CRY HAVOC SERIES SUPPLEMENTARY RULES (Part 1)
Version 2.5, 04/04
Contents											        Page
1	Introduction											  2
2	Summary of supplementary maps								  2
The Forest; The Templars’ Castle; The Fortified Medieval Town; The Island; The Coast; The Coast 2 (La Côte No. 2); The Open Field (La Plaine); The Ford (Le Gué); Special maps (unofficial); Extra copies of maps from boxed games.
3	Additional rules introduced in later games 							  5
Early games in French; Croisades; Siege Extension Sets; Vikings; Dragon Noir.
4	Montjoie extension (from Claymore #5)							14
4.1	Tactical factors concerning terrain 
Weather; Trees and jumping down a level; Low walls [and ruined walls]; Flat roofs; Carts [and warwagons]
4.2	Tactical factors concerning sieges
Mining; Dropping rocks; Climbing walls with grappling hooks and ropes
4.3	Tactical factors concerning combat:  
Stakes; Faster crossbow fire [and different crossbow types]; Cutting hamstrings; Kneeling characters; Refusing combat.
5	Supplementary rules										24
5.1	Missile weapons and battlefield specialists (from Claymore #6)			24
      		Throwing axes; Angons [and framées]; Mounted javelinmen; Wolf riders. 
  	5.2	Miscellaneous rules: Missile Weapons (from Claymore, Journal du Stratège, etc.)	27
Firepots and Grenades (C#3); Staff slings (C#9); Stone throwing (C#13/14); Mongol compound bows (C#7); Different arrow types (C#10); Crossbow bolt penetration (S#17/18); Volley fire (S#17/18, C#9); Errare humanum est (C#8); Bombards, screens and hand guns (C#8); Catapults (C#9).
  	5.3	Miscellaneous rules: Horses and Riders (from Claymore and Casus Belli)		38
Horses without riders (C#2); Two riders on one horse (S#34); Horses in cover (CB#75); Heavy cavalry (C#8). 
5.4 	Miscellaneous rules: Movement and terrain (from Claymore and Stratège)		42
Feigned flight (C#1); Leaping (S#41/42), Barging and on the ground (S#31); Stairways (S#41/42); Doors (S#57, S#31); Mud (C#3); Booby-traps (C#6).
	5.5	Miscellaneous rules: Troop types (from Claymore and Journal du Stratège)	48
Guards [and fanatics and heroes] (C#9); Pikemen (C#13/14); Martial artists (C#8); Falconers (S#55/56); Light and heavy armour.
6	Summaries and clarifications	of special movement rules	[in Part 2 of this supplement]
7	Comparative tables						[in Part 2 of this supplement]
7.1	Summary and clarification of terrain effects
7.2	Clarification of move costs for terrain hex-sides, tasks and special circumstances
7.3	Comparison of terrain by move cost, cover and combat effect
7.4	Combat tables: Missile weapon ranges and frequency of fire, results tables
7.5	Points values for characters and equipment.

Independently of this supplement there are supplements for “Siege”, “Samouraï”, “Vikings” and “Dragon Noir”, a set of solitaire rules, an additional maps supplement and the following extensions:
1.	Byzantine Armies [with Armenians and 1 scenario] (from Claymore #2 and Vae Victis #7)
2.	Byzantine and other Medieval Ships [with rules for sailing, Greek fire] (from Claymore #9) 
3.	Mongol Armies [with 3 scenarios] (from Claymore #7)
4.	Armies of the Spanish Reconquista [with 2 scenarios] (from Claymore #9) 
5.	The Hussites [with 1 scenario] (from Claymore #10) 
6.	Irish and Scottish Armies [with 10 scenarios] (from Claymore #13/14) 

1	INTRODUCTION
The “Cry Havoc” series of games were published in England between 1982 and 1987. The earliest French versions of these games were identical (or almost so) to the English versions, but from “Croisades” in 1987 the French rules began to differ significantly from the English rules. The “unofficial” rules from French magazines, which are specific to the French versions, took this development further; Bob Gingell translated them in 1999 so that they could be used as options with either the English or the French editions of the “Cry Havoc” series of games. Most are merely available as options, but some supplementary scenarios specifically require particular rules. The most comprehensive and useful general-purpose additional rules are in the Montjoie extension (section 4). Comments and clarifications in square brackets [ ] are mainly suggestions based on later supplements (unofficial or official), or adapted from the English versions of the games, or adapted from developments from the English rules in Lutz Pietschker’s PBM (Play By Mail) rules.

2	SUMMARY OF SUPPLEMENTARY MAPS
The maps listed below are available as extras to the boxed games. ‘The Forest’ is used in the later Standard Games extension booklets – Scenario Book 2 and the Dark Blades Expansion Set; the ‘Island’ map set and ‘The Coast’ also have official scenarios for their use. For the remaining maps it is either Do It Yourself (DIY), or the “unofficial” scenarios published in the French magazines.

Numbering the hexes: Only the two maps for “Outremer” /“Croisades” (The Olive Grove and The Watering Hole), The Coast map from “Viking Raiders”, and the eight half-size underground maps for “Dragon Noir” Volumes 1 and 2, have a system of reference numbers. Following the numbering system used in “Croisades”, all maps should be oriented with the fold vertical and the map name readable from either the bottom or the right hand side of the map; this gives vertical columns of hexes. The hexes across the top should be allocated a letter from A to Y, starting at the first full-size hex at top left and finishing on the last full-size hex at top right. The half-hexes on the left can be called AA if necessary, and the half-hexes on the right Z. The hexes are then numbered down the columns, with A1 at the top and A16 at the bottom. Alternate columns will include half-hexes at top and bottom, so column B runs from B1 to B17. Note that column I is omitted from the underground maps, and that column A on the ‘Town’ maps has a half-hex at the top and no half-hexes to the left. 

A full-size map will have 388 complete hexes and 24 half-hexes at top and bottom (12 each), plus normally 30 half-hexes and 4 corner quarter-hexes at the sides (15 + 2 per side). Details of the maps below, with the exception of the two Siege Extension Sets, can be found in the ‘Map supplement’. 

2.1	The Forest: This is the earliest supplementary map and the only one produced by Standard Games in England: all the other extra maps were designed in France and only some of these were re-issued by Standard Games. The Forest appears in more additional scenarios than any other map (about 34). It was designed to add to the Cry Havoc maps, so its sides are numbered 9/10/11/12 as a continuation from The Village (1/2/3/4) and The Crossroads (5/6/7/8). It consists of 12 7-hex large trees, 25 3-hex medium trees, and 34 scrub hexes. The additional rule on climbing trees (from the Montjoie extension) adds an interesting extra dimension to this map. It is the most useful extra map and is well worth obtaining.

2.2	The Templars Castle (Le Château des Templiers): This two-map set, consisting of the Solomon Tower (La Tour Salomon) and the Young Ladies Tower (La Tour des Damoiselles), is sold in England as a two-map set, and in France as a boxed extension set to Siege (No. 1) with supplementary rules. It is a tough nut to crack, and is primarily for those players who want a greater challenge than that provided in Siege. One scenario, published after this map was produced, has even proposed a slightly easier 2-map alternative to the Templars’ Castle: a combination of two “The Castle” maps to produce a walled bailey outside the castle proper. There are only about 3 additional scenarios that use this map set. 
2.3	Fortified Medieval Town (Cité Médiévale Fortifiée): This four-map set consists of the Fortified Medieval Town, the Pilgrims Gate (Porte des Pèlerins), the Lady Gate (Porte de la Dame Noire) and the Montferrat Gate (Porte Montferrat). It was sold in England as a 4-map set, and in France as a boxed extension set to Siege (No. 2) with supplementary rules. It has a walled town with 3 gateways, containing a fortress, stable block, 2-hex water trough, well, 4 palm trees and 18 houses (2x 3-hex, 2x 4-hex, 4x 5-hex, 1x 6-hex, 2x 7-hex, 3x 8-hex, 1x 9-hex, 1x-10 hex, 1x 11-hex, and 1x 12-hex). Hex columns run from A1-17 to Z1-16 with no half-hexes at the map-edges on either side. There are about 10 scenarios using this map set, and it is flexible enough to be used both for sieges and for house-to-house fighting. The rules on flat roofs offer interesting new possibilities for this map. Recommended.

2.4	The Island: This four-map set consists of The Watchtower (La Tour de Guet), The Abbey (L’ Abbaye) and the two small strip-maps The Cape 1 and The Cape 2 (Le Promontoire 1 and Le Promontoire 2). It is (or was) available in England as a four-map set, but the Standard Games version may not include The Cape – certainly the version I bought around 1994 consisted only of 2 copies of each of the two full-size maps. In France ‘The Island’ is available as part of the boxed game “Vikings” or as individual maps. The Island maps connect to one another to create a coastline edged by slope and sand beach. 

The Watchtower contains a round tower (centred on C12), 2 houses (1x 4-hex, 1x 6-hex) and 2 small trees (sea runs along column AA to C8 to Z4). The Abbey contains the abbey (21 hexes centred on D10, open plan with 3 altars), a gap in the slope to the beach, 3 houses (2x 4-hex, 1x 6-hex) and 2 small and 2 medium trees (sea runs from AA4 to column Z). Lutz Pietschker’s rules on climbing onto tables (cost = 2 MPs) can be used for the altars. 

The Cape maps consist of a 5-hex wide strip (plus half-hexes either side) with flat terrain edged by slopes and a beach on the left side of ‘The Cape 1’, and the right side of ‘The Cape 2’. The beach ends and there are 4 hexes of sea above the beach at the top of each map. If the two maps are placed together, the half-hexes of land butt together to create a strip of land sticking out into the sea (the “promontory” of the map title). ‘The Island’ is used in 7 scenarios in “Vikings”, and either all or part of it is used in about 10 additional scenarios.   

2.5	The Coast: This map is in the boxed game “Viking Raiders” but can be bought as an extra map if the player has the French version of this game, “Vikings”. It does not link precisely to the other coastal maps. It has rocks at either side (cost 3 MPs to enter, inaccessible from deep water, medium cover, disadvantageous terrain) and a shingle beach (costs 2 MPs) 15 hexes long, a tower, 1 house (11 hexes), 1 medium tree and 9 scrub hexes. It is used in about 9 scenarios (including 6 from “Viking Raiders”). There are no rules for shallow waters in “Viking Raiders”, yet most scenarios allow sea and ship to rock movement (and vice versa) for 4 MPs except on the headland (rows C to I), and one scenario even allows access to the headland. A simple method of bringing this map into line with the other coastal maps is to declare that the sea adjacent to land, with the exception of the headland (unless the scenario demands it), is shallow and costs 3 MPs (the cost for all water in “Viking Raiders”) instead of the normal 2 MPs for shallows.  Thus “shingle shallows” normally run A10-AA16 and K9-Y11-Z16. Horses cannot keep their footing in (and so cannot enter) any sea hex on this map. A fall into the sea retreating from a rock hex automatically causes a wound.

2.6	The Coast No. 2 (La Côte No. 2): This extra map for “Vikings” has an undulating coastline and links precisely to the maps of the Island. It consists of sea covering 4-6 hexes at the top (AA4 to Z4), sandy beach 1-3 hexes wide, a slope, and flat terrain with 5 3-hex medium trees, 8 1-hex small trees and 17 scrub hexes. It is only used in about 4 additional scenarios.

2.7	The Open Field (La Plaine): This general-purpose extra map, mainly flat terrain, has been used in many additional scenarios (about 24). It has 1 3-hex tree, 2 1-hex trees and 27 scrub hexes. Any map could be substituted for this map by ignoring slopes, trees and buildings.
 
2.8	The Ford (Le Gué): This is another general-purpose map published only in France. It has a 3-4 hex wide river crossing the map from AA8-10 to Z13-16. There are two fords, one of 8 hexes (2 hexes wide) and one of 22 hexes (4-5 hexes wide). The river matches the river on The Watermill map (from “Dragon Noir” / “Dark Blades”) on both sides: it is narrower, but the river follows a roughly mirror-image course. Sides 1 and 3 of The Ford match sides 8 and 6 of The Watermill. It does not match the river on The Temple map from “Samurai Blades” / “Samouraï”. The river exits through the centre of side 3 so two Ford maps will also match up at that side. The map also has 3 3-hex trees, 5 1-hex trees and 28 scrub hexes. 

The ford itself is a new terrain type, and in all scenarios it costs 3 to enter. Rivers normally cost 5 MPs for unarmoured foot; others can only cross at fords, stepping stones and bridges. This map is used in about 6 scenarios, of which 3 use two copies. There is no satisfactory substitute for this map: options are to use The Watermill with river banks treated as water and the bridge and stepping stones plus hexes adjacent as fords; to use The Temple with the bridge as a ford; or to use The Crossroads with blank markers to add a river and ford(s).

2.9	Special maps: French magazines have published 4 special maps. Montségur (Claymore #4) is a small hilltop castle surrounded by cliffs (impassable) and rough ground / rocky slope (4 MPs, light cover, (-)), designed for the final Albigensian Crusade scenario. The Marsh (Le Marais: Claymore #6) has a small hillock, some trees and scrub, and a wide “river” of marsh (higher move costs than “Dragon Noir”: 4 MPs for foot, 6 for horses) and a path of fascines across it (2 MPs to enter, possibility of pit-traps). The marsh does not link to rivers on other maps. It is used for a total of 5 scenarios from issues #6 and #13/14. Orléans 1429 (Claymore #15) is a 2-map set (The Turrets and The Fortified Bridge) connected at the short sides, with a walled orchard and a ruined convent at one end, a guardhouse, and a long stone bridge over a river that takes up most of the map. There are no scenarios, but additional character counters (including Joan of Arc) were provided. The Guard Post (Le Poste de Contrôle: Journal de Stratège #41/42) has a hill containing a mound topped by a 5-hex diameter tower and a barracks building; there are no published scenarios for this. 

Armoured characters and riders in a Marsh hex roll 1D10 for each hex entered: on 1-4 they are stuck but attack and defend normally. Stunned characters in Marsh roll 1D10 to try to stand up; on 1-5 they remain on the ground and are treated as if they were still stunned. Pit hexes cost 2 MPs to enter; riders entering a pit trap hex roll 1D10 - 1-4 on the die: the rider and horse fall into the hole and the horse is killed; on 1-2 the rider is stunned and on 3-4 the rider is wounded. - 5-10 on the die: the rider passes by, triggering the trap safely with 1-6 on a second die-roll. Subsequent riders pay 3 MPs to cross the hex avoiding the open pit.

2.10	Extra copies of maps from the boxed games: The most popular map in scenarios is The Crossroads, partly because (like The Open Field) it offers the best opportunity for mounted combat on open ground. About 11 scenarios require two copies of The Crossroads, so this is the most useful double purchase. Some scenarios treat the pond in the Crossroads as being dry – the water hexes are treated as being flat terrain. Two copies of The Sea map are in “Vikings” but only one in “Viking Raiders”. As 8 scenarios require two sea maps (including 5 from “Vikings”), it is a useful extra purchase if you do not have “Vikings”. Few scenarios require extra copies of any other maps – 2 copies of The Ford in 3 scenarios, The Forest in 2 scenarios, and The Village, The Castle and The Open Field in 1 scenario each; 4 copies of The Open Field and The Olive Grove are used in 1 scenario each. 

3	ADDITIONAL RULES INTRODUCED IN LATER BOXED GAMES

The rules for the “Cry Havoc” series have evolved over time. In France the early boxed games “Cry Havoc”, “Siège” and “Samouraï” made some clarifications and minor changes to the English versions. “Croisades” (1987), the two boxed Siege Extension Sets (1987) and the three later boxed games “Vikings” (1990), and “Dragon Noir” Volume 1 (1990) and Volume 2 (1993), had a number of significant rule amendments and additions. Most rules introduced in “Croisades” also applied to the later games. Full details of these rules can be found in the translations for the games themselves.

3.1	FRENCH VERSIONS OF “CRY HAVOC”, “SIEGE” AND “SAMOURAÏ”
All three of these games have a number of clarifications of the rules in the English versions, but few substantial changes to those rules. All three share the following changes: 
•	Sequence of Play: The Sequence of Play is simplified so that all bows (both foot and mounted) and all crossbows fire simultaneously in Step 1.
•	Restrictions on shooting: Archers can shoot over any number of intervening characters (not just 4). ‘Intervening characters’ that block shooting include stunned characters and animals.
•	Restrictions on movement: Hexes containing 1 dead horse or 3 dead bodies cost +1 MP (not half the movement allowance).

Cry Havoc: The Missile Results Table is the same as that in “Siege”, instead of using the Missile Attack Strength system of the English version (which was abandoned in the later English games). Archers can shoot over any number of intervening characters at medium or long range (not just 4 non-adjacent at any range). Characters inside a building or courtyard benefit from medium cover if shot at from outside. The cost of climbing through windows is clarified as being 4 Movement Points (not 3 MPs). Any character (mounted or foot) can lead a horse by the bridle, not just a foot soldier. The Combat Priority rule that knights always attack other knights is dropped, as is the optional Command Control rule. In multiple combat attackers combining from different types of terrain will all be treated as being in the least favourable terrain, instead of such an attack being impossible. Advance after combat is added, with one victor having the right to advance up to half of his movement allowance (but only 1 hex if still adjacent to an enemy).

Siege: Tents block shooting. A missile-man on a ladder can shoot at a character on the adjacent battlement hex, but he will still benefit from heavy cover. The main gate of the castle gives heavy cover if the drawbridge is lowered, infinite cover if it is raised. Only one die roll is needed to see if a flaming arrow will cause a fire (not one roll to hit and a second to see if it catches fire); only one hex of a siege engine needs to be burnt for it to be destroyed; stunned characters in a fire hex have a 4/10 chance of dying. Screens use the ballista column for flaming arrows, ladders use the siege tower column.

Movement: A battering ram can only batter the walls if 3 characters are inside it pushing it; battering rams and siege towers can move backwards. It costs 2 MPs to move from underneath a siege tower (pushing it) to the top of it (ready to shoot or attack), and 2 MPs to move from a siege tower onto battlements. Moving from rubble onto battlements costs 3 MPs. Mangonels and trebuchets can fire and be moved just like ballistas. Screens - Characters on foot can enter screen hexes and shoot from that hex; screens can only be moved by a character in the screen hex; screens give heavy (not infinite) cover but only to the front 3 hex-sides. Horses cannot enter doorway hexes.

Optional rules on shooting: Shooting skill – all missile-men may have up to 3 skill points deducted from their shooting die roll, but all bonuses must be balanced by penalties for others using that same type of missile (e.g. 1 crossbowman at –3 could be balanced by 3 crossbowmen at +1). Errare humanum est – an early version of this rule gives a chance that a missile that misses might still hit an adjacent friendly character: the basic chance is 3/10, subject to the usual shooting modifiers.

Samouraï: Carts can be pushed by 2 people at 2 MPs and by 3 or more at 3 MPs; characters can move through a cart hex at a cost of 4 MPs; carts give medium cover to targets behind them. The tori occupies the 2 hexes with the posts. The Missile Results Table against mounted samurai is corrected so that the samurai longbow has the same effect as longbows in other games. The river gives no cover if the shooter is on the bridge or river-bank. Shots across scrub give light cover to a target behind. Wounded ninja throwing shuriken and monks deflecting missiles add +1; infinite cover does protect against shuriken. A character must be in the same hex to light a lantern.

3.2	CROISADES
This French version of “Outremer” has an enormous rulebook (128 pages) with rules and scenarios for the usual tactical game enhanced by rules and scenarios for strategic games and rules for a role-playing game. It includes new rules on armour, defensive missile-fire, firing over other characters, ammunition limitations, leading horses, unhorsed riders, carrying stunned characters, infiltration of enemy lines, cavalry charges, command and morale, and clarification of terrain on the two maps with the game. “Outremer” and “Croisades” introduce new missile-fire character types, and methods for calculating points values for characters (covered in section 7.5). “Croisades” also introduces new missile and combat results tables (see section 7.4) that became the standard for the rules in this supplement, and amended some of the rules of “Siege”. The rules for missile weapons were simplified, and ranges shortened, in the later games “Vikings” and “Dragon Noir”. 

Armour: These rules adapt characters from “Cry Havoc” and “Siege” to the new rules on armour. The consequence of armour is to add 1 to the die roll when shot at in missile-fire or struck at in combat. Unlike the conversion rules in “Outremer”, which are based on Attack Strength, “Croisades” identifies classes of character whose members will all be treated as being in armour. From “Cry Havoc” it is the knights, sergeants, Halberdiers, and those crossbowmen whose counters show them wearing armour (i.e. Arbalister, Codemar, Denys, Francisco, Gilles, Jacopa and Nicholas). From “Siege” it is the knights, sergeants, Halberdiers and billmen. All armoured riders now have 12 Movement Points, unarmoured foot and mules 8 MPs, armoured foot (except knights) 6 MPs, and knights on foot 4 MPs, with wounded foot having half the above MPs. 

