Simplus Medieval Miniaturis Rules (SMR)
Version 1.01
http://geocities.datacellar.net/Area51/Comet/9487
Visit the website for the latest update, freely distribute.
Items Needed
An agreed upon version, of these rules, Two six-sided dice, a good sized table,
and a tape measure or other measuring device(s).
Declaring War
Set the conditions for the battle prior to play. Players must agree on what
optional rules, if any, are to be used. They must also designate which figure
will be their leader. Each side may allow one or both sides to have additional
players or "mercenaries" which may be of another nationality.
Opposing sides start on opposite sides of the table, unless using a scenario which
states otherwise, or agree where setup will be.
Players will pre-determine what units of 25mm or other scale
will take place in the battle or campaign. Use one of these
battle types to determine what will be used:
Type 1:
All medieval units of a given nationality the player or players for each team can muster.
Type 2:
A set amount of points worth of units.
Extra-Heavy Units=4 pts.
Heavy Units=3pts.
Light Units=2pts
Peasant=1pt.
Add 2 pts for each horse
Add 1 more pt. for each armored horse.
Add 1 pt. for each bow.
No extra charge for a slinger.
The Units
One Figure=One Unit.
A leader figure, and the status of all figures involved should be reviewed by the players before the game starts.
Here are descriptions for units covered under these rules:
Peasants (P) Units:
Units with no armor, helmet or shield, and carry only knives (which may be large), bows, slings, agricultural pole arms, etc.
Light (L) Units:
Armed Figures with at least a helmet and/or shield
Heavy (H) Units:
Units with chainmail on breast or full body.
Extra-Heavy (XH) Units:
Units with scale or plate mail, or Extra-Heavy Cavalry (XHC)
which are chainmailed riders who have armored horses.
The Game Turn
This medieval game is played in turns. Each turn is composed of a series of events which must be performed in proper sequence. Each turn is the same, repeating the events.
Each event must be completed before moving on to the next event. The events, in order, which make up a turn are as follows:
Event 1 Missile Attacks (if in range)
Event 2 Movement (each side in turn)
Event 3 Melee
Event 4 Rally
Missile Attacks
A bow armed unit (not in melee), or sling unit may fire its bows during Event 1. See charts for range.
There is no missile fire into or out of units in melee. An unit that fires during Event 1
cannot voluntarily move that turn, or fight in melee round.
The target of each archer must be chosen before any of the archer die rolls take place for that player.
To determine a missile hit, roll 2d6 for each firing unit. See Missile Attack Table for attack results.
Any roll of 12 is an automatic KIA.
If that roll is a 2 instead, then the result is a rout. Or 3, for light units and peasants. For 4, peasants only rout.
Routed units must turn the opposite direction of the battle and move one full movement allowance away. This is immediate and mandatory.
Movement
Initiative is rolled (2d6). The highest rolling player will decide who will move first on the first turn. Subseqent turns
will be alternate. A player, who's turn it is to go first, may choose to move second.
Each player, in turn moves their units, except those which are routed, locked in melee, or which have fired their bows that turn. Each unit may move up to the maximum distance permitted for that type of unit.
See Movement Chart for maximum movement range by type of unit.
A unit may change its direction without penalty. A unit may not move through another unit. If a unit can not move to rout, then it is eliminated.
If a unit is touching an opposing unit, it is in melee. It may not move until melee is resolved.
An unrallied, routed unit cannot be voluntarily moved.
Melee
Melee is hand-to-hand combat between opposing units. It occurs when a player moves a unit so that it touches an opposing unit. The first two untouched units touching in melee are always turned face-to-face.
Once two opposing units are face to face, they stay that way until one or both are eliminated or routed. Additional units may move in to touch the flank (side) of a unit in melee, or they may move in to touch the rear.
Each unit attacks the unit it is facing only. All combat occurs simultaneously; casualties are laid down on the spot until all fighting is done for the Event. Melee will continue from turn to turn until one, or both opposing
units are eliminated, or routed. See the Melee Table for the roll needed to hit by type of unit.
To determine a melee hit, roll 2d6.
Any roll of 12 is an automatic KIA.
If that roll is a 2 instead, then the result is a rout. Or 3 for light units and peasants. If 4, then peasants only rout.
Routed units must turn the opposite direction of the battle and move one full movement allowance away. This is immediate and mandatory.
Rally
A routed unit may not turn around or voluntarily move unless it is rallied.
A unit which was routed may be attacked in the next turn in the rear or flank by an enemy unit. If this happens, the unit attacked automatically routs again if it survives the attack.
Units which are routed due to bow fire are treated the same as a unit routed in melee.
A unit remains routed until rallied. A player may rally a unit in two ways:
A leader can rally a unit. To do so, he must touch the routed unit in the next Movement Event. Then the routed unit will be turned around and function normally again. A leader can rally only one unit per turn.
If no leader is present, a unit must try to rally on its own. Roll 1d6. H,XH rallies on 4,5,or6. L, on 5 or 6. Peasant on a 6. If the player fails to rally the routed unit, it is removed from the game at once. If he succeeds, the unit turns to face the enemy. It is now considered a normal unit and may move again on the next turn.
Optional Rules
Optional rule #1 - Battle Rage:
If a figure rolls a 12 during melee,
he gets another free move and another +2 bonus attack on a new target.
If the figure's next roll is another 12, he becomes a "hero" and gets an extra turn with +2 attack for the rest of the game. (and campaign unless killed.) In campaign play,
he may be upgraded one level each battle to another type. example: Laserwulf the peasant becomes a hero his first battle.
The next battle he becomes a Light Infantry Hero, the next, heavy infantry, then either X-heavy infantry or heavy cavalry, etc.
Optional rule #2 - No Leader Morale Check:
If the friendly leader is killed, and the total enemy units of all types is greater, immediately roll 1d6. If 1-3 then the
friendly forces have a general retreat and all flee. This rule may only be good in certain campaign situations depending upon the leader.
Of course, it could work to the opposite if the fallen leader was a much honored one, causing the warriors to fight harder in his memory.
Optional rule #3 - The Standard:
If a flag bearer or standard is used, routed units will flee to the flag or standard instead of the edge of the table.
Optional rule #4 - Bashing Down the Small Keep Door:
During the game, if a soldier with an ax can score three hits of 10 or better, the door is broken open.
Scenarios
Scenario #1 - Contact:
Use 15 (Type 2) points worth of troops on each side. This skirmish will only take minutes if this rule system is mastered.
Scenario #2 - Village Invasion:
One side attacks an area on the table
designated as a peasant village with (60 pts.)worth of troops. The village
area may
be represented by a small cluster of houses, etc. The peasant player may
start with
(15 pts.) of peasants in the open, along with some troops (20 pts.) from a
sympathetic baron or other enemy of the invaders,
and (15 pts.) more peasants (no cavalry) waiting in buildings (hidden from invader player
before game by pieces of paper under the building stating what is inside.) Also, a die roll (2d6) may be made (10 or better) at the end of
each turn, for peasants
(1-6 pts. from 1d6). These reinforcements come from any
side of the table. The Invader wins if all of the peasants are killed at any moment in the
designated village area. The Peasant and allies win if the Invaders are eliminated.
A single unit uninterrupted for 5 consecutive turns may burn a peasant
building. Peasants hidden inside must come out on the next turn.
The "burnt building" is placed upside down.
email me so I can post any of your battle stories using these rules. Let me know how they work out or if you tried something different. Perhaps we can integrate campaigns!
email:toadsky@geocities.com
RANGED ATTACKS - 2d6 (Roll Needed)
ATTACKING UNIT | RANGE | P | L | H | XH
|
---|
Bow Archer | 12 | 9 | 10 | 11 | 12
|
Crossbow Archer | 10 | 8 | 9 | 10 | 11
|
Slinger | 10 | 10 | 11 | 12 | 12
|
Ranged Weapons add +2 when firing at the back.
MOVEMENT CHART
UNIT TYPE | IN.
|
---|
Peasant (foot) | 4
|
Light (foot) | 4
|
Heavy (foot) | 3
|
Light Cavalry | 6
|
Heavy Cavalry | 5
|
X-Heavy Inf. | 2
|
X-Heavy Cav. | 4
|
MELEE COMBAT TABLE - 2d6 (ROLL NEEDED)
ATTACKING UNIT | PI/C | LI/C | HI/C | XHI/C | PA | LA | HA
|
---|
Peasant Infantry/Cavalry | 9 | 10 | 11 | 12 | 8 | 9 | 10
|
Peasant Archer | 10 | 11 | 12 | 12 | 9 | 10 | 11
|
Light Infantry/Cavalry | 8 | 9 | 10 | 11 | 7 | 8 | 9
|
Light Archer | 9 | 10 | 11 | 12 | 9 | 10 | 11
|
Hvy./XH Infantry/Cavalry | 7 | 8 | 9 | 10 | 6 | 7 | 8
|
Heavy Archer | 8 | 9 | 10 | 11 | 7 | 8 | 9
|
Melee (figures which are base-to-base)attacks gain +2 when attacking the flank and +4 when attacking the back.
Units using ranged attacks which are attacking from flank gain +1 on die roll. They gain +3 when attacking from rear.
Slinger targets follow under archer (*A) columns.
Greatheart Campaign
Here is some extra stuff that I made up while making the game a role-playing miniatures game. This includes "giant" party favor lizards.
Bashing Doors: Small cottage door with hand weapon: 8 or better. Medium Keep door with hand ax: 8 or better 3x.
CREATURE COMBAT TABLE
Creature | Attack | PI/C | LI/C | HI/C | XHI/C | PA | LA | HA
|
---|
Giant Lizard | bite 1-3(1d6) | 7 | 8 | 9 | 11 | 6 | 7 | 8
|
Giant Lizard | claw 4-5(1d6) | 8 | 9 | 10 | 11 | 7 | 8 | 9
|
Giant Lizard | tail lash 6 (1d6) | 9 | 10 | 11 | 12 | 8 | 9 | 10
|
Next addition will be a random encounter table. Should I continue to use six-sided dice? Switch to 10 sided?
Credits
Written by: Richard Warren
Playtesting by: Philip Connolly, Toby Farman, Scott Mitchell, Nancy Warren, Samantha Lugo, Nicole Warren, Richard Warren