GBH Great Battles Handbook

Size: px
Start display at page:

Download "GBH Great Battles Handbook"

Transcription

1 GBH Great Battles Handbook Last revision: March Designed by Edgar Leo. 1. Some Terms Used xd10 = Numeric value between x and ten times x, resulting from throwing x ten sides dice (0 is 10). Military unit = Each of the parts in which an army can be divided. Units are formed by a determined number of soldiers, riders, chariots, elephants, etc., or by a single creature or war machine. All soldiers in a unit are supposed to carry the same equipment. Round (rnd) = Period of 30 seconds of real time (half a min), in which each unit can act once. Hexagon (Hex) = Each of the divisions of the battle field. It represents the space that a unit occupies, equivalent to 30 m 2 or 100 feet 2 of real terrain. When drawing the battle field DIN A3 (40x30 or 20x15 Hex) or DIN A4 (30x20 or 15x10 Hex) sheets are either recommended. Missile attack = Any attack with a range higher than 1 Hex (arrows, rocks). The rest are melee. 2. Normal Unit Descriptions General description: Name (# initial number of soldiers or chariots in the unit; Mov movement rate in hexagons for normal/charge pace; AC armor class that can be worn; RP maximum initial resistance points) Description of the unit. Irregulars (# 200; Mov 1/2 Hex; AC 0; RP 100) All regions irregular troops are composed of unarmored soldiers on foot. These soldiers are mainly poor servants conscripted at times of war (untrained, what means level 1 or 2), armed with cheap weapons such as Spears, Bows, Slings or Maces (usually work tools). Engineers (# 100; Mov 1/2 Hex; AC 0; RP 50) Engineers units are not allowed in combat, but are present in every important army. Their functions are many, like repairing wood structures and damaged war machines. Infantry (# 200; Mov 1/2 Hex; AC 0 to 4; RP 100) Units composed of regular soldiers on foot (trained, level > 2). These are specialists depending on their weapons such as Slingmen, Bowmen, Crossbowmen, Swordmen, Macemen or Spearmen. Cavalry (# 50; Mov 2/4 Hex; AC 0 to 4; RP 180) Units composed of soldiers mounted on horses, camels or dromedaries depending on the culture (trained, level > 2). Riders can move faster and are allowed to charge against Infantry units. They can be armed with melee or missile weapons, but not with two-handed ones. Great Battles Handbook by Edgar Leo 1/10

2 Falcated chariots (# 20; Mov 2/3 Hex; AC 0 to 4; RP 150) These are units of war chariots, driven by two horses, whose wheels have been fitted with protruding knives. Their only attack consists of charging against Infantry units. Quadrigae (# 10; Mov 2/3 Hex; AC 0 to 4; RP 150) These are units of war chariots pulled by a team of four horses in one line in front. There are two men riding in each chariot, one to drive and another one armed with a Bow or throwing Javelins. Besides, it can also charge against Infantry units. Elephants (# 10; Mov 1/2 Hex; AC 3 or 4; RP 250) These clever animals can be trained to be mounts, but only a few armies can use them in battle. Because of their thick skin, elephants are equipped with heavy armor. They can attack by smashing enemy soldiers or they can be used to demolish wood structures as a Battering ram. General notes about fantasy units: Hobbits rarely go to war, but if necessary they will form Irregulars and Slingmen units. Elves love horses and other nature creatures, so they are not likely to use Cavalry in war. They form mainly elite Swordmen, Spearmen and Bowmen units. Dwarfs can t ride. They use Spears, Maces, Crossbows, Battle axes, or War hammers; always with heavy armor. Even Irregular dwarven units are treated as heavy Infantry, although untrained. Orcs mainly form light armored units, however some elite units can wear heavy armor. Orcs mount on large wolfs, which are treated as light Cavalry. High orcs only form heavy Infantry. 3. War Machine Descriptions An Engineer unit can repair any of the following war machines at a rate of 10 RP per round, or build a Ladder or a normal Battering ram at 5 RP per round (there must be a near forest). To do so, it must occupy an adjacent Hex and not move. Several Engineers units can work together. Assault towers and Covered battering rams are immune to arrows, but they are not accessible to all armies. All war machines can be burned with fire arrows. Ladder (# 1; Mov 1/ Hex; AC 0; RP 40) High wooden ladder carried by men on foot. They can be fixed from an adjacent Hex to a Wall section. Once fixed it can t be moved, but allows one Infantry unit per rnd to climb to the top. That unit can enter onto a free Wall section, or attack a defending enemy unit from the top of the Ladder. Assault tower (# 1; Mov 1/ Hex; AC 0; RP 70) They are huge wooden scaffolds equipped with wheels, built with the only purpose of assaulting Walls. It consists of a Ladder with platforms, covered with a wood parapet on its front and both sides that protects it from missile attacks. Battering ram (# 1; Mov 1/ Hex; AC 0; RP 40) A big trunk carried by men on foot and designed for rushing several times upon a structure until it batters down. It s a simple weapon (just part of a tree), accessible to any army, but only effective against wood structures. Strikes once per round. Great Battles Handbook by Edgar Leo 2/10

3 Covered battering ram (# 1; Mov 1/ Hex; AC 0; RP 70) A Battering ram equipped with wheels and covered with a wood roof, so it is immune to arrows. It s pushed by men from the inside and it is used as a normal Battering ram. Catapult (# 1; Mov 1/ Hex; AC 0; RP 40) This ancient siege machine, pulled by horses, can be used against units or structures. It can throw a large amount of small rocks at a unit or a great single rock at a structure, in both cases affecting only 1 Hex. It needs one whole round to be reloaded, in which the player must decide the kind of ammunition before firing. 4. Some Fantasy Units Dragon (# 1; Mov walking 2/4 Hex; Mov flying 3/6 Hex; AC 4; RP 300) On earth, a Dragon can attack up to two units per round, with his fauces and with his claws; only one with his claws from the air. When flying he can only be hit with missile weapons. A Dragon is able to use his fire breath once every 4 rounds (he s active meanwhile), affecting the 3 Hexes to his front. Besides, he can give a blow with his tail to a structure that is treated as a Catapult attack. Giant eagle (# 1; Mov walking 2/4 Hex; Mov flying 3/6 Hex; AC 4; RP 300) On earth, a Giant eagle can attack up to two units per round, with his beak and with his claws; only one with his claws from the air. When flying he can only be hit with missile weapons. On the ground, he can beat his wings with the following effects: A) completely stop all missiles that have been shot at him and at a unit sheltered at his rear, B) make an attack against all units in his front 3 Hexes, or C) make a Catapult attack against an adjacent structure. Trolls (# 10; Mov 2/3 Hex; AC 4; RP 250) They are giant creatures 4 m tall. They can throw big rocks, once each two rounds (1 rnd to reload). A troll unit can attack wood structures as a Battering ram. Trolls are armed with large clubs and their skin is so hard that they are treated as AC 4. Ents (# 5; Mov 2/3 Hex; AC 4; RP 250) Big and intelligent living trees of many species. They can attack by charging and smashing enemy units. They can also throw big rocks, once every two rounds (1 rnd to reload). Thanks to their great strength, they can hit structures as a Battering ram. Because of their thick wooden skin (AC 4) they are immune to arrows, but they can be burned. 5. Structure Descriptions Wood structures can be demolished with Battering rams and Catapults, or can be burned using fire arrows. Bowmen and Crossbowmen can fire burning arrows, once every two rounds (1 rnd needed to reload). Fire arrows won t cause more damage than normal to units, but have a 30% chance to start a wooden structure burning. Burning structures lose 200 RP per rnd. Adjacent Engineer units can repair wood structures at a rate of 100 RP per rnd (several units can work together). They also have a 30% chance per rnd of putting the fire on a burning structure. Rock structures are much more resistant than wood or earth ones. They can only be effectively demolished with Catapults. Some could be simply indestructible. Great Battles Handbook by Edgar Leo 3/10

