Range & Cover

Maneuver interaction and mechanical reference for Range & Cover.

Structure

3 maneuvers per exchange (one per volley). All interactions are versus tests. Winner adjusts range and spends extra successes on actions (shooting, aiming, taking position).

Maneuver Interaction

Maneuver Interaction Lookup

vs
View Maneuver Reference
ManeuverTestCategoryNotes
CloseSpeedMove In
Sneak InStealthyMove In
FlankTacticsMove In
ChargeSteelMove InOpponents always get a free shot at you
MaintainSpeedHold Ground
HoldPer/ObservHold GroundYou always shoot. Position dice carry over.
WithdrawSpeed +2DMove OutOpponent gets free shot on failure
Sneak OutStealthyMove Out
Fall BackTacticsMove Out
RetreatSteel +1DMove OutOpponent gets free shot on failure. You always shoot.

Range

RangeShot ObNotes
OptimalOb 2Best range for accuracy
ExtremeOb 3Missiles lose accuracy
Out of RangeCannot shoot
Too CloseSwitch to Fight rules

Cover Penalties

CoverPenalty to Attacker
Trees, wall, barricade, hedge+1 Ob
Fortification, forest, dense cover+2 Ob
Shields+1 Ob

Weapon Range Dice

WeaponOptimalExtreme/OORMax Range
Melee or None7 paces
Pistol2D1D10 paces
Thrown Weapon1D1D30 paces
Arquebus1D1D50 paces
Hunting Bow2D1D100 paces
Crossbow1D3D125 paces
Elven Bow3D3D250 paces
Great Bow2D4D300 paces
Heavy Crossbow1D5D350 paces

Stride Advantage

ConditionBonus
Longest stride+1D
Stride longer by 4++2D

Stride by stock: Dwarves 6, Men/Orcs/Trolls/Great Spiders 7, Elves/Roden 8, Wolves 11, Horses 12.