Defensive fire: Instead of each player having two missile-fire phases in their own player turn, one before and one after movement, the player’s second missile-fire phase is shifted to the movement phase of the enemy player-turn. Enemy movement stops while all defensive fire on a hex is resolved. Under a rule dropped in later games, no more fire is allowed on that target until he has moved 1 (wounded foot), 2 (unwounded foot), 3 (rider) or 4 (rider charging) hexes.

Missile-fire over other characters: The “Croisades” rule differs from that in “Outremer” in 3 ways:
(1)	Archers and javelinmen can shoot over any number of characters at targets in light or no cover at medium or long range (“Outremer” limits this to 4; the change appeared first in “Samouraï”). 
(2)	Horse archers at short range can shoot over adjacent friendly foot characters; foot archers and other missile-men at short range cannot shoot over any characters. 
(3)	Crossbowmen, archers and javelinmen can shoot through a row of friendly soldiers if standing just behind them; the row must consist of at least 3 identically armed soldiers of the same nationality. The line of fire extends forward in a straight line from the dividing line between two occupied hexes; it excludes the first 3 hexes, then alternates between 1 and 2 hexes in width.

Ammunition limitations: Javelinmen have a maximum of 4 javelins, and Assassins a maximum of 6 daggers that can be thrown. Optionally archers have a maximum of 20 arrows, a change from the optional 3D10 arrows in “Cry Havoc”. These missiles can be passed from one character to another, or taken from a dead character (up to the carrying maximum) if they are adjacent at the end of the movement phase, so long as neither is adjacent to an enemy. Slingers have unlimited ammunition.

Leading horses by the bridle: Horses without a rider do not move, unless led by the bridle. A foot character, even a wounded one, merely has to pass adjacent to the horse to seize the bridle [Note that the English games require passing the head of the horse, which seems a better rule]. Up to 3 horses can be led, following after the character. The earlier games do not allow mounted characters to lead horses. This rule allows a mounted character to attempt to seize the bridle while passing, but the attempt is not automatically successful (and only 1 horse can be led): 
-	1-6 on the die and the attempt succeeds, the horse following the rider parallel and adjacent to the rear hex of the rider; the rider will lose control of the bridle if engaged in combat. 
-	7-10 on the die and the attempt fails, even if the rider ends his move adjacent to the horse. 

This rule is also found in “Vikings” and “Dragon Noir”, but with no die roll so riders will always be successful in seizing the bridle. Horses without riders can be led through tree and water hexes, although riders cannot enter such terrain.

Displacement of friendly characters by unhorsed riders: When a rider is dismounted by missile-fire or combat, the stunned, wounded or dead counter will displace a friendly character by one hex to make room if all the hexes adjacent to the horse are occupied by other characters. The dismounted rider will die automatically if all the surrounding characters are enemies. The horse stays where it is whether living or dead.

Carrying stunned characters: A character that moves through a hex containing a stunned character may carry that character on his back, but his remaining movement points will be divided by two (rounding down). At the end of his movement he drops the stunned character onto one of the hexes beside his own. This action is impossible if an enemy is adjacent in a position to attack. [This cannot apply to water, and should not apply to marsh or tops of trees. Proposed that it should also not allow weak characters on their own to carry very heavy ones: current attack strength of the carrier should be greater than the unwounded defence strength of the character being carried.] 

Infiltration of enemy lines: This rule was called “Challenges” when a rule with similar objectives was introduced as an option in “Viking Raiders”. The rule requires a die-roll when any character continues moving and does not stop after entering a hex adjacent to an enemy. If the character passes through more than one hex, further die-rolls may be required. In “Croisades” a roll on 1D6 of 5-6 for foot and 6 for mounted results in a wound. Wounded mover adds +1 and wounded challenger subtracts –1. In “Vikings” the rule is clarified as only applying once to a mounted character and not applying from ship to ship or through a window. The die-roll is changed to 1D10 with 8-9 wounded and 10 killed; modifiers are –1 for mounted or armoured, -2 for both, +2 if wounded, and the reverse for the challenger (+1 mounted or armoured, -2 if wounded). “Dragon Noir” gives extra bonuses in sneaking and interception to wardogs and Krobs.

Cavalry charges and countercharges: The rules in both “Croisades” and “Outremer” provide for charges against characters in line of sight in the rider’s frontal arc, with the final 4 hexes required to be in a straight line. “Croisades” adds the following rules for charges: 
-	The charge must cover at least 6 hexes with no sharp turns; 
-	Declaration of charges takes place before any movement. 
A countercharge can be declared in response to a charge, so long as the countercharger can see the charger in his frontal arc and can move at least 2 hexes in a straight line towards the charger. 

“Croisades” adds the following rules for countercharges: 
-	Any rider may countercharge (not just the target), so long as the countercharger is able to see the charger at the beginning of the charge; 
-	The countercharge must cover no more than half the distance of the charge; 
-	The final moves must place the countercharger in the last two hexes of the final 4-hex straight line of the charge while the charger finishes in the first two of those 4 hexes; 
-	No defensive fire is allowed against a charger if a countercharge is declared.

“Croisades” has no rules like those in “Outremer” on evading charges. A charger multiplies his Attack Strength by 1.5 (rounding fractions down) and a countercharger multiplies his defence strength by 1.5 [This clarifies the “Outremer” rule which confusingly refers to Attack strength in both cases]. “Croisades” adds the following rules: Combat between charger and countercharger is resolved separately from other combats (i.e. foot soldiers cannot join in a combined attack or defence); if the countercharger has a higher attack strength to that of the charger, the roles are reversed and the countercharger becomes the attacker. See Section 4.4 for rules from Claymore #8.

Command and Morale: These rules are specific to “Croisades” and apply to regular troops of this period. A hierarchy of authority exists, with higher morale at the higher levels; commands can only be given within a specified range to the two next lower levels of authority. Soldiers out of command cannot shoot or move next to an enemy, and morale drops 1 point. Morale tests may result in panic or rout (replacing those rules in “Siege”). Characters in a castle or fortified town can panic but will not rout. The “Croisades” translation has full information, but see also the extensions for Byzantine and Mongol armies. “Outremer” has similar but more limited rules on morale, panic and rout. 

Terrain clarifications: The two maps for “Croisades” / “Outremer” are not clear as to which hexes are tree hexes. The following hexes are tree hexes: 
-	The Olive Grove – A8, I6, K5, N4, Q3, R4, S3, V10, V13, W4, W12, W14, W15, X10, X14; 
-	The Water Hole – K7, M4, M5, N5, N11, O5, O12, S9, U6, V12, V13, W11, W13, X12, X13.

Characters in trench hexes (on The Camp map from “Siege”) are in light cover if fired on by another character in the same trench and with no bend in the trench between them. [Lutz Pietschker proposes a cost of +1 MP to enter a trench from a hex not an adjacent part of the trench system.]

New character types: “Croisades” identifies only the Sudanese spearmen as being javelinmen, whereas in “Outremer” (and in the Spanish Reconquista army list from Claymore #9) all Moslem spearmen may throw javelins. The rules on javelins, slings, daggers and horse bows are similar in the two versions but have some variations in ranges. Qutb Ad-Din is renamed Saladin, and attack strength errors are corrected: the Syrian Moonga to 16 and the chaplain Ernest to 4. 

[Note: the Drakkar extension to “Vikings” (in Claymore #10) also gives javelins to the following 13 characters with spears – 5 Ceorls: Aelfric, Aelmaer, Aethelbehrt, Eardwulf, Weohstan; 2 Huscarls: Kola, Osmed; 4 Bondi: Domar, Glum, Torleik, Yngve; 2 Berserkers: Bjorn, Hake. The two characters Santiago and Simon from “Dragon Noir” could also be treated as carrying javelins.]

Missile and combat results tables: See section 7.4 for these tables. Note that the longbow and crossbow have changed places (an approach also adopted in the “Dark Blades Expansion Set”), so that a crossbow is more likely to hit; daggers are also differently placed to “Outremer”.

The rules for “Siege” are amended so that javelins, slings and throwing daggers cannot be fired through arrowslits. One or two levels of elevation will add +1 or +2 to the die roll for daggers, which cannot be thrown at a difference of 3 or more levels. Add +1 to the die roll for javelins if the target is 2 or more levels different from the thrower. The healing table from “Siege” is revised, and rules are introduced to allow ballistas to be moved up to 2 hexes per turn by 4 people. Garrison tables are provided for the strategic game but can be used as a guide for home-made siege scenarios (see section 6.4). Troops on half or quarter rations, or out of supply, are hungry: movement, morale and combat effectiveness are reduced (so the effect is not just on combat as in “Siege”).
3.3	SIEGE EXTENSION SETS (1: The Templars Castle, 2: Fortified Medieval Town)
These two extension sets to “Siege” and “Croisades” include identical sets of additional rules for castles, as well as specific rules and clarifications relating to the individual maps. 

The castle from “The Castle” map is renamed ‘The Border Castle’ to avoid confusion with the Templars Castle. Rules are provided on levels of elevation, secret passages that can be flooded, wooden stairs that can be raised, ramparts that can be booby-trapped, and clarifications and additions on terrain and siege equipment.

Levels of elevation and line of sight: The level of elevation of a hex is equal to the number of stair hexes (or slope hexes) necessary to reach it from Level 0. There is a ramp through St James Gate on the Templars Castle map so that the inner courtyard of the citadel is at Level 1 [similarly there are ramps on The Village and The Arena maps, and gaps in the steep slopes down to the beach on The Watch Tower, The Abbey and The Wights’ Bridge maps]. Levels are fairly straightforward at +1 and +2, with the Solomon Tower and Upper Court at +3, but the moat at the main entry of The Templars Castle at Level –5 (too deep to fill, anyone falling in dies; other moats are at –1). The keep and the watchtower on the keep roof in both Extension Set maps are at Levels +5 and +7. Ladders can reach up to 2 levels of elevation, but siege towers can reach 3 levels.

Levels of elevation are important for missile-fire, as a character on a higher level may shoot or be shot at over intervening obstacles. A character (A) on a higher level who is not at the edge of a rampart [or slope] can only see and be seen by a character (B) on a lower level if the following condition is met. B must be at least as many hexes away from the change in elevation as: twice the number of hexes from the change in elevation times the difference in elevation. E.g. If A is at level 2 and standing 1 hex back from the edge of a rampart, he will only be able to see and shoot at B on Level 0 if B is at least 4 hexes from the rampart. Shooting over obstacles is possible if the following condition is met. The distance from A to B times the height of the obstacle must be less than the difference in elevation between A and B times the distance from the obstacle to B. E.g.: If A is at level 2 and 5 hexes from B at Level 0, an obstacle at Level 1 that is 2 hexes from B will block the line of fire, but an obstacle 3 hexes from B would not (5x1 is greater than 2x2 but less than 2x3). 

Secret passages, raising stairs and booby-traps: In The Templars Castle the secret passage can be flooded, and the top part of the stairway from the Upper Court to the keep (M12) raised to prevent access. In the Fortified Medieval Town the stairway between the ramparts and Lady Gate tower (X7) can also be raised, and hex K10 connecting the citadel to the town ramparts conceals a trap over a pit. All of these are effected in the same way as raising and lowering a drawbridge, and are operated from hexes K14 and L13, W7 and Q13 respectively.

Clarifications on terrain: The water trough costs 4 MPs but wells are impassable [Suggestions: A move between the water hexes should cost 3 MPs (as it does not cross the edges of the trough). Climbing into and out of the trough would then cost +1 MP (except G4/G5).]. The grey stable hexes are roofed, but the yellow entrance hexes are in the open air. Two characters may stack on gate hexes, one at ground level and the other on the ramparts above, separated by a blank counter.

Clarifications and additions on siege equipment: Battering rams and siege towers can pivot round the centre hex by one hex at the cost of a full move. Siege towers give medium cover for characters on the top when fired on from levels 1 or 2, light cover when fired on from level 3; missiles can be fired from a tower over battlements. Scaling ladders can be raised to the top of the wall and lowered down the far side at a cost of 4 MPs by 2 characters for each; they can also be toppled from below. The rule from “Croisades”, modifying “Siege”, that it must take 2 turns to climb a ladder and cross over battlements, is replaced by allowing characters to spend the 7 MPs in one turn if they are able, but only if the ladder spans just one level of elevation.
3.4	VIKINGS
The French version of “Viking Raiders” adds rowboats, which were not included in the English version. It has special rules on shallow water, two-handed axes, and shield walls. It also adds an optional “Errare humanum est” rule for archers: see Section 5.2.8 for a description of this rule and a comparison with the expanded rules from Claymore #8. Rules on animals, berserkers, ships, and swimmers are altered from those in “Viking Raiders”; the rules on mounting and dismounting horses, and slopes are altered from those in both “Viking Raiders” and “Croisades”. It also adds new rules on buildings (notably for doorways and windows) which were not needed in “Croisades”.

Shallow water: Sea hexes adjacent to (sandy) beach hexes are shallow water, cost 2 MPs and can be entered by all characters, mounted and foot, armoured and unarmoured. Armoured characters drown automatically while unarmoured foot swim in deep water. In one scenario a causeway is revealed by the tide: this lasts 10 turns followed by a turn as shallow water before reverting to deep water again. 

The two-handed axe: This rule is used in a number of supplementary scenarios, and can be used by any character depicted carrying an axe (“Vikings” limits it to Earls, Huscarls, Jarls, Hirdmen and Berserkers). Two other conditions must also be satisfied: the character must be on foot and in full health. The character gains in attack strength but loses in defence, as he will be unable to use his shield. At the time of starting the combats, the player concerned identifies those warriors who will attack using their axes with both hands. On each of them he places an axe marker in such a way that it can be clearly seen. The marked characters will have their attack strength doubled during the current combat phase. During the enemy player’s turn, the same characters will be treated as being in an unfavourable situation (-) if they are attacked, a disadvantage which is added to the calculation concerning the nature of the terrain (+, 0 or -). When a shooter takes one as a target, he subtracts 1 point from the die roll result before consulting the missile-fire results table. The protection given by armour remains. On the character’s next player-turn the axe marker can either be removed or left. If the it is removed, the character’s attack strength returns to normal and he no longer suffers any of the defence disadvantages (for missile-fire and combat) consequent on the method of fighting.

Shieldwall: This rule allows 3 or more trained infantry with large shields to stand in a line and overlap their shields. This creates heavy cover against missile fire and advantageous terrain in combat. The benefit only applies to the front and prevents them from moving or attacking.

Animals: A goat or pig can be led like a horse by foot characters, but no movement allowance is specified (assume 8 like mules?); defence value is 1. Characters can enter the same hex as a small animal, but are then disadvantaged in combat. [In the rules for sheep by Xavier Jacus in Le Journal du Stratège #31, each counter represents several sheep, which move 4 MPs, give light cover and impose a cost of +1MP to enter that hex. Lutz Pietschker also proposes rules for guard dogs (value 4/2-10), which bark at enemies within 5 hexes (giving the alarm to a 15 hex radius), act under orders if adjacent to a friendly character, otherwise do not move but do attack the enemy.]

Berserkers: All berserkers in contact with an enemy character must attack, whether alone or as part of a multiple attack. If the result of the combat is unfavourable to the defender (retreat, stun, wounded or killed), the berserker must take advantage of the opportunity for advance after combat if this will place him adjacent to an enemy, whether it be the one who has retreated or another. If, however, the result of the combat favours the defender, the berserker ends his game turn. Once all the combats have been resolved, the Viking player rolls a die for each berserker victorious in a combat: 1-3 and the berserker calms down and ends his turn; 4+ and the berserker enters a berserk rage and starts a new combat. This second round of combats for berserkers is resolved immediately; they can attack alone, or in combination if their locations allow. After advances after combat the procedure is repeated until all the berserkers have calmed down. A berserker who ends his advance without coming into contact with an enemy will automatically calm down. 
The berserker rule in “Dragon Noir” is different, in that when “stunned” or “wounded” the character goes “crazy”, increases all strengths and movement by 1/3, and ignores retreat and stunned results. Both rules above are different from those used in “Viking Raiders”.

Mounting and dismounting horses: The earlier games in the series, and “Viking Raiders”, allow mounting and dismounting at a cost of 1 full turn without shooting, moving or combat, to or from one of the two hexes either side of the middle of the horse. A wounded character takes 2 turns. The new rule allows speedier mounting and dismounting, and permits movement before and afterwards. The movement cost to mount or dismount is 2 MPs for unarmoured characters, 3 MPs for armoured characters. Remaining foot MPs after mounting are doubled; mounted MPs after dismounting are halved for unwounded characters, divided by 4 for wounded characters (rounding down).

Slopes: Slope movement costs are doubled for horses. This rule should be used for all the games.

Rowboats: Six small 3-hex rowboats are added and used in scenarios. 1 oarsman gives a speed and acceleration/deceleration of 1; 2 oarsmen: speed and acceleration/deceleration of 2. Oarsmen can be placed on any of the three boat hexes. A steersman is not required. In “Dragon Noir 2” there are two 2-hex (magical?) boats which can move 2 (half-move) or 4 hexes irrespective of number of crew.

Ships: Each crew member of a ship is allocated to a specific task: rowing, steering, boarding, grappling and bailing. The number of pairs of oarsmen determines the speed of the ship and acceleration / deceleration, during the naval movement phase. If there is no steersman in the stern hex, the ship only moves in a straight line and cannot increase its speed. Boarders are the only crew that can shoot and cut grappling ropes. Grapplers can throw a grappling hook onto another ship or boat up to 5 hexes away (success if die-roll on 1D10 is equal or greater than twice the distance), and reel in the rope, during the naval movement phase. A pair of bailers will reduce by 1 the loss of flotation points caused by holes from collisions. All characters can attack and defend but only boarders get a combat advantage (+); any character in the appropriate side hex can aid swimmers to climb up or can attempt to repair a hole. Characters rowing and steering have medium cover, the rest light cover. Crew can only move and fight in normal player turns, not during naval movement.

Swimmers in deep water: 1D10 is rolled each turn before movement and on 1-2 the character drowns, 3+ and the character makes a swimming move. Wounded characters add +1 to the die. Armoured characters will drown automatically on falling into deep water or rivers; wounded characters with less than 4 movement points will also drown in deep water [but see section 6.2]. 

Buildings: Windows cost +3MPs and are (-) in attack, (+) in defence; doorways are (+) in defence.

3.5	DRAGON NOIR
The French version of “Dark Blades” has a different background and changes some names. It adds magic, using a different system to the spell cards used in the English version, some new terrain and maps, and also introduces non-human races with race-specific rule variants. There are general rules on poisoned weapons and riders jumping over water and crevasses. “Dragon Noir Volume 2” has rules on jumping from a higher to a lower level, and on underground caverns. DN also revises the ranges and frequency of fire of the major missile weapons in the series. 

Magic: The magic system is based on allocating Energy Points to each magic user, which can then be spent on casting one spell per turn from the list of available spells. Additional terrain can be created or destroyed by magic, including deep crevasses (2, 4 or 6 hexes in length) that can only be crossed by horses, which have to attempt a jump over them. Spectral warriors raised by magic only retreat and can never be killed, but they disappear after a few turns when the spell expires.

New terrain: The “Dark Blades Expansion Set” has a fallen log bridge consisting of 2 hexes of river plus 1 hex of river bank at either end (so actually capable of bridging between 2 and 4 water hexes). “Dragon Noir” only allows for standard wooden bridges (crossing 1, 2 or 3 hexes of water), one of which appears on The Watermill map. This bridge is treated as a footbridge in “Dark Blades”, with restrictions on crossing by horses. Bridges can be created by magic or placed at the start. Stepping stones appear on The Watermill map and on The Dragons Lake underground map. As in “Samurai Blades” / “Samouraï” and “Croisades”, rivers and pools cost 5 MPs to unarmoured characters, but “Dragon Noir” makes the cost less for those creatures that swim very well.

Marsh is introduced in “Dark Blades” for hexes on the Watermill and Arena maps, but the marsh grass design is the same as the ‘scrub’ on the Watering Hole and Coast maps in “Outremer” and “Viking Raiders”. “Dragon Noir” calls this ‘scrub’, but gives it the same movement cost as marsh in “Dark Blades” (2 for foot, 4 for mounted); this cost should be applied to all ‘grassy scrub’ / ‘marshy scrub’, and optionally also to the ‘bushy scrub’ from earlier games. The Haunted Swamp map from DN2 has different ‘marsh’ hexes with a reeds design but with the same terrain effects, and it is this design which is used in the Claymore map “The Marsh”, although that map has greater terrain costs. 

Slopes are classed as steep slopes costing 4 for foot and 8 for horses. In DN2 shooting is only possible between adjacent hexes across the lip of a steep slope hex because the slope is so steep. Walls can be destroyed by magic and the demolished walls then cost +1 to movement (i.e. normally 2 MPs). The Krobs in DN2 can benefit from spider webs that block underground tunnels to other creatures. Beneath the underground caverns are deep dungeons only navigable by dogs, dwarves and goblins. The Wights Bridge map has a demolished bridge hex that allows access between levels but has no other rules; it looks like rubble, so apply the rubble rules from “Siege”.

