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PS Quick Ref Sheet

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0% found this document useful (0 votes)
7 views

PS Quick Ref Sheet

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seetzen
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© © All Rights Reserved
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quick reference sheet

SequeNce Of play cOmmaNd mOdIfIerS bluNder Table


In a full turn both sides take a player modifier Situation d6 result
turn as follows:
-1 For every full 12" 1 rapid retreat. Make two full
command between the Commander moves away from the closest
• Check Battalia Morale >half lost or and the unit he is issuing visible enemy
shaken, an order to.
2 retreat. Make one move away
• Rally Elite -1 There are one or more from closest visible enemy
• Initiative moves (within 6" of enemy) enemy units within 6" of
• Other moves (Proximity Rule 12"), the unit receiving order 3 move left. One full move left;
may charge if possible
• Rally, “Follow-me!”
+1 Unit receiving the order is
in March Column (or is 4 move right. One full move
Shooting right; may charge if possible
• Shoot with units Limbered Artillery) not on
a road or track 5 forward! Move one full move
Hand-to-hand forward; may charge if possible.
+2 Unit receiving the order is
• Both sides resolve any in March Column (or is 6 charge! charge closest visible
• hand-to-hand fighting Limbered Artillery) on a enemy. Roll a D6 for moves: 1-2: 1
• remove. Disorder Markers road or track move, 3-4: 2 moves, 5-6: 3 moves

mOvING uNITS Table SHOOTING raNGeS HaNd-TO-HaNd


Pistols and thrown weapons 6" value mOdIfIerS
Heavy and Siege Artillery, . .Immovable
Hedgehog Formation Arquebus, Carbines & Shortbows 12" 1 Dice Column

Manhandled med. artillery . . . . . . . .3" Muskets, Firelocks, 18" 2 Dice per face Unit in a building
Bows & Crossbows
Total combat values Hedgehog
Infantry, Light artillery, Wagons, . . . .6"
Limbered Artillery, Baggage Train Light Artillery 24"
+2 Dice Large Unit
Medium Artillery 36"
Cavalry & Dragoons . . . . . . . . . . . . .9" 1-2 Dice Small Unit.
Heavy & Siege Artillery 48"
Light Cavalry . . . . . . . . . . . . . . . . . .12"

Commanders on Foot . . . . . . . . . . .18"


‘TO-HIT’ mOdIfIerS fOr
Commanders on Horseback . . . . . .27" HaNd-TO-HaNd cOmbaT
SHOOTING value mOdIfIerS
+1 Attackers charging or
mOvemeNT mOdIfIerS +1 Dice Large Unit counter-charging

Permission given to photocopy for personal use only. © Copyright Warlord Games Ltd 2012. All Rights Reserved.
Woods Half pace. Skirmish -1 Dice Small Unit +1 Winning
& Command only -1 Shaken and/or
None Column
Rough Maximum one move. Disordered
Skirmish & 1 Dice Hedgehog
-1 Attackers in Skirmish
Command normal order
1/face Units in Buildings.
Linear Takes a full turn. -1/face Engaged in flank or rear
Obstacle Pike disordered on
roll of a 6. Skirmish
& Command move ‘TO-HIT’ mOdIfIerS
normally.
fOr SHOOTING mOrale Save mOdIfIerS
Buildings One move segment to -1 Attackers shaken and/or
enter or leave +1 Cover
disordered.
free mOve: March Column, +2 Buildings and Fortifications
-1 The target is Not Clear,
Baggage on road, & fail Command roll. Skirmishing, or Artillery. -1 Unit in column
Disordered & Shaken Units one move
-2 Hit by Light or Medium
away. +1 Close Range/ Closing Fire. Artillery.
-3 Hit by Heavy or Siege
Artillery.
‘to serve specially for execution if the Enemy in
Battle be overthrown…’
Late 16th century tactical use of the bill, or ‘brown bill’ www.warlordgames.com

1699 - The pirate Captain Kidd is captured in Boston.


quick reference sheet
cOmbaT reSulT bONuSeS breaK TeSTS
bonus modifiers Unit must take a Break Test if it: suffers excess casualties from shooting, is shaken by closing fire,
defeated in hand-to-hand combat, draws hand-to-hand combat and is shaken, or a unit it is
+1 Rear Support. supporting breaks. Roll 2D6, add any break test modifiers, and consult the table below:
+1 Flank Support. break combat
+2 Cavalry versus non-pike Test Type result
block infantry. 4 or less Any Infantry, cavalry and artillery: Unit breaks and is destroyed
+2 Pike versus Cavalry. 5 Any artillery: Unit breaks and is destroyed
+3 Hedgehog versus Infantry and cavalry: Unit retires one full move away from
Cavalry. enemy. If unable to disengage, make another full move away
from enemy. If still unable to disengage, unit breaks and is
+3 or +2 Occupied Buildings. destroyed. After moving, unit is disordered.
units fighting from
buildings count +3 if 6 Any artillery: Unit breaks and is destroyed
large or standard sized, Shooting Infantry & cavalry: Unit holds its ground.
+2 if small.
Hand-to-Hand Infantry & cavalry: Unit retires one full move away from
enemy. If unable to disengage, make another full move away
from enemy. If still unable to disengage, unit breaks and is
destroyed. After moving, unit is disordered.
breaK TeST mOdIfIerS
7 or more Shooting Infantry, cavalry and artillery: Unit holds its ground
-1 -1 per each excess casualty
Hand-to-Hand Infantry: Unit holds its ground
-1 the unit is disordered. cavalry: Unit retires one full move away from enemy. If unable to
disengage, make another full move away from enemy and become
-1 the unit has suffered at least disordered. If still unable to disengage, unit breaks and is destroyed.
one casualty from artillery artillery: Unit breaks and is destroyed

SpecIal ruleS

Bad War Re-roll missed Combat Galloper Must countercharge if able Pike Company Cavalry receive no combat
Attacks Against Landsknechts to; standard move of 12’’ as if bonuses when fighting a unit
Light Cavalry; will always with a pike company that is
Bows/shortbow +1 Morale Saves; Cannot engage the enemy on a ordered; the unit containing a
offer closing fire sweeping advance where able. pike company receives double
Brave Shaken Units Rally without combat value when fighting
Grenades Enemy ignores all morale charging cavalry
an Order

Permission given to photocopy for personal use only. © Copyright Warlord Games Ltd 2012. All Rights Reserved.
bonuses for cover when
Caracole Cannot countercharge enemy engaged in combat Plug Bayonet +2 Hand-to-Hand value; +1
cavalry Combat result against enemy
Heavy Cavalry +1/+D3 Combat Result Warband infantry; once used,
Clansmen Cannot offer support in +1/+D3 on a Charge cannot fire for remainder of
combat Hedgehog No flanks or rear; combined battle
Crack Re-Roll one failed Morale formation of pike and shotte Rabble Every unit must receive a
Save if you currently have no elements; Immovable; all separate command; Cannot
Casualties shooting units in the hedgehog act on a battalia or group
have shooting value of 1 order
Crossbows Cannot offer Closing Fire
Lancers -1/-2 Morale Save on the Reliable +1 Command
Double-Handed -1 Morale Save Charge
Infantry Weapons Sharp Shooters Re-Roll one Missed Shot
Large Unit +1 Shooting Value (if the
Dragoons Free mount or dismount unit has ranged weapons); Small Unit -1 Shooting Value (only if the
move; Fire and evadez Count +2 Hand-to-Hand; +1 unit has ranged weapons);
as skirmish cavalry when Stamina; May ignore disorder -2 Hand-to-Hand; -1 Stamina
mounted, skirmish infantry by taking one damage (unless
when dismounted this causes the unit to be Steady Passes First Break Test
Eager Free move on charge order shaken) Stubborn Re-Roll one Failed Morale
Marauders Ignore Distance Modifiers for Save
Elite Overcome Disorder Dice Roll
Command Superbly Drilled Free Move
Fanatics Morale Save +1 Until Shaken
Mercenary Will quit the battle if a rally Swordsmen +D3 Combat result against
Ferocious Charge Re-Roll Missed Combat test is failed when shaken enemy infantry
Attacks Following Charge
Militia No Move on Equal Terrifying Charge Charged Enemy must take a
Fire & Evade Can give closing fire and then Command Roll Break Test
evade when charged
Pikes Can form a hedgehog Tough Fighters Re-Roll one Combat Hit
Firelocks Short range extended to 12’’ formation with non pike units
of same battalia; Cavalry Untested Randomise Stamina
First Fire +1 Dice on First Shot receive no combat bonuses Valiant One Free Break Test Re-Roll
Freshly Raised Variable effect – see page 88 when fighting an ordered pike
unit; Pike unit gets double Wavering Break Test when you take a
combat value when fighting Casualty
charging cavalry

1700 - Louis XIV accepts the crown of Spain on behalf of his grandson. The War of Spanish Succession begins a year later.

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