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TM

RANGED ATTACKS TO HIT MODIFIERS Dice Score -1 -1 -1 -1 -1 -1 Situation Attackers are shaken and/or disordered The target is partly obscured, in open order, artillery or baggage The target is formed and either cataphracts or the front of heavy infantry Closing Shots Traversing Shots Long Range Shots this applies to all shots at ranges over 12" Dice Score +1 +1 +2 +2 +3 -1 -2 -2

MORALE SAVE MODIFIERS Situation Square or Wedge Cover Testudo Buildings Fortification Hit by Light Artillery Hit by Medium or Heavy Artillery Column

HAND-TO-HAND TO HIT MODIFIERS Dice Score +1 +1 +1 -1 -1 -1 Situation Charging/Countercharging fighting units only Winning fighting units only Uphill Shaken and/or disordered Open Order Engaged to the Flank/Rear

BLUNDER TABLE 1 Uncontrolled flight! Face to rear and make 2 moves. Take 1 casualty. 2 Back! Make 1 move backwards whilst continuing to face. 3 Drift left. The unit makes 1 move to its left. 4 Drift right. The unit makes 1 move to its right. 5 Forward! The unit makes 1 move to its front and charges if possible. 6 Uncontrolled Advance! The unit makes 3 moves to its front and charges if possible.

MOVEMENT Infantry, Elephants, Wagons and Baggage, Man-portable Artillery, Cataphract Cavalry, and Heavy Chariots 6" Light Chariots and other formed Cavalry Light Cavalry in open order and Horse Archers Commanders 9" 12" 24"

FORMATION MODIFIERS Column Ranged Attacks 0, Hand-to-Hand Attacks 1 Ranged Attacks 0 Ranged Attacks 0, Hand-to-Hand Attacks 2 per face

RANGED ATTACK DISTANCES Javelins, Darts and other thrown weapons Bows, Crossbows and Staffslings Slings Light Artillery Medium Artillery Heavy Artillery 6" 18" 12" 24" 36" 48"

Testudo Square

Buildings Ranged Attacks 2 per face, Hand-to-Hand Attacks 2 per face

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TM

BREAK TESTS
TEST WHEN: A unit is shaken by ranged attacks including by closing/traversing shots. A shaken unit takes further casualties from ranged attacks. On the roll of a 6 to hit by ranged attacks requiring better than 6 to hit. On two rolls of 6 to hit by ranged attacks requiring 6 to hit. If a fighting unit is defeated in hand-to-hand combat. If a fighting unit that is already shaken draws a hand-to-hand combat. dice score 10 or more unit Infantry Cavalry Skirmishers 9 Infantry Cavalry Skirmishers 8 Infantry Cavalry Skirmishers 7 Infantry Cavalry Skirmishers 6 Infantry Cavalry Skirmishers 5 Infantry Cavalry Skirmishers 4 Infantry Cavalry Skirmishers ranged attacks Hold your ground without penalty Hold your ground without penalty Hold your ground without penalty Hold your ground without penalty Hold your ground without penalty Retreat in good order Hold your ground without penalty Hold your ground without penalty Retreat disordered Hold your ground without penalty Retreat in good order Retreat disordered Hold your ground disordered or Retreat in good order Retreat disordered Retreat disordered Hold your ground disordered or Retreat in good order Retreat disordered Break if shaken, otherwise Retreat disordered Retreat disordered Break if shaken, otherwise Retreat disordered Break if the unit has suffered any casualties, otherwise Retreat disordered Break if shaken, otherwise Retreat disordered Break if shaken, otherwise Retreat disordered Break Break if unit has suffered any casualties, otherwise Retreat disordered Break if unit has suffered any casualties, otherwise Retreat disordered Break hand-to-hand Hold your ground without penalty Hold your ground without penalty Hold your ground without penalty Hold your ground without penalty Give ground in good order together with supports Give ground disordered Hold your ground without penalty Give ground in good order together with supports Break if shaken, otherwise Give ground disordered Give ground in good order together with supports Give ground disordered, together with supports Break Give ground in good order together with supports Give ground disordered, together with supports Break Give ground disordered, together with supports Break if shaken, otherwise Give ground together with supports all disordered Break Break if shaken, otherwise Give ground together with supports all disordered Break if shaken, otherwise Give ground together with supports all disordered Break Break if shaken, otherwise Give ground together with supports all disordered Break Break Break Break Break If a unit is supporting a fighting unit that breaks or is shattered. BREAK TEST MODIFIERS (2D6): For Break tests due to ranged attacks deduct excess casualties suffered by the unit from the dice score. For Break tests due to hand-to-hand combat deduct the difference in casualties suffered from the dice score.

