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Number of soldiers(side 1): Roll the numbers

Number of soldiers(side 2): Roll the numbers(1-100)


[05-] = minus(roll the numbers 1-100) the (side 1)
[05] = minus 21% the (side 1)
[10] = minus 20% the (side 1)
[20] = minus 18% the (side 1)
[30] = minus 15% the (side 1)
[40] = minus 10% the (side 1)
[45] = minus 08% the (side 1)
[49] = minus 05% the (side 1)
[50] = the same the (side 1)
[51] = more 05% the (side 1)
[55] = more 08% the (side 1)
[60] = more 10% the (side 1)
[70] = more 15% the (side 1)
[80] = more 18% the (side 1)
[90] = more 20% the (side 1)
[95] = more 21% the (side 1)
[95+] = more(roll the numbers 1-100) the (side 1)

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

Lancers(roll the numbers 1-100)


[00]35%
[10]40%
[30]45%
[40]50%
[50]60%
[60]70%
[70]75%
[90]80%
[100]85%

Swordsmen(roll the numbers 1-100)


[00] 0%
[10] 5%
[30]10%
[40]15%
[50]20%
[60]30%
[70]35%
[90]40%
[100]45%

Slingers(roll the numbers 1-100)


[00] 0%
[10] 5%
[30]10%
[40]15%
[50]15%
[60]15%
[70]25%
[90]30%
[100]35%

Small archers(roll the numbers 1-100)


[00] 0%
[10] 0%
[30] 0%
[40]5%
[50]5%
[60]5%
[70]10%
[90]10%
[100]15%

Weather(http://donjon.bin.sh/d20/weather/)

Tactics(roll the numbers 1-5)


1 = line(roll the numbers 1-5 for depth)
1 = 1x10 line
2 = 3x4 line
3 = 1x5 line
4 = 1x4 line
5 = 3x10 line
2 = column(roll the numbers 1-5 for width)
1 = 3x4 column
2 = 3x5 column
3 = 1x2 column
4 = 3x4 column
5 = 1x4 column
3 = rush
4 = skimirsh(at least 25% of the army slinger and archer)
5 = ambush(unable if not night)

Commanders(divide the army in parts)


note that, when you calculate the commanders, subtrate 1 soldier from each
type(lancer, swordsman, slinger, archer)

Roll the numbers(1-100)


>5 = roll the numbers again and make an arithmetic mean
ex: (4 + 7)/2 = 5.5 = 6(round up)
5 = some commander controls 5% of the army
6 = some commander controls 6% of the army
...
20 = some commander controls 20% of the army
...
100 = some commander controls 100% of the army

Roll the numbers(1-5), skill of the commander


1 = skill level 1
2 = skill level 2
3 = skill level 3
4 = skill level 4
5 = skill level 5

Number of contacts(number of soldiers in meele combat)


ex: if a column of 7 wide and 10 depth(70 soldiers) meet a line of thirteen
wide and two depth(60 soldiers), the contact is 7 soldiers
if a line of thirteen wide and three depth(90 soldiers) meet another
line of thirten wide and three depth, the contact is thirteen

contacting soldiers = those who are in hand-to-hand combat(meele)

Roll the numbers(0-100) simultaneously to Roll


the numbers(0-100)
1 = 1% of the (side 1) contacting soldiers die
1 = 1% of the (side 2) contacting soldiers die
30 = 30% of the (side 1) contacting soldiers die
30 = 30% of the (side 2) contacting soldiers die
100 = 100% of the (side 1) contacting soldiers die
100 = 100% of the (side 2) contacting soldiers die

Use of range units in combat(ignore if using a scatter dice)

Roll the numbers(0-30)


simultaneously to Roll the numbers(0-30)
0 = 0% of the (side 2) range units killed someone
0 = 0% of the (side 1) range units killed someone
15 = 15% of the (side 2) range units killed someone
15 = 15% of the (side 1) range units killed someone
30 = 30% of the (side 2) range units killed someone
30 = 30% of the (side 1) range units killed someone

The shooting phase(pag 45)(basically, BS and modifiers)


