From: sidhe <sidhe@pearl.mhtc.net>
Subject: Lionheart variant

This variant includes new panic rules; light troops (faster & more
maneuverable) ; a (small) variety of weapons and armor; unit costs;
leadership rules. No terrain rules yet.

These rules assume use of a hex map.

----Turn Sequence
    ------------------------------------------------
    1) leadership roll
    2) actions - the players perform actions

----Leadership roll
    ------------------------------------------------

        Each player rolls a number of dice equal to his leader's
leadership rating, totaling them as follows:

                axe  2
              arrow  1
              panic  0

        A tie means nothing happened that turn.

        If the difference is between rolls is 1, each player performs
one action, with the high roller deciding who goes first.

        On any other result, the high roller gets a number of actions
equal to the difference between the rolls, while the low roller gets
one. The order in which players perform their actions is determined
using the table below. The low-rolling player uses the '1' column; the
high-roller uses the column corresponding to the number of his
actions(If he has 6 actions, he uses the '5' column and gets a bonus
move**).

                      5  4  3  2  1       Read the table from left toright, top
                      -  -  -  -  -       to bottom. Each time an 'A' is reached
          Start here->A  A  A  X  X       in a player's column, that player
                      A  A  X  A  X       executes one of his actions.
                      A  X  A  X  A     **If the high roller has 6  actions, he
                      A  A  X  A  X       performs his bonus action immediately
                      A  A  A  X  X       after the low roller's action.



-----Actions
     -----------------------------------------------

       During an action, a player may have one unit that is not panicked
may do the following:

         Each of these costs the unit one movement point:

            -Turn (change facing 1 hexside)
            -About Face(3 hexsides-must turn the full 3)
            -Advance (move forward into the hex it faces,
                        turning 1 hexside after doing so, at
                        no extra cost, if desired)
            -Attack (attack hand-to-hand into the unit's front
                       hex. Attacking ends the unit's action.)

         One (but not both) of these may be performed once per
           action at no movement point cost:

            -Shoot*
            -Reload* crossbows (see Weapons, below)

              *(A unit that Shoots or Reloads in its action may not Attack
                in the same action. A unit that Reloads arbalests may not
                _move_ at all during that action, either.)


       Rally is the only action a panicked unit may take. This uses the
unit's entire action. A rallying unit may change its facing by any
number of hexsides. No other movement is allowed. It may not Attack or
Shoot. Rallying cures the unit of panic.


----Combat
    -------------------------------------------------

    -In hand-to-hand combat, _both_ the attacking unit _and_ the
defending unit roll dice, and both can inflict casualties.

    -Melee complications

        -'Panic' faces are now 'Shield' faces. Each 'Shield' thrown by a
         unit with shields while fighting hand-to-hand blocks one hit
         caused by its opponent.

        -A unit may not attack a unit to its flank or rear, though it _does_
         fight if attacked by such a unit, and can inflict casualties on such
         a unit.

        -Archers fighting hand-to-hand cause hits on axes, but are considered
         armed with sidearms(see Weapons).

     -Saving rolls

        It only takes one hit rather than two to kill a horseman, but_all_
        figures get saving rolls as follows:

          Roll a die for each hit scored. Each die that comes up with the
          appropriate type of face(s) blocks one hit.


          Cavalry
             in melee or W/shields vs archery     NO shields vs. archery

             --------------------------------     ----------------------

             cavalry/unarmored: arrow             panic
           cavalry/light armor: axe               arrow
          cavalry/medium armor: axe or panic      axe
           cavalry/heavy armor: axe or arrow      axe or panic


          Infantry
            in melee or NO shields vs archery     W/shields vs. archery
            ---------------------------------     --------------------
            infantry/unarmored:(no save)          panic
          infantry/light armor: panic             arrow
         infantry/medium armor: arrow             axe
          infantry/heavy armor: axe               axe or panic


          Light Cavalry
            in melee or W/shields vs archery      NO shields vs. archery

            --------------------------------      --------------------
            infantry/unarmored: panic             (no save)
          infantry/light armor: arrow              panic
         infantry/medium armor: axe                arrow
          infantry/heavy armor: axe or panic       axe

    -Panic:

       Units fighting hand-to-hand:

         Each unit rolls dice equal to its morale rating, totaling them as
         follows:
                    axe: 2
                  arrow: 1
                  panic: 0

         If a unit's total is _less_ than or _equal to_ the number of
casualties* it recieved, it panics and retreats. Units fighting on their
flank subtract one from their roll; units fighting on their rear subract
two. Units that are already panicked subtract two.

