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  • 8/10/2019 Qrs & Markers

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    SEQUENCE OF PLAY

    1. Orders Phase: Performed simultaneously by both sides.

    2. Strategic Movement Phase: For units outside engagement range and without order markers.

    3. Charge Declaration Phase: Both players simultaneously declare and execute any charges and charge reactions.

    4. Roll For Initiative:Both players roll a d6 to decide who moves first in the Tactical Movement Phase.

    5. Tactical Movement Phase:After all charges and responses are finished, all other units with orders make their moves.

    6. Missile Fire Phase:All eligible stands on both sides simultaneously fire missiles.

    7. Close Combat Phase: Resolve close combat between units in contact with each other one at a time, starting from the flankchosen by the player who won the roll for initiative.

    8. Recovery Phase:When units with a Recover order are rallied or reorganised, performed simultaneously by both players.

    ORDERS

    Charge:Unit must be within its normal tactical movement distance of its target unit.

    Ferocious Charges: Units with a Ferocious marker or containing fanatics will automatically make a Ferocious Charge againstenemy units to their front and within engagement range, unless issued a Recover order.

    Advance:Unit must move at least half its maximum allowed movement.

    Countercharges:A unit with an Advance order may Countercharge in response to a Charge being made upon it.

    Deploy:A unit may use a Deploy order to change facing or formation, or to face an enemy unit moving into or already in contactwith its flank or rear, or follow up or pursue a retreating or routing enemy unit. Trained units in good order and with Deployorders may perform any 2 of the following actions, other units may perform any 1.

    Trained units may also choose from the following actions:

    Sidestep 1 stand width to either flank retaining the same facing.

    Fall back 2, remaining facing the enemy.

    Defend:Troops on foot only. Units with Defend orders receive combat and morale bonuses. Archers not low on missiles mayfire an arrow barrage. Cannot follow up or pursue unless they become ferocious as a result of a morale test.

    Retreat: Units become disordered except skirmish troops or Trained units moving less than half their movement distance.Move directly away from nearest enemy unit.

    Recover:A successful morale test is required to execute a Recover order from Routed to Fragmented. A unit with a Recoverorder will automatically recover from Fragmented to Disordered or Disordered to Good Order. This order may also be used forunits out of or low on missiles to be re plenished.

    ABILITY LEVELS FOR GENERALS

    Die Roll Result Rating Orders per Turn

    12+ Charismatic 5

    4

    3

    2

    9-11

    5-8

    2-4 Buffoon

    Stalwart

    Heroic

    Roll 2d6, add + 2 for the commander.

    FOUNDRY BOOKS, 23-34 St. Marks Street, Nottingham, Great Britain NG3 1DE Telephone: 0(+44)115 841 3000 Fax: 0(+44)115 841 3250

    www.WARGAMESFOUNDRY.com.

    Change formation.

    Change facing 90 or 180 degrees.

    Turn to face an attacker or existing opponent.

    Wheel up to 45 degrees to face an attacker.

    Move one stand depth straight forward, ignoring terrain delays.

    Expand or contract one stand per flank.

    Place stakes, caltrops, search for fords etc.

    Exchange ranks.

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    Dice Roll Modifiers for Morale Test:

    In shieldwall/schiltron/Swiss square

    Defend orders

    In cover

    Unrouted general visible within half engagement range

    Pike, halberd or long spear in good order charged frontally by cavalry

    Unrouted sacred banner or relic within engagement range

    Pushing back or pursuing enemy

    Defending a superior tactical position*

    General or champion with unit

    +1

    +1

    +1

    +1

    +2

    +2

    +2

    +2

    +2

    Each strength point lost

    Disordered

    Charging a superior tactical position*

    Unsupported**, unless schiltron or Swiss square which alwayscount as supported

    Fragmented

    Enemy visible and facing flank or rear within half engagementrange (within 2" in forest.

    Overall commander or sacred relic seen routed or lost withinengagement range

    -1

    -1

    -1

    -1

    -2-2

    -2

    *Superior Tactical Position:

    Uphill, behind walls or streams, inside buildings, defending obstacle, river bank

    Note: Forests do not constitute a superior tactical position!

