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An Age of Sword and Arrow

Intellectual property of The College of William and Mary. All rights reserved.




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Table of Contents





How to Read this Book 3
Overview of the Game 5
Vocabulary 8
Line of Sight 9
Components 10
The Board 12
Falter Tests 13
Fatigue and Exhaustion 14
Terrain Features 15
Unit Organization 18
Unit Characteristics 20
Unit Types 22
Saves 27
Equipment 28
Unit Special Rules 30
Morale 33
Break Tests 34
Withdrawal Tests 35
Command 36
Preparing the Game 37
Generals 39
Playing a Game 41
Rally Phase 42
Reserves 43
Ambushes 44
Movement Phase 45
Resting
Special Maneuvers 47
Shooting Phase 49
Shooting Modifiers 50
Shooting Tides of Battle 51
Ranged Weapons 53
Assault Phase 55
Combat Phase 58
Combat Resolution 60
Combat Tides of Battle 61
Consolidation 62
Combat Weapons 63
Winning the Game 65
Optional Rules 64
Retainers 68
Generals Traits 69
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How to Read this Book


Learning to play a new game can be a challenging task, especially tabletop miniatures games
which often tend to be very complex. We have attempted to mitigate this challenge by making this
rulebook as easy to read as possible. The overall design is as follows:

1. Overview
We begin with an overview of the game, which describes the basic principles of the game.

2. Vocabulary
This section goes over some of the basic vocabulary that you will need to learn to understand this
rulebook. This list does not comprise all the standardized vocabulary that we use throughout the book.
Instead, it only focuses on the main terms that you need to begin reading.

3. Components
The components section provides a list and basic description of the items you will need for
gameplay.

4. Detailed Components Descriptions
The next several sections each focus on an individual component of the game and how it
functions. These sections tend to include a lot of details and even reference rules that havent yet been
described. For your first time reading through the rulebook, you should skim over these details. Dont try
to memorize everything all at once! Instead, just get an overall idea of how the components work. Once
you have read further, you can refer back to these sections.

5. Preparing for Gameplay
After all the components have been described in detail, we explain how you go about setting up
and preparing for a game.

6. Playing the Game
Finally, we run through how to play the game. These rules are described according to the order
of the game to help players visualize the flow of gameplay.

7. Optional Rules
At the end of the rules section, we list a few optional rules that you may use in your games to add
character complexity or alter the command system.
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Your Experience Level

We also understand that not all readers have the same level of experience with playing tabletop
games. With that in mind, weve written the main body of text so that it is easy for complete novices to
understand. This type of text provides thorough descriptions of basic wargaming concepts. Of course,
veteran gamers already know most of this material and should feel free to skim through it quickly.
We have also included a few areas of text purely for veteran gamers. These passages are easily
identified by their maroon color and are written in wargaming lingo to quickly communicate how the
rules work. Beginners will not be able to understand these passages and should avoid them to prevent
confusion.
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Overview of the Game


An Age of Sword and Arrow (ASA) is a tabletop wargame designed for two or more players. A
wargame is any type of game that attempts to recreate some of the tactical realities of warfare. A good
example is chess, one of the worlds oldest wargames.
Every wargame has its own objectives and design philosophy. Some wargames try to be very
accurate simulations of the fundamental mechanics of warfare. Their rules are very precisely designed so
that any battle between two forces will yield realistic results.
Other games ignore some realism to focus purely on a particular aspect of warfare. Returning to
our example of chess, its clear that the game is not a totally accurate representation of battles: castles
werent actually able to move! However, chess does a fantastic job portraying a battle of the generals in
which each player attempts to out strategize their opponent. It also does an excellent job representing the
importance of positioning your troops (aka pieces) on the battlefield. If you dont position your soldiers
correctly, youll surely lose!
Still other games focus purely on the aesthetics of warfare. Their goal is to make the gameplay
come to life, even if its not an entirely realistic interpretation. These games usually ignore the more
tedious aspects of warfare, for example, the logistics of feeding an army. Instead, they focus on those
aspects that give a visceral feel of the battlefield. Video games are the ideal example of this type of game.
Their emphasis on aesthetics provides an immersive experience.
ASA, like many miniatures games, is designed in accordance with all three of these philosophies.
We have tried to create a game that generally yields realistic results, emphasizes key aspects of strategy,
and provides an immersive experience. Of course, all of these aspects have to be balanced against each
other and there are tradeoffs that need to be made. In general, ASA leans more towards strategy and
immersion than pure realism.


Order of Play

Like popular games such as chess and checkers, players in ASA take turns to maneuver their
pieces across a playing surface. However, unlike chess and checkers, your pieces can do more than just
move. They represent groups of soldiers who may charge, shoot, and battle each other. The actions that
your units can take are determined by the phase of the game.
Each players turn has five phases: the Rally, Movement, Shooting, Assault, and Combat
Phases. Once you have finished all of these phases, your turn is over and it is now your opponents turn.
The player whose turn it is is referred to as the active player while his opponent is the inactive
player. Note that several of the game phases allow both players to make actions. ASA uses a modified
form of IGO-UGO.
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When both players have completed taking turns, one round of the game is finished. The players
continue to alternate taking turns until one player has won the battle. Alternatively, both players may
choose to end the battle after a set number of rounds, agreed upon before the battle begins.


Declared Intentions

An Age of Sword and Arrow is not designed to penalize players due to measurement errors.
Thus, when maneuvering your troops, you may declare your intention (e.g. I want to move my
company of knights into assault range of your infantry company). As long as this movement is valid and
follows all the rules of the Movement Phase, this declaration will decrease future disputes, especially if
models are accidently bumped during gameplay.


Premeasuring

You may measure any distance on the tabletop at any time.


Automatic Failure/Success

Despite any modifiers, a natural die roll of a 1 is always successful while a roll of 10 is always a
failure.


Rerolls

In some exceptional situations you will be allowed to re-roll a die result. To do so, you may
choose to re-roll the relevant number of dice and count the successes and failures. Once you have re-
rolled the dice you must abide by the new result, even if it is worse than the original. Unless the rules
specifically state otherwise, you may never reroll a reroll.


Not WYSIWYG

An Age of Sword and Arrow is not a What You See Is What You Get (WYSIWYG) game. This
means that the miniatures on the tabletop do not have to be exactly equipped as the unit they represent.
For example, it would be appropriate to field bow-equipped miniatures to represent a unit of
longbowmen, provided that you clearly inform your opponent before the game begins. This rule is
designed to keep the game from being overly rigid. This is especially important since we do not produce
miniatures and thus players may be unable to find figures that perfectly match what our rules dictate.
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2-Dimensional Mechanics

To make gameplay as fluid as possible, ASA treats all game features as 2-dimensional objects.
This means that all objects have area but no height, even if they are physically represented in three
dimensions. For example, you may choose to use a 3-D hill on your game board. Despite the slopes and
rise that are physically represented on the tabletop, the height of the hill has no impact on the gameplay
whatsoever. Instead, all that matters is the area - the amount of ground - that the hill covers.
When youre reading through this ruleset, one way to visualize gameplay is to imagine two
planes, one resting atop the other. The bottom plane represents the board and terrain. In terms of the
chess metaphor, this plane is the chessboard, the ground across which your pieces will maneuver. The
top plane consists of units, the game pieces at your disposal. Because they exist within a 2-D plane, you
cant have multiple units occupying the same area (overlapping each other). However, your units can
interact with the terrain that they are maneuvering across. Imagine you are playing a game of chess
where the different tiles of the board could affect the pieces on top of them! The effect on your units
varies depending on what type of terrain feature they are on.





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Vocabulary


To be able to understand this rulebook, you have to learn a few terms. These definitions are
standardized to make it as easy as possible to understand the rules:


Stands

The term stand refers to a group of identically equipped miniatures that are glued onto a
common base. Together, they constitute a single game piece.


Companies

Most stands are organized into companies, each company consisting of a number of identically
equipped stands. Companies are easy to identify because all of their constituent stands are adjacent to
each other.


Units

Whenever the game rules refer to a unit, this means any company. This also refers to any
stands that are not part of a company (independent stands).



Casualties

These rules will occasionally refer to stands being destroyed, killed, removed, or
removed as a casualty. These terms do not mean that your models are physically damaged in any way.
Instead, remove the stands from the playing surface. These stands many no longer participate in the
current game. This represents their constituent warriors being killed or driven off the field of battle.




Characteristic Tests
Whenever a unit has to take a characteristic test (e.g. Morale Test, Skill Test, etc.), roll a die and
compare the result to the units corresponding stat value. You want the result (score) to be equal to or less
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than the target value. For example, if you are taking a Morale Test at morale 8, a die result of a 1-8 would
be a success. A result of a 9 or 10 would be a failure.
Whenever you roll multiple dice, treat each die result as separate. If you roll three dice looking
for a 5 and get a 1, 2, and 7 this would count as two successful rolls and one failed roll.


Modifiers
In some cases, the score needed for a successful role will be modified. For example, there is a +1
modifier to skill when a company has a height advantage. This means that if a company has a skill rating
of 6, normally needing to roll a 6 or less for a successful attack, it now needs a 7 or less. This has
dramatically increased its chances of a successful attack.
Occasionally, there will be multiple modifiers that apply to the same unit. Apply each of the
modifiers to the affected unit. For example, an unarmored company with a normal Natural Save of 5 is
targeted by ranged weapons, receiving a +1 Natural Save modifier. However, the company is also
Exhausted, giving it a -2 modifier. Thus, the companys final Natural Save is a 4, meaning it makes a
successful save on a roll of a 4 or less.


Line of Sight

Line of sight is a term used to indicate which units can directly see each other. To see if line of
sight exists between two points, place a straight measuring implement from one point to the other. If that
line crosses through units of troops or Concealing Terrain features, line of sight is blocked. This means
that the two points in question are considered to be out of line of sight. An Age of Sword and Arrow
does not use true line of sight.






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Components


This is a list of all the items you will need to play the game:


A Flat Surface

You will need a flat surface to play the game on, preferably a table but the floor can work, too. It
should cover an area of at least 4' by 4 for a normal two-player game. When playing battles with multiple
players on each side, the flat surface should be at least 6' by 4. This surface represents the area that the
battle is being fought over. From this point onwards, we will refer to this surface as the board.


Terrain

Because the earths surface is usually not just a flat plane, its a good idea to add some terrain to
the playing surface. This makes the gameplay more dynamic and visually pleasing.


Game Pieces: Stands

As a wargame, we need pieces to represent groups of soldiers. These playing pieces are the
stands. Each stand is a 40mm wide by 20-40mm deep rectangle, representing the physical area that a
group of soldiers occupies. Think of a stand as a single piece from a game of chess. It doesnt really matter
what the pieces look like as long as they occupy the right amount of area (e.g. they dont cover multiple
squares), you can tell what type of piece they are, and you know which pieces belong to each player.
Representing units in ASA can be just as easy as chess. The simplest way to do so is to label each
stand according to the unit it represents. For example, if you have a company of eight spearmen, you
could take 8 stands and write spearmen on each one. Thats all you need!
Of course, it can add a lot to the game to embellish your stands and make them look cool. If
youve ever seen a custom chess set, you know exactly what we mean. The most common way to do this
is to glue miniatures on top. Miniatures are very tiny figures that depict historical warriors. By using
accurately modeled figures, players can instantly identify what type of soldier each stand represents. In
addition, using miniatures adds a lot of aesthetic appeal to the game, especially if theyre well painted.
Its really cool to see your lines of Roman legionnaires march across the table!
We recommend that players use miniatures between 6mm and 15mm tall. Miniatures under 6mm
tall will be difficult to tell apart. Miniatures over 15mm tall may not fit within the base dimensions,
especially in the case of large models such as elephants and chariots.
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When gluing miniatures onto your base, take care to have them all facing the same direction
towards one of the longer edges. This is important because it matters what direction your troops are
facing during the game. For example, most soldiers cant shoot in the opposite direction theyre facing!


