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ESSENTIALS
SPECIAL EQUIPMENT
ISSUEING ORDERS
COMPONENTS OF WARFARE
Abilities: Starts at 2.
Unit Defense = AGI + ATH + AWA +
Armor Penalty
Health = End x 3
Movement: 40 yards (infantry), 80
yards (cavalry), 60 yards (naval, no
sprint)
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VISABILITY
STEP 1: BATTLEFIELD
WEATHER
FORTIFICATIONS
FACING
EFFECTS OF TERRAIN
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INITIATIVE = COMMANDERS
WARFARE TEST
*NOTE: Rolled each round!*
STEP 5: SIEGE
STEP 7: ORDERS
STEP 4: INITIATIVE
Walls/Fortifications
Scorpion: (1W) Move 10Y, AR 1,
Health 10, Dmg 3 ignores Armor,
Range 500Y. Normally used on units
when used on a character -2 to Atk,
10 Dmg
Spitfire: (2W) Move 10Y, AR 1,
Health 20, Damage 3 ignores armor,
Range 200Y
Trebuchet: (4W), Move none, AR 4,
Health 40, Damage 7, Range 500. For
the purpose of smashing objects
Athletics equals 12.
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ADVANCED ORDERS
The basic orders reflect the simplest
commands a leader might issue. Each
advanced order includes a difficulty modifier.
FORMATION ORDERS
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DAMAGE
ATTACHED CHARACTERS
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