    **Supported:

    To be supported a unit must have two out of three of the following benefits:

    Any unrouted friendly stand within engagement range of testing unit's rear.

    Any unrouted friendly stand within engagement range of 45 degrees of the testing unit's left flank.Any unrouted friendly stand within engagement range of 45 degrees of the testing unit's right flank.

    MORALE TESTRESULTS

    If a general is with a unit that fails a morale test, he suffers the result along with it, routing or retreating according to his own movementallowance.

    Trained units retreating as a result of morale failure use the charge/rout/retreat movement table.

    If Charging Otherwise

    Failed by 1 Halt 1 from enemy, unless enemy isCharging or overcharging, in which casehalt in current position.

    Halt - Disordered.

    Failed by 2 Halt - no move - Disordered. Retreat full distance - Disordered.

    Failed by 3 Retreat full distance - Disordered. Retreat full distance - Fragmented.

    Retreat full distance - Fragmented.Failed by 4 Rout - lose 1 stand.

    Rout - lose 1 stand. Rout - lose 2 stands.Failed by 5

    Failed by 6+ Rout - lose 2 stands. Destroyed unless in contact withenemy, in which case surrender.

    TEST MORALE FOR:Unit charged by better armour class.

    Infantry in the open charged by non-skirmish cavalryor elephants.

    A general or sacred relic is destroyed or routed withinengagement range of the unit.

    A stand or stands lost this phase of turn.Each friendly non-skirmish infantry unit routing ordestroyed within half engagement range.

    Attempting to rally routers.

    Attempting to make a Ferocious Charge.

    MORALE TEST TABLEClass Morale Value to succeed on a 10 Sided Dice (d10)

    Elites

    Veterans

    Fanatics

    Warband

    Warriors

    Poor

    2 or more

    3 or more

    3 or more

    Count as Fanatics up to and including the first round ofclose combat, then as Warriors

    4 or more

    5 or more

    Interpenetration exceptinvolving skirmish infantryor crusader order.

    Crossing obstacles unlessskirmish infantry.

    Failed morale test.

    Pushed back in closecombat.

    Retreating, except trainedtroops moving less thanhalf their normal move andskirmish troops.

    Wedge or conrois whichfails to break through, routor destroy an enemy unit.

    Charging or pursuing unitfails to make contact.

    Extra movement taken.

    Attacked in flank or rear.Cava l ry or mountedinfantry dismounting, orany troops other thans k i r m i s h i n f a n t r ydisembarking from boats.

    Cavalry units serving inarmies which do notcontain e lephants orcamels, coming within onethird engagement range ofthem.

    Units passing throughdelaying terrain wherespecified in Terrain Delay

    and Disorder Chart.

    Unit should be pushedback but cannot due tobeing blocked.

    Effects of Disorder

    Only front rank may fightin a close combat includingunits in wedge or conrois.

    Only half of each rank mayfire.

    May still be issued Chargeorders as normal.

    Causes ofDisorder

    Attrition TableDice Roll Result

    1 - 2 Lose 3 strength points

    3 - 4 Lose 2 strength points

    5 - 6 Lose 1 strength point

    7+ No losses

    Effects ofFragmentation

    Only half the front rankfights in close combat.

    Only half the front rankmay fire missiles.

    May not be issued Chargeorders or countercharge.

    www.WARGAMESFOUNDRY.com.

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    Deduct or add the enemy armour type:

    Units of mixed armour type, count as front ranks armourtype unless disordered or fragmented, then as worst in unit.

    2. Morale Class Value

    Add your unit morale class value as listed

    below:

    Fanatic +2, Elite +2, Veteran +1,Warrior 0, Poor -1

    If a unit is of mixed morale class calculate the

    combat score of each group separately, then addthem all together for a final number.

    Arrow Barrage: One extra dice per each two stands firing. Firing unit is Disordered or Fragmented: Halve number of dice, or front rank only may fire.

    Firing unit is Low on Missiles: Halve numberof dice. Out of Ammunition: No stands may fire.