The prison cells on The Arena and The Jails maps have metal bars. These are impassable if locked, but no rules are supplied about locking them. Characters locked into manacles on the wall or table in The Jails would not be able to move. The door to a cell can be forced by rolling 1-3 on 1D10, with –1 for each 5 complete points of attack strength. The two main entrances to the cells are shown as double bars: no specific rules are given but these gates of bars are a cross between prison bars (so can be shot through) and tough doors, and unlike most doors would normally be locked. 

The watermill on The Watermill map has a millwheel, which fills two river hexes outside the mill, and also two interior hexes containing cogwheels and drive-shafts. The millwheel blocks the river and the rules for “Dark Blades” state that a character carried by the current into the wheel is killed. Since the river can be crossed by unarmoured characters in “Dragon Noir”, and is not specified to have a current that affects movement, this rule is only relevant if an optional rule on strong current were added to “Dragon Noir”. The millwheel will kill a retreating character.

No rules are provided for the watermill machinery, the lifting barrier on The Arena map, the torturer’s table and brazier on The Jails map, or the ruined walls on the Haunted Swamp and Dark Island maps. Rules are also needed for the table-like altars on The Abbey map from “Vikings”. Section 7.1.3 below has rules to fill these gaps.

Non-human races: Elves shoot at –1 and are in advantageous terrain in trees. Dwarves are tough in combat together – they add a column shift to the right for each dwarf in a multiple combat. Goblins and small Krobs (a spider-like race) swim well (2 MPs per water hex instead of 5). The magically summoned Gargoyles can fly short distances.

Gharvs are crocodile-like creatures that move every player turn and will attack everyone by water or marsh - they and the Baby Dragon swim very well (1 MP) and treat water and swamp as advantageous terrain. Gharvs move more slowly and are in disadvantageous terrain when on land. 
Trolls, Gharvs, Dragons and large Krobs can take more than 2 wounds and are never stunned; if they receive a “killed” result this counts as two wounds (but only as 1 wound for the dragons). Wardogs take only 1 hit but are never stunned; one is so loyal that if it is adjacent (and not being attacked itself), it adds its defence strength to its mistress when she is attacked. The Baby Dragon fills 2 hexes, the Black Dragon 5, Guard Krobs 3 and the Krob Queen 7. Guard Krobs and the Krob Queen are much weaker in defence strength to their rear. 

The Black Dragon consists of 5 different hexes that can be attacked separately; it only dies when its body is wounded 3 times, and the body can only be attacked easily when its head, claws and/or tail have been defeated. The Black Dragon is immune, and the Krob Queen and Guards are quite resistant, to missile-fire (+4 and +2 to die roll). Guards and the Dragon can make more than one attack in each turn: if they make two attacks simultaneously on the same character, the combined attack is treated as a multiple attack and has the normal column shift to the right for such attacks.

Poisoned weapons: Zed is an Ork leader and has poisoned weapons: a “wounded” result in any combat becomes “killed”. The Slayer Krobs deliver a poisonous bite with the same effect, but all Krobs are immune to poison. [Additional rule from scenario in Claymore #3: Poisoned arrows (shortbows only) also convert “wounded” to “killed”.]

Riders jumping over water and crevasses: Movement cost is 1 MP per hex, but the jumper must roll a die – 1-9 is successful, 10 is a refusal (rider falls off and is stunned), 11+ is successful but a bad landing (horse killed, rider wounded). The die roll is modified +1 for armour and wounded, and +4 for attempting a 2 hex jump. [This rule can replace the “Siege” rule for trenches, which allows riders to jump over trenches at a cost of 1 MP per hex, but omits any risk of injury.]

Jumping from higher to lower levels: Jumps can only be made from upper to lower levels. The arrival hex must be adjacent to the departure hex. The table provided relates to jumping onto stone floors – the results could be modified for other surfaces. Roll 1D10: unarmoured characters are wounded on 5-7, killed on 8-10; armoured characters are wounded on 2-6 and killed on 7-10. [See section 6.2 for comparison with other rules on climbing, jumping and leaping. Note that the rules on leaping in section 5.4.2 have the effect of reducing the level of injury above for unarmoured characters jumping down a level, changing killed to wounded and wounded to stunned. The leaping rules also reduce the risk of injury to armoured characters jumping 1 hex, although the effect if they try to leap 2 hexes is almost identical to the effect above. Players could choose to use either set of rules.]

Underground caverns: Visibility for missile fire is limited to 5 hexes, and basic range is also reduced for spellcasting to 7 or 10 hexes depending on the magic-user’s level of expertise.

Missile weapons: The ranges are reduced quite substantially for short bow, crossbow and longbow, and the frequency of fire rules are simplified to do away with limits of ½ movement. This approach was first adopted for the short bows in “Vikings”. If these rules were applied to all the other missile weapons from “Croisades” and the supplements based on it, the effect would be to change all limits of “½ movement” to “No limit” as per the lists below:
Offensive only fire: Thrown stones, Slings, Staff slings, Longbow, Mongol bow (foot), Samurai bow (foot). 
Offensive and defensive fire: Short bow (mounted or foot), Javelin (foot).
Ranges for other longer-range missile-weapons should be reduced proportionately if the revised ranges for these weapons are used (see table in section 7.4).

Character changes from “Dark Blades”: The weaker armoured exiles and trolls have higher values than they do in “Dark Blades”. Stunned characters, and horses without riders, retain their armoured status, with some (7 stunned, 10 horses including 4 armoured) having a defence strength of 2 to 5.

4	MONTJOIE Extension for Cry Havoc, Siege, Croisades and Vikings 
(by Hervé Tardy, from Claymore #5, 1994)

This collection of additional rules for the games in the Cry Havoc series enables an enrichment of the tactical possibilities of the game. I hope that you will gain as much pleasure in using them as I have had in thinking them up. Thanks to Errol Flynn and Jean Marais for invaluable contributions. 
[The original rules were written in 1992, but in 2003 Hervé Tardy updated the whole extension (the amendments are noted in curly brackets {}) and added rules for hoardings, which had been missed out of the published version in Claymore. He also designed a large siege tower to replace the small ones in “Siege”: this has 3 upper levels, is 3 hexes wide by 4 hexes deep, and has a drawbridge to drop onto the battlements. See the website www.cryhavocfan.org for details.] 

[A set of markers was published alongside these rules: 12 Stakes (the same size as character counters – 20mm x 20mm; an arrow points to the front edge), and 40 smaller markers (15mm x 15mm), 8 each of “Up the tree”, “On the roof”, “Kneeling”, “Loader” and “Hamstring”.]

4.1	TACTICAL FACTORS CONCERNING TERRAIN
This section proposes additional rules and rule modifications that allow variations in the use of terrain on the different maps; this significantly enhances the tactical possibilities in the game. 

1)	THE WEATHER
The influence of meteorology on fighting should not be overlooked. Many sorties from besieged strongholds have succeeded in foggy weather due to the poor visibility; many battles have been lost because of limitations on movement caused by rain; etc…

The tactical factors below provide a few simple rules to simulate the majority of weather conditions encountered in Europe or Palestine (including snow, at least in the Lebanese and Syrian mountains).

Weather	Visibility	Movement	Missile-fire	Combat	
Night	3	No effect [*]	No effect  [*]	0	
Fog	5	No effect	No effect	0	
Rain	No limit	¾ move	+1	-	
Snow	No limit	½ move  [*]	No effect	-	
Storm	10	½ move	+2	-	
[An extra option from Claymore #9: Add +1 to missile-fire if the sun is in the shooters’ eyes.]	

Note: The fractions concerning movement show that the number of movement points must be reduced to this figure (round down if necessary). Obviously these restrictions do not apply in covered buildings. Example: A rider (15 MPs) moving in rain cannot advance more than 15 x ¾ = 11.25 which rounds down to 11 MPs. 

[Other notes and suggestions from scenarios [*]: Missile fire is only possible against targets that are visible. Movement should be halved in pitch darkness. Unarmoured peoples accustomed to and equipped for snow should have no movement restriction. A penalty of +1 may be added for shooting at targets that are visible but cannot be seen clearly (e.g. targets 2 hexes away from a fire). 
See section 6.3 for a comparison of different rules for night actions.]

2)	TREES AND JUMPING DOWN A LEVEL
“Cry Havoc” does not allow characters to make use of the branches of trees, which limits tactical possibilities. The rules below add an essential spice to Robin Hood type scenarios by allowing characters to climb into trees and to jump down from them, either directly onto the ground, or onto a horse, or even better onto an enemy. Outlaws, to your bows…

Climbing into a tree: 
An unarmoured character may climb into a large tree (covering 7 hexes on a map) {or a palm tree}. The character must pass through the central hex of the tree, representing the trunk, in order to climb up. Place a marker “Up the tree” onto the character to show his position at the top of the tree. The level of elevation for a character up a tree is Level 1. As a result, he cannot fight a character on an adjacent ground hex (but see the exception for jumping onto an enemy).

The cost to climb a tree is 6 Movement Points. The cost to pass from one tree hex (at level 1) to another is 4 MPs. {A character can climb down a tree through the central hex (the trunk) at a cost of 4 MPs. When two 7-hex trees are adjacent, it is possible to move from one tree to the other but there is a risk of falling. Roll 1D6: on 1-4 the crossing is successful, on 5 the character falls and is stunned, and on 6 the character falls and is wounded.} As a consequence of the difference in levels it is possible that one tree hex may contain two characters at the same time: one up the tree (at level 1), the other below him (at level 0).

Three diagrams are provided to illustrate:
1.	Moving to the trunk from outside the tree costs 2 MPs for each tree hex entered, i.e. 4 MPs to enter first the outer hex and then the trunk hex.
2.   Climbing up the trunk costs 6 MPs and an “Up the tree” marker is then placed on him.
3.   Moving from one tree hex to another in the same tree while up the tree costs 4 MPs.

Tactical factors for trees	
Hex type	Movement cost	Cover type	Combat effect	
Tree (level 1)	4	Light	-   [Elves: +]	

[Note on Elves: All the Elves in “Dragon Noir” have a Movement Allowance of 8 MPs, whether they are wearing armour or not; they also treat tree hexes as favourable terrain in combat. Since their armour does not limit their movement capability, it is proposed that all elves should be able to climb trees, irrespective of whether they are armoured or unarmoured.]

Shooting from up a tree: A bowman, slinger or knife- {or axe-} thrower can shoot from up a tree. Crossbowmen and javelinmen cannot shoot. A shooter from up a tree adds +1 to his die roll.

Jumping from a tree [or from a higher to lower level]: 
Note: This rule can be used for any jump between two hexes where there is a difference of 1 in level of elevation (e.g. walls, roofs, etc…). 
Any unarmoured character can attempt to jump from a tree hex into an adjacent hex (or the same hex) which is at the next lower level of elevation. The jump is made during the movement phase and costs 4 MPs. If the movement allowance has not been used up, the character can continue to move by using the remaining MPs. If his landing hex is next to an enemy, his movement phase ends. [The high cost of jumping from trees may be justified as a mix of climbing down, avoiding branches and jumping.  The cost could be lower (e.g. +0 MPs as in DN) for other jumps, although extra hex-side movement costs may be incurred, such as for climbing over a parapet (= +2).]

Result of a jump: The character risks being injured by the jump. To determine if he lands well, roll 1D6. Result of 1-5: the jump is successful; result of 6: the character is wounded. [Note that this is significantly less risky than the automatic wound of the “Dark Blades Expansion Set” and the jump table in “Dragon Noir” (both of which apply to jumps onto stone surfaces), and has no variation depending on weight of equipment as proposed in Stratège #31. See section 6.2 for a comparison.]

The same rule can be applied to an unarmoured character jumping onto his horse. To determine if he lands well, roll 1D10. Result of 1-6: the jump is successful. The rider can continue to move on horseback by multiplying his remaining MPs by two. Result of 7-8: the character misses the horse but is unharmed. Result of 9: the character misses the horse and is stunned. Result of 10: the character misses the horse and is wounded. {If he misses the horse, the character is placed on the target hex and the horse is displaced 1 hex.}
The rule on defensive fire can be used against a character jumping from a tree, but not if the shooter or a character from his side is adjacent to or below the tree hex from which the jump is made. 

Jumping onto an enemy
A character in a tree can jump onto an adversary in a hex on the next lower level of elevation which is either adjacent to or below him. The procedure for jumping is the same as that explained above. The character ends his movement phase on top of the chosen adversary. He cannot move any further, even if he has unused Movement Points. 

A character that attacks by jumping multiplies his attack strength by 8. It is easier to unbalance an armoured character taken by surprise (because of his weight), or a mounted character (by unseating him). So if a character is mounted and unarmoured, or if the character is on foot in armour, subtract -1 from the die roll; and if the character is mounted and armoured, subtract -2 from the die roll. Once a player decides to make an attack by jumping onto an enemy, no other form of attack can be substituted. Even if the attacker is wounded while making the jump, the factor taken into account for the calculation is still that of the beginning of the action (chronologically the attack takes place before he hits the ground). After the attack, the attacker is placed on a hex adjacent to that of the defender. The rules on advance and retreat after combat are applied normally. 

[Hiding in tree hexes (from Casus Belli #23): Characters can hide undetected in tree hexes unless an enemy is adjacent or rolls 1-7 if within 3 hexes or 1-4 if within 5 hexes.]

3)	LOW WALLS [AND RUINED WALLS]
The outside walls of the courtyards of the houses on The Village and Fortified Medieval Town maps can be treated as low walls of about a metre in height, sufficient to stop chickens and pigs but not soldiers. The layout of these maps is substantially changed. The tactical factors are modified as follows [and are effectively the same as for the parapets described below]:

Terrain	Move cost	Type of cover	Effect on combat	
Low wall	 3 [= +2]	 Medium	 + {= defender only}	

{The cost of 3 MPs is in fact 1 MP to enter the next hex and +2 MPs to cross the wall hex-side: this is important on ‘The Village’ map where a wall is adjacent to a tree. The following terrain elements can also be treated like low walls: the end hex of the water-trough in The Fortified Medieval Town, and the outer parapets of the keep stairways in The Templars Castle and The Town. Low walls are identical to the parapets of a flat roof, differing only in that horses can jump them.}

A rider can jump over a low wall, but he cannot finish the move straddling the wall. [To give a small risk of failure and injury, use the “Dragon Noir” rule for jumping over a crevasse or trench.] 

[Christian Delabos in Claymore #7 also proposes ruined walls, which are a cross between rubble and a low wall, costing +1 MP (like ‘demolished walls’) but impassable to horses. A wooden equivalent of the low wall, the low fence, would only give light cover (instead of medium cover).]

4)	FLAT ROOFS
Houses in Palestine did not have pitched roofs, but most had a flat roof that allowed access to the sun. They had small parapets to prevent falling and were accessed by ladders from inside the house.

Terrain	Move cost	Type of cover	Effect on combat	
Flat roof	 1	 Medium [only if across parapet]	 +	
Parapet	  +2 {to cross}	 Medium	 + {= defender only}	

A character on a flat roof is at level of elevation 1. Cover is medium for missile-fire from the outside of the house or from a lower level. There is no cover if the shooter is on a higher level.

Movement: When a character is on the flat roof, place an “On the roof” marker on top of the counter. {If the map shows only the roof of a building, place an “Inside building” marker on the character when he is on the ground floor.} To move between a {ground level} hex [inside or outside of the house] to a flat roof hex, a ladder is necessary.

Example: To move from inside the house up onto the	 		     ____ _house_____ _
flat roof (from A to 4), the character (A) must spend: 	 		     |_____|_____|__A__|__
(1): 1 MP to cross one hex inside the house; (2): 3 MPs for the ladder ();        |__3__|_2_|__1__|___
(3-4): 2 MPs for the two flat roof hexes; total 6 MPs.  				   |__4__|_____|_____|

The cost to clamber over the parapet is 2 MPs (e.g. to or from an exterior ladder, or for jumping down). A flat roof covers the whole of a house – interior walls are ignored for roof movement [but the roof of the two houses butting onto one-another in The Town should have a parapet between the two houses].  [The smaller houses should have exterior ladders or stairways if possible.]

5)	CARTS [AND WARWAGONS]
These rules allow carts to be treated not just as a means of transporting goods, but instead as a means of travel and defence. [Note: “Croisades” and “Samouraï” allow foot characters to move through a cart hex but not to stay on that hex, and a line of fire across a cart gives medium cover.]
									    
Stationary cart							           _________________
•	Movement: The extra cost in Movement Points to climb onto	     ___|__+2_|__+2_|__+1_|__
or descend from a cart is calculated as shown in the diagram: 	     |__+1_|__CART___|_ __|
[Optionally characters may climb onto a cart that is not designed        |__+2_|__+2_|__+1_|
to be ridden, at +2 MPs all round as there is no step to assist access. 
For such a cart it would cost 4 MPs to climb up and 3 MPs to climb down onto flat terrain.] 
Note: It is not possible to climb onto or descend from a cart through the hex in front, whether or not the draft animal is harnessed. Movement from one cart hex to another costs 2 MPs. 
•	Shooting from the cart: Characters shooting from a stationary cart have no restrictions. Other characters on foot next to the cart will not block the line of fire.

Moving cart
A cart is treated as moving if it moved forwards using all or part of the movement allowance of the draft animal during the movement phase. 2 characters can ride the cart. The character in front holds the reins and drives it. [Note: the rear of the horse must be in the hex directly in front of the cart.]
[Graal #18 allows 4 people to hide and/or travel inside a cart: they cannot attack or be attacked.]
•	Movement: It is not possible to climb up or descend from a cart while it is moving. A character in the cart at the beginning of the movement phase can move within the cart, from one hex to the other, at a cost of 3 MPs.
•	Shooting from the cart: Missile fire is still possible, but +1 must be added to the die roll to take account of the instability of the cart.

Warwagons (by Philippe Gaillard from Claymore #8)
Warwagons were used in particular by the Hussites (Protestant Czech nationalists) in the 15th century, but were also used by others such as the Russians. They cannot be moved. They offer heavy cover and only missile-fire is possible from and against them. Climbing into a warwagon costs 4 MPs, climbing down costs 2 MPs. Hand-to-hand combat is possible from the one hex end on to each end; the occupants are in favourable terrain (+). [The implication in the light of the rules for carts is that climbing up and down costs +1 MP and is only possible at either end; moving from one warwagon hex to the other would thus cost 3 MPs.]

Tactical factors for carts	
Terrain	Foot move cost	Cover type	Combat effect	
Top of stationary cart
Top of moving cart
Move past cart at ground level	2 (+1 / +2 to climb up)
3
4 (cannot stop)	 Medium
 Medium
 Medium (behind cart)	 +
 0
 X (not possible)	
Inside stationary warwagon	3 (+1 to climb up/down)	 Heavy	 X / + (at ends)	

4.2	TACTICAL FACTORS CONCERNING SIEGES
The rules below develop new methods of besieging at a tactical level, and were used throughout the Middle Ages. [Note: Hoardings, not included here, are wooden galleries fixed by the defenders to the outside of battlements: they are similar to the attackers’ screens and may be destroyed by fire or by battering; they give heavy cover from the front, but medium cover from behind and below.] [Also for sieges Patrick Giacomini in Casus Belli #23 suggests rules for deploying one fascine counter to fill a moat hex during the day (normally they are placed at night before an assault). Two characters can carry a fascine counter at a cost of –2 MPs, and gain light cover while doing so. Optionally more fascines could be available, and more than one counter might be needed to fill a moat hex.]

1)	MINES
This is an element essential to all medieval sieges, the aim of a mine being to dig tunnels under the ramparts of a besieged castle, holding it up with wooden props which are then set alight. Once the props are burned through, the wall above will collapse under its own weight. 

The movable penthouse: An Engineer must direct the whole of the work. In order to begin, a movable penthouse must be built of wood to protect the miners from the defenders’ missile fire. Each engineer with 5 characters under his orders can build one penthouse in 4 game-turns (c.f. Croisades rule 2.62). 10 men can build it in 2 turns, 20 in 1 turn. The penthouse is represented by 2 battering rams placed end-to-end [so it is 6 hexes long]. The rules for movement and cover are the same as those for battering rams {except for moats: even if they have been filled with fascines it is not possible to dig a mine beneath a moat, so penthouses can only be used against a moatless wall}.

The excavation: Once the penthouse has been moved against the rampart or tower, the mine can be started. Each miner causes 1 Battering Point of damage (see “Siege” rules section 4). The speed of progress of the mine depends on the number of miners present. The Engineer must be in the penthouse to direct the excavations, but he does not count towards calculating the Battering Points.

Progress of the mine: The advance of the mine is limited to 1 wall hex excavated per day. Multiply the number of days by the number of miners present in the penthouse and in the hexes previously excavated to determine the number of battering points. Roll 1D10 and consult the Battering Table. A result of “D” indicates that the hex has been propped up and it is possible to continue the work the next day. Results of “C” are ignored. Place a {“mine” marker} [or blank counter] to show that the rampart or tower hex is propped up. As the excavations proceed it is possible to add extra miners (1 per mined hex). A character in a mine is considered to be at level –1. {Any character on the wall itself is placed on top of the “mine” marker.}

Tactical factors for mines	
Terrain	Move cost	Cover type	Combat effect	
Mine	 2	Impossible	  -	

Walls of more than 1 level of elevation: It is necessary to excavate deeper to find the foundations of the higher walls. In this situation, the first hex excavated will have to be at level –2. It is consequently necessary to obtain two “D” results in order to proceed (one for level –1 and the other for level –2). It will also be possible to station 2 miners in that particular hex (and only in that one).

