Impetvs-2ed.pdf

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GAME DESIGN LorenzoSartori
GAME DEVELOPMENT Yuri Vantin and Lorenzo Sartori
WITH THE PRECIOUS AID OF Marco Guarnieri, fim Webster,
Howard Meisse-,
Luca Pellattiero,
Luca Zammarchi, RobertoIdiometri, RichardTartt
IN MEMORY OF Alan Knight
COVER PHOTO 28mm Vikings and Anglo,Saxons(Gripping Beast,FootsoreMiniature,
SaxonMiniature) from fohn Maguire collection,photo by da Nathan Vinson.
Back cover:ChargingTemplars,photo and collection by Antonio Dimichele and Classical
Indian Archersfrom JohnMaguire collection,photo by Nathan Vinson.
PRINTED IN ITALY BY Zev Multimediale sas- zev@zev.it
PUBLISHED BY LorenzoSartori Editore
O 2019Lorenzo
Sartori
Al rights
reserved. parts
No
ofthispublication be reproduced,
may
stored a retrievalsystem,
in
ortrasmitted, anyformor byanymeans
in
without
the
priorwritten
permission the publisher, beotherwise
of
nor
circulated anyformof binding cover
in
or
otherthanthatin which is publlshed without
it
and
a
similar
purchaser.
condihon
being
imposed
uponthe subsequent
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1.0 INTRODUCTION
I.1 THE MANUAL
r.2 MATERIAL NEEDED
1.2.1Ile Battlefield
1,3BASING
1.3.1Number ofminiaturesper Base/Unir
1.3-2
BasingCommanders
1.4GAME SCALE
1.5MEASUREMENT
1.6MARKERS
2.0 THE TROOPS
2.1ARMY BUIIDING
2,2 CLASSIFICATION TROOPTYPES
OF
2.2.1FootTroops
2.2.2Moulted Troops
Camel-mounled
lroop:.
2.2.IWagenburgs,
and Sclthed Chariots
Elephants
2.3THE LD.IITS
2.4DISCIPLINE
2.4.1The DisciplineTest
2.5 UNIT STATUS
Worn and Exhausted
Units
2.5.1Fresh,
2.5.2RoutedUnits
2.5.3Disordered
Units
2,6GROUPSOF IINITS AND LARGE UNITS
2.6.1GroupsofUnits
Groups
2.6.1. Fragmented
I
A(livation GroupActi!ation
or
2.0.1.2
5ingle
2.6.2LargeUnits
2.7 COMMANDERSAND COMMAND
STRUCTURE
2.7.1Commanders
move
2.7.1.1
How Unattached
Cornmanders
2.7.1.2
Shootingat Unatlached
Commanders
DetachingCommanders
2.7.1.3
Attachingand
2.7.1.4
Lossof attached
Commanders
2.7.1.5
Quality of Commanders
Commander
2.7.1.5.1
Gerfus/Charismatic
ExpenLOmmanoer
1,7.t.5.2
2.7.
1.5.3Reliable
Commander
2.71.5.4
Poor Commander
2.7.
1.5.5Ilcompetent Commander
Leacers
l,/, 1,5.0
Lustom1zrng
2.7.1.6
Changingthe Genemlt Level
2.7.2The CommandStructure
2.8BAGGAGE
2.9EXPLORATION?OINTS
4.1-1DecidingInitiativeand Activationof
Units/Groups
4.1.2
Rally
4.1.2.1
ForcedRally
and
4.1.3 Rsactions E\"sionsbythe lnactivePlaler
4.1.4The Zone ofControl
6.3.2Visibility and Measurement
6.3.3Firing Priorities
6.3.4Shootingfrom and to LargeUnits
in
6.3.5Targetengaged melee
6.4 INDIRECT FIRE
6.5 REACTION FIRE
6.6 PIIUM AND POINT BLANK WEAPON
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(PBw)
5.0 MOVEMENT
5.1 IN GENERAL
6-7DEFENSIVEFJRE
MOVEMENT
5.2GROUP
6-8SHOOTING THROUGH ENEMY SKIR.
