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SKIRMISH RPG RULES USEING ABOUT 10 FIGURE WARBANDS FOR SWORD SHIELD BOW SPEAR CATAPUL - gamersid - 09-15-2019 alternate version SKIRMISH RULES FOR SWORD SHIELD BOW SPEAR CATAPULT CAVALRY GAMES by Mark Ainsworth ref140867 and icosahedron152 from rpol.net playtested & some improvements by Thomaston at www.thewargameswebsite.com ---------------- These rules have NO! record keeping, any effects are to push back, Kill, or knock over(unconscious) units. there meant to be simple but be able to simulate many things. ---------------- There are two catagories of units, Combat units & Leaders, you can have any type of unit in the combat catagory, but you can only have a foot or cavalry unit in the Leaders catagory(leaders cant use ranged weapons). ------------------ a cobat unit attacks with a D10, you can add more d10s to the attack for certain things, but you only choose one for the combat effect, so if you rolled 3 D10s because your on a hill and are elite, then you roll 3 d10s and choose witch one to use. you get d8 or a d6 for negative number of combat d10s ------------------- if you get into a negative number of d10s, negative 1 you go to a d8, negative 2 you got to a d6, the list of results gets smaller increasing the possability of losing iniative -------------------- each d10 combat roll has a differrent effect, ---------------------------------- 1 lose initative, play passes to other side 2 Attacker killed 3 defender killed 4 defender falls down unconscious 5 Attacker falls down unconscious 6 your repled back 12 inch's 7 defender pushed back 12 inch's 8 your repled back 1 inch 9 defender pushed back 1 inch 0 you remain locked in Melee, you may continue turn, or reattack ------------------ each leader can roll a d6 to aid an attack or to help defend a unit, if leader is in a 12 inch range, only one leader per side may -------------------- participate in a attack, but may participate in as many attack that occure in range. --------------------- each d6 Leader roll has a differrent effect, ----------------- 1 lose initative, play passes to other side 2 add an attack dice to an attack roll 3 stop a 1 inch pushback 4 stop a 12 inch pushback 5 remove a dice from attack 6 Heal an unconsouse unit within a 7 inch range -------------------------------------------------------- the game is played by initiative, whoever has it can move and attack, but the other side can roll for leaders in each attack, or fire ranged units at any moving unit, ranged units can fire every time a unit moves BUT only with one attack dice. -------------------- a combat foot unit has 3 types light , medium, heavy. Light is just hand weapons like daggers & bows, swords or axes, Medium are pikes or spears, Heavy catapults etc.. -------------------- Light combat units can move 12 inches. Medium 8 inches heavy 4 inches -------------------- -------------------- a combat cavalry unit has 2 types light , heavy. Light is just hand weapons like bows, swords or axes, Heavy are lances or spears. -------------------- Light cavalry combat units can move 18 inches. Heavy cavalry combat units 12 inches -------------------- each attack or leader combat roll has a base dice , plus or minus dice for advantages or disadvantages. ------------------------------------------------- A cavalry combat base roll is one d10 against other cavalry units(but against foot a cavary unit can charge and gain 6 inches movement and light cavalry use two combat dice, Heavy get three combat dice) ----------------------------- a foot unit has one d10 as a base combat roll, plus or minus dice for differrent thigs. negative number of dice goes to a d8 , and a d6 ------------------ elite plus one d10 enemy elete minus one d10 on a hill plus one d10 attacking uphill minus one d10 pike against cavary plus one d10 (no d10 for ranged fire against cavary) defender in trees minus one d10 defender behind cover minus one d10. if attacker is Medium combat units you get an extra combat d10 if attacker is heavy combat units you get an extra two combat d10 if defender is Medium combat units you minus a combat d10 if defender is heavy combat units you minus a combat d10 --------------------- Notes cavalry may not charge in forests cavalry may not charge if defender is behind cover cavary may not attack over hard cover any roll that loses initative, does lose initiative, you dont get to choose a differrent die, so a 1 on a d10 d8 or d6 will lose iniative. if a ranged unit fires while an enemy is moving, or in a combat attack BUT its not in close range of an enemy and gets an attacker killed result, you ignore it as a miss. if a unit is in base to base combat & loses the initiative, then the unit step apart 2inches. every combat roll has a minimum of a base dice which happens to be a d6 for negative 2, so negative two(d6) is the minimum combat roll