    MISSILE FIRE TABLES

    Weapon

    FirstRound

    vs Mounted

    FirstRound

    vs Foot

    SubsequentRoundsvs Foot

    SubsequentRounds

    vs MountedEligibleRanks

    Bill/Halberd

    Long Spear

    Pike

    Spear

    Axe

    Foot Javelin

    Mounted JavelinLance

    Warband Weapons

    +2 +2

    +2

    +2+3

    +3

    +3 +3

    +2 +1

    +1+1

    +1 +1

    +1

    +2 +3

    0

    +2 +1

    0

    0

    0

    0

    +1 +1

    +2+2

    0

    0

    00

    +1

    +1

    +1+1

    1

    2

    2

    3

    1

    1

    1

    11

    Missile Weapons 0 0 0 0 1

    1. Weapons Factors and Ranks Eligible to Fight

    For Small Sized StandsRange

    Score to Hit 50%(1to5) 30%(1to3) 10%(1)

    Close Effective Long

    For Large Sized StandsRange

    Score to Hit 50%(1to5) 30%(1to3) 10%(1)

    Close Effective Long

    Weapon

    Handgun

    Dart/Javelin

    Bow/Sling

    Longbow

    Crossbow

    Artillery

    Weapon

    Handgun

    Dart/Javelin

    Bow/Sling

    Longbow

    Crossbow

    Artillery

    0- 1

    0- 1

    0- 1

    0- 3

    0- 1

    0- 6

    1- 3

    -

    1- 3

    3- 6

    1- 6

    6- 14

    -

    -

    3- 7

    6- 9

    6- 9

    14-20

    For Standard/Foundry Sized StandsRange

    Score to Hit 30%(1to3) 10%(1)

    Close Effective Long

    Weapon

    Handgun

    Dart/Javelin

    Bow/Sling

    Longbow

    Crossbow

    Artillery

    0- 2

    0- 2

    0- 2

    0- 4

    0- 2

    0- 8

    2- 4

    -

    2- 4

    4- 8

    2- 8

    8- 20

    -

    -

    4- 10

    8- 12

    8- 12

    20- 30

    0- 3

    0- 3

    0- 3

    0- 3

    0- 6

    0- 12

    3- 6

    -

    3- 6

    6- 12

    3- 12

    12- 30

    -

    -

    6- 15

    12- 18

    12- 18

    30- 45

    -2 Targetis ful l plate or ar moured*

    -2 Targetis ski rmish infan try

    -2 Windy or stormy weather

    Missile Fire Dice Roll ModifiersModify each dice rolled, then check against "Score to Hit" on the table below:+1 Firing unit has strength of 4*

    +1 Target is lightly armoured*

    +1 Target is in conrois, mass or wedge+1 Longbows or crossbows firing on non-

    skirmish cavalry

    +1 Firing unit has defend orders

    +2 Targetisunarmoured*

    -1 Targetup hillfrom shooters

    -1 Target is in full mail*

    -1 Targetis ski rmish cavalry-1 Foot un itmoves an dfires

    -1 Firing un itha sstr engthof two*

    -1 Targetco unts as shi elded

    -1 Target i s charging or isin closecombat

    -1 Target in cover (not pavise/mantlet vs.Handguns/Artillery

    -1 Target is in shieldwall*

    -1 Firing un itis ret reating mounted

    *Ignore these factors for artillery or handgunner fire.

    A pavise or mantlet counts as a shield and cover frommissile fire.

    If the modified "to hit" number is lower than theminimum for the range, your fire is inef fective and causesno damage.

    All missile troops, except handgunners and artillery, roll 1d10 for each stand firing. Handgunners roll 2d10 per stand firing, while artillery roll 1d10 for eachremaining crewman (each hit on an artillery stand kil ls one crewman).

