll, they can heal 1 hit for themselves or an adjacent friendly unit.
Dragons are aerial heavy cavalry with 6 hits to kill. They are bold. They do not give support to friendly units. They hit on shields.
Flyers are aerial light cavalry.
Gods You need to generate 1 lore per turn for their activities. A god can move to any vacant space for 1 lore. 6 hits to kill. A god attacks with 1D per lore point expended. Gods are not bold. Gods can have any base unit type, but Heavy Cavalry is typical. They are usually aerials. They hit on shields and count lore rolls as flags.
Heroes can be based on any unit type, but are typically heavy cavalry. They are bold and take 6 hits to kill. They may also be aerials.
Hordes are light infantry. They don't hit on shields, even against other infantry.
Knights are heavy or medium cavalry
Lurkers are light infantry but they receive a bonus of 1D and 1 hex of movement in favored terrain, and a penalty of 1D and 1 hex of movement in any other terrain. They hit on shields in favored terrain.
Magicians can be based on almost any unit but take 6 hits to kill. They have a range of 4. They often receive special results from lore rolls. They are not bold.
Paladins can be based on any unit type, but are typically heavy cavalry. They take 6 hits to kill. Any flags against them count as hits. For each lore roll, they may heal 1 hit for themselves or an adjacent friendly unit..
Riders are light or medium cavalry
Shooters could be bowman, longbowman, crossbowman or slingers. Shooters with muscle-power weapons should receive a 1D bonus versus light units and 1D penalty versus heavy units.
Sneakers are normally light infantry. They treat hits against them as flags.
Spears are heavy or medium infantry. They hit on shields, but they can't attack to their 2 rear hexes and have 1D penalty to the 2 side hexes. Aggressive units may receive the goblinoid rush.
Strongholds Immobile heavy infantry. Bold. Can't initiate combat. Destroyed if forced to retreat.
Warbands are light infantry but receive a 2D bonus on attacks (not battleback) when at full strength and starting the move not adjacent to an enemy unit.