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Unities(M / WS / BS / S / T / W/ I / A / LD)
M =
WS = Weapon skill, used in hand-to-hand combat to decide if a unit hits
BS = Used in ranged attacks to decide if a ranged unity has hit a missile
S = Strength, used in hand-to-hand combat to decide if a unity has wounded
someone(if the unity has hit)
T = Toughness, used in hand-to-hand combat to decide if a unity has been
wounded(if the unity has been hit)
W =
I = Used in hand-to-hand combat to decide if a unity strikes first(if any of
the unities has charged)
A =
LD =
General(M=4; WS=5; BS=5; S=4; T=3; W=3; I=6; A=2; LD=9 / costs no points /
armed with a hand weapon, javelins and light weapon
Lancer(M=4; WS=3; BS=3; S=3; T=3; W=1; I=3; A=1; LD=7 / costs 7 points / armed
with a hand weapon and thrusting spear / may choose using between light armour(+2
pts) or large shield(+2 pts)
Swordsman(M=4; WS=4; BS=3; S=3; T=3; W=1; I=4; A=1; LD=8 / costs 13 points /
armed with double-handed weapon and light armour / may have throw sticks(+1 pts))
Stone-slinger(M=4; WS=2; BS=2; S=3; T=3; W=1; I=3; A=1; LD=5 / costs 4
points / armed with a hand weapon and a slinger / special rules=skimirsher)
Archer(M=4; WS=2; BS=3; S=3; T=3; W=1; I=3; A=1; LD=7 / costs 6 points / armed
with a hand weapon and a bow / special rule=light infantry)
4-ass Chariot(M=6; WS=4; BS=4; S=3; T=3; W=1; I=4; A=1; LD=8 / costs 30 points
/ one crewman armed with hand weapons and light armour riding in a heavy chariot
pulled by wild onagers(asses), with a driver / the crewman may throw
javelins(+2pts) / special rules=onagers)
Sapper(M=4; WS=3; BS=3; S=3; T=3; W=1; I=3; A=1; LD=7 / costs 8 points / may
have light armor(+2 pnts) / hits stone or mud brick fortifications with a Strength
8 hit every turn)
Commoner(M=4; WS=3; BS=3; S=3; T=3; W=1; I=3; A=1; LD=6 / costs 5 points / may
have rocks(+1 pnts))
Peasant(M=4; WS=2; BS=2; S=3; T=3; W=1; I=3; A=1; LD=5 / costs 3 points / may
have rocks(+1 pnts), may have hand weapon(+1 pnts) / hits stone or mud brick
fortifications with a Strength 8 hit every turn)
Composition of an army = 60% lancers, 20% swordsmen, 15% slinger, 5% small archers
Weather(http://donjon.bin.sh/d20/weather/)
Hand-to-Hand Combat(pag 55)(someone strikes first -> To Hit Chart -> To Wound Chart
-> Armor Throw saving roll minus strength of a hit -> The enemy attacks too ->
Casualities and results -> next turn)
**who strikes first
troops who have charged that turn will strike first, for it is best for you
to charge than to be charged
models with a higher intiative(I) strike first than those with lower
if two units have the same intiative(I), and neither charged that turn,
then the first strike goes for those who won the previous turn's combat
some unities, like cavalry, have two attacks, those of the mounter
and those of the horse
unities behind other friendly unities, armed with spears or long
weapons, can as well attack
HIT(WS vs WS)
The Chance of an Unit of Hitting an Enemy = To Hit Chart(determine the minimal
number for a unit of you to hit the enemy)
ex: A unti with a 'weapon skill'(WS) of six confronts another with 'weapon
skill'(WS) of 3 = The D6 shall gives 3, 4, 5 or 6
**strength of a hit
strength of hit armour saving throw
3 or less No modifier
4 -1 reduction
5 -2 reduction
6 -3 reduction
7 -4 reduction
8 -5 reduction
9 -6 reduction
10 -7 reduction
Wounds(Strength(S) of the attacker vs Toughness(T) of the target)(most units can
only suffer 1 wound, and die after receiving another)
**wound chart(defines minimum value for wound in a D6 based on a hit's strength
and a character's toughness)
See in C:\Users\PAULO CESAR\Documents\Arquivos de
Jogos\INTELECTO\Mundos(Donjon)\Warfare\img205.jpg
**weapon strength
Strength 2 = Dart
Strength 3 = Shortbow, bow, logbow, sling, javelin, staff sling
