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Knyghte_Pyke_and_Sworde_109

The document outlines the rules for 'Knyghte, Pyke and Sworde,' a medieval miniatures game designed for skirmish warfare using small soldier figures and dice. It emphasizes a balance between fun gameplay and historical detail, allowing for various troop types and scenarios, while also providing guidelines for game size and figure representation. The document includes sections on game mechanics, troop organization, and campaign management, aiming to create an engaging and dramatic gaming experience.
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0% found this document useful (0 votes)
38 views71 pages

Knyghte_Pyke_and_Sworde_109

The document outlines the rules for 'Knyghte, Pyke and Sworde,' a medieval miniatures game designed for skirmish warfare using small soldier figures and dice. It emphasizes a balance between fun gameplay and historical detail, allowing for various troop types and scenarios, while also providing guidelines for game size and figure representation. The document includes sections on game mechanics, troop organization, and campaign management, aiming to create an engaging and dramatic gaming experience.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 71

Page 1 of 71

Page 2 of 71

Certaine rules made easy to


vnderstand, for a passyng pleasynt
game of warre, played with fine
small soldiers for the resolution of
battels both modest and small using
dyce and tools of mesure, imagind for
raids and skirmysshes in the era of
fine swordes and worthy knyghtes,
vsable with any carved or cast
soldiers the felauship of captayns
may finde essentiall and honorable.
Page 3 of 71

Table of Contents 1.08

Book of Introductions Book 3 : On Campaign


Introduction 5 Game mastering 52

The setting and the game 7 Pre-battle preparation 55

Fundamentals 9 Survival 56

Rating your troops 13 Experience 57

The starter scenario 16 Campaign reinforcements 58

Advantages and drawbacks 59


Book 1 : Rules of Battle
The game turn 19 Personal rewards 61

Actions 21 Campaign time and space 63

Troop classes 22 Book of Appendices


Clari cations and oddities 66
Movement 23
Unusual troop types 68
Melee Encounters 26
Designer notes 70
Missile attacks 29
Version history 71
Injuries 31

Bravery 32

Leadership 34

Book 2 : Organizing for War


The skirmish creator 37

The points system 44

The weather 48

Victory points 49
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Book of
Introductions
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Introduction
Welcome to Knyghte, Pyke and Sworde, a
game of medieval war band ghting. In this case, it was simply that none of the
Within these pages you will nd everything medieval skirmish games on the market
you need to play fun miniatures games with quite t what I wanted: While there are many
medieval era miniatures. stellar rules systems, I wanted something
that was easy to play, had a strong sense of
I hope you will enjoy these rules as much as I story and could scale down to only a handful
have. of gures very easily, while also allowing
The aim of the rules is a dramatic and “war band” sized play with several units on
playable game that o ers just a tiny bit more each side.
skirmish detail than some of the competition,
but without being too bogged down in Miniatures scale
minutia.
You should be able to play the rules with any
Guilty parties miniatures you already own, provided they
are based individually. Typically gures of
All rules, design and writing by Ivan 15mm and larger are best suited for this, as
Sorensen. you will want to be able to tell gures apart
Help provided by Corum Sorensen. fairly readily.
Cover by the phenomenal Jason.
That being said, in recent years both 6mm
and 10mm skirmishing has been catching
This work features art by Daniel F. Walthall,
on, so if you prefer putting the “mini” in
found at: drivethrurpg.com/product/181517,
miniature, go for it.
available under a CC BY 4.0 license:
creativecommons.org/licenses/by/4.0/ In smaller scales, you may want to mark the
base of leader gures in some way so they
don’t get mixed up with the regular grunts.
A special thank you to the keen eyed folks
on the Discord, as well as players and
A typical game
reviewers.

If you have questions, suggestions or The rules will scale up and down quite a bit,
spotted a mistake, please do not hesitate to but a typical battle is envisioned as armies of
be in touch at 2-4 individual gures and 3-4 groups of 6
[email protected] gures each (so 20-30 gures on each side).

Why these rules exist For a small, quick lunch game, pick 2
individual gures and 2 groups of 3 gures
each.
Games can be written for a number of
reasons. Sometimes you want to explore a
period or history, sometimes you feel
challenged to do something. Often my
games have started with a single clever dice-
mechanic or sub-system.
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A note on wording Some resources I have found rather helpful is


Martin Dougherty’s “The medieval warrior”,
Historians have mostly abandoned the term Ian Heath’s “Armies of Feudal Europe
“Dark Ages” as being outdated and 1066-1300” and George Gush’s
inaccurate, however as it is a commonly “Renaissance Armies 1480-1650”.
used term for iron age miniatures and Additional information was provided by
wargaming, we have opted to retain it. period treaties by Humfrey Barwick and the
memoirs of Messire Blaize de Montluc and of
Inspirations course the inspiration provided by Sir
Thomas Malory, Geo rey of Monmouth and
Chretien de Troyes.
Finding decent books that discuss medieval
warfare is not always easy.
Sure, you can nd loads of books that Of course for many gamers, a stirring movie
discuss this or that battle or campaign, what with some sword-and-mud action will be a
soldiers looked like and so forth. great place to get started. None of these
should be viewed as a history lesson but
However we often don’t know a lot about
how actual man-to-man ghting might have lms like “Kingdom of Heaven” (make sure to
looked like since it was self-evident to the get the extended edition) and “Outlaw King”
scribes writing down the history of this or as well as shows such as “The Last
that campaign. Kingdom” and “Vikings” are a lot of fun to
Fighting manuals survive but it’s not always watch while painting miniatures.
known how much their styles resembled how
a couple of hired swords might ght in the This wouldn’t be a Nordic Weasel game
eld. without a musical playlist. My
recommendations are:
If you want to get a grounding in medieval
equipment, Ospreys have plenty of books
Amon Amarth - Twilight of the Thunder God
with nice color drawings, covering everything Bathory - Nordland
from troop types to individual battles and Crystallion - Hattin
entire con icts. There are also tons of re- Falconer - Chapters from a Vale Forlorn
enactment groups around, that spend plenty Fejd - Trolldom
of time tracking down descriptions of Fief - II
authentic equipment and ghting techniques Summoning - Let mortal heroes sing your
and guring out how it all might have fame
worked. Svartsot - Mulmets Viser
Utred - Citadel
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Page 7 of 71

The Setting and the Game

Knyghte, Pyke and Sworde is medieval If you prefer to play out more personal
miniatures gaming. scenarios, you can invent almost any groups
Of course de ning “medieval” can be you like and have them battle it out. Creative
contentious among historians, depending on players might even put together a whole little
what criteria are used and what region of the campaign, involving di erent groups
world is being examined. squabbling with each other.

For my part, I am de ning it as the time from Assumptions and conceits


around 500 to around 1500 or so in Europe,
allowing us to make use of a wide range of
di erent miniatures for di erent scenarios. Our objective with these rules is a game that
is fun to play, while capturing the avor of
This gives us a full range from the Saxons
iron-age and medieval combat. This means
arriving in England to the War of the Roses.
that as the player you will tend to have far
more control over your combatants than is
I have opted to focus on European warfare likely realistic. This is partially justi ed by the
due to lacking the historical knowledge to do game taking place on such a low level that
other regions justice, though the principles of shouting across the battle eld remains
the rules are solid enough that adapting viable.
them should prove little di culty.
As literature of the time period in question
Our focus is not in the massed battles that absolutely assumes the presence and
make the history books but in the bloody, importance of great leaders, superior to their
muddy and personal: Skirmish warfare is comrades in courage and skill of arms, we’ve
often dismissed as unimportant and added that aspect to the game, without
uninteresting, but it is in the raids and the making it a slaughter-fest for the hapless
patrols and the family feuds and vendettas grunts.
that we can get a real sense of the drama.
Re-enactors and weapons enthusiasts may
While large battles were fairly infrequent and nd that ranged attacks have been
many ghting men might go years without downplayed some, compared to other game
seeing one, a relatively violent societal systems. This both accounts for the relatively
structure meant that there was ample limited amount of ammunition that would be
opportunity for low level ghting: carried into a skirmish, as well as the fact
Communities raiding each other, honor that battle eld archery tends to rely on huge
feuds, robber barons extorting the locals, amounts of arrows red. A ranged attack on
rival nobility ambushing each other, bandits, our gaming table however may only
foraging troops and much more. represent a couple of individual arrows.

You may prefer playing out skirmish actions


that are part of a major battle: Advance
parties, patrols, rear guards and so on. If so,
your troops on the table might be regular
army troops.
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The ground scale given in the game is Respecting the gaming table
selected for the purpose of looking decent
with most miniatures and playing well on a
fairly modest table. Matching an exact table The enjoyment of a game goes up
scale was not a priority and in any event, tremendously if you take the game seriously.
period texts often lack exact distances for This does not mean being dour-faced and
anything. banning laughing at the table, but treating
your armies with a bit of respect: Don’t
Of orcs and elves simply leave your gures in a blob all facing
in random directions and push them across
the table, half of them falling over as you do.
The eager player will no doubt be wondering
what else they can use the rules for. While a When you move your gures, position them
future fantasy supplement is a possibility, for properly facing towards their enemies, when
now you should nd it easy to enough to two gures engage in combat, turn them to
swap in elves, dwarves, orcs and all the face each other and so forth. A tiny bit of
other folks needed for some fantasy action. e ort can go a long way to making the game
just look and feel better for everyone
Simple house rules can be used to set them involved.
apart, but you may wish to just start with the
standard rules. You may be surprised what a
bit of care in picking stats can do for making
a unit feel right. Dwarves are tough and
brave. Elves are keen shots and orcs come
on in a big mob.
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Page 9 of 71

Fundamentals

Before we begin, we need to establish a few One member of each Group will be a Leader.
basic facts of life in the game: They act as a focal point to organize the unit
around and receive a small bonus in hand to
Figure scale hand combat.
Some players may enjoy selecting and
painting a particularly cool gure to act as
Each miniature gure represents a single the Leader, but anything will do as long as
warrior. you can tell them apart. A gure pointing or
They might be on foot or on horse. holding up an arm will do ne.
Cavalry gures bene t from having a second
foot gure available for dismounted action. Some gures operate on their own. We call
these Individuals.
Figure size They are broadly divided into Fighters and
Captains depending on whether they are
strictly here to ght (such as a particularly
Some game rules refer to gure size, such as veteran “hero”) or to command and shout at
“man height”. This should taken as an everyone else.
average value based on the gures used and Scouts make up a third class of individual,
is meant to be roughly eye-balled. allowing us to re ect all manner of trusted
We do not mean to imply that a crouching henchmen, outriders and keen eyed
gure can only climb shorter obstacles for observers that lack ghting or leadership
example. ability but still deserve their own gure on the
table.
Individuals and Groups
Time
Figures usually operate in Groups of either 3
or 6 warriors armed and trained in a similar Each game Turn can represent a couple of
way. minutes. It is likely that armed confrontations
In the sort of low-intensity ghting we are involved a lot of standing around, skulking
dealing with, a band of warriors probably about and trying to intimidate the other side,
would have a variety of weapons, but for broken up by bursts of hyper-violent terror.
game purposes each Group is assumed to
be out tted in the same way. If the passage of time is important to your
From a miniatures perspective, most gures game, assume that Turns with no ghting
in the Group should carry the “right” might last 1D6 minutes, while Turns that do
weapons, but don’t be afraid to mix in a few have ghting only last 30 seconds or so.
alternate gures, just to make the unit look
more interesting.
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Game size Terminology

For a typical game, a player should have 2-3 We use Figure / Miniature / Soldier / Fighter
Individual gures and 2-4 Groups consistent interchangeably to mean one individual
of 3-6 gures each. model on the table top, representing one
Feel free to play smaller games if you want to actual combatant in the game world.
have a quick game.
A set of starter scenarios are included to get When the rules refer to a gure making a
you started. decision or rolling for something, we
Conversely, some players might enjoy a big, obviously mean that the player will be
sprawling ght that spreads over an entire making the decision or rolling the dice.
gaming table. Though if your gaming room has an actual
Saxon hanging out with their sword and
Your gaming space should be big enough shield, by all means let them roll the dice!
that both sides can be set up comfortably,
without being closer than 18” from each When the game allows a die to be “re rolled”
other. or “rolled again” the original result is ignored.
Once the new roll is made, it counts
Stu you are going to need regardless of whether it is better or worse.

