Never-Mind-the-Billhooks Quick-Reference-Sheets-Version-Version-1.1

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Gallia Quick Reference Sheet

MOVE MELEE - SAVE - SAVE -


TROOP TYPE POINTS SHOOT NOTES
(Charge) D6 Per figure Shooting Melee
1) May Charge or Counter-Charge - twice per game.
2) When Charging: reroll 1s, 2s, and 3s in first round of Combat.
Knights 3 8" (12") - 2 4+ 3+
3) Must pursue Broken enemy.
4) May Dismount.
Light Horse 1.5 10" (14") - 1.5 5+ 4+ May Charge or Counter-Charge.
Jinetes 1.5 10" (14") 6" Hit on 5+ 1.5 5+ 4+ Can only make frontal Attacks against Skirmishers/ Daunted/ Disarrayed.
Mounted Infantry 1.5 8" (12") - 0.5 5+ 5+ May Dismount.
Men-at-Arms 2 6" - 1.5 3+ 3+ Save on 4+ if Shot at by Crossbows or by Longbows at short range.
Spearmen 1 6" N/A 1 4+ 4+
9" (S) Hit on 5+
Longbow Company 1 6" 0.5 5+ 5+ May Shoot twice in a turn, limited to six 'arrowstorms'.
15" (L) Hit on 5+
9" (S) Hit on 5+ 1) After first Shot, count only half numbers per Shoot Action.
Crossbow Company 1 6" 0.5 5+ 5+
12" (L) Hit on 6 2) There are no limits on Crossbow ammunition.
Skirmisher Light Infantry
1 8" 6" Hit on 5+ 1 6 5+ Must pursue Broken enemy.
and Kern
Skirmisher Archers,
1 8" 12" Hit on 5+ 0.5 5+ 5+ Always Evade if Attacked.
Crossbowmen and Slingers
1) Roll 2D6 per Artilleryman when Shooting.
2) All hits are Kills. Add 1 extra Kill vs Pike Blocks.
Gun and three crew 9 - 30" Hit on 6 0.5 5+ 5+
3) Three or more 1s = the gun blows up.
4) Minimum crew: two.
Bohemia Quick Reference Sheet
MOVE MELEE - SAVE - SAVE -
TROOP TYPE POINTS SHOOT NOTES
(Charge) D6 Per figure Shooting Melee

1) May Charge or Counter-Charge - twice per game.


2) When Charging: reroll 1s, 2s, and 3s in first round
Knights 3 8" (12") - 2 4+ 3+
of Combat.
3) Must pursue Broken enemy.

Light Horse 1.5 10" (14") - 1.5 5+ 4+ May Charge or Counter-Charge.

Mounted Skirmisher Missile Troops 1.5 10" 9" Hit on 5+ 1 5+ 5+ Always try to Evade if Attacked.

Bills (Staff weapons) 1 6" - 1 4+ 4+

Men-at-Arms 2 6" - 1.5 3+ 3+ Save on 4+ if Shot at by Crossbows or Handguns.

9" (S) Hit on 5+ After first Shot, count only half numbers per
Crossbow and Handgun Companies 1 6" 0.5 5+ 5+
12" (L) Hit on 6 Shoot Action.
1) Always Evade if Attacked.
Skirmisher Missile Troops 1 8" 12" Hit on 5+ 0.5 5+ 5+
2) Shoot once in a turn.

