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Culture Documents
. Note : is not INTRO scheme If this option is taken : - Involuntary splis counts -1 towards init. - ARMY Breakpoint is doubled - Melee Factor Unit Wider is dropped - New Optional Melee factor : Overlapping unit : Example 1
AVG = Average Dice General : 20 Wheels ON RADII : 1 D6 , the score is the limit , but player choose how much it wheels OUT of RADII 1 D6 . The result is the obligatory wheel Move and Wheel : ON RADII : use the proper number of AVG dice , deduct the wheel from the total score. Remember 1 wheel cost 2 OUT of RADII: The first dice scores the Uncontrolled wheel, the rest the uncontrolled advance. Remember : unit wheeling over 2 became undressed. NOTE :Repetition of complex WHELLS are allowed for OUT of radii movement because the player cannot control it.
Units A and 2 have a +1 because they are overlapping the adversary. This will contribute to the typical effect of twisting battleline in ancient battles
Bravery test
Previous to move or split , each turn ALL DIV or NEW intended DIV should test at the best quality unit member . Throw 2 D6 , under the Bravery value = OK If fails ; No moves, but can change face , Wheel to face a thread , rest , redress OBLIGATORY CHARGERS IN RANGE SKIP THE BRAVERY TEST Bravery Value :
FV 8 7 6 5 4 3 2 1 F T 9 8 7 P H 9 8 7 Veteran UNITS : 10 COH 9 W 8 B 8
Victorious CAVALRY pursuing When HEAVY enemy breaks including infantry .Checks: 5-6 pursue . 1-4 controls - Pursuing CAVALRY became undressed Each turn check again until they exit the table or became controlled. Pursuing path: maximum movement rate diced of the enemy unit, dice for know how much it is! Pursuing causes auto division split If exits the table it doesnt count towards army breakpoint , and check for recalling, they return in the same status as they exits Warband pursuing optional rule: Use the same cavalry pursuing rules
Rampaging Elephants :
When EL is routed It breaks any units at random routed into path : Throw a D6 for Rampaging direction: D6 1 : Change front 180 degrees , wheel 2 inches to the right and advance 1 D6 2-3 : Change front 180 degrees and advance 1 D6 4 : Change front 180 degrees , wheel 2 inches to the left and advance 1 D6 5-6 routs to the front and advance 1 D6 See diagram:
HC 9 8 L 7 C 6 9 8 7 EL 8 S 8 I 8 7 L I 7 LH I 9 8
MISSILE RULES
Missile Fire drop off -1
Shooting SI JAV and Sling over 9 ANY bow over 12 (Includes LC /HC bow )
OPTIONAL RULES for TRIUMPH OF THE CAVALRY and AGE OF CHIVALRY periods
Bodyguards (Comitatus)
Each General now have his own retinue o Comitatus Unit .Should be the best quality type of the army . Depends of what stand chooses, the speed of general are limited when he moves attached to their comitatus. Benefits of Comitatus: (When they are attached to GEN) Free pivot to any front and move Benefit for GEN attached to Comitatus: if contacted is NOT captured. If the Comitatus is destroyed GEN should check for survavility: 5-6 killed Otherwise He evade to another friendly unit in 20 . That simulates the fight of the Comitatus for his leader When the Comitatus IS ALONE acts as a one stand div from their kind, and if out of radii should dice for moving. Remember: Gen cannot attach and un-attach in the same turn Dont get confused with VET units; you should keep spending one point to create any vet unit including the Comitatus
Medieval Banner .
Its a Special Stand .It contains the banner and the carrier of it . It could be a Cart (I. E. Carroccio) Banners Movement : Mounted : 4 AVG Foot 2 AVG CART 2 AVG Effects and consequences Attach the banner to a unit : +1 in melee If the unit breaks the banner belongs to the first victorious enemy units that breaks captures it. Lossing the banner : it counts towards Army BP Unattached banner : captured if contacted. Captured Banner Should be always attached . +1 in melee for that unit . Losing the captured banner is NOT counting towards Army BP . Recovering the Banner : + 1 to the Army Break Point
Prot Cost 1 6