CRY HAVOC SERIES SUPPLEMENTARY RULES (Part 2)
Version 2.5, 04/04

Contents
PART 1: Supplementary rules								        Page
1	Introduction											  2
2	Summary of supplementary maps								  2
3	Additional rules introduced in later games 							  5
4	Montjoie extension (from Claymore #5): terrain, sieges, combat				13
5	Supplementary rules (from Claymore, Casus Belli and Le Journal du Stratège)		23
5.1	Missile weapons and battlefield specialists (from Claymore #6) 
  	5.2	Miscellaneous rules: Missile Weapons (from different sources)
  	5.3	Miscellaneous rules: Horses and Riders (from different sources) 
5.4 	Miscellaneous rules: Movement and terrain (from different sources)
5.5	Miscellaneous rules: Troop types (from different sources)

PART 2: Comparative tables and rule summaries
6	Summary and clarification of special rules on movement 					53
Helping, Jumping, Night, Water, Supply, Morale, Prisoners, Transport, Houses, Fire
7	Comparative tables 
7.1	Comparative summary and clarification of terrain effects				69
Early boxed games, later boxed games, supplementary material, elevation
7.2	Clarification of move costs for terrain hex-sides, tasks and special circumstances	74
Hex-side terrain, additional move costs for hex-sides and obstacles, 
obstacles within hexes, additional move costs for tasks and circumstances
7.3	Comparison of terrain by move cost, cover and combat effect			79
	Foot costs, Additions for horses, Cover, Combat effect, Move allowances
7.4	Combat tables: Missile weapon ranges and frequency of fire, results tables		82
Comparison of maximum ranges, Croisades missile table, Vikings/Dragon Noir missile table, Missile results tables, Combat results table	
7.5	Points values for characters and equipment						87
Formulae for calculating points values, Cry Havoc, Siege, Extra weapons animals and equipment, Croisades, Samouraï, Vikings, Dragon Noir, Generic troop types, Supplementary characters, Alternative points systems.

NOTES
This part of the ‘Cry Havoc Supplement’ – Sections 6 and 7 – was written by Bob Gingell as a way of drawing together elements from the rules in the different boxed games and the supplementary rules. There is not a great deal that is new in this part, but an attempt has been made to rationalise the differences and to identify a final version of the elements presented that has some internal logic. This is, however, a game aid rather than a comprehensive set of rules. It supplements the rule sets that players may be using, and provides some guidance as to how additional rules may be integrated into those rule sets.

Not all supplementary rules and tables are included in this section: excluded are those that have been translated separately and that are specific to strategic campaigns, or to a particular supplement or extension for a game in the “Cry Havoc” series. Players looking for further supplementary rules and their application may refer to the following translations: Byzantine Armies and Mongol Armies extensions for “Croisades” (which include tables for command and morale and for purchase points), the extension set rules for “Siege” (which includes details on elevation levels), and the supplements for “Vikings” and “Dragon Noir” (which include additional rules specific to those games).
6	SUMMARY AND CLARIFICATION OF SPECIAL RULES ON MOVEMENT

1)	HELPING OTHER CHARACTERS TO MOVE
These rules provide for wounded characters to be helped out of or through difficult terrain, and stunned or dead characters to be carried, dragged or pushed. Existing rules divide into three distinct approaches as alternatives to the basic approach that wounded characters cannot be helped.

Whole move actions
In “Vikings” an unwounded character can help a swimmer into a boat using the whole movement allowance for that turn. “Viking Raiders” provides that a character with at least enough MPs to move can help a wounded character to move into one adjacent rock hex per turn if he stays adjacent during the move. In all games two characters on foot can move 3 dead persons or 1 dead horse by one hex; they cannot do anything else during their turn, neither move nor shoot nor fight. If the corpses are thrown into the water they will sink and the counters representing them are removed from the map. All these actions are impossible if an enemy is adjacent in a position to attack. Note also the narrow stairway rules above (5.4.4), where one character can push or drag a body down stairs.

Movement point cost for helping
In his PBM rules Lutz Pietschker allows any character with 3 MPs or more to transfer up to 2 MPs to an adjacent character, or to use all movement to help a wounded character mount or climb out of water. Scenarios 4 and 6 of “Viking Raiders” allow unstunned women to be captured and carried on foot at a cost of 3 MPs, while in Claymore #3 a rider can carry a captured woman across his saddle at a cost of 2 MPs. Xavier Jacus has a rule on helping in Le Journal du Stratège #31: characters can be knocked over, and a wounded knight can be helped to stand up by spending 2 MPs to assist him.

Half movement allowance for carrying or dragging
“Croisades” allows a character moving through a hex containing a stunned character to pick up and carry that character on his back, but remaining movement points are divided by two (rounding down). “Dragon Noir 2” provides a rule for the spider-like Krobs in underground caverns and tunnels to drag a corpse after them, using half of their usual speed (rounding up). Any combat during the process (e.g. defensive missile-fire that has an effect, or combat from a challenge to adjacent movement) forces the carrier or dragger to let go. In Le Journal du Stratège #34 a rider uses half his movement allowance to carry another (unarmoured) character behind him. Any negative results from combat or missile-fire will apply to both rider and passenger. [Suggestion: To bring the rules into line with each other, foot characters carrying a captured woman should have to spend half the character’s movement allowance (like carrying a stunned character) instead of 3 MPs. It should not cost more to carry a stunned woman than a possibly struggling unstunned one!]  

The pattern seems to be a division between difficult tasks costing a full move, dragging or carrying costing half a move, and simpler assistance costing 2 MPs. Helping others to move is a simple task, so the following additional rule is proposed below. Note that as mounting a horse costs points in the later games, helping to mount will costs points instead of a whole move. The rule allows movement points to be lent to adjacent characters, with a once-per-turn cost for the act of helping. No change is proposed to those tasks listed above as already requiring a whole turn or half turn to complete.

NEW RULE: A wounded character can be assisted in moving or mounting a horse by one or two adjacent friendly characters. The act of helping works through the lending movement points, and the act of helping costs an additional +2 MPs; if two characters help each need only pay +1 MP. The character(s) helping either must not move or must move parallel, and must remain adjacent at both beginning and end of the assisted move. Helper(s) may move normally before or after giving assistance, except when helping a character in water. 

A character can also be helped to move by holding onto the harness of an adjacent horse, so long as that horse is being ridden or led by another character. The act of helping still costs 2 MPs, and cannot be shared with another helper. A rider can only assist by slowing down to walking (i.e. foot) speed, i.e. half the horse’s ordinary movement allowance, so the cost of MPs lent is doubled for the rider. The horse must move while helping a foot character to move, and the aided character must be to the centre or rear of the horse. The total number of hexes moved by a helped character can never exceed the number of Movement Points of that character when in full health.

Characters of high social standing, such as knights, samurai, emirs, earls and jarls (i.e. most 4 MP characters), will find it too undignified to be helped unless they are wounded. Even then, they cannot normally be helped to move faster across flat terrain, and cannot normally be helped to move more than one hex or carry out more than one task per turn. High-born ladies need not be wounded before they are helped. In return, such persons will not offer assistance to unwounded characters, and will only then assist for a maximum of one hex or task.  

A wounded character cannot be aided across some terrain, in particular across small area difficult terrain such as a ladder, rope, log bridge, stakes, or barricade. Helping up into a tree requires a full move like helping into a boat, and can be done from above or below. Note also the rules in section 4.2.3 above, in which raising and lowering a character by rope takes a full move.

Example 1: 	A man-at-arms (6 MPs) moves to help a wounded knight (2 MPs) to mount his horse (costs 3 MPs). Helper moves 2 hexes to hex adjacent to knight (2 MPs), pays 2 MPs to help, lends 1 MP to the knight, then moves into the hex vacated as the knight mounts (1 MP).
Example 2: 	An unarmoured rider, D (15 MPs), helps a wounded man-at-arms, E (3 MPs), through scrub. D, adjacent to E, spends 2 MPs to help, lends 3 MPs (doubled, so costs rider 6 MPs), moves 3 hexes alongside E (costs 6 MPs through scrub), and can ride on with 1 MP.
Example 3: 	Two unarmoured soldiers, A and B (8 MPs each), help a wounded man-at-arms, C (3 MPs), to move through a window. A is outside the building by the window and C is next to him. C needs 5 MPs to move next to the window then through it. A climbs through the window first (4 MPs) and lends 2 MPs to C to pull him through afterwards: as A must spend 1 MP to move from the window hex to make room for C, this only leaves 1 MP remaining to pay the charge of 2 MPs for the task of helping. A could stay outside the building and help C get inside, but A wants to be inside too. So B runs up and gives C a push. B pays 1 MP to help and lends 0 MPs, A pays the other 1 MP and lends 2 MPs, so C is able to climb through the window. B must move into the hex outside the window just vacated by C (1 MP), but can then continue his move elsewhere (having fulfilled the requirement that the helpers must remain adjacent throughout the act of helping). 
 
A friendly stunned character, or any dead body, or a captured woman (if the scenario permits it), can be carried or dragged at half the movement allowance of the character doing the carrying or dragging, rounded down (up for Krobs). On horseback this will only cost +2 MPs, on a cart or mule it will cost + 0 MPs. A character cannot carry a stunned or dead character across small area difficult terrain. Note that narrow stairways require a full move to push or pull 1 body down the stairs.

One character may use a whole turn to push one dead character off a rampart, bridge, walkway or stairway if there is no battlement or parapet and the total attack strength of the pusher is higher than the body’s unwounded defence strength. This latter rule is to avoid unrealistic shifting of heavy weights by weak characters. Two characters acting in concert are more efficient. It is simplest to keep the original rule that moving 3 bodies can be done irrespective of their strength, but moving a body might not be possible if the movers’ total attack strength were less than half the body’s unwounded defence strength. The movers could then be required to spend a full turn stripping off the character’s armour before being able to move the body!

French games from “Croisades” onwards treat stunned characters like dead bodies – they do not block movement or missile-fire. So they can be pushed off ramparts or stairs, just like the dead. Roll 1D10 at –2 to check for injury resulting from the fall (lower risk of harm as body is relaxed).

In all cases above the action will be prevented by any combat or effective missile-fire involving either character, and by the presence of an adjacent enemy in a position to attack. 

2)	CLIMBING, JUMPING AND LEAPING
In general climbing up or down runs no risk of injury, whereas jumping down and leaping do involve some risk. The rules are drawn from “Dragon Noir” (horses leaping, and jumping down levels underground), Claymore #5 Montjoie extension (jumping from trees and jumping onto horses), Le Journal du Stratège #31 (barging) and Le Journal du Stratège #41/42 (leaping).

Climbing down from a cart or tree normally costs +2 MPs, as does jumping down from a tree, barging and leaping. Other jumping down, and leaping while riding a horse, cost +0 MPs. Leaping is based on a sliding scale of difficulty and should be limited to jumps not otherwise covered. There are three sets of rules for jumping onto enemies: jumps (from Claymore #5) should only apply to attacks on a character immediately below, and barges (effectively a leap onto an adjacent character) to adjacent characters on the same level; all other attacks should be treated as leaps.

Success rates including avoiding injury are as follows: Leaping a horse over a 1 hex obstacle 9/10, leaping a horse over a 2 hex obstacle 5/10, simple leap 6/10, more difficult leap 3/10, jumping from a tree onto grass or a person on foot 5/6 (which could be converted, for simplicity and to match the others, into 8/10), jumping onto a horse 6/10, jumping onto a stone floor 4/10.

Summary of risks involved in different types of leaps and jumps

Type of move	Move cost	Distance	Risk (1D10)	
Horse leap over 1 or 2 hex obstacle 	+ 0 MPs	3 hexes
4 hexes	10 = refuse jump/stunned, 11 = horse killed/wounded
6 = refuse jump/stunned, 7-10 = horse killed/wounded	
Foot leap down and/or across	+ 2 MPs	1 hex
2 hexes	6 = stunned, 7-8 = fail/stunned, 9-10 = fail/wounded
4-6 = stun, 7 = wound, 8-9 = fail/wound, 10 = killed	
Jump from tree	+ 2 MPs	0-1 hex	6 on 1D6 (or 9-10 on 1D10?) = wounded	
Jump onto horse	+ 2 MPs	0-1 hex	7-8 = miss, 9 = miss/stunned, 10 = miss/wounded	
Jump down level onto hard surface	+ 0 MPs	1 hex	Unarmoured: 5-7 = wounded, 8-10 = killed; 
Armoured: 2-6 = wounded, 7-10 = killed	
Barge into enemy	+ 2 MPs	1 hex	Normal combat roll during move: loser knocked over	

Notes: Most add +1 to die roll (leaps on foot add +1 risk level) if the jumper is wounded or armoured. The levels of risk for foot characters leaping are also affected by a number of other modifiers; the sample results above are for risk levels “c” and “e” which would apply to an unarmoured character jumping down 1 level and making either a 1-hex jump (c) or a 2-hex leap (e).

3)	MOVING AND FIGHTING AT NIGHT
The following section summarises and synthesises the different and often contradictory scenario rules for night actions from 10 different sources: “Samurai Blades”/“Samouraï”, “Scenario Book 2”, “Dragon Noir” (dealing with darkness underground); Journal du Stratège #31: Jacus/Févre/Andris; Claymore issues #5: Tardy, #6: Delattre, and #8: Jacques; Casus Belli issues #47: Franck, and #54: Vitale; and the rules based on the English games proposed by Lutz Pietschker for PBM play. The rules used should be varied to meet the particular needs of each scenario.
Movement and combat in the dark: Combat in the dark is the same as in the light, and normally there is no change to movement costs: only in pitch darkness is the movement allowance halved. 

Visibility and missile-fire: Visibility is important for missile-fire and for sounding the alarm. A character that is not visible cannot be shot at, but missile-fire at night is normal against illuminated targets; however, targets in “partially illuminated” hexes are more difficult to hit. Visibility can vary from 1 to 10 hexes, with 1 (only adjacent characters are visible) being pitch darkness, 2 being “very dark”, and 3 being normal night vision. Visibility will be affected by the presence of fires, torches, the moon and cloud. At twilight there can be normal visibility for all flat terrain, but a visibility range of 10 would apply for hiding characters in or behind other terrain. Intervening obstacles block visibility. Normally a character’s terrain entry cost will count towards the visibility range, e.g. a character in a tree hex with 2 unobstructed flat terrain hexes between him and a guard counts as being 4 hexes away (and thus hidden if night vision is only 3 hexes). 
At dawn visibility increases until normal daytime visibility of over 10 hexes is reached. Visibility improves in 3 hex increments, each stage lasting 3 turns except the final stage only 1 turn (e.g. a night visibility of 3 hexes would rise to 6 for three turns, then to 9 for one turn, then to daylight). 

Ninjas can see characters in the dark (visibility is normal for them but they shoot at +1), move quietly, and are dressed in black to avoid being seen in the dark [assume that they can only be seen at half the normal visibility range (rounding up)]. Assassins will not be quite so skilful. Scenario Book 2 has rules for assassins moving in ‘late evening gloom’ being subject to a visibility test: they are visible on a die roll of 7 or more with cumulative modifications for distance (+1 for less than 3 hexes, -1 for over 5 hexes, -3 for over 10 hexes), slow movement (-1), swimming underwater (half movement to avoid detection, -2), adjacency to scrub or tree hexes (-2). If a character dives into cover after being spotted, and successfully passes a second visibility test, he evades detection this time but the die roll will in future have +1 added due to the increased vigilance of the guards. 

Illuminated areas: Characters cannot enter fire or campfire hexes, but the hexes adjacent to a fire are illuminated as if in daylight. Hexes 1 further hex away are partially illuminated, with a penalty of +1 to the missile-fire die roll. A large fire can illuminate a wider area, possibly up to 8 MPs’ worth of hexes; there should be two separate rings of partial illumination around such a brightly lit area: an inner one with a penalty of +1 and an outer one with a penalty of +2. Lanterns on poles (from “Samurai Blades” / “Samouraï”) illuminate their own hex and the 6 adjacent hexes, and can be extinguished by hand or by missile-fire. Torches on stands or fixed to walls are similar, but those in holders on walls can be removed and carried. Hand lanterns have also been proposed: they are carried and placed on the ground during combat, and can illuminate up to 4 hexes on very dark nights. Optionally torches can give a weaker light, so that only the torch hex is like daylight and adjacent hexes would have a penalty of +1 for missiles. In contrast, in “Dragon Noir” missile range underground is 5 hexes due to the light cast by inextinguishable torches that all characters carry, but this rule ignores the light that may be cast by the torches of other characters.

Interiors of buildings and tents are normally lit, so that characters in the same room can see each other. Characters outside can only see inside from hexes adjacent to windows or doors, and they are then visible to non-sleeping characters inside. “Samouraï” corrects the rules in “Samurai Blades” to clarify that [if a building is lit] all hexes next to windows and doors are illuminated. A hex outside a door will be in darkness if rules are used for closed doors. Special scenario rules may provide for other areas to count as illuminated (such as by small fires or torches that do not affect movement).

Sounding the alarm: Sleeping characters will be woken up once the alarm is sounded. This will happen when enemy movement is seen, or if a character is attacked but not killed or stunned (note that Scenario Book 2 corrects “Samurai Blades” which says ‘killed or wounded’). Stunned characters will raise the alarm once they wake up. 
Sleeping and unarmed characters: Characters sleeping are woken, always by the alarm and normally also by anyone moving adjacent (possibly on a die roll). They then take 1 turn to arm themselves. Armoured characters will take a 2nd turn to put their armour on – they do not sleep in their armour. Lack of sleep will cause tiredness (see first table in section 6.5 below).

‘Stunned’ counters represent sleeping characters; characters both unarmed and undressed will have stun defence but attack strength of 2. Unarmed characters can use ‘ransom’ counters or have attack strength of 2 with normal defence; however, a simple alternative in some scenarios is that unarmed characters fight as if wounded until they defeat an enemy and seize his weapons. Armed characters sleeping light in dangerous territory may wake up immediately and defend normally, but at –1 to defence strength. One wound kills an undressed or sleeping character, or a “wounded” character, but a wound has the normal effect of halving the attack strength of an unarmed full health character. 

4)	WATER
This section is a response to the peculiar situation that it is more difficult to swim in a pool or river than in the sea. It is suggested that the earlier rules focused on movement to and from the banks of the river or pool, and that only in “Vikings” were rules designed specifically for movement within a body of water. Clarification of the rules for hex-side terrain (section 6.2 above) also led to a re-thinking of the rules on movement into and out of water, particularly in relation to river-banks. It also became clear that clarification was needed on cover from missile-fire.

“Cry Havoc” and “Dark Blades” prohibit swimming, “Outremer” is vague, but in “Samurai Blades” and in “Samouraï”, “Croisades” and “Dragon Noir”, unarmoured foot movement in water costs 5 MPs. “Scenario Book 2” allows assassins to swim at 2 MPs underwater and 1 MP on the surface – this rule should be limited to that one scenario. Unarmoured foot can swim in the sea at a cost of 3 MPs in “Viking Raiders” and 4 MPs in “Vikings”. Application of the French rules for swimming causes a change to the “Viking Raiders” rule, so that the movement cost of 3 MPs applies only to wading in those shallows adjacent to shingle beaches and rocks, while all deep water costs 4 MPs.

Wading and swimming
The following rules are based on the simple idea that characters are either wading through water at a cost of +1 MP, or swimming at a cost of 4 MPs (or 2 MPs for goblins and other good swimmers, only 1 MP for excellent swimmers such as the crocodilian gharvs). Wading movement costs are based on the ground underfoot plus the penalty for being in water. The effect of these proposals is to produce an end cost normally identical to the “official” movement costs (except for a reduction for pools), but which is capable of modification to take account of adverse circumstances.

Flat ground normally costs 1 MP, so wading through the sea on firm ground (e.g. sandy shallows) would cost 2 MPs, while rougher going such as a ford, the water trough or shingle shallows would cost 3 MPs. A pool is similar to the sea, and it would thus cost 4 MPs to swim, but it would cost 5 MPs for a pool in treacherous terrain such as a marsh. Rivers, whether on the surface or underground, may be more difficult to cross because of the current, so swimming across a river normally costs +1 MP, giving a total cost of 5 MPs. If movement is more difficult, another +1 MP (or +2) could be added for strong currents (e.g. the river is 4 MPs and current is +2 MPs strength in the ‘Tranchemer’ scenario from Claymore #7), or rough or very rough seas. Movement costs could thus reach 6 MPs for both sea and rivers. Climbing into or out of the sea over rocks costs +1 MP, so it should cost the same to climb out of (but not into) a river or pool over a high or slippery bank.

Swimming underwater costs 4 MPs (or 5 if strong current), subject to a maximum period of time underwater (3 hexes in Claymore #10, 4 hexes in Scenario Book 2) and extra costs for diving and surfacing (+4 MPs). The “Vikings” ‘drowning test’ applies to weak swimmers in sea or a big river.
Table of revised movement costs for water

Move	Type of water hex	Map	Move 	Cover	Combat	
Swim	Deep water: river/marsh	Temple, Watermill, Ford, Marsh	5; H, A: X; Goblins: 2;
Gharvs: 1	Light	-

Gharvs +	
	Deep water: underground	Dragons Lake, Wights Bridge, 
Dark Island, Haunted Swamp				
Swim	Deep water: sea/pool	The Island, Coast 2, The Coast,
Crossroads, The Watering Hole	4; H, A: X;
Dive: +4	Light	-	
	Underwater			Infinite	X	
Wade	Shingle shallows	The Coast 	3; H: X 	Light	-	
Wade	Water trough	The Town	3 [edge +1]	Light	-	
Wade	Ford	The Ford	3	Light	-	
Wade	Sandy shallows	The Island, Coast 2	2	Light	-	

The water trough
There is a specific rule for the 2-hex water trough on the Fortified Medieval Town map in the “Siege Extension Set No. 2” booklet. Movement cost is 4 MPs, but in other respects it is just like all other water. The following rules are also suggested, to take account of the stone edges to the trough.
-	Movement from water hex to water hex within the trough should cost 3 MPs.
-	Movement into or out of the trough should cost +1 MP for the stone edge, except for the wall at the end of the trough which counts as a “low wall” and so costs +2 MPs.
-	Cover from missile fire should be light unless the line of fire crosses the low wall in which case cover will be medium. Characters behind the trough will also benefit from light cover.
-	The front part of a horse may enter the trough across its edge, but not across the low wall. Horses cannot move through the trough (applying the same rule as for a porch); the horse’s head must be turned to an adjacent hex before it can move away. This rule limits movement but permits a rider to fight a character standing in the trough. 
-	Horses may jump the trough across its width, subject to the normal risks for jumping.