If the rules say you “may” do something, you


All dice are simple six sided dice (D6). Each can generally choose not to. If the rules say
player should have a couple. I recommend you “must” or “will” do something, you are
using di erent colors for each player. required to do so.
Having a separate set of dice to track
Charisma points for Captains is useful. Absolute timing
Make sure these are either smaller or in a
distinct shape or color, so you don’t roll them
on accident. The rules use Absolute Timing. This is a set
of guiding principles to help resolve complex
All measurements are given in inches as or unusual situations.
most war gamers are used to using them.
Europeans and other people not given to Actions are always declared and then
imperial tomfoolery can multiply all distances resolved before the next action or function is
by 2.5 to get centimeters. If you prefer declared. Unless the rules speci cally require
simpler math, multiply by 2 or 3 (depending it, you never “queue up” a number of actions
on whether you might prefer a slightly before resolving them.
smaller or slightly bigger table).
When an action takes e ect, resolve all
e ects and outcomes of it before the next
You will need a few tokens, markers or game action is started.
similar to track various status e ects.
Miniatures on the table are always
considered to occupy the exact position the
model is in. There is no “pass through re” or
similar concepts and gures are never
abstracted to occupy a general space.
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If you are uncertain how to handle an odd You may be surprised how much fun it can
situation, simply try to work through the be to have your games connect together and
actions one at a time, keeping the above form a story of sorts.
principles in mind.
Some game terms and their meanings
Handling our gures

Action
Figures cannot move or shoot through each When a unit is selected to act in the game, they
other. This means missile troops should take may take one action from a list which is then
some care in their deployment, to ensure as performed by each gure in the unit.
many shots as possible. Charisma
Captains have a pool of Charisma points which is
used during the battle to grant bonus moves or
When placing a gure at the corner of a attacks to friendly troops. These points are
building, edge of a boulder or similar, the limited in number and usually tracked with a
player should clarify if they are meant to be small die or token.
visible (but in cover) so they can shoot and Encounter
be shot at. If not, position the gure so it is When two opposing gures are in contact with
clearly not at the corner itself. each other, we say they have Encountered each
other. This means they will ght using the melee
rules. When the two gures are no longer in
Pre-measuring
contact with each other, the Encounter has
ended.
Exhaustion
Players should agree on whether pre-
Certain actions and events will cause a Unit to
measuring is permitted. The default is yes, become Exhausted. This means they operate at a
but players may agree to not allow it. penalty until after their next Action. Attacking
If playing without pre-measuring, players enemy troops that are Exhausted will usually be
must declare shots and moves based on to your advantage.
their visual estimation. If a shot is revealed to Knocked out
be out of range, it misses automatically. A When a gure is removed from the game as a
move that fails to reach its intended casualty, we say they are Knocked Out. They may
destination results in the gure moving as far be wounded, dying or even slain outright. In a
campaign game, we’ll determine their fate
as they can and halting there.
afterwards.
Phase
Game content Each game turn is divided into Phases which are
played through in order.
Victory point
In this game you will not only nd the basics When playing an Objective battle, each player will
you need to play a game, but a ton of attempt to earn Victory Points as a measure of
additional features such as campaign play, their glory, prowess and how well they have done
ways to track the progress of your forces, a what they set out to do that day. The most
points system and more. Victory Points wins the battle.
Wounded
A gure that has taken a modest injury but is still
You certainly do not need all of this extra capable of ghting is said to be Wounded. We
stu to play the game. However, if you want usually track this with a small marker.
to experience what a miniatures game can
really be, I encourage you to give it a look.
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Dice rolling When the rules refer to a “natural’ die roll, it


means the number rolled on the die before
any modi cations are applied to it.

1D6 refers to a single six-sided die.


Example:
Rolling 1D6+1 and the die shows a 5 is a
2D6 is two dice rolled and totaled up. final result of 6 but not a natural 6.

1D3 is a die roll halved and rounded up. Unless the rules clearly state otherwise, re-
rolling means picking up the die and rolling it
again. The original score is ignored for all
purposes and the new score must be used,
Modi ers may apply to a roll. This is
even if it is worse.
expressed with a + and is applied to the nal
result.
If a rule allows rolling twice, the player may
roll two times and pick which result they
would prefer using.
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Page 13 of 71

Rating your Troops

Each gure on the table is given numerical


values to help gure out how they interact in Troop classes
battle.
The members of a Group are always given
A bewildering array of weapons were in use
the same values.
throughout the period we are gaming in, so
rather than try to gure out the exact
SPEED di erences between a German long sword
This is simply how far the gure can move in and a Roman Spatha, we look at organizing
table top inches each action. warriors into broad classes, based on how
A typical warrior moves 5”. their armaments would inform their ability to
ght on the table.
FIGHTING SKILL
This is the number added to combat rolls
both for ghting hand to hand or shooting/ Light
throwing missiles. Note that some troops These are armed with light weapons and
may add their bonus to only one type of carry small shields. They are able to move
combat. A typical warrior has a +0.
quickly due to their reduced weight, but are
BRAVERY vulnerable to missile attacks.
This is the number rolled against to see if
warriors lose heart or ee. Shield
A trained but somewhat hesitant warrior
might have a 2. Troops with large shields and single-handed
weapons. They are well protected against
ARMOR archery.
This is what attackers will have to roll above
to in ict wounds in combat. A warrior Missile
wearing a padded coat or helmet has
ARMOR 2. Troops relying on bows or crossbows as
their primary weapon. Most carry a melee
weapon as well. Used to soften up and drive
Foot or mounted?
o enemies at range.

All troops and individual gures must be Polearm


classi ed as either foot troops or mounted
troops. Soldiers with long spears, pikes and the
This is determined readily by examining the bewildering array of “sharp, pointy bit on
miniature in question: pole” that would delight writers of books and
role playing games. Best deployed against
If it has more than 2 legs, it is likely to be
enemy cavalry.
mounted.
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Skirmisher The Group on the table


Light troops armed with slings, thrown
projectiles or light bows and with knives or To work e ectively, the gures of a Group
other simple weapons if the ghting gets should be arranged within 6” of their Leader.
personal. Well suited to fast moving battles. Figures that are further away will be at a
severe disadvantage if the Group has to test
Charger for BRAVERY.

Troops armed and out tted for shock e ect, If the situation warrants it, a Group may
by charging into opposing troops and intentionally spread out beyond this distance
scattering them. Best used for a frontal though it is not recommended.
assault.
When setting up for a game or rst arriving
Levy on the battle eld, all gures in the Group
Armed with basic weapons, these troops must be within 6” of the Leader.
tend to lack the specialized capabilities of
their comrades. Individual classes

Fire All Individual gures are classi ed as one of


Troops armed with rearms such as muskets either a Fighter, Captain or Scout.
and calivers. Typically carries a short sword This is a bit of an abstraction as a strong
for back up though most were not above Fighter can often inspire troops around them,
using their rearm as a truncheon. Their while many Captains of the era were
weapons will punch through shields and accomplished with a sword.
armor plating. For game play purposes, especially if you are
recreating a speci c battle, encounter or
Rabble even a book/ lm, just go with what seems to
t the best.
The most desperate troops you can nd. Ill
equipped and lacking training, they are
unlikely to stick around for long. All Individuals move and act on their own
and are never part of a Group.

Individual gures do NOT receive one of the


troop classes.
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Fighter Scout
An Individual primarily concerned with An Individual that can move and operate
combat. They have greater ghting ability alone on the table top but lacks other
than regular troops (or might just be crazy) abilities or bonuses on the battle eld.
and can often take on several opponents. If playing a scenario, Scouts can be
assigned a non-battle area of expertise.
Captain
When using the non combat task rules
An Individual capable of inspiring those described later, a relevant expertise is worth
around them to greater e orts. a +1 bonus to a D6 roll.
They receive Charisma points which can be
spent during battle to push your troops. If you wish, you can roll on the table below to
get an area of expertise, though you can also
invent your own.

Roll Expertise
1 Oratory and charm
2 Crafting and building
3 Search and observe
4 Sneaking about
5 Fluent in languages
6 Wise and educated
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Page 16 of 71

The Starter Scenario

This scenario can be played through to learn Set up


the rules of the game. It is presented in three
levels, allowing you to learn more of the
game each time you play. Players take it in turns to set up a Unit with a
They also increase in size with each level, random die roll deciding who starts.
allowing you to build an army as you go. The
rst level requires only 7 gures per side. An empty ground must be observed between
the two forces. How far the forces must be
For these starter battles, each side is given apart is indicated below.
the same troops allowing you to learn the
unit types and tactics in a perfectly balanced Victory conditions
environment.

Fight the battle for 5 game Turns. It will often


The table
be the case that both sides got battered
pretty badly, but if you wish to determine a
Place a few large terrain features around the winner, simply count the number of surviving
center of the table, such as a hill, ruined gures on each side. If you have 2+ gures
building, patches of forest and so forth, then more than your enemy does, you did win
place assorted scatter terrain (rocks, single after all.
trees etc.) around the rest of the table.

Level 1 12” deployment distancing


Individuals: SPEED FIGHTING ARMOR
1 Fighter 6” +1 3

Infantry: SPEED FIGHTING ARMOR BRAVERY


3x Shield 5” +0 3 3
3x Missile 5” +0 2 3

Level 2 15” deployment distancing


Individuals: SPEED FIGHTING ARMOR
1 Captain 6” +1 3 Charisma 3
1 Scout 6” +1 3

Infantry: SPEED FIGHTING ARMOR BRAVERY


6x Levy 5” +0 3 2
6x Shield 5” +0 3 3
6x Missile 5” +0 2 3

Cavalry: SPEED FIGHTING ARMOR BRAVERY


3x Charger 8” +1 4 3
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Page 17 of 71

Level 3 18” deployment distancing


Individuals: SPEED FIGHTING ARMOR
1 Captain 6” +1 3 Charisma 4
1 Fighter 6” +1 3
1 Scout 6” +1 3

Infantry: SPEED FIGHTING ARMOR BRAVERY


6x Levy 5” +0 3 2
6x Shield 5” +0 3 3
6x Missile 5” +0 2 3
3x Light 5” +0 3 2
3x Skirmisher 6” +0 2 2

Cavalry: SPEED FIGHTING ARMOR BRAVERY


6x Charger 8” +1 4 3

Campaign variation Each battle is fought with the troops listed


for that Level, though you may swap out
Units for an equal or smaller Unit from a prior
If you wish, you might carry over your troops battle.
from one battle to the next with the help of
After all 3 Levels, ght a climatic battle with
the campaign game rules.
all the troops you have acquired so far.
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Page 18 of 71

Book 1 :
Rules of Battle
Page 19 of 71

The Game Turn

The game is played in a series of Turns,


during which both players will be able to During the Time Phase of the Turn
move and make attacks with their troops. before the reinforcements arrive,
inform both players that they hear
approaching troops from the
Each Turn consists of the following Phases:
North / South / East / West (based on
the table edge) or from a particular
Time Phase terrain feature.

Action Phase Note that in some scenarios, neither


player will know who is showing up
Victory Phase until the troops are actually there.

Time Phase If the scenario is played to a time limit and


this is the last Turn allowed, carry out the
nal Action Phase and then conclude the
During this step, any events that are
game in the Victory Phase.
scheduled to happen will take place.
This can be skipped in many games, but if a
scenario involves reinforcements showing Action Phase
up, they will be placed during this step.
During this step all of the tabletop action
Any new arrivals are placed within 3” of an takes place.
arrival point designated by the scenario. Players will take it in turns to Activate a
Typically this is either a point on the table Group or an Individual, alternating until
edge or a building, but skirmishers might everyone on the table has had a chance to
arrive from a forest or swamp. act.

Arriving troops can act normally during the To determine who acts rst simply roll 1D6
current Turn. for each player.
The highest roll acts rst, then play
Game Master note alternates clockwise around the table.
On a draw, the player that went last in the
If you are running a scenario where prior Turn goes rst this time.
one side will receive reinforcements
unexpectedly, you should brief the Note that you may NOT opt to move second
players secretly. In some cases the if you have the better roll.
side being reinforced may not even Plans are often frustrated by impetuous
know more troops are coming. hotheads and glory-hounds who insist the
attack must be pressed now!
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Page 20 of 71

In the event a player has fewer Units on the


table, they may nish before the other The value of Scouts
players are done. This is ne, the remaining
players continue activating their forces until The Scout character type gives you a
every unit has had a chance to act. way to just move a single, fairly
unimportant gure when it is your
Turn, thus delaying committing your
A player may not “pass” or delay activations. main troops to a decision.
If a force is much larger than the other (in If you have a Scout and the
terms of unit count) they will be relatively opponent does not, use their
ponderous but will also be able to use some activation carefully so you can see
of their troops as reserves when their more where the enemy cavalry might be
nimble opposition has been committed to headed for example.
battle.