Houfnice Field Artillery and three crew 9 - 30" Hit on 6 0.5 5+ 5+ 1) Roll 2D6 per Artilleryman when Shooting.
2) All hits are Kills.
3) Three or more 1s = the gun blows up.
Tarasnice Light Artillery and two crew 6 - 20" Hit on 6 0.5 5+ 5+
4) Minimum crew: two.
War Wagon and six crew 9 3" by hand 0.5 (Missiles) 1) Wagon takes two Actions to deploy.
12" Hit on 4+ 3+ in wagon 3+ in wagon
(Three Pole-arms, three Missiles) Horses +3 8" towed 1 (Pole-arms) 2) Other unengaged wagons count as support in Melee.
Helvetia Quick Reference Sheet
MOVE MELEE - SAVE - SAVE -
TROOP TYPE POINTS SHOOT NOTES
(CHARGE) D6 Per figure Shooting Melee
1) May Charge or Counter-Charge - twice per game.
2) When Charging: reroll 1s, 2s, and 3s in first round
Knights 3 8" (12") - 2 4+ 3+
of Combat.
3) Must pursue Broken enemy.
Light Horse 1.5 10" (14") - 1.5 5+ 4+ May Charge or Counter-Charge.
1) Always Evade if Attacked.
Skirmisher Mounted Crossbows 1.5 10" 9" Hit on 5+ 1 5+ 5+
2) May Dismount - use Infantry Skirmisher stats.
Burgundian Men-at-Arms 2 6" - 1.5 3+ 3+ Save on 4+ if Shot at by Crossbows or Handguns.
Burgundian Bills, Glaives, etc. 1 6" - 1 4+ 4+
Burgundian Pikes 1.5 6" - 1 4+ 4+
9" (S) Hit on 5+ After first Shot, count only half numbers per
Burgundian Crossbow Company 1 6" 0.5 5+ 5+
12" (L) Hit on 6 Shoot Action.
9" (S) Hit on 5+
Burgundian Archers 1 6" 0.5 5+ 5+ May Shoot twice in a turn, limited to six 'arrowstorms'.
15" (L) Hit on 6
1) Always Evade if Attacked.
Burgundian Mounted Archers 1.5 10" - 1 5+ 5+
2) Must Dismount to Shoot.
1) Include all Halberdiers in the Melee head count in
the second and third rounds. They hit for 4+ in every
Swiss Halberdiers 1 8" - 1 5+ 4+
round of Melee.
2) Halberdiers Detach - see Action List.
Swiss Pikes 1 8" - 1 5+ 4+ See Swiss Infantry in Melee page 83.
1) Always Evade if Attacked.
Skirmisher Missile Troops 1 8" 12" Hit on 5+ 0.5 5+ 5+
2) Shoot once in a turn.
Field Artillery and three crew 9 4" 30" Hit on 6 0.5 5+ 5+ As Core Rules.
Light Artillery and three crew 9 6" 24" Hit on 6 0.5 5+ 5+ As Core Rules, except for Movement.
1) Takes a full turn to reload.
Organ Gun and three crew 5 4" 18" Hit on 5+ 0.5 5+ 5+
2) Hit for 5+. All targets Save on 6.
Italia Quick Reference Sheet
MOVE MELEE - SAVE - SAVE -
TROOP TYPE POINTS SHOOT NOTES
(Charge) D6 Per figure Shooting Melee

1) Save on 4+ when Shot at by Arquebuses.


Gendarmes 3 8" (12") - 2 3+ 3+ 2) Only Charging French reroll 1s, 2s, or 3s.
3) Must pursue Broken enemy.
4+ vs Infantry
Demi-Lances 2 9" (12") - 2 4+ Reroll 1s when Charging or Attacking.
3+ vs Cavalry
1) May Charge or Counter-Charge.
Light Horse (Including Stradiots) 1.5 10" (14") - 1.5 5+ 4+
2) Stradiots within 10'' of the enemy baseline go off looting.

Skirmisher Mounted Missile Troops 1.5 10" 9" Hit on 5+ 1 5+ 5+ Always Evade if Attacked.

1) Can only make frontal Attacks against Skirmishers/


6" Hit on 5+
Jinetes 1.5 10" (14") 1.5 5+ 4+ Daunted/ Disarrayed.
(Javelins)
2) Always Evade if Attacked.

Pikes 1 6" - 1 5+ 4+ See special Melee rules (section XVII, see p.96).

