From: sidhe Subject: Lionheart variant This variant includes new panic rules; light troops (faster & more maneuverable) ; a (small) variety of weapons and armor; unit costs; leadership rules. No terrain rules yet. These rules assume use of a hex map. ----Turn Sequence ------------------------------------------------ 1) leadership roll 2) actions - the players perform actions ----Leadership roll ------------------------------------------------ Each player rolls a number of dice equal to his leader's leadership rating, totaling them as follows: axe 2 arrow 1 panic 0 A tie means nothing happened that turn. If the difference is between rolls is 1, each player performs one action, with the high roller deciding who goes first. On any other result, the high roller gets a number of actions equal to the difference between the rolls, while the low roller gets one. The order in which players perform their actions is determined using the table below. The low-rolling player uses the '1' column; the high-roller uses the column corresponding to the number of his actions(If he has 6 actions, he uses the '5' column and gets a bonus move**). 5 4 3 2 1 Read the table from left toright, top - - - - - to bottom. Each time an 'A' is reached Start here->A A A X X in a player's column, that player A A X A X executes one of his actions. A X A X A **If the high roller has 6 actions, he A A X A X performs his bonus action immediately A A A X X after the low roller's action. -----Actions ----------------------------------------------- During an action, a player may have one unit that is not panicked may do the following: Each of these costs the unit one movement point: -Turn (change facing 1 hexside) -About Face(3 hexsides-must turn the full 3) -Advance (move forward into the hex it faces, turning 1 hexside after doing so, at no extra cost, if desired) -Attack (attack hand-to-hand into the unit's front hex. Attacking ends the unit's action.) One (but not both) of these may be performed once per action at no movement point cost: -Shoot* -Reload* crossbows (see Weapons, below) *(A unit that Shoots or Reloads in its action may not Attack in the same action. A unit that Reloads arbalests may not _move_ at all during that action, either.) Rally is the only action a panicked unit may take. This uses the unit's entire action. A rallying unit may change its facing by any number of hexsides. No other movement is allowed. It may not Attack or Shoot. Rallying cures the unit of panic. ----Combat ------------------------------------------------- -In hand-to-hand combat, _both_ the attacking unit _and_ the defending unit roll dice, and both can inflict casualties. -Melee complications -'Panic' faces are now 'Shield' faces. Each 'Shield' thrown by a unit with shields while fighting hand-to-hand blocks one hit caused by its opponent. -A unit may not attack a unit to its flank or rear, though it _does_ fight if attacked by such a unit, and can inflict casualties on such a unit. -Archers fighting hand-to-hand cause hits on axes, but are considered armed with sidearms(see Weapons). -Saving rolls It only takes one hit rather than two to kill a horseman, but_all_ figures get saving rolls as follows: Roll a die for each hit scored. Each die that comes up with the appropriate type of face(s) blocks one hit. Cavalry in melee or W/shields vs archery NO shields vs. archery -------------------------------- ---------------------- cavalry/unarmored: arrow panic cavalry/light armor: axe arrow cavalry/medium armor: axe or panic axe cavalry/heavy armor: axe or arrow axe or panic Infantry in melee or NO shields vs archery W/shields vs. archery --------------------------------- -------------------- infantry/unarmored:(no save) panic infantry/light armor: panic arrow infantry/medium armor: arrow axe infantry/heavy armor: axe axe or panic Light Cavalry in melee or W/shields vs archery NO shields vs. archery -------------------------------- -------------------- infantry/unarmored: panic (no save) infantry/light armor: arrow panic infantry/medium armor: axe arrow infantry/heavy armor: axe or panic axe -Panic: Units fighting hand-to-hand: Each unit rolls dice equal to its morale rating, totaling them as follows: axe: 2 arrow: 1 panic: 0 If a unit's total is _less_ than or _equal to_ the number of casualties* it recieved, it panics and retreats. Units fighting on their flank subtract one from their roll; units fighting on their rear subract two. Units that are already panicked subtract two. If one unit took more casualties than the other, the difference is subtracted from its roll and added to the roll of the other. If both units panic, the one that failed by the most retreats. The other doesn't retreat, but its next action still must be a Rally. If both fail by the same amount, both retreat. *_Twice_ the number of casualties for cavalry and light infantry. Targets of missle fire: Units that recieve casualties from archery roll dice equal to their morale rating, totaling them as above. If the unit is already panicked, subtract two from the roll. If the roll is _less_ than the number of casualties* the unit recieved, the unit panics. A firing unit only retreats if it rolls more panics than other faces in its attack. *_Twice_ the number of casualties for cavalry and light infantry. ----Morale Ratings ------------------------- poor(peasants): 1 fair(most troops): 2 good: 3 -Panic moves: ------------------------------------- When a unit panics, roll a die to see how far it retreats: axe arrow panic 1: 1 2 1 The unit's 2: 2 1 1 \ movement pts: 3: 2 3 1 - # of hexes the unit retreats 4: 3 2 1 / Each hex a unit retreats must leave the unit farther from all visible unpanicked enemies, if possibe. A retreating unit may not move closer to visible