Summary of additional costs for water-edge hex-sides

Move cost	Type of movement across hex-side	
+ 0 MPs	Land (includes Stepping Stones)  River/Pool  Beach/Ford/Marsh  Land  Boat; Beach  Shallows  Deep water; Ship/Boat  Deep water/Shallows/River/Pool	
+ 1 MP	Water trough/Ship  Land; Rock  Shallows  Boat; River/Pool  Land/Boat 	
+ 2 MPs	Water trough across wall  Land; Shallows/Rock  Ship; Deep water/Rock  Boat 	

Missile-fire and cover
Targets in water normally benefit from light cover. This cover is raised to medium if the line of fire crosses a wooden bridge (as on The Temple and The Watermill maps), [or scrub,] and is infinite if it crosses a stone bridge with parapet (as on The Wights Bridge underground map) or a ship or boat. Cover should also be medium for a character in a sea hex if the sea is rough.

In “Samouraï” and “Croisades” targets in a river or pool have no cover if fired at directly (i.e. across water only) from a river-bank or bridge hex. This rule does not appear elsewhere, but it should generally be applied to rivers and pools. It does not apply to sea or to shooting from a beach hex. 

In addition, there are some general rules that terrain may be neutralised by missile-fire from a higher elevation. It is proposed, as an extension of these and the river bank rules, that targets in rivers and pools (but not sea), and boats (but not ships), should not benefit from the normal cover of the terrain if fired at from half the distance of close range from one higher level of elevation, and from the full distance of close range if fired at from more than one higher level of elevation. 
5)	SUPPLY – the effect of low rations, transport costs, building costs, and garrisons
Characters that are hungry or tired are less effective. “Croisades” has a series of rules (some more significant for the strategic game) on the effects of supply shortages, transporting rations and equipment, and the effectiveness of the garrisons essential in maintaining supply lines to the troops.
 
Effects of short rations and lack of sleep while besieged and on campaign

Supply level	Effect on movement	Effect on combat	Effect on morale	
Tired	-1	-2 attack, -1 defence (1)		
Half rations (siege)	-1	(-) attack	-1	
Quarter rations (siege)	-2	(-) attack and defence 	-2	
2 days hungry	-1		-1	
4 days hungry	-2		-2	
6 days hungry	-2	(-) attack 	-2	
8 days hungry	-3	(-) attack and defence	-2	
10 days hungry	Test for desertion (3)	Not possible	Rout	

NOTES
(1)	Tiredness due to insufficient sleep results in deductions from strength not from die roll.
(2)	Column shift effects on combat do not apply to missile-fire or boiling oil. 
(3)	The army disintegrates; characters that do not desert regroup in the nearest friendly town.

Transport costs in ration equivalents (strategic movement)

Transport mode	Rations	Equipment (1)		Equipment points	
Transport ship	500	24 points /24 persons		  1: Ladder, screen (x6 = 1 item)	
Cart	125	  6 points		  2: Ballista (= 1 item)	
Mule	  25	 [1 point]		  3: Mangonel (= 1 item)	
Person carrying	    	 ½ point		  6: Trebuchet, Battering ram	
Persons re-assembling		3 per item + Engineer (2)		12: Siege tower
(2 carts needed for transport)	
Persons constructing		Engineer + 5 per item (2)			

NOTES:
(1)	Equipment is transported in a dismantled state during a campaign. Transport ships may carry people and horses, equipment, or supplies, but not a mixed cargo; 3 persons occupy the same space as 1 horse. Optionally mules could be allowed to carry 1 equipment point.
(2)	Re-assembly of equipment takes 1 strategic turn (3 days of siege) for an item worth less than 6 points, 2 turns for 6 points and above. Characters need not be assigned to the task unless more than one item is to be assembled, which requires 3 persons per item and the overall supervision of an engineer. Construction from local materials takes the same length of time but requires more people. 6 screens or ladders count as 1 item and can be built in one day.

Garrisons

Type of stronghold	Garrison	Supply points	Mules + carts	Barrels of oil	Ballistas defending	
	Soldiers	Civilians					
Border castle	100 points	  9 (C)	350	4 + 0	  6	0	
Baronial castle	150 points	15 (CH)	500	6 + 0	  8	0	
Medium town	210 points	24 (C+CH)	700	6 + 1	10	1	
Important town	300 points	34 (C+CH+S)	950	6 + 2	12	2	
Village	180 points	22	-	-	-	-	
NOTES
(1)	A border castle is represented by ‘The Castle’ map, a baronial castle by ‘The Templars Castle’ map set, and both types of town by the ‘Fortified Medieval Town’ map set. Villages are an option using ‘The Village’ map, originally proposed for the Albigensian Crusade campaign in Claymore #4; they are always in supply and can only be captured by assault.
(2)	Supply points are the number of stored rations used to feed the garrison once it is besieged. Rations can be reduced to make them last longer, but this affects fighting capabilities and increases the chance of the castle or town surrendering. Surrender is automatic once the supplies are exhausted. In a strategic campaign troops must trace a line of supply to a stronghold; the larger the supply source, the larger the army it can supply.
(3)	Each cart comes with a draft horse to pull it. Mules and carts are used for foraging sorties.

6)	MORALE: Summary of optional rules on command, panic and rout
All soldiers have a morale level that governs their likelihood of running away. In “Siege” the rules only distinguished between knights, infantry and peasants; “Croisades” introduced individual morale levels ranging from 1 (civilian) to 15 (commander-in-chief) – see the table below. Soldiers out of command (outside the command radius of a sergeant or above) cannot shoot or move adjacent to an enemy; irregulars (such as Bedouins) and peasants ignore these restrictions. Command radius increases with seniority. When a morale test is carried out certain modifiers may apply, including a bonus for being in a chain of command or a penalty for being out of command. If the commander-in-chief is within a 5 hex radius, he raises attack and defence by one column shift. 

Command and morale

Character type	COMMAND	MORALE	
	Character class (C)	Range	Power	Level	
King, Sultan, Khan, Emperor	C1	Commander	12	25x C2-3	15 (5)	
Baron, Emir, Mongol Noyan	C2	Noble	10	15x C3-4	12	
Knight, Elite Heavy Cavalry 	C3	Officer	08	10x C4-5	10	
Clergy (1)					08	
Mongol Light Cav, Elite Mercenary (2)	C4	NCO	06	 8x C5-6 
or 
 5x C5
 (4) 	10	
Sergeant, Elite Light Cavalry 					09	
Squire (3), Elite Foot (3), Assassin (1)					08	
Heavy Cavalry					07	
Bedouin (1)					06	
Engineer (1)					03	
Mercenary Light Cavalry	C5	Regular			08	
Halberdier, Mercenary Heavy Foot					07	
Billman, Turcopole, Medium Foot/Cavalry					06	
Spearman, Javelinman, Light Foot/Cavalry, 
Mercenary Armoured Crossbowman (2)					05	
Missile-man, Horse Archer, Aux. Foot					04	
Armed Peasant	C6	Irregular			02	
Civilian (1)	  -	Not a soldier			01	

NOTES
(1)	Certain character types are not soldiers within the normal chain of command, and can only be commanded by leaders of higher status; normally they do not command others. They are shown in the command class equivalent to their status. Civilian morale is low but status varies.
(2)	Mercenaries (except the Byzantine Varangian Guard) can only command other mercenaries. Ordinary mercenary troops may have a higher morale level than is usual for such troops.
(3)	Squires were proposed in “Outremer”. Elite foot were proposed for the Mongols in “Croisades” but dropped in the Mongol Armies extension; the morale level may be applied to other troops.
(4)	NCOs in “Croisades” can command 8 infantry or 5 light cavalry. Supplementary rules for Byzantines, Mongols and Armenians allow command of any 8 characters. 
(5)	Morale levels for non-mercenary Byzantine troops are lowered: see the Byzantine Army extension. The Emperor’s morale is 11, and the rest 1-2 points lower than their equivalents. 

Morale test
Morale tests must be carried out when the following circumstances arise:
•	Foot charged by heavy cavalry. The test is made after all movement but before this combat.
•	Officer, Noble or Commander killed within 3 or 5 (for CinC) hexes. Test is made immediately.
•	Friendly character routs within 3 hexes. Test is made immediately before rout movement.
•	Character displaced by friendly character completing panic or rout move. Test is made after panic or rout move has been completed.
•	Character is ambushed. [This rule comes from “Outremer” and does not figure in “Croisades”.]

Where a test is prompted by events affecting a nearby friendly character, only characters of equal or lower command class than that character must check their morale. Where several characters are required to check morale, the test is made first on those with the highest unmodified morale levels. Morale can only be checked once for each character during any phase of a turn, but it may be checked as many as three times in a player-turn (once in each missile-fire, movement and combat phase). Any subsequent events occurring in a particular phase are ignored if a morale check has already been made. Morale tests and their consequences are resolved before resolving other firing, movement or combat.
If morale after the modifications below is 0 or less, the character routs. If modified morale is above zero, 1D10 is rolled and if the result is higher than the modified morale the character panics. This rule is the same as that in “Outremer”, but the original rules in “Siege” had no modifiers and just a simple die roll to determine the number of characters within 3 hexes of a death that would panic or rout.  

Morale test modifications
These modifiers from “Croisades” were developed from and differ slightly from those in “Outremer”. 

Modifier	Circumstances	
+3	Behind battlements and no enemy across ramparts within 6 hexes	
+2	Commanded directly or indirectly by CinC (1); 
Enemy character routing within 6 hexes; Behind window or in trench (2)	
+1	Commanded directly or indirectly by noble (1); Enemy panicking within 6 hexes; 
Combat at 3:1 or more; Behind doorway hex-side (2)	
- 1	Out of command; Combat at 1:3 or less; Friendly character panicking within 6 hexes; 
Officer killed this turn within 3 hexes (1)	
- 2	Wounded; Friendly character routing within 6 hexes; 
CinC killed; Noble killed this turn within 3 hexes (1)	
- 3	Already panicking; CinC killed this turn within 5 hexes (1)	
NOTES
(1)	Morale bonuses will also apply to other protection equivalent to those stated: low walls, screens and barricades are equivalent to windows (+2), fences are like doorways (+1). 
(2)	Bonuses from chain of command, bonuses from enemy panic or rout, penalties from dead commanders, and penalties from friendly panic or rout, form four separate groups of morale modifiers. Within each group modifiers are not cumulative: only the highest counts.	

Panic: A panicking character immediately retreats away from the enemy half his movement allowance [“Siege” and “Outremer” only required 3 hexes], which may require a 180 turn for riders. This does not count against the following turn’s move. If retreat passes adjacent to an enemy, a check on the Challenges Table is made adding +1 to the die roll, panic is transformed into rout, and retreat increases to full movement allowance. A character is wounded if enemies prevent retreat for the full amount. If attacked, the attacker ignores adverse effects (combat results A and B). At the end of the retreat a friendly character may be displaced. In subsequent turns panicking characters cannot exercise command, cannot advance adjacent to an enemy, and cannot challenge enemies passing adjacent. If panic occurs during the combat phase, enemy characters that were adjacent can advance half their movement allowance. Panic ends after a movement phase if the character is adjacent to a superior officer and not to an enemy, or is at least 6 hexes from the nearest enemy. {Patrick Giacomini in Casus Belli #23 proposes that a king within 10 hexes will end panic.]

Rout: A routing character immediately retreats his full movement allowance, applying the rules above for panic. The check on the Challenges Table adds +2 to the die-roll. [Note as an alternative that in “Outremer” a routing character will automatically surrender if he passes adjacent to an enemy and is consequently challenged.] Rout continues with retreat unless at the end of the movement phase a character is adjacent to a superior officer and not to an enemy. [Patrick Giacomini proposes that a baron or king within 8 hexes will end a rout.] Characters in fortified castles or towns can panic (this changes the rule in “Siege”) but cannot rout.

Desertion: A panicking or routing character that leaves the map will not return. A roll on the Desertion Table will determine whether the character rallies and rejoins the forces at a later date. This is significant for strategic campaigns, and may also be used to determine whether the character is treated as “dead” when counting victory points in a tactical scenario. A die roll of 1-3 for panic and 1-6 for rout results in desertion. Voluntary exit through an enemy map-edge is treated as rout.

7)	CAPTURING PRISONERS
The capturing of characters may be an objective of a scenario. Captured enemy characters are treated as being friendly for movement purposes. “Cry Havoc” has optional advanced rules on capture, and modifications to these are proposed below. Capture can be for purposes other than ransom, e.g. for questioning to obtain information, or for imprisonment and later public execution. 

The process of capture
“Cry Havoc” and “Croisades” limit capture to knights, but optionally others may be taken prisoner:
1.	Only a knight may surrender, and all other characters will receive no quarter.
•	Normally this rule should apply to all characters of high rank (e.g. nobles and officers) and wealthy civilians (e.g. ladies and rich merchants), in other words to any character for whom a ransom might be paid. A scenario may allow characters of lesser rank to be captured, in which case this rule is ignored. [Note that any character can be captured in “Outremer”. Patrick Giacomini in Casus Belli #23 proposes that all can be captured.]
2.	A knight will only surrender to another knight (or to a group of attackers including a knight).
•	This rule is ignored in “Outremer” and may be ignored in other scenarios, especially if the enemy have few knights or even no knights fighting on their side (e.g. bandits and outlaws).
•	Mercy may be sought from any knight within a range of 5 hexes (“Croisades” rule 3.31).
3.	The defender may surrender if the attacker(s) have combat odds of 8:1 or more and the defender has no friendly character adjacent to him, or if he is completely surrounded by enemies.
•	A character may also attempt to surrender if wounded (Rule 3.58 of “Croisades”).
•	A routing character may surrender if he passes adjacent to an enemy (“Outremer” rule 1.85). 
•	Sergeants surrender if odds against of 7:1, soldiers 6:1 and others 5:1 (Casus Belli #23).
4.	Surrender will only occur if 1-4 is rolled on 1D10, otherwise the defender fights on.
•	Rule 3.58 for “Croisades” gives a free choice in the role-playing game as to whether to surrender or fight on; this change should not normally apply to ordinary tactical scenarios. 
•	Sergeants and soldiers surrender on a die roll of 1-5, others on 1-6 (Casus Belli #23). 
•	Surrender is less likely to be accepted if the attacker is a peasant or a higher character class, and is more likely to be accepted if the defender is of higher class, a civilian or a woman. Add or subtract the difference in class to the die roll, with +3 for civilians and women. 
•	As an alternative, some or all characters may surrender automatically without a die-roll once Rule 3 is satisfied. 
•	Key characters may be forced to surrender if completely surrounded by enemies.
•	Some characters adjacent to an enemy may be required by the rules of the scenario to surrender if they receive an adverse combat result.
•	Pigs, goats, mules and horses in most scenarios, and civilians in some scenarios, are automatically captured if a character is adjacent and no enemy is adjacent to either of them. 
5.	A mounted character must dismount once he or she has surrendered.
•	This rule may be ignored for a lady on horseback (whose horse might be led by the bridle), and for a mounted character that is tied up (whose mount might also be led by the bridle).

Maintenance of capture 
6.	Capture is only maintained by an adjacent escort: 1 knight/sergeant, or 2 men-at-arms/bowmen.
•	This rule applies to knights and their equivalents, which includes Royal Mamluks, kings, barons, sultans, emirs, titled females, and any other important characters. 
•	The escort needed for ‘ordinary characters’ should be: 1 guard of equal or one less character class, or 2 characters of two less character classes (so a sergeant should be guarded by 1 sergeant or man-at-arms or bowman, or 2 armed peasants). 
•	Only 1 guard is needed for a group where all have hands tied and all are roped together. Such a group should normally be limited to a maximum of 4 people (Casus Belli #23). No guard is needed for locked rooms or cells, and for characters tied up or in manacles. 
•	If suffering from very poor morale a prisoner may be moved without the need of an escort.

Effects of capture
7.	Captured knights give their word that they will not try to escape, have shield, helmet and some armour taken, but are allowed to keep a weapon. A “Ransom” counter is then placed on the knight’s counter [with strengths of 8 in attack, 6 unarmoured in defence, half these if wounded.]
•	This applies to all ‘knight-equivalents’, but all other foot, armoured or unarmoured, have all their weapons taken away and their attack strength reduced to 2 if healthy, 1 if wounded.
•	Optionally sergeants can also use “Ransom” counters if captured (Casus Belli #23).
8.	Even if he escapes or is freed, a knight still retains the reduced ransom counter strengths.
•	This rule applies to all knight-equivalents, but other characters may return to their original attack strength with an improvised or captured weapon. A captured soldier will have any missile weapon and ammunition taken from him; if he escapes, he cannot shoot again until he obtains replacements from another character (dead or alive). Normally the armour and weapons taken from captured knights and missile-men are treated as destroyed.
9.	A captured character is moved by the capturing player so long as the escort is maintained.
•	Clarification: As a captured enemy character is treated like a friendly character for movement purposes, any friendly character can move through that character’s hex.
10.	A captured character can add his or her own strength to an attack on the escort.
•	The strength added is captured strength, and cannot be added if the prisoner has hands tied. 
11.	A prisoner that escapes cannot surrender a second time and will be given no quarter.
•	This rule should be ignored if capture is fundamental to the scenario.

Tying up and chaining captives 
•	Captive knights (and sergeants?) are escorted at sword-point. Other characters may be tied up. 
•	It takes one character one full move to tie up a captive, whether hands only or hands and feet. Ropes can be easily cut to free a prisoner, but chains are more difficult and may need a key…
•	If hands only are tied, the character can still walk and a group of such captives could be roped together and led like a string of mules. Attack strength if hands are tied is 0 (so is not possible).
•	If both hands and feet are tied, the character can only be moved if tied to a horse or a pole, or placed on a cart. Attack strength and movement capability are reduced to 0; the captive is treated as if stunned, and one wound will result in death.
•	Prisoners manacled to a wall, to the torture table (on ‘The Jails’ map) or even chained to the floor, cannot move or be moved, cannot fight and if attacked defend as if stunned.
•	Characters chained by the ankles only (like the Sultan’s guards in the ‘Las Navas de Tolosa’ scenario in the ‘Spanish Reconquista Armies’ extension) cannot move but will fight normally. 

8)	TRANSPORT
This section clarifies the movement costs and restrictions relating to modes of transport. In addition to horses, mules and carts, new types of transport are proposed: carriages, handcarts, litters, boards.

Leading by the bridle	
2-hex animal: Riderless horse 	1-hex animal: Mule/Ox/Goat/Pig	Ox-cart (with cart that cannot be climbed onto)	Horse-drawn cart (with cart that is rideable but is not designed to be)	
    |   b  |   b  |	|       |   b   |   b   |      	|       |       |  b*  |   b   |       	|      | +2   | +2   | +2* |   b   |   b  |	
| H  | H > |   b  |	    |   b   |  M  |   b   |	   |   C  |  C   | O > |   b   |	   | +2   |   C  |  C   |   H  | H > |   b  |	
    |   b  |   b  |	|       |   b   |   b   |      	|       |       |  b*  |   b   |       	|      | +2   | +2   | +2* |   b   |   b  |	
H = Horse; M = Mule (etc.); O = Ox; C = Cart; b = hex from which character can lead by the bridle; +2 = extra cost to climb up and down when stationary (if characters are allowed to climb up).	

NOTES:
•	Light 2-wheeled carts are distinct from medium and heavy 4-wheeled carts, and cannot be climbed on. Heavy carts can only be pulled by a horse or ox, and no-one can pass through a heavy cart hex at ground level. Other carts can be moved by 2 or more characters, and characters can pass through such a cart hex without stopping at a cost of +3 MPs. 
•	A cart that is not designed to be ridden may be climbed onto if the scenario permits it, and must be led. A cart that is designed to be ridden can be either driven or led. Both types of cart can be drawn by either a draft-ox or a draft-horse. Each cart hex costs 2 MPs to enter (or 3 MPs if the cart is moving), if that cart can be climbed onto. Climbing onto a stationary cart costs an extra 2 MPs (i.e. 4 MPs in all). Climbing down also costs an extra 2 MPs (so flat terrain costs 3 MPs). Jumping down from a stationary or moving cart would cost +0 MPs, but at a risk of injury.
•	Leading a horse with a rider (optional rule). A captured character on a horse may be led by the bridle; such persons may have their hands tied. A lady riding a horse could also be led if the rules from “Samurai Blades” / Samouraï” are extended to allow ladies and other foot characters to ride. Note on such riders: Armoured add +5 to attack strength in combat; unarmoured add +2. 
•	A horse or ox may pull a cart from the positions marked ‘*’. Normally draft animals must be in the hex directly ahead, and the alternatives would only apply when harnessing an animal to the cart. Only a draft ox could be led into such a hex since horses cannot move sideways. When moving forwards the cart will always follow into the draft animal’s rear hex, except that when an ox is led to the side, or the front of a horse is moved to the side, the cart itself will not move.

Driving, and climbing into and down from carts	
Driveable cart	Carriage	Warwagon	
    |  +2 |  +2 | +1 |   *  |     |	    |       | p+1 | d+2 |   *  |     |	    |       |       |       |   *  |     |	
|  +1 |  P  |  D  |  H  | H > |   |	|       |   P  | P/D |   H  | H > |   |	|  +1 |  P  |  D  |   H  | H > |   |	
    |  +2 |  +2 | +1 |   *  |     |	    |       | p+1 | d+2 |   *  |     |	    |       |       |       |   *  |     |	
D = Driver; P = Passenger; H = Horse;  = direction of movement of horse; +1, +2, p+1, d+1 = extra cost to climb up or down when stationary for all or just for passenger (p) or driver (d).	

NOTES: 
•	The carriage is a fast cart pulled by a knight’s horse and designed for 2 passengers inside with a driver at a higher level outside. Whether moving or stationary, the passengers gain infinite cover from front and rear but medium from the side, while the driver has medium cover from any angle; all are (+) in combat. Carriage hexes cost 2 MPs (so are 3 or 4 MPs to enter), but it is not possible to move directly from a passenger hex inside to the driver position outside. A carriage will normally move at speed 10; the 1 horse may in fact represent a team of 2 or even 4 horses.
•	The warwagon is an armoured cart. While moving it gives infinite cover from the sides and heavy cover from the rear; missiles can only be fired from the rear while it is moving, at the usual +1 penalty. When stationary it gives heavy cover all round (see 4.1.5). Warwagon hexes cost 3 MPs, so it costs 4MPs to climb up but only 2 MPs to climb down onto flat terrain. Normally the horse is unharnessed before a battle and the warwagon is used as a static defence.
•	The draft horse can be turned so that its front moves to a hex marked ‘*’, at a cost of +1 MP: the horse moves but the cart does not move. The draft horse cannot turn more sharply than this.

