By the Gods!
A set of ancient rules written by Sean Pitts, our youngest member.
Version 2.5 October 1999
Sequence of play
- Fire phase
- Morale from Fire
- Morale from Melee
A. Move sequence is determiend by a deck of cards (one side is black, the other is red.) The commander may move half the card's number of units , round up. Black face cards signal unattached leader movement while red face cards trigger events.
B. Units must keep integrity unless rounted
C. Missile units may not fire and move except slingers(1/2), skirimishers, and Horse Archers (1/2).
D. To charge, double the distance. Only Cavalry, camelry, chariots and Phalanxes/Legions may charge. You may not charge through terrain features, only on open ground.
E. Terrain: to enter buildings or boats, climb walls/hedges, or cross water, the unit moves up to the obstacle's edge and stop it, then the unit can enter of climb it the next turn.
2. Fire phase
A. Arc of fire is 90° from the front of the unit.
B. Archers can fire in a line or 2 ranks deep, but in the latter
position the back rank takes a -1 penalty to fire (for overhead
C. Infantry archers in a line may fire overhead, but takes -1 to fire.
D. NO UNIT MAY FIRE AND MOVE, Except Slingers (½), Skirmishers,
and Horse Archers (1/2)
E. Horse Archers, Skirmishers, and Slingers cannot fire overhead. Elephant archers
can without penalty.
F. Missile weapons, use 1D6 every 2 figures, round up
||Hits on (Short/Long)
||0"-6" Short, 6"-8" Long
||1-3 Short, 1-2 Long
|b. Short Bow
||0"-7" Short, 7"-14" Long
||1-4 Short, 1-3 Long
|c. Compound Bow
||0"-8" Short, 8"-16" Long
||1-5 Short, 1-4 Long
G. In woods, bows can fire short range only, but hit at long
range, only Javelins and Slings can be used in woods at long
H. Morale: For units taking any casualties, they must check
morale, see below.
H. Modifiers (to hit):
I. Roll D6 for leader loss, 6 results in one "hit"
(leaders have 2 "hits")
- Target is in close formation (i.e. Phalanx), -1
- Firer is overhead (1 rank only), +1 for each man firing overhead.
- Firing into woods or behind walls or behind/into buildings, +1
- Slinger vs. Archers, -1
- Elephant Archers, -1
- firing from a superior position (ie. hill top or on siege walls) -1
J. Subtract from the amount of hit (minus leader if leader is
"hit") the armor value to get casualties.
Morale is checked under the following conditions:
A. Loss of figures due to Missile fire
B. To charge/receive/avoid a charge
C. If a friendly unit routs within 2" of unit that can see it.
D. Loss of melee
E. A unit is surrounded by enemies with no one stand width gap anywhere
F. Leader loss
G. If an elephant unit is wounded.
Establish a BASE MORALE for each unit, use 2 D6
Morale level of 1=Red, 2=Green, 3=Blue, 4=Gold
Templar Units are fanatics and temple guards.
To check morale, Roll 1 D6 and add the base morale number to
the die roll, if it is 1-2, the unit ROUTS. If it is 3-4, it
falls back one move if still or stops if moving, and 5-6 its morale
A Rout is one full move back done at the time it routs and the
Rally/rout phase for each consecutive term. If a routed unit is
charged or takes casualties from missile fire, they rout again.
If a routed unit is contacted in melee, they are captured and
count as one point in some scenarios. Elephants do not rout, but
instead rampage. The rampaging elephants move towards the closest
unit, friend or foe, and attack it. All normal melee factors
|+1 if leader attached|
|+1 if charging|
|-2 if under 50% strength|
|-1 if non-Phalanx/Legion facing Elephants|
4. Buildings and Walls
Buildings are able to "hide"
small infantry units inside them. To move out, the unit moves
half distance out of the nearest door. Phalanxes and Legions are
too large to "hide" in a building unless it is a
barracks (designated at the start of the game). If a
Phalanx/Legion loses more than half of its men, it can move into
Walls are mainly for protection and to stop units
such as cavalry, chariots, elephants, and camelry. Calvary,
chariot, elephant, and camel units cannot climb over walls.
Infantry units can climb over walls by moving up to them one
turn, then going over the next.
A. When two units contact, they are locked in melee, and
cannot move out, except if Cavalry or camelry are charged, then they may
attempt to avoid the charge by checking morale.
B. Melee continues until one unit is destroyed, routs, or
C. Adjacent units may support a friendly unit in melee if it
is within one inch. That unit then attacks the other unit in the
nearest open spot.