4 Bridge (# 1; AC 0; RP wood/rock 3000/15000) A Bridge can t be more than 1 Hex wide. It allows ground units to cross over rivers or cliffs, one by one. Bridges are important and easy to defend strategic spots. Tower (# 1; AC 0; RP wood/earth/rock 2500/5000/12500) A Tower is 1 Hex big. They can hold one Infantry unit or contain a fixed Catapult. Any unit inside, armed with missile weapons, can attack enemy units. However, outside units must demolish the tower, or burn it if it s made of wood, in order to harm any unit sheltered inside. Towers can be isolated on the battle field (watch Towers), or joined to a Wall as part of a fortification. Homage tower (# 1; AC 0; RP wood/earth/rock 3500/7000/17500) A Homage tower is a big Tower with thicker walls that is built inside a fortress. It s the last shelter when the enemy penetrates the stronghold. It is treated as a normal Tower except: A) it can hold up to five Infantry units, but no Catapults; and B) it has a Gate as if it were a small fortress. Wall (# 1; AC 0; RP wood/earth/rock 2000/4000/10000) A Wall section occupies 1 Hex. A closed group of Walls, one joined to another, constitutes a fortification. One Infantry unit can be fitted on the top of each Wall section, and attack enemy units from there. Defender units must accede to the top of the wall through previously determined points (ex., fixed stairs on a Wall section, a joined Tower, etc.). All units on the top can pass from one Wall section to the next. Outside enemy units will only get to the top of a Wall by means of a Ladder. Unlike in a Tower, units on a Wall can be attacked by outside units with missile weapons. However, all units in the fortress (behind the Wall line), are covered from all enemy s attacks. Gate (# 1; AC 0; RP wood/iron 1000/5000) A Gate gives access to a stronghold. It s usually the weak point in order to penetrate a fortress with Battering rams, and that s why it is generally flanked by defensive Towers. Some strongholds may have an iron Gate that can t be burned. 6. Unit Characteristics 1) Name: The name given to a unit. It must be different for each unit (ex., Swordmen 1.2 is the second unit of its type for player 1; Bowmen 2.5 is the fifth for player 2, etc.). 2) Race: The race of all soldiers in a unit (only if using a fantasy world). 3) Level (lvl) and Experience Points (XP): A unit s lvl is a measure of its skillfulness. Experience gained in combat makes a unit going up lvls. A unit gains 1 XP per each RP of damage delivered to the enemy in combat. To go up a new level a unit needs 1000 XP (when the round ends). Units generally begin as Irregulars with level 1. Professional units are at least level 3. Player s units could keep their level and XP for future battles if they survive. When level 10 is reached, the unit is considered as elite. Over level 20, the unit is considered as veteran. 4) Morale (Mor): The morale of a unit modifies its combat bonuses. Morale has an initial value of +0. A unit gains 1 Mor per each RP of damage delivered to the enemy, and loses 1 Mor per each RP of damage received in combat (not due to fatigue). It is recalculated at the end of each round. Great Battles Handbook by Edgar Leo 4/10

5 5) Resistance Points (RP): Gives an idea of the endurance of a unit. They are consumed in combat or in exhausting maneuvers. When a unit reaches 0 RP it is removed from the battle field. 6) Movement (Mov): The number of Hex that a unit can move in 1 round (normal/charge pace). 7) Encumbrance Points (EP): The amount of equipment that the unit is carrying (weapons, shields and armors). It modifies the RP lost per round of activity. Every equipment has EP that are added to the total EP value. Engineers, War machines and Fantasy units have 1 EP (no equipment carried). 8) Armor Class (AC): Armor reduces the damage received from an attack. Units can wear no armor (AC0 Clothes), light armor (AC1 Leather and AC2 Rigid leather) or heavy armor (AC3 Chain mail and AC4 Plate). 9) Shields: Like armor, shields reduce the damage received. 10) Weapons: The kind of weapons or attacks determine the damage delivered. Each unit can carry up to 3 weapons. 7. Weapons & Attacks Description Weapons and Attacks Damage 1,2 Range EP Swords 3d10 S 1 Hex 0.2 Maces 3d10 C 1 Hex 0.2 Spears 3d10 P 1 Hex 0.2 Two-handed swords (Two-handed) 4 5d10 S 1 Hex 0.4 Flails (Two-handed) 4 5d10 C 1 Hex 0.4 Halberds (Two-handed) 4 5d10 P 1 Hex 0.4 Battle axes 3 3d10 S 1/3 Hex 0.2 War hammers 3 3d10 C 1/3 Hex 0.2 Javelins 3 3d10 P 1/3 Hex 0.2 Slings 4 3d10 C 6 Hex 0.1 Bows 4 3d10 P 6 Hex 0.1 Crossbows 4,8 5d10 P 6 Hex 0.3 Cavalry (charge) 4d10 C 1 Hex Falcated chariots (charge) 6d10 C 1 Hex Quadrigae (charge) 4d10 C 1 Hex Elephants (charge) 6d10 C 1 Hex Elephants (trample ) 7 6d10 C 1 Hex Battering ram 1, Hex Catapult (charge of rocks) 7d10 C 8 Hex Catapult (one big rock) 1, Hex Dragon (fauces and claws) 7 6d10 P 1 Hex Dragon (fire breath) 6 6d10 P 1 Hex Eagle (beak and claws) 7 6d10 P 1 Hex Eagle (beat of wings) 6 4d10 C 1 Hex Trolls (clubs or trample ) 6d10 C 1 Hex Trolls (rocks) 6d10 C 6 Hex Ents (trample ) 7 6d10 C 1 Hex Ents (rocks) 6d10 C 6 Hex Great Battles Handbook by Edgar Leo 5/10

6 NOTES: 1. The damage delivered by a weapon is determined with ten sides dice, except for the Battering ram and the Catapult (one rock), that deliver fixed damage. 2. Next to the damage it is shown the kind of damage: S Slash, C Crush and P Puncture, which determines the quality of the protection with each Armor Class. 3. Battle axes, War hammers and Javelins are melee weapons. They can also be thrown with a 3 Hex range, but then they cannot be recovered. However, any unit can carry up to 3 weapons. 4. Flails, Halberds, Two-handed swords and missile weapons (Slings, Bows and Crossbows) can t be used with a shield. 5. Battering rams and Catapults (one rock) can only be used against structures. A Catapult has a maximum range of 8 Hex, but also a minimum range of 4 Hex. 6. Dragon s fire breath and Eagle s beat of wings are treated as missile attacks and affect all units in the 3 Hexes in front of the creature. 7. Some units such as Elephants, Ents, Dragons, and Eagles, don t need weapons to attack. 8. Crossbows need one round to be reloaded (fires once every two rnds). 8. Armors Description Protection for kind of damage 3 Armor 1 Slash Crush Puncture EP AC0 No armor AC1 Leather AC2 Rigid leather AC3 Chain mail AC4 Plate Protection for kind of weapon 3 Shields 2 Melee Missile EP Target shield Normal shield Full shield NOTES: 1. All units, except Irregulars, can wear armor. 2. Shields can t be used with Slings, Bows, Crossbows and other two-handed weapons. Only Infantry and Cavalry units can use shields, but Cavalry can t use Full shields. 3. Armor and shields reduce received damage in the amount shown in protection. Shield s protection is added to the armor s value. Great Battles Handbook by Edgar Leo 6/10

