SKIRMISH!
Skirmish! is a quick and easy set of rules for conducting skirmishes with miniatures. To play you need 1d4, 1d6, 1d8, 1d10, 1d20, enough miniatures to assemble two hordes, and either a battlegrid, or a 6" measuring ruler.
Assemble a Horde
Each horde contains the following ten members:
- Commander
- Lieutenant
- Soldiers (x4) (any combination of ranged and melee)
- Cleric
- Mage
- Monster Ally
These each have the following stats:
Commander: HP:**40,
AC: 18,
Attacks +5/+1,
Damage: 1d8, Grants +2 morale bonus to all allies within 30'
Lieutenant: HP:**25,
AC: 16,
Attack +4,
Damage: 1d8, Grants +1 morale bonus to all allies within 30'
Soldiers: HP: 20,
AC: 14,
Attack +2,
Damage: 1d8
Cleric: HP: 15,
AC: 12,
Attack +0,
Damage: 1d6, Starts with three divine spells.
Mage: HP: 12,
AC: 10,
Attack +0,
Damage: 1d6, Starts with three arcane spells.
Monster: HP: 50,
AC: 20,
Attacks +4/+0,
Damage: 1d10,
Special Ability
Initiative & Deployment
Each player rolls a d6 to determine who goes first. High roll wins initiative and deploys a member first, then players alternate until all horde members are deployed. The player who won initiative then goes first and may move and attack first.
Movement & Actions
All members can choose the following movement and actions on their turn:
Attacking & Defending
Spells & Healing
Monster Special Abilities