Victory Phase
Example:
The Norman player has 3 Groups on the
table: One of Missile troops, one of At this point we check if either side has
Light infantry and one of Charger achieved victory.
cavalry. The English player has 3 Groups
as well, all Shield infantry.
If you’ve written a scenario, this may mean
The Norman player wins the die roll and doing something in particular (reach the
must move first. They opt to move the road, steal the gold, ring the church bell). It
Light infantry. The English player may be due to either side being demoralized
selects and moves one of their units.
and retreating or the players may simply
The Norman player now moves a second agree to end the battle.
Unit, opting for the Missile troops in
the hopes of softening up an enemy Group If playing a campaign game, players may
before the cavalry can get stuck in.
The English player moves their second want to preserve their troops for future
Unit. battles rather than su er heavy losses in an
inconclusive engagement.
Finally the Normans move in the cavalry
which succeeds in routing and removing
the final English Unit from the game. Even if you are simply playing an all-day
As the Unit was removed from play before battle with no set conditions, typically a point
it could act, it does not receive a will be reached where either (or both) sides
chance to do so. are too battered to mount a meaningful
attack or defense.

The players may agree to conclude the game


as a draw at this stage if they like.
Likewise, a player may wish to retreat from
the battle, conceding defeat.
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Page 21 of 71

Actions

When a Unit has been selected, it may carry Exhaustion


out an Action.

Various e ects in the game can cause a


Groups carry out the same Action with every
Group to become Exhausted.
member of the Group, the gures carrying
out the activities in any order the player I suggest placing a small token by the unit to
wishes. remind you.
The token is placed after all movement and
A member of the Group may opt not to take combat resulting from the Action has been
resolved and play passes to the other player.
the Action and simply stand around, but
cannot do anything else instead.
Exhausted units cannot select the Run
The Actions available are: Action, cannot conduct a Hail Shoot and are
penalized in hand to hand combat.
The Exhaustion token is removed after the
Move Unit has carried out its next Action.
A standard move that cannot result in
combat.
This does not cause Exhaustion. Note that Individual gures never become
Exhausted, even if another rule would
Engage indicate otherwise.
A move that is intended to result in hand to
hand ghting.
This will Exhaust a Group after it has
resolved both movement and ghting.

Shoot
Hold your ground and make missile attacks,
if so armed.
This does not cause Exhaustion, unless the
unit is conducting Hail shooting.

Run
A fast move to get in position.
This will Exhaust a Group after it has
resolved its movement.
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Page 22 of 71

Troop Classes
The di erent types of troops are discussed Missile
below.
Each type receives a speci c game May perform Shoot Actions up to a range of
advantage. 18”.
If suitably trained, archers may perform Hail
shot.
Light
Always count as +0 FIGHTING SKILL in
Units do not become Exhausted after taking close combat.
a Run Action.
Skirmisher
Shield
May perform Shoot Actions up to a range of
When struck by Skirmisher and Missile 9”.
shooting, roll 1D6 for each hit. On a 5-6, it When taking a Shoot Action, each gure
has been de ected by shields or protective may move up to half the normal SPEED
gear. before shooting.

Polearm Fire
Opponents do not receive a Situational May perform Shoot actions up to a range of
Advantage for higher ground, including 18”.
being mounted. Shots negate Shield troop saving throws and
ARMOR ratings above 2 are counted as a 2.
Charger Always count as +0 FIGHTING SKILL when
shooting.
When taking an Engage Action, each gure
may roll 2D6 in Melee combat and use the
better die. Rabble
This bonus does not apply when Exhausted No special advantages or abilities.
and only applies when Engaging, not when Must remove 1 gure of the owners choice
being attacked. every time the Group is forced to Retreat.

Levy
No special advantages, abilities or
drawbacks.
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Page 23 of 71

Movement

Figures are permitted to move when they are When setting up the table, players may agree
given a Move, Engage or Run Action. that some terrain features are either so
dense that they cannot be traversed at all, or
To move a gure, you will need to know its that they are so sparse they can be moved
SPEED score, which is given in tabletop through without problem.
inches.
Example:
Movement fundamentals Climbing over a 1” tall fence would cost
2” of movement allowance.
Moving 3” in a forest would cost 6” of
Figures always move one after the other. movement allowance.
Never try to somehow move gures
simultaneously. Barricades

Figures can always move less than they are


permitted and do not all have to move the Obstacles built speci cally to hinder
same distance. In a Group, some gures movement, such as sharpened wooden
might move the full allowance, others may stakes or caltrops require 1D3” of movement
shift a bit and some may remain in position. to cross for an infantry gure (2D6” for
cavalry).
Groups can have individuals move more than Insu cient remaining movement means the
6” from their Leader, though this places the gure is stuck and cannot perform any
further activities this Turn.
gures at risk if a BRAVERY test is required.

A gure cannot move through another gure. Move Action


When playing with gures mounted on small
bases, it is easiest to simply not allow bases Each gure may move up to their full
to ever overlap. SPEED.
They cannot move within 1” of enemy gures
Crossing an obstacle such as a fence or low and thus cannot engage in hand to hand
wall costs double the height of the obstacle combat.
in movement allowance.
A gure cannot cross if it has insu cient
movement left.

Moving inside most terrain features such as


forest, swampy ground or inside a building
costs double the movement allowance as
well.
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Page 24 of 71

Engage Action
Dense forest.
All wet terrain features (such as swamps or
Each gure may move up to their full rivers).
SPEED. Rubble-choked ruins.
Figures may move into contact with Particularly steep hills when moving up (all
opposing gures, allowing them to engage in troops) or down (mounted troops).
hand to hand combat. Any forest in the dark.

All gures that reach contact will ght once


all movement permitted by the Engage Any gure wishing to move into, within or
Action have been nished. through Bad Going must roll 1D6 upon
entering or beginning a move within the
feature:
If taken by a Group, the unit is marked with
On a 1, the gure su ers a Mishap.
an Exhaustion token after all actions are
concluded. The nature of the Mishap depends on the
gure type as indicated in the table:
Run Action
Group member over 6” from Leader:
Lost. Rejoins army after the battle.
Each gure may move up to one and a half
times their normal SPEED.
Cavalry within 6” of Leader:
They cannot move within 1” of enemy Dismounts at risk.
gures.
Foot within 6” of Leader:
If done by a Group, the Unit is marked with Move halted and can take no further actions.
an Exhaustion token after all moves have
concluded.
Cavalry
Bad going
Cavalry moves at the SPEED of the mount,
A terrain feature might be Bad Going, but otherwise move similar to other gures.
making movement dangerous during battle.
This should be designated before the game Cavalry can jump obstacles no taller than the
begins. stomach of the horse gure, by paying the
same cost as infantry would pay to climb it.
You may decide to designate any feature as
Bad Going, but as a general rule of thumb Cavalry cannot enter most terrain features. If
the following should be considered: the players agree to make an exception,
movement costs are doubled in features that
do not hinder infantry and tripled in features
that are double cost for infantry.
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Page 25 of 71

Any cavalry gure may opt to dismount.


Simply replace them with a suitable infantry
gure.
This can be done as part of any move and
takes the whole Action.
Figures cannot be remounted later in the
battle but in a campaign, they are assumed
to remount after the battle, replacing any lost
horses as they go.

When moving, a cavalry gure may push a


single friendly infantry gure out of the way.
Simply move the infantry gure to either side,
moving them the shortest possible distance.
Attempting to push more than a single gure
in one move results in the rider being
dismounted.

Falling from horseback

If a rider is forcefully dismounted due to


combat or a Mishap when moving in Bad
Going, 1D6 is rolled on the table below.

Roll Result
1-4 Okay.
5 Wounded.
6 Knocked out and removed from play.
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Page 26 of 71

Melee Encounters

After completing all movement from an Combat is a draw


Engage Action, opposing gures may be in
base contact with each other. If so, they will
ght each other. If the two combatants have the same result,
check if either is Exhausted.

All combat is man to man and active:


Exhausted Outcome
As each warrior attacks, their opponent will
Neither Each strikes a Glancing Blow
try to ght back and turn the tide.
and are pushed back.
Each man to man match-up is termed an
One is The Exhausted gure loses and
Encounter. is struck.
Both are Both are pushed back with no
strikes.
Each Encounter is resolved one at a time.
The player who took the Engage Action may
choose the order that Encounters are Situational Advantage
resolved in, resolving each in turn before
selecting the next. A gure has a Situational Advantage if they
All Encounters must be resolved, you meet one of the following conditions:
cannot opt not to ght.

On higher ground (such as up-hill)


Resolving the ght
Defending a wall or similar obstacle

Each player rolls 1D6 and adds the Mounted and ghting infantry
FIGHTING SKILL of the warrior to the roll.
Note that Missile troops always add +0, Figures with a Situational Advantage may
regardless of FIGHTING SKILL. add +1 to their roll.
Two gures could each have a Situational
Advantage (cavalry ghting infantry behind a
The highest roll wins the ght and will strike
wall f.x.) and both receive the bonus.
their opponent as described in the next
section. Multiple bonuses cannot be accumulated.
The losing gure is then moved 1” directly
away from the winner.
The winner may step into the position
occupied by the loser (for example to climb
over a defended barricade). The decision to
step up is handled after resolving the e ects
of the strike.
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Page 27 of 71

Outnumbering When ghting a mounted opponent, the


player may instead choose to knock the
opponent o their mount. They must roll for
No more than 2 gures may engage a single
dismounting damage and will su er a normal
opponent.
non-Critical strike.
A moving gure may engage 2 opponents if
they are close together and can both be When ghting multiple opponents, Critical
contacted, though this is infrequent. Blows only apply to the opponent being
struck.
If the movement of engaging gures would
result in more than 3 gures all contacting Leaders
each other, they must be broken up into
individual Encounters as evenly as possible.
The Leader of a Group is usually a seasoned,
veteran warrior.
Roll normally for each combatant and
They roll the same as a member of their
compare the lone gure to each opponent.
Group, but will win if the combat result is a
Note that the lone gure only rolls once and draw, due to their age and cunning. This
compares that roll to both opponents.
applies even against a Fighter Individual or
Each gure applies any modi ers
while Exhausted.
independently. It is possible for one gure to
An Encounter between Leaders handles a
have a Situational Advantage while their
draw normally, as their skill cancels out.
ally does not.

Fighter Individuals
Lone gure wins against:
Neither
Lone gure is struck twice and pushed back Fighters represent the toughest and most
once. talented warriors on the eld.
One opponent
Strike the defeated opponent and be struck
in turn. Struck gures are pushed back. As such they always roll 2D6, picking the
Both opponents better of the two dice.
Strike one opponent of choice. Both are A Critical Hit occurs if either die is a 6.
pushed back.

Draws are applied as normal against each While the rules generally do not allow it to
opponent. take place, a Fighter will never agree to
outnumber a lone opponent in a melee as
honor is at stake. If for any reason a Fighter
Critical Blow and another gure ends up both facing the
same opponent, the non-Fighter must back
If the natural die roll is a 6 and the gure wins o 1”.
the melee, they have struck a Critical Blow.
When ghting 2 opponents, use the higher
They may roll an additional die when
score as normal.
determining the e ects of the blow.
The Fighter can still only strike one
opponent.
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Page 28 of 71

Resolving the hit

Example:
When a gure is struck in combat, the 4 Saxon warriors have moved to engage 3
striking player rolls 2D6 and compares each Britons. Both sides have a FIGHTING
die to the ARMOR of the target, trying to roll SKILL of +0 and ARMOR 2.
over their rating.
The Saxon player is the active player
Figures with no protection at all are assumed who moved to engage, so they get to
to have an ARMOR rating of 1. decide the order everyone will fight in.