when you move into contact with the enemy you must roll for combat RE: SKIRMISH RPG RULES USEING ABOUT 10 FIGURE WARBANDS FOR SWORD SHIELD BOW SPEAR CATAPUL - gamersid - 09-15-2019 ok the rules are finalised, I added Guns too. so I thought I'd put them here for easy reference SKIRMISH RULES FOR SWORD SHIELD BOW SPEAR CATAPULT CAVALRY GUNS ,& MODERN GAMES by Mark Ainsworth ref140867 and icosahedron152 from rpol.net playtested & some improvements by Thomaston at www.thewargameswebsite.com the games are played with small numbers of figures like warbands. ---------------- These rules have NO! record keeping, any effects are to push back, Kill, or knock over(unconscious) units. there meant to be simple but be able to simulate many things. ---------------- There are two catagories of units, Combat units & Leaders, you can have any type of unit in the combat catagory, but you can only have a foot or cavalry unit in the Leaders catagory(leaders cant use ranged weapons). ------------------ a cobat unit attacks with a D10, you can add more d10s to the attack for certain things, but you only choose one for the combat effect, so if you rolled 3 D10s because your on a hill and are elite, then you roll 3 d10s and choose witch one to use. you get d8 or a d6 for negative number of combat d10s ------------------- if you get into a negative number of d10s, negative 1 you go to a d8, negative 2 you got to a d6, the list of results gets smaller increasing the possability of losing iniative -------------------- each d10 combat roll has a differrent effect, ---------------------------------- 1 lose initative, play passes to other side 2 Attacker killed 3 defender killed 4 defender falls down unconscious 5 Attacker falls down unconscious 6 your repled back 12 inch's 7 defender pushed back 12 inch's 8 your repled back 1 inch 9 defender pushed back 1 inch 0 you remain locked in Melee, you may continue turn, or reattack ------------------ each leader can roll a d6 to aid an attack or to help defend a unit, if leader is in a 12 inch range, only one leader per side may -------------------- participate in a attack, but may participate in as many attack that occure in range. --------------------- each d6 Leader roll has a differrent effect, ----------------- 1 lose initative, play passes to other side 2 add an attack dice to an attack roll 3 stop a 1 inch pushback 4 stop a 12 inch pushback 5 remove a dice from attack 6 Heal an unconsouse unit within a 7 inch range -------------------------------------------------------- the game is played by initiative, whoever has it can move and attack, but the other side can roll for leaders in each attack, or fire ranged units at any moving unit, ranged units can fire every time a unit moves BUT only with one attack dice. -------------------- a combat foot unit has 3 types light , medium, heavy. Light is just hand weapons like daggers & bows, swords or axes, Medium are pikes or spears, Heavy catapults etc.. -------------------- Light combat units can move 12 inches. Medium 8 inches heavy 4 inches -------------------- -------------------- a combat cavalry unit has 2 types light , heavy. Light is just hand weapons like bows, swords or axes, Heavy are lances or spears. -------------------- Light cavalry combat units can move 18 inches. Heavy cavalry combat units 12 inches -------------------- each attack or leader combat roll has a base dice , plus or minus dice for advantages or disadvantages. ------------------------------------------------- A cavalry combat base roll is one d10 against other cavalry units(but against foot a cavary unit can charge and gain 6 inches movement and light cavalry use two combat dice, Heavy get three combat dice) ----------------------------- a foot unit has one d10 as a base combat roll, plus or minus dice for differrent thigs. negative number of dice goes to a d8 , and a d6 ------------------ elite plus one d10 enemy elete minus one d10 on a hill plus one d10 attacking uphill minus one d10 pike against cavary plus one d10 (no d10 for ranged fire against cavary) defender in trees minus one d10 defender behind cover minus one d10. if attacker is Medium combat units you get an extra combat d10 if attacker is heavy combat units you get an extra two combat d10 if defender is Medium combat units you minus a combat d10 if defender is heavy combat units you minus a combat d10 --------------------- ranges of ranged weapons --------------------- bow medium crossbow short pistol short musket long rifle long MG long spear short sling short catapult extra long granade short short 7 inches medium 11 inches long 15 inches extra long 20 inches --------------------- Notes cavalry may not charge in forests cavalry may not charge if defender is behind cover cavary may not attack over hard cover any roll that loses initative, does lose initiative, you dont get to choose a differrent die, so