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ottingham middle age skirmish Small-scale tactical wargame rules By Ádám Tilinger. Version 1.0e N

Nottingham - middle age skirmish

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Middle age skirmish wargame rules.Set in the medieval England, play as a leader of jolly outlaws, valiant knights or peasant militia.Includes rules for campaign play.

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ottinghammiddle age skirmishSmall-scale tactical wargame rulesBy dm Tilinger. Version 1.0eNBrogan anxiously peered out from behind the tree - for the tenth time duringthelastfiveminutes.Hefinallysawwhathewaswaitingfor:Theycome murmuredthebandit,andpreparedhimself.Mildexcitementflowedthroughhisbody, even though this was not the first time he put his life to stakes.He participated in twenty or thirty raids, ever since he left Shrewsbury. After Wallis- their former leader was caught he personally schemed about ten of those, and hewas the one who led his men during those ambushes. He had no desire for being thebossthough.Rightnow,heisheretocollectalltheequipmentneededtofreeWallis, and to get rid of this burden...The marching party on the road came closer and closer every second. Brogan lookedoutagain,makingsurethatitwasindeedthetaxcollectorandhisbodyguardsapproaching.Ashewasreassured,hemadethesignal.Thewhistledidnotimitateanybirdwhistle,itcouldnothavemisleadanyone,butthatwasnotthepurpose.Suddenlyeightortengrayoutlawraisedfromthebushesafewstepsnorthoftheroad, with bows drawn. They released their arrows. None but two of the missiles hittheir target, with only one causing actually any damage.Good guys, just a little inexperienced he thought, as they were hasting to load theirbowsandshootagain.Sincethe kingisincaptivity,thecountryisgroaningundertheweightofthetaxesduetothetremendousransom.Moreandmorepeopleareforced outlaw: bakers, blacksmiths, farmers... None of them are real fighter materiel.Another whistle sounded, and a mighty tree fell on the road.In just afewmoments, the group stuck on the road seemed togather their lines. Aknightledthesoldiers:thecrossbowmensettheattackersunderfire,whiletwoteams of men-at-arms approached them from both sides slowly from cover to cover.Theywerejustafewstepsawayasthethird final whistlewasblown.Theambushers turned into a sudden retreat. Theyve been exploring the wilderness for aweek now, knew most of its dangers, thus could move on swiftly. Much faster thantheir shield- and armour-clad pursuers.A minute passed and the bluster of the chase wasn no longer heard. The small groupof guards on the road listened uptight. There was no more whistle. Just a lone arrowpiercingthroughtheair,straightintothenapeofaremainingguardsman.Broganreloaded, while three of his buddies also appeared, and shot. By the time the guardswouldhaveregrouped, onlytwoofthemremained.Thefourrogueschargeddownthe road, and quickly gained the upper hand on them.Brogan stepped to the shaky tax collector, and opened his mouth to speak.Then suddenly, he felt a short blow to his neck. His vision went black, all his powerflewoutofhisbodyandcollapsedhelplessly.Hestillheardthe crudevoiceofthesheriff though:- Brogan Twofingers, weve been expecting you. Welcome to Nottingham!CONTENTSContents.....................................................................4Tabletop skirmishes...................................................5What do you need to play? ........................................6Chracteristics of a warrior .........................................7Class .............................................................7Characteristics ..............................................7Characteristic tests........................................7Skills.............................................................8Playing the game ....................................................... 9Direction and visibility .................................9Movement.....................................................9Random direction .......................................10The turn ......................................................10Game workflow..........................................11Actions.....................................................................12Special, out of sequence actions .................13Conditions ............................................................... 15On ground...................................................15Out of action...............................................15Panic ...........................................................15Equipment ............................................................... 16Weapons .....................................................16Defensive equipment ..................................16Other equipment .........................................16Skills and hindrances ...............................................18Skills...........................................................18Hindrances..................................................21Warbands.................................................................22Factions ......................................................22Heroes and henchmen.................................22Faction lists.................................................22Creating your own warriors........................24Terrain .....................................................................25Obstacles ....................................................25Broken terrain.............................................25Pits..............................................................25Buildings ....................................................25Heavy objects .............................................25Lakes and ponds .........................................25Rivers and streams......................................26Climbing terrain ......................................... 26Advanced rules........................................................ 27Mounts ....................................................... 27Advanced weapon rules ............................. 27Sidequests................................................... 27Weather ...................................................... 28Time of day ................................................ 29Patrol mode ................................................ 29Advanced campaign rules .......................... 29More than two players................................ 30House rules................................................. 30Scenarios ................................................................. 31Choosing a scenario ................................... 31Setting up the game .................................... 31Deployment ................................................ 33Playing the game ........................................ 33Creating your own scenarios ...................... 33Brawl .......................................................... 34Kill Bill ...................................................... 35King of the Hill .......................................... 36Capture the Flag ......................................... 37A Damsel in Distress.................................. 38Honey Trap................................................. 39Breakthrough.............................................. 40Street Fight ................................................. 41Carnival Carnage........................................ 42Tax Attack.................................................. 43Gingerbread................................................ 44Deadly desires ............................................ 45The Silver Arrow........................................ 46Its Christmastime!..................................... 47Campaign ................................................................ 48Starting a campaign.................................... 48Playing a campaign .................................... 48Exploration................................................. 48Character advancement .............................. 49Winning a campaign................................... 49Index ....................................................................... 50Sample warbands .................................................... 52Quick reference sheet .............................................. 53Warband roster sheet............................................... 54TABLETOP SKIRMISHESIn a game of Nottinghamyour tabletop changes into theforests, villages or castles of middle age Britannia. Smallwarbandsoftentotwentyminiaturesfightoutskirmishesagainsteachotherthere.Eachmodelrepresentsasinglewarriorwithuniquecharacteristicsand skills.Thegoalofthegameistodefeatyouropponentwhichwill require cunning tactics and eventually a good deal ofluck too.It is advised to play a few independent skirmishes at first,to become acquainted with the rules of play and with thewarband of your choice. The book also contains rules forplayingcampaigns,whereyourwarbandmaydevelopcontinuously.Witheveryskirmishsuvived,yourwarriorsbecomemoreexperienced,theirattributesmayinreaseandmayevenlearndeadlynewskills.Rookiesmightturnintomightyheroes,heroesmightraisetheirskillstonearlysuperhuman.Thewarbandmayalsobecomemorewealthywhichwillallowrecruitingnewmembersorbuyingmoreadvancedequipment.Yourgoal is after countless adventures to become a legend.WHAT DO YOU NEED TO PLAY?Inadditiontothisrulebookyouwillneedthefollowingto play the game:An opponentTheseruleswerewrittenfortwoplayers,thusyouwillneed an opponent to play.WarbandsBothplayerswillneedminiaturefigurestorepresenttheirwarriorsonthebattlefield.Awarbandwillusuallycontain ten to twenty miniatures.Therulesweredesignedfor25-28mmminiatures.Thisistheadvisedscale,butNottinghamcannaturalybeplayed at other scales as well by proportionally inreasingor decreasing the distances defined in the book.All the miniatures are based on separate bases, the shapeandsizeofwhichisnotbound,butpreferablyunifiedthrough both warbands. Advised is a quadratic base with15-20mmsides(for25and28mmminiaturesrespectively), or a circular one with the same size.A battlefieldTheplayerswillneedsomethingtoplaytheencounteron.Everyhard,horizontalsurfacewilldo mosttableswill suit the purpose. You can go as you please with thedimensionsoftheplayingarea,buttoavoidacrowdedbattlefield a minimal table size of 3x3 is recommended.Foradiverse,grippiggameitisencouragedtofillthebattlefieldwithsceneryasmanyaspossible:theseskirmishesareusuallynotfoughtonbaremeadows,butin villages, forests and castles.Tape measureTodefinethemovementandotherrangesofyourwarriors you will need something to take measurementssbetween points. A flexible tape measure is recommendedfor this. The rules in the book handle distances in inches() and foot ().Duringthegameplayersareallowedtotakemeasurements between any two points, anytime.Therulesmightcalltheplayertomeasurethedistancefrom a miniature. Do this by measuring the distance fromthe closest point of the base of that figurine. The distancebetween twominiatures is thus the distance between theclosest points of their bases.DiceThe outcome of the engagement will partially depend onluck. Luck in this game is determined by rolling of dice.Theserulesusesixsideddiceforalltherollswithoutexception.These