QRS
for
v2.2+
(Final
Rev.
2)
002
Terrain
Movement
Distances
Terrain
Modification
Topography
Compulsory
Optional
Distance
(MU)
Element
Types
• If
no
bad
going
within
8
MU
of
Arable
Road
River,
Steep
8
Light
Horse
center
and
roll
1
or
2;
add
or
Hills,
Gentle
move
bad
going
to
center
6
Cavalry
Hills,
Woods,
• Roll
for
each
area
terrain
piece;
Scythed
Chariots
Waterway,
on
1
or
2,
shift
4
MU
or
rotate
45
5
Auxilia
Rough
degrees
Camelry
Dry
Rough
Dunes,
Steep
Knights
Deployment
Zone
Hills,
Oasis
Psiloi
• Within
10
MU
of
base
edge
or
Forest
Woods
River,
Marsh,
4
Cataphracts
waterway
Gentle
Hills
Elephants
• At
least
4
MU
from
side
edge
Hilly
Steep
Hills
River,
Woods,
Light
Spear
+1
PIP
Road
Raiders
• Includes
Elephants,
Hordes,
War
Littoral
Waterway
Either
Steep
3
Artillery
Wagons,
or
Artillery
Hills
or
Marsh,
Blades
• More
than
16
MU
from
general
OR
either
Woods
or
Bows
more
than
8
MU
and
beyond
crest,
Dunes,
River
Hordes
camp,
wood,
oasis,
or
dunes
OR
Spears
general
lost
Steppe
Gentle
Hills
River,
Rough
• General
in
camp,
woods,
oasis
or
Tropical
Woods
River,
Marsh,
Pavises
marsh
Rough,
Road
Pikes
A
legal
game
board
must
contain
3
to
5
terrain
pieces,
of
War
Wagons
Distant
Shooting
which
1
to
3
must
be
the
compulsory
type
and
0
to
3
must
Warband
• Elements
may
shoot
into
or
from
be
an
optional
type.
Road
movement:
8
MU
for
LH;
6
MU
for
others
overlap
River
movement
distance:
2
MU
for
all
• Bows,
Pavises,
and
War
Wagons
Mounted
in
Bad
Going:
3
MU
for
all
shoot
3
MU,
Artillery
shoots
8
MU
Basic
Combat
Factors
Distant
Shooting
Factors
Close
Combat
Factors
Element
Type
vs.
vs.
Element
Type
Situation
Factor
Element
Type
Situation
Factor
Foot
Mtd
Blades
Shot
at
by
any
-‐1
Foot
Occupying
its
own
+2
Artillery
(CC)
+2
+2
Elephants
camp
Artillery
(DS)
+4
+4
Raiders
Any
General’s
element
+1
Auxilia
+3
+2
Foot
Occupying
its
own
+2
Any
Uphill
or
defending
+1
camp
and
being
the
bank
of
a
river
Blades
+5
+3
shot
at
Any
For
each
enemy
-‐1
Bows
+2
+4
Any
General’s
element
+1
element
Camelry
+3
+2
and
being
shot
at
overlapping
or
in
Camp
Followers
+1
+1
Any
For
each
enemy
-‐1
flank
or
rear
Cataphracts
+4
+4
element
aiding
contact
Cavalry
+3
+3
the
shooter
Mounted
In
bad
going
-‐2
Elephants
+5
+4
OR
In
close
combat
Hordes
with
an
enemy
+3
+2
Knights
+3
+4
Rear
Support
Factors
element
that
is
in
Element
Supported
Factor
bad
going
Light
Horse
+2
+2
Artillery
In
bad
going
-‐2
Type
By
Light
Spear
+3
+3
Blades
Pikes
same
+3
vs.
All
Foot
Pavises
(CC)
+3
+4
Hordes
except
Ps
and
Bw
Pavises
(DS)
+2
+4
Pavises
+2
vs.
Kn,
Cat,
El
Pikes
Pikes
+3
+4
Light
Spears
same
+1
vs.
