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Aquila › Manual

Words

The game uses a small vocabulary of its own, most of it taken from the fighting manuals and the surgeons of the age. Each word here is used in one sense everywhere in the game, and the chapter beside it explains it in full.

Word What it means Chapter
Action points What a man spends to act in his turn: a step, a stroke, a turn, a change of kit. What he does not spend or keep back by holding is lost when his turn ends A turn
Aim Where a blow is directed: high (head, neck and shoulders, harder to land for being a smaller mark and one he guards), body, or low (thighs, shins and belly, a smaller mark but not a guarded one, and a shield counts half against it); or one part, called, at a price that grows the rarer the part Striking
Called blow A blow sent to one part rather than a height. It costs more to hit, one more action point, and the help of the ward. A shot can be called too, close to or at a man lying senseless Striking
Art A way of fighting a man has learnt: the sword, the dagger, the axe, the mace, the hammer, the spear, the bow, throwing, wrestling. Every weapon is used through one of them, and a man is as good with a weapon as he is at its art The muster
Band What a company was drilled as: soldiers, raiders, militia, rabble. Beasts have none Forming up, Who you will meet
Bind To strap or press a wound that is bleeding on the outside, to slow it. A wound inside the body cannot be bound Wounds
Closed Two men so near that one is inside the other's weapon. Also the shortest of the three distances a weapon can want Measure
Collapse See senseless Wounds
Cover How often a blow that lands on a part meets the armour over it rather than the gap beside it What a blow does
Daze What a hard blow to the head leaves behind: a man reeling, fighting worse until it passes What a blow does
Down Out of the fight for good but not dead: fainted from blood loss, or put out by a wound to the brain, the neck or the lungs. A man dropped senseless by shock is not down, and comes round Wounds
Edge hardness How hard the metal of an edge is. An edge softer than the armour it meets rolls over instead of cutting What a blow does
Fled Gone off the edge of the field. A man who has fled is out of the battle Nerve
Form How much of a man is behind a blow in a given art: whether he swings from the legs and back or only the arm The muster
Gap The place beside a piece of armour where a blow can land without meeting it What a blow does
Grip The hold two closed men have on each other's measure. A step in any direction loses it Measure
Guard How hard a man is to hit, shown on his card and in the panel. Wounds and a failing nerve take from it. Not armour: guard decides whether a blow lands, armour decides what it does Striking
Hold To step out of the order of the round and act after everyone else, keeping some points back to answer a blow A turn
Measure The distance a weapon wants between the two men. A spear wants a hex between them, a sword the next hex, a dagger none at all Measure
Nerve A man's courage in the fight. It goes from confident to steady to wavering to breaking, and then he runs Nerve
Point range, arm's length The two longer distances a weapon can want: a spear's and a sword's Measure
Prone Lying on the ground. A man knocked or thrown down fights badly until he gets up On the ground
Reeling Staggered by a blow, or dazed. It passes What a blow does
Reference man The man every number in the game was set against: 172 cm, of average build and strength Arms and armour
Routed Broken and running, but not yet off the field Nerve
Seasoned A man who has fought before. Nothing in play reads it yet Nerve
Senseless Dropped by shock and pain rather than by blood loss. Helpless on the ground, but he comes round as the shock ebbs Wounds
Shock What each blow does to a man's nervous system at once. It halves every turn Wounds
Skill How likely a man is to land a blow where he means it, in the art he is using Striking
Stroke One way of using a weapon: a slash, a thrust, a bash. Each weapon has one or more, and each costs its own action points Striking
Ward The guard a man stands in: vom Tag, Ochs, Pflug or Alber. Each shuts some lines of attack and offers another Striking
Wind A man's breath. Striking and walking spend it, and a winded man cannot strike or move until he recovers some A turn

Words in the log

The log beneath the map tells every blow in order, from the armour inwards. A few of its words are worth knowing: