Skirmish Rules
Skirmish Rules
The rules are turn-based, all players roll initiative at the start of the game to determine the order of
movement and fighting.
Every turn each player rolls a d6 to determine how many command points his commanding officer has this
turn, adding bonuses if any.
Command Range is 24’’ at day 12’’ at night. Units must have Line of Sight to the commander to move, or
pay double price. Units outside Command Range or whose Commanding Officer has fallen or fled, pay
double price.
Distances are measured in inches, this goes for movement and range of distance weapon (the “shoot” skill).
Javelins are 8 or 12 inches, short bows and light Xbows are 18, longbows and Hv Xbows are 24, you can
shoot longer but subtract 1 for every third of your range (so a longbow at 36 would be -2)
There are three terrain types: Good – Rough – Difficult. each subtract part of the movement rate. There is
of course also Impassable of course, which none can pass.
Crew (for wagons and heavy weapons, stats also work for civilians)
Skirmisher
Archer
Warrior
Soldier
Spearman
Pikeman
Lt. Cavalry
Hv. Cavalry
X/X is with shield/without shield, as well as shield side/non-shield side, only if actively using the shield, ie
suspects attack.
Some of the troop types marked as non-shooters, can shoot. Roman Legionnaires for example, chuck their
Pilum first, Frankish Warriors their axes, etc.
Officers (Of) gets another +1 they also command, using 1d6 command points to move other troops or units
(a unit is a group of troops with bases touching).
Spearmen and Pikemen can support from behind adding +1 for each unit up to two for Pike, one for spear.
We discussed letting spearmen and soldiers lending a +1 to the guy next to them even if they are in base
contact with something themselves. I believe they should, but I was in the majority.
Flanking: For every unit flanking (or behind) your unit without any opposing unit neutralising them, subtract
1 from your roll. Maximum of -3.
Threat: For every missile unit with a clear line of sight and in range of your unit that has not discharged,
subtract 1, to a maximum of -3.
Retreat: For most units, a result of better than and double your result (11 vs 7 for example), forces your
unit to go back an inch. If in Difficult terrain it kills all non-skirmishers. Some enemies (Warriors, Knights,
certain animals/monsters) follow up and move into the vacated space.
Flee: A result exactly doubling your unit (10 vs 5) for example results in your unit panicking. It gets pushed
back an inch, turns and moves its maximum speed away from the enemy and any enemies it is aware of.
Downed: All units except Skirmishers that are Doubled are Downed and out of the battle, roll a d6 after the
battle to check the severity of each individual level injury; from unharmed (equipment failure) to death.
Modify for circumstances (a unit downed in a swirling melee with others stepping on it and fighting over it,
is more likely to be severely injured for example).
Zone of control: Six inches in front of any unopposed unit and 45 degrees to each side of its Facing is its
Zone of Control, any unit moving into that must stop and either stay stopped or attack it.
Armour:
Every level (+1) of armour, costs -2 movement, and -1 perception and stealth. A Shield costs -2 movement
Full Maile +2
Partial Plate +2
Full Plate +3
Combat:
Figures whose bases touch enter combat; both rolls d6 and add to their relative stats, the knight above
meeting a group of peasants would use his Vs Foot skill, and add a d6; so +8 +1d6.
There are examples from our fictional Teutonic Knights campaign here
A TTRPG campaign with some fighting and battles here (it has follow-up campaigns from my friend’s main
blog).
And a pulp thirties campaign using the extended “Bayonet” rules here.