First, they select a Saxon warrior


Roll Result engaged with the British Leader.
Two+ dice roll over The gure is Knocked The Saxon rolls a 4, while the British
Out. roll a 2 and is pushed back 1”. Rolling
against their ARMOR, the dice score a 2
One die rolls over The gure is and 5, Wounding the Leader.
Wounded.
Neither die rolls over No damage is Next, they select a Saxon warrior
sustained. engaged with a regular Briton.
Both players roll a 3 and as neither
side is Exhausted, they inflict a
Injuries are described in their own section of Glancing Blow on each other. Rolling a
the rules. single die against Armor, the Saxon
scores a 6 while the Briton scores a 4.
Both combatants are Wounded and back up.
Glancing Blows
Finally the Saxon Leader and one regular
warrior is fighting the third Briton.
A Glancing Blow works as a regular strike The Briton rolls a 4, while the Saxon
but only 1D6 is rolled, meaning the most warrior rolls a 3 and the Leader rolls a
4. The brave Briton manages to strike
severe e ect possible would be a Wound. the warrior, but as a draw against a
Leader is won by the Leader, he is then
Critical Blows struck in turn.
The roll against the Saxons Armor is a 1
and 2, indicating the blow did not
penetrate his protection at all. The
If the strike was Critical, an additional D6 is Leader rolls and scores a 4 and 6,
rolled. bringing down the Briton.
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Page 29 of 71

Missile Attacks

When taking a Shoot Action, a unit armed A gure is in concealment if they are partially
with missile weapons may use them to obscured by any terrain feature, such as a
attack. rock, fence or similar.
Each gure may turn in place and then shoot Figures in bushes, forest features etc. are
at a target. always concealed.
Individual gures are always counted as
The shooter must pick either the closest concealed, unless the shooter is within 6”.
visible target or the closest target in the
open, within roughly a 90 degree arc of re Shooting at cavalry
to the gures front after turning.
A Group may turn gures to face (and shoot
at) di erent targets. When targeting cavalry gures, a miss by 1
will strike the horse, causing the target to be
Figures cannot shoot through other gures, Dismounted.
friendly or hostile, but could shoot over them
if the shooter is on a hill or similar. Shooting into and out of things
A line of sight can extend up to 2” into or
Shots may be resolved one at a time, though through woodlands, bushes or similar
in most cases when Groups are involved overgrown terrain features and up to 4” into
several shots can be rolled simultaneously. or through sparse growth such as swamp
lands or gardens.
Example:
A Group of 4 archers wants to shoot at a To shoot into or out of a building, either the
Group of 3 enemy infantry. The player shooter or target must be by a window or
could resolve 3 shots at the same time,
then decide what to do with the final doorway.
shot.
Assigning hits
To hit
If a Group is hit by multiple shots in a single
Action, distribute the hits throughout the
Roll 1D6 and add the FIGHTING SKILL of
Group as they occur. Figures in the back can
the shooter (Missile and Skirmisher only).
be struck even if members of the same
Group would have blocked line of sight, but
If the roll equals or exceeds the target gures that are behind terrain that would
number below, the shot is a hit. block sight from any shooter cannot be
struck.
Opponent Target number
In the open 5+ Each shooter will strike the nearest gure in
Concealment 6+ the Group that was not already hit during this
Action.
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Page 30 of 71

Once all gures have taken a hit, start again Hail shooting
at the closest.

Some Missile troops may use Hail shooting,


Example: representing very rapid, precise shooting.
If my archers shoot and score 3 hits,
then the 3 nearest opponents would be
hit once each. Resolve shooting as normal, but every
If there’s only 2 figures in the target natural 6 on the hit dice allows an additional
Group, the nearest figure is hit twice shot to be taken against the same target or a
and the furthest figure is hit once.
new target within 3”.

The hits are then resolved using the same You may continue making additional shots as
mechanic as for melee combat. long as you can keep rolling 6’s.
Limited ammunition
Additional Volleys of ammunition are not
expended.
Troops carry fairly limited ammunition, Troops capable of using this rule are
especially on a patrol or as part of a raid. assumed to have an adequate supply of
ammunition to employ it.

Each Group carries 3 Volleys worth of Whether a given historical archer type is
ammunition and expends 1 any time a Shoot capable of this type of attack is left to the
Action is taken. players. It is inspired by the performance of
the famed English and Welsh archers,
Note that if only a single gure in a Group Muslim archery at Hattin and so forth.
shoots during an activation, a Volley is NOT
expended.

Use a marker, die or record sheet to track


expenditures. Troops cannot be resupplied
during a game, unless it is part of a special
scenario rule.

Individual gures do not track ammunition.

Sniping

As a Group does not expend


ammunition if only one gure
shoots, it follows that you can do so
to snipe at the opposition all day
long.
Most battles are played to a turn
limit, so this is mainly of value in a
prolonged engagement.
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Page 31 of 71

Injuries

When gures su er blows in the game, the


result will be that they are either unharmed, Leader casualties
Wounded or Knocked Out.

Wounded If the Leader of a Group is Knocked Out,


another member of the Group will become
the Leader immediately. This is always the
The gure should have a token placed to closest gure to the fallen Leader.
note its status. If multiple are equally close the player
Wounded gures su er the following controlling the unit may choose.
penalties:
Replacement Leaders do not receive the
combat advantages from being a Leader.
* -1 penalty to melee combat rolls (but not They are only lling the role for Group
shooting). coherency purposes.

* Cannot move above normal SPEED, even


if unit takes a Run Action, except when
Retreating.

* Cannot gain the bonus from Hail shooting.

Wounded gures remain this way for the rest


of the battle.
If a gure is Wounded twice during a battle,
they are Knocked Out.

Knocked Out

The gure has been knocked unconscious,


dazed, seriously wounded or even killed.
Remove the gure from the table.

In a campaign game (or for fun) their fate can


be determined using the rules in the
campaign section of the rules.
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Page 32 of 71

Bravery

The battle eld is a frightening and chaotic How to test Bravery


place and most skirmishes are resolved
when one side, or the other, has ed the
eld. Roll 2D6 on the table below, comparing each
die to see if it rolls over the BRAVERY score
At the same time, trained soldiers expect to of the troops being tested.
sustain hardships in battle. It is an
unexpectedly high level of losses that will Dice over Result
cause a unit to potentially panic. Neither Nothing happens.
One die The group must Retreat.
BRAVERY Both dice The Group routs and all of
their gures are removed from
All troops are rated to determine their level of the battle eld.
morale and willingness to ght on.
Routed
Bravery Examples
2 Trained but hesitant troops.
Typical grunts. Routed gures cannot return to the battle
3 Veterans or encouraged and are treated as Knocked Out for
troops. purposes such as determining Victory
4 Courageous noble. Fighting Points or other victory conditions.
for the cause.
5 Epitome of knighthood.
If you are playing a campaign game, such
troops return to you after the battle has
When to test BRAVERY ended.
Groups test for Bravery at the end of any
Unit activation where one of the following Confused melee
took place: It is possible for both sides to be required to
test Bravery after an activation, if for
example each side had 2 casualties in the
The Group has had 2+ gures Wounded or
melee.
Knocked Out in the current game turn.
It is even possible for both Groups to Rout in
this case!
A Group member was Knocked Out and
only one gure remains in the Group.

A Captain was Knocked Out within 8”.

Regardless of sources, a given Group only


tests once per game Turn and Individuals do
not test under any circumstances.
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Page 33 of 71

Retreat

Any gures isolated by being more than 6”


from the Group Leader are removed from
play.
The Group immediately must move at double
the normal SPEED towards their own table
edge. If the Group has enemies behind its
current position, it will instead try to retreat
towards the closest neutral table.
In the event the unit is completely
surrounded, it remains in place and removes
one gure of the commanders choice
instead.

Any gures that reach the table edge are


removed from play.
Assuming the Group has gures remaining
after the retreat move, they may act normally
on its next activation.
Mark them as Exhausted.

Hard folk in hard times

It is very possible for a large Group


to be whittled down to only a few
survivors without testing for
Bravery, if they are only suffering
one casualty each game turn.
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Page 34 of 71

Leadership

At the skirmish level, leadership is about The target gure may do ONE of the
pushing the warriors in the war band to do following:
their utmost. Large scale planning and
coordination is di cult to achieve in the
chaos of a frantic close quarters battle. * Immediately move up to their full SPEED. If
an Encounter occurs, ght with a +1 bonus.
ll Captains have a Charisma score, acting as * Immediately shoot with a +1 hit bonus if so
a pool of points they can spend during the armed (without using up ammunition and
battle. even if otherwise out of ammunition).
Once a point has been spent, it is gone but
the pool is re lled before each new battle. * Immediately attempt a scenario action
(such as searching for an item or xing/
breaking something) with a +1 bonus to any
Determining Charisma required die roll.

If setting up a pick-up game, each Captain Figures ignore Exhaustion for the purpose of
rolls 2D6 and picks the higher score. this bonus activity and do not cause their
Group to become Exhausted afterwards.

The result is their Charisma factor. Timing


Once established it is not re-rolled, though in
a campaign game it can be increased.
Charisma Actions can be taken before or
Note that Captains acquired from other after the Captain performs their own Action
sources, such as campaign promotions, may for the Turn.
have their Charisma score generated with a
di erent roll. Once and future king
In an army assembled with points values,
you may pay for more or less experienced
If a Captain has 6 or more points of
Captains.
Charisma, we consider them a particularly
talented individual that can do wonders with
Using Charisma
their mere presence. In a campaign game,
Charisma could even go above 6.
When a Captain takes their Action, they may Such a rare personality may spend 2 points
also spend 1 point of Charisma. of Charisma in each game Turn if desired.
Each point can be before or after their
Select a target gure within 8”. Only Scouts regular Action as normal.
and gures from Groups can be a ected. They do not have to be spent at the same
Fighters and other Captains cannot be time.
a ected.
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Page 35 of 71

Leadership on demand - Optional rule

Some players may feel that it is di cult to


coordinate the use of Charisma points with
the actions of a unit, since the inspired
action happens on the Captains Turn, not the
target Group.

If so, allow Charisma to be spent either on


the Captains Turn or when a Group within
range is active. The limitation on spending 1
Charisma per Turn (2 if initially 6+) still
applies as normal.

Intensive leadership - Optional rule

Optionally allow multiple points of Charisma


to be spent by a Captain in on game Turn.
Each Captain recovers 1 point of expended
Charisma during the Time Phase of the
game Turn.
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Page 36 of 71

Book 2 :
Organizing
for War
Page 37 of 71

The Skirmish Creator

This section is used to set up a random Even then, the objectives can be used to
battle, perfectly suited for a pick up game. create a bit of story surrounding your battle.
It is meant to generate a plausible situation
or mini-scenario that ts the scale and nature
The story
of battle we’re playing out.

The creator should work for both larger and These tables can be used to esh out the
smaller games, though note that in an background of what is happening.
extremely small game (say 3-4 gures each) They do not a ect the rules in any way,
victory is usually just determined by whoever though they may inspire a little campaign.
has someone left standing. The third table should be rolled on for both
players.

Roll Where are we?


1 Important road
Along an old army road or maybe a cross roads connecting two cities.
2 Local village
A small farming community somewhere in the countryside.
3 Near the city
A few miles from one of the larger cities in the region.
4 Green elds
Idyllic farmland, at least before you show up and have a battle on it.
5 River crossing
Near a crossing point for a natural water feature.
6 The wilderness
Rugged nature, as yet unclaimed by rulers.

Roll What is going on?


1 Border skirmish
Low intensity squabbling over resources and populations.
2 Feuding
Families, noble or city rivalries has boiled over into open ghting.
3 Raiding
A targeted attack to seize or destroy resources.
4 Nobles war
A power struggle between rival noble families.
5 Armies marching
Just a small part of a massive war between armies of thousands.
6 Scorching the ground
As the enemy is advancing, all must be destroyed.
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Page 38 of 71

Roll What is the outlook of your forces?


1 Just mustered
Everyone is still getting used to how their armor feels.
2 Returning from battle
It was a hard fought skirmish, but upon returning to your camp, you’ve stumbled into
another ght.
3 Hardened veterans
Hard, bitter men who have already gone through hell.
4 Bored and restless
The troops are itching for a ght after spending months in camp doing nothing at all.
5 Eager volunteers
The cause is just and the pay is acceptable.
6 On the march
You’ve been detached from the main force to address a concern in the terrain ahead.

Then take turns placing scatter items,


Preparing the table placing them anywhere you like. Scatter can
be placed near or even on a feature (such as
placing a tree on top of a hill) and near other
Setting up terrain scatter.

