A new skirmish level combat system.


  1. Introduction
  2. Stats
  3. Playing the Game
  4. Movement
  5. Ranged Combat
  6. Hand to Hand Combat
  7. Injury, Healing and Death
  8. Bravery
  9. Appendix: Advanced Rules

Design Brief:

Back to top


1) Figure Stats


Figure Stats
Name Speed Bravery Shoot Fight Health
Knight 6" 6 4 4 Full
Man at Arms 6" 4 3 3 Full
Viking Warrior 6" 4 3 4 Full
Viking Hero 6" 6 3 5 Full

Back to top

2) Weapon Stats


Figure Stats
Weapon Accuracy Power Range ROF Damage
Sword 0 1 0 - 2
Battleaxe 0 1 0 - 2
Dagger 0 0 3" 1 1
Bow 0 0 15" 2 1
Greatsword 0 2 0 - 3
Unarmed 0 0 0 - 1

Back to top

3) Armour Stats

Armour Stats
Armour Protection
Leather 1
Mailshirt 1
Chainmail 2
Plate 3
Large Shield +2
Small Shield +1

Back to top


1) Turn Sequence

Decide who goes first. Roll a D6 and highest score chooses what to do. Play then proceeds by turns.

During each turn a player may move, shoot and fight with none, any or all of his figures.

The player chooses one of his figures and carries out all of the actions with that figure before moving on to the next.

Once all of the first player's actions are resolved, the next player takes a turn.

Back to top


1) Figure Scale

One figure represents one man, woman, vehicle or large animal (horse, cow, sheep, dog).

One figure represents one or more small animals (cats, rats).

Back to top

2) Ground Scale

a) 3-inch high figures (approx Playmobil size)

1 metre = 1.5-inches or 3.75cm = approx 4cm

b) 54mm toy soldiers

1 metre = 1-inch or 2.5 cm

c) other figures

When using other figures, assume half a figure's standing height is the equivalent of one metre and calculate accordingly.

Back to top

3) Moving

A figure may move up to its maximum movement distance in a turn or may elect to remain stationary.

A figure may turn to face any direction any number of times during its move.

A figure may move part of its distance, shoot, then continue moving.

A figure may move part of its distance, engage in close combat, and then ATTEMPT to move away. It may do so by testing Bravery against its opponent. If the opponent wins this contest, the moving model may move no further that turn and must remain in hand to hand combat.

Back to top


1) Basic system

Roll D6, add Shoot Skill and weapon Accuracy, adjust for modifiers described below.

Shooting Factors
Factor Modifier
Standing in the Open 0
Behind Hard Cover -2
Behind Soft Cover -1
Moving (firer or target) -1
Over Half Range -1
Prone -1
In Close Combat -2

A hit is scored on a total score of 5 or more. Roll on the Wound Chart to determine the effect.

Back to top


1) Basic System

Hand to Hand combat is a test of brute strength, reaction time and nerve as each fighter attempts to land a killing blow on his opponent.

When figures from opposing sides are in contact, they are assumed to be in hand to hand combat. To resolve a fight, each figure rolls 1D6, adds its Fight score, any weapon Accuracy modifier and factors from the table below. The highest score wins and rolls for damage.

Close Combat Factors
Factor Modifier
Height Advantage +1
Defending Barricade +1
Prone -1

Back to top


1) Wounds

When a model is struck in combat, roll 1D6 for each point of damage the weapon inflicts and take the highest roll. Add the Power of the weapon then subtract the Armour worn by the Defender. Then compare the result on the following chart to determine the effect of the hit.

The Wound Chart
Score Effect Description
0 or less No Effect The model has had a lucky escape and is unharmed.
1 Knocked About The model is unharmed but is knocked back or prone depending on the results of a Bravery Test
2,3 Light Wound The model is hurt and suffers -2 on all Movement, Shooting, Fighting and Reactions rolls. A model which suffers a second Light Wound becomes Seriously wounded.
4,5 Serious Wound The model has its Movement, Shooting, Fighting and scored halved and must test Bravery each Turn or be incapable of fighting on. A model which takes a second Serious Wound is Killed.
6 or more Killed The model is killed and removed from play.

For example: a warrior swinging a sword hits in hand to hand combat. Two dice are rolled, scoring 2 and 4. Taking the 4 as the damage roll, add +1 for the Power of the weapon. This a score of 5 and causes a Serious Wound on the target. If the target had been wearing a Mailshirt and carrying a Small Shield for a total of 2 points of Armour Protection, then 2 would have been subtracted from the wound roll (total score 3) meaning only a light wound would have been inflicted.

Back to top

2) Healing

A model which has suffered a Light or Serious wound may be given medical treatment.

A Light Wound may be treated and the model returned to full health. This negates the penalties for being Lightly Wounded and the model may act normally for the rest of the game (or at least until a further wound is sustained).

A Serious Wound may be treated and the model returned to a Lightly Wounded state. This negates the penalties for being Seriously Wounded and avoids the need to test Bravery each round. The model may not be healed from this new Lightly Wounded state to Full Health.

Back to top

3) Death

A model which has been Killed takes no further part in the game but its equipment may still be available for other models to plunder and/or use.

Back to top


This stat measures the model's courage and "coolness under fire". It is used when

To test Bravery, roll 1D6 and add the model's Bravery score. A total of 9 or more is a success. The model may act normally after a successful test.

If the score is less than 9, the test is failed. If attempting to break off from hand to hand combat, the model may not break off and must continue fighting. If resisting a Serious Wound, a failure means the model collapses from its injuries.

Back to top


Some advanced rules are planned. For example:

1) Other Genres

Expand the rules to cover Cowboys and Indians, Astronauts and Plastic Army Men as the figure collection expands.

2) Advanced Stats

To provide a bit more role-playing flavour, other stats may be added above and beyond the combat stats. For example:

3) Morale

Allowing a heroic character to lead several troops.

4) Skills

Special abilities.

5) Mounted characters

For cavalry battles.

6) Vehicles

Carts, chariots etc.

Back to top