Professional Documents
Culture Documents
ǣǡ
ǣ
ǣƬ
ʹ
4.35 Actions ..................................................... 40
Contents 4.36 Additional character actions........... 46
4.4 The End Phase .............................................. 48
1. Introduction ............................................................ 7 4.41 Recovery and delayed effects ......... 48
1.1 What is CLASH? .............................................. 7 4.42 Check victory conditions .................. 48
1.2 What You Need to Play ................................ 8 5. Close Combat ........................................................ 49
1.3 Game Scale ....................................................... 9 5.1 Combat Mechanics...................................... 49
2. Your Army ............................................................. 11 5.11 Hold ........................................................... 50
2.1 Line Troops ................................................... 11 5.12 Defend ...................................................... 51
2.2 Unit Formations .......................................... 13 5.13 Counterattack ....................................... 52
2.21 Loose order ........................................... 13 5.2 Retreat ............................................................. 54
2.22 Close order............................................. 14 5.3 Characters in Combat ................................ 54
2.3 Characters ..................................................... 17 5.4 Other Melee Considerations ................... 55
3. General Game Concepts................................... 21 6. Soldiers and War Gear ...................................... 59
3.1 Dice and Dice Rolls..................................... 21 6.1 Weapons Characteristics ......................... 59
3.2 Terrain ............................................................ 22 6.11 Melee weapons ..................................... 59
3.21 Area terrain ........................................... 22 6.12 Missile weapons ................................... 61
3.23 Obstacles ................................................ 22 6.2 Armor and Saves ......................................... 64
3.24 Hills and elevations ............................ 23 6.3 Traits ................................................................ 66
3.3 Line of Sight .................................................. 24 6.31 Martial Traits ........................................ 66
3.4 Measuring Distances ................................. 26 6.32 Disposition Traits ................................ 72
3.5 Morale and Fatigue .................................... 27 6.33 Physical Traits ...................................... 74
3.51 Actions and fatigue ............................. 27 7. Other Tools of War............................................. 75
3.52 Morale Tests .......................................... 28 7.1 Elephants ........................................................ 76
3.53 Effects of fatigue .................................. 30 7.2 Light Chariots ............................................... 82
4. The Game Turn ................................................... 33 8. Putting It All Together ...................................... 85
4.1 Sequence of Play ......................................... 33 8.1 Activation phase example................... 85
4.2 The Strategy Phase .................................... 33 8.2 Throw Action Example ........................ 90
4.3 The Activation Phase ................................ 34 8.3 Tokens and Counters for CLASH...... 91
4.31 Becoming the active player............. 34 9. Fighting a Battle .................................................. 93
4.32 Option a): Activating units and 9.1 Setting the Scene ......................................... 93
character models........................................... 34 9.1.1 Scenario selection .............................. 93
4.33 Option b): Resting or rallying a unit 9.1.2 Terrain Setup ....................................... 93
.............................................................................. 37
9.2 Determine Force Fate Points.................. 95
4.34 Option c): Choosing to pass ............ 37
CLASH of Spears 3
ͻǤ͵ǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤͻ ͳͲǤͷͳ ǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤͳͳʹ
ͻǤ͵ͳǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤͻ ͳͲǤͷʹǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤͳͳ͵
ͻǤ͵ʹ ǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤͻͺ ͳͲǤͷ͵ ǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤͳͳ͵
ͻǤ͵͵ǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤͻͻ ͳͳǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤͳͳͷ
ͻǤͶǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤͳͲͳ ͳͳǤͳ ǤǤǤǤǤǤǤͳͳ
ͻǤͷ ǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤͳͲʹ ͳͳǤͳͳǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤͳͳ
ͳͲǤ ǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤͳͲ͵ ͳͳǤͳʹǦ ǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤͳͳ
ͳͲǤͳǨǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤͳͲͶ ͳͳǤʹ ǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤͳͳ
ͳͲǤͳͳ ǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤͳͲͶ ͳͳǤ͵ ǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤͳͳͻ
ͳͲǤͳʹ ǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤͳͲͶ ͳʹǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤͳʹͳ
ͳͲǤʹ ǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤͳͲ ͳʹǤͳ ǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤͳʹͶ
ͳͲǤʹͳ ǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤͳͲ ͳʹǤʹǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤͳʹͷ
ͳͲǤʹʹ ǡǤǤǤͳͲ ͳʹǤ͵ ǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤͳʹͺ
ͳͲǤʹ͵ ǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤͳͲͺ ͳʹǤͶ ǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤͳ͵ͳ
ͳͲǤ͵ ǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤͳͲͻ ͳʹǤͷ ǤǤǤǤǤǤǤǤǤǤǤͳ͵Ͷ
ͳͲǤ͵ͳ ǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤͳͲͻ ͳʹǤ ǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤͳ͵ͺ
ͳͲǤ͵ʹ ǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤͳͲͻ ͳʹǤ ǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤͳͶʹ
ͳͲǤͶ ǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤͳͳͳ ͳʹǤͺǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤͳͶͷ
ͳͲǤͶͳ ǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤͳͳͳ ͳʹǤͻǤǤǤǤǤǤͳͶ
ͳͲǤͶʹ ǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤͳͳͳ
ͳͲǤͷǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤǤͳͳʹ
Ͷ
ͷ
ʹͲ
1. Introduction
1.1 What is CLASH?
Ǥ
ǡ
Ǩ Ǣ ǡ
ǡ
break to recover their strength. If you’ve
Ǥ ǡ
Ǥ
ǡ ǡ
been available for years, yet we’ve always ǡ
ǡ itical factors. The leader’s instinct
Ǥ ǡ
Ǧ
ǡ Ǥ
ǡ
ǣ Ǥ
• Ǥ
Ǥ Ǥ
• ’
Ǥ Ǩ
• ǡǦ
Ǥ ǡ
combat—not only physical fatigue but also the 1.2 What You Need to Play
mental health and stamina, which will
inevitably affect their desire to keep To play CLASH, you will require some
answering to your extreme demands. fundamental components.
You will find that while in CLASH elites fight i. A gaming table. For standard games, you
better than other troops, as expected, and are will be able to play with just a 4’x4’ table,
even better at maintaining their composure while a larger game of CLASH is probably
under mounting pressure, just like everyone better suited for a 6’x4’ table. A good
else, they do have a limit. If your plan relies selection of terrain will provide for more
solely on leveraging those elite troops, soon interesting engagements.
they will be overpowered by regular troops,
maybe armed with lighter armor, who were ii. An opponent. It is critical to find a fellow
just waiting for the right time to pounce. player who will enjoy wargaming the way
you enjoy it.
If you ask too much of your troops and don’t
give them the right time to rest, you could very iii. Two armies. Roughly five to twelve units
well see your veteran guard fall under of around five to fifteen models each
exhaustion and skirmishers’ javelins! should serve as an army.
Models should be individually based, but
To succeed in CLASH, you need to use every
you will see that the rules are agnostic
weapon in your arsenal and use them
toward the size of the bases for the models.
correctly so that they can participate in the
This will allow you to use troops that you
most effective way and always support each
might have already collected for other
other.
systems.
Because of all this, CLASH is a game in which In general terms, it should be possible to
players are constantly engaged; you will not use the rules for both 15mm through
have time to sit back and relax while your 28mm figures without needing to convert
opponent takes his turn. You must watch his the scale of the distances indicated in the
every move and anticipate his plan a few rules.
evolutions ahead, just as you would do in a You will also need individual models to
match of chess. You must have a clear plan in represent your commanders, and this will
mind and understand how unexpected results provide for some interesting modeling
require you to change your plan; if not, you’ll opportunities, as you will certainly enjoy
find yourself reacting and falling into the providing color and character to your
enemy’s trap. warband.
There you have it! We hope that in CLASH, you iv. Dice and tape measures. We use the D6 as
will find a good combination of fun and agile our standard dice, and distances are
mechanics that accurately portray what we measured in inches.
believe could be the reality of small actions in
ancient times. v. Counters and condition markers. CLASH
Gather your troops and let the CLASH of requires the use of a few condition
Spears begin! markers. You will need to indicate fatigue
points next to units, remaining command
points next to characters, and a few other
special conditions. You can use the online
8 CLASH of Spears
ǡ ǡ
ǡ
Ǥ ǡ
Ǥ
Ǥ
Ǥ
ǡ
1.3 Game Scale
Ǥ
Ǥ
Ǥ Ǥ
ǡ
Ǥ
Ǥ
Ǥ Ǥ
ͻ
In CLASH you command a warband of units led by a few exceptional characters. Let’s have a look at
how we characterize these soldiers that you will take into battle.