         If one unit took more casualties than the other, the difference
is subtracted from its roll and added to the roll of the other. If both
units panic, the one that failed by the most retreats. The other doesn't
retreat, but its next action still must be a Rally. If both fail by the
same amount, both retreat.

             *_Twice_ the number of casualties for cavalry and
              light infantry.


       Targets of missle fire:

         Units that recieve casualties from archery roll dice equal to
their morale rating, totaling them as above. If the unit is already
panicked, subtract two from the roll. If the roll is _less_ than the
number of casualties* the unit recieved, the unit panics.

         A firing unit only retreats if it rolls more panics than other
faces in its attack.

             *_Twice_ the number of casualties for cavalry and
              light infantry.


    ----Morale Ratings
        -------------------------
                poor(peasants):  1
             fair(most troops):  2
                          good:  3


    -Panic moves:
     -------------------------------------
     When a unit panics, roll a die to see how far it retreats:

                       axe   arrow  panic
                   1:   1      2      1
    The unit's     2:   2      1      1  \
    movement pts:  3:   2      3      1   - # of hexes the unit retreats

                   4:   3      2      1  /

            Each hex a unit retreats must leave the unit farther from
all visible unpanicked enemies, if possibe. A retreating unit may not
move closer to visible unpanicked enemy troops. The first hex moved by
units that panicked in hand-to-hand _must_ take it farther away from all
HtH opponents. A panicking units that cannot abide by the above
restrictions stops moving, and a die is rolled for each of its figures.
One figure is lost for each panic rolled. No save is allowed.


----Unit Types
    -----------------------------------
      --Infantry/Archers
          figures per stand: 4
                combat dice: 1 per figure
                      speed: 1 movement point
                      armor: any


      --Cavalry
          figures per stand: 2
                combat dice: 2 per figure
                      speed: 3 movement points
                      armor: any; reduced to 2 movement pts. if medium or heavy
                             armor


      --Light Infantry/Light Archers
          figures per stand: 2
                combat dice: 1 per figure
                      speed: 2 movement points
                             during its action, may make first Turn in a hex for
                             0 movement points; subsequent Turns in the same hex
                             cost 1 point as normal
                      armor: 2 movement pts.if light armor, 1 if medium, can't have
                             heavy armor


      --Light Cavalry
          figures per stand: 2
                combat dice: 1 per figure
                      speed: 4 movement points
                             during its action, may make first Turn in a hex for
                             0 movement points; subsequent Turns in the same hex
                             cost 1 point as normal
                      armor: 3 movement pts. if light armor, 2 if medium, can't
                             have heavy armor


      --King/Leader - Mounted
          figures per stand: 1
                combat dice: 2 per figure
                      speed: 4 movement points
                      armor: any; reduced to 3 movement pts. if medium or heavy


      --King/Leader - Foot
          figures per stand: 2
                combat dice: 1 per figure
                      speed: 3 movement points
                      armor: any; reduced to 2 movement pts. if medium or heavy


      -Weapons
      -----------------------------------------------

       crossbows: Costs 1 movement point to reload. Cheaper than
archers(see unit costs).

       arbalests: Must spend an entire action without moving or fighting
to reload. Hits caused by arbalests are saved as if target's armor is
two levels lighter. Infantry only.

       spears: infantry and light cavalry gain 1 extra combat die per 2
figures* vs. non-spears cavalry gain 1 extra combat die per figure vs.
non-spears

       halberds: gain 1 extra combat die per 2 figures.* Infantry only.

       heavy weapons: hits caused are saved as if target's armor is one
level lighter. (Infantry in light armor gets no save, unarmored cavalry
saves on a panic).

