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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, break-off, rout, pursuit, recoil and follow up moves 6. Charge moves 7. Normal and rally moves 8. New orders and signals. Shoot Order Code RF LF R C L Q W S H A Test reaction if: Flank mark off-table, left or right Operate in right, centre or left secrs, leave voluntarily only charge enemy shooting or exp. flank Move half full normal. Halt only within charge reach Move up half normal. Halt any time Option charge flanks, lights, shaken, disordered, mounted option counter charge similar or lighter mounted. Foot option stand in defence of cover, otherwise evade enemy charges, do not initiate charges. Option charge enemy blocking target. Foot option countercharge foot. Mounted option countercharge any mounted and light options evade elephants. Otherwise stand receive charges. Do not initiate charges Mounted and lights option evade elephants. Foot stand receive charging mounted, otherwise counter-charge if charged. Always has option initiate charge First time in charge reach or shot at Player wishes initiate charge In response enemy charge against testers Shot at 3 consecutive periods, or 2 per fig, or per model in 1 period Surprise sighting within 100 Friendly unit broken within 150 General, army standard or religious relic group lost Wishful refrain from pursuit or cease routing or looting WRG 6 th Edition Ancients Play Sheets John Curry and Phil Barker 2010 Page 1

Throw three dice if still above two-thirds of original strength, two if above half, or one if half or less Testers or any friendly body within 150 paces are advancing Each enemy body within 150 paces that is retiring Each other friendly body within 150 paces charge or counter-charge, pursuing Army standard is advancing and within 300 paces More hand--hand casualties last period than they received Each enemy body within 150 paces Testing charge flank, lights, shaken, disordered No more than a single enemy body within 150 paces Relic, sacred banner, religious group or equivalent can be seen within 300 paces Pursuing Impetuous, looting Any enemy body within 150 paces is advancing Each other friendly body within 150 paces that is retiring except light troops Any unbroken enemy elephants or chariots within 150 paces Any figure with long range weapons Each half casualty per figure or two per model received from shooting last period Army standard is retiring and within 300 paces More hand--hand casualties last period than they inflicted. Each other friendly body seen now or last period within 150 paces being broken and not seen have rallied. Enemy within 150 paces behind flank or are uphill of testers, or unfriendly cover within 100 No other unbroken friendly unit within 150 paces Explosions, incendiaries or arty attack or mounted disordered by EL, Cam or art Relic, sacred banner, religious group or equivalent lost within 300 paces If light troops who are testing initiate a charge or for occasion 1 Mounted troops testing in response a charge on them by foot Surprised, shaken or routing, or if most senior general within 150 paces disabled Army standard lost within 300 paces Commander-in-chief or his champion have been defeated in personal combat + 1 + 2 + 3-2 -3 Both flanks and rear are all secure + 1 or - Commander-in-chief or a subordinate general in line of command is within 150 paces 1 Uphill of all enemy within 150 paces, or inside a wood, village or fortification, + 2 or - Subordinate general with testers 2 Commander-in-chief with testers +3 or - 3 WRG 6 th Edition Ancients Play Sheets John Curry and Phil Barker 2010 Page 2

REACTION RESULTS 'A' Troop Classes: 'B' 'C' 'D' No charges are yet involved Overriding reaction instructions if: Testing initiate Testing in response charge charge on selves Irr. Reg. Reg. Irr. 12 16 15 17 20 15 Become impetuous. Become impetuous. Become impetuous. 11 15 1 16 1 1 Obey orders. Routers Charge. Make any response orders rally. permit. 6 6 10 13 16 5 2 1 7 3 6 3 2 12 8 5 3 15 10 6 5 13 12 11 8 6 Obey orders. Routers rally. No advance this period. If already shaken, stay so. Routs continue Become shaken. No advance this period. Routs continue. 0 1 2 3 5 Break if elephants, recoiling or counting broken friends. If not, become shaken, retire for two periods. Routs continue. Units can be shaken by: Falling below half strength Reaction testing result Five times as many melee cas. As inflicted and ½ per figure or 2 per model Breaking or being burst through If mounted, can't charge facing close formation foot. Do not charge. If already shaken, stay so. Become shaken. No advance this period. Break if counting broken friends. If not, become shaken, retire disordered for two periods. If S orders, must evade. If H orders, can't counter-charge. Can't counter-charge. If S orders, must evade. If already shaken, stay so. Break if already shaken or if S orders, otherwise become shaken, receive at halt. Break. Cessation- cured disorder caused by: Difficult terrain or infantry mounted Penalised interpretation Camels or not-indian horses within 30 of Elephants if familiarised, 60 if not, or non-arab horses within 30 or camels Elephants within 60 or dummy or shot at with any fire weapon Animals within 60 of first bang or rocket flight Charged in flank without completing turn Foot caught moving by mounted Rally- cured disorder caused by: Breaking, evading, charging, more than normal move without ending in contact, ceasing pursuit, contacting new enemy in pursuit, or looting Recoiling over difficult terrain or from mounted charge, or failing force chariots or elephants recoil. Disembarking, being caught mounting or dismounting or having recoiled from flank charge contacting before turning face Impetuous changing direction or formation WRG 6 th Edition Ancients Play Sheets John Curry and Phil Barker 2010 Page 3

