Warfare Cheat Sheet: Essentials

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Warfare Cheat Sheet

ESSENTIALS

Scale: 10 square yard


Time: 10 rounds
Squad: A group of 10 men (hero can
face a squad).
Unit: A group of 100 men (a hero can't
face a unit).
Commander: Visible leader with high
Status.
Sub-Commander: Maximum 1 per 2
units.
Orders: Commander have 1 Order per
Warfare rank, Sub-Commanders have 1
Order.
Standing Orders: An order given to
a unit before the current round.
Activated: A unit is activated the
first time it receive an order.
No Commanders: Every unit
become disorganized and follows
the current standing order.
Heroes: One hero per rank of
Commander's Status. Heroes act
during the player character step.

SPECIAL EQUIPMENT

ISSUEING ORDERS

Warfare test versus Difficulty


equal to the units Discipline.

Success: The unit receives the order


and executes it.
Failure: If the unit is active it
continues to execute its Standing
Orders.
Critical Failure: The unit takes no
action, and stop following Standing
Orders.

COMPONENTS OF WARFARE

Abilities: Starts at 2.
Unit Defense = AGI + ATH + AWA +
Armor Penalty
Health = End x 3
Movement: 40 yards (infantry), 80
yards (cavalry), 60 yards (naval, no
sprint)

Bulk: -10 per point of Bulk


Marksmanship: 20 yards (Close), 200
yards (Long)
Equipment Upgrade: 1 Wealth Point
gives 1 upgrade.

Battering Ram (1 Land): A simple


ram is made from a felled tree,
stripped of limbs and capped with a
steel or iron head. You may equip any
one non-cavalry, non-warship unit with
a small ram. While equipped they
cannot attack but gain +2 on Athletics
tests made to burst through doors and
gates. (A small ram counts as
destroyed if the unit carrying it is
routed or destroyed.
Covered Ram (2 Land): Ram
installed in wheeled frame w/ a canopy.
Must have a unit of engineers and a
non-cavalry/warship unit. Large
battering ram has Athletics 8 for
purposes of bursting doors and gates,
20 Health and 8 Armor Rating. Units
manning the ram gain a +5 to Defense.
Boiling Oil/Water (1/2 Wealth per
use): Boiling water deals 5 damage to
unit ignoring AR. Boiling Oil does 10
damage ignoring AR. If unit hit by oil is
hit by fire in the same round the flame
deals 1 pt of additional damage each
round for 6 rounds.
Mantlets (1 Wealth): offers units
protection vs Marksmanship. (a
reinforced and heavy wooden shield
attached to a wheeled frame) A unite
protected by a mantlet reduces
movement by -10 yards but gains a +5
bonus against Marksmanship attacks.
Scaling Ladders, Ropes and
Grapples (1/2 Wealth per unit):
Once placed all climbing gain +2
Athletics. Defending units under orders
to clear ladders take a -5 to Defense
from Marksmanship.
Siege Tower (2 Wealth per unit): A
tower moves 10 yards a round, holds
one unit. Unit inside gets +5 bonus to
Defense. If the tower reaches the
stronghold they do not need to roll
athletics to climb the walls. Siege
Tower has AR 8 and 20 Health.
Turtle (1 Wealth per unit): Units
protected by a turtle have their
movement reduced by 10 yards and
gain a +10 bonus to their Defense.
While protected the unit cannot make
attacks.

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Warfare Cheat Sheet

Wildfire (5 Wealth per unit ***


Restricted ***): Difficulty to issue
order to unit increases by +3. The unit
armed with wildfire may only make
attacks while armed with it. If a unit
armed takes damage they have a
chance of having it erupt on them
instead. Attack with Marksmanship, on
hit deals 7 damage ignoring armor,
with additional damage per degree. It
continues to do so for 12 rounds.

from higher elevations


Cover: Units given Defend Order gain
bonus to Defense
Enables Warships: Allows warship
units
No Cavalry: Cannot be used on
battlefield
No Siege Weapons: prevents
attackers from using siege weapons
Slow Movement: Movement -10 yards
Very Slow Movement: Movement -20
yards

VISABILITY
STEP 1: BATTLEFIELD

Coast: Enables warships


Hamlet : Slow Movement
Small Town: Cover (+1 Defense),
Slow Movement
Large Town: Cover (+2 Defense),
Slow Movement
Small City: Cover (+2 Defense), Slow
Movement, no cavalry
Large City: Cover (+5 Defense), Slow
Movement, no cavalry
Desert: Slow Movement
Grassland: None
Hill: Slow Movement, +2 Fighting and
Marksmanship tests
Island: Enables Warships
Mountain: +4 Fighting/Marksmanship,
very slow movement, no cavalry, no
siege weapons
Plain: None
Road: Removes slow movement,
changes very slow movement to slow
movement, enables cavalry (in
mountains)
Ruin: Cover (+2 Defense)
Wall: Cover (+5 Defense, blocks
movement
Stream: Slow Movement
River: Blocks movement, slow
movement with bridge, enables
warships
Pond: Slow movement, enables
warships
Lake: Blocks movement, enables
warships
Wetland: Slow Movement
Woods (Light): Cover (+2 Defense)
Woods (Dense): Cover (+5 Defense)