CLASH of Spears 11
Ǥ Ǥ
ǡ ǡ
Grit (G):
Ǥ
Ǥ
Ǥ
Ǥ ǡ
Ǥ
ǡ
Save (S): Ǥ
ǡǡȋȌ
ȋȌ ǡ
Ǥ
Ǥ
ǡ
Ǥ
Ǥ
ǡ
Ǥ
ǡ Ǥ
ǡ
Combat ͵Ϊ
Ranged ͷΪ
Grit ͵Ϊ
Save ͵Ϊ
Ƭ
Armor
Weapons
ǡǡ
Traits ǡ
Ǥ
ǡ
Ǥ
ǡ
ǡǡǤ
Ǥ
Ǥ
ǣ
Command Range (CR):
Ǥ Ǥ
Ǥ
Ǣ
Ǥ
Ǥ
ǡ •
ǡ
6’s,
Ǥ ͷΪ Ǥ
22 CLASH of Spears
• LOS can only be traced through gaps at least 2” ǡ
Ǥ
•
unless they are within 4” of the Ǥ
3.5 Morale and Fatigue ǡ
ǡ
ǡ
ǡ Ǥ
ǡthat “action in war is ǡ
Ǥ” In
Ǥ
unit’s Ǥ ǡ ǡ
Ǥ
ǡ
Ǥ ǡ
ǡ Ǥ
ǡ ǡ
Ǥ ǡ
Ǥ
Ǥ
Ǥ ǡ ce you’ve identified the column
ǡ
3.51 Actions and fatigue
Ǥ
ǡ
Ǥ Ǥ
Ǥ
ǡ
ǡ
ǡǤ
ǡ ǡ Ǥ
5 or 4 0 0 1 0 1 1 1 1 1
3 or better 0 1 1 1 1 1 1 1 2
• Whenever a unit suffers at least one hit If a character in command range spends a CP,
due to a melee or missile attacks, even the unit will add one additional D6 to the pool
if those hits are saved by armor. of dice. After the dice are rolled, the player can
• Whenever an enemy unit within 4” and choose to eliminate any one individual failed
line of sight destroys a friendly unit result.
through melee, either by killing the
If the test was triggered by a melee attack, only
last model or due to excessive fatigue.
a character attached to the unit can spend a CP
Note that only the enemy unit needs to
to affect the morale test in the same way as
be within 4” and LOS for simplicity
explained above.
purposes.
• Whenever a friendly character is killed
within 10” and line of sight.
28 CLASH of Spears
Effects of Fatigue
• ǡǡ ǡǡ Ǥ
• Ȁ Ǥ
• Ȁ ʹ
ǡ ion ends. A reactive player’s unit that
ʹ
Ǥ
• Ǣ
ǡǤ
• ǡ
Ǥ
During the small, fast-paced actions b) Rest or rally a unit: This option allows the
represented by CLASH, the units that engage in player to select a unit with at least one
battle benefit much less from the inertia of fatigue point to recover their strength,
larger engagements, where lines of battle or trying to shed some of the fatigue they
divisions push the troops to follow general have accumulated.
directions.
c) Pass: The player decides to pass. The
That is why units require constant direction player does nothing and becomes the
from commanders that keep cohesion through reactive player.
the ranks and are the only ones that can
execute the battle plan. After executing all corresponding steps of the
selected option, the active player and reactive
During the activation phase, players alternate player switch roles.
roles between active and reactive player. The
active player selects units or character models If the players choose to pass consecutively, the
that will attempt to perform actions, while the activation phase ends, and the turn moves to
reactive player will try to interrupt those the next phase.
actions to thwart the enemy plan.
The player who won the initiative decides who 4.32 Option a): Activating units and
starts the phase as the active player. character models
The sequence continues until the two To take an activation test, the unit must roll
opposing sides select the pass option 2D6 and apply any relevant modifiers to the
consecutively, and at that point, the activation dice. If at least one of the two results matches
phase ends. or exceeds the unit’s Grit stat, the test is passed,
and the unit is activated and can execute
The options available to the active player are: actions.
a) Activate a unit or character model: This If both results are lower than the unit’s Grit
option allows the player to activate a stat then the unit ignores the character’s plead
character or to have a character attempt to and the troops performs a “rest”, see the rules
activate a unit. Once active, units and for resting next.
34 CLASH of Spears
The same character activating the unit can • Be in command range of a character that
spend an extra command point to improve the can spend a command point to attempt the
odds of this test. By spending a command reaction and have available actions.
point prior to the test, the player can roll 3D6 • The unit cannot have just gained two
instead of just two, and again with one single fatigue points due to a morale test
successful result, the unit will be activated. resulting from the enemy action just
executed. Units that just gained two
Character models are activated in the same
fatigue points are stalled and cannot react
way as units.
while the troops regain their composure.
Characters can also be activated by CPs spent
To attempt a reaction, the player must spend a
by another character in command range; this
command point with a character that has the
represents the interaction of two characters in
reacting unit within command range. If a
battle where one can alert the other about
character is attempting to react, either that
specific circumstances in battle.
character or a different character that has the
Just like units, characters will also struggle to model within his own command range must
activate when fatigued and must test to spend the CP.
overcome this exactly as previously explained.
Reacting requires a high level of alertness;
hence a reaction test must be passed for the
unit to react, even if the unit currently has
Actions and Reactions accumulated no fatigue.
When a unit or character model is successfully To pass a reaction test, the player rolls 1D6
activated, it gains the active status. While the and applies corresponding modifiers,
unit or character model is active, it can execute attempting to match or exceed the
different actions. Each action will be explained character’s/unit’s Grit.
in detail further ahead.
The character spending the CP can spend an
The player will declare the actions that the additional CP to increase the odds of success.
unit or character model will take one at a time. If the additional command point is spent, then
After executing the first action, the active roll 2D6 rather than only one, and if either roll
player informs the opponent if he plans to succeeds, the test is passed.
keep activating the same unit. If the reaction test is failed, nothing else
The reactive player then has the option of happens, and the active player may now select
having one of his units attempt a reaction the action for the active unit or character.
before the enemy unit continues. If the test is passed, the unit/character
The player can select any unit/characters to interrupts the enemy sequence of actions and
attempt a reaction, even if the unit in question can perform a single action.
is not directly affected by the active If, as a result of this reaction just executed, the
unit/character. active unit gains two fatigue points, the active
The selected unit/character must fulfill these unit is stalled, and their activation ends
two conditions: immediately. Active and reactive players now
switch roles.
CLASH of Spears 35
ǡ
ǡ Activating and Reacting
ǡ
Ǥ • Ȁ ͳ
ǡʹ Ǥ
• Ȁ
ǡ
Ǥ ʹǡ
ǡ Ǥ
ǡ
ǡ
Ǥ
Actions and Action Tokens
•
Ǣ
Ǥ Ǥ
ǡ • ǡǡ
Ǥ ǡ
Ǥ
•
Ǥǡ ǡ
Ȁ Ǥ
Ȁ Ǥ
ǡ ʹ
Ǥ ǡ Ǥ
ǡ ǡ • ǡ
Ǥ Ȁ ǡ
Ǥ
Ȁ ȀǤ
Ǥ •
Ǥ
Ǥ
ǡ ǡ • Ȁ
ǡ
Ǥ
suits the player’s table.
•
Ȁ
Ǥ
Ǥ
Activation Phase Sequence:
ͳǤ Ǥ
ʹǤ ǣ
Ȍ Activating: Ȁ ǡǡ
Ǥ ǡ
Ǥ ǡ
ǡ Ȁ
ǡ Ǥ
Ȍ Resting/rallying a unit: Ȁ
Ǥ ʹ
Ǣ Ǥ
Ȁ Ǥ
Ȍ PassǣǤ ǡ Ǣ
Ǥ
͵Ǥ Ǥ
Next, move other models in the unit up to 4” so
that their bases are at least partially within
the circular template.