Mounting and dismounting; turning	
Unarmoured: wolf	Unarmoured: horse	Armoured: horse		Turning a horse	
     |   +0  |   +0  |	    |        |   +1  |        |	    |        |   +2  |        |		     | (+2) | (+1) | (+0) |	
|   +0  |   W  |   +0  | 	|       |   H   | H > |        |	|       |   H   | H > |       |		 | (+3) |  H   | H > | (+0) | 	
     |   +0  |   +0  |	    |        |   +1  |        |	    |        |   +2  |        |		     | (+2) | (+1) | (+0) |	
W = Wolf; H = Horse; +0, +1, +2 = extra movement cost to mount or dismount; (+0), (+1), (+2), (+3) = extra movement cost to move head of horse into hex.	

NOTES:
•	A wolf or horse hex is worth 1 MP, so it costs 1 MP to mount a wolf and 2 or 3 MPs for a horse.
•	Turning a horse around on the spot (by 180 degrees) costs 3 MPs, and this should also apply to the Baby Dragon. The normal costs for turning a horse should also apply to the Baby Dragon.
•	One-hex animals, humans, and krobs of all sizes can turn freely without paying extra MPs.

Pushing and pulling; carrying	
Light or Medium Cart	Hand cart	Litter, board or pole		
|         |  p  |   px  |  P |  	     |        |    x   |      |	     |   r    |  +1*  |      |		
     | p  |   C   |  C > |  P |  	|        | P  |   C   |    |	|   r    |  R/L  |   F   |     |		
|         |  p  |   px  |  P |  	     |        |    x   |     |	     |   r    |  +1*  |      |		
C = cart; P = Essential character pushing or pulling; p = additional character pushing or pulling; L = litter passenger; F, R = front and rear litter/pole bearers; x = hex that cannot be entered by cart;  = first hex entered by front litter bearer or by cart when pulled or pushed; * = hex that can be entered by front litter bearer at extra movement cost of +1 MP; +1 = extra cost to enter or leave a stationary litter; r = hex of rear litter bearer before lifting and after setting down litter.	

NOTES:
•	A handcart can be pushed or pulled. The cart cannot be moved into a hex marked ‘x’. It will carry the same load as a mule (e.g. 1 dead body, or 3 sacks of flour or chests of treasure).
•	A litter is used to carry lords, ladies and rich merchants. A litter hex is worth 1 MP, so entering a litter costs 2 MPs. A litter is carried by two bearers at a cost of minus 2 MPs off normal movement: unarmoured bearers (usually used) would thus move at 6 MPs. The two litter bearers must remain adjacent except when the litter is set down for entry or exit of passenger or if threatened by combat. The litter is automatically and immediately set down if a bearer is attacked in combat; the rear bearer is retreated to one of the hexes marked ‘r’ if the front bearer is attacked, the front bearer retreats forward one hex if the rear bearer is attacked. The passenger ends up between the bearers. During a normal move a litter costs 2 MPs for lifting it up and starting to run with it, but 0 MPs to set it down (although one bearer will pay normal MPs for the extra hex entered to set it down). The bearers can reverse direction at a cost of 2 MPs: rear bearer becomes lead bearer and the passenger is moved back). The litter marker is placed on top of the bearers when carried, and the passenger on top of the rear bearer. The passenger may move immediately a litter has been set down, but will lose as many movement points as have been expended by the bearers during that turn. Bearers have no cover, but a passenger has medium cover (optionally light cover); all three are (0) in combat.
•	A board or pole uses the same rules as for a litter except for differences noted below. A board differs from a pole only in that items carried rest on a board but hang from a pole. A board can carry a wounded character, acting like a modern stretcher; both board and pole can carry a dead body or heavy items. In a fantasy setting a captive could hang from a pole by trussed wrists and ankles (treating the captive as if stunned). A board or pole can carry the same load as a mule. 
Loading items onto a board, or into a carrying basket or chest hanging from a pole, costs no extra MPs although the penalty for carrying the items to be loaded (commonly –2 MPs per turn) will still have to be paid. The costs for lifting and setting down a board or pole are the same as for a litter. A wounded character on a board has light cover (a blanket!?) but is (-) in combat.

Armoured horses 
•	In “Dragon Noir” all armoured horses have a defence value of at least 2, with that defence strength in a circle to represent armour. The same approach could be adopted for all armoured and caparisoned horses in the other games of the series, with a defence strength of ‘2’ armoured for the horses of Kings, Barons, Royal Mamluks and Syrian heavy cavalry. Note that many armoured cavalrymen, including Templars and ordinary knights, do not have armoured horses.
•	An armoured horse will move at a maximum speed of 12, but an unarmoured horse can move at speed 15 if ridden by an unarmoured rider skilled in riding horses.
•	A draft horse pulling a warwagon will be armoured, but its move remains at the normal 4 MPs. 

Carrying capacity
•	A horse can carry 1 person. Exceptionally a horse may carry two people, the rider and an unarmoured ‘passenger’, at half movement (see rule 5.3.3). A mounted character may carry one treasure or other piece of equipment at a cost of –2 MPs.
•	A litter can carry one passenger.
•	A carriage can carry one driver and two passengers.
•	A warwagon can carry one driver and one passenger. 
•	A cart can carry 1 driver and 1 passenger. If the draft animal cannot be driven but can only be led, or if a driver is riding the draft horse (a rule only found in “Samurai Blades”), the cart may exceptionally carry 2 passengers. A cart may carry the following loads, or one cart hex half that load: 4 hidden passengers, 6 dead bodies, equipment points, barrels of water or oil, or heavy chests (as in ‘The Tax Collector’ scenario though in fact only 3 chests are carried); alternatively Lutz Pietschker proposes 8 barrels or chests; 15 ‘treasures’ or sacks of flour (e.g. ‘Starvelings’ scenario); 125 rations; or an unlimited (one battle’s worth) supply of missile-weapons. 
•	A light cart should carry less than an ordinary cart: it is suggested 2/3 of the loads noted above. 
•	A mule, a handcart, or a board or pole, can carry one equipment point, dead body, or tied-up prisoner; or 3 treasures or sacks of flour; or 25 rations; or a supply of missile weapons sufficient to re-supply 6 characters. A board or handcart may alternatively carry a wounded character.
•	One character can carry 1 treasure or sack of flour, or half an equipment point, at a movement penalty of –2 MPs. Lighter and smaller items can be carried with no movement penalty. In order to pick up an item the character must stop in the same hex as the item and then move with it on the following turn. Items or ammunition can be transferred between characters that are adjacent at the end of a move. Highly visible items, like firepots or the Mauve Orb from “Dragon Noir Vol 2”, can be picked up at the end of the turn from a stunned character in an adjacent hex or a dead character in the same or an adjacent hex. Less obvious items on dead characters may need a whole turn search. Normally no enemy character can be adjacent when the item is being picked up or transferred. One character can carry enough rations for one day on campaign, which would mean that each character on foot can carry 2 rations and each mounted character can carry 4 rations. In the desert characters must carry extra water, increasing the rations carried and consumed to 3 per day (6 if mounted). Characters out of supply for more than one day require extra rations to be brought to them (see Section 6.5 on ‘supply’).
•	Two characters together can carry a dead body, a heavy chest, a ladder, a litter or a board or pole. Under rules proposed by Pierre Berclaz, picking up a heavy chest from the ground, or unloading it from a cart, takes one full turn; it can then be carried at a penalty of –2 MPs. Loading it onto a cart also takes one full turn. 

9)	HOUSES, BUILDING INTERIORS AND WALLS
Building interiors are generally depicted as empty flat terrain, but in reality there would have been some items of furniture, ranging from the crude and sparse in village houses to the sophisticated and bulky in castle keeps and the houses of wealthy merchants. Some houses also have interior walls, which split the interior into separate rooms. In addition, houses and castle buildings may be fitted with doors that can be closed, and any interior rooms would have doorways and exceptionally could even have doors. For the optional rules on doors see section 5.4.5.

Building and castle tower interiors are (+) in combat, as are doorway hexes, window hexes and arrow-slit hexes. This means that defenders in a tower will be at (+) vs (0) against adjacent ramparts or flat ground (just as underground paved areas are (+) vs (0) against the normal caverns outside), and (+) vs (-) against stairs or rubble, and vice versa. Access to other terrain, except rubble and open stairways, will usually be through the equivalent of a doorway hex-side or doorway hex, giving medium cover against missiles. The upper level of ‘The Maze’ map in “Dragon Noir 2” has the same paved design as building interiors so is (+) in combat, giving (+) vs (0) against narrow walkways, and (+) vs (-) against stairs. Doorway hexes and hex-sides are always (+) in defence (so are normally (0) when attacking out of the building). Attacks across windows are usually (-) vs (+). 

Some maps show fixtures in building interior hexes: these cost extra to enter, and normally give no cover in the hex but medium cover behind. Optional extra items may be added to hexes using the rules below as a guide. Some can be stood on and will be an extra (+) in combat, e.g. beds or tables, the altars on ‘The Abbey’ and the ‘Orleans’ maps, the torture table on ‘The Jails’, and the millstones in the supplementary 2-storey water-mill and 3-storey windmill. Others get in the way so reduce by (-) in combat (to (0) within buildings), e.g. winches in ‘The Castle’, ‘Templars Castle’ and ‘Fortified Medieval Town’, the brazier in ‘The Jails’, and mill machinery in ‘The Watermill’ and in the water-mill and windmill buildings.

Rubble and ruined walls: Some fallen walls create rubble that spreads over the majority of a hex, whereas others are ruined walls that only block one or more hex-sides. As a general rule, when ordinary wall hex-sides are destroyed (by siege engines or otherwise) a ruined wall is created, while a damaged castle wall hex causes rubble. However, when two adjacent building walls, or an exterior and an interior wall, fall down, there will be sufficient debris (from the roof, etc) to cover the hex behind and turn it into rubble. ‘Demolished walls’ (destroyed by magic in “Dragon Noir”) affect hex-sides but are stated to be (-) in combat: as hex-side obstacles this only makes sense if it applies solely to attacks. Thick building hex-side walls (such as the abbey and monastery) should require two battering hits by siege engines to knock them down, but all other building walls only one hit.

Stairways: Stairs are normally (-) in combat, but height, defensive wall corners or doorways may give a bonus, changing (-) to (+). On a two-hex stair the character above always has an advantage against one below, (0) vs (-), and there should be a defence bonus (+) for a stair hex that opens through a doorway or narrow opening (i.e. invariably the bottom of an enclosed or spiral stairway). Spiral stairs and other enclosed stairs give medium cover against missiles.

Terrain	Movement	Cover	Combat	
Table or altar	+1 MP; Impassable to horses	None; Medium behind	++	
Winch, machinery or brazier	+1 MP; Impassable to horses	None; Medium behind	0	
Rubble (hex)	2 MPs; Impassable to horses	Medium	-	
Ruined wall (hex-side)	+1 MP; Impassable to horses	Medium	+ (in defence)	
Demolished wall (hex-side)	+1 MP	None	- (in attack)	
Spiral stairway	2 MPs; Impassable to horses	Medium	- (+ if attacked from below)	

10)	FIRE
Equipment and parts of buildings, made of wood, cloth or other flammable material, can be set on fire, either from an adjacent hex or from a distance. The rules below rationalise those from “Siege”.

Fire-setting from an adjacent hex is a whole-turn task and is normally automatically successful. [Lutz Pietschker proposes only 8/10 normal chance of success: his rule may be applied as an alternative if it suits the scenario]. In Scenario 3 of “Siege”, a sally from the besieged castle has as its object the burning of siege engines and tents containing stores; in “Dark Blades” characters can burn trolls to stop them regenerating: both rules refer to the attackers carrying oil to help the fire catch and spread. Carrying oil can be also be implied in the 'Button up your Woollies' scenario from Stratège #31, where attackers can burn the castle’s wooden ramparts and stairs. Success in lighting a fire will be less likely if the attackers are not prepared for setting fires, so when characters try to light a fire without oil (or magic) the chance of success should be 8/10. Chances of success may also be reduced by rain or increased if the target is already covered in oil.

Hexes can be set alight at a distance by flaming arrows from shortbow/longbow or ballista, barrels of oil thrown from ramparts onto adjacent siege engines (i.e. ladders, siege towers and battering rams), firepots thrown by hand, staff sling or mangonel/catapult/trebuchet, Greek fire, and magic. The basic success rate of the first two is 3/10. This decreases by 2/10 if the item is resistant to fire (e.g. trees, siege towers and battering rams which are normally covered in wet hides, and buildings) or if it is raining, and increases by 2/10 if oil is used in the attack (or if the target is already covered in oil) and by 2/10 for arrows from a ballista. Thus a barrel of oil against a siege tower has a chance of 3/10 (3-2+2). Some hexes may be invulnerable to flaming arrows even though they can be set alight from an adjacent hex (e.g. some buildings) or tougher to set alight due to their size or shape (e.g. ladders). Note the special rules for firepots (5.2.1), staff slings (5.2.2), catapults (5.2.10), Greek fire (see the ‘Byzantine and other Medieval Ships Extension’) and magic fireballs (see “Dragon Noir”), but the same rules apply to all once it has been determined that the missile hits. Archers should not be able to shoot flaming arrows from wooden structures such as siege towers and buildings constructed of wood, due to the very high risk of setting that structure on fire. 

Fires spreading and dowsing fires: Fires will spread to adjacent flammable hexes on a chance of 4/10 per turn. This chance may increase due to oil in the new hex, or decrease due to rain, but the ‘resistance bonus’ that applied when it first caught fire will not apply to the spread of a fire. Fires can be extinguished (as a whole-turn task) from an adjacent hex at a basic chance of 3/10, but this chance increases by 1/10 if it is raining, and (for the first 2 turns only) by 2/10 if the fire was caused in that hex by a flaming arrow. Chances might also be increased by 2/10 if special materials (such as large quantities of sand) are nearby to help dowse the fire.

Characters: Characters hit by a barrel of oil or firepot will suffer an attack at 8:1. Those attacked by a fireball must retreat and have a 6/10 chance (3/10 if armoured) of 1 wound. Normally characters cannot be hit by flaming arrows, but optionally this may be allowed and if the target is hit then a second die roll is made for effect using the fireball results table above.
7.	COMPARATIVE TABLES

7.1	COMPARATIVE SUMMARY OF TERRAIN EFFECTS
The following tables summarise the information on terrain from all the games and supplements.
Abbreviations: H: Horsemen; A: Armoured; X: Impossible;  U: Climb up; D: Climb or jump down.

1)	Summary of terrain from early boxed games (Cry Havoc, Siege, Samouraï)
The terrain listed below is taken from the English versions of “Cry Havoc” and “Siege” in the absence of the French terrain charts for those games – it is most likely that they are the same.

Hex type	Map	Move 	Cover	Combat	
Flat	All	1	None	0	
Scrub (bushes)	Any	2	Light	-	
Tree	Any	2; H: X or led	Light	-	
Slope	Any	2 	Medium / None	-	
Pool or River	Crossroads, Temple	5; H: X  (1)	Light	-	
Stairway	Any	2; H: X	None	-	
Wall or Castle wall	Any	X	Infinite	X	
Interior of house/tower	Any with building/castle	1; H: X	Medium / None	0 (2)	
Exterior wall corner	The Village  (2)	1 [= +0]	Medium (2)	0	
Window	Any with building 	4 [= +3]; H: X	Medium	+ (2) (3)	
Doorway	Any with building 	1 [= +0]; H: X	Medium	+ (2)	
Courtyard gateway	Village, Town  	1 [= +0]	Medium	+ (2)	
Castle gateway	Any with castle	1 or X	Heavy / Infinite	+ / X	
Drawbridge	Any with castle	1	None	0	
Keep main doorway	Any with castle	1 [= +0]; H: X	Infinite 	+ (2) (3)	
Arrow-slit	Any with castle/tower	1 or X; H: X	Heavy	+ or X	
Battlement (rampart)	Any with castle/tower	1; H: X	Heavy	0	
Moat	Any with castle	1; H: X; [U/]D: +3	None	-	
Filled moat (fascines)	Terrain marker	2; H: X	None	0	
Rubble	Terrain marker	2; H: X	Medium	-	
Trench	The Camp	1 or 2; H: jump (4)	Heavy/Light	+	
Tent	The Camp	2; H: X	Light	-	
Scaling ladder	Equipment counter	3; H: X	None	-	
Siege tower	Equipment counter	2; H: X	Inf/Med/Lt (5)	- or 0	
Battering ram	Equipment counter	2; H: X	Infinite	0	
Solid screen [or door]	Equipment counter	X or 1 (6)	Infinite	X	
Normal screen	Equipment counter	X or 1 (6)	Heavy	X	
Fire	Terrain marker	X	+ None	X	
Dead bodies	Character counters	1+ or X  (7)	+ None	0	
Rice paddy	Temple, WD Village	4; H: X	None	-	
Tori	Temple	1; H: X	Light	+	
Bridge with balustrade	Temple	1; H: 2	Light (1)	0	
Porch	The Village, Temple	1  (2)	Medium	+ (2)	
Barricade	Equipment counter	4 [= +3] or 1; H: X	Medium	+	
Light cart	Equipment counter	4 [cant stop]; H: X 	Medium	X	
Heavy cart/ siege engine	Equipment counter	X	Infinite	X	

NOTES
(1)	Water is identified as impassable to all in “Cry Havoc” and early scenarios, and in the game “Dark Blades”. In games from “Samurai Blades” onwards, and in the French versions, water generally costs 5 MPs for unarmoured characters but remains impassable for horses and armoured characters. A line of fire crossing the bridge turns light into medium cover.
(2)	Only ‘The Village’ map from “Cry Havoc” seems to have building corners within a hex, although later English games and “Samouraï” still list this among the terrain effects. Later maps place building corners on hex-sides, but a line of fire passing a building corner will result in cover for the adjacent hex. Doorways and windows in “Vikings” are stated to be (+) in defence only: this principle should also apply to gateways (and later to parapets and low walls). Building interiors are stated to be (+) in some games but it makes more sense to treat them as (0). A porch is a roofed part of a building in front of a doorway, identified in the rules but not in the terrain chart; horses [front part only] can enter this hex.
(3)	Attacks from either side of a window (“Vikings”) and from outside a keep door are at (-).
(4)	Rules state 1 MP; Lutz Pietschker suggests 2 MPs (i.e. +1 MP) from non-trench hexes only.
(5)	Siege tower is infinite cover, save the top is medium from levels 1 and 2, light from level 3.
(6)	A screen hex is impassable to all as originally written in “Siege”, but in the French version of “Siege”, as with barricades in “Samurai Blades” / “Samouraï”, it is a hex-side barrier and the hex can be entered from the back or side. Screens can be moved so long as no enemy is adjacent (at a cost of 2 MPs). Identical to this are unbolted closed doors, which also affect only hex-sides. Doors and solid screens give infinite cover, normal screens heavy cover.
(7)	3 dead bodies or 1 dead horse add +1 to movement in normal terrain, and 1 dead body achieves this on narrow bridges and stairways (but in the English games move costs are doubled instead). 6 dead bodies or equivalent (2 in narrow terrain) block the hex completely. 

2)	Summary of terrain from later boxed games (Croisades, Siege Expansions, Vikings, Dragon Noir)

Hex type	Map	Move 	Cover	Combat	
Sand beach	The Island, Coast 2	1	None	0	
Shingle beach	The Coast	2; [H: 4] (1)	None	0	
Shallow waters	The Island, Coast 2	2	Light	-	
Shingle shallows	The Coast 	3; H: X  (3)	Light	-	
Deep water	The Island, Coast 2, The Coast	4; H, A: X	Light	-	
River, Pool,
Underground water	Any with river or pool, Dragons Lake, Wights Bridge, Dark Island, Haunted Swamp	5; H, A: X; Goblins: 2;
Gharvs: 1	Light	-

Gharvs +	
Water trough	The Town	4 [= 3 +1]	Light	-	
Ship or Rowboat	Equipment counter	2	Medium/Light	+ or 0/-	
Well	Templars Castle, The Town	X  (2)	Medium	X	
Wooden bridge	Watermill, Any with river/pool	1 [H: 4]  (3)	None	0	
Stepping stones	Watermill, Dragon’s Lake	2; H: X/ 6 led	None	-	
Scrub (marsh grass)	W’mill, Arena; Coast, W. Hole 	2; H: 4  (1)	Light	-	
Slope	Vikings; Any with slope	2; H: 4  (1)	Medium/None	-	
Steep slope	Dragon Noir; Any with slope	4; H: 8  (1)	Medium/None	-	
Rock	The Coast	3; H:X  (3)	Medium	-	
Marsh	Haunted Swamp 	2; H: 4 	Light	-	
Pig or goat	Animal counter (Vikings)	+0	+ None	-	
Crevasse	Terrain marker; Any	X; H jump: 1	+ None	X	
Secret passage	Templars Castle	1; [H: X]	X	0	
Tunnel	Underground maps	1; [H: X]	None	0	
Underground entry	Terrain marker	1; [H: X]	Medium	0	
Deep dungeon entry	Beneath underground maps	Special  (4) 	X	-	
Prison bars, Bars	The Arena, The Jails; [Orleans]	X	Light/None	0	
Spider webs	Terrain marker underground	X; Krobs: 1	Light	Krobs +	
Demolished wall	Any with building walls	+1	+ None	- (att)	
NOTES
(1)	These rule changes should be applied to all slopes, optionally to shingle, and optionally also to all scrub although they only apply directly to hexes with the ‘grassy scrub’ terrain design.
(2)	The “Siege Expansion Sets” have no rule on cover from the well. It is treated here like a low wall. Lutz Pietschker has a rule for throwing things into the well at an action cost of 2 MPs.
(3)	Rules from English games. In “Dark Blades” the bridge on The Watermill map is a ‘footbridge’ and horses are prohibited, but they cross at 4 MPs in the “Dark Blades Expansion Set”. Only drawbridges cost the same for both foot and horse; the bridge in “Samouraï” costs 2 MPs for horses, so 4 MPs for this narrow bridge seems right. Movement between rock and deep water is impossible, but not to/from shallows or vessels in shallows.
(4)	Only small creatures can move in the deep dungeons: dogs, dwarves and goblins. Moves are off-board, calculated by the number of turns required to move from one entrance to another.

