| Combat Factor | Roll Needed to Kill | Number and Type of Dice | 
| -10 to 1 | 1 | One D20 | 
| 2 | 2 | One D20 | 
| 3 | 2 | One D20 | 
| 4 | 3 | One D20 | 
| 5 | 3 | One D20 | 
| 6 | 4 | One D20 | 
| 7 | 5 | One D20 | 
| 8 | 6 | One D20 | 
| 9 | 7 | One D20 | 
| 10 | 8 | One D20 | 
| 11 | 10 | One D20 | 
| 12 | 11 | One D20 | 
| 13 | 14 | One D20 | 
| 14 | 13/5 | Two D20 | 
| 15 | 14 /6 | Two D20 | 
| 16 | 15/ 7 | Two D20 | 
| 17 | 15/ 8 | Two D20 | 
| 18 | 15/10 | Two D20 | 
| 19 | 16/ 11 | Two D20 | 
| 20 | 16/ 11 / 6 | Three D20 | 
| 21 | 17/ 12/ 7 | Three D20 | 
| 22 | 17/ 14/ 9 | Three D20 | 
| 23+ | 17/ 14/ 11 / 8 | Four D20 (For each combat factor over 23, add 1 to rolls) | 
Close Combat: Shock
Defender
| Attacker | LI | MI | HI | HAI (TI-3) | LC | MC | HC | AC | MAC | HAC | 
| Light Infantry (LI) | 4 | 3 | 2 | 1 | 2 | 1 | 0 | -1 | -2 | -2 | 
| Med. Infantry (MI) | 5 | 4 | 3 | 2 | 3 | 2 | 1 | 0 | -2 | -1 | 
| Heavy Infantry (HI) | 6 | 5 | 4 | 3 | 4 | 3 | 2 | 1 | -1 | 0 | 
| Heavy Armored Infantry (HAI) | 8 | 7 | 6 | 4 | 5 | 4 | 3 | 2 | 1 | 1 | 
| Light Cavalry (LC) | 6 | 5 | 4 | 2 | 6 | 5 | 3 | 2 | -8 | 1 | 
| Medium Cavalry (MC) | 8 | 6 | 5 | 3 | 7 | 6 | 4 | 3 | -8 | 2 | 
| Heavy Cavalry (HC) | 10 | 9 | 6 | 5 | 8 | 7 | 6 | 5 | -8 | 3 | 
| Armored Cavalry (AC) | 11 | 10 | 7 | 6 | 9 | 8 | 7 | 6 | -8 | 4 | 
| Heavy Armored Cavalry (HAC) | 13 | 11 | 9 | 8 | 11 | 10 | 9 | 8 | -8 | 6 | 
| Troll Infantry (TI) (Defend as HAI-3) | 13 | 10 | 7 | 6 | 7 | 6 | 5 | 5 | 0 | 4 | 
| Mumakel (MAC) Defend as (HAC -4) | 10 | 10 | 9 | 8 | 10 | 10 | 8 | 8 | 2 | 7 | 
Shock Combat occurs when units attack following a charge.
Shock Combat Modifiers:
Formation:
Per rank over two ranks Attacking +2 (Max +4)
Weapons:
Attacker is Cavalry with Lances +2
Attacker is Infantry with spears or pole arms +1
Attacker is Infantry with pikes +2
Actions:
Attackers are horse archers who fired in this ROUND -1
Attackers are infantry missile troops who fired in this ROUND -2
Attackers are infantry missile troops who fired point blank this ROUND. -3
Attacker is Charging +1
Attacker is Charging and Defender is not charging +1
Cavalry in woods attack at -6; are attacked by infantry at +3
Tactical Situation:
Attacked in flank -3 (attacker is flanked)
Attacked in rear -5 (attacker is hit in rear)
Attacking in Flank +4
Attacking in Rear +6
Attacking down slope or attacking from walls vs ladders +2
Attacking up slope -2
Defender is behind sharpened stakes vs Cavalry-4
Defender is behind Battlements (Attacking from Siege Tower) -2
Defender is in shield wall or defending breastworks-3
Two + ranks of Spears or Pole Arms defending -2 or
Two + ranks of pikes defending -3
(Only if frontal attack)
Troop Command Status
Attackers are Class A troops +2
Attackers are Class B troops +1
Attackers are Class D troops -2
Defenders are Class A troops -2
Defenders are Class B troops -1
Defenders are Class D troops +1
If Attacker has Commander(s) Attached, add Command Level of Commander(s)
If Defender has Commander(s) Attached, subtract Command Level of Commander(s)
(Maximum adjustment for commander is +/-4 after differential)
Defender is Disorganized +4
Attacker is Disorganized -4
Close Combat Melee
Defender
| Attacker | LI | MI | HI | HAI (TI-3) | LC | MC | HC | AC | HAC | MAC | 
| Light Infantry (LI) | 4 | 3 | 2 | 1 | 3 | 2 | 1 | 0 | -1 | -2 | 
| Med. Infantry (MI) | 5 | 4 | 3 | 2 | 4 | 3 | 2 | 1 | 0 | -2 | 
| Heavy Infantry (HI) | 6 | 5 | 4 | 3 | 5 | 4 | 2 | 1 | 0 | -1 | 
| Heavy Armored Infantry (HAI) | 7 | 6 | 5 | 4 | 5 | 4 | 3 | 3 | 2 | 1 | 