MOVE DISTANCES Normal Charge Evade Super heavy knights, extra heavy knights and 80 paces 160 paces 30 paces + die. heavy chariots Super heavy cataphracts, super heavy camels and 80 paces 120 paces 20 paces + die war elephants Extra heavy, heavy or medium cavalry and light 120 paces 160 paces 70 paces + die. chariots Extra heavy, heavy, medium or light camelry and 120 paces 120 paces 20 paces + die mounted infantry Light cavalry 160 paces 200 paces 0 paces + die. Super heavy infantry 0 paces 0 paces 0 paces + die Extra heavy infantry 60 paces 60 paces 10 paces + die. Heavy or medium infantry 60 paces 80 paces 20 paces + die. Light heavy, light medium or light infantry 80 paces. 100 paces. 0 paces + die. Manhandled light bolt-shooting artillery 60 paces Light bolt-shooting artillery on mule carts, other light 80 paces 80 paces 0 paces + die. carts and all pack animals Ox-drawn artillery, cans or wagons 0 paces Siege wers and penthouses on land 20 paces 20 paces 20 paces Fighting ships under full oars 120 paces 160 paces 70 paces + die. Ships joined fight or carry siege gear 60 paces 60 paces 0 paces + die. Ships backing water 0 paces 30 paces + die. Shooting Ranges Maximum range: Count as long if: Height facr: Personal fire syphons and hand-hurled naptha bombs. 20 paces 10 paces Javelins and two-man fire syphons *0 10 Darts 80 0+ 10 Slings 120 Hand firearms and organ guns 120 60 + Mounted bows and Japanese or Indian mounted longbows 180 80+ 20 Foot bows and mounted crossbows 20 80+ 20 Staff sling 20 20 Foot longbows 280 80+ 20 Foot crossbow 300 80+ 20 Sne or bolt-shooting engines, bombards and rockets 80 180+ 30 Weapon Facrs Javelin, dart or bow Sling or longbow Crossbow or staff sling Artillery, firearms, incendiary liquid SHK. SHC. SHCm. EHK. EHC EHCm, HC. HCm. HCh. MC. MCn. LC. LCm. LCh. SHI. EHI. HI. LHI. Ml. LMI. Art 0 1 3 3-2 1 2 2 1 2 2 3 3 3 2 0 1 2 2 1 1 1 2 2 2 2 1 0 1 1 1 0 1 2 2 2 2 2 1 2 3 3 3 1 2 LI. EL. WRG 6 th Edition Ancients Play Sheets John Curry and Phil Barker 2010 Page

Weapon Facrs SHK SHC SHCm EHK EHC EHCm HC HCm HCh MC MCm Lance, if charging 1 3 2 5 5 3 5 0 Other cavalry or camelry weapons or 0 1 1 2 3 1 1 2 2 0 circumstances Pike or long thrusting spear 3 2 5 5 0 1 2 3 2 on foot Heavy throwing weapon and sword at 2 2 3 3 3 3 3 0 5 5 5 contact Two-handed cutting, concussive, or 5 5 5 5 5 2 3 5 5 5 3 cut-and- thrust pole weapon Other infantry or artillery weapons or 0 1 1 2 2 3 3 0 1 2 3 1 circumstances Elephant or chariot horse 3 3 3 2 2 2 1 3 2 2 0 0 Armed elephant or 0 0 0 1 2 3 2 0 1 2 1 0 chariot crew Extra for light spear or javelin at contact, against +1 +1 +2 +1 +1 +2 +2 elephant, or pursuing Extra for horse of charging, following-up, interpenetrating or pursuing scythed chariot + +5 + +3 +2 +2 +1 +1 +2 +3 +3 Hand--hand Tactical Facrs Shooting Tactical Facrs Impetuous charging or counter, or mounted If the target is shieldless MI or LMI. + 2 v. disordered foot or pursuing. + 2 Charging, following up or pursuing Target is shieldless troops other than MI or LMI + 1 Steady pikes or long thrusting spears Shooters are disordered or shaken receiving an impetuous mounted charge Advanced down or from a hill target moved at least 0 paces or ended -2 in contact or in cover Opponents shieldless or flanked SHD,EL or Long range over more than 1 rank or over CH other unit ½ figs Not pikes, faced by pike or long spear armed AT, 1 st contact by elephant or pikes If faced by two-handed cut-and-thrust pole weapons wielded on foot or mounted. Each ½ casualty per figure or two casualties per model received from shooting If disordered- for each cause If opponents halted facing on higher ground Fighting cross defended obstacle -2 LC LCm LCh WRG 6 th Edition Ancients Play Sheets John Curry and Phil Barker 2010 Page 5 SHI EHI HI LHI Ml LMI Art LI EL

Shaken Total of facrs: Number of figures shooting or fighting: 10 20 30 0 50 1 2 3 5 6 7 8-3 3 6 12 15 0 0 1 1 1 2 2 2 3-2 8 12 16 20 0 1 2 2 2 3 3 3-1 5 10 15 20 25 1 1 2 2 3 3 5 0 6 12 18 2 30 1 1 2 3 3 5 6 + 1 8 16 2 32 0 1 2 2 3 5 6 6 7 + 2 13 26 3 52 65 1 3 5 6 8 10 11 + 3 16 32 8 6 80 2 3 5 6 8 11 13 1 + 20 0 60 80 100 2 6 8 10 12 1 16 18 + 5 25 50 75 100 125 3 5 8 10 13 15 18 20 23 + 6 32 6 6 128 160 3 6 13 16 1 22 25 28 + 7 0 80 120 160 200 8 12 16 20 2 28 32 36 + 8 50 100 150 200 250 5 10 15 20 25 30 35 0 5 + 63 126 18 252 315 6 13 1 25 32 38 50 57 + 10 80 160 20 320 00 8 16 2 32 0 8 56 6 72 + 11 100 200 300 00 500 10 20 30 0 50 60 70 80 0 + 12 126 252 378 500 630 13 25 38 50 63 76 88 101 11 Count better than + 12 as + 12, count worse than -3 as zero casualties WRG 6 th Edition Ancients Play Sheets John Curry and Phil Barker 2010 Page 6