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Dux Burgundium Sheet 1

Dux Brit English French Flemish Notes


Shock Cavalry or
Elite Men at Arms Gens d’Armes Ridder
Melee Footmen.
May not shoot mounted.
Poorter Melee as Light Cavalry.
May have Pavaises.
Light Cavalry.
Warrior Soldier Soldat Soldaat
Some may shoot mounted.
Levy Yeomen Milice Militie Melee can Close Ranks.
Harassers Varlets Valet Horigen

Mounted Troops
 Mounted troops have the option of being either cavalry or infantry at the start of a
game and may change this status once during the game, at the cost of 1D6 of
movement, plus an additional 1D6 if they are missile armed troops making a missile
attack.

 When operating dismounted, the rules that apply to melee troops, also apply to them,
regardless of whether they are missile armed or not (with the exception of 'charges' for
missile troops, see below).

Soldiers
 Those armed with bows or the heavier crossbows (i.e. Arbalests) must dismount to
shoot, while those with lighter crossbows may dismount to shoot (although bear in
mind the restrictions on mounting/dismounting above).

 Those troops able to shoot while mounted do so counting each inch as two (i.e. halve
the ranges). They also lose 1D6 of movement if they shoot.

 Mounted missile troops have the option of evading 2D6", along with making a 'parting
shot', but like their foot counterparts, they must reform in massed formation before
moving or shooting again.

 Either type may fight mounted as 'Light Cavalry' as under the normal rules, except
they may add one additional half of the number of dice rolled to those they would
normally roll as foot troops (as opposed to shock cavalry's 'double dice') for the first
turn.
 During the campaign some Militia will be elevated to Soldier status. Although they gain
the benefits of this change in status, they are still foot troops, unless amalgamated
with a depleted unit of mounted soldiers to make up numbers.
Dux Burgundium

Foot Soldiers
Missile Troops

 Ignore the restriction on the size of 'Missile Troop' groups, they can be the same size
as melee groups. They may also form 'mass formation', but not with other troops.

 Missile troops are equipped to fight hand to hand. They may stand for a charge or
evade if the chargers are melee troops of the same class or better, but they will never
initiate a combat in this situation. They may charge the flank or rear of any type of unit.
They may declare a charge against troops of inferior quality.

 Missile troops (except Poorters) always have the option of evading 2D6" directly away
from an enemy charging them, as well as letting fly with their weapons before doing
so. Once out of charge distance, reforming as a 'mass formation' must take place
before normal movement or shooting occurs.

Melee Troops

 Melee troops (including Men at Arms, Poorters and Soldiers on foot, whether armed
with missile weapons or not) may 'close ranks', which is essentially the same as
'shieldwall', except that they don't ignore the first kill from missile fire any more (but still
do in melee). Militia melee troops still apply the 'levy' restrictions on wheeling etc. while
in closed ranks.

Harassing Troops
 Some specified Harassing Troops can be mounted. They move at mounted speed.
They double the range distance for missile troops (i.e. range is 0-6" and 6-12") and lose
1D6 of movement if they shoot. Otherwise they act identically to their counterparts on
foot.

Le Chevalier sans peur et sans reproche

 The Burgundian player may choose to have the French Champion ride out to issue a
challenge. The French player may never initiate combat between champions.

 The results of the Combat are as per the normal rules, except that the losing Champion
is not killed, but taken off as a prisoner for ransom, with the same immediate effects as
if he had died.

 Champions are ransomed during the 'After the game' phase. You aren't obliged to
ransom a defeated champion, but your force morale level will be reduced by one in
subsequent battles and raids until he is. A modifier of -1 is applied to the battle results
table roll too, if he is not ransomed.

 The actual ransom for your Champion is determined by rolling on the Wealth table on
P.11 of the rules.

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