All
Foot
Spears
Psiloi
+2
+2
Spears
except
Ps
and
Bw
War
Wagons
Raiders
+4
+2
Warband
+
1
vs.
Kn,
Cat,
El
Raiders
In
bad
going
-‐1
Scythed
Chariots
Auxilia
Psiloi
+1
vs.
Mounted,
+4
+4
Blades
Wb
or
Camp
Spears
+4
+4
Light
Spears
War
Wagons
+3
+4
Raiders
Warband
+3
+2
Spears
QRS
for
v2.2+
(Final
Rev.
2)
Combat
Results
Table
EQUAL:
If
the
element’s
combat
score
is
equal
to
its
opponent’s
combat
score:
Element
Type
Situation
Result
Scythed
Chariots
vs.
All
Destroyed
All
others
vs.
All
No
Effect
BEATEN:
If
the
element’s
combat
score
is
less
than,
but
more
than
half
of,
its
opponent’s
combat
score:
Element
Type
Situation
Result
Artillery
In
close
combat
Destroyed
Otherwise
No
Effect
Auxilia
In
good
going
AND
vs.
Knights
Destroyed
Otherwise
Recoil
Blades
Pikes
In
good
going
and
vs.
Knights
or
Scythed
Chariots
Destroyed
Light
Spear
Raiders
vs.
Warband
not
in
a
camp
Pavises
Spears
Otherwise
Recoil
Bows
vs.
Mounted
Destroyed
Otherwise
Recoil
Camelry
vs.
Knights,
Cataphracts,
Cavalry,
or
Light
Horse
No
Effect
vs.
Scythed
Chariots
Flee
In
bad
going
Otherwise
Recoil
Camp
Followers
vs.
All
Destroyed
Cavalry
vs.
Camelry
or
Scythed
Chariots
Flee
In
bad
going
Otherwise
Recoil
Elephants
vs.
Psiloi,
Auxilia,
or
Light
Horse
Destroyed
vs.
Artillery
shooting
Otherwise
Recoil
Hordes
In
good
going
AND
vs.
Knights,
Elephants,
or
Scythed
Chariots
vs.
Warband
not
in
a
camp
Destroyed
In
a
camp
vs.
Bows,
Pavises,
War
Wagons,
or
Artillery
AND
being
shot
at
Recoil
Otherwise
No
Effect
Knights
vs.
Elephants,
Camelry,
Light
Horse,
or
Scythed
Chariots
Destroyed
Cataphracts
In
bad
going
Otherwise
Recoil
Light
Horse
vs.
Scythed
Chariots
vs.
Artillery
shooting
Flee
In
bad
going
Otherwise
Recoil
Psiloi
In
good
going
AND
vs.
Knights
or
Cavalry
Destroyed
In
good
going,
dunes,
or
oasis
AND
vs.
Camelry
Otherwise
Recoil
Scythed
Chariots
vs.
All
Destroyed
War
Wagons
vs.
Elephants
vs.
Artillery
shooting
Destroyed
Occupying
a
camp
Otherwise
No
Effect
Warband
In
good
going
and
vs.
Knights
or
Scythed
Chariots
Destroyed
Otherwise
Recoil
DOUBLED:
If
the
element’s
combat
score
is
half,
or
less
than
half,
of
its
opponent’s
combat
score:
Element
Type
Situation
Result
Cavalry
In
good
going
AND
vs.
Pikes,
Spears,
or
Hordes
Flee
vs.
Artillery
in
close
combat
Otherwise
Destroyed
Light
Horse
vs.
Mounted,
Bows,
Pavises,
or
Psiloi
vs.
Artillery
shooting
Destroyed
In
bad
going
Otherwise
Flee
Psiloi
In
good
going
AND
vs.
Knights,
Cataphracts,
Cavalry,
Camelry,
or
Light
Horse
Destroyed
vs.
Bows,
Pavises,
Auxilia,
or
Psiloi
Otherwise
Flee
Scythed
Chariots
vs.
All
Destroyed
All
Others
vs.
Artillery
in
close
combat
Recoil
Otherwise
Destroyed