BattleSystem Quick Reference Sheet

Turn Order

  1. Charge Declaration (not on first turn, loser of previous round declares first)
  2. Roll Initiative for entire side (d10, -2 for each charging unit. Low roll wins)
  3. First Movement (initiative winner determines who moves first)
  4. Second Movement (as above)
  5. Melee Combat - considered simultaneous, unless one unit has an advantage over the other (weapon lengths, rear attack, favored terrain, larger figures).
  6. Remaining Missile Combat

Movement

  1. Charging units move 1 1/2 x normal distance.
  2. May move straight, or up to 45 degrees off straight
  3. May Wheel (pivoting unit), as long as outside figure doesn't move greater than movement allowance
  4. May change facing of some or all (2" of movement per 90 degrees, 4" for irregular formation)
  5. May change Frontage: 1" per figure moved within unit.
  6. Terrain modifiers depending on terrain type.

Resolving Melee Attacks

  1. Each figure in contact with an enemy may roll a die to determine Hits (type = AD).
  2. For each hit inflicted, the defending unit may check armor: roll on d10 - if the die is equal or higher than the units AR, one hit is negated
  3. Remaining hits are assessed - each figure can take a number of hits. Controller removes the appropriate number of figures (and records any fractions).

Missile Attacks

  1. Can be used as "opportunity fire" during opponent's move, or at end of turn.
  2. Within the 90 degree forward arc; medium range is 1/2 AD, long is 1/3
  3. Resolve attacks like Melee
  4. Missile units can only fire once per turn (except long/short bowmen, which go twice - cannot fire twice in same phase though)
  5. Missile units firing cannot use more than 1/2 movement, and cannot fire if in contact with an enemy unit

Magic

  1. Cast basically at the same time (and in the same way) as Missile attacks; 2 spells per turn may be cast. Certain spells have different effects in mass combat (see BattlesyFor the purposes of this scenario, the commander figure also includes the other Command Staff (as listed on the Unit Summary sheet). They have Battlesystem ratings for their individual unit.
  2. PCs may join a unit as well; if you have henchman, they're considered part of your figure too. PCs can act as backup commanders (or even primary ones, if you wish).
  3. Commanders and PCs are placed on top of the chits for the units to denote their approximate location
  4. Nighttime modifiers are 0 for the first 2 turns, -1 for the next two, etc. until a -4 is reached. This modifies a unit's AR rating for Missile Fire only (and sight distance), and does not include those within a source of light. Units with torches are max -2.

Back to Dungeons & Dragons Main Page