Chevauchee v1.1
Chevauchee v1.1
Chevauchee v1.1
A Medieval Skirmish Wargame
By Tom Mecredy and Ivan Sorensen
Chevauchee is a medieval skirmish wargame, only requiring a handful of figures
a side. Adapted from the FiveCore system pioneered by Nordic Weasel Games,
Chevauchee revolves around fast-paced combat encounters and objective
focussed missions.
The intention of this game is to bring medieval warfare to life on the tabletop,
creating larger-than-life characters and acts of heroism which could have been
lifted from some long-lost chronicle.
What you need to play:
- A handful of figures
- Some six-sided dice, of at least two different colours
- Two ten-sided dice.
- At least one four-sided dice.
- A measuring tape or ruler marked in inches. To play using metric
measurements, multiply all distances by 2.5
- Suitable terrain
- Scrap paper and pencils
Miniatures
Any individually based figures are suitable. Most skirmish games use figures
scaled 15mm and upward, though smaller figures can be used.
Terminology
- Figure: A single model soldier, representing one real-life counterpart.
- Warband: A group comprising all the figures available to a player.
- Turn: When the rules refer to a turn, they refer to a single player’s turn.
Any time limits are counted in the initiating player’s turns only.
- Kill Dice: Dice rolled to see if a figure is injured.
- Shock Dice: Dice rolled to see if a figure suffers negative morale.
Re-rolls
Some game rules permit a dice to be rolled again. In all cases, the original roll is
discarded and the new roll stands.
Disclaimer
No intention has been made to glorify or otherwise trivialize the grim reality of
armed conflict.
No assumptions have been made about the gender or orientation of the players.
1
Acknowledgements
I would like to thank the communities of /HWG/ and /SoS/ on 4chan’s /tg/ board
for their invaluable help in testing. I’d also like to thank anyone else who’s offered
encouragement or advice throughout the course of this project.
The British Library’s catalogue of Illuminated Manuscripts has been an invaluable
source for the all the artwork displayed in these pages, thankfully copyright free
and available to the public.
I would also to like thank Ivan, my co-writer, for creating the FiveCore system in
the first place and laying the groundwork for a large part of the rules and
mechanics on show in Chevauchee.
Forming the Warband
The cornerstone of your force is the warband. Comprised of anywhere between
6-12 armed men, a typical game will only have one warband while larger games
may feature multiple formations.
Within the warband, figures can be categorized in two ways:
- Retainers: These heavily armed men are the professional soldiers of the
medieval world. They can issue orders and have access to the best
weapons.
- Levy: Normally part-time citizen soldiers, Levy figures represent the
irregular infantry and cavalry that made up the bulk of most medieval
armies.
Handling your Figures
Measure all movement from the approximate front of a figure’s base. Figures
may move through their allies, but cannot end their move with overlapping bases.
When placing a figure behind an obstacle, it should be made clear whether the
figure is peaking out or hiding. Peaking figures can be targeted by attacks without
penalty. Avoid placing hidden figures on the corner of terrain features to avoid
confusion.
2
Table of Contents
The Turn Sequence Page 4
Movement Page 4
Reactions Page 7
Special Actions Page 8
Combat Page 9
Armoury Page 12
Skills Page 16
Creating a Warband Page 19
Advanced Character Creation Page 20
Advanced Armoury Page 24
Advanced Warband Creation Page 26
Battle is Joined Page 31
Dastardly Deeds Page 38
On Campaign Page 41
Fief Campaign Page 52
Design Notes Page 67
3
The Turn Sequence
Activations
Not every figure in the warband may act in the same turn. Each player has access
to 4 action dice, the outcomes of which can be assigned to one figure per dice. At
the start of each turn, each player should roll his action dice and consult the table
below.
1 Scurry: Selected figure may move and sprint. No reactions may
be taken against this figure.
2-5 Engage: Selected figure may move and fire or move and sprint
or charge or move and make a special action.
6 Charge: Selected figure may fire their ranged weapon or
charge.
The Turn
The turn sequence boils down to two simple steps.
- Activations: The player rolls his action dice and assigns them to his figures.
- Resolve Actions: The player resolves any moves or attacks with his
activated figures, along with any reactions from enemy figures. A figure
may take two actions per activation.
Once both these steps have been completed, the turn passes to the next player.
Movement
Basic Movement
Infantry figures have a basic movement rate of 6”. When activated, a figure may
move up to their full movement allowance in any direction. Friendly figures may
move through each other. All figures block line of sight.
Moving figures can be left facing any direction at the end of their movement.
Facing is important for determining counter charges and reaction fire.
If a moving figure is knocked down or taken out of action by reaction fire, their
move ends at the point where the reaction began.
Sprinting
A figure wishing to move further following a normal move may sprint. Sprinting
must be declared before making movements of any kind. Indicate a destination
and roll 1d6. Add the result to the figure’s basic movement. Sprinting moves
should be made in a relatively straight line, and count as part of the initial move
for the purposes of reaction fire.
4
Charging
Instead of making a normal move, a figure may elect to charge at a visible enemy
figure. A charging figure must move 6+1d6” in a straight line towards the enemy
figure, ending the move in base contact. If the move is insufficient to reach the
enemy figure, move the figure the number of inches rolled.
Rough Terrain
Rough terrain could be anything from a small patch of woodland to an area of
marshy ground and field strewn with rubble and debris.
A figure may enter, move inside or exit a rough terrain feature without penalty.
Figures may not enter and exit a rough terrain feature in the same movement
phase.
Obstacles
Obstacles are vertical terrain features which block movement. Hedges, walls and
fences are typical examples of battlefield obstacles.
Obstacles are divided into two categories:
- Simple obstacles are waist high or lower. On moving into a simple
obstacle, a figure must end their move. They may cross it on a subsequent
turn.
- Obstructions up to the height of the figure are considered difficult
obstacles. These require a full move to cross. The figure moves into contact
on one turn, crosses using their move on the next turn, and moves off with
a third move.
Hiding
If a figure makes contact with a suitable terrain feature or obstacle, they may
elect to hide behind it. Use a suitable marker or verbal clarification to mark this.
Hiding figures may not be targeted by ranged weapons unless the firer has direct
line of sight, but they may be attacked in melee. A hiding figure will strike first,
even if charged.
If armed with a ranged weapon, hiding figures can make ranged attacks by
peeking. This opens them up to reaction fire and they are assumed to be visible
during the enemy turn.
5
Buildings
Having interior floor plans for buildings can make movement and combat within
structures considerably easier but is not necessary.
Doors can be moved through as part of a normal move. If the door is locked, it can
be breached with a successful task roll and an appropriate tool. Windows count as
a simple obstacle. Figures in doorways or windows may hide.
Horses
Mounted figures have a base move of 8” and may sprint as normal. They may not
enter buildings or climb stairs. Simple obstacles may be crossed without penalty.
Riderless horses will move 8” in a random direction at the start of each player’s
turn.
Mounted figures that are knocked down or thrown from their horse are
immediately dismounted. Place a suitable figure alongside a riderless horse.
When charging, mounted figures add +2 Shock Dice to their attack.
Mounted figures may use one-handed weapons and shields. Figures may mount
or dismount horses as one of their two actions.
Figures targeting horses should use the tables below when resolving shock dice
and kill dice.
Kill Dice
1 Lame: The mounted figure moves at half speed and may not sprint
for the rest of the battle.
6 Killed: The horse is removed from the battlefield. Place the rider in
base contact with the enemy figure. Roll 1d6. On a 1 or 6, the
figure is knocked down.
Shock Dice
1 Bucking: The rider is thrown from the horse. Roll 1d6. On a 1 or 6,
the figure is knocked down.
6 Bolting: The mounted figure moves 8” away from the combat. Roll
1d6. On a 1 or 6, the figure is thrown from the horse and knocked
down.
6
Reactions
Any figure can react, even if they were not activated on the previous turn. Figures
that have already attacked may not react. Figures engaged in melee combat may
not react.
Once a player has declared a move, so long as that figure is not scurrying or
moving involuntarily, the other player may nominate a figure capable of making a
reaction. Only one figure may react to each movement.
Reaction fire is only permitted from the front 180⁰ of the figure.
Snap Fire
If a moving figure comes within 4” of an enemy figure that began the turn out of
sight or more than 4” away, it is subject to snap fire. Resolve snap fire using kill
dice only. A figure may only snap fire once per turn, though they may guard fire
if able.
Guard Fire
Guard fire is resolved with shock dice only. May not trade for kill dice, even if a
weapon allows it. A figure may only Guard Fire once per turn.
Counter-Charge
If a moving figure comes within 6” of an enemy figure that began the turn out of
sight or more than 6” away, it is subject to a counter charge. Charging figures
may not be counter-charged.
The counter-charging figure makes their move as soon as the enemy figures
moves within 6” or enters their line of sight. Move them into base contact as if
they had charged.
7
Special Actions
Figures activated by the Engage activation type may take one of these actions
instead of charging, firing a ranged weapon or sprinting.
Tasks
A task is any action outside the bounds of combat or movement. Persuading a
truculent peasant or turning the windlass on a portcullis would both require a task
roll. When called upon to make a task roll, use the table below.
1 Failure: This figure cannot carry out the action. Another figure can
attempt it if applicable.
2-3 Delayed: The action does not succeed, but can be attempted again
next turn.
4-6 Success: The action succeeds as expected.
Orders
Retainers are battle-hardened warriors who command the respect of the
warband’s levies. As such, they may spend one of their actions to issue an order
to a levy figure with a command. Retainers may issue an order to any Levy figure
within 6”.
- Form Up: The Levy figure moves 1d6” towards the retainer.
- Stay Alert: The Levy figure may roll kill dice on their next Guard Fire
reaction.
- Charge Them: The Levy figure may roll two dice when charging and pick
the highest result.
- Try it Again: The Levy figure may roll two dice on their next task roll and
pick the highest.
8
Combat
These rules represent the violent exchanges of hand-to-hand combat that
characterized medieval warfare. Any figure armed with a melee weapon can
engage another, in a frenzied flurry of blows.
Combat is decided by rolling kill dice and shock dice. The amount of dice rolled by
a figure is determined by their skill and the weapon they wield. If multiple
successful results are generated on an attack, resolve the kill dice results instead
of the shock dice.
To initiate a combat, move the attacking figure into base contact with the defender
and resolve the first attack. Once both sides have resolved their attacks, the
combat ceases until either participant spends one of their activations to make
another attack.
If one participant attacks, the other participant will react unless they are flinching.
Initiative
Initiative determines which figure will strike first in a combat. The order is
determined by a number of factors, including certain skills, whether the figure
charged and so on.
The initiative order is listed below. The highest initiative state is listed first.
1. Lightning Reflexes Skill
2. Nimble Weapon Quality
3. Hiding
4. Charging
5. Counter Charging
Kill Dice
1 Injured: A glancing blow grazes the figure. Roll 1d6 at the start of
each turn, adding +1 for each subsequent result. On the result of a
6, the figure goes Out of Action.
6 Killed: The figure goes Out of Action and is removed from the table.
Shock Dice
1 Flinch: The target loses the ability to retaliate.
6 Broken: The target loses their nerve and breaks.
9
Ranged Attacks
Figures armed with missile weapons can make attacks at considerable distances.