EFFECTS OF TERRAIN

Blocks Movement: Units cannot enter


areas
Bonus: Applies to attacks, generally

Dim Light: Take -1 Agility, Athletics,


Awareness, Fighting and Thievery tests,
-2 Marksmanship tests.
Darkness: All terrain counts as Slow
Movement and take -2 on all Agility,
Athletics, Awareness, Fighting and
Thievery tests and -4 on Marksmanship
tests.

WEATHER

Light Rain: No Penalties


Light Snow: Take -2 to Fighting and
Marksmanship tests
Heavy Snow: Take -4 to Agility,
Athletics, Awareness, Fighting and
Thievery tests, -6 to Marksmanship
test.

FORTIFICATIONS

Superior Castle: Defense +12,


Capacity 10 units
Castle: Defense +8, Capacity 5 units
Small Castle: Defense +6, Capacity 3
units
Hall: Defense +4, Capacity 2 units
Tower: Defense +3, Capacity 1 unit
Temporary fortifications: Ditches,
stakes, earthen ramparts etc. So long
as the unit occupies it they gain +1
Defense (If constructed by an engineer
+2)

FACING

Flanks: When a unit attacks another


units flank (or side), the attacking unit
gets +2 Fighting
Rear: When a unit attacks another unit
from behind, the attacking unit gains
+2 on Fighting
Surrounded: When several units
surround an enemy unit, front gains

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Warfare Cheat Sheet


+2, Sides gain +2 and Rear gains +4.
Attacking the Attackers: A unit may
attack enemies on its flank, albeit at a
penalty. Against flanking units, the unit
takes -2 to its Fighting test. A unit may
not attack enemies that strike its rear.

STEP 2: UNIT & LEADER


PLACEMENT
1.
2.
3.
4.
5.

The defender place a unit.


The attacker places a unit.
Etc., etc.
The defender place commander and
sub-commanders.
The attacker place commander and
sub-commanders.
Concealed Unit: A side can choose to
hide some unit. The unit must succeed
a Stealth test versus the closest Enemy
unit. Success gives +2 to first Fighting
or Marksmanship test.

STEP 3: PARLEY TERMS


The attacker may offer terms by sending an
envoy.
*Note: Attacking the envoy
costs the House 1d6 in
Influence.

STEP 4: INITIATIVE

STEP 6: FIRST PLAYER ACTION

STEP 5: SIEGE

Catapult: (1W,2W,4W) Health


10/20/40, AR 5, Range 300/400/500,
Dmg: Stone 3-S, 5M, 7-L / Pitch or Oil
same as regular ignores AR / Wildfire
7-S, 7-M, 7-L ignores AR
Mangonel: (3W) Health 20, Dmg 6,
Move 10, AR 3, Range 200 Y. When
used on units -2 on Warfare tests,
Effective 10 Athletics when used on
Walls/Fortifications
Scorpion: (1W) Move 10Y, AR 1,
Health 10, Dmg 3 ignores Armor,
Range 500Y. Normally used on units

Renounce Command (Greater) Detach from Unit


Attach (Greater) (-3) to Difficulty of
a unit attached, attached units gain +2
Fighting & Marksmanship
Attack Unit (Greater) Units get
+20 D against attacks from a single
person (as its 1 against 100)
Attack Portions of Units (Lesser)
Instead of 1 vs 100 its 1 vs 10, each
10 you take out subtracts from the
units health by 1.
Organize/Rally (Greater) Warfare
test Discipline as the difficulty. On a
success units increase disposition by 1
Organized/Disorganized/Routed.
*Note: 1 Battle Round = 5 Combat
Rounds

STEP 7: ORDERS

INITIATIVE = COMMANDERS
WARFARE TEST
*NOTE: Rolled each round!*

when used on a character -2 to Atk,


10 Dmg
Spitfire: (2W) Move 10Y, AR 1,
Health 20, Damage 3 ignores armor,
Range 200Y
Trebuchet: (4W), Move none, AR 4,
Health 40, Damage 7, Range 500. For
the purpose of smashing objects
Athletics equals 12.