3)	Summary of additional terrain from supplementary material - maps and scenarios

Hex type	Map	Move 	Cover	Combat	
Ford	The Ford	3	Light	-	
Fallen log bridge	Any with a river or pool	4; H: X	None	-	
Deep marsh	The Marsh (special map)	4; H: 6  (1)	Light	-	
Pit trap / Path (fascines)	The Marsh (special map), Any	2; H: 3  (2)	None	-	
Rough ground	Montségur (special map)	4; H: X	Light	-	
Cliff	Montségur (special map)	X	None	X	
Mud	Any with a river or pool	2  (2)	None	0	
Debris	Equipment counter	1+  (3)	+ None	-	
Group of sheep	Animal counter	1+ [H: X] 	Light	-	
Altar or Table	The Abbey, The Jails, Orleans	2 (= 1+)  (4)	None/Med	+ 	
Millwheel	Watermill	X	Infinite	X	
Machinery, Winch 	Watermill, Any with castle	2; H: X  (5)	+ None	-	
Brazier	The Jails	2 or X  (5)	+ None	- or X 	
Portcullis / Gate of bars	Any castle gateway; Arena	X	Medium	X	
Lifting barrier lowered	The Arena	2; H: X  (6)	Light	0	
Ruined wall	Swamp, Dark Island, Orleans	+1; H: X	Medium	+ (def)	
Low wall (7)	The Village, Town, Orleans	3 [= +2]	Medium	+ (def)	
Flat roof	Any with a house	1; Parapet: +2	Medium	+	
Top of a tree	Any with a large tree	4; U: 6; D: 4	Light	-	
Top of cart	Equipment counter	2; U/D: +1 / +2	Medium	+ or 0	
Top of warwagon	Equipment counter	3; U/D: +1 / X	Heavy	+ or X	
Mine	The Castle, Templars C,  Town	2 [H: X]	X	-	
Rope up wall	Any with rampart or flat roof	U: 8; D: 4 	None	- -	
Stakes	Equipment counter	2 or 4; H: 6 / 8 	+ None	Special	
Hussite screen	Equipment counter	1 or X	Heavy	+	
Chains / small defences	Terrain marker / equipment	2; H: X	Light	+	
Enclosed / spiral stairs	Any castle, The Coast	2; H: X	Med/Hvy	- or +	

NOTES
(1) 	Deep marsh (optionally all marsh) requires armoured foot and riders to test for getting stuck.
(2)	Mud and Pits require a die roll for effect on riders; riders pay 3 MPs once a pit is revealed.
(3)	Lutz Pietschker proposes that debris from destroyed wooden equipment (buildings become rubble) should add +1 to movement in a hex and convert the hex into (-) terrain for combat, whatever the actual terrain in the hex. Debris can be moved like dead bodies, but 2-hex debris must all be cleared at the same time, and 3-hex debris cannot be moved at all.
(4) 	“Vikings” and “Dragon Noir” have no rules for altars or tables. Lutz Pietschker’s rules can be adapted, ignoring his suggestions on chairs in adjacent hexes. As flat whole hex terrain at a higher elevation (level 0.5) the entry cost is +1. Tables are (+) to give an advantage over adjacent building interior hexes at (0). A line of fire crossing a table gives medium cover.
(5)	No rules are provided for the watermill machinery or winches, so Pierre Berclaz’s rules are included here with additions for cover (same as normal for that terrain) and combat effects ((-) as these hexes are less advantageous than the normal (0) for all interior building hexes). Entry cost for a machinery hex is set at 2 MPs (i.e. +1 MP) but this can be increased to 3 or 4 MPs for larger machinery that might also offer improved cover from missile-fire, or for machinery in rough terrain. It is logical to apply the same rules to other large objects such as winches that take up part but not the whole of a hex, and to the brazier. The brazier hex cannot be entered if the fire is alight (i.e. it is treated just like a fire).
(6) 	“Dragon Noir” has no rules for the lifting barrier. Lutz Pietschker proposes rules for this: despite its depiction this is an obstacle affecting two whole hexes rather than just hex-sides. The barrier has no effect when raised. When lowered (which is a whole turn task) the barrier gives cover behind, but only to adjacent hexes if fired through from a higher elevation level.
(7)	Parapets to stone stairs and bridges are like low walls; wooden balustrades are similar but only give light cover. For details of different types of wooden fences see 7.2.1 below. 

4)	Elevation – alterations to terrain effects
Terrain effects may be altered in relation to missile-fire from a higher level of elevation. 

Table of levels of elevation on different maps	
Maps	Levels of elevation	Extras (1)	
The Village	Village: +0.5	Buildings, trees	
The Crossroads	Pool: –0.5, Hillock: +0.5		
The Camp	Camp: +0.5, Inner camp: +1		
The Castle	Moat: –1, Castle/walls: +1 to +2	Towers	
Olive Grove, Watering Hole; Forest	All at level 0	Trees	
The Plain, The Ford	All at level 0		
The Marsh (special map)	Hillock: +0.5		
Temple, Village of the White Dragon	All at level 0 (despite some slope hexes)	Buildings	
The Abbey, The Watchtower 	Beach and sea: –0.5	Buildings	
The Sea, The Cape; The Coast No.2	Sea / Beach and sea: –0.5		
The Coast	Beach and sea: –0.5, Tower: +1 (2)	Buildings	
The Watermill	All at level 0 (despite some slope hexes)	Building, trees	
The Arena	Arena: –1 (3)	Building, trees	
The Templars Castle (2 maps)	Moat/tunnel: –1, Castle/walls: +1 to +7	Towers	
Fortified Medieval Town (4 maps)	Moat: –1, Castle/walls: +1 to +7	Buildings, towers, trees	
The Guard Post (special map)	Hill: +0.5 to +1; Mound +1.5; Tower +2.5	Building, tower	
Montsegur (special map)	Barbican: +6, Cliff: +7, Castle/walls: +8 to +10	Buildings, tower	
Orleans 1429 (special map: 2 maps)	River/beach: –2, Moat/Bastille: –1, Towers: +1	Buildings, towers	
The Dragon’s Lake	Lake and beach: –2, House/balcony: –1   		
The Pit, Wights Bridge, Dark Island	Pit / River, beach and island: –1 (3)		
The Maze	Upper levels and walkways: +1		
Haunted Swamp, Jails, Dwarves Cavern 	All at level 0		

NOTES
(1)	Flat roofs and the tops of large trees are at +1 level higher if those optional rules are used. Castle towers could be given a flat roof, which would have battlements rather than a parapet.
(2)	If the big rocks on the headland are treated as being at level +0.5, the tower is at level +1.5.
(3)	Steep slopes give an elevation difference of 1, whereas normal slopes only give 0.5.

Table of effects of missile fire shooting into or over terrain

Missile fire effect	Terrain	
Shoot into but not over or through	Tree, Window/arrowslit, Barricade, Rampart, Ship, Web	
Shoot through or over, but cover given	Scrub, Marsh, Rock (1); Rubble (1); Tent, Door, Bars (2); Low wall, Stone bridge, Wooden bridge (3), Balustrade, Lifting barrier, Portcullis, Table, Trough, Light defences	
Shoot over/through with no cover given	Flat, Slope, Water, Trench, Dead or stunned	
Only adjacent cover from higher level	Low wall/fence, Trough, Lifting barrier, Battlement	
No cover from higher level (short range)	River/pool, Scrub, Slope, Marsh	
Always gives cover from higher levels	Rubble (1), Tree, Tent, Sea, Rock, Window (4), Door (4)	

NOTES
(1)	Rules for scrub in “Croisades” applied to other terrain; rubble always gives cover (“Siege”). 
(2)	Hex-side terrain (eg. bars, low wall, portcullis) gives no cover if the shooter is adjacent to it.
(3)	Wooden bridges with no cover on bridge give increased cover only to characters in water.
(4)	Shooting through a door or window from a higher elevation is not normally possible.

Combined terrain effects
Characters in water or kneeling present a smaller target, and so are given light cover. The same rule should apply to other small targets, such as characters on the ground (whether crawling, knocked over or stunned*) and small creatures (e.g. wardogs and baby krobs). The general rules apply to characters that are standing, so small targets should gain additional cover from “half-height” terrain such as scrub and marsh. Low walls and windows will give infinite cover, as the character cannot be seen at all if lying down behind it. This combination rule should also apply to situations where a line of fire crosses two cover types, such as firing through scrub at a target kneeling or in water.

Combination of cover 	Resulting cover		Combination of cover 	Resulting cover	
Light + Light	Medium		Light + Medium, or greater	Infinite	

[* Note on new proposal that stunned characters should receive light cover: The English games treat stunned characters as standing dazed and blocking missile-fire, despite being pictured lying down; the French games from “Croisades” onwards treat them as if they drop dead for 1 turn.] 

Shooting from a higher elevation
Terrain may be neutralised by missile-fire from a higher elevation. “Samouraï” and “Croisades” provide a rule that targets in rivers and pools receive no cover if shot at across water from the bank or a bridge. The rules for shooting over slopes result in some intervening terrain being ignored. The “Siege Extension Sets” provide similar rules for shooting from above over intervening terrain, but none on neutralisation of particular types of cover. Shooting from a siege tower (which is 3 levels high) ignores “all” terrain (i.e. all in “Siege”) including ramparts, but not rubble, trees and buildings. Shooting from the top of a tower (additional terrain piece) in “Dragon Noir” results in no cover in scrub and slope, although the line of fire is still blocked by trees and buildings, for a range of 8 hexes (compared to close ranges for missile-weapons of 10, 12 and 15) around the tower.

The proposed new rule below applies the principles that appear to underlie the river bank rules and those for the tower in “Dragon Noir”, but modifies them in the light of the other rules above to create a general set of rules for cover when shooting from a higher elevation. 
-	Targets in rivers and pools, scrub, marsh, slope, or boat, should not benefit from the normal cover of the terrain if fired at from half the distance of close range from one higher level of elevation, and from the full distance of close range if fired at from more than one higher level of elevation. 
This rule aims to give a limited advantage to higher elevation. Its impact is primarily on whole-hex terrain giving light cover (e.g. scrub, water). It may optionally be applied to sea, although this may give too much of an advantage to archers on land. Most hex-side terrain (including low protection such as low walls and parapets, and higher protection that normally cannot be shot over such as battlements and barricades) will give cover only into the hex immediately behind that hex-side. 

7.2	CLARIFICATION OF MOVE COSTS FOR TERRAIN HEX-SIDES, TASKS, ETC.
Terrain is divided into two types: that which affects whole hexes and that which affects only hex-sides. Although the rules may specify a cost to move into a hex where terrain affects a hex-side, the reality is that the costs should apply when the particular hex-side is crossed in either direction. This approach requires some small rule clarifications, and one large clarification relating to doorways. 

Costs given with the games are most commonly based on the assumption that there is flat terrain either side of the difficult hex-side. This is not always the case, e.g. ‘The Coast’ map, where a window opens onto a rock hex, and ‘The Village’ map where a tree is adjacent to a courtyard wall which could be a ‘low wall’ (see section 4.1.3 above). It is likely that there will not be flat terrain either side when the additional terrain pieces, supplied with the “Dark Blades Expansion Set” and “Dragon Noir”, are deployed either as part of a scenario set-up or as a consequence of a magic spell. 

The proposed rule amendment/clarification, following the rules in “Vikings” for windows but not consistently applied in the game series, is that all difficult hex-sides are treated as adding to the cost of entering a hex, and not as a terrain cost applying to the whole hex. This means that all doorways, gateways, walls and barricades must be treated as occupying the hex-sides to which they are closest, so that the standard rule applies that only one character can occupy the hex. There cannot be one character inside a building and one outside that building sharing the same hex. 

Doorways and gateways
The maps are frequently unclear as to access through doorways and gateways, since the opening may be in the centre of the hex. The basic rule for doorways is simple: areas shown as stone flags, rush matting or half-paved represent hexes that are inside a building. The paved doorway hex is thus inside the house, and the doorway hex-side is that part of the hex that borders terrain outside the house. Characters defending a doorway or gateway may thus be attacked from up to 3 sides. 

If the doorway hex is outside of the wall line of the building, or connects to more than three exterior hexes, it should normally be treated as a porch. The front half of a horse can enter a porch hex but not a doorway hex; in all other respects a porch is like a doorway (building interior) hex. ‘The Temple’ U5, ‘The Village’ F10, ‘Fortified Town’ L3 and ‘The Turrets (Orleans)’ E13 are porches. 

Gateways may be less clear than doors, since the adjacent hexes are likely to be flat exterior terrain on both sides. This is of no importance, however, unless there is an actual gate due to the scenario, or due to the map, like the gate of bars on ‘The Arena’ map. Courtyard entrance gateways (e.g. on ‘The Village’ map) will normally be without gates and treated like exterior building corners. The rules on exterior building corners are extended in “Samouraï”, so that corners and ends of walls  will benefit a character in the same hex when the corner is in the centre of the hex, and will benefit a character in an adjacent hex when the corner is at the edge of the hex.

The exterior hex-sides of doorways and gateways, the interior hex-sides of porches, and the bottom (and possibly the top) of enclosed stairways, can all be fitted with doors or gates. An open stairway may be fitted with a door at the top if the location it leads to is partially or wholly enclosed. See section 5.4.5 for rules on barring, breaking down, and reinforcing doors.

Determination of which hex-sides are gate or door hex-sides can be resolved if necessary by agreement between the players. Usually the line of a building wall and interior paved hexes will give a guide as to which hex-sides give access to a doorway or gateway. In some cases a wall may be taken as blocking a hex-side beside a doorway when it is very close to doing so, even though the map does not make this absolutely clear (e.g. ‘The Temple’ E8/F9 as all 2-hex access to other “Samouraï” houses is very clearly shown as such, and ‘The Village’ J8/K7). Some doorways have a door across the centre, with the entrance to one side and a wall covering 40% of the width of the hex; all of these can be treated as having two-hex access instead of three-hex access from outside, with the wall blocking access from the further hex (e.g. doorway hexes D13, P7, P12 on ‘The Village’ and U5 on ‘The Arena’). On ‘The Arena’ map, the gate of bars must be on the outer part of the courtyard hex T7 as otherwise the prison bars S6/T7 would have to be changed to wall; similarly, all the gateway hexes on ‘The Village’ map are part of the relevant courtyards.

Building interiors are advantageous terrain (+), so all interior combat has no column shift. Attacks on keep doorways, and combat with stairs, with rubble or through windows, give two column shifts.  

Further clarifications: the temple and the lifting barrier
The temple walls on ‘The Temple’ map are stated to extend around each rush matting hex, so hexes R6, S7, T4 and V7 are inside the temple despite being drawn half inside and half outside. The lifting barrier on ‘The Arena’ map is a whole-hex obstacle filling all of hexes R8 and R9. 

1)	Summary of effects of hex-side terrain 

Hex-side type	Maps	Move 	Cover	Combat	
Wall 	Any	X	Infinite	X	
Closed door or gate	Any with doorway/gateway	X (+2 to open) (1)	Infinite	X	
Portcullis lowered	Any castle gateway	X (winch open) (2)	Medium	X	
Gate of bars closed	The Arena	X (+2 to open) (1)	Medium	X	
Open door / gateway	Any building or courtyard	+0	Medium	+ (3)	
Prison bars/cell door	The Arena, The Jails	X  (X / +2 to open)	Light	0	
Arrow-slit 	Any with castle or tower	X 	Heavy	X	
Battlement (rampart)	Any with castle or tower	+3; H: X	Heavy	0	
Window	Any with building 	+3; H: X	Medium	+ (3)	
Low wall	The Village, The Town	+2; H: jump	Medium	+ (3)	
Stone parapet  	Roof, stairs, bridge	+2; H: X	Medium	+ (3)	
Wooden balustrade	Bridge, balcony, stairs	+2; H: X	Light	+ (3)	
Ruined wall	Swamp, Island, Any wall	+1; H: X	Medium	+ (3)	
Side of water trough	The Town	+1	Light	- [0] (4)	
Demolished wall	Any with building walls	+1	+ None	-	
Moat edge	Any with castle	+3; H: X	+ None	- [0] (4)	
Trench edge	The Camp	+1; H: jump (5)	Heavy	+ 	
Side of ship	Equipment counter	+0/+1/+2/+4	Light/Med	+ or 0/-	
Side of rowboat	Equipment counter	+0/+1/+2	Light/Med	+ or 0/-	
Edge of pool or river	Any with river/pool	+0 [/+1]; H: X /jump 	+ None	- [0] (4)	
Lip of slope	Any with slope	+0	Medium	- [0] (4)	
Solid screen front	Equipment counter	X  (+2 to move)	Infinite	X	
Normal screen front	Equipment counter	X  (+2 to move) (6)	Heavy	X	
Hussite screen front	Equipment counter	X  (+2 to move)	Heavy	+ (3)	
Barricade front	Equipment counter	+3 (immovable) (7)	Medium	+ (3)	
Low wooden fence	Equipment counter	+2 (immovable) (7)	Light	+ (3)	
Stakes front	Equipment counter	+2 (immovable)	+ None	Special	

NOTES
(1)	Closed doors and gates can be opened if not barricaded or bolted (which takes 1 turn); they can be opened from outside only if an enemy is not adjacent to the door. Alternatively they can be broken down and cannot then be closed again during the game. Gates to low wall courtyards are the same as those for ordinary wall courtyards. Gates to fences and barricades will normally be identical to the fence or barricade with the exception that they are movable.
(2)	It takes 1 full turn to raise or lower a portcullis (using a winch) or a lifting barrier.
(3)	Defender is (+) if attacked from either side; attack across a window is (–) from either side [and optionally attack from the front of a screen (designed for defence) should also be (–)]. 
(4)	For combat effects “- [0]”, the hex is (-) but the hex-side itself gives no additional effect.
(5)	Trench edges cost +1 to cross to enter the trench, but optionally may cost +0 to exit.
(6)	The French rules for ‘normal’ screens see them like mobile arrow-slits, blocking 3 hex-sides to give heavy cover. Screens can be used for doors, gates and other movable barriers. As with doors and gates, a screen cannot be moved if an enemy is behind or next to it.  
(7)	Fences similar to a lowered barrier were suggested by Lutz Pietschker, and ‘low fences’ like wooden balustrades are proposed here with the alteration that they can be jumped by horses in the same manner as a low wall. High fences are identical to ‘barricades’; the wooden hurdles used to defend Anglo-Saxon villages are ‘barricades’. Rubble counters can be used for those barricades that cannot be burned.

2)	Summary of additional movement costs for terrain hex-sides and obstacles

MOVE COST 	TERRAIN HEX-SIDES AND OBSTACLES AFFECTING FOOT CHARACTERS	
+ 0 MPs	Doorway (1); Courtyard gateway (1); Lip of slope; Bank of river or pool (2); Move between rowboat and land; Move into water from ship/rowboat/land; Pig/Goat in hex	
+ 1 MP	Demolished/ruined wall (3); Ship to/from land; Rock from any boat in shallows (4); Board rowboat from shallows/river; Battlement from siege tower; Trench (5); Lifting barrier (6); Small obstacle; Bodies/Sheep/Stakes/Debris/Chains (7)	
+ 2 MPs	Balustrade (8); Parapet (8); Low wall or fence; Board ship from shallows/rock or rowboat from deep water/rock (4); Battlement from rubble; Stakes from front (6)	
+ 3 MPs	Window (9); Moat edge (2); Battlement from ladder (8); Barricade front (6)	
Impassable	Arrow slit; Wall; Locked door; Prison bars; Rock from sea; Screen front (6); Side of warwagon; Live enemy character or fire in hex	

NOTES
(1)	In the English versions of the game a doorway hex is part of the exterior of the house and can be entered by horses. In the French versions a doorway is part of the interior of the house and horses cannot enter it, unless it is part of an entrance porch (e.g. on The Temple map). Horses can enter gateways, and stables (from The Fortified Medieval Town).
(2)	All rivers and pools are deep so armoured characters and horses will drown; but there is no additional cost for climbing out onto land across a bank although there is such a cost (of +1 MP) for climbing out onto a boat. In “Dark Blades” an unarmoured character falling into a swift-flowing river is swept downstream and may try to crawl out if adjacent to a river bank hex; if this attempt is successful normal movement is allowed that turn, but Lutz Pietschker sensibly proposes that in this case 2 MPs should be deducted for climbing out over the bank. Optionally, normal climbing out of a river or pool should cost +1, and climbing out of moats and the water trough (but not necessarily a trench) should cost the same as climbing in.
(3)	Ruined walls (or alternatively ‘demolished walls’) exist on the Dark Island and Haunted Swamp maps; they vary as to effect on combat and cover from missiles. Building walls can be magically demolished, but magic-users cannot normally demolish whole-hex castle walls.
(4)	Movement is possible only in some scenarios from a boat in shallows onto a rock hex, and also from rock to boat: total cost in each case is stated to be 4 MPs.  
(5)	Lutz Pietschker proposes that the cost of 1 MP for a trench hex should apply only along the trench; like other defensive terrain it should cost 2 MPs (i.e. +1) when entering the trench. 
(6)	Screens (from “Siege”, if French rules are used), 2-hex barricades (from “Samurai Blades” / “Samouraï”) and Hussite screens (from Claymore #8) cost 1 MP to enter from side or rear and incur additional costs (or may be impassable) for movement through the barrier hex-side to the front. Stakes (from Claymore #5) cost 2 MPs to enter from side or rear (6 for horses) with additional +2 costs from the front, but no extra cost when moving forwards from the stakes hex. The lifting barrier on the Arena map has no effect when raised.
(7)	Most obstacles are ‘hex-side terrain’ and apply when crossed in either direction. Other ‘whole hex’ obstacles (such as these) apply to entry into but not exit from the hex. 
(8)	There are wooden balustrades to the balcony on the Dragons Lake map and to the wide wooden bridge on The Temple map, and they can optionally be added to wooden stairways. There are parapets to the stone bridge on the Wights’ Bridge map and also to the wide stone stairways of the keeps on The Templars Castle and Fortified Medieval Town maps. Rules for the parapets to low roofs (similar to low walls) are in section 4.1. Battlement hexes cost 4 MPs to enter from a scaling ladder or rope, and the additional movement cost would apply if a character were attempting to climb over a battlement in either direction. The additional movement costs for these hex-sides are mainly used when jumping.
(9)	In “Dark Blades” (and possibly “Cry Havoc” – the rules and terrain effects tables are contradictory) windows are easier to cross, being given a movement cost of 3. It is possible to keep the lower movement cost on those maps and call those windows ‘large windows’. 
However, this seems to be an obsolete rule, used because of the large number of characters with a wounded foot movement allowance of 3 in those games. Such characters can cross window hexes more easily if (a) unarmoured characters from “Cry Havoc” have their movement amended to 8 (as proposed in “Croisades”), and (b) the rules on helping wounded characters to move (see Section 6.1) are adopted. All windows should thus cost +3 MPs. 

