condottiere the dogs of war qrs

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QRS

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  • 1 5 2

    Quick R

    eference S

    heetQuick Reference Sheet

    SEQUENCE OF PLAY Page 34Each turn has three phases:

    Command

    Movement

    Combat

    ORDERS Page 36Thereare twoorders in thegame:MoveandHold.

    CHANGING ORDERSOrdersarechangedinthecommandphase.

    MOVEMENT Page 37All the formed soldiers of theattackermovefirst,andthenallthesoldiersofthedefendermove,andthen all of the skirmishers of theattackermove.

    MOVEMENT DISTANCESCarts, wagons, and artillery maymoveupto8inchesinaturn.Footsoldiers move up to 12 inches.In heavy armour they may onlymove 8 inches. Mounted soldiers(cavalry)moveupto24inches.Inhorsearmouronlymove16inches.

    HITS & HIT CARDS page 41HEART: The soldier receives awound. If an ace is turned, theattacker decides which soldier inthe unit suffers the wound. In allother cases the player owning theunit decides which soldiers suffertheresults.

    OTHERSUITS: If an ace or facecard is turned, the soldier panics.If any other card is turned, thesoldierisdazed.Ifanaceisturned,the attacker decideswhich soldierpanics.Inallothercasestheplayerowning the unit decides whichsoldiersufferstheresults.

    WOUNDS & KILLSMostsoldersareincapacitatedbyasinglewound,andareremovedfromplay.SoldierswiththeStaminaskilltakemorethanonewoundtobringdown.SoldierswhowerewoundedbyaHitCardwhichwasanaceorfacecardaredeadinsteadofsimplywounded.

    DAZED & PANICKEDDazed soldiers are temporarilyunable to fight. Panicked soldiersrunaway.

    FIRE COMBAT Page 43Combattakesplaceaftermovement.AllunitswhichhaveaHoldorderfirefirst.Aftertheirfireisresolved,all units with a Move order fireandallmeleeunits conductmeleeattacks. Soldiers killed, wounded,panickedordazedbyfireormeleeat an early part of the sequencemay not fire ormelee later in thesequence.

    ARC OF FIRE Page 43Eachsoldierorcannonmayfireattargetsinitsforward90degreearcandfireattheclosestenemy.

    PASSING FIRE Page 44AunitwithaHoldordermayfireatanyenemyunitwhopassedthroughitslineofsightduringmovement.

    FIRE & MOVEMENT Page 44Cannons,handgunsandarquebusesmaynotfire if theymoved.Othermissile weapons may only fireif they moved half or less of theunitsallowedmovement.Weaponswhich fire after moving suffera -1 modifier to hit. In addition,crossbows only fire half theirnormaldiceifmoving.

    FIRE & MELEE Page 44Units may never fire into unitsalreadyinamelee,aunitonHoldmayfireatanenemyunitbeforeitentersmelee

    MISSILE RANGES Page 45Weapon Range Dice

    Pistol 6" 1/2(1ifthe unithas2or moreranks)

    Javelin 6" 1

    Handgun 18" 1/2(0if move)

    Arquebus 24" 1/2(0if move)

    Crossbow 36" 1(1/2if move)

    Longbow 24" 1(2ifarrow storm)

    Cannon 30" 1

    Organgun 30" 2

    MELEE COMBAT Page 48Lengthsofweaponsareasfollows:

    Verylong missilefirefromtroops withHoldorders

    Long pike,pistol

    Medium spear,lance,halberd

    Short allothers,including missilefire(except pistols) fromtroops withaMoveorder

    MELEE PROCEDURE Page 49A roll of 3 or more hits, but thisnumber is modified by the tablebelow.

    Ifthecumulativemodifiersrequirearollofa1orlesstohit,theattacksallhitautomatically.

    Ifthecumulativemodifiersrequirearollofa7tohit,theshotshitona roll of 6 instead, but halve thenumberofattackdice.

    Ifthecumulativemodifiersrequirea roll of an8or higher to hit, theshotshitonarollof6instead,butquarterthenumberofattackdice.