a 1 on a d10 d8 or d6 will lose iniative. if a ranged unit fires while an enemy is moving, or in a combat attack BUT its not in close range of an enemy and gets an attacker killed result, you ignore it as a miss. if a unit is in base to base combat & loses the initiative, then the unit step apart 2inches. every combat roll has a minimum of a base dice which happens to be a d6 for negative 2, so negative two(d6) is the minimum combat roll when you move into contact with the enemy you must roll for combat if you dont have any d8s use all d10s(minimum of one d10 per combat roll) if your using GUNs then you can attack with a GUN just like a sword in melee, you still get to fire when opponant moves. granades are treated like ranged weapons, BUT you must roll a D6 to throw one, if the D6 roll > 3 then you can throw it vehicles and Big guns like Tanks use the ww2 Vehicles rules expansion WW2 Vehicles candidate rules expansion ----------======================== vehcles are classed as slow or fast slow vehicles move 24 inches fast vehicles move at 36 inches ---------- Heavy Guns can be ATGs or Tanks or any type of big gun except mortors. you need Line of sight to fire, when firing roll one d10, the effect of the roll are ---------- Gun power adds d10s to the number of d10s you roll, BUT only one d10 result is used. GUN power can be upto3 extra dice, you decide before play how powerfull differrent GUNs are, ----------- Armour strength subtracts a d10s to the number of d10s rolled in an attack on it. Armour strength can be upto 3, you decide before play how strong differrent armoured units are ----------- 1 lose initative, play passes to other side 2 gun breaksdown 3 target is knocked down wounded or imobilised 4 single target is killed 5 Miss 6 Miss 7 all units in a 3 inch area of attack are knoced over wounded 8 all units in a 3 inch area of attack are killed 9 all units in a 5 inch area of attack are knoced over wounded 0 all units in a 5 inch area of attack are killed -------------- if target is armored use this die table 1 lose initative, play passes to other side 2 gun breaksdown 3 target is knocked down wounded or imobilised 4 Miss 5 Miss 6 armour repeled attack 7 armour repeled attack 8 single target is killed 9 all units in a 3 inch area of attack are knoced over wounded 0 all units in a 5 inch area of attack are killed ------------ you can roll a command d6 to aid attack(if a leader is within 12 inches, then you can roll on the direct leadership list instead) ---------------- 1 reroll attack dice 2 no effect 3 fix broken gun 4 fire a second shot 5 missfire crew all wounded 6 lose initative, play passes to other side -------------- if target is armored or in good cover you can choose to use this die table for Leader Roll ----------------- direct leadership list ------------------ 1 no effect 2 no effect 3 fix broken gun 4 no effect 5 missfire crew all wounded 6 lose initative, play passes to other side ------------------ motors fire like guns but use line of sight from any friendly unit ================================================================================= ================================================================================= This is a loose universal A.I. for solo miniture wargaming, lists can be more relavant to the battle by editing relavant events action points are gained for things like number of units, or number of leaders, or how many enimies in LOS, or randomly decided, or a fixed number per side, or terrain effects on leaders, or comunication level of units(comunication level could be calculated by how many messengers you have, how many leaders, or how many radios, or how many small vehicles etc...) there should be a minimun number of action points. for each action point you have this turn you roll two 10 sided dice to get a number between 1 and 100 and find the event in the list, then mark the event ready to execute, when all action points have been rolled you select the events in any order and apply to your game, then the turn passes to opponant. this list limits what each side can do, so solo play is playable, you do your best within the events available to you. 1 move upto 2 2 move upto 4 3 move upto 6 4 move upto 8 5 move upto 10 6 move upto 2 7 move upto 4 8 move upto 6 9 move upto 8 10 move upto 10 11 move upto 2 12 move upto 4 13 move upto 6 14 move upto 8 15 move upto 10 16 start a Melee 17 start a Melee 18 start a Melee 19 start a Melee 20 start a Melee 21 start a Melee 22 start a Melee 23 start a Melee 24 start a Melee 25 start a Melee 26 range attack upto 3 27 range attack upto 3 28 range attack upto 4 29 range attack upto 4 30 range attack upto 5 31 range attack upto 5 32 range attack upto 5 33 range attack upto 6 34 range attack upto 6 35 range attack upto 6 36 retreat move upto 2 37 retreat move upto 4 38 retreat move upto 6 39 retreat move upto 8 40 retreat move