I have been working on writing some medieval skirmish wargames rules recently. Here’s a first draft that I’m currently playtesting. I have included some sample stat blocks at the end of the rules. Would be great to get any feedback if you want to leave a comment at the end of the post.
Medieval Skirmish Wargames Rules
Principles
Small scale skirmish – up to a dozen figures a side
High to late medieval setting.
Each figure has a stat line:
- Initiative
- Move
- Shoot Skill – if applicable
- Melee Skill
- Weapon properties
- Bravery
- Special Abilities
Tokens needed for Light and Serious Wounds. Ideally have casualty figures for casualties!
Turn Sequence
- Activations
- Take Actions
- Resolve Bravery rolls
- Determine if a Winner
Activations
Two sets of different coloured dice – in a bag. One dice per figure.
Dice drawn to determine which side goes next. Then dice thrown to determine number of actions – use as a d3. Some figures may have +1 or -1 initiative and be able to take more actions. Never below 1.
Actions are:
Move – if want to run need two or more Move actions.
Fight – can fight twice if have enough actions.
Shoot – again can shoot more if have more actions.
Leaders/specials – can do things like rally/challenge other knights, pray etc.
After Activation – put the dice next to them to indicate moved.
Move
Standard 6” etc – more detail tbc here!
Shooting
Simple to hit roll. Normally 3+ unless opponent has moved twice in the turn.
Melee
Opposed Roll – d6 + Fighting Skill
Average Soldier would be +1
Loser – pushed back.
If Loser rolls a natural 1 – they slip or trip and lie prone – can get up in their turn but at risk if attacked before then.
Winner can follow-up or use it as opportunity to disengage – can’t otherwise without risk.
If Winner rolls a modified 6 or more then loser takes damage.
Damage
Hit Location!
1: Head
2-3: arms
4-5: body
6: legs
If roll is 7+ to hit then can specify location.
If armoured on that location – defee
Mail or brigandine etc – 5+ savnder gets to make a save – weapon modifies that. If not then roll 1d6.
Plate or enclosed helm: 4+ save
Heavy weapon – e.g. halberd etc: -1 to save. Dagger: +1 to save etc. More granular than this for different weapon types.
Some weapons might add to initiative for instance as well. Factor these into stat lines. Or is it better to have normal stat line and then have to add in weapons factors – as reminds player that weapons are contributing to their rolls etc?
1-3 – light wound (can carry on, but can only do max of two activations)
4-5 serious wound (max of one activation and penalties to rolls etc).
6 – dead.
Need tokens for wounds.
Bravery
If leader wounded or someone else killed in that turn – then test for bravery for each person. Modifier of +1 per killed person in total.
2d6 under or equal to Bravery.
If failed then flee token and person can only spend activations running away until rallied by leader.
Medieval Skirmish Wargames Rules – Stats
Man-at-Arms
Initiative | Move | Shoot Skill | Melee Skill | Bravery |
0 | 5” | 0 | +2 | 8 |
Special Abilities:
Aimed blow Can +1 or -1 when selecting hit location.
Weapon properties:
Two-handed weapon: +1 to Damage roll
Foot Sergeant
Initiative | Move | Shoot Skill | Melee Skill | Bravery |
0 | 6” | 0 | +1 | 7 |
Special Abilities:
–
Weapon properties:
Long Spear – can attack when 1” away – if so -1 Melee Skill, but opponent cannot hurt wielder.
Glaive/bill – two-handed.
Archer
Initiative | Move | Shoot Skill | Melee Skill | Bravery |
0 | 6” | +1 | 0 | 7 |
Special Abilities:
Mallets and poignards. If outnumber a man-at-arms get a +1 to melee skill.
Weapon properties:
Longbow. Fast shooting. Can use all activations in a turn to shoot.
If Elite archer – +1 Initiative – so possibility of 4 shots per turn.
Crossbowman
Initiative | Move | Shoot Skill | Melee Skill | Bravery |
0 | 6” | +1 | 0 | 7 |
Special Abilities:
Pavise – if supported by pavisier, the crossbowman is almost immune to archery -2 to hit.
Weapon properties:
Maximum of one shot in a Turn. Can only move and shoot if has 3+ activations.
A verray, parfit, gentil knyght
Initiative | Move | Shoot Skill | Melee Skill | Bravery |
+1 | 5”/10” | 0 | +2 | 9 |
Special Abilities:
Challenge: If another knight on the table can use an action to make a challenge. Other knight must accept or lose ability to rally. Both knights will only fight each other until decided. More detailed rules for the challenge.
Rally: If within 12” can use action to rally fleeing troops. They roll on knight’s bravery to stop fleeing.
Mounted: If mounted – 10” move. Rules for attacking horse? Horse defence?
Weapon properties:
If mounted, then can use Lance to charge: +1 Damage and enemy can’t attack back – like spear? Charge takes knight past their enemy?
Dismounted – Two-handed as per Man-at-arms: +1 Damage
Priest
Initiative | Move | Shoot Skill | Melee Skill | Bravery |
0 | 6” | 0 | 0 | 6 |
Special Abilities:
Pray: Add reroll
Peace of God: Allows battle to end before too many people are hurt?
Weapon properties:
–