They may fire at any target within their line of sight not obscured by cover. There
is no requirement to fire at the closest target. Resolve a ranged attack by rolling
the appropriate number of kill dice and shock dice.
If multiple successful results are generated on an attack, resolve the kill dice
results instead of the shock dice.
Ranged attacks may target figures engaged in melee combat.
Kill Dice
1 Knocked Down: Indicate in a suitable manner or place laying down.
The figure may not act normally unless activated or contact is made
by a friendly figure.
6 Killed: The figure goes Out of Action and is removed from the
battlefield.
Shock Dice
1 Flinch: If the target is in cover, they are pinned down. On the
following turn, they may not move or make any kind of attack or
reaction.
If the target is in the open, they move 1d6” towards the nearest
cover. The figure will attempt to hide and may not be activated on the
following turn.
6 Fleeing: The target loses their nerve and breaks.
10
Grappling
A figure may grapple instead of a normal weapon attack. Grappling figures are
locked in a point-blank struggle for survival involving knives, fists and anything
else that comes to hand.
Both combatants should roll 1d6 and add any relevant modifiers. The highest
scoring figure wins the grapple, causing the other figure to go out of action.
The following modifiers add bonuses or penalties to the roll:
- Attacking: +1
- Pinned Down: Must re-roll 6’s.
- Bailed: -1 and must re-roll 6’s.
- Short Reach Weapon: +1
- Long Reach Weapon: -1
- Extra-Long Reach Weapon: -1
Breaking
Broken figures have lost the will to fight, and are fleeing the battlefield. Shock
Dice from both melee and ranged attacks can cause figures to enter this state.
Upon breaking, the figure will automatically move 6” away from their attacker
and towards the nearest cover.
A broken figure will move 6+1d6” away from any enemies and towards the
nearest board edge at the start of their controlling player’s turn. They may not
make any other actions or reactions.
If a broken figure is engaged in melee combat, their controlling player may only
resolve shock dice against the attacker.
Once the broken figure comes within 3” of a table edge, roll 1d6. On a 1, they quit
the field. Remove the figure from play.
If a friendly figure makes base-to-base contact with a broken figure, roll 1d6. On
a 6, they immediately rally, and may be activated as normal on the next turn.
11
Armoury
Melee Weapons
Medieval armouries were lined with all manner of death-dealing instruments. An
abstracted list follows below, while the tools for recreating your favourite
Gygaxian polearm are presented in the Advanced Rules section.
When equipping your warband, feel free to select any of the weapons presented
below. Switching weapons consumes one of a figure’s two actions.
Knives and 1 Kill Dice and 1 +1 to all grapple rolls, re-roll 1 failed kill
Daggers Shock Dice dice against lightly armoured targets.
12
Missile Weapons
The medieval world played host to a wide variety of missile weapons, from slings
and short bows to mechanical crossbows. The rules for these weapons are
presented below.
Thrown Object Roll 1 Shock Dice. 8” Range. May be picked up from
the ground by any figure with a successful task
roll.
Sling Roll 1 Kill Dice and 1 Shock Dice. 12” Range. Re-roll
successful Kill Dice against targets with heavy
armour.
Javelin Roll 1 Kill Dice and 1 Shock Dice. 8” Range. May be
thrown while charging.
Short Bow Roll 2 Kill Dice and 1 Shock Dice. 18” Range.
Long Bow Roll 2 Kill Dice and 1 Shock Dice. 24” Range. Re-roll
one failed kill dice against armoured targets.
Crossbow Roll 3 Kill Dice and 1 Shock Dice. 18” Range. May not
move and fire. Re-roll one failed kill dice against
armoured targets. May only fire once per game
turn.
Firearms
Guns begin to appear on the medieval battlefield in the late fifteenth century. At
this point in history, they are terror weapons, brought to bear against formations
of heavily armoured men. As technology advances, primitive matchlocks give way
to wheel and snaplock mechanisms.
Handgonne Roll 1 Kill Dice and 3 Shock Dice. 12” Range. If doubles
are rolled on any dice, resolve 1 Kill Dice and 1 Shock
Dice against the firer. May not move and fire. May only
fire once per game turn.
Hand Cannon Roll 2 Kill Dice and 4 Shock Dice. 18” Range. If doubles
are rolled on any dice, resolve 1 Kill Dice and 1 Shock
Dice against the firer. Requires an additional figure to
maneuver the weapon. May not move and fire. May only
fire once per game turn.
13
For later period firearms, select a type and a mechanism from the tables below.
Type
Pistol Roll 1 Kill Dice and 2 Shock Dice. 8” Range. Add +1 to all
Grapple Rolls. May be fired from horseback. May only fire
once per game turn.
Musket Roll 2 Kill Dice and 2 Shock Dice. 18” Range. May not move
and fire. Re-roll failed kill dice against armoured targets.
May only fire once per game turn.
Blunderbuss Roll 1 Kill Dice and 2 Shock Dice. If the target is within 8”, roll
2 Kill Dice and 3 Shock Dice. 18” Range. May only fire once
per game turn.
Mechanism
Matchlock If doubles are rolled on either Kill or Shock dice, resolve 1 Kill
Dice against the firer.
Wheellock If doubles are rolled on either Kill or Shock, the weapon cannot
be used for the remainder of the game.
Snaplock If doubles are rolled either Kill or Shock dice, resolve shock
dice only.
Armour
While many different types of armour were available across the medieval world,
Chevauchee breaks protective gear down into two basic types: Light and Heavy.
- Light Armour: If the figure goes out of action from a weapons hit, roll 1d6.
On a 1 or a 6, the figure is injured instead.
- Heavy Armour: Roll 1d6 for every successful Kill Dice. On a 1 or a 6, the
attack fails. -1 to Sprinting, -1 to all Grapple Rolls.
- Shield: Figures carrying a shield roll 2d6 for grapple rolls and pick the
lowest result. If the figure carrying the shield is attacked, re-roll one of the
attacker’s Kill Dice. If another figure carrying a shield is within 1”, gain an
additional re-roll.
- Buckler: As shield but does not confer any formation bonus or grapple
penalty.
14
Special Gear
Many soldiers carried extra items to assist them on the battlefield. Roll on the
table below to determine the nature of the item.
1-2 Stakes: A pair of wooden stakes cut from a nearby forest. A
figure may deploy them as one of their actions. A set of four
stakes counts as a difficult obstacle and will inflict 2 Kill Dice and
1 Shock Dice on charging horsemen.
3-4 Pavise/Hoarding: A huge shield or moveable barricade. A figure
may deploy it as one of their actions. A pavise or hoarding acts as
cover for any figure directly behind it.
5 Grappling Iron: A heavy iron hook and a length of sturdy rope. A
figure may treat difficult obstacles as simple ones, providing they
make a successful task roll.
6 Trumpet/Drum/Pipes: A bombastic instrument designed to carry
signals across a chaotic battlefield. Retainers adjacent to a figure
with this item may issue an order to 1d6 levy figures within an
18” range.
7 Hunting Horn: A musical instrument carved from animal horn. A
figure with a horn may rally figures at a range of 12”. Retainers
carrying the horn may add 6” to the range of their orders.
8 Bag of Pitch: A bag filled with highly flammable resin, used as an
incendiary weapon. A bow-armed figure may spend an action to
set their next shot alight, gaining +1 Shock Dice. One use only.
9 Sack of Caltrops: A sack filled with spiked traps designed to
impede the movement of horsemen and light infantry. A figure
may spend an action to scatter the traps in a 2” circle from the
centre of their base. The traps inflict 1 Kill Dice and 1 Shock Dice
on any figure passing through the circle. One use only.
10 Keg of Black Powder: A keg of explosive powder. A figure may
place the keg as one of their actions, and ignite it with a
successful task roll. After one full turn, the keg detonates. Each
figure within a 3” radius suffers 1 Kill Dice and 1 Shock Dice. One
use only.
15
Skills
Skills are additional abilities which provide some sort of advantage in combat.
Skills come in three basic types: General, Levy and Retainer.
General Skills
These skills are available to both types of figure and provide bonuses to basic
actions like movement and task rolls. Roll 1d10 on the table below.
1 Swift: Increase the figure’s base movement by 2”.
2 Strong: Ignore the effects of the first hit taken in a battle.
3 Lightning Reflexes: This figure always strikes first.
4 Formation Fighter: This figure may re-roll an additional kill dice
when fighting in formations.
5 Armoured Fighter: This figure suffers no penalties from wearing
heavy armour.
6 Charisma: This figure gains +1 to all task rolls involving
persuasion.
7 Quick Draw: Readying a weapon does not cost an action.
8 Sunderer: After resolving an attack, this figure may select
another target with 2” and roll his shock dice against them. This
action may be repeated against any other targets, dropping one
dice each time until all the figure’s shock dice are depleted.
9 Skilled: This figure gains +1 to all task rolls.
10 Grit: This figure automatically recovers when broken.
16
Retainer Skills
These skills are exclusive to retainer figures, enhancing their abilities at
commanding others, fighting from horseback and engaging other retainers. Roll
1d10 on the table below.
1 Expert Rider: This figure rolls 2d6 for sprinting when on
horseback, picking the highest result. The figure may also fire
ranged weapons from horseback.
2 Cavalier: This figure gains +1 Shock Dice when using weapons
with the cavalry tag.
3 Tactician: This figure may issue two orders as one action.
4 Inspiring: This figure may rally broken figures within 12”.
5 Master Swordsmen: This figure gains +1 Kill Dice with Medium
reach weapons.
6 Shield-Breaker: Following a successful melee attack, roll 1d6:
On a 1 or a 6, destroy the enemy’s shield.
7 Grappling at the Sword: This figure gains +1 to all grapple rolls.
8 Commanding Shout: This figure can issue orders to any Levy
figures within 9”.
9 Thunderous Charge: This figure adds +1 Shock Dice to their
mounted charge bonus.
10 Footwork: Following an attack, this figure can move 2” in any
direction. This move cannot initiate another combat.
17
Levy Skills
These skills are only available to Levy figures, enhancing their ability to engage
targets at long range, and in nasty close-quarter brawls. Roll 1d10 on the table
below.
1 Eagle Eyed: Increase the maximum range of all ranged weapons
by 2”.
2 Crack Shot: Add +1 Kill Dice to all ranged attacks.
3 Berserker: Add +1 Shock Dice to all melee attacks.
4 Furious Charge: This figure may roll 2d6 when charging and pick
the highest result.
5 Unarmoured Fighter: This figure gains +1” base movement when
not wearing armour.
6 Polearm Master: This figure gains +1 Kill Dice when using Long
and Extra-Long reach weapons.
7 Aggressive: If a grapple ends in a draw, this figure can force his
enemy to re-roll.
8 Rapid Fire: This figure may exchange all his Kill Dice for Shock
dice when making ranged attacks.
9 Knife Fighter: This figure gains +1 Kill Dice with Short reach
weapons.
10 Slaughterman: This figure may re-roll one failed Kill Dice when
attacking horses.
