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A Medieval Skirmish Wargame
By Tom Mecredy and Ivan SorensenChevauchee Beta Rules
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 ultimate intention of this game is fo bring medieval
warfare fo life on the tabletop, creating larger-than-life
characters and acts of heroism which could have been liffed
from some long-lost chronicle,
This beta fest contains all the rules you need fo play a pick-up
game. Rules for playing campaigns and utilizing characters
will be in the final release.
What you need fo play:
- Ahandful of figures
- Some six-sided dice, of at least two different colours
- Two ten-sided dice,
- Ameasuring tape or ruler marked in inches. To play
using metric measurements, multiply all distances by
25
Suifable ferrain
— Scrap paper and pencilsMintotures
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 fo
a player,
- Turn: When the rules refer to a turn, they refer fo 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-rols
Some game rules permit a dice fo 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.Forming the Warband
The cornerstone of your force is a warband, Comprised of
anywhere between §-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 fo ways:
- Retainers: These heavily armed men are the
professional soldiers of the medieval world. They can
issue orders and have access fo the best weapons.
- Levy: Unuillingly plucked from their former lives, these
conscripts are poorly trained peasant warriors, armed
with whatever weapons their lord can spare.
Handling your Floures
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 affacks without penalty. Avoid
placing hidden figures on the corner of terrain features to
avoid confusion,The Turn Sequence
Activations
Not every figure in the warband may act in the same turn,
Each player has access fo 4 action dice, the outcomes of
which can be assigned to one figure per dice, Af the start of
each turn, each player should roll his action dice and consult
the fable below,
Scurry: Selected figure may move and dash, No
reactions may be taken against this figure.
Engage: Selected figure may move and fire or
move and dash or charge.
Charge: Selected figure may fire their ranged
Weapon or charge.
The Turn
The turn sequence boils down fo 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 fo their Full movement
allowance in any direction.
Moving figures can be left facing any direction at the end of
their movement, Facing is important for determining counter
charges and reaction fire.
Sprinting
A figure wishing fo move further following a normal move
may sprint. 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,
Charging
Instead of making a normal move, a figure may elect to
charge at a visible enemy figure. A charging figure must
move S#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,
Charging figures will usually strike first.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 exif a rough ferrain
feature without penalty,
Figures may nof enter or exif a rough ferrain feature in the
same movement phase.
Obstacies
Obstacles are vertical terrain features which block
movement, Hedges, walls and fences are typical examples of
battlefield obstacles,
Obstacles are divided into fwo categories:
- Simple obstacles are waist high or lower. On moving
into a simple obstacle, a figure must end their move,
They may cross if on a subsequent furn,
- 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 if. Use a suitable
marker or verbal clarification fo 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,
Butidings
Having inferior 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, if can be breached with a successful fask roll
and an appropriate tool. Windows count as a simple obstacle,
Figures in doorways or windows may hide.Reactions
Figures may make a reaction if they could attack on their last
turn but did not do so,
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 180° 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, if 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 if. A figure may guard fire
more than once in a single turn.
Gounter-Charge
If a moving figure comes within 6” of an enemy figure that
began the turn out of sight or more than 6" away, if is
subject to a counter charge,
The enemy figure moves into base contact with the moving
figure, interrupting the move and resolving an attack.
Charging figures always strike first,Special Actions
Tasks
A task is any action outside the bounds of combat or
movement, Persuading a fruculent peasant or turning the
windlass on a portcullis would both require a task roll. When
called upon fo make a fask roll, use the fable below,
4 Delayed: The action does not succeed, but can be
attempted again next turn,
Succeed as expected.
Failure: This figure cannot carry out the action,
Another figure can attempt if if applicable.
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 fo 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 when using
guard fire,
= Charge Them: The Levy figure may roll two dice when
charging and pick the highest result.
= Try ft Again: The Levy figure may roll two dice on their
next task roll and pick the highest,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, ina
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,
To initiate a combat, move the attacking figure into base
contact with the defender and resolve the first attack,
Usually, the attacker strikes first,
Kil Dice
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,
Killed: The figure goes Out of Action and is
removed from the fable.
Shock Dice
Fiinch: The target loses the ability to retaliate.
Broken: The target must move their full allowance
away from the combat,Ranged Attacks
Figures armed with ranged weapons can make affacks at
considerable distances, They may fire at any target within
their line of sight nof 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,
Kitt Dice
Knocked Down: Indicate in a suitable manner or
place laying down, The figure may nof act normally
unless activated or contact is made by a friendly
figure.