7 9. The Riddle of the Steel 9.1. Initiative At the beginning of a round each player makes a 1d10 roll (resolve ties with another 1d10 roll between the tied players). The player with the highest result will act first with one of his units (move, attack, or wait). Play then rotates between players with the first player going again after the last player. Once all players are done with all units the round is over. This means that players with fewer units will finish first Movement Units can move an integer number of hexagons up to its maximum movement rate (depending on the unit and its pace). Units don t lose RP moving at a normal pace. Due to fatigue, when moving at a charge pace they lose a number of RP equal to the unit s EP total value per Hex moved over their movement rate at a normal pace (round up to the next integer value). Ex., a Cavalry unit (Mov 2/4) is carrying Swords, Chain mail and Normal shield (total EP of 1.6). It can move 1 or 2 Hexes indefinitely at a normal pace. When charging it can move 3 or 4 Hexes but, due to fatigue, loses 1.6 x (3 2) = 2 RP or 1.6 x (4 2) = 4 RP, respectively. Ex., a Spearmen unit (Mov 1/2), is equipped only with Spears and AC2 (0.8 EP). It can move 1 Hex at a normal pace, or 2 Hex at a charge pace losing 0.8 x (2 1) = 1 RP Combat Units can attack any enemy in their weapons range. Melee weapons only allow attacking adjacent units. When attacking, units lose a number of RP per attack made equal to the unit s EP total value (round up to the next integer value). The damage delivered is: the weapon s resulting damage the enemy s total protection + the unit s level the enemy s level + special bonuses. If the result is 0 or less, no damage has been delivered. The total value is taken from the current enemy s RP. If the RP left are 0 or below, the unit is removed from the battle. Ex., a Swordmen unit (lvl 7; 0.6 EP; Swords, damage 3d10 S) attacks an adjacent Macemen unit (lvl 5; AC2 and Normal shields, total protection 10). Rolls 3d10 and gets a 14. The damage delivered is = 6 RP. The Swordmen unit loses 1 RP due to the fatigue. Special bonuses in combat: 1. All attacks with melee weapons against Slingmen, Bowmen or Crossbowmen, deliver double damage. 2. All attacks with Swords, Maces, Two-handed swords, Flails, Battle axes or War hammers (melee non-pole weapons), deliver double damage against units armed with Halberds, Spears or Javelins (pole weapons). Great Battles Handbook by Edgar Leo 7/10

8 3. All units able to charge (Cavalry, Quadrigae, and Elephants), always deliver a charge attack besides the normal one against Infantry units. If they attack or are attacked by a Spearmen unit (with Spears, Halberds or Javelins), they receive the charging attack besides the normal instead of the Spearmen unit. Falcated chariots can t carry weapons so they only are able to charge. 4. Each unit in the battle field is surrounded by 6 Hex, 3 in its front and 3 behind (its rear and its 2 flanks). If a unit is attacked from one of its flanks or its rear, the enemy s attack receives +5 or +15 to the damage, respectively. Unit orientation is an important factor in the game. 5. Due to the terrain, the attacking unit can get special bonuses: +10 to the damage if it is autochthonous (except in plains or semiplains), and +5 to the damage if it occupies an advantageous position (on the top of a cliff, a hill, a Tower, a Wall, and other easy to defend spots). Ex., a Cavalry unit (lvl 4; Swords, damage 3d10 S) attacks other adjacent Macemen unit (lvl 5; AC2 and Normal shields) from its right flank (+5 damage). Rolls 3d10 and gets a 16; it also rolls 4d10 resulting 25 for charging. The damage delivered is = 10 RP by the Swords, and = 14 RP by the charge. Combat rules: 1. Any unit in melee combat can decide to disengage and flee. It must be indicated before the enemy or the disengaging units have attacked or moved in the round. The disengaging unit and the enemy unit will both make a 1d10 roll and add their level. If the disengaging unit has the higher result, it will flee without consequences. However, if the enemy gets the higher result, it will be able to attack the disengaging unit before it flees with a +15 bonus to the damage (attack from the rear). After that, the enemy can pursue the fleeing unit. If a unit reaches the enemy without having moved all its permitted Hexes for a round, the two units are considered to be engaged in melee. A unit armed with missile weapons can t attack when in melee combat (except Quadrigae units). 2. A Catapult or a unit armed with missile or throwing weapons can t attack an enemy unit engaged in melee combat with another, without affecting both. In this case, the damage delivered is divided among all adjacent engaged units. 3. Missile and throwing weapon attacks against a unit on the ground level from a Tower or a Wall have their range increased by 1 Hex and receive +5 to the delivered damage. 4. Two or more units of the same type can pile up and join in one. The total current RP can t exceed the initial maximum value for the type of unit and they must occupy adjacent Hexes. The new resulting unit will have the sum of RP from all joined units and a +0 to its Morale. In the same way, one unit can be divided into two or more units of the same type. The resulting units will share the total RP from the divided unit, and they will have a reduced Morale equal to the current Mor value ten times the number of divided units (see 2nd example). Joined and divided units can t act in the round they are created. Ex., three adjacent Spearmen units with 20 RP, 30 RP and 40 RP, and negative Morale values, are piled up into one new Spearmen unit with 90 RP and +0 Mor. Ex., a Cavalry unit with 160 RP and +5 Mor, is divided into two adjacent units with 80 RP and x2 = 15 Mor each. If it were divided into four units, they would have 40 RP and x4 = 35 Mor each. Great Battles Handbook by Edgar Leo 8/10

9 5. Two adjacent allied units can interchange their positions, but that will count as if they had each moved 2 Hexes, instead of 1. If a unit s movement rate for a round is less than 2 Hexes, the maneuver will take two rounds (you can t choose to move at a charge pace). Any unit can pass through another allied unit (ex., on a Bridge, on a Wall, etc.), but that will count as if it had moved 3 Hexes. If a unit s movement rate for a round is less than 3 Hex, the maneuver will take more than one round (moving at a charge pace is not allowed). Morale bonuses in combat: A unit s Mor value has the following bonuses to the received and delivered damages: Morale State Delivered Received damage damage +80 and more Victorious to +79 Excellent to +59 Very high to +39 High to +19 Normal to 39 Low to 59 Very low to 79 Panic and less Surrender NOTES 1. A Victorious unit has the capability of making any enemy unit with a negative Morale value surrender. A surrendered unit is removed from the battle. 2. When a unit reaches the Surrender state it is removed from the battle. GBH Great Battles Handbook is copyright 2005 by Edgar Leo (Spain). It is intended for free distribution. You are encouraged to copy and share this file. Please, send your comments or contributions to: edleblas@hotmail.com Great Battles Handbook by Edgar Leo 9/10

10 PLAYER S SHEET Player: Battle: Date: Name: Name: Name: Race: Race: Race: Lvl: Lvl: Lvl: XP: XP: XP: Mor: Mor: Mor: RP: RP: RP: Mov: Mov: Mov: EP: EP: EP: Armor: Armor: Armor: Shield: Shield: Shield: Name: Name: Name: Race: Race: Race: Lvl: Lvl: Lvl: XP: XP: XP: Mor: Mor: Mor: RP: RP: RP: Mov: Mov: Mov: EP: EP: EP: Armor: Armor: Armor: Shield: Shield: Shield: Name: Name: Name: Race: Race: Race: Lvl: Lvl: Lvl: XP: XP: XP: Mor: Mor: Mor: RP: RP: RP: Mov: Mov: Mov: EP: EP: EP: Armor: Armor: Armor: Shield: Shield: Shield: Great Battles Handbook by Edgar Leo 10/10

