Knyghte_Pyke_and_Sworde_109
Knyghte_Pyke_and_Sworde_109
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Fundamentals 9 Survival 56
Bravery 32
Leadership 34
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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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.
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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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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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 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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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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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
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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Book 1 :
Rules of Battle
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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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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.
Actions
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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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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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
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.
Roll Result
1-4 Okay.
5 Wounded.
6 Knocked out and removed from play.
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Melee Encounters
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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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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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.
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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Once all gures have taken a hit, start again Hail shooting
at the closest.
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.
Sniping
Injuries
Knocked Out
Bravery
Retreat
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.
Book 2 :
Organizing
for War
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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.
Find the loot You must Rout enemy forces o the table.
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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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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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.
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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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)
Infantry Groups
Cavalry Groups
Individuals
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
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
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.
Book 3 :
On Campaign
Page 52 of 71
Game Mastering
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
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.
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
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
Fighter
Campaign Reinforcements
Scout
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
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.
Book of
Appendices
Page 66 of 71
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
Conceding battle
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.
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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