unpanicked enemy troops. The first hex moved by units that panicked in hand-to-hand _must_ take it farther away from all HtH opponents. A panicking units that cannot abide by the above restrictions stops moving, and a die is rolled for each of its figures. One figure is lost for each panic rolled. No save is allowed. ----Unit Types ----------------------------------- --Infantry/Archers figures per stand: 4 combat dice: 1 per figure speed: 1 movement point armor: any --Cavalry figures per stand: 2 combat dice: 2 per figure speed: 3 movement points armor: any; reduced to 2 movement pts. if medium or heavy armor --Light Infantry/Light Archers figures per stand: 2 combat dice: 1 per figure speed: 2 movement points during its action, may make first Turn in a hex for 0 movement points; subsequent Turns in the same hex cost 1 point as normal armor: 2 movement pts.if light armor, 1 if medium, can't have heavy armor --Light Cavalry figures per stand: 2 combat dice: 1 per figure speed: 4 movement points during its action, may make first Turn in a hex for 0 movement points; subsequent Turns in the same hex cost 1 point as normal armor: 3 movement pts. if light armor, 2 if medium, can't have heavy armor --King/Leader - Mounted figures per stand: 1 combat dice: 2 per figure speed: 4 movement points armor: any; reduced to 3 movement pts. if medium or heavy --King/Leader - Foot figures per stand: 2 combat dice: 1 per figure speed: 3 movement points armor: any; reduced to 2 movement pts. if medium or heavy -Weapons ----------------------------------------------- crossbows: Costs 1 movement point to reload. Cheaper than archers(see unit costs). arbalests: Must spend an entire action without moving or fighting to reload. Hits caused by arbalests are saved as if target's armor is two levels lighter. Infantry only. spears: infantry and light cavalry gain 1 extra combat die per 2 figures* vs. non-spears cavalry gain 1 extra combat die per figure vs. non-spears halberds: gain 1 extra combat die per 2 figures.* Infantry only. heavy weapons: hits caused are saved as if target's armor is one level lighter. (Infantry in light armor gets no save, unarmored cavalry saves on a panic). longbows: Hits caused are saved as if target's armor is one level lower. Infantry only. sidearms: no bonus *per 2 full figures, not fraction Unit costs ------------ base cost --------- foot 4 armed with either spears or bows, morale rating 2 horse 8 armed with either spears or bows, morale rating 2 morale rating: cost modifier(foot/horse) --------------------------------------- 1(poor): -2/-4 2(fair): 0 3(good): +2/+4 Armor(foot/horse) ---------------- light +1/ +2 medium +3/ +6 heavy +6/+12 Weapons ------- halberds +2 instead of spears, infantry only crossbows -1 instead of bows arbalests +2 instead of bows, infantry only heavy weapons +1 instead of spears longbows +2 instead of bows, infantry only sidearms only -1 no other weapons shields +1 only with spears or sidearms Halve the final cost for light infantry/cavalry. peasants 1 (4 figures of unarmored infantry, morale rating 1, sidearms, no shields) King/Leader ----------- base cost --------- foot 10 armed with spears or bows, morale rating 2, leadership rating 2 horse 14 armed with spears or bows, morale rating 2, leadership rating 2 for morale rating 3: +2 foot/+4 horse armor and weapons cost as above for other troops Leadership Rating ------------------ Rating Cost ------ ---- 1 0.5 x final cost 3 1.5 x final cost Mercenaries ----------- Mercenary units are bought differently than regular troops. Their base cost is one-quarter that of regular troops of the same type. They must also be promised an additional "payment," in points, of at least their base cost, to be paid after the battle. Each amount, and the specific unit it is owed to, is secretly recorded by each player when he buys his army. Mercenaries may cost less than regular troops, but they might betray their leader. Mercenary treachery ------------------- Whenever a mercenary unit is closer to an enemy king than a friendly king, the enemy king can attempt to outbid its controller. To do so, he must have unspent points available that aren't already owed to mercenaries. He tells the enemy player the number of points he offers the unit. If the bid is higher than the number of points promised the unit by its current king, it switches sides. The current controller of the unit does _not_ reveal the amount he has promised to pay. The points formerly owed a unit by the player who loses control of it become unspent points. Accounting ---------- Each player must keep a record of his unspent points and the points he currently owes to mercenaries under his control. Dedicated warriors ------------------ Dedicated warriors have pledged themselves to the god of battle. They live to find glorious death in combat. All they ask is a leader who will provide them with plenty of food, drink, and opportunities for battle. Dedicated warriors never panic. [They never wear armor?] They cost one and a half as much as regular troops of the same type[must be unarmored?]. ------------------------------------------------------------------------------- ___ / \ ___/ \___ / \ F / \ F = front. A unit may Attack into its front hex. / \___/ \ FLK = flank \ FLK / ^ \ FLK / R = rear \___/ ^ \___/ / \ / \ / \___/ \ \ FLK / \ FLK / \___/ \___/ \ R / \___/ ___ / \ ___/ \___ / \ / \ ___/ \___/ \___ / \ / \ / \ / \___/ \___/ \ \ / \ / \ / \___/ \___/ \___/ \ / \ / \___/ \___/ \ / \___/ / ^ \ foot archer firing arc ___ / \ ___/ \ / \ / ___/ \___/ / \ / \ ___/ \___/ \ / \ / \ / / \___/ \___/ \ / \ / \ \___/ \___/ \ / \ / \ / / \___/ \___/ \ / \ / ^ \ \___/ \___/ ^ / \ / \ / \___/ \_ \ / \ / horse archer firing arc(?) \___/ \___/ / \ / / \___/ \ / \___/