Professional Documents
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Infantry 50%+ At least half the units in the army must be made up of infantry.
Cavalry up to 33% No more than a third of the units in the army can be cavalry.
Specials up to 16.6% No more than one sixth of the units in the army can be specials.
Skirmishers up to 25% No more than one quarter of the units in the army can be skirmishers
Divisions Divisions must contain at least 4 units and be led by a commander. Except up to two Divisions that can contain 1+
units of Cavalry and Specials. Typically these fought on the flanks.
Maximum number of Wizards = Number of Divisions /2 rounded down.
TROOP VALUES
Type/Stats Clash Susta Short Long Morale Stam Special Points
ined Save ina Value
Infantry
Bowmen Skirmishers 2 2 2 2/18 0 4 SK, Small, Irregular 14
Free Company 5 5 2 0 6 MI, Militia 15
Spearmen/Swordsmen 6 6 3/0 6+ 6 MI 22
Crossbowmen 5 5 3 3/18 0 6 MI, Med-Crossbow 28
Handgunners 5 5 3 3/18 0 6 MI, Handgun, any casualties cause a break test 33
Halberds 7 6 2/0 6+ 6 MI, 2 Handed 23
Cavalry
Knights 9 6 3/0 4+ 6 Cata, Lance, Steady, Stubborn 58
Pistoliers 8 5 3 3/12 5+ 6 MC 48
Specials
Organ Gun 1 1 4/8 4/18 0 3 Light Art, any casualties cause a break test 34
Cannon 1 1 2/4 4/36 0 3 Med Art, any casualties cause a break test 38
Tank 3 3 2/3 3/18 2+ 4 LightArt, Tank, any casualties cause a break test 55
Greatswords 8 7 2/0 4+ 6 HI, 2 Handed Greatswords 34
Flagellants 8 7 2/0 0 6 LI, 2 Handed, Fearless, Frenzied Charge 31
Huntsmen 2 2 2 2/18 0 4 LI, Small, 1*, Marksmen 17
Commanders
General 0-2 0-2 LR:9 General, 1* 30
Noble 0-2 0-2 LR:9 1* 30
Hero 0-1 0-1 LR:8 10
Champion 0-1 0-1 LR:7 (Free) 0
Wizard 0 0 IC Wizard 10
Commander Mounts
Griffin 4 3 2/0 4+ 4 HF, small, Fly, Huge, CommUnit +50
War Altar for Wizard +1 +1 LCh, move 27”, always adds +1 to casting like a Mage, 1* +7
Organ Gun. The Organ Gun is a primitive type of crank-driven machine gun. It has a maximum range of 18”. It's Attack value varies according to
range: the closer the range the more deadly it becomes.
Range 1-6” 6-12” 12-18”
Shooting Attacks 8 4 2
Targets struck by a Organ Gun count their Armour value as one worse than normal - so 3+ counts as 4+, 4+ as 5+. When shooting with a Organ
Gun roll to hit as normal but if any 1s are rolled count them up and resolve the effect before continuing.
No of 1s Result
1, 2 Dud Ammunition. Deduct any 1s from the successful hits. For instance; if 4 hits are scored but 2 x 1s have also been rolled, successful hits are
reduced from 4 to 2.
3 Misfire. The gun fails to go off - no shots at all hit this turn. Disregard all hits this turn.
4+ Ka-boom! The weapon explodes destroying itself and mortally surprising its crew. The Organ Gun unit is removed as a casualty. No hits are
struck against the enemy unless the exploding Organ Gun is shooting at a charging foe, in which case 6 hits are automatically inflicted. Make
armour saves as for ordinary Organ Gun hits.
A Organ Gun can shoot at charging enemies in the usual manner. In this case the crew will fire at the shortest possible range to maximise the
number of shots against the target. Note: in the event of the Organ Gun exploding 6 hits are inflicted on the charging enemy unit as described
above - Organ Guns are extremely dangerous to charge… for everyone concerned.
Tank
If when ordering the Tank a blunder is rolled, the Tank Malfunctions see the chart below.
Tanks can fire all round, so have a 360 degree arc of fire, but they must still shoot at the nearest target.
Shooting Attacks are calculated as follows; stand still=3 Shooting attacks, move once=2 shooting attacks, move twice=1 shooting attack, move
thrice=0 shooting attacks.
Tanks are immune to shooting Break Tests.
Tanks are artillery and if they have to give ground are destroyed as per p78.
Steve