TEXT: DE BELLIS ANTIQUITATIS 
   
   
   
   
   
        Playsheet 3000 BC - 1900 AD. 
  Version 1.1/a 
   
   
   
   
   
   
   
   
  Dirty Bee Gamers 
  Movement (Paces) 
   
   
   
  Combat 
  Factors 
  Troops 
  In Good 
  Going 
  In Bad 
  Going 
  On 
  Roads 
  vs  
  Foot 
  vs 
  Mounted 
  Artillery (Range 500 p) 
  200 
  n/a 
  300 
  +4 
  +4 
  Auxilia 
  300 
  300 
  400 
  +3 
  +2 
  Blades 
  200 
  200 
  400 
  +5 
  +3 
  Bows (Range 200 p) 
  300 
  300 
  400 
  +2 
  +4 
  Camelry 
  300 
  200 
  400 
  +3 
  +4 
  Cavalry 
  400 
  200 
  400 
  +3 
  +3 
  Cannon (Range 1000 paces) 
  200 
  n/a 
  300 
  +4 
  +4 
  Dragoons 
  (Range 
  200 
  paces) 
  400 
  300 
  400 
  +2 
  +2 
  Elephants 
  300 
  200 
  400 
  +4 
  +5 
  Jäger (Range 300 paces) 
  300 
  300 
  400 
  +2 
  +2 
  Knights 
  300 
  200 
  400 
  +3 
  +4 
  Light Horse 
  500 
  200 
  500 
  +2 
  +2 
  Muskets (Range 200 paces) 
  200 
  200 
  400 
  +4 
  +4 
  Pikes 
  200 
  200 
  400 
  +3 
  +4 
  Pistols 
  300 
  200 
  400 
  +3 
  +3 
  Psiloi 
  300 
  300 
  400 
  +2 
  +2 
  Rifles (Range 400 paces) 
  300 
  300 
  400 
  +4 
  +5 
  Scythed Chariots 
  400 
  200 
  400 
  +4 
  +4 
  Shot (Range 100 paces) 
  200 
  200 
  400 
  +4 
  +4 
  Spears 
  200 
  200 
  400 
  +4 
  +4 
  War Wagons 
  200 
  n/a 
  300 
  +4 
  +5 
  Warband 
  200 
  200 
  400 
  +3 
  +2 
  Camp Followers 
   
   
   
  +1 
  +1 
  If a single element or leading a Column; and Crossing a river  
   
  100 paces 
   
  REAR SUPPORT 
  In close combat Pikes add +3, Muskets add +2, and Spears, Shot, Rifles, Warband or Pistols 
  +1 if supported by another such element which is contiguous behind and facing in the same 
  direction, and neither is in bad going or attacking a Camp, nor is being shot at by or has just 
  moved into contact with Bows, Artillery or Cannons. Shot, Muskets or Rifles cannot claim 
  support if they have just moved into contact with mounted troops. Spears or Blades fighting 
  mounted troops or attacking a camp add +1 if supported by an element of Psiloi. 
   
  TACTICAL FACTORS: 
  +2 
  if Camp Followers or other foot and occupying a camp. 
  +1 
  if Shot just contacted by mounted but flanked or supported by Pikes. 
  +1 
  if the general's element and in close combat or shot at.  
  +1 
  if in close combat and either uphill or defending a river bank, except at a ford or bridge. 
   -1 
  if in open ground and shot at by Cannons within 300 paces, Rifles or Jäger 
   -1 
  for each flank overlapped, and/or each enemy element in contact with flank or rear, or 
  each 2nd or 3rd element aiding a shooting enemy. A camp has no flanks and can 
  overlapped only by Bows. 
   -2 
  if any but Auxilia, Dragoons, Jäger, Rifles or Psiloi and in, or mounted in contact with 
  enemy in, bad going on or off road. 
   
  COMBAT OUTCOME : 
  If Its Total Is The Same As The Enemy’s: 
  Scythed Chariots 
  Destroyed 
  If Total Is Less Than That Of The Enemy But More Than Half: 
  Elephants  
  Destroyed by Psiloi, Auxilia, Light Horse, Artillery, Jäger, Rifles, 
  Cannons, or if in bad going. If not, recoil. 
  Scythed Chariots 
  Destroyed. 
  Knights 
  Destroyed by Elephants, Scythed Chariots or Light Horse, or by Bows, 
  Rifles or Cannons they have moved into contact with this bound, or if 
  in bad going. If not, recoil. 
  Other mounted 
  Destroyed by Cannons or Rifles they have contacted this bound or if in 
  bad going. If not, recoil. 
  Dragoons 
  Destroyed by Knights, Scythed Chariots or Rifles if in good going, or 
  by Warband. If not, flee 600 paces. 
  Shot 
  Destroyed by any mounted in contact or by Rifles if in good going, or 
  by Warband. If not, recoil. 
  Blades 
  Destroyed by Scythed Chariots or Rifles if in good going or by 
  Warband. If not, recoil. 
  Auxilia 
  Destroyed by Knights if in good going. If not, recoil. 
  Bows 
  Destroyed by any mounted in contact. If not, recoil. 
  Warband 
  Destroyed by Elephants, Knights, Rifles or Scythed Chariots if in good 
  going. If not recoil. 
  Psiloi, Jäger 
  Destroyed by Knights if in good going. If not, recoil. 
  Muskets, Rifles 
  Destroyed by Knights or Scythed Chariots if in good going, or by 
  Warband. If not, recoil. 
  Artillery, Cannons 
  Destroyed by any in contact. If not, recoil. 
  War Wagons 
  Destroyed by Artillery, Cannons or Elephants. 
  Camp Followers 
  Abandon camp defences and flee. 
  Pikes, Spears 
  Destroyed by Knights, Pistols, Rifles or Scythed Chariots if in good 
  going or by Warband. If not, recoil. 
  Combat Outcome : If Total Is Half Or Less: 
  Light Horse, Dragoons Destroyed by mounted, War Wagons, Muskets, Rifles, Cannons or 
  Bows, or if in bad going. If not, flee 600 paces. 
  Psiloi, Jäger 
  Destroyed by Knights, Cavalry or Light Horse if in good going or by 
  Auxilia, Dragoons, Jäger or Psiloi. If not,flee 600 paces. 
  Others 
  Destroyed. 
   
  INTERPENETRATION. 
   
  Mounted can pass through Psiloi, Dragoons or Jäger, or Psiloi, Dragoons or Jäger can pass 
  through through any friends, or Shot can pass through and be passed through by Shot, Pikes, 
  Blades, Psiloi or Dragoons, which are facing in the same or opposite direction if there is room 
  beyond the first element met. 
   
  Mounted can recoil through any friends except Pikes, Muskets or Elephants, Blades or Rifles 
  recoil through Blades, Rifles or Spears, or Pikes, Muskets or Bows recoil through Blades or 
  Rifles, but only if facing in the same direction. 
  
SOURCE: textdata/thevault/De Bellis Antiquitatus/Variant Rules/1500-1900 QRS.pdf