Dice

You will need ten-sided dice (D10s).


A Measuring Implement

ASA doesnt use tiles or game squares like you would find with chess and checkers. Instead,
distances are represented by literal rates given in inches. For example, an infantry stand with a movement
rate of 6 can move up to 6 across the playing surface during a single Movement Phase. As a result, you
need some sort of measuring implement so that you can measure distances. A ruler or tape measure
would work nicely. If you would prefer to measure using centimeters, multiply the given measurements
by 2.5.


An Opponent

Finally, you need someone to play against. While you could play ASA by yourself, it would
greatly diminish many of the strategic aspects that make the game both fun and challenging. Of course,
your opponent will also need stands to represent his army. If he doesnt have his own pieces, youll have
to loan him an army.




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The Board


Playing Surface

For standard sized battles, the board should be a 4 by 4 square. For larger battles, increase the
dimensions of the board as necessary. 6 by 4 is a good size for playing doubles. To make the board
aesthetically pleasing, you can paint it, apply flock, or use a colored mat to illustrate dirt and grass.


Terrain

Once you have a board to play on, youll want to cover it with terrain. The amount and type of
terrain depends on the location that youre attempting to represent.


Types of Terrain
In An Age of Sword and Arrow there are four categories of terrain: Rough, Difficult,
Treacherous, and Impassable. The rest of the board counts as Open Ground and has no effect on your
troops unless listed otherwise. These are the general effects of the three terrain categories:
Cavalry suffer -1 attack in Rough Terrain features.
Units that move through Difficult Terrain receive an additional Fatigue Marker. Cavalry may
not run and suffer -1 attack while in Difficult Terrain. Cavalry stands that assault through
Difficult Terrain must take Falter Tests.
Cavalry and artillery may not be deployed in or move through Treacherous Ground. Units
may not run across Treacherous Ground and receive a Fatigue Marker when marching or
assaulting across it.
Units may not be deployed in or move into or through Impassable Terrain.


Units in Terrain
Any stand that is at least partially within a terrain feature counts as being within that feature for
all intents and purposes. Units may be partially in a terrain feature but receive Fatigue on a unit wide
basis. For example, this means that your unit of spearmen would gain a Fatigue even if only one of their
stands had marched through Difficult Terrain.
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Attrition


Falter Tests
Enemy forces are not the only danger present on the ancient battlefield. The terrain itself can be deadly and
units may suffer casualties as they traverse steep cliffs, swift rivers and other obstacles. Even the weather can be
deadly as men collapse from exhaustion under the hot summer sun or freeze to death in a blizzard. Even more
frightening is the danger of confusion and chaos on the battlefield. If a unit loses order and the mass of men begins to
frighten and press together, there is the serious possibility of being trampled by ones own comrades. This danger is
exacerbated in difficult terrain, creating further confusion and casualties. An interesting example of this is the 1415
Battle of Agincourt during which a significant number of French men-at-arms died due to being knocked over by
their own men. Their armor was heavy enough that they couldnt pull themselves out of the thick mud and drowned.
Units are required to take Falter Tests when crossing certain terrain features. Roll a D10 for the
unit. If the result is a 9 or more, the test fails. The number the roll fails by indicates how many stands
must be removed as casualties. For example, your unit needs to roll a 7 or less to pass its Falter Test.
Unfortunately, you roll a 9, which is 2 more than what you needed. This means that 2 of your units
stands are destroyed. Otherwise, the test is passed and your unit remains unaffected.
Each unit only has to take a single Falter Test each phase. If the unit makes several actions that
would require a Falter Test, all of those Falter Tests are compiled into a single test. For example, an
Exhausted unit of heavy cavalry runs across quicksand and rocky ground. The unit must take a Falter
Test with a -2 penalty (running while Exhausted [thereby incurring a Fatigue and prompting a Falter
Test], -1 for moving over Quicksand, and -1 for being a heavy unit). Thus, the unit will fail its Falter
Test on a roll of 7 or more.

Modifiers to Falter Tests
Note that the following modifiers affect the score required to pass the Falter Test, not your actual
die roll. For example, this means that light units are less likely to fail a Falter Test.


+ 1 Classified as light

- 1 Classified as heavy

- X Terrain penalties as listed


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Fatigue and Exhaustion
When units move across certain types of terrain or run, they receive a Fatigue Marker. A unit
may accumulate Fatigue up to the value of its Stamina static. As soon as that limit is reached, the unit is
Exhausted and may not be issued any more Fatigue. For any Fatigue that they would suffer, they must
instead take Falter Tests. Note that Fatigue is issued on a unit-wide basis. For example, this means that if
an Exhausted unit marches but only one of its constituent stands moves through Difficult Terrain, the
whole unit would still suffer one Fatigue Marker. However, since they are Exhausted and cannot be
issued any more Fatigue Markers, the whole unit is forced to take a Falter Test.
Units may lose Exhaustion by resting.
Units also receive Fatigue Markers due to enemy shooting, being assaulted, or participating in
combat. Units must take 1 Fatigue Marker for every 3 hits they suffer during any single Shooting Phase
(rounded down). Units must take Fatigue Markers if an enemy assaults them. Finally, units must take a
Fatigue at the end of every Combat Phase during which they participated in combat.


Exhaustion Penalties
Exhausted units suffer a -2 penalty to their Natural Save, Shock, and Harassment Values, to a
minimum of 0.


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Terrain Features

This section describes the rules for all the types of terrain features you might use on your
battlefield. Terrain features classified as Concealing Terrain block line of sight.


Open Ground

The following terrain features are listed as Open Ground. They have no effect on gameplay unless
listed otherwise:

1. Fields, Grass, Light Snow, Ice, Roads, and Bridges

2. Thin Ice
Units must take Falter Tests when moving across thin ice.

3. Towns and Villages
Towns and villages are Concealing Terrain. In addition, units never count as charging when
initiating combat within a town or village. This means, for example, that cavalry and elephants fight in
combat using their reduced number of attacks, even on turns when they charged.

4. Rivers
Units attempting to cross must march or charge across at ! speed. For each turn that the unit
spends crossing or attempting to cross a river it must take a Falter Test. Units that charge into or across
rivers do not count as charging for the purposes of shock and their number of attacks.

5. Gentle Hills
Hills have two sections, the slope and the crest. The crest represents the top of the hill and is
completely surround by either slopes or cliffs. The crest blocks line of sight across it but not to and from
units on top of it. For example, a ranged unit positioned on top of the hillcrest can shoot at targets in any
direction. If the unit was positioned on the slope, it could shoot in any direction except through the crest
of the hill. Units that are on the hill and closer to the crest than their targets receive a + 1 bonus to skill.
This represents the advantage of taking the high ground during shooting and combat.
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Rough Terrain Features

Cavalry suffer -1 attack in Rough Terrain features, to a minimum of 1 attack.

1. Muddy Fields, Heavy Snow, Rocky Ground and Sand Dunes

2. Woods, Vineyards, Orchards, and Ruins
Concealing Terrain.

3. Rocky Hills
Rocky hills are hills that count as Rough Terrain.

4. Streams & Fords
Units positioned in streams and fords suffer -1 penalties to their skill and Natural Save. Units that
run across streams and fords must take Falter Tests.

5. Quicksand
Units must take Falter Tests when moving across quicksand.


Difficult Terrain

Units that move through Difficult Terrain receive an additional Fatigue Marker. Cavalry may not
run and suffer -1 attack while in Difficult Terrain, to a minimum of 1 attack. Cavalry units that assault
through Difficult Terrain must take Falter Tests.


1. Thick Mud and Wetlands

2. Forest
Concealing Terrain.

3. Steep Hills
Steep hills are hills that count as Difficult Terrain.

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Treacherous Ground

Cavalry and artillery may not be deployed in or move through Treacherous Ground. Units may not
run across Treacherous Ground and receive a Fatigue Marker when marching or assaulting across it.

1. Scree Slopes
Scree slopes are hills that count as Treacherous Ground.

2. Swamps and Jungle
Concealing Terrain.

Impassable Terrain

Units may not be deployed in or move into or through Impassable Terrain

1. Cliffs, Gorges, and Wide Rivers



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Unit Organization


Stands

Each 40mm by 20-40mm base is referred to as a stand and is the simplest grouping of soldiers
in the game. Each stand represents anything between a few dozen to a few hundred warriors, depending
on the scale of the battle. Although a stand represents several soldiers, they all combine to form a single
stat line and will fight and die as a group. This means that miniatures are never removed from a stand.
Instead, if casualties are suffered, the entire stand counts as destroyed and is removed from the game.


Companies

Stands are rarely ever fielded by themselves. Instead, stands are often organized into companies,
each company consisting of a number of identically equipped stands. Unless stated otherwise in their
unit profile, infantry companies consist of between 3-8 stands while cavalry companies consist of 3-4
stands.
In terms of movement, Fatigue, and Morale Tests, companies always count as a coherent unit. In
the case of Morale Tests, this means that you only need to roll a single die for the entire company. For
example, a company consisting of four stands of spearmen needs to take a Morale Test. Instead of rolling
four dice (one for each stand) you only need to roll one die for the entire company. If the die result is
successful, the entire company counts as having successfully passed the Morale Test. Similarly, if the die
result is a failure, the entire company counts as having failed.

Company Coherency
All the stands belonging to the same company must be adjacent to each other. If, for some reason,
a gap develops separating stands from the same company, they must be moved back together at the
earliest opportunity. The only exception to this rule are stands with the Skirmisher special rule who may
be up to ! apart.
Companies are organized by ranks, each of which can be between 2 to 4 stands wide. The front
ranks must be filled in first, such that no rank is wider than any rank before it. If stands in the front ranks
are killed, stands in the back ranks are moved forward to replace them.


Company Facing
Except in extraordinary circumstances, all the stands belonging to the same company must face
the same direction. This means that each company has four distinct facings. The direction in which the
company is facing is its front. The areas to its right and left are the companys flanks. Finally, the area
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behind the company is its rear. These facing arcs are extended out of the companys corners at a 45 angle
such that each arc forms a quadrant.


Use Slowest Movement Speed
Companies must always move at the slowest movement speed of their constituent stands.


Attachments

Some army lists allow you to purchase specific types of troops as attachments. These stands do
not constitute an independent unit. Instead, their job is to support one of your main units. Choose one of
your infantry units for them to join and place them in the rear rank. The attached stands constitute part of
their host unit for all intents and purposes. Each of your infantry companies may only have one unit of
attached stands. Even though they are in the rear rank, attached stands may still participate in combat
provided that they may make attacks.


Independent Stands

Independent stands are those stands that are not permanent members of any company. In most
cases, treat independent stands as if they were a company composed of a single stand.








