Page 9 - Samurai Knight Fever
P. 9

Samurai Knight Fever

                              Miniature rules for the Age of Battles 1550-1615 by Tod Kershner


         Sequence of Play
         1. Rally and new leaders               Ranges                                Missile Fire Factors
         2. Command and                                        Short- Long            (per base)
         initiative (2d6)                       Bow            2      8
         3. Player A moves and                  Arquebus       6      12              Bow           2
         mutual missile and morale              Artillery*     -      25              Arquebus      3
         checks.                                *1 turn to load                       Cannon        6*
         4. Player B moves and
         mutual missile and morale                                                    1/2 factors if moved.
         checks.                                                                      *Blows up on a “1”

         5. Leader hits (1d6, hit on    Missile Hit Table (1d6) Drop fractions.

         “1”)                           DR     1-2    1-1    2-1     3-1    4-1
         6. Melee                       1      -      -      -       -      1          Missile Defense Factors (per
         7. Mutual Morale checks        2      -      -      -       1      1          unit)

         (flanked check first)          3      -      -      1       1      1          Unprotected missile  4/3*

         8. Leader hits                 4      -      1      1       1      1          Foot melee unit       4/3*
                                        5      1      1      1       1      2
                                        6      1      1      1       2      3          Mounted or artillery  3
                                               Modifier: +1 at short range             Protected (pavise)    6**

                                                                                       *The first number is vs bows,
        Morale (2d6)                                                                   second vs arquebus
        Check when: 1) Hit by missile.  2) After melee. 3) Being charged.              **Pavises do not protect
                                                                                       against arquebus or cannon,
        Type                 Pass on      Die roll   +1 Flanked                        only bows.
        Ashigaru             9 or less    Modifiers:  +1 Retreated last morale check
        Samurai              10 or less            +1 Being charged
        Legendary samurai    11 or less            +1 Each disorder level\base lost
                                                   +1 Out of command                  Movement              Charge*
        If fail consult the table below:           -1 Leader with
                                                   -1 Flanks secure                   Missile foot       8   +1d6
                                                                                      Melee foot          6  +1d6
               Missed by:    1      2       3      4      5+                          Mt samurai         12  +2d6
        Ashigaru             1      1Halt  R1*     R2*    Pick up                     Arty (may pivot) 0    NA
        Samurai              1      1       1Halt  R1*    R2*
        Legendary Samurai  1        1       1      1halt  2Halt                        *Once per game only
               *Retreat and check for rout 1d6.  Ashigaru rout on 5-6, Samurai on 6.

        Rally(1d6):       Ashigaru 5-6 Samurai 3-6  Legendary samurai NA
        Rally attempts  Ashigaru 1   Samurai 2     Legendary samurai NA









                                                              8





  Tod Kershner (Order #29084026)
   4   5   6   7   8   9   10