Sie sind auf Seite 1von 8

CR 3 SWORDPLAY REACTION TABLES

Fast Move (Ldr)


Civilian

Pass 2d6
Move up to 1.5X normal distance.

Pass 1d6
Those in cover remain in place instead. Others move up to normal distance. Others, including armored mounted, move up to 2X normal distance. All move up to 1.5X normal distance. Those in cover move normal speed. Armored foot move up to normal distance. Others move up to 1.5X normal distance. Armored move up to 1.5X normal distance. Move up to 2X normal distance. All move up to 1.5X normal distance.

Pass 0d6
Those in cover remain in place instead. Others move up to normal distance. Others move up to normal distance.

Knight

Armored foot move up to 1.5X normal distance.

Missile

Armored foot move up to 1.5X normal distance. Others move up to 2X normal distance.

Those in cover remain in place instead. Others move up to normal distance.

Mtd Missile

Armored move up to 2X normal distance. Others move up to 3X normal distance.

Move up to normal distance.

Soldier

Warrior

Armored foot move up to 1.5X normal distance. Others, including armored mounted, move up to 2X normal distance. Armored foot move up to 1.5X normal distance. Others, including armored mounted, move up to 2X normal distance.

Move up to normal distance.

All move up to 1.5X normal distance.

Move up to normal distance.

Bandits
* = Star May choose to pass 2d6, 1d6, or 0d6.

Threat Enemy Within 6 And Facing (Ldr)*


Civilian

Pass 2d6
If outnumbered 2:1 or more will take Bad Situation test. Otherwise halt. If outnumbered 2:1 or more will halt. If in cover or fieldworks will halt. Otherwise charge and do not have to take the Wanting To Charge test. Fire. If unloaded Take Bad Situation test. Fire. If unloaded Take Bad Situation test. If outnumbered 2:1 or more will halt. If in cover or fieldworks will halt. Otherwise advance half move. If outnumbered 2:1 or more will halt. If in cover or fieldworks will halt. Otherwise advance full move.

Pass 1d6

Pass 0d6

Take Bad Situation test.

Run away.

Knight

All advance half move.

Take Bad Situation test.

Missile Mtd Missile Soldier

Fire. If unloaded Take Bad Situation test. Fire. If unloaded Take Bad Situation test. All halt.

Rush shot. If unloaded Take Bad Situation test. Rush shot. If unloaded Take Bad Situation test. Take Bad Situation test.

Warrior

If outnumbered 2:1 or more will halt. If in cover or fieldworks will halt. Otherwise advance half move.

Take Bad Situation test.

Bandits
* = Star May choose to pass 2d6, 1d6, or 0d6.
CARRY ON The figure is in good order and can act and react as desired. HALT Cease movement or not move at all. RUN AWAY Will leave table at fastest speed. Will always attempt to fast move when active and will always activate regardless of actual rep until has left board. RUN FOR COVER Move to the nearest cover within 6. This can be in any direction, even forward. Once the figure reaches cover it cannot see or be seen from the direction of the test. If no cover available within 6 then take the Bad Situation test and react accordingly. If run for cover is scored again the figure will move a full move directly away from the enemy and end facing it. SHOOTER RUSHED SHOT - Shooter rushed his shot and the target was missed. This is built into the ranged combat chart.

Bad Situation Taken when directed by other reaction tests

Pass 2d6
Run for cover. Halt. Run for cover. Run for cover. Halt. Halt.

Pass 1d6
Run away. Halt. Run away. Run for cover. Halt. Run for cover.

Pass 0d6
Run away. Run away. Run away. Run away. Run for cover. Run away.

Civilian Knight Missile Mtd Missile Soldier Warrior Bandits

* = Star May choose to pass 2d6, 1d6, or 0d6.