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Unit Characteristics


Each stand in An Age of Sword and Arrow has its own characteristics that represent its
individual skills and capabilities. These characteristics are displayed in its unit stat lines. Here is an
example stat line for a stand of Norman Milites (knights):


Type Shck Hras Skll Arm Mor Stam Size Cost
Milites CHC 3/1 1/0 7 1 9 6 3-4 66



Unit Type (Type)

There are several different types of units, each with their own advantages and disadvantages.
With the exception of elephants and artillery, most units are listed as three letters. The first refers to its
combat role: close combat (C) or ranged (R). The second is its mobility: light (L), medium (M), or heavy
(H). The last letter indicates either infantry (I) or cavalry (C).


Shock (Shck)

A units Shock Value represents the ferocity of its charge. Heavily armed and armored units such
as Persian cataphracts have a much fiercer charge than a group of peasants waving pitchforks! When a
unit with a Shock Value greater than 0 successfully charges an enemy, that enemy receives 1 Fatigue
Marker for each Shock Value. For example, if a unit of Norman Milites with a Shock Value of 3
successfully charges a unit of peasants, those peasants immediately gain 3 Fatigue Markers. Note that if a
unit has two Shock Values divided by a slash, the first number is its value when mounted whereas the
second number is its value when dismounted.


Harassment (Hras)

A units Harassment Value represents its ability to skirmish with enemies and disrupt their
formation. Lighter armed units, especially when mounted on horseback, are quick and agile, making
them much better at harassment than more heavily armored soldiers. Units with a Harassment Value
greater than 0 may probe an enemy unit in the Assault Phase. The enemy unit suffers 1 Fatigue Marker
for each value of your units harassment statistic. If a unit has two Harassment Values divided by a slash,
the first number is its value when mounted whereas the second number is its value when dismounted.


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Skill (Skll)

Skill measures a units combat prowess and experience. Whenever a stand rolls attack dice
during shooting or combat, use its Skill Value as the score required for each die to hit. If a die result is
equal to or less than the stands Skill Value, it counts as a successful attack and has the potential to
destroy enemy stands. Otherwise, the attack fails and has no effect.


Armor (Arm)

A stands Armor Value measures the strength and durability of its protection. Whenever taking a
save, a units Armor Value is added to its Natural Save. Thus, units with a higher armor rating are more
likely to survive enemy attacks. A units Armor save bonus can be negated by enemy weapons with an
AP (armor piercing) value. Reduce your Armor save bonus for each AP value of the enemys weapon, to
a minimum of zero.


Morale (Mor)

Morale measures a units courage and fighting spirit.


Stamina (Stam)

Stamina measures a units level of battlefield endurance. While this also represents physical
stamina, it is more dependent on the soldiers experience, level of training, and discipline. A units
Stamina Value indicates how many Fatigue Markers it can accumulate before it becomes Exhausted.


Size & Cost

A units size indicates the number of stands that it may field. A units cost is its price (point cost)
per each stand. These values help players design their armies.
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Unit Types

There are several different types of units, each with their own advantages and disadvantages.
With the exception of elephants and artillery, most units are listed as three letters. The first refers to its
combat role: close combat (C) or ranged (R). The second is its mobility: light (L), medium (M), or heavy
(H). The last letter indicates either infantry (I) or cavalry (C). As mobility is heavily interconnected with
being either infantry or cavalry, it is explained below under the relevant infantry and cavalry sections.


Ranged Units (R)
Ranged units are those units who are not trained to fight in close combat. Ranged units:

Automatically receive an additional Fatigue Marker when successfully charged in close combat.
Have 1 less attack in close combat per stand, to a minimum of 1. For example, this means that
ranged cavalry have only 1 attack per stand on turns when they charge into close combat (combat
cavalry would have 2 attacks per stand).
Suffer a -2 penalty to Combat Resolution and are thus more likely to lose when fighting hand-to-
hand.


Combat Units (C)
Combat units are primarily trained to fight in close combat. Sometimes they are also armed with
ranged weapons (this may also represent ranged soldiers integrated into their unit). In this case, they may
use their ranged weapons during the Shooting Phase but suffer a -1 penalty to their rate of fire, to a
minimum of 1.

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Infantry
Infantry are the most common type of soldier in the medieval era. Infantry units can be extremely
varied, ranging from armed brigands to noble samurai. Nonetheless, infantry units all share one
commonality: they fight on foot. Although this means they are not as fast as mounted soldiers, they are
significantly more agile in difficult terrain. Additionally, since they dont have to pay for their horses
upkeep, infantry units are generally less expensive. Employing even the most elite infantry unit will be
significantly less pricey than its mounted counterpart. Infantry units are subject to the following rules:

March Distance: 6
Run Distance: 10
Assault Distance: 4
Slow: Infantry units may not arrive from reserve during the first round of the game.
Attacks: Infantry stands have 2 attacks in close combat.


Light Infantry (LI)
Light infantry forgo heavy equipment so that they can better move through rough terrain.

Woodsmen: Light infantry never receive Fatigue due to moving across terrain.
Fast Deployment: Light infantry receive a +1 bonus when rolling to arrive from reserve.
Quick: Light infantry may run and assault an additional 2.
Agile: Light infantry may make reform maneuvers without expending movement. In addition, they
benefit from a +1 bonus to Falter Tests.


Medium Infantry (MI)
Medium infantry are the typical soldiers of the medieval era. They are neither heavily armored
nor are they particularly mobile in difficult terrain.


Heavy Infantry (HI)
Heavy infantry are the elite of medieval infantry. They are clad in great suits of armor that make
them almost impervious to enemy attacks. Unfortunately, such armor is also very burdensome and tiring,
causing them to become easily exhausted.

Clumsy: Heavy infantry suffer a -1 penalty to Falter Tests.

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Cavalry

Horses are expensive to maintain but are worth their weight in gold. Their speed allows cavalry
to outmaneuver their enemies, giving them a decisive battlefield advantage. Cavalry units are subject to
the following rules:

March Distance: 10
Run Distance: 16
Assault Distance: 6
Attack Order: Charging cavalry units make their combat attacks before enemy infantry and artillery.
This means that infantry units will suffer casualties before being able to strike back.
Attacks: Cavalry units have 1 attack per stand. This is increased to 2 attacks if they charged this turn.


Light Cavalry (LC)

Light cavalry are the most mobile elements of the medieval army. Their light armor gives them
greater mobility but leaves them vulnerable to prolonged melees.

Agile: Light cavalry may make reform maneuvers without expending movement. In addition, they
benefit from a +1 bonus to Falter Tests.
Quick: Light cavalry may run and assault an additional 2.
Vanguard: Light cavalry receive a +1 bonus when rolling to arrive from reserve.


Medium Cavalry (MC)

Medium cavalry are the standard cavalry of the medieval era. They are neither heavily armored
nor particularly swift-footed.


Heavy Cavalry (HC)

Heavy cavalry are the masters of the battlefield. An ordered charge of heavy horse will break
almost any enemy, crushing the foe beneath a wave of horse and iron.

Clumsy: Heavy cavalry suffer a -1 penalty to Falter Tests.
25
Special Types of Cavalry

Camels

Some factions may upgrade their cavalry units to be mounted on camels. Units mounted on
camels are still cavalry and follow the normal rules for their unit type. Camels units are Terrifying to all
non-camel cavalry, both friends and enemies.


Chariots

Some factions may field chariot units. Units mounted on chariots are still cavalry and follow the
normal rules for their unit type. Chariots must take Falter Tests when running or assaulting across Rough
Terrain. In addition, they suffer a -1 penalty to Falter Tests.


Artillery

Although mostly used for siege battles, artillery units were occasionally employed during field
battles. If positioned correctly, they could be used to deadly effect.

March Distance: 6
Cannot Run: Artillery units cannot run.
Cannot Charge: Artillery units cannot charge or otherwise initiate close combat.
Non-Combat Unit: If an enemy unit successfully charges your artillery, the artillery unit is
immediately Exhausted.
May not Fall Back: If an artillery unit would be forced to fall back from combat, it is destroyed.
Attacks: Artillery units have 1 close combat attack per stand.
Bulky: Artillery units suffer a -1 penalty to Falter Tests.
Slow: Artillery units may not arrive from reserve during the first round of the game.
Ranged Units: All artillery are ranged units.

Note that most army lists do not include the stat lines for artillery units. Instead, each army list will
indicate which artillery units it can use (if any). Stats for those artillery units can be found within the
Artillery Support List.
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Elephants

Elephants are a terrifying sight to behold on the battlefield. Massive creatures, they can crush
men, horses, and steel beneath their incredible bulk.
March Distance: 6
Cannot Run: Elephants are too heavy to move quickly for sustained periods. They cannot run.
Assault Distance: 6
Slow: Elephants may not arrive from reserve during the first round of the game.
Attack Order: Charging elephant units make their combat attacks before enemy infantry, artillery,
and cavalry. This means that enemy units will suffer casualties before being able to strike back.
Terrifying: Elephants are Terrifying.
Rampage: Every Phase that an elephant unit suffers Fatigue due to enemy shooting, you must roll to
see if they rampage. Roll a D10 with a -1 penalty for each Fatigue Marker they incurred this Phase. If
the final score is a 1 or less, they go on a rampage. The elephant unit immediately charges the nearest
unit in any facing, whether friend or foe, and initiates combat. The rampaging elephants will
continue to attack units in this manner until they are killed.
May not Ambush: Elephants may never be held in ambush.
Attacks: Elephants stands have 3 attacks per stand. This is increased to 4 attacks on turns when they
charge into close combat.
Crushing Blow: Elephant close combat attacks are AP 3. In addition, targeted cavalry units suffer an
additional -1 penalty to their Natural Save.
Combat Units: All elephants are combat units.


Unattached Generals

If you choose not to attach your general to one of your units, he remains as an independent stand
and is subject to the following rules:

Counts as combat light cavalry unless mounted on an elephant
Never suffers Fatigue and cannot become Exhausted
Grants a +1 Morale bonus to friendly units within 4


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Saves

Saves represent both a stands natural resiliency and any protective equipment that it may be
armed with. In An Age of Sword and Arrow, saves are broken down into two categories, Natural Saves
and Armor. Both of these factors are combined to determine a stands save, or saving throw, the value
that it must roll less than or equal to in order to survive hits from enemy weapons.

All units have a Natural Save value of 5. Not all units have Armor and those that are equipped
have a variable value depending on their level of protection.


Modifiers to Saves

All units receive a +1 bonus to their Natural Save when targeted by ranged weapons.
Exhausted units suffer a -2 penalty to their Natural Save.
Some weapons may reduce the Natural Save or the Armor Value of their target. These penalties are
only applied when these weapons hit the target and do not permanently affect the targets Save
Values.

