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:


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

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© 2007 LoreWeaver