Ancient Weapons. There are a plethora of ancient weapons from various parts of the world. Ancient

Ancient Weapons. There are a plethora of ancient weapons from various parts of the world. Ancient Rybicki 1 Austyn Rybicki Professor Bob Gilbert History 121-A 29 September, 2014 Ancient Weapons There are a plethora of ancient weapons from various parts of the world. Ancient weapons are mostly advancements

More information

Make Me An Army. Amazons:

Make Me An Army. Amazons: Make Me An Army Army Lists, to go with Irregular Miniatures 6mm Fantasy Wargames Figures. These army lists are designed for use with the Fire At Will, Men rules (also available in this site under the Fantasy

More information

Close Combat Weapons

Close Combat Weapons Close Combat Weapons Weapon Base Damage ST/DX Reach Maneuvers ENC AP/ HP Cost Battle Axe 1H 10% 1d6+2 11/9 2 Slash, Stun 2 4/8 100 Battle Axe 2H 10% 1d8+2 9/9 2 Slash, Sunder 2 4/8 100 Broadsword 5% 1d8+1

More information

Weapons in Rick's Campaign

Weapons in Rick's Campaign Weapons in Rick's Campaign 2001 New Material Richard Smith = Version 1.2.3 Daggers Dam HTH Min ST Cost Kg Notes Stilleto * 1d 5 1d 1 2 $ 7 0.06 Very easy to conceal Dagger * 1d 3 1d 5 10 0.1 A standard

More information

Pig Wars Late Medieval Variant

Pig Wars Late Medieval Variant Pig Wars Late Medieval Variant 1337 to 1485 Introduction Pig Wars LMV is a variant of Tod Kershner s Pig Wars Dark Age skirmish rules that covers the period of the Hundred Years War to the end of the Wars

More information

Which Fun facts do you find out in Roman soldiers life?

Which Fun facts do you find out in Roman soldiers life? Group 1 What was a legion? What other soldiers did the Romans have? What armour and weapons did the Romans have? How well-trained were Roman soldiers? Which Fun facts do you find out in Roman soldiers

More information

Hambone Barca vs. Miles Gloriousus GAME RULES By George Sivess

Hambone Barca vs. Miles Gloriousus GAME RULES By George Sivess Hambone Barca vs. Miles Gloriousus GAME RULES By George Sivess Two of my favorite Ancient Generals, Hambone Barca (the illegitimate and slightly less capable son of Hamilcar), and Miles, the star of A

More information

MAN-TO-MAN COMBAT WITH ARCHAIC WEAPONS

MAN-TO-MAN COMBAT WITH ARCHAIC WEAPONS MAN-TO-MAN COMBAT WITH ARCHAIC WEAPONS I. INTRODUCTION Flavius Marcellus, youngest centurion of the Legion, was angry. They had been in this forest for three days. The German barbarians weren't showing

More information

Brimstone and Iron. Heroic Combat System.

Brimstone and Iron. Heroic Combat System. Brimstone and Iron. Brimstone and Iron was originally an attempt to unify the rules of Warhammer Fantasy Battle, Warhammer Skirmish and Mordheim. I ve dropped that idea since Games Workshop change the

More information

SNAPHANCE SCENARIO Franco-Dutch War - Battle of Seneffe 11 August 1674

SNAPHANCE SCENARIO Franco-Dutch War - Battle of Seneffe 11 August 1674 Franco-Dutch War - Battle of Seneffe 11 August 1674 Note: the woods on the hilltop are orchards. Page 1 of 5 Franco-Dutch War - Battle of Seneffe 11 August 1674 William of Orange invaded Northern France

More information

Wagenburg. ranks) Heavy Infantry 3cm (or 4cm) Light Infantry 4cm Missile troops 4cm

Wagenburg. ranks) Heavy Infantry 3cm (or 4cm) Light Infantry 4cm Missile troops 4cm 1.0 INTRODUCTION 1.1 IMPETUS AND BASIC IMPETUS Impetus is a set of wargame rules that aims to simulate battles with toy soldiers in the ancient, medieval and renaissance period. Basic Impetus is a free,

More information

Musket and Pike Users Manual

Musket and Pike Users Manual 1 Musket and Pike Introduction Musket and Pike is a series of games that cover the battles and campaigns associated with the era where muskets and pikes dominated the fighting. Each game can be played

More information

PROCONSUL RULES FOR ANCIENT BATTLES

PROCONSUL RULES FOR ANCIENT BATTLES Index Section Subject Page 1.0 Basic Concepts 2 1.1 Command Groups 2 1.2 Stands and Basing 2 1.3 Strength Points [SP] 2 1.4 Game Play 2 2.0 Command and Control 3 2.1 Moving Commanders 3 2.2 Losing a Commander

More information

Combat Skills. Dodge: Great Weapons Warrior has a 6+ ward save vs. Great Weapons. (Ward saves stack. - A natural 1 always fails to save.

Combat Skills. Dodge: Great Weapons Warrior has a 6+ ward save vs. Great Weapons. (Ward saves stack. - A natural 1 always fails to save. Combat Skills Weapons Training: Close Warrior can use all close combat weapons, not just those on his list. This skill does not grant proficiency with shields. Dodge: Great Weapons Warrior has a 6+ ward

More information

Page. Blades (Bd) classed as foot troop description figures per base recoil interpenetration combat factors flank support

Page. Blades (Bd) classed as foot troop description figures per base recoil interpenetration combat factors flank support Aggression defender selection in the army lists Allies can t garrison can t guard a camp moving in groups in tournaments BBDBA allies BBDBA allied camps BBDBA allied PIPs allied contingents Arable Homeland

More information

Alexander the Great. Tables Explained Each list has an outline of a number of units. The following is an example unit:

Alexander the Great. Tables Explained Each list has an outline of a number of units. The following is an example unit: Alexander the Great These are the armies of Alexander the Great and his Enemies. The armies are based upon those found in DBA. and Might of s. They have been modified based on research and gut instinct.

More information

Warfare. Casualties Once a casualty die reaches 1, another casualty removes the unit from the battle. Each unit can be Rallied once at this point.

Warfare. Casualties Once a casualty die reaches 1, another casualty removes the unit from the battle. Each unit can be Rallied once at this point. Warfare Issuing An Order To order a unit to attack, select the attacking unit and a legal defender (see The Order of Battle below). ing The attacking unit makes an test against the target units. Roll 1d20,

More information

PROCONSUL SCENARIO Dacia 87CE

PROCONSUL SCENARIO Dacia 87CE Dacia 87CE Page 1 of 5 Dacia 87CE The Kingdom of Dacia [present day Romania] frequently launched raids across the Danube into Roman territory. On several occasions the Romans tried to bring them to heel.

