DnD fifth edition crib sheet/player cheat sheet. Quickly reference rules and information without paging through the book.
Descent Journey's in the dark second edition reference sheet. Good info for players new to the game.Full description
Evanescence's "Eternal" (the whole song) arranged for piano.Descripción completa
Full description
PPT Bola VoliFull description
AK-47 Bayonet Types
A blank music sheet ready for writing an orchestral score, with 35 instrumentsFull description
WaterGEMS manualFull description
WaterGEMS manualDescription complète
Full description
As its name suggests, this is a quick reference for D&D 5e's various conditions. This version leaves off some of the less-needed conditions in order to get four copies per sheet. Now each player ca...
As its name suggests, this is a quick reference for D&D 5e's various conditions. This version leaves off some of the less-needed conditions in order to get four copies per sheet. Now each pl…Full description
Descripción: player emulator for tabletop
Deskripsi lengkap
COURS : LA MATIÈRE
Full description
Deskripsi lengkap
Full Scale ; Distances = Inches.; EMW = Early Modern Wars only ; Pre 1735 Cav are on 1.5 times base widths
VOLLEY & BAYONET PLAYER SHEET 1: GAME SEQUENCE Command
7: CLOSING ON ADV. SM. ARMS (EMW: cumulative)
Movement Rally Morale Cavalry Breakthrough Combat Divisional Exhaustion
Defdr is stationary / not disordered -1 8: COMBAT RANGES & DICE ROLLED Range weapon
2: IN COMMAND? Within 6 of any superior in its chain or if concatenated into command If Out of Command: ½ move, disordered at move end No Recovery from Disorder No move closer to enemy Never Stationary Art. may not limber/unlimber 3: RECOVER from DISORDER Yellow: At beginning or end move only if in command & not in contact with enemy takes ½ move Red: type
No Recovery from red 4: MOVEMENT move if btn guns
Matchlock & Pike 8 Early Inf Regt 12 Inf Regt/Skirm 12 Inf Brigade 16 Heavy Cav 20 Shot Cav 16 Other Cav 24 Heavy Art. 12 Other Foot Art 16 Civilian Artillery 8 not if Horse Art. 24 Commander 24
8 12 12
Smoothbores Matchlock and Pike Early Regiment with musket Regiment with musket Brigade with musket Foot batteries Horse batteries Artillery battalions: Sb Light Art Sb Field Art Sb Heavy Art btn guns
8 10 12 5
Rifles/Later weapons Bde with Rifle Musket Bde with Rifled Carbine Bde with Cartridge Rifle Bde with Chassepot RML Field Art. RML Heavy Art. RBL Field Art. RBL Heavy Art. Rifled Siege Art. Gatling/Machine Gun
2 5 5 6 5 6 4 4
4 3 4 10 15 18 20 24 24 8
Other Combats Shot Cav Cav skirm/Regiment Cavalry Brigade Inf skirm/detachment
1 (varies)
6 deployed 5,6
Regt base meléed from flank
-1 -1 -1 -1 -1 -2
6: CAVALRY BREAKTHROUGH only after melée morale test If attacked unit routs or is elim due to morale check, Cav may occupy the ground & move 6 forward or back, plus free facing change. 2nd breakthrough in the turn disorders cavalry afterwards. Not Shot Cav
1 2 2 2 (as per below)
9: TO HIT
+1 +1 +1 +1 +1
long
4 5 6
20
5: MORALE Stnry foot defending high grd Defending bldng/works Formed meléeing skirms Meléeing enemy unit in flank Army/Wing Cmdr attached If Art. or non-stnry inf meléed by Cav Bgde (not 1809+ Aust) Unit is Disordered Non-Stnry infantry vs lancers Meléeing repeaters or Art./ front Cavalry vs heavier cavalry
close
Stationary
fire melée
fire
melée
1 1 2 2 1
1 2 4 4 1 1
2 4 4 6 1 1
2 2 2 4 1 1
1 1 2 2 1 1 2 2 1 1 2 2 roll 1 extra (col) die for shooting, and in combat if attached to inf 2 5 4 7 2 5 4 7 2 6 4 8 2 6 4 8 1 1 2 2 1 1 2 2 1 1 2 2 1 1 2 2 0 0 2 2 2 2 max 6 max 6 2x6 on MG = ammo depleted or expended 1 1
1 2 4 1
2 -
2 -
10: TO SAVE
Inf Bdes, Regts, Skirms Cav Bdes, Cav Skirms, Shot Cav Art. & Machine Guns at long Élite, Shock Troops, Grenadiers Sharpshooter (fire only) Cav Bde v Disordered Light Art. at close & in melée Repeaters in melée (EMW) Machine Guns at close (EMW)
4,5,6 Field/Hvy Art at close/melée Repeaters at close (EMW) 11: MELÉE TIES Inf with (or) grenadiers vs inf/art Stationary inf vs cav (not shot cav) Supported Art. vs inf Non-stnry inf vs cav (not shot cav) Matchlock & pike vs Any Cav
Normal
+2 +2 +2 -2 +2
12: DIVISION EXHAUSTION When exhaustion reached -losses & routersmay no longer move to contact. Any further loss - D6 roll must exceed any losses that turn or else morale collapse. Ordered get red disorder Currently Disordered Rout Routers are eliminated Artillery strength points do not count towards
1-3 = Hit Stays; 4-6 = Hit Saved All Troops: From Disordered; When in works From fire when in hasty works Undis. Skirmishers: from fire; +xtra save if woods when in village/town Cavalry: from fire ( retire 6 per save) Trained Lights attacking inf: may trade att dice for evade (Retire 6 per saved ) Open Order Cavalry (3x3 base) From fire, no retire if base width apart Melée trade attack dice for evade Artillery: from art fire, & when in cover from melée in works Infantry: when in village/town, works, forts, from fire - when in hasty works Heavy artillery: Negates Saving Throws when firing at other artillery, and at villages/towns PRONE: (where allowed)
Full Scale ; Distances = Inches.; EMW = Early Modern Wars only ; Pre 1735 Cav are on 1.5 times base widths
Exhaustion, but are affected by it Cavalry +1 to hit vs prone