dice will function as markers throughout the game,soboth playerswillneedtentotwentyofthem(depending on the size of the warband).Therearethreecommonlyusedtermsintherulebookregarding dice:Freedice:Thesearethedicewhicharefreetouseforactivations by the player during the game turn. You maytake some from this pool for activation, after which theybecome activating dice.Activating dice: These are the dice used for resolving thecurrent action. After the actions of a warrior are resolvedthey become bound dice on the model.Bounddice:Thesearedicepreviouslyusedtoresolvesome action of a model. They are attached to this model(youshouldplacethemasclosetothemodelaspossible).Themoreactionstheyperform,themorebounddicetheywillrecieve,andtheiractionsmorelikelyfailduetoweariness.Someofthesedicewillreturn to the free dice pool at the end of each turn.Broganhasmadetwoactivationsthisround,eachwithonedice,and hehas nowtwobound diceattached(oneof which is a special bound dice for aiming, thus with sixface up).CHRACTERISTICS OF A WARRIORWarriorsengagedintheseskirmisheswillhavevaryingskills and characteristics. A hardened knight will usuallyperformbetterinameleeas apeasant,whospendshislifewithtilthandhasinferiorweapontraining.Torepresent this variety, miniatures have different skills andcharacteristics as well.ClassThemembersofthewarbandstartoffwithdifferentsocialbackground. Someofthemwerebornasknightspracticing for war every day of their lives; some of themareoutlawssinceyouthearningtheirdailyliveswithrobbery and plunder.Theclassdefinesthesocialstandingofacharacter,nothis moral status. You may play crimelord knights or justoutlaws if you like.Warriorswithdifferentclassstartwithdifferentbasecharacteristicsandskills.Ahighwaymanwillprobablynot have a chance to gain heavy armour training, but maybeaskilledstafffighterormarksman. Theseinitialproperties will not hinder them though to learn any skillsduring their career.The class of a warrior doesnt affect gameplay directly, itis a mere set of initial characteristics, though there mightbescenarioswherecertaineventsarerestrictedtoclasses.Warbandscanbeorganizedfrommembersofdifferentclasses. More information on this will be discussed in theWarbands chapter.CharacteristicsEverywarriorwillbedefinedbythreeelementarycharacteristic:Initiative,Meleeproficiency,Rangedproficiency.Allthreecharacteristicswillberepresentedwithanumber ranging from one to six. The greater the numberthebetterthewarriorperformsinthecorrespondingproficiency.Avalueof tworepresentsanaverage,untrained man, while warriors with six as a characteristicare almost superhuman.These characteristics may change during a campaign, theinitial values are defined in the Warbands chapter.Initiative: This value represents the reaction speed of thewarrior.Thegreaterthisnumber,thelargerthechancethat he will perform his actions before his enemies couldreact.Melee: This value represents the close combat ability ofthewarrior.Thehigher thisnumber,themorelikelyhewill hit his enemies or dodge their blows.Ranged: This value defines how good a marksman is thewarrior.Thegreaterthisnumberthemoreprobablehewill hit his enemies with missiles or throwing weapons.Characteristic testsTheruleswilleventuallycallontheplayertodoacharacteristictests(referencedasInitiativetest,Meleetest,Rangedtest).Hethenhastorollhisactivatingdie/dice(andadditionalyasmanyfreediceashewantsto thesewillbecomeactivatingdiceduringtheactionthough).Hepicksthelargestresult,andaddsthecorrespondingcharacteristicvalue.Ifthisislargerthanthetargetvaluedefinedbythecharacteristictest(orasthevaluesimilarlyworkedoutbytheopponentatopposed characteristic tests), then the test is passed.Along with the modifiers defined where the caracteristictest is called the following ones always apply:-1 for every bound dice attached to the warrior-1 the warrior is on groundTherolledvaluecanexceedsixiftheplayerrollmoresixes than one: every sixes after the first one will add oneto the rolled value (two sixesmean seven, three of themis eight and so on).Ahighest rolledvalueofonealwaysfails,regardlessofany modifiers.SkillsThewarriorsmayowndifferentadvantageousabilities,suchasmasterfulwieldingoftwoweapons,remarkabletraining with heavy armour, or being a relentless charger.Every hero may own more than one of these skills, thesewill make the warband diverse and effective.YouwillfindmoredetailedinformationonskillsintheSkillsandhindranceschapter.Youwillfindskillsthatadd extra modifiers for certain action tests and skills thatenabletheirownertoperformaspecialaction(likethrustingorcleaving).Youmightwonderwhytheseactionarenotavailableforallwarriors everybodyshouldbeabletothrustforexample.Thereasonbehindthis rule is that these warriors simply lack the experiencefor this idea crossing their minds in the heat of the battle.PLAYING THE GAMEDuringagameofNottinghamthewarbandsoftwoormore opposing players meet up in an engagement.Afterthebattlefieldissetup,andthemembersofbothwarbandstaketheirinitialpositions(therulesofthesecan be found in the Scenarios chapter), the battle begins:theyplaysubsequentturnsaccordingtotherulesdescribed in this chapter.Thegoalofthegameistocompletethescenarioobjective(defineduniqlybythescenarios),butasageneralobjectiveroutingtheenemywarbandmeanswinning the game too: if every model of the player is outofactionorinpanic,hiswarbandrouts;theopposingplayer wins the match.Aplayercanvolunteralychoosenottosuffermorecasulties at the end of any turn and rout his warband. Hisopponent wins the game immidiately.With more players than two, a player wins the game if allthe warbands of his enemies are routing.At the end of the game the players work out the loot fortheirwarbandsaswellastheexperiencesandcasultiesgained by the warriors (if playing a campaign).Direction and visibilityAssomeoftheactionsdefinedifferentmodifiersaccordingtothedirectionoftheactingorthetargetminiature, it is required to define whichway themodelsface.The playing area is divided into four quarters around theminiaturecalledforward,sideandrearareas.Theboundaryofthese90areaquartersarethelinesin45angle to the facing direction of the model.Incaseofsquarebasesthiscanbesimplifiedtolinescoming out of the tip of the square:A target model is in one of these areas of the model if themajority of its base lies within this area (in the rare caseswherethiscannotbedefinedclearly,rolladicetodecide).Boemund,thehalberdier whoalreadymadeanactivation during this turn (there is a dice bound to him)standsintherearareaofBrogan.IfhewouldattackBroganhewouldreceivea+2modifierforhisattackactiontest.Fulbert,thearcherstandsintheforwardarea of Brogan, the majority of his base is in the forwardarea.Broganthuscouldshootathim,asthereisnoobstaclebetweenthetwoofthemeither,whichcouldblock the line of sight.A warrior can see another if it is in his forward area, andandanunblockedlinecanbecastfromhiseyestoanypart of the target miniature.Aseenwarriorcountsasobscuredifatleast10%ofitsbody is obscured by a scenery object or another warrior.Insomecasesitishardtodecidewhetheramodelisobscured or not. If no agreement can be met, decide witha dice.Anselm the halberdier is not visible as only the top of hisweaponcanbeseenpeekingoutofthebushes.Baldwintheaxe-swingingknightandConstantthesword-wieldingarebothvisiblebutobscuredasthewellandtherockcoverssomeoftheirbodyparts.Darcythepeasantisvisibleandnotobscured theshrubbarelycovers anything from his leg.MovementAs the tabletop is not divided into squares, movement inNottinghamisdeterminedusing ameasuringtape.Aftertheactivation andduringcertainactionswarriorsmaymoveagivendistance.Thebasicmovementistomovethe warrior forward up to a number of inches determinedby the actual situation, in a straight line.When moving, move your warriors in a straight line. Thedistancemadebythemodelismeasuredbymeasuringhowfaragivenpointofthebase(preferablyapointofthe forward or rear edge of the base) travelled.Any time during this move and at the end as well hemay turn around the centre of his base.Raoul walks around the log by making a turn at the startof his activation, during his movement and at the end.Thetabletopbattlefieldisrarelyplainflat:slopes,stairsandotherslantfeaturesmaybefoundalloverthearea.Wetreatslopesupto45andstairsasanyotheropenground,theydonothindermovement butdistancesmust still be measured by how far the base has travelled.Steeperslopesareconsideredasobjectsthatmustbeclimbed,thusnoactivatingmovementmaymovethrough them.Random directionTherulesmaycalltheplayerstodeterminearandomdirectionduringanencounter.Thereareplentyofwaystodothis.Therecanbefoundspecialplayingdicewitharrowsinsteadofdots,rollingitisprobablytheeasiestwaytoproduceadirection.Iftheplayersdonotownsuch a dice they may spin a pen or roll two dice and pickthevectorpointingfromthelowertothehighervalue(reroll if equal).BrotherBertram (maybeduetotheconsumedcommunion wine) is subject to a random movement rule.Theplayerrollstwodicetodeterminetherandommovementdirection.Herollsaoneandafive.ThedirectionBertramwillbemovingisparalleltothelineconnectingtotwodiceandinthedirectionofthedicewith five up.The turnTheopposingwarriorsinarealbattleareinconstantmovement:theyactatthesametime.Thissimultaneityandcontinuitywouldbehardtohandleinatabletopgame,thusNottinghambreaksthecontinuoustimeintosmallintervals:turns.Agameturnisnotdividedintoseparate round for players though. Both may succeede toactivatetheirwarriorsafterasingleactionwasperformed.Atthestartofeachturn,bothplayerscounthowmanydice they may have (free, bound and activating together):everyhero notyetoutofaction addstwo,everyhenchman not out of action adds one to this value. Atthe start of the game this is the number of free dice theyhave. If a warrior gets out of action during play, the dicegeneratedbyhimwillbelostatthestartofanewturn.Discardfreediceifpossible,waitforthenextroundtodiscard the rest if not.AstheencounternearsitsdeadlyendonlyRowland(ahero)andBlavierarestillstanding,alloftheircomeradesareoutofaction.Theyhavethreediceleft(twoforRowlandandoneforBlavier)allofwhichareboundonBlavier.SuddenlyRowlandgoesoutofactionfrom a mighty blow. At the end of the turn one bound diegoes back to the free dice pool, two remains attached toBlavier. At the start of the next turn the party should onlyposess one die overall (for Blavier as Rowland is slain),theplayerdiscardshisonlyfreedie,butthetwobounddiceremainonBlavier.Asthisturnendsoneofthesewill return in the free pool, and is immedately discardedat the start of the new one.After any excess free dice are discarded, the players maytrytoactivatetheirwarriorswiththeirremainingfreedice.Activating:Bothplayersnominateone(notoutofaction)modeloftheirwarbandtoactivate.Theplayerwhoactivatedmostrecentlychosesfirst theonewiththemostfreediceatthestartofthegame,rolloffifequal. They take any number of dice from their free dicepool and do an opposed initiative test with their selectedwarriors.Theonepassingthistest(ifnonerepeatthetest) will be activated. The dice used for the initiative testbecomehisactivatingdice.Theactivatedwarriormaymoveupto4(-1foreverybounddice).Afterthisactivation move is completed he may take an action withhisactivatingdice(forthecompletelistofactionsseethe Actions chapter).Aftertheactionisworkedout,theactivatingdicebecame bound dice on the warrior. Place them beside theminiature (preferably