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” fowards.
the nearest cover. The figure will attempt to hide
and may not be activated on the following turn.
Fleeing: The figure moves §” away from enemies
and towards cover. If they cannof reach cover
within 6", they will move a second time.
A Fleeing figure will keep running until activated or
contacted by a friendly figure.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 146 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 fo the roll:
- Attacking: +1
Pinned Down: Must re-roll S's,
Balled; -1 and must re-roll 6's.
Short Reach Weapon: +1
= Extra-Long Reach Weapon: -1
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Retainers and Levies
The Warband is composed of two types of figures. Retainers
are the cream of fhe crop, armed with the best weapons and
armour and placed in a position of command over the levy.
They are also highly skilled mounted warriors.
Levies are drawn from the peasant stock, pressed info
service with little training and poor equipment. They have
access to ranged weapons and are more mobile than their
armoured companions.
Retainers are always equipped with heavy armour and one
skill from either the general or retainer skill fables. To
determine a retainer’s starting armaments, roll once on the
table below.
Simple melee weapon and shield,
Advanced melee weapon,
[4-6 [complex motes woapon
To determine a Levy figure's starting armaments, roll once
on the table below,
a
Simple melee weapon and shield,
Ranged weapon, Roll another dS, 1-2: Shortbow, 3-4; Longbow,
5-6; Crossbow,
ls | Advanced melee weapon,To determine your starting forces, roll 3d6 on the fable
below,
1 Levy figures and 1 Retainer.
2 Lovy figures with special gear and 1 Retainer.
[>| 2 Levy figures with light armour and 1 Retainer.
3 Lovy figures with special gear and 1 Retainer,
2 Levy figures with light armour and 1 Mounted Retainer.
2 Mounted Levy figures and 1 Mounted Retainer.
For larger games, both sides may roll 1410 on the following
table, fo determine if any additional elements are supporting
their warband,
Hedge Knighf;#1 Retainer with an advanced melee weapon and shield, +1
Levy with a simple melee weapon.
Foresters; +3 Levy armed with longbows and hunting horns,
‘Watchmen: +4 Levy armed with simple weapons and light armour.
Engineers: +2 Levy armed with simple weapons and bags of pitch or
casks of black powder or sacks of caltrops.
Brigands: +1 Refainer with an advanced weapon, +3 Levy armed with
shortbows or simple weapons,
Hobllars: +3 Levy on horseback with simple weapons and shields,
Indentured Soldiory: +4 Lovy with light armour and advanced weapons
or crossbows.
Mercenary Crossbowmen: +3 Levy wiith light armour, crossbows and
povises.
Household Retinue: +3 Retainers with advanced weapons or simple
weapons and shiolds.
Mounted Knights: +3 Retainers on horseback with advanced weapons.Armoury
This section covers the fools of warfare used by knights and
common men alike, Swords and axes, bows and spears are
all covered by these rules, A list of common weapons is
presented at the end of the section, while the tables that
follow allow you to create your own using a handful of dice.
Weapon Type
In Ghevauchee, 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 Jucky levy figures, The type of weapon is
usually determined by the Warband Creation fable.
= 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 if, Roll 1 Damage, 1 Reach and 2
Tags.
— Complex: Only a highly trained warrior could utilize this
weapon fo 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 fo open up
wounds, piercing weapons use a sharpened point fo
penetrate armour and crushing weapons destroy flesh and
bone with sheer mass,
4-5 Piercing: Roll 2 Kill Dice and 1 Shock Dice per
attack,
Slashing: Roll 1 Kill Dice and 1 Shock Dice per
attack. Re-roll failed kill dice against unarmoured
targets,
Crushing: Roll 1 Kill Dice and 1 Shock Dice per
attack, Re-roll failed kill dice against armoured
targets.
Reach
A weapon's reach governs at what range affacks can be
made. These categories are deliberately broad to encompass.
the biggest variety of weapons,
Short: +1 to all grapple rolls, Must target the horse
when engaging mounted targets.
Medium: The wielder may exchange all kill dice
for shock dice when making an attack,
Long: +1 Kill Dice against mounted targets. ~1 fo all
grapple rolls,
Extra—Long: May attack figures when they are
within 2”, Cannot Sprint. Must only roll shock
dice when the enemy is in base contact.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,
Formation: Other figures within 1" using weapons with this tag may
reroll one failed kill dice,
Heavy: +1 Kill Dice, ~1 fo Grapple Rolls,
Two-Handed: #1 Kill Dice, +1 Shock Dice, ~1 fo Grapple Rolls. Figure may
nof use a shield,
Hooked: Re-roll one failed kill dice against fargets carrying a shield.
