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Age of Pike & Shot: Fire & Fury variant CHARTS & TABLES MANEUVER/RALLY ROLL MODIFIERS

Leadership: both in TZ and RZ. +4 max. all Leadership mods. +1 (+2) Leader (Charismatic) Detached within Command Radius. +1 If Leader is Attached. Note: Leader MUST be attached if in RZ! Tactical Zone Adds/Subs: +2 To die roll if Unit is Fresh. +1 To die roll if Unit in March Column or Square. -1 To die roll per Units flank or rear which is unsecured. -2 To die roll if Unit is Spent. -3 To die roll if unit is Disordered Cavalry attempting to Charge. Reserve Zone Adds/Subs: +3 To die roll if First Turn of Game. To die roll if Successful Reserve Movement Previous Turn. +4 To die roll per Reserve Movement Failure on Previous Turn(s). +1 To die roll if Disordered or Irregular -1 To die roll if No Leader is Attached in RZ (except on 1st Turn)! -1 To die roll if Unit Disengaging from Enemy (from TZ to RZ). -2 All Tactical and Reserve Modifiers are Cumulative. Irregular troops are ALWAYS treated as Disordered in TZ, but not in RZ. Impetuous troops only use Column 3 when in good order in the TZ.

June 15, 2003 (10:31AM)1

MANEUVER/RALLY EFFECTS CHART


Die Roll 0 or less 1-2 3-4 GOOD ORDER and in Reserve Zone Retreat Full Move. Reserve, no change. Retreat Move. Reserve, no change. Hold Ground. No move or form. chg. Reserve, no change. Move, no formation change. Reserve Rally, (ex. irreg.) but no move. Full Move. Reserve Rally, (ex. irreg.) and Full Move Full Move. Reserve Rally (incl. irreg.) and Full Move 2 DISORDERED or Irregular in Tactical Zone Rout. Retreat Full Move take 1 hit. Hold Ground. IMPETUOUS in Good Order in Tactical Zone Retreat Full Move Disordered. Retreat Move. Hold Ground.

5-6

Rally & Hold Ground. Rally & Move . No form. change. Rally & Full Move.

Move, no form. change. Must charge if can but Disordered. Full Move, incl. form. change. Must charge if can.

7-9

SEQUENCE OF PLAY
1. Initiative Inter-Phase. Players roll off modified die to determine who has the option of proceeding first. Adjust for CinC initiative. Automatic if Enemy Army Commander is Attached, or goes to higher CnC init.iative if both Commanders are Aattached. 2. 1st Player Turn. a. Maneuver/Rally Phase. - Replace, attach & detach Leaders. - Reserve Movement. - Tactical Movement. - Move Detached Leaders. b. Shooting/Fire Phase. First all enemy, then all friendly Fire is resolved. c. Charge Combat Phase. Both sides simultaneously resolve all Charges, Counter-charges and/or Breakthroughs, applying results immediately. 3. 2nd Player Turn. Resolved just as the First Player. Repeat 1 through 3 above until end of game.

10 +

Artillery Actions: Move Full

No roll! 2 Actions <1721 ; 3 Actions 1721>

Movement Rates Chart


Basic 8" 6" 5" 15" 12" 9" 8" 6" 4" Column1 9" 9" 9" 12" 12" 12" Rough2 5" 3" 2" 5" 3" 2" 3" 2" 1"

Limber or Unlimber 2

Move

Unit Light Infantry Line Infantry Heavy Infantry Light Cavalry Line Cavalry Heavy Cavalry Light Artillery Medium Artillery Heavy Artillery 1 2

Ford -2" -2" -2" -3" -3" -3" -4" -4" -4"

Brigade Effectiveness/Condition Table.


Elite 2/1/3/2/4/2/1 5/3/2 6/4/2 7/5/3 8/5/3 Regular 2/1/3/2/1 4/3/2 5/4/3 6/5/3 7/5/4 8/6/4 Conscript 2/-/1 3/-/2 4/-/3 5/4/3 6/5/4 7/6/4 8/7/5

Leaders & Staff 12" 12" 4" -2" Road movement (in Column only) 18" foot (2 mph), 27" horse (3 mph). All non-Light Infantry or Cavalry is disordered moving in Rough unless in Column formation. Passage of lines through Line or Heavy troops is a of basic movement. Inf may not pass through Cav (ex. Lights) & vice versa.

Fallen Leader Table: Whenever a pure roll of 10" is made against


the unit(s) any leader is attached to. Die Roll 1-5 Leader Disabled and replaced after 1 Full Turn. Die Roll 6-10 Leader Survives. Modify Die Roll -1 per hit taken by attached unit, or if Charismatic!