with not one or six face up, as theyrepresent the aiming and panic state of the warrior).Theturnisoverifnoneoftheplayershavefreediceintheir pool. A player may decide not to activate any moreinthisturnatanypoint,afterthathewillbeconsideredas having no free dice in this respect. After all the neededpanictests are worked out and all panicking warriors aremoved,bothplayersmaytake back oneofthebounddicefrom everyoneoftheirwarriorstotheirfreedice,and a new turn starts.Game workflowThissectionpresentsabriefsummaryofthegameworkflow for a quick reference on the game sequence.SetupChoose a scenarioAgree on optional rules[Determine time of day][Determine weather conditions]Generate battlefieldAgree on scenery characteristicsScaling difficultyWater depth and currentDeploy warbands (according to scenario rules)Setup free dice poolGameTurn (repeat until victory condition met)[Roll for wind]Activation(repeatuntilplayersable/wanttoactivate)Determine active modelActive model makes activation move[Eventual out of sequence actions][Active model makes an action][Eventual out of sequence actions][Work out movement due to river current]Work out panicMove warriors in panicReturn bound dice to free dice poolCheck victory conditionsExploration (in a Campaign)IncomeRecoveryRecruitmentTradeCharacter advancementACTIONSThischapterlistsallthebasicactionsawarriormaychoose during his activation, as well as the actions whichmay be used out of activation. Any other special actionswhichrequireaskillor anyspecialcircumstances(terrainfeatures,weathercondition,) are describedintheir respecting chapters.Run/crawl/climb:Theplayerrollshisactivatingdiceandpicksthelargestresult.Hemaymoveuptohalfofthis many inches (rounded up if not whole) 1 for everybound dice on him. He may even move vertically if thereis a suitable surface to climb.Brogangetsactivatedandhedecidestogettoahigherpositionwherehe has a niceoverviewofthebattlefield.Hemovesincontactwiththehousewithhisactivationmove,and thenhemakesaclimbaction.Herolls afivewhich is enough to scale the whole building. He makes afree turn at the top while still moving, to face the actiondown below.Jumping: A warrior not on ground may take this action.Theplayermustdesignateapointwherethewarriorisabouttojump.Afterthat,theplayerrollshisactivatingdice,picksthelargestandsubtractsthenumberofhisbounddice.Ifthedistancebetweenthemodelandthedesignated target point is equal or less than this result (ininches), he jumps to that point. He may cross chasms andobstacles this way. If the result is less, he must move thatmanyinchesinthedirectionofthedesignatedpoint.Ifhe lands on a pit or obstacle (if there is no place on top oftheobstacleplacethemodelinfrontofit)hemustimmediately make a fall action.Simon wants to pass the fallen body of his comrade to getclosertotheaction.Hedecidestojumpoverhim,anddesignatesapointontheotherside.Herollshisactivating dice for a result of two. He moves one inch (ashealreadyhadabounddiceonhim)inthedesignateddirection,whichisunfortunatelynotenoughtogetoverthe body so the movement halt before it and makes a fallaction.Asheisinheavyarmourthiscouldhaveheavyconsequences...Go prone: The warrior goes on ground (see Conditions).Getup:Awarrior ongroundmaytakethisaction.Hemust pass an initiative test against four. If he passes, themodelisnolonger onground:placethemodelonitsbase in a desired direction.Roll modifiers:+ damage modifier of his armourGuilbert the knight was struck to ground by his enemiesduring a fight. He already has a bound dice attached, butactivates and tries to get up. His initiative is 4, rolls a 4for his test, but must subtract one for the bound dice, onefor being on ground and two because of the -2 damagemodifier of his heavy armour. He scores a 4 which is justnot enough to get up, he stays on ground.Helpup:Awarriornot ongroundinbasecontactwithanotherone onground maytakethisaction.Hemustpassan initiativetestagainstfour.Ifhepasses,thewarrior in base contact is no longer on ground: place themodel on its base in a desired direction.Roll modifiers:+ armour damage modifier of the model on groundAim:Themodelmaynominateavisibletargetminiature,whomhewillaimat.Theactivatingdiceshouldbeplacedwiththesixesfaceuptorepresenthisstate.Ifthemodelgoesongroundorpanicstheaimingdicebecomesaregularbounddice;butmayremainanaiming dice if the target goes out of the line of sight.Shoot:Theplayernominatesaminiaturevisibletotheactivatedwarrior,thiswillbethetarget.Hemakesarangedtestwithsixastargetvaluetohit.Ifthetestispassed, he may take a wound action on the target.To hit test modifiers:+1 target in 2"-1 for every 10" distance from the target (the heightdifference may be added to (or subtracted from ifthe target is standing lower) the distance)-1 acting model or the target moved this turn-1 acting model is mounted-1 target obscured (behind cover; on ground furtheraway as 4")-2 snapshot (shooter did not aim, or aimed atanother target)Aimingdice(sixesfaceup)donotcountasbounddicewhile shooting, they do not confer a -1 penalty as regularones.If the modified result value of the test is six, then the shothitthecovernearesttotheshooter.Ifthisisanotherwarrior, the wound action should be resolved against thismodel.Attack:Theplayernominatesoneminiaturevisibletoandwithin1oftheactivatedwarrior,thiswillbethetarget.Theownerofthetargetedwarriormaydecidewhether the target tries to block or not.Ifthetargetdoesnotblock,theattackermakesa meleetest with six as target value to hit. If the test is passed, hemay take a wound action on the target.Ifthetargetdecidestotryblockingtheattack,anopposed melee test is taken instead of the melee test. Theopposingplayermaytakeanynumberofdicefromhisfreepooltothistest,buttheybecomeboundtotheblocker at the end of the action.To hit test modifiers:+2 attacking from the rear area of the target+1 target on ground or attack from the side area-1 target obscured (behind cover)-1 target moved in this turn-1 attacking with an improvised weapon-1 attacking with weapon in the left handBlocking test modifier:+1 attacker on groundAttackingwithtwoweapons:Adualwieldingwarriormayperformtwosubsequentattackactions,onewitheach of his equipped weapons (may even target differentenemieswithhistwoattacks).Hemaynotusetheactivating dice of the first action in the second thus thisactionneedsatleasttwoactivatingdice.Thediceusedfor the first attack is considered as bound for the secondaction.Carry: A warrior may drag or carry a heavy object (evena model out of action) in base contact. He may take a runaction and the object will move with him (following in adirect line).Baldwingothitofanarrowandgonetoground.Heisstillintheopen,withtwobounddiceheavilyfatigued.HisfellowwarbandmemberRaoulistheretohelp.Hemovesincontactwithhisactivationmoveandmakesacarryaction:herollsafiveforrunningthusenablinghimtomove3.Itisenoughtodraghiscomradeintocover.Swap weapons: The warrior may change his weapons toany other in his possession (even to bare hands).Pick up object: If the model has an empty hand, he maytakeanobjectwithin1ofhim.Thismayincludeanyitem of a warrior out of action in 1, except any armour.Dropobject:Theactivatedmodelmaydropanyobjecthe has in his hands to the ground. This action is free, hemay take another action with his activating dice.Rally:Anactivatedwarriorinpanicmaytakethisaction.Hemusttakea characteristictestwithoutanycharacteristic,withatargetvalueoffive.Ifthetestispassed, the warrior comes over his panic and rallies heno more counts as being panicked. If it is unsuccesful, hemakesa runactionintheoppositedirectionofthenearest enemy model.Test modifiers:+1 if the warrior is a hero or there is a friendly heroin 4 to him+1 if the warrior taking the test is the leader+1 if the warrior was activated by another warriorwith the command actionSpecial, out of sequence actionsThefollowingactionsarespecialinawaythattheyarenotactionschosenbytheplayercontrolingtheactivemodel,buttriggeredbysomeevents(inmostcasesachosen action).Attack of opportunity: If a warrior leaves the 1 area ofanother, that one may take an attack action on him.Theattacker may take any number of dice from his own freepool, which will become bound on him after the action isresolved.Although Anselm the archer was activated most recently,BaldwinmaymakeanattackactioninthemomentAnselm moves further away than 1 from him. The attackhappensjustasheleavesthecontrolledarea,thustheknightwouldalsogainbonusfromattackingthesideofthe archer.Wound: This action is usually triggered if a model is hitbyanotherwarrior,butcertainothereventsmayalsooblige the warrior to take a wound action. He must roll adice - preferably one of the activating dice and consultthe following table (if the action is triggered by an attackaction, roll all the activating dice and pick the highest):1-2 the target is tossed back 2 (except if he is onthe ground), if there is any obstackle in the way hegets dropped on the ground he must make a fallaction if he is moved off a ledge.3-4 target gets dropped on the ground5-target becomes out of actionModifiers:-/+ damage modifier of the attackers weapon andthe targets armour+1 if the attacking model was at least 3 away fromthe target before the action (charge), +2 instead ifmounted+1 attacking from higher ground (not for shooting)+1 target on ground-1 attacking with ranged weapon in close combat, orbarehandedFalling:Amodelissometimescalledontomakea fallactioneitherbydeliberatelysteppingoff,orbybeingtossed off of some elevated position. He must then roll adice. If the result is:4-6 he succesfully maintains his balance, nothinghappens2-3 he goes to ground1 he goes out of actionResult modifiers:+1 if at least one hand is empty- the damage modifier of his armour-1 for every full 1 deep he is falling after the firstBertinthebillmanistryingtohopovertothenextrooftop. His jump is too short though, and ends betweenthe two buildings. The jump action triggers a fall action.Herollsa4.Hislefthandisempty,he addsonetothisvalue, but must subtract one because he has light armouron and an additional two because he has fallen 3.2. Theresult is 2, he goes to ground.CONDITIONSOn groundIfamodelgoes togroundfromanyreason,placehimlying face up on the battlefield. His whole body becomeshis base in terms of the rules.A model on groud may not make his 4 activation move.Out of actionIf a model goes out of action, place him lying face downonthebattlefield.Hewonttakeanyactivepartofthisbattlefromnowon.Youmaytakebackallthebounddice at the end of the turn, but dont forget to discard alldice generated by him at the start of the next one.Puttinganenemyoutofaction:therulesmaysometimesrefertoawarriorputtinganotheroutofaction.Awarriorputshisenemy outofaction,ifthetargetmodelsuffersan outofactionconditionchangeduring the activation of the warrior, no matter what kindofactioncausedthischange.An attackofopportunityspecial action counts as being activated in this respect.PanicA model must make a panic test at the end of the turn if:-thewarbandhaslostatleastahalfofitsstartingdice(everydiceoutofgamebecauseofan outofactionwarriorandeverypanicdice(onpanickingwarriors)counts as lost in this respect),- or the leader of the warband is out of action,-orifthemodelisnota hero,thereareatleasttwoenemymodelsinhis4areawithoutanyfriendlyone(donotcountwarriorsonground,outofactionorinpanic),-orafriendly herogot outofactionduringtheactualturn in the warriors 4 area.Panic test: Themodel rolls all of his bound dice. If anyof these result in a one or a two, the model fails his test.A warrior already in panic always fails his test.Ifawarriorfailshispanictest,hepanics.Markthepanickingminiaturebyleavingaboundeddicewiththeone face up: this is a panic dice. A panic dice cannot betaken back to the free dice pool at the start of the turn.An activated panicking warrior cannot make his 4 moveandmayonlytakea rallyaction.Panickingmodelsonground can only take a get up action.When all the panic tests are taken, move every panickingwarrior4directlyintheopposingdirectionoftheclosest enemy model. If he moves off the table, he countsas out of action for the rest of the game. May add one toits injury roll though in the exploration phase.A warrior in panic may block!EQUIPMENTEachwarriormaybeoutfittedbeforeabattle.Youwillneedweaponsandarmourtofighteffectively,andmayspendsomepenniesforspecialitemstogetsomeextraadvantage.Youmaybuyandsellequipmentbeforescenariosandownasmanyasyouwant(pricesarelistedforeveryitem in the following paragraphs), but your warriors mayonlycarryonearmour,ashield/buckler,twomeleeandonerangedweaponintobattle.Anynumberofotherequipments may be carried. All remaining items must bestoredinthestash(ifyoucanaffordone)orbesold.Obviously this rule has only effects in a campaign.Duringthebattleawarriormayholdtwoitems,oneineach hand;excepttwo-handedobjects likeabroadsword in addition to which they may not hold anyother item.WeaponsSling (2 pennies): Ranged weapon, -1 damage modifier.Bow (4 pennies): Two-handed, ranged weapon.Longbow(9pennies):Two-handed,rangedweapon. 