• ǦǦ
Ǣ Ǥ
Ǥ ǦǦ Ǥ
•
ǡ Ǥ
•
Ǥ
Ǥ •
Ǥ
•
ǦǦ
Attach
•
ǦǦ
Ǥ
• ǡ
ǡ
Ǥ
•
ǡ
Ǥ
Detach
•
Ǥ
• ǦǦ
Ǣ
Ǥ
• ǡ
ǡ
Ǥ
•
Ǥ
CLASH of Spears 49
5.11 Hold ǡ
ǡ
ǡ
ǡ
Ǥ
Ǥ
ǡ
Ǥ
Ǥ
ǡǡ
ͳ Ǣ
Ǥ ǡ
“toǦhit” rolls. The dice are modified as usual by
Ǥ
Ǥ
ǡ ǡǡ
Ǣ
Ǥ ǡ
Ǧ
ǡ
ǡ
Ǥ
ǡ
Ǥ
Hold
• ͳ
ǡ
ǦͳǦ ǤǦͳ
Ǥ Ǥ
• ͳ
The defender then rolls 1D6, called “saving Ǥ
ǡ” per each hit received and applies any
• ǡ
— ǡ
Ǧ Ǥ
Ǥ
ǡǤ •
Ǣ Ǥ
ǡ
Ǥ
Ǥ
ǡ
Ǥ
Ǥ
5.12 Defend Ǥ
ǡ
ǡ ǡ
ǡ
ǡ
Ͷǡ ͷǡ
Ǥ
Ǥ
Ǧ
Ǥ
ͳ ǡǤ
Ǥ
ǡ
Ǥ Ǥ
Ǧ ǡ
ǡ Ǥ
ǡ
Ǥ ǡ
ǡ
ǡ ǡ
ǦͳǦ Ǥ
Ǥ Ǥ
ͳ
ǡ
Ǥ
Ǥ Ǥ
ǡ
ǡ
Ǥ ǡ Ǥ
ǡ
Ǥ
Ǥ ͳ
— ǡ
Ǧ ǡ Ǥ ǡ
ǡ Ǥ Ǥ
ǡ Ǧ
54 CLASH of Spears
Ǥ
ǡ Ǥ
Ǥ
ǡ Ǥ
choose to contribute the character’s attacks in
Ǥ
Ǥ ǡ
ǡ
after adding the character’s attacks to the dice
ǡ
ǡ
ǡ
Ǥ
Ǥ
ǡ Ǧ
Ǥ
Ǥǡ ͳ
ǡ
character’s save stat. Melee example 1
Ǥ
5.4 Other Melee Considerations
Ǥ
Ǥ
ǤȋǤ
ȌǤ ǡ
Ǥ
ǡ
ǡ Ǥ ǡ
Ǥ ǡ
ǡ Ǥ
ǡ
Ǥ
ǣǤ
ͷǤ ǡ
Ǥ
ͶΪǡǡ ǡǦͳ
ͶǡͷǤ
Ǩǡ Ǩ
Ǥ
ʹǡǤ
ͶΪǡ ǡǦͳ ͷΪǤ
ʹǡǤ
response, then the defending unit will retreat 1”. After executing the retreat, the defender adds an action
Ǥ
ǡǡ
Ǥ
ǡǡǡ
Ǥ
Ǥ
ͷ
ͷ
Melee Example 2
ǡ Ǥ
Ǥ
ǡǤ Ͷ
ǡǤ ͷΪǡ
Ǥʹǡ ͶǤ
ǣ ǣ
ǣ ǣ
Ǥ
ǡ ǤǤ
ǡ͵Ǥ Ͷǡ
ͷΪǤ
ǣ
ǣ
ǣ ǣ
Ǥǡ Ǥ
ǡ ǡ
Ǥ
Ǩ
ͷ
ͷ
Ǩ
ͷͺ
6. Soldiers and War Gear
6.1 Weapons Characteristics engaged in melee, but they will instantly drop
their bows and draw their short swords.
Your troops might be armed with different
weapons, depending on their training or role Rather than incorporate different rules to
in battle. The following rules outline the differentiate between different types of hand
general rules for weapons. Weapons are here weapons, a good quality Gallic sword, a poor
defined in general broad terms that identify quality short sword or dagger, these
their common characteristics. differences are already incorporated into the
combat stat of the troops or some martial trait
A guiding principle in CLASH is that while associated with the troops. For example, a
weapons are important, it is the training of the combat value of 5 could indicate either poor
troops using them that allows them to extract fighting ability and/or simply that the troops
the intended benefits of that weapon. A pilum are armed with poor quality weapons.
is not equally useful in the hands of a soldier
that is expertly trained in the use of such
weapon as in untrained hands; this is covered
6.11 Melee weapons
in the traits section of the rules (see 6.3 Traits).
In general terms soldiers are always assumed
to carry one primary weapon that they expect
to use in battle. Soldiers would not normally
carry a double-handed sword, a thrusting
spear, and a bow. In the specific cases where
troops would carry more than one type of
weapon, it is clear that it is not possible to use
them at the same time, so in those cases, those
troops will be given a trait called Extra
Equipment that explains how to identify the
The following list describes most weapons
weapon in use at different times (see 6.3
that troops use to engage in melee. The entries
Traits).
for each weapon will indicate the weapon
Hand weapons are an exception to this rule. initiative, any save modifiers, or special rules
Every model is always assumed to carry some that will apply to the corresponding weapon
kind of hand weapon, a dagger or sword, even type.
though these usually are not explicitly
Weapon initiative is a combination of the
indicated in the troop’s profile.
reach of the weapon and the speed and agility
We assume that, no matter what weapon the with which it can be wielded by their user.
soldiers are currently using, they can instantly
The impact that initiative has in combat is
switch to their hand weapon without the need
directly related to the traits representing the
to do any actions or any other effort. Troops
training of the troops. You will see traits
armed and shooting with their bows might not
indicating that this or that effect takes place as
have time to get their shields ready if suddenly
CLASH of Spears 59
long as the troops have highers initiative Throwing Spear
weapons than their enemy and such.
(initiative 2, save mod 0)
The save modifier indicates the modifier that
Much has been written over the use of spears
enemies will suffer on their saving throw dice
in history, and it is difficult to agree on a
rolls when attempting to save wounds caused
singular view on the subject.
by this weapon.
We have chosen this category to include most
of the heavy spears that could be used in hand
Hand Weapons to hand combat as well as being thrown during
the approach to combat.
(initiative 1, save mod 0)
This category also includes heavy javelins that
This category covers all the standard hand
were designed to be thrown just before
weapons in use by most warriors. Single-
engaging in melee. The roman pilum is a good
handed swords or axes are perfect examples of
example of such weapon.
this type of weapon.
Some troops will have some special skills that
Although they don’t have any special rules,
will allow them to benefit from the use of this
some troop types might have special skills that
weapon, such as a wall of spears.
will benefit troops armed with hand weapons.
In addition to this, throwing spears can be
used to do ranged attacks. For a full
Cavalry Spear description, see Throwing Spear under the
Ranged Weapons section of the rules.
(initiative 2, save mod 0)
As will be explained under the ranged
This category includes most of the one-handed weapons section of the rules, when the
polearms used by mounted troops prior to the throwing spear is used as a missile weapon, it
development of the stirrups and saddle will gain the unloaded condition marker. A
combinations that lead to knights using the unit armed with throwing spears and with the
cavalry lance. unloaded condition is not ready to use them in
melee, so they counts as having hand weapons
instead.
Double Handed Axe
As explained under the missile rules for this
(initiative 1, save mod -2) weapon, the unit needs to perform a ready
action to remove the unloaded condition
Double handed weapons allow the soldier to
marker.
cause greater damage on the enemy when they
hit. As a result of this, enemies will receive a -
2 to their rolls when trying to save wounds in
melee versus a unit with double handed Thrusting Spear
weapons. (initiative 3, save mod 0)
Troops armed with double handed axes can This category groups the longer spears that
only use shields, following the rules for extra were used exclusively for hand to hand
equipment (see 6.31 Martial Traits). combat—for example, the hoplite spear. Some
of these weapons varied in length; some would
60 CLASH of Spears
Javelin
(close range 6”/-, save mod 0)
ǡ ǡ
Ǥ
Ǥ
Ǥ
”
Ǥ
ǡ
Ǥ
Javelin (Mounted)
(close range 4”/long range -, save mod 0) Sling
When the troops using javelins have the (close range 8”, long-range 12”, save mod 0/+1)
mounted trait, these rules apply to the javelin
The sling was a very predominant weapon in
instead of the previous entry.
ancient times and was very effective. The sling
The close range is 4” for mounted troops, and has a close range of 8” and long range of 12”,
they cannot shoot at long range. Mounted although special traits can affect these
troops use the Mounted Shooting action when characteristics, reflecting special ammunition
using their missile weapons. used by some specialized slingers.
At short range the sling can be very effective,
and thus the sling has no save modifier up to
Throwing Spear
4”. Beyond 4” the transferred energy of the
(close range 4”/long range -, save mod -1,) bullet is somewhat reduced, but it is still
comparable to the bow, so beyond 4”, enemy
This category includes the heavier thrown troops benefit from a +1 save modifier when
weapons, spears, or heavy javelins, thrown at being shot at by troops armed with slings.
short range usually prior to entering melee.
Troops armed with throwing spears use the
Throw action when doing ranged attacks, and Bow
they gain an unloaded condition marker after
(close range 8”, long-range 16”, save mod +1)
executing the Throw action.
This category groups the most standard of
A unit with the unloaded condition marker
missile weapons. They have a close range of 8”
cannot use their missile weapons again until
and a long range of 16”.
they execute a Ready action.
Bow armed troops use the Shoot action when
Once they execute a Ready action, the
attacking with their missile weapons.
condition marker is removed.
Any saving throws required due to bow
In addition, the unloaded condition has
attacks will benefit from a +1 modifier to their
additional implications for this weapon, as
roll.
indicated in the melee rules for this weapon.
Troops armed with bow can never use shields
This represents the time required to ready
or heavy shields; if these troops are armed
another weapon, sometimes even carried by a
with either of them, then they must have the
servant in the rear.
Extra Equipment trait (see 6.3 Traits).