    CLOSE COMBAT TABLES

    Mounted troops charging Long Spear/

    Halberd/ Pike armed infantry in Good Order

    Skirmish cavalry or any infantry Charging orCountercharging*

    Non-sk i rmish cava l ry Charg ing orCountercharging*

    Ferocious mounted troops in the first round ofcombat

    Ferocious infantry in the first round of combat

    Pushed back enemy in the previous turn orFerocious troops pushing back or pursuingopponents

    General or champion with unit

    Majority of stands on higher ground than

    enemy unit; or charging downhillElephant Charging or Countercharging

    Shieldless enemy**

    In better morale state than opponent

    Each strength point more per stand thanopponent

    Deeper full ranks than enemy

    Wider frontage than enemy

    Enemy with Defend orders

    Enemy in shieldwall, schiltron or Swiss square

    Enemy behind an obstacle

    Enemy defending houses, walls, palisades, etc.

    Mounted infantry charging*

    * Chargers crossing any obstacles or in delaying terrain, donot receive the charge die roll bonus.

    **A pavise does not count as a shield for close combat.Mantlets count as obstacles.

    -d6

    +d6

    +d6

    +3

    +2

    +2

    +2

    +2

    +2

    +1

    +1

    +1

    +1

    +1-1

    -1

    -2

    -2

    -2

    4. Combat Modifiers

    3. Enemy Armour Type

    Full Plate

    Armoured

    Full Mail

    Heavy

    Lightly ArmouredUnarmoured

    Elephant

    -3

    -2

    -1

    0

    +1+2

    -1

    50%(1to5)

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    You may wish to cut out or copy these markers to use with

    AdvanceAdvanceAdvanceAdvance

    AdvanceAdvanceAdvanceAdvance

    AdvanceAdvanceAdvanceAdvance

    AdvanceAdvanceAdvanceAdvance

    AdvanceAdvanceAdvanceAdvance

    AdvanceAdvanceAdvanceAdvance

    AdvanceAdvanceAdvanceAdvance

    AdvanceAdvanceAdvanceAdvance

    AdvanceAdvance AdvanceAdvance AdvanceAdvance AdvanceAdvance

    DeployDeploy

    DeployDeploy

    DeployDeploy

    DeployDeploy

    DeployDeploy

    DeployDeploy

    DeployDeploy

    DeployDeploy

    DeployDeploy DeployDeploy DeployDeploy DeployDeploy DeployDeploy

    DeployDeploy

    DeployDeploy

    DeployDeploy

    DeployDeploy

    DeployDeploy

    DeployDeploy

    DeployDeploy

    ChargeCharge ChargeCharge ChargeCharge ChargeCharge ChargeCharge ChargeCharge ChargeCharge ChargeCharge ChargeCharge ChargeCharge ChargeCharge ChargeCharge

    ChargeCharge ChargeCharge ChargeCharge ChargeCharge ChargeCharge ChargeCharge ChargeCharge ChargeCharge

    RetreatRetreat

    RetreatRetreat RetreatRetreat RetreatRetreat RetreatRetreat RetreatRetreat RetreatRetreat RetreatRetreat RetreatRetreat

    RetreatRetreat RetreatRetreat RetreatRetreat RetreatRetreat RetreatRetreat RetreatRetreat RetreatRetreat RetreatRetreat RetreatRetreat RetreatRetreat RetreatRetreat

    RecoverRecover

    RecoverRecoverRecoverRecover

    RecoverRecoverRecoverRecover

    RecoverRecoverRecoverRecover

    RecoverRecoverRecoverRecover

    RecoverRecover RecoverRecover RecoverRecover RecoverRecover RecoverRecover RecoverRecover RecoverRecover RecoverRecover

    RecoverRecover RecoverRecover RecoverRecover

    DefendDefend DefendDefend DefendDefend DefendDefend DefendDefend

    DefendDefend

    DefendDefend

    DefendDefend

    DefendDefend

    DefendDefend

    DefendDefend

    DefendDefend

    DefendDefend

    DefendDefend

    DefendDefend

    DefendDefend

    DefendDefend

    DefendDefend

    DefendDefend

    DefendDefend

    DisorderedDisorderedDisorderedDisorderedDisorderedDisorderedDisorderedDisorderedDisorderedDisorderedDisorderedDisorderedDisorderedDisorderedDisorderedDisorderedDisorderedDisorderedDisorderedDisorderedDisorderedDisorderedDisorderedDisordered