Cavalry: +1 Shock Dice when wielded from horseback.
Versatile: Re-roll one failed shock dice,
‘Mulfl-Type (Plorcing); +1 Kill Dice. Roll again if the weapon is already
piercing.
|
=|
[eas]
fee]
‘Mutti-Type (Slashing): Re-roll failed kill dice against unarmoured
targets. Roll again if the weapon is already slashing.
Mutti-Type (Crushing): Re-roll Failed kill dice against armoured targets.
Roll again if the weapon is already crushing.
Blade Trap: The Figure gains the benefits of a shield,
Complex Guard: When defending, the figure may ignore the result of
one kill dice,
OfP-Hand: This may be used in conjunction with another one-handed
weapon,
93-100 Nimble; This weapon always strikes first,Ronged Weapons
The medieval world played host fo a wide variety of medieval
weapons, from slings and short bows to mechanical
crossbotus, 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 as one of their
actions.
= Sling: Roll 1 Kill Dice and 1 Shock Dice, 12” Range.
Re-roll successful Kill Dice against targets with heavy
armour,
= Javelins: Roll 1 Kill Dice and 1 Shock Dice. 8" Range. May
be thrown while charging.
= Shortbow: Roll 2 Kill Dice and 1 Shock Dice, 18" Range,
Figures with the Expert Rider skill may fire from.
horseback,
= Longbow: Roll 2 Kill Dice and 1 Shock Dice. 24" Range.
Re-roll failed kill dice against armoured targets.
= Crossbow: Roll 3 Kill Dice and 1 Shock Dice. 18" Range.
May not move and fire. Re-roll failed kill dice against
armoured fargets,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 hif, roll 1d6. On a1 ora 6, the figure is
wounded instead.
= Heavy Armour: Roll 1d6 for every successful Kill Dice.
On a1ora 6, the attack fails. -1 to Sprinting, -1 fo all
Grapple Rolls,
= Shield: Figure must re-roll all grapple rolls. Re-roll one
successful Kill Dice per attack. Gain an extra re-roll if
there is another figure with a shield within ".Horses
Medieval warfare was characterized by the use of mounted
warriors, offen in heavy armour.
Mounted figures have a base move of 8" and may sprint as
normal, Figures with Expert Rider roll 2d6 for sprinting and
pick the highest.
When charging, mounted figures add +2 Shock Dice to their
attack,
Mounted figures may use one-handed weapons and shields,
Expert Riders may use short bows. Figures may mount or
dismount horses instead of moving.
Figures targeting horses should use the fables below when
resolving shock dice and kill dice.
Kil Dice
Lame: The mounted figure moves at half speed and may not sprint
for the rest of the battle,
Killed: The horse is removed from the battlefield, Place the rider in
base contact with the enemy figure. Roll 148, On a1 or 6, the
figure is knocked down,
Shock Dice
1 Bucking: The rider is thrown from the horse, Roll 146, On a1 or 6,
the figure is knocked down,
Bolfing: The mounted figure moves 8" away from the combat. Roll
1dS, On a1 or 6, the figure is thrown from the horse and knocked
down.Special Gear
Many soldiers carried extra items fo assist them on the
battlefield, Roll on the fable below to determine the nature of
Stokes: A pair of wooden stakes cut from a nearby forest. A
Figure may deploy them as one of their actions. A sof of four
stakes counts as a difficult obstacle and will inflict 2 Kill Dice and
1 Shock Dice on charging horsemen,
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 if.
Groppling 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 fask roll,
Trumpet/Drum/Plipes: A Sombastic instrument designed fo carry
signals across a chaotic battlefield, Retainers adjacent fo a figure
with this item may issue an order fo 148 Figures within an 13"
range,
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" fo the range of their orders.
Bag of Plich: 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,
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 fo scatter the traps in a 2" circle, The traps
inflict 1 Kill Dice and 4 Shock Dice on any figure passing through
the circle,
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 fask roll. Affer one full turn, the keg detonates, Each
figure within a 3" radius suffers 1 Kill Dice and 1 Shock Dice,Weapon List
The following tables provide a number of pre-made weapons
fo speed up the process of puffing a warband together,
Simple Weapons
Arming Sword | 2 Kill Dice,1 | Piercing | Medium rsatile or Armour
Shock Dice, Piercin:
Curved Sword
Fighting Axe
2 Kill Dice, 1
Shock Dice.