Example:
A unit of huscarls wearing heavy armor have a Natural Save Value of 5 and an Armor Value of 2,
giving them a combined Save Value of 7. A unit of enemy crossbowmen shoot at the huscarls. Since the
crossbows are AP3 weapons, they reduce the value of huscarls Armor save bonus by 3, to a total of 0,
leaving just their Natural Save. However, because crossbows are a ranged weapon, the huscarls benefit
from a +1 bonus to their Natural Save. This means that for each hit that the huscarl unit receives, it must
roll equal to or under its Save Value of 6 or lose a stand as a casualty.
The same unit of huscarls is charged by an enemy unit of levy infantry carrying hand weapons.
Since the levy infantry are only carrying hand weapons (AP 0), their hits do not reduce the huscarls
Armor save bonus. This means that for each hit that the huscarl unit receives, it must roll equal to or
under a Save Value of 7 (Natural Save of 5 + Armor bonus of 2). For each roll that exceeds this save, the
huscarls lose a stand as a casualty.
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Equipment

All of your units require equipment to fight effectively: even the best of your soldiers cannot beat
the enemy just with their bare fists! Equipment is divided into 3 categories: armor, close-combat
weapons, and ranged weapons. Sometimes your units have the option to purchase additional equipment
as noted in their army list entry. In this case, you may choose to equip the unit as noted provided you pay
the listed point cost. This will improve the upgraded unit but will leave you with fewer points to spend
on other units.

Armor
Armor is any equipment designed to protect your units. This includes shields, chainmail, steel
helmets and anything else that softens an enemy blow or stops an arrow. A units Armor Value depends
on the type of armor it is equipped with:

Value Armor
1 Light
2 Medium
3 Heavy

Whenever taking a save, a units Armor Value is added to its Natural Save. Thus, units with a
higher armor rating are more likely to survive enemy attacks.


Pavaise
Units equipped with pavaises receive a +1 Armor bonus when targeted by enemy shooting.

Stirrups
Cavalry stands that are equipped with stirrups have an additional attack in close combat. For
example, this means that a unit of charging combat cavalry equipped with stirrups have 3 attacks per
stand.

Ranged Weapons

Ranged weapons are only used during your Shooting Phase or in defensive fire. They allow the
equipped unit to fire at enemy units from a distance. All ranged weapons have a rate of fire (RoF) which
determines how many shots that weapon can fire at a time. Additionally, ranged weapons have
ammunition value which indicates how many times the unit may fire before it is out of ammo. Units
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equipped with multiple ranged weapons may only use one type of ranged weapon each turn. For a list of
ranged weapons, see page 47.

Close Combat Weapons
Close combat weapons are only used during the Combat Phase. They enable your troops to
attack the enemy when fighting at close quarters. Most units may only use 1 close combat weapon during
a turn. However, if equipment is listed with a dash (-), then the unit uses both pieces of equipment
simultaneously. The unit receives all of the benefits from both weapons but only uses the higher save
modifier (e.g. AP), as these modifiers are not cumulative. For a list of close combat weapons, see page 57.

AP

Some weapons are listed as having an AP, or armor penetration. This means that these weapons
are powerful enough to break through enemy armor and are thus best unemployed against heavily
armored opponents. When one of your stands hits an enemy, the enemys Armor save bonus is reduced
by 1 for each level of your weapons AP, to a minimum of 0. For example, when your stand of
crossbowmen (AP 3) shoots an enemy unit with an Armor Value of 2, your enemys Armor save bonus is
reduced to 0. This means that your enemy must roll equal to or under its Natural Save value of 6 or be
removed as a casualty.

Upgrades

Some units may be upgraded. These upgrades usually provide the unit with additional
equipment but may also allow them to use special rules. Each upgrade has a cost. When purchasing a
unit with upgrades, add in the cost of the upgrade to the base cost of a stand: this is the units new cost
per stand. Note, that all stands within a unit must be similarly upgraded (e.g. you may not upgrade just
half of the stands with spears).
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Unit Special Rules


Some units are subject to the following special rules, as listed on their unit profile. Unit profiles
are located in their respective Army List, available for download online.


Cataphracts

Cataphracts only gain Fatigue for every 4 hits that they suffer from enemy fire.


Combat Specialists

Ranged units with the Combat Specialists special rule do not suffer any of the disadvantages of
being a ranged unit.


Fanatical

Units with the Fanatical special rule ignore negative morale modifiers.


Foreign Allies

Some companies are listed as Foreign Allies. Your general may never join companies composed
of Foreign Allies. In addition, you may not expend command dice to reroll or boost Foreign Allies rolls
on the Tides of Battle chart.


Highly Drilled

Units with the Highly Drilled special rule never suffer Fatigue while moving through a friendly
unit. In addition, they may perform reform maneuvers without expending movement.



Impetuous

Impetuous units require an additional command point to execute your orders. The one exception
is a run order provided your unit advances directly towards the nearest enemy.

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Insignificant

Some units are not equipped to stand and fight. Subsequently, no one is too concerned if these
units Break or are destroyed. If a unit with the Insignificant special rule Breaks, is destroyed, or flees
through a friendly unit, friendly units are not required to take Break Tests. In addition, Insignificant units
do not cause a Morale penalty if they are destroyed or routed off the table, and are ignored for the
purposes of Withdrawal Tests.


Parthian Shot

Cavalry stands with the Parthian Shot special rule may fire at targets in their rear and left facings.
In addition, they may make a retreat action even if they are in the previous Shooting Phase or are firing in
defensive fire.


Phalanx

Units with the Phalanx special rule that lose Combat Resolution by a value of 2 or less do not
have to roll on the Tides of Battle chart. Essentially, they count that combat as a draw. In addition,
whenever they would suffer Fatigue due to shock, that Fatigue is reduced by a value of 1.
However, Phalanxes suffer from a lack of maneuverability and are unable to maintain order
when fighting on rough terrain. Phalanx units may not make Assault Reactions, or attempt Feigned
Flights and must expend 4 of movement to make reform actions. Additionally, units with the Phalanx
special rule also receive an additional Fatigue for moving across or fighting on Rough, Difficult, or
Treacherous Terrain.


Skirmishers

Skirmisher units may perform a Retreat charge reaction. Infantry Skirmishers do not block line of
sight. Skirmishers are always considered to have the Subordinate Initiative special rule.


Stubborn

Stubborn units receive a +1 bonus to their rolls on the Tides of Battle chart.


Subordinate Initiative

Units with Subordinate Initiative may march in any direction without expending command.
Terrifying

Some units are listed as Terrifying. Your units must pass a Morale Test to charge a Terrifying
enemy. If this test is failed, your unit may not make an action during this Assault Phase.
Units within 8 of Terrifying units are terrified and suffer a -1 Mor penalty. When calculating
Combat Resolution, any side which includes at least one terrified stand suffers a -1 penalty.


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Morale

There are two main instances during which your units will be called upon to take a Morale Test:
Break Tests and Rally Tests. Roll a die and compare it to the units morale value, making sure to add any
required modifiers. If the result is less than or equal to the units morale value, the test is passed.
Otherwise, the unit fails. Both of these types of Morale Tests are subject to the following modifiers:


Morale Modifiers

Units begin the game with high morale, often with a value of 9 or above (and thus only fail
Morale Tests on a roll of 10). This represents fresh units who are eager to win glory through heroic
combat. However, as the battle begins in earnest and the men are exposed to the horrors of warfare, their
courage begins to waver. Your units are affected by the following morale modifiers:


+ 2 If there are no non-routing enemies within 10

+ 1 If your unit includes your general, or is within 4 of an unattached friendly general

- 1 For each friendly Broken unit within 8

- 1 If your unit is within 8 of a Terrifying enemy

- 1 If your general has been destroyed, is broken, or has routed off the board

- 2 Your unit has fewer than ! its starting number of stands still alive

- 2 Your unit is Broken





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Break Tests

Except for the most diehard soldiers, most men will run if they believe that defeat is certain. Such
hopelessness leads men to flee and abandon their lord and fellow soldiers in the desire to save their own lives.
Ironically, this desperate action often causes catastrophic defeat and massacre as more and more soldiers see their
comrades running and lose heart.
Break Tests are Morale Tests to see if your unit begins fleeing and are always taken at the end of
the phase. If a unit fails a Break Test, it immediately turns directly away from its nearest enemies and
moves its full charge movement + 2 towards the nearest board edge. It now counts as a fleeing unit.
Place a Broken token next to it. There are three situations in which a unit is required to take a Break Test:

1) If your unit was within 8 of a friendly unit or general that was destroyed or Broken.
2) If a friendly unit flees through your unit.
3) If your unit suffered casualties from enemy Shooting during this phase and its stands are reduced to
less than half of its starting number (it is below half strength).

If a unit passes a Break Test, it is considered to automatically pass any additional Break Tests it
would be required to take during this game phase.


Broken

Broken units suffer the following penalties:

May not shoot or engage in combat in any way
May not move except to move their maximum movement rate possible towards the nearest board
edge (excluding the enemys deployment edges) during their opponents Rally Phase while
avoiding enemy units by at least 2. If it is impossible for a fleeing unit to move its maximum
movement distance while avoiding enemy units, your fleeing unit is destroyed. Note that fleeing
units continue to accumulate Fatigue and suffer Falter Tests.
If a fleeing unit is charged by an enemy, the fleeing unit is immediately destroyed


Rally Tests

Your fleeing units may attempt to rally during your Rally Phase. If they pass their Morale Test,
they are no longer Broken and may act as normal. Otherwise, they continue to flee.


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Withdrawal Tests

The third and final type of Morale Test is a Withdrawal Test. Every turn during which your
opponent controls one of your objectives or if more than half of your non-insignificant units have been
destroyed, are fleeing, or have been routed off the board, your general is required to take a Withdrawal
Test. This test is taken at the start of the Rally Phase and is only subject to the following modifiers:

- 1 For each friendly, non-Insignificant unit that is destroyed or routed off the board

- 3 For each of your objectives controlled by your opponent

If your general passes this test, your army endures its losses and the game continues. Otherwise,
the game immediately ends and your opponent gains 2 Victory Points. If your general is destroyed,
Broken, or routed off the board, you automatically fail any Withdrawal Tests that you are required to
take.


Objectives

Some scenarios include objectives, flat rectangles that should be 2 !" by 2. These are somewhat
abstract components that indicate areas of important ground. For example, they could designate the
presence of a baggage train, the kings tent, or other crucial battlefield feature. Objectives are deployed at
the beginning of the game following the scenario instructions. When placing objectives, players are
encouraged to situate them in terrain which would be of obvious strategic value such as at a crossroads
or atop a bridge.
You may seize control of an opponents objective by positioning a non-insignificant unit within
4 of the objective. If, however, your opponent also has a non-insignificant unit within range of the
objective, it is still contested and thus cannot be seized until those enemies are destroyed, forced back, or
otherwise move away.

36
Command


Before explaining how to set up the game, the last section we need to cover is command. Your
army has between 3 to 15 command points, corresponding to your generals Leadership rank multiplied
by 3. These points may be used during any turn of the game but do not regenerate. This means that they
can only be used once; once expended, they are gone for the rest of the game.
If your general is destroyed, any remaining command points that you might have are
immediately discarded.



Movement Orders

You use command points to give orders to your units, usually during the Movement Phase. You
must expend a command point to order a unit to move in any direction not directly towards the enemies,
to run, or to form a square formation. For example, if you want your unit of cavalry to move far out to a
flank, you will have to issue it a command point. These points may be spent cumulatively to execute
more complex maneuvers. For example, if you want your unit to move away from its enemies and run at
the same time, you would have to expend 2 command points.
There are a few other instances in the game which require you to issue orders to your troops. You
must issue 3 command points for each unit attempting a Feigned Flight action. Similarly, you must
expend 3 command points to prevent each of your units from pursuing enemies defeated in close combat
or making a Feigned Flight.
The last way to utilize command points is to inspire valor in your troops. Whenever your units
roll on the Tides of Battle chart, you may expend 3 command points to reroll the result.


