Rebellion Lite

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    DiceWhile the majority of the time you will be rolling six sided

    dice, you will also require a range of multi-sided dice

    including d8, d10, d12 and 20 sided dice. Heroes,

    Commanders and certain weapon types employ the greater

    sided dice.

    Base sizesAs each army can employ several heroes or nobles, it is

    necessary to highlight the presence of each hero for the

    benefit of your opponent. To aid game play, all heroes and

    Commanding models are based on larger size bases.

    The standard foot soldier will be based on a 25mm round

    base, however Captains and named heroes will use a 30mm

    base. Banner bearers use a 50mm base. Finally, charge and

    hold markers will use a 20mm base.

    Record SheetIt is important to keep a record sheet for noting the details of

    your heroic models - recording skill scores, luck and wounds

    (stamina) remaining.

    Model CharateristicsEach soldier or hero has the following characteristics which

    make up his profile and describe his fighting ability.

    Skill (S), Armour Class (Ac), Stamina (St), Courage (C),

    Tactical (T), Leadership (L), Luck (Lk)

    Normal soldiers will not have Luck , Leadership or Tactical -these characteristics are the reserve of captains and Heroes.

    Copyright 2007 Robert Soutar, Ebob Miniatures. All Rights Reserved. Website: www.ebobminiatures.com

    Rebellion

    In the month of May, the perfidious race of Scots began to rebel.

    Rebellion-LiteThis version of Rebellion is limited to certain types ofinfantry only and is designed to give the player a taste of how

    the game is played. The full version will include rules for

    light and heavy cavalry, archery, traps, scenarios and

    additional hero profiles as well as rules for seige and

    tournament play.

    Number of PlayersThe minimum number of players recommended for Rebellion

    is two, however the game is very well suited to playing

    multi-player games with three, four, five or even six players,

    indeed the game plays much better with more players. With

    multi-player games each player simply takes command of a

    particular noble and his retinue.

    MeasurementsAll measurements are shown in inches with the exception of

    base sizes which are shown in millimetres. Generally, the

    playing area should be no smaller than 4ft x 4ft square -

    although smaller games can use 3ft x 3ft while some specific

    scenarios may call for a 6ft x 4ft playing area. Larger games

    are possible.

    ModelsThe game can be played with just a handful of models ie.

    Wallace leading a raiding party against an English garrison or

    attacking a supply column for example - up to the Battle ofBannockburn - with armies exceeding 60 or even 90+ models

    in size. Models are based and moved individually.

    Ebob Miniatures presents

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    MovementEach unit type has 2 movement rates: Advance (walking) and

    Charge (running).

    Withdraw or 'Fall-back' is also possible (walking backwards)

    All models should end facing the direction of their last

    movement unless they are falling-back.

    Movement RatesFoot - light (leather) Advance: 4" Charge: 8"

    Foot - heavy (chainmail) Advance: 3" Charge: 6"

    Rough TerrainRough terrain halves movement. When moving uphill

    movement is reduced by 1", and similarly increased by 1"

    when moving downhill. However, all models may move a

    minimum of 1". It should be discussed before the game

    begins which areas are rough terrain and which are

    impassable.

    InterceptionModels in Rebellion do not exert a 'control zone'but may

    instead move up to 1" to intercept any opposing models that

    move within 1" range at any point without directly attacking.

    If an enemy model moves in a straight line directly into base

    contact then the defending model should not move. If

    however an enemy model is moving past or around the

    defending model within 1" range and the defending model is

    not engaged in combat, then the defending model is entitled

    to intercept the enemy model.

    Note that the decision to intercept is the choice of the

    defender. He may choose to allow the enemy to move past

    him, perhaps in preference to advancing himself.

    Although pole-armed models need only be within 1" range to

    strike a blow in combat, these models are nonetheless

    required to move into base contact if they wish to intercept.

    By calm, intrepid, and persevering wisdom, he generallymaintained authority over the rude and undisciplined

    multitudes who crowded to his standard.

    Copyright 2007 Robert Soutar, Ebob Miniatures. All Rights Reserved. Website: www.ebobminiatures.com

    Moving into CombatThe maximum number of models that may move to attack a

    single opponent model is 3. At no time may the ratio of 3 to

    1 be exceeded. Pole-armed models count towards this total,

    although they may position themselves up to 1" away from

    the enemy - thus distancing themselves from return attack.

    Models armed with sword or two-handed weapons must

    move to base contact in order to strike blows.

