Combat
| Foot | % | KP |
| Yari | 30 | 5 |
| Naginata | 30 | 6 |
| Katana | 35 | 4 |
| No Dachi | 35 | 7 |
| Imp Weapon | 15 | 2 |
| Martial Arts | 15 | 2 |
| Fists | 10 | 2 |
| Mounted | % | KP |
| Yari | 40 | 6 |
| Naginata | 40 | 7 |
| Katana | 35 | 5 |
| No Dachi | 25 | 7 |
+5 Fighting higher, Own weapon longer, charged, forced opponent back
-5 each unformed point
-10 fighting rear rank
Attacked in the rear gives a unit 2 unformed points.
Aquebus are xbows with a +2 KP they fire every third round.
Notes
Defenders can block people entering buildings if positioned in front of entrances.
Entering a building will give a unit 1 unformed point this penalty does not apply on leaving the building.
Only five people can pass in and out of a building in a round no matter their move rate.
Only one figure can pass through a window in around as long as the window is either open or destroyed.
It costs one movement round for gunners or archers to set up at an upstairs room.
Defensive structures points costs
Wall section (stockade) 5pts,
Wall section (stockade) +rampart 15 pts,
Stockade gates 20 pts.
Wall section (Stone) 10pts,
Wall section (stone) +rampart 20 pts.
One story house 30pts,
One and a half story house 40pts,
Two story house 50pts
Buildings SVs
Window 5SV,
Door 10SV,
Fort gate 40SV,
Wall section wood 60SV,
Wall section Stone 90SV,
Small building 30SV,
Medium building 40SV,
larger building 50SV. (Standard buildings SV=pts)
Destructive power
A figure may exert its destructive power every round that it is adjacent to a building. D.P=1/4 of the basic SV of the figure if the construction is under 30SV, or the attacker has a two handed weapon.
Rams
The rams destructive power is the total sv of the crew. It can be used every other round.
Bombs
These come in small or family size packs. They explode as per cannon shot, or they do the fire KP of a tar or pitch bomb.
Explosions
Blowing up houses. Extra damage can occur after destruction. Shrapnel flies 1cm per extra point of damage done to destroy a house. A really big explosion can send debries everywher. Damage KP drops by 1 point per cm that debries fly out.
Fire
A fires KP will increase as long as the fire burns until the SV of the burning object is reached, at this point the object has been consumed by fire and will have burnt itself out. The fire will then stop. One bucket of water cancels 2 points of fire KP. All fire points have to be removed to put a fire out.
Fires may spread downwind to any adjacent fire unit, the old fire becomes the fire source and the fire KP it has accumulated becomes the fire KP. Fires of over 10 KP may leap down wind by up to 4cm.
Any figures in a burning area take the same fire damage as the area in KP. Cross reference on the damage table as usual. Each figure suffers the full amount.
Rockets
- Check weather for wind or rain.
- Roll d6 on a 1-2 rocket travels close to the ground 3-6 travels up and comes down. Ground travelling rockets will impact with anything in their path. Ground traveling rockets are not affected by wind.
- Chose target and roll a D20 for direction 1-11 is direction on a clockface from target 12-20=straight ahead. If heavy wind subtract three from the roll and treat all rolls of 0 or less as predominant wind direction.
- Roll a D10 for anything other than straight ahead for the distance rocket lands from target. Plot course from firing point as all rockets travel relatively straight paths. Go to 6
- For rockets that travel straight ahead roll D10 and on a 10 rocket hits target otherwise roll D10 for distance of over shot.
- Resolve damage from exploding rocket. A Rocket explodes with a KP of 2 plus causes fire damage. Rocket blast areas are 1cm. (The fire strength is reduced by half by rain and by 20% by heavy wind.)
Rockets can be fired individually or in a burst of upto 4. Only two rockets can be reloaded in a given round. This means a rack of four rockets can be fired on round 1,4,7,10.
The points for a rocket launcher includes 16 rockets. Extra rockets cost 1pt each.
Cannon
| Size | Normal Crew | Shot strength | Reload time |
| Small | 2 | 10+D6 | Two turns |
| Medium | 3 | 12+D6 | Three turns |
| Large | 4 | 14+D6 | Three turns |
Shot travels in a straight path and can hit everthing in its path.