62 CLASH of Spears
Bow (Mounted)
(close range 8”, long range -, save mod +1)
Ǥ
ǡ
of 8”
Ǥ
Ǥ
Ϊͳ
Ǥ
Ǥ
ǡ
ȋǤ͵ȌǤ
ǡ Partial Armorȋarmor points 1Ȍ
ǡ Ǥ
ǡ
ǡ
Shieldȋarmor points 1Ȍ
Ǥ
Full Armorȋarmor points 2Ȍ
Ǥ
Ǥ
Ǥ
Heavy Shieldȋarmor points 2Ȍ
ǡ
Ǥ
Ǥ Armor
Save
Armor
stat
Ƭǡ
ͷ
ǡ
Extra Equipment (X)
ǡǤ
(requires n/a, affects equipment usage)
Sometimes troops carry equipment that cannot
Drilled be used simultaneously—for example, double
(requires close order, affects movement) handed weapons and shields, bows and shields,
javelins and thrusting spears, etc. This trait is
These troops are well trained in military drill, required in such circumstances and defines how
allowing them to operate more efficiently in the extra equipment is used.
close order. This is usually the case for troops
that receive formal military training and are
used to operating in large, close order ȋǤǤǡȌǡ
formations on the battlefield. This allows small
Ǥ
ǣ
68 CLASH of Spears
Ϊͳ
Ǥ
have an active enemy unit within 4” do not
These troops have natural endurance and can Whenever a unit of feral models suffers any
sustain cover long distances while conserving ranged attack hits and the unit rolls their
their energy. saving throws, if any natural ones are rolled,
then the handler has been killed, and the feral
When a unit with this trait that has already
models disband, leaving the battlefield.
accumulated two action tokens chooses to
execute another action, and this action is a For all other purposes, fatigue, and casualties,
Move action, the unit does not gain any fatigue, the handler is treated as just another regular
and in that Move action, they can move 6” model. If all the feral models are removed from
instead of the normal 4”. the tabletop, the handler is removed as well.
72 CLASH of Spears
ǣ
Ǥdon’t get to execute
ǡǡ Ǥ
Move
Elephants don’t need to stop 1” away from an The unit’s owner must now reposition the
Ȁ Ǥ Ǥ
within 1” of an enemy, in base to base with an
ǡǡ
Ǥ
Ȁ
location chosen by the unit’s owner ͳ” away
Ǥ
Ǣ
Ǥ
Ǥ
ȋȌ
Ǥ
ǡ
Ǥ
elephant’s facing going through the
Ǥ Ǥ
78 CLASH of Spears
Ǥ
Ϊͳ
ǡ ǡǤ
Ǥ
ǡ
ǡ ǡ Ǥ͵ΪǤ
ǡǤ
Ǧ
Ǥ
ǡ
Ǥ
ͳ
Ǥ ǡ
ȋȌǤ
ǡ
ǡ
ǡ Ǥ
•
move 4” forward or choose to turn
Ǥ
ǡ Ǥ •
Ǥ •
ǡ
ǡ ǡ
Ǥ
Ǥ • Ǥ
• ǡ
Ǥ
•
Ǥ
Ǥ
•
Attacking an Elephant
͵Ϊ
Ǥ
ȋǤǤǡ
Ǧ Ǥ
ȌǤ Ǥ
ǡ •
ǡ
the pachyderm’s smell and size. Ǥ
•
Ǥ
ǡ Ǥ
the one to retreat 1” after the melee action is ͳǤ
Ǥ
Run amok ǡ ǡ
•
ǡͳ ǡ
Ϊͳ ǡ” move.
ǤΪ
Ǥ
Ǥ ǡ
• If an elephant runs amok do a 4” move in ǡ Ǥ
ǡ ǡ
Ǥ Ǥ
Passengers
The character riding the chariot and the Characters riding on chariots cannot attach to
chariot are treated as a single model and any units.
throughout the following rules, “chariot” and A character may, at any point in the battle,
“character” are referenced indistinctively. choose to disembark from the chariot by doing
a Move action, an Attack, or an All-Out attack
action.
82 CLASH of Spears
The character performs the movement part of that is not aiming to clash frontally with the
the action, measuring from the edge of the enemy.
base of the chariot. When this happens, simply
If, on the other hand, the character riding the
place the character on foot on the table and
chariot is the one that must retreat, then the
remove the chariot model, as it is assumed that
chariot is destroyed .
the chariot driver leads the chariot away from
the battlefield once the character decides to Either the horses’ links were severed, or one of
disembark. them was killed, or the driver was killed. In
this case replace the chariot with a figure that
At the start of the end phase, just before doing
represents the character that was riding the
the recovery step, any character riding a
chariot, and place the model 1” away from the
chariot that has not gained any action token
enemy that was engaged in melee.
during the turn can execute a free move.
This free move can be done by turning the
chariot up to 45 degrees and moving up to 8”. Chariots and Missile Attacks
Note that this is more restrictive than the
regular move, which normally allows for two Characters riding chariots do get the benefits
45- degree turns. granted by the mounted trait, as explained
before, and so benefit from that -1 to hit
No fatigue or actions are gained from this. modifier while they are an active unit.
If both sides have chariot alternate moving However, just like with melee, a character
chariots, starting with the player that was the riding a chariot can be targeted, even if they
first active player this turn. are not the closest enemy.
Chariots should be placed in bases that are Also, when attacking a character riding a
appropriate for the model. chariot, each natural 1 rolled by the attacker,
before applying any modifiers, will cause a hit
to some element of the chariot, a horse, the
Chariots and Melee driver, etc.
Characters riding chariots can engage in melee For each hit, the chariot must make a saving
from the chariot, or they can disembark to throw, ignoring all save modifiers looking to
fight on foot as explained before. roll a 3+. If any hits taken by the chariot are not
saved, then the chariot has suffered some
A character riding a chariot can be targeted
irreparable damage, loss of the driver, or a
even if they are not the closest enemy, due to
horse. Replace the chariot with the character
the inconspicuous nature of the chariot.
that was riding it, and from now on, the
When the chariot engages in melee, a standard character continues to act as a character on
combat takes place between the character and foot. In addition to this, if the player got any
the engaged enemy, again with the same natural 1’s when rolling the chariot’s saving
benefits as models with the mounted trait. throws, the character suffers one wound; only
one wound is ever gained.
If, as a result of the melee, the enemy is forced
to retreat 1”, then the chariot can immediately
make a 45-degree turn before moving on to
any subsequent action. This reflects in some
way the hit-and-run tactics of the light chariot
CLASH of Spears 83
•
Ǥ
• ǡ
ʹ
ͳǤ
•
Ǥmove 8”, but they must move
Ǥ Ͷͷι
ǡ
Ͷͷι
Example of Chariot-Mounted Throwǣ first 4” of movement. After this second
ͶͷǦ ǡ another 4” of
moves 3” toward the enemy to get within Ǥ
4” to throw javelins. The player decided • ǡ
Ǥ
remaining 1”. •
ǡ ͳ
ʹ Ǥ
ǡ ǡ ͵ΪǢ
Ǥ Ǥ
ǡǤ ǡ
rolled natural 1’s, the character suffers a
Ǥ
• —ǡ
— ǡ
Ǣ Ǥ
• ǡ
Ǥ
Ǥ
ǣͲ ǣͳ
ǣͳ ǣͳ
ǡ
Ǥ
Ǥ
ǡ
Ǥ
Ǥ
ǣͲ ǣͲ
ǡ ǣͲ ǣͲ
Ǩ
ǡ Ǥ ǡ
Ǥ
Ǣ ǡ Ǥ
The veterans go forward 2” into melee.
melee.
ǡ
Ǥ
ȋ
ȌǡǤ
ǡ
ǡ
Ǥ
ͳǤ
͵Ϊǡ
ǡǦͳ
Ǥ
ͷǡ͵Ϊ
Ǥ
Ǥǡ Ǥ
͵ΪǡǦͳǤ
Ǥ
ǡ͵ΪǤ
Ǥ
ͺ
ǡǤ
ʹǡȋȌǤ͵ǡȋ
ʹȌǤ͵ΪǤ
ǣǣ
ǣǣ
ͳǡ
none, so the Romans must retreat 1”.
ǡ
Ǥ
ǡ
Ǥ
ǡ
ǣͳ ǣͳ
ǣͳ ǣʹ
Ǥ
ǡ
Ǥ
Ǥ
Ǥ
ͶǤ
ͶΪȋ͵Ϊ
ͶΪȌǤ Ǩ
͵ǡ
ǡ Ǥ
ͶΪ ͵ΪǡʹǦͳ
Ǥ ͳǣʹ͵ΪǤ
ǡǡ
Ǥʹǡ
Ǥ͵Ϊǡǡ
Ǩ
ǡʹ
͵Ϊǡ ΪͳǤ
Ǥ
ǤǤ
ǣʹ ǣʹ
ǣ͵ ǣͶ
ͺͺ
ͺͺ
ǡ
ǡ —
Ǥ
ǡ
ǡ
Ǥ
Ǧͳ ǡǦͳ
ǡǦͳͶǤ
Ǧͳ Ǥ
Ǥ Ǧͳ
Ǩ
This combat is pretty one sided, so let’s skip the dice rolls. The result, after all the tests have been made,
ʹǤ
ǡǨ
ǡ
Ǥ
ǣ͵
ǣͷ
ͷǢ
ͳ Ϊͳ
ǡ
ǡ
Ǥ
Ǩ
ǣͳ
ǣͲ
ǡ
Ǥ
Ǥ
4” Ǥ
ǣͲ
ǣͲ The Gauls move 4” into the woods.