1penaltyina tohittest while shooting,+1damagemodifier.Crossbow(13pennies):Two-handed,rangedweapon.+1damagemodifier.Requirestheweapontobeloaded.Toloadacrossbow,anactionmustbespent.Afterashoot action, the crossbow must be loaded again to fired.A warrior may start a battle with a loaded crossbow.Dagger (1 penny): A defender recieves a +1 bonus for ablockingtestwhiletryingtoblockan attack actionperformed with a dagger.Sword (4 pennies): +1 damagemodifier, +1 bonus for ablockingtestwhileblockingan attack actionwithasword.Broadsword(9pennies):Two-handed,needsatleasttwo activating dice to attack, +3 damage modifier.Mace,hammer(3pennies):+1damagemodifier.Ifwoundingwiththeseweaponstreatall tossedbackresults as go to ground.Axe (4 pennies): +2 damage modifier.Staff (1penny):Two-handed,+1bonusfora blockingtest while blocking an attack action.Spear(3 pennies): May chose a target for attack actionwithin 2 instead of 1.Halberd(4 pennies): Two-handed, +1 damage modifier,may chose a target for attack action within 2 instead of1.Lance (12pennies):Mayonlybeusedwhilemounted.+3damagemodifierifcharging(theattackerstartedtheactivation at least 3 away from the target), -1 penalty attohittests ifnotcharging.Maychoseatargetforanattack action within 2 instead of 1.Defensive equipmentBuckler (2pennies):+1fora blockingtestwhileblocking an attack action.Shield (4pennies):+1 thrusttestmodifierduringathrustaction,maycountascoveragainst attackandshoot actions coming from the forward area.Lightarmour (14pennies): -1damagemodifieratawound action.Heavyarmour (30pennies): -2damagemodifieratawound action, -1 for every movement.Helm(3pennies):Ifan outofactionisrolledforthisfigureupona woundaction,rollad6.Iftheresultis6,consider the wound to be go to ground.Other equipmentBanner (12 pennies): The warband does not have to rollforpaniciftheleaderis outofactionifamodelequipped with a flag is still alive (not out of action).Hooks(5pennies):Ownermaytreatanyterrainwithscalingdifficultyasifwitha scalingdifficultyoftwoless.Horn (19pennies):Amodelwithahorninhandmayblowitasanaction.Afterthisactioneveryfriendlywarriorgainsa+1ontheiractivationinitiativetestforthe rest of the turn.Lockpick (8 pennies): A hero with a lockpick in contactwith a locked door or chest may make a lockpick action:rolltheactivatingdice(pickthehighestifmorethanone), on a four or more the door is no more locked. On aonethoughthelockpickbrakes:removeitfromtheinventory.Lucky charm (10 pennies): The warrior equipped with alucky charmmay reroll one characteristic test per game.Thesecondresultappliesevenifitisworsethanthefirst.Stash (5 pennies / game): May store extra equipment andpenniesduringagame,warriorsmustnotcarrythosetobattle. Must be paid before each encounter.Torch (2 pennies): A light source (see Night rules in theAdvancedruleschapter). A heromaythrow torchesanaction:roll activatingdiceandaddthe rangedcharacteristic ofthewarrior.Youmayplacethetorchanywherewithinthatmanyinchesinthe forwardarcofthe warrior. Remove it from the inventory.Warm clothes (6 pennies): A warrior in warm clothes isnotaffectedbycold:maytakebackbounddiceasnormal.Warhorse(40 pennies): The model may start the battlemounted on a horse.SKILLS AND HINDRANCESBesidesthethreecharacteristics,allwarriorsmayhavesome extra skills which make him individual.Thischapterlistsalltheskillsawarriormaypossess.Each skill has a skill point value associated with it. Thisis the cost of the skill, which will be used while creatingyourwarband(someheroesmayspendskillpointsonadditional skills), and during character advancement.If not otherwise instructed, all skills might only be takenonce for a warrior.SkillsLeader(0skillpoints) :Everywarbandmustcontainone and only one leader. If the leader is retires at the endof a game or dies, another hero must be nominated. Theleader automatically recieves the command skill for free.Hero (5skillpoints) :Heroesgeneratetwodiceatthestartoftheturn.Therealwayshavetobeatleastonehero in the warband (the leader). If every hero retired ordied after a scenario, and no other hero can be recruited,promote a henchman to hero.Ifahenchmangrouplearnsthisskill,thenonlyonememberofthegroupwillrecieveit.Thisnewherowilldetach himself from the henchman group.Accustomedtodisability (3skillpoints):Awarriorwitha smashedleg hindrancemaylearnthisskill:hemaythen run/crawl/climband jumpthoughwitha -1distance penalty for those actions.Agile (4skill points):Thewarriormaytaketwoactionsduringoneactivation.Theactivatingdiceusedforthefirst one will be considered as bound dice for the secondthough.Ambitexterity (2skillpoints):No -1penaltywhenattacking with a weapon in the left hand.Ambusher(3skillpoints):Onlywarriorswiththeambusher skill may be ativated during the first game turnif there are such warriors present at the start of the game.Athletic (3skillpoints):+1distanceforeverymovement made on foot.Balance (2skillpoints):Confersa+1bonusforeveryfall action rolls for the model. May be chosen twice, theeffects accumulate.Bane of heroes (3 skill points): +1 bonus for a to hit testmodifierwhile attackingahero,but -1penalty tohitagainst henchmen.Bloodlust(4skillpoints):Ifawarriorwithbloodlustskillmanagestoputanenemy outofactionwithanattackaction,hemayimmediatelyreturnoneofhisbound dice into the free dice pool.Born leader (4 skill points): The warrior may extend therange of his command action to 24. The warrior had topossess the command skill to use this skill.Brave (3skillpoints):+1modifierfor rallyaction,hemayrollonelessdiceashehasboundonesatapanictest.Bruiser(6skillpoints):+1damagemodifierinmeleecombat.Cheatingdeath (3skillpoints):Ifawarriorwiththisskillrecievesa deadorretiredeffectduringan injuryroll, the player may decide not to retire the model but tolose one point of every characteristic instead.Command (3skillpoints) :Thewarriormaytakeacommand action when he is activated and did not move:Hemaynominateonefriendlywarbandmembernotfurther than 6 awayfrom him.Thismodel maymake avalid action (with the activating dice of the commandingwarrior).Theactivatingdicebecomesboundedtothecommanded warrior at he end of the action.Diehard (4skillpoints): -1modifierwhanrecievingawound action.Disarm (3skillpoints) :Thewarriormaytakeadisarmingactionwhenactivated.Disarmisan attackactionwitheightastargetvalue.Iftheattackissuccesful,thetargetdropsoneofhisequippedweapons(selectedbytheactor)tothegroundinsteadoftakingawound.Placesomemarkeronthegroundtorepresentthe dropped weapon.Thisweaponcanbecollectedbyanymodel,andwillbelongtothatmodelafterthebattle.Ifitisstillontheground at the end of the battle, it is lost to both players.Disguise (4 skill points): Any warrior with this skill maystart the game disguised. No enemy action can target thismodel as long as he is disguised. If the model makes anyattack, aim or shoot action, he is no longer disguised.An activated enemy warrior may make an identify actionwhen not further than 4 away from the disguised model:hemakesan initiativetestwithtargetvalue6.Ifhesucceedsthewarriorisnotdisguisedanymore.Thedisguisedwarriormayopttocounterthis:insteadofatestagainst6themodelidentifyingmustmakeanopposedinitiativetestwiththedisguised.Thedisguisedmodel must use a free dice of the player, which becomesbound to him after the action.Dodge (2skillpoints):+1modifierwhenblockinganattack action if the warrior does not wear heavy armour.Dreadful (4 skill points): Every enemy model in 4 areaofthiswarriormustpassapanictestattheendoftheturn or be panicked. When no other panic conditions aremet, they will only fail the test on a roll of one.Dualwielding (4skillpoints):If attackingwithtwoweaponstheactivatingdiceofthefirstattackdoesnotcount as bound dice by the second attack.Encourage(2skillpoints):Thewarriormaymakeanencourage action:Nominate a target warrior in 6 and roll an initiative testagainsttargetnumberseven.Incaseofasuccessthetargetwarriormayreturnoneofhisbound diceintotheplayers free dice pool.Escape (3skillpoints): -1modifierforevery attackofopportunity action taken targeting this warrior.Finesse (4 skill points): The warrior may make a preciseattack action when activated:Hemakes an attackaction witha -1 to hit test modifier,but gains a +1 bonus for wounding if it succeeds.Foulstench(2skillpoints):everyotherwarrior(foeorfriend)in3ofthewarriorrecievesa -1modifierforevery characteristic test.Hatred (1skillpoints):Theplayermaynominateoneenemywarrioratthestartofthegame(afterdeployment),whoishatedbythismodel.Hegains+1testmodifierforall attack actionstargetingthisenemy.If a model with this skill is not activated in a turn wherethe target enemy is visible to him, he loses this bonus forthe rest of the game.Healer(6skillpoints):Ifthecharacterisnot outofaction,hemayadd+1toone injuryrollattheandofabattle in a campaign game. Decide before rolling.You may only take one bonus for a warrior, even if thereare more models with this skill in the warband.Heavyarmourtraining (4skillpoints):No -1movement penalty if wearing heavy armour.Hoarder(2skillpoints):Maycarryanextraweaponinadditiontothestandardtwomeleeandonerangedweapons into battle.Impetuous(2skillpoints):Thewarriormaygaina+2bonus for its opposed initiative test while activating. Theonly action the warrior may make if he activates this wayis the attack action.Keeneyes(3skillpoints):Inanyweatherconditionvisibility is increased with 5.Lucky (3skillpoints):Theplayermayrerollonediceduring the game for this warrior.Merchant (6 skill points): As long as there is a characterwiththisskillinawarbandyou maysellitemsfortheirfull price during the exploration phase.Merciless (6 skill points): Every warrior wounded out ofactionbyamercilesscharactermustsubtractonefromhis injury roll.Mounted fight training (3 skill points): The model doesnotsufferthe -1modifierforcharge attackingwhenmounted.Theydonothavetorollforsuccessifmountingorunmountinginheavyarmour.Thewarriorhas to own the riding skill to learn this skill.Mountedmarksman (3skillpoints):Themodeldoesnot sufferthe -1modifierwhen shootingaweaponmounted. The warrior has to own the riding skill to learnthis skill.Picklock(2skillpoints):Awarriorwiththisskillmaytakethefollowingeffectsifmakinga lockpickaction(withalockpickitem)roll:onaresultoftwoormore,the lock opens, on a result of one nothing happens.Provoke (1skillpoints):Whenactivated,thewarriormay take a provoke action:He must nominate a visible enemy target model, and rollhis activating dice. If the highest result is higher than theinitiativecharacteristicofthetargetmodel,itmustbeimmediatelyactivatedbyhiscontrollingplayerwithatleastoneactivatingdice(ifpossible).Hemaychosetouse more at will.Quicklearner(6skillpoints):Confersa+1bonustoevery advancementrollofthewarrior(characteristicincrease still cannot go over 6 though).Quickshot (3skillpoints):Thewarriormaymakeanaim actionbeforeeach shootingactioninthesameactivation, but he must use a separate die for this action.Rage (4 skill points): If a warrior with this skill woundsan enemy with a close combat attack action, he may rollall his bound dice as well to determine the wound actionoutcome (not just the activating ones).Ranked (1 skill point): A friendly model in base contactdoes not obscure any target for this warrior.Recruiter (4 skill points): As long as this character is notoutofaction,theplayermayalwaysrecruitheroesduring the exploration phase, regardless of the diceroll.Reflexes (2skillpoints):Mayrerollanactivationinitiative test if the enemy model to be activated does nothave the same skill. The second roll counts.Resourceful (5 skill points, 6 for a second one): Only forheroes.Thewarriormayrollanadditionald6intheexploration phase for income.Maybeselectedtwiceforahero,inwhichcasethewarrior generates +2d6 income.Riding (2 skill points): The warrior automatically passesthe initiative test for galopping.Rugged (4 skill points): May only be selected by a hero.Ifherollsadead orretiredeffectonhis injuryroll,rolld6:onafiveorsixmodifytheeffecttoinjury(androllfor injury as normal).Savageattack (3skillpoints):Thewarriormaytakeasavage attack action when activated, if the player still hasat least two free dice left:Hemakes an attack action, and if it hits, he may add +1bonusfor wounding.Regardlessofthesuccessoftheattack action, the player must bind two additional dice tothe warrior at the end of the action.Scout (1skillpoint):Thewarriorwinseveryactivatingtest he takes in the first turn of the battle. If the oppsingactivatingmodelhasthesameskill,theyroll opposedinitiative tests as usual.Shield training (2 skill points): The shield may be usedas cover against attack and shooting actions from the sideare too.Shieldwall (2 skill points): If this warrior bears a shield,shootingatanyfriendlymodelinhisleftsidearcnotfurther than 1 away will receive a -1 to hit penalty.Small(0skillpoint):Confers -1 tohittestmodifieragainstattacksandshotstargetinghim.Thewarriorrecievesa -1damagemodifierthough.Mayonlybetaken at character generation, cannot be learned.Swingattack (2skillpoints):Thewarriormaytakeacleave attack action when activated. A cleave attack is anattack actionwitha -1testmodifier.Ifthiswasnotsuccesfullyblocked,theactormaymakeasubsequentattack action against the next valid target to the left (or totheright,theactormaydecide)ofthefirstonewiththesameactivatingdiceafterthewoundswereresolved.Thissecond attack actionrecievesa -2testmodifier.Ifthiswasntblocketeitherhemaycontinuetuthenextvalidtarget,nowwith -3testmodifierforthe attackaction, and so on.At least two activating dice must be used for this action.Tactician (2 skill points): If the leader of the band ownsthisskill,thentheplayermaychoosehisrole(attacker/defender)atthestartofthegame.Ifbothleadersownthisskill,thentheymustmakean opposedinitiativetest.Thewinnerofthe testmayselecttherolehe is playing.Teacher (4 skill points): All of his owned skills cost onelessskillpointsforhiswarbandmemberswhilemakingadvancement rolls. Confers only a bonus of one for skillsownedbymorethanonewarbandmemberwiththeteacher skill.Thrust (1skillpoint):Thewarriormaytakeathrustaction when activated:Theplayernominatesone(notmounted)miniaturevisible to and within 1 of the activated warrior, this willbethetarget.Hemakesa meleetest withsixastargetvalue.Theenemymaydecidetotryblocking,inthiscaseanopposed melee test is taken instead of the melee test. Theopposingplayermaytakeanynumberofdicefromhisfreepooltothistest,buttheybecomeboundtotheblocker at the end of the action.Thrust test modifiers:+2 attacking from the rear area of the target+1 attacking from the side area of the target-1 -1 target obscured (behind cover)Ifthetestwaspassed,hemayrollagainwithhisactivatingdice.Pickthehighestresultandconsultthefollowing table:1-3 the target is tossed back 2 (except if he is onthe ground), if there is any obstacle in the way hegets dropped on the ground4-6 target gets dropped on the groundRoll modifiers:+1 if the attacking model was at least 3 away fromthe target before the action (charge), +2 instead ifmountedTireless (4 skill points): After every turn of the battle theplayermaytakeoneextradiceboundtothiswarriortohis free pool on a roll of four or more.Weapontraining[x] (3skillpoints,6forthesecondone):+1testmodifierwhen attackingor blockinganattack with [x] weapon.May be seleted twice for the same weapon, in which casethe bonuses stack, resulting a +2 test modifier.Workman (4 skill points): Any henchman with this skillnot outofactionmayaddtwopenniestothewarbandstreasury in the income phase.HindrancesThere are certain skills which cause negative effects onwarriors.Someofthemmightbeobtainedbywoundsplayingacampaigngame.Asthesehindranceshavenegativeskillpointvalues,youmayalsochoosethemwhilecreatingyourwarband,togainfurtherskillpointsfor more powerful positive skills.Blindedinoneeye (-2skillpoints): -1testmodifierinevery rangedcharacteristictest.Asecondoneofthishindrance causes the warrior to retire.Claustrophobia(-1skillpoint):Thewarriorrecievesa-1 penalty on every characteristic test if he is in any kindof building.Coward (-3skillpoints):Afterthiswarriorisactivatedhe must make an initiative test against target number six.Ifhefails,hefreezes:hecannotmakehis activationmoveandmaynotmakeanyactionduringthisactivation.Drunkard (-2 skill points): Must roll a d6 at the start ofevery encounter. The models initiative is decreased to theresultifitislowerthanhisinitial initiative.Themodelrecieves a -3 penalty for every get up test as well.Fragile(-4skillpoints):Thewarriormustsubtractonefrom every of his injury rolls.Haughty (-1 skill point): The warrior may never choosethe go prone action.Learning disorder (-5 skill points): Confers a -1 penaltyto every advancement roll of the warrior.Neer-do-well(-2skillpoints):Rollallactivatingdiceafteractivated. If there is at least one of them a one, themodel may not make any action this turn (may still makehis activation move).Nervouscondition(-2skillpoints):Thewarriorsnervoussystemhasbeendamaged.Hisrecievesa -1penalty for every initiative characteristic test.Obese(-1skillpoint): Confers+1 tohittestmodifieragainst attacks and shots targeting him. He recieves a -1penalty for every get up test as well. Every wound actionhe must make recieves a -1 damage modifier though.Phobia (-3 skill points): Warrior must make a panic testat the start of every turn if he has at least one bound dice.Shortness of breath (-3 skill points): When picking up abound dice to the free dice at the end of the turn, roll it.ona1or2thediceremainsasbound.Maybetakenthreetimes.Iftakentwicearollof3alsocausesthebound dice to remain bound, if taken the third time a rollof4too.AfteritistakenthefourthtimethewarriorretiresSlow (-1 skill point): -1 penalty for every movement.Smashedleg (-4skillpoints):Thewarriormaynotrun/crawl/climb or jump. A second one of this hindrancecauses the warrior to retire.Stroppy(-2skillpoints):Afterthiswarriorisactivatedhe must make an initiative test against target number six.Ifhefailshemustmovetowardsthenearestmodel(friend or foe) and make an attack action against it.Treacherous(-4skillpoints):Rollallactivatingdiceafter activated. If at least one of them is a one, the modelwill be controlled by the opponent during this activation.The opponent should be reasonable while acting with thewarrior:heshouldnotjumpintochasmsorwanderintoclearly lethal situations.Twitchy (-1 skill point): The warrior recieves a +1 bonusforevery initiativetest,buta -1penaltyforeveryothercharacteristic test as well.Wounded arm (-5 skill points): The character may onlyuseonearm,thusonlyoneonehandeditem.Asecondoneofthishindrancecausesthewarriorto retireWARBANDSBefore your heroes can march to battle they must gathera warband. This chapter describes how you can assamblea host of your own.Torecruitawarrioryouinyourpartyandtoequiphimwith weapons and armour must pay their price. You mayspend150penniesforyourstartingwarband,youmustbuy all the warriors and all the equipment from this pool(theplayersmayofcourseagreeonadifferentstartingamount).Theremainingmoneymaybestoredinacentralstash(theupkeepofthiscosts5penniesperbattle), or the warriors may take it with them in the battle(inwhichcaseitcanbelootedfromtheir outofactionbody).Thisremainingmoneymaybespentafterthebattle with the loot for new equipment or new recruits.FactionsThefirstthingtodecideiswhatfactionyourwarbandbelongsto.Youmayplayanoble(orevenavileoneifyoudliketo)knightandhisretinue,avillagemilitia,forest-dwellingoutlowband,orevenasmalllinquisitional office seeking heretics.The Factionlistparagraphofthischapterlistsallthecharacter classes a certain faction may enlist. You are notrestricted to those classes though. It is not unheard of thatan aristocrat turns to crime and is outlawed, and outlawsmay be hired by lawful-looking nobles for certain tasks.You may recruit a hero or henchman group from anothercontingent,butmustpay1,5xprice(roundedup)topersuadesuchwarriorstoenlist.Thismultiplierisonlyeffectingthebasewageofthewarrior,extraequipmentmay be bought for normal price.TorecruitbrotherBertramtoyouroutlawlistwithamace, you must pay 21 pennies: 18 (12x1,5) for Bertramhimself and 3 for the mace.Heroes and henchmenAwarbandusuallyconsistofafewheroesandtheirfollowers.ThesetwogroupsarehandleddifferentlyinNottingham.Heroesemergefromthewarbandwiththeirspecialskills - they are the ones legends are made of. They haveuniquesetofcharacteristics,skillsandequipment.Theydevelopindividuallyduringacampaign,andaregenerally more durable.Every warband must contain at least one hero: the leader.This warrior represents the player on the battlefield, he isthe one directing the band.Every hero has the hero skill.Henchmenarethenamelesssoldiersofthewarband.Theymaybetrainedwarriorsbutusuallytheyaremorevulnerableandreplacable.Theyarenotindividual,henchmen are handled in groups these men have all thesamecharacteristics,skillsandequipment.Agroupofhenchmenmayconsistofonetosixmembers,theydevelop together as group, every equipment item must bebought (or acquired someway) for all of them. To supplyagroupofthreeoutlawswithbowsyoumustbuythreeof them.Awarband may only contain a maximum of tree groupsofhenchmenandfiveheroes.Thislimitonheroesmaybeexceededwhenahenchmanrisestoherostatus,butno more heroes are allowed to be recruited if there are atleast five of them in the warband.Faction listsThefollowinglistsdescribewhatkindofheroesandhenchmenbelongtothe threebasicfactionsofNottingham.Each class is given with its starting characteristics, skillsandbasicequipment,aswellaswiththeirrecruitmentfee. All their starting items are included in their fees.Someclassesarelistedwithmoreweaponoptions(likemarksmen:crossboworlongbow),thewarriormaychoseoneofthoseitems.Allhenchmeninonegroupmust choose the same option.Warriornobility:thisfactionconsistsofnoblesandtheir retinue fighting for their lords cause. These knightsandnoblesareusuallymountedwarriorswhosworeallegiancetotheirsovereignandpromisedtofightforhim in exchange for land.Sheriff 27 penniesInitiative 4, Melee 4, Ranged 3Skills:hero,resourceful,mayselectadditionalskills for 7 skill pointsEquipment: sword, daggerKnight 44 penniesInitiative 4, Melee 4, Ranged 3Skills: hero, heavyarmourtraining,riding,mountedfighttraining,shieldtraining,mayselectadditional skills for 4 skill pointsEquipment: heavy armour, shield, swordSqiure 20 penniesInitiative 3, Melee 3, Ranged 2Skills: hero, riding, may select additional skills for2 skill pointsEquipment: light armour, spear or sword, daggerPages 8 penniesInitiative 3, Melee 2, Ranged 2Skills: -Equipment: daggerBillmen 15 penniesInitiative 2, Melee 3, Ranged 1Skills: -Equipment: light armour, spear or halberd, daggerMarksmen 14 penniesInitiative 3, Melee 2, Ranged 3Skills: -Equipment: longbow or crossbowCommonfolk:thisfactionconsitsofvillageortownmilitiamendefendingtheirhomesfromraiders,banditsorinsomecasesfromtheirownlords.Whentheneedarose, they took a suitable agricultural tool or mounted ablade on a pole and fought.Mercenary 39 penniesInitiative 4, Melee 4, Ranged 2Skills:hero,heavyarmourtraining,mayselectadditional skills for 4 skill pointsEquipment: heavy armour, spear, shield, daggerBard 15 penniesInitiative 4, Melee 2, Ranged 2Skills:hero,resourceful,mayselectadditionalskills for 4 skill pointsEquipment: -Hunter 22 penniesInitiative 3, Melee 3, Ranged 4Skills:hero,scout,mayselectadditionalskillsfor3 skill pointsEquipment: bow or longbow, axe, daggerMonk 12 penniesInitiative 2, Melee 2, Ranged 1Skills: hero, healer, may select additional skills for3 skill pointsEquipment: -Militiamen 7 penniesInitiative 2, Melee 3, Ranged 1Skills: -Equipment: spearPeasants 6 penniesInitiative 2, Melee 2, Ranged 1Skills: -Equipment: staff, daggerWolfshead:thisfactionconsitsofoutlawsofdifferentkind.Theyaredeclaredasoutsideoftheprotectionofthe law: not only was he deprived of all legal rights, butothers could kill him on sight as if hewere awolf: Lethis be a wolfs head!Bandit 26 penniesInitiative 4, Melee 3, Ranged 3Skills: hero, weapon training: longbow, may selectadditional skills for 4 skill pointsEquipment: sword, longbow, daggerPirate 16 penniesInitiative 4, Melee 3, Ranged 1Skills: hero, athletic, balance, may select additionalskills for 4 skill pointsEquipment: daggerHighwayman 20 penniesInitiative 3, Melee 3, Ranged 3Skills: hero, riding, mounted marksman, may selectadditional skills for 3 skill pointsEquipment: bow, swordPoachers 13 penniesInitiative 3, Melee 2, Ranged 3Skills: -Equipment: bow or longbow, daggerBrigands 17 penniesInitiative 2, Melee 3, Ranged 1Skills: -Equipment: light armour, spear, shieldRuffians 8 penniesInitiative 2, Melee 3, Ranged 1Skills: -Equipment: staff, daggerThiefs 8 penniesInitiative 3, Melee 2, Ranged 1Skills: escapeEquipment: daggerCreating your own warriorsIfyoucannotfindasuitableclassforacharacteryouwould like to play, you may use the following formula tofigure out the cost of a custom warrior:Initiative + 2 x Melee + 2 x Ranged + Skill costs - 4Youwillfindthatacharactergeneratedthiswayisslightlymoreexpensivethanaregularone:thefixedskillsandequipmentofthosewarriorsareweigtedabitless.It is not advised to generate a warrior with characteristicsabove4foracampaigngamethough,aswellasastarting skill point sum of over 13.TERRAINNottinghamshireisalargecountywithcountlessdifferentterrainfeatures.Themodelbattlefieldshouldtherefore also be criss-crossed with woods, hills, hedges,buildings filled with furniture.Thesefeaturesnotonlyaddtothelookofthegame,italsoformsanimportanttacticalconsideration.Mostofthese may offer all manner of possibilities. Some of themmayproveascoverfromdeadlyarrowvolleys,conferheight and thus damage bonus against the enemy in closecombat, or just block the advancement of the opponent.ThischapterdescribesadditionalexamplerulesforthemostcommonterrainfeaturesyouwillmeetinNottingham.ObstaclesObjectslargerthanaminiaturesstepingheightbutnotlargerthanhiswaistline(suchasfences,otherwarriorson the ground, tables...) subtract 1 fromanymovement(activation move, run action) when crossing them.Anselm is advancing through (over) the fence. He has nobounddiceonhim,neverthelesshemayonlymove3because he has to crawl over the obstackle.If there is not enough movement left to cross an obstacle,the model must halt its movement in front of it.Broken terrainUneven terrain features as rocky grounds, ruins may poseadditionalthreatforthecareless.Ifanypartofamovementofa runactionhappensinsuchterrain,theactormustrollhisactivatingdiceagainaftertheaction.If the lowest value is one, the warrior stumbles and goesto ground.Roll modifiers:+ damage modifier of the acting warriors armourPitsIf a model steps (or moves involuntarily) into any kind ofchasm,hemustmakea fallaction(withoneofthecurrent activating dice).Rollo the knight and Darcy were sparring on the top of atable. Rollo hit poor peasant but rolled a one for wound.Despitethedamagebonusofthesword,Darcyisjusttossedback2.Hefallsoffthetableandmustmakeafall action. He rolls a three (with Rollos activating dice),thus goes to ground.BuildingsWarriorsmaymoveinbuildingsjustastheydoanywhereelse.Doorsandwindowshuttersmaybeopened as an action if the activated warrior is closer than1ofthem.Theactionalwayssucceddsiftheyarenotlocked.Lockedorblockeddoorsmaybe smashedasanaction. Roll all the activating dice. If the highest value issix, the door is smashed and cannot be locked again.Roll modifiers:+1 the acting warror was at least 4 away at the startof the activation+absolutedamagemodifiervalueofeitherhisweapon or armour-1 for every bound dice on the actorTo climb in or out of an open window requres an action.Buildingswiththachedroofmaybeenteredthroughtheroof. It takes an action to crawl through the thatch, afterwhichtheactormaytakecasultiesaccordingtothepitrules by falling.Heavy objectsTo pick up heavy objects (larger chests, boulders, chairs,wagon wheels...) the actor must have both hands empty.Lakes and pondsLakesandpondsarebodiesofstandingwater.Theycouldmakemovementalotmoredifficult,thusmayserveasnaturalhindrances.Deeperwatersmayalsoharbor additional dangersAt the start of the game decidefor each water surface ifit is a lake or a pond. Ponds are shallow water features inwhichwarriorsarestillcapableofwalkingwhenonlywithsomeextraeffort. Lakesaredeepwaterbodieswhere the only way to advance is to swim.Theplayersmayalsodivideasingleterrainfeatureintotwoseparatesections:ashallowouterpartusingthepondrulesandadeeperinneroneas lake.Besuretoclarify the borderline in this case though (a scenery witha clear border between a darker and a lighter blue wouldfit perfectly).Pond:Therangeofanymovementinapond(entering,crossing,leavingormovingin)isreducedby1.Ifawarriorcrossesmorepondswithamovementitonlyreceives one penalty. The model receives the penalty forboth activation and action (run) movements though.Lake: No activation move is allowed in a lake. A warriormaymovetotheborderofthewaterfeaturewithhisactivationmove,fromthereon hemayonlymovewithactions. Every characteristic test made in a lake receivesa -1penalty.Ifawarriorgoes ongroundduetoanysource while in a lake, he goes out of action instead!Rivers and streamsRiversandstreamscrossingthe mapwillalsoprovidenaturalbarrierswarriorsmayhavetotackle.Anextracautionmustbetakenwhentryingtocrossswiftanddeep rivers!At the start of the game the players should agree on eachflowing water feature if it is a stream or a river. Shallowstreamsarelessdangerous,and maybecrossedwithoutmucheffort.Deep riversontheotherhandmayprovemuch more hazardous. For every river agree on a currentstrength(1-4)anda currentdirection.Ifyoumaywanttorandomizeit,decideadirectionandrolladice.Ona1-3theriverflowsinthatdirectionwiththeresultascurrent strength, on a 5-6 it flows the other way and witha current strength of result-4.Youmayagreeonshallowfordablepartsofa river.These parts follow the stream rules.Stream: shallow brooks follow the rules of ponds.River:Deeperriversfollowtherulesof lakes.Additionally at the end of each turn move every model ina river as many inches as the rivers current strength is inits currentdirection(paralleltotheriverbank),withoutchanging the models facing direction.Amodeldriftedoffthetablebyarivercountsas out ofactioningameterms.Hereceivesa+2bonusforhisinjuryrollinthe recoveryphase,butmustdeducthisarmour damage modifier from the roll!TheriverdriftsthepoorhelplessQuentinoffthetable.Hegoesoutofaction.Attheendofthegameheisobligedtorollaninjuryrollintherecoveryphase.Herolls a 3, adds a +2 bonus and deducts 1, because he isinlight armour.The result is4, ashe isahenchman hegets away with light wounds: he manages to crawl out ofthe river.Climbing terrainOptionallyyoumaywanttointroducerulestorepresentdifficult to climb surfaces.After every terrain is set on the battlefield but still beforedeploymentdecidea scalingdifficultyvalueforeverysurfacetobeclimbed.Thisisa valuerangingfrom0to6.If a warrior tries to climb such a surface his movement isnormallyreducedbythe scalingdifficultyininches.Hemaythoughrisktoadvancemoreswiftly,andtrytomovethefullmovementdistance.Inthiscasehemustrollan activatingdieafterthemovement:ifhefailstorollhigherthenthescalingdifficulty,thewarriorfalls(makes a fall action).ADVANCED RULESTherulescoveredinthepreviouschaptersdescribethebasic mechanisms of play. Most of the time you will usethoserules.Particularfeatures likemountedwarriors,weatherconditions requireadditionalrulesthough.Asthese are rarely used, the basic rules do not discuss them.Thischapterisabouthowtoexpandthebasicgametocover some of those situations.MountsMountedwarriorsmaymove8insteadof4afteractivated,andmayclaimthe+1modifiearfor attackingfromhigherground.Theysuffera -1testmodifierforshoot actions aswellasfor attack actions that claim thecharge bonus for wound (more than 3 away from targetatthestartoftheturn),butgaina+2modifierforwounding if charging.If a mounted model gallops (makes a run action) he mustpassan initiativetest againstsixastargetvalue,orfalldownfromthesaddle.Ifthetestisfailed,thewarriormakes a fall action, and is no longer mounted.Mounting and unmounting: The warrior must spend anaction to mount (the model must be in base contact withtheunmannedhorse)orunmount.Amodelinheavyarmourwithout mountedfighttrainingmustrollhisactivating dice during this action. If the result is one, theactionfails.Ifa mounting actionfails,thewarriorremainsunmounted.Ifan unmountingactionfails,thewarrior goes to ground.Attackingamountedmodel:Resolveanyattacksagainstamountedwarriorasusual.Ifheishit,resolvethe woundactionagainsthim,buttreateveryoutofactionresultsasdroppedonground.Ifadroppedongroundresultisrolled,henolongercountsasmounted,andmustevenmakea fallactionwithoneoftheactivating dice.Advanced weapon rulesThissectiondetailsadditionalrulesforweapons.Theyaddanextrafeelofrealismtothegamebutanextracomplexityaswell.Usetheseifyouareconfidentwiththe basic rules.Fightingroom:Somemightyweaponsrequiremorespacetouseeffectively.Itisdifficulttohittheenemywithatwo-handedswordifheisstandingtooclosetoswing it properly. The fighting room defined in the tablebelowistheminimumrequireddistanceininchesbetweentwofiguresforthewieldertobeabletouseweaponwithoutsufferingapenalty.Ifthedistanceissmallerthanthis,thewarriorreceivesa -1penaltytoitsto hit test while attacking.Minimumskill:Someweaponsrequireexperiencetofightefficientlywith.Theminimumskilldefinedinthetablebelowistheminimum characteristicvalue(meleeor ranged)acharactermusthavetousetheweaponwithoutsufferingapenalty.Ifthecharacteristicissmallerthanthis,thewarriorreceivesa -1penaltytoitsto hit test while attacking or shooting.Fighting room Minimum skillSling - ranged 2Bow - ranged 3Longbow - ranged 4Crossbow - ranged 2Dagger 0 melee 1Sword 0 melee 3Broadsword 1 melee 3Mace, hammer 0 melee 2Axe 0 melee 2Staff 1 melee 2Spear 1 melee 3Halberd 1 melee 3Lance 2 melee 4SidequestsTo make the scenarios in a campaign even more unique,theplayersmayopttousesecondarygoals,whichwillrewardsomewarriorswithextraexperience.Thiswillspeedupcharacteradvancementinthecampaign,sobesure to apply the rules evenly every player should playroughly the same number of games with sidequests.Youmaycomeupwithyourownsidequestideas,buthereisasmalllistofstandardonestoselectfrom.Youmay selectmore of themfor a game, but it is advised toonlyuseone:randomizeatthestartofthegamebyrolling a dice:1 First blood2 Hold this position3 Pacifist4 Flawless5 Dust yourself off6 Try hardFirstblood:Thewarrior(orgroupincaseofahenchman)causingthefirst outofactioneffectduringtheencountergainsanadditional advancementdiceatthe end of it.Hold this position: Both players nominate a hero in theirownwarbandatthestartofthegame.Ifnominatedmodel does not move away from his deployment positionin anyway (may turn though or make a go prone or getupaction)duringtheencounter,hegainsanadditionaladvancement dice.Pacifist:Bothplayersnominateaherointheirownwarbandatthestartofthegame.Ifnominatedmodeldoesmakesan attackor shootactionduringtheencounter, he gains an additional advancement dice,Flawless:Bothplayersnominateaherointheirownwarbandatthestartofthegame.Ifnominatedmodelpassesallhis characteristictestsduringthegame,hegains an additional advancement dice.Dust yourself off: The first warrior (or group in case of ahenchman) making a successful get up action after it wassent togroundbyanenemyactiongainsanadditionaladvancement dice at the end of the encounter.Tryhard:Thefirstwarrior(orthegroupinwhichthewarriorisincaseofahenchman)havingatleastfivebound dice at the end of a turn (before taking one back tothefreepool)gainsanadditional advancementdiceatthe end of the encounter. If there are more models with atleast five dice the one with the most receives this bonus.If there are more than one with the same highest numberof dice, randomize.WeatherEnglandisnotalwayssunnyandwarm.Actually,mostofthetimeitisnot.Rainyweather,fogorevencoldcouldruinaperfectplan.Suitingyourstrategytotheweathermayproveanextrachallenge.Youmaythuswanttoenhanceyourgamebyintroducingweatherconditions.Thissectionlistsrulesforsomeoftheseconditions.Youmayselectoneormore fromthethemfor your specific scenario or may let lady luck decide:Randomweatherconditions:Rolladieatthestartoftheskirmish.Iftheresultislessthanthreeitis coldwinter or fall out there. Roll another one. If it is less thanthree, it is raining. If it is not raining, roll a last die. If theresult is less than three, the battlefield is shrouded by fog.Cold:Fightinginthecoldwinterrequiresmoreenergythan in warm weather, the body is working to keep itselfwarm.Everyactioncausesmorefatigueandleadstoageneral performance loss.When picking up any bound die at the end of the turn theplayermustrollitfirst:iftheresultisaoneor two,thedie remains bound to the warrior.Rain: More than every third day it is raining in England.Though the eastern regions are dryer, it can be expectedthat some encounters happen during a downpour.Rainhasacoupleofeffectsongameplay:Visibilityisreduced to 20 (models further away than that cannot beaimed or shot at), and all shooting actions receive a -1 tohit roll penalty. If you use the climbing terrain advancedrules,donotforgettocountthewetsurfacesintothescaling difficulty value (increase by one).Fog:FoginEnglandwasverycommoninfallandwinter. It is often forming during night-time and the calmand cold weather together with reduced visibility and thedamp,closeairisevokingafeelingoflonelinessandfear.InagameofNottinghamweratefogthicknessinthreedifferent levels:Mist:Visibilityisreducedto20(modelsfurtherawaythan that cannot be aimed or shot at).Fog:Visibilityisreducedto10(modelsfurtherawaythan that cannot be aimed or shot at).Thickfog:Visibilityisreducedto5(modelsfurtheraway than that cannot be aimed or shot at).Startthegamewithfogifyourolledorchoosethefogweather condition. After every turn roll a die. If you rolla six increase the fog level, on a one decrease:Roll\actualfog levelnone mist fog thick fog1 none none mist fog6 mist fog thick fog thick fogWind:Anothercommonweatherphenomenonyoumaywant to include is wind. In a game of Nottingham, windisahindrancemostlyforrangedwarriors,butstormyweather may make make all activities difficult.The players should agree at the start of the game whethertheusethewindrules.Alternativelythisdecisioncouldbe left on a dice: roll a dice at the start of the gam, on afive or six apply these rules.Wind is unpredictable, so roll at the start of every turn todetermine its stregth:1-3 Calm4-5 Wind6 GaleCalm:Theairiscalm,orasmallbreezeisblowing.Normal game rules apply.Wind: -1 penalty to any ranged test.Gale:Asuddenheavywindmakesallactivitiestrying.All rangedcharacteristictestsrecievea -2penaltyaswellasevery meleecharacteristictestrecievesa -1penaltyduringthisturn. Run/crawl/climbmovementrange is reduced by 1.Disregard melee test, ranged test (if action needs a target,targetmustbeinabuildingtoo)andmovementrangepenalties if in a building.Earthquake:Iftheplayersagreetousetheearthquakerules, both should roll a dice at the end of each turn (afterresolvingpanic).Ifbothrollonesanearthquakeshakesthe battlefield: every warrior goes on ground. If a playerstillhasanyfreedice,hemayopttoactivateanyofhiswarriorsandmakea balancing action,whichisactuallya get up action with a -1 modifier.The players should roll again at the end of the followingturn.Iftheyrollthesame,the earthquakeshakesthebattlefieldagain.Donotrollagainforearthquakeafterwards.Time of dayNightisoftenassociatedwithdangerandevil,becauseof the connection of nights all-encompassing darkness tothefearoftheunknownanddarknesssobstructionofsight.DaknesshasthefollowinglevelsinagameofNottingham:Pitchdark:Visibilityisreducedto5(modelsfurtherawaythanthatcannotbeaimedorshotat).Modelscloseras5toalightsourcecan stillbetargetedaccording to normal visibility rules.Darkness: Visibility is reduced to 10. Models closer as10toalightsourcecanstillbetargetedaccordingtonormal visibility rules.Twilight:Visibilityisreducedto15.Modelscloseras15 toalightsourcecanstillbetargetedaccordingtonormal visibility rules.Daylight: Normal visibility rules apply.Whilemostlaw-abidingcitizenssleepduringthenight,someoftheadventuresofyourwarriorswillhappenduringthisperiod.Youmay agreeonaspecifictimeofdayforthescenariowithyouropponent beforethestartofthegame,orletadicedecide(rollbeforedeployment):Time of day roll:1-3 Daytime4 Dusk5 Night6 DawnDaytime: Use daylight rules throughout the encounter.Dusk: Start the gamewith daylight visibility conditions.Aftereachturnrolladice.Onafiveorsixincreasedarkness level (daylight to twilight, twilight to darkness,darkness to pitch dark).Night: Use pitch dark rules throughout the encounter.Dusk:Startthegamewith pitchdarkvisibilityconditions.Aftereachturnrolladice.Onafiveorsixdecrease darkness level (pitch dark to darkness, darknessto twilight and twilight to daylight).Patrol modeModels in patrol mode are unalarmed warriors patrollingthesurroundings.Theymaynotmakeany actions,andmustperformtheir activationmoveaspecialway:rollthe activation dice (if more than one roll all of them andpick the highest). The warrior moves that many inches inarandomdirectioninastraightline,facinginthatdirectionattheendofthemove.Anyobstacleshalthismovement.Ifthemodelin patrolmodeisattackedorshotat,heisautomaticallyalertedandcountsnolongerasin patrolmode.Youmaywanttoplacemarkersonmodels inpatrolmode, not to forget whether they were alerted or not. Assomeofthemmaynothavediceboundtothemtheycannotbemarkedbyaspecialdicevalue.Areallynicewaytorepresent patrolmodeistohaveaseparateminiaturefor patrolmodeforeverywarriorwithweaponssheathed(andthealertedonewithweaponsreadied).Thereheis! :Thisisaspecial,outofsequenceaction,thusafreedicemustbeused!Thisspottingactionmaybetriggeredifanenemy modelcomesintolineofsightof awarrior in patrol mode. After the action the warrioris no more in patrol mode.Alert:Anywarriornotin patrolmodemaymakethisaction:rolltheactivatingdice(alliftherearemoreandpickthehighest)andaddfivetotheresult.Thewarriormayalertafriendlymodelnotfurtherawaythanthisresult in inches. The alerted warrior is not in patrol modeanymore.Advanced campaign rulesCaptured! : If at the end of the game the winning playerhas any warrior in 1 of an enemy warrior out of action,he may opt to try and capture him. Both warriors roll anopposed initiative test. If the model to be captured wins,he escapes with a small amount of the winning warbandswealth thewinningplayershouldhandoverd6pennies.If the capturer model wins the test though, than the fallenwarrioriscaptured.Thewinningplayermayspecifyaransom. If this is paid, the captured model returns to hiswarband, otherwise it counts as dead or retired!Themodeltobecaptureddoesnthavetorollan injuryroll.Roll for capture after the income rolls were made.Underdog Bonus: Fighting a more powerful opponent isanexcellent(ifdangerous)wayforawarbandtoboosttheir reputation. A warband that loses two skirmishis in arow recieves a 6d6 income bonus following their secondloss.More than two playersAlthough the game is designed for two players (and mostofthescenariosarewritten fortwo),itcancertainlybeplayedwithmoreparticipantstoo,withsomeslightmodification in the activation rules.The opposed initiative test for activation will be rolled byallplayers,andthehighestmayactivatehiswarrior.Ifthereisadraw, thentheplayerswiththehighestvaluereroll to decide.Thescenariosinthis bookaredesignedfortwoplayers,soyoushouldprobablycomeupwithyourownscenariosformoreplayers.Alternatively(whenplayingwith an even number of players) you might even use thegivenscenarios.Justdividetheplayersintotwogroups,with each group playing for the same goal.House rulesDonothesitatetointroducenewrulestothegameforevenmore fun. You may have terrain pieces with whichwarriorscouldinteract,orsomeofthosewhichwillinfluence their actions in various ways (like frozen lakes,burningfields).Yourownscenariomayaddsomeextrarandom events or other effects. Be sure not to use a lot ofalwaysactiveextrarules,asthesecouldslowdowntheflow of the game. Extra action rules though may be usedasmanyasyoucouldcomeupwith(thoughalwaysagree on all of themwithyour opponent before the startof the game)Forexampleifyouhavesomenicebarrelminiatures,you could define rules like the following:Awarriorincontactwithabarrelmaychoosetotossitashisaction.Rolltheactivatingdice,pickthehighestresult and add 4. The barrel travels that far in inches in astraight line from the warrior. If it comes to contact withanothermodeltheownerofitmaydecide:sacrificeafree dice on the warrior (will be bound to it) and move 2(preferablyoutoftheway)orholdhisground:thewarrior suffers a wound action (treat out of action resultsas on ground). The barrel stops at a miniature holding hisgroundoranyterrainpiecelargerthankneehighofawarrior.SCENARIOSInthemedievalEnglandskirmisheswerefoughtinallkindofcircumstancesotherthanstraightforwardencounterswherebothsidesdrewupinfrontofeachother.The following pages describe some of the many types ofscirmishisyoucanplayusingtheNottinghamrules.Theygivedifferentsortsofgamesofwhichthemoststraightforwardisthe Brawl.Differentscenariosrequirethe players to re-examine their warband composition andtactics, and ensure that every game is always different tothelast.Everyencountertellsadifferentstoryandaddsto the history of your group.Choosing a scenarioForone-upgamestheplayersshouldsimplyagreeonascenario (all of the scenarios listed in this book start withashortflavortext chooseoneyoulike)orcomeupwith their own missions to play.In a campaign game (ifitisnotstorybased)thoughitisadvisedtorandomlyselect a scenario for the players to play:Beforethegamecouldstart,rolladiceandselectascenario depending on the result:1 Brawl2 Kill Bill3 King of the Hill4 Honey Trap5 Breakthrough6 The warband leaders roll an opposed initiativetest, the one who passes it (reroll if draw) maychoose a scenario from the bookArnoldandBertaregettingreadytoplayagameofNottingham.Arnoldrollsadicetodeterminethescenarioandrollsasix.Bothplayersthenrolladiceandaddtheinitiativevalueoftheirwarbandleader.Arnold rolls a three and adds four (his leaders initiative)foraresultofseven,Bertrollsafiveand addsfive(theinitiative value of his warband leader) for a result of ten.TheleaderofBertswarbandpassesthetest,thusBertchoosesascenario.HeoptstogowiththestandardBrawl.Setting up the gameBeforeplayingtheselectedscenariotheplayersshouldagreeonoptionaladvancedrules(likeclimbingterrain,weather,timeofday)orhouserulesanddetermineeffects caused by those.Setting up the battelfieldAftertheplayershavedecidedonthescenarioandadvanced rules to play its time to set up and fight out theencounter.First to set up the battlefield start with a flat space atleast 3x3. Some scenarios may have terrain determinedin the The battlefield section of their description. If theydo, follow those instructions. If not, the players will havetosetuptheterrain.Ifyouhaveasmallselectionofterrainpiecesplaceallofthemonthebattlefield:theplayers should place terrain in turns.Iftheplayersdoownalargeselectionofterraintheymay use the following rules to set up a random terrain.Generatingthebattlefield:Determinetheoverallterrain type of the battlefield. In a mapped campaign youcan base this on the actual terrain section the encounter isfought, you may agree on it with your opponent, or roll adice to decide. In the letter case count a score of one andtwo as clear, three or four as forest, five as mountainousand six as village.Afteryouhavedeterminedthetypeofterrainonthebattlefielditstimetoseewhatthetablewilllooklike:divide the table into nine roughly equal sections, and rolla dice for each section on the following table (roll againif you dont have the right terrain pieces and do not wanttoproxythem).Thistellsyouthetypeofterrainthatoccupies each section.clear forest mountainous village1 open (1) open open (5) open(1),road2 open (2) open woods open(1),road3 open woods,roadrough, road agricultural4 hill, road woods (4) rough hill (6)5 hill (3) woods rough hill6 woods woods, hill mountain rough(1)Rolladice,onaoneortwoaddonebuilding,onathreeorfourplacetwobuildingsoronelargeandonafive or six add three small buidings or a large one.(2) Roll a dice, on a one or two add a lake.(3) Roll a dice, on a one or two add a river.(4) Roll a dice, on a one or two add a river, on a three orfour add a building and on a five place two buildings.(5) Roll a dice, on a one or two add a river, on a three orfouraddabuildingandonafiveorsixplacetwobuildings.(6)Rolladice,onaoneortwoaddabuildingoronathree or four place two buildings.Oncethisisdoneyoumaywanttomovesimilarterraintypesaroundtheboardsotheyareadjacentwheneverpossible.Openterrain:Leavethissectionmostlyclearofterrain.Placeoneortwosmallertreesorbushes,arockoranysmall terrain but generally just a few pieces.Woods: Place as many trees, bushes in this section as youwould like to. You may place some rocks, fallen trees aswell.Hill:Placesomeslightelevationsinthissection,withafewextraterrinpieceslikerocksorbushes.Youmayalso place a tree or some other small terrain pieces.Rough terrain: Place asmany rocks,fallen trees, bushesandothersimilarterrainelementsinthissectionasyoufeel appropriate. Try to make movement difficult, but donot block it completely.Mountain: Place some impassable rock formations, sheercliffs in this section.Lake:Placealargerlakepieceinthesectionorfillitwithsmallerones.Youmayalsoaddafewothersmallterrain elements like rocks, bushes, etc.Buildings: Place as many buildings as defined by the rollinthissection.Smallerbuildingscanbehouses,huts,smallmillsorwatchtowers.Manors,chapels,largestablesormarketplacescountaslargebuildings.Addsomefences,smallgardens,wagonsorotherfittingterrain elements if you have some.Agricultural:Placesomewheatorcornfields,enclosedgardensorfruittrees.Youmayalsoplacesomespecialterrainpieceslikeanapiariy.Addfencesifyouhavesome.Road:Placearoadstartingfromatableedgeofthissection(oranytableedgeifthisroadisrolledforthemiddlesection)headingtoanedgeacrossthetable.Ignoreeveryroadresultsonthetableafterthefirstifterrain type is not village.River:Placeariverstartingfromatableedgeofthissection(oranytableedgeiftheriverisrolledforthemiddlesection)headingtoanedgeacrossthetable.Ignore every river results on the table after the first. Youmayaddoneortwobridgesorfords onyourriverforafew safe crossing possibilities.After Arnold and Bert have determined the scenario, theystart to set up the battlefield. Bert rolls a five for terraintype, the encounter will thus take place in a mountainousregion. After that they roll for terrain for each section: 221(then2forariver)51(then4forabuilding)61(then5fortwobuildings)45.Theyplacetheterrainpieces accordingly:DeploymentAfter the battlefield is set, the players will have to deploytheir warriors. The scenarios will have deployment zonesdefined where the playersmay place their warriors, howyoudeployisuptotheplayers.Threeofthepossiblemethods are listed here:Alternatingdeployment:Theplayersshouldrollanopposedinitiativetestfortheirleaders,theonewhopassedthetest(rerollifdraw)mayselectwhoshouldplacethefirstmodelonthetable.Placeonemodelalternating after that, until there is no more left to deploy.Hidden deployment: If possible, the playersmay opt tocovertheirdeploymentzoneswithasuitablescreeningobject(cardboardsheet,curtain)anddeploytheirwarriorssecretly.Anotherpossibilityisthattheplayersbothdrawamapofthetablewiththepositionoftheirwarriors in secret and deploy according to this plan.Deploymentbyinitiative:Bothplayersnominateamodel to deploy. They roll an opposed initiative test andthe player who passed the test (reroll if draw) may selectwhichofthetwomodelsshouldbedeployed(bytheownerofthemodel).Repeatthisprocessuntilthereisonlymodelsofoneplayerleft,thendeploythesewarriors too.Someofthescenariosdefinedifferentrolesfortheplayers, most frequently an attacker and a defender. In (anotstory-based)campaigngameitisadvisedtoassigntheserandomly,orsemi-randomly: bothleadersrollanopposed initiative test, the one who passes may chose therole for his warband (reroll draws).Playing the gameIfthebattlefieldisreadyandtheforceshavebeendeployed start with the first turn of the game. At the endof each turn check the victory conditions of the scenarioto see if one of the players has won the encounter.Some of the scenarioswill haveadditional rules definedintheir specialrulessections.Besuretocheckandfollowthese.Theseparagraphsmayoverwritestandardgame rules!Creating your own scenariosYoumightalsoliketoinventyourownscenarios.Inspirationscancomefrommanyplaces,includinghistory,films,bookscomicsorevenpaintings.Ifyoufollowthesameformatyoufindinthefollowingscenarios, filling in the blanksas itwere,youll see thatcomingupwitabitofastory,deploymentrulesandvictory conditions isnt hard.Be sure to let every player agree on a new scenario if youwant to add one to a campaign.BRAWLIt was a nice day of hunting up until that moment for thegang in the woods. They managed to catch three rabbitsand,whichwasenoughmeatforawhileforalloftherest of the outlaws living in their camp. Brogan and thewhole party as well was in high spirits as they walkedthrough the dense forest.Then one of the outlaws noticed the other men up ahead.Itwasanotherhuntingparty:thatofthesheriff!Bothgangs noticed the other only after they were in shootingrange.Evenlymatchedatfirstsight,bothleaderscouldhavedecidedtofleeorattack.Todaytheyweredetermined to fight it out.-Toarms! commandedBrogancalmly.Hewhisperedsomeshorttacticalinstructionswhilewatchingthemenofthesherifftoprepareforaclash. Mealwilltastebetter after a good free-for-all!He prepared an arrow and lifted his bow to targetThe battlefieldYoumayfillthebattlefield(witharbitrarysizebetweenroughly2x2and4x4)withanysceneryyouseemtofit the encounter. You may build a small forest, a village,a hillside, use any terrain piece you like. For a campaignplaywesuggestusingthe Generatingthebattlefieldrules to lay out the battlefield.DeploymentThewarbandleadersshouldrollan opposedinitiativetest.Theplayerwhoseleaderpassesthetest(rerollifdraw)maychoseatablesidefordeploymentzone,theopponenthastheoppositeedge.Theplayersmayplacetheir warriors anywhere not further away as 6 from thistableedgeduringdeployment.Useanydeploymentmethod detailed in the Scenarios chapter.Special rulesAimlessfight:Bothsidesfighttodriveawaytheother,but both will lose enthusiasm over time. From the end ofthe sixthturnbothplayersshouldrolladice.Thescenario ends if they both rolled sixes.Victory conditionsTheplayersuccessfullyroutinghisenemywinsthegame.Ifthegameendsduetothe aimlessfightspecialrule none of the players win.AdvancementTheleaderofthewinningwarbandgainsanadditionaladvancement dice.KILL BILLBrogan and the some of his fellows were secretly visitingthecityforprovisionsandnewsatleastonceaweek.Though the risk of getting caught was there, it had to bedone.Andusuallyitwasdonefastandwithoutanyviolence. This time though, it could turn out differently.-Look,theresthatWilliamguy! pointedbrotherBertramtotheothersideofthesquare Theonewhomutilated that poor chap Darcy.Darcywascaughtoutstealin