Collapsing the wall: In order to make the wall or tower collapse, it is necessary that:
-	Half (rounding up) of all the wall hexes between 2 towers {or 2 alterations in the direction of the wall} must be undermined (or half of the hexes forming the circumference of a tower);
-	All the miners must be evacuated from the mine and the penthouse;
-	An extra day must elapse to allow the fire to have an effect.
Once the three conditions are met, roll 1D10. If the result is:
1-2:   Failure, either the fire did not burn through all of the props or the mine was badly constructed.
3-10: Success, the wall collapse with a thunderous crash!
If the mine is successful, place a rubble marker on each hex forming the wall (or tower). If the mine fails, the attempt fails completely: it will be too dangerous to go back to a tunnel that might collapse at any moment.

{Example: A penthouse has been placed against a section of wall 2 hexes deep and 5 hexes wide. It will thus be necessary to undermine 6 [should it be 5?] wall hexes before setting fire to the props.} 

Speeding up the excavations: It is possible to dig 2 hexes per day instead of one. When consulting the Battering Table, results of “C” show the number of miners wounded during the long hours of backbreaking work. A wounded miner only counts as ½ battering point. [Alternatively, a spellcaster in a mine may use the “dig a tunnel” spell to add the 2nd hex without a risk of wounded miners].

Counter-mines: The defenders can attempt to dig a counter-mine to intercept the enemy mine and to fight the enemy miners. All the rules above will apply here (except of course those on penthouses). Once the two groups meet, the combats are resolved normally. Having chased off the enemy miners, the defenders can fill up the hole at a rate of 1 hex per day. To do this the same rules are used as in the paragraph above, a success on the Battering Table allowing a {“mine”} marker to be removed. The work can be speeded up to a rate of 2 hexes filled per day (subject to the same restrictions as above). 

2)	DROPPING ROCKS
Throwing a rock at an enemy must be the oldest form of combat in the world. It is found in the Middle Ages, in particular during sieges where, aided by the differences in elevation, this “weapon” achieved considerable effectiveness against attackers.

Background: Two conditions must apply to be able to drop rocks:
-	A stockpile of projectiles must be nearby; and
-	The dropper is on a hex adjacent to the enemy and on a higher level of elevation. This situation is achievable when the dropper is on a flat roof, tower or wall and the target is below {or climbing up a ladder}. It is not possible to drop rocks from a tree. 
-	{Or the dropper is in a hoarding in the same hex and the target is immediately below.}
A “rubble” marker represents the stockpile of rocks: the scenario determines its nature and placement. Note: A “rubble” hex created by artillery bombardment cannot serve as a source of projectiles.

Frequency of missile-fire: The distance separating the pile of rocks from the dropper determines the frequency of shooting, and the consequential restrictions on movement:
-	If he is standing on a rubble marker, the restrictions applied to shortbows are applied;
-	If he is 1 hex away, the longbow restrictions are applied;
-	If he is two hexes away, the crossbow restrictions are applied;
-	If he is more than 2 hexes away, throwing is not possible.
Dropping a rock can be carried out in the offensive fire phase and/or the defensive fire phase. The same restrictions on shooting are applied as for the relevant archer or crossbowman.

Resolving the shot: In all cases, and whatever the frequency of fire applying, the drop is resolved like a shot from a shortbow.

3)	CLIMBING WALLS WITH GRAPPLING HOOKS AND ROPES
Grapnel thrower: An unarmoured character with a grappling hook (grapnel) can try to climb a wall where its height is of 1 or 2 levels of elevation. 

The attempted throw is made during the movement phase. The character must be next to the target wall. He cannot move or fight during this phase. The success of the die roll is determined by the result of 1D10, which varies according to the height of the wall:
-	Elevation level 1: A result of 1-2 fails;
-	Elevation level 2: A result of 1-4 fails.

The movement cost is 8 MPs per level of elevation going up, and 4 MPs coming down. [Note: This differs from ladders and stairs where it costs the same to move 2 levels as it does for 1 level.] {If there is a battlement at the top of the wall, add 4 MPs to cross it; if there is a parapet at the top of the wall, add 2 MPs. The rope can be pulled in and the grapnel re-used just like a ladder.} 

{How to use the markers: Use the ‘grappling hook’ and ‘coiled rope’ markers from “Vikings” to represent the different situations. 
-	When the grapnel is being carried, use only the coiled rope marker.
-	When the hook has been successfully thrown, place the hook marker like a ladder next to the wall on the same hex as the thrower. 
-	If the wall is 2 elevation levels high, place the rope marker under the hook marker. 
When climbing, a character may be at one of three levels - on the ground, or on the rope at level +1 or level +2. Use the following system to show this:
-	Place the character beneath the marker(s) if he is still on the ground;
-	Place the character on top of the marker(s) if he has finished climbing but has not yet crossed the battlement or parapet;
-	Place the character between the hook and rope markers if he is half-way up a level 2 wall.}

Effect on combat: In combat with an adjacent enemy, the die roll result is shifted two columns to the right. A result of “E” [wounded] or “D” [stunned] is death, a result of “C” [retreat] has no effect. If the result of a combat is a retreat onto a hex outside the walls where there is a grappling hook attached, the retreat is possible after rolling {1D10} to check if the character succeeds in grabbing the rope. The character must not be in armour. The attempt fails on a result of 1-3 if he is in full health, on 1-6 if he is wounded. A failure results in the character falling to his death.

{Cutting the rope: A character in a battlement or parapet hex hooked by a grapnel may attempt to cut the rope, succeeding on 1-3 when rolling 1D10. A character on the rope will fall to the ground just as from a toppled ladder (see “Siege” Rule 1.92) with an automatic ‘wounded’ result. Any character that is in the grapnel hex [i.e. standing on the ground] will be stunned.} 

[An alternative set of rules by F. Ragin-Hari from Claymore #1 had a few differences from the rules above: there was no distinction between elevations, 1-4 was a fail (i.e. as for a 2-level throw), climbing cost 4 MPs (half the cost given above), and in combat the character climbing the rope was at (-) against (+) for the character on the wall (which has exactly the same effect as above).]

[NOTE: Ropes used to tie up prisoners take one full turn to cut (i.e. no movement is possible).]

[Raising or lowering loads by rope: Ropes cannot normally be used by armoured or slow-moving unarmoured characters, but this extra rule allows any character, artillery or other heavy object (but not horses) to be pulled up or lowered down a wall (or other barrier). Healthy characters can hold onto the rope but others must be tied to it (which takes 1 turn), then it takes 1 full turn to raise or lower the character. Two characters adjacent to the top of a rope, or more in a line (ballistas need 4), can combine strengths, but the total attack strength of the rope-men must be higher than the unwounded defence strength of the character being moved. 2-hex objects would need 2 ropes.]

4.3	TACTICAL FACTORS CONCERNING COMBAT
The cavalry charge is the most common tactic used in combats of the Middle Ages. There are other tactics that were used often, and the rules below put them into practice.

1)	STAKES
This obstacle, easy to put into place, was an efficient protection against enemy attacks throughout a battle. In particular, cavalry charges became impossible as the horse risks impaling itself on the sharpened points of the stakes. A traditional attack is still possible, but the advance of men-at-arms was considerably slowed down.
								    ____________
Movement: The “Stakes” markers are set up 		______________	    |           |           |
with a directional arrow pointing to the front. 	__|____|_____|_	__|____|____|__
Movement restrictions only apply to characters 	|__S_>|___|___	|          |    ^    |          |
attempting to advance through the frontal arc. 	__|____|_____|_	|_____|__S__|_____|
The examples show the hexes adjacent to the stakes that are within their frontal arc.

Tactical factors for stakes	Notes: Movement costs to enter the hex depend on the starting position of the character	
Character type	Starting hex	Move cost	Starting hex	Move cost		
Foot	Frontal arc	 4	Other hex	 2		
Rider	Frontal arc	 8	Other hex	 6		
A character in a stakes hex has no cover, and is in disadvantageous terrain for combat purposes.	

Special rule for horsemen: Mounted characters advancing through the frontal arc must undergo a test to determine if the horse avoids the sharpened points of the stakes. To do this roll 1D10 under the missile-fire table for shortbows against mounted targets. Armoured characters deduct –1 from the die, to represent the loss of agility of both rider and mount. The result is applied immediately. 
		______________________	
Example: The armoured rider A advances to attack the 			|_____|_____|__<    A_  __|
footsoldier B. He must spend 1 MP + 8 MPs (due to entering the		___|__S_>|___|_____|___	
frontal arc of the stakes S) and rolls 1D10 with a deduction of -1.		|__B__|S >|_____|_____|
The die roll is 3-1 = 2, giving a result of D: The horse is killed, the rider wounded and dismounted. The movement phase ends; he will be unable to fight during the combat phase that follows. 

Missile-fire and combat: A “stakes” hex does not block the line of fire of a missile weapon. Any character, whether on foot or mounted, that has to retreat after combat on a “stakes” hex across the frontal arc of the stakes, must submit to the consequences by rolling 1D10 on the missile-fire table as if shot at by a shortbow (armoured riders must deduct –1).

Any mounted character wishing to advance after combat onto a “stakes” hex across its frontal arc must also undergo that same test as explained above.  

2)	FASTER CROSSBOW FIRE [AND DIFFERENT TYPES OF CROSSBOW]
Richard the Lionheart used a tactic during the battle of Jaffa in 1192 that allowed him to double the rate of fire of his crossbows, thus compensating for the inferiority of his foot soldiers against attacks by Moslem cavalry. Crossbows were reloaded not by the firers but by loaders standing next to them.

The loader: Designate a character that is standing on an adjacent hex and immediately behind the crossbowman to be the loader. Place a “Loader” marker to identify him. The loader cannot move nor attack. If the loader is attacked, the crossbowman cannot shoot during that turn.

Effect on shooting: The presence of a loader allows the crossbowman to operate like a longbowman [offensive and defensive fire possible, but movement still impossible]. The crossbowman can move from one to another hex adjacent to the loader, but in this situation only offensive fire is allowed.

Light and heavy crossbows [adapted from Vincent Foin]: Light crossbows can be loaded and fired while mounted, but use foot shortbow ranges and the Longbow Results Table (whether on foot or mounted). Heavy crossbows are normally mounted on pivots on carts (or handcarts) or on castle walls: these have the same effect as ordinary crossbows, but the ranges are increased by one third.

3)	CUTTING HAMSTRINGS
This method of combat was an essential part of every medieval battle. The role of such men was to discreetly approach knights in combat and, with a carefully targeted knife-stroke, to cut the hamstring tendons of the poor horse so that it collapsed, thus rendering its rider much more vulnerable. Due to the cowardliness and dishonour of such an act, only peasants [and Goblins from “Dragon Noir” / “Dark Blades”] are able to make this type of attack. [Note: Some scenarios use this rule to give an extra bonus to fanatical peasants.]

Movement: At the beginning of his movement phase, the peasant must be outside the field of view of the target rider (the arc to the front and from the side hexes [the same frontal arc referred to for mounted javelinmen (see 5.1.3)]. See the example below). The player then declares his intention to attempt to hamstring the horse. If that act succeeds, the peasant will not be able to carry out any other action during the combat phase. All of his movement must be made outside of the field of view of the rider. If this is not the case, the attempt fails. The character must end his move on one of the three hexes adjacent to the rear of the rider. {Place a “Hamstring” marker on the counter.}
			    					_________________________
Example 1: Rider C faces three enemies (A2, A3 and		__|_____|__X__|__*__|_A2__|__
A4). A1 is a peasant who will try to hamstring the horse.		|_____|__X__|__C___>__|_A3__|
The starred hexes (and the hexes of A2, A3 and A4)		__|_____|__X__|__A4_|__*__|__
show C’s field of view. The hexes marked “X” are		|_____|_____|__*__|__*__|__*__|
those from which the attack can be mounted.			__|__A1_|__*__|__*__|__*__|___

Resolving the attack: At the beginning of his combat phase, the hamstring-cutter rolls 1D6 and consults the Challenges table. A failure indicates that the rider (or his horse) has discovered him and that he has been wounded by a sword blow (or kick…). The attempt will end there.  If he passes this last test, the attempt is resolved as an attack at 7:1 odds against an unarmoured mounted character; results D, E and F will cause the death of the horse. The defence strength of the horse is 1.
			    					___________________________
Example 2: Movement phase: A1				__|_____|_____|__*__|_A2__|___
moves to the hex marked “X” without 				|_____|__X__|__C___>__|_A3__|
crossing a starred hex. He is now 				__|___|_____|__A4_|__*__|___
ready to make his hamstring attempt.				|_____|___|__*__|__*__|__*__|
			__|__A1_|__*__|__*__|__*__|___
In the event of a successful attack, the rider is affected by his fall according to the results shown in the table. The hamstring-cutter can advance after combat normally. If he fails to obtain D, E or F, the results shown are not applied to the rider.
			    					___________________________
Example 3: Combat phase: A1 succeeds with a 4 on the		__|_____|___|__B__|_A2__|___
Challenge table. He has not been seen and can therefore		|_____|_A1|__C___>__|_A3__|
launch his attack. His attack odds are 7. The die result of		__|_____|_____|__A4_|__*__|___
4 gives result E. The horse collapses and the knight falls		|_____|_____|__*__|__*__|__*__|
wounded (B). A1 advances after combat (). A2, who 		__|_____|__*__|__*__|__*__|___
has not yet fought, can now attack the wounded knight B.

It is possible to move more than one hamstring-cutter against one rider in a single turn, but only one of them can make the actual attack. On the other hand, the rider can be attacked in normal combat during that same turn by all other adjacent enemies.

4)	KNEELING CHARACTERS
The resistance of a line of defence is greatly improved by making soldiers in the front line kneel on the ground. This allows the defenders to offer two lines of defence instead of one, which gives a particular advantage in facing a cavalry charge. The action of kneeling or standing up is possible for unarmoured foot characters. Place a “Kneeling” marker on the character to easily identify him.

Tactical factors for kneeling characters	Notes: {Kneeling characters must stand up (at a cost of 2 MPs) before they can move}	
Terrain	Move cost	Cover type	Combat effect		
 Kneeling character	 2	 Light	 0		
 
{Kneeling characters must stand up (at a cost of 2 MPs) before they can move. The act of kneeling raises the quality of cover: from light to medium, from medium to infinite. In the latter case the character cannot shoot.} A kneeling character cannot attack. The tactical advantage is to add the defence strength of standing characters immediately behind, so long as they are not also involved in other combats.							___________________________
								__|_____|_____|_____|_A2__|___
Example: The rider B  (attack strength 30) attacks foot		|_____|__B___>__|_A1__|_A3__|
soldier A1 (defence 8). As A1 is kneeling, the defence		__|_____|_____|_____|_____|___
strengths of A2 (5) and A3 (6) are added since they are 	
immediately behind him. The attack is resolved as 30 against (8+5+6 =) 19, i.e. 1:1.

Restrictions on missile-fire: A kneeling archer or slinger will shoot normally. A crossbowman cannot shoot while kneeling, unless assisted by a loader (see the rule above). A javelinman cannot shoot from a kneeling position. It is possible to shoot over a kneeling character without penalty.

[Note: The rules for lying down and crawling in 5.4.3 provide for the additional ability to move (at half speed), but at the cost of reduced defence in combat (half strength) and inability to shoot.]

5)	REFUSING COMBAT
A character with a higher movement allowance to that of his assailant (or assailants) can decide to use his superior mobility to avoid the combat. A rider will retreat 2 hexes; a foot character will retreat 1 hex. The retreat can only be made through unoccupied hexes. A friendly character cannot be moved out of the way to allow the retreat, and a character retreating into hexes adjacent to an enemy is subject to the results of rolling on the Challenges table. 

5	SUPPLEMENTARY RULES

5.1	MISSILE WEAPONS AND BATTLEFIELD SPECIALISTS 
(Armes de jet et hommes de trait, by Christian Delabos, from Claymore #6, 1994)

1)	THROWING AXES
Contrary to what people may think, the Merovingian Franks were not the only ones to use these weapons. In the 13th century, the northern Slavs, the Prussians and the Lithuanians still made much use of throwing axes. The throwing axe reaches its target after one, two or three rotations; each rotation increases the strength of the impact. This factor forces us to modify the missile-fire system for Cry Havoc. When deciding to shoot, a character carrying a throwing axe must first roll a 10-sided die and apply the “to hit” modifiers below, then if he hits roll again for effect. 

Throwing axe	Short range	Medium range	Long range	
Distance	1-2 hexes	3-4 hexes	5-6 hexes	
To hit modifier (D10)	 0	 +1	 +2	
Effect modifier (D6)	 0	 -1	 -2	

Shooting against mounted and foot characters (1D10 to hit)	
	Cover for mounted targets	Cover for foot targets	
Die roll	None	Light	Medium	None	Light	Medium	Heavy	
    1
    2
    3
    4
    5
    6
    7
    8+	  Hit
  Hit
  Hit
  Hit
  Hit
  Hit
    -
    -	  Hit
  Hit
  Hit
  Hit
  Hit
    -
    -
    -	  Hit
  Hit
  Hit
  Hit
    -
    -
    -
    -	  Hit
  Hit
  Hit
  Hit
  Hit
  Hit
  Hit
    -	  Hit
  Hit
  Hit
  Hit
  Hit
  Hit
    -
    -	  Hit
  Hit
  Hit
  Hit
  Hit
    -
    -
    -	  Hit
  Hit
    -
    -
    -
    -
    -
    -	
If the character aimed at is hit, the shooter rolls a 6-sided die and applies the “effect” modifiers for range. Then the table below is consulted, adding +1 to the die roll for an armoured target.	

Shooting against mounted and foot characters (1D6 for effect)	
Die roll	Result against Mounted		Result against Foot	
  1
  2
  3	     F
     E
     D		     C
     C
     C	
  4-5
  6-7	     C
     A		     B
     A	
Explanation of results:
A:	Offensive fire – rider retreats 4 hexes, foot retreats 2 hexes
	Defensive fire – movement allowance reduced by 4 hexes (mounted), 2 hexes (foot)
B:	Foot wounded, can only advance half of remaining MPs in defensive fire; no mounted result
C:	Foot killed; Horse unharmed, rider wounded (offensive fire) or as result A (defensive fire)
D:	Offensive and defensive fire: Horse killed, rider wounded and dismounted; 
defensive fire – wounded heavy cavalry can continue to advance 1 hex, light cavalry 2 hexes
E:	Horse unharmed, rider killed and dismounted
F:	Horse killed, rider killed and dismounted	

Each thrower carries only one throwing axe, but nothing stops him from picking up axes from throwers killed before they made their throw. [“Vikings” characters shown carrying hand-axes and so best used for this rule are:- Ceorls: Eadric, Ordheh; Bondi: Balder, Hagbard, Runolv, Vagn.] 
 
Frequency of fire and movement: Offensive or defensive fire – no limitation on movement.
Purchase cost / Points Value: 3x Attack Strength (ATT)

Alternative rule: Julien Caporal had some earlier rules for franciscas in Graal #12. The axe is thrown like a javelin, but with a shorter range (1-3/4-6/7-14 for “Croisades” rules) and using the longbow Results Table. If this rule is used then the PV should only be 2x ATT. 
Another alternative: Vincent Foin suggests that franciscas (and throwing hammers) should be treated just like throwing daggers, with short range and crossbow-like effect. PV is then 2x ATT.

2)	ANGONS (BARBED JAVELINS) [and FRAMÉES / HEAVY THROWING SPEARS]
These weapons [angons] were specifically used by the Merovingian Franks, but nothing stops you from using them in a scenario for “Dragon Noir”. The angon is a javelin with a barbed head; its two barbs hook into a shield and make it impossible to use. 

In game terms, javelinmen will carry 3 javelins and 1 angon. The angon is used exactly like a javelin and is subject to the same restrictions and modifications to throwing (see “Croisades”). 

The modifications to throwing are not the same between “Croisades” on the one part and “Dragon Noir” and “Vikings” on the other part, so the table below is proposed to use javelins with “Vikings” and “Dragon Noir”. [Angons are more appropriate for use in the period covered by the game “Vikings” than in the period covered by “Croisades”. If angons are used alongside javelins in “Croisades”, then the same ranges as for javelins should be used (i.e. 1-7/8-15/16-30). The reduced ranges below should apply to both angons and javelins in “Vikings” and “Dragon Noir”.]

