Last Updated October 27, 2000

MOVEMENT / ACTIONS
Heavily Armoured
2 a.p's
Lightly Armoured
3 a.p's
Mounted
4 a.p's
Firing a Long Bow
1 a.p.
Firing a X-Bow
2 a.p's (can't save a.p's)
Firing a Hand Gun
1 a.p. rest of 2 turns to reload
Move 1D6 inches
1 a.p.
Wounded
-1 a.p.
HAND TO HAND
Peasant
5
Sgt
7
Knight (can fight 2 opponents no deduction)
10
Wounded
-2
Mounted using a Lance
+3
Outnumbered
-2
Fell off horse this turn
-2
SHOOTING (1D20)
Peasant
4
Sgt
6
Knight
8
Wounded
-2
Shooter Moved
-2
Target moved or under Light cover
-1
Target behind very heavy cover
-2
Target mounted
2
Long range (>12")
-2
Above applies to all firearms, which all have a maximum range of 24" and close range of 12"
Unmodified roll - hit nearest bystander
19
out of ammunition (Not first turns firing)
20

TURN SEQUENCE

  • Draw Cards for each players "Battle"
  • Then Move
  • Then Shoot
  • Then Melee
When cavalry are shot at the horse is hit on a 1-3 and the rider on 4-6.
In Hand to Hand combat the attacker chooses
If cavalry or their horse are wounded they fall off the horse on a 1-2.
DAMAGE TABLE (1D6)
1D6
Lightly Armoured (+unarm Horse)

Heavily Armoured
(+Heavy Horses)

Full Battle Harness
1
No injury (Retreat 2" HtoH)
No injury (Retreat 2" HtoH)
No injury (Retreat 2" HtoH)
2
Wounded
No injury (Retreat 2" HtoH)
No injury (Retreat 2" HtoH)
3
Wounded
Wounded
No injury (Retreat 2" HtoH)
4
Dead
Wounded
Wounded
5
Dead
Dead
Wounded
6
Dead
Dead
Dead
DAMAGE TABLE MODIFIERS
Longbow
-2
Peasant Weapon
-2
Cross bow
0
1 Hand sword or Stout spear
-1
Hand Gun
+1
2 Handed Sword, Poleaxe
0
Lance
+1

 

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