ǣʹ
ǣͲ
Ǥ
Ǥ
ǡ
so they can still be activated or can react since they haven’t
Ǥ
ǡ͵ΪǤ
ǣͳ
Ǩ
ǣͲ
Ǥ͵Ϊǡ
ǡ
Ǥ
Ǥ ǡ
ͷΪǡǡ ǡǤ
The distance between units is 3”, so all models are considered to be in range since the range for the
throwing spear is 4” and we don’t measure range individually for models. ǡ
individually, and the models in the back row are not within 6” of the edge of the woods, so they cannot see.
ǡ͵ΪǤͷΪǡ
ΪǤǡ
apply since those only come into play depending on the target’s terrain type.
ǣ ǤǡͶΪǤ
Ǥ
ǤǡͶΪǤ
͵ΪǦͳǣ
ǡ ǡǤ ͳ
ǡǤͳ
ǡ͵ΪǤ
ǡ͵ΪǤ
ǡ
ǤǡǤ
ͻͲ
Command Points
Activation Tokens
Ǥ
Ǥ
Ǥ
Ǥ
ǡ
ǡ
Ǥ
Ǥ
We’ve found that it is better to solve this
ȋͳǡʹǡ͵Ȍ Wounds, Unloaded, Ready, Rampage, Etc.
Ǥ
Ǥ ǡ
ǡ ǡ
ǡ Ǥ
Ǥ
Ǥ
ʹǤ
ȋʹ Ȍ
Ǥ
ǣǡǡǤ
Ǥ
Ǥ
9. Fighting a Battle
ʹʹǤͷ
Ǥ ǡǤ
ǡ
ǡ and we’ve gone all the way to about
ͳǡͲͲǤ
ǡ
ǡ Ǥ ǡ
ǣ
Ǧ
Roll Scenario
ǡ
ͳ–ʹ Ǩ
͵
Ǥ Ͷ Ǧ
ͷ
Ǥ
Ǥ
9.1 Setting the Scene
9.1.2 Terrain Setup
9.1.1 Scenario selection
Ǥ
Ǥ ǡ
Ǥ
ǡ
Ǥ
ǡ
Ǥ
Ǥ ǡ
ǡǡ Ǥ
ǣ
Ǥ
•
ǡ ǣ
Ǥ ǡ
Ǥ
94 CLASH of Spears
CLASH of Spears 97
ǡ
Example Ǥ
Ǥ ǡ
ǡ ǡ
ǣ Ǥ
Ǥ
ͳǤ
ʹǤ ǡ
͵Ǥ Ǥ
ͶǤ
ͷǤ
ȋ it 4”.
ȌǤ
ͳͷǤ ǡ allowing that counter to move 8” in
two moves of 4”.
ǡ ǡ
ǡ
Ǥ
Ǥ
After each 4” moveǡ
Ǥ
ǡ Ǥ
ǡǤ
After executing each 4” moveǡ
Ǥ ǡ
9.32 Engaging the enemy force Ǥ
In the Open In Cover
ǡ
Dawn/Dusk 20" 16"
Day 24" 20"
Ǥ Night 16" 12"
Infantry
5+ or 4+ 0 0 1 1 2 2
Units
3+ or better 0 0 1 2 3 4
Moves Taken 1 2 3 4 5 6
6+ or worse
worse 0 0 0 0 0 1
Save
Mounted
Units 5+ or 4+ 0 0 0 1 2 2
3+ or better 0 0 1 2 3 4
During a battle, a force accumulates a number As soon as a side breaks, the battle ends. It is
of break points. When, at the end of any turn, a not always the case that the side that broke
force has accumulated at least 3 break points, will lose the battle since the victory conditions
it needs to take a break test. are what actually determines the winner. Still,
in many cases, the side that did not abandon
Whenever a player needs to take a force break the field will be able to accomplish additional
test, the player must roll a total of 3D6. Each victory conditions that could very well help
result is compared against best grit stat of any achieve victory.
unit, not character, with at least one model still
on the table (ignore fatigue modifiers). The specific victory conditions, as well as
special tactical situations that result in forces
Apply a -1 modifier to each die per each break gaining break points, will be covered in the
point above 3 currently accumulated by the corresponding section of each scenario
warband. description.
Each result lower than the grit stat is In addition to any scenario specific conditions,
considered a failure, and each result that a force will always accumulate break points
matches or exceeds the grit stat is a success. due to casualties.
• If no failures were rolled, nothing happens; To determine how casualties affect break
fight on. points, count the total number of models in
• If one failure was rolled, that force will your force, not counting the character models.
suffer -1 to their next initiative roll, and
ǡ
Ǥ
ǡ ǡ
Ǥǡ
ǡ
Ǥ
ǡ
Ǥ
10.22 Special rules, the herd tokens
10.21 Scenario Setup
Ǥ
ǡ
Ǥ
by 3” diameter circular bases or counters,
Ǥ In order to “shoo” the sheep away, a unit or
ǡ
ȋ ͻǤͳǤʹ
ǡ
ȌǤ
ǡ
Ǥ
Ǥ
The unit or character “shoos” the herdǡ
Ǥ
distance of 4”. The unit then execute
Ǥ
Ǥ
Ȁ ǡ
they will have to limit their move to 4” to
ǡ
Ǥ
ǡ
model’s base and the herd’s base.
them 4” and then 4”
Ǥ
Ǥ
ǡǤ
Ǥ ǡ
ǡ opposing side will move the herd 4” in any
Ǥ
ǡ
Ǥǡ
Ǥ ǡ
Ǥ
Ǣ
4”
4”
ǡ
moves the herd 4” in
herd 4”. Ǥ
herd’s base may not
Ǥ
back”, in which case the herd stops its
movement 1” away from the unit.
Ǥ
ǡ
or can’t for whatever reason, then the
ǡ they don’t have the
Ǥ
Ǥ
ǡǡ “shoo back” a unit only needs to gain an action
ǡ ǢǤ
that unit can gain an action token to “shoo
A large battle is about to take place. The army Both forces are trying to gather information
commanders desperately need to gather about the enemy army, which is camping
information about the enemy army. Where is beyond the opponent’s table edge.
the enemy camp, how are they deploying,
To gather information, the scouts need to get
what terrain the enemy is choosing? All this
to within 8” of the enemy table edge.
information can be critical for the army
commanders. The table is divided on an eastern half and a
western half, and scouts want to gather
An army can get the upper hand on the enemy
information on both quadrants.
through effective scouting having a dramatic
impact on the battle that will soon follow. At the end of the turn, any unit that is within 8”
of the enemy table edge gains an exploration
In this scenario both armies have deployed
counter. They gain an eastern exploration
scouting forces, and you are commanding one
counter or a western exploration counter
of them. You have to find a way to gather
depending on where the majority of the
information about the enemy’s disposition.
models in the unit are. If the models are
equally placed on both sides, the player
chooses one of the two exploration counters.
10.31 Scenario setup
A unit can only gain each quadrant exploration
No special objective counters are needed for counters once, but it could gain both the
this scenario. Add terrain to the table (see eastern and western exploration counters in
9.1.2 Terrain Setup ). two different turns.
The deployment phase takes place at dawn At the end of each turn, when counting the
unless players agree to change this. number of break points that each player has,
Deployment counters must be placed within each side will add an extra break point if the
the respective shaded areas seen on the enemy currently has a unit that has one of the
scenario map. exploration counters. If they have a unit or
Prebattle Scouting Scenario Map units that have both east and west exploration
counters, then add two break points.
If a unit with an exploration counter is
destroyed, then the counter is lost. This is why
it might be a good idea to explore with more
than one unit to have redundancy.
If a unit carrying an exploration counter leaves
the field of battle off the player’s own table
edge, any remaining models of the unit do not
count as casualties. Place the unit next to the
table with the exploration counter, and you’ll
be able to claim it at the end of the turn just as
if the unit were still on the table.
By eliminating the units that have the
exploration counters, the players can try to
ǡ benefit that the “Muster” force gains
ǡ
Ǥ
Ǥ Ǧͳ
Ǥ
ǡ Ad-hoc force
Ǣ ǡ
• ǡ
ǡ
Ǥ Ǩ
• Ǥ
ǡ
ǡǤ
Muster force
• ͓
͓ 11.2 Character Models
͓
• ͓
ʹ
•
Ǥ
Ǥ ʹ
ȋ ȌǤ ͷǢ
• Ǥ Ǥ
ǡ
11.12 The ad-hoc warband ͷͲΨ
Ǥ
Ǥ
Ǥ
ǡ
Ǥ Ǥ
ǡ
ǡ
Ǥ
ǡ
Ǥ
Ǥ ǡ
Ǧ
Ǥ
Standard-Bearers (15pts)
Ǧ
ǡ Ǧ
ǡ
Ǥ
ǡ
Ǧ
ǡ ͳ’
ǡ
Ǥ
You are free to purchase troops from any one You may buy characters for that allied force;
other list. This can come from a close allies list they will command them normally, but the
or from any other list. same extra CP requirement will apply when
the characters from the allied force try to
When selecting troops from a close allies list, activate a unit from your core force or have a
in order for your force to be considered a unit from your core force react.
muster force, the allied troops must
themselves observe the muster force In every case when you hire any troops from
restrictions. any other nation’s list, these troops gain the
trait allies when they join your force.