3)	Summary of effects of obstacles within hexes

Obstacle type	Map	Move	Cover	Combat	
Fire or camp-fire	Terrain marker	X 	+ None	X 	
Spider webs	Terrain marker	X; Krobs: 0+	Light	Krobs +	
Tori	The Temple	0+; H: X	Light	+	
Chains/defences 	Terrain marker	1+; H: X (1)	Light	+	
Barrier lowered	The Arena	1+; H: X 	Light	0	
Altar or Table	The Abbey, The Jails	1+; [H: X] 	+ None/Medium	+ 	
Stakes	Equipment counter	2 (= 1+); H: 6   	+ None	Special	
Machinery/winch	Watermill, Any with castle	2 (= 1+); H: X 	+ None	- 	
Brazier	The Jails	2 (= 1+) or X  (2)	+ None	- or X	
Dead bodies	Character counters	1+ or X  (3)	+ None	0	
Debris	Equipment counter	1+  (4)	+ None	-  (4)	
Pig or goat	Animal counter (Vikings)	0+	+ None	-	
Group of sheep	Animal counter	1+; [H: X]  	Light	-	

NOTES
(1)	Small in-hex defences such as chains (from Claymore #9) obstruct the whole hex. 
(2)	The brazier is like machinery if unlit, like a camp-fire if lit.
(3)	3 dead bodies or 1 dead horse on normal terrain, or 1 body on a narrow staircase/bridge, add +1 to entry cost. Double the number of obstacles above makes the hex impassable.
(4)	Extra costs for hexes containing debris were proposed in Lutz Pietschker’s PBM rules.

4)	Summary of additional movement costs for tasks and special circumstances
Tasks take twice as long if wounded, but for a few tasks two may share the work and halve the time.

MOVE COST 	COSTS OF TASKS AND SPECIAL CIRCUMSTANCES	
+ 0 MPs	Dismount from wolf; Jump	
+ 1 MP	Dismount from horse (unarmoured) (1); Mount wolf (unarmoured); Move on a moving cart (4); Climb up/down altar/table or end of cart/warwagon (1); Tired/hungry	
+ 2 MPs	Dismount from horse (armoured) (1); Mount horse (unarmoured) (1); Climb up/down side of cart /tree (2); Open/close door/gate (3); Move screen; Carry bulky/heavy item (4); Leap (5); Lower rope; Kneel/Stand/Lie down; Help friend move; Simple task	
+ 3 MPs	Mount horse (armoured) (1); Stand up from on the ground (knight = 4 MPs)	
+ 4 MPs	Board ship from deep water (1); Raise/lower ladder (2 people); Raise rope; Dive (6)	
+ ¼ move	Move in rain (= move ¾ of movement allowance rounded down)	
+ ½ move	Carry stunned person; Drag body; Crawl; Move in snow/storm/pitch darkness	
Whole move	Light/douse fire; Lock/unlock door (3); Throw hook up wall; Help into ship/tree; Dress; Unharness horse/ox; Load crossbow/bombard; Cut bonds; Operate equipment; Raise/lower drawbridge/portcullis/booby-trap/barrier/load; Give message; Seppuku	
Whole move:
2+ persons	2 characters: Move 3 bodies/1 dead horse, Push cart slowly, Load/fire ballista; 
3 characters: Move or pivot siege tower or battering ram, Push cart; 
4 characters: Move ballista or bombard;  6 characters: Build penthouse for mine	

NOTES
(1)	The task of mounting a horse costs 2 MPs for unarmoured, 3 MPs for armoured from “Vikings” onwards: previous games and all the English versions required a full move. Dismounting into flat terrain hexes costs the same, but dismounting into other than flat terrain should carry an additional movement cost, hence the difference above. Wounded knights may be helped to mount by an adjacent friendly character (see 6.1 on helping wounded characters). Climbing up and down carts and warwagons, and onto/off obstacles at different heights such as altars and tables, and into ships while swimming, is similar to mounting and dismounting a horse. Carts are more difficult at the sides than at the ends. 
(2)	Climbing up the trunk of a tree (see Section 4.1.2 above) is into terrain costing 4; climbing down is into terrain costing 2. Some unarmoured characters (e.g. women, old peasants) have low movement rates, but they could be helped up into a tree for safety (see Section 6.1 above). Races with low movement allowances, such as dwarves, trolls and orcs/mon-ogers, may optionally be denied access to the upper parts of trees even when helped, due to their lack of agility. Jumping down from a tree-top hex carries some risk and incurs the same additional move cost as applies to climbing down at the trunk.
(3)	Lutz Pietschker provides a rule for closing doors (and also closing window shutters) which serves to delay movement and prevent missiles; the task of bolting or unbolting takes a full move. Horses can pass through gateways and the stable doorway (from The Fortified Medieval Town), but the hex-sides can be treated in a similar way for opening and closing. 
(4)	Tasks such as carrying or moving something (e.g. treasure, grappling hook and rope, barrel, pike), and circumstances such as moving in adverse conditions (e.g. rain, snow, character is tired or hungry), apply only once to movement in a turn and not per hex entered.
(5)	Leaping (rules in Section 5.4.2), barging and difficult jumps require expenditure of +2 MPs, but carry a risk of injury. Normal jumping costs +0 MPs. See 6.2 above.
(6)	Diving and surfacing to/from a lower level underwater costs +4 MPs. 

7.3	COMPARISON OF TERRAIN BY MOVE COST, COVER AND COMBAT EFFECT
The summaries below help to group together types of terrain and to identify the justifications for particular effects through comparison with terrain grouped together. The tables will also help in designing effects for new terrain that players may create. 

1)	Comparative table of foot movement costs for whole hex terrain
“Difficult terrain” is defined as terrain with a movement cost of 3 Movement Points or more. All the whole-hex terrain below may be inaccessible for wounded characters due to their lack of sufficient movement points. Wounded knights and ballistas have a movement allowance of 2MPs, so have particular difficulty if trapped in or by difficult terrain. This supplement has optional rules (see section 6.1) that allow friends to help wounded characters out of or through such terrain.

Foot move cost 	Terrain	
1	Flat terrain, Building interior, Rampart, Trench, Moat, Drawbridge, Bridge, Sandy beach, Underground tunnel or cavern, Secret passage, Flat roof, Tori	
2	Scrub, Tree, Slope, Stairway, Rubble, Fascines, Siege tower, Battering ram, Tent, Shingle beach, Sandy shallows (1), Ship, Boat, Stepping stones, Barrier, Chains, Marsh, Mud, Top of cart, Mine, Stakes, Machinery, Water for good swimmers	
3	Ford (1), Shingle shallows (1), Rock, Top of warwagon; Scaling ladder (1)(2)	
4	Rice paddy, Deep marsh, Steep slope, Rough ground, Water trough (1), Cart; Fallen log bridge (2)	
4 (not armour)	Deep water (1); Top of tree (2); Climb down rope one level (1)(2)	
5 (not armour)	River/pool (1)	
8 (not armour)	Climb up rope one level (1)(2)	

NOTES 
(1)	Stunned characters in water will drown. Characters stunned on a rope or ladder will fall down and suffer a wound. Optionally wounded characters in water may be helped (See 6.1).
(2)	Helping wounded characters across some difficult terrain may be impossible in practice. Ladders, the fallen log bridge, the top of a tree and ropes are all small area terrain elements that do not lend themselves to assistance because of their nature. A wounded character cannot be dragged up or down a ladder or rope, or over a log bridge. Note, however, the separate rules proposed for raising and lowering characters by rope (see Section 4.2.3).

2)	Comparative table of additional movement costs for horses
The following table charts the different types of terrain in which movement costs are altered for horses and riders from those costs applying to foot characters. Although here presented as requiring additional MP costs, some terrain (e.g. bridge, slope, marsh, steep slope and stakes, and optionally scrub and shingle) could alternatively be classed as doubling or trebling movement costs.

Change in move cost 	Terrain	
+0 MPs	Flat, Bridge built for horses, Sandy beach/shallows, Ford, Mud; Porch/Trough (1)	
+1 MP	Bridge, Exposed pit trap 	
+2 MPs	Slope (2); Marshy scrub, Shingle (2); Marsh, Deep marsh; Carrying plunder	
+3 MPs	Narrow bridge	
+4 MPs	Stakes, Steep slope	
Half movement	Carrying unarmoured infantryman behind the rider (per turn)	
Jump required 	Trench, Crevasse, River (1 or 2 hexes wide), Low wall, Low fence, Water trough	
Impassable	Tree/River/Pool/Ship/Stepping stones (3); Stairs; Rubble, Moat, Filled moat; Barricade (4); Building interior; Equipment/machinery; Ruined wall; Rice paddy, Tori; Rowboat; Rock, Shingle shallows, Deep water; Rough; Log bridge, Chains.	
NOTES
(1)	Only the front part of a horse can enter a porch or water trough. 
(2)	Slope costs were sensibly increased (from +0) in “Vikings” and “Dragon Noir”. Scrub costs were raised in “Dragon Noir”, and if this is applied then shingle costs should also be raised.
(3)	Horses may be led by the bridle across these impassable terrains. Only unarmoured horses can be led through water. Horses can be led from a beach onto and off non-moving ships. Horses may be led over some (but not necessarily all) bridges that are impassable to riders; riders may cross other bridges slowly and carefully at the cost of additional MPs. Gangplanks and fascines may also be laid to enable or ease passage over some impassable terrain. An optional rule from the “Dark Blades Expansion Set” allows horses and mules to be led across stepping stones at a cost of +4 MPs, but they slip on a die roll of 1 or 2, dragging the character leading them into the water as well if 1 was rolled.
(4)	All types of barricade, including screens, hurdles and high fences, are impassable to horses. 

3)	Comparative table of missile-fire cover effects for terrain

Cover	Terrain	
None	Flat, Sand or shingle beach, Mud, Open stairway, Bridge, Stepping stones, Tunnel, Rice paddy; Building interior from within building; Fascines, Stakes, Cliff, Rope up wall	
Light	Scrub, Tree, Marsh, Rough, Water, Tent, Siege tower top, Balustrade, Tori, Sheep, Bars, Ship/boat boarders, Web, Barrier, Chains, Fence, Kneeling, Crawling, Stunned, Flying	
Medium	Doorway, Window, Lip of slope, Barricade, Rock, Rubble, Low/ruined wall, Parapet, Gateway, Exterior building corner, Portcullis, Cart, Oarsmen, Partially enclosed stair	
Heavy	Arrowslit, Battlement, Trench, Screen, Enclosed stair, Hussite warwagon, Shieldwall	
Infinite	Building or castle wall, Solid screen, Battering ram, Siege tower	

4)	Comparative table of combat effects for terrain, etc.

Combat effect	Terrain	
Extra -	Machinery, Animal; Defender knocked by leap /using 2-h axe; Rain, Snow, Storm	
-	Scrub, Tree, Slope, Rough; Stair, Ladder; Rubble, Rock; Water, Marsh, Stepping stones, Rice paddy; Tent; Demolished wall (1); Mine, Pit trap; Gharv on dry land	
0	Flat, Sand or shingle beach, Mud, Bridge, Underground tunnel; Fascines (2); Bars	
+	Doorway (1), Gateway (1), Low/ruined wall (1), Battlement (1); Trench; Flat roof, Boarder on ship/boat; Higher up narrow stair; Screen/barricade(1), Tori; Chains; Cart, Warwagon end; Elf in tree, Krob in web; Gharv; Flying	
Extra +	Altar/table; Falcon; Multiple attackers or dwarf attackers (3); CinC within 5 hexes	
- against +	Window (1); Rope against battlement, window or parapet; Main keep doorway	
-1 to die-roll	Hero /fanatic /Slayer Krob attacking; Jump attack on armoured/mounted defender	
+1 to die-roll	Armoured defender; Hero defending	

NOTES
(1)	Terrain hex-sides (like whole-hex terrain) normally improve cover if crossed by a line of fire, but their effect on combat is expressed inconsistently due to some but not all rule-sets treating hex-side terrain as if it were like whole-hex terrain. To simplify in the cases marked:  Defence = (+). Attack from behind a battlement = (+); normal attack, including from behind a barricade, and from either side of a doorway or low wall = (0), attack across a window from either side, or from the front of a keep doorway, barricade or screen = (-). [This applies and extends the “Vikings” rules on doorways and windows in a consistent manner.] 
(2)	Fascines representing a path over marsh (rather than a filled moat) are (-).
(3)	Two attacks on one target by Black Dragon or Guard Krob count as a multiple attack. There is an extra (+) for the second dwarf attacker and each additional dwarf in a multiple attack.

5)	MOVEMENT ALLOWANCES ON FLAT TERRAIN
The following table provides a comparative summary of maximum movement allowances for characters and animals when in full health, and for equipment.

MPs	Character, creature, animal or equipment	
15	Fast horse (light cavalry); Baby hunter krob; Falcon	
12	Horse (1); Fast large unarmoured wardog or wolf; Baby slayer krob	
10	Slow horse (2); Fast mule; Baby dragon; Gargoyle; Baby warrior krob; Dog	
  8	Unarmoured foot (4); Mule; Armoured wardog; Elf; Goblin; Baby guard krob	
  7	Gharv (in water or marsh); Slayer krob	
  6	Armoured foot (ordinary armour); Weak civilian (4); Woman (4); Goat or pig (3); Ork; Black dragon; Living dead	
  5	Armoured foot (medium-heavy armour – only in “Vikings”); Warrior krob	
  4	Armoured foot (knight); Draft horse; Old civilian (4); Dwarf; Troll; Guard krob; Sheep (flock)	
  3	Draft ox; Cart pushed by men; Gharv (on land)	
  2	Alkiram the Krob queen; Ballista; Battering ram; Siege tower	
  
NOTES
(1)	Horses move at speed 12 if the horse is armoured or caparisoned, or if an unarmoured horse is ridden by an armoured character or an unskilled rider. The early games of the series gave these riders a movement allowance of 8 MPs, but this was raised by “Croisades” to 12 MPs.
(2)	A slow horse is one that is old, or heavily laden, or ridden by a very unskilled rider (or possibly all three in the case of Zacharie from “Dragon Noir”), or is pulling a carriage.
(3)	Domesticated animals, such as goats and pigs from “Vikings”, can be led like horses. Such small animals can only be led by characters on foot, so in theory that would give an effective maximum movement allowance of 8. However, since they are likely to be more difficult to lead than mules, especially with the disturbance of combat nearby, it is proposed that their maximum move should be 6 MPs [but Vincent Foin suggests 3 MPs]. As characters can share a hex with a pig or goat (at a penalty of (-) in combat), a small animal can be led from within the same hex.
(4)	The normal movement allowance for all unarmoured characters is 8 MPs, and this applies both to soldiers and civilians. This rule applies in “Croisades”, and is retrospectively applied to “Cry Havoc” and “Siege” by raising movement allowances (in those games soldiers, engineers and peasants originally had 6 MPs, and women and merchants 4 MPs). This rule could be applied to the third early game of the series, “Samouraï”, which also gives only 6 MPs to all unarmoured soldiers and peasants, but only if mounted movement in that game is raised from 8 MPs to 12.

The issue is confused by the later games of the series, which do not apply the rule from “Croisades” consistently to women and peasants. “Vikings” keeps young male peasants on 8 MPs but older peasants are reduced to 6 or 4 MPs, and all women are given only 4 MPs (except that the princess in Scenario 6 is allowed 8 MPs). “Dragon Noir” gives both civilians 6 MPs when they are starving prisoners in DN1, but in DN2 after they have been rescued the male is given 8 MPs and the female (another princess!) only 6 MPs. 

Conclusion: Peasants and engineers should normally be treated as unarmoured foot on 8 MPs. Women could be allowed to move 8 MPs, but 6 MPs would be more common for high-ranking ladies and other women encumbered by clothing that would restrict their speed. Old or feeble characters, both male and female, may have their moves reduced to 6 or 4 MPs. Heavily-laden or obese merchants will normally move slower: again 6 or 4 MPs would be appropriate.

7.4	COMBAT TABLES

1)	COMPARATIVE TABLE OF MISSILE WEAPON MAXIMUM RAGES
This table contains the “official” ranges from the boxed games, with a small number of significant supplementary ranges proposed in Claymore magazine (in simple italics). The consolidated tables below show how the “unofficial” supplements would combine with these ranges and how all the ranges could be amended to bring them into line with the alterations in later boxed games. 

Game	Cry Havoc /Siege / Samurai Blades	Outremer
Croisades	Viking Raiders
Vikings  (1)	Dark Blades  (2)
Dragon Noir	
Range	S	M	L	S	M	L	S	M	L	S	M	L	
Shuriken	1	2	3	4	5										
Dagger
				3	6	9				2	4	6	
				2	4	7							
Mounted 
javelin  (3)													
				4	10	15							
Javelin  (4)
				8	15	30				6	13	25	
				7	15	30	5	12	25				
Sling
				15	30	50				12	18	30	
				10	25	45							
Staff sling  (3)
													
				15	30	50							
Mounted 
short bow  (5)				12	35	55				10	20	35	
				12	30	55				8	15	35	
Short bow 
	25	50	75	15	45	75	15	30	45	15	25	40	
				15	40	70	10	25	50	10	25	50	
Mounted Samurai longbow 	20	40	100										
													
Crossbow
	25	75	130	25	50	90	15	40	70	15	30	55	
				25	55	90				15	30	75	
Longbow /
Samurai longbow 	30	90	150	30	60	120	20	50	80	20	35	70	
				30	60	120				12	30	90	
Ballista (6)
	50	100	175										
							(30)	(60)	(90)				

NOTES
(1)	The ranges in “Vikings” are the same as those for “Dragon Noir”. Although “Viking Raiders” was published after “Dark Blades”, its ranges appear to be an earlier creation.
(2)	The Dark Blades ranges for short bows and crossbows are taken from “Dark Blades” itself, while the remaining ranges are taken from the “Dark Blades Expansion Set”.
(3)	Mounted javelins and staff slings are unofficial extra weapons from supplements. They are included because they are the main variations to the official weapons (other supplementary weapons are either very short range or have only minor changes to existing weapons). 
(4)	The “Croisades” ranges for foot javelins were retained in the ‘Drakkar’ extension for “Vikings” in Claymore #10; the table above shows that this appears to be an error. The modified ranges from Claymore #6 are included as more appropriate alternatives.
(5)	The “Dragon Noir” ranges for mounted short bows are taken from the ranges proposed for wolfriders carrying short bows in Claymore #6. They use normal short bow ranges when dismounted, and there seems no good reason to distinguish between wolves and horses as mounts; the “Dark Blades Expansion Set” sets the same maximum range.
(6)	Ranges in brackets apply to flaming arrows from small ballistas in the Ships Extension.

2)	CROISADES: CONSOLIDATED TABLE OF MISSILE RANGES AND FREQUENCY OF FIRE
This table lists all missile weapons from “Croisades” and this supplement, plus the later, simpler variants introduced in “Vikings” (V) and “Dragon Noir” (DN). Proposed changes to ranges from “Siege” and “Samouraï” to match the other “Croisades” ranges are in italics (see notes below). 

Range	Short	Medium	Long	Frequency of fire	Limits on movement	
Modification	0	+1	+2			
Rock (dropped)	1	-	-	Varies depending on distance from ammunition	
Throwing axe (1)	1-2	3-4	5-7	Offensive OR defensive	No limit	
Throwing dagger	1-2	3-4	5-7	Offensive + defensive	No limit	
Stone (thrown)	1-2	3	4	Offensive only
Offensive + defensive	½ movement
Movement impossible	
Sling	1-10	11-25	26-45			
Staff sling	1-15	16-30	31-50	Offensive only	Movement impossible	
Javelin (mounted)	1-4	5-10	11-15	Offensive only	No limit	
Javelin (foot)	1-7	8-15	16-30	Offensive only

Offensive + defensive	No limit

½ movement	
Shortbow (mtd)	1-12	13-30	31-55			
Shortbow (foot) (2)	1-15	16-40	41-70			
Crossbow  (3)	1-25	26-55	56-90	Offensive OR defensive	Movement impossible	
Hand gun	1-25	26-55	56-90	Offensive OR defensive	Movement impossible	
Samurai bow (mtd)	1-20	21-35	36-80	Offensive only 	No limit	
Mongol bow (mtd)	1-27	28-50	51-105	Offensive + defensive	No limit (4)	
Mongol bow (foot)	1-30	31-55	56-110	Offensive only  (2) 
(4) (5)
Offensive + defensive	½ movement

Movement impossible	
Samurai longbow	1-30	31-60	61-120			
Longbow 	1-30	31-60	61-120			
Ballista  (6)	1-50	51-100
(or 51-70)	101-175
(71-140)	Offensive only, every 3 turns (2 turns loading)	Movement impossible	
Bombard	3-50					
Shuriken	1-5 with varying effect	Offensive only	No limit	
Firepot / Grenade	0-6 with varying effect	Offensive only	No limit	
V/DN: Shortbow	1-10	11-25	26-50	Offensive + defensive	No limit	
DN: Crossbow	1-15	16-30	31-75	Offensive OR defensive	Movement impossible	
DN: Longbow	1-12	13-30	31-90	Offensive only
Offensive + defensive	No limit
Movement impossible	

NOTES
(1)	Throwing axe long ranges have been increased slightly from those for “Vikings”.
(2)	These bows can fire special arrows, offensive fire only, and only at short range.
(3)	Crossbow frequency of fire can be increased with a loader (see section 4.3.2).
(4)	The “Croisades” rules for Mongols were modified and the ‘Mongol bow’ introduced in Claymore #7. Mounted bows can alternatively have the same frequency of fire as shortbows.
(5)	The ‘Samurai bow’ from “Samurai Blades” / “Samouraï” has been modified above in parallel to the modifications to the longbow; as its original ranges and movement restrictions on foot were identical to those of the longbow in “Siege” it should be treated the same.
(6)	The ranges for ballistas were not altered in “Croisades”, although the game did modify some other rules from “Siege” and did refer to ballistas (introducing new rules for moving them). Consequently their ranges are left unchanged, although reduced ranges (to 50/70/140) are suggested as alternatives. The Medieval Ships Extension introduces ballistas and catapults (small mangonels) mounted on ships: ranges are shorter than those in “Siege”. These can be restricted to use at sea with flaming ammunition (the fast-firing ballistas take just 1 turn (2 naval phases) to load, but only shoot flaming arrows), or optionally they may be used on land with a wider choice of ammunition. Bombard ranges always follow those of ballistas.
3)	VIKINGS and DRAGON NOIR: CONSOLIDATED TABLE OF MISSILE RANGES AND FREQUENCY OF FIRE
These ranges represent the final form of re-thinking of missile rules in the French versions of the “Cry Havoc” series. Players may choose to mix “Croisades” frequency of fire rules with ranges from this table, or vice versa. Shorter ranges reduce over-effectiveness of missiles.

