CHAINMAIL CHARTS
REVISDED
Turn Sequence
Roll
Initiative – Winner determines who is side A
A – Declare Charges, move
all non-charging units, resolve all Split Move & Fire, Receive all
Pass-Through Fire. Complete Charges. Resolve Regular Missile Fire.
B – Declare Charges,
move all non-charging units, resolve all Split Move & Fire, Receive all
Pass-Through Fire. Complete Charges. Resolve Regular Missile Fire.
Missile Fire – Resolve fire for any
unit that has not fired this turn, or second fire for stationary Bows.
Melee Resolved
Moral Checks
Movement Rates
Troop Type
|
Move
|
Charge
|
Light Foot
|
9
|
12
|
Heavy Foot
|
9
|
12
|
Armored Foot
|
6
|
8
|
Troop Type
|
Walk
|
Canter
|
Gallop
|
Light Horse
|
0-10
|
11-20
|
21-30
|
Medium Horse
|
0-8
|
9-16
|
17-24
|
Heavy Horse
|
0-6
|
7-12
|
13-18
|
Horse may move up or
down one level per turn. Must move at least the minimum listed each turn. See
NOTES on MANEUVERS.
Maneuvers
From
|
To
|
Time, or Requirements
|
Column
|
Line
|
1 Turn
|
Line
|
Column
|
1 Turn
|
Face Left/Right
|
|
1 Turn*
|
Face Rear
|
|
2 Turns*
|
Column/Line
|
Square
|
2 Turns* Infantry
Only
|
Wheel
|
|
Count 2” for each 1”
moved
|
Side Step
|
|
1 Turn*, 3” Left or
Right Infantry Only
|
*Units caught in melee
while maneuvering must beat opponents dice roll or count as flanked.
Squares once formed
have no flank but may not move.
Cavalry may only
maneuver by Wheel if at a Canter, and if at Gallop may only wheel up to 45
degrees at the beginning of the turn.
Wheels work by holding
down the inside corner and move forward along the outside. A second unit
following moves directly into rear contact of the lead unit.
Terrain Effects
Terrain
|
Effect
|
Prevent Charge
|
Gentle Hill
|
Half Speed Up Hill
|
Yes, Up only
|
Steep Hill
|
Half Speed
|
Yes
|
Woods
|
Impenetrable except
to Ambush started in
|
Yes
|
Rough
|
Cavalry Half Speed
Walk or Canter Only
|
Yes, all
|
Marsh
|
Half Speed. Cavalry
Walk Only
|
Yes
|
Fordable River
|
Halt on contact. One
turn to cross. Cavalry Walk, or Canter Only
|
Yes
|
Moral Levels
Quality Level
|
Casualty %
|
Score to Remain
|
Mob*
|
N/A
|
If a mob checks moral
it automatically routs
|
Militia
|
25%
|
8 or better
|
Regular
|
33%
|
7 or better
|
Veteran
|
33%
|
6 or better
|
Elite
|
50%
|
4 or better
|
Combat Results
Light Foot Vs. Light
Horse Vs.
Light
Foot - 1 die per man, 6 kills Light
Foot - 2 dice per man, 5, 6 kills
Heavy
Foot - 1 die per 2 men, 6
kills Heavy
Foot - 2 die per man, 6 kills
Armored
Foot - 1 die per 3 men, 6 kills Armored
Foot - 1 die per man, 6 kills
Light
Horse - 1 die per 2 men, 6
kills Light Horse - 1 die per man, 6 kills
Medium
Horse - 1 die per 3 men, 6 kills Medium
Horse - 1 die per 2 men, 6 kills
Heavy
Horse - 1 die per 4 men, 6 kills Heavy
Horse - 1 die per 3 men, 6 kills
Heavy Foot Vs. Medium
Horse Vs.
Light
Foot - 1 die per man, 5, 6 kills Light Foot - 2 dice per man, 4 – 6 kills
Heavy
Foot - 1 die per man, 6 kills Heavy
Foot - 2 dice per man, 5, 6
kills
Armored
Foot - 1 die per 2 men, 6 kills Armored
Foot - 2 die per man, 6 kills
Light
Horse - 1 die per 2 men, 6
kills Light Horse - 1 die per man, 5, 6 kills
Medium
Horse - 1 die per 3 men, 6 kills Medium
Horse - 1 die per man, 6 kills
Heavy
Horse - 1 die per 4 men, 6 kills Heavy
Horse - 1 die per 2 men, 6 kills
Armored Foot Vs. Heavy
Horse Vs.
Light
Foot - 1 die per man, 4 – 6 kills Light Foot - 4 dice per man, 5, 6 kills
Heavy
Foot - 1 die per man, 5, 6
kills Heavy Foot - 3 die per man, 5, 6 kills
Armored
Foot - 1 die per man, 6 kills Armored
Foot - 2 die per man, 5, 6 kills
Light
Horse - 1 die per man, 6 kills Light
Horse - 2 die per man, 5, 6
kills
Medium
Horse - 1 die per 2 men, 6 kills Medium
Horse - 1 die per man, 5, 6 kills
Heavy
Horse - 1 die per 3 men, 6 kills Heavy
Horse - 1 die per man, 6 kills
Missile Combat
Weapon
|
Range
|
1
|
2
|
3
|
4
|
5
|
6
|
7
|
8
|
9
|
10
|
Short Bow
|
5/10/15
|
6-7-8
|
6-7-8
|
6-7-8
|
7-8-9
|
8-9-10
|
9-10-11
|
10-12-/
|
12-/-/
|
10-12-/
|
12-/-/
|
Light Crossbow
|
6/12/18
|
5-6-7
|
5-6-7
|
5-6-7
|
6-7-8
|
7-8-10
|
8-9-11
|
9-11-/
|
11-/-/
|
9-10-/
|
10-12-/
|
Horse Crossbow
|
5/10/15
|
5-6-7
|
5-6-8
|
5-6-8
|
6-8-9
|
7-9-10
|
8-10-11
|
9-12-/
|
11-/-/
|
9-11-/
|
10-12-/
|
Heavy Crossbow
|
8/16/24
|
4-5-6
|
4-6-7
|
4-6-7
|
5-6-8
|
6-8-9
|
7-9-10
|
8-10-11
|
0-11-12
|
7-9-12
|
9-11-/
|
Rate
of Fire: All but Heavy Crossbow can move full and fire. Heavy Crossbow can move
half and fire, or if moving over half, if they beat their opponent’s die roll
(both sides roll 1d6). Bows that don’t move and are not in melee can fire twice
in a turn.
Bows,
but not crossbows may fire indirectly. The target must be over 3 inches from
them. This reduces their range to -/6/10. Their targets armor increases by one
category, with categories 7 and 8 becoming arrow-proof.
Armor Classes
1) No Armor 2) Leather or Padded 3) Shield Only 4) Leather Armor and
Shield
5) Chainmail 6) Chainmail and Shield 7) Partial Plate 8) Partial Plate and
Shield
9) Horses – No Armor 10) Horses – Barded