    OrganisationEach army may have up to 3 Commanders. A Commander

    must be a named hero and normally comes with a free banner

    bearer based on a 50mm base.

    In a large army employing 3 commanders, the force is

    divided into three sections or 'battles'.

    The Vanguard (forward) army, the Main battle and the

    Rear Guard.

    The Commander of the Vanguard is the overall commander

    of the army and should be the hero with the highest

    Leadership score on his profile.

    Each Commander is permitted one free banner unless the

    profile of the hero states no banner. In addition, each army

    may have the appropriate national banner at no cost - St

    George's cross for the English player and the Scottish Saltire

    or St Andrew's cross for the Scots player.

    In addition to the Commanders, the army may contain

    serveral lower ranking heroes and captains - these may be

    either named or unnamed heroes, but the 3 Commandersshould always be the highest ranking heroes in your army as

    shown by their Leadership values.

    Models are grouped into units or 'battles' under the leadership

    of a Commander. However smaller groups may be lead by

    both named heroes or unnamed captains within your army.

    Each hero commands all subordinate models within his

    command range including lower ranking heroes (heroes with

    a lower Leadership score). The sphere of command for a hero

    is normally 6" radius for a named hero. Unnamed heroes may

    also lead troops but have a smaller sphere of command -

    normally 3" radius.

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    Copyright 2007 Robert Soutar, Ebob Miniatures. All Rights Reserved. Website: www.ebobminiatures.com

    TurnsThe game is played as a series of turns, however it is not a

    'your turn, my turn' system of play. Instead the Commanders

    and heroes will move in a random sequence of play

    determined by the 'initiative dice rolls'. Each turn is

    subdivided into turn phases as follows:

    1.Initiative PhaseBoth sides dice for initiative using one dice for every

    Commander on the field.

    2.Command PhasePlayers take turns in moving units under the leadership of

    each Commander in the order determined by the initiative

    rolls. Any charges are declared and reactions resolved.

    3.MeleeAny combats are resolved.

    4.MoraleWarriors and soldiers out of command range must test for

    morale.

    5.End TurnVictory conditions are checked.

    Initiative PhaseAny kind of action or movement is done in a sequence

    determined by the initiative dice. Each player takes one d6

    for each Commander he has on the battle field.

    Each player rolls one d6 for each commander in turn and the

    dice are placed next to miniatures on the table - placing the

    dice with the scores rolled showing - adjacent to each

    Commander. The dice rolls show the sequence of play

    starting with the highest moving first.

    Adjusting the Initiative RollAny commander who has his own personal banner or the

    appropriate national flag banner within 6" may automatically

    add one to the initiative roll - note that a 6 may be increased

    to a 7. Only one banner may be used to increase the initiative

    roll for each Commander.

    Tactial points may also be spent to increase or decrease the

    initiative roll. There is no limit to the number of Tactical

    points that may be used to adjust the initiative roll. So for

    example, 2 Tactial points may be used to increase a roll of 5

    to 7.

    If two Commanders have the same initiative score (ie. both

    sides have 6's for example after any adjustments) then the

    Leadership score of the Commander will determine which

    has priority over the other. The Commander with the highest

    Leadership score moving first. If the Leadership scores are

    also tied then the players roll-off to settle the matter. If only

    one player has two or more Commanders with the same

    initiative score then Leadership determines priority - however

    if the Leadership scores are the same then the player chooses

    priority.

    Command PhaseAt the start of each round the Commanders and

    heroes issue commands to their contingentsin order of the Initiative rolls.

    The following commands are possible:

    Advance

    Charge

    Mele

    Fall-back

    Retreat

    Halt

    Rally

    AdvanceThe leader is not required to move, but if hedoes, then he must move first. All models may move up to

    the maximum standard move rate and must end their move

    within the command radius of the leader that called the order

    to advance. Models may not engage the enemy.

    ChargeWhen a Charge is declared all models in the charging unit

    may move double speed. Charging models move in a straight

    line each turn. Charging models must exceed their standard

    movement rate but do not have to move full speed. If for any

    reason a charging model cannot exceed the standard

    movement (because of rough terrain perhaps) then the model

    will not be eligable for any combat bonuses normally

    awarded for charging models. If a charging model engages an

    enemy model before exceeding the standard move, then

    provided the charging model exceeded the standard move

    rate in the previous turn the charge is legal and all bonuses

    apply, if however the charge was called this turn and the

    charging model did not exceed the standard move distance

    before engaging the enemy, then the charge is not legal and

    normal combat rules apply as for Mele combat.

