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Elephants (AFOM 2E)
Rules for using elephants with AFOM 2E Basic
Contributor: Precis IntermediaCreated: Aug 19, 2010Modified: Feb 13, 2011System: A Fistfull of Miniatures

Elephants were not included with the second edition basic rules due to their complexity. For those who wish to add elephants to their games, use the following rules: Unit Specifications
Each elephant is considered a special stand (one unit) and costs 30 points, but is counted as two stands for determining the army’s breaking point. Treat as cavalry unless otherwise noted. Movement
Elephants move 10” in either line or column formations, and 15” when charging. Ranged
Can fire one ranged weapon with an effective range of 6”. If attacking a heavy or reinforced unit, consider the elephant to be 5 stands; otherwise it is 4 stands. A unit that has sustained casualties from an elephant by a ranged attack must make one morale check for each casualty inflicted. Attacker: -1 Target: +1 Melee
Consider the elephant to attack as 3 stands. Attacker Charging: +3 Attacker (not-charging): +1 Target: -2 Casualties
As with leaders, elephants must make an elimination check. For each casualty, two dice must be rolled—if the total is 5 or more, the elephant remains in play; otherwise it is removed from the game. If an 11 or 12 is rolled when checking for elimination, the elephant goes berserk. A berserk elephant moves 15” in a random straight direction each turn during the assault phase and attacks any unit with which it comes into contact. The rider can attempt to kill its elephant by rolling a 1 on a single die during the rally phase. Roll two dice each turn to determine the elephant’s random direction: one die indicates the hour direction on a clock, while the other die determines either forward or backward (odd = towards the front of the elephant and even = towards the back). Morale
Any unit in melee with an elephant receives a modifier of -1 for its morale check. Barding
An elephant can be fitted with barding, increasing its cost by 4 points.

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