Many players prefer to set up the terrain Size Features Scatter


cooperatively to make an interesting table or Small (2x2 feet) 1D3+1 1D6
have one player set up and then roll Medium (3x3 feet) 2D3 2D6
randomly to see who starts where. Large (4x4 feet) 2D3+2 3D6
A Game Master or neutral party can create a
gaming table as well, especially if you are A Feature should be substantial size, such as
playing a particular scenario. a lake, stone circle, farm building or hill.
Scatter should be small items about big
If you want a bit more of an orderly approach enough for one gure to take cover, such as
use the following method: a single tree or rock.
Find the size of your gaming table, then
simply roll to see how many items you If there are 4+ features, a player may “use
should place. up” a feature to add an element to an already
Players take turns placing an item on the placed feature, such as putting a fence
table, trying to keep items at least 6” apart, adjacent to a farm building or placing a circle
beginning with the player hosting the game of standing stones on top of a hill.
(pick at random if playing at the club or
store).
When all feature are placed, players then
take it in turns moving one feature to a new
location.
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Page 39 of 71

Assigning table edges


Pitched battle
Line up the forces 18” apart and slug it out
One player, it does not matter which, is for 5 Turns.
No special objectives apply and all forces are
assigned to a random table edge.
deployed normally.
The most Victory Points at the end wins.
If your table is wider than it is long, roll a D6
with 1 and 6 indicating the left and right table Fight for the hill
edges, while 2-3 and 4-5 indicates the two Place a hill in the center of the table.
long edges respectively. Players receive all of their forces and set up
On a square table, assign the player 18” apart as normal.
completely at random. Play 6 Turns. At the end, the side that
secures the hill wins.
The opposing force will always be assigned
the opposite table edge. To the last one standing
Line up 24” apart. All forces deploy as
normal.
Decide if you are playing a SAGA battle or
The battle is fought to the end. Whoever has
an OBJECTIVE BATTLE. gures left wins.
This is great for those all-day battles with a
Saga battles are simple, straight-forward lunch break.
a airs.
Pick the one you like the best from the A clash of kings
Line up 18” apart with all of your forces.
options below (or roll randomly) and get to
Each player is trying to kill the opposing
playing.
Captain with the highest pool of Charisma
points.
Objective battles have random objectives Whoever kills the opposing Captain wins.
and unusual deployment methods. Proceed There is no Turn limit.
to the Objective and Arrival sections below.
Mocking an opposing Captain that hides in
the corner should be viewed as perfectly in-
SAGA battles character!

Sometimes you just want to get stuck in. If


so, pick one of these four battles.
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Page 40 of 71

Establishing objectives (OBJECTIVE When a member of your army moves to


BATTLE only) contact a marker roll 1D6. On a 4+, you’ve
found the loot and the remaining markers
can be removed. If you have removed two
Each player rolls 2D6 and looks on the table markers already, the nal marker is of course
below. They may take either Objective to be the loot.
their goal in the battle. The players roll at the
same time, then make their choice secretly Once found, the loot must be Secured.
knowing the opponents rolls.
Take the position
If both dice show the same result, you don’t
have a choice. However, as the mission is It’s imperative that you secure a vital location
clearly an important one, you may select a on the battle eld.
Captain and raise their Charisma by +1 for
this battle only. Mark the exact center of the battle eld. You
have to Secure that spot.
Roll Objective
1 Find the loot Slay the leader
2 Slay the leader
3 Take the position Their captain must die to bring this to a
4 Scatter their ranks close.
5 Stain the eld
6 Capture the target The opposing Captain with the highest
Charisma score must be Knocked Out.
Objectives are not kept secret during the In case of multiple gures with equal
game, only during the selection process. Charisma, you may pick who you are
How victory points are calculated is targeted after the initial forces have been
discussed in the next chapter of the rules. If deployed.
you prefer a more open-ended experience,
you can eye-ball how well each side did and Scatter their ranks
just decide from there.
It’s entirely possible both sides may feel they Demoralize the enemy and send them eeing
“won”. for their homes.

Find the loot You must Rout enemy forces o the table.

One of your soldiers reports a considerable


Stain the eld
stash of valuables being hidden in the area.
Sometimes victory is simply who buries the
Draw a line along the center of the table, fewest sons.
equally far from each players table edge.
Place 3 markers along the line in terrain You must Knock Out as many enemies as
features if possible. You place the rst possible.
marker, then your opponent places the
remaining two.
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Page 41 of 71

Capture the target


Roll Arrival
An important person is accompanying the 1 Forward patrol
opposing force. Capture them for ransom. 2 Reinforcements
3 Scattered arrival
4 Vanguard force
The opposing force receives one additional
5 Closing in
gure. They are an Individual gure with no
6 All forward
troop class. If attacked in melee, they ght at
-1.
They do not activate separately. Instead, Forward patrol
they are attached to an existing Individual of
your opponents choosing. A patrol has spotted enemy forces closing in.
Each time that Individual moves, the target is
simply repositioned within 1”. Each player begins with one Group and one
Scout (if they have any).
If the Individual is slain, the target remains in
place doing nothing until another friendly One additional Group and one Individual
Individual ends a move within 3”. At that arrives in Turn 2.
point, they are immediately placed within 1”
of the Individual and will now follow them All remaining forces arrive in Turn 3.
around.
Reinforcements
You must defeat the target in hand to hand
The force is strung out on the march, with
combat.
troops rushing to the front as they arrive.

Securing something
Each player divides their Groups into three
waves as evenly as possible. Then assign
To Secure something, you must have more any Individuals as evenly as possible to the
gures within 6” than the enemy does. three waves. Any odd elements can be
assigned wherever you like, but all three
Count infantry as 1 gure and mounted
waves must have at least one gure in them.
cavalry or Individuals (regardless of mount)
count as 2 gures. You begin the game with wave A, wave B
arrives in Turn 1, wave C arrives in Turn 2.
Roll for arrival (Objective battle only)
Scattered arrival

Roll once on the table below to see how the With the force scattered all over the area, it’s
forces arrive on the table. all you can do to herd them towards the
A single roll is made for both sides. battle eld as they are found again.

If you want a more chaotic game, roll Begin the game with one Group and one
separately for each player. Note that this will Individual.
often produce a chaotic and unbalanced
battle! Each Turn, receive one Group and one
Individual of choice until all have arrived.
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Page 42 of 71

Vanguard force If reinforcements are arriving (Objective


battle only), place two markers anywhere
Forward elements were sent up to try and along your own table edge.
get a grip on the situation, while the rest is Arriving troops may be placed within 3” of
being rushed forward. either marker.
You may choose which marker to use when
Divide your force into two waves, with as they show up, you do not have to select in
close to similar numbers of gures in each. advance.

Wave A begins on the table. Wave B arrives Individual gures arriving as reinforcements
in Turn 3. can arrive anywhere along the indicated
table edge, re ecting their greater initiative
Closing in and tendency to travel alone.
Reinforcing Skirmishers can opt to be placed
An out anking attempt is turning into a major in any forest or swamp feature within your
brawl as men arrive from every direction. deployment area.

Divide your force into two waves, with as If playing with the Closing In arrival method,
close to similar numbers of gures in each. the markers are placed along the neutral
table edge instead.
Wave A begins on the table. Randomly
select a neutral table edge. Wave B arrives Determine game length
there in Turn 2. The enemy wave B will arrive
from the opposite neutral edge
For Saga battles, Pitched Battle lasts 5
Turns and Fight for the Hill lasts 6 Turns.
All forward
To the last one standing and Clash of
The armies are lined up and the men are Kings lasts until they are done. Bring a drink.
ready.
For Objective battles, the game length
Each player receives their entire force from depends on the Arrival method.
the beginning. We give more time to battles where some
troops arrive late.
Deploy troops
Arrival Length
When setting up the initial forces, mark o All forward 4
18” of neutral ground in the middle of the Closing in 6
table. Reinforcements 6
Place two small markers to indicate the edge Vanguard force 7
of the neutral ground on each side. Scattered arrival 7
Forward patrol 7
The two forces set up any initial troops
behind these markers, anywhere they would
like. Alternate setting up a Unit at a time,
determining randomly who begins.
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Page 43 of 71

Final agreements and adjustments

Once everything has been established, it is


time for the players to make sure they are on
the same page regarding any house rules,
scenario tweaks and other changes they
would like to play with.

If you want a shorter or longer game, agree


at this point.
A handy house rule is that when the nal
Turn has ended each player writes down if
they want to continue. If both say yes, play
one nal Turn. If one says yes, play another
Turn on a D6 roll of 4+. Regardless, only a
single additional Turn can be added (unless
you just want to play to the last gure
standing).

If you have unusual or interesting terrain


features, take a minute to discuss them so
you both know how they will work on the
table.
It never hurts to show o your army at this
point either, so your opponent knows what
type of troops each gure represents.
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Page 44 of 71

The Points System

This section allows you to calculate the value You can use poses to di erentiate as well.
of a given force. Skirmishers look better if you select gures
This can be used to allow players to set a that are crouching, running, marching etc.
predetermined army size for a pick up game. while Missile troops work best with gures
It is also useful for “bring some minis you that are aiming and shooting. Chargers
like, and let’s see if the two sides are sort of should be at a run or otherwise looking as
close” type of activities. impetuous as possible and so forth.

As always, points systems are a guideline at Using the points system


best. Don’t get too hung up on it.
For each unit type, a standard pro le is
If you feel a given unit needs to be adjusted,
given, along with options to modify it by
let me know at
paying more points.
[email protected]
Note that some combinations are not
possible using this system (such as ARMOR
Deciding who is what
5 Light infantry). This does not mean they
cannot occur at all, only that you would need
Deciphering medieval armies from books can a special scenario to account for them.
be a challenge, but adopting your miniatures
collection should be a lot easier. Army building
As our troop types are driven by broad
tactical roles, simply looking at the
miniatures is generally enough. Guys with big We have opted not to include strict army lists
shields are obviously Shield troops, guys dictating what units this or that historical
with long pointy bits on sticks are Polearms army must or cannot include, for a few
and so forth. reasons:

In some cases, you will have to make some First, the answers are usually pretty obvious:
judgement calls. Are the guys with big Your vikings de nitely won’t have any
shields AND pointy bits on sticks Shield or muskets and even if you wanted them, no
Polearm troops? company makes the gures.
Of course you can simply pick what the If you want to go to the length of converting
battle plan needs, though tactical up some harquebus toting huskarls for
deployment may instruct your choice as well. Stamford Bridge, discuss the matter with
Were these troops intended to march up the your opponent and send me some pictures.
battle eld to assault the enemy men at arms
or were they meant to ght o cavalry
attack?
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Page 45 of 71

Secondly, consider that we are dealing with Of course when creating scenarios or
raids, patrols and hand-picked groups: building a speci c type of force based on
A “viking” army doesn’t have any heavy historical research, you should put the needs
cavalry as a military unit but if you are asking of the scenario rst. The restrictions simply
whether a crafty Norwegian lord could have serve to make “blind” pick up games ow a
found 3 guys in mail coats and stuck them bit more smoothly.
on horses (and gotten them to stay there
while ghting), the answer is probably yes.
* No single troop type may make up more
than half the Groups in the army, rounded
This doesn’t mean that you should not try to up.
make armies that feel like they t in their
world. The viking army probably should not * You may not have more Individuals than
be all archers and heavy cavalry, but don’t you have Groups (except you may have take
feel like you have to be constrained strictly to 2 Individuals even if you only have a single
one troop type either. Group)

* The rst Individual selected must be a


The restrictions below are assumed to be in
Captain.
e ect when building an army for a pick-up
game.
The table below lists the base pro le for
Players should agree on any adjustments to each type of Group, as well as the basic
these rules in advance, such as special points cost.
permissions or restrictions. For Groups separate costs are listed. The
rst value is for a Group of 6, the second
value is for a Group of 3.

This allows you to pick a unit of basic troops


quickly and at a glance.

Infantry Groups

Group SPEED FIGHTING BRAVERY ARMOR Cost


Light 5” +0 2 2 20 / 12
Shield 5” +0 2 3 24 / 14
Charger 5” +0 3 2 28 / 16
Skirmish 6” +0 2 2 20 / 12
Polearm 5” +0 2 2 20 / 12
Missile 5” +0 2 2 20 / 12
Fire 5” +0 2 2 24 / 14
Levy 5” +0 2 2 16 / 10
Rabble 5” +0 2 2 14 / 8
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Page 46 of 71

Cavalry Groups

Group SPEED FIGHTING BRAVERY ARMOR Cost


Light 8” +0 2 2 30 / 18
Shield 8” +0 2 3 36 / 22
Charger 8” +0 3 2 42 / 25
Skirmish 9” +0 2 2 30 / 18
Missile 8” +0 2 2 36 / 22

Individuals

Individual SPEED FIGHTING ARMOR Cost


Scout 6” +1 3 5
Fighter 6” +1 3 10
Captain 6” +1 3 10

Captains particular thing or simply more devoted to


the cause.