    WedgeWedge WedgeWedge WedgeWedge WedgeWedge WedgeWedge WedgeWedge

    ConroisConrois

    ConroisConrois

    ConroisConrois

    ConroisConrois

    ConroisConrois

    ConroisConroisFerociousFerocious FerociousFerocious FerociousFerocious FerociousFerocious FerociousFerocious FerociousFerocious FerociousFerocious FerociousFerocious FerociousFerocious

    ShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwall

    Fire&Flee

    Fire&

    Flee

    Fire&

    Flee

    Fire&

    Flee

    Fire&

    Flee

    Fire&

    Flee

    Fire&

    Flee

    Fire&

    Flee

    Fire&

    Flee

    Fire&

    Flee

    Fire&

    Flee

    Fire&

    FleeLow on

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    You may wish to cut out or copy these markers to use with

    OOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrder

    OOrderOrder

    OOrderOrder

    OOrderOrder

    OOrderOrder

    OOrderOrder

    OOrderOrder

    OOrderOrder

    OOrderOrder

    OOrderOrder

    OOrderOrder

    OOrderOrder

    OOrderOrder

    OOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrder

    OOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrder

    WedgeWedge WedgeWedge WedgeWedge WedgeWedge WedgeWedge WedgeWedge

    Fire&Flee

    Fire&

    Flee

    Fire&

    Flee

    Fire&

    Flee

    Fire&

    Flee

    Fire&

    Flee

    Fire&

    Flee

    Fire&

    Flee

    Fire&

    Flee

    Fire&

    Flee

    Fire&

    Flee

    Fire&

    FleeOutofAmmo

    OutofAmmo

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    FerociousFerocious FerociousFerocious FerociousFerocious FerociousFerocious FerociousFerocious FerociousFerocious FerociousFerocious FerociousFerocious FerociousFerocious

    ShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwall

    FragmentedFragmentedFragmentedFragmentedFragmentedFragmentedFragmentedFragmentedFragmentedFragmentedFragmentedFragmentedFragmentedFragmentedFragmentedFragmented Routed Routed Routed Routed

    ConroisConrois

    ConroisConrois

    ConroisConrois

    ConroisConrois

    ConroisConrois

    ConroisConrois

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    Here are some spare markers you may also wish to cut out orcopy, along with Pursuit markers, which you may wish to add in.

    FerociousFerocious FerociousFerocious FerociousFerocious FerociousFerocious FerociousFerocious FerociousFerocious FerociousFerocious FerociousFerocious FerociousFerocious FerociousFerocious FerociousFerocious FerociousFerocious

    ShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwall

    Fire&FleeFire&Flee Fire&FleeFire&Flee Fire&FleeFire&Flee Fire&FleeFire&Flee Fire&FleeFire&Flee Fire&FleeFire&Flee

    WedgeWedge WedgeWedge WedgeWedge WedgeWedge WedgeWedge WedgeWedge

    AdvanceAdvance AdvanceAdvance AdvanceAdvance AdvanceAdvance AdvanceAdvance AdvanceAdvance AdvanceAdvance AdvanceAdvance AdvanceAdvance AdvanceAdvance AdvanceAdvance AdvanceAdvanceDeployDeploy DeployDeploy DeployDeploy DeployDeploy DeployDeploy DeployDeploy DeployDeploy DeployDeploy DeployDeploy DeployDeploy DeployDeploy DeployDeploy

    ChargeCharge ChargeCharge ChargeCharge ChargeCharge ChargeCharge ChargeCharge ChargeCharge ChargeCharge ChargeCharge ChargeCharge ChargeCharge ChargeCharge

    RetreatRetreat RetreatRetreat RetreatRetreat RetreatRetreat RetreatRetreat RetreatRetreat RetreatRetreat RetreatRetreat RetreatRetreat RetreatRetreat RetreatRetreat RetreatRetreat

    RecoverRecover RecoverRecover RecoverRecover RecoverRecover RecoverRecover RecoverRecover RecoverRecover RecoverRecover RecoverRecover RecoverRecover RecoverRecover RecoverRecover

