Bad Endings

(Medieval Skirmish Rules)

By Craig Cartmell

 

Sequence of Play

Movement - players dice for precedence
Firing
Melee
Results

Movement

When 12" or more from known enemy:

  • Unarmoured men move up to 6"

  • Armoured men move up to 4"
  • Men on horseback move up to 12"

When within 12" of known enemy

  • Men on foot move up to 1D6" (diced individually)

  • Men on horseback move up to 2D6" (diced individually)

Movement modifiers:

-2" for each obstacle crossed, or for each move in difficult terrain
-1" if previously wounded
+1" if pursuing
+2" if charging or fleeing

Firing

Weapon

Rate of Fire

Range

Bow

1 per round

24"

Crossbow

1 per 2 rounds

30"

Angon

1 per round

6"

Francisca

1 per round

8"

Spear

1 per round

12"

Sling

1 per round

20"

Firers of arrows, quarrels or slingshot will run out of ammunition on any roll of 1 when firing.
 
Melee

Combat category by troop type:

Combat Category

Saxon

Viking

Celt

Norman

B

Ceorl

Freeman

Farmer

Peasant

F

Great Fryd

Bondi

H

Select Fryd

Viking

Warrior

Soldier

I

Thegn

Viking Captain

Prince/Hero

Foot Knight

J

Huscarle

Berserker

Gall Gael

Mounted Knight

The combat category gives the die roll required to cause a hit on the chart below:

A

B

C

D

E

F

G

H

I

J

K

L

M

N

6

6

5

5

4

4

3

3

2

2

Auto

Auto

Auto

Auto

Roll needed for an extra hit:

6

5

4

3

The chance to hit is modified as follows:

Move one combat category to the left for EACH of the following that apply:

  • Target is in chainmail

  • Target is using shield against attacker
  • Attacker is wounded
  • Attacker is outnumbered at least 3:1

Move one combat category to the right for EACH of the following that apply:

  • Attacker is using two handed spear or axe

  • Firer is using Angon
  • Attacker has charged over 4" into melee
  • Attacker is using lance from charging horse

Each figure gets one attack per combat round, all combat is simultaneous.

Combat Results

Each time a figure is hit roll the result on 1D6+1D4:

Die

Result

2

Spectacular death (re-roll on table below)

3

Mortal wound, fall to knees, make noble speech, die

4

Mortal wound, stagger about, attack at -2, die on roll of 1

5

Leg wound, reduce movement by 2"

6

Arm wound, no firing possible, lose every other attack

7

A mere scratch, laugh in face of enemy

8

Spectacular defence (i.e. Salmon Leap), impresses enemy so much they don't attack next round

9

Heroic act, gain one attack against all foes within 2", or if not in combat catch and throw missile back at firer

10

Go beserk, become category J Combatants who are already category J become category N

Spectacular Death Table:

Die Roll

Melee Result

Missile Result

1

Decapitated

Hit through eye

2

Split from neck to groin

Impaled to nearest object

3

Split from groin to breastbone

Hit in throat

4

Eviscerated

Thrown back by missile 3"

5

Pierced through heart

Pierced through heart

6

Throat ripped out

Hit through ears


This article may be freely distributed as long as Wrexham & District Wargamers are credited.