Range	Short	Med	Long	Frequency of fire	Limits on movement	
Modification	0	+1	+2			
Rock (dropped)	1	-	-	Varies depending on distance from ammunition	
Throwing axe	1-2	3-4	5-6	Offensive OR defensive	No limit	
Throwing dagger	1-2	3-4	5-6	Offensive + defensive	No limit	
Thrown club or mace (3)	1	2	3-4	Offensive only	No limit	
Stone (thrown)	1-2	3	4	Offensive only
Offensive + defensive	No limit
Movement impossible	
Sling  (1)	1-8	9-15	16-30			
Staff sling	1-10	11-20	21-40	Offensive only	Movement impossible	
Magic (level 1)  (2)	0-10	11-19 variable 	Offensive + / defensive	No limit	
Magic (level 2)  	0-15	16-25 variable 	Offensive + / defensive	No limit	
Javelin (mounted) (4)	1-3	4-8	9-12	Offensive only  	No limit	
Heavy throwing spear (3)	1-2	3-5	6-12	Offensive only	No limit	
Angon javelin (3)	1-5	6-12	13-25	Offensive only	No limit	
Javelin (foot)  (4)	1-5	6-12	13-25	Offensive only  
Offensive + defensive	No limit
No limit	
Wolfrider shortbow (3)	1-8	9-15	16-35			
Shortbow (mtd)	1-8	9-15	16-35	Offensive only
Offensive + defensive	No limit
No limit	
Shortbow (foot)  (1)	1-10	11-25	26-50			
Light crossbow (mtd) (3)	1-10	11-25	26-55	Offensive OR defensive	Movement impossible	
Crossbow 	1-15	16-30	31-75	Offensive OR defensive	Movement impossible	
Hand gun	1-15	16-30	31-75	Offensive OR defensive	Movement impossible	
Heavy crossbow (3)	1-20	21-40	41-90	Offensive OR defensive	Movement impossible	
Samurai bow (mtd)	1-10	11-20	21-60	Offensive only	No limit	
Mongol bow (mtd)	1-12	13-28	29-80	Offensive + defensive	No limit	
Mongol bow (foot)	1-12	13-30	31-85	Offensive only
Offensive + defensive	No limit
Movement impossible	
Longbow	1-12	13-30	31-90			
Small ballista (5)	1-30	31-60	61-90	Offensive (+1 turn to load)	Movement impossible	
Catapult (5)	1-25	26-50	51-75	Offensive only, 
every 3 turns  
(2 turns loading)	
Movement impossible	
Ballista	1-30	31-60	61-105			
Bombard	3-30	31-60	61-105			
Shuriken	1-5 with varying effect	Offensive only	No limit	
Firepot / Grenade	0-6 with varying effect	Offensive only	No limit	

NOTES
(1)	Missile weapons are in bold type if the rules have appeared in an official form (in “Vikings” or “Dragon Noir”). Italics represent changes: the proposed range changes above maintain relative positions in relation to the ranges of close-range missiles (whose ranges are largely unchanged) and to the ranges of weapons altered by “Vikings” and “Dragon Noir”. 
(2)	Magic spells can be cast at any time, but only once per player turn in DN1 and only once per game turn underground in DN2. Success decreases with each hex of range above 10 and with complexity of spell. Level 2 spellcasters have an increased short range and slightly greater hit chances. Ranges underground are reduced to 7/16 at level 1 and 10/20 at level 2.
(3)	These weapons created for the “Vikings”/“Dragon Noir” ranges only appear in this table. 
(4)	Javelin ranges were modified in Claymore #6. The rules for mounted javelins (also from Claymore #6) seem to have been proposed as applying to both “Croisades” and “Vikings”, but proportionately shorter ranges are more appropriate for the later games.
(5)	Catapults throw stones, small ballistas shoot large arrows; both are quite inaccurate. They use the special Missile Fire Table in section 5.2.10, then roll again for effect.

4)	MISSILE RESULTS TABLES

Modifiers to missile-fire die rolls 

Modifier	Circumstances affecting missile-fire die roll	
+1	Shooter: Wounded; On boat or cart; Stone (med/long range). Weather: Rain; Sun in eyes.
Target: Armoured; Aiming at one hex of 2-hex target. Mounted moved 7+ hexes.	
+2	Weather: Storm. Target: Falcon in flight; Guard Krob (Krob Queen = +4). 	
-1	Shooter: Elf; Magic spell improves aim; Volley fire. Target: Using 2-handed axe. Stationary	
Range +1	Shooter: Dagger at difference of 1 elevation level, or javelin at difference of 2+ levels.	
Range +2	Shooter: Dagger at difference of 2 elevation levels.	
Modifiers in italics are found in the Dark Blades Expansion Set; optionally only mounted targets should be subject to the modifier for being ‘Stationary’. “Outremer” had ‘mounted moved 10+’.

Summary of visibility limitations
3: 	Night (normal)
5: 	Missiles underground, Fog
7: 	Magic spells cast underground at skill level 1 (basic range)
10: 	Storm; Magic spells cast underground at skill level 2 (basic range).

Groups of weapons in columns on Missile Results Tables
1: 	Ballista, Bombard.		
2: 	Hand gun, (Catapult).	 
3: 	Crossbow, Dagger.
4: 	Longbow, Samurai Bow, Mongol Bow, Sling, Staff Sling, Stone.    
5: 	Short bow, Javelin, Rock; Stakes.
Special: Throwing Axe, Angon, Shuriken, Firepot, Special arrows (flaming/explosive/cutting).

Shooting at mounted characters (and riderless horses and the baby dragon)

Die roll depending on weapon	Result depending on cover	
Ballista
Bombard	Hand gun	Crossbow 
Dagger	Longbow
Sling	Short bow
Javelin	None	Light	Medium	
1
2
3
4
5
6
7
8
9+	
1
2
3
4
5
6
7
8+	

1
2
3
4
5
6
7+	

1
2
3
4
5
6+	

1
2
3
4
5+	F
F
F
E
D
C
B
A
-	F
F
E
D
C
B
A
-
-	F
E
D
C
B
A
-
-
-	

EXPLANATION OF RESULTS
-: 	Shot misses. No effect.
A: 	Offensive fire: rider retreats 4 hexes immediately; Defensive fire: rider's movement allowance this turn reduced by 4 hexes. [Wolfrider retreat is 3 hexes.]
B: 	Horse unharmed, rider stunned and dismounted.
C: 	Offensive fire: horse unharmed, rider wounded; Defensive fire: same + A. Horse alone: killed
D: 	Horse killed, rider wounded and dismounted. Horse killed; Baby dragon wounded.
E: 	Horse unharmed, rider killed and dismounted. Horse killed; Baby dragon wounded.
F: 	Horse and rider killed. Horse killed; Baby dragon wounded.

Shooting at characters on foot

Die roll depending on weapon	Result depending on cover	
Ballista
Bombard	Hand gun (1)	Crossbow
Dagger	Longbow
Sling	Short bow
Javelin	None	Light	Medium	Heavy		
  1
  2
  3
  4
  5
  6
  7
  8
  9
10	 
  1
  2
  3
  4
  5
  6
  7
  8
  9+	

1
2
3
4
5
6
7
8+	

1
2
3
4
5
6
7+	

1
2
3
4
5
6+	C
C
C
C
C (2)
B
B
A
A
-	C
C
C
C (2)
B
B
A
A
-
-	C
C
C (2)
B
B
A
A
-
-
-	C
B
B
A (2)
A
-  (2)
-
-
-
-	

EXPLANATION OF RESULTS
-: 	Shot misses. No effect.
A:	Offensive fire: Character retreats 2 hexes immediately; Defensive fire: Character's movement allowance this turn is reduced by 2 hexes.
B:	Offensive fire: Character wounded; Defensive fire: Character wounded, and can only move half of remaining movement allowance (rounding down if necessary).
C: 	Character killed or suffers two wounds.		

NOTES: 
(1)	This column has been modified: as originally published the hand gun die rolls (against foot but not against mounted) were the same as for ballistas. See the explanation in section 5.2.9. 
(2)	Optionally for hand guns only these results may be modified from C and A to B, from ‘-’ to A.

5)	COMBAT RESULTS TABLES

Combat against mounted characters: If there are several mounted attackers, shift the odds one column to the right. 
Combat against foot characters: If there are several attackers, shift the odds one column to the right. 
All combats: Add +1 to die roll if defender is in armour (10+1=10). 
Shift the odds columns and add or subtract to the die roll in the light of combat modifiers for terrain advantage and other factors (see 6.3.4 above). 

Die
Roll 	Odds: Against Foot / Against Mounted	
	1-1	2-1	3-1	4-1	5-1	6-1	7-1	8-1	9-1	10-1	11-1	12-1+	
  1
  2
  3
  4
  5
  6
  7
  8
  9
10	D/C
C/C
C/C
B/B
B/B
A/A
-/-
-/-
-/-
-/-	E/D
D/C
C/C
C/C
C/B
B/A
B/-
A/-
-/-
-/-	E/D
D/D
D/C
C/C
C/C
C/B
C/A
B/-
A/-
-/-	E/E
E/D
D/D
D/C
C/C
C/C
C/B
C/A
B/-
B/-	F/E
E/E
E/D
D/D
D/C
C/C
C/C
C/B
C/A
B/-	F/F
F/E
E/E
E/D
D/D
D/C
C/C
C/C
C/B
C/B	F/F
F/F
E/E
E/E
E/D
D/D
D/C
C/C
C/C
C/B	F/G
F/F
F/F
E/E
E/E
E/D
D/D
D/C
C/C
C/C	F/G
F/G
F/F
F/F
E/E
E/E
E/D
D/D
D/C
C/C	F/H
F/G
F/G
F/F
F/F
E/E
E/E
E/D
D/D
D/C	F/H
F/H
F/G
F/G
F/F
F/F
E/E
E/E
E/D
D/D	F/H
F/H
F/H
F/G
F/G
F/F
F/F
F/E
E/E
E/D	
Explanation of results:
- :	Foot and Mounted: No effect.
A :	Foot and Mounted: Attacker wounded.
B :	Foot and Mounted: Attacker retreats one hex (1).
C :	Foot and Mounted: Defender retreats one hex (1).
D :	Foot: Defender stunned (2); 	Mounted: Horse unharmed (3), rider stunned and dismounted.
E :	Foot: Defender wounded (2);	Mounted: Horse unharmed, rider wounded. Horse alone: killed.
F :	Foot: Defender killed (2); 	Mounted: Horse killed, rider wounded and dismounted.
G :	Mounted: Horse unharmed, rider killed. Horse alone: killed
H :	Mounted: Horse and rider killed.

NOTES:
(1)	Retreats apply to all the defenders or attackers involved (except dragons in defence). A character may retreat across hexes containing friendly characters. It is also possible to displace friendly characters that are at the required distance from the starting point of the retreat.  But if the retreating character, or a displaced character, is forced to pass through or stop on a hex adjacent to an enemy, he must submit to the consequences of the Infiltration of Enemy Lines (Challenges) table.  It is impossible to retreat across an enemy-occupied hex. A character that cannot retreat the full distance required is automatically wounded.
(2)	The two types of dragon receive one wound from these results; all other results are ‘no effect’.
(3)	In “Croisades” result D has ‘horse killed’, but in “Vikings” and “Dragon Noir” it is unharmed.
(4)	A stunned or wounded character is considered dead if he is wounded or stunned afresh. A stunned character that is required to retreat is also considered dead. ‘Stunned’ results are treated as ‘retreat’ for Krobs, wardogs, and all creatures with 3 or more hits.

7.5	POINTS VALUES FOR CHARACTERS AND EQUIPMENT
The tables that follow show purchase point values for characters and equipment from the boxed games and supplements. These are derived from tables with counter information and Point Values calculated by Pietro di Cremona in Claymore #8 and #9 (but no points in the latter). Some minor corrections have been made. Lutz Pietschker has lists of character strengths on his website.

1)	FORMULAE FOR CALCULATING POINTS VALUES
These formulae are taken from “Croisades” and the supplementary weapon rules in this supplement. Calculations of ½ are rounded down. An alternative system, developed from the Scenario Books and based on average attack strengths for each character type, can be found in section 7.5.11.

Calculation	Character type(s)	
5 x ATT + 2 x DEF	[Spellcaster level 1 mounted or on foot; (level 2 =  + 1 x ATT)]	
4 x ATT + 2 x DEF	Engineer; [Armoured hand-gunner]	
3 x ATT + 2 x DEF	Armoured Crossbow on foot; Armoured Mongol horse archer (1)	
3 x ATT + 1 x DEF	Unarmoured Crossbow; Sling; Longbow unarmoured[/mounted/armoured] (1)	
3 x ATT (2)	Throwing axe (unarmoured foot)	
2 x ATT + 2 x DEF	Armoured Shortbow, Horse archer, Assassin; [Ninja, Samurai mtd bow]	
2 x ATT + 1 x DEF	Unarmoured Shortbow; Mounted javelin; [Slayer Krob]	
2 x ATT + ½ x DEF	Angon (unarmoured foot); [Armoured foot with javelin or 2-handed axe]	
2 x ATT (2)	Foot with javelin [or 2-handed axe (3)]; [Stone thrower; Hamstring cutter] 	
1 x ATT + 2 x DEF	Heavy cavalry (armoured); [Baby dragon]	
1 x ATT + 1½x DEF	[Samurai monk; Troll, Gharv, Warrior Krob (3 hits / armoured, extra DEF)]	
1 x ATT + 1 x DEF	Light cavalry (unarmoured), Armoured foot /wardog; [Monk; Hunter Krob]	
1 x ATT + ½ x DEF	Unarmoured foot; Unarmoured wardog (1 hit, but stun = retreat)	
1 x ATT (2)	Clergy, Peasant, Civilian	
NOTES
(1)	Mongol horse archers initially had shortbows in “Croisades” and PVs of 2x ATT + 1x DEF. This was revised in the Mongol Army extension and now they carry a longbow-equivalent.
(2)	Calculations for peasants and some missile-men ignore defence strengths. As this undervalues those few with particularly high defence strength in comparison to their attack strength, it is proposed that where defence is higher than attack, ½ x the difference between DEF and ATT (rounding up) should be added. Arguably javelins should be 1½x ATT + ½x DEF, and the 2x ATT was just a simpler way of getting approximately the same result. As no relevant character has more than 2 points of DEF higher than ATT, in practice this rule just adds +1 to a few PVs.
(3)	Two-handed axe: Pietro di Cremona makes no change in PVs for this. The option of double attack strength justifies 2x ATT, but DEF should be reduced for the more vulnerable defence.
(4)	No additions for: Horsemen able to charge; Berserkers or others with repeated attacks (such as Gharvs with two attack phases per turn). Deductions from the basic formula if armoured mounted archers with high attack and defence strengths, short range and/or restricted shooting.
(5)	Add ½x ATT: Poison attacks; heroes or others with an attack bonus in combat.
(6)	Add ½x DEF: Extra defence against missiles (per level of defence); stun/retreat not applied.

ABBREVIATIONS: These abbreviations apply to all the tables in this section.
ATT: Attack strength; DEF: Defence strength.  
PV: Points Value.  (A): Armoured; (U): Unarmoured.   mt: Mounted; ft: Foot

2)	CRY HAVOC

Name	PV mt/ft	Name	PV	Name	PV	Name	PV	
Barons
Sir Richard
Sir Roland
Sir Gilbert
Sir Gaston
Sir Clugney
Sir Conrad
Knights
Sir Jaques
Sir Roger
Sir Peter
Sir Thomas
Sir William
Sir Alain
Sir John
Sir Piers
Sir James
Sir Gunter
Ransom(U)
7x captured
     knights	
58
56
52
52
50
50

48
46
46
44
44
44
41
40
38
36	
27
26
24
24
23
23

21
21
21
21
20
20
18
19
18
17

11	Sergeants (A)
Sgt Tyler
Sgt A’Wood
Sgt Arnim
Sgt Martin
Halberds (A)
Frederick
Wynken
Tom, Ben
Otto, Naymes
Geoffrey
Hubert
Watkin
Billmen (U)
Tybalt
Robin, Rees
Guy
Jean
Billmen (A) (1)
Tybalt
Robin, Rees
Guy, Jean	
20
19
19
19

20
20
19
18
17
17
16

14
13
13
12

17
17
16	Spearmen (U)
Bertin
Crispin, Hal
Odo, Ben, Mark
Perkin, Wat Crossbow (A)
Jacopa
Codemar
Francisco
Nicolas
Arbalister
Giles
Denys 
Handgun (A)
Jacopa (2)
Francisco (2)
Giles (2)
Crossbow (U)
Jaques
Forester, Gaston
Bertrand
Roland	
12
11
10
10

35
33
32
32
31
30
27

42
38
36

25
23
22
19	Shortbow (U)
Aylward
Bowyer
Fletcher
Mathias
Engerrand 
Chretien Peasants (3)
Gam
Smith
Giles, Radult
Salter (4)
Wulf
Baker, Gobin
Cedric
Carpenter
Farmer 
Merchants
Leopold, Philip
6x Mules
Women
Audrey, Edith	
20
17
17
15
14
14

  7
  6
  6
  6
  5
  5
  4
  4
  3

  2
  6

  2	

NOTES
(1)	These billmen are treated as armoured in the Spanish Reconquista Armies extension.
(2)	These 3 crossbowmen characters may be used to represent hand gunners (see section 5.2.9).
(3)	Peasants in all the games may have the option to cut hamstrings: PVs would be doubled.
(5)	Salter, with ATT 5 and DEF 6, has higher DEF than ATT so PV is raised from 5 to 6 points.

3)	SIEGE

Name	PV mt/ft	Name	PV	Name	PV	Name	PV	
Barons
Sir Lacy
Sir Clarence
Sir Wulfric
Knights
Sir Mortimer
Sir Fitzwaren
Sir Hughs
Siege Equipment
3x Siege Tower
4x Trebuchet
3x Battering Ram
4x Ballista
4x Mangonel
6x Scaling Ladder
6x Screen
4x Fascines:2-hex
8x Fascines:1-hex
12x Barrel of oil	
55
47
44

43
42
40

25
21
20

18
19
17

35
30
30
30
12
  2
  2
  2
  1	Sergeants
Sgt Morgen
Sgt Pugh
Sgt Llewellyn
Halberds (A)
Bors
Evans
Fursa
Billmen (A)
Godric
Cliff
Shawn
Spearmen (1)
Brendan
Mordred
Bryn, Gareth
Arnold
Hayden, Stori
Aki	
21
20
20

20
19
18

18
16
15

11
  9
  8
  8
  8
  8	Crossbow (U)
Emlyn
Gawain
Edric
Alric
Longbow (U)
Owen
Dylan
Idris
Myrlin
Aylwin
Gwyn
Engineers (U)
Baldric
Jones
Dai	
27
25
24
20

26
24
23
21
19
16

26
22
20	Peasants
Mathew
Morris
Jasper (2)
Ivor
Roger, Will’m
Harry (2)
David
Geoffry
Women
Blodwin
Equipment
2x Cart
Draft Horse
Ox
Terrain Markers
10x Rubble	
  7
  6
  6
  5
  4
  4
  3
  2
  
  2

12
  8
  6

NOTES
(1)	These unarmoured spearmen count as armoured in the Byzantine Army extension; points values are raised from: 11 to 15, 9 to 12 and 8 to 11.
(2)	These two peasants have higher defence than attack strengths and have been raised 1 point.