5.3 WHEELING AND OTHER MOVEMENTS
MISHERSAND ARTILLERY
5.3.1
wheels
and
5.3.2Sideways ObliqueMovement
7.0 MELEE
5.3.3Movementto the rear
7.I IN GENEML
and
5.3.4wheels,sideways obliquemovement
7.2DIRECTION OF CTIARGEAND EF-
by Groups
FECTS
5.3.5About face
7.2.1FrontalCha.ge
5.4MOVEMENT WITH MOBILE DEFENSES 7.2.2SideCharge
5.4.1Pointedstakes
7.2.3Flank or RearCharge
5.4.2Pavises
7.3 LARGEUNITS DEPTH BONUS
5,5MOVIMENT OF ARTILLERY
7.4IMPETUSBONUS
5.6MOVING THROUGH FORTIFICATIONS 7-4.1
ImpetusBonusin Opportunity Charge
5.7CIIARGES
and
7.4.2Arquebusiers Pikes
5./.1Lnarge
speec
7.5FLANK SUPPORT
5.7.2ChargeMovementBonus
7.6 OTHER TACTICAL MODIFIERS
5.7.3Opportunity Charge
7.7 FIGHTING A MELEE
5.7-4
Counter-charge
7.7.1Lossdue to AccumulationofDisorder or
5.7.4.1
More Units that can Opportunity
Fatigue after mel€e
Charge or Counter charge
7-7.2
Lossof Meleeand Retreaiof the defeated
through an ewding Unit
5.7.4.2Counter-charge
Unit
5.8IMPETUOUSCHARGE
on
7.7.3Retreat
ofa Unit engaged its side
5.9CLOSINGRANKS
5.IODEALING WITH CHARGE
7.7.5Combatwith multiple Units (multiple
and
as
ofactiration
5.10.I Charge Melee lastactions
melees)
The Potentiai
charge
5.10.2
lines
non-parallel
7.7.6Contactbetween
5.11INTERPENETRATION
parallellines
7.7.7Contactbetween
5.I l. I VoluntaryInterpenetration
7.7.8Multiple meleein more than one phase
within a Group
5.1l.l.l Interpenetration
AND ARTILLERYIN
7.8 SKIRMISHERS
5.11.2
ForcedMovesand Interpenetration
MELEE
by
5.11.3
Interpenetration wheeling
of
7.8.t Dispersion skirmishers
5.I2 EVASION
in
7.8.2Skirmishers meleewith Scl'thed
5.12.1
Evasion
and shootinglimitatiols
Chariots and Elephants
5.12.2
El€sion throughterrain elements
7.8.3Artillery in melee
5.I3 DISENGAGEMENT
7.9LOSSOF COMMANDERSIN MELEE
5.I4 OFF-TABIE MOVEMENT
7,IOSACKING BAGGAGE
8.0 VICTORY CONDITIONS
8.1 GENERALRULE
8.2VICTORY POINTS
9,0 ADVANCBD RULES
9.1RESERVE
AND FLAN( MARCHES
9.Ll Preparation
enten the
9.1.2When a Hidden Commands
battlefield
9.1.3 How Hidden Corffnandsenterthe batdefieH
9.1.4How the other Playercanreact
with a Flank March
9.1.5Both Players
9.1.6Activatingthe former Hidden Command
9.2 AMBUSHES
9.2.1Settingambushes
9.2.2Revealing
ambush
9.2.3lnterpenetration AmbushMarker
of
and
Cards
AppendixI - Strategic Tactical
Appendix Il - Rulers and Markers
Sheets
Appendixlll - Quick Reference
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6.0 SHOOTING
6.I IN GENERAL
6.1.1
Shooting
6.1.2Fidng Table
3.0 TERRAIN AND DEPLOYMENT
6.1.3Modifiersto the number ofdice
3.1IN GENERAL
and moving
6.1.3.1
Shooting
ON
3.2TERMIN TYPESAND EFFECTS
Unit shooting
6.1.3.2
Disordered
MOVEMENT
Light
Skirmishers,
6.1.3.3
Shootingagainst
3.2.1Fordsand bddges
Cavalryand Arlillery
3-2.2
Terrainand the movementofLeadeb
EvadingUnits
Shootingagainst
ON
6.1.3.4
3.3TERRAIN TYPESAND EFFECTS
Shooting
against
Unirs in the woods
6.1.3.5
FIRING AND COMBAT
AND
or in a built-up areaor behind protections or
3,4 PERMANENTFORTIFICATIONS
forti6cations
PROTECTIONS
Artillery firing at LargeUnits or
and linear
6.1.3.6
Fortifications
3.4.1Permanent
Groupsin column or Wagenburgs
obstacles
inflicted
6.1.4Damage
3.4.2Mobile protections
6.2 COHESIONTESTAND LOSSES
3.5 SIZEAND SIIAPE
6.2.1Efects ofTest Passed
THE TERMIN
3.6 PREPARING
6.2.2Lossofa Commanderdue to fire
3.7 DEPLOYMENT
6.2.3 Paricked Elephantsafter receiving {ire
6.3 FIRJNG UMITATIONS
4.0 INITIATIVE AND ACTIVATION
4.1 ACTIVANON AND TI]E TURN SEQTJE}JCE 6J-l FiriDg Arc
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I.I TFIE MANUAL
\\ elcometo the secondedition of Impetus, a set of war-
game rules that aims to simulate battles with miniature
periods.
neures the Ancient,Medieval
in
and Renaissance
The extremelyflexible systemallowsyou to recreateover
,i.000r'earsof history, from Ancient Sumeriato the Great
Italian \\rarsand evenfurther
Until the release the updatedlists you can still use the
of
old Extra Impetus supplementsprovided you download
tiom rrrw.dadiepiombo.com the documentthat helpsyou
to adaptthe lists.