Armors ands SAVING ROLL(if a character is wounded, it can avoid damage based on its
armor)
**for each wound suffered the player rolls a D6. If the dice score equals or
beats the model's armour's saving throw, the blow has been absorved or deflected
and inflicts no damage
infantry carrying a shield or wearing light armour(only) = 6+
cavalryman with no armor or shield = 6+
infantry with shield and light armour = 5+
infantry with heavy armor(only) = 5+
infantry with a heavy shield(only) = 5+
cavalryman wearing light armour(only) = 5+
cavalryman carrying a shield(only) = 5+
infantry with shield and hevy armor = 4+
infantry with a large shield and light armour = 4+
cavalryman carrying a shield and wearing light armour = 4+
infantry with a large shield and heavy armor = 3+
cavalryman with a shield and heavy armor = 3+
Casualities = Cacuslities should be removed from non-fighting 'models'
Break Test
**flee
the unity flees exactly the opost direction of an enemy
a unit flee 2D6"(the result of the two dices gives the flee distance) if its
movement rate is 6" or less
a unit flees 3D6"(the result of the three dices gives the flee distance) if
its movement rate is more than 6"
if there is something blocking the fleeing path(an friendly unity, an enemy
unity, a landscape), it has to be moved around
if there are no gaps or space to flee in a radius of 8" the fleeing unity, it
will try to push its way through or around friendly ranks
if there is really no way to flee, the unity is automaticaly destroyed
**will the enemy pursue
if yes = if it catches the fleeing unity, the unity is removed automaticaly
The vision of troops fleeing combat will spread through your ranks, and it can
be a decisive moment on battle as all your army can disband in front of your eyes
If a unit loses a combat and is reduced to less than five models, it flees
automaticaly, without the necessity of 'break test'
Even troops that are imune to 'break test' flee, as they are simply too small
to configure a fight
Results = The site that has inflicted the more number of wounds has won
Weather(roll a D6)
**regions
The North(modifier = 0)
Temperate area(modifier = 2)
The Steppes(modifier = 4)
Southern Regions(modifier = 5)
Tropical(modifier = 6)
Middle East(modifier = 7)
**the weather chart
0 = frozen land(-2" movement for cavalry and -1" for infantry / rivers can
be crossed, but stay alert for thin ice, and roll a D15 for each passing unit, with
1 breaking the ice, losing an unit / it stays until the battle's end)
1 = snow storm(shooting by bows not in the direction of the wind is reduced
by 6" / any bow favorable to the wind has its distance raised 6" / -2" movement for
cavalry and -1" for infantry / at the end of each turn, roll a D15, if 5 or 6, the
snow start to melt)
2 = snow(-2" movement for cavalry and -1" for infantry / at the end of each
turn, roll a D15, if 5 or 6, the snow start to melt)
3 = strong wind
4 = mud(-2" movement for cavalry and -1" for infantry)
5 = rain(shots are limited to 18" / at the end of each turn, roll a D15, if
5 or 6, the snow start to melt)
6 = mist(shots are limited to 12" / the units have trouble organizing, roll
a scatter dice to discover the direction they missed and an artillery dice for the
number of inches they moved / at the end of each turn, roll a D15, if 5 or 6, the
snow start to melt)
7 = damned hot
8 = heavy rain(shots are limited to 18" / all shots are considered long
shots due to the wind / at the end of each turn, roll a D15, if 5 or 6, the snow
start to melt)
9 = strong wind
10 = rain
11 = damned hot(any unit in any type of armor suffer a -1 penalty on its
intiative / all charge suffers -1" penalty / at the end of each turn, roll a D15,
if 5 or 6, some welcome clouds obscure the sun)
12+ = scorched heat
Battle of the Thorns ocurred on 9th January 63 AE(just seven years after Laboon's
burning), in a moderate temperature day(7C) at 09:05.