    If a model exceeds its standard movement rate it is

    considered to be charging. Models cannot exceed their

    standard movement rate unless a Charge or a Retreat has

    been declared.

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    It is illegal to charge an opposing unit that will take more

    than three charge moves to reach. So heavy infantry

    (chainmal) may charge opposing units that are up to 18"

    away - and light foot (leather) may charge enemy models up

    to 24" away.

    Before the player can declare a Charge, the player must

    identify an opposing unit. The hero must have a clear line of

    sight to an enemy model. The player places a Charge Marker

    against an opposing model that his hero can legally charge.

    When the Charge Marker (sword) is placed, the opposing

    player must declare his reaction to being charged - see

    'Response to Charge.'

    A Charge must be lead by the hero calling the charge, so the

    hero must be able to move in a straight line directly towards

    the enemy model identified by the charge marker, and he

    must exceed the standard movement rate. The opposing force

    must be within range of three charge moves - only when all

    of these conditions are met can a legal charge be declared.

    If a Charge is declared against a unit that is more than twice

    the size, then a Morale Test must be made - see 'Morale

    Tests'.

    Once a Charge is declared the following sequence is

    observed.

    1. The hero must move first.

    2. The hero must exceed his standard movement rate.

    3. All models under his command must exceed their

    standard movement where possible and end their

    move within the command zone or in combat.

    4. Models must exceed their standard movement to

    receive any charge bonuses.

    All charging models will gain +1 on the Mele chart, plus

    they gain an advance bonus - see Combat - Charge Bonus

    Ending a charge.A Charge ends with the engagement of the enemy - or if

    three successive charge moves have been made and the

    enemy is still not engaged. Models cannot charge more than

    three times before slowing down. They may not charge again

    for another 3 turns. If a charge is halted or the enemy are not

    engaged after 3 turns then the following move must be made

    at full advance speed (see 'Halt'rule).

    Responses to ChargeThe moment a Charge is declared and a Charge Marker has

    been placed - the opponent must declare his response to

    being charged.

    The following are possible responses to being charged:

    Counter-Charge

    Hold

    Retreat

    Counter-Charge - ResponseIf a Counter-Charge is declared against a Charging unit that

    is more than twice the size - then a Morale Test must be

    made - see 'Morale Tests'.

    In the event of a successful Counter-Charge, a Charge

    Marker (sword) is placed adjacent to the original Charge

    Marker. The counter-charging Commander discards his

    initiative dice and moves now - directly after the charging

    player has completed his move. If however the two units are

    within range of each other then the models are moved one at

    a time, with players taking turns - starting with the leaders -

    with the charging hero moving first with the counter-charging

    hero model moving second - and successive models moved in

    turn in a similar way. If one player still has models to move

    then he completes the move by moving any remaining

    models involved in the Charge orCounter-Charge.

    Hold - ResponseHoldis a response to being charged. WhenHoldis declared,

    a Hold Marker (shield) is placed adjacent to the Charge

    Marker.

    If the unit declaringHoldhas less than half the number of

    models of the charging unit, then a morale test must be made

    - see 'Morale Tests'.

    WhenHoldis declared, all models may move up to 1" to

    reorganise and form ranks - they may do this each turn they

    continue toHold.

    All Holding models will gain +1 on the dice roll to win the

    combat. The hero is not required to move, but if he does, he

    must be the first to move. Models may not engage the enemy

    unless they are intercepting - see 'Interception'.

    MeleeThe leader is not required to move, but if he does, he must

    move first. All models may move up to the maximum

    standard move rate however they may move out of the

    command zone of the hero provided they end their move in

    combat.

    Models are notrequired to move in a straight line as with

    Charge.

    Important:A maximum of 3 models can engage any single

    enemy - this applies in all cases including when pole-arms

    are used.

    My son, I tell thee soothfastile,No gift is like to libertie;Then never live in slaverie.

    Copyright 2007 Robert Soutar, Ebob Miniatures. All Rights Reserved. Website: www.ebobminiatures.com

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    Fall-backSimilar toHold- except all models must move away from

    the enemy - up to a maximum move of 2".

    All models will gain +1 on the dice roll to win the combat.

    The hero is not required to move, but if he does, he must be

    the first to move. Models are not required to face the

    direction of their last movement.

    Models may not engage the enemy.

    Use a Hold Marker (shield) to show that defense bonuses will

    apply to this unit if engaged.

