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Deployment Troops Distance Roman Warriors and transport 6” Skirmishing Romans 9” Barbarian Warriors 9” Warrior Cavalry 12” Barbarian skirmishers 12” Skirmish Cavalry and Chariots 15” Fervour Roll 1 All Groups set their Fervour rating to 1, irrespective of what it was previously 2,3 All Groups add one point of Fervour to their Fervour tally 4,5 All Groups add two points of Fervour to their Fervour tally 6 All Groups add two points of Fervour with one random Group adding a third point 7 All Groups add two points of Fervour with two random Groups adding a third point Infantry Movement Open Ground Broken Ground Dense Terrain Open Order, Uncontrolled Warrior 2D6 Remove Lower Remove Higher Close Order, Controlled Warrior Remove Lower Remove Higher No movement Testudo, Square and Orb Remove Higher No movement No movement Scorpion 2D6 Remove Lower No movement Leaders and Skirmish Groups 3D6 2D6 Remove Lower Chariots 2D6 + 6” No movement No movement Mounted Movement Open Ground Broken Ground Dense Terrain Mounted Warriors 2D6 + 4” Remove Lower No movement Skirmish Cavalry 2D6 + 6” Remove Lower No movement Mounted Leaders 3D6 + 6” Remove Lower No movement Missiles Weapon Effective Range To Hit Pilum To 6” 4-6 Javelin To 9” 5,6 Sling To 24” 5,6 Bow To 24” 5,6 Scorpion To 60” 4-6 Troop Types in Close Combat Group Type Over 50% 50% or Less Elite Warriors, Elite Mounted Warriors 10D6 5D6 Warriors, Mounted Warriors 8D6 4D6 Inferior Warriors, Skirmishers, Skirmish cavalry, Scorpion Crew 6D6 3D6 Chariot mounted Warriors 4D6 2D6 Hit Effect No Armour Light Armour Medium Armour Heavy Armour Kill 5 or 6 6 6 6 Shock 3 or 4 3 to 5 4 or 5 5 Miss 1 or 2 1 or 2 1 to 3 1 to 4

Deployment Troops Distance - TooFatLardies

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Page 1: Deployment Troops Distance - TooFatLardies

Deployment

Troops Distance Roman Warriors and transport 6” Skirmishing Romans 9” Barbarian Warriors 9” Warrior Cavalry 12” Barbarian skirmishers 12” Skirmish Cavalry and Chariots 15”

Fervour

Roll 1 All Groups set their Fervour rating to 1, irrespective of what it was previously 2,3 All Groups add one point of Fervour to their Fervour tally 4,5 All Groups add two points of Fervour to their Fervour tally 6 All Groups add two points of Fervour with one random Group adding a third point 7 All Groups add two points of Fervour with two random Groups adding a third point

Infantry Movement

Open Ground Broken Ground Dense Terrain Open Order, Uncontrolled Warrior 2D6 Remove Lower Remove Higher Close Order, Controlled Warrior Remove Lower Remove Higher No movement Testudo, Square and Orb Remove Higher No movement No movement Scorpion 2D6 Remove Lower No movement Leaders and Skirmish Groups 3D6 2D6 Remove Lower Chariots 2D6 + 6” No movement No movement

Mounted Movement Open Ground Broken Ground Dense Terrain Mounted Warriors 2D6 + 4” Remove Lower No movement Skirmish Cavalry 2D6 + 6” Remove Lower No movement Mounted Leaders 3D6 + 6” Remove Lower No movement

Missiles

Weapon Effective Range

To Hit

Pilum To 6” 4-6 Javelin To 9” 5,6 Sling To 24” 5,6 Bow To 24” 5,6 Scorpion To 60” 4-6

Troop Types in Close Combat

Group Type Over 50% 50% or Less Elite Warriors, Elite Mounted Warriors 10D6 5D6 Warriors, Mounted Warriors 8D6 4D6 Inferior Warriors, Skirmishers, Skirmish cavalry, Scorpion Crew

6D6 3D6

Chariot mounted Warriors 4D6 2D6

Hit Effect

No Armour

Light Armour

Medium Armour

Heavy Armour

Kill 5 or 6 6 6 6 Shock 3 or 4 3 to 5 4 or 5 5 Miss 1 or 2 1 or 2 1 to 3 1 to 4

Page 2: Deployment Troops Distance - TooFatLardies

Adjust the number of dice as follows: Leader in combat +1D6 per status Any Signa Cards Added +1D6 per Card Drilled Troops in Open Terrain with enemy in front +2D6 per Group Each supporting group over 50% strength +3D6 Won last round of an unbroken Combat by +1 or more +2D6 per group Each 2 points of Fervour on fighting Group +1D6 Each 2 points of shock on fighting Group -1D6 Ferocious Charge, first round only +2D6 per Group Aggressive Attack, first round only +2D6 per Group Enemy is Braced or in Shieldwall (1st round only) -2D6 per Group Group has ‘Shields Up’ in 1st round of combat -4D6 Enemy on higher ground or elevation -2D6 per Group Cavalry against Skirmishers and Open Order Foot +2D6 per Group Cavalry against Close Order Formation -4D6 per Group Attacked in rear or flank or March Column Remove half dice

Armour Kill Saved Light 1-5 6 Medium 1-4 5, 6 Heavy 1-3 4-6

Difference in casualties:

Result Draw

or +1

Remain in combat unless shock exceeds the number of men. Warrior Group withdraw 1” per point of excess Shock, 2” per point if Skirmishers, Inferior Warriors or Cavalry

2 or more

Loser falls back 1” for each point of shock on the fighting Group if Warriors, 2” if Skirmishers, Inferior Warriors or Cavalry.

Setback No effect -1 -2 -3

Elite Group pushed back in Close Combat 1 2 3 4 5 6 Elite Group breaks or wiped out 1 2 3 4 5 6 Warrior Group pushed back in Close Combat 1 2 3 4 5 6 Warrior Group breaks or wiped out 1 2 3 4 5 6 Skirmishers, Levy or Fanatics wiped out or broken 1 2 3 4 5 6 Rallying Point Lost 1 2 3 4 5 6 Leading Character killed 1 2 3 4 5 6 Status I Leader killed or routs from table 1 2 3 4 5 6 Status II Leader wounded 1 2 3 4 5 6 Status II Leader killed or routs from table 1 2 3 4 5 6 Status III or IV Leader wounded 1 2 3 4 5 6 Status III or IV Leader killed or routs from table 1 2 3 4 5 6 Loss of Scorpion Group 1 2 3 4 5 6 Leader Loss of Face 1 2 3 4 5 6