4)	EXTRA WEAPONS, ANIMALS AND EQUIPMENT

Name	PV	Name	PV	Name	PV	
Extra weapons from supplements (1)
Pike (2)
Firepot
5x Explosive arrows
5x Cutting arrows
Bombard

  3
  5
  5
  1
30  
  	Extra animals from supplements (1)
Group of sheep (0/0-4)
Dog (4/2-10)
Falcon (6/3-15)
Extra equipment from supplements (1)
Stakes
Hussite screen
Warwagon
Holy relic	

  4
  9 

  2
  2
24
10  	Extra equipment from “Croisades”
Transport ship 
Fighting ship
Border castle
Baronial castle
Spare cavalry horse
Heavy cavalry harness (including horse armour)
Coat of mail
5 supply rations (3)	

100
150
300
500
  12

    3
    3
    1	

NOTES
(1)	The points values for the items in the supplements are merely proposals as no specific points are included in the descriptions. Players may freely choose to vary these as they think fit.
(2)	Points are given for pikes individually rather than for ‘pikemen’ characters, since a pikeman can only use his pike in combination with other pikemen. Once a formation is broken the value will drop. The PV of 3 reflects the strength increase reduced by the limitations. 
(3)	Transport ships can carry 500 rations, carts 125 and mules 25. Hungry troops fight less well.
5)	CROISADES

Name	PV mt/ft	Name	PV mt/ft	Name	PV	Name	PV	
Kings/Sultan
King Richard I
King Philip II
Saladin
Baron
Sir Raymond
Templar knight
Sir Roger (1)
Sir Amalric (1)
Sir Balian (1)
Sir Dreux (1)
Sir Raoul
Sir Michael
Sir Matthew
Sir Gerard
Knight
Sir Walter
Sergeants
Sgt Guy
Sgt Baldwin
Sgt Pugh
Sgt Llewellyn
Turcopoles (U)
Arnulf (1)
Kamal
Merton
Reuben
Mosul
Tamara
Arnulf (2) 
Kamal (2)
Merton (2)
Reuben (2)
Mosul (2)
Tamara (2)
Peasants
Ivor (5)
Dylan 
Morris
Gawain, Jasper
Will’m
David
Geoffry	
66
54
40

60

80
71
68
66
59
56
53
50

56

48
36

28
28
27
23
21
18
46
46
44
38
35
30

27
23
17

25

32
28
28
26
24
24
22
22

24

23
17
20
20

12
12
11
10
  9
  8
18
18
16
14
14
12

  6
  5
  5
  4
  4
  3
  2	Mamluks(A)
Al-Kamil(1)
Maarat (1)
Hakim
Abaga
El-Arish
Mamluks(U)
Baha
Taki 
Yaghi
Fa’iz 
Vezelay
Rashid 
Syrians (A)
Ashok (3)
Mohammed
Moonga
Suejac
Nassim
Kukburi
Seljuks (A)
Murda (3)
As-Salih
Kilij
Seljuk bows
Yesugai
Arghun
Ruzzik
Bar
Horse bows
Ayub, Fakr
Imad
Mongka
Qutuz
Rashid
Usamah
Bedouins(U)
Al-Ashraf
Kitbuga
Rukn
Ismail
Thatoul
Mehmut	
66
60
57
48
42

37
33
29
25
23
21

38
35
34
31
30
26

66
32
29

38
32
30
26

38
34
32
28
28
26

23
20
18
17
14
13	
27
25
23
21
19

15
14
12
11
  9
  9

15
15
13
12
12
10

27
14
12

17
14
12
12

17
14
14
12
12
12

10
  8
  7
  7
  6
  6	Men-at-arms
Fursa (halberd)
Cliff, Gareth
Shawn
Crossbows (A)
Adam, Bernard
Aubrey, Gille
Henry, Jordan
Arnold, Denis
George, Walter
Emlyn (U)
Roger (U)
Alric (U)
Longbows (U)
Mathew
Myrlin
Aylwin
Gwyn
Shortbows (A)
Simon
Robert
Jean, Nicholas
Peter
Ansel, Fulk, Hugh
Renier, William
Spearmen (U)
Arnold, Bryn
Hayden, Stori
Aki
Chaplains (U)
Claude, Geoffrey
Engeram 
Ernest
Engineers (U)
Baldric
Jones
Dai
Women
Blodwin
Equipment
2x Cart
1x Draft horse
2x Water barrel	
18
16
15

33
28
28
25
25
27
25
20

24
21
19
16

26
24
22
22
20
20

  8
  8
  8

  5
  4
  4
  
28
22
20

  2

12
  8	Assassins
Hassan
Talat Crossbows
Abdur (A)
Farhat (A)
Junaid
Nayeen
Jehangir
Khaleed
Slingers (U)
Omar
Jalil, Mustaq
Sudanese bows
Jellal 
Mustafa, Sadiq
Osewl
Sudanese javs
Shazir
Abdoul,Yousef
Essem, Said
Taqi
Fatimid sp (4)
Gashan 
Mehmet
Anwar
Magid
Mohsen
Youssaffa
Ahmed, Jamil
Hashmi
Ibrahim
Syrian spear(4)
Husseyin
Baysan
Mesut
Abdul, Ali
Tossaun
Seljuk inf (5)
Shammin
Farhad
Mohammed
Ageel	
40
24

33
28
23
22
19
19

23
16

21
18
16

16
14
12
12

11
11
10
  8
  8
  8
  7
  7
  7

11
10
  8
  7
  5

10
  9
  9
  8	

NOTES
(1)	The 4 Templar knights count as barons, Arnulf as sergeant; Al-Kamil and Maarat are Emirs.
(2)	The Turcopoles (plus Bedouins in Spanish armies) can also represent mounted javelinmen.
(3)	Murda is Emperor, and Ashok and Mohammed Generals, in the Byzantine Army extension.
(4)	Fatimid and Syrian spearmen can have javelins; PVs rise: 11 -16, 10 -14, 8 -12, 7 -10, 5 -8. 
(5)	Seljuk infantry can be assassins with PVs 26, 22, 22, 20. Ivor’s PV is raised 1 for high DEF.
(6)	Fatimid and Syrian spearmen and Seljuk infantry can be treated as “elite infantry” (as in the Role-Playing Game), adding +2 to both Attack and Defence Strengths; PVs rise by 3 points.
6)	SAMOURAÏ
The numbers preceding the names indicate the group in which the character can be found. 

Name	PV mt/ft	Name	PV	Name	PV	Name	PV	
Samurai bow
1 Jichu (1)
3 Shigehira
3 Arimari
3 Kunika
Samurai
3 Tadatsuna (1)
3 Tomomori (1)
8 Munehisa (1)
8 Masanaga
3 Rokudai
3 Tadanori
Samurai bow
9 Kiyomori
4 Nakatsuna
4 Kanatsuna
4 Mochihito 
1 Kumpei
Ronin bow
6 Michikiko
7 Weicho
6 Motofusa
2 Fuhito 
7 Fudo
7 Yasatsuna
6 Kiyosi
Ninja
10 Matsuo
10 Tokimasa
10 Masazumi
10 Toshinaga
10 Yorikasa	
  84
  84
  70
  70

  62
  60
  56
  52
  52
  49

	
38
40
37
38

23
22
22
18
18
18

51
50
45
37
38

55
51
45
42
43
42
42

38
32
32
30
28	Samurai
7 Igurasgi
8 Nagamasa
8 Kiyomasa
9 Yoshimitsu
8 Moronao
9 Misakado (2)
9 Yukichi
9 Ueno
Ronin
6 Ryuichi
6 Hidehira
6 Saburo,Atsue
2 Ikina,Takuan
Monks (A)
4 Tajima (3)
5 Benkei (3)
4 Jomyo (3)
4 Hochi
5 Sukenaga
5 Tadazumi
Monks (U)
5 Banzan
5 Hideaki 
5 Harufusa 
5 Harunaga 
5 Kagesue 
Engineers (4)
5 Hideaki 
5 Harufusa 
5 Harunaga 
5 Kagesue	
25
21
21
21
21
20
19
18

26
22
21
16

33
33
30
27
27
25

17
13
12
11
  7

40
36
34
22	Naginata (U)
8 Chikao, Eitken
7 Yukio, Sanjo
7 Kasuyori 
9 Shinkuro
9 Masatsura
2 Ansei
7 Goroda, Mura
1 Ojikuni
8 Saotone
2 Shisei 
9 Yoshitaka
Yari (U)
7 Taitaro
1 Kenzan, Kobi
1 Tadamoto
2 Hidemasa
6 Hiro
7 Ishido, Domei
7 Kiyama
7 Tamazaki
7 Todo
1 Hoshii
6 Yabu, Zataki
1 Korekado
7 Jikkyu
2 Aritomo
Samurai
special counters (2)
Unarmoured
Undressed	
13
13
13
13
13
13
12
12
12
11
11

11
10
10
10
10
10
10
  9
  9
  9
  9
  8
  7
  7

  5
  3	Bow (U) 
8 Asai
8 Nobuzane
8 Saikaku
7 Obata
7 Asagi
7 Onoshi
Tribesmen / Chinese (5)
8 Asai
8 Nobuzane
8 Saikaku
7 Obata
7 Asagi
7 Onoshi 
Peasants
6 Amakura
6 Omi
7 Makato
6 Nakamura
8 Yoshikume
8 Yoshiwara
Equipment
Cart
Draft Horse
4x Barricade
     (2-hex)
3x Lantern
	
24
23
23
22
21
15

18
17
17
16
15
11

  6
  5
  4
  4
  3
  2

12
  8

  4
  1

NOTES
(1)	Tadatsuna acts as Khan of the Mongols; the others act as generals (noyan). Under the original “Croisades” rules Samurai characters became Mongols but were treated as unarmoured and armed with shortbows. In the Mongol Army extension riders were given compound bows similar to longbows, and light bow-armed cavalry (very numerous in Mongol armies) are created by giving Mongol bows to all the light cavalrymen from “Croisades”. Samurai mounted bows shoot much more slowly than shortbows and Mongols.
(2)	Misakado is provided with two stages of undress (3/4-5 and 2/2-6) for use in one scenario. 
(3)	These 3 Samurai monks may be treated as Grand Masters of the martial arts. All monks can try to catch missiles in flight and so their PVs are raised by ½ x DEF. 
(4)	These 4 monks represent Chinese engineers in the Mongol Army extension, so that they can operate the 4 ballistas from “Siege”. 
(5)	The ashigaru bowmen may be given short bows, as wild tribesmen or as Chinese auxiliaries in the Mongol army. Tribesmen with poisoned arrows increase their points values by 3 points (to 21/20/20/19/18), except Onoshi who increases his PV by only 2 points (to 13).

7)	VIKINGS

Name	PV mt/ft	Name	PV	Name	PV	Name	PV	
Viking (A)
Eirik (1)
Svein (1)
Sigurd
Tor (Hird) (1)
Viking (U)
Ragnar (Bers) (1)
Anglo-Saxon (A)
Edwin
Coelmund
Aethelwulf (1)
Wulfric (Tha)
Edmund (Hus) (1)
Hirdmen (A)
Skule (1)
Tormod (1)
Tjodolv (1) 
Klemet (1)
Hallstein (1)
Ivar
Agnar, Magnar
Torberg, Torstein
Heinrek, Skofte
Gunnstein
Torgils
Ingemar, Tryggve 
Hulvid
Viking bow (U)
Gunnar
Gandalv
Torfinn
Hauk, Yngrar
Hvsing
Reidar
Lodin	
50
48
47
47

30

51
49
44
42
41

36
35
25
31

26

27
26
33
21
32

22
21
21
20
19
21
20
19
18
18
17
16
15

22
19
18
16
15
14
13	Thanes (A)
Coelwulf
Eadulf
Alfred
Sigulf, Osgar
Athelferth
Huscarls (A)
Edward (1)
Aelfwine (1)
Hygebehrt(1)
Ceolred (1)
Wulfgar (1)
Aethelred (1)
Edgar
Beorhtulf
Aethelmund
Tostig
Kola
Osmed
Ecgbryht
Kola (2)
Osmed (2)
Bow (U)
Wulfroth
Swithulf
Cenwulf
Osric
Aldred
Aelfgar
Aelle
Equipment
6x  Boats
3x Galleys
3x Drakkars
12x Grapnels
16x Buckets	
20
19
18
17
17

29
29
29
27
26
21
20
19
19
19
18
17
16
24
22

21
19
19
19
17
15
14

  1	Berserks (U)
Torgrim (1)
Hildebrand (1)
Ulv, Olav  (1)
Ragnvold (1)
Dag,Brynjolf (1)
Torkjel (1)
Blotolf (1)
Bjorn 
Alrek
Gaute, Hake
Bjorn (2)
Hake (2)
Bondi (U) (3)
Grim
Yngve, Glum
Runolv
Stig, Gyrd
Askjel
Hagbard, Otto Torleik, Balder
Vagn, Torodd
Hermod
Domar
Runolv (4)
Hagbard (4)
Balder (4) (5)
Vagn (4)
Yngve (2)
Glum(2) (5)
Torleik (2)
Domar (2)
Booty
2x Goats
2x Pigs
8x Treasure	
24
22
22
20
20
18
16
17
16
15
26
22

12
  9
  8
  8
  7
  6
  6
  5
  5
  4
18
15
13
12
14
13
10
  6	Ceorls (U) (3)
Godwine
Oswald
Aelfweard
Ordheh
Aelfric
Eadric
Eardwulf
Aethelberht
Aelmaer
Weohstan
Ordheh (4) (5)
Eadric (4)
Aelfric (2)
Eardwulf (2)
Aethelberht (2)
Aelmaer (2)
Weohstan (2)
Peasants
Adrian
Hugh, Aelfere
Eadwig, Wilfrid
Cerdic, Eanulf
Orlac, Ecgulf(5)
Eadred, Ralph
Harold (5)
Dunstan, Walter
Eadwig (6)
Cerdic (6)
Ecgulf (6)
Women
Brigida (Vik)
Agatha
Astrid (Vik)
Hilda, Judith	
13
13
11
11
10
  9
  9
  9
  8
  8
22
21
16
14
12
12
10

  6
  6
  5
  5
  5
  4
  4
  2
19
18
17

  4
  3
  2
  2	

NOTES
(1)	These characters on foot are armed with two-handed axes. Without the ability to use their axes two-handed, their PVs would be reduced by approximately 25%.
(2)	Optionally these characters may use javelins. As the formula for javelins involves increasing ATT and decreasing DEF, the two armoured huscarls are calculated as 2x ATT + ½x DEF.
(3)	Bondi and ceorls may be used to represent stone-throwing Irishmen and Highlanders; PVs would be increased as for javelins (mostly by 4-5 points, less for the weaker Bondi).
(4)	These characters may be used to represent characters with throwing axes.
(5)	These 3 peasants, 2 axemen and 1 javelinman have had PVs raised by 1 point, due to them having higher defence strengths than attack strengths.
(6)	These peasants may be used to represent characters with staff slings.

8)	DRAGON NOIR

Name	PV mt/ft	Name	PV	Name	PV	Name	PV	
Exiles 
Konrad (A)
Godiva (A)
Godiva (1)
Grast (A)
Hohmley (A)
Aldus (A)
Evans (A)
Dill (A)
Matt (A)
Paul (A)
Roberts (A)
Gustav (A)
Thrugg
Davrich
Barney
Rix(2),Simon
Santiago
Santiago (1)
Simon (1)
Laberne  (3)
Jon  (3)
Arlon (A) (3)
Zacharie (3)
Orks 
Black Fox(A)
Zed (A) (4)
Shaman (3)	
86
44
54
48
44
42
39
36
34
30
30
29
48
20
16
16
16
28
26
24
22
28
50

64
49
57	
38
21
31
20
21
18
17
16
15
14
13
13
26
12
10
  8
  8
14
12
21
15
24
26

30
21
21	Wardogs
Lucifer (U)
2x Ork wardog
2x Wolf (U) (5)
Elite Orks (A)
Ashrak Grishnak, Ugluk
Kuruz, Rudak
Zorak
Guruz
Orks (U)
Crazy Ork (5)
Gromrak
Grumuz, Zugun
Shaggrag, Zarad
Aruk, Azrog
Krular
Ork bows (U)
Attrag, Graz
Fnarad, Gattog
Kommog
Wolfrider(large)
2x Wolfrider
Spirits (6)
4x LivingDead 1
4x LivingDead 2
2x Gargoyle 1
2x Gargoyle 2	
19
16
13

26
26
23
15
12

40
21
18
16
13
10

21
20
20
39
33

21
16
30
24	Elf longbow (A)
Gerfindel (2)
Ceodoras (2)
Cerenbril (2)
Findarfin (2)
Goblins (U)
Krobek
Grunek (bow)
5x Goblin (2)
Dwarves (U)
5x Black Dwarf
Hurin (crossbow)
Barin,Uzun (bow)
Kahiluans (U)
Gotmar 1
Gotmar 2
Sarah 1
Sarah 2
Monsters 
Black dragon (7)
Baby dragon (8)
8 x Gharv (8)
Trolls
3x Trolls (8)
Krob Queen
Alkiram (9)
Equipment
10x Spider web 	
58
50
50
35

15
14
  7

16
44
32

  4
17
  3
  9

365
80
36

40

255

  2	Krob
Guards (8)
Migam 
Tiom 
Golom
Valim
Karm
Hum
Zym
Slayers  (4)
Slayer: 20 
Slayer: 19
4x Slayer: 18
Slayer: 17
Slayer: 16
Other Krobs
16x Warrior
28x Hunter
Baby Migam
Baby Tiom
Baby Golom
Baby Valim
Baby Karm
Baby Hum
Baby Zym
Baby Slayer
Baby Warrior
Baby Hunter 	

84
77
70
70
66
63
59

49
46
43
40
37

22
10
15
13
12
12
12
10
  9
  9
  7
  3	

NOTES
(1)	Adjusted points for: Godiva with Lucifer adjacent, and optional javelins for the 2 Exiles. 
(2)	Options: Rix on foot using a 2-handed axe, and Goblins throwing stones and/or cutting hamstrings, have PVs of 12. Wolfriders and goblin bowmen able to cut hamstrings do not increase their PVs. Elves that cannot shoot when wounded drop their PVs to 52, 44 and 30. 
(3)	Mounted bowmen are 2x ATT + 2x DEF due to their limited or no shooting capability while mounted. Level 2 spellcasters on foot have values of 30 (Zacharie) and 24 (Shaman). 
(4)	Poison adds ½x ATT to PVs; Slayer Krobs get an extra 1x ATT for poison plus –1 in attack. Krobs are also given + ½x DEF for their resistance in combat: they cannot be stunned.
(5)	Wolves are unarmoured wardogs. Crazy Ork cannot be stunned or wounded.
(6)	Spirits are impossible to kill, but PVs are halved for Living Dead as they stay half the time of Gargoyles; DEF is reduced for less time underground. PVs are in proportion to spell cost.
(7)	The Black Dragon is immune to missiles and does not retreat, has 4 attacks (from 4 2-hit body parts) and 1 3-hit essential body part. Total ATT is 200 and DEF 165 (105 + 2x 30).
(8)	These creatures take 3 hits to kill and cannot be stunned. The dragon cannot retreat. Guards resist missiles at +2, cancelled by weakness to the rear; 2 attacks gives 2x ATT + 1½x DEF (which also keeps PVs and Krob reinforcement costs roughly in proportion at about 10:1).
(9)	Alkiram has 5 hits, resists missiles at  +4 and spawns Baby Krobs, reduced by weakness to the rear and very slow movement. Total is thus 1x ATT + (7-2=) 5x DEF (plus 1x DEF if spawn rate increases over time). A Guard acting as replacement Queen adds 1x DEF to PV.

9)	GENERIC TROOP TYPES 
This table is additional to those drawn up by Pietro di Cremona and consists of guide values for different types of troops, taken from the English publications “Scenario Book 1”, “Outremer”, “Scenario Book 2”, and “Dark Blades Expansion Set”. These values are used for role-playing and miniatures games. Ranges of strengths are listed as maxima and minima. Strengths will rise or fall as a consequence of a character’s achievements or failures during a campaign (Note: role-playing rules in “Croisades” alternatively provide for changing character type A into type B). Except in Scenario Book 1, wounded strength is half of healthy strength, rounding down any fractions.

Name	ATT/DEF 	PV mt/ft	Name	ATT/DEF	PV	
Outremer/ Scenario Bk 2
Crusaders
Templar (A) 
Knight (A)
Squire (A) 
Sergeant (A) 
Turcopole (U) 
Moslems
Mamluk (A)  Mamluk (U) 
Seljuk (A) 
Syrian (A) 
Bedouin (U) Horse archer 

DB Exp Set
Averages
Knight (A)
Sergeant (A)
Halberdier (A)
Peasant (U) 
Roleplay max
Good guy 
Mon-oger elite 
Mon-oger (U) 
Mercenary 
Goblin (U)  Peasant (U) 

Scenario Bk 1
Baron
Knight
Sergeant (A) 	Max-Min mounted, foot

36/22-24/10,   18/14-12/8
30/18-20/8,     15/12-10/7
20/11-12/6,     10/7-6/5
24/12-16/7,     12/8-8/6
18/10-12/6,       9/7-6/5

30/18-20/8,     15/12-10/7
22/15-12/5,     11/9-6/4
20/10-12/5,     10/7-6/5
18/10-10/5,       9/6-5/4
14/9-8/5,           7/6-4/4
12/7-8/5,           6/5-4/4

    25/13,             13/10
                           10/7
                           10/7
                         4/3-3/2

    26/13,            14/7
                          17/11
                          16/10
                          16/10
                          10/5
                            6/7

Healthy (wounded)
 27/13 (14/6), 13/11 (7/5)
 22/10 (11/5), 11/9 (6/4)
                       11/9 (6/4)	

80-44
66-36
42-24
48-30
28-18

66-36
37-17
40-22
38-20
23-13
38-26

   51

   52

   53
   42

32-20
27-17
17-11
20-14
12-8

27-17
15-8
17-11
15-9
10-6
17-12

   23
   17
   17
  4-3

   21
   28
   21
26/68
   12
     7

   24
   20
   20	Outremer/ 
Scenario Bk 2
Crusaders
Halberdier (A)  Billman (A) 
Spearman (U) Longbow (U)
Shortbow
Peasant  
Moslems
Assassin
Syrian spear 
Fatimid spear
Seljuk infantry 
Sudanese bow            
Sudanese jav  
Slinger  
Peasant   
Moslem/
Crusader
Crossbow (A) Crossbow (U) 
Civilian

Scenario Bk 1
Halberdier (A)
Billman (A/U)
Spearman (U)
Shortbow (U) 
Longbow (U) 
Crossbow (A)
Crossbow (U)
Peasant
Civilian	Max-Min

12/8 - 8/6
10/7 - 7/6
  9/7 - 5/5
  7/5 - 5/4
  7/5 - 5/4
  5/3 - 2/2

12/8 -  4/3
  9/7 - 5/5
  8/6 - 5/5
  8/6 - 5/5
  8/5 - 6/4
  8/5 - 6/4
  6/5 - 4/4
  6/3 - 2/2

  7/6 - 5/5
  7/5 - 5/4
      2/2

 11/7 (6/4)
 10/7 (5/3)
   7/6 (4/3)
   6/5 (3/3)
   6/5 (3/3)
   6/6 (3/3)
   6/4 (3/2)
   5/4 (2/2)
   2/2 (1/1)	

20-14
17-13
12-7
26-19
24-14
  5-2

40-14
12-7
11-7
11-7
21-16
16-12
23-16
  6-2

33-25
26-19
    2

  18
17/13
  10
  17
  23
  30
  22
    5
    2	

NOTES
(1)	Scenario Book 2 provides a selection of troop types identical to those in “Outremer”. Counters that could represent Squires can only be found in “Dark Blades” / “Dragon Noir”.
(2)	The Dark Blades Expansion set provides two sets of values: one set with average values for troop types from other games used in Expansion Set scenarios, and the other set with maxima for character progression for characters provided in “Dark Blades”.
(3)	Scenario Book 1 gives fixed strengths; wounded are halved with some fractions rounded up.

10)	SUPPLEMENTARY CHARACTERS
This table consists of additional characters with their attack and defence strengths as well as points values. The new characters were added in Vae Victis and Claymore magazines for use in supplementary scenarios (not all of which have been published). Also included are some characters from the English game “Dark Blades”, which were left out of “Dragon Noir”.

Name	ATT/DEF	PV	Name	ATT/DEF	PV	
C#15: Orleans 1429
French leaders
Jeanne d’Arc  mounted
                        foot 
Gilles de Rais mounted
                        foot
De Graucourt  mounted
                        Foot
Dunois (knight on foot)
English leaders
Salisbury         mounted
                        foot
Falstoff            mounted
                        foot
Buchan (knight on foot)
English men-at-arms (A)
Baynes
Allen
Alan
Lumley
French men-at-arms (A)
Marcolm
Malcolm
Guillaume
Crossbowmen (A)
Martino 
Luigi 

C#12: Hand-gunners (A)
René
Kurt, Leopold, Antoine
Hans, Olivier, Jan 
Frantz, Thomas
Martin	

25/14 (13/7)
14/12 (7/6)
32/12 (16/7)
16/12 (8/6)
26/14 (14/8)
13/10 (7/5)
20/14 (10/7)

33/15 (16/7)
17/13 (8/6)
28/15 (14/8)
14/12 (7/6)
17/12 (9/6)
Move =6(3)
12/10 (6/5)
12/8 (6/4)
11/9 (5/4)
9/6 (4/3)
Move =6(3)
11/8 (5/4)
10/7 (5/3)
8/6 (4/3)
Move =6(3)
8/6 (4/3)
7/5 (4/2)

Move =5(3)
8/6 (3/4)
7/7 (3/4)
6/5 (2/3)
5/5 (3/3)
5/4 (4/2)	

53
26
56
28
54
23
34

63
30
58
26
29

22
20
20
15

19
17
14

36
31

44
42
34
30
28	VV#19: Crusader leader 
Comte d’Artois   mounted
                            foot 

C#11: Guard Archers 
Robert de Cunningham
Jehan Stud, Robin Stuart
Andro Gourlay
Thomas Nesbut
Thomas Stud, Patric Spens
Edouard Preston
Jehan Dodes
Alexander Douglas
Stin Kays, Georges Lydel

Dark Blades Monsters
Dworc 
Gargoyle (breath)
3x Trolls (regenerate)
Dragon [move = 10 (5)]
5 Black Dwarves
Dwarf Crossbow
2 Dwarf Shortbow
Dark Blades (A)
Good Guy Zed (mtd-ft)
Ceebey [= Aldus] (ft)
Evans (ft)
Dill (ft)
Matt (ft)
MacKandy [= Gustav] (ft)
Dark Blades (U)
Roberts (mtd-ft)
Leigh [= Paul] (mtd-ft)
MonOger standard [Zorak]
MonOger drum [Guruz]	
30/14 (15/7)
15/12 (7/6)

Move =6(3)
18/14 (9/7)
16/12 (8/6)
15/11 (7/6)
14/10 (7/5)
14/10 (7/5)
13/10 (6/5)
13/10 (6/5)
13/10 (6/5)
13/10 (6/5)

Move =4(2)
10/6 (5/3)
12/8 (6/4)
16/12 (8/6)
40/20(20/10)
12/8 (6/4)
12/8 (6/4)
12/8 (6/4)

18/11-10/6
18/12-10/6
15/12-8/6
16/10-8/5
16/9-8/4
15/7-8/4

14/6-8/4
14/6-8/3
10/5 (5/3)
8/4 (4/2)	
58
27

50
44
41
38
38
36
36
36
36

16
32
40
60
20
52
40

40-16
42-16
39-14
36-13
34-12
29-12

20-10
20-9
12
10	

NOTES
(1)	Values for Robert Count of Artois are identical to those for Sir Richard from “Cry Havoc”.
(2)	The Scottish Guard archers were in French service in the XVth century; the names are claimed to be those of actual guards [since many do not seem very Scottish, I might try to check these some time!].  The French spellings of first names have been retained, but some typos of wounded strengths have been corrected (half the counters gave the same strength wounded as healthy). Although pictured with large bows and partially armoured, I have assumed they have shortbows (since the Scots did not use longbows), and are unarmoured (since their defence strengths are not circled). Scenarios for these were never published.
(3)	The hand-gunners (called ‘Couleuvriniers’ or culverin-men) are offered as alternatives to using armoured crossbowmen; only one scenario, that for the Hussites in Claymore #8, uses this troop-type. A further set of expansion rules, which were to include rules for Spanish and Turkish arquebusiers and scenarios for these troops, were promised but never published.
(4)	The Siege of Orleans characters include Joan of Arc for whom special rules can apply: She can cause a morale bonus and column shift in combat like a commander-in-chief but over a radius of 10 hexes and only to sergeants and French foot soldiers (no knights or crossbows). Joan can also have a defence bonus of +3 against missile-fire. These extras would raise her PV to at least 67/38. By mistake two French (or rather Scottish in French service) men-at-arms were called Malcolm: one has been called Marcolm to distinguish them. The men-at-arms are elite infantry so should have a morale value of 8 (above that of halberdiers).
(5)	The Dark Blades ‘monsters’ are all armoured, as all with defence of 6+ on foot are treated as armoured in the Dark Blades Expansion Set. The gargoyle has a breath weapon fired in the spellcasting phase that is equivalent to a shortbow; it has a maximum range of 10 along a straight row of hexes, and only the first character in that line can be affected. The narrow line of fire, short range and limited frequency of fire suggest a lower PV than that for armoured shortbowmen: 2x ATT + 1x DEF. The trolls regenerate, so stunned and wounded become healthy at the end of combat, and killed becomes wounded unless an enemy is adjacent to prevent regeneration by burning the body. 
The other Dark Blades characters have changes in armour or changed strengths (either both mounted and on foot, or only on foot – the changes are noted in brackets). The “Dark Blades Expansion Set” proposes that characters of attack strength 7+ on horseback are treated as being armoured even if they are unarmoured on foot; the values above modify this rule and rationalise it so that all characters that are armoured on horseback (and who are armoured in “Dragon Noir”) are also armoured when on foot. Zed as a ‘Good Guy’ has no strength changes, but as his weapons are not poisoned his PVs are lower than in “Dragon Noir”.
(6)	Further variant Points Values for characters from games in the Cry Havoc series can be found in the translated extensions for Byzantine (and Armenian) armies and Mongol armies.

11)	ALTERNATIVE CHARACTER POINTS VALUE SYSTEMS
Detailed above is the ‘French’ system of Point Values for individual characters, which was designed by Duccio Vitale and introduced in “Croisades”. As an alternative to this, it is possible to use or adapt the ‘English’ points system devised for Standard Games and published in Scenario Book 1 and “Samurai Blades” (and also used in Scenario Book 2).  

The English system assumed an average set of Attack and Defence strengths for each character type, and then based on this the points for all characters of that type. To ensure a fair distribution, actual characters within that character type should then be chosen randomly (although this was not originally specified in the rules). The system as published does have some problems, because it is based only on modified Attack Strength, and because it was introduced to apply only to the early character types found in “Cry Havoc” and “Siege” (thus ignoring the distinction between armoured and unarmoured characters and omitting many later character types). This does not stop the principles involved being applied to other games of the series.

A variant points system, using unmodified Attack Strength, was proposed by Jim Webster for use in some scenarios of his in Scenario Book 2. It is suggested that this simplistic approach be avoided. However, the modifier calculations could be applied to actual rather than average strengths.

The ‘type of character’ method could also be applied to the French points system, avoiding the need for individual calculations and values: choice of individual characters from each type should then be random (by die-roll or drawing from a cup). Use the Points Values in bold from the table below.

Comparative table of Points Values from different systems

Character type	Average	Attack pts	Scenario Books PVs	“Croisades” PVs	
Mounted baron 	27:13	26-30	  40   (ATT x 1.5)	44-66   (53)	
Baron on foot	13:11	12-15	  20   (ATT x 1.5)	20-27   (24)	
Mounted knight	22:10	20-24	  33   (ATT x 1.5)	36-48   (42)	
Knight on foot	11:9	10-12	  16   (ATT x 1.5)	17-21   (20)	
Sergeant on foot	11:9	 8-12  [10-12]	  11   (ATT x 1.0) [14]	17-23   (20)	
Halberdier	11:7	 8-12  [10-12]	  11   (ATT x 1.0) [13]	16-20   (18)	
Armoured billman	10:7	 7-10   [9-11]	  10   (ATT x 1.0) [12]	15-18   (17)	
Billman / Naginata	10:7	 7-10   [9-11]	  10   (ATT x 1.0)	12-14   (13)	
Spearman / Yari	  7:6	  5-9	    7   (ATT x 1.0)	  7-12   (10)	
Longbowman	  6:5	  5-7     [4-7]	  24   (ATT x 4.0)	15-26   (23)	
Armoured crossbowman	  6:6	  5-7	  20   (ATT x 3.3)	24-35   (30)	
Crossbowman	  6:4	  5-7	  18   (ATT x 3.0)	19-27   (22)	
Shortbowman	  6:5	  5-7     [4-8]	  18   (ATT x 3.0)	13-22   (17)	
Peasant	  5:4	  2-5     [2-7]	    3   (ATT x 0.5)	  2-7       (5)	
Civilian	  2:2	  2        [2-4]	    1   (ATT x 0.5)	  2-4       (2)	
Holy Order knight	30:16	24-36 [26-36]	  45   (ATT x 1.5)	50-80   (62)	
Holy Order on foot	15:11	12-18 [13-18]	  23   (ATT x 1.5)	22-32   (26)	
Mounted sergeant	22:10	16-24 [20-24]	  22   (ATT x 1.0) [27]	36-48   (42)	
Heavy cavalry / Squire	16:9	10-20 [12-18]	  16   (ATT x 1.0) [20]	29-42   (34)	
Heavy cavalry on foot	  8:6	  5-10   [6-10]	    8   (ATT x 1.0) [10]	10-18   (14)	
Horse archer	10:6	              8-12	  30   (ATT x 3.0)	26-38   (32)	
Horse archer on foot	  5:4	             4-6	  15   (ATT X 3.0)	12-17   (14)	
Light cavalry	17:10	12-22	  17   (ATT x 1.0)	18-37   (27)	
Light cavalry on foot	  8:7	  6-11	    8   (ATT x 1.0)	  8-15   (11)	
Bedouin / Auxiliary	11:7	  8-14	  11   (ATT x 1.0)	13-23   (18)	
Auxiliary on foot	  5:5	  4-7	    5   (ATT x 1.0)	  6-12     (7)	
Berserker / veteran	11:8	            8-13	  11   (ATT x 1.0)	11-17   (15)	
Ordinary infantry	  6:5	            3-10	    6   (ATT x 1.0)	  4-13     (8)	
Armoured shortbow	  6:5	  5-7	  20   (ATT x 3.3)	20-26   (22)	
Slinger	  5:4	  4-6	  15   (ATT x 3.0)	16-23   (19)	
Javelinman	  7:4	  6-8	  14   (ATT x 2.0)	12-16   (14)	
Engineer	  4:4	            3-5	  16   (ATT x 4.0)	20-28   (24)	
Assassin / Ninja	10:6	  4-12	30/20   (ATT x 3.0/2.0)	24-40   (32)	
Japanese monk	  6:5	            4-10	    9   (ATT x 1.5)	  7-17   (11)	
Samurai mounted archer 	25:13	          22-28	125 (ATT x 5.0) 	70-84   (76)	
Mongol noble mtd archer 	25:13	          22-28	125 (ATT x 5.0)	92-112 (101)	
Mongol mounted archer	13:8	            8-22	  52   (ATT x 4.0)	29-81   (47)	
Armoured longbow	12:7	          10-16	  48   (ATT x 4.0)	37-55   (50/43)	
Armoured ork	14:9	            8-16	  14   (ATT x 1.0) [17]	12-26   (23)	
Black dwarf / Ork	12:8	            8-16	  12   (ATT x 1.0)	10-21   (16)	
Dwarf bow/crossbow	12:8	            12	  36   (ATT x 3.0)	32 / 44	
Mounted spellcaster	  8:5	            8-9	  40   (ATT x 5.0)	50-57   (50)	
Spellcaster on foot	  4:3	            3-4	  20   (ATT x 5.0)	21-26   (26)	
Foot bow mounted	  8:5	            7-8	  24   (ATT x 3.0)	22-28   (26)	

Abbreviations: PVs = Point values; pts = points; ATT = Attack strength; mtd = mounted

Notes on the table
(1) Scenario Book 2 recommends that Saracen characters are given the points values of the most similar Crusader characters: this is unrealistic for character types that do not exist in the original Scenario Book 1 list (e.g. horse archers), so estimated points values have been added to the table.
(2) Attack points in square brackets in column 3 are the actual ranges of points in the published games whereas those in normal type are the ranges proposed for the role-playing game given in “Scenario Book 1” and “Outremer”. Similar character types are grouped together, e.g. turcopole and mamluk light cavalry, so the point ranges, and the PVs in column 5, will reflect those combinations.
(3) The Scenario Book Points Values have the advantage that they reflect the relative importance of knights and other nobles, and the relative unimportance of peasants and civilians. However, the original PV tables were created before armour was introduced, so the figures above do undervalue armoured in comparison to unarmoured soldiers, and particularly undervalue sergeants if command control and morale rules are in use. Optional alternative PVs for armoured troops, from a formula of ATT x 1.25, are included in column 4 [in brackets].
(4) ‘Average’ strengths in column 2 are expressed as Attack:Defence. The range of “Croisades” PVs in column 5 also has added in brackets the PV for the ‘average’ character of each type. 
(5) An important difference between the two sets of PVs is that the Scenario Books treat crossbows as equal in effect to shortbows, whereas in “Croisades” crossbows are equal to longbows.
(6) Notes on specific character types:
•	The mounted baron category includes kings and all knights / equivalents on caparisoned horses. 
•	The squire is a character type used in the “Outremer” role-playing game.
•	‘Veteran’ and ‘ordinary’ infantry are the unarmoured character types from “Viking Raiders”, and the ordinary Muslim infantry from “Croisades”.
•	Japanese ninja use the higher English PV at night. Japanese monks can deflect missiles.
•	Mounted Samurai archers have a short range and restricted shooting, so the English multiplier of 5 seems too high.
•	Human, elf and goblin characters from “Dark Blades” / “Dragon Noir” have been included within their equivalent character types, e.g. elves are armoured longbowmen, goblins are normally peasants but may be rated as ordinary infantry (as may peasants) if given extra abilities in a scenario. The goblin leader should be rated with the unarmoured orks and dwarves; bowmen other than dwarves are included with the normal bowmen of that type. 
•	Samurai monks and the character Dark Blades /Konrad should be treated as Holy Order knights. 
•	Mounted characters carrying bows are roughly equivalent in points value to their value on foot: this is because in “Dark Blades” / “Dragon Noir” while they are mounted they are either unable to shoot (longbow) or unable to load (crossbow). Use normal bow values when they are on foot.

An alternative points system for “Cry Havoc”
A different alternative system was proposed for characters from “Cry Havoc” by Jim Hind in The Wargamer #20 (May-June 1982). In his review, he proposed adding together Attack Strength, Defence Strength and Movement Allowance to give points values, with bonuses for command control and for missile weapons. Civilians were given PVs of zero. In “Cry Havoc” there was little difference between movement rates (4 for knights on foot and civilians, 6 for other foot, 8 for mounted knights) so there was no significant distortion caused by using such rates, as there would be with the higher movement allowances of later games. If the command control rules were used, he proposed that sergeants had a bonus of 10 compared to other soldiers, but no mention was made of a bonus for knights. [Knights should also have a bonus, both to avoid sergeants having higher points values than foot knights and to reflect the knight’s greater effectiveness in command control – 20 points would be about right.] For missile troops, crossbowmen added the short range fire strength but did not count movement (i.e. ATT+DEF +60), while shortbowmen added twice their fire strength and did count movement since they can fire twice and move in the same turn (i.e. ATT+DEF +6 +76). This formula would need modifying for the changes in the system of missile fire introduced in “Siege”, but it does reflect how powerful bowmen are in “Cry Havoc”itself. The range of PVs created under this system (for average strengths in the table above) run from 15 for a peasant through 19 for a spearman, 23 for a billman, 25/36 for a sergeant, 28/[48] or 48/[68] for a rich knight on foot or mounted to 78 for an armoured crossbowman and 99.for a shortbowman.

“Samurai Blades”: Modifiers and their justification	
Character type	Modifier (to Attack Str.)	Reasons for Modifier	
Peasants	x ½ 	No armour, low quality	
Mounted samurai or knights	x 1½ 	Heavy armour + mobility	
Shortbowmen	x 3	Missile weapon	
Longbowmen	x 4	Missile weapon + high penetration	
Crossbowmen	x 3 	Missile weapon + high penetration, low rate of fire	
Monks	x 1½ 	Missile deflection	
Mounted samurai archers	x 5	Heavy armour, missile + mobility	
Ninja	x 2 day (x 3 night)	Missile weapon, near invisibility	

The implication of this table (and the examples given) is that heavy armour is balanced by lack of mobility, so that foot samurai like ordinary infantry receive no modifier.

Another alternative points system for missile troops
All missile troops of the same type shoot using the same Missile Fire Table, yet their Points Values may vary greatly according to attack strengths which are irrelevant to missile-fire. Underlying the original calculations was the fact that there was little variation between the strengths of the different missile-men. This ceased to be true with the introduction of Samurai/Mongol and fantasy characters, for whom very large PVs emerged using those old calculations. An alternative offered below is to determine normal combat values and then add an extra amount for the missile weapon.

The revised Points Values should end up fairly close to the published PVs for the early characters. Determining the most appropriate amount for a missile bonus is complicated by the way that the English games vary in their detailed rules on missile weapons. In “Cry Havoc” shortbows and crossbows are each given a specific Attack Strength at different ranges, which is compared to the target’s Defence Strength; the die rolls for the resulting odds are checked against special Missile Results Tables. “Dark Blades” uses the same tables (with a few small variations), but the excessive ranges and effectiveness of the bows (criticised by most reviewers of “Cry Havoc”) are reduced by approximately half. “Siege” introduced a system that ignores the target’s Defence Strength, and this is the basis of all the later games and of the French versions. Later on this system was able to take account of the introduction of rules for armour by adding +1 to the missile die-roll if a character was wearing armour. “Outremer” changes the order of effectiveness, making longbows more accurate than crossbows in its tables, but this approach is not maintained and “Siege”, “Samurai Blades”, “Viking Raiders” and the “Dark Blades Expansion Set”, plus “Croisades” and the later French games, all make crossbows more accurate than longbows. “Outremer” lists ranges for slings, javelins and daggers but gives no rules for frequency of fire.

Table of proposed Missile Bonuses and resulting alternative average ‘Revised Points Values’	
Weapon/specialism	Bonus	‘English’ PV	‘English’ RPV	‘French’ PV	‘French’ RPV	
Shortbow	+10	18 / 20 armd	16 / 18 armd	17 / 22 armd	18 / 21 armd	
Crossbow	+15	18 / 20 armd	21 / 23 armd	22 / 30 armd	23 / 27 armd	
Longbow	+15	24 / 48 armd	21 / 30 armd	23 / 43 armd	23 / 34 armd	
Mounted shortbow	+15	30 	25 	32 	31 	
Mounted Samurai bow	+15	125	52	76	66	
Mounted Mongol bow	+25	125	62	101	76	
Javelin	+5	14	12	14	14	
Sling	+10 (15)	15 	15 (20)	19 	17 (22)	
Assassin / Ninja	+20	30	30	32	33	
Japanese monk	+5	  9	11	11	13	
Engineer	+20	16	24	24	26	
Spellcaster	+25 / 30	20 / 40 mtd	29 / 38 mtd	26 / 50 mtd	30 / 40 mtd	
Foot bow mounted	+15	24 	23 	26 	28	

Abbreviations: PV = Points Value from published games; RPV = Revised Points Value; armd = armoured, mtd = mounted.

Notes
1) The proposed bonuses have been determined on the basis of a comparison of range, frequency of fire and effectiveness. An additional bonus is normally appropriate for those that can shoot while mounted, but this may be denied if range or frequency of fire is significantly reduced on horseback. 
2) The Points Values and Revised Points Values are calculated for characters with the average strengths given in the Comparative PVs table above. 
3) English PVs for foot bowmen in armour use the melee factor of 1.25, and 1.5 for armoured Samurai and Mongol knight-equivalents. 
4) Slings are given a factor equivalent to crossbows in “Croisades”, but their substantially shorter range seems to make an equivalence to shortbows more appropriate. If ammunition limitation rules are in use then the sling bonus should be raised to 15 (given their unlimited access to ammunition).
5) Mounted Samurai bowmen are given a bonus equal only to a shortbow due to their slow rate of fire and reduced range. 
6) The English PVs and RPVs for armoured longbow are for elf archers; Samurai and Mongol ‘knights’ on foot use a factor of 1.5 instead of 1.25, so have PVs of 51 and 33.
7) Players may determine their own bonuses for other types of missile: suggestions are handgun +20, staff sling +10 (+15 if firepots used), mounted javelin +5, throwing axe +5, stone-throwing +5.

Translation history:
Version 2.0, July 2000 divided the document into 2 parts with substantial extension to Part 2; 
Version 2.1 revised sections 6.4.3 (night), 6.6.5 (extra assassins), 6.1.3 & 6.2.3 (chains). 
Version 2.2 April 2001 split sections 6 (ex 6.4) and 7, amended 4.1.2, 4.1.5, 5.2.7, 5.3.4, 5.4.5, 5.5.1, 6.1, 6.3, 6.4, 6.5, 7.1.1, 7.3.4, 7.4.1, 7.4.2, 7.5.2; and added 5.4.7(booby-traps), 6.7 (prisoners), 6.8 (transport), 7.3.5 (movement).
Version 2.3 August 2001 added material from Claymore #15 to 2.9, 5.4.5, 7.1.3, 7.1.4, 7.2.0, and to 7.5.10 (Orleans 1429 and Dark Blades); and amended 6.8 (carts), 7.5.0 (strength point lists), and 3.2, 4.2.3, 5.4.4(6), 7.2.4, 7.3.1 (ladders, ropes and spiral stairs).
Version 2.4 July 2002 added 5.2.10 (catapults), 6.9 (houses); amended 4.2.3 (ropes), 6.1 (helping), 6.4 (water), 6.7 (prisoners), 7.4; 3.4, 7.1.2 (marshy scrub); 7.1.1, 7.1.3, 7.2 (building interiors). 

Version 2.5 added 3.1 (early French games) and renumbered the rest of section 3; 5.5.5 (light and heavy armour), 6.10 (fire), 7.5.11 (alternative points systems); 
amended 2.9 (Guard Post map), 3.2 (ammunition), 4.0 (note on large siege tower, all of section 4 updated), 4.1.2 (hiding in trees), 4.1.3 (fences), 4.1.5 (carts), 4.2 (note on hoardings, fascines), 4.3.2 (crossbows), 5.1.1 (axes), 5.1.2 (angons, framées), 5.1.3 (mounted javelins), 5.2.1 (grenades, smokepots), 5.2.2 (staff slings), 5.2.3 (stones, clubs), 5.2.9 (screens), 5.2.10 (small ballistas), 5.3.3 (hiding horses), 5.3.4 (correction to charges rule B3, added B6 lances), 5.4.4 (stairs), 5.4.5 (doors), 5.4.7 (traps), 5.5.1 (fanatics/heroes), 6.1 (helping), 6.4 (water), 6.7 (prisoners), 6.8 (carts/picking up items); 6.9 (buildings); 6.10 (fire); 7.1.1, 7.2.1, 7.2.2 (rice paddy, screens, fences, battlements, gateways and carts); 7.1.4 (elevation due to slopes), 7.3.2 (horses), 7.3.5 (women, goats and pigs); 7.4.2 (throwing axe); 7.4.3 (mounted javelin, small ballistas, new weapons); 7.4.4 (modifiers); 7.5.1, 7.5.6, 7.5.8 (longbowmen); 7.5.5 (Croisades characters), 7.5.7 (Vikings - Hildebrand).

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