    RetreatRetreatallows a unit to effectively charge away from another

    unit. Normally with Charge the unit must aim to engage an

    opposing unit. WithRetreatthe following rules apply:

    1. The hero must be able to move in a straight line,

    exceeding his normal movement rate in the direction

    of a friendly table edge and not towards any threat.

    2. The hero must move first.

    3. All models must move including the hero, and must

    exceed their normal movement rate where possible.

    4. Models are not bound by the rule to end their turn within

    the command radius of the hero.

    5. All models must move in a straight line as if charging.

    6. All models will continue to charge off the table unless

    a successful 'Halt'is called (see 'Halting a Charge').

    7. Retreating models may not engage the enemy.

    8. Models will not gain any charge bonuses if they are

    engaged in combat.

    HaltOnce a Charge (orRetreat) has started it can be very difficult

    to stop.

    ToHalta Charge (orRetreat), the player must spend a

    Tactical point with his leader (highest ranking hero in the

    unit). Now a roll versus his 'Leadership'is made. Roll a d10.

    If the score rolled exceeds the hero's Leadership score, then

    the roll was unsuccessful and the Charge/Retreatcontinues.

    If the Roll is successful, the Charge/Retreathas been halted -

    however you can't stop a charge on a dime! In the followingturn, all models must move at least the maximum standard

    movement rate before stopping.

    In this slow down round - Charge rules still apply, that is,

    movement in a straight line only, hero moving first and

    retreating models may not engage the enemy.

    Note that Chargebonuses will not apply as the standard

    move has not been exceeded.

    RallyWhen a unit fails a morale test all the models must pass a

    Courage Testto stay on the field, otherwise they are removed

    as casualties. However, a hero may change his command to

    Rallyand spend a 'Tactical' point to attempt to rally any

    troops that have failed courage in that turn before they are

    removed. Only one Tactical point is required to rally the unit

    - not for each individual.

    As the courage tests are made and an individual fails

    courage, make a Leadership roll, rolling a d10 and

    comparing with the hero's Leadership score as described in

    the 'Halt'rule.

    CombatPole-armed models need not be in base contact to fight, but

    can attack from a distance of 1", thus the opponent cannot

    strike blows in return unless he is similarly armed. If a pole-

    armed model is engaged base to base, he must change to his

    sidearm (short sword) and so lose any bonus or advantage of

    the pole-arm.

    Charge BonusWhen a charging model wins a combat he gains +1 to his

    dice when consulting the Mele chart. In addition, when a

    charging model wins a combat he may advance up to 1" and

    engage in a second combat which should be resolved

    immediately. This advance bonus only applies to the

    first combat.

    Winning a FightTo calculate a fight, players take one dice for each model.The appropriate dice required for each model is determined

    by the Skill (SK) rating on the models profile:

    Skill Rating Dice type

    1-3 d6

    4 d8

    5 d10

    6 d12

    Both players roll simultaneously. The highest dice score wins

    the combat. In the event of a draw - if one model has a shield

    and the other does not - then the shield model wins the

    combat. If the result is still tied then the models' Skill ratingsare compared, the highest Skill will win the combat. If the

    combat is still unresolved then both models are considered to

    have parried each other's blows - and so the result is that no

    wounds are inflicted and the combat is considered resolved

    for this turn. Remember that models on Hold gain +1 on the

    dice to win the combat.

    Once combat and wounds have been resolved - the losing

    model or models must back off a minimum of half an inch

    (and up to a maximum of 1") from the winning models.

    Other models not engaged in combat can move to make room

    for the model to withdraw. Models backing off cannot

    engage in a new combat.

    Copyright 2007 Robert Soutar, Ebob Miniatures. All Rights Reserved. Website: www.ebobminiatures.com

    Nine quarters large he was in length - no less;Third part his length in shoulders broad was he,Right seemly, strong, and handsome for to see;

    His limbs were great, with stalwart pace and sound;

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    If the losing model is unable to withdraw the minimum half

    inch required, then the losing model is considered to be

    surrounded (or trapped against something). Surrounded

    models automatically receive an additional wound.

    Example 1: 1 x Scots warrior vs 1 x English

    The English soldier wins the combat because 6 beats thescore of 4 rolled by the Scottish player.

    The English player will now roll for wounds using the Mele

    chart. If the Scots model is still alive, he must back away

    from the English model a minimum of a half an inch

    (maximum 1").

    Multiple CombatsWhen 2 or 3 models are fighting a single opponent the single

    model is considered to be the defender. The dice are thrown

    with the attacking player rolling multiple dice. The scores are

    totalled and the highest total score wins the combat.