       longbows: Hits caused are saved as if target's armor is one level
lower. Infantry only.

       sidearms: no bonus

         *per 2 full figures, not fraction


Unit costs
------------

    base cost
    ---------
       foot   4   armed with either spears or bows, morale rating 2
      horse   8   armed with either spears or bows, morale rating 2

         morale rating: cost modifier(foot/horse)
         ---------------------------------------
               1(poor): -2/-4
               2(fair):   0
               3(good): +2/+4

        Armor(foot/horse)
        ----------------
          light  +1/ +2
         medium  +3/ +6
          heavy  +6/+12

        Weapons
        -------
        halberds +2  instead of spears, infantry only
       crossbows -1  instead of bows
       arbalests +2  instead of bows, infantry only
   heavy weapons +1  instead of spears
        longbows +2  instead of bows, infantry only
   sidearms only -1  no other weapons
         shields +1  only with spears or sidearms

   Halve the final cost for light infantry/cavalry.


    peasants  1 (4 figures of unarmored infantry, morale rating 1,
sidearms, no shields)



   King/Leader
   -----------
      base cost
      ---------
        foot  10   armed with spears or bows, morale rating 2,
                   leadership rating 2
       horse  14   armed with spears or bows, morale rating 2,
                   leadership rating 2

          for morale rating 3: +2 foot/+4 horse

          armor and weapons cost as above for other troops

       Leadership Rating
       ------------------
         Rating   Cost
         ------   ----
            1     0.5 x final cost
            3     1.5 x final cost


    Mercenaries
    -----------

      Mercenary units are bought differently than regular troops. Their
base cost is one-quarter that of regular troops of the same type. They
must also be promised an additional "payment," in points, of at least
their base cost, to be paid after the battle. Each amount, and the
specific unit it is owed to, is secretly recorded by each player when he
buys his army. Mercenaries may cost less than regular troops, but they
might betray their leader.

        Mercenary treachery
        -------------------

          Whenever a mercenary unit is closer to an enemy king than a
friendly king, the enemy king can attempt to outbid its controller. To
do so, he must have unspent points available that aren't already owed to
mercenaries. He tells the enemy player the number of points he offers
the unit. If the bid is higher than the number of points promised the
unit by its current king, it switches sides. The current controller of
the unit does _not_ reveal the amount he has promised to pay. The points
formerly owed a unit by the player who loses control of it become
unspent points.

        Accounting
        ----------

          Each player must keep a record of his unspent points and the
points he currently owes to mercenaries under his control.


    Dedicated warriors
    ------------------

      Dedicated warriors have pledged themselves to the god of battle.
They live to find glorious death in combat. All they ask is a leader who
will provide them with plenty of food, drink, and opportunities for
battle.

      Dedicated warriors never panic. [They never wear armor?] They cost
one and a half as much as regular troops of the same type[must be
unarmored?].



-------------------------------------------------------------------------------

          ___
         /   \
     ___/     \___
    /   \  F  /   \        F = front. A unit may Attack into its front hex.
   /     \___/     \     FLK = flank
   \ FLK / ^ \ FLK /       R = rear
    \___/  ^  \___/
    /   \     /   \
   /     \___/     \
   \ FLK /   \ FLK /
    \___/     \___/
        \  R  /
         \___/



               ___
              /   \
          ___/     \___
         /   \     /   \
     ___/     \___/     \___
    /   \     /   \     /   \
   /     \___/     \___/     \
   \     /   \     /   \     /
    \___/     \___/     \___/
        \     /   \     /
         \___/     \___/
             \     /
              \___/
              / ^ \

      foot archer firing arc


                         ___
                        /   \
                    ___/     \
                   /   \     /
               ___/     \___/
              /   \     /   \
          ___/     \___/     \
         /   \     /   \     /
        /     \___/     \___/
        \     /   \     /   \
         \___/     \___/     \
         /   \     /   \     /
        /     \___/     \___/
        \     /   \     / ^ \
         \___/     \___/  ^
         /   \     /   \
        /     \___/     \_
        \     /   \     /    horse archer firing arc(?)
         \___/     \___/
         /   \     /
        /     \___/
        \     /
         \___/