upto 10 41 retreat move upto 2 42 retreat move upto 4 43 retreat move upto 6 44 retreat move upto 8 45 retreat move upto 10 46 activate leader 47 activate leader 48 activate leader 49 activate leader 50 activate leader 51 activate leader 52 activate leader 53 activate leader 54 activate leader 55 activate leader 56 activate leader 57 activate leader 58 activate leader 59 activate leader 60 activate leader 61 rally units within 4 of Leader 62 rally units within 4 of Leader 63 rally units within 4 of Leader 64 rally units within 4 of Leader 65 rally units within 4 of Leader 66 rally units within 6 of Leader 67 rally units within 6 of Leader 68 rally units within 6 of Leader 69 rally units within 8 of Leader 70 rally units within 8 of Leader 71 roll another 2 event dice 72 roll another 2 event dice 73 roll another 2 event dice 74 roll another 3 event dice 75 roll another 4 event dice 76 break a unit from Melee 77 break a unit from Melee 78 break a unit from Melee 79 break a unit from Melee 80 break a unit from Melee 81 create a new Leader 83 remove a Leader 84 advance all units 4 85 advance 5 units 3 86 increase defensive cover 87 decrease defensive cover 88 increase defensive cover 89 decrease defensive cover 90 increase defensive cover 91 decrease defensive cover 92 double all move distance (this simulates transport) 93 double all move distance (this simulates transport) 94 double all move distance (this simulates transport) 95 double all move distance (this simulates transport) 96 double all move distance (this simulates transport) 97 cross water 98 cross water 99 cross water 100 cross water RE: SKIRMISH RPG RULES USEING ABOUT 10 FIGURE WARBANDS FOR SWORD SHIELD BOW SPEAR CATAPUL - gamersid - 09-16-2019 ok the rules are finalised, I added Guns too. so I thought I'd put them here for easy reference SKIRMISH RULES FOR ABOUT 10 FIGURE WARBANDS/MODERN-SQUADS/WILDWEST SWORD SHIELD BOW SPEAR CATAPULT CAVALRY GUNS GAMES by Mark Ainsworth ref140867 and icosahedron152 from rpol.net playtested & some improvements by Thomaston at www.thewargameswebsite.com the games are played with small numbers of figures like warbands. ---------------- These rules have NO! record keeping, any effects are to push back, Kill, or knock over(unconscious) units. there meant to be simple but be able to simulate many things. ---------------- There are two catagories of units, Combat units & Leaders, you can have any type of unit in the combat catagory, but you can only have a foot or cavalry unit in the Leaders catagory(leaders cant use ranged weapons). ------------------ a cobat unit attacks with a D10, you can add more d10s to the attack for certain things, but you only choose one for the combat effect, so if you rolled 3 D10s because your on a hill and are elite, then you roll 3 d10s and choose witch one to use. you get d8 or a d6 for a d4 or negative number of combat d10s ------------------- if you get into a negative number of d10s, negative 1 you go to a d8, negative 2 you got to a d6, negative 3 you got to a d4, the list of results gets smaller increasing the possability of losing iniative -------------------- each d10 combat roll has a differrent effect, ---------------------------------- 1 lose initiative, play passes to other side 2 Your Unit killed 3 Your Unit KO'd 4 Your unit pushed back 12 inches -----------------------------------------------------------------------------------------1D4 line (negative 3 dice) 5 Your unit pushed back 1 inch 6 You remain locked in Melee, you may continue turn, or reattack -----------------------------------------------------------------------------------------1D6 line (negative 2 dice) 7 Foe pushed back 1 inch 8 Foe pushed back 12 inches -----------------------------------------------------------------------------------------1D8 line (negative 1 dice) 9 Foe KO'd 0 Foe killed ------------------ each leader can roll a d6 to aid an attack or to help defend a unit, if leader is in a 12 inch range, only one leader per side may -------------------- participate in a attack, but may participate in as many attack that occure in range. --------------------- each d6 Leader roll has a differrent effect, ----------------- 1 lose initative, play passes to other side 2 add an attack dice to an attack roll 3 stop a 1 inch pushback 4 stop a 12 inch pushback 5 remove a dice from attack 6 Heal an unconsouse unit within a 7 inch range -------------------------------------------------------- the game is played by initiative, whoever has it can move and attack, but the other side can roll for leaders in each attack, or fire ranged units at any moving unit, ranged units can fire every time a unit moves BUT only with one attack dice. -------------------- a combat foot unit has 3 types light , medium, heavy. Light is just hand weapons like daggers & bows, swords or axes, Medium are pikes or spears, Heavy catapults