Seige weapons, castles, etc. are included in the advances rules, should we ever get around to writing them.
Armor toHit Discription
none >5 Peasants etc.
light >6 Men-at-Arms, people with ensignia but no visable armor
medium >7 Scale armor
heavy >8 Plate is painted onto the person
plate >9 Add-on plate armor, Black Knight et al.
Shields DefMod Discreption
Improvised +1 Lids to barrels and the likes
Standard +2 The standard kite style shields
Tower +3 Tower shields, the tall suckers
note: In normal melee, the shield can only be used against one person
example: The "Black Knight": Armor--Plate, Shield--Tower
In normal melee one would need greater than a
12 (9 for armor, 3 for shield) on 2d6 to hit.
If there were two attackers, the one on the shield
side would need >12 while the other would only need
>9.
Skill AtkMod DefMod
Untrained -1 -1
Green -1 0
Line 0 0
Crack 1 0
Shock 1(3) 1(-1) (number in parentheses for berserking--
i.e. stoned, drunk or bloody crazy)
Attack from behind: +2 atk
Attack unexpectedly: +3 atk
note: these two DO compound!! For example: Attacking an unexpecting
guard from behind IS a +5!!
Weapons Normal Braced Charge++ Range*
+WarHammer 1 0 3 1 The pick axe in town sets
Hand Axe 0 --- 1 1/2 The hand axe in town sets
Sword 0 0 1 1
Spear 1 2 3 2
Thrown 0 --- 1 ---
+Pike 1(0)** 2 4 4(1)**
+BattleAxe 2 --- 3 2
+Halberd 2 2 3 3
+PitchFork 0*** 1 1 2
Club -1 --- 1 1/2
* Range is not in any units; It simply states who strikes first.
** A pike used from behind a row of people gets only a +1 to hit
and has a "range" of 1 relative to the person he is standing
behind.
*** These are wooden pitch forks and cannot "kill" under normal
strikes. If the idiot wants to whack someone charging them on a
horse, then yep they can kill 'em.
++ Charge means either the person charging or the person being
charged (20" per turn closure speed--add both speeds, double if
over 40" per turn). If two unarmored people with lances (same
as braced pikes) are charging at full tilt, the modifier for the
weapon is: 2 (braced) + 4*2 (100" per turn, doubled charge)
- 2 (charging opponent) = +8 (shish-kekbab!)
+ Two handed weapon. If the figure is using a two handed weapon,
they can't have a shield. (Shield bearers--yes, but not them.)
Amount Over Condition
0 Stunned, loss of next attack
1 Wounded
2 Wounded and if mounted, dismounted
3+ Dead, toast.
Two wounds make a dead. Corny but simple and fast.
Armor Base Run Sprint
none 6"/0 12"/1 30"/3
light 6"/0 12"/1 24"/4
medium 5"/0 10"/2 12"/5
heavy 4"/0 8"/3 10"/9
plate 2"/1 4"/5 6"/12
the first number is movement in inches
the second number is the fatigue value
activity fatigue
no combat -1
archery 0
attacks 1 attacking from behind own lines. i.e. pikes
melee 2 normal combat
note: if one is walking with a 0 fatigue and does no combat, he
recovers 1 level of fatigue each round. Full plate, walking
no combat just breaks even.
Total Fatigue AtkLv DefLv
30+ -1 0
60+ -2 -1
90+ -3 -3
120+ -4 -5
Note: as earlier stated, fatigue is a mess... you may want to ignore it.
Skill Longbow Crossbow
Untrained -4 -1
Green -2 0
Line 0 0
Crack 1 0
Shock 2 1
"To Hit" is in terms of 2d6.
To Hit ROF To Hit ROF
Range Longbow Crossbow
<30" >5 2 >4 1
<60" >6 2 >6 1
<90" >7 1 >8 1/2
"To Hit" represents the abilty to put an arrow into a zone 2" wide
and 3" deep.
To Hit ROF To Hit ROF
Range Longbow Crossbow
<60" >2 2 >2 1
<90" >4 2 >4 1
<120" >8 2 >9 1
<150" >10 2 >12 1
Roll 1d6 for scatter: 1-2 is 1" short, 5-6 is 2" long, slide the grid
forward or backward the appropriate amount.
Roll 1d6 for location inside grid: 1 2
3 4
5 6
If no one is in the grid then no one was hit; if a friendly
was in the grid... darn! Next time be more careful!
Damage: 3d6-"armor". For example: 3d6-7 for medium armor.
The effect of damage for archery is the same as it is for melee.
Movement: In inches per turn.
Armor
Person Horse Walk Trot Run Sprint
none 6" 12" 30" 50"
light 6" 12" 30" 45"
medium/none + barding 6" 12" 25" 40"
heavy/light + barding 6" 10" 20" 40"
plate/medium + barding 5" 10" 20" 35"
heavy + barding 5" 8" 15" 30"
plate + barding 4" 6" 15" 30"
Attack by rider:
+1 for standing, walk or trot (height advantage, works on stairs, too)
against people on the ground.
By weapon for charge.
Defense for rider:
+1 for standing, walk or trot (again, height advantage) against people
on the ground.
+2 for charging (moving target, etc) against anyone.
Attacking horse:
>6 on 2d6 for frontal attack, no barding
>8 for frontal attack with barding
>5 for side attack with no barding
>7 for side attack with barding
Damage to Horse:
0 Spooked horse, rider loses one attack; horse moves 1d6 inches away
from the attacker.
1-2 Dismounts rider, roll for damage; horse cannot move at more than a
walk.
>2 Rider wounded in dismount, in addition to damage roll; horse lame.
Dismounting rider:
Roll 2d6, subtract 2 if horse is moving faster than 20" per round. If
value is greater than base armour class, rider is not wounded, else
the rider is wounded--2 wounds is dead. Time to stand up is armour
value minus 1d6, as is time to remount horse (different roll). While
person is down or remounting, they cannot attack and are -1 on defense.
Note: If the horse is wearing blinders, it will not be spooked; however,
if the rider is dismounted, there is a -2 on the damage roll to account
for the increased chance of the rider being run down by the horse.
I) assume few enough dragons that keeping score on each isn't a pain...
1) Sane dragon 50 pts damage to death
Location Armor Str/Cap
head 10 6/12
neck 10 6/10
belly 9 15/40
back 15 20/50
arms 10 5/10
legs 13 6/10
tail 15 8/20
2) Real dragon 150 pts damage to death
Location Armor Str/Cap
head 16 15/35
neck 15 12/30
belly 16 60/80
back 19 90/150
arms 15 15/30
legs 16 25/40
tail 18 20/60
Str-- this refers to how many points damage they take before the
body part is noticably damaged. If the head or neck gets to
this point the dragon will genrerally retreat.
Cap-- this refers to how many points damage they take before the
body part is severed. If the head or neck is cut off the
dragon dies (well duh!).
Real dragons (and cute ones too) can use weapons as well!