18
Creating a Warband
When selecting forces for an encounter, use the following guidelines:
- For every 5 levy figures, make 1 of them a retainer.
- Choose or roll 1 skill for every 3 figures in the warband.
- Retainers can choose either heavy or light armour. For every 3 levy
figures, equip one with light armour.
- Figures can be equipped with any combination of melee weapons and
shields
- For every 3 figures in your warband, equip one with a ranged weapon.
- Any number of figures in your warband can be mounted on horses.
Take this warband as an example: The entire force is 15 figures strong. It has 3
retainers and 12 levy figures. The controlling player can assign 5 skills to any
figure in the warband. The retainers have a choice of light or heavy armour, and
5 levy figures have light armour. The controlling player can assign 5 missile
weapons to his levy or retainers. Any number of figures in the warband may be
mounted.
Players preferring a more random approach to force generation should use the
advanced warband creation rules.
19
Advanced Character Creation
Characters are the protagonists of your blood-soaked story. These tables are
designed to run in conjunction with the campaign systems presented later on in
this book, producing the men who populate your corner of the medieval world.
Feel free to re-roll any results that don’t quite fit, most of the options presented
below are for roleplaying and have no mechanical impact.
Age
1-3 Young: Perhaps barely out of puberty, this character is flush with
youthful vigour.
4-8 Middle-Aged: Just past their prime, this character has a wealth of
experience to draw on.
9 Old: This character has managed to survive multiple decades against
all odds.
10 Venerable: In an age where most lifespans are measured in a score
of years, this character is truly blessed. They’ve seen more than
most people alive.
Motivation
1-15 Patriotism: This character is prepared to fight and die in service of
their king.
16-20 Survival: Powered by base instinct, this character just wants to save
their own skin.
21-25 Zealotry: God has called this character to battle.
26-40 Glory: This character is seeking recognition on the blood-soaked
battlefield.
41-45 Revenge: This character has scores to settle.
46-60 Adventure: Life is simply more interesting on campaign.
61-70 Brotherhood: The bonds of fellowship formed by combat are the
strongest of all.
71-75 Ambition: This character is seeking advancement through conflict.
76-80 Fatalist: Death’s cold embrace is all that awaits this character.
81-90 Family: The folks back home drive this character onwards.
91-100 Escape: Some dark past pursues this character.
20
Background
1-30 Peasant: A humble serf, farming fields and tending cattle. Dragged
away from their life of servitude to fight for king, country and
survival.
31-40 Valued Professional: A blacksmith, butcher, carpenter or other
tradesman highly valued in their tight-knit community. The call of
war has drawn them to the battlefield.
41-45 Merchant: Drawn by the lure of gold or far-off lands, merchant
caravans criss-cross the continent. Many follow in the rear of
armies, bringing supplies to hungry soldiers.
46-60 Outlaw: Cast out by society, thousands of souls scratch a living on
the fringes. Many are criminals of the worst order, some were just
unlucky.
61-70 Noble Retainer: From domestic servant to household knight. All sorts
of folk are bound to serve the noble houses.
71-80 Holy Orders: A servant of one of the many religious organizations
vying for control of the medieval world.
81-90 Professional Soldier: The unending conflict needs a steady supply of
hardened men. The professional soldier serves his master and
himself, whatever his station.
91-100 Bard: A man of songs and laughter, wandering from court to court
singing tales of heroism and telling the tales of old.
Length of Service
1-2 Fresh from the Fields: The character has yet to experience the
horrors of the medieval battlefield.
3-6 Bloodied: A few skirmishes has given the character an appreciation
of how awful the battlefield can be.
7-9 Seasoned Campaigner: Numerous battles have moulded this
character into a veteran soldier, commanding the respect of his
peers. +1 General Skill.
10 Hardened Veteran: A cold-blooded killer, both feared and respected
across the kingdom. +1 Retainer Skill.
21
Traits and Quirks
1-3 Speaks other Tongues: The character can converse in another
language.
4-6 Flamboyant: Confidence and exuberance ooze from the character’s
colourful facade.
7-9 Airs and Graces: The character has experience in dealing with the
nobility.
10-12 Salt of the Earth: The character is at home among commoners and
peasants.
13-15 Gambling Problem: Dice and cards have a particular hold over the
character.
16-18 Unhappy Spouse: Something has displeased the character’s better
half.
19-21 Drunkard: The character spends most of his time in a state of
inebriation.
22-24 Prodigious Skill: The character has a remarkable knack for one
skill in particular.
25-27 Paranoid: The character is always looking over their shoulder.
28-30 Scarred: An unfortunate injury has marked the character for life.
31-33 Maimed: The character has been grievously wounded, leaving a
permanent and inconvenient legacy.
34-36 Literate: The character has learned his letters.
37-39 Scholar: The character is often found with his nose in a book, or
hunched over in a dusty library.
40-42 Pious: The character is devoutly religious.
43-45 Pompous: The character has an inflated sense of self-importance.
46-48 Prodigious Strength: The character could wrestle a bear and win.
49-51 Impetuous: The character acts quickly and decisively, without
forethought.
52-54 Lunatic: The character is stark raving mad.
55-57 Unusual Moniker: The character has acquired an odd nickname.
22
Traits and Quirks (Cont.)
58-60 Rotund: The character is grossly fat.
61-63 Unusual Pet: A strange creature accompanies the character.
64-66 Beautiful: The character is blessed with an alluring visage.
67-69 Quick-Witted: The character has a particularly sharp mind and a
cutting sense of humour.
70-72 Dullard: The character lacks intelligence and common sense.
73-75 Bastard: The character was born out of wedlock.
76-78 Chivalrous: The character is a paragon of knightly virtue.
79-81 Kinslayer: The character has murdered a blood relative, and has
been ostracised by society.
82-84 Crusader: The character has travelled with a crusading army, to
fight against heathen invaders.
85-87 Excommunicated: The character has been cast out by the church.
88-90 Heretic: The character has turned their back on an organized
religion.
91-93 Diseased: The character is afflicted by some plague or long-term
illness.
94-96 Poet: The character has a knack for producing lyrical verse.
97-100 Duellist: The character is a master of single combat.
23
Advanced Armoury
This section presents the rules for creating custom melee weapons. Both sides
should agree to use weapons created using these rules.
Weapon Type
Weapons are broken down into three types by the complexity of their construction
and use in battle. Generally, more complex weapons are only available to
retainers and very lucky levy figures.
- Simple: Something that even the worst warrior can use to fend off the
enemy. Roll 1 Damage, 1 Reach and 1 Tag.
- Advanced: A weapon with a particular fighting style or quirk associated
with it. Roll 1 Damage, 1 Reach and 2 Tags.
- Complex: Only a highly trained warrior could utilize this weapon to it’s full
potential. Roll 1 Damage, 1 Reach and 3 Tags.
-
Damage Type
This governs how the weapon is used against an enemy. Slashing weapons use
the edge of a blade to open up wounds, piercing weapons use a sharpened point
to penetrate armour and crushing weapons destroy flesh and bone with sheer
mass.
1-5 Piercing: Roll 2 Kill Dice and 1 Shock Dice per attack.
6-8 Slashing: Roll 1 Kill Dice and 1 Shock Dice per attack. Re-roll one
failed kill dice against unarmoured targets.
9-10 Crushing: Roll 1 Kill Dice and 1 Shock Dice per attack. Re-roll one
failed kill dice against armoured targets.
Reach
A weapon’s reach governs at what range attacks can be made. These categories
are deliberately broad to encompass the biggest variety of weapons.
1-3 Short: +1 to all grapple rolls. Must target the horse when engaging
mounted targets.
4-6 Medium: The wielder may exchange all kill dice for shock dice
when making an attack.
7-9 Long: +1 Kill Dice against mounted targets. -1 to all grapple rolls.
10 Extra-Long: May attack figures when they are within 2”. Cannot
Sprint. Must only roll shock dice when the enemy is in base
contact. -1 to all grapple rolls.
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Tags
Medieval weapons are unique in both appearance and in the way they are used in
battle. A hooked axe-blade can haul down shields, two-handed weapons can
cleave a man in two. The tag system represents this uniqueness, allowing a player
to represent a whole battlefield of armaments from many different periods.
1-7 Formation: Other figures within 1” using weapons with this tag
may re-roll one failed kill dice.
8-14 Heavy: +1 Kill Dice. -1 to Grapple Rolls.
15-21 Two-Handed: +1 Kill Dice, +1 Shock Dice. -1 to Grapple Rolls.
Figure may not use a shield.
22-28 Armour-Piercing: Re-roll one failed kill dice against armoured
targets.
29-35 Hooked: Re-roll one failed kill dice against targets carrying a
shield.
36-42 Cavalry: +1 Shock Dice when wielded from horseback.
43-49 Versatile: Re-roll one failed shock dice.
50-56 Multi-Type (Piercing): +1 Kill Dice. Roll again if the weapon is
already piercing.
57-63 Multi-Type (Slashing): Re-roll failed kill dice against unarmoured
targets. Roll again if the weapon is already slashing.
64-70 Multi-Type (Crushing): Re-roll failed kill dice against armoured
targets. Roll again if the weapon is already crushing.
71-77 Blade Trap: The figure gains the benefits of a shield. Does not
confer the formation bonus.
78-84 Complex Guard: When defending, the figure may ignore the result
of one kill dice.
85-92 Off-Hand: This may be used in conjunction with another
one-handed weapon.
93-100 Nimble: This weapon always strikes first.
25
Advanced Warband Creation
These rules are designed to work in conjunction with the advanced armoury
presented above. If you prefer the standard weaponry, simply arm any figures
generated using the weapons list presented in the armoury chapter.
To determine a retainer’s armament, choose your time period and roll 1d10 on the
table below.
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Figures with ranged weapons must roll 1d10 on the table below.
1 1 Levy figures and 1 Retainer.
2 2 Levy figures with special gear and 1 Retainer.
3 2 Levy figures with light armour and 1 Retainer.
4 3 Levy figures with special gear and 1 Retainer.
5 2 Levy figures with light armour and 1 Mounted Retainer.
6 2 Mounted Levy figures and 1 Mounted Retainer.
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For larger games, both players may roll 1d10 on the support table appropriate for
their time period.
Early Medieval
1 Foot Sergeants: +3 Levy armed with simple weapons, light armour
and shields.
2 Skirmishers: +4 Levy armed with javelins or slings, simple
weapons and shields.
3 Mounted Sergeants: +3 Levy on horseback armed with simple
weapons, light armour and shields.
4 Early Knights: +2 Retainers on horseback armed with advanced
weapons and shields.
5 Armed Pilgrims: +3 Levy armed with simple weapons, +1 Levy
armed with a simple weapon and a trumpet.
6 Peasant Archers: +3 Levy armed with short bows.
7 Foot Knights: +3 Retainers armed with advanced weapons and
shields.
8 Crossbow Militia: +2 Levy armed with crossbows.
9 Drovers: +3 Levy armed with slings.
10 Foreign Mercenaries: +1 Retainer armed with an advanced weapon
and a shield, +2 Levy armed with simple weapons, javelins and
shields.
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High Medieval
1 Hedge Knight:+1 Retainer with an advanced melee weapon and
shield.