CARRY ON The figure is in good order and can act and react as desired. HALT Cease movement or not move at all. RUN AWAY Will leave table at fastest speed. Will always attempt to fast move when active and will always activate regardless of actual rep until has left board. RUN FOR COVER Move to the nearest cover within 6. This can be in any direction, even forward. Once the figure reaches cover it cannot see or be seen from the direction of the test. If no cover available within 6 then take the Bad Situation test and react accordingly. If run for cover is scored again the figure will move a full move directly away from the enemy and end facing it.

Received Fire (Ldr) *


Civilian Knight

Pass 2d6
All carry on. Charge and do not have to take the Wanting To Charge test. Fire. If unloaded Take Bad Situation test. Fire. If unloaded Take Bad Situation test. All carry on.

Pass 1d6
All Halt. Chargers carry on. Retrieving wounded carry on. Others will halt. Fire. If unloaded Take Bad Situation test. Rush shot. If unloaded Take Bad Situation test. Chargers carry on. Retrieving wounded carry on. Others will halt. Chargers carry on. Retrieving wounded carry on. Others will halt.

Pass 0d6
Take Bad Situation test. Take Bad Situation test.

Missile Mtd Missile Soldier

Rush shot. If unloaded Take Bad Situation test. Rush shot. If unloaded Take Bad Situation test. Take Bad Situation test.

Warrior

All carry on.

Take Bad Situation test.

Bandits
* = Star May choose to pass 2d6, 1d6, or 0d6.

CARRY ON The figure is in good order and can act and react as desired. HALT Cease movement or not move at all. RUN AWAY Will leave table at fastest speed. Will always attempt to fast move when active and will always activate regardless of actual rep until has left board. RUN FOR COVER Move to the nearest cover within 6. This can be in any direction, even forward. Once the figure reaches cover it cannot see or be seen from the direction of the test. If no cover available within 6 then take the Bad Situation test and react accordingly. If run for cover is scored again the figure will move a full move directly away from the enemy and end facing it. SHOOTER RUSHED SHOT - Shooter rushed his shot and the target was missed. This is built into the ranged combat chart.

Wanting To Charge (Ldr)*


Civilian Knight Missile Mtd Missile Soldier

Pass 2d6
All will charge into melee. All will charge into melee. All will charge into melee. All will charge into melee. All will charge into melee. Those armed with hand-tossed weapons will make a rushed shot before contact. All will charge into melee. Those armed with hand-tossed weapons will make a rushed shot before contact.

Pass 1d6
All Halt. All will charge into melee. All will halt. Fire if in range. Otherwise halt. All will charge into melee.

Pass 0d6
Take Bad Situation test. All will halt. Take Bad Situation test. Take Bad Situation test. All will halt.

Warrior

All will charge into melee.

All will halt.

Bandits
* = Star May choose to pass 2d6, 1d6, or 0d6.

CARRY ON The figure is in good order and can act and react as desired. HALT Cease movement or not move at all. RUN AWAY Will leave table at fastest speed. Will always attempt to fast move when active and will always activate regardless of actual rep until has left board. RUN FOR COVER Move to the nearest cover within 6. This can be in any direction, even forward. Once the figure reaches cover it cannot see or be seen from the direction of the test. If no cover available within 6 then take the Bad Situation test and react accordingly. If run for cover is scored again the figure will move a full move directly away from the enemy and end facing it. SHOOTER RUSHED SHOT - Shooter rushed his shot and the target was missed. This is built into the ranged combat chart.

Being Charged (Ldr)*


Civilian Knight
Halt.

Pass 2d6

Pass 1d6
Take Bad Situation test. Counter charge 3 and do not have to take the Wanting To Charge test. Take Bad Situation test. Take Bad Situation test. Halt.

Pass 0d6
Run away. Take Bad Situation test.

Missile Mtd Missile Soldier

Warrior

Counter charge 3 and do not have to take the Wanting To Charge test. Rush shot then melee. If unloaded Take Bad Situation test. Rush shot then run for cover. Halt. Those armed with hand-tossed weapons will make a rushed shot before contact. Counter charge 3 and do not have to take the Wanting To Charge test. Those armed with hand-tossed weapons will make a rushed shot before contact.