37
Preparing the Game




The Board and Terrain

You first need to set up the board and any terrain that you are going to place on it. Position the
board in a convenient location which allows easy access for all players. Make sure that the board is sturdy
so it won't flip over or fall during gameplay. Add any grass mats or other enhancements to your board
surface as you see fit.
Once the board is set up, youll want to cover it with terrain. The amount of terrain you use is
dependent on the environment that youre trying to imitate. If youre recreating a battle set in the middle
of the Arabian Desert, you probably wont have too much besides a few scattered sand dunes. On the
other hand, if youre recreating a battle in the French countryside, youll want to include items such as
woods, villages, and farm fields. If youre trying to represent a particular historical battle, it can be very
rewarding to print out a map of the actual battlefield and try to recreate its main features on your board.



Creating your Army

The last thing you need to do to before starting a game of An Age of Sword and Arrow is to
design and build an army. To do so, select an Army List from the Army Lists supplements available
online. Each Army List provides an inventory of all the units that particular nationality can field. These
units are broken down in six categories: General, Core, Support, Rare, Artillery, and Attachments. Note
that you may only field units from a single Army List; you may not employ units from multiple lists.


Army Requirements

When building your army, there are a few requirements that you must meet:

1. General
Your army must have a single general

2. Core: 50% +
At least ! of your units must be Core units. Note that, unless listed otherwise, units of infantry
Skirmishers do not contribute to this requirement.

38
3. Support: 50% or less
No more than ! of your units may be Support units

4. Rare: 25% or less
No more than " of your units may be Rare units

5. Artillery: 1 Unit
No more than 1 unit may be artillery


Purchasing Units

Each unit in An Age of Sword and Arrow has a cost value, measured in points. This is the cost of
the units individual stands and must be multiplied by the number of stands in the unit to derive the
units total cost. A units cost represents its overall combat value relative to other units. Units with
exceptional soldiers (e.g. samurai) will have a much higher cost than units composed of poor soldiers
(reluctant militia). This cost discrepancy represents the vast difference in the units combat effectiveness.
When building armies, it is suggested that both players spend approximately the same number of
points. This means that both armies should have the same overall combat effectiveness and an equal
chance of victory. However, this does not mean that every battle between these armies will be a draw.
Instead, players will have to rely on superior tactics and planning to defeat their opponent.
However, standard battles are by no means the only type of engagement. You may want to fight
mismatched battles in which one side is vastly outnumbered by an enemy army. This can still be a fair
battle if the smaller army is defending terrain which seriously hinders the larger army (e.g.
Thermopylae). You might also want to recreate historical battles, using a realistic representation of the
troops that were present.
Be careful to follow the army requirements described above. For historical battles, these
restrictions can be ignored.





39
Generals

Your general is the leader of your army. In effect, he represents you, the player, guiding your
troops as they seek to prevail against the foe. Your generals stand has the following stat line:


Type Shck Hras Skll Arm Mor Stam
Generals Unit - - - 6 1 11 -



Joining Companies
Before the game begins, you must choose whether you want to attach your general to one of your
non-artillery and non-insignificant companies. He is considered to be a part of that company for all
intents and purposes. Place him in the front rank. As a member of a company, the general is subject to
anything that affects the company as a whole, such as being shot at, failing a Morale Test, etc. Your
general adopts the unit type, equipment, and special rules of his host company. Note that your general
may not be attached to independent stands.
Companies always use their own ratings and never use the ratings of an attached general. The
generals morale value is only used for Withdrawal Tests. Unless your general is subject to the Impetuous
special rule, you do not have to expend command points to move a company that your general is
attached to: they are free to move in any direction. Additionally, the host company benefits from a +1
bonus when rolling on the Tides of Battle chart.

If you choose not to attach your general, he remains an independent stand and is considered to
be light cavalry unless listed otherwise. Unless he is subject to the Impetuous special rule, he may move
in any direction without being issued command points.


Leadership and Strategy

Your generals also have two additional stats, Leadership and Strategy. These stats are ranked 1-5,
with 1 being the worst and 5 being the best. Your general is automatically assumed to be rank 1. When
creating your army, you may purchase additional ranks for 50 points for each rank of either Leadership
or Strategy. Each rank of Leadership gives you 3 command dice. Higher Strategy ranks give your army
advantages during mission selection and deployment.

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Tactics, Traits, and Retainers
Besides purchasing Leadership and Strategy ranks for your general, you may also purchase
Tactics, Traits, and Retainers. This selection is entirely optional but it helps give your army more
individuality and a unique character. Traits are also great for coming up with good epithets for your
leader. Who wouldnt want their army led by Ulric Half-troll, Brom the Beardless, or Vladislav the
Tyrant? To see the full list of Tactics, Traits, and Retainers, see the Generals supplement available online.


Bodyguard Save
Protected by a bodyguard of fierce warriors, your general is extremely hard to kill. Whenever his
stand would be destroyed due to failing a save from enemy shooting or close combat, roll a die. Your
general survives on a roll of 6 or less. If your general passes this save, he lives. Do not remove his stand.
Otherwise, your general fails his bodyguard save and is destroyed.



Choosing a Scenario

Unless you are recreating a historical battle, you have to pick a scenario. If your generals
Strategy rating is at least 3 ranks higher than your opponents, you may choose which scenario to play.
Otherwise, choose a scenario at random. There will be a list of scenarios you may choose from in the
Scenarios supplement available online. Until that time, feel free to create your own missions.


Deploying your Armies

The final step is for you and your opponent to deploy your troops. For historical battles, try to
place your miniatures where their real-life counterparts were arranged. For standard scenarios, follow the
scenarios deployment guide. This will tell you where the deployment zones are located and who will be
the attacker and who will be the defender.
If your generals Strategy rank is greater than your opponents, you get to pick which
deployment zone you want to deploy in. Furthermore, if your Strategy rating is at least 3 ranks higher
than your opponent's, he must deploy his entire army before you deploy any units. Otherwise, you and
your opponent switch off deploying one unit at a time, starting with the defender.
41
Playing the Game
Now that the battlefield is all set up and the armies are deployed, it is time to begin the game!
The players take turns maneuvering their armies of miniature warriors in the hope of winning the battle.
Whichever scenario you are playing should identify the player who goes first. Otherwise, it is assumed
that the attacker gets to go first.
Each players turn has five phases: the Rally, Movement, Shooting, Assault, and Combat
Phases. Once a player has finished his turn, his opponent takes his turn. When both players have
completed taking turns, one round of the game is finished. The players continue to alternate taking turns
until one player has won the battle. Alternatively, both players may choose to end the battle after a set
number of rounds, agreed upon before the battle begins.


Order of a Game Turn:
1. Rally Phase
2. Movement Phase
3. Shooting Phase
4. Assault Phase
5. Combat Phase
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Rally Phase



The Rally Phase is the 1
st
phase of the turn. During this phase, the active player attempts to reform
his units and prepare his force for battle.

1. Check if Game Ends
2. Broken Enemy Units Flee
3. Attempt to Rally Broken Troops
4. Roll for Reserves
5. Place Ambushes
6. Add Fatigue and Take Falter Tests


Check if Game Ends

At the start of the Rally Phase, check to see if either player has fulfilled their victory conditions. If
they have, the game ends immediately and scores are tallied. See the specific scenario details for
instruction.
Additionally, if more than half of your units are destroyed, Broken, or have routed off the table,
your general must take a Withdrawal Test. If the test is failed, the game ends immediately and your
opponent immediately claims all objectives (or gains 2 VPs if playing a mission without objectives).
Otherwise, your forces endure their losses and continue the fight.



Broken Enemy Units Flee

Broken enemy units must move their maximum movement distance towards the nearest board
edge while avoiding your units by at least 2. If it is impossible for a Broken unit to move its full retreat
distance while avoiding your units, the fleeing enemy unit is destroyed.




Attempt to Rally Broken Troops

When your soldiers are frightened during the battle, they may decide that your cause is not worth dying for
and choose to Break. However, once removed from immediate danger, these troops may regain their composure and
decide to rejoin the fight.
43
Take a Morale Test for each of your fleeing units. If the Morale Test is passed, the unit
immediately rallies and is no longer Broken. If the Moral Test is failed, your unit continues to flee. In your
opponents Rally Phase, it will make the maximum movement possible move toward the nearest table
edge while avoiding non-Broken enemy units by at least 2.

Example:
You have a company of spearmen and a company of knights that are Broken and are within 8 of
each other. During your Rally Phase you must try to rally both of these units. You decide to try to rally
the unit of knights first. You would take a Morale -2 Test but, since there is one friendly Broken unit
within 8, you must take a Morale 3 Test. Despite this disadvantage, your knights manage to pass the
test. They are no longer Broken.
Next, you need to roll to rally your Broken spearmen. Since there are no longer any Broken
friendly units within 8 of the spearmen, they just need to pass a Morale -2 Test. Unfortunately, they fail
and must continue to flee. In your opponents Rally Phase, the spearmen will move their maximum
movement distance directly towards the nearest board edge, avoiding enemy units if possible.



Roll for Reserves

Some scenarios call for part of your army to be held off the table at the start of the battle. These
units are in reserve and will arrive later in the battle. To roll for reserves, roll one die for each company
you have in reserve that is eligible to arrive. On a roll of a 5 or less, your unit arrives from reserves. It may
march onto the battlefield from any of your table edges. This movement does not require you to expend
command points. If a unit fails to arrive from reserve, keep rolling for it on subsequent turns. Provided
that the battle doesnt end prematurely, all your reserves should eventually arrive.
Some types of units are faster and will likely arrive from reserve more quickly. Infantry, artillery,
and elephant units may not arrive from reserve during the first round of the game.


Roads
Roads are absolutely essential for facilitating the movement of your troops. If you want your reserves to
arrive in time for battle, they need some way of getting there quickly. For each road along your table edge, you
may reroll one failed reserve roll each turn. If this reroll is successful, the corresponding unit must march
onto the table along one of these roads. Each company that arrives in this manner must enter along a
different road.

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Roman Roads

Straighter and better built than medieval paths, Roman roads are true highways, allowing your troops to
mobilize quickly for battle. If there is a Roman road exiting along one of your table edges, your reserves
arrive on a roll of a 6 or less.


Place Ambushes

Some scenarios and special rules call for units to be held in ambush. These units are not deployed
at the start of the battle but are kept off to the side of the table. They represent hidden troops who are
waiting to surprise their enemies.
At the end of your Rally Phase, you may place any ambushing units that you have. Note, that
you do not have to place ambushing units if you do not want to. Ambushing units may be placed
anywhere at least 4 from enemy units and at least 20 away from enemy units in line of sight.
Note that ambushing units may not be placed in your opponents deployment zone. Instead of
deploying from ambush, you may also choose to have any of your ambushing units arrive along one of
your table edges. These units may march on from one of your table edges exactly as if they had arrived
from reserve.