More information

Unreleased Profiles. Faramir, Prince of Ithilien (Man) Points Value: 150. Theoden, King at Pelennor (Man) Points Value: 130

Unreleased Profiles. Faramir, Prince of Ithilien (Man) Points Value: 150. Theoden, King at Pelennor (Man) Points Value: 130 Unreleased Profiles Unofficial additional rules and profiles designed for Lord of the Rings and The Hobbit Strategy Battle Games. Published by www.thelastalliance.com The Golden Rule: All Unreleased Profiles

More information

Order Code. Test reaction if:

Order Code. Test reaction if: Move Sequence in each period 1. Dice for arrivals and returns 2. Test reaction for first time in charge reach or shot at 3. Declare and Test for charges. Test Reaction for all other causes 5. Charge Response,

More information

Musket and Pike User Manual

Musket and Pike User Manual Musket and Pike User Manual 1 Musket and Pike Users Manual Introduction Musket and Pike is a series of games that cover the battles and campaigns associated with the era where muskets and pikes, or sometimes

More information

Napoleonic Battles. Introduction

Napoleonic Battles. Introduction Napoleonic Battles Introduction Napoleonic Battles is a series of games that cover the battles and campaigns associated with Napoleon. Each game can be played alone versus the computer, or against a human

More information

FORCES OF VALOR BATTLE TACTICS 2005, Unimax Toys Limited, All Rights Reserved

FORCES OF VALOR BATTLE TACTICS 2005, Unimax Toys Limited, All Rights Reserved FORCES OF VALOR BATTLE TACTICS 2005, Unimax Toys Limited, All Rights Reserved Forces Of Valor, The Game allows you to fight exciting and realistic war games. All you need to play are Forces Of Valor soldiers

More information

TRAVEL & EQUIPMENT. Standard Price List. Land Travel. Table 5A : Daily Sea Weather. Table 5B : Sailing Table. Table 1D : Encumbrance Values

TRAVEL & EQUIPMENT. Standard Price List. Land Travel. Table 5A : Daily Sea Weather. Table 5B : Sailing Table. Table 1D : Encumbrance Values TRAVEL & EQUIPMENT Land Travel 1 day of travel on foot = 20 miles 1 day of travel on horseback = 30 miles Difficult terrain = halve all distances Table 5A : Daily Sea Weather D10 Weather Conditions 1-2

More information

CHARLES THE BOLD SCENARIO

CHARLES THE BOLD SCENARIO Scottish War of Independence - Battle of Falkirk 1298 Page 1 of 5 Battle of Falkirk 22 July 1298 In 1296 Edward I of England declared himself overlord of Scotland deposing the Scottish king. Rebellion

More information

COMITATUS Warfare in the Dark Ages AD

COMITATUS Warfare in the Dark Ages AD COMITATUS Warfare in the Dark Ages AD 250-1100 Scenario 1 The Battle of Daras AD 50 Historical Background The young East Roman General Belisarius, in his first major command, was sent to defend the city

More information

S&T #260- The Black Prince: Batttles of Navarette & Crecy Navarette, 03 April 1367 By ER Bickford

S&T #260- The Black Prince: Batttles of Navarette & Crecy Navarette, 03 April 1367 By ER Bickford Layout: Chris Cummins Photos: ER Bickford Battleplan, Report 005 January 2010 S&T #260- The Black Prince: Batttles of Navarette & Crecy Navarette, 03 April 1367 By ER Bickford The Battle of Najera focuses

More information

Age of the Trebuchet. Introduction. Contents

Age of the Trebuchet. Introduction. Contents Draft number 2 6 th October 2005 Special thanks to Dave Smith (lotrhithero), Paul Mullis(Osbad), Richard Heath (Yith) and Tony Barnes for comments on Draft 1. For those of you who saw Draft, there a number

More information

The Interpreting Introduction of Emperor QinShihuang s Mausoleum Site Museum

The Interpreting Introduction of Emperor QinShihuang s Mausoleum Site Museum The Interpreting Introduction of Emperor QinShihuang s Mausoleum Site Museum A General Introduction Emperor Qin Shihuang, the first emperor in Chinese history, was one of the most important men. He was

More information

TRENCH RAIDER: World War I Wargaming in Ten Minutes by David Raybin 2014

TRENCH RAIDER: World War I Wargaming in Ten Minutes by David Raybin 2014 TRENCH RAIDER: World War I Wargaming in Ten Minutes by David Raybin 2014 INTRODUCTION Instead of a generic set of WW1 rules I determined to make the rules fit the game scenario rather than the other way

More information

3rd Edition RULES OF PLAY

3rd Edition RULES OF PLAY Command & Colors Napoleonics 1 Game Design by Richard Borg 3rd Edition RULES OF PLAY 2 Command & Colors Napoleonics The battlefield is a scene of constant chaos. The winner will be the one who controls

More information

STEP-BY-STEP RSBM THE FIGHTERS

STEP-BY-STEP RSBM THE FIGHTERS STEP-BY-STEP RSBM In RSBM all matches are to the death. There s a points system (gasp) that allows you to create and rate your gladiators. There s a Fame system to allow your gladiator to get better as

More information

Seven Years War. Generals

Seven Years War. Generals Seven Years War By Will McNally Introduction These rules have been written to give an easily playable game which reflects the style of European land warfare during the Eighteenth Century, particularly

More information

Brick Battles. Simple, fast rules. So you can get to the carnage quickly.

Brick Battles. Simple, fast rules. So you can get to the carnage quickly. Brick Battles Simple, fast rules. So you can get to the carnage quickly. Spirit: Just a quick note about the intent of these rules. Lego is a toy (A brilliant, engaging, and challenging toy, but still

More information

Brimstone and Iron. Some Alternate Weapon Rules for Warhammer Fantasy.

Brimstone and Iron. Some Alternate Weapon Rules for Warhammer Fantasy. Brimstone and Iron. Some Alternate Weapon Rules for Warhammer Fantasy. This page originally started off as some house rules for some of the weapons in Warhammer. The following rules suggestions can be

More information

Battle RepoRt CReCy 1346

Battle RepoRt CReCy 1346 Battle Report Crecy 1346 Crecy 1346: Battle Report Crecy was by medieval standards a very large battle which probably had a somewhere in the region of 50 000 combatants; however the number of French actually

More information

Advanced Virtus. Attempt of translation* in English of AV, «fast and furious» ancient rules By Pierre Laporte and Hervé Pérez

Advanced Virtus. Attempt of translation* in English of AV, «fast and furious» ancient rules By Pierre Laporte and Hervé Pérez Advanced Virtus Attempt of translation* in English of AV, «fast and furious» ancient rules By Pierre Laporte and Hervé Pérez *Ndt : all apologies for the possible grammatical mistakes, and many thanks

More information

Dungeons & Dragons 3.5 Edition Index Equipment

Dungeons & Dragons 3.5 Edition Index Equipment Dungeons & Dragons 3.5 Edition Index Equipment http://www.crystalkeep.com/d20/rules Collected by Chet Erez (cerez@crystalkeep.com) August 27, 2003 Note: Changes from 3 rd Edition and 3.5 Edition are marked

More information

THE BACKGROUND GENERAL NOTES ACTIONS MORALE CLASS

THE BACKGROUND GENERAL NOTES ACTIONS MORALE CLASS or: The Phantom Crown. Maximilian Rules! - Rules for wargaming the Maximilian Adventure by Mark W. Shearwood These rules originally appeared in Wargames Illustrated 160, (December 000). Many thanks to

More information

INFANTRY. Dark elf infantry (base size: 2.5 x 2.5 cm)

INFANTRY. Dark elf infantry (base size: 2.5 x 2.5 cm) DARK ELVES Auxiliaries: Dark elf armies can recruit the Hydra and the Harpies as Auxiliaries; Hydra and Harpies can then lined up as normal troops of this army and for they it is not required to have an

More information

OFFICIAL TORTURED EARTH ERRATA (02JULY2017)

OFFICIAL TORTURED EARTH ERRATA (02JULY2017) This is the first errata for the Tortured Earth Role-Playing System. Please check www.torturedearth.com https://www.facebook.com/torturedearth/ and https://twitter.com/torturedearth for updates! OFFICIAL

More information

Introduction:... 4 Character Classes;... 4 Weapons:... 4 Organisation:... 4 Actions:... 5 Movement:... 5 Shooting:... 5 To Hit:...