Infantry Cavalry Skirmishers

2 or less

Infantry Cavalry Skirmishers

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TM

UNITS ON FOOT Type


Clash

Combat
Sustained Short Range Long Range

Morale Save Stamina

Useful Rule

Heavy Infantry Heavy Infantry with Long Spear Heavy Infantry Pikemen Heavy Infantry with Double-Handed Weapon Medium Infantry Medium Infantry with Long Spear Medium Infantry Pikemen Medium Infantry with Double Handed Weapon Medium Infantry Archers Medium Infantry with Spear and Bow Medium Infantry Warband Light Infantry Light Infantry Archers (standard unit) Armoured Light Infantry Archers (standard unit) Light Infantry Archers (small unit) Armoured Light Infantry Archers (small unit) Skirmishers (standard unit) Skirmishers with ranged weapons (standard unit) Skirmishers (small unit) Skirmishers with ranged weapons (small unit)

7 7 7 8 6 7 6 7 5 6 7,8 or 9 5 4 4 3 3 5 4 3 2

7 7 7 7 6 7 6 6 5 6 6 5 4 4 3 3 4 4 2 2

3 3/0 3/0 2/0 3 3/0 3/0 2/0 3 3 2 3 3 3 2 2 3 3 2 2

0 0 0 0 0 0 0 0 3 3 0 0 3 3 2 2 0 3 0 2

4+ 4+ 4+ 4+ 5+ 5+ 5+ 5+ 5+ 5+ 5+ 6+ 0 6+ 0 6+ 0 0 0 0

6 6 6 6 6 6 6 6 6 6 6 6 6 6 4 4 6 6 4 4 Wild Fighters Long Spear Phalanx, Pike Double Handed Long Spear Phalanx, Pike Double Handed

Note. This list provides examples of values and commonly employed useful rules, and can be varied and extended should players wish to do so. Troops equipped with swords, javelins, and light thrusting or throwing spears are the standard type, hence weapons are not indicated. Other troops, for example those with heavy throwing weapons (Pila) have the same values as common troops of their type.

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TM

MOUNTED UNITS Type


Clash

Combat
Sustained Short Range Long Range

Morale Save Stamina

Useful Rule

Cataphract Cavalry Cataphract Cavalry with Kontos Cataphract Cavalry (Bow-Armed) or Kontos and Bow Heavy Cavalry Heavy Cavalry with Kontos or Lance Heavy Cavalry (Bow-Armed) or Kontos and Bow Medium Cavalry Light Cavalry (standard unit) Light Cavalry (Bow-Armed) (standard unit) Light Cavalry (small unit) Light Cavalry (Bow-Armed) (small unit) Horse Archers (standard unit) Horse Archers (small unit) Light Chariots Light Chariots (Bow-Armed) British/Celtic Light Chariots Heavy Chariots Heavy Chariots (Bow-Armed) Heavy Scythed Chariots (small unit) Elephant Elephant with Bow-Armed Crew Light Artillery Medium Artillery Heavy Artillery Wagons/Baggage

9 9 9 9 9 9 8 7 7 5 5 6 4 6 6 6 9 9 7 4 4 1 1 1 3

6 6 6 6 6 6 5 5 5 3 3 4 2 6 6 5 5 5 0 3 3 1 1 1 1

3 3/0 3 3 3/0 3 3 3 3 2 2 3 2 3 3 4 3 3 0 1 1 2 0 0 1

0 0 2 0 0 2 0 0 3 0 2 3 2 0 3 0 0 3 0 0 1 2 3 3 0

4+ 4+ 4+ 4+ 4+ 4+ 5+ 6+ 6+ 6+ 6+ 6+ 6+ 4+ 4+ 4+ 3+ 3+ 3+ 4+ 4+ 0 0 0 0

6 6 6 6 6 6 6 6 6 4 4 6 4 6 6 6 6 6 4 6 6 3 3 3 6 Scythed Chariots Elephant Elephant Feigned Flight Feigned Flight Feigned Flight Parthian Shot Parthian Shot Kontos, Lance Kontos Kontos Kontos

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