Knife A Kill Dice, 1
Shock Dice.
Misericorde 2 Kill Dice, 1
Shock Dice,Advanced Weapons
Longsword 3 Kill Dice, 2 pew |
Shock Dice,
Battloaxe 2(3) Kill pm Medium, Two-handed and
Dice, 2 hooked or
Shock Dice, Mutti-Type
(Piercing)
2
Pen | : °
Gomplex Weapons
Halberd 3 Kill Dice, 2 | Piercing | Long Formation,
Shock Dice, Two-Handed,
Multi-Type
Crushing
Poleaxe 2 Kill Dice, 2] Crushing | Medium Two-Handed,
Shock Dice. Versatile,
Multi-Type Piercing
Bardiche 3 Kill Dice, 2 | Slashing | Medium
Shock Dice,
1Skills
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 fo both types of figure and provide
bonuses fo basic actions like movement and task rolls, Roll
1010 on the fable below.
‘Strong: Ignore the effects of the First hit taken in a battle.
Lightning Reflexes: This figure always strikes first,
Formation Flghfer: This figure may re-roll an additional kill dice when
fighting in formations,
Armoured Fighter: This figure suffers no penalties from wearing heavy
armour,
Charisma: This figure gains +1 to all fask rolls involving persuasion,
17 | eek Drs owing owsapon dove at atonal
Sunderer: After resolving an attack, this Fioure may select another
farget with 2" and roll his shock dice against them. This action may be
repeated against any other targets, dropping one dice cach time until all
the figure's shock dice are depleted,
[> ____| siete Agus pane a aka
[o | Grtt: This figure automatically recovers when broken,Retainer Skills
These skills are exclusive fo retainer figures, enhancing their
abilities at commanding others, fighting from horseback and
engaging other retainers, Roll 1d10 on the table below,
Expert Rider: This figure rolls 246 for sprinting when on horseback,
picking the highest result. The figure may also fire ranged weapons
from horseback,
Cavaller; This figure gains +1 Shock Dice when using weapons with
the cavalry fag.
a ce es
Master Swordsmen: This figure gains #1 Kill Dice with Medium reach
weapons,
Shlold-Broaker; Following a successful attack, roll 146: On a tora &,
destroy the enemy's shield,
7
Grappling at the Susord: This figure gains +{ to all grapple rolls.
Commanding Shout: This figure can issue orders fo any Levy Figures.
within
Thunderous Charge: This figure adds +1 Shock Dice fo the mounted
charge bonus.
Footwork: Following an attack, this figure con move 2” in any,
direction, This move cannot inifiate another combat.Levy Skills
These skills are only available to Levy figures, enhancing
their ability fo engage targets at long range, and in nasty
close-quarter bratuls. Roll 1410 on the table below.
[| Eagle Eyed; Increase the maximum range of all ranged weapons by 2".
[2 | Grack Shot: Add +1 Kill Dice to all ranged attacks.
[>| Berserker: Add +1 Shock Dice fo all melee attacks.
Furlous Charge: This figure may roll 248 when charging and pick the
highest result.
Unarmoured Fighter: This figure gains +1" base movement when not
wearing armour,
Polearm Master: This figure gains +1 Kill Dice when using Long and
Extre-Long reach weapons,
Aggressive: If a grapple ends in a draw, this figure can force his,
enemy fo re=roll.
Rapid Fire: This figure may exchange all his Kill Dice for Shock dice
when making ranged attacks.
Knife Fighter: This figure gains +1 Kill Dice with Short reach weapons.
Slaughterman: This figure may re-roll one failed Kill Dice when.
attacking horses.
pas
ceeCreating Characters
Characters are the protagonists of your blood-soaked story, These fables 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 fo re-roll any results that don't quite fif, most of the options presented
below are for roleplaying and have no mechanical impact.
Young: Perhaps barely out of puberty, this character is flush with
youthful vigour.
Middle~Aged: Just past their prime, this character has a wealth of
experience fo draw on.
Old; This character has managed to survive multiple decades against all
Patriotism: This character is prepared fo fight and die in service of their
King.
Survival; Powered by base instinct, this character just wants fo save their
own skin,
Zealotry: God has called this character to battle,
Glory: This character is seeking recognition on the blood~soaked battlefield.
46-60
1O
Fatallst; Death's cold embrace fs all that awalts this character,
Family: The folks back home drive this character onwards,
91-100
Revenge: This character has scores to settle,
Adventure; Life is simply more interesting on campaign.