This means that the number of Milites plus
Rare models from that force cannot exceed the These restrictions might seem tough, but it
number of Civis; and Rare models cannot could be worth paying that price just to have a
exceed Milites models in that force, just as for colorful and interesting Carthaginian warband
your core force. that has actually convinced a disgruntled party
of Roman legionnaires to join them in battle.
Because they are close allies, your characters
will be able to command those troops just as These kinds of things were certainly not
they command your core troops. uncommon, and when we move away from the
main battles and enter the realm of the small
You are free to choose allies from any other list! day-to-day encounters that fill the times
At this scale of engagement, it would not be between major events, we can find plenty of
uncommon to find small units of allies or historical examples. And let’s face it, those are
mercenaries that belong to other nations. LOTS OF FUN TO PLAY!
ʹͲʹǤ Ǥ
ͳͲ ǡ
Ǥ
Second Century BC
ǡ ǡ
ǡ ǡ
Ǥ Ǥ
Command Command
Character Combat Ranged Grit Save Armor Traits Points
Range Points
attacks(3),
full armor &
Level V 3+ 5+ 3+ 4+ 10" 5 wounds (3), 155
shield
Iron Will
attacks(2),
full armor &
Level IV 3+ 5+ 3+ 4+ 10" 4 wounds (3), 125
shield
Iron Will
attacks(2),
full armor &
Level III 3+ 5+ 3+ 4+ 8" 3 wounds (2), 95
shield
Iron Will
full armor & wounds (2),
Level II 3+ 5+ 3+ 4+ 8" 2 65
shield Iron Will
Ǧ Ǥ
ǡ
ǡ
Ǥ
ͺͳʹ
Ǥ ǡ
ǡ Ǥǡ
Ǥ
Ǥ
Ǥ
ǡ
ͳͶǤ
Ǥǡ
ǡ
Ǥ
Ǥ ǡ
ǡ
Ǥ Ǥ
ǡ
Ǥ ǡ
Ǥ
ǡ ʹͶͲ
Ǥ ʹͲʹ ǡ ǡ
ǡ
ǡ
Ǥ
ǡ Ǧ
ǡ
Ǥ
ǡ
ǡ
Ǥ
Ǣ
Ǧ
ǡ
Ǥ
ǡ
—
• –Ǧ
• –ǦȀ Ȁ
• –Ȁ Ȁ
• –
ȋͳʹǤͳȌǤ
Troop type Availability Combat Ranged Grit Save Weapons Armor Traits Points
Javelin men civis 5+ 5+ 5+ 7+ javelin - skirmish specialist 8
add 2 crew
4+ 4+ 3+ 6+ javelin partial armor iron will 36
(points are for both crew )
shield overlap, wall
Veteran(pts
Punic Infantry purchase
milites thrusting
3+ spears 5+
(2 pts), change
3+ javelin
3+ to bow ( thrusting
free), upgrade full armor &
spear to full armor (4ps), downgrade
of spears,tooffensive
no armor (-4pts),
23
options for both crew): heavy shield
add shields (+2pts), add howda -tower- for crew 8pts spear, drilled
available options: downgrade from full to partial armor (-1 pts/model )
Numidian light cavalry milites 4+ 5+ 4+ 6+ javelin shield mounted, marauders 17
mounted, impetus,
cavalry spear & partial armor &
Iberian noble cavalry milites 3+ 5+ 3+ 4+ allies, extra 25
javelin shield
equipment-(javelin)
available options: downgrade from partial armor to no armor (-2 pts/model ),)
Troop type Availability Combat Ranged Grit Save Weapons Armor Traits Points
skirmish specialist,
Balearic slingers rare 4+ 4+ 3+ 7+ sling none 17
sling specialist, allies
mounted, impetus,
cavalry spear & full armor &
Punic Cavalry rare 3+ 5+ 3+ 4+ extra equipment- 26
javelin shield
(javelin)
available options: downgrade armor to partial armor (-1 pts/model )
add 2 crew
4+ 4+ 3+ 6+ javelin partial armor iron will 36
(points are for both crew )
purchase thrusting spears (2 pts), change javelin to bow ( free), upgrade to full armor (2ps), downgrade to no armor (-4pts),
options (pts for both crew):
add shields (+2pts), add howda -tower- for crew 8pts
The elephant plus the mahout count as 4 rare models, and if you add the 2 crew that counts as 2 additional rare models for ar
NOTE: The army selection
By the fourth century BC, the Celtic tribes that Of course, the tribal nature of the nation also
had originated in central Europe had greatly means that with CLASH, you can easily
expanded, having reached Spain, France, and represent small conflicts between neighboring
other areas of the continent. Gauls, even during times of peace.
In their expansion, some of these tribes had The many Gallic tribes did share some
crossed the Alps and moved over Italy. common warfare characteristics, such as the
development of superior chain mail armor and
The Romans referred to these Celtic tribes as
the use of heavy javelins before joining melee
Galli, the Gauls. As they entered into the
with their long swords.
northern regions of Italy, they would
immediately clash with the Etruscans and Nevertheless, some differentiation must be
other local Italian nations, even reaching and made between most of those tribes that settled
sacking Rome in 390 BC. in lowland regions and were used to fighting
in extensions of open terrain versus tribes
The ferocious, warlike nature of these large
such as the Ligurians, which settled among the
warriors made quite an impact on the Italians.
hills and would favor tactical ambushes and
Over time the many tribes that arrived, such as fighting in rough terrain.
the Boii, the Senones, and others, settled in the
You will notice that those Gauls used to
northern region of Italy, which became known
fighting in the open fields of the lowlands will
as Cisalpine Gaul.
tend toward traits that benefit from using
It would be a mistake to disregard the Gallic close order, such as Shield Overlap and similar.
culture as unsophisticated and primitive. In On the other hand, the Ligurians, those used to
fact, on many occasions, the Gauls were able to fight in the hills and in rough terrain, will favor
demonstrate great prowess and organization traits such as Guerrilla.
in battle.
When you select your army, you will choose
An interesting aspect of Gallic warfare was one of those types, lowland Gallic tribes or
that even at this later time, we have good Ligurian hill tribes, but of course it would not
accounts of the use of light chariots in battle be uncommon for many tribes to join together
(for example, at the battle of Sentinum in in larger armies.
295BC or Telamon in 225BC), and this is why
Although it is possible Ligurians were nor of
we have chosen to provide that option in the
Celtic origin, still their fusion with neighboring
lists.
Celtic tribes resulted them sharing many
At times the settled Gallic tribes fought as similarities with Gauls by the fourth century
allies with other nations against Rome, like BC, and that is why we have chosen to include
during the Samnite and Italian wars, or when them here.
they joined the army of Hannibal as allies
during the Second Punic War.
The Characters
Ǥ
• –
• –
• –
• –
ͺǡȋǤʹȌǤ
Ǥ
Troop type Availability Combat Ranged Grit Save Weapons Armor Traits Points
Tribesmen civis 4+ 5+ 5+ 5+ throwing spear heavy shield wall of spears 13
guerrilla, wall of
Ligurians allies civis 4+ 5+ 4+ 5+ throwing spear heavy shield 17
spears, furor, allies
mounted, impetus,
cavalry spear & full armor &
Mounted nobles milites 3+ 5+ 3+ 4+ extra equipment- 26
javelin shield
(javelin)
available options: Downgrade armor to no armor (-3 pts/model )
Troop type Availability Combat Ranged Grit Save Weapons Armor Traits Points
shield overlap, wall
Lowland Gallic Allies civis 4+ 5+ 4+ 5+ throwing spear heavy shield of spears, furor, 17
allies
partial armor & guerrilla, wall
Nobles milites 3+ 5+ 3+ 3+ throwing spear 23
heavy shield of spears, furor
shield overlap, wall
Gaesatae rare 4+ 5+ 3+ 5+ throwing spear heavy shield 20
of spears, furor, Ira
War Hounds rare 4+ 5+ 3+ 7+ - - feral 10
pay the points for each war hound in the unit and add one handler model per unit for free
During the eighth and seventh centuries BC, Syracuse, in 310 BC, to try to divert the
the Greeks began to settle in southern Italy pressure of the Carthaginian army that had
and then expanded to Sicily. This region sieged Syracuse.
became known as Magna Graecia, greater
Of course, the Greek colonies retained the
Greece
traditional warfare doctrine of ancient Greece,
With time these colonies became very rich, but at times they added their own style, such
such as Syracuse, Akragas, Tarentum, Rhegion, as the development of effective cavalry or the
and others. adoption of mixed role troops such as
mercenary thureophoroi.
These Greeks had to fight different enemies at
different times. They would fight the local In addition to this, the Greek colonies would
Italian tribes in southern Italy, the sometimes resort to the use of mercenaries
Carthaginians in Sicily, and of course from the region. They would also request help
eventually, they had to face the expanding from the motherland, such as when they
influence of Rome. reached out to the kingdom of Epirus at
different times asking for support in their
The Greco Punic Wars that lasted all the way
ongoing conflicts with other nations.
from the early fifth century BC to the third
century BC are conflicts of particular interest, The citizen hoplites constitute the building
as they provide multiples opportunities from block of these armies, and you will see that we
interesting interactions between Greek armies have identified a couple of variants to provide
and other nations in the region. some minor differentiation among the Greek
armies in Sicily and Italy.