Add Fatigue and Take Falter Tests

All units which ran, moved through friendly units, or moved through certain types of terrain
features must receive the appropriate amount of Fatigue, up to the value of their Stamina level. If their
level of Fatigue is equal to their Stamina Value, the unit is Exhausted. Any units which moved through
dangerous terrain or were issued Fatigue beyond their Stamina Value must also take Falter Tests.
45
Movement Phase



The Movement Phase is the 2
nd
phase of the turn. During this phase, the active player may maneuver
his companies across the battlefield.

1. Declare Resting Companies
2. Select a Company to Move
3. Move Stands in the Company and Attempt Special Maneuvers
4. Return to Step 2 and Select Another Company to Move
5. Add Fatigue and Take Falter Tests
6. Take Break Tests


Declare Resting Companies

The first action that you may take during the Movement Phase is to declare which of your
companies will be resting this turn. Any company may rest provided that there are no enemy units
within 10. Resting companies may not move, shoot, or initiate combat for any reason during this game
turn. If necessary, place a marker next to resting companies to remember not to activate them in later
phases. Resting Companies remove 2 Fatigue and, if armed with a ranged weapon, receive 2
Ammunition, up to their maximum allowance. Note that rampaging elephants may not rest.


Select a Company to Move

During the Movement Phase you may move each of your companies one at a time. You may
move companies in whichever order you desire and do not have to move any of your companies if you
do not want to. Select one your companies you wish to move. Unless you expend command points, your
company must move forward towards the nearest, non-insignificant enemy unit, avoiding terrain where
necessary. Companies that begin the Movement Phase engaged in combat may not move. However, they
may perform a Feigned Flight special action.
If you select a cavalry company you may choose to dismount it. Dismounting a cavalry company
turns it into an infantry company of the corresponding type. For example, if you dismount a unit of
heavy cavalry, they will become a unit of heavy infantry. Cavalry units may only dismount at the start of
their movement turn. They may then move as infantry but count as having already expended 2 of
movement this phase.
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Move Stands in the Company

Before moving your selected unit, you must choose whether you want it to march or to run.


Marching
Marching is the standard movement speed for units in An Age of Sword and Arrow. Infantry
and cavalry have different marching speeds, noted below as a distance measured in inches. This is the
maximum distance stands can move when marching.

Infantry march distance: 6
Cavalry march distance: 8


Running
Running represents a quicker pace of movement, giving troops more mobility but also causing
them to become tired. Infantry and cavalry have different running speeds, noted below as a distance
measured in inches. This is the maximum distance stands can move when running.

Infantry run distance: 10
Cavalry run distance: 16

Any unit which makes a running move may not shoot or assault during this turn and
immediately receives 1 Fatigue. To issue a unit a run order, you must expend a command point.



Maintain Coherency
When moving a company, you must keep the stands in coherency. This means that the stands
must be adjacent to each other. The only exception to this rule are units of Skirmishers who are allowed
to be up to !" apart.



Wheeling
Since companies must remain in coherency, even while moving, the easiest way for a company to
turn is to perform a wheeling maneuver. This is accomplished by pivoting the company around one of its
front corners. When making this action, every stand in the company is considered to be moving as far as
the stand on the outer edge (i.e. the stand which is moving the farthest).


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Moving Near the Enemy
Companies may never move within 2 of an enemy unit except when charging.



Moving Through Friendly Units
Stands may move through friendly units but may never end their movement on top of another
stand. Moving through a friendly unit adds a Fatigue to both units.



Moving Backwards and to the Sides
Units may move backwards and to the sides at ! speed. This means that for each inch that they
move, they expend 2 worth of movement. Note that units must be issued a command point to move
without advancing directly towards their enemies.



Retire
Units that are Exhausted or out of Ammunition may march away from enemy units toward their
own deployment zone without needing to be issued command points.



Attempt Special Maneuvers

Special maneuvers allow your units to complete more complex formations and add a significant
amount of tactical depth.

1. Reform
A reform action allows your company to turn on the spot and rearrange its formation. This can be
attempted by any company not engaged in combat. Expend 2 of movement to have every stand in your
company rotate either 90 or 180. This means that your company will be in approximately the same
position but the stands are turned to face in a different direction. To rearrange your company formation,
keep the center point of the company the same while altering the breadth or depth of your formation.
This does not allow you to add stands to your company but rather lets you move the existing stand
within your company relative to each other. Companies must remain in coherency.

2. Form Square
Square formation can only be attempted by infantry companies that are not engaged in combat.
Expend 1 command point. Your unit may expend 2 of movement to form a square. Position the stands
48
around their current location so that they form a square or rectangle with each stand facing the outer
edge. Note that no single stand may move more than 4 when moving into this formation.
Companies in square formation cannot move, assault, make assault reactions except for defensive
fire, or pursue enemy units. All four sides of the company are now considered its front facing. In
addition, units in square formation suffer one less Fatigue when harassed by enemies. Units may expend
2 of movement to leave square formation during their Movement Phase.
Up to 4 stands may be positioned inside a friendly unit square formation and cannot be attacked
until the protecting square is destroyed or flees. This is an ideal way to protect archers and independent
generals.

3. Feigned Flight
Feigned Flight can only be attempted by companies that begin the Movement Phase engaged in
combat. Expend 3 command points for each unit attempting to take part in this maneuver. Take a Morale
Test and apply it to each of your participating companies. If the Morale Test is failed, your company
immediately Breaks.
Each company that passes its Moral Test may immediately take a free reform action and move up
to its maximum distance away from its engaged enemy.
Your opponent must now issue 3 command points to each of his previously engaged units to
allow them to remain exactly where they are positioned (restrain them). Otherwise, they make a full
charge move directly forward to pursue your fleeing units. If this charge move allows them to come
into contact with any of your fleeing units, your caught unit is immediately destroyed. Note that
enemy units cannot attempt to pursue your Feigned Flight if they are still engaged in combat.





Add Fatigue and Take Falter Tests

All units which ran, moved through friendly units, or moved through certain types of terrain
features must receive the appropriate amount of Fatigue, up to the value of their Stamina level. If their
level of Fatigue is equal to their Stamina Value, the unit is Exhausted. Any units which moved through
dangerous terrain or were issued Fatigue beyond their Stamina Value must also take Falter Tests.


Take Break Tests

At the end of the phase, any units that were within 8 of a friendly unit or general that Broke or
was destroyed must take a Break Test, applying any necessary modifiers.
Shooting Phase


The Shooting Phase is the 3
rd
phase of the turn. During this phase, both sides may fire their
ranged weapons at their opponents. These attacks are considered to be simultaneous so any casualties
that a unit incurs during this phase will not affect its volume of fire this turn. However, because it can be
confusing for both players to roll their attack dice at the same time, it is usually best to have the active
player complete their entire shooting first followed by their opponent. Note that units that fire in the
Shooting Phase may not make Charge Reactions this turn.

1. Select a Shooting Company & Targets
2. Determine Line of Sight
3. Roll to Hit
4. Allocate Hits and Roll Saves
5. Return to Step 1 and Select the Next Shooting Company
6. Repeat Steps 1 through 9 for the Inactive Player
7. Remove Casualties
8. Roll for Tides of Battle
9. Add Fatigue & Take Falter Tests
10. Take Break Tests


Select a Shooting Company & Targets

During the Shooting Phase, each of your companies equipped with ranged weapons may shoot.
Select one company equipped with a ranged weapon that has not yet fired this turn. Units that ran during
the Movement Phase, are currently engaged in combat, or are out of Ammunition may not fire.
Your selected company may now target enemy companies. The targeted companies must be at
least partially within the shooting units front facing. Your company may split its fire between multiple
targets but each stand must fire at a single company. Only your stands that are within range of their
target may fire. Any stands that are out of range may not fire this turn.
Note, you may not shoot at enemy units that are engaged in combat as the risk of hitting your
own troops is just too high!


Determine Line of Sight

Next, you must determine line of sight between your shooting stands and their target. If there are
any units or Concealing terrain positioned directly between your stands and their target, there is no direct
50
line of sight, making it harder for your stands to hit their target. If you are shooting at a company that is
only partially within Concealing terrain, they do not benefit from being outside of line of sight.


Roll to Hit

The die result needed for your shots to hit their target is equal to the firing stands skill rating.
However, accuracy modifiers cumulatively affect the score needed to hit. This is done on an individual
stand basis so some stands may be subject to different modifiers. Apply the following modifiers:


-1 Moved this Turn
The firing stand moved this turn

-1 Outside of Line of Sight
The target is outside of line of sight

-1 Target is Composed of Skirmishers or a Single Stand
The target is composed of Skirmishers or a single stand (either an Independent Stand or a
company that has been reduced to a single stand).


Once you know the score needed for a successful hit, roll a number of attack dice equal to the
combined total of each stands rate of fire, dependent on the weapon they are using. Each die result that is
equal to or less than the score required to hit represents a shot that has successfully impacted its target.
This is referred to as a hit. After your unit has rolled to hit, remove one Ammunition token.


Allocate Hits and Roll Saves

After your opponent rolls to hit your unit, you must take saves to see if your soldiers survive.
You must allocate hits starting at your front rank and working your way back. For example, lets imagine
your unit of spearmen is 4 stands wide and 2 stands deep, including your general in the front rank.
Unfortunately, your unit suffers 5 hits due to enemy shooting. Because these have to be applied to the
front rank first, that means that your general and four stands of spearmen will each have to be allocated a
hit.
After allocating hits, the targeted unit must take saves. Each stand must take a Save Test for each
hit that they were allocated. If they fail the save, they are removed as a casualty. Note that stands further
back in the unit are automatically brought forward to replace any stands that perish in the front ranks.
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Mark & Remove Casualties

After rolling saves, you should mark which of your stands were killed and will be removed as
casualties. You may mark a stand by turning it on its side or place some other sort of suitable indicator.
Marking casualties allows the inactive player to fire back even with the stands he lost during this
Shooting Phase. This helps to represent both sides simultaneously shooting at each other. After both
players have resolved their shooting, you must remove your casualties.


Roll for Tides of Battle


Any unit which suffered at least 3 hits due to enemy shooting must roll on the Tides of Battle
chart. Roll 2 dice, adding the result together. Then add the following modifiers:

- 1 for each casualty sustained this Phase
+ 2 unless targeted by Gunpowder Weaponry

The resulting number is your Tides of Battle score. Consult the following chart. Note that units
that are positioned directly in front of Impassable Terrain may not fall back.



Score Result

15 + Hold your ground! Your unit is unaffected

8-14 Gain a Fatigue Marker

5-7 Break if Exhausted, otherwise fall back 4 and gain a Fatigue Marker

4 or less Break



Add Fatigue and Take Falter Tests

Your units receive 1 Fatigue for every 3 hits they received from enemy shooting this turn,
rounding down. If this Fatigue brings your unit beyond its Exhaustion level, it must take a Falter Test.


52
Take Break Tests

At the end of the phase, any units that suffered casualties due to shooting such that they are
reduced to below half strength (have fewer than ! their starting stands remaining) or were within 8 of a
friendly unit or general that Broke or was destroyed must take a Break Test, applying any necessary
modifiers.
53
Ranged Weapons

Ranged Weapon Special Rules:


Gunpowder Weaponry
Some ranged weapons are listed as gunpowder weaponry. Enemy units must take 1 Fatigue
Marker for each hit they suffer from gunpowder weapons.