etc.. -------------------- Light combat units can move 12 inches. Medium 8 inches heavy 4 inches -------------------- -------------------- a combat cavalry unit has 2 types light , heavy. Light is just hand weapons like bows, swords or axes, Heavy are lances or spears. -------------------- Light cavalry combat units can move 18 inches. Heavy cavalry combat units 12 inches -------------------- each attack or leader combat roll has a base dice , plus or minus dice for advantages or disadvantages. ------------------------------------------------- A cavalry combat base roll is one d10 against other cavalry units(but against foot a cavary unit can charge and gain 6 inches movement and light cavalry use two combat dice, Heavy get three combat dice) ----------------------------- a foot unit has one d10 as a base combat roll, plus or minus dice for differrent thigs. negative number of dice goes to a d8 , to a d6, and a d4 ------------------ elite plus one d10 enemy elete minus one d10 on a hill plus one d10 attacking uphill minus one d10 pike against cavary plus one d10 (no d10 for ranged fire against cavary) defender in trees minus one d10 defender behind cover minus one d10. if attacker is Medium combat units you get an extra combat d10 if attacker is heavy combat units you get an extra two combat d10 if defender is Medium combat units you minus a combat d10 if defender is heavy combat units you minus a combat d10 attaking with shotgun plus one d10 attaking with dynamite plus one d10 attaking with granade plus one d10 --------------------- ranges of ranged weapons --------------------- bow medium crossbow short pistol short musket long rifle long MG long spear short sling short catapult extra long granade very short foot mounted rocket launcher medium throwing dynamite short shotgun short very short 4 inches short 7 inches medium 11 inches long 15 inches extra long 20 inches --------------------- Notes cavalry may not charge in forests cavalry may not charge if defender is behind cover cavary may not attack over hard cover any roll that loses initative, does lose initiative, you dont get to choose a differrent die, so a 1 on a d10 d8 or d6 will lose iniative. if a ranged unit fires while an enemy is moving, or in a combat attack BUT its not in close range of an enemy and gets an attacker killed result, you ignore it as a miss. if a unit is in base to base combat & loses the initiative, then the unit step apart 2inches. every combat roll has a minimum of a base dice which happens to be a d4 for negative 3, so negative thrree(d4) is the minimum combat roll when you move into contact with the enemy you must roll for combat if you dont have any d8s use all d10s(minimum of one d10 per combat roll) if your using GUNs then you can attack with a GUN just like a sword in melee, you still get to fire when opponant moves. granades are treated like ranged weapons except you cant use while you dont have the iniative, BUT you must roll a D6 to throw one, if the D6 roll > 4 then you can throw it BUT if you roll a 1 the thrower loses iniatative for a miss-thrown granade(this is to limit ammo & stop exesive use) dynamite are treated like ranged weapons except you cant use while you dont have the iniative, BUT you must roll a D6 to throw one, if the D6 roll a 6 then you can throw it BUT if you roll a 1 the dynamite kills the thrower (this is to limit ammo, and stop exesive use) shotguns are powerfull at short range, they get an extra d10 foot mounted rocket launcher are treated like ranged weapons, BUT you must roll a D6 to throw one, if the D6 roll a 6 then you can fire it(this is to limit ammo, because most launchers only had 2 shots but we dont want to keep paperwor in these rules) vehicles and Big guns like Tanks use the ww2 Vehicles rules expansion chariots are classed as heavy, and attack like a mounted & can charge but movement is 12 inches 18 when charging, they are spear or bow, --------------------------------- WW2 Vehicles candidate rules expansion ----------======================== vehcles are classed as very slow slow or fast very slow vehicles move 12 inches slow vehicles move 24 inches fast vehicles move at 36 inches ---------- Heavy Guns can be ATGs or Tanks or any type of big gun except mortors. you need Line of sight to fire, when firing roll one d10, the effect of the roll are ---------- Gun power adds d10s to the number of d10s you roll, BUT only one d10 result is used. GUN power can be upto3 extra dice, you decide before play how powerfull differrent GUNs are, ----------- Armour strength subtracts a d10s to the number of d10s rolled in an attack on it. Armour strength can be upto 3, you decide before play how strong differrent armoured units are, a unit behind cover is classed as armored, if the d10 combat roll is reduced below 1 then the armour is more than enough to stop the shot so the attack has no effect ----------- 