CASUALTY TABLE



Combat Factor Roll Needed to Kill Number and Type of Dice
-10 to 1 1 One D20
2 2 One D20
3 2 One D20
4 3 One D20
5 3 One D20
6 4 One D20
7 5 One D20
8 6 One D20
9 7 One D20
10 8 One D20
11 10 One D20
12 11 One D20
13 14 One D20
14 13/5 Two D20
15 14 /6 Two D20
16 15/ 7 Two D20
17 15/ 8 Two D20
18 15/10 Two D20
19 16/ 11 Two D20
20 16/ 11 / 6 Three D20
21 17/ 12/ 7 Three D20
22 17/ 14/ 9 Three D20
23+ 17/ 14/ 11 / 8 Four D20 (For each combat factor over 23, add 1 to rolls)


Close Combat: Shock



Defender

Attacker LI MI HI HAI

(TI-3)

LC MC HC AC MAC HAC
Light Infantry (LI) 4 3 2 1 2 1 0 -1 -2 -2
Med. Infantry (MI) 5 4 3 2 3 2 1 0 -2 -1
Heavy Infantry (HI) 6 5 4 3 4 3 2 1 -1 0
Heavy Armored Infantry (HAI) 8 7 6 4 5 4 3 2 1 1
Light Cavalry (LC) 6 5 4 2 6 5 3 2 -8 1
Medium Cavalry (MC) 8 6 5 3 7 6 4 3 -8 2
Heavy Cavalry (HC) 10 9 6 5 8 7 6 5 -8 3
Armored Cavalry (AC) 11 10 7 6 9 8 7 6 -8 4
Heavy Armored Cavalry (HAC) 13 11 9 8 11 10 9 8 -8 6
Troll Infantry (TI)

(Defend as HAI-3)

13 10 7 6 7 6 5 5 0 4
Mumakel (MAC)

Defend as (HAC -4)

10 10 9 8 10 10 8 8 2 7



Shock Combat occurs when units attack following a charge.

Shock Combat Modifiers:

Formation:

Per rank over two ranks Attacking +2 (Max +4)



Weapons:

Attacker is Cavalry with Lances +2

Attacker is Infantry with spears or pole arms +1

Attacker is Infantry with pikes +2



Actions:

Attackers are horse archers who fired in this ROUND -1

Attackers are infantry missile troops who fired in this ROUND -2

Attackers are infantry missile troops who fired point blank this ROUND. -3

Attacker is Charging +1

Attacker is Charging and Defender is not charging +1

Cavalry in woods attack at -6; are attacked by infantry at +3





Tactical Situation:

Attacked in flank -3 (attacker is flanked)

Attacked in rear -5 (attacker is hit in rear)

Attacking in Flank +4

Attacking in Rear +6

Attacking down slope or attacking from walls vs ladders +2

Attacking up slope -2

Defender is behind sharpened stakes vs Cavalry-4

Defender is behind Battlements (Attacking from Siege Tower) -2

Defender is in shield wall or defending breastworks-3

Two + ranks of Spears or Pole Arms defending -2 or

Two + ranks of pikes defending -3

(Only if frontal attack)



Troop Command Status

Attackers are Class A troops +2

Attackers are Class B troops +1

Attackers are Class D troops -2

Defenders are Class A troops -2

Defenders are Class B troops -1

Defenders are Class D troops +1

If Attacker has Commander(s) Attached, add Command Level of Commander(s)

If Defender has Commander(s) Attached, subtract Command Level of Commander(s)

(Maximum adjustment for commander is +/-4 after differential)

Defender is Disorganized +4

Attacker is Disorganized -4









Close Combat Melee

Defender

Attacker LI MI HI HAI

(TI-3)