Common Ranged Weapons
The following weapons can only be used by both infantry and cavalry:

Javelin:
Javelins are RoF 2, AP 2 weapons with a range of 6 and 2 Ammunition. Units equipped with
javelins do not suffer a -1 to hit modifier for shooting after moving. In addition, Skirmishers armed with
javelins may make retreat reactions even on turns when they have already fired.

Bow:
Bows are RoF 2 weapons with a range of 12 and 3 Ammunition.

Light Crossbow:
Light Crossbows are RoF 1, AP 2 weapons with a range of 10 and 3 Ammunition.


Infantry Ranged Weapons

The following weapons can only be used by infantry:

Sling:
Slings are RoF 1, AP 1 weapons with a range of 12 and 3 Ammunition.

Longbow:
Longbows are RoF 3 with a range of 14 and 3 Ammunition.

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Crossbow:
Crossbows are RoF 1, AP 3 weapons with a range of 12 and 3 Ammunition.

Chu-ko-nu:
Chu-ku-nu are RoF 4 weapons that have a range of 8 and 3 Ammunition. Units equipped with
chu-ku-nu do not suffer a -1 to hit modifier for shooting after moving.

Rocket:
Rockets are RoF 1, AP 4 weapons with a range of 30 and 2 Ammunition. Units equipped with
rockets may not shoot during the same turn that they moved. Rockets are gunpowder weaponry.

Handgun:
Handguns are RoF 1, AP 4 weapons with a range of 10 and 3 Ammunition. They may not use
indirect fire. Handguns are gunpowder weaponry.

Pilum:
Pila are RoF 1, AP 2 weapons with a range of 6 and 1 Ammunition. Units equipped with Pila do
not suffer a -1 to hit modifier for shooting after moving and may charge on turns when they shot.
55
Assault Phase


The Assault Phase is the 4
th
phase of the turn. During the Assault Phase, the active player may
harass and charge his opponents units.

1. Select Assaulting Units & Targets
2. Target Units Respond
3. Move Charging Units into Contact
4. Add Fatigue and Take Falter Tests
5. Take Break Tests


Select Assaulting Units & Targets

During the Assault Phase, each of your companies within an enemy unit in its front facing may
make an assault action, provided that your unit is not already engaged in combat and did not run during
the Movement Phase or shoot during the Shooting Phase. Additionally, for your unit to be able to assault,
at least half of its front rank stands must be within assault range of the target.
There are two types of assault actions that your units may make: charges and probes (also
referred to as harassment). For each assaulting unit, you must decide whether you want it to harass or
charge this turn. You may assault enemy units that are already engaged in combat provided that your
own units are not in the way.

Harassment
The first type of assault is a harassment action which causes the target unit to gain Fatigue. The
assaulting unit remains stationary.

Charging
The second type of assault is a charge action. This allows your assaulting unit to move into
contact with an enemy and initiate combat.



Target Units Respond

Once your assaulting units have selected their targets, the targeted units now get to respond. Any
target unit that is not already engaged in combat and did not fire in the Shooting Phase this turn may take
1 of the following actions. Cavalry units may take 2 of the following actions:
56
1. Turn to Face
Rotate the target unit to face the assaulting enemy unit.

2. Countercharge
The target unit moves its full charge move directly toward its charging opponent. Note that if both
units are charging/countercharging, then they are both moved halfway. If this countercharge brings the
target unit into contact with its assaulter, it counts as launching a successful charge and both units are
locked in combat.

3. Retreat
The target unit may rotate on the spot and move up to its assault distance directly away from the
assaulting unit. If this move brings it into contact with an enemy unit, it immediately Breaks.
If the targets retreat brings it out of assault range, the assaulting unit may select a new target.
Cavalry units making a retreat action may not take another action as well (e.g. they cannot both
retreat and shoot in defensive fire).

4. Defensive Fire
The target unit may shoot at the assaulting unit exactly as described in the Shooting Phase section.
Note that the assaulting unit always counts as being within range of all of the shooting teams, even if it is
currently positioned out of range. This represents the target company opening fire as the assaulting unit
approaches it.


Move Charging Units into Contact

Your charging units must now move into combat with their targets. This movement follows all
the rules regarding normal movement except that you must bring your charging unit into base-to-base
contact with their enemies. Use the assault value of your unit to determine how far it can move. Once
your units have contacted their targets, you may wheel your units so that they are directly adjacent to
their target. They are now considered engaged in combat and will fight during the Combat Phase.


Add Fatigue and Take Falter Tests

All units which moved through friendly units or assaulted through certain types of terrain
features must receive the appropriate amount of Fatigue. Units which made a harassment action suffer 1
Fatigue. In return, their targets suffer a number of Fatigue equivalent to your units Harassment Value.
57
Units that charged receive 1 Fatigue Marker for each value of the charging units shock statistic. Any
units which assaulted through dangerous types of terrain, or were issued Fatigue after being Exhausted
must take a Falter Test.


Take Break Tests

At the end of the phase, any units that suffer losses due to shooting such that they were reduced
to below half strength (have less than ! their starting number of stands) or were within 8 of a friendly
unit or general that Broke or was destroyed must take a Break Test, applying any necessary modifiers.
58
Combat Phase

The Combat Phase is the 5
th
phase of the turn. During the Combat Phase, each combat is resolved
one at a time. The active player gets to select the order in which the combats are resolved.

1. Select a Combat
2. Determine Attack Order
3. Roll to Hit
4. Allocate Hits, Roll Saves, and Remove Casualties
5. Return to Step 3 for Next Set of Attacking Stands
6. Calculate Combat Resolution
7. Loser Rolls for Tides of Battle
8. Victor Consolidates
9. Add Fatigue and Take Falter Tests
10. Return to Step 1 and Select the Next Combat
11. Take Break Tests


Select a Combat

Select one of the combats to be resolved. This can be any combat that has not already been
resolved this turn. A combat consists of any units that are engaged in combat with each other. This is
usually composed of 2 companies, one from each player. However, some combats can include multiple
units from the same side. This can lead to rather complex scenarios, so make sure you keep track of which
units are involved in which combats.
When lines of units are engaged with each other, the players should pair off units as best as
possible so that they form independent combats. In some situations for example, when the opposing
sides are not directly aligned with each other these combats can overlap. In these scenarios, it is
acceptable to have units involved in multiple combats but you should note that individual stands may
only contribute to one combat or the other. Declare which stands are participating in each combat.


Determine Attack Order

After selecting a combat to be resolved, you must determine the Attack Order - the order that the
units will make their attacks. This is important because units that attack first will be able to inflict damage
against their opponents before their enemies get a chance to attack back. Charging elephant units attack
before all other units while charging cavalry units attack before infantry and artillery units. Some
equipment can change the order of attack. For example, infantry armed with spears attack at the same
59
time as cavalry. This means that when a unit of spearmen fights a unit of cavalry, both companies will
roll attack dice simultaneously.
Note, that a company can have stands that attack at different times. For example, imagine that a
unit of spearmen is fighting both a company of charging cavalry and a company of infantry. Those stands
of spearmen that attack the cavalry will roll to hit at the same time as the cavalry unit. However, the
spearmen that are fighting the infantry will roll attack dice at the same time as their infantry opponents.



Roll to Hit

Next, the attacking stands roll to hit their opponents. Each stand in your units front rank or that
is adjacent to an enemy stand rolls one die for each of its attacks. Some unit attachments may also roll to
attack, even if they are not adjacent to any enemies. Every attack roll that is equal to or less than your
stands skill rating counts as a successful hit and has the chance to destroy an enemy stand.
While rolling your attack dice, make sure to differentiate between units that are equipped with
different weapons as some weapons are much better at destroying enemies than others. Additionally,
keep track of what hits are made against different enemy units. Since some of your stands may be able to
attack multiple units, always declare which stands will be attacking which enemy units.


Allocate Hits, Roll Saves, and Remove Casualties

After rolling hits your opponent must take saves to see if his soldiers survive. You must allocate
hits starting at your front rank and working your way back. For example, lets imagine your unit of
spearmen is 4 stands wide and 2 stands deep, including your general in the front rank. Unfortunately,
your unit suffers 5. Since these have to be applied to the front rank first, that means that your general and
four stands of spearmen will each have to be allocated a hit.
After allocating hits, the targeted unit must take saves. Each stand must take a Save Test for each
hit that they were allocated. If they fail the save, they are removed as a casualty. Note that stands further
back in the unit are automatically brought forward to replace any stands that perish in the front ranks.
Except in the case of attached generals or unit attachments, it is easier to remove casualties starting from
the back of your units.


60
Combat Resolution

After you have finished combat, you must now calculate Combat Resolution. Each player adds
up the total number of enemy stands that they killed. Then add the following modifiers:

- 2 More than ! of your participating stands are from ranged units.

- 1 More than ! of your participating stands are classified as light.

- 1 At least one of your participating stands is terrified.

+ 1 More than ! of your participating stands are classified as heavy or are elephants.

+ 1 You have more surviving stands than your opponent. This is increased to +2 if you have
at least 3 more surviving stands than your opponent.

+ 1 Your stands are attacking the enemys flank or rear. This is applied per facing.


Whichever player has the higher Combat Resolution value wins the combat. If both players
combat scores are exactly the same, the combat is a draw and will continue into later turns. Note, that if
one players participating units are completely eliminated during a combat he is automatically assumed
to lose combat and Combat Resolution does not need to be calculated.


61
Loser Rolls for Tides of Battle



Units who lose combat must roll on the Tides of Battle chart. Roll 2 dice and add them together.
Then add the following modifiers:

- 1 for each value your unit lost Combat Resolution by


The resulting number is your Tides of Battle score. Consult the following chart:

Score Result

15 + Hold your ground! Your unit is unaffected.

11-14 Gain a Fatigue Marker. If in combat, your unit may fall back 4 instead.

8-10 Gain a Fatigue Marker. If in combat, your unit must also fall back 4.

5-7 Break if Exhausted, otherwise fall back 4 and gain a Fatigue Marker.

4 or less Break


Units that are positioned directly in front of Impassable Terrain may not fall back. If these units
are also engaged in combat, they may not Break for any reason.
Units in square formation may not choose to fall back. If they are forced to fall back, they no
longer count as being in square formation and immediately gain an additional Fatigue Marker.



62
Victor Consolidates

Units that win their combat may rotate such that they are facing their foes. Any stand in the front
rank that is not in base-to-base contact with an enemy stand may wrap around onto the enemys flank or
rear, such that it moves into base-to-base contact. These stands must remain adjacent to stands in their
own unit.
If an enemy unit loses a combat and falls back such that your unit is no longer engaged in
combat, your victorious unit must pursue its foes. This is a 4 move bringing your victorious unit back
into contact with its enemies. Both of your units remain locked in combat and will fight in the next turn.
You may prevent your victorious units from pursuing their enemies by expending 3 command points.
If your enemy breaks or is destroyed in combat, your unit may make a consolidation move up to
its assault distance. If this move brings you into contact with a Broken enemy unit, the fleeing enemies
are immediately destroyed. This consolidation move may also bring your victorious unit into contact
with an enemy unit that is either not yet engaged in combat or has not yet fought in combat this turn. In
either situation, your victorious unit does not participate in combat later this turn. It may not be targeted
by close combat attacks nor is it subject to the results of Combat Resolution. However, its presence
adjacent to enemy units still locks those enemies in combat, preventing them from moving until this new
combat has been resolved in future turns.