2 Foresters: +3 Levy armed with longbows and hunting horns.
3 Watchmen: +4 Levy armed with simple weapons and light armour.
4 Engineers: +2 Levy armed with simple weapons and bags of pitch
or casks of black powder or sacks of caltrops.
5 Brigands: +1 Retainer with an advanced weapon, +3 Levy armed
with short bows or simple weapons.
6 Hobilars: +3 Levy on horseback with simple weapons and shields.
7 Indentured Soldiery: +4 Levy with light armour and advanced
weapons.
8 Mercenary Crossbowmen: +3 Levy with light armour, crossbows
and pavises.
9 Household Retinue: +3 Retainers with advanced weapons or
simple weapons and shields.
10 Heavy Cavalry: +3 Retainers on horseback with advanced
weapons.
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Late Medieval
1 Mercenary Pikemen: +4 Levy armed with pikes and light armour.
2 Mounted Crossbowmen: +2 Levy on horseback armed with
crossbows.
3 Handgunners: +3 Levy armed with handgonnes and simple
weapons.
4 Irregular Cavalry: +3 Levy on horseback armed with simple
weapons and javelins or short bows.
5 Swordsmen: +3 Levy armed with simple weapons and shields.
6 Heavy Gunners: +1 Levy armed with hand cannon, +1 Levy armed
with a simple weapon and pavise.
7 Foot Knights: +3 Retainers armed with complex weapons.
8 Arquebusiers: +3 Levy armed with matchlock muskets.
9 Gendarmes: +2 Retainers on horseback armed with advanced
weapons.
10 Reiters: +2 Levy on horseback armed with matchlock pistols and
simple weapons.
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Battle is Joined
Setting up the Battle Area
In most cases, simply pick a visually appealing table and play on it. Players
wanting a more mechanical approach should fill the table with terrain markers,
with approximately 6-8” between them.
Chevauchee will play well on any size table ranging from 3’x3’ to 4’x6’. When
setting up the table, the guiding principle should be terrain density and whether
the board will make for an interesting game.
Whatever the mission type or objectives, both sides will deploy on opposite table
edges, within 6” of the board edge.
Roll 1d6 on the table below for each marker.
1 Linear Obstacle: Wall, hedgerow, barricade, fence, treeline.
2 Vegetation: Woods, bushes, shrubbery.
3 Structure: Building, ruins.
4 Obstruction: Marsh, water, rubble.
5 Individual Feature: Boulder, debris.
6 Natural Feature: Hill, scattered trees, broken ground.
Type of Battle
Battles are broken down into three types. Roll 1d10 to determine the nature of your
engagement.
1-3 Raid: An offensive action revolving around capturing or
destroying objects.
4-7 Pitched Battle: A straight-up fight between two forces.
8-10 Defensive Action: One side is attempting to hold a location or
protect something important.
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Weather Conditions
To use weather effects, select the table appropriate for your location and roll 1d6.
Rain
1 Gloomy Skies: Roll again in 3 turns.
2 Light Drizzle: No effects.
3 Steady Rain: No effects.
4 Low Visibility: Ranged weapon fire beyond 12” is limited to shock
dice.
5 Muddy Quagmire: No sprint or charge moves beyond 3”.
6 Miserable Downpour: Each turn, your opponent may roll 1d6. On a 1,
one random figure will break and run.
Snow
1 Steel-Grey Skies: Roll again in 3 turns.
2 Frostbitten Ground: No Effect.
3 Bitter Sleet: No Effect.
4 Thick and Heavy: No sprint moves possible.
5 White Wall: No visibility beyond 12”.
6 Frozen Hell: Remove one random figure from each side.
Cloudy
1 Uncertain Weather: Roll again in 3 turns.
2 Pleasantly Mild: No Effect.
3 Cold Wind: No Effect.
4 Faint Drizzle: No Effect.
5 Sudden Cloudburst: Roll once on the rain table. Apply the result for 3
turns.
6 Foul Weather: After 3 turns, roll once on the Rain table and apply the
result for the rest of the game.
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Sunny
1 Cloud-filled Skies: Roll once on the Cloudy table.
2 Morning Mist: Ranged weapon fire beyond 12” is limited to shock
dice for the first 3 turns of the game.
3 Fickle Skies: Roll once on the Rain table. Apply the result for 3 turns.
4 Unremarkable: No Effect.
5 Pleasant Sunshine: No Effect.
6 Scorching Day: In 3 turns, roll on the Sweltering Heat table.
Sweltering Heat
1 Surprisingly Mild: Roll once on the Sunny table.
2 Very Hot: Figures in heavy armour reduce their movement by 1”.
3 Extremely Hot: Figures wearing light and heavy armour reduce their
movement by 1”.
4 Baking Sun: Roll again in 3 turns.
5 Brutal Heat: Any figure that rolls a 6 when sprinting is knocked
down at the end of their move.
6 Crushing Heat: No figure may sprint.
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Battle Events
When each player resolves their activation dice, they should roll another, distinctly
coloured d6. The outcome of this dice determines whether a random event occurs
during that player’s turn. On 1-5, nothing happens. On a 6, roll 1d100 on the table
below.
1-7 Confused: Select a random figure. They may not act or react this
turn.
8-14 Accident: Select a random figure. They are knocked down.
15-21 Furious Assault: Receive one additional scurry action this turn.
22-28 Reinforcements: Select a spot on your table edge that is not within
8” of an enemy figure. Roll on the appropriate support table and
place the unit on that spot. They may not act until the following
turn.
29-35 Seize the Moment: Roll an additional activation dice this turn.
36-42 Discovery: Select a random terrain feature within line of sight of
a friendly figure. Your men have spotted something valuable or
desirable. If the object can be recovered and held until the end of
the battle, roll 1d6. On a 6, that figure gains a skill.
43-49 Hit the Dirt: One figure in the open may move up to 4” if it brings
them into cover.
50-56 Bravery: One broken figure may rally.
57-63 Spooked Horses: Select a random mounted figure and move them
6” in a random direction. If there aren’t any mounted figures,
re-roll.
64-70 Fumbled: Select a random figure in melee combat. They may only
resolve shock dice this turn.
71-77 Rapid Fire: One figure armed with a ranged weapon may roll an
extra Kill Dice this turn.
78-84 Hiding Spot: A random figure in cover or rough terrain may not be
targeted by ranged attacks this turn.
85-91 Just a Scratch: A figure taken out of action last turn may return to
the battlefield at the spot where they fell.
92-100 Cold Feet: A random figure must retreat 4” or flinch.
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Setting up the Objectives
Each mission type has a number of potential objectives associated with it. Roll
once on the table appropriate to the mission type.
Raid
1-3 Livestock Raid: The attacking side is attempting to make off with some
livestock. Place 1d6+1 cattle or 1d3+1 horses in an enclosure near the
centre of the table. The attacking player must secure at least half the
animals before leaving the battlefield.
4-5 Slash and Burn: The attacking side is attempting to destroy a small
hamlet and the surrounding fields. Place a cluster of 1d4+1 buildings in
the centre of the table. The attacking player may use bags of pitch,
gunpowder, fire arrows or burning brands to destroy the buildings.
Ignited buildings take 1d4 turns to burn down. All buildings must be
destroyed before leaving the battlefield.
6-8 The Grain Stores: The attacking side is attempting to steal a large
quantity of stored grain from an isolated barn. Place a single large
building in the centre of the table. The barn is filled with 1d6+1 sacks
of grain. A sack of grain may be removed from the barn with a
successful task roll. Figures carrying grain sacks are reduced to half
move unless they are mounted. The attacking player must remove half
the sacks of grain before leaving the battlefield.
9-10 Baggage Train: The attacking side is ambushing a convoy of supplies
or other valuables as it travels through supposedly friendly country.
Deploy a road or dirt track between two table edges. Place a cart laden
with 1d4+1 sacks of grain or other supplies. The attacking player must
remove half the supplies before leaving the battlefield.
35
Pitched Battle
1-3 Rout: Both sides are trying to drive the other side from the table.
4-5 Held to Ransom: The attacking side is attempting to capture a number
of prisoners to use as bargaining chips in the conflict. The attackers
may leave the battlefield once over half the enemy force has been
taken prisoner.
6-8 Take and Hold: The attacking side is attempting to gain control of a
strategic location. Place an appropriate fortification or other
defensible terrain in the centre of the board. The attacking player
must gain control of this location and defend it until the defending
side has retreated.
9-10 Hostile Reconnaissance: Both sides are attempting to scout locations
surrounding a central objective. Roll 1d4 and place markers on four
strategic terrain features in the centre of the board. These must be
searched with a task roll before either side can quit the field.
Defensive Action
1-3 Ambush: The defender has got the jump on the attacker, aiming to
rout them before they get further into friendly territory. Deploy the
defending side behind concealment or cover, out of sight of the
attackers. Play begins using the infiltration rules. The defenders
must kill or capture half the attacking force before leaving the field.
4-5 Rearguard: A village stands in the path of the ravaging invader.The
defender must hold them off while the civilians escape. Deploy 2d6
civilians somewhere on the table. The defending side may only leave
the table once half these civilians have exited the table.
6-8 Scorched Earth: With an invading army on the warpath, the
retreating defenders must leave a barren wasteland in their wake.
Nominate 1d4+1 terrain features as places of logistical importance
(Fields of grain, mills, wells, orchards etc). Using burning brands,
fire arrows, pitch and gunpowder, the defender must destroy over
half of these features before leaving the battlefield. The attacker has
to prevent this destruction.
9-10 Hidden Treasure: Some local peasants have hidden caches of supplies
in the area. Randomly place 1d6+1 markers inside terrain features on
the board. Both sides can leave the battlefield once at least half of
these markers have been collected.
36
Objective Special Rules
These rules govern a series of specific mechanisms presented in the mission
generation rules on the previous pages.
Cattle
The rules presented here are designed to represent domesticated livestock, kept by
medieval peasants across the world. Docile unless provoked, these animals
provide sustenance to invaders and defenders alike.
At the start of each turn, roll once on the table for each animal to determine their
movement.
1 Myopic: The animal pauses, glassy eyes staring blankly. No
movement.
2-5 Docile: The animal moves 6” in a random direction.
6 Spooked: The animal moves 2d6” away from the nearest visible
figure.
Cattle can be herded by any figure. This requires a successful task roll within 6”
of the animal.The cattle will move as spooked in a direction picked by the herding
player.
Carts and Wagons
Carts are two-wheeled vehicles drawn by one or two draft animals. Carts with
one animal move at a rate of 6” per turn, with a sprint move of 1d6”. If the cart
has two animals yoked, the controlling player may re-roll the sprint dice.
A cart requires one figure to control it, who may walk alongside the draft animals
or steer from the back. A cart may transport one additional passenger when fully
loaded, and an additional two if empty.
Wagons are heavy four-wheeled vehicles pulled by a team of draft animals.
Wagons move at a rate of 6” per turn. If the wagon has less than two animals
yoked to it, reduce movement by half.
A wagon requires one figure to control it, who may walk alongside the draft
animals or steer from the back. A wagon may transport one additional passenger
when fully loaded, and an additional four if empty. Figures may use ranged
weapons from the back of both types of vehicle. Figures with medium and long
reach melee weapons may attack figures within 1” of the cart.