Introduction:... 4 Character Classes;... 4 Weapons:... 4 Organisation:... 4 Actions:... 5 Movement:... 5 Shooting:... 5 To Hit:... State of war A.C.W. Skirmish Wargame Rules Tyneside Wargames club Version 1a 1 2 Table of contents Introduction:... 4 Character Classes;... 4 Weapons:... 4 Organisation:... 4 Actions:... 5 Movement:...

More information

THE CARAVANSERAI. The Caravanserai version /2004 1

THE CARAVANSERAI. The Caravanserai version /2004 1 THE CARAVANSERAI This game has been designed as an extension kit to the OUTREMER/CROISADES sister games. The kit includes a new map (The Caravanserai), new counters for camels, this set of rules and additional

More information

Dungeon Delver s Handbook

Dungeon Delver s Handbook Dungeon Delver s Handbook A First Edition Fantasy Role-Playing Game Sourcebook F A T D R A G O N G A M E S Volume 1: Credits Author: Tom Tullis Editor: Gary Wegley Development Director: Kevin Stephens

More information

FIRETEAM Wargame Rules for Modern Combat Operations

FIRETEAM Wargame Rules for Modern Combat Operations FIRETEAM Wargame Rules for Modern Combat Operations By Rory Crabb Written By Rory Crabb Version 1.0 July 2016 Miniatures from the collection of the author and terrain by Paul Davies 1 FIRETEAM Wargame

More information

ARMIES OF THE 18 TH CENTURY

ARMIES OF THE 18 TH CENTURY ARMIES OF THE 18 TH CENTURY I. THE INFANTRY "Napoleon's got a bunch of the toughest, hammered down, ironed out roughnecks you ever saw, from generals down to buck privates. And he just said, "Sic 'em,

More information

2 nd and 3 rd Punic War

2 nd and 3 rd Punic War nd and rd Punic War These are the armies of the second and third Punic war. The armies are based upon those found in DBA. and Might of s. They have been modified based on research and gut instinct. Tables

More information

Bundok and Bayonet Colonial Wargames Rules by Bob Cordery

Bundok and Bayonet Colonial Wargames Rules by Bob Cordery Introduction Bundok and Bayonet Colonial Wargames Rules by Bob Cordery Part 1 - The Basic Rules The following Colonial Wargames rules were written for my own personal use and reflect my philosophy that

More information

French Blockhouses in Indochina. Part 1:

French Blockhouses in Indochina. Part 1: French Blockhouses in Indochina Part 1: 1880-1945 Blockhaus. The blockhouses are closed shelters and armored, intended to cover infantry shooters lodged in their interior. One or more of their faces must

More information

DEFENSES DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC

DEFENSES DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC 10 + DEFENSE 1/2 LVL ABIL CLASS FEAT ENH MISC MISC Rork Page Character Sheet Player Name Rork 4 Pit 5,900 Character Name Level Class Paragon Path Epic Destiny Total XP Dwarf Medium 75 Male 4'7" 0 Good Moradin Race Size Age Gender Height Weight Alignment

More information

Original concept from:

Original concept from: Original concept from: http://home.earthlink.net/~duanevp/dnd/building%20d&d/buildingdnd17.htm. The A.D.D.I.C.T. Short Form I. Check for Surprise A. The DM can determine that surprise exists (or does NOT

More information

ALTERNATIVE Witch Hunters

ALTERNATIVE Witch Hunters ALTERNATIVE Witch Hunters Warband Special Rules Break the Idols (D3+1 XP) In each post-battle sequence, a Witch Hunter warband may destroy any number of magical artefacts in its possession that have the

More information

D&D 3.5 Equipment 1. Off hand. Primary hand. Both hands Light STR ½ STR 1 STR 1 One-Handed STR ½ STR 1 STR 1½ Two-Handed (needs both hands) STR 1½

D&D 3.5 Equipment 1. Off hand. Primary hand. Both hands Light STR ½ STR 1 STR 1 One-Handed STR ½ STR 1 STR 1½ Two-Handed (needs both hands) STR 1½ D&D 3.5 EQUIPMENT This is a summary of Chapter 7 (Equipment) in the D&D 3.5 Player s Handbook (PHB). I have compared it with the corresponding chapter in the 3.0 PHB (second printing, with the official

More information

Viking Class D&D 5e. Sample file. Created by Luke Nicholson and Tom. Design by Luke Nicholson & Tom

Viking Class D&D 5e. Sample file. Created by Luke Nicholson and Tom. Design by Luke Nicholson & Tom Viking Class D&D 5e Created by Luke Nicholson and Tom Viking Class D&D 5e A daring mountain dwarf stares coldly into a horde of lifeless undead, he wipes the sweat of his forehead and yells a war cry before

More information

WEAPONS WEAPON CATEGORIES

WEAPONS WEAPON CATEGORIES WEAPONS WEAPON CATEGORIES Weapons are grouped into several interlocking sets of categories. These categories pertain to what training is needed to become proficient in a weapon s use (simple, martial,

More information

Creating a campaign game of the Teutoburg Forest Disaster in 9AD,

Creating a campaign game of the Teutoburg Forest Disaster in 9AD, Creating a campaign game of the Teutoburg Forest Disaster in 9AD, The Ancient Warfare series launched its latest game Roman Civil Wars in December 2011 but did not include a scenario for this famous event.

More information

The Roman Army. Some soldiers had special skills. They shot bows and arrows, flung stones from slingshots, or could swim rivers to surprise an enemy.

The Roman Army. Some soldiers had special skills. They shot bows and arrows, flung stones from slingshots, or could swim rivers to surprise an enemy. The Roman Army The Roman army was the largest and meanest fighting force in the ancient world and is one of the main reasons Rome became so powerful. It conquered a vast empire across the world and was

More information

Modified D20 System for Wild Pig Comics. Congratulations soldier! You have been given control of a 40 ton fighting machine, known as

Modified D20 System for Wild Pig Comics. Congratulations soldier! You have been given control of a 40 ton fighting machine, known as Modified D20 System for Wild Pig Comics WELCOME TO THE FUTURE OF COMBAT Congratulations soldier! You have been given control of a 40 ton fighting machine, known as a Mech. It is a complex machine when

More information

Historical. Hor d e s & He r o e s.

Historical. Hor d e s & He r o e s. Hor d e s & He r o e s Historical 12mm Historical miniatures, cast in lead free pewter, each pack complete with bases*. Designed for a wide range of table top games, which enables you to fight BIG battles

More information

Feudal Skirmish and Tourney Rules

Feudal Skirmish and Tourney Rules Feudal Skirmish and Tourney Rules Al Hewitt, Ric Willey, Neil Houltby, and Tony Morley Initiative Throw d20, highest has initiative and can move first. If a figure is contacted by a higher initiative figure

More information

Western Mediterranean Sea BC

Western Mediterranean Sea BC Western Mediterranean Sea 231 218 BC By the terms of the peace treaty that ended the First Punic War in 241, Carthage was forced to cede Sicily, which became Rome s first province. Three years later, Rome

More information

March Toward the Sound of Guns

March Toward the Sound of Guns March Toward the Sound of Guns Very Fast Napoleonic Rules Version1.1 By Herbert Wong A) Game Scale The game will, for convenience, follow Avalon Hill s Napoleon s Battles game scale; in fact the game works

More information

Tips on How to Assemble the Persian Scythed Chariot (60 PSN 07 Y) By scott lam

Tips on How to Assemble the Persian Scythed Chariot (60 PSN 07 Y) By scott lam Tips on How to Assemble the Persian Scythed Chariot (60 PSN 07 Y) By scott lam Introduction The war chariot is invented during the Bronze Age circa 1800 B.C. by the nomadic people of Central Asia. It starts

More information

Ogres Two units with three Ogre figures each.