As supports in a Pike formation, they all count in the second


Halberds 1 6" - 1 5+ 4+
and third round, hitting on 4+.
Sword and Buckler men 3+ vs Infantry As supports in a Spanish Colunela formation, they all count in
1 8" - 1 5+
(Spanish or Italian) 5+ vs Cavalry the second and third round, hitting on 4+.
Pavesari and Tabulacciari
1 6" 12" Hit on 5+ 1 5+ 5+ Always rated as Levy.
(Spearmen)
9" (S) Hit on 5+
Crossbow and Arquebus Company 1 6" 0.5 5+ 5+ After first Shot, count only half numbers per Shoot Action.
15" (L) Hit on 6
1) Always Evade if Attacked.
Forked Arquebus Skirmishers 1.5 6" 18" Hit on 5+ 0.5 5+ 5+ 2) May Shoot once in a turn.
3) All troops Save only on 6 when Shot at by them.
1) Always Evade if Attacked.
Other Skirmisher Missile Troops 1 8" 12" Hit on 5+ 0.5 5+ 5+
2) May Shoot once in a turn.
1) Roll 2D6 per artilleryman when Shooting.
2) All hits are Kills. Add 1 extra Kill vs Pike Blocks.
Gun and three crew 9 4" 36" Hit on 6 0.5 5+ 5+
3) Three or more 1s = the gun is out of Action for 2 turns.
4) Minimum crew: two.
Northumbria Quick Reference Sheet
MOVE MELEE - SAVE - SAVE -
TROOP TYPE POINTS SHOOT NOTES
(Charge) D6 Per figure Shooting Melee
1) May Charge or Counter-Charge.
Reiver Light Horse 1.5 10" (14") 9" Hit on 5+ 1.5 5+ 4+
2) Half (round down) can Shoot each turn.
1) Veterans Save on 4+; Levy on 6.
Reivers on Foot (Louns/LH) 1 6" 12" Hit on 5+ 1.5 5+ 5+
2) Half (round down) can Shoot each turn.
Skirmisher Reivers 1 8" 12" Hit on 5+ 1 5+ 5+ Always Evade if Attacked.
Warden’s Footmen (Bills, etc.) 1 6" - 1 4+ 4+ Always rated as Veterans.
9" (S) Hit on 5+ 0.5 1) Always rated as Veterans.
Warden’s Archers 1 6" 5+ 5+
15" (L) Hit on 6 (1 vs Skirmishers) 2) May Shoot twice in a turn.
1) Always rated as Levy.
Town Footmen (mixed weapons) 1 6" 9" Hit on 5+ 1 6 6
2) Half (round down) can Shoot each turn.
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Lusitania Quick Reference Sheet
MOVE MELEE - SAVE - SAVE -
TROOP TYPE POINTS SHOOT NOTES
(Charge) D6 Per figure Shooting Melee

1) May Charge or Counter-Charge - twice per game.


Knights 3 8" (12") - 2 4+ 3+ 2) When Charging: reroll 1s, 2s, and 3s in first round of Combat.
3) Must pursue Broken enemy.
Acontiados
1.5 10" (14") - 1.5 5+ 4+ May Charge or Counter-Charge.
(Light Horse)
Besteiros de Garrucha
1.5 10" 9" Hit on 5+ 1 5+ 5+ Always Evade if Attacked.
(Mounted Crossbows)
Ginetes
1 10" (14") 6" Hit on 5+ 1.5 5+ 4+ Can only make frontal Attacks against Skirmishers/ Daunted/ Disarrayed.
(Mounted Skirmishers)
Homens d'Armas
2 6" - 1.5 3+ 3+ Save on 4+ if Shot at by Handguns or Crossbows.
(Men-at-Arms)
Peoes
1 6" - 1 4+ 4+
(Spearmen - Billmen)
Besteiros do Conto 9" (S) Hit on 5+
1 6" 0.5 5+ 5+ After first Shot, count only half numbers per Shoot Action.
(Crossbow Company) 12" (L) Hit on 6
1) After their first Shot, they either Move or Shoot.
Espingardeiros 2) All targets need 6s to Save. Hit on 6s, misfire on 1s.
1 6" 12" Hit on 6 0.5 5+ 5+
(Handgun Company) 3) If they score two Kills in a single volley, Infantry are Disarrayed and
Cavalry are Daunted.
9" (S) Hit on 5+
English Archer Company 1 6" 0.5 5+ 5+ May Shoot twice in a turn, limited to six 'arrowstorms'.
15" (L) Hit on 6
1) Always Evade if Attacked.
Homiziados Skirmishers (javelins) 1 8" 6" Hit on 5+ 1 6 5+
2) May Shoot once in a turn.
1) Always Evade if Attacked.
Other Skirmisher Missile Troops 1 8" 12" Hit on 5+ 0.5 5+ 5+
2) May Shoot once in a turn.
1) Roll 2D6 per Artilleryman when Shooting.
2) All hits are Kills.
Gun and three crew 9 - 30" Hit on 6 0.5 5+ 5+
3) Three or more 1s = the gun blows up.
4) Minimum crew: two.
Hibernia Quick Reference Sheet
MOVE MELEE - SAVE - SAVE -
TROOP TYPE POINTS SHOOT NOTES
(Charge) D6 Per figure Shooting Melee
1) Cannot Charge.
Irish Horse 1.5 10" (n/a) 6" Hit on 5+ 1.5 5+ 4+
2) May Dismount to fight as Gallowglass.
1) Treat javelin, handgun, or bow-armed Kern the same for all
6" Hit on 5+
Irish Skirmisher Kern 1 8" (n/a) 1 6 5+ game purposes.
(all weapons)
2) Must pusue Broken enemy.
1) May Charge - once per game. When Charging: reroll 1s, 2s,
and 3s in first round of Combat.
Irish Formed Kern 1 8" (8") 6" Hit on 5+ 1 6 5+
2) Shoot twice (javelins) per game with half numbers.
3) Must pursue Broken enemy.
1) May Charge - once per game.When Charging: reroll 1s, 2s, and
3s in first round of Combat.
Irish Gallowglass 1 .5 6" (6") 6" Hit on 5+ 1.5 4+ 4+
2) Shoot once (javelins) per game with half numbers.
3) Must pursue Broken enemy.
1) May Charge - once per game. When Charging: reroll 1s, 2s,
9" (S) Hit on 5+ and 3s in first round of Combat.
Scots Hebridean Mercenaries 1.5 6" (6") 1.5 4+ 4+
12" (L) Hit on 6 2) Shoot twice (arrows) per game.
3) Must pursue Broken enemy.
1) May Charge - once per game. When Charging: reroll 1s, 2s,
9" (S) Hit on 5+ and 3s in first round of Combat.
Scots Clansmen 1.25 6" (6") 1.5 5+ 5+
12" (L) Hit on 6 2) Shoot twice (arrows) per game with half numbers.
3) Must pursue Broken enemy.
May Charge - twice per game. When Charging: reroll 1s, 2s, and
Lord Deputy's Spears (Light Horse) 1.5 10" (14") - 1.5 5+ 4+
3s in first round of Combat.
Lord Deputy's Men-at-Arms 2 6" (n/a) - 2 3+ 3+
Lord Deputy's Mounted Archers 1.5 10'' (n/a) - 1 5+ 5+ May Dismount to fight as Skirmishers.
9" (S) Hit on 5+
Lord Deputy's Archers 1 6" (n/a) 1 5+ 5+ May Shoot twice in a turn. Use Core Rules for Arrow supply.
15" (L) Hit on 6
The Pale and the Towns Billmen 1 6" (n/a) 6" Hit on 6 1 5+ 5+ Shoot once (javelins) per game with half numbers.
9" (S) Hit on 5+
The Pale and the Towns Archers 1 6" (n/a) 0.5 6 6 May Shoot twice in a turn. Use Core Rules for Arrow supply.
15" (L) Hit on 6
Albion Quick Reference Sheet
MOVE MELEE - SAVE - SAVE -
TROOP TYPE POINTS SHOOT NOTES
(Charge) D6 Per figure Shooting Melee