Pavises, hoardings and shields may be attached to the cart to provide cover for
figures riding in it.
37
Civilians
Civilian figures are non-combatants inhabiting the battlefield. At the start of each
turn, move each civilian figure 6” in a random direction. Players can choose the
direction of movement providing they have a figure within 6” that makes a
successful task roll.
Prisoners
A figure defeated in a grapple or contacted while knocked down or breaking may
be taken prisoner. Players may not take prisoners if the target has friendly
figures within 6”.
Prisoners must be within 3” to remain under control. While in prisoner status, the
prisoner cannot be activated. Whenever a figure activates within 3” of a prisoner,
they may move the prisoner 6” in any direction.
The prisoner can be moved before or after the figure carries out their activation,
and may follow the figure or be transferred to another guard. A prisoner can
only be moved once per player turn.
If a figure can move a prisoner off their starting table edge, they are assumed to
be secured somewhere nearby until the battle is over.
If there are no enemy figures within 9” of a prisoner and their guard, the
prisoner can attempt to escape by grappling with a -1 penalty. If they succeed,
control reverts back to the original player, but they may not be activated until the
next turn. They can pick up any weapons carried by their guard.
Dastardly Deeds
The element of surprise is key to success during battle. This section covers the
infiltration of one side against enemy controlled defensive positions. This is the
work of dagger-armed rogues and eagle-eyed archers.
Setting up
The defenders set up first, deploying their sentries. Figures should be designated
as patrolling, stationary or reinforcements.
Patrolling figures may move during the patrol phase. Stationary figures must
remain in place until the main battle begins. Reinforcements arrive at a rate of 1
figure per turn once the main battle begins.
Available reinforcements enter the battlefield through two designated entry
points, either in an on-table buildings or the friendly table edge.
38
Patrol Markers
When setting up the defending side, place a number of patrol markers on the
tabletop. For a typical game, use 3-4 markers, but the larger the table, the more
markers you should use.
Patrol markers may be placed anywhere on the table and will not move for the
duration of the phase. Once the battle proper begins, remove the markers.
Noise Markers
These rules will occasionally require a Noise Marker to be placed on the table.
Noise markers are temporary and are removed at the end of each Patrol phase.
Infiltration Phase
The attacking side takes the first turn. Until the battle begins proper, no activation
rolls are made. Instead, the Infiltrators take a special Infiltration Phase when it is
their turn to play.
When the infiltration phase begins, the player may elect to break silence and begin
the regular battle. In this case, they begin a standard game turn and no more
Stealth turns take place.
During the Infiltration phase, each figure may move, and may take certain other
options, indicated below. Infiltrators may move cautiously or frantically.
A cautious move is 3”. A frantic move is 6” but requires a Noise marker to be
placed by the figure at the end of the move. No sprinting is permitted. Figures in
Heavy Armour will always place a noise marker when they move.
Patrol Phase
When the defending player takes their turn, they will take a Patrol phase. During
the Patrol phase, each Patrolling sentry may move 3”. They may move directly
towards any Patrol point or Noise marker. They may not move in any way, other
than directly towards one of the two types of marker.
Each sentry may move towards a different marker. One sentry per turn may be
selected to remain in place, without moving but may turn in place, to face any
Noise or Patrol marker. Stationary sentries do not move during Patrol phases but
may turn to face any Noise marker. At the end of the Patrol phase, check for
detection and remove all Noise markers.
39
Detection
Detection is checked at the beginning of the Patrol Phase. If an infiltrator is:
- Within 3” of a sentry, then sound the alarm.
- Within 6” of a sentry and in their line of sight, sound the alarm.
- Within 12” of a sentry and in their line of sight, make a detection check.
Detection checks are made by rolling 1d6 on the table below.
1 Alert: The sentry moves 2” directly towards the infiltrator. If the
infiltrator is not detected, make another roll on this table.
2-5 Jumping at Shadows: No effect.
6 Hue and Cry!: Sound the Alarm.
The Alarm
If the alarm is sounded, the following events will take place.
- The detected infiltrator may roll one kill dice against the sentry if they’re
armed with a ranged weapon, or make a charge move.
- Every sentry may move up to 3”.
- Sentries armed with ranged weapons may fire using shock dice only.
Guard Dogs
Each dog must be assigned to a sentry. Increase the listed spotting distances by
3”. In combat, figures accompanied by a guard dog gain an additional +1 to all
Grapple rolls.
Deception and Distraction
One infiltrator per turn may utilize Deception. The infiltrator selected may not
move. Roll 1d6. On any roll but a 1, select a sentry within 18”. The sentry is
prohibited from moving during the following turn. The sentry must remain facing
in a direction indicated by the deceptive player.
If the infiltrator rolls a 1, the deception does not take place and a Noise Marker is
placed by the infiltrator.
One infiltrator per turn may create a Distraction. The infiltrator selected may not
move. The closest sentry immediately moves 2” towards the infiltrator, even if the
sentry is Stationary. Place a Noise Marker by the infiltrator.
Hole Up
Infiltrators that do not move during the Infiltration Phase can Hole Up. Until the
next Infiltration Phase, the Holed Up figure can only be detected if a sentry comes
within 3” and Line of Sight of them.
40
Blades in the Dark
Sentries can be silenced in a number of ways. A successful grapple roll will
neutralize sentries. Unless the grapple is won by more than +2, place a Noise
marker at the location.
If a sentry is engaged in conventional melee combat and taken out of action in the
first round, place a Noise marker at the location and continue. If the combat lasts
more than one round, raise the Alarm.
Infiltrators may carry bodies with them at half-speed. Sentries may detect these
bodies in the exact same way as they would enemy infiltrators.
Figures armed with ranged weapons may engage targets using their kill dice only.
If the sentry is taken out of action, handle their body as stated above.
If the sentry is knocked down, place a noise marker at the downed sentry. The
sentry rolls to recover at beginning of each Patrol phase and will sound alarm
when that happens.
If the missile attack misses, the sentry moves 3” towards the firing figure and
makes the appropriate detection rolls. Figures shooting firearms will immediately
raise the alarm.
On Campaign
The campaign is the narrative which links the tabletop battles together. Each
mission is a bloody snapshot of your characters in action, while the campaign
turn provides breathing space and contact to the carnage.
Setting Up
Where will you play? The only limit is your imagination and the variety of figures
available to you. These rules are broad enough to cover forces from any part of
the medieval world. The bias is towards European armies, however the forces of
Saladin or Genghis Khan could be easily represented.
What time period will you cover? These rules cover warfare across roughly seven
or eight centuries, from Viking Age shield-walls and early medieval cavalry
charges to the hissing arrows of Agincourt. The armoury tables allow you to
represent weapons and armour from any of these periods.
Generate Characters: Campaigns work best with at least one character.
Set your goals: The campaign can be open ended, or cover a very limited series of
events. It is best to define the endpoint at this stage; this could be the death of a
main character, a set number of battles or the passing of a certain amount of
time.
41
People Known
Roll 1d100 three times on this table to determine what prominent characters are
associated with your warband.
1-8 Soldier from the same household: Another soldier in your retinue.
9-16 Soldier from rival household: A soldier in the service of a rival lord.
17-24 Mercenary: A hired sword in your lord’s service.
25-32 Household Knight: A knight in your lord’s retinue.
33-40 Local Peasant: A sympathetic local civilian
41-48 Outlaw: A local criminal, exiled onto the fringes of society.
49-56 Merchant: A roving trader.
57-64 Religious figure: A priest from the local area or part of the
warband’s camp followers.
65-72 Minor Noble: A count, baron or similarly titled figure
73-80 Refugee: A dispossessed civilian, fleeing the horrors of war.
81-88 Straggler: A soldier left behind in the wake of a fast moving army
89-100 Camp Follower: Whores, tradesmen, family members and crooks
trailing along behind the army.
Step 1: Determine the Next Mission
1-7 The Lord’s Command: The warband is assigned a task by their
overlord.
8 Personal Business: A side affair, provided by a random character
known to the warband.
9 Follow-Up Mission: The follow up, consequence or fallout from the
previous mission played.
10 Player Mission: A unique or unusual mission created by the player.
Step 2: Resolve the Battle
Use the rules presented in the Battle is Joined chapter to determine the outcome of
this clash of arms.
42
Step 3: Determine the fate of the Casualties
Not everyone is going to come through the battle unscathed. However, going out of
action does not necessarily mean death. Lucky scrapes and unfortunate mishaps
stalk the battlefield. For every figure that goes out of action, roll on the table
below.
1-10 Mental Scar: Alive but carrying serious mental trauma.
11-25 Knocked Out: Back in action after a narrow escape.
26-40 Ugly Scar: A once handsome visage, marred by war.
41-60 Light Wound: Wounded for 2d6 days.
61-70 Moderate Wound: Wounded for 3d6 days. Roll once on the Medical
Care table.
71-80 Serious Wound: Wounded for 5d6 days. Roll once on the Medical
Care table.
81-85 Serious Wound, Maimed: Wounded for 5d6 days. Roll once on the
Trauma table.
86-90 Permanent injury: Wounded for 5d6 days. Roll twice on the
Trauma table and pick the highest result.
91-100 Death: The character finds eternal rest.
Wounded figures cannot sprint and have -1 to all grapple rolls. Track the recovery
time against the campaign turn, adding an additional day for each battle fought. If
the figure is wounded again, add the recovery times together.
Medical Care
1 Butcher’s Bill: Infection has taken hold and tendrils of gangrene
are creeping over the wound. Roll once on the Trauma table.
2-5 Worse than useless: The surgeon’s botching has seriously
aggravated the wound. The character has -1” move until they are
fully recovered. Add 1d6 days to the recovery time.
6-9 Lucky break: By some miracle, the butcher’s ministrations have
actually done some good. Reduce recovery time by 1d6 days.
10 Skilled Surgeon: A skilled doctor, perhaps educated in the east has
managed to patch the figure up without resorting to prayer.
Reduce recovery time by 2d6 days. Figures may make sprint
moves while recovering.
43
Trauma
1 Eye: -4” range penalty to all ranged weapons. Line of sight
reduced to 24”.
2-3 Hand: -1 penalty to grapple rolls. May still use a shield, but does
not confer formation bonus on adjacent figures.
4-5 Foot: -2” Movement penalty. May not sprint.
6 Arm: May not use a shield. -1 to grapple and task rolls.
7 Leg: Reduced to half move. May not dash.
8-9 Facial Features: Horribly disfigured, -1 to task rolls involving
charisma, unless intimidation then +1.
10 Tongue: -1 to task rolls involving charisma, may not issue orders.
Group Morale
If the number of warband members dead or injured for more than 20 days
exceeds 1, roll 2d6. If the roll is equal or lower than the number of incapacitated
warband members, the squad Morale rating is reduced by 1.
If the warband won the mission and caused at least 2 enemies to go out of
action, roll 2d6, with a result of 2-5 causing them to increase their Morale rating
by 1.
A warband with a morale rating of 0 will fracture apart under the strain. Even
the most charismatic leader cannot hold men together in the face of such
adversity. The campaign is over.