At some point the Greeks even endeavored to
conduct an expedition to northern Africa
under the command of Agathocles, tyrant of
• –
• –
• –
• –
ȋͳʹǤͳȌǤ
Troop type Availability Combat Ranged Grit Save Weapons Armor Traits Points
Archers civis 4+ 5+ 4+ 7+ bow skirmish specialist 8
available options: add buckler (+1 pts/model )
Slingers civis 5+ 5+ 5+ 7+ sling skirmish specialist 8
shield overlap, wall
Raw Citizen Hoplites civis 4+ 5+ 5+ 4+ thrusting spear heavy shield of spears, offensive 13
spear
available options: upgrade to partial armor (+2pts/model)
shield overlap, wall
partial armor &
Citizen Hoplites civis 4+ 5+ 4+ 4+ thrusting spear of spears, offensive 18
heavy shield
spear, drilled
shield overlap, wall
partial armor &
Veteran Hoplites milites 3+ 5+ 3+ 4+ thrusting spear of spears, offensive 22
heavy shield
spear, drilled
Troop type Availability Combat Ranged Grit Save Weapons Armor Traits Points
skirmish specialist,
Cretan Archers rare 4+ 4+ 3+ 7+ bow 17
aimed shot, allies
upgrade to gain impetus, cavalry spear & extra equipment-(cavalry spear) ( +3pts/model )
available options:
downgrade to partial armor (-1pts/model)
Troop type Availability Combat Ranged Grit Save Weapons Armor Traits Points
Troop type Availability Combat Ranged Grit Save Weapons Armor Traits Points
mounted,
Tarantine Nobles rare 4+ 4+ 3+ 6+ javelin shield 21
marauders
The Characters
Ǥ
• –
• –
• –
• –
ȋͳʹǤͳȌǤ
Ǥ
Troop type Availability Combat Ranged Grit Save Weapons Armor Traits Points
skirmish specialist,
Caetrati civis 4+ 5+ 4+ 6+ javelin shield 15
determined
Tribesmen civis 4+ 5+ 5+ 5+ throwing spear heavy shield wall of spears 13
wall of spears,
shield overlap,
Celt-Iberian Scutarii civis 4+ 5+ 4+ 5+ throwing spear heavy shield 18
impulsum,
determined
wall of spears,
Allied Iberian Scutarii civis 4+ 5+ 4+ 5+ throwing spear heavy shield guerrilla, impulsum, 18
determined, allies
Jinetes milites 4+ 5+ 4+ 6+* javelin shield mounted 16
wall of spears,
partial armor & shield overlap,
Celt-Iberian Veteran Scutarii milites 3+ 5+ 3+ 4+ throwing spear 24
heavy shield impulsum,
determined
mounted, impetus,
cavalry spear & partial armor &
Celt-Iberian Nobles milites 3+ 5+ 3+ 4+ extra equipment- 25
javelin shield
(javelin)
available options: Remove partial armor ( -2 pts/model )
Celt-Iberian slingers milites 5+ 5+ 5+ 7+ sling skirmish specialist 8
skirmish specialist,
Balearic slingers rare 4+ 4+ 3+ 7+ sling sling specialist, 17
allies
available options: add buckler (+1 pts/model )
Troop type Availability Combat Ranged Grit Save Weapons Armor Traits Points
skirmish specialist,
caetrati civis 4+ 5+ 4+ 6+ javelin shield 15
determined
Tribesmen civis 4+ 5+ 5+ 5+ throwing spear heavy shield wall of spears 13
wall of spears,
Iberian Scutarii civis 4+ 5+ 4+ 5+ throwing spear heavy shield determined, 18
guerrilla, impulsum
wall of spears,
shield overlap,
Allied Celt-Iberian Scutarii civis 4+ 5+ 4+ 5+ throwing spear heavy shield 18
impulsum,
determined, allies
Jinetes milites 4+ 5+ 4+ 6+* javelin shield mounted 16
wall of spears,
partial armor & guerrilla,
Iberian Veteran Scutarii milites 3+ 5+ 3+ 4+ throwing spear 24
heavy shield determined,
impulsum
mounted, impetus,
cavalry spear & partial armor &
Mounted Iberian Nobles milites 3+ 5+ 3+ 4+ extra equipment- 25
javelin shield
(javelin)
available options: downgrade armor to no armor ( -2 pts/model )
Iberian slingers milites 5+ 5+ 5+ 7+ sling skirmish specialist 8
skirmish specialist,
Balearic slingers rare 4+ 4+ 3+ 7+ sling sling specialist, 17
allies
available options: add buckler (+1 pts/model )
Troop type Availability Combat Ranged Grit Save Weapons Armor Traits Points
skirmish specialist,
caetrati civis 4+ 5+ 4+ 6+ javelin shield 15
determined
Tribesmen civis 4+ 5+ 5+ 6+ throwing spear shield wall of spears 12
wall of spears,
guerrilla, impulsum,
Lusitanian Warriors civis 4+ 5+ 4+ 6+ throwing spear shield 17
determined
wall of spears,
shield overlap,
Allied Celt-Iberian Scutarii civis 4+ 5+ 4+ 5+ throwing spear heavy shield 18
impulsum,
determined, allies
Jinetes milites 4+ 5+ 4+ 6+ javelin shield mounted 16
wall of spears,
partial armor & guerrilla
Lusitanian Veteran Infantry milites 3+ 5+ 3+ 5+ throwing spear 24
shield impulsum,
determined
mounted, impetus,
cavalry spear & partial armor &
Lusitanian Nobles milites 3+ 5+ 3+ 4+ extra equipment- 25
javelin shield
(javelin)
available options: remove partial armor ( -2 pts/model )
Lusitanian slingers milites 5+ 5+ 5+ 7+ sling skirmish specialist 8
skirmish specialist,
Balearic slingers rare 4+ 4+ 3+ 7+ sling sling specialist, 17
allies
available options: add buckler (+1 pts/model )
• –
• –ǡ
• –ǡ
• –
ȋͳʹǤͳȌǤ
Troop type Availability Combat Ranged Grit Save Weapons Armor Traits Points
Javelin men civis 5+ 5+ 5+ 7+ javelin skirmish specialist 8
Axmen rare 4+ 5+ 4+ 7+ double handed axe partial armor skirmish specialist 14
Troop type Availability Combat Ranged Grit Save Weapons Armor Traits Points
Javelin men civis 5+ 5+ 5+ 7+ javelin skirmish specialist 8
Tribesmen civis 4+ 5+ 5+ 5+ thrusting spear heavy shield 12
partial armor & shield overlap, wall
Samnite Warriors civis 4+ 5+ 4+ 4+ throwing spear 19
heavy shield of spears, guerrilla
Rome was founded in 753 BC. During the years triarii, and they were supported by light
leading up to the period covered in our rules, troops coming from the lower class, the leves
Rome was simply one more of the many city- and velites.
states that were developing all over Italy.
The poor class would also form supporting
During those times the Etruscan nation had ranks classified as accensi and rorarii that
become the dominant power and had come to could have provided reserves to act as
control an extensive territory reaching all the supernumeraries. We will not include these in
way to Campania. the army, as we will consider that a few of
those supporting troops always follow the
However, by the fourth century BC, the
main forces and are abstracted into the
Romans had gained their independence after
general mechanics of the game that don’t aim
expulsing the Etruscan kings that ruled them
to detail these specific supporting roles.
before, and they were ready to start their own
bid for power in the region. Another characteristic of this Roman army
was the progressive adoption of the pilum, a
The Romans were keen on learning from their
heavy form of javelin, by the legionnaires.
interactions with other nations and cultures;
thus, their fighting style adjusted over time to This style of warfare, adopted at some point
match the styles that they had seen to be more during the Samnite wars, differs from the
effective during their different military older Hellenistic style of warfare based on the
conflicts. hoplite and phalanx.
The Roman army that we represent in this list The Hellenistic style of warfare was
reflects the organization of the Roman army nevertheless retained by many of the other
after the military reforms of Camillus. This Italian nations, and hence if you want to build
Roman army would form up in battle in three a Roman army that is actually prior to this
lines. mid-republican Roman army, you can simply
use the lists corresponding to the other Italian
The first line conformed by less wealthy
tribes such as the Etruscans or Campanians.
citizens would be the hastati, usually younger
and less able to acquire significant armor. Wealthy citizens would also join the cavalry
corps of the Roman army known as the equites,
The second line were the principes, men in the
which in large battles generally did not
prime of their life and usually wealthy enough
perform well; yet in skirmish encounters, you
to be able to have good armor.
may still find good use for them.
Finally, the third line would be the triarii. They
In addition, the Roman army was
were the older and wealthier citizens. Being
supplemented by allied legions formed and
the third line of battle, they would only engage
organized in the same manner already
with the enemy when the situation was dire
outlined, as well as some allied troops still
and the prior to lines had broken.
fighting in their preferred fighting style that
These legionnaires where organized into could well be of use for raids and small actions,
maniples of 120 men, or 60 in the case of the such as the ones represented by CLASH.