    However, the defending model is able to split his score and

    still strike a blow despite losing the combat.

    Example 2: 3 x English vs 1 x Scots hero

    In this example, the Scottish player has Wallace with a

    fighting Skill of 6 - and so he uses a d12.

    The English player rolls 4, 6 and 1.

    The Scottish player rolls 6

    The English player wins the combat because his total score of

    11 beats the Scottish player's 6. However, the Scottish player

    is able to split his score - he cannot stike blows against the

    pole-armed soldier, but he can beat the 4 with 4 of his 6

    points (he will win the draw) and use the remaing 2 points to

    beat the English players 1. So although losing the combat,

    he gets one strike against the English sword-armed model

    before taking a blow from the axe.

    Once wounds are resolved the Wallace model must back off

    at least half an inch because he lost the combat roll.

    Striking BlowsWhen blows are struck, the weapon type determines the type

    of dice that will be used on the Mele chart. Most soldiers

    will use a d6, but two-handed swords use a d8 and an English

    Longsword uses a d6+1. This information is given in the

    profiles.

    When the number of blows has been determined, consult the

    Mele Chart to resolve any wounds inflicted.

    Banners

    Banners are an important feature of most medieval armies.

    They denote the presence on the field of particular Knights

    and in the game, they play an important roll in command and

    morale.

    Each army receives one banner free - unless the army profile

    or scenario rules specifically state 'no banners'.

    The English army gets the 'Cross of St George', and the

    Scottish army gets the 'St Andrew's Cross' or 'Saltire' at no

    cost. Free banners come supplied with a banner bearer (foot)

    and should be mounted on a 50mm base.

    Copyright 2007 Robert Soutar, Ebob Miniatures. All Rights Reserved. Website: www.ebobminiatures.com

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    What do banners do?When a named hero has his personal banner or the

    appropriate national banner within 6" - his command range

    increases to 8" radius. Minor heroes do not benefit from a

    banner.

    When a banner is in base contact with a model that is in

    combat, the model in the combat will win a draw if it has to

    be decided by Skill ratings. If both sides in the combat have

    models in contact with a banner then the normal rules for

    deciding a draw apply. See 'Winning a Combat'.

    Banners have a significant effect on a hero's command

    ability. When a hero begins the round with his personal

    banner or the national banner within his command radius, his

    Initiative roll is automatically increased by 1. Note that 6 is

    not the limit and a 6 maybe increased to a 7.

    Banners also have an effect on Morale and Courage tests -

    see 'Morale and Courage Tests'.

    When a banner is in combat he fights as if armed with a

    sword. If a banner bearer is killed - the banner is lost.

    HeroesEach hero has Tactical and Leadership points.

    Tactical PointsTactical points may be used to increase the dice roll for

    initiative. A Tactical point may also be used to purchase an

    Initiative dice. Any named or minor hero who begins the turnwithout an Initiative dice for whatever reason, may purchase

    an Initiative dice at the cost of 1 Tactical point.

    A Tactical point can also be used to enable a hero to advance

    up to 1" into a second combat after winning an initial

    combat. The hero may advance even if all opponents in the

    first combat were not killed.

    Lastly, Tactical points are also used to Rally troops and to

    Halt a Charge or Retreat. See 'Rally' and 'Halt'.

    Leadership PointsLeadership points determine the rank of the Hero. If there aretwo or more heroes on the field the hero with the highest

    Leadership score is the superior ranking hero.

    The Leadership score is also used when calculating Morale

    and Rally tests. See 'Morale and Courage' and 'Rally'.

    Named &Minor HeroesAfter all Commanders have moved in order of the Initiative

    rolls, there may still remain some units led by either a named

    hero or a minor hero. These units move last and the players

    take turns. If the last Commander to move was Scottish then

    the English player will be first to move one unit followed by

    the Scottish player and so on until all remaining units

    have moved.

    Copyright 2007 Robert Soutar, Ebob Miniatures. All Rights Reserved. Website: www.ebobminiatures.com

    Chain of CommandSubordinate Commanders who begin the round within the

    command zone of a superior Commander do not have their

    own initiative dice but instead move when the superior

    Commander calls a move, taking their men with them -

    however they are permitted to move out of the command

    zone of the superior Commander thus splitting the unit and

    gaining an Initiative dice of their own in the next turn.