Add Fatigue and Take Falter Tests

All units which fought in combat, moved through friendly units, or moved through certain types
of terrain features must receive the appropriate amount of Fatigue, up to the value of their Stamina level.
If a units level of Fatigue is equal to its Stamina Value, the unit is Exhausted.
Any Units which moved through dangerous types of terrain or who were issued Fatigue Markers
beyond Exhaustion must take a Falter Test.



Take Break Tests

At the end of the phase, any units that were within 8 of a friendly unit or general that Broke or
was destroyed must take a Break Test, applying any necessary modifiers.
63
Combat Weapons

Combat Weapon Special Rules:

Polearms
Infantry equipped with Polearms and that are not Exhausted roll to attack at the same time as
cavalry units in their front facing and suffer 1 less Fatigue due to Shock. This means that charging cavalry
will not get to attack first against ordered Polearm units. Hits from Polearms reduce the Natural Save of
cavalry by a further value of 2, to a Natural Save of 3.


Common Combat Weapons
The following weapons can only be used by both infantry and cavalry:

Hand Weapon:
Hand weapons is a broad category which includes everything ranging from a simple club or hatchet to a
pitchfork or short sword. All units are armed with hand weapons, even when it is not listed in their profile.

Bludgeon:
Bludgeons are weapons light enough to be carried in one hand but heavy enough to break through light
armor. They include one-handed axes, clubs, and light war hammers. Bludgeons are AP 1.

Mace:
Maces are strong steel clubs. When used against an armored opponent, they are easily capable of smashing
iron and bone. Maces are AP 2.

Double-handed Weapon:

Double-handed weapons are AP 3 but are reduced to AP 2 when used by mounted cavalry.

Spear:
Spears are an ancient weapon that stood the test of time both because of their effectiveness and because they
are relatively easy to produce. Their long reach gives them a distinct advantage against cavalry. Spears are
Polearms.

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Infantry Combat Weapons
The following combat weapons can only be used by infantry.

Poleaxe:
Poleaxes are fearsome weapons, designed to be used against both infantry and cavalry. They consist of a
heavy steel axe mounted atop a 4-6 foot wooden haft. Whereas spears and axes can be used for domestic tasks,
poleaxes only serve one purpose: war. Poleaxes are AP 1 Polearms.

Halberd:
Where a poleax is a deadly weapon, a halberd is even more lethal. Halberds are AP 2 Polearms.

Pike:
A pike is similar to a spear but much longer. When used together in close order, pikes form a bristling
hedge of steel, absolutely fatal to any knight foolish enough to charge them.
Pike units automatically have the Phalanx special rule. If they are not Exhausted, they roll to
attack before cavalry units in their front facing. This means that cavalry will suffer casualties before
making their attacks against pikemen. Additionally, hits from pikes reduce the Natural Save of cavalry by
3, to a Natural Save of 2.

Fire Lance:
Fire lances are Polearms. In addition, any unit armed with a fire lance is Terrifying.


Cavalry Combat Weapons
The following combat weapons may only be used by mounted cavalry. If cavalry dismount, they
may no longer use these weapons:

Lance:
The lance is one of the defining weapons of the medieval battlefield. A unit of heavy cavalry charging with
crouched lances is nigh unstoppable. The momentum of the galloping horse is concentrated in the point of the lance,
creating a huge amount of force. When so much force impacts an opponent, armor is almost useless. Lances may
only be used on turns in which your unit charged. They are AP 2 and reduce the Natural Save of their
opponents by a value of 2, to a Natural Save of 3. Additionally, their attacks are resolved before opposing
cavalry units. This means that enemy cavalry units will suffer casualties before being able to attack.

65
Winning the Game

At end of the game, each player may tally up their score to determine a winner. Scores are
measured in Victory Points (VPs). Players receive Victory Points for each of the following:

1 VP for killing the enemy general
2 VP if your opponent was forced to withdrawal

Players also receive VPs if they destroyed more of the enemys army than they lost. Each player
should calculate and compare the total point cost of their units that were destroyed or routed off the
table. The player that destroyed more of his opponents force receives 1 VP for each 100 point difference
in casualties, rounded up. For example, if player A lost 430 points of troops, and player B lost 680 points
of troops, player A would receive an additional 3 VPs.
The player who has the most victory points at the end of the game is the winner. Of course,
except in tournament settings, players are never forced to calculate their scores. It is often better to ignore
winning and losing in the interest of having fun.



The Most Important Rule

Playing games is all about having a fun time with like-minded friends. Unlike the ancient
commanders who were imitating, winning and losing these battles has no actual consequences. Its
normal for people to get caught up in competition, but if you can distance yourself from a competitive
perspective you may find your games to be much more enjoyable! Taking a relaxed approach allows you
to appreciate every dramatic moment of gameplay, even if its at your own expense.
Always strive to play gracefully, especially if you win. Good sportsmanship is absolutely
essential to maintaining a healthy relationship with your gaming opponents. Remember, the game is
really about the person across from you, not whats on the tabletop!
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Optional Rules

1. Alternative Command
Instead of using the normal command system, you may substitute this alternative command
structure. Naturally, all participating players must use the same system as it would be too confusing to
play using different rules.
Each player has a pool of command tokens or points, designed to represent your generals ability
to control his troops. This command pool is comprised of two sections, temporary command points and
permanent command points.


Temporary Command Points

Temporary command points are generated each turn. During your Rally Phase, discard any
temporary command points you have left over from the previous round and then roll to see how many
command points you will have this round. Roll a D3 (a 3-sided die, achieved by rolling a D6 and dividing
the result by 2, rounding up) for every 500 points of your army, rounding up. For example, if you have a
750 point army, you would roll 2D3. The result of this roll is the number of command dice you receive
this round.
At the beginning of the game, the battle has not yet started in earnest and your general still has
strong control over his troops. However, as the battle progresses, becoming increasingly chaotic, your
generals command will decrease. Every third round, reduce the number of D3s each player rolls by 1, to
a minimum of 1. Thus, using the 750 point army described above, we would roll 2D3 for command on
our first 2 turns, and then a single D3 for the remainder of the game.


Permanent Command Points

Your army also has between 1 to 5 permanent command points, corresponding to your generals
Leadership rank. These points may be used during any turn of the game but they do not regenerate. This
means that they can only be used once; once expended, they are gone for the rest of the game.
If your general is destroyed, any remaining permanent command points that you might have are
immediately discarded.


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Movement Orders

You use command points to give orders to your units, usually during the Movement Phase. You
must expend 1 command point to order a unit to march, run, form square, or attempt a feigned flight. If
you fail to issue movement orders to your units, they will remain stationary.


Other Orders

There are a few other instances in the game which require you to issue orders to your troops.
Units must be issued a command to make a retreat reaction. Finally, you must expend 2 command points
to prevent your unit from pursuing enemies defeated in close combat or making a feigned flight.


Inspire Valor

The last way to utilize command points is to inspire valor in your troops. Whenever one of your
units is about to roll on the Tides of Battle chart, you may expend 1 command point to increase their score
by 2. Note that the command dice must be committed before the dice have been rolled: you cannot
retroactively inspire valor.


Subordinate Initiative

Units with the Subordinate Initiative special rule may march without being issued a command
point.


Impetuous

Units with the Impetuous special rule must be issued an additional command to execute their
orders unless they are advancing directly toward an enemy unit.
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2. Retainers
Retainers are officers that grant your general a bonus. They are not units in themselves but
represent important individuals in your generals entourage. You may model retainers onto your
generals base if you desire. Generals with a leadership value of 2-4 may select one of the following
retainers. Leadership 5 generals may select two retainers.


Infantry Officer
You may field one support company consisting of infantry as a core company. Alternatively, you
may field one rare company consisting of infantry as a support company.

Cavalry Officer
You may field one support company consisting of cavalry as a core company. Alternatively, you
may field one rare company consisting of cavalry as a support company.

Artillery Officer
You may field an additional unit of artillery.

Oracle
You may reroll any one die roll each game. Contrary to the normal rules, this may be a reroll of a
reroll.

Councilor
After your deployment, you may redeploy one of your units. Remove it from the table and place
it anywhere within your deployment zone.

Drillmaster
You may reroll one failed roll for reserves each turn. This is in addition to any rerolls due to
roads.

Grizzled Bodyguard
Your generals bodyguard save is increased to a 7.
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3. Generals Traits
Beyond purchasing a rank for your general, you may also purchase individual traits. This
selection helps to provide your general with more individuality and a unique character. These traits are
also great for coming up with good epithets for your leader. Who wouldnt want their army led by Ulric
Half-troll, Brom the Beardless, or Vladislav the Tyrant? You may purchase up to two of the following
traits.



Generals Traits Cost



Beardless, Young, Fair-Haired - 25
Your general and any unit he joins gain the Impetuous special rule.


Old, Sick, Infirm - 25
Your general suffers a - 2 penalty to his Natural Save.


Strong, Bull, Bear + 10
Your general gains + 1 AP to combat attacks.


Half-troll, Giant, Mighty + 25
Your general and any unit he is attached to gain +1 Shock.


Bold, Daring + 50
Your army may deploy an extra 4 forward.


Brave, Lionhearted, Stouthearted + 30
Your general and any company that he is attached to benefit from +1 Morale.


Coward, Craven, Spineless - 50
Your general and any company that he is attached to suffer from -1 Morale and does not provide
a + 1 bonus to the Tides of Battle chart.



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Bloodthirsty, Ferocious free
Your general and any company that he is attached to cause Terror but gain the Impetuous special
rule.


Tyrant, Cruel free
Your units suffer -1 Morale but gain +1 Stamina.


Hated, Arrogant, Insane, Mad - 75
Your units suffer -1 Morale.


Bastard, Lax, Lazy - 75
Your units suffer -1 Stamina.


Blessed, Lucky, Pious + 25
Your general may reroll any failed saves.


Cunning, Wise, Clever + 50
Instead of deploying one of your units on the board, you may choose to hold that unit in ambush.
This is in addition to any other units which may normally be held in ambush.


Scarred, Tough, Mountain + 10
Your general gains + 1 Natural Save.


Merciless, Slaughterer, Butcher + 75
Enemy units suffer 1 Morale.


Beloved, Eloquent + 75
Your units gain + 1 Morale.


Traitor, Usurper, Betrayer - 100
Enemy units gain +1 Morale.


Fat, Lame, Cripple - 10
Your generals movement rate is reduced by 2.
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Sly, Devious, Underhanded + 40
You may force your opponent to reroll any one single die result. Contrary to the normal rules,
this may be a reroll of a reroll.


Reckless, Foolhardy free
Your units begin the game with 1 Fatigue. You are always the attacker except in the Ambush
scenario in which case you are the defender.


Terrifying +30
Your general and any company he is attached to cause Terror.


Legendary, Champion, Conqueror + 150
Your units gain +1 Morale and Stamina.


Kinslayer, Murderer - 150
Your units suffer -1 Morale and -1 Stamina.


Grizzled, Veteran + 75
Your units gain +1 Stamina.


Swift-footed + 20
Your general may make close combat attacks before enemy stands.


Accursed, Unlucky - 25
Your general must reroll successful saves.


Implacable + 40
Your general and any unit he joins gain the Stubborn special rule.

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