sheet en 14thc

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  • 7/30/2019 Sheet en 14thC

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    14th century reference sheet, August 2013

    MOVEMENT light clothing armour 4 chainmail armour 5 man-at-arms "slowness dice" In difficult terrain the result of the "slownessdie / dice" is deduced from the movement(cm). In very difficult terrain the movement ishalved and the result of the die (or dice) is

    deduced as above.

    foot 20 cm 16 cm 12 cm one die

    cavalry 40 cm 40 cm 32 cm two dice

    mounted foot (on horse) 36 cm 36 cm 32 cm two diceCarry both a crossbow anda pavise: 4 cm. Movement in pavise wall, and/or ranks of lancers : 12 cm (if trained to move in close order).

    TERRAIN footcavalry

    (except armour 5)mounted footor

    cavalry armour 5

    protection fromshooting

    cannot be shot at ?

    bushes, orhigh crops difficult difficult difficult 1 at footmen if crouched immobile (at + than 2 cm)

    woods, forest difficult very difficult very difficult 1 if less than 10 cm if 10 cm or more (of forest width)

    hard slope difficult difficult very difficult

    SHOOTING 0 - 10 cm 10 - 20 cm 20- 30 cm

    javelin 1 at armour 5 /can shoot while moving (on foot or mounted), no malus 5, 6 ext. 6 ext.

    light handgun +1 with goujat or +1 at a group / reload : 1 or 2 game turns immobile 6 7 (8)1 at armour 5

    0 - 20 cm 20 - 40 cm 40 - 60 cm

    crossbow 1 at armour 5 / reload : one game turn immobile 5, 6 6 7

    longbow (English or Welsh) 1 at armour 5 5, 6 6 ext. 7 ext.

    short bow and other bows 1 at armour 4 /2 at armour 5 5, 6 6 7 ext.

    sling 1 at armour 4 /2 at armour 5 / +1 at a group 6 ext. 7 ext. (8) ext.Short bow mounted : 1 if shooting while moving ; other weapons : must shoot on foot and immobile. "ext." : exterior, cannot shoot from window or arrow slit.

    In MELEE the longer weapons strike first.

    Result (die + modifiers) higher than the class of the enemy: hit. Equal to his class: he recoils. Smaller than his class: missed.

    If the enemys armour is higher than his class (armour 4 or armour 5) the die result should also be higher than his armour to hit him, otherwise he recoils."Natural 1" die roll: missed (even with good modifiers). "Natural 7"( = double natural 6) in Melee: hit (even with bad modifiers).

    If two opponents roll simultaneously a "hit" result (or a "recoil" result), only the higher class one kills his enemy (or forces him to recoil). If they are sameclass, the highest armour (4 or 5) one kills his enemy (etc). If they are same class and armour, the one who rolled the highest natural die kills his enemy (etc).

  • 7/30/2019 Sheet en 14thC

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    SHOOTING MODIFIERS Modifiers "caused by terrain" are not added. Total of modifiers "caused by terrain" and "by target" cannot be worse than 2.

    Modifiers caused by terrain:

    target on foot and can be seen behind cover: wall, earthen bank, bushes, large opening in a wall, window, battlement, etcor behind no more than 10 cm of forest

    1

    or target on foot behind a very narrow opening orarrow slit in a very strong wall 2

    or "furtive" target (a "furtive target" is a target hidden at the beginningandat the end of the game turn) 1

    Modifiers caused by target:short bow, sling, at armour 4; orjavelin, longbow, crossbow,orblack powder weapon at long range, at armour 5 1

    short bow, sling, at armour 5 2

    target behind pavise/ orin "pavise wall"except: handgun at short range or middle range: 0/0; handgun at long range, crossbow at short range: 0/1

    1 / 2

    Modifiers caused by shooter:

    "furtive" shooter (= who only appears during a short time to shoot); and/orshort bow shooting while moving mounted 1

    Bonus for shooting at a group (optional rules) :

    sling orhandgun without aide, shooting at a group (if the group is not behind or inside a built protection:low wall, house, redoubt, fortification...)

    + 1

    other weapons shooting at a group + 1 to a single die

    MELEE MODIFIERS

    two-handed axe, sword, goedendag (foot melee weapon used with both hands, and not inside a building or in close order) + 1

    improvised weapon, tool used as weapon, big wooden stick and/or characterclass 2 1

    foot against any foe who tries to cross a linear obstacle (earthen bank, low wall, door, line of stakes, battlements, etc) + 1

    character against a foe who is on higher ground than him (hard slope, earthen bank, stairs, battlements, etc) 1

    cavalryman against foot, or against mounted foot (except in difficult or very difficult terrain for cavalry) + 1

    foot against cavalry(except in a very difficult terrain for cavalry); or mounted foot against cavalry 1

    foot with bill, guisarme, vouge, etc,against a mounted enemy (except at a cavalryman who charges him: see last line) + 1

    cavalryman "charging" (charge is impossible in difficult or very difficult terrain) + 1

    cavalryman "charging" with couched heavy lance (needs man-at-arms training and a war horse ) + 1

    immobile foot with spear (or bill, guisarme, vouge, goedendag, etc) against a cavalryman who "charges" directly at him + 1

    There are many modifiers, but most of them are not used too often. Patrice Mallier and "Argad !" ditions, 2013