    Positioning subordinate heroes or Commanders on the outer

    edge of a command zone is a useful way of creating a larger

    single unit under one command. In this way a large force can

    be brought to bear on a smaller enemy unit forcing your

    opponent to make Morale tests.

    Morale & CourageEach model has a Courage score from 1-6.

    Example:

    Scots warrior - Courage 4

    English Soldier - Courage 3

    Wallace - Courage 6

    Moray - Courage 6

    Giles d'Argantan - Courage 6

    Unnamed English hero - Courage 5

    When a Morale test is called - against a unit

    (a unit is all the models within the command zone of a

    commander or hero model)

    Take the lowest courage score in the unit. Add +1 for eachhero or minor hero and +1 for each banner in the unit - this is

    the unit's Morale Score.

    Roll a d10 - if the roll is greater than the Morale Score the

    unit fails the morale test. The leader (the hero with the

    highest Leadership) of the unit can use Tactical points to to

    increase the dice roll and pass the test.

    When an army gets below half it's original strength, unit

    Morale tests are compulsory at the end of each turn.

    If the morale test is failed then all models including the

    heroes must make Courage Tests to stay on the field.

    See 'Rally'

    Courage TestIf a unit fails a morale test, or if a soldier is out of range of

    any commanding hero (perhaps the hero was killed in

    combat) then a Courage Test is called for.

    A Courage test is done for each individual model. Simply roll

    a d10. If the roll is greater than the model's Courage score

    then the test is failed and the model is removed from the

    table as if he was a casualty.

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    Base Profiles

    Copyright 2007 Robert Soutar, Ebob Miniatures. All Rights Reserved. Website: www.ebobminiatures.com

    William Wallace - Brigand leaderPoints Cost: 100 (no banner)

    AC Armour Class 3 (leather)

    SK Skill 6

    ST Stamina 3

    C Courage 6T Tactical points 3

    LS Leadership 5

    L Luck 3

    Weapons & armour options:

    sidearm (sword or axe) 0pts (d6)

    Two-handed sword 15pts (d8)

    Shield 5pts

    Buckler 2pts

    Sir Andrew MorayPoints Cost: 75

    AC Armour Class 5 (plate)

    SK Skill 5

    ST Stamina 2

    C Courage 6

    T Tactical points 2

    LS Leadership 6

    L Luck 0

    Weapons & armour options:

    sidearm (sword or axe) 0pts (d6)

    Shield 5pts

    Long Sword 15pts (d6+1)

    Scottish Minor HeroPoints Cost: 50pts

    AC Armour Class 3 (leather)

    SK Skill 4

    ST Stamina 2

    C Courage 5

    T Tactical points 1

    LS Leadership 4

    L Luck 1

    Weapons & armour options:

    sidearm (sword or axe) 0pts (d6)

    Shield 5pts

    Two-handed sword 5pts (d8)

    Scots Brigand (Highlander)Points Cost: 6

    AC Armour Class 3 (leather)

    SK Skill 3

    ST Stamina 1

    C Courage 4

    Weapons & armour options:

    Leather armour 2pts (3)

    sidearm (sword or axe) 0pts (d6)

    Shield 0pts

    Two-handed sword 2pts (d8)

    English Knight - Named heroPoints Cost: 75

    AC Armour Class 5 (plate)

    SK Skill 5

    ST Stamina 2

    C Courage 5T Tactical points 2

    LS Leadership 5

    L Luck 2

    Weapons & armour options:

    sidearm (sword or axe) 0pts (d6)

    English Longsword10pts (d6+1)

    Shield 5pts

    English Minor HeroPoints Cost: 45pts

    AC Armour Class 4 (chainmail)

    SK Skill 4

    ST Stamina 2

    C Courage 4

    T Tactical points 1

    LS Leadership 4

    L Luck 1

    Weapons & armour options:

    sidearm (sword or axe) 0pts (d6)

    Shield 5pts

    Long Sword 10pts (d6+1)

    English InfantryPoints Cost: 5AC Armour Class 4 (chainmail)

    SK Skill 2

    ST Stamina 1

    C Courage 3

    Weapons & armour options:

    sidearm (sword) 0pts (d6)

    Shield 2pts

    Two-handed axe 1pts (d6+1)

    Halberd (pole-arm) 2pts (d6+1)

    See the game demonstrated at

    Salute 2007www.ebobmin iature s . com

    Playtest & Rules DevelopmentRobert Soutar (Ebob)

    Tim Lohmann (Glofunzel)

    Daniel Hanowski (Asuryan)

    Frank Picolin (Tankred)