**short and long range
short = up to the half of the weapons's range
long(-1 modifiers) = between the half and maximum range of the weapon(ex: a
short bow has a range of 18", then, 1-9" equals short range and 10-18" equals long
range)
**equipment
Throw rocks or stones(range of 4" / ignore short and long ranges)
Javelins(range of 8" / ignore short and long ranges)
Darts(range of 12")
Short bow(range of 18")
Sling(range of 18")
Composite bow(range of 24")
Staff sling(range of 24")
Longbow(range of 30")
Nominate targets(an unit can only shoot enemies within its range and line of
sight(90))
Artillery
Shoot(an unit can only shoot one enemy)
**shoot engaged units, both sides take losses
roll a dice to distribute the damage(1-3, theirs, 4-6, yours)
**massed fire(only bows, short bows, long bows and darts)
basically, units who do not see the enemy can still fire to the air, hoping
their missiles fall on the opponents
units armed with bows(not darts) must remain on their place in the
'movement phase' to shoot
units out of range can as well not fire
number of shooter from rear ranks is halved and doubled down(ex: if
two archers on the first rank and more five on the second rank fires, it will be
five shooters on the first rank and just two on the second, taking in count the
innacuracy)
**shoot in charging units
if a unit charges another, they can 'stand & fire' or 'fire & flee'
only units who started to charge more than half of the 'minimum distance
required to charge' can be shoot
if a unit has started to charge less than hald the 'minimum distance
required to charge', they reach you too fast, giving no opening for you to shoot
your missiles
units shooting on charge suffer -1 penalty on dice rolled for score
hits(units are less likely to hit their targets if those targets are menacingly
charging towards them)
Panic
Arrow dices(1-6), use it to discover if an arrow hit some enemy
**BS x Score required to hit
BS Score(in a D6 after the modifers have been taken)
1 6
2 5
3 4
4 3
5 2
6 1*
*if all the modifiers have been taken into account, the minimum number(or
superior) required to hit is 2, if not, units with a BS of 6 would always hit
if a D6 achieves those number(score) -- based on Ballistic Skill(BS) -- or
higher, then it hits, if the dice has rolled less, then it miss
ex: if a unit with a BS of 3(ignoring the modifiers) shoot another unit and
the D6 achieves 3, the unit does not hits(as the numbers 4, 5 and 6 would be
necessary for her to hit)
if the score is 7 or higher(impossible to achieve in a D6), then a 6 on a D6
will hit, but for each number above 7 the arrow will hit with -1 strength
Score needed to hit Strength
7 -1
8 -2
9 -3
if the strength ends up being smaller than 1, then the arrow hits
innofensively(see wound chart)
ten archers = ten dices
fifteen archers = fifteen dices
**to hit modifiers
+1 shooting at a large target
-1 shooting whilst moving(if the shooter moved during the movement phase)
-1 shooting at long range
-1 shooting at a character model
-1 shooting at skimirsh formation
-1 shooting at a moving light chariot
-1 target is behind soft cover(vegetation, corpses, hedgerow and orchads)
-2 target is behind hard cover(walls, buildings, most defence works)
**if the unity is in a turtoise
1-4 = hit the turtoise(miss)
5-6 = hit the unity(hit)

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

Equipamento de cerco(antes de 500 BC)


Escadas(dois homens para carreg-la / a menos que hajam cinco homens para
cada escada, a unidade sofre penalidade de movimentao pela metade / o atacante
usa 1 turno para por as escadas)
Fogo(faz oito pontos de dano para estruturas de madeira, e se adicionado a
uma flecha faz mais um)
Tortoise or ram(pelo menos oito homens para empurr-lo / move-se um metro e
meio por turno quando oito homens o puxam, mais um metro e meio para cada homem a
mais que oito / custa 40 pontos)
Rampa(junte material para fazer uma rampa que o leve ao topo do muro
inimigo / 500 pontos para fazer uma rampa com seis ps de largura)
Fascine(um feiche largo de pedaos de madeira que pode ser usado para encher
fossos, dar cobertura a arqueiros e incendiar construes / custa 5 pontos)
Cordas com ganchos(1 corda com gancho para cada unidade / a corda aguenta
apenas uma pessoa por vez)
Muros = Muros de madeira, tijolo de barro ou pedra, com fosso, sem portes
fortificados

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

Battles(when two armies meet, three thing can happen)


fight = a battle is fought
avoid = one army break off, wile the other may pursue it
stand = both armies fight
**chances of avoidance
avoiding army pursuing army
500pts 1.000pts
2.000pts 3.000pts
500pts 4+ 3+
2+ 2+
1.000pts 6+ 5+
4+ 3+
2.000pts 7+ 6+
5+ 4+
3.000pts 8+ 7+
6+ 5+
**modifiers
+1 avoider has cavalry
+2 avoider is all cavalry
-1 attacker has cavalry
-2 attacker is all cavalry

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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The mazovians were disposts on a column of 6x10(3x5) lancers, their 13 slingers


spread out by the columns sides, and their 4 swordsmen ready
to met the poles' column.
The pole's commander is on their right flank, just one position after the
frontlines, while the mazovians' commander is on their center flank,
four positions after the frontline.
The battle begins, with a number of contacts in 4 for both 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

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