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

1) The document provides quick reference sheets for Gallia, Bohemia, and Helvetia troop types including points costs, movement, shooting, melee, and saving throw profiles. 2) Troop types include knights, light horse, mounted infantry, men-at-arms, spearmen, longbowmen, crossbowmen, skirmishers, artillery, and war wagons. 3) Special rules are given for each troop type such as charges, shooting ranges, ammunition limits, crew requirements, and morale pursuits.

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Ka2lu
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0% found this document useful (0 votes)
559 views8 pages

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

1) The document provides quick reference sheets for Gallia, Bohemia, and Helvetia troop types including points costs, movement, shooting, melee, and saving throw profiles. 2) Troop types include knights, light horse, mounted infantry, men-at-arms, spearmen, longbowmen, crossbowmen, skirmishers, artillery, and war wagons. 3) Special rules are given for each troop type such as charges, shooting ranges, ammunition limits, crew requirements, and morale pursuits.

Uploaded by

Ka2lu
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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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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