They are based on Neil Thomas's rules in Ancient & Medieval Wargaming, but you will need that book for specific points not covered here, and in general for how the rules operate on the tabletop.
Some of the adaptations are a result of my studying the period, and of how I like a wargame to work, with some adapted from Bob Cordery's Portable Wargame books.
MOVEMENT
Open-order cavalry, light chariots: 24cm
Close-order cavalry, heavy chariots, camelry: 20cm
Open-order infantry, auxiliary infantry: 12cm
Close-order infantry: 8cm
Turning more than 30° from straight-ahead costs half the movement allowance, except for open-order troops, camelry and light chariots, who are not penalised.
Variation: when a unit tries to use at least 75% of its movement allowance, roll a die, a 6 meaning 25% is added to the distance covered, a 1 meaning 25% is deducted.
MISSILE RANGES
Foot bows and slings: 24cm
Mounted bows: 20cm
Javelins: 8cm
Archers as well as javelinmen can shoot at attackers who make contact after having started more than 8cm away.
HITS
5+ on a die scores a hit. If it is not saved, use the following table:
Quality of unit hit Lose base Fall back 3cm
Elite 1-2 3-6
Average 1-3 4-6
Levy 1-4 5-6
A unit that cannot fall back, either straight or within 30° of straight back, eg it is blocked by impassable terrain, by enemy troops or by friendly troops not in open-order, or it would leave the battlefield, loses a base.
A unit in a melee whose opponent falls back may follow up and immediately force another round of hand-to-hand fighting, provided the player's unit suffered fewer hits than its falling-back opponent.
MORALE
The general's unit receives a +1 modifier when testing morale.
If the unit is destroyed, every friendly unit in line-of-sight tests its morale immediately; every other friendly unit tests its morale at the start of the army's next turn.
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| Scene from a battle fought between Egyptians and Hebrews in late-2024 using Thomas's unmodified rules |

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