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Battle System Chapter 2: A Call to Arms - Organising and reviewing ones troops

Troop Type

Infantry: Command/battle chiefs/leaders Individuals Special* Chariot* Flying* Artillery*


Troop Experience/Quality (includes 7 categories) 1. Green/Raw (generally level 0 and 1 troops): Certain pathetic fantasy races may fall into this category. Optional rule: One may if one wishes remove the ML status shaken from this troop type, thus if failing morale this troop type will automatically rout and attempt to flee the battle, if unable to they may give up all hope and surrender which may result in them being cut down (see morale rules) 1. Green/raw 2. Inexperienced 3. Experienced/Average: The most common category generally speaking, most armies will be largely made up of this troop type. 4, Professional 5. Veteran 6. Elite 7. Hero/Champion: DRILLED OR NOT DRILLED WORK OUT RULES ETC CATEGORIES Optional rule: One may if one wishes remove the ML status shaken and rout from this troop type, thus making it impossible to have this troop type flee a battle field despite any losses/wounds or morale check causing influences, this rule should only apply in very few incidences and should be supported by some sort of reasoning as well as possible fanaticism or bloodlust (see morale rules). Army ML rules will still however apply. NB! Disorganised more a state of mis-formation than a type of formation and hence all the above may find themselves in a disorganised state either because of movement, combat or morale.

Orders
Change in orders gives a + 2 to initiative role i.e. if 2 it becomes 4, plus must pass morale test at a 2 (plus normal modifiers) if fails unit does nothing and is considered disorganised thus getting 1 and other disadvantages of being disorganised example cannot receive a charge example halberdiers. Note: on flying creatures + 2 to initiative situational surprise possibilities AD and AR bonuses. And +1 to ML for Height advantage.

Crossbow type weapons


Size One handed Light Medium Siege/arbalest Bolt thrower* Ballista Giant ballista AR mod +1 0 -1 -1 -2 -3 Range S M L 3 6 9 5 10 15 6 12 18 8 16 24 10 20 30 12 24 36 AD Rate of fire Special rules 4 6 8 10 10 10 Can be used as an offhand weapon None Maximum allowed for cavalry; move half and shoot Cannot move and shoot** Cannot move and shoot** Skewer up to 3 ranks; cannot move and shoot AD 2d10 to 3d12; skewer up to 5 ranks; can 1/2 rounds plough through walls/giants may fire at 1/round 2/round 1/round 1/round 1/round 1/round 1/round

No AR 15 30 45 -----

* Includes any field crossbow/bolt thrower/tripod mounted type weapon **Can load in one round and then move half distance and fire in the next; alternatively can move full distance and fire unaimed; alternatively can hold and fire normally and be loaded for next turn. For Siege/Arbalest, Bolt Thrower, Ballista, Giant Ballista the following range rule modifiers apply (these modifiers also apply to Single Character sniper shots with all of the above weapons, for example a single ranger figure attempting to snipe an orc leader): + 1 AR bonus to opponents armour at Short Range + 2 AR bonus to opponents armour at Long Range For these weapons calculate range aim and fire!

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