Modifications to die roll for throwing javelins (“Vikings” and “Dragon Noir”)	
Distance	1-5 hexes	6-12 hexes	13-25 hexes	
Modification	Normal	+1	+2	

Frequency of fire and movement: Offensive fire only, no movement restriction.
Before throwing an angon, the player must specify the nature of the target – character or shield? If the shield is chosen as the target, the following table is used:
	
Shooting against mounted and foot characters	
Die roll	Cover type (mounted)	Cover type (foot)	
	None	Light	Medium	None	Light 	Medium	
  1
  2
  3
  4
  5+	Hit
Hit
Hit
-
-	Hit
Hit
-
-
-	Hit
-
-
-
-	Hit
Hit
Hit
Hit
-	Hit
Hit
Hit
-
-	Hit
Hit
-
-
-	

If the shield is hit, the defence strength of the character carrying it is divided by two until he gets rid of the angon. Removing an angon from a shield takes 1 complete turn without moving or fighting. 

For ease of play, players should determine that shields are only carried by characters whose counters show them carrying a shield.  If the target chosen is the shield and not its bearer, the die roll is not modified for “target in armour”. 

Purchase cost / Points value: 2 x Attack + ½ x Defence.

Heavy Throwing Spears: Julien Caporal in Graal #12 rules that the Frankish ‘framée’, a heavy throwing spear, is like a javelin but only one can be carried. Vincent Foin amends this so that the framée uses the longbow Missile Results Table but has only half the range of a javelin (2/5/12).

3)	MOUNTED JAVELINMEN
This type of battlefield specialist is discovered as much among the Bretons from Nominoë (in the 9th century) as among the Turcomans of the Middle East. You can also find these men among the steppe nomads (Cumans, Petchenegs, etc…), among the Moslems of Spain, among the Aragonese (in the 13th and 14th centuries) and among the Irish [and Picts, according to Claymore #13/14]. 
[Note: Some cavalry (e.g. Byzantines) carried darts. For practical purposes these short, light javelins should also be treated like ordinary mounted javelins.]

The mounted javelinmen are necessarily light cavalry and they cannot carry more than 3 javelins.
To be able to throw a javelin, the thrower must always have the target in his frontal arc.
								____________________________
Example 1: C can throw at A1 and A2 			___|____  |__*__|__*__|__*__|__*
in frontal arc (*), but not at A3 and A4.			|_A3__|____C_>___|__*__|__*__|
								___|_____|__*__|__*__|_A2_ |__*
A javelinman can throw over a friendly			|_A4__|__*__|_A1__|__*__|__*__|
foot character, if he is adjacent to him. 			________________________	
This is not possible if the target is less 			|_____|____C_>____|__*__|_
than 3 hexes away from the thrower.				___|_____|__B__|__*__ |__*_
								|_____|__A3_|__*___|__*__|_
Example 2: C can fire at A1 and A2, but not at A3.		___|__*__|__A2_|__A1_|__*_

Modifications to die roll due to range for mounted javelin	
Range	Short 	Medium	Long	
Distance	1-4 hexes	5-10 hexes	11-15 hexes	
Modification	 0	 +1	 +2	

For the result of the missile-fire, consult the tables [for javelins] from “Croisades”. [Mounted javelinmen can be represented by the 6 Turcopoles (and, for the Spanish Reconquista extension, the 6 Bedouins) from “Croisades”, plus Santiago and Simon from “Dragon Noir”.]

Frequency of fire and movement: Offensive fire only, no limitation on movement.
Purchase Cost / Points value: 2x Attack Strength + 1x Defence Strength.

4)	WOLF RIDERS
Here is a new type of character for “Dragon Noir”. The riders are represented by the Ork archers, and the wolves by wardogs [the two Ork wardogs (suggest these count as unarmoured) plus Lucifer]. The two types of counter are superimposed to represent the rider mounted.

Movement: The movement allowance used is that of the “wolves”. The riders benefit from the special rules for wardogs concerning Challenges so long as they are mounted. The riders can enter the same hexes as can the wardogs (see the DN game aid card).

Missile fire: Wolf riders being shot at use the table for “Fire at mounted characters” with the following modifications to the results:
	A:	Offensive fire – Retreat 3 hexes; 
Defensive fire – Movement allowance reduced by 3 hexes next move
	B:	Wolf unharmed, rider stunned and dismounted
	C:	Offensive fire – Wolf unharmed, rider wounded;
Defensive fire – Same as “A”
	D:	Wolf killed, rider wounded and dismounted

Wolfriders are armed with shortbows. Riders taking a shot use the following table:

Modifications to die roll for shooting	
Distance	1-8 hexes	9-15 hexes	16-35 hexes	
Modification	Normal	+1	+2	

Frequency of shot and movement: If using both offensive and defensive fire the movement allowance for wolf riders is reduced to half (i.e. move 4 instead of 8). [But note the anomaly, as in a change from earlier games “Dragon Noir” substituted ‘no limit’ for limits of ‘½ movement’. Note also that unarmoured wardogs should move as fast as Lucifer, i.e. 12 MPs (so half = move 6).] 

Combat: The attack strengths and defence strengths of the rider and his mount are added together. The wolf and rider are treated as making a combined attack: the odds table is consequently shifted one column to the right if attacking a character on foot. If the rider is attacked, the players must use the table “combat against mounted characters”. If a rider and his mount are attacked by more than 2 characters (of which at least two are mounted), the odds table is shifted one column to the right.

Mounting a wolf: Mounting and dismounting a wolf is only possible for a wolfrider. This operation only costs 1 MP (i.e. +0 MP). An unmounted wolf uses the normal wardog rules from Dragon Noir.

 Purchase cost / Points value: Rider 2x Attack + 1x Defence, plus Wolf 1x Attack + ½ x Defence.

[Combined strengths – Ork + Unarmoured wardog: 18/10-12, wounded 14/8-12, with points value of 20+13 = 33; Ork + Lucifer: 22/14-12, wounded 18/12-12, with points value of 20+19=39.]

5.2	MISCELLANEOUS RULES: MISSILE WEAPONS 
(from Claymore, Le Journal du Stratège and Jeux et Stratégie)

1)	FIREPOTS AND GRENADES, from Claymore #3 and Jeux et Stratégie #?
These two sets of rules have similarities so are grouped together. Note that the heavier firepots tend to fall short of the target while the lighter grenades may land instead on hexes to the side.

1a	FIREPOTS, by Hervé Delattre from Claymore #3
This rule concerns earthenware pots, which were ancestors of hand grenades. Firepots appeared in antiquity and disappeared with the arrival of gunpowder in the West. A writer of this era has provided this description: “These are pots where fire sleeps, that suddenly explode in a flash, burning up the objects struck”. [See also the suggestion for smokepots below.]

The method of manufacture of this type of weapon was kept secret, and to this day we still do not know the exact formula for the combustible materials which burned even in contact with water. Possibly to oil were added quicklime, sulphur, pitch and saltpetre. The weapons were thrown by hand, by means of a staff sling, or by torsion-powered artillery (mangonels and trebuchets). The pots were used to set on fire anything wooden – gates, barricades, walkways, ships, siege engines…

In terms of the game, they [i.e. hand-thrown fire-pots] work like throwing daggers (with a maximum range of 6), and only during offensive fire. Except for the knights, any foot character can use them. In a scenario there should be a limit of no more than ten of these weapons. After the pot has been thrown, it cannot be recovered. Each thrower can only carry one pot, but it is always possible to pick up an unused one from dead or stunned characters.

For the effect of the shot, specify a target hex then consult the following table:
 
	Distance in hexes	Notes	
Die roll	1	2	3	4	5	6	T:	The pot lands in the target hex.
X: 	The pot lands in the thrower’s own hex.
S1-5: 	The pot lands short, 1-5 hexes away from the thrower in the direction of the target; 
the thrower chooses the landing hex if more than one is possible along the line of throw.

Fire will always appear on the hex hit if it contains cloth [e.g. tents, people] or wood. Use the rules from “Siege” for the progress of the fire.	
  1- 2
  3
  4
  5
  6
  7
  8
  9
10	T
T
T
T
T
T
T
T
X	T
T
T
T
T
S1
S1
X
X	T
T
T
T
S2
S1
X
X
X	T
T
T
S3
S2
S1
X
X
X	T
T
S4
S3
S2
S1
X
X
X	T
S5
S4
S3
S2
S1
X
X
X		

1b	NINJA GRENADES, by Yoden & Boulip from Jeux et Stratégie (issue unknown)
Each ninja carries only a few grenades [no more than 5], so a record of the grenades that have been used must be kept. Grenades can be used by ninjas during the mounted samurai archer firing phase. They cannot be thrown if the character was in combat during the previous turn. The player chooses a target hex and, subject to the rules on line of sight (Section 4.4 of “Samuraï Blades”), measures the distance between the thrower and the hex, and then rolls 1D10 and consults the table below:

	Distance in hexes	Notes	
Die roll	1	2	3	4	5	6	T:	The grenade lands in the target hex.
D1-3: 	The grenade deviates by 1, 2 or 3 hexes. Roll 1D6 to determine the direction of deviation. The deviation can be less if the grenade hits a wall or other obstacle. Re-roll the deviation die if the landing point does not appear to be realistic. 
M:       Malfunction: re-roll 1D10:
   1,2:   Explosion in the thrower’s hands.
   3,4:   Delayed explosion: lands in the target hex but the grenade does not explode until the next turn.     
   5-10: The grenade does not explode.	
  1
  2
  3
  4
  5
  6
  7
  8
  9
10	T
T
T
T
T
T
T
D1
D1
M	T
T
T
T
T
D1
D1
D1
D1
M	T
T
T
T
D1
D1
D1
D2
D2
M	T
T
T
D1
D1
D1
D2
D2
D2
M	T
T
D1
D1
D1
D2
D2
D3
D3
M	T
D1
D1
D1
D2
D2
D2
D3
D3
M		

When targeting a hex (in reality an area), cover is only significant for the purposes of the rules on lines of sight. In contrast, when aiming at a target behind a window and there is a deviation, it must be determined if the hex where the grenade lands can be reached or not (i.e. whether there is a line of sight to it).

Effect of grenades: Three types of grenade are available: Explosive, Dazzling, and Smoke. For each of these three types of grenade the same zone of effect applies, consisting of the landing hex and the 6 hexes that are adjacent to it. Stone walls block the effect of a grenade.

Explosive grenades: This grenade breaks into fragments when it explodes. For its effect roll 1D10:

Die roll	Central hex	Adjacent hex	Notes	
1-2	F	E	F:  Defender killed; Horse killed if mounted.
E:  Defender wounded; Horse killed if mounted.
D:  Defender stunned.
C:  Defender retreats 2 hexes.
	
3-4	E	D		
5-6	D	C		
7-8	C	-		
9-10	-	-		
Optionally +1 can be added to the die roll if the target is an armoured samurai (which is being generous…)	

Dazzling grenades: This grenade explodes with a very bright light. Any character within the zone of effect will be blinded for one turn (and is treated as if stunned).
Smoke grenades: This grenade creates a screen of smoke over all of the zone of effect. The smoke screen lasts for 2 turns. No-one can shoot or engage in combat inside, across or out of this area. 

[Vincent Foin also suggests that smoke pots, thrown like firepots, should be available outside Japan: these give Medium cover in the outer hexes and infinite cover in the centre, but last 6 turns.] 

2)	STAFF SLINGS, by Christian Delabos from Claymore #9
This rule was written for Spanish town militia in the Reconquista period, but staff slings were used by other troops. They were powerful weapons that could be used to throw stones or firepots.

Frequency of fire for staff slings is limited to offensive fire. Staff slingers who shoot cannot move in the following movement phase. To determine the effect of shots from staff slings, consult the “longbow and sling” results table. 

Modifications consequent on range for Staff Slings	Notes: 	
Range	Short	Medium	Long	These ranges are for use with “Croisades”; use 10/20/40 with “Vikings”/“Dragon Noir”. 	
Modification	0	+1	+2		
Distance	1-15 hexes	16-30 hexes	31-50 hexes		

For all siege scenarios set in Spain each side should have at least 1 staff slinger. It is mainly during siege-related situations that this type of soldier was used. [If staff slingers throw smokepots or firepots, use the explosive arrow rules below with smoke or fire replacing explosion as the effect.]

The best representations of such militiamen are the quarterstaff-armed peasants from “Vikings”: Cerdic, Eadwig, and Ecgulf.

3)	STONE THROWING, by Christian Delabos from Claymore #13/14
This rule on throwing stones by hand is proposed specifically for Irish warriors of the Viking period and Highland clansmen, but could be applied to others. The same rules and tables are applied as for slings, but with the following much shorter ranges:

Range	Short	Medium	Long	Notes: Optional rule from Vincent Foin - use the shortbow rather than longbow Missile Results Table.	
Modification	0	+2	+3		
Distance	1-2 hexes	3 hexes	4 hexes		

[Vincent Foin also proposed that some combat weapons, not designed for throwing, could be hurled at opponents. Applying that proposal in a simple fashion: clubs, maces, hammers and hand-axes use the same rules and ranges as stones, but the next most powerful Missile Results Table (longbow if stones use shortbow, crossbow if stones use longbow). Once a character has thrown this weapon, his Attack Strength is halved if he has no substitute weapon (until he replaces it).]

4)	MONGOL COMPOUND BOWS, by Christian Delabos from Claymore #7
The double-curved Mongol bow was a weapon more powerful than the Welsh longbow. 

[“Croisades” as published proposes using characters from “Samouraï” (excluding monks, ninjas and peasants) as Mongols, but replacing longbows with shortbows, and all treated as unarmoured with a mounted move of 16 and a foot move of 8. This revised rule on Mongol bows comes from the supplementary game extension on Mongol Armies, and it should replace the “Croisades” rules.]

Modifications, range and frequency of fire for Mongol bow

Range	Short	Medium	Long	Frequency of fire	Limits on movement	
Modification	0	+1	+2			
Horse bow	1-27 hexes	28-50 hexes	51-105 hexes	Offensive + defensive	No limit	
Foot bow	1-30 hexes	31-55 hexes	56-110 hexes	Offensive only
Offensive + defensive	½ movement
No movement	
Wounded archer: +1 to die roll.	

The longbow results table from “Croisades” is used for the Mongol bow. 

[Note that this results table is common to most of the unofficial supplements but later French games reduced the ranges; there are some differences from the English versions. These bows do fire at a superior rate when mounted; if players feel that these horse archers are too powerful in comparison to other weapons in “Croisades”, use the same frequency of fire as mounted shortbows – Offensive fire only: no limit, Offensive + defensive fire: ½ move only. Note however that the simplifications in “Dragon Noir” reinstate the “no limit” rule: see the different results tables in section 7.4 below.]

Points value (purchase cost): Heavy cavalry archer: 3x Attack Strength + 2x Defence Strength [see 7.5.11 for possible reduction]; Light cavalry archer: 3x Attack Strength + 1x Defence Strength. 

[The Samurai bow: The Mongol compound bow has similarities with the Samurai longbow from “Samouraï”, in that both have a similar power to the western longbow but unlike the longbow both can be fired from on horseback. The rules for the Samurai bow were developed well before those for “Croisades”, and thus before the concept of defensive fire introduced in that game. “Samouraï” ranges and rules for firing on foot, which were identical to those for the longbow in “Siege”, should be updated to make them identical to the longbow in “Croisades”. Adjusting the rules to take account of defensive fire, the mounted Samurai can only fire in the offensive fire phase. Ranges for the Samurai mounted bow are substantially shorter than the foot bow (short range maximum is 20 hexes), but, since this bow is more cumbersome than the more compact shortbow and Mongol bow, this would provide a justification for the comparatively poorer range and frequency of fire.]

5)	DIFFERENT ARROW TYPES, by Fabrice Renier from Claymore #10
[Rules are also available for two other special types of arrow: flaming arrows, from “Siege”; and poison arrows (result of wounded = dead), from Christian Delabos in Claymore #3.]  The bow, one of the oldest missile weapons, has undergone many modifications over the centuries (short bow, long bow, compound recurved bow, etc…). However, we must not overlook the arrows, which also have known some specialisation: the hunting arrow, the war arrow, the cutting arrow, etc…

The Mongols were a people that knew how to use bows to the best advantage, and they had an impressive number of types of arrow available to them. This game aid concerns two types of arrow, which can be used as options: the arrow with an explosive head and the cutting arrow.

These two types of arrow can be used alongside normal arrows. During a campaign, at the start of each tactical battle the archers are re-supplied to their maximum carrying capacity with the different types of arrow: they can never have more than 5 arrows of each of each of these types.

Arrows with an explosive head
This is only available to the Mongols who had the secret of gunpowder thanks to their contacts with the Chinese. They were certainly used from the end of the XIIth century in the East and in Middle-Eastern states.

Each Mongol archer may carry only 5 of these arrows. When an archer dies and he still has some explosive arrows, another archer may pick them up by remaining for a full turn next to the dead archer without fighting or shooting. 

Shooting with an explosive arrow is only possible during offensive fire [and, it is suggested, only at short range like the flaming arrows in the rules for “Siege”]. The fuse must first be lit, one of the most dangerous moments for the archer. The player rolls 1D10, and on 1-3 the arrow explodes and kills the archer (this happened quite often). [This rule can also be applied to firepots thrown by staff-slings: a roll of 1-3 would then result in a fire starting in the slinger’s hex.]

If the arrow has not exploded, the player designates a target hex and rolls 1D6 to see if the explosion has any effect on adjacent hexes around the target. 1 means that only the target hex is affected, 2-6 means that one adjacent hex, counting clockwise from lower left, is also affected (the hex immediately in front of the target is never affected – 6 is the hex on lower right).

Effect of explosive arrow (1D10)	
Die roll	Target hex	Adjacent hex	Missile effects	
1
2
3
4
5
6
7
8
9+	A
A
B
B
C
C
D
D
-	A
B
C
C
D
D
D
-
-	A:  Foot killed; 
      Horse and rider both killed.
B:  Foot wounded; 
      Horse killed, rider wounded.
C:  Foot stunned; 
      Horse unharmed, rider stunned.
D:  Foot retreats 2 hexes; 
      Horseman retreats 4 hexes.
-:    No effect.	
Note: This table has been modified to cover omissions in the originally published rules (results of 7-8 for horsemen in target hex, and result of 4 for effect on foot and horse in adjacent hex).	

Cutting arrows
This type of arrow can be used by all types of archer. Its purpose is to cut the tendons of horses and so unhorse the knights who will then be on foot and more vulnerable.

Each archer may have 5 of these arrows. As with the explosive arrows, when an archer dies and still has some cutting arrows, another archer can take them by remaining next to the body for 1 turn without fighting or shooting.
The cutting arrows can be used only in offensive fire. They are used only against mounted targets. 

Shooting is only possible with aimed fire, thus only at short range: 
“Croisades” ranges: Horse shortbow: 1-12 hexes; Shortbow: 1-15 hexes; Mongol bow: 1-30 hexes.

Effect of cutting arrow (1D10)	
Die roll	Shortbow	Mongol bow	Missile effects	
1-3
4
5
6
7
8
9+	A
C
C
C
C
-
-	A
A
B
B
C
C
-	A:  Horse killed, rider wounded.

B:  Horse killed, rider stunned.

C:  Horse unharmed, rider stunned.

-:    No effect.	

6)	CROSSBOW [AND BALLISTA] BOLT PENETRATION, 
from Le Journal du Stratège #17/18
[Author is unknown.] The eye-witness evidence that has come down to us from this era relates that a crossbow bolt could punch through several bodies. 

When a crossbow shot has been fired at a character on foot, other than a knight, it is necessary to determine, irrespective of whether the shot hit or missed, whether the bolt continues on in a straight line and wounds other characters behind the target in that line of fire. To achieve this, the two hexes behind in the line of fire (unless there are obstacles) are tested for hits with a penalty to the die roll of +1 and +2 respectively. The results obtained are applied immediately whether they affect troops of one side or the other.

A knight on horseback or on foot will be affected by the shot subject to the penalty, but will be considered to be an obstacle (because of his high standard of protection against shot). 

[This rule can also be used for ballistas: the bolt will continue up to 4 hexes behind at +1 per hex.]

7)	VOLLEY FIRE, from Claymore # 9 and Le Journal du Stratège #17/18
The following rules on volley fire apply primarily to missile-men of the 14th century and later.

7a.	VOLLEYS OF MISSILES
Rules by Hervé Delattre for the 1346 Crécy scenario “For a little patch of ground” in Claymore #9.

In the Cry Havoc series, archers and crossbowmen shoot individually, but in the Middle Ages they generally shot as part of a company. Here are some proposed rules for companies of missile-men. 

(1)	Companies of missile-men
Companies of missile-men are allowed in all the games of the Cry Havoc series to shoot onto a particular area of the field of battle with a destructive power of shot. To do this, the shooters (archers, crossbowmen, javelinmen, etc…) must be in a single row, adjacent to each other and commanded by a sergeant or a knight who is at the end of the row and adjacent to the company. The sergeant or knight must be able to see the adversary aimed at by the company since he is the one to give the order to fire. A row must consist of at least 5 missile-men and this row can only fire directly to their front (there is no question here of shooting at an angle of 30).

When group fire is carried out, each shooter benefits from –1 on the die roll. When a company is going to shoot, the player determines the effective range of the shot (short, medium, long) and he will then only be able to shoot within that chosen zone. Example: If he chooses short range, he cannot hit characters at medium or long range in front of his company. 
For each shooter a target is identified within the zone already chosen (one target can be chosen several times), then the shots are carried out and if the designated target has been destroyed by an earlier shot, the shot is lost.

