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TO WOUND CHART

COMBAT
PROCEDURE

Dice score needed


wound/kills.

1. Order of attack 4. Saving Throw


2. Throw to hit
5. Combat Results
3. Throw to wound

to

convert

missile

or

combat hits into

Target's Toughness
Weapon
Strength

TO HIT
Defender's Weapon Skill

10

10

10

'N

10

1
r----2

N on the chart equals No Effect.

SHOOTING
Dice Modifiers:PROCEDURE
Frenzied
Charging
Uphill
Following Up
Confused
Crossing a Defended Obstacle
Using more than one weapon at once
If you are using a weapon wrong handed
Fear combat opponent
Terrified
Unarmed

+2

+1
+1
+1
-1

-1
-1
-1
-1
-1

-2

1. Declare target/ establish range 3. Throw to wound


2. Throw to hit
4. Saving Throw
MISSILE WEAPON CHART

SAVING THROW
06 Saving Throws for missile or combat casualties.
Type of Armour

Score required

Weapon

Short Range

Longe Range

Short Bow

0-8"

8-16"

Normal Bow

0-12"

12-24"

Long Bow

0-16"

16-32"

Elf Bow

0-16"

16-32"

Crossbow

0-16"

16-32"

Repeating
Crossbow

0-16"

none

Sling

0-12"

12-18"

Javelin

0-4"

4-8"

Dart, Throwing
Knife, Axe or
Spe ar

0-2"

2-4"

or
or

Shield only
Chainmail armour only
A metal breastplate only

or
or

Shield plus chainmail armour


Shield plus metal breastplate
Complete plate armour only

Blow Pipe

0-6"

6-12"
1-3"

Improvised
Bot ties, stones
etc

0-1"

Plate armour plus shield


Dice Modifiers:-

+1
+1
-1
-2
-3

Cavalry
Barded Cavalry
Strength 4 hit
Strength 5 hit
Strength 6 hit

-4

-5
-6
-7

TO HIT
Strength
Strength
Strength
Strength

7 hit
B hit
9 hit
10 hit

106 per model firing. Score needed to score a hit equals:Bow


Skill

10

Score

-1

-2

-3

TURN SEQUENCE
1.
2.
3.

MOVEMENT
SHOOTING
COMBAT

4.
5.
6.

Strength

RESERVES
MAGIC
RALLYING

Dice modifiers:-

+1
-1
-1
-1

Firing
Firing
Firing
Firing

at a large target.
at a small target
from a moving mount
at long range

-1

If the firer is wounded

-1
-1
-2

The target is behind soft cover


Throwing improvised missiles
The target is behind hard cover

BATTLE SHEET
This sheet can be used to keep a record of the characteristics and
equipment of your units or characters.
Photocopy or copy
additional sheets for your personal use and keep a permanent
record of your troops.

Troops

Personal
Characteristics

Fighting
Characteristics
M

WS

BS

PSYCHOLOGY

Stupidity
Frenzy
Panic
Terror
Fear
Hatred

2
3

5
6

MOVEMENT
ARMOUR MOVE ALLOWANCE MODIFIERS
Armour Saving Throw
6
5
4

Penalty
None

t"

1"

Ld

Test
Test
Test
Test
Test
Test

Int

Cl

Notes/Equipment/Psychology etc

WP

on Intelligence
on Cool
on Cool
on Cool
on Cool
on Cool

Advanced Psychology
Alcoholism 06 throw of 6. Will Power.
Instabili ty 06 throw of 6.
Animosity 06 throw of 6. Leadership.

DIFFICu...T GROU\ID

CROSSING (EST ACLES

Models crossing difficult ground move at half-pace.

Crossing an obstacle loses the model


half of its total move distance.

Woods or dense foliage


Steep or treacherous slopes
Fords or shallow streams
Soft sands or thick dust
Brush, scrub or clinging vegetation
Stairs, steps and ladders
Building debris, wreckage, lose rocks or boulders
Marsh, bogs, thick mud or sewerage
Inside cluttered buildings or vehicles

Hedges, fences and low walls


Doors and windows
Ditches and narrow crevasses
Getting on/off a vehicle/riding animal

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