9/6/4 9/7/5 9/8/6 # stands for Fresh condition / Worn / Spent

Age of Pike & Shot: Fire & Fury variant CHARTS & TABLES June 15, 2003 (10:31AM)2 Shooting Range & Fire Points Chart SHOOTING / FIRE EFFECTS CHART
Fire Points per Stand firing Unit Light Infantry drilled Line Infantry all other Infantry (if any) Light & irreg. Cavalry Line Cavalry (if any) Artillery Heavy (all other) max. range tortion 9" bombards 12" cannon 15" up 1 range shift per contour (not # 4") Rng. 3" 2" 2" 2" 1" # 2" 2-4" 4-8" 8-12" 12"> FP 3 4 3 1 1 11 (9) 8 (5) 6 (4) 4 (3) 3 (2) TOTA L FPs 1 2-3 4 5 6-7 8-9 10-11 12-14 15-19 20-24 25-29 30-34 35-39 40-44 45-49 50+ Effective Fire 11+ 10+ 9+ 8 to 10 8 to 9 7 to 9 6 to 8 5 to 7 4 to 6 3 to 5 2 to 4 1 to 3 0 to 2 0 to 1 0 to 1 -1 or less 11+ 10+ 10+ 9+ 8 to 10 7 to 9 6 to 7 5 to 6 4 to 6 3 to 5 2 to 4 2 to 3 1 to 2 11+ 10+ 8+ 7 to 9 7 to 8 6 to 7 5 to 6 4 to 5 3 to 4 10+ 9+ 8+ 7+ 6+ 5+ Heavy Fire Deadly Fire Destructive Fire

Each stand shooting from enfilade x2 Each unit Disordered (but NOT irregulars), or damaged arty. x +1 (+2) Target is massed or changing formation (3 or more ranks). Target is limbered artillery. +1 Shooting with Regular Artillery (Elite Artillery) +1 +2 Shooting with Light infantry. +2 -1 Target is Light or skirmishers. -1 -2 -3 Target in light, moderate, heavy cover. All 2nd rank of Lights, integral Archers, true caracole Cav may also contribute Fire Points to the combat. Units defined as LINE or HEAVY will take 2 hits before losing a stand on the third. Units that are LIGHT and/or irregular will only take 1 hit, then remove a stand on the second. Apply hits and stand losses, and resulting loss of effectiveness (condition) immediately.

Shooting Modifiers:

Target unit takes 1 hit. EFFECTIVE FIRE Target unit takes 1 hit and disordered. HEAVY FIRE Target unit takes 2 hits and is disordered. DEADLY FIRE Target unit takes 3 hits and is disordered. DESTRUCTIVE FIRE Artillery takes 1 fewer hits if target. Disordered = Silenced.

ADJUSTED DIE RESULT Fire Effects Detail:

Charge Combat Modifiers:


+1 (+2) +2 or +1 +2 +1 +1 +1 (+2) +1 +2 +1 +2 +3 +1 +2 +3 +2 or -3 -1 or +3 -1 -2 -2 -1 or -2 -3 Leader (Charismatic Leader) attached. Unit rated Elite or Regular. Unit is Fresh. Breakthrough charge. Supported (but not also participating). Armored front rank unit (Heavy Armor). Pike- or Lance-armed. Melee-armed Infantry. Outnumber Opponent 50%;100%;200% Defender in lt, mod, or hvy Cover. Cavalry charging infantry in Open, not in Square if within # 4", or if 4">. To Defender already in Square if charged by Infantry or Cavalry. Per hit taken this Fire phase. Light vs. Line. Unit is Spent. or Disordered. Trotting or Caracole Line/Hvy. Cavalry. To Defender if hit in flank or rear. Diff. 8+ 4 to 7 1 to 3 0 -1 to -3 -4 to -7

CHARGE COMBAT EFFECTS CHART


Charge Combat Effects
Defender Retreats full move Disordered, taking 3 hits. Attached leader and artillery stands captured. Attacker MUST make move Breakthrough. Defender Retreats move Disordered, taking 2 hits. Attacker must occupy position and MAY make move Breakthrough. Defender Retreats move Disordered, taking 1 hit. Attacker occupies position. Locked in Combat. Both sides Disordered, taking 1 hit. Continue charge combat and roll die again with adjusted modifiers. Attacker Retreats 2" Disordered, taking 1 hit. Attacker Retreats move Disordered, taking 2 hits.

# -8 Attacker Retreats full move Disordered, taking 3 hits. Attached leader captured. Line and Heavy Cavalry always Disordered after Charge combat (inc. Counter-charge). Line and Heavy Infantry, Lancers & march column - 2nd rank of stands participate in the Combat. Pikes - 2nd AND 3rd ranks of stands participate in the Combat. Lights - x 2nd rank of stands participate in the Combat.

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