Ogres Two units with three Ogre figures each. BattleLore: Horrific Horde This pack introduces two new types of troops for use in Goblinoid armies: Two units of Red Banner Ogres Three units of Green Banner Goblin Halberdiers This pack also includes

More information

BATTLE FOR 2MM EARTH 1418: The Great War (Version 0.8)

BATTLE FOR 2MM EARTH 1418: The Great War (Version 0.8) BATTLE FOR 2MM EARTH 1418: The Great War (Version 0.8) INTRODUCTION The Battle for 2mm Earth rules are suitable for any large combat up until around the end of the 19 th Century. I designed 1418 semi-independently

More information

Contents.

Contents. Contents Introduction 1 1. Game Scale 2 2. Troops Statistics 3 Commander Ratings 3 Leadership Bonus Table 3 Troop Quality 4 Unit Combat Value 4 CV & Unit Size Table 5 Unit Designation 5 Valeur et Discipline

More information

Reference Revised Combat Rules

Reference Revised Combat Rules Revised Combat Round Reference Revised Combat Rules I. Check for Surprise a. Roll 1d10 (see Surprise Modifiers) with a 1, 2, or 3 meaning surprise. Determine Initiative (once for given encounter) a. Each

More information

SHIELD-BEARER. Overview. When a shield-bearer has your back, you feel like you can conquer the Underdark. - General Vingarr Sunderstone

SHIELD-BEARER. Overview. When a shield-bearer has your back, you feel like you can conquer the Underdark. - General Vingarr Sunderstone SHIELD-BEARER When a shield-bearer has your back, you feel like you can conquer the Underdark. - General Vingarr Sunderstone Spoken offhand during the clearing of the Undermarch. Overview Play Style: Shield-bearers

More information

A Splendid Victory! Copyright. Trevor Raymond. Version 3: May, 2012 (Exodus 20:15 - Thou shall not steal.")

A Splendid Victory! Copyright. Trevor Raymond. Version 3: May, 2012 (Exodus 20:15 - Thou shall not steal.) A Splendid Victory! Copyright. Trevor Raymond. Version 3: May, 2012 (Exodus 20:15 - Thou shall not steal.") Page 1 of 28 A Splendid Victory is a basic set of rules designed for the table-top wargaming

More information

FRENCH AND INDIAN WARS SKIRMISH

FRENCH AND INDIAN WARS SKIRMISH FRENCH AND INDIAN WARS SKIRMISH 25/28 MM FIGURES 1 Figure equal to 1 Figure otherwise 1 to 5,10 15 20 Foot/Artilleryman 15mm frontage Depth 15mm,18mm,20mm depending on figure Cavalryman 25mm frontage Depth

More information

THE WAR OF THE SPANISH SUCCESSION PAPERBOYS RULES

THE WAR OF THE SPANISH SUCCESSION PAPERBOYS RULES THE WAR OF THE SPANISH SUCCESSION PAPERBOYS RULES This is a little set of rules written to continue the tradition of each Paperboys book having an associated set. Andy Callan s ideas abound here, but Peter

More information

ONE IF BY LAND" - AMERICAN 1:10 SCALE WAR OF INDEPENDENCE RULES by Bob Bergman. Infantry/Cavalry figure 10 men Artillery crew figure 5 men

ONE IF BY LAND - AMERICAN 1:10 SCALE WAR OF INDEPENDENCE RULES by Bob Bergman. Infantry/Cavalry figure 10 men Artillery crew figure 5 men ONE IF BY LAND" - AMERICAN 1:10 SCALE WAR OF INDEPENDENCE RULES by Bob Bergman Ground Scale 1 inch = 15 yards One Turn About five minutes Infantry/Cavalry figure 10 men Artillery crew figure 5 men Artillery

More information

SWORDCRAFT. Live the Adventure! Medieval Live Action Battle Game & LARP. Web:

SWORDCRAFT. Live the Adventure! Medieval Live Action Battle Game & LARP. Web: SWORDCRAFT Live the Adventure! Medieval Live Action Battle Game & LARP Web: www.swordcraft.com.au Email: info@swordcraft.com.au 2018-03-21 1 Swordcraft Combat Rules 1. BASIC COMBAT 1.1 Play fair and use

More information

OPERATIONAL OBJECTIVE ZONES

OPERATIONAL OBJECTIVE ZONES OPERATIONAL OBJECTIVE ZONES The nature of combat on the Operational level varied between Open field battles and those fought over built-up and fortified areas. The cohesion of both the defender and attacker

More information

1. MELEE EXPERT Melee Expert covers troops who were especially good at hand-to-hand combat for their quality grade. So an AVERAGE Melee Expert is

1. MELEE EXPERT Melee Expert covers troops who were especially good at hand-to-hand combat for their quality grade. So an AVERAGE Melee Expert is 1. MELEE EXPERT Melee Expert covers troops who were especially good at hand-to-hand combat for their quality grade. So an AVERAGE Melee Expert is good at melee for average troops; a SUPERIOR non-melee

More information

Ship to Ship Combat (fast start rules) Optional Rules for Dungeons and Dragons 3.5

Ship to Ship Combat (fast start rules) Optional Rules for Dungeons and Dragons 3.5 Introduction Ship to Ship Combat (fast start rules) Optional Rules for Dungeons and Dragons 3.5 This is a paired down version of my full ship to ship combat rules. The main difference is that we are not

More information

SAMURAI INFANTRY. Name QUA TYP STR RES WOR ARM WEA MOV SAV TER BAD PTS UPG MIN MAX. Infantry Poor Disc md 2h 15 no no night 3 +1med 5 20

SAMURAI INFANTRY. Name QUA TYP STR RES WOR ARM WEA MOV SAV TER BAD PTS UPG MIN MAX. Infantry Poor Disc md 2h 15 no no night 3 +1med 5 20 SAMURAI The Samurai belong to the faction known as "Good". Allies, Mercenaries and Auxiliaries: The army of the Samurai can deploy either the Ikko-Ikki or the Ninja as regular units and characters of the

More information

King George Commands and We Obey

King George Commands and We Obey King George Commands and We Obey Basing Army Commanders 80mm dia base with a vignette on it, min 3 figures. Divisional Commanders 80mm dia base with a vignette on it, max 2 figures. Brigade Commanders

More information

THE RULES. Wing Scale. 15 minutes per turn 50 men per strength point 1 gun per strength point

THE RULES. Wing Scale. 15 minutes per turn 50 men per strength point 1 gun per strength point INTRODUCTION The late Greg Novak developed the following variant of Volley & Bayonet for fighting at the Wing scale in the Americas. All Volley & Bayonet rules not modified below remain in force. Paul

More information

Chosen Men Fat. 1. Sequence of play. Base Morale;

Chosen Men Fat. 1. Sequence of play. Base Morale; Chosen Men Fat 1. Sequence of play v2.1 CCWG Assign cards to each unit in play then shuffle the deck and turnover the top 2 cards. These units then; 1) Test morale. 2) Perform an action. (Move, Load, Fire,

More information

Alignment: Any. Hit Die: d10.