The base points cost buys an Untested


Increasing SPEED, FIGHTING SKILL,
Captain (1D6 Charisma).
BRAVERY or ARMOR can be done at an
increased points cost. This is added to the
You may opt to purchase a Hesitant Captain standard pro le.
(2D6, pick low) for 7 points. The infantry and cavalry costs listed is per
You may opt to purchase a Seasoned Group. The rst number is for 6 gures, the
Captain (2D6, pick high) for 15 points. second is for 3.

Buying upgrades In a normal game, BRAVERY and ARMOR


cannot be increased above 4. This means
some Units will only be able to purchase a
Units can be upgraded with improved ability
+1 increase.
scores, representing troops that are
particularly well trained, talented at a
Rabble cannot be upgraded. Levy can only
purchase a +1 upgrade to each score.

Upgrade Infantry Cavalry Scout Fighter / Captain


SPEED +1 +3 / +2 +3 / +2 +1 +2
SPEED +2 +5 / +3 +6 / +4 +2 +3
FIGHTING +1 +6 / +4 +7 / +4 +3 +4
FIGHTING +2 +10 / +6 +12 / +7 +4 +8
BRAVERY +1 +5 / +3 +5 / +3 - -
BRAVERY +2 +8 / +5 +8 / +5 - -
ARMOR +1 +5 / +3 +5 / +3 +1 +2
ARMOR +2 +8 / +5 +8 / +5 +2 +3
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Page 47 of 71

Missile ammunition
How should I rate my troops?

When assigning SPEED, increases Missile Groups may buy 1 additional round
can be taken to mean superior of ammunition for +5 / +3.
mounts, training, well rested troops
or just those units led by a Only one additional round can be bought
particularly enthusiastic and the option is only available to Missile
subordinate. Groups, not Fire or Skirmishers.
A FIGHTING SKILL of +1 indicates well-
trained, battle-hardened or Longbows
downright erce troops, while a +2
would be the elite of an army. The Missile Groups may be out tted with
“average” soldier of the day is longbows (or equivalent) allowing the use of
typically a +0.
Hail Shooting. This costs +5 / +3.
BRAVERY of +1 gives you a unit that is
well prepared to ght and believes Mounts
in its chances (or the cause) while +2
should particularly brave, loyal or
Individuals may be mounted for +2 points
fanatic troops.
(Scout) or +4 (Fighter or Captain).
When it comes to ARMOR ratings, Mounts for Individuals have a SPEED of 9”
use a nal rating of 2 for troops and cannot upgrade it further.
with limited metal armor or wearing
cloth protection only, 3 for modest Bows for individuals
or partial metal armor and a 4 for
extensive protection.
Individuals may be given a bow for +1 points
(Scout) or +2 (Fighter or Captain).
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Page 48 of 71

The Weather

If desired, before the battle you may roll to Clear skies


determine what the weather is like.
No e ects.
Roll 2D6 and consult the table below. The
e ects lasts for the duration of the battle. Windy
If your battle takes place in a known period Strong winds reduce the range of
of the year, apply a +/- 1 as appropriate. Skirmishers to 8” and Missile troops to 14”.

Roll Result Light rain


2-7 Clear skies Fire troops must roll a natural 6 to hit.
8 Windy
9-10 Light rain
11 Downpour Downpour
12 Snow / dust storm Fire troops cannot shoot.
Missile troops cannot shoot beyond 12” and
must roll a natural 6 to hit.
Skirmisher shooting is una ected
Any unit moving up a hill side becomes
Exhausted.

Snow / Dust storm

All units reduce their SPEED by 1”. Any Unit


moving up a hill side becomes Exhausted.
No shooting is possible above 6” range.
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Page 49 of 71

Victory Points

Victory Points provide a simple, straight- Awarding Victory Points for Groups
forward way to determine the victorious and
the defeated. Each side simply tallies up the
enemy losses according to the table below. Victory Points are awarded for every gure
Whoever has the higher total wins the game. that was Wounded, Knocked Out, Routed
or which Retreated o the table.
Note that a specially made scenario may
bene t from using an alternative method of
An entire Group is worth the total points cost
determination, such as “sudden death” (the
it was worth.
game is won when a speci c thing happens)
If only part of the Group awards points,
or a Game Master may evaluate how each
simply divide the number of gures in the
side has fared.
group to determine the Victory Points
In some scenarios, it is even possible for
awarded per gure.
both sides to have succeeded (or failed!) at
the same time.
Example:
When playing campaign games, a player A Group worth 24 points would award 24
must balance the allure of victory with the Victory Points if the entire Group had
need to preserve their forces for future been Wounded, Knocked Out, Routed or
battles. Retreated from the field.
If 2 of the 6 figures were worth points
and the rest were okay, 2/6th of the
Players should agree on whether they wish points total would be awarded. In this
to keep a running tally of Victory Points case 8 Victory Points would be earned.
each game Turn or if they wish to count it up
after the fact. Awarding Victory Points for Individuals

If you wish to deter excessive attention being


paid to whether risking 2 more gures is Individual gures that are Knocked Out
worth it, assign each player a bonus of 1D6 award their full points value in Victory
Victory Points, determined after points are Points.
tallied up.

Captains award 1 additional Victory Point


If a Game Master is present, they may even for every point of Charisma they began the
assign this bonus secretly in advance. game with (including any temporary
Some players will object to such a scheme, modi cations up or down).
but history is replete with unlikely victories
and lost chances. It can also make a close- A Wounded Individual awards one third of
fought battle more nail-biting. their points value, rounded up.
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Page 50 of 71

Special units
Example:
If we are playing a 100 point army
Any special or unusual units must be against 300 points, the smaller army
assigned a victory point value if the GM will be awarded Victory Points based on
wishes to include them in a scenario. This a 300 point battle since any objectives
should re ect their role in the story. they do achieve were obviously done at
great peril.
Meanwhile, the 300 point army receives
Don’t be afraid to be creative here: Victory Points based on a 100 point
Killing a Holy Messenger might even award a battle, since sweeping a few stragglers
penalty to the side that did the deed, while off the objective surely can’t be that
having your Hero Band all slain could mean impressive.
an automatic defeat.
Find the loot 30%
Uneven battles Achieving the objective award Victory Points
equal to 30% of the battle points value.

You may ght a battle that is intentionally Take the position 30%
uneven. Achieving the objective award Victory Points
If so, you can compensate the weaker side equal to 30% of the battle points value.
with additional points.
Slay the leader 40%
Achieving the objective award Victory Points
Take the di erence in points values and
equal to 40% of the battle points value.
award the weaker side by bonus Victory
Points equal to half the di erence in points.

Example: Capture the target 30%


If a 200 and a 240 point army do battle,
the 200 point army would get 20 Victory Achieving the objective award Victory Points
Points extra. equal to 30% of the battle points value.

Stain the eld x 1.5


Objectives Receive 1.5 times Victory Points for any
Knocked Out troops.

Objectives award points based on the size of Scatter their ranks x2


the game you are playing. Receive double Victory Points for any Routed
If the two armies are not of equal size, use troops.
the value of the OPPOSING force to
calculate your Victory Points from
Objectives.
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Page 51 of 71

Book 3 :
On Campaign
Page 52 of 71

Game Mastering

While the rules can be played as a pick up


game, many groups enjoy the presence of a A great responsibility
Game Master (GM). This section covers a
few tools that can be helpful to running It must be stressed that as the GM
special scenarios. you have the ability to make or
break a scenario for the
participants. Try to do a dry-run of
Scenario design the scenario before trying it “for
real”.
When preparing a scenario, the GM should
always reality check the victory conditions to Non combat tasks
make sure they are actually achievable. If a
scenario requires a force to move to a
location, cross the table or move and retrieve If a player wants to accomplish something
something, make sure they will have enough unexpected, the system below can be used
time to do so. for anything from knocking down a
barricaded door to understanding a coded
A special scenario bene ts from a couple map pointing to the treasure.
unique rules to add avor.
Be careful that you don’t overload a scenario A gure can attempt a task at the end of a
with exceptions however. Move Action or when directed to through a
In most cases, you can get an interesting Charisma point.
result by giving each side one new rule that Most tasks can be attempted multiple times.
is applicable to them (such as a unit or If this is not the case, the scenario rules
character with a special advantage or should state (or the GM must decide) what
penalty) and including one or two scenario happens on a failed attempt.
speci c rules that apply to the game as a
whole. Set a Di culty factor. If uncertain, assume
Challenging as the rating.
Try to avoid scenario rules that will increase
frustration such as extremely slow
movement rates or far too random factors. Di culty Rating
The former will make the scenario irritating to Challenging 5+
play, while excessive randomness will often Di cult 6+
make players feel that their tactics won’t Grueling 7+
matter.
Roll 1D6. If the gure in question should be
particularly skilled or trained in the task, add
+1 to the roll. Add +1 if motivated by a
Charisma point.
If the roll is equal or above the Di culty
rating, the Task succeeds.
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Page 53 of 71

Interacting with people


Note that spotting can happen without line of
sight, indicating the sneaking party made a
A scenario may involve local villagers, racket.
random travelers or other passersby.
If needed, a gure moving within 4” of a non Attacking or shooting at a sentry receives a
hostile character may attempt to talk to
+1 bonus to hit, but failure to Knock Out a
them, provided they share a common
sentry with an attack raises the alarm.
language.

Smaller games
Roll 1D6. An expenditure of a Charisma
point can add +2 to the roll.
If you want to play a lunch-time battle, limit
army sizes to 2 Individuals and 2 Groups of 3
Roll Result Notes
gures each. At these tiny sizes, you can
1-2 Hostile The person refuses to
cooperate in any way. typically ignore most victory conditions and
3-4 Hesitant No result but may be just bash each other silly.
attempted next Turn.
5+ Cooperative The person will As each player only needs 8 gures to play,
cooperate in a this is also a fantastic way to get started.
reasonable fashion, Later, the group can “graduate” to full-sized
such as providing units over time.
information.
Looking for things
If the intended interaction is extremely
simple, language skills can be replaced with
waving of hands. A -1 may be in order then. To nd a hidden item is generally a Non
Combat Task with a +1 bonus per person in
the search party.
Sneaking around
Hidden items should generally be placed
While moving quietly, reduce movement within a terrain feature with the Di culty set
SPEED by 2”. based on the size of the feature. A 6+ can be
When a unit nishes an Action roll 1D6 for used as standard up to house-sized features.
each nearby sentry to determine their
spotting distance in inches. Items hidden particularly skillfully add +1 to
If any gure from the active unit is within this the Di culty.
many inches, they are spotted and the alarm The GM may decide whether to inform the
is raised. players where the suspected item is or
whether to roll and let them draw their own
The distance is modi ed for a particular conclusions.
gure as follows:
A +1 to added for each consecutive attempt.

Position Modi er
Open +1
In terrain +0
Behind terrain -1
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Page 54 of 71

Setting things on re Building things

Inevitably if the table has anything that could If a player wishes to building something,
burn, someone will want it to burn. assign a number of Construction points
required. The table below o ers suggestions.
A small wooden building or similar will
require 2 Move Actions to gather fuel and a
Construction Examples
Challenging Task roll to get it going. Add 4 Set a snare or simple trap
more Actions depending on the size of the 5 Barricading a door
building. A typical farm house is 4 Actions to 6 Hide treasure
get enough fuel. 8 Rope bridge across river
The Actions can be contributed by multiple 10 Construct a simple raft
characters. 15 Barricading a street

Once the re has started, roll 1D6 every Each Action roll 2D6 and pick the lower of
Time Phase and track the score, adding the dice.
each roll to the running total. Once the score This is the number of Construction points
is 6 or more, the re has turned into a accumulated.
con agration and all gures in the structure
Each additional assistant adds +1 to the
are immediately moved to the nearest exit
total. A character with a suitable area of
and marked as Exhausted. expertise also adds +1 if supervising.

A burning re can be put out by a Move Once the required number of Construction
Action. points has been achieved, the project is
A Di cult Task roll reduces the score by 1D6 nished.
and at 0 it goes out.
Once a con agration is burning, it cannot be The GM or scenario writer must determine if
put out during the game. and what materials are needed. Generally, a
single house will furnish 2D6 construction
points of material, while a township will have
4D6 points readily available.
A forest will supply any amount.

If wood is available nearby, as a simple rule


increase the number of Construction points
needed by +1 per 1” from the site.
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Page 55 of 71

Pre-Battle Preparation

As the two forces are approaching each If either player opts to not use this table, the
other, the commander has a chance to make battle starts before the other side can nish
preparations for the battle ahead. any intended preparations and no rolls can
Whether it is a stirring speech or preparing be made.
your personal battle gear, a little attention to
detail can change a battle. In scenarios, the Game Master must
determine if a roll is allowed or may allow
This table is used if both players agree on it. players to choose between deploying more
If so, each may roll on the table below and aggressive or giving up the initiative but
claim the bene t listed. rolling.
Allowing a player to use this table after a
prior victory can be used as a reward.