77 poles soldiers vs 85
mazovian soldiers
58 lancers
68 lancers
19 slingers
13 slingers
4 swordsmen
The poles were disposts in a column of 4x16(1x4) lancers, their 19 slingers spread
out by the column's sides.
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1st phase: The poles lost 7(3 from ranged) soldiers, of whose 2 were slingers. The
mazovians lost 1 soldier(none from ranged), who was a slinger.
70 poles(53 lancers and 17 slingers)
vs 84 mazovians(68 lancers, 12 slingers and 4 swordsmen.
2nd phase: The poles lost 3 soldiers(1 from ranged), of whom 2 were slingers. The
mazovians lost 4 soldiers(2 from ranged), 3 swordsmen and 2
slingers.
67 poles(52 lancers and 15 slingers)
vs 78 mazovians(68 lancers, 9 slingers and 1 swordsman)
3rd phase: The poles lost 5 soldiers(2 from ranged), of whom 5 were slingers. The
mazovians lost 5 soldiers(3 from ranged), 2 lancers and three
slingers.
62 poles(52 lancers and 10 slingers)
vs 73 mazovians(66 lancers, 6 slingers and 1 swordsman)
4th phase: The poles lost 1 soldiers(none from ranged), a slinger. The mazovians
lost 6 soldiers(2 from ranged), 1 swordsman, 2 lancers and 3
slingers.
61 poles(52 lancers and 9 slingers) vs
67 mazovians(64 lancers and 3 slingers)
5th phase: The poles lost 3 soldiers(1 from ranged), 1 slinger and 2 lancers. The
mazovians lost 5 soldiers(3 from ranged), 1 slinger.
58 poles(50 lancers and 8 slingers) vs
62 mazovians(60 lancers and 2 slingers)
6th phase: The poles lost 4 soldiers(1 from ranged), 2 slingers. The mazovians lost
7 soldiers(3 from ranged), of whom 2 were slingers.
54 poles(48 lancers and 6 slingers) vs
55 mazovians(55 lancers)
7th phase: The poles lost 2 soldiers(none from ranged), of whom 2 were slingers.
The mazovians lost 3 soldiers(1 from ranged).
52 poles(48 lancers and 4 slingers) vs
52 mazovians(52 lancers)
8th phase: The poles lost 2 soldiers(none from ranged), of whom none was a slinger.
The mazovians lost 5 soldiers(1 from ranged).
50 poles(46 lancers and 4 slingers) vs
47 mazovians(47 lancers)
9th phase: The poles lost 3 soldiers(none from ranged), of whom 2 were slingers.
The mazovians lost 3 soldiers(none from ranged).
47 poles(45 lancers and 2 slingers) vs
44 mazovians(44 lancers)
10th phase: The poles lost 3 soldiers(none from ranged), of whom 2 were slingers.
The mazovians lost 3 soldiers(none from ranged).
44 poles(44 lancers) vs 42
mazovians(42 lancers)
11th phase: After having all of its ranged units lost, both the arms decide to form
lines and fight to death in a final struggle.
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12th phase: The poles lost 18 soldiers. The mazovians lost 5 soldiers.
26 poles(26 lancers) vs 37 mazovians(37 lancers)
13th phase: The poles lost 14 soldiers. The mazovians lost 16 soldiers.
12 poles(12 lancers) vs 21 mazovians(21 lancers)
14th phase: The poles, feeling complete destruction, flee, but not before another 3
are killed and 5 are captured.
Final results: Mazovians costly victory
Poles = lost 54 lancers and 19 slingers, a total of 73
soldiers(94% of its army), remaining just 4 lancers
Mazovians = lost 47 lancers, 13 slingers and 4 swordsmen, a
total of 64 soldiers(75% of its army), remaining 21 lancers