If any figures fled the battlefield before the objective was completed, they may
suffer the consequences on their return to camp. Roll 1d6 for each figure on the
table below.
1 “Make an example of him”: Your liege is displeased. Roll once on
the Crime and Punishment table.
2-5 Lucky Break: After a heavy berating, the character returns to the
warband unharmed. -1 Morale.
6 Vouchsafe: Someone of a higher rank has taken a shine to the
character. No effect.
44
Crime and Punishment
1-25 Slap on the wrist: Thankfully the figure has friends in high places,
or enough money to bribe his way out of trouble. If the character
possess one item of valuable loot, they lose it.
26-40 To the Stocks: The character is publically humiliated with a few
days in irons. -1 morale.
41-60 Whipped/Thrashed: The character is beaten in front of the
assembled warband. Roll 1d6. The character requires that many
days recovery time.
61-75 Branded: The smell of burning flesh wafts over the camp. The
character requires 2d6 days recovery time. If a 6 is rolled, roll
once on the medical care table.
76-85 Severed Digits: Losing a few fingers is better than losing a head.
The character requires 2d6 days recovery time. -1 penalty to all
future task rolls requiring nimble fingers.
86-97 Severed Hand or Foot: 4d6 days recovery time plus the appropriate
results on the Trauma table.
98-100 Executed: The character dangles from a crooked tree as an example
to other wrong-doers. Remove them from the campaign.
Step 4: Determine Replacements
An under-strength warband is of little use in battle, as such any casualties will
have to be replaced. These might be part-time soldiers from the local countryside,
mercenaries or soldiers from another part of the army. If the warband has less
than 8 figures, roll 1d6 on the table below for each missing figure.
1-5 Levy
6 Retainer
Replacement figures should roll on the appropriate gear tables before the next
battle.
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Valuable Loot
The items detailed in this section represent various shiny things hoarded by
soldiers while on campaign. They might be stripped from corpses and ransacked
houses or given as prizes by an impressed nobleman. They have no direct impact
on the outcome of a battle, but may be exchanged during the campaign turn for
the following benefits.
- One suit of heavy armour.
- One complex melee weapon.
- One piece of special gear.
- One horse.
Roll 1d100 on the table below to determine the nature of the valuables.
1-7 A gilded feather.
7-14 A small purse of gold coins.
15-21 A large purse of gold coins.
22-28 A prize hunting hound.
29-35 A prize bird of prey.
36-42 An ornate religious artefact.
43-49 A bolt of fine cloth.
50-56 An exotic fur pelt.
57-63 Fine jewellery.
64-70 A small purse filled with precious stones.
71-77 A jewel-studded garment.
78-84 A jewel-encrusted weapon.
85-89 A barrel filled with a valuable trade commodity.
90-93 A mechanical marvel.
94-96 A religious relic.
97-100 A favour.
46
Prisoners
If any retainers were taken prisoner in the previous battle, they can be ransomed
back to their patrons for one of the following benefits:
- One set of heavy armour.
- One complex weapon.
- One horse.
Any horses captured during the battle can be utilized by any unmounted figures in
the next engagement.
Step 5: Gain Skills
Any figures that survived the previous battle and caused one enemy figure to go
out of action or completed an objective may roll once on the skill table appropriate
to their class.
Step 6: Roll Campaign Events
These events contextualize the world around your warband. Each turn, roll once
on the table below and apply the results.
1-5 Meet someone new: Roll a random NPC and add them to the
campaign.
6-10 Someone moves on: A known NPC leaves the area and the
campaign.
11-15 Someone has died: A known NPC has died
16-20 Picked up a straggler: A soldier has gotten lost and joined your
warband. Add a levy figure with a simple weapon to the warband.
Roll 1d6, on a 6 they are a character.
21-25 Character Encounter: One of the people you know might do you a
favour. Make a task roll with one of your characters. On a success,
receive a second player action this turn.
26-30 Delay: Things are quiet. Advance the calendar by 1d6 days before
the next campaign turn starts.
31-35 Scrounging: A light fingered member of the warband stumbled
across something in the camp. One roll on the special gear table or
light armour or a new simple weapon.
36-40 A day in the life of…: Wait one day and roll two additional character
events
47
Campaign Events (Cont.)
41-45 Wenches and Mead: Some camp followers and a barrel of fine
honey mead have landed in your lap. Increase morale by one. If a
known NPC could have procured this for you, you have enough to
last two battles.
46-50 Intense fighting: The warband is caught up in a major battle. Play
the next mission immediately. No player actions or character
events will take place.
51-55 Lending a hand: A brother in arms lends his support to your next
venture. Gain 1 Retainer with an advanced weapon +1d4 levy with
light armour and simple weapons in the next battle.
56-60 Raiding and pillaging: The warband takes advantage of the local
populace. 1d6 days pass, one roll on the special gear table. Roll 1d6
for each figure in the warband. On a 6, roll on the injury table.
61-65 Forlorn Hope: Your liege has sent you on a suicide mission. The
enemy has an additional 1d6+1 levy figures with simple weapons
in the next battle.
66-70 No Break: Complete all-post battle campaign steps, but no time
passes. The next battle takes place on the same day.
71-75 Known for Valour: Someone has promised to spread the tales of
the warband across the land. Gain 1 point of morale, roll once once
on the valuable loot table.
76-80 More Meat for the Grinder: The warband acquires enough levy
figures to bring it up to strength.
81-85 Outbreak of Disease: A plague rips through the surrounding area.
Roll 1d6 for every figure in the warband. 4-6 requires that many
days recovery time. Roll another 1d6 for 6s and roll once on the
medical care table.
86-90 Miserable Weather: Perhaps God is angry. Roll 2d6 for the
weather conditions in the next battle and pick the highest result.
91-95 Waiting for an Opportunity: Advance the campaign by 1d6 days.
96-100 Mounted Raid: Someone in the army has organized a hit and run
raid on a nearby enemy. All figures in the warband are mounted
for the next mission only.
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Step 7: Roll Character Events
Select a random member of the warband and roll once on the table below.
1-5 Hunting Party: The character returns laden down with freshly
killed game. The warband will eat well tonight. +1 morale.
6-10 Contest of Arms: A local noble is hosting an impromptu
tournament for his household and the households of his
companions. The character joins the fray. Roll 1d6.
- 1 Ignoble defeat: -1 Morale.
- 2-5: Holding his own: +1 Morale
- 6: Glorious Victory: +1 Morale, one roll on the valuable loot
table.
11-15 Religious Experience: The character has an encounter with the
church. How this goes depends entirely on the character’s
opinions.
16-20 Visit to the Wise Woman: The character pays a visit to the local
hedge witch, in search of a cure for some ailment. If the
character is wounded, reduce recovery time by 1d6 days.
21-25 Weapon Drill: The character spends some time with a more
experienced warrior. Roll 1d6. On a 6, gain a new skill.
26-30 Illness: Something’s going around the camp. Roll 1d6. A result of
4-6 requires that many days recovery time. Roll another 1d6 if a
6 is rolled and roll once on the medical care table.
31-35 Accident: The character has fallen down some stairs. Roll 1d6.
- 1 Lucky escape: The character escapes with a few bruises for
their trouble.
- 2-5 Enthusiastic Training: The character faces that many days
recovery time.
- 6 Bloody Mishap: Roll on the injury table.
36-40 Met a Girl: A girl worth fighting for. The character may rally once
in the next battle
41-45 Bond of Brotherhood: The character forges a lifelong bond with
another member of the warband. They may rally that figure if
they’re within 6”.
46-50 Digging In: The character spends some time working on the
camp’s fortifications. Or digging latrines.
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Character Events (Cont.)
51-57 Petty Thievery: The character turns his hand to relieving others of
their property. Roll 1d6.
- 1 Caught red handed: Roll once on the crime and punishment
table.
- 2-5 Good, but not great: The character lifts some extra rations.
Gain +1 morale.
- 6 A fine haul: Roll once on the special gear table or gain one
new simple weapon or one new ranged weapon.
58-63 Noble Encounter: The character crosses the path of a
high-ranking noble. If the last mission was successful, you have
acquired a favour which can be spent to ignore one roll on the
crime and punishment table. If the last mission was a failure, roll
once on the crime and punishment table.
64-70 Technological Marvel: The character witnesses a demonstration of
some new technology, previously unknown to them.
71-77 “You can never have too many knives.”: A veteran passes on some
sage advice. The character acquires a misericorde or a knife or a
dagger.
78-85 Preparing for Battle: The character does some scrounging to
prepare for the next mission. Roll once on the special gear table.
86-92 “I call it Sybelle.”: The character names their favourite weapon,
in imitation of the great heroes of old. When fighting with this
weapon, the character may re-roll one failed attack per game.
93-96 Assignment: The character is given a special task and will not take
part in the next mission.
97-100 Argument: The character gets in a fight with another member of
the warband. Roll 1d6.
- 1 Trading blows: Resolve a one-round grapple with the loser
requiring one day of recovery time. On a draw, both participants
require recovery.
- 2-5 Blown Over: After some red-faced shouting, both
participants back down.
- 6 Enmity: -1 morale.
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Step 8: Resolve Player Actions
The player may make two actions from the list below.
- Obtain a New Weapon
1-3 Simple Weapon
4-6 Advanced Weapon
7-9 Ranged Weapon
10 Complex Weapon
- Roll on the special gear table.
- Acquire a horse.
- Add a new figure to the warband.
1-5 Levy
6 Retainer
- Reduce one figure’s recovery time by 1d6 days.
Once the action has been chosen, roll 1d6 and consult the table below:
1 Unforeseen consequences: Action does not succeed, roll another
campaign event.
2-5 Success: Takes place as intended.
6 Misfortune strikes: Action does not succeed, roll another character
event.
Step 9: Determine Follow-Up Mission
The events of the previous mission or campaign turn may suggest that a
follow-up mission should be played. This should be determined at this stage of
the campaign turn.
Follow-up missions may have special rewards or penalties associated with them.
Step 10: The Passage of Time
Advance the calendar by 1d6 days and return to Step 1. Reduce any outstanding
injury time by the number of days rolled.
51
Fief Campaign
The Fief campaign differs from the regular system presented above in a number
of ways. It adds a couple of additional steps to the campaign turn, plus a whole
set of roleplaying elements.
You take the role of a minor noble, in command of a modest fief somewhere in
medieval Europe. At your command is a warband of household retainers and
peasant levy, ready to serve in the defense of their homeland. Sometimes a noble
of higher station will make some demand of you, but you’re left mostly to your
own devices.
Scuffles between fellow nobles are all too common, over all sorts of trivial
disputes like grazing rights or family politics. The Fief campaign follows the
course of such a conflict, charting the fortunes of your noble house over a
number of months.
Follow the campaign steps as detailed above, except where these rules prompt you
to add in an extra step.
Terminology
- Noble: Your player character. They may join any given battle alongside your
other forces with a complex weapon, heavy armour and a horse.
- Force Pool: The total number of figures supported by your fief. Not all of
them will participate in any given battle.
- Balance of Power: A measure of the struggle between two opposed houses.
- Wealth: A measure of the resources available to your house.
