3.6.2.2 Unit combat values

Before the start of combat, the referee calculates the how tough each unit is, and based on this determines its combat values.

Each unit has four combat values:

The combat values are critical to determining how the combat unit will fare when attacking or coming under attack.

In addition, each unit has a starting morale level (which can be good, normal or poor) and a starting tiredness level. These will depend on the circumstances (the referee should determine).

Unit size.

This is equal to the number of combatants in the unit. The unit size may reduce during combat due to casualties.

Melee value

This shows how much damage the average combatant causes in melee combat. It typically varies between 10 and 40.

The melee value is based on the main melee weapon used by the combatants, and is equal to the average skill score (in the weapon, e.g. Melee or Polearm, depending on the weapon, including relevant specialism bonuses) + the average ST score + the weapon's attack factor + the weapon's damage factor +8.

There are also combat order bonuses to the melee value:

Examples of typical melee values are shown in the following table:

Combatant description Weapon skill score ST Weapon attack factor Weapon damage factor Combat order Resultant melee value
Peasants armed with makeshift weapons (e.g. clubs) 1 +0 +0 +1 +0 (skirmish order) 10
Green recruits armed with short swords 2 +1 +1 +3 +1 (green disciplined) 16
Seasoned troops with long swords 5 +1 +3 +3 +3 (veteran disciplined) 23
Mounted knights with hand-&-half swords 8 +2 +2 +5 +2 (cavalry)
+1 (close order)
28
Elite cataphracts with lances 10 +1 +3 +5 +5 (elite disciplined)
+2 (cavalry)
34

Missile value

This shows how effective the average combatant is at missile fire. It typically varies between 0 and 30. If combatants are not armed with missile weapons, their missile score is automatically zero.

The missile value is based on the main missile weapon used by the combatants, and is equal to the average skill score (in the weapon, e.g. Shooting or Throwing, depending on the weapon, including relevant specialism bonuses) + the average ST score + the weapon's attack factor + the weapon's damage factor + the weapon's effective range divided by 25 (rounded down) +5.

There is also a combat order bonus to the missile value of +3 for troops who are fighting in loose skirmish order.

Examples of typical missile values are shown in the following table:

Combatant description Weapon skill score ST Weapon attack factor Weapon damage factor Range/25 Combat order Resultant missile value
Peasants armed with slings 2 +0 +0 +0 +2 +3 (skirmish) 12
Seasoned archers with long bows 6 +1 +1 +3 +6 +3 (skirmish) 25
Elite cataphracts throwing javelins during their charge 8 +1 +1 +3 +1 +0 (close order) 19

Defence value

This shows how tough the average combatant is at taking damage during the battle. It typically varies between 0 and 30.

The defence value is equal to the average Combat skill score (including toughness specialism) in the unit + the average damage resistance of the unit. If the unit is wearing shields, the average Shield skill score (including relevant specialism scores) may be substituted for the average Combat skill score; in addition, the shield's parry factor is added to the defence value.

Cavalry that are partially barded/armoured gain +3 to their defence value, and cavalry that are fully barded/armoured gain +6 to their defence value.

Examples of typical defence values are shown in the following table:

Combatant description Combat skill score ST Armour protection value Shield Mount's armour Resultant defence value
Unarmoured peasants 1 +0 0 +0 (none) +0 (none) 1
Green recruits wearing leather armour 2 +1 3 +0 (none) +0 (none) 6
Seasoned troops in chain mail and large shields 8* +1 6 +5 (large shield) +0 (none) 20
Mounted knights in full plate and medium shields on partially barded warhorses 9* +2 12 +4 (medium shield) +3 (partially barded mounts)
30
Elite cataphracts in scale mail and medium shields on fully barded warhorses 10* +1 8 +4 (medium shield) +6 (fully barded mounts)
29

* indicates that this is based on average Shield score (including specialisms)