(2)	Rows of shooters 
An additional –1 is added for each extra row (1 additional row is possible for crossbowmen and javelinmen, 2 rows for Western archers, and 3 rows for Japanese bowmen).  The sergeant or knight is not essential for each additional row - the first row is enough.

7b.	GROUP FIRING
Alternative rules (author unknown) for an earlier Crecy scenario in Le Journal du Stratège #17/18.

During battle, while the enemy was advancing on their lines, the archers in the second row could not see any individual enemy but instead shot in a group into a zone of fire. To take account of this reality, follow the table below:

Number of archers	Bonus to shooting die roll	Number of target hexes	Risk of deviation  from zone of fire 	
    1 or 2
    3
    4
    5
    6	    -1
    -2
    -3
    -3
    -4	    1 maximum
    2 maximum
    2 maximum
    3 maximum
    3 maximum	    0/6 on 1D6 for 1 hex
 
    2/6 on 1D6 for 2 hexes
 
    4/6 on 1D6 for 3 hexes	

Note: If the shot is made against 2 hexes or more, there is a risk of deviation from the zone of fire. 1D6 is rolled: for a zone of 2 hexes 1-2 results in deviation, and for 3 hexes 1-4 results in deviation.  If the test is positive, this means that the shot has shifted by one hex: roll 1D6 again to determine in which direction the zone of fire has been displaced.

The two hexes of a 2-hex zone of fire must be adjacent. A 3-hex zone is triangular with each hex adjacent to the other two. Each character within a zone of fire rolls for shooting effects subject to the modifiers indicated in the table above. A character occupying two hexes (such as a mounted knight) undergoes two shots with cumulative effect. A result cannot be less than 1 on the shooting results table (i.e. 0, -1 and -2 all count as 1). 

Group fire is impossible if the archers move during their movement phase, or if the archers are not adjacent to one another. At least one archer must be able to see the whole of the zone of fire (one, two or three hexes). 

8)	ERRARE HUMANUM EST, by Carl Pincemin from Claymore #8 
Here is a new rule to manage errors in shooting. You can choose between two levels of complexity.

[This rule is a modification of the optional rule below from “Vikings” and “Dragon Noir”, which was itself a development of an optional rule from the French version of “Siege”: To err is human... There is great confusion during combats. To simulate this state of events, each time that a shooter misses his target, the player concerned rolls the die a second time to see if he has wounded a character nearby by mistake. 

If he rolls a number from 1 to 6, the projectile will end its flight in one of the 6 hexes around the target and wound any character there. Characters in armour will not be wounded, but will immediately retreat 2 hexes. Obviously if the line of fire is blocked by an obstacle, the character cannot be hit. 
Note: Before rolling the die, allocate a number to each of the 6 hexes around the target. For mounted targets take as the centre the part of the counter containing the little black arrow.]

BEGINNERS LEVEL
1)	Determination of the shooter’s hex, the target hex, and the 6 hexes adjacent: Hex number 1 is determined by the line of fire. It is the final hex crossed by the missile before reaching the target hex. See the Expert Level diagram for the positions of the hex numbers 1-6.
2)	Reminder: If the result of shooting is “character retreats”, the rule ERRARE HUMANUM EST does not apply (the missile is stuck in the armour or shield, or has hit the ground by the target). If the result shows no effect on the target aimed at, the missile can hit an adjacent character. In this situation, characters in armour who are hit by a shot that missed its target are not wounded but must retreat 2 hexes immediately. Unarmoured characters will automatically be wounded by such a shot.

3)	Missed shot at short range: The missile that misses its target must fall to earth in one of the 6 hexes around the target. The line of shot will determine the first hex, and the others are counted clockwise. 1D6 is rolled to determine on which particular hex the missile falls. If a character is on that hex, the results are applied (retreat or wounded).
4)	Missed shot at medium range: 1D10 is used to determine on which hex the missile falls. On 1 to 6 the missile lands on the hex indicated by the die in the same way as for shooting at short range. With 7 to 10 the missile does not hit anyone and is lost in the ground.
5)	Missed shot at long range: No other die is rolled, the missile just misses its target.

EXPERT LEVEL
The hexes on which the missile could fall are noticeably more realistic in these expert rules. Thus the 6 hexes around the target are replaced by 10 hexes. These are composed of the 6 hexes adjacent to the target just as before, plus 4 more hexes determined as follows:
-	Hex number 1 is the last hex crossed by the missile before entering the hex of the target, and symmetrically hex number 4 is the hex behind the target.
-	Hexes 1 and 4 describe a line, on which line beyond hex number 4 are hexes 8 and 10 in succession, and to the sides are hexes 7 and 9 (see diagram). 
__________________________________________________
___|_____|_____|_____|__2__|__3__|__7__|_____|______|___	S = Shooter
|_ _S  _|____ |_ ____|__1__|__T__|__4__|__8 _|_ 10__|_____|_	T = Target
___|_____|_____|_____|__6__|__5__|__9__|_____|______|___

1)	Shooting at short range: At short range, if the target is missed the player rolls 1D10 and the missile will land on whichever hex matches the number rolled.
2)	Shooting at medium range: Just as before, but the area of landing is reduced to the 6 hexes adjacent to the target. Results of 7-10 have no effect and the missile is lost.
3)	Shooting at long range: If the target is missed, the missile is lost.

4)	Shooting at mounted targets: In the event of a missile landing on one of the two hexes occupied by a horse or cavalryman: 
a)	If the first target was a character on foot: the missile hits the horse.
b)	If the first target was a rider: At short range – the rider suffers the same effects as a character on foot (wounded or retreat); At medium range – the rider retreats 4 hexes; At long range – no effect.

9)	BOMBARDS, SCREENS AND HAND GUNS, by Philippe Gaillard from Claymore #8
These rules were written specifically for the Hussites (1419-71), but could be applied to others.

BOMBARDS (4 counters are provided for cutting out with the issue of Claymore)
Movement: A bombard can be moved 2 hexes per turn by 4 men [but cannot be loaded or fired in the same turn that it is moved]. [If a loaded bombard is moved it ceases to be loaded. Applying the rules on moving ballistas, it can only be moved 1 hex across rough ground, such as scrub or stairs, so in reality it has a movement allowance of 2. Note also section 4.2.3 on raising items by rope.]

Firing: These cannons can only fire in a straight line. The rules on restrictions on firing are the same as for archers. A bombard is still able to fire if it is behind a screen [see below]. A bombard cannot fire on a soldier who is at a range of 2 hexes or less. In order for a bombard to fire, there must be a soldier on an adjacent hex throughout the loading and firing turns.

To resolve the effect of firing and fall of shot, use the tables and rules for ballistas [e.g. under the rules from “Siege” it would take 2 turns to load plus 1 to fire, and short range is 50 hexes]. If the shot misses, roll 1D6 to determine upon which of the adjacent 6 hexes the cannonball lands. [Suggestion: these bombards could be used in sieges, with the same battering effect as trebuchets.]

SCREENS 
One character can move a Hussite screen at a reduction of 2 to movement allowance. In combat the defender is in favourable terrain (+) and benefits from heavy cover. [By comparison a normal (movable) screen from “Siège” allows no combat across it, while a 2-hex barricade from “Samurai Blades”/ “Samouraï” cannot be moved but can be crossed, although it gives only medium cover.]

HAND GUNS
Three armoured crossbowmen (Jacopa, Francisco and Giles) from “Cry Havoc” [or alternatively the ‘couleuvriniers’ published in Claymore #12] are equipped with hand guns (‘canons à main’). The rules, columns on the Missile Results tables, frequency of fire and range of these weapons are the same as for crossbows. Only the results are different (they are more effective). 

[Note, however, that strangely the table below makes handguns as effective as bombards against foot, although not against mounted targets. This is hard to justify. It is proposed that +1 should be added to the foot die rolls to bring them into line with mounted targets and to re-establish their proportionate effectiveness to other missile weapons – use the results in brackets. See the summary table for missiles against foot targets in section 7.4.4 for a comparative table with other missiles.]

Missile Results Table for hand guns	
Target	Mounted in cover	Foot in cover	
Die roll	None	Light	Medium	None	Light	Medium	Heavy	
  1
  2
  3
  4
  5
  6
  7
  8
  9
10	F
F
E
D
C
B
A
-
-
-	F
E
D
C
B
A
-
-
-
-	E
D
C
B
A
-
-
-
-
-	C  [C]
C  [C]
C  [C]
C  [B]
B  [B]
B  [B]
B  [A]
A  [A]
A  [-]
-    [-]	C  [C]
C  [C]
C  [B]
B  [B]
B  [B]
B  [A]
A  [A]
A  [-]
-    [-]
-    [-]	C  [C]
C  [B]
B  [B]
B  [B]
B  [A]
A  [A]
A  [-]
-    [-]
-    [-]
-    [-]	C  [B]
B  [B]
B  [B]
B  [A]
A  [A]
A  [-]
-    [-]
-    [-]
-    [-]
-    [-]	

TEPPO, by Yoden and Boulip from Jeux et Stratégie (issue unknown)
The rules below are similar to those for hand guns above, and could be used as alternatives to those above for earlier period and non-Hussite armies. Teppo is the name given to the arquebuses introduced into Japan in about 1560. The rules for teppo are specifically designed for use with the game “Samouraï” (or “Samurai Blades”). The Hussite hand guns are very efficient and quite similar to crossbows, but Japanese teppo are more like small ballistas, taking one full turn to load.

By the end of the Momoyama period, the arquebusier had become the most important ashigaru within the armies of the warlords. Arquebusier units were made up of 30-50 men with one ‘teppo ko-gashira’ (officer) per dozen men. The arquebuses of this period (called teppo) were quite inaccurate, so the range below reflects this fact. Note that in the game the maximum range does not correspond to the theoretical maximum range of the weapon but to its practical range in use. 

Arquebus (teppo) range in metres 	Note: Peculiarly the distances are given in metres not hexes: it may be assumed that ‘hexes’ was intended. Ranges can optionally be changed to those of handguns/crossbows.	
Short	Medium	Long		
1-20	21-80	81-160		
Proportionate reduced ranges: “Croisades” – 20/55/130, “Vikings”/“Dragon Noir” – 10/25/95.	

Shooting takes place during the mounted archers phase [i.e. only in the Offensive Fire phase if the rules for defensive fire are being used].

The speed of fire is very slow: one shot every second turn (that is Game Turns, not Player Turns or Phases). An arquebusier that has fired cannot move during the two movement phases following his shot, as he is considered to be reloading his arquebus.

Introducing arquebuses into the game: There are two possible ways of representing arquebuses in the game. The first is to make special markers to represent them, and cut those out of card. The second is to modify existing counters with a felt-tip pen and tip-ex. [Alternatively, since it would be uncommon to find ashigaru archers and ashigaru teppo in the same army, or at least in the same part of the army, just treat ashigaru archers as if they are carrying arquebuses…]

Missile Results Tables for teppo / arquebuses	
Target	Mounted Samurai in cover	Infantry in cover (Samurai add +1 to die roll)	
Die roll	None	Light	Medium	None	Light	Medium	Heavy (1)	
1
2
3
4
5
6
7
8
9+	E
D
C
C
B
A
-
-
-	D
C
C
B
A
-
-
-
-	C
C
B
A
-
-
-
-
-	C
C
C
C
B
B
A
A
-	C
C
C
B
B
A
A
-
-	C
C
B
B
A
A
-
-
-	C  [B]
B  [B]
B  [A]
A  [A]
A  [-]
-
-
-
-	

NOTES
(1)	A comparison between this table, the one for handguns, and normal missile tables shows that the basic principle is that guns have an effect midway between crossbow and ballista. 
(2)	Teppo shooting against armoured cavalry have two chances of a ‘C’ result, whereas normal missile tables before “Dragon Noir” give two chances of a ‘B’ result, and the tables for handguns and “Dragon Noir” give a chance of one of each result. So long as the principle of Note (1) above is observed, any of these table structures could be used.
(3)	There is no heavy cover in the game “Samouraï”, so the final teppo column was not in fact necessary. Normally each additional level of cover grants the equivalent of an extra +1 to the die-roll, but in all the boxed games infantry in heavy cover when compared to medium cover gain an extra +2 rather than +1. Both the handgun and the teppo tables give a +1 bonus, so there seems to be agreement that guns are proportionately more effective against heavy cover. However, players may agree to use the standard tables without this bonus, in which case the results in brackets should be used. See also the Section 7.4.4 summary table. 

10)	CATAPULTS AND SMALL BALLISTAS, by Hervé Tardy from Claymore #9
The ‘Byzantine and Other Medieval Ships Extension’ (Les navires de Byzance) includes small ballistas and catapults that are mounted on ships with fixed lines of fire. They are less powerful than the ballista and mangonel siege engines. The rules for these war engines could be adapted for use on land, so Bob Gingell suggests the modified rules below. 

Catapult: This war engine is used to hurl large stones, either against enemy troops or against building walls. It can also be used to hurl firepots over town and castle walls. Determine its line of fire to the front like a Ballista. Mangonel counters from “Siege” can be used to represent catapults. 

Small Ballista: This war engine fires large arrows like a normal ballista, but is able to shoot faster. It can also shoot flaming arrows. It can be represented by an ordinary Ballista counter from “Siege”. 

Movement: Catapults and small ballistas can be moved by their crew 2 MPs per turn, or turned, so long as they are not loaded. [Large ballistas need double crew to move: see “Croisades” rule 2.64.]

War Engine Characteristics Table	
War engine	Small Ballista	Catapult	
Number of operators	2 (including 1 engineer)	4 (including 1 engineer)	
Range	Short	    1-30 hexes	    1-25 hexes	
	Medium (+1 on die)	  31-60 hexes	  26-50 hexes	
	Long (+2 on die)	  61-90 hexes	  51-75 hexes	
Loading time	1 turn: fire every 2nd turn	2 turns: fire every 3rd turn	

Determining the target and accuracy: These war engines are not very accurate, but the shot will always land somewhere. Roll 1D10 and then further D6 if necessary to determine where the shot lands. The engines are fragile, so there is a chance that they will jam although they can be repaired. Large ballistas are more reliable so the normal Missile Results Tables should still be used for them, but it is suggested that players should always add the ‘Errare humanum est’ rule from “Vikings”. 

War Engine Missile-fire Results Table	
Die-roll	Arrow	Stone	Explanation of results	
1	T	T	T: Target hex. The projectile hits the hex chosen.
T + ‘x’: The projectile falls ‘x’ hexes distant from the target hex. Depending on the value of ‘x’, the shooter rolls: 
1D6 if x = 1; 2D6 if x = 2; 3D6 if x = 3; 4D6 if x = 4.
The result of the die rolls shows the hex in which the projectile falls. The die numbers are allocated clockwise, with hex number 1 being the hex that is located behind the target hex as a continuation of the straight line from the war engine. [Two die rolls could cancel each other out, e.g. a 2 and a 5.]
D: Fault in the war engine: the projectile is lost. Each succeeding turn, if the number of operators is sufficient, roll 1D10 to see whether the damage is repaired: 6-10 = success; 1-5 = the engine remains broken. Once the engine is repaired, a new projectile will have to be loaded.	
2	T	T +1		
3	T +1	T +1		
4	T +1	T +2		
5	T +2	T +2		
6	T +2	T +3		
7	T +3	T +3		
8	T +3	T +4		
9	T +4	D		
10	D	D		

Notes: The success rate of repairs to damaged war engines had to be adjusted from the naval rules so that loading and firing takes place in each Player Turn (instead of during the Naval Phases). Once the hex hit has been determined, roll 1D10 again to determine effect: for arrows use the ordinary ballista table, for stones see below.

Effect of damage by stone: Roll 1D10 again for any character or wall in the hex hit: 1-6 = character killed, or wall takes 1 damage point; 7-8 = wounded, or no effect on wall; 9-10 = retreat, or no effect on wall. The normal additions should be made to this die roll for armour or a strong wall. 

5.3	MISCELLANEOUS RULES: RIDERS AND HORSES 
(from Claymore and Casus Belli)

1)	HORSES WITHOUT RIDERS, by Hervé Delattre from Claymore #2
The rules of “Cry Havoc” state that a horse without a rider remains stationary unless a character on foot or on horseback comes to find it and lead it by the bridle. This does not represent reality and as a consequence of this rule a player can give his enemy chances to aid his defence thanks to riderless horses (breaking up a charge, protective cover behind a horse, etc.).

It is necessary to differentiate two situations in which horses lose their riders:
-	Hand-to-hand combat
-	Defensive fire by the enemy against a moving rider.

It is true that after hand-to-hand combat the riderless horses would stay next to their dead, wounded or stunned masters, at least as long as they were not driven off by the fighters. In contrast, when a moving rider is hit by missile-fire and he falls off his horse, it is clear that the horse will continue to move in the original direction and hat it will not stop until its movement allowance has been used. If it encounters an obstacle, it will avoid it using the rule below on independent movement of horses.

Horses are animals and, like all domesticated creatures, they will take fright in a battle once their master is not there to guide them and reassure them. They will run off in all directions at high speed in order to get away from a melee, hence the rule on independent movement below.

Rule for independent movement of horses
When a moving horse loses its rider, it continues its initial movement and if it encounters an obstacle on its way 1D6 is rolled. The 1 is the original direction of movement, and the animal will stop in front of the obstacle if that is rolled. The other numbers show the direction to be taken clockwise from that original direction (if another impassable obstacle is immediately in front in the direction rolled, the horse stops). If the horse encounters another obstacle further along its move, another die is rolled and the result applied in the same manner as before.
The next turn, 1D6 is rolled again: on a result of 1-5 the horse stays put in the location where it ended the previous turn. On a result of more than 5, the horse continues its original route following the independent movement rule.

Differences between light and heavy cavalry horses: The independent movement of a light horse lasts for a maximum of 2 turns after the one in which its rider fell off. The independent movement of a heavy horse lasts for a maximum of 1 turn after the one in which its rider fell off. 

2)	TWO RIDERS ON ONE HORSE, by Le Noir Solitaire from Journal du Stratège #34
Unarmoured infantry may be carried behind the rider, at double normal mounted movement cost. [The rule was originally written for archers but could be applied to any lightly armed troops.] Infantry can dismount at any time during movement in the same way as ordinary riders. Archers cannot shoot while being carried. [Riders will have a (-) disadvantage in combat while carrying.] [Fabrice Renier in Claymore #3 provides a rule for carrying a captured woman across the front of the saddle at a cost of +2 MPs.] All passengers suffer the same injuries as those that affect the rider.

3)	HORSEMEN IN COVER, by Claude Renaud, from Casus Belli #75
In the Cry Havoc system, and in “Dragon Noir” volume 1, there is lack of clarity concerning lines of fire and the protection offered by cover from missile-fire. To determine if a line of fire is valid, I advise you to stretch a piece of thread between the shooter and his target.
The biggest problem occurs when a shooter targets a rider and his horse (the counter covers 2 hexes). The rule states “If he is in two different terrain types, he is considered to be totally in cover of the heavier type”. Yes, but what if the rider is in one hex offering no cover and another offering infinite cover? And to continue this nonsensical reasoning, you could have a line of riders in echelon in open terrain where each totally covers the rear hex of the next and which are consequently practically invulnerable. 

I have tried various solutions: determining the average of the two types of cover; aiming the line of fire at the mid-point between the two hexes; but I propose a very simple solution. What the designers of the series wanted was to ensure that cavalry did not become too easy a target compared to footmen due to their occupation of two hexes. So, give the shooter a free choice as to the target hex, but to compensate add +1 to the die roll (unless the target is end on).

[Hiding in trees (from Casus Belli #23): Dismounted horses may be led into tree hexes; they can hide undetected unless an enemy is adjacent or rolls 1-7 if within 3 hexes or 1-4 if within 5 hexes.]

4)	HEAVY CAVALRY, by Christian Delabos from Claymore #8 
The heavy cavalry of the Middle Ages are notable for the very particular way in which they moved and by the special tactics that could be used. Even with the developments in the rules for “Croisades”, the Cry Havoc series does not cover sufficiently these specific situations. Here are some advanced rules on the use and behaviour of western European knights. 

A.	Cavalry charges
(1)	The passing charge
Even though the lance is the noble weapon of the knights, one should not overlook the role of shorter weapons such as sword and mace. With such weapons charges against footsoldiers are not limited to a frontal assault. The power of the charge can also be used laterally, “en passant” - passing by the side of the target.

The passing charge follows all the classic rules for charges (from “Croisades”) with the following modifications: 
-	The knight who is charging does not end his charge on the hex of the target, but beside it.
-	A knight who executes a passing charge can attack several adversaries during the same charge. In this situation, the knight’s attack strength (increased by the charge) is divided by the number of targets. Then for each combat the number obtained is divided by the defence strength of the adversary to give the odds ratio.
-	Only infantrymen can be targets of a passing charge.
-	As soon as the knight is wounded or unhorsed, the charge is stopped.

