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
| Maneuver | Test | Category | Notes |
|---|---|---|---|
| Close | Speed | Move In | — |
| Sneak In | Stealthy | Move In | — |
| Flank | Tactics | Move In | — |
| Charge | Steel | Move In | Opponents always get a free shot at you |
| Maintain | Speed | Hold Ground | — |
| Hold | Per/Observ | Hold Ground | You always shoot. Position dice carry over. |
| Withdraw | Speed +2D | Move Out | Opponent gets free shot on failure |
| Sneak Out | Stealthy | Move Out | — |
| Fall Back | Tactics | Move Out | — |
| Retreat | Steel +1D | Move Out | Opponent gets free shot on failure. You always shoot. |
Range
| Range | Shot Ob | Notes |
|---|---|---|
| Optimal | Ob 2 | Best range for accuracy |
| Extreme | Ob 3 | Missiles lose accuracy |
| Out of Range | — | Cannot shoot |
| Too Close | — | Switch to Fight rules |
Cover Penalties
| Cover | Penalty to Attacker |
|---|---|
| Trees, wall, barricade, hedge | +1 Ob |
| Fortification, forest, dense cover | +2 Ob |
| Shields | +1 Ob |
Weapon Range Dice
| Weapon | Optimal | Extreme/OOR | Max Range |
|---|---|---|---|
| Melee or None | — | — | 7 paces |
| Pistol | 2D | 1D | 10 paces |
| Thrown Weapon | 1D | 1D | 30 paces |
| Arquebus | 1D | 1D | 50 paces |
| Hunting Bow | 2D | 1D | 100 paces |
| Crossbow | 1D | 3D | 125 paces |
| Elven Bow | 3D | 3D | 250 paces |
| Great Bow | 2D | 4D | 300 paces |
| Heavy Crossbow | 1D | 5D | 350 paces |
Stride Advantage
| Condition | Bonus |
|---|---|
| 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.