    You can download the Quick Reference Sheet from our website: www.wargamesfoundry.com.

  • 1 5 3

    Quick Reference SheetQuick Reference Sheet

    MELEE DICE ROLL MODIFIERS Page 49Target

    Lightarmour* +1

    Heavyarmour* +2

    Shield,pavise,orbuckler*+1

    Pike** +1

    Behindbreastwork +1

    AllAttackers

    Veteran(melee) 1

    Inexperienced +1

    Poorarms*** +1

    Pikesvsmounted 1

    Halberds 2

    Brigantivspikes 2

    MOUNTED ATTACKERS Page 49Chargingwithlance(1stturn)**** 1

    Attacking foot (except spear orpike) 1

    Inroughterrain +1

    Attackinguphill +1

    *Pistols in melee: pistol-armedcavalry which fire their pistols inmeleeignoreallarmourandshieldmodifiers.

    **Pike: add 1 to the number theenemyneedstorolltohitforeachrankover1inthepikeunit

    *** Poor arms: improvised orgenerally ineffective includecudgels,pitchforks,anddaggers.Allmissile troops (with the exceptionof stradiots) fight in melee as ifwithpoorarms.

    ****Lance: this bonus is receivedonly on the first turn of meleecontact and only if the companycharges

    SKIRMISHERS Page 52Missile-armed troops (cross-bowmen, longbowmen, hand-gunners and arquebusiers,either mounted or dismounted,and Stradiots) may be used asskirmishers.

    MOVEMENT OF SKIRMISHERS Page 52Skirmishersmoveafter all formedtroops have moved. Skirmishersmay not move into contact withenemytroops.

    TERRAIN Page 55

    WOODSWoodsare treatedasroughterrainformovement;providecoverforallsoldiersfrombow,javelin,handgunandarquebusfire,butnot artilleryfireandblockslineofsight.

    BUILDINGSDismountedsoldiersmayenterandleave buildings at doors withoutpenalty. Mounted soldiers andvehicles (including artillery) maynot enter buildings. Soldiers in abuildingreceivethebenefitofcoverfrom all missile fire. Buildingsblocklineofsight.

    BROKEN GROUNDBrokengroundisroughterrainformovement purposes and providescoverforinfantryskirmishersfromfire,butnotmelee.Cavalry,artilleryand formed infantry receive nocover benefit and does not blocklineofsight.

    STONE WALLS Page 56Soldiersmaypass throughastonewallatagateifinanarrowenoughcolumn to pass through. Footsoldiers andcavalrypayhalf theirmovement to cross a stone wall

    other thanat agate.Artillerymayonlycrossastonewallatagateoratabreach.Stonewallsprovidecoverfor infantry and artillery againstmissile fire, and also count as abreastwork for melee. Low stonewallsdonotblocklineofsight.

    HILLS Page 56Cavalry and artillery pay half oftheir movement to climb up ordescend down the outside slopeof a hill. Infantry pays no penaltyfor climbing or descending a hill.Hills do not provide cover. Hillsblockthelineofsightoftroopsnotonahill.Troopsonahill can seeoverallobstaclesexceptotherhills.Theycanseeanytroopsactuallyonotherhills,butcannotseeanythingbehindthosehills.

    RIVERS Page 57Troopsmaynotcrossriversexceptatbridgesandfords.Troopsspendhalf their movement crossing aford.Bridgesdonotcostanyextramovement.Riversprovidenocoverthemselves, but their banks mayprovide cover against missile fireother than artillery. Rivers do notblocklineofsight.

    STREAMS Page 57Soldiers can cross streams bypayinghalfoftheirtotalmovement.Wheeledvehiclescanusuallyonlycross streams at bridges or fords,but some streams can be crossedanywhere by wheeled vehicles.Streams provide no cover and donotblocklineofsight.

    SWAMP Page 57Footsoldiershavetheirmovementquartered in swamp, mountedsoldiers or artillerymay not enterswamps.Openswampsprovidenocover.Woodedswampsprovidethesamecoveraswoods.Openswampsdonotblocklineofsight.Woodedswampshavethesamelineofsighteffectsaswoods.Condottiere