1) May Charge or Counter-Charge - twice per game.


Knights 3 8" (12") - 2 4+ 3+ 2) When Charging: reroll 1s, 2s, and 3s in first round of Combat.
3) Must pursue Broken enemy.
1) May Charge or Counter-charge.
Light Horse 1.5 10" (14") - 1.5 5+ 4+
2) Mounted Archers and Crossbowmen may Dismount and Skirmish.

Men-at-Arms 2 6" - 1.5 3+ 3+ Save on 4+ if Shot at by Crossbows or Handguns.

Bills/Pikes 1 6" - 1 4+ 4+

9" (S) Hit on 5+


Archers 1 6" 0.5 5+ 5+ May Shoot twice in a turn, limited to six ‘arrowstorms’.
15" (L) Hit on 6
1) Must pursue Broken enemy.
Skirmisher Kern 1 8" 6" Hit on 5+ 1 6 5+
2) Shoot once in a turn.
1) Always Evade if Attacked.
Skirmisher Missile Troops 1 8" 12" Hit on 5+ 0.5 5+ 5+
2) Shoot once in a turn.
1) Roll 2D6 per Artilleryman when Shooting.
4" 30" (36" Heavy) 2) All hits are Kills. Add 1 extra Kill vs Pike Blocks.
Gun and three crew 9 0.5 5+ 5+
(n/a Heavy) Hit on 6 3) Three or more 1s = the gun blows up.
4) Minimum crew: two.

ACTIONS: (1) MOVE HIMSELF, (2) ORDER A UNIT,


LEADER CLASS POINTS MOVE
(3) RALLY A UNIT, (4) ORDER AND MOVE WITH A UNIT.

Hero 5 8" (12" mtd) Can do three of these Actions.

Commander 5 8" (12" mtd) Can do two of these Actions.

Dolt 5 8" (12" mtd) Can do one of these Actions.

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