LC MC HC AC HAC MAC
Light Infantry (LI) 4 3 2 1 3 2 1 0 -1 -2
Med. Infantry (MI) 5 4 3 2 4 3 2 1 0 -2
Heavy Infantry (HI) 6 5 4 3 5 4 2 1 0 -1
Heavy Armored Infantry (HAI) 7 6 5 4 5 4 3 3 2 1
Light Cavalry (LC) 5 4 3 1 5 4 3 1 0 -8
Medium Cavalry (MC) 6 5 4 2 6 5 3 2 1 -8
Heavy Cavalry (HC) 8 7 5 4 7 6 5 4 2 -8
Armored Cavalry (AC) 9 7 6 5 8 7 6 5 3 -8
Heavy Armored Cavalry (HAC) 10 8 7 6 9 8 7 6 5 -8
Troll Infantry (TI) (Defend as HAI -3) 10 8 7 6 7 6 5 4 3 0
Mumakel (MAC) 10 9 9 9 8 8 8 7 6 2





Close Combat: Melee Modifiers



Formation:

Four + Ranks Attacking +2



Tactical Situation:

Attacked in flank -2 (attacker is flanked)

Attacked in rear -4 (attacker is attacked from the in rear)

Attacking in Flank +3

Attacking in Rear +6

Attacking down slope +1

Attacking up slope -1

Attacker is defending defensive position vs siege tower +2

Attacking from higher Level of city/castle +2 (only infantry may initiate attack)

Attacking from lower level of city/castle -5 (only infantry may initiate attack)

Attacking defensive position (city wall or shield wall) -3

Cavalry in woods attack at -6; are attacked by infantry at +3



Troop Status:

Attackers are Class A troops +2

Attackers are Class B troops +1

Attackers are Class D troops -2

Defenders are Class A troops -2

Defenders are Class B troops -1

Defenders are Class D troops +1

If Attacker has Commander(s) Attached, add Command Level of Commander(s)

If Defender has Commander(s) Attached, subtract Command Level of Commander(s)

(Maximum adjustment for commander is +/-4 after differential)

Attacker is Disorganized -3 (or)

Defender is Disorganized +2 (or)







MISSILE FIRE

Defender

Attacker's Weapon LI MI HI HAI LC MC HC AC HAC/

MAC

Elvish Longbow 8 6 4 3 9 7 6 5 4
Longbow 7 5 3 2 8 6 5 4 3
Composite Bow 6 4 2 1 7 5 3 2 1
Light Crossbow 4 4 2 1 5 5 3 2 1
Heavy Crossbow 4 4 3 3 5 5 4 4 3
Short-bow; sling 7 3 1 -1 6 4 0 -1 -2

Mounted Bows -1

Long Range Fire -2

Short Range Fire +1

Point blank Fire (additional) +2 (can't fire point blank if target is on wall)

Indirect fire (firing over obstacles or friendly troops)-2 (can't fire at point blank range)

Firing troops moved or will move this turn-2

Class A troops firing +3

Class B troops firing +1

Class D troops firing -2

Firing from above +1

Firing from below -1

Target in natural cover or is riding on war elephant -2

Target protected by mantelet or siege engine testudo or siege tower or in woods-3

Target not in range for full round -2 (includes opportunity fire against retiring opponent)

Target behind defenses or in dense woods or behind battlements -2 (no fire at units not on walls)

Target is Troll -7

Attacker is Disorganized -4

Shooting into flank +1

Shooting into rear +2

Target is in open order -3



Opportunity fire vs charge: Type A and B troops may fire point blank or effective range; C may fire effective range. D troops and disorganized troops fire at first opportunity, regardless of range. Retiring troops may not fire point blank range.











Missile Weapon Long Range Effective Range Point Blank Range Type A troop Range Bonus to long and effective range
Elvish Longbow 22 12 4 +5
Longbow 18 10 3 +5
Composite Bow 16 8 4 +5
Light Crossbow 14 7 x 0
Heavy Crossbow 17 8 3 0
Short-bow; sling 10 5 x +2




Ranks Eligible for firing (all others are indirect fire)



Maximum of 2 ranks may fire in close order, 3 ranks in open order.