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14th century

MOVEMENT foot cavalry mounted foot (on horse) light clothing 20 cm 40 cm 36 cm armour 4 chainmail 16 cm 40 cm 36 cm cavalry (except armour 5) difficult very difficult difficult armour 5 man-at-arms 12 cm 32 cm 32 cm mounted foot or cavalry armour 5 difficult very difficult very difficult "slowness dice" one die two dice two dice protection from shooting 1 at footmen 1 if less than 10 cm 0 - 10 cm 1 at armour 5 / can shoot while moving (on foot or mounted), no malus +1 with goujat or +1 at a group / reload : 1 or 2 game turns immobile 5, 6 ext. 6 0 - 20 cm crossbow short bow and other bows sling 1 at armour 5 / reload : one game turn immobile 5, 6 5, 6 5, 6 / +1 at a group 6 ext. longbow (English or Welsh) 1 at armour 5 1 at armour 4 / 2 at armour 5 1 at armour 4 / 2 at armour 5

reference sheet, August 2013

In difficult terrain the result of the "slowness die / dice" is deduced from the movement (cm). In very difficult terrain the movement is halved and the result of the die (or dice) is deduced as above.

Carry both a crossbow and a pavise: 4 cm. TERRAIN bushes, or high crops woods, forest hard slope SHOOTING javelin light handgun foot difficult difficult difficult

Movement in pavise wall, and/or ranks of lancers : 12 cm (if trained to move in close order). cannot be shot at ? if crouched immobile (at + than 2 cm) if 10 cm or more (of forest width) 10 - 20 cm 6 ext. 7 20 - 40 cm 6 6 ext. 6 7 ext. 20- 30 cm (8) 1 at armour 5 40 - 60 cm 7 7 ext. 7 ext. (8) ext.

Short bow mounted : 1 if shooting while moving ; other weapons : must shoot on foot and immobile.

"ext." : exterior, cannot shoot from window or arrow slit.

In MELEE the longer weapons strike first. Result (die + modifiers) higher than the class of the enemy: hit. Equal to his class: he recoils. Smaller than his class: missed. If the enemys armour is higher than his class (armour 4 or armour 5) the die result should also be higher than his armour to hit him, otherwise he recoils. "Natural 1" die roll: missed (even with good modifiers). "Natural 7" ( = double natural 6) in Melee: hit (even with bad modifiers). If two opponents roll simultaneously a "hit" result (or a "recoil" result), only the higher class one kills his enemy (or forces him to recoil). If they are same class, the highest armour (4 or 5) one kills his enemy (etc). If they are same class and armour, the one who rolled the highest natural die kills his enemy (etc).

SHOOTING MODIFIERS Modifiers "caused by terrain" are not added. Total of modifiers "caused by terrain" and "by target" cannot be worse than 2. Modifiers caused by terrain: target on foot and can be seen behind cover: wall, earthen bank, bushes, large opening in a wall, window, battlement, etc 1 or behind no more than 10 cm of forest or target on foot behind a very narrow opening or arrow slit in a very strong wall or "furtive" target (a "furtive target" is a target hidden at the beginning and at the end of the game turn) Modifiers caused by target: short bow, sling, at armour 4; or javelin, longbow, crossbow, or black powder weapon at long range, at armour 5 short bow, sling, at armour 5 target behind pavise / or in "pavise wall"
except: handgun at short range or middle range: 0/0; handgun at long range, crossbow at short range: 0/1

2 1 1 2 1/2

Modifiers caused by shooter: "furtive" shooter (= who only appears during a short time to shoot); Bonus for shooting at a group (optional rules) : sling or handgun without aide, shooting at a group other weapons shooting at a group MELEE MODIFIERS

and/or short bow shooting while moving mounted

1 +1 + 1 to a single die

(if the group is not behind or inside a built protection: low wall, house, redoubt, fortification...)

two-handed axe, sword, goedendag (foot melee weapon used with both hands, and not inside a building or in close order) improvised weapon, tool used as weapon, big wooden stick foot against any foe who tries to cross a linear obstacle character against a foe who is on higher ground than him cavalryman against foot, or against mounted foot foot against cavalry (except in a very difficult terrain for cavalry); foot with bill, guisarme, vouge, etc, against a mounted enemy cavalryman "charging" cavalryman "charging" with couched heavy lance
There are many modifiers, but most of them are not used too often.

+1 1 +1 1 +1 1 +1 +1 +1 +1

and/or character class 2 (earthen bank, low wall, door, line of stakes, battlements, etc) (hard slope, earthen bank, stairs, battlements, etc) (except in difficult or very difficult terrain for cavalry) or mounted foot against cavalry (except at a cavalryman who charges him: see last line) (charge is impossible in difficult or very difficult terrain) (needs man-at-arms training and a war horse )

immobile foot with spear (or bill, guisarme, vouge, goedendag, etc) against a cavalryman who "charges" directly at him

Patrice Mallier and "Argad !" ditions, 2013

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