Alignment: Any. Hit Die: d10. Fighter As long as wars are raged on distant lands, there will be men and women who fight those wars. The fighter is no mere sword-swinger; he is a skilled combatant, combining strength of arm, knowledge

More information

Official amendements for L Art de la Guerre Rules

Official amendements for L Art de la Guerre Rules Official amendements for L Art de la Guerre Rules This document regroups and assembles the official amendments and corrections to L Art de la Guerre V3. They are presented in the chronological order of

More information

tdoherty Page 1 02/18/05

tdoherty Page 1 02/18/05 La Bataille Revised Infantry Assault and Charge Sequence The reasons for changing the mêlée sequence have been discussed on CSW. It is my view that historically assaults would often degenerate into inconclusive

More information

Telengard Fighter s Handbook

Telengard Fighter s Handbook Telengard Fighter s Handbook 2/11/2011 Fighter Level Progression Experience Level Hit Dice Attack bonus (d8) 0 1 1 +1 2,000 2 2 +1 4,000 3 3 +2 8,000 4 4 +3 16,000 5 5 +4 32,000 6 6 +5 64,000 7 7 +6 120,000

More information

COMMANDS AND COLORS NAPOLEONICS PLUS

COMMANDS AND COLORS NAPOLEONICS PLUS COMMANDS AND COLORS NAPOLEONICS PLUS CAMPAIGN RULES Version 3.00 2018-09-20 Contents LEADERS... 3 Leader Casualty Fate... 3 Leader Replacement... 4 Leadership Quality... 4 CAPTURING A THOPHY... 4 GLORY...

More information

Height. Alignment. Character name. Status. Player name. Weight. Encumbrance. Race. Age. Class. Level. Saving throws.

Height. Alignment. Character name. Status. Player name. Weight. Encumbrance. Race. Age. Class. Level. Saving throws. Character name Height Alignment Player name Status Race Age Mental: Physical: Encumbrance Class Level STR DEX CON INT WIS CHA Hit Prob. Reaction HP of Lang. Magical Defense Max. of Henchmen Dmg. System

More information

Skaven Clan Eshin v.2.4

Skaven Clan Eshin v.2.4 Skaven Clan Eshin v.2.4 Warband Special Rules Pack Tactics (+1 Ld) Skaven warbands add an extra +1 Ld modifier to all rout tests they have to take. Warriors with this rule flee 3D6 instead of the normal

More information

Stephan Hess Compiled by Ken Demyen

Stephan Hess Compiled by Ken Demyen By Stephan Hess Compiled by Ken Demyen CONTENTS Introduction... Rules... Characters & Mounts... s... s... Shamans... Mount... Elephant Mount... Unit s... Skirmishers... Warband... Phalanx... Testudo...

More information

AXE/MACE (DX-5, Flail-4, other Axe/Mace-3 or Two-Handed Axe/Mace-3) May not attack and parry in the same turn.

AXE/MACE (DX-5, Flail-4, other Axe/Mace-3 or Two-Handed Axe/Mace-3) May not attack and parry in the same turn. COMBINED WEAPONS PRICE LIST MELEE WEAPONS combined tables GURPS Marketplace AXE/MACE (DX-5, Flail-4, other Axe/Mace-3 or Two-Handed Axe/Mace-3) May not attack and parry in the same turn. Axe cut sw+2 1

More information

Chief: Each warband must have one Chief, no more, no less! Woodsmen: Your warband may include any number of Woodsmen

Chief: Each warband must have one Chief, no more, no less! Woodsmen: Your warband may include any number of Woodsmen WOODSMEN DE ARTOIS Large tracts of Brettonia are covered by forest and woodland. These are owned by the Lords and Barons who let them to tenants to work. The people of the forests are more independent

More information

Aidan Uth Twynam 8 Paladin Character Name Level Class Paragon Path Epic Destiny Total XP

Aidan Uth Twynam 8 Paladin Character Name Level Class Paragon Path Epic Destiny Total XP Aidan Uth Twynam Page Roy Verweij Character Sheet Player Name Roy Verweij Aidan Uth Twynam 8.000 Character Name Level Class Paragon Path Epic Destiny Total XP Human Medium 2 Male.78m 85kg Lawful Good Kiri-Jolith

More information

5000 Pts - Saurian Ancients - Jeff Durham

5000 Pts - Saurian Ancients - Jeff Durham 5000 Pts - Saurian Ancients - Jeff Durham Name # Type M WS BS S T W I A Ld AS WSv Cost Firstborn (1, 970 pts) Warlord 1 rmo 4 6-5 5 3 4 5 8 4+ (2+) 970 General; Born Predator; Cold-Blooded; Innate Defence

More information

Fields of Blue & Grey

Fields of Blue & Grey Fields of Blue & Grey A very different kind of American Civil War rules, that allow the grand sweep of corp level actions to be recreated while still using the regiment as the basic combat element. A simple

More information

The Getaway Background Victory Conditions Special Rules

The Getaway Background Victory Conditions Special Rules Historic Enterprises 1998 2 The Getaway Background After a successful cattle raid, the perpetrators are attempting to abscond with their booty (2 packs full of loot and 15 cattle). They must cross the

More information

EXAMPLES OF PLAY CHARLES THE BOLD

EXAMPLES OF PLAY CHARLES THE BOLD Examples of two rank Longbow Defensive and Supporting Fire. The Blue stand of Bills attacks Longbow 2. Only the front rank of LBw2 can fire Defensive Fire. LBw1 can only fire its front rank at half effect

More information

CLOSE COMBAT MANEUVERS All close combat maneuvers are at Point Blank Range, which modifies the difficulty by 1

CLOSE COMBAT MANEUVERS All close combat maneuvers are at Point Blank Range, which modifies the difficulty by 1 CLOSE COMBAT MANEUVERS All close combat maneuvers are at Point Blank Range, which modifies the difficulty by 1 Charging Attack/Knock-Back [modified house rule]: Decide whether to inflict Damage or shove

More information

Night Goblins v.1.5. Warband Special Rules. Warband Special Rules. Gork Complex Night Goblin warbands have +2 Ld to all Rout Tests they have to take.

Night Goblins v.1.5. Warband Special Rules. Warband Special Rules. Gork Complex Night Goblin warbands have +2 Ld to all Rout Tests they have to take. - Night Goblins v.1.5 Gork Complex Night Goblin warbands have +2 Ld to all Rout Tests they have to take. Animosity At the start of each of your own turns (i.e. not opponent s), roll a D6: On (2-6) nothing

More information

Rules Update for Warmaster Ancients

Rules Update for Warmaster Ancients Rules Update for Warmaster Ancients P25 Skirmishers Evading a Charge delete all four paragraphs and replace as follows. Note that this new rule replaces the rules addition Evades from close range become

More information

DBA-RRR. Renaissance, Reformation and Restoration Extension Rules v By Tony Aguilar

DBA-RRR. Renaissance, Reformation and Restoration Extension Rules v By Tony Aguilar DBA-RRR Renaissance, Reformation and Restoration 1500-1700 Extension Rules v. 1.21 By Tony Aguilar DBA-RRR Renaissance, Reformation and Restoration Rules v. 1.21 (January 2012) Page 1 DESIGNER NOTES This

More information

Ship Combat. 3e Spelljammer:

Ship Combat. 3e Spelljammer: 1.b.13 3e Spelljammer: Ship Combat Introduction Despite the vast size of Arcane Space, ships manage to come together in violence with alarming frequency. Such encounters use a set of rules with many similarities

More information