Cannon rules are unclear and we have not found rules that we are truely happy with yet so several largely conflicting rules are are presented here.
Stats from another game to amend. These rules were designed for 25mm
Ball shot range range 96" if within 12" automatic hit. Cheif gunner add 2 skilled add 1 novice -1.
If cannon hits a wall it makes a 1" breach. Where it hits a unit it carves a path 6" depth by 1 figure wide.
Throw D10
Misfire 6"Short 3"Over 3"Short 6" Left 6" Right 6" Over 12" Over On target
1 2 3 4 5 6 7 8 9 or 10
Grape maximum range to 18" Hit score = minimum required to hit on D20 this can be translated to a percentage.
Napoleonic case shot (grape) had a range of 250-300 yards.
Range inches 2 4 6 8 10 12 15 18
Range in cm 5 10 15 20 25 30 37.5 43
Spread inches 1 1 1.5 2 2.5 3 3.5 4
Spread in cm 2.5 2.5 3.8 5 6.3 7.5 8.8 10
Hit Chance 2+ 4+ 6+ 8+ 10+ 12+ 14+ 16+
Hit Chance 95% 85% 75% 65% 55% 45% 35% 25%
You get one chance per figure in the blast. As you can see standing in front of the cannon is deadly.
Grape (This form of grape shot I believe is too poerful)
0-5 as cannon ball
5-15 KP as Aquebus effecting D6+2 figures in an 8cm area. Range limit of small cannon.
15-30 KP3 effecting up to 2d6 people or beasts across a 16cm range limit of medium cannon.
30-50 KP2 that can effect 3d6 people across a 20cm front. Any cover protects. Casulties in the front two range brackets will prevent damage to the back rank
Mortar
Two types of shell either shot or cask.
Cask can blow you up
A mortar as it is indirect fire has only half the chance of cannon to hit.
Shot has a KP 16+D6 it is only really effective against fortifications. Blast area 1p peice.
Cask can affect D6+2 figures in an 8cm diameter area with a KP of 9.
Mortar shots that miss fall D10 cm from their intended target in a direction determined on a D12.
Any cannon blows up on 00. Cask shot blows up on 98-00. Cannons explode as cask.
Weather
Wind
| None | Light | Moderate | Heavy | |
| 1-3 | 4-7 | 8-9 | 10 |
Heavy wind add 2 to the weather table. 10% shooting penalty and no long range shots.
Moderate wind add 1 to the weather table. -5% to shooting roll.
Still subtract 1 from the weather table.
Roll D10 twice each day in the morning and afternoon
| Blazing hot | Sunny | Clear | Overcast | Raining | Storm | Hurricane |
| -3-1 | 0-2 | 3-6 | 7-8 | 9-10 | 11-12 | 13-15 |
Previous days weather
Blazing Hot-2, Sunny -2, Clear -1, Overcast +1, Raining +2, Storm +2, Hurricane +2,
Season
Summer -1, Winter+1
Blazing Hot increase rest times by 50%. Troops are -5% to attack after each round of combat.
Sunny possible shooting penalties
Clear
Overcast
Raining: Bow shooting range limited to medium, -5 penalty. Guns misfire on a 1 on a D6. Troops suffer-1 morale and -5% to hit
Storm: Bow shooting range limited to only short at -10 penalty. Guns misfire on 1-2D6. Troop penalties as rain.
Hurricane no shooting, Guns misfire 1-3D6. Gun penalties only occur if in the open not from inside buildings. Range is limited to short.
Weather can have lasting efffects.
Under blazing sun the daily water consumption of troops and animals doubles. Troops can only go a few days without water, animals are the same. The First day without water -10% the second day -20% and so on. Water deprivation takes time to recover. Recovery amount =5% per day.
Rain can also have long term effects. After three days of rain or 7 rolls of rain in any 5 day period ground becomes boggy. (Each roll of blazing sun cancels a rain roll). Boggy ground reduces movement of troops to 2/3 of walking speed and 2/3 marching speed. Wagons moves are reduced by half.
Land recovery for every two rain rolls over 5 either two sunny rolls or one blazing sun roll is required to unquagmire the ground.