Attack - Unit vs Unit, if against a


Character Unit gains +2 to Atk as they
are more men,
Charge - -2 to Atk but increase base
dmg +2, once charged
Defend Add agility to Defense,
Agility +1 if they are armed with
shields
Fighting Withdrawal unit takes -2
Atk and move half its move in retreat,
Move normal rate or sprint
Organize
Ready As readying an attack
Rally Rally a unit back to fighting
capability
Regroup Removes 1 pt of dmg done
to unit per degree of success
Retreat call for an orderly retreat
Surrender Test warfare for each of
your active units to call a general
surrender.

ADVANCED ORDERS
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Warfare Cheat Sheet


The basic orders reflect the simplest
commands a leader might issue. Each
advanced order includes a difficulty modifier.

Ambush (+3) If you succeed on


Warfare test, increase unit dmg by +2
first round of battle
Blitz (+6) Move up to sprint speed in
a straight line making Fighting attacks
against enemies in its path. Each unit
attacked after the first causes a -2 to
the Atk.
Envelop (+6) Units with this order
completely envelop the enemy unit
merging with foes. If the foe tried to
retreat or disengage your unit makes
one free attack. Successful
Marksmanship atks made against
enveloped units deal dmg to both units.
Force Back Unit tried to push its
opponent back. Fighting vs Athletics
on success enemy unit moved back
10Y per degree.
Hammer & Anvil (+6) Another unit
must have ready order, if done you can
command a nearby unit to drive an
opponent into the waiting unit.
Athletics vs Athletics, if pushed back
readied unit gets +2 Fighting.
Pincer (+3) split Warfare pull order
two nearby units to attack same
enemy. If you succeed each unit gets
+2 to Atk
Probing Attach (+6) Attack w/
caution, -2 to Atk + 2 to Defense.
Reform (+3) When two dmged units
are adjacent, remove one injured unit
and heal all damage to remaining unit.
Sap (+3) Succeed on Warfare (12) w/
engineer unit. Destroy Fortifications,
reduce bonus for fortification to target
by 1 pt per degree. Engineers take -5
to Defense while doing this maneuver.
Scale Walls (+3) Order unit to scale
an enemys walls. Must succeed in
Athletics test, unit climbs a number of
yards equal to its normal move. If unit
armed with gear to climb the wall no
increase in difficulty to Warfare.
Set for a Charge (+3) If an enemy
unit charges your unit you make a
Fighting Attack, if the attack hits it
deals double the weapon damage plus
additional damage per degree as
normal.
Slash & Burn (+3) Slash and burn
crops, buildings rapes the small folk
and scours the lands. The lord or ruling
family reduces their Population and

Wealth by 1 each time the order is


given.
Split Attack (+6) Unit may attack
two or more opponents at once by
splitting attack
Suppressing Fire (+3) Archer unit
fires a volley of missiles to keep an
enemy unit from moving. The unit
must then make a Marksmanship test.
On success the difficulty to issue orders
to targeted unit increases by +3. Each
degree increases difficulty by +2 attack
deals no damage but normal damage
for two degrees with additional damage
for each degree after that.
Trample (+3) Only works with
Cavalry unit, your unit sprints forward
makes Fighting Attk on any unit in its
path and on a success it deals and
extra 5 points of damage. Each attack
after the first takes -1 (cumulative) on
the Fighting test.

FORMATION ORDERS

Battle Drawback: Slow Movement,


units form in tight ranks each man
protecting his neighbor. Standard.
Checkered Drawback: Slow
Movement, +3 Discipline / Benefits: +5
D against Marksmanship, +2 on
Fighting against mobs. Soldiers
spreading out to make themselves less
of a target for arrows.
Column Drawback: -2 Fighting,
organizes a unit in rows of tight ranks
Mob (-3) Drawback: -5 D, +6
Discipline, whenever units rout they
enter mob formation
Phalanx (+6) Drawback: -5 D vs
Marksmanship, Very Slow Movement /
Benefit: +5 vs Fighting. Only noncavalry, non warship, Front forms
shield wall, rear use spears.
Shield Wall (+6) Drawback: No
Movement / Benefit +5 vs fighting
negates benefits of Charge. Unit erects
a solid barrier of shields to form a
temporary obstacle.
Square(+6) Drawback: No
movement / Benefit: Negates bonuses
from flanks and rear attacks
Tortoise Shell (+9) Drawbacks: No
Attacks, Very Slow Movement / Benefit:
+5 Defense against all attacks
Wedge (+3) Drawback: -5 D against
Marksmanship / Benefit: +2 Fighting.
Units in V formation.

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Warfare Cheat Sheet


STEP 8: SECOND PLAYER ACTION
*** Once orders are given any player not
attached to a unit may take 5 rounds
worth of actions. They can take any
normal combat actions plus actions listed
here***

Detach Character(Greater) Any


Character attached to a unit can detach
during this phase
Take Command (Greater) Attach to
a unit if a commander or sub
commander is lost.
*Note: Lasts 30 seconds.*

STEP 9: RESOLVE STANDING


ORDERS

Resolve standing orders of unit that did not


acted yet.

