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.