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
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Tod Kershner (Order #29084026)