 Example of passing charge: A decides to charge the two infantrymen B and C. He calculates his attack factor and divides it by 2: he thus obtains his passing charge factor. Arriving beside A, he divides that factor by the defence of his adversary, then rolls the die. If his attack is positive or neutral, he can continue his charge and attack C in the same way. The knight D cannot be charged “in passing”. On the other hand, because he is passing adjacent to his side, knight A must roll a die on the Challenges Table. If he loses this die roll the charge is stopped.
__________________________________________________________
___|_____|_____|_____|_____|_____|_____|_____|__B__|_____|__C__|
|____A___>_ |_ _|___|___|___|___|___|___|___|__
___|_____|_____|_____|_____|_____|_____|_____|__<___D___|_____|

(2)	The simultaneous charge
This type of charge is designed to replace the countercharge (rule 1.56 of “Croisades”). This style of combat matches more accurately the confrontations of this era, where simultaneous attacks between knights were common.

To carry out a simultaneous charge the rules on countercharges are used with the following modifications: 
-	For both adversaries the attack factor is increased by half the initial attack points.
-	The combat is resolved for two simultaneous attacks, each attacker dividing his attack points by the defence points of his adversary. The results of the two attacks are applied at the same time. The consequences can thus be fatal for both combatants, as happened in reality…

B.	Knightly arrogance (impetuosity)
“The military aristocracy (in the West) believed itself to have found, through the form of heavy cavalry, an infallible means to ensure forever the its position of social superiority.” 
(Quotation from excellent article by Claude Gaier: “The heavy cavalry in western Europe in the XIIth and XIIIth centuries”, published in Weapons and Combat in the Medieval World (Armes et combats dans l’univers médiéval), De Boeck, Brussels 1995, pp299-310.)

In more concrete terms, the knights believed themselves to be the best warriors in the world, and had contempt for the lower classes who fought on foot: to them the military bravery of the foot soldiers counted for nothing. To this deep-seated contempt was added an almost complete lack of any concept of discipline: all knights must show themselves to be valiant, and it was incumbent on them to prove their valour at full speed by galloping immediately to kill the enemy.

These two characteristics, class-based arrogance and lack of discipline, were the cause of most impetuous charges. There could never be any question of infantry having the strength to resist an assault by knights!  And yet, cavalry were defeated when confronted by unmoving infantry of good morale! Almost every time these disasters were a consequence of the immeasurable arrogance of the knights! It is therefore necessary to provide rules to simulate the above.

(1)	Basic rules
This proposed rule introduces the possibility of enforced pursuit during combat between knights and foot soldiers.

If at the end of an attack of one or more knights against a foot soldier, the latter is forced to retreat, each heavy cavalryman involved must roll 1D10 to determine whether the rage of battle has overwhelmed him into pursuing his victim. Such automatic pursuit occurs on a roll of 9 or 10 with the following modifications to the die roll:
-	The target is wounded: 		+1 to die roll
-	The target is a peasant: 		+3 to die roll
-	The target is a knight on foot: 	-2 to die roll
This test is made for each knight engaged in the combat.

If an automatic pursuit starts, the pursuer (or pursuers) makes an advance after combat and must submit to the results of a roll on the Challenges Table if appropriate. This advance after combat will stop as soon as the pursuers find themselves in contact with the target (or at the closest possible spot if that is impossible). Only the riders who participated in the attack on an enemy on foot can participate in his pursuit. The pursuit does not give any additional right to attack to the pursuers.

(2)	Advanced rules
In the set of advanced rules the basic rules are applied with a few additions.
From now on, automatic pursuit can also take place against infantry not attacked but who have retreated during their own movement phase. These automatic pursuits operate during the knights’ movement phase and can lead to attacks.

If a foot soldier from Side A has retreated at least 8 hexes in the front arc of one or more knights from Side B, each of the knights must undergo a test (as in the basic rules). Pursuit starts in the event of a positive result in the test, and so long as no obstacle separates the pursuer from his target (infantry from the same side as the pursuer are not considered to be obstacles). In the event of pursuit starting, any contact between a pursuer and the pursued must involve an automatic attack by the former on the latter. In the event of a pursuit involving several pursuers, each combat is resolved individually. All combats are resolved during the combat phase of the player controlling the pursuers.  

Such a rule allows simulation of the traps that companies of foot could set for knights over-confident in their own prowess.

(3)	Advanced rules variant for “Croisades”
In this version the difference is in the fact that the pursuit can also be instituted against mounted foes. This rule is designed to create the favourite tactic of the Moslem cavalry: simulated flight.

In this situation apply the normal die roll modifications from rules (1) and (2). Pursuit is instigated on a result of 9 or 10 if a Moslem cavalryman retreats within the front arc of a crusader heavy cavalryman inside a range of less than 13 hexes. The same modifiers as in the basic rules are applied, with the following additions:
-	The target is a light cavalryman:	+2 to die roll.
-	The target is a heavy cavalryman:	+1 to die roll.
-	The pursuer is wounded:		-1 to die roll.

(4)	Alternative rule: enforced pursuit
[An early version of the charge rule from Le Journal du Stratège #17/18 (author unknown) includes a requirement that if the victim of the charge is killed, stunned or forced to retreat, the knight must advance after combat and make a further attack against all characters in the three hexes in front of the knight. If there are none, the knight continues for up to 3 hexes forward in a straight line until reaching one or more adversaries or an obstacle. The enemies are attacked together in one combat even if this is disadvantageous for the knight. If several knights charge at the same time, the first series of combats is resolved and then the second series (either before or after combat by foot characters) in whatever order the player chooses.]

(5)	Another alternative rule: repeated charges in line (French Impetuosity)
[Hervé Delattre has additional rules for impetuous charges by lines of knights, written specifically for the French in the 1346 Crécy scenario “For a little patch of ground” (Pour un petit coin de potager) in Claymore #9. This rule should be limited to knights in the 14th century and after.

The knights must draw up in a line facing the enemy. Each turn 1D6 is rolled – on a 6 the line of knights will charge automatically and will fight anyone (friend or foe) who is in front of them. A morale test is carried out as soon as ¼ of their number or more have been lost, 1D10 is rolled and on a 10 the line turns round and rides back off the board. If half have been lost, 8-10 results in loss of morale, and if ¾ have been lost 6-10 is sufficient. Even the wounded and unhorsed knights will try to retreat. Once off the game board the knights will regroup and as soon as 5-6 is rolled on 1D6, they will return to the map and may charge again.] 

(6)	Additional rule: Lances
[Vincent Foin proposes that knights and other cavalry carrying lances should add a Die Roll Modifier of –1 to attacks made when charging (but not when making a passing charge). Lances have a risk of breaking each time that they are used, and will break if 1 is rolled on a D6. A rider can only carry one lance, but a squire may carry a spare lance for a knight.]
5.4	MISCELLANEOUS RULES: MOVEMENT AND TERRAIN 
(from Claymore and Le Journal du Stratège) 

1)	FEIGNED FLIGHT (ISENGRIN’S LESSON), by Kheir Ed-Din from Claymore #1
“La Leçon d’Ysengrin”: Modifications to the retreat rules for “Croisades”.

Who among us has not babbled with joy while chasing a poor retreating adversary that has already been mauled by your troops? Guess how upset your friends would be if they had the nasty surprise of seeing the retreating enemy turn round and turn the tables on the pursuers? Harold’s Saxons had this problem at Hastings in 1066, the Franks at Harran (1104) and the Anglo-Navarese at Cocherel (1363).

It seems that feigned flight was a favoured tactic for the Turcoman archers. How sad not to be able to put it into practice! Here then is a proposal for a small (unofficial) modification to the (official) rules of “Croisades” concerning retreats (paragraphs 2.56 and 2.57 in the strategic rules).

From now on a player announcing a retreat will have a choice between two options: either to fall back in reality or to have recourse to the ruse. This is the procedure: The retreating player proceeds as specified in the first part of paragraph 2.56 [announcing retreat, laying out retreat maps on one edge of the game-board]; before doing so he writes down on a piece of paper “retreat” or “trick”. He folds the paper (so as to hide what is written) and places it face down in the centre of the table (where everyone can see it).

If the player chose retreat he will continue to act in the manner explained in paragraphs 2.56 and 2.57 [withdrawing across the adjacent maps laid out for the retreat towards a safe exit map-edge]. In the alternative situation, the player will be able to move, attack and defend without any restriction (using the maps set up for the retreat). It is up to him to create a retreat for a while so as to trick his enemy into launching a pursuit, abandoning his defensive positions and thus rendering himself more vulnerable. However, the player who uses this ruse cannot leave these maps, either through the declared side for retreat or any other. To retreat in reality the player must first announce the ruse, and then wait three turns and lay out new retreat maps (either on another edge, or following on from those already laid out).

It is impossible for a player to use this ruse more than once per battle.

 2)	LEAPING, by Pierre Berclaz from Le Journal du Stratège #41/42
This set of rules from 1988 was written before the Siege Extension Sets introduced levels of elevation, but it has the advantage that it applies to any dangerous movement such as jumping off a rope or a moving cart. The players must agree levels of risk for particular actions. The rules overlap those for jumping down levels in “Dragon Noir” (where the risk of death is greater) and jumping down from trees from Claymore #5 (where the risks are generally less). It is proposed that these rules could replace those of “Dragon Noir” but should not affect those on jumping from trees. Some additional proposals are included to bring these rules closer to other rules on jumping. See section 6.2 for comparison of these rules with other rules on climbing, jumping and leaping.

The leap is a special type of movement that however carries with it a risk for the leaper. A fall can be turned into a leap, although involuntary. The consequences of a leap are shown in the combined tables below. A leap costs 2 MPs and can be made from different heights, but only to a maximum distance of 2 hexes. The tables can be easily adapted for other types of dangerous movement, for example jumping from the end of a rope or leaping from a moving cart: all that is needed is to identify the level of risk run by the character carrying out that movement. 

The activity’s risk level determines the column on the leap effects table. Leaping onto a character or object on the hex may cause injury to both the leaper and the character or object leaped on. The greater the risk (e.g. the greater the height jumped from or the higher the speed of the moving cart), the greater the likelihood of injury to both. The same die roll is used to determine whether the leaper or the target hex character would be knocked to one side of the target hex. Any character displaced is knocked over and cannot attack during their subsequent combat phase; if attacked the character will be in an unfavourable position (1 column shift against him). A second die roll determines the injury to any character in the target hex.

Die roll	Result of leap and displacement according to level of risk 	Abbreviations	
	a	b	c	d	e	f	g	h		
  1
  2
  3
  4
  5
  6
  7
  8
  9
10	Y
Y
Y
Y
Y
Y
Z
Zs
Zs
Zs	Y
Y
Y
Y
Y
Y
Zs
Zs
Zs
Zw	Y
Y
Y
Y
Y
Ys
Zs
Zs
Zw
Zw	Y
Y
Y
Y
Ys
Ys
Zs
Zw
Zw
Zw	Y
Y
Y
Ys
Ys
Ys
Yw
Zw
Zw
Zk	Y
Y
Ys
Yw
Yw
Yw
Yw
Yk
Zk
Zk	Ys
Yw
Yw
Yw
Yw
Yk
Yk
Yk
Yk
Zk	Yw
Yw
Yw
Yk
Yk
Yk
Yk
Yk
Yk
Yk	
s: stunned

w: wounded

k: killed

Y: Leap successful, any character on target hex displaced into adjacent hex.   
Z: Leap fails, leaper displaced into adjacent hex.

Cumulative column shifts  [with proposed additions by the translator]
+1 to right: Character on target hex; Leaper in armour; Leaper wounded; [stone floor].
+2 to right: Object [large] in target hex (table, bed, etc.); Leap is result of a fall (e.g. due to retreat); 
       [2-hex leap; leaper in heavy armour; leap onto stairway (narrow stairs should be +4)].

Die roll	Effect of level of risk on character in target hex: foot / mounted	Abbreviations	
	a	b	c	d	e	f	g	h		
  1
  2
  3
  4
  5
  6
  7
  8
  9
10	-/-
-/-
-/-
-/-
-/-
-/d
s/d
s/sd
s/sd
w/w	-/-
-/-
-/-
-/-
-/d
s/d
s/sd
s/sd
w/w
w/wd	-/-
-/-
-/d
-/d 
s/sd
s/sd
w/sd
w/w
w/wd
w/wd	-/-
-/-
-/d
s/sd
s/sd
w/wd
w/wd
w/wd
w/wd
k/kd	-/d
-/sd
s/sd
w/wd
w/wd
w/wd
w/wd
k/wd
k/kd
k/kd	s/sd
w/sd 
w/wd
w/wd
w/wd
k/wd
k/kd
k/kd
k/kd
k/kd	w/wd
w/wd
w/wd
k/wd
k/kd
k/kd
k/kd
k/kd
k/kd
k/kd	w/wd
k/wd
k/kd
k/kd
k/kd
k/kd
k/kd
k/kd
k/kd
k/kd	
s: stunned

w: wounded

k: killed 

d: dismounted	

Effect on character in target hex: Column shifts to leaper’s base risk level
Character in armour: -1 to left (+1 to die if risk level “a”); Character wounded: +1 to right.

[Note: The die-roll numbers have been reversed in both tables so as to enable easy comparisons with other rules on leaping and jumping: as written it was the low numbers that were fails.]

A wounded person who is stunned is not killed: place a “stunned” marker on top of the wounded character for one turn. A wounded person who is wounded again by a leap will still be killed.

Suggested conversion of dangerous movement into levels of risk
Column “a” represents a height of 2 metres or less, “b” 2 to 3 metres, “c” 3 to 4 metres and so on. 

[Since table, cart and stairway hexes are mid-way between levels (approximately level 0.5), they fall into risk levels “a” and “b”. Wounds, armour, hard or stone floors, climbing over a parapet or equivalent, and the presence of other characters should add to risk levels (by +1), as should large objects or stairs in the hex, jumping in heavy armour (e.g. knights with a move of 4/2), and an involuntary or 2-hex leap (by +2). A hex-side obstacle is a gap like that between the wooden bridge and the river-bank on The Watermill map, or between the tops of two adjacent large trees.] 

[Failure in a leap across any gap may result in a fall, leading to a pre-determined effect for that terrain (such as death on falling into a crevasse), or a second die roll for the additional effects of the involuntary fall. A same level leap over a 1-hex obstacle such as a crevasse or stream should require a 1-hex run-up on and from flat terrain. A related proposal is to prohibit any 2-hex leaps from whole-hex terrain costing 2 MP+ (i.e. from non-flat terrain such as stairways), or across a barrier hex-side such as a window or parapet. Knights should not be able to make a 2-hex leap. The rate of movement of a cart will add to the risk: proposed that at higher speeds characters should have to leap further to avoid being crushed by the wheels. A jump down from a rope into the same hex is at the risk level of a 1-hex jump; a jump out from a rope, or a leap off a swinging rope (e.g. through a window), has a maximum of 1 hex in distance, and is at the risk level of a 2-hex leap.]

Risk level	Suggested dangerous movement 	
  a	Jump 1 hex off table or stationary cart	
  b	Jump 1 hex off cart moving 1-2 hexes or stairway,  Leap over hex-side obstacle	
  c	Leap 2 hexes off table or stationary cart, Jump down 1 elevation level 1 hex	
  d	Leap 2 hexes off cart moving 1-2 hexes, Leap over 1 hex obstacle	
  e	Leap 2 hexes off cart moving 3 hexes, Leap down 1 elevation level 2 hexes / onto stairs	
  f	Jump down 2 elevation levels 1 hex, Leap 2 hexes off cart moving 4 hexes	
  g	Leap by armoured character down 1 elevation level 2 hexes onto stone floor	
  h	Leap down 2 elevation levels 2 hexes	

Alternative rules on jumping from the ramparts
[This rule was developed by Xavier Jacus for “Cry Havoc” and “Siege”, and published in about 1986 in Le Journal du Stratège #31 (i.e. before rules for armour were introduced to the games). The principle of knocking a target character over can be used in place of other rules on jumping onto an enemy, even if this system of risks from jumping is not used. 

Any character can decide to jump from a rampart walkway or a stairway into the courtyard. This jump is riskier for characters that are heavily equipped (that have a high defence strength)… For a defence strength of 10 or more, the character has 9 chances out of 10 of being wounded, for a strength of 9 it is 8 chances, etc., until a jumper with a defence of 2 has just 1 chance in 10. Characters with a defence of 1 will always make successful jumps (without being wounded). [A simpler rule would just distinguish armoured from unarmoured, as in “Dragon Noir”.] A wounded character triples his defence strength for the purposes of the jump test. The boldest will imagine jumping onto other characters (Let’s go, d’Artagnan..!), so why not allow this, but you should note that in this case the test must be subject to a penalty of –2 on the die roll to determine if he lands well on the victim and stuns him, or whether he misses, in which case the character is on the ground (see the barging rule below).  In any event, jumping from a rampart is obligatory when you are trapped by fire and have no other way of escape.]

[The “Dark Blades Expansion Set” has a simple rule that any jump from ramparts will cause a wound (death if already wounded). This seems too harsh, and a chance of surviving unharmed is better.]

3)	BARGING AND ON THE GROUND, by Xavier Jacus from Journal du Stratège #31
Any character can try to barge into another while moving. This costs 2 MPs for the attempt, which is calculated normally by determining the combat odds (less than 1:1 counts as 1:1) and rolling the die… Any negative result for one or other combatant causes that character to fall to the ground. The one that attempted to barge can then carry on with normal movement so long as he still has unused MPs and is not on the ground himself. A character on the ground has no Zone of Control so anyone can cross through his hex [but not stay there] (creating interesting possibilities of breaking through a line...). A character on the ground forced to retreat is wounded, and if he is already wounded he dies, etc.…

On the ground: All characters on the ground have their defence strength halved (rounding up), and in addition a knight on the ground will deduct –2 from his defence if attacked, due to his heavy armour limiting his ability to avoid blows. A knight on the ground must spend 4 MPs to stand up; if he is already wounded another character must come to his aid and spend 2 MPs to help him rise. Other characters need only 3 MPs to stand up. [Note: By comparison, it costs 2 MPs for unarmoured characters to stand up from a kneeling position (see 4.3.4); to move from being on the ground to kneeling should also cost 2 MPs.] A character cannot make an attack if he has used all his MPs to stand up, but he will regain his Zone of Control and force enemy characters to retreat.

[The barging rule should be used sparingly as it gives strong characters extra power. To extend these rules, allow unarmoured characters to crawl at half movement, with extra cover (raising none to light, light to medium, medium to infinite). Dropping prone voluntarily would cost 2 MPs. Characters on the ground cannot shoot or attack unless they kneel (unarmoured only) or stand first.]

4)	STAIRWAYS, by Pierre Berclaz from Le Journal du Stratège #41/42 and #43/44
These rules were originally written for enclosed wooden stairways inside mills, large multi-storey buildings that could be inserted as additional terrain elements. The rules can apply to any stairway (since the mill stairway was not depicted as very different to other stairways), but are most suitable for narrow stairs. Drawings of stairways on the maps identify three types, each of which may be constructed of wood (which can be burnt) or stone: wide stairs, narrow stairs, enclosed narrow stairs (including spiral stairs). Narrow stairs link one hex at the top to one at the bottom. 
(1) 	Narrow stairs: A hex containing one stunned or dead character [compared to 3 in other terrain] costs an additional +1 MP. More than one stunned or dead character will make the hex impassable. The bodies on a stairway can be pulled or pushed down to a hex adjacent to the bottom of the stairs. The character(s) moving the bodies must be on a hex adjacent to the top or bottom of the stair and must not engage in any other action during the turn.
(2) 	It is not possible to jump onto a stairway if there is a wall or other barrier between the character and the stairway. [Proposed that steep narrow stairs (e.g. on The Pit map) would be very dangerous to jump onto and would normally result in fall and injury – see leaping.]
(3) 	Narrow stairs: Characters are in favourable terrain (+) against an attacker from below, in unfavourable terrain (-) if attacked from above, and in neutral terrain (0) if attacked from both sides at once [unless at bottom of a 2-hex stairway]. These are significant rule changes. Melee combat is only possible from hexes adjacent to the top or bottom of the stairway hex. 
(4) 	Wooden stairs: A character can move into the space beneath a wooden stairway, but only from the side of the stairs. A blank marker is placed on the counter to show the character is under the stairs. If there are two hexes representing the stair (one for the start of the stairs on the ground floor and the other for the top of the stairs on the upper floor, as in the large mill), the ground floor hex represents the space under the stairs. 
(5) 	Enclosed stairs: Stairway hexes offer medium cover against missile-fire along a direct line of fire up or down the stairs, but heavy cover in other situations. [A simpler rule is to only give medium cover for all shots.] A result of “retreat” on the missile-fire table has no effect as the target merely takes cover further up or down the stair. [This rule affects all spiral stairs, and straight stairs to roofed towers, e.g. in the ‘Fortified Medieval Town’.]
[Open stairways give medium cover and benefit from the “no retreat” rule only if the line of fire crosses an adjacent rampart hex, wall or parapet (e.g. the steep stairs on ‘The Pit’, and the “partially enclosed” Lady Gate X7 and keep stairs in the ‘Fortified Medieval Town’).] 
(6)	[Movement must stop on entering a spiral stair linking 3 or more elevation levels. This option proposed by Bob Gingell parallels the rule for scaling ladders that link 2 levels.]