The Characters
Ǥ
• –
• –
• –
• –
ȋͳʹǤͳȌǤ
Velites civis 4+ 5+ 4+ 6+ javelin shield skirmish specialist 13
available options: upgrade to gain javelin and extra equipment( javelin) (+3 pts/model)
skirmish specialist,
Cretan Archers rare 4+ 4+ 3+ 7+ bow 17
aimed shot, allies
• –
• –
• –
• –
ȋͳʹǤͳȌǤ
Troop type Availability Combat Ranged Grit Save Weapons Armor Traits Points
Javelin men civis 5+ 5+ 5+ 7+ javelin skirmish specialist 8
available options: add buckler (+1 pts/model )
Tribesmen civis 4+ 5+ 5+ 5+ throwing spears heavy shield wall of spears 13
wall of spears,
Warriors civis 4+ 5+ 4+ 5+ thrusting spear heavy shield 17
guerrilla, endurance
Numidian Cavalry civis 4+ 5+ 4+ 6+ javelin shield mounted, marauders 17
Numidian Nobles milites 4+ 4+ 3+ 6+ javelin shield mounted, marauders 21
add 2 crew
4+ 4+ 3+ 6+ javelin - iron will 32
(points are for both crew )
purchase thrusting spears (2 pts),upgrade to partial armor (4ps), add
options (pts for both crew):
shields(+2pts), add howda -tower- for crew 8pts
Close allies:
The Greek colonization of the west was no Pyrrhus battled the Romans and was able to
easy task. In fact, in their struggle with the defeat them at the battles of Heraclea in 280
local nations and even with the other fellow BC and Asculum in 279 BC, yet his victories
Greeks, the different colonies sometimes were costly in manpower and resources, thus
called for help from the motherland. giving name to the well-known expression “a
Pyrrhic victory.”
In some instances, this help was provided by
the originating cities such Sparta or Athens, After this initial success, Pyrrhus turned his
and for the time being, the Greek colonies list eye to Sicily and aimed to help the Greek
should be enough to include those events until struggle against Carthage; this in fact led to an
a further supplement detailing those armies is alliance between Rome and Carthage.
released.
Again, he was militarily successful, yet once
However, a few times, the call for help from the again, his victories were costly. This cost was
city of Tarentum was answered by the too much for some of the Sicilian Greeks, who
Molossians, who were the more Hellenized started to turn on him just as he was planning
nation in the region of Epirus. to follow with an expedition to northern Africa.
The Molossians had adopted the military style In the meantime, the Romans had renewed
of the Macedonians due to the interactions their advance toward Tarentum, so Pyrrhus
that they had with that dominant kingdom. decided to leave Sicily and go back to Italy.
The first Molossian expedition took place in Unfortunately for Pyrrhus, his attention to
334 BC, when Tarentum requested help in Sicily had made him lose favor among many of
their struggle against local Italian tribes. This his previous supporters in southern Italy,
expedition was led by Alexander I of Epirus, which meant that now he would find himself
Alexander the Molossian, who was uncle of considerably outnumbered against the
Alexander the Great and of Pyrrhus. Romans.
Despite initial success, the expedition was ill- In 275 BC he faced the Roman legions at the
fated, and Alexander the Molossian died in battle of Beneventum and was defeated; that
331BC at the battle of Pandosia. ended his expedition, as he returned to Epirus,
losing all his gains in the west.
Years later, in 281 BC, a new request for help
was sent by the Greeks of Tarentum as they This list is based around the army of Pyrrhus
were facing the expanding reach of Rome. of Epirus and introduces some of the types of
Once again, this call was answered by Epirus, units that would usually be encountered in
this time under the command of the great armies fighting in the Macedonian style.
general Pyrrhus.
This list can also be used for Alexander the
Pyrrhus marched to the west with a powerful Molossian’s expedition, although in that case,
expedition force with the intention of unifying you should refrain from including any
the Hellenic nations in the west. elephants in your forces, as there are no
records of their use in that army.
• –
• –
• –
• –
ȋͳʹǤͳȌǤ
Troop type Availability Combat Ranged Grit Save Weapons Armor Traits Points
wall of spears,
Troop type Availability Combat Ranged Grit Save Weapons Armor Traits Points
upgrade to gain impetus, cavalry spear & extra equipment-(cavalry spear) ( +3pts/model )
available options:
downgrade to partial armor (-1pts/model )
massed charge,
Hetairoi milites 3+ 5+ 3+ 5+ xyston full armor 22
drilled, mounted
Mounted skirmishers rare 4+ 5+ 4+ 6+ javelin shield mounted 15
add 2 crew
4+ 4+ 3+ 6+ javelin partial armor iron will 36
(points are for both crew )
purchase thrusting spearsor pikes (2 pts), change javelin to bow ( free), upgrade to full armor (2ps),
options (pts for both crew):
downgrade to no armor (-4pts), add shields (+2pts), add howda -tower- for crew 8pts
The elephant plus the mahout count as 5 rare models, and if you add the 2 crew that counts as 2 additional rare models for army selection
NOTE: The
Increases the long range of the sling to 16”
ȋͳȌ
ǡ ȋȌ
Ǥ
ȋͳȌ
ȋ
ǨȌǤ
A final word
ǡ
their influence in our game. We have greatly enjoyed developing them and we’ve been lucky to count
ǡǤ
ǡ
ǡ Ǥ
ǡǤ
Ǥ
ǡ
Ǩ
ǡ ǡ
ǡǡǡ
Ǥ
Ƭ
Sequence of play
Strategy Phase: End Phase:
Activation phase
ǡ ǡ
Activation phase – Active Player selects one of three options
• ͳ ǡʹ
Activate unit • Ȁ activation test
or Character • ʹ͵
reaction test
•
ȋȌ
Rest or Rally a • Ȁ
unit/character ǡ ȋȌ
Ȁ ȋȌ
• ǡ
Pass
•
Activation Test Reaction test
• ʹ
• ͳ
•
Ǥ
Terrain Open Terrain Rough Terrain Broken Terrain
Action Tokens 1 2 3 1 2 3 1 2 3
Fatigue Ͳ Ͳ Ͳ Ͳ Ͳ ͳ Ͳ ͳ ͳ
Chart
save
ͷͶ Ͳ Ͳ ͳ Ͳ ͳ ͳ ͳ ͳ ͳ
͵ Ͳ ͳ ͳ ͳ ͳ ͳ ͳ ͳ ʹ
Fatigue
Actions Details
Modifier
Ǧ Infantry move 4”, mounted move 8”, observe formation restrictions
Ϊͳ
ǦǦ Ϊʹ
ǡ
Ǧ
4” to get in close order formation
ǡ
ǡ͓Ǥ
Ϊͳ
ǡǦͳ
Move up to 2” towards target and roll a D6 per model if in
Ϊͳ ǡ͓Ǥ
ǡǦͳ
ǡ ǡ
Ϊͳ ǤǡǦͳ
ȋ Ȍ
Ǧ
Move away from unit and gain action tokens equal to the unit’s current
ȋ Ȍ Ǧ
Ϊͳ
ͳͷͷ
QRS – SIDE A
Melee & Combat Response
Attacker Rolls Defender Rolls Saving Throws Morale Test Retreat
Holdǣ
ͳ ͳ
A.Tokens : 0 Fatigue: 0
ȗ Defendǣ
ǡ
ͳ
ͳ
*apply -1 to hit
if defender is
behind a solid ǡ
A.Tokens: 1 Fatigue:0
obstacle or on Ǥ
Counterattackǣ
higher ground
ͳ
and selects Ǥ
to the defending unit’s
Hold or Defend Retreat 1” away from
as response ͳ Ǥ
A.Tokens: 1 Fatigue:1
Effect of fatigue
Reasons to Test: Combat
• ǡ Current
& Grit Save
Fatigue
• Enemy unit in line of sight within 4” eliminates a friendly unit in melee Ranged
• A friendly character is killed within 10” and line of sight ͳ Ǧ Ǧ Ǧ
Test: ʹ -1 Ǧ Ǧ
ͳ ͵ Ǧͳ -1 Ǧ
• ͳ ȋȌ Ͷ Ǧͳ Ǧͳ -1
• ͳ ͷ -2 Ǧͳ Ǧͳ
Ǧʹ -2 Ǧͳ
• ͳ Ϊ ʹ
Ǥ
Ǥ
Ǥ ǡ
ǡǤ
Ǥ
If fatigue is higher than 2x # of
ǡ Ǥ models remove unit from the
Stallǣ table.
ǡ ǡ
Ǥ
Weapon Initiative Special Missile Range Save
Special
Weapons close/long mod
ͳ
6”/Ǧ Ǧ
Ǧʹ
ͳ ǡ
4”/Ǧ Ǧ
ȋȌ
ʹ 0 to 4” ǡͲ
8”/12”
ȀΪͳ to 4”, +1 beyond that
͵ 4”/Ǧ Ǧͳ ǡ
ǡ
Ͷ 8”/16” Ϊͳ
8”/Ǧ
ʹ ȋȌ
ͳͷ
Ȁ ͵
QRS – SIDE B