Roll Preparation
1 Encouraging speech
Select a Group and increase their BRAVERY by +1 for the duration of the battle.
2 Seek vengeance
Your opponent selects a Captain or Fighter in their force that wronged your
family. Your Captain receives +1 to melee combat against this gure.
3 Don harness
A Captain receives +1 ARMOR (to a maximum of 5).
4 Display of personal courage
A Captain may increase Charisma by +2 for this battle only.
5 Scout ahead
After both sides have set up, select one Unit on the table and move them up to
6” in any direction.
6 Careful planning
If any troops would arrive as reinforcements, select one Unit that arrives 1 Turn
sooner than normal.
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Page 56 of 71

Survival

Whether you are playing a campaign game Simple time:


or simply like to build a story around your
troops, you may wish to determine the fate
of those who served you in battle. If you don’t want to track time by days, a
1D6 day recovery prevents the warrior from
ghting in your next battle, while a 2D6 day
The fate of Groups
recovery prevents two battles.
1 day of recovery is ignored under this
Figures that were Wounded recover after model.
1D6 days.
Routed troops
Figures that were Knocked Out must roll
1D6 and compare to their ARMOR value on
Troops that Routed or who left the battle by
the table below:
moving o a table-edge will return to the
player normally the following day.
Roll Result
0 above ARMOR Recovers immediately. In a map or story driven campaign, if you are
1 above ARMOR Must rest for 2D6 days in enemy territory (as opposed to neutral or
before returning to home turf) roll 1D6 for each such gure. On a
battle. 1 they fail to return and are removed from the
2+ above ARMOR Dead. army roster.

The fate of Individuals Leader replacements

A Wounded Individual always recovers the If a Group Leader is killed, select an existing
following day. gure that steps up into the role.
The new Leader receives all bene ts of the
Individuals that were Knocked Out must roll role.
on the table below:
Cavalry

Roll Result
0 ARMOR Recovers immediately. Mounted gures are assumed to have a
1 above ARMOR Must rest for 1D6 days chance to replace mounts between battles.
before returning to If the force is currently in enemy territory,
battle. horse replacements are not possible until
2+ above ARMOR Dead. you return home.
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Page 57 of 71

Experience

Your troops are (generally) well trained Scouts


professionals already, however a campaign
game is more satisfying with some chance of
progression. After each battle roll 1D6. On a roll of a 6,
As such, we allow progression for our you may upgrade the character to become a
leadership gures to show growth and Fighter or a Captain (roll 2D6 and pick the
development over a hard-fought campaign. lower die to determine Charisma).
The character may retain their area of
After every battle, consult this section for any expertise, if one has been assigned.
surviving troops.
Note that all promotions are not factored into Groups
points values. They are a reward for hard
ghting. Select one Group in your army that did
particularly well and roll 1D6 on the table
Captains below. Groups with a Veteran Leader cannot
be selected to roll.
Roll 2D6.
In case of promotions, the size of the Group
If either die is higher than the existing
is reduced by 1 as the promoted gure
Charisma score or a 6, increase Charisma
becomes an Individual. Select any suitable
by +1.
gure in the Group to be the new Leader.
Provided you can continue to roll 6’s after
every battle, there is no theoretical maximum
to Charisma. Roll E ect
1-3 None
Fighters 4 Veteran Leader
5 Captain
6 Fighter
A Fighter that Knocks Out an opposing
Fighter in melee combat becomes a Duelist. Veteran Leader
When ghting opposing Individuals, a Duelist
always receive Situational Advantage. If The Leader receives 1 point of Charisma (usable
they would already have it, they may instead like a Captain when the Group is active).
negate an enemy Situational Advantage.
Captain
No additional progression is possible once The Leader is promoted to a Captain.
Duelist status has been acquired. Use 2D6 and pick the lower die to determine their
Charisma rating.

Fighter

The Leader is promoted to a Fighter.


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Page 58 of 71

Campaign Reinforcements

When playing a campaign, allow each side a Replacements


roll on this table after every 2-3 battles.
If you use a campaign map, you could
instead (or in addition) award reinforcement Replace any 4 casualties distributed
rolls for capturing particular features on the amongst any Groups you like.
map or holding them for a speci c length of Unused or excess replacements are lost.
time.
This table can also be used to add If all replacements are added to Levy or
reinforcements to a scenario. Rabble, a total of 5 casualties can be
replaced.
All troops come with a standard pro le for
their type. Individual

Roll Result Add a Fighter or Captain (Charisma 1D6)


1-2 Replacements gure to your force.
3 Infantry
4 Scout Some Cataphracts just happened to ride
5 Cavalry or levy by!
6 Individual

Infantry Reinforcements should reasonably match


the sort of troops you are generally using in
the campaign though attracting the odd
Add one Group with 6 infantry gures of colorful mercenary unit can be a lot of fun (as
choice to your force. If you opt to take Levy well as an excuse to paint something new).
gures, you may also replace 1 lost gure in
any existing Group of your choice. Reinforcement units may be given one
upgrade of choice (see the points system).
Cavalry

Add one Group with 3 cavalry gures of


choice to your force or add a 6 gure infantry
Levy Group.

Scout

Add a Scout gure.


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Page 59 of 71

Advantages and Drawbacks

These tables can be used to provide a bonus Earning a Disadvantage


or a penalty to an army.
This can be used to help esh out a
scenario, either by rolling randomly or by An army that loses its Captain (the Captain
selecting a suitable e ect to t the story. with the highest Charisma if multiple are
present) must roll on the Drawback table in
Earning an Advantage its next battle.
Except for result 6 “Delayed” the a ected
Unit is selected by the owning player.
To use the tables in campaign play, a victory
in battle grants the player an Advantage roll General notes
they may employ in any future battle.
The roll is not made in advance. The player
must declare the use when the armies are A Game Master may assign additional
being set up and then roll. Advantage or Drawback rolls for achieving
scenario objectives or to o -set a superior or
Multiple Advantages could be accumulated inferior force.
but only one can be used per battle.
In a campaign, they are owned by the player, If a speci c result cannot be applied (such as
not by a speci c army. As such victory in one rolling Drunk for a patrol force with no
battle could bolster a ght somewhere else Individuals in it) it is simply ignored.
on the map. (Clearly the reason no Individuals are present
is the hired Scout is sleeping o last nights
epic bender)

Advantages

Roll Advantage
1 Supplied
One Missile or Skirmish unit begins the game with +1 Volleys of ammunition.
2 Out ank
One Group or Scout may set up at the center of either neutral table edge.
3 Scouting
One Group or Scout may be moved 8” after both sides have deployed.
4 Surprise
Select one opposing Group or Individual that cannot act in the rst game Turn.
5 Deployment
The opposing army must deploy all of its initial forces rst.
6 Divine favor
One Group does not have to test BRAVERY during this battle.
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Page 60 of 71

Drawbacks

Roll Drawback
1 Overworked horses
Select one Group of cavalry and reduce their SPEED to 5” for the duration of the battle. They
are still considered cavalry for all other purposes.
2 Lack supplies
One Missile, Fire or Skirmish unit begins the game with 1 less Volleys of ammunition.
3 Drunk
Select one deployed Individual.
They are drunk and cannot act for the rst 2 Turns of the game.
4 Fatalist
Select a Captain who loses 1 point of Charisma for this battle only.
5 Rivalry
Select two Individuals. They may not move within 6” of each other for the duration of the game.
6 Delayed
Enemy selects one Unit deployed at the start and moves them 8” backwards towards their
table edge. If this would put them o the table, position them 1” from the edge.
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Page 61 of 71

Personal Rewards

Campaign play may dictate that a character


has earned a particular reward. Deed was Bonus
Common +0
Maybe they slew many opponents single-
Di cult +1
handedly, defeated an enemy champion or Highly unlikely +2
won the day in the last moment. Nearly impossible +3
Roll Reward granted?
The criteria is ultimately up to the players 2-7 No
and Game Master. 8 If victorious or GM agreement
It may be an improvised reward for a 9+ Yes
spectacular battle eld success or a planned
reward after capturing a speci c point on the Simply roll on the tables below to determine
map. what you received.
Many results are Status bene ts.
If you want to make it random, select an
Individual gure in your army, establish how Once per campaign each Status reward may
heroic their deed was and roll 2D6 on the be called upon to get a roll on the campaign
table below. reinforcement table.

D6 Roll Table to use


1-2 Social rewards
3-5 Use Captain/Fighter/Scout rewards as appropriate
6 Heroic trait

D6 Roll Social rewards


1 Rank or position Status
2 Stirring song Status
3 Fine marriage Status
4 Trusted advisor Status
5 Country manor Status
6 Rich gift Status

D6 Roll Captain rewards


1 Decorated helmet Status
2 Fur cloak Status
3 Splendid riding horse Cavalry mount with SPEED 10”.
4 Trusted servant +1 Charisma.
5 Carved horn +1 Charisma.
6 Gilded sword Status
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Page 62 of 71

D6 Roll Fighter rewards


1 Golden armband Status
2 Fierce warhorse Cavalry mount with SPEED 9”.
3 Well crafted coat of mail ARMOR 4.
4 Brightly painted shield 5+ save against Missile and Skirmisher shots.
5 Glittering helmet Status
6 Finely forged sword Re-roll 1’s in melee.

D6 Roll Scout rewards


1 Faithful dog Re-roll 1’s in melee.
2 Loyal horse Cavalry mount with SPEED 10”
3 Messenger pigeon Once per game, restore 1 Charisma to a Captain.
4 Well tested bow Missile with +2” range.
5 Weatherworn cloak 6+ save against ranged attacks.
6 Sturdy boots +1” SPEED.

D6 Roll Heroic traits


1 Cunning like a weasel Status
2 Brave like a badger Re-roll s BRAVERY test for 1 Unit once per game.
3 Quick like a bird +2” SPEED.
4 Sly like a fox Status
5 Tough like an ox +1 ARMOR (Maximum 5)
6 Strong like a bear +1 when rolling against ARMOR in melee.
Page 63 of 71

Campaign Time and Space

Campaign games can be a lot of fun, but The map


often raise questions about how long things
take, especially when played on a map.
Rather than worry about exact march rates,
divide the map in a number of reasonably
Players may opt to just wing it. Even with a
sized areas. Many hex maps for role playing
map, you can just point to where your armies
games work great for this.
are going to be ghting, without worrying too
much about the details. You can use whatever scale you like. A
decent sized city should occupy a single
After all, a campaign is simply a series of
area/space/hex on the map.
battles that are linked together.
They might be separated by days, weeks or
even months or be fought by completely Movement
unrelated forces.
Armies typically move at a rate of 1 map
If you would like a bit more structure, this space per day.
chapter answers common questions you will
A force consisting entirely of Skirmishers
run into. They are meant to help guide a fairly
and cavalry gures moves at 2 map spaces
free-form campaign.
per day.
No more than 3 Individuals moving on their
These guidelines work well when having own move at a rate of 3 map spaces per day.
multiple separate forces moving around a
map.
Forced marching
Movement orders should be written down
and carried out simultaneously.
Forces can be broken up and combined as An army may move 1 additional space but
needed. becomes Fatigued.

Players should establish a maximum army Unfriendly terrain


size (in terms of men) for the campaign. Any
army that would bring more than this number
must have excess gures sit out the battle. Mountains, forests, swamps and other
40 gures is a reasonable maximum. unpleasant terrain reduce cavalry to the
infantry rate.
Example: All armies trying to move out of such a
If the agreed maximum is 40 and my army feature must roll 1D6. Failure to roll the
would bring 43 figures, I’ll have to required score means the army is stuck for
select any 3 figures to sit out the the day.
battle. I can pick these from any
Individuals or Groups I like.
Force contains Roll to move
Only regular troops 4+
3 or more Skirmisher gures 3+
Any Scout gures 2+
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Page 64 of 71

Forward elements Regrouping

If two opposing armies end up adjacent to After a battle, an army needs 1 day to
each other, each player rolls 1D6. regroup before they move or ght or they will
If either die is a 6, a battle breaks out become Fatigued.
regardless of the intentions of either player.
Randomly select which of the two hexes the Fatigue
battle takes place in.

