For the full rules, see KILLCHAIN by Castle Grief.
- Determine Surprise (if applicable): 1-2 on d6
- Roll Initiative (determines turn order in phases)
- Missile Fire (remove casualties immediately)
- Move/Action
- Melee/Late Missile (only remove casualties at end of phase)
- Morale (each unit on side that took most casualties)
- First failure means forced withdrawal
- Second failure means a rout; flees the battlefield
- Target by Armour: None 3, Light 4, Medium 5, Heavy 6
- Range: Medium -1, Long -2
- Higher Ground: +1
- Firing into or out of Woods: -1
- Archers in Melee: -1 (first turn only if equipped appropriately)
- Cavalry Charge into Melee: +1 (first attack only)
- Flanking in Melee: +1 (first attack only)
- Hills: double move cost going uphill
- Woods: double move cost
- Marsh: double move cost, cavalry cannot enter
See TODO.