1 lose initative, play passes to other side 2 gun breaksdown 3 target is knocked down wounded or imobilised 4 single target is killed 5 Miss 6 Miss 7 all units in a 3 inch area of attack are knoced over wounded 8 all units in a 3 inch area of attack are killed 9 all units in a 5 inch area of attack are knoced over wounded 0 all units in a 5 inch area of attack are killed -------------- if target is armored use this die table 1 lose initative, play passes to other side 2 gun breaksdown 3 target is knocked down wounded or imobilised 4 Miss 5 Miss 6 armour repeled attack 7 armour repeled attack 8 single target is killed 9 all units in a 3 inch area of attack are knoced over wounded 0 all units in a 5 inch area of attack are killed ------------ you can roll a command d6 to aid attack(if a leader is within 12 inches, then you can roll on the direct leadership list instead) ---------------- 1 reroll attack dice 2 no effect 3 fix broken gun 4 fire a second shot 5 missfire crew all wounded 6 lose initative, play passes to other side -------------- if target is armored or in good cover you can choose to use this die table for Leader Roll ----------------- direct leadership list ------------------ 1 no effect 2 no effect 3 fix broken gun 4 no effect 5 missfire crew all wounded 6 lose initative, play passes to other side ------------------ motors fire like guns but use line of sight from any friendly unit ================================================================================= ================================================================================= This is a loose universal A.I. for solo miniture wargaming, lists can be more relavant to the battle by editing relavant events action points are gained for things like number of units, or number of leaders, or how many enimies in LOS, or randomly decided, or a fixed number per side, or terrain effects on leaders, or comunication level of units(comunication level could be calculated by how many messengers you have, how many leaders, or how many radios, or how many small vehicles etc...) there should be a minimun number of action points. for each action point you have this turn you roll two 10 sided dice to get a number between 1 and 100 and find the event in the list, then mark the event ready to execute, when all action points have been rolled you select the events in any order and apply to your game, then the turn passes to opponant. this list limits what each side can do, so solo play is playable, you do your best within the events available to you. 1 move upto 2 2 move upto 4 3 move upto 6 4 move upto 8 5 move upto 10 6 move upto 2 7 move upto 4 8 move upto 6 9 move upto 8 10 move upto 10 11 move upto 2 12 move upto 4 13 move upto 6 14 move upto 8 15 move upto 10 16 start a Melee 17 start a Melee 18 start a Melee 19 start a Melee 20 start a Melee 21 start a Melee 22 start a Melee 23 start a Melee 24 start a Melee 25 start a Melee 26 range attack upto 3 27 range attack upto 3 28 range attack upto 4 29 range attack upto 4 30 range attack upto 5 31 range attack upto 5 32 range attack upto 5 33 range attack upto 6 34 range attack upto 6 35 range attack upto 6 36 retreat move upto 2 37 retreat move upto 4 38 retreat move upto 6 39 retreat move upto 8 40 retreat move upto 10 41 retreat move upto 2 42 retreat move upto 4 43 retreat move upto 6 44 retreat move upto 8 45 retreat move upto 10 46 activate leader 47 activate leader 48 activate leader 49 activate leader 50 activate leader 51 activate leader 52 activate leader 53 activate leader 54 activate leader 55 activate leader 56 activate leader 57 activate leader 58 activate leader 59 activate leader 60 activate leader 61 rally units within 4 of Leader 62 rally units within 4 of Leader 63 rally units within 4 of Leader 64 rally units within 4 of Leader 65 rally units within 4 of Leader 66 rally units within 6 of Leader 67 rally units within 6 of Leader 68 rally units within 6 of Leader 69 rally units within 8 of Leader 70 rally units within 8 of Leader 71 roll another 2 event dice 72 roll another 2 event dice 73 roll another 2 event dice 74 roll another 3 event dice 75 roll another 4 event dice 76 break a unit from Melee 77 break a unit from Melee 78 break a unit from Melee 79 break a unit from Melee 80 break a unit from Melee 81 create a new Leader 83 remove a Leader 84 advance all units 4 85 advance 5 units 3 86 increase defensive cover 87 decrease defensive cover 88 increase defensive cover 89 decrease defensive cover 90 increase defensive cover 91 decrease defensive cover 92 double all move distance (this simulates transport) 93 double all move distance (this simulates transport) 94 double all move distance (this simulates transport) 95 double all move distance (this simulates transport) 96 double all move distance (this simulates transport) 97 cross water 98 cross water 99 cross water 100 cross water |