Attack - Standing Orders: continues


attacking till told otherwise
Charge - Standing Orders: continues
attack vs nearby enemy
Defend - Standing Orders: unit
continues each round
Fighting Withdrawal - Standing
Orders: continues each rnd till reaches
commander
Move - Standing Orders: once done
does nothing till receives next order
Organize - Standing Orders: once
organized unit does nothing till ordered
Ready - Standing Orders: remains so
until condition occurs or receives a new
order
Rally - Standing Orders: once rallied a
unit does nothing until it receives a
new order.
Regroup - Standing Orders: once unit
regroups does nothing till next order
Retreat - Standing Orders: once unit
retreats it moves away from the battle
each round until it receives a new order
Surrender - Standing Orders: Once
unit surrenders it is removed from play

ADVANCED STANDING ORDERS

Ambush Standing Orders: As Attack


Blitz Standing Order: As Attack
Envelop Standing Orders: A unit
continues to envelop its enemy. Once
enemy moves away, the unit does

nothing till it gets a new order


Force Back Standing Order: As
Attack
Hammer & Anvil Standing Order: As
Attack
Pincer Standing Order: As Attack
Probing Attack Standing Order: As
Attack
Reform - Standing Order: Once
reformed, the unit does nothing until it
receives new orders
Sap Standing Orders: Once the unit
attempts the sap, the unit does nothing
until it receives new orders.
Scale Walls Standing Order: Once
unit attempts to scale the walls, it
keeps trying until it succeeds or
receives a new order. If the unit
encounters an enemy unit at the top of
its climb, it attacks.
Set for a Charge Standing Order: As
Attack
Slash & Burn Once the unit slashes
and burns, it does nothing until it
receives new orders
Split Attack Standing Order: As
Attack
Trample Standing Order: As Attack

STEP 10: REPEAT


Repeat until the opponent's force have
all surrendered, been routed, been
destroyed.

DAMAGE

Disorganized = Health 0 (-1 on tests,


Discipline +3).
Routed = Injured While Disorganized
Destroyed! = Twice Health in Damage

ATTACHED CHARACTERS

... take Damage = 1 damage (ignoring


AR)
... is Disorganized = 2 damage
(ignoring AR)
... is Routed = 5 damage (ignoring AR)
... is Destroyed = 10 damage (ignoring
AR)

COMMANDERS & HEROES


MORTALITY
A unit near a hero or commander who dies,

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Warfare Cheat Sheet


must pass a Will test at Formidable (12) for a
Commander, or Challenging (9) for a Hero, or

If victor captured any characters or


commanders, the winning commander decides

become Disorganized, Routed or Destroyed.

their fate. Usually, the captured are ransomed,


but any outcome described under Defeat and
Consequences in the Combat section can apply.
Ransom fees are usually equal to 1 point of
Wealth for each rank of Status held by the
captive.

STEP 11: RESOLUTION &


CONSEQUENCE

Resource Gained/ Lost

Defense If the stronghold wasnt


destroyed victor increases his houses
Defense resource by an amount equal
to that invested in the stronghold and
also gains the holding. (A victor can
later relinquish his control of the
stronghold thus lowering his Defense)
Lands A victor may seize lands held
by the defeated force. To Retain the
lands the victor must hold it (keep units
present) for at least 3 months.
Law Loser reduces his law resource
by 1d6. If victor holds the domain the
victor also reduces his Law resource by
1d6 from the upheaval created.
Population - Loser reduces houses
population by 1d6, Victor increases his
population by 1d6-1
Power A units destroyed reduce their
houses power by an amount equal to
the investment
Wealth - If the domain included a
community or stronghold, the victor
increases his Wealth by 1d6-1. The
loser decreases his Wealth by 2d6. In
additional, Wealth investments tied to
the domain transfer to the new owner.

CAPTURED COMMANDERS &


HEROES

Characters with Destiny points may


burn one to avoid certain death and dictate
different consequences to their defeat.

UNITS & CASUALTIES


Every unit that participated in the
engagement likely lost men to injury or
desertion. The depletion of these units
depends on their condition at the end
of the battle. For each unit, roll a 1d6
and compare to the chart below. Only
use the routed column if the unit was
removed from play because of being
routed or was routed when the battle
ended.

Destroyed - The unit was utterly


destroyed, both by casualties and
deserters. Reduce your Power resource
by the amount you placed into it.
Intact Remove all damage and
penalty dice from the unit
Training Increases or decreases a
units effective level of training by one
or more steps. If it would lower a unit
below Green than it is destroyed. If its
elite and gains a +1 rank to any one
ability per step. You do not need to
pay for these improvements; units
destroyed however reduce your Power
resource as normal.

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