I.2 MATERIALNEEDED
In order to play Impetus, you'll need some niniatures.
Theserules let you use any scaleof miniatures that are
normally used for wargames:
25l28mm, 20mm (also
known as Il72),l,Smm,10mmand 5/6mm.
You will also need a few 6-sided dice (hereaftercalled
d6), a ruler marked in centimetresor a measuringstick
marked out in H (seebelow),some markers(see1.5)
and a playing surfacethat recreates battlefield,with
the
hills, rivers,woods,villaqesand so on.
af **i
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Photo Nathdn Vinson
cotl. John MEguir&
?
:'a;
r.2.r Ttre Banlefield
The size ofthe battlefieldwill vary accordingto the tl?e
of troops you use but above all it will depend on their
scale.
We advisetheseminimum measurements:
r.t.2 Basing
Crmmanders
In Impetus only the Leadersof Commands (also called
on
Generalsor Commanders)are represented the Field.
The terms Leader,General, and Commander are used
interchangeablyand should be regarded as synon)4ns.
round,
ofany shape(square,
Thesecan be placedon bases
'
hex...) and size as long as it is smaller than those of the
Up to 500pts More than 500pts
you can depict the Generalas well
Units. On thesebases
SCALE
Suggesteil
wargames
tablesize
asa small Command Group, usuallymounted,so you can
20 -25128mm 180x120cm 240x180cm
add also a musicianand a standardbearerfor example.
5 - 10- 15mm 120x90cm 180xl20cm
To allow the maximum modelling freedom when making
Generals'bases,
when Leadersare unattachedall meas-
I.' BASING
In order to play,the miniatures must be basedon rectan- urements are taken from the head of the Leader and not
glesof card,wood, MDF, plasticor anotherrigid material. from the base edge. Remember that they are basically
markers. When Leaders are attached all rn€asuresare
Theserectangles calledBases.
are
Impetus baseshave becomevery popular over the years taken from the baseofthe Unit.
dio-
asthey allow you to createUnits that look like sma1l
ramas.Ifyou alreadyhavean army basedfor Impetus or
BasicImpetus 2 nothing will change,with the exception
(you havejust to create
that Generals basedseparately
are
Photo/Coll. NikolasEttel
some Command Groups). If you own armies based for
as
any other systemrebasingis not necessary the system
allowsyou to play with any basesize(provided that both
armies have the same frontage) due to the adoption of
the new unit of measure, that corresponds half Unit
H,
to
frontage.
Also. in manv cases will sufficeto combine a number of
it
'bficiaL'base
system.
bases obtain the
to
r.t.r Numbtrof miniaruraperBaserunit
is
Thenumberof minialures eaci Base/Unit up to you.
on
Bear in mind that Healy Infantry aM above all Pikes,
should be representedin closed ranks, while for Light
Infantry (in open order) or Cavalry you can be lessgen-
erous and consequentlysaveon miniatures. In the case
of Artillery, Elephants,Chariots and Wagenburgs,one
model per Base/Unitwill suffice.
Wagenburgs
{W)
(CB
Cavalry CM,CL)
(FP),
Infantry
Light
Infantry
Heavy
{FL)
(T)
Troops
andMissile
1 2c m
8 cm
1 6c m ( o r m o r e )
from 8 to 12 cm
lor more)
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12 cm
7 2c m
8 cm
8cm
from8 (suggested)
toL0cm
from4to6cm
from 6 (suggested)
to8cm
3or4cm
2or3cm
from4toScm
a
Lzcm
Skirmishers
{s)
(cGP, CF),
(EL)
(Art) 12 cm
chariots
cGL, Elephants andArtillery
8cm
8 cm
3 or4 cm
from6 to 10cm
20mm(1/72)canbe based
eitheras28mmor as15mm.
you
shown 25/28mm.
for
lomm or 5/6mmminiatures
using the dimensions
half
10and5/6mmWeadvise to base
instead.
Youmaypreferto use15mmbasesizes
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