| Light Cavalry (LC) | 5 | 4 | 3 | 1 | 5 | 4 | 3 | 1 | 0 | -8 | 
| Medium Cavalry (MC) | 6 | 5 | 4 | 2 | 6 | 5 | 3 | 2 | 1 | -8 | 
| Heavy Cavalry (HC) | 8 | 7 | 5 | 4 | 7 | 6 | 5 | 4 | 2 | -8 | 
| Armored Cavalry (AC) | 9 | 7 | 6 | 5 | 8 | 7 | 6 | 5 | 3 | -8 | 
| Heavy Armored Cavalry (HAC) | 10 | 8 | 7 | 6 | 9 | 8 | 7 | 6 | 5 | -8 | 
| Troll Infantry (TI) (Defend as HAI -3) | 10 | 8 | 7 | 6 | 7 | 6 | 5 | 4 | 3 | 0 | 
| Mumakel (MAC) | 10 | 9 | 9 | 9 | 8 | 8 | 8 | 7 | 6 | 2 | 
Close Combat: Melee Modifiers
Formation:
Four + Ranks Attacking +2
Tactical Situation:
Attacked in flank -2 (attacker is flanked)
Attacked in rear -4 (attacker is attacked from the in rear)
Attacking in Flank +3
Attacking in Rear +6
Attacking down slope +1
Attacking up slope -1
Attacker is defending defensive position vs siege tower +2
Attacking from higher Level of city/castle +2 (only infantry may initiate attack)
Attacking from lower level of city/castle -5 (only infantry may initiate attack)
Attacking defensive position (city wall or shield wall) -3
Cavalry in woods attack at -6; are attacked by infantry at +3
Troop Status:
Attackers are Class A troops +2
Attackers are Class B troops +1
Attackers are Class D troops -2
Defenders are Class A troops -2
Defenders are Class B troops -1
Defenders are Class D troops +1
If Attacker has Commander(s) Attached, add Command Level of Commander(s)
If Defender has Commander(s) Attached, subtract Command Level of Commander(s)
(Maximum adjustment for commander is +/-4 after differential)
Attacker is Disorganized -3 (or)
Defender is Disorganized +2 (or)
Defender
| Attacker's Weapon | LI | MI | HI | HAI | LC | MC | HC | AC | HAC/ MAC | 
| Elvish Longbow | 8 | 6 | 4 | 3 | 9 | 7 | 6 | 5 | 4 | 
| Longbow | 7 | 5 | 3 | 2 | 8 | 6 | 5 | 4 | 3 | 
| Composite Bow | 6 | 4 | 2 | 1 | 7 | 5 | 3 | 2 | 1 | 
| Light Crossbow | 4 | 4 | 2 | 1 | 5 | 5 | 3 | 2 | 1 | 
| Heavy Crossbow | 4 | 4 | 3 | 3 | 5 | 5 | 4 | 4 | 3 | 
| Short-bow; sling | 7 | 3 | 1 | -1 | 6 | 4 | 0 | -1 | -2 | 
Mounted Bows -1
Long Range Fire -2
Short Range Fire +1
Point blank Fire (additional) +2 (can't fire point blank if target is on wall)
Indirect fire (firing over obstacles or friendly troops)-2 (can't fire at point blank range)
Firing troops moved or will move this turn-2
Class A troops firing +3
Class B troops firing +1
Class D troops firing -2
Firing from above +1
Firing from below -1
Target in natural cover or is riding on war elephant -2
Target protected by mantelet or siege engine testudo or siege tower or in woods-3
Target not in range for full round -2 (includes opportunity fire against retiring opponent)
Target behind defenses or in dense woods or behind battlements -2 (no fire at units not on walls)
Target is Troll -7
Attacker is Disorganized -4
Shooting into flank +1
Shooting into rear +2
Target is in open order -3
Opportunity fire vs charge: Type A and B troops may fire point blank or effective range; C may fire effective range. D troops and disorganized troops fire at first opportunity, regardless of range. Retiring troops may not fire point blank range.
| Missile Weapon | Long Range | Effective Range | Point Blank Range | Type A troop Range Bonus to long and effective range | 
| Elvish Longbow | 22 | 12 | 4 | +5 | 
| Longbow | 18 | 10 | 3 | +5 | 
| Composite Bow | 16 | 8 | 4 | +5 | 
| Light Crossbow | 14 | 7 | x | 0 | 
| Heavy Crossbow | 17 | 8 | 3 | 0 | 
| Short-bow; sling | 10 | 5 | x | +2 | 
Ranks Eligible for firing (all others are indirect fire)
Maximum of 2 ranks may fire in close order, 3 ranks in open order.