Run away.

Run away. Take Bad Situation test.

Halt.

Take Bad Situation test.

Bandits
* = Star May choose to pass 2d6, 1d6, or 0d6.

CARRY ON The figure is in good order and can act and react as desired. HALT Cease movement or not move at all. RUN AWAY Will leave table at fastest speed. Will always attempt to fast move when active and will always activate regardless of actual rep until has left board. RUN FOR COVER Move to the nearest cover within 6. This can be in any direction, even forward. Once the figure reaches cover it cannot see or be seen from the direction of the test. If no cover available within 6 then take the Bad Situation test and react accordingly. If run for cover is scored again the figure will move a full move directly away from the enemy and end facing it. SHOOTER RUSHED SHOT - Shooter rushed his shot and the target was missed. This is built into the ranged combat chart.

Man Down
Civilian

Pass 2d6
Carry on.

Pass 1d6
If Rep of casualty is equal or higher then run for cover. Otherwise Take Bad Situation test. If Rep of casualty is equal or higher then halt. Otherwise carry on. If Rep of casualty is equal or higher then run for cover. Otherwise Take Bad Situation test. If Rep of casualty is equal or higher then run for cover. Otherwise Take Bad Situation test. If Rep of casualty is equal or higher then take Bad Situation test. Otherwise carry on. If Rep of casualty is equal or higher then take Bad Situation test. Otherwise carry on.

Pass 0d6
All will run away.

Knight

Carry on.

Take Bad Situation test.

Missile

Carry on.

Take Bad Situation test.

Mtd Missile

Carry on.

Take Bad Situation test.

Soldier

Carry on.

Take Bad Situation test.

Warrior

Carry on.

Take Bad Situation test.

Bandits
* = Star May choose to pass 2d6, 1d6, or 0d6.

CARRY ON The figure is in good order and can act and react as desired. HALT Cease movement or not move at all. RUN AWAY Will leave table at fastest speed. Will always attempt to fast move when active and will always activate regardless of actual rep until has left board. RUN FOR COVER Move to the nearest cover within 6. This can be in any direction, even forward. Once the figure reaches cover it cannot see or be seen from the direction of the test. If no cover available within 6 then take the Bad Situation test and react accordingly. If run for cover is scored again the figure will move a full move directly away from the enemy and end facing it.

Leader Lost*
Civilian Knight Missile Mtd Missile Soldier Warrior Bandits

Pass 2d6
Carry on. New Leader chosen when next active. Carry on. New Leader immediately steps up. Halt. New Leader chosen when next active. Halt. New Leader chosen when next active. Carry on. New Leader immediately steps up. Carry on. New Leader immediately steps up.

Pass 1d6
Run for cover. New Leader chosen when next active. Carry on. New Leader immediately steps up. Run for cover. New Leader chosen when next active. Run for cover. New Leader chosen when next active. Carry on. New Leader immediately steps up. Halt. New Leader chosen when next active.

Pass 0d6
Run away.

Halt. New Leader chosen when next active. Run away.

Run away.

Halt. New Leader chosen when next active. Halt. New Leader chosen when next active.

* = Star May choose to pass 2d6, 1d6, or 0d6.

CARRY ON The figure is in good order and can act and react as desired. HALT Cease movement or not move at all. RUN AWAY Will leave table at fastest speed. Will always attempt to fast move when active and will always activate regardless of actual rep until has left board. RUN FOR COVER Move to the nearest cover within 6. This can be in any direction, even forward. Once the figure reaches cover it cannot see or be seen from the direction of the test. If no cover available within 6 then take the Bad Situation test and react accordingly. If run for cover is scored again the figure will move a full move directly away from the enemy and end facing it.

Das könnte Ihnen auch gefallen