Brotherhood; The bonds of Fellowship formed by combat are the strongest
of all,
Ambttion: This character is seeking advancement through conflict.
Escape: Some dark past pursues this character,Background
Peasant: A humble serf, farming fields and tending cattle, Dragged
away from their life of servitude fo fight for king, country and
survival.
Valued Professional: A blacksmith, butcher, carpenter or other
tradesman highly valued in their tight-knit community, The call of
war has drawn them fo the battlefield,
Merchant; Dratun by the lure of gold or far-off lands, merchant
caravans criss-cross the continent, Many follow in the rear of
armies, bringing supplies fo hungry soldiers,
Outlaws: Cast out by society, thousands of souls scratch a Ii
the fringes. Many are criminals of the worst order, some wore just
unlucky,
Noble Retainer; From domestic servant fo household knight. All sorts
of folk are bound fo serve the noble hous
Holy Orders: A servant of one of the many religious organizations
vying for control of the medieval world.
Professional Soldier: The unending conflict needs a steady supply of
hardened men. The professional soldier serves his master and
himself, whatever his station.
Bard; A man of songs and laughter, wandering from court fo court
singing tales of heroism and felling the fales of old,
Length of Service
3-6
Fresh from the Flelds; The character has yet to experience the
horrors of the medieval battlefield,
Bloodied: A few skirmishes has given the character an appreciation
of how awful the battlefield can be.
7-3
Seasoned Campalgner: Numerous battles have moulded this
character info a veteran soldier, commanding the respect of his
peers. #4 General Skill,
Hardened Veteran: A cold-blooded killer, both feared and respected
across the kingdom. #1 Retainer Ski,Tratts and Quirks
‘Speaks other Tongues: The character can converse in another language.
Flamboyant: Confidence and exuberance ooze from the character's
colourful Facade,
Alrs and Graces; The character has experience in dealing with the
7-
nobility.
1
10-12 Self of the Earth: The character is at home among commoners and
peasants.
iS Gambling Problem: Dice and cards have a particular hold ever the
character,
3-4
16-18 Unhappy Spouse: Something has displeased the character's better half,
19-21 Drunkard: The character spends most of his fime in a state of
inebriation,
3
7-
Prodigfous Skills The character has a remarkable knack for one skill in
particular,
‘Scarred: An unfortunate Injury has marked the character for life.
1-33 Malmed: The character has been grievously wounded, leaving a
permanent and inconvenient legacy,
[es-27 | Parenold: The character is always looking over their shoulder,
Scholar: The character is often found with his nose in a book, or
hunched over in a dusty library,
40-42 Plous: The character is devoutly religious.
43-45 Pompous: The character has an inflated sense of self-importance.
48-48 Prodlofous Strength: The character could wrestle a bear and win,
Impetuous; The character acts quickly and decisively, without
forethought,
Ee
55-57 Unusual Moniker: The character has acquired an odd nickname,
58-60 Rofund; The character is grossly fat.Tratts and Quirks (Cont.)
Unusual Pots A strange creature accompanies the character.
Beautiful: The character is blessed with an alluring visage.
Quick-Witfed: The character has a particularly sharp mind and a cutting
sense of humour,
70-72 Dullerd; The character lacks intelligence and common sense.
Kinslayer: Tho character has murdered a blood relative, and has been
ostracised by society.
Grusader: The character has travelled with a crusading army, fo fight
against heathen invaders.
js The character has been cast out by the church,
Heretics The character has turned their back on an organized religion.
Disoased; The character is afflicted by some plague of long-term illness.
Post: The character has a knack for producing lyrical verse.
97-100 Duelllst; The character is a master of single combat,Battle is Joined
Setting up the Battle Area
In most cases, simply pick a visually appealing table and play
on if, Players wanting a more mechanical approach should
fill the table with ferrain markers, with approximately 6-8”
between them,
Roll 146 on the table below for each marker,
Linear Obstacle: Wall, hedgerow, barricade, fence,
treeline.
Vegetation: Woods, bushes, shrubbery,
Structure; Building, ruins.
Obstruction: Marsh, water, rubble.
Individual Feature; Boulder, debris.
Natural Feature: Hill, scattered frees, broken ground.
Type of Battle
Battles are broken down into three types. Roll 1410 fo
determine the nature of your engagement,
Pitched Battle: A straight-up fight between two forces.