Battle If an army has become Fatigued, it must


spend 2 consecutive days without moving or
ghting to rest before the status is removed.
If an army is ordered to move into a map Until a force has rested, it begins every battle
space that an opposing army was ordered to with every Group Exhausted and all
move out of, the moving army may try to Captains subtract 1 Charisma point from
avoid battle by rolling a 5-6 on 1D6. their initial total in the battle.
If two armies are ordered to move into each
others spaces, a battle always breaks out.
An army that ghts while Fatigued must add
If an army is standing in place this campaign
1 day to all healing times for wounds and
turn and is attacked, it may roll for pre-battle
injuries sustained in the battle.
preparations.

After a battle, the side that had the least


Victory Points must move 2 map spaces
away from the site of the battle while the
victorious army occupies the location of the
battle.
In the event an army is completely
surrounded, all gures recovering from
injuries are permanently lost as the army
slips through the enemy lines.

In the event that an army completely vacates


the battle eld (every gure Knocked Out,
Routed or voluntarily moved o the eld) the
remaining side occupies the battle eld even
if they lost on points.
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Page 65 of 71

Book of
Appendices
Page 66 of 71

Clarifications and oddities

Miniatures games are played with a The table edge


bewildering array of miniatures, on countless
tables and types of terrain. As such, it is Figures that contact the table edge are
inevitable that some odd situations can removed from play. Such gures are not
occur. Knocked Out and will return after the battle.
Likewise, in the interest of keeping the rules
fairly brief and easy to reference, it is not In a campaign game it is perfectly
possible for every possible scenario to be permissible to retreat troops o the table
discussed explicitly in the text. intentionally.

This section o ers some clari cations and High ground and melee
detailed explanations to grey areas.
Placing miniatures on model hills can
sometimes be a bit of a challenge. Many old-
Situational advantages style model hills have clear at levels, which
All sources of Situational Advance are equal makes it easy to determine who is on higher
and grant the same bonus: +1 to the roll. ground.
There are no bene ts to having multiple On more naturally curving terrain, you will
sources (such as cavalry on higher ground). have eye-ball it a little bit. If the height
di erence is only about the thickness of the
gure bases, it can be ignored.
Advancing after encounter
When stepping up after winning a melee High ground and missiles
encounter, the victorious gure steps into the
exact spot the losing gure occupied. Figures on a hill or similar raised ground may
shoot over gures below them, provided they
In some situations, such as when a unit is are at least half a gure height higher up.
defending a wall or fence, doing so may put
the winner into contact with another enemy Remember that a shooter must target either
gure. If so, resolve that encounter the closest visible or the closest target in the
immediately. open. You cannot typically shoot across one
enemy unit to target another behind them.
Multiple encounters
Being within range
The outnumbered character in an encounter
can only in ict a single hit. Leadership usage and missile attack range is
always measured from gure to gure. In the
If an outnumbered combatant has a draw event multiple shooters can only reach a
against one enemy and wins against the single gure of a unit, only that gure can be
second, they could choose to in ict either of struck by those shots.
those two hits (glancing for a draw or regular
for a win) and the other is discarded. Bravery tests due to a fallen Captain are
taken as long as any member of the Group is
within 8”.
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Page 67 of 71

Honors of war

When two Units make contact but before any


melee encounters are resolved, either player
may request the honors of war.
If they are requested and the other player
grants them, the entire Unit is removed from
play.

In a campaign game, they will return to their


owner after 1D6 days.

Conceding battle

A player may opt to concede a battle at the


beginning of any game turn. In a campaign
game, it is assumed all remaining forces
retreat from the battle eld safely at that
point.

Conceding results in a loss, regardless of


Victory Point totals. Conceding before turn 4
forfeits all chances of earning Experience.

Other uses for status

As written, a Status reward can be used


once per campaign to get an additional
campaign reinforcement roll.
All Status is regained at the end of the
campaign.

In a more story-driven campaign, Status may


also be usable to persuade locals or receive
favors from Game Master controlled
characters.
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Page 68 of 71

Unusual troop types


The types of troop given below would not Instead of the Band being a single unit type,
appear on a typical battle eld, but they may a combination of troops may be included,
be a perfect t for a special scenario. though each gure should be easy to identify
As such, they are not given points values in at a glance. They may be infantry or
the army creation system. mounted.

Unusual troop types will generally have a When a Hero Band is selected to act, each
regular troop type as well. member can either Move, Engage, Run or
Shoot. Each gure can select a di erent
Skulkers Action, selecting and carrying out out Action
at a time.

While the battle eld is usually a place for The Band becomes Exhausted if more than
loud people with swords, secretive tasks are
1 gure performs an Action that would
best done by quiet people with daggers.
cause Exhaustion. Light troops are not
Skulkers can be assassins, clandestine
counted when Running.
bandits or the servants of sinister
conspiracies.
Champions
Skulkers may be Light troops or Skirmishers.
They are always infantry.
A Group of Champions represents a
formation of elite troops, renowned by all
Skulkers may not be targeted by ranged around them.
attacks if they are in, behind or within 2” of a Warrior brotherhoods, the retinue of a great
terrain feature, unless the shooter is within hero or secretive orders, these troops are
6”. often legendary both in their ghting prowess
In melee Encounters, if either gure is within and in being likely to be ctional.
a terrain feature and the opponent of a Players may also use the status for troops
Skulker rolls a 1 on the combat die, they lose that have captured gamer imaginations to a
the round automatically and sustain a perhaps excessive degree, such as the
Critical Hit. Varangian Guard or the Samurai of cinema.

Hero Bands Champions can be Light, Shield or Charge


troops and can be mounted or infantry.
The disparate band of heroic characters,
They never test BRAVERY for any reason.
loyal to each other and their leader even if
they are often at odds with authority, is a Champions may not abandon a battle eld,
staple of heroic ction. even if the rest of the army has ed or left.
They will always ght until they win or fall.
The Merry Men of Sherwood, Arthurs faithful
companions or any number of shifty-looking
adventurers t this role. The Leader of a Champion Group receives a
+1 bonus to all melee combat.
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Page 69 of 71

Holy Messenger Roll 1D6:


If the roll is equal to the current remaining
Charisma points, the advice is complete
A representative of the faith can be a gibberish. The Captain loses all remaining
substantial asset in battle.
Charisma points.
If both armies follow the same faith, they
should not both have Holy Messengers in
On any other score, replace the current pool
their armies unless a schism is taking place.
of Charisma points with the score rolled.
In either case, the Wise One will leave the
The gure must be an Individual but can be
battle eld afterwards unless a 6 was rolled.
on foot or mounted.

Holy Messengers may ght but at a -1 Knyghte of worship


penalty to all melee rolls.
If they have not fought a melee during the The nest and most heroic of warriors, the
current game, they may not be shot at. Knyghte can, despite the title, be from any
If an opponent moves to engage the gure in culture and era whether Frankish, Roman,
melee, the Messenger must either choose to Rus or other.
ght or withdraw from the battle (removing They are a brave hero, who exempli es
the Holy Messenger from the game). martial skill and talent.

Once per battle, the Holy Messenger may The Knyghte is always an Individual gure
prevent a Group within 8” and sight from and may be mounted or on foot.
Routing.
After doing so, the Messenger is removed The Knyghte acts as a Fighter but in melee
from the eld. they may re-roll any combat die that scores a
1.
Wise One When ghting two opponents, they may
strike blows against both if they defeat both.
They may not be shot at from distances over
A mysterious old soothsayer, astrologer or 8”.
other speaker of riddles.
Surely, any whispers of arcane talents are
When moving to Engage, the Knyghte must
just superstitions though.
attack an opposing Individual if one is in
range and can be reached.
The gure must be an Individual on foot. Any other Individual or Leader within 6” may
step up and accept the challenge.
Wise Ones may not engage in any combat Declare this after the Knyghte declares their
and will scurry to safety if engaged in melee move but before the gure is actually moved.
(remove the gure). They may not be shot at. Place the new challenger in the position of
the challenged Individual, then move that
Once per battle, the Wise One may give gure 2” backwards.
advice to a Captain within 8”.
The Captain must have at least 1 point of
Charisma remaining.
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Page 70 of 71

Designer Notes
Having both players roll makes it more exciting and
With these rules, I was setting out to build something tends to produce more of a back and forth feel
that I couldn’t quite nd in the market. There’s been an between two units ghting each other.
uptick in medieval-era miniatures rules in the past few Morale went through a few di erent takes before I
years, with many great games. What I wasn’t quite found one I liked.
nding was a game that scaled down well. It seemed to be that when morale “fails” a gang of
I liked the idea of a “big skirmish” with 30 or so troops burly saxons might retreat a bit to regain their bearings,
on each side, but I also wanted to be able to scale but if morale fails completely, they are basically going
down and play an RPG style scenario with just a few to be gone.
gures each. This gave us the two morale results. However, morale
also felt very random.
More importantly, I wanted the game to be speci cally The obvious answer was that we should assume a
one to one scale, meaning each gure always bunch of dark age malcontents are prepared to get
represents a single combatant. In other words, our 30 hurt in battle. As such, you can lose a guy each Turn
miniatures are not standing in for an army, like we did and they’ll hang in there grimly. If the casualties stack
in Scum of the Earth. Instead, everything is exactly as up faster, then a morale check is required and they
you see it. When 3 gures move up to that hedgerow, it might leg it.
is 3 individual Normans moving through the eld.
There’s a lot of extra content in there. I tried my best to
This sort of intimate scale also tends to make players make sure each part can be used on its own, though in
naturally begin to assign identities to their troops, my mind the ideal game is one that makes use of most
which of course makes campaign play feel like an of the features.
obvious next step. Campaign play is really where many miniatures games
From a design perspective, being strictly one to one come to life. There’s a habit among some gamers to
also adds a clarity of purpose to the game design, look down on skirmish games because we aren’t
what things it ought to include and which things can be resolving entire battles, but the story of your captain
left out. that held o 3 Hungarians single-handedly is as
riveting, and important, as any number of Hattins and
We don’t need to worry about siege warfare, but Stamford Bridges in my opinion.
instead we probably need rules for ransacking a
building or searching for a buried treasure. These sorts You can of course pile on any number of random
of “extras” don’t see use on the majority of gaming tables, but I wanted to keep everything manageable
tables, but there’s a certain type of player who really and to keep the focus on the battle eld action.
loves that kind of thing and providing them what they All of the extra stu , tracking casualties and getting
need is only good game design. experience and earning a battle eld advantage all
come back to the table top battle, instead of being a
The mechanics are mostly fairly conventional. I wanted separate game in its own right.
this to be a straight-up miniatures game aimed for two If things like the map movement rules are more open-
players (though it’s easy enough that solo’ing it ended than you might like, you can blame this as well: I
shouldn’t be terribly di cult) wanted to avoid the game being distracted by co-
As such, it’s a straight-up alternating Turn sequence: A existing with a bunch of equally important features.
mechanic that is almost feeling a little retro now, in an This isn’t a game of strategic viking movement.
age of dice and card driven Turn sequences. It’s a game about playing with miniatures, which
The inclusion of the Scout class allows the player to occasionally can use a map as well.
play for time by only moving one fairly insigni cant I hope the distinction makes sense.
gure, instead of committing one of your main units.
If you feel inspired by these rules, if you have
Using an opposed roll for hand to hand ghting does questions, if you want to show o your armies or if you
slow the game down a little compared to ranged just want to say hi, don’t hesitate to be in touch.
combat, but since Groups only have 6 gures at full
strength and it’s not that common for everyone to Peace and Love
make it into melee, it tends not to be a problem. Ivan Sorensen
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Page 71 of 71

Version History

1.09
Campaign rules retreat clari ed and expanded slightly.

1.08
Assorted wording clari ed.
Clari cations chapter added.

1.07
Losing a Fighter no longer causes a Bravery test.
Groups reduced to a single gure must now test Bravery.
Individuals now clearly do NOT belong to a troop class.
Scouts may purchase a bow for +1 point. Fighters and Captains may purchase a bow for +2
points.

1.06
Points cost for increasing individual combat skill increased.
Clari ed that Retreating gures are not penalized by Wounds.
Line of sight blocking for shooting clari ed in the missile chapter.
It is now clearer that single gures shooting does not use ammo.
Clari ed that set up is done by alternating units.

1.05
2 lines added to make it clear that missile hits are resolved the same way as melee hits.

1.04
Countless tweaks to layout and visuals. More examples and introductory text added.
Starter scenario added. Levy troop type added. Clickable table of contents.

1.03
A couple typos xed. Courage tests are now called Bravery tests for consistency.

1.02
A couple of typos xed. No rules changes.

1.01
Typo xed and points costs for Polearm infantry added (20/12)

1.00
Release version.
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