    DefendDefend DefendDefend DefendDefend DefendDefend DefendDefend DefendDefend DefendDefend DefendDefend DefendDefend DefendDefend DefendDefend DefendDefend

    ConroisConrois

    ConroisConrois

    ConroisConrois

    ConroisConrois

    ConroisConrois

    ConroisConrois

    DisorderedDisordered

    DisorderedDisordered

    DisorderedDisordered

    DisorderedDisordered

    DisorderedDisordered

    DisorderedDisordered

    DisorderedDisordered

    DisorderedDisordered

    DisorderedDisordered

    DisorderedDisordered

    DisorderedDisordered

    DisorderedDisordered

    DisorderedDisordered

    DisorderedDisordered

    DisorderedDisordered

    DisorderedDisordered

    DisorderedDisordered

    DisorderedDisordered

    DisorderedDisordered

    DisorderedDisordered

    DisorderedDisordered

    DisorderedDisordered

    DisorderedDisordered

    DisorderedDisordered

    Low on

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    PursuitPursuit

    PursuitPursuit

    PursuitPursuit

    PursuitPursuit

    PursuitPursuit

    PursuitPursuit

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    Here are some spare markers you may also wish to cut out orcopy, along with Pursuit markers, which you may wish to add in.

    WedgeWedge WedgeWedge WedgeWedge WedgeWedge WedgeWedge WedgeWedge PursuitPursuit

    PursuitPursuit

    PursuitPursuit

    PursuitPursuit

    PursuitPursuit

    PursuitPursuitFire&FleeFire&Flee Fire&FleeFire&Flee Fire&FleeFire&Flee Fire&FleeFire&Flee Fire&FleeFire&Flee Fire&FleeFire&Flee

    RoutedRouted

    RoutedRouted

    RoutedRouted

    RoutedRoutedFragmentedFragmented

    FragmentedFragmentedFragmentedFragmentedFragmentedFragmented

    FragmentedFragmentedFragmentedFragmented

    FragmentedFragmentedFragmentedFragmented

    FragmentedFragmentedFragmentedFragmented

    FragmentedFragmentedFragmentedFragmented

    FragmentedFragmentedFragmentedFragmented

    FragmentedFragmentedFragmentedFragmented

    ConroisConrois

    ConroisConrois

    ConroisConrois

    ConroisConrois

    ConroisConrois

    ConroisConrois

    OOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrder

    OOrderOrder

    OOrderOrder

    OOrderOrder

    OOrderOrder

    OOrderOrder

    OOrderOrder

    OOrderOrder

    OOrderOrder

    OOrderOrder

    OOrderOrder

    OOrderOrder

    OOrderOrder

    OOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrder

    OOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderOOrderOrderFerociousFerociousFerociousFerociousFerociousFerociousFerociousFerocious FerociousFerocious FerociousFerocious FerociousFerocious FerociousFerocious FerociousFerocious FerociousFerocious FerociousFerocious FerociousFerociousShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwall ShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwallShieldwall

    OutofAmmo

    OutofAmmoOutofAmmo

    OutofAmmo

    OutofAmmo

    OutofAmmoOutofAmmo

    OutofAmmo

    OutofAmmo

    OutofAmmoOutofAmmo

    OutofAmmo

    OutofAmmo

    OutofAmmoOutofAmmo

    OutofAmmo

    OutofAmmo

    OutofAmmoOutofAmmo

    OutofAmmo

    OutofAmmo

    OutofAmmoOutofAmmo

    OutofAmmo

    OutofAmmo

    OutofAmmoOutofAmmo

    OutofAmmo

    OutofAmmo

    OutofAmmoOutofAmmo

    OutofAmmo

    OutofAmmo

    OutofAmmoOutofAmmo

    OutofAmmo

    OutofAmmo

    OutofAmmoOutofAmmo

    OutofAmmo

    OutofAmmo

    OutofAmmoOutofAmmo

    OutofAmmo

    OutofAmmo

    OutofAmmoOutofAmmo

    OutofAmmo