Mediaeval Skirmish Rules

Last modified - 3rd Sept. '99
Author - Mark Standing

Scale

1 figure = 1 man

1 pace = 1 inch (25m) or 1cm (15mm)

Visibility

Line of sight.

Dense woods/undergrowth

5 paces for moving figures
2 paces for figures already stationary
Light Woods/undergrowth 10 paces for moving figures
4 paces for figures already stationary
Grades

Elite, Veteran, Average, Novice

Turn sequence of actions

1. Roll for initiative
2. Movement
3. Firing

4. Melee

1 - Initiative

Each side rolls a D6, highest chooses to go first or second.

Figures are moved, fired and melee'd alternately within the sequence.

 2 - Movement

Measured in paces
 
On foot
Open Ground
Difficult Terrain On Horseback Open Ground Difficult Terrain
Walk
6
3
Walk
6
3
Run
10
5
Trot
10
5
Charge
12
6
Canter
14
-
Crawl/limp
3
2
Gallop
18
-

 Moving away from melee

If a figure's melee opponent(s) is unable to attack him during a turn then that figure may be moved away.

Or, if another figure was attacking opponent during previous turn & itself is not being moved away.

3 - Firing
 
 
Range in paces
 
Weapon
Short
Medium
Long
To reload
Javelin, Light throwing spear
10
24
40
-
Spear
8
10
24
-
Throwing axe, hammer, dagger, knife
6
12
20
-
Bow
20
60
100
1 turn

Basic chance to hit percentage table.
 
Type of target
Short range
Medium range
Long range
Standing
80
70
50
Walking or making an action
70
60
40
Running or trotting
60
50
30
Kneeling, charging or cantering
50
40
20
Galloping
40
30
10
Lying, in soft cover
20
10
0
In hard cover
10
0
-20

 

Modifications to the BCH: -

Each hit on firer -10% Veteran firing +20%
Running/ cantering/ galloping -20% Walk/ trot -10%
Target in soft cover -10% Target has shield -10%

Firing while moving -

Can only throw in 22.5 degree arc either side of forward direction.

Can only fire in 45 degree arc to right of forward direction.

Roll percentage dice & D10 (% score must be equal to or less than calculated %). If it is, then use D10 to read off wound results table.

Wound results table:-

1 = Dead
2, 3 or 4 = two hits, stunned for next own turn, ie cannot attack or move away,
1/2 movement rates & no charging.
5, 6 or 7 = one hit
8, 9 or 10 = glancing blow - no effect

NB - If hit whilst stunned then automatically dead
 
 

4 - Melee

Figures must be in base contact. Hits are effective immediately.
Cannot change weapon during a melee.
Weapons table
 
Foot
Mounted
1
Unarmed
9
Anything other than 10/11
2
Club/hammer
10
Lance/spear
3
Knife/dagger
11
sabre/sword
4
Crude pole weapons    
5
Short axe/hatchet/tomahawk    
6
Short sword/bayonet/scimitar/cutlass    
7
Fixed bayonet/spear/javelin/long war axe    
8
Sword    

 

Basic Hit Chance table
 
   
OPPONENT'S WEAPON
 
    1 2 3 4 5 6 7 8 9 10 11  
O 1 50 40 40 30 30 20 20 10 20 10 0 1
W 2 60 50 40 40 30 20 20 20 20 10 0 2
N 3 60 60 50 40 30 30 20 20 30 20 10 3
  4 70 70 60 50 40 40 30 20 30 20 10 4
W 5 70 70 70 60 50 40 30 30 40 30 20 5
E 6 80 80 70 60 60 50 40 30 40 30 20 6
A 7 80 80 80 70 70 60 50 40 40 30 20 7
P 8 90 80 80 80 70 70 60 50 50 40 30 8
O 9 80 80 70 70 70 60 60 50 50 30 20 9
N 10 90 80 80 80 70 70 70 60 70 50 60 10
  11 99 90 90 80 80 80 80 70 70 40 50 11
    1 2 3 4 5 6 7 8 9 10 11  

BHC Modifiers:-

Wound results table:-

1 = Dead
2, 3 or 4 = two hits, stunned for next own turn, ie cannot attack or move away,
1/2 movement rates & no charging.
5, 6 or 7 = one hit
8, 9 or 10 = glancing blow - no effect

NB - If hit whilst stunned then automatically dead 1