5)	DOORS, by Pierre Berclaz and Xavier Jacus from Le Journal du Stratège #57 and #31
It is possible to furnish the entrance to your buildings with doors; markers for screens from “Siege” should be used to show closed doors. Closed doors normally give infinite cover to missile-fire and prevent direct hand-to-hand combat. There are two different sets of rules here, plus other ideas.

Pierre Berclaz (in Stratège #57) gives doors a variable resistance depending on the type of building. So, for example, the door of a house would have a resistance of 2 or 3 whereas the door to a keep would have one between 15 and 20 (depending on whether it was banded with iron or not).
Any character can force or break down a door. It is required that he “fight” the door during his combat phase. However, he does not need to roll the die and he does not risk serious injury. The damage that a character causes to a door depends on his Attack Strength. He causes ½ point of damage for every 4 attack points [which is the same as for damaging a ship in “Viking Raiders”]. [Two-handed mauls/hammers/axes could be treated as causing 1 damage point per 4 attack points.] Two characters can combine their strength to destroy a door so long as there are both adjacent to the same door. A character whose attack strength is less than 4 cannot cause any damage to a door.

If a character is behind the door that is being forced, he can “help” the door which will then have its resistance increased by adding his defence strength. Once the resistance of the door falls to 0, it is destroyed. If a character is behind the door during the phase that the door’s resistance falls to zero, the character is automatically wounded.
Examples: A character with 20 attack strength will inflict 2.5 damage points per turn. If a door with resistance of 5 is supported by a character with defence strength of 6, the door’s total resistance rises to 11. The character’s strength is added to the door even if it has previously had some damage.

It is also possible to break down a door with a battering ram. Those provided in “Siege” have a strength of 15 points, i.e. they will inflict 15 points of damage to a door with each swing. Other, much smaller, portable rams (counters need to be made) will cause 5 points of damage per blow. These battering rams can be carried and swung by one character, at a loss of 2 MPs off his movement per turn. They can be carried up a ladder, which takes one complete turn without any other action and it requires two men to carry out such a lifting and carrying: one at each end of the ladder but not on the ladder itself. 

Xavier Jacus (in Stratège #31) has simpler alternative rules for barricading doors. To barricade (which would include bolting) a door, the character must be standing on the threshold of the door [i.e. in the doorway hex] at the beginning of his movement phase, and use up the whole of his movement phase to close the door; he cannot attack during his combat phase. If he is attacked during the enemy player’s combat phase, the combat is resolved normally before determining whether the assailants have succeeded in preventing the door from being closed or not; all negative results for the character closing the door will show that he has failed in his attempt, all other results will indicate that the door is shut and SHUT TIGHT.  Any closed door can be broken down by at least two characters with a total of 10 points of attack strength. They will each lose one movement phase (on the threshold without moving) searching for a thick oak beam (there are usually some available nearby…) [unless one of them is already carrying a small battering ram], and then they must roll an even number on the die [or 4+ on 1D6] in the succeeding combat phases (only one attempt per turn). [These 50% odds could be modified by the toughness of the door: a keep door or main gate could deduct –2 from the die roll, a specially reinforced ordinary door could deduct –1.]
Lutz Pietschker’s PBM rules propose two special types of door, and rules for closing and locking doors. A portcullis can occupy the hex-side on the interior side of a main castle gateway hex, and is  winched upwards just like a drawbridge. If dropped onto a rider half-way through the gate it will kill the horse and wound the rider, with a die-roll to determine which side of the portcullis the rider falls; a cart will be destroyed with contents and passengers (wounded by the fall) remaining in their original hexes. It offers medium cover for archers firing through the bars. Similar for missile-fire is the gate of bars represented on the Arena map as a double set of bars. Lutz calls this a “paled gate”: it is just like a heavy door, but since it is made out of iron bars missiles can be fired through it. An open doorway or gateway only gives medium cover to shots from one side if fired on from both sides at once. Doors and deep dungeon entrances can be bolted from inside, and should cost a full move to lock/unlock. All doors also cost +2 MPs to open or close, like moving a screen. Cell doors (on the Arena and Jails maps) are locked from the outside and cannot be battered from inside; if locked by a key it will need unlocking or battering (strength 5 for cell door, 10 for gate of bars).

“Dragon Noir” allows forcing of cell doors on a D10 roll of 1-3, modified –1 per 5 attack points. Scenario Book 2 adds the obvious rule that any door cannot be opened if an enemy is adjacent to it, and a simple rule on battering that 1 man rolls 1D10 each turn until a total of 11 or more has been scored. [This defence could be increased for tougher doors, in line with Pierre Berclaz’s rules.] 

[Doorways are depicted on the maps in three different ways: (1) doorway hex-side, with building interior hex(es) on one side and 1 or 2 exterior hexes on the other side; (2) doorway hex, running across the middle of a hex and normally accessible from 3 exterior hexes; and (3) porch, with an interior floor area extending far outside the doorway and accessible from 3 or 4 exterior hexes.  Doorway hexes are found on ‘The Village’, ‘The Castle’, ‘The Coast’, ‘The Arena’, ‘Orleans 1429’ and the extra buildings in “Dragon Noir” and the “Dark Blades Expansion Set”; the English rules allowed horses to enter those hexes. Occupiers of these hexes benefit from (+) combat bonus and medium cover. Most courtyard gates are of this type, but only provide cover to shots from one side at a time. Flat hexes that are gaps in walls are not doorways, but they may be blocked. Porches are found on ‘The Village’ F10 (Building 1), ‘The Temple’ U5 (main temple entrance), the ‘Fortified Medieval Town’ L3 (by a tree), and the “Dark Blades Expansion Set” (5-hex building). The front part of a horse may enter such hexes; the hex gives medium cover, and a (+) combat bonus to foot.]

6)	MUD, by Philippe Gaillard from Claymore #3
Muddy river banks caused by heavy rain are proposed for a scenario using the Watermill map, and could apply to any map with a river. Mud extends for 2 hexes either side of a river, and costs 2 MPs to enter. [No effect on scrub, but slopes could become impassable to horses.] If a rider crosses mud, 1D10 is rolled for each hex. A result of 1-8 has no effect; on 9 the horse stumbles but is unharmed, the rider is stunned and dismounted; on 10 the horse is killed, the rider stunned and dismounted.
[Mud can also be used with the rivers on ‘The Temple’ and ‘The Ford’ maps, and with a pool or lake as on ‘The Crossroads’ and ‘The Watering Hole’, either adjacent to or in place of the water. The sunken arena in The Arena could be filled with mud, marsh or water, as could castle moats.]

7)	BOOBY-TRAPS, by Philippe Gaillard from Claymore #6
Any enemy character (on foot or mounted) entering a secretly designated booby-trap hex (10 are suggested for the scenario in question) will automatically die. A fascine marker is then placed on that hex. Any character forced to retreat into a trap hex already exposed will also die. 
[Although friendly characters will not normally trigger an unrevealed trap (optionally a die-roll determines successful avoidance), characters from either side will die if they enter an exposed trap hex. An alternative is to provide for ‘one-shot’ booby-traps which only affect the first character to enter, or to use the rules for pit-traps explained in section 2.9 above. Some traps may be released by a lever, e.g. flooding a tunnel, dropping a portcullis, collapsing a rigged wooden stairway. Traps might also be set off by an arrow hitting a trigger location, or by a flaming arrow hitting oil.]

5.5	MISCELLANEOUS RULES: TROOP TYPES
	(from Claymore and Le Journal du Stratège)

1)	GUARDS, [FANATICS AND HEROES,] by Christian Delabos from Claymore #9
This rule was written for the personal guards of Moslem sultans in Spain, but can be applied in other circumstances. To simulate the loyalty of these soldiers, results of “retreat” from the combat results table are ignored. This rule does not apply if the sultan [or emperor, or other employer] is at least 12 hexes distant from the guards involved in the combat. [Note also the rule from “Croisades” that all troops within 5 hexes of the commander-in-chief gain a column shift in attack and defence. Patrick Giacomini proposed in Casus Belli #23 that personal guards should gain 2 column shifts.]

Fanatical defence of a holy relic or standard gives an attack bonus: knights defending the royal standard in “Outremer” deduct –1 from their combat die roll, and in Claymore #12 defenders within 3 hexes of their carroccio (a wagon containing holy relics and the standard of Milan) gain –2 bonus for all combat and missile-fire; there should also be a morale bonus for such defenders. This rule can also apply to defence of a special location (e.g. abbey or temple) or holy item. Heroes have a -1 combat attack bonus, but may have extra advantages: in “Scenario Book 1” a hero also has a bonus of +1 in defence, and in Graal #18 the hero also ignores the first 3 hits inflicted on him; hero kings in Casus Belli #23 also gain column shifts, defence bonus, and +3 to defence against missiles. Other heroic qualities may also be added, such as great strength (-1 to carry items and counts as 2 men).

2)	PIKEMEN, by Christian Delabos from Claymore #13/14
At the beginning of the 13th Century the largest part of lowland Scottish armies consisted of spearmen with long spears fighting in serried ranks, a formation called a schiltron in Scotland.

To form a schiltron, there must be at least 5 spearmen fighting and standing adjacent to one another. Some peasants may be integrated into the ranks of schiltrons. The counters provided in this issue of Claymore represent the long pikes of the schiltron. [Two sets of 32 pike markers were provided for cutting out: 1 set of small 1-hex markers (10mm x 10mm) showing the pike upright and one set of long 2-hex markers (10mm x 35mm) showing the pike horizontal.] The formation of a schiltron is shown in Diagram (1) below. The starred hexes show the zone of control of the pikes, which cover the three hexes to the front of each pike [in the same way as stakes].
•	Each pike gives a bonus to the soldier carrying it:
+10 to both attack and defence strength against cavalry;
+5 to both attack and defence strength against infantry.
•	These bonus points only apply if the combat takes place within the zone of control of a pike. 
A pikeman attacked from outside the zone of control of his pike will automatically lose his weapon. A pike dropped onto the ground can be picked up at a cost of 2 movement Points (MPs). The act of moving with a pike costs 3 MPs (i.e. +2MPs over the cost of the terrain in the hex).

During an attack from the front on a pikeman and his pike, an attacker obtaining a positive result in the combat (defender killed, wounded or stunned) destroys the defender’s pike and immediately occupies the hex taken up previously by the weapon. The defender is subsequently reduced to his normal characteristics.

Diagram (1)		Diagram (2)		Diagram (3)	
|       |       |       |   *   |        |       		|       |       |       |   *   |        |       		|       |       |       |        |        |       	
    |       |       |   *   |    |  E  |		    |       |    X    >   |    |  E   |		    |        |       |    X    >   |  E   |	
|       |       |   *   |    |  D  |		|       |       |   *   |    |  D  |		|       |       |   *   |    |  D  |	
    |       |   *  |    |  C   |       |		    |       |   Y  |    |  C   |       |		    |       |   *   |    |  C   |       |	
|       |   *  |    |  B   |       |		|       |   *  |    |  B   |       |		|       |   *  |    |  B   |       |	
    |   *  |    |  A   |       |       |		    |   *  |    |  A   |       |       |		    |   *  |    |  A   |       |       |	
|       |   *   |       |       |        |		|       |   *   |   Z  |       |       |		|       |   *   |       |       |       |	

Examples of combat involving pikes: Diagram (2)
Counter X (Sir Richard) fights counter E (Bertin) at 30 against 17 (10+7) = 1:1
Counter Y (Tybalt) fights counter C (Hal) at 11 against 11 (5+6) = 1:1
Counter Z (Otto) fights counter A (Ben) at 11 against 6 (0+6) = 1:1
D (Crispin) and E (Bertin) combine to fight X (Richard) at 18 (10+8) +19 (10+9) = 37 v. 14 = 2:1
B (Mark) and C (Hal) combine to fight Y (Tybalt) at 12 (5+7) +13 (5+8) = 25 v. 6 = 4:1
Example of combat involving pikes: Diagram (3)
Sir Richard destroys Bertin’s pike and moves into the space previously occupied by it. He is now adjacent to the pikeman.

3)	MARTIAL ARTISTS, by Stéphane Jacques from Claymore #8
This rule comes from the “Samouraï” scenario “For the death of a son” (Pour la mort d’un fils). 
There is no column shift for combined attacks on the monks Benkei, Jomyo and Tajima, identified as being  “grand masters of the martial arts”, unless they are attacked by more than 4 enemies. 

4)	FALCONERS, by Pierre Berclaz from Le Journal du Stratège #55/56
The falconer was a character common in the Middle Ages as hunting with falcons was very popular. Just as the raptors were specially trained for the hunt, so it would also be possible to train them for battle. It would not be unrealistic therefore on the battlefield to see one or more falconers launching their birds to attack enemy troops. 

A falcon counter showing a bird with spread wings is supplied with the article for cutting out. [Suggestion: Counter should have “Falcon 1 flying” with “Falcon 1 attacking” on the reverse, or pictures of the bird flying and attacking. Further counters would have Falcon 2, Falcon 3, etc.]

Any character from the Cry Havoc series having an Attack Strength of more than 12 (a number chosen arbitrarily which could be modified as necessary for particular scenarios) can have been qualified as a falconer. [The scenario “Crann Ull” in this issue of Stratège uses the Turcopole Tamara from “Outremer” / “Croisades” (mounted strength 12).] 

The falcon only obeys its master as a consequence of the controlling power (CP) of the master over his animal. The CP will vary with the objectives of the scenario (minimum: 0, maximum: 5); it allows control over the actions of the raptor while it is outside its master’s voice-range. Within voice range the falcon will always obey.

The actions of the falcon: The falcon may act differently depending on whether it is within its master’s voice range or not. The voice carries 15 hexes. Within this range the falconer can control his raptor as he wishes. Outside this range the falcon may not obey its master 100%.

The falcon is trained for a certain type of combat. The falconer decides if his bird is trained for: 
A:	1 attack in 1 turn				B:	1 attack in 2 turns
C:	2 attacks in 2 turns (1 attack per turn)		D:	2 attacks in 4 turns (1 attack per 2 turns)
•	Once the falconer has decided on the above, he cannot alter this for that falcon. Each time he flies the falcon outside voice range, the falconer rolls 1D10 and adds his CP. If the result is 10 or above, the falcon obeys and carries out the orders for which it was trained. For other results, the falconer applies the following consequences:
1-2:	The falcon attacks its master
3-4:	The falcon does not attack the target character but instead attacks the character nearest to the target that it can reach (friend or enemy), according to its training.
5-6:	The falcon carries out an attack at one level less than ordered (if it is trained for A, it makes no attack; if it is trained for B, it attacks as A; etc…)
7-9:	The falcon does not attack any character.

Combat: When it attacks, the falcon counter is placed on the target character. The falconer must be able to see the target at the moment that he flies the bird. For attacks the normal combat results table (CRT) is consulted: the falcon is treated as if it were a character on foot for this, but it can never be hit while flying and when attacking from the air it is in extra-favourable terrain ++ (even better than + terrain) so that it will always benefit from at least one column shift on the CRT (but solely when attacking from the air).

Combat varies according to the type of training:
Training A: 	The falcon is placed on the target character, it attacks and then disengages immediately after the attack (i.e. at the end of the combat phase) onto an adjacent hex where it cannot be attacked by hand. The character attacked cannot therefore make a counterattack during his own combat phase.
Training B: 	The falcon spends 2 combat phases on the target character without disengaging as in the previous attack. During the second attack the falcon does not benefit from any column shift on the CRT.
Training C: 	The falcon makes 2 attacks of type A. Between the two attacks the falcon must pass a movement phase in flight. It attacks the same character twice and the two attacks must take place in two successive turns.
Training D: 	The falcon makes 2 attacks of type B, with (as in type C) a movement phase of flight between the two.

During combat against mounted characters, the falcon cannot kill the horse. Only results against the rider are applied. A falcon can never attack a character within a building or on a tree hex. The falcon is automatically killed on receiving a result of “wounded” or “stunned”.

The falcon can be shot at in flight during the missile-fire phase (either offensive or defensive). A shot cannot be made with a thrown dagger, javelin or ballista. The falcon has no cover and must be at short range. If an obstacle is between the falcon and the shooter, the line of fire is broken and shooting is impossible. A character or horse will not create an obstacle that breaks the line of sight. The shooter has a penalty of +2 on the die roll [in effect medium cover]. Consult the table of shots against targets on foot and apply the results relating to defensive fire, even if offensive fire is used. 

Movement: The falcon has a movement allowance of 15 hexes. It ignores the additional costs due to terrain. It is launched during a movement phase at the end of the falconer’s movement when he can see his target (i.e. he is theoretically in a position to shoot at the target). The falcon carries out its move immediately. The falcon must make a swooping move of at least 10 hexes during each movement phase spent flying. The falcon is always in the air unless it is attacking (it never lands except on the shoulder or arm of the falconer). The counter is placed beneath the falconer while being carried by him. If the falconer is killed, the falcon is removed from the game. If the falconer is stunned, the falcon counter remains beneath the character.

Falconer’s assistants: The falconer can only carry one falcon at a time. If he wants to fly more than one falcon, he will require assistants to carry the other raptors. An assistant (any character) can carry one falcon. The number of falconer’s assistants (which will also determine the number of falcons available) will be specified in the scenario.

Values for falcon (Attack/Defence-Movement): 6/3-15; only takes 1 hit.
[Att/Def are estimated as they were omitted from the published counter.]

5)	LIGHT AND HEAVY ARMOUR, by Vincent Foin and Bob Gingell
The following rules identify optional variations to the rules on the defence offered by armour (and shields). Originally proposed by Vincent Foin, they have been modified by Bob Gingell.

Heavy armour for knights (and their equivalents): Knights are characterised by heavy armour, which gives a Movement Allowance of 4 MPs on foot when in full health but +1 to defence against both combat and missiles. In “Cry Havoc”, “Siege” and “Samouraï” all other soldiers, whether armoured or unarmoured, have a Movement Allowance of 6 MPs but no modifiers for armour. In contrast, the boxed games from “Outremer” and “Croisades” onwards distinguish between armoured soldiers in medium armour with a Movement Allowance of 6 MPs and the same modifiers as knights for both combat and missiles, and unarmoured soldiers with a Movement Allowance of 8 MPs and no modifiers. The later game rules also increase the movement allowances of both knights and armoured cavalry to 12 MPs. These rules thus treat both medium armour and heavy armour as identical, save only that heavy armour imposes a movement penalty on foot.

It seems logical that the heavy armour worn by knights (which would be plate armour in the later Medieval period) should give a greater protection than the medium armour of ordinary soldiers, in part to compensate for the penalty imposed on a knight’s Movement Allowance. As a result, all knights and their equivalents (i.e. mainly leaders with a Movement Allowance of 4 MPs) should benefit when on foot from a Die Roll Modifier of +2 against missiles. This DRM may also apply to mounted knights, but only if they are barons or leaders on armoured or caparisoned horses and not if they are ordinary knights, leaders or samurai mounted on unarmoured horses. [Patrick Giacomini in Casus Belli #23 proposed that kings should benefit from +3 against missiles (+2 more than that offered to knights), whether on foot or mounted, due to the high quality of their armour.]

Note that other Die Roll Modifiers may be added for heroes and for inspired soldiers: see rule 5.5.1.

Light armour for soldiers: “Croisades” (but not “Outremer”, which suggests keeping them as they are) rules that the Movement Allowances for all the unarmoured soldiers from “Cry Havoc” and “Siege” should be changed to 8 MPs. If players wish to retain Movement Allowances at 6 MPs for these soldiers, then all of them (plus the ashigaru from “Samouraï”), but not peasants or civilians, should be treated as wearing a quilted gambeson or studded jacket that will give some protection against missiles (DRM of +1) but no help in defence against combat. This gives some distinction between those with light armour and those with medium armour. This rule should only be used if the rule above on heavy armour for knights (which can be used on its own) is in use.

Summary of troop types, armour and Movement Allowances	
Troop type	Armour type	Die Roll Modifier 
against missiles	DRM 
in combat	Movement Allowance	
Baron	Heavy, Caparisoned horse	+2	+1	4; 12 mounted	
Knight	Heavy, Unarmoured horse	+2 foot, +1 mounted	+1	4; 12 mounted	
Armoured soldier	Medium, Unarmoured horse	+1	+1	6; 12 mounted	
Unarmoured soldier	Light	+1 (+0 if mounted)	+0	6; (12 mounted) 	
Unarmoured soldier	None, Unarmoured horse	+0	+0	8; 15 mounted	
Peasant, Civilian	None	+0	+0	8	

Fantasy creatures with tough hides (such as trolls and gharvs), and small fast animals (such as dogs, wolves and baby hunter krobs), should be treated the same as characters wearing light armour. Thrugg from “Dragon Noir” should be treated as equivalent to lightly armoured, but as he rides an armoured horse he would always be +1 against missiles / +0 in combat whether on foot or mounted.

RDG: CHAVOC Supplement Part 1 of 2, version 2.5, April 2004