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X RULES
X 5.11. Eager. Add a new bullet to the section "Bodies are eager while any of the following apply"
If the body is entirely Reg B.
X 5.15. Demoralization. A command has a demoralization level equal to its number of units. Each on its on-table units that are destroyed or broken count 1 toward that level, shaken units count 0.5 toward that level. Commands are demoralized when they reach half of their demoralization level.
X 5.51. Change the die rolled for a waver test to a d10 ('0' is a '10'). Change the numbers required to pass a waver test to A=2, B=3, C=4, D=5, E=6.
X 6.11. Close Order Foot Movement. Steady close order foot moving in open have a tactical move distance of 120p.
X 6.19. Reform. Instead of making an approach, counter or retirement move, a steady regular unit may reform. To reform, a unit must be in block. One element in the front rank stays precisely in place. This element is either the center element (in a unit with an odd number of elements in the front rank) or one of the two center elements (in a unit with an even number of elements in the front rank). All other elements may be arranged in any way so long as the end result is a legal block formation. Reforming counts as a complete move of the appropriate type (approach, counter or retirement) and all other rules for that type of move apply. No other movement or maneuver may be combined with reforming.
X 6.45. EHC Skirmish. Add to the list of troops allowed to adopt skirmish formation if otherwise eligible: EHC.
X 12.21.
The home climate rules of 12.21 are ignored. Replace with:
Each army adds it scouting points total to
2D6, then halves it for each cautious general and again if any 'E' class units
in army and doubles for each rash general and again if there any 'Irr A' class
units in the army. The army with the lower total is considered to be in
its home climate for purposes of 14.31.
X 18.5. Determining A Victor. The threshold level of 4 remains the same as is currently outlined in Fast Warrior. The difference now is that each unit broken/destroyed counts 1 toward that threshold, shaken units count 0.5 toward that total. As such, the game is scored slightly differently:
Each side gets 1 point for each enemy unit broken/destroyed and 0.5 points for each enemy unit shaken/off-table up to a maximum of 4 points.
All other point scores remain the same from the regular rule as do all other scoring rules.
Classical Warrior X-Rules:
Barbarian Foot Rules
The following applies to appropriate troops in all lists:
1. Irr loose order foot may march on segment 3 if desired but take a fatigue point (FP) for doing so.
The following applies to appropriate troops in all lists in Biblical, Classical, Imperial and Dark Age Warrior, with the exceptions and restrictions provided below:
1. An Irr close/loose order foot body greater than 8 elements fights with 1/3 3rd and 4th ranks of elements directly behind those eligible to fight if the body meets all the following requirements:
a. Charged or countercharged this bound or contacted opponents in a converted charge in the previous bound;
b. The 1st and 2nd ranks are ALL armed with a close combat weapon other than SA and/or IPW;
c. The 3rd and 4th ranks each contain at least one element armed with a close combat weapon other than SA and/or IPW;
d. Does not contain any element with 2HCT and/or HTW combined with another weapon; and
e. Contains at least one element of C morale grade class or better troops.
The 3rd and 4th ranks fight as “Other
Weapons” but get no other Weapons Factors; they do count all Tactical
Factors.
2. An Irr close/loose order foot body greater than 8 elements is eager while
any other friendly body that does not include LC and/or LI within 240 paces
is charging in the current bound or already in H-T-H combat and not shaken
or broken.
The Following Troops Are Not Eligible for Barbarian Foot Rules
All lists with appropriate troops in Biblical
Warrior may use the above two rules except for the following specific troops:
3 - Elamite: Early Period Bodyguard, Spearmen
14 - Hyksos: MI Spearmen
15 – Early Ugaritic: Spearmen
16 – Hittite: Spearmen
17 – Mitannian: Syrian Spearmen
24 – Philistine: Philistine Spearmen
27 - Cypriot: Cypriot Spearmen
28 – Neo-Babylonian: Median Spearmen
30 – Mannaian/Median: Median Spearmen
31 - Urartian: Median Spearmen
35 – Neo-Assyrian: Dikut Mati
All lists with appropriate troops in Classical
Warrior may use the above two rules except for the following specific troops:
Any: Irr Hoplites
3 – Early Hoplite Greek: Helots, Thessalian Penastai
4 - Etruscan: Spearmen
5 – Illyrian: Slaves
7 – Lydian, etc.: Karian Bronze Men, Lydian or HI/MI Lykian Spearmen
8 – Saite Egyptian: Mercenary Karian/Lydian/Lykian Spearmen
10 – Lowland Italian: Etruscan/Latin Spearmen
12 – Etrusco-Roman: Latin Spearmen
13 – Early Achaemenid: Persian/Median Line Infantry, HI Lykian Spearmen
17 – Later Hoplite: Helots
18 – Later Achaemenid: Satrapal Line Infantry
20 – Camillan Roman: Latin Spearmen
27 – Seleucid: Asiatic/Arab Levy
All lists with appropriate troops in Imperial
Warrior may use the above two rules except for the following specific troops:
18 – Early Imperial Roman: Tribal or City Militia
21 – Jewish Revolt: Badly-Armed Masses
All lists with appropriate troops in Dark
Age Warrior may use the above two rules except for the following specific
troops:
4 – Merovingian Franks: Romano-Gallic Infantry
16 – Arab Imperial: Arab Spearmen
19 – Maurikian Byzantine: Arab Spearmen, Sassanid Paighan
23 – Italian Lombard: Town or Rural Militia, Militia Spearmen, Swabians
25 – Muslim N. Africa, etc: Arab Spearmen
31 – Pre-Feudal German: German, Frisian, Mercenary or Polish Spearmen,
Swabians
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