- Dissent: A measure of social unrest in your territory.
Campaign Resources
The Fief Campaign has three key resources; Balance of Power, Wealth and
Dissent, all three of which have a significant impact on the campaign as it
progresses.
Balance of Power represents the ongoing course of the war. A higher score
indicates numerous victories and increasing superiority over your enemies on the
battlefield. With a high score, you will undertake more offensive missions and
ultimately bring the campaign to a close. A low Balance of Power indicates that
the enemy has got the better of you, routing your troops and forcing you back into
your own territory. You will fight more defensive missions and run the risk of
losing your holdings all together.
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The following table lays out the methods by which Balance of Power is accrued.
+1 Balance of Power if you completed the objectives of your last mission.
+1 Balance of Power for killing over half the enemy force in the last mission.
-1 Balance of Power for failing to complete the objectives of the last mission.
-1 Balance of Power for losing over half your force in the last mission.
When calculating the next mission, roll 1d10 on the table below.
Acquire 1 piece of special gear or 1 advanced weapon or 1 complex weapon or 1
set of heavy armour.
Reduce dissent by 1.
Reduce the recovery time of one figure by 1d6 days.
53
Dissent is a measure of unhappiness within your borders. A relatively low dissent
score might indicate an increase of crime leading to a loss of income, while a
high score might lead to an armed revolt.
The following table lays out the methods by which Dissent is accrued.
+1 dissent for losing over half your force in the last mission.
+1 dissent for each turn spent with a negative balance of power.
+1 dissent for each turn spent with a wealth of 3 or less.
-1 dissent for killing over half the enemy force in the last mission.
-1 dissent for each turn spent with a positive balance of power.
-1 dissent for each turn spent with a wealth of 5 or more.
During Step 9 of each campaign turn, compare your dissent score with the table
below.
0-5 No effect.
6-10 -1 Wealth per turn.
11-15 -1 Wealth per turn, 1d4 troops desert from your force pool.
16-20+ Play a Take and Hold mission as the attacking side against 3d4+1
Levy figures. Any rolls of 4 when generating this force add one
retainer figure to the opposing force. If you win, reset your
dissent score to 0. If you lose, the campaign is over and another
peasant revolt begins.
Force Pool
The Force Pool is an abstraction of the barrack room in your home castle. It details
all the figures available to you in any given battle. The size of this pool will be
defined during the fief creation in the campaign set-up.
The passage of time will have an impact on figures held in the pool. Injury times
will decrease for any figures inside the Force Pool as time passes during the
campaign turn. If a figure is killed in battle, they are removed from the Force
Pool.
A character may select any combination of figures up to his command rating to
take into a battle.
If the Fief’s Force Pool is full, additional figures may not be added.
54
During Step 6 of the campaign turn, roll on the table below to generate a Fief
Event. These events take place within your holding, breathing life into the land
around your warband.
Fief Events
1-7 Shortages: The basic necessities of life have become scarce. +1
Dissent.
8-14 Surplus: There’s more than enough to go around. -1 Dissent.
15-21 Sickness: A foul plague sweeps across the land. +1 Dissent, -1
Balance of Power, Roll 1d6 for each figure in the force pool. On a
4-6, the figure requires that many days recovery time.
22-28 Mercenaries: A free company has set up shop in your territory.
Roll 1d6:
- 1: Add 1d4+1 Levy figures with light armour to the enemy
force in the next battle.
- 2-5: No effect.
- 6: Add 1d4+1 Levy figures with light armour to your force
pool, -1 Wealth per turn.
29-35 Refugees: Peasants fleeing the conflict assail your towns and
fortifications. -1 Wealth per turn, +1 Dissent, -1 Balance of
Power.
36-42 Raiding Parties: Bandits and outlaws are taking the opportunity to
indiscriminately assault travellers in the region. Roll 1d6:
- 1: -1 Balance of Power.
- 2-5: No effect.
- 6: +1 Balance of Power.
43-49 Hostages: Members of your family have been taken prisoner by
the enemy in a bid to bring the conflict to a decisive end. -1
Balance of Power per subsequent turn. Instead of playing a
normal mission, you may play a special mission to rescue the
hostages. If you win, gain +1 Balance of Power. If you lose, +3
Dissent.
50-56 Royal Decree: The monarch has stepped in, issuing an edict to
hopefully bring an end to hostilities. Roll 1d6:
- 1: You are in the wrong, -1 Balance of Power.
- 2-5: No effect.
- 6: The royal family stands with you. +1 Balance of Power.
Gain an additional retainer with a complex weapon and
heavy armour.
55
Fief Events (Cont.)
57-63 Religious Decree: Someone has petitioned the Pope, attempting to
bring the Papacy’s might to bear. Roll 1d6:
- 1: The church finds you wanting. -1 Balance of Power.
- 2-5: No effect.
- 6: The church lends its support. +1 Wealth per turn, +1
Balance of Power.
64-70 Outbreak of Heresy: The instability in your lands has created a
fertile breeding ground for recidivists and unbelievers. +1 dissent.
71-77 Tax Collectors: Your liege is demanding his due. -1 Wealth per turn.
78-84 Tournament: With hordes of marauding raiders raping and
pillaging the countryside, you have staged a chivalric pageant to
distract the local populace. -1 Wealth, -1 Dissent.
85-91 Returned from Exile: A family member has returned from distant
lands in your hour of need. Gain one retainer with one additional
skill and an advanced weapon.
92-95 Assassins: Your enemies have turned to some hired killers to do
their dirty work. Roll 1d6:
- 1: Narrow Escape: You evade death, but at what cost? Roll
once on the injury table.
- 2-5: Botched job: No effect.
- 6: Assassins killed: The assassins heads look rather fetching
on your battlements. -1 Dissent.
96-100 Marriage: You, or a close family member, have managed to find
themselves a bride. Roll 1d6:
- 1: Bad match. -1 Wealth a turn, +1 Dissent.
- 2-5: Happy couple: -1 Dissent.
- 6: Strong Alliance: Gain an additional retainer and 1d4 levy
figures.
56
Fief Generator
This set of tables represents the physical matter of your fief, from the lay of the
land to the amount of influence you wield at court. These will have a direct impact
on how you manage your holdings during the campaign turn. Roll 1d10 for each
table. Alternatively, pick options up to a value of 20 Creation Points (CP)
Defense
1 (1 CP) Ravaged by disastrous conflict, your fortifications have been
pulled down and the rubble has been strewn across the
landscape. At best, you have snaggle-toothed ruins to defend
from invaders. -1 Balance of Power
2-4 (2 CP) A lone keep has tamed the wilderness around it, defending a key
road or strategic location within your holdings. This might be
your seat of power, a secure location from which you can begin
regaining control
5-7 (3 CP) Your lands are relatively defensible. The terrain might provide
some natural advantage, with a scattering of well-fortified
keeps and castles in strategic locations.
8-9 (4 CP) A large castle dominates your holdings, supported by a network
of smaller fortifications linked by roads or trails. The natural
landscape works to your advantage, with swathes of
impenetrable forest or marsh protecting key areas. +1 Balance
of Power
10 (5 CP) Between the landscape and the strength of your walls, attacking
your holdings would be a costly enterprise. +2 Balance of
Power
Influence
1 (1 CP) Even the heralds have forgotten your name.
2-3 (2 CP) As a minor landed knight, your holdings were acquired either by
force, or the generosity of someone of higher status.
4-7 (3 CP) You are a major landed knight, distinguishing yourself at battle
or in tournaments.
8-9 (4 CP) As a minor noble, you have the title of count or baron and the
fealty of several knights. At court, you might be able to call on
some favours.
10 (5 CP) You are an earl or duke, with significant obligations at court
which draw your attention away from the trouble brewing at
home.
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Holdings
1 (1 CP) A single, depopulated hamlet clustered around the base of your
family home. Starting force pool of 2d4+3
2-3 (2 A swathe of farmland populated with scattered hamlets and
CP) isolated farmhouses. Starting force pool of 2d4+4
4-6 (3 A scattering of large villages and hamlets. Starting force pool of
CP) 2d6+3
7-8 (4 A single small town and supporting farming communities. Starting
CP) force pool of 2d6+4
9 (5 CP) A large town and supporting villages. Starting force pool of 4d4+2
10 (6 CP) One or two medium sized towns and supporting communities.
Starting force pool of 4d4+4
Rule of Law
1 (1 CP) Your holdings are completely lawless. You have no authority over
the land or the people residing on them. +2 Dissent
2-5 (2 Bandits, raiders and outlaws rule the countryside, disrupting trade
CP) and generally making a nuisance of themselves. +1 Dissent
6-9 (3 Lawlessness is confined to the fringes of your territory. -1 Dissent
CP)
10 (4 CP) You’ve managed to exert a great deal of control over your lands,
crime is almost unheard of. -2 Dissent
Power
1 (1 CP) At best, you could scrape together a few peasants with rusty spears
and their grandfather’s swords. Start with 1d4+1 Levy figures.
2-4 (2 A couple of loyal household retainers and a warband of part-time
CP) warriors. Start with 1d4 retainer figures and 1d4+2 Levy figures.
5-6 (3 A small force of part-time soldiers drawn from the local peasantry.
CP) Start with 2d6+1 levy figures.
7-8 (4 A mix of household retainers, trained soldiers and militiamen. Start
CP) with 1d4+1 Retainers, 2d4+1 Levy figures. If a 4 is rolled on any dice,
add one additional skill to any figure.
9-10 (5 A trained force of soldiers, including some cavalry. 1d4+1 Retainers,
CP) 2d6 Levy figures. If a 6 is rolled on any dice, add one horse to the
warband’s stable.
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Wealth
1 (1 CP) Your coffers are completely empty. 0 Wealth per turn.
2-3 (2 CP) Your family struggles to make ends meet. 1 starting wealth.
4-5 (3 CP) Your family has little excess. 3 starting wealth.
6-7 (4 CP) You have enough to get by, but barely. 3 starting wealth, +1
wealth per turn.
8-9 (5 CP) You have the funds to live as dictated by your station. 5 starting
wealth, +1 wealth per turn.
10 (6 CP) Your family is able to live in comfort. 5 starting wealth, +2
wealth per turn.
Recent History
1-6 Plague: A horrible disease has swept across your lands. -1 Force Pool,
-1 Wealth.
7-12 New Castle: The fresh-cut battlements of a new fortification crown a
nearby hilltop. +1 Balance of Power, +1 Starting Force Pool.
13-18 Recent Conflict: The surrounding region has been embroiled in a period
of bloody warfare. Roll 1d6:
- 1: Your lands have suffered horribly, -1 Balance of Power, +1 Dissent.
- 2-5: You managed to steer clear of the battlefields.
- 6: You emerged from the storm of war relatively unscathed. +1
Balance of Power, -1 Dissent.
19-24 Minor Miracle: A statue of a saint has started weeping blood, bringing
hordes of pilgrims and nearby worthies to your manor’s chapel. +1
Wealth.
25-30 Natural Disaster: A sign of Mother Nature’s awesome power has
wrought hell upon your lands. -1 Wealth per turn, -1 Balance of Power,
+1 Dissent.