Defensive Action: One side is attempting fo hold a
location or protect something important,Setting up the Objectives
Each mission type has a number of potential objectives
associated with it. Roll once on the table appropriate fo the
mission type.
Livestock Rald: The attacking side is atfempting fo make off with
some livestock, Place 14S+1 cattle or 143#1 horses in an enclosure
near the centre of the fable, The atfacking player must secure at
least half the animals before leaving the battlefield,
Slash and Burn: The attacking side is atfempting fo destroy a
small hamlet and the surrounding fields, Place a cluster of 1441
buildings in the centre of the fable. The attacking player may use
bags of pitch, gunpowder, fire arrows or burning brands to
destroy the buildings. Ignited buildings take 1d4 turns fo burn
down, All buildings must be destroyed before leaving the
battlefield,
The Grain Stores: The attacking side is attempting fo steal a large
quantity of stored grain from an isolated barn, Place a single
large building in the centre of the fable. The barn is filled with
1d6#1 sacks of grain. A sack of grain may be removed from the
barn with a successful fask roll, Figures carrying grain sacks
are reduced fo half move unless they are mounted. The attacking
player must remove half the sacks of grain before leaving the
battlefield.
Baggage Train: The attacking side is ambushing a convoy of
supplies or other valuables as if travels through supposedly
friendly country. Deploy a road or dirt track between two fable
edges. Place a cart laden with 144#1 sacks of grain or other
supplies. The atfacking player must remove half the supplies
before leaving the battlefield.Pitched Battle
3 Rout: Both sides are trying fo drive the other side from the table,
Held to Ransom: The attacking side fs attempting fo capture a number
of prisoners fo use as bargaining chips in the conflict, The attackers
may leave the battlefield once over half the enemy force has been
taken prisoner.
Toke and Hold; The attacking side is attempting fo gain control of a
strategic location, Place an appropriate fortification or other
defensible terrain in the centre of the board, The atfacking player
must gain control of this location and defend it until the defending
side has retreated.
Hostile Roconnalssance; Both sides are attempting fo 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
Ambush: The defender has got the jump on the attacker, aiming to
rout them before they get further info 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 of capture half the atfacking force before leaving the field,
Rearguard: A village stands in the path of the ravaging invader.The
defender must hold them off while the civilians escape, Deploy 248
civilians somewhere on the table. The defending side may only leave
‘the table once half these civilians have exifed the fable,
‘Scorched Earth: With an invading army on the warpath, the
retreating defenders must leave a barren wasteland in their wake.
Nominate 144+ 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
fo prevent this destruction,
Hidden Treasure: Some local peasants have hiddon caches of supplics
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,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 fo invaders and defenders alike.
At the start of each turn, roll once on the fable for each
animal fo determine their movement.
Myopie; The animal pauses, glassy eyes staring
blankly. No movement.
Spooked; The animal moves 2d8” away from the
nearest visible figure.
jes | Docile; The animal moves 6" in a random direction.
Cattle can be herded by any figure. This requires a
successful fask roll within 6" of the animal.The cattle will
move as spooked in a direction picked by the herding player.
Garts 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 dash move of 1d6", If fhe cart has two animals yoked,
the controlling player may re-roll the dash dice.A cart requires one figure to control if, 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 af a rate of S" per turn. If the
wagon has less than fwo animals yoked to if, reduce
movement by half,
A wagon requires one figure to control if, 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 if,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 info 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 fo historical detail, they bring small groups of colourful
characters info the forefront, presenting them against a gritty background of
violence. | wanted fo 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 fo fell their own story,
and the game should assist this mechanically. As such, I have drawn on historical
nonfiction, film and videogames fo provide a set of campaign systems which
allow players fo fell their own stories, These aren't covered in the beta ruleset, but
will be available in the final version,
At this moment, the period covered by this game is fixed in the late
fourteenth/early fifteenth century, The rules are broad enough fo span warfare
from the Viking age fo the Renaissance, and at some point there will be small
supplements fo cover these points in history.
I settled on the late fourteenth century due fo a pretty extensive historical bias
towards the Hundred Years War and a vague, unsupported notion that this point in
time represented the most archetypal medieval setting; plate armour is pretty
ubiquitous among the nobility, the English bowman is king of the European
battlefield and firearms are yet fo come into their own,
Thanks for putting up with my unstructured ramblings, enjoy the beta, Any
Feedback should be directed to:
~ Tom Mecredy, inmecredyaamail.com,
thoupsidedowunpiranhafish.tumblr.com
~ Ivan Sorensen, runequesteraamail.com