D. Melee Bonus Dice, hit on 5-6
E. Melee damage is figured on a D6 for every two figures
- Unit is attacking in rear, 2 or in flank, 1
- Unit is fighting from on top of a hill, 1
- Unit is armed with a spear, 1 (only on impact)
- With leader, 1
- Non - Camel Mounted vs. foot, 1
- Templar, Phalanx, Elephant 1
- Camelry vs. Cavalry 1
F. Leader loss: if a unit in a melee that has an attached
leader takes casualties, roll a D10 to see if leader is
hit(leaders have 2 "hits"), leader takes hit on O.
G. Most units take 1 hit to die, but leaders and elephants
take 2 "hits" to die. Elephants must still check
casualty morale for hits.
6. Random Events
Random events are events that "spice up" the game by
either helping or hindering one side. There are four event
categories: Mystical (Red Ace), Character (Red King), Animal (Red
Queen), and Other (Red Jack). You dice for the unit that gets the
event, good or bad. Draw until you come to a number card, the
color is the side, the number is the event.
- Mystical Ferocity: One unit gets 2 extra bonus die in
- Mystical Armor: One unit gets +2 armor until end of turn.
- Holy Man: A Holy man comes from a nearby village and
talks one of your units into joining him.
- Baptism: A local shaman has decided this is the perfect
day to baptize some of the local peasants. Your units
cannot cross a selected point of the river, whichever is
closest to one of your units.
- Holy Lightning: One of your units takes 1D6 men lost to
lightning. They must not have offered sacrifice.
- Prayer: One unit is immune to ranged attacks this turn,
but cannot move while the men pray to the god of war.
- Mystical Speed: One unit gets to move twice this round.
- Bloodthirstiness: One unit gets +2 melee kills this turn,
but must charge the closest enemy unit.
- Diplomat: One of your commanders manages to coax the
closest enemy unit with no leader to leave the field. The
move one normal moves back towards the opposite table
edge, and can be stopped by a leader.
- Doctor: One of your commanders practices the healing arts
on one of your units, and one casting comes back.
- Marksmen: One ranged unit gets +1 to hit this turn
because of training.
- Traitors! One of the minor leaders is in pay of the enemy
and leaves the table with one unit.
- Laziness: One of your commanders decides to take a nap at
an inopportune time, and his unit does not move this
- Insubordination: One of your minor leaders challenges
your supreme leaders authority. Since this is an
act of rebellion, a melee ensues between the two. Both
get 1 attack dice.
- Alligators!: Any unit that crosses water this turn
takes 1d6 men lost.
- Attack!: A vicious animal (lion, tiger, bear, Oh My!)
pops out at one of your units and takes one man down and
must fight the rest with 2d6 and 1 bonus die.
- Stupid!: One of your men in a moving unit stumbles
across a nest of angry units (bees, hornets, etc.) and
dies, screaming. The unit moves only half distance, and
stops to fight off the insects (no more die). Any unit
within 12" does not move.
- Lookee Here!: One non-ranged attack infantry unit
finds some mounts in an abandoned stable. The mounts are
friendly, and the unit becomes mounted, with all the
- Elephants!: One Infantry unit that is crossing water
finds a group of elephants in the water. They manage to
get a free ride to the other side, and may move the rest
of their movement from the other side of the river.
- Vultures!: Vultures lead one unit to some dead bodies
and there perfectly good armor. That unit gets +1 armor
until the end of turn, when the smell will overwhelm the
- Lost and Found: A group of pack animals lead one unit
to a local village. The unit closest to an edge moves off
the table. They return the next turn with one slinger
- Peasant Levies: One of your units gets 1d6 castings when
a group of local peasants rise against there ruler.
- Reinforcements: One of your killed units returns on your
side of the table.
- Rivals: A melee ensues between two of your unmoved units.
This is a normal melee, but the game master dices for one
of the two sides.
- That sinking feeling: One of your units runs into large
hole in the ground that had been covered by a cloth. The
1d6 men die from the fall and the spikes at the bottom.
- Treasure!: One of your units finds some treasure.
Unfortunately it is booby - trapped and 1d6-1 men die.
- Stockpile: One of your ranged attack units finds a
stockpile of weapons. Dice for the weapon type.
- Hidden for a reason: One of your units finds a clearing
through a group of woods. They may move full distance
through the trees, but takes 1d6 damage from the poison
7. Siege Expansion
Siege weapons fire once every two turns, simulating the awkwardness of trying to reload a heavy immovable object with another heavy nearly immovable object.
Damage Values are values (points) assigned to buildings, walls, archer towers, and siege equipment. These determine how long it takes for one of the above to be destoryed by any seige weapon.
Siege weapons incluDe: Stone Throwers, Catapults, heavy Catapults, Ballistas, and Heliopolis.
Roll 1 D6 for damage, +1 for heavy Catapults, -1 for Stone Throwers and Ballistae
|Damage Value Chart|
|All siege weapons = 6 DV |
|Small walls and buildings = 10 DV |
|Medium walls and large buildings = 15 DV |
|City Walls and Barracks = 20 DV |
|Small Arrow towers = 25 DV |
|Large Arrow and Ballista Towers = 30 DV |
| -1- ||1 DV lost|
|-2,3-||2 DV lost, 1 kill|
|-4,5-||3 DV lost, 1 kill|
|-6-||3 DV lost, 2 kills|
8. Civilization Attributes
These also contain a short explanations of why they receive thse benefits.
Melee units have +1 melee bonus die. Assyrians were often better armored, armed, and supplied than most of their enemies.
Double building and tower damage values. Babylonians were masters of constructin
and are able to build their buildings and towers stronger than any other civilizations
- Barbarian Cavalry Tribes
All light cavalry units +2" movement. Later barbarian tribes mostly used the horse to move around, tending to their herds and family groups. They became the scourge of the Romans, who
had no cavalry in the early 300s.
- Barbarian Infantry Tribes
All light infantry units hae +2" movment. Many early barbarian tribes used cavalry for herd tending, but used fleet-of-foot men to engage the enemy.
Elephant units +1 armor protection factor. Carthaginians were one of the first
civilizations to adapt the elephant for war, and figured out that the best way to
keep an elephant under control wasw to keep it healthy, And the only way to do that
was to armor them.
- Choson (Korean)
+1 Armor protection factor (apf) for sword armed regular
infantry units. The early Koreans had to defend themselves early against both Chines and Japanese invasions. Therefore, mot of their better-armed infantry began to wear heavier armor.
Chariot units +1 apf. the Egyptians, for thousands of years, never knew of ground transport, but had always used the Nile to transport goods and people from one city to another. When the Hyksos invaded, the Egyptians adapted quickly to the Chariot, and it quickly became a symbol of royalty and prestige.
Phalanx +3" movement. The Greek city-states often warred with one another. Their major infantry unit, the phalanx received intnsive training in fast movement as a group.
+1 to hit for Archer. the Hittites were one of the first smelters of Iron Ore, and a major superpower in the Middle East, only rivaled by the Egyptians. When they could get iron Ore, they used it to make the finest arrowheads that did more damage than any other.
Phalanx, Legion +2 apf versus missile units only. The Macedonian Greeks having been in anarchy for many years after Alexander's death, began using a type of armor that was only good against arrows, slings and such, to protect against new units such as mounted archers.
+2" Range Composite (Compound) Bow Units. the Minoans, although a mainly seafaring peoples, had at one time or another to defend against revolts or foreign infasions. They found this protection in the Composite Bowmen. h
Camelry +3" movement range. The Palmyrans were a desert peoples, and the only munted units available were Camelry. With this, they formed a desert police, seeking to protect all of their trade routes.
+2" movement for elephant units. The Persians had a natural luck for training elephants, for the rugged terrain of thier homeland facilitated a hardier beast than a horse, but fater than an ox.
+1" all missile ranges. The Phoneicians were a people of the Lebanese coast and the fine Lebanon pine trees that abounded near thier cities made the production of better arrows available.
+2 melee bonus die for Legions, sword infantry units. Ancient rome, famous for its Legions and Centuries, long had a tradition of fighting with swords, such as the early Spanish short swords.
Double Wall damage values. the Shang, or early Chines, were skilled in building
walls, as the Great Wall of China demonstrates.
Siege Weapons reload one turn faster. The Sumerian city-states were skilled in seige warfare, being able to reload faster than their opponents.
+2 bonus die for cavalry. The Yamanto Japanese had very few land animals, making horses only a prize for the nobility,
who could also afford training.
For all civilizations/armies not mentioned here, find the most closely related mentioned civ.
8. Melee Chart figured on a D6 for every two men
|Unit/Weapon||Hits on this|
|Inf. w/ club/blunt objects|| 1-2 |
|Inf. w/ axes|| 1-3 |
|Spears|| 1-5 |
|Swords|| 1-4 |
ELEPHANTS HAVE A 50% CHANCE OF DOING TRIPLE DAMAGE: Each time an elephant is
used in combat, roll a D6. On a roll of 5 or less, triple the damage to the unit
it faces in melee!
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