X 2.512 Element Bases:
25mm Elephants and Chariots must be mounted on 60x80mm bases.
X 5.11. Eager. Add a new bullet to the section "Bodies are eager while any of the following apply"
If the body is at least entirely Reg B.
X 5.15. Demoralization. A command has a demoralization level equal to its number of units. Each on its on-table units that are destroyed or broken count 1 toward that level, shaken units count 0.5 toward that level. Commands are demoralized when they reach half of their demoralization level.
X 5.51. Change the die rolled for a waver test to a d10 ('0' is a '10'). Change the numbers required to pass a waver test to A=2, B=3, C=4, D=5, E=6.
X 6.11. Close Order Foot Movement. Steady close order foot moving in open have a tactical move distance of 120p.
X 6.19. Reform. Instead of making an approach, counter or retirement move, a steady regular unit may reform. To reform, a unit must be in block. One element in the front rank stays precisely in place. This element is either the center element (in a unit with an odd number of elements in the front rank) or one of the two center elements (in a unit with an even number of elements in the front rank). All other elements may be arranged in any way so long as the end result is a legal block formation. Reforming counts as a complete move of the appropriate type (approach, counter or retirement) and all other rules for that type of move apply. No other movement or maneuver may be combined with reforming.
X 6.2 Close Order Marching. Steady Reg close order foot may march on march segment 3. Steady Irr loose foot may march on march segment 3 but take a fatigue point for doing so.
X 6.45. EHC Skirmish. Add to the list of troops allowed to adopt skirmish formation if otherwise eligible: EHC.
X 11.1. Fire Syphoneers/Naptha Bombers. 6th Bullet: Insert ", Fire Syphoneers/Naptha Bombers" after "and/or artillery". At the end add "Fire Syphoneers/Naptha Bombers/Artillery do not take a -1 when firing on bodies in Shieldwall formation."
The home climate rules of 12.21 are ignored. Replace
Each army adds it scouting points total to 2D6, then halves it for each cautious general and again if any 'E' class units in army and doubles for each rash general and again if there any 'Irr A' class units in the army. The army with the lower total is considered to be in its home climate for purposes of 14.31.
X 17.1. SHC Troop Cost. Subtract 6 points from the final cost of an SHC/SHCm element if general's, subtract 8 points if other. This applies to Reg and Irr elements.
X 17.1. Camelry Troop Cost. Change the current cost table to this:
MCm/LCm @ 7 pts if Reg, @ 5 pts if Irr
HCm @ 9 pts if Reg, @ 7 pts if Irr
EHCm @ 9 pts if Irr (there are no Reg EHCm)
SHCm @ 11 pts if Irr (there are no Reg SHCm)
X 18.5. Determining A Victor. The threshold level of 4 remains the same as is currently outlined in Fast Warrior. The difference now is that each unit broken/destroyed counts 1 toward that threshold, shaken units count 0.5 toward that total. As such, the game is scored slightly differently:
Each side gets 1 point for each enemy unit broken/destroyed and 0.5 points for each enemy unit shaken/off-table up to a maximum of 4 points.
All other point scores remain the same from the regular rule as do all other scoring rules.
Classical Warrior X-Rules:
Barbarian Foot Rules
The following applies to appropriate troops in all lists:
1. Irr loose order foot may march on segment 3 if desired but take a fatigue point (FP) for doing so.
The following applies to appropriate troops in all lists in Classical, Imperial and Feudal Warrior, with the exceptions and restrictions provided below:
The following rules apply, in the case of Rule 1, to Irregular close/loose order infantry in all lists in Classical, Imperial and Feudal Warrior and, in the case of Rules 2-4, except where expressly stated not to apply, which troops are referred to here as Barbarian Infantry.
1. Close/loose order Barbarian Infantry may march on segment 3 if desired but take a fatigue point (FP) for doing so.
2. A body of Barbarian Infantry with 9 or more elements in total fights with 1/3 of the figures in any 3rd and/or 4th ranks directly behind those eligible to fight if the body meets all the following requirements:
a. Charged or countercharged this bound or contacated opponents in a converted charge in the previous bound;
b. The 1st and 2nd ranks are ALL armed with a close combat weapon other than SA and/or IPW;
c. The 3rd and 4th ranks each contain at least one element armed with a close combat weapon other than SA and IPW;
d. Does not contain any element with 2HCT and/or HTW combined with another weapon; and
e. Contains at least one element of C morale grade class or better troops.
The 3rd and 4th ranks fight as “Other Weapons” but get no other Weapons Factors; they do count all Tactical Factors.
In determining figures fighting in any 3rd and/or 4th ranks, add the number of figures in both ranks combined, take 1/3 of the combined total, and then round up.
3. A body of Barbarian Infantry with more than 8 elements is eager while any friendly body that does not include LC and/or LI within 240 paces is charging in the current bound or already in H-T-H combat and not broken or shaken.
4. Willing close order Irr foot can counter-charge impetuous foot if not in Shieldwall. Eager close order Irr foot who counter-charge can be impetuous if not in Shieldwall.
The Following Troops Are Not Eligible for Barbarian Foot Rules
All lists with appropriate troops in Classical Warrior may use the above two rules except for the following specific troops:
Any: Irr Hoplites
3 – Early Hoplite Greek: Helots, Thessalian Penastai
4 - Etruscan: Spearmen
5 – Illyrian: Slaves
7 – Lydian, etc.: Karian Bronze Men, Lydian or HI/MI Lykian Spearmen
8 – Saite Egyptian: Mercenary Karian/Lydian/Lykian Spearmen
10 – Lowland Italian: Etruscan/Latin Spearmen
12 – Etrusco-Roman: Latin Spearmen
13 – Early Achaemenid: Persian/Median Line Infantry, HI Lykian Spearmen
17 – Later Hoplite: Helots
18 – Later Achaemenid: Satrapal Line Infantry
20 – Camillan Roman: Latin Spearmen
27 – Seleucid: Asiatic/Arab Levy
All lists with appropriate troops in Imperial Warrior may use the above two rules except for the following specific troops:
18 – Early Imperial Roman: Tribal or City Militia
21 – Jewish Revolt: Badly-Armed Masses
All lists with appropriate troops in Feudal Warrior may use the above two rules except for the following specific troops:
3 – Feudal German: German Militia Infantry; Heerban
5 - Early Polish: German Infantry; Polk Spearmen
6 – Papal Italian: Roman Militia; German Spearmen
7 – Early Russian: Polk Spearmen
11 – Medieval Scandianvian: German Infantry
14 – Scots Common: Lowland Leomen
18 – Hohenstaufen Sicilian: German Infantry
23 – Post-Mongol Russian: Militia Spearmen
25 – Holy Roman Imperial: Town or Communal Infantry
27 – Medieval German Princes: Communal League or Town Infantry
28 – Medieval German Leagues: Town or Communal Infantry
29 – Medieval Irish: Scottish Infantry
32 - Medieval French: Scottish Yeomen
33 – Later Teutonic Order: Colonist or Feudal Infantry
34 – Medieval Spanish: Spearmen; Javelinmen
35 – Free Company: Javelinmen
39 – War of the Roses English: Scottish Yeomen