31-36 Bountiful Harvest: Your fields are burgeoned with ripe crops. +1 Force
Pool, -1 Dissent, +1 Wealth per turn.
37-42 Foreign Campaign: Your liege has called his banners, hauling the cream
of your soldiery off to some distant land. -1d4+1 starting figures.
59
Recent History (Cont.)
43-48 Royal Visit: A member of the royal family and their entourage have
stopped at your castle. Roll 1d6:
- 1: Disastrous Banquet -1 Wealth.
- 2-5: Unscathed.
- 6: Royal Support: +1 Balance of Power.
49-54 Peasant Revolt: A recent uprising has left the populace cowed and a few
unlucky rebels swinging from iron gibbets. -3 Dissent. -1 Balance of
Power.
55-60 New Trade Route: Passing merchants have used your lands as a rest
stop in the past. +1 Wealth per turn.
61-66 New Lord: You are recent arrival in these lands, taking the reigns after
some crisis. -1 Balance of Power, +1 Dissent.
67-77 Campaign Veterans: Your soldiers are the veterans of numerous
conflicts. +1 skill for all figures.
78-85 Legends of Chivalry: By some happy chance, your lands are home to
some piece of medieval legend, attracting many errant knights and glory
seekers. 1d4 retainers in starting force pool.
86-94 Reign of Terror: You rule your holdings with an iron fist. +1d4 starting
levy figures, +1 dissent.
95-100 Ancient Treasure Horde: You’ve unearthed a great horde buried by some
long since forgotten noble. +3 starting wealth.
Flashpoints
1-14 Rival Claimant: A challenge to your right to rule has arisen in a
neighbouring fief.
15-28 Strategic Location: A nearby location is of considerable
importance to you and your neighbours.
29-42 Valuable Resources: The region is particularly rich in resources.
43-56 Regional Unrest: Large-scale conflict has wracked the region,
drawing everyone into the maelstrom.
57-70 Historical Grievance: Your family has made some powerful
enemies.
71-84 Religious Instability: Heresy and non-conformism run rife in the
region.
85-100 Economic Strife: Shortages of goods and vital supplies have
thrown the region into chaos.
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Next, use the following tables to determine your own characteristics as a noble,
including your family and any unusual traits or quirks you have acquired during
your lifetime. Roll up to three times on the traits and quirks table.
Age
1-3 Young: Perhaps barely out of puberty, this noble is flush with
youthful vigour.
4-8 Middle-Aged: Just past their prime, this noble has a wealth of
experience to draw on.
9 Old: This noble has managed to survive multiple decades against all
odds.
10 Venerable: In an age where most lifespans are measured in a score
of years, this noble is truly blessed. They’ve seen more than most
people alive.
Motivation
1-15 Patriotism: This noble is prepared to fight and die in service of their
king.
16-20 Survival: Powered by base instinct, this noble just wants to save
their own skin.
21-25 Zealotry: God has called this noble to battle.
26-40 Glory: This noble is seeking recognition on the blood-soaked
battlefield.
41-45 Revenge: This noble has scores to settle.
46-60 Adventure: Life is simply more interesting on campaign.
61-70 Brotherhood: The bonds of fellowship formed by combat are the
strongest of all.
71-75 Ambition: This noble is seeking advancement through conflict.
76-80 Fatalist: Death’s cold embrace is all that awaits this noble.
81-90 Family: The folks back home drive this noble onwards.
91-100 Escape: Some dark past pursues this noble.
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Family Ties
1 Unmarried: Through some crushing misfortune, this noble has
failed to find a spouse.
2 Widowed: Death has stolen this noble’s wife, perhaps well before
her time.
3 Married, but Childless: God has not seen fit to bestow the gift of
children upon this noble’s family.
4-5 Married, with Male Heir: The bloodline will survive for another
generation at least.
6-7 Married, with Daughter: She may be pretty, but this noble’s only
progeny cannot inherit.
8-10 Married, with Multiple Children: A whole brood swarms around the
estates.
Extended Family
1 Non-existent: For whatever reason, your family group has been
reduced to a mere handful of individuals.
2-4 Small Brood: A small, tight-knit clan, thinned out by time. Perhaps
your parents still survive, along with an uncle or other distant
relatives.
5-7 Sprawling Tree: Your family is blessed with the gift of fertility,
with numerous progeny in many different noble houses. You have
an equal number of allies and enemies in your clan.
8-10 Scattered Roots: Your family has scattered to the four winds, either
due to distant marriages or unfortunate exiles.
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Martial Prowess
1-2 Cowardly: You shy away from violence and bloodshed, preferring
to surround yourself with retainers to do your dirty work. +2
Dissent, 8 Command Rating.
3-5 Reluctant: While you find battle disdainful, you’d draw steel in
defence of your family and holdings. +1 Dissent. 10 Command
Rating.
6-7 Experienced: You’re more at home on the battlefield than at court.
12 Command Rating.
8-9 Distinguished: Your deeds in battle and on the tourney field are
renowned beyond your own lands. -1 Dissent. 14 Command
Rating.
10 Esteemed: You are a peerless fighter, known beyond national
borders for your exploits. -2 Dissent. 15 Command Rating.
Stewardship
1-2 Ignorant: You prefer drinking or brawling to picking over the
minutiae of managing your money or the day to day running of
your estates. -1 Wealth per turn, -1 starting Wealth.
3-5 Misguided: You occasionally turn your hand to letters and figures,
often doing more harm than good. -1 Wealth per turn.
6-7 Enthusiastic: You find the managing of your affairs to be an
exciting challenge, and wholeheartedly throw yourself into it. +1
starting Wealth.
8-9 Proficient: You don’t need any help keeping an eye on your
affairs. +1 Wealth per turn.
10 Accomplished: You’re financially savvy and well-placed to take
advantage of local trade and commerce. +2 Wealth per turn.
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Noble traits and Quirks
1-3 Speaks other Tongues: The character can converse in another
language.
4-6 Flamboyant: Confidence and exuberance ooze from the character’s
colourful facade.
7-9 Airs and Graces: The character has experience in dealing with the
nobility.
10-12 Salt of the Earth: The character is at home among commoners and
peasants.
13-15 Gambling Problem: Dice and cards have a particular hold over the
character.
16-18 Unhappy Spouse: Something has displeased the character’s better
half.
19-21 Drunkard: The character spends most of his time in a state of
inebriation.
22-24 Prodigious Skill: The character has a remarkable knack for one
skill in particular.
25-27 Paranoid: The character is always looking over their shoulder.
28-30 Scarred: An unfortunate injury has marked the character for life.
31-33 Maimed: The character has been grievously wounded, leaving a
permanent and inconvenient legacy.
34-36 Literate: The character has learned his letters.
37-39 Scholar: The character is often found with his nose in a book, or
hunched over in a dusty library.
40-42 Pious: The character is devoutly religious.
43-45 Pompous: The character has an inflated sense of self-importance.
46-48 Prodigious Strength: The character could wrestle a bear and win.
49-51 Impetuous: The character acts quickly and decisively, without
forethought.
52-54 Lunatic: The character is stark raving mad.
55-57 Unusual Moniker: The character has acquired an odd nickname.
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Noble Traits and Quirks (Cont.)
58-60 Rotund: The character is grossly fat.
61-63 Unusual Pet: A strange creature accompanies the character.
64-66 Beautiful: The character is blessed with an alluring visage.
67-69 Quick-Witted: The character has a particularly sharp mind and a
cutting sense of humour.
70-72 Dullard: The character lacks intelligence and common sense.
73-75 Bastard: The character was born out of wedlock.
76-78 Chivalrous: The character is a paragon of knightly virtue.
79-81 Kinslayer: The character has murdered a blood relative, and has
been ostracised by society.
82-84 Crusader: The character has travelled with a crusading army, to
fight against heathen invaders.
85-87 Excommunicated: The character has been cast out by the church.
88-90 Heretic: The character has turned their back on an organized
religion.
91-93 Diseased: The character is afflicted by some plague or long-term
illness.
94-96 Poet: The character has a knack for producing lyrical verse.
97-100 Duellist: The character is a master of single combat.
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For any additional characters generated as part of the Fief campaign, you may
use the table below to determine their role within your holdings.
1-14 Retainer: A member of the household guard, equipped with the
best weapons and armour available. Exchange starting weapon
for a random advanced weapon.
15-28 Watchman: An experienced member of the town guard,
spending time peering over battlements with a spear in one
hand, lantern in the other. Re-roll failed spotting rolls during
any stealth missions.
29-42 Forester: A game warden and professional huntsman, the
Forester protects the woods from poachers and brings game to
the table. Exchange starting weapon for a longbow.
43-56 Engineer: A talented craftsman and mathematician, responsible
for raising siege engines and fortifications. Start with one item
of special gear.
57-70 Tradesman: A valued professional in the local area. Start with
one extra skill.
71-84 Farmer: A humble peasant, bent-backed over ploughed fields. +1
to all task rolls involving animals.
85-100 Household Servant: A seneschal or domestic servant, inured
with courtly manners. +1 to all persuade checks.
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Design Notes
Conceptually this game is drawn from a number of sources. I’ve found
inspiration in a couple of books, notably The Perfect Heresy by Stephen O’Shea
and For Honour and Fame by Nigel Saul. The former paints a lurid picture of the
Albigensian Crusade in the south of France, contrasting a brutal series of sieges
and atrocities against the background of day-to-day medieval life. The latter
delves into chivalric history, describing the development of the knight from a
professional soldier into a high-status landowner.
The game’s visual aesthetic is drawn primarily from the new raft of historical
media surfacing on the big and small screens. While movies like Kingdom of
Heaven and Ironclad or The Black Death have a whole host of problems associated
with their attention to historical detail, they bring small groups of colourful
characters into the forefront, presenting them against a gritty background of
violence. I wanted to put Chevauchee’s emphasis on these small warbands of
larger than life characters.
In my mind, the most important part of game design is injecting period detail and
character through mechanics. The player should be able to tell their own story,
and the game should assist this mechanically. As such, I have drawn on historical
nonfiction, film and videogames to provide a set of campaign systems which
allow players to tell their own stories.
Chevauchee has a massive scope for simulating medieval conflicts. The rules in
the book cover the early, high and late medieval periods in Medieval Europe, so
anywhere from 1066-1500ish but you shouldn’t rule out trying other conflicts or
locations. People have already expressed interested in Feudal Japan, for example.
I have a very limited knowledge of this period, but the generators and campaign
systems should transfer over well enough.
Feel free to contact me or Ivan at these e-mail addresses with any feedback or
queries you may have.
Tom Mecredy, [email protected]
Ivan Sorensen, [email protected]
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Change Log: Chevauchee Version 1.1
- Re-worked weapons and equipment.
- Moved random weapon generation to the advanced armoury.
- Re-worked warband generation.
- Consistency of font size throughout.
- Re-worked Initiative order.
- Moved random warband generation to the advanced warband creation section.
- Firearms and crossbows can only fire once per turn.
- Added the Creation Point mechanic to the Fief Campaign.
- Figures can